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		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247561</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247561"/>
		<updated>2013-08-20T20:48:05Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok] master of weather.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien] an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr] an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Duran Duran] a Nibelungen fighter for the church of light.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== Starting stats === &lt;br /&gt;
&lt;br /&gt;
characters use the point buy from the Pathfinder SRD. &lt;br /&gt;
http://www.d20pfsrd.com/basics-ability-scores/ability-scores&lt;br /&gt;
&lt;br /&gt;
characters can spend 20 point (5 more then normal) to compensate for the lack of magic items.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
* characters have only 50% of the normal gold from level 2 upwards. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has one special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Skills Skills] ===&lt;br /&gt;
Changes in the following skills &lt;br /&gt;
* Command  &lt;br /&gt;
* Knowledge (arcane) &lt;br /&gt;
* Meditate &lt;br /&gt;
* Runecraft  &lt;br /&gt;
* Use magic device &lt;br /&gt;
* Ventriloquism &lt;br /&gt;
&lt;br /&gt;
* Spellcraft is removed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
* There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
* all spell components of less then 1gp are removed (like Eschew Materials feat), this does not alter the casting time or spell level&lt;br /&gt;
&lt;br /&gt;
* Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
* Spell with a permanent duration &lt;br /&gt;
* Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
* Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
* Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
* Resurrection spells and raise spells do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin, sorcerer&lt;br /&gt;
&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Common-races Common races] ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The taint ==&lt;br /&gt;
&lt;br /&gt;
The party has had many encounters with the taint. Here is written what they learned from those encounters. &lt;br /&gt;
This section is not based on the truth but only on the perception of the party. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Living creatures can be tainted, in witch case they mutate.&lt;br /&gt;
* The taint does not only effect you physically but also mentaly. &lt;br /&gt;
* The taint is not permanent, creatures can be cured.&lt;br /&gt;
* Groups of people are experimenting on the taint.&lt;br /&gt;
* Ratlike humanoids harvest stones filled with the taint.&lt;br /&gt;
* Ratlike humanoids eat the tainted stones to increase there power.&lt;br /&gt;
* The Church of the light is hiding information about the taint from the rest of the people. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20pfsrd.com/home Pathfinder SRD]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247560</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247560"/>
		<updated>2013-08-20T20:47:15Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok] master of weather.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien] an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr] an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Duran Duran] a Nibelungen fighter for the church of light.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== Starting stats === &lt;br /&gt;
&lt;br /&gt;
characters use the point buy from the Pathfinder SRD. &lt;br /&gt;
http://www.d20pfsrd.com/basics-ability-scores/ability-scores&lt;br /&gt;
&lt;br /&gt;
characters can spend 20 point (5 more then normal) to compensate for the lack of magic items.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
* characters have only 50% of the normal gold from level 2 upwards. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has one special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Skills Skills] ===&lt;br /&gt;
Changes in the following skills &lt;br /&gt;
* Command  &lt;br /&gt;
* Knowledge (arcane) &lt;br /&gt;
* Meditate &lt;br /&gt;
* Runecraft  &lt;br /&gt;
* Use magic device &lt;br /&gt;
* Ventriloquism &lt;br /&gt;
&lt;br /&gt;
* Spellcraft is removed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
* There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
* all spell components of less then 1gp are removed (like Eschew Materials feat), this does not alter the casting time or spell level&lt;br /&gt;
&lt;br /&gt;
* Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
* Spell with a permanent duration &lt;br /&gt;
* Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
* Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
* Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
* Resurrection spells and raise spells do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin, Sorcerer&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Common-races Common races] ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The taint ==&lt;br /&gt;
&lt;br /&gt;
The party has had many encounters with the taint. Here is written what they learned from those encounters. &lt;br /&gt;
This section is not based on the truth but only on the perception of the party. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Living creatures can be tainted, in witch case they mutate.&lt;br /&gt;
* The taint does not only effect you physically but also mentaly. &lt;br /&gt;
* The taint is not permanent, creatures can be cured.&lt;br /&gt;
* Groups of people are experimenting on the taint.&lt;br /&gt;
* Ratlike humanoids harvest stones filled with the taint.&lt;br /&gt;
* Ratlike humanoids eat the tainted stones to increase there power.&lt;br /&gt;
* The Church of the light is hiding information about the taint from the rest of the people. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20pfsrd.com/home Pathfinder SRD]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CE-Common-races&amp;diff=247558</id>
		<title>CE-Common-races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CE-Common-races&amp;diff=247558"/>
		<updated>2013-08-20T13:22:10Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Nibelung */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/Creeping-evil campain site]&lt;br /&gt;
&lt;br /&gt;
Races&lt;br /&gt;
The following races are playable races. Use the templates from the Pathfinder handbook, unless noted otherwise. &lt;br /&gt;
&lt;br /&gt;
=== Human === &lt;br /&gt;
Humans are the most common race in both The United Empire and the Nim Republic.&lt;br /&gt;
&lt;br /&gt;
Use the human template.&lt;br /&gt;
&lt;br /&gt;
=== Human (Fey heritage)=== &lt;br /&gt;
In the wooded areas of Namaria, most notably the woods of Tyraede and the fields of Elias, there are some humans with a small trace of fey blood in them. &lt;br /&gt;
&lt;br /&gt;
Use the halfelf template, except: &lt;br /&gt;
* No Elven blood&lt;br /&gt;
&lt;br /&gt;
=== Human (Beastman heritage)=== &lt;br /&gt;
In some of the areas that border the Beastlands, and also in some parts of Tarnland, it is rumoured that some people have more than a trace of Beastman blood in them. These people are very ferocious and are mostly viewed with suspicion by their fellow humans.&lt;br /&gt;
&lt;br /&gt;
Use the halforc template, except:&lt;br /&gt;
* No Orc blood&lt;br /&gt;
* Keen senses: Beastman humans get a +2 racial bonus to Perception checks.&lt;br /&gt;
&lt;br /&gt;
=== Nome === &lt;br /&gt;
Nomes are a small race of crafty creatures. There are Nomes that live close to nature, but many Nomes have found their ways to civilization. Their ability to craft magic runes has changed the world.&lt;br /&gt;
&lt;br /&gt;
Use the Gnome template, except:&lt;br /&gt;
* Nomes can choose between the +2 bonus to Charisma, or a +2 bonus to Intelligence&lt;br /&gt;
* No Defensive training&lt;br /&gt;
* No Hatred&lt;br /&gt;
* Specialized magic: Nomes choose one school of magic with which they are most familiar. They get a +1 racial bonus to the DC of any spell that they cast from that school, and a +2 racial bonus against spells and effects from that school. This replaces the +1 bonus to the DC of illusion spells, and Illusion resistance. &lt;br /&gt;
* Runesmith: Nomes receive a +2 racial bonus on Runecraft checks. &lt;br /&gt;
&lt;br /&gt;
=== Nibelung === &lt;br /&gt;
Nibelung are a specific race of Nomes from Tarnland. They mostly live underground, and specialize in mining and smithing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard Racial Traits&#039;&#039;&#039;&lt;br /&gt;
* Ability Score Racial Traits: Nibelungs are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom or Intelligence., and –2 Charisma &lt;br /&gt;
* Size: Small: Nibelung are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat&lt;br /&gt;
* Type: Nibelungs are humanoids with the dwarf subtype.&lt;br /&gt;
* Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.&lt;br /&gt;
* Languages: Nibelungs begin play speaking Common and Nibelung. Nibelungs with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.&lt;br /&gt;
* Runesmith: Nibelung receive a +2 racial bonus on Runecraft checks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Racial Traits&#039;&#039;&#039;&lt;br /&gt;
* Hardy: Nibelungs gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.&lt;br /&gt;
* Stability: Nibelungs gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feat and Skill Racial Traits&#039;&#039;&#039;&lt;br /&gt;
* Greed: Nibelungs gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.&lt;br /&gt;
* Stonecunning: Nibelungs gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senses Racial Traits&#039;&#039;&#039;&lt;br /&gt;
* Darkvision: Nibelungs can see perfectly in the dark up to 60 feet.&lt;br /&gt;
Offense Racial Traits&lt;br /&gt;
* Weapon Familiarity: Nibelungs are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “Nibelung” in its name as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
=== Shee === &lt;br /&gt;
From the floating islands of Tallindra come the Shee, a ancient race of fairylike creatures.&lt;br /&gt;
&lt;br /&gt;
Use the Elf template, except:&lt;br /&gt;
* Shee can choose between the +2 bonus to intelligence, or a +2 bonus to Charisma.&lt;br /&gt;
* No Elven Magic&lt;br /&gt;
* Sensitive: Shee get a +2 racial bonus to Sense Motive checks.&lt;br /&gt;
* Learned: Shee get a +2 racial bonus to one Knowledge skill of their choice.  &lt;br /&gt;
&lt;br /&gt;
=== Murmil=== &lt;br /&gt;
Murmil are small, hairy creatures with a long tail. Nobody knows exactly where they come from.&lt;br /&gt;
&lt;br /&gt;
Use the Halfling template, except:&lt;br /&gt;
* Low light vision&lt;br /&gt;
* When a Murmil wears no armor and does not carry more than a light load, his bonus to Climb increases to +4.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CE-Niberlung&amp;diff=247557</id>
		<title>CE-Niberlung</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CE-Niberlung&amp;diff=247557"/>
		<updated>2013-08-20T13:19:42Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Nibelung&#039;&#039;&#039; &lt;br /&gt;
Nibelung are a specific race of Nomes from Tarnland. They mostly live underground, and specialize in mining and smithing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard Racial Traits&#039;&#039;&#039;&lt;br /&gt;
* Ability Score Racial Traits: Nibelungs are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom or Intelligence., and –2 Charisma &lt;br /&gt;
* Size: Small: Nibelung are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat&lt;br /&gt;
* Type: Nibelungs are humanoids with the dwarf subtype.&lt;br /&gt;
* Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.&lt;br /&gt;
* Languages: Nibelungs begin play speaking Common and Nibelung. Nibelungs with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.&lt;br /&gt;
* Runesmith: Nibelung receive a +2 racial bonus on Runecraft checks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Racial Traits&#039;&#039;&#039;&lt;br /&gt;
* Hardy: Nibelungs gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.&lt;br /&gt;
* Stability: Nibelungs gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feat and Skill Racial Traits&#039;&#039;&#039;&lt;br /&gt;
* Greed: Nibelungs gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.&lt;br /&gt;
* Stonecunning: Nibelungs gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senses Racial Traits&#039;&#039;&#039;&lt;br /&gt;
* Darkvision: Nibelungs can see perfectly in the dark up to 60 feet.&lt;br /&gt;
Offense Racial Traits&lt;br /&gt;
* Weapon Familiarity: Nibelungs are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “Nibelung” in its name as a martial weapon.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CE-Niberlung&amp;diff=247556</id>
		<title>CE-Niberlung</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CE-Niberlung&amp;diff=247556"/>
		<updated>2013-08-20T13:17:50Z</updated>

		<summary type="html">&lt;p&gt;BBA: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Nibelung&amp;#039;&amp;#039;&amp;#039;  Nibelung are a specific race of Nomes from Tarnland. They mostly live underground, and specialize in mining and smithing.   &amp;#039;&amp;#039;&amp;#039;Standard Racial Traits&amp;#039;&amp;#039;&amp;#039; •	Ab...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Nibelung&#039;&#039;&#039; &lt;br /&gt;
Nibelung are a specific race of Nomes from Tarnland. They mostly live underground, and specialize in mining and smithing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard Racial Traits&#039;&#039;&#039;&lt;br /&gt;
•	Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom or Intelligence., and –2 Charisma &lt;br /&gt;
•	Size: Small: Nibelung are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat&lt;br /&gt;
•	Type: Dwarves are humanoids with the dwarf subtype.&lt;br /&gt;
•	Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.&lt;br /&gt;
•	Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.&lt;br /&gt;
•	Runesmith: Nibelung receive a +2 racial bonus on Runecraft checks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Racial Traits&#039;&#039;&#039;&lt;br /&gt;
•	Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.&lt;br /&gt;
•	Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feat and Skill Racial Traits&#039;&#039;&#039;&lt;br /&gt;
•	Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.&lt;br /&gt;
•	Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senses Racial Traits&#039;&#039;&#039;&lt;br /&gt;
•	Darkvision: Dwarves can see perfectly in the dark up to 60 feet.&lt;br /&gt;
Offense Racial Traits&lt;br /&gt;
•	Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247504</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247504"/>
		<updated>2013-08-18T19:10:12Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* starting stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok] master of weather.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien] an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr] an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Duran Duran] a Nibelungen fighter for the church of light.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== Starting stats === &lt;br /&gt;
&lt;br /&gt;
characters use the point buy from the Pathfinder SRD. &lt;br /&gt;
http://www.d20pfsrd.com/basics-ability-scores/ability-scores&lt;br /&gt;
&lt;br /&gt;
characters can spend 20 point (5 more then normal) to compensate for the lack of magic items.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
* characters have only 50% of the normal gold from level 2 upwards. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has one special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Skills Skills] ===&lt;br /&gt;
Changes in the following skills &lt;br /&gt;
* Command  &lt;br /&gt;
* Knowledge (arcane) &lt;br /&gt;
* Meditate &lt;br /&gt;
* Runecraft  &lt;br /&gt;
* Use magic device &lt;br /&gt;
* Ventriloquism &lt;br /&gt;
&lt;br /&gt;
* Spellcraft is removed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
* There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
* all spell components of less then 1gp are removed (like Eschew Materials feat), this does not alter the casting time or spell level&lt;br /&gt;
&lt;br /&gt;
* Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
* Spell with a permanent duration &lt;br /&gt;
* Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
* Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
* Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
* Resurrection spells and raise spells do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin&lt;br /&gt;
&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Common-races Common races] ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The taint ==&lt;br /&gt;
&lt;br /&gt;
The party has had many encounters with the taint. Here is written what they learned from those encounters. &lt;br /&gt;
This section is not based on the truth but only on the perception of the party. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Living creatures can be tainted, in witch case they mutate.&lt;br /&gt;
* The taint does not only effect you physically but also mentaly. &lt;br /&gt;
* The taint is not permanent, creatures can be cured.&lt;br /&gt;
* Groups of people are experimenting on the taint.&lt;br /&gt;
* Ratlike humanoids harvest stones filled with the taint.&lt;br /&gt;
* Ratlike humanoids eat the tainted stones to increase there power.&lt;br /&gt;
* The Church of the light is hiding information about the taint from the rest of the people. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20pfsrd.com/home Pathfinder SRD]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CE-Skills&amp;diff=247503</id>
		<title>CE-Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CE-Skills&amp;diff=247503"/>
		<updated>2013-08-18T19:00:29Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/Creeping-evil campaign site]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; New and adapted skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command (Cha) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Fighter, Paladin, Ranger, Shaman&lt;br /&gt;
Use this skill to make subordinates follow orders. You can try to command people not under your direct authority, but the DC increases by 15.&lt;br /&gt;
&lt;br /&gt;
Task:					Command DC&lt;br /&gt;
*Give a simple order			10&lt;br /&gt;
*Restore morale			20&lt;br /&gt;
*“Push” a person			25&lt;br /&gt;
&lt;br /&gt;
Give a simple order: you give an order that is likely to be obeyed. You do not have to make a check for a regular order given in a normal situation, only if your authority might be in question. If the person is wounded, the DC increases by 5.&lt;br /&gt;
&lt;br /&gt;
Restore morale: you can try to prevent your troops from giving up. This use of the skill takes a minute of giving rousing speeches.&lt;br /&gt;
&lt;br /&gt;
“Push” a person: you can try to make someone do something that the person would be unwilling to do, for example if the order is very inconvenient or life-threatening. If the person is wounded, the DC increases by 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Knowledge (arcane) (Int, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: all spellcasters&lt;br /&gt;
This skill (and not Spellcraft) is used to identify spells while being cast. Knowledge of magic allows you to recognize the patterns of other spellcasters. The DC is 15+spell level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Meditate (Wis, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Monk, Shaman, Sorcerer&lt;br /&gt;
Your character can enter a meditative state in which he can perform specific feats. In a trance, the character is still dimly aware of the world around him, and he can wake up at any given moment.&lt;br /&gt;
&lt;br /&gt;
Task					Meditate DC&lt;br /&gt;
* Remove fatigue			20&lt;br /&gt;
* Resist fear				20&lt;br /&gt;
* Memorize				20&lt;br /&gt;
* Talk to Guidance Spirit		30&lt;br /&gt;
&lt;br /&gt;
Remove fatigue: your character no longer is fatigued. If he was exhausted, he becomes fatigued (but he must lose the fatigue condition in the regular way). He must remain in a meditative trance for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Resist fear: when meditating for 10 minutes, your character can make a meditate check. If successful, he gets a +2 bonus on his next Will save to resist fear. If this bonus is not used before the character goes asleep again, the bonus disappears.&lt;br /&gt;
 &lt;br /&gt;
Memorize: your character can attempt to memorize a long string of numbers, a long passage or verse, or other particularly difficult piece of information. The character must meditate for one minute per check. Each successful check allows for your character to memorize up to 800 words. He always retains this information, but he must meditate again for one minute to recall it.&lt;br /&gt;
&lt;br /&gt;
Talk to Guidance Spirit: the character can come into contact with his Guidance Spirit. He can ask one question about his current situation. He will receive a truthful (if cryptic) answer, although the answer is always colored by the spirit’s nature. The character must trance for 30 minutes to use this ability, and he can only do so once per game session.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Runecraft (Int, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Ranger, Shaman, Sorcerer&lt;br /&gt;
You know the Nomic language of runes, used to create magic items. This skill replaces Spellcraft. &lt;br /&gt;
Ranks in this skill replace caster level as a prerequisite for any Craft magic item feat. This means that non-casters can also create magic items. They still need access to the spells needed in the creation of the item.&lt;br /&gt;
&lt;br /&gt;
Adaptations:&lt;br /&gt;
&lt;br /&gt;
* Identify a sorcerer spell being cast: DC 15 + spell level. &lt;br /&gt;
Since sorcerers directly use runes to cast their spells, you can use this skill to identify spells cast by a sorcerer. To identify other spells, you need the knowledge (arcane) skill.&lt;br /&gt;
&lt;br /&gt;
* Identify a magic item: DC 15 + item’s caster level. &lt;br /&gt;
No need to cast detect magic. Using the detect magic spell gives you a +5 bonus to the check. Using identify gives a +15 bonus to the check.&lt;br /&gt;
&lt;br /&gt;
* Decipher a scroll: DC 15 + spell level.&lt;br /&gt;
&lt;br /&gt;
* Use a scroll: DC 15 + caster level.&lt;br /&gt;
You can cast a spell from a scroll even if it is not on your spell list, but only if you have a sufficient score in the required ability.&lt;br /&gt;
&lt;br /&gt;
* Disable magic traps&lt;br /&gt;
You can use this skill to disable rune-based magic traps. A magic trap generally has a DC of 25+ the spell used to create it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Use magic device (Cha, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Rogue, Sorcerer&lt;br /&gt;
When using this skill, you use your force of personality to convince the spirits that you are qualified to use a specific magic item. &lt;br /&gt;
&lt;br /&gt;
Decipher scroll&lt;br /&gt;
You cannot decipher scrolls with this skill. You can try to use one, but you need the Runecraft skill if you want to know what it does beforehand.&lt;br /&gt;
&lt;br /&gt;
Emulate a name: DC 30.&lt;br /&gt;
You can bypass the name restriction on a magic item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Ventriloquism (Cha, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Rogue&lt;br /&gt;
You can talk without moving your lips, or throw your voice.  Onlookers paying special attention may get a Perception test at the GM’s option. &lt;br /&gt;
&lt;br /&gt;
Task					Ventriloquism DC&lt;br /&gt;
*Talk without moving lips		10&lt;br /&gt;
*Throw voice				15&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CE-Skills&amp;diff=247502</id>
		<title>CE-Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CE-Skills&amp;diff=247502"/>
		<updated>2013-08-18T18:39:01Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Meditate (Wis, trained only) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/Creeping-evil campaign site]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; New and adapted skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command (Cha) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Fighter, Paladin, Ranger, Shaman&lt;br /&gt;
Use this skill to make subordinates follow orders. You can try to command people not under your direct authority, but the DC increases by 15.&lt;br /&gt;
&lt;br /&gt;
Task:					Command DC&lt;br /&gt;
*Give a simple order			10&lt;br /&gt;
*Restore morale			20&lt;br /&gt;
*“Push” a person			25&lt;br /&gt;
&lt;br /&gt;
Give a simple order: you give an order that is likely to be obeyed. You do not have to make a check for a regular order given in a normal situation, only if your authority might be in question. If the person is wounded, the DC increases by 5.&lt;br /&gt;
&lt;br /&gt;
Restore morale: you can try to prevent your troops from giving up. This use of the skill takes a minute of giving rousing speeches.&lt;br /&gt;
&lt;br /&gt;
“Push” a person: you can try to make someone do something that the person would be unwilling to do, for example if the order is very inconvenient or life-threatening. If the person is wounded, the DC increases by 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Knowledge (arcane) (Int, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: all spellcasters&lt;br /&gt;
This skill (and not Spellcraft) is used to identify spells while being cast. Knowledge of magic allows you to recognize the patterns of other spellcasters. The DC is 15+spell level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Meditate (Wis, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Monk, Shaman, Sorcerer&lt;br /&gt;
Your character can enter a meditative state in which he can perform specific feats. In a trance, the character is still dimly aware of the world around him, and he can wake up at any given moment.&lt;br /&gt;
&lt;br /&gt;
Task					Meditate DC&lt;br /&gt;
* Remove fatigue			20&lt;br /&gt;
* Resist fear				20&lt;br /&gt;
* Memorize				20&lt;br /&gt;
* Talk to Guidance Spirit		30&lt;br /&gt;
&lt;br /&gt;
Remove fatigue: your character no longer is fatigued. If he was exhausted, he becomes fatigued (but he must lose the fatigue condition in the regular way). He must remain in a meditative trance for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Resist fear: when meditating for 10 minutes, your character can make a meditate check. If successful, he gets a +2 bonus on his next Will save to resist fear. If this bonus is not used before the character goes asleep again, the bonus disappears.&lt;br /&gt;
 &lt;br /&gt;
Memorize: your character can attempt to memorize a long string of numbers, a long passage or verse, or other particularly difficult piece of information. The character must meditate for one minute per check. Each successful check allows for your character to memorize up to 800 words. He always retains this information, but he must meditate again for one minute to recall it.&lt;br /&gt;
&lt;br /&gt;
Talk to Guidance Spirit: the character can come into contact with his Guidance Spirit. He can ask one question about his current situation. He will receive a truthful (if cryptic) answer, although the answer is always colored by the spirit’s nature. The character must trance for 30 minutes to use this ability, and he can only do so once per game session.&lt;br /&gt;
&lt;br /&gt;
== Runecraft (Int, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Ranger, Shaman, Sorcerer&lt;br /&gt;
You know the Nomic language of runes, used to create magic items. This skill replaces Spellcraft. &lt;br /&gt;
Ranks in this skill replace caster level as a prerequisite for any Craft magic item feat. This means that non-casters can also create magic items. They still need access to the spells needed in the creation of the item.&lt;br /&gt;
&lt;br /&gt;
Adaptations:&lt;br /&gt;
&lt;br /&gt;
* Identify a sorcerer spell being cast: DC 15 + spell level. &lt;br /&gt;
Since sorcerers directly use runes to cast their spells, you can use this skill to identify spells cast by a sorcerer. To identify other spells, you need the knowledge (arcane) skill.&lt;br /&gt;
&lt;br /&gt;
* Identify a magic item: DC 15 + item’s caster level. &lt;br /&gt;
No need to cast detect magic. Using the detect magic spell gives you a +5 bonus to the check. Using identify gives a +15 bonus to the check.&lt;br /&gt;
&lt;br /&gt;
* Decipher a scroll: DC 15 + spell level.&lt;br /&gt;
&lt;br /&gt;
* Use a scroll: DC 15 + caster level.&lt;br /&gt;
You can cast a spell from a scroll even if it is not on your spell list, but only if you have a sufficient score in the required ability.&lt;br /&gt;
&lt;br /&gt;
* Disable magic traps&lt;br /&gt;
You can use this skill to disable rune-based magic traps. A magic trap generally has a DC of 25+ the spell used to create it.&lt;br /&gt;
&lt;br /&gt;
== Use magic device (Cha, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Rogue, Sorcerer&lt;br /&gt;
When using this skill, you use your force of personality to convince the spirits that you are qualified to use a specific magic item. &lt;br /&gt;
&lt;br /&gt;
Decipher scroll&lt;br /&gt;
You cannot decipher scrolls with this skill. You can try to use one, but you need the Runecraft skill if you want to know what it does beforehand.&lt;br /&gt;
&lt;br /&gt;
Emulate a name: DC 30.&lt;br /&gt;
You can bypass the name restriction on a magic item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ventriloquism (Cha, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Rogue&lt;br /&gt;
You can talk without moving your lips, or throw your voice.  Onlookers paying special attention may get a Perception test at the GM’s option. &lt;br /&gt;
&lt;br /&gt;
Task					Ventriloquism DC&lt;br /&gt;
*Talk without moving lips		10&lt;br /&gt;
*Throw voice				15&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dndlinks&amp;diff=247500</id>
		<title>Dndlinks</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dndlinks&amp;diff=247500"/>
		<updated>2013-08-18T17:56:28Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Sites from my DND group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure if anyone other then me will ever come across this site. However, anyone reading this who thinks they have a link that should be added, plz do so under the [http://wiki.rpg.net/index.php/Dndlinks#Added_links Added links] headline. I would prefer it if you would add with the link who you are and the date of posting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disclaimer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If this link page helps you then your welkom and have fun.&lt;br /&gt;
If any of the sites offends you in any way, plz don&#039;t hesitate to press [alt]+[F4] and wait for our caring staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Sites from my DND group ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Wizard of the coasts sites ==&lt;br /&gt;
&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/lists/feats List of feats]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/lists/spells List of spells]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/lists/invocations List of invocations]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/lists/monsters List of monsters]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/lists/class List of Base classes]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/lists/prc List of Prestige classes ]&lt;br /&gt;
*[http://www.google.nl/search?as_q=&amp;amp;hl=nl&amp;amp;num=10&amp;amp;btnG=Google+zoeken&amp;amp;as_epq=&amp;amp;as_oq=&amp;amp;as_eq=&amp;amp;lr=&amp;amp;cr=&amp;amp;as_ft=i&amp;amp;as_filetype=&amp;amp;as_qdr=all&amp;amp;as_occt=any&amp;amp;as_dt=i&amp;amp;as_sitesearch=http%3A%2F%2Fcommunity.wizards.com&amp;amp;as_rights=&amp;amp;safe=images Wizard of the coasts Forum (google search)] most usefull link&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/er/20030221a Official D&amp;amp;D Game Rule FAQ]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== PRC&#039;s from books === &lt;br /&gt;
&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/ex/20060403a&amp;amp;page=2 Soulbow]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/iw/20041210b Chameleon]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/re/20030224a Arcane Duelist]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/ex/20041001a&amp;amp;page=2 Master of Radiance]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== PRC&#039;s from websites ===&lt;br /&gt;
&lt;br /&gt;
List from &#039;&#039;&#039;FriendlyFrog&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/re/20030224a Arcane Duelist] &lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/fey/20040507a Cold Iron Warrior]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/fey/20030315a Dark Hunter]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/prc/20061128a Dwarven chanter]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/we/20040522a Dweomerkeeper]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/prc/20061107b Eye of Xanathar]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/re/20030623a Guardian of the Road]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/prc/20061121a Halfling Whistler]&lt;br /&gt;
*[http://www.wizards.com/dnd/article.asp?x=dnd/dx20021031x Lady/Lord of the Dead]&lt;br /&gt;
*[http://www.wizards.com/dnd/article.asp?x=fr/pg20020911b Life Eater]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/frx/20030604a Master harper]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/we/20040522a Moon guardian]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/we/20040522a Nightcloak]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/re/20031209a Silverwood Arcanist]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/re/20031202a Silverwood Outrider] &lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/psm/20040925a Body Leech (Psi)]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/psm/20040625b Constructor (Psi)]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/psm/20040625d Crystal Master (Psi)]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/psm/20040827c Meditant (Psi)]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/psm/20040723d Psychic Assassin (Psi)]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/psm/20040925b Psychic Theurge (Psi)]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/psm/20040827d Psychic Weapon Master (Psi)]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/psm/20040625e Variant Pyrokineticist (Psi)]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/psm/20040625c Sangehirn (Psi)]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/psm/20060217a Soul manifester (Psi)]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/psm/20051125a Subverted psion (Psi)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Online Books ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Handbooks ==&lt;br /&gt;
&lt;br /&gt;
*[http://forums.gleemax.com/showthread.php?t=655556 Shadowcraft Mage Handbook]&lt;br /&gt;
*[http://forums.gleemax.com/showthread.php?t=875062 The Familiars&#039; Handbook -- 2007]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
. &lt;br /&gt;
== Other useful sites ==&lt;br /&gt;
&lt;br /&gt;
*[http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/home.html Systeem reference document online]&lt;br /&gt;
*[http://realmshelps.dandello.net/index.shtml Realms helps online database for feats and prc&#039;s] (incomplete?)&lt;br /&gt;
*[http://www.crystalkeep.com/d20/index.php Crystal keep] some useful pdf&#039;s, like a list of all base classes and their abilities &lt;br /&gt;
*[http://forums.gleemax.com/showthread.php?t=482636 Some handy links for CO work]                                                             &lt;br /&gt;
*[http://spelldb.com/ Spell database] (no spell discription)                                                            &lt;br /&gt;
*[http://www.imarvintpa.com/dndLive/FindSpell.php Search Spells]&lt;br /&gt;
*[http://bitfog.net/7k/downloads/d20SpellsLong.xls Spell list with most spells] (Excel) &lt;br /&gt;
*[http://forums.gleemax.com/showthread.php?t=967118 Alternative Class Features III]&lt;br /&gt;
*[http://forums.gleemax.com/showthread.php?t=889345 Items that Grant Feats]&lt;br /&gt;
*[http://forums.gleemax.com/showthread.php?t=662842 Lists of Stuff - Wizards Community] &lt;br /&gt;
*[http://forums.gleemax.com/showthread.php?t=697653 Master Player Race List Version 2.0]&lt;br /&gt;
*[http://forums.gleemax.com/showthread.php?t=854328 Master Template List] &lt;br /&gt;
*[http://forums.gleemax.com/showthread.php?t=638839 The Handle Animal Guide]&lt;br /&gt;
*[http://forums.gleemax.com/showthread.php?t=320889 X stat to Y bonus]&lt;br /&gt;
*[http://forums.gleemax.com/showthread.php?t=639448 Updated Master of Many Forms Bible + official wild shape rules]&lt;br /&gt;
*[http://forums.gleemax.com/showthread.php?t=615672 Raising Caster Level]&lt;br /&gt;
*[http://fr-thenorth.net/wiki/Big_List_of_Useful_D&amp;amp;D_Links big list of useful D&amp;amp;D links]&lt;br /&gt;
*[http://easydamus.com/alignment.html Aligment test]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Fun sites ==&lt;br /&gt;
&lt;br /&gt;
*[http://forums.gleemax.com/showthread.php?t=934912&amp;amp;page=4 1001 bad things to say right before you die]&lt;br /&gt;
*[http://wiki.rpg.net/index.php/1001_things_Mr._Raymond_can%27t_do_when_he_GMs 1001 things Mr. Raymond can&#039;t do when he GMs]&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/prc/20061121a Halfling Whistler] A class you want to play, just to be able to have an army of Huge squirrels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Added links ==&lt;br /&gt;
&lt;br /&gt;
*BBA: Site started - 08-08-2008&lt;br /&gt;
*BBA: [http://fr-thenorth.net/wiki/Big_List_of_Useful_D&amp;amp;D_Links big list of useful D&amp;amp;D links] - 12-08-2008&lt;br /&gt;
*[http://easydamus.com/alignment.html Aligment test] 25-09-2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Broken links ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;dead&#039;&#039;&#039; [http://shadowsystems.laurencemartin.org/DND_35Ed Boekenlijst] &lt;br /&gt;
*&#039;&#039;&#039;dead&#039;&#039;&#039; [http://shadowsystems.laurencemartin.org/DND_35Ed/Planar%20Handbook.pdf Planar Handbook]&lt;br /&gt;
*&#039;&#039;&#039;dead&#039;&#039;&#039; [http://forums.gleemax.com/wotc_archive/index.php/t-614371 Bard Inspire Courage Optimization] &lt;br /&gt;
*&#039;&#039;&#039;dead&#039;&#039;&#039; [http://users.bigpond.net.au/mhacdebhandia/prestigeclasslist.html Prestige Class Reference List] &lt;br /&gt;
*&#039;&#039;&#039;dead&#039;&#039;&#039; [http://forums.gleemax.com/wotc_archive/index.php/t-767811 Wizard of the coasts  online PRC&#039;s]&lt;br /&gt;
*&#039;&#039;&#039;dead&#039;&#039;&#039; [http://forums.gleemax.com/wotc_archive/index.php/t-213480 Optimization Library]  &lt;br /&gt;
*&#039;&#039;&#039;dead&#039;&#039;&#039; [http://forums.gleemax.com/showthread.php?t=849315 Short Guide to Grappling]&lt;br /&gt;
*&#039;&#039;&#039;dead&#039;&#039;&#039; [http://64.233.183.104/search?q=cache:HSPYpYTFlzMJ:forums.gleemax.com/showthread.php%3Ft3D952766+bard+handbook+site:http://forums.gleemax.com/&amp;amp;hl=nl&amp;amp;ct=clnk&amp;amp;cd=2&amp;amp;gl=nl Bard handbook (in cache)]&lt;br /&gt;
*&#039;&#039;&#039;dead&#039;&#039;&#039; [http://64.233.183.104/search?q=cache:weyStEvd6ZgJ:forums.gleemax.com/showthread.php%3Ft%3D465005+druid+handbook+site:http://forums.gleemax.com/&amp;amp;hl=nl&amp;amp;ct=clnk&amp;amp;cd=3&amp;amp;gl=nl Druid handbook (in cache)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247498</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247498"/>
		<updated>2013-08-18T17:27:23Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok] master of weather.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien] an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr] an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Duran Duran] a Nibelungen fighter for the church of light.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== starting stats === &lt;br /&gt;
&lt;br /&gt;
characters use the point buy from the Pathfinder SRD. &lt;br /&gt;
http://www.d20pfsrd.com/basics-ability-scores/ability-scores&lt;br /&gt;
&lt;br /&gt;
characters can spend 20 point (5 more then normal) to compensate for the lack of magic items.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Gold ===&lt;br /&gt;
* characters have only 50% of the normal gold from level 2 upwards. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has one special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Skills Skills] ===&lt;br /&gt;
Changes in the following skills &lt;br /&gt;
* Command  &lt;br /&gt;
* Knowledge (arcane) &lt;br /&gt;
* Meditate &lt;br /&gt;
* Runecraft  &lt;br /&gt;
* Use magic device &lt;br /&gt;
* Ventriloquism &lt;br /&gt;
&lt;br /&gt;
* Spellcraft is removed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
* There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
* all spell components of less then 1gp are removed (like Eschew Materials feat), this does not alter the casting time or spell level&lt;br /&gt;
&lt;br /&gt;
* Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
* Spell with a permanent duration &lt;br /&gt;
* Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
* Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
* Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
* Resurrection spells and raise spells do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin&lt;br /&gt;
&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Common-races Common races] ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The taint ==&lt;br /&gt;
&lt;br /&gt;
The party has had many encounters with the taint. Here is written what they learned from those encounters. &lt;br /&gt;
This section is not based on the truth but only on the perception of the party. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Living creatures can be tainted, in witch case they mutate.&lt;br /&gt;
* The taint does not only effect you physically but also mentaly. &lt;br /&gt;
* The taint is not permanent, creatures can be cured.&lt;br /&gt;
* Groups of people are experimenting on the taint.&lt;br /&gt;
* Ratlike humanoids harvest stones filled with the taint.&lt;br /&gt;
* Ratlike humanoids eat the tainted stones to increase there power.&lt;br /&gt;
* The Church of the light is hiding information about the taint from the rest of the people. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20pfsrd.com/home Pathfinder SRD]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247497</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247497"/>
		<updated>2013-08-18T17:24:49Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* House rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok] master of weather.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien] an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr] an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Duran Duran] a Nibelungen fighter for the church of light.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== starting stats === &lt;br /&gt;
&lt;br /&gt;
characters use the point buy from the Pathfinder SRD. &lt;br /&gt;
http://www.d20pfsrd.com/basics-ability-scores/ability-scores&lt;br /&gt;
&lt;br /&gt;
characters can spend 20 point (5 more then normal) to compensate for the lack of magic items.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Gold ===&lt;br /&gt;
* characters have only 50% of the normal gold from level 2 upwards. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has one special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Skills Skills] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
* There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
* all spell components of less then 1gp are removed (like Eschew Materials feat), this does not alter the casting time or spell level&lt;br /&gt;
&lt;br /&gt;
* Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
* Spell with a permanent duration &lt;br /&gt;
* Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
* Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
* Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
* Resurrection spells and raise spells do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin&lt;br /&gt;
&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Common-races Common races] ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The taint ==&lt;br /&gt;
&lt;br /&gt;
The party has had many encounters with the taint. Here is written what they learned from those encounters. &lt;br /&gt;
This section is not based on the truth but only on the perception of the party. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Living creatures can be tainted, in witch case they mutate.&lt;br /&gt;
* The taint does not only effect you physically but also mentaly. &lt;br /&gt;
* The taint is not permanent, creatures can be cured.&lt;br /&gt;
* Groups of people are experimenting on the taint.&lt;br /&gt;
* Ratlike humanoids harvest stones filled with the taint.&lt;br /&gt;
* Ratlike humanoids eat the tainted stones to increase there power.&lt;br /&gt;
* The Church of the light is hiding information about the taint from the rest of the people. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20pfsrd.com/home Pathfinder SRD]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Duran.jpg&amp;diff=247493</id>
		<title>File:Duran.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Duran.jpg&amp;diff=247493"/>
		<updated>2013-08-18T15:17:35Z</updated>

		<summary type="html">&lt;p&gt;BBA: BBA uploaded a new version of &amp;amp;quot;File:Duran.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Duran&amp;diff=247492</id>
		<title>Duran</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Duran&amp;diff=247492"/>
		<updated>2013-08-18T15:14:32Z</updated>

		<summary type="html">&lt;p&gt;BBA: Created page with &amp;quot;[http://wiki.rpg.net/index.php/Creeping-evil campaign site]   == Biography ==    ----  ==Class==  File:Duran.jpg   ----  ==Build ==    ----  == Feat’s ==      == Skill T...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/Creeping-evil campaign site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Class==&lt;br /&gt;
&lt;br /&gt;
[[File:Duran.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Build ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Feat’s ==&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skill Trick ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Journal ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Day one, ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247491</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247491"/>
		<updated>2013-08-18T15:13:56Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok] master of weather.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien] an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr] an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Duran Duran] a Nibelungen fighter for the church of light.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== starting stats === &lt;br /&gt;
&lt;br /&gt;
characters use the point buy from the Pathfinder SRD. &lt;br /&gt;
http://www.d20pfsrd.com/basics-ability-scores/ability-scores&lt;br /&gt;
&lt;br /&gt;
characters can spend 20 point (5 more then normal) to compensate for the lack of magic items.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
* characters have only 50% of the normal gold from level 2 upwards. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has one special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
* There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
* all spell components of less then 1gp are removed (like Eschew Materials feat), this does not alter the casting time or spell level&lt;br /&gt;
&lt;br /&gt;
* Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
* Spell with a permanent duration &lt;br /&gt;
* Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
* Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
* Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
* Resurrection spells and raise spells do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin&lt;br /&gt;
&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Common-races Common races] ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The taint ==&lt;br /&gt;
&lt;br /&gt;
The party has had many encounters with the taint. Here is written what they learned from those encounters. &lt;br /&gt;
This section is not based on the truth but only on the perception of the party. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Living creatures can be tainted, in witch case they mutate.&lt;br /&gt;
* The taint does not only effect you physically but also mentaly. &lt;br /&gt;
* The taint is not permanent, creatures can be cured.&lt;br /&gt;
* Groups of people are experimenting on the taint.&lt;br /&gt;
* Ratlike humanoids harvest stones filled with the taint.&lt;br /&gt;
* Ratlike humanoids eat the tainted stones to increase there power.&lt;br /&gt;
* The Church of the light is hiding information about the taint from the rest of the people. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20pfsrd.com/home Pathfinder SRD]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Duran.jpg&amp;diff=247490</id>
		<title>File:Duran.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Duran.jpg&amp;diff=247490"/>
		<updated>2013-08-18T15:12:32Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247486</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247486"/>
		<updated>2013-08-18T13:29:22Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Magic items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters: ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok]master of weather, &lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien], an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr], an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far: ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s: ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== starting stats === &lt;br /&gt;
&lt;br /&gt;
characters use the point buy from the Pathfinder SRD. &lt;br /&gt;
http://www.d20pfsrd.com/basics-ability-scores/ability-scores&lt;br /&gt;
&lt;br /&gt;
characters can spend 20 point (5 more then normal) to compensate for the lack of magic items.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
* characters have only 50% of the normal gold from level 2 upwards. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has one special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
* There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
* all spell components of less then 1gp are removed (like Eschew Materials feat), this does not alter the casting time or spell level&lt;br /&gt;
&lt;br /&gt;
* Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
* Spell with a permanent duration &lt;br /&gt;
* Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
* Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
* Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
* Resurrection spells and raise spells do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin&lt;br /&gt;
&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Common-races Common races] ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20pfsrd.com/home Pathfinder SRD]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247485</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247485"/>
		<updated>2013-08-18T13:22:37Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Spell alterations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters: ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok]master of weather, &lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien], an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr], an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far: ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s: ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has one special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
* There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
* all spell components of less then 1gp are removed (like Eschew Materials feat), this does not alter the casting time or spell level&lt;br /&gt;
&lt;br /&gt;
* Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
* Spell with a permanent duration &lt;br /&gt;
* Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
* Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
* Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
* Resurrection spells and raise spells do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin&lt;br /&gt;
&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Common-races Common races] ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20pfsrd.com/home Pathfinder SRD]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247484</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247484"/>
		<updated>2013-08-18T13:07:08Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Spell alterations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters: ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok]master of weather, &lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien], an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr], an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far: ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s: ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has one special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
* There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
* Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
* Spell with a permanent duration &lt;br /&gt;
* Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
* Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
* Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
* Resurrection spells and raise spells do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin&lt;br /&gt;
&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Common-races Common races] ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20pfsrd.com/home Pathfinder SRD]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CE-Skills&amp;diff=247482</id>
		<title>CE-Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CE-Skills&amp;diff=247482"/>
		<updated>2013-08-18T12:50:07Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Runecraft (Int, trained only) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/Creeping-evil campaign site]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; New and adapted skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command (Cha) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Fighter, Paladin, Ranger, Shaman&lt;br /&gt;
Use this skill to make subordinates follow orders. You can try to command people not under your direct authority, but the DC increases by 15.&lt;br /&gt;
&lt;br /&gt;
Task:					Command DC&lt;br /&gt;
*Give a simple order			10&lt;br /&gt;
*Restore morale			20&lt;br /&gt;
*“Push” a person			25&lt;br /&gt;
&lt;br /&gt;
Give a simple order: you give an order that is likely to be obeyed. You do not have to make a check for a regular order given in a normal situation, only if your authority might be in question. If the person is wounded, the DC increases by 5.&lt;br /&gt;
&lt;br /&gt;
Restore morale: you can try to prevent your troops from giving up. This use of the skill takes a minute of giving rousing speeches.&lt;br /&gt;
&lt;br /&gt;
“Push” a person: you can try to make someone do something that the person would be unwilling to do, for example if the order is very inconvenient or life-threatening. If the person is wounded, the DC increases by 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Knowledge (arcane) (Int, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: all spellcasters&lt;br /&gt;
This skill (and not Spellcraft) is used to identify spells while being cast. Knowledge of magic allows you to recognize the patterns of other spellcasters. The DC is 15+spell level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Meditate (Wis, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Monk, Shaman, Sorcerer&lt;br /&gt;
Your character can enter a meditative state in which he can perform specific feats. In a trance, the character is still dimly aware of the world around him, and he can wake up at any given moment.&lt;br /&gt;
&lt;br /&gt;
Task					Meditate DC&lt;br /&gt;
* Remove fatigue			10&lt;br /&gt;
* Resist fear				15&lt;br /&gt;
* Memorize				15&lt;br /&gt;
* Talk to Guidance Spirit		30&lt;br /&gt;
&lt;br /&gt;
Remove fatigue: your character no longer is fatigued. If he was exhausted, he becomes fatigued (but he must lose the fatigue condition in the regular way). He must remain in a meditative trance for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Resist fear: when meditating for 10 minutes, your character can make a meditate check. If successful, he gets a +2 bonus on his next Will save to resist fear. If this bonus is not used before the character goes asleep again, the bonus disappears.&lt;br /&gt;
 &lt;br /&gt;
Memorize: your character can attempt to memorize a long string of numbers, a long passage or verse, or other particularly difficult piece of information. The character must meditate for one minute per check. Each successful check allows for your character to memorize up to 800 words. He always retains this information, but he must meditate again for one minute to recall it.&lt;br /&gt;
&lt;br /&gt;
Talk to Guidance Spirit: the character can come into contact with his Guidance Spirit. He can ask one question about his current situation. He will receive a truthful (if cryptic) answer, although the answer is always colored by the spirit’s nature. The character must trance for 30 minutes to use this ability, and he can only do so once per game session.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Runecraft (Int, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Ranger, Shaman, Sorcerer&lt;br /&gt;
You know the Nomic language of runes, used to create magic items. This skill replaces Spellcraft. &lt;br /&gt;
Ranks in this skill replace caster level as a prerequisite for any Craft magic item feat. This means that non-casters can also create magic items. They still need access to the spells needed in the creation of the item.&lt;br /&gt;
&lt;br /&gt;
Adaptations:&lt;br /&gt;
&lt;br /&gt;
* Identify a sorcerer spell being cast: DC 15 + spell level. &lt;br /&gt;
Since sorcerers directly use runes to cast their spells, you can use this skill to identify spells cast by a sorcerer. To identify other spells, you need the knowledge (arcane) skill.&lt;br /&gt;
&lt;br /&gt;
* Identify a magic item: DC 15 + item’s caster level. &lt;br /&gt;
No need to cast detect magic. Using the detect magic spell gives you a +5 bonus to the check. Using identify gives a +15 bonus to the check.&lt;br /&gt;
&lt;br /&gt;
* Decipher a scroll: DC 15 + spell level.&lt;br /&gt;
&lt;br /&gt;
* Use a scroll: DC 15 + caster level.&lt;br /&gt;
You can cast a spell from a scroll even if it is not on your spell list, but only if you have a sufficient score in the required ability.&lt;br /&gt;
&lt;br /&gt;
* Disable magic traps&lt;br /&gt;
You can use this skill to disable rune-based magic traps. A magic trap generally has a DC of 25+ the spell used to create it.&lt;br /&gt;
&lt;br /&gt;
== Use magic device (Cha, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Rogue, Sorcerer&lt;br /&gt;
When using this skill, you use your force of personality to convince the spirits that you are qualified to use a specific magic item. &lt;br /&gt;
&lt;br /&gt;
Decipher scroll&lt;br /&gt;
You cannot decipher scrolls with this skill. You can try to use one, but you need the Runecraft skill if you want to know what it does beforehand.&lt;br /&gt;
&lt;br /&gt;
Emulate a name: DC 30.&lt;br /&gt;
You can bypass the name restriction on a magic item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ventriloquism (Cha, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Rogue&lt;br /&gt;
You can talk without moving your lips, or throw your voice.  Onlookers paying special attention may get a Perception test at the GM’s option. &lt;br /&gt;
&lt;br /&gt;
Task					Ventriloquism DC&lt;br /&gt;
*Talk without moving lips		10&lt;br /&gt;
*Throw voice				15&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CE-Skills&amp;diff=247481</id>
		<title>CE-Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CE-Skills&amp;diff=247481"/>
		<updated>2013-08-18T12:49:39Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/Creeping-evil campaign site]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; New and adapted skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command (Cha) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Fighter, Paladin, Ranger, Shaman&lt;br /&gt;
Use this skill to make subordinates follow orders. You can try to command people not under your direct authority, but the DC increases by 15.&lt;br /&gt;
&lt;br /&gt;
Task:					Command DC&lt;br /&gt;
*Give a simple order			10&lt;br /&gt;
*Restore morale			20&lt;br /&gt;
*“Push” a person			25&lt;br /&gt;
&lt;br /&gt;
Give a simple order: you give an order that is likely to be obeyed. You do not have to make a check for a regular order given in a normal situation, only if your authority might be in question. If the person is wounded, the DC increases by 5.&lt;br /&gt;
&lt;br /&gt;
Restore morale: you can try to prevent your troops from giving up. This use of the skill takes a minute of giving rousing speeches.&lt;br /&gt;
&lt;br /&gt;
“Push” a person: you can try to make someone do something that the person would be unwilling to do, for example if the order is very inconvenient or life-threatening. If the person is wounded, the DC increases by 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Knowledge (arcane) (Int, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: all spellcasters&lt;br /&gt;
This skill (and not Spellcraft) is used to identify spells while being cast. Knowledge of magic allows you to recognize the patterns of other spellcasters. The DC is 15+spell level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Meditate (Wis, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Monk, Shaman, Sorcerer&lt;br /&gt;
Your character can enter a meditative state in which he can perform specific feats. In a trance, the character is still dimly aware of the world around him, and he can wake up at any given moment.&lt;br /&gt;
&lt;br /&gt;
Task					Meditate DC&lt;br /&gt;
* Remove fatigue			10&lt;br /&gt;
* Resist fear				15&lt;br /&gt;
* Memorize				15&lt;br /&gt;
* Talk to Guidance Spirit		30&lt;br /&gt;
&lt;br /&gt;
Remove fatigue: your character no longer is fatigued. If he was exhausted, he becomes fatigued (but he must lose the fatigue condition in the regular way). He must remain in a meditative trance for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Resist fear: when meditating for 10 minutes, your character can make a meditate check. If successful, he gets a +2 bonus on his next Will save to resist fear. If this bonus is not used before the character goes asleep again, the bonus disappears.&lt;br /&gt;
 &lt;br /&gt;
Memorize: your character can attempt to memorize a long string of numbers, a long passage or verse, or other particularly difficult piece of information. The character must meditate for one minute per check. Each successful check allows for your character to memorize up to 800 words. He always retains this information, but he must meditate again for one minute to recall it.&lt;br /&gt;
&lt;br /&gt;
Talk to Guidance Spirit: the character can come into contact with his Guidance Spirit. He can ask one question about his current situation. He will receive a truthful (if cryptic) answer, although the answer is always colored by the spirit’s nature. The character must trance for 30 minutes to use this ability, and he can only do so once per game session.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Runecraft (Int, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Ranger, Shaman, Sorcerer&lt;br /&gt;
You know the Nomic language of runes, used to create magic items. This skill replaces Spellcraft. &lt;br /&gt;
Ranks in this skill replace caster level as a prerequisite for any Craft magic item feat. This means that non-casters can also create magic items. They still need access to the spells needed in the creation of the item.&lt;br /&gt;
&lt;br /&gt;
Adaptations:&lt;br /&gt;
&lt;br /&gt;
Identify a sorcerer spell being cast: DC 15 + spell level. &lt;br /&gt;
Since sorcerers directly use runes to cast their spells, you can use this skill to identify spells cast by a sorcerer. To identify other spells, you need the knowledge (arcane) skill.&lt;br /&gt;
&lt;br /&gt;
Identify a magic item: DC 15 + item’s caster level. &lt;br /&gt;
No need to cast detect magic. Using the detect magic spell gives you a +5 bonus to the check. Using identify gives a +15 bonus to the check.&lt;br /&gt;
&lt;br /&gt;
Decipher a scroll: DC 15 + spell level.&lt;br /&gt;
&lt;br /&gt;
Use a scroll: DC 15 + caster level.&lt;br /&gt;
You can cast a spell from a scroll even if it is not on your spell list, but only if you have a sufficient score in the required ability.&lt;br /&gt;
&lt;br /&gt;
Disable magic traps&lt;br /&gt;
You can use this skill to disable rune-based magic traps. A magic trap generally has a DC of 25+ the spell used to create it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Use magic device (Cha, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Rogue, Sorcerer&lt;br /&gt;
When using this skill, you use your force of personality to convince the spirits that you are qualified to use a specific magic item. &lt;br /&gt;
&lt;br /&gt;
Decipher scroll&lt;br /&gt;
You cannot decipher scrolls with this skill. You can try to use one, but you need the Runecraft skill if you want to know what it does beforehand.&lt;br /&gt;
&lt;br /&gt;
Emulate a name: DC 30.&lt;br /&gt;
You can bypass the name restriction on a magic item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ventriloquism (Cha, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Rogue&lt;br /&gt;
You can talk without moving your lips, or throw your voice.  Onlookers paying special attention may get a Perception test at the GM’s option. &lt;br /&gt;
&lt;br /&gt;
Task					Ventriloquism DC&lt;br /&gt;
*Talk without moving lips		10&lt;br /&gt;
*Throw voice				15&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CE-Skills&amp;diff=247480</id>
		<title>CE-Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CE-Skills&amp;diff=247480"/>
		<updated>2013-08-18T12:39:37Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/Creeping-evil campaign site]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; New and adapted skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command (Cha) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Fighter, Paladin, Ranger, Shaman&lt;br /&gt;
Use this skill to make subordinates follow orders. You can try to command people not under your direct authority, but the DC increases by 15.&lt;br /&gt;
&lt;br /&gt;
Task:					Command DC&lt;br /&gt;
*Give a simple order			10&lt;br /&gt;
*Restore morale			20&lt;br /&gt;
*“Push” a person			25&lt;br /&gt;
&lt;br /&gt;
Give a simple order: you give an order that is likely to be obeyed. You do not have to make a check for a regular order given in a normal situation, only if your authority might be in question. If the person is wounded, the DC increases by 5.&lt;br /&gt;
&lt;br /&gt;
Restore morale: you can try to prevent your troops from giving up. This use of the skill takes a minute of giving rousing speeches.&lt;br /&gt;
&lt;br /&gt;
“Push” a person: you can try to make someone do something that the person would be unwilling to do, for example if the order is very inconvenient or life-threatening. If the person is wounded, the DC increases by 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Knowledge (arcane) (Int, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: all spellcasters&lt;br /&gt;
This skill (and not Spellcraft) is used to identify spells while being cast. Knowledge of magic allows you to recognize the patterns of other spellcasters. The DC is 15+spell level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Meditate (Wis, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Monk, Shaman, Sorcerer&lt;br /&gt;
Your character can enter a meditative state in which he can perform specific feats. In a trance, the character is still dimly aware of the world around him, and he can wake up at any given moment.&lt;br /&gt;
&lt;br /&gt;
Task					Meditate DC&lt;br /&gt;
* Remove fatigue			10&lt;br /&gt;
* Resist fear				15&lt;br /&gt;
* Memorize				15&lt;br /&gt;
* Talk to Guidance Spirit		30&lt;br /&gt;
&lt;br /&gt;
Remove fatigue: your character no longer is fatigued. If he was exhausted, he becomes fatigued (but he must lose the fatigue condition in the regular way). He must remain in a meditative trance for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Resist fear: when meditating for 10 minutes, your character can make a meditate check. If successful, he gets a +2 bonus on his next Will save to resist fear. If this bonus is not used before the character goes asleep again, the bonus disappears.&lt;br /&gt;
 &lt;br /&gt;
Memorize: your character can attempt to memorize a long string of numbers, a long passage or verse, or other particularly difficult piece of information. The character must meditate for one minute per check. Each successful check allows for your character to memorize up to 800 words. He always retains this information, but he must meditate again for one minute to recall it.&lt;br /&gt;
&lt;br /&gt;
Talk to Guidance Spirit: the character can come into contact with his Guidance Spirit. He can ask one question about his current situation. He will receive a truthful (if cryptic) answer, although the answer is always colored by the spirit’s nature. The character must trance for 30 minutes to use this ability, and he can only do so once per game session.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Runecraft (Int, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Ranger, Shaman, Sorcerer&lt;br /&gt;
You know the Nomic language of runes, used to create magic items. This skill replaces Spellcraft. &lt;br /&gt;
Ranks in this skill replace caster level as a prerequisite for any Craft magic item feat. This means that non-casters can also create magic items. They still need access to the spells needed in the creation of the item.&lt;br /&gt;
&lt;br /&gt;
Adaptations:&lt;br /&gt;
&lt;br /&gt;
Identify a sorcerer spell being cast: DC 15 + spell level. &lt;br /&gt;
Since sorcerers directly use runes to cast their spells, you can use this skill to identify spells cast by a sorcerer. To identify other spells, you need the knowledge (arcane) skill.&lt;br /&gt;
&lt;br /&gt;
Identify a magic item: DC 15 + item’s caster level. &lt;br /&gt;
No need to cast detect magic. Using the detect magic spell gives you a +5 bonus to the check. Using identify gives a +15 bonus to the check.&lt;br /&gt;
&lt;br /&gt;
Decipher a scroll: DC 15 + spell level.&lt;br /&gt;
&lt;br /&gt;
Use a scroll: DC 15 + caster level.&lt;br /&gt;
You can cast a spell from a scroll even if it is not on your spell list, but only if you have a sufficient score in the required ability.&lt;br /&gt;
&lt;br /&gt;
Disable magic traps&lt;br /&gt;
You can use this skill to disable rune-based magic traps. A magic trap generally has a DC of 25+ the spell used to create it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Use magic device (Cha, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Rogue, Sorcerer&lt;br /&gt;
When using this skill, you use your force of personality to convince the spirits that you are qualified to use a specific magic item. &lt;br /&gt;
&lt;br /&gt;
Decipher scroll&lt;br /&gt;
You cannot decipher scrolls with this skill. You can try to use one, but you need the Runecraft skill if you want to know what it does beforehand.&lt;br /&gt;
&lt;br /&gt;
Emulate a name: DC 30.&lt;br /&gt;
You can bypass the name restriction on a magic item.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lucan-d%27Orien&amp;diff=247479</id>
		<title>Lucan-d&#039;Orien</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lucan-d%27Orien&amp;diff=247479"/>
		<updated>2013-08-18T12:39:19Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/Creeping-evil campaign site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Class==&lt;br /&gt;
&lt;br /&gt;
[[File:Lucan.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Build ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Feat’s ==&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skill Trick ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Journal ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Day one, ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=QB-Loptr&amp;diff=247478</id>
		<title>QB-Loptr</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=QB-Loptr&amp;diff=247478"/>
		<updated>2013-08-18T12:39:05Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/Creeping-evil campaign site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Class==&lt;br /&gt;
&lt;br /&gt;
[[File:QB.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Build ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Feat’s ==&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skill Trick ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Journal ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Day one, ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CE-Skills&amp;diff=247477</id>
		<title>CE-Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CE-Skills&amp;diff=247477"/>
		<updated>2013-08-18T12:36:55Z</updated>

		<summary type="html">&lt;p&gt;BBA: Created page with &amp;quot;New and adapted skills   == Command (Cha) ==  Class skill for: Bard, Fighter, Paladin, Ranger, Shaman Use this skill to make subordinates follow orders. You can try to command...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New and adapted skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command (Cha) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Fighter, Paladin, Ranger, Shaman&lt;br /&gt;
Use this skill to make subordinates follow orders. You can try to command people not under your direct authority, but the DC increases by 15.&lt;br /&gt;
&lt;br /&gt;
Task:					Command DC&lt;br /&gt;
Give a simple order			10&lt;br /&gt;
Restore morale			20&lt;br /&gt;
“Push” a person			25&lt;br /&gt;
&lt;br /&gt;
Give a simple order: you give an order that is likely to be obeyed. You do not have to make a check for a regular order given in a normal situation, only if your authority might be in question. If the person is wounded, the DC increases by 5.&lt;br /&gt;
&lt;br /&gt;
Restore morale: you can try to prevent your troops from giving up. This use of the skill takes a minute of giving rousing speeches.&lt;br /&gt;
&lt;br /&gt;
“Push” a person: you can try to make someone do something that the person would be unwilling to do, for example if the order is very inconvenient or life-threatening. If the person is wounded, the DC increases by 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Knowledge (arcane) (Int, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: all spellcasters&lt;br /&gt;
This skill (and not Spellcraft) is used to identify spells while being cast. Knowledge of magic allows you to recognize the patterns of other spellcasters. The DC is 15+spell level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Meditate (Wis, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Monk, Shaman, Sorcerer&lt;br /&gt;
Your character can enter a meditative state in which he can perform specific feats. In a trance, the character is still dimly aware of the world around him, and he can wake up at any given moment.&lt;br /&gt;
&lt;br /&gt;
Task					Meditate DC&lt;br /&gt;
Remove fatigue			10&lt;br /&gt;
Resist fear				15&lt;br /&gt;
Memorize				15&lt;br /&gt;
Talk to Guidance Spirit		30&lt;br /&gt;
&lt;br /&gt;
Remove fatigue: your character no longer is fatigued. If he was exhausted, he becomes fatigued (but he must lose the fatigue condition in the regular way). He must remain in a meditative trance for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Resist fear: when meditating for 10 minutes, your character can make a meditate check. If successful, he gets a +2 bonus on his next Will save to resist fear. If this bonus is not used before the character goes asleep again, the bonus disappears.&lt;br /&gt;
 &lt;br /&gt;
Memorize: your character can attempt to memorize a long string of numbers, a long passage or verse, or other particularly difficult piece of information. The character must meditate for one minute per check. Each successful check allows for your character to memorize up to 800 words. He always retains this information, but he must meditate again for one minute to recall it.&lt;br /&gt;
&lt;br /&gt;
Talk to Guidance Spirit: the character can come into contact with his Guidance Spirit. He can ask one question about his current situation. He will receive a truthful (if cryptic) answer, although the answer is always colored by the spirit’s nature. The character must trance for 30 minutes to use this ability, and he can only do so once per game session.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Runecraft (Int, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Ranger, Shaman, Sorcerer&lt;br /&gt;
You know the Nomic language of runes, used to create magic items. This skill replaces Spellcraft. &lt;br /&gt;
Ranks in this skill replace caster level as a prerequisite for any Craft magic item feat. This means that non-casters can also create magic items. They still need access to the spells needed in the creation of the item.&lt;br /&gt;
&lt;br /&gt;
Adaptations:&lt;br /&gt;
&lt;br /&gt;
Identify a sorcerer spell being cast: DC 15 + spell level. &lt;br /&gt;
Since sorcerers directly use runes to cast their spells, you can use this skill to identify spells cast by a sorcerer. To identify other spells, you need the knowledge (arcane) skill.&lt;br /&gt;
&lt;br /&gt;
Identify a magic item: DC 15 + item’s caster level. &lt;br /&gt;
No need to cast detect magic. Using the detect magic spell gives you a +5 bonus to the check. Using identify gives a +15 bonus to the check.&lt;br /&gt;
&lt;br /&gt;
Decipher a scroll: DC 15 + spell level.&lt;br /&gt;
&lt;br /&gt;
Use a scroll: DC 15 + caster level.&lt;br /&gt;
You can cast a spell from a scroll even if it is not on your spell list, but only if you have a sufficient score in the required ability.&lt;br /&gt;
&lt;br /&gt;
Disable magic traps&lt;br /&gt;
You can use this skill to disable rune-based magic traps. A magic trap generally has a DC of 25+ the spell used to create it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Use magic device (Cha, trained only) ==&lt;br /&gt;
&lt;br /&gt;
Class skill for: Bard, Rogue, Sorcerer&lt;br /&gt;
When using this skill, you use your force of personality to convince the spirits that you are qualified to use a specific magic item. &lt;br /&gt;
&lt;br /&gt;
Decipher scroll&lt;br /&gt;
You cannot decipher scrolls with this skill. You can try to use one, but you need the Runecraft skill if you want to know what it does beforehand.&lt;br /&gt;
&lt;br /&gt;
Emulate a name: DC 30.&lt;br /&gt;
You can bypass the name restriction on a magic item.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247476</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247476"/>
		<updated>2013-08-18T12:34:17Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters: ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok]master of weather, &lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien], an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr], an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far: ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s: ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has one special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
- There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
&lt;br /&gt;
- Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
&lt;br /&gt;
- Spell with a permanent duration &lt;br /&gt;
&lt;br /&gt;
- Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
&lt;br /&gt;
- Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
&lt;br /&gt;
- Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin&lt;br /&gt;
&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Common-races Common races] ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20pfsrd.com/home Pathfinder SRD]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CE-Common-races&amp;diff=247475</id>
		<title>CE-Common-races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CE-Common-races&amp;diff=247475"/>
		<updated>2013-08-18T12:33:59Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/Creeping-evil campain site]&lt;br /&gt;
&lt;br /&gt;
Races&lt;br /&gt;
The following races are playable races. Use the templates from the Pathfinder handbook, unless noted otherwise. &lt;br /&gt;
&lt;br /&gt;
=== Human === &lt;br /&gt;
Humans are the most common race in both The United Empire and the Nim Republic.&lt;br /&gt;
&lt;br /&gt;
Use the human template.&lt;br /&gt;
&lt;br /&gt;
=== Human (Fey heritage)=== &lt;br /&gt;
In the wooded areas of Namaria, most notably the woods of Tyraede and the fields of Elias, there are some humans with a small trace of fey blood in them. &lt;br /&gt;
&lt;br /&gt;
Use the halfelf template, except: &lt;br /&gt;
* No Elven blood&lt;br /&gt;
&lt;br /&gt;
=== Human (Beastman heritage)=== &lt;br /&gt;
In some of the areas that border the Beastlands, and also in some parts of Tarnland, it is rumoured that some people have more than a trace of Beastman blood in them. These people are very ferocious and are mostly viewed with suspicion by their fellow humans.&lt;br /&gt;
&lt;br /&gt;
Use the halforc template, except:&lt;br /&gt;
* No Orc blood&lt;br /&gt;
* Keen senses: Beastman humans get a +2 racial bonus to Perception checks.&lt;br /&gt;
&lt;br /&gt;
=== Nome === &lt;br /&gt;
Nomes are a small race of crafty creatures. There are Nomes that live close to nature, but many Nomes have found their ways to civilization. Their ability to craft magic runes has changed the world.&lt;br /&gt;
&lt;br /&gt;
Use the Gnome template, except:&lt;br /&gt;
* Nomes can choose between the +2 bonus to Charisma, or a +2 bonus to Intelligence&lt;br /&gt;
* No Defensive training&lt;br /&gt;
* No Hatred&lt;br /&gt;
* Specialized magic: Nomes choose one school of magic with which they are most familiar. They get a +1 racial bonus to the DC of any spell that they cast from that school, and a +2 racial bonus against spells and effects from that school. This replaces the +1 bonus to the DC of illusion spells, and Illusion resistance. &lt;br /&gt;
* Runesmith: Nomes receive a +2 racial bonus on Runecraft checks. &lt;br /&gt;
&lt;br /&gt;
=== Nibelung === &lt;br /&gt;
Nibelung are a specific race of Nomes from Tarnland. They mostly live underground, and specialize in mining and smithing.&lt;br /&gt;
&lt;br /&gt;
Use the Dwarf template, except:&lt;br /&gt;
* Nibelung can choose between the +2 bonus to Wisdom, or a +2 bonus to Intelligence&lt;br /&gt;
* Small: Nibelung are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.. &lt;br /&gt;
* No Defensive training&lt;br /&gt;
* No Hatred&lt;br /&gt;
* Runesmith: Nibelung receive a +2 racial bonus on Runecraft checks.&lt;br /&gt;
&lt;br /&gt;
=== Shee === &lt;br /&gt;
From the floating islands of Tallindra come the Shee, a ancient race of fairylike creatures.&lt;br /&gt;
&lt;br /&gt;
Use the Elf template, except:&lt;br /&gt;
* Shee can choose between the +2 bonus to intelligence, or a +2 bonus to Charisma.&lt;br /&gt;
* No Elven Magic&lt;br /&gt;
* Sensitive: Shee get a +2 racial bonus to Sense Motive checks.&lt;br /&gt;
* Learned: Shee get a +2 racial bonus to one Knowledge skill of their choice.  &lt;br /&gt;
&lt;br /&gt;
=== Murmil=== &lt;br /&gt;
Murmil are small, hairy creatures with a long tail. Nobody knows exactly where they come from.&lt;br /&gt;
&lt;br /&gt;
Use the Halfling template, except:&lt;br /&gt;
* Low light vision&lt;br /&gt;
* When a Murmil wears no armor and does not carry more than a light load, his bonus to Climb increases to +4.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247474</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247474"/>
		<updated>2013-08-18T12:33:20Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* CE-Common-races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Creeping Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters: ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok]master of weather, &lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien], an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr], an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far: ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s: ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has one special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
- There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
&lt;br /&gt;
- Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
&lt;br /&gt;
- Spell with a permanent duration &lt;br /&gt;
&lt;br /&gt;
- Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
&lt;br /&gt;
- Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
&lt;br /&gt;
- Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin&lt;br /&gt;
&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== [http://wiki.rpg.net/index.php/CE-Common-races Common races] ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20pfsrd.com/home Pathfinder SRD]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CE-Common-races&amp;diff=247473</id>
		<title>CE-Common-races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CE-Common-races&amp;diff=247473"/>
		<updated>2013-08-18T12:32:40Z</updated>

		<summary type="html">&lt;p&gt;BBA: Created page with &amp;quot;Races The following races are playable races. Use the templates from the Pathfinder handbook, unless noted otherwise.   === Human ===  Humans are the most common race in both ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Races&lt;br /&gt;
The following races are playable races. Use the templates from the Pathfinder handbook, unless noted otherwise. &lt;br /&gt;
&lt;br /&gt;
=== Human === &lt;br /&gt;
Humans are the most common race in both The United Empire and the Nim Republic.&lt;br /&gt;
&lt;br /&gt;
Use the human template.&lt;br /&gt;
&lt;br /&gt;
=== Human (Fey heritage)=== &lt;br /&gt;
In the wooded areas of Namaria, most notably the woods of Tyraede and the fields of Elias, there are some humans with a small trace of fey blood in them. &lt;br /&gt;
&lt;br /&gt;
Use the halfelf template, except: &lt;br /&gt;
* No Elven blood&lt;br /&gt;
&lt;br /&gt;
=== Human (Beastman heritage)=== &lt;br /&gt;
In some of the areas that border the Beastlands, and also in some parts of Tarnland, it is rumoured that some people have more than a trace of Beastman blood in them. These people are very ferocious and are mostly viewed with suspicion by their fellow humans.&lt;br /&gt;
&lt;br /&gt;
Use the halforc template, except:&lt;br /&gt;
* No Orc blood&lt;br /&gt;
* Keen senses: Beastman humans get a +2 racial bonus to Perception checks.&lt;br /&gt;
&lt;br /&gt;
=== Nome === &lt;br /&gt;
Nomes are a small race of crafty creatures. There are Nomes that live close to nature, but many Nomes have found their ways to civilization. Their ability to craft magic runes has changed the world.&lt;br /&gt;
&lt;br /&gt;
Use the Gnome template, except:&lt;br /&gt;
* Nomes can choose between the +2 bonus to Charisma, or a +2 bonus to Intelligence&lt;br /&gt;
* No Defensive training&lt;br /&gt;
* No Hatred&lt;br /&gt;
* Specialized magic: Nomes choose one school of magic with which they are most familiar. They get a +1 racial bonus to the DC of any spell that they cast from that school, and a +2 racial bonus against spells and effects from that school. This replaces the +1 bonus to the DC of illusion spells, and Illusion resistance. &lt;br /&gt;
* Runesmith: Nomes receive a +2 racial bonus on Runecraft checks. &lt;br /&gt;
&lt;br /&gt;
=== Nibelung === &lt;br /&gt;
Nibelung are a specific race of Nomes from Tarnland. They mostly live underground, and specialize in mining and smithing.&lt;br /&gt;
&lt;br /&gt;
Use the Dwarf template, except:&lt;br /&gt;
* Nibelung can choose between the +2 bonus to Wisdom, or a +2 bonus to Intelligence&lt;br /&gt;
* Small: Nibelung are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.. &lt;br /&gt;
* No Defensive training&lt;br /&gt;
* No Hatred&lt;br /&gt;
* Runesmith: Nibelung receive a +2 racial bonus on Runecraft checks.&lt;br /&gt;
&lt;br /&gt;
=== Shee === &lt;br /&gt;
From the floating islands of Tallindra come the Shee, a ancient race of fairylike creatures.&lt;br /&gt;
&lt;br /&gt;
Use the Elf template, except:&lt;br /&gt;
* Shee can choose between the +2 bonus to intelligence, or a +2 bonus to Charisma.&lt;br /&gt;
* No Elven Magic&lt;br /&gt;
* Sensitive: Shee get a +2 racial bonus to Sense Motive checks.&lt;br /&gt;
* Learned: Shee get a +2 racial bonus to one Knowledge skill of their choice.  &lt;br /&gt;
&lt;br /&gt;
=== Murmil=== &lt;br /&gt;
Murmil are small, hairy creatures with a long tail. Nobody knows exactly where they come from.&lt;br /&gt;
&lt;br /&gt;
Use the Halfling template, except:&lt;br /&gt;
* Low light vision&lt;br /&gt;
* When a Murmil wears no armor and does not carry more than a light load, his bonus to Climb increases to +4.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247472</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247472"/>
		<updated>2013-08-18T12:30:37Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Common races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Creeping Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters: ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok]master of weather, &lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien], an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr], an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far: ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s: ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has one special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
- There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
&lt;br /&gt;
- Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
&lt;br /&gt;
- Spell with a permanent duration &lt;br /&gt;
&lt;br /&gt;
- Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
&lt;br /&gt;
- Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
&lt;br /&gt;
- Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin&lt;br /&gt;
&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== [[CE-Common-races]] ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20pfsrd.com/home Pathfinder SRD]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247471</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247471"/>
		<updated>2013-08-18T12:29:10Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Link&amp;#039;s */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Creeping Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters: ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok]master of weather, &lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien], an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr], an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far: ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s: ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has one special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
- There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
&lt;br /&gt;
- Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
&lt;br /&gt;
- Spell with a permanent duration &lt;br /&gt;
&lt;br /&gt;
- Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
&lt;br /&gt;
- Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
&lt;br /&gt;
- Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin&lt;br /&gt;
&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Common races ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
*[http://www.d20pfsrd.com/home Pathfinder SRD]&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247470</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247470"/>
		<updated>2013-08-18T12:27:37Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Magic items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Creeping Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters: ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok]master of weather, &lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien], an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr], an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far: ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s: ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has one special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
- There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
&lt;br /&gt;
- Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
&lt;br /&gt;
- Spell with a permanent duration &lt;br /&gt;
&lt;br /&gt;
- Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
&lt;br /&gt;
- Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
&lt;br /&gt;
- Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin&lt;br /&gt;
&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Common races ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247469</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247469"/>
		<updated>2013-08-18T12:27:16Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* common races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Creeping Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters: ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok]master of weather, &lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien], an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr], an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far: ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s: ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has 1 special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
- There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
&lt;br /&gt;
- Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
&lt;br /&gt;
- Spell with a permanent duration &lt;br /&gt;
&lt;br /&gt;
- Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
&lt;br /&gt;
- Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
&lt;br /&gt;
- Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin&lt;br /&gt;
&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Common races ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247468</id>
		<title>Creeping-evil</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Creeping-evil&amp;diff=247468"/>
		<updated>2013-08-18T12:26:55Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Creeping Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This campaign is based on the Pathfinder rules.&lt;br /&gt;
D&amp;amp;D 3.5 is used for feats, spells and equipment as long as it fits the pathfinder rules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Characters: ==&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lupok Lupok]master of weather, &lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/Lucan-d&#039;Orien Lucan d&#039;Orien], an archer from the church of light.&lt;br /&gt;
&lt;br /&gt;
- [http://wiki.rpg.net/index.php/QB-Loptr QB Loptr], an illusionist troublemaker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Storyline so far: ==&lt;br /&gt;
The party set out to intervene in a war between the outlands and there nation. It soon became apparent that the war troubles in the outlands where just the tip of the iceberg. The party discovered an unknown evil that corrupts all living things. With the help of the society of mirror walkers they set off to find the truth behind this evil Taint. &lt;br /&gt;
&lt;br /&gt;
The party found groups of people experimenting with the taint, but before they could capture them they where waylaid by ogres.&lt;br /&gt;
 &lt;br /&gt;
Feeling defeated that they let the enemy get away they return to the town only to find that not all is what it seems. The whip found at the site turns out to be possessed by un unknown force and wreaks havoc in town. Has the taint the ability to even effect normal objects?&lt;br /&gt;
&lt;br /&gt;
The party has no time and are send to investigate a abandoned town. Using the mirror walkers to get past the Church of light blockades. Down in the tunnels the party found rat-like humanoids digging up everything and building an army. Where they the cause of the taint?&lt;br /&gt;
Before the party could found out they had to flee to the surface where they unknowingly unleashed a new evil into the world. Would this come back to haunt them?  &lt;br /&gt;
&lt;br /&gt;
At the request of the mirror walkers the party travels to a seaside town where during the parade of the dead young girls disappear every year. In a town full of fear the party finally finds some people willing to help and they successfully rescue the girl only to be framed for the murder of the major. Who is this major assistance that can control the dead? How is he connected to the masked skeleton?&lt;br /&gt;
The questions are piling up for the party. &lt;br /&gt;
&lt;br /&gt;
The party flies only to find out that another town is under the attack of skeletons. When they arrive they find literally a skeleton town. With the help of some locals they were able to fight their way into the keep and destroy the Wright that was guarding the skeleton making gate. There victory is short lived. Just as they defeat the Wright Lucan rides into town with the gravest of news. The master is coming! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locations: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== NPC&#039;s: ==&lt;br /&gt;
&lt;br /&gt;
- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== House rules ==&lt;br /&gt;
&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
There are no magic items in the traditional way. Every character has 1 special item from the spirits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Spell alterations ===&lt;br /&gt;
&lt;br /&gt;
- There is only spontaneous magic (like sorcerer) no prepared magic (like wizard)&lt;br /&gt;
&lt;br /&gt;
- Greater Scrying: duration changed to 1 min/level&lt;br /&gt;
&lt;br /&gt;
- Spell with a permanent duration &lt;br /&gt;
&lt;br /&gt;
- Storm of Vengeance: the damage dealing parts of the spells are restricted to a 30-ft. radius somewhere in the cloud. The caster can designate a new area as a free action each round.&lt;br /&gt;
&lt;br /&gt;
- Teleportation spells only work for the caster. He can take other creatures, but must expend another spell for each creature travelling with him.&lt;br /&gt;
&lt;br /&gt;
- Spells that allow interdimensional travel for large groups of people (Gate, Teleportation Circle) do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
Removed classes:  cleric, druid, wizard&lt;br /&gt;
&lt;br /&gt;
Eddited classes:  ranger, paladin&lt;br /&gt;
&lt;br /&gt;
Added classes:  gunslinger, shaman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== common races ===&lt;br /&gt;
&lt;br /&gt;
Humans: humans live in almost every area of the Known Lands.&lt;br /&gt;
&lt;br /&gt;
Shee: a race of beautiful but quiet, fairylike creatures&lt;br /&gt;
&lt;br /&gt;
Nomes: dwarflike creatures with pointy noses and large ears. They live close to nature, and have a special affinity with magic.&lt;br /&gt;
&lt;br /&gt;
Nibelungen: close cousins to the Nomes. Some say they are the same race. They live almost exclusively in Tarnland. Nibelungen are more sturdy and strong than Nomes.&lt;br /&gt;
&lt;br /&gt;
Beastmen: these savage people who look half human, half animal live in secluded parts of all the known lands, but mostly in Namaria and the Republic of Nim.&lt;br /&gt;
&lt;br /&gt;
Fairies: a lot of beings live closer to the spirit world than those mentioned above. Fauns, Dryads, Nimphs, Pixies, but also trolls and kobolds are all considered to belong to the fairy world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
=== The world ===&lt;br /&gt;
&lt;br /&gt;
Morrowland is a world of floating islands, amidst clouds, light and fantastical creatures. Humans from the United Empire or the Republic of Nim fly through the air on airships build by their friends, the Nomes. The Known Lands are on all sides surrounded by the Open Air. Far below the Known Lands is the Everstorm: a place where no aircaptain would risk going.&lt;br /&gt;
&lt;br /&gt;
Morrowlands islands move through the air on known paths. Between the islands are air conduits that can be used to fly easily from island to island. The sun’s makes a long path through the sky every day: nights are short, but so is full day: most of the time the lands of Morrowland are covered in twilight.&lt;br /&gt;
&lt;br /&gt;
The most important areas of the Known Lands are:&lt;br /&gt;
&lt;br /&gt;
The United Empire: mostly based on the continent of Namaria, this is a conglomeration of seven countries led by a democratically chosen Empress.&lt;br /&gt;
&lt;br /&gt;
The Republic of Nim: ironically, the republic is everything but democratic: there is only one Party, and the President’s word is law. The Republic is located on the second largest continent, and has annexed several smaller islands in the vicinity.&lt;br /&gt;
&lt;br /&gt;
Tallindra: the highest group of lands is inhabitated by the Shee, a fairylike race.&lt;br /&gt;
&lt;br /&gt;
Shannathu: a mysterious land of peace, tranquility, contemplation. On the other hand, one of the most powerful group of warriors, the Shan monks, are trained here.&lt;br /&gt;
&lt;br /&gt;
Tarnland: a beautiful but rough land, known for it’s fierce inhabitants.&lt;br /&gt;
&lt;br /&gt;
The Celenian city states: a group of cities build on small islands by the Nomes. A very crowded and hectic society, where everything is for sale.&lt;br /&gt;
&lt;br /&gt;
Bucan: Somewhere between Namaria and the Republic are the hidden islands of the Bucan privateers. These people are rightly feared, because the ambush trade vessels and keep their prisoners as slaves. They also seem to be more technically advanced as the other countries.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Most people believe that spirits live in every object and every being. These spirits can be appeased by many different types of rituals. Most people find a spirit close to home with which they feel comfortable (or afraid) and make them daily offerances. Some individuals (most notably the shamans) have a more direct connection to the spirits and with their help can alter the world in certain ways. Other individuals have found ways to alter the world directly through the magic of Nomic Runes. These are called sorcerers, and they are mostly feared or even hated by the common people.&lt;br /&gt;
&lt;br /&gt;
On one of the largest islands, called the republic of Nim, another faith has taken ground. The Path of the Light reveres only the light of the sun, that is omnipresent and all powerful. Although it started out small, the Church of the Light now has a notable foothold in the Republic. They see reverence of other spirits as ridiculous or even blasphemous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Link&#039;s ==&lt;br /&gt;
&lt;br /&gt;
*[[Dndlinks]] BBA&#039;s DnD link page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lupok&amp;diff=247467</id>
		<title>Lupok</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lupok&amp;diff=247467"/>
		<updated>2013-08-18T12:15:28Z</updated>

		<summary type="html">&lt;p&gt;BBA: Created page with &amp;quot;[http://wiki.rpg.net/index.php/Creeping-evil campain site]   == Biography ==    ----  ==Class==    ----  ==Build ==    ----  == Feat’s ==      == Skill Trick ==     ----  ==...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/Creeping-evil campain site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Class==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Build ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Feat’s ==&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skill Trick ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Journal ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Day one, ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lucan-d%27Orien&amp;diff=247466</id>
		<title>Lucan-d&#039;Orien</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lucan-d%27Orien&amp;diff=247466"/>
		<updated>2013-08-18T12:14:53Z</updated>

		<summary type="html">&lt;p&gt;BBA: Created page with &amp;quot;[http://wiki.rpg.net/index.php/Creeping-evil campain site]   == Biography ==    ----  ==Class==  File:Lucan.jpg   ----  ==Build ==    ----  == Feat’s ==      == Skill Tr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/Creeping-evil campain site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Class==&lt;br /&gt;
&lt;br /&gt;
[[File:Lucan.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Build ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Feat’s ==&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skill Trick ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Journal ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Day one, ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=QB-Loptr&amp;diff=247465</id>
		<title>QB-Loptr</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=QB-Loptr&amp;diff=247465"/>
		<updated>2013-08-18T12:14:15Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/Creeping-evil campain site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Class==&lt;br /&gt;
&lt;br /&gt;
[[File:QB.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Build ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Feat’s ==&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skill Trick ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Journal ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Day one, ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=QB-Loptr&amp;diff=247464</id>
		<title>QB-Loptr</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=QB-Loptr&amp;diff=247464"/>
		<updated>2013-08-18T12:12:12Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/Creeping-evil campain site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:QB.jpg]]&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=QB-Loptr&amp;diff=247463</id>
		<title>QB-Loptr</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=QB-Loptr&amp;diff=247463"/>
		<updated>2013-08-18T12:11:17Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creeping-evil]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:QB.jpg]]&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=QB-Loptr&amp;diff=247462</id>
		<title>QB-Loptr</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=QB-Loptr&amp;diff=247462"/>
		<updated>2013-08-18T12:10:23Z</updated>

		<summary type="html">&lt;p&gt;BBA: Created page with &amp;quot;File:QB.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:QB.jpg]]&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Lucan.jpg&amp;diff=247461</id>
		<title>File:Lucan.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Lucan.jpg&amp;diff=247461"/>
		<updated>2013-08-18T12:09:58Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:QB.jpg&amp;diff=247460</id>
		<title>File:QB.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:QB.jpg&amp;diff=247460"/>
		<updated>2013-08-18T12:09:46Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Dragonmarked_Party&amp;diff=193488</id>
		<title>The Dragonmarked Party</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Dragonmarked_Party&amp;diff=193488"/>
		<updated>2011-10-16T21:08:39Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* class alterations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= DnD  The Dragonmarked Party =&lt;br /&gt;
&lt;br /&gt;
A Pathfinder based Eberron campaign started in 2011&lt;br /&gt;
&lt;br /&gt;
*Current Dm: Anand&lt;br /&gt;
*Initiative: Niek&lt;br /&gt;
*Rules: Chris&lt;br /&gt;
*current level 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After failing to get the schematic for Lady Elaydren the party fills there stomach with a nice meal. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Mithra Mithra]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/QB_the_bard QB]&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== NonPlayer Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Lady Elaydren &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Noble &amp;lt;br&amp;gt;&lt;br /&gt;
Location: x &amp;lt;br&amp;gt;&lt;br /&gt;
Connection: House Cannith  &amp;lt;br&amp;gt;&lt;br /&gt;
* Hired the party to escort a informant to her.&lt;br /&gt;
* Hired the party to find a schematic in the vault. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Houserules ==&lt;br /&gt;
All rules are temporary till a better solution can be found. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Character creation ====&lt;br /&gt;
*Classes + races = Pathfinder Roleplaying Game Core Rulebook &lt;br /&gt;
*Other feats + spells = Ebberon campaign setting&lt;br /&gt;
*Optional by request&lt;br /&gt;
*Added races Warforged&lt;br /&gt;
*Added class Artificer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Use rope grappling hook ====&lt;br /&gt;
At a failed roll there is a 25% chance the hook comes lose. This is not limited to the first few rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stat generation ====&lt;br /&gt;
start at 10, 15 points to spend, anything over 18 costs 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spendings ====&lt;br /&gt;
No item may cost more than 50% your total wealth and expendables can’t be more than 25%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class alterations ===&lt;br /&gt;
[http://wiki.rpg.net/index.php/The_Dragonmarked_Party_class_options alterations] &lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Under discussion ===&lt;br /&gt;
&lt;br /&gt;
====Inventory ====&lt;br /&gt;
Q: how important is equipment, will you be imposing the rule that if it is not on your sheet you don&#039;t have it? &amp;lt;br&amp;gt;&lt;br /&gt;
A: I vote that what you don’t have on your sheet you don’t carry. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
==== Action points ====&lt;br /&gt;
5 +1/2 character level rounded down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Sources/References ==&lt;br /&gt;
&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Advanced_editing Wiki editing reference]&lt;br /&gt;
&lt;br /&gt;
Basic editing options explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://eberron.wikia.com/wiki/Eberron Eberron Wiki]&lt;br /&gt;
&lt;br /&gt;
Global information about the world of Eberron&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.d20pfsrd.com/ System Reference Document Pathfinder]&lt;br /&gt;
&lt;br /&gt;
A quick lookup for pathfinder information&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndlinks DnD links]&lt;br /&gt;
&lt;br /&gt;
Useful stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== story aid ==&lt;br /&gt;
&lt;br /&gt;
==== Background story guidelines ==== &lt;br /&gt;
*What is the personality?&lt;br /&gt;
*What is the appearance?&lt;br /&gt;
*Where does he come from?&lt;br /&gt;
*What enemies did he make in the past?&lt;br /&gt;
*What is his goal in life?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== During the game ====&lt;br /&gt;
* Know about his home town. If he used the train, where does the train stop and how do you get a ticket? Who were there worse enemies during the war? &lt;br /&gt;
* keep a journal after every campaign session. Write the story from your characters eyes. What does he find important?&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Dragonmarked_Party&amp;diff=193487</id>
		<title>The Dragonmarked Party</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Dragonmarked_Party&amp;diff=193487"/>
		<updated>2011-10-16T21:08:20Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Houserules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= DnD  The Dragonmarked Party =&lt;br /&gt;
&lt;br /&gt;
A Pathfinder based Eberron campaign started in 2011&lt;br /&gt;
&lt;br /&gt;
*Current Dm: Anand&lt;br /&gt;
*Initiative: Niek&lt;br /&gt;
*Rules: Chris&lt;br /&gt;
*current level 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After failing to get the schematic for Lady Elaydren the party fills there stomach with a nice meal. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Mithra Mithra]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/QB_the_bard QB]&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== NonPlayer Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Lady Elaydren &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Noble &amp;lt;br&amp;gt;&lt;br /&gt;
Location: x &amp;lt;br&amp;gt;&lt;br /&gt;
Connection: House Cannith  &amp;lt;br&amp;gt;&lt;br /&gt;
* Hired the party to escort a informant to her.&lt;br /&gt;
* Hired the party to find a schematic in the vault. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Houserules ==&lt;br /&gt;
All rules are temporary till a better solution can be found. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Character creation ====&lt;br /&gt;
*Classes + races = Pathfinder Roleplaying Game Core Rulebook &lt;br /&gt;
*Other feats + spells = Ebberon campaign setting&lt;br /&gt;
*Optional by request&lt;br /&gt;
*Added races Warforged&lt;br /&gt;
*Added class Artificer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Use rope grappling hook ====&lt;br /&gt;
At a failed roll there is a 25% chance the hook comes lose. This is not limited to the first few rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stat generation ====&lt;br /&gt;
start at 10, 15 points to spend, anything over 18 costs 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spendings ====&lt;br /&gt;
No item may cost more than 50% your total wealth and expendables can’t be more than 25%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== class alterations ===&lt;br /&gt;
[http://wiki.rpg.net/index.php/The_Dragonmarked_Party_class_options alterations] &lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Under discussion ===&lt;br /&gt;
&lt;br /&gt;
====Inventory ====&lt;br /&gt;
Q: how important is equipment, will you be imposing the rule that if it is not on your sheet you don&#039;t have it? &amp;lt;br&amp;gt;&lt;br /&gt;
A: I vote that what you don’t have on your sheet you don’t carry. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
==== Action points ====&lt;br /&gt;
5 +1/2 character level rounded down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Sources/References ==&lt;br /&gt;
&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Advanced_editing Wiki editing reference]&lt;br /&gt;
&lt;br /&gt;
Basic editing options explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://eberron.wikia.com/wiki/Eberron Eberron Wiki]&lt;br /&gt;
&lt;br /&gt;
Global information about the world of Eberron&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.d20pfsrd.com/ System Reference Document Pathfinder]&lt;br /&gt;
&lt;br /&gt;
A quick lookup for pathfinder information&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndlinks DnD links]&lt;br /&gt;
&lt;br /&gt;
Useful stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== story aid ==&lt;br /&gt;
&lt;br /&gt;
==== Background story guidelines ==== &lt;br /&gt;
*What is the personality?&lt;br /&gt;
*What is the appearance?&lt;br /&gt;
*Where does he come from?&lt;br /&gt;
*What enemies did he make in the past?&lt;br /&gt;
*What is his goal in life?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== During the game ====&lt;br /&gt;
* Know about his home town. If he used the train, where does the train stop and how do you get a ticket? Who were there worse enemies during the war? &lt;br /&gt;
* keep a journal after every campaign session. Write the story from your characters eyes. What does he find important?&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Dragonmarked_Party_class_options&amp;diff=193486</id>
		<title>The Dragonmarked Party class options</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Dragonmarked_Party_class_options&amp;diff=193486"/>
		<updated>2011-10-16T21:07:07Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/The_Dragonmarked_Party back]&lt;br /&gt;
&lt;br /&gt;
All the class changes made and approved not coming from pathfinder core book&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mithra ==&lt;br /&gt;
&lt;br /&gt;
=== Ferocity===&lt;br /&gt;
Ferocity (CS, web): Lose normal rage, gain ferocity which boosts Str and Dex instead of Con.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Dragonmarked_Party&amp;diff=193485</id>
		<title>The Dragonmarked Party</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Dragonmarked_Party&amp;diff=193485"/>
		<updated>2011-10-16T21:06:46Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Houserules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= DnD  The Dragonmarked Party =&lt;br /&gt;
&lt;br /&gt;
A Pathfinder based Eberron campaign started in 2011&lt;br /&gt;
&lt;br /&gt;
*Current Dm: Anand&lt;br /&gt;
*Initiative: Niek&lt;br /&gt;
*Rules: Chris&lt;br /&gt;
*current level 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After failing to get the schematic for Lady Elaydren the party fills there stomach with a nice meal. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Mithra Mithra]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/QB_the_bard QB]&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== NonPlayer Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Lady Elaydren &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Noble &amp;lt;br&amp;gt;&lt;br /&gt;
Location: x &amp;lt;br&amp;gt;&lt;br /&gt;
Connection: House Cannith  &amp;lt;br&amp;gt;&lt;br /&gt;
* Hired the party to escort a informant to her.&lt;br /&gt;
* Hired the party to find a schematic in the vault. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Houserules ==&lt;br /&gt;
All rules are temporary till a better solution can be found. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Character creation ====&lt;br /&gt;
*Classes + races = Pathfinder Roleplaying Game Core Rulebook &lt;br /&gt;
*Other feats + spells = Ebberon campaign setting&lt;br /&gt;
*Optional by request&lt;br /&gt;
*Added races Warforged&lt;br /&gt;
*Added class Artificer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Use rope grappling hook ====&lt;br /&gt;
At a failed roll there is a 25% chance the hook comes lose. This is not limited to the first few rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stat generation ====&lt;br /&gt;
start at 10, 15 points to spend, anything over 18 costs 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spendings ====&lt;br /&gt;
No item may cost more than 50% your total wealth and expendables can’t be more than 25%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Under discussion ===&lt;br /&gt;
&lt;br /&gt;
====Inventory ====&lt;br /&gt;
Q: how important is equipment, will you be imposing the rule that if it is not on your sheet you don&#039;t have it? &amp;lt;br&amp;gt;&lt;br /&gt;
A: I vote that what you don’t have on your sheet you don’t carry. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== class alterations ===&lt;br /&gt;
[http://wiki.rpg.net/index.php/The_Dragonmarked_Party_class_options alterations] &lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
==== Action points ====&lt;br /&gt;
5 +1/2 character level rounded down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Sources/References ==&lt;br /&gt;
&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Advanced_editing Wiki editing reference]&lt;br /&gt;
&lt;br /&gt;
Basic editing options explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://eberron.wikia.com/wiki/Eberron Eberron Wiki]&lt;br /&gt;
&lt;br /&gt;
Global information about the world of Eberron&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.d20pfsrd.com/ System Reference Document Pathfinder]&lt;br /&gt;
&lt;br /&gt;
A quick lookup for pathfinder information&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndlinks DnD links]&lt;br /&gt;
&lt;br /&gt;
Useful stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== story aid ==&lt;br /&gt;
&lt;br /&gt;
==== Background story guidelines ==== &lt;br /&gt;
*What is the personality?&lt;br /&gt;
*What is the appearance?&lt;br /&gt;
*Where does he come from?&lt;br /&gt;
*What enemies did he make in the past?&lt;br /&gt;
*What is his goal in life?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== During the game ====&lt;br /&gt;
* Know about his home town. If he used the train, where does the train stop and how do you get a ticket? Who were there worse enemies during the war? &lt;br /&gt;
* keep a journal after every campaign session. Write the story from your characters eyes. What does he find important?&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=QB_the_bard&amp;diff=193484</id>
		<title>QB the bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=QB_the_bard&amp;diff=193484"/>
		<updated>2011-10-16T21:05:22Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/The_Dragonmarked_Party back]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Name: QB&amp;lt;br&amp;gt;&lt;br /&gt;
Class Bard&amp;lt;br&amp;gt;&lt;br /&gt;
Race: Half-orc (from his mother’s side)&amp;lt;br&amp;gt;&lt;br /&gt;
Alignment: Chaotic Natural&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main goal, find information about the Traveler and the mask of the traveler &amp;lt;br&amp;gt;&lt;br /&gt;
Likes: causing small mayhem with illusions and tricks, plays of light, honey, gnome tricks, books. &amp;lt;br&amp;gt;&lt;br /&gt;
Dislikes: Bugs &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Back ground ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
QB grew up in a small unknown village near the shadow marches. This small village was so unimportant that the war didn’t even reach to it, none of the great factions felt it was worth their time. &lt;br /&gt;
Life was simple back there, at least till QB grew up. Fond of tricks and pranks he soon gotten a reputation not only in his own village but also in the larger villages they went to trade. &lt;br /&gt;
&lt;br /&gt;
One day a cleric from The Sovereign Host came to town to spread his god’s word and he warned QB that one day he might end up as the outcast god “the Traveler”. This caused QB to study the dark god and he soon found references to a “mask of the traveler”, it was said that the mask gives the wearer the power of illusions. Powerful illusions that could reshape everything around him. &amp;lt;br&amp;gt;&lt;br /&gt;
The same week QB set off to find more information about both this god and the mask. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 04 September 2011 ====&lt;br /&gt;
&lt;br /&gt;
Two years later QB is still traveling the countryside’s and is on his way to yet another town. &amp;lt;br&amp;gt;&lt;br /&gt;
On his way to the town QB finds a men laying in the middle of the street. From his wounds and the tracks he seems to have been beaten to death by small warforged scouts. &amp;lt;br&amp;gt;&lt;br /&gt;
Having gotten used to death by now QB quickly searches the man’s pockets for anything useful. Here he finds a letter and a train ticket. The letter is clearly from a noble, the quality of parchment and ink were only used by the best of writers. &amp;lt;br&amp;gt;&lt;br /&gt;
The letter explained a job to help one of the great houses of Khorvaire. Lady Elaydren  From House Cannith has signed the letter herself. QB hid the letter carefully and made his way to the train station. QB has seen much of the power of the great houses. If he can get there favor he might get excess to information that would normally be hidden from him. &lt;br /&gt;
&lt;br /&gt;
As QB got on the train he wondered how much the ticket must have cost to travel so exclusively. There was only one other passenger and a guard in the train. &lt;br /&gt;
QB never traveled by train before, but he never would have thought a warforged would be here. He had seen many warforged on his travels, most of them were still standing on forgotten battlegrounds. They were given the order that they should stop fighting but were unable to decide what to do next. This warforged seemed to be better adjusted. He seemed totally at ease on this train. &lt;br /&gt;
With the train shooting over the tracks the hours past quickly and QB stares into the glimmering sun. but even the play of the light can’t keep QB from getting bored.  &lt;br /&gt;
The warforged is still sitting in his seat and seems unaffected by the long wait. Silently QB sneak up to the seat behind the warforged and start mumble magical words. It was hard for him to hold his laughter as the guard looked confused at the warforged head. This was because its head was turning different colors every few seconds.   &lt;br /&gt;
The guard quickly spotted QB and made his way to settle this disturbance. &lt;br /&gt;
It was a strange meeting, instead of the fight that QB had excepted there was only a calm conversation that lead not only to a peaceful journey but actually made the guard quite his job to join us. &lt;br /&gt;
We make quite a strange party, a halforc bard pretending to be a human warrior, a wooden warforged named mithral and a deserter of house Orien carrying the rare house dragonmark. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arriving at the city we immediately make our way to Lady Elaydren. It was a noble lady who’s status seem to allowed her to be slightly out of touch with the reality or outside. &lt;br /&gt;
In order for her to finance us at the Wayfounder Foundation we will have to prove ourselves. Or first task is to escort a old friend from his hiding place to her inn. QB wonders why the man’s comfort and her own are more important then the man’s health. But these are the ways of the noble houses, they do things their own way. &lt;br /&gt;
&lt;br /&gt;
The man was easily found and the journey back to Lady Elaydren went smooth to, even though the old man refused to protect himself. It was funny as mithral met up with some old friends and they started a brawl in the middle of the street. It must have been warforged that he served with, they seem to really hate him. &lt;br /&gt;
Worried that the city guards might find this disturbance a nuisance QB tried to get the enemies to walk away with some verbal warnings.  &lt;br /&gt;
One warforged fled as QB’s new party members slew his friends. It was a good thing that they where only warforged with no real value because the city guards where on the party before they could move. The city guard might have objected to the mess they made but with a noble and a priest at the party’s side the guards decided to offer us a ride instead.  &lt;br /&gt;
&lt;br /&gt;
After Lady Elaydren had some time to talk to her old friend they informed us that they were going to look for an ancient schematic. &lt;br /&gt;
With the promise of 1000gp each QB felt like it was his duty to help this noble house in its time of need. It would have been nice if the schematic was stored on the field of flowers and nice smelling stuff. But as life had it, the schematic was stored in the sewers of the worse part of town. &lt;br /&gt;
It must have been some sight to behold, trembling though the slumps where five creatures with nothing in common, a priestess of the sovering host, a artificer of house cannith, a mask fighter unmarked, a warrior of house Orion and a wooden warforged. &lt;br /&gt;
With a gold coin as lure the party was quickly joined by a goblin to guide them to the sewers. &lt;br /&gt;
&lt;br /&gt;
After a while the goblin stopped abruptly. “here is the entrance of the old sewers, I will take you no further” the goblin informed the party. Not even the lure of more gold could persuade the goblin to lead anymore. This much be a very dangerous path.  &lt;br /&gt;
How dangerous became quickly apparent. The party hadn’t moved  ten feet before they were ambushed for all side. A warforged scout that thought QB was a human tried to sneak up to him in the dark. Luckily QB had darkvision and easily step out of harm’s way to let mithral deal with the little construct. &lt;br /&gt;
QB thought he was save but then he spotted two shifters running at him. They moved so close to him that he didn’t have any room left to swing his longspear or to cast a spell. &lt;br /&gt;
A battle broke out as the warforged traded blows,  the human dropped his bow and started to beat off QB’s attacker. &lt;br /&gt;
Dodging the attacks QB was able to put one of the shifters in an enchanted sleep while his partymembers killed the other attackers. &lt;br /&gt;
&lt;br /&gt;
==== 25 September 2011 ====&lt;br /&gt;
&lt;br /&gt;
With some encouraging words and a strong rope the last surviving shifter told us that the lord of blades had hired them to stop us from moving on. &lt;br /&gt;
QB really enjoyed the soft running of water and the glimmering reflections of the torches as he knocked the shifter unconscious with his sap. “That shifter isn’t going to wake up any day soon” QB thought to himself as he walked on.   &lt;br /&gt;
&lt;br /&gt;
After some funny moments where his partymembers got zapped by a door QB was forced to give them the diary so they could open the door safely. &lt;br /&gt;
&lt;br /&gt;
Reaching the end of the tunnels the party find themselves on the edge of a large cave. A small drop down leads to old broken down buildings. Brave as he is QB jumped down to explore. Brave as he was QB was quick to get back up the ledge (with some help) after the first few bugs started to crawl around him. &lt;br /&gt;
&lt;br /&gt;
After allot of acid and fire the bugs gave up and scrambled away again. Reluctantly QB followed the rest of the party down to look for the vault. It has to be around here somewhere. &lt;br /&gt;
As the party walked on with torches shining in QB’s eyes they suddenly find themselves ambushed by the ugliest rats you have ever seen. &lt;br /&gt;
They quickly disabled Mithril (everyone seems to do that) and made their way to the artificer. QB knocks one rat to sleep (and the artificer while he’s at it) while the rest of the party take out the other rat. &lt;br /&gt;
Having traveled allot QB is used to eating any wild animal that attacks him, but this night he keeps to his rations. &lt;br /&gt;
The party stops for a rest at the old temple. Waking up refreshed they start to tackle the next problem. The vault itself. &lt;br /&gt;
The vault is a large building of about 30 by 50 feet.  The party walked around the vault for a while but was unable to enter it, that was until someone came up with the idea that we might enter through the roof. &lt;br /&gt;
&lt;br /&gt;
Inside the party quickly disposed of the war machines and awakened two other humanoids. From what they told them they were guarding a noble from house Cannith and failed miserably. The noble was taken, the vault was empty and they were left inside the vault to be killed them moment they woke up.  &lt;br /&gt;
&lt;br /&gt;
The schematic the party came for was gone but they did find a old map with what seems to be a area between Darguun and the Morelands. QB also found a journal named ‘My time with the tribe in the shadow marches’. This should be some good reading. &lt;br /&gt;
&lt;br /&gt;
A quickly look around told the party that everything of value was taken. So the new plan was to go back to lady Elaydren and convince her that this map was worth paying us for.  &lt;br /&gt;
&lt;br /&gt;
==== 06 October 2011 ====&lt;br /&gt;
&lt;br /&gt;
Back at the broken anvil the party takes a well disserved brake with a nice meal. Lady Elaydren and het demands can wait a few hours more. &lt;br /&gt;
After a few drinks QB excuses himself to get some fresh air. Outside he quickly looks for a abandoned alleyway. With some quick words and arcane gestures he makes a illusionary crate around him. “Now I can finally take a good look at these maps, that inn is way to unsave” QB mumbles to himself as he unfolds the paper. &lt;br /&gt;
The map shows a area between Darguun and the Moorlands. “I have traveled all around the world, but I never felt the need to go anywhere near there” QB tells the rats that have been joining him. &lt;br /&gt;
Putting the map away for later QB starts to read the journal named ‘my time with the tribe in the shadow marches’. Lost in the memories of his homeland QB forgets all about the time. &lt;br /&gt;
 &lt;br /&gt;
What seem to be hours later QB looks up again from his book. The crate he created must have disappeared when he lost his concentration. &lt;br /&gt;
QB looks into the now empty streets, it was dusk when he left the party but now it was pitch dark. QB preferred the dark in cities. With his darkvision he had a advantage over all the humans, especially since most people thought he was human to. &lt;br /&gt;
&lt;br /&gt;
Yawning he step back into the inn, it was a long night and they might as well look for some rooms for the night. &lt;br /&gt;
But when he entered the inn he found it strangely deserted. Only the bartender and some old drunk were still in the bar. All of his fellow party members had left already. To make things worse it looked like the drunk wanted some company. QB hadn’t even reached his table before the drunk was hanging over him “in your bag, with the courtesy of Lady Elaydren, don’t open it here”  the drunk whispered quietly. QB didn’t know what to think about this so he swung his fist at the drunk, and to his amazement he missed badly. Like a sick butterfly the drunk swaggered off again to his seat at the bar. &lt;br /&gt;
QB shook his head, this wasn’t his day. Just like with the map QB returned to his alley to look at his bag. “If that drunk put something nasty in my bag I will give him a reason to drink” was all that filled QB thoughts as he searched. &lt;br /&gt;
To his suprice he found a small pouch containing a map of the city, a letter, a ring and 1100 gp. &lt;br /&gt;
The letter read: &lt;br /&gt;
“My deepest apologies that we do not meet as planned. I cannot risk it under the current circumstances. Several members of House Cannith have been taken hostage by the lord of blades. &lt;br /&gt;
There will be a meeting to negotiate the release of Lord Bob on the 11th of Eyre in the land of Darguun. Any action my house makes will endanger all the hostages. &lt;br /&gt;
I need you to travel to Darguun to release the other hostages before the meeting in 39 days. You will of course be richly rewarded for you trouble, both in money and in favor. &lt;br /&gt;
To guide you on your way I have hired a elven wildmen. The ring will glow when held against his.&lt;br /&gt;
Inside the pouch you will find a payment for you past work and traveling expanses for the next journey. Please make hast.” And was signed with a large X. &lt;br /&gt;
&lt;br /&gt;
At least no one could accuse Lady Elaydren of being a spy with her ‘secret signature’. Anyone who would have found this message would have know it was her. &lt;br /&gt;
“Oh well” QB thought “at least I got paid, and more money is on its way”. That is until he arrived at the stables. It was very clear that someone had just emptied them a few moments ago. &lt;br /&gt;
Asking around it became clear that two humans and a warforged had made their way out the east gate. Rumor was it that they had lost the favor of Lady Elaydren and house Cannith after failing to perform their task. &lt;br /&gt;
&lt;br /&gt;
“this really isn’t my day “QB thinks “first I smell like a sewer, lose my party, get groped by a drunk and now I lost everyone again”.&lt;br /&gt;
Free of any obligations again QB wandered the town for a few days.  &lt;br /&gt;
&lt;br /&gt;
After a incident concerning some items that had not belonged to him QB decided that he fancied a bit of wilderness again. Some people might say he was chased out of town, banished or on the run for the law. QB didn’t like to call it that, the truth was so crude sometimes. &lt;br /&gt;
So it came to be that QB set off to Zilargo, here he might find some clues’ about this map and some fewer enemies.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Dragonmarked_Party_class_options&amp;diff=193483</id>
		<title>The Dragonmarked Party class options</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Dragonmarked_Party_class_options&amp;diff=193483"/>
		<updated>2011-10-16T21:05:10Z</updated>

		<summary type="html">&lt;p&gt;BBA: Created page with &amp;quot;All the class changes made and approved not coming from pathfinder core book   == Mithra ==  === Ferocity=== Ferocity (CS, web): Lose normal rage, gain ferocity which boosts Str ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All the class changes made and approved not coming from pathfinder core book&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mithra ==&lt;br /&gt;
&lt;br /&gt;
=== Ferocity===&lt;br /&gt;
Ferocity (CS, web): Lose normal rage, gain ferocity which boosts Str and Dex instead of Con.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mithra&amp;diff=193482</id>
		<title>Mithra</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mithra&amp;diff=193482"/>
		<updated>2011-10-16T21:05:00Z</updated>

		<summary type="html">&lt;p&gt;BBA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wiki.rpg.net/index.php/The_Dragonmarked_Party back]&lt;br /&gt;
&lt;br /&gt;
Any day Mithra meets hostile undead, is a good day. This is because of his aversion to unnatural things as a druid, as a warforged he is immune or resistant to some of their attacks, and his favorite weapon are a very big club and a sling. &lt;br /&gt;
&lt;br /&gt;
Cyre artificers used a small number of warforged, including Mithra, for dungeon-clearing, as they were less susceptible to the diseases and fear caused by undead and vermin. Sometimes, he was literally used as a living shield, to protect the archers and casters that ventured down with him in the dungeons, magic missiles an arrows whizzing past him, as he held back the things that lurked down there. &lt;br /&gt;
Sometimes, holy warriors would accompany him also on his missions, and from them he learned to worship Dol Arrah. &lt;br /&gt;
&lt;br /&gt;
He doesn&#039;t see himself as undead or unnatural, but more as something like an Ent (if more talkative and intelligent.)&lt;br /&gt;
For a warforged and a soldier, Mithra has become able diplomat,favoring negotiations above fighting, unless the demands of the other party become very unreasonable...&lt;br /&gt;
This makes him wonder &#039;&#039;how&#039;&#039; experimental his design really was; boosting increased intelligence and wisdom, as well as superior dexterity at the cost of durability, being designed with tactical capabilities. Possibly his creator either was a genius artificer, or just vain. &lt;br /&gt;
&lt;br /&gt;
Now, he is a novice druid, not really knowledgable or favored towards a nature deity, and not adept at casting spells. His new shovel has proven to be very useful, mostly in keeping away angry ants from his long-suffering horse, and as such, is one of the few metal items that he uses. Metal is still a neccesary evil for him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mithra misses one of his former companions, a green skinned bard who wandered off somewhere.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Dragonmarked_Party&amp;diff=193481</id>
		<title>The Dragonmarked Party</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Dragonmarked_Party&amp;diff=193481"/>
		<updated>2011-10-16T20:57:10Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= DnD  The Dragonmarked Party =&lt;br /&gt;
&lt;br /&gt;
A Pathfinder based Eberron campaign started in 2011&lt;br /&gt;
&lt;br /&gt;
*Current Dm: Anand&lt;br /&gt;
*Initiative: Niek&lt;br /&gt;
*Rules: Chris&lt;br /&gt;
*current level 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After failing to get the schematic for Lady Elaydren the party fills there stomach with a nice meal. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Mithra Mithra]&lt;br /&gt;
* [http://wiki.rpg.net/index.php/QB_the_bard QB]&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== NonPlayer Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Lady Elaydren &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Occupation: Noble &amp;lt;br&amp;gt;&lt;br /&gt;
Location: x &amp;lt;br&amp;gt;&lt;br /&gt;
Connection: House Cannith  &amp;lt;br&amp;gt;&lt;br /&gt;
* Hired the party to escort a informant to her.&lt;br /&gt;
* Hired the party to find a schematic in the vault. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Houserules ==&lt;br /&gt;
All rules are temporary till a better solution can be found. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Character creation ====&lt;br /&gt;
*Classes + races = Pathfinder Roleplaying Game Core Rulebook &lt;br /&gt;
*Other feats + spells = Ebberon campaign setting&lt;br /&gt;
*Optional by request&lt;br /&gt;
*Added races Warforged&lt;br /&gt;
*Added class Artificer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Use rope grappling hook ====&lt;br /&gt;
At a failed roll there is a 25% chance the hook comes lose. This is not limited to the first few rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stat generation ====&lt;br /&gt;
start at 10, 15 points to spend, anything over 18 costs 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spendings ====&lt;br /&gt;
No item may cost more than 50% your total wealth and expendables can’t be more than 25%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Under discussion ===&lt;br /&gt;
&lt;br /&gt;
====Inventory ====&lt;br /&gt;
Q: how important is equipment, will you be imposing the rule that if it is not on your sheet you don&#039;t have it? &amp;lt;br&amp;gt;&lt;br /&gt;
A: I vote that what you don’t have on your sheet you don’t carry. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
==== Action points ====&lt;br /&gt;
5 +1/2 character level rounded down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
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== Sources/References ==&lt;br /&gt;
&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Advanced_editing Wiki editing reference]&lt;br /&gt;
&lt;br /&gt;
Basic editing options explained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://eberron.wikia.com/wiki/Eberron Eberron Wiki]&lt;br /&gt;
&lt;br /&gt;
Global information about the world of Eberron&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.d20pfsrd.com/ System Reference Document Pathfinder]&lt;br /&gt;
&lt;br /&gt;
A quick lookup for pathfinder information&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.rpg.net/index.php/Dndlinks DnD links]&lt;br /&gt;
&lt;br /&gt;
Useful stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== story aid ==&lt;br /&gt;
&lt;br /&gt;
==== Background story guidelines ==== &lt;br /&gt;
*What is the personality?&lt;br /&gt;
*What is the appearance?&lt;br /&gt;
*Where does he come from?&lt;br /&gt;
*What enemies did he make in the past?&lt;br /&gt;
*What is his goal in life?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== During the game ====&lt;br /&gt;
* Know about his home town. If he used the train, where does the train stop and how do you get a ticket? Who were there worse enemies during the war? &lt;br /&gt;
* keep a journal after every campaign session. Write the story from your characters eyes. What does he find important?&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=QB_the_bard&amp;diff=193269</id>
		<title>QB the bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=QB_the_bard&amp;diff=193269"/>
		<updated>2011-10-11T11:53:04Z</updated>

		<summary type="html">&lt;p&gt;BBA: /* Back ground */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: QB&amp;lt;br&amp;gt;&lt;br /&gt;
Class Bard&amp;lt;br&amp;gt;&lt;br /&gt;
Race: Half-orc (from his mother’s side)&amp;lt;br&amp;gt;&lt;br /&gt;
Alignment: Chaotic Natural&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Main goal, find information about the Traveler and the mask of the traveler &amp;lt;br&amp;gt;&lt;br /&gt;
Likes: causing small mayhem with illusions and tricks, plays of light, honey, gnome tricks, books. &amp;lt;br&amp;gt;&lt;br /&gt;
Dislikes: Bugs &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
== Back ground ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
QB grew up in a small unknown village near the shadow marches. This small village was so unimportant that the war didn’t even reach to it, none of the great factions felt it was worth their time. &lt;br /&gt;
Life was simple back there, at least till QB grew up. Fond of tricks and pranks he soon gotten a reputation not only in his own village but also in the larger villages they went to trade. &lt;br /&gt;
&lt;br /&gt;
One day a cleric from The Sovereign Host came to town to spread his god’s word and he warned QB that one day he might end up as the outcast god “the Traveler”. This caused QB to study the dark god and he soon found references to a “mask of the traveler”, it was said that the mask gives the wearer the power of illusions. Powerful illusions that could reshape everything around him. &amp;lt;br&amp;gt;&lt;br /&gt;
The same week QB set off to find more information about both this god and the mask. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 04 September 2011 ====&lt;br /&gt;
&lt;br /&gt;
Two years later QB is still traveling the countryside’s and is on his way to yet another town. &amp;lt;br&amp;gt;&lt;br /&gt;
On his way to the town QB finds a men laying in the middle of the street. From his wounds and the tracks he seems to have been beaten to death by small warforged scouts. &amp;lt;br&amp;gt;&lt;br /&gt;
Having gotten used to death by now QB quickly searches the man’s pockets for anything useful. Here he finds a letter and a train ticket. The letter is clearly from a noble, the quality of parchment and ink were only used by the best of writers. &amp;lt;br&amp;gt;&lt;br /&gt;
The letter explained a job to help one of the great houses of Khorvaire. Lady Elaydren  From House Cannith has signed the letter herself. QB hid the letter carefully and made his way to the train station. QB has seen much of the power of the great houses. If he can get there favor he might get excess to information that would normally be hidden from him. &lt;br /&gt;
&lt;br /&gt;
As QB got on the train he wondered how much the ticket must have cost to travel so exclusively. There was only one other passenger and a guard in the train. &lt;br /&gt;
QB never traveled by train before, but he never would have thought a warforged would be here. He had seen many warforged on his travels, most of them were still standing on forgotten battlegrounds. They were given the order that they should stop fighting but were unable to decide what to do next. This warforged seemed to be better adjusted. He seemed totally at ease on this train. &lt;br /&gt;
With the train shooting over the tracks the hours past quickly and QB stares into the glimmering sun. but even the play of the light can’t keep QB from getting bored.  &lt;br /&gt;
The warforged is still sitting in his seat and seems unaffected by the long wait. Silently QB sneak up to the seat behind the warforged and start mumble magical words. It was hard for him to hold his laughter as the guard looked confused at the warforged head. This was because its head was turning different colors every few seconds.   &lt;br /&gt;
The guard quickly spotted QB and made his way to settle this disturbance. &lt;br /&gt;
It was a strange meeting, instead of the fight that QB had excepted there was only a calm conversation that lead not only to a peaceful journey but actually made the guard quite his job to join us. &lt;br /&gt;
We make quite a strange party, a halforc bard pretending to be a human warrior, a wooden warforged named mithral and a deserter of house Orien carrying the rare house dragonmark. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arriving at the city we immediately make our way to Lady Elaydren. It was a noble lady who’s status seem to allowed her to be slightly out of touch with the reality or outside. &lt;br /&gt;
In order for her to finance us at the Wayfounder Foundation we will have to prove ourselves. Or first task is to escort a old friend from his hiding place to her inn. QB wonders why the man’s comfort and her own are more important then the man’s health. But these are the ways of the noble houses, they do things their own way. &lt;br /&gt;
&lt;br /&gt;
The man was easily found and the journey back to Lady Elaydren went smooth to, even though the old man refused to protect himself. It was funny as mithral met up with some old friends and they started a brawl in the middle of the street. It must have been warforged that he served with, they seem to really hate him. &lt;br /&gt;
Worried that the city guards might find this disturbance a nuisance QB tried to get the enemies to walk away with some verbal warnings.  &lt;br /&gt;
One warforged fled as QB’s new party members slew his friends. It was a good thing that they where only warforged with no real value because the city guards where on the party before they could move. The city guard might have objected to the mess they made but with a noble and a priest at the party’s side the guards decided to offer us a ride instead.  &lt;br /&gt;
&lt;br /&gt;
After Lady Elaydren had some time to talk to her old friend they informed us that they were going to look for an ancient schematic. &lt;br /&gt;
With the promise of 1000gp each QB felt like it was his duty to help this noble house in its time of need. It would have been nice if the schematic was stored on the field of flowers and nice smelling stuff. But as life had it, the schematic was stored in the sewers of the worse part of town. &lt;br /&gt;
It must have been some sight to behold, trembling though the slumps where five creatures with nothing in common, a priestess of the sovering host, a artificer of house cannith, a mask fighter unmarked, a warrior of house Orion and a wooden warforged. &lt;br /&gt;
With a gold coin as lure the party was quickly joined by a goblin to guide them to the sewers. &lt;br /&gt;
&lt;br /&gt;
After a while the goblin stopped abruptly. “here is the entrance of the old sewers, I will take you no further” the goblin informed the party. Not even the lure of more gold could persuade the goblin to lead anymore. This much be a very dangerous path.  &lt;br /&gt;
How dangerous became quickly apparent. The party hadn’t moved  ten feet before they were ambushed for all side. A warforged scout that thought QB was a human tried to sneak up to him in the dark. Luckily QB had darkvision and easily step out of harm’s way to let mithral deal with the little construct. &lt;br /&gt;
QB thought he was save but then he spotted two shifters running at him. They moved so close to him that he didn’t have any room left to swing his longspear or to cast a spell. &lt;br /&gt;
A battle broke out as the warforged traded blows,  the human dropped his bow and started to beat off QB’s attacker. &lt;br /&gt;
Dodging the attacks QB was able to put one of the shifters in an enchanted sleep while his partymembers killed the other attackers. &lt;br /&gt;
&lt;br /&gt;
==== 25 September 2011 ====&lt;br /&gt;
&lt;br /&gt;
With some encouraging words and a strong rope the last surviving shifter told us that the lord of blades had hired them to stop us from moving on. &lt;br /&gt;
QB really enjoyed the soft running of water and the glimmering reflections of the torches as he knocked the shifter unconscious with his sap. “That shifter isn’t going to wake up any day soon” QB thought to himself as he walked on.   &lt;br /&gt;
&lt;br /&gt;
After some funny moments where his partymembers got zapped by a door QB was forced to give them the diary so they could open the door safely. &lt;br /&gt;
&lt;br /&gt;
Reaching the end of the tunnels the party find themselves on the edge of a large cave. A small drop down leads to old broken down buildings. Brave as he is QB jumped down to explore. Brave as he was QB was quick to get back up the ledge (with some help) after the first few bugs started to crawl around him. &lt;br /&gt;
&lt;br /&gt;
After allot of acid and fire the bugs gave up and scrambled away again. Reluctantly QB followed the rest of the party down to look for the vault. It has to be around here somewhere. &lt;br /&gt;
As the party walked on with torches shining in QB’s eyes they suddenly find themselves ambushed by the ugliest rats you have ever seen. &lt;br /&gt;
They quickly disabled Mithril (everyone seems to do that) and made their way to the artificer. QB knocks one rat to sleep (and the artificer while he’s at it) while the rest of the party take out the other rat. &lt;br /&gt;
Having traveled allot QB is used to eating any wild animal that attacks him, but this night he keeps to his rations. &lt;br /&gt;
The party stops for a rest at the old temple. Waking up refreshed they start to tackle the next problem. The vault itself. &lt;br /&gt;
The vault is a large building of about 30 by 50 feet.  The party walked around the vault for a while but was unable to enter it, that was until someone came up with the idea that we might enter through the roof. &lt;br /&gt;
&lt;br /&gt;
Inside the party quickly disposed of the war machines and awakened two other humanoids. From what they told them they were guarding a noble from house Cannith and failed miserably. The noble was taken, the vault was empty and they were left inside the vault to be killed them moment they woke up.  &lt;br /&gt;
&lt;br /&gt;
The schematic the party came for was gone but they did find a old map with what seems to be a area between Darguun and the Morelands. QB also found a journal named ‘My time with the tribe in the shadow marches’. This should be some good reading. &lt;br /&gt;
&lt;br /&gt;
A quickly look around told the party that everything of value was taken. So the new plan was to go back to lady Elaydren and convince her that this map was worth paying us for.  &lt;br /&gt;
&lt;br /&gt;
==== 06 October 2011 ====&lt;br /&gt;
&lt;br /&gt;
Back at the broken anvil the party takes a well disserved brake with a nice meal. Lady Elaydren and het demands can wait a few hours more. &lt;br /&gt;
After a few drinks QB excuses himself to get some fresh air. Outside he quickly looks for a abandoned alleyway. With some quick words and arcane gestures he makes a illusionary crate around him. “Now I can finally take a good look at these maps, that inn is way to unsave” QB mumbles to himself as he unfolds the paper. &lt;br /&gt;
The map shows a area between Darguun and the Moorlands. “I have traveled all around the world, but I never felt the need to go anywhere near there” QB tells the rats that have been joining him. &lt;br /&gt;
Putting the map away for later QB starts to read the journal named ‘my time with the tribe in the shadow marches’. Lost in the memories of his homeland QB forgets all about the time. &lt;br /&gt;
 &lt;br /&gt;
What seem to be hours later QB looks up again from his book. The crate he created must have disappeared when he lost his concentration. &lt;br /&gt;
QB looks into the now empty streets, it was dusk when he left the party but now it was pitch dark. QB preferred the dark in cities. With his darkvision he had a advantage over all the humans, especially since most people thought he was human to. &lt;br /&gt;
&lt;br /&gt;
Yawning he step back into the inn, it was a long night and they might as well look for some rooms for the night. &lt;br /&gt;
But when he entered the inn he found it strangely deserted. Only the bartender and some old drunk were still in the bar. All of his fellow party members had left already. To make things worse it looked like the drunk wanted some company. QB hadn’t even reached his table before the drunk was hanging over him “in your bag, with the courtesy of Lady Elaydren, don’t open it here”  the drunk whispered quietly. QB didn’t know what to think about this so he swung his fist at the drunk, and to his amazement he missed badly. Like a sick butterfly the drunk swaggered off again to his seat at the bar. &lt;br /&gt;
QB shook his head, this wasn’t his day. Just like with the map QB returned to his alley to look at his bag. “If that drunk put something nasty in my bag I will give him a reason to drink” was all that filled QB thoughts as he searched. &lt;br /&gt;
To his suprice he found a small pouch containing a map of the city, a letter, a ring and 1100 gp. &lt;br /&gt;
The letter read: &lt;br /&gt;
“My deepest apologies that we do not meet as planned. I cannot risk it under the current circumstances. Several members of House Cannith have been taken hostage by the lord of blades. &lt;br /&gt;
There will be a meeting to negotiate the release of Lord Bob on the 11th of Eyre in the land of Darguun. Any action my house makes will endanger all the hostages. &lt;br /&gt;
I need you to travel to Darguun to release the other hostages before the meeting in 39 days. You will of course be richly rewarded for you trouble, both in money and in favor. &lt;br /&gt;
To guide you on your way I have hired a elven wildmen. The ring will glow when held against his.&lt;br /&gt;
Inside the pouch you will find a payment for you past work and traveling expanses for the next journey. Please make hast.” And was signed with a large X. &lt;br /&gt;
&lt;br /&gt;
At least no one could accuse Lady Elaydren of being a spy with her ‘secret signature’. Anyone who would have found this message would have know it was her. &lt;br /&gt;
“Oh well” QB thought “at least I got paid, and more money is on its way”. That is until he arrived at the stables. It was very clear that someone had just emptied them a few moments ago. &lt;br /&gt;
Asking around it became clear that two humans and a warforged had made their way out the east gate. Rumor was it that they had lost the favor of Lady Elaydren and house Cannith after failing to perform their task. &lt;br /&gt;
&lt;br /&gt;
“this really isn’t my day “QB thinks “first I smell like a sewer, lose my party, get groped by a drunk and now I lost everyone again”.&lt;br /&gt;
Free of any obligations again QB wandered the town for a few days.  &lt;br /&gt;
&lt;br /&gt;
After a incident concerning some items that had not belonged to him QB decided that he fancied a bit of wilderness again. Some people might say he was chased out of town, banished or on the run for the law. QB didn’t like to call it that, the truth was so crude sometimes. &lt;br /&gt;
So it came to be that QB set off to Zilargo, here he might find some clues’ about this map and some fewer enemies.&lt;/div&gt;</summary>
		<author><name>BBA</name></author>
	</entry>
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