Editing Wizards
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | + | ==The Gravediggers== | |
+ | The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew. | ||
− | + | ==Characters== | |
− | + | ===Yuck, Scout=== | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | == Characters == | ||
− | |||
− | === Yuck, Scout === | ||
'''Moyuk “Yuck” Hobgoblin “Scout”''': Ranger (Dungeon Rover) 2 N <br/> | '''Moyuk “Yuck” Hobgoblin “Scout”''': Ranger (Dungeon Rover) 2 N <br/> | ||
− | Character creation: 6#4d6k3 7 11 11 8 18 12……7 -> 12<br/> | + | Character creation: 6#4d6k3 7 11 11 8 18 12……7 -> 12 <br/> |
− | Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8<br/> | + | Str 18 Dex 14 Con 14 Int 11 Wis 11 Cha 8 <br/> |
− | Languages: Common, Tusk | + | Languages: Common, Tusk Darkvision 60’ +4 Stealth <br/> |
− | Darkvision 60’ | + | HP: 20/20 AC: 18 BAB: +2 (Cleave) <br/> |
− | HP: 20/20 | + | Stalclub: +8, 1d10+8 (+7, 1d10+11), magic Dagger: +6, 1d4+4 (+5, 1d4+6) Dart: +4, 1d4+4<br/> |
− | Stalclub: +8, 1d10+8 (+7, 1d10+11) | + | Fort 5 (6 vs disease) Will 0 Ref 5<br/> |
− | Fort 5 (6 vs disease) | + | Skills: 7/lvl Climb 2:9 (6) Craft (Traps) 1: Disable Device 2:7 (4) Handle Animal 0:1 Knowledge (Dungeoneering) 1:4 Perception 2:5 (7 vs underground hazards) Stealth 2:11 (8) Survival 2:6 Swim 2:9 (6) <br/> |
− | Skills: 7/lvl Climb 2:9 (6) | ||
Feat: Power Attack -1 to hit, +2/+3 damage<br/> | Feat: Power Attack -1 to hit, +2/+3 damage<br/> | ||
Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. <br/> | Combat Style Feat: Cleave - If you hit, get another attack on adjacent target. -2 AC until next turn. <br/> | ||
Line 36: | Line 21: | ||
'''Equipment:''' 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30<br/> | '''Equipment:''' 250 Masterwork Breastplate 200 +2 Stalclub (“Cave-In”) 5 Dagger 2 Dart x4 2 Ranger’s kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. 9 Grappling hook 1/250 Thieves tools 30<br/> | ||
− | + | <br/>1 gp | |
a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? <br/> | a finely made pirate lute: Lute of marvellous playing: +2 to perform, can self-play tunes it becomes familiar with. Cursed? <br/> | ||
- a posey of sweet smelling fruits<br/> | - a posey of sweet smelling fruits<br/> | ||
+ | <br/> | ||
+ | '''Background:''' Moyuk wasn’t cut out to be a marauding slaver, like most Tuskers. He was undisciplined, he liked playing with bugs, and then there was the stench. Oh my gods, the stench! Even among other unwashed brutes, he was a pariah. Eventually he was kicked out of the tribe, which suited him just fine.He fell into dungeon roving, working alone to find lost valuables. When the other PC’s came across him, it took some effort to convince them that he wasn’t just a wandering monster. His brute strength, and his experience with traps, made him an invaluable addition to the party. One of them called him “Yuck” for short, and the name stuck like yesterday’s breakfast. <br/> | ||
− | + | ===Dasten, Opener=== | |
− | + | '''Dasten, TN Male Human Rogue''' (Unchained) 2<br/> | |
− | + | '''Abilities''' | |
− | |||
− | |||
− | |||
− | '''Abilities''' | ||
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) <br/> | STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) <br/> | ||
− | '''Max HP:''' | + | '''Max HP:''' 21 | '''AC:''' 19 (Touch AC: 15) (Flatfooted: 14) | '''Initiative:''' +6 <br/> |
− | BAB: | + | BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium<br/> |
'''Skills:''' 8 + INT (2) + 1 (Skilled) / level = 11/level <br/> | '''Skills:''' 8 + INT (2) + 1 (Skilled) / level = 11/level <br/> | ||
− | Acrobatics + | + | Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves' tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket's outfit), Stealth +9, Use Magic Device +6<br/> |
− | '''Saving Throws''' | + | '''Saving Throws''' |
− | Fort: | + | Fort: 3 | Ref: 7 | Will: 2<br/> |
'''Background Traits:''' Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) <br/> | '''Background Traits:''' Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) <br/> | ||
− | Favored Class: Rogue (Unchained) <br/> | + | Favored Class: Rogue (Unchained) (1/6 Rogue Talent) <br/> |
− | Racial and Class Features: Bonus Feat, Skilled, Finesse Training | + | Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) <br/> |
− | Rogue Talents: Weapon Training (Daggers | + | Rogue Talents: Weapon Training (Daggers) <br/> |
− | Other Proficiencies & Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish | + | Other Proficiencies & Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. <br/> |
'''Feats:'''<br/> | '''Feats:'''<br/> | ||
− | Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6<br/> | + | --Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6<br/> |
− | Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. <br/> | + | --Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. <br/> |
− | Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. <br/> | + | --Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. <br/> |
− | Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. | + | --Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. <br/> |
− | |||
'''Equipment:''' <br/> | '''Equipment:''' <br/> | ||
− | Returning | + | Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning) <br/> |
− | + | Dagger +2 (+8, 1d4+2, 19-20/x2, S or P, Light) <br/> | |
− | Shortbow (+ | + | Shortbow (+5, 1d6, x3, P, 60ft) <br/> |
− | Light mace x2 (+ | + | Light mace x2 (+5, 1d6, x2, B, Light) <br/> |
− | Sap x2 (+ | + | Sap x2 (+5, 1d6, x2, B, nonlethal, light) <br/> |
Mithral Chain Shirt (+4 AC | Max +6 DEX) <br/> | Mithral Chain Shirt (+4 AC | Max +6 DEX) <br/> | ||
− | |||
− | '''Gear:''' Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves' tools. He wears a pickpocket's outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny. <br/> | + | '''Gear:''' Aside from his equipment on one bandolier, on his person Dasten wears a bandolier that holds a small steel mirror, three pieces of chalk, flint and steel, and earplugs. In his waist pouch he has his waterskin. He also slings a quiver of 20 arrows. In and strapped onto his masterwork backpack are 40 more arrows, a common lamp, a flask of lamp oil, a bedroll, a blanket, 50ft of silk rope, 50ft of string, a grappling arrow, a hammer, five pitons, a waterproof bag, a sack, four flasks, seven days of trail rations, a messkit, a bar of soap, a bar of rubbing charcoal, five sheets of parchment, a deck of cards, and his masterwork thieves' tools. He wears a pickpocket's outfit, seemingly normal clothing with several pockets sewn inside, and warm winter gloves. With the backpack, he carries a medium load. He has 1 brightsilver penny, with 500 more in the party coffers. <br/> |
'''Backstory:''' Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn't going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, "loyalty" is not quite the right way to put the relationship between him and the guild. Rather, he's never even considered that there might be more to life than completing jobs for the family, so to speak, and "appropriating" certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer's worst sorts, the kind who didn't give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn't heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he's down to his last coin since he's been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them. | '''Backstory:''' Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn't going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, "loyalty" is not quite the right way to put the relationship between him and the guild. Rather, he's never even considered that there might be more to life than completing jobs for the family, so to speak, and "appropriating" certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer's worst sorts, the kind who didn't give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn't heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he's down to his last coin since he's been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them. | ||
− | He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. | + | He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. <br/> |
− | |||
− | |||
− | |||
− | |||
− | |||
+ | ===Yona, Trickster=== | ||
'''Name:''' Yona , Slayer Trickster <br> | '''Name:''' Yona , Slayer Trickster <br> | ||
'''Player:''' Mindstalk <br> | '''Player:''' Mindstalk <br> | ||
Line 100: | Line 77: | ||
'''Race:''' Human <br> | '''Race:''' Human <br> | ||
'''Age:''' 19 <br> | '''Age:''' 19 <br> | ||
− | '''Class/Level:''' Bard | + | '''Class/Level:''' Bard 2<br> |
'''Alignment:''' Good <br> | '''Alignment:''' Good <br> | ||
− | '''Description/Background: | + | '''Description/Background: |
+ | A tricksy survivor of the Last Men Standing, a generalist 'Slayer' band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer's castle, they were killed or captured by the necromancer's tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk's village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deppwood town. | ||
+ | |||
+ | <br> | ||
+ | '''Pic:''' https://bravenewmoe.files.wordpress.com/2015/03/ending-card.jpg (big) <br> | ||
Personality: mix of playful or intense. Wins most staring contests. Bossy. Kind. | Personality: mix of playful or intense. Wins most staring contests. Bossy. Kind. | ||
Line 114: | Line 95: | ||
'''Abilities''' '''Strength''' 10 '''Dexterity''' 14/+2 '''Constitution''' 12/+1 '''Intelligence''' 14/+2 '''Wisdom''' 13/+1 '''Charisma''' 16/+3 | '''Abilities''' '''Strength''' 10 '''Dexterity''' 14/+2 '''Constitution''' 12/+1 '''Intelligence''' 14/+2 '''Wisdom''' 13/+1 '''Charisma''' 16/+3 | ||
− | '''Combat''' | + | '''Combat''' |
− | '''Senses:''' Perception + | + | '''Senses:''' Perception +5<br> |
'''Init:''' +2 <br> | '''Init:''' +2 <br> | ||
− | '''HP:''' | + | '''HP:''' 15 '''AC:''' 17 (Touch 12 Flatfooted 13) <br> |
− | '''BAB:''' + | + | '''BAB:''' +1 '''CMB:''' +1 '''CMD:''' 13 <br> |
− | '''Fort:''' + | + | '''Fort:''' +1 '''Ref:''' '''+6''' '''Will:''' '''+4''' |
'''Special:''' +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait) | '''Special:''' +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait) | ||
− | '''Skills with ranks''' | + | '''Skills with ranks''' |
− | '''Bluff:''' +7 | + | '''Bluff:''' +7 '''Climb:''' +4 '''Diplomacy:''' +8 '''Intimidate:''' +7 '''Knowledge arcana:''' +7 '''Knowledge geography:''' +7 '''Knowledge history:''' +7 '''Knowledge local:''' +7 '''Knowledge nature:''' +7 '''Perception:''' (see combat) '''Perform (singing):''' +7 '''Sense Motive:''' +5 '''Spellcraft:''' +6 '''Stealth:''' +6 '''Use Magic Device:''' +7 <br> |
− | '''Feats''' | + | '''Feats''' |
'''Human''' Point-blank Shot 'You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.'<br> | '''Human''' Point-blank Shot 'You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.'<br> | ||
'''Level 1:''' [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike] | '''Level 1:''' [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike] | ||
− | |||
− | '''Traits''' | + | '''xx Level 3 xx:''' Precise-Shot 'You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.' |
+ | |||
+ | '''Traits''' | ||
Deft Dodge: +1 Reflex <br> | Deft Dodge: +1 Reflex <br> | ||
Second Chance: re-roll failed save 1/day | Second Chance: re-roll failed save 1/day | ||
− | '''Class Features''' | + | '''Class Features''' |
− | A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. | + | A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. |
− | Bardic Performance (countersong, distraction, fascinate, inspire courage | + | |
+ | Bardic Performance (countersong, distraction, fascinate, inspire courage) | ||
+ | |||
'''Gear'''<br> | '''Gear'''<br> | ||
--Shortbow<br> | --Shortbow<br> | ||
− | |||
− | |||
− | |||
− | |||
--Longsword<br> | --Longsword<br> | ||
--Dagger<br> | --Dagger<br> | ||
Line 151: | Line 131: | ||
--Entertainer's outfit<br> | --Entertainer's outfit<br> | ||
--Traveler's outfit<br> | --Traveler's outfit<br> | ||
− | -- | + | --128 brightsilver<br> |
− | |||
− | |||
'''Spells''' | '''Spells''' | ||
'''Level 0''' unlimited, DC 13 <br> | '''Level 0''' unlimited, DC 13 <br> | ||
− | Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic | + | Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic <br> |
'''Level 1''' 4/day, [3 class, 1 Cha] DC 14 <br> | '''Level 1''' 4/day, [3 class, 1 Cha] DC 14 <br> | ||
− | Silent Image, Cure light wounds, Auditory Hallucination | + | Silent Image, Cure light wounds, Auditory Hallucination <br> |
− | |||
− | |||
− | |||
− | |||
− | Str 11 (+0) | + | ===Malkin, Deadman=== |
+ | Str 11 (+0) Dex 12 (+1) Con 12 (+1) Int 12 (+1) Wis 18 (+4) Cha 16 (+3) | ||
− | + | 18 hps | |
− | AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1 | + | AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1 |
− | Base Attack Bonus + | + | Base Attack Bonus +1 |
− | Saves: Fort +4 | + | Saves: Fort +4 Ref +2 Will +7 |
− | Melee: | + | Melee shortspear: +1; 1d6 Masterwork Mace +2; 1d8 |
− | Ranged: light crossbow + | + | Ranged: light crossbow: +2, 1d6 |
− | Languages: Common, Angelic | + | Languages: Common, Angelic |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Special: Aura, Channel Energy 1d6 | |
− | + | Domains: Glory, Sun | |
+ | Spells : Level 0 (Orisons): 8 Level 1: 6+1 | ||
+ | Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil | ||
+ | Domain spell: shield of faith | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Feats(2): | |
− | + | Turn Undead (DC14) | |
− | + | Blazing Channel (undead failing turn save are on fire) | |
+ | Armour/weapon profs : simple weapons, light armor (med swapped for habit of protection) | ||
− | + | Skills Ranks Spent:10/10 | |
− | + | [Diplomacy 8: 2 ranks + 3 Cha + 3 class] | |
− | + | [Heal 9 : 2 ranks + Wis + 4 class + 3] | |
+ | [Knowledge (Religion) 6 : +2 ranks + 1 Int + 3 class] | ||
+ | [Sense Motive 9: + 2 ranks + 4 Wis + 3 class] | ||
+ | [Perception 9 :+1 rank +1 trait + 4 Wis +3 class] | ||
+ | [Spellcraft 5 :+1 rank +1 Int +3 class] | ||
+ | Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905) | ||
− | |||
− | + | Equipment: | |
+ | Habit of Protection (+4 Wis bonus) | ||
+ | Chain shirt , small wooden shield, short spear, light crossbow , bag of bolts | ||
+ | Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil. | ||
+ | *has holy water, candles, holy symbols etc for cleric activities | ||
− | + | Glory Domain | |
+ | Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, | ||
+ | Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier. | ||
− | |||
− | + | Sun Domain | |
+ | Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, | ||
+ | Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy. | ||
− | + | ==The Realm== | |
− | + | [[File:WizardsRealm.png]] | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | “The Realm”: a temperate country bounded by mountains and forests. Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice, But they requite local militia nd wandering bands of Guild mercenaries to deal with lower level threats. <br> | |
− | : | ||
− | |||
− | |||
− | + | Dwarves work brightsilver mines, the precious commodity on which its economy depends. Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.<br> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world's wilds.[/QUOTE] | |
− | : | ||
− | |||
− | |||
− | |||
− | |||
− | + | ==Story so far== | |
− | + | The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.<br> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ---- | + | The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced. Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).<br> |
− | |||
− | |||
− | |||
− | + | ==Lore== | |
− | |||
− | |||
− | |||
− | + | ===Guilds=== | |
− | + | We only have two known Guilds at present- the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster. The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | === Guilds === | ||
− | |||
− | We only have two known Guilds at present - the generalist Slayers and the specialist Ghostkillers. If Yona is a member of the Last Men Standing, she is a Slayer guild member, with the role of Trickster. The role names appear to be the same across bands. The present party are Ghostkillers, but have already been joined by another member of the Last Men Standing, Dasten the Opener. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | ===Religions of the Conquest=== | ||
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city. | During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | ===Guild Axe=== | |
− | + | An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike -a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers' Metal, Frost, has expertise in such a weapon. | |
− | |||
− | + | ==Levels== | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | == Levels == | ||
As in older versions of D&D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power. | As in older versions of D&D each of the six character levels has a name, depending on profession. In-world these labels are wielded as guesstimates of a Guilder’s experience and power. | ||
Line 475: | Line 240: | ||
! Guild Title | ! Guild Title | ||
! Notes | ! Notes | ||
+ | |||
|- | |- | ||
! 1 | ! 1 | ||
Line 497: | Line 263: | ||
| Axe Saint || Famous/notorious even among Yeoman class peasantry | | Axe Saint || Famous/notorious even among Yeoman class peasantry | ||
|- | |- | ||
+ | |||
|} | |} | ||
Line 507: | Line 274: | ||
! Guild Title | ! Guild Title | ||
! Notes | ! Notes | ||
+ | |||
|- | |- | ||
! 1 | ! 1 | ||
Line 529: | Line 297: | ||
| Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions | | Ghost || These are rare; Assassins/Shadows tend to disappear on lone spy or assassination missions | ||
|- | |- | ||
+ | |||
|} | |} | ||
− | [[File:Heleno.jpg|right |200px]] | + | [[File:Heleno.jpg|right |200px]] |
{| class="wikitable" style="text-align: left; width: 550px; height: 200px;" | {| class="wikitable" style="text-align: left; width: 550px; height: 200px;" | ||
Line 539: | Line 308: | ||
! Guild Title | ! Guild Title | ||
! Notes | ! Notes | ||
+ | |||
|- | |- | ||
! 1 | ! 1 | ||
Line 561: | Line 331: | ||
| Green (or Delver) King || | | Green (or Delver) King || | ||
|- | |- | ||
+ | |||
|} | |} | ||
− | [[File:Garro_Marcado.jpg|right | | + | [[File:Garro_Marcado.jpg|right |200px]] |
+ | |||
{| class="wikitable" style="text-align: left; width: 550px; height: 200px;" | {| class="wikitable" style="text-align: left; width: 550px; height: 200px;" | ||
Line 571: | Line 343: | ||
! Guild Title | ! Guild Title | ||
! Notes | ! Notes | ||
+ | |||
|- | |- | ||
! 1 | ! 1 | ||
Line 593: | Line 366: | ||
| 'Cardinal' || | | 'Cardinal' || | ||
|- | |- | ||
+ | |||
|} | |} | ||
Line 603: | Line 377: | ||
! Guild Title | ! Guild Title | ||
! Notes | ! Notes | ||
+ | |||
|- | |- | ||
! 1 | ! 1 | ||
Line 625: | Line 400: | ||
| Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse | | Guild Magus || Guilds often alot such high ranking Sparkies a tower or manse | ||
|- | |- | ||
+ | |||
|} | |} | ||
− | [[File:Rittangal.jpg|right |200px]] | + | [[File:Rittangal.jpg|right |200px]] |
{| class="wikitable" style="text-align: left; width: 550px; height: 200px;" | {| class="wikitable" style="text-align: left; width: 550px; height: 200px;" | ||
Line 635: | Line 411: | ||
! Guild Title | ! Guild Title | ||
! Notes | ! Notes | ||
+ | |||
|- | |- | ||
! 1 | ! 1 | ||
Line 657: | Line 434: | ||
| Zog Zog|| ('All Slayer' in Tusk) | | Zog Zog|| ('All Slayer' in Tusk) | ||
|- | |- | ||
+ | |||
|} | |} | ||
Line 667: | Line 445: | ||
! Guild Title | ! Guild Title | ||
! Notes | ! Notes | ||
+ | |||
|- | |- | ||
! 1 | ! 1 | ||
Line 689: | Line 468: | ||
| Wonder Worker || | | Wonder Worker || | ||
|- | |- | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |