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− | + | ==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. | ||
− | + | ==Guild Party Roles== | |
− | + | '''Typical roles:''' <br/> | |
+ | A ‘Metal’: a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.<br/> | ||
+ | An ‘Opener’; a rogue with the usual abilities<br/> | ||
+ | A ‘Deadman’ : an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.<br/> | ||
+ | A ‘Sparky’; hedge wizard (non-upper caste) or sorcerer<br/> | ||
+ | A ‘Scout’: ranger<br/> | ||
+ | A ‘Berserk’: Tusk barbarian<br/> | ||
+ | A ‘Trickster’: bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance .<br/> | ||
− | + | '''Wizard/ Champion roles:''' <br/> | |
+ | These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up. <br/> | ||
+ | A ‘Prentice’ : a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.<br/> | ||
+ | A ‘Squire’: a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.<br/> | ||
− | + | '''Seven Angels roles:'''<br/> | |
+ | A 'Chaplain’: an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as ‘deadman’ above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead) <br/> | ||
− | |||
− | + | Standard Adventurer races are human, halfling, dwarf or ‘Tusk’ (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human. | |
− | + | ==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/> | ||
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'''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=== | |
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− | === Dasten, Opener === | ||
− | '''Dasten, TN Male Human Rogue''' (Unchained) | + | '''Dasten, TN Male Human Rogue''' (Unchained) 2 (a Sneak)<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/> | ||
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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/> |
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'''Equipment:''' <br/> | '''Equipment:''' <br/> | ||
− | Returning | + | Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning, 10ft Thrown) <br/> |
− | + | Dagger +2 (+8, 1d4+2, 19-20/x2, S or P, Light, 10 ft Thrown) <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/> | ||
Oil of keen edge (12 uses on a dagger) | Oil of keen edge (12 uses on a dagger) | ||
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'''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/> |
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+ | ===Yona, Trickster=== | ||
'''Name:''' Yona , Slayer Trickster <br> | '''Name:''' Yona , Slayer Trickster <br> | ||
'''Player:''' Mindstalk <br> | '''Player:''' Mindstalk <br> | ||
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'''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. | ||
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'''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] | ||
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− | '''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.' |
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+ | '''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> | ||
--Shortbow +2<br> | --Shortbow +2<br> | ||
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--Longsword<br> | --Longsword<br> | ||
--Dagger<br> | --Dagger<br> | ||
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--Entertainer's outfit<br> | --Entertainer's outfit<br> | ||
--Traveler's outfit<br> | --Traveler's outfit<br> | ||
− | -- | + | --1000 + share of 23,000 haul brightsilver<br> |
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'''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> |
− | + | ===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 | ||
+ | Base Attack Bonus +1 | ||
+ | Saves: Fort +4 Ref +2 Will +7 | ||
− | + | Melee shortspear: +1; 1d6 Masterwork Mace +2; 1d8 | |
+ | Ranged: light crossbow: +2, 1d6 | ||
− | + | Languages: Common, Angelic | |
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− | + | 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 | ||
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− | + | 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) | ||
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− | + | Equipment: | |
− | + | Habit of Protection (+4 Wis bonus) | |
− | + | Chain shirt, small wooden shield, short spear, light crossbow, masterwork mace, bag of bolts, Pack, Guild Deadman Kit*, waterskin, books, pens, ink, candles, lamp, oil. | |
+ | *has holy water, candles, holy symbols etc for cleric activities | ||
− | -- | + | Stake of Destruction +1/+3 vs Undead (+7/+9, 1d4+1/+3, 19-20/x2, S or P, light, 10 ft Thrown, one use of the Destruction ability if blessed by a bishop) |
+ | *Undead Destruction - on a successful attack, you may channel holy energy stored in the stake once against an undead creature. The creature must make a successful save against the turn attempt (DC based on the Turn Undead ability) or be destroyed. | ||
− | + | 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. | ||
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− | + | 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. | |
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− | + | ===Crew Money=== | |
− | + | 23,500 brightsilvers | |
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− | + | ==The Realm== | |
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− | + | [[File:WizardsRealm.png]] | |
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− | + | “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> | |
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− | + | 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> | |
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− | The | + | 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] |
− | The | + | ==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> | ||
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− | + | 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> | |
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− | + | ==Lore== | |
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− | === | + | ===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. | ||
+ | ===The Colour Bands=== | ||
The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. | The oldest, usually high-level (5-6 in this setting) Guild bands have long histories that stretch back to beginning of Guild history. Many are named simply after colours; Red, Blue, etc. | ||
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+ | ===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. | ||
− | === The Magnificent Library === | + | ===The Magnificent Library=== |
− | + | The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels Necromancers’ can enter to consult their most treasured and mighty grimoires. | |
− | The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels | ||
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− | + | ===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. | ||
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! Guild Title | ! Guild Title | ||
! Notes | ! Notes | ||
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! 1 | ! 1 | ||
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| Axe Saint || Famous/notorious even among Yeoman class peasantry | | Axe Saint || Famous/notorious even among Yeoman class peasantry | ||
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|} | |} | ||
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! Guild Title | ! Guild Title | ||
! Notes | ! Notes | ||
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| 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 | ||
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|} | |} | ||
− | [[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;" | ||
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! Guild Title | ! Guild Title | ||
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| Green (or Delver) King || | | Green (or Delver) King || | ||
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[[File:Garro_Marcado.jpg|right |300px]] | [[File:Garro_Marcado.jpg|right |300px]] | ||
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{| class="wikitable" style="text-align: left; width: 550px; height: 200px;" | {| class="wikitable" style="text-align: left; width: 550px; height: 200px;" | ||
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| 'Cardinal' || | | 'Cardinal' || | ||
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| 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 | ||
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− | [[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;" | ||
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| Zog Zog|| ('All Slayer' in Tusk) | | Zog Zog|| ('All Slayer' in Tusk) | ||
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! Guild Title | ! Guild Title | ||
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| Wonder Worker || | | Wonder Worker || | ||
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