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Author Topic: Shadow War campaign Game World Info  (Read 12802 times)
Navarre
Guest
« Reply #45 on: December 22, 2010, 08:52:31 AM »

Party Steeds/Animal Companions/Wild Servants/Familiars/Other

Bedlor (bay male pony): Dawn
Bedlor (gray male mastiff): Slate
Faerun (black female mastiff): Winter
Liv (white female horse): Laila
T'Ning (gray female pony): Serenity
Coby (tan male riding dog): Jester
Dalen/Cloud (male white horse): Hailstorm
Donovan (black male horse): Assassin
Jackson (brown male horse): Fleck
Moira (roan male horse): Vesper
Rachel (appaloosa female horse): Ballerina
Vinnrog (brown male horse): Horse (or Lunch)
Erika (sorrel female horse): Wildfire
« Last Edit: January 18, 2011, 07:23:26 PM by Navarre » Logged
Navarre
Guest
« Reply #46 on: December 22, 2010, 10:12:08 AM »

Rules for Mounts and Mounted Combat
(Any and all subject to modification or exclusion at any time.)

Wizards of the Coast Rules of the Game: Mounts
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Navarre
Guest
« Reply #47 on: December 23, 2010, 10:02:09 AM »

Standard Party Overland Marching Order

« Last Edit: January 19, 2011, 07:22:05 AM by Navarre » Logged
Navarre
Guest
« Reply #48 on: January 03, 2011, 09:39:43 AM »

Here is an illustration of the Player Characters as drawn by member Larry King.
 
It is excellent and I want to thank him for his time and talents in drawing it. Enjoy!  Smiley

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Navarre
Guest
« Reply #49 on: January 12, 2011, 07:15:49 PM »

Letter found in Garthon Lair

I do hope this letter finds you well, great Garthon. As leader of your people, I know the burden of rule must weigh heavy on you. I know your people must look to you for food, safety, and hope in these trying days.

Too long have you been forced to live so far beneath your rightful dignity because of the humans. It is an outrage.

I understand you were recently even conspiring with one of them to take back your lands but, alas, only saw once again that no human can be trusted. You did what you felt you must but the time for such desperate chances is over.

You have learned enough on the course of history to know that none of the Einshar will work on your behalf. Illumian betrayed all and even the mighty war god, Damrogann, could not overcome his treachery. So too will it be for all of us if we do not work together against the Empire and find another way.

But that way has been found. The signs are upon us of a new world; a world where equality will be maintained.

Even the humans will cease to be our enemy, for in this New Empire all will be free. The Order will be undone. Kingdoms once mighty shall crumble into rubble. Before we are done, the silver spires of Hallow Hold will topple into the raging sea, I promise you.

My emissary has brought you many gifts. New swords for your men and personal gifts for you and your mate. I hope you find them to your liking and a token of the great esteem in which you are held.

I have even gone to incredible effort to bring you living creatures from a distant land because I have heard you are a collector and admirer of such beasts. I know this too will be to your liking.

My emissary is a master of traps and poisons as well as a pupil of the greatest strategist in the world today. You will be shown not only how to protect your homes and lives but together we will fashion an army to usher in this New Empire.

Every army needs great leaders though. It is my hope that you will see that all we promise comes to pass and, in turn, offer yourselves to our aid as we reshape the world. It will be my pleasure to see "General Garthon" as he leads the force that marches over Thulansun's walls. Imagine yourself one of the great warriors who ensure the future equality of all races, for that is how I imagine you.

I have heard that you hold the Sheriff of Morganshire hostage; part of the supposed "plan" of that human who sought to use you. He is a mighty Paladin, one of the few, and his defeat will not come without a price.

My emissary will be returning him to us so that he can be useful, in his own way. Please make him ready. In return, please keep his belongings as compensation.

In the meantime, following my emissary's departure, one of my own kin shall remain with you to help you against any evil ones from the city who come seeking your death. You can trust her as I know you trust me.

I hope to arrive soon to meet you in person. It will be an honor.

But there is much to be done and little time. The arrival of one greater than the gods is nigh upon us. Look to the skies and you shall witness the dawning of a new world.

Yours,

                                           E.
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Web.Metz
The (Harryhausen) Kraken
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Posts: 9535


PCs: Faerun, Chromatic, Pin


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« Reply #50 on: February 05, 2011, 09:43:55 AM »

Rachel has been removed from the conversation over Jackson, seeming to give it little mind, as she searched the wagon.

"'Ey now, Lookit t'is," she says, removing a small book that has been secured in a holder made into the buckboard.

She hands it to you, T'Ning. Looking at it, you see it is a journal of the merchant captain.

Thumbing quickly through it to find any useful information, you come upon the last entries for the current job:

Manifest and Travel Log of Grant Meester

Day 79 of Winterhold
Hired by messenger from Monarch City to deliver ten crates to Forest Falls, Morganshire. Told they are military supplies. I wonder why the military would be fortifying such a place. Left Azure Delta on journey with two best men, Nik and Henry.

Day 80 of Winterhold
Mapped best route to Forest Falls through Farshire. Have heard from several sources that Farshire is no longer safe for traveling. Vaadjori raiders have begun to take control of area. No sign of Legion though. If even Landon is threatened why send shipment all the way to Forest Falls. Heard that Forest Falls is only small farming thorp. Have adjusted course and booked passage on the Raindancer traveling upriver on the Azure River to meet Merchant's Highway west of Harcord City.

Day 9 of Tilling Season
Note to self: Never spend more than a day on a boat unless I double my price. No...triple.

Day 10 of Tilling Season
On Merchant's Highway heading east. Will take southern road in Morganshire then eastern road to Forest Falls. Wasn't expecting to have to buy new horses but worth every Fleck to be back on solid ground.

Day 18 of Tilling Season
Have made good time. Broke an axle but had learned from experience to keep spare in tow. Approaching southern road. Encountered His Grace, Pontiff Baptiste, and Honor Guard out of West Wellington bound for Shrine Island. They were in quite a hurry though His Grace stopped to give blessings on us. I informed commander of Knights, a Major Thrommel, about Farshire invasion but he said they knew. Don't think they are doing anything about it so I wonder if bigger threat lies elsewhere.

Day 20 of Tilling Season
Nearing crossroads between southern and eastern road. Should make camp but received most unexpected warning from one of my own city. Warning was that strange group of murderers that include (hard to believe) a Vaadjori, a half-orc, and a minotaur have made camp on top of hill overlooking crossroads. They work for the Vaadjori invaders and are set to kill us before we can supply fortifications to Forest Falls. Given narrow path through woods that will meet back onto eastern road. Will go that far before camping. I don't know why the mistress of Azure Delta Consul Manheim would be all the way down here but it's best for my career if I don't stir any political waves. Thanked Ms. Kane for warning and have proceeded through forest. Hoping to find eastern road and make safe camp soon.

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Science
Navarre
Guest
« Reply #51 on: February 11, 2011, 11:13:28 AM »

Forest Falls

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Navarre
Guest
« Reply #52 on: February 22, 2011, 07:00:01 PM »

Mintrix: The Creature in Forest Falls

« Last Edit: March 04, 2011, 02:03:08 PM by Navarre » Logged
Web.Metz
The (Harryhausen) Kraken
********
Posts: 9535


PCs: Faerun, Chromatic, Pin


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« Reply #53 on: March 17, 2011, 12:44:48 PM »

Updated List of Languages and their speakers.

Abyssal - Faerun (Bonus)
Aquan
Auran - Azure (understands)
Celestial - Faerun (Bonus), Cloud, Dalen, Liv, Moria, Rachel (Bonus), T'Ning
Druidic
Dwarven- Faerun, Bedlor, Coby, Drade, Rachel
Elvish/Kaazradi -Faerun, Cloud, Dalen, Donovan, Jackson (Bonus), Rachel, T'Ning
Giant - Drade, Jackson, Vinnrog (Bonus)
Gnoll
Gnomish - Faerun, Rachel, T'Ning
Goblin - Faerun, Coby, Donovan, Erika (Bonus)
Ignan - Drade (Bonus)
Infernal - Faerun, Cloud (Bonus), Dalen (Bonus), Moria (Bonus)
Orcish - Faerun, Coby, Vinnrog
Sylvan - Bedlor (Bonus), Coby (Bonus)
Terran - Bedlor, Donovan (Bonus)
Vaadajori - Faerun, Coby, Drade
Verdanian (Halfling) - Coby, Moria, Liv
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Navarre
Guest
« Reply #54 on: March 24, 2011, 01:49:45 PM »

Warsong, Legacy Weapon of Man, God-Forged Blade of Earth and Sun

  • + 5 enhancement bonus to hit and damage; stacks with any other bonuses, even magical ones
  • Once per day can select any racial type as a Favored Enemy, excluding Humanoid (human); note that lycanthropes of Pack Canus (only) are only of the Evil Outsider and Shapeshifter (custom type) types, not human. Other lycanthropes are of their base type and Shapeshifter (custom type).
  • All enemies within 30 feet of Warsong must make a Will save, DC 20, or be Shaken until removed from 30' range. A creature can only be affected once per day, even if it makes its Will. Shaken creatures receive a -2 penalty to attacks, saves, skill checks, and ability checks. A creature that fails its save remains shaken for one round after being removed from the effect. This is a sonic attack and subject to sonic defenses.
  • Wielder gains damage reduction 10/- while holding Warsong.
  • Warsong is self-propelled when thrown. Range increment is line of sight. Warsong returns instantly to the hand of the Protector, even if he/she has moved after throwing.
  • Wielder is immune to Trip and Bull Rush attempts while holding Warsong.
  • Wielder can shift 10 feet as a free action once per round.
  • Adds +10 to wielder's overland speed. This does not apply to other forms of movement, such as flying or swimming.
  • Casts Light on command as a free action; 5 foot radius.
  • Provide Spell Resistance, SR 15, when held.
  • Only Protector of Man can wield Warsong. All others take 2d6 damage per round while holding it; no save. Warsong can choose on its own to override this effect although the Protector cannot designate "safe" wielders.
  • Sentient. Int 18, Wis 18, Cha 20. Immune to mind-affecting attacks.
  • Telepathic communication with Protector of Man anywhere on same plane of existence. Warsong understands all spoken languages. It cannot communicate telepathically with anyone except the Protector.
« Last Edit: April 09, 2011, 11:46:25 AM by Navarre » Logged
Navarre
Guest
« Reply #55 on: April 05, 2011, 03:57:25 PM »

Liv's Angelic Abilities

Flight:
90', good maneuverability
She can Hover in place.
If she takes -5' to her speed, she can fly backwards.
If she moves 5', she can turn 90 degrees automatically.
She can use 5' of her speed to turn 90 degrees in place. She do this multiple times in a move action.
She can climb at half speed and descend at double speed.
She can ascend and descend at any angle.

Now considered a Good Outsider.

Can sense living souls (range unknown).

Has been seen to Heal on at least one occasion.
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Navarre
Guest
« Reply #56 on: April 05, 2011, 05:41:53 PM »

Faerun's Nexus Abilities

Works as Teleport, with the following modifications:

Can shift self, others, or objects.
Distance is still 100 miles per level.
Shift can be within current plane or into the Grey Realm (if current plane is adjacent).
(Other planar shifts have not yet been tested.)
Weight is not a factor.
Concentration check, DC 25, to shift self. DC increases by 1 for each additional creature.
Failure to meet DC leaves one creature unaffected per point under Concentration DC roll.
Shift ability can be used one time per level per day.
All creatures to be shifted must be touching each other and at least one must touch Faerun.
There is evidence that a more powerful Nexus may be able to shift without touching creatures/objects.
Shifting is a spell-like ability. However, Spell Resistance does not apply.
DC for unwilling creature to avoid being shifted is 15+1/2 character level+Charisma modifier.
Shifting is a standard action that provokes Attacks of Opportunity due to high concentration required.
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Navarre
Guest
« Reply #57 on: April 17, 2011, 07:45:49 PM »

Soul Auras (visible to T'Ning)

Good

White: Lawful Good (Drade, Moira, Erika, Commander Marshall, most Knights of Lillean, Ray Jordan)
Golden Yellow: Neutral Good (Liv, Jackson, Knox)
Green: Chaotic Good (Bedlor, Vinnrog, Rachel mostly)

Neutral

Blue: Lawful Neutral (Dalen, Cloud, Commander Stavros, Lord Broderick, most Knights of Bragendol, ogres)
Gray: Neutral Neutral (Faerun, Donovan, Major Pembrooke)
Orange: Chaotic Neutral (Serena, lilbit of Rachel)

Evil

Red: Lawful Evil (three Knights of Aeslindorn, Blackthere, Ellora)
Purple: Neutral Evil
Black: Chaotic Evil
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Navarre
Guest
« Reply #58 on: April 21, 2011, 09:51:06 PM »

Final Travel Plans for Day 16

TransportFromToWho/What
Done: Steed 1Union PointVerdaniaCoby riding behind Harcord
Done: "Walking"Union PointFaerie PathDalen, Cloud, Brightmoon, Starsinger, Jackson, Aldina (exploring)
Done: Faerun 1Union PointWest Wellington5xPCs, Moira, Bragendol, Donovan, Rachel, Vinnrog
Done: Scroll 1West WellingtonGreen LotusLetter
Done: Faerun 2West WellingtonUnion PointTemple containing EarthKin, Thoqqua, Landru, Amber, Suzy, Danyel, 40 others
Done: Faerun 3Union PointVaadj5xPCs, Moira, Bragendol, Donovan, Rachel, Vinnrog, Drade
Done: Faerun 4VaadjShrine Island5xPCs, Moira, Bragendol, Donovan, Rachel, Vinnrog
Scroll 2, by BaptisteShrine IslandEnghart KeepBaptiste, Bragendol, Storme, Zeke
Faerun 5Shrine IslandKallum's Hold5xPCs, Donovan, Rachel, Moira, Vinnrog
Faerun 6Kallum's HoldLone Pine 5xPCs, Donovan, Rachel, Moira, Vinnrog
Faerun 7Lone PineWhite Grove5xPCs, Donovan, Rachel, Moira, Vinnrog
Faerun 8White GroveHills of Betrayal5xPCs, Donovan, Rachel, Moira, Vinnrog
Faerun 9Hills of BetrayalUnion Point5xPCs, Donovan, Rachel, Moira, Vinnrog
[/quote
« Last Edit: May 10, 2011, 08:36:39 PM by Navarre » Logged
Web.Metz
The (Harryhausen) Kraken
********
Posts: 9535


PCs: Faerun, Chromatic, Pin


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« Reply #59 on: April 27, 2011, 08:09:31 PM »

Faerun you think on what you know of the races of Laukordia. In a stroke of brilliance, you recall far more than you suspected.

The first race to come to mind is the Efreet. They were originally denizens of the Elemental Plane of Fire. They are said to have lived in the fabled City of Brass. From this citadel their Sultan sought to conquer all.

They made excursions into Laukordia but were often defeated by the Angels before the turn of the latter. The Efreet still forced many races into slavery.

Among them were the Mephits, especially the Fire Mephits and Earth Mephits. Both races seem to have an ancestry connected to the race now known as Earthkin.

The Efreet's foremost foes however were the Djinn from the Elemental Plane of Air. Cousins of the Efreet, the Djinn were powerful creatures who used their magic to protect others and prevent the Efreet from dominating all.

During the Ascension the elemental planes were sealed. It is rumored they were destroyed altogther, their energy being transformed into the very gates that locked the planes.

The Djinn were all but lost as a race while the Efreet had found their way to Laukordia to terrorize the natives. You know there are other races of Laukordia though. Among these are the Hare and the Hound.

It seems that both races once moved freely back and forth between Ashearea and Laukordia in the time when the gateways were open. It seems Laukordia had not always been synonymous with "Hell" nor was it as physically harsh as it is now.

In the earlier times, the Hare built their society in Laukordia. They were originally worshipers of Pandia, sending their emissaries onto Ashearea to help others connect through the World-Spirit. They were closest with the Fae.

When the planes were sealed, the Hare were trapped in Laukordia. Separated from contact with their leaders, the hare of Ashearea lost their way over time; becoming the simple rabbits found in the world. But they are still drawn to observe great events, even though they can no longer understand the reason behind it.

While the Hare lived primarily in Laukordia, the Hound made Ashearea their home. They were known in your world as a race called the Gnoll.

They too were worshipers of Pandia though they were strongly influenced by Damrogann and Damali as well. At this point in history, many of the Mephits  had already been tyrranized by the Efreeti, both in Laukordia and the Elemental Plane of Fire.

When the planes were sealed, almost all the Gnoll had already gone to Laukordia to fight on behalf of the Einshar. But the Efreeti had defeated the Gnoll and forced them into service where they were tortured until their spirit was broken. The Gnoll were trapped in Laukordia while the few stragglers that remained on Ashearea were quickly eradicated. The Gnoll race is now extinct on Ashearea.

The Gnoll struggled to adapt to the harsh climate of the changing Laukordia. They resorted to their military training to survive.

Over time, they forgot their worship in Pandia and even Damrogann. They were eventually subjugated entirely by the Efreet as soldiers and scouts. Now known as the Hound, they roam Laukordia now in Kill-Packs, presenting one of the worst threats in Laukordia.

The Efreet remain one of the dominant races of Laukordia. Removed from their Elemental Plane of Fire, they adapted easily to Laukordia's new climate. There are even rumors that it was the Efreet who were responsible for transforming Laukordia from a habitable place with tall canyons and vast valleys to the fiery hellscape it is today.

Whether true or not, the new terrain and molten skies suited the Efreeti perfectly as they became masters of the plane. Only the Angels and Maldomkin himself hold more power and fear in Laukordia.
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Science
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