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3
Aug

Alignment Infraction System

   Posted by: gmatss

In my campaign I will be using points to track when characters drift away from their stated alignments, as I find the moral and ethical dimension of character development to be rather intriguing and it can also have significant impact in a game world wherein the forces of Law and Chaos, Good and Evil, actually take concrete form. Any action can earn you anywhere from 1 to 10 infraction points. So let’s say you are a chaotic and end up supporting instead of subverting the rule of law – depending on what you have done you will earn from 1 to 10 points. Extenuating circumstances will be taken into account. And of course biding one’s time or pretending to be another alignment will give some slight leeway, but in the case of Lawful and Good characters not that much. You can’t be an undercover cop and then murder someone just to convince the bad guys you are on their side – for instance.

Minor, Serious or Major acts of Good, Evil, Law, or Chaos will earn:

Minor Points – 1-4

Serious – 5-8

Major – 8-12 or more!

Once you get 10 points of drift you will change over to the next alignment over in that direction and the points will be erased. So if you are Neutral Good and get 10 Evil points, you will be switched to true Neutral. If you get 10 more Evil points you will be switched to Neutral Evil.

Acts performed unwitting or under compulsion do not actually cause the accrual of alignment drift points, but the Atonement spell will still be needed as per the description of that spell. Also, the Atonement spell can be used to erase any alignment drift points accrued. Note that this will require the expenditure of 250 gold pieces per drift point atoned for or the fulfillment of a deed/mission designated by the priest casting the spell (who will him or herself pay off the gold). Paladins who lose their powers due to willfully committing an Evil act will have to pay at least 250 gold even if all the drift points have been negated by later acts such as apologies or making amends.

Also, an aligned creature who has 5 or fewer HD and is not undead, an aligned outsider, a cleric or paladin and also aligned magic items or spells that are 5th level or lower will still register to detections but will be so negligible that the detection spell will not be able to pinpoint anything other than their presence within the area detected.

You will not get points for simply adhering to your alignment, though if you have accrued drift points and you then perform acts at some inconvenience or cost to yourself that are more in keeping with your declared alignment than I will take away some or all of the drift points. For instance, characters who declare Law as their alignment will not get points for doing obeying local laws or adhering to their code of honor, they are expected to. Though if they have drifted into Chaos and earned Chaos points, truly Lawful acts that inconvenience or even endanger their characters will negate the Chaos points. So let’s say a Lawful character helps break a friend out of jail to save them from execution. He would get Chaos point for that. Then that same character turns themselves in to the authorities for doing that, knowing that they will suffer the penalty. That would negate some or all of the Chaos points. The same goes for Chaotics, but in reverse, and likewise for those declaring Good or Evil alignments. The act that erases the drift need not be directly related to the act that caused the drift, but it does need to be a significant act in keeping with their declared alignment. Neutral acts do not cause drift nor will they negate drift points.

I’m not going to penalize anyone in terms of game mechanics or dock anyone experience points for alignment shifts except in the case of paladins, clerics, druids, monks, and any other class that must maintain a certain alignment standard. I will on occasion inform you of how you are drifting so that you can make course corrections or inform me that you are indeed developing your character in a new direction. Generally I’ll let you voluntarily shift one alignment component per level. So let’s say there is a LG fighter. When he gains a level he can choose to become LN or NG. But not N (which would be two shifts) or CE (which would be four shifts). He would have to wait until a new level to change from LN to LE or to N. There are of course instances of drastic conversions and magical manipulation. I will handle those on a case-by-case basis.

This generally means that Lawful and Good alignments will be harder to maintain – as I think they should be. There are benefits to maintaining those alignment such as earning the respect and trust of others and other rewards that may play out in-game. Conversely, Chaos and Evil will be easy to drift into if one is not careful – and the in game penalties of such selfish destructiveness will also play out in game, as one will no doubt arouse the distrust, resentment, and enmity of others. Of course sometimes no good deed goes unpunished and the bad may seem to flourish, but this is all part of unfolding of the campaign. I should also mention that while I will not dock experience points for acting against one’s alignment (instead I will give drift points), I may choose to give role playing experience points to those who act in ways that are in keeping with their alignment and/or other character commitments and motives but that may lead to great inconvenience or harm. These experience points will carry over to one’s next character if your should actually die from such actions.

Below is my take on what each of the alignments means:

Lawful: Those pledged to Law will be trustworthy, disciplined, and work well with others in hierarchical organization. They may follow a personal code and will respect the laws of the land and the codes of others as long as they don’t conflict with their commitment re good or evil. Disobeying laws is normally a Chaotic act, but a Lawful character need only be loyal to one set of principle or laws at a time. So a Lawful character could break those laws that are in conflict with the laws and principles that he or she follows. However, this will not excuse gratuitous law-breaking that is not in conflict with their primary allegiances. The code or law they adhere to must be one that is shared by a significant group of people (i.e. not just other party members). So a Lawful character can’t just have a personal code and ignore all other forms of law, nor will he gratuitously break laws. I will take away Chaos drift points and/or award XP if your character adheres to laws/codes/discipline even to their detriment or harm. Drift points towards Chaos are accrued for breaking the codes or  laws that they subscribe to, for gratuitously flouting other laws or codes, or for being untrustworthy or disloyal.

Chaos: Those pledged to Chaos will not honor their word nor any loyalties and prefer to work independently. They will in fact go out of their way to subvert authority or even start or participate in a revolution. They will form alliances of convenience and only follow leaders who have enough personal power to keep themselves on top, at least for the moment. I will take away Law drift points for being subversive, untrustworthy, undisciplined and generally flakey even when such actions would inconvience your characters or even be self-destructive. Drift points towards Law will be accrued for obeying laws that inconvenience your character, or for being trustworthy and loyal to the point of inconvenience, thereby going beyond just a personl, whimsical, or temporary attachment to a leader, ally, or cause – in other words for being trustworthy, loyal, and reliable when it would not serve your character to do so and/or be boring.

Good: Those pledged to Good will respect all living beings and try to support, nourish and protect life and may actively try to seek and fight Evil. I will negate Evil drift points for doing good when it would inconvenience or even endanger your character. Drift points towards Evil will accrue for hurting or exploiting others for one’s own benefit.

Evil: Those pledged to Evil will, of course, not necessarily think of themselves as Evil. They simply serve themselves at the expense of everyone around them. This does not mean that they will necessarily be raping, pillaging, plundering and murdering. Their evil may be simply a matter of inveterate selfishness and subtle insidiousness. I will negate drift points toward Good  for acts involving harming and exploiting others for the character’s own benefit – esp. if such were to harm even family and friends. Drift points towards Good will be accrued for performing any act to benefit another if would inconvience, let alone endganger, oneself or not have some kind of pay-off down the line.

Neutral: These are basically people who just want to mind their own business. On the Law/Chaos axis they will generally obey laws but will not go out of their way to uphold the law and will break it if they think they can get away with it or the consequences of getting caught are minor. On the Good/Evil they will be helpful to others as long as it doesn’t require any real sacrifice, and will generally not harm or exploit others unless they feel it is necessary for their own well-being. Neutrals are basically just self-interested people who are not altruistic enough to be good, not malicious enough to be evil, not revolutionaries, but not sticklers for law and order either (at least not personally. Neutrals do generally want other people to be law abiding and altruistic, but they can also sometimes be suspicious of others because they fear the worst, esp. of strangers. Neutrals will get drift points from both poles of the axis they are neutral on, but these points will also cancel each other out. As long as they don’t accrue more than 10 in any one direction they will remain Neutral, and of course they may just drift back to Neutrality again after that.

Below is a list of specific acts and how I will rate them in terms of alignment and severity – if I don’t specific minor, serious, or major it means I haven’t decided or that it would be very circumstantial:

Killing and Harming sentient beings – this pertains to self-aware, rational beings.

Murder – almost always a Major Evil act, may be Lawful or Chaotic depending. (10 points, Cold Blooded Murder 12 points, Murder for Pleasure 14 points)

Killing a Foe after they are defeated and no longer a threat – 4 Evil points, and may also garner Chaotic points depending on circumstances.

Capital Punishment – may be a Minor Lawful act, but not a Good one.

Vigilantism –Chaotic act, may be Evil as well

War of Aggression –may be Lawful if pretext found, but usually Chaotic and a major Evil

Just War – minor Lawful, may be minor Good at best

Suicide – may be major Lawful, may be major Chaotic depending on local culture, usually major Evil.

Abortion – may be Lawful, may be Chaotic, depending on local laws and culture, never a Good act. Forced abortions are definitely major Evil. Some late term abortions may be tantamount to infanticide which is definitely a major Evil act, though may be Lawful in some Lawful Evil societies.

Infanticide – major Evil

Ritual Sacrifice of a Sentient Being – major Evil, may also be major Chaotic or Lawful depending on deity or cause sacrificed is for.

Martyrdom – A major act in line with the alignments of the deity or cause one is martyred for.

Consenting to be ritually sacrificed – major act of Law or Chaos, and/or Evil in line with the deity or cause the sacrifice is for.

Assault – Evil act, usually Chaotic (Causing gratuitous injury 6 points)

Torture – major Evil act, but may be Lawful or Chaotic.

(According to Book of Vile Darkness:

Intimidating 2 points,

Painful or Cruel 8 points

Excruciating 10 points

Sadistic 12 points

Indescribable 14 points)

Protecting or Saving Life

Saving a Life – major Good esp. if it entails some risk to oneself

Healing – at least minor Good may be more if at cost to oneself

Defense of Others – Good act

Self Defense – Neutral act

Taking What is Not Given

Stealing – almost always a major Chaotic act, may be Evil if it actively harms another physically or emotionally. (Stealing from Needy 4 points Evil)

Exploiting – may be Lawful, but definitely serious or major Evil.

Enslaving – major Evil, may be Chaotic or Lawful depending

Confiscation – usually Lawful, may be Evil or Good depending

Robbing the Rich to Sell to the Poor – major Chaotic, and never Good and may even be Evil (see stealing above)

Giving , Liberation, Recovering

Charity – Good act, may be Lawful or Chaotic depending (4 points Good)

Liberating Slaves – major Good, major Chaotic

Robbing the Rich to Give to the Poor – still major Chaotic, but may be Good.

Stealing Back what was Stolen – usually minor Chaotic, could be Good

Sexuality

Rape – usually major Chaotic and always major Evil

Exploitation – may be Lawful and always major Evil

Homosexuality – may be viewed as minor Lawful or minor Chaotic depending on society but in and of itself is not of any alignment.

Prostitution – may be Lawful or Chaotic, if exploitation or other non-concensual activity is involved it is major Evil

Pornography – may be viewed Lawful or Chaotic, if exploitation it is major Evil

Minors – may be Lawful or Chaotic, always major Evil as there can be no consent

Marriage – major Lawful not necessarily Good could be Evil (if forced)

Promiscuity – Chaotic

Adultery – Chaotic, and may be Evil depending on circumstances (note that what constitutes adultery may be cultural – here it means being unfaithful)

Irresponsible in re to disease and pregnancy – Chaotic and possibly Evil

Responsible in re to disease and pregnancy – Lawful and possibly Good

Matchmaking – may be Good, Evil, Lawful, or Chaotic depending on circumstances

Saving/Healing Relationship – Good act, may be Lawful as well

Divorce – determined by motive, rarely Good, but may not always be Evil, could be Lawful or Chaotic depending on laws, culture, and circumstances

Subverting Relationship – Chaotic and usually Evil

Sexual Harrasment – Minor Evil, may even be serious or major depending on circumstances.

Speech

Lying – almost always a Chaotic act, but may be Evil if the lie is truly harmful or may be Good if it is to protect life. (White Lie 1 Chaotic)

Lying in order to protect a cover identity depends greatly on the motives for doing so. If it is for survival of oneself or one’s group then it is a Neutral act – kind of like self-defense. If it is for the purposes of subversion it is a Chaotic act. If it is to get close to someone in order to betray them then it is also an Evil act. If it is in the service of a principle or organization as for instance a spy or undercover policemen then it is not really a Lawful act but is not inconsistent with a Lawful alignment. This basically has to do with the principle that a Lawful character need only maintain loyalty to single nation, group, set of laws, or code at a time.

Slander – almost always Evil, may even be Chaotic (4 points)

Abuse – may be a minor Evil act, or even a Chaotic one in some circumstances (2 points Evil)

Gossip and other Irresponsible Speech – could be minor Evil or minor Chaotic (1 point)

Sincere Apology – minor Good and/or minor Lawful (1 point)

Giving in to Greed –may lead to Evil or Chaotic acts (1 points)

Giving in to Hatred –may lead to Evil or Chaotic acts (1 points)

False Views – never Good, but could be Lawful, Chaotic, or even Evil if views are known to be false and one adheres to them or propagates them anyway – depends greatly on law, culture and circumstance. False views should be understood to be stubbornly holding to views about how the game world works that clearly contradict how the game world work (for instance that there is no life after death, or that there is no such thing as alignment, or no such thing as deities, or magic or any other thing that the rules and campaign clearly allow for and can be observed at work in the game world).

Alignment Advocacy/Subversion

Advocating an alignment (2 points towards that alignment)

Condoning or otherwise going along with or making no attempt to stop or even protest an act that would cause alignment drift if the character in question were to do it him or herself (1 point towards that alignment)

Imposing or Reinforcing Authority and/or Discipline: Lawful (4 points Lawful)

Subverting or Rebelling against Authority and/or Discipline: Chaotic (4 points Chaotic)

Obeying Local Laws: Lawful act if it is inconvenient to do so but one obeys anyway. In other words one is going out of one’s way to adhere to the law. (2 points Lawful)

Disobeying Local Laws: Chaotic act if to do so would be inconvenient and/or self-destructive. In other words one is going out of one’s way to flout the law. (2 points Chaotic)

Using an aligned spell (2 points towards that alignment)

Desecrating a church or temple (4 points Evil)

Consecrating a church or temple (4 points Good)

Betraying a friend or ally for personal gain (4 points Evil)

Perverting Justice for Personal Gain (6 points Evil)

Disobeying laws – This is normally a Chaotic act, but a Lawful character need only be loyal to one set of principle or laws at a time. So a Lawful character could break those laws that are in conflict with the laws and principles that he or she follows. However, this will not excuse gratuitous law-breaking that is not in conflict with their primary allegiances.

Making amends for a Chaotic and/or Evil act – depends upon what is done and how sincere and how much it actually resolves the original act, may negate some of the drift at the discretion of GM.

12
May

Adventure – Scouting Thracia

   Posted by: rain

Adventure Log

Dates: Year 591, Fireseek ? – ?
PCs involved: Aramek, Fingol, Gar, Indranil, Lorindel, Newt, Rain, Wat    

Where: Ruins of Thracia
What: Sent by Prince Prospero to Find and Scout the Ruins of Thracia. Secondary objective to rescue Newt’s parents. Tertiary objective to find and deal with G’ruk.    

Fellowship    

  • Sir Indranil – Leader of the Fellowship, later usurped by the power hungy Fingol and his henchman Rain.
  • Sir Fingol - Leads the Fellowship after Indranil goes insane and is driven away by his comrades.
  • Sir Lorindel - Mawed to death in part due to Drago’s cowardice.
  • Sir Aramek -
  • Lady Rain -
  • Newt -
  • Drago - 
  • Father Wat – Dies due to Fingol’s incompetence and inability to follow simple orders.

NPCs   

  • Westkeep
    • Vaughn of Gorham: Westkeep royal customs officer
  • The Javan Queen (boat travels throughtout the Hool Marsh)
    • Captain Olnut: Captain of the Javan Queen
    • Uglash: First Mate
  • Contingent from Melkot
    • Father Adalwulf – Priest of Pholtus
    • The Dwarves (elaborat more later)
  • The Deathwalkers
    • Tavismok – High Priest of Thanatos and leader of the Deathwalkers in Thracia
  • The Beastmen
    • King Foot-in-Mouth – King of the Beastmen.

   

LOOT MAINTENANCE    

Distribution: All PC’s are given equal shares    

Potions    

  • Cure Moderate Potions
    • Rain – 1
    • Indranil – 1
    • Drago’s Bandolier – 7
    • Newt – 2
  • Cure Light Potions
    • Newt 1
    • Rain 2
  • Gravesbane Grenades – 8 in Drago’s Bandolier

Loot

Level 1, Room 20    

  • Gems – 2 Citrines  ::Aramek’s pack

   

Lizardfolk Loot (piled up on Alter area of 73)    

  • Coins  ::Rain’s haversack
    • 204 gold
    • 1000 silver (in 10 sacks)
  • Silver Mirror (50gp)  ::Drago holding onto
  • Gold Brooch (140gp)  ::Newt
  • Solid Obsidian Anklet with intricate designs (100gp)  ::Newt
  • Leather Scale (+1), fitted for Lizardfolk  ::Newt
  • Kopusuth’s corpse
    • Fine looking suit of Leather Scale (+1), fitted for Lizardfolk – burnt, needs some repair  ::Drago carrying
    • Masterwork shortbow  ::Rain’s haversack
    • Quiver full of arrows  ::Rain’s haversack
    • Dagger  ::Rain
    • Healer’s Kit  ::Adalwulf
  • G’hruk’s sack   ::Drago
    • 18 gold
    • Potion (rebuke undead)
    • 4 bags of powders
      1. Alum powder
      2. colored sand
      3. colored sand
      4. Poison powder (Burnt Uther)  ::Rain (this was used on the company of gnolls in the Great Hall)

   

Lorindel’s Possessions    

  • Backpack: 2lb (2 gold)  ::Saeva carrying
    • mwk Chain Shirt 25 lbs (250 gold) ?
    • Throwing axe: 2 lb (8 gp) ? 
    • Travelers clothing
    • Rope, hemp 50′: 10 lb (1 gp)
    • Belt pouch x2, 1 lb (1 gp)
    • Fish hook,
    • Rations, 10 days, 10 lb
    • Manacles, 2lb (15 gp)
    • Lock, average 1lb (40 gp)
    • 2 Tents 10gp/each 20 lbs/each 
    • Everburning Torch 1 lb (110 gold)
    • Tanglefoot Bag
    • Potions:
      •  2 Magic Aura
      • Obscuring Mist
      • Message
      • Eagle’s Splendor

   

Misc    

  • Gems – 920gp worth of Malachite (10gp each) and Bloodstones (50gp each)  ::Fingol’s haversack
  • Coins  ::Fingol’s haversack
    • 553 gold
  • Elixer of Hiding (250gp)   ::Indranil
  • 4  Breastplates carved with demons (+1) (1350gp each)  ::Saeva wears one, other 3 are in Fingol, Lorindel, and Arameks haversacks.

   

________________________________________    

EVENTS     

Attack from Elite scouting party sent by King Stronghoen to discover where G’ruk disappeared to. In the Great Hall of the Sepulchur.

Loot

  • Ring of Mind Shielding  ::Newt
  • Ring of Counterspells  ::Aramek
  • scroll on which is written three Summon Monster III spells  ::Aramek
  • +1 dagger that returns to its wielder when thrown  ::Rain
  • +2 magical light steel shield of bashing  ::Fingol
  • +2 magical longsword that glows with light (like Rain’s shortsword)  ::Fingol
  • +1 Long sword with the name “Yoric” in Common on the blade  ::Indranil
  • +1 magical heavy steel shield  ::Rains pack
  • +2 magical elven chain mail suit of shadows  ::Indranil
  • Wand of Cure Moderate Wounds  ::Rain
  • Incense of Meditation  ::Adalwulf 

 

  • Left on Ground:
    • 4 masterwork composite longbow
    • masterwork longsword
    • masterwork compound shortbow
    • masterwork flail
    • 4 masterwork handaxes
    • masterwork longsword   

 

  • jade carving of the the triple headed flail which is the unhallowed symbol of the demon lord Yeenoghu worshipped by the gnolls     ::Left on ground
  • Rain packs the following:
    • 2 emeralds worth 1,000 gold each
    • 10 jade worth 100 gold each
    • 14 malachite worth 10 gold each
    • 9 jet stones worth 100 gp each
    • 6 obsidian stones worth 10 gold each
    • 2 agates worth 10 gold each
    • an emerald worth 1,000 gp
    • 2 jade stones worth 100 gold each
    • 3 malachite stones worth 10 gold each
    • 51 gold pieces
  • 140 silver pieces  ::Left on ground

 

  • 5 composite shortbows
  • 3 shortspears
  • 7 dirty hide armor.
  • 10 daggers
  • 2 longspears
  • heavy wooden shield
  • rope, 50′
  • sling with stones

Attack from the follow up company of gnolls sent by King Stronghoen to discover where the Elite party disappeared to. In the Great Hall of the Sepulchur.    

Loot    

  • 864 gold pieces  ::Rain’s pack
  • 41 Compoound Shortbow (+2 Strength rating except for one with only +1 rating)  ::(20) Rain’s pack, (15) Fin’s pack
  • 2 masterwork Compoound Longbows (+4 Strength rating)  ::Fingol, Saeva
  • 2 masterwork Handaxes  ::(1) Indranil
  • 3 +1 Breastplates (with demonic Death Metal carvings)  ::(2) Rain’s Pack, (1) Fin’s pack
  • 2 Cure medium wound potion  ::Newt, Rain
  • 2 Elixirs of Hiding  ::Rain, Indranil
  • 1 masterwork heavy flail  ::Indranil
  • Left on Ground 
    • 42 suits of Leather Armor (with fleas!)
    • 40 Heavy Wooden Shields
    • 40 Shortspears
    • 2 masterwork Battleaxes 
    • 3 Daggers
  •  

     
6
Jan

Map – Thracia

   Posted by: rain

 

This is the working map of Thracia as we scout it. I will update it from Michael’s updates given thru email.

Click the thumbnail below for the full map.

Lost City of Thracia

Lost City of Thracia

13
Oct

The Heironean Factions

   Posted by: gmatss

In this version of Greyhawk there will be two factions of Heironeans who are rivals.

Darling Fetch the Battle Axe.

Darling Fetch the Battle Axe.

The oldest faction are those who are called the “Axe-wielders” and sometimes the Grognards. They are the Old Guard Heironeans who insist that Heironeous’ primary weapon is the battleaxe and that though he may use a sword as well it is the battleaxe which is the true weapon of Heironeous. These Grognards are usually from conservative nobility of the status of baron and above though some others have joined this faction as well. They tend to stress the themes of war, daring, and valor and believe that the Heironeans should be proactively engaged in fighting evil.

Sword WeilderThe “Sword-wielders” or “Peace Keepers” insist that the true weapon of Heironeous is the longsword which represents the more elegant and noble side of Heironeous. They are found among the minor nobility, especially those who have been newly raised to that rank for military and non-military contributions. In both cases, they are those who would most likely be on the front lines when the nobles and their levies are called for duty. They believe that the only just war is a defensive war and believe that Heironeans should stress more civilized arts and values in order not to just win wars but keep the peace. They stress the themes of chivalry, justice, and honor.

Note that both factions honor each other, but their disagreements are vigorous and heartfelt. Both sides honor the values upheld by the others, but there is a clear difference of emphasis and priority. The argument over axes or swords as the favored weapon of Heironeous and thus his followers is merely emblematic of the deeper conflicts of policy and class interest. These conflicts are often played out amongst the council of Niole Dra and the advisers of King Skotti. For instance, the Sword-wielders believe it was a mistake to invade Westkeep when diplomatic and economic pressures had yet to be exhausted whereas the Axe-wielders are more in favor of going on the offensive against the Scarlet Brotherhood wherever they may be found.

11
Oct

Playing out the game on this forum

   Posted by: indranil

Hi,

When cruising through the various posts I noticed quite a bit of ingame dialogue and action on this site, especially in the journals section which contained information that would not be known to a character other than reading in the journals.

I would like to request that characters not play the game via this site and use it for background info only.

Anyone else have thoughts on this?  Otherwise it will be near impossible to keep track of the game and will expose information that can effect the play.

Mark

4
Oct

Dragon Disciple

   Posted by: Gar Dragonsbreath

As some of the most ancient, powerful, and capricious creatures in existence, dragons occasionally enter into trysts with unsuspecting mortals or sire offspring with exceptional individuals. Likewise, the great power wielded by these creatures has long intrigued wizards and alchemists who have sought various magical methods to infuse their bodies with draconic power. As a result, the blood of dragons runs through the veins of many races. For some, this heritage manifests as a sorcerous bloodline and a predilection for magic; for others, however, the power of their draconic ancestors becomes an obsession.

Spellcasters who embrace their draconic heritage and learn to channel their abilities can become dragon disciples, fearsome warriors who possess not only the repertoire of an accomplished sorcerer but also the ability to unleash the furious power of dragons upon their foes. As dragon disciples discover the power of their forebears, they can learn to breathe fire, take flight on leathery wings, and—at the pinnacle of their abilities—assume the form of a dragon. Although they are rare, dragon disciples can be found in any land where dragons interact with mortals.

Follow the story of Drago:
A lizard man from the Hool Marshes who is awakening to his Draconic heritage.

Role: With the magic of a spellcasting class at their disposal, dragon disciples can assume the typical role of a magic-user, hampering the movement of the enemy and hurling damage-dealing spells at their opponents. Dragon disciples’ draconic abilities, however, make these versatile spellcasters even more formidable, as they use their breath weapons and flight to destroy their foes directly.

Alignment: Dragon disciples can be of any alignment, although they tend to be more chaotic than lawful. Those dragon disciples that assume the traits of chromatic dragons, such as bestial white and fearsome red dragons, have a proclivity for evil. Conversely, those that take after the metallic dragons, such as stoic brass and chivalric gold dragons, are often of good alignments.

Hit Die: d12.

Requirements

To qualify to become a dragon disciple, a character must fulfill all the following criteria.

Race: Any nondragon.
Skills: Knowledge (arcana) 5 ranks.
Languages: Draconic.
Spellcasting: Ability to cast 1st-level arcane spells without preparation. If the character has sorcerer levels, he must have the draconic bloodline. If the character gains levels of sorcerer after taking this class, he must take the draconic bloodline.

Class Skills: The dragon disciple’s class skills (and the key ability for each skill) are Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), Knowledge (all skills taken individually) (Int), Perception (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Draconic Bloodline Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Class Features

All of the following are class features of the dragon disciple prestige class.

Weapon and Armor Proficiency: Dragon disciples gain no proficiency with any weapon or armor.

Spells per Day: At the indicated levels, a dragon disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a dragon disciple, he must decide to which class he adds the new level for purposes of determining spells per day.

Blood of Dragons: A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell’s level.

Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.

Claws (Ex): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.

Natural Armor Increase (Ex): As his skin thickens, a dragon disciple takes on more and more of his progenitor’s physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character’s existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Ability Boost (Ex): As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table: Dragon Disciple. These increases stack and are gained as if through level advancement.

Bloodline Feat: Upon reaching 2nd level, and every three levels thereafter, a dragon disciple receives one bonus feat, chosen from the draconic bloodline’s bonus feat list.

Dragon Bite (Ex): At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This natural attack is made at the dragon disciple’s full base attack bonus. The dragon disciple adds 1–1/2 times his Strength modifier on damage rolls made with his bite. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple’s bloodline.

Breath Weapon (Su): At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description.

Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.

Dragon Form (Sp): At 7th level, a dragon disciple can assume the form of a dragon. This ability works like form of the dragon I. At 10th level, this ability functions as form of the dragon II and the dragon disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline.

Wings (Su): At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple’s speed increases to 90 feet.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

2
Oct

Great new character posts

   Posted by: indranil

Nice to read the new character posts.  LOVED Aramek’s picture!   SWEET

27
Sep

Adventure 1 – Into the Hool Marsh

   Posted by: rain

Adventure Log

Dates: Year 591, Fireseek 5 – ?
PCs involved: Aramek, Fingol, Gar, Indranil, Lorindel, Newt, Rain, Wat

Where: Hool Marsh
What: Sent into the Hool Marsh to talk with the Malarat tribe of Lizardmen.

Entire group sent on this mission (boarding the Javan Queen)

  • Fingol - will be the Prince’s spokesman for Westkeep
  • Gar - will be an intermediary from the Flan tribes and those of the Old Faith (the devotees of the Earth Mother Beory and Obad-Hai)
  • Ragnbjorn - will be the chief guide and translator
  • The Marinus Brothers, Indranil and Lorindel – will assist Ragnbjorn as scouts and, if need be, snipers.
  • Master Ailil – will respresent the Fishmongers Guild (those who buy fish and other seafood (riverfood?) wholesale. As a Guild Master he ranks above the other three representatives but below the rangers, scouts, and clerics.)
  • The three reps of the fishing communities (therefore peasants or commoners) are:
    • Crabby Lugaid
    • Fishbate Lugaid
    • Eochaid the Shrimper (no, he is not a halfling)
  • Then there is the Watch squadron led by Sgt. Apone
    • Sgt Apone – under the command of Ragnbjorn and if need be Fingol or the Marinus Brothers, since all of them are either Rangers or Scouts and thereby considered on the level of Knights (or officer rank), whereas Sgt. Apone is an NCO (non-commissioned officer).
    • Aramek
    • Rain
    • Noch
    • Vaskez (f) 19 medium brown, curly dark brown hair, light brown eyes
    • Drake 19 fair, medium blonde, blue eyes
    • Frost 21 fair, medium blonde, light blue eyes
    • Hadsyn, 19 medium tan, light brown hair, gray-green eyes
    • Hex 21 fair, light red hair, green
    • Ferro (f) 16 medium tan, coal black, black eyes,
    • Kash 20 fair, dark blond, dark blue eyes
    • Dale 21 fair, medium blond, gray-green eyes

NPCs

  • Westkeep
    • Vaughn of Gorham: Westkeep royal customs officer
  • The Javan Queen (boat travels throughtout the Hool Marsh)
    • Captain Olnut: Captain of the Javan Queen
    • Uglash: First Mate
  • Malarat Tribe of Lizardmen
    • Chief Rahk – leader of the tribe
    • Lt. Ahsk
    • Lt. Raz
    • Drago – one of the warriors
  • Deathwalker Mound
    • The Adept of Nerull (sp?)
    • Reece
    • Relikez
  • Imprisoned in the Deathwalker mound
    • Wat (PC)
    • Odric – Scarlet Brotherhood spy
    • Elias – peasant from Cypress Hill. Knows Newt and her family.

LOOT MAINTENANCE

Distribution: This is what was said by Ragnbjorn after Noch was killed and his items distributed:

Ragnbjorn lets out a low whistle. “Alright everyone, you all see what is here and how much. Everyone will get equal shares as per the standard arrangement when we get back to Westkeep. All the gear, including magic items, will be sold or redeemed by the Prince. The proceeds will be added to the monetary treasure. I will take two shares as the military leader of this expedition. Fingol, Father Gar, and the Marinus brothers will each get one and a half shares. Sergeant Apone will get one share. The rest of the squad will each get a half share. Since Noch was our man and we had to put him down, this will not be shared with the crew of the Javan Queen or the delegates. Sorry Captain.”

Loot

From Noch:

  • Vials
    • 1 vile of Banelar poison – Rain is carrying
    • 1 potion marked “Pass” (Pass without Trace) – Aramek is carring
    • healing potions and Darkvision potion –  were consumed (so those should be considered expenditures and no longer part of the loot that needs to be divied up.)
  • Noch’s mwk dagger – Ferro is keeping for now
  • Noch’s mwk shortsword – Rain is keeping that for now
  • Noch’s regular dagger – Frost has it for now
  • Noch’s magical longbowIndranil
  • Noch’s camouflage cloak – Lorindel
  • Noch’s magical leather - Dale
  • Noch’s masterwork picklocks – Rain
  • Noch’s Belt Pouch – kept in the Captain Olnut’s locked chest for now, taken back to Westkeep with Ragnbjorn
    • 20 Keoland silver hawks
    • 116 gold eagles
    • platinum highlords
  • Noch’s Quiver that is currently holding 100 arrows (picked up in the cottage) – Lorindel is currently holding that.

From Master Alil:

  • Ailil’s magical chainmail shirtCaptain’s locker (taken back to Westkeep with Ragnbjorn)
  • Ailil’s magical rapierRain is using this

From Deathwalkers at Newt’s parent’s cabin:

  • Deathwalker leader’s mwk longsword – ?
  • Deathwalker leader’s mwk archaic brass banded armor – ?
  • Deathwalker leader’s everburning torch – ?
  • Weapons/armor on the other Deathwalkers – taken back to Westkeep with Ragnbjorn?
    • 6 longspears, 6 hand axes, and 6 longbows, 5 sets of leather armor, 2 50′ coils of hemp rope, 36 torches, 5 bronze spikes, rations for 24 meals, 6 flagons of water, a flagon of weak wine, two bronze daggers, and a stone hammer.
  • Small Chest (belongs to Adelena’s parents) – taken back to Westkeep with Ragnbjorn
    • Adelina’s parents magical clothes – Adelina
    • Adelina’s mothers black crystal perfume bottle – left in chest
    • Adelina’s fathers brass mug with jade inlay – left in chest
    • Adelina’s parents 300 gold and 10,000 silver pieces all minted in the Yeomanry League – left in chest

From the Deathwalker Mound lair:

  • +1 Banded mail
  • mwk Scythe
  • vials
    • 3 Cure Moderate Wounds
    • 3 Vials of Unholy Water
  • 5 Everburning Torch
  • Cloth of gold vestments
  • marble relief of Thanatos
  • 4 sets of mwk archaic bronze Banded mail
  • 4 mwk longswords
  • 3 mysterious tomes in an unknown language
  • 10 onyx gems
  • 1,774 gold pieces
  • small chest
    • 1000 silver pieces

_________________________________________

EVENTS

 

27
Sep

Kharash the Stalker

   Posted by: Gar Dragonsbreath

Kharash the StalkerKharash is the greatest of the wolflike lupinal guardinals. As a fierce opponent of evil, Kharash acts as patron to those who use stealth to track and hunt evildoers. The stalkers of Kharash are a loose-knit order of rangers, rogues, and other characters devoted to fighting evil under Kharash’s patronage. Rangers predominate among the stalkers, bringing a combination of stealth and martial prowess to the class at the outset. Rogues also commonly adopt the class, and bards occasionally take it up. Few other characters, except multiclass rangers or rogues, can meet the skill requirements to become stalkers. Stalkers of Kharash prefer to work in small groups such as adventuring parties. Some prefer the company of other stealthy characters, while others enjoy working as a scout for a group of normal, noisy characters. Whether PCs or NPCs, stalkers are usually found in the wilderness, wherever evil foes can be found.

Hit Die: d8.
REQUIREMENTS
To qualify to become a stalker of Kharash, a character must fulfill all the following criteria.
Alignment: Neutral good.
Skills: Hide 8 ranks, Move Silently 8 ranks.
Feats: Alertness, Favored of the Companions, Track.

CLASS SKILLS
The stalker of Kharash’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.

CLASS FEATURES
All of the following are class features of the stalker of Kharash prestige class. Weapon and Armor Proficiency: A stalker of Kharash is proficient with all martial weapons, but no armor or shield.

Spells per Day: Starting at 1st level, and at each stalker of Kharash level thereafter, the character gains new spells per day as if she had also gained a level in the ranger class. He does not, however, gain any other benefit a character of that class would have gained (improved favored enemies and so on). If the character had no ranger levels before becoming a 1st-level stalker of Kharash, he gains the spellcasting ability of a 1st-level ranger—that is, no spellcasting ability—when he takes his first stalker level. When he becomes a 4th-level stalker, he gains spellcasting ability (as a 4th-level ranger) assuming his Wisdom score is high enough to grant him a bonus 1st-level spell.
A stalker of Kharash’s caster level is one-half the sum of his ranger levels and his stalker levels.

Scent of Evil (Su): A stalker of Kharash has an unusual ability that combines the scent special quality with the detect evil spell. The stalker can detect evil opponents within 30 feet by their scent of evil. If the opponent is upwind, the range 75.
increases to 60 feet; if downwind, it drops to 15 feet. A strong aura of evil (an evil outsider or evil cleric of 5–10 HD, an evil elemental or undead of 10–21 HD, an evil creature of 25–54 HD, or an evil magic item or spell with a caster level of 10–21) can be detected at twice these ranges. An overwhelming aura of evil (an evil outsider or evil cleric with 11 HD or more, an evil elemental or undead with 22 HD or more, an evil creature with 55 HD or more, or an evil magic item or spell with a caster level of 22 or higher) can be detected at triple normal range. When the stalker detects a scent, the exact location is not revealed—only its presence somewhere within range. The stalker can take a move action to note the direction of the
scent. Whenever the creature comes within 5 feet of the source, the stalker knows the source’s location.

Favored Enemy—Evil (Ex): At 2nd level, a stalker of Kharash gains evil creatures of all kinds as a favored enemies. He gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil creatures. He also gains a +1 bonus on weapon damage rolls against evil creatures. This bonus stacks with any other favored enemy bonus the stalker might have, such as from the ranger class.

Hide in Plain Sight (Ex): When a stalker of Kharash reaches 4th level, he can use the Hide skill even while being observed. With at least one-quarter cover or one-quarter concealment, the stalker can hide
from view.

Track Evil (Su): A 5th-level stalker can use the Track feat to track an evil creature by its lingering evil
aura, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no
matter what kind of surface holds the scent). The DC for tracking a normal aura increases by 2 every 10 minutes, for tracking a strong aura by 2 every hour, and for tracking an overwhelming aura by 2 every day. This ability otherwise follows the rules for the Track feat. The stalker can ignore the effects of surface conditions and poor visibility.

Smite Evil (Su): Once per day, a 6th-level stalker of Kharash may attempt to smite evil with one normal unarmed strike. He adds a +4 bonus to his attack roll and deals 1 extra point of damage per class level. This bonus damage stacks with favored enemy bonuses. If he accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.
At 8th level, a stalker of Kharash can use this ability twice per day, and at 10th level he can use it three times per day.

 

Date: Fireseek ? – 591
PCs involved: Aramek, Indranil, Lorindel, Newt, Rain

Where: Hool Marsh, Newt’s parents cabin
What: Defeated 5 Deathwalker warriors (with one leader) who had taken over the cabin.

Events

Deathwalkers made an observation post of the cabin. They were taken out.

Loot

Taken from the Deathwalkers:

  • Longsword, mwk - 
  • Everburning Torch -
  • Armor, Mail (Large thick loops that hang loose and overlap to provde maximum protection though at the expense of movement. The armor also includes a large loop that covers the wearers neck, ears, and mouth. It ends right at the nose. The cap that goes with it is also metal, rounded and ends in a point at the back of the head. From this apex erupts a plumage of black feathers. Althoug the armor is bronze, the interlocking plates and reinforcements look like they would provide unusually good protection for armor made of such a weaker metal.) -
  • Armor, Leather (4)
  • Longspears (?)
  • Handaxes (?)
  • Longbows (?)
  • Arrows (?)
  • 50′ coil of hemp rope (2)
  • Torches (36)
  • Bronze spikes (5)
  • Rations (24 meals)
  • Flagon, water (6)
  • Flagon, weak wine (1)
  • Dagger, bronze (2)
  • Stone hammer
  • Backpacks (5)

Inside of the hut, burried in the floor in front of the fireplace hearth:

  • 100 Freegold (gold coins minted in the Yeomany League)
  • 10,000 Silver coins
  • Small perfume bottle of black crystal
  • Brass mug with jade inlays
  • Otherwise plain looking shirt and breeches with gossamer threads woven randomly into the fabric (magic) – Newt

 Notes

  1. notes here.