Aereas
First Post
The game
Invisible Dice
Main Picture archive
NPC archive
A place to hold those character sheets until I can kill them off...I mean until your no longer going to play them....
I will also post the links to many of the pictures and NPCs in the game here for ease of reference.
Character Creation Rules
[sblock]1. 7th level gestalt (Gain all abilities of primary class and only special abilities of the second)
2. You have 28d6 to assing a set number to each stat with a minimum of 3 per stat (IE 5d6 str, 6d6 dex, 3d6 con ....). Then roll keeping the best 3 in any group. DO NOT ARRANGE, but you may swap one stat with another. Those are now your stats. Rather than require you to roll where I can see, write down how many dice you assing to each stat and what your top 4 individual rolls are for each stat. This way I can get an idea of how well this method works without delaying character creation till I get there.
3. First 3 levels max Hp
4. Starting funds= 25,000gp
5. You can take 2 prc's at once so long as your total prc levels do not exceed your base class levels.
6. No races from savage species
Skills/Feats:
1. Weapon specilization, weapon focus, Improved crit, and weapon finese instead apply to all weapons within a weapon group that meet the requirements for it. Any other weapon feat or ability that applies to a specific weapon need my permission to be applied to a weapon group.
2. Gain a bonus noncombat feat every other level begining at 2nd (IE..2, 4, 6, 8 etc...). A noncombat feat is any feat whose uses does not involve combat at least 70% of the time (A feat that boots your saves, chance to hit, damage, or movement rate is all combat feats).
Spells:
1. Disintegrate is a 5th level spell that only works on objects. Magical objects are not automatically destroyed and instead are subject to the listed damage (with a save to reduce it to 5d6).
Other:
1. Stabalize: Add your constitution score and your wisdome modifier to your percentage chance to stabilize. Example: A character with a con of 14, and a Wisdom of 16, has a 27% chance to stabilize.
Resurection:
Resurection spells have the following costs associated with them (Material components are included in the price to cast).
Reincarnate: 50gp diamond; costs 350gp, but druids are known to require a quest upon the completion of this spell.
Raise dead: 100gp diamond; costs 600gp.
Ressurection: 500gp diamond; costs 1,500gp.
True ressurection: 3,500gp diamond; costs 5000gp.
Being brought back from the clutches of death is a disconcerting effect and may damage the the character is ways beyond the physical realm. The roll is made automatically and only I will know the result. Some options carry no effect with them.
Effects may be rather serious and harsh at times but they wont be permanent.
Day Unit System:
Day Units: Every player gets 5 day units per month of game time. A day unit is considered to be 1 full day (aka 24 hours). They can use these day units when traveling from one place to another, making magic items, resting for a significant amount of time, ect. For example if a mage is looking to make a magic item that will take 4 days, he can simply spend 4 day units, and that will let the item be made, instead of completly stopping play with that character for 4 full days of game time (which would obviously be very difficult to work out). Or if another player wants to travel from Waterdeep to Candlekeep, then the number of days that would take are taken off of his day units.
Day Units will allow faster travel for players, as well as limit the inactive time for their characters, but it still limits them from traveling across the world and back 5 times in the course of one adventure. Day Units not spent are carried over.
When making magic items, and the like, you MUST have enouph day units available before you begin working on it to complete the item.
*These rules are still subject to change at my discretion
[/sblock]
Skie's Treasury
[sblock]Skies Treasury is a modest building crafted from blocks volcanic stone. The front of the building bears dozens, if not hundreds, of symbols and sigils that have been carved into the face of the stone with chisels. One door and a pair of tiny windows face the road and overlook the lake below. Above the door a sign proclaims the establishment to be Skie's Treasury, but more impressive are the numerous items of treasure - rings, coins, wands, necklaces, rods, potions, scrolls, and more - that seem to slowly orbit the sign and shine with soft golden light. Every now and then two of the items bump aganst eachother, ringing softly like a windchime.
Inside the shop is a number of items on display ranging from scrolls, potions, wands, to weapons and armor. Most are behind a glass case or bars with a keylock to the side. All around are notes written in common telling you to ask for assistance if you desire to see anything. Skie is a female gnome.[/sblock]
Vaprak's Voice
[sblock]Jenya Urikas, second high pristess of St. Cuthbert, is childhood friends with Aleck, the paladin. Aleck usually travels around trying to collect money to one day buy back his ancestral home. Jenya knows little of where the house is aside from it being in the main city to the east. Aleck often is gone for days at a time but never would he willingly leave when he issued a public challenge. This is what worries many who know the paladin.
The place known as Vaprak's Voice has 2 entrances, both set into the west wal of a deep fracture radiating from the rim of the Demonskar. Both entrances provide access to the ruins of a spellweaver laboratory that partialy survived the eldritch blast that formed the Demonskar. For a time, a large tribe of ogers lived here. The gave the place its peculiar name, inspired by the thundering bellow issued by a pair of immense pipes near the entrance when the wind blew. Inside the complex, the areas of Vaprak's Voice can be divided into two distinc categoris: room built by the spellweavers, which have an odd angular structure, and caverns dug by ogers, which are irregular and roughly hewn. The entire complex is rather dirty and foul smelling due to the sulfuric polutants in the air.
As far as the best way to get there goes it would be to not go in the first place. Those who insist on going find it easiest by air if possible so they could avoid the gnolls and other forest creatures. Lacking the ability to fly for that long then about 2 miles before the headless demon stature there is a small unused path thats growing over with foliage from the forest. Its not easy to find, and is impossible to see by boat, but the path leads through a network of caves. The main path will get you right to one of the entrances. It is unknown what dwells in this cave but it should be gnoll free.[/sblock]
Legend surrounding Vaprak's Voice:
[sblock]Many centuries ago a foul demon came to this world plotting to destroy the fabric of reality and pull all of creation back to hell with it. By doing so it would become an Archdemon and rule over the new hell. For many years it stayed silent, destroying the morlas of the good and slowly pulling it into the demons own personal utopia. A man by the name of Surabar Spellmason was able to discover the lies and coruption that spread from all who the demon spoke with. Thus that brave man set out to do battle with this demon.
Along the road he met a beatiful lady. A lady that was no mere mortal but an actual angel! The majestic creature gave Surabar the legendary staff Alakast! A staff said to be able to purge the coruption from anything. Even hell if used by one with a strong enough will! Armed with his weapon of justice and an iron resolve he continued on to what was then known as Mt Kelligan.
When the demon met SUrbar it immediatly began trying to corrupt the archmage just like all before him. Thanks to Alakast, the demon failed at this and they immediatly went to battle after that. Spells split the sky and tore the earth! For 4 days and 3 nights the battle waged on until in the end Surabar had the demon weakened enough to use Alakast to imprison the demon within wat was left of the mountain. The spell battle tore much of the terrain away but the energies also made it a great focal point for a dimensional prison. Surabar had every intention to destroy the powerful demon when he discovered how to, but he left the prison in far too weakened of a state. He never noticed that the demon left a trace of his power in Surabar to grow and kill the powerful mage well before his time.
The eldrich blasts that shaped Mt Kelligan also opened up the entrances to a spell weaver labratory that managed to survive the eldrich blasts. In the time that came to pass since then a group of ogres took over the region. They renamed it Vaprak's Voice, inspired by the thundering bellow issued by a pair of immense pipes near the entrance when the wind blew.[/sblock]
Legend of the Lake God:
[sblock]Happy to have an excuse to move away from the skull he walks over to the lake gods head and begins the tale "According to the legends there was a shrine dedicated to the Lake God right in the middle of what is now known as the Cauldron Lake, only back then it was not as deep as it is today. As time went on his followers grew in numbers. so much that his chosen spot just wasn't suitable anymore. Instead of trying to move his followers and shrine to a new region of water he instead left matters to his most trusted servants and sealed himself within the shrine for precisely 1 year and 6 days. Upon that final day the seals that held the shrine closed burst open as a flood of water began gushing out. Emerging from his chamber the Lake God pronounced that he has opened the gateway to the eternal sea and that its waters will continue to flow into their land ensuring prosperity for their race. With the gate open the area began to completely fill up with water to the point where it even began overflowing from the crater and washing out to the plains around them. You see, the jungle did not exist at that time; The waters that flooded the land enriched the soil and began the process of evolution that would lead to the jungle."
Tygot pauses for a moment to catch his breath before continuing with a small sight "The tale continues to say that the flooding waters ruined the cleverly orchestrated p;ams of a group of devils. The most common version of the legend says the devils would have been able to take control of at least half the land were it not for the flood. In any case, the angry devils began searching for the source of all the water and after months of searching found the shrine to the god, which by this time was nearing completion as a temple. The devils retreated for the time to find a new lair and begin their plotting. It was close to a year before the devils made their move, backed by some rather powerful denizens of the hells, on the lake dwellers.
Over the next month the devils layed siege in an unending battle. The lake creatures were peaceful in nature and the only thing that allowed them to live that long was their sheer numbers and the might of their god aided by the creatures he called from the eternal sea. In the end though the devils won out, the mightiest of them began tearing the head right off the lake god. With the last of his might he commanded the gateway to implode. Here is where there is much speculation on just what happened and how. What remains consistent with each version is that the demons were driven off and that only a few of the lake dwellers survived. The lake god's body has been turned to stone to preserve the flesh and should anyone reunite the pieces he will rise again to rule over his people once more.[/sblock]
Health scale:
[sblock]Current hp = rating
100% = Full strength
75%-99% = lightly wounded
50%-74% = wounded
35%-49% = heavily wounded
20%-34% = injured
10%-19% = critically injured
0%-9% = dying
-10hp and below = dead[/sblock]
Invisible Dice
Main Picture archive
NPC archive
A place to hold those character sheets until I can kill them off...I mean until your no longer going to play them....
I will also post the links to many of the pictures and NPCs in the game here for ease of reference.
Character Creation Rules
[sblock]1. 7th level gestalt (Gain all abilities of primary class and only special abilities of the second)
2. You have 28d6 to assing a set number to each stat with a minimum of 3 per stat (IE 5d6 str, 6d6 dex, 3d6 con ....). Then roll keeping the best 3 in any group. DO NOT ARRANGE, but you may swap one stat with another. Those are now your stats. Rather than require you to roll where I can see, write down how many dice you assing to each stat and what your top 4 individual rolls are for each stat. This way I can get an idea of how well this method works without delaying character creation till I get there.
3. First 3 levels max Hp
4. Starting funds= 25,000gp
5. You can take 2 prc's at once so long as your total prc levels do not exceed your base class levels.
6. No races from savage species
Skills/Feats:
1. Weapon specilization, weapon focus, Improved crit, and weapon finese instead apply to all weapons within a weapon group that meet the requirements for it. Any other weapon feat or ability that applies to a specific weapon need my permission to be applied to a weapon group.
2. Gain a bonus noncombat feat every other level begining at 2nd (IE..2, 4, 6, 8 etc...). A noncombat feat is any feat whose uses does not involve combat at least 70% of the time (A feat that boots your saves, chance to hit, damage, or movement rate is all combat feats).
Spells:
1. Disintegrate is a 5th level spell that only works on objects. Magical objects are not automatically destroyed and instead are subject to the listed damage (with a save to reduce it to 5d6).
Other:
1. Stabalize: Add your constitution score and your wisdome modifier to your percentage chance to stabilize. Example: A character with a con of 14, and a Wisdom of 16, has a 27% chance to stabilize.
Resurection:
Resurection spells have the following costs associated with them (Material components are included in the price to cast).
Reincarnate: 50gp diamond; costs 350gp, but druids are known to require a quest upon the completion of this spell.
Raise dead: 100gp diamond; costs 600gp.
Ressurection: 500gp diamond; costs 1,500gp.
True ressurection: 3,500gp diamond; costs 5000gp.
Being brought back from the clutches of death is a disconcerting effect and may damage the the character is ways beyond the physical realm. The roll is made automatically and only I will know the result. Some options carry no effect with them.
Effects may be rather serious and harsh at times but they wont be permanent.
Day Unit System:
Day Units: Every player gets 5 day units per month of game time. A day unit is considered to be 1 full day (aka 24 hours). They can use these day units when traveling from one place to another, making magic items, resting for a significant amount of time, ect. For example if a mage is looking to make a magic item that will take 4 days, he can simply spend 4 day units, and that will let the item be made, instead of completly stopping play with that character for 4 full days of game time (which would obviously be very difficult to work out). Or if another player wants to travel from Waterdeep to Candlekeep, then the number of days that would take are taken off of his day units.
Day Units will allow faster travel for players, as well as limit the inactive time for their characters, but it still limits them from traveling across the world and back 5 times in the course of one adventure. Day Units not spent are carried over.
When making magic items, and the like, you MUST have enouph day units available before you begin working on it to complete the item.
*These rules are still subject to change at my discretion
[/sblock]
Skie's Treasury
[sblock]Skies Treasury is a modest building crafted from blocks volcanic stone. The front of the building bears dozens, if not hundreds, of symbols and sigils that have been carved into the face of the stone with chisels. One door and a pair of tiny windows face the road and overlook the lake below. Above the door a sign proclaims the establishment to be Skie's Treasury, but more impressive are the numerous items of treasure - rings, coins, wands, necklaces, rods, potions, scrolls, and more - that seem to slowly orbit the sign and shine with soft golden light. Every now and then two of the items bump aganst eachother, ringing softly like a windchime.
Inside the shop is a number of items on display ranging from scrolls, potions, wands, to weapons and armor. Most are behind a glass case or bars with a keylock to the side. All around are notes written in common telling you to ask for assistance if you desire to see anything. Skie is a female gnome.[/sblock]
Vaprak's Voice
[sblock]Jenya Urikas, second high pristess of St. Cuthbert, is childhood friends with Aleck, the paladin. Aleck usually travels around trying to collect money to one day buy back his ancestral home. Jenya knows little of where the house is aside from it being in the main city to the east. Aleck often is gone for days at a time but never would he willingly leave when he issued a public challenge. This is what worries many who know the paladin.
The place known as Vaprak's Voice has 2 entrances, both set into the west wal of a deep fracture radiating from the rim of the Demonskar. Both entrances provide access to the ruins of a spellweaver laboratory that partialy survived the eldritch blast that formed the Demonskar. For a time, a large tribe of ogers lived here. The gave the place its peculiar name, inspired by the thundering bellow issued by a pair of immense pipes near the entrance when the wind blew. Inside the complex, the areas of Vaprak's Voice can be divided into two distinc categoris: room built by the spellweavers, which have an odd angular structure, and caverns dug by ogers, which are irregular and roughly hewn. The entire complex is rather dirty and foul smelling due to the sulfuric polutants in the air.
As far as the best way to get there goes it would be to not go in the first place. Those who insist on going find it easiest by air if possible so they could avoid the gnolls and other forest creatures. Lacking the ability to fly for that long then about 2 miles before the headless demon stature there is a small unused path thats growing over with foliage from the forest. Its not easy to find, and is impossible to see by boat, but the path leads through a network of caves. The main path will get you right to one of the entrances. It is unknown what dwells in this cave but it should be gnoll free.[/sblock]
Legend surrounding Vaprak's Voice:
[sblock]Many centuries ago a foul demon came to this world plotting to destroy the fabric of reality and pull all of creation back to hell with it. By doing so it would become an Archdemon and rule over the new hell. For many years it stayed silent, destroying the morlas of the good and slowly pulling it into the demons own personal utopia. A man by the name of Surabar Spellmason was able to discover the lies and coruption that spread from all who the demon spoke with. Thus that brave man set out to do battle with this demon.
Along the road he met a beatiful lady. A lady that was no mere mortal but an actual angel! The majestic creature gave Surabar the legendary staff Alakast! A staff said to be able to purge the coruption from anything. Even hell if used by one with a strong enough will! Armed with his weapon of justice and an iron resolve he continued on to what was then known as Mt Kelligan.
When the demon met SUrbar it immediatly began trying to corrupt the archmage just like all before him. Thanks to Alakast, the demon failed at this and they immediatly went to battle after that. Spells split the sky and tore the earth! For 4 days and 3 nights the battle waged on until in the end Surabar had the demon weakened enough to use Alakast to imprison the demon within wat was left of the mountain. The spell battle tore much of the terrain away but the energies also made it a great focal point for a dimensional prison. Surabar had every intention to destroy the powerful demon when he discovered how to, but he left the prison in far too weakened of a state. He never noticed that the demon left a trace of his power in Surabar to grow and kill the powerful mage well before his time.
The eldrich blasts that shaped Mt Kelligan also opened up the entrances to a spell weaver labratory that managed to survive the eldrich blasts. In the time that came to pass since then a group of ogres took over the region. They renamed it Vaprak's Voice, inspired by the thundering bellow issued by a pair of immense pipes near the entrance when the wind blew.[/sblock]
Legend of the Lake God:
[sblock]Happy to have an excuse to move away from the skull he walks over to the lake gods head and begins the tale "According to the legends there was a shrine dedicated to the Lake God right in the middle of what is now known as the Cauldron Lake, only back then it was not as deep as it is today. As time went on his followers grew in numbers. so much that his chosen spot just wasn't suitable anymore. Instead of trying to move his followers and shrine to a new region of water he instead left matters to his most trusted servants and sealed himself within the shrine for precisely 1 year and 6 days. Upon that final day the seals that held the shrine closed burst open as a flood of water began gushing out. Emerging from his chamber the Lake God pronounced that he has opened the gateway to the eternal sea and that its waters will continue to flow into their land ensuring prosperity for their race. With the gate open the area began to completely fill up with water to the point where it even began overflowing from the crater and washing out to the plains around them. You see, the jungle did not exist at that time; The waters that flooded the land enriched the soil and began the process of evolution that would lead to the jungle."
Tygot pauses for a moment to catch his breath before continuing with a small sight "The tale continues to say that the flooding waters ruined the cleverly orchestrated p;ams of a group of devils. The most common version of the legend says the devils would have been able to take control of at least half the land were it not for the flood. In any case, the angry devils began searching for the source of all the water and after months of searching found the shrine to the god, which by this time was nearing completion as a temple. The devils retreated for the time to find a new lair and begin their plotting. It was close to a year before the devils made their move, backed by some rather powerful denizens of the hells, on the lake dwellers.
Over the next month the devils layed siege in an unending battle. The lake creatures were peaceful in nature and the only thing that allowed them to live that long was their sheer numbers and the might of their god aided by the creatures he called from the eternal sea. In the end though the devils won out, the mightiest of them began tearing the head right off the lake god. With the last of his might he commanded the gateway to implode. Here is where there is much speculation on just what happened and how. What remains consistent with each version is that the demons were driven off and that only a few of the lake dwellers survived. The lake god's body has been turned to stone to preserve the flesh and should anyone reunite the pieces he will rise again to rule over his people once more.[/sblock]
Health scale:
[sblock]Current hp = rating
100% = Full strength
75%-99% = lightly wounded
50%-74% = wounded
35%-49% = heavily wounded
20%-34% = injured
10%-19% = critically injured
0%-9% = dying
-10hp and below = dead[/sblock]
Last edited: