Delusion
First Post
It has been several years since the combined forces of Kelethin and Felwithe drove the Crushbone orcs from their mighty keep deep within the woods of the Greater Faydark. It appeared to all during that time that Clan Crushbone had been silenced once and for all and would trouble the world of Norrath no more. They were wrong.
Indeed, many orcs were slain in the battle for Crushbone Keep, and the survivors were forced to flee. However, enough remained that they were able to survive for years in the Faydark. After striking a secret alliance with the Deathfist orcs and a small number of ogres and trolls, they mounted an assault on a hidden dwarven stronghold in the Butcherblock Mountains known as the Khundrukar - or in the common tongue, the Glitterhame.
The Glitterhame belonged to a wise and powerful dwarf named Durgeddin. Durgeddin was a master smith who forged blades of surpassing quality and power. He and his followers perished in the assault, and surely much of his wealth was taken away and distributed amongst the orcs and their allies. The dwarves of Kaladim, however have claimed that the deepest and best hidden vaults and armories have escaped the looting, and that some of Durgeddin's extraordinary blades still wait in the darkness for a hand bold enough to claim one.
Whether this is true or a clever way to convince adventurers to help the dwarves in their cause is unknown. However, the dwarves are still willing to pay 25 gold coins for every orc scalp brought to them - a handsome reward, no doubt, even if the bit about magical blades is dwarven trickery... but then again, maybe it isn't...
Hello and welcome. This is a game set in the world of Norrath using the Everquest RPG books published by Sword & Sorcery Studios. As you've probably guessed, this particular adventure is a dungeon crawl (in actuality, it's a slightly tweaked version of the Forge of Fury). Rolling will be done by you guys using Invisible Castle. I'll accept character applications until September 30th, when I will pick and choose 4-5 characters that will delve into the darkness shrouded depths of the Khundrukar.
Character Creation Guidelines:
Starting Level: 3
Ability Scores: 32 point-buy
Starting Gold: 3000 gp
Books Allowed: EverQuest RPG material only
House Rules:
Tradeskills: To encourage the use of tradeskills, you are presumed to have an unlimited amount of time to craft items before the start of the first adventure and between future adventures. However, you still must pay for the components required to make the item, and can only make 20 of the same item for the purpose of selling it (after making and selling these 20 items, you may still make more for personal use only). In addition to advancing your tradeskill level as described in the DMG by practicing your trade and spending experience points, you may also spend regular skill points on tradeskills (there is still no character level+3 limit). Also, there is no need to buy a new set of tools every time you advance a skill level, but you still must buy a new set every time you roll a natural one on a tradeskill check. Be sure to save all your checks on Invisible Castle.
Gaining Spells: In addition to being able to find/buy new spells, you also automatically gain new spells every other time you level up. For every odd numbered level you reach not including level one, you gain 2 spells of the newest available level of spellcasting available to you and 1 spell of every spellcasting level below it. For example, a 2nd level enchanter has 4 1st level spells to start with. Upon reaching 3rd level, she gains 2 2nd level spells and 1 1st level spell. This is in addition to any spells she may have found/purchased.
Indeed, many orcs were slain in the battle for Crushbone Keep, and the survivors were forced to flee. However, enough remained that they were able to survive for years in the Faydark. After striking a secret alliance with the Deathfist orcs and a small number of ogres and trolls, they mounted an assault on a hidden dwarven stronghold in the Butcherblock Mountains known as the Khundrukar - or in the common tongue, the Glitterhame.
The Glitterhame belonged to a wise and powerful dwarf named Durgeddin. Durgeddin was a master smith who forged blades of surpassing quality and power. He and his followers perished in the assault, and surely much of his wealth was taken away and distributed amongst the orcs and their allies. The dwarves of Kaladim, however have claimed that the deepest and best hidden vaults and armories have escaped the looting, and that some of Durgeddin's extraordinary blades still wait in the darkness for a hand bold enough to claim one.
Whether this is true or a clever way to convince adventurers to help the dwarves in their cause is unknown. However, the dwarves are still willing to pay 25 gold coins for every orc scalp brought to them - a handsome reward, no doubt, even if the bit about magical blades is dwarven trickery... but then again, maybe it isn't...
Hello and welcome. This is a game set in the world of Norrath using the Everquest RPG books published by Sword & Sorcery Studios. As you've probably guessed, this particular adventure is a dungeon crawl (in actuality, it's a slightly tweaked version of the Forge of Fury). Rolling will be done by you guys using Invisible Castle. I'll accept character applications until September 30th, when I will pick and choose 4-5 characters that will delve into the darkness shrouded depths of the Khundrukar.
Character Creation Guidelines:
Starting Level: 3
Ability Scores: 32 point-buy
Starting Gold: 3000 gp
Books Allowed: EverQuest RPG material only
House Rules:
Tradeskills: To encourage the use of tradeskills, you are presumed to have an unlimited amount of time to craft items before the start of the first adventure and between future adventures. However, you still must pay for the components required to make the item, and can only make 20 of the same item for the purpose of selling it (after making and selling these 20 items, you may still make more for personal use only). In addition to advancing your tradeskill level as described in the DMG by practicing your trade and spending experience points, you may also spend regular skill points on tradeskills (there is still no character level+3 limit). Also, there is no need to buy a new set of tools every time you advance a skill level, but you still must buy a new set every time you roll a natural one on a tradeskill check. Be sure to save all your checks on Invisible Castle.
Gaining Spells: In addition to being able to find/buy new spells, you also automatically gain new spells every other time you level up. For every odd numbered level you reach not including level one, you gain 2 spells of the newest available level of spellcasting available to you and 1 spell of every spellcasting level below it. For example, a 2nd level enchanter has 4 1st level spells to start with. Upon reaching 3rd level, she gains 2 2nd level spells and 1 1st level spell. This is in addition to any spells she may have found/purchased.
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