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Hordes of Chaos - And other Sailors on the River of Worlds
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<blockquote data-quote="Psion" data-source="post: 2783356" data-attributes="member: 172"><p><strong>Dragonwatch Harbor</strong></p><p></p><p>Dragonwatch Harbor is a free port on the river of worlds. I took Liberty (of Thieves Quarter / Temple Quarter), and pictured a harbor filled with ships that act as quarters, and added some backstory re: Dragon Mages (see the Dragon Pirate thread.)</p><p></p><p>One of my guiding principles when devising locations for this campaign is the notion that you won't rule for long without magic on your side. Dragonwatch Harbor exemplifies this. It is ruled by a guild of Dragon Mages (PrC described in spells & magic; they derive power from having items in their horde.)</p><p></p><p>Though I didn't have many reasons to do full writeups of Dragon Mages, here's an NPC the party met when looking for info about the realms of the elemental elves, one of the elves cast adrift by the same ancient events that orphaned on the party members. I plan to update here and have her become a thorn in the party's side.</p><p></p><p> <strong>Larreeporik/ Linna</strong>, female water elf* Clr9/Raveller**5: CR 14; Size M (5 ft., 1 in. tall); HD 9d8+5d6+14; hp 68; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30, swim 30 ft.; AC 12 (+2 Dex); Attack +11/+4 melee, or +11/+4 ranged; SV Fort +9, Ref +6, Will +15; AL NE; Str 14, Dex 14, Con 12, Int 13, Wis 20, Cha 15.</p><p> <strong>Languages Spoken: </strong>Aquan, Planar Common, Elven, Sylvan.</p><p> <strong>Skills and feats: </strong>Concentration +15 (+12 Rank, +1 Con, +2 Racial) Craft (Alchemy) +10 (+9 Rank, +1 Int), Heal +10 (+7 Rank, +3 Wis), Hide +2 (+2 Dex), Knowledge (Arcana) +8 (+7 Rank, +1 Int), Knowledge (Religion) +9 (+8 Rank, +1 Int), Knowledge (The Planes) +9 (+9 Rank, +1 Int), Listen +5 (+3 Wis, +2 Racial), Move Silently +2 (+2 Dex), Search +1 (+1 Int), Spot +5 (+3 Wis, +2 Racial); Combat Expertise, Crafts arms and armor, Exotic Weapon Proficiency, Improved Disarm, Improved Initiative, Improved Trip.</p><p> <strong>Possessions: </strong>45,000 gp in gear.</p><p> <strong>Cleric Domains: </strong>Chains, Pain.</p><p> Cleric Spells Per Day: 6/6+1/6+1/5+1/5+1/4+1/2+1/1+1.</p><p> <strong>Spells prepared: </strong>0 - ; 1st - ; 2nd - ; 3rd - ; 4th - ; 5th - ; 6th - ; 7th - .</p><p> Domain Spells (domains - Chains, Pain): 1st - Grasping Chains (Entangle); 2nd - Sadism***; 3rd - Wrack***; 4th - Black Tentacles; 5th -Thousand Needles***; 6th - Pox***; 7th - Wave of Pain***.</p><p>* - Spell from Book of Vile Darkness.</p><p></p><p><strong>Class/race abilities:</strong></p><p> <em>Chain spells (9th level)</em></p><p> <em>Chain touch:</em> Can channel touch spells though a magic spiked chain.</p><p> <em>Swim: </em>Swim speed 40 ft., +8 swim checks to maneuver in water. No swim checks to move, can run while swimming.</p><p> <em>Immunity to cold</em></p><p> <em>Darkvision: 60 feet</em></p><p> <em>Water breathing</em></p><p> <em>Martial proficiency in longsword, rapier, longbow, shortbow.</em></p><p> <em>Watery Form: </em>1/day as a free action, lasts 1 round/level, +3 dodge bonus to AC and +5 to escape artist and balance checks.</p><p> <em>Spell-like abilities: </em>2/day—bless/curse water; 1/day—control water, protection from energy, quench, water walk.</p><p> <em>Skill bonuses: </em>+2 to concentration, escape artist, spot, and listen. +2 to knowledge (nature) checks related to aquatic environments.</p><p></p><p><em>* - Source Bow & Blade.</em></p><p><em>** - Source EN Arsenal: Spiked Chain</em></p><p><em>*** - Source Book of Vile Darkness.</em></p></blockquote><p></p>
[QUOTE="Psion, post: 2783356, member: 172"] [b]Dragonwatch Harbor[/b] Dragonwatch Harbor is a free port on the river of worlds. I took Liberty (of Thieves Quarter / Temple Quarter), and pictured a harbor filled with ships that act as quarters, and added some backstory re: Dragon Mages (see the Dragon Pirate thread.) One of my guiding principles when devising locations for this campaign is the notion that you won't rule for long without magic on your side. Dragonwatch Harbor exemplifies this. It is ruled by a guild of Dragon Mages (PrC described in spells & magic; they derive power from having items in their horde.) Though I didn't have many reasons to do full writeups of Dragon Mages, here's an NPC the party met when looking for info about the realms of the elemental elves, one of the elves cast adrift by the same ancient events that orphaned on the party members. I plan to update here and have her become a thorn in the party's side. [B]Larreeporik/ Linna[/B], female water elf* Clr9/Raveller**5: CR 14; Size M (5 ft., 1 in. tall); HD 9d8+5d6+14; hp 68; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30, swim 30 ft.; AC 12 (+2 Dex); Attack +11/+4 melee, or +11/+4 ranged; SV Fort +9, Ref +6, Will +15; AL NE; Str 14, Dex 14, Con 12, Int 13, Wis 20, Cha 15. [B]Languages Spoken: [/B]Aquan, Planar Common, Elven, Sylvan. [B]Skills and feats: [/B]Concentration +15 (+12 Rank, +1 Con, +2 Racial) Craft (Alchemy) +10 (+9 Rank, +1 Int), Heal +10 (+7 Rank, +3 Wis), Hide +2 (+2 Dex), Knowledge (Arcana) +8 (+7 Rank, +1 Int), Knowledge (Religion) +9 (+8 Rank, +1 Int), Knowledge (The Planes) +9 (+9 Rank, +1 Int), Listen +5 (+3 Wis, +2 Racial), Move Silently +2 (+2 Dex), Search +1 (+1 Int), Spot +5 (+3 Wis, +2 Racial); Combat Expertise, Crafts arms and armor, Exotic Weapon Proficiency, Improved Disarm, Improved Initiative, Improved Trip. [B]Possessions: [/B]45,000 gp in gear. [B]Cleric Domains: [/B]Chains, Pain. Cleric Spells Per Day: 6/6+1/6+1/5+1/5+1/4+1/2+1/1+1. [B]Spells prepared: [/B]0 - ; 1st - ; 2nd - ; 3rd - ; 4th - ; 5th - ; 6th - ; 7th - . Domain Spells (domains - Chains, Pain): 1st - Grasping Chains (Entangle); 2nd - Sadism***; 3rd - Wrack***; 4th - Black Tentacles; 5th -Thousand Needles***; 6th - Pox***; 7th - Wave of Pain***. * - Spell from Book of Vile Darkness. [B]Class/race abilities:[/B] [I]Chain spells (9th level)[/I] [I]Chain touch:[/I] Can channel touch spells though a magic spiked chain. [I]Swim: [/I]Swim speed 40 ft., +8 swim checks to maneuver in water. No swim checks to move, can run while swimming. [I]Immunity to cold[/I] [I]Darkvision: 60 feet[/I] [I]Water breathing[/I] [I]Martial proficiency in longsword, rapier, longbow, shortbow.[/I] [I]Watery Form: [/I]1/day as a free action, lasts 1 round/level, +3 dodge bonus to AC and +5 to escape artist and balance checks. [I]Spell-like abilities: [/I]2/day—bless/curse water; 1/day—control water, protection from energy, quench, water walk. [I]Skill bonuses: [/I]+2 to concentration, escape artist, spot, and listen. +2 to knowledge (nature) checks related to aquatic environments. [I]* - Source Bow & Blade. ** - Source EN Arsenal: Spiked Chain *** - Source Book of Vile Darkness.[/I] [/QUOTE]
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