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IRON DM 2013--Entries, Judgements, Commentary, & Trash-Talk
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<blockquote data-quote="Wicht" data-source="post: 6160164" data-attributes="member: 221"><p><strong>Anachronism</strong></p><p><strong>Successful Enterprise</strong></p><p><strong>Figment</strong></p><p><strong>Insufferable Ally</strong></p><p><strong>Something Wicked</strong></p><p><strong>Singularity </strong></p><p></p><p></p><p><strong><span style="font-size: 15px">The Luck of the Mighty</span></strong> </p><p><em>a PFRPG adventure</em></p><p></p><p><strong>Background: </strong></p><p>In the very beginning, one of the gods, left a small piece of highly condensed space and time on the material plan. This piece of ultramatter, shaped like a small red stone, by its very nature, bent time and space around it so that all events, people and places in its vicinity, stretching from the beginning of time to the end, potentially coexisted at the same intersection of reality. This piece of ultramatter is known as the Actuality Hook. Though mostly harmless on its own, the Actuality Hook, in the hands of a powerful mind, can be used to transport things and people across time and space. </p><p></p><p>Two Thousand years ago, the wizard-lord Vonshpin unleashed three beings of pure malicious thought out into the world. One of these psypossessors took over the body of an infant gold dragon and has lived for all of that time in that body. This dragon, known as Raxkalmon the Mighty, rules as supreme tyrant of the Jungle Kingdom of Lakxan, Though many give him the benefit of the doubt due to his heritage and the general reputation of gold dragons, it has long been suspected that he is capable of great acts of deception and cruelty. The palace of Raxkalmon is called the Morphic Palace and lies half in and half out of the Plane of Dreams. Moreover, for many years, Raxkalmon has had possession of the Actuality Hook, keeping it in the depths of his palace and using it to draw forth subjects from both past and future. </p><p></p><p>Twenty-seven years ago, Levortin “Levo” Goldmanse VII was born, the seventh son sired from a line of six other seventh sons. At his birth, the god of the hunt blessed young Levo with the perfect hunter's eye and the god of luck blessed the child with the best luck in the world. However, the god of misfortune, after the other two had spoken, decreed that should Levo ever lose an archery contest, his fortunes would turn. In the years since, Levo has become rather renowned as a rather lucky sort of hero, able to perform the most fantastic feats of archery.</p><p></p><p>One year ago, the ruins of ancient Monassan were discovered east of the city of Hillsfold, setting in motion a chain of events; one of which was decision by Raxkalmon the Mighty to send an army of his subjects northward, with the goal of marching across the Kingdom and capturing Hillsfold, so as to claim the untold treasures still buried in the wizards' ancient city. The army has just reached the borders to the south and rumors of war are beginning to filter through the country.</p><p></p><p><strong>Adventure Summary:</strong></p><p>The PCs, who it is expected, are the most renowned heroes in Hillsfold by this time, are invited by one of the city council to enter into a contest with the Kingdom's best archer. The archer's name is Levortin”Levo to his friends,” Goldmanse VII, and he is in town because the King wants him to meet with the PCs. The archery contest, which the PCs have no real chance of winning, allows them to meet Levortin “Everyone just calls me Levo” Goldmanse VII, who seems like a likeable individual, although he's a little full of his abilities (albeit with reason).</p><p></p><p>Following the contest, Levo, the PCs and several dignitaries, including Bishop Alzarn, a native of Hillsfold, and Grand Celestial Clergy of the King's Own, meet in a secure room. The PCs learn the truth of the war that is coming, and the fact that while many of the soldiers of Raxkalmon use conventional weapons, indeed some use weapons quite archaic in their design, others are armed with such mighty weapons that the world has rarely seen their like. The King's Own has decided that the best course of action is to send a small squad into the dragon's Morphic Palace in the southern jungles and end the war at the source. Divination about the palace is hard to come by, yet the gods have revealed two facts: the dragon who is not a dragon must be slain by a sword that is not a sword, and, the anchor of reality must be undone by a single perfect shot. Based on these foretellings, research has been done, and a plan has been made. The PCs are asked to escort Levortin “no really, Levo will do nicely,” westward to the city of Baskue where the Monks of Irskbin will deliver into his hands a perfect arrow capable of shattering the Actuality Hook, which s in the dragon's control. From there they must journey to the Port of Demarn where the church has gathered a contingent of thirty powerful clerics to fashion a deadly piece of negative energy into the outward form of a sword. Each of these two weapons is useable once. With weapons in hand they will need to sneak into the dragon's palace, strike the dragon with the sword, and shatter the Actuality Hook with a perfect shot using the Perfect Arrow. The PCs and Levortin “Stick with me and it'll all work out” Goldmanse VII are asked to take the King's Oath before beginning: to see the deed done, to be true to one another, protecting one another against all foes. The Kings Oath functions like a self-inflicted <em>geas</em> (no save). </p><p></p><p>The trip to Baskue goes smoothly until the party is attacked by a large group of soldiers affiliated with Raxkalmon. The attackers speak in a dead language to each other and are armed with weapons bearing a design from an empire 4000 years in the past. In the attack, the party gets to witness Levortin “It just come's natural to me I guess” Goldmanse VII's incredible luck and unbelievable skill with the bow. Mechanically, Levortin “Do you want a few pointer's” Goldmanse VII's is a fighter with feats and abilities all oriented towards archery. He also has two singular, god-given advantages. He is under a permanent (for now) <em>True Strike</em> effect whenever he uses a bow, granting him +20 to all archery shots, in addition to his other bonuses. He is also the luckiest man in the world. Whenever he needs to roll a d20, he rolls three d20s and chooses the best result. While he's not necessarily a proud man (“I have been blessed in life,”) he can be a bit condescending and his constant cheerfulness tends to grate after awhile. The PCs should be ready to knock him down a peg or two by the time they leave Baskue with Levortin “I should be the one to carry that,” Goldmanse VII now in possession of the Perfect Arrow. </p><p></p><p>A second attack occurs on the way to Demarn. This attack features a small group of strangely dressed individuals armed with weapons of steel and glass which fire beams of light. The weapons are mechanical, not magical, and they do not work for anyone but their original owners. While in Demarn, the party must wait for a few days as the “Sword of Darkness” is finished. Certain of the PCs are approached by a man named Leon Talstiv, who has a method of besting Levortin “I never miss” Goldmanse VII in an archery contest. The method is slightly underhanded, involving some minor illusion magic, a really powerful enchanted arrows, and a set of complex and powerful enchantments on the archer. Leon is hoping to clean up by betting against the Kingdom's best archer and winning. Whether or not the PCs agree to help, Leon arranges his contest and talks Levortin “tricks will never work against me” Goldmanse VII into competing. Surprisingly, Leon's plan works and Levortin “I lost!” Goldmanse VII loses his first archery contest ever. </p><p></p><p>Losing the contest irrevocably changes Levortin “What happened?” Goldmanse VII's fortunes. His <em>true strike[/] effect is gone and now, whenever he makes a d20 roll, he rolls three dice and chooses the lowest. Furthermore, his poor luck is catching. Whenever he rolls a 1, he inflicts bad luck on all allies within 30 feet so that they must themselves, for 1 round, roll 2 dice for all d20 rolls and choose the lowest roll.</em></p><p><em></em></p><p><em>It is likely the party does not realize the full extent of their problem until after they obtain their next weapon and teleport themselves to the backdoor of the dragon's Morphic Palace.</em></p><p><em></em></p><p><em>The palace itself is a mixture of reality, dreams and illusions. Much of the reality is trapped; the traps being masked by illusions and hidden behind shifting dreamscapes. This makes navigation through the palace difficult, and all the more so when considering the presence of Levortin “Sorry, didn't mean to hit you with that shot” Goldmanse VII's bad luck. Unfortunately the terms of their Oath prevents the PCs from abandoning their companion until after the deed is done. </em></p><p><em></em></p><p><em>In addition to the challenges posed by the changing nature of the palace and the many traps, the castle houses elite soldiers from the past and the future, drawn into the present by the power of the Actuality Hook. While the soldiers from the past are more numerous, and something of an oddity from a scholarly perspective, the soldiers from the future are armed with powerful weapons from a variety of time periods. Some of these are magical; others are mechanical in nature, such as guns, flamethrowers and lasers.</em></p><p><em></em></p><p><em>Finally, after many fights and dangers, the party enters into the chamber where the dragon resides. To kill the dragon they must simply strike it forcefully with the sword, assuming they have not already used the sword. The sword will totally unmake a single creature with a single attack, but can only be used once. Attacking the dragon is harder due to the dragon's minions which attempt to prevent the party from closing in. The Actuality Hook floats in the center of the room and has an AC of 40. The perfect arrow, if it strikes it forcefully, will shatter it. All other attacks fail. Naturally the party should not let Levortin “I can't hit anything anymore” Goldmanse VII use the arrow, but he will attempt to fight next to them, with mixed results. If the party destroys the Actuality Hook but not the dragon, the dragon's minions fade away into nothingness. If they destroy the dragon, but not the Hook, the armies remain but are now leaderless. If both are destroyed, the threat is done and the party can return in total victory. </em></p><p><em></em></p><p><em></em></p><p><em><strong>Anachronism</strong> <em>Raxkalmon the Mighty's army is comprised of people from the past and future</em></em></p><p><em></em></p><p><em><strong>Successful Enterprise</strong> <em> Leon Talstiv, a semi-shady gambler, concocts a scheme, successful in its implication, to have Levortin Goldmanse VII lose an archery match. </em></em></p><p><em></em></p><p><em><strong>Figment </strong><em>The Morphic Palace of Raxkalmon the Mighty, draws power from the plane of dreams, bending reality and unreality. Also, the sword forged to kill Raxkalmon is not really a sword, but a piece of negative energy imposed upon the material plane in the illusory shape of a sword. </em></em></p><p><em></em></p><p><em><strong>Insufferable Ally</strong> <em>Levortin Goldmanse VII is not a bad person, but he is a bit hard to live with</em></em></p><p><em></em></p><p><em><strong>Something Wicked</strong> <strong>Raxkalmon the Mighty, a two thousand year old Gold Dragon is possessed by one of the three psypossessors created by the wizard-lord Vonshpin in ancient Monassan and is quite wicked. </strong></em></p><p><em></em></p><p><em><strong>Singularity </strong><strong>Levortin Goldmanse VII is a singular, utterly unique individual, blessed and cursed by the gods. At the same time, the Actuality Hook provides a point of singularity at which all events in time and space within its vicinity potentially interconnect.</strong></em></p></blockquote><p></p>
[QUOTE="Wicht, post: 6160164, member: 221"] [B]Anachronism Successful Enterprise Figment Insufferable Ally Something Wicked Singularity [/B] [b][SIZE=4]The Luck of the Mighty[/SIZE][/b] [i]a PFRPG adventure[/i] [b]Background: [/b] In the very beginning, one of the gods, left a small piece of highly condensed space and time on the material plan. This piece of ultramatter, shaped like a small red stone, by its very nature, bent time and space around it so that all events, people and places in its vicinity, stretching from the beginning of time to the end, potentially coexisted at the same intersection of reality. This piece of ultramatter is known as the Actuality Hook. Though mostly harmless on its own, the Actuality Hook, in the hands of a powerful mind, can be used to transport things and people across time and space. Two Thousand years ago, the wizard-lord Vonshpin unleashed three beings of pure malicious thought out into the world. One of these psypossessors took over the body of an infant gold dragon and has lived for all of that time in that body. This dragon, known as Raxkalmon the Mighty, rules as supreme tyrant of the Jungle Kingdom of Lakxan, Though many give him the benefit of the doubt due to his heritage and the general reputation of gold dragons, it has long been suspected that he is capable of great acts of deception and cruelty. The palace of Raxkalmon is called the Morphic Palace and lies half in and half out of the Plane of Dreams. Moreover, for many years, Raxkalmon has had possession of the Actuality Hook, keeping it in the depths of his palace and using it to draw forth subjects from both past and future. Twenty-seven years ago, Levortin “Levo” Goldmanse VII was born, the seventh son sired from a line of six other seventh sons. At his birth, the god of the hunt blessed young Levo with the perfect hunter's eye and the god of luck blessed the child with the best luck in the world. However, the god of misfortune, after the other two had spoken, decreed that should Levo ever lose an archery contest, his fortunes would turn. In the years since, Levo has become rather renowned as a rather lucky sort of hero, able to perform the most fantastic feats of archery. One year ago, the ruins of ancient Monassan were discovered east of the city of Hillsfold, setting in motion a chain of events; one of which was decision by Raxkalmon the Mighty to send an army of his subjects northward, with the goal of marching across the Kingdom and capturing Hillsfold, so as to claim the untold treasures still buried in the wizards' ancient city. The army has just reached the borders to the south and rumors of war are beginning to filter through the country. [b]Adventure Summary:[/b] The PCs, who it is expected, are the most renowned heroes in Hillsfold by this time, are invited by one of the city council to enter into a contest with the Kingdom's best archer. The archer's name is Levortin”Levo to his friends,” Goldmanse VII, and he is in town because the King wants him to meet with the PCs. The archery contest, which the PCs have no real chance of winning, allows them to meet Levortin “Everyone just calls me Levo” Goldmanse VII, who seems like a likeable individual, although he's a little full of his abilities (albeit with reason). Following the contest, Levo, the PCs and several dignitaries, including Bishop Alzarn, a native of Hillsfold, and Grand Celestial Clergy of the King's Own, meet in a secure room. The PCs learn the truth of the war that is coming, and the fact that while many of the soldiers of Raxkalmon use conventional weapons, indeed some use weapons quite archaic in their design, others are armed with such mighty weapons that the world has rarely seen their like. The King's Own has decided that the best course of action is to send a small squad into the dragon's Morphic Palace in the southern jungles and end the war at the source. Divination about the palace is hard to come by, yet the gods have revealed two facts: the dragon who is not a dragon must be slain by a sword that is not a sword, and, the anchor of reality must be undone by a single perfect shot. Based on these foretellings, research has been done, and a plan has been made. The PCs are asked to escort Levortin “no really, Levo will do nicely,” westward to the city of Baskue where the Monks of Irskbin will deliver into his hands a perfect arrow capable of shattering the Actuality Hook, which s in the dragon's control. From there they must journey to the Port of Demarn where the church has gathered a contingent of thirty powerful clerics to fashion a deadly piece of negative energy into the outward form of a sword. Each of these two weapons is useable once. With weapons in hand they will need to sneak into the dragon's palace, strike the dragon with the sword, and shatter the Actuality Hook with a perfect shot using the Perfect Arrow. The PCs and Levortin “Stick with me and it'll all work out” Goldmanse VII are asked to take the King's Oath before beginning: to see the deed done, to be true to one another, protecting one another against all foes. The Kings Oath functions like a self-inflicted [i]geas[/i] (no save). The trip to Baskue goes smoothly until the party is attacked by a large group of soldiers affiliated with Raxkalmon. The attackers speak in a dead language to each other and are armed with weapons bearing a design from an empire 4000 years in the past. In the attack, the party gets to witness Levortin “It just come's natural to me I guess” Goldmanse VII's incredible luck and unbelievable skill with the bow. Mechanically, Levortin “Do you want a few pointer's” Goldmanse VII's is a fighter with feats and abilities all oriented towards archery. He also has two singular, god-given advantages. He is under a permanent (for now) [i]True Strike[/i] effect whenever he uses a bow, granting him +20 to all archery shots, in addition to his other bonuses. He is also the luckiest man in the world. Whenever he needs to roll a d20, he rolls three d20s and chooses the best result. While he's not necessarily a proud man (“I have been blessed in life,”) he can be a bit condescending and his constant cheerfulness tends to grate after awhile. The PCs should be ready to knock him down a peg or two by the time they leave Baskue with Levortin “I should be the one to carry that,” Goldmanse VII now in possession of the Perfect Arrow. A second attack occurs on the way to Demarn. This attack features a small group of strangely dressed individuals armed with weapons of steel and glass which fire beams of light. The weapons are mechanical, not magical, and they do not work for anyone but their original owners. While in Demarn, the party must wait for a few days as the “Sword of Darkness” is finished. Certain of the PCs are approached by a man named Leon Talstiv, who has a method of besting Levortin “I never miss” Goldmanse VII in an archery contest. The method is slightly underhanded, involving some minor illusion magic, a really powerful enchanted arrows, and a set of complex and powerful enchantments on the archer. Leon is hoping to clean up by betting against the Kingdom's best archer and winning. Whether or not the PCs agree to help, Leon arranges his contest and talks Levortin “tricks will never work against me” Goldmanse VII into competing. Surprisingly, Leon's plan works and Levortin “I lost!” Goldmanse VII loses his first archery contest ever. Losing the contest irrevocably changes Levortin “What happened?” Goldmanse VII's fortunes. His [i]true strike[/] effect is gone and now, whenever he makes a d20 roll, he rolls three dice and chooses the lowest. Furthermore, his poor luck is catching. Whenever he rolls a 1, he inflicts bad luck on all allies within 30 feet so that they must themselves, for 1 round, roll 2 dice for all d20 rolls and choose the lowest roll. It is likely the party does not realize the full extent of their problem until after they obtain their next weapon and teleport themselves to the backdoor of the dragon's Morphic Palace. The palace itself is a mixture of reality, dreams and illusions. Much of the reality is trapped; the traps being masked by illusions and hidden behind shifting dreamscapes. This makes navigation through the palace difficult, and all the more so when considering the presence of Levortin “Sorry, didn't mean to hit you with that shot” Goldmanse VII's bad luck. Unfortunately the terms of their Oath prevents the PCs from abandoning their companion until after the deed is done. In addition to the challenges posed by the changing nature of the palace and the many traps, the castle houses elite soldiers from the past and the future, drawn into the present by the power of the Actuality Hook. While the soldiers from the past are more numerous, and something of an oddity from a scholarly perspective, the soldiers from the future are armed with powerful weapons from a variety of time periods. Some of these are magical; others are mechanical in nature, such as guns, flamethrowers and lasers. Finally, after many fights and dangers, the party enters into the chamber where the dragon resides. To kill the dragon they must simply strike it forcefully with the sword, assuming they have not already used the sword. The sword will totally unmake a single creature with a single attack, but can only be used once. Attacking the dragon is harder due to the dragon's minions which attempt to prevent the party from closing in. The Actuality Hook floats in the center of the room and has an AC of 40. The perfect arrow, if it strikes it forcefully, will shatter it. All other attacks fail. Naturally the party should not let Levortin “I can't hit anything anymore” Goldmanse VII use the arrow, but he will attempt to fight next to them, with mixed results. If the party destroys the Actuality Hook but not the dragon, the dragon's minions fade away into nothingness. If they destroy the dragon, but not the Hook, the armies remain but are now leaderless. If both are destroyed, the threat is done and the party can return in total victory. [B]Anachronism[/B] [I]Raxkalmon the Mighty's army is comprised of people from the past and future[/I] [B]Successful Enterprise[/B] [I] Leon Talstiv, a semi-shady gambler, concocts a scheme, successful in its implication, to have Levortin Goldmanse VII lose an archery match. [/I] [B]Figment [/B][I]The Morphic Palace of Raxkalmon the Mighty, draws power from the plane of dreams, bending reality and unreality. Also, the sword forged to kill Raxkalmon is not really a sword, but a piece of negative energy imposed upon the material plane in the illusory shape of a sword. [/I] [B]Insufferable Ally[/B] [I]Levortin Goldmanse VII is not a bad person, but he is a bit hard to live with[/I] [B]Something Wicked[/B] [B]Raxkalmon the Mighty, a two thousand year old Gold Dragon is possessed by one of the three psypossessors created by the wizard-lord Vonshpin in ancient Monassan and is quite wicked. [/B] [B]Singularity [/B][B]Levortin Goldmanse VII is a singular, utterly unique individual, blessed and cursed by the gods. At the same time, the Actuality Hook provides a point of singularity at which all events in time and space within its vicinity potentially interconnect.[/B][/i] [/QUOTE]
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