Preview for the Order of Eudeus.

wolfpunk

First Post
This is the first press release, for the upcoming, high level adventure, The Order of Eudeus.

Additional information can be found here.

ABOUT THIS PRODUCTION

This product is designed to be a modular, multiple-use, drop-in organization that GMs can use to add flavor and adventure to their campaigns. This product contains one central adventure plot hook, multiple variant plot hooks, four new base classes, variant base classes, new prestige classes, new spells, new feats including the leadership feats, quick efficient mass combat rules for running battles involving hundreds of troops and several monsters of various challenge ratings that can be used in adventures.

HISTORY OF THE ORDER OF EUDEUS

The Order of Eudeus came to be nearly one thousand years ago under the guidance of Eudeus the Wise, a paladin of great wisdom and honor. Eudeus envisioned an organization built on bravery, trust, and protecting the weak. He became the first Paladin Sovereign, and he gathered those that he could find who believed in the same concepts and together they banded together. Eudeus enlisted thousands of master craftsmen, and gave them the plans for Cathedral City, which would house the Order of Eudeus long past his lifetime. Religious scholars found quiet sanctuary within Cathedral City as well. In addition the Library of Sin serves as a massive prison, housing thousands of evil monsters apprehended by the Order of Eudeus. As time has passed, the Order has crowned many Paladin Sovereigns, fought against many an evil force, and brought much prosperity to the land.

It was then after a thousand years of captivity that Denziel, although trapped in the Book of Chains, discovered a way to communicate with Garalantha, a succubus who had taken to worshipping Denziel. Garalantha became Denziel’s new High Priest, and through the direction of Denziel, Garalantha has learned of the means with which to free Denziel from his prison and to return him to the Prime Material Plane where together they can finish what they began so long ago. The army of Denziel led by Garalantha sought to destroy the order, and to free Denziel from the Book of Chains, the artifact prison where the demon has been bound for a thousand years.

The casualties for the Order were high. Unfortunately, one of the men to fall in this battle was Isenden, twin son of Thomarik the current Paladin Sovereign. Isenden and his brother Juriden were fighting together when Isenden was brought down by unholy arrows. Edict states that any member of the Order that falls in battle must be decapitated and their head brought back to Cathedral City for proper burial, and to ensure that their corpse is not used against the order nor its secrets revealed. Juriden knew what he must do, but he could not do it, and he left his brothers corpse on the field of battle. In shame, Juriden fled the battlefield, deserting the Order and disappearing into the wilderness.

In the end, Denziel’s army was defeated.Thomarik sent men to search the battlefield for his two sons, but neither could be found. Isenden had been discovered by Denziel’s minions, and they brought him back to Garalantha. Using evil rituals Garalantha raised Isenden from the dead in the form of a true mummy. Filled with hatred Isenden embraced the ideals of the blackguard, and become one of Denziel’s most favored generals.

Nearly two decades have passed, the Order has continued its mission of imprisoning great evils. Although, times have changed and the Order finds itself more and more relying on an ends justify the means type approach. This often puts them at odds with the elder most members of the Order and also with several kingdoms.

Meanwhile, Garalantha has been patient, plotting and rebuilding Denziel’s army. She has sent Isenden along with the bulk of Denziel’s army to retrieve the Book of Chains from Cathedral City, along with the necessary artifacts from across the planes to use it. Isenden has decided that in addition to freeing Denziel from the Book of Chains and bringing an end to the Order of Eudeus, he will destroy both his brother and father personally.

THE LIBRARY OF SIN

This prison contains thousands of volumes of books. These books are artifact prisons, each containing the necessary text to bind away the powerful evils of the world. The Library is maintained by the Librarians, who are comprised of the wisest scholars, priests, and paladins of the Order of Eudeus.

THE BOOK OF CHAINS

It is not possible to eternally seal away a demon of Denziel’s strength. The best that can be done is to create a specific prophecy that would act as the means to free Denziel from the Book of Chains, as long as this prophecy never occurs Denziel shall be locked away. No one alive knows the prophecy that will free Denziel. Denziel has discovered that the book may be opened with the proper key, one made from the scale of a gold dragon. The words of the prophecy may be erased if sprinkled with blessed white sand, made from crushing the white granite that makes up the outer walls of Cathedral City. Then a different prophecy may then be written upon the pages, provided the user has the correct quill, made from the feather of a Solar angel and ink, made from the blood of a Noble Djinn. In order to see the words of the prophecy you must have a Gem of True Seeing and the book must be read while being bathed in the light of a lamp, made from adamantine and costing at least 10,000 gp, that holds a willing Lantern Archon captive. If the prophecy is erased completely from the Book of Chains and a new prophecy is not immediately written (1 minute) onto the pages, the Book of Chains instantly replaces the words to prevent the demon from breaking free.
 

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CR of new Monsters

Deathwing CR 8
Black Harbinger CR 12
Corpse Crafter Scorpion CR 15
Fallen Thrall CR 16
Giggle CR 17
Fist of Denziel CR 19
Hound of Denziel CR 19
Trumpet of Denziel CR 20
Garalantha CR 23
Isenden CR 26
Colossus of Denziel CR 40
Denziel CR 49
 

Preview of the Warcryer Base Class

Warcryer

Warcryers live to lead others into battle. Their ability to inspire rage in their troops allows them to turn average soldiers into exceptional fighters. Their religious devotion to the destruction of certain enemies allows them to fight long after others have fallen by the way-side.

Alignment: Any.

Hit Dice: 1d6.

Class Skills:
The Warcryer Class Skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills taken individually)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).

Skill Points at 1st Level (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Weapons and Armor: Warcryers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Note that armor check penalties for armor heavier then leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand and Tumble.

Incite Rage: A Warcryer who makes a DC 15 Perform check can incite up to 1 ally per level within a 30 ft radius who can hear the Warcryer into a fanatical rage. A Warcryer who fails the Perform check still uses one of his Incite Rage uses for the day. This ability affects allies identically like the barbarian’s Rage ability. The Warcryer does not gain the benefits of any Incite Rage abilities. Incite Rage is a mind-affecting ability. Incite Rage counts as the Rage ability when it comes to prerequisites. Any feat the Warcryer possesses that affects the rage ability also affects those that are incited to rage by the Warcryer if he chooses to have them affect his allies.

Incite Favored Enemy: A Warcryer gains the Favored Enemy as a ranger ability of the same name. A Warcryer who makes a DC 15 Perform check can incite all allies within a 30 ft radius who can hear the Warcryer to fight against a chosen Favored Enemy. A Warcryer who fails the Perform check still uses one of his Incite Favored Enemy uses for the day. This ability affects allies identically like the Ranger’s Favored Enemy ability. This ability lasts for 1 round per level of Warcryer. The Warcryer does not gain the benefits of this ability. Incite Favored Enemy is a mind-affecting ability.

Bonus Feat: A Warcryer gains a bonus Rage or Leadership feat (see the feat section), the Warcryer must meet the prerequisites for the feat.

Warcryer Circle: When two or more Warcryers use their abilities to incite their allies cooperatively, the range of their abilities is extended by 10 ft. This ability increases to 20 ft at 15th level. The duration of the Favored Enemy ability is 1 round per level of each Warcryer participating in the circle.

Incite Greater Rage: A Warcryer who can make a DC 25 Perform check can incite up to 4 allies per level within a 30 ft radius who can hear the Warcryer into a fanatical rage. This ability affects allies identically like the barbarian’s Greater Rage ability. If the Warcryer can make a DC 30 Perform check, all allies incited to Greater Rage suffer only a -1 penatly to AC. Incite Greater Rage is a mind-affecting ability.

Incite Tireless Rage: All allies of the Warcryer who are incited into a Rage by the Warcryer are no longer fatigued at the end of the Rage. This ability affects allies identically like the barbarian’s Tireless Rage ability. Incite Tireless Rage is a mind-affecting ability.

Incite Mighty Rage: A Warcryer who can make a DC 35 Perform check can incite up to 8 allies per level within a 30 ft radius who can hear the Warcryer into a fanatical rage. This ability affects allies identically like the barbarian’s Mighty Rage ability. If the Warcryer can make a DC 40 Perform check, all allies incited to Mighter Rage suffer no penalty to AC. Incite Mighty Rage is a mind-affecting ability.
 


Sample units for the Mass Combat Rules

30 Human Fighter 1
Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Mv: 1 square. Init: +5
HP: 450, AC 17
Melee: long spear, +5 (+58 unit bonus), 1d8+3 x3, 20/x3, reach 10 ft. or short sword, +4 (+58 unit bonus), 1d6+2 x3, 19-20/x2
Fort: +4, Ref: +1, Will: +1
Skills: Put 4 ranks into 5 skills from the Fighters class list. Add a +2 unit bonus on skill checks made on skills from the Fighter class skill list.
Feats: Weapon focus long spear, improved initiative, improved toughness
Gear: Masterwork banded mail, masterwork long spear, short sword, 250 gp for additional gear.
Special: If this unit is set to receive a charge, they get to make an attack against any enemy unit that attempts to enter their square before the enemy unit makes their attack. This unit deal double damage if set to receive a charge while wielding a long spear. If an enemy unit attempts to enter the same square as this unit but fails to deal damage to this unit, they do not enter the square.

70 Skeletons Warrior 1
Str 13, Dex 13, Con --, Int --, Wis 10, Cha 1
Mv: 1 square. Init: +5
HP: 560, AC 13
Melee: 2 claws +1, 6d4+6, 20/x2.
Fort: +0, Ref: +1, Will: +2
Skills: --
Feats: Improved initiative
Gear: None
Special: DR 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, every 6 hp of damage reduces the number of troops by 1. As mindless creatures, skeletons do not gain the unit bonus, but they do gain the damage bonus for large numbers.
 

I had a chance to playtest several encounters using the new classes. Lots of fun. The War Cryer has a tough job. He needs to be close enough to provide his benefits, but far enough away to avoid getting mauled. I loved his ability to bolster the troops and his comrades. I had a lot of fun with this class. Of course, when I usually create a character, he tends to go for ThrallHerd, marshal, or something like that. It was fun giving the front line tanks favored enemy bonuses or inciting them with several different flavors of rage.

The encounters were challenging. A few times some of us died due to an unlucky critical hit. I found several of the challenges required us to move around. I think my Dwarven Defender may have used his defensive stance once.

In the mass combat encounter, I developed a new respect for certain spells. It was fun watching the cleric use blade barrier to control enemy toop movements. Other spells were used to great affect as well.

We playtested 20th level core only characters. I would like to start out at first level and use this adventure as the finale.

Later,
 

Hey all,
I did the pictures for the Order of Eudeus. Here are a few that won't be in the finished product -feel free to save them and use them as NPCs or whatever.

Metalsmith
IgnatiusMetalsmithnpc.jpg


Librarian
EusebiusEruditenpc.jpg


Larderer
AmbroseLarderernpc.jpg


Initiate
TimothyNovicechar.jpg


The final product should have about 25 pics like this and five greyscale illustrations. Hope you like!
 

Cleric of the Martyr (Sorcerer Variant)

These sorcerers have an innate positive energy, allowing them to perform acts of healing and the ability to destroy undead.


Gain:

The Cleric of the Martyr gains the ability to Turn/Rebuke Undead as a cleric of equal level.


The Cleric of the Martyr gains access to the Healing Domain as a cleric of equal level. These spells are not in addition to normal sorcerer spell progression.


The Cleric of the Martyr gains Knowledge (religion) as a class skill.




Lose:

The Cleric of the Martyr loses the ability to gain a familiar.

The Cleric of the Martyr is forbidden to cast any spell from school of Necromancy, nor can they use any magical item that uses a Necromantic effect.
 


HalWhitewyrm said:
blackguardmummy.jpg

This dude looks freakin' badass.

Thanks, Mark did an incredible job, I asked him to draw up a figure in full plate and a burial shroud and he gave me the coolest looking guy I had ever seen.

I think the artwork on this production is some of the best I have seen. It was so exciting to see Mark's pictures and my ideas come together.

By the way, he was every bit the bad@$$ when I playtested him. He and his mount took on six 20th level PCs and the battle took two hours. It was incredible!
 

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