The Western Reaches: Voyage to Stonekeep

Blackroot

First Post
This is the OOC chat and Character roster for a homebrew campaign I have written. The rules are mostly core, but I allow exceptions as I see fit. I have done a lot of writing thus far, and the campaign hasn't begun yet. This is my first time running an online campaign and I can help but admit that I am without a doubt, exstatic. So I invite you all to watch as the tale of the Western Reaches unfolds.

In-Character Play

The Western Reaches: Voyage to Stonekeep
Its late fall in the forests. The flame-tipped branches have lost the strong grip they once had on their children as the leaves fall towards the ground. The wooded halcyon, a great shrine to peace, sits idol on the banks of the rivers. But, in the farthest reaches of secluded meadows and deep within hidden groves, whispers of a long forgotten name and a blood soaked past begin to resurface. The forest has lain dormant for eons. The most ancient of oaks and great elms were but saplings when the old names were uttered throughout the land. Then, the dark places of the forest harbored only death and fear. The forest had known a time when only malice and hatred reigned, when virtue was thrown from the throne that it ruled from and the dark and ancient names were brought up to replace them. But that is a time that has long since been forgotten.
 
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[sblock=Amarok Tuuluuwaq-atka]Amarok Tuuluuwaq-atka Age: 19
Ik-tul Male, Barbarian 4/Fighter 2
Alignment: Neutral Good Deity: Ikkuma
Size: Medium Height: 7'6" Weight: 260 lb.
Skin: Light Eyes: Blue Hair: Black, long and braided

Strength 20 (+5) [24 (+7)]
Dexterity 12 (+1)
Constitution 18 (+4) [22 (+6)]
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 10 (0)

Total Hit Points: 66 [78]
Speed: 30 feet

Armor Class: 18 [16] = 10 +1 [dexterity] +6 [+1 breastplate] +1 [ring of protection]
Touch AC: 12 [10]
Flat-footed: 17 [15]
Initiative modifier: +1 = +1 [dexterity]

Fortitude save: +12 [+14] = 7 [base] +4 [constitution] +1 [cloak of resistance]
Reflex save: +3 = 1 [base] +1 [dexterity] +1 [cloak of resistance]
Will save: +3 [+5] = 1 [base] +1 [wisdom] +1 [cloak of resistance]

Attack (handheld): +11/+6 [+13/+8] = 6/1 [base] +5 [strength]
Attack (unarmed): +11/+6 [+13/+8] = 6/1 [base] +5 [strength]
Attack (missile): +7/+2 = 6/1 [base] +1 [dexterity]
Grapple check: +11 [+13] = 6 [base] +5 [strength]

Light load: 133 lb. or less [233 lb. or less]
Medium load: 134-266 lb. [234-466 lb.]
Heavy load: 267-400 lb. [467-700 lb.]
Lift over head: 400 lb. [700 lb.]
Lift off ground: 800 lb. [1400 lb.]
Push or drag: 2000 lb. [3500 lb.]

Languages: Common, Orc

+1 frost sugliin +12/+7 [+14/+9] [2d8+7 [2d8+10], +1d6 cold, crit x2, reach 10 ft. or 5 ft. (-2 on attack), 20 lb, piercing and slashing]
Greatclub +11/+6 [+13/+8] [1d10+7 [1d10+10], crit x2, 8 lb., bludgeoning]
Longbow +7/+2 [1d8, crit x3, range 100 ft., 3 lb., piercing]

Feats:
Cleave
Exotic Weapon Proficiency (Sugliin)
Power Attack
Shorten Grip
Sugliin Mastery

Racial and Class Abilities:
Climate Tolerant
Fast Movement
Human Blood
Illiteracy
Primitive Weapon Mastery
Rage 2/day
Trap Sense +1
Uncanny Dodge

Skill (Ability) Skill Mod = Ranks + Ability Mod + Misc.
Climb (Str) 9 [11] = +7 +5 –3*
Jump (Str) 9 [11] = +7 +5 –3*
Listen (Wis) 10 = +7 +1 +2
Spot (Wis) 6 = +3½ +1 +2
Survival (Wis) 10 = +7 +1 +2
* = check penalty for wearing armor

Amarok's Equipment:
61 lb Weapons / Armor / Shield (from above)
1 lb. Cloak of resistance +1
0 lb. Ring of protection +1
6 lb. Arrows (quiver of twenty) x2
2 lb. Backpack
5 lb. Bedroll
1 lb. Everburning torch
5 lb. Fishing net
4 lb. Grappling hook
10 lb. Silk rope (50 ft.) x2
10 lb. Sledge
5 lb. Trail rations x5
4 lb. Waterskin
_____
114 lb. Total

Background:
Amarok hails from the northern wastes, born among the demi-human Ik-tul in a tiny village called Sangiyoq. Son of village cook Suluk and hunter Tunnu, Amarok was trained from an early age to fight and bring down prey with his family's traditional weapon, the enormous and enormously powerful sugliin, a polearm tipped with the horns and antlers of local beasts. By the time he was a teenager, Amarok had become more expert with this weapon than his father, though he lacked his parent's tracking skills.

In his late teens, Sangiyoq was devastated by a wasting disease that killed almost all of its inhabitants, and those remaining alive scattered, seeking out relatives and friends in other villages. Suluk and Tunnu died, but Amarok survived this plague along with his younger sisters, twins Aok and Kapvik, priestesses of the Ik-tul deity Ikkuma. After the devastation of his village, Amarok and his young charges began a trek to a shrine to Ikkuma, where they hoped to pray for guidance and seek shelter among the twins' fellow shamans. Along the way, however, something happened; Amarok suddenly woke up in the middle of the snow, alone, with no memory of the past several days. His sisters were gone, and his only clue was a torn scrap of crimson fabric that he clutched in his hand.

Amarok completed his journey to the shrine, hoping to find his sisters there, but they were not, and those who tended to the shrine told the warrior that they had never seen his siblings. Distraught over the loss of his family and village, Amarok journeyed among the villages and settlements of the north, seeking for any word of his sisters. He found none. Eventually, he traveled south. With his family dead or missing, the north no longer held anything for him. But perhaps in the south he might discover what happened to his sisters... and if the scarlet cloth he found in his clenched fist after awakening in the snow has anything to do with the strange, crimson-clothed foreigners sighted in his land...[/sblock]
 
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[Sblock=Searcion Deithim, Grey Elf Cleric] Searcion Deithim
Male, Gray, Elf, Cleric 6
Alignment: Neutral Good Deity: Pelor
Size: Medium Height: 5’7” Weight: 140lb.
Skin: Light Eyes: Amber Hair: Silver, Straight
Age: 72 years

Strength 12 (+1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 19 (+4)
Charisma 10 (+0)

Domains: Healing, Sun

Energy: Positive [Healing / Turns Undead]

Total Hit Points: 40

Speed: 30 feet

Armor Class: 21 = 10 +9 [+1 Full Plate] +1 [light steel] +1 [dexterity]
Touch AC: 11
Flat-footed: 20

Initiative modifier: +7 = +3 [dexterity]

Fortitude save: +7 = 5 [base] +2 [constitution]
Reflex save: +5 = 2 [base] +3 [dexterity]
Will save: +9 = 5 [base] +4 [wisdom]

Attack (handheld): +5 = 4 [base] +1 [strength]
Attack (unarmed): +5 = 4 [base] +1 [strength]
Attack (missile): +7 = 4 [base] +3 [dexterity]
Grapple check: +5 = 4 [base] +1 [strength]

Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb
Push or drag: 1150 lb.

Languages: Common, Elven, Celestial, Goblin

Mace (Masterwork) [1d8, crit x2 8 lb, one-handed, bludgeoning]

+1 Full Plate [heavy; [+9 AC; max dex +1; check penalty -6; 50 lb.]

Light Steel Shield [+1 AC; check penalty -1; hardness 10; hp 10; 6 lb.]

Feats:
Investigator
Power Attack
Endurance
Improved Initiative
Skill Focus (Listen)

Skill Key Skill Ability Misc
Name Ability Modifier Modifier Ranks Modifier
Appraise Int 2 = +2
Balance Dex* 3 = +3
Climb Str* 1 = +1
Concentration Con 8 = +2 +6
Diplomacy Cha 4 = +0 +4
Escape Artist Dex* 3 = +3
Forgery Int 2 = +2
Heal Wis 10 = +4 +6
Hide Dex* 3 = +3
Jump Str* 1 = +1
Knowledge (arcana) Int 6 = +2 +4
Knowledge (history) Int 7 = +2 +5
Knowledge (religion) Int 6 = +2 +4
Knowledge (planes) Int 7 = +2 +5
Listen Wis 11 = +4 +2 +2 [elf] +3 [S.F.]
Move Silently Dex* 3 = +3
Ride Dex 3 = +3
Search Int 8 = +2 +2 +2 [elf] +2 [invest.]
Sense Motive Wis 4 = +4
Spellcraft Int 4 = +2 +2
Spot Wis 6 = +4 +2 [elf]
Survival Wis 4 = +4
Swim Str** 1 = +1
Use Rope Dex 3 = +3


* = check penalty for wearing armor

Know Planes >=5 ranks gives +2 on survival checks on other planes.


Zero-level Cleric spells: 5 per day


First-level Cleric spells: 4 (3+1) per day +1 from a domain:


Second-level Cleric spells: 4 (3+1) per day +1 from a domain:


Third-level Cleric spells: 2 per day +1 from a domain:

Gray Elf:
+2 dexterity / +2 intelligence / -2 strength / -2 constitution (already included)
Immune to magical sleep
+2 racial bonus to saves vs. enchantments
Low-light vision
Proficient with longsword, rapier, longbow & shortbow
+2 racial bonus on listen, search, and spot checks. Notice secret doors

Cleric:
Alignment Aura
Spontaneous Casting (heal)
Turn Undead (3x/day)
High wisdom gains bonus spells daily
Domain choices give additional abilities


Searcion's Equipment:

65 lb Weapons / Armor / Shield (from above)
5 lb Bedroll
1 lb (Stranger's) Dagger
1 lb Pelor Medallion
3 lb Lamp (bullseye)
--lb Tinder twig (10)
2 lb Spell component pouch
1 lb Everburning torch
2 lb Oil (2 one-pint flasks)
3 lb CLW Potions (6)
_____
83 lb Total

Prepared Spells:

0-Level: Guidance x3, Create Water, Detect Poison

1st-Level: Comprehend Languages, Command, Doom
Domain: CLW

2nd-Level: Enthrall, Calm Emotions, Sound Burst
Domain: CMD

3rd-Level: Prayer, Blindness/Deafness
Domain: Searing Light

Backstory: Searcion was born into an extremely poor family as well as an extremely poor village. Everyday survival was treacherously difficult, for monsters of all shapes and sizes lurked but miles away waiting to feast on what ever wandered outside the boundaries of the few guards stationed there. Being lowlier than peasants, Searcion's family had a hard time providing for him as a small child. They sacrificed any food that they had for him, which still wasn't much, for everyone was constantly hungry.

The only things that made living worthwhile around the home were two thoroughly beaten mattresses, a few dirty pots and pans, as well as cups, a bowl or two, and other small pieces of furniture. However, their most prized possession first and foremost was a small one foot statue of Pelor made from pure silver. The statue was cut away and chipped in small places, but still held an unimaginable amount of sentimental value to the Deithim family. Everyday they'd go through the same routine, wake up, pray, possibly eat, pray, pray some more, go to sleep. The statue didn't hold much value in the village, because no one had worshipped Pelor at all, they actually blamed the deity for the downfall of them.

When the time had come, the family planned to move to a neighboring town that they would be able to work and possibly earn a decent life in. Two guards would accompany them, as was the custom for anyone traveling to a new residence. They packed their only possessions into a half wreaked carriage and made their way off on a beaten path leading to a vast southern forest that held horrible history that the land dare not speak of.

As the group slowly made their way further into the woods, the guards seemed to be getting worried. Both of them had heard tales from other solders about this forest, how it held creatures of unexplainable horror and savagery. The were constantly hesitant as to whether they should continue or not, following the family rather than guarding them.

About a quarter way through the forest, Searcion started to hear rustling on the ground, and footsteps from all around him. Grunts could now be heard by everyone coming from the left and right sides of the path. The caravan was ambushed. Two orcs jumped from the left and flipped the carriage, knocking Searcion to the ground, unconscious.

He woke up in a bed, inside of a very cold stone room. Searcion thought that he and his family might have been taken captive by the orcs, until the wooden door at he other end of the room opened. It revealed an old man in a faded cloak that looked like it'd be used for a religious ceremony of some sort. He explained that his name was Lei-Ahn and that they were in the town's church. Lei-Ahn was a minister at the temple of Pelor in the small town. He'd found him in the middle of where the ambush took place, under a broken cart. The four orc bodies were burnt to crispy piles of ash and liquid metal. He unfortunately found two brutally murdered guards, as well as two grey elf corpses that were Searcion's parents. Also, a broken statue of Pelor that was solid gold. He was puzzled as to what had happened, as was the small child.

Lei-Ahn knew that it must have been the work of Pelor. He didn't know anyone in the area at all that could conjure a magic flame so powerful that it could melt solid steel axes, and kill four orcs simultaneously. There must have been something about Searcion and that statue turned to gold, but Lei-Ahn couldn't put his finger on it. Pelor wanted him to live, but neither of them are too sure why.

Searcion grieved for many weeks frequently visiting the church, for both daily ceremony, and prayer. He eventually helped work with the church, sweeping up after masses and occasionally helping Lei-Ahn with his teachings.

Searcion read the Book of Pelor quite often, marveling at the stories of clerics battling evil in the name of good and righteousness. He longed to become a holy fighter such as these, but didn't have a mentor. The dream came up in conversation one day with Lei-Ahn, though after mentioning it, he seemed to be in a trance, simply staring at a crack in the stone floor. After another week, he agreed to train Searcion in the ways of the holy cleric, for back in his young days, he was one as well. It seemed to be his destiny, and place in life. For the next seventeen years, he would train under his mentor and closest friend, master Lei-Ahn.

As Searcion grew older he worked harder toward his religious duties as a cleric. He always tried to do good where it was needed and constantly donated gold for the church. After the passing of master Lei-Ahn, he believed that keeping the town safe and secure was one of his biggest duties among his many. He also taught the ways of Pelor to the townsfolk, and apprenticed many other young men in the ways of the cleric.

One very rainy, dreary afternoon, a stranger had wandered into the village. It wasn't very common to see someone new in this town, for it wasn't very well-known. The only people who would have heard of it would be ones from neighboring villages. In this case, Searcion's was the only one. No body saw his face, for he was wearing a long black cloak that dragged along the ground with a long hood that covered his forehead and eyes. He seemed to be a solid 6 feet tall as he walked into the town Inn. He ignored the greeter at the desk completely, and just walked toward the bulletin board with a knife in his hand. He pulled out a crumpled, old piece of paper and thrust the knife into it fiercely, leaving it hanging on the bulletin board. He then walked out at the same pace at which he came. The owner went to look out of the door to see him, but saw nothing but rain and the darkness of night.

The piece of paper seemed to address one who would wish to go forth to help ones in dire need in a place called Oakthorn. There was a map on the back of how to get to the forested area. The Inn owner brought it directly to Searcion, seeing as he was one of the heads of the town. He also received the knife that the stranger had used. Quickly noticeable were the elven markings on the handle. Two words on opposite sides that translated in common meant destiny, and peril. He wasn't too sure as to whether he should venture to the unknown and see the world for the first time, or stay and protect the village he grew up in and loved. Villagers encouraged him to go, they believed that they could hold their own, for there were many new clerics that Searcion had just trained.

It wasn't easy for him, but the cleric's decision was to travel to this place called Oakthorn. He gave his last farewells, not knowing whether he'd come back or not. Armed with his mace, his good will, and the might of Pelor, Searcion went on his way, for an adventure that surely withheld uncertainty and the fear of a new world.



[/sblock]
 
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[sblock=Lucrezia the Sanguine]
Name: Lucrezia
Class: Warlock 5 / Blood Magus 1
Race: Wood Elf
Alignment: CN
Age: 110
Weight: 86 Lbs
Height: 5’1”
Gender: Female
HP: 39 / 39


Abilities
STR 10 (+0)
DEX 20 (+5)
CON 14 (+2)
INT 12 (+1)
WIS 12 (+1)
CHA 17 (+3)


Statistics
AC 21 (10 base, +5 Dex, +6 Armor)
Touch 15, Flat Footed 16
FORT +7 (3 base, 2 Con, 2 feat)
REF +6 (1 base, +5 Dex)
WILL +5 (4 base, +1 Wis)

INIT +5
BAB / Grapple +3/+3
Speed: 30 ft

DR 1/ Cold Iron

Melee
+4 Morningstar +1 (1d8+1, x2)

Ranged
+8 Eldritch Blast (3d6, x2, 60 ft)



Feats
Point Blank Shot (1)
Great Fortitude (3)
Toughness (6)


Racial Features
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects, Low Light Vision, Weapon Proficiencies

Class Features
Detect Magic (at will), Deceive Item, Staunch, Durable Casting, Blood Component


Skills
Bluff +9 (5 Ranks, +4 Cha)
Concentration +11 (9 Ranks, +2 Con)
Use Magic Device +8 (4 Ranks, +4 Cha)
Hide +9 (4 Ranks, +5 Dex)
Knowledge (Arcana) +6 (5 Ranks, +1 Int)
Open Lock +10 (5 Ranks, +5 Dex)
Search +6 (5 Ranks, +1 Wis)


Languages
Common
Elvan
Celestial

Stuff
Morningstar +1
+2 Mithral Chain Shirt
Bracers of the Black Barrier
Boots of Elvenkind
Cloak of Resistance (+1)
ruby pendant (250 GP) (if not worn character will do nothing but look for it until it is found)
Handy Haversack
Bedroll
Waterskin
Trail Rations (4)
Flint and Steel
Masterwork Theives Tools
Everburning Torch
Tanglefoot Bag
Potion of CLW (2)
Empty Flasks (2)


Invocations Known
Least
Baleful Utterance
Earthen Grasp
Hideous Blow

Lesser
Eldritch Chain

Lucrezia the Sanguine was born over one hundred years ago far from where her journeys would take her. She remembers almost nothing of her parents for in her youth they met their untimely demise. Her one burning memory of them was their crimson cloaks . With no knowledge of her origins or direction to her life she tried to live on her own. Having no skill and very little strength made earning a living very difficult on the elf child. One day, the stress of laboring was more than she could bear, and she collapsed. She awoke in the home a stranger she had never met before, he informed her that she’d died and he’d revived her. Confused and grateful she offered to work for the man to repay him. He agreed, but more for her than himself; she preformed chores for him for years and he gave her a place to live and food to eat. This life was much easier for the elf girl, but she soon realized her savior was aging much faster than she was, and would soon die. When that day came she found that he had an extensive family who was infuriated that he had left her his home and quite a bit of money. They accused her of taking advantage of their relative and swindling his family. Hurt and enraged she began shattering things all around her, not with physical force but a force from within. From that day forward she worked hard to harness a power that she knew little about. She left the house taking only a pendent that the kindly man had given her on his death bed. She could never stay in one place very long because she was not very skilled with her newfound talents and this caused discord anywhere she went. As she refined her gifts she tried more and more to use them to benefit others and began answering posts for help. She recently found a bulletin for Oakthorn and set off the western reaches of the map.

Pendant_by_mikaaogiri.jpg

[/sblock]
 
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