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You are here: Home --> Forum Home --> Recent posts by Hammer
Topic: New Spores of Itanlok Q/A ~ 1
Subject: No Problem


We can wait for another quality posting!

Posted on 2009-09-20 at 18:13:12.

Topic: New Spores of Itanlok Q/A ~ 1
Subject: Welcome Aboard to ...


..... to gboy and Kaelyn.

Looking forward to adventuring with everyone!

Posted on 2009-09-20 at 13:44:45.

Topic: Haunted Highlands Q&A
Subject: Concerning Deities


After a couple of PMs between Nimu and me I thought I should add a bit of clarity about the deities that I have assigned to everyone.

Concerning Elf deities the females are on the evil side of the coin and the males on the good side.

Seems that Mr Ward has developed an "opposites attract" situation that makes things sticky among Elf deities.

Haunted Highlands adventure is intended [from my point of view as the Castle Keeper] to be a band of adventurers who are fighting on the side of good.

No matter how discolored or disfigured the difference between good and evil seems to be in the Haunted Highlands setting.

The main thing with the deities is the artifacts and other pluses each deity can add in behalf of the individual PC Character during the course of the adventure.

I have given Nimu the okay that even though her character is Not a Devoted Worshipper, her Druid did come to the aid of a group of worshippers of that deity, so she will be awarded or shown favor by that deity during the course of the adventure.

The other thing is that at this point only the Castle Keeper knows what Magic Weapons are being awarded to each PC Character after the orcs are eliminated or driven off.

The addition of deity artifacts and some of them actually come to aid the worshipper as Avatars when threatened can make for some powerful assistance whenever things really get dicey later in this adventure.

Nordrog the Gnome is in a situation where he is a Cleric of his particular deity, but over the course of The Noble Wars and the warring factions the past 5 years, he has been a bit remiss in being really as devout a servant of his deity as he ordinarily would have been in a more peaceful clime.

Each Player Must Decide what is the best way to incorporate your role play with your particular deity as it fits into your character concept.

In Nomad's aka Oliander's case it may be a situation where the Elf deity assigned to his character makes an appearance to enlist his aid to help other Elfs that are threatened by some menace; Especially since he is a Half Elf, but more Human characteristics than Elf.

There are any number of possibilities for each of you to choose. The Role Play choice is yours!

What you do with your deity may influence your future Experience Points awards for role play as the adventure progresses!

Hope that clears some things up, or at least gives you some food for thought to spark an idea that you can work with your character.

Just take a good close look at what your assigned deity offers you in the way of artifacts, attribute bonuses and possible appearances by the Avatar in dangerous situations.



Posted on 2009-09-18 at 03:55:30.
Edited on 2009-09-18 at 03:57:24 by Hammer

Topic: I'll make my own RPG, with blackjack, and hookers!
Subject: A Consideration


Since your dream (goal) is to introduce a new game to Iceland for the people there to get turned on to RPG you might consider play testing your concept with some of us English speakers who understand what your goal is.

Then when you get the bugs ironed out and the feedback from the playtesting you can convert the English to Icelandic language.

Just a thought.



Posted on 2009-09-18 at 03:25:42.

Topic: New Spores of Itanlok Q/A ~ 1
Subject: Hurrah


If this Druid is any indication, then it seems like we have the makings of a good group of newcomers to look forward to role playing with in this adventure!

Enjoyed your Post by the way!

Posted on 2009-09-17 at 22:39:28.

Topic: Haunted Highlands Q&A
Subject: Hey Nomad


When I read the ending of your post I had a good chuckle!

Thanks!

Posted on 2009-09-16 at 16:59:50.

Topic: Haunted Highlands Q&A
Subject: Dragon Mistress


My prayers go out for your sister! [Exekiel 16:6]

Thanks for letting us know!

She can catch things up when she is healthy!

Posted on 2009-09-16 at 16:58:33.

Topic: Haunted Highlands Q&A
Subject: Looking Ahead


Nimu will be getting some additional Elf spells for her Druid and Hammer will be getting some additional Gnome spells for his Cleric.

There is a Racial Spell for each level of each spell caster for a specific race in "Of Gods & Monsters" by James M Ward.

Nimu and Hammer will get their list of spells when their characters level up to 4th level after this encounter has been resolved and the adventurers survive the orcs!

Dragon Mistress will begin getting Elf spells for her Bard as an Elf when Loren levels up to Level 5 and then begins multi-classing as a Level 1 Illusionist.

Posted on 2009-09-15 at 20:48:07.

Topic: Haunted Highlands Q&A
Subject: PC Characters


The Players

Nordrog the Gnome/Gnome Cleric/Hammer
Strength: 13 [Gnome Race Modifier -1] 12 +0
Dexterity: 13 +1
Constitution: 15 +1
Intelligence: 17 [Gnome Race Modifier +1] 18 +3
Wisdom: 18 [Prime] +3
Charisma: 17 [Second Prime] +2


Ma'ia Il'luume the Rain Walker/Elf Druid/Nimu
Strength: 12 +0
Dexterity: 18 (Second Prime)[includes +1 race modifier] +3
Constitution: 13 [includes -1 race modifier] +1
Intelligence 16 +2
Wisdom 18 (Prime) +3
Charisma 16 +2


Amiri Mooncat/Elf Fighter/Brianna
Str 18 +3 Primary Attribute
Dex 17 +2 [add +1 race modifier = 18 +3] Second Prime?
Con 15 +1 [subtract -1 race modifier = 14 +1]
Int 15 +1
Wis 15 +1
Cha 13 +1


Oliander Silver Eagle Turambar/Half Elf Ranger/Nomad
Strength: 18 +3 (Prime attribute)
Dexterity: 17 +2 Half Elf Secondary Attribute
Constitution: 16 +2
Intelligence: 16 +2
Wisdom: 16 +2
Charisma: 10 +0


Lorenariel/Elf Bard/Dragon Mistress
Strength 13 +1
Dexterity 14 [+1 race modifier = 15] +1
Constitution 14 [-1 race modifier = 13] +1
Intelligence 18 [Secondary Attribute at the beginning and Prime Attribute for Illusionist]
Wisdom 17 +3
Charisma 17 [Prime Attribute for Bard] +2

Attribute Bonuses:
10-12 = +0
13-15 = +1
16-17 = +2
18-19 = +3

Posted on 2009-09-15 at 20:24:10.
Edited on 2009-09-20 at 20:51:47 by Hammer

Topic: Haunted Highlands Q&A
Subject: Year One NB [New Beginning]


Check out the opening post and understand that Year One NB stands for the first year of the New Beginning.

Migrating to the Haunted Highlands is a New Beginning for each of the PC Characters.

Year One is like the old Year One Batman issues and other Year One super hero series in the comic books.

In this adventure it is your first year of a new beginning!

Posted on 2009-09-15 at 19:59:33.

Topic: New Spores of Itanlok Q/A ~ 1
Subject: NPCing ...


..... for Aryn until his return would be fine with me too if Almerin does not object to doing that and the others are in agreement and Aryn says it's okay with him.

I am also hoping that Wyrmsting's character can pop up now and then in the posts just as a salute to a fallen inmate!

Posted on 2009-09-15 at 19:53:23.

Topic: Haunted Highlands
Subject: *** Nordrog the Gnome and His Deity Reflections ***


Dirty's Roadhouse
Twilight
Early Spring
Year One NB


It has been said that when a person is facing death that his or her life flashes instantly before their minds.

Nordrog the Gnome seemed to be no different as the orcs hastened to rob him and his companions of their lives.

As a Cleric of Ornen Steeltoe who had been caught up in The Noble Wars and the resulting aftermath, it could be quite frankly said that Nordrog had at times been quite remiss from his clerical duties.

Nordrog never had a problem with cleaning his plate, but it had been months since the Gnome had drunken himself into unconsciousness.

This form of worship to Ornen Steeltoe was required to be done at least once a year, but Nordrog preferred to keep a clear head in the face of warring factions.

He had intended to find the time to find favor with Ornen Steeltoe by making an excellent pair of boots with the required steel toes to honor his deity, but again, the years of war and the threats of war had cause Nordrog to procrastinate.

Now it seemed that the gnome cleric may not even have the opportunity to make amends with Ornen Steeltoe.

But as it had always been in past battles, Nordrog the Gnome seemed to have an understanding with Ornen Steeltoe, at least that was what Nordrog thought in his own mind.

Had he not always escaped certain death at the hands of untold enemies?

Surely his deity knew the depths of his gnomish heart and the intentions that Nordrog had to properly serve and worship his deity when a suitable time and place became available.

That was one of the reasons that had motivated Nordrog to hire on with Adaf Adshead in the first place.

Besides, his clan of gnomes had all been wiped off the face of the earth. They were either dead or had been scattered to the four winds by the ramifications of The Noble Wars.

Nordrog still prayed and communed with his deity, but not to the extent of having the foresight to pray for Ornen Steeltoe to bless Nordrog with the artifact that could certainly help the cleric now in the face of this orc invasion.

Perhaps he could pray for Ornen's Steam Cleaner at another appropriate time; that is, if Nordrog was able to survive the attack of these orcs!

At least Nordrog the Gnome still carried the Dagger that Ornen Steeltoe had blessed oh so many years ago prior to The Noble Wars.

At times Nordrog almost forgot that he was carrying the blessed weapon.

Just as Nordrog seemed at times to be oblivious about the Tankard Holy Symbol that he kept safely hidden from prying eyes.

Nordrog considered that may have been the reason he had neglected getting drunk more often than he had these past years.

For some odd reason Nordrog had left his staff in one of the wagons, probably because he had been riding a horse instead of walking.

It was quite comical how Nordrog had to climb up in a wagon to be able to mount a horse, but the Gnome Cleric had somehow mastered the art of riding a horse in a better than average sort of way.

At least he had his light mace to defend himself and Nordrog was determined to strike in the name of Ornen Steeltoe until the last orc was dead or running for parts unknown!

"By the name of Ornen Steeltoe!" bellowed Nordrog as he readied himself to survive these unexpected attackers.

"I Promise to Drink Myself Under the Table ... at the First Opportunity!"

"So Give Me the Strength ... and Wits ... to Survive ... and I Will Do So!"

"Right Here ... at Dirty's Roadhouse!"

"And When I Can Find the Time ... Then I Will Make ... a Fine Pair of Steel Toe Boots Too!"

Posted on 2009-09-15 at 17:00:53.
Edited on 2009-09-15 at 17:20:16 by Hammer

Topic: Haunted Highlands
Subject: Skulgnar the Savage T1 R1



Dirty's Roadhouse
Twilight
Early Spring
Year One NB [New Beginning]



"ORCS"

The two sharp-eyed barbarian sentries shouted in unison as they alertly recognized an Orc War Party materializing from the seclusion of an Invisibility Sphere spell cast by the red splotched Orc Shaman.

Their instant bellow of alarm foiled the orcs' element of surprise as the five adventurers below them readied themselves for the unexpected onslaught in the twilight.

Adaf Adshead's five fighters heard the cry of the sentries and they sprang from their seats on the wagons to help defend the open gate: where only the Bard, Druid, Cleric, Ranger and Fighter stood between the opening to the roadhouse and its grizly enemies.

Others in the roadhouse heard the cry of alarm and headed for their pre-assigned positions to defend the roadhouse should the orcs somehow gain entrance.

Udru Ironhammer spat in disgust as he gripped his warhammer with a string of oaths bellowing forth from his belly.

The dwarf smithy took his position as a first line of defense inside the open gate, ready to clash with any orc that was foolish enough to try to invade the confines of Dirty's Roadhouse.

Meanwhile, Adaf Adshead calmly slipped a peculiar ring on his right hand, as he eased himself into a position at the gate entrance, seemingly for a better view of how his hired mercenaries would fare against these vermin.

"Skulgnar the Savage!"

The sentries spat the infamous shaman's name in disgust as they rapidly loosed two arrows each at the orcs charging the five adventurers below.

A particularly menacing orc with extreme blood lust in its eyes charged straight for Oliander, fully intending to split the ranger's skull with its battle axe.

As the ranger braced himself to engage his attacker, the orc suddenly staggered forward, an arrow imbedded in its skull as its battle axe fell to the ground.

The orc directly behind him took an arrow in its left arm, but snarled in defiance as it stood its ground, looking for an opportunity to attack.

Amiri the Fighter was able to dodge the blow of the orc that tried to attack her, as her foe seemed to disregard the arrow that had cut into its right arm.

The orc directly behind the one in front of Amiri grunted as the fourth arrow pierced a hole in its shoulder, but it stood its ground as well, also looking for an opportunity to attack.

Fortunately for the rest of the party, each of the orcs narrowly missed their prey, as the deadly swish of their battle axes passed within mere inches of each of them.

However, there were two orcs ready to attack each of them, so depending upon their reactions, the orcs were already formulating another plan of attack.

Skulgnar the Savage had instinctively cast a spell to protect himself from any attack from the roadhouse defenders; gaining himself the advantage of watching his troops and barking any orders he felt necessary.

The fourteen remaining orcs had intended to fire their light cross bow bolts in the direction of the adventurers outside the gate, but reacted to the shouted alarm of the two sentries, firing their bolts in unison against the two barbarians on the wall of the roadhouse palisade.

Nine of the bolts flew dangerously close to the sentries, but passed harmlessly by and fortunately did not strike anyone inside the compound.

Sentry 2 was seemingly gifted by the luck of some unseen god as two of the bolts imbedded themselves deep into the timbers of the palisade, but failed to pierce his skin.

A third bolt nipped his left leg, drawing a bit of blood, but the sentry held his ground in spite of the shock seeping into his consciousness, preparing to fire another volley to repel the invaders.

Sentry 1 was not so fortunate as his comrade. The barbarian was nipped in the right leg by one bolt, but the second found its mark and somehow imbedded itself deep inside the left shoulder of its target.

The sentry staggered under the violent assault and was dangerously close to passing out from the shock of the bolt and the spurting of his blood, but he would be able to fire at least another volley in defense of Dirty's Roadhouse.


CASTLE KEEPER'S NOTE: Although I already basically have the reactions of each party member and the other defenders ready to implement into a post, I will give everyone a day or two [maybe the weekend] to absorb what has transpired before posting your results for your T1 R1 counter attack.

This is mainly because you just received your information regarding your Deity and you may want to write another role play to include that info along with how you are reacting to this first attack.

None of us realize what has happened to the sentries on the wall. We are all focused on the orcs that are attacking us.

For Your Information: Nomad's Ranger will finish off the orc with the arrow imbedded in its skull before attacking any other orc.

I do know that Loren the Bard [Dragon Mistress] is having her character retreat about 10 feet and is drawing her bow. Just let me know if that is still your plan?

As of this writing Brianna had not posted a role play leading up to the attack by the orcs. Failure to do so means missing out on an easy one-time 1000 Experience Points for your role play up to this point.

Each of you are gaining Experience Points for your role play and it is important to get these Experience Points that will help push your character to Level 5.

I May Not Be So Generous with Experience Points Later!

Initiative for Round 2 of Turn 1 has been gained by the Roadhouse Defenders, so keep that in mind for posting at the Q&A after I post the results of your reactions [counter attack] in R1.

I may not be able to post again until after the weekend, but if I can get it done sooner I will do so, just to help get this adventure rolling!


Posted on 2009-09-15 at 16:58:04.

Topic: New Spores of Itanlok Q/A ~ 1
Subject: Kudos ...


..... to Almerin for including Wyrm's character in this incarnation of Spores!

And as Almerin explained about his intro post, I too did the same thing with my original Loco post, tweaking and adding some things [including expanding the title of my post] to give it some more up to date depth for this rendition!

Posted on 2009-09-14 at 20:29:53.

Topic: Haunted Highlands Q&A
Subject: Update to begin game


We need Dragon Mistress to post the info in the Game Section that she PMed me about her character.

Brianna needs to post an entry in the Game Section that leads up to the orcs surprise attack.

Meanwhile, I will work on the outcome of the surprise attack and hopefully get it posted either tonight or by tomorrow!

Then you can see what our characters are up against at the opening!

Posted on 2009-09-14 at 17:14:08.

Topic: Haunted Highlands Q&A
Subject: Deity Info for Dragon Mistress


Dragon Mistress

FRAXINUS
The Star Archer

GOD SYMBOL:
Elf Long Bow, Long Bow Arrow, Gold Star Sapphire

Deity Province: Hunting, The Bow, Ranged Warfare, Drinking to Excess

Ceremony: At the time of the solstice, a large deer is sacrificed to Fraxinus.

Taboo: Worshippers of Fraxinus must use a bow to hunt for their food.

Granted Abilities: All worshippers have an added +1 with their bow use and each arrow dedicated to Fraxinus has an added +2 to do damage.


Fraxinus temples are actually inns positioned at the edges of forests and welcome to all who come to eat and drink in peace.

Many nonelves worship Fraxinus in his guise as a drinker and lover of well-prepared foods.

Clerics of Fraxinus always hunt for their meals and bring back an unusually large amount of food for the inns where they serve as cooks and innkeepers.

Artifact: Bow of Fraxinus
The bow often appears in the hands of young archers as they shoot at difficult targets or powerful foes.

Fraxinus wants his people to feel protected and he freely gives his bow for six months to many low-level elves out questing for the first time.

Worshippers gifted with the bow are expected to as soon as possible sacrifice a gold star sapphire on the tavern bar altars of the god.

The bow is a chaotic good weapon, +5, with a will of 20 and the ability to speak and help its wielder hit important targets.

The bow has the following powers: it is indestructible, can cast hold person 3/day, detect illusions 3/day, and prevents physical missile attacks from striking the user, as well as creating a wall of thorns 3/day.

Artifact: Arm Bracers of Fraxinus
These bracers appear on the arms of low-level clerics who have gone out on their first quest.

They stay with the cleric until they ave defeated a great evil power like a dragon or vampire.

The bracers add a +4 to the striking ability of the wielder.

They prevent any spells of control or illusions to affect the wielder.

Once a day, they can totally heal the wielder.

They also make the armor class of the wearer a 20 without the use of other armor.

FRAXINUS AVATAR
The deity appears at the opening of every new inn dedicated in his service.

He brings great quantities of wine and most of that is gone when he leaves several days later.

He also loves to hunt, and where there are powerful beasts plaguing his people, he can be counted on to appear and take his shots at the creatures.

Fraxinus Avatar (lawful good), 20th level ranger, HP 140, AC 20, MV 60 ft.

Primary Attributes: strength 25, wisdom 20, dexterity 22.

He has his artifact bow and quiver and for close work, he has an adamantine long sword (2d12+4) that stays to help his worshipers even after he has gone.

He has all the abilities of a 20th level ranger.


Posted on 2009-09-14 at 16:55:46.

Topic: Haunted Highlands Q&A
Subject: Deity Info for Brianna


Brianna

BETULA
Divine Master of All Combat

GOD SYMBOLS:
Long Sword, Elf Helm, Lightning Bolt, Green Tourmaline

Deity Province: Storms, War, Luck, and Combat

Ceremony: First Level worshippers of all types give all of their income to the deity until they reach second level.

Taboo: All worshippers mujst fight for their lives at least once a year.

Granted Abilities: Fear and paralysis magics have no effect on Betula worshippers.


Betula demands his worshippers practice their weapon skills.

He also encourages weapon specialization in the sword.

Temples to the deity are more like weapon's halls where the sound of fencing with sword, hammer, and axe goes on day and night.

Such temples are always at the edge of the forest along roads so that strangers can come in for aid and teach any weapon skills they might have to the students and clerics in the temple.

Even orcs, goblins, and the like have been allowed in and given a meal to instruct the faithful in the ways of their fighting styles.

First level clerics of the deity are skilled with shield and sword before they take up their duties for Betula.

Worshippers cannot rise above fifth level until they have joined an army group and fought the enemies of the elves.

This often sends elves out of the forests to look for armies to temporarily join.

Tenth level worshippers can't advance until they have fought orcs, oblins and hobgoblins.

Artifact: Betula's Singing and Dancing Sword
Betula makes it known that he is watching and blessing his people when he sends his sword to be given to a young warrior to use in an upcoming battle.

Often the giving of the sword begins a great quest for that warrior and others.

The weapon has a will of 20, it speaks warnings to its wielder; it's a chaotic good good aligned artifact.

Its powers include faerie fire 3/day, deflect missiles at will, darkness 3/day, and mass heal 1/day.

The sword glows brightly within one hundred yards of goblins, orcs, and hobgoblins.

It begins singing when its wielder is outnumbered and the singing acts as a bless spell for all allies within fifty feet of the sword user.

The weapon does 3d8+3 in damage and double that versus green dragons.

Artifact: Betula's Dancing Long Spear
The spear is only given to an alter of a temple that is about to be attacked by a great mass of goblins or orcs and this happens quite often.

It's a dancing weapon doing 3d10+5 in damage.

BETULA'S AVATAR
His avatar rarely comes down to fight in battles unless there are enemy avatars fighting his worshippers and then Betula comes and fights.

Betula's Avatar (lawful good), 20th level paladin, HP 140, AC 29, MV 40 ft.

Primary Attributes: intelligence (25), wisdom (25), dexterity (20).

Betula wears +3 plate mail, and fights with his sword and spear.

When both his weapons are dancing, he casts 10d10 lightning bolts from his hands.


When Betula passes on, his avatar armor stays on the material plane.

Ther are several sets of this god armor being used by clerics and paladins of his order.

Betula has all the typical paladin powers at the 20th level: cure disease, detect evil, divine aura, divine health, lay on hands, turn undead, divine mount, aura of courage, smite evil and divine healing.

Betula's divine mount is a double sized unicorn stallion that comes to him whenever he appears on the material plane.

If killed, the creature burns and 24-hours later, out of the ashes, a new unicorn rises to serve Betula.


Posted on 2009-09-14 at 16:52:45.

Topic: Haunted Highlands Q&A
Subject: Deity Info for Nimu


Nimu

CEDRUS
Lord of Light

GOD SYMBOLS:
The Sun, Diamond, Blackthorn, Yellow-Orange Sunstone

Deity Province: Growth, Seeds

Ceremony: At high noon on the solstice, great sacrifices are given to Cedrus.

Taboo: Eating seeds of any type cannot be done by worshippers.

Granted Abilities: All worshippers of any character class can turn undead as if they were clerics of whatever level they are in their own class.


A god of growth and wealth, his temples are the only ones made of stone and wood.

Such construction rises on the tops of high hills in the woods and Cedrus' towers rise like trees over the forest.

Cedrus clerics promote growth and expansion and often act as unusually successful farmers, promoting the growth of foods in the forest and glades of the forest.


Cedrus clerics promote the growth of huge berry vines and fruit orchards grow in regular rows along side forest trails acting to hinder the snowdrifts in the winter.

This god has been adopted by other races of farmers living near the forests, and Cedrus is willing to give his blessing and sunlight to those wanting to grow food for all.

Cedrus Artifact: Sunstone Orb
High-level clerics can summon the orb in times of need for their parts of the forest.

It can serve to heal the land.

Its light forces the most powerful of undead away.

For the allies of the orb wielder, it regenerates them two points a round while they bask in its light.

Humanoids who attack the wielder are -3 on their attacks as they are blinded by the orb's light.

Artifact: Sun Sword of Cedrus
The weapon is a +5 mithril long sword with a featheredged blade that chops off a head on an 89-100 per cent roll.

The weapon deflects all ranged spells sent at the wielder.

It does 2d10+5 and double the damage versus evil dragons.

Buried in the heart of large trees, from time to time, the weapon has appeared to heroes.

They pull the weapon out and soon discover an awesome enemy that the weapon helps slay.

When that battle is over, the sword vanishes, but the warrior is left with an adamantine dagger with a huge topaz in the pommel as a sign that Cefrus favors the warrior.

CEDRUS AVATAR
The Cedrus avatar appears often when goblins, orcs, and hobgoblins come to threaten the forest homes of the elves.

Cedrus Avatar (Chaotic Good), 20th level fighter, HP 140, AC 25, MV 40 ft.

Primary Attributes: strength 25, dexterity 25, intelligence 25.

He has all the normal abilities of an elf, wearing +2 elven chain mail, using a +2 shield, and he holds his sun sword for close-in work.

He uses a +3 sylvan long bow with +3 sylvan arrows for ranged combat.

When he leaves or dies, his equipment stays behind to help his people.

There are many sets of this equipment spread around the world and used by the elven heroes of every forest.


Posted on 2009-09-14 at 16:48:32.

Topic: Haunted Highlands Q&A
Subject: Nomad


Just look it over and then you can get it incorporated into your storyline somewhere along the way.

Somewhere during the adventure you may encounter this deity or one of his servants.

We will see how things develop.

Posted on 2009-09-14 at 16:45:58.

Topic: Haunted Highlands Q&A
Subject: Deity Info for Nomad


Nomad

OERCUS
Master of the Forest

GOD SYMBOLS:
Bow, Leaves, Unicorn, White Topaz

Deity Province: Forests, Hunting, Elf Homes

Ceremony: At the solstice, sacrifices in emeralds or lives are given to Oercus

Taboo: Fires cannot be used to harm a living forest.

Granted Abilities: Worsippers of all races have a +2 in bow use and a +2 in sword use.


Oercus loves the forest and forest ways and lends his power to clerics and rangers who guard the forest.

Of all the elven deities, he dislikes the other races the most and presents many reasons to fight them and keep them away from the forest.

He doesn't appreciate the destructive ways of his wife and often works with his clerics to heal what she has done.

Clerics use white topaz gems planted in the heart of the powerful Elf bows to increase the accuracy and damage done by the bow.

The same is done to the pommel of the long swords the elves favor.

Often, Oercus creates a strawberry thorn grove with an altar to him in the middle of the grove.

Artifact: Bow of Oercus
The bow is given to a ranger about to enter the fight of his life.

It suddenly appears in the hands of the character as he is about to encounter a powerful foe.

The bow has a will of 23, with speech and telepathy.

It's lesser powers include: bless to allies 3/day, cure light wounds 3/day, detect magic at will, and deflect normal missiles at will.

It's greater powers include: globe of invulnerability 3/day, quench 3/day, light as bright as daylight 5/day, and wall of thorns 5/day.


The bow's purpose is to defeat evil wherever it is found.

However, it can never be used to harm a female elf.

Artifact: Singing Scythe of Oercus
Once the weapon attacks, it begins singing a suggestion spell that never stops and orders foes to run for their lives.

The +4 silver-coated scythe does 3d10+4 and double that versus undead.

The weapon speaks to its wielder and never lets him be surprised.

The scythe has appeared in the hands of warrior elves fighting powerful undead or the war leaders of orc, goblin, and ogre armies.

OERCUS AVATAR
Once in the life of every cleric to Oercus, he or she can summon the deity to help them in some endeavor.

The god happily appears and does his best to help his summoner.

Oercus Avatar (lawful good), 20th level monk, HP 170, AC 30, MV 80 ft.

Primary Attributes: intelligence 25, wisdom 25, dexterity 25.

At the 20th level, Oercus has all monk abilities: mind over body, stunning attack, unarmed attack, unarmored defense, deflect missiles, fast movement, ki strike, slow fall, purity of body, still body, fast healing, still mind, and quivering palm.

Oercus spends a great deal of time on the plane helping worshiping elves.


Posted on 2009-09-14 at 16:41:33.

Topic: Haunted Highlands Q&A
Subject: Elven Pantheon


Elven Pantheon
A creation legend for the elves tells of them coming from the skull of the great gold dragon in the ancient Mist Forest.

The dragon was many miles long, slept along the spine of the mountain, and actually lay from one mountaintop, through a heavily wooded ancient forest, with its tail resting on another mountaintop.

The dragon had been sleeping for five hundred years when its dreams and the magic of the dragon created the first pair of elves.

They and other elven deities walked out of the dragon's dreams and into the nearby forests to father the race of elves.

The elven deities are vastly powerful and said to exist in a spirit forest of massive magic that rests beside the real forests of the land.

While they are elves, they are capable of taking worship from other races and the rangers and other characters classes that are human or part of the other races are allowed to present acrifices to the groves that serve as temples for the deities.

Each elf deity demands a different style of temple, and his or her clerics act very differently from deity to deity.

While each pair of elves are mated and have produced thousands and thousands of elves over the centuries, the ways of the males are far different from the ways of the females.

Often times, the pairs would combat each other for centuries only to join again as the need to mate grew stronger and stronger.

They are forced by fate to love only each other.

No matter how they disagree with the deeds of the other, they come together and live for hundreds of years producing Elf babies.

The young elf males go to live with their fathers and the females go to live with their mothers.

Oercus, Master of the Forest and Solamum-nigrum, Goddess of Magic bore gray elf children, but also normal elves as well.

Cedrus, Lord of Light, and Agapanthus, Goddess of the Moon bore wild elf and normal elf children as well.

Betula, Divine Ruler of Combat, and Laurus, Mistress of the Night bore normal elf children and drow elves as well.

Acer, Deity of Making and Digitalis, Deity of Unmaking bore wood elf and normal elf children.

Fraxinus, The Star Archer and Nephthytis, the Divine Poisoner bore normal and drow elf children.

Page 68 "Of Gods & Monsters" by James M Ward

Posted on 2009-09-14 at 16:40:03.

Topic: Haunted Highlands Q&A
Subject: Deity for Nordrog the Gnome [Hammer]


ORNEN STEELTOE
Deity of Smithing and Hearty Drinking

GOD SYMBOLS:
Anvil, Tongs, Tankard

Deity Province: Smithing, Drinking, Eating

Ceremony: All worshippers must drink themselves to unconsciousness at least once a year.

Taboo: Worshippers must finish what they put on their plate.

Granted Abilities: Worshippers know the exact value of smithed goods and can buy things for 10 per cent cheaper including magic items and gems.


Ornen's temples all have a nice smithy at the front and some type of brewery at the back. Often, inns are connected and help with the worshipping of fine food and drink.

Worshippers who wish to seek favor with Ornen must become cobblers and make excellent boots with steel toes. The best of the clerics are cobblers and smiths.

Artifact: Ornen's Tongs
The tongs appear in the furnace of a gnome making weapons for other gnomes. The weapons take on a red color showing all those newly-made weapons are blessed by Ornen, giving them a magical +1.

Artifact: Ornen's Steam Cleaner
While the cleaner is perfect for stripping dirt and charcoal fro metal, it's amazingly good at stripping flesh from bones as well.

It does 3d10 with its steam shooting out ten feet from the kettle.

The device never runs out of water or heat.

It's given to any cleric who asks for it in a timely manner and has a weapon blessed by Ornen on their person.

ORNEN'S AVATAR
Ornen's avatar is attracted to experimental cooks who are trying out new recipes and they don't have to be gnomish cooks if their new efforts are tasty.

Ornen's Avatar (chaotic good) 10th level fighter, HP 100, AC 15, MV 50 ft.
Primary attributes: strength 21, dexterity 21, charisma 21.

He battles with a gnomish throwing hammer and a +4 adamantine shield.



Posted on 2009-09-14 at 16:39:08.

Topic: Haunted Highlands Q&A
Subject: Gnomish Pantheon


Gnomish Pantheon
Gnomish deities are married pairs set up like the elves.

Instead of the males being generous and kind and the females being deadly and nasty, the gnome pairs are matched and live the perfect gnomish lifestyle.

Their gnomish tale of creation tells of the first gnomes a little bit differently than the elves version.

A creation legend for the elves tells of them coming from the skull of the great gold dragon in the ancient Mist Forest.

The dragon was many miles long, slept along the spines of the mountain, and actually lay from one mountaintop, through a heavily wooded ancient forest, with its tail resting on another mountaintop.

The dragon had been sleeping for five hundred years when its dreams and the magic of the dragon created the first pair of elves.

It's the same dragon on the same hillside for the gnomes, but all of its massive magical essence flows into its resting claws.

A huge arcane lightning storm passes over the area and massive bolts of lightning flow from the sky and hit the claws of the dragon.

From the right front claws came the male Gnomish deities and from the left front claws came the female Gnomish deities.

As male and female saw each other, they instantly knew they were destined to be together forever and they skipped down the mountainside and started making Gnomish babies right away in the surrounding forested hills.


Posted on 2009-09-14 at 16:36:21.
Edited on 2009-09-14 at 16:37:36 by Hammer

Topic: Haunted Highlands Q&A
Subject: Deities for 5 PC Characters



Okay Gang

Having searched the "Of Gods & Monsters" book by James M Ward published by Troll Lord Games [Little Rock, Arkansas] over the weekend, I have decided to assign the following Deity Avatars to each of the 5 PC Characters.

In the case of Nomad and his Human lineage Half Elf, the choices I had narrowed down for a possible Human connection just did not seem to fit his character for this particular adventure.

So I chose to assign an Elf Deity to Oriander to help stretch Nomad's role play while making his character more interesting and perhaps a bit more complex as he learns of his Elven ties in the wild territories of the Haunted Highlands.

As for Brianna, Dragon Mistress and Nimu, it seemed best to choose a diversity of Elven Deities and assign a different Elf Deity to each of your Elves to enhance the possibilities of role play and plot line development throughout the course of our adventure.

[Hammer] Having chosen a Gnome was quite limited in the Gnome Deity possibilities that could fit my character, so I reluctantly made the following choice to stretch the role play possibilities of my character after my initial disappointment regarding the Gnome Pantheon choices.

Now there is a bit more excited anticipation for what I can do with Nordrog and his Gnome Deity after waking up this morning and taking a fresh look at my choice.

All 5 choices are for the good of the game!

Posted on 2009-09-14 at 16:34:55.

Topic: New Spores of Itanlok Q/A ~ 1
Subject: No Slight Intended gboy


Hey gboy

No slight intended your way!

Thought about going back to re-edit that post last night and I was interrupted and did not mention you!

Looking forward to your revisiting this adventure with your character also!

Posted on 2009-09-14 at 16:29:45.
Edited on 2009-09-14 at 17:00:50 by Hammer

 


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