skeletal dwarf fighter CR 1&1/3
Neutral Evil HP: 6
Str:16 (+3)
Dex:16 (+3)
Con:---
Int:---
Wis:15 (+2)
Cha:14 (+2)
Fort:0
Ref:3
Will:6
AC:15 12flatfooted 13 touch
Attacks
2 claws +3(1d4+3)
BAB:0
CMB:3
CMD:16
Undead immunities
DR5/bludgeoning
immunity to cold
fast healing 1
channel resist +4
Improved Initiative: +4 bonus on init (brings total to +7)
Deathless (gets up after an hour with 1 hp)
Natural Armor +2
Notes for my campaign stuff. If I didn't link you here, you are snooping on secrets >.>
Saturday, January 31, 2015
Monday, January 26, 2015
stuff to put in the temple.
Master's Spiked Gauntlet: Blessing applied to paladin's gauntlet. Treats any held weapon as masterwork and good aligned.
Nocturne: A ball of brass rings and gears that spin like a rubix cube. With the right twists and turns (dc 15 UMD), it pops darkness in a 30 ft. radius for as many seconds as charges, up to 600 seconds. Anyone touching the sphere can see 5 feet around them. Each hour it is left in the sun restores one second of darkness. Inside, under a DC 30 use magic device check, is half a map/riddle to an ancient dwarven workshop, hidden in the hill-lands.
Dagurne: Same as previous, but silver rings. Instead of sunlight, it absorbs moonlight. It acts as the spell enthrall (DC 14) on creatures when activated.
A curtain of Elven threads granting +4 stealth bonus.
Runes etched into the stone to create an illusion of a cave-in.
Four unholy) daggers: one ominous(amethyst in hilt, wolf motif on hilt), one vicous(vine pattern with thorns, topaz in hilt), one menacing(raven hilt, emerald in hilt), and one bane(angels)(serpant shape in handle, ruby eyes)
One glorious bastard sword.
Type 1 bag of holding with 100 gold worth of shit in it.
Bookmark of deception in an old spellbook with witch spell stuff.
Peter the singing rope of knots (knows presdidigitation and summon instrument)
~~#~~
nonmagical stuff
Small wooden/bronze/stone statues of Zoa (demon statues in the ground)
cloth and rugs
ship parts
mugs and cutlery
gems and coins
Sunday, January 25, 2015
Questions about steve's world.
IMPORTANT FOR PLAYER/NPC BACKGROUND TYPE STUFF
Where are sylph and catfolk settlements, primarily?
Is there a ninja and/or samurai type of civilization somewhere on the continent?
Is there a Paladin headquarters/Grand temple of Sarenrae somewhere?
When in the timeline are the previous adventures that I've played in?
How much leeway do I have with world-creation?
Where on the map, exactly, are the two towns my players have been to?(Dunkolk and the island town.)
WORLD TYPE QUESTIONS
What are all the major countries, their religions if applicable, and the major/already created cities?
What are these cities?
Where are sylph and catfolk settlements, primarily?
Is there a ninja and/or samurai type of civilization somewhere on the continent?
Is there a Paladin headquarters/Grand temple of Sarenrae somewhere?
When in the timeline are the previous adventures that I've played in?
How much leeway do I have with world-creation?
Where on the map, exactly, are the two towns my players have been to?(Dunkolk and the island town.)
WORLD TYPE QUESTIONS
What are all the major countries, their religions if applicable, and the major/already created cities?
What are these cities?
Where are the relations like between countries and within countries?
Who are the important groups in each area?
What natural formations like mountain ranges and rivers etc. are there, including magically active sites.
Are there other continents, and which direction is the shattered sea in relation to the current maps?
What are the technology levels like?
What deities are active?
What have been major historical moments that have happened that would be common knowledge?
Same, but uncommon?
Lastly, same, but DM only/forgotten knowledge?
What are trade relations between areas, and how long does travel take at different levels of wealth?
What are the major products that are exported/created over the world?
What are the major products that are exported/created over the world?
What is a race-demographic of the world, and what are the beliefs/stereotypes/cultural traditions that are important to the setting?
What are the big plans in the background that will be progressing as time goes by for timetable information?
What are the big natural events, or other-planar events that could effect the world (volcanoes, hurricanes, demonic invasions)?
Sunday, January 18, 2015
Denizens of Zoa Temple and surrounding area
Kobold Captain: Frustrated by the slow advancement he has had in the army, the impossibility of ever reaching the level of a true dragon, he has seen devil-worship as a faster form of power and is now bent on leading an army to take the plane for himself.
Imp: A scheming low-life from hell, it wants to advance to a higher station and so it attempts to create a foothold in the material plane. With little backing, its work with the cultists was slow, even for a long-lived creature like itself, but with the slaughter of most of the city, a portal is now possible to open, though its army is not yet gathered.
Imprisoned Dwarf: A visiting cleric from a far off land, he is shaken by the depravity he sees around him and has set up a meditation circle that can not be breached by evil. If he had time alone to scheme his way free, he might be able to survive, but the kobold captain sits ever watchful in the prison, waiting for him to cave.
Lemures: Summoned forth into the material plane, these mindless devils seek to kill and absorb the souls surrounding them. Commanded forth by the imp to protect the temple from intruders long enough to open a permanent portal.
Bloody Skeletons: Disturbed souls of the dead that were able to resist the soul-siphon deep inside the temple. They have lost their minds and now fight against the living who invade the area.
Kobold deserters: They follow their Legionaire, entranced by the dark magics that dwelt below and the temple and the decieving words of the Imp. They guard the way deeper while playing cards and wondering how much money they will make when they lead an army of devils to conquer the surface.
Kobold scouts: Left to watch over the temple and city to make sure that the deserters do not flee before the army has a chance to return and wipe them out.
Wild Dogs: Drawn to the city by the smell of carrion. Normally scared and unwilling to get into fights, but the meat in the area has rotted quite a bit so they are looking for new food stuffs.
Devil-Dog: Killed once by Saphira, holds a grudge. Ressurected into a dread skeletal dog by devil magics in the course of opening a portal to hell. Can plane-shift once per day and has higher than normal intelligence.
DECEASED
Dwarven cultists: Devil cultists who had taken over the temple of zoa, pretending to be good aligned clerics. Their aim was to open a portal to hell for their masters with the souls of the deceased. The kobold invasion messed up their time schedule and their being aliveness.
Dwarven residents: City-folk whose souls were drawn into hell by a ritual circle deep inside the temple.
Some wild dogs: Killed and rather than taken directly to hell, their souls passed through the realm of Lufte's patron spirit, clogging it with filth.
Imp: A scheming low-life from hell, it wants to advance to a higher station and so it attempts to create a foothold in the material plane. With little backing, its work with the cultists was slow, even for a long-lived creature like itself, but with the slaughter of most of the city, a portal is now possible to open, though its army is not yet gathered.
Imprisoned Dwarf: A visiting cleric from a far off land, he is shaken by the depravity he sees around him and has set up a meditation circle that can not be breached by evil. If he had time alone to scheme his way free, he might be able to survive, but the kobold captain sits ever watchful in the prison, waiting for him to cave.
Lemures: Summoned forth into the material plane, these mindless devils seek to kill and absorb the souls surrounding them. Commanded forth by the imp to protect the temple from intruders long enough to open a permanent portal.
Bloody Skeletons: Disturbed souls of the dead that were able to resist the soul-siphon deep inside the temple. They have lost their minds and now fight against the living who invade the area.
Kobold deserters: They follow their Legionaire, entranced by the dark magics that dwelt below and the temple and the decieving words of the Imp. They guard the way deeper while playing cards and wondering how much money they will make when they lead an army of devils to conquer the surface.
Kobold scouts: Left to watch over the temple and city to make sure that the deserters do not flee before the army has a chance to return and wipe them out.
Wild Dogs: Drawn to the city by the smell of carrion. Normally scared and unwilling to get into fights, but the meat in the area has rotted quite a bit so they are looking for new food stuffs.
Devil-Dog: Killed once by Saphira, holds a grudge. Ressurected into a dread skeletal dog by devil magics in the course of opening a portal to hell. Can plane-shift once per day and has higher than normal intelligence.
DECEASED
Dwarven cultists: Devil cultists who had taken over the temple of zoa, pretending to be good aligned clerics. Their aim was to open a portal to hell for their masters with the souls of the deceased. The kobold invasion messed up their time schedule and their being aliveness.
Dwarven residents: City-folk whose souls were drawn into hell by a ritual circle deep inside the temple.
Some wild dogs: Killed and rather than taken directly to hell, their souls passed through the realm of Lufte's patron spirit, clogging it with filth.
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