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Through Sunken Lands
[Game Thread]
Chapter 1: The Island of Kipotia
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1
Feb 20th, 2021, 09:49 AM
Silent Rain
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Chapter 1: The Island of Kipotia
Travel Information
Date
: Towerday, 9th day of Palesun, Year 574 of the 2nd Age
Time of Day
: Early Morning
Current Location
:
Jundarr, Harbor District
Weather
: Sunny, Light Breeze, 54F
Veil Rating
: 10
Music
:
Sailor's Shanty
Destination
: Island of Kipotia
Distance Remaining
:1,800 miles
ETA
: 15 days
At the Docks
The docks are already a chaotic mess of activity as the
Leilani's
crew is busy finishing up loading the last of the supplies that will be needed for the journey to the island of Kipotia. You can see the man who hired you, Akamu Ku, talking to another man near the bottom of one of the gangplanks. Judging by the quality of his coat and the fact that he is not doing any work himself, you assume him to be the ship's captain.
The captain took out a worn pocket watch and clicked open its face before returning it to his jacket pocket. A middle-aged man came bounding down the gangplank, dressed better than the rest of the crew, but not nearly as fine as the captain. A good stubble already covered a face that looked as though it had spent its entire life at sea.
"We best get a move on if we're to make the tide, Mr. Towely,"
the captain said.
"Aye, sir,"
Mr.Towely replied before turning to the men working on the docks and exploding into action.
"Let's move you worthless sea dogs,"
he yelled.
"We cast off in ten minutes, with or without you!"
He then proceeded to grab one of the crates and began carrying it up the plank.
The men working on the dock began to pick up their pace as they break into song.
Last edited by Silent Rain; Feb 23rd, 2021 at
12:12 PM
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2
Mar 5th, 2021, 09:22 PM
mpowell60
Very Old Dragon
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Wolf
Wolf
Wolf jauntily approaches the foot of the boarding ramp to the Lelani, pausing to greet Akamu Ku.
"Captain! Fine day fer sailin, is all aboard yet?"
Wolf stands tall and lean, gazing hungrily at the pre-departure activities. Worn clothing showing him to be down on his luck, pack and gear worn but well cared for.
"She be a Pretty ship!"
he adds admiringly as he waits a response from the Captain.
Stat Block
Captain Wolf
Pirate Captain 2 | Experience: 2,500
Hit Points:
16/16 |
AC:
12 |
Init:
+4 |
Perception
: +? |
Speed
: 30? |
Fortune Points
: 3/3
Saves:
Poison
: 13 |
Breath Wpn
: 16 |
Polymorph
: 13 |
Spell
: 15 |
Magic Item
: 14
STR
8(-1)
DEX
10(+0)
CON
13(+1)
INT
13(+1)
WIS
15(+1)
CHA
12(+0)
BAB
: +1 |
Weapons:
Cutlass(LSwd): 1d8, Dagger: 1d4, LBow: 1d8
Class Abilities:
Rogues receive two additional skills at first level. They gain an
additional skill every odd numbered level thereafter (3rd, 5th, 7th, etc). Instead of gaining a new skill, they may
get better at one which they already have, increasing the bonus for that skill by a further +2.
Highly Skilled
|
Traits:
This character is never lost on the ocean, waves may speak to him,
and denizens of the sea may welcome him.
Child of the Sea
Knacks:
(Init +1)
Fleet
Skills:
Sailing, Scavenging, Command, Strategy
Proficiencies & Attributes:
Any lighter than plate
Armor
|
Common, Eldritch
Languages
Equipment & Items
Item Name
Bulk
Backpack
?
Simple clothes (w knee boots, belt, and pouch
?
Cutlass(LSwd) (baldric hanger w/sheath)
?
Leather Armor (salt encrusted
?
Dagger (boot)
?
LongBow
?
Quiver of Arrows (war) x20
?
Lantern
?
2 pints oil
?
Iron Rats x10
?
Deck Axe(HAxe)
?
Lg Sack
?
2 Sliver Pieces
small ship, dozen crew, Ally(1stMate, Eldritch Navigator "
Laertan
")
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3
Mar 6th, 2021, 07:30 AM
Solid Snek
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Jackdaw
Jack leans flippantly against a stone wall and watches others do the work necessary to preparation. Journal in one hand, a piece of charcoal in the other, he occasionally scribbles down notes and observations. There is unfortunately little worthy of recording, but a good record should include some snippets of every day of the voyage, even if some days contain nothing but mundanity. Besides, once Jack returns from Kipotia, his notes should constitute an impressive record for future scholars... setting the scene with some soft descriptions of the port before departure would simply add some artistic flair.
Unseen to all except Jack, a trio of transparent, blue-tinted ghosts drift nearby, in varying emotional states. A tall man with a long beard and flowing robes looks over Jack's shoulder, making the occasional comment about the way the young man words his journal. Another man with a mangled face and shifty eyes grumbles impatiently. Finally, a young girl who is as old in undeath as she had been in life watches not the ships or the crew loading it, but the paths leading from the city to the docks.
"When will she
be
here?
the ghost-girl asks impatiently.
"My, my..."
Jack replies teasingly.
"You're acting your appearance again, Ilena, not your age. She'll arrive when she arrives."
With a sour look, Ilena stomps silently over the Jack and glares at him.
"Don't treat me like a child. And Illaoi said she'd see us off. They're almost finished loading! You heard the captain. Only ten minutes!"
"Which gives Illaoi nine minutes to keep her promise, doesn't it?"
Jack snaps the journal shut, startling the bearded ghost, and grins tauntingly at Ilena.
"Relax... Illaoi wouldn't miss the opportunity to say goodbye to her dear, dear friend Jack... oh, and you too, I suppose..."
Ilena growls, as does the shifty-eyed ghost, who whips around to face Jack and Ilena.
"Pipe down, both of you! It's bad enough waiting around, doing nothing, dreading the inevitable sea sickness, without your whining and bickering!"
The bearded ghost snort.
"Gil, you are relieved of the limits of flesh. Ghosts do not suffer
sea-sickness.
"
Scowling, Gil points and accusatory finger at the bearded ghost.
"What do you know, Rakbor? Every time I agree to go on one of these confounded ships, I can feel my bones ache. Hmph!"
Jack holds up his hands to placate the ghosts. If he let this go on, they'd be arguing for hours.
"What he's saying, Gil, is that it's all psychological,"
he replies smugly. To those around him, Jack has just stepped away from the wall, raised his hands, and said a nonsense phrase to no one at all. The port is crowded enough that few people are paying any attention to him, but those that do give him a look of worry, and endeavor to give the blond lunatic a wider berth.
"As soon as you stop dreading the voyage, you'll come to find it a rather pleasant experience. What's the point of being dead if you can't do things you couldn't do in life?"
Gil's mood does not improve.
"Exactly the question
I
want answered...
he grumbles, and the others chuckle. Jack watches down the streets leading into the city to look for Illaoi, and begins to pace back in forth much to the displeasure of all the sailors whose way he impedes. He doesn't much care. The unseen trio of specters drift lazily behind him. They have ten minutes until departure - well, eight now - and Jack intends to give his friend every one of those minutes before leaving.
Stat Block
Jack "Jackdaw" Dawnkeeper
Spell Thief 2 | Experience: 2,500
Hit Points:
12/12 |
AC:
13 |
Init:
+4 |
Speed
: 30 |
Fortune Points
: 3/3 |
Spells Per Day:
2/2
Saves:
Poison
: 14 |
Breath Weapon
: 15 |
Polymorph
: 13 |
Spell
: 12 |
Magic Item
: 11
STR
8 (-1)
DEX
15 (+1)
CON
9 (+0)
INT
15 (+1)
WIS
13 (+1)
CHA
9 (+0)
BAB
: +1 |
Weapons:
Long Sword: +0, 1d8 | Dagger: +0, 1d4 | Sling: +2, 1d4
Class Abilities:
Rogues receive two additional skills at first level. They gain an additional skill every odd numbered level thereafter (3rd, 5th, 7th, etc). Instead of gaining a new skill, they may get better at one which they already have, increasing the bonus for that skill by a further +2.
Highly Skilled
|
Spell Thieves may harness the power of magic by casting spells
Spell Casting
|
Being naturally sensitive to the world of magic, Mages may determine if a person, place, or thing is magical. Doing so requires concentration and a few minutes, so mages cannot tell if something is magical simply by being in its presence, and people tend to notice if a mage is staring at them intently and ignoring his food during a meal. The GM may rule that, when in the presence of particularly intense sorcery, the mage notices such immediately.
Sense Magic
Spells
:
Range: Near
Duration: 5 rounds/level
Save: yes
The wizard whispers soothing words of magic, causing targets to drift into a deep sleep. The spell affects 2d4 hit dice worth of creatures within near range. The sleep caused by this spell is very, very deep, but otherwise natural. Ordinary noises will not wake the targets for the duration of the spell, but physically harming them does. Targets who make a successful saving throw are unaffected.
Veil of Sleep
|
Range: Near
Duration: 1 round/level
Save: yes
The caster calls out painful words of magic, her voice growing to a howling shout. Soon, many voices rise on the winds, creating a deafening cacophony in the immediate area. Everyone in near range, both friend and foe, must make a saving throw or else cover their ears and do nothing else for the duration of the spell. Even those in range who succeed at their saving throws suffer a -2 penalty to all actions. Creatures who cannot hear, or who are mindless, such as skeletons and zombies, are unaffected.
The Howling
|
Range: Self
Duration: 1 hour/level
Save: no
The caster claws at his head, muttering words in a forgotten tongue as four stalks sprout from his head, each ending in a slimy, yellowish eye. These eyes see in all directions and never close, granting the caster a +2 bonus on any rolls relating to perception. For the duration, the caster can sleep and still be aware of his surroundings, and so does not need to take a watch. He is also hideous.
Eyes of Eternity
|
Range: Near
Duration: Instant
Save: yes
The sorceress waves her left hand in a sweeping motion, her fingers making gestures of arcane might. With a harsh word and look of disdain on her face, her enemies fall before her. This spell affects 1d10 + the caster’s level of hit dice worth of enemies. Each affected target who fails the save immediately falls to the ground, losing its next action. Those who succeed feel the force of the caster’s will, but remain standing and are unaffected.
Rebuke of the Sorcerer
Traits:
This character is marked in some way by the dead. After the sun has set, the character may see any ghosts in his presence. Note that this trait does not allow the character to see spirits or other invisible or incorporeal creatures.
Ghost-Touched
Skills:
Alertness, Forbidden Secrets, Lockpicking, Religious Lore, Trapping
Proficiencies & Attributes:
Any lighter than plate and chain
Armor
|
Common
Languages
Equipment & Items
Item Name
Thieves' Tools
Dark clothing
Daggers
Longsword
Wizard's Journal
Leather Armor (+2 AC)
Hooded Lantern
6 Pints of Oil
Sling
13 Sliver Pieces
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Mar 8th, 2021, 10:37 AM
DeletedUser79558
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Gaeseric, Cosmic Champion of Balance
"It'll do you good to get out of the city,"
Lalla al-Hurra says as she sips her drink, some foul concoction that Gaeseric still hasn't gotten used to, his own cup untouched on the retired pirate queen's low table. He shifts on the decorated pillow he's sitting on.
"Maybe you're right. I can sense the presence of so many of my foes here, too many for me to take on alone, right now,"
the warrior answers. Dihya waves one of her pedipalps at the warrior
at this last part.
"Ok, too many for *us* to take on, then,"
he corrects himself.
Lalla looks distastefully at the massive spider, larger than the dogs that run around the city, and with far too many eyes for her liking.
"Anyway,"
she continues,
"I heard Akamu Ku is looking for people, so I recommended you to him. He's fair, as captains go, from what I hear anyway."
---
Some time later, Gaeseric wanders down to the docks, his companion raising some eyebrows, sending some scurrying off in fear (in ironic impersonation of Dihya's own method of movement), others gawping with awe at the sight, but in the main, she is met with indifference from a jaded population who have seen worse things. As Gaeseric nears the pier that Lalla had relayed to him, he spots a familiar face - the odd thief, Jackdaw, the one who talks to himself (moontouched, no doubt), and who Gaeseric had rescued from certain death (or worse) after he'd wandered into realms he was ill-advised to find himself in.
Gaeseric strolled over to the thief, interrupting his endless, inane conversation with himself (Gaeseric knew that Jackdaw would continue to babble, so felt no compulsion to wait until the young man had finished his conversation with himself).
"Well met again Jack. Staying out of trouble for now, or finding yourself in yet deeper?"
Perhaps the young thief had left prt of his mind in that other plane, that might explain his odd behaviour, thought Gaeseric, while looking around for someone that might meet the description of Akama Ku that Lalla had given him.
Stat Block
Gaeseric
Cosmic Champion 2 | Experience: 2,000 Alignment: Neutral
Hit Points:
19/19 |
AC:
16 (18 if 1 on 1) |
Init:
+3 |
Speed
: 30 |
Fortune Points
: 3/3 |
Saves:
Poison
: 14 |
Breath Weapon
: 17 |
Polymorph
: 15 |
Spell
: 17 |
Magic Item
: 16
STR
17 (+2)
DEX
9 (+0)
CON
13 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
11 (+0)
BAB
: +2 |
Weapons:
Battle Axe: +5 (+7 if 1 on 1), 1D8+4; Longbow: +3, 1D8+2 (Both incl. specialisation); Dagger: +4 (+6 if 1 on 1), 1D4+2
Skills:
Cosmic Lore, Direction Sense
Traits:
Characters must be of Neutral alignment to take this Trait. The character will always fight in the cosmic struggle. If the character dies, the player may create a new character with the same experience point total and with all of the same Traits. The new character may even share some of the old character’s memories and personality quirks.
Eternal Hero
A character with this trait is skilled at fighting opponents in single combat. If the character is fighting any other single human-sized opponent in a one-on-one duel, he receives a +2 bonus to hit and a +2 bonus to armor class. These bonuses promptly disappear as soon as the bystanders intervene.
Duelist
Class Abilities:
Battle Axe. All warriors have a favored weapon
with which they are particularly skilled. Your Playbook tells you your favored weapon. Your character receives a +1 to hit and +2 to damage while wielding that weapon.
Weapon Specialisation
|
Second Weapon Specialisation (Longbow)
Knacks
A Life of Conflict: The character will know no peace and enjoy no rest. Perhaps the character may find brief succor between battles or quests, but she will quickly be thrust once again into the cosmic
struggle. Champions find that they either cannot settle down, start a family, and lead a simple life, or that, should
they try, all such endeavors eventually end in tragedy.
Detect Allegiance: Characters who become active participants in the cosmic struggle will find that they always recognize one another. A champion of any power will immediately know another champion and that champion’s alignment and allegiance. Likewise, champions and supernatural creatures of one of the powers, like demons of Chaos or angels of Law, will immediately know one another as well. This can have both benefits and terrible drawbacks. This does not allow a champion to detect the alignment of other creatures and characters.
Animosity Champions or spiritual participants in the struggle will hate those of other allegiances. The GM should assume that, for instance, any demons, chaotic champions, or unholy deities encountering a champion of Law will immediately recognize that champion and likely hate him with an intense passion. This will not necessarily lead to immediate martial conflict, though it may.
Empowered: A character who becomes a champion immediately gains an alignment Trait (see p.19) appropriate to the new allegiance. This is in addition to any other Traits that the character might have or might gain later. Chosen: Eternal Hero
Cosmic General: Champions are the natural leaders of their powers, and find themselves quite skilled at leading followers in the cosmic struggle. A champion receives a +3 bonus to any rolls to lead, inspire, or cajole other active participants of the struggle of their same allegiance or alignment.
Summoned: Having sworn an allegiance in the struggle, champions find that they can be summoned to other planes of existence. All champions can be summoned by sorcerers using the Summoning ritual described on p.80.
Champion (Balance)
Equipment & Items
Item Name
Dagger
Battle Axe
Longbow & 20 arrows
Steel Breastplate and Chain
Token of the Balance
Pack and Supplies for several weeks
8-legged riding spider (Dihya)
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Mar 9th, 2021, 04:35 PM
Wishkamon
Literal Worm
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Daigen
Daigen hummed along dreamily to the chorus of sailors voices. He was leaning against the wooden taffrail and watching the busy humans load the ship with the same lazy interest one might afford a particuarly diligent nest of ants.
He had spotted Jack leaning against a stone wall, also observing the bustle of activity.
Illaoi insisted that she and the vagabond were merely friends, but in his adoration of her, Daigen couldn't help but feel a little sour towards the man and the cheery way in which the dancer spoke of him.
Then his attention was drawn by a familiar monstrocity- a great black spider scuttling towards the docks- and he frowned as he tried to place it in his long memory. A moment later he saw the face of Gaeseric and it clicked into place. His pale features broke into a grin. He knew the man to be a great warrior, and his presence would certainly make the voyage more enjoyable. Gaeseric began talking to Jack in what looked to be a familiar manner; perhaps he could afford the thief a little more slack if those two were also friends.
Daigen was so focused on the distant conversation that he didn't notice another familiar face approach the ship- Captain Wolf.
'She be a pretty ship'
he said.
'
She barely holds a candle to the Accalia'
Daigen called jovialy over the side (in Eldritch, partialy to avoid offending the Captain of the Leilani, but mostly to see if Wolf's language skills had improved since their last voyage).
He had never cared much for ships nor sailing, but had grown quite fond of the pirate vessel Accalia and its captain on their adventure to the Lost City of Karentur.
Switching to common he continued,
"The unlikelihood of our reunion is a good omen that the tides of chaos will flow in our favor, will Laertan also be joining us?"
Stat Block
Daigen
Eldritch Sorcerer King 2| Experience: 2,500
Hit Points:
14/14 |
AC:
17 |
Init:
+1 |
Perception
: +5 |
Speed
: 30 |
Fortune Points
: 3/3 |
Spells Per Day:
2/2
Saves:
Poison
: 14 |
Breath Weapon
: 15 |
Polymorph
: 13 |
Spell
: 12 |
Magic Item
: 11
STR
10(+0)
DEX
12(+0)
CON
9(+0)
INT
16(+2)
WIS
11(+0)
CHA
13(+1)
BAB
: +2 |
Weapons:
Greatsword : D10
Class Abilities:
This character has a flashy and confusing fighting style which distracts his foes. He adds his Charisma bonus to his armor class instead of his Dexterity bonus.
Mages may harness the power of magic by casting spells
Spell Casting
|
Being naturally sensitive to the world of magic, Mages may determine if a person, place, or thing is magical. Doing so requires concentration and a few minutes, so mages cannot tell if something is magical simply by being in its presence, and people tend to notice if a mage is staring at them intently and ignoring his food during a meal. The GM may rule that, when in the presence of particularly intense sorcery, the mage notices such immediately.
Sense Magic
Spells
:
Cantrip- intelligence
Using this cantrip allows the caster to see spirits of all sorts: the dead, faeries, and demons of all stripes. This cantrip only grants the caster the ability to perceive these spirits; if she wishes to converse with them, she must know their language.
A mage with this cantrip can also attempt to command a spirit if she knows its true name.
Second Sight
|
Cantrip- Wisdom
The caster fixes the target with his will and utters a curse. The caster must specify an action such as “strike with a sword,” “climb a tree,” or “talk to a noble,” and the victim then receives a -1 to his next roll involving this type of action.
The caster may utter a stronger curse, giving his victim a -2 to his roll instead, but must take a -3 penalty to do so. The caster may take a -6 penalty to have this cantrip affect the victim until the next sun-up or sundown.
Hexing
|
Ritual (Intelligence)
Range: The Cosmos
Duration: Instant
Save: yes
The mage crafts a gateway into another realm and calls a spirit. Any spirit may be called, though there are some obvious reasons not to
attempt to summon a greater demon or one of the gods. The target may make a saving throw, but receives a penalty equal to the caster’s level. The target spirit is under no compunction to obey the caster upon arrival.
Should the caster fail the ritual roll, it is very likely that something else will come through the portal and into the mortal realm. Good luck.
This ritual requires that the mage draw various intricate circles and signs in chalk and call out the names of the spirit which he wishes to summon. Knowing the spirit’s true name gives the caster a +5 bonus to the Intelligence test for the ritual, making him much more accurate in his summoning.
Summoning
|
Ritual- Wisdom
Duration: 1 week
Save: no
Reading the signs of what has yet to come, the sorcerer gains insight into future events. The images and portents he receives are hazy and often difficult to interpret, but can give valuable guidance nonetheless. For the duration of the ritual’s effect, the mage may reroll a number of dice equal to his level. The player must accept the result of the second roll and may not use Fortune Points or any other method to further
modify the reroll. Multiple castings of this ritual do not provide any additional benefit.
While casting this ritual, the sorcerer consults elaborate cards, silver bones, special tea leaves, or some other method of fortune telling. Whatever the trappings, they are very hard to replace and cost at least 200 silvers, but may be used for many castings of this ritual.
Foresight
|
Ritual - Wisdom
Range: Touch
Duration: Permanent
Save: no
The caster creates a small amount of a sweet wine which, when drunk, causes the imbiber to sleep soundly and easily regardless of his surroundings. The ritual creates enough liquid for 2d4 uses. Anyone who drinks a mouthful of the wine will sleep so well that night that they will heal 3 hit points, even if on the road and sleeping under the stars. Being tended to by a healer can increase this to 4 hit points per usual, as described on p.33. However, they will be extremely groggy if woken early, and will suffer a -2 penalty on all rolls for the next 2d4 rounds should this happen.
The mage must make this wine with special fruits and berries, often only found in distant lands. Finding such materials costs at least 30 silvers or else requires a hard Wisdom roll to find them himself.
Sleep of the Innocent
|
Ritual - Intelligence
Range: Far
Duration: 1 hour/level
Save: no
Spirits of wind, rain, and lightning heed the old signs of power. By calling on the four winds and commanding the clouds, the mage summons an intense thunderstorm which lasts for the duration.
The caster utters names of power and prostrates himself beneath the sky for two hours. The winds require the ritual burning in a bronze brazier of a parchment covered in arcane runes. The spirits of thunder and lightning require the mage to break over his knee a branch from a tree struck by lightning. The brazier remains after use.
call storm
Skills:
Forbidden Secrets, Command, Herbalism
Proficiencies & Attributes:
Specialisation - Greatsword which I can't afford
Armor
|
Common, Eldritch
Languages
Equipment & Items
Item Name
Bulk
Eldritch Blade
?
Breast Plate
?
Chain Armour
?
Jeweled Signet Ring
?
Ritual components
?
Fine apartment in impossible city
na
15 silver
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Last edited by Wishkamon; Mar 9th, 2021 at
04:43 PM
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Mar 9th, 2021, 07:13 PM
TibbyLTP
Adult Dragon
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Lilith Kupoteza
Having spent the early hours of the morning finalizing some research about where she was being sent off to, it was not surprising that she was the last to arrive. Looking around the docks she sees Wolf and Daigen talking to each, her employer - a man named Mr. Ku - and the captain of the ship they are to be sailing on. Lilith was a bit surprised not to have seen the other of her two companions, but she soon saw them just down the street from her.
Though her face quickly fell to a frown as she spied them. Jack seemed to be intently waiting for someone coming from the opposite direction, and Gaeseric looming over the boy. Lilith has not had much interaction with Gaeseric, but he had always felt off to her. Nothing about him specifically, just the aura that follows him. Those of whom that are touched by the cosmic conflict never seem to be quite human to Lilith's senses. One thing she knows for sure that she does not like of his, though, is his attitude to Jack, and seeing how he was looming there made her sure that he was not of good intentions.
As Lilith walked up to the two of them she whoped Gaeseric on his head with her staff,
"I'll be having none of that you hear, leave the boy alone."
Turning to Jack with a smile on her face, not even paying attention to Gaeseric,
"Hamjambo! How are you and your friends doing today Jack. This mpenzi wa boiboi giving you much trouble?"
While she herself can not see the ghosts that have attached themselves to Jack, she has communicated with a fair number of spirits in her time, and can sense them around him from time to time.
Glancing over to the ship and seeing as they are finalizing the loading of cargo,
"Looks like it is time to go, we should head on board so we are not left behind."
Stat Block
Lilith Kupoteza
High Cabalist 2 | Experience: 2,500
Hit Points:
11/11 |
AC:
10 |
Init:
+2 |
Speed
: 30 |
Fortune Points
: 3/3 |
Spells Per Day:
2/2
Saves:
Poison
: 14 |
Breath Weapon
: 15 |
Polymorph
: 13 |
Spell
: 12 |
Magic Item
: 11
STR
8(-1)
DEX
11(+0)
CON
11(+0)
INT
18(+3)
WIS
11(+0)
CHA
13(+1)
BAB
: +1 |
Weapons:
Dagger: +0, 1d4 -1
Class Abilities:
Mages may harness the power of magic by casting spells
Spell Casting
|
Being naturally sensitive to the world of magic, Mages may determine if a person, place, or thing is magical. Doing so requires concentration and a few minutes, so mages cannot tell if something is magical simply by being in its presence, and people tend to notice if a mage is staring at them intently and ignoring his food during a meal. The GM may rule that, when in the presence of particularly intense sorcery, the mage notices such immediately.
Sense Magic
Cantrips:
Mage Light
Range
: Near
Duration
: Concentration
Save
: no
This cantrip produces a moderate amount of magical light. This light may appear from a physical object in the possession of the caster, such as the tip of his staff or an amulet, or as a simple ball of floating light. The cantrip produces enough light to illuminate an area of about 30 yards; the light is dim, but just strong enough to read by.
A mage may attempt to produce more light at a penalty to his casting roll; summoning the light of several torches into a room gives a -3 penalty, while the equivalent to full daylight would call for a -5 penalty. Producing several globes of colored light that move about on their own would call for similar penalties, as would trying to cast the cantrip in such a way as to produce the light in a particular spot at a distance from the caster (for instance, before the eyes of an enemy, in order to distract him).
Lights produced with this cantrip last as long as the caster is able to concentrate on them. Being struck in combat or failing the roll for another cantrip will make this spell end immediately.
Mage Light
|
Spells
:
Word of Courage
Range:
Near
Duration:
3 rounds/level
Save:
no
The mage pulls himself up to his full height and shouts ancient words of authority and power, instilling great confidence and courage in all friends within near range. All of the caster’s party members in range will stop fleeing immediately if they are already doing so, and will automatically hold their courage and resist any fear effects for the duration of the spell; if called upon to make a saving throw related to natural or magical fear during this time, they will pass the roll automatically.
Word of Courage
|
Healing Touch
Range
: Touch
Duration
: Instant
Save
: no
Perhaps the most sought after of magics, Healing Touch allows a spellcaster to save even those who have been gravely wounded. The mage lays his hands upon a wounded subject and life flows from his touch. The target regains 1d8 hit points as his vitality is restored.
Healing Touch
|
Rituals
:
Arcane Experiments
Range:
Near
Duration:
Instant
Save:
no
With this ritual, a mage determines the general properties of a magical item. The caster identifies the type of magic associated with the item, but not its specific uses. For instance, a mage might determine that a ring which turns its wearer into a snake has powerful properties of transformation, but not exactly how the item works.
Casting this ritual requires the mage to spend an hour in intense study of the item, casting several minor magics during the process and testing the item in various ways. To do so, she needs basic alchemical ingredients, such as salts, herbs, and various semi-rare liquids, as well as a great deal of peace and quiet. Failing the ritual roll usually results in false information. This ritual may not give any information about certain powerful artifacts, though it can determine the general properties of most such items.
Arcane Experiments
|
Gather Mists
Range:
Near
Duration:
1 hour/level
Save:
no
This ritual allows a mage to summon a dense, billowing fog over a nearby area. The mist obscures all vision into the area and within it; those trapped in the mists can barely see anything. Normal weather does not affect this witch fog, though a very strong wind from a great storm might blow it away.
A mage wanting to cast this ritual must chant in the tongue of the wind and perform elaborate gestures for the hour it takes to cast it, and must burn incense while doing so. At the culmination of the ritual, he must swallow the tail feather of a bird of prey as he speaks the last words.
Gather Mists
Traits:
This character casts rituals in ways different from other mages. The player may pick two rituals and change which ability score is associated with tests for casting those rituals. The player may choose Intelligence, Wisdom, or Charisma for their casting rolls, and need not necessarily choose the same ability score for each ritual. The player is not required to pick both rituals when this trait is gained, and may instead “hold” some of his picks for later rituals.
Flexible Ritualist
Skills:
Forbidden Secrets, Haggling
Proficiencies & Attributes:
None
Armor
|
Common, The Southern Tongue, The Eldritch Tongue, The Ancient Signs,
Languages
Equipment & Items
Item Name
Book of Spells
Elaborate Robes
Dagger
Ritual Components
8 Sliver Pieces
A Painted Card
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TibbyLTP
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7
Mar 9th, 2021, 08:08 PM
mpowell60
Very Old Dragon
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Last Visit: Apr 21st, 2022
RPXP: 448
Posts: 686
Wolf
Wolf turns from his greeting to Captain Ku, with a big smile.
"Daigen, hows ya doin?"
then in Eldritch
"Honored Greetings, My Friend. You have told the truth, The Lillani is nowhere near as fast as the Accalia, She has the rounded bottom of a merchanter, instead of the lean lines of a Sea Wolf! She is pretty, for a Prey-ship."
showing that he has progressed greatly in his conversational Eldritch.
then returning to common he continues,
"Less 'ope, the tides of The Lady of the Deep are running in our favor!"
shaking his head...since he is Neutral in the Great Struggle
"It be Good ta see ya, and yer comin fer the trip? things are lookin up, Says I. Unfortunately, Laertan must stay back, he be overseein some repairs to the Accalia, and tryin ta keep the crew out of lockup!"
He keeps glancing at Akamu Ku, as he chats
Upon seeing Lillith he bellows
"Lillith! Ye are a sight for Sore Eyes! Leave off pounding the boys and come give us a Hug!"
Up to You if Lillith and Wolf shared a relationship for awhile during/after their adventure. i am fine with either... friendzone or ex... or current even.
Stat Block
Captain Wolf
Pirate Captain 2 | Experience: 2,500
Hit Points:
16/16 |
AC:
12 |
Init:
+4 |
Perception
: +? |
Speed
: 30? |
Fortune Points
: 3/3
Saves:
Poison
: 13 |
Breath Wpn
: 16 |
Polymorph
: 13 |
Spell
: 15 |
Magic Item
: 14
STR
8(-1)
DEX
10(+0)
CON
13(+1)
INT
14(+1)
WIS
15(+1)
CHA
12(+0)
BAB
: +1 |
Weapons:
Cutlass(LSwd): 1d8, Dagger: 1d4, LBow: 1d8
Class Abilities:
Rogues receive two additional skills at first level. They gain an
additional skill every odd numbered level thereafter (3rd, 5th, 7th, etc). Instead of gaining a new skill, they may
get better at one which they already have, increasing the bonus for that skill by a further +2.
Highly Skilled
|
Over the course of their careers, warriors pick up several tricks which make them even more formidable opponents. Your Playbook gives you your first Knack. Over the course of their careers, warriors pick up several tricks which make them even more formidable opponents.
Pick one of the following Knacks at first level, then another at 3rd, 6th, and 9th levels. Knacks may be chosen more than once, in which case their bonuses stack.
Defensive Fighter: +1 AC
Fleet: +1 Initiative
Great Strike: +1 damage with all weapons
Resilience: +1 to all saving throws
Weapon Specialist: gain Weapon Specialization in another weapon
Knacks
Traits
1,5,9)
This character is never lost on the ocean, waves may speak to him, and denizens of the sea may welcome him.
Child of the Sea
Knacks:
(Init +1)
Fleet
Skills:
Sailing+4, Scavenging+2, Command+2, Strategy+2
Proficiencies & Attributes:
Any lighter than plate
Armor
|
Common, Eldritch
Languages
Equipment & Items
Item Name
Bulk
Backpack
?
Simple clothes (w knee boots, belt, and pouch
?
Cutlass(LSwd) (baldric hanger w/sheath)
?
Leather Armor (salt encrusted)
?
Dagger (boot)
?
LongBow
?
Quiver of Arrows (war) x20
?
Lantern
?
2 pints oil
?
Flint & Tinder
?
Iron Rats x10
?
Deck Axe(HAxe)
?
Lg Sack
?
2 Sliver Pieces
small ship, dozen crew, Ally(1stMate, Eldritch Navigator "
Laertan
")
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Last edited by mpowell60; Mar 10th, 2021 at
12:55 PM
. Reason: adding to the details
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Zhou
Newt
#
8
Mar 9th, 2021, 09:55 PM
Silent Rain
Neighborhood Mind Flayer
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Last Visit: May 13th, 2024
RPXP: 21630
Posts: 9,195
Travel Information
Date
: Towerday, 9th day of Palesun, Year 574 of the 2nd Age
Time of Day
: Early Morning
Current Location
:
Jundarr, Harbor District
Weather
: Sunny, Light Breeze, 54F
Veil Rating
: 10
Music
:
Sailor's Shanty
Destination
: Island of Kipotia
Distance Remaining
:1,800 miles
ETA
: 15 days
At the Docks
"Wolf,"
cried Captain Artemis.
"Surprised to see you part of one of Akamu Ku's expeditions. I guess the coffers had to dry up eventually,"
he chuckled.
"I hope you remember your way around a ship,"
he chided.
"You're free to come aboard."
"Morning, Wolf,"
Akamu said.
"As agreed, you will each have your own cabin. We'll talk more once we're underway."
"The Lady take us,"
the captain suddenly exclaimed as Gaeseric and his large spider companion approached the ship. Turning to Akamu, he said,
"any damage because of that thing on board, and you'll be paying. It travels in the hold or not at all."
Akamu could only nod in agreement, knowing that Gaeseric would likely not be willing to part with his arachnid.
The last of the supplies had finally been stowed and the captain turned to Mr.Towely once more.
"Cast off in five minutes, Mr. Towely. Akemu, if your people are coming, it's now or never."
With that, he turned and walked back up the gang plank and began shouting at the men as they were hustling about on deck.
Akemu walked toward his group of would be treasure-hunters.
" I'm glad that everyone is catching up, but you have to get on board. Now."
Silent Rain
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#
9
Mar 10th, 2021, 01:23 PM
mpowell60
Very Old Dragon
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Last Visit: Apr 21st, 2022
RPXP: 448
Posts: 686
OOC: bah, whole writeup lost last night, redoing part this morning...
Wolf
I turn from Akamu Ku, and Bellow
"Captain Artemis! I see yer getting some coin, even if it be Ferry wages!"
Teasingly
i contunue with a grin
"I remember.. how to raid such a pretty merchanter, I'll get by! The Coffers be a bit bare, 's Truth. and i thank ye fer the Invite, be aboard shortly!"
I make a mental note to chat with the good Captain later, about Akamu Ku, sounds like he knows something of these "expeditions"
I turn back to Akamu Ku when he says
"Morning, Wolf,"
and
"As agreed, you will each have your own cabin. We'll talk more once we're underway."
and i reply
"That be acceptable, fer both. I be lookin forward to hearin some details!"
then i add
"Oh, Nay call me Captain aboard another mans' Ship, it be Bad luck, cannae be
Two
captains on a ship. Ye can Call me Mister, since i No be parta the Navy, Nae promotion be fitt'n!"
Both as a gentle reminder of my rank(since he assumed the familiarity of NOT using it) and to remind All the others.
I wave Lillith forward and assist her on the gangplank.
"Ladies be first, if memory serves. Less all get aboard before Mr. Towely has tae dump us in the drink! Me swimmin ain so good no more!"
I say, grabbing my gear and assisting/following Lillith up the gangplank.
Easily adjusting to the sway and steadying her as she boards.
Looking down at the water I say
"Might get a move on, Tides' turned hard. Be done soon..last minute be close! "
Stat Block
Captain Wolf
Pirate Captain 2 | Experience: 2,500
Hit Points:
16/16 |
AC:
12 |
Init:
+4 |
Perception
: +? |
Speed
: 30? |
Fortune Points
: 3/3
Saves:
Poison
: 13 |
Breath Wpn
: 16 |
Polymorph
: 13 |
Spell
: 15 |
Magic Item
: 14
STR
8(-1)
DEX
10(+0)
CON
13(+1)
INT
14(+1)
WIS
15(+1)
CHA
12(+0)
BAB
: +1 |
Weapons:
Cutlass(LSwd): 1d8, Dagger: 1d4, LBow: 1d8
Class Abilities:
Rogues receive two additional skills at first level. They gain an
additional skill every odd numbered level thereafter (3rd, 5th, 7th, etc). Instead of gaining a new skill, they may
get better at one which they already have, increasing the bonus for that skill by a further +2.
Highly Skilled
|
Over the course of their careers, warriors pick up several tricks which make them even more formidable opponents. Your Playbook gives you your first Knack. Over the course of their careers, warriors pick up several tricks which make them even more formidable opponents.
Pick one of the following Knacks at first level, then another at 3rd, 6th, and 9th levels. Knacks may be chosen more than once, in which case their bonuses stack.
Defensive Fighter: +1 AC
Fleet: +1 Initiative
Great Strike: +1 damage with all weapons
Resilience: +1 to all saving throws
Weapon Specialist: gain Weapon Specialization in another weapon
Knacks
Traits
1,5,9)
This character is never lost on the ocean, waves may speak to him, and denizens of the sea may welcome him.
Child of the Sea
Knacks:
(Init +1)
Fleet
Skills:
Sailing+4, Scavenging+2, Command+2, Strategy+2
Proficiencies & Attributes:
Any lighter than plate
Armor
|
Common, Eldritch
Languages
Equipment & Items
Item Name
Bulk
Backpack
?
Simple clothes (w knee boots, belt, and pouch
?
Cutlass(LSwd) (baldric hanger w/sheath)
?
Leather Armor (salt encrusted)
?
Dagger (boot)
?
LongBow
?
Quiver of Arrows (war) x20
?
Lantern
?
2 pints oil
?
Flint & Tinder
?
Iron Rats x10
?
Deck Axe(HAxe)
?
Lg Sack
?
2 Sliver Pieces
small ship, dozen crew, Ally(1stMate, Eldritch Navigator "
Laertan
")
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Last edited by mpowell60; Mar 10th, 2021 at
04:54 PM
. Reason: add a quote
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Zhou
Newt
#
10
Mar 10th, 2021, 06:36 PM
Solid Snek
Nanomachines, Son!
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RPXP: 6093
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Jackdaw
The mischievous grin on Jack's face turns into one of joy when he sees Gaeseric. The huge warrior stands a full head taller than Jack, and is about twice as broad in the shoulders, making the reunion look comically like a child standing next to an adult.
"Gaeseric! And Dihya, too! How are you two doing?"
Jack smacks Gaeseric on the shoulder playful, but he doesn't extend a familiar tactile greeting toward the spider. He is less uncomfortable around the beast than most, being one that encounters ghosts and specters on a regular basis... but he hadn't quite figured out how intelligent or territorial the creature is. Best not to risk losing a hand to those fangs.
"I'm keeping the amount of trouble I find myself in to a healthy middle-ground, thank you. And I have to say, I feel much safer on this voyage, now that I know there is a warrior of insurmountable prowess defending us... oh, and it's nice to have you along too, Gaeseric."
Jack winks at the man and his spider, and Gil the ghost sighs in irritation.
"The gang is all here. Rakbor wants you to know that he's very pleased to see you again."
Gaeseric had been there when they retrieved Rakbor's journal, and freed him from his unfortunate tomb. The ghostly wizard felt as much gratitude toward the warrior as he did Jack himself.
When Lillth thunks her staff against Gaeseric's head, Jack flinches in surprise. He recognized the gnarled piece of wood even before he saw her. She
was
the type to stand up to a musclebound warrior twice her own size. Hell, she'd probably have bonked a dragon in the head, had she believed one was harassing her friend. Jack puts a placating smile on his face and a hand on her arm.
"Lilith, you are the light of my life and the center of my heart... but you cudgeled a friend! You remember that I have living ones too, yes?"
He chuckles at his over-the-top flattery and tries to introduce the two properly.
"Lilith, meet Gaeseric and Dihya. They saved me from a nasty bit of business a while back. Gaeseric, Dihya... meet Lilith. She got me stabbed when she picked a fight with a sorcerer and his small army of mercenaries."
The taunting smile returns as the pleasantness of the reunion isn't enough to keep his contrarian and chaotic personality at bay for long. Even still, as he tries to mimic a face of irritation, he can't keep a smile off his face for long.
"Well, it wasn't
that
bad. We managed, even if Lilith had to stitch me back together like an old sock."
As the captain calls for the three of them, Ilena expresses her displeasure that Illaoi hasn't arrived, and Jack turns to thin air to reply,
"Sorry, kid. She must be running late. Do you want to stay behind this time?"
"...No..."
she pouts.
"I won't be able to
do
anything until you get back."
Jack returns his attention to the living, his mood becoming glum. He feels for Ilena. Even he had wanted to see Illaoi one last time, but the both of the sisters must be even more heartbroken. But there's nothing he can do.
"Welp, I don't want to give the captain an excuse to leave me behind, so we'd better get going. Shall we?"
Stat Block
Jack "Jackdaw" Dawnkeeper
Spell Thief 2 | Experience: 2,500
Hit Points:
12/12 |
AC:
13 |
Init:
+4 |
Speed
: 30 |
Fortune Points
: 3/3 |
Spells Per Day:
2/2
Saves:
Poison
: 14 |
Breath Weapon
: 15 |
Polymorph
: 13 |
Spell
: 12 |
Magic Item
: 11
STR
8 (-1)
DEX
15 (+1)
CON
9 (+0)
INT
15 (+1)
WIS
13 (+1)
CHA
9 (+0)
BAB
: +1 |
Weapons:
Long Sword: +0, 1d8 | Dagger: +0, 1d4 | Sling: +2, 1d4
Class Abilities:
Rogues receive two additional skills at first level. They gain an additional skill every odd numbered level thereafter (3rd, 5th, 7th, etc). Instead of gaining a new skill, they may get better at one which they already have, increasing the bonus for that skill by a further +2.
Highly Skilled
|
Spell Thieves may harness the power of magic by casting spells
Spell Casting
|
Being naturally sensitive to the world of magic, Mages may determine if a person, place, or thing is magical. Doing so requires concentration and a few minutes, so mages cannot tell if something is magical simply by being in its presence, and people tend to notice if a mage is staring at them intently and ignoring his food during a meal. The GM may rule that, when in the presence of particularly intense sorcery, the mage notices such immediately.
Sense Magic
Spells
:
Range: Near
Duration: 5 rounds/level
Save: yes
The wizard whispers soothing words of magic, causing targets to drift into a deep sleep. The spell affects 2d4 hit dice worth of creatures within near range. The sleep caused by this spell is very, very deep, but otherwise natural. Ordinary noises will not wake the targets for the duration of the spell, but physically harming them does. Targets who make a successful saving throw are unaffected.
Veil of Sleep
|
Range: Near
Duration: 1 round/level
Save: yes
The caster calls out painful words of magic, her voice growing to a howling shout. Soon, many voices rise on the winds, creating a deafening cacophony in the immediate area. Everyone in near range, both friend and foe, must make a saving throw or else cover their ears and do nothing else for the duration of the spell. Even those in range who succeed at their saving throws suffer a -2 penalty to all actions. Creatures who cannot hear, or who are mindless, such as skeletons and zombies, are unaffected.
The Howling
|
Range: Self
Duration: 1 hour/level
Save: no
The caster claws at his head, muttering words in a forgotten tongue as four stalks sprout from his head, each ending in a slimy, yellowish eye. These eyes see in all directions and never close, granting the caster a +2 bonus on any rolls relating to perception. For the duration, the caster can sleep and still be aware of his surroundings, and so does not need to take a watch. He is also hideous.
Eyes of Eternity
|
Range: Near
Duration: Instant
Save: yes
The sorceress waves her left hand in a sweeping motion, her fingers making gestures of arcane might. With a harsh word and look of disdain on her face, her enemies fall before her. This spell affects 1d10 + the caster’s level of hit dice worth of enemies. Each affected target who fails the save immediately falls to the ground, losing its next action. Those who succeed feel the force of the caster’s will, but remain standing and are unaffected.
Rebuke of the Sorcerer
Traits:
This character is marked in some way by the dead. After the sun has set, the character may see any ghosts in his presence. Note that this trait does not allow the character to see spirits or other invisible or incorporeal creatures.
Ghost-Touched
Skills:
Alertness, Forbidden Secrets, Lockpicking, Religious Lore, Trapping
Proficiencies & Attributes:
Any lighter than plate and chain
Armor
|
Common
Languages
Equipment & Items
Item Name
Thieves' Tools
Dark clothing
Daggers
Longsword
Wizard's Journal
Leather Armor (+2 AC)
Hooded Lantern
6 Pints of Oil
Sling
13 Sliver Pieces
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RIP computer. You had a good long life. May you find peace in the bitcoin farm in the sky.
Posting will be abysmally slow, so always feel free to move on without me.
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#
11
Mar 13th, 2021, 01:29 PM
Wishkamon
Literal Worm
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RPXP: 15965
Posts: 2,045
Daigen
Daigen gave a devilish grin as his old friend Wolf spoke in well progressed eldritch, referring to their current vessel as a 'prey ship'.
In the lilting, melodic tongue of his people, he joked
"Aye she's a pack mule in comparison, but so long as she knows where she is going, and the route is relatively free of your type, then she will do,"
then he too swapped back to common. "
Yes friend, I'll be making the journey too
." He patted his jacket pocket, where he kept an ancient, dog-eared tome full of vague clues about eldritch treasures, "
You know how I feel about lost cities and their artifacts
…" he shared his grin with Akamu that time too.
Atop his pale head he still wore the narrow peaked crown he and Wolf had uncovered together. His insistence on wearing such a lofty and doubtlessly invaluable treasure every day was a sure sign that the scale of his ego had not decreased since their parting.
"
Well, too bad for Laertan. He'll have his hands full with your men though, no doubt…
"
As the rest of the adventurers made their way aboard he gave particular interest to Lilith, her being the only one with whom he was not in some way familiar. He traced the lines of her unusual tattoos and the gnarled curve of her staff with his cold grey eyes. There was magic about her; he was sure of it, though he wasted no energy trying to sense it. There would be pleanty of time to find out.
When he caught her eye he bowed his pale head to her, "
Well met M'lady
." He placed a hand across his chest- a hand which seemed too femanine and well manicured for the sheathed greatsword he carried on his back.
"I am Daigen. And what might I know you by?"
Gaeseric would know his flowey, gentlemanly manner to be misleading. When the mighty warrior came aboard he shook his hand with great strength. "
Gaeseric! I'll admit that I'd hoped we would fight side by side again some day, and it seems Daurych saw fitting to bring us together!"
He accompanied his words with a playful wink, knowing full well of the barbarian's distaste for gods of chaos and law alike, and trusting he would still take it in good humour.
Finally came Jackdaw. Daigen was unsure to what degree Illaoi would have spoken of him, and when the ruffian eventually boarded he offered an insincere smile "
And you must be Jack. A pleasure, I'm sure."
He had stopped by to see their mutual friend earlier that morning, and she had mentioned her plans to come see the boat off. It was indeed unusual that she had not shown, but he was thankful for it. Maybe Jack already knew, but he did not want the rouge to see first hand how painfully, embarasingly,
demoralizingly
in love with her he was.
OOC
Sorry Snek, looks like you're gonna be getting the brunt of my douchbagary
Stat Block
Daigen
Eldritch Sorcerer King 2| Experience: 2,500
Hit Points:
14/14 |
AC:
17 |
Init:
+1 |
Perception
: +5 |
Speed
: 30 |
Fortune Points
: 3/3 |
Spells Per Day:
2/2
Saves:
Poison
: 14 |
Breath Weapon
: 15 |
Polymorph
: 13 |
Spell
: 12 |
Magic Item
: 11
STR
10(+0)
DEX
12(+0)
CON
9(+0)
INT
16(+2)
WIS
11(+0)
CHA
13(+1)
BAB
: +2 |
Weapons:
Greatsword : D10
Class Abilities/traits:
This character has a flashy and confusing fighting style which distracts his foes. He adds his Charisma bonus to his armor class instead of his Dexterity bonus.
Distracting Fighter
Mages may harness the power of magic by casting spells
Spell Casting
|
Being naturally sensitive to the world of magic, Mages may determine if a person, place, or thing is magical. Doing so requires concentration and a few minutes, so mages cannot tell if something is magical simply by being in its presence, and people tend to notice if a mage is staring at them intently and ignoring his food during a meal. The GM may rule that, when in the presence of particularly intense sorcery, the mage notices such immediately.
Sense Magic
Spells
:
Cantrip- intelligence
Using this cantrip allows the caster to see spirits of all sorts: the dead, faeries, and demons of all stripes. This cantrip only grants the caster the ability to perceive these spirits; if she wishes to converse with them, she must know their language.
A mage with this cantrip can also attempt to command a spirit if she knows its true name.
Second Sight
|
Cantrip- Wisdom
The caster fixes the target with his will and utters a curse. The caster must specify an action such as “strike with a sword,” “climb a tree,” or “talk to a noble,” and the victim then receives a -1 to his next roll involving this type of action.
The caster may utter a stronger curse, giving his victim a -2 to his roll instead, but must take a -3 penalty to do so. The caster may take a -6 penalty to have this cantrip affect the victim until the next sun-up or sundown.
Hexing
|
Ritual (Intelligence)
Range: The Cosmos
Duration: Instant
Save: yes
The mage crafts a gateway into another realm and calls a spirit. Any spirit may be called, though there are some obvious reasons not to
attempt to summon a greater demon or one of the gods. The target may make a saving throw, but receives a penalty equal to the caster’s level. The target spirit is under no compunction to obey the caster upon arrival.
Should the caster fail the ritual roll, it is very likely that something else will come through the portal and into the mortal realm. Good luck.
This ritual requires that the mage draw various intricate circles and signs in chalk and call out the names of the spirit which he wishes to summon. Knowing the spirit’s true name gives the caster a +5 bonus to the Intelligence test for the ritual, making him much more accurate in his summoning.
Summoning
|
Ritual- Wisdom
Duration: 1 week
Save: no
Reading the signs of what has yet to come, the sorcerer gains insight into future events. The images and portents he receives are hazy and often difficult to interpret, but can give valuable guidance nonetheless. For the duration of the ritual’s effect, the mage may reroll a number of dice equal to his level. The player must accept the result of the second roll and may not use Fortune Points or any other method to further
modify the reroll. Multiple castings of this ritual do not provide any additional benefit.
While casting this ritual, the sorcerer consults elaborate cards, silver bones, special tea leaves, or some other method of fortune telling. Whatever the trappings, they are very hard to replace and cost at least 200 silvers, but may be used for many castings of this ritual.
Foresight
|
Ritual - Wisdom
Range: Touch
Duration: Permanent
Save: no
The caster creates a small amount of a sweet wine which, when drunk, causes the imbiber to sleep soundly and easily regardless of his surroundings. The ritual creates enough liquid for 2d4 uses. Anyone who drinks a mouthful of the wine will sleep so well that night that they will heal 3 hit points, even if on the road and sleeping under the stars. Being tended to by a healer can increase this to 4 hit points per usual, as described on p.33. However, they will be extremely groggy if woken early, and will suffer a -2 penalty on all rolls for the next 2d4 rounds should this happen.
The mage must make this wine with special fruits and berries, often only found in distant lands. Finding such materials costs at least 30 silvers or else requires a hard Wisdom roll to find them himself.
Sleep of the Innocent
|
Ritual - Intelligence
Range: Far
Duration: 1 hour/level
Save: no
Spirits of wind, rain, and lightning heed the old signs of power. By calling on the four winds and commanding the clouds, the mage summons an intense thunderstorm which lasts for the duration.
The caster utters names of power and prostrates himself beneath the sky for two hours. The winds require the ritual burning in a bronze brazier of a parchment covered in arcane runes. The spirits of thunder and lightning require the mage to break over his knee a branch from a tree struck by lightning. The brazier remains after use.
call storm
Skills:
Forbidden Secrets, Command, Herbalism
Proficiencies & Attributes:
Specialisation - Greatsword which I can't afford
Armor
|
Common, Eldritch
Languages
Equipment & Items
Item Name
Bulk
Eldritch Blade
?
Breast Plate
?
Chain Armour
?
Jeweled Signet Ring
?
Ritual components
?
Fine apartment in impossible city
na
15 silver
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My bones are lazy, but my soul's on fire.
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Last edited by Wishkamon; Mar 13th, 2021 at
02:03 PM
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12
Mar 13th, 2021, 06:22 PM
mpowell60
Very Old Dragon
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RPXP: 448
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Wolf
Wolf Grins at Daigen's
"Your Type"
and adds
"Aye, that be True. Dem lads be full of piss and vinegar, Laertan be having his hands full alright. He be sad he couldna come, and will be double sad that ye could!"
once aboard he introduces Lillith to Daigen
"Daigen, Lad, this be Lillith, a friend who aided me awhile back with a trouble I had. Lillith, this be my Friend Daigen, I aided him with some trouble down south that he had."
as Gaeseric boards Wolf looks him over and nods, when the spider boards Wolf Says
"By da Lady! What manner of beastie ye have Der?"
nervously stepping out of the way of the huge Arachnid looking ... mount.
as Jack boards Wolf nods to him as well, then says
"If ye wanta watch the departure, ye will have to stand here, or there, or there, to be outta da way of the lads, or they may run ye over."
Pointing to safer spots that should be out of the way.
"if they head yer way, it be on you to gangway, dey be inna hurry to get orders done. Cabins be down this way, through dat door and left or right, dependin. Once we be underweigh, the Cabin assignments, be der any, will be hashed out."
to Gaeseric he says
"the hatch to the Hold be over here, I kin help ye with it... Less get yer companion below before it be in da way. Departure be a busy time, with men runnin all over to get underweigh! It'll help the Captain, and the lads will be able to work."
Wolf leads the way to a hatch cover and begins to fold it back to allow entry into the hold below.
"Quickly now, they be releasin the Dockin ropes shortly!"
That Aint no real word! you made it up! ******bagary indeed!
Stat Block
Captain Wolf
Pirate Captain 2 | Experience: 2,500
Hit Points:
16/16 |
AC:
12 |
Init:
+4 |
Perception
: +? |
Speed
: 30? |
Fortune Points
: 3/3
Saves:
Poison
: 13 |
Breath Wpn
: 16 |
Polymorph
: 13 |
Spell
: 15 |
Magic Item
: 14
STR
8(-1)
DEX
10(+0)
CON
13(+1)
INT
14(+1)
WIS
15(+1)
CHA
12(+0)
BAB
: +1 |
Weapons:
Cutlass(LSwd): 1d8, Dagger: 1d4, LBow: 1d8
Class Abilities:
Rogues receive two additional skills at first level. They gain an
additional skill every odd numbered level thereafter (3rd, 5th, 7th, etc). Instead of gaining a new skill, they may
get better at one which they already have, increasing the bonus for that skill by a further +2.
Highly Skilled
|
Over the course of their careers, warriors pick up several tricks which make them even more formidable opponents. Your Playbook gives you your first Knack. Pick one of the following Knacks at first level(Playbook), then another at 3rd, 6th, and 9th levels. Knacks may be chosen more than once, in which case their bonuses stack.
Defensive Fighter: +1 AC
Fleet: +1 Initiative
Great Strike: +1 damage with all weapons
Resilience: +1 to all saving throws
Weapon Specialist: gain Weapon Specialization in another weapon
Knacks
Traits: (1,5,9)
This character is never lost on the ocean, waves may speak to him, and denizens of the sea may welcome him.
Child of the Sea
Knacks:
(Init +1)
Fleet
Skills:
Sailing+4, Scavenging+2, Command+2, Strategy+2
Proficiencies & Attributes:
Any lighter than plate
Armor
|
Common, Eldritch
Languages
Equipment & Items
Item Name
Bulk
Backpack
?
Simple clothes (w knee boots, belt, and pouch
?
Cutlass(LSwd) (baldric hanger w/sheath)
?
Leather Armor (salt encrusted)
?
Dagger (boot)
?
LongBow
?
Quiver of Arrows (war) x20
?
Lantern
?
2 pints oil
?
Flint & Tinder
?
Iron Rats x10
?
Deck Axe(HAxe)
?
Lg Sack
?
2 Sliver Pieces
small ship, dozen crew, Ally(1stMate, Eldritch Navigator "
Laertan
")
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Last edited by mpowell60; Mar 13th, 2021 at
06:32 PM
. Reason: forgot to ooc.. bah, fixin wolf's voice....
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#
13
Mar 14th, 2021, 10:18 AM
Solid Snek
Nanomachines, Son!
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Jackdaw
No stranger to ships, Jack had already a good understanding of how to keep out of the way of traffic, but he appreciates Wolf's advice all the same. He smiles and takes up a position recommended as he offers a handshake.
"Appreciated, friend. I'm so small, I tend to trip up these sailors like an upturned footstool!"
Laughing at his own joke, and the ghosts rolling their unseen eyes. He doesn't know Wolf as of yet, but a friend of Lilith is a friend of his own... certainly better than meeting her enemies!
And the other member of the expedition Jack does not know... a well-dressed, white-haired aristocrat. But Daigen knows Jack well, from the tone of his voice and the look on his face. Even if Jack had been the type to return negativity - which he isn't - the great sword on the man's back would be enough to dissuade most.
Jack returns the handshake and the smile, his more sincere and far less formal.
"It seems you have me at a disadvantage Mr. Daigen."
Ever the eavesdropper, Jack cannot help but glean the name from Wolf's introduction.
"I don't believe we've met, but you seem to know of me already? Has Gaeseric been telling tales? I assure you whatever he's told you are lies... especially any praise!"
OOC
Bring it on, Wish!
Stat Block
Jack "Jackdaw" Dawnkeeper
Spell Thief 2 | Experience: 2,500
Hit Points:
12/12 |
AC:
13 |
Init:
+4 |
Speed
: 30 |
Fortune Points
: 3/3 |
Spells Per Day:
2/2
Saves:
Poison
: 14 |
Breath Weapon
: 15 |
Polymorph
: 13 |
Spell
: 12 |
Magic Item
: 11
STR
8 (-1)
DEX
15 (+1)
CON
9 (+0)
INT
15 (+1)
WIS
13 (+1)
CHA
9 (+0)
BAB
: +1 |
Weapons:
Long Sword: +0, 1d8 | Dagger: +0, 1d4 | Sling: +2, 1d4
Class Abilities:
Rogues receive two additional skills at first level. They gain an additional skill every odd numbered level thereafter (3rd, 5th, 7th, etc). Instead of gaining a new skill, they may get better at one which they already have, increasing the bonus for that skill by a further +2.
Highly Skilled
|
Spell Thieves may harness the power of magic by casting spells
Spell Casting
|
Being naturally sensitive to the world of magic, Mages may determine if a person, place, or thing is magical. Doing so requires concentration and a few minutes, so mages cannot tell if something is magical simply by being in its presence, and people tend to notice if a mage is staring at them intently and ignoring his food during a meal. The GM may rule that, when in the presence of particularly intense sorcery, the mage notices such immediately.
Sense Magic
Spells
:
Range: Near
Duration: 5 rounds/level
Save: yes
The wizard whispers soothing words of magic, causing targets to drift into a deep sleep. The spell affects 2d4 hit dice worth of creatures within near range. The sleep caused by this spell is very, very deep, but otherwise natural. Ordinary noises will not wake the targets for the duration of the spell, but physically harming them does. Targets who make a successful saving throw are unaffected.
Veil of Sleep
|
Range: Near
Duration: 1 round/level
Save: yes
The caster calls out painful words of magic, her voice growing to a howling shout. Soon, many voices rise on the winds, creating a deafening cacophony in the immediate area. Everyone in near range, both friend and foe, must make a saving throw or else cover their ears and do nothing else for the duration of the spell. Even those in range who succeed at their saving throws suffer a -2 penalty to all actions. Creatures who cannot hear, or who are mindless, such as skeletons and zombies, are unaffected.
The Howling
|
Range: Self
Duration: 1 hour/level
Save: no
The caster claws at his head, muttering words in a forgotten tongue as four stalks sprout from his head, each ending in a slimy, yellowish eye. These eyes see in all directions and never close, granting the caster a +2 bonus on any rolls relating to perception. For the duration, the caster can sleep and still be aware of his surroundings, and so does not need to take a watch. He is also hideous.
Eyes of Eternity
|
Range: Near
Duration: Instant
Save: yes
The sorceress waves her left hand in a sweeping motion, her fingers making gestures of arcane might. With a harsh word and look of disdain on her face, her enemies fall before her. This spell affects 1d10 + the caster’s level of hit dice worth of enemies. Each affected target who fails the save immediately falls to the ground, losing its next action. Those who succeed feel the force of the caster’s will, but remain standing and are unaffected.
Rebuke of the Sorcerer
Traits:
This character is marked in some way by the dead. After the sun has set, the character may see any ghosts in his presence. Note that this trait does not allow the character to see spirits or other invisible or incorporeal creatures.
Ghost-Touched
Skills:
Alertness, Forbidden Secrets, Lockpicking, Religious Lore, Trapping
Proficiencies & Attributes:
Any lighter than plate and chain
Armor
|
Common
Languages
Equipment & Items
Item Name
Thieves' Tools
Dark clothing
Daggers
Longsword
Wizard's Journal
Leather Armor (+2 AC)
Hooded Lantern
6 Pints of Oil
Sling
13 Sliver Pieces
__________________
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Posting will be abysmally slow, so always feel free to move on without me.
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#
14
Mar 14th, 2021, 03:15 PM
TibbyLTP
Adult Dragon
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RPXP: 137
Posts: 200
Lilith Kupoteza
Turning to Gaeseric he sees a wary look in Lilith's eyes for a moment before her face brightens up that would remind him of a grandmotherly figure,
"Oh, I believe we have met briefly many years ago when he was just a boy. I was hired by his tribe to help with some . . . troubles. If you do not remember it would not surprise me, so allow me to introduce myself. I am Lilith Kupoteza, I am a member of the Watafuta Ukweli, and it is a pleasure to meet you once again."
Turning back to Jack she has a stern look on her face that melts when she realizes that he was joking,
"I do hope you know that was not of my intention for that encounter. I had not heard any word that that Witch,"
Lilith spits on the ground in disgust,
"had any knowledge that I was on her trail. I would not have hired to to steal that artifact if I had known."
Lilith sighs and reaches out to cup his face in her hand,
"I am just glad I was able to get you out of there in more or less once piece, I can not begin to imagine explaining your death to your mother, she is too sweet of a woman."
She quickly pinches his cheek as she pulls her hand away and gives a mischievous grin,
"And what would I say to Illaoi! Oh, don't give me that look, I have seen you two dancing the night away. The two of you would make a very cute couple! That is, as long as Ilena approves of course."
Lilith looks up and to the left of Jack, eerily close to making eye contact with a ghost she can not see.
With a quick laugh Lilith turns and walks over to the gangplank and the rest of the group and gives a slight curtsy when Wolf offers her his hand,
"A gentleman as always my dear Wolf. I was very pleased to hear that you would also be a part of this expedition. I am glad to hear that you have been excelling on your language studies, Eldritch is not an easy language to learn."
Turning to Daigen as he introduces himself she switches to perfectly fluent Eldritch herself and gives a much deeper curtsy,
"It is my deepest pleasure to meet your acquaintance, Daigen. My name is Lilith Kupoteza, but you may call me Lilith. It is not often I get to meet a member of your illustrious people."
Stat Block
Lilith Kupoteza
High Cabalist 2 | Experience: 2,500
Hit Points:
11/11 |
AC:
10 |
Init:
+2 |
Speed
: 30 |
Fortune Points
: 3/3 |
Spells Per Day:
2/2
Saves:
Poison
: 14 |
Breath Weapon
: 15 |
Polymorph
: 13 |
Spell
: 12 |
Magic Item
: 11
STR
8(-1)
DEX
11(+0)
CON
11(+0)
INT
18(+3)
WIS
11(+0)
CHA
13(+1)
BAB
: +1 |
Weapons:
Dagger: +0, 1d4 -1
Class Abilities:
Mages may harness the power of magic by casting spells
Spell Casting
|
Being naturally sensitive to the world of magic, Mages may determine if a person, place, or thing is magical. Doing so requires concentration and a few minutes, so mages cannot tell if something is magical simply by being in its presence, and people tend to notice if a mage is staring at them intently and ignoring his food during a meal. The GM may rule that, when in the presence of particularly intense sorcery, the mage notices such immediately.
Sense Magic
Cantrips:
Mage Light
Range
: Near
Duration
: Concentration
Save
: no
This cantrip produces a moderate amount of magical light. This light may appear from a physical object in the possession of the caster, such as the tip of his staff or an amulet, or as a simple ball of floating light. The cantrip produces enough light to illuminate an area of about 30 yards; the light is dim, but just strong enough to read by.
A mage may attempt to produce more light at a penalty to his casting roll; summoning the light of several torches into a room gives a -3 penalty, while the equivalent to full daylight would call for a -5 penalty. Producing several globes of colored light that move about on their own would call for similar penalties, as would trying to cast the cantrip in such a way as to produce the light in a particular spot at a distance from the caster (for instance, before the eyes of an enemy, in order to distract him).
Lights produced with this cantrip last as long as the caster is able to concentrate on them. Being struck in combat or failing the roll for another cantrip will make this spell end immediately.
Mage Light
|
Spells
:
Word of Courage
Range:
Near
Duration:
3 rounds/level
Save:
no
The mage pulls himself up to his full height and shouts ancient words of authority and power, instilling great confidence and courage in all friends within near range. All of the caster’s party members in range will stop fleeing immediately if they are already doing so, and will automatically hold their courage and resist any fear effects for the duration of the spell; if called upon to make a saving throw related to natural or magical fear during this time, they will pass the roll automatically.
Word of Courage
|
Healing Touch
Range
: Touch
Duration
: Instant
Save
: no
Perhaps the most sought after of magics, Healing Touch allows a spellcaster to save even those who have been gravely wounded. The mage lays his hands upon a wounded subject and life flows from his touch. The target regains 1d8 hit points as his vitality is restored.
Healing Touch
|
Rituals
:
Arcane Experiments
Range:
Near
Duration:
Instant
Save:
no
With this ritual, a mage determines the general properties of a magical item. The caster identifies the type of magic associated with the item, but not its specific uses. For instance, a mage might determine that a ring which turns its wearer into a snake has powerful properties of transformation, but not exactly how the item works.
Casting this ritual requires the mage to spend an hour in intense study of the item, casting several minor magics during the process and testing the item in various ways. To do so, she needs basic alchemical ingredients, such as salts, herbs, and various semi-rare liquids, as well as a great deal of peace and quiet. Failing the ritual roll usually results in false information. This ritual may not give any information about certain powerful artifacts, though it can determine the general properties of most such items.
Arcane Experiments
|
Gather Mists
Range:
Near
Duration:
1 hour/level
Save:
no
This ritual allows a mage to summon a dense, billowing fog over a nearby area. The mist obscures all vision into the area and within it; those trapped in the mists can barely see anything. Normal weather does not affect this witch fog, though a very strong wind from a great storm might blow it away.
A mage wanting to cast this ritual must chant in the tongue of the wind and perform elaborate gestures for the hour it takes to cast it, and must burn incense while doing so. At the culmination of the ritual, he must swallow the tail feather of a bird of prey as he speaks the last words.
Gather Mists
Traits:
This character casts rituals in ways different from other mages. The player may pick two rituals and change which ability score is associated with tests for casting those rituals. The player may choose Intelligence, Wisdom, or Charisma for their casting rolls, and need not necessarily choose the same ability score for each ritual. The player is not required to pick both rituals when this trait is gained, and may instead “hold” some of his picks for later rituals.
Flexible Ritualist
Skills:
Forbidden Secrets, Haggling
Proficiencies & Attributes:
None
Armor
|
Common, The Southern Tongue, The Eldritch Tongue, The Ancient Signs,
Languages
Equipment & Items
Item Name
Book of Spells
Elaborate Robes
Dagger
Ritual Components
8 Sliver Pieces
A Painted Card
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Mar 14th, 2021, 09:58 PM
DeletedUser79558
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Gaeseric, Cosmic Champion of Balance
As Gaeseric passes time talking with Jack, he feels a tap on the head. Whirling around, his hand already reaching for his axe, he sees a slight woman from the south, a gnarled staff in her hand - the instrument of her assault. His face changes swiftly from readiness to fight to amusement - as if this assailant could think to harm him!
Once she starts talking to Jack, Gaeseric revises his opinion - she seems almost as addled as the poor boy, and thus certainly harmless, other than maybe to herself. As Jack starts wittering on about some Rakbor (who Gaeseric has never met, other than as a rotting skeleton), Gaeseric sizes up the others who seem to be congregating on the ship. He almost misses Lilith's words about having met before, and does not immediately remember her, and he tenses at first - after all, he was young when the forces of Law came for him and the other youths, and she might have been part of their forces, but as she continues, his hackles settle - he does remember a time when he was young and a delegation came to seek out a witch who had taken the form of one of their tribe - a fairly distant relation, Gaeseric seems to recall. Certainly he remembers the name of the Wakafuta Ukweli, and knows of their reputation (as most of his countrymen do). He relaxes in her presence. Part mooncalf she may be, as with Jack, but she likely poses little threat to him and Dihya. Still, he is taciturn in her presence, mostly acknowledging her words in nod and terse grunts of agreement.
As the captain calls for everyone to board, Gaeseric nods to the other stranger he does not yet know, a reaver by the look of him. As Gaeseric and Dihya board, and the man flinches, Gaeseric cannot entirely repress a chuckle.
"Depends which of us you are asking,"
he says in reply to man's question concerning what manner of beast he sees before him.
His smile quickly relents to a grim, passive, stone-faced visage as he espies who awaits him at the top of the boarding plank.
"Daigen,"
is all he says in recognition of the Eldritch would-be tyrant. The man's handshake is still relatively weak, and Gaeseric reluctantly and consciously does not crush the chaos-touched creature's hand. So there is one aboard who Gaeseric will have to keep an eye on then.
When the captain demands that Dihya stay below decks in the hold, Gaeseric knows enough not to argue.
"Then we will both make our home for this voyage there,"
he tells the captain. Certainly he's slept in worse places (the Stinking Hells of Agshurgan immediately springs to mind). At least the reaver appears to have quickly gotten over his shock at the sight of Dihya - which shows promise for the man in the heat of battle - and Gaeseric accepts the man's offer of help in relocating to the hold with Dihya.
Stat Block
Gaeseric
Cosmic Champion 2 | Experience: 2,000 Alignment: Neutral
Hit Points:
19/19 |
AC:
16 (18 if 1 on 1) |
Init:
+3 |
Speed
: 30 |
Fortune Points
: 3/3 |
Saves:
Poison
: 14 |
Breath Weapon
: 17 |
Polymorph
: 15 |
Spell
: 17 |
Magic Item
: 16
STR
17 (+2)
DEX
9 (+0)
CON
13 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
11 (+0)
BAB
: +2 |
Weapons:
Battle Axe: +5 (+7 if 1 on 1), 1D8+4; Longbow: +3, 1D8+2 (Both incl. specialisation); Dagger: +4 (+6 if 1 on 1), 1D4+2
Skills:
Cosmic Lore, Direction Sense
Traits:
Characters must be of Neutral alignment to take this Trait. The character will always fight in the cosmic struggle. If the character dies, the player may create a new character with the same experience point total and with all of the same Traits. The new character may even share some of the old character’s memories and personality quirks.
Eternal Hero
A character with this trait is skilled at fighting opponents in single combat. If the character is fighting any other single human-sized opponent in a one-on-one duel, he receives a +2 bonus to hit and a +2 bonus to armor class. These bonuses promptly disappear as soon as the bystanders intervene.
Duelist
Class Abilities:
Battle Axe. All warriors have a favored weapon
with which they are particularly skilled. Your Playbook tells you your favored weapon. Your character receives a +1 to hit and +2 to damage while wielding that weapon.
Weapon Specialisation
|
Second Weapon Specialisation (Longbow)
Knacks
A Life of Conflict: The character will know no peace and enjoy no rest. Perhaps the character may find brief succor between battles or quests, but she will quickly be thrust once again into the cosmic
struggle. Champions find that they either cannot settle down, start a family, and lead a simple life, or that, should
they try, all such endeavors eventually end in tragedy.
Detect Allegiance: Characters who become active participants in the cosmic struggle will find that they always recognize one another. A champion of any power will immediately know another champion and that champion’s alignment and allegiance. Likewise, champions and supernatural creatures of one of the powers, like demons of Chaos or angels of Law, will immediately know one another as well. This can have both benefits and terrible drawbacks. This does not allow a champion to detect the alignment of other creatures and characters.
Animosity Champions or spiritual participants in the struggle will hate those of other allegiances. The GM should assume that, for instance, any demons, chaotic champions, or unholy deities encountering a champion of Law will immediately recognize that champion and likely hate him with an intense passion. This will not necessarily lead to immediate martial conflict, though it may.
Empowered: A character who becomes a champion immediately gains an alignment Trait (see p.19) appropriate to the new allegiance. This is in addition to any other Traits that the character might have or might gain later. Chosen: Eternal Hero
Cosmic General: Champions are the natural leaders of their powers, and find themselves quite skilled at leading followers in the cosmic struggle. A champion receives a +3 bonus to any rolls to lead, inspire, or cajole other active participants of the struggle of their same allegiance or alignment.
Summoned: Having sworn an allegiance in the struggle, champions find that they can be summoned to other planes of existence. All champions can be summoned by sorcerers using the Summoning ritual described on p.80.
Champion (Balance)
Equipment & Items
Item Name
Dagger
Battle Axe
Longbow & 20 arrows
Steel Breastplate and Chain
Token of the Balance
Pack and Supplies for several weeks
8-legged riding spider (Dihya)
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Skin by
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, making use of original art by
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Figment
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