Crown
Got...milk???
Written by Brannon   
Friday, 29 August 2008 18:15
Here's a little blast from the past! I was rummaging through my hard drive and stumbled upon these little gems. Let me know what you think in the comments below!


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Last Updated ( Friday, 29 August 2008 18:20 )
 
Loraedian Dar
Written by Axel Carlsson   
Tuesday, 06 May 2008 14:31

Loraedian Dar copyright © 2008 by Axel Carlsson
Loraedian Dar artwork copyright © 2008 by Chuck Lukacs

Artwork Copyright 2008 by Chuck Lukacs Loraedian is a beautiful man, yet has seen almost 180 summers. His hair is silverish and his skin a pale white. He is proud of his heritage and when found around the Hall of the Hopeful Road, he usually wears light brown robes, in accordance with family traditions. His cultist’s mark is a long cut across his right palm, which he usually covers with a glove. There are times when the cultist need to hide, and he does this very well, beneath gray robes and deep hoods.

Male lumilon rogue 4/cultist 3 (CR 7)
CN Medium humanoid
Init +2; Senses Listen +4, Spot +4
Languages Crownspeak, Afayim, Atolain, Oltreggish, Improved Telepathy


AC 15, touch 13, flat-footed 12; uncanny dodge, +1 against traps
hp 31 (7 HD)
Resist evasion
Fort +2, Ref +7 (+8 against traps), Will +6
Weakness marked (DC 13)
Speed 30 ft. (6 squares)
Melee +1 spell storing* shortsword +8 (1d6+1/19-20) or
Melee mwk sap +8 (1d6)
Base Atk +5; Grp +5
Atk Options combat expertise, sneak attack +2d6, warrior’s blessing (sacrifice 2 hp, 3 rounds, +1 to atk/dam)
Special Actions guardian’s aura (sacrifice 3 hp, 1 minute, +2 to AC), lumilon healing (9 hp), shadow’s blessing (sacrifice 1 hp, 3 minutes, +2 to hide and move silently)
Combat Gear potion of cure light wounds, wand of levitate
Cultist Spells Prepared (CL 3rd):
2nd – See Invisibility
1st – Alarm, Lesser Confusion (DC 15), True Strike
0 – Bane, Detect Magic, Ghost Sound (DC 14)
* - from Dungeon Master's Guide, page 225; current spell stored is lesser confusion.


Abilities Str 11, Dex 15, Con 10, Int 17, Wis 15, Cha 18
SQ lumilon traits, trapfinding
Feats Combat Expertise, Dodge, Skill Focus (Bluff), Weapon Finesse
Background Feats Arcane Knack, Forethought, Improved Telepathy
Skills Appraise +13, Balance +7, Bluff +12, Concentration +7, Decipher Script +13, Diplomacy +16, Disguise +9, Forgery +13, Gather Information +14, Heal +3 (CC), Hide +7, Intimidate +4, Listen +4, Move Silently +4, Search +5, Sense Motive +14 (+18 against people with the Child of Crown feat), Sleight of Hand +5, Spellcraft +5, Spot +4, Tumble +4, Use Magic Device +8
Lore Arcana +13, Dungeoneering +8, History +8, Legends +8, Local +13, Nobility and Royalty +8, Religion +13, Tactics +6, The Planes +13
Possessions combat gear plus +1 spell storing shortsword, mwk sap, leather armor, healer’s stone +1, 2 smokesticks, 2 thunderstones, brooch of shielding, explorer’s outfit, pouch with 28gc
Hook "Welcome to my Hall! Whether you look for work, food or perhaps something else entirely, just ask and I’ll take care of it."
(More...)



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Last Updated ( Tuesday, 27 May 2008 08:36 )
 
Orem Telenn
Written by Axel Carlsson   
Tuesday, 06 May 2008 14:31

Orem Telenn copyright © 2008 by Axel Carlsson
Orem Telenn artwork copyright © 2008 by Chuck Lukacs

This young man has a compassionate face with strong blue eyes and blond hair. He has seen no more than twenty summers, but when he speaks, it becomes apparent that he is both a man of great intelligence and knowledgeable. Orem usually wears his simple scholar’s outfit, marking him as a member of the Queen’s loremasters.

Orem Telenn, Artwork Copyright Chuck Lukacs Male human expert 2/wizard 3 (CR 4)
LN Medium humanoid
Init +0; Senses Listen +5, Spot +3
Languages Crownspeak, Afayim, Atolain, Draconic, H’raktha


AC 10, touch 10, flat-footed 10
hp 26 (5 HD)
Fort +5, Ref +1, Will +6
Weakness marked (DC 13)
Speed 30 ft. (6 squares)
Melee silvered shortsword +2 (1d6/19-20)
Base Atk +2; Grp +2
Combat Gear 1d4+1 random scrolls
Wizard Spells Prepared (CL 3rd):
2nd – Detect Thoughts (DC 15), Levitate
1st – Comprehend Languages, Identify, Sleep (DC 13)
0 – Detect Magic (x2), Read Magic (x2)

Abilities Str 11, Dex 10, Con 14, Int 15, Wis 10, Cha 11
SQ human traits (+2 decipher script, +2 craft/bookbinding), summon familiar
Feats Eschew Materials, Great Fortitude, Scribe Scroll, Spell Focus (Divination)
Background Feats Cautious Spellcaster, Empathic, Focused Mind
Skills Concentration +9, Craft (bookbinding) +9, Decipher Script +10, Diplomacy +6, Listen +5, Profession (scribe) +7, Ride +2, Search +5, Sense Motive +7, Sleight of Hand +2, Speak Language (Atolain), Spellcraft +4, Spot +3
Lore Arcana +8, Architecture (dwarven) +8, Architecture +6, Art (dwarven) +8, Art +6, Engineering (dwarven) +8, Engineering +6, History (dwarven) +10, History +8, Legends +4, Local +8, Nobility and Royalty +6, Religion +6
Possessions combat gear plus silvered shortsword, scholar’s outfit, quill, ink, scrollcase (with scrolls), spellbook (in wooden case), money pouch (28 gc + 1d10 silvers)
Hook "Just ask...I'll help you if I can!"

Orem actually lives at Crownmeet Castle where he studies alongside the other loremasters. He is only a junior member, however, which means that he must sometimes run errands for the senior members. Orem does not mind this, as long as he never leaves the protective walls of the great castle. It is not that the young loremaster fear the streets of Crown, so mush as he fears that which he does not know. In that, Orem is nothing like his more adventurous twin, Derrick.

As a noble son, Orem enjoyed a very privileged and protective upbringing. He had the best teachers, and even in a young age, did he show a talent for research and languages. Before reaching adulthood, Orem spoke the languages of afayim and atolain, which did not impress the girls, however, it did impress his father and it was he who secured the young scholar an apprenticeship with one of the loremasters.

Tactics
As all loremasters, Orem too carries a silvered blade, a shortsword. He is not as capable of using it as his brother, but if forced, the scholar should be able to protect himself. His known spells have been reserved for more utility-minded spells, but Orem always carry at least a few simple scrolls to aid him in battle, such as scrolls of magic missiles or scrolls of shocking grasp.

In the first round of combat, Orem will always try to cast sleep on a victim that seem weak enough to get affected. This might not be an enemy that directly threaten him, but his safety comes second to that of his group. He might try to levitate, to avoid direct battle, but if threatened directly, will draw his blade and defend himself.

In My Campaign...
I actually played Orem's twin, Derrick Telenn, as an NPC in the group. He often talked fondly of his family, and in particular about his scholarly twin, whom he love above anything in this world. During the campaign, the party found a strange gate in Tal Vorglath. This gate had been created by an order of paladins who at one point quested through the endless labyrinth in search of the Lost Gods. One of the PCs, a female paladin, was willingly bound to the gate and swore an oath to protect it with her life, in return, this oath gave her the power to control the gate. When the party emerged from Tal Vorglath, Derrick told them that his brother, one of the loremasters, would be able to help them discover more of this gate, and possibly...of the chaos acolytes. They found him at Crownmeet Castle, and Orem, just like Derrick had said he would, agreed to help them.

The good thing about Orem is that he doesn't actually know everything. He is clever both and resourceful, but in order to help the PCs properly, he must study the subject, using the books and scrolls found at Crownmeet. PCs should not have everything handed to them, and with that aspect in mind, Orem will be the perfect contact among the loremasters.


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Last Updated ( Wednesday, 04 June 2008 17:06 )
 
Map of Crown
Written by Brannon   
Monday, 05 May 2008 13:09

Every hero deserves a home and every good city deserves an equally good map, aye? Well, the heroes of Skein of Shadows are no different; nor is their home, the city called Crown. Check out the stunning map of Crown below, crafted by a good pal of the Wandering Men, multiple-award nominated cartographer, Ed Bourelle!



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Last Updated ( Monday, 02 June 2008 12:16 )
 
A Grey Beginning - Part 11
Written by Davis   
Sunday, 04 May 2008 18:00

In the eleventh installment of our serial story, A Grey Beginning, we witness an auspicious occasion! Nothing short of the initial meeting of Farulazar Fiend Fighter and he who shall become his arch-nemesis, Szeethe! Seen now, for the first time, ever!



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Last Updated ( Thursday, 22 May 2008 16:46 )
 
Axiomatic Anarchy - Part 14
Written by Corey; edited by Nathan   
Sunday, 27 April 2008 18:00

Will the three defeat the feindish sarulaan warrior and find a way to escape the Arbiter's crumbling empire? The fourteenth installment of Axiomatic Anarchy has the answers and everything you'd come to expect from a Gritgut tale - furious action and a gratuitous helping of mayhem!

However, all good things must come to an end, and so it is with Axiomatic Anarchy. This installment will be the last, but have no fear! If you enjoyed the tale, there is more anchor swinging action available in The Bonds That Bind Us. It is just one of the novellas within Skein of Shadows, a novel written by the Wandering Men!


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Last Updated ( Wednesday, 14 May 2008 15:24 )
 
Axiomatic Anarchy - Part 12
Written by Brannon   
Monday, 31 March 2008 18:00

The twelfth installment of Axiomatic Anarchy has what you've been waiting for: the epic battle between Gritgut, our furious barbarian hero, and the despicable corruption of Law itself, Penance Arbiter. Need we say more?

Vengeance is a dish best served with an anchor.



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Last Updated ( Wednesday, 07 May 2008 20:25 )
 
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