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Riftwalker
01-10-2008, 08:10 AM
This thread is intended to list some of the game information about the Semndon's Apprentice PBP game for reference purposes.

Riftwalker
01-12-2008, 09:50 PM
Nice big map of Eadar (the Dawnforge campaign world):

http://www.fantasyflightgames.com/images2/dfmap.jpg

Riftwalker
01-12-2008, 09:51 PM
Apprentice Feat:

APPRENTICE (Wizard Mentor)
A character with this feat has apprenticed himself to a master in order to speed his learning and bolster his skills, granting the following benefits:
* Spellcraft and Knowledge (Arcana) are now considered class skills for any class a character with this feat takes until reaching level 6.
* Two additional skill points are granted upon taking this feat that must be spent on the two above skills.
* +2 Competence bonus on all Spellcraft checks.
* An additional 1st-level spell known at 1st level.
* The character may copy spells from the mentor's spellbook at no cost. The character must still pay any costs associated with scribing scrolls or adding spells to his/her spellbook.
* 25 gp / week is due to the mentor for room, board, and laboratory expenses. Failure to tithe risks expulsion.
* Each week, a character with this feat is expected to practice his/her skills, study, and undertake minor tasks for his/her mentor for at least sixteen contiguous hours. Failure to do this during one week requires an additional sixteen hours the following week. Failure to meet this requirement four weeks in a row risks expulsion.

Riftwalker
01-12-2008, 09:54 PM
Two additional spells to add to the gameworld:

Bestow Lesser Curse
Necromancy
Level: Clr 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will Negates
Spell Resistance: Yes
You place a curse on the subject. Choose one of the following three effects:
-2 decrease to an ability score (minimum 1)
-2 penalty on attack rolls and skill checks and -1 penalty on saves and ability checks
Each turn, the target has a 80% chance to act normally, otherwise, it takes no action.You may also invent your own curse, but it should be no more powerful than those described above, and the DM has the final say on the curse's effect.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, remove lesser curse, or wish spell.
Bestow lesser curse counters remove lesser curse.

Remove Lesser Curse
Abjuration
Level: Brd 1, Clr 1, Pal 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Remove lesser curse instantaneously removes all lesser curses on an object or creature. Remove lesser curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Remove lesser curse counters and dispels bestow lesser curse.

Riftwalker
01-12-2008, 09:56 PM
Cursebrewing Class Feature

- Bestows a permanent curse upon a single target on the same plane (does not require a touch attack, line of sight, or proximity).
- Target is allowed spell resistance and a will saving throw
- Requires as a material component an item of emotional value to the target and part of the target's body (a lock of hair is suitable.)
- Casting time: 10 minutes
- After the casting of the curse, the cursebrew and body part disappears, and the item of emotional value takes on a tainted look.
- Curse can be ended by destroying the item of emotional value, or by any effect that normally removes curses. If the curse is removed in some way other than destroying the item of emotional value, the item of emotional value loses the tainted quality it took on while the victim was under the effects of the curse.

- Requirements depend on effects:
The effect of a Bestow Lesser Curse requires 6 gallons of cursebrew and requires 24 xp. The save for this effect is as a 2nd level Necromancy spell.
The effect of a Bestow Curse requires 28 gallons of cursebrew and requires 104 xp. The save for this effect is as a 4th level Necromancy spell.
The effect of a Bestow Greater Curse requires 120 gallons of cursebrew and requires 480 xp. The save for this effect is as an 8th level Necromancy spell.- Brewing cursebrew requires the Brew Potion feat and a cauldron to create and store the cursebrew. The cauldron must be maintained at a temperature equal to that of boiling water. The cursebrew must be kept at this temperature as it is brewed and afterwards (until expended). Should the temperature of the cursebrew ever fall significantly below its boiling point, the cursebrew becomes inert.
Cursebrew is a fickle substance. After cursebrew is brewed it must be stirred for a minimum of 1 hour per day, or else it is wasted. Due to the inherent connection cursebrew has with its surroundings it ceases to function if it ever leaves the plane upon which it was created.

A batch of cursebrew is created by expending a necromantic spell while stirring a combination of specially prepared herbs. Each batch produces a number of quarts of cursebrew equal to the spell level of the necromantic spell expended. Only spells prepared and cast by the caster or the caster's spell-like abilities may be used for this purpose. (I.e., no spells cast from scrolls, wands, or other spell completion items). Cantrips cannot be used to generate cursebrew. The amount of herbs required depends on the volume of cursebrew in the batch; each quart requires 6.25 gp of specially prepared herbs.

Riftwalker
01-12-2008, 09:59 PM
Modified Hedge Wizard Class:

HD reduced to d4 from d6.
Remove: Armor Proficiency (Light)
Remove: Arcane Armor
Gain: Cursebrewing Class Feature
Gain: Brew Potion feat at level 1
Gain: Access to Dawnforge bonded aspects

Riftwalker
01-12-2008, 10:04 PM
Changes to the Dawnforge Campaign setting: Additional caster levels provided by Eldritch Wells cannot be used to boost the caster level of the spell. However, they can be used to spontaneously apply metamagic feats to spells being cast with a Spellcraft check.

Riftwalker
01-12-2008, 11:40 PM
Milch Curse's school has been changed to Necromancy.

Riftwalker
01-12-2008, 11:43 PM
New spell added:

Necrotic Assimilation
Necromancy [Evil]
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 feet +5 feet per 2 levels)
Target: Living creature with necrotic cyst
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

The necrotic cyst within the persons body assimilates more of their tissues, dealing 1 point of damage to its host. There is a 50% chance this point of damage is vile damage (introduced in book of vile darkness). The cyst is reduced to normal size when the vile damage is healed. Vile damage can only be healed by magic cast within the area of a consecrate or hallow spell (or an area naturally hallowed or consecrated). Points of vile damage represent such an evil violation to a creatures body or soul that only in a holy place, with holy magic, can the damage be repaired.

Focus: Caster must possess a mother cyst.

Riftwalker
01-27-2008, 06:25 PM
Spell and Slumber Floorplans:

http://www.crystalcognition.com/riftwalker/spell-slumber-first-floor.gif

Second Floor:
http://www.crystalcognition.com/riftwalker/spell-slumber-second-floor.gif

Fuzzy alchemist
05-30-2008, 06:04 PM
This seemed the best place to put the list. If you want it elsewhere we can move it. The format is rather basic and gives a bare bones blurb on the various people. I left out San as Takuzei did not have much time to get to know him.

Name: Semndon
Relation: Mentor
function: Master Wizard
Details: Semndon has lived in Ebernath for the past several years. He served in the Griffin Company, but has since retired. He's a member of the Panthic Order. He has grown more and more reclusive over the past few years. Studies the creative energies of the universe and seems to like darkness and cold.

Name: Vera
Relation: Nice lady
function: Co owner of the Spell and Slumber
Details: Worried about tiefling visitors, seemed to think well of Takuzei, is married to the other owner of the Spell and slumber.

Name: Babbage
Relation: Nice man
function: Co owner of the Spell and Slumber
Details: Seems happily married to Vera, good with people, seems to think well of Takuzei.

Name: Auril
Relation: rival
function: student wizard
Details: Seems to dislike Takuzei and considers his magic corrupt. Studies mostly battle magics making direct confrontation a bad idea.

Name: Kuromath
Relation: associate
function: student wizard
Details: Seems to dislike Takuzei's magic, but also seemed to see some value in it. Takuzei respects his magical ability and harbors no ill feelings towards him. He knows of the possible existence of the lab and the fact that they are holding two people to be experimented on likely to the point of being killed. This makes Takuzei nervous but he is not quite willing to go kill him over it.

Name: Eluna
Relation: Ally and possible lab assistant
function: student wizard
Details: Seems to be like minded, but not quite as amoral as Takuzei. She is mostly looking out for herself which works fine for Takuzei as he feels he has more to offer her than she could gain through betrayal.

Name: Harru
Relation: Indebted man from back home
function: Rancher
Details: Obtained a great deal of land because of Takuzei and takes care of at least one of the prisoners he left behind when he left. Is married to Toma.

Name: Toma
Relation: Ally from back home
function: librarian, jailer, and nomad
Details: Maintains the library back home and is one of the few people to come back after they left. She intends to protect the information of the library no matter the cost and has kept her abilities secret. She has many items to assist in the transport of the books that she obtained in her time outside. She married Harru and produced Sam.

Name: Sam
Relation: Ally from back home
function: cares for animals and prisoners
Details: Does not want to kill anyone and cares for Takuzei's prisoner so that she does not die.

Name: Riko
Relation: Kidnapped Takuzei
function: test subject (likely commoner or theif)
Details: Had a good fighting spirit and Takuzei vaguely respects him and his tactics. Has currently screwed up diplomatic relations with Takuzei and is going to be under his care for a while. Seems to be romantically involved with Jin.

Name: Jin
Relation: Kidnapped Takuzei
function: test subject
Details: Does not seem the brightest lady but she is currently using Riko as her bargaining unit. Takuzei mostly blames her for the destruction of diplomatic relations and does not have nearly the same respect for her.