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Thread: CoS: Campaign announcements and parameters (open for everyone to post and ask questions!)

  1. #31
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    ah, my bad. somehow i got the mm gith version stuck in my head, which do have the hd. the xph versions are adjusted. =D thanks for the point-out.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

  2. #32
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    Ashbarex

    The boy grew up in a frontier town. He was at turns teased and shunned due to his odd skin color and eyes. Plus, as he grew, unusual things would happen within his proximity. Then he caught a barn on fire with a blast of eldritch energy. If not for the Old Druid, the townsfolk would have killed the boy right then. Instead the Old Druid took him in and taught the boy how to control his powers. Now a man, Ashbarex is looking to see the world and learn more of his ancestry.

  3. #33
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    The Contract

    Every character who draws power from a source outside of themselves, does so through some form of Contract. A Contract defines the mechanism by which power will be channeled to the character, by what or whom, what will be given in exchange, and why. To be valid, the one receiving the power owes more in return than that which is received, a time frame or behavioral conditions must be set, and a location or definition of scale and scope needs to be defined.

    This concept is fundamental to many aspects of society. A Contract is binding. The only thing considered worse than a Contract-breaker, is one who enters into a Contract with false intentions.

    Violating a Contract has real and lasting consequences, not the least of which is that the balance of the Contact must be restored, and justice served upon those who were engaged in the contract.

    Entering into a contract should not be done lightly. It is witnessed and recorded by the Powers that be in this world, and the constituents can be held accountable according to its terms.

    Many of the famous stories and legends in this world revolve around famous Contracts, especially if the stories are of an interesting, clever, cautionary or instructive nature.

    An unfinished or broken Contract can sometimes be resolved with a Duel, depending upon the circumstances. Unfinished and broken Contracts do not expire unless the Contract terms are fulfilled somehow. This has occasionally resulted in lingering Contracts which have been heroically fulfilled decades or even centuries after the fact, usually to the renown and benefit of the fulfiller.

    Typically the consequences of non-fulfillment are spelled out in the Contract, however, in the case of small personal Contracts, it is frequently left up to the default.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

  4. #34
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    The Duel

    The Duel is one way in which conflict can be resolved. It is witnessed and recorded by the Powers that be and the participants are held to the terms thereof. There are many variations of rules and procedures, but the basic format is pre-determined. The results of a Duel are considered binding, and only in extreme rare cases has the verdict of a Duel been overturned, typically as a result of overwhelming proof to the contrary presented during or immediately after a Duel.

    An unfinished or broken Contract can sometimes be resolved with a Duel, depending upon the circumstances. Duels can be as small as a conflict between two individuals, or groups; as large as a conflict between multiple countries.

    A Duel must have a place, time, type of duel, if a combat duel-choice or stipulation of weapons, and victory conditions to be valid.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

  5. #35
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    The Powers

    The Powers That Be in this world are just that, Powers. Some of them claim to be deity, some claim that they are like deity, others claim that none of them are deity. Between the confusion of claims (each seems to claim something slightly diffferent...) It is difficult to know what is actually the truth. It is certain, however, that through the Contracts with their followers, power is granted to those who are particularly zealous in advancing the cause of the Power that they serve.

    It is interesting to note that those whom exhibit a principled and scrupulous nature reject or ignore being worshiped in general, while those whom are unprincipled and unscrupulous in nature allow, or even actively encourage being worshiped; some exceptions do exist.

    The Powers that be tend to be active, and involve themselves with mortals. Many is the tale of meeting some stranger, only to have it turn out to be some Power or another. One of the most common manifestations of the daily influence of the Powers is witnessed with the Contract and the Duel. Both cases are recorded and witnessed by the Powers with the participators being held to the terms of the Contract or Duel.

    It is known that Powers are responsible for recording the events which concern their focuses. Frequently a Power, or representative of a Power, will show an interest, and even influence events to which they are keyed. In the cases of overlapping or conflicting interests, this can cause dispute between the Powers in question, and this can be hard upon the mortals involved.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

  6. #36
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    Ashbarex

    Ashbarex
    Male Human (Draconic) Sorcerer 6
    CG Medium Humanoid (Dragonblood)
    Init +2; Senses Darkvision 60', Low-Light Vision; Listen +0, Spot +4
    Languages Common, Draconic, Elven, Dwarven
    ++++++++++++++++++++++++++++++
    AC 15 (nat +2, dex +2, defl +1), touch 13, flat-footed 12
    hp 32 (6d4 HD + 12)
    Resist +4-v-sleep and paralysis, +4 (number of heritage feats)-v-fire, sleep, and paralysis, resist fire 8 (2xheritage feats)
    Fort +6 Refl +6 Will +6
    ++++++++++++++++++++++++++++++
    Speed 30'
    Melee Short Spear +1 (d6)
    Melee 2 Claws +1 (d3)
    Ranged Lt. Crossbow +5 (d8)
    Base Atk +3; Grp +1
    Combat Gear know stones (shield, identify), eternal wand of magic aura, ring of protection +1, cloak of comfort +1 w/+2 cha, healing belt
    +++++++++++++++++++++++++++++
    Sorcerer Spells Known (CL 6th, 7th for fire spells):
    3rd (4/day) - fireball (DC 19)
    2nd (6/day) - invisibility, scorching ray

    1st (7/day) - feather fall, grease (DC 16), mage armor, magic missile
    0 (6/day) - acid splash, detect magic, light (DC 15), mage hand, mending, prestidigitation, read magic
    Abilities Str 10 Dex 14 Con 15 Int 14 Wis 10 Cha 19 (21)
    SQ Meta-Magic Specialist (replaces Familiar), Eschew Materials (per DM), Spells
    Feats Draconic Heritage (Brass), Draconic Power, Draconic Resistance, Draconic Skin, Dragon Wings, Empower Spell
    Flaws Non-Combatant, Restricted Magic (enc/nec)
    Skills Bluff +9, Concentration +11, Diplomacy +9, Gather Information +8, Intimidate +8, Jump +10, Knowledge (arcana) +8, Search +4, Spellcraft +7, Spot +4
    +++++++++++++++++++++++++++++++
    Possesions spear, light crossbow, 20 bolts, traveler's clothes, dragon necklace with 4x25gp gems, 92 gp

    Books: Player's Handbook, Player's Handbook II, Complete Arcane, Races of the Dragon

    Backstory: The boy grew up in a frontier town. He was at turns teased and shunned due to his odd skin color and eyes. Plus, as he grew, unusual things would happen within his proximity. Then he caught a barn on fire with a blast of eldritch energy. If not for the Old Druid, the townsfolk would have killed the boy right then. Instead the Old Druid took him in and taught the boy how to control his powers. Now a man, Ashbarex is looking to see the world and learn more of his ancestry.

    Last edited by Dax Thura; 08-30-2013 at 12:45 PM. Reason: final update to character sheet; OK per nijineko

  7. #37
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    Rolling hp 4d4+14 (to allow for max hp at first level)


    * Hit Points *

    Dice Result History - [Hide]
    07-16-2008 10:20 PM
    Hit Points: 4d4 (3,2,3,4 = 12) + 14 = 26
    [ roll= d20 ] Rolling for no reason [ /roll ]
    Ashbarex Blue
    Shashakhad the Dark Knife Red
    Jacinth the Bright Purple

  8. #38
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    Quote Originally Posted by nijineko View Post
    Here is where the player characters' information will be posted.

    Players are:

    Arahira
    Necrite
    Dax Thura

    and one other who hasn't posted here yet. i hope they will soon, lest i be tempted to give their spot away to another... (arahira, could you poke your friend to post something here in the thread, please?)
    Has been poked.

  9. #39
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    thank you. =D
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

  10. #40
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    The Contract and Innate Abilities

    It has been noted and is commonly known that those who draw upon sources outside of themselves, whether arcane or divine, do so via means of a Contract. What is much less known, is that even those whose magic seems innately a part of them, for example the fey, dragons, elementals, even sorcerers or favored souls-also draw power through the terms of a Contract.

    These Contracts were typically made between an ancestor and a Power of some type. Contracts of this nature tend to be broader in scope and deeper in consequences, such that it carries over into succeeding generations of descendants. As even the Powers weary and tire of their lot, passing on the mantle of power that they hold to another, sometimes the details of these Contracts become lost to the mists of time.

    Not knowing the exact terms through which one draws ones power can have unintended consequences. Some terms have become famous, such as the fey and cold iron. Others have resulted in disaster, such as the fate of the near-forgotten le'shay, or the ancient spellweaver, mind flayer, or reptiloid empires.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

  11. #41
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    Dragons

    Dragons are the classic example of an ongoing Contract which has never been fulfilled. No one knows the exact nature of the Contract, or what conditions it may have had. If the dragons themselves know, they have never spoken of it. Indeed, perhaps they cannot speak of it. They go about their mysterious ways, wrapped up in ancient patterns, ancient ways.

    Occasionally a dragon will rampage... engendering a curious reaction from other dragons. Most will turn away and refuse to acknowledge or speak of the dragon in question. It is almost as if they give up and wait for the other races to do something about it. Eventually, another dragon will confront and challenge the rampaging dragon. In most cases neither dragon is ever seen again. The few times that one has survived, the incident is never spoken of or referred to, and pressing any dragon about the incident is decidely unhealthy on the part of the inquirer.

    What little that is known of dragons is handed down through the generations. The most famous of the tidbits not specific to a particular dragon concern the Truename and horde magic. It appears that every dragon has a Truename to which it is bound. It is said that a possessor of a dragon's Truename possess' the dragon. Unfortunately, dragons possess many names, of which only one is an actual Truename. Some seem to be titles of some sort, others acknowledgment of some kind of ancient status ranking among dragons which apparently ignores species and belief systems.

    Horde magic appears unique among dragon-kind, and perhaps explains the aquisitive greed that many seem to display. It is fairly certain that it can be used for attack and defense, especially of home and hearth. Among the various rumors of the abilities of horde magic some of the more popular are: status among dragons in some obscure game, divination, scrying, summoning, enhancing the innate abilities of the dragon, acting as a barrier of some kind against detection of the dragon, food, security blanket, and more outlandish ideas.

    Many dragons have retreated from the world entirely, hiding in obscure and unusual locations. Some dragons take a more interested view in the world, emerging to interact with others for obscure purposes of their own. All dragons have displayed an unusual interest in geneology, and this is a nearly certain way to stave off death at the claws, teeth, or powers of a dragon... for a few moments at least.

    Dragons also seem to possess a universally keen interest in the stars. There are a thousand theories about this interest which sprang up from a single comment once made by a dragon who was gazing intently at the stars, almost searching, from a mountain peak... "We have lost the way...." Draconic rituals also hold a fascination for scholars, though this is one of the most hazardous occupations in existance, as dragons of any kind take a lethally dim view of univited observers. And all kinds of dragons will be at any given ritual. The rituals appear to ignore boundaries of specie, moral or ethical philosophies, even ardent enemies; cooperation appears sacrosanct during the rituals. Even non-dragon descendants and relatives seem to have an occasional place in the rituals, though none of them have ever been induced to speak of it... even up to, and beyond, the point of death.
    Last edited by nijineko; 07-18-2008 at 05:00 PM.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

  12. #42
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    player information: spells and abilities and powers.

    a few notes about spells and abilites and powers:

    spells, abilities, and powers which have the effects of raise dead, ressurection, and true ressurection function differently. raise dead can theoretically work if used within 3 days of the time of death. after that time the spirit has departed upon its journey through the afterlife. ressurection will theoretically work for up to a year and a day after the time of death. true ressurection can theoretically work up until the time that the individual would have naturally passed on... after that, nothing can bring them back to life. otherwise, these function as outlined.

    i have replaced the various alignment detection spells with a single "detect alignment" effect. likewise the various "protection from...." are replaced with a single version with multiple applications. please keep in mind that these effects will NOT function on most things. These effects are now based on detecting the existance of certain undisguisable hallmarks of specific Contracts. by way of example, a saintly person and an despicable evil tyrant will both fail to register to any of these effects, unless those individuals have made Contracts with specific Powers.

    thus the "alignment" in question is not referring to ones ethical or moral choices, but to being "aligned" with a particular power via Contract. in all cases, the freedom of choice, the freedom to get the consequences of a choice, and the freedom to change are preserved. keep in mind that once a Contract is entered into, that the consequenses of that choice are also all yours. better read the fine print. in fact, the term "fine print" is used as an explitive in many cultures....

    further alterations will be added to this thread as i think of them, or as we run across them in game.
    Last edited by nijineko; 07-18-2008 at 04:46 PM.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

  13. #43
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    Ok it looks like I'm a little behind so I'll start off with my lvl first
    * Please be decent.... *


    grr....

    well Necrite it looks like we are 2 in the same boat . I will begin getting a character together tonight and should have it up and posted soon.

    Dice Result History - [Hide]
    07-21-2008 12:07 PM
    Please be decent....: 1d4 (1) + 2 = 3

  14. #44
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    * rolling stats.. *
    I see Dax is playing a sorcerer I would like to fill an empty spot in the party what type of character is needed?

    *edit: I didnt know if this is how you wanted it done but I thought I'd get a jump on it in any case.

    Keep 18,14,14,14,8,15 adjusted to reflect current changes
    Last edited by Elbryon; 07-21-2008 at 05:30 PM.

    Dice Result History - [Hide]
    07-21-2008 12:56 PM
    rolling stats..: 4d6 (4,3,3,4 = 14)
    4d6 (1,6,6,5 = 18)
    4d6 (1,6,2,6 = 15)
    4d6 (2,4,3,6 = 15)
    4d6 (1,1,6,1 = 9)
    4d6 (3,5,1,6 = 15)
    4d6 (4,6,4,1 = 15)

  15. #45
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    i use a slightly different method, but that works out actually. go ahead and keep that if you like. drop one 15 out of that, and keep the rest. or you may roll two additional columns of 6 stats and pick from the best three, as per my pm. (i replied to the pm before i caught up on this thread. =D )
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

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