Aquul

Posted by admin on May 21, 2009

The jungles, marshlands, and swamps of Aquul are some of the scariest and deadliest lands of Anaskel. Most of the humanoids here are wild/feral in nature. This includes the goblinoids ,kobolds, ogres, barbarian tribes, few humans, and other commonly uncivilized races. The swamps are also home to several black dragons. The tribes that roam here stay in small groups to avoid attracting larger and more dangerous beasts for a full meal.

Aldshadow (Small City, 1800 residents, mostly human, half-orc, half-elf, and a lesser amount of other races from the region) – Several groups of neutral and goodly tribes gathered/grouped to create a safe village. As more and more nearby residents join Aldshadow the city becomes more fortified. This city has a strict code of watching their brother’s/sister’s backs and will always assist each other when in need and are not afraid to fight to the death for the safety of their town. It has taken much work to get Aldshadow to the level of peace and defense it has now and they are not willing to let that fail.

Topics: Dungeons and Dragons notes, campaign ideas | No Comments »

Segantur

Posted by admin on May 21, 2009

Segantur is a militaristic nation. Most of it’s residents spend some part of their lives serving the government one way or another. It’s people commonly shun arcane magic but respect divine magic, especially clerics of gods of war, strength, and strategy. Much of the countryside is spotted with forts, and small villages.

Ankirk – The capital of Segantur. The centerpiece of this large city is Castle Fallmere. The castle is large and well fortified and is almost a small unto itself. Outside the castle walls spreads the rest of Ankirk. With separate districts of royalty, trade, and commoners surrounded by another outer wall.

Thunderspire – Is an old sanctified tower of deity Soldan. It is controlled by an aasimar paladin and the keep is full of clerics and other paladins dedicated to Soldan. This is a holy temple and only Soldan worshippers may enter.

Topics: Dungeons and Dragons notes, campaign ideas | No Comments »

Espar

Posted by admin on May 21, 2009

Espar is a coastal country. The make up of the land is mostly hilly and sparsely forested. Espar’s rich soils help produce excess food which is sold well across the near countries, Especially Osatia and Belud. Espar has few ports, it is a very peaceful nation and has a small standing army. It is relatively safe due to it’s only connected nation is Segantur which is an ordered and militaristic nation. The climate is very steady year round, helping the local agriculture. Mostly small farming villages are spread out across the land with a few half trained militias.

Topics: Dungeons and Dragons notes, Mystere | No Comments »

Silver Falls

Posted by admin on May 21, 2009

Named after a type of tree in the area, the wood from the tree is magically infused on occasion which when crafted into weapons creates weapons of wood but strong as iron The trees glow silver on teh nights of Equinox and on Full moons. Silver Falls is the site of an ancient druid grove. There are many druids in the area which keep the land safe. Due to the nature of those who live here this area also produces many druid and ranger folk.

Sacred Stone Gardens of Dalau – This is the LG monastery dedicated to the cause of good. Many monk adventurers emerge from this temple. The template will train any LG in martial arts or a LN which decent morals.

Ashield – Humanoid city – This city was built upon the land after a great fire cleared away a section of the local forest.

Topics: Dungeons and Dragons notes, Mystere | No Comments »

Seeds of Magic

Posted by admin on May 21, 2009

The origin of magic in the world explained
History of the world believes in a mythical story of a god or gods planting magical sources of energy into the planet which grew into everything. Evocation grew into storms and volcanoes, Illusion grew into the oceans, hiding it’s contents which are both beautiful and terrifying. ETC. Fill in more for different schools/seeds of magic.

Topics: Dungeons and Dragons notes, Mystere | No Comments »

Mindy Anna Chones (DnD Character)

Posted by admin on April 21, 2009

Mindy Anna Chones
Female Halfling Rogue 7
Chaotic Good

Strength 12 (+1)
Dexterity 21 (+5)
Constitution 16 (+3)
Intelligence 17 (+3)
Wisdom 16 (+3)
Charisma 14 (+2)
Size: Small
Height: 3′ 2″
Weight: 33 lb
Skin: Tan
Eyes: Green
Hair: Red; Straight

Total Hit Points: 52

Speed: 20 feet

Armor Class: 19 = 10 +3 [studded] +5 [dexterity] +1 [small]

    Touch AC: 16
    Flat-footed: 19 [uncanny dodge]
Initiative modifier: +9 = +5 [dexterity] +4 [improved initiative]
Fortitude save: +6 = 2 [base] +3 [constitution] +1 [halfling]
Reflex save: +11 = 5 [base] +5 [dexterity] +1 [halfling]
Will save: +6 = 2 [base] +3 [wisdom] +1 [halfling]
Attack (handheld): +7 = 5 [base] +1 [strength] +1 [small]
Attack (unarmed): +7 = 5 [base] +1 [strength] +1 [small]
Attack (missile): +11 = 5 [base] +5 [dexterity] +1 [small]
Grapple check: +2 = 5 [base] +1 [strength] -4 [small]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
32 lb. or less
33-65 lb.
65-98 lb.
98 lb.
195 lb.
488 lb.
Languages: Common Dwarven Elven Gnome Halfling

Morningstar [1d6, crit x2, 3 lb, one-handed, bludgeoning/piercing]

Sap [1d4 nonlethal, crit x2., 1 lb., light, bludgeoning]

Short Sword [1d4, crit 19-20/x2, 1/2 lb, light, piercing]

Shortbow [1d4, crit x3, range inc. 60 ft., 1 lb., piercing]

Studded armor [light; +3 AC; max dex +5; check penalty -1; 10 lb.]

Feats:

    Improved Initiative
    Danger Sense
    Stealthy

Traits:

Skill Name Key
Ability
Skill
Modifier
Ability
Modifier
Ranks Misc.
Modifier
Appraise Int 3 = +3
Balance Dex* 17 = +5 +10 +2 [tumble]
Bluff Cha 2 = +2
Climb Str* 8 = +1 +5 +2 [halfling]
Concentration Con 3 = +3
Craft_1 Int 3 = +3
Craft_2 Int 3 = +3
Craft_3 Int 3 = +3
Diplomacy Cha 2 = +2
Disable Device Int 13 = +3 +10
Disguise Cha 2 = +2
Escape Artist Dex* 15 = +5 +10
Forgery Int 3 = +3
Gather Information Cha 2 = +2
Heal Wis 3 = +3
Hide Dex* 21 = +5 +10 +4 [small] +2 [stealthy]
Intimidate Cha 2 = +2
Jump Str* 9 = +1 +10 +2 [halfling] +2 [tumble] -6 [speed 20]
Listen Wis 15 = +3 +10 +2 [halfling]
Move Silently Dex* 19 = +5 +10 +2 [halfling] +2 [stealthy]
Open Lock Dex 15 = +5 +10
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Ride Dex 5 = +5
Search Int 13 = +3 +10
Sense Motive Wis 3 = +3
Spot Wis 13 = +3 +10
Survival Wis 3 = +3
Swim Str** 1 = +1
Tumble Dex* 12 = +5 +5 +2 [jump]
Use Rope Dex 5 = +5

* = check penalty for wearing armor

Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Search >=5 ranks gives +2 on survival checks while tracking.

Halfling:

  • +2 dexterity / -2 strength (already included)
  • Small (combat bonuses, +4 to hide already included)
  • +2 racial bonus on climb, jump, move silently
  • +1 racial bonus on all saving throws (already included)
  • +2 morale bonus on saves vs. fear (stacks with racial bonus)
  • +1 to hit with thrown weapons and slings
  • +2 racial bonus on listen checks (already included)

Rogue:

  • Sneak Attack +4d6
  • Trapfinding
  • Evasion (level 2)
  • Trap Sense (level 3)
  • Uncanny Dodge (level 4)
  • Improved Uncanny Dodge (level 8)
  • Special Abilities (choices begin at 10th level)


Class HP rolled
Level 1: Rogue 6
Level 2: Rogue 3
Level 3: Rogue 3
Level 4: Rogue 2 +1 to dexterity
Level 5: Rogue 5
Level 6: Rogue 6
Level 7: Rogue 6

Mindy Anna Chones’s Equipment:

    16 lb
    6 lb
    2 lb
    1 lb
    2 lb

    5 lb
    3 lb

    2 lb
    1 lb
    1 lb
    1 lb
    2 lb
    5 lb
    1 lb

    1 lb
    1 lb
    _____
    50 lb

    Weapons / Armor / Shield (from above)
    Arrows (quiver of 20) x2
    Backpack
    Bedroll
    Caltrops
    Candle
    Chalk
    Crowbar
    Flasks x2
    Flint and steel
    Hammer
    Oil flasks x1
    Pitons x2
    Pouch x2
    Rations (1 day) x5
    Rope (50′, silk) x1
    Sacks x2
    Signal whistle
    Whetstone
    Thieves’ tools

    Total

More about Mindy Anna Chones: Mindy is an experienced dungeon raider. Since an early age, Mindy has been a natural at getting out of trouble and getting in even deeper danger. She has a knack for finding oddities and coming out of a challenge a little richer and with a few nifty new “toys”

Topics: Dungeons and Dragons notes | No Comments »

Alton Silversteal

Posted by admin on April 20, 2009

Alton SilverstealMale Aasimar Favored Soul 10
Chaotic Good

Strength 18 (+4)
Dexterity 18 (+4)
Constitution 18 (+4)
Intelligence 18 (+4)
Wisdom 22 (+6)
Charisma 20 (+5)
Size: Medium
Height: 5′ 11″
Weight: 260 lb
Skin: Light
Eyes: Blue
Hair: Blond; Wavy; Beardless

Total Hit Points: 87

Speed: 20 feet [armor]

Armor Class: 24 = 10 +8 [+3 chainmail] +4 [+2 heavy steel] +2 [dexterity in armor]

    Touch AC: 12
    Flat-footed: 22
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +11 = 7 [base] +4 [constitution]
Reflex save: +11 = 7 [base] +4 [dexterity]
Will save: +13 = 7 [base] +6 [wisdom]
Attack (handheld): +11/+6 = 7 [base] +4 [strength]
Attack (unarmed): +11/+6 = 7 [base] +4 [strength]
Attack (missile): +11/+6 = 7 [base] +4 [dexterity]
Grapple check: +11/+6 = 7 [base] +4 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
100 lb. or less
101-200 lb.
201-300 lb.
300 lb.
600 lb.
1500 lb.
Languages: Celestial Common Draconic Dwarven Elven

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

+1 holy Morningstar [1d8, crit x2, 6 lb, one-handed, bludgeoning]

+1 Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]

+3 Chain mail [medium; +5 AC; max dex +2; check penalty -5; 40 lb.]

+ 2 Heavy Steel Shield [+2 AC; check penalty -1; hardness 10; hp 20; 15 lb.]

Feats:

    Eschew Materials
    Leadership
    Brew Potion
    Augmented Healing

Traits:

Skill Name Key
Ability
Skill
Modifier
Ability
Modifier
Ranks Misc.
Modifier
Appraise Int 4 = +4
Balance Dex* 4 = +4
Bluff Cha 5 = +5
Climb Str* 4 = +4
Concentration Con 17 = +4 +13
Craft_1 Int 4 = +4
Craft_2 Int 4 = +4
Craft_3 Int 4 = +4
Diplomacy Cha 8 = +5 3
Disguise Cha 5 = +5
Escape Artist Dex* 4 = +4
Forgery Int 4 = +4
Gather Information Cha 11 = +5 +6
Heal Wis 16 = +6 +10
Hide Dex* 4 = +4
Intimidate Cha 5 = +5
Jump Str* -2 = +4 -6 [speed 20]
Knowledge (arcana) Int 17 = +4 +13
Knowledge (religion) Int 9 = +4 +5
Listen Wis 8 = +6 +2 [aasimar]
Move Silently Dex* 4 = +4
Perform_1 Cha 5 = +5
Perform_2 Cha 5 = +5
Perform_3 Cha 5 = +5
Perform_4 Cha 5 = +5
Perform_5 Cha 5 = +5
Ride Dex 4 = +4
Search Int 4 = +4
Sense Motive Wis 6 = +6
Spellcraft Int 19 = +4 +13 +2 [Knowledge, arcane]
Spot Wis 8 = +6 +2 [aasimar]
Survival Wis 6 = +6
Swim Str** 4 = +4
Use Rope Dex 4 = +4

* = check penalty for wearing armor

Zero-level Favored Soul spells: 6 per day

First-level Favored Soul spells: 8 (6+2) per day

Second-level Favored Soul spells: 7 (6+1) per day

Third-level Favored Soul spells: 7 (6+1) per day

Fourth-level Favored Soul spells: 6 (5+1) per day

Fifth-level Favored Soul spells: 4 (3+1) per day

Aasimar:

  • +2 wisdom, +2 charisma (already included)
  • +2 on listen and spot checks (already included)
  • Light once per day
  • Acid, cold & electricity resistance 5
  • Darkvision (see 60 feet in pitch-dark)
  • “Native outsider.” Check with your referee.
  • Level adjustment +1

Favored Soul:

  • Sect weapon focus (level 3)
  • Energy resistance, first type (level 5)
  • Energy resistance, second type (level 10)
  • Sect weapon specialization (level 12)
  • Energy resistance, third type (level 15) (level 3)
  • Wings?! (level 17)
  • Damage Reduction (level 20)


Class HP rolled
Level 1: Favored Soul 8
Level 2: Favored Soul 5
Level 3: Favored Soul 3
Level 4: Favored Soul 4 +1 to wisdom
Level 5: Favored Soul 3
Level 6: Favored Soul 4
Level 7: Favored Soul 4
Level 8: Favored Soul 1 +1 to wisdom
Level 9: Favored Soul 7
Level 10: Favored Soul 8

Alton Silversteel’s Equipment:

    70 lb
    2 lb
    2 lb
    5 lb

    5 lb
    3 lb

    4 lb

    1 lb
    10 lb
    5 lb
    1 lb

    1 lb
    8 lb
    2 lb
    8 lb
    1 lb
    1 lb
    3 lb
    _____
    132 lb

    Weapons / Armor / Shield (from above)
    Crossbow bolts (quiver of 10) x2
    Backpack
    Bedroll
    Chalk
    Crowbar
    Flasks x2
    Flint and steel
    Grappling hook
    Ink vial
    Ink pen
    Pouch x1
    Rations (1 day) x10
    Rope (50′, silk) x1
    Sacks x2
    Signet ring
    Soap
    Spade / shovel
    Torches x2
    Waterskins x2
    Whetstone
    Holy symbol (silver)
    Spellbook x1

    Total

More about Alton Silversteal: Alton Silversteal is a natural born leader. He is very charismatic and embodies many of the examples of physical and mental strength. Alton served in the front lines of his cause eradicating evil worshipers in his district of the city. Peronally going on raids and risking his life to clean the slate of his homeland. He specializes in healing and protecting those around him, but this does not make him weak. In fact it makes him very hard to defeat as he is no weakling in battle. Using his natural charisma he sways many to his cause daily, and is excellent in social situations. This has earned him many friends and surprisingly few enemies. This is likely as he is a hero to the common population and they would assist him in fighting and risk injury.

Alton was an orphan child, and left on the steps of the god of healing. The clergy here took great care in raising Alton to be their hero and bring light into the world again. He has exceeded their expectations.

Topics: General | No Comments »

Lkondra

Posted by admin on April 17, 2009

Exists below Kentol, much of this land is barren and void of vegetation. Open fields devoid of any cover, surrounded by dying forests. When Kentol went on the warpath, their campaign was so successful they over extended their attack and continued too far south, wiping out the north half of Lkondra. Not only was the land destroyed and poisoned but so was the very spirit of the earth here. The ground here has been tortured and creates great evils, the forests are full of dark spirits, the rivers sometimes reach to pull creatures in from the banks.

Vathmal forest-

Along the northwestern border and coast spans the haunted Vathmal forest. The trees of this area have darkened and appear twisted and mangled. The canopy is thick and provides little to no sunlight at times. Mists cover the small ponds which also exude a horrible stench of stale water. Stories tell of travellers who’ve made it through, talking about movement under the ground as if it were squirming or had a heartbeat. Many monstrous beasts, abberations, and fiendish creatures use this forest as a home. Corpses crawl up from the mud when others come to near. There is rumor that there once existed a druid’s grove in Vathmal, almost as old as the forest itself. Thris grove may have caches of magic from the long dead druids, but who knows what else it might contain.

Butterwyne Barrens-

The central to eastern areas of Lkondra are home to many grazing animals on the expansive pastures. Lkondra is known for it’s herds and livestock, which are some of the best meat producers in Mystere. Lkondr’s soil is normally too hard for farming, but the herds have no trouble feeding on the tough grass that covers the landscape here. Owners of herds and livestock along with the few farmers there are, work and plan together their trade to ensure the crops are left alone and the herds due not overfead on the wide pastures. Every 6 months, at the beginning of the spring and fall seasons, farmers and ranchers to discuss trade prices, and ways to increase crop yields. The days these occur on are well known for fairs/festivals in the buterwyne area.

Springhaven- Capital, large city (15,000)

Controlled by an elected official, elections held every 5 years unless the mayor dies. Officials are elected by district appointed leaders. The city is sectioned into several areas, for trade, rich, schools, etc.

Topics: Mystere, campaign ideas | No Comments »

Ironsnow

Posted by admin on March 27, 2009

This land is known for it’s mostly year round winter. This doesn’t stop the inhabitants from traveling about for their trade. Ironsnow mountains and the deep earth provide large resources of iron,  some mithral, rare adamantite veins, and even more rare glassteel. Most settlements in Ironsnow make their trade through mining or smithing, more commonly both.

There are few non monstroust humanoid tribes that live in the open tundras of Ironsnow, following the few animals that live here. Commonly these tribes sell many of the extra furs they get throughout the year and sell them for occasional weapons, or basic necessities made of metal. These tribes serve the good people of Ironsnow quite well due to their hatred for the orcs who roam from the mountains more and more frequently. The orcs commonly don’t respect the need to live off of the land and over hunt the already rare herds of animals and threatening the source of food for the local nomads. The larger cities pay fairly for the kills proven by the nomads further providing their tribes with trade needed to survive.

The areas underground settlements consist of dwarves or gnomes with an occasional mixture of other goodly races. Wild bands of orcs roam from the mountains. Due to the consistent cold weather organized war hasn’t ever been able to hold back the growing orc population. This has helped bring the wild nomad tribes and the city populations closer together than ever before. Over the past few decades the orcs have been growing stronger and making more and more trouble for the residents in Ironsnow.

Northtree Village – In the past decade, a group of evlish refugees from Aldaya travelled all the way to Ironsnow to make a new home. A vision seen by the eldest amoung them showed the elvish band that one day they would prosper here but it would take time.  Since they’ve settled, the elves haven’t faired greatly but they have adapted well and are growing used to their new home.  Northtree Village is located in the center of the “Coldsteel Forest” which is a dense coniferous forest. The elves have brought several Darkwood saplings with them and with their aid have taken root and are adapting very well in the cold ground with the help of the elvish hands tending them.

The walking Forge – Ironsnow is well known for it’s trade in fine metals, but residents also speak of Iron golems walking the frozenlands. They collect materials and often harm those who they find in their way. Occasionally a few of the golems attack civilized areas and leave with many odd and valuable pieces. It is rumored/believed that these golems come from a hidden location high in the northern edges of Ironsnow. Many years ago there was a stronghold of evil dwarves (duergar) who toiled away attempting to build something truly amazing that it took all of their focus of their people, as one day all of their clan vanished. No contact has been made since. It is rumored the dwarves created a giant sentient golem which turned on them immediately after it was finished.

Topics: Mystere | No Comments »

Rare items/materials of Mystere

Posted by admin on March 27, 2009

Glassteel – Glassteel functions much like iron but is very light and transparent. It’s innate magic causes light spells that are cast onto it as the target are treated as +1 caster level.

Topics: Dungeons and Dragons notes, Mystere, campaign ideas | No Comments »

« Previous Entries Next Entries »