Jump to content

About This Game

Calling 7th level nobles to aid Batman!

Game System

D&D 3.5e

Advertising

05/31/2024

Detailed Description

Gathering of the Nobles

As a noble child, your PC met 10 year old Bruce Wayne. His parents were viciously murdered so you and your parents went to pay respects at Wayne Manor in New Gotham. You spent 10 days with Bruce in his early grief, exploring the expansive manor grounds and making childhood promises. 20 years later you receive a letter reminding you that you pledged on the old gods and the new to come to Bruce's aid should he ever need it. Feeling obligated, and wanting a good relationship with the wealthy Wayne family, you call for your horse, say goodbye to your family and barony for the dark city... New Gotham.

show ad

An adaptation of one of my favorite stories. This will be a typical module length with possibilities to continue. Early warning, I will sometimes flake on my own games, it's a undpredicable psychological response of sorts and I can only say sorry for any unintended disappointments. That being said, my first game on MW ran for 5 years with three of the original 4 players sticking it out. The world of Drelin is quirky - so have fun. This adventure is split in two parts and will involve skill challenges to help baronies in addition to encountering possible deadly fights. It will help if you like playing an aristocrat.

 

Major Influences for this original module are the novel Brothers Majere by Kevin T. Klein & PFAP War for the Crown (specifically done by the wonderful podcast Find the Path).

rules for PC creation -
7th+1000xp w cohort

Religion=polytheistic. Current trend to have a duo or trinity of deities tattooed on wrists.
    Preferred deities ....
Mystra, Dumathoin, Abbathor, {elemental deities- Akadi, Grumbar, Istishia, Kossuth}, Desna, Pelor, Gond, Auril, Talos, Tymora, the Raven Queen (N, Death, Winter, Fate), Malar, Mielikki, Selune, Waukeen, Moradin, Corellon, Hanali, Deneir.

preferred sources -FRCS, DLCS, ECS, Dragon Mag material including Dragon Compendium, UA, Com Adv, CWar, CArc, CDiv, MM I and II, PHB, DMG, ExPsionHB, MoFa, PGtF, RoF, RoS, RoD, RoW, SS.  Most other sources are ok, you don't have to ask.

Full HP 1st Lv. Roll (rerolling 1's) or 1/2 rounded up. 
stats: roll 3d6 8xs dropping lowest two. You can always chose the 34 point buy system. cohort rolls 3d6 6xs and can always use the elite array.
+Start with typical gold. Fine and regular clothing, dress outfits, are provided as well as a signet ring indicating your station (50gp). In addition, you all have a fine carriage pulled by two horses provided by the Wayne Family.
+Ignore the first 10 lbs of equipment for encumbrance and small folk don't receive encumbrance size penalty. 
+Please list weight (over .49 lbs) and price of all items (above 9 silver) on CRS.

+Everyone full PC gets a bonus 3 ranks in a profession as nobles have jobs and families. job examples = knight, captain (of a vessel), judge, barrister, bookkeeper, priestess, sage, diplomat, banker, artist, performer.

+Full PCs can have the Leadership feat for free at 6th level (so you can take improved cohort at 6th). Your leadership score/requirements can trigger off of char wis or int. Your cohort is a loyal companion that is tied to you and your house; a little brother, a niece, a cousin of lower station, a servant, a squire, a favorite teacher/advisor/priestess, a loyal umber hulk bodyguard, a Kender or tortle servitor, a psychic 'watcher' to monitor your family for the lichking, an undead servant (remember, undead are not necessarily evil in Lichstone... the king is well tolerated and he's a lich.) etc.

+non-humans can negotiate a swap for a feat at first level (example: lose gnomish spells and Add +1 to illusion spells cast by gnomes and +1 racial bonus on attack rolls against kobolds and goblinoids.for 1st feat).

+magic is restricted in this setting mostly at higher levels (teleport, resurrection, raise dead, most spells over 7th level). Sorcerers are mostly elven; non-elven sorcerers are sought after by the Imperium.

+I use a small amount of pathfinder stuff (prices, items, creatures) like the spell Identify and your ability to identify items and the price of amulets of mighty fists. If you have one suggestion involving your character, just ask.

+You can take on one flaw for a feat at first level.

Notes on races (note on the note: you can be most any other race)
Elves - the high desert is dominated with tall elves, oft with air genie bloodlines. The shorter cousins live primarily in the Forever Forest under the strict Elven Imperium. Gnomes and elves swap lifespans.
Humans - every shade but white. The people of the Outlands, high plateau, and mountains are mostly asian in appearance. Those from the desert lands have a middle eastern appearance. Those of the western heartland and Lichstone have light black and tan tones.

Planetouched - Aasimar are strong in the Molten Barony of Caladan and Teiflings are mostly found in the Molten Barony of Gedi Prime. The molten baronies are northeast of New Gotham.
Fey - lots of fey in the Forever Forest.
Gnomes - gnomes populations are low and have offspring of every variety (of gnome). Gnomes and elves swap lifespans. Historically they tinker and invent a lot.
Halflings - only Kender exist on Drelin, brought as slaves by orcs over three centuries before. They are a toned down version of the DL race. I have rules if someone is interested in playing one.
Half elves - usually originate in and around Moonglade, largely subjugated by the Imperial Elves. 
Half orcs - prevalent in the Outlands. Ancestors from the orcish invasion of hundreds of years past. There are no full orc left on Drelin. Anyone can use the human stats instead of half orc.
Sea-elves- the spongy coral coast has a healthy population of green and blue shaded sea elves. They trade with New Gotham.

Anthropomorphic Animals are prevalent around New Gotham including Tortles, rabbit-folk, grippli, kenku (from beyond the mists, in Lichstone)
There are no goblins.
Bloodlines are prevalent on Drelin.

 

map of Drelin - New Gotham is not in this map. It would be where the last letter in Merzy River is, the r.

 

You will make a 7th level nobility with attache.

This adventure utilizes the talents of Lichstonian nobles to aid local baronies. You will create your own House of the Olde Monarchy. I have three examples here... Yours will be similar listing= name and briefly describe your barony/dutchy, god/goddess (up to 3), major business, house flag/colors (remember: red is the king's colour and is tightly restricted). First roll a d8+1 and add this to 90 giving your house societal ranking. The 1% mostly live within Lichstone castle its self.

Family : Gellentara (99%) Known for their vampire lineage.

Goddess : Evening Glory

Business : Leadership of New Gotham (the Lord Mayor Duke Davids Gellentara)

Flag and Colors: same as New Gotham or Evening Glory

 

Family : Wayne (92%) Known for immense diverse wealth. Count Bruce Wayne.

Gods : Kord and Dumathoin

Business : Holdings in New Gotham (the Wayne Academy of Youth, Wayne Enterprises, Wayne Bank). Philanthropy, loans and banking.

Flag : Pink W over grey.

 

Family : (93%) Atreides from the Molten Barony Caladan

Gods : Shihalud (Sandworms in the desert lands), Kord (riding a bull), Istishia

Business : Trade partnership with the secretive desert elves and the spice only they produce. The elves also produce and trade in the illicit drug styigia. House Atreides (aasimar) are known for their ruthless psionic academy and loyal house troops. At constant war with neighboring Molten Barony Gedi Prime ruled by the sadistic, demon-worshipping House Harkonnen (tiefling).

Flag : Black bull head on Green.

want to play a psionic Paul Atreides? He is married to a highborn desert elf.

 

other businesses for your family might include :

-other towns and villages behind the mists. examples ; Gotham known for its architecture and Ravenstone known for its kenku witches and oracles. Most of Lichstone countryside is farmland to the coast. The coast is dangerous with lobstrocities raids and dry conditions.

-local baronies.

---Three Dam Baronies. The fortified New Castle (flag is a white hound on black) is barrier between the dangers of the east (wastelands, desert empires, swamps) and New Gotham. The middle barony is a swampy valley called Soursout Meadows (flag is a pink paw print on grey). Miremoor- known as the barony of flower ruled by the young and beautiful Floral Duchess Zyah, it is the southern most of the 3 Dam Baronies. Verdant canals occupied mostly by Kender, Tortles, rabbit folk and grippli (flag is a blue river otter on green).

---northeast of New Gotham is the 2 Molten Baronies. These heavily fortified villages are the source of many resources including salt, stone quarries, oil fields, coal mines. These baronies create a barrier between Lichstone and both the Elven Imperium and the Wastelands.

-landowner. All nobility owns lands. Your father and/or mother probably rule one of the baronies (you can be as descriptive as you want with your 'home' barony or just use one of the provided). There are 20 baronies behind the mists in Lichstone proper, the above mentioned 5 baronies around New Gotham. In addition, 8 more baronies compose the Kenderlands aka South Central Drelin. The SCD baronies are the least desirable because of the wet conditions and the sometimes infuriating kender.

-the lucrative Mistberry wine. Kender druids from South Central Drelin grow berries and most of it is processed/traded out of New Gotham to the elves.

-coal mines. Strong unions ensure the workers of the mines.

-ore manufacturing for steel.

-trade/diplomatic relations with elves. Either the xenophobic elves from the Forever Forest or the secretive sea elves. You can play an elf or sea elf whose family conducts trade relations with the Wayne family.

-salt mines. Tough work mostly done by the imprisoned.

-military. Knights of the realm can work the waters on river barges in South Central Drelin protecting kender citizens from the swamplands to the east or on the open oceans working with fishing crews and sea elves in defense of their homeland (the spongy coral coast). They can be calvary along the northern walls, soldiers in Lichstone the capital city or the newly formed New Gotham. The lichking has a personal guard similar looking to the imperial guard in star wars.

-religion. Many shrines and churches are run by the Lichstone nobility.

-necromancy. Lichstone is the home of necromantic magic on Drelin. They embrace undead and use them for labor and protection. Necromancers are revered in Lichstone.

-waterways. There are canals and sewers in New Gotham and many rivers of the kenderlands. All throughout is the ubiquitous eel trade.

-alchemy, technology. Gnomes ply their trade in New Gotham.

-ship building. Large sea-faring ships are constructed in part in New Gotham and shipped on barges downriver through South Central Drelin to the ocean.

-the dwarves of Lichstone. Cliffside entrances to the isolated dwarves clans. Some ride the waves as fishermen mainly staying to the safe waters of the soft spongy coral coast. The clans are led by the Highcrest family.

A note on the Lichking and the nobility. - The nobility is stable, ensuring lineages through marriages and business partnerships. They exist, however, entirely at whim of the rarely seen Lichking. They can only guess as to what he wants unless they receive orders from his imperial highness usually through a kenku inquisitor. In general, the king wants Lichstone to remain strong and independent. Law and order in his lands are a must, this seems to include protecting the kenderlands and fostering a good relationship with the elves. A house that can't keep its affairs in order runs the risk of total annihilation, even a noble house. Agents are known to literally come in the night and exterminate entire families, never to be spoken of again. A true dictatorship.


 

DRELIN : geography and history (the 3 bold sections are the most relevant)

Drelin : geography and history

map of Drelin

https://postimg.cc/DJYsbXZb

Timeline= 
... y1 humans appear on Drelin
... y3001-3006 orcish invasion
... y3007-3307 Dragon-Gods Reign
... y3308 Dragon Plague hits
... y3308-3459 Dark Times
... y3460 Age of the Hero begins 

... y3666 New Castle founded
... y3777 current yearBrief History as of year 3460
 The giant-kin, dwarves, gnomes and elves evolved on the floating continent known as Drelin. Humans came millennia afterward to Drelin, most believe from across the vast oceans that dominate the planet while others think they arrived on an enormous crashed spaceship. Boarder skirmishes were common, factions established long ago (think illuminati/masonic organization strengthened with Genie, Elemental, Devil, Demon, Celestial bloodlines) ensured no one 'warlord', king or army would take over the continent as a whole. 
     Life prospered, true gods were worshiped, art and literature flourished, as did technological advances. Gnomish inventors created wondrous contraptions relying on steam, oil, magic, mechanical and chemical powers. Then the orcs came.
    The viking-style orcs arrived in fleets of oar powered long boats. Besides ranks of well trained orcs, they brought servants in the way of kender slaves and rothe, their favorite food source. The continents' defenses proved inadequate and many cities fell creating massive refugee numbers. The elves, whose power is concentrated in the Forever Forrest (center of the island), refused the droves of refugees. Out in the open thousands were slaughtered or locked in slave irons. For two long years the orcish invasion commenced as the inhabitance started losing hope... till the dragon-gods came.
     A fleet of various dragons descended upon Drelin, they spoke with heads of countries, high-priest, archmagi and the like. Their proposal 'We will help defeat your enemy and restore your land. In return we wish to rule as gods.' Although most dragons didn't outright ban the worship of the true gods, the practice all but disappeared for nearly 3 centuries. True to their word, the dragons destroyed the bulk of the orcs and destroyed their massive, magically enhanced boats. Years of rebuilding and intergrading (dragons and kender) occurred, followed by centuries of prosperity dispite the dragons mistrust of the truegods and technology. The Age of the Dragon-gods came to an abrupt end due to he Fungal Plague. A disease in the form of fungal spores began covering the bodies of the dragons eventually asphyxiating them. The entire body becomes consumed and converted into spores, spreading the disease with every breeze. Spores began falling like snow, creating respiratory problems and killing plants.  
    A dark period followed the death of the dragon-gods. Without leadership (dragons or religious) the continent fractured. A new age dawned, the Age of the Hero. The old cities rebuilt, truegods returned as a new sense of enterprise and hope took over.  We find ourselves hundreds of years later in the year 3777.

"Notes on the undead and slavery on Drelin"
Slavery - some factions favor slavery in one form or another. Most human based societies reject slavery, desert city Sas and the wastelands are notable exceptions. (Ex. Dwarves enslave ogres, maiming them to keep control; as ogres eat dwarves whenever possible. The breadbasket kingdoms of Drelmore and Tendron don’t tolerate slavery within its boundaries.)

Citizens of Drelin generally think of undead as they do gods and dragons. They know they exist(ed) but have little impact on their lives. For instance, in the mountainous northern town of Wyvern's Bluff the town's people are quit accustomed to skeletons often wandering around the graveyard at night without incident. Likewise, the owners of 'the Haunted Tavern' outside of New Gotham love their ghost kender residence who provides nightlight for patrons needing the loo at nite.
Lichstone the center of undead activity on Drelin with their Lichking, and; since outsiders rarely travels within the olde kingdom's boarders, no one has much opinion other than "Undead is all Lichstone stuff. Isn't then? They got the mists and all." Not many have heard of a vampire or banshee except maybe folktales. The point is that folk generally don't fear the undead on Drelin like in most campaign settings, they think of them as 'strange things coming out of that weird isolated place'. Undead are often like grey-men; "it is fashionable to take pity on those afflicted with such maladies".

 

Geography
Ales' Dale- Northern most of the logging settlements, also the largest dale.
 
Atland (Ruins of)- Thought to be overrun by "greys", otherwise known as slow men or grey men. Greys are humanoid individuals afflicted by a plague. Everyone knows someone who has a relative afflicted with the greying of the skin, dulling of the senses and lowering of mental function. Pity is shown to these often violent people as they are typically relocated to the ruins of the old capital city of Atland, on the northwestern coast.


Basillica- City of Women. Birthplace of theater. This polytheistic city lies on the north eastern edge of the desert, just south of the Valley of Mists. Second only to Sas in terms of size and importance for desert cities. Water is popular here, worshiped in many forms. Women hold most positions of power in and around Basilica. Powerful matriarchal houses vie for power and influence. Men are little more than property here, it is women who choose to update any number of annual marriage contracts. Basilica has a holy lake which boasts a population of Marids - water genies. 
The Festival of Masks is a week long celebration every autumn.

Drelmore- Monarchy with fiefdoms, complete with knights on horseback and a peasant class. 

Forever Forrest- Known as 'fey wood' or 'fey forest' by some. The forest is broken up into various overlapping territories, the largest of which is home to the Imperial Elven Nation. Other major powers include the faeries, the treants, the forest giants, the centaurs and satyrs. All factions have strict non-aggression agreement called the fey-pact established after the Dragon Plague decimated populations.

Lichstone- The 'olde monarchy'. Ruled by the same family for thousands of years. Twisting cobblestone streets with tightly packed similarly colored buildings line a mountainside of this ancient capital-city. Olive trees, dates, citrus orchards and wine vines fills Lichstone's countryside. Held within high mountains, the unforgiving oceanside cliffs on one side making Lichstone safe from invaders.(7-8 o'clock orientation~Drelin is a circular continent)
     A mixture of ravenloft and Rome. The capital city (also called Lichstone) sits atop south facing seaside cliffs and is crowned by a grand gothic castle. "The Olde Monarchy" has been ruled by the same family for thousands of years. Cobblestone streets twist around tightly packed monotone buildings that line a mountainside of this ancient capital-city. Villas with olive trees, dates, grapes, and citrus orchards fills Lichstone's countryside. Old structures fill the city as old traditions rule the land. The 'true gods' have never left favor here as they did for most of Drelin during the Time of the Dragon Gods, and a thoroughly polytheistic society has developed. The many temples and shrines in Lichstone are dedicated to a multitude of gods and it's people are suspicious as well as superstitious. Unlike on most parts of Drelin, undead are abundant within Lichstone, making a populace dependent on the Legion and nobles. Graveyards and mausoleums are as common as barns on Lichstonian farmland. Always a step ahead of menacing mists that plague the area, gypsies roam the countryside in small caravans selling their bizarre style of magical protection and entertainment.
A crumbling wall marks most of it's northern and eastern boarder, most outsiders don't pass this boarder. East Lichstone is orchard land sloping downward to the kenderlands; wetlands and flooded lowlands that support isolated fishing villages. West Lichstone is dry and sparsely populated, the broken lands lie beyond. The northern boarder is shared with Tendron, the southern of two western Drelin kingdoms. Tendron shares a large lake with rival Drelmore west of the Forever Forrest. West of those kingdoms is the broken lands till the shore. The land is dry and doesn't take to seed all the way to the coast. In the far north of the broken lands, in the shadow of the Krendes mountains is the old capital city of Atland and its neighbor Lud.
     Lichstone's banner is a grey skull with gold crown and red eyes on a field of pink. Grey-pink-grey. The darker the pink/red the higher the position. The lichking is adorned crown to boney toe in blood red and crimsons, where a page might sport a bubblegum kerchief.

Logging Communities- Human and halfelven villages on the outskirts of the Forever Forrest. Loosely aligned forest communities including mountainous Ales' Dale in the north, Glisten Vale in the south, Darken Dale in the East (bordering the Outlands) and Twin Peaks in the west sending logs down the Velth River.

Lud- Large, long-abandoned city on the northwestern coast just below the Krendes Mountain range. Old train tracks lead out from Lud down the coast to Lichstone and south west to Tendron. The entire area was decimated by a fungal plague and never recovered, it is used to 'store' grey men that have been infected with the plague.

Moonglade- The only large elven settlement close to humans. The elves here tolerate some merchant demihumans such as humans and halfelves to maintain permanent residence within the cities' perimeter. Nearly all large scale elven trading goes through Moonglade. It boasts a small population of unicorn.

New Gotham- A metropolitan, gothic settlement with gnomepunk overtones. The TMNT live in the Underworks of New Gotham having a patent on pizza, a tortle must own and animorphs must work at all establishments that serve tomato based sauce served on dough with cheese. Bruce Wayne, formerly from Lichstone, resides in New Gotham. New Gotham is Lichstone's second biggest city besides the capital.
    Over two centuries ago the Gellentara family (known for it's vampiric bloodline) was granted a dismal task of leaving Lichstone proper to construct and then fill a penitentiary with trouble makers heading in from the Outlands and Wastelands, and with the thieves and beggars from the kingdoms of the Western Heartlands. The new castle and penitentiary was built with the help those 'criminals' who the Gellentara rounded up offering a new life in the surrounding lands tending orchards and mining coal. Mistberries flourished in the volcanic rich soil and with help abundant, the 'incarceration castle' took on new shape. Gnomish refugees settled New Gotham as did the curious kender in South-Central Drelin. Pleased with the progress, the lich king provided a second round of funding which added temples and fortifications with many more Lichstonian families to work as soldiers and clergy. 
    A lucrative trade partnership began between the dark city and elves. First, the elves of the Forever Forest trade for the mistberry wine, partly with their servitor race - anamorphic animals. The creatures would work off their 'payment' and then they would be free. This eventually led to an uprising which freed the animorphs (tortles, raven folk,  rabbit folk, salamander people and rat folk) from elven oppression. Many animorphs never left and now reside in New Gotham.  Later, a trade route is established with the pearl rich sea elves who love the citrus and mistberry wine New Gotham has become famous for.
    The bustling metropolis is constructed of blackstone, wood and metals. An entrance to Lichstone, New Gotham is situated at the very end of the infamous and crumbling 'Lichstonian wall', where unpredictable mists play havoc on travelers. It rains a fair amount and the dark city is usually blanketed in fog. It is generally warm and muggy. To the immediate north are lava fields, then, the forests begin before reaching an enormous volcano surrounded by fey and elven forests… aka the Forever Forest. A clockwork bridge spans the River Merzy, which splits the city in two, then, flows south into orchards and wetlands below. These vast wetlands are inhabited mostly by kender under the protection of Lichstone.  The swamplands are situated ominously southeast of New Gotham, an extensive wetland with rivers and mangroves dominated by warring tribes of bullywog and opportunistic troll bands. 

New Gotham's banner is light pink over dark gray. Its flag is a pink background with dark gray bridge over river.

City Sections : Penitentiary quarter with Arkum Asylum, the canals, riverside with clockwork bridge, temple district, the high district, "New Castle" and mausoleums, the underworks.

Lichstone utilizes undead workers. This has allowed the wealthy to maintain their status while simultaneously lessening the hardships of the lower class. No one in Lichstone goes hungry. Being a farmer in Lichstone is a lot more comfortable than being an indentured farmer from the Western Heartland (to the north of Lichstone).

The mists of Lichstone are nearly constant fogs that creep over the stonewall that runs along the northern border ending at New Gotham. The fog can appear greenish when thick and seems to confuse those wondering through at best and at worst the mists can disappear people without a trace. It is said that just as some creatures walk into the mists and don't return, some do return with having aged many years. The stonewall and accompanying mists have worked historically as immigration deterrence.


Mistberry Wine - a pink wine made from pink berries that grow with little sunlight and abundant fog (rumors say kender druids are responsible for the ability of the mistberries to thrive in a clouded area). The sweet wine is "lighter" than ubiquitous elven reds, and can be processed into a sparkling wine or a potent ice wine. There are private gardens within the city, volcanic rich fields north of New Gotham make the finest vintage and 'orchard lands' supply the bulk. These hilly parts of South-Central Drelin are occupied and worked by kender under the protection of Lichstone. Mistberry processing occurs in factories within the darkstone walls of New Gotham. The majority of mist berry wine is exported to the elves both from the fey forest and the sea.

Images of New Gotham
Town center where the temple and high districts meet. https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Finnsdawhwmr81.jpg&rdt=46877

Penitentiary quarter with Arkum Asylum in the background https://i.pinimg.com/originals/c8/df/0d/c8df0d28db61cafd0dfafc6b0aab4e63.jpg

Outlands- Plains dominating the northeast with warring tribes of barbarians, halforc, wemic and centar. Outlaws of many kind find themselves in the rolling hills of the outlands including sorcerers, bloodlined, religious practitioners, those kicked out of Drelmore or Tendron, or those fleeing the Obsidian Order or the Elven Imperium.

Poison Forrest- Part of the 'Lost Valley', just north of the Valley of Mist. This is a temperate rain forest.

Sas- Pronounced 'sha-sh'. (Think 15th century Marrakesh run by Ferengi-like humans) The dominant desert city. Run by warring sultans. The wars are usually politically themed involving trading deals and character deformation rather than armies meeting in open combat. This strictly patriarchal society has great granite and sandstone structures honoring their leaders and gods of old and new, the Dragon-Gods, Tymora, Talos, gods of commerce. Gladiatorial battles draw big crowds once a month. Tribes of desert elves and bandits vie for control of Drelin's desert lands.

South-central Drelin- Under the authority and protection of Lichstone, SCD is dominated by New Gotham and the 'orchard lands' in the north. Many fishing villages (Innsmouth) thrive amongst mangroves, swamps, and marshes. Further south, floodplains give way to the salt marshes. Kenders are commonplace throughout the southland, whereas the secretive sea elves inhabit the spongy, soft coral coast. The eastern portion of SCD is dangerous swamplands.

Spineret- Small desert city dominated by large psionic spiders. Like Sas, this city has many thin towers and minarets, but here they are covered with webbing. Formians, Thri-kreen and other bug-like creatures inhabit the once human settlement.

Tendron- Human monarchy. Drelmore's great rival, both situated on opposite shores of a deep fresh water lake surrounded by fertile grasslands with stone forts and castle amid farmland and villages. 

Valley of Mist- "The Lost Valley". Land of wild elves and dinosaurs. Terrible legends prevent all but the bravest or foolhardy from entering the savage jungle which is surrounded by 10,000 foot eroding peaks.

Wastelands- Lands southeast of the Forever Forest that never recovered from the Fungal Plague. Dry and largely desolate, the only permanent establishment is a mysterious city called Krashen. This land has oil fields, geysers of toxic liquid, canyons, chasms. Most avoid the wastelands.

The "Dark Tower" resides in the wastelands. Five obsidian spikes surround the dark tower like a black glass claw emerging from the dry earth. The Dark Tower proper rises stigmata-like from the center of the palm to heights over 200 feet. The isolated stronghold is a focal point for the Obsidian Order. This is the place the Order carries out it's interrogations, trains its members and conducts eugenics programs honing psionics, sorceric and powerful bloodlines. The Order keeps these clandestine actions far away from it's public front as the Obsidian Bank, the primary financial institution on Drelin. The financial infrastructure provides funding and the need for it's agents to occupy most every corner of civilized Drelin. https://i.pinimg.com/originals/f2/79/37/f279377d1a272aee2615bb55a6b16093.jpg

Western Heartland- Breadbasket of Drelin. Wheat, corn, greens of all kinds. Farming fiefdoms and kingdoms all working for the lords of Tendron and Drelmore. Mostly human populations.

Wyvern Bluff- A growing town deep in the towering Krendes Mountains. The Infrastructure included many adobe style buildings, a massive 30' wall surrounding the town, a network of shallow tunnels dotting the local mountainside (now occupied by dwarves) and two temples. 
Most of WB's population is devoted to Pelor; worshippers of the sun. They are largely LG and NG and most consider Chautea an important diety. They gather often at the impressive temple of radiant light {[URL="http://img01.deviantart.net/6374/i/2013/173/4/2/digital_painting___the_sun_temple_by_jakubkowalczyk-d6a58pi.jpg"]http://img01.deviantart.net/6374/i/2013/173/4/2/digital_painting___the_sun_temple_by_jakubkowalczyk-d6a58pi.jpg[/URL]}. In the past 10 years the town hierarchy has encouraged newcomers. The rothe, brought by the orcs centuries earlier, do well if shepherded in the steep, rugged terrain.

 

 

 

  1. What's new in this game
  2. I started working on a map for you, lol. Its in its very beginning stage and posted in my character submission thread. I've got the first draft of the image for Tarn done as well and I'm beginning on the fluff and filling in the sheet for him as well. :D
  3. no rush. just putting all the pieces together.
  4. He does have a cohort, but I haven't finished the sheet for them yet. And I plan on getting the rest of Anton's sheet finished. I am out of the house and away from my computer right now, but I'll finish all that up tonight.
  5. Being a TT and Reacher fan I had considered a Hawk and Dove submission. I even considered a "wonder twins activate!" pair a'la Justice League as a submission, heh. Tiger also gets a claw 1d6/1d6 primary and bite 1d8 secondary, which is pretty good. You also get to keep special attacks for an animal as long as you don't lose the attack type. With a tiger that allows you to keep both Improved Grab and Pounce, you simply don't get the rake as part of those. You also keep the skills of a given creature so, +4 rb on Balance, Hide, and Move Silently. All in all the anthro tiger is a very solid ECL3 creature really. 👍 The anthro animal rules are definitely a bit wonky and some of the table entries actually break their own rules, heh. For example any and all creatures listed that gain the same senses as their animals but others that don't create a question with the rules generation. Where it simply lists Darkvision as the special qualities one might infer that RAI is for all senses of the original animal to be carried over, as a general rule. After all, it doesn't say they lose their original special qualities. *shrug* That would allow an anthro tiger, for example, to also maintain both low-light vision and scent. Really the only crazy thing about anthro animals is their attribute modifiers, natural armor, and associated HD / LA. If their attributes were more normalized and the natural armor was toned down it would allow for reduced racial hd and LA. Much like a catfolk is simply a +1 LA race. Adjusting attributes based solely on size change as a rule as applied to their listed attributes is a flawed conversion that shows drastically with the extreme examples such as the viper, lol. If they had created a scaling conversion such as anything with +X~Y becomes +2 and anything with +Y or greater becomes +4 for example that would have minimized attribute modifiers drastically, bringing them in line with other humanoid races. If they simply applied the same as a negative modifier then it would have removed the wacky scaling from size change. Likewise, if they'd created a scaling armor rating conversion that set it at a maximum of +3, like, divide the AC by 3 and round down or something that would have worked much better. On top of that simply applying the size change from smaller than small creatures to small, medium staying medium and large simply being medium, and anything larger being large, without altering attributes further, works just fine.
  6. I don't want to stifle any of your ideas. I would like to tell you how I envision warforged on Drelin. Long ago (literally year 1 of the setting), the Deep Crawler psychically caused a large biotechnology driven, sentient generation ship to crash from orbit. It broke apart and scattered mostly throughout what becomes the Wastelands (see map). The only large permanent settlement in the Wastelands is Krashen - a city made from remnants of the mother ship. Tons of ship debris fell on Lichstone. So people came from the ship originally and 1 warforged were made from ship parts and gnomish ingenuity. 2 A clockwork city is rumored to exist in a mountain range far to the east. 3 Locally, gnomes gravitate towards New Gotham and so warforged are not far behind.
  7. The Anthropomorphic Animals are terribly balanced but the Tiger actually doesn't feel too bad. You only get a +4 bonus to Str which is what an Orc would get... you also get a whopping +6 Dex, +2 Con, +4 Wis and +3 NA which is pretty meaty but it costs you 2 HD and a +1 LA. That feels quite strong for the right character but a little unfocused and it's certainly not going to break the game. Certainly better than Unseelie Fey, anyway! 😀 I was thinking the character would have created or be tinkering with the cohort who, I dunno, are they a robot, or a sentient AI? They wouldn't do much fighting themselves, they'd send the warforged in. Mechanically I can Persistent Spell on wands which is powerful... almost cheesy, but it's very limited by what wands I can craft/afford which right now is not many. I was thinking Wand Bonding to power them so limited by spell slots too. Weirdly it would be better if the Warforged cohort were also an artificer (or if the character were just the Warforged and did it all themselves) but I was going to go Battle Sorcerer, despite the painful Cha penalty. The other idea was a Frenzied Berserker/Thayan Knight + Red Wizard combo, probably refluffing the Thayan Knight and Red Wizard for the setting, but I kind of like the interaction. Normally you'd have a wizard with a melee bodyguard but I like the idea of the character being the action hero and the cohort pulling the strings from the sidelines.
  8. yes you can swap them out. I like both feats but they are a little redundant and I really like the flavor on dragonwrought.
  9. im surprised a batman fan didn't pick up on this ad and make a batman related character. Joker (assassin) with Harley (Jester DrMagComp) or Nightwing with ace the bat hound (from Bloodhaven). that is ok, there is little to batman action, that is, Count Bruce Wayne is wealthy playboy (currently in financial trouble) in New Gotham as far as any of you know.
  10. A Dragonfire Adept gains the Dragontouched feat at first level as part of the class. It makes them dragon blooded and makes them more dragon-like. However, as a kobold you can take the Dragonwrought feat (and it can only be taken at 1st level by and only by a kobold) which quite literally changes your type to dragon and you gain the traits of a dragon. Would you allow me to swap out that class granted Dragontouched feat for the Dragonwrought feat instead? Full details: Dragontouched: You have a trace of draconic power, a result of dragons in your ancestry or a spiritual connection between you and the forces of dragonkind. Prerequisite: Cha 11. You gain the dragonblood subtype. You gain 1 hit point, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep effects. In addition, you can select draconic feats as if you were a sorcerer of your character level. Dragonwrought: You were born a dragonwrought kobold, proof of your race’s innate connection to dragons. Prerequisite: Kobold, 1st level only. You are a dragon wrought kobold. Your type is dragon rather than humanoid, and you lose the dragonblood subtype. You retain all your other subtypes and your kobold racial traits. Your scales become tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision out to 60 feet and low-light vision. You gain a +2 racial bonus on the skill indicated for your draconic heritage on the table on page 103. Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Having this feat allows you to take the Dragon Wings feat at 3rd level. I get that the Dragontouched feat grants a hit point and +1 bonus on senses likely just to make it worth it, lol. The Dragonwrought feat actually grants full immunity to sleep effects and paralysis and you become a dragon. It seems to me like the Dragontouched feat becomes redundant with the acquirement of the Dragonwrought feat, on makes you like a dragon while the other literally makes you one. *shrug*
  11. as a dragon kobold character, you would know some about the dragon orbs. centuries ago dragon gods, coming from across the seas (it is thought), came to the shores of Drelin. they offered their services in defeating the invading orc hordes. in return, the citizens of Drelin shunned the 'old gods' in favor of worshiping them as gods and national leaders. the dragons divided the circular continent of Drelin, one of each color plus a gold and a silver (Drelin dragons are not bound by alignments and they spawn a random clutch of dragon type with only 60 % coming from parental colors). Lichstone, with its protective cliffs and mists, and the might of it's armies and the overwhelming raw power of the Lichking himself was able to deny the dragon gods rule. this is why Lichstonians never lost their devotion to the gods. Eventually a fungal plague was released killing the dragon overlords and wiping out 50 of all life on Drelin (the forever forest faired more resilient the the fungal plague). all this to say.... when a dragon of certain age dies they leave a dragon orb behind. these orbs are spread out throughout Drelin. they all have different but similar qualities. One orb, the blue dragon orb is currently in the watery hands of Marid in the sacred lake in the high desert city of Basilica. Any one to come in contact with the BDO increases their dex by +1, it can blast lightning bolts and it is able to teleport a skilled enough wielder (otherwise the teleport spell is a restricted spell). The red orb releases your innate bloodline and increases your strength by +1 permanently. it blasts fire 3xs day. the white orb resurrects/year and increases your con by +1. it blasts cold 3xs day. no one has ever found never mind touched all 7. The black orb is somewhere lost in the swamp. The green orb is somewhere in the forever forest.
  12. anton needs items. does he have a cohort? not everyone needs one.
  13. Working out the mechanics for the anthro tiger I feel a bit over the top with +9 melee damage from strength (i.e. two handed). Granted I could have really tried to abuse things, and I really didn't, but it just feels like too much, lol. My original mechanics for the swift hunter was with the unseelie fey template. I shifted it to the half-fey template, which is much more reasonable. That could actually be a marru. When I go ranged marru I prefer Soulknife 2 / Soulbow X / Psychic Rogue Y most of the time with Zen Archery since the marru have that +6 bump to wisdom, lol. Pew, pew! Fingerguns of psychic power! As you're not concerned with party balance, I'll revisit the kobold DFA and work on fluff more, seeing if I'm more interested in that. I'll have it locked in, one way or another, by end of weekend. 😁
  14. I am usually not concerned with party balance unless im running a published module. with cohorts I feel party balance is even less important. I definitely liked the kobold dragon idea. if you go with the df adept ill tell you about the dragon orbs (more Drelin lore).
  15. me too. I like the idea of a marrulurk psychic warrior with an extra large scythe. they make incredible enemies... a line of marrulurk destined to protect various burial grounds in the deserts. "Princess Adain Seren, 3rd daughter of Queen Alys Seren of the Southern Glenn of Dunburry Shadow Court, swift hunter and guardian of the wilds. A straight up Ranger 1 (UA swift variant) / Scout 6 build. I'm actually favoring this one at this point, lol." - this idea sounded awesome. fyi - im working on a map of the 3 dam baronies region.
  16. I like the artificer/ automaton pairing. That seems to have a lot of possibilities 😃
  17. I was toying with a couple of ideas for this, though I'm kinda struggling to make them work. I was thinking either a raging warrior with a wizardly overseer, or an artificer with a warforged bodyguard/buddy. Neither really seems to be gelling right now, though. 😕
  18. So I worked on this a little bit Penchant... I need to clean up the armor a bit more and I put too much yellow in the head stripe but this would be the general character idea.
  19. I think Anthro Tiger would be very cool. Lots of Shere Khan possibilities there. Also I love dwarves so that's a good choice too.
  20. So I've narrowed down my selections (race wise) to the following and I'm looking for both GM and party preference / opinion. I was going for some basic requirements. The first four races all gain at least a strength modifier, are medium, instead of small or large, and would be viable tank races without losing more than a couple class levels at most. The last three races are a mix with two gaining full class levels and the last one being 5th level but no racial hit dice. Bariaur [Planar Handbook: Race; LA1 RHD0 CL6]: Medium sized tauric goats. They look much like centaurs except they're smaller, i.e. medium and have goat horns on their human torso and head in addition to a goats body of course. They're a fun race and in a campaign with the anthropomorphic animals being more common I figure this will fit in without an issue. They, like most PC races, have a small bucketload of racial traits including a base move of 40', a horns natural attack and a charge attack with them, SR, and are known historically to be good creatures that always fight evil and protect people. After LA buyoff since this has no racial HD it will allow for 6 crusader levels and the character will barely be behind the other two in xp. Goliath [Races of Stone: Race; LA1 RHD0 CL6]: Well, they're goliaths, no surprises here. Powerful build is always useful for a melee oriented character. This is obviously more mainstream and there's some feat support for the race. Like the Bariaur this one would have 6 crusader levels with a few k of xp to catch up. Anthropomorphic Tiger [Savage Species: Race; LA1 RHD2 CL4]: So, the stats on this are excellent with a net +16 which is amazing. It also has a dash of natural AC, bite and claw attacks, improved grab, and pounce. It would basically appear like a standard catfolk for the most part. Unlike the prior two race picks this one is behind a full 2 class levels at crusader 4. Anthropomorphic Constrictor Snake (Medium) [Savage Species: Race; LA1 RHD2 CL4]: The stats on this, like the anthro tiger, are scary, but it also has a -4 to charisma. Its a slower speed but has a climb and swim speed as well. Like the anthro tiger is also has the bite and improved grab but this has a constrict with it instead of claws. It also only has room for crusader 4, again, like the anthro tiger. Fey'Ri (Lesser Planetouched) [Races of Faerun and Players Guide to Faerun; LA0 RHD0 CL7]: They don't get a strength mod but they're quite flexible and have an unlimited alter self ability (they could be any humanoid race at will, without limit, all the time) and an innate fly 40' (clumsy) movement in their normal form, or a better one in a few different humanoid flyers, swimmers, climbers, etc., flexible. As a lesser planetouched their LA is 0 and they have no HD so they could have crusader 7, granting them access to the 3rd level maneuvers / stances. Dwarves: A dwarf can handle armor easily and there are lots of suitable subraces. They get a Con bonus which is always advantageous for an in the mix character and a few subraces get a Str bonus as well. Karsite [Tome of Magic; LA2 RHD0 CL5]: This is an interesting one. You are actually a human subrace, sort of. They have all the human traits but also gain a Con and Cha bonus, magic DR, SR, and their melee attacks can suppress opponents combat oriented magic items and they heal any time their SR protects them. They'd all work mechanically with some playing slightly different than others of course. Some clearly more humanoid than others but even then it seems that the ones that aren't would still fit in fine in this campaign. 👍 Edit: Oh, and if ocelotdie doesn't really care about party balance and is flexible about encounters I could always just keep the swift hunter build and finalize it as is or even stick with my very first pick, the straight up dragonfire adept. *shrug* And, every time I look at the anthro baleen whale I have to laugh! NO LA for a large creature with +20 to attributes and +9 Natural AC? Hahahahahaha!!! Its not like 3 racial HD fix that, at all!
  21. Yeah, full transparency makes things simpler. I'd recommend it as well
  22. The transparency rules are actually there to keep things simpler. Personally I would recommend full transparency. *shrug* On another note, I'm going to be putting together a tank / meat shield character since we're a bit squishy with the warlock and soulknife / illumine soul. I'm actually going to go crusader for a mock healer combined with a full tank.
  23. I don't know. I am largely unfamiliar with psionic mechanics. is there something I should read up on?
  24. Simple question: Are we using Magic/Psionic transparency?
  25. Unseelie Fey doesn't actually have a listed LA (making it inappropriate for PCs) though confusingly the example creature does, implying it's +0 LA. This can probably be chalked up to Deagon Compendium being a poorly-edited grab-bag of basically-homebrew 🤷‍♂️. At any rate, it's a lot for +0 LA, even if you discount the most borked ability (Winter's Chill). (Half-Fey isn't a great comparison as it's a +2 LA template, so a hugely different prospect)
  26.  
×
×
  • Create New...