Strange Races: The Brave

April 15, 2013 § Leave a Comment

bravery color

The Brave
The Brave descend from a mixed ancestry of various animal peoples, shapeshifters and lycanthropes. They appear as one “kind” animal person, with another form of their lineage shining through various abilities. They are often nomadic and solitary, their children rarely sharing their own specific traits.
 
Type: Monstrous Humanoid 
Size: Medium
Base Speed: 30ft
Ability Score Modifiers: +2 Wisdom
Languages:  Common 
Senses: Low Light Vision
Wild Heritage: +2 to Survival and Perception checks
Apparent Lineage
  1. Rabbit – +2 Dexterity. 40ft to base speed. +2 to hit on charge attacks.
  2. Fox- +2 Dexterity. +2 to saves against all enchantment effects.
  3. Cat – +2 Dexterity. Once per day when the Brave makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
  4. Frog – +2 Dexterity. Small sized . +40ft  base speed.
  5. Raven – +2 Charisma. Learns 2 extra languages at first level. And 2 languages for every skill point in Linguistics.
  6. Snake – +2 Cha. +2 to saves against fear, disease and poison effects.
  7. Rat –  +2 Strength. Small sized. Darkvision 60ft.
  8. Monkey- +2 Strength. The Brave has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action. « Read the rest of this entry »

Religion from the World of Corsairs

March 6, 2013 § Leave a Comment

So at some point my D&D group decided, and by we I mean I, that we didn’t want to use the primary pantheon anymore. So, piece by piece, we’re assembling our own homebrew pantheon – witch each player contributing a few deities. So far this is what we have:

Note: This was actually for our last campaign, and there was very little progress made. These are actually drawn from both the players and myself. Bhukar was the only one to make a major impact on the campaign as the group consisted of an Oracle that dedicated herself to him. 

Mauna (Greater God – Secrets, Peace, Moon, Death)

The bright face of the Moon looks upon all, delivering serenity to the dying, calming the harsh malignancies of the day. Beneath its light, secrets are sealed, pacts are made, and the Dead are given to their faceless Lord. Mauna is the Quieted King, the Last Whisper, the Tender One, the Doomling Prince. He is the youngest of the great gods. He is in the shadows and the gentle lights, the never-speaking guardian against Orcus and the undead. He knows the secrets of every night, of every creature dead, of all things written or said. His clergy come in three varieties – Candles, Whispers and Messengers. Candles concern themselves with the dead, and with eliminating the undead. Whispers concern themselves with shadows and secrets, defending the church and collecting knowledge in the hidden libraries of their lord. Messengers spread peace, negotiate conflicts and enforce pacifism through will and magic. « Read the rest of this entry »

Psalms of the Apocalypse – Play Report 10

September 18, 2012 § Leave a Comment

So everything is going to be pretty short this evening, I’ve been pretty busy with visiting California and prepping for the game . So a verrry brief summary is being put up, as I realize how many contingencies i need to prepare for.

The session began with them landing down on the Fey Cut, and immediately got into a scuffle.

Amelia tosses a belligerent crewmember overboard

They meet Captain Trei – who looks like a version of Ciel from Black Butler

They board the Conabriel ship, looking for The Rat’s Whip

Grey fuzzy ball of energy which is The Rat’s Whip planeshifting in.

The Rat’s whip is enhanced by an evil fire genie lobotomized and bound with old iron as a ship’s figurehead. There are marks only genie can see of his betrayal, informing people not to wish him well again.

They’re confused as to where to go

Oswyn has voices in her head. Of all those dead around Starstone Isle

Amir has run off with a flight of dragons

Most of the world is over-run

The Gothii and Trahk are fighting and they’ve been fighting around Starstone Isle for close to a month now

The group decides to head North/North East up through Taldor and look for Amir

They sail through the sky for two days, then come across a miles wide Wound

These gargoyle patchworks begin advancing on them

They almost engage, then planejump away

Rat’s whip to Hell

Canabriel to Astral

Then they both jump back, canabriel far to the north. Rat’s whip plots intercept course, they meet up in a day and continue on for about a week dodging and ditching

Key is suicidal and sad, caring after injured Oswyn

They finally find Amir He’s on top of an ancient Blue Dragon they nickname Mr. FuzzyScales

There is a 12 mile wide wound, hundreds of thousands of “gargoyles”, versus 20 dragons

A legion of about 11thousand dwarves is marching on the Wound singing hobbit songs. They come from the Shadowfang Mountains.

The dwarves want no help from outlanders. Also Key is a jerk and stole an artifact and cuckolded one of their elder’s wives a few hundred years ago. He remembers him.

The battle begins, the dwarves beat there hammers and raise a giant rampart, lifting them up with the wound as they heal it.

The two ships engage

Dramatic shit is done

A giant Behemoth comes out. Key suicides, leaping into its mouth and using his eidolon up into its brain

Ambrose goes down, a bunch of Conabriels, the dragons are slowly whittled down

The dwarves die in their hundreds

Amelia nearly dies but her and her brother do some fancy flying and ram a grouping of gargoyle’s with their ship.

After about two hours the tear is split In two by Abbad, and is only a hundred or so feet, but not shrinking anymore. Everyone is passing out. Abbad ends up piloting the Conabriel. Picks up some of the dwarf healers who are choking on lack of air, and they’ve mostly run out of spells. Many of them are trying to flee now.

They start to work again, but then Abbad passes out from exhaustion too

They stabilize, Saeche leaps onto the Conabriel and pilots, letting the dwarves heal. Eventually they’re out of spells, it’s not quite done.

She throws a healing potion at it. Finally it’s gone.

Her and Jace and one dwarf are the only ones awake really. The dwarves are fleeing, many are stumbling off their ramp and dying. Her and jace scoop by and rescue as many as they can and then break away

At some point Amir was dying, Saeche saved him

He goes back to face 30k gargoyles alone with his dragon, saves them time and dies

Oswyn and Vacht were goingspsycho

Vacht is nowhere to be seen

Oswyn goes huge and eats everyhingas they escape. Finishing things off

Saeche and jace land the ships, then pass out cold.

That’s where the session ends.

They were all supposed to die.

Psalms and Corsairs Play Report 8 – Gods are Welcome in the Tower

September 1, 2012 § Leave a Comment

The session began with the Man’s Promise being renamed the Rat’s Whip. Making their two ships The Great Tide and The Rat’s Whip. Then they promptly marched off through the rolling hills of Goth-land with only a single wiff-shark accompanying them. Everyone else stayed behind.

After a day’s march they began walking through the outer ruins of Consil or, as the Gothii call them, the Sub-Urhbs. The Sub-Urhbs consisted of run down yet highly ornate and heavily decorated hovels ravaged by time. They were dirty with secret doors, which Abbad spotted with his pair of new spectacles.

Recalling and dissecting her dream, connecting it with lore and ancient history, the group discerned that Cyril was in a northern section of the city, atop a conveniently located mountain called the God Mount. Except they didn’t see any mountain. They keep going northerly through the massive ruins, and they truly are massive. Bigger than any sort of city the characters had ever seen. Nothing is uniform, or standard, except the once gleaming roads. Everything is unique, of different materials all long degraded by time.

They don’t find any sort of mountain, though they do find a crater; a gargantuan hole in the earth, maybe a mile or two across. Traveling to its bottom, they found a heap of eleven bodies all neatly severed in halves with perfect cuts. Inhumanely perfect. The bodies are…patchwork people. They’re composed of dozens of different races, sewn and fused together hellishly. Dory questioned one of them, tearing it up out of death with a spell but discovered little about them. « Read the rest of this entry »

A Few Craftsmen of FirstPort

August 28, 2012 § Leave a Comment

The Gothii in Firstport do not keepmany stock magic items around, instead they create almost everything from scratch, customized to its purchaser. It takes longer, but it’s the way they go about things. As such, most craftsmen don’t really keep an exact “menu” of things they possess. Here are a few outlined craftsmen and merchants in the city of FirstPort – so players can have a little help in shopping there. « Read the rest of this entry »

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