Friday, May 30, 2008

d100 Coastal Place Names.

“DMs can fill in the details as needed.”- Monte Cook

Sometimes you just want a quick name for a new place, yet you want the name to be evocative and meaningful, but not a mothful of mush, that leads to mocking. I await your mocking!

1. Finebrother’s Drink
2. Kraken’s Pond
3. Shallow Blue
4. Black Tide Brine
5. Piscean Deep
6. Leviathan Expanse
7. The Great Eastern Ocean
8. Kavilljor Swell
9. Dragon Wave
10. Bottom of the Sea
11. Abyssal Trench,
12. Sphinxes shore
13. Wisp Seaside
14. The Antaean Shore
15. Shymira’s Surf
16. Remorhaze Beach
17. Taurian Bank
18. Ghoul Coast
19. Maw’ s Seaboard,
20. Alabaster Seafront,
21. Chorrim Shingle
22. Harpy Strand
23. Mount Pegasi
24. Dragonton
25. The Bright House
26. Hunter’s Port
27. Port Harrid
28. Slassan’s Landing
29. The Dark's bay
30. Akashic Point
31. Arathad sound
32. Stormhaven
33. Archipelago of the Faradian
34. Hyplonox Atoll
35. Lastrogous Bar
36. Cursed Cay
37. Oathstalker’s Enclave,
38. Qualleg Isle
39. Islet of Runes
40. Reaver’s Key
41. Spelleater’s Peninsula
42. Grappler’s Reef
43. Sorrow’s Refuge
44. Lir’s Retreat
45. Totem’s Sancutury
46. Warmain’s shelter
47. Unfettered Home.
48. Erudite Anchorage,
49. Exemplar’s Gate,
50. Healer’s Harbor,
51. Harborage of Eldritch-edge,
52. Havenmagus,
53. The Sworn refuge,
54. Rite’s Retreat,
55. Sigil’s Stead,
56. Primal Sanctuary,
57. Warwild seaport,
58. Ironmain shelter
59. Bellweather wreck
60. Buried Jewel
61. Forerunner’s Landing
62. Flotilla bay
63. Crone’s Berth
64. Serren’s Dock
65. Jetty
66. Marina of the Mark
67. Weaver’s Pier
68. Harmer’s Platform
69. Serpentsworn Warf
70. Seeker’s Quay
71. Sin-ru slip
72. Axe Mooring
73. Sunbirth Sea
74. Sire of Mountains
75. Reaver’s Rock
76. Ghoul gap
77. Lastdrop
78. Doom’s Refuge
79. Gassar woodrise
80. Runehome
81. Wordhome
82. Land’sverge
83. Glimmerhome
84. Far Runestone
85. Seral’s View
86. Traitor’s Gorge
87. Herald’s Course
88. Crystalhome
89. Nearhearth
90. Farhearth
91. Realmsedge
92. Highreach
93. Hu-Charad Wood
94. Clavehome
95. Mount Dawngreeter
96. Mount Duskwell
97. Soulbiter Sea
98. High mound
99. Dragon’s Maw
100. Gallowshall

Tuesday, May 27, 2008

Five Feats (part VII)

5 original feats this time,

There are never enough feats, (expecially if you use the BoXM feat rules). This is the sixth article of 5 feats a week, avoiding "feats that suck", the idea being "why take this feat when I can take power attack? Let me know how I did!

GREVIOUS STRIKE [Ceremonial]
You excel at dealing debilitating wounds to you opponents.
Prerequisite: Truename, Bonded Item, Improved Critical (with bonded weapon), Power Attack, Weapon Focus (with bonded weapon), Weapon Specialization (with bonded weapon), base attack bonus +15, In a special ceremony you kill a non-helpless animal with a single blow.
Benefit: Add +1 to your bonded weapon’s critical multiplier (example: x2 becomes, x3), also upon a successful critical your opponent must make a successful Fort Save (DC 10+1/2 your base attack bonus + your Strength modifier) or be stunned for 1 round and suffer 1d12 points of Str and Dex damage.

CHOICE OF THE GIFTED [Ceremonial]
Choices related to your life’s calling are seldom irrevocable.
Prerequisite: Truename, a chosen class ability that a permanent choice. In a special ceremony you create two different clay statues of yourself that resemble a change in your life choices.
Benefit: 1/day In a special Ceremony, that takes one hour, you exchange a chosen class ability for another that could have been chosen instead ( example: an akashic could exchange minor battle memory for sneak attack, or a witch could switch out a manifestation),
Special: If a special ability has a limited number of uses and you currently do not have any uses of that ability the ceremony will fail to switch out, that class ability.

INTIMIDATING ATTACK [General]
You are gifted at making threats and following through.
Prerequisite: Intimidate 5 ranks, combat reflexes
Benefit: You can use the intimidate skill as a standard action, if your intimidate check is successful you are granted an attack of opportunity with a +4 bonus to hit, if this attack hits and deals damage the opponent is considered shaken and all subsequent attacks gain the +4 bonus to hit as well, until all damage dealt by you is healed.
Special: As per intimidate upon a failed check you cannot make an attempt against the same creature until you put an additional rank in the skill.

STUDIOUS MAGE [Ceremonial]
You advance you casting ability where others would not.
Prerequisite: Truename , Knowledge (magic) 8 ranks, Spellcraft 8 ranks, Skill focus (spellcraft or magic); You pass a ceremonial test of your casting skills
Benefit: your spells gain a +1 level of existing class, as long as all your classes advance in spell casting (example a 2nd level character with 1 level in magister and 1 level in mojh would cast spells as a 2nd level magister, while if he had a level in warmain as well, he would cast as a 1st level magister.)
Special: you can only take this feat once.

ONOMANCY [Ceremonial]
Prerequisite:
Truename , Power of the Name, Ability Focus (power of the name).
Benefit: when you cast a spell with a truename descriptor, the DC becomes equal to your power of the name DC.


I may add a truename spell template to this, but I will do that later in the week.

Thursday, May 22, 2008

Ritual of Links # 6: Detailing the Setting (Inspiration)

“DMs can fill in the details as needed.”- Monte Cook

I am working on detailing one region of the diamond throne setting, So I thought I would pass along some inspirations and some ideas so that you could detail your little corner of the Diamond Throne setting (or maybe just a new AE setting). We start with inspiration.

MOVIES: A rare gem that I think can give you a good idea is The Warlord

TV: normally I would promote babylon 5, but a rarer gem is Robin of Sherwood

BOOKS: Monte has been quoted directly as crediting Stephen R. Donaldson, Micheal Moorcock, and David Zindell;

GAMES: Penumbra series by Atlas games: a lot of their piecemeal campaign pieces and campaign style books are wonderful for developing a region of the diamond throne. In my humble opinion Crime & Punishment by Keith Baker is a must read.

PLAYERS: Similar to character driven campaigns let the players create characters, using the Themes of AE as guidelines, and let the world be created by their needs and desires.

REAL WORLD: Take a fantastic real world place,Then add a fantasy element to it, like adding a Genius Loci to Sigiriya

REAL LIFE: Forget X-files, try a real conspiracy!

MAP: you can draw your own, or you can just steal maps piecemeal

Wednesday, May 14, 2008

Five Feats (part VI)

Its good to be back!

There are never enough feats, (expecially if you use the BoXM feat rules). This is the sixth article of 5 feats a week, from OGC sources, converting them to AE and editing the feats in an attempt to improve balance and avoid "feats that suck", the idea being "why take this feat when I can take power attack?

Let me know how I did!


WORTHY FOE [Ceremonial]
You are unusually capable when fighting opponents who pose a real threat to you.
Prerequisites: Truename, Hp 50, Base Fort Save +7, in a special ritual you suffer 50 hit points of damage and survive.
Benefit: Once per encounter when an opponent deals massive damage to you, and you survive, you may on your next turn deal as a standard action the same amount of damage to the opponent with an attack of your choice.
Special: The DC for the massive damage save you must make (as well as that of your opponent upon a successful attack) is increased by +1 for every 10 points above 50. (Example: 60 DC 16, 70 DC 17, 80 DC 18, 90 DC 19, 100 DC 20 etc.)
A mageblade, ritual warrior, totem warrior, unfettered, and warmain may take this feat as one of their bonus feats.


PATH TO THY NEMESIS [Ceremonial]
When you wish to face a worthy opponent, no lesser foes can stand in your way.
Prerequisites: Truename; Cleave, base attack bonus +10, in a special ritual you fight past an less skilled opponent to reach an opponent who surpasses your skill
Benefit: Designate a Nemesis. You may move towards that nemesis at double your normal Speed every round, even if there are other opponents in the way. If an opponent bars you path or makes and attack of opportunity against you they provoke an attack of opportunity. If you drop to 0 or fewer hit points with a single blow, your movement is not interrupted. If you fail to drop him, and he bars your path, you must come to a stop, and provoke an attack of opportunity..
A nemesis is one whose Challenge Rating is equal to or greater than your character level. If the opponent is not powerful enough, this feat will not work.
Special: A mageblade, ritual warrior, totem warrior, unfettered, and warmain may take this feat as one of their bonus feats.

COWARD’S BANE [Ceremonial]
You can strike hard against anyone who attacks you in a cowardly fashion.
Prerequisite: Truename, Cha 13: in a special ceremony you take an oath to uphold a knightly code of conduct.
Benefit: A number of times per day equal to 1 plus your charisma modifier, you gain a bonus to your attack roll equal to your charisma modifier and a bonus to damage equal to your character level against a “cowardly opponent”. This opponent must, in the current encounter, have attempted a cowardly strike. Cowardly strikes include all ranged attacks, Sneak Attacks, ambushes, poison use, subtle magical attacks, and damage inflicted while you are helpless, surprised, or massively and obviously outclassed (challenge rating is 7 or greater than your current character level.)
Special: A mageblade, ritual warrior, totem warrior, unfettered, and warmain may take this feat as one of their bonus feats.

THE DARK'S BLESSING [General]
The undead creature gains bonus hit points.
Prerequisite: Undead, Sturdy, Cha 13.
Benefit: The undead creature gains a number of bonuses
hit points equal to its Charisma modifier multiplied by its total number of Hit Dice.
Special: This feat can only be taken once.

SKILLED BEYOND YOUR DAYS [Ceremonial]
You are extremely gifted beyond others of your ilk.
Prerequisite: Truename, any two of the following: skill affinity, skill application, skill focus, and/or skill mastery, In a special ceremony you demonstrate a masterpiece of skill use.
Benefit: The maximum number of ranks you can have in a class skill is equal to that character’s level + 5.

Sunday, May 11, 2008

Ritual of Links # 5: Adventures and Announcements



ANNOUNCEMENTS

Click on the LINK: Its the back cover to Mythical Monstrosities, Corey Graham our layout artist has out done himself, using Amanda Grow's art "Eye of the Soarlith

Do you need some custom made treasure and magical items appropriate for your encounters with the Veiled Denizens of Monte Cook’s Arcana Evolved? Well look no further the Web Enhancement is HERE! Also included are a number of helpful suggestions on how to Make Encounters Monstrous ™.

ADVENTURES

I am learning so much about adventure writing, since I took on the idea of doing an adventure path for Monte Cook’s Arcana Evolved I thought I should share.

Everyone who is writing an adventure should read the 3.0 dmg guidelines by Monte and also the series of articles Wolfgang Baur did .

Another one that can help you learn how to make better adventures is a discussion on every issue of Dungeon Magazine.

You don’t always have to copy the formula straight out of Dungeon magazine check out the layout for Building Block Adventures.

How about a format for writing great location descriptions.

Oh and you really should be using the new stat block format, I really cannot recommend it enough.

Here is a short cut for all the SRD monsters new stat block (use the non-german list lol)

Friday, May 9, 2008

Timeline of the Edgelands Updated

I am detailing a region of the Lands of the Diamond Throne to use in the Adventure Path Rituals of Choice: this is the area known in ancient times as the Duchy of Nem, in current year it is called The Edgelands. What follows is an updated timeline: the update for those who have followed it previous begins at the common year 1688 and covers and additonal 15 yers till 1703.

180 The dramojh begin their war against the lands east of the Bitter Peaks

181 The destruction of the Cathedral of the Holy Trinity (hence forth known as the Trinity Ruins)

547 The dramojh Fangmaster Sylythyss takes control of the area now know as the edgelands,
1102 Fangmaster Sylythyss creates the Curse of the Stromvale and begins the creation of the savage human tribe as the Khanish.
1103 Birth of the sibeccai
1228 Giants land at Khorl; the first giant is sited, first sibeccai is sited
1407 The Battle of the Serpent’s Heart, final defeat of the dramojh, dramojh refugess
1420 Council of Magisters formed; a member of the council from the region
1451 Order of the Axe founded: a chapterhouse of order is found in the region

1452 A secret monestary of Giant and Sibbeccai ritual warriors is hidden by magic, upon a strange island in middle of an unnamed river of snowmelt from the bitter peaks. It is named Ta-Irkethas or in Common The Sanctuary of Forms

1658 a ishon infestation comes spilling out of the floating forest, overrunning the native trolls and goblins, the khanish come spilling out of the stormvale and hunt the ishon to extinction in the forest.
1659 A gathering of dire boars are discovered in the floating forest, and become a massive food source
1660: a flight of strange tiger striped griffins decend upon the domestic and wild Rodant heards this year,
1661: a unique clan of intelligent water elementals is discovered to be traveling about the lakes, waterfalls and rainstorms of the floating forest.
1662: a tribe of satyrs lead by a charismatic leader found he high isle of music and wine in the floating forest
1663: A family of magically gifted sphinxes begins to lair within one of the anctient nem strongholds waylaying travelers eating those who cannot answer their riddles.
1668 Council of Magisters disbands; a former member of the council settles in a ancient dragon’s lair in the region
1669 A single unicorn of unique power and abilities destroys a band of trolls who attempt to raid the town of far-rough
1670 a group of brigands and graverobbers while rading a former dramojh cache release a large number of lamia of various unique forms that were held in stasis, only a lone female of the group was left to tell the tale.
1671 a group traveling to the dragon’s lair to seek the magisters help are attacked by flights of gargoyles who guard the entrance a single gargyle brings a message to the Giant Steward saying to send no other inquires.
1672: The Taskclaw Litorian Tribe are infected with a ghoulish plague, most are hunted down but rumors persist that members of the tribe escaped, and roam the plains still
1673: after helping hunt down the taskclaw tribe, the blacksky centaur tribe make a formal pledge to the giant steward of far-rough.
1674: after a hard winter, the trolls and goblin slaves led by a covey of hags raid the town of far rough, the raid is quite successful do to blade trolls joining the assault but the steward is able to have aid brought from the capital.
1675: the satyrs of the high isle of music and wine are slaughtered and their abodes left in ruin by the retreating tolls.
1676: The Knights of the Diamond called by the Steward, send the sphinxes fleeing to the cloudlands, on their return to De-Shammod.
1678: The X brothel is founded and open for business, its owned and operated openly by doppelgangers.


1679: A deranged escapee of the houses of the damned founds the Theorem Institute.

1680: Khanish raid and nearly eradicate the blacksky centaur tribe, the leave exactly 500 of the tribe alive stating they wish to leave a minimum viable population for the future.
1681: A vampire hunter from Khorl revels that Rarina the Invidious of the steward’s personal guard (The Steward’s Shield) is a vampire lord in service to the nightwalkers, she is destroyed but her coffin is never located.
1682: The Tower of Scion appears just south of the plain of eyes on midwinter night, a mojh runelord named Kargoth declares in the start of a new movement the Scion Foundation
1683: The Khanish decimate and plunder a six rhodin tribes including one formed entirely of Skurg this year, it takes four decades for the rhodin population to recover.

1684: The Bitter War (Slassan vs. Chorrim) starts this year ranging from the roof of the world to the dark depths, the fortress of Edgehold is built to protect the Chorrim from an attack by the Diamond Throne.

1685: The Clandestine War begins this year between the Vallorian and the hyplonox in the wake of the bitter war,as the hyplonox support the chorrim and the vallorian support the chorrim.
1686: Based on a pledge to the Harrowdeep Court Faen arrive and start a village a sky-isle away from Satyr-island, in order to “commune with the green of the floating forest”

1687: A band of alabast proform a ritual of creation for a week straight in the shadow of a bitter peak tor and create Ginnesh Minos the Ivory Enclave.

1688: The mystical site to the west of Far-rough known as Tesham’s Landing is rediscovered by verrik akashics researching the witches who banished Xyphon; the learn that Virdella Tesham destroyed them all

1689: this year ILL-GRASS is reclaimed as a garden by the giants, that which was desecrated by the dramojh has been healed. Henceforth it is called Ci-Othorus (The Meadowhome)

1690: The mojh known as Zarwrath of the Seven, discovers the seven of Nexin Soulslayer’s Stone Kejn and transforms himself in the most powerful magister of his day.
1691: Sickened by her plans to destroy this universe to gain the Hadath , a loresong runethane by the name of Laeli Sigilheart attempts to user her ultimate rune to create a ritual of binding to trap Virdella Tesham after learning what she believed to be the goddess’ truename and is instead Laeli is herself trapped.
1692: Atadan a shuyarn binds herself to the Rune of World’s Ending down below Far-Rough, beyond the Dark Depths, to stave off a cataclysm, leaving her human husband behind, along with her seven runechildren. She speaks blessings to her sister shuyarn Ezrekaelia.
1693: the rune that trapped Laeli Sigilheart evolves into a rune manifest of binding and captures the three most powerful and dangerous beings, Ko-Arren a spirit of sorrow, Rapshir, possessing fiend of Tharlathon, and Soth'lkos, dramojh of mist,
1694: humans bearing contracts with the diamond throne start logging the floating forest for timber, the Steward of Far-Rough steps down, and perform the Ritual of the dark Warden, and begins a guerilla war to stop the violation of the Floating Forest
1695: the humans with the assistance of various greenbonds begain to harvest the floating forest in a more balanced fashion, and begin their own “farms” for the gassar trees
1696: The Slassan as part of “The Clandestine War” release the Sigilheart Bound though the rune manifest attempts to pursue them;
1697: The Slassan discover a dramojh cache, which turns out to be a breeding pit for their twisted creations, the Bitter Peaks and dark Depths populations explode with Legacies of the Dramojh.
1698: The chorrim soldier known as Rasham (who will eventually become War Marshall) raises to prominence at this time without his brilliant military leadership the chorrim would be decimated.
1699: Xevquar the Albino, a powerful and manipulative verrik akashic, learns of the clandestine war and begins his own subtle manipulations to keep the war from spilling into Far-Rough and the surrounding Edgelands.
1700: due to Xevquar’s manipulations a battle along a fault line results in a massive earthquake and flows of magma flood many tunnels in the dark depths, the resulting destruction is devastating to the Slassan forces, the hypnolox and the vallorians, due to General Rasham’s leadership his forces are saved. The clandestine war enters a period of détente’
1701: Zarwrath of the Seven enters the floating forest and returns with staff of unknown wood, he hides the seven Kejn and casts magical fortress inside the walls of Far-Rough and is never seen again
1702: General Rasham discovers the Lightless Labrynith of the Taurians (see mythical monstrosities), and begins to trade with them and through them the blade trolls of the floating forest. The Chorrim begin to use the blade trolls weapons of spellreaving
1703: General Rasham grants the taurian Council of Fathers a valley under their control, the taurian Clan Bittertrap transform the whole of the vale into a magical hedge maze.


1758 The dragons return from the Mysterious West; the young dragon Amoncirith and the ancient Malganvorung arrive in the Edgelands together but go their separate ways.
1759 Today

Thursday, May 8, 2008

Five Feats (part V)

Its good to be back!

There are never enough feats, (expecially if you use the BoXM feat rules). This is the fifth article of 5 feats a week, from OGC sources, converting them to AE and editing the feats in an attempt to improve balance and avoid "feats that suck", the idea being "why take this feat when I can take power attack?


FAVORED OF THE CAUSE [Ceremonial]
Your allegiance to your chosen cause provides you with unusual resilience to magic associated with it.
Prerequisites: Truename, Champion, in a special ceremony after 8 hours of contemplation, you must successfully resist magic associated with your chosen cause.
Benefit: Against spells with a descriptor associated with your chosen cause (DM Adjudication) you are immune as if it failed to overcome spell resistance. If a spell or effect with the descriptor does not offer spell resistance (such as a supernatural ability), then you gain a bonus to your save equal to your champion class level.

FEARSOME EXECUTIONER [Ceremonial]
Your killing strokes invigorate you and your allies while striking fear into the hearts of your enemies
Prerequisites: Truename, Intimidation 8 ranks, You must perform a public execution.
Benefit: whenever you land the killing stroke (or destructive blow) you and all your allies within 30 ft. gain a +2 morale bonus to attack, damage and saving throw rolls until the end of the encounter. In addition all enemies within 30 ft. who witnessed the action must make a Will save (DC 10+1/2 your intimidate modifier) or be shaken for rest of the encounter.

UNSIGHTED STANCE [Ceremonial]
Prerequisites:
Truename, you perform a special ceremony fight where you must defeat a nocturnal creature at night.
Benefit: When you are engaged in melee in dim light or absence of light such as when there is a percentage miss chance due to Concealment, you receive a +2 competence bonus to melee attacks and a +2 dodge bonus to your AC

UNHEALING WOUND [Ceremonial]
You may deal to a single opponent a wound that is extremely difficult to heal.
Prerequisites: Truename, Cha 13, in a special ceremony you permanently lose hit points equal to your Hit Die.
Benefits: Once per encounter you may deal damage than cannot be healed naturally or magically (incuding regeneration and fast healing) if your opponent fails to make a (Fort Save DC 10+1/2 your caster level + your charisma modifier), An individual that makes its save is forever immune this ability. You must decide to use this ability before you roll damage.
Special: a DM secretly chooses an appropriate special circumstance by which this effect can be healed such as a remove curse having to be cast first, a power level check (DC 15+your character level + your charisma modifier), or on a specific mystical site etc.

DISCERNING CRITICAL [Ceremonial]
You place your critical hits with exceeding precision
Prerequisites: Truename, BAB +8, Improved Critical, In a special ceremony you deal the same blow with you chosen weapon a thousand times.
Benefits: With DM permission you may now use a critical hit chart or deck,
Special: if you DM already uses a critical hit chart or deck you may roll twice or choose two card, inflicting the best of the two.

OGL link