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> D&D 'Campaign', Tower of Ashforia
1stLegion
post Apr 27 2018, 08:35 AM
Post #1


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**Please don't post here, Its for campaign info only....All D&D conversations can be had in this topic here:
http://www.wargamerau.com/forum/index.php?showtopic=189731
Any irrelevant posts will be moved to the above topic

-TOWER OF ASHFORIA-


Background [Post #1]

Character Creation Rules [Post #2]

Tower Adventurers [Post #3]

Armoury/Stores/Supplies [Post#5]

Quests [Post #6+]


This post has been edited by 1stLegion: May 24 2018, 08:37 AM


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1stLegion
post May 20 2018, 04:50 PM
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~ Character Creation Rules ~

Races
All races are valid, but only a few are native to the island.
- High Elves hold the camp on the north of the island. High elves tend to have bronzed or golden skin, and similarly golden hair, which can also be black or coppery. Due to a mutation on the island, they all have green eyes.
- Humans hold the camp to the south. When picturing the humans appearance, think of Polynesian countries.
- Humels have the third shoreline camp on the east. Humels are a village of half-elves who have been outcast from both Elvish and Human villages. Generations of Half-Elves breeding with Half-Elves eventually caused them to become their own offshoot calling themselves Humels.
- Lightfoot halflings live in a hidden camp within the forest. They have historically been reclusive, but lately, more have been venturing out of their village and walking amongst the larger folk.
- A Dwarf society lives within the tunnels around the island's volcano centre. A mix of both mountain and hill Dwarves, they are even more reclusive than the Halflings, and often outright refuse to deal with the Elves. Those who crave adventure and battle, though, often find themselves spending time amongst the people of the tower; they, at least, were respectable fighters.
- The most mysterious race on the island is the Firbolg. They hide their camp with magical means and by remaining nomadic. Often, the only people who believe in the existence of the Firbolg, are those who have met one; and even those who walk amongst society only show their true appearance rarely, using magic to disguise themselves as they interact with the Humans and Elves.

Classes
No class restrictions. Go nuts!

Ability Scores
Use the standard array of ability scores (15, 14, 13, 12, 10, 8).

Starting Equipment
Choose the standard starting equipment for your gear, as determined by your class and background.

For gold - ignore any starting gold. Assume that you have 20 GP; your wages, and a small per diem for your quest.

Level
Create a level 3 character. This means everyone will be able to choose their subclass and have some of the features that make them truly unique.

Write a Story
Think about three things:

1. Where are you from - on the island, or off it?
2. Why are you at the Tower of Heroes?
3. What in your life made you into the person you are? (your 'class story')

It doesn't have to be complicated or long. For example, here is the story for Kren Twonote, a bard:

QUOTE

Kren Twonote was always a bit of a rebel, refusing to complete his education and ignoring authority figures within his tribe. His skill with the lyre and pan flute was his saving grace. A performance from him could calm those who frowned upon him, and earned him respect and admiration in town festivities.

Kren eventually began to read, when nobody was urging him to. He learnt of heroes and villains, of epic wars and battles that had long passed into legend. He began to compose his own music, singing songs of Trellor the Mighty and Ruhai the Fancy, of the Battle of Redblood Ridge - some stories true, some his own creation.

Soon, Kren became bored with the stories he knew, and his own imagination could only lead him so far. He wished to know what other things there were in the world, what other legends and heroic deeds could be turned into songs. Perhaps he would even find an instrument, the right instrument, with which to perform his masterpiece.

And so Kren left his village, his few possessions on his back, and headed for the tower of heroes; his only wish to follow those who carried out the deeds, he soon found himself inducted, a member of the tower, one of those sworn to become a hero, or die trying...

1. The Humel village on the island
2. To help him write a great song
3. A distaste for authority and forced learning

This post has been edited by 1stLegion: May 22 2018, 09:01 AM


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1stLegion
post May 20 2018, 05:07 PM
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<< Tower Adventurers >>


Fynn
[Matt]
Class/Level: Bard 4 Background: Entertainer Alignment: Neutral
Race: Humel Height: 5'11" Weight: 205lb/93kg Age: 23
Appearance: Caramel-coloured skin, dark hair, clean shaven at all times. Bright green eyes. (Basically think Maori crossed with High Elf)
Weapons: 2x Shortswords & Whip
Armour: Simple leather armour
Equipment: Canaith Mandolin, Pan flute
Story:The son of Humel parents, his mother a poet and his father an artist, Fynn was a prodigious talent with musical instruments as a child. His skill was such that at age 15, he was able to captivate the entire Humel tribe with a solo performance. But Fynn soon grew bored, the instruments created on the island bringing him no pleasure as he mastered one after the other. He soon began to find new ways of producing sounds - a hollow coconut against a stone, a rattling cage of fish bones, two pieces of bark rubbing against each other. It wasn't until he witnessed his first sword fight that he became truly inspired. A rogue human attempted to steal from the Humels, and one of the village's few fighters engaged him. The musical clanging of steel, the soft shuffling of feet on sand and stone, the whoosh of a blade as it whirled through the air: Fynn knew these sounds were the ones he had sought. He began to train with the sword himself, his artistic nature revealing itself in his parries and slashes. He soon outgrew the training grounds, their confines restricting his own imagination. Against his parents pleading, and his tribe's desire for his talent to remain, Fynn packed his bags, his instruments, and his swords, leaving for the Tower, to further hone his craft.

Gotrek
[English] Kill Count:10
Class/Level: Barbarian 4 Background: ? Alignment: ?
Race: Dwarf Height: ? Weight: ? Age: ?
Appearance:
Weapons:
Armour: 'Spiked Armour of Fire Resistance' [A set of dwarf-forged spiked armour, passed through the Tower's battleragers over a century, infused with the heated ore and stone from within the volcano's fires. Black veins of enchanted, liquid-like obsidian stand out against the polished spikes]
Equipment:
Story:

Psthos
[Paul]
Class/Level: Paladin 4 Background: Warrior[Custom] Alignment: ?
Race: Tiefling Height: 6'6" Weight: 220lbs/100kg Age: 35
Appearance:
...
Weapons: 'Nemesis' Halberd [Made as a collaboration between Elvish and Dwarvish smiths of the Tower, a lightweight & supremely balanced, the edges of its sword-like blade glint with silvery light], Shortsword & Dagger
Armour:
Chain Mail, 'Gauntlets of Hercules'[These gauntlets depicting lion heads grant Herculean strength]
Equipment:
Priests Pack, Holy Symbol, Enemy Trophy, Common Clothes, Belt Pouch, Set of Bone Dice, 1 Ounce Block of unknown material.
Story:
...

Ragnar
[Wayne]
Class/Level: Rogue 4 Background: ? Alignment: ?
Race: Human Height: ? Weight: ? Age: ?
Appearance:
Weapons:
Armour:
Equipment:
Story:

Zhoron Balnar
[NPC]
Class/Level: Wizard 20 Background: Tower Master Alignment: Neutral-Good
Race: High Elf Height: 5'6" Weight: 114lb/51kg Age: 250
Appearance: Pale blue robes, silvery hair, blue (almost white) skin, green eyes with flecks of gold.
Weapons: Staff of the Magi
Armour: Robe of the Archmagi
Equipment: Crystal Ball of True Seeing
Story:Zhoron Balnar first came to the island a century ago, one of 'The Four' that defeated the Tyrant Matthias in the Tower, saving the island from certain destruction. Since then, three of 'The Four' have passed to the passage of time, but Zhoron remains on the island, the Tower Master. He is responsible for overseeing all aspects of the tower, and is personally involved in the recruitment of new members. Though he is armed with powerful magic items, Zhoron rarely ventures out of the Tower after a quest gone wrong saw him suffer a grave injury. Now, his meditation and rest in the Tower are the only things keeping him from succumbing to his incurable wounds.


Tower Allies
- Dennis & Florence [Hermit Dwarves] Location: Molten Cavern

This post has been edited by 1stLegion: Jun 6 2018, 06:35 PM


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1stLegion
post May 20 2018, 05:17 PM
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**reserved for info**


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Saithis
post May 20 2018, 06:50 PM
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In between adventures, you are able to do some shopping. This will often be the first thing done at the start of every session, but this section will detail what items have been made available to you in the Tower's armoury, alchemist, magic items store, forge, and library.

┼┼ The Armoury ┼┼

The main source of weapons for adventurers. Mostly created by forgemasters and apprentices from the Outcast village, they transport goods to the Tower as payment for protection.

All weapons as per the Player's Handbook, with the following exceptions:
  • Club and greatclub are not available
  • Quarterstaff is 1 GP
  • Javelins are 2 for 1 GP
  • Darts are 10 for 1 GP
  • Arrows, Crossbow bolts, Sling projectiles (including sling), Blowgun darts all come in packs of 20 for 1 GP
There is no quantity limit on these items. They are plentiful and of various designs.

◊◊ The Forge ◊◊

The forge at the Tower focuses largely on armour creation and repair, and borrows knowledge and skills from all over the island.

All armour as per the Player's Handbook.

There is no quantity limit on these items. They are plentiful and of various designs.

ΨΨ The Bottle-O ΨΨ

The potionmaster at the Tower also happens to be a particularly skilled brewer, crafting drinks for those who wish to adventure, and those who wish to relax.
  • Potion of Healing 25 GP 10 in stock
  • Potion of Cold Resistance 75 GP 5 in stock
  • Potion of Fire Resistance 75 GP 5 in stock
  • Potion of Lightning Resistance 75 GP 5 in stock
  • Potion of Fire Breath 100 GP 2 in stock
  • Potion of Heroism 250 GP 2 in stock
ΞΞ The Library ΞΞ

A part of the Tower is devoted to the maintenance and safekeeping of books, but for adventurers, the Scribes spend some time copying spells onto magic parchment for the spellcasters to use.
  • Spell Scroll: Cure Wounds 50 GP 2 in stock
  • Spell Scroll: Detect Magic 50 GP 2 in stock
  • Spell Scroll: Protect Evil/Good 50 GP 2 in stock
  • Spell Scroll: Animal Friendship 50 GP 2 in stock
  • Spell Scroll: Identify 50 GP 2 in stock
  • Spell Scroll: Calm Emotions 150 GP 2 in stock
  • Spell Scroll: Knock 150 GP 2 in stock
  • Spell Scroll: See Invisibility 150 GP 2 in stock
  • Spell Scroll: Dispel Magic 250 GP 0 in stock
∩∩ The Gold Exchange ∩∩


A popular place for adventurers to visit. The few enchanters that exist on the island are in the employ of the Gold Exchange. As well as selling magic items, the Gold Exchange will happily pay gold pieces for any unwanted magic items found on quests.
  • Balance of Harmony (120 GP) 2 in stock
    You can use this set of scales to cast Detect Evil and Good as a ritual. It comes with a bottle of holy water.
  • Boots of Elvenkind (300 GP) 2 in stock
    These elvish-made boots give you advantage on Dexterity (Stealth) checks when you need to move silently
  • Candle of the Deep (60 GP) 3 in stock
    The flame of this candle doesn't get extinguished underwater.
  • Cap of Waterbreathing (110 GP) 2 in stock
    When you're wearing this cap underwater, you can speak the command phrase "bubble me up" to create a bubble of air around your head.
  • Cloak of Elvenkind (300 GP) (requires attunement) 1 in stock
    This elvish-made cloak makes you harder to find while you have the hood up, as it camouflages to your surroundings
  • Driftglobe (150 GP) 1 in stock
    This globe can do three things. When you speak the command phrase "give me light", it casts the spell Light centred on the globe. When you speak the command phrase "give me daylight", it casts the spell daylight centred on the globe. If you speak the command phrase "give me sun", it rises into the air and floats 5ft off the ground.
  • Goggles of Night (250 GP) 1 in stock
    These goggles improve your ability to see in darkness by granting darkvision, or increasing its range.
  • Mask of the Beast (350 GP) 1 in stock
    This mask gives you the ability to make friends with animals by casting animal friendship.
  • Pearl of Power (250 GP) (requires attunement by a spellcaster) 2 in stock
    When you're attuned to this pearl, you can hold it in your hand and speak the command phrase "mana plus!" and restore a spell slot up to 3rd level.
  • Belt of Dwarvenkind (2,500 GP) 1 in stock
    This belt is covered in dwarvish runes and looks like it was made for someone stout and round, though it fits most people. It increases your constitution and makes dwarves friendlier to you. It is said to have other benefits for those who are not dwarves.
  • Gulthias Staff (2,000 GP) 1 in stock
    This black and gnarled staff was crafted by Firbolgs in the tower from mysterious wood. It has a strange effect, calming evil plants. It also allows you to drain energy from your targets, but with a cost: those who are not strong enough succumb to a temporary madness.
  • Ring of Protection (1,750 GP) 1 in stock
    This ring is covered with runes and wards from various factions over the island. It shields the wearer from harm, increasing your AC and saves.
  • Ashbark Cloak (1,800 GP) 1 in stock
    A cloak made of papery bark that always leaves an ashy residue when you touch it. It increases your AC, and allows you to once per day, cast the spell Investiture of Flame on yourself. If you use the spell's line of fire, the spell immediately ends.
  • Diadem of Personality (1,500 GP) 1 in stock
    A silvery band with three shining, red scales on the front of it. It increases your Charisma whilst you are attuned to it.


This post has been edited by Saithis: Jun 6 2018, 10:31 AM


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Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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Saithis
post May 20 2018, 07:57 PM
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Episode 1: The Molten Cavern

Tower Contact: Zhoron Balnar, Master of the Tower
Quest Giver: Zhoron Balnar, Master of the Tower
Quest Objectives: Clear the Kruthik hive from the caves in the rocky outcrop regions around Ashforia's volcano.
Status: Completed to a high level. Hive eliminated.

Participants:
Gotrek, the Dwarf battlerager barbarian.
Ragnar, the Human assassin rogue.
Psthos, the Tiefling vengeance paladin.
Fynn, the Humel College of Swords bard.

Other notable events:
The party met two hermit dwarves, Dennis and Florence. They 'encouraged' them to go through the cave system with them; after completion, Dennis and Florence decided to make the caves their own home.

Rewards:
Total of 410 GP (found; 105 each to Gotrek and Ragnar, 100 each to Psythos and Fynn).
Gotrek received the Fire Resistant Studded Armour. He is also able to keep the Rope of Climbing.
Ragnar received the Dagger of Venom.
Psthos received the Elf-Dwarf Halberd.
Fynn received the Pipes of Pan.

Level Increases:
Gotrek's level increased from 3 to 4!
Ragnar's level increased from 3 to 4!
Psthos's level increased from 3 to 4!
Fynn's level increased from 3 to 4!

DM notes: I gave the wrong name for Wayne/Ragnar's weapon. I said Vicious Dagger, but I meant to give the Dagger of Venom, which is a different thing but better for an assassin.

This post has been edited by Saithis: May 21 2018, 08:51 PM


--------------------
Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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Saithis
post Jun 5 2018, 06:42 PM
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Episode 2: Helping the Humels

Tower Contact: Zhoron Balnar, Master of the Tower
Quest Giver: Antiua, the Elder of the Humel Tribe
Quest Objectives: Investigate the research site of a disturbed individual
Status: Completed to a satisfactory level.

Participants:
Psthos, the Tiefling vengeance paladin.
Fynn, the Humel College of Swords bard.
Tilly, the Halfling Wild Sorcerer.
Tanaka, the Human Circle of the Moon Druid.

Significant information and discoveries
- The Humels once had a Fire Genasi stay amongst them. He told stories of his time in the Realm of Flames and other planes, as he hunted a great being of eternal fire. He eventually chased the demon to this realm and became trapped on this island. He believed that if he could summon the beast, he could begin his chase again, and leave this realm. The Humels thought he was mad, save for a select few who became enamoured with his teachings.
- The Mayor had been missing for several days. Upon discovering an apparent cult symbol of a flame encircled by three rings, it was soon uncovered that the mayor had been wearing the symbol recently before his disappearance.
- A ceremonial dagger was also discovered amongst the dying embers of a fire elemental's inferno. The handle had been burnt off, and only a blade of Humel origins remained.

Rewards:
A large amount of gold.
Several gemstones.
They also found a Firbolg-constructed shortbow, and a Dwarf-made axe of warning.

Level Increases:
Psthos's level increased from 4 to 5!
Fynn's level increased from 4 to 5!
Tilly's level increased from 4 to 5!
Tanaka's level increased from 4 to 5!

This post has been edited by Saithis: Jun 6 2018, 09:52 AM


--------------------
Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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Champion Thunder Goose
post Sep 3 2018, 07:47 AM
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I'd be interested in the next campaign.
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