Thursday, January 28, 2010

Fesitvals of Eave

(Photo by Ron Lutz II [Darter the Chronicler])
Light of Civilization festival dying down.


The Years. The current calender counts the years since the fall of Nerath. The year is currently 107.

Martch (31 days)
• First day of the new year. The Knowing is a holy day to Ioun, where Ioun’s followers make predictions for the new year.
• First day of spring.

Apri (30 days)
• During the Vernal Equinox. It is a high holy day of Corellon. Magic fairs are common at this time.

May (31 days)
Day of Thunder is holy day dedicated to Kord. A feast with friends, not family are common to on this day to strengthen the bonds of friendship.

Jun (30 days)
• First day of summer
Dragon Feast. This festival commemorates the defeat of Tiamat by Bahamut. A holy day for Bahamut.

Juy (31 days)
• Summer Solstice. A holy day to Pelor. A grand feast is held and gifts are given. It is a day of forgiveness. Some cultures mark this day as an anti-Zehir day.

Argust (31 days)
The Raze is a holy day devoted to Gruumsh. A structure built in the from of a giant man with a sacrifice or two (or more!) are placed within and burned.
• The last day of summer and the first day of autumn are holy days of Avandra to commemorate the changing of the seasons. The Changing is a common time for people to make pacts and renew contracts.

Septar (30 days)
• First day of autumn
Light of Civilization is a festival dedicated to Erathis. A night market is common but lights of the whole community are lit to stave off the dark of chaos and barbarism.

Oktobar (31 days)
Festival of Masks. The first full moon of the month is when this festival to Sehanine takes place. For the three days before the full moon all those who wish to take part, do so by wearing masks, and it ends on night of the full moon. It is said that if you kiss someone on the that night, that they will be yours if they take off their mask to show you who they are. It is a time for lovers.
• Autumnal Equinox.

Novem (30 days)
Harvest Festival. The bringing in of the harvest is a common holiday among rural farmers but is gaining popularity among the city dwellers.

Decem (31 days)
• First day of winter
• A three day festival is the Festival of the Makers dedicated to Moradin. People tend to hang out with family and exchange gifts that they have made (if they can).

Januar (31 days)
• During the Winter Solstice is a a Holy Day to the Raven Queen. Snow Wake, as this time is called, all but one light is extinguished in a household. Stories are told around the fire of those who passed that year. The fire is kept alive though out the night and used to relight everything come morning when the sun comes up.
• The Winter Solstice also a holy day of Zehir, the Longest Night is when they hunt for a sacrifice and slay it before the sun comes up.

Febur (28 days)
Day of Chains. This festival commemorates the victory of the Gods over the Primordials. If they have snow, great beasts are made out of snow and allowed to melt with the coming spring.

Interim Day (1 day)
• A day that belongs to no month, the Interim Day happens every four years. Many tribes use this day as a time to renew alliances.

Sunday, January 24, 2010

Aurgust Jereth



====== Created Using Wizards of the Coast D&D Character Builder ======
Aurgust Jereth, level 1
Half-Elf, Warden
Guardian Might: Lifespirit

FINAL ABILITY SCORES
Str 16, Con 15, Dex 8, Int 10, Wis 16, Cha 13.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 8, Int 10, Wis 16, Cha 11.


AC: 18 Fort: 14 Reflex: 12 Will: 14
HP: 32 Surges: 11 Surge Value: 8

TRAINED SKILLS
Nature +8, Endurance +4, Heal +8, Perception +8, Religion +5

UNTRAINED SKILLS
Acrobatics -4, Arcana, Bluff +1, Diplomacy +3, Dungeoneering +3, History, Insight +5, Intimidate +1, Stealth -4, Streetwise +1, Thievery -4, Athletics

FEATS
Level 1: Initiate of the Faith

POWERS
Dilettante: Holy Strike
Warden at-will 1: Earth Shield Strike
Warden at-will 1: Resilience of Life
Warden encounter 1: Warden's Sacrifice
Warden daily 1: Form of Mountain's Thunder

ITEMS
Adventurer's Kit, Scimitar, Heavy Shield, Hide Armor, Crossbow, Dagger, Crossbow Bolts (20), Climber's Kit, Totem
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

My fifth player for my Moonsilver game!

Tuesday, January 19, 2010

Umbral Order

Umbral Order

Goal: A secret society of Sehanine worshipers. They serve the goddess using trickery, guile and seduction to achieve their goals. Based in Moonsilver, they are slowly growing in their secret influence. They seek to stabilize the area, thwarting various evil plots. Their major concern at the moment is the Empire of Rothsburg and their expansion into the area.

Size: Small but they operate in a large area, even on other planes.

Alignment: Good

History: formed about forty years ago by Suli Bryghton, the Order has been secretly influencing the area around Moonsilver.

Leadership: Suli Bryghton, a cleric of Sehanine, leads the Umbral Order and it is though her leadership the Order has done so well for being so young.

Headquarters: The Spires of the Moon located in Moonsilver. Meetings are held to whenever needed.

Membership Requirements: Are open by invitation only. Most of them all worship Sehanine.

Structure: The Order operates independently or in small bands.

Activities: The Orders members are mainly spies and saboteurs.

Enemies: The Empire of Rothsburg is the major concern. They are only now beginning to suspect that they are so infiltrated. Things are going to get a lot more interesting for the Order in Rothsburg. But, the Empire is not their only concern. They have made enemies (and allies) among such folks such as the Imperial Drow of Cirentaale, the Court of the frost Giant King, several efreets Sultans from the City of Brass and The Order of Black Blood.

Sunday, January 17, 2010

Daniel the Damned, 13th level


(pic by sukinahito on devaintArt)

====== Created Using Wizards of the Coast D&D Character Builder ======
Daniel the Damned, level 13
Human, Paladin, Astral Weapon

FINAL ABILITY SCORES
Str 20, Con 15, Dex 11, Int 11, Wis 14, Cha 17.

STARTING ABILITY SCORES
Str 15, Con 14, Dex 10, Int 10, Wis 13, Cha 14.


AC: 29 Fort: 26 Reflex: 23 Will: 24
HP: 112 Surges: 12 Surge Value: 28

TRAINED SKILLS
Intimidate +14, Religion +11, Heal +13, Diplomacy +14, Endurance +9

UNTRAINED SKILLS
Acrobatics +2, Arcana +6, Bluff +9, Dungeoneering +8, History +6, Insight +8, Nature +8, Perception +8, Stealth +2, Streetwise +9, Thievery +2, Athletics +7

FEATS
Human: Armor of Bahamut
Level 1: Toughness
Level 2: Weapon Focus (Heavy Blade)
Level 4: Human Perseverance
Level 6: Healing Hands
Level 8: Weapon Expertise (Heavy Blade)
Level 10: Power Attack
Level 11: Armor Specialization (Plate)
Level 12: Devastating Critical

POWERS
Bonus At-Will Power: Holy Strike
Lay on Hands: Lay on Hands
Paladin at-will 1: Valiant Strike
Paladin at-will 1: Enfeebling Strike
Paladin encounter 1: Radiant Smite
Paladin daily 1: Paladin's Judgment
Paladin utility 2: Sacred Circle
Paladin encounter 3: Arcing Smite
Paladin daily 5: Martyr's Retribution
Paladin utility 6: Divine Bodyguard
Paladin encounter 7: Thunder Smite
Paladin daily 9: Crown of Glory
Paladin utility 10: Cleansing Spirit
Paladin encounter 13: Zealous Smite (replaces Radiant Smite)

ITEMS
Solar Plate Armor +2, Sunblade Longsword +2, Bloodsoaked Shield Heavy Shield (heroic tier), Magic Holy Symbol +2, Cloak of Resistance +3, Gauntlets of Brilliance (heroic tier), Dagger (2), Adventurer's Kit, Javelin (6)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Tyni Lur'kaas

(pic by LazarusReturns in deviantArt)

Tyni, Drow Warriors Level 14 Elite Lurker
Medium fey humanoid XP 2,000
Initiative +16 Senses Perception +14; darkvision
HP 206; Bloodied 103
AC 28; Fortitude 22; Reflex 25; Will 23
Saving Throws +2
Speed 6
Action Points 1

m Rapier (standard; at-will) • Poison, Weapon
+17 vs AC; 1d10 + 5 damage and the drow warrior makes a secondary attack against the same target
+16 vs Fortitude; 1 see drow poison for the effect

R Double Hand Crossbow (standard; at-will) • Poison, Weapon
Range 10/20; +17 vs AC; 2d6 + 5 damage, and the drow warrior makes a secondary attack against the same target
+16 vs Fortitude; 1 see drow poison for the effect

R Darkfire (minor; encounter)
Range 10; +15 vs Reflex; 1 until the end of the drow warrior’s next turn, the target grants combat advantage to all attacks, and the target cannot benefit from invisibility or concealment

Combat Advantage
The drow warrior deals an extra 2d6 damage on melee and ranged attacks against any target it has combat advantage against.

Drow Poison • Poison
A creature hit by a weapon coated in drow poison takes a -2 penalty to attack rolls (save ends). First Failed Save: The target is also weakened (save ends). Second Failed Save: The target falls unconscious until the end of the encounter.

Battle Dancer
If, on its turn, the twins ends its move at least 4 squares away from its starting position, it deals 2d6 extra damage on its melee and ranged attacks until the start of its next turn.

Alignment Evil Languages Common, Elven
Skills Dungeoneering +14, Intimidate +12, Stealth +18, Acrobatics +17
Str 16 (+10) Dex 21 (+12) Wis 15 (+9)
Con 13 (+8) Int 15 (+9) Cha 17 (+10)
Equipment Chainmail, Crossbow, Crossbow Bolts (20), Rapier

© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Her sister slain, she seeks revenge on the man who killed her: Aurin Dawnbringer!

Tyni and Tini

(pic by Cyzra on deviantArt)


Tyni and Tini, Drow Warriors Level 12 Lurker
Medium fey humanoid XP 700
Initiative +15 Senses Perception +13; darkvision
HP 90; Bloodied 45
AC 26; Fortitude 19; Reflex 23; Will 21
Speed 6

m Rapier (standard; at-will) • Poison, Weapon
+15 vs AC; 1d8 + 4 damage and the drow warrior makes a secondary attack against the same target
+14 vs Fortitude; see drow poison for the effect

R Hand Crossbow (standard; at-will) • Poison, Weapon
Range 10/20; +15 vs AC; 1d6 + 4 damage, and the drow warrior makes a secondary attack against the same target
+14 vs Fortitude; see drow poison for the effect

R Darkfire (minor; encounter)
Range 10; +13 vs Reflex; until the end of the drow warrior’s next turn, the target grants combat advantage to all attacks, and the target cannot benefit from invisibility or concealment

Combat Advantage
The drow warrior deals an extra 2d6 damage on melee and ranged attacks against any target it has combat advantage against.

Drow Poison • Poison
A creature hit by a weapon coated in drow poison takes a -2 penalty to attack rolls (save ends). First Failed Save: The target is also weakened (save ends). Second Failed Save: The target falls unconscious until the end of the encounter.

Battle Dancer
If, on its turn, the twins ends its move at least 4 squares away from its starting position, it deals 2d6 extra damage on its melee and ranged attacks until the start of its next turn.

Alignment Evil Languages Common, Elven
Skills Dungeoneering +13, Intimidate +11, Stealth +17, Acrobatics +16
Str 15 (+8) Dex 20 (+11) Wis 14 (+8)
Con 12 (+7) Int 14 (+8) Cha 16 (+9)
Equipment Chainmail, Crossbow, Crossbow Bolts (20), Rapier
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Tyni and Tini are twin drow warriors, who are making the lives of the Warriors of the Sun quite interesting. They will be making another appearance tomorrow!

Friday, January 15, 2010

Morco of the White

(picture by daleicious on deviantArt)


Morco of the White Level 4 Elite Brute
Medium natural humanoid XP 350
Initiative +3 Senses Perception +8
Aura of Cold aura 2; the ground within this aura is considered difficult terrain.
HP 142; Bloodied 71
AC 16; Fortitude 17; Reflex 16; Will 16
Resist 5 cold
Saving Throws +2
Speed 6 (icewalk)
Action Points 1

m Morning Star (standard; at-will) • Cold, Weapon
+8 vs AC; 1d10 + 4 Creatures hit slide 1 square away.

M Icy Smash (standard; at-will) • Cold, Weapon
Attack must be on a prone target.; +8 vs AC; 2d10 + 4

A Ice Quake (minor; recharge 5 6) • Cold
Burst 1; +5 vs Fortitude; 1d4 + 4 Those hit by the Ice Quake are knocked prone.

Stone's Endurance (move; encounter)
The goliath guardian gains resist 5 to all damage until the end of its next turn.

Alignment Evil Languages Common, Draconic, Giant
Skills Athletics +11
Str 18 (+6) Dex 12 (+3) Wis 12 (+3)
Con 21 (+7) Int 9 (+1) Cha 12 (+3)
Equipment Hide Armor, Morningstar

© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Morco of the White is the first major bad guy of my Moonsilver game.