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  1. This had not been the band's best idea. They had been recuperating in Leoni, one of the few permanent settlements the manticora had established, and the spiritual center of the Manticora Confederacy, a loose association of manticoras from the Bleak Savannah, the Haggard Hills, and the Blood Steppes. While primitive compared to other great cities of Ghelspad, Leoni has plenty of charm and spirit. Many of the buildings are simple wood or mud huts with thatched roofs, materials well suited to a burgeoning city of semi-nomadic people. Kora had been pleased to spend time among her people and to speak with her mentor, Akarle. Sigurn had imposed herself upon the hospitality of a Calastian trader she knew, Teuce, who was in Leoni looking to establish himself in the burgeoning settlement. Siwan found interest in the Hunter's Library sitting in the shadow of the Pridestone, a monument devoted to Tanil the Huntress and the only structure made of stone and brick in Leoni. The library is equal parts zoo and archive, a “study herd,” as the manticora call it. The library’s purpose is to catalogue all the rare and exotic fauna and flora on Ghelspad and provide firsthand accounts of hunting and survival techniques. As a result, a new tradition has been established by the semi-nomadic lionfolk of collecting new specimens to bring back to the Hunter’s Library. To that end, even some nearby groups of humans in the northern savannah and in the Haggard Hills have assisted the manticora, and occasionally the caretakers of the Hunter's library even hired adventurers to collect specimens and share their experiences. Even Zai, the uncanny girl in their care seemed grateful to be in a settlement, even if it was far from what she would call a city, being from decadent Shelzar in the South. Even better, she didn't seem inclined to stretch out her quick and sticky fingers into the pouches of the bestial, if friendly and social, lionfolk. It was a good several days for the Band. That time had come to an end when Sigurn's exasperated host grew tired and scared of her presence and bribed her with a map to go away. He had intended it to be a big score for him, but it was too dangerous of a trek for him to make on his own, and any adventurers he hired would demand to large of a portion of what they found. But the map had peaked Sigurn's interest and he had readily given it to her as a gift, if she would just go out and follow it. The map marked the location of an outpost of the Empire of the Wheel, an empire founded by renegade male Albadian sorcerers over the fallen remains of the greatest Empire Ghelspad had ever known, the Empire of Lede. Not knowing her own father, a supposed sorcerer himself, she might learn something of what Albadian sorcerers were like. What added extra incentive to pursue the location on the map was a sigil marked on it. An arcane sigil that matched one on a fragment of one of the True Rituals recovered from the Dar al Annot coven over a year ago. Perhaps they could find the lore to make out the purpose of the terrible ritual and discover what the twisted Hag had intended for Zai. And of course, ancient ruins had their dangers, but often, they could have their rewards as well. Further, the lands of the former sorcerous empire were a desolate and cursed place. The Hunter's Library would appreciate anything they could learn of its flora, fauna, and dangers. And so, the band of women found themselves trudging across the Perforated Plains. Once a land of fished-fill rivers and fertile, green fields, now it is riven, barren rock interrupted by stunted weed-trees, hardy and bitter scrub grass and stagnant pools of water, populated by dangerous beasts and titanspawn and scarce and skittish game. What made travel through the Perforated Plains even more difficult were the plethora of treacherous sinkholes and large craters that had to circled and made it easy to lose their way. Perhaps no place in all Ghelspad had been as devastated by the Divine War as had the place now called the Perforated Plains. Though far less than the Empire of Lede that had preceded it, the Empire of the Wheel had been powerful in its own right, thanks to the might of its Sorcerer Kings, many formidable summoners, and elite warrior forces. But its end began just before the onset of the Divine War. Yngolf the Witchblooded, the High King of Albadia declared war against the Empire of the Wheel, and this time, it was no mere raid, but a full invasion. For the first time, the tattooed witches of the Helliann rode to war with their barbarian warrior. The Witchwar, as it became known, lasted for twelve years, ending only with the destruction of Mesos. With arcane magic becoming wild and unpredictable, the Witchwar ended rapidly. But the Divine War had just started. A cabal among the Sorcerer-Kings decided to side with the Titans, and by the time the rest of the Sorcerer-Kings learned of their perfidy, it was too late. The Empire of the Wheel was considered a haven of the Titans and the armies of Madriel, Tanil, and Vangal laid siege to it. As they closed upon the capital city of Aurimar, the gods strode onto the field and turned the full force of their wrath upon the city, sinking it into the ground and laying waste to the remnants of the empire. That site was now known at the Sinkhole of Non, with the Pillar of Non at its center, upon which remained the last remnants of Aurimar. From it tolled the cursed Bells of Non, which could be heard miles away and warned all those who came too close. What sealed the final demise of the land was the destruction of the Gluttonous Titan Gaurak. As the gods pulled his teeth and cast them away, they crashed onto these plains as a hail of mighty stones and boulders, up to the size of hills and mountains. The land withered under the miasma of Gaurak's endless hunger. Only slowly has the land finally started to recover. The band had been walking through the desolation for near a week, and Kora's and Siwan's skill were barely been sufficient to keep them fed, their rations growing lower than they would prefer. Game was scarce and wary of anything on two legs, or four. And the roots and berries they found were more often than not greasy, bitter, unpalatable. Even kinds that were safe in other lands could turn out to be poisonous in the Perforated Plains. Their journey had not been without incident. The women had fended off a small pack of the leonine centaur-like Proud, eternal enemies of the Manticora, who had turned away from their Titan maker, Hrinruuk. A hidden sinkhole had crumbled beneath their feet, rousing a pair of gauntlings, failed spawn of Gaurak who stood half again as tall as a man, skeletal thin with nearly transparent skin who knew only endless and unrelieved hunger. But now, looking at the map, Siwan believed they were close to their goal, perhaps reaching their goal very late tonight or sometime in the morning. The sun was a baleful orange ball on the horizon and the heat of the day was already starting to give way to the chill of the night. Slim shoulders slumped, Zai shuffled along close on Sigurn's heels, already beginning to pull her cloak close against the cold. Though they had seen no sign of them yet, the experienced travelers could sense they were being tracked, for the last day, Kora catching a hint of them on the dry wind, though she could not tell if they were more Proud or some other denizens of this cursed land. "Are we almost there yet?" Zai asked in a soft, plaintive voice as they passed through the worn down ruins of a village - little more than partial walls and foundations - that likely dated back to the Ledean Empire.
  2. Okay, if I haven't messed anything up, here is what I know: Siwan - used one 3rd level slot for Flame Arrow. Other spells were cast as Rituals. Sigurn - Used two 4th level slots and two 1st level slots for Multiply Missile and a 3rd level slot for Major Image. You guys have a surprise round, so can take a round's worth of actions (Action, Move, Bonus). Roll initiative here for this round and subsequent rounds, I'll add in the gnolls afterward. For now, we'll just post in the main thread in initiative order, and either you can add in the results with info from me in chat or here, or I can add it in a post myself, as you prefer. Your fake camp is about 60 feet roughly north of you. They main body of gnolls came from East, arrows from the North as best you can tell. Any other questions, hit me up here or in chat. Just as an FYI, because all of you are spellcasters to some degree, if you have a spell that can be cast as a Bonus Action, you can't cast any other spell during the same turn except for a cantrip with a casting time of 1 action. Standard spellcasting rule in 5e
  3. Hi everyone. Finally decided to attempt to run a game here, using a setting I liked and have a fair number of books for, but never got to play in. I'd love to invite more people to play, but this will be my first time running a game here, and I've been the GM for precious few games in my regular Table Top sessions, and never for long. So to start, I'll just be inviting my current or frequent GMs on the site to play. If I, and they, feel I'll doing a decent job and I think I can handle more, I'll look at expanding my game to more players. No promises on how long this will go or how frequently I'll be able to post, but I at least wanted to make the attempt at running a game, and wanted to do something to thank my GMs for all the work they've put into games here on the site. So, let's see how things go. Other news or questions will be posted in this thread.
  4. Not the best Map, but gives us something to work with. If you click on the map, you can get the option to see the full-sized version and can click on the map again to blow it up even more, to better read place names.
  5. For this game, we will be using the D&D 5e rules, which from all I've read and seen, is a very well designed and elegant edition of the game. I will still take liberties with it and make adjustments, as I see fit and at my arbitrary and cruel whim. Mwahahahaha! I mean, players are free to propose suggestions to me, if they want to switch or substitute powers or abilities in a class, archetype, or possibly even a race. PCs will start at 8th level. Ability Scores: We are using Point-Buy for Ability Scores. Each Ability Score starts at 10, each increase costs 1 point, and you can buy it up to 18 (apply racial/feat/Ability Score Improvement adjustments last). Let's start you guys off at 30 points - may adjust later, Thule might have spoiled me. While you can only use your starting points to buy up to an 18 Ability Score, you are not limited to a score of 20 after you apply your Racial Modifiers or any bonuses granted by Feats or Ability Score Improvements. Though naturally, having an Ability Score over 20, or more than one, means you are particularly noteworthy, if revealed or obvious. Available Races: Dwarves (Scarred Lands subraces), Elves (Scarred Lands Subraces), Halflings, Half-Elves (Add the Combat Training or a Skill possessed by their Elvish or Human Parent), Half-Orcs (Add Aggressive or Orcish Combat Training from the Orc to their abilities), Orcs, and Tiefling (They look more or less human just with an oddity or two, just have something in their blood from the Titans, usually Mesos. They can choose another Cantrip known from the Sorceror or Warlock list). I find the Human +1 to all attributes boring, and the different lineages in Scarred Lands interesting, so giving them some more specific qualities. All Humans: Gain One Feat of your choice (prerequisites apply), Gain One Skill of your choice. Albadian (Applies also to Karria, Keltai stock, and some from Darakeene): +2 to Con, +1 to Str or Cha, Cold Resistance and Cold Acclimatization (Albadians) or Hardy (Others; +1 HP/level) Elzan (Many from Calastia also fall under this category): +2 Cha, +1 Dex or Int, Choose Expertise in Deception or Persuasion Gascari: +2 Int or Wis, +1 to the other one, Gain training in Arcana and a Language of your choice Ledean: +1 to three different attributes, Gain one Skill of your choice Humans of mixed backgrounds choose which set of bonuses to pick. Backgrounds: Choose one Social Background and one Regional Background from the Scarred Lands 5e book, but select only one of the Special Features, or choose one Background from the Player's Handbook. Selections from Fanmade Backgrounds possible on a case-by-case basis. Classes: All available, though some flavour for certain classes and/or Archetypes may need to be adjusted for the setting. Druids, even if they worship other gods, pretty much all get their powers, and give respect to Denev (or the other Titans, just don't let anyone else know). Arcane casters (except Bards, due to a different tradition), generally give off palpable heat after caster spells (thanks to a side effect when Mesos was torn apart), but I'm just using this as fluff and applying no actual game mechanics to it (except under very rare and narrative driven circumstances). For Saving Throws, instead of the set two granted by a Class, you can pick one they grant, and the other one can be any one you want. Hit Points: Maximum at 1st level as normal, then add 2 less than the maximum per Hit Die, applying other modifiers as normal. Therefore , 4 for d6s, 6 for d8s, 8 for d10s, and 10 for d12s. Feats: The Feats Optional Rules are being used in this game. Humans get to choose one as a racial quality, noted above under Available Races and I have given you all a free one of your choice as an bonus as well, listed under the Experienced Adventurers heading in the Character Creation guide. At the appropriate levels, instead of an Ability Score Improvement, you may select a Feat you have the prerequisites for. Can be selected from the Core Book and the Scarred Lands 5e Books. Also, you can possibly choose a feat from another source, but those will only be allowed on a case-by-case basis. Experienced Adventurers: Everyone gets Ledean (Common) in addition to other starting Languages. If you already get it, choose another. Everyone gets a Bonus Feat, from either unique training or a gift, magical, divine, or otherwise. You get your normal starting gear, from the Class and Racial Packages in the Scarred Lands 5e Book (p.124-125) and your Background. Duplicate items can be kept or sold back for half their value. You also get 500gp + 1d10x25gp as starting money and an Uncommon Magical Item (from the Scarred Lands book or the DMG) - you can tell me what you are looking for or interested in and I can look up or make a suitable item, if your prefer. I'll also probably end up giving you an item or other benefit or two of my choice or whim. You may buy Common Magic Items with your starting gold, at 100gp each, plus any base cost for weapons, armor, or tools, if applicable. There are all of 4 in the DMG, but several more in the Scarred Lands book. I don't see an issue with most of them, except for the Wood Elf Fetishes, those are way too good as is for Common items. They are changed so they don't recover the charges, essentially turning them into scrolls or potions with 2 uses, and at that, they are still very good. Otherwise, I think most other things are okay. Feel free to ask or suggestion other things, if you like. The worse that can happen is I'll say no... and write a note to myself to do something terrible to you in game. I mean, there will be no other repercussions other than a polite refusal. It is not necessary to use this, but here is a simple Character Sheet I wrote up to log D&D characters.
  6. For this game, we will be using the D&D 5e rules, which from all I've read and seen, is a very well designed and elegant edition of the game. I will still take liberties with it and make adjustments, as I see fit and at my arbitrary and cruel whim. Mwahahahaha! I mean, players are free to propose suggestions to me, if they want to switch or substitute powers or abilities in a class, archetype, or possibly even a race. PCs will start at 8th level. Ability Scores: We are using Point-Buy for Ability Scores. Each Ability Score starts at 10, each increase costs 1 point, and you can buy it up to 18 (apply racial/feat/Ability Score Improvement adjustments last). Let's start you guys off at 30 points - may adjust later, Thule might have spoiled me. While you can only use your starting points to buy up to an 18 Ability Score, you are not limited to a score of 20 after you apply your Racial Modifiers or any bonuses granted by Feats or Ability Score Improvements. Though naturally, having an Ability Score over 20, or more than one, means you are particularly noteworthy, if revealed or obvious. Available Races: Dwarves (Scarred Lands subraces), Elves (Scarred Lands Subraces), Halflings, Half-Elves (Add the Combat Training or a Skill possessed by their Elvish or Human Parent), Half-Orcs (Add Aggressive or Orcish Combat Training from the Orc to their abilities), Orcs, and Tiefling (They look more or less human just with an oddity or two, just have something in their blood from the Titans, usually Mesos. They can choose another Cantrip known from the Sorceror or Warlock list). I find the Human +1 to all attributes boring, and the different lineages in Scarred Lands interesting, so giving them some more specific qualities. All Humans: Gain One Feat of your choice (prerequisites apply), Gain One Skill of your choice. Albadian (Applies also to Karria, Keltai stock, and some from Darakeene): +2 to Con, +1 to Str or Cha, Cold Resistance and Cold Acclimatization (Albadians) or Hardy (Others; +1 HP/level) Elzan (Many from Calastia also fall under this category): +2 Cha, +1 Dex or Int, Choose Expertise in Deception or Persuasion Gascari: +2 Int or Wis, +1 to the other one, Gain training in Arcana and a Language of your choice Ledean: +1 to three different attributes, Gain one Skill of your choice Humans of mixed backgrounds choose which set of bonuses to pick. Backgrounds: Choose one Social Background and one Regional Background from the Scarred Lands 5e book, but select only one of the Special Features, or choose one Background from the Player's Handbook. Selections from Fanmade Backgrounds possible on a case-by-case basis. Classes: All available, though some flavour for certain classes and/or Archetypes may need to be adjusted for the setting. Druids, even if they worship other gods, pretty much all get their powers, and give respect to Denev (or the other Titans, just don't let anyone else know). Arcane casters (except Bards, due to a different tradition), generally give off palpable heat after caster spells (thanks to a side effect when Mesos was torn apart), but I'm just using this as fluff and applying no actual game mechanics to it (except under very rare and narrative driven circumstances). For Saving Throws, instead of the set two granted by a Class, you can pick one they grant, and the other one can be any one you want. Hit Points: Maximum at 1st level as normal, then add 2 less than the maximum per Hit Die, applying other modifiers as normal. Therefore , 4 for d6s, 6 for d8s, 8 for d10s, and 10 for d12s. Feats: The Feats Optional Rules are being used in this game. Humans get to choose one as a racial quality, noted above under Available Races and I have given you all a free one of your choice as an bonus as well, listed under the Experienced Adventurers heading in the Character Creation guide. At the appropriate levels, instead of an Ability Score Improvement, you may select a Feat you have the prerequisites for. Can be selected from the Core Book and the Scarred Lands 5e Books. Also, you can possibly choose a feat from another source, but those will only be allowed on a case-by-case basis. Experienced Adventurers: Everyone gets Ledean (Common) in addition to other starting Languages. If you already get it, choose another. Everyone gets a Bonus Feat, from either unique training or a gift, magical, divine, or otherwise. You get your normal starting gear, from the Class and Racial Packages in the Scarred Lands 5e Book (p.124-125) and your Background. Duplicate items can be kept or sold back for half their value. You also get 500gp + 1d10x25gp as starting money and an Uncommon Magical Item (from the Scarred Lands book or the DMG) - you can tell me what you are looking for or interested in and I can look up or make a suitable item, if your prefer. I'll also probably end up giving you an item or other benefit or two of my choice or whim. You may buy Common Magic Items with your starting gold, at 100gp each, plus any base cost for weapons, armor, or tools, if applicable. There are all of 4 in the DMG, but several more in the Scarred Lands book. I don't see an issue with most of them, except for the Wood Elf Fetishes, those are way too good as is for Common items. They are changed so they don't recover the charges, essentially turning them into scrolls or potions with 2 uses, and at that, they are still very good. Otherwise, I think most other things are okay. Feel free to ask or suggestion other things, if you like. The worse that can happen is I'll say no... and write a note to myself to do something terrible to you in game. I mean, there will be no other repercussions other than a polite refusal.
  7. Not the best Map, but gives us something to work with. If you click on the map, you can get the option to see the full-sized version and can click on the map again to blow it up even more, to better read place names.
  8. Hi everyone. Finally decided to attempt to run a game here, using a setting I liked and have a fair number of books for, but never got to play in. I'd love to invite more people to play, but this will be my first time running a game here, and I've been the GM for precious few games in my regular Table Top sessions, and never for long. So to start, I'll just be inviting my current or frequent GMs on the site to play. If I, and they, feel I'll doing a decent job and I think I can handle more, I'll look at expanding my game to more players. No promises on how long this will go or how frequently I'll be able to post, but I at least wanted to make the attempt at running a game, and wanted to do something to thank my GMs for all the work they've put into games here on the site. So, let's see how things go.
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