Heroes of the Dawn - Doombringer

The first adventure

Entry Backdated to Time of XP log. Xp Gained 450 per character.

Karl Rosehelm, ward of lord Cadwallader waits at the Forlorn Quay on the southernmost coast of Cardohan. It is a lonesome place, set into the chalky cliffs there. The quay itself is far older than the near by townships, carved from white smooth stone and cunningly designed in curving wondrous shapes that are complimented by the sea. Along side him, only to sate her curiosity is Iskadi, a fey blooded sorceress under the protection of Cadwallader.

Sasha arrives in Ceasiarn, the guest of Lord Cadwallader who is interested in his daughter learning more of the Empire and its ways. They are ambushed by Pwn Awn, brutal barbarous killers who revere the untamed predators of the forest. This is unusual due to their isolation and that over the last few decades their numbers have dwindled due to war and disease. The heroes beat them back and protect their new friend. The pwn awn have among them a spell caster of some sort, who use blood and the earth itself as their enemies.

Sasha is introduced to the small stronghold of Caer Dwyllon, as such things go it is unimpressive. The walls are wooden, the paths muddy, the castle little more than a country fort. But its people are happy, competent, well fed, and craft beautiful things of cloth, clay and woven things.

The characters are introduced the Eurwen, the daughter of Lord Cadwallader, and in his absence head of his household.

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Castle Grief
Ancient walls house ancient secrets, longing to be known

Storm broken walls of ancient lime encrusted stone stand in mute anguish over the tragedies that have transpired in its walls. Once it was called Airchen, the seat of power of a noble and wise house. Now it is called simply Grief, and it’s halls are home to both untold reservoirs of power, and a haunting of immense power.

The castle is situated on the western mountain range bordering the lands of the Wyck, and is nestled atop a high crag overlooking a barren plain. Its walls are still strong after all the years of abandonment, and many of the chambers within remain intact, unnaturally so.

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Races of Man

Humanity is the dominant race of the Tellurian continent. Several distinct ethnic and cultural groups exist. Regardless of cultural, ethnic, or political differences humans remain essentially the same in terms of lifespan, capability and potential.

• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. • Human base land speed is 30 feet. • 1 extra feat at 1st level. • 4 extra skill points at 1st level and 1 extra skill point at each additional level. • Automatic Language: racial or regional language. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. • Favored Class: Any. When determining whether a multi-class human takes an experience point penalty, his or her highest-level class does not count.

Domani – Indigenous to the south coastal and temperate regions of Terrene the Domani are fair skinned, dark haired people, tending towards medium height. Hair and eye colors span the breadth of human range, but tend towards earthier shades. The Domani are credited with great scholarly works and gifts of language. Optional: Domani may choose at character creation one knowledge skill as a preferred skill, which will be a class skill hence. If the knowledge chosen is already a class skill it will receive a one time +2 miscellaneous bonus.

Szvagany – The Szvagany are a nomadic people who travel the breadth of Terrene and Ca’mael. They are slender, and dark skinned, with exotic features and seductive mannerisms. The Szvagany are known throughout the nations as peddlers and performers and are hated and feared by many, though loved by the far flung communities that rely on them for news and exotic goods. Szvagany are clannish, strongly protective of their kin, though often apathetic to those who are not. Optional: Szvagany may choose one craft or performance skill as a class skill, and remain one hence. If the skill chosen is already a class skill it will receive a one time +2 miscellaneous bonus.

Eisenhar – The Eisenhar are a proud people, tall and fair skinned, with eyes the colors of gems. The Eisenhar are indigeonous to the northern reaches of Haarvarast, in lands now lost to Man, consumed by an ancient and elemental evil. Now the Eisenhar congregate mostly in the regions of Rosevale, the mountains of Liram Nuir and Dartmouth, though they may be found throughout the lands of Terrene. Eisenhar are noted for their stoic natures and courage, as well as their battle prowress. Optional: At first level Eisenhar receive a +2 bonus to will saves due to their strong cultural need to preserver.

Optional: Small humans – humans of lesser stature may choose to represent themselves mechanically in one of two ways. They may choose to use the standard human skill package and add the following template, or they may choose to use the Little Folk racial profile below.

Small Characters - A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character. A Small character generally moves about two-thirds as fast as a Medium character. A Small character must use smaller weapons than a Medium character.

Little Folk – The little folk are of Man, and while families and even clans of the folk exist, they are not bound to one culture or region. The Little Folk are as wide and varied as any man. Due to their often overlooked or ridiculed place in society many, but hardly all Little Folk that make their way into the world do so as entertainers, criminals or spies.

• +2 Dexterity, –2 Strength. • Small: As a Small creature, little folk gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. • Halfling base land speed is 20 feet. • +2 racial bonus on Climb, Jump, and Move Silently, Listen and Bluff skills • +2 Will save • Automatic Languages: Common and Halfling. Bonus Languages: Gutterspeak, szvagany, shiercant. • Favored Class: Rogue. A multiclass little folk’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Optional: Little Folk may choose to avail themselves of their cultural bonuses, just as any other regional group.

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Caster Feats

Subjugated Casting Combine lower level spell slots into higher level spells. Prerequisite: 6th level wizard. Con 13. Benefit: This feat allows a wizard to combine spells of a lower level into a higher level of up to 2 levels higher. For example, a wizard can replace 3 1st level spells into a single 3rd level spell, or 2 2nd level spells into a single 4th level spell. Additional spell levels which don’t divide into the higher level spell are simply lost (e.g., two 3rd level spells into a single 5th level spell). Normal: Without this feat, a wizard can normally combine spells of a single level lower into a higher level slot. That is, 2 1st level spells can be substituted for one 2nd level spell, or 2 4th level spells can be substituted for 1 5th level spell, etc.

Improved Subjugated Casting Combine lower level spell slots into higher level spells. Prerequisite: Subjugated Casting; Con 15. Benefit: This feat allows a wizard to combine spells of a lower level into a higher level of up to 3 levels higher. For example, a wizard can replace 4 1st level spells into a single 4th level spell, or 3 2nd level spells into a single 5th level spell. As always, additional spells levels are lost when trading up.

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Character Creation

Character Creation

All characters are human, but may choose other lineages.

Ablities: Generate ability scores with high powered option, 4d6 8 times, reroll ones a single time, keep the best scores.

Cultural/Occupation Bonus: The character may choose to define their character based on their culture or ethnicity. If so they will note the mechanical differences between these. Alternatively they may choose an occupation and gain the benefits of thereof.

Backgrounds: All players may choose 2 backgrounds from the categories of mental physical, social, and lineage categories. They may choose from those present in the Iron Heroes book, the Iron Heroes Companion and those developed specifically for the campaign.

Classes: All Classes from Iron Heroes, Iron Heroes Companion, new Arcanist Class, new Channeler class, new Noble class, new Willowwalker class.

Feats: All feats available from Iron Heroes, Iron Heroes Companion, True Sorcery, D20 Core Rule Books, D20 Complete Class books, and selected OGL feats.

Skills: Use a modified skill group set from the Iron Heroes books, as well skills specifically developed for this campaign.

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Starting Occupations

STARTING OCCUPATION

A hero may hold other jobs as his or her career unfolds, but the benefits of a starting occupation are only applied once, at the time of character creation. Many starting occupations have a prerequisite that the character must meet to qualify for the occupation. Each occupation provides a number of additional permanent class skills that the character can select from a list of choices. Once selected, a permanent class skill is always considered to be a class skill for the character. If the skill selected is already a class skill for the character, he or she also gains a one-time competence bonus for that skill. Some starting occupations provide a bonus feat (in addition to the feat a 1st-level character already receives). A character still must meet any prerequisites for these bonus feats. Finally, a starting occupation increases the character’s starting wealth (You add the die to the normal die normal used and base your calculations on the new die total). Choose one occupation from the available selections and apply the benefits to the character as noted in the occupation’s description.

Adventurer Prerequisite: Age 15+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Bluff, Climb, Diplomacy, Disable Device, Escape Artist, Heal, Intimidate, Jump, Knowledge (arcane, dungeoneering, local), Move Silently, Perform, Ride, Spot, Survival, Swim. Bonus Feat: Select one of the following: Martial or Exotic Weapon Proficiency, Improved Unarmed Strike, or Point Blank Shot. Wealth Bonus Increase: n/a.

Artisan Prerequisite: Age 23+. Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Appraise, Concentration, Craft (any), Diplomacy, Knowledge (any), Profession, Sense Motive, Use Magic Device. Wealth Bonus Increase: +3d6.

Bounty Hunter Prerequisite: Age 23+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Concentration, Craft (Alchemy or Trapmaking), Decipher Script, Forgery, Gather Information, Knowledge (any), Search, Sense Motive. Bonus Feat: Select Alertness, Investigator, Iron Will, or Track. Wealth Bonus Increase: +1d6.

City Watch Prerequisite: Age 20+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Diplomacy, Disguise, Gather Information, Intimidate, Knowledge (Architecture, local, Nobility), Listen, Search, Spot. Bonus Feat: Select one of the following: Combat Expertise, Armor Proficiency (any), Improved Unarmed Strike, or Power Attack. Wealth Bonus Increase: n/a.

Commoner Prerequisite: Age 18+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (any), Climb, Handle Animal, Jump, Intimidate, Profession, Ride, or Tumble. Bonus Feat: Select either Endurance, Improved Toughness, Iron Will, or Skill Focus. Wealth Bonus Increase: n/a.

Criminal Prerequisite: Age 15+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Appraise, Disable Device, Disguise, Forgery, Gather Information, Hide, Knowledge (dungeoneering, local), Move Silent¬ly, Sleight of Hand. Bonus Feat: Select either Blind-Fight, Quick Draw, or Weapon Finesse. Wealth Bonus Increase: n/a.

Gifted Prerequisite:Age 25+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Concentration, Craft (alchemy), Decipher Script, Knowledge (arcana), Profession, Speak Language, Spellcraft, Use Magic Device. Bonus Feats: Select one of the following feats: Metamagic (any), Extra spell, Extra slot, Practiced Spellcaster. Wealth Bonus Increase: +1d6.

Herbalist Prerequisite: Age 25+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (Alchemy), Concentration, Heal, Knowledge (nature), Profession (Herbalist), Search. Bonus Feat: Brew Potion, Skill Focus (Heal), or Surgery Wealth Bonus Increase: +2d6.

Hunter Prerequisite: Age 15+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Handle Animal, Hide, Jump, Listen, Move Silently, Ride, Spot, Survival, Swim. Bonus Feat: Select either Point Blank Shot, Rapid Reload, Self-Sufficient, Stealthy, or Track. Wealth Bonus Increase: n/a.

Merchant Prerequisite: Age 18+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Appraise, Bluff, Diplomacy, Forgery, Gather Information, Knowledge (any), Open Lock, Ride, Sense Motive, or Speak Language. Wealth Bonus Increase: +4d6.

Noble Prerequisite: Age 15+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Craft (any), Diplomacy, Disguise, Intimidate, Knowledge (any), Listen, Perform (any), Ride, Sense Motive, Speak Language. Wealth Bonus Increase: +5d6.

Religious Prerequisite: Age 23+. Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Diplomacy, Decipher Script, Heal, Knowledge (any), Listen, Sense Motive, or Speak Language. Wealth Bonus Increase: +2d6.

Sailor Prerequisite: Age 12+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Craft, Disable Device, Jump, Knowledge (Navigation), Listen, Profession (Sailor), Spot, Swim, Tumble, Use Rope. Bonus Feat: Select one of the following: Endurance, Point Blank Shot, Power Attack, or Weapon Focus. Wealth Bonus Increase: n/a.

Scholar Prerequisite: Age 23+. Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Concentration, Craft (writing), Decipher Script, Gather Information, Knowledge (any), Profession, Speak Language, Spellcraft, Use Magic Device. Wealth Bonus Increase: +3d6.

Servant Prerequisite: Age 15+. Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Concentration, Diplomacy, Gather Information, Handle Animal, Hide, Intimidate, Knowledge (local), Listen, Move Silently, Ride, Search, Sense Motive, or Spot. Wealth Bonus Increase: +2d6.

Soldier Prerequisite: Age 18+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Climb, Jump, Handle Animal, Intimidate, Hide, Knowledge (local, tactics, dungeoneering, nobility), Move Silently, Ride, Survival, Swim, Use Rope. Bonus Feat: Select one of the following: Endurance, Combat Reflexes, Armor Proficiency (any), or Point Blank Shot, Power Attack, or Weapon Focus. Wealth Bonus Increase: n/a.

Tribal Prerequisite: Age 15+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Ride, Search, Spot, Survival or Swim. Bonus Feat: Select either Blind-Fight, Exotic Weapon Proficiency, Improved Unarmed Strike, Point Blank Shot, Power Attack, or Weapon Focus Wealth Bonus Increase: n/a.

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languages

Languages High Tongue, or tellurian, commonly used in most provinces of Dolmani, mostly nobility and educated people

Trade Tongue, a mishmash of tongues, created for ease of use among traveling merchants, it is a very pointed language, not for conversation, but it will get you fed and clothed about anywhere.

Old Kings Tongue, primary language of the Dwarves of Karstadt Mts.

Faltandir, language of Faltir

Coramal, language of Anorien

Tongue of Laws, most ancient tongue known to man. In many ancient texts

Shi’ana, used by the few Easterners who come to these shores

Sylosa, language of Syrmor, also spoken sometimes in Delost

Elebandir, ancient Elven language, possibly older than tongue of laws, though certainly more complex

Kantian – il’Quader, and Delost

Dragnae, taught to humans by Ankhel the Vagabond, still spoken in some wizardly, and educated circles.

Iridani, a common tongue spoken among Elven peoples.

Siridani, spoken among the strange elves of the Eastern lands

Created by AisleTen

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Design Journal: Trolls

Trolls in this campaign are not merely the scaly skinned regenerative monsters of the Monster Manual, lacking intelligence and relying merely on their prodigious strength and regenerative qualities for victory. The Trolls of the North are intelligent, well trained, skilled combatants, who walk erect like men, with dark blue skin and short, conical horns of various colors. They are descended from a fae race of warriors, whose battle prowess is legendary. It is they who brought the secret of steel to the Giants, and to many of the fel races of the north, just as the dwarfs of the north gave the same secret to the gods, and their human followers the Einherar. Trolls and dwarfs are inimical to one another for this feud and many others. Though both have lost much of their fae heritage their ancient enmity has not been lost.

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second assault

Second Assault on the Keep of the Ainglemach

Outline Only:

Characters realize that they are no longer in the Seeming of Grief’s past, but are in fact in the wide open causeway extending from Grief to the Crystal Keep. While they have all returned to who they were, what they were doing has no changed, and so Eurwen still straddles Carl in an embrace fervent enough to make even Iskadi turn a shade pink. When she realizes what she is about, she bounces up and immediately speaks to the situation at hand, preferring to ignore her indiscretion.

The decision is made to assault the tower again, preferring stealth and caution to a frontal assualt. After the last effort it is decided that while formiddable it is likely that the other forces involved here have weakened the castle’s defenses to a degree that swift action and stealth may be possible.

Iskadi bids her spirit companion to scout about, and from their observations choose to scale the castles western wall, where the mountain comes closest to the structure and make as swift an entrance as possible, using magic and stealth to avoid as much bloodshed as possible.

Nonetheless as they attempt to sneak past the front gates, now gaurded not by brutish ogres, but by elder trolls, they are spotted and combat is joined. The trolls rush headlong down the field, ignoring arrows and magical energy flung at them. Combat is swift and brutal. As one charges he lets loose javellins, as the second runs he crushes stones to his chest and seems to take their strength unto his skin. Iskadi lets loose Eldritch darts of fire, while Sasha summons down bolts of flame from the cloudy sky.

As the battle continues the trolls recognize him for what he is, and call him out for battle “Einherar, do not worry, your head will be sent to your mother for her garden!” Carl recieves his charge by thrusting his glaive through the creatures chest, while it, grinning madly swings axes of ice into the warriors steel clad chest. Meanwhile the second troll summoned the power of the earth to destroy the heroes, creating spikes of stone and shockwaves to distract and wound the casters. The axe wielding troll is felled by Carl, as he spins out of his reach and lops off his head with a backward swing of his greatsword. The second now surrounded by the heroes cannot hope to survive, and is felled by Sasha’s magic.

Having defeated the gaurds at the door, and managing \

continued…

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The Ainglemach

Ainglemach

The Storm Hag.

In the lands of the Ceasairn there are creatures of vast magical power in the shape of women, though what they truly are is a mystery to all but the wisest of sages. It is claimed that some were once mortal women, cursed to exist forever in a form of hideous puissance, doomed to enact vengeance and cruelty upon all they cross. These hags, as they are collectively called, each take upon themselves a different aspect of nature. Storm, Sea, Mire, Mountain, and Forest are known to exist, each with differing motives and powers.

continued

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