Herohaven

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Location: Pennsylvania, United States

Hi, there! Captain Shar welcomes you aboard the Noumenal Blade. She's the fastest ship in all of Herohaven.

Sunday, August 20, 2006

Copper for Your Thoughts?

In a metagame discussion, the group decided that though they had already rescued Condros and all-but retrieved the flying carpets, they also wanted to meet, visit, and warn the previously mentioned dragon.

The adventurers, Condros and Chrupus in tow, made their way across the midnight hills to a position as far away as possible from the goblins’ back entrance, while still keeping it in sight. They found out from Condros that the dragon was a Copper dragon. As they hiked, they tried to cover their tracks, which Dreneil and Eltana did effortlessly, but Erannar and Starq left slight signs of their passage. They settled into a bushy defile to catch some sleep, leaving the elves to divide the watch as usual. As usual, Erannar saw and heard nothing, but spent the time chatting with the nocturnal Chrupus about Coalburn the Copper dragon. He learned that she was a mischievous soul, a quality unappreciated by Chrupus. On the second watch, Dreneil noticed movement below her: six goblins were just giving up the search for the escaped prisoners and going home.

When everyone was awake, they continued to question Chrupus about the location of Coalburn’s lair. Everyone ate breakfast, and Erannar, Dreneil, and Starq decided to go hunting for the day. Between Dreneil and Starq, they caught enough food for the whole group. They also took naps in preparation for the night’s work.

That evening they watched the goblins, 25 strong, emerge from their settlement with the treasure cart. Piled on the cart along with the chests and bags were the 15 carpets of flying. Condros gave each party member a command word, and started calling the rest of them to come. The adventurers hopped onto their carpets as the confused goblins turned towards them and Condros wrestled Chrupus onto one of the carpets. They all sped north to Coalburn’s lair.

Erannar spotted a place matching Chrupus’s description: a hill beside a canyon, with stonework and a bridge at the entrance. Since it was not yet dawn, the group rested. They kept Chrupus on his carpet, 30 feet up in the air, since he had expressed no great desire to meet the dragon again and they were afraid he would escape if left alone. Chrupus crawled around his midair couch distractingly. Erannar suggested that he just roll up in it and go to sleep. To Erannar’s great amusement, he did, looking like a giant floating tootsie roll.

The next day, Starq spent some time thinking of some good jokes to tell Coalburn. He was interrupted by the sound of a foghorn coming from inside the cave. Soon, everyone flew into the dragon’s lair. The approach for non-flyers required crossing a stone slab bridge over a shallow canyon, then entering a large hole in the hillside flanked with carved walls and statues. Inside, a long tunnel continued straight ahead until heightening into a grand upward shaft. As they sped along, Starq called out in Draconic, “Hello! We come in peace!”

From above, the horn sound stopped and a strong voice boomed out in Draconic, “Hello! Come on up!”

As they flew up the misty shaft, they saw Coalburn, a large Copper dragon, sitting among scattered copper coins and blowing on a horn, from which proceeded the aforementioned mist. Coalburn greeted them again, and Starq immediately proceeded to warn her of the goblins’ treachery.

They switched to Common as everyone joined in the making of a few plans. The party succeeded in tickling Coalburn’s fancy immensely with the rolled-up and sleeping Chrupus. She spent the whole morning showing them her horn, which blew fog for atmosphere, her sculptures at the cave entrance, and her just-begun excavations of the hill behind her (visible from the upper open balcony which was Coalburn’s “bedroom”) to make a much grander hall. Starq cracked a few jokes. Condros made her a present of the largest flying carpet, which she wished to use to play pranks on visitors, in exchange for her good will toward the city of Culdin.

Finally, evening fell, and everybody settled down to make plans. Coalburn said that she wasn’t too worried about any attacks from the goblins. She could always destroy the bridge to her lair, hopefully with a few goblins on it. She also donated 10 magic arrows to Erannar’s quiver. Erannar suggested some reconnaissance work, so everyone hopped on their carpets to see how far the goblins had gotten. All evidence to the south showed that the goblins had already passed that way. They sighted the goblins instead in the north, beside the goblin settlement of Orentangy (previously mentioned by Chrupus). The spies reported back to Coalburn, who flew out herself to find that the goblins were sleeping – an oddity for the nocturnal race.

They went to sleep in the balcony area of Coalburn’s lair, putting Dreneil on watch at the lower entrance. At the end of her watch, she heard footfalls, many stealthy footfalls. She rushed to wake the others. Coalburn said, “Follow me!” and flew off her balcony, rushing around the hilltop and careening into the rock bridge before her front door, throwing 20 goblins into the canyon. One of the ranks of goblins was completely crushed in the fall, and the others, unfortunately lacking crossbows, set to climbing up the canyon wall. The other 20 goblins left on the mesa were in four ranks of five goblins each. The three crossbow ranks had been in the rear, and were on the side of the canyon opposite the lair’s entrance. One rank of morningstar-wielders had made it across and was just in front of the cave entrance.

Erannar rightly assumed the crossbows were the greatest threat, and trained his own longbow accordingly. Starq fired off magic missiles, and Dreneil dealt frosty destruction. Condros and Eltana let loose a half-dozen flaming spheres, which worked wonders on the goblin ranks.

The goblins seemed capable only of wounding themselves, as a flight of bolts aimed at Coalburn hit their friends in the canyon instead. The morningstar-wielders up top lowered ropes to their compatriots at the bottom, who were very ineffectually attempting to climb the stony, sandy walls.

Coalburn spit acid at the javelin and morningstar ranks in the canyon, completely wiping out two more of them. The crossbowmen finally got their act together and hit Dreneil, whom Coalburn immediately healed. The crossbowmen were mopped up, and the heroes turned their attention to the now-climbing morningstar groups. One was climbing out of the canyon, and the other was trying to climb over the lair’s flanking entrance walls to escape over the hills.

Coalburn disappeared into her cave, and returned shortly thereafter with a rod clutched in her claws. She called out, “Surrender, or I’ll use this on you!” The goblins, thoroughly disheartened, agreed to stop the offensive, return to their camp, and bring the tribute as usual. Later she explained that the rod was a Rod of Wonders; perhaps it was best she didn’t actually use it.

The heroes, with Condros, Chrupus, and Coalburn, flew off against the sunrise to the city of Culdin. There they exchanged the carpets and the good-will of Coalburn for much praise and 500 gold pieces each. Chrupus was set up as a night accountant at a bank. Erannar and Dreneil received commendation from their relatives for proving themselves as competent rangers. Condros and Starq went back to studying magic. Eltana resumed her nature walk with Blade. Everyone was happy; a little richer, slightly famous, and possessed of quite an interesting tale to tell, of a summer’s eve.


Experience Points:

Avoiding the Tracking Party: 150
Capturing the carpets: 40
Befriending Coalburn: 100
Warning Coalburn: 100
Reconnaissance: 60
Goblin Battle: 1000
Dénouement: 50

Total Experience Points: 1500

Thursday, August 17, 2006

XP from Jailbreak

Killing the Goblin Guards: 50
Avoiding the other 50 goblins in the settlement: 1150
Freeing Condros: 200
Capturing Chrupus: 200

Total XP: 1600

It's fun to level up for the last episode!

Wednesday, August 02, 2006

I am the Mighty Idealist! Fear my Arcane Mark!

The new and improved Idealist! The blurb at the beginning is the same. I added class skills and changed most of the special abilities, though. Whatcha think? (I'm still taking name suggestions, by the way.)



The Idealist
Base Class, original to the Herohaven campaign world

The Idealist sees the innate energy of the world and knows its link with matter and with the spirit. She seeks to use this energy directly, and also to improve the innate qualities of her body and of her spirit. She eschews the use of others to accomplish what she could learn to do herself. She also prefers permanent abilities to temporary powers.
Or, “That Class with all the spell-like abilities.”

Requirements: The Idealist may have as many friends and traveling companions as he likes, and may freely engage in team tactics in any situation. He may not, however, acquire for himself any individual whose sole purpose is to aid him, such as mounts, cohorts, minions, animal companions, familiars, constructs, intelligent weapons, etc. Such an individual may be borrowed for no more than a tenday out of every month. The Idealist may multiclass with classes which supply these individuals and simply choose not to use them. However, if such an individual is ever used for more than a tenday (as a result of multiclassing or not), the Idealist may take no more levels in the Idealist class. No Idealist special abilities are lost.
Any evil act must be atoned for or the Idealist loses all spell-like abilities and may take no further levels in the Idealist class.


Alignment: Any Good
Hit Die: d10
Attack Progression: +1 to +20
Good Will saves
Proficiency with all armors and all martial and simple weapons
Skill Points: 4 + Int. Modifier
Class Skills: Balance, Climb, Concentration, Decipher Script, Diplomacy, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble

All of the following abilities are spell-like abilities used at will, unless otherwise noted. Spell-like abilities have no components, though they do require concentration. They take one standard action and provoke attacks of opportunity. They may not be counterspelled, but they can be dispelled by “dispel magic.” The only requirement for using a spell-like ability is that the creature be able to think clearly.

DC Concentration check = 10 + spell level + damage that round
DC Concentration check while grappled or pinned = 20 + spell level
DC Concentration check for defensive use = 15 + spell level

Level 1: Lay on Hands: every day the Idealist may deal (level X Charisma modifier) hit points of positive energy to heal live characters or to hurt undead ones, distributed as desired (as the Paladin)

Level 2: Unlimited use of “Arcane Mark:” Sign your name to everything!

Level 3: Immunity: Choose Immunity to Disease or Immunity to Poison.

Level 4: Detect Alignment: Choose Detect Good, Detect Evil, Detect Law, or Detect Chaos

Level 5: Improved Physique: This set of special abilities offsets the Idealist’s limited use of mounts. Choose one of the following:
Permanent “Darkvision” ability in color
Permanent “Scent” ability
Permanent “Longstrider” ability
Permanent “Blindsight” ability
Permanent “Swim” ability at normal speed
Permanent “Burrow” ability at normal speed

Level 6: Receive a +5 inherent bonus on every Knowledge check.

Level 7: Make Matter: Choose one of the following:
“Create Air” You can fill a 125 sq. ft. cube with pure air every 6 seconds. If you stand in one place, the pure air travels outward in a straight line, filling your square first. This negates poisons or stenches in the air. If you are under water, the big bubble you create travels upward 10 feet every 6 seconds.
“Create Water;” 2 gallons of pure water pour from your cupped hands every 6 seconds. Both hands must be free to use this ability.
“Create Food” once per day (as the spell “Create Food and Water,” but without the water)

Level 8: Undetectable Alignment: Don’t alert the Baddies to your Good presence!

Level 9: Tirelessness: the Idealist never becomes Exhausted or Fatigued from strenuous activity, as long as she rests normally once per day.

Level 10: Immunity: Choose Immunity to Fear, Immunity to Compulsion Effects, or Immunity to Charm Effects.

Level 11: Engage Matter: Choose one of the following:
Permanent “Feather Fall”
Permanent “Water Walk” (note that this means you cannot submerge yourself in any liquid; you cannot dive or swim)
Permanent “Spider Climb”

Level 12: Zone of Truth: You can project a Zone of Truth at will.

Level 13: Magic Weapon: You add a +1 magical bonus to any unmagical weapon (if it is already magical, the +1 has no effect) you are currently holding, including ammunition. You give the weapon an energy type. If it is already a magical weapon of that type, simply add the additional die. It does not retain this type when not on your person. Choose one of the following:
1d6 Cold damage
1d6 Fire damage
1d6 Force damage
Or, Double the normal, unmagical damage of the weapon

Level 14: Polyglot: You understand, speak, read, and write all languages fluently.

Level 15: Immunity: Choose one energy type to which you are immune: Fire Immunity (increases Cold damage), Cold Immunity (Increases Fire damage), Electrical Immunity (increases Acid damage), Acid Immunity (Increases Electrical damage), Sonic Immunity (increases Gaze attack damage), Gaze Immunity (Increases Sonic attack damage)

Level 16: True Seeing: You see anything altered or hidden by magic.

Level 17: Elemental Attack: You must have at least one hand free to use these spell-like abilities. Choose one of the following:
“Gust of Wind”
“Frost Touch” as a melee touch attack dealing 2d6 Cold damage.
“Fire Touch” as a melee touch attack dealing 2d6 Fire damage.
“Force Touch” as a melee touch attack dealing 2d6 Force damage.
The Frost, Fire, and Force touches deal 2d6 damage every round of a grapple, but not when the Idealist is pinned.
“Magnetism:” If you are within 30 feet of any iron or partially iron or cold iron object which weighs less than your maximum load, you may attempt to make it fly to your hand at the rate of 10 feet every 6 seconds. If the item is stuck in any way, make a Strength check. Use opposed strength checks in a disarm attempt. The DC for an item stuck in any other way is left to the DM’s discretion. If you attract a creature wearing iron armor or gauntlets (which cannot be disarmed), you begin grappling when it reaches you.

Level 18: Mind Blank: Your mind cannot be read.

Level 19: Conquer Matter: Choose one of the following:
Permanent “Fly”
Permanent “Water Breathing”
Permanent “Walk through Stone”

Level 20: Glorious Aspect: You glow with positive energy, shedding bright light for 60 feet around you. This Aura of Positive Energy continuously expresses itself as light (you choose the color), and it allows you to deal 1d8 Force Damage, 1d8 Holy Damage (Evil creatures take full damage, Neutral half, Good none), and 1d8 Electric Damage with a successful melee touch attack. You deal this damage every round when you are grappling and when you are pinned. Note: If you don’t want to glow, wear gloves (reduces light by 50%) and a helmet, hood, or hat (reduces light by 50%). The glow is not immediately obvious under bright sunlight, but you have no shadow.

Explanation of the special abilities gained at each level: Level 1 and Level 20 illustrate the initial and the final connection with positive energy. The other odd-numbered levels reflect improvement of the body and interaction with matter. The other even-numbered levels reflect improvement of the spirit and interaction with mind.