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Messages - battleaxbaby

#1
The Dragon's Den (Archived) / Bucket 'o' Daisies Thread
November 08, 2006, 09:17:19 AM
i LIKE puzzles in dungeons
i LIKE colored pencils
i LIKE that my forests look like green clouds
i LIKE putting little gold stars on my player's character sheets like we are in elementary school
i LIKE obnoxious color schemes, especially when flouresents are involved
i LIKE bicycles, and not cars
i LIKE my little doggie, shes so cute
i LIKE cheese, in any and every of its many glorious, delicious forms
i LIKE skulls, especially in jewelery form
i LIKE PRETTY dice, especially the glittery kind
i LIKE alot of stuff so I better stop now.
#2
The Dragon's Den (Archived) / Explain thy avatar!
November 08, 2006, 09:00:52 AM
this mixer says "battleaxe" on it. although you cant see it very well.
im a dj, and im a battleaxe. so it's perfect.

#3
I love the idea of halflings essentially replacing humans in the world, so please dont give up on that.
I also really like the suggestion of the different types of elves being seperated by different technology levels, you can do alot with that. Sorry I dont have any brilliant ideas like these guys but I can tell you what I like...
#4
The Dragon's Den (Archived) / YO from Philadelphia.
November 07, 2006, 09:37:21 AM
well i think he knows what i want. and thats some dungeons and some dragons.  :)
#5
Quote from: PONTIFEX BRASSICUS CYMRO XIII
QuoteThe cow figure is also not a very convincing dragon.

Glue paper wings to it.  It will be udderly amazing...

your bad pun is amazing!  :-p
#8
[ooc]We are picking this game up again after a brief hiatus while I was away in Montreal and then one of the guys was in Sydney. I posted a thread concerning this on wotc and a couple of you were nice enough to help me out with it then and I did implement some of your ideas. I guess this is somewhere between a rough setting and a vauge adventure, I had a hard time deciding what forum to post it in. I guess these are more like DM notes that I have compiled for myself. Although my games usually stray into randomness my players seem to be enjoying my neophyte styles, and I suppose thats what really matters. Having fun with your friends. All criticisms are greatly appreciated, it's the only way I'll learn.
[/ooc]
 [note]WARNING: This thread randomly jumps from topic to topic. If all you want to do is critique my bad grammer and poor organization skills go ahead but please remember one thing: I KNOW. [/note]
[spoiler=my heroes and the story synopsis]pc's-
Stumpy Mofo
Halfling Male Rouge 4 Neutral
HP27 AC18 INITIATIVE9 ATTACK BONUS2
Weapons: Short sword, +1 Adamantine Dagger, Light Crossbow, Sling
Character Focus: Trapmaking

Soju Soilder
Elf Female Monk 4 Lawful Neutral
HP23 AC19 INITIATIVE7 ATTACK BONUS3
Weapons: Quarter staff, +1 Adamantine Dagger, Sling, Unarmed
Character Focus: Acrobat
   
Snap the Crackle Popper
Elf Male Sorcerer 3 Neutral
HP23 AC16 INITIATIVE3 ATTACK BONUS1
Weapons: Short Spear, +1 Adamantine Dagger, Light Crossbow
Magic Items: Circlet of Blasting, 1xper day 3d8dmg on successful ranged touch attack
Character Focus: Blacksmithing and Boating
   
Aldorn
Human Male Cleric 3 Lawful Neutral
Deity: St. Cuthbert
Weapons: Quarter staff
Character Focus: Brewing

HOUSERULES:
   Characters are granted one fate point per level. Fate Points can be used to for an automatic hit or to do maximum damage. Fate points may also be used to take minimum damage or on rare occasions other random things at the dmâ,¬,,¢s discretion. (adapted from Warhammer)

THE STORY THUS FAR:
   Our heroes met in the brindle dog tavern in the city of Haas where they drunkenly agreed to a suicide mission into the famous dungeon â,¬Å"Quasquetonâ,¬Â. (Taken from Journey Into the Unknown, Gygax, 1stEd module) Here they met Rhianna, (LG female human paladin 4) the savior from Ladytown and learned that Quasqueton had been taken over by Troglodytes led by the evil cleric Icky Poppa, faithful servant of the evil god Erythnul. Rhiannaâ,¬,,¢s little sister Brianna was kidnapped to be their latest virgin sacrifice and the Troglodytes had been mercilessly raiding their country side. Against all odds our heroes saved the young girl just in time and fled to Ladytown with their treasure. Here they met Aldorn the cleric and were sent by The Mother, ruler of Ladytown with Rhianna to investigate the mysterious attacks on Iorntown by Dire Apes. Among the treasures of Quasquton they also brought with them personal items belonging to Icky Poppa. A robe of hiding, taken by Stumpy the halfling rouge, and a circlet of blasting, taken by Snap the elven sorcerer. And not the not so useful Book of Slaughter, the bible of  Erythnul, was another item taken in the form a burden they must now bear. The cover is fashioned from human skin with the mark of the evil god branded in the center. When the evil cleric fell he simply melted into the stone floor of the cavern, all his clothing and possessions left behind, leaving the adventurers to wonder if he was still alive.
   On their journey to Irontown they encountered a pair of wild forest elves when the evil bible disturbed their family graveyard, Rubix Cube, one of the elves befriended them none the less and led them to a waterfall that would grant them faster, safer, passage through the mountain, hiding them from the dire apes. Although no dire animals were to be found it was a dangerous water dungeon inhabited by a sea hag witch and her merrow children. Our heroes defeated the hag and her minions and stole her golden gem encrusted crown from her disgusting, slimy head. After an inevitable encounter with a pack of dire apes they arrived at the gates of Irontown.[/spoiler]

[spoiler=bible of erythnul]Also known as the book of slaughter our heroes seek a way to destroy it. If read the reader must make either a DC16 FS and/or DC13 WS or become confused by an insanity spell phb244. There is also an 80% chance of being attacked by an evil outsider. If burned a Vrock demon will emerge mm48.
   When near a graveyard or corpses the book automatically summons undead when it has no master. The book may only properly be wielded by an evil cleric of Erythnul. It will call to Icky Poppa wherever it is but our heroes have hidden it in their bag of holding, a temporary solution. [/spoiler]

[ic]A thousand years ago, a battle raged in the forest of Lush Mountain between a drow druidâ,¬,,¢s circle and the guardians of the forest. Long had the dark druids been in search of the fragments of lore scattered throughout the hidden parts of the world, needed to summon the spirit of natures rage. They collected all the pieces of lore except one, etched into stones at the bottom of the river where Iorntown now sits. Arcadiaâ,¬,,¢s father was a great water spirit and the protector and essence of this river. Princess Skullface and her minions managed to defeat all that stood in her way of obtaining the stones, killing the very spirit of the water,  and she constructed a stone menhir circle in a vast underground cavern deep within Lush Mountain. With the children of the mountain defeated, man was able to discover this opulent area, and Iorntown was founded. For this last thousand years the menhir circle stood, and finally the dark princess rises to meet her destiny as her circle of evil druids summon the spirit of natures rage. Leagues of dire animals, mainly apes and wolves are summoned into their control and now Iorntown stands between them and total rule of the mountain. (dmgII117reference)[/ic]
 
 [spoiler=ladytown]The women of Ladytown are tall and strong. They mostly have golden hair, blonde eyes, and square jaw lines. The men are generally shorter and leaner. They are dedicated worshipers of Pelor and their temple is the largest and most beautiful in the kingdom. The rest of the town is very quaint and all of their assets are poured into maintaining the temple and training their clerics and paladins. They will always help the good in need and nurture the sick and the poor.
   Many of the men of Ladytown become frustrated with the natural superiority of the women and leave to live and work in Iorntown. They do however maintain love and respect for their hometown and for Pelor and often send gifts of their wealth home to The Mother (NG female human adept 11) in support. Almost half of the male human population of Iorntown is made up of men from Ladytown.
[/spoiler]

 [spoiler=rivertown]Two days trip down the river from Iorntown lies Rivertown, on the east side of The Great Lake. An easily accessed, well traveled road provides easy journey to Haas. The people of Rivertown pay homage to Obad-Hai and the Spirit of the Great Lake. Some outsiders consider the people of Rivertown to be cursed, but they believe they are blessed, through divine evolution the humans in Rivertown adapted some special features. Webbed fingers and toes provide commoners with a plus 12 to swim checks, warriors from rivertown are proficient in underwater combat, and gills behind the ears allow the people to breathe underwater for a period of time[/spoiler]

 [spoiler=smalltown]A pleasantly hilly Halfling community on the west side of The Great Lake. A simple and very peaceful town of farmers, they have no weapons and have dedicated their lives to their God, Yondalla. The extent of their contact with the outside world is only the occasional trading with the strange people of Rivertown.[/spoiler]

 [spoiler=stonetown]An underground dwarven city, Stonetown is actually an expansion of Iorntown. It is smaller, stricter, and has a strong emphasis on religion. Few humans care to visit but the dwarves that reside in Iorntown come here often to worship. Since the attacks have begun however, travel is limited, and the communication between the two towns has become nearly impossible.[/spoiler]

 [spoiler=haas]The BIG city. Traditional monarchy rules, all the other settlements in the kingdom pay their dues to Haas and King Creasy. He is a fair King, and a Strong King, but he is also overly proud and vain. Lately there have been problems with war mongering and threats from Karishk, the rival monarch kingdom to the East. King Creasy has become so obsessed with the threats from Karishk, that the military has heard of and done nothing about the rumored dangers pivoted against Iorntown.[/spoiler]

[ic]  IRONTOWN
Irontown is built in on the very fertile, â,¬Å"Lush Mountainâ,¬Â. They make iron from the ore in the sand of the shores, dig for mithril and adamantine in deep mines, and pan for gold and gems in the river. The mountain and river are rich with all of these treasures and more. Just as there are few men in Ladytown there are also few women in Iorntown. There is a large popular brothel in the slums near the bellows that makes up the majority of the female population making for a widespread disrespect, although the native men of Ladytown do not feel this way.  [note]Upon arrival at Iorntown the heroes take immediate notice of the impressive walls surrounding the city, the billowing smoke rising in great clouds from the bellows, and the two huge watchtowers rising far above the gates. One of the towers has suffered obvious extensive damage and burned into the side of the wall facing the river are the words â,¬Å"Skullface was here.â,¬Â Guards stand on a platform atop the gate and shout the following.
   Ã¢,¬Å"State your business!â,¬Â
   Ã¢,¬Å"How did you fare the mountain? Are there no dires about?â,¬Â
   The guards are suspicious but will grant entry.
They will be sent on a mission by the town council to seek out Arcadia Provence and told of the battle between the fey and the drow long ago. â,¬Å"The wolf girl has been her enemy for many years. She must know of a way to defeat her. We sent out a party almost a fortnight ago, but they never returned.â,¬Â[/note]
[/ic]

 [spoiler=population]pop: 2,150 75% human, 20% dwarf, 5% other race. 85% male, 15% female.[/spoiler]

 [spoiler=community authorities]Iorntown is an oligarchy, and technically still under the rule of Haas and the King. The smithies union, elite merchants, nobles, and the â,¬Å"old powersâ,¬Â elect leaders by who will run Iorntown most efficiently and bring in the highest profit. The Orientals took charge of Iorntown shortly after their arrival due to their enhanced knowledge of iron production, their business savvy, and superior work ethics. The original founders of irontown are dead, have grown old, or are living very decadent lifestyles, content to enjoy their riches and let the royalties keep rolling in.
   There is a town council, made up of Fuigo, the head of the Tatara and therefore head of the council, and others of comparable power and intellect.
Knor (LG male dwarf expert 10/fighter 1), the head of the smithies union.
Kiki (LN female human geisha 10), mistress of the Redhouse (and the only female of any power).
Darin (LG male human aristocrat 7), a young noble who was appointed to represent the old powers on the council because they did not want to be bothered with it.
Jaed (LN male human aristocrat 4/expert 2), one of the wealthier merchants.
Acker (LN male human fighter 10), the captain of the guard.
Belden (NG cleric 4), a cleric of Pelor and keeper of the temple.
Nirev (LG male dwarf fighter 6/dwarven defender 3), the representative of Stonetown, the miners guild, and the dwarf population, also works closely with the captain of the guard.      
POWER CENTER ALIGNMENT:  Lawful Neutral (Majority rule)[/spoiler]

 [spoiler=the wall and the watchtowers]Iorntown is by no means a city, but it is protected as such, if not better. After all, when there is so much concentrated wealth in one place it becomes necessary and the engineers of this wall took every proper precaution. 30 ft. high inner and outer superior stone masonry walls of 5ft thickness provide a hardness of 8, a climb DC of 25, and a break DC of 65 (740 HP). Some sections of the wall have packed earth between the two while other sections are hallow, with arrow slit windows and staircases that provide shortcuts to the watchtowers. The 15 ft. gap between the inner and outer walls provides a suitable trough along the top of the wall for patrolling. Five 40 ft. watchtowers are evenly spaced throughout, and two more 60 ft. watchtowers sit on opposite ends of the town at the east gate which faces the river and the west gate which faces the mountains towards Stonetown.[/spoiler]

 [spoiler=the marketplace]Located in the center of town or â,¬Å"the inner circleâ,¬Â as the townspeople call it, the marketplace is an open cylindrical structure of many levels, the bottom level is similar to an indoor flea market, but as you climb the outer or inner staircases to the top, the shops and caliber of goods increase in  quality. At the top there is a court of fine dining with a marvelous view of the town that can only be accessed by a third, private stairway only used by those who can afford such privileges.[/spoiler]

 [spoiler=magic]The laws on the use of magic within the town are very strict, and the general attitude towards magic users is distrust and fear. You must have a rare  letter of permission from one of the leaders at all times in order to practice any magic or to carry a magic item. People do not speak openly or in public at all of magic, those who can use it, where to procure items or those who can craft them. Magic items and potions can only be purchased in the blackmarket.[/spoiler]

 [spoiler=religion]Spirituality is low on the list of priorities for most residents. The dwarf population feels a little differently, there is a small temple dedicated to Moradin where they go to pray on a daily basis. There is one other small temple for the worshipers of Pelor that is mainly frequented by the men from Ladytown.[/spoiler]

 [spoiler=guids]
       Smithies local #101- The largest and most powerful of the cities organizations, functioning much like a modern day union.
 
   Merchants- Many of the merchants of Iorntown have a achieved aristocrat status simply from becoming so filthy rich. The market is very competitive however even the most unsuccessful merchant in Iorntown is still middle to upper class.

   Performers- Entertainment in Iorntown is taken quite seriously. They even have their own building, the Garnier House, just outside the townâ,¬,,¢s â,¬Å"circleâ,¬Â. Here the performers live as well as conduct their most lavish shows. Only the most popular performers grace the stage in the shows conducted in the Garnier, although the lesser ranking still live and work here, doing their performing at local pubs and inns.
 
   Banko- Banko is the word for the men who push the bellows, it is the hardest job in Iorntown and their attempts to unionize have been petty considering the very high turnover for the position. Many drifters who pass through will work the bellows for a few long days simply to survive the high cost of being there. The Bankos are paid only enough for the most minimal lifestyle, and the job is often given as a demotion or a punishment for a variety of lesser crimes. The shifts are two days long and the intense heat has been known to cause hallucinations.  When passing by the Tatara can you sometimes hear their forlorn songs, â,¬Å"Pushing, pushing, in the deadly heat. Blood of Orcs our iornâ,¬,,¢ll meet. Sweating, sweating, our rhythm musnâ,¬,,¢t fail, never will we stumble in this house of hell. The fire is our master. The Tatara our fate. Burning ever faster. Our hour is ever late. Pressing, pressing, through the day and into night. Blood boils in the bellows to suffer mountainâ,¬,,¢s fight. Stepping, stepping, over and over again. Forging mighty weapons, for rule of dwarves and men.â,¬Â

   Miners- all of the miners are dwarves, and live in Stonetown, still they are integral to Iorntown and their union is strong.

   Panners- much like the Banko, this is an entry level position, although much easier work. Most panners are however low to middle class, and live honest, simple lives. A favored job of the men of Ladytown.

   Couriers- A group of young men that will guarantee your message or item delivered anywhere in record time or you dont pay! Their leader is Makos (CN male half elf fighter 3/bard 1), a strong, virile youth whoâ,¬,,¢s favorite pastimes are bar brawling and storytelling. Since the beast attacks demand has been high, but few messengers return.[/spoiler]

 [spoiler=military]Acker, the captain of the guard, is strong and true leader, with upwards of almost two hundred men in his command, double the norm for a town of this size. The laws of Iorntown are strict, and must be so with the high production of masterwork weapons and fine goods.
   35 fighters 15 lvl 1-2, 15 lvl 3-6, 5 lvl 6-10
   15 barbarians 7 lvl 1-4, 5 lvl 5-7, 3 lvl 8-10
   140 warriors 80 lvl 1-3, 30 lvl 4-6, 30 lvl 6-11   [/spoiler]

 [spoiler=economics]Iorntown is an expensive place! Goods such as masterwork weapons, decadent clothing, fine art, the best of pretty much anything that can fashioned from any metal source can be found at bargain prices. However the cost of living is extremely high. Simple things such stable boarding, a room at the inn or a pint of ale are more than double what they cost in Haas and generally of a lower quality. Real Estate in Iorntown is a high commodity and this is how many of the nobles achieved their status as such. Even the most common of residents bring in far above average and your everyday traveler could not afford to stay here for long without employment. Nobles from Haas will often make the journey to Iorntown simply to shop for what is widely considered the highest quality goods the world has to offer. The exporting from the town is massive. Huge ferries with crates full of goods leave the dock monthly. Well guarded the ferry travels down the river to Rivertown, where the crates are then taken by horse to Haas to be sold and traded all over the world.
[/spoiler]  

 [spoiler=the bellows]The bellows, or â,¬Å"Tataraâ,¬Â are wide, long, wooden planks pushed up and down by foot, pumping air into the furnace. Valves in each section allow air to be drawn in, and exhaust to be forced out, fueling the fire. Twenty Banko work each of the bellows at once, ten on each side. The sand and charcoal are put together into the furnace, the iron sand is then reduced under high tempatures and turned into iron through smelting.  
[/spoiler]

 [spoiler=the orientals]
      Fuigo (LN male human expert 15/aristocrat 7) brought the technique of Tatara to Iorntown, propelling the town into itâ,¬,,¢s vast wealth. Before Fuigo came the production of Iron was scattered, and different but all less effective techniques were being used. With the Tatara came stronger steel and iron, easier to polish and sharpen, and fetching a much higher price. He quickly rose in rank, and those who had previously been in power accepted the fact that he who controls the iron, controls Iorntown.
 
   Murage (LN male human expert 12) oversees all Tatara operations. He is starting to go blind from far to many years of constantly watching the fires. He must constantly monitor the temperature of the fires and delegate the speed at which the banko push the Tatara.

   Sumisaka  (LN male human expert 8 ) Murageâ,¬,,¢s apprentice

   Yamako (LE male human expert 8/ranger 1/ samurai 6 ) prepares the charcoal that is used in the furnace. Not just any charcoal can be used to render iron from sand. Special charcoal must be made using only certain types of trees, mainly pine, chestnut, and beech, all native to the mountain. A large pit dug into the earth on the eastern side of Iorntown is where these types of trees are burned and then left to smolder with dirt and grass to produce this high quality charcoal. Yamoka is the youngest of the Orientals, is considered very handsome and offered considerable profits.

   Sumitaki (LG male human expert 9/monk 8 ) is in charge of feeding the charcoal into the furnace. Affectionately known as â,¬Å"burner manâ,¬Â. He is the wisest and most mysterious of them all. Few know what he is capable of, as he seldom speaks.
[/spoiler]    

 [spoiler=the brothel]â,¬Å"The Red Houseâ,¬Â has been in Iorntown almost since its conception. One of the largest free standing buildings in the town and certainly the largest in what is now the slums, it sticks out with itâ,¬,,¢s four stories and bright red paint. At night it is illuminated with dozens of red lanterns, hung in perfect rows around every level of the house. The ladies would stand out on the decks of each level, flirting and taunting all those that pass by. â,¬Å"Kikiâ,¬Â, Yamatoâ,¬,,¢s sister, was sent for a few short years after the arrival of the other Orientals and put in charge of the Red House. Fuigo and the others felt the ladies of the brothel needed polishing and guidance to improve their services. Kiki and her servant girls did just that, painting the house red and teaching the women lessons of the east: conversation, poise, massage, and the kama sutra. A high end bathhouse was added on, complete with steam room and massage tables. Now the tantric styles and relaxation methods of the Red House are known thoughout this world.[/spoiler]

  [ic]ARCADIA PROVENCE:
   CG female Half Fey/Human Sorcerer 18
   Protector of the Fey, Arcadia resides in a city she created to protect her precious Fey from the Drow who seek to kidnap them. The entire city is hidden under a powerful illusion and can only be found by a true seeing spell cast by a good alighned character.
   Arcadia herself is half-fey. Her father was a powerful water spirit who fell in love with a mortal woman. Her mother, a commoner, was a native of Ladytown, and very curious and fond of the forest and often roamed further than was allowed. Her virgin concievement was viewed as a miracle but kept secret by The Mother from the rest of the town. When Arcadia was born she had two small fleshy nubs on her back that slowly blossomed into wings following her first menstrual cycle. Growing up she had to keep her bright green hair covered to prevent suspicion and when her wings began sprout she sought solitude in the forest where she eventually found her father who took her in and taught her powerful sorcery. She became a powerful illusionist/enchantress and ventured back into the world of men to become a famous adventurer. She joined with a band of the greatest mercenaries of all time, and together they fought evil throughout the kingdom.
   Now very old, her mortal side is beginning to catch up with her and she knows she will die. Although very powerful she must use all that is left of her powers and concentration to maintain the illusion on the Fey city. She and her companions went to battle with the Drow long ago but she was the sole survivor and then fled deep into the forest summoning the Fey with her. There she built the city and mourned for her father and companions.
   Although very beautiful Arcadia shows her age. Her once fluorescent green hair is now a dull moss, with streaks of its original brightness. Her emerald eyes still shine as brightly but her face is wrinkled and her giant green fairy wings are a bit tattered and droopy and no longer strong enough to fly.
 [note]When the adventurers near the fey city attempts to enchant and trap them will be made by strong numbers of grigs, nixies, and sprites.
   They will be brought captive into the city and brought before Arcadia Provence, their leader and protector. â,¬Å"More heroes from Iorntown? What do they want of me now? Killing our trees and harming our air! Only for riches do dwarves and men care!â,¬Â  
   She shuffles over to a closet and pulls out a long object wrapped in gray rags. Arcadia will grant Aldorn the Staff of St. Cuthbert, giggling as she passes it to him, â,¬Å"The drow princess will not have forgotten the Staff of St. Cuthbert! If indeed you are a worthy follower this staff will protect you and serve you well.â,¬Â
   She reminisces of her days of adventuring and the pcâ,¬,,¢s learn of her involvement with Quasqueton.[/note] [/ic]

 [spoiler=staff of st. cuthbert]
   The Staff of St. Cuthbert was created by both Arcadia Provence and her late cleric companion â,¬Å"Pabstenâ,¬Â. It can only be wielded by a devoted cleric of St. Cuthbert. It is a smooth oak quarter staff with random natural wooden knots and an almost unnoticeable amber colored crystal on top, when one stares deeply into the crystal they may notice tiny little bubbles remnisant of beer.
+1 to AC. (divine protection)  
1x per day cast feeblemind (or beermind) phb229
as feeblemind but subject smells and appears drunk.
1x per day cast true seeing phb296
1x per day holy smite phb241[/spoiler]

 [ic]PRINCESS SKULLFACE:
   NE female drow druid 13
   Except that she is wholly evil, Aaliyah (her birth name she no longer uses) was a typical princess, spoiled, self centered, vain, and constantly longing for more. Although her soul will always crave the darkness, her affinity with animals and nature drew her out into the world. At a young age she accidently stumbled across the first fragment of lore pertaining to the spirit of natures rage, and from that moment considered it her destiny that she would rule with this sacred power. Her royal family quickly tired of this talk and her annoying tendencies and eventually allowed her  to leave thier kingdom in search of her â,¬Å"destiny,â,¬Â on the condition that she prove that she remains faithful to the royal family and to Lolth by completing another mission of thier design, to capture as many of the great numbers of fey as possible that inhabited Lush Mountain, where she intended to erect the menhir circle. She was to keep the captured fey in specially designed cages until she had the sufficient numbers the elders demanded to summon a great demon into thier services. Aaliyah quickly and excitedly agreed.
   Aaliyah had many admirers, her beauty was famous throughout drow history, males slaughtered eachother for a chance to speak with her but generally she was more than disinterested.  But she needed others like her, of her race that she could teach the druidic ways and form a circle of power in order to summon the spirit of natures rage, she knew no matter how powerful she became, she could not summon the rage spirit on her own, nor harness itâ,¬,,¢s powers. She chose four of her male admierers as her companions. Lex (druid 4), Kane (druid 4), Garr (druid 3), and Testa (druid 3), (all NE male drow). All love and worship the princess as if she were thier queen, thier captain, thier wife, but often come at odds with eachother, though Skullface will quickly put them in thier place. Sometime during the thousand years required for the underground menhir circle to stand, Skullface gave birth to a baby daughter, although still a small child, Alyan (NE female drow druid 5) has already exceeded the powers of the males due to her natural female superiority and the focus put into her training. As it is unsure which of Skullfaceâ,¬,,¢s minions is the father, Alyan is often the factor that keeps the circle together.
   Clad in white wolfâ,¬,,¢s skins and furs (hide armour) and the bone mask of a wolfâ,¬,,¢s skull covering her black face, it is difficult (even if you were to manage a glimpse of her) to discern race, sex or size, except for the piles of thick, white braids atop her head, spilling down around her. Her companion and mount, Lolita, is a 9ft long 850 lb dire wolf, with white fur and white glowing eyes. Skullface is more obvious in her dire wolf wildshape, with mottled black fur and piercing pink eyes. [/ic]  
[spoiler=mask of the wolf's spirit & items]Mask of the Wolf Spirit:
improved grab/grapple (+4)
bite attack (natural weapon) 1d10 dmg+str bonus, deals damage later rounds with sucessful grapple, can remain attatched to victim and continue to inflict damage for up to five rounds
+2 to AC divine favor
1xday sonic howl (as shout, greater phb279)
hardness 15 (magic bone)
hit points 60
break DC 28
The mask is an intelligent item, inhabited by an ancient wolf spirit. It serves only evil characters, and even then only the ones that pleases it through flattery and amusement.

other items:
Darkwood Buckler (magical shield), +1 bash attack 1d6 dmg, +5 competance bonus on hide checks, 5 lbs, no armour check penalty, hardness 5, 30 hp
Shortspear (basic)
Handcrossbow 1d6 dmg, drow knockout poison (2, DC 13 FS, mm103)[/spoiler]

[ooc]Whew. That's it for now. Thanks for viewing, feel free to comment.[/ooc]
#9
Kudos for submiting hand drawn maps  :heart: SISters, R doin it for themselves! And yay for tradition.
#10
The Crossroads (Archived) / (silent) spoken word piece
November 06, 2006, 09:41:36 AM
Candykinds are for eating! :muffy:
Thank you for comments. This poem is several years old and it's about going through substance withdrawl. I dont write poems very much anymore, usually song lyrics or short stories I never finish, but I was interested to see what sort of feedback I would recieve from this, and I liked the other ones that I read on the forum.
#11
The Dragon's Den (Archived) / party!
November 06, 2006, 09:29:40 AM
What is that bitch saying about me?
#12
The Dragon's Den (Archived) / party!
November 06, 2006, 09:29:10 AM
Im really not interested in your little party but my other personality might be.
#13
The Dragon's Den (Archived) / Favorite Sci Fi/Fantasy
November 06, 2006, 09:25:21 AM
It really does seem like the nineties WERE a million years ago... Sigh, how I miss my old flannell and doc's. How could you do this to me Kurt? I LOVED you, I was just a girl...
#14
Quote from: sdragon1984no goku?

i mean, if we're going o be cheap, here.....

by the way, if i have to use minis, then i might as well use my old heroclix. at least the thugs get to be used for something....

by the way, heroclix work wonders if youre using a marvel RPG. only problem is when youre not able to play ghost rider because your DM doesn't have that figure, but the guy next to you gets 50 different outfits, because he chose to play wolverine....

I prefer the "Heroes Unlimited" Rifts supplement, I was thinking of spray painting my stupid toy soilders gold, (I got a half a can of that lyin' around somewhere) that army green is just so dull! The cow figure is also not a very convincing dragon.  :(
Rice and beans are my other big source of sustenance. :2cents:
#15
The Dragon's Den (Archived) / Favorite Sci Fi/Fantasy
November 05, 2006, 05:24:25 PM
Quote from: Machinegun PoliticsDid any of you guys know they're making a movie of American McGee's Alice in Wonderland?  Should be fun...

Ever see "Alice" by Jan Svankmeyer? Visually this is one of my favorite films.

link to some clips:
http://www.awn.com/heaven_and_hell/svank/svank2.htm