| Rajak |
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Honolulu, HI |
The Ebon Triad seeks to create a fiendish Overgod, a monstrosity of pure evil that combines the power of Erythnul, Hextor, and Vecna. The cult's research indicates that a elder evil is tied to the Overgod's rise. Little is known of the Elder Evil, save that he was once a powerful being that spawned a horrific variety of undead creatures. Now in the bowels of Diamond Lake, the Ebon Triad pursues rumours that the worm-like progeny of the Elder Evil have once again risen. Is the Age of Worms finally at hand?
A D&D adventure for 3rd-level characters. This campaign is designed for characters of levels 1 to 20. Resources: 3.5 D&D books, Greyhawk 3.5 related materials Character Design: Rolled ability scores (4d6s, keep the three highest), 4th level characters Characters currently playing
Location: Jelly's is located in the Harbor Center Shopping Plaza, 98-023 Hekaha Street, Suite B1-9 (behind Cutter Ford), in Aiea. We play upstairs on the second floor. Time: 5:00 pm to 9:30 pm. Tuesdays We also have a secondary campaign that we alternate with another DM, the Star Wars saga. |
| Rajak |
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Honolulu, HI |
What has gone before:
All of the PCs begin their adventuring careers in the lively mountain village of Diamond Lake, a muddy smudge on the map of the hills east of the Fabulous Free City. Most of the Diamond Lake's inhabitants are miners and laborers, serious folk who spend most of their lives toiling below ground. When not working, the miners celebrate along the Vein, a seedy road lined with alehouses and brothels. Overall, the village is sooty, sullen place prone to unpleasant bursts of violence and passion. But Diamond Lake holds plenty of opportunities for adventure, for the uplands on the lakeside opposite of the village are rift with ancient tombs that for centuries have named them the Cairn Hills. Idle chatter around the village says that a band of richly dressed adventurers now frequent the taproom of the Feral Dog, Diamond Lake's most notorious tavern. The confident heroes of the Free City spoke of hard-won battles on their journey to Diamond Lake, and their intention to explore the long-abandoned Stirgenest Cairn on the lake's distant southeastern shore. The PCs, being natives of Diamond Lake, know that cairn is oft explored by the community's youth who always find it completely empty of marvels and perfectly harmless. Not so another cairn within a day's ride of the village (two days by foot), however. This cairn lies near an iron mine that went dry about 50 years ago, and its owner's charter apparently elapsed when he died a few years later. Situated thusly in a sort of no-man's land, the cairn was all but forgotten, its yawning entrance overgrown with weeds and choked with collapsed debris. Rediscovered by a curious teenager three years ago, the cairn has since been a sort of community secret held by Diamond Lake's youth, who dare each other to disappear into its cyclopean entrance as a test of mettle. Occasionally when the wind is just right, haunting, almost magical tones emerge from the depths of the forlorn tomb. Those who know of its location call the place the Whispering Cairn. The PCs have decided to band together to win the riches of the Whispering Cairn, and in the first two sessions of the game have already encountered puzzles, faced dangerous dungeon denizens, and survived ancient dungeon traps. Deep within the complex, the PCs come across a ghost of a runaway teen, who fell victim to one of the cairn's traps a decade ago. The undead horror blocks the PCs' progress, promising to abandon the cairn if the characters return her bones to the small family cemetery on a farmstead just outside town. Where they have found another mystery. |
| Rajak |
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Honolulu, HI |
The following updates are accessories for my PCs in my table top game.
Character Options Local heroes may choose one of the following talent or inner spirit traits during character creation if they are native to the Diamond Lake region. Talents Heroic characters begin the story with a talent of their choice. Benefit PC has the option of selecting one feat from the following list and gain the skills provided by the feat as class skills: Acrobatics, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Education, Negotiator, Nimble Fingers, Perusasive, Self Sufficient, Stealthy Inner Spirit Heroic characters begin the story with a inner reserve of strength Benefit PC has the option of selecting one feat from the following list: Acrobatics, Great Fortitude, Lightning Reflexes, Iron Will, Heroic Destiny, Spellcasting Prodigy, Toughness
Education In your youth, you received the benefit of formal schooling of some type. Benefit All Knowledge skills are class skills. You may also select two Knowledge skills to develop more fully. You get a +2 bonus on all checks you make with those skills. If you select a Knowledge skill in which you do not yet have ranks, you gain no immediate benefit, since Knowledge skills can be used only with training. But the selection still represents your improved potential for that skill. Heroic Destiny You have a destiny to fulfill. Benefit Once per day as a immediate action, you have the option between two heroic maneuvers. Heroic Insight You can before you make an attack roll, ability check (initiative is considered a ability check), skill check, saving throw, or caster level check, you add +5 luck bonus and add it as a bonus on the roll, check, or save. Heroic Reflexes You gain a +5 luck bonus to your AC for one round. Spellcasting Prodigy You have an exceptional gift for magic. Benefit For the purpose of determining bonus spells, treat the ability score that controls your spellcasting (Charisma for bards and sorcerers, Wisdom for divine spellcasters, or Intelligence for wizards) as 2 points higher than its actual value. Toughness You are exceptionally tough. Benefit You gain +5 hit points. |
| Rajak |
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Honolulu, HI |
Suggested Campaign Options
The following backgrounds are suggested themes to aid in developing the character's history and how it may tie in with Age of Worms campaign. Greyhawk Academy Dropout You attended the Greyhawk Academy in the city but was caught in a scandal caused by another student. The academy staff then terminated your scholarship and you have returned to your home in Diamond Lake. Greyhawk Con Your a member of the famous Thieves Guild of Greyhawk City. Unfortunately, you were caught for a crime and sentenced five years hard labor in the mines of Diamond Lake. Five years has come and gone, and tomorrow your free. Greyhawk Militia You served in the Carin Hills Militia for two years and have just finished your term. You come from a long line of career military, as your father fought in the Greyhawk Wars. Diamond Roughneck Your grandfather was a miner, your father was a miner, and you were a miner. You have been hardened and conditioned by the mines of Diamond Lake and lead a roughneck lifestyle. Doomwatcher You observed a horrifying or awesome supernatural event as a child - perhaps the casting of a miracle or wish spell, the appearance of a deity, an open portal to the Abyss, or some occurrence of similar importance. As a result, your eyes now glow with an unnatural color. Dragon Touched You have the blood of dragons running thru your veins, as one of your ancestors was a dragon. Either a male black or female silver. Heroic Legacy Your grandfather is a famous adventurer that ransacked and survived the Tomb of Horrors. Bards tell stories about him and scholars write books about him. Everyone in the community wonders if you will follow his footsteps, since your parents havent. Past Life You recall dreams of a past life, tribesmen practicing necromancy, a ancient war, and the jungle. These dreams still continue to haunt you and influence your lifestyle. Redhand Exile Your family were once nobles involved in the struggles for the throne of Alhaster and lost. They have wandered the lands for twenty years in exile and have recently settled in the community of Diamond Lake. Scion of the North Wind Your family has blood relations with the nomadic hills people tribes that wander the Cairn Hills. You also bare a engimatic tribal tattoo on your body that you had since childhood. Twilight Child You were born on a day of great astronomical significance and visited by a celestial creature. Since then, you have always had an unexplainable bond with nature. Whispered Ones Orphan Your family was arrested by the local law enforcement when they were caught performing vile rites to Vecna, the god of secrets and black magic. You were spared and given to a foster family. The legacy of your familys occult dealings still haunts you. |
| Rajak |
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Honolulu, HI |
Diamond Lake
The following is information on Diamond Lake. Diamond Lake is a mining town. Situated on the north shore of a lake of the same name, Diamond Lake is located in the Cairn Hills, and lies three days ride east of the Free City of Greyhawk. The town is ruled by a governor-mayor appointed by the Directing Oligarchy of Greyhawk. As of 595 CY, the governor-mayor is Lanod Neff, who has held his office since at least 591 CY. A Player's Guide to Diamond Lake pdf Diamond Lake Town Map Cairn Hills map |
| Rajak |
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Honolulu, HI |
New Companion
In the module the Whispering Cairns, one PC has the option of picking up a owlbear companion. Owlbears are theoretically trainable. If raised from chicks, owlbears become very devoted to their trainers. They never transfer this devotion to anyone else, though, and continue to display their famously surly attitude to anyone who isnt the trainer. The most useful trick to teach a guard owlbear is a version of "Alert", whereby it makes a distinct noise when it fights something besides another owlbear. Owlbears can be taught other tricks, but they always perform them sullenly and violently. Any time an owlbear is commanded not to attack, its master must make a successful Handle Animal check (DC 15) or it attacks anyway. Training Cost: 2,000 gp Owlbear, Chick Neutral, Small Magical beast Init +3, Senses scent, low-light vision, spot +4, listen +4 ______________________________________ _______ AC 17 (+1 size, +3 dex, +3 natural) touch 14, flat-footed 14 hp 14; HD 1d10+4 Fort +6, Ref +5, Will +2 ______________________________________ _______ Speed 30 ft (6 squares) Attack bite +3 melee (1d4+1) Full attack 2 claws +3 melee (1d3+1) and bite -2 (1d4) Space 5 ft; Reach 5 ft Base Atk +1; Grp -2 Atk Options improved grab ______________________________________ _______ Str 13 (+1), Dex 16 (+3), Con 18 (+4), Int 2, Wis 14 (+2), Cha 10 SQ Scent Feats Track Class Skills Listen, Spot, Survival Skills listen +4, spot +4 Advancement HD 1-3 (Small), 4-5 (Medium), 6-8 (Large), 9-13 (Huge) ______________________________________ _______ Improved Grab (Ex) To use this ability, an owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Scent (Ex) Owlbears gain a +4 racial bonus on survival checks when tracking by scent Ranger or Druid Companion Option A druid or ranger can take the owlbear chick as a animal companion. The owlbear increases in size when it gains enough hit dice as it matures (HD 4, HD 6, HD 9), adj natural armor, strength, constitution, and attack damage due to size. Sorcerer and Wizard Familiar Option A wizard or sorcerer can select the owlbear chick as a familiar at 3rd level. The owlbear can only bond with a character with an alignment up to one step away from neutral. A owlbear chick advances as a standard familiar in the PHB and does not increase in size. Owlbear masters gain a +2 bonus on Fortitude saves. |
| Rajak |
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Honolulu, HI |
Expanded Adventuring Gear
The following equipment may be purchased from the Arms & Equipment Guide book while in Diamond Lake: Ascender/Slider, Clearbreath Vial, Farflame Oil, Longbreath Vial, Fog-Cutter Lantern, Mess Kit, Percolator, Pulley, Folding Saw, Signal Torch, Spleunker's Outfit, Stonebreaker acid, Tarp, Metal Tongs, Portable Winch, and Verminbane Flask. New items added to the Adventuring gear list are described low. Breathing Mask Wearing a breathing mask provides a +1 circumstance bonus on saves made against inhaled poisons. Cost: 6 gp. Weight: 1/2 lb. Canaries and Birdcage An over-packed, 6-foot cube of chicken wire and twigs contains a heavily-ruffled flock of canaries. Taggins maintain a firm policy of charging customers not merely for the birds they intend to purpose, but for every canary they release from the cage. Carnies possess the same statistics as thrushes (pg 203 of DMG), except that their Constitution score are merely 1 and thus their Fort saves are made at a -3 penalty. The cage has a hardness of 10 and 30 hit points. Cost: 1 sp (canary), small birdcage (20 sp). Weight: 1 lb (cage). Diamond Water Elixir Characters who imbibe a flask of diamond water elixisr recovers 2 pts lost to ability score damage (instead of the usual 1) for that day. However, the user is sickened for 24 hours after consuming this drought. Cost: 50 gp. Weight: - Healing Salve When applying this alchemical paste on a wound, the character heals 5 pts of damage. Cost: 50 gp. Weight: 1 lb. Mining Helment These metal skullcaps provides the wears with a +1 armor bonus against falling rocks. These helmets only aid a characters AC in the case of falling rocks and otherwise do not affect AC. The lantern on a miners helmet shed bright illumination to a radius of 10 feet, shadowy illumination to a radius of 20 feet, and lasts 8 hours per pint of oil. Cost: 1gp. Weight: 1 lb. Mining Outfit This set of clothing includes a padded shirt, thick pants, a leather poncholike over-tunic, a wide brimmed leather hat, and a pair of simple goggles. Cost: 3 gp. Weight: 6 lb. Pickaxe These tools provide a +2 circumstance bonus on a characters Profession (miner) skill check, but when used as a weapon, treat a pickaxe as a heavy pick with a -2 penalty on attack rolls. Cost: 8gp. Weight: 6 lb. Smelling Salts Contained in small pouches or vials, a few pinches of these acrid white crystals aid in rousing the unconscious. When waved under the nose of a character who has been reduced to negative hit points but is stable, the character may immediately make a percentle roll to become conscious. Normally, the chance of regaining consciousness is only 10% but when using smelling salts the chance is raised to 30%. Cost: 20 gp. Weight: - Rockhammer These tools provide a +2 circumstance bonus on a characters Profession (miner) skill check, but when used as a weapon, treat a rockhammer as a warhammer with a -2 penalty on attack rolls. Cost: 6 gp. Weight: 10 lb |
| Rajak |
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Honolulu, HI |
Cairn of the Green Lady
Far less welcoming are the brooding inhabitants of the Cairn of the Green Lady, a reclaimed tomb on the opposite shore of Diamond Lake itself. Cloaked in robes of green and quick to threaten outsiders, these two-score devotees of the death goddess Wee Jas honor a fallen saint of that deity with mournful prayers to departed spirits and mysterious explorations of the hills nearby. They base themselves in the tomb of this departed servant of the Dark-Eyed Lady, whom they believe died during a great migration of humans across the treacherous hills more than a thousand years ago. Diamond Lakes Governor-Mayor Lanod Neff trusts the cultists only because they protect the towns boneyard from the sinister attentions of the communitys most depraved residents. The orders leader, the enchanting Amariss, is always on the lookout for new recruits. The Cairn of the Green Lady is a ornate crypt. The air within the Cairn is cold and dry, and sounds often fail to echo, as though the dimensions of the crypt were larger than they appear. Prerequisites Only a spellcaster who has Spell Focus (necromancy), and at least 5 ranks in both Knowledge (arcana) and Knowledge (religion) can gain the powers of the Cairn. An actual worshipper of Wee Jas has an easier time qualifying. Location Activation The ritual required to access the power of the Cairn is particularly hideous because the petitioner must sample death. She must enclose herself in a coffin within the Cairn and lie within - awake but unmoving - for 24 hours. During this period, she takes 1d6 pts of negative energy damage every 2 hours (12d6 pts of damage total). Assuming the character survives, she must attempt a DC 30 Knowledge (arcana) or Knowledge (religion) check (her choice) when the required time has elasped. A worshiper of Wee Jas gains a +5 circumstance bonus on this check. Success indicates that the petitioner has acquired sufficient insight into death to the sites granted power. A character who fails the check by 10 or more points, however, instantly contracts mummy rot (DMG 292), no saving throw allowed. Rechage The cairn can grant its benefits to a single character only once per month. Special Ability (Su) Any time the recipient of the power of the Cairn kills a humanoid of her own size category or smaller with a necromantic spell, that creature instantly reanimates as a zombie under her control. This zombie does not count against the character?s HD-based limit on the number of undead that can be controlled by spells such as animate undead, and commanding it is a free action. The zombie remains animate for a number of rounds equal to 1 + the level of the spell that slew it, then dies again. In addition, the standard Will save for half damage no longer applies to any inflict spells that the recipient spontaneously casts (though it applies normally for prepared inflict spells). A spellcaster who lacks the ability to swap out prepared spells for inflict spells gain the power to do so as though she were an evil cleric of her divine caster level, but only once per day. The Will save applies normally in this case. Duration The abilities granted by the Cairn last for 1 month. Starmetal Once each generation, the comet Alhazarde - the legendary Green Star - visits the night skies, a portent of great and terrible events. Beneath its emerald light, kings rise or fall, weird monsters and magical plagues appear to scour the land, and strange and ancient secrets are revealed. Glorious and sinister auroras glimmer in the dusk for weeks on end, and from time to time shooting stars of burning emerald fall from the sky. These fallen stars are the only known source of starmetal, a rare and precious ore infused with mighty magical power. The fallen saint of Wee Jas is a renknown arcane spellcaster known as the Green Lady. A Green Star Adept, she collected a superior alloy made from meteoric iron - specifically, ore refined from meteors that fall during the rare comet Alhazarde. Starmetal is extraoridnary hard, and is equal to adamantine for all purposes (see page 283 of the Dungeon Master's Guide), including overcoming damage reduction or granting damage reduction when used in armor construction. Starmetal also possesses an inherent magical connection to the Material Plane, meaning that weapons made of the alloy is especially effective against creatures from other planes. Weapons made of starmetal deal an extra 1d6 points of damage to any extraplanar creatures while they are on the Material Plane. Creating a weapon from starmetal costs 5,000 gp more than creating a similiar weapon of steel. Crafting armor from starmetal has the same costs as armor created from adamantine. Green Star Adept Arcane spellcasters that can meet the prerequisites, can be taught the secrets of the Green Star Adept prestige class (see page 41 of the Complete Arcane). A Green Star adept is the master of the strange and powerful magic derived from Alhazarde's glittering green starmetal. He travels the land, searching for more of the comet's fallen substance and mastering its eldritch power. Turning his back on the traditional studies of the sorcerer or wizard, he slowly transforms into a living statue of starmetal, gaining immortality and invulnerability at the cost of his own flesh. At each appearance of the comet, only a handful of adepts can complete the rites necessary to achieve this transformation. Sorcerers and wizards are most capable of understanding the strange arcana of the mystic comet. Of the two, wizards are more likely to master the astrological calculations and meticulous observations required to divine the secrets of the Green Star. Some Green Star adepts, however, come from entirely different origins, having picked up the necessary arcane knowledge along the way. Such rare individuals might be learned monks or warlocks, sinister rogue/sorcerers, or any other character diligent enough to learn the secrets of the comet Albazarde. Hit Die: d8 To qualify to become a Green Star Adept, a character must fulfill all the following criteria:
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| Rajak |
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Honolulu, HI |
Hired Henchmen
When the PCs need to hire someone to perform a task - make items, speak with sages, care for their horses, or help build a castle, or fill in when the Player count on the table is below 4 PCs, hirelings are the NPCs they employ. Characters can use hirelings to carry torches, tote their treasure, and fight for them. Hirelings differ from cohorts in that they have no investment in what's going on. They just do their jobs. Unlike cohorts, hirelings do not make decisions. They do as they're told (at least in theory). Thus, even if they go on an adventure with the PCs, they gain no experience and do nto effect any calculations involving the party level. Like cohorts, hirelings must be treated fairly ell, or they will leave and might even turn against their former employers. Some hirelings might even require hazard pay if placed in particularly dangerous situations. Below is three types of mercenary hirelings that the PCs have already encountered. Lovin Melvin CR 2 [Professional Bard] male Half-Elf Bard 2nd Neutral Good Medium Humanoid (half-elf) Init +2, Senses low-light vision, Spot +0, Listen +0 Languages Common, Elven, Gnome ______________________________________ _______ AC 15 (+3 armor, +2 dex) touch 12, flat-footed 13 hp 14; HD 2d6+2 Immune Sleep effects Fort +1, Ref +5, Will +2. +2 vs enchantment spells. ______________________________________ _______ Speed 30 ft (6 squares) Attack mw shortbow +4 ranged (1d6/x3) 60 feet Base Atk +1; Grp +1 Special Actions Bardic music 2/day, soothing words, fascinate, inspire courage +1 Spells (DC 12 + spell level) 0 lvl- 3/day, 1st-1/day. Spells Known 0- dancing lights, detect magic, ghost sound, mending, prestidigitation. 1st- identify, ventriloquism ______________________________________ _______ Str 10 (+0), Dex 14 (+2), Con 13 (+1), Int 12 (+1), Wis 8 (-1), Cha 15 (+2) Special Qualities Bardic knowledge +5 Feats Skill Focus (Diplomacy) Skills Appraise +6, Diplomacy +12, Gather Information +9, Knowledge (local) +6, Knowledge (history) +6, Perform (singing) +7, Perform (string-music device) +7 Possessions Adventurer's kit, masterwork shortbow, quiver 20 arrows, musical device, scholar's outfit ______________________________________ ______ Hook "We have won the day, hurrah!" Lovin Melvin is Allustan's apprentice, the party's patron, and tags along with the party to record their deeds. He also attempts to act as the party's conscience. Nemesi CR 3 [Bounty Hunter] Female Tiefling Ranger 2nd Neutral Evil Medium Outsider (Native, Evil) Init +2, Senses Darkvision 60 ft, Scent, Spot +8, Listen +8 Languages Common, Infernal ______________________________________ _______ AC 15 (+3 armor, +2 dex) touch 12, flat-footed 13 hp 18; HD 2d8+2 Resist cold 5, electricity 5, fire 5 Fort +4, Ref +5, Will +1 ______________________________________ _______ Speed 30 ft (6 squares) Attack mw rapier +5 melee (1d6+2/18-20 x2) or composite longbow +4 (1d8/x3), 110 feet Full Attack mw rapier +3 melee (1d6+2/18-20 x2) and mw dagger +3 (1d4+1/19-20 x2) Base Atk +2; Grp +4 Atk Options Favored enemy (humans) +2 ______________________________________ _______ Str 15 (+2), Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 8 (-1) Special Qualities Wild empathy Feats Alertness, Track, Two-Weapon Fighting Skills Listen +8, Knowledge (geography) +6, Move Silently +7, Search +6, Spot +8, Survival +6, Use Rope +7 Possessions Adventuer's kit, studded leather, traveler's outfit, masterwork rapier, masterwork dagger, composite longbow, quiver with 20 arrows ______________________________________ ______ Hook "Drop dead, pig." Nemesi the Manhunter is a bounty hunter that the mine managers of Diamond Lake commonly employ when hunting down run away convicts. She frequents the Spinning Giant, the local tavern that carters to the town's milita. Despite her appealing appearance, her atitude turns most people off by her bigotry against humans who she commonly refers as "pigs". She conducts jobs by short-term contracts and works for 6 silver pieces a day. |
| Rajak |
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Honolulu, HI |
The Bronzewood Lodge
The Bronzewood Lodge is an ancient megalithic structure hosting a small enclave of druids, rangers, and nature priests located three hours northeast of Diamond Lake in the Cairn Hills. The Lodge is a twelve-chambered structure consisting of piled megaliths covered by earth. Bronzewood Lodge is also used in reference to the community occupying the structure and environs. The community is headed by Nogweir, an aged human priest of Obad-Hai and proponent of the Old Faith. The Moot Druids and rangers who honor the Shalm and a host of minor nature deities and fey spirits (the so-called Old Faith) routinely congregate in great moots in the Bronzewood Lodge. Devotees of Ehlonna or the elven pantheon are welcome at these meetings, if a bit gruffly, but all other attendees must be invited personally by someone already within the circle of trust. At these great moots, the woodsfolk observe rituals from long ago, celebrate with great contests of strength and wit, and debate policy regarding the natural affairs of the region. Campaign Note: Moots occur in the campaign during A2 (the Three Faces of Evil), A4 (the Hall of Harsh Reflections), A6 (A Gathering of Winds), A8 (the Prince of Redhand), and A10 (Kings of the Rift). Prerequisites: At least 5 ranks in Knowledge (nature) or Diplomacy can gain access to the Moot. An actual worshipper of any nature-related deity has an easier time qualifying. Location Activation: Rare oils and unguents worth a total of least 1,700 gp, spread over the body. The character then dies and the druids casts a Reincarnate spell on them. The character expends the level they sacrifice to gain the benefits of the Rebuild of their choice if they are below 6th level. Characters of 6th level or higher, do not lose a level. But changing into races with level adjustments, follow the rules of level adjustments in the Player's Handbook 2 for Rebuild options. The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesnt automatically speak the language of the new form. Characters are also unconscious for 72 hours as their bodies adapt to the changes and awakens to new life. Special Benefit The Reincarnation Ritual is one of many rituals that the woodsfolk observe, allowing a blessed individual to sacrifice their life and move on to their next life. This is a Rebuild method known to the followers of the Old Faith within the Bronzewood Lodge. This allows characters the option to rebuild their ability scores, class level, race, and gain a template as per the rules mention in the Player's Handbook 2. You can change as many of these aspects at once as you wish, though such alterations require great effort - and often great sacrifice as well. Since rebuilding constitutes such a major change in your character's identity, accomplishing it isn't simply a matter of erasing an entry on your character sheet and replacing it with new information. In essence, you are altering reality in order to rewrite your character's personal history. Duration Permanent. |
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