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| Rajak | |
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The Twilight Monastery
About two hours north of Diamond Lake, a towering crag called the Griffons Roost casts a dark shadow over the muddy road to Elmshire. From a perch hundreds of feet above looms the cat-infested Twilight Monastery, a three-towered monument to Xan Yae, the Lady of Perfection. Two score monks dwell within the monastery, dedicating themselves to a litany of exercises meant to perfect the body and spirit. The secretive monks hold dusk as the holiest of hours, and sonorous chants emit from the Twilight Monasterys central courtyard when the night sky appears in the heavens. Foremost among the monks is Izenfen the Occluded, a peerless masked combatant thought to be one of the wisest figures in the hills. Travelers frequently seek her council, but most leave Diamond Lake without ever having gained access to the Twilight Monastery, for Izenfen deigns to speak with only a handful of pilgrims foretold to her via the agency of the night sky and an immense mirrored lens called the Censer of Symmetry. Prerequisites: Heroic Destiny. An actual worshipper of Xan Yae has an easier time qualifying. Location Activation: The Censer of Symmetry is a divination device that only works during a clear night, where the stars can be seen. The Censer grants any who gaze upon it a +10 bonus on Profession (astrologer) checks made during a clear night. Characters can make a astrology check to gain a zodiac benefit. Special Ability (Su): Characters can use the Censer of Symmetry to gain answers as if casting an Divination spell by making a successful Profession (astrologer) check vs. DC 20. Each attempt takes 10 minutes. Characters can also learn the secrets of their zodiac sign by making a successful Profession (astrologer) check vs DC 25, gaining the benefits of the Heroic Destiny feat. Characters who already have the Heroic Destiny feat due to selecting it as a Insight benefit from character creation, gain a new heroic maneuver.
Duration: Characters who gained the Heroic Destiny feat continue to benefit until they fulfill their destiny. Edited by Rajak on May 5, 2008 2:36 PM |
| Rajak | |
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What has gone before:
Previously, the adventurers of the Whispering Cairn found a mystery surrounding grave robbing and undead animation in the countryside of Diamond Lake. Their investigation led them to a gang of miners that work for Balabar Smenk, the most influential mine manager in Diamond Lake and most corrupt. After defeating and interrogating the survivors, the information led them to the Old Observatory where they had to come face to face with the necromancer Figle of the Bleak Academy. Ransacking the necromancer's lab, they found letters of exchange between Smenk and Figle on the topic of Figle's research, indestructable undead and Smenk's growing fears. The adventurers then proceeded in their dungeon delving into the Whispering Cairn and learnt more of the history of the battle of Pesh between the Wind Dukes and the armies of the Queen of Chaos. Their most notable find of the dungeon is a well kept secret amongst themselves and a time lost dwarf. In the course of their exploration they were ambushed by Smenk's men and the sorcerer's familiar, the owlbear chick "Hootie" and the half-orc ex-con girl-friend Robbin were kidnapped. With their new time lost companion, the adventurers attacked Smenk's home. The wizard Allustan, the so-called "smartest man in Diamond Lake," has spent many years researching local legends and lore. Recently, he's unearthed increasing evidence of strange undead creatures infested with tiny green worms stalking the hills south of Diamond Lake. The adventurers of the Whispering Cairn have run afoul of the mine manager Balabar Smenk and his manipulation of the law. They have only so much time before Sheriff Cubbin must undertake a manhunt for their heads. The one salvation to the adventurers is that one of Balabar Smenk's accountants has stepped forward to Allustan with information about an ancient temple hidden beneath the copper mine owned by Ragnolin Dourstone and Smenk connection with the terrors below. To save themselves from the law and to assist in Allustan's research, the adventurers must find a means to enter the Dourstone mine and travel down below to the hidden temple to find evidence of Smenk and Dourstone's criminal dealings. The adventurers team up with Allustan's other employees and undertake a descent into the depths of the earth. Edited by Rajak on May 5, 2008 2:52 PM |
| Rajak | |
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The Death and Resurrection Show
With the current method of experience, tally up the CRs, divide by the number of PCs and everyone gains a share. Everyone pretty much has the same experience pool. This method is used mainly because a number of the PCs have jobs or obligations that calls them away from gaming for either weeks or months. A new house rule comes into motion, which i shall be playtesting for the next couple of modules. New Characters. Everyone shares the same experience pool. So a new character would have the same experience as a old character. To balance this issue, new characters shouldn't have better starting equipment. New characters begin with base starting funds by the Adventure's path chapter.
Raise Dead, Reincarnate, and Resurrection Spells. Characters do not suffer a level penalty when brought back. Instead they suffer 2 pts of Constitution damage that remains for the rest of their adventuring career, which is stackable each time they are brought back to life. Energy Drain and Negative Levels. After 24 hours, if the character succeeds in the save, that negative level is removed. If the save is a failure, the negative level is removed and the character suffers 2 pts of Constitution damage that remains for the rest of their adventuring career. Restoration and similiar spells may correct this condition. Edited by Rajak on Jul 9, 2008 6:18 PM |
| Rajak | |
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The scroll that the PCs decipher from the Shrine of Vecna...
The secrets of this page are most holy. Know ye heretics who invade them that the eye of Vecna is upon you. If you read this, Theldrick, you have either slain me and doomed our cause, or the time is nigh for our final victory. At last the riddle of this place is solved. In ages past, a great being known as Kyuss rose above the petty warlords who fought and struggled for material gain. Mighty Kyuss is the herald of the Overgod. Soon, he will sound the clarion call to the faithful. The three sundered faiths shall be made whole. The undead our agents spotted must be located and captured. If they bear the worms of Kyuss then they perhaps hold the final answer to our research. The Ebon Aspect stirs within the pool, but it is still not ready to emerge. We must find the worms and the undead hosts that carry them. If they are not here, then we must send agents to the Rift. If Kyuss himself, or his agents, cannot shepherd in the Age of Worms, then we shall do it outselves so that the Overgod may live. Our course is clear, my dear Theldrick. Smenk is no longer useful to use and must die. Kill him, then send agents to the Mistmarsh, across the southern hills. I believe that we will find what we are looking for there, among the lizardfolk. Summon more of your hellspawn. If the calculations and portents are correct, the time for covert action is at an end. As the Age of Worms begins, we must strike hard and fast to prepare the coming of the Overgod. Of course, dear Theldrick, if you were so rash as to slay my followers and I, then you, soon, shall join me in the afterlife. Doubtless your treachery has already stirred the Overgod. Our mission has failed, and you will die at his hands. |
| Rajak | |
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Excerpt from Theldrick's Journal
Praise Be the Scourge of Battle, The Faceless One grows increasingly concerned. That addled beast Grallak Kur has yet to provide new insights into the Overgod's nature. The crude missives he sends speaks of the worms, of a slumbering power that must be awoken, but nothing more. I wish he would go back to the black pit that spawned him if he has nothing more to offer. The Faceless One tells me this ties into an ancient figure, a being of great power. Of course, he tells me little else. He enjoys keeping his secrets, but he forgets that they flourish only behind the protection of Hextor. His latest taunt is a scroll that he tells me contains all the answers I seek. Of course, the fool wrote it in a cipher. Were it not for the dictates of the Ebon Triad, I would lead my troops into their damnable labyrinth and kill every last bird and wizard within it. Grallak is the key. Thank the Scourge that he trusts me and not the Faceless One. Otherwise, I doubt the Faceless One would bother imparting anything to us. We cannot trust these mages. When the Overgod arises, I think it will be time to settle some old scores. Under the Herald's Watchful Eye we Conquer, Grallak Kur has finally yielded a useful clue. I personally delivered it to the labyrinth, and the Faceless one giggled like a blood addled berserker when he saw the message. Grallak spoke of the worms again, of course. He says that even now they stir and writhe. The world is like an apple infested with them. All seems well for now, but soon they burst through the skin and swarm across the land. Still, part of his vision troubles me. Grallak spoke of a great power behind them, but the Ebon Triad teaches that these worms will awaken the Overgod. Is there some other power at hand here that we cannot see? Is it friend or foe? The Faceless One knows more, but he of course has little to say. Perhaps Grallak has invented everything. His monstrous kin are few in number and battered after their pilgrimage through the Underdark. If he is an imposter or trickster, we may need to root him out of this place. In that case, our agents must make another supply run. Six coils of rope, and perhaps bows and more arrows, should do the trick. With the petitioners leading the way we can uncover any ambushes they have within the cliffs. |
| Delduath | |
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