Flickerdart's Game

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The party is asked by a well-to-do merchant, Don Reba, to escort a shipment of goods from Oblin to the trade capital of Arnaut, to the south. Time is of the essence, and so Don Reba is sending the shipment by boat, down the river and through lake Svetloyar. This is not a route commonly taken by a single party, because it passes entirely through the forests, the denizens of which are creatures of legend, unpredictable and dangerous. The ship is small and light, to speed the delivery of its cargo, but the cramped space does not leave much room for a mercenary company, so Don Reba has hired an adventuring party instead, with a princely sum waiting for you at Arnaut should you deliver the cargo intact.<br>
The party is asked by a well-to-do merchant, Don Reba, to escort a shipment of goods from Oblin to the trade capital of Arnaut, to the south. Time is of the essence, and so Don Reba is sending the shipment by boat, down the river and through lake Svetloyar. This is not a route commonly taken by a single party, because it passes entirely through the forests, the denizens of which are creatures of legend, unpredictable and dangerous. The ship is small and light, to speed the delivery of its cargo, but the cramped space does not leave much room for a mercenary company, so Don Reba has hired an adventuring party instead, with a princely sum waiting for you at Arnaut should you deliver the cargo intact.<br>
Having killed a Fey godling and instigated a global conflict between the Fey and most other races, the party has arrived at Arnaut and delivered their cargo, a Kitezh artifact with the alleged power to level whole forests. With the money from the escort job in their hands at last, the splendour of the Arnaut Bazaar unfolds before them.<br>
Having killed a Fey godling and instigated a global conflict between the Fey and most other races, the party has arrived at Arnaut and delivered their cargo, a Kitezh artifact with the alleged power to level whole forests. With the money from the escort job in their hands at last, the splendour of the Arnaut Bazaar unfolds before them.<br>
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From Arnaut, the party braves through fey-infested steppes just in time to rescue the last of the Drakewing tribe Kobolds and their caves from destruction. In return, the Kobold High Priest bestowed upon them power normally reserved for dragons - the ancestral power of the tribe channelled through the Drakensceptre, an artifact that feels similar to the one they ferried to Arnaut.
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From Arnaut, the party braves through fey-infested steppes just in time to rescue the last of the Drakewing tribe Kobolds and their caves from destruction. In return, the Kobold High Priest bestowed upon them power normally reserved for dragons - the ancestral power of the tribe channelled through the Drakensceptre, an artifact that feels similar to the one they ferried to Arnaut. Discovering a passageway leading into ancient catacombs, the party begins to explore the tunnels beneath Drakewing Hall, where they discover a sinister Rakshasa conspiracy.
=====Item Purchasing Guidelines=====
=====Item Purchasing Guidelines=====
All items from allowed sources and DMG are fair game. For custom items, tell me what you want and something will be arranged.<br>
All items from allowed sources and DMG are fair game. For custom items, tell me what you want and something will be arranged.<br>
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* [http://www.wizards.com/default.asp?x=dnd/psm/20040827b Deep Psychic Meditation] recharges all centres with 8 hours of sleep instead of just one.
* [http://www.wizards.com/default.asp?x=dnd/psm/20040827b Deep Psychic Meditation] recharges all centres with 8 hours of sleep instead of just one.
* You may delay gaining stances as an initiator until you gain access to a new stance level. You may only have one stance delayed in this manner at any given time.
* You may delay gaining stances as an initiator until you gain access to a new stance level. You may only have one stance delayed in this manner at any given time.
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* All versions of HiPS allow hiding while being observed and without cover. Versions that specify other conditions (such as proximity to shadows) still require them.
* Average HP per hit die, rounded up:
* Average HP per hit die, rounded up:
** d4 = 3
** d4 = 3
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Em: http://www.myth-weavers.com/sheetview.php?sheetid=198236<br>
Em: http://www.myth-weavers.com/sheetview.php?sheetid=198236<br>
jeek: http://www.myth-weavers.com/sheetview.php?sheetid=226459<br>
jeek: http://www.myth-weavers.com/sheetview.php?sheetid=226459<br>
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Edea: http://www.myth-weavers.com/sheetview.php?sheetid=227633<br>
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Vort: http://www.myth-weavers.com/sheetview.php?sheetid=233922<br>
===Unplayers===
===Unplayers===
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Star: http://www.myth-weavers.com/sheetview.php?sheetid=194691<br>
Star: http://www.myth-weavers.com/sheetview.php?sheetid=194691<br>
Atrius: http://www.myth-weavers.com/sheetview.php?sheetid=204308<br>
Atrius: http://www.myth-weavers.com/sheetview.php?sheetid=204308<br>
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Edea: http://www.myth-weavers.com/sheetview.php?sheetid=227633<br>
===Schedule Preferences (Possible Game Split)===
===Schedule Preferences (Possible Game Split)===

Current revision as of 04:47, 18 November 2010

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