Drums In the Deep, The Calling Of All Ages (Inactive)

Game Master william Nightmoon

A Tale Of Four Lost Souls, as they fight to survive.
For the night is dark, and full of Terrors.


You are not here. Here not are you.

The Known World:

The Antechamber- The place you have awoken. It is circular, done shaped. At the top of the dome is a bronze sun. It glares down at you... It's eyes seem to follow you. Directly below that is a well of some kind, Although there are no buckets. Two doors, on opposite ends of the room, lead down into the unknown deep.

The Night- This is the Name Given to the tunnels outside of Haven, it is a maze of tunnels filled with monsters... Only the bravest venture into it.

The Known God's

1) ??? Is this bronze sun a god of some kind?

Known Dangers:

1)it's in the dark... Watching you.

Grey-Skin Goblins: Hobgoblin like creatures, gaunt and rather ravenous. They eat humanoid flesh, enjoying it in any state, much like ghouls. Their weapons are crude, but deadly efficient.

The meaning of your Note:

The blessings
For some strange reason these are as clear to you as day...

1)The Champion- A hero's blessing, said to save ones life from death.(1/week true Resurrection on self)

2)The Assassin- a curse to some a boon to others. This blessing bestows apon the receiver a deathly illness that can be transferred to others.(you are under a constant cures, -2 CON, however it can be transferred to others with a melee touch attack, that bestows -4 CON to them. when they die your receive the curse again, this cannot be dispelled short of divine intervention)

3)the Martyr- this Blessing Allows one to take the wounds of another, healing them but wounding the blessed.( 1/round you can transfer all wounds on an ally to yourself. must be within 10ft)

4)the lady- this Blessing bestows great beauty, and raises ones ability to Speak with others, but makes them weaker willed.(you get a +4 to all CHA based checks, but have a -4 to all WIZ based checks)

5)The Brute- This blessing bestows Giant strength apon whoever it is effecting, but makes them slower as a result.(you are treated as having 40 Str for all STR checks, but are also treated as if you had 0 Dex for all Dex checks and initiative, this does not effect damage or skills.)

6)The Wind- this Blessing bestows speed like the wind, but such speed lowers one's ability to stay in one place.(you gain 20 base land speed, but have -2 AC unless you move each round)

7)the fool- this Blessing grants one tremdous luck, but makes them dull and dumb.(you have a +4 to all Ability scores, but have 6 INT)

8)the dragon- this makes one not need sleep, and grants them unerring movement, however they become easy to anger.(your type becomes Dragon, and you gain all associated immunities and resistances.)

9)the King- this grants one the sword of the king, but the sword only serves the worthy.(this is an NPC only blessing)

10) Death- is is no blessing, but a sentence. The man who this Blessing is given shall kill all he loves, but shall be an unstoppable Force.(Your physical stats all become 20, your will saves are boosted by 10, but you become evil and must sacrifice someone every day)

11)The Theif- Blessed with the power to hide in plain sight, these characters can go nearly unseen.

You know there are others... But you can't seem to remember them right now.

Haven:

Players have yet to discover this

Districts of Haven

1) Gate district- this district is the closest district to the entrance to Haven. It's population is quite rich, for most if the community focuses on keeping their main gate well defended and up to date.

1) Castle District- Located in the center of the core district, this houses the counsel and their families, as well as several lesser houses.

2) Veranda District- This district, also known as the foreign district among the poor families, is where the merchants set up their shops. It is also where a majority of the trade between Haven and outriding communities lie.

3) Mining District- this district is where most of Haven's dwarves make home. They mine rare ores from the Night and refine it into coin, trade goods, or weapons. This is also where the rare material Obsidite is forged into weapons.

4) Poor district- this district is located on Haven's sothern cavern wall. Small cubbies house several hundred families, where they live only on the assigned rations given to every citizen.

5) Sylvan District: this district is densely populated by elves, who perchance metal from the dwarves to use in the creation of their armors... These armors are given to the military to keep the Grey-Skin out of Haven.

6) Core district- the most populated area, this distict has everything a typical city has. Stores, Inns, bars, as well as magical gardens constantly tended by druids and nature clerics. These gardens supply food to the whole city.

Races of Haven

Humans: Typically, Humans populate the city, taking up most jobs.

Elves: these Sylvan folk keep mostly to themselves, Although they are reknown armorsmiths.

Dwarves: great miners and weaponsmith, dwarves are the only race with knowledge on how to work Obsidite, other than the Grey-Skin Goblins.

Halfling and gnomes- by fair the rarest races, these small-folk are in charge of commerce and trade agreement between Districts.

Lizardfolk and Dragonborn- these reptilians keep to their own. Usually mixing with humans to keep suspicion down. They often find themselves targets of Racist.

Hobgoblin: Unlike the Grey-Skin, these goblinoid actually make a life worth living in haven. Several are nobles and they typically make it high in the military.

Kobold: these scampering kleptomaniac like to get their hands on anything. They live in great density just outside of Haven, where they feed off the Garbage of the city.

Illithid: Although they claim to be friendly, its hard to take these strange creatures word. they are rare, thankfully, and only a few make themselves known. They know more than they are letting on about this place...

Illithid-Kin: These Offshoot of Illithid are much weaker than true Illithid, they have a strange resemblance to humans, in their manners and appearance. True Illithid treat them like mongrels, and they are more like outcast than any other race