GM IronDesk's Lonely Coast (Inactive)

Game Master IronDesk

A campaign based on the adventures published by Raging Swan Press taking place in their Lonely Coast mini-setting.

roll20 map
Loot Tracker


Regional Map
Loot Tracker

Campaign Traits:

Finder of lost things: Whether you are an aspiring investigator or bounty hunter, newly deputized member of the Swallowfeld militia, or self sufficient woodsman, you’ve always had a knack for finding things and solving problems, and the people around town know you for it. You’ve accepted a job from the merchant Tryfena to recover a pair of silver earrings with three red stones in them that was recently stolen from her shop. She’s offered you 100gp for the return of the jewellery. She doesn’t care what happens to the thief. You gain a +1 to perception checks to search, and +1 to survival checks to follow tracks, and one of these skills is always a class skill for you.

Family Matters(Elves or half elves only): You have traveled to the lonely coast at the behest of the cruel elven mercenary captain Tahllian Liaiamne, whose son has fled from his duties. The concerned father has offered you 100gp if you can find his son and convince him to return, or at least get word back of his whereabouts. Your time among the mercenaries have taught you to watch your back and sharpened your reflexes. You gain +1 to Reflex saves.

Respect your elders: One of your parents was raised in the church of Darlen, and has sent you out to pay tribute to one of their old mentors. They have given you a finely illustrated copy of Darlen’s Book of Exalted Prayers with instructions to deliver it to Father Ruan, the Head Abbot of the priory of Cymer. You gain a +1 trait bonus on Knowledge (religion) and Knowledge (history) checks, and one of these skills is always a class skill for you.

Pilgrim: You are a devout follower of Darlen and have undertaken a pilgrimage to the priory of Cymer to pray before the high altar. You hope that this will provide some guidance or relief from the dark dreams that have troubled you of late. Your unshakeable faith grants you a +1 to Will saves

InfectedSomething dark and unnatural has begun to creep forth from the wilds of the Lonely Coast and you have recently run afoul of it. You begin the game infected with zombie rot, and are hurrying to the priory of Cymer in the hopes that the monks there can cure you. You gain a +1 to Fortitude saves, and if you are cured, you gain a +2 to save vs any future diseases.

Last Ironwolf (humans, half elves, half orcs only) : Your great uncle was Valentin Ironwolf, a famous adventurer who retired to the lonely coast to establish a keep on the frontier, and was never heard from again. Raised on stories of you famous uncle and his mysterious disappearance, you have gathered the last of your inheritance and traveled to the Lonely Coast to follow his legacy. You have determined that your first stop should be the archives at the priory of Cymer. You gain an additional 300gp at character creation, and a +1 on Knowledge(nobility) checks.

Local kid makes good: You have always been someone the other kids looked up to, known for always doing the right thing. Rumours of bandits and other, darker, things harassing the good folk of the Lonely Coast – your friends and neighbours – are becoming more and more common, and its about time someone stood up and did something about it! You gain a +1 to save vs fear effects, and +1 to CMB checks to one combat maneuver of your choice.

Student of the Tuath:You have been apprenticed to a sage who has devoted their life to studying the history of the Tuath The lost civilization that ruled this area long before the coming of modern man. You comb the ancient places of the Lonely Coast for any new information on the Old People and their places of power. You gain +1 to Spellcraft and Knowledge(arcana) checks and one of these skills is always a class skill for you.

Maben’s Irregulars: You are in service to the Locher family that rules the Lonely Coast, moving from town to town, keeping your ears to the ground and reporting issues back to the constables. Some might call you a snitch or spy, but you like to think of yourself as someone who solves problems before they become problems. You gain +1 to diplomacy checks to gather information and +1 to Knowledge(local) checks, and Diplomacy or Knowledge(local) is always a class skill for you.

Stalked by shadow wolves: The night of your birth a black shadow wolf rampaged through your village. All your life you have felt a dark kinship to the secretive beasts. You gain a +1 on stealth checks, and +1 to handle animal checks relating to wolves and similar canines.

Wolverton Miner: You spent time working in the mines of Wolverton. It was dirty, dangerous work and you got out as soon as you were able, but the experience toughened you up and taught you the value of a copper. You gain a +1 to Fortitude saves and +2 to gather information checks in Wolverton

Reformed Bandit: You had a brief foray into banditry. You were caught and pardoned by the Lochers ( what you did to earn this pardon is up to you to decide). You gain a +1 to intimidate checks and it is always a class skill for you, and you gain a +1 to CMB to dirty trick or disarm maneuvers

Religions of the Lonely Coast:
AMON-PYR
CE demon-god of darkness, evil, madness and water
Epithets: The Elder One, Lord of Slime
Symbol: A tentacled whip
Domains: Chaos, Darkness, Evil and Water
Favoured Weapon: Whip

BRAAL
NE god of Hate, Malice and Revenge
Epithets: The Hated, the Wreaker, Dweller in Shadows
Symbol: A cloven skull
Domains: Destruction, Evil and Trickery
Favoured Weapon: Morningstar

CONN
LN god of Community, Family and Rulership
Epithets: The Father, Lawgiver
Symbol: Two hands clasped in a handshake
Domains: Community, Law and Nobility
Favoured Weapon: Light mace

DARLEN
LG god of Law, Order, Justice and the Sun
Epithets: The Justicar, the Shining Light, the Noble One
Symbol: The rising sun
Domains: Good, Law, Protection and Sun
Favoured Weapon: Longsword

PIRSMA
N demigoddess of Agriculture, History, Nature and Strength
Epithets: The Wanderer, The Librarian, Emerald Queen
Symbol: Open Book set in a Wreath
Domains: Animal, Earth, Knowledge, Plant, Travel
Favored Weapon: Scythe

MAGNI
CG demigod of Strength, Challenge, and Travellers
Epithets: The Wandering Champion
Symbol:
Domains: Glory, Strength and Travel

Hero Points:

Hero Points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects.

Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.

Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.

Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.