IronDesk's Book of Terniel (Inactive)

Game Master IronDesk


Legend holds that the Book of Terniel has the power to give each reader their heart’s greatest desire. However, there is always a cost, often dire. Now, the book has been opened and its power can be felt across the land. Four powerful factions compete for the artifact, and in the middle of those factions – you! Will you choose a side or claim the Book of Terniel for yourself?

Cast of Characters

Valley of the Kings

Map of Eastdale

Village of Eiren

Campaign Traits:

These traits are available to characters from the Valley of the Kings.

Bog Walker
You have spent much of your time exploring the local swamplands, and have developed the skills necessary to make your way within. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you. In addition, you have become inured to the diseases and poisons often carried by swampland creatures, granting you a +1 trait bonus to saving throws against disease and poison.

Citizen of the Valley
You are native to the Valley of the Kings, having lived most or all of your life here. As such, you are familiar with its inhabitants and locales, granting you a +2 trait bonus on any Knowledge (Local) checks made while in the valley, and Knowledge (Local) is always a class skill for you. In addition, you gain a benefit based on the specific part of the valley from which you hail.
Amore
You are a citizen of the capitol city of Amore. Citizens of Amore are typically considered a cut above, known for their bravery and mercy. You gain a +1 trait bonus on Diplomacy checks made in the valley. One time per day, as a free action, you can draw upon reserves of bravery granting you a +1 morale bonus to AC and saving throws for 4 rounds.
Ptah
You were raised in the hills, mountains, and caverns of the Valley. Your typically easygoing people have developed a knack for getting out of tight situations or gaining the upper hand. You gain a +1 trait bonus on Survival checks made in the valley, which increases to +2 while in a hilly or mountainous region. Once per day, you can reroll an attack roll, skill check, or saving throw.
Wilds:
You were raised in the wild parts of the valley. This could mean you are a reclusive loner, a member of a tribal race, or even a villager who spends an inordinate amount of time exploring the wilderness. Your time in the wilds has made you wary and acutely aware of danger, granting you a +1 trait bonus to all Perception checks. Further, while in the valley, you gain a +2 trait bonus on Knowledge (Nature) checks, and Knowledge (Nature) is always a class skill for you.

Cultist
Although the ancient evils of the valley have long been locked away, there exist a surprisingly large number of secret societies and cults dedicated to the worship of these beings or any number of their surviving generals. You are a current or past member of such a cult. You gain a +1 trait bonus on Knowledge (Arcana) checks, and Knowledge (Arcana) is always a class skill for you. In addition, you gain membership to a local cult, allowing access to their knowledge, as well as a benefit described below. Two examples are listed below, though you can work with your DM to see if another cult may be appropriate:
Blight
Blight is a cult which venerates a demonic presence said to make mockery of the Goddess by twisting nature to its whims. Members of Blight, in addition to the typical dark rites of cults, seek out positions of power which allow them to support widespread destruction of nature in the name of progress. You gain a +1 trait bonus on Knowledge (Nature) checks, and Knowledge (Nature) is always a class skill for you. In addition, you gain a +1 circumstance bonus on attack and damage rolls against creatures with the plant or living plant type.
Selin’Dara
Selin’Dara’s ultimate goal is to release the Warden of the East. Like the warden itself, members of Selin’Dara revel in experiencing pain and causing pain to others. As a member, you are inured to pain. If you take damage which would render you unconscious, you instead remain conscious until you take additional damage or until the end of your next turn, whichever comes first.

Chosen of the Goddess
You have been chosen by the Goddess, who watches over the valley. Perhaps you are a worshiper, perhaps not, but regardless, you have a special connection with nature and have discovered a hidden talent. You gain a +1 trait bonus on Knowledge (Nature) checks, and Knowledge (Nature) is always a class skill for you. In addition, you gain one of the following benefits:
Guardian Spirit:
The Goddess has gifted you with a natural guardian. When you select this background, choose one of the primary elements: air, earth, fire, or water. An elemental spirit of the chosen type becomes bonded with you. One time per day, the elemental can manifest and serve you. The size of your elemental is shown on Table 1: Guardian Spirit and is dependent on your character level. This ability functions like summon nature’s ally except as follows:
1.You can only summon your bonded elemental spirit.
2.The elemental serves you for 1 round per 2 character levels (1 minimum).
3.You can communicate with your elemental telepathically for the duration.
4.If it is destroyed in combat, you may summon it again the following day.

Table 1: Guardian Spirit Level Size
1 Small
4 Medium
8 Large
12 Huge
16 Greater
20 Elder

Druidic Blessing:
The Goddess has blessed you with a magical gift. Select a 1st-level spell from the druid spell list. As long as you remain in the valley, you can cast that spell one time per day, using your class level as the caster level. At level 5, you may exchange your known spell for any 1st-or-2nd-level spell. At level 10, you may exchange it for any 1st-through-3rd-level spell. At level 15, you may exchange it for any 1st-through-4th-level spell. Finally, at level 20, you may exchange it for any 1st-through-5th-level spell. If you are a spellcaster, this spell is in addition to your normal spells known.

Deities:

Goddess NG
Titles Goddess, Forgotten Hero, Mother
Portfolios Goddess of bravery, kindness, nature, and purity and the patron of druids
Domains Good, Sun, Moon, Earth, Fire, Water, Air
Symbol sun rising over a lake
Favored Weapon scimitar
Dogma
As in life, so too in death. The Goddess does not seek to tell others how they should live, instead she encourages all people to turn inward and hear the quiet whisper of their soul. Those who would honor her, honor the ways she holds dear:
•Respect, nurture, and protect nature
•Respect, honor, and love all people
•Be vigilant for evil is always near

Sky Father LG
Titles Father, Lawgiver, The Righteous Storm
Portfolios God of law, magic, nobility, and the sky
Domains Community, Good, Law, Lore, Nobility, Protection, Weather
Symbol A crown and a storm cloud
Favored Weapon long sword
Dogma
Hail to thee who lifts man above beasts. Sky Father teaches man to harness the elements and band together to the betterment of all. In truth, honesty and selfless toil lies the path to contentment, peace and safety.

Sea Brother CG
Titles Salt Tyrant, Lord of the Deep
Portfolios God of the oceans, secrets, and the deep places
Domains Chaos, Darkness, Knowledge, Magic, Strength, Water,
Symbol Trident breaking the surf
Favored Weapon Trident
Dogma
The sea gives life to all and guards its secrets jealously. Life is a struggle that rewards the strong, punishes the wicked, and drowns the weak.

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: You may spend a hero point to grant a +5 bonus to any one d20 roll. 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 a +3 bonus
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.