Garuda

Aspect of the Elements's page

44 posts. Alias of Starlit.




Jiang'Shi

Make sure all your equipment is finalized, because here we go.

A crackling of cerulean lighting lights up the coast. Your former vessel, the Siren's Song lies beached and battered half a mile down the coast. Luckily, you and your allies were able to escape the doomed ship before she ran aground of the reef.

Ahead of you, imposing cliffs soar ever upward, their summits shrouded in thick ocean fog banks.

In the gloom, broken only by the bright flashes of the tropical storm, you spy a stone building, a shrine or temple in the distance, built adjacent to the cliffside.


I've been dying to practice making some NPCs, and I needed a place to store them where I and my friends can see.

I'd enjoy getting feedback on optimization, corrections, etc.

General Korvanos Ghasthelm (Advanced Human Fighter 5):

General Korvanos Ghasthelm (CR 5)
XP 1,600
Male advanced human Fighter 5
NE Medium Humanoid (human)
Init +6; Senses Perception +3

DEFENSE
AC 25, touch 13, flat-footed 22 (+3 Dex, +2 natural, +7 armor, +3 shield)
hp 57 (5d10 +25)
Fort +9, Ref +5, Will +5; +6 vs fear
Defensive Abilities bravery +1;

OFFENSE
Speed 30 ft.
Melee +11 masterwork longsword (1d8 +11/19-20 x2)
Ranged +8 shortbow (1d6/19-20 x2)

STATISTICS
Str 22, Dex 17, Con 18, Int 14, Wis 16, Cha 12
Base Atk +5; CMB +11 CMD 23
Feats Weapon Focus (longsword)BH, Power Attack1st, Improved Initiative Fighter 1, Cleave Fighter 2, Shield Focus3rd, Great Cleave Fighter 4, Combat Reflexes5th
Skills Climb +14 (-3 armor check penalty), Intimidate +9, Knowledge (dungeoneering) +10, Survival +11, Swim +14 (-4 armor check penalty) (5 ranks)

Languages Common, Uncommon, Abyssal
SQ armor training, weapon training (heavy blades)
Combat Gear masterwork longsword, shortbow, heavy steel shield, +1 agile breastplate
Other Gear cape of resistance +1, potion of bull’s strength, potion of cure light wounds (3)


Shān'Míns
Shān'mín (People of the Mountains) are the uncontested masters of the frozen peaks of northern Jiang'shi. They are a quiet people and speak very little making them somewhat antisocial. However, they are a hardy and strong people and possess a great wisdom.

They are naturall acclimated to the mountains and are fine living in places most others would find lacking in sustenance and most likely breathable air. They are natural born climbers, possess keen sight allowing them to spot enemies or hazards, regardless of whether it is day or night.

Their bond to the land ability is always Mountain.

Physical Description: Shān'mín appear much like humans, but tend to be generally heavier and taller. Their skin tone is tanned and weatherbeaten, the mountain climate ageing them prematurely in terms of appearance. Their hair color includes blacks, greys and white.

Standard Racial Traits
Ability Score Racial Traits: Shān'míns gain +2 Str, +2 Wis, and -2 Cha.
Type: Shān'míns are humanoids with the human and shān'mín subtypes.
Size: Shān'míns are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Shān'míns have a base speed of 30 feet.They also have a climb speed of 30 feet, which also grants them a +8 racial bonus on Climb checks.
Languages: Shān'míns begin play speaking Common. Shān'míns with high intelligence scores can choose from the following: Dwarven, Giant, or Terran
Defense Racial Traits

Bond to the Land: Shān'míns have a +2 dodge bonus to AC when in a specific terrain type selected from the ranger's list of favored terrains. This choice is made at character creation, and cannot be changed.
Feat and Skill Racial Traits

Bonus Feat Shān'míns receive Alertness as a bonus feat.
Magical Racial Traits

Movement Racial Traits

Terrain Stride: Shān'míns can move through natural difficult terrain at their normal speed while in mountains and hills. Magically altered terrain affects them normally.
Mountaineer: Shān'míns are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
Offense Racial Traits

Senses Racial Traits

Darkvision: Shān'míns can see in the dark up to 60 feet.
Weakness Racial Traits

===

The Shān'míns are a race for my homebrew series of adventures I'm writing. They are one of the new races I've created for the land of Jiang'shi.

I was inspired by the Sherpa people and their home is in the northernmost parts of Jiang'shi, based on Nepal and the Himalayas.

Thoughts?


Jiang'Shi

Discussion Thread


Introduction

Echoes of the Elements is a dungeon-run adventure taking place in a series of dungeon complexes keyed to the elements. Within this complex, an otherworldly group have begun their attempt to catapult their leaders into divinity. Will you be able to quell their ambitions?

Character Requirements
- Players begin at 1st level
- 20 point buy
- Any Official Class/Archetype allowed.
- 2 Non-Campaign Traits
- No Drawbacks
- I will be selecting four adventurers, looking for one character per "purpose". Indicate in the recruitment which purpose your character is aiming for. The purposes are:


  • Combatant: A character capable of taking to the front lines, dishing out damage and taking the hits like a champ.
  • Healer: A character capable of restoring health points to the party and removing negative effects.
  • Spellcaster: A character focusing on casting spells from a distance, with a repertoire capable of supporting the team.
  • Hybrid: A mix of one of two or more previous options.

- Each player begins with 500 gp. As a dungeon run, there will be little to no opportunity for any form of purchasing so spend it all now.
- Players also begin with a bag of holding.

Questions?
Ask below! I aim to begin Saturday at the latest.


Might be a total and complete shot in the dark here, but I've been getting the itch to write an adventure/module/anything and the task is quite daunting when you're all by yourself.

Are there any fellow GMs on here that would be down for some collaboration and creation?

I always have a few interesting ideas knocking around and I figure you may as well.


DISCUSSION THREAD


NORTHWEST EPISODE 1
PILOT - Ain't Nobody's Fault But Mine

FADE IN:

EXT. ROUTE 99 - DAY

Seated behind the wheel of his old FORD F100 we see MICHAEL RITER and KYLE DELACROIX in the passenger seat next to him. The backseats and trunk are piled high with both of their belongings. KYLE holds MICHAEL's highway map and is indicating something.

MICHAEL nods. He turns the radio back up.

Radio Music

The music continues playing as the camera pans up, revealing the two are driving down ROUTE 99 through the state of OREGON, amid forests, rivers, valleys and mountains. They turn off the highway, towards the town of SHADY GROVE.

Camera View

As the music slowly begins to fade, a large owl swoops past the camera.

FADE OUT

===

INTRO

Shady Grove (Intro)

Lyrics:

(chorus)

Shady Grove, my little love
Shady Grove I say
Shady Grove, my little love
I'm bound to go away

Cheeks as red a a blooming rose
And eyes are the prettiest brown
She's the darling of my heart
Sweetest girl in towm

(chorus)
(break)

I wish I had a big fine horse
And corn to feed him on
And Shady Grove to stay at home
And feed him while I'm gone

(chorus)
(break)

Went to see my Shady Grove
She was standing in the door
Her shoes and stockin's in her hand
And her little bare feet on the floor

(chorus)
(break)

When I was a little boy
I wanted a Barlow knife
And now I want little Shady Grove
To say she'll be my wife

(chorus)
(break)

A kiss form pretty little Shady Grove
Is sweet as brandy wine
And ther ain't no girl in this old world
Thats's prettier than mine

(chorus)

===

The both of you continue driving for at least an hour, following smaller and smaller roads until you eventually reach the indicator for Shady Grove. As you turn right to follow the mountain road towards your destination, you catch a glimpse of a police car parked across the road on the other side of the road, slightly in the grass. The windows are tinted so you aren't able to see inside.

Probably checking for speeders.

The road here goes through a heavily forested area and twenty minutes later you emerge at your destination: Shady Grove. Though the map doesn't indicate it, your destination is the Hunter's Bay Lodge. Luckily, you spot a gas station just up the street.

Perhaps someone there knows how to get there.

===

So, here we are at last. I hope you don't mind me beginning us off with a little TV Show script styling. I only plan to use it to begin and end "Episodes" so to speak. I will continue to provide imagery and soundtrack though as this adventure is largely based on shows such as Twin Peaks and games such as Alan Wake.

The idea behind the Episodes is simply akin to adventures. Each Episode is essentially an objective and as we move throughout the Seasons, we'll simply progress further and further. It's thematic, nothing more.

I will be providing a detailed Campaign Section where I will keep a running track of where you are, important events and information as well as people and places.

Thoughts so far on styling, ideas, comments, critiques? On posting, once a day is fine but if you catch me online chances are we may be able to post quick dialogues. I'm open to the idea of figuring out another way to have discussions so as to not clog up game time. In previous games, I've found that sometimes you want a good discussion with an NPC and a quick trip to a chatroom figures more out in 5 minutes than in a week of forum text. I always save these discussions and put up the transcript on the forums as well. In any case, here's to NORTHWEST!


Sometimes, you need to just get away from it all. Call it a backup plan, a last resort... or call it stupid. In any case, I soon found myself on the I-94 driving out to the other edge of the continent.

When life goes south, head west I guess...

---

You are a young man or woman who is currently moving out. Fresh out of college in New Jersey, you decide to move out to the Pacific Northwest when one of your college friends offers you a full time job helping out at her father's hotel for the year. You were planning to spend the year traveling but the promised pay is amazing and you reckon you'll be able to enjoy the outdoors.

---

Northwest is a non-pathfinder, roleplaying adventure for a single player. It begins in the Fall of the 2014/2015 year. You will need to create your own protagonist including the following information:


  • Age (between 22-25)
  • Gender
  • Physical Appearance
  • Personality, quirks and mannerisms
  • College degree (that could have been completed in a 4-5 year stint)
  • Aspirations, likes, dislikes, fears
  • Contents of your car (what are you moving out with, can include up to one non-canine companion. I love dogs don't worry, it's just harder when you theoretically will need to virtually walk the poor guy.)
  • By the way, see the below link for your car.

Your Vehicle

This adventure is very RP heavy and is meant for someone with the patience to develop their character and explore and virtually live in a town out in the Pacific Northwest... along with the secrets this town may have to offer.

Post below for any questions. I know this is quite experimental.

I will make my selection by Friday.

Thanks to anyone who shows interest.

(PS, for those wondering what influences this adventure, look no further than media such as Twin Peaks, Silent Hill, Alan Wake, Life is Strange, etc.)