Yakmar

Chingo Chaplo's page

1,502 posts (1,802 including aliases). No reviews. No lists. No wishlists. 5 aliases.



1 person marked this as a favorite.

Hi Æroden.

So, Slam and Spell-Like Ability, and Fragile and Light Blindness. Heh.

For SLA, at will is a bit OP, so it'll probably only be like 3/day or something.

How do you want your mutant to look and where do you want him to hail from?

Edit: Also finished descriptions for the eight nations of the Free Folks' Alliance on Arakandras. Player's Guide updated.


1 person marked this as a favorite.
Rhialla Arken wrote:
Chingo Chaplo wrote:
Sneak Peek at the Eredim Campaign Setting Guide featuring commissioned artwork of a bhakiri
Cursory glance look good Chingo. I'll have more time to read over it tomorrow.

Look at this one instead then. The aasimar and akavali are placeholder images.


1 person marked this as a favorite.

I've added more to the Company of the Tabby Cat Eredim wikia page. If anyone wants to add to it feel free. It could use some fleshing out. Just use the Classic editor and Source mode. It'll make sense pretty fast and if it isn't done in this way the page might be "broken".

Also, would you rather be called the Company of the One-eared Cat? I just remembered that the cat is one-eared.


1 person marked this as a favorite.

The Grand Gallery:

"There is strife between the Waeldfolk tribes. The Bherug Tribe, who has gotten a new leader, Alskar, are forcing lesser tribes into joining them, and they raid caravans to and from Tarnoth and have even attacked Avalath. Yalnath Haldrond, the Lord of Avalath has requested King Gothrund to send soldiers, and Avalath's garrison has been doubled, but the Bherug Tribe is still causing trouble. You should bring a tracker and combat-abled people. Illysari was staying at the Hollow Oak Inn in Avalath. She wrote that she obtained information about the aratheël ruin from the rather eccentric aratheël wizard Calferan Athaven who has a tower in the northern end of Avalath."


1 person marked this as a favorite.

Everyone welcome our new player - Movin :)


1 person marked this as a favorite.

After twenty feet the tunnel north turns into a cavern which reeks of morlock feces and there are several natural pits full of brown-green dung. In the eastern end of the cavern a tunnel bends and leads north into another, slightly larger, cavern with what appears to be morlock sleeping places and what must be the morlocks' feeding ground. There are several human bones and skulls and the mangled remains of a human corpse, half-eaten, in a pool of blood. But it far from seems like the bones amount to twenty people.


1 person marked this as a favorite.

Map of Ground Floor
Map of Second Floor

The fountain is just an ordinary fountain. You return to the entry hall and ascend the grand stairway to the second floor of the castle. You find yourself on the balcony from where the morlocks leapt down on you. There are two doors west, two doors east, two doors north, and stairs leading up to the third floor.

There are still some doors on the ground floor that you either missed or I failed to mention


1 person marked this as a favorite.

If you had rolled another 1, I would have rolled on this chart.

The risk of rolling two natural 1's in a row is pretty low though. Perhaps I'ma change it, make it harder to avoid the fumble, but not now.


1 person marked this as a favorite.

The following two hours you travel through hilly and rugged terrain with scattered bushes, trees and rocks, and the Kranath Mountains seems to get closer and closer, now looming over the landscape like ancient silent titans.

Knowledge Local 1 rank:

The Kranath Mountains are named after the legendary dhouvarr Kranath Dalkalar who helped Arglon Griffonheart "tame" the Griffonhaunt.

The road bends around a hill with a large crag on it, and you reach the crest of a small ridge from where you can see a forest stretching in the valley before the mountains. The forest is marked on Bhalur's map as Ravenwood. The road continues down the ridge and into the forest.

The Ravenwood forest is thick with trees and many places the canopy of the forest completely blots out the sun. Like in the Varginwood, the terrain slopes upwards on either side of the road. Trees have grown over the road, creating a dark green tunnel for you to travel through, and you might as well be traveling through a portal to the fey realm of Falathas. A few hours past midday you reach a glade in the Ravenwood, where a lone oak in the middle of the glade is full of croaking ravens. There is also an overgrown abandoned hut.

The hut:

There is nothing of value in the hut.

You continue through the Ravenwood. Soon you cross a small wooden bridge over a forest creek. The wooden bridge creaks as you pass over it.

An hour and a half later, the forest becomes less dense, and you can see the mountains again. This time they are very close.

Perception +5:
A large mountain cat crosses the road some 90 feet in front of you.

The road begins to slope upward, and soon you are traveling on the side of the mountain, and can see the Ravenwood forest behind you, below. The road goes around the mountain into a valley and slopes down again. The Kranath Mountains rise high above you all around now. A cold wind blows.

The road slopes downwards again, and you travel through hilly and rugged terrain sparse with trees, and pass a goat-herder with a large herd of goats.

The landscape becomes more flat and farmfields and farms begin appearing.

Finally you reach Dalkalar, which lies at the foot of one of the Kranath Mountains. The town is larger than you had expected. You pass below a large darkblue wooden sign extended between two poles, saying 'Dalkalar' in bold white letters, and the road widens to become the main street through the town. Most of the buildings are wooden and painted dark blue with dark green slate roofs. There is a a large wooden structure which appears to be a temple from the design of it, also painted dark blue. A lot of townspeople are leaving the temple as you pass by it. They give you hard unwelcome looks. You find yourself in the town square. There is a building with a sign that says Town Office, there is a smith called Ancrym's Anvil, there is a two-story inn with a green dragon on the sign, and a shop with a sign that says 'General Store'.


1 person marked this as a favorite.

As you chant the words, they seem to echo unnaturally across the room and the carvings on the pedestal begin to glow. When you finish the phrase you feel a burst of air from the pedestal as the large ruby pops up from its socket. No ghost appears.


1 person marked this as a favorite.

Arglondar - The Land of the Red Griffon, was a wild
and inhospitable frontierland called the Griffonhaunt,
until Arglon Caeldaran united men and dhouvarr and
tamed the land and its griffons. Arglon became known
as Arglon Griffonheart, and the Griffonhaunt became
known as Arglondar. That was many centuries ago. In
the centuries since, Arglondar grew and became strong. So strong, that
the dhouvarr of Khaladur sought refuge in Arglondar, when the Dark
One's Conquest reached the Spine of Korthas in the year 1099 DE,
the Year of the Dark One's Rise. Arglondar withstood Sarvorath's undead
and monstrous armies for the duration of the Great War, but not without
taking great losses. At the Battle of Highcrest, thousands upon thousands
of arglondarans lost their lives, and Highcrest would henceforth be known
as Mournstone. But all that is in the past. The Great War ended 138 years
ago, when Auluras Amathane vanquished Sarvorath, and Arglondar has
seen over a century of peace. But things are about to change again...
A darkness is forming in the Ylrim Mountains north of Arglondar, a darkness
with a heart full of vengeance, a darkness that will sweep over Arglondar
like a storm. Who will stand against this darkness?...

Welcome to the recruitment thread for Darkness over Arglondar.
The game is set in my homebrew world, Myrndur, a world engulfed
by an omnipresent invisible weave of raw magical power called Myst.
This is the second pbp game I will be running in Myrndur, and
both games will serve as playtests and inspiration for creating
the Mystworld: Realms of Myrndur campaign setting.
Note that the campaign setting is a work in progress.

I expect:

  • High post frequency. At least one post per day.
  • Immersive roleplay.

    Things that are different:

  • Magic I use an alternative energy-based magic system I call Mystweaving. The rules for Mystweaving can be found here.
  • Defense Bonus and Damage Reduction from armor: Each class has a Defense Bonus which they may add to their AC, and you gain DR from armor. The DR from the armor is equal to its armor bonus. You get a Defense Bonus from your class. Defense bonus and armor bonus does not stack. If your character is wearing armor, you use the higher of the bonuses to calculate AC. The exception being the Fighter who has a slower Defense Bonus progression but gets Armor Compatibility, which allows him to stack his Defense Bonus with his armor bonuses.

    Current iteration of the Mystworld: Realms of Myrndur pdf: Link.
    The other game set in Mystworld: Link.

    Character Generation:

  • Ability Scores: 20 point buy or roll 6 x 4d6 drop the lowest and assign.
  • Classes: Core classes, base classes and hybrid classes + classes from the Mystworld: Realms of Myrndur pdf.
    Races: The races of Myrndur can be found here.
    Traits: Two.
    Starting Wealth: Average by Class
    Alignment: Any
    HP: Max at 1st level, Half + 1 each additional level


  • 1 person marked this as a favorite.

    The game will begin in one hour.


    1 person marked this as a favorite.

    Hi guys. Opening up a game in my homebrew setting Mystworld. The recruitment threat is here, if any of you are interested.


    1 person marked this as a favorite.
    Male Human Ranger 1 || HP 13/13 | AC 19 | T 13 | FF 16 | Fort +4 | Ref +5 | Will +1 | Init +3 | Per +5 | CMB +4 | CMD 17

    Perhaps he needs something done that we can do in exchange


    1 person marked this as a favorite.
    Male Human Ranger 1 || HP 13/13 | AC 19 | T 13 | FF 16 | Fort +4 | Ref +5 | Will +1 | Init +3 | Per +5 | CMB +4 | CMD 17

    While the others had breakfast that morning, Voryn Chaldov, the reclusive scarfaced ustalavian woodsman from Silvam wasn't there. He had been up before any of the others and had been strolling the streets of Kolta in the cold morning mist, trying to shake off a terrible nightmare that had been reoccuring at odd nights for the past twenty years...

    He was in the forest. His father, Valslav, was walking beside him through the woods, both with bows in hand. Voryn was only fourteen. They were stalking a buck and were deep in the woods. Suddenly the beast that had been lying in wait for them, hunting the hunters, leapt out from the bushes with a bloodcurdling roar and soon after he felt its claws tear into his face. His father jumped at the beast, stabbing it with his dagger, forcing it to let go of Voryn. RUN!, he yelled as he and the hulking creature of hell rolled around in the underbrush of the forest depths. RUN VORYN! He could feel the warm blood running down his face from the deep cuts he had been inflicted, mixing with the tears streaming from his eyes. No! the young man cried, before drawing his own dagger and attacking the beast, determined not to let his father die. With a swoop of its arm, the beast threw Voryn away, and kept biting and clawing his father with its huge fangs and claws. His father was screaming now. And his screams were more bloodcurdling than the creature's roar. His father was in agony. Voryn lunged his dagger into the beast's neck and kept at it. Finally the beast rolled over dead. But his father, all Voryn had left in this life after his mother had died, was dead as well. He was alone.

    When he finally entered the tavern he had a distant look on his face. He walked over to the table of his friends. "Is everyone ready to leave?" he asked in a curt manner.


    3 people marked this as a favorite.

    The Stormborn Company Chronicles

    Chapter 1: Stormborn
    Brought together by the first winter storm in the month of Neth to a tavern in the village of Silvam in north eastern Caliphas, a county in Ustalav, the adventurers get acquainted, while the travelling priestess of Desna, Calistria the Courier helps deliver a baby in the tavern's backroom. Not only the baby is born of that night's storm. So is the company, as the day after, the adventurers decide to form a party, when Calistria suggests the others help her check out a cemetery near an old mill for Bayan the Dour, the local priest of Pharasma. The party includes Sir Rois Grave, a knight from Lastwall who has come to Ustalav to search for clues as to why recruitment rates from the area has dwindled, Garekk, a half-orc barbarian on a spirit quest to find out the nature of good and evil, Vorelloex Vaecaesin Ledir, a half-elf kellid mammoth hunter who has just lost his brother, Swift-Palm, a wise monk with a mysterious past, Hailey Besh, a gnome priestess of Nethys who is very interested in Ustalav's undead, Calistria the Courier, a priestess of Desna and member of the Order of Sacred Couriers, and Voryn Chaldov, a local huntsman with a badly scarred face.
    Chapter 2: The Old Mill
    Before they set out on the long walk east, they decide to stop by the Gelu House, the manor of Silvam's baron, to enquire about work and deliver a letter. Josep, the baron's representative, asks them to deal with some bandits that have supposedly taken up residence somewhere out by the old mill, coincidentally the same place that Bayan wanted them to go to. The party travels east for many hours, making a short stop on the way by Voryn Chaldov's hut, before they take a shortcut through the forest to the old mill. As the party attempts to sneak closer to the mill, Voryn manages to step on a dead piece of wood that snaps with a very loud crack and the three bandits holed up in the old mill notices them. Sir Rois manages to talk the bandits into surrender and upon interrogation, the leader of the bandits claim that there are more bandits who are currently out hunting, so the party sets up an ambush and waits...


    1 person marked this as a favorite.
    Male Human Ranger 1 || HP 13/13 | AC 19 | T 13 | FF 16 | Fort +4 | Ref +5 | Will +1 | Init +3 | Per +5 | CMB +4 | CMD 17

    "Ioan Gelou. The baron of Silvam," Voryn says as he stands back from the door.


    1 person marked this as a favorite.

    And so the Company of the Stormborn was formed... :)
    Edit: Or the Stormborn Company, if that sounds better.


    1 person marked this as a favorite.
    Male Human Ranger 1 || HP 13/13 | AC 19 | T 13 | FF 16 | Fort +4 | Ref +5 | Will +1 | Init +3 | Per +5 | CMB +4 | CMD 17

    Voryn lifts his new mug of ale in the direction of Rois and nods as to say thank you for the ale, followed by a big swig of it. Then he dries his scarred face with his sleeve and gets up from his table to go to the bar. "Heya Antal. A lot of irregulars here tonight huh? It's been a while since last time I stopped by town. Any news?"