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!Overview\nThe heroes are caught up in a world-spanning adventure that draws the attention of the gods themselves and will change the fate of Krynn itself.\nsheets.\n\n!KeyofDestiny\nAn ancient secret is discovered in an overrun border town, long ago forgotten by the elves of the east. It is a magical key - so obsure that history does not remember its form or what it unlocks. But an unseen evil searches tirelessly, even as the lost knowledge finds its way into the most unlikely hands.\n\n!SpectreofSorrows\nA group of survivors race to escape the horrows of the Desolations. Bearing an ancient magic and a terrible secret, they are the target of powerful enemies - including tireless agents of Chemosh and a distant, enigmatic threat. With luck, determination, and skill, they will strive to uncover the connection between their quest and the spectral visitations of a long-dead elven enchantress.\n\n!PriceofCourage\nComing soon
!!![[KoD Prologue]]\nWherein the tale is told and the foundation is set for adventure. \n\n!!![[KoD Chapter 1]]\nWherein the heroes discover an ancient secret hiding in plain sight.\n\n!!![[KoD Chapter 2]]\nWherein the heroes journey through the deserts of Khur.\n\n!!![[KoD Chapter 3]]\nWherein the heroes relive a night of betrayal from the distance past and the mettle of a hero is tested.\n\n!!![[KoD Chapter 4]]\nWherein the heroes survive dangers of the open desert and ocean deep.\n\n!!![[KoD Chapter 5]]\nWherein the heroes brave the dangers of the Desolation. \n\n!!![[KoD Chapter 6]]\nWherein the hereos confront the powerful servants of a slain dragonoverlord and reclaim something lost.
“The sylvan key that is meant for you has fallen into the hands of the enemy.”\n-Prophesy from the mysterious Herald. \n\nIn the city of Pashin, the heroes encounter the Herald, a wandering bard who knows the entire history of Krynn. He sends them after a group of bands, looking for a mysterious key. The heroes find this key is a music box. This box plays a haunting, ancient song when opened.\n
Following the advice of the phaethons, the heroes travel to the city of Flotsam, looking for information. On the path down to town, the heroes once again encounter the three Oracles of the Spring. They remind the heroes of their bargin. They want the Staff of Bones which the heroes took from the ogre mage Grigolthan. Jaralax is hesitant to give up the power inherant in the staff, but Amber and Cathiel convince him it is best. Once they possess the staff, the Oracles disappear into thin air.\n\nOnce in the city of Flotsam, the party splits up in search of information. Cathiel heads to City Hall, while Jaralax visits Lord Toede's manor. Amber goes to the market to restock the parties supplies.\n\nDenied entrance at the gate, Jaralax uses his magic to enter the manor. He tries his best to avoid guards, but he ends up in a chase through the halls. Unfortunately, it turns out that Toede is not in the manor, and thus all is for naught. Jaralax teleports to the marketplace, hoping to meet up with Amber.\n\nThe curious kender is wandering through stores, trying to find anything interesting she can. More than one item "falls" into her pockets. This leads to a "discussion" with a store owner about the principles of ownership. Luckily, Jaralax shows up in time to get her and keep her from getting into more trouble. In order to stop her from resisting, he locks her in a magical sphere, and then pulls it to city hall to meet with Cathiel.\n\nCathiel has been working the layers of bureaucracy, with no end in sight. But with the help of "the adorable kender, the party manages to reach the top of the ladder by the end of the day. Sadly, Toede had finished giving audiences for the day. They would have to meet him the next day.\n\nEarly the next morning, they gain an audience with the immortal Lord Toede. A collecter of knowledge, he could possess the knowledge they need in his library. But to earn the right to look, they had to recover a clutch of stolen sea dragon eggs for him. The party, despite being weary of these endless hoops, travel in search of the eggs.\n\nThey track the theives to an old ruined elven village. Here they encounter a tribe of the reptilian desir. Though vastly outnumbered, the heroes fight off their foes with superior tactics and magical strength. They recover all of the eggs, whole and undamaged.\n\nReturning the eggs, the party is granted access to the library. Here the scholarly expertise of Jaralax becomes of great use; he quickly works his way through the resources and assembles knowledge of the Fountain of Renewal:\n\n"So it was that Dereg Raynhold, Knight of the Sword, struck north from the hinterlands where his gods-given blade had aided in the Defeat of Sylvyana, ~Ghoul-Queen of the Silvanesti; he left behind the druid Waylorn, and the righteous throng of Silvanost, and at their insistence sought out the fabled Fountain of Renewal.\n\nThere in the north, beyond Istar’s merchant cities, did Dereg take his blade. Great was his sorrow at the foulness which had afflicted him; Dark was the blood on his sword, and darker still the stain on his soul. \n\nUnto the last did Dereg struggle to overcome the challenges of the Fountain’s guardians, bereft of the light of his blade and ~heavy-hearted. But triumph was his, and into the Fountain did he plunge his sword and arm. Bright was the power of the gods of Redemption. With their blessing, both knight and sword were one again, hale and sharp, keen as the wind of Solamnia."\n\nAs the words were finished, a familar spectral image appeared. This beautiful elven woman has appeared before, when the party found the Dragonlance of Huma. She speaks in a voice fraught with concern:\n"Go no further! To use this knowledge is to risk all! You cannot rid the jewel of its stain! The Lord of Bones has claimed it!” \nWith this, she screams again and whirls out of sight.\n\nDespite this warning the party continues their quest by booking passage with the Lucky Maiden. Captain Swift explains that the journey from Flotsam to Jennison in Nordmaar will take a little more than 5 days if weather is good. This speed is worth the added risks of sea travel. The ship leaves the next day with the rising sun.
“The stars are set in motion, a plan both cunning and divine. Beware of specters in the night, beware of unseen designs. The key you hold, others desire. Protest yourself from obsession’s fire.”\n -Prophesy given by an old women, before bursting into flames.\n\nThe elves of Pashin have disappeared underground, literally, to avoid the Dark Knights. They are hiding in an ancient abandoned temple. The elves also have become infected with a strange, unknown disease. \n\nThe Dark Knights are looking for a magical item of great importance, which is obviously the music box. The heroes are escape capture, but their identities become known to the Dark Knights.\n\nThe music box is known as the Key of Quinari, but its exact power is unknown.\n\n“There is a pattern you can not see. Instead you need to set your spirit free. Take the key to the shattered ruins, through the sands and over the dunes. Seek the answers in the sands of time. Search your soul and find the sign.”\n-Prophesy of Lady Shaylin, elven white robed wizard. The “shattered ruins” are the temple of Hurim in the Khur desert. \n
Follies of Fools Following Fools
[[Home]]\n[[Rules]]\n[[Characters]]\n[[Players]]\n----\nDragonlanceMain KeyofDestiny SpectreofSorrows PriceofCourage\n----\nDarkSunMain [[Freedom]]\n----\n[[Formating Instructions]]
Two Campaign Journals
The idea of this page is so that you can help me keep everything up to date.\n \nCurrent Issues:\n[[Potential House Rules]]\n[[Dark Sun Adventure Options]]\n\nYou can start by looking for your campaign:\nDragonlanceMain\nDarkSunMain\n\nOr looking for components:\n[[Rules]]\n[[Characters]]\n\nYou can also jump to the most recent section for your campaign:\n[[SoS Chapter 2]]\n[[IH Session 1]]\n\nSave to your computer by right clicking on [[this link|#]] and select 'Save link as...' or 'Save target as...' This version of TiddlyWiki was not designed for this. Thus some of the images won't show up correctly. Nor will you be able to edit the downloaded version.
A wandering Mikku tribe led by the boisterous Alakar the Silent gives the heroes some background on the temple. It was once a refuge in the desert, dedicated to all the gods of light. But it was attacked and devastated on the Night on Betrayal. The dying priests cursed the land and it has been sealed ever since. Mikku (and all other Khur tribes) never approach it.\n\n“The winds carry the voices of many spirits, and they are crying for help. You must keep the key safe, otherwise all is lost. In the temple of the betrayed, you must find the Shard of Light. It shall lead you on the path you have been chosen to walk.”\n -Prophesy of the ghost of Uleena, a deceased girl from the tribe. \n\nInside the temple valley, a wandering kender named Shroud informs them of the restless spirits in the area. The line between life and death is thin, and the dead grow strong from the negative energy bound in the temple.\n
!!The Shattered Temple\n\nEntering the temple, the heroes experience a series of visions that gradually explain what happened in the temple. The High Master of the temple, a priest of Mishakal, falls to the lure of evil and becomes a follower of Chemosh, the Lord of Undead. He opens the temples defenses to a horde of the Dark Queen’s orges. The priests are caught completely unaware, and the entire temple is slaughtered. But the dying priests called down the power of their god to curse their enemies. The Betrayer, once known as Caeldor, fled from the gods of light into the catacombs. But a young acolyte known as Neran follows him and, despite a death blow from a bearded devil, uses the sword known as the shard of light to kill the Betrayer.\n\nThe heroes find the bearded devil still guards the shard, but are able to defeat him and reclaim the artifact. The kender Amber is chosen to wield the blade.\n\n“You have found it. You must hurry, for the sands of time are slipping away swiftly. The shard of light is the key, a key that will allow you to find what you seek in the ruins of a city that once felt no fear, but now lies beneath a shadow of fire and death.”\n -Prophesy from the child Uleena, given as the heroes exit the temple. The heroes are unsure of what exactly this means. \n\n!!The Test of High Sorcery\n\nOutside the temple valley, the heroes encounter the magical forest of Wayreth. The wizard Jaralax is given his Test of High Sorcery, while his companions deal with bandits and a rather slow thinking ettin. Cathiel experiences her first dragon power: breath of cold. Jaralax is given three gifts for passing his test, one from each of the heads.\n\nFor the good in his soul – Coryn gave them the next piece of the puzzle: the city without fear is Kendermore, found under the shadow of the Peak of Malys\nFor balance of your soul – Jenna gave him the weapon of his opponent: the Mark of Cain\nFor evil in your soul – Dalamar cloaked his skin in darkness, giving it the shade if ebony\n\n
In the city of Port Balifor, the heroes are rescued from a patrol of Dark Knights and draconions by an unlikely source: Sir Aldreth uth Auchuran, a Knight of the Rose. In the aftermath, he recognized Cathiel because of her father. Feeling the hand of ~Kiri-Jolith guiding them, Aldreth knights the young squire on the field of battle as is tradition in wartime. He then calls on his allies to distract guards so that the heroes can find the kender resistance.\n\nThe kender resistance against the Dark Knights is lead by Kronn Thistleknot. He recruits the heroes to help find his kender scouts that are disappearing from Kendermore. The heroes are given directions and supplies and are sent out into the Desolation.\n
On the trip, the heroes encounter a group of Dark Knights. The knights are escorting their nearly dead commander, looking for a way back to the fortress of Darkhaven. Cathiel, in the tradition of Mishakal clerics, heals the knight even though he is their enemy. The knights give them their thanks, and will remember them in the future.\n\nThe party comes across an oasis in the desert and moves closer to investigate. They are greeted by three Oracles of the Spring. The heroes ask three questions, and are given three burdens. \n\nWhat was Cathiel’s grandfather doing in the Desolation? \n*He was looking for something of historic importance to the knighhood. \nWhere are the Tears of Mishakal? \n*They are in different hands, one pure and one corrupt. What will we find in the mountain ahead? \n*You will find anger and glory. You will face your destiny.\n\nThe three burdens were to wear a necklace of amber for a month, to recover the Staff of Bones from an ogre named Grigolthan, and to give up a major magical item.\n\nIn the city, the heroes rescue a group of kender. In the group is Parrick Whistlewalk. He informs the party that the ogres are taking kender up into the mountain, but the kender never return. He implores the heroes to go look for them, because the last raid captured his sister Kerra. \n
!!!Freeing the Kender\n\nLooking over their options, the hereos descided to climb about half up the cliff to an outcropping and attempted to enter there.\n\nAs they climb up onto the rock cliff, they were greated by a large group of what appeared to be giant ants. Using his knowledge of Hammertalk, he convinces them to aid them in freeing the kender and defeating the ogres and dragonspawn.\n\nThe Phalanx, as the ants were known, lead the heroes through tunnels to the back caverns of the enemy lair. The heroes get a jump on the kender's guard and are able to quickly free the captives.\n\nKerra, one of the freed captives, emplores the heroes to find and defeat the leaders: Grigolthan and Sindra. She hints at an evil ritual they were trying to perform.\n\n!!!Cutting off the Head\n\nSo the heroes continued into the heart of the complex. Here they encountered the mighty ogre mage Grigolthan. He attempted to win with quiet tricks, going invisible and raising undead kender to fight along side him. But the heroes worked together and prevail against his methodical methods. From him, the party claimed the magical Staff of Bones.\n\nBut without a moments rest, the party was attacked by the raging barbarian leader of the dragonspawn, the beautiful Sindra. Rather than a rational plan, she attacked with massive fury, simply trying to overwhelm them. At first, the heroes were driven back by the attack. But they gather their sense and united again, defeating her and ending the threat to kendermore.\n\nAs she died, she spit out a haunting observation:\n"I can see it. I can see the hand pulling your strings . . . for me, death is the end, but for you . . you will find death offers no peace."\n\n!!!Something Lost Is Found\n\nThe heroes explore the rest of the leaders' chambers, and discover an armory. As they enter, they are greated by a beautiful, ancient dragonlance. Cathiel realizes this was what her grandfather lost his life searching for. She steps up and takes it down from the wall.\n\nAnd suddenly the party was overwhelmed with visions. Visions of Huma fighting the Dark Queen. Of him riding the silver dragon Gwynneth into battle. The dragon known also as Heart who loved and was loved by the great heroe. Visions of the two sacrificing themselves to save the world. From these first images, the vision raced a path through time, leading down through ancester to decendent, through Cathiel's mother and down to her. Suddenly the chain was clear. Cathiel is the decendent of the family of Heart, half dragon and half knight of Solomnia. And in her hands was the Dragonlance of Huma, wielded to drive the Dark Queen from Krynn.\n\nFinally, the spectral image of a beautiful elven woman appeared, her face lit by a small smile. Dressed in flowing white robes, she spreads her arms wide in benediction, raising a voice that seems to chime like pure crystal.\n"Finally, you have overcome great hardships to release us from the darkness. Come heroes, take up the lance and embrace your destinies"\nShe then disappeared, leaving the party with more questions than answers.
!!![[SoS Chapter 1]]\nWherein the heroes learn of the quest of the Tears of Mishakal and flee the Desolation.\n!!![[SoS Chapter 2]]\nWherein the heroes strike a bargin with Lord Toede in order to aquire valuable information.\n!!![[SoS Chapter 3]]\nComing Soon\n!!![[SoS Chapter 4]]\nComing Soon\n!!![[SoS Chapter 5]]\nComing Soon\n!!![[SoS Chapter 6]]\nComing Soon\n!!![[SoS Chapter 7]]\nComing Soon
As the Peak of Malystryx erupted, the heroes fleed the mountain, escorting the kender. Unfortunately, they found themselves caught between a horde of red dragonspawn from the east and the Dark Knights from the west. Through some luck, a fireball caused avalanche, and the help of several phaethons, the heroes avoided capture.\n\nThe phaethons reveal that the heroes were still bound by fate, but that the Blue Phoenix had reveiled vital information to them. \n\n"The Key of Quinari is not the music box; the true Key is the melody contained therein. If used at the proper place, the melody will open a gateway to the ancient burial ground of the dragons of light. Travel to Nordmaar, search out the entrance to the Dragon Graveyard, and use the Key to unlock your destiny."\n\n"To aid you in your quest, we have been told to give you a precious relic—one of the two Tears of Mishakal. This Tear and its twin will be needed once you pass through the portal to the Dragons’ Graveyard, and may help you to heal the world in the wake of these troubles. The second Tear was corrupted in another age by the Lord of Bones, and even now is held in the dungeons underneath Darkhaven. Once you have them both, the knowledge required to purify the corrupted Tear lies in the town of Flotsam—your next stop on the journey to Nordmaar and the Dragons’ Graveyard."\n\nParting ways with the refugee kender, the heroes journey to Darkhaven with the phaethons’ Tear and attempt to liberate the other one from the Dark Knight dungeons. Using tunnels beneath the fortress, they manage to sneak in undetected. Inside, they find the knights were experimenting with a variety of creatures, including a unicorn who begs to be release from its torment through death. The heroes instead use the Tear to heal him, and earn his eternal gratitude. Despite being greatly outnumbered, the heroes prevaled against the defenders and claimed the second Tear of Mishakal.
[[Dragonlance Rules]]\n\nDark Sun Rules\n*[[Character Creation Rules]]\n*[[Combat Rules]]\n*[[Equipment and Money]]\n*[[Adventuring Rules]]\n*[[Dramatic Interaction]]
!Turn Undead\n\nTurning undead is a standard action that deals 1d6 damage/cleric level to all undead within 30'. Undead get a Will save (DC 10+cleric level+Charisma modifier) for half damage. Undead with turn resistance may subtract that number from the damage that they take. When using this ability against incorporeal creatures, you do not have to roll a 50% miss chance; turning hits them automatically.\n\n!Dalamar's Lightning Lance\n\nEach lance deals 6d6 damage each. You get 1 lance at 7th level, and an additional lance at every 4th level (2 lances at 11th, 3 at 15th, and 4 at 19th). Each lance requires a ranged touch attack. Half of the damage of each lance is electricity damage; the other half is piercing\ndamage.\n
!Ability Scores\nNormal: 38 point buy with base 8\nNew: 24 point buy with base 10\nStandard Ability Scores: 16, 16, 14, 14, 12, 10\nFocused Character Scores: 18, 16, 14, 12, 10, 8\nJack of All Trades: 14, 14, 14, 14, 14, 14\n\nThe party will have four members, thus higher stats are not needed. The standards are to simplify character creation. All complaints (aka whining for more powerful characters) should be registered at the complaint office on Alpha Centuri.\n\n!Tall\nNormal: Grants hero the ability to reach into one square outside is normal range (one 10' square)\nNew: Can choose 1 opponent as a swift action against whom he is considered to have a 10 ft. reach\n\nI'm not sure if this is a change I want to make. It might make Tall a more attractive trait. Anyone that wants to take this trait can discuss it with me.\n\n!Hit points\nNormal: 1d4 + X\nNew: 2 + X\n\nThis is to standardize hit points, and avoid rerolling to get a better result. It is absolutely fair to all class (rather than relatively fair like the D&D house rule)\n\n!Improved Unarmed Strike\nNormal: This must be taken as any other feat\nNew: Granted as a bonus feat\n\nDarksun is a rough and tough world, where reliable weapons are hard to come by. All characters (both PC and NPC) gain Improved Unarmed Strike as a bonus feat. Thus everyone can attack without provoking an AoO. The one change is that one can not choose to deal lethal damage; all unarmed strikes deal non-lethal damage. This bonus feat does qualify as a prerequisites for other feats (ex: Improved Grapple). If this is found to be unbalancing, it will be changed (and any player will be allowed to update/redesign their character)\n\n!Armiger\nThis class is not recomended for the Dark Sun campaign. He relies on his armor for his powers, and armor is rare in Athas (especially at low levels)
!Save or Die Effects\nNormal: There are effects that are save or die for everyone (ex: Disintegrate spell) or for just Iron Heroes (ex: a basilik's petrifying gaze)\nNew: These effects will become "save or be done for the encounter". \n\nThis is to make such enemies still good encounters, without permently destroying a party member. An IH character can return to "active status" by sacrificing half of his current total hit points and reserve points. The hero sacrifies future health and endurance for short term recovery.\n\nHealing Lore: Expanded Mastery 8 can also be used to restore a "disabled" hero (the Mastery is designed to resurect dead heroes). The DC value is 30 (treats the character as if he had -10 HP). This is a full-round action. Hero still loses half his HP and RP, but he is back into the fight immediately.\n\n!Healing ~NPCs\nNormal: ~NPCs do not have reserve points, and thus they can benefit from Healing Lore Masteries\nNew: Healing Lore Masteries grant ~NPCs temporary reserve points. Total can not exceed their hit points. Tempory reserve poitns only last till the start of the next encounter.\n\n!Critical Fumbles\nNormal: A 1 on an attack role is an automatic miss.\nNew: With a 1 on an attack roll, you need to confirm the critical miss, just as with a critical hit. You make a regular attack with the same modifiers as your missed attack. If you hit on this confirmation roll, nothing happens. If you don't hit, you get a critical fumble.\n\nThe exact nature of a critical fumble is in the air. I suggested this chart. Michael suggested a more scientific way of deciding the fumble, based on how much you missed by. Another idea is to simply have a critical fumble provoke an AoO.He also suggested a super fumble with another 1. I'm open to any more.\n\n!Attacks of Opportunity\nNote: This is not a change to IH, but a big change from D&D so I thought I'd mention it.\nNormal: Confusing mess of ~AoO rules\nNew: You only provoke one: (1) If you take a standard or full-round action that isn't a melee attack or (2) If you move more than one-quarter your speed in a threatened area\n\n!Free Actions\nNormal: Many abilities, stunts, and checks are free actions\nNew: Some of these will be designated swift or immidiate actions\n\nThis rule is to keep things from being overly abused. You can't use twelve abilities, climb up a wall, jump off, and still attack in 6 seconds.\n
![[Money]]\nAll prices in Dark Sun are given in terms of ceramic pieces. Prices for goods and equipment, except as stated here, convert directly from gold to ceramic. Items that must be made using metal components, however, retain their full cost.\n\n![[Weapons]]\nDue to the extremely high cost of metal and the rarity of wood, most weapons are constructed from inferior, but functional, materials instead on Athas. Most common are bone, obsidian, and stone. True weapons are made of metal and wood.\n\n![[Armor]]\nAll forms of armor have a non-metal equivalent. In addition to being the equivalent of armor on a metal rich world, thousands of years of tortuous heat have lead Athasian armorers to develop ingenious air ventilation and air circulation methods. Many of the armors are highly composite, made using the pieces of several different animals – no two suits of armor look quite alike.
All prices in Dark Sun are given in terms of ceramic pieces. 10,000 bd = 1,000 bits =100 Cp = 10 sp = 1 gp. Prices for goods and equipment, except as stated here, convert directly from gold to ceramic. For example, rather than costing 10 gp, a suit of leather armor would cost 10 Cp. Items that must be made using metal components, however, retain their full cost. \n\nCeramics are made from glazed clay and baked in batches once a year in a secure process supervised by the high templar that supervises the city’s treasury. Bits are literally one-tenth parts of a ceramic piece – the ceramic pieces break easily into ten bits. Some cities’ ceramic pieces have small holes that can be threaded onto a bracelet or necklace. The lowest unit of Athasian trade is the lead bead (bd). \n\n\n|bgcolor(silver):Athansian currency |bgcolor(silver): Core Equivilent |bgcolor(silver): Ceramic Pieces |\n| Lead Bead (bd) | Copper Piece (cp) | 1/100th |\n| Ceramic Bit (bit) | Silver Piece (sp) | 1/10th |\n| Ceramic Piece (Cp) | Gold Piece (cp) | 1 |\n| Silver Piece (Sp) | Platinum Piece (pp) | 10 |\n| Gold Piece (Gp) | None | 100 |\n
Due to the extremely high cost of metal and the rarity of wood, most weapons are constructed from inferior, but functional, materials instead on Athas. Most common are bone, obsidian, and stone. True weapons are made of metal and wood.\n\n!Inferior Weapons\nThe cost of these weapons in Cp is equal to the Core price in Gp. No inferior weapon can be made masterwork. Simple weapons constructed from inferior materials operate as normal. Martial and Exotic weapons suffer a -1 penalty to attack and damage rolls. This penalty cannot reduce damage dealt below 1. \n\n!!Breaking weapons\nInferior weapons also have a chance of breaking. Below shows the break down by type.\n\n|>|>|>|!Breakage by type|\n|!Weapon|!Stone|!Obsidian|!Bone|\n|Light Blade|5%|5%|5%|\n|One-handed Blade|10%|5%|5%|\n|Two-handed Blade|15%|5%|10%|\n|Light solid weapon|5%|10%|5%|\n|One-handed solid weapon|5%|15%|10%|\n|Light hafted weapon|5%|5%|10%|\n|One-handed hafted weapon|10%|10%|10%|\n|Two-handed hafted weapon|10%|10%|10%|\n|Projectile weapon|15%|10%|5%|\n\n!True Weapons\nTrue materials are wood and metal. Weapons made of a true material suffer no penalties to attack and damage rolls. They can also be made into masterwork weapons. The cost of these weapons is the same in Athasian Gp as in Core gp\n\nWeapon-grade wood is rare. It is found almost exclusively in the agafari forests between Gulg and Nibenay. Metal is equally rare. The wealth of Tyr is based almost entirely on its excellent iron mines.\n\n!Hardness and Hitpoints\n|>|>|>|>|!Hardness|\n|!Weapon|!Metal|!Stone|!Obsidian|!Bone|\n|Blades|10|8|6|5|\n|Hafted|5|4|2|1|\n|Projectile|5|4|2|1|\n\n|>|>|>|>|!Hit Points|\n|!Weapon|!Metal|!Stone|!Obsidian|!Bone|\n|Light Blade|2|1|1|1|\n|One-handed Blade|5|3|2|1|\n|Two-handed Blade|10|8|6|5|\n|Light metal-hafted weapon|10|8|6|5|\n|One-handed metal-hafted weapon|20|16|12|10|\n|Light hafted weapon|2|1|1|1|\n|One-handed hafted weapon|5|3|2|1|\n|Two-handed hafted weapon|10|8|6|5|\n|Projectile weapon|5|3|2|1|\n
All forms of armor have a non-metal equivalent that have a cost in cp equal to the core price in gp. In addition to being the equivalent of armor on a metal rich world, thousands of years of tortuous heat have lead Athasian armorers to develop ingenious air ventilation and air circulation methods. This allows medium and heavy armors to be worn in the Athasian heat. Though most of the armors are made using various parts of common Athasian animals, the armor construction process makes use of several different reinforcement methods developed over time. Many of the armors are highly composite, made using the pieces of several different animals – no two suits of armor look quite alike. Through the use of hardening resins, shaped chitin and stiff leather backings, Athasian armorers can craft remarkably durable armors from the material at hand.\n\n*Breastplate, Full Plate and Half Plate are constructed using choice plates taken from shelled animals, such as mekillots or braxat.\n*Studded Leather Armor is crafted using with close-set rivets made of bone, hardwood, stone, or talons.\n*Shell Armor: Shell armor is made by weaving giant’s hair around the shells of various small creatures such as an aprig.\n*Chitin Armor: This armor is skillfully made by interlocking hexagonal bits of chitin (usually carved from a kank’s carapace).\n*Scale Mail is usually made from the scales of an erdlu, inix or other naturally scaled creatures.\n*Banded Mail and Splint Mail are fashioned from shavings of agafari wood, bonded to softer, more flexible woods, and treated with a hardening resin.\n
!Experience\nNormal: XP is based on the CR of the opponents you fight\nNew: XP will be given on a flexible basis. \n\nNot all D&D CRs are equal to IH CRs. I will adjust as necessary. As with my Dragonlance campaign, the goal will to have levels be connected to story benchmarks.\n\n!Temperature\nThe extreme high temperatures of the daycan make strenuous activities extremely hazardous. Depending on the time of day, a character must make a fortitude save for each time increment during which he does strenuous activities. The DC for the save is 15 + number of previous saves. Because they trap heat, characters wearing armor apply their armor check penalty to their fortitude saves.\n\nAt night, the temperatures drop, even all the way down below freezing. Players must protect themselves against this cold (using fire, shelter, etc.). If left exposed, they must make fortitude saves at the increments below. the save is the same as for heat.\n\n|Time|Heat Category|Fort Frequency|Damage|\n|6am-10am|Normal|--|--|\n|10am-12pm|Hot|Per hour|1d4 nonlethal|\n|12pm-4pm|Extreme Hot|Per 10 min.|1d6 nonlethal|\n|4pm-6pm|Hot|Per hour|1d4 nonlethal|\n|6pm-11pm|Normal|--|--|\n|11pm-2am|Cold|Per hour|1d4 nonlethal|\n|2am-4am|Cold|Per 10 min|1d6 nonlethal|\n|4am-6am|Cold|Per hour|1d4 nonlethal|
!Purpose\nThis variant rule is created in the interest of trying to codify how a DM can handle extended, action-packed sequences of high-drama, such as chases, temptations, interrogations, and social battles of wit. It seeks to make the system as non-invasive as possible, easily added to any exciting interaction without slowing it down. The goal with this system is to add excitement to these sorts of interactions by giving players the feeling of having some control over the outcome, since they can decide just what they want to do and how they do it thanks to a slight abstraction of the specifics of the event. It also serves to give cues to the GM as to how to describe the event, judging by each party's edge and their relative successes/failures. \n\n!Overview \nEmperor Palpetine's temptation of Luke Skywalker on the second Death Star. The daring high-speed car chases from Ronin. The numerous battles of wit and counter-wit between Will Hunting and his well-to-do tormentors. Morpheus' brutal interrogation at the hands of Agent Smith. \n\nAll of these encounters are dramatic interactions. Non-combat but high-tension situations are filled with action and excitement, if not swords clashing and spells sizzling through the air. The dramatic interaction system is designed as a sort of “virtual” combat system to abstract the entire concept of a somewhat extended contest between two or more individuals. Dramatic interaction uses tokens as a measure of who has the edge or advantage in a given encounter. Whoever has the edge has more options, and is closer to coming out victorious in the interaction. \n\n!!Rounds\nDramatic interaction is something like combat in that it is divided into rounds. The rounds are not particularly well defined in terms of length. The separation into rounds is a purely mechanical division to bring order to dramatic interaction. Each character make act once in each round. Unlike the well-defined actions in combat, an action during a dramatic interaction might take only a few seconds, or it might take several minutes. Thus a “round” in a dramatic interaction is nothing more than how long it takes all interested parties to finish doing what they want to do. \n\n!!Edge\nThe advantage which one character may have over another in dramatic interaction of any sort is represented by edge tokens. The more edge tokens a character has, the more options he has open to him. A character may gain or loose edge tokens as they and their opponent act during a dramatic interaction. Generally speaking, at the start of a dramatic interaction, each party involved gains five edge tokes apiece, and the interaction ends when one party has all ten tokens and the other party has none, though this could change depending on circumstances. \n\nEach dramatic interaction has different sorts of actions a character can take, depending on exactly what sort of dramatic interaction the characters are engaged in. In general, characters gain and lose edge by “wagering” tokens based on how big a risk they’re taking with their declared action. The wager is then resolved with an opposed skill check, with the loser having that number of tokens deducted from his edge pool and the winner gaining the same number. The dramatic interaction lasts until one character runs out of edge tokens, in which case she “loses” the dramatic interaction. If it is a chase, her pursuers might corner her and force combat. If it is a social battle, she might be laughed out of the room. If it is a test against temptation, she might give in to her vice and succumb to her tempter’s will. \n\nOn the other hand, if the character manages to force her opponent to run out of tokens, she prevails in the encounter. In the example of the chase dramatic interaction, for example, the character escapes from her pursuers. In a social battle, it is her opponent who leaves, flustered and disgraced. If it is a matter of temptation, the villain’s attempt to assert her will over the character is utterly thwarted. \n\n!!Beginning a Dramatic Interaction\nDepending on the dramatic interaction in question, different checks are appropriate to determine the order of action in the subsequent rounds of dramatic interaction. Below is a short list of appropriate checks for various types of dramatic interaction: \n\n*Chases and similar physical dramatic interactions are best started with an opposed initiative check, exactly like combat. \n*Social encounters of wit or battles of knowledge are best initiated with opposed sense motive checks. \n*Temptations and interrogations should almost always give the tempter/interrogator the first action, since the tempted/suspect almost by definition is entirely reactive in this type of dramatic interaction. \n\nThe party with the highest check acts first in all subsequent rounds, and parties with lower results act in descending order from the highest result. \n\n!!Wagering Edge Tokens\nEach round, the parties involved in the dramatic encounter announce actions in the order of initiative. The party with the highest initiative declares her action and which party she wishes to target (if there are multiple parties involved in the dramatic interaction, see below). Depending on the nature of the action, the GM decides which skill is most appropriate, and the player chooses how many tokens to wager (more tokens signifies a riskier, but potentially more rewarding, action). The player may wager up to three tokens. The opposing party matches the wager, and then the player then makes an opposed check with the other party. The winner of this check takes both parties’ wagers. In the event of a tie, neither party gains or loses any edge tokens: wagers are void. \n\nA party can always choose not to wager on a given round, if they don’t see a way to take an advantage, or don’t want to risk losing more edge tokens. \n\nJust as with any other skill checks, circumstances might modify skill checks in dramatic interactions. Favorable or unfavorable circumstances to individual types of checks might grant characters attempting to use those skills a bonus or penalty for that specific check, as circumstance dictates. For example, if during a chase, the thief being chased by the guards announces he wants to attempt to run across a sloped tile roof after a rain storm, both he and his pursuers suffer normal penalties to their Balance checks for trying to cross such a precarious surface. \n\n!!Critical Misses and Dramatic Interactions\nExceptionally poor choices, terrible performance, or just plain bad luck could ruin a character’s chances of coming out ahead in a dramatic interaction. If a party involved in a dramatic interaction rolls a natural one on an opposed check, she loses twice the number of edge tokens wagered on the check if he loses the opposed check. If she still manages to win the opposed check (thanks to high modifiers on her part or low modifiers on the part of her opponents), the other party does not lose double the wagered tokens. \n\n!!Large Parties and Dramatic Interaction\nIf one particular group in a particular dramatic interaction is made up of multiple parties (such as a mob of peasants with torches and pitchforks chasing someone, or a noble and his sycophants hurling insults in the duke’s court), have one member of that group be the leader (usually the one with the most ranks in appropriate skills). This character makes all the checks, while the rest of the party attempts to use that skill check to “aid another”, granting the leader a cumulative +2 bonus on his check for each other member of the group who succeeds on a DC 10 check in the appropriate skill. In these situations, track edge tokens for the group as a whole. \n\n!!Multiple Parties and Dramatic Interaction\nParticularly in dramatic social interactions, there might be multiple sides to any given dramatic interaction. All parties involved track their edge tokens individually, but must choose individual targets for each of their actions. \n\n!!Favorable or Unfavorable Starting Conditions\nAt the start of a particular dramatic interaction, the GM may decide that circumstances favor one party or the other, and award that party bonus edge tokens. Favorable circumstances might include having a higher land speed in a dramatic chase interaction, engaging in a dramatic social interaction in a noble court more friendly to one party than the other’s family, and so on. \n\n!!Outside Factors\nAt points during the interaction, the GM might interject requests for different checks from the parties involved, representing factors outside of the control of the parties’ control. In a chase, for example, a GM might request a Fortitude check from the parties after a certain number of rounds to see if either party is slowing down because of simple fatigue, while in a social interaction, the parties might have to contend with an audience member blurting something embarrassing out. The GM, in effect, decides on the wager from each appropriate party. These outside factors need not affect both parties: it might only require a check from one of the involved parties. \n \n[[Example of Dramatic Interaction]]\n
We live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or flies, and storms of sand scour the foliage from the barren ground. Lightning strikes from the cloudless sky, and peals of thunder roll unexplained across the vast tablelands. Even the winds, dry and searing as a kiln, can kill a man with thirst.\n\nThis is a land of blood and dust, where tribes of feral elves sweep out of the salt plains to plunder lonely caravans, mysterious singing winds call men\nto slow suffocation in a Sea of Silt, and legions of slaves clash over a few bushels of moldering grain. The dragon despoils entire cities, while selfish kings squander their armies raising gaudy palaces and garish tombs.\n\nThis our home, Athas. It is an arid and bleak place, a wasteland with a handful of austere cities clinging precariously to a few scattered oases. It is a brutal and savage land, beset by political strife and monstrous abominations, where life is grim and short.\n\n![[Freedom]]\nA Quest for Freedom in the Decadent ~City-State of Tyr
!!![[Freedom Introduction]]\nDestinity brings the party together\n!!![[Freedom Part 1]]\nComing soon . . . \n!!![[Freedom Part 2]]\nComing soon . . . \n!!![[Freedom Part 3]]\nComing soon . . . \n!!![[Freedom Part 4]]\nComing soon . . . \n!!![[Freedom Part 5]]\nComing soon . . .
The suns are setting on the world of Athas . . . \n\nThe night life is taking the streets in the city of Tyr . . . \n\nTaina is exporing the elven market, with Doroc close behind . . .\n\nVallinor and Keveros are moving by rooftop, preparing their next raid . . .\n\nPeople don't usually try to be heroes. The world sometimes just reaches out and pulls them into adventure. Such a time is upon us . . .
The [[Players]] Characters\n\n!Dragonlance Characters\n*[[Cathiel uth Mathiel]]\n**as played by Michelle\n*[[Amber]]\n**as played by Monique\n*[[Jaralax]]\n**as played by Michael\n\n!Dark Sun Characters\n*[[Taina Satin Lurkend]]\n**as played by Michelle\n*[[Keveros of Tyr]]\n**as played by Michael\n*[[Doroc the Devistating]]\n**as played by Luke\n*[[Vallinor Firestorm]]\n**as played by Nick
[[Cathiel uth Mathiel's History]]\n[[Cathiel uth Mathiel's Stat Block]]\n\n[[Huma's Dragonlance]]\n[[Tears of Mishakal]]
For generations, Cathiel’s family has upheld the Oath and the Measure while maintaining their ancestral lands in Solamnia. It’s been traditional for the father to pass these lands on to the eldest son, but there are stories of discreet exceptions taking place. Mathiel uth Tharan stands at six foot six inches with black hair and eyes. He holds upon his face the moustache that is traditional to all Knights of Solamnia. As he was the only child of his father, Tharan uth Mirus, there was much pressure to find an acceptable lady of good breeding to start building up the family ranks. Mathiel resisted the ladies of “fine breeding” and harbored hopes of marrying for love. \n\nDuring the year of 18 SC, by order of the Solamnic High Command, Tharan explores the Desolation. One of the unlucky, he does not return from this dangerous mission and is declared dead. Mathiel inherits the estate, but has difficulty accepting his father’s death. He occasionally neglects his new found duties to ride out to the Desolation. While attempting unsuccessfully to find Tharan in the Desolation, Mathiel finds and rescues a lone maiden and brings her back to his castle. Unsure of who she is or where she came from, she soon settles into her new life. Her cuts and bruises are healed by a mystic, but she continues to remember nothing. When the mystic attempts to enter her mind, there appears to be an invisible force that prevents him. It appears that a great trauma as happened to the young woman, turning her hair prematurely silver. After a bit of discussion, she decides upon Mathiel’s grandmother’s name: Catherine. She’s cleaned up and made comfortable; the long silvery hair has the tangles cut out and her skin is scrubbed to a rosy pink. In the next few weeks, a romance blossoms between Mathiel and Catherine and the two exchange vows.\n\nCatherine and Mathiel spend the next four years in bliss; Mathiel heals from the loss of his father and learns to deal with his new responsibilities as husband and leader. Catherine eventually feels the call to have a child, and begs Mathiel. Mathiel is reluctant to do anything to risk his wife, but feels the need to make her happy. The next nine months were difficult, but Catherine was so happy that Mathiel pushed his reservations to the side. However, his fears were realized when Catherine lays down in the childbed. After giving birth to a beautiful, striking girl with silver-tinted hair and eyes, Catherine didn’t get up. \n\nMathiel was heart-broken, but the new responsibility of being a father required him to continue functioning. Deciding to name his new daughter after his dearly departed wife, she was christened Cathiel. Cathiel was raised as was befitting of the child of Knights of Solamnia. \n\nCathiel was schooled by the Knights of Solamnia about history, the Oath and the Measure, and in the way of Kiri Jolith’s clerics. She was also trained in many different weapons, but only really showed aptitude for the longsword. It appeared to be fitting, as she wished to dedicate herself to Kiri Jolith. When Cathiel turned 16, she was presented before the Counsel to petition to become a Squire of the Crown. With the backing of her father, she was successfully accepted. After being accepted, she took her vows to Kiri Jolith, recently returned to Krynn. \n\nAfter enjoying her new found adulthood, Cathiel began to feel restless. Deciding to seek out adventure, she heads for Pashin, which has been overrun by the minotaurs. \n
Cathiel uth Mathiel, Female Half Dragon\nClr4/Crown3/Sword2\nAL LG; Medium Dragon; \nHP 69 \nInit +2\nSpeed: 20\nSaves: Fort +12, Ref +3, Will +13\nAbilities: STR 18, DEX 12, CON 14, INT 12, WIS 20, CHA 14\n\nAC 28 (FF 27, Touch 15) \nAtk +11/+6 base melee, +8/+3 base ranged; Grapple +11; \n+13/+8 Melee (+1 Longsword 1d8+5+1d6/crit 19-20/x2); \n+16/+11 Melee (+5 Lance 1d8+9/crit 19-20/x3); \n\n\nCleric Features: Spontaneous casting, Turn undead (6+Cha.Mod/day), Spells, Domain Access (2), \nKnight of the Crown Features: Knightly Courage (Su), Strength of Honor (Su) 1/day, Heroic Initiative (Ex) +1, Fight to the Death (Ex) \nKnight of the Sword Features: Aura of Good, Bonus caster level (2), Smite Evil (1/day), \nWar domain power (Free Martial proficiency and focus)\nStrength domain power (Perform a feat of strength 1/day). \n\nSkills: Balance -4, Climb -1, Concentration +10, Diplomacy +11, Escape Artist -4, Hide -4, Jump -1, Knowledge (Nobility and Royalty) +7, Knowledge (Religion) +6, Move Silently -4, Ride +9, Swim -6. \nFeats: Armor Proficiency: heavy, Martial Weapon Proficiency: Longsword, Endurance, Honor Bound, Mounted Combat, Weapon Focus: Longsword, Armor Proficiency: medium, Simple Weapon Proficiency, Shield Proficiency, Diehard, Reach Spell, Armor Proficiency: light.
*+5 holy keen greater dragonlance. \n**Holy: +2d6 points of damage against all of evil alignment\n**Keen: Doubles the threat range of a weapon (19-20)\n**Greater dragonlance: + 2d6 points of damage against evil dragons\n*+2 points of Con damage on every hit against evil true dragons. \n*1/day: Cast dismissal as a 20th level spellcaster against evil outsiders\n
*Spell abilities (by charge)\n**1: bless, cure light wounds, sanctuary\n**2: calm emotions, cure moderate wounds, restoration, lesser\n**4: cure serious wounds, remove blindness/deafness, remove disease\n**6: cure critical wounds, neutralize poison, restoration \n**8: cure light wounds, mass; death ward; dispel evil\n**10: heal, heroes’ feast, raise dead\n*Holds 20 charges, recharges 1 per day\n*Shield of faith: +4 deflection bonus to bearer\n*Dimensional anchor: the bearer cannot be affected by spells such as teleport or blink\n
[[Amber's Stat Block]]\n\n[[Shard of Light]]
Amber Flamehair, Female Kender \nRog9\nAL CG; Small Humanoid\nHP 47\nInit +6\nSpd 20\nSaves: Fort +5, Ref +13, Will +4\nAbilities: STR 10, DEX 23, CON 12, INT 14, WIS 10, CHA 12\n\nAC 22 (FF 22, Touch 17); \nAtk +7/+2 base melee, +13/+8 base ranged; Grapple +2; \n+15/+10 Melee (+2 Sword, short 1d4+2/crit 19-20/x2); \n+14/+9 Ranged (+1 Shortbow 1d4+1/crit 20/x3); \n+11/+6 Melee (+2 Sword, short 1d4+2/crit 19-20/x2) \nand +6 Melee (Sword, short, Masterwork 1d4/crit 19-20/x2); \n\nQ: Immunity: Fear (Ex), Taunt, Lack of Focus \nRogue Features: Sneak Attack +5d6, Trapfinding, Evasion, Trap Sense +3, Uncanny Dodge, Improved Uncanny Dodge; \n\nSkills: Balance +12, Bluff +11, Climb +10, Diplomacy +12, Disable Device +13, Escape Artist +10, Hide +16, Intimidate +3, Jump -4, Listen +13, Move Silently +18, Open Lock +15, Search +11, Sense Motive +7, Sleight of Hand +12, Spot +12, Swim +5, Tumble +11, Use Magic Device +13, Use Rope +11. \nFeats: Improved Feint, Simple Weapon Proficiency, Alertness, Weapon Finesse, Armor Proficiency: light, Combat Expertise.
*+2 short sword\n*+4 against evil creatures\n*x2 damage against undead\n*Gives 20 foot radius light a torch when unsheathed\n*2/day: Call daylight in a 10 foot radius that expands 5 feet each round\n*1/day: Transform into a blade of light, ignoring armor bonuses to AC for one turn\n*1/week: Ray of light in 60 foot cone that acts like true seeing for 1 minute\n
Jaralax, Male Wizard of High Sorcery Elf (Silvanesti) Wiz5/Wotrr1/Bldmag3\nAL N; Medium Humanoid (Elf)\nHP 38 \nInit +3\nSpd 30\nSaves: Fort +9, Ref +7, Will +10\nAbilities: STR 10, DEX 16, CON 12, INT 22, WIS 12, CHA 10\n\nAC 15 (FF 12, Touch 13)\nAtk +3 base melee, +6 base ranged; Grapple +3 \n+4 Melee (+1 Dagger 1d4+1/crit 19-20/x2); \n+7 Ranged (+1 Dagger 1d4+1/crit 19-20/x2); \n\nSQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects, Darkvision (Ex): 30 ft. \n\nWizard Features: Scribe Scroll, Summon Familiar, Spells, Spellbooks, Bonus Feat; Wizard of the Red Robes Features: Moon Magic, Tower Resources, Enhanced Specialization, Bonus caster level, Item of Power \nBlood Magus Features: Stanch (Ex), Durable Casting (Ex), Bonus caster level (3), Blood Component (Su), Scarification (Ex), Death Knell (Sp); \n\nSkills: Bluff +12, Concentration +13, Decipher Script +7, Diplomacy +2, Disable Device +5, Intimidate +2, Knowledge (Arcana) +13, Knowledge (Architecture and Engineering) +7, Knowledge (Dungeoneering) +7, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Nobility and Royalty) +8, Knowledge (Religion) +7, Knowledge (The Planes) +7, Listen +3, Profession (Apothecary) +2, Profession (Astrologer) +2, Profession (Bookkeeper) +2, Profession (Herbalist) +2, Search +8, Spellcraft +20, Spot +3. \nFeats: Extend Spell, Sudden Maximize, Great Fortitude, Spell Focus: Evocation, Scribe Scroll, Toughness, Spell Focus: Illusion.
Taina Lurkend; noble of the elven merchant house Lurkend. \n\nShe’s very lithe and willowy; her six foot frame is relatively well muscled and she is graceful and precise in her movements. Taina has sandy blond hair with brilliant green eyes and a very lilting and alluring voice. As the grandniece of the head of the merchant house Lurkend, and the only daughter of Kaulte and Lauri, she was well pampered and received the best education that money could buy. Taina was a quick learner and benefited from the practical aspects of education.\n\nHowever, it’s only possible to tame an elf so much; Taina’s fiery nature showed through in her disregard for her own personal safety and the wishes of her parents. She would slip out of the compound, sneaking past the guards and officers to roam the street. She learned to study people and the way they moved and reacted. Amazing was the way that people could be manipulated and deceived with what they wanted to hear and see. The inequities that people chose to ignore amazed her. She found herself watching the gladiator pits, astounded at the cruelty and savagery found within the arena. In her naïve youthful idealism, Taina attempted to free Doroc and was brought home by the slave-keeper of the Pits. Taina pleaded her case to her father, and because her father would deny her nothing, Doroc was bought to be a body guard and protector. \n\nAlessandra the Talented; traveling bard and entertainer\n\nAlessandra was the eldest of five children, first daughter of Jarim and Setra. She was forced to leave her house to feed herself as her parents were unable to support her and the other children. She was lucky enough to find a traveling bard that took her in as an apprentice. From him, she learned many different traits that kept a roof over her head and food in her belly. She’s graceful, an adequate dancer and has a raw but melodious voice. Her best talent lies with the stringed instruments that her mentor specialized in. \n\n\n
<Insert Mike's part of the backstory here>\n\nThe Tryian Orphanage is a hellish place, where children are forced to work weaving cloth to be sold by Headmaster Torlek for his own profit. The confinement is torture to the halfing Keveros, and he is constantly attempting to escape. With each failed attempt, he is beaten again. This only makes him more determined. \n\nKeveros finds that he is not alone in his desire to escape; in one of his escape attempts he meets the stotic half-elf Vallinor. They both end getting caught this time, but now they have a team. The pair become experts at moving quietly and unseen through the orphanage. One night as a sandstorm over takes the city, they slips into the night, vanishing without a trace. \n\nOn the streets, Keveros survives mostly on his wit and agression. Along with Vallinor, he takes odd jobs to make money legally, stealing things to survive if he has to. Vallinor speads time memorizing the elements of the city. Keveros takes a more deadly path, focusing on finding weaknesses in their foes and exploiting them. He finds deep pleasure in this, often taunting his foes as he picks them apart. The pair become shifty shadows in the background of Tyr, constantly on the move in order to survive.
Doroc was born into the slave pens of the Lurkend family. Born of a human slave woman and a dwarven gladiator, the mul lost both his parents early in life. His mother died in childbirth, and his father died in a arena fight a month later. As soon as Doroc could walk, he was put into training. He worked his way from fist fights to mastering a variety of weapons. Despite his training, Doroc always possessed a violent rage, an uncontrollable bloodlust during combat.\n\nDoroc learned quickly that aggression toward his keepers was pointless; it only lead to pain. He learned to obey every order given to him. As he grew up, the mul became friends with a young member of the noble family, a girl by the name of Taina. The two became close friends, to the point where Taina attempted to free the slave. It failed and led to a reprimand for the noblewoman. But it also led to Doroc being assigned as her bodyguard. The mul now follows her wherever she goes, constantly looking out for her back.\n\nDoroc is a mul of 6’ 6” and 220 pounds. Ripped from head to toe, he is covered with scars all over my body. He has two sets of tattoos on his wrist which depicts chains rapped around them. His mere presence is frightening to his foes. He only wears a loin cloth, a weapon harness across his back and a cloak.\n
The product of a short love affair between a human merchant and an elven woman, Vallinor started life with the disadvantage of being a half-breed. Born into the elven tribe of the Firestorm Chasers, he grew up as a second hand citizen. It was only through the force of his iron will that he was able to push his body to keep up with his fellow tribesmen. The tribe accepted him because of his abilities, but he never felt he was fully a part of the group. \n\nThis was sadly proven true during a templar raid when the tribe is making a stop in the city-state of Tyr. Vallinor takes a massive axe blow to the back from a half-giant. The Firestorm elves make no attempt to rescue him. Even his mother leaves him behind, using him as distraction to escape. Rather than leaving him to die, a templar takes pity on the young half-elf and puts him into an orphanage for wayward children. \n\nThe Tryian Orphanage is a hellish place, where children are forced to work weaving cloth to be sold by Headmaster Torlek for his own profit. The confinement is torture to the elven half of Vallinor, and he is constantly attempting to escape. With each failed attempt, he is beaten again. This only makes him more determined. \n\nHe finds that he is not alone in his desire to escape; in one of his escape attempts he meets the young halfling Keveros. They both end getting caught this time, but now they have a team. The pair becomes experts at moving quietly and unseen through the orphanage. One night as a sandstorm over takes the city, they slips into the night, vanishing without a trace. \n\nOn the streets, Vallinor survives through a combination of luck and skill. Along with Keveros, he takes odd jobs to make money legally, stealing things to survive if he has to. He learns to memorize the paths of patrols, the habits of merchants, and anything else to stay free and alive. Keveros takes a more deadly path, focusing on finding weaknesses in their foes and exploiting them. The pair become shifty shadows in the background of Tyr, constantly on the move in order to survive.\n\nVallinor is nearly six and a half feet tall. His body is long and slender like those of an elf, but he possesses a bulk that betrays his human heritage. His hard life has given him numerous scars, including the massive scar across his back from his axe wound. Flowing black hair frames a face, despite a scar along his cheek, that is dominated by his piercing blue eyes. \n
The people behind the [[Characters]]\n\n!Michelle\n*[[Cathiel uth Mathiel]]\n*[[Taina Satin Lurkend]]\n*1-419-957-1135\n*merriemelodyxx@gmail.com\n\n!Monique\n*[[Amber]]\n*1-419-889-4084\n\n!Michael\n*[[Jaralax]]\n*[[Keveros of Tyr]]\n*1-419-889-4083\n*pokemancrowmaster@gmail.com\n\n!Luke\n*[[Doroc the Devistating]]\n*Gizmogeek23@aol.com\n*1-989-642-2153\n\n!Nick\n*[[Vallinor Firestorm]]\n*lebkin@gmail.com\n*1-989-780-0640
Please put your comments here: [[Potential House Rules Comments]]\n\n!''Critical Fumble''\nI believe I will completely eliminate this rule. Automatically missing is enough of a penalty.\n\n!''Defensive Roll''\nRather than the DM rolling attacks on the PCs, instead the players make a Defense Roll:\nd20 + AC modifier (i.e. the amount it differs from 10)\n\nThey must beat the opponents Attack Value:\nAV = 12 + the attacker's attack mod\n\nCritical threats occur on rolls of 1 (or 1-x for larger ranges). \n\nThe percentages of getting hit are the exact same, as are the change for critical threats. This keeps the playeres involved at all times. It also simplifies things for the DM, allowing him to deal with the multitude of other things he needs to do. It also lets the players be in charge of themselves (i.e. their AC) and not have the DM constantly asking for that kind of information.\n\n\n!''Dynamic Diplomacy''\nDiplomacy is my bane. With RAW, it requires a lot of DM guesswork. Generally, it turns into a matter of me giving you a DC that is either way too easy or way too high. This system (created by Rich Burlew aka the writer of Order of the Stick). These rules and his explantion for why we need them are found here.\n\n''Diplomacy''\nUse this skill to ask the local baron for assistance, to convince a band of thugs not to attack you, or to talk your way into someplace you aren't supposed to be.\n\n''Check'': You can propose a trade or agreement to another creature with your words; a Diplomacy check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like "satisfaction." The DC for the Diplomacy check is based on three factors: who the target is, the relationship between the target and the character making the check, and the risk vs. reward factor of the deal proposed.\n\n''The Target'': The base DC for any Diplomacy check is equal to the 15 + level of the highest-level character in the group that you are trying to influence + the Wisdom modifier of the character in the group with the highest Wisdom. High-level characters are more committed to their views and are less likely to be swayed; high Wisdom characters are more likely to perceive the speaker's real motives and aims. By applying the highest modifiers in any group, a powerful king (for example) might gain benefit from a very wise advisor who listens in court and counsels him accordingly. For this purpose, a number of characters is only a "group" if they are committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind on their own, roll separate Diplomacy checks against each.\n\n''The Relationship'': Whether they love, hate, or have never met each other, the relationship between two people always influences any request.\n*//-10 Intimate//: Someone who with whom you have an implicit trust. Example: A lover or spouse.\n*//-7 Friend//: Someone with whom you have a regularly positive personal relationship. Example: A long-time buddy or a sibling.\n*//-5 Ally//: Someone on the same team, but with whom you have no personal relationship. Example: A cleric of the same religion or a knight serving the same king.\n*//-2 Acquaintance (Positive) //: Someone you have met several times with no particularly negative experiences. Example: The blacksmith that buys your looted equipment regularly.\n*//+0 Just Met//: No relationship whatsoever. Example: A guard at a castle or a traveler on a road.\n*//+2 Acquaintance (Negative)//: Someone you have met several times with no particularly positive experiences. Example: A town guard that has arrested you for drunkenness once or twice.\n*//+5 Enemy//: Someone on an opposed team, with whom you have no personal relationship. Example: A cleric of a philosophically-opposed religion or an orc bandit who is robbing you.\n*//+7 Personal Foe//: Someone with whom you have a regularly antagonistic personal relationship. Example: An evil warlord whom you are attempting to thwart, or a bounty hunter who is tracking you down for your crimes.\n*//+10 Nemesis//: Someone who has sworn to do you, personally, harm. Example: The brother of a man you murdered in cold blood.\n\n''Risk vs. Reward Judgement'': The amount of personal benefit must always be weighed against the potential risks for any deal proposed. It is important to remember to consider this adjustment from the point of view of the NPC themselves and what they might value; while 10 gp might be chump change to an adventurer, it may represent several months' earnings for a poor farmer. Likewise, a heroic paladin is unlikely to be persuaded from his tenets for any amount of gold, though he might be convinced that a greater good is served by the proposed deal. When dealing with multiple people at once, always consider the benefits to the person who is in clear command, if any hierarchy exists within the group.\n*//-10 Fantastic//: The reward for accepting the deal is very worthwhile, and the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for something of no value to the subject, such as information that is not a secret.\n*//-5 Favorable//: The reward is good, and the risk is tolerable. If all goes according to plan, the deal will end up benefiting the subject. Example: A request to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.\n*//+0 Even//: The reward and risk are more or less even, or the deal involves neither reward nor risk. Example: A request for directions to someplace that is not a secret.\n*//+5 Unfavorable//: The reward is not enough compared to the risk involved; even if all goes according to plan, chances are it will end up badly for the subject. Example: A request to free a prisoner the subject is guarding (for which he or she will probably be fired) in return for a small amount of money.\n*//+10 Horrible//: There is no conceivable way the proposed plan could end up with the subject ahead, or the worst-case scenario is guaranteed to occur. Example: A offer to trade a bit of dirty string for a castle.\n\n''Success or Failure'': If the Diplomacy check beats the DC, the subject accepts the proposal, with no changes or with minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM's option, present a counter-offer that would push the deal up one place on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who made the Diplomacy check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation.\n\n''Action'': Making a request or proposing a deal generally requires at least 1 full minute. In many situations, this time requirement may greatly increase.\n\n''Try Again'': If you alter the parameters of the deal you are proposing, you may try to convince the subject that this new deal is even better than the last one. This is essentially how people haggle. As long as you never roll 10 or less than the DC on your Diplomacy check, you can continue to offer deals.\n\n
TiddlyWiki uses Wiki style markup, a way of lightly "tagging" plain text so it can be transformed into HTML. Edit this Tiddler to see samples.\n\n! Header Samples\n!Header 1\n!!Header 2\n!!!Header 3\n!!!!Header 4\n!!!!!Header 5\n\n! Unordered Lists:\n* Lists are where it's at\n* Just use an asterisk and you're set\n** To nest lists just add more asterisks...\n***...like this\n* The circle makes a great bullet because once you've printed a list you can mark off completed items\n* You can also nest mixed list types\n## Like this\n\n! Ordered Lists\n# Ordered lists are pretty neat too\n# If you're handy with HTML and CSS you could customize the [[numbering scheme|http://www.w3schools.com/css/pr_list-style-type.asp]]\n## To nest, just add more octothorpes (pound signs)...\n### Like this\n* You can also\n** Mix list types\n*** like this\n# Pretty neat don't you think?\n\n! Tiddler links\nTo create a Tiddler link, just use mixed-case WikiWord, or use [[brackets]] for NonWikiWordLinks. This is how the GTD style [[@Action]] lists are created. \n\nNote that existing Tiddlers are in bold and empty Tiddlers are in italics. See CreatingTiddlers for details.\n\n! External Links\nYou can link to [[external sites|http://google.com]] with brackets. You can also LinkToFolders on your machine or network shares.\n\n! Images\nEdit this tiddler to see how it's done.\n[img[http://img110.echo.cx/img110/139/gorilla8nw.jpg]]\n\n!Tables\n|!th1111111111|!th2222222222|\n|>| colspan |\n| rowspan |left|\n|~| right|\n|colored| center |\n|caption|c\n\nFor a complex table example, see PeriodicTable.\n\n! Horizontal Rules\nYou can divide a tiddler into\n----\nsections by typing four dashes on a line by themselves.\n\n! Blockquotes\n<<<\nThis is how you do an extended, wrapped blockquote so you don't have to put angle quotes on every line.\n<<<\n>level 1\n>level 1\n>>level 2\n>>level 2\n>>>level 3\n>>>level 3\n>>level 2\n>level 1\n\n! Other Formatting\n''Bold''\n==Strike==\n__Underline__\n//Italic//\nSuperscript: 2^^3^^=8\nSubscript: a~~ij~~ = -a~~ji~~\n@@highlight@@ Unfortunately highlighting is broken right now.\n@@color(green):green colored@@\n@@bgcolor(#ff0000):color(#ffffff):red colored@@ Hex colors are also broken right now.\n
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Please put your comments here:[[Dark Sun Adventure Options Comments]] \n\nWhen we left, the heroes were in a backroom meeting with Junghuty, the female wizard the heroes rescued. The heroes wish to join the Veiled Alliance. So she offers several missions for the adventurers to pick from. Normally new recruits are not put into important action so quickly, but these are desperate times.\n\nThe party must choose one of the following missions:\nSlow the Ziggurat - Infilitrate the slave pens and sabotage construction\nGather Tools - Travel to a Veiled Alliance desert hideout and aquire needed magical items\nRun Diversions - Hit and run tactics inside of Tyr to distract Kalak's Templars away from other goals\n\nThis is how the votes turned out:\nGather Tools: (2) First, (1) Second\nSlow the Ziggurat: (1) First, (1) Second, (1) Third\nRun Diversions: (1) Second, (2) Thirds\n\nSo the heroes will be sent on the gathering tools adventure first.\n\n\nFrom the emails and discussions, this is what things you players would like implemented: \nMore use of diplomacy (Michelle)\nLess heavy-handed DMing, more flexibility (Michelle)\nCreate our own story, away from core heroes (Luke)\nMore out-of-combat interactions for his player (Luke)\nUses of stealth and secrecy (Michael)\nPurpose to the action (Michael)\nInteractions with the core heroes (Michael)\n
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