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Author Topic: Bleak Knight's Creation Thread  (Read 5151 times)
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Bleak Knight
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AKA Draug


« on: November 02, 2006, 10:35:36 PM »

Long time since anyone threw up one of these, so I figured I should try my hand at one.

For those of you unfamiliar with the concept, here's how it works: Toss me something you would like me to create for your game (or Midnight in general), and I'll create it. I'll start easy, with five slots, creating NPCs, covenant items, heroic paths, magic items, or similar small things. No organizations or adventures, sorry. First come, first serve.

1: Glacialis - A tie to the Dolmens
2: Naszir - Ring of Kalar
3: Smeagol - Sameal the Eel
4: Mac1504 - Demon Prince of Ibon-Sul
5: Mask - The Librarian
« Last Edit: November 10, 2006, 03:05:20 PM by Bleak Knight » Logged
Glacialis
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« Reply #1 on: November 03, 2006, 09:24:18 AM »

You decide whether you want to do this one, since it's outside the scope of what you've listed.

-- A relic or other physical tie to the dolmens and stone rings in the North -- eastern Veradeen, mostly. A covenant item, perhaps? A charm or magic item might also work.
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Naszir
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« Reply #2 on: November 03, 2006, 11:13:43 AM »

Covenant Item

Ring of Kalar (For the Edge of Twilight Campaign)

Couple of ideas already developed: Can only be used by a Pureblood Erenlander.  When in the "blade of ghostly light", when just a sliver of the moon is showing in the night sky, I had the thought the ring would reveal a map (it has to be on the finger of a Pureblood Erenlander at the time). I hadn't planned on what the map led to yet but it did lead south into the Sarcosan lands. The ring was discovered in or around Alvedara.
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smeagol
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« Reply #3 on: November 04, 2006, 04:55:34 AM »

NPC:

Sameal the Eel -- Traitor Prince.

I'd like to get ideas for his past, his allies / enemies, his agenda...
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Bleak Knight
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« Reply #4 on: November 04, 2006, 09:13:27 AM »

Ooo. That's a hefty one, Sme.

I'll get to it. Smiley
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mac1504
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« Reply #5 on: November 05, 2006, 06:27:21 AM »

NPC:

Demon leader of the trapped in Ibon-Sul.

If possible: plans for breaking the wards that trap he and his army within the elthedar ruins, and his goals once freed.
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Mask
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Sans danger, pas de gloire


« Reply #6 on: November 08, 2006, 06:17:55 AM »

NPC : 'The Librarian'

A wanderer (whatever the race & gender) who collects all books, tales, songs, stories and other bits of knowledge, not to let the memories of the past fade into the shadow. He can have this duty passed from his elders, from former generations or for any other reason.

Thanks a lot Bleak
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Bleak Knight
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« Reply #7 on: November 10, 2006, 02:58:53 PM »

Sorry for the delay guys. I've been out of town. Will start on this ASAP, just gotta write some stuff about Nicaragua first.
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Glacialis
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« Reply #8 on: November 10, 2006, 03:00:06 PM »

No worries, we'll still be here. Smiley
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Bleak Knight
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« Reply #9 on: November 15, 2006, 11:31:42 AM »

(I don't have Fury of Shadow with me to Nicaragua and I don't remember the rules for Dolmens all by heart, but I think this should work...)

GRAVERUNES
   In Northern Eredane, there are mysteries that predate even the elves. Ancient burial mounds and standing stones scatter the snow-clad forests and mountain slope. They whisper of ancient magic, lurking power. Some also whisper of evil and hate. Long seeking powers with which to fight the forces of darkness, more than one elf himself walked paths of twilight, using fire to fight fire. It was one of these channelers of the First Age who fell into the hands of the Shunned Mother, and who granted them the knowledge of the standing stones. It was through this broken, tortured creature that they learned they could tap into that old power, but it was on their own that they learned how to store that power. During the First Rise of Izrador, the Erunsil forces where shocked to find that orc witches were able to tap into reserves equaling, even outlasting those of their own spellcasters. Invoking ancient powers, the creatures seemed to tread a hair's breadth from madness, harnessing strange powers. It was when the Dorns managed to capture a coven of the witches at their foul work in a stone circle that Man and Fey learned their secrets. Tapping into the forces of the ancient stones through a ritual, a spellcaster with sufficient skill and strength of will can trap the ancient force of these places, locking it in stone. However, the power does not come alone; it carries with it the essence of the dead spirits that linger in such places, threatening to curse any would-be master of the energies with madness, even death. Still, for some, the price paid and the risk taken are worth it.

Stonecalling
   Level:
2
   Necromancy [ritual]
   Components: Rough stone about the size of a child's hand
   Casting Time: 20 minutes
   Range: Touch
   Target: Special
   Duration: Permanent
   This spell binds some of the power of a dolmen to a stone no larger than a child's hand. The character stores 1 point of spell energy, plus 1 per five caster levels, up to a maximum of 4 at 15th level. This spell is available only as a ritual spell, and the caster must pay for the casting of it with his Constitution score. Furthermore, 10 minutes into the casting, the character must make a Will saving throw (DC 12 + spell energy stored) or become possessed by a malevolent spirit for 1d4 + 2 rounds per point of spell energy drained (see the rules for ghosts in the Monster Manual). The spirit will attempt to destroy all life within the dolmen, but only attack the possessed creature if there are no living creatures left threatening the stones. Possession carries with it all the regular penalties for being interrupted in a ritual casting of a spell, and Stonecalling can be modified by ritual applications and assistants as any other ritual spell.

Graverune
   Graverunes are the result of a successful casting of Stonecalling. The stone can take any shape, but is always cold to touch. When used, Graverunes provide bonus spell energy to a character with the Magecraft feat, but this spell energy may be used to cast or enhance only Divination or Necromancy spells, and it must all be used at once.
   Any time a Graverune is used, the user must make a Will saving throw (DC 10 + 2 per point of spell energy stored) as the ancient Lost in the stone attempts to possess the character, creeping up his arm as black tendrils under his skin. If the will save fails, the character becomes possessed for 1d6 rounds by a malevolent spirit which will do its utmost to destroy any and all life in the vicinity. It will not attempt to kill the possessed creature unless there are no living foes nearby. Failing the Will saving throw uses up the spell energy of the stone, discharging it in a blast that deals 1d6 points of damage (Will save DC 15 for half) per point of spell energy to the caster as soon as the possession ends.
« Last Edit: November 16, 2006, 01:12:20 PM by Bleak Knight » Logged
Glacialis
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« Reply #10 on: November 15, 2006, 11:39:09 AM »

Awesome! Grin

"possessed by a malevolent spirit for 1d4 + 2 per point" -- is this 1d4 + 2 rounds?

I will gladly use this. It won't always be a Lost, but...something. Something Cthulhu-like if need be. Smiley Thanks again!
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Bleak Knight
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AKA Draug


« Reply #11 on: November 16, 2006, 01:07:56 PM »

"+2 round per point of spell energy". It shall be fixed.
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Bleak Knight
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« Reply #12 on: November 21, 2006, 08:16:33 PM »

Smeagol: I am going to chicken out on your wish, as it's a little too big for what I intended to work on here. If you have another thing you want me to do, shoot, but if not, I'm moving every slot below yours one step up and re-opening the fifth.
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Bleak Knight
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Spell Energy / Taint +13/-7
Gender: Male
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AKA Draug


« Reply #13 on: December 04, 2006, 05:21:34 PM »

Sorry for the delay guys, I've been away.

Expect more stuff to pop up this week.
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Mask
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Sans danger, pas de gloire


« Reply #14 on: December 05, 2006, 10:33:06 AM »

No problem. Waiting's not that hard... Wink
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