Sunday, February 16, 2025

Dungeonroad: The Moonfall Event



 The Moonfall event:

The Moonfall is a rare celestial event that occurs once every 200 years during the Dusk Calamity on the world of Crucible. It is a phenomenon where the moon, instead of rising in the night sky as usual, appears to plummet towards the earth, casting the world into chaos and unleashing powerful magical energies.

Legend has it that the Moonfall is tied to an ancient curse placed upon the world during a time of great strife. According to the old tales, the moon was once a source of divine guidance and protection, but it was corrupted by dark forces seeking to plunge the world into eternal night. As a result, the Moonfall became a harbinger of doom, heralding the onset of cataclysmic events known as the Dusk Calamity.

During the Moonfall, the skies darken, and eerie whispers fill the air as the moon descends towards the earth. Strange phenomena occur, such as sudden changes in weather, wild magic surges, and the emergence of otherworldly creatures drawn by the moon's malevolent influence. The Moonfall's duration is unpredictable, lasting anywhere from a few hours to several days, during which chaos reigns supreme.

Plot Hooks:

  1. The Prophecy Unveiled: Ancient prophecies speak of a chosen hero who will arise during the Moonfall to break the curse and restore balance to the world. The players find themselves drawn into a quest to uncover the truth behind the prophecy and locate the artifacts needed to fulfill it before the world succumbs to darkness.

  2. The Lunar Cult: A secretive cult believes that the Moonfall is a divine event heralding the return of their dark deity. They seek to harness the moon's power to usher in a new era of domination. The players must infiltrate the cult's ranks, thwart their nefarious plans, and prevent the unleashing of untold horrors upon the world.

  3. The Lost City of the exalted Lunaris: Legends speak of a hidden city that appears only during the Moonfall, where ancient knowledge and treasures lie hidden beneath the moon's shadow. The players embark on a perilous journey to find the Lost City of the Exalted God Lunaris, facing traps, guardians, and rival adventurers eager to claim its secrets for themselves.

Famous NPCs:

  1. Lady Nightbloom: A renowned sorceress known for her mastery of lunar magic, Lady nightbloom seeks to harness the power of the Moonfall to unlock the secrets of the cosmos. She offers her assistance to the players, but her true motives remain shrouded in mystery.

  2. Captain  Stormblade: A seasoned warrior and leader of the Moonstone Knights, Captain stormblade is tasked with defending the realm during the Moonfall. He is a stoic and honorable figure, revered for his courage and unwavering dedication to protecting the innocent.

  3. Elder  Brightmoon: The wise and enigmatic leader of the Celestial Order, Elder brightmoon possesses ancient knowledge of the Moonfall's origins and significance. He serves as a mentor to the players, guiding them on their quest to thwart the forces of darkness and restore balance to the world.

Monday, January 20, 2025

Dungeonroad: Expedition Spotlight: The Nymazon

Nymazon lightening grabber 



Nymazon


The Nymazon are a mystical race known for their deep connection with nature and their unparalleled agility. They are often found in dense forests and jungles, living in harmony with the flora and fauna. Nymazons are revered for their wisdom and their ability to harness the natural energies around them.

Racial Traits:

Size: Medium
Step: 30 feet
Ability bonus Increase: +1 agil, -1 ing
Masteries: Nature, Survival

Racial Abilities:
  • Forest Stride: Nymazons can move through non-magical difficult terrain without expending extra movement.
  • Nature's Whisper: Nymazons can communicate with plants and animals, gaining advantage on checks to influence them.

Capstone Level-Based Powers,  Abilities, And Enchants: 


 Level 4 (Will Power): 

  • Nature's Resilience: Gain temporary hit points equal to your level when you start your turn in natural terrain.

 Level 8 (Encounter Ability Action): 

  • Healing Herbs: Use an action to heal an ally for 2d8 hit points using natural herbs.

 Level 12 (Daily Enchant Action): 

  • Nature's Fury: Summon a storm of leaves and branches that deals 4d6 damage to all enemies within a 20-foot radius.

 Level 16 (Encounter Action): 

  •  Nature's Guardian: Summon a guardian spirit that protects allies, granting them a +2 bonus to AC for 1 minute.

 Level 20 (Daily Action):

  • Avatar of Nature: Transform into a powerful nature spirit for 1d4 rounds, gaining resistance to all damage and dealing 2d10 additional damage on all attacks.

_________________________________________________________________________________
Monster Stats
Nymazon

The Nymazon are fierce and powerful female warriors, born from a union between a nymph and a mortal man. With their unmatched agility and strength, they roam the forests, protecting the natural world and maintaining the balance of life. Nymazons can only bear female offspring, perpetuating their lineage of warrior women.

Level Die (LD): 12
Damage Points (DD): 18
Guard (DAC): 20
Step: 35 ft.
Type: Elite

Combat Actions:
- Multi-attack: Spear (1d8+4 piercing damage) and Shield Bash (1d6+2 bludgeoning damage)

- Multi Strike: The Nymazon makes three quick strikes with her spear, dealing 1d6+3 damage per hit.

- Grapple: The Nymazon attempts to immobilize the target, causing them to be restrained if the grapple succeeds

Number of Attacks:
  - Lackey: 1 attack
  - Grunt: 2 attacks
  - Captain: 3 attacks
  - Elite: 4 attacks
  - Mastermind: 5 attacks

Special Actions:
- War Cry: The Nymazon lets out a powerful cry, boosting allies' attack rolls and saving throws by +2 for the next 3 rounds
- Forest Stride: The Nymazon can move through any natural terrain (such as forests or underbrush) without slowing down and without taking damage from natural hazards
- Glamoured Step: The Nymazon can teleport up to 30 ft. to an unoccupied space she can see. After teleporting, her next attack deals an additional 1d8 force damage

Magic Protections:
- Immunity to charm and fear effects
- Resistance to elemental damage (fire, cold, lightning)

Treasure Drops:
- Enchanted Weapons
- Healer's Kit

Epic Combat and Special Actions:
- Amazonian Rage: The Nymazon enters a rage for 1 minute, gaining advantage on all attack rolls and saving throws, and dealing an additional 1d6 damage on melee attacks

Damage Average Values:
- Lackey: 1d6+3
- Grunt: 1d8+4
- Captain: 1d10+5
- Elite: 2d8+6
- Mastermind: 2d10+7

DMP and Guard Average Values:
- Lackey: DMP: 6, Guard: 14
- Grunt: DMP: 8, Guard: 16
- Captain: DMP: 10, Guard: 18
- Elite: DMP: 12, Guard: 20
- Mastermind: DMP: 14, Guard: 22

Weapons and Spells:
- Enchanted Spear: 1d8+4 piercing damage
- Shield Bash: 1d6+2 bludgeoning damage
- Spells: Entangle, Healing rune, Barkmail


Japanese edition



**ナイマゾン**

ナイマゾンは自然との深い結びつきと比類のない敏捷性で知られる神秘的な種族です。彼らはしばしば密林やジャングルに住み、植物や動物と調和して生活しています。ナイマゾンはその知恵と、周囲の自然エネルギーを利用する能力で尊敬されています。

種族特性:
サイズ: 中型
ステップ: 30フィート
能力ボーナス: 敏捷性+1、知力-1
熟練度: 自然、サバイバル

種族能力:
- 森の歩み: ナイマゾンは非魔法的な難しい地形を追加の移動を消費せずに通過できます。
- 自然のささやき: ナイマゾンは植物や動物とコミュニケーションを取り、それらに影響を与えるチェックに有利を得ます。

キャップストーン レベルベースのパワー、能力、エンチャント:

- レベル4 (意思力):
  自然の回復力: 自然の地形でターンを開始した時、レベルに等しい一時的なDMPポイントを得る。
- レベル8 (遭遇能力アクション):
  治癒ハーブ: 自然のハーブを使ってアクションを使い、味方を2d8ヒットポイント回復する。
- レベル12 (日次エンチャントアクション):
  自然の怒り: 葉や枝の嵐を召喚し、20フィートの半径内の全ての敵に4d6のダメージを与える。
- レベル16 (遭遇アクション):
  自然の守護者: 守護霊を召喚し、1分間味方にDAC +2のボーナスを付与する。
- レベル20 (日次アクション):
  自然の化身: 1d4ラウンドの間、強力な自然の霊に変身し、全てのダメージに対する耐性を得て、全ての攻撃で追加の2d10ダメージを与える。


_____________________________________________________________________________


**ナイマゾン**

ナイマゾンは、ニンフと人間の男の間に生まれた、激しく力強い女性戦士です。比類のない敏捷性と強さを持ち、森の中を巡り、自然界を守り、生命のバランスを保ちます。ナイマゾンは女性の子供のみを産むことができ、戦士の系譜を引き継ぎます。

---

**レベルダイ (LD):** 12

**毎分ダメージ (DMP):** 18

**ガード (AC):** 20

**ステップ:** 35フィート

**タイプ:** エリート

---

**戦闘アクション:**
- マルチアタック: 槍(1d8+4の貫通ダメージ)およびシールドバッシュ(1d6+2の打撃ダメージ)
- 連打: ナイマゾンは槍を使って素早く3回攻撃し、ヒットごとに1d6+3のダメージを与える
- グラップル: ナイマゾンはターゲットを動けなくしようとし、グラップルが成功すればターゲットは拘束状態になる
- 攻撃回数:
  - ラッキー: 1回攻撃
  - グラント: 2回攻撃
  - キャプテン: 3回攻撃
  - エリート: 4回攻撃
  - マスターマインド: 5回攻撃

---

**特別アクション:**
- 戦いの叫び: ナイマゾンは力強い叫びを上げ、次の3ラウンドの間、味方の攻撃ロールとセービングスローを+2向上させる
- 森歩き: ナイマゾンは森や藪などの自然の地形を遅れることなく移動し、自然の危険からのダメージも受けない
- フェイステップ: ナイマゾンは見える空いている場所に最大30フィートまでテレポートできる。テレポート後、次の攻撃に1d8のフォースダメージが追加される

---

**魔法の防御:**
- 魅了と恐怖効果への免疫
- 元素ダメージ(火、冷気、雷)への耐性

---

**宝物ドロップ:**
- 魔法の武器
- ヒーラーキット

---

**エピック戦闘と特別アクション:**
- アマゾニアンレイジ: ナイマゾンは1分間のレイジに入り、全ての攻撃ロールとセービングスローにアドバンテージを得て、近接攻撃に追加1d6ダメージを与える

---

**平均ダメージ値:**
- ラッキー: 1d6+3
- グラント: 1d8+4
- キャプテン: 1d10+5
- エリート: 2d8+6
- マスターマインド: 2d10+7

---

**DMPおよびガード平均値:**
- ラッキー: DMP: 6、ガード: 14
- グラント: DMP: 8、ガード: 16
- キャプテン: DMP: 10、ガード: 18
- エリート: DMP: 12、ガード: 20
- マスターマインド: DMP: 14、ガード: 22

---

**武器と呪文:**
- 魔法の槍: 1d8+4の貫通ダメージ
- シールドバッシュ: 1d6+2の打撃ダメージ
- 呪文: エンタングル、ヒーリングワード、バークスキン

---

**DR呪文リストからの呪文:**
- 雷を呼ぶ
- 植物成長
- 移動の自由

--

Dunegonroad Expedition Guide Spotlight: The Briar Prince, scourge of Nethercrown.

 



The Briar Prince 

The Briar Prince is an elite humanoid fighter with powerful combat abilities and magical protections. He can heal himself, perform additional actions, and resist mental manipulation.

The Brair Prince was once a hero who dwelled in the Faedawn. However, he, along with his people and kingdom, was ensnared in evil. During one of the Grand Conjunctions of the Dungeonverse, his realm was torn away and appeared in the northern region of Avernath, known as the Trackless North.

The Roadsworn refer to this area as the Nethercrown. Now, any who approach the borders of this region are attacked by powerful martial and magical enemies.

In Faedawn's light, where heroes tread, The Briar Prince, with crown on head, Met Rose thorn, queen of dark desire, Whose eyes burned like a crimson fire.

In moonlit glades, she spun her spell, With whispers soft as evening bell. She wove her charm through forest deep, Where ancient secrets never sleep.

"Come closer, prince," she beckoned near, Her voice a song, both sweet and clear. "Embrace the night, forsake the dawn, With me, you'll find where you belong."

Her touch was silk, her kiss a snare, A web of dark and mystic flair. The prince, once strong, now lost his way, In shadows deep, he vowed to stay.

With Rose thorn's gaze, his heart entwined, In twilight's grip, his fate defined. The hero fell to darkness sweet, Ensorcelled by her dark deceit.


The Briar Prince

 Level Die (LD):  18

 Damage Points (DMP):  180 (18d10+72)

 Guard (DAC):  20 (Plate Armor + Shield)

 Step:  8 squares (40 ft)

 Type:  Elite, Humanoid (Chaotic Neutral)

__________________________________________________________________________________

Traits

 Champion’s Resilience: 

  - The Briar Prince has advantage on saving throws against being charmed and frightened.

  -  Description:  The Briar Prince's indomitable spirit makes him resistant to mental manipulation and fear.

_________________________________________________________________________________

 Combat Actions

Thornblade Slash:

Type: Melee Attack

Attack Bonus: +12 to hit, reach 5 ft., one target.

DMG** 1d8+6 slashing damage + 1d6 poison damage

 Description: The Briar Prince slashes with his thornblade, dealing slashing and poison damage.

________________________________________________________________________________

 Briar Whirlwind 

 Type:  Melee Attack

 Attack Bonus:  +12 to hit (all adjacent enemies)

Dmg: 2d6+6 slashing damage + 1d6 poison damage

 Description: The Briar Prince spins in a deadly whirlwind, striking all adjacent enemies with his thornblade.

________________________________________________________________________________

Special Actions

 Ensnaring Vines (Recharge 5-6): 

Effect: The Briar Prince causes thorny vines to erupt from the ground in a 20-foot radius centered on himself. Each creature in the area must succeed on a DC 18 Strength saving throw or be restrained by the vines. A restrained creature can use its action to make a DC 18 Strength check, freeing itself on a success. While restrained by the vines, a creature takes 1d6 piercing damage at the start of each of its turns.

Description:  The Briar Prince summons thorny vines to entangle and damage his foes.
______________________________________________________________________________

Magic Protections

 Damage Resistances:  bashing, stabbing, and slashing from non-magical attacks.

 Condition Immunities: Cannot be charmed or frightened.

_____________________________________________________________________________

Treasure Drops 

 Thornblade: A magical sword imbued with poison.

 Briar Shield: A shield that grants resistance to poison damage.

 Enchanted Rose Petal:  A rare and potent alchemical ingredient.

____________________________________________________________________________

 Epic Combat and Special Actions

 Second Wind: 

 Effect:  The Briar Prince can use a bonus action to regain DMP equal to 1d10+18.

 Description:  The Briar Prince taps into his inner reserves to heal himself during battle.

__________________________________________________________________________

 Action Surge (2/Short Rest):

 Effect:  The Briar Prince can take one additional action on his turn.

 Description: The Briar Prince pushes himself beyond his limits to perform additional actions in combat.

______________________________________________________________________________

 Indomitable (3/Long Rest): 

   -  Effect: The Briar Prince can reroll a saving throw that he fails. He must use the new roll.

   -  Description:  The Briar Prince's determination allows him to overcome difficult challenges.

 Extra Attack (3): 

 Effect: The Briar Prince can attack four times whenever he takes the Attack action on his turn.

 Description:  The Briar Prince's combat prowess allows him to strike multiple times in quick succession.

 Weakness:  

The Briar Prince's true death is tied to a single enchanted rose petal, hidden deep within the Trackless North. This petal, known as the Rose Thorn Petal, must be destroyed for the Briar Prince to be permanently defeated. The petal is protected by powerful magic and guardians. If the petal is destroyed, the Briar Prince immediately loses all his supernatural abilities, and his DMP is reduced to 0, bringing him to his true death.

  Number of Attacks: 

 Lacky:  1 attack (Thornblade Slash or Briar Whirlwind: max 14 or 20 damage)

 Grunt:  2 attacks (Thornblade Slash and Briar Whirlwind: max 34 damage)

 Captain:  3 attacks (Thornblade Slash, Briar Whirlwind, and one additional Thornblade Slash: max 48 damage)

 Elite: 4 attacks (Thornblade Slash, Briar Whirlwind, and two additional Thornblade Slashes: max 62 damage)

 Mastermind:  5 attacks (Thornblade Slash, Briar Whirlwind, and three additional Thornblade Slashes: max 76 damage)

 Damage Average Values: 

 Lacky:  1 attack (Thornblade Slash or Briar Whirlwind: max 14 or 20 damage)

 Grunt: 2 attacks (Thornblade Slash and Briar Whirlwind: max 34 damage)

 Captain:  3 attacks (Thornblade Slash, Briar Whirlwind, and one additional Thornblade Slash: max 48 damage)

 Elite: 4 attacks (Thornblade Slash, Briar Whirlwind, and two additional Thornblade Slashes: max 62 damage)

 Mastermind:  5 attacks (Thornblade Slash, Briar Whirlwind, and three additional Thornblade Slashes: max 76 damage)

 DMP and Guard Average Values: 

 Lacky: 9d10+36 (max 126 DMP),DAC 18

 Grunt:  12d10+48 (max 168 DMP), DAC 19

 Captain:  15d10+60 (max 210 DMP), DAC 20

 Elite:  18d10+72 (max 252 DMP), DAC 21

 Mastermind:  20d10+80 (max 280 DMP), DAC 22

 Weapons and Spells:  Thornblade Slash, Briar Whirlwind, Ensnaring Vines


Japanese Edition 

### ブライアプリンス


- **レベルダイ (LD):** 18

- **ダメージポイント (DMP):** 180 (18d10+72)

- **ガード (DAC):** 20 (プレートアーマー + シールド)

- **ステップ:** 8マス (40フィート)

- **タイプ:** エリート、人間型 (カオティックニュートラル)


__________________________________________________________________________________


### 特性


- **チャンピオンのレジリエンス:**

  - ブライアプリンスは、魅了されることや恐怖に対するセービングスローに有利を持ちます。

  - **説明:** ブライアプリンスの不屈の精神は、精神的な操作や恐怖に対する抵抗力を与えます。


_________________________________________________________________________________


### 戦闘アクション


- **ソーンブレードスラッシュ:**

  - **タイプ:** 近接攻撃

  - **攻撃ボーナス:** +12で命中、射程5フィート、1ターゲット。

  - **ダメージ:** 1d8+6の斬撃ダメージ + 1d6の毒ダメージ

  - **説明:** ブライアプリンスはソーンブレードで斬りつけ、斬撃と毒のダメージを与えます。


________________________________________________________________________________


- **ブライアワールウィンド:**

  - **タイプ:** 近接攻撃

  - **攻撃ボーナス:** +12で命中(すべての隣接する敵)

  - **ダメージ:** 2d6+6の斬撃ダメージ + 1d6の毒ダメージ

  - **説明:** ブライアプリンスは致命的な旋風を巻き起こし、隣接するすべての敵をソーンブレードで攻撃します。


________________________________________________________________________________


### 特殊アクション


- **エンスネアリングバインズ (リチャージ 5-6):**

  - **効果:** ブライアプリンスは、自分を中心とした半径20フィートの範囲に棘のあるつるを発生させます。その範囲内の各クリーチャーは、DC 18の筋力セービングスローに成功するか、つるに拘束されます。拘束されたクリーチャーは、アクションを使用してDC 18の筋力チェックを行い、成功すると解放されます。つるに拘束されている間、クリーチャーは各ターンの開始時に1d6の刺突ダメージを受けます。

  - **説明:** ブライアプリンスは棘のあるつるを召喚し、敵を絡め取りダメージを与えます。


______________________________________________________________________________


### 魔法の保護


- **ダメージ耐性:** 非魔法の攻撃による打撃、刺突、斬撃ダメージ。

- **状態免疫:** 魅了されることや恐怖に対する免疫。


_____________________________________________________________________________


### 宝物ドロップ


- **ソーンブレード:** 毒を帯びた魔法の剣。

- **ブライアシールド:** 毒ダメージに対する耐性を付与する盾。

- **エンチャンテッドローズペタル:** 珍しく強力な錬金術の材料。


____________________________________________________________________________


### エピック戦闘と特殊アクション


- **セカンドウィンド:**

  - **効果:** ブライアプリンスはボーナスアクションを使用して、1d10+18のDMPを回復します。

  - **説明:** ブライアプリンスは内なる力を引き出し、戦闘中に自分自身を癒します。


__________________________________________________________________________


- **アクションサージ (2/ショートレスト):**

  - **効果:** ブライアプリンスは自分のターンに追加のアクションを1回行うことができます。

  - **説明:** ブライアプリンスは限界を超えて、戦闘中に追加のアクションを行います。


______________________________________________________________________________


- **インドミタブル (3/ロングレスト):**

  - **効果:** ブライアプリンスは失敗したセービングスローを再ロールすることができます。新しいロールを使用しなければなりません。

  - **説明:** ブライアプリンスの決意は、困難な挑戦を克服することを可能にします。


- **エクストラアタック (3):**

  - **効果:** ブライアプリンスは、攻撃アクションを行うたびに4回攻撃することができます。

  - **説明:** ブライアプリンスの戦闘技術は、素早く連続して攻撃することを可能にします。


______________________________________________________________________________


### 弱点


- ブライアプリンスの真の死は、トラックレスノースの奥深くに隠された1枚の魔法のバラの花びらに結びついています。この花びらはローズソーンペタルとして知られており、ブライアプリンスを永久に倒すためには破壊されなければなりません。花びらは強力な魔法と守護者によって保護されています。花びらが破壊されると、ブライアプリンスはすべての超自然的な能力を失い、DMPが0に減少し、真の死を迎えます。


______________________________________________________________________________


### 攻撃回数


- **ラッキー:** 1回の攻撃(ソーンブレードスラッシュまたはブライアワールウィンド:最大14または20ダメージ)

- **グラント:** 2回の攻撃(ソーンブレードスラッシュとブライアワールウィンド:最大34ダメージ)

- **キャプテン:** 3回の攻撃(ソーンブレードスラッシュ、ブライアワールウィンド、および追加のソーンブレードスラッシュ1回:最大48ダメージ)

- **エリート:** 4回の攻撃(ソーンブレードスラッシュ、ブライアワールウィンド、および追加のソーンブレードスラッシュ2回:最大62ダメージ)

- **マスターマインド:** 5回の攻撃(ソーンブレードスラッシュ、ブライアワールウィンド、および追加のソーンブレードスラッシュ3回:最大76ダメージ)


______________________________________________________________________________


### ダメージ平均値


- **ラッキー:** 1回の攻撃(ソーンブレードスラッシュまたはブライアワールウィンド:最大14または20ダメージ)

- **グラント:** 2回の攻撃(ソーンブレードスラッシュとブライアワールウィンド:最大34ダメージ)

- **キャプテン:** 3回の攻撃(ソーンブレードスラッシュ、ブライアワールウィンド、および追加のソーンブレードスラッシュ1回:最大48ダメージ)

- **エリート:** 4回の攻撃(ソーンブレードスラッシュ、ブライアワールウィンド、および追加のソーンブレードスラッシュ2回:最大62ダメージ)

- **マスターマインド:** 5回の攻撃(ソーンブレードスラッシュ、ブライアワールウィンド、および追加のソーンブレードスラッシュ3回:最大76ダメージ)


______________________________________________________________________________


### DMPとガードの平均値


- **ラッキー:** 9d10+36 (最大126 DMP), DAC 18

- **グラント:** 12d10+48 (最大168 DMP), DAC 19

- **キャプテン:** 15d10+60 (最大210 DMP), DAC 20

- **エリート:** 18d10+72 (最大252 DMP), DAC 21

- **マスターマインド:** 20d10+80 (最大280 DMP), DAC 22


______________________________________________________________________________


### 武器と呪文


- ソーンブレードスラッシュ、ブライアワールウィンド、エンスネアリングバインズ


これで日本語の翻訳が完了しました。何か他に調整が必要な場合はお知らせください。

### 宝物ドロップ


- **ソーンブレード:** 毒を帯びた魔法の剣。

- **ブライアシールド:** 毒ダメージに対する耐性を付与する盾。

- **エンチャンテッドローズペタル:** 珍しく強力な錬金術の材料。


### エピック戦闘と特殊アクション


- **セカンドウィンド:**

  - **効果:** ブライアプリンスはボーナスアクションを使用して、1d10+18のDMPを回復します。

  - **説明:** ブライアプリンスは内なる力を引き出し、戦闘中に自分自身を癒します。


- **アクションサージ (2/ショートレスト):**

  - **効果:** ブライアプリンスは自分のターンに追加のアクションを1回行うことができます。

  - **説明:** ブライアプリンスは限界を超えて、戦闘中に追加のアクションを行います。


- **インドミタブル (3/ロングレスト):**

  - **効果:** ブライアプリンスは失敗したセービングスローを再ロールすることができます。新しいロールを使用しなければなりません。

  - **説明:** ブライアプリンスの決意は、困難な挑戦を克服することを可能にします。


- **エクストラアタック (3):**

  - **効果:** ブライアプリンスは、攻撃アクションを行うたびに4回攻撃することができます。

  - **説明:** ブライアプリンスの戦闘技術は、素早く連続して攻撃することを可能にします。


### 弱点


- ブライアプリンスの真の死は、トラックレスノースの奥深くに隠された1枚の魔法のバラの花びらに結びついています。この花びらはローズソーンペタルとして知られており、ブライアプリンスを永久に倒すためには破壊されなければなりません。花びらは強力な魔法と守護者によって保護されています。花びらが破壊されると、ブライアプリンスはすべての超自然的な能力を失い、DMPが0に減少し、真の死を迎えます。


### 攻撃回数


- **ラッキー:** 1回の攻撃(ソーンブレードスラッシュまたはブライアワールウィンド:最大14または20ダメージ)

- **グラント:** 2回の攻撃(ソーンブレードスラッシュとブライアワールウィンド:最大34ダメージ)

- **キャプテン:** 3回の攻撃(ソーンブレードスラッシュ、ブライアワールウィンド、および追加のソーンブレードスラッシュ1回:最大48ダメージ)

- **エリート:** 4回の攻撃(ソーンブレードスラッシュ、ブライアワールウィンド、および追加のソーンブレードスラッシュ2回:最大62ダメージ)

- **マスターマインド:** 5回の攻撃(ソーンブレードスラッシュ、ブライアワールウィンド、および追加のソーンブレードスラッシュ3回:最大76ダメージ)


### ダメージ平均値


- **ラッキー:** 1回の攻撃(ソーンブレードスラッシュまた



Thursday, July 13, 2023

Dungeonroad: The Gobin Pipe

Our friend and freelance game designer Allen Childers graces DBexpd20 with a smokin magical gear only goblins could love.

Goblin pipe
Level 1
Action slot: move action
Drop: common (50 GC)

Special action: The Goblin Pipe is a grotesque-looking pipe crafted from wood, sap, and clay. While it may appear harmless to anyone other than a goblin, it contains a potent sleeping agent known as haddeesh pipe weed.

Goblin bands often use this pipe during raids, causing widespread unconsciousness among humanoid populations. They take advantage of the slumbering state to commit acts of violence, theft, and destruction before their victims awaken.

Consider the smoke emitted by the goblin pipe as a focus item. When goblins use this pipe in combat, they gain a +2 attack bonus. Additionally, the smoke has similar effects to that of a sleep spell.

Goblin Smoke (3 charges):
As an action, you can use one charge from the pipe to blow out a cloud of thick smoke in a 15-foot cone. Each creature within this area must succeed on a 12 or higher fort reaction check or become heavily obscured for one minute. While heavily obscured, creatures have disadvantage on attack rolls and Perception checks.A

Adventure Guide notes: Refer to the sleep spell in any version of D&D or DungeonBorn for specific stat effects.

Monday, March 6, 2023

Dungeonroad-The Gemstone Dragons: Amethyst the Wyrms of Envy by Andrew Martinez

 


"Purple gem dragon (Envy/Amethyst): were constructs copied in the likeness of the true prismatic dragons during the times of of the Incantation Wars. Small and wiry they were used for covert assignments. They would take the form of local wildlife dispatching key figures or enter the domains of a dragon inflaming its hatred of the folk and attack and slay in mass.

These little guys aren't too dangerous one on one as there breath weapon is a light suction which draws they're prey to them. There range of attacks can very due to there ability to take on animal forms and traits.

The ones that still exsist after all this time have large frames but not as large as there fellow constructs...at least they don't let on as for the fake they can alter there forms. There cores unlike the other gem dragon's is that of a wyvern.

These larger ones seem to hate there cores and will try to steal anything that can make them appear like other gem dragon's this includes but not limited to carving out the cores of others and wearing there carcass as there own body as a second skin or acting as if they are superior to other gem dragon's as they have infiltrated many kingdoms and domains. There is a report of a king of the purples. Wym the faceless,is said to be one such dragon. he can take any form and appearance of anyone he encounters. It is said he literally steals their face and traits, while Loremasters can not confirm this what we can confirm is that a elder purple can now use that suction breath weapon to steal traits from a target, be it strength, speed, agility, etc.

This elder purple who named themself Twin when confronted changed into a crystal beast with screaming faces in the gems themselves, the gems seemed less solid and almost organic and moved organically. It is with great warning we say if you think you have encountered an elder purple that you contact the 7 Houses of the Hunt, no other groups can be trusted as you never know who may be a purple.

Good luck"

Loremaster Ekard Spellrest
Y.S. 1463, Pinnicle of Heroes.

by

Andrew Martinez

Wednesday, February 15, 2023

Duel with the Sea Devils.

DungeonBorn: Pinnicle of Heroes : Knights of Nethercrown Duel with the Sea Devils.

Tootch roared, the dragonscion bloodlust erupted in wave of heat and anger. The barbarian rage threatened to boil over, as the enemy stood before him. 

The delver adventurer knew he and his companions were in a desperate battle for their lives. 

The creature before them was no merrow abomination or sea devil skulk, this was a horror he had never faced before. 

This  monster he and his fellow knights of Nethercrown was the master of the sea devil who had claimed host to the ancient light house from long ago.

If not for the wanderlust of his companions and cousin, he would never had entered the den of evil before him.

The struggle had been hard, three of his companions had nearly died in the engagement, and even as he hefted his axe to swing at the master of the sea devils the snake-man, one of the folk he had helped rescue, went down in a bloody heap, as a rusted cutlass sawed through her gut. 

His mind reeled, and he could remember the hot corridors of the dwarven kingdom. He remembered the stink of death, as the pale dwarves came upon him and his fellows; the smell of blood, and steel mixed in a orchestra of swirling blades.

Now once again, Tootch was in a life or death struggle with another foe. A enemy not afraid to take his or his companions life away.

The creature was a horrid sight to behold. It's wrinkled grey-blue flesh had the consistensy of paper, yet when blade touched skin it was as if he struck stone.  

The monster's grim eyes flashed red in the pale blue light of the cavern, the torch's illumination giving on he slightest light and less heat. 

Attached to a gnarled face were fangs of the deepest pitch, and hair so black and green, the monster seemed to have been spat out from the maw of the watery gloom itself. 

In its hands which should  only have had the strength of an old woman, the power of ten men surged into it. On hand grasped a staff of wicked destruction humming with arcane energies.

Butter's the Hugrinn, his companion had felt the sting of the creature's fierce magic. 

Devastating bolts of arcing orbs had laid low Viviana their primal healer, and druid. 

If not for Viviana, the knights would never had known of what lurked ahead. The sight of this new found friend, made the knuckles on his grip turn white as it began its sweeping arc.

Everything happened in a blur of action.

Moosong his nephalim cousin, and ranger, used both blade and bow to deadly effect. The sea devil gurgled and died as the were sheared like wheat in the field. Each one either tasting hard steel, or a feather shaft through eye and neck.

Tootch could say this about his cousin, he surely was a dead-eye.

One of the last remaining sea devils ran upward toward Viviana, as she worked her healing magic. She nearly saw darkensss again, if not for her quick movement, the monster brandishing a wicked long sword was ready to take her life. 

Viviana had always been comfortable with her magic, it had defended her greatly, yet she felt the tug of her daggers hilts and coolness of her hands on pure instinct the woman slashed foward lopping a sea devil arm clean off as she buried the second deep.into the other.  

Tootch wondered if her goddess had whispered something in the heat of this battle. Of course being a barbarian he preferred cold bladed death to sorcerous magic.

Denivar, raced passed  several of sea devils curs, to aid Butters who had taken serious hurts.

 " Kill the Crone! He cried out to ths others." 

Tootch was about to do just that, as the Crone leapt upon them, with iron barbed talons. The horror had forgone the use of magic for closer battle. 

Both he and Butters were the recipient of the claw strikes; angry stinging blades cutting through skin and arms. 

Denivar howled in anger, and swung his mighty warhammer at the Crones flank. There was a great Thunder clap and the crone howled, just as Tootch felt the war axe dig deep into the monsters chest crunching bone, slicing sinew. He felt the axe give way as he saw Butters move.

An arrow from Moosang split the air destroying the Crone's eye socket sending it whirling backwards. 

 Butters ran up behind, the Crone, she sqwacked loudly, and her weapons punched upward, catching the Sea Crone through both lungs and chest.

Oh how the the evil Crone cried!

Black blood exploded from its torn body in horrific showers. 

Tootch noted the Sea Crone buck back sending Butters the Rogue flailing backwards.

Was it dead the Dragonscion wondered reading another blow.

To his surprise the Crone found some strenght yet unseen and sprang fornthe large pool in the center of the cavaern

Tootch howled! Surprise and anger bouncing across the cavern walls.

Butters the Hugrinn, would have none of it.

Tootch, looked on in amazement as the smaller rogue, leapt upon the doomed Crone and Butters sank her blades into its back. Tootch ran to the large reflecting pool as the Hugrinn splashed into the freezing water.

"By the black doors!" Tootch hard Moosang blurt out. 

By the black doors indeed, the barbarian thought.

Blood and bile spilled out into the clear pool, and finally Butters rose from the inky liquid.

The struggle was over, and they had won.

Barely.

Tootch was happy, but he kept it in reserve. He was proud of the team that was coming together, in the sadness of their loss of a new member their mettle had been tested, and the rest of the group had prevailed.

It was not the first time nor the last, but he knew where he belonged, he turned to Moosang and dropped a heavy arm over his shoulder.

"What now?" He asked. 
Moosang shrugged. " Cathedraial, hopefully the answers we seek when we started our adventure are there. Already this quest seems to be more than we thought it would be." 

Tootch shook his head in agreement. Both he and Moosang joined the others, their minds swirling about the trails they had travelled and the paths they yet had to take...

To be continued.

Thursday, November 19, 2020

Dungeonroad The Proteus: devils of the sea


Proteus
Dungeoneering check
(15) and higher
Creature lore 
The proteus: these large fish can be found in a variety of worlds.  Half the size of a great white shark these fish a covered in steel like scales and fin with razor like edges. 

 It is known by all who sail the seas to beware a school ofnthese horrifying creature with sharpened teeth able to rend flesh like paper and fin able to slice an mans arm.and leg off as they leap from the depths.

Proteus are prized for their scales in the use of armor and some weapons.o

Guard (20) 
Any armor or weapon out fitted with proteus scales gain a +2 non magical boost.   Armor(+2 DAC)
 Weapons( +2 to atck and dmg) 

Attributes 
Numbering appearing: 2d8
Level die:5+8
Dmp: 40
Guard/ DAC: 21
Draw: +5
Attribute Attack   reaction (15)
Attribute Counter reaction (+5)

 Combat Encounter
 Basic attack (swift) Bite 1d8+5
 Razor fin 1d10+5 
(a proteus can slash with it fin underwater or when leaping out of it)
 Sizzling spittle 2d8+5 
(when above water the proteus can eject an acidic spray of spittle at a target)
Defenses
+6 dac boost (armored body) 

Enviornment
Underwater

Wednesday, March 6, 2019

DungeonroadFighter levels 1-5



FIGHTER
“Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons.

“The faces of many orcs have been broken by my mace.”
Runger Gorehammer – Dwarven Fighter

LEVEL DIE AT 1ST LEVEL: 1D10+POWER BONUS
LEVEL DIE PER LEVEL: 1D10
CLASS ATTRIBUTE BONUS:+1 TO POWER BONUS


Weapon and Armor Proficiency

Fighters are proficient with all simple weapons and martial weapons that are light or medium sized. Fighters are proficient with plate

Basic Equipment
Every fighter has at least one of these types of items.
Backpack, chain-mail, long-sword, battle dagger, a week of way food, letter or marque, long-bow or short bow, club, 150 gold pieces.

Rally Action
Threatening Dash

The Fighter as a will action dashes across the battlefield up to his AGL bonus plus his normal step. On a successful attack, against the target’s DAC, the target makes attacks with inaccuracy until the target can make a breaker roll of (10) at the end of his turn. Targets take 1[WD]+POW Bonus.

Power Action
Enfeebling Strike

At 2nd level a Fighter, as an encounter standard action, can use his or her weapon to smash into an opponent’s weak-side. The target take 1(WD) plus POW bonus. The target is considered weakened for one round, and attacks at -1 for his action. If he has already used up his action, he started of the next round with a -1

Leaping Slash
The fighter as an encounter action can leap up over a target up to his move, and execute a slashing attack. He gains accuracy while he attacks, but gives the opponent an attack of opportunity. At 10th level the fighter has perfected his leap and no longer gives his enemy an attack of opportunity. The strike does 2[WD]+POW bonus.

Ability Action
Second Wind
A fighter at first level as an encounter action upon taking damage in combat can withdraw, and use this distinctive feature to heal himself.
The fighter heals for 1d6+1 ever even level. At 12th, and 16th level, you add and additional 1d6.

Greater battering
At 2nd level when choosing to bat clean up, the fighter also gains a +2 to damage.

Buff Action
Grandeur 

At 1s level A fighter gains additional feats at first level and every three levels thereafter.


Weapon Expertise
At 3rd level A fighter can choose a weapon in which he become and expert with. He gains a +2 pow bonus to damage rolls when wielding that type of weapon.





Thursday, February 21, 2019

DungeonBorn Basic Classes: The cleric level 1-5

While other heroes battle deadly enemies and large diabolical forces, the cleric is in the front line concentrating on heal spells and deal seeking to make their name legend. By mixing casting and physical attacks the cleric can both strike up close and afar to the detriment of his or her enemies. Remember no party is complete without a powerful divine fighter at their side.

 CLERIC TRAITS:
 ♦ Hero Point; 1d10+fortitude bonus
♦ Power Source: Martial
♦ Key Abilities: Power
♦ Armor Proficiency: light and medium armor, chain, All light shields,
♦ Weapon Proficiency: All Weapons
♦ Bonuses to Defense: +1 power defenses : DMP at 1st level: Max+fortitude bonus
♦ DMP per level gained: 1d10+fortitude bonus.

CLERICS FEATS
Clerics gains feats every three level

 BASIC ACTION WEAPON: At 1st level a Cleric can use his basic weapon as a will attack.

CURE LIGHT WOUNDS You can heal the wounds of your fellow runners by tapping into the divine powers which you serve. You touch does 1d8+wisdom ability bonus, add 1 bonus point for ever even numbered level. At 6th level, your cure light wounds become 2d8

 ATTUNEMENT – At 1st degree Cleric is attuned to the divine ley line and can perform the following spells without wasting spell slots
 ♦Read magic – read simple runes and incantation
 ♦Light – cast a light on an object
 ♦Languages – read, write, or speak all forms of common languages even if there are not initially known by the caster.
 ♦Knowledge Religion Any Knowledge Religion checks are made with accuracy
 ♦Detect magic – detect magic within 60ft (12 hexes) of the caster Heal – Up to the Cleric level, he can heal 1d3 damage

TIER AWAKENING At 1st level a cleric as a will action can use a ley line to tap into a tier of spells. At first level a Cleric can tap into the first two tiers of his choice.
At fifth level, and every four levels after. He also gains a tier at 20th level.

CLERIC STANCE A cleric at 2nd level instead of unleashing a spell when casting, can continue praying and holding a healing or damage spell for up to 3 rounds, then unless the held spell as a free action. The spells heal or damage increases increase by a die for each round held. This action has to be done within encounters.  

ENHANCED CONCENTRATION A cleric at 3rd level gains a +2 perc bonus to all spell-casting concentration checks.  

MILESTONE At 4th level improve one ability score, gain 1 feat, increase all paths by 1, and gain a new pathway choice

WAR PRIEST PATH At 4th level a cleric can swap for alternate canticles at 4th, 9th, and 18th level. Select the canticle below.

CIRCLE OF HOLY REST ♦ CANTICLE At 4th level any place a cleric rest is considered a holy ground, until the clerics has completed his rest. The area of the holy rest is a 30ft radius, and archetypes of evil, take 5 holy damage, while within the circle. Targets also continue to take 5 damage if they persist to stay within the cleric’s holy rest.

DIVINE LIGHTENING STRIKE CANTICLE ACTION 
At 9th level a cleric as a encounter action can lift his hands upward and call bolts of lightning down from the heavens. In an area a cleric can target enemies up to his perception bonus.+1even level.  The targets on a successful attack take 4d8 points+8 points of divine damage.  If the attack fails, the targets take no damage.  This strike uses a clerics perception against DAC

RUNE OF HOLY ILLUMINATION 
At 18th level a cleric gains +10 fire resistance against spells, conditions, effects, and legacy’s that do fire damage.  

 INITIATE TIER AWAKENING – At 5th level a cleric as a will action can use the ley line to tap into a tier of spells. At fifth level, and every four levels after. He also gains a tier at twentieth level.

Wednesday, January 30, 2019

Vendetta of Shadows by R.R.Ryder

This will be a short story I'll be serializing here every month...
It not a finished product but something I thought people might like to read. 

Vendetta of shadows

Prologue

Talco Vengini walked the crowded streets of Caerhune, with a swift determination.  Two hours past sun down the florescent light of the witch fire burned slowly engulfing the man and the bombastic street full of red draped citizens.

The revelers danced to the sounds of singer drummers, carefree and fey like, masks hiding their faces in a macarbe dance.  Talco let out a breath through his crimson mask shuffling along his eyes scanned the throng.  The street toughs would be along the avenue.  The crew were notorious during the times of Caehune's festivle.  

Caerhune had it own holidays as did most cities in the Varrhan Reach, and this particular holiday marked, the day of the great cathedral of five points and the bloody marring of that inauguration.  

Two well known crews had decided to shed life upon the sanctified alter steps. 

Talco knew the stories, most of the common folk who werent wealthy or members of the Shipwright oligarchy knew the tales.  The Dead Jacklopes, and the upright men had decided to rumble.

Blood and bones littered the street afterward and the gore was so crimson, it took days to wash off.  

To this day the rose hue leading to the five points catherdral stair remained stained.

Talco turned swiftly up switchblade avenue, then cut right towards lirender square.  He hated to rush but he knew his friend Clavese Vodam was impatient man. 

 The Capo was part of the luchaveese family, and even though his own house Velgrave had bad tidings with the  luchaveese, Clavese alway proved an upright man. Talco enjoyed a certain friendship with the elf.

Talco bypassed several eateries, and marked, Vinter's celler. He knew the place well and the restaurant was known for it thick fermented Firewind wine, and thick Varrhan cheese.

At the thought his stomach growled and he believed he scented the aroma of cooked lamb in the air.

His tongue suddenly became wet, with the thought of carving up the medium rare meat with a table knife, and then downing it with a vintage Nyrexia bitter red.

He quickly descended the stairs, his long sword rattling in it scabbard. 

Talco was greated by dim lights and surprised enough one or two patrons. 

All the more shocking Vintar"s tavern was known to be crowded on these types of holidays. With Great food, and great prices the eatery usually had to turn people away. 

His boot heel clapped against fine shallacked flooring.  He headed to the bar keep, his eyes scanning the place.  He held one hand on the sword.

Talco withdrew the mask and with his left hand he smoothed some of his unruly black hair.  

From the corner of his eyes he caught Clavese huddled in shadows.

"My good man, two Varrgold." he slapped the coin on the counter. The bartender a thin willow man smirked, turned and took two clean glass forged mugs out. 

Talco hadn't seen the barkeep before,and he frequented Vinter's quite regularly.  

He eyed the man's clothing. Nothing unusual. A plain white shirt with a leather vest drapped over it, sleeved rolled up to the elbow, pulling down on the ale tap. 

Talco shook his head. He relaxed a bit.  He had to stop overthinking.  There wasnt a blade in every shadow. 

The man slid two foaming mugs of Varrgold at the captian, and with long dexterous fingers scooped up the money.

"My thanks." Talco walked away toward his friend. 

The bartender smirked "No... thank you.  The waitress will be with you in a moment, " The bar keep paused,and then called out.

"Mercy, we've got patrons."

 Talco smiled as he approached the man at the table  .  The shadow hid most of the mans body in the corner.

"Well then Clavese, im surprised.  Ho! No drink in your hand."

Clavese gave no answer.

"Really man, whats with the silence. I bring drink,and im greated with a chill.  Hopefully the brew will warm you yet."

Talco face screwed slightly.  He moved closer to Clavese putting the drinks on the table. He was about to move closer, but he felt a soft hand on his arm.

He looked and saw pale face, with bobbing red hair and verdant green eyes.

The woman's smile could kill it was so sharp, and Talco attention fell upon her.

" How can I help you ser?" She asked, showing a row of perfect white teeth.  Talco felt flush, and the heat began to rise in his trousers.  

"I was going to order some food, for my friend here and myself.

"You need not worry about him ser, he been taken care of." her grin seemed wrong, cold; instead of being warm, it felt off.

Talco turned, and his eyes fell to his friend, Clavese.  There he heard it first, the drip, of blood.  He eyes widened when he saw his friend slumped against the wall.  

Talco whipped around with all the speed he could muster.

Something snapped him backward with such force, his eyes nearly tore from his skull.

He felt the sting of a cord wrap around his neck.  it all happened so fast.  He fought for control, to stay alive.  

Powerful female hand tightened about the cord.  Talco could feel it cut into the meat of his neck. 

Damn it!, he cursed, as red hot searing pain fell against his throat.  He felt another pull, and his world went black.

The woman with the cold grim, tugged once more.  She made sure Talco was as cold as the floor she stood upon.

The bar keep, walked over and tossed the woman a white towel.  

"Easier than I thought, Mercy."  The Willow man replied.

"All the better, food and drink often kills a man in some way or form, thin man." 

Willow man, dropped an amulet upon the ground of a black panther.

"The pay was good at least, well worth the effort." Willow man stepped away.  There was a clanking and cloacked figure walked inward.

  The new patron made little noise and covered the space of the dinning room quickly.

A small whispered voice broke the stillness.

"As good as your reputations.  You, jade spiders are well worth the coin."

Both Mercy and the Willow-man bowed.  

"My thanks, but beside the thanks, the coins are much better."  Willow man bowed.

the cloaked figure tossed a brown worn bag of the jingling metal into the air, and Mercy quickness foiled Willow man's greed. 

"The coin here, doesn't feel like what we agreed one." Mercy face was grave.

"Becasue it is not.  There is one last task I have for you yet.  If you should succeed, you will get your gold, and status here in Caerhune.  If not, i know you failed, and your dead bodies are for the crows.

"What would you have of us then." Mercy asked.

"All in good time, my jade spiders for now, let us toast this night of sucess.

Soon Caerhune will know what it is to fear, and remember the sins of its past.  

For know let it slumber, unaware, not knowing the doom that approaches." The voice cackled even as the music of life played beyond the doors of Vintar tavern.

Wednesday, August 22, 2018

Chronicles of The Grand Road: Alfor lord of the wind

Alfor lord of the wind.

Alfor is considered one of mightiest wizard of The Grand Realm,  due to his mastery of wind magics and flight. He is the creator of Alfor boots of striding and boots Alferic speed.

Few would ever guess that as a young wizard Alfor after a duel with a rival,  was shunted into the domain of air, and while traveling in this domain he found and trained within the Wonderous Winderium Sanctum,  home to the lords of air, and known as the dukes of wind.  

For many years Alfor, trained and practices both martial and arcane,  in the use of air and wind, until he himself surpassed his colleges and became a wind duke.   It was then that Alfor left the sanctum to return home, and to venture the wider world.  

After many adventures and stories Alfor finally returned home and founded his own school and continued to fashion spells and items for future wizards.

While Alfor is reported to be long dead or missing, his work remains in spells and magical items.

It was Alfor who is credited for creating the wind prone spell which push's away enemies or flattens them prone, as well as Alfor's windfall,  note that in the Pinnacle of Discovery,  the spell is  simply called Alfor's feather... It magical name, is Alfortheus fila'

.

Tuesday, August 21, 2018

The Grand Road: Sarza an adventures delight.

Did you know?


Sarza:


Adventurers love the  mixture of java and sarsaparilla or black cherry, ground to a fine dust and then added to a dark brew of java.  It is rare that vagabonds would not travel with a small tin of the sarza since it is the common staple of most morn fasts before the beginning of the day.

The drink has caught on famously, and barristas have opened through out the Scorpian coast.


Sunday, August 19, 2018

Weapons of Dungeonroad

Magical Items Defending great sword (Elsinore) 

Slot:hands This magical blade is named after the great Paladin Elsinore who perished battling a Vorlog at the gates of Malchior during the kingdoms shattering. Legends say that the blade could endow it bearer magical protections, greater than a simple plate of armor. 

The blade is a +4 weapon of antiquity. though it is not the only type of sword of its type Elsinore fame has grown in the hands of the Copper General. 

Defending Great swords stack with armor and natural DAC bonuses, but will not stack with rings that offer protection or spell that due same. The hero using such a weapon will can assign how many bonus he or she want to use to strike or defend with.

Monday, October 26, 2009

Grand Road/Reforging of a people

Reforging

I have seen the destruction of my home Floralanthus lays in ruin. The once green vibrant forest teeming with life know dead and tainted by evil to unspeakable. My kin have christened the fallen wood Mael-Lanthus the black lands. human simple call it darkened vale It is as if the very shadow have absorbed the wood in a twilight version.

The iron gauntlet did there job well cursing the earth in such a way that the elves could never call it home again. Yet their attempt to destroy us utterly has only stirred the elves like never before.

The Iron Gauntlet could not stop us from escaping to the Fey Realm hidden by Tithtania during the first drow and elf wars. Nor could they stop us from finding our kin in the high city of Elrond. Elves once again ride the rodes and mix with the races clasping hands and rekindling the fires of friendship and brotherhood.

Elven tales can be heard in taverns and halls next to dwarves. Elven music is at it's zenith hand the elf langauage once again flourish amongest the folk of Aerbor.

Human children gasp at the sight of our stature and our curved half-moon shaped ears, only to laugh playfully and tug at our long cloaks and banners.

The Iron Gauntlet wished to strike us from the world. They had with to commit genocide on a whole race of people for a wrong done long ago through the mists of time. What they have succeed in doing is adding fire to a torch long thought snuffed out. In the attempt to destroy us they have given rise to an elven rebrith and Aerbor has never seen it like.

Spirit Hawkfellow
High Captain of Celos-Lanthus
Taka ros Dan band of the hawk
Ceremony of the great tree


The elves of floralanthus escaped the desecration of their wood and travel west in Varanguard. For twelve months during the year the sojourn commences. Through out Aerbor the call goes out to all the clans to meet on the eve of Lightborn in the month of nimbul. The great eclipse is celebrated by the elves as the death of the old year and the birth of a new year.

Within the Aerboriddium forest near fabled Nyth Mountain. The elves plant Regysdal the seed of the earth tree as the eclipse ends and the magic of the tree opens a large planar gate in the Fey Realm.

The forest once dead in the throes of winter now becomes alive as Regysdal awakens the valley of the dreams. The elves fond Celos-Lanthus (the earth city) to replace the home they recently lost.

I am lucky to invited to this great event not knowing what to expect. The years have been hard on the elves us much as us. We humans understand change better than the elves in our life change comes often quickly. Not so for the elves who are immortal. Or so the legends say or people believe
Their life spans are as long as their height and their courage know no bounds. Some may think they are gods
But I know better. They are like men and dwarves. Gallant brave fearless untiring to a cause and quick to laugh. I have seen them in battle I have seen their sword play and magic kill or have seen them be killed. The elves might live
Forever but they are mortals and travel to Mandos the afterlife like you
Or I. Seeing the reforging of their homeland leaves my heart lighter. Knowing their footsteps echo through the trails and the groves reminds me how
much they are apart of the world and not seperated from it like so many think. we humans classify the elves as highborn
Or low born because of the difficulty of their names. Yet these noble creatures are all highborn.

I am glad to know they are still with us guarding
The world and it ancient secretes it would be a
Darker place indeed if we all had to face the coming night without them.

Ravius steelstrike member of
The seven soldiers if steel "serpent windstrike-chronicles of steel"

Sunday, October 25, 2009

Grand Road -The Martial South

[blockquote][size=18][color=#ff9933]The Martial South [/color][/size]

“It is folly to think you are not apart of the wind, the rain nor the sound of the beating heart. Yout presence changes each. The wind must go around you, the rain must roll off you, and the heart beat must continue”
Saga of Three Kingdoms- In the mist of times and legend
Sen Goku
Krysanthium Empire:
Formally the zen confederation, was formed out of five nations, Wai (way) Zen, Tao, Shin, was not uncommon for the five nations to war amongst themselves.
This would all change with the coming of Yuien Pi Quen, and the house of Krysanthium. Originally
located to the south on the island nation of Kathay. The Krysanthium clan had been outlawed in a bitter war with a rival clan known as the Yu-Man. In the course of the clan war for domination of Kathay's imperial Clans, the Krysanthium clan was all but destroyed. Yuien Pi Quen, journeyed for many months till he reached what was the Zen confederation, and it was here he claimed his new home and began to extort a new power base.

Seeing that the zen confederation was a loose, and un organized group of warring states, Yuien felt that it was his destiny to unite them into on formidable kingdom. The first to fall againt Yuien was the strongest, which was Zen, in which Yuien crushed. It took the Krysanthuim lord another 15 years to subdue, the other four states. Wei was the last to fall, under his might. Yuien renamed the confederation Krysanthium after the beautiful flower he loved dearly as a child, and thus was born the Empire of Krysanthuim.

The Kyrsanthium Empire is boarded by Castilion and Escavalion to the north,and Alahakazahn to the west.

[b][color=#ff9933]Known Places of interest[/b][/color]
• The Emerald Pass: this legendary pass is located within the jade mountains, that boarders Krysanthium and Escavalion. This is stopping point for many traders, merchants and travelers wishing to rest before they continue there trip into the empire. The pass is marked by Yuien's stone door. These Colossal door were crafted early in the kingdoms creation to keep powrie goblins, from penetrating deep into the empire.

• The Colossal Door of Yuien- These doors are crafted out of fine mountain walls, and are cast with the portrait of Yuien upon the massive doors.

• The Serpent road-this Legendary road lead through out the Krysanthium, and is knowns to all as the merchants way. This road leads straight to the capital city of Ryu-tora, the dragon coiled city.

• Ryu –Tora- the seven walled city, is a fabulous city to behold. Scholor and bards, speak fo the legend of how Warlord Yuien after uniting the zen confederacy, lookd for the location far and wide. He and his army known as the 600 hundred petals of Krysanthium traveled the length of the the south in search for the perfect place to found his knew capital.

After many days of search his retainers found the perfect spot upon a golden plain, with a roaring river which would be known as the as Si Gen Yang. Gathering his men, Yuein went in search of the spot himself. What his retianes failed to inform him was that the river and the plain had been the resting place of the greatest dragon of the south known as Ryu-Tora . So great was the terror of Ryu-Tora, even upon seeing the creature, fear shook the hearts of the loyal retainers. The dragon was magnificent, gold in color, coiled in seven turns was its great body. A hard as large of two barns, and scales that shimmered like the southern sands. Warlord Yuien feated no man or creature. He was determined that where the dragon lay would be his new home. He would kill the creature and shape his grand city with it bones.

The dragon was more than aware of Yuien and with it marvelous powers had seen the will of the warlord clearly.
With a smile it shouted. “ ah puny man from far off Kathay. You have come looking for a home to lay your head. You wish to take my life to craft the morter of your city. You are a fool Yuien. For I will scatter your men like I will your dreams. Come face death little warlord.” The dragon lifted himself to his full height.
Yuien gasped at the creature magnificence, but undaunted warlord Yuien girded himself for battle.

The dragon battle is left to legend. In the end as if decreed by the Imortalis themselves Yuien prevailed over Ryu-Tora, and did craft his city with the hoard of the dragon and it bone.
The city walls were crafted using the ribs of the creature. Seven great walls were erected, and still stand.
It is said even in death the great dragons spirit haunts the grounds, and caused the city to shake every so often .

Places of interest-
• The seven great bridges of the golden scales. Crafted using the greate scales of Ryu-Tora, the bridges were erected with the dragon scales. Each of the bridges straddle the river-
• The great center- in the middle of the Ryu-Tora if the great square it is a massive places of trading and commerce, and often plays to at least ten thousand, merchants, warriors, and people a day. At the great center all types of goods can be found as far off as
Bregan Bol or even Baelfrost.

• The inn of the last fang- This well known in the martial south, for its acceptance of all warriors. Those looking for merchants guards, ruin explores, our warriors for a particular job often frequent this place. Shua-Yen is a warrior of many campaigns, and at only 36 summers she retired to create the inn of the last fang. Shua-Yen is a great go between for new warrior and old alike, and those in search of a sword arms for their needs.
Shua-Yen- 8th level fighter [/blockquote]

[blockquote][size=18][color=#ff9933]Wudaan[/size] [/color]
Populace - 50, 000
Government - feudal
Industry –merchants-trading, farming.

The country of Wudaan was created as refugees traveled away from the Zen Confederation and their wars against the Warlord Yuien. Many traveled east and towards the sea, led by the followers of Wutaan, a monk scholor and cleric of Etna. The followers of Wutaan had battled in the wars against Yuien, but even with the martial knowledge that had been passed on by Wutaan, their number could not hold back the tide of Warlord Yuien and his 600 warriors.

It is said that master Wi Shin Toa was the first to realize the futility of their struggle, and brought together all the monks and priest together to protect and ferry the people of the zen confederation to a new home. In truth the Wutan master had been blessed by Wutaan himself, with the knowledge begat by the Imortalis Etna. Thus it Wi Shin Toa began the trek east ward, with his 35 Disciples of Wutan.

As the the Zen Confederation fell to the power that was warlord Yuein. Yuein was not satisfied with his gains and pursued the procession of the Wutan. The Warlord plotted an ambush upon the rocks of the eastern mountains of mists. There he would finish off the remenant of Wutan. The battle took place upon the bridges of the freyed rope. It is here the 35 warriors of Wutan battled Yuien and his 600. This action allowed the people to escape into the mountains and land beyond.

The battle was epic, as the disciples of Wutan battled the enemy to the end. The last to survive was master Wi Shin Toa, and it is said that he unleashed the mightiest of the 35 secret technique of Wutan. It is said that, the earth cracked with the power of the Wutan Fist, and that spirit of Wudaan fought along the Master Wi.

“600 hundred strong they came, with spear and blade.
None could match the mountain in his stance.
None could defend the clawing hand
Master of the 35 chambered stand.
They came at him in a roar, the dragon.
The swirl of hand fire, and the power of the tiger
None could bring down the power of the fighter.
Yuien the master of nothing and all sent his hand aloft
Signaling the darkening sky with arrows across
Their fell the master of the Wudan Sky
Their fell the master of the mountain
Their upon the cliffs rose up the Wudan Grave
Here would be the house of Wudan Great.
Yuein would never live to walk its gates.”

Master Po Ti Hung “Echos, and Teachings to Wudan,”
Epoch of the winged Heron Anem 1000.

From that sacrificial battle the country of Wudaan emerged, it people honoring it former heritage took on an new and powerful country to repulse any attempt by Warlord Yuein. The people built the Temple of Wutan to teach the martial skill of the teacher. The way of the open fist would be shared by all who sought the higher teaching of Wutan and the 35 hand techniques of Wutan and master Wi.[/blockquote]

[blockquote][size=18][color=#ff9933]Kathay Jewel of the South East.[/color][/size]

Of the kingdoms of the martial south it is the oldest of the and the most well known. The Shogunate of the island has been in power even before the rise of the Phoenix empires of magic. In legend the warriors are most feared for their martial skills of combat.

The warriors where the first to master the skill with the sword and, hand developing both the deadly katana blade, and hard and soft hand skill martial arts. of all the martial souths kingdoms they are the most proud as well as xenophobic, it is well documented by merchants and ships that have come near the islands that they do not tolerate others that are not like themselves.

Those who have spoken to them and have had a chance to sample there way of life speak of a inner calm and essence within, even in such a warlike people they can find the beauty of things. The one thing the people of kathay do well is war against other ot themselves. During it many years of exsistance, the shogunate has splintered and rejoined. The most notable was when Yuien was cast out, and would eventually create their most feared foe.

The people of Asura Call themselves the Asuraian.  their name for the exalted Goddess Ortho Etna. Asura are all human, and it is rare to find other races among them. The only race they tend to tolerate are the Took folk. They tend to find them humorus, and full of life.

The Asura pride themselves on their patience, and their belief in the way of the warrior. This is the most important occupation within the shogunate, and the common folk look fondly on their status.

In the pinnicle of Discovery they have had to open their culture increasingly due to the fact of the influx of world events that have rocked Crucible . Their long truce between the country of Wudaan and Krysanthium seem to chaff as their shogun leader wishs to go into war once more.

Torin Shu Tifune, is the latest Shogun, and the Tifune shogunate secertely prepares for a new war against the other two nations of the martial south. It is not known to the populace that Tifune has been replaced by a powerful Celestrial known as Verziquel, who seek to lay waste much of the martial South.

[b][color=#ff9933]Places of interest.[/color][/b]
• The forgotten Pagoda- this structure rest above a large tranquil pool. It was hewn out of the very mountain rock it lean against. Once a temple to Asure-Etna it has fallen to ruin and decay. The great sculptures, and art has been destroyed, and howls and wails come from within. The town folk that live near the temple, whisper that is has become the refuge of a oni.

• The forbidden garden- thought to be the largest hedge maze in all the grand realm. No one knows what truly lurks inside. Created by the mad Wizard known as Icarsus the mage supposed hides the upside down tower that leads deep in the Umbral Delve.

• Mount fujitora- this silent volcano is the center of the island of which kathay sprang from. In the past the volcano thundered and shook, but know lays dormant. Legend say that the great serpent Fujitora resides within, and sleeps, since no tremors or earthquakes have been felt. It is not uncommon for brave young kensai, or ronin to seek it peaks, to do battle with the Yeti that inhabit the higher snowcrested peaks of the mountain. Some never return.[/blockquote]