Setting Sun is a newer company that controls most trade from Ferryport to the South Keep. It is run by a group of old mercenaries.
Archives
Shadows of the Swordspynes Adventurers
Helfen’s List of Adventurers
Past Adventurers:
- Lisabeth –
- Level 1 Bard
- Discord: DnDungeonMaster
Lisabeth is an independent and inquisitive young woman who is trying to learn about the world and herself.
- Marrik Stonesplitter
- Level 1 Rogue
- Discord: Lionheart the 1st
I am a grizzled and scarred Half Dwarf, with shoulder length black hair and a beard halfway down my chest. My blue eyes peer out from under thick black eyebrows. My nose has been broken multiple times, and there is a white streak through my beard where a scar runs from the edge of my mouth down to my neck.
I appear to be what a human would consider middle aged, and am 5’5″ in height. A keen observer would notice that I walk much lighter on my feet than any of my full-blooded Dwarven brethren. I wear cobbled together hide armor/clothes, and carry a pickaxe across my back.
My gruff/grouchy demeanor is not easy to be around. Mostly I attempt to keep quiet while spending time around others, but my deep angry voice issues forth short terse answers when forced into conversation.
- Matrick
- Level 1 Ranger
- Discord: Joe Slucher#2310
Despite his height of 6’4, Matrick, still looks more like a boy than a man at only 18 years of age. A gangly pencil-necked boy with a desperate attempt for a beard growing on his face and a head of hair that looks like a pile of springs that bounce wildly with every movement. His clothes are of good quality and designed for utility rather than appearance. He has a leather-wrapped notebook strapped to his thigh at all times. If you have seen him around town, he always seems to be in a hurry.
- Ripley
- Level 1 Wylder
- Discord: Bludias
Human, Male, around 40 years. Wylder Battle Mage. For hire, but when the family calls for aid, will leave party for the time it takes to settle the need. Wanderer, doesn’t try to form lasting bonds but won’t deny them if they happen.
- Tilda Ironforge
- Level 1 Rogue
- Discord
Tilda stands about two inches shy of five feet tall, with a ruddy brown complexion and shockingly bright blond hair. Her eyes are deep blue and have a perpetual look of sadness about them. She is well-muscled, especially about the arms that look to have been worked at a Dwarven Forge. She perpetually carries a forging hammer that looks older than she is.
Shamans
The shamans are less an organized group , than a type of magic user defined by their part as wise folk and leaders in the wilds and outskirts of the lands.
They know the legends of the lands that surround them and offer those who seek their knowledge freely. They are Wylders by trade, though when tribes meet, some may gain the abilities of a Druidic Luminar.
Silas Monta’s Estate
Silas Monta does not descend from nobility or riches, so when he became one of the more successful farmers in Ferryport, he built his estate outside of the Noble District. It is a plain two story house, but unlike other houses in this district, it sits on a larger piece of property and is surrounded by gardens that Silas himself planted and maintains.
Silver
Silver is a common form of money in Atheles. Ten silver pieces equal one gold piece.
As a Special Material
Metal weapons can be infused with silver by master smiths. This allows the weapon to strike supernatural creatures and ignore specific damage reduction. Silver weapons also add 1d4 damage to most undead creatures.
Silver armor prevents withering damage.
A successful parry with a silver shield prevents withering damage from the parried attack.
| Type of Silver item | Item cost modifier |
| Armor / Shield | +400 gp |
| Other Items and Weapons | +100 gp/lb |
Sirin
Sirin
Sirin
Challenge Rating: 2
Size: Medium
Type: Navirite Fey
Initiative: 3
Defense
Hit Points: 12 (3d6)
Armor Class: 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)
Saves: Fort 1 Ref 6 Will 4
Weaknesses: Salt, runed circle, silver
Offense
Speed: 30’ Fly 50’ (Out of body in incorporeal form)
Base Attack: +3
Melee: +3 Sword (1d6)
Ranged: +6
Special Attacks: (4 times per day) Ear Piercing Scream
Statistics
Abilities: STR 10, DEX 17, CON 10, INT 13, WIS 12, CHA 14
Skills: Acrobatics +3, Athletics +0, Awareness +2, Endurance +0, Knowledge +1, Persuasion +3, Spellcraft +2, Survival +1, Thievery +3
Talents: Weapon Dexterity
Special Qualities: DR 5/cold iron or silver; Possess; incorporeal Form; Immune poison; Resist acid 10, cold 10; immortal; fast healing 2
Ecology
Environment: Any
Organization: Single
Treasure: Standard
Sirin Elder
Challenge Rating: 3
Size: Medium
Type: Navirite Fey
Initiative: 4
Defense
Hit Points: 24 (5d6)
Armor Class: 17, touch 14, flat-footed 11 (+3 Dex, +3 dodge, +1 natural)
Saves: Fort +1 Ref +7 Will +4
Weaknesses: Salt, runed circle, silver
Offense
Speed: 30’ Fly 50’ (Out of body in incorporeal form)
Base Attack: +3
Melee: +4 Sword (1d6)
Ranged: +6
Special Attacks: (4 times per day) Ear Piercing Scream
Statistics
Abilities: STR 10, DEX 17, CON 10, INT 13, WIS 12, CHA 14
Skills: Acrobatics +3, Athletics +0, Awareness +2, Endurance +0, Knowledge +1, Persuasion +3, Spellcraft +2, Survival +1, Thievery +3
Talents: Weapon Dexterity
Special Qualities: DR 5/cold iron or silver; Possess; incorporeal Form; Immune poison; Resist acid 10, cold 10; immortal; fast healing 4; Spell-Like abilities Constant – detect magic, 3/day suggestion (DC 16 Will)
Ecology
Environment: Any
Organization: Single
Treasure: Standard
Ear Piercing Scream
Range 40’
Duration instantaneous; see text
Saving Throw Fortitude partial (see text)
The sirin unleashes a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 2d6 points of sonic damage. A successful DC 14 Fort save negates the daze effect and halves the damage.
Possess
A sirin can possess the body of a living or dead humanoid. They must be in incorporeal form to attempt to possess the creature. Once per day, a living creature can try a will save to expel the Sirin. A NPC must succeed at a DC 12 Will save to resist being possessed.
Incorporeal Form
A sirin can leave the host body it possesses at any time. The only way to trap a sirin in a body is with a circle of salt, or with a runed circle. This form looks like a green mist.
Immortal
A sirin is immortal and can not be slain, unless it is trapped within a body using salt or a runed circle. Then a silver dagger must be thrust into its host’s heart.
Skeleton
Skeleton
Skeleton
Challenge Rating: 1/3
Size: Medium
Type: Undead
Initiative: +3
Defense
Hit Points: 6hp (1d12)
Armor Class: 13, touch 11, flat footed 12 (+1 Dex, +2 Natural)
Saves: Fort +0 Ref +1 Will +2
Weaknesses: Bludgeoning weapons
Offense
Speed: 30
Base Attack: +0
Melee: Short Sword +1 (1d6+1), or 2 Claws +1 (1d4+1)
Ranged: Short Bow +2
Special Attacks: –
Sanity Effects: First encounter 0/1
Statistics
Abilities: STR 13, DEX 13, CON 0, INT 0, WIS 10, CHA 1
Skills: Acrobatics +1, Athletics +1, Awareness +0, Endurance +0, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +1
Talents: Improved Initiative
Special Qualities: DR 5/Bludgeoning, Darkvision 60’, immune to cold
Ecology
Environment: Any
Organization: Any
Treasure: Standard
Skills
Skills are things anyone can learn to a lesser or greater extent if they study or train hard, especially if they train under a tutor or master. In game terms, skills are measured by ranks. Skill ranks run from 0 (unskilled) to 5 (world class). A player has 10 skill points to spend on their character’s skill ranks during character creation at first level.
A skill roll is d20 + Ability Modifier + Skill Rank. Skill ranks cannot be higher than your current player level plus one (to a max of 5). You receive one skill point per level after first level.
The skill names in the following chart cover a broad range of actions a character can do. This is, of course, an incomplete list, and it is between the player and GM to decide what skill an action would fall under.
| Skill Name | Ability | Actions |
| Acrobatics | DEX | Balance, Escape Artist, Juggle, Tumble |
| Athletics | STR | Climb, Jump, Swim |
| Awareness | WIS | Investigate, Listen, Search, Spot, Sense Motive, etc. |
| Endurance | CON | Run, Swim, Hold Breath, Row, Endure Pain/Torture, Endure Heat or Cold Better, etc. |
| Knowledge | INT | Appraise, Knowledge (history, legends, herbology, monster lore, etc.), Detect Poison, etc. |
| Persuasion | CHA | Bluff, Diplomacy, Gather Information, Intimidate, etc. |
| Spellcraft | Spellcaster Primary Ability* | Spell Sight, Focusing, Ravaging, etc. |
| Survival | WIS | Track, Forage, Hunt, Start Fire, Fletch, Skin, Set Snares, Fish, Identify Edible Foods & Herbs, Locate Potable Water, Detect Poison, etc. |
| Thievery | DEX | Sneak, Hide, Pick Locks, Find/Set/Disarm Traps, etc. |
*The Spellcaster Primary Ability Bonus is the ability bonus listed in Ability Bonus chart. The spellcaster chooses their Spellcaster Primary Ability (INT, WIS, or CHA) when they choose a spellcaster class.
Standard Skill Check
1d20 + Skill Points + Ability Modifier > DC15
Determine Derived Stats
- Armor Class (AC) = DEX modifier + Armor bonus
- Hit Points = Max + CON modifier at 1st level. Roll hit dice + CON modifier thereafter.
Savings Throws
Savings Throws are based on Skills. Acrobatics for reflex type saves (dodging a fireball), Survival for mind affecting saves (being under a Charm Creature Spell), and Endurance for fortitude type saves (saving vs disease).
Difficulty Class
Some checks are made against a Difficulty Class (DC). The DC is a number you must roll equal to or higher on a d20 in order to succeed on your skill check. The DC is set by the GM using the skill rules as a guideline,.
Difficulty Class (DC) Examples
| Easy | 0 | Climb a knotted rope (Athletics) |
| Average | 5 | Hear an approaching creature (Awareness) |
| Tough | 10 | Set up a snare trap (Thievery or Survival) |
| Challenging | 15 | Swim through stormy water (Endurance) |
| Formidable | 20 | Open an average lock (Thievery) |
| Heroic | 25 | Leap across a 30’ chasm (Athletics) |
| Nearly Impossible | 30 | Track creatures across hard ground after a rain. (Survival) |
Society of Librarians
The library of Kowal is many things to many people. It is a public repository of knowledge, free for citizens to peruse and read. It is the main printing press of the Eastlands, making books more readily available to all. And to a secret few, it is also a group that collects, catalogs, and experiments with magic.
The first floor of the Library hosts the public books, the printing press, and offices. The second floor holds the shelves of rare books and historical artifacts. Below that are the vaults and dormitories, their contents only known to the Society.
The Gathering of the Society
Twice a year, in a hidden level beneath the library of Kowal, a secret society meets to exchange knowledge, artifacts, and magic spells under the pretense of collecting histories. Their aim is to bring magic back to its former power, before its disappearance so many centuries ago, trusting this amount of power only to themselves.
Highly skilled treasure hunters in their employ scour the lands searching for traces of artifacts and ancient tomes, bringing back all they can find to be studied. If a book is deemed to have magical value, it is kept hidden below. If the book is of mundane value, it goes into the public library above.
But little do many of its members know, there is a level even deeper, where the books are not only studied, but experiments are conducted by a faction of Librarians committed not only to restoring magic, but advancing it. Their motto is to commit no harm, but their ambitions often rule, and little has been spared in the research into magic.
History
The Library of Kowal was formed by a group of monks who were once part of the Unelesia Church. As the church grew more rigid in their practices, the Library grew separated. As time went on, the Library became less and less involved in religious institutions.
Personalities
Tybalt Garner
The Head Librarian
Cristiean
A council member of the Librarians
Godart
A council member of the Librarians
[private role=”administrator”]
GM Only
The Librarians have started to move their artifacts and books South. The allegiance to the Uthgard kingdom and the encroachment of the Ministry of the Arts has made them hold their secrets more closely. They have set up a small establishment in the outskirts of Radzyn, a small town in the South. [/private]
Sons of Silence
An outlaw mercenary group.
- Around 45 members.
- Deep paid connections within the City Guard
- A distrust of magic.
- They have no love for the Baron.
- They have stopped taking all smaller contracts.
Characters:
- Drex Graymane- General
- Ratty – Commander – Deceased
- Sedge – Commander
- Blue – Commander
- Raff – Lieutenant son of Drex
- Shovel – Man at Arms
Ranks:
- General
- Commander
- Man at Arms
- Enforcer
- Grunt