Traps

RPG Trap Rules

Searching for Traps:

Player rolls an Awareness check.

  • Must declare a search for traps BEFORE using an item (door, lock, chest, etc.)
  • Must declare a search BEFORE moving into a new area (room, hallway, etc.)
  • During combat, a trap search counts as one full action. Search is a 10? radius from the adventurer.

Tritium

Tritium

This is a strong metal which has come into more common use in the fourth age. It is moderately rare and expensive, but is not as rare as amarnium. It takes a master blacksmith to work with this metal. Its color is a lustrous silver, and resists corrosion and damage. It does not interfere with magic.

HP: 40 per inch (armor or weapons made of tritium have x2 normal HP)

Hardness: 20

Other Bonuses: Tritium armor gains DR 1

All tritium items are considered masterwork.

 

Type of Adamantine Item Item Cost Modifier
Ammunition +60 gp
Light armor +5,000 gp
Medium armor +10,000 gp
Heavy armor +15,000 gp
Weapon +3,000 gp
Shield +2,000 gp

 

Unelesia Church

There are many churches throughout the lands, but the one most are familiar with is the Unelesian Church, or Church of the One. The Unelesia Church rose in favor after the Great War. The world was suffering, and it gave hope. It told people that with faith and good deeds, your afterlife would be better than life on Uteria. It grew in power and influence swiftly, and became opulent and ritualistic. Then, as the plagues began to ravage the lands, its centralized power weakened and the Church became regional, with each sect having its own set of beliefs.

The Valetta region of the  Church saw evil and Kaldrath around all dark corners and persecuted those who they saw as colluding with evil. The Endamas Church was separated from the more strict northern sects and became tolerant and open to the populace.

Now that magic has reemerged, each branch of the Church is struggling to cope with something that complicates their views of faith and spirit.

In the Endamas region of the world, the Unelesia of those regions has welcomed in some of the “blessed.” In Ferryport, they have even opened up part of their school to devote to those given the gifts of the Creator.

Unsere

Unsere, the “Red Moon of Magic,” disappeared at the same time that magic left Uteria. The red moon’s return predated the return of magic by roughly 100, or three generations.

The moon has become associated with magic, not because of a direct, measurable affect on magic, but because it is on nights that the red moon is full that the strangest happenings occurs.

The red moon has little noticeable effect on the tides, leading many scholars to believe that the moon exists in both Uteria and the Navirim. This, they claim, could explain its red appearance, its gravitational weakness, and its association with magic and strangeness.

The-Adventure-Begins_web

Upir

Upir

 

Upir (Fighter lvl 4)

Challenge Rating: 6

Size: M

Type: Undead

Initiative: +2

 

Defense

Hit Points: 36 (4HD)

Armor Class: 20, touch 12, flat-footed  13 ( +2 DEX, +3 Armor, +5 Misc )

Saves: Fort +6 Ref +4 Will +1

Weaknesses: Sensitive to light, silver

 

Offense

Speed: 30’

Base Attack: +4

Melee: Mace +7 (1d6+3, 19-20)

Ranged: +7

Special Attacks:  Life drain; dominate; create spawn;

Sanity Effects: First Encounter 1/2d6, Life Drain

 

Statistics

Abilities: STR 16, DEX 14, CON 12, INT 8, WIS 8, CHA 8

Skills: Acrobatics +4, Athletics +5,  Awareness +1, Endurance +4, Knowledge -1, Persuasion -1, Spellcraft -, Survival 0, Thievery +4

Talents: Advantage, Expanded Critical, Over-extended Attack, Stunning Strike, Take a Hit

Special Qualities: Damage Reduction 1 (Talent), Fast healing 5, memories of the past; mindless victims; immortal; Spell-like abilities –  haste, spider climb, alter self, gaseous form

 

Ecology

Environment: Any

Organization: Single

 

Treasure: Standard

 

Armor: Studded Leather

 

Creating an Upir

 

CR

+3 to base creature’s CR

 

Size and Type

The creature’s type changes to undead. Size is unchanged.

 

Hit Dice

Increase all current and all future Hit Dice to d12s.

 

Speed

Same as base creature.

 

Armor Class

The base creature’s Armor Class improves by +5

 

Attack

An upir retains all attacks of the base creature.

 

Sanity Effect

First Encounter 1/2d6, Life Drain

Special Attacks

 

Life Drain

An upir can drain the energy from a victim. It must make a successful Heroic Action to pull the energy from its victim. It is an opposed Will save roll vs CHA ability mod. If the upir is successful, the victim takes 1d8 damage and the upir gains 1d8 health. The victim also must roll a Sanity Check (1/1d6)

 

Dominate

A upir can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the upir must use a standard action, and those merely looking at it are not affected. Anyone the upir targets must succeed on a Will based Heroic Action vs Persuasion or fall instantly under the upir’s influence. The victim gets to make a Heroic Action check once per round if under the upir’s influence. After three fails they are under their influence for 24 hours.

 

Create Spawn

An upir can feed upon a victim and through an arcane ritual turn its victim into an upir.

 

Special Qualities

 

Fast healing

An upir regains 5 HP per round, unless in full sunlight.

 

Memories of the Past

As an upir drains its victims life, they slowly gain the memories and thoughts of the victim.

 

Mindless Victims

If an upir drains enough from its victim, the victim loses all sense of being and becomes a mindless slave of the upir.

 

Immortal

An upir is immortal and can not be slain, unless it is taken to zero HP, a wooden stake put through its heart, and its head cut off with a silver weapon. An upir’s corpse can also be brought out into the sunlight which turns it to ash.

 

Spell-Like Abilities

At will—haste, spider climb; 1/day alter self, gaseous form

 

Weaknesses

 

Light Sensitivity

An upir who is brought into the sunlight loses its fast healing ability. Bright light causes the upir to fight at a -2 to hit.

Silver Weakness

Silver weapons do double damage.

 

Uteria

The world has had many names, by many peoples. Originally named Valhaless by the eldar, the elves gave it the name Uteria, meaning “mother’s cradle”.

The main known continent of Uteria is Atheles.

Uthgard

Uthgard is the kingdom of the North East lands of Atheles.

It is currently ruled by a young king, Gundram Baleband,  who has aligned himself with the Unelesia Church and the Orovari. The cold winters have left his people starving, and he looks to expand his powers to the South to gain farmlands and taxes.

Region:

Southwest – Duchy of Ornund

Kowal

Vale

The Vale is the home of the Alfiren, or Elflings. It is located in the Westlands, southwest of Ferryport. Long ago it was considered part of the kingdom of Bordon, but as the kingdom slowly divided, the Vale became its own land.


In the Third Age the Vale was the easiest way of travel from the city of wizards in the west southwards. The Elflings were discovered then (and named such as to their resemblance of their larger “cousins”). The wizards were uninterested in them from the start and the King of Bordon named Terrin Vinestock the first lord of Vale. Not knowing or caring what his new title bestowed them from the larger people, they Vale continued much as it had, save that the roads had to be widened and some inns along the way had to be built to allow for bigger folk.

The population of the Vale and its size does not increase much, though it would be hard to tell, since due to expanded roads, the Elflings have been able to indulge in their favorite pastime of traveling more than ever. Some theorized among the Elflings that better roads would make it easier for those who left to find their way back, but it has only seemed to allow them to travel further away. Some other speculate that another great gathering of Elflings has occurred somewhere, which is why many have not returned.

Many of the peoples of the world are welcome within the Vale, though they have become a little more cautious as time has gone on.

Alfiren homes are built in the stands of trees that dot the landscape of the Vale, separated by hills and open fields. They often build these simple but sturdy structures right up against the trunk of the tree and use the roots as stairs or even furniture inside the home. This is not merely done out of convenience, but is borne of what they call a “respect for the chaos that is nature herself.” Their construction reflects this chaos of nature rather than distorting it into the straight lines and perfect angles of human construction.

They are an agricultural society, but they eat so little that their stores rarely run low, and excess is shared freely with any needy outsider willing to transport it home. They have large fields of shared honey bee colonies and partially domesticated cows. Their fields are rampant with berries which the Alfiren harvest and turn into various berry wines, of which they drink often. Their honey mead is well known throughout the Westlands, though the supply has often fallen far short of its high demand.

All of this lends itself to a very unusual, yet beautiful, landscape. Immense open fields are dotted with cows meandering aimlessly. Large wooden boxes house thousands of bees, which can be seen flying from flower to flower across the multicolored hills. Large patches of trees spring sporadically from the ground, surrounded by honeysuckle and wild berries. Mixed among all this beauty, young Alfiren play among the flowers, and the older ones watch over them with a caring eye while going about their daily business.

Vanadhus

The northern island kingdom of Vanad’s capital city.

Home of the Northlands Campaign

 

People of Note

  • Udun, Thane of House Trund
  • Mord

Places of Note:

  • The Battered Maiden

Organizations of Note:

  • Rovers