Step 1: pick a pregenerated character.
- Barbarian [LOCKED; played by Judging__Eagle]
KORE
Male Human Barbarian 1 (Raised by Owlbears)
Size/Type: Medium Humanoid [Human]
Hit Dice: 1d12+2 (14 HP)
Initiaitive: +2
Speed: 30' (20' when in armor)
Armor Class: 16 (4 Armor + 2 Dex)
BAB: +1
Attacks:- Stone Battleaxe +7 melee (1d8+6, 20/x3)
Magic Vorpal Adamantine Bastard Sword +8 melee (1d8+7, 19-20/x2)
SA: Rage (-2 AC, +2 morale Atk/Dam/Saves, DR 3/-)
SQ: Fast Healing 1, +2d6 damage when charging
Saves: Fortitude +4, Reflex +2, Willpower +0
Abilities: STR 18, Dex 14, Con 14, Int 10, Wis 10, Cha 8
Skills: Intimidate +3, Hide +3, Listen +4, Move Silently +3, Spot +4
Feats: Two Weapon Fighting [Combat], Combat School [Combat]
Alignment: STATE IN FIRST POST
Stuff:- 1. Nightmare Edge: Magic Vorpal Adamantine Bastard Sword
Stone Battleaxe, Animal Spirit Armor (ACP -3 / ASP -3)
SAFFIRA
Female Feytouched Aasimar Firemage 1 (Experimental Stock)
Size/Type: Medium Outsider [Native, Human]
Hit Dice: 1d8+1 (9 HP)
Initiaitive: +3
Speed: 30'
Armor Class: 18 (5 Armor + 3 Dex)
BAB: +0
Attacks:- Fire Bolt +3 ranged touch (1d6+1, 20/x2, 25' + 5' per 2 HD)
Offhand Fire Bolt +3 ranged touch (1d6+1, 20/x2, 25' + 5' per 2 HD)
Spiked Gauntlets +0 melee (1d4, 20/x2)
SA: fire bolts (close range, 1d6+1), fire burst (10' radius 1d6+1, DC 17 Reflex half), impress flames
SQ: low light vision, light 1/day, charm person, immune to [compulsions] 1/day, fire resistance 2, fire magic
Saves: Fortitude +3, Reflex +5, Willpower +2
Abilities: STR 10, Dex 16, Con 12, Int 10, Wis 10, Cha 24
Skills: Intimidate +11, Hide +8, Move Silently +8, Spot +6
Feats: Two Weapon Fighting [Combat]
Alignment: STATE IN FIRST POST
Stuff:- 1. Flask of Heal: the drinker of this cup benifits from the heal spell, Caster level equals the drinker's HD. The liquid is compleatly nonmagical if not drunk, and cannot be stored outside the flask. the flask always has a full mouthful of liquid to drink, and tastes like peaches. Yes, you can totally pour it down an ally's throat to have them healed.
Mithral Shirt (ACP -0 / ASP -0)
WILLIAM HOOD
Male Human Beguiler 1 (Royalty of a Fallen Nation)
Size/Type: Medium Humanoid [Human]
Hit Dice: 1d6+2 (8 HP)
Initiaitive: +2
Speed: 30'
Armor Class: 17 (5 Armor + 2 Dex)
BAB: +0
Attacks:- Spiked Gauntlets -1 melee (1d4, 20/x2)
SA: Spells
SQ: Armored Mage, Trapfinding
Saves: Fortitude +2, Reflex +2, Willpower +2
Abilities: STR 8, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Skills: Bluff +4, Concentration +9, Diplomacy +4, Disable Device +8, Hide +6, Move Silently +6, Search +8, Sense Motive +4, Spellcraft +8, Spot +4, Use Magic Device +4
Feats: Heighten Spell, Combat Casting [Skill]
Alignment: STATE IN FIRST POST
Stuff:- 1. Ring of Sustinance
Mithral Shirt (ACP -0 / ASP -0)
- Level: (Per Day) Spells
0: (5) dancing lights, daze, detect magic, ghost sound, message, open/close, read magic
1: (3) charm person, color spray, comprehend languages, detect secret doors, disguise self, expedious retreat, hypnotysm, mage armor, obscuring mist, rouse, silent image, sleep, undetectable alignment, whelm
Dread Necromancer [LOCKED; played by Utterfail]XAXUS
Male Human Dread Necromancer 1 (Moil Wraught)
Size/Type: Medium Humanoid [Human]
Hit Dice: 1d12-1 (11 HP)
Initiaitive: +2
Speed: 30'
Armor Class: 14 (2 Armor + 2 Dex)
BAB: +0
Attacks:- Scythe +2 melee (2d4+2+1d6, 20/x4)
Touch of Death +2 melee touch (1d6, 20/x2)
SA: Spell Casting, Rebuke Undead 7/day, Touch of Death (+1d6)
SQ: Practiced Caster
Saves: Fortitude +1, Reflex +2, Willpower +2
Abilities: STR 10, Dex 14, Con 8, Int 14, Wis 10, Cha 18
Skills: Bluff +8, Concentration +6, Hide +6, Knowledge (Religion) +6, Move Silently +6, Spellcraft +6, Spot +4
Feats: Combat School [Combat], Combat Casting [Skill], Body Assemblage [Necromantic]
Alignment: STATE IN FIRST POST
Stuff:- 1. Ring of Sustinance
2. Companion Alter: permenant shrink item desecrated alter of the Arbiter; a 5'x5'x5' obsidian cube covered in glyphs made with dried blood. Grows and shrinks with a command word.
Scythe, Magic Clothes
- Level: (Per Day) Spells
1: (3) cause fear, chill touch, curse water, death watch, doom, inflict light wounds, ray of enfeeblement- +1 spell of your choice form the Wizard/Cleric/Druid spell list
- Stone Battleaxe +7 melee (1d8+6, 20/x3)
- 2a: I'll only boot someone if they have not posted an action for 24 hours* and I recieve a PM from someone requesting to play that character, or if they are a colossal asshole toward me or any other player in this thread; I don't care what you do in other theads, I don't care what you do to NPCs, be civil toward the other players.
*Emergency situations happen, and life is really more important than anything on the internet; that is totally OK. PM me or post what you want your character to do and I'll do my best to follow your guidelines and not get the character killed.
2b: People who want to play characters may play that character on a first come first serve basis in order that the request was PMed to me. Yes, you can PM me that you want to play a character when someone else is already playing that character. I will notify anyone selected via PM.
PLAYER INTRODUCTION OF THE ONE NIGHT WONDER
Good to get that out of the way. In any case, I’m Daniel Hicks, the author and designer of the One Night Wonder campaign. As you may have gathered, this adventure is designed to make you one level richer and more experienced by the time you end your gaming session for the night, and this is not an easy campaign. So why does this exist? It exists purely for those who game so infrequently that they seem forever trapped below level 3. You know what I mean: game once a month, fight one orc guarding a chest in a 10x10 foot room, and find 35 copper pieces with your 150 experience. That has so got to stop. I don’t know about your game, DM, or fellow players, but I know what I like: hard core tactical combat, loot, and XP, all woven around an epic story of loss, gain, and triumph.
This campaign is not easy. Seriously, it’s super hard, and you’ll need some super hard core characters to survive. However, you must realize that more important than your character’s numbers are your party’s tactics and teamwork which you and your party will learn to utilize, or your character, specifically, will die; painfully, multiple times.
This campaign is fast paced and very goal oriented, where the goal is often survival. It is very event based and has few site based (or dungeon) encounters. Why? Mostly speed of play; walk down the path and fight the bridge troll vs. have the party stall for a half hour deciding if they want to go down the eastern hall or open the north door. There are no “random encounters,” everything has had forethought placed into it to make each encounter play in a uniquely challenging way.
If this does not appeal to you… so be it. However you game is the right way so long as you’re having fun. But if I have intrigued you, be prepared for an adventure like no other: Death, Life, Undeath, War, Loss, Fear, Hope, and Victory await you, within the One Night Wonder.
Way back in the day, there were the Old Gods, who were super powerful and completely awesome, so they created the multiverse. The problem was that the multiverse was a pretty big place, and they were rather busy being awesome all the time, so they created a generation of lesser gods to watch over their creation. These were Elemental Gods, and one was created for each elemental base and energy type. For a time, everything was cool, but one day back in the day the Old Gods threw an awesome party, and got really wasted. There was issued a challenge that a certain Old God was more awesome than another, and the other Old God didn’t cotton to that idea. Some other Old Gods agreed while the rest disagreed, so they destroyed each other and most of the multiverse with their bickering. Only two beings survived, and they did that by hiding out on two elemental planes: the Elemental God of Positive Energy, and The Elemental Goddess of Negative Energy (Referred to hereafter as The Father, and The Mother, respectively).
So as the two emerged from their planer sanctuaries, and realized they were all that was left of creation, they, um, uh, something… and twins were born, and because they were deities, they looked nothing alike. The first godling was as a man made of cold iron; he embodied law, order and earth. He was set at the very center of the remains of creation. Immediately he began ordering the chaos around him and arbitrated laws governing creation and its workings. He’s known as The Arbiter. His sister looked like a beautiful woman, if a beautiful woman could be formed by a cascading waterfall. She was cast to the edge of the remains of creation, a set about absorbing the chaos about her. She’s known as Pandora.
Everything was cool until the chaotic waters of Pandora touched the ordered shores of The Arbiter. Sibling rivalry is a poor description for interplanar war, but it is an accurate summation as to how it came about. The Arbiter’s Inevitables and Earth Elementals were set against Pandora’s Slaadi and Water Elementals, and there was unceasing war until it just sort of petered out.
It was just about that time that, err, ah…. Yeah, twins were born, again (from the Father and Mother, naturally). The first was a beautiful woman with alabaster skin and golden hair interwoven with leaves; she was life and wind, and is know as Ariel. Immediately she set to do good in the world. The second was a man wreathed in flame, forever burning but not consuming him; he was evil and fire, and is known as Loki.
Ariel had her angles, and Loki his fiends, but their war wasn’t touched off at the get go. In fact, their coming ushered in an age of cooperation henceforth unknown between the deific children. All manner of beings and beasts were created, and the world was balanced. There was the air for life, the water for change, the earth for stability, and fire to make way for the new. Everything was great, until Loki killed The Arbiter. That kinda sorta ended creation, again. See, these elemental gods? When they go, they take the element they governed, and every mortal creature dies due to the lack of that element. The bodies of mortals were wracked by chaos, creating all manner of putrid and vile abominations of bone and flesh. Pandora was quick to set creation to rights, and raised her brother back from death. Unfortunately, that was the first time anybody died, so she “accidentally” made her brother undead rather than living. Though it was still lucky she made it in time before creation imploded, Thus protecting everybody from total annihilation, so she became the goddess of luck and protection. The Arbiter, with his unique knowledge beyond any god or goddess of death, became the god of knowledge, and death, not surprising. For his deception of the entire pantheon, Loki became the god of lies. Finally, Ariel, galvanized by the treachery of her brother, dedicated herself the precepts of good to oppose any scheme of her sibling.
Then the interplanar war happened, and everybody was unpleasantly surprised at how prepared Loki was for such an event. Fully half of creation had been corrupted by evil, even the Solar Argus swayed humanity to the ruin of flame. With His right hand, Loki unleashed his champions upon the multiverse, and with his left he set the infinite numbers of his armies, mortal man and immortal devil and demon, to burn all creation. And he would have done it too, if it weren’t for those meddling kids, not to mention the direct intervention of his parents.
From the highest mountain of the celestial realms, Loki was cast down by the combined might of his parents and siblings, through creation, beyond his Hell and his infinite Abyss, where he now resides in the deepest part of creation, far beyond infinity, and since he couldn’t be killed without risking creation (again), they shackled him to a great stone with adamantine chains forged by The Father, and enchanted by The Mother. Furthermore, he was dismembered; The Arbiter removing his right hand, Pandora his left, and Ariel his head. They cast each to the ends of creation.
The DM wrote:BOOK I: HEROES OF A CITY
Chapter 1: The Flight to Acre
Day 1 Fleeing the Caravan
Encounter 1: Fight and Flight[/b]
So, it’s dusk, in about 5 minutes it’s going to be dark outside, and the wagons are circled up around a big bonfire. The PCs are not on guard duty tonight, so they’re probably getting their beds ready. Suddenly there’s a shout outside, somebody’s raising hell and shouting “To Arms! To Arms! Hurry! They’re almost -*ACK!*-“and then the PCs hear the wet thump of a dead body hitting the ground. There seems to be a big commotion outside, and then it feels like there is a small tremor… then another… and another. Not far away, the stamp of hundreds of feet, marching in unison, is shaking the ground. They’re almost here…