21 Nov 24, 10:27 am » Welcome, Guest. Please login or register.
Did you miss your activation email?


Netheril : Age of Magic

Please login or register.



Recent Posts

Pages: 1 ... 8 9 [10]
91
Public Notices / Re: Issues of the Conch Champion (For public reading)
« Last post by Fiverine on December 05, 2021, 06:25:11 am »
The Conch Champion.  Independent & Accurate, Always.

Exclusive Investigative Report
Reporter Peela Krellin has concluded an investigation into the strange artifacts known as "soulstones" or "soulgems".  I commend her courage and diligence in this matter.

-R. Hurstport, owner and acting editor.


Stealers of Souls
Those acquainted with magical artifacts will surely already know of or have encountered the unsettling items known as soulstones.  To the uneducated, one of these would seem to be a pretty gemstone of moderate value.  But in truth they are disturbing creations into which the soul and essence of a killed sentient creature has been bound.  Activating the stone will cause a magical effect, usually a physically enhancing one, but this can only be done three times.  On the third use, the stone will crumble and the soul bound within obliterated forever.  Most folk would consider such a deed utterly abhorrent, and yet increasingly these items are appearing in our markets.  So presumably some have no qualms about their use. 

The rulers of West Conch, Diiri's Boys, have effectively used these soulstones to seize and retain their dominance of the slums.  As District Authorities, that is entirely their right and their business.  But one would have to wonder if their use by the Boys has played a role in these once rare items being regularly found in the Conch area.  If the soulstones were to be entirely in the hands of their employees perhaps there would be little cause to worry, unless you were their enemy of course.  But increasingly soulstones are falling into other hands. 

A concerned parent recently wrote to this newspaper saying her child found one when collecting rocks.  The parent accidentally triggered the stone's power.  Initially confused, they were horrified when they took the soulstone to a priest who explained the nature of it.  The parent was frightened that someone would come after them or their child for having possession of and using such an item.  Adventurers have also been known to collect or carry soulstones, either to use them or hand them over to priests in hopes of releasing the trapped soul.  They have been finding soulstones in the possession of monsters and bandits.  Many sellers in the market district told this reporter that more soulstones than ever are being sold to them by adventurers, scavengers and traders.  Interestingly not all of these soulstones are genuine but many are. 

There is little consensus on how these soulstones are made, or by whom.  Evidently Diiri's Boys have some insight into their creation, but it is also likely that any powerful arcanist could learn the necessary artifice.  It is said that rival gangs are also seeking the secrets of their creation.  But should such cruelly created items be allowed in the possession of anyone outside District Authorities?  Do religious institutions have a responsibility to intervene when the destruction of souls is the ultimate result?  I make no judgement, but simply report these facts for the reader to decide.

-P. Krellin, reporter. 
92
Public Notices / Re: Rumours, Gossip and Whispers.. ((DM Posts Only))
« Last post by Master_Sarevok2021 on December 05, 2021, 06:22:53 am »
Rumors spread around the lands near Sullivan and beyond towards Conch and Hadrian. A new tribe of gnolls has appeared. They make no parley with Sullivan, though do not earn his ire either. Instead they hunt the woods and lands, butchering monsters, beasts and others of their kind from lesser tribes. One noticeable factor is that these gnoll stop to eat those they fight so that they might rush into battle with blood on their maws.

No one knows who leads these gnolls, but it is clear that the land will be changed by their arrival.
93
Troop spawns:

Unit blocks will spawn a number of their respective units on the front assigned. This will likely be a set amount for tier 1s based on 1d cr/1.2 + commander lvl rounded up. But we will probably change this. Still considering tier 2.

More info to come
94
Development Ideas - Feedback / Re: Monster/Creature Re-Balance
« Last post by Gorga on December 03, 2021, 04:17:58 pm »
The Wood of Witches should be scarier. It should be a place that no sane person would want to go. It needs scarier spawns, maybe some planar creatures as well.
Especially, the Coven/Caves area.
95
General Discussion / Retiring Lauriella
« Last post by Winterhawk99 on December 03, 2021, 02:47:15 pm »
     I will be retiring Lauriella very soon and finishing her story. I thank everyone who made her last server such a wonderful experience. I will be taking some time off from Nwn but will continue on discord.
     For my novel fans I will be working and finishing the last novel in the Childern of Hell trilogy and I will be making a fan fiction novel on Lauriella's life ventures throughout her life and career on Toril. I will be using some creative license as always when I write her book and will include all the pcs of others unless the players wish not to be in the book or books. (I am not sure I can present her entire life in just one book)
     If anyone does not want their character in this or these novels, or wants the name of their characters changed who interacted with Lauriella: Speak now or forever hold your peace. I do not want to put someone else's character in a novel who doesn't want their character within it.
     Everyone I played with and who dmed me were absolutely wonderful and I am honored to have known and played with you. I'll make a new character after I am finished with these novels.

      Thank you all
       Winter
96
Public Notices / Re: Rumours, Gossip and Whispers.. ((DM Posts Only))
« Last post by Master_Sarevok2021 on December 02, 2021, 10:05:04 pm »
With the slow arrival of groups of refugees fleeing something called “The devil queen and her monsters” it is clear something is raising along the outskirts of Conch and other bastions of civilization.

For many of these refugees they find themselves pushed to the slums; of which the gangs both approve and resent as they get new members but so is their competition.

Still there is a slight light of hope. A cleric of Illmater and her congregation have been busily bringing in supplies to a well stocked soup kitchen and has become something of a tent town where beggars not wanting to join the gangs can at least have a warm meal and someplace safe.

Some of the gangs however grumble and speaking of “another gang coming up” when small shipments of clubs, sickles and a few lumber axes seem to be delivered to the slums under the eyes of the said cleric.
97
Divine strategies:

Castigate: deal 1d8 + 1/2 wisdom score damage to morale. If you worship a god who has the pain domain, you deal the damage to troop strength as well.

Lay on hands: Restore 1d8 + 1/2 wisdom score to troop strength. Healing domain doubles this.

Litany: Restores 1d8 + 1/2 wisdom score morale.

Raise/animate dead: If a front is lost, this will ensure that at least one unit block will survive and be retained by the army instead of being permanently destroyed. Clerics to elect to do either raise dead or animate which will instead spawn an undead unit block of equal tier to the one lost. (Mages can use this strategy too as an arcane but need spell focus necromancy and can only elect to use the animate dead version.)

Surge of faith: Recharge a strategy immediately. Takes 3 turns to recharge this strategy after use

Performance strategies:

Heroic ballad: All fronts regain morale at 1d6 + performance skill total.


There will be more to come as we go forward but here is a rough summary of what you have available
98
General Discussion / Re: Quest List & Locations ( OOC List )
« Last post by Rainman on December 01, 2021, 10:31:08 am »
Crafting Quest - Timothy's Farm
99
Public Notices / [The Webberman Horde] Help Wanted!
« Last post by cantalyssa on December 01, 2021, 03:04:02 am »
*A number of posters begin appearing throughout the local areas of Conch, Hadrian, Southbank, and Hilltop targetted specifically at food providers, merchants, and the like.*

Help Wanted!

Seeking:
  • Produce Suppliers
  • Reliable Merchants
  • Captains of Vessels
  • Owners of Caravans
  • Property Managers

I seek individuals in this town for varying roles and wish to create lucrative opportunities to those capable of simple procurement, shipping, or storage of goods.  Independant individuals, merchant companies, trading companies, sailor associations, etc. are welcome to apply.  Serious inquiries only.  Objects being procured, shipped, or stored will be long shelf life food-stuffs.

Benefits include, but are not limited to:

  • Generous Pay
  • Insurance of non-living assets while under contract
  • Limited Life Insurance policies of living assets while under contract
  • Bonuses upon completion of contracts
  • All contractors will be entered into a lottery according to the percentage of work contributed for a prizepool of 75,000 coins.*

*Note: Companies, Trade Guilds, etc will be treated as 'one' entity as a whole for lottery percentages.  This prize is independant to each of the following locations: Hilltop, Conch, Hadrian, and Southbank for a total of 300,000 coins being lotteried off.*

Interested in applying?  Send applications with the following information to my retreat inside of Upper conch here: *Address Provided with name*

Applications should include:

Name of participating party(s):
Interested Occupation:
Asset Amount:
Requested Pay:
Requested Contract Length:
Contact Information:

*Each poster would be enchanted with elemental resistances.  The bottom of each poster would have two small pictures of pouches, which after a random time over the following days, would release each and scatted 50 coins onto the surrounding ground around the poster, burning the glyph out in the process.*

100
Strategies:

Strategies will be divided into types:

Arcane
Leadership
Cunning
Martial
Divine
Performance

Strategies can do lots of stuff from restoring lost troop strength or morale, damaging the enemy armies morale and troop strength before battle or even block enemy strategies as a counter or even counter the counter.

Arcane Strategies:

Arcane Barrage: deals automatic 1d6 damage to the enemy army before combat. Increases by one for every two lvls of sorcerer or wizard after lvl 2.

Darkness: Blocks the enemy battle strategy

Fireball: does 1d12 damage to troop strength before combat. Increases by 1d every 3 arcane spell caster lvls after lvl 3.

Wall of fire: counters a charge strategy and deals 3d6 damage to enemy army strength.

Leadership Strategies:

Stand and fight: Restores 1d6 morale plus half commander or officers whole charisma score. Can’t be blocked.

Warcry: Restores 1d8 morale plus half intimidate score. Deals that much as morale damage to enemy.

Reposition: Can move a single unit block to a different front before combat starts. Blocks one enemy strategy.

Incite violence: roll 3 1d12s + 1/2 strength score of commander or officer. Use the highest and lowest and inflict that as damage to the enemy army strength. Take the middle as damage to your own army strength

Inspire forces: Your army heals 1d12 + 1/2 charisma score. One flank can’t take morale damage for one turn of combat from any source

Fire Volley: (requires archer unit) does 1d10 per unit block with ranged spec to enemy troop strength

Hold the line: blocks enemy strategy. Heals the army 1d6 morale

As predicted: blocks an enemy strategy.

Cunning Strategies:

Agile maneuver: can be used at anytime to nullify an enemy block of a strategy. Roll 1d6(1-3) the strategy fails (4-6) this strategy succeeds.

Deploy potion reserves: Can be used after combat on a front. Heals 2d6 + (potion making skill rank) to troop strength.

Devious tactic: deals 2d4 casualties. Deals half even if blocked.

Exposed plans: View the opposing armies available strategies before putting them into play. May select one tjat MUST played by the opposing commander

Explosive trap: (requires chemistry) deal 1d8 + chemistry skill rank to enemy troop strength on one designated front

Outflank and destroy: can only be played once during the entire army battle. Destroy one whole unit block assigned to the targeted front before combat.

Martial strategies:

Devestate the field: Deal 1d12+ 1/2 str score casualties.

Duel to the death: challange an enemy elite or officer to single combat. If they agree, the two fight before battle but is icly assumed to be occurring while battle rages around them. The two battle and the winner deals 50 morale damage to the enemy fronts forces. Their army recovers 25 morale. The loser rolls a d20 1-10 they die(PCs will stay in purgatory until raised by an ally or cleric after the battle is over). 11-20 they are seriously wounded and must pull back from the battle and wait in the medical tent till the battle is over.

Heroic charge: Deals 1d8 plus 1/2 str score casualties to the enemy troop strength and restores that amount to your fronts morale.
Pages: 1 ... 8 9 [10]