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Traveler Treasures.

Posted by NodFor group 0
Nod
GM, 5 posts
I know you are
but what am I ?
Tue 28 Sep 2010
at 04:06
  • msg #1

Traveler Treasures

Traveler Necklaces: Currently there are 1370 of these in existence most of which are stored away in Occubus’s tower or in his home. Most of the elite Travelers have a few extras in addition to the ones they wear. Once placed around the neck the necklaces confer the following abilities to their owner; +5 all saving throws, +5 to dodge & initiative. Invisibility Superior 5x daily, Duration: 5 minutes each activation.

Traveler Rings: Occubus creates these rings from the metal Palladium and presents them to Travelers along with their necklace typically at the time they receive their brand or tattoo however times being what they are proper ceremonies are not always feasible. Currently every Traveler has one of the rings and Occubus has a couple hundred extra stashed away here and there. A simple cantrip is all that is needed to link the rings to one another. All linked rings share the following properties; Indestructible, resize themselves to fit their owner, cannot be removed from finger except by the owner, +200 hit points, +5 all saving throws, +5 dodge, Bio-Regenerate 5 hit-points per melee round, telepathic communication among rings with unlimited duration and range in the same dimension.

Silvek Steeds: The most influential Travelers own a highly magical construct from another dimension known as a Silvek Steed. The majority of these magic creatures are equine in form with the exception of Herbert the camel, which we will not get into.
They are intelligent creatures with their own will though their desire to please those they are bonded with is unquestionable.

IQ: 4D6, ME: 4D6, MA: 4D6, *PS: 50, PP: 30, *PE: 50, PB: 5D6, SPD: 2D6X10 MPH
Impervious to all forms of damage, communicate telepathically, see the invisible, through illusions and recognize metamorphosized creatures. 7ft tall at the shoulder, kicks: front 2D6X10, rear 4D6X10, bonuses: +5 strike, dodge and all saving throws,  +10 damage.
This message was last edited by the GM at 00:06, Sat 09 Oct 2010.
Torate
GM, 6 posts
Traveler
Weapons Master
Mon 11 Oct 2010
at 16:53
  • msg #2

Re: Traveler Treasures

Elvenfire & Elvenfrost:
   Elvenfire was the god Katar before his soul was forged into the claymore wielded by Loef Baezlin. Elvenfire used to be a claymore that was personally made for the great elven assassin Loef Baezlin. It has since been reforged into a long sword by the dwarf (forgot name) for Torate. The name Elvenfire with Loef Baezlin is known & hated by most dwarfs. Loef used it to kill thousands of dwarfs during the Elven & Dwarven War. It was found by the early Travelers in the dwarven tunnels underneath what is now Kylterran. Also the bones of Loef Baezlin were found where he was slayed surrounded by many dwarf corpses. The sword was placed on an alter & guarded by two Yeman. There is a copy of Elvenfire from an alternet dimension that now resides in the hands of Loef Baezlin's great, great, great granddaughter Tayra Baezlin. She had come to slay Torate & take it, but was caught off guard when he handed it over to her.

   Elvenfrost was a companion sword that was created by Aria. It has the soul of Katar's lover the godess Li'shara. Now that they are rejoined together Elvenfire & Elvenfrost have shown thier true power. They are almost as powerful together as swords as they were in life. When both swords strike an individual they can unleash Li'shara's Kiss which causes that person to explode resulting in instant death.
This message was last edited by the GM at 13:16, Wed 13 Oct 2010.
Ariel
GM, 7 posts
Traveler
108 lbs of death
Wed 3 Nov 2010
at 23:28
  • msg #3

Re: Traveler Treasures

The Shin-Ra Crystals

The world that is now known as Shin-Ra lies towards the denser "center" part of the corkscrew galaxy in the Three Galaxies System.  The  planet is close to a critical point in the interior that is still able to support the common carbon and silicon based life forms most beings recognize as life.  Shin-Ra is the 4th planet located in the typical "Goldie Locks" distance from it's star and contains oceans, plant life, weather, interior vulcan activity, and a diverse biosphere.  It is also highly rich in magic energy.
The radiation the planet receives from the galaxy center combined with the magic rich environment has allowed multiple species of animals to evolve into intelligent beings capable of most achievements other civilizations develop.  The different species lived as large tribes or mini-kingdoms.  Magic comes extremely natural to these creatures and their societies have evolved along with it.
At some point the majority of the tribes (nations) settled into peaceful coexistence (not counting the ifreet) and have learned to specialize according to their abilities and location.  This has led to a global economy and exchange of ideas and culture.  The different races have names for themselves but as a whole the refer to all planet beings as Espers.  Espers believe their magic generates from the planets life force.  All Espers spirits return to their world and adds to the magic abilities of the tribe.
The Splugorth discovered Shin-Ra (Their name for it, not the Espers) and set about conquering it.  The planet was a perfect vacation spot for the Splugorth and was to be named after the High Lord who discovered it.  Highlord Shin-Ra set about the invasion of the planet he would soon rule.
Espers were ignorant of species alien to their planet and were indeed caught unprepared.  However, they quickly banded together and turned their mystic talents towards warlike measures.  Even the Arrogant and seperate serpent Espers of Bahumat of the high peaks and scary Ifreet espers of the planets core joined in the defense.
At some point, the high Warlock of each tribe met and performed a weird ritual that summoned the essence of each tribe. This powerful spell literally turned each priest into a giant being of tremendous power that reflected the philosophies, abilities, and essence of each tribe of Espers.  Within 24 hours all the Splugorth were destroyed including the ones in orbit. When the Splugorth were repelled the magic godlike beings transformed into crystal shards and were stored in the holiest of places to the Espers (the place where the ritual was performed).  It is said the Espers soon vanished from this planet.  No one is sure why.
Ariel
GM, 8 posts
Traveler
108 lbs of death
Thu 4 Nov 2010
at 20:44
  • msg #4

Re: Traveler Treasures

Ariel's Reference Guide to the World of Demons and Deevils.
A comprehensive book describing Known demonic races including origins, powers, attitudes, history on Palladiums, slayers, and anatomy.  Sketches by Luke Terran and Occubus Gimmel.  Paintings by Torat.  Also, original poetry by Turgoz Ten-Hammers between each chapter.

"Hey you! Suckubus.  Why all the fuss.
If i geat more drunk.  Just like a skunk.
Belimar shits on you deemon wench."
Suckubus by Turgoz.

1.  Truths and myths regarding the Demonic
2.  Banishment/Death
3.  Demon psychology
4.  The Incubus/Succubus
5.  Sub-Demons
6.  The Remnants
7.  Lesser
8.  Mares
9.  The Baal Rog
10  Gallu, The Demon Bull
11  The Jinn
12  The Magot
13  Night Owls
14  Raksashas
15  The Apocalypse Demon Locusts
etc
etc

Also, there is an anatomical guide to the demonic listing anatomies as they exist in the material plane.
Ariel also has a Demogorgian to Dragoneese dictionary.
Luk Terran
GM, 20 posts
Traveler
Resident Crazy Bastard
Mon 22 Nov 2010
at 23:45
  • msg #6

Re: Traveler Treasures

Does anyone remember where the Holy Sword of Hoknar came from that Luk has? My only guess is that he got it when he summoned Hoknar into the "Flower" realm with him on the Island of Lamaria. However, I doubt it because the stats are high for when we were playing at that time.

I found this while going through the pages that I got from Jason.


"Holy Sword of Hoknar"
Description: Golden, glows with white light, indestrutable
Damage: 6D6+10 (Does double damage vs. supernatural)
Bonuses:
+4 Strike/Parry
+1 Initative

Powers:
1.Spits Lightning x3 daily, doing 3D6+6 damage, +3 strike, Range 300ft
2. Welder Bonues:
+1  vs. All Saves
+10 vs. Charms
+10 vs. Horror Factor
+10 vs. Coma/Death,
3. Senses Evil 20ft radius
4. Negates Poison
5. Remove Curse 50%

I also do not know what type of sword it is? Bastard, Claymore, Longsword etc...
This message was last edited by the GM at 06:13, Wed 24 Nov 2010.
Alezandrian
player, 1 post
Wizard of Myth Drannor
the real deal holyfield
Mon 4 Sep 2017
at 21:06
  • msg #7

LICTALONS BIO-ARMOR

Lictalon created individualized suits of armor for all of his generals. The armor comes in different sizes and styles. The suits link to their owners and remain so until death. When not being worn the suit of armor looks like some type of golem. It cannot be worn, possessed or animated in any way other than by the person the armor is linked to or by Lictalon himself. The person that is linked to the armor enters it by placing their hands on small symbols on the back of the armor and saying the appropriate power words. The armor then morphs around the person’s body as they step into it. The person can only enter the armor with clothing and small items on their person, i.e. no large weapons etc.


SDC (3250)
Main Body - 1000
Head - 250
Legs (2) – 400
Arms (2) – 350
Hands (2) – 125
Feet (2)  - 125

Invisible, Constantly Proportional ,Protective Aura – SDC 1500 (SDC from armor and
aura regenerate at a rate of 50 SDC per day, x2 at ley line

Weight: 250lbs (effectively weightless when worn)

Noiseless, Impervious to Normal Weapons/Toxins/Gases/Disease/Poisons/Hold Spells/Electromagnetic Fields/Forces and Telekinesis, Aura and Armor take 1/10 damage from all energy attacks and ½ damage from all physical attacks except vorpal.

PS: +20 (supernatural)
Spd: +50 mph
+6 initiative, +4 strike & parry, +8 dodge, +30 damage
Leap +20ft high, +40ft long

Constant Spells on Armor
Superhuman Endurance
Sustain
See in Magic Darkness – 2000ft
See the Invisible “       “
Nightvision “      “
Infravision  “        “
Telescopic Vision - 4 miles
Sense Magic
Breathe w/o Air
Resist Vacuum
Sense Traps

Spells Available to the Wearer – Can be cast 8x daily each at 15th level proficiency
Sheltering Force
Greater Healing
Null Sphere
Invisibility Superior
This message was last edited by the GM at 21:16, Mon 04 Sept 2017.
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