Tag: Fionnbharr

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  • Chronicles of Zephyros - Chapter 7

    As far as Zephyros was concerned the sooner we left this mud hole the the better. Osric and Zelik were having an intense discussion regarding the frog statue. "It is very evil," Zelik stated. "I can barely stand to be near it. How are we going to …

  • Mushrooms and Civilization

    Returning from the chair back to the front door, the group prepares to descend the trap door. After some discussion, the group lowered some ropes and a lantern, before Oswald climbed down. At the bottom, he found a water pool filled with algae, and stairs …

  • The Chronicles of Zephyros

    Deep in thought I spun the last bit of wine in my glass around before bringing it up to my lips. I set the glass down on the table and could not help but form a distorted smile across my face as I recounted the moments of my near-death experience and the …

  • Accounting and reptile-giants

    Finally, we decided on a plan. We sold all loot and used the money to hire a group of mercenaries, rented a boat and bought plenty of supplies. This took a lot of time, mainly for two reasons: We were not familiar with the rules to hire mercenaries and …

  • Letters to the Patriarch

    “… and there is barely a faithful soul to be found in these lands where uncaring lords reign while barely giving lip service to the one true church.” Osric rose from his desk to take a short break, stretching and walking around to regain his focus and …

  • Chronicles of Zephyros

    It was so relaxing to be able to take up residence in Hewflore for the last month. Xenocrates and I have spent most of the time studying new spells. I could have easily made it two months had I the resources. It would seem we are well prepared for our …

  • Chronicles of Zephyros - Chapter 3

    The people of Taygle's End are not known for their hospitality. They were cold the last time we passed through and now that we are back, little has changed. As soon as our company departed from the riverboats we were not surprisingly greeted with …

  • Chronicles of Zephyros - Chapter 4

    As it turns out it was a good thing we decided not to torch the inn. As we investigated the upstairs we came across a couple prisoners. Eirikr was drugged similar to us in the same inn. As an Axiomar of The Maker, he's a welcome addition to the company …

  • From Hewflore to Taygle's End

    After a long break Osric picks up his journal again, flips to a fresh page and starts writing down: Yric mentioned that two brothers who were investigating Taygles End have vanished. I bet this fake teacher there is responsible. We will put an end to …

  • Cultist Showdown in Taglye's End

    After the cellar was secured and the cultists were littering the ground bleeding, Osric finds some time to write into his journal: Cowal and his cronies suffered a righteous defeat at our hands today! If the Maker wills it he will survive the journey …

  • The Tychite monastery

    Osric finds a moment to pen a few words into his journal while Zephyros still discusses matters with Lady Osthryds household guards. "The Lady seems to be missing for quite a while now too and where much friendlier this time, probably also more desperate …

  • The Frog Cavern

    Upon reaching the town of Carlton the group quickly locates the local Maker’s House to get rid of the curses currently hanging over Osric and Urien in exchange for the destruction of some of the unholy jewelry the group has found. After that Osric allows …

  • Osrics journal entries

    I still don't know why I agreed to help this horse-headed Monstrosity who calls itself "Agapetos". So it and it's village were lucky enough to hear the word of the Maker and he even ended up getting rescued by us from these snivelling Widdigmen: He …

  • Chronicles of Zephyros - Chapter 5

    The minor globe of invulnerability that Orhan cast was fading just as the last of the cultist strongmen including the cultist that took a gaseous form and the shadow being fled through a concealed wicker door to the South of the beachhead. Osric rallied …

  • Chronicles of Zephyros - Chapter 6

    Dudda, Athelwine and Gizem took positions in the statue room to the South, which was the same direction the vanguard went in pursuit of the retreating cultists. Henryk would also support the line while Godric would shed light onto the front. With Dudda …

  • Chronicles of Zephyros - Chapter 8

    It didn’t take long for the company to make their way back to the giant frog statue – the apparent source of the evil. Zephyros stated, “So, what’s your plan Osric?” Osric replied, “I need some time to contemplate.” Zephyros answered, “More time?” …

  • Chronicles of Zephyros - Chapter 9

    The following morning the company left for Taygle’s End. Osric spent most of the journey discussing future possibilities in Taygle’s End with Lady Ostryd. The company agreed that they could utilize the Monastery as a stronghold for the forces of The …

  • Zelik's Letters

    My dearest Sarah, I have awoken. In truth, I know not how I came to be here, nor even where "here" might be. I wish I could say that the darkness has lifted; but perchance it has merely dimmed. Ha! How can a darkness dim? What does darkness do - Lift? …

  • Broken Idols

    Only a few candles illuminate the Abbots chamber of the former Tychite monastery as Osric writes into his journal. "Exhausting days lie behind us but we finally stood victorious thanks to the Makers guiding hand! I have forgotten how often we have …

  • Chronicles of Zephyros - Chapter 10

    “Yes, I too am looking forward to working with Thane Garnier and completing research together, updating our repertoires and giving Wilburg and Cenwulf the attention they need,” Zephyros said to Xenocrates. “I think we’ll head out maybe tomorrow, Osric …

  • A Soldier's Song

    We'll sing a song, a soldier's song With cheering rousing chorus As round our blazing fires we throng The starry heavens o'er us Impatient for the coming fight And as we await the morning's light Here in the silence of the night We'll chant a …

  • Leaving Taygle's End

    Back in Hewflore, Osric finds some time to continue his journal After we made it back to Taygles End with the good news I could already feel how the breaking of the curse of the Frog Cult improved the mood of the villagers. I have the feeling that with …

  • The Chronicles of Zephyros - Chapter 11

    After Osric and Zelik decided to pass on further investigation of the complex under the temple in Hewflore, Zephyros decided to focus on getting various other errands completed so he and his apprentices could relax in Taygle’s End and study in Garnier’s …

  • Home Page

    h1. LIGHTS IN THE DARKNESS: Adventures in the Mornlands an Adventurer Conqueror King System campaign [[Recruiting Post]] [[Additional Background Data]] [[File:398894 | class=media-item-align-center | noobdelverco.jpg]] h6. Art © Wizards of …

  • Main Page

    [[File:387626 | class=media-item-align-center | Dungeon_01.jpg]] This wiki aims to serve as the main repository for information related to _Lights in the Darkness_. h4. [[Campaign Rules]] This section outlines rules specific to the _Lights in …

  • Campaign Rules

    h3. Ability Scores A character's Wisdom modifier affects all saves (vice only those versus spells). h3. Adventurer Creation [[File:387629 | class=media-item-align-right | Rules.png]] See the [[Adventurer Creation]] sub-section for information on …

  • Classes

    This sub-section lists the classes available for play in the _Lights in the Darkness_. Note that some classes have a different name but, unless specified otherwise, are identical to the descriptions found in the _Adventurer Conqueror King System_ rulebook …

  • Throw Ability Modifiers

    h3. Class Skill Throws |_. SKILL|_. ABILITY| |Climb Walls|=. STR| |Dabble in the Arcane|=. INT| |Find and Remove Traps|=. INT| |Hear Noise|=. WIS| |Hide in Shadows|=. DEX| |Loremastery|=. INT| |Move Silently|=. DEX| |Open Locks|=. DEX| |Pick …

  • Adventurer Creation

    h3. Starting Hit Points Starting adventurers have maximum hit points at first level. After first level, hit points are randomly generated as per the normal rules. h6. Return to [[Campaign Rules]].

  • Economics

    [[File:473135 | class=media-item-align-center | Merchant.jpg]] h3. Economics The economy of the Mornlands is largely based on the use of currency. In fact, due to the requirements of trade with Ellasene merchants and the Alfar, the Geatings had …

  • Magic

    h3. Spell Signatures Normally, the cosmetic aspects of spell signatures are unique to individual casters based on their personality, field of study, and religious affiliation. In _Lights in the Darkness_, the sensory components of spell signatures are …

  • Chronicles of the Company

    h3. [[Mercenaries]] The troops of the group. h3. [[Company Inventory]] This section lists the party swag and who contributes how much to transport it. h3. [[Magic Items]] This section lists unique magic items discovered by the company. …

  • Magic Items

    h3. Jewelry *_Fox Amulet_* - This blue gold amulet is fashioned in the shape of a fox. In addition to providing immunity to magical sleep, it also grants its wearer a +1 to surprise rolls. _*Wolf Bracer*_ - This silver bracer bears the device of two …

  • Barbarian

    [[File:390123 | class=media-item-align-center| Barbarian.jpg]] h3. Barbarian Cultures |_. CULTURE|_. NATURAL PROFICIENCY|_. FIGHTING STYLES PERMITTED| |Brimmen|Seafaring|Two-handed Weapon, Weapon & Shield| |Geatings of the High Slade|Climbing|Two …

  • The Mornlands

    h3. Geography Information regarding the lands of the _Lights in the Darkness_ campaign setting may be found in the [[Geography]] sub-section. h3. Peoples and Cultures Discover information regarding the peoples and cultures in the [[Peoples and …

  • Church of the Maker

    [[File:394474 | class=media-item-align-center | Monk.png]] h2. *COSMOLOGY* h3. *The Maker* The Maker is the godhead of the Makerite faith. h3. *The Amyndors* Amyndors are a broad category of spiritual beings created by the Maker to execute …

  • Recruiting Post

    h3. **Adventures in the Mornlands: an Adventurer Conqueror King System campaign for 4 to 8 players** *Guidelines, Themes, and Tone:* - Think weird fantasy rather than high fantasy. Magic items are uncommon and special. Most folk have no magical …

  • Additional Background Data

    h3. Inspirations: Thematically, the chief inspirations for the Mornlands are Historical Europe from the Dark Ages through the Early Middle Ages (though with plate and two-handed swords because it's D&D!) with nods to a wide variety of Appendix N …

  • Religion

    The sole religion of civilized folk in the Mornlands is the [[Church of the Maker]].

  • Rumours

    [[File:403144 | class=media-item-align-center | tavernscene.jpg]] The following are rumours and other tidbits of information gathered in the course of the company's travels: * Heresy and pagan cults gnaw at the foundations of the kingdom of [[ …

  • Geography

    h2. *LANDS AND POLITIES* h3. *[[Dwimores]]* p. Dwimores is the largest independent domain in the Ghost Marches. *[[Hewflore]]* Hewflore is the capital and chief town of Dwimores. *[[Froxhall]]* A large farming village in Dwimores, Froxhall …

  • Froxhall

    h3. *Basic Information* Froxhall is a large farming village notable solely for its "Sending Stone" and the community's proximity to the Sunken City. The village is surrounded by a wooden palisade with three gates (two are on the east-west road while …

  • Dwimores

    h3. *Basic Information* Dwimores is the largest independent domain in the Ghost Marches. Before the Dreaman Conquest, the Geatish kingdom of Dwimores encompassed all the lands between the Hellfor and the Deepwater. Following the Conquest, "Dwimores" …

  • Henchmen

    h3. Henchman Pay and Number _Lights in the Darkness_ now uses the ACKS rules as written to calculate maximum number of allowed henchmen as well as determine appropriate terms of compensation. As an additional clarification, henchman pay comes from the …

  • Proficiencies

    h3. Combat Trickery This proficiency affects ALL special maneuvers attempted by the character (vice a single one chosen at the time the player selects the proficiency). h3. Laying on Hands When treating mortal wounds, Laying on Hands grants a +2/ …

  • Peoples and Cultures

    h2. RACES h3. Men h4. Geatings Before the collapse of the Alfarn Hegemony, Geating ships were a common sight in the Mornlands, bearing trade goods to the ports of the Hegemony, the Weallack kingdoms of Illanmoria, and the Ellesene emporia …

  • Languages

    h3. Languages This list is not comprehensive. _*Geatish*_ is the common tongue for most who live in the Mornlands. Of the civilized peoples, only the Weallacks speak a different language in their day-to-day dealings. The language of …

  • Calendar

    Amongst the Mannish and Dwergar peoples of Mornlands, years consists of 364 days split into twelve months of twenty-eight days and four festivals of seven days each. The moon's cycle is twenty-eight days in length resulting in it completing thirteen …

  • Makerite Theology

    Topics in this section will be presented thematically with key tenets of the Makerite faith followed by a discussion of each tenet's significance as well as associated heresies. h4. The soul is immortal. *Discussion*: This key tenet of the …

  • Flora, Fauna, and Foemen

    h4. *Fauna* *Adhex* - an armored, highly aggressive crocodilian that commonly grows up to three yards in length *Ironback* - this four-legged creature is distinctive for the bands of armored, horny scales that begin behind its head and head at the …

  • Widdigman

    [[File:478735 | class=media-item-align-center | Widdigmen.png]] The widdigman is a disgusting creature common to the [[Sunken City]] and surrounding [[Great Marish]]. Weak and cowardly, the widdigman typically scavenges and makes war only in large …

  • Company Inventory

    *AVAILABLE COMPANY ENCUMBRANCE* Please calculate your available encumbrance that can be utilized to carry company inventory. Example: If a character is carrying 5 stone the 5to7 bracket can hold 2 Stone and the 7to10 bracket can hold 3 and so on. …

  • Honored Dead

    *Fionnbharr* - A dim-witted Weallack sellsword in Zephyros' employ; _crippled_ following a brave but foolish charge into a band of marsh pirates. *Haakon Halvarsson* - Brimman warrior; _slain_ by Bigarm's magical battle axe in the Sunken City's Temple …

  • Hewflore

    h3. *Basic Information* Located at the confluence of the Rivers Hellfor and Issen, Hewflore is the largest settlement in the Ghost Marches. Chiefly notable for its role in trade between the Alfarn Hegemony and the lands of Men, Hewflore also serves as …

  • Alfar

    All Alfarn heroes begin play with the following languages: Alfarn Beastman Kabalos and two Mannish languages

  • Dwergar

    All Dwergish heroes begin play with the following languages: Dwergish Kabalos Katharevousa and one Mannish language

  • Venturer

    In _Lights in the Darkness_, the Venturer has only a passing resemblance to the class found in the _ACKS Player's Companion_. *Prime Requisite: STR and CHA* *Requirements: None* *Hit Dice: 1d6* *Maximum Level: 14* Venturers are skilled …

  • Canon

    Canons cannot use darts and daggers. However, they may use slings.

  • Warden

    Wardens may use flails and morning stars (over-sized maces and flails, not spiked weapons) in addition to those weapons already listed in the core rules.

  • Craftpriest

    The weapon list of Dwergar craftpriests matches that of the [[Warden]] minus morning stars (due to their size).

  • Mercenaries

    bq). All mercenaries have the following equipment: military tunic, cloak, pair of sandals, backpack, laborer’s tools, 4 stakes and mallet, mess kit, small tent, 2 wool blankets, and waterskin. Cavalry mercenaries will also have saddle, bridle, 2 …

  • Taygle's End

    h3. *Basic Information* *Population* - 150 families *Market* - Type VI A map may be found "here":https://lights-in-the-darkness-2.obsidianportal.com/maps/72003. h3. *People of Interest* *Osthryd* - The Taygle Reeve. *Botwine* - The fat and …

  • Crime and Punishment

    The organized crime groups in the Mornlands are very local in character and viewpoint. Their activities tend to be confined to the settlement in which they reside. Organization along regional lines is basically nonexistent. Hewflore: The control of …

  • Osric of Mandeville

    *Goals:* # Ensure the stability of Taygle’s End and surrounding lands. # Embark on a pilgrimage to the Brothers Battle to learn from them. # Learn more about the power structure of the Mournlands to see if there are still rulers who have a firm believe …

  • Oswald

    Goals: Turn evil monster's weapons into tools, to show the victory of civilization over barbarism. Learn about the local movers and shakers, and accrue favours. Was retired in Hewflore but has picked up his spear again.

  • Zephyros

    Henchmen: Xenocrates; permanently loyal Henryk; fanatically loyal +2; gained level in presence x 2; +4 to future loyalty rolls Ansger; fanatically loyal +2; gained level in presence x 2; +4 to future loyalty rolls Dudda; fanatically loyal +2; gained …

  • Guilbert

    Crippled in battle against widdigmen in the ruins of the Sunken City, Guilbert now assists Oswald in the maintenance of the company's house in Hewflore.

  • Wilburg

    Wilburg is both very bright and very likeable, his ready smile complementing a fit and graceful body. He coughs several times during the interview, however, his body almost doubling over in a spasm of pain. “I probably should have stayed home,” he grins …

  • Zelik

    An ageing Baruchite, Zelik fought far and wide in the Great Reaving across the Western Marches. He was there beneath Weanpole's walls as an acolyte, as a seasoned warrior when the last stronghold inside the Marches fell, and hunted the dwindling Reavers …

  • Burak

    Bio: Burak has found it an ideal time to leave Alfar lands after the complex machinations of the alfar court turned against a faction he belongs to. To pass the time for the heat to die down, he has decided to follow his passion for investigating the …