Twilight of the Gods Campaign

Running January 2003 to March 2004

Premise:
It is early 1348, in a Europe where magic is slowly dying. An evil Council has formed, whose ultimate goal is to kill all the gods and rise to godhood in their place. They are led by a name out of legend, a woman named Sorcha...or are they? Opposing them is a motley crew made up of people from the four corners of Europe; their sole advantages are faith and love.

The gods are dying, one by one. The Black Death is loose in the land. There are spies in every temple and traitors within every group of comrades. If our heroes fail, civilization as they know it will come to an end, all the magical races will die, and new, cruel gods will hold sway in the world.

Pray they do not fail...

Below are displayed the eight current player characters, histories, stories, journal entries, and resource data provided by the DM, whenever available. Enjoy!


Callas de Navarre
[ Character History ]
[ Background Material, Journal Entries, Stories, Dreams & Visions ]
Where do I put this fire?
This bright red feeling
this tiger lily down my mouth
it wants to grow to twenty feet tall...

(Paula Cole, Tiger)
Gavião
Gavião Nobre
[ Character History ] [ Journal Entries ]
I'm gonna break the cycle
I'm gonna shake up the system
I'm gonna destroy my ego
I'm gonna close my body now...

I guess I'll die another day
It's not my time to go

(Madonna, Die Another Day)

Riyor the Lucky
[ Character History ] [ Stories ]
I feel so extraordinary
something's got a hold of me
I get this feeling that I'm in motion
a sudden sense of liberty
I don't care 'cause I'm not there
And I don't care if I'm here tomorrow...

I used to think that the day would never come
My life would depend on the morning sun

(New Order, True Faith)
Arnie
Arnjoldt Hammerhandson
[ Character History ]
Set the world on fire
I'll do anything to get what I want
Aim even higher
I'll do anything to be the one
(E-Type, Set The World On Fire)

Gaius Valerius
[ Character History ]
suede--you always felt like suede
there are days I feel your twin
hiding underneath your skin...

call me "evil" call me "time is on your side"
anything that you want
(Tori Amos, Suede)
Aiden
Aidan
I see a red door and I want it painted black
No colors anymore, I want them to turn black
(Rolling Stones, Paint It Black)
Galvin
Galvin DuBois
[ Character History ] [ Journal Entries ]
And I will go down with this ship
I won't put my hands up and surrender
There will be no white flag above my door
I'm in love, and always will be

(Dido, White Flag)

Tamsin the Silver
[ Character History ]
portal
General Material:
Pantheon
Legendary Items

Pantheon of Gods (loosely based upon Celtic Mythos)

Legendary Items

  1. Agni's Javelin of Flame -Hindu +5 Weapon. A highly decorated wooden weapon, carved with red flames. This weapon, when thrown converts to flame. Upon impact with the intended target or missed target it will activate a flamestrike cast at 15th level. As the flamestrike dissipates, it leaves these glowing words behind. Glory to Agni, the high priest of the sacrifice. We approach you, Agni, with reverential homage in our thoughts, daily, both morning and evening. You the radiant, the protector of sacrifices, the constant illuminator, be as a father to us. It will return to the owners hand in the following round with a mere thought from the owner.
  2. Ankh of Osiris-Egyptian, Composed of a single strip of sandelwood bent into the ankh shape. It is weathered and battered looking. It has the ability to raise dead once per day and to double the volume of water in a 1 mile area instantly. Lesser amounts of water can be tapped to double.
  3. Balmung-Sigurds Sword -Norse +3 longsword, +5 vs Dragons Silver Sword with a wolf's head pommel. Any poison ingested by the bearer will remain in the cup and can not be drunk. Any poison, eaten or injected into the bearer with leak from the pores of the bearer, rendering them immune to all poisons as long as you are in contact with the sword or the scabbard that it is housed in. It also makes you immune to all polymorph spells, allowing you to see through them. Illusions still affect you normally. Three times per day it allows you to Polymorph yourself into anything your size or below. Another person or creature can be assumed, with perfect voice replication. Inanimate objects can also be assumed. 24 hours in any one form forces a will check that could lead to your belief that you are that creature.
  4. Hrunting-Beowulfs Sword-Danish +3 Bastard sword. Confers +3 to your strength ability and +3 to your constitution. Ignites in flame in the presence of Trolls or other regenerating creatures. When used against said creatures, the flame cauterizes the wound, not allowing regeneration to take place. Also causes an additional 1d10 damage to the creature. The sword will not ignite except in the presence of its hated enemies.
  5. Bifrost's Helm-Norse +7 Gold helm worn by Heimdall, the guardian of Rainbow Bridge to Asgard. It confers a +4 to your perception score while worn. It also detects Invisibility always on.
  6. Hermes Caduceus -Greek A one foot wooden wand entwined by two snakes. 3 times per day it cast cure critical wounds, all three Cure Criticals can be expended in 1 charge for a heal spell. It may also once per day, be used to perform a healing sleep on up to the casters level of people. It places the targets in an eight hour healing sleep where it regenerates hit points at 10 times the normal healing rate. Only an injury will awaken people placed in this type of sleep. Finally any creature that has negative hit points can be released peacefully from this world to the next. One touch from the wand releases the soul to Hades. Once released they can be called back by a raise dead or resurrection spell.
  7. Cuchulain Spears-Irish 2 spears to the set. All are +3. Venemous when thrown will release a cloud of acid mist. 3d10 acid damage over a 50 ft radius, 4d10 if the mist is released while imbedded into another person and 3d10 to anybody within 50 feet. Death fang ignores all ac bonuses due to armor or shields, passing through them as if they are not real. Dex bonuses still apply.
  8. Discus of Perseus-Greek Razor edged black discus 1d10 (+3 weapon) Can be commanded to strike up to 3 targets per round, then will return to the owner. The same target can be used for all three attacks.
  9. Excalibur-English +6 Bastard sword of smooth metal design. No inscriptions and a plain crossbar for a grip. Forged to be unbreakable, it has broken once and been repaired by the Lady of the Lake, after being used in an unjust cause. It holds an alignment of Lawful good, but anyone of Good alignment can wield it. Those of neutral alignment and evil alignment that try to use it are subject to 2d10 damage per round of use. Excalibur ignores all AC bonuses due to armor. Only magical and Dex bonuses still apply. Excalibur's scabbard also has the ability to hold a person from dying and allow them to fight to -10. Once at -10 or below the person will fall to the ground and be unable to stand. The sword prevents the soul from leaving the body, so they can be rescued by healing spells. No natural healing will occur and in 3 days if not restored to health, the person will die of dehydration or starvation.
  10. Fionn MacCaumels Mantle -Irish A red silk cloak, fits anyone +8 to AC. The owner will not age a single day while in the owners possession. It can be commanded 3 times per day to shift into the fairy realm. While in the fairy realm, images of the prime material world will happen all around them, the owner can not affect events on the prime material. Minimum time in the fairy realm 1 minute. Max time. 1 hour.
  11. Friar Tuck's Quarterstaff-English +5 weapon of chaotic good alignment. Cast entangle 3 times per day.
  12. Galahads Shield -English +6 tower shield, in solid blue. It will protect any person ducked behind it from all Breath weapon attacks. Lawful good alignment only.
  13. Golden Fleece-Greek +3 golden cloak. Allows user to levitate at will. Bestows a + 3 permanent Wisdom bonus to any user that wears it for one week straight. If hung behind the throne of a ruler for one year it will bestow the ruler another +3 wisdom and will spread to the entire population of the kingdom +1 wisdom.
  14. Grail-English Heals all wounds, diseases, curses and mental instabilities. It may be only be used once per day on any one individual.
  15. Harpoon of Horus-Egyptian +3 weapon of solid gold. The weapon will break into 9 spears, each one can only be thrown 1 per round. After 1 hour the spears will recombine into the one spear for travelling. Each spear retains the +3.
  16. Hecate's Flame-Greek When looking through the flames any magical item will show its magical aura as well as a brief description of the powers of the item. When thrown at a target, it engulfs said target for no damage but suppresses the magic in the item for 1 hour. Only other artifacts are given a save.
  17. Hephaestus's Branding Irons-Greek +3 weapons used as clubs. Mostly used as torture devices. The tips of the branding iron will burn through wood in 1 minute up to a 1 inch thick. 1 minute per inch. 2 minutes per inch for metal to melt.
  18. Hern's Silver Arrow-Irish +5 arrow that can be shot from a bow or just thrown. It will transform into a fiery bolt and explode on impact for 3d6 damage, no save. Only fire immunity will save you.
  19. Will Scarlets Shoes-English +4 brown shoes, well worn. Allows you to travel without leaving tracks behind. Also allows movement over things that will normally would hinder you. Entangle, spike growth, etc. Increases ranger tracking skill by 4 or if worn by a non ranger give the tracking ability at normal.
  20. Izanagi's Sword-Japanese +3 Katana The sword will cool and extinguish any fire that it touches. If the fire is larger that 50 foot in diameter, It will only extinguish that amount of fire. Lava may also be cooled in this manner, causing it to form into stone. Again only a 50 foot diameter. Magical fire can be cooled but usually not quick enough. A fireball cast at the wielder of the sword will suffer half damage from the flame. A successful save will reduce the damage to ¼.
  21. Thor's Hammer-Norse +4 hammer. When thrown it will return to the hand in the same round. It will cast lightning bolt and call lightning once per day. It can also redirect any lightning, magical or otherwise to a new target with just a thought. Finally it makes the bearer immune to lightning. No one under 21 strength can even lift the weapon.
  22. Keresaspa Gauntlets-Iranian +5 to AC +3 to your Strength. Black Gauntlets, studded with black unbreakable glass. The gauntlets wielded alone in combat deal 1d6 per hand plus strength bonus. The glass that sticks out doing the damage. Also upon command will adhere to any surface, living or non-living. Making it possible to scale walls or to hold onto a dragon in flight, which was its original purpose.
  23. Kintaro's Ring-Japanese +3 to Ac. Can alter you to a bear form, any of your choosing, including relatives of the bear family like raccoons. When in bear form you will have all the strength, senses and so on of the animal. Intelligence remains. Transformation is as long as the caster desires.
  24. Lancelot's Saddle-English When placed upon a horse, the horse no longer needs to breathe or eat. The horse can also gallop indefinitely without need for rest or sleep. It also double the speed at which the horse can travel. The horse also becomes invulnerable to all attacks magic or otherwise. The same can not be said for the rider. The saddle will only affect natural, non-magical, non-poly-morphed horses.
  25. Loki's Belt of Shapeshifting-Norse +3 belt. Allows poly self on user up to 3 times per day. User only. The belt is a small and slim leather affair but can be commanded into a 300 foot leather rope if needed. Unbreakable by any means. Retracts on owners command.
  26. Manannan Mac Lirs Cloak-Irish +5 cloak. Allows the user to turn invisible 3 times per day or 1 improved invisiblity. Non-detectable. Allows for water breathing as well, always on.
  27. Mordreds Pendant-English +5 Charisma. Slowly changes wearer to Evil over a 1 month period. Neutralizes the effects of Excalibur but not the scabbard.
  28. Morgan LeFay's Orb-English Allows, 3 times per day for 1 hour duration, the user to project the illusion of the person that the target most wants to see. User will have the mannerisms of the projected target. Protects user from all illusion based or shadow magics. Always active.
  29. . Ngora's Horn-Zimbabwe Made from a hollowed out Rhinoceros horn. The horn when blown will dig a trench in the earth 1 meter cubed, per minute. It can be used to cut large trenches and even to cut through stone. Though it will only affect ½ meter per round in the case of cutting through mountain or castle wall.
  30. No-Cha's Bow-Chinese +3 strength bow. A black bow with a raised spider on it. Touching the spider while the bow is knocked will cause the one touched to animate and crawl onto the head of the arrow. Once shot, the spider will embed into its victim, provided that the user has hit his target. The spider will burrow through the victim laying eggs heading directly to the brain. Once in the brain it will take control of the victim and allow them to be commanded by the wielder. They will do anything that the wielder wants including suicidal acts. If allowed the spider eggs will hatch in 3 days and consume the victim. Any cure spell cast before the spider reaches the brain will eject it and its eggs. Evil characters only.
  31. Odin's Spear Gungnir-Norse + 4 spear silver plated. Returns to hand in the same round that it is thrown. Can be commanded to hit unerringly 3 times per day for maximum damage.
  32. Orpheus Lyre-Greek When played by someone of skill, the lyre can drown out any Sonic attacks, such as sirens. Any creature of good alignment that hears the lyre will come to protect the bearer. A will save negates. Any evil creature in the area will attack with only weapons and no spells. Will save negates.
  33. Pan's Pipes-Greek When played by someone with skill, the pipes will cause fear to all enemies of the player. They will flee at the fastest rate possible away from the player. Will save negates. Any friends of the wielder hearing the tune will be at +2 for all attacks, damage, saving throws, skill cheeks, stat checks and so on.
  34. Philosopher's Stone-Irish Exudes the elixir of life. Which when drunk will stop the imbiber from aging for 1 year. It can be used every year and will grant the person immortality. It will also transform lead into gold but the effect is temporary. 1 day before it reverts to lead.
  35. Prestor Johns Emerald Scepter-Italian A gold scepter covered in emeralds. One question per day will be answered by the scepter on any matter. It could be used to discover things in the past but its true purpose was to predict the future. One emerald per day can be plucked from the scepter and will re-grow by the next day. Providing a never ending source of wealth.
  36. Robin Hood's Longbow-English +4 strength bow. Provides +5 to any hide or move scores.
  37. St Georges Lance-Portugal +5 riding lance. +7 vs dragons. Senses dragons in a 1 mile area. Color, age and exact location can be determined. The lance will on command shrink to fit inside your pocket.
  38. Scarab Ring of Ra-Egyptian + 3 ring. The ring resembles the beetle complete with rings that fold out and in. Flipping the wings out will ignite any light sources in a 10 foot area, be they torches or light rocks or will create its own source of light in the case of it being in the forest at night. Pushing the wings in, will extinguish any source of light, torches, continual light rocks and so on. It will also in broad daylight turn that 10 foot area to night. These affects last until the caster wishes it. Finally the ring bearer will be resurrected from the dead once in a lifetime if the ring is on at the time of death. The ring will continue to function even after the one time resurrection, but will never resurrect that person again.
  39. Silver Bell of Lohengrin-Teutonic A small silver bell that when chimed and a name spoken, the person can hear and respond no matter what the distance is. The second ability of the bell is a sonic attack that will release a 2d10 wave of destruction in its path. A successful reflex save will halve the damage. A failed reflex save also results in a 1d4 round hearing loss.
  40. Surtr's Flaming Sword-Norse +4 bastard sword. Its flaming edge does double damage to all cold based creatures or creatures that are susceptible to fire. Any evil aligned character that picks up the sword will be enveloped in flame that does no damage to the person wielding it. The flames will deal 1d6 per round of fire damage to anyone in 5 feet of the person. Any good aligned character that possesses the sword will ignite in flame and will burned by the flames for 1d6 per round.
  41. Thor's Iron Gloves-Norse +5 to strength. +10 versus giants. Allows the user to tell if there are giants within a 1 mile radius of the bearer.
  42. Vainamoinen's Scythe-Finland +3 scythe. Will cut down any plants greater than 6 inches tall but no thicker in stalk that 3 inch diameter in a 500 foot swath, to a 6 inch height. It will not harm any animal in that path. If lightning magical or not strikes the user the scythe will split the bolt in 2 around the wielder. No harm will come to the wielder but anything behind them is still affected by the bolt.
  43. Vishnu's Mace-India +3 weapon. Made of bone. Its main power is to enhance the ranges of spells. It can double, triple or up to 10 times the range of a spell. Chosen by the wielder. It can with Healing spells only, cast them in an area of effect. 10 feet per level of the caster.
  44. William Tell's Crossbow-Swiss +3 heavy crossbow that shoots 2 arrows per round. No penalty for called shots.
  45. Ghengis Khan's Dagger-Mongolian +4 silver dagger. Glows red in the face of enemies and glows blue in the face of friends. If in a crowd, glows with the color of the most present. Allows wielder to never be backstabbed. Prevents the blade from entering the skin. Backstabs only.
  46. Ark of the Covenant-Biblical Allows auguery once per day. Creates anti evil-field in 10 foot radius around the ark. Any evil aligned creature stepping into the field will take 10 points of damage per round until death or removal from the field. If a creature is in the field when activated, the 10 points will start immediately. Any undead creature within 10 feet of the ark must make a will save or be destroyed. The ark is a large thing requiring 4 people with poles to carry it. The ark has never been opened, it has been suggested that if it is, anyone within a 1 mile radius will be destroyed.
  47. Bragi's Harp-Norse When played reveals in a 10 foot radius, all traps, secret doors and opens all locks. When directed at an enemy, called by the player. The target must make a will save vs DC 20 to avoid entering a rage and attacking the player at any cost. The effect lasts for as long as the player can play and 10 minutes after the playing has ceased.
  48. Brisingaman's -Freya's Necklace-Norse +5 to comliness score. +5 AC. Grants immunity to all cold, magical or non magical. May also freeze water in a 10 foot cube by a single touch.
  49. Hyerborean Cloak-Greek +10 AC. Creates a constant temperature of 65 degrees around the wearer. The key to the teleport circles. Once worn it embeds all the coordinates to all the circles into your brain. It also allows the wearer to use any circle singly.
  50. Magarac's Gloves-Hungarian +5 ac. These gloves grant the wearer immunity to all fire, lava or magical fire. The gloves will also allow the wearer to heat metal to the point of melting in a matter of minutes. Steel takes about 1 minute to glow red hot, 2 to melt. Iron 3 minutes to melt. It will burn through wood in one minute.
  51. Moradins Axe-Dwarven +5 weapon Good alignments only. Will alter the alignment of any creature carrying the weapon to a good axis in one or 2 months. EX. Chaotic Evil character will be come CN in 1 month, CG in two. The alignment shift is permanent even if no longer carried. This is all that it will do for a non-dwarven wielder. A dwarf that carries the axe will also receive the following powers available to them. The axe will detect any goblinoid race, orc, goblin, hobgoblin in a ½ mile radius. Number and type can be found out if concentrated on. 1 per day for a period of 10 minutes, the dwarf may state that they are going invoke the great cleave function. Any enemy in a 10 foot radius of the dwarf will take the damage that is done to one enemy.
  52. Yondalla's Wineskin-Halfling Always full of strawberry wine. This wine has 3 functions that can be changed by the user. Each function only usable once per day. First function. Heal potion. 2nd function. Will restore one spell 4th level or lower to the spellcasters memory or restore 20 points of psychic energy to a pscionist. 3rd function. Regeneration of lost limbs, memory restoration, level restoration, etc.
  53. Corellians Bracers-Elven +6 Any good or neutral aligned elf in 10 feet of the wielder will receive a +2 to all attacks and damage made by distance weapons. Any evil elf will receive -2 for the same. When slammed together, it will create a shockwave of concussive energy 3d10 to anyone in a 30 foot wave in front of the wielder. 6d10 to any evil character caught in the same wave. 2 per day. Reflex Save for ½.
  54. Lloth's Whip-Drow +4 5 headed snake whip. Each of the 5 heads makes a separate attack at 1d3 +4 per head. Each of the heads has a venomous sting, each doing separate poison. Death, stun, sleep, damage (extra 1d10), pain (causes -2 to attack, damage and initiative) Any made save, negates all of these affects. 3 times per day all the heads may use poison. Evil characters only. Any good or neutral character wielding the whip will be bitten at random by the snake heads. If the poison has been used for the day, only the damage counts.
  55. Glittergold's Pickaxe-Gnome +3 It locates the largest source of wealth in a 1 mile diameter area. Be it gems that need to be mined or a dragon hoard. Always active. If asked it will locate a specific mineral or gem instead of just the most wealth. Digs through stone and earth as quickly as an umber hulk. If used in battle it will cut though normal swords or armor as if it was digging through rock. It not only ignores the ac bonus because of armor it destroys it. 1 ac plus lost per hit. A weapon hit by the pickaxe reduces its damage by 1 per round cumulative. Ex 1d6 short sword hit 3 times by the axe would be 1d6 -3. Any weapon reduced beyond its max damage is destroyed. A hit on a weapon will need a called shot.
  56. The one that knows them all.

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