Guide

Feats
Magic
Monsters
Things
Campaign World

Pebbles Guide

This is the home to the Pebbles Campaign World. On the left are links to other parts of the site.

As this is a campaign world, I am only writing components that make it work in the current campaign, hence there are quite a lot of holes in the detail.

The world is based on D&D3e with Oriental Adventures, Forgotten Realms, Psionics and the Manual of the Planes. Some of the characters are from another plan on a world called Greyhawk. The original setting for this world was Three Heavenly Opals.

There is also a yahoo group associated with this campaign. It is mainly for the campaign, only the players can join, but you are free to browse.

At the moment key section with content are:

Campaign world
Kingdom of Ye
Magic
Monsters
Religions

This world contains the Forgotten Realms setting in a distant corner.

This game is distributed under the Open Content Licence.

Players

Key parts of this site for the players are:

Summaries
Party
Chan Xian Yuen
Red Devil Island
Pebbles Group

Setting

Group 1 Session Background

Things have been quiet for a while. In the bowls of the magic user’s guild is a strange artefact. It was recently discovered recently in the connection into the under-dark. No one can fathom its purpose. Now the guild of Magic Users has decided to transport the device to Dyvers. To a lab with some unusual features.

The device is cylindrical, about 5 foot round, and 10 feet high. It clearly has three sections. The two end sections are similar, they consist of metal work pipes and covers. The central section seems to be some sort of control. There are buttons arranged around the top and bottom of this section. Even though you are not really sure which end it the top. The technology is clearly from another world. There are metals used that are stronger and more resistant to scratching  than adamantine.

As the device is so heavy you are to transport it to Dyvers by boat. There is a small crew, and your group for safe passage. The trip is being taken under the disguise of a normal merchant trip and has a very high level of security. So, while people of your stature are probably not required, you are the only ones to be trusted.

About halfway through the trip, Tony (the magic user) is studying the device. He thinks to him-self, how obvious. And without really stopping to think, walks over to the device and press a series of buttons. The device begins to hum. The central section becomes translucent and you can see a map of sorts. There are many points, interconnected by straight and curved lines. Tony reaches in and touches one of the points. The only red one. After this he returns to his senses.

The power that conveys through the device begins to rise. Everyone comes down to have a look. There is a whirlpool of raw magic power, more power than any of you have ever seen. It courses in a toroid through the device. The rouge on the way down notices that there are standing waves forming in the river around the boat. The water is splashing out of the river. Soon the power in the room is too high and you are forced to the deck of the boat.

Around you the river has been completely emptied of water. A cyclone has formed around the boat and you are clearly in the eye. The lines of power, now visibly stretch miles into the air. Still the crescendo continues to build. The sailors have left the boat and run to the shore. But your group remains, unwilling to leave the device in your charge.

There is a pause, the power seems to have reached a peak.

Then you feel that you are in free fall. The sun is shining brightly and there is no sign of a storm.

Here the session begins.

Group 2 Session Background

You have been idle for some time now and have been looking forward to the trip to Wing Ting Mai. The four winged blip, with a crew of four, has been loaded with the spice, the main export product of your local kingdom. Your home base as James is a member, if a little removed, of the local ruling family.

The trip has been difficult. Very strong winds have blown you south and you decided to land to wait out the storm.

Suddenly there is a loud bang, the gondola has been breached, and two of the crew lost. This is followed by a soft thud from above. The Blip begins an emergency climb. You are unable to stop it. The steering mechanism has been destroyed by the first hit. The Blip is clearly wounded. The left wings are damaged.

You float south on the winds. Rudderless. You cannot fix the steering and regain control of the blip. You pass south over the end of the peninsula.

After about a week of being blown south. (You have never seen such as strong or consistent wind.) You are travelling in sunny weather. You notice a boat below. You have now descended to about 1,000 feet. The blip is slowly loosing altitude. But you do not want to leave it. It is too valuable.

As you close on the boat, which is sailing north and appears heavily laden, you see a black spot in the sky directly ahead. It is also at 1000 feet. This black spot is growing rapidly and you are clearly being blown directly at it.

You are in darkness. All you hair stands upright in the static field. The last thing you saw was the boat also being blown back into the spot. There is an ear splitting sound of thunder. And then the day is clear again.

Licence

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

The content of this site is Copyright 2002 Brian Yap, except where otherwise indicated. Reference to other copyrighted material is no way constitutes a challenge to the respective copyright holders of that material.

Requires the use of the Dungeons & Dragons(R) Player's Handbook, Third Edition, published by Wizards of the Coast(R)

Dungeons & Dragons(R) and Wizards of the Coast(R) are Registered Trademarks of Wizards of the Coast, and are used with Permission.

Copyright 2002 Brian yap. This game is distributed under the Open Conent Licence.