31. oktober 2009

58th session

After a short debate about their options and clues at hand, they decided it was time to head to the Feydark. The goblin stronghold was located deep in the Forest of Autumn Rain, about a weeks travel away.

Once outside the stronghold, there was a brief debate on how to proceed. "Shouldn't we scout a bit said Torn" - "Nah, these are goblins, we are epic, baby" said Carric, "Lets just demand they surrender and let us past". No sooner suggested than done, and they were let inside the stronghold. Of course, since Carric had failed his initial intimidation check, the goblins were merely letting them in so that they could surround and kill the players.

Obviously, things did not quite work out for the poor goblin tribe. They were completely outmatched by the epic characters and although they did manage to bloody both Carric and Torn a couple of times, they were nowhere near killing anyone. At least until the help arrived. 3 fomorians came out of the cave leading to the Feydark. That evened the odds a bit, but overall, it was not a huge challenge.

After clearing out the stronghold (they did let women and children go) they found a dwarf named Gork, who happened to have nothing to do...

Onwards they moved, or perhaps rather downwards. After a couple of hours of traveling in the darkness, they ran into some drows who were quickly dismissed.

Moving on, they finally arrived to what they figured to be the castle of King Balor. A 300' wide stalagmite standing in a even bigger pool of lava, all located in what must have been the biggest cave they had ever seen. A bridge was spanning the lava at the point where it was the narrowest (around 50-80 ft), leading to some huge iron doors.

Gnoguh immediately wanted to go hit whatever guards there surely was on the head and get things started. Torn said he was tired of going through the front doors. He was epic and thus felt he should do things in style. So using (flying) Phantasmal Steed and Passwall rituals, they quickly went up, away from the lava, and entered the castle through a wall, surprising 5 fomorians. The fomorians were relatively quickly dispatched, but a quickling who was also there got away.

23. oktober 2009

57th session

Reminder:

This was in the blog last time, but seems no one talked about it, so might want to handle it.

PS: Mora had 130.000 in residuum and astral diamonds on her, as well as a ring and an Ioun Stone.

PPS: Both Orcus and Demogorgon left behind (when their bodies dissipated) astral diamonds worth 50.000 gold pieces

Ring of Regeneration

This ring of plain silver is adorned with a blood red ruby.

Level: 24
Price: 525,000 gp
Item Slot: Ring

Property: Gain a +3 item bonus to your healing surge value.

Power (Daily • Healing): Minor Action. Regain one healing surge you’ve already used today.
If you’ve reached at least one milestone today, you also gain regeneration 10 until the end of the encounter or until you spend a healing surge.

Ioun Stone of Adaptation

This clear crystal floats in the air above your head, providing you with sustenance and durability against certain adverse effects.

Level: 21
Price: 225,000 gp
Item Slot: Head

Property: You do not need to eat or drink. Also, you and your equipment suffer no ill effects from ambient temperatures between -50 and 140 degrees Fahrenheit or from precipitation.

Power (Encounter): Free Action. Use this power when you are affected by ongoing damage. The ongoing damage ends.
-------------------------

To make a long story short, the fight against Grazz't was epic. It was long and full of suspense. Tagron and Gnoguh both died, and the others were so close as well. But in the end, Grazz't went down, just like the two other (aspects of) demonlords.

The aftermath was sad. A lot of Draharians had died, including many priests of Kord. Trevor was still alive though (he rezzed Gnoguh and Tagron).

After spending some time researching, the Swords headed to the Feywild in order to do more research on King Balor, the Evil Eye and whatnot.

Sonday 6th Marhs, Year 27
The swords head towards the goblin stronghold of Ku-lar-Y-tur, which allegedly guards the way down to King Balor's castle.

18. oktober 2009

56th session (Sommerhus 2009)

Onsday 3rd Yanoar, Year 27
After returning to the Church of Kord following their trip to Infernus' island, the Swords of Drahar spent some time in town. Torn had a theory about Truxas, and using a ritual devised by himself, he found out that Truxas had the divine spark. And it only took 4 weeks and cost 10.000 gold pieces.

Freeday 5th Phebroar, Year 27
He also divined him, forcing out visions out about Truxas. He saw Truxas entering a pavillion with 9 seats, deducing that this must indeed be the fabled Pavillion of the Gods, with 1 stone seat for each god. The milky white sky above suggested that it should (as theorized) be located somewhere in the Astral Sea. He saw Truxas sit on the chair fashioned as an oak tree (Luna), deducing that Truxas must be the new god of magic. But on the floor before Truxas lay his companions...

After those interesting tidbits of information, the Swords decided it was time to head to the Shadowfell and pay a quick visit to the last dragon on the list, and acquire the last heart.

Heading back to Danar Hold, Torn opened to portal they had watched Trevor and the priests of Kord close more than a year before. They entered the Shadowfell and headed south to the gloomier version of the Thunderspire Mountains.

High up towards the top of one of the spires, they found the temple. Following the mile-long stairs going up to the temple itself, they were assaulted by Shadar-kai, but those were quickly dismissed. Up in the temple they found the heart, more Shadar-Kai and the dragon. Their attempt to scare the dragon and its minions into giving up the heart failed, and soon the inhabitants of the shadowy realm lay dead at the Swords' feet.

They found 100.000 gold pieces in assorted gems, coins and treasure, and a pair of bracers and a pair of boots.

Executioner’s Bracers

These ornamental gold bracers help you to hit harder.

Level: 23
Price: 425,000 gp
Item Slot: Arms

Property: When you score a critical hit, the attack deals 3d6 extra damage.

Boots of Speed

These durable boots are designed to take you farther, faster.

Level: 22
Price: 325,000 gp
Item Slot: Feet

Property: Gain a +2 item bonus to speed.

Power (Daily): Minor Action. Take a move action.

Lordday 6th Phebroar, Year 27
Back from the Shadowfell, the Swords chilled out for a few days, and then headed to the Feywild, where they (after handing over the 3 "hearts" and being made honorary members of the Church of Luna) got to talk to the Oracle. The Oracled happened to be a gargantuan silver dragon and a little 8 year old girl. The oracle told them that they were lying when they were evading its questions about why they wanted the ritual, but it gave it to them none the less, because one of the forks if they didn't get the ritual ended with darkness, the death of all magic.

Sonday 14th Phebroar, Year 27
Finally they had the ritual. Heading back to Drahar, they soon realized that they were nowhere near done with the ritual. In order to complete the ritual, they need a component, an item and a specific place. And only the component was revealed until they had it in hand.

The component is the Heart of Grazz't.

Gulp.

Quickly figuring out that a frontal assault on Grazz't himself would only cause them to die a horrible and quick death, they none the less decided to head to Azzagrat and figure out things from there.

Torsday 18th Phebroar, Year 27
The Swords packed up their things and headed to Sigil. There they bought tickets on a Astral Shiff and flew out in the Elemental Chaos. On the way down into the maelstrom of the Abyss, they were assaulted by some rogue Githzerai pirates, who, after a good start, ended up being more dead than pirate. But they did have some interesting things, including 50.000 gold pieces in assorted coins and gems, as well as a small marble cube.

Instant Portal

Shattering this glass marble against a hard surface releases the short-lived portal within.

Level: 23
Price: 425,000 gp
Wondrous Item

Power (Consumable • Teleportation): Minor Action. You create a portal in an adjacent square. The portal leads to a destination determined when the item was created. The portal remains open for 5 rounds, closing at the end of your turn on the fifth round.
The portal is misty, restricting vision to 5 squares into the destination. Until the portal closes, creatures can move freely between the portal and the location to which its connected.

Tirsday 23th Phebroar, Year 27
Arriving on the Plain of Thousand Portals next to the Inn run by Red Shroud, an alu-demon who is rumored to the dark of many things. She put them in contact with Ncreed, a one-eyed Vrock with no compulsions against telling them which Iron Fortress to enter in order to get to the 45th layer. For 50.000 gold pieces.

Onsday 24th Phebroar, Year 27
After a couple of days of traveling, Ncreed bid them farewell, and they were to take the last mile on their own, as per agreement. However, the Abyss is a dangerous place, and things tend to happen. No sooner than Ncreed was gone, they were jumped by a Bebilith and a few swarms of abyssal spiders.

After having killed the poor spiders, the Swords hurried along and soon found themselves in front of the Iron Fortress. Truxas tried to bluff and gained entrance, but it was all a trap, and the Swords found themselves under fire from some alu-demons on a balcony, while the mezzo-demons were poking at them below.

Further in, they were assaulted from all sides by a couple of Vrocks and a small contingent of Balgura demons, flooding the room. For a long time, things looked a bit iffy, but in the end, the little demons were no match for the fury of Drahar.

Down below they went, and at some point they even thought they were going to walk to the 2nd layer. But instead, they ended up in a throne room/harem with a handful of Nyca-demons, a Hezrou and a Balor. Which actually ended up being two balors. Ouch. It was touch and go, with Torn, Truxas and Carric standing in a corner, only protected by Torn's Illusionary Wall, which held, in spite of the repeated attempts of the Balor. Gnoguh and Tagron both died though, victims of a pool of abyssal evil that the Balor tossed them into - repeatedly.

Finding enough residuum for the raise dead rituals proved a bit of a hassle, and the Swords had to disenchant a few magical items in order to be able to get both up.

Luckily for them, there was also some treasure there. 70.000 gold pieces and a necklace.

Necklace of Fate

This necklace of acorns and woven vines tethers your spirit to nature, helping you shake off the effects of combat.

Level: 22
Price: 325,000 gp
Item Slot: Neck
Enhancement: +5 Fortitude, Reflex, and Will

Power (Encounter): No Action. Trigger: You make a saving throw at a time other than the end of your turn. Effect: You gain an item bonus to that saving throw equal to the necklace’s enhancement bonus.


Freeday 26th Phebroar, Year 27

Entering the 45th layer (Rauweng), the Swords found a desolate place with no vegetation, eternal rain and almost no color.

Shortly after getting there, they picked up the trail of what turned out to be a small clan of Vistani, inter-planar traveling merchants. The Swords spent a night with them, and learned that the Vistani had a young child called Lilith with extraordinary powers of foresight. The Vistani showed them the way to Zelatar, the capital of Grazz't.

Sonday 28th Phebroar, Year 27

Posing as merchants, they easily gained access. Truxas found them an inn and a sage (Yo-Gar-Tum, an Alu-demon sage). For the modest price of 50.000 gold pieces he revealed that the Heat of Grazz't was not the real heart, or at least that there was something else with the same name. The current lover of Grazz't, Matron Mora, Drow High Priestess of Grazz't was also called just that.

The Swords quickly decided that kidnapping her (the ritual needed her alive) sounded a lot better than facing the only creature to have out-witted Asmodeus and lived to tell about it. Gaining access to the sewers, while Truxas made a bit of scouting (ha-ha), they found a shortcut into the inner sanctum of the church. Up through a passwall.

The following battle was long and furious, involving a Goristro and a Marilith-drow (amongst others) as well as the High Priestess. In the end they got her down, and immediately cast the cube and opened a portal to Sigil. Grazz't arrived a split-second too late, managing only to wound Torn, before he as the last jumped through to one of the only places Grazz't couldn't follow.

Having escaped alive, they immediately ported to the Church of Kord, to imprison Mora behind a magical circle capable of keeping out most creatures. Forbiddance was also cast (Torn made a trip to Sigil to buy it) as well in order to stop some scrying.

Mansday 1st Mahrs, Year 27

The next morning, a couple of men in robes showed up at the church, wanting to talk to the Swords. As the Swords came out to talk to them, they each dropped an instant portal, opening the way for hundreds of demons and undeads to flood the church and Drahar.

The Orcus (or rather the Aspect of Orcus) and Demogorgon (again, Aspect of Demogorgon) stepped out howling for the bitch.

An big battle followed, while the undead and the demons were ripping apart the church and city. Tthe fact that they were standing in a church of Kord weakened both aspects, but it was still amazing that the Swords managed to kill not one, but both demonlords. Especially Carric who killed Demogorgon with his mace!

As soon as the bodies of Orcus and Demogorgon had hit the floor, Kord arrived, explaining that he was forbidden to interfere. He did help the Swords a bit, by renewing their strength, and telling them that the fight was not yet over. He vanished and then they heard:

Where is my woman! - as Grazz't (aspect again) walked around the corner....


PS: Mora had 130.000 in residuum and astral diamonds on her, as well as a ring and an Ioun Stone.

PPS: Both Orcus and Demogorgon left behind (when their bodies dissipated) astral diamonds worth 50.000 gold pieces

Ring of Regeneration

This ring of plain silver is adorned with a blood red ruby.

Level: 24
Price: 525,000 gp
Item Slot: Ring

Property: Gain a +3 item bonus to your healing surge value.

Power (Daily • Healing): Minor Action. Regain one healing surge you’ve already used today.
If you’ve reached at least one milestone today, you also gain regeneration 10 until the end of the encounter or until you spend a healing surge.

Ioun Stone of Adaptation

This clear crystal floats in the air above your head, providing you with sustenance and durability against certain adverse effects.

Level: 21
Price: 225,000 gp
Item Slot: Head

Property: You do not need to eat or drink. Also, you and your equipment suffer no ill effects from ambient temperatures between -50 and 140 degrees Fahrenheit or from precipitation.

Power (Encounter): Free Action. Use this power when you are affected by ongoing damage. The ongoing damage ends.





Spilledage for resten af 2009

Som I nok ved, har Jensen Drømmeholdsfodbold her i november-december, og det ligger om torsdagen.

I har alle på forskellige tidspunkter giver udtryk for at tirsdag er den dag der passer bedst (ud over torsdag), så derfor bliver det så det.

Husk at næste uge spiller vi stadig om torsdagen, men derefter skifter vi til tirsdag. Derfor ser resten af året således ud.

Torsdag 22. oktober
Tirsdag 27. oktober (Bedet ferie i Tyrkiet)
Tirsdag 3. november
Tirsdag 10. november - Aflyst, Chris på kursus på Fyn
Tirsdag 17. november
Tirsdag 24. november
Tirsdag 1. december
Tirsdag 8. december
Tirsdag 15. december
Tirsdag 22. december
Tirsdag 29. december

PS: Tak for en fed weekend!

Fixing solos and conditions

Det er ikke nogen hemmelighed at jeg synes at solos er et superfedt koncept (stort monster som har HP og damage nok til at stå imod et helt party. Desværre er udførelsen ikke helt lykkedes, og hvis man kører dem helt efter bogen er de tit for svage. Især på højere level, hvor man kan fyrer 27 conditions i hovedet på monsteret og så er den bare stunned, dazed og blinded hele combat.

Så kan man sætte en solo der er meget højere level mod players, men så har den bare enormt mange hit points og høje defenses. Det giver bare lange ufarlige kampe, eller korte kampe der ender med et TPK. Sætter man level ned på soloen, og smider en masse andre monstre med, fungerer det bedre. Problemet er bare at det med at monsteret har allies fungerer ikke optimalt for alle monstre.

Summa Summarum, så er ideen at hvis man kan fixe condition-problemet mht soloer, så har vi med de andre generelle ændringer som jeg har brugt længe (damage og forskellige actions til soloer, mere dam når bloodied osv) en god balance.

Oppe i sommerhuset fik jeg den idé at man kunne lave en skala af conditions, og sige at hvis en solo er påvirket af en condition og failer dens normale +5 save i slutningen af runden, så mindskes effekten alligevel til den næste på listen.

Jeg har lavet 3 grupperinger.

Sleep / Helpless
Stun / No Attack / Dominated
Daze
Slowed

Blind
-2 to hit

Restrained
Immobilized
Slowed

Weakened

Eksempel:
Runde 1
Wizard har 32 tiv
Fighter har 27 tiv
Rogue har 21 tiv
Orcus har 17 tiv

Wizard stunner (save ends) Orcus. Fighter og rogue slår på ham, og da det bliver Orcus' tur, får han et save (med sin solo +5-bonus. Klarer han forsvinder stun som sædvanlig, men misser han savet, er han dazed (save ends) istedet. Man skal jo huske at en solo der er stunned svarer jo til at et normalt monster der er stunned i 5 runder - det er meget damage man slipper for osv.

Jeg har tilføjet en -2 condition "under" blinded, mest fordi at det virkede som et logisk næste skridt. Ellers er der et ret stort spring fra Blinded til at være condition-free.

Desværre har jeg ikke lige nogle gode idéer mht Weakened, men det er vist kun Carrics Beacon of Hope der gør det - fra jeres side anyway. Men der er jo massere af andre classes (og/eller powers) der har Weakened Powers, så man ved aldrig, hvornår der er en der skal spille en ny class.

Feedback gives gerne!

13. oktober 2009

A little appetizer for the weekend...

No plane, rightly or wrongly, inspires as much fear as the Abyss. This plane is the seat of ultimate chaos tainted by the darkest evil. Its virtually endless layers spiral deep down into the bowels of true vileness. No one knows whether the Abyss truly has infinite layers, but well over 600 have been cataloged. All of the Abyssal layers have their own unique yet horrific environments. No unifying theme persists other than their harsh, inhospitable nature. A planewalker will find lakes of caustic acid, clouds of noxious fumes, caverns of razor sharp spikes, and landscapes of boiling rocks - and those are some of the tamer dangers! Rusty, jagged pieces of metal cover one particularly harsh layer, some big enough to build a city upon, others so small that they blow in the driving winds to lodge in a basher's flesh, mouth, and eyes. Other layers have more hidden dangers, such as the layer that slowly changes a body's alignment towards chaos and evil, or the one that infects a sod with an incurable wasting plague. Nevertheless, a few particular layers have interest to planewalkers, and it's best to head to those destinations directly; "exploring" the Abyss or wandering into uncharted regions is a good way to get killed fast (at best).

The Abyss is the home of the demons, creatures devoted to death and destruction. A demon on its home plane is as likely to slay a planewalker or force him into serving in the Blood War or some other horrid duty. The best thing (for a traveler) about the demon is that they have no sense of responsibility, honor, or loyalty. They'll gladly accept a little garnish to look the other way - if the mood strikes them.

Their behavior is always unpredictable. It's important to remember, too, that what's deadly to a human or a githzerai may literally be harmless to a demon. Just because they dwell safely in an area doesn't mean that it's safe for other planars. In fact, a number of layers of the Abyss are so terrible that non-demon who enter them get put in the dead-book immediately. Therefore, even the toughest bloods need to be leery about shuffling about these layers.

Crucial to planar travelers is the uppermost layer of the Abyss, the Plain of Thousands Portals. Aside from being the easiest ingress and egress to the Astral Sea, Elemental Chaos and mortal world, crevice-gates here lead down into the other layers of the Abyss. Anyone passing through this layer should stop at Broken Reach, a fortress town run by a erinyes (a type of female demon) named Red Shroud. Her rule is harsh and absolute, but it's not a bad place to find food, rest, and safety. Don't cross her, and she'll probably leave a basher unscathed - which is about the best a body can hope for in the Abyss.

The demon lord Graz'zt rules three Abyssal layers, at least one of which is filled with trees with poisonous snakes for branches. Despite the danger, though, Graz'zt is one of the few Abyssal lords who allows unhindered travel into and out of his realm. A planewalker willing to chance it can make a hefty bit of jink bringing goods to the market here.

Besides, chant's that a powerful mage died among those viper trees, and that his decomposing bones still hold an artifact that renders a cutter immune to the harsh environs of the Abyss itself.

There's also said to be a layer where time moves backward in regard to aging. This could be used to a body's advantage to restore lost youth. However, it is also said that the reverse aging moves at random speeds, and it's likely that a basher who stays too long will revelt to an infant, or be aged back out of existence altogether.

You could also choose to look for a Vrock called Rcreen (not his real name, duh) who dwells on the first layer. It is said that for a bit (a lot probably) of garnish, he will show a body around the Abyss. Chant is he's got a grudge of some type against his superiors and looks at this as a way of getting back at them.

11. oktober 2009

Level 20 loot

250.000 gp

Ring of Regeneration

This ring of plain silver is adorned with a blood red ruby.

Level: 24
Price: 525,000 gp
Item Slot: Ring

Property: Gain a +3 item bonus to your healing surge value.

Power (Daily • Healing): Minor Action. Regain one healing surge you’ve already used today.
If you’ve reached at least one milestone today, you also gain regeneration 10 until the end of the encounter or until you spend a healing surge.

First published in Player's Handbook.


Instant Portal (for Sigil)

Shattering this glass marble against a hard surface releases the short-lived portal within.

Level: 23
Price: 425,000 gp
Wondrous Item

Power (Consumable • Teleportation): Minor Action. You create a portal in an adjacent square. The portal leads to a destination determined when the item was created. The portal remains open for 5 rounds, closing at the end of your turn on the fifth round.
The portal is misty, restricting vision to 5 squares into the destination. Until the portal closes, creatures can move freely between the portal and the location to which its connected.

First published in Manual of the Planes.


Necklace of Fate

This necklace of acorns and woven vines tethers your spirit to nature, helping you shake off the effects of combat.

Level: 22
Price: 325,000 gp
Item Slot: Neck
Enhancement: +5 Fortitude, Reflex, and Will

Power (Encounter): No Action. Trigger: You make a saving throw at a time other than the end of your turn. Effect: You gain an item bonus to that saving throw equal to the necklace’s enhancement bonus.

First published in Adventurer's Vault 2.

Ioun Stone of Adaptation

This clear crystal floats in the air above your head, providing you with sustenance and durability against certain adverse effects.

Level: 21
Price: 225,000 gp
Item Slot: Head

Property: You do not need to eat or drink. Also, you and your equipment suffer no ill effects from ambient temperatures between -50 and 140 degrees Fahrenheit or from precipitation.

Power (Encounter): Free Action. Use this power when you are affected by ongoing damage. The ongoing damage ends.

First published in Manual of the Planes.

Level 19 loot

Executioner’s Bracers

These ornamental gold bracers help you to hit harder.

Level: 23
Price: 425,000 gp
Item Slot: Arms

Property: When you score a critical hit, the attack deals 3d6 extra damage.

First published in Adventurer's Vault 2.

Boots of Speed

These durable boots are designed to take you farther, faster.

Level: 22
Price: 325,000 gp
Item Slot: Feet

Property: Gain a +2 item bonus to speed.

Power (Daily): Minor Action. Take a move action.

First published in Adventurer's Vault.


The Hand of Fate

Airship (The Hand of Fate)
Gargantuan vehicle
HP 400 Space 6 squares by 12 squares Cost 185,000 gp
AC 4; Fortitude 20, Reflex 2
Speed 0, fly 12 (hover), overland flight 15 (75 miles per day, 7,5 miles per hour, 750 feet per minute)
Pilot
The pilot must stand at a control wheel, typically at the front of the topmost deck of the airship cabin.
Crew
In addition to the pilot, an airship requires a crew of five, all of whom use a standard action each round to help control the vessel. Reduce the ship’s speed by 4 for each missing crew member. At fly speed 0, the ship is unable to travel and flies out of control.
Load
Thirty Medium creatures; twenty tons of cargo.
Out of Control
An out-of-control airship moves forward at half speed. Each round, it has a 50% chance of descending. It descends 5 squares for the first 10 rounds it is out of control. After 10 rounds, it descends 10 squares per round. An out-of-control airship that hits the ground after descending more than 20 squares is destroyed.
Decks
The airship’s cabin has four decks: an exterior observation platform, the topmost crew deck, a middle deck for passengers, and a lower cargo hold.
Fragile Propulsion
For every 50 damage the airship takes, its speed is reduced by 2 squares. At fly speed 0, the ship is unable to travel and floats out of control.

55th session

After raising Carric, there was a short period of rest and debate. Should the Swords heard to the Island of Infernus and face off the mighty red dragon, or should they head to the Shadowfell and find the temple of Shadow, the enigmatic shadow dragon that runs a cadre of shadar-kai assassins.

At the end, the shadow won the right to live to another day, and the Swords headed out in their ship to find the lair of Infernus.

Traveling west for the island with an average speed of 75 miles a day, the Swords arrived after 7 days or so.

Onsday 26 Deecambor
As they get close to the island, they find a pirate ship hiding in a natural harbor. Calling a parlay, it turns out that the captain is none other than Griyar Ravenhair, Scourge of the 4 Seas, the famous pirate that rules the local area.

Via the parlay the Swords obtain knowledge of Infernus' lair's location and how to get in touch with him. The two parties part on a truce.

Once they dispatch some Azer servants and Hell Hounds on the slopes of Mount Infernal, the Swords find themselves in a fight for their lives inside the volcano. The Azers have made a device that can tear the fabric of the universe and create a rift to the Elemental Chaos, and they have set it off as the Swords enter their "lair". Once the doomsday device is deactivated and the virgin is saved, the Swords head on down to have a little meet and greed with Infernus. Not before sending Shasa the Sorceress up via the same Shadow Bridges the Swords used to get down into the volcano.

Infernus proved to be an annoying one, very arrogant, but all the same, and despite an earthquake during the combat - at the end, he died, although both Carric and Targron almost died. In his lair they found the Heart of Fire, another sizable rock with more or less incomprehensible arcane and divine symbols on it.

They also found a staff and 75.000 gp in assorted gems and coins. and a Brimstone Cloak +4.

Brimstone Cloak

This cloak smells faintly of sulfur and helps resist both fire and poison.

Level: 20
Price: 125,000 gp
Item Slot: Neck
Enhancement: +4 Fortitude, Reflex, and Will

Property: Gain resist 10 fire and resist 10 poison.

Power (Daily • Fire): Immediate Reaction. Use this power when you are hit by a melee attack. The attacker takes ongoing 10 fire damage (save ends).

First published in Manual of the Planes.

10. oktober 2009

Conditions and their Alea marker color



Sort = blind


Lyseblå = daze

Blå = stun

Mørkeblå = dominated


Sand = invisible
Brun = slowed
Mørkebrun = immobilized


Lilla = ongoing damage


Violet = Special


Lysegrøn = Warlock's Curse
Neongrøn = Vulnerability

Armygrøn = Fighter's Mark


Rød = bloodied


Hvad siger I?

1. oktober 2009

Intermezzo

Onsday 12th Deecambor
A week has passed. Worried with what has become of their friends, Truxas and Torn contact them. Learning that they are stuck in the Feydark, they immediately gather the information needed and teleport down there and pick up the other 3. Then they head to Drahar to get Carric raised.

54th session

After doing some research and looking into the creation of a few magical items, it was once again time to head out. A quick waterbreathing followed by a link portal, and they found themselves under water, in the ruins of an ancient aboleth city.

Exiting from the water, the Swords found themselves in a cave light up by some strange red fungus. As soon as they came out of the water, Carric heard the beating of wings and they followed the sound into a maze of corridors that turned out to be the dragon's lair.

As they advanced into the lair, they stumbled upon the servants of the dragon (minotaurs and other weird monsters), and every time they fought them, the dragon came out of hiding and ambushed them, with a quick breath and a few attacks, before retreating back into the maze. At one point Gnoguh almost followed the dragon, as he was riding on it's back when it flew away. But the dragon wanted him off it's back more than he wanted to follow it into the darkness, so he was ditched.

Slowly but surely, their ressources were dwindling, and while they were dealing with a very troublesome roper, the dragon arrived and stayed for one final dance. At the end, Gnoguh and Targron were (barely) standing, and Carric lay dead.

During their foray into the maze, they had found 50.000 gold pieces in assorted types of coins, a new magical ring and of course the Heart of Darkness, which turned out to be a big red-black rock with odd mystic symbols inscribed in it.

Bone Ring of Preservation
This plain, bone ring protects its wearer from life-draining effects.

Level: 19
Price: 105,000 gp
Item Slot: Ring

Property: You gain resist 15 necrotic.

Power (Daily): Free Action. Use this power when an effect would make you lose a healing surge. You do not lose the healing surge.
If you’ve reached at least one milestone today, the source of the effect takes 3d10 damage.

First published in Adventurer's Vault.