22. december 2010

Session 27

Mansday 9th Yanoar, year 1457
Not so soon enough, Eric spotted the remains of a museum who had collapsed. Said museum was interesting because he knew that it would be holding the Horn of Drahar, ancient warhorn often used to inspire the Draharians when they were under attack.

The Godsends started to fight their way to the mountain of rubble holding the horn, but the ogres and giants were everywhere. They got to the rubble, but then Eric went down to a treetrunk wielded by a giant. No sooner did he get up, healed by magic in a bottle, before Calos went down like a wet sack of noodles. And so things went on for a while, while our heroes were digging out the horn. Finally GrobKu arrived at the "scene" (he had been dragging Rolen's stone form across the battlefield). Using Rolen as a shield, he grabbed down the rubble and with a prodigious feat of strength drew out the horn, so that Calos could sound it.

"This is Drahar!" (okay, det var så vist mig der sagde det) GrobKu roared, before getting the lights knocked out by some ogres attacking them, just as the tide of war turned.

The Draharians responded to the horn, and soon the ogres and giants had been pushed back, out of Drahar.

After the battle was over, Rolen was un-stoned and Hwygar was raised.

The day passed without any other attacks. Eric and Calos went to the palace to continue breaking the protection, but found that all the work they had done a few days prior had been for naught.

Meanwhile, Rolen sent a sending to the Emperor (via the mages) about what had happened.

Tirsday 10th Yanoar, year 1457
The next day was relatively calm as well, until a bit after midday. Suddenly a small mountain came floating in over the city of Drahar, some 1200 feet up in the air. Once it was above the city, hordes of air elementals and earth elementals poured down on Drahar. There could no longer be any doubt. This battle would not be won by armies.

No sooner had they formulated the question: How the hell do we get up there, before a portal appeared and Zug-Zug, with cigar and all in his mouth, came flying through on an elemental skiff. The Godsends quickly jumped aboard and flew towards the mountain above the city.

On the way up towards the ancient-looking primordial-styled temple on the mountain, archons and elementals attacked the skiff, and while most of the Godsends were busy dealing with the elementals, Zug-Zug was knocked out and the skiff plummeted towards Drahar. Luckily for all, Calos got up (he was down and out) and managed to take control just a split second before the skiff would have hit the rooftops of Drahar. Instead he turned it upwards again, towards the temple.

There they jumped off the skiff, landing on the patio of the ancient temple. And fought more elementals.

Vi spiller hos Bedet næste gang. (den 28. december). Det betyder at vi må bestille mad udefra, derfor kan det være en god idé hvis man ikke kommer i allersidste øjeblik (- men nej, jeg aner ikke om eller hvornår Bedet er hjemme)

I dinger 16 efter en (eller to) kampe, så husk at ha' jeres updated character med (+1 tohit, skills, defenses o.l samt en utility samt ability fra paragon path) og klar.

15. december 2010

Session 26

Mansday 9th Yanoar, year 1457'
No further attacks came that night. Rolen and GrobKu stayed up, running the army and city, while the rest rested.

The next morning, something was happening at the west wall. The Godsends went to investigate, and found out (too late) that a purple worm was digging its way under the wall. It emerges, weakening the wall, and another battle could start. This one proved quite more lethal, as the purple worm ate both Eric, Hwygar and GrobKu. Eric died from the crushing acidic intestines, while both Hwygar and GrobKu hovered on the brink of death towards the end. With the threat ended, the Godsends retreated to the command tent, where Eric was raised by an Erathis priest.

With Eric up and running again, the Godsends got the brilliant idea to once again head to Arul-Matuk. With One-Eyed Draco dead, maybe the Emperor would now like to save his city. Eric and Calos stayed to take a look at the Divine Engine (and possibly start the dismantling of the magical protections), while GrobKu stuck to the army. Rolen and Hwygar went to Arul-Matuk to convince the Emperor. And this time, they did indeed get to see the Emperor and convince him to help Drahar. He promised that the imperial army would be there in 10-14 days.

While all others had been busy, GrobKu had been running the show with the army. Towards nightfall, with all of his friends back at his side, the next attack finally came. The deathknight used some fell magic to blow up the wall, and in poured hundreds of ogres. It was chaos. The godsends arrived and too up spot on the main road leading into town, stopping a great deal of the Ogres. Dozens of ogres died to their blades and magic, but suddenly they got support from an undead beholder. The fight turned from desperate to almost hopeless, but the valiant Godsends would not run, would not yield.

Hwygar was killed and animated as a ghoul (and then slain by GrobKu) and just before the beholder died, it managed to petrify Rolen. 1 dead, 1 petrified, a hole as huge as a barn in the wall and thousands of ogres and hill giants trying to pour into the city. Things suddenly looked pretty bad, on any scale. It was now certain that this could not be handled alone. But how do you inspire an army, how do you make them know you need them here. If only there was something that could help you do just that, the Godsends (those still alive) thought and started to look around...

Vi spiller både den 21. og 28. december. Snakken sidst indikerede at alle, eller stort set alle, kan begge dage. Jeg finder på en løsning til Molin og BC. Det burde ikke tage mere en max 15-20 min at finde ud af om det er TPK eller Win. Jeg tager nogle NPC's med, just in case. 

Mht alt det andet vi har snakket om, så synes jeg fokus var enorm. Stort set ingen iPad spil (max 5 min), hurtige diskussioner, og især Bønne og BC var enormt hurtige til at afvikle deres ture. Well, alle var hurtige. Det var en fornøjelse, synes I ikke?  

9. december 2010

Questlog

Finding the Divine Engine
In order to stop the Cult of Elemental Evil from awakening the primordial Piranoth from his slumber, you must find/destroy or hide at least 3 pieces of the Divine Engine.

Defend Drahar
To avoid the destruction of your home town and the possible theft of one part of the Divine Engine, you must stop the army of giants and ogres attacking Drahar.

Snatch the Divine Engine from the palace
In case Drahar falls, you need to remove the Divine Engine-part hanging in the throne room of Drahar. problem is that is it heavily guarded and very protected by magic.

Travel to the Astral Sea and talk to the Astral Giants
The mysterious astral giants of the XXX temple have a piece of the Divine Engine. They also have a lot of knowledge about it. But before you can travel there, you must find out where they are and how you get to the Astral Sea.

Travel to the Frostfell and find a piece of the Divine Engine.
Another piece of the Divine Engine is hidden(?) somewhere in the Frostfell, a layer of the Abyss. But before you can travel, you must find out how to get there and who has it (not strictly necessary, but...)

Travel to the Shadowfell and find the piece of the Divine Engine hidden in Mount Doom
The "last" piece of the Divine Engine is somewhere called Mount Doom in the Shadowfell. But who has it, and where exactly is Mount Doom?

Hvis der mangler noget, så sig til. Svært at få alt med fra scratch. Giver sådan er par linjer et bedre overblik, skal der mere info, andet info eller hvad?

Session 25

Sonday 1st Yanoar, year 1457
After having dealt with Mistress D'iha and rezzing Eric and Calos, the Godsends prepared to go pay old One-Eyed Draco a visit. But before they could go there, they were summoned by to the palace by Draco.

He told them that a huge army of hill giants and ogres were approaching Drahar, bent on destroying it. He also told them that he couldn't not count on the emperor to help him, since they had had a falling out over the emperor thinking that old Draco had tried to have him assassinated.

The Godsends also found out that the Divine Engine-part was hanging on the wall of the palace, in the throne-room, well protected by very powerful magic.

Not sure it was safe there, they decided to head to Arul-Matuk to pay the Emperor a visit and to see if they couldn't get some help.

Mansday 2nd Yanoar, year 1457
They never got to see the Emperor, but instead got to present their case to one of his servants, a dragonborn wizard called Hoffar. According to him, the Emperor was not the least interested in helping Drahar. In fact, he said Old One-Eyed Draco could burn in hell for all he (the Emperor) cared.

Slightly surprised, the Godsends returned to Drahar and offered Draco their help.

Over the next 5-6 days, the Godsends spend their days helping out with different things. Hwygar scouts and finds out that the army, which is still almost 2 weeks away, is lead by Harkk the Formorian who stole the first part of the Divine Engine, a lich and a deathknight, who holds a huge white dragon as company. Rolen takes care of organizing the healing while Eric oversees the placement of the troops, Calos travels (by dragon) to the Seven Pillared Hall, to negociate with the Ares family for the use of their dragons and 5.000 troops. GrobKu spends his time trying to teach the soldiers a couple of tricks, although he has less luck than his friends...

Sonday 8th Yanoar, year 1457
Just before most of the Godsends are going to bed, Calos suddenly wakes up, saying they need to hurry. Draco is getting killed.
Arriving at the palace, they break down the magical wards keeping all out of his rooms, only to face the lich and the fomorian standing over the gaping corpse of Draco. The lich holds a soul-replica of Draco heart, which the Godsends later find out prevents any speak with dead or rez ritual.

The lich and fomorian flee, but Hwygar manages to follow them through the portal. He gets captured, but manages to escape and get back to Drahar during the confusion of the attack, because the army of giants is now right outside of Drahar, and battle can begin.

Mansday 9th Yanoar, year 1457
With Draco dead, the soldiers turn to the Godsends to lead them against the forces of evil. The battle starts poorly for the Draharians, as their adamantine dragons are killed by evil dragons. Two of them even land on the command-tent of the Godsends. Luckily for the heroes, both dragons (a huge white and large green) are both heavily wounded and thus dispatched without too much fuzz.. But the night is young, and dawn a long time away...

1. december 2010

Session 24

Torsday 3rd Nauvambor, Year 1456
With the help of Zug-Zug, the Godsends arrive to the Shimmering Island, a small volcanic island in the middle of nowhere. Hwygar scout the island while the rest stay near the boat. Up in the volcano, he finds signs of habitation. Otherwise, it looks pretty empty, aside from a few small animals.

Up in the volcano, the Godsends find the "house" of Vedalt, 3 small rooms built into a small cave. The rooms are empty, but for Vedalt, naked dwarf floating a foot above a symbol of binding.

The Godsends spend the day examinating the trapped dwarf, and figure out that his mind is locked away, and that they (the Godsends) need to assume metaphysical form, enter his mind and disable the lock, which in turn will probably take metaphysical form and fight them... The problem is, they have no idea how to. Well, Calos has an idea, but its extremely risky for all involved, so....

Freeday 4th Nauvambor, Year 1456
Another day of annoyance and frustration trying to figure out why there is wine where there should be beer, why an exarch of Moradin has children's stories in spades in his library and why they are only almost correct.

At some point, all this gets to GrubKo, and he gets cranky. He breaks the Moradin statue(!!!) but notices that something is written at the bottom of the statue's feet. Get [7 titles of children books] and use them. They collect the books, and when put together, they glow and change into a ritual book, holding a ritual that should allow them to enter Vedalt's mind.

After casting the spell, the Godsends find themselves in a small maze of earth, where they run into a trio of hags representing the lock to Vedalt's mind. After killing the Hags, Vedalt is once again free and awake.

He tells them the following things:
--1 part was in the vault of Argent (has been stolen) - it is still in the Underdark
--1 part is in Drahar (guarded by Emperial Family?)
--1 part is in the Astral Sea, guarded by the Astral Giants
--1 part is in the Elemental Chaos, in the Frostfell, frozen plane in the Abyss
--1 part is in the Shadowfell, in Mount Doom, giant volcano
You still need to kill Piranoth before you can activate the Divine Engine.
The Divine Engine ensures he doesn't return after sinking into the core of the world.
You have only a minute at most before he sinks in.
The sky gems weaken him just by being nearby

After thanking Vedalt and convincing him to take one of their sending stones, they leave Zug-Zug with Vedalt and port back to Drahar. But not before realizing that some time has passed..

Lordday 31th Deecambor, Year 1456
Almost as soon as they land in Drahar, the Stone starts calling. Its Mistress D'iha calling. The Godsends hurry into the nearest Inn and grab a room so that they can talk with her without giving away their location. Mistress D'iha is not happy, screaming into the stone that she knows they are not drows, and that they betrayed her. "My Vengeance Will Come!!!" she yells. Hwygar dismisses and laughs, thinking himself safe. Unfortunaly, one of her pet mages has used Follow the Voice to open a portal to where the Godsends are, and soon enough, Mistress D'iha and the mage come charging out through the portal. The fight was brutal and fatal. Mistress D'iha was just as lethal as they had imagined. Almost impossible to pin down and an arsenal of attacks that were hard to counter. In the end, she died, but not before sending both Eric and Calos to meet their god(s). With Hwygar bleeding out on the floor, it was GrobKu vs Das Überbiatch and it was close.. soo close but GrobKu managed to plan a luckily swing towards the end, severing her neck...

Session 23

Onsday 11th Auktaubor, Year 1456
Returning from their dream of the future, the Godsends once again find themselves facing Harkk and his allies. The Godsends win the fight, killing G'az, but Harkk escapes to what looks like the Feywild (Eric gets a peak before the portal closes, seeing elementals, drows and an aboleth.

Torsday 12th Auktaubor, Year 1456
With Argent once again save, the Godsends decide to pursuit Harkk and the Divine Engine. They head to the Feywild, in order to consult the Eladrins that guard the demongate from the Abyss, but to no avail.

Freeday 13th Auktaubor, Year 1456
The Godsends decide to pick up where they were disturbed, and head to the Shimmering Island. Picking up Captain Haddock and crew in Arul-Matuk, they set sail towards the west. 


Lordday 28th Auktaubor, Year 1456
The ship is attacked by a mighty Kraken. All the crew but Zug-Zug the goblin chef, die tentacled death. The Godsends inflict enough damage to wound the beast, causing it to abandon its attack on the ship.

7. november 2010

Loot fra sommerhustur (samt gangen før)

Amulet of Life
Crafted in orum, and in the shape of a stylized sun, this amulet flairs with amber light whenever it’s used.
Level: 15
Price: 25,000 gp
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will

Power (Encounter * Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.

Amulet of Protection
This light blue amulet increases your defenses.
Level: 16
Price: 45,000 gp
Item Slot: Neck
Enhancement: +4 Fortitude, Reflex, and Will

Book of Five Truths (The Third Truth)
Scribes recorded five truths on scrolls at the start of the Dawn War and then scattered the scrolls throughout the planes of existence. Each scroll grants its reader essential insight into the nature of being.
Level: 18
Price: 85,000 gp
Legendary Boon

Property: When performing a ritual, roll twice and take the better result.

Orb of Mental Dominion
A spellcaster channeling his mind through this orb gains mental prowess over foes, forcing them to relive the effects of a spell.
Level: 16
Price: 45,000 gp
Implement (Orb)
Enhancement: +4 attack rolls and damage rolls
Power (Daily): Free Action. Use this power when an attack with this orb succeeds against the target’s Will defense. When the target makes a saving throw against an effect from that attack, the target must roll twice and take the lower result.

Hero’s Gauntlets
These steel gauntlets reward risk and heroism.
Level: 17
Price: 65,000 gp
Item Slot: Hands

Property: When you spend an action point to make an attack, you gain a +1 bonus to attack rolls for that attack.
Property: When you spend an action point to make an attack and the attack deals damage, you gain temporary hit points equal to one-half your healing surge value.


Yzir, Scourge of the Primordials  (Paragon Level)
Yzir was forged at the dawn of times by Corellon himself, with the help of his sisters. It was made with one purpose, to slay the primordials.
Weapon: Longsword
Enhancement: +4 attack rolls and damage rolls
Critical: +4d12 damage
Property: Yzir deals 1d12 extra damage against elementals (demons, primordials, elementals etc)
Property: Critical on a 19-20 roll
Power (Daily * Fear): Free Action. Use this power when you hit with the weapon. The target takes a -4 penalty to all defenses (save ends).
Power (Encounter): Immediate Interrupt. Trigger: An enemy scores a critical hit against you. Effect: You become insubstantial until the end of your next turn.
Power (Encounter * Divine, Radiant): Standard Action. You can use turn elemental creature as a cleric turns undead. You cannot use this power with an implement, but you gain a bonus to attack rolls and damage rolls with it equal to Ruinblade’s enhancement bonus. You may also use any stat to determine attack and damage rolls.


Talisman of Jerzull  Paragon Level
This eight-pointed star of hammered platinum hangs on a chain of gold and pearls. Each point of the star is tipped with a diamond, and elaborate patterns of gold inlay cover its surface.
Implement (Holy Symbol)
Enhancement: +4 attack rolls and damage rolls
Critical: the target is stunned until the end of your next turn.
Property: Critical on 18-20 with radiant powers
Property: Whenever you make a Heal check, you can roll twice and use either result.
Property: Whenever you use a healing power the target regains 1d10 additional hit points.
Power (Encounter * Radiant); Immediate Interrupt Trigger: An enemy within 3 squares hits you with an attack. Wis vs Fortitude: Hit: The target is blinded until the end of your next turn
Power (Daily * Healing): Free Action. Trigger: An enemy within 5 squares is reduced to 0 hit points. Effect: You or one ally within 5 squares of you gains regeneration 10 until the end of the encounter (target of effect must be bloodied).


Cup of Jerzull  Paragon Level
Twelve great gems form a ring around the rim of this large gold chalice, which requires two hands to carry. The chalice glows with a faint golden light.
Wondrous Item
Power (Daily): Standard Action. You drink from the Cup of Jerzull and make an Endurance check against a disease affecting you, using the disease’s improve DC. If you succeed, you’re cured. If you fail, the disease doesn’t get any worse while it affects you.
Power (Daily * Healing): Using this power takes 10 minutes. By filling the Cup with water, you can create a potion of Jerzull. If you use the Cup together with the Talisman of Jerzull, you can instead create up to three potions of Jerzull. A potion created in this way reverts to plain water if it isn’t consumed within 24 hours.

Potion of Jerzull  Paragon Level
This golden liquid contains great healing magic.
Potion
Power (Consumable * Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 30 hit points and make a saving throw. If you have no healing surges when you drink this potion, you instead gain 15 temporary hit points.


Pouncing Beast Armor (Earthhide Armor)
When you wear this armor, you can feel the beast spirit within you urging you to leap forward and attack.
Level: 14
Price: 21,000 gp
Armor: Hide
Enhancement: +3 AC
Property: When you use wild shape to change into beast form, you can shift 1 square.

Power (Daily • Beast Form): Move Action. You shift 5 squares and must end in a space adjacent to an enemy.

Earthhide Armor
Description: Dwarves use earth energy to fortify earthhide, mimicking the strange living-earth skin of creatures such as the galeb duhr and the earth titan.
AC Bonus: +3
Minimum Enhancement Value: +3
Check: -1
Weight: 25 lb.Cost: Special
Special: +1 Fortitude
Type: Hide
Thicker and heavier than leather, hide armor is composed of skin from any creature that has a tough hide, such as a bear, a griffon, or a dragon. Hide armor can bind and slightly hinder your precision, but it’s light enough that it doesn’t affect your speed.

Illithid Robes
These robes are tight and sleek, with a crest behind the head. They partially protect you from harm if you can compel some poor fool to assist you.
Level: 15
Price: 25,000 gp
Armor: Cloth
Enhancement: +3 AC
Property: Resist 10 psychic.
Power (Daily): Immediate Reaction. When you are hit by an attack, you and an ally within 2 squares of you each take half of the damage from the attack (round fractions up). The damage dealt to the ally can’t be reduced by resistances or immunity.

Githweave Armor
Description: Githzerai weavers first taught other peoples the methods of making githweave. It’s clear that the githzerai took these techniques from their erstwhile masters, the mind flayers.
AC Bonus: +0
Minimum Enhancement Value: +3
Weight: 2 lb.Cost: Special
Special: +1 Will
Type: Cloth
Jackets, mantles, woven robes, and padded vests don’t, by themselves, provide any significant protection. However, you can imbue them with protective magic. Cloth armor doesn’t slow you down or hinder your movement at all. All characters are proficient with cloth armor.

Torc of Power Preservation
This platinum and gold neckband contains a reservoir of energy that you can tap.
Level: 15
Price: 25,000 gp
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will
Power (Daily): Free Action. Use this power after you use an encounter power of the torc’s level or lower. Roll 1d20 + the torc’s enhancement bonus. If the result is 10 or higher, that power renews as if you had taken a short rest. If the result is lower than 10, you don’t expend the use of this power and no daily use of a magic item power occurs.

Magic Holy Symbol
A holy symbol of your god, enchanted with magical power.
Level: 16
Price: 45,000 gp
Implement (Holy Symbol)
Enhancement: +4 attack rolls and damage rolls
Critical: +4d6 damage

Armor of Dwarven Vigor
This armor, which appears to be crafted of chiseled stone, grants you the endurance of a dwarf warrior.
Level: 17
Price: 65,000 gp
Armor: Chain, Scale, Plate
Enhancement: +4 AC
Power (Daily * Healing): Minor Action. You use your second wind and regain an additional 1d6 hit points per plus.
Special: If you’re a dwarf, you can use this armor’s power as a free action on your turn.

Warplate Armor
Description: Legend holds that Moradin made the first godplate armor, and ancient dwarf smiths copied his patterns imperfectly to make warplate armor.
AC Bonus: +11
Minimum Enhancement Value: +4
Check: -2
Speed: -1
Weight: 50 lb.Cost: Special
Type: Plate
The heaviest type of armor, made up of shaped plates of metal or similarly resilient material, plate provides the most armor protection. The cost for its superior fortification is mobility and agility.

+75.000 gp


@Hansen: De har sådan set fordelt det meste, men vi kigger lige på det inden næste gang. Vi spiller ikke på tirsdag.

Session 22 (sommerhustur)

Torsday 5th Auktaubor, Year 1456


After a good night's rest (thanks to Rolen's silence), the Godsends moved on, further on through the Abyssal jungle. Suddenly, without warning, they were jumped by 3 different types of demons, which normally indicates some organization. Soon after, they were attacked by more demons, again several different types. Neither fights were very hard, but...

A short bit after killing the last of the demons, the forest was filled with the sound of bone-drums hammering away. The Godsends headed towards the sound, but when the sounded stopped and the howling began, they figured that trouble might be coming their way, and hid, polymorphed as beetles, under rocks and trees. Soon enough, another 20 demons came rushing through the forest, obviously looking for the Godsends.

The Godsends ditched their followers, but headed towards where the sound of drums had originated from. They soon found themselves surrounded by more than 100 demons of all sizes and shapes, talking with the demon-ape that was obviously their leader. He offered to show them the demongate, if they would kill a behir, spawn of Demogorgon for him.

The Godsends were more than happy to agree, and headed "east", following his instructions. After miraculously avoiding a monster goristro called "The Beast", the Godsends arrived at the swamp inhabited by the demonic behir. There they soon found its lair, and assaulted the monster. The fight started poorly, with GrubKo getting swallowed and almost eaten, but in the end it died, and GrubKo could climb out of its stomach, rather wounded and a lot more smelly...

Returning back to the demon with which they had a deal, the Godsends once again avoided the Beast.

Once back and having handed over the horns of the behir as proof of their deed, they were shown the way to the demongate.

The Godsends jumped through the portal, and found themselves in an Eladrin Stronghold in the Feywild. There they convinced the fairly skeptical Eladrins that they were the good guys, and were shown the way to the nearest fey crossing, so that Hwygar could port them back to the mortal world..

Freeday 6th Auktaubor, Year 1456

Back in Argent, Rolen went into the temple and meditated. His efforts were rewarded, and even though some dark presence tried to attack his mind, he managed to summon a angel of Erathis, who told him that in order to find out more about the Divine Engine, he would have to find a former exarch of Moradin called Vedalt or a tribe of Astral Giants (The giants of the Temple of Inchoate Mysteries) who resided somewhere in the Astral Sea. Rolen also learned that 3 pieces of the Divine Engine was enough to free Piranoth, if there was a god to "stand in" for the missing pieces.

Talking to the high priest shaman of the goliaths formerly of Bliss, the Godsends also learned that there are only 4 Sky Gems and that it is their mere presence that weaken Piranoth.

It was quickly decided that it would be easier to find Vedalt, the mysterious hermit, than looking for a semi-secret and reclusive tribe of astral giants in the infinite Astral Sea.

Mansday 9th Auktaubor, Year 1456

The Godsends ported back to Drahar, where they spend a few days crafting items and talking to acquaintances. It seems all was nice and quiet in the Empire at the moment. Then they headed to Arul-Matuk with a caravan, but unfortunately there was no orcs or goblins that attacked them.

Onsday 11th Auktaubor, Year 1456
Arriving in Arul-Matuk, the Godsends immediately started to search for a map and a captain able to sail them to the Shimmering Island (as they found out it was called), more than 3000 miles west of Arul-Matuk, in the middle of fucking nowhere. But just as they were heading down to the harbor, in order to meet with captain Haddock, the buccaneer they had been recommended, they received a message from Obamar.

Argent is under attack, come back quick!

Rolen promptly headed to the nearest inn, got a room and ported back to Argent. There they found Obamar assaulted by some drows and fire archons. After the attackers were dispatched, he asked them to find the other intruders who were heading towards the Vault (where 1/5th of the Divine Engine was locked up), while he repaired the magical defenses and prevented further intrusions.

Rushing to the Vault, the Godsends ran into some hill giants and some air archons, but they were also quickly dispatched. Arriving at the Vault, GrubKo kicked in the door, and they found themselves facing a fomorian with Tharizdun-tattoos, some water archons, a hill giant shaman and G'az. G'az didn't seem all too surprised to see them there, muttering "I knew it!" under his breath.

And then the memories came back...

Your vision blurs, and you suddenly find yourself standing on a ship with no sails, yet moving through what must be the Elemental Chaos at a breathtaking speed. Lightning storms, earth modes and random explosions are all around you. Behind is a goblin with an eye-patch controlling the ship with his will. You sense that his control is absolute as he is navigating this chaos with his eyes closed.

And then you remember. The one-eyed goblin is Zug-Zug, a goblin  with extraordinary powers who has been in your service for years.

A couple of miles in front of you lies Tir-Ek-Nator, the sleeping place of Piranoth, the Destroyer of Worlds.You have been informed by Bane that Asmodeus' and Ioun's intel suggest that this is where Piranoth is resting after the latest battles. While far from the most powerful of Primordials, Piranoth has been deemed to be an important key to winning the war against Tharizdun and the Hordes of Madness.

As you approach Tir-Ek-Nator, you are  so not impressed with the home of one of the best known Primordials. From here, it just looks like a huge active volcano floating in the Elemental Chaos.

Zug-Zug lands at the foot of the volcano.

Here we are, Mylords. I will be circling this area, within range of your portal. Just let me know if I can go home, aye? Do not forget and let me wait for a week in a god forsaken place like this.

As you jump off the ship, you notice that even if it is hotter than Asmodeus' home, many of the rocks of the volcano appears to be made of ice. But that is not the only thing that is wrong. Something feels out of place. It's like a deja-vu, only with a few changes.  All your friends seem to have the same expression on their faces - except for one... Hwygar. The druid has an entirely different look on his face. One of determination and wonder, as if he is here for the very first time.

As you approach the base of the volcano, you can see that the only entrance seems to be behind a huge (30x30) set of double doors. As you come closer, you can sense the magic permeating the area.

After disabling the door, the Godsends entered the home of Piranoth. Going down, a tunnel flanked by lava rivers provided only one direction. After going down a bit, blackstar elementals suddenly surged out of the lava rivers, zerging the Godsends. They died, but kept coming.  Finally, after killing more than 40 of the elementals, the Godsends could move on. Going down, they encountered some much bigger blackstar elementals, which almost cost Eric his life, when he was pushed into the lava river.

Going further down, they arrived in a large cave, with a lava river with a small island in the middle, a portal circle and some caves. The island in the middle of the river held a 20' diameter black marble sphere, which the Godsends deduced to be some sort of very ancient communication device. As they were about to consider activating it, they got company.

Ah, the godlings. You must be delusional for showing up here, thinking you will even get near my Lord and Master, who rests in preparation of the attack on Heaven. Yes, indeed, it's coming soon, and there is little  your pitiful gods and armies can do.  But you have been noticed. Instead of wasting your time fighting for a lost cause, how about you join us in the undoing of the universe?
Harkk, the fomorian from Argent, was there, and he meant business. In his company was also a gargantuan dracolich. The battle was long and fierce (well, not for Harkk, he was split in two by GrubKo), and right up until the end, it looked as if this would end poorly for the Godsends. But then Rolen got back up, and healed everyone up at once, tipping the battle to the favor of the Godsends. 

And then Piranoth awoke. Luckily for the Godsends, they had just the time to rest a bit, before the Primordial made his entrance. He was mighty and powerful, but the Godsends were well prepared and ready, and after a looooong fight, Piranoth died, with all Godsends still alive and (relatively) well.

And then the memory faded, and the Godsends found themselves once again back in Argent, facing Harkk (although a much younger version), Gaz and the other evil creatures...

Session 21

Tirsday 3rd Auktaubor, Year 1456

Mistress D'iha explained that the trap had been set, and that tomorrow, they would be part of a  battle where the Silent Swords and another mercenary company called the Army of Lolth would assault Matron Mother G'eva and her house army. The Godsends should then slip through the fight, find the Matron Mother and the Sky Gem and kill her.

Onsday 4th Auktaubor, Year 1456
Things went more or less as planned. The Matron Mother and her house were ambushed, and The Godsends used a shadowbridge to slip past some of the fighting and head towards the Matron Mother. They had to fight their way there, though, and as they were fighting her bodyguard and a priest, she slipped through a portal. Eric ran up and blocked the portal with their portal rod, and when they had disposed of the last bodyguard, the Godsends followed the Matron Mother through, only to find themselves in the Screaming Jungle in Abysm, 88th layer of the Abyss and home of Demogorgon.

The Matron Mother was running for her life, and the Godsends followed her. After a 6-hour run through a jungle where even the slightest of movement would make you sweat, the Godsends caught up with the drow, and the battle begun. She was joined by some demons, and the fight went from hard to lethal. In the end, the Godsends prevailed, but Eric was dead, killed by the Matron Mother. Luckily for him, Rolen's magic could still bring him back, even in the Abyss.

After getting Eric back on his feet, the Godsends figured out that their best chance to get home was to find a Demongate allegedly "nearby".. But not knowing where to begin, they started to walk the same way as the Matron Mother had been heading before her fate (and GrubKo's axe) caught up with her.

24. oktober 2010

Rules Compendium

De har samlet langt de fleste regler (inklusivt alle dem der er blevet opdateret), så hvis man skulle have lyst til at have en super oversigt over 4e reglerne, så virker den ret uovertruffen. Og så koster den kun 160 kr.

22. oktober 2010

Sommerhustur

Nu nærmer vi os den weekend, hvor vi skal afsted.

Jeg tænkte at det måske var en god idé at få styr på et par ting.

MAD:
Normalt er det jo sådan at Bønne laver tripleC (Chili Con Carne for madnoobsene) til den første aften og at vi køber ind til dagen efter.

Jensen har også nævnt at det var en mulighed at få Jon til at lave mad til fredag + lørdag, sådan at vi bare skal købe morgenmad og frokost osv.

Personligt kan jeg godt lide Bønnes Chili Con Carne, især at den bliver stærkere og stærkere for hvert år. Men jeg har ikke noget problem med at vi tager Jon's mad, hvis I hellere vil det. Lad os høre hvad folk siger:

1) Hjemmelavet
2) Jon

KØRSEL:
Hvem kommer i bil? Jeg bliver nok ret upopulær, hvis jeg også napper bilen, så hvis det på nogen måde kan undgås, så ville jeg være en glad mand.

NB: Er Hansen stadig kun med om fredagen pga vores lille fuck-up med weekenderne? If so, er der så en station i nærheden eller hvad?

CHARACTERS:
Jeg skrev i en tidligere post at mm tingene gik helt galt, så ville I nå at dinge 15 inden weekenden var ovre. Well, aflysninger, TPK og 3456 billeder fra BC's honeymoon gør at vi ikke når helt så langt som oprindeligt planlagt.

Det betyder, at I til weekenden "kun" behøver at have jeres level 13 (den har I lavet), level 14 og level 23 versioner af jeres character med. Husk også at send jeres level 23 version til mig, senest næste weekend, hvis det er muligt, ellers må jeg tage dem, når jeg kan få dem.... (det lød forkert)...

20. oktober 2010

Interlude

Tirsday 19th Zeptambor, Year 1456 
GrubKo and Calos arrived at Bliss a while after the others. Not  being sure what to make of the place, they stayed at distance and scouted a bit. Naturally, they were shocked when they discovered that their friends were participating in the daily activities of the village, but acting as zombies. Calos quickly realized they were under the influence of a spell of obedience, some kind of mind control. (The Demon had not killed them off, but instead stopped their bleeding and enslaved them instead.)


After spending most of the day watching the village, Calos and GrubKo snuck in past the guards during the night, and quickly found the other Godsends. GrubKo punched them out with the butt of his axe, and while they were out, Calos went into a trance and entered their mind, undoing the web of obedience that the Demon had put up.

As soon as they were liberated, they filled Calos and GrubKo in on what had happen and what was left to do. The whole group snuck out of the house, and headed towards the cave where the dragon slept. As they entered the cave, they could hear commotion from the other end of the village - someone had obviously noticed something was up.

The Godsends hurried up and entered the dragon cave, finding themselves facing a dragon who was quite awake. Immediately Calos tried to convince it that it needed to fight the magical bonds that were enslaving it, while Rolen and Eric worked on weakening the magical bonds themselves.

As the furious demon and the goliaths arrived, the dragon was still considering and fighting the urge to just eat the Godsends. GrubKo, Grum and Hwygar threw themselves into the fight, fearlessly trying to hold off the demon.

For a bit, things looked gloom, but suddenly the dragon was free, and it flew at the throat of the demon that had enslaved it for more than 100 years. A mighty battle followed, and the Godsends defended themselves from the goliaths.

In the end, the demon died, killed by the claws of Urthix. As it dissipated, it said:

I will be seeing you fellows. Please stop by the Barrens in the Abyss, Godsends, for I shall not forget this...
 With the demon gone, everyone was once again themselves.

Onsday 20th Zeptambor, Year 1456 
The next morning, word was sent to the goliaths hiding in the maze to the south. They quickly returned, and a celebration followed.

Torsday 21st Zeptambor, Year 1456 
As thanks for saving their village (and the dragon), the Godsends are given the third Sky Gem. The Forsaken goliaths also agree to return home to Argent.

Now all they needed was a good lie, so that they could stay in the Silent Swords a little bit longer, at least until acquiring the fourth and final Sky Gem.

In the end, it was quite simple. They played up the demonic nature of Mistress D'iha's ally, and told her that it had attempted to bind them as slaves as well. The Godsends told her that the dragon had fled, and that all the goliaths were dead. When asked about the Sky Gem (she knew the demon had it), the Godsends feigned ignorance, planting the notion that the dragon might have escaped with it. She seemed to buy the story, and said she would soon had more work.

Tirsday 3rd Auktaubor, Year 1456
Mistress D'iha has called on the Godsends again. It is time to spring the trap on Matron Mother G'eva..

Kommentar

Ja, det var jo ikke så godt igår.

Faktisk var det enormt skidt, da timingen sutter for en TPK. To forskellige ting gør at det sutter.

1) Vi har en sommerhustur der er på vej, som kræver en hel del forberedelse. Pga. arbejde og det med min far, kan jeg ikke overskue at skulle lave alt om, hvis I fx skulle lave nye level 13 characters.
2) Selvom jeg havde tid til at forberede noget nyt, til en helt ny campaign, så er hverken Essentials eller Dark Sun i Character Builderen endnu, og det skulle nok være det næste vi spiller.

Det gør at jeg vælger at lave en såkaldt Deus Ex Machina. Jeg bryder mig ikke om det, og jeg ved at flere af jer heller ikke er store fans af at blive "reddet" af DM - men jeg bliver nødt til det den her gang. Jeg håber at I overlever. Ellers må I jo sige til, og så må vi finde en anden løsning.

Session 20

Mansday 11th Zeptambor, Year 1456
After a couple of more days of looking for info, talking to Obamar, the Godsends decided to head south, towards Bliss. With Shadowwalk, the trip 220-miles trip took a mere 8 hours, and towards evening, the Godsends arrived at Bliss, a small idyllic goliath village placed in a fungus-filled cavern.

As the Godsends entered the village, all looked normal, yet out of place. They quickly got to talk to the village leader, called Gut. At first, he seemed quite normal and friendly, but as soon as they mentioned where they came from, he change demeanor and attitude.

He informed them that some of the other villagers had left them, abandoning their little community. They were hiding out in a maze of tunnels a couple of miles south of the village, out of reach of Urthix, the guardian dragon of the tribe of the Forsaken.

He wanted them back, either dead or alive.

The Godsends played the role of the dutiful drow mercenaries, and left the village. On the way out, a woman's gaze caught the eye of Rolen - she was begging for help.

The Godsends stopped outside, and decided, after a discussion, to do something about this Guk, and immediately.

Their approach was foiled when Grum was, during an attempt to get some info from a goliath working a small field, taken inside the village and "asked" to join the villagers for dinner.

Grum tried to get out, and the fight started. The Demon and 4 goliaths against the 4 godsends.

It was quickly clear that the Godsends were overmatched, but as they saw no way to escape. After a while the Demon got bored and called the dragon, which definitely decided the battle. One by one, the Godsends went down, and the last thing they saw, was the laughing demon standing over them, with a haughty smile...

13. oktober 2010

Session 19

Mansday 27th Awgost, Year 1456 (continued)
Battle quickly started, and after a few seconds, Rolen was down, dying. Drazz the lich, his flesh golem and a ghost ripped through the Godsends, forcing them on their heels. Luckily Grum, who had been snooping around elsewhere in the tower, arrived to lend a hand. Still, the Godsends did not fare much better. Grum soon went down, dead, killed by the magic of the lich. Rolen was down and almost out as well, and things did indeed look gloomy for our heroes. Suddenly his armor brought Rolen back from the brink of death, and the near-death experience sent his mind spinning, recalling the future - or past if you will. In a sudden flash of insight, Rolen recalled how to raise the dead on the battlefield, and promptly raised Grum back from the dead, giving him a second chance.

That turned the battle, and eventually, the Godsends prevailed and killed all of their foes.

Aside from the gold, the rituals and the magical items, the Godsends found a lot of useful information.
  • There are 4 so-called Sky Gems
  • They can be used to weaken Piranoth, the Destroyer of Worlds
  • They are linked (somehow) to a place called Argent
  • Argent is located somewhere NE of Erelhei-Cinlu, presumably, after falling through the cracks of the earth a long time ago.
  • The Sky Gems are also linked to the Divine Engine
  • The following people have a Sky Gem
    • Iquel, a githyanki treasure-hunter (now with the Godsends)
    • Matron Mother T'Xza of House Freth (now with the Godsends)
    • The Forsaken
    • Matron Mother G'eva Jaraxx
After digesting all the information, the Godsends talked about what to do with their gems. It had become increasingly clear that just handing them (it) over to Mistress D'iha of the Silent Swords would be a bad idea. On the other hand, if they wanted to return to Erelhei-Cinlu. So, instead they used their newfound info and came up with a plan.

Onsday 29th Awgost, Year 1456
The Godsends returned to the halls of the Silent Swords, and told Mistress D'iha that when they had gotten to Iquel, the gem had already been sold - sold to Matron Mother G'eva Jaraxx. An amazing bluff and some good lies convinced D'iha and soon enough she started to make plans to get the Sky Gem back. She also mentioned that the goblin assassin that they killed during the raid on House Freth.

Freeday 8th Zeptambor, Year 1456
D'iha summoned them and ordered them to head south to Bliss, and take care of a problem there for some customers.- something about some unruly slaves.

The Godsends decided to swing by Argent, and see if they could find it.

Lordday 9th Zeptambor, Year 1456 
Using Shadow Walk, the Godsends accelerated their travel-speed and headed to the location mentioned in Drazz' notes. There they found an underground magically protected city. Sensing that the wards would only react against evil, the Godsends entered Argent.

There they met Obamar, the ghost custodian of the city, an ancient place of heroes, a place built to fight the darkness.

From him and the library of Argent, they learned that the Forsaken are a servitor tribe of goliaths, who have served the city of Argent for many years, only to leave it around 50 years ago.

A divine engine is a type of artifact, although one of godlike power and origin. At least a dozen divine engines were known to have been crafted during the Dawn War. Piranoth's Bane is one such artifact.

As the Dawn War was drawing to a close, the gods crafted a divine engine with the specific purpose of defeating and imprisoning  the primordial known as Piranoth. It was successful in its use. and Piranoth was banished for all eternity.

Piranoth's Bane, a divine engine also called KIafekku, was designed by Erathis, the god of invention, and Torog, the god of imprisonment. Moradin, god of creation and artisans, constructed the artifact and gave it form and substance. It had to be used after Piranoth was defeated, while he was in an unconscious state. After it was used. Kord, the god of strength and battle, shattered the divine engine into five pieces, each of which flew off to a different corner of the multiverse.

One piece of Piranoth's Bane was found by a champion named Deekon, who gave it to the guardian of Argent for safekeeping. This piece is stored in the vaults beneath the Guardian's Tower. This last bit of information is no longer true. Also, the custodians of Argent are said to have been given 4 pieces of Piranoth, which can along with the right ritual can be used to weaken him.

(Har jeg glemt noget? Der kom en hel del info på bordet igår)

12. oktober 2010

Updated Underdark Map

Lich Loot

25.000 gp

Magic Weapon (Executioner's Axe)
A basic enchanted weapon.
Level: 16
Price: 45,000 gp
Weapon: Any
Enhancement: +4 attack rolls and damage rolls
Critical: +4d6 damage


Amulet of Life
Crafted in orum, and in the shape of a stylized sun, this amulet flairs with amber light whenever it’s used.
Level: 15
Price: 25,000 gp
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will
Power (Encounter * Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.


Demonscale (Drakescale)
Piecemeal skins, scales, and exoskeletons of demons form a frightful but sturdy suit of scale armor.
Level: 14
Price: 21,000 gp
Armor: Scale
Enhancement: +3 AC
Power (Encounter): Immediate Interrupt. Trigger: You take acid, cold, fire, or lightning damage. Effect: You gain resist 10 to the triggering damage type until the end of the encounter.
Drakescale Armor
Description: Drakescale armor mimics the small, close scales of rage drakes to stave off attacks.
AC Bonus: +8
Minimum Enhancement Value: +2
Speed: -1
Weight: 45 lb.Cost: Special
Type: Scale
Overlapping pieces of highly durable material, such as steel or even dragon scales, make up scale armor. Despite its heaviness, scale is surprisingly easy to wear; its straps and buckles make it adjustable and able to fit snugly on the body, allowing flexibility and agility. Mundane scale armor uses metal plates.

Rituals:
True Sending (book), Forbiddance (book), Planar Portal (book), Summon Demon (book), Consult Oracle (book), Scramble Portal (scroll), Planar Sending (book), Rope Trick (book), Drawmij's Instant Summons (book), Shadow Walk (book)

2. oktober 2010

Sommerhus lektier - vigtigt, men haster ikke

Nå, men vi skal jo i sommerhus, den første weekend i november, om en lille måned - den 5.-7. november.

Denne gang er der lidt hjemmearbejde. Jeg regner med, at I når at dinge lvl 14, lige før vi skal afsted. I får ligeledes brug for at have en level 15 version af jeres characters, for med mindre det går helt galt, er det ganske vist at I også dinger og når at spille på level 15.

Derudover vil jeg bede jer om at lave en level 23 (ja, treogtyve) version af jeres character. Stats, epic destiny, powers osv finder I jo selv, og mht items, så har I - hold så fast - 1.700.000 gp som kan bruges på de items I nu syntes om - dog højest level 25 items.

Jeg vil meget gerne se de der level 23 characters i lidt god tid - ikke dagen før vi tager afsted. Men en uge før er okay.

30. september 2010

Session 18

Mansday 27th Awgost, Year 1456
After resting the Godsends turned their noses towards the tower of Drazz the lich. Navigating back through the Underdark proved easy enough, with Rolen leading the Godsends around the King's Highway to avoid the blood oozes and troglodyte tracks they spotted. Sure, they got a bit lost, but none the less, they found their way.


Just before arriving at the tower, the Godsends stumbled over a minotaur fighting some troglodytes. The Godsends decided to help the minotaur and the trogs were quickly dispatched. During the fight, the Godsends were introduced to another person, a druid named Hwygar. (??). The minotaur, aptly named Muuh, was a lone mercenary heading to Erelhei-Cinlu, in search of work. The Godsends decided to hire him for 10% of all gold and gems found in the tower. The druid was not a mercenary. Instead he told a story of dreams and destiny, and said he was there to protect the Godsends. There was some obvious skepticism on what he said, but the Godsends allowed him to tag along, at least for now.

Arriving at the tower, Hwygar climbed easily up on the ledge and helped the Godsends up. Calos disabled the magical traps, and Muuh broke down the front door. Inside, they found things as they were the last time they visited. Quickly, they moved up the stairs, where they found a lot of small sleeping rooms, mostly unused for a long time, and a kitchen.

Moving further up, they found a scrying room and a summoning room. Unfortunately they also stumbled over the lich' apprentice and a couple of flesh goblems. After the fight, moving further up, the Godsends found what must be the lich' chambers, a huge room with a throne, bookshelves, a portal, and many other things. As they entered, they heard a voice:

I am so glad you have come here. I knew it, of course, that your greed would get the better of you. Seriously? Stealing my books, my spells? Did you really think you could pull that off? You might have surprised me during our last fight, but that won't happen again, I can assure you of that.

19. september 2010

Session 17

Freeday 17th Awgost, Year 1456 (continued)
Mistress D'iha informed the Godsends that she wanted them to go to Outpost, a small smuggler haven, and buy some information from the leaders, Chakos (drow) and Vlaak.(githyanki). They know where Iquel, a rogue githyanki is hiding, and he has a gem Mistress D'iha wants.

Mansday 20th Awgost, Year 1456
Traveling to Outpost (about 100 inhabitants, mostly drows and duergars, but also a fair bit of githyanki and a few humans) proved fairly straight-forward, and the Godsends arrived 4 days later. They were greeted by drows with crossbows and the two leaders who met them in a small market square just inside the walls. The deal was quickly concluded, with no haggling attempted by either side.

The Godsends learn that Iquel is hiding in the cursed(?) city of Lorakel, an ancient drow ruin that suddenly became void of inhabitants about 3000 years ago.

With the ruins of Lorakel not that far away, the Godsends were heading out.


Torsday 23rd Awgost, Year 1456
The Godsends find and arrive at Lorakel, where they track down Iquel in a deserted Lolth church. There, they fight and kill Iquel during an earthquake, and find a blue gem almost identical to the gem they snagged from the Freth Matron Mother for Drazz. It seems the two gems might be cut from the same original gemstone. But the battle is not without a price. Poor Argii is brutalized by the githyanki and dies.

R.I.P Argii



Freeday 24th Awgost, Year 1456
Dealing with Drazz via the sending stone he had given them, they set up a meeting with the drow at the portal near Erelhei-Cinlu.
Meeting with Drazz, he tries to trick them and keep the blood. Insults are exchanged and suddenly a battle is on. His gray angel guardian joins the fight as well, while Drazz shows his true colors - he is a lich.

The battle is long and hard, but in the end, the Godsends prevail. The portal through which Drazz and the angel arrived is still open, but the Godsends are hurting and tired and dare not pass through. They remember all too well the golem guardians from the last time. They do however decide that a lich' tower full of ritual books, treasure and other fun stuff is just too good to pass up. Maybe they can make it their own.

14. september 2010

Wizard loot

9000 gp

Ring of Brotherhood
These platinum rings come in pairs and are shared only by the closest companions.
Level: 14
Price: 21,000 gp
Item Slot: Ring

Property: Each of these rings is part of a set of two. As a minor action, a ring wearer can ascertain the following information:
• The current hit points and general status (alive, dying, or dead) of the other ring wearer
• The number of healing surges the other ring wearer has remaining
• Any effects currently affecting the other ring wearer
• The current emotional state of the other ring wearer
• The straight-line distance to the other ring wearer. If the other ring wearer is on a different plane, neither the distance nor the specific plane can be ascertained.
Special: These rings come in pairs. If one ring is disenchanted, the other loses all its magic. The cost covers a set of rings.
Power (Daily): Free Action. Transfer a single healing surge to the wearer of the other ring. This cannot bring the recipient above his or her total healing surges. If you’ve reached at least one milestone today, transfer two healing surges.


Ring of Fury
This ring gleams with hate.
Level: 14
Price: 21,000 gp
Item Slot: Ring

Property: Gain a +2 item bonus to Intimidate checks.
Power (Daily): Free Action. When you are first bloodied, make two basic attacks.
Special: If worn with the belt of fiends, you gain a +2 item bonus to Diplomacy, Insight, Bluff, and Religion checks when dealing with devils.


Primordial Ring
This ring consists of twisted metal bands whose colors shift before your eyes.
Level: 14
Price: 21,000 gp
Item Slot: Ring

Property: You are treated as an elemental creature as long as the ring is worn.
Power (Daily): Minor Action: Gain resistance 10 variable until the end of the encounter or for 5 minutes. You cannot use this power to resist a damage type to which you have a vulnerability.
    If you’ve reached at least one milestone today, your resistance 10 variable becomes (2/encounter).

Githyanki Loot

Githyanki Silver Weapon (Longsword)
The rune-engraved weapon assaults a creature’s mind and has the power to banish it to another plane.
Level: 14
Price: 21,000 gp
Weapon: Heavy Blade
Enhancement: +3 attack rolls and damage rolls
Critical: +3d8 psychic damage
Power (At-Will • Psychic): Free Action. All damage dealt by this weapon is psychic damage. Another free action returns the damage to normal.
Power (Daily • Teleportation): Free Action. Use this power when you hit with this weapon. The target is banished to a demiplane (save ends). It disappears from sight, cannot take actions, and cannot be targeted. On a save, the target reappears in the space it last occupied. If that space is occupied, the target returns to the nearest unoccupied space of its choosing.

Tenebrous Shroud
This cloak wraps around you in inky blackness.
Level: 13
Price: 17,000 gp
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will
Property: Gain resist 15 necrotic.
Power (Daily): Immediate Reaction. You can use this power when you are hit by a melee attack. You become invisible until the end of your next turn.

10. september 2010

Lidt stats

541 hours /played
91 sessions
5 TPK's
A lot of deaths

Stats

8. september 2010

Interlude

Torsday 16th Awgost, Year 1456
It has been a couple of weeks. Every day so far has pretty much been the same. Up early in the morning, running drills and mock combats, overseen by D'iha herself. When it comes to brute force and straight combats, its pretty clear that you are the best amongst the new recruits. You have yet to see any of her veterans in action, but there are certainly a few that look like they can hold their own against either of you, and while you might cherish the thought of testing just that, now is not the time.

You have also learned that while Pharloth called D'iha a cunt, bitch would probably have been more appropriate. One tough bitch, with a temper as cool as the Ice Dales, and a punch as hard as a giant, as Grum learned the hard way when he answered "Freth", when asked what house he belonged to. "No house is the answer", she said, after almost knocking him out cold with a well-placed knee to his groin.

But tough as she might be, she obviously wants you (and the others) to be the best you can be. Her drills and exercises might be hard and grueling, but she sees everything and often offers good advice on how to be better. "You are no good to me or the rest of the Swords if you are dead", or the short version "You are no good to me dead" seems to be her favorite phrases.

Not only is she tough, but she obviously knows how to handle her weapons. Longsword and dagger is what she uses, and while neither of you have ever fought her, one morning, when you showed up early for drills, she was training with 3 of the veteran Swords. Yeah, definitely not one to cross on your own, and maybe not even with all of your friends.

So far, there is no sign of any special connection to the Cult of the Elder Elemental Eye, or any other cult for that matter. Not that D'iha or G'az ever talks about the jobs that the Swords do. She probably doesn't trust you yet. Come to think of it, G'az never really talks. Since that "Follow me if you want to live on the first night", you have barely heard him speak 10 words.When around, he always seems to hover around D'iha, or rather, Mistress D'iha as anyone who values his teeth calls her, as if waiting for someone to come and attack her, so that he can pounce on said person. Creepy guy..

A couple of nights ago, you were contacted by Drazz. He wants to know when he is getting the gem. So far, he has been fairly patient, but you have a hunch that it might not continue to be that way for long. Luckily, it looks like a break is coming. A few of the other students have overheard somewhere that it is time to be tested and that whoever gets accepted will be given a mission to prove themselves....

Freeday 17th Awgost, Year 1456
At breakfast, you have just been informed that Mistress D'iha wants to speak with all of you (all new recruits) in an hour... 

Session 16

Tirsday 30th Yully, Year 1456 (continued)
After some more sneaking around the Freth Mansion, while dodging both Freth and Zhiqnah drows and goblins, the Godsends finally found the place they were looking for. The barracks. Unfortunately, as they were collecting the cloaks and pins they needed for their little plan, a ranking cleric of the Freth line burst into the room.

What are you doing here? We are under attack. Get your asses in gear, now!
... before she realized that these drows weren't hers to command with. The Godsends jumped her, eager to rid the world of one more Lolth-worshiper, but soon a handful of drows and a score of goblins joined the fray from adjacent rooms, and very soon, the Godsends found themselves in a battle that they were quickly losing.

Rolen soon went down, victim of the drow poison, and was out of the rest of the combat. He was soon followed by Calos, Grum, and Argii, leaving Eric and GrubKo all alone. And it did not look good. GrubKo was mortally wounded, but with an herculian effort reminiscent of old days (or perhaps rather the future), he managed to stay up and fighting, just as Eric got Argii up, and Grum returned from the brink of death, almost as if by magic. The battle turned, and soon all their enemies were dead, and they had the cloaks and insignias they needed.

After a short break, the Godsends started to look for the Matron Mother's Room. As they found it, however, they made so much noise that a couple (or 4) drow soldiers from House Zhiqnah heard them and promptly attacked them, thinking they were Freth.

After sending the 4 drows to their goddess in the Abyss, they quickly entered the Matron Mothers bedchamber, and found a goblin searching through a closet, stealing baubles. Questioning the goblin, the Godsends learned that the wrecked creature knew where the Matron Mother was, and they forced it to lead them to her.

Heading down the corridors, Argii decided to pick the goblin's pockets, but all he got was a dagger in the stomach. As it turned out, the goblin was nothing like your average goblin. And soon enough, the Godsends were once again engaged in a battle for their lives. More goblins arrived and joined the battle, but eventually the heroes prevailed. In the pockets of the special goblin, they found the gem they were looking for. Quickly they headed out, dodging the rest of the fights and also eluding the snipers in the garden. Once outside, they were quickly contacted by G'az, right hand man of D'iha, leader of the Silent Swords. He led them to her, and they were offered a spot in her private army.

Return of the timer!

Yep, jeg synes godt det kunne gå en anelse hurtigere. Så jeg har derfor været ude og købe et ur der kan sættes til 20 sekunder. Ansvaret for tiden kommer til at gå på skift mellem spillerne, startende med den yngste (de gamle skal jo bruge længere tid til at lære at betjene det meget sofistikeret apparat). Er man ikke til stede den dag man skal styre uret, springes man over og får det næste gang.

Passer det ikke med den her liste - fra yngst til ældst?

Molin
Bønne
Jensen
Bedet
BC
Hansen

Mit udgangspunkt er 20 sekunder til at bestemme sig. Har man ikke sagt hvad man gør, når uret ringer, har man 2 valg. Full defense eller standard attack (standard attack = 1 forudbestemt attack per character). Man må godt gemme en move action, men man skal som minimum have sagt ens standard og minor action før tiden.

Standard attack: (kan ændres før, men ikke i løbet af en spilleaften)
Molin: Astral Crap
Bønne: Mind thrust
Jensen: Basic attack
Bedet: Basic attack
BC:  Vicious Miss
Hansen: Howling Strike

Lad mig høre hvad I synes - hvis I synes noget. Ris, ros eller bedre idéer modtages gerne.

4. september 2010

A bit more about Erelhei-Cinlu

Erelhei-Cinlu is completely surrounded by 100' tall city walls. The walls and the gates to the city are patrolled by elite militia from the various houses.

The Council rules the city of Erelhei-Cinlu. The matron mothers of the 8 most powerful houses sit on the council.

The city is divided into districts:

The Braeryn [Bræ-ryn]
The slum of Erelhei-Cinlu. Only the poorest of poor live here, mostly non-drow, but also some disgraced and sick drow who somehow have avoided being sacrificed to the Queen.

The Cloim [K-løje:m]
Home of the commoners of Erelhei-Cinlu. Tradesfolk and their shops can be found here. House Xaniquos [Za-ni-kuos] rules from this part of town.

The Bazaar
A permanent bazaar, open at all times (almost), where you can buy just about anything, for the right price, of course. No permanent structures are allowed here. By orders of the council, all places of business must never appear in the same spot two days in a row, nor twice within the same month, so everything moves each morning. This is the only place in the city where non-drow-non-slaves are allowed to be.

Eastmyr [Ist-mir]
Many noble houses are located here, as well as the House of Lolth, where all drow priestesses are sent to be taught the word of the Queen. House Eilservs [Ejl-sørv] and House Zhiqnaq [Cik-nak] call this ward home.

Narlyn [Nar-lin]
Many noble houses are located here, as well as the Arm of Lolth, the warrior school were all noble male drows are sent for proper education. House Aleval [A-lé-val], House Despana [Dæ-spa-na] and House Vae [Va-æ] have their palaces here.


Quelzyn [Kæl-syn]
Many noble houses are located here, as well as the Magic of Lolth, the magic school that all spellcasters attend. House  Godeep [Gå-diip] and House Shi'quos [Shi-kos] also have their palaces here.

Updated Underdark Map


Tilføjet Kar'el Tower (Drow wizard med masks) og The Outpost (Drow/Githyanki smuggler-rede).

Session 15

Sonday 21st Yully, 1456
In the morning, Krallik was once again gone. Was he a collective delusion, the figment of the paranoia seeping in from the walls of the Underdark, or was the rabbit hole much, much deeper? No one could know for certain, so the Godsends continue towards the Tower of Drazz Kar'el, egnimatic and reclusive drow wizard.


Not long after, while traveling in a huge tunnel, easily able to hold an army, several of the Godsends spotted big patches of what looked like semi-dried blood. The blood was clearly arcane in nature, but otherwise seemed non-sentient. It was at that point that they realized that they must be in one of the thousands of corridors forming the King's Highway, made by a wounded Torog when he crashed through the world below, mad from the wounds inflicted to him by the Primordial XXXX. The patches would (allegedly) be remains of his blood, still inflicted with his madness and evil nature. And sure enough, not long after realizing this, the Godsends ran into the dreaded Blood Ooze, said to be Torog's blood who has gained sentience. It almost cost Eric his life when he was swallowed hole, but the Godsends still managed and moved along.

Tirsday 23rd Yully, 1456
After a couple of days more traveling, the Godsends arrived to the cave, where Drazz Kar'el lived. The tower was perched high up on the wall, and it was a difficult climb, which almost cost Grum a long fall, when he listened to GrubKo's advice on whether a ledge could hold his weight.

Once up next to the tower, the Godsends had a long talk about how to approach it. Full frontal assault? Sneak in? Knock on door? All excellent choices depending on what they wanted to achieve... In the end, they decided to let Argii talk, and see what happens, although not before giving him some pointers as to what they wanted him to say.

A short while later, the Godsends found themselves in the extra-dimensional home of Drazz, talking to Drazz Kar'el while watched by his two flesh golem guards. After some negotiations, they reached a consensus. The Godsends would be given 6 masks. As payment, they agreed to acquire a blue magical gem (they were shown a magical hologram of it) held by the Matron Mother of House Freth, the house they had been told Pharloth Vaedra would destroy in order to enable them to join the Silent Swords. In order to make sure they kept their end of the bargain, Drazz demanded a vial of blood from each of them. The Godsends all (yes, Rolen too) reluctantly agreed. Although blood freely given is a powerful component in many (horrible) rituals. They also got a sending stone so that they could contact Drazz when they had the stone in hand.

Once done dealing with the wizard, they opened a portal and returned to the circle outside Erelhei-Cinlu. From there, they were picked up by Yeola, the daugher of Pharloth.

Tirsday 30th Yully, Year 1456
After a week of resting and reading about drows (or working out/drinking), the Godsends were finally summoned by Matron Mother Pharloth.

Well met, "friends"... I hope your stay has been pleasant. We are ready to execute the next part of the plan. Tonight, my soldiers and paladins will attack the House of Freth. You will sneak after the army, and slip into the Freth Mansion to grab some house-cloaks and house insignias. You will then escape the house. You might need to fight my soldiers, and should you have to kill some, so be it. I won't hold it against you, ha ha.

If all goes well, the cunt Mistress D'iha, who leads the Silent Swords will be hovering like a vulture, ready to pick up anyone that seems worthy and desperate enough to join her band of mercenaries.

D'iha might be a cunt, but she isn't easily fooled. You will claim to be explorers of the House of Freth, recently returned from the surface, doing something - I am sure you are in a better position to figure out just what you have been doing on the surface. The fact that you are explorers who have been away for a long time might be enough to explain why the hell no one knows or have heard of you. It also might explain any odd habits that might show. You might look like us with the masks on, but you are still just surface-dwellers.

Any questions?
As none of the Godsends had any questions, they were showed out through a back entrance, into the garden surrounding the palace. From there they followed the army, although that didn't go too well and they had to deal with some stragglers. They then arrived to the Freth mansion. The army of Matron Pharloth controlled the main gates, so the Godsends chose to swing over the wall. Unfortunately, Eric did only manage to disable the magical defenses for a short while, so while climbing over, they were all zapped. Then, once on the other side, they were attacked by yet another patrol, who had heard the noise they were making. With the patrol killed, they advanced to the mansion and entered it. After a good bit of running around in what appeared to be almost a maze, the Godsends encountered a cleric of house Freth and some goons. They were dispatched, and the Godsends now finally had some cloaks (3, although 1 was a cleric cloak) and 3 insignias. Still quite a  bit short.

2. september 2010

Et par aflysninger

Tirsdag den 21. september er jeg på kursus (med overnatning).
Tirsdag den 5. oktober er Hansen og Jensen i Kina og BC på bryllupsrejse.

Begge gange er derfor aflyst.

31. august 2010

Drow Mask

Drow Mask
This mask makes the wearer look like a dark elf.
Level: 16
Price: 45,000 gp
Item Slot: Head
Property: You polymorph into a drow
Property:You gain darkvision
Property: You speak Elven

Power (Encounter): Minor; Close burst 1; Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.;

28. august 2010

Campaign Video

Det kan være en god ide at skifte manuelt til 1080p - kunne ikke lige få den tilpasset bloggens bredde i det format.



Vi ses på tirsdag ;)

27. august 2010

Session 15

Torsday 2nd Yuny, 1456 (continued)
After returning to Drahar, the Godsends took little time to rest. Almost immediately, they went to work on searching for more clues. What did the Fire Giant High Priest talk about when he mentioned they had discovered, who was he talking about when he mentioned allies that he had warned? Of course, this was hard as the Godsends do not really trust anyone.

Freeday 15th Yuny, 1456
After a while of reading the books taken from the ToEE library, the Godsends decided that they needed a hand in finding some information. Through some investigation, they found out that a old human named Gabriel was the foremost sage on things out of the Elemental Chaos. They learned about the Elemental Princes (Cryonax, Ogremoch, Olhydra, Yan-C-Bin and of course Imix) and how they work together to destroy the world/free Tharidun.

Onsday 27th Yuny, 1456
But that was not enough info for the Godsends. They decided to share some info with the powerful church of Bahamut, in the hope of someone being able to help them. As it turns out, Fhetter, a cousin of Vengus, was a high-ranking priest of the Bahamut, and after hearing their story, he was willing to help them by contacting the spirits.

With said ritual, they learned that the ally contacted by the fire giant was called Ybolocthal Xmaltonixxz. He was one of three brothers. They were, again, according to the ritual, working to assemble something called the Divine Engine.

Returning to Gabriel, they were told that Ybolocthal Xmaltonixxz was a mindflayer name.

Sonday 8th Yully 1456
After researching further, Fhetter tells them that the Divine Engine was an artifact of sorts, possibly created by the gods, that was made to imprison and hold a primordial called the Piranoth, Destroyer of Worlds. The gods defeated Piranoth during the Dawn Wars, but he was too strong to kill. So they used a divine construction, called the Divine Engine to keep him locked up on a demiplane. Presumably it was needed both to free him, so it was disassembled to avoid that.

Tirsday 17th Yully, 1456
After even more research and consideration, the Godsends decided that to find more information, they needed to head into the Underdark. They figured that the dwarves of  Maruum Magyth, the "Golden City" could help them best.


Onsday 18th Yully, 1456
The next morning, the Godsends went north.They stopped (as usual) at the Black Bear Inn, where they were approached by a elven female, who claimed that they had to meet her mother - she had an offer for them. Leading the Godsends through a portal, they ended up in a big cavern, where the elf say she had to test them and went invisible. After the Godsends had dealt with some Ogres and a lot of goblins the elf reappeared and made another portal.

This time they ended up in the temple of Lolth belonging to one of the noble houses of Erelhei-Cinlu, facing Matron Mother Pharloth Vaedra of House Zhiqnah.

She told the Godsends that a cult of the Elemental Eye is quickly gaining a foothold in the city of the Spider Queen, and that she needed the Godsends to stop them. In return, she promised answers on yet unspecified subjects, if the Godsends take care of the cult. The plan was to infiltrate a mercenary company called the Silent Sword, which is often used to do the dirty work of the cult. Using that connection, the Godsends should stop the cult. However, in order to join the Silent Swords, the Godsends would need to look, sound and behave like drow. They would also need a cover story. Pharloth told the Godsends that the cover story would be that House Zhiqnah attacks and destroys a minor house, House Freth, and the Godsends will "escape" the destruction of the house and pose as survivors. However, before all that would be possible, they would need to head into the Underdark and find a renegade wizard of the former House (now destroyed) Kar'el. He lives in a tower somewhere to the east, and has the secret of making drow masks, mask that enable other races to pose as drow.

The Godsends chose to leave immediately. Eric and Rolen did not feel comfortable in the drow mansion.

Lordday 21th Yully, 1456
After traveling a couple of days, the Godsends make rest for the night. Just after the others have fallen asleep, Grum notices a flicker at the edge of their Darklight. He wakes the others up, and they are ready for battle. It turns out to be the ghost (?) of the fire giant that they killed in the temple. No matter what they tried, they couldn't make it go away, it just stood there, taunting them. There was some worry about to do, but with no more ideas, the Godsends decided to sleep on it.


Sonday 21st Yully, 1456
As the Godsends awake, the Fire Giant, whose name is Krallik, is still there, smiling and commenting on all things...

24. august 2010

Underdark Map

Erelhei-Cinlu & the 8 ruling houses

"In  the Deeps, even the points of light are pretty damn dark". - Anonymous dwarf  adventurer
Followers of Corellon agree that "brief flashes of paranoia" define drow culture quite well.... As long as you remove the word "brief."

The city of Erelhei-Cinlu dominates the vast cavern known as the Vault of  the Drow. Though the Vault, aglow in a purple bioluminescent haze, is six miles long and nearly as wide, the drow city is  its crown. Erelhei-Cinlu is  the most influential and cosmo­politan of all drow cities in the Underdark. Ruled by eight noble houses, each dominated by a high priest­ess, Erelhei-Cinlu crouches at the center of a web of alliances and rivalries, hidden plots, and ancient tradi­tions that reach through an untold number of tunnels and caverns beneath the world, and on its surface.

RULING  HOUSES
The real power in Erelhei-Cinlu (and by extension, in  the entire Vault) resides in  the matriarchs of the noble houses. All the ruling houses are webbed in intrigue so thick that no one drow matron or spymas­ter knows all  the ruses and conspiracies in play at any one time. By tradition, eight noble houses oversee Erel­hei-Cinlu. Members of  these great clans refer to themselves as if  they were extended families, related by blood. In fact,  they're symbolic alliances con­nected by ceremonies of  adoption. Blood families belong to  the same house. They watch each other's backs in the house's constant internal struggle. How­ever, the houses' membership rolls are so large that females need not look outside their clans to find unrelated mates. House leaders are called matron mothers. Like  the priestesses, their power is said to derive from Lolth. Of course, when they punish the weak and elevate the strong, they're more likely to mention the prag­matic concerns of the house than to  invoke theology. Each house is known by an emblem, which not only signifies the wearer's affiliation but also suppos­edly recalls (to historians) some Significant detail of the house's past glory.

HOUSE XANIQOS
The upstart House Xaniqos, the youngest and most impetuous of the ruling houses, has secretly laid metaphorical eggs of malice, treachery, and violence beneath the foundations of all  the lesser houses. The other houses have doubtless planned similar deceits, but none have done so with  the determina­tion and success ofXaniqos. Indeed, the house has so many active schemes in play that its leader, Lady Thandysha, is  in danger of  losing track of one or more threads. On the day she does so, the entire edifice of her power could well unravel. The House's emblem is a  jet crossbow bolt.

HOUSE ALEVAL
Politics  is Aleval 's game. Though its spies, scouts, and poisoners number among the best, House Aleval is the most "diplomatic" of  the ruling houses. Aleval maintains relations with non-drow (including adven­turers from  the surface). Of  course, when Aleval's politicking fails, other houses know to be on watch for poisoners. Its matron mother, Ana'Shrinarrean, never leaves her estate. Those seeking audience with her must prostrate themselves at the foot of  her perfumed bed. Rumor has it that a degenerative transformation keeps her bedridden. Aleval's symbol  is a golden wand  .

HOUSE DESPANA
This house of warriors, gladiators, and generals is famed  for its raiding parties and its school of demon summoners. The matron mother, Ilmirinza, dotes on her familiar, Weley, a loathsome, squeaking demon, half cat and half  frog. Other houses complain that she grants too much influence to  her consort, the fiery raider Lualisin. Despana's emblem is an adamantine mace.

HOUSE GODEEP
Godeep's power rests in  its skill at spider-breeding and its deep collection of  powerful enchanted items. Over recent years it has enveloped several families of  up-and-coming traders, forging a new identity as the city's preeminent mercantile concern. Its matron mother, Shie, drills her underlings to calculate sums in  their head, sending those who fail  to come up to speed to the Fane of Lolth  for sacrifice. Members of Godeep wear a platinum crossbow emblem.

HOUSE  SHI'QUOS
House Shi'quos is  feared for its necromantic tradition and cadre of undead servitors. It is said that every structure commanded by Shi'quos is staffed by an elite force of deathless knights. It suffered a recent setback when the unliving occupants of the Ghetto of the Dead drove the house's sheriffs and tax collectors from  the catacombs. Every day that Matron Mother Laelao Tlumir delays a reprisal raid against them, the house's reputation suffers. Shi'quos is symbolized by a bat carved in amethyst.

HOUSE VAE
The drow of House Vae control the slave trade. In its effort to keep its pens stocked with fresh product, the house sponsors raids throughout the Underdark and to the surface world. Though the slaves Vae procures are a valuable commodity the city of Erelhei-Cinlu could hardly do without, the activity of slave-gathering itself
draws the attention ofenemies to the Vault. Matron Mother Triue Ulvnay inspects all slaves her people bring into the city, in case she wants to add a creature to her personal collection. Her forehead bears a luminous tattoo of the house emblem, an iron chain.

HOUSE  EILSERVS
A rich and troubled history attaches to  this notoriously tenacious clan. Every time the other houses bring it  to  the brink ofdestruction, Eilservs claws its way back to power. Its famous and storied matron mother, Lady Eclavdra, recently perished of apparent poisoning. No one can believe that such a tenacious matron could be brought low by such a base stratagem, nor does anyone know what to make of her surprisingly youthful replacement, Na' Dhaunxutal. The Eilservs ceremonial object is a bronze staff.

HOUSE  ZHIQNAH
Paladins of Lolth dominate this odd  ruling house, which came to prominence as a result of  their ruthless dedication to wiping out cultists of the Elemental Eye. More explicitly religious  than other houses, it flirts with the  jealousy of  Lolth's priesthood. The Zhiq'nah hierarchy resents the implication that its members show a less pure devotion to  the spider goddess than the priestesses do. Wagging tongues have it that the priestesses of Lolth are planning an attack on Zhiq'nah's matron mother, Pharloth Vaedra. The Zhiq'nah mark their house allegiance by carrying lapis lazuli daggers.

ARCHITECTURE
Erelhei-Cinlu is set like a polished gemstone in  the purple haze of the Vault of  the Drow, and some drow refer to  the city as "the Dark Gem." Erelhei-Cinlu broods behind a high wall of polished black basalt that at once protects its inhabitants and imprisons them. The wall appears as a seamless, uncut stone edifice that encircles the city. Guard towers festooned with all manner of war machines loom over the wall at regular intervals, providing their occupants with lines of sight that stretch all the way across the Vault. Interspersed between the guard towers and other fortifications are sculpted images of Lolth herself. The statues radiate a palpable evil designed  to forestall would-be wall climbers. Those who attempt the feat anyway discover that the drow deter unauthorized climbers with an array of nasty hazards, some mechanical and others arcane. Within  the walls, a  riot of architectural styles exists. Though many structures are built of  basalt, especially the many towers that reach toward the Vault's ceiling, others are composed of petrified toadstool. fused  bone, and hardened spiderwebs woven  in such thick profusion  that they form struc­tures every bit as permanent as those quarried from stone. Among the chaos of  buildings and basalt towers  rise several narrow spires made of stained limestone. These were raised during an earlier architectural period and seem eroded and time­worn. Many of  the larger towers, both basalt and limestone, are connected by way web-bridges high over  the streets and lower structures. The narrow web-bridges provide a means of  travel  for nobles who can't be bothered to mingle with common­ers on the city streets, and have  the virtue of  being easily cut should relations between the occupants of two connected towers suddenly sour. Along the interior walls, a lattice of curving, swooping stone walkways connects the many bar­racks of Erelhei-Cinlu. Like desiccated insect carcasses, the barracks buildings seem trapped in a meticulously interlaced set of spiderwebs. Each bar­racks structure holds a militia ofelite drow warriors sponsored by a particular ruling house, ready to spring into action if the city comes under attack, or to fall upon a rival's house at the command of  their matron mother.