31. juli 2010

Sommerhus weekend - dato

Tak for de hurtige tilbagemeldinger. Vi tager weekenden 5.-7. november 2010. Bønne står som måske, men er (ret) sikker på at nogen kan passe Mathilde for ham. Det er vi blevet enig om at satse på.

Planen er som sædvanlig, at vi rykker derop omkring ved en 4-tiden (eller når alle har fået/kan få fri fra arbejde). Nogle stopper og køber ind på vejen, og forhåbentlig tager Bønne sin fremragende chili con carne med hjemmefra, så vi har mad til vi kommer derop.

Vi kører tilbage om søndagen, når vi har fået øjne og har ryddet op. Det plejer at være omkring klokken 13 (ca.).

Der følger flere oplysninger, når vi kommer tættere på, men det eneste man nok lige bør have i baghovedet, er mht. transport. Det er vigtigt at vi sikrer os, at der er nok biler til at fragte alle derop.

28. juli 2010

Sommerhus weekend (SU)

Ja, så er vi her igen, det er ved at være tid til at starte planlægningen af vores årlige sommerhus-weekendrollespilstur - eller rettere, det er tid til at finde en dato så vi kan booke sommerhuset og så DM stille og roligt kan forberede til de 25-30 timers hardcore adventure der skal til at fylde sådan en tur ud.

Anyway.. Jeg har smidt en doodle op med de 4 weekender i november,der virker som de mest realistiske, grundet BC's bryllupsrejse samt hvornår det ellers er ledigt - so far. Jo længere vi venter med at fastsætte en dato, jo mere problematisk kan det blive.


Tryk her for at komme til doodle



Session 10

Sonday 28th Mey, 1456
After dealing with the ghouls and the wraith, the Godsends progressed further into the depths of the Moathouse. There they ran into a vampire calling himself the Temple's Keeper. Once he was dead (along with a multitude of skeletons), the heroes searched and found the portal leading to the Temple of Elemental Evil.

Mansday 29th Mey, 1456
After a good night's rest next to the vampire's coffin, the Godsends jumped through the portal, arriving to a series of caves and tunnels filled with black candles and skulls. Following the "road" laid out by the candles, the Godsends arrived in a huge cavern with a black pyramid suspended mid-air over the lake of lava. Rocks were floating all over the room, and weird phenomenons were observed by the heroes, as lighting crawling over rocks.

After a bit of debate and testing, the Godsends found out that the rocks could support them and be controlled (directed) mentally by those proficient in the arcane arts.

Up they went, and found themselves in what they deduced to be the Common Rooms mentioned in the diary. There were 5 portals in adjacent chambers, and a huge temple to Tharizdun, holding the biggest summoning circle they had ever heard of. From the composition of the chambers in which the portals were, they aligned a theory:
Stamped earth with broken rocks = Orcs
Basalt = Imix
Weird purple fleshlike walls = Far Realm (madness)
Ice walls = Sons of Winter
Demon faces = Demons

Of course, when asked, Moaz De'Su responded cryptically with:
Time is but one aspect of reality
and
The elf will become drow
So far, at least the stamped earth = orcs theory was right. Jumping through the portal, they ended up in yet more caves. Exploring them, they ran into a handful of orcs, which proved fairly adept at fighting. Not enough to kill the Godsends, but enough to surprise the heroes a little bit. Afterwards, while searching the general area (which also held some sleeping quarters for about 15-20 orcs or so), the Godsends found some prison cells. In one of the cells was Jonas the Bugbear, who convinced that letting him rot in the cell was not the best course of action that the Godsends could take. He said he could fight and would help them get out.

Going deeper into the orc complex, the Godsends found a lab, where it was obvious that someone had experimented on trolls. 4 of these were present, as well as the orc mage who had done the job. While the heroes were searching the room, investigating a bit, he used magic to open the cells of the trolls, and soon the Godsends found themselves busy fighting for their life. Especially GrubKo and Erik too some nasty wounds and went down, but in the end, the heroes prevailed, with the help of Jonas, who after a bit of a slow start did quite well.

27. juli 2010

Vampire loot

Healer’s Armor (chain)
This sturdy armor enhances your ability to heal your allies.
Level: 10
Price: 5,000 gp
Armor: Hide, Chain
Enhancement: +2 AC

Property: When you use a healing power, the target regains additional hit points equal to the armor’s enhancement bonus.

Der var også 1000 gp og et Magic Map Ritual (book)

21. juli 2010

Spider loot

Amulet of Protection
This light blue amulet increases your defenses.
Level: 11
Price: 9,000 gp
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will

Session 9

Mansday 14th Mey, 1456
Having read and analyzed Tomwell's diary, there was little doubt in the minds of the Godsends as to what they were supposed to do.

However, before leaving, they had to figure out what to do with Moaz De'Su, the mad prophet. They did some research around Drahar, and Argii even copied down every single of Moaz' tattoos, trying to make more sense of them. It was definitely something to do with a divination ritual, but what exactly, he wasn't sure.


Finally they decided to bring him along, since they weren't sure they could trust anyone enough - after all, the fate of the universe might be linked to the mad old man.

Mansday 21st Mey, 1456
Hopeful and exited at the prospect of finding the Temple of Elemental Evil, the Godsends and Moaz left Drahar on foot, heading south to the location of the so-called Moat-House.

Freeday 26th Mey, 1456
Having crossed the plains, entered the Haunted Forest and now the Thunderspire Mountains without any fights, Grum was getting antsy. Best as he was wishing for some action, two trolls and two ogres jumped the Godsends in a ravine. The fight was brutal, in particular the trolls did their best to kill the Godsends, but luckily, no such thing happened. Calos was in the worst shape, since he was cornered by one of the trolls for most of the fight.

Sonday 28th Mey, 1456
Towards the evening, the Godsends arrive at the Moat-House. It looks desolate. Before entering, Argii  reads the door (ritual) and finds out that the two last persons to enter were an orc shaman and a cloaked (with Tharizdun symbols) pale figure.

Just as they were about to enter, Moaz De'Su said:
 The Eye, the eye. First you must take the eye!

Inside the first wing of the Moat-House, it was chaos. There had been a battle, as the 20 odd skeletons could attest. Searching the room, Grum found a gold piece and Argii found a diary. It seems that about 7 years ago, a merchant caravan heading north over the mountains sought refuge here. Obviously, it didn't end well.

As the godsends progressed into the Moat-House, searching for secret doors everywhere, they went through the ruined tower. There they had a little fight with some phase spiders (Eric managed to make almost everyone immune from the poison from the swarms) and some spider swarms. After the fight, Grum climbed 60 ft up, found a magical necklace in their lair, and fell down.

In the west wing of the Moathouse, there was a lot of rooms that looked like sleeping quarters. They were however ignored, since there was also a staircase leading down. Once down, the Godsends were hit by a foul smell, and upon opening the next door, the smell became almost debilitating.

It was the stench of death.

They entered an area full of prison cells, and while investigating, they were lured into a trap set by some ghouls and a wraith. The undead were nasty and hungry. Calos almost died, but was saved in the end by a potion shot down his throat by Argii - who had completely forgotten him for a while.

20. juli 2010

Lørdagsrollespil fastsat

Det bliver så lørdag den 21. august - dvs om 1 måned.
Molin, BC, Bønne, Hansen og Jensen (skal dog måske lige ud og coache en kamp omkring start-tidspunktet) er alle sikre på at komme.
Bedet melder tilbage når vi nærmer os dagen.

Planen var at vi (som sædvanligt) mødes ved en 12-tiden og spiller igennem til vi ikke kan/gider mere, som regel omkring midnat. For at gøre det lidt utraditionelt, forslår jeg at vi æder junk (dem der vil) sammen når vi kommer, og så laver vi noget aftensmad sammen, evt en skudefuld kødsovs eller chili con carne eller lignende.

Så vidt jeg kan se kommer det til at passe sådan at I dinger 11 (paragon) i løbet af den dag ;)

Måske ....

\o/

15. juli 2010

Apocalypse Campaign Map (heroic)

Her er så et lidt mere overskueligt kort over det område I "arbejder" i.

Ancient Monastery = Der hvor I befriede Vengus' bror.
Aris Temple = Templet med portal til op nordpå.
Ragar Mansion = Elias og Quartermaster's  bopæl
Fake Cult Caves = Der hvor I befriede Elias
Cult of Imix Lair = Der hvor I er blevet oplyst om at kulten, der står bag ved Elias' kidnapning, holder til.
Moathouse = Der hvor Moathouse er, ifølge Tomwell's Diary



Tomwell's Diary

15th Deecambor, Year 1297
Last night, the most miraculous thing happened. As I was about halfway from Thunder Lake to Seven Pillared Hall, and looking for a good place to camp, I spotted some smoke rising from behind some rocks, down in a deep ravine. Carefully, I made my way down, curious as to see what kind of creature would brave the dead of winter, traveling in such a desolate place. As it turns out, nothing could have prepared me for what I would find.


The traveler was not human, nor elf, nor dwarf. She was a dark elf - drow, and she saw and heard me coming a mile away. Once I got to the camp, after digging my way through 4 feet of snow, it did not take her long to surprise and overpower me.


Much to my surprise, she spared my life. Gre'as'antoI, she said - Peace. Usstan ssinssrin ulu telanth - I want to talk, she continued. Now granted, I was never an expert at the elven language, but something in her tone and body language made me focus - as if the dagger pointing at my throat wasn’t enough.


She bade me sit down and sat down herself, on the opposite side of the fire. It was then I realized that she was wounded, breathing heavily. I could see the blood on her vest, right above the belt. She would probably not last the night, maybe much less.


For a while, we just sat there. Me wondering when she was going to kill me, or if she might die before she decided to kill me. She, on the other hand, was just sitting there, starring at me with a sense of wonder. Inquisitively, with her head slightly on the side.


Then, the creature spoke. And spoke. And then spoke some more. She told me the tale of a wicked place, a place of demon-worship, a place of primordial evil. The Temple of Elemental Evil, she called it, a place where the leaders of evil sects congregate and plot the end of the world. The temple itself draws them there, through dreams, visions and hints in ancient books and scrolls.


Most of the things she told me, I can not bring myself to put on paper, but by the grace of Avandra, the Temple is indeed a most evil place.


After hearing her tale of despair, I asked myself: Why? Why is a drow sitting 5 feet from me, with tears in her eyes, telling me tales of this evil temple? As if reading my mind, she said: Because they must be stopped. Almost no one knows of this temple and where to find it.  A great evil is growing, and it must be stopped, lest l'ulin xal naut tlu - the future might not be.


According to the drow, in order to find the Temple of Elemental Evil, one must first find the old Moathouse, not far south from where we were sitting. The Moathouse, only remains of an ancient castle, destroyed by the ancient war between Arkhosia and Bael Turath, is a ruin. But beneath the Moathouse, there are some chambers that are still intact. In one of those chambers, a portal can be found. But beware. As the Moathouse is a ruin, it is often occupied by foul beasts or undeads. The portal will teleport anyone triggering it far beneath the mountain, in a huge cave, where he or she will find the Temple, a pyramid suspended above a lake of magma. But be warned, once you step through that portal, there are very few ways to return. Also, the cave exists in two worlds, in the mortal world and in the Elemental Chaos. As such, the elements can be manipulated by anyone with enough force of will.


The entrance to the Temple is from below, either via flight or one of the many floating rocks in the cave. Once you find your way up and into the Temple, you will find yourself in what its inhabitants refer to as the Common Chambers. Since the Temple is inhabited by very evil creatures with somewhat different alliances, they have a long time ago decided that it was best for all to keep certain creatures separated by more than a few corridors.


The Temple has 6 areas. The Common Chambers, The Fane of Fire, the Fane of Winter, the Fane of Madness, the Fane of Demons and the Fane of Gruumsh.  All the fanes are accessible via portals in the Common Chambers, except the fane housing the current High Priest of the temple. Currently it is the half-orc Muntza who is the high-priest of the Temple of Elemental Evil. To enter the fane of the High-priest, one must acquire 4 runes of passage, each held by the leader of the other four fanes. Each leader also holds another rune of passage, this one granting exit from the fane.


The Fane of Fire is occupied by the Followers of Imix, mad cultists that revere the Fire Lord and seek destruction of everything by fire.


The Fane of Winter is occupied by the Sons of Winter, also mad cultists who wish to plunge the world into eternal winter.


The Fane of Madness are likewise occupied by mad cultists, called the Bleak Cabal, these worshiping the Far Realm. They seek to open rifts to the Far Realm, letting the madness seep into the world.


The Fane of Demons is occupied by the Demonlords, again mad cultists who want to flood the mortal world with demons.


The Fane of Gruumsh is occupied by orcs worshiping the One-Eyed, reveling in chaos and destruction. 



Or so one would think. In reality, she tells me, these widespread cults are just a cover for something vastly more sinister. The Elder Elemental Eye. Thought to be an ancient primordial seeking to be free in order to create havoc, it is instead much more. The Elder Elemental Eye is none other than he-who-should-not-be-named. An ancient evil god imprisoned for thousands of years, so powerful that all the other gods banded together in order to capture him, since they could not kill him. He was the one who started the Dawn War, mythical war between the gods and the primordials. He was the one who opened the Living Gate, allowing the Far Realm to connect with this universe. He was the one that created the Abyss, by plunging an ancient shard of pure evil (some say a part of his soul) into the Elemental Chaos. Together, the different factions work towards his release, so that he once again can be loose in the world, continuing its destruction.


Personally, I have never heard of any such god, but something in her eyes convinced me that she believed what she said. And after hearing her astonishing tale, I decided that the lords of Drahar needed to know of the threat so that they could deal with it, and I immediately left the drow whose name I never learned, and headed straight north.

Intermezzo

Onsday 9th Mey, Year 1456  
While searching the cultist caves for loot, The Godsends discovered a few other things. In the mage's sleeping quarters, they found a chest with notes. From the notes, they gathered that the twin dragons were behind the plot of hiring the doppleganger assassin (the contact was someone called Kraven in Arul-Matuk) and replacing Elias with him. The goal for him was to travel to Drahar and enter the palace of House Ragar, searching for a book called Tomwell's Diary. That diary should, according to someone called the Prophet, hold the information needed to find the Temple of Elemental Evil that had apparently been calling out to the dragons in their sleep.


In the room next door, the Godsends found something, or rather someone. Inside the cave was a naked chained man, covered with tattoos on his body. Rolen noted that the tattoos were magical, and linked to divination magic. Argii deduced that they had been made in a way so that the man himself became focus of some sort of ritual magic, and Calos noted that some diviners have been known to inscribe their bodies with magic in hope of improving their powers. But most fail and are driven mad by the magic. Upon hearing this, Eric told the story of Zeragost the Wise, a ½-elf, who in 698 founded the Seers, an group of prophets that used ritual magic on their bodies to heighten their senses. He also mentioned that the Seers had all been hunted down by the Imperial Dragons in 1230, when their foresight failed to protect Emperor Matuk's son. 

At first, the man did not respond to neither pokes or questions. Then Grum noticed a tattoo on him, not quite like the others. It read Moaz De'Su, and it turns out it was his name.Uttering his name solicitated some reaction, he looked at Argii (who was the one to utter it) and said: 
The birds are dieing and the men are chanting
before going back to his catatonic-like state. After some debate, it was decided that he was no (immediate) threat to them, and the Godsends broke his chains and brought them with him. He understands and responds to simple commands, such as "follow me", "wait here", "eat", "sleep" and "stop" etc.

Finding nothing more of interest in the caves, the Godsends decided to return to Drahar, after swinging by the mansion and delivering a bruised Elias.

Mansday 14th Mey, 1456
After spending a day at the Ragar mansion, being celebrated for (finally) finding Elias, the Godsends returned to Drahar. There, they told the story to the Ragar brothers and were allowed to once again search the library, and this time, having a tittle, they found the book the assassin was looking for, Tomwell's Diary.

Jeg vil meget gerne have, at I tænker over, hvad I skal stille op med den underlige tatoveret mand fra hulerne. Skal han dræbes? Skal han bare efterlades et sted? Måske hos en kirke? Eller skal han med? Eller en helt 5. eller 6. mulighed som ikke er nævnt. Når vi starter næste gang er I stadigvæk I Drahar, så der er mulighed for at prøve forskellige ting (mht manden med tatoveringerne), som I ikke "har fået lov til" da den del med ham er kørt på bloggen.

Ligeledes skal vi lige ha ordnet fælleskassen da Molin ikke er med næste gang, og der er kommet en del penge ind sidste gang. Jeg kunne forestille mig at nogle skal have lavet nogle items, inden næste gang, og at de derfor har brug for deres del af fælleskassen. 

Optimalt er pengene fordelt og folk har kigget på hvad de skal have lavet INDEN næste tirsdag. Hvis man er i tvivl om noget, så kender I nummeret/adressen.

Session 8

Tirsday 8th Mey, Year 1456  

After killing the fake Elias, the Godsends turned their noses southward, and headed into the Haunted Forest. At night, they found out why it was named that way. Eerie ghostlike sounds plagued them most of the night, and both Rolen and Argii slept poorly.


Onsday 9th Mey, Year 1456 
A bit after noon, they arrived at the base of the Thunderspire Mountains, in the general area of where the lair was supposed to be. A bit of searching located a cave which had tracks of humanoids going in and out. Bravely our heroes entered the tunnel leading into the mountains.

Inside, they ran into a lot of cultist of Imix. The fight wasn’t too hard, but instead of just staying and dying, the last cultist ran away, down one of the corridors. Gripped by his rage, Grum charged after him, with Eric close behind.

They caught up with him on a platform with a huge bonfire and a rope-bridge to the other side of a gorge. Unfortunately, there was also a powerful mage there, summoning fire elementals. Grum and Eric soon found themselves cut off from their friends, fighting for their life. Still rageing, Grum did not even contemplate retreat. Eric on the other hand, figured it was wisest to get the others, and tried fighting his way back within earshot of the others. He managed to do so, but as they were running towards Eric and Grum (who was fighting the mage and a couple of elementals on his own), Grum went down, burning. For a while it looked as if the brave barbarian had met his doom, but at the very last second, Rolen arrived at the platform and healed him, seconds before his heart stopped.

With Grum back on his feet, the fight didn’t last long. As the mage died, he warned them that his leader was coming and he would have his revenge soon. No sooner than the last elemental was dead, before the Godsends grabbed Elias, who was on the platform as well, unconscious and chained to an altar. They dragged him into the tunnels, where they felt more safe.

As it turns out, it was a smart move. The leader was a pair of twin volcanic dragons. They waited for the heroes to emerge from the tunnel complex, before attacking. It was a long and hard fight, and although no one was extremely close to dieing, the heroes were pretty exhausted after the battle.  Especially Argii had been wounded quite a bit, since one of the twins had chased him around the battlefield for about half the combat.

13. juli 2010

Loot: Red Dragon Cave

5000 gp, Tenser's Lift Ritual (book), Raise Dead Ritual (book)


Blood Drinker (Exe axe)
You know when to feed your weapon, because it growls when it’s hungry.
Level: 9
Price: 4,200 gp
Weapon: Axe, Heavy blade
Enhancement: +2 attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: If you make an attack using this weapon and miss all targets, the blood drinker deals 5 damage to you, and the next attack you make before the end of your next turn deals 2d6 extra damage to the first target it hits.

Skeleton Key
This ornate ivory key opens locks with ease.
Level: 10
Price: 5,000 gp
Wondrous Item
Power (Daily): Standard Action. When you touch the key to a locked door, chest, gate, or other object, make a Thievery check with a +20 bonus against the DC required to open the lock.

Death’s Brink Armor (scale)
This black metal armor has the image of an outthrust hand emblazoned on its breast.
Level: 12
Price: 13,000 gp
Armor: Scale, plate
Enhancement: +3 AC

Property: While you’re dying, you don’t die until you fail four death saving throws.
Power (Daily): No Action. Trigger: You roll a death saving throw and dislike the result. Effect: You gain a +3 bonus to the saving throw. 

Loot: Cult of Imix caves

1000 gp residuum, 200 gp


Safewing Amulet
This orange amulet reduces the damage you suffer when falling.
Level: 8
Price: 3,400 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will

Property: When falling, reduce the distance by 20 feet for the purpose of calculating damage. You always land on your feet after a fall.

Feedback Armor (cloth)
Crackling psychic energy cascades around you, flaring outward when you make a mental assault on a foe.
Level: 9
Price: 4,200 gp
Armor: Cloth, Leather
Enhancement: +2 AC
Power (Daily * Augmentable, Psychic): Free Action. Trigger: You use a psychic power. Effect: Each creature adjacent to you takes 1d6 psychic damage and is pushed 1 square. Augment 2: The psychic damage increases to 2d6. Augment 4: The psychic damage increases to 3d6.

11. juli 2010

Lørdagsrollespil

Som skrevet her prøver jeg at arrangere en lørdag hvor vi kan tage en ekstra lang seance. Efter at folk har udfyldt doodlen, har jeg bestemt for at stile efter lørdag den 14. august eller lørdag den 21. august.

Der kan Hansen, Molin og jeg med sikkerhed, og Bønne, BC og Jensen kan måske (Bedet er sådan lidt uden for planlægning, indtil vi ved en dato med sikkerhed og er kommet den (datoen) lidt nærmere).

Så vi skal nu finde ud af hvad de der "måske" udmeldinger betyder. Jeg ved at Bønne har Mathilde den ene af de to weekender, så jeg håber selvfølgeligt at vi kan finde ud af noget den anden. Men lad mig høre, hvad I tre finder ud af.

Hygge, vi ses på tirsdag hos Jensen

9. juli 2010

Monster Damage, hit points mm.

En lille heads up.

I mere end et år har jeg afprøvet forskellige ting for at tweake monstrene i vores campaign. Især damage og hit points rationen har jeg kigget på (mest fordi jeg syntes at hvis jeg pillede ved damage skulle hit points også sættes ned). Det endte med at være noget med +33% damage, -25% hit points. Problemet har dog af og til været at ikke alle monstre er designet lige godt, og nogle gav (før jeg ændrede noget) en del for lidt damage, og andre gav i forvejen lidt for meget - hvilket så gav alt for meget når jeg adjustede, og det var ikke altid at jeg lige fangede den.

Nu er MM3 så kommet, og med den en re-evaluering fra Wizards om deres monstres damage. Ikke overraskende er de kommet frem til det samme som jeg - at de simpelt hen giver for lidt damage. Derfor er alle MM3 monstre designet ud fra nogle andre tal.

Disse tal vil blive brugt fremover, på alle monstre. Dette betyder at Monstrene kommer til at give ca det samme damage som før (dog vil der være mere styr på det, da jeg har fået nogle algoritmer der støtter i hvor meget damage et monster skal give), men de vil have flere hit points end I har været vant til et stykke tid (sidste gang havde jeg allerede ikke nedjusteret hit points)

Det skal dog siges at jeg forudser ikke at combats bliver hårdere - blot at jeg kan udfordre jer med lidt færre monstre - hvilket i min verden er super.

Hvad sker der i D&D - og I vores campaign?

Som vi tidligere har snakket om, er det her til sommer (August) at Dark Sun udkommer til 4e. Men som vi aftalte, bliver der ikke nogen ændring i campaignen - den kører som planlagt til level 30 eller til I wiper (hehe). Dog vil jeg sige at jeg mere end tidligere har lyst til at fortsætte den - her forleden var det som om at brikkerne faldt på plads, og det gik op for mig, hvilken retning campaignen skal tage. Indtil da havde det været meget vagt i mit hovede. Så jeg glæder mig meget til de kommende levels. Faktisk kan man sige at op til nu har været intro, og når I dinger 8 (efter på tirsdag regner jeg med), går campaignen først rigtigt i gang.

Og når vi nu er ved campaignen, så nærmer I jer stille og roligt paragon level. Og det betyder, som I nok ved, at der skal vælges paragon path - noget der kan være ret definerende for jeres character. Derfor vil jeg foreslå jer at begynde så småt at tænke over, hvad det er for en character I skal ende op med. Tematisk bliver paragon noget med giants, Underdark (herunder drow), aberrants og elemental creatures, herunder selvfølgeligt vores allesammens favoriter - Demons. Der bliver da også en drage eller ti, men ikke nok til at jeg ville lave min character på at være drage-dræber.

Mht hvad vi kan forvente af sjove bøger, så er efteråret dedikeret til en ny linie af bøger, kaldet "Essentials". Essentials er rettet primært mod nye spillere, samt folk der godt kunne lide den måde classes var opbygget i de tidligere editions - dog med 4e regler og balanceret som alle andre classes.

Fx er der lige kommet et preview om den ene af to nye versioner af clericen Artikel kan læses her en warpriest hvis encounter powers er baseret på hvilken gud han vælger at tilbede fra start. samt andre finurligheder.

Umiddelbart lyder det bare som flere valgmuligheder, og det er jo altid fint. Næste uge får vi et indblik i hvordan den nye wizard kommer til at se ud. Spændende om de kan gøre den mere oldschool.

Anyway, i første omgang (September) er det nogle af de klassiske classes (fighter, cleric, wizard, ranger og rogue) og races (dwarf, elf, eladrin, human og halfling) der får flere muligheder i Heroes of the Fallen Land , og så er restens (vides ikke helt præcist endnu, hvilke classes der er deri) tur i Heroes of the Forgotten Kingdom der kommer i november.

Hygge

8. juli 2010

Kommentarer - Interessant artikel

Er min character okay med det der sker?
En interessant artikel, som handler om at bruge et simpelt spørgsmål til at udvikle sin character. Og om at det aldrig er for sent at gøre, for "rigtige" characters udvikler sig under spillet, de er ikke skabt igennem baggrund.

5. juli 2010

Session 7

Mansday 7th Mey, Year 1456 (continued)
After having interrogated the captured mage, and learned that he was not the Master, but instead merely leader of an entry-level cult, which served to find prospects to the Cult of Imix (ancient fire primordial), and that the mage did not know when the real Master would arrive, nor why he had commanded them to kidnap Elias, the Godsends returned to the Ragar Mansion, along with Elias.

They were invited to stay for dinner, to celebrate that Elias had returned. The Quartermaster returned later, having been given 10.000 gold to pay the ransom. He paid the Godsends the 4000 gold they had been promised by the House of Ragar, for finding Elias.

The mage was kept drugged and bound in the basement, while Grum made sure he was constantly unconscious.

During dinner, father and son had a big fight - Elias wanted to leave for Drahar, the sooner the better. He had no intention wasting his life away as Quartermaster.

At night, Grum heard a noise and he and Grubko went up (all were sleeping in the basement) to investigate. Thinking it was a thief or an assassin, Grubko "accidentally" killed Alex, one of the Quartermaster's servants. As it turns out, that was a good thing, because when they talked to the dead spirit of Alex, they learned he was a part of the Cult of Imix (he had a tattoo under his left foot) and that he had left to leave a message.

Using the spirit's direction (they had failed without the directions), they found the message which read:

The adventurers have returned to the mansion with Elias. All is going according to plan.
They decided to hang around, and an hour later, another mage arrived, to pick up the note. They ambushed and captured him. After a brutal but necessary interrogation, they learned that Elias was a shapeshifter, and that the kidnapping was just a smokescreen used to plant him in their mist. The real Elias was still in their hands, in some caves to the south.

They headed back to the Mansion and went to sleep.

Tirsday 8th Mey, Year 1456 
The next morning, before Elias left for Drahar, they left under some vague pretext and headed out, setting up an ambush.

The battle was long and hard. Elias proved to be more than a simple shapeshifter . he was a member of an ancient assassin's guild called the Dark Shadows, whose members is said exist halfway in the Shadowfell, granting them supernatural powers over shadow and darkness. He still died though, but just about every member of the Godsends came within sliver of death. Except for Grubko, who stood all through the fight, solid as a rock.