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.;
31. august 2010
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 ;)
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...
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
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.
The Drow
DROW: DARK AND DEADLY
Despite the potentially greater danger posed by aboleths, beholders, and mind flayers, drow might well be the most notorious of all the Underdark races. Drow society is infamously cold, conspiratorial, and relentlessly hostile even to its highest-status members. The status of an individual is defined by her ability to impose her will on others. Drow institutions operate as strict hierarchies. The most central of these are the temple of Lolth, the clan house, and the militia unit. Drow strive to advance their positions. They undermine superiors, betray comrades, and crush those inferior to them. Pain and suffering are omnipresent Whether or not an individual drow takes pleasure in inflicting pain. she uses it unquestioningly as a tool of first resort. Acts of cruelty are casually undertaken. Every interaction plays out as a dominance challenge. The strong get what they take; the weak receive the drubbing they deserve. Among the drow, only the truly mad feel no paranoia. Those who fail to watch their backs soon find them full of knives.
DROW PATROLS
Even well outside their own realms, drow take pains to exterminate outsiders from the surface world. They see such patrols as a sort of"housekeeping" duty they perform on behalf of their drow matrons. Most of the time, such patrols are designed merely to continue showing forth the drow's merciless and cruelty, and to keep all creatures that come across the drow well apprised of that fact. Every great while, a drow patrol comes across a true threat to drow dominance. If the patrol is eliminated, the failure ofthat unit to report back in a timely manner still communicates a message back to the drow who organized the patrol: A powerful threat to drow is in the area, so be wary.
DROW EXPLORERS
Small groups of drow explorers roam throughout the Underdark in search of the knowledge, experience, and treasure that will permit them to advance within their society. Whether raiding a dwarf mining colony, a duergar slave train, or a rival drow settlement, these marauders rarely engage in frontal attacks, preferring to use their cunning to set up unfair fights. Rather than fighting in the open, they prefer tracking foes back to their base of operations, then occupying that lair when the group leaves on its next foray. That said, unlike a drow patrol, a group of explorers isn't automatically hostile to adventurers and might be willing to trade information or resources. They particularly appreciate directions to a target they couldn't have found on their own.
DROW TRADERS
Despite their terrifying reputation , many drow seek mercantile opportunity over violent conquest. These silken-tongued diplomats put wary communities at ease by providing much-needed supplies and information. Motivated by greed and lust for advancement, drow traders coolly calculate the benefits of any interaction. They swindle or waylay trading partners foolish enough to drop their guard. To gain an edge in bargaining, adventurers can point drow traders to a lucrative trading opportunity (such as a nearby community in need of goods). The body language between the well-groomed, luxuriously attired party leaders and their employees, the curtly obedient caravan guards, tells the tale.
Despite the potentially greater danger posed by aboleths, beholders, and mind flayers, drow might well be the most notorious of all the Underdark races. Drow society is infamously cold, conspiratorial, and relentlessly hostile even to its highest-status members. The status of an individual is defined by her ability to impose her will on others. Drow institutions operate as strict hierarchies. The most central of these are the temple of Lolth, the clan house, and the militia unit. Drow strive to advance their positions. They undermine superiors, betray comrades, and crush those inferior to them. Pain and suffering are omnipresent Whether or not an individual drow takes pleasure in inflicting pain. she uses it unquestioningly as a tool of first resort. Acts of cruelty are casually undertaken. Every interaction plays out as a dominance challenge. The strong get what they take; the weak receive the drubbing they deserve. Among the drow, only the truly mad feel no paranoia. Those who fail to watch their backs soon find them full of knives.
DROW PATROLS
Even well outside their own realms, drow take pains to exterminate outsiders from the surface world. They see such patrols as a sort of"housekeeping" duty they perform on behalf of their drow matrons. Most of the time, such patrols are designed merely to continue showing forth the drow's merciless and cruelty, and to keep all creatures that come across the drow well apprised of that fact. Every great while, a drow patrol comes across a true threat to drow dominance. If the patrol is eliminated, the failure ofthat unit to report back in a timely manner still communicates a message back to the drow who organized the patrol: A powerful threat to drow is in the area, so be wary.
DROW EXPLORERS
Small groups of drow explorers roam throughout the Underdark in search of the knowledge, experience, and treasure that will permit them to advance within their society. Whether raiding a dwarf mining colony, a duergar slave train, or a rival drow settlement, these marauders rarely engage in frontal attacks, preferring to use their cunning to set up unfair fights. Rather than fighting in the open, they prefer tracking foes back to their base of operations, then occupying that lair when the group leaves on its next foray. That said, unlike a drow patrol, a group of explorers isn't automatically hostile to adventurers and might be willing to trade information or resources. They particularly appreciate directions to a target they couldn't have found on their own.
DROW TRADERS
Despite their terrifying reputation , many drow seek mercantile opportunity over violent conquest. These silken-tongued diplomats put wary communities at ease by providing much-needed supplies and information. Motivated by greed and lust for advancement, drow traders coolly calculate the benefits of any interaction. They swindle or waylay trading partners foolish enough to drop their guard. To gain an edge in bargaining, adventurers can point drow traders to a lucrative trading opportunity (such as a nearby community in need of goods). The body language between the well-groomed, luxuriously attired party leaders and their employees, the curtly obedient caravan guards, tells the tale.
22. august 2010
Session 14
Onsday 1st Juny, 1456 (continued)
The Sons of Winter cultists proved no match for the Godsends. Quickly they were dispatched, and the last survivor was interrogated before he was unceremoniously killed by Grum. They learned that only the highpriest went down the hole, and that he was human and presumably alone.
Down the hole they went, some carefully, some not so carefully, and after a long "ride", they all ended up in a huge cavern, most of them bruised by the trip down the ice-coaster.
Alone in the dark, the Godsends moved in a straight line forward, as if possessed by destiny. By-passing a multitude of acidic geysers seemingly springing up out of nowhere, Argii suddenly fell through a crack in the ground, dropping 60 ft down. Calos caught the rope, but couldn't hold on to it. As the Godsends were exploring their options for getting Argii up, More ice succumbed to their weight, and Eric dropped down in the hole as well. In the end, GrubKo climbed down (SPLAT) and back up with a rope.
After a short rest, the Godsends continued their straight line into the cavern and the darkness. There they found the high priest and his two protectors in the middle of an odd ritual involving the corpses in the frozen coffins they had spotted upstairs.
With the High-priest dead, they just needed to smash the coffins before they felt they could move on. It did worry them that there were no portal keys, so maybe the high priest was not the big boss man.
As they were smashing the ice-coffins, they were ambushed by the real leader, the white dragon named Ice. It was a long and hard battle. First Ice strafed back and forth, breathing on them and taking shots from our of their reach. Luckily for the Godsends, Calos has a knack for downing flying creature. Just as they thought they had Ice cornered, he showed that he was not all breath and flying, but that he had mastered magic as well. The battle dragged on, and eventually Ice was mortally wounded. But even a mortally wounded dragon is a nasty thing to behold, and Ice flew into a rage of claws and bites, downing one Godsends after the other, killing Argii (DING, DM er nu level 67) before the Godsends finally managed to kill the dragon.
Torsday 2nd Juny, 1456
Some resting and searching later, they continued on and found the portal out and its portal keys.
Now there was only one thing left - the Fire Fane.
Going in, the Godsends soon found themselves fighting for their lives. Hell Hounds, Cultists of Imix by the dozens and Living Spells. But nothing could stop the heroes on their rampage through the Fane. They even had the time to stop in the library and grab some (quite a few) books, amongst others the Demonomicon, part 1 and 4.
Finally the Godsends got to the end, and faced off the Fire Giant High Priest of Imix and his 24 cultists.
The High Priest was a very tough opponent, and had the Godsends not given their best, someone or someones would surely had died. But in the end, the heroes proved victorious once again.
Now all there was left was to cure Grum, who when wounded had obvious trouble with deciding who was friend and who was foe, and port home to Drahar.
The Sons of Winter cultists proved no match for the Godsends. Quickly they were dispatched, and the last survivor was interrogated before he was unceremoniously killed by Grum. They learned that only the highpriest went down the hole, and that he was human and presumably alone.
Down the hole they went, some carefully, some not so carefully, and after a long "ride", they all ended up in a huge cavern, most of them bruised by the trip down the ice-coaster.
Alone in the dark, the Godsends moved in a straight line forward, as if possessed by destiny. By-passing a multitude of acidic geysers seemingly springing up out of nowhere, Argii suddenly fell through a crack in the ground, dropping 60 ft down. Calos caught the rope, but couldn't hold on to it. As the Godsends were exploring their options for getting Argii up, More ice succumbed to their weight, and Eric dropped down in the hole as well. In the end, GrubKo climbed down (SPLAT) and back up with a rope.
After a short rest, the Godsends continued their straight line into the cavern and the darkness. There they found the high priest and his two protectors in the middle of an odd ritual involving the corpses in the frozen coffins they had spotted upstairs.
With the High-priest dead, they just needed to smash the coffins before they felt they could move on. It did worry them that there were no portal keys, so maybe the high priest was not the big boss man.
As they were smashing the ice-coffins, they were ambushed by the real leader, the white dragon named Ice. It was a long and hard battle. First Ice strafed back and forth, breathing on them and taking shots from our of their reach. Luckily for the Godsends, Calos has a knack for downing flying creature. Just as they thought they had Ice cornered, he showed that he was not all breath and flying, but that he had mastered magic as well. The battle dragged on, and eventually Ice was mortally wounded. But even a mortally wounded dragon is a nasty thing to behold, and Ice flew into a rage of claws and bites, downing one Godsends after the other, killing Argii (DING, DM er nu level 67) before the Godsends finally managed to kill the dragon.
Torsday 2nd Juny, 1456
Some resting and searching later, they continued on and found the portal out and its portal keys.
Now there was only one thing left - the Fire Fane.
Going in, the Godsends soon found themselves fighting for their lives. Hell Hounds, Cultists of Imix by the dozens and Living Spells. But nothing could stop the heroes on their rampage through the Fane. They even had the time to stop in the library and grab some (quite a few) books, amongst others the Demonomicon, part 1 and 4.
Finally the Godsends got to the end, and faced off the Fire Giant High Priest of Imix and his 24 cultists.
It seems I have underestimated you - I should have sent more than 2 dragons to kill you after all - a pity. Since you are here, it must mean you have already taken care of my allies. Too bad that after all this work, you are still too late. Our work here is done, and soon my master will once again rule the universe. Minions! Hold them off for a minute, while I inform our allies of what we have discovered.is what the High Priest said before closing a huge set of doors. The battle against the cultists was fought around a huge fire pit in the temple, but they died swiftly. The Godsends quickly healed up and tried to get into the Fire Giants room, but with little luck. But he did come out, after a minute or so, and the fight was once again on.
The High Priest was a very tough opponent, and had the Godsends not given their best, someone or someones would surely had died. But in the end, the heroes proved victorious once again.
Now all there was left was to cure Grum, who when wounded had obvious trouble with deciding who was friend and who was foe, and port home to Drahar.
Opgave samt et par kommentarer.
Først og fremmest tak for igår, det var sjovt. Jeg var en glad DM da jeg gik hjem. Temple of Elemental Evil er done, I er paragon (NU starter historien for alvor) og jeg fik nakket BC.
Jeg må indrømme at Temple blev alt for stor. 5 fanes med den ene kamp efter den anden. 2½ level hack and slash. Det er jeg sgu blevet for gammel til - eller et eller andet. I hvert fald var det ikke interessant nok. Meeeeen, sådan går det nogle gange når man planlægger. Det bliver ikke altid som man havde forudset, og interessante combats er ikke altid nok.
Måske netop fordi ToEE har været så linær, bliver den næste del mere åben. Jeg håber I vil tage jeres egne beslutninger (som gruppe) og måske mindre tænke på hvad jeg som DM vil have I skal gøre. Jeg håber også at få en større interaktion med verdenen (fra jeres side) - Jeg synes at vores epic campaign var fed, fordi I havde nogle NPC-relationer, at I byggede ting, styrede hære osv.
Anyway - opgaven...
Når I har opdateret jeres character med feats, levels, retraining og items (til level 11), så send mig lige en kopi af character builder filen.
hygge
Jeg må indrømme at Temple blev alt for stor. 5 fanes med den ene kamp efter den anden. 2½ level hack and slash. Det er jeg sgu blevet for gammel til - eller et eller andet. I hvert fald var det ikke interessant nok. Meeeeen, sådan går det nogle gange når man planlægger. Det bliver ikke altid som man havde forudset, og interessante combats er ikke altid nok.
Måske netop fordi ToEE har været så linær, bliver den næste del mere åben. Jeg håber I vil tage jeres egne beslutninger (som gruppe) og måske mindre tænke på hvad jeg som DM vil have I skal gøre. Jeg håber også at få en større interaktion med verdenen (fra jeres side) - Jeg synes at vores epic campaign var fed, fordi I havde nogle NPC-relationer, at I byggede ting, styrede hære osv.
Anyway - opgaven...
Når I har opdateret jeres character med feats, levels, retraining og items (til level 11), så send mig lige en kopi af character builder filen.
hygge
Fire Giant High Priest Loot
22.000 gp
Price: 21,000 gp
Implement (Wand)
Enhancement: +3 attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: When you score a critical hit with the unluck power using this wand, the target also takes a –2 penalty to attack rolls, skill checks, ability checks, and saving throws (save ends).
Price: 13,000 gp
Armor: Leather, Hide
Enhancement: +3 AC
Property: Gain an item bonus to initiative checks equal to the armor’s enhancement bonus.
Power (Encounter • Illusion): Standard Action. You become invisible until the end of your next turn.
Price: 17,000 gp
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will
Property: Gain a +1 item bonus to Wisdom ability checks and Wisdom-based skill checks (but not Wisdom attacks).
Power (Daily): Immediate Interrupt. You can use this power when you are hit by an attack that targets your Will defense. Gain a +5 power bonus to Will against the attack.
Price: 17,000 gp
Weapon: Axe
Enhancement: +3 attack rolls and damage rolls
Critical: +1d6 cold damage per plus, or +1d10 cold damage per plus while you’re bloodied
Property: While you’re bloodied, this axe deals extra cold damage equal to your Constitution modifier.
Price: 21,000 gp
Armor: Hide, Chain, Scale, Plate
Enhancement: +3 AC
Property: When you spend a healing surge to regain hit points, you regain additional hit points equal to the armor’s enhancement bonus.
Cursing Wand
You curse your foe when you channel your spite through this dark yew wand.
Level: 14Price: 21,000 gp
Implement (Wand)
Enhancement: +3 attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: When you score a critical hit with the unluck power using this wand, the target also takes a –2 penalty to attack rolls, skill checks, ability checks, and saving throws (save ends).
Power (Daily * Arcane, Implement, Necrotic): Standard Action. As the bard’s unluck power (Player’s Handbook 2, page 72).
Bard Attack UnluckYou manipulate what was once an ode to fate, speaking it in reverse and warping the weave of fortune.EncounterArcane, Implement, Necrotic
Standard Action Ranged 5Target: One creatureAttack: Charisma vs. ReflexHit: 1d8 + Charisma modifier necrotic damage. The next time the target makes an attack roll before the end of your next turn, you roll 1d20 and can replace the target’s roll with yours. In addition, choose an ally within 5 squares of you. The next time that ally attacks the target before the end of your next turn, you roll 1d20 and can replace the ally’s roll with yours.
Feytouched Armor (Leather)
Materials from the Feywild are worked into this armor, improving your reflexes and allowing you to disappear briefly.
Level: 12Price: 13,000 gp
Armor: Leather, Hide
Enhancement: +3 AC
Property: Gain an item bonus to initiative checks equal to the armor’s enhancement bonus.
Power (Encounter • Illusion): Standard Action. You become invisible until the end of your next turn.
Periapt of Wisdom
This silver amulet increases your wisdom and can be activated to greatly enhance the strength of your will.
Level: 13Price: 17,000 gp
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will
Property: Gain a +1 item bonus to Wisdom ability checks and Wisdom-based skill checks (but not Wisdom attacks).
Power (Daily): Immediate Interrupt. You can use this power when you are hit by an attack that targets your Will defense. Gain a +5 power bonus to Will against the attack.
Frost Fury Weapon (Exe Axe)
When this weapon’s wielder is bloodied, the axe blade becomes icy and promises a cold death with each swing.
Level: 13Price: 17,000 gp
Weapon: Axe
Enhancement: +3 attack rolls and damage rolls
Critical: +1d6 cold damage per plus, or +1d10 cold damage per plus while you’re bloodied
Property: While you’re bloodied, this axe deals extra cold damage equal to your Constitution modifier.
Armor of Durability (Hide)
When your allies rely on you to keep fighting, this armor helps keep you in the fray.
Level: 14Price: 21,000 gp
Armor: Hide, Chain, Scale, Plate
Enhancement: +3 AC
Property: When you spend a healing surge to regain hit points, you regain additional hit points equal to the armor’s enhancement bonus.
21. august 2010
White Dragon Loot
10.000 gp
Cord of Divine Favor
A healer’s garment, this cinch lets you tend to yourself as you aid others.
Level: 13Price: 17,000 gp
Item Slot: Waist
Power (Encounter • Healing): Free Action. Use this power when you use healing word on an ally or use another power that grants an ally the use of a healing surge. You can spend a healing surge as well and regain hit points equal to your healing surge value.
Bracers of Iron Arcana
Favored by spellcasters, these iron bracers are covered in esoteric runes that help deflect physical attacks.
Level: 14Price: 21,000 gp
Item Slot: Arms
Power (Daily): Minor Action. Gain an item bonus to AC equal to your Intelligence, Wisdom, or Charisma modifier until the end of your next turn.
Belt of Vigor
This chain metal belt improves your recuperative abilities.
Level: 12Price: 13,000 gp
Item Slot: Waist
Property: You gain a +2 item bonus to your healing surge value.
Survivor's Belt
This belt gives you the ability to stabilize even when near death.
Level: 11Price: 9,000 gp
Item Slot: Waist
Property: You roll two death saving throws, taking the higher result.
Stone of Light
This oval bead of white quartz has the arcane symbol for “radiance” on its surface.
Level: 12Price: 13,000 gp
Wondrous Item
Power (Daily): Free Action. Trigger: You miss an enemy with a radiant attack power. Effect: Reroll the attack roll.
19. august 2010
Session 13
Tirsday 30th Mey, 1456 (continued)
The Godsends were quickly aware that they were fighting a losing battle. Already quite beaten up, and now faced with a man who barely seemed to notice getting hit in the chest with a huge axe, Grum (or was it Argii) came up with the idea to simply stuff the man back in the coffin and close it. Some good teamwork made it possible, and soon the battle was over, almost without a scratch. Unfortunately, the little girl they had just freed from the cultists was dead.
After locking the madman up, the Godsends moved on down. There they found a big treasure room, which was inhabited by a cacodemon, which tried to possess first Argii, then Grum. In the end, it was exorcised by Calos, forced into a statue to remain there for all eternity. All the treasure was fake, of course.
Moving on down, our heroes finally got to the final room, where the Master Summoner was. He had a protective shield up that was very resilient to all attacks, and meanwhile, demons kept pouring in, almost by the second. It proved to be a long and extremely hard fight - but in the end, the Godsends proved victorious, although their reserves were completely depleted at this point.
After killing the Master Summoner followed the usual debate. Rest here or elsewhere. After carefully consideration, the Godsends moved into the Orc Fane, where they managed to rest without being disturbed.
Onsday 1st Juny, 1456
The next morning, they ported into the Ice-fane, where they quickly stumbled over 10-15 Sons of Winter in the middle of conducting a ritual around a big hole in the ground (ice)....
The Godsends were quickly aware that they were fighting a losing battle. Already quite beaten up, and now faced with a man who barely seemed to notice getting hit in the chest with a huge axe, Grum (or was it Argii) came up with the idea to simply stuff the man back in the coffin and close it. Some good teamwork made it possible, and soon the battle was over, almost without a scratch. Unfortunately, the little girl they had just freed from the cultists was dead.
After locking the madman up, the Godsends moved on down. There they found a big treasure room, which was inhabited by a cacodemon, which tried to possess first Argii, then Grum. In the end, it was exorcised by Calos, forced into a statue to remain there for all eternity. All the treasure was fake, of course.
Moving on down, our heroes finally got to the final room, where the Master Summoner was. He had a protective shield up that was very resilient to all attacks, and meanwhile, demons kept pouring in, almost by the second. It proved to be a long and extremely hard fight - but in the end, the Godsends proved victorious, although their reserves were completely depleted at this point.
After killing the Master Summoner followed the usual debate. Rest here or elsewhere. After carefully consideration, the Godsends moved into the Orc Fane, where they managed to rest without being disturbed.
Onsday 1st Juny, 1456
The next morning, they ported into the Ice-fane, where they quickly stumbled over 10-15 Sons of Winter in the middle of conducting a ritual around a big hole in the ground (ice)....
17. august 2010
Master Summoner Loot
5000 gp.
Price: 17,000 gp
Implement (Dragonshard Augment)
Property: You gain a +3 bonus to damage rolls with radiant attacks that use the augmented weapon.
Property: When not affixed to a weapon, this dragon shard illuminates a 10-square radius with bright light.
Price: 5,000 gp
Wondrous Item
Power (Daily • Zone): As a standard action, strike this chime to create a close burst 2 that lasts until the end of your next turn. Any enemy that enters the zone is attacked: +15 vs. Fortitude. A hit pushes the target 1 square away from the center of the burst and immobilizes it until the start of its next turn. If you or any ally makes an attack while in the zone, the effect ends. Sustain standard.
Price: 9,000 gp
Wondrous Item
Property: This candle never burns down (except as noted).
Power (Daily): Standard Action. Light the candle before beginning to perform a ritual. You gain a +2 power bonus to any skill checks made as part of the ritual.
The candle automatically extinguishes at the end of the ritual and can be used again the following day.
Siberys Shard of Radiance
The shard glows with the light of Siberys.
Level: 13Price: 17,000 gp
Implement (Dragonshard Augment)
Property: You gain a +3 bonus to damage rolls with radiant attacks that use the augmented weapon.
Property: When not affixed to a weapon, this dragon shard illuminates a 10-square radius with bright light.
Chime of Warding
The air around you shimmers with protective force when you strike this golden chime.
Level: 10Price: 5,000 gp
Wondrous Item
Power (Daily • Zone): As a standard action, strike this chime to create a close burst 2 that lasts until the end of your next turn. Any enemy that enters the zone is attacked: +15 vs. Fortitude. A hit pushes the target 1 square away from the center of the burst and immobilizes it until the start of its next turn. If you or any ally makes an attack while in the zone, the effect ends. Sustain standard.
Ritual Candle
This candle of rune-carved purple wax gives off a clear, bright glow when lit.
Level: 11Price: 9,000 gp
Wondrous Item
Property: This candle never burns down (except as noted).
Power (Daily): Standard Action. Light the candle before beginning to perform a ritual. You gain a +2 power bonus to any skill checks made as part of the ritual.
The candle automatically extinguishes at the end of the ritual and can be used again the following day.
12. august 2010
Session 12
After killing the Foulspawns, the Godsends started to climb down the very tall ladder leading into the dark pit. They soon found out that non-magical light did not work here, and that magical light only worked just a bit. All they could see was 15 ft or so.
Coming down in the pit, they found themselves in a small maze of corridors. Suddenly Moaz De'Su says:
With no conclusion, exploration was resumed, and the Godsends started to use gold pieces to find their way around the maze. Just as it seemed as if they had gotten out of it, the very walls burst tentacles and attacked them. For once, the otherwise brave to the point of foolhardy Godsends didn't stick around for the fight, and they ran (leaving Jonas to die)... right into another maze, this one with big holes in floor and ceiling at every intersection. As they were making their way past the intersections, they started to get assaulted from the dark. It turned out to be a nasty-looking beholder.
After a rough fight, the Godsends were victorious, in no small amount due to Grum, who jumped up on the beholder, riding it while the others had trouble striking it.
Searching on, they found the portal (and the beholder's loot) and the portal keys they needed to continue. However, Grum and a couple of the others refused to rest there. The voices from the walls were getting on their nerves. The Godsends decided (vote) to port to the common rooms and into the demon section.
As it turns out, it was a very poor idea. Already well beaten up, the Godsends ported into the Demon Fane, where there was no rest to get as well. While the murmurs of madmen were gone, they had been replaced by a constant screaming of people in permanent torment.
Down a huge staircase they went, constantly assaulted by demon heads on the walls and the non-stop screaming. They arrived in a circular chamber, where 3 cultists were sacrificing a 7-year old girl. GrubKo and Grum charged head first into battle, trying to save the girl. Demons appeared and joined the battle, and soon the Godsends had their hands full. But they still came out on top and saved the girl from a certain death. Finding a secret staircase going further down, they decided to take the girl along, since leaving her here would almost certainly be her death.
Down they went, finding what appeared to be some sort of torture chamber. A couple of something that once were human were strapped to various devices, and Grubko made short work of them. In the middle of the room was a huge steel coffin, wrapped in chains.
Argii opened the locks, and Grubko unwrapped the coffin as they heard muffled screams and calls for help. Once freed, the man inside (John?) told them that he was but a mere shepherd who had been captured and subjected to a lot of different things, from vile potions to foul rituals. When asked why, he could not answer, although he did remember the cultists becoming agitated as they locked him in the padded coffin, screaming:
And the fight of and for their lives was on for the Godsends.
Coming down in the pit, they found themselves in a small maze of corridors. Suddenly Moaz De'Su says:
The Fallen One, he can't be trusted, even to save himselfHe falls on his knees, grabbing his head as if in excruciating pain. Slowly, as if he forcing the words out, he says:
The Giants are stirring, and the Engine will work once againupon which he starts to convulse while bleeding from his ears and eyes. He then whispers:
One must sometimes ally with ones enemy to winand falls over. Dead. Then his eyes open again, for a brief moment, and he whispers:
The Fallen One... Do not trust him...Do not...trust...After making sure he was dead (Rolen performed an autopsy of sorts) and indeed a human, the Godsends took a break from the maze to discuss Moaz and who he was. Theories ranged from a (demonic) vessel to a madman. The "Fallen One" was discussed as well. Rolen thought it might refer to Asmodeus, while Eric noted that no fewer than 7 different (at least) persons had been called that throughout history, normally good and just persons who had lost faith and fallen from grace, such as fallen paladins, priests or fallen angels.
With no conclusion, exploration was resumed, and the Godsends started to use gold pieces to find their way around the maze. Just as it seemed as if they had gotten out of it, the very walls burst tentacles and attacked them. For once, the otherwise brave to the point of foolhardy Godsends didn't stick around for the fight, and they ran (leaving Jonas to die)... right into another maze, this one with big holes in floor and ceiling at every intersection. As they were making their way past the intersections, they started to get assaulted from the dark. It turned out to be a nasty-looking beholder.
After a rough fight, the Godsends were victorious, in no small amount due to Grum, who jumped up on the beholder, riding it while the others had trouble striking it.
Searching on, they found the portal (and the beholder's loot) and the portal keys they needed to continue. However, Grum and a couple of the others refused to rest there. The voices from the walls were getting on their nerves. The Godsends decided (vote) to port to the common rooms and into the demon section.
As it turns out, it was a very poor idea. Already well beaten up, the Godsends ported into the Demon Fane, where there was no rest to get as well. While the murmurs of madmen were gone, they had been replaced by a constant screaming of people in permanent torment.
Down a huge staircase they went, constantly assaulted by demon heads on the walls and the non-stop screaming. They arrived in a circular chamber, where 3 cultists were sacrificing a 7-year old girl. GrubKo and Grum charged head first into battle, trying to save the girl. Demons appeared and joined the battle, and soon the Godsends had their hands full. But they still came out on top and saved the girl from a certain death. Finding a secret staircase going further down, they decided to take the girl along, since leaving her here would almost certainly be her death.
Down they went, finding what appeared to be some sort of torture chamber. A couple of something that once were human were strapped to various devices, and Grubko made short work of them. In the middle of the room was a huge steel coffin, wrapped in chains.
Argii opened the locks, and Grubko unwrapped the coffin as they heard muffled screams and calls for help. Once freed, the man inside (John?) told them that he was but a mere shepherd who had been captured and subjected to a lot of different things, from vile potions to foul rituals. When asked why, he could not answer, although he did remember the cultists becoming agitated as they locked him in the padded coffin, screaming:
Kharesh, El som ti KhareshWhen asked of the meaning, he said: Madness, he is madness, but didn't seem to understand why they would have said that. Then suddenly he started to cackle like a mad man, louder and louder. Grum took charged and put his axe halfway through the body of the "Cackler", but that didn't even made him flinch, it just made him scream. Loudly.
And the fight of and for their lives was on for the Godsends.
10. august 2010
Beholder Loot
2400 gp
Price: 13,000 gp
Item Slot: Arms
Crest of Vigilance Eternal
The undying courage of the deva race fuels the power of this item to keep you focused in combat.
Level: 12Price: 13,000 gp
Item Slot: Arms
Power (Daily): Immediate Interrupt. Trigger: An effect dazes or stuns you. Effect: You make a saving throw against the triggering effect. On a save, the effect ends.
Special: This item can be either bracers, a light shield, or a heavy shield.
8. august 2010
Opgave! (sort of)
På tirsdag skal jeg bruge noget info om jeres characters. I får alle nogle mundtlige spørgsmål mens vi spiser, og jeg noterer svarene. Men spørgsmålene smider jeg lige op her, så I kan gå og tænke over dem, hvis man nu skulle have tid.
1) Describe the event or the person that was pivotal to you becoming an adventurer.
2) Describe which companion your character trusts the most and why. All characters should be included, so be ready to adjust. It is perfectly acceptable to invent new things about the other characters, but obviously, the player of said character always has the right to veto.
3) Describe which companion your character trust the least and why. As in 2), all characters should be included, so be ready to adjust here as well. It is perfectly acceptable to invent new things about the other characters, but obviously, the player of said character always has the right to veto.
Jeg ved godt at der måske er nogle der tænker - Jamen hvorfor? Well, det er relativt simpelt. Det er fint at nogle bedst kan lide D&D med et minimum af rollespil og bare hack'n'slash og lidt exploration, men jeg vil gerne (som DM) lave en fed historie, og det indbefatter at involvere jeres characters - også selvom nogle måske helst vil være fri/er ligeglade ;)
Bønne, du bliver nødt til at finde på noget til 2) og 3) inden tirsdag helst, og enten skrive det til mig eller ringe.
Alle: I nærmer jer paragon stille og roligt - det er stadig muligt at I når at dinge 11 lørdag den 21. - ellers senest om tirsdagen efter. Husk at få kigget på paragon paths. Når man har bestemt sig, må man meget gerne kommunikere informationen videre, helst på skrift så jeg kan slå det op, når jeg glemmer det.
1) Describe the event or the person that was pivotal to you becoming an adventurer.
2) Describe which companion your character trusts the most and why. All characters should be included, so be ready to adjust. It is perfectly acceptable to invent new things about the other characters, but obviously, the player of said character always has the right to veto.
3) Describe which companion your character trust the least and why. As in 2), all characters should be included, so be ready to adjust here as well. It is perfectly acceptable to invent new things about the other characters, but obviously, the player of said character always has the right to veto.
Jeg ved godt at der måske er nogle der tænker - Jamen hvorfor? Well, det er relativt simpelt. Det er fint at nogle bedst kan lide D&D med et minimum af rollespil og bare hack'n'slash og lidt exploration, men jeg vil gerne (som DM) lave en fed historie, og det indbefatter at involvere jeres characters - også selvom nogle måske helst vil være fri/er ligeglade ;)
Bønne, du bliver nødt til at finde på noget til 2) og 3) inden tirsdag helst, og enten skrive det til mig eller ringe.
Alle: I nærmer jer paragon stille og roligt - det er stadig muligt at I når at dinge 11 lørdag den 21. - ellers senest om tirsdagen efter. Husk at få kigget på paragon paths. Når man har bestemt sig, må man meget gerne kommunikere informationen videre, helst på skrift så jeg kan slå det op, når jeg glemmer det.
4. august 2010
Session 11
Mansday 29th Mey, 1456
After dealing with the trolls, the Godsends progressed further into the dungeon. Not far away, they discovered what must have been the high priest's sleeping chambers, complete with a huge bed, chests, closet and a cupboard. Grum entered first to play on the bed, and Argii went for the chests, wanting to look inside. Unfortunately, they weren't chests, but instead mimics, acting as guards. One of them tried to eat Argii, another literally jumped Eric, and a fight started. The mimics were quickly going down, but, alerted by the noise, two orc spellcasters showed up and joined the fight. But little did that help.
After emptying the room of magical items, money and a lot of notes written in primordial(?), the Godsends continued down a stairwell, noticing that the walls were becoming softer and softer. At the bottom, they found themselves on a platform suspended over what could look like the Elemental Chaos, just in a firmer version. There they attacked the high priest, his cultists and his gargoyle guards. The battle was short, but rough, and there was little healing and all Godsends were very wounded once the last enemy died. However, someone must have liked the high priest, because shortly after he died, an Elemental Swarm-creature appeared, fairly pissed off. Things did indeed look bleak. It seems however that Avandra was looking down on our heroes today, because by some miracle, the Elemental creature managed to miss, miss and then miss some more times. No matter who it attacked, it couldn't hit him, and slowly -very slowly - it was worn down.
After finding the Rune keys (to get out and 1/4 of the Fire key) and taking a good long rest, the Godsends teleported out and found themselves back in the Common Rooms.
Tirsday 30th Mey, 1456
The Godsends debated where to go. Argii wanted to check out the Sons of Winter, as neither Demons nor creatures from the Far Realm appealed to anyone. However, before heading in, Eric asked Moaz De'Su, and the answer was not up for much interpretation - Far Realm or Demons it was...
They decided to go with the Far Realm fun. Porting in, they found the inside to be much like the outside. Purple walls that look like membrane prone to ooze yellow fluids and constantly moving a little bit, as if breathing. There was also a constant low-pitched murmur, like the ramblings of a madman.
Following the only obvious tunnel, they ended in a small shrine with what looked like an exit (door) and 3 dragoneggs. Smelling a rat, Argii took a hard look at the shrine, and found out that moving the eggs would set off a domino trap effect. After a successful disarming, the 3 eggs were placed in Eric new extra-dimensional chest, and they then proceeded onwards, through the door - after Argii had opened that as well.
Following the tunnel, they soon arrived into a circular temple-like room, although a few columns, an altar and a big ass hole were the only things there. Besides the Foulspawn, of course. The Godsends struck hard and fast, and after a short fight, the weird creatures (who cast some very odd magic) lay dead on the floor. The Godsends spotted a hidden ladder on the side of the hole, and prepared to go down into the darkness.
After dealing with the trolls, the Godsends progressed further into the dungeon. Not far away, they discovered what must have been the high priest's sleeping chambers, complete with a huge bed, chests, closet and a cupboard. Grum entered first to play on the bed, and Argii went for the chests, wanting to look inside. Unfortunately, they weren't chests, but instead mimics, acting as guards. One of them tried to eat Argii, another literally jumped Eric, and a fight started. The mimics were quickly going down, but, alerted by the noise, two orc spellcasters showed up and joined the fight. But little did that help.
After emptying the room of magical items, money and a lot of notes written in primordial(?), the Godsends continued down a stairwell, noticing that the walls were becoming softer and softer. At the bottom, they found themselves on a platform suspended over what could look like the Elemental Chaos, just in a firmer version. There they attacked the high priest, his cultists and his gargoyle guards. The battle was short, but rough, and there was little healing and all Godsends were very wounded once the last enemy died. However, someone must have liked the high priest, because shortly after he died, an Elemental Swarm-creature appeared, fairly pissed off. Things did indeed look bleak. It seems however that Avandra was looking down on our heroes today, because by some miracle, the Elemental creature managed to miss, miss and then miss some more times. No matter who it attacked, it couldn't hit him, and slowly -very slowly - it was worn down.
After finding the Rune keys (to get out and 1/4 of the Fire key) and taking a good long rest, the Godsends teleported out and found themselves back in the Common Rooms.
Tirsday 30th Mey, 1456
The Godsends debated where to go. Argii wanted to check out the Sons of Winter, as neither Demons nor creatures from the Far Realm appealed to anyone. However, before heading in, Eric asked Moaz De'Su, and the answer was not up for much interpretation - Far Realm or Demons it was...
They decided to go with the Far Realm fun. Porting in, they found the inside to be much like the outside. Purple walls that look like membrane prone to ooze yellow fluids and constantly moving a little bit, as if breathing. There was also a constant low-pitched murmur, like the ramblings of a madman.
Following the only obvious tunnel, they ended in a small shrine with what looked like an exit (door) and 3 dragoneggs. Smelling a rat, Argii took a hard look at the shrine, and found out that moving the eggs would set off a domino trap effect. After a successful disarming, the 3 eggs were placed in Eric new extra-dimensional chest, and they then proceeded onwards, through the door - after Argii had opened that as well.
Following the tunnel, they soon arrived into a circular temple-like room, although a few columns, an altar and a big ass hole were the only things there. Besides the Foulspawn, of course. The Godsends struck hard and fast, and after a short fight, the weird creatures (who cast some very odd magic) lay dead on the floor. The Godsends spotted a hidden ladder on the side of the hole, and prepared to go down into the darkness.
3. august 2010
Foulspawn Loot
1000 gp
Price: 9,000 gp
Item Slot: Hands
Property: When you hit an enemy you’re hidden from, you deal 1d6 extra damage.
Shadowdancer’s Gloves
While you’re hidden, these supple gloves make your attacks more deadly.
Level: 11Price: 9,000 gp
Item Slot: Hands
Property: When you hit an enemy you’re hidden from, you deal 1d6 extra damage.
High Priest Quarter Loot
Dice of Auspicious Fortune
The faces of these wooden dice show symbols the halflings associate with good luck.
Level: 11Price: 9,000 gp
Wondrous Item
Power (Daily): Standard Action. Effect: Roll 3 d20s. The results are “stored” in these dice until the end of your next extended rest or until you use this power again. Using this power removes any results previously stored in the dice.
Power (Encounter): No Action. Effect: When you make an attack, instead of making an attack roll, you can use one of the results stored in the dice. Using the result removes the stored result from the dice.
Portal Rod
By holding this rune-carved rod on both sides of the portal, you stabilize the link between the two places.
Level: 10Price: 5,000 gp
Wondrous Item
Power (Daily): Minor Action. Until the end of your next turn, one adjacent portal opened with the Linked Portal, Planar Portal, Reverse Portal, or True Portal ritual remains open, even if it would normally close before then. Sustain Minor: The effect persists until the end of your next turn. After 10 rounds of sustaining this effect, you can no longer sustain it and the portal closes. The portal begins to waver after 5 rounds, warning you of its impending closure.
Marble Elephant
Made of white stone, this statuette can become a powerful elephant.
Level: 10Price: 5,000 gp
Wondrous Item
Power (Daily • Conjuration): Standard Action. Use this figurine to conjure an elephant that appears to be made of white marble (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.
The marble elephant can carry one or more Large or smaller creatures weighing no more than 1,000 pounds total. If more than 1,000 pounds are placed on it, the creature disappears and cannot be conjured again until after an extended rest.
Marble Elephant
Huge natural animate (mount)
Initiative as conjurer Senses Perception +8
HP 15; Bloodied 7
AC 20; Fortitude 20, Reflex 16, Will 18
Speed 8
HP 15; Bloodied 7
AC 20; Fortitude 20, Reflex 16, Will 18
Speed 8
+11 vs AC; 1d10+7 damage, and the target is knocked prone.
Trampling Charge (while mounted by a friendly rider of 10th level or higher)
Mount
When charging, the elephant can move through one Medium or smaller creature’s space and make a stamp attack against that creature. The marble elephant must end its move in unoccupied squares, and the rider still attacks at the end of the mount’s movement.
Alignment Unaligned Languages -
Str 25 (+12) Dex 13 (+6) Wis 16 (+8)
Con 21 (+10) Int 2 (+1) Cha 9 (+4)
Str 25 (+12) Dex 13 (+6) Wis 16 (+8)
Con 21 (+10) Int 2 (+1) Cha 9 (+4)
Description: When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn.
A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks.
Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears.
A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks.
Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears.
1. august 2010
Lidt mere om Essentials
Som jeg skrev her, kommer der her til efteråret (september-december) nogle nye produkter kaldet "Essentials" fra WotC. Ifølge WotC er Essentials den nye portal til D&D og dermed 4e. Fuldt ud kompatibel med 4e men samtidig lidt mere simpel, og, i håb om at tiltrække nogle af de gamle spillere (man anslår at der er 5-6 millioner der pt spiller D&D, men næste 25-30 millioner som tidligere har spillet det) har Essentials classes et old-school præg.
Den første var Warpriest'en, en ny version af cleric'en som jeg linkede her. Med encounter powers baseret på sin domain (fx Justice, War, Thunder osv) samt nogle domain features ligeledes baseret på hvilken type gud man tilbeder, og fastlagte utilities på nogle levels, og sidst men ikke mindst mulighed for at bruge WIS til hans melee attacks, så er Warpriesten nærmest en klassisk 2e cleric som vi spillede så mange år. Uden dog at sutte forhåbentligt ;)
Dernæst fik vi et indblik i Knight'en, den ene version af fighteren. Plate, heavy shield og ingen dailies er vel nok det mest karakteristiske ved Knight'en. Igen en lang mere oldschool version, dog med visse forbedringen. Fx, istedet for dailies, får Knight'en (en masse) at-will stances, som han kan skifte imellem. Om det fungerer ved jeg ikke, men jeg kan godt se, at for folk der har svært ved at få at-will/encounter/daily konceptet til at passe godt på classes som fighteren, så kommer Knight'en til at spille max.
Den næste class der blev vist var mage'n. Også den bliver gjort mere oldschool. Blandt andet kommer der en "miss" effect på encounter powers, ligesom der er på mange dailies. Ligeledes er vi tilbage til konceptet om magic schools, hvor man kan vælge og blive enchanter eller illusionist, og ens valg er med til at diktere senere powers/class abilities samt ens at-wills.
Sidst kom den nye rogue, eller som han hedder i Essentials - the thief. Ligesom med knight'en er daily powers væk, og fokus er lagt på at lave en simpler class. Thief'en får istedet en masse at-will move actions, for ligesom at understrege hans evne til at bevæge sig rundt på battlefield og lave tricks. Derudover er der ligeledes fortaget ændringer til Sneak Attack, og "Backstab" vender tilbage.
Alt i alt ser det godt ud (men jeg er generelt positivt stemt som udgangspunkt) og jeg får den vildste 2e-vibe af Essentials-classes - bare uden de kæmpe problemer der var i det gamle system. Taget i betragtning, hvor længe og meget vi spillede 2e, kan det jo være at det kan have en interesse. Det kan vi jo kigge på når bøgerne kommer/DDI bliver opdateret ;)
Den første var Warpriest'en, en ny version af cleric'en som jeg linkede her. Med encounter powers baseret på sin domain (fx Justice, War, Thunder osv) samt nogle domain features ligeledes baseret på hvilken type gud man tilbeder, og fastlagte utilities på nogle levels, og sidst men ikke mindst mulighed for at bruge WIS til hans melee attacks, så er Warpriesten nærmest en klassisk 2e cleric som vi spillede så mange år. Uden dog at sutte forhåbentligt ;)
Dernæst fik vi et indblik i Knight'en, den ene version af fighteren. Plate, heavy shield og ingen dailies er vel nok det mest karakteristiske ved Knight'en. Igen en lang mere oldschool version, dog med visse forbedringen. Fx, istedet for dailies, får Knight'en (en masse) at-will stances, som han kan skifte imellem. Om det fungerer ved jeg ikke, men jeg kan godt se, at for folk der har svært ved at få at-will/encounter/daily konceptet til at passe godt på classes som fighteren, så kommer Knight'en til at spille max.
Den næste class der blev vist var mage'n. Også den bliver gjort mere oldschool. Blandt andet kommer der en "miss" effect på encounter powers, ligesom der er på mange dailies. Ligeledes er vi tilbage til konceptet om magic schools, hvor man kan vælge og blive enchanter eller illusionist, og ens valg er med til at diktere senere powers/class abilities samt ens at-wills.
Sidst kom den nye rogue, eller som han hedder i Essentials - the thief. Ligesom med knight'en er daily powers væk, og fokus er lagt på at lave en simpler class. Thief'en får istedet en masse at-will move actions, for ligesom at understrege hans evne til at bevæge sig rundt på battlefield og lave tricks. Derudover er der ligeledes fortaget ændringer til Sneak Attack, og "Backstab" vender tilbage.
Alt i alt ser det godt ud (men jeg er generelt positivt stemt som udgangspunkt) og jeg får den vildste 2e-vibe af Essentials-classes - bare uden de kæmpe problemer der var i det gamle system. Taget i betragtning, hvor længe og meget vi spillede 2e, kan det jo være at det kan have en interesse. Det kan vi jo kigge på når bøgerne kommer/DDI bliver opdateret ;)
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