11. oktober 2009

Level 20 loot

250.000 gp

Ring of Regeneration

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

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

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

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

First published in Player's Handbook.


Instant Portal (for Sigil)

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

Level: 23
Price: 425,000 gp
Wondrous Item

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

First published in Manual of the Planes.


Necklace of Fate

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

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

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

First published in Adventurer's Vault 2.

Ioun Stone of Adaptation

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

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

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

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

First published in Manual of the Planes.

Level 19 loot

Executioner’s Bracers

These ornamental gold bracers help you to hit harder.

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

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

First published in Adventurer's Vault 2.

Boots of Speed

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

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

Property: Gain a +2 item bonus to speed.

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

First published in Adventurer's Vault.


The Hand of Fate

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

55th session

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

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

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

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

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

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

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

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

Brimstone Cloak

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

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

Property: Gain resist 10 fire and resist 10 poison.

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

First published in Manual of the Planes.

10. oktober 2009

Conditions and their Alea marker color



Sort = blind


Lyseblå = daze

Blå = stun

Mørkeblå = dominated


Sand = invisible
Brun = slowed
Mørkebrun = immobilized


Lilla = ongoing damage


Violet = Special


Lysegrøn = Warlock's Curse
Neongrøn = Vulnerability

Armygrøn = Fighter's Mark


Rød = bloodied


Hvad siger I?

1. oktober 2009

Intermezzo

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

54th session

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

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

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

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

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

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

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

Property: You gain resist 15 necrotic.

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

First published in Adventurer's Vault.