6. maj 2010

Prologue 2

Awgost, Year 1974
Through the magic mirror, you are looking at the carnage delivered to Arul-Matuk, the greatest city of Draegor. Not one building still stands unharmed, demons and elementals roam the streets, corpses are everywhere. There used to be almost a million souls living in the capital of the empire, now there are barely anyone alive. Even the 500 ft statues of Emperor Oza has been destroyed and is how filling up the harbor. And despite all the powers that you wield there is nothing you can do to help the citizens of Arul-Matuk or the rest of Draegor.

The world seems doomed.

Prologue 1

Awgost, Year 1974
You are standing in the corner of a massive chamber along with your friends, all clad from top to bottom in your magnificent magical armors. To your right, you can see Bane, Pelor and Bahamut passionately discussing which strategy to use tomorrow, when the forces of light for the first time will be facing Tharizdun's elementals and primordials in open battle. Pelor and Bahamut might do most of the talking, but it is clear that it is Bane calling the shots. Which is okay you rationalize. He is after all *the* god of war. Even though you by now are more than accustomed being amongst gods and dealing with them, you can't help yourself being marveled at the energy and determination of Bane. This seems to be what he was born to do.

5. maj 2010

Session 15

Sonday 11th Deecambor, Year 599 (continued)
After being awakened by Arpametan, the Golden Fists rushed down and acquired 5 horses and headed north towards the hut of Zanex.

On the way to the hut, they ran into a lot of cockatrices, but no one was turned to stone and the Fists were soon on their way again.

Just before reaching the hut, they ran into those they were pursuing. 8 Sons of Winter and a carriage. It seemed like a walkover, until a platemail-wearing vampire wielding a nastylooking mace came out of the carriage and joined the fight. He was here and there and everywhere, and quickly the Golden Fists realized that they might not make it away from this fight alive. It looked bad, but they were still in the fight until Arpametan was killed and his summoned dust devil went medieval on the other Fists. Down Elron went, then Wreck, then Lucan and last but not least, River. There was just no way of dealing with both the vampire and the dust devil gone rogue...

R.I.P. Golden Fists 

29. april 2010

Second Age - Session 14

Sonday 4th Deecambor, Year 599 (continued)
After killing the cultists and the demon, but losing the trail of the robed figure, the Golden Fists were once again very unsure of what to do. They discussed several possibilities, from faking their own death to going undercover. They simply did not trust anyone. In the end, they decided to keep watching the mansion at night and try to gather some intelligence on Victoria Massi. As they found out, there were a lot of rumors surrounding the lady, but nothing conclusive. It might as well just be the typical rumors that stick to the very rich.


Mansday 5th Deecambor, Year 599
They once again spent the day chilling in an empty house. At some point, River made some rounds at the harbor and tried to find a place where poison could be bought, but he apparently didn't ask the right questions, because he was met with blank stares all the way around.

The nightly stakeout was unsuccessful. No robed figure.

Tirsday 6th Deecambor, Year 599
Arpametan visited the Pelor church and learned that there is an Orcus (un)holy day coming up the following sunday (11th Deecambor).

The nightly stakeout was unsuccessful. No robed figure.

Onsday 7th Deecambor, Year 599
Arpametan spent the day buying and scribing rituals, and then testing his new Seek Rumor-ritual. Worked fairly well.

The nightly stakeout was unsuccessful. No robed figure.

Torsday 8th Deecambor, Year 599
The nightly stakeout was unsuccessful. No robed figure.

Freeday 9th Deecambor, Year 599
They got the idea of visiting the Master of Housing. After bribing him, they learned that Massi had 6 warehouses that had been empty for a while. They decided to check them out.

Using the shapeshifting ability of River, it was quite easy to enter the warehouses.

In the second warehouse examined, they found a hidden cellar entrance. They decided to return later and check it out. After nightfall, they returned and went in.

Down in the cellar, they found a secret entrance to an underground area. Down there, they found a huge torture and prison chamber, filled with Orcus art, as well as a young catatonic boy. Beyond the torture chamber was a temple. There they found themselves facing what turns out to be the local Orcus high priest, Victoria and some ghouls.

The two Orcus priests proved to be grim foes, both wielding magic capable of utterly zapping a person of the will to live. Luckily for the heroes, no one succumbed to their fell magic, and soon the evil cult leaders and their undead abominations were all dead.

As the Golden Fists searched the room and the dead bodies, more cultists arrived. Apparently not all had been present when the Fists had penetrated their sanctuary. The fight was short and furious, and while Paavu was out for a few moments, no Fists were in danger of dieing, mostly because the Fists managed to hide and ambush the hapless cultists as they entered their temple to investigate why a magical trap had been set off. 

With a few cultists who surrendered and the dead body of Victoria Massi, the Golden Fists returned to the mansion of Leo Massi to deliver the news. As it turns out, it was not a huge surprise. With the wife gone missing for days, one of her maidens had confessed that she often met with a man named Samuli. Massi had had a little "talk" with Samuli, and learned of the Orcus connection. Unfortunately Samuli had died before he could reveal where the hideout was. Massi had tried to find the Golden Fists, but because they had been hiding in an abandoned house instead of staying at the inn as planned, he had not been able to contact them.

None the less, they agreed to go to the tomb of his grandfather the next morning, as that was where the medallion was.

Lordday 10th Deecambor, Year 599
After staying the night at the palace, the Fists accompanied Leo Massi and his guards to the family mausoleum the next morning. But the medallion was gone. Massi was furious and apologetic, and promised that if they could find the medallion, they could keep it.

The Fists decided that it was probably the Sons of Winter that were behind the theft. Arpametan cast another seek rumor ritual, and learned that there had been an increased activity of the Sons in Laketown the last couple of months.

At night, they all went and grabbed a room at the Golden Pheasant.

Sonday 11th Deecambor, Year 599
Suddenly in the middle of the night, they were woken up by Arpametan. "We have to go, now". "I was just forced to reveal to an ice-cold red-eye person where the chest is".

27. april 2010

Orcus Cult loot

Solitaire (Cinnabar)
This jagged red crystal boosts your resilience when you hit your foes hard.
Level: 6
Price: 1,800 gp
Wondrous Item
Power (Daily): Free Action. Use this power when you score a critical hit on your turn. Roll a saving throw against an effect that a save can end.
Special: You cannot use more than one solitaire in an encounter.

25. april 2010

Megaloot liste

Hej drenge.

Det var så blogpost nr 200...

Jævnfør min loot-SMS, så var der klart flertal for at køre tingene "by the book". Dvs at man igen kan lave magic items og får ting fra bøgerne.

For at gøre overgangen lettest mulig, så har jeg valgt at give jer en bunke items (alle de items i burde have fundet siden level 1, minus de specielle items der er tilbage i gruppen - dvs Molins items samt medallionerne) som I så kan fordele. Okay, der er måske ikke det store at fordele, de fleste giver sig selv, men så har i det i skulle have haft på nuværende tidspunkt.

Det vil sige at man inden på tirsdag kan fjerne alle de +1 items uden powers som man havde fået indtil videre (og nej, de kan ikke disenchantes, de har bare aldrig eksisteret) og equippe det man nu har fået.

Når Jensen (eller en anden) får fat i Enchant Magic Item-ritualet (det er level 4) så kan I få lavet items i gruppen... Hvis Jensen altså gider. Bemærk dog at I ikke længere er begrænset af PHB items, men I kan istedet lave items fra ALLE bøger. Check dog altid lige med Compendium'et, da der er lavet en del errata på en god sjat lettere broken items ;).

Grunden til at I ikke længere er begrænset til PHB er at visse classes er slet ikke dækket ind i PHB, når det kommer til implements og generelt items der passer til dem.

I har ligeledes fået 400 gp (per person).

Forvent at fordelingen bliver lidt mere random end tidligere, når I nu selv har muligheden for at lave noget der er brugbart.

Loot-liste:

Tome of Forty Steps
Included within this curious tome are a number of arcane formulas for manipulating speed and time.
Level: 8
Price: 3,400 gp
Implement (Tome)
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage
Property: Your summoned creatures gain a +1 item bonus to speed.
Power (Daily): Free Action. Trigger: You use a wizard summoning power. Effect: Each round while the summoned creature exists, you gain an additional move action that you can use only to command the creature.

Retribution Weapon (Excecutioner' Axe)
This blade bestows power to those who seek vengeance against an adversary.
Level: 7
Price: 2,600 gp
Weapon: Any melee
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage
Property: Whenever an enemy scores a critical hit against you, your next attack with this weapon against that enemy deals +1d6 damage per plus of this weapon. The effect ends at the end of your next turn.

Magic Totem
This item is a simple totem that channels primal energy.
Level: 6
Price: 1,800 gp
Implement (Totem)
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage

Final Word Weapon (Longsword)
Etched into the weapon’s blade are profound curses and dire threats.
Level: 5
Price: 1,000 gp
Weapon: Axe, Heavy Blade
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Power (Daily): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Make a melee basic attack with this weapon against the target that triggered this power.

Dwarven Armor (Chain)
Crafted by the finest dwarf armorsmiths, this armor was once only available to dwarves, though now some armors-miths will create a set for whoever can pay the price.
Level: 2
Price: 520 gp
Armor: Chain, Scale, Plate
Enhancement: +1 AC

Property: Gain a +1 item bonus to Endurance checks.
Power (Daily • Healing): Free Action. Regain hit points as if you had spent a healing surge.

Stoneborn Armor (Plate)
Worked from rough stone, the plates of this bulky armor enable its wearer to tap into the limitless endurance of the earth.
Level: 3
Price: 680 gp
Armor: Plate
Enhancement: +1 AC
Power (Daily): Minor Action. Gain temporary hit points equal to 10 + your Constitution modifier. They last until depleted or until you take an extended rest.

Armor of Durability (Hide)
When your allies rely on you to keep fighting, this armor helps keep you in the fray.
Level: 4
Price: 840 gp
Armor: Hide, Chain, Scale, Plate
Enhancement: +1 AC

Property: When you spend a healing surge to regain hit points, you regain additional hit points equal to the armor’s enhancement bonus.

Deathcut Armor (Hide)
Crafted from the hides of creatures slain by necromantic magic, this armor radiates unease and offers protection against similar magic.
Level: 5
Price: 1,000 gp
Armor: Leather, Hide
Enhancement: +1 AC

Property: Resist 5 necrotic.
Property: Resist 5 poison.
Power (Daily • Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 + Charisma modifier necrotic damage to that enemy.

Magic Armor (Cloth)
A set of basic yet effective enchanted armor.
Level: 6
Price: 1,800 gp
Armor: Any
Enhancement: +2 AC

Amulet of Resolution
Whether the affliction be of mind or body, this mithral necklace gives you a second chance to ward it off.
Level: 7
Price: 2,600 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Power (Daily): No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower.

Amulet of Life
Crafted in orum, and in the shape of a stylized sun, this amulet flairs with amber light whenever it’s used.
Level: 5
Price: 1,000 gp
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will
Power (Encounter * Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.