Folding Astral Skiff
Gargantuan vehicle
HP 250
Space 2 squares by 4 squares
AC 4; Fortitude 20, Reflex 2
Speed fly 12 (hover), overland flight 15
Pilot
The pilot must stand at a control wheel, typically at the rear of the astral skiff.
Crew
In addition to the pilot, an astral skiff requires a crew of three, all of whom use a standard action each round to control the skiff. Reduce the skiff’s fly speed by 4 squares for each missing crew member. At fly speed 0, the astral skiff sails out of control.
This does not apply if the pilot is Zug-Zug
Load
Ten Medium creatures; one ton of cargo.
Out of Control
An out-of-control astral skiff moves forward at half speed (not including any modifiers for its astral sails).
Astral Attunement
This astral skiff functions on any of the known planes
Fragile Propulsion
For every 25 damage the astral skiff takes, its speed is reduced by 2 squares. At fly speed 0, the ship comes to a stop.
15. februar 2011
9. februar 2011
Session 33
Torsday 18th Mahrs, year 1457
The fight was short but brutal. The gigantic frost-worm quickly swallowed, first Hwygar, then GrobKu and finally Grum. The inside muscles and the acid in the stomach threatened to kill them off, but they managed to hack their way out before it happened, killing the frost-worm in the process.
On they went, running into several abyssal snowstorms, before having to cross a huge bridge of ice spanning a bottomless chasm in the ground. But the Godsends were not easily cowed, and despite a fierce wind trying to push them off the bridge, they all managed to get safely to the other side.
There they spotted what looked like a small barbarian tribe in a temporary camp, fighting, drinking and cooking.
The Godsends approached carefully, and Calos managed to open a dialog with the barbarian leader, before anyone was killed. He challenged Calos to fight, in order to prove his worth. Calos quickly passed and gave GrobKu and Grum the opportunity. Grum started looking for a bird or a flying demon, so GrobKu stepped forward. And beat up the poor barbarian, chopping off his head at the end.
That seemed to go down well with the other barbarians, because the Godsends were allowed to stay and eat and party with Harkas and his small hunting party.
Freeday 19th Mahrs, year 1457
The next day, they even got a guide to show them where there were other "non-natives".
After a good 6 hour walk, the Godsends arrived at an area with ancient ruins littering a landscape also riddled with deep canyons. Sneaking in, they found a drow elf, along with 4 giants, seemingly waiting for something.
They snuck up close, made a strategy for the fight, and then jumped the completely surprised drow and giants. Due to superior tactics, the Godsends made a very tough much easier, and soon enough, they all lay dead at the Godsends' feet. But not before the drow let it slip that
The fight was short but brutal. The gigantic frost-worm quickly swallowed, first Hwygar, then GrobKu and finally Grum. The inside muscles and the acid in the stomach threatened to kill them off, but they managed to hack their way out before it happened, killing the frost-worm in the process.
On they went, running into several abyssal snowstorms, before having to cross a huge bridge of ice spanning a bottomless chasm in the ground. But the Godsends were not easily cowed, and despite a fierce wind trying to push them off the bridge, they all managed to get safely to the other side.
There they spotted what looked like a small barbarian tribe in a temporary camp, fighting, drinking and cooking.
The Godsends approached carefully, and Calos managed to open a dialog with the barbarian leader, before anyone was killed. He challenged Calos to fight, in order to prove his worth. Calos quickly passed and gave GrobKu and Grum the opportunity. Grum started looking for a bird or a flying demon, so GrobKu stepped forward. And beat up the poor barbarian, chopping off his head at the end.
That seemed to go down well with the other barbarians, because the Godsends were allowed to stay and eat and party with Harkas and his small hunting party.
Freeday 19th Mahrs, year 1457
The next day, they even got a guide to show them where there were other "non-natives".
After a good 6 hour walk, the Godsends arrived at an area with ancient ruins littering a landscape also riddled with deep canyons. Sneaking in, they found a drow elf, along with 4 giants, seemingly waiting for something.
They snuck up close, made a strategy for the fight, and then jumped the completely surprised drow and giants. Due to superior tactics, the Godsends made a very tough much easier, and soon enough, they all lay dead at the Godsends' feet. But not before the drow let it slip that
"You are too late, Godsends! My master has the last piece of the Divine Engine, and must be on his way back. In fact, he should be here any minute now."Aside from the magical loot, there was also a bunch of non-magical scroll-cases.
8. februar 2011
Dark Elf Bribe Loot
Translocating Armor Level 19 (Feyhide Armor)
A field of planar energy surrounds this armor. If an enemy fails to hit you, you can teleport out of its reach.
Price: 105,000 gpArmor: Chain, Cloth, Hide, Leather, Plate, Scale
Enhancement: +4 AC
Power (Encounter * Teleportation): Immediate Reaction. Trigger: An enemy misses you with an attack. Effect: You teleport 3 squares.
Feyhide Armor
Description: Feyhide armor is treated with an elven process that gives resilience akin to the hide of tough fey beasts.
AC Bonus: +3
Minimum Enhancement Value: +4
Check: -1
Weight: 25 lb.Cost: Special
Special: +2 Fortitude
Type: Hide
Stormwalker’s Cloak Level 20
This dark gray cloak with lightning-bolt edging provides protection from lightning and thunder damage and can be activated to deal such damage to your opponents for a short time.
Price: 125,000 gpItem Slot: Neck
Enhancement: +4 Fortitude, Reflex, and Will
Property: Gain resist 10 lightning
Property: Gain resist 10 thunder
Power (Daily • Lightning, Thunder): Minor Action. Until the end of your next turn, each time you are hit by a melee at-tack the attacker takes 4d6 lightning damage or 4d6 thunder damage (your choice).
Trollskin Armor Level 20 (Feyhide Armor)
Trolls hate everyone, but especially you and your warty green armor.
Price: 125,000 gpArmor: Hide, Scale
Enhancement: +4 AC
Power (Daily • Healing): Standard Action. Gain regeneration 5 until the end of the encounter or until you drop to 0 hit points or fewer. If you take acid or fire damage, the regeneration is suppressed until the end of your next turn.
Feyhide Armor
Description: Feyhide armor is treated with an elven process that gives resilience akin to the hide of tough fey beasts.
AC Bonus: +3
Minimum Enhancement Value: +4
Check: -1
Weight: 25 lb.Cost: Special
Special: +2 Fortitude
Type: Hide
Magic Totem Level 21
This item is a simple totem that channels primal energy.
Price: 225,000 gpImplement (Totem)
Enhancement: +5 attack rolls and damage rolls
Critical: +5d6 damage
Warmage’s Uniform Level 18 (Snakeskin Leather Armor)
These decorated greatcoats come in a variety of styles, but all lend military might to their wearers.
Price: 85,000 gpArmor: Cloth, Leather
Enhancement: +4 AC
Power (Daily): Free. Trigger: You hit an enemy with an arcane attack power Effect: Until the end of your next turn, one ally within 5 squares of that enemy gains a power bonus to attack rolls against the enemy equal to the armor’s enhancement bonus.
Snakeskin Leather ArmorDescription: Yuan-ti overlap fine “scales” of leather to produce the incredibly supple snakeskin armor.
AC Bonus: +2
Minimum Enhancement Value: +4
Weight: 10 lb.Cost: Special
Special: +2 Reflex
Type: Leather
Folding Astral Skiff Level 16
This small metallic cube expands into a full-sized astral skiff.
Price: 45,000 gpWondrous Item
Power (Daily): Standard Action. The cube unfolds into a full-sized astral skiff. The cube unfolds only if there is enough unoccupied space to contain the skiff.
Power (At-Will): Standard Action. The astral skiff collapses into a cube. You cannot use this power while creatures or objects (not including objects normally contained in the skiff ) occupy the astral skiff.
Frost Worm Loot
50.000 gp
Stoneborn Armor Level 18 (Specter Plate Armor)
Worked from rough stone, the plates of this bulky armor enable its wearer to tap into the limitless endurance of the earth.
Price: 85,000 gpArmor: Plate
Enhancement: +4 AC
Power (Daily): Minor Action. Gain temporary hit points equal to 25 + your Constitution modifier. They last until depleted or until you take an extended rest.
Specter Plate ArmorDescription: Specter plate is infused with energy from the Shadowfell.
AC Bonus: +10
Minimum Enhancement Value: +4
Check: -2
Speed: -1
Weight: 50 lb.Cost: Special
Special: Resist 2 all
Type: Plate
Healer's Brooch Level 19
This innocuous adornment boosts your healing powers.
Price: 105,000 gpItem Slot: Neck
Enhancement: +4 Fortitude, Reflex, and Will
Property: When you use a power that enables you or an ally to regain hit points, add the brooch’s enhancement bonus to the hit points gained.
Badge of the Berserker Level 17
This fearsome badge, crafted from bits of bone and leathery flesh, is favored by those who savor taking the fight to the enemy.
Price: 65,000 gpItem Slot: Neck
Enhancement: +4 Fortitude, Reflex, and Will
Property: When you charge, your movement made as part of the charge doesn’t provoke opportunity attacks.
Rending Weapon Level 19 (Executioner's Axe)
When this axe scores a devastating strike, you can continue your assault.
Price: 105,000 gpWeapon: Axe
Enhancement: +4 attack rolls and damage rolls
Critical: +4d6 damage, and make a melee basic attack with this weapon against the same target.
3. februar 2011
Session 32
Lordday 11th Mahrs, year 1457
Returning to Hestavar, the Godsends first try to contact the bureaucratic rulers in order to get the pieces of the divine engine stored safely. That proved fairly unlikely, and instead they contacted the Church of Erathis.
There they met with an angel of Erathis called Nomar, who agreed to help them keep the piece(s) of the Divine Engine. He also gave Rolen a new brooch, along with the compliments of his god.
A couple of hours later, as they were leaving Hestavar, they were accosted by a handful of angels of Pelor.
Sonday 18th Mahrs, year 1457
Right after breaching the veil from the Astral Sea to the Elemental Chaos, the Ship was attacked by a small baby Astral Dreadnought, which already was bigger than the ship. A long fight was fought, and once again the Godsends very victorious, even though GrobKu did go down at some point. (*/flex).
Torsday 18th Mahrs, year 1457
After 10 days of traveling, the Godsends arrive in the Frostfell. Leaving Zug-zug and the skiff where they land, they head inland and soon get caught in a magical snowstorm, and get a little lost. Right as they find their bearing (heading east), they get jump by the biggest frostworm they have ever seen.
Returning to Hestavar, the Godsends first try to contact the bureaucratic rulers in order to get the pieces of the divine engine stored safely. That proved fairly unlikely, and instead they contacted the Church of Erathis.
There they met with an angel of Erathis called Nomar, who agreed to help them keep the piece(s) of the Divine Engine. He also gave Rolen a new brooch, along with the compliments of his god.
Our lord is very pleased with the work that you do. The Cult of the Mad God must be stopped - always. So it was in the past, so it is now, so it will be in the future. Please accept this token, as proof that he appreciates what you do.With the Divine Engine secured (to the best of their ability), the Godsends decided to head down under, to the Frostfell in the Abyss. Alas, they quickly found out that the Frostfell was in no way, shape or form the prime target for turist travelling, and very few captains were willing to risk their life and ships for a trip there. Except for Zug-Zug, who miraculously showed up (again), right as they needed someone to fly them around. Unfortunately, he had no ship able to travel there. But true to his race(!), he knew just where to get a good deal, and the Godsends soon agreed that they could not waste any more time, and they bought a ship (Rolen and Hwygar paid up front).
A couple of hours later, as they were leaving Hestavar, they were accosted by a handful of angels of Pelor.
Yes, they answered, hoping for some recognition.
Are you the Godsends? Are you Rolen, GrobKu, Grum, Eric and Hwygar of unknown origin?
Thank You for answering truthfully.A quick battle followed on the "docks" of Hestavar, and while they were victorious, they decided not to hang around and find out just how sought after they were.
Our Lord Pelor has accused you of breaking the Divine Compact in front of his piers. According to same Compact, Our Lord is well within his rights to do so, and since no one spoke in your defense, you are by Divine Law guilty. In the name of Pelor the Just, I hereby sentence you to Death. The sentence is to be carried out immediately. Please lay down or kneel, it would make things much easier and thus pleasant for you.
Sonday 18th Mahrs, year 1457
Right after breaching the veil from the Astral Sea to the Elemental Chaos, the Ship was attacked by a small baby Astral Dreadnought, which already was bigger than the ship. A long fight was fought, and once again the Godsends very victorious, even though GrobKu did go down at some point. (*/flex).
Torsday 18th Mahrs, year 1457
After 10 days of traveling, the Godsends arrive in the Frostfell. Leaving Zug-zug and the skiff where they land, they head inland and soon get caught in a magical snowstorm, and get a little lost. Right as they find their bearing (heading east), they get jump by the biggest frostworm they have ever seen.
26. januar 2011
Session 31
Freeday 17th Phebroar, year 1457
Famous. Last. Words.
The Godsends, who had a score to settle with poor Harrk, went into the battle with spells and axes slinging, and even the fact that Harrk was joined by a beast of a Death Giant, did little to change the course of the battle. The two giants died, and the Godsends found a decent bag of residium (50k) and a magical key.
The key turned out to be the one used to open the vault of the Astral Giants, bypassing the magical defenses that had taken down some of Harrk's drow companions.
Before heading into the vault (they didnt know it was a vault at this point), the Godsends decided to have a chat with one of the many Astral Giants they had found dead and tortured. Rolen broke out his Speak with Dead skills, and Eric coached him through the very difficult questions....
The Godsends learned that the Divine Engine piece was no longer on the island. Before getting captured/tortured/killed by the bad guys, they had unceremoniously sling-shotted the artifact into the Astral Sea. In order to retrieve it, one would have to be Avandra-lucky or have the vector. Unfortunately, no one knew anymore. Except the magical entity in their vault. But that entity would be protected by off-the-chart hardcore magical protections. Unless you were an Astral Giant.
Figuring they probably couldn't rez an Astral Giant, the Godsends took a loot at the defenses in the vault. And then Calos and Eric went to town with it, finally managing to unravel the defenses, although they drained almost everyone in the party completely of energy of the process, even coming very close to sucking Grum dry.
And then the guardians awoke. The Godsends soon realized that this might be their last fight. But through teamwork and a little blind luck, they managed to beat down the guardians, and they got access to the magical entity that could answer any question, but only once for every person.
Eric asked where the divine engine was (the piece that is) and got the vector and speed.
GrobKu asked whether someone had picked it up, or found it, and was told no.
Rolen asked who the traitor in the Godsends was/would be, and was told that the future is cloudy, but it would be either Calos or Hwygar.
Calos and Grum didn't ask anything.
After letting this sink in, they quickly went outside, hailed Captain Hadokz, and flew/sailed after the divine engine piece in the Astral Sea.
Sonday 19th Phebroar, year 1457
After a couple of days of high speed case, they caught up and got a hold of the Divine Engine piece. With that acquired, it was decided to head to Hestavar and find a way to get to the Frostfell in order to race the allies of Harrk, whomever or whatever they may be (lich? blue dragon? something else?)
You are hopelessly behind! We almost have two, and my allies are already in Frostfell getting the third. Soon nothing will be able to stop the return of Tharizdun, Destroyer of the Multiverse. And now you will die.
Famous. Last. Words.
The Godsends, who had a score to settle with poor Harrk, went into the battle with spells and axes slinging, and even the fact that Harrk was joined by a beast of a Death Giant, did little to change the course of the battle. The two giants died, and the Godsends found a decent bag of residium (50k) and a magical key.
BC: Der er lagt 16.666 gp til side til dig.
The key turned out to be the one used to open the vault of the Astral Giants, bypassing the magical defenses that had taken down some of Harrk's drow companions.
Before heading into the vault (they didnt know it was a vault at this point), the Godsends decided to have a chat with one of the many Astral Giants they had found dead and tortured. Rolen broke out his Speak with Dead skills, and Eric coached him through the very difficult questions....
The Godsends learned that the Divine Engine piece was no longer on the island. Before getting captured/tortured/killed by the bad guys, they had unceremoniously sling-shotted the artifact into the Astral Sea. In order to retrieve it, one would have to be Avandra-lucky or have the vector. Unfortunately, no one knew anymore. Except the magical entity in their vault. But that entity would be protected by off-the-chart hardcore magical protections. Unless you were an Astral Giant.
Figuring they probably couldn't rez an Astral Giant, the Godsends took a loot at the defenses in the vault. And then Calos and Eric went to town with it, finally managing to unravel the defenses, although they drained almost everyone in the party completely of energy of the process, even coming very close to sucking Grum dry.
And then the guardians awoke. The Godsends soon realized that this might be their last fight. But through teamwork and a little blind luck, they managed to beat down the guardians, and they got access to the magical entity that could answer any question, but only once for every person.
Eric asked where the divine engine was (the piece that is) and got the vector and speed.
GrobKu asked whether someone had picked it up, or found it, and was told no.
Rolen asked who the traitor in the Godsends was/would be, and was told that the future is cloudy, but it would be either Calos or Hwygar.
Calos and Grum didn't ask anything.
After letting this sink in, they quickly went outside, hailed Captain Hadokz, and flew/sailed after the divine engine piece in the Astral Sea.
Sonday 19th Phebroar, year 1457
After a couple of days of high speed case, they caught up and got a hold of the Divine Engine piece. With that acquired, it was decided to head to Hestavar and find a way to get to the Frostfell in order to race the allies of Harrk, whomever or whatever they may be (lich? blue dragon? something else?)
22. januar 2011
Hestavar
When the people of the world describe paradise, more often than not they’re imagining visions of Hestavar. At first glance this astral city is an urban paradise, as if brought forth by the furtive imagination of those who idealize the virtues of civilization. Angels and astral skiffs drift among golden clouds, and f loating islands hover over a vast island-studded lagoon of sparkling blue water. The islands, both those set in water and the ones set in air, are adorned with graceful and tapering alabaster edifices that melt into the stone with architectural perfection. Their balcony gardens and covered porticos serve as galleries where magnificentscenes abound, and they provide the occasional perches to colorful songbirds that f lutter all about and to great avian steeds. The air is like a light and refreshing perfume, alive with the ringing sounds of bells, chimes, and harps. Yes, the city is gorgeous . . . prosaic . . . seemingly f lawless.
And it might be the closest thing in the universe to perfect, but just like the proverbial apple, worms writhe within it. As the hub of trade in the Astral Sea, the city has graft and corruption seeping into it with each trade partner who opens shop on the lagoon’s shores or atop the mercantile earthmote of Methion. A more noticeable spot of corruptionlies on the windward side of the lagoon—here the Salts blow and spit, serving as a fitting testimonial for the primordial Heur-Ket, who was defeated here during the war between gods and primordials.
And then we have the exalted. Those damned noble exalted. Haughty, arrogant, and with no fear of death, they can be as vicious as any demon and more conniving than any devil, but they have the patience of angels.
—Barthew Vreen, Captain of the Astral Skiff Wyrmrazor
The most cosmopolitan and accessible of the astral dominions, Hestavar is a fantastically wealthy city
of wonders.
Population: Approximately 300,000. Exalted souls and angels make up most of the population, with a
smaller number of devas and mortals.
Government: The deities Erathis and Pelor rule over Hestavar in name, but they leave the actual administration of the city to an efficient bureau-cracy headed up by the high minister, an angel named Kemuel.
Defense: Several legions of angels of battle, angels of valor, and exalted warriors.
Inns: House in the Clouds; Methion Arms; Garden of Geras. The Methion Arms is an excellent choice for
travelers who desire a good mix of location, privacy, and reasonable rates.
Taverns: Silver Tankard; Andarman’s Taproom; Kossian Vineyard.
Temples: Cathedral of Aurosion (Erathis, Pelor, and Ioun); University Chapel in Kerith-Ald (Erathis, Pelor,
and Ioun). The palaces of Aurosion and Kerith-Ald include great halls of reverence, attended by angels and exalted clerics who served Erathis, Pelor, and Ioun in life. Smaller shrines dedicated to most other gods in the pantheon (even a few dark ones) exist elsewhere in the city, since the people of Hestavar are pious and give respect to all the deities.
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