27. februar 2011

Travel Times

Bare lige en hurtig oversigt, in case nogen var interesseret

Fra Drahar area til Feywild portal: 4 hours (riding)
Fra Drahar area til Shadowfell crossing: ??
Fra Drahar area til Hestavar: 4-5 days (Only by Astral Skiff)
Fra Hestavar til Sigil: 4-6 days (Only by Astral Skiff)
Fra Hestavar/Sigil til Elemental Chaos: 6-8 days (Only by Astral Skiff)
Fra Hestavar/Sigil til the Abyss: 10-12 days (Only by Astral Skiff)

Man kan kun komme til Feywild/Shadowfell via "the mortal world"
Man kan kun komme til Feywild/Shadowfell via portals of såkaldte "crossings"
Man kan kun komme til Hestavar/Sigil via Astral Skiff og permanente portaler. Lige pt lader alle permanente portaler til Sigil dog til at være lukket af Orcus.

23. februar 2011

Rituals (SU)

Hej drenge

Som vi snakkede om forleden, så er rituals problematiske (for mig), især på højere levels. Det er ganske enkelt ret svært at overskue alle de muligheder at der, til at komme rundt og få info, men også til mange andre ting.

Man kunne sidde og gennemgå alle 314 rituals, men hvis jeg kan blive fri, så generer det mig da ikke.

Så derfor ville jeg høre hvad folk ville sige hvis jeg helt droppede rituals, lige pånær magic potion og magic item creation samt disenchant? De classes der har ritual casting ville få en feat som kompensation.

Lad mig høre jeres mening, og/eller eventuelle spørgsmål.

Session 35

Onsday 24th Mahrs, year 1457

After a some days of flying back, the Godsends exit the Elemental Chaos and enter the Astral Sea once again, heading towards the mortal world. No sooner are they out of the Elemental Chaos, before they are  followed by an Astral Galleon manned by 30 githyanki and a fomorian witch.

Instead of letting the galleon catch up and shoot them to pieces from afar, the Godsends suggest that Zug-Zug ram the galleon, giving them the element of surprise.

The Godsends win the fight, and are left with a prisoner. He informs them that drow and the fomorian made a hostile takeover of the ship, replacing their captain with the fomorian and ordering them to find the Godsends and kill them.

Tirsday 30th Mahrs, year 1457Arriving back at Drahar, the Godsends find their promised mansion ready to move in. Zug'Zug parks the galleon just about the mansion, and the Godsends can move in. They meet with Hubert, their chamberlain.

Later the same day, they are summoned to the castle, invited to present themselves in front of the Emperor.

As they arrive at his throne room, they can see the piece of the Divine Engine.

As they eat and talk about all that has happened, suddenly Rolen can hear some noise outside. Looking out over the city from the balcony, he can spot several places with fires. He quickly sends a pages down to investigate, and then sits down again to eat - which they kept doing until a guard returned:

My Lords, Demons... Drahar is overrun by demons.

Almost cackling with glee, Grum and several others jumped up from their seats: Demons!

I AM ORCUS! GIVE. ME. THE. DIVINE. ENGINE.

The roar almost made them all sit down again, but they quickly regained their composure.

After some debating, The Godsends decided to go and confront Orcus, (since surely it must be an avatar or aspect, and that they should be able to handle), otherwise the Emperor would turn over the piece of the Divine Engine.

Along with a bataljon of the Emperor's Guards, The Godsends made their way through the city rapidly approaching its complete destruction.

And then they faced Orcus. The battle was short and deadly. Rolen, Hwygar, Eric and Calos survived by running - Grum and GrubKo were not so lucky... They became undead minions raised by Orcus, as the others fled, running the gauntlet through the burning city, towards their mansion and Zug-Zug.

RIP GrobKu
RIP Grum

Tirsday 7th Aphryyl
The Godsends arrive at Hestavar yet again, where they learn that there was no bounty by the gods on their heads, they had been tricked.

They decide that they will head to the Shadowdell, find Mount Doom and the last(?) piece of the Divine Engine and stop Piranoth from being summoned.

16. februar 2011

Session 34

Freeday 19th Mahrs, year 1457
After fighting with the drow and the giants, the Godsends quickly searched the nearby ruins. There they found a portal circle, and decided that whoever was gone to get the divine engine would surely come back through here. Why else camp in some ruins in the middle of nowhere?

The Godsends decided to set up an ambush, laying and waiting for the portal to activate. However, hours passed, and noone arrived. They set up camp, and went to sleep.

Lordday 20th Mahrs, year 1457
 Next morning, after having been awake for a while, the magical detection system they had set up went off, warning of intruders.

They were attacked by 3 giants and a white dragon. The battle was long and somewhat hard, mostly because most of the Godsends were holding somewhat back, expecting to face something bigger. However, with the giants and the dragon dead, they began to wonder if they were perhaps barking up the wrong tree... or rather ruin.

They decided to follow the tracks - for a while, but after an hour or so, they once again changed their mind and hurried back to camp. There they were ambushed by Lord Ice, the frost titan, and a dracolich, claiming they had something which belonged to him.. it.

The fight was long, but in the end, the Godsends managed to kill the two foes. Grum got a new axe (that the titan had been wielding in one hand), and the Godsends got another piece of the Divine Engine - along with a big bag of holding.

Status
Piece #1: Stolen by the Bad Guys(tm) in Argent
Piece #2: Currently buried under a mountain in Drahar
Piece #3: Found by the Godsends in the Astral Sea, now protected by the Armies of Good in Hestavar.
Piece #4: Just acquired by the Godsends in the Abyss
Piece #5: Somewhere in the Shadowfell.

As it stands now, the Bad Guys(tm) can not start, nor complete any ritual.

Så, hvad er planen næste gang, ud over at komme ud af the Abyss ;) ??? (man må meget gerne stille spørgsmål, gerne så alle kan se dem, og gerne ASAP, så jeg har lidt tid til at forberede inden næste gang - ligegyldigt om det er om en eller to uger.


MHT næste uge, så er der jo Chelsea-FCK. Hvad gør vi mht det. Jeg ser følgende muligheder, sig endelig til, hvis I kan komme på andre, relevante.


1) Ignorer kampen, det er bare FCK, der spiller
2) Spille som normalt med kampen i baggrunden og acceptere at nogle er mindre fokuseret.
3) Mødes, spise sammen, spille indtil kampen, se kampen
4) Mødes, chille, se kampen
5) Se kampen hver for sig

Jensen, mind mig lige om at jeg skylder Puyol penge.

15. februar 2011

*The* axe

The Arcanite Reaper  
Forged at the dawn of time by Moradin, The Arcanite Reaper is a weapon that surfaces whenever the mortal realms are threatened to be annihilated. Many famous heroes have wielded this axe, most notably Gnoguh of the Swords of Drahar, who wielded it while killing the avatars of the 3 most powerful demonlords. He also used it when trying to stop the horde of demons invading Drahar in the year 27, when he fell like the rest of his allies.

The axe Arcanite Reaper is a +4 Executioner's Axe  with the following properties and powers.
Enhancement: + Attack rolls and damage rolls
Critical: +4d8 damage, +4d12 against demons
Property: A creature struck by the Reaper loses any resist fire and resist cold until the end of your next turn
Property: You gain resist 10 fire and resist 10 cold
Property: Critical on a 19-20
Property: You can speak Abyssal and read its script.
Power (Encounter): If you suffer an effect from a demon that a save can end, you can make a saving throw against it immediately upon gaining the effect.
Power (Encounter) • Healing: Devourer of Souls. No action. When you reduce a demon to 0 or fewer hit points with the Reaper, you heal as if you had spent one healing surge.
Power (Daily) • Weapon, free action - push 6 and knock any creature you hit prone, last until the end of your next turn

Folding Astral Skiff.

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.

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
"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 gp
Armor: 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 gp
Item 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 gp
Armor: 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 gp
Implement (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 gp
Armor: 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 Armor
Description: 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 gp
Wondrous 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 gp
Armor: 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 Armor
Description: 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 gp
Item 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 gp
Item 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 gp
Weapon: 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.

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.

Are you the Godsends? Are you Rolen, GrobKu, Grum, Eric and Hwygar of unknown origin?
Yes, they answered, hoping for some recognition.
Thank You for answering truthfully.

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.
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.

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.