Thursday, April 30, 2009
World Trade Event
Anonymous sources working at the air tower have revealed that the Jhaer Jhaes ol si Shol Trading Network, the city's main trading partner from the Feywild, have not made their scheduled shipment in 2 months. Reportedly one of their ships docked recently, but was one that had gone rogue, and was being brought to dock by the famous Storm Crows, last season's champions. This reporter was unable to reach officers of the air tower for comment on the situation, but it would seem the Ministry's claims of shortages are not exaggerated.
One thing's for sure, if these services become restricted, it will save me some coin for daily travel, but I will have a very long walk home every night.
Y.T. - Underground Press
Tuesday, April 28, 2009
Potions and tools - i can haz?
At some early point during the rest period in Wuu Tai, Rook shows up at Tim's door (or our door, or any door at which Rook can show up) with a number of things:
-A badly scribbled list of magical concoctions, clearly cribbed from Tim's reference book on item creation, along with hash marks next to some of them;
-A very large bag of gold;
-and the vague look of begging on his face. You know, the look you get when you're the one person in the party who everyone knows can craft items.
(Requests for miscellaneous consumables that Rook can stuff into his backpack for later use. Full list in the comments, to keep from spamming the board.)
Sunday, April 26, 2009
The total loot from the Firestorm, and Mephistopheles' ship
In the Firestorm was found:
Boots of Striding and Springing (level 14, claimed by Xan)
2 potions of vitality (unclaimed)
In addition, the captain's and first mate's quarters contained, respectively:
Caustic Gauntlets (level 16, claimed by Cas)
Torc of Power Preservation (level 15, claimed by Tim)
And finally, in Jim's quarters upon his family ship, you found varied gems, gold, silver, and stolen art objects, worth a total of 9,000 gold pieces. Some of them look to be of eladrin make, and others look very old, possibly found by his crew.
Wednesday, April 22, 2009
New Implement: Arcane Tool
Arcane Tools: Arcane tools are devices conceived long ago by the Old Empire engineers in order to aid the humans of the coast. Nobody really knows who or when the first arcane tools were made, but the creation can certainly be traced to one of the greatest human craftsman Cortez De’ Samerium. Arcane tools very greatly in their use and in their price. The simplest arcane tools are used by farmers to create “mage lifts”, unseen servants, mage hands, or to conjure water where needed. And the most complex arcane tools can be used to teleport entire armies, stop time on the battle fields, and bring back those who have fallen.
All arcane tools have a purpose and are lovingly created by the Old Empire humans. In fact, arcane tools have become heavily integrated into the life style of the humans in the south, and “Old Faith” design arcane tools are very common. Arcane tools have capacity to store and endure modifications, allow the same arcane tool to be used from early childhood into late adult hood. As the user of the arcane tool grows and gains experience, that person may buy a new arcane tool or upgrade an existing one.
Because of their common use, many cities use arcane tools for public service. Natural or unnatural disasters cannot be overcome by simple arcane raw power, however thousands of citizens can participate in a ritual at a moments notice to stop or slow down a possible threat.
It is however, rare to see arcane tools among non south human people. Although there are no laws or licenses concerning arcane tools, the humans always make it seem that ownership of arcane tool is restricted and a form of honor that will not be granted to outsiders. This is only due to their own arrogance and self superiority.
Old Faith: This is one of the most basic arcane tools. Initially, it allows user to cast a modified mage hand, that can lift up to 60lb for five minutes requiring 1gp worth of residium. In addition the user gains +1 to ritual castings, and is able to draw “runes”.
Pestilinye: This tool is favored by hard laborers. Initially it can grant the user 5 resistance to any one element for 5 minutes at cost of 4gp and this tool can create any physical non magical item for 6gp worth of residium. It grants a +1 to ritual casting.
Tuesday, April 21, 2009
"The Ellsmerana Crusade" - excerpt from the journal of Geldiron, Honor Guard
Sunday, April 19, 2009
Unit Orders (Picture is Clickable)
The wedge of Steel: This order is given to the unit, if the combat has some sort of objective that must be reached. Wether an entrance to a castle, an artifact in the middle of a battle field, or a helpless diplomat held hostage in a sea of mercenaries, the wedge of steel will get the job done. Synchronization is the key element in this order. Toughest and most enduring members will stand closer to the “tip” of the wedge, while harder to hit and more elusive members are on the edges of the wedge, with the support and spell casters resting within the wedge. Everyone in the wedge must wait and line up their actions to be synchronized, with the tip of the wedge moving first, and everyone in the middle moving after wards. Most important, is to keep moving. The wedge MUST move every round in the direction of the objective, and within few seconds the wedge will surely capture and reach the desired destination.
Shock and Awe: This order requires fair amount of maneuverability. Ideally two or three, depending on the group with larger ones having three and smaller ones having two, mobile troopers will quickly make their way behind enemy lines and the rest of the unit will slowly move towards the enemy with a steam roller. The fast moving shock troops should run and charge the farthest enemies and act independently. Their function is to draw attention and to tie up the enemy’s focus. The main unit will form a tight formation and slowly advance and kill whatever is closest to them, usually focusing fire on one foe. If done properly, Shock and Awe has many uses. If foes will ignore the shock troops and go for the main units, they will pay dearly as the Shock troopers will hit them from the rear. If the foes will fight the shock troopers, the main unit will have little resistance in fighting whatever they face. If the foes turn all of their attention on the shock troopers, or flee away from the main unit, they will run into the shock troopers and will be cut down. Or if they chose to fight the shock troopers when the flee, the main unit will have an open powerful charge into the enemies rear.
The Killing Pocket: This order is incredibly simple to master, but yields amazing results. In order to set up a killing pocket, every member of the unit lines up in a obtuse “U” shape and attacks anything in the pocket. Ideally, the casters and the lighter troops will be in the middle of the “U” throwing spells into the killing pocket. The foes would have only a few options. They could attack the edges of the pocket and slowly die from the spells wreaking havoc, or they could take their chance and go into the killing pocket in order to attack the casters. If the foe uses the ladder option, the pocket will be able to literally swallow and overwhelm the foes going for the casters. The crucial point of the killing pocket is to maintain the U shape without closing the “gates” for the foe.
The Thousand Blades: This order is also very simple to preform. One foe is chosen to be destroyed and clearly marked in the beginning of the battle. The group fully surrounds this foe, even by placing the casters within the arms reach, and the unit focuses on that particular foe. Those who are able to control the field, would push or move the enemies away from the target of the Thousand Blades. Immediately afterwards, another target will be chosen and the Thousand Blades will be placed on him. Rinse and Repeat.
Tell me what you guys think!
Thursday, April 16, 2009
A Brief Introduction To Casabon
Casabon Maçon Level 12 Human Guardian Druid and Adroit Explorer, Worshiper of Silvanus
Masons of the forested Dalelands in the Forgotten Realms, living in a predominantly elven society, the Maçons are some of the last humans maintaining their noble ancestral holdings within the shallower eaves of the woodlands. These holdings are situated in the vicinity of the town, Highmoon, between Cormyr and Sembia.
Casabon Maçon showed early affinity for elvish druidism in the Dales and learned early to speak, read, and write their language. His adventures took him across the great and wide places of the Realms. He advanced as an Initiate to the Ninth Circle in the company of several esteemed adventurers led by the ranger, Tanis, and her powerful wolverine companion. In the keeping of this company were clerics of Sune and of Torm; a magess of Mystra and the wild mage, Xarn; the renowned bard, Jeb, of Deneir; and other prominent figures in the world at large.
Casabon's last known exploit took him to the realm of Asfarbeuau, an old but relatively unambitious Druid of the Twelfth Level. There, Maçon challenged Asfarbeuau to a duel, to be determined according to druidic law on the terms set by the elder. Asfarbeuau chose to stage the duel in the city of Sigil, the nexus of the many planes, and battle to the death he named as the condition of deposition.
Being a frequent traveler to Sigil, as a place to satiate his more hedonistic desires, Asfarbeuau hoped to use his connections and understanding of the portals within the city to his advantage. The battle between the two was long, and they dueled across many planes. But the Lady of Pain favored the Maçon and sent him tidings of a strange plane where the elder druid hoped to finally entrap the challenger.
In this new plane, all powers would become forfeit, and the Oak Father would have no sway. Only through the residuum of magical essence itself would the druids have any power. Bearing with him a satchel of residuum gifted him by the Lady, the Maçon went to this plane and hunted the old one through a forested river valley, defeating him finally in combat, his mastery of the storm laying low at last the grizzled snow leopard.
Thus, Maçon now ascends to the proper rank of Druid. But the portal has closed behind him, and he wanders trapped in this new world, looking for a way back to his home realm and his rightful place.
Cas is pale, black-haired, and wears black lambskin robes over a finely crafted armor of brown hide. He is quiet and attentive, wise and rugged. In the morning, he rises with the sun and takes tea meditating on the presence of the Oak Father. In the evening, he performs incantations and sings hymns to Silvanus and Meliekki before laying himself down for the night. Grey-eyed, he is graced by a gaze akin to that of the elves, but is otherwise wholly human in build and comportment.
Background bonuses: +1 Initiative, reroll any Nature check and keep second roll
FEATS
Ritual Caster
Implement Expertise (Staff) +1 bonus to hit
Wintertouched combat advantage versus vulnerable to cold when using cold
Burning Blizzard +2 feat bonus to damage when using cold or acid
Raging Storm +2 feat bonus to damage when using lightning or thunder
Oncoming Storm +1 to thunder attack until end next turn if strike with lightning
Echoes of Thunder +2 to damage until end next turn if strike with thunder
Expert Ritualist +2 bonus to skill checks while performing rituals
Lasting Frost target gains vulnerable cold 5 until end next turn if strike with cold
Resounding Thunder add 1 to size of any blast or burst with thunder keyword
ITEMS
+3 Thunderwave Staff Use daily with Tundra Wind, add thunder keyword to all attacks
+3 Armor of Cold Resistance (10)
+3 Amulet of Resistance
TACTICS
Preparation
Barkskin is an encounter power that grants Cas or an ally a +4 power bonus to AC. Because most powers used by Cas work at a range of 10, allies receive the bonus more often than Cas does. Cas reserves the use of Barkskin as a response to battlefield development in one of two ways. When a front-line tanker gets in trouble, Cas uses Barkskin to protect the tank, which in turn protects the front line. When a Winter Storm exists on the field, and enemies threaten to break out of the storm and through the party's front line, Cas casts Barkskin on himself and moves to the front line in preparation for use of the Tundra Wind.
Use of the Black Harbinger utility allows Cas to fly behind or flank the enemy line, giving him extra directional options when attempting to control enemy movement. He usually uses this power at the beginning of encounters to establish his position.
Blizzard
Conjuration of the Winter Storm is a daily power that creates difficult terrain in an area burst 2. A minor action removes the zone. A sustained minor action allows the zone to persist and gives the caster the option to increase the burst area by 1, up to burst 5. Enemies inside the zone gain vulnerable cold 5.
This elevates damage on the single target spell, Frost Flash, and the area spells of Chill Wind and Tundra Wind. Since Chill Wind is an at-will power, it becomes imperative to flush the battlefield with it. Chill Wind additionally slides hit targets 1 square.
When cold vulnerability and Echoes of Thunder are in play, the Frost Flash deals d6+22 damage and immobilizes the target. Tundra Wind is a blast power that does 2d6+18 damage under these conditions while pushing hit targets 4 squares and knocking them prone. Chill Wind does d6+12 damage under these conditions.
It is also notable that Lasting Frost allows for an extension of cold vulnerability outside of the Winter Storm when strikes with these cold powers succeed on targets located elsewhere in the field.
To reiterate:
Winter Storm 5x5 zone of difficult, cold-vulnerable terrain, expandable by 1 in size per round to a maximum 11x11 zone.
Chill Winds in a 3x3 or 5x5 burst at-will, which slide hit targets 1 square.
Frost Flash as a potent single-target encounter attack that immobilizes the target when successful.
Tundra Wind as a potent 3x3 or 4x4 close blast that hurls hit targets 4 squares and knocks them down. Best used near the front line to control the field by hurling the enemy back into the Winter Storm.
Storm
Pretty simple stuff here. Prime the pump with Storm Spike, making use of the Raging Storm feat (+2 feat bonus to lightning or thunder damage) and setting up the bonus of the Oncoming Storm (+1 to hit until end of next turn) for a subsequent air strike with Call Lightning. Foes who try and leave the 3x3 (or 5x5, if Cas opts for the extra size) zone take 5 more damage, in addition to the +2 damage effect of Echoes of Thunder.
Effectively, someone gets hit with the Storm Spike for d8+11 lightning damage (d8+13 if Echoes of Thunder are in play), and an air strike rolls in dealing d8+13 damage with a potential of d8+18 for those who flee the storm.
Wind and Plant Control
Cas uses Grasping Claws really as nothing more than a free shift out of harm's way when working from the front line. Thorn Whip, Wind Prison, Swirling Winds, Wall of Thorns, and Entangle are all self-explanatory controls used to draw foes into high damage zones and/or high damage situations. The latter two powers are persistent, making them particularly nasty in conjunction with Winter Storm and Call Lightning.
RITUALS
Communication
Animal Messenger, Banish Vermin, Animal Friendship, Share Husk, Commune With Nature, Call Wilderness Guide, Speak With Nature
Camping
Create Campsite, Explorer's Fire, Affect Normal Fire, Traveler's Feast, Delver's Fire
Healing
Gentle Repose, Delay Affliction, Cure Disease, Raise Dead, Remove Affliction
Objects
Preservation, Ironwood, Bolster Object
Terrain
Bloom, Snare, Clear The Path, Earthen Ramparts, Fey Passage, Tree Stride, Trailblaze
Party
Endure Elements, Tree Shape, Water Walk, Feat of Strength, Water Breathing
Tuesday, April 14, 2009
Loot List.
Thursday, April 9, 2009
World Event: Sky Shard
The mysterious visor.
Read the Patterns [Minor action, Item, Encounter] (AKA Plot-Sense)
Requires: 2000 GP, Enchant Magic Item
Range/Target: Personal/You
The item confers knowledge of connections to those in the field of view. These can be business connections, intimate connections, or simply acquaintance (coworker) connections. The type of connection is not conferred, but the strength is. This is analogous to the type of connection and what makes that type of connection stronger. For example a pair of guard who have worked the same shift for many years but dislike each other may only have a moderate connection, but if those guards were old war buddies who would die to protect the other's family, an immaculate connection is seen. The wearer can see connections to themselves, as long as they originate within the wearers' view. This is a flash of insight, and does not persist.
The following events and/or enhancements can affect the functioning of the visor's power. If multiple aspects are attained, all of them function at once, giving a composite that is no more difficult to decipher. For instance a mentor who fell in love with their student half way across the world could have that connection revealed with a successful use of Aspect of Ether with both aspects of Pride and Affection unlocked.
Aspect of Pride:
Requires: Blessing of a creature of draconic descent of at least 10th level.
The visor reveals connections of pride. If 1 creature was a guiding force in another's career, or if they were the primary financier or manager behind the construction of a building, this type of connection would reveal itself. Any act of work, material or social, for which the creature does not feel is a failure will show up as this type of connection.
Aspect of Ages:
Requires: Ritual caster of at least 75 years of (natural) age and 1000 gp.
The visor reveals the relative age of connections. This may rouse suspicions if there are very strong connections that are mere days old. The resolution is relative, for instance connections lasting less than a month can be placed within a few days, less than a year, within a week, less than 3 years, within a month, less than 10 years, within a season, and more than that is an approximate nearest year for age of connection.
Aspect of Deceit:
Requires: Wearer's life must be put at risk as the direct result of a successful lie by a creature trained in Bluff. Betrayal counts, but at least 1 bluff check must be made against the wearer. 2000 gp.
Not all connections are honest. This aspect reveals when one creature is misrepresenting their connection to another, the direction of the deceit, and how much of the connection is fabricated.
This power does not substitute for passive insight checks, however. Someone the wearer has never been connected to would not show up at all, let alone under this aspect. However, if a guide to the wearer is checked some time into mutual travels and the guides' intent is not what he has expressed, a deceit connection will be shown. This does not reveal the nature of the deceit, just that something is misrepresented.
Aspect of Ether:
Requires: Non-humanoid Fey-origin ritual caster of at least 10th level and 2000 gp.
Attack: Standard action (in addition to the Minor action to activate the visor - must be spent in the same round) (Int, Wis, or Cha)+3 vs. Will [Psychic]
Range/Target: 40/1 Creature
This aspect reveals connections through hidden dimensions in the mindscape to reveal connections of 1 creature within sight to people and objects not in sight, in addition to the normal powers of the visor. If the attack fails, the subject is aware of the attacker, but the nature of the attack feels more like a personal question from a stranger that is entirely too prying, or of something attempting to pluck a detail from the target's mind. This may cause some to go hostile, others simply to avoid social contact in the future.
Aspect of Contempt:
Requires: Non-humanoid Demon-origin ritual caster of at least 11th level and 2000 gp.
This aspect functions as the Aspect of Deceit except that it reveals desire for harm to come to the connected. As with all connections, this won't reveal a complete stranger looking to gut the wearer for their wallet, but it will reveal old rivalries, up to and including mutual arch-villains hell-bent on destroying each other.
Aspect of Affection:
Requires: Ritual caster in love of at least 11th level and 1000 gp.
This aspect reveals connections from puppy love to searing passion to admiration/trust relationships. Like Aspect of Deceit, it reveals strength and direction, and so would reveal one-sided admiration and mutual relationships.
Aspect of Legacy:
Requires: Ritual caster with knowledge of the Raise Dead ritual, trained in both Religion and History of at least 15th level and 3000 gp.
This aspect allows the visors' power to operate on deceased creatures. Like of sight is still required, so simply standing at a grave site will not allow this aspect to be used on a buried creature. Connections are revealed as of the time of the creature's demise, which may be mis-leading if things have changed since then. There is no historical time limit on this power to reach back to a creature's connections, but the deceased must be identifiable. For example, a well-preserved dwarven corpse would provide details for ages, but a corpse left to rot to little more than bones would not. Will only work on undead creatures if the above condition is met. (fresh zombies, for example, would work, skeletons would not)
Aspect of Conquest:
Requires: Military leader ritual caster of at least 15th level whose history involves at least 3 commanding positions in successful conquests of medium or larger cities and 5000 gp.
This aspect reveals desired connections. This aspect is most useful in conjunction with other aspects that reveal the nature of connections. A stalkers' desired connection to his prey may be for love or for harm, but until those aspects are unlocked, which is true is left a mystery. A noble in a border keep may have his desire to take the neighboring lands by force to develop them for his people revealed with the aspects of Pride, Conquest and Ether unlocked. The desire must be specific. A creature's desire for gold will not be revealed unless it have been seeking a particular horde. Also, with aspect of Ages, the length of the desire will show.
This stuff is up to debate and change, but I thought it would be cool to have something to make plot navigation both more interesting and challenging. Please comment with feedback.
Introduction
Blog Archive
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2009
(35)
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April
(11)
- World Trade Event
- Potions and tools - i can haz?
- The total loot from the Firestorm, and Mephistophe...
- New Implement: Arcane Tool
- "The Ellsmerana Crusade" - excerpt from the journ...
- Unit Orders (Picture is Clickable)
- A Brief Introduction To Casabon
- Loot List.
- World Event: Sky Shard
- The mysterious visor.
- Introduction
-
▼
April
(11)