Monday, June 14, 2010

Next Stage

Ok, so this small arc in our story is going to be over soon, and to advance to a relatively neat arc, we are going to be have to make sure we have everything accountable for.

From this session on please make sure you have a very detailed list of what you have on your person. No more guesstimation, no more "I thinks". Everyone should have a list of what they have.

For ritual casters, please make sure you also have exactly what your rituals are.

For tonight's session I won't be asking for them, but all sessions past this one I could be asking for it.

Battle Rager's Vigor

Battle Rager’s Crown:
Level 15
Item Set: Battle Rager’s Vigor
Item Slot: Head
Power(Daily): Free action. Activate after scoring a critical hit. Until the end of the encounter, all melee single target attacks your allies make and hit with allow you to mark that target as a free action.

Battle Rainment
Level 15
Item Set: Battle Rager’s Vigor
Item Slot: Chest
Power(Encounter): Standard action. Spend 2 healing surges to add any one of the following effects to any damage you do until end of encounter.
1) 10 ongoing fire damage, save ends effect, does not stack.
2) D6 more damage
3) -2 penalties to all attack rolls, save ends effect, does not stack.
4) -1 to all defenses, save ends effect, does not stack.

Rager’s Footing
Level 15
Item Set: Battle Rager’s Vigor
Item Slot: Feet
Power(Encounter): Move action. Move triple your speed. If you don’t successfully hit an enemy with one of your attacks by the end of this turn, you are weakened save ends.

Rager’s Punishment
Level 15
Item Set: Battle Rager’s Vigor
Weapon: Double axe
Critical: 3d10
Enhancement: +3 to attack and damage rolls.
Property:
Power(Daily): Minor Action. End this turn, and then skip your next turn. You cannot use an action point during this time, make OAs, or use any interrupts. You gain a +2 to all defenses during this turn. During the turn after the one you skipped, you gain + 2 to all attacks and deal double damage to all damage you do until the end of that turn.

Vow of Persuit
Level 15
Item Set: Battle Rager’s Vigor
Item Slot: Waist
Property: Whenever you let an enemy flee from an encounter and then meet that enemy again in a later encounter, you gain +d6 to all damage until the end of that encounter.

Set Bonuses
2) Rager’s Punishment power grants +5 to all defenses during the skipped turn.
4) Damage granted by Vow of Persuit increased to d10 to all damage.
5) Reduces cost of the Battle Rager’s Rainment power from 2 surges to 1.

Tuesday, May 18, 2010

Read-ables!

Craighammer Weekly - Axes of Terror! - Vol 1 Issue 17
Level 5
This pamphlet contains several articles about axes and their many uses, including chopping, slicing, disemboweling, and cooking! You also notice a Craigsmith Blacksmith coupon on the back...
Wondrous Item 1,000 gp
Property: You gain proficiency and a +1 item bonus to damage rolls with axes. You must spend 1 hour reading the pamphlet to gain the bonus. You'll need to keep the article handy and on your person to keep the buffs, as the articles are just that good.
Property: You can clip out the coupon on the back for 15% off any Craigsmith product. One coupon a visit. Void in the Underdark. Cash Value = .0001 copper. Doing so destroys the pamphlet.

A Practical Guide to Monsters : Chapter 3, Your Mummy and Me
Level 5
This slim tome collects the wisdom of centuries of monster slayers, lending you invaluable insight into the creatures you face in battle. This particular chapter is on the undead.
Wondrous Item 1,000 gp
Property: You gain a +2 item bonus to all undead knowledge checks. You must spend 1 hour reading the guide to get the effect and be able to use it's powers. You must keep this article on you and handy to use it's effects.
Power (Daily): Minor Action. Choose one of the following monster categories. Gain the benefit indicated for that category until the end of the encounter.
Walking Dead: If you hit an undead enemy when you have combat advantage against that creature, the enemy is slowed save ends.
Sniff sniff: You read about the wonderful benefits of garlic and gain a +2 to defense against monsters with the vampire keyword.
Blood Suckers: If you are bloodied, you gain +5 resist all against undead monsters until end of your next turn.
Boooo-urns: Your next fire spell against an insubstantial undead deal double damage.
The Power of Kord compels you!: You gain a +5 bonus to saving throws and Endurance checks against disease received by undead monsters.
BRAINS!: Any undead monster in area 1 around you considers you a friend. Sustain standard. Your movement is restricted to 2. Lasts till you damage any undead enenmy. You must also say 'BRAINS!' at the beginning of your turn of the effect end.
Unsightly Undead: When you hit with a melee attack against an undead enemy, you deal 2 extra radiant damage.
Awful Aberrations: You gain resist 10 psychic against undead attacks.
Walk like a...: Until the end of your turn, you do not provoke OAs from undead creatures.

Sunday, March 21, 2010

Know A God - Llam, demigod of the forest

History -

Llam was born of a giant magical tree deep within the Feywild known as Murg'ka'va. He was born from a giant acorn that fell from the top of the tree and embedded deep in the earth. When the acorn cracked open, a small fledging deer walk out, small plants sprouting as it walked. From there, Llam began to walk the Feywild creating groves as he walked. The Eladrin, jealous of the power he contained, attempted to capture and harness the power the demigod had. Llam, fearful for his life, created a portal to Faerun to escape them.


In Faerun, Llam grew up into a large multi-antlered deer who traveled through Faerun, trying to mend the horrible devastation created by the Spellplague. Through his travels, Llam came across several Elf druids who began to worship the demigod, traveling with him and learning the ways of the forest. Though the Elfs vaguely resembled his Eladrin hunters from long ago, he learned that they were kind hearted and wanted nothing more to learn the secrets Llam had to give. Llam called the group the Searchers of Dawn and sent them out to all corners of Faerun, building shrines and cultivating groves.


Shrines -

Many shrines to Llam cover the globe, though most are not apparent to those who are not looking for the signs. Most of Llam's shrines lie deep within forests, and usually consist of a single tree. The tree is marked with etchings that are carved deep in the bark, usually in elvish. Most activities at the shrine include etching further runes into the trunk, telling others who come by of new rituals or abilities. Most, however, are visited, as they are far too secluded and hard to find.


Tervazah, the mother tree -

In a forest just outside Waterdeep, Llam personally cultivated a small saporling, turning it into a mammoth of a tree that towered way above the forest, Within the tree's base Llam created a place for his followers to come and commune with the nature. He called the tree Tervazah, the mother tree that would herald in a new age of forest life. Here his followers practice and harness their magics, telling tales of Llam's power and grace. Many druids seek out the tree, knowing that her they can fully master Llam's true power.


Feats (Can only take if worship Llam as a deity)


- Forest Vengeance

The forest is scarier than any creature...

Use nature check instead of any check requiring intimidation


- Llam's Sprouting Favor

Llam's name simply evoked is enough to cause all sorts of plants to spring to life...

When you spend an action point, you cast a spell area 2 within 10. This area begins to grow in rich vegetation. Area is considered difficult terrain. The area provides cover. Those inside the vegetation do not take cover penalties against things outside the vegetation.


- Leaf Walk

You know where just to step, and you tell that to your allies.

As a daily free action when you enter in a surprise round in a forest environment. You and your allies have +4 speed until end of surprise round.


Powers (You only get these powers if you worship Llam as a deity. You get the powers when you reach the level indicated to the left of the power name.)


Level 5 - Spawn of Llam

You let a shrill cry through the forest, summoning a fleet of magical deer.

Daily - Divine

Free Action

Requirement: You must worship Llam as a deity and be out of combat.

You summon a set of magical deer mounts for each member currently in your party, no more than 8. While in a forest environment, the magical deer have a land speed of 15. In any other situation, the deer move at 7 speed.


Level 10 - Summon Forest Guardian

You summon a guardian of the forest to help you in your task.

Encounter - Divine

Free Action

Requirement: You must worship Llam as a deity and be out of combat.

Touch any tree. This summons a dryad within the tree. The dryad can then be a lookout or tell you anything that is currently going on in the forest. The dryad lasts for 12 hours. Dryad has your level + 20 stealth, your level + 30 perception. Dryad has truesight and can see as far as the forest is. The dryad can talk telepathically to you as long as you remain within the forest that houses the dryad.


Level 15 - Healing Sap

You are able to harvest the trees sap to cure wounds, but the sap hardens into a protective armor.

At-Will - Divine - Healing

Standard Action

Requirement: : You must worship Llam as a deity

Target ally within 15 heals for their healing surge and gain resist 3 until begin of their next turn.


Level 20 - Trailblazer

Your knowledge of the forest is unmatched and you're able to dictate it's follies to your members.

Daily - Divine

Minor Action

Requirement: : You must worship Llam as a deity

All allies within 5 gain +5 speed within a forest until end of encounter.


Level 25 - Summon Forest Spirit

You summon an ancient spirit from the Feywild to battle with you.

Daily Power - Divine

Minor Action

Requirement: : You must worship Llam as a deity

Summon a level 28 forest spirit. This creature lasts till the end of the encounter. Spirit enters into the initiative order after you. It has all the actions a player would. The spirit is random on creation. (Will expand later).

Craigsmith's Line of Limited Luxuries

The Craigsmith's Blacksmith (for all your fine blacksmithing need) has begun to delve into the interesting art of mastercrafts. Creating a new signature line of weapons for your purchase, these upgraded weapons will prove fierce pieces of equipment in the right hands! All weapons are available for 100,000 gold! These are not magical items on their own, but fancy non-magical weapons waiting for your enchants to make them fierce some pieces . The items listed here are simple masterworks of already wide spread weapons, and the information provided here list what was augmented about the previous weapon. Craigsmiths would like to know all customers that such weapons are limited made, and may not always be sold.


- Stoneslicer - fullblade masterwork - high crit, brutal 1

- Fang Gauntlets - spiked Gauntlets masterwork - d12 - off hand, high crit

- Evening Stars - greatbow masterwork - high crit, brutal 2

- Krig - double sword masterwork - d12 - defensive, offhand, versatility, brutal 1

- Stone End - double axe masterwork - d12 - defensive, off hand, high crit, brutal 1

- Umberlee's Disgust - trident masterwork - d10 - heavy thrown, versatile, high crit, reach

- Moradin's Justice - craighammer masterwork - d10 - brutal 2, versatile, high crit

- Tempus's Teeth - khopesh masterwork - d10 - brutal 1, versatile, heavy thrown

Thursday, March 18, 2010

Marks of the Enclave

Just incase someone forgets or if we need to redo or get someone their's

  • Mark of the Fang Dragon = +1 Fort, +5 intimidate, Minor Daily: Next hit successful hit prones target
  • Mark of the Yaun-ti = +1 Reflex, +5 acrobatics, and immediate saves against prone
  • Mark of the Tarrasque = +1 Fort, +5 intimidate, When you drop to 0 hp, you burrow into the ground. At the beginning of your next turn you return at the same spot at bloodied value hp. Can only happen once an encounter.
  • Mark of the Kenku = +1 Reflex, +5 stealth, fly 3 after you move 2.
  • Mark of the Drow = +1 Fort, +5 perception, Minor Daily Action: Become invisible. Anything other than movement action breaks the effect.
  • Mark of the Beholder = +1 Will, +5 arcane, Minor At Will : Choose a damage type. Your attacks against the target do that damage instead of their normal damage.
  • Mark of the Druegar = +1 Fort, +5 Endurance, Minor Daily: immediately save from any poison or fire effects.
  • Mark of the Cockatrice = +1 Will, +5 endurance, When you crit a target, the target makes an immediate save. If they fail, the target is slowed. They save again at the end of their turn, if they fail, they are petrified.
  • Mark of the Vampire = +1 Will, +5 acrobatics, Regen 4 unless in the natural sunlight.
  • Mark of the Kobold = +1 Reflex, +5 acrobatics, Move Action Encounter : Shift 3
  • Mark of the Ogre = +1 Fort, +5 Intimidate, Spend an action point to gain threatening reach 2
  • Mark of the Kuo-tao = +1 Reflex, +5 acrobatics, Move Action Daily: Jump your movement speed, does not provoke opportunity attacks. Treat this move like a charge.
  • Mark of the Satyr = +1 Will, +5 Arcane, Minor Action Daily: You are unaffected by difficult terrain.
  • Mark of the Aboleth = +1 Will, +5 stealth, you can breath underwater.
  • Mark of the Hydra = +1 Will, +5 perception, Spend 2 healing surges to make a basically melee attack as a free action. Only use on your turn. Can use as many times as you want on your turn.
  • Mark of the Gelatinous Cube = Your attacks cause you to apply 2 poison, save ends.
  • Mark of the Troll = +1 Fort, +5 endurance, Regen 2
  • Mark of the Fire Giant = +1 Fort, +5 endurance, All your attacks do 1d4 fire additional damage.
  • Mark of the Basilisk = +1 Will, +5 Athletics, you speed is +1 and you gain climb the same speed.
  • Mark of the Winter Wolf = +1 Reflex, +5 perception, Gain +15 cold resist.

Wednesday, March 17, 2010

God-O-Meter, or how I try to appease my deity

Starting next week we'll start a experimental system called the God-O-Meter, in which certain actions will negatively or positively affect your personal relationship with your deity. This system is not meant to penalize anyone who is 'on the fence' or doesn't simply want to go into the RP of things, but meant to reward those who wish to go the extra mile. The system is NOT meant to penalize any member for not participating or having a negative reputation with their deity, but simply made to help.

Now, how this system will work:
First, anyone who actively wants to participate in the system needs to actively tell me so that I add you to the system and learn a little about what your god is and what they look for. You can look here at the bottom for a complete list of major gods. For lesser gods, or demigods (ie Llam) certain expectations will be layed down by me before hand (ie for Llam the upcoming Llam article). Once there, you are pretty much set to go. Be sure YOU know what your god expects, as you do not want to end up getting negative rep for not knowing.

The god's reputations are based on a scale of -100 to 100, -100 to 0 being disliked, 1 to 100 being liked. The further to either extreme means a higher state of liked or disliked. Points will be given out in the following format:

+/- 2 points - minor achievement or action that would be in or out of favor with your god. ie Praying at a shrine for your god, giving to the shrine, cleaning the shrine, saying a small prayer.

+/- 5 points - standard achievement or action that is in line or out of line with your god's main ideals. Examples would be a Tempus engaging in an honorable fight with a foe that has wronged your family, earning Tempus's favor, or using dirty tricks to fight a worthy opponent, which would not earn Tempus's favor.

+/- 10 points - glorious actions that do or do not fall in line with your god's main ideas. These will be rare but would be for great accomplishments. Things like earning Sune's favor by destroying a Shar Temple, or someone worshipping Sune maiming the physical appearance of a fellow Sune worshiper.

All of these points will be generally rewarded based on what I view as an act for that god or goddess, however you are always welcome to 'make the case' for a particular action. I can not say before the action what it will do, but once the action is complete I shall tell you what you have received. Past experiences will never apply. If the points are not given at the time, then they can not be added later.

So, all the points have been defined, what can you do with this? Well at any point in time you can say a prayer of help to your god for a free action at the cost of 5 points. Gods dont like being bothered constantly, thus the loss of points. From here you can ask your god or goddess for whatever you see fit. For example, you could ask for help in a choice, or a temporary boon to aid you in a battle, or even a path to find something you seek. Based on what your reputation is, you'll get an appropriate answer. The higher the rep, the greater chance they will answer your plea. What type of help is given is also affected by your rep. For instance, if you ask for a boon, with 100, you might become a mighty warrior for a brief time. With a reputation of 50, you might get a small buff. For 10, you might get nothing. Reputations below 0 will rarely be answered.

Gods and goddesses will rarely directly speak to you, but usually they shall let you know in some way that they hear your plea. Silence, or no sign, will usually mean a no. If the gods accept your plea, you will be charged an amount based on the help they will give you. That way, someone who is maked out on reputation does not simple keep getting great gifts. It shall be a constant work in progress for the character.

This system is experimental, so expect some shifting of things to make it work. As always please let me know your concerns or feedback. Thanks!

Also one last thing, if you wish to participate, please post a comment to this post with your god. I'll consider those who comment here to be apart of the system.