Sunday, November 28, 2010

PC Generator

Here is a link to the PC generator I found. It seems to cover a lot, but someone who knows the system should probably take a look at it. I just started pressing buttons until a character came out.

http://pcgen.sourceforge.net/01_overview.php

11/28/2010 Entering the lodge

11/28/10

After splitting up the loot we returned home to rest. We decided to take Reggie to the massacre house for interrogation. On discussing our plans we heard bells warning of flooding.

Upon returning to massacre house we found the doors open and steam billowing forth. Red and ferns went searching around to review the location. The location is extremely hot and steam reducing vision to minimal.

While interpreting Reggie he advised they were coming to talk about a job to attack us. Panlamin works for salisfer. Reggie works for the rustachas family.

We decided to return Reggie to his neighborhood. Gorby will follow Reggie to panlamin. We then returned to the temple of arisen and met with ailyn. Ailyn mentioned at the viravaxian relic is defending a bat like undead demon lord. The amber arc a is a vault deep in the basement. Ailyn cast non detection on fenris and syf and guidance on each of us.

We went forth to delvehaven. We climbed over the wall to enter. The courtyard had multiple traps summoning a resilient sphere and a swarm of insects. We made it through (cesare was trapped in one for a moment before we dispelled it. Upon entering we came to the kitchen of the lodge. Upon entering the central area red was assaulted by a shadowy triceratops skeleton. After fighting the skeleton a swarm of spiders as well as a large spider appeared. The spider cocooned jarl and swarmed over most of the group. The triceratops was destroyed and absorbed in to the rangers undead bane. The dragon then destroyed the spider and we dispersed the swarm.

We continued on to a library. We felt spooked in the area and it was determined that the books are the source of unease. It could have been the presence of a specific individual or just the reverence of those who researched the books previously. We took all 7 books, valued at 7000 gold.

Near the front entry there was one painting left alone. There were two individuals over a slain triceratops.

Saturday, November 27, 2010

Items recovered from encounter with Mercs

Items recovered from encounter with six mercs:

Reginald's (Human) belongings:
Masterwork Longsword, Masterwork Light Crossbow, 3 Masterwork Daggers, Wand of Cure Light Wounds (10 Charges), Wand of Magic Weapon (10 Charges), Potion of Lesser Restoration, (4) Antitoxin
Mogral's (Dwarf) belongings:
+1 Spell-storing warhammer, +1 Breastplate armor with armor spikes, Scroll of Animate Dead, Wand of Ray of Enfeeblement (10 Charges, CL8), Masterwork Artisan's tools (Weaponsmithing & Armorsmithing),Masterwork Heavy Crossbow, (20) Crossbow Bolts
Nevas's (Elf) belongings:
+2 Darkwood Bow, Mithral Shirt, Masterwork Longsword, (4) Masterwork Daggers, Amulet of Natural Armor +1, Belt of Incredible Dexterity +2, Cloak of Elven Kind, Ring of Protection +1

Darkwood: This rare magic wood is as hard as normal wood but very light.
Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type.
HP/inch 10 Hardness 5 Cost: To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item

Belt of Incredible Dexterity Aura moderate transmutation; CL 8th Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6)
DESCRIPTION: This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6.
Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Cloak of Elvenkind Aura faint illusion; CL 3rd  Slot shoulders; Price 2,500 gp; Weight 1 lb.
DESCRIPTION: When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks.
Captain Ladybird's (Merfolk-kin) belongings:
+2 Rapier, Bracers of Armor +2, Ring of Climbing, (2) Feather Tokens (anchors), Feather token (whip), Feather Token (fan), Scarab of Protection (4 uses)

Scarab of Protection
Aura strong abjuration and necromancy; CL 18th Slot neck; Price 38,000 gp; Weight —

DESCRIPTION:
This device appears to be a silver medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device.
The scarab's possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
Upon absorbing 12 such attacks (only 4 left), the scarab turns to powder and is destroyed.

Friday, November 26, 2010

keeping our enemies close?

does anybody else find the resurrection of Jim to be a matter of concern? the whole two voice thing is kinda freeky don't ya think?

Monday, November 22, 2010

A new tool for initiate etc.

I found an app on my phone that I think I'm going to use to help keep track of spells and effects. It's specifically for initiative and I could set it up to have everyone's names as well as effects that happen. For example:

This would be an example of a standard list. I would click "next" and it would cycle to whomever was next on the list (in this case it would have a yellow highlight at top of the round and then it would move to Mark, etc.)

Travis - 12
Don - 15
Todd - 13
Aaron - 17
Tony - 5
Mark - 22
Top of the Round - 41

I could then add on an effect:
Haste - 13 (assuming Todd cast) 7 rounds

This would then count down each round as it came to the initiative of haste. Nothing crazy required..it's already there.

I don't want to take over Don's role as initiative tracker but this would help keep track of spells that are active and their durations (How long is someone stunned, paralyzed, knocked out, etc.) as well as when we need to make saves for poison. It would make it easier for us to remember things like spiritual weapon, Acid Arrow, etc.

I plan to use it for my spell effects and thought I'd let you know in case you want me to add things to the list as we go.

Sunday, November 21, 2010

11/21/2010

11/21/2010

Started off following the tieflings to Jim’s body. When we arrived Jim was very much alive and seemed to have black flames surrounding him. Prior to leaving, he told us that the Drovenge house is our enemy. On our way back we noticed that some buildings were vandalized with whitewash.

We returned to the seamstress to collect her body. We cast gentle repose to keep her body composed.

We returned to the cove where we came upon 6 mercs. Upon moving up the hill an obscuring mist covered the stone building and discover a boat on the water. A flying dwarf with a bleeding warhammer, an elven archer, a regal sorcerer, a bard, a huge barbarian fighter and a female caster. The archer and the barbarian ran away. Reggie also attempted to get away.

Xp: 2250 total: 44,795

Monday, November 15, 2010

Going to War

There has been an outrage of the first order commited in Westcrown recently. House Rufano has come under attack. Our top enforcer slain, our Head attacked along with several prominant members! Outrage I say!! We must go to the mattresses, we must recruit fighters, we must use every resource at our command to reveal the devious bastards. We must then crush them in such a way that the message rings out through not only Westcrown, but through all of Cheliax and beyond: Attack Ruffano and risk a ten fold retribution!!
So says Syf Rufano ranger of Westcrown.

shopping list

Here's a listof magic items that Syf has compiled and hopes that Gorby can locate in his dealings as a Rufano agent.
1.Cloak of the Manta Ray
2.Ring of Water breathing
3.Ring of Water Walking
4.+2 or higher breastplate
5.something to raise wisdom
The catch is all these items must be taint free.

Sunday, November 14, 2010

11/14/2010


11/14/2010

Started off at home at the start of a heavy storm. Family mother told us about a cousin Cesare Cain who would take us out to the cove. On our way to the dock we noticed that our neighborhood is in much better shape than those around us. the other neighborhoods were in disrepair and were falling down even with the heavy rain. We met our new cousin Cesare. The trip to cutlass cove was very bumpy and resulted in the boat being slammed down on the beachhead. There are two buildings battoned down. There’s a stone building with markings around the door. After swimming we located a shining light (approximately 6” above the water) and 5’ square of light. Upon opening it three shadowy creatures attack the group. We were able to command one of the shadows to distract the first one. Red was eventually able to open the locker inside and take the contents.

Contains 6 sets of false identity to show . +2 to bluff + fame points against datary, nobles, hellknights, etc.

4 potions (Gaseous form.) 6 potions Cure moderate. 6 potions lesser restoration. Thin wooden folio under potions. Several scrolls/sheets of parchment. Wand of restoration 15 charges. Key ring around one of the potion bottles. Folio: Clauraudience/Clairvoyance CL 10, Dispel Magic (CL 10), Erase (CL10), Sunburst CL10, True Seeing CL10, piece of parchment.

Stone building appears to be used by tieflings. A week ago (during the party) there was a \group of four individuals who went in to the building. They usually stay around for a day or so and usually arrive at sunset.

Entering in to the stone building we took a tunnel dug out of the sand. After creeping down the tunnel we came across a cave with 4 individuals, 3 wearing costumes made to look like a mantis. Woman is in red leather armor. Mantis theme is on the armor. Wields dual blades. Red continued on and found 3 red cloaked individuals. Upon returning to our neighborhood (on the edge) we were assaulted by 3 individuals from rooftop. They appear to be of the same “Mantis Cult” that we spotted in the cave. We killed one individual who exploded and destroyed all of his belongings. When we return home we found that someone fired an attack at our “mom.” When the tieflings return they tell us that Jim’s dead and will show us their body.


Xp: 1100 Total - 42,545

Wednesday, November 10, 2010

A point to note..

So I got to thinking about it after mentioning to Aaron that the notes are filtered through my perspective.

I considered that it would be helpful if you guys would drop by and make a post for the notes just to make a comment about something you'd want clarified or something that you thought was important to be added. That way if I say something like "White took the Crux out to sea and dropped it into the ocean" then maybe Don states "Don't forget that we weighted that thing down so that it would sink to the bottom."

Psychologically this would also help me make sure that I got the notes done earlier in the week since I'd know that people were going to be looking at them later. ;)

Sunday, November 7, 2010

Game notes 11/7/2010


11/6/2011

Aaron joined us to play the monk. After discussion to recap history we started back in the monastery.

The sister brought the urn of Coriana. We returned back to our apartments where we used the grave candle for Coriana.

Where is the hidden cache? Cutlass cove. It is there and not there but it is through there you will find.

It can only be found with a Wayfinder and liriam’s lyrics. Cugney’s wedding. Wayfinder is a magic compass.

How do we enter Delvehaven safely? Recover what I hid through the wave door.

Do you know the location of loremaster liriam.? I believe he’s trapped in Delvehaven. She believes that he was trapped inside with the paranoid bisby.

What haunts Delv @ night? A vampire’s children.

How do we interpret liriam’s lyrics to locate the hidden cache? The poem’s meter and construction are unusual. Every 12th line has an extra syllable. Pulled out of the poem and written in order elsewhere it creates “the wave door.” This describes how you can activate the cache in Cutlass cove. Wayfinder light locates the wave door. Black sand beach on NE shore of wart rock. The smallest of the 3 islands that shelter cutlass cove from water. 300’ ne of the beach.

We’ve heard that the wererats are still attacking in other areas of the city.

Upon reaching the ruins we set up to be ready to negotiate with the dusk market. At the market there’s half a dozen minotaur’s and a group of 8 humanoids. They’re very plain looking and in grey clothes. Traded items at the dusk market for a +6 wisdom (tainted) headband and +6 charisma headband (White and Jarl.) Taint for white – Healed by negative energy (double damage from positive energy.) Jarl’s granted darkvision but causes him to become shaken.

After leaving we started heading back to our home when we were attacked by 3 werewolves and 3 wererats.

Wayfinder +2 survival and can be commanded to cast light at caster level 5. +2 Perception. 1/day expeditious retreat (CL5). 1/day levitate (CL5) (Red)

Next order of business: Cutlass Cove.

XP: 600 (total 41,445)

Saturday, November 6, 2010

Game notes 10/31

10/31/2001

We spoke with Captain Aiger Ghaelfin through the grave candles. He advised that Delvehaven was sealed due to a civil war and they sealed it with powerful guards and wards to protect it. The cache was confirmed as Coriana would know the location and was expected to return at a later time to retake Delv. Coriana was killed and burned and her ashes are being held by the Sisters of Eisith.

We received a bouquet of flowers from Chammady Drovenge. As referenced from the previous notes Chammady is a rep for the council of thieves and was related to the nightmares being stolen. The note indicated she was watching us and bet on us to make some cash.

We decided to return to the inn and rest. At the inn we met several folk. Elwell Lymer is a "scary lookin guy." He seems to give off both evil/good outsider. He scavenges the ruins for lost valuables. We also met two workers. They have all recently been questioned about us by "the guild in the ruins." One of the workers mentions that a lot of bodies have been found up near the massacre house (the location of the sisters.)

We hired a worker to take us north of the Massacrehouse. He identified that there is undead in the ruins. We came upon 6 large lumbering undead which appear to be under someone's control. These brutes were quick on their feet and exploded in negative energy when they died.

Massacre house is a hexagonal building. Heavy stone walls with doors fitted with a narrow sliding window. The building was once a crematorium. Sisters of Eisith believe through the protection of their faith that they could become Erinyes in their future. It is said that nobody has ever entered the monastery uninvited and survived. The majority of what we encounter will not be members of the sisterhood and there are at least three other organizations within the ruins that are opponents of the monastery.

xp: 1200 (Total: 38,085.)

We approached one of two wagons heading in the direction of the monastery. The wagon was half a dozen or so gnomes. The leader is Gurbo Flintwhistle who mentiones they've recently traded a dozen urns from an old building in the ruins (to the sisters.) He offers to hide two of us in the wagon and the rest are left to their own devices to sneak in. The sisters are monks and can be ID'd by their blood red silk habbits and their bladed scarves. They also use infernal throwing stars some of which have a bladed claw. The entry is located straight into the crematorium. There's a central stairway leading down or a door from the side for entry. A large chamber at the bottom of the stairs that he has never been in (later determined to be the library.) One of the traders they worked with had glowing red eyes (Possibly scary guy?) Sometimes the sisterhood resolves issues within the ruins. The gnomes provided bull's strength to all four party members, invis to white, and expeditious retreat to the group.

Upon entering the monastery we encountered one of the sisters and a large fire elemental (in the furnace.) Fenris tore the sister to pieces and the elemental went back into the furnace to leave us alone.

Proceeding on we came to the top of the stair case where we defeated two more of the sisters. The central stair leads down some 80' to the library of urns. Thousands of urns adorn the shelves in this area. We came across the final 3 sisters as well as an Erinye. The erinye eventually teleported away while two of the monks were killed. The final monk was left alive to show us where the urn for Coriana is located.