Friday, January 30, 2009
When do I die?
Example: if PC1 has a total of 80 hit points, he will die when he reaches -40 hit points.
Also, as soon as a PC drops to negative hit points, he will have to roll a Fortitude DC15 save every round he stays at negative hit points. If he fails 3 saves, he will die. A save roll of 30 or more will "stabilize" the PC, and he does not have to save anymore, unless he suffers more damage, in which case the need to save resumes.
Example: PC1 has total 80 hit points, and Fort save +12. He drops to -10 hit points, meaning he's not dead, but will now need to roll Death Saving Throws every round.
One the first round he rolls a 2, for a total of 2+12=14, failed!
On the second round he rolls a 1, which is always an automatic fail... he's now one step away from death.
On the third round he rolls a 10, for a total of 10+12=25, meaning he succeeds, but will still need to roll next round.
On the fourth round he rolls a 19, for a total of 12+19=31... he's now stabilized, and does not need to roll saves anymore. He's still at -10 hit points.
If a PC at negative hit points is healed by magic, his hit points automatically reset at ZERO, and then the magic healing applies.
Example: PC1 is at -10 hit points. PC2 casts Cure Moderate Wounds on PC1, healing 20 hit points. PC1 now has 20 hit points.
Thursday, December 25, 2008
Chapter Seventeen - Old Embers Never Die
Once in Hammerborg, they find someone wating for them at their door. It is a teenage Dragonborn of the Blue tribe, who in fact reveals to be Zephyra's younger brother, Sethark.
He is here to inform Zephyra that their parents face punishment from the Council of Tribes, due to her betrayal of her race.
Sethark brings a scroll of Teleportation, who will birng them all to the Dragon Islands. Gully and Berem decide to accompany Zephyra, while Rudd has other, personal bussiness to attend to, and decides to stay in Hammerborg.
Arrived in Zephyra's ancestral home, the Oasis town of Blueflare, Zephyra must face the anger of her brethren and her sister, Amanthyne, who cannot understand why her younger sister has betraied the trust of her race, for love of humans.
After a few days, Zephyra and the others face the Council, in a majestic valley between high mountains, where the Tribes are congregated, hundreds and hundreds of Dragonborn meeting for trade, to share information, and to witness trials. The mighty Dragons survey the lands from above, or perched on the highest peaks.
Cyrukk the Ashclaw, of the Red Tribe, accuses Zephyra to not be worthy of speaking at the council, due to her betrayal. Zephyra finds support in Lord Argenthar, of the Silver tribe, a respected warrior of the Dragonborn. He arranges for the group to face a test of honor, to prove their mettle.
As impossible task, Cyrukk declared that they shall bring to the council the head of the rogue Dragon Flame Wirmreaver. With that the council adjourns, and Lord Argenthar offers to provide food and shelter in his mountain castle to the Heroes.
The heroes decide to contact Rudd, since they will need his fighting prowess against the dragon, and thanks to Silverain, the Silver Dragon companion of lord Argenthar, and her magical skills, they teleport Rudd to the Dragon Lands.
Silverain escorts the heroes to an ancient dormant volcano, now a steaming lake, supposedly the lair of the dragon Flame. There, they encounter a few Ettin guardians, togheter with Hell Hounds, and face the wrath of a huge half dragon crocodile.
They finally enter into the lair of Flame, a huge cavern bathed in hot tar. As they reach the main chamber, they're unprepared to face the Adult Wyrm togheter with a few Fire Giants minion.
After a first clash, ending with the death of Gully's henchman, and the retreat of the group, our heroes rest and prepare properly for the hard fight.
The day after, they lure the Dragon out of his cave, and manage to inflict a fatal blow to the beast.
Saturday, December 20, 2008
Save or Die Spells
Chapter Sixteen - Finally Some Answers
After a harsh travel through the Darklands and a difficult climb, they finally reach the Temple. There, they find rusted weapons and bones from an ancient battle. Imperial insignias can be found mixed with the tunics of the Adepts of the Sublime Way.
As they enter the Temple, the Master realizes that the vaults have been breached, and the Weapon, an artifact of immense power, has disappeared.
After settling down, the Master finally gives some explanations to our Heroes.
The Sublime Way was created to protect that which matters most, the Weapon. No one really knows what the weapon looks like, but all know that to possess it means to unbalance the scales of power. It was then decided that the weapon remained buried under the Temple, for no one to take.
The Master of the Sublime way taught the worthy, among them a valiant warrior named Aramus, Gully's father. Aramus became a master of the Stone Dragon Discipline, and a master in his own right. His disciple, and friend, was Rudd.
There came a time when Aramaus abandoned the Temple, only to come back with a powerful army of Imperial legionnaires, and with Emperor Cnaiur Godsbane himself. The Emperor demanded the Weapon, but the Master would not reveal the secret location of it.
In the ensuing battle, all the disciples were slain, except the Master himself, who was condemned to rot in Manzessine, the Underdark prison, until he decided to reveal the location of the Weapon.
Without anyone knowing, rudd also survived the battle, and escaped with the sword of the White Raven discipline, The Blade of the Last Citadel, sworning revenge.
The Master met Aramaus one more time, as he was a prisoner in Manzessine... apparently, Aramus had managed to arrive in the prison, only to be captured himself. was he there to free him? And for what purpose? Still at the bidding of the Emperor, or to quench his guilt? The Master did not know for sure, although the only words Aramus told him, before been sold away to Undead horrors, was "I'm sorry".
Now, the Master believes that the Emperor has come back and stolen the Weapon, and feels he needs to inform all the other powers of the theft. On request of the group, who fears that a war will arise from this, the Master agrees to wait a season, giving time to the heroes to find out what happened to the Weapon.
In the meanwhile, he tasks Rudd to look for prominent warriors to train in the Sublime Way.
After their farewells, the group travels back to civilazed lands, first visiting the opulent capital of the Republic of Norvosa, Ilarosa the Beautiful, and then finally reaching Hammerborg.
Sunday, December 14, 2008
Chapter Fifteen - Spirals of Manzessine
Our heroes travel into the Underdark, finally reaching a cave-in. There, a group of Illithids are commanding slaves to open a passage. Rudd is one of the slaves.
The group takes care of the Mind-flayers, and liberating Rudd. As they proceed into the Underdark, they arrive at Manzessine. There, they foght the Flesh Golems guarding the entrance, and their Illithid master. the encounter leaves them wounded, so they decide to retire and come back after rest.
As they come back, they notice that the portcullis is open, and something is amiss. They enter to find the place a battlefield, as former illithid guards hide and look for defensible places.
The heroes dig deeper into the prison, and confront more golems, illithids, and an Eleven-headed Criohydra, who unfortunately kills Garreth, Gully's henchman (Garreth will eventually be raised bu Gully's powerful magic).
They meet a mind-flayer prisoner, now free, who reveals them that the prison was under riot, and all the prisoner had escaped. Apparently, the heroes' disturbance had given the right opportunity to the inmates to act on their escape plan.
Our heroes eentually reach the main holding zone, where they find all the cells empty, except for one. In it, they find an old, sick man, on the bring of starvation. As he notices them, a whisper escapes his mouth "Sword... give me a sword..."
Rudd recognizes his ancient teacher, the Master of Nine, the supreme adept of the Sublime Way. They revive the old man and make their way out of the hoding cells. Still, the Master informs them they they need to find his sword, the Diamond Mind.
After fighting their way through more guardians, the heroes enter the elite armory of Manzessine, and there they recover the ancient weapon, a long blade made of a green adamantine alloy.
With these, they finally escape the prison, and make their way to reach the world above.
Friday, November 28, 2008
Chapter Fourteen - Into the Darklands
On the road, they have an encounter with a Dark Elven Caravan, guarder by wyvern riders, and by an Arcane Knight. A confrontation ensues, where Rudd challenges the Arcane Knight, and unfortunately is defeated and made prisoner. The others, in order to escape, are forced to leave him behind. His fate remains uncertain.
Upon reaching the outskirts of Zarthyria, the heores enter a slave market, where they purchase a few humans, saving them from the Dark Elves, and an Ogre, from whom they learn where the entrance to the Underdark is.
As they camp outside the entrance, during Zephyra's watch, a pale figure reveals itself: a Vampire woman. The Vampire seems interested in knowing Gully's identity, and after killing two slaves to obtain the information, Gully herself reveals her name. Satisfied with the reply, the Vampire flees in a cloud of fog.
The day after, they finalle reach the guarded entrance, as Berem, perfectly disguised as a Dark Elf, grants them safe passage.
Friday, November 21, 2008
Chapter Thirteen - Chasing Your Destiny
Berem reports to the High-priest of Athun, who once again stresses to him the importance to follow the events surrounding Gully and the twins. Berem revelas that the group is about to travel to Manzessine, where they hope to find Aramus, Gully's father. To help him in this mission, the Arch-priest enchants Berem's sword with holy power.
Rudd spends his time mostly in taverns, to once again drown his many demons, or trying to quench his thirst for beliefs by inquiring several different Temples.
Zephyra puts her plan in place. Disguising as the now dead Stormstride, the elven wizard of the Council that was accompaining the group during their last mission, she arranges for a messenger to deliver a letter to the Dragonborn Embassy, simply stating "I quit". Then, she goes to the Wizard's Academy, pretending to be Stormstride, and quits also there, after buying a house in the Trade Disctrict of Hammerborg. Under the guise of Stormstride, she hopes to escape the wrath of her former Draconic Masters.
Tharod meets with his mother, who, upon seeing the amulet that her son just retrieved from th Shensite Temple, begins a ritual. At the completion of the ritual, a sort of portal opens, revealing three dark knights, a male drow, a male orc, and a female tiefling, all bearing the symbol of the Black Moon. The Tiefling reaches out of the portal to Tharod, and Tharod steps through, ready to meet his Grandfather.
As Gully and Ghalan are conferring with the Empress and the Princess in the gardens, the two noblewoman are enthralled by a spell, as three figures make their appearance: a female Aasimar, a male Dragonborn, and a male Dwarf, all bearing the symbols of the Light. They reveal to Ghalan that the time has come to meet his Grandfather, and they're there to accompany him. The Aasimar hands a scroll of Regeneration to Gully, as the Dwarf arrives with three winged horses, and Ghalan's mount, the wingless pegasus. Gully heals the pegasus, and wishes good luck to her old friend, as he soars the skies to reach his destiny.
A few days after, Gully is called by the Emperor, who inquiries about the whereabouts of his two sons. As Gully is unwilling to reveal anything, he decides to send her away from the Palace. Gully and Rudd laso join Berel and Zephyra/Stormstride in their city dwelling.
Valeros is made part of the conspiracy, and reunite with Zephyra, promising to help as an insider in the Palace.
During their stay in Hammerborg, they witness a mob rebelling against high taxes put in place in the EMpire, their revolt easily quenched by the arrival of a Warforged regiment, the latest addition to he Empire military forces.
After refurnishing their supplies, and strengthening their magical arsenal, the heroes are now ready to once again depart for the Darklands... destination Manzessine!