Saturday, January 22, 2011

97a: Sting

Biosh 4th
danger ahead

-

Experience: 1867 xp (85,014 total)
The Lost Party unlocked, 1600
Storm of Stingers hazard, 6400
RP Bonus, 3200


Treasure: Amidst the millions of dead bugs and soft, rotted wood, the party uncovered in their search for a trail the following items on the moldering corpses of past victims: Potion of Vigor (level 19) x 3, Elixir of Reflex (level 18) and Sliver of Salvation (level 17) x 2

Coin: - 400gp (Tyvis, Eagle's Flight ritual); 1547 pp, 889 gp, 2434 sp, 9836 cp (amidst the coin purses of dead travelers mixed in with the rot)

Loot: - pair of faerie wings (Tyvis, Eagle's Flight ritual), fox-fur pendant (Narra, given by Tyvis)

Returning NPCs
Priestess Nalua (missing): The high priestess of Tez in Eglantine's summer palace whose love of her city and her people was inflamed during the passionate storm (instead of her sexual desires). She boldly struck out with a guide and two sisters to end the threat of The Great Gnaw. The elfin sidhe was first met two days prior, promising a guide and supplies for the Savior's journey into the Feydark.

Sisters of Tez (missing): Dryad twins and faithful to the New Goddess of nature, Coura and Leyra joined Priestess Nalua on her quest to still Nidhogg. They were first seen among the laughing clergy during Dewdrop's bucket-on-head debacle.

New Hooks
The Elder Grove: During the flight to Nidhogg's ulcerous lair, the party spotted two other Elder Trees standing in the sprawled lands of Annwn. One was a steely, gray oak larger than Eglantine's silver yew, robbed of all its leaves and surrounded by the fires of autumn foliage. The second grew gnarled to the south, a mountainous black wormwood with bloody leaves, stewing in a wide, misty bog. Are there cities, or even courts, established in their roots? What relation have they to Glasir, the Summer Court and Prince Arinew?

The Lost Party: An impatient Priestess Nalua, the Savior's intended guide and two of the most promising Sisters of Tez have gone on ahead to fulfill Arinew's destiny in the depths of Nidhogg's lair. Thanks to the swiftness of Tyvis's summoned eagles, their certain deaths may just have been avoided. Search the crawling caverns of rotten roots and collect the missing four.

Developing Quests
The Great Gnaw: The storm of biting, stinging bugs directed by some malignant will, the continuous visions of gruesome grotesqueness Narra suffers, and the hundreds of worm holes dug into the rotten roots suggests Nidhogg and its brood are of the insect varieties and maybe even possessed of psionics. Could Nidhogg be a Voidborn Yith? What might cause such a monster to stir after all these years of dormancy?

Next Session
98a: The Saviors steal themselves for gross and testing sights, smells, sounds and textures as they brave the slimy filth of Nidhogg's lair in search of the Eglantians and Malice Striker's head.

Wednesday, January 19, 2011

95b: All Souls

Patarm 2nd
the death of Mara D'Amoria

-

Experience: 4800 each (93,005 total)
Souls Generator Battle, 6400
Completed Quest: Mara's Reckoning, 6400
RP Bonus, 1600


Artifacts: Astralheart (Renato)

Treasure: Kisses, Nine-Headed Viper Scourge; The Triglavian Wand; Targal's Wristcannon (Renato)

Kisses, Nine-Headed Viper Scourge

Level 20 Uncommon
This scourge consists of a red-hot iron handle sprouting nine, black writhing viper heads, their red eyes flickering with devilish intent, their forked tongues whispering deceit.
Price: 125,000 gp

Weapon: Scourge (Flail, offhand)

Enhancement: +4 attack rolls and damage rolls

Critical: +4d6 fire damage, and ongoing 10 poison damage (save ends)


Property: You are considered to be a devil for the beneficial purposes of all effects that affect devils. If you have resist fire through some other source, your resistance improves by 5.

Power (Encounter * Fire, Polymorph, Poison): Minor Action. Kisses becomes a living, miniature hydra that attacks at your command. It has a speed of 6. It is immune to fire and poison. You can give Kisses the following special command:

Standard Action: Targets one enemy adjacent to Kisses; Charisma vs. Fortitude; 2d8+ Charisma modifier damage, and the target takes ongoing 10 poison damage (save ends).

Kisses has 28 for all defenses and 140 hp. If destroyed, you lose a healing surge and the weapon becomes a mundane scourge until after an extended rest.

-

The Triglavian Wand

Level 20 Uncommon
This blackened iron rod is topped with the fierce heads of a bear, a wolf and a serpent.
Price: 125,000 gp

Implement (Rod)
Enhancement: +4 attack rolls and damage rolls

Critical: +4d8 poison, fire and thunder damage


Property: When you place your Warlock’s Curse on a nonminion target, the creature takes 4 poison, fire and thunder damage.

-

Targal’s Ruby Wristcannon

Level 20 Uncommon
This charred machinery fits around your wrist, a ring of miniaturized cannons which rotate of their own accord when reloading sparkling, ruby missiles of pure energy.
Price: 125,000 gp

Weapon: hand crossbow
Enhancement: +4 attack rolls and damage rolls

Critical: +4d6 fire and radiant damage

Power (Encounter): Free Action. Trigger: You make a ranged basic attack using this weapon. Effect: You roll fire and radiant damage as if you hit with one of your encounter powers.

Coin: 3000 pp, 456 gp, 36 sp, 59 cp

Loot: 4 soul gems containing Targal, Kaern, Isabella and Mara

New NPCs
Targal Danred (dead): The brilliant duergar engineer working under the Architect of Misery, chiefly responsible for building the Souls Generator and operating it for the Asmodeans. Despite his hellish origin, he was an exceedingly reasonable creature who longed to simply be left to his own devices. The mounting pressures of what appeared certain death at the hands of either the party or Mara forced him into choosing one or the other, in essence betraying his clan and honor. He could not bring himself to do it. Ultimately he leaped onto the soul-draining platform to spare Diana, preferring death to an otherwise unwinnable scenario. Diana made sure to retrieve his soul via soul gem, however, finding an unexpected nobility in the helldwarf.

Returning NPCs
Mara D'Amoria (dead): Still weak from her prior battles in the citadela and surprised by both the treachery of Megaera and the prowess of Renato, she found herself on the receiving end of the Souls Generator, which sapped her life-force, killing her. Her soul now resides in a black soul gem in Diana's possession.

Zentil Filtheater (missing): The necromancer did his part to pierce the soul barrier, but crept back into the crumbling keep while Mara was meeting her end, no doubt terrified.

Developing Quests
Asmodeus' Cabal: With Baron freed, the pontifica defeated and the Souls Generator (which powered the city-wide Asmodeus' Decree) now destroyed, the Dark Three have laid the groundwork for the defeat of the Asmodeans and the restoration of Hecate in Ribcage. Now it's up to Baron and his city guard, as well as the loyal agents of Hecate (Megaera among them), to close in on the Flamen/Garadan base of power and take it out. When the dust is settled, they'll find Calypso Garadan ready to pick up the pieces and renew the subtle game of politics in purgatory.

Completed Quests
Mara's Reckoning: Mara is dead! After centuries of terrorizing, treachery, murder and most recently pursuing a bid as Exarch of Hecate, she surpassed even her means and found herself on the receiving end of the Souls Generator, which sapped her life-force, killing her. Her soul now resides in a black soul gem in Diana's possession.

Next Session
96b: The Dark Siblings collect their reward from Baron before returning to Saspien and the Church of Delights. There they can commune with Malcanthet and see Izzy raised... unless some other plan presents itself. After all, they have Astralheart now, as well as the princess's soul. But a deal is a deal, and betraying the Queen of the Succubi is generally ill advised.

Sunday, January 16, 2011

Paragon Mantles

When characters reach Paragon Tier, more of the world opens up to them. Their choices affect the world on a national, global and perhaps even cosmic scale. They now have a history in the setting, and possess more responsibility, influence, and certainly more power.

It may come to pass that Paragon characters become authorities in the world, affecting people, places and the campaign plots in much larger ways than ever before. They might rise to the head of an organization, inherit some ancient mission, cultivate a following or be designated for some great honor or curse by a higher power. These are represented in mechanical terms as Paragon Mantles.

While Heroic Themes are chosen at the onset of creation, Paragon Mantles are given or earned during the course of Paragon Tier. Players may or may not have a great deal to do with gaining their mantle, depending on the DM, but they should reflect the general direction intended for characters or otherwise the consequence of some accepted risk. Some characters might have been striving to attain a certain mantle since Heroic, while others might have literally stumbled into one.

Characters can only have one mantle at a time. These mantles do not have to be permanent, but shuffling mantles should not be a common occurrence. Still, it is possible for characters to lose their authority, inheritance or honored gifts (or curses) and, down the road, achieve another mantle.

Some characters might achieve their mantle at 11th level, while others might not come into their own until much later in Paragon Tier. This is partially dependent on the current plots, the actions of the player and the timing of the DM. Whenever a mantle is attained, the characters retroactively assume all traits and powers they meet the prerequisites for.

Paragon Mantles are defined by the added class role/s they offer characters, the power source/s they share the closest affinity, and the patron or organization who bestowed them. Mantles usually consist of a granted power, mantle traits and mantle powers. Traits are usually given at 11th, 15th and 19th. Powers are usually given at 13th and 17th. These traits and powers are in addition to any the characters already have and do not require any replacing.

Certain artifacts require a character possess a particular mantle.

Maintaining a Paragon Mantle into the Epic Tier also allows characters the chance to customize their Epic Destinies in accordance with the mantle’s role and power source. At 23rd, 25th, 27th and 29th level, characters may choose to replace one of their destiny’s features or powers with that of another Epic Destiny that shares the role and power source of their Paragon Mantle. They must have access to the feature or power being replaced before they can swap.

[Homebrew for the win! I've been toying with this idea for awhile and I think I've finally come up with mechanics I like for it. I doubt these would make it into any sort of published endeavor, but they suit my difficult game just fine I think. I've already made the Archdruid mantle, working on Renato's Darklord mantle. Who else wants one?]

Saturday, January 15, 2011

96a: The Season of Love

Biosh 3rd
love is in the air

-

Experience: 3900 xp (83,147 total, LEVEL UP 17!)
Completed Quest: Big, 1400
Side RPs 95a - 95e, 2800 x 5= 14,000
RP Bonus, 8000


Treasure: n/a
Coin: - 32 gp per garment (including tip)
Loot: Tilnaea's garments

New NPCs
Feerahn: A well-dressed pookah with a calico cat's head who helps run Tilnaea's garden shoppe.

Tilnaea
: A beautiful summer nymph (is there any other kind?) of Eglantine who runs an expansive garden shoppe. However she does not deal in fruits and flowers, per say, rather in clothing, drawing exotic fibers from living plants to create vivid and stylish fey garments. She sold several pieces to the Saviors, much to her amusement.

Developing Quests
Origin (Narra): He is with you always, waiting for you to make a mistake, to hurt someone, to kill, and reveling in the pain you cause. He is your doubt, your anger, your irrational fears. For the second time you have heard the Overmind's voice in your own head, felt the surge of his distant and unspeakable power. You've felt your control slip. Just how is it the emperor can cross the barrier of worlds to affect you? What is your true link? Are you the puppet that learned to pull her own strings? Or are you something more?

Completed Quests
Big: Narra managed to reverse the child curse in Arinew, though it sent him into violent seizures and left the psion wild-eyed and fleeing through the streets of Eglantine. While Rogar went through the less-than-pleasant process of retrieval, Arinew recovered and managed to convince Tyvis he was really an adult, a protector, and possessed of important responsibilities, a point brought home by Rogar's walking through the door with the weak and whimpering Norswoman.

Next Session
97a: After a strange and sudden blush fell over the city, a fog of electric pheromones inspired by many sexual encounters (or tense lacks there of), Eglantine basks in the afterglow. Have the Saviors fallen under the same frivolous spell as the green fey?