[June, 24th 2009]Hybrid Characters

These days, WotC introduced through their e-zine, Dragon Magazine, a relative new concept of gameplay, namely the hybrid character classes. They do resemble very much with the 3.5′s Gestalt, but seems more balanced and has some perks that make it an invaluable tool for parties that don’t fill in the numbers.

So if you have less than 5 players, Hybrid Characters do come in handy, because one can rely on both roles, primary and secondary of a class, to compensate for a missing party member.

BUT

Because, hybrid and multiclass may go togheder, for Drakonia sessions, MULTICLASS AND HYBRID CHARACTERS AREN’T ALOWED TO MERGE! So if you have a hybrid Cleric/Warlord and wish to multiclass into Invoker you are not allowed to do so. This decision comes after several days of research from which it has been revealed that this would be too much of a munchkinery and the characters would become slightly overpowered.

[June, 24th 2009] Second session scrap

A coup de court

DAY 2

In the second day, roll a d10:

1-3: Nothing happens

4-7: Wild animals (Boar, MM1, p. 35 ) – IDEM as for “A pelt for Winter. OR 3 Dire wolves (MM1,p. 264)

8 -10: Sudden storm, players need to find immediate shelter! DC 15 Nature, to find a small grove and shelter themselves from the storm. A DC 25 Arcana, will reveal that it is a magical storm.

After the storm clears, the players will reach Veluna in the third day.

  1. Veluna – DAY 3

When the players arrive at the city gates, they notice a good number of guards. An insight check, DC 15, reveals that considering the banners on the walls, it must be a celebration of sort. Asking the guards, they will find out that, in that day it is the birthday of the Duke’s daughter, Lady Aalana. With Perception check DC 25, player will notice that one of the guards, wears a special glyphed insignia. No line of inquiry comes from this discovery, but the information might be useful.

A Streetwise check of DC 15 points them to the nearest unnocupied inn, The Flourished Rose, a cheap but comfy inn in the lower part of the city.  Arriving at the inn, they note that six shady figures retreat  at one of the inn’s private tables, area covered with a thick burgundy drape . A Perception check of DC 30, will enable the players to hear them talk, but they barely understand something, because they speak in Deep Speech.  One of the shady figures, keeps out for prying ears and eyes, and he actively rolls Perception every 3 rounds, being ready for combat. The DC opposes the player’s Stealth.

If the player’s are noticed, they keep the element of surprise for another three rounds, then they attack.

  1. Encounter – Inn Fight!

Monsters:

-          1 Human Knife Fighter (MM2, p.147 ->raise by one level [+8 HP, +1 Saves, AC, Attacks])

-          2 Human Berserkers (MM1, p.163 -> raise by 4 levels [+40HP, +4 Saves, AC, Attacks, 2d6+5])

-          3 Human Lackeys (MM1, p.162 ->raise by 1 level [+1 Saves, Attack, AC])

The players have 10 rounds to resolve the fight in a quiet manner, without attracting the attention of the guards. However, there is a 30% chance that a guard will patrol that area. Once every three rounds, roll one d100 to see if a patrol passes around the inn.

If the guards arrive, they try to pacify everyone, dealing non-lethal damage, until combatants reach bloodied value and remain unconscious, to arest them. If the players engage the guards also, along the villains, one of the guards will flee and call for reinforcements, which arrive in 3 rounds time. These new guards are Elite and they will bring a spellcaster with them (Battle Cleric of Bahamut)

If the players manage to stay out of the conflict, the villains are eventually defeated, but before they manage to cuff and arrest them, they gargle a small vial of poison and kill themselves. The players are given a warning and a paynote for the whole mess. This will substract from their pockets 100 gold pieces.

***

The night goes on without incidents and the players manage to get some sleep with ease.

DAY 4

Oddly enough, the players manage to wake up at almost ten o’clock. They are well rested, but something like a fog still clouds their senses. An Insight check of DC 20, will reveal that it was some kind of poison either in the air or in their foods, but with few informations at their disposal, they need to shrug the efect off. A DC 25 Endurance check will shrug the effects of this poison off. A failed check, means a 12 hour, -1 penalty to speed and -2 penalty to opportunity attacks.

**

ITEM: Slug poison

Delivery: Airborne

Package: Small leathery pockets filled with a inodorous, pink dust.

Check: Arcana DC 20 (depends on level) – Alchemy

Effects: The targets that inhales this fungus like dust, move slowly and are slow to react to danger. They take a -1 penalty to speed and a -2 penalty to opportunity attacks.

Price: 200gp per bag

**

Going down at the inn’s common room, they notice that it is almost empty. Except the regulars, there is only the Innkeeper, a human female. She informs the playes, after she serves them lunch, that almost everyone is in the upper quarters of the city, celebrating in the Fair, the birthday of the Duke’s daughter, Lady Aalana.

The players might attend the Fair or wait for the Ducal Cortege to pass by. Either choice, will bring them to the event described lower. The Fair is very lively, and almost 80% of the citizens attend it. It is crowded and the heat is intense. There are voyaging merchants with sweets and food, there are vendors with various trinkets. Some of them have some wondruous items to sell (Herioc tier). All items are 80% overpriced.

During the Fair, five disruption’s occur in the same time:

  1. Event 1 – Sewer rats!

Monsters:

-          5 Rat Swarms (MM1, p.219)

-          3 Wererats (MM1, p.180 -> raise by 4 levels [80 HP, +4 Saves, AC, Attacks, +2 dmg, dice:1d8])

-          2 Werewolves (MM1, p.181)

The guards try to intervene in time, but are clobbered by the human mob that tries to run. Players may aviod the mob, rolling every 3 rounds a DC 20 Streetwise. A failed check means that they are immobilised by the erratic crowd for one round. It takes the players to reach ANY event 5 rounds.

  1. Event 2 – Thugs!

Monsters:

-          3 Halfling Thiefs (MM1, p.152 – >raise by 5 levels [65 HP, +5 Saves, AC, Attacks, +2 dmg])

-          3 Halfling Prowlers (MM1, p.153 -> raise by 2levels [57 HP, +2 Saves, AC, Attacks, +1 dmg])

-          5 Halfling Stouts (MM1, p.152 -> raise by 4 levels [+4 Saves, AC, Attacks, +2 dmg])

  1. Event 3 – Food fight gone wrong!

Monsters: See event 2, Skill Challenge (6 S vs 3 F)  – XP: 1200

-          Insight DC 18: A simple food fight that has gone awry because of the bad words said by some of the instigators. If they are succesful, they may identify and track down the instigator’s that now run.

-          Streetwise DC 22: In the midst of the food and fist fight, players try to chase down the instigators. A successful check, opens Stealth check and allows the players to pursue the bad guys without being noticed. A failed check, means that they loose them in the crowd.

-          Stealth DC 25: Moving along with the crowd, the players manage to pursue the villains without being noticed. This opens another Streetwise check, to find out their bearings in this urban environment, they are unfamiliar with. A failed Stealth check, means that the villains notce their pursuers and are entitled to a Stealth roll of their own, made at +10, adding +1 for every element of the mob around them, totaling a +16 Stealth Check. If the Passive Perception of one player manages to beat the Stealth check of the villains, the pursue continues as normal.

-          Streetwise DC 30: The players are aware of their surroundings and know exactly where they are headed. A failed check by 5 or more, means that the players are lost, but still able to pursue the villains. A failed check by 10 or more, means that the pursue ends, because the players get lost in the city. If the skill check is succesful, it opens the Perception check.

-          Perception DC 30: One of the players spots a simple shortcut to get closer to the pursued villains. If they succeed, they are close enough to the villains to commence combat.

Use the Halfling encounter monster table for this encounter. The guards try to pacify the crowd, but it will take them some time, almost 10 rounds. For every round, DM rolls a d10. On a roll of 7, 8 ,9, 10, the guards manage to get the crowd under control. Under 7, it means one extra round for the guards to pacify the crowd. From the 5th round and beyond, the crowd masses against the guards, who summon more reinforcements. If the event takes more than 15 rounds, the guards are overwhelmed and special forces are then deployed who pacify the area in 3 rounds time.

  1. Event 4 – Murder of a noble! (XP: 1200)

Monsters: See below. Skill Challenge (12 S vs 6 F) – Athletics, Acrobatics, Perception, Insight, Streetwise

-          Perception DC 25: One of the player’s spots an archer that takes aim against a noble citizen, then shoots. He manages to disapear from sight, jumping from building to building.

-          Athletics DC 20: Players climb a building in order to start the chase. Every fail, gives the assassin one more round to escape. He escapes in 6 rounds.

-          Acrobatics DC 18: Players chase the assassin, jmping from building to building. One failed check, gives the assassin one more round, plus one extra round for the failed player to repeat his Athletics check, but ad DC 15.

-          Insight DC 22 – One player identifies and devises a more efficient way to catch the assassin. For every successful check, substract a round from the assassin escape route. For every failed one, add one round for the assassin escape route.

-          Streetwise DC 30 – Players know where they are in the city and manage to find a short route. For every successful check, substract 1 round from the assassin escape route. For every failed check, the players get further lost, thus adding 2 rounds to the assassin escape route.

If they catch trail of the assassin, she rolls a Stealth Check (SEE CHAR SHEET FOR ASSASSIN) and has surprise round. If she is brought to bloodied value she commits suicide with the same strange poison vial.

***

After these events, players will hear from one guard who talks to his superior, that they contained the situation, and it is safe for the cortege to proceed. The castle is near and in the sound of trumpets and drums, Lady Aalana and the prince consort, come out through the castle gates. They are followed by the regular army of Veluna, led by her father, the Duke of Veluna.

During the ceremony, there is a rousing, when some cloaked figures attack the cortege. An Insight DC 20, reveals that they look very much like the ones met at the Inn. In the ensuing chaos, players may try to help and reach the Ducal Cortege, but they are at a 12 round distance. For a DC24 Streetwise check, that decreases for each success the number of rounds by 3, they will manage to get near the Cortege.

Also they might choose to fight their way through. Use the Human encounter for monster statistics. They need three such fights to reach the cortege, because the mob usually avoids the fight. There is a 30% chance that some innocent bystander will enter adjacent to any enemy or player and knock the target prone (Atk +11 vs Ref, damage 5).

While they are near the Cortege, they notice a shady figure, that simply appears near the Duke, and simply thrust it’s blade into the him, killing the Duke. The shady figure, then gives a signal, and all other shady figures, drink their poison vials. Then the assasin dissapears, becoming invisible.

***

[June, 19th 2009] Drakonia’s map

Drakonia

This is the first drawn map of Drakonia, made by our friend Yoru (Phobos). It is hand made, looks cheecky and we all like it ! It adds some depth to the campaign and the world. Rest of them on Photobucket!

A photo album for Drakonia’s continents and sessions can be found HERE!

[June, 18th 2009]Garret aka Blades – Character Sheet

Garret Reed aka “Blades”, level 9
Halfling, Rogue
Rogue Tactics: Artful Dodger

FINAL ABILITY SCORES
Str 10, Con 12, Dex 20, Int 10, Wis 10, Cha 20.

STARTING ABILITY SCORES
Str 10, Con 12, Dex 16, Int 10, Wis 10, Cha 16.

AC: 23 Fort: 18 Reflex: 24 Will: 22
HP: 64 Surges: 7 Surge Value: 16

TRAINED SKILLS
Stealth +17, Thievery +16, Bluff +14, Intimidate +14, Acrobatics +16, Streetwise +14

UNTRAINED SKILLS
Arcana +4, Diplomacy +9, Dungeoneering +4, Endurance +5, Heal +4, History +4, Insight +4, Nature +4, Perception +4, Religion +4, Athletics +4

FEATS
Level 1: Defensive Mobility
Level 2: Backstabber
Level 4: Quick Draw
Level 6: Reckless Scramble
Level 8: Slaying Action

POWERS
Rogue at-will 1: Deft Strike
Rogue at-will 1: Sly Flourish
Rogue encounter 1: Fox’s Gambit
Rogue daily 1: Handspring Assault
Rogue utility 2: Fleeting Ghost
Rogue encounter 3: Flamboyant Strike
Rogue daily 5: Downward Spiral
Rogue utility 6: Chameleon
Rogue encounter 7: From the Shadows
Rogue daily 9: Swift Strike

ITEMS
Adventurer’s Kit, Shuriken (50), Magic Leather Armor +2, Elven Cloak +3, Assassin’s Dagger +2, Thieves’ Tools

[June, 18th 2009] Phobos Galanodel – Character Sheet

Phobos10, level 10
Shifter, Longtooth, Warden
Build: Wild Warden
Guardian Might: Wildblood

FINAL ABILITY SCORES
Str 20, Con 14, Dex 10, Int 9, Wis 20, Cha 8.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 10, Int 9, Wis 16, Cha 8.

AC: 28 Fort: 23 Reflex: 19 Will: 23
HP: 99 Surges: 11 Surge Value: 24

TRAINED SKILLS
Nature +15, Endurance +11, Athletics +14, Perception +15, Stealth +12

UNTRAINED SKILLS
Acrobatics +2, Arcana +4, Bluff +4, Diplomacy +4, Dungeoneering +10, Heal +10, History +4, Insight +10, Intimidate +4, Religion +4, Streetwise +4, Thievery +2

FEATS
Level 1: Toughness
Level 2: Weapon Proficiency (Waraxe)
Level 4: Weapon Focus (Axe)
Level 6: Weapon Expertise (Axe)
Level 8: Skill Training (Stealth)
Level 10: Skill Focus (Stealth)

POWERS
Warden at-will 1: Strength of Stone
Warden at-will 1: Earth Shield Strike
Warden encounter 1: Wildblood Frenzy
Warden daily 1: Form of Winter’s Herald
Warden utility 2: Nature’s Abundance
Warden encounter 3: Predatory Guardian
Warden daily 5: Thunder Step
Warden utility 6: Bear’s Endurance
Warden encounter 7: Stalker’s Positioning
Warden daily 9: Form of the Stone Sentinel
Warden utility 10: Shield of Stone

ITEMS
Amulet of Protection +2, Magic Waraxe +3, Serpentskin Hide Armor +3, Belt of Blood (heroic tier), Darkleaf Shield Heavy Shield (heroic tier), Potion of Clarity (level 5) (3), Potion of Healing (heroic tier) (6)

[June, 18th 2009] Nero – Character Sheet

Nero, level 10
Human, Ranger
Fighting Style: Archer Fighting Style

FINAL ABILITY SCORES
Str 10, Con 13, Dex 21, Int 8, Wis 17, Cha 10.

STARTING ABILITY SCORES
Str 10, Con 13, Dex 17, Int 8, Wis 15, Cha 10.

AC: 26 Fort: 20 Reflex: 24 Will: 21
HP: 70 Surges: 7 Surge Value: 17

TRAINED SKILLS
Heal +13, Nature +13, Perception +16, Acrobatics +14, Endurance +10, Stealth +14

UNTRAINED SKILLS
Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +8, History +4, Insight +8, Intimidate +5, Religion +4, Streetwise +5, Thievery +9, Athletics +4

FEATS
Human: Weapon Proficiency (Greatbow)
Level 1: Weapon Expertise (Bow)
Level 2: Weapon Focus (Bow)
Level 4: Lethal Hunter
Level 6: Skill Focus (Perception)
Level 8: Distant Advantage
Level 10: Wintertouched

POWERS
Ranger at-will 1: Twin Strike
Ranger at-will 1: Nimble Strike
Human: Careful Attack
Ranger encounter 1: Fox’s Cunning
Ranger daily 1: Split the Tree
Ranger utility 2: Yield Ground
Ranger encounter 3: Disruptive Strike
Ranger daily 5: Spitting-Cobra Stance
Ranger utility 6: Weave Through the Fray
Ranger encounter 7: Hawk’s Talon
Ranger daily 9: Attacks on the Run
Ranger utility 10: Open the Range

ITEMS
Adventurer’s Kit, Magic Greatbow +3, Bracers of Archery (heroic tier), Brooch of Shielding +2, Feytouched Hide Armor +3, Elven Boots (paragon tier), Caustic Gauntlets (heroic tier)

[June, 17th 2009] Module 2 (beta): In search of Karda

In search of Karda (Low to mid Heroic, Level 3)

Back-story:

Karda it is said to be a powerful artifact, created eons ago, in Drakonia, by a forgotten god from the Far Realm. His powers, aberrations to this world are said to be able to rip apart the reality itself, bending minds and bodies alike.

All is good in Hell and Heavens, but this artifact has lost many of his powers either due to divine intervention, multiple users and also attempts to suppress or destroy it. Still, Karda is a potent artifact. Thus, it has been decided by some elder powers, to split the artifact in three: The Visage of Karda (Head), The Cane of Karda(Staff) and The Chain of Karda (Waist). Each of these pieces holds a small portion of the remnants of the artifact’s power, but reunited, they can shape the destiny of the world!

Player hooks:

  1. City of Oro’Karda (The Vanquishing of Karda, primordial dialect), hosts an annual festival to honor and celebrate the banishment of this ancient god and invites all heroes of the realm to join in a fair contest of whim and wits. After the contest, they find out that, in fact, this festival has the purpose of scouting for able adventurers, that would go in search of one of the pieces of the artifact.
  2. The High Docadearch of Oro’Karda, enters a madness spree, kills all the neophytes of the temple and then shuts himself down within the recesses of the temple for an unknown purpose. Rumors say that one of the pieces of a lost artifact made by Karda has re-emerged in the world.
  3. The High City of Oro’Karda, is under siege, when the heroes arrive after a previous adventure. More than a half of the citizens of the city, went mad after a strange storm that struck the city one week ago. Now, the sane citizens, raised barricades and stockades, to keep the mad ones at bay. Sightings of strange aberrations and rumors of monstrosities within the city reach  sow fear among the people and military alike. Because the KS-9 and the Royal Army are at least three weeks away, the people fear that the city will be overrun by then.

Encounters:

  1. Emperor’s Road refugees (3rd hook)

While on road to the city of Oro’Karda, the players meet a caravan of refugees, that prepares to camp. They are starved and tired as they mostly ran off the city reaches. The caravan leader, a halfling named Wenner Longstrider, a cleric of Sehanine, tends to almost everyone, when the players arrive.

Players find out from Wenner, that the city is under siege by mad citizens and some say aberrations. If they ask around the camp, a Streetwise DC 15 will reveal that before they left, the Royal Army was two weeks away from the city.

If the players act friendly towards the refugees and hep them with food and drinks and offer some first aid (Heal DC 15), the refugees will be friendly towards the players. Also this will yield a small story about the strange storm that struck the city before all went amok. An Arcana DC 14, will tell the players that this might be accomplished by a ritual and at DC 20 they find that the ritual is Control Weather.

  1. The Golden Tusk Inn (2nd hook)

The adventurers rest for a while in the inn, when an errand boy from the temple runs the streets of the city shouting that the Docadearch has gone mad, and shut himself in the temple. The players must find another way to enter in the temple so a Streetwise DC 15, will reveal that a hunter of undead, named Sevellim, might know of a way inside the temple, but for a price.

A skill check will initiate with Sevellim:

Type: 1 (4 S vs 2 F)

Skill: Insight, Diplomacy, Religion, Intimidate

If this challenge is succesful, the ranger will lead the players through the catacombs to the temple’s second entrance. If the skill challenge ends in a failure, the ranger tells them that through the catacombs is a way but nothing of the traps and hazards there.

  1. Festival of Banishment (1st hook)

Players are invited by the High Lord Mayor of Oro’Karda, to attend a contest of whim and witts, to honor an ancient battle against a lost god. The contest is broke in challenges that accrue all major disciplines: Martial, Arcane, Divine and Primal. Players attend at what the know best and if they win, the High Lord Mayor, named Erik Goldblood, offers them the prize and also invites them to a small talk in his castle.

At the castle, the Lord Mayor, tells them about an artifact of great power beneath the city recesses, that he needs retrieved, for a hefty sum of gold. The sum cannot be negociated.

* * *

[June, 17th 2009] Modification

Gelem’Arr suffers one more change:

Property: After a short rest or extended rest, choose one of the following: beast, magical beast, humanoid, animate. If you hit with this weapon, the chosen type, you deal extra damage equal to your Wisdom modifier, psychic damage.

Cha’Keram, Axe of the Wolf, will also be changed:

This axe howls with the fury of a thousand wolfpacks

Weapon: Waraxe

Enhancement: +3

Critical: +3d6 untyped

Property: Wielder of this axe, gains +1 Fort and +1 Ref defense, item bonus.

[June, 16th 2009] Popular request

Due to popular request, the following items have been modified:

Gelem’Arr, The Bow of The Unbreakable Vows

This oaken greatbow, speaks vows of doom, for the wielder’s foe.

Weapon: Greatbow

Enhancement: +3 attack rolls and damage

Critical: +3d6 psychic damage

Property (At-Will): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.

Property: After a short rest or extended rest, choose one of the following: beast, magical beast, humanoid, animate. If you hit with this weapon, the chosen type, you deal an extra 1d6 +Wisdom modifier psychic damage.

Property (Daily): Minor Action. You may change the type of creature, you have chosen through the property, for the rest of the encounter.

Property:  Action Critical – If you spend an action point to take an attack action, the weapon is treated as having the High Crit property, until the end of your next turn. [REPLACED, see above]

**Also Nero replaced the Luckbender Gloves with Bracers of Archery.

Cha’Keram, Axe of the Wolf

This axe howls with the fury of a thousand wolfpacks

Weapon: Waraxe

Enhancement: +3

Critical: +3d6 untyped

Effect: When wielded, the axe summons three ghostly wolves that act like a pack around the wielder. They behave properly for every property effect, then vanish. They cannot be manipulated, dispelled and they don’t interfere in any measure with the action.

Protector of the pack: Usage of the daily power, sets in motion the illusion of this wolf.

Readied wolf scout: Usage of the encounter power.

Alpha male’s will: Effect of the first weapon property.

Property: Wielder of this axe, gains +1 Fort and +1 Ref defense, while wielding this axe 2handed.

Property (Encounter): Before you roll initiative. You and your allies withn 5 squares of you, gain a bonus equal to the weapon’s enhancement to attack and damage, for the first round of combat.

Property (Daily): Immediate Interrupt. An ally is hit by a Melee or Ranged attack. The ally gains versus that attack a value to it’s defenses, equal to the weapon’s enhancement.

[June, 16th 2009] Module 1: Song of the Scare Crow (Story)

Prologue

After our heroes have defeated Yoru, the evil  young sorcerer  that was bound to conquer all Dal’Eggria, they have been forcefully sucked into a vortex of energy which transported them into a far realm, called Drakonia. The one responsible for this abduction, is a Shadar-kai, named Terennis, a good servant of the Raven Queen and a powerfull Archspell.

He summoned these heroes, to this realm, because of a frightening and disturbing vision sent by his beloved goddess, in which he was asked to put down a terrible foe, that threatened the position of the Raven Queen in the Pantheon. The villain in question is an Eidolon, a powerful construct, powered by unknown energies and given sentience by some malign primal or abyssal god, to further a dire agenda on the Material Plane and also on other Planes as well.

The Archspell, tried himself to get rid of this devious creation, but he was too powerful for the wizard to manage. So he created a ritual to call for some powerful heroes in aid, but the result was unpredictable to say at least.

Seeing that the scions he summoned are no match for the Eidolon, Terennis sends forth the heroes to act as a strike team and foil the plans the Eidolon has for this Material Plane in any way they can, by either destroying his power bases or destroy the newly erected temples and holy sites created by his fervent followers.

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