Mandage i lige uger fra klokken 18:30 til ~21:30
22 points pointbuy
Start level 12
Vi spiller i Forgotten realms. Kort Houserules
Charge = -2 AC, +2 Atk, +2 dmg
Finesse - You are allowed to add your Dexterity modifier instead of your Strength modifier to attack, but if you do, then not to damage.
Healing spells - When casting curative magic, a roll of the lowest possible score is rerolled.
Spillere får 1 XP for hver spilgang de er til, xp tilhører spillere fremfor karakterer.
Nye spillere kommer ind på samme xp som den laveste aktive karakter.
Vi bruger LA-Buyoff regler, info nedenfor.
Man starter spil med den startværdi der er angivet for en førstelevel karakter af din klasse men udstyr og lignene bliver opgraderet løbende så det svarer til den mængde guld man skulle have haft for ens level.
Dette tillader os at diskutere omkring 10guld og stadig synes det er mange penge. Samtidig burde det betyde folk ikke render rundt med en kæmpe pengebeholdning.
Level
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
XP
8
16
24
32
40
48
56
64
72
80
88
96
104
112
120
128
136
144
152
XP Diff.
+8
+8
+8
+8
+8
+8
+8
+8
+8
+8
+8
+8
+8
+8
+8
+8
+8
+8
+8
Estimated Wealth by level
1,000
3,000
6,000
10,500
16,000
23,500
33,000
46,000
62,000
82,000
108,000
140,000
185,000
240,000
315,000
410,000
530,000
685,000
880,000
Wealth gain from last level
+1,000
+2,000
+3,000
+4,500
+5,500
+7,500
+9,500
+13,000
+16,000
+20,000
+26,000
+32,000
+45,000
+55,000
+75,000
+95,000
+120,000
+155,000
+195,000
XP Level adjustment buy-off rules
Since we — in this campaign — don't use the regular xp system, buying off level adjustments works a little different. So at 4th, 8th, 12th and so forth, you need only your level adjustment to reach the next level. If you do this you level adjustment will be lowered by one each time you make the buy-off. This model allows characters with LA to catch-up to the rest of the group.
An example: A Drow fighter with 64 xp and a LA of +2 can buy off both the levels of LA for 3 xp (2 at 4th and 1 at 8th level). This puts him at 61 xp, which brings him to one level lower than the rest of the group: At level 8.
Ærkehertug Damien Severus - Afholder af konkurrencen.
Tantorn's Følge
Tantorn's Følge
Selune's Fortune
Selune's Fortune
Naiara - Leder af gruppen, og højpræstinde for Selune
Sabirine -
Ajira -
Tapheon's Chosen
Tapheon's Chosen
Tapheon - Leder af gruppen
Fharl -
Tazian -
Masheth -
Blodsbåndende
Blodsbåndene
Hekner - En stor lejesoldats kommandør med ild-svær og ar over det ene øje.
Livia - Hvidhåret bueskytte med sammenklappelig bue.
Sarah - Fuldplade-bærende præstinde for Bane.
Erik - Let fyr der er svær at holde øjnene på.
Caleb - Elverfyr i badekåbe.
De Hellige trekonger
De Hellige Trekonger
Hartmut - Ældre dværg med briller.
Archibald - Ældre dværg der hovedsageligt har grønt tøj på.
Baltazhar - Ældre dværg med stok.
Hus Lïnadûil
Hus Lïnadûil
Arradeth - Ældre elverfrue der tidligere har været konsulent for det kongelige elviske hof på Moonshae øerne.
Seregon - Fløjtespiller, trolovet til Alatáriël.
Alatáriël - Køn elvertøs og trolovet til Seregon.
Hithuan - Forlovet med Nengeleth
Nengeleth - Alatáriël's søster og forlovet med Hithuan.
Lightwell's Palæ
Lightwell's Palæ
Familien Lightwell - En ældre familie, der i faderlinie har ladet efternavnet gå videre, samt familiens foretagende inden for konstruering af golems og andre constructs.
Lord Alexander Lightwell - Master Craftsman, med speciale inden for constructs, som fx golems. Har arvet familiens palæ.
Lord Abercomb Lightwell - Oldefader til Lord Alexander Lightwell. Døde for ca 50 år siden.
Scenarie Log
Sæson 1
===== Generel info =====
Det er low magic verden, men alm. magi-niveau for karaktererne, men man skal bestræbe sig på at bruge usynlig magi, samt alt magisk udstyr bør have en baggrundshistorie.
Man får et enkelt XP per spilgang, at stige level koster 8 xp.
Sarabella - Gruppens skib. En lille tomaster der er bygget til fart.
Den Sunkne Havfrue
Teb - Kroejer af den Sunkne Havfrue — er nogen gange mere eller mere indvolveret.
Ka'tya - Arbejdede for Teb på kroen — havde mest nattevagter, er flygtet fra heksejagten. Tyrian - Human fatguy artificer fence undergroundmagicpeoplehelper
Handelsfolk - Generelt
Yachbar - Yach'bar Talir, Rig handelsmand fra Calimshan. Asiri - Asiri Sajimu, Højtsiddende handelsfrue fra Calimshan. Ludwig - Ludwig Ravnsøje, Repræsentant for handelslaug fra Luskan. Calimshans Frue - Info om selve skibet.
Samar - Drug Dealer og ejer af Alchemical lab.
Svendt - Kajmester
Vagter - Byvagter
Thorvald - Haakons søn.
James D'kay - Head Detective mht. Drug affairs
Vagter - Istuses private garde
Edhard - Edhard, leder af Istus' Garde, krigsveteran. Timothy - Timothy Ædelkyst, budbringer og herald. Libram - Libram “Tågen” Istus, troldmand og tågehoved.
Antagonister - Arterius og slæng
Arterius - En slyngel der forsøger at overtage kriminaliteten i havnedistriktet.
Hekner - En stor lejesoldats kommandør med ild-svær og ar over det ene øje.
Unknown criminal cell
Morass Demour - Master Alchemist and known terrorist.
Måne masken
Et bordel der servicerer de noble, bl.a. alle baronerne og dele af rådet.
Sonia — En “high class” eskort pige, som bl.a. servicerer baronerne. Hun arbejder bl.a. som stikker for Thorvald.
GM: Emil
Status: Afsluttet
(til Emil, indsæt eventuelt selv fin tittel istedet for Intro )
02: Bye Bye William
GM: Jonas
Status: Afsluttet
(til Jonas, indsæt eventuelt selv fin tittel istedet for Bye Bye William, bare hurtigt navn xD )
03: Calimshans Frue
GM: Stefan
Status: Afsluttet
Spilgange: 2
Forløb
- Gruppen blev hyret af Istus familien, via budbringer og vagter, til at samle vare op og bringe dem videre til handels/luksus skibet Calimshans Frue
- Tyrian og Haakon bliver introduceret til gruppen. Tyrian havde den oprindelige handel som gruppen samlet overtog, mens Haakon blev hyret af Istus familien som muskler til missionen, imod at hans barregning blev “renset”
- Under opsamlingen af varene, to store kasser med fine tekstiler, bliver gruppen overfaldet af en Sea Drake da de er om bord på Tyrians forliste skib
- Resten af rejsen er forholdsvis let, med møde koordinator fundet på Tyrians skib. På turen bliver 2 sømænd fundet i en robåd, begge i komaagtig tilstand. Dog bliver dette først spottet efter en stor sølvdrage valgte at “fiske” ikke langt fra Sarabella.
- Efter et par dages sejlads (hele turen inkluderet) kommer de til Calimshans Frue, der ligger til anker.
- Det bliver hurtigt klart at en gruppe pirater har overtaget skibet, og at de afventer noget, eller nogen.
- Gruppen vælger at snige sig om bord, og det lykkedes, til trods for ikke så snigende start, at få nedkæmpet piraterne, samt fanget deres leder.
- Efter gennemsøgning af skibet, finder man ud af at besætningen ligger i samme komaagtige stadie som de to sømænd, der tydeligtvis også var en del af besætningen. Samt finder man skibets kaptajn, 1. og 2. styrmand, og handelsfolkene bundet og ved bevidsthed, låst inde i den foreste del af skibet.
- Kort efter befrielsen af kaptajn, handelsfolk, etc. ankommer, via form for dimension door (something something cookies), en række soldater og et par troldmænd, samt (svarende til en) general for eskorten til Calimshans Frue. Eskorten har åbenbart været under denne illusion at de eskorterede skibet, men denne må have været blevet brudt da piraternes trolddomskyndige mistede bevidstheden.
- Ved hjemkomst til Den Sunkne Havfrue, er der en lille kiste med belønning til gruppen, som lovet af eskortens general.\\
04: Greeting party
GM: Dennis
Status: Afsluttet
Spilgange: 2
Forløb:
- Kroen blev afpræsset af Arteriuses mænd, men gruppen kommer den til undsætning
- Gruppen finder ud af at Arterius er en ny gangstar der fordøger at overtage havnedistriktet.
- Gruppen finder ud af at Arterius har hyret nogle bane-præster til at lede hans slæng af rakkerpak som hyres fra hjemlæse og andet kravl fra dokken.
- Gruppen hører rygter om Hekner som er Arterius' løjtnant. Og undrer sig over man aldrig har mødt Arterius.
- Gruppen afværger nedbrænding af kroen og drukker sig fra sans of samling for at fejre det.
05: Burn the heretics
GM: Emil Status: Afsluttet Spilgange: 2
Forløb (spilgang 1): Gruppen vågnede op til en verden, hvor undtagelses tilstand var indtrådt, og byvagterne og mystra templet dømte magibrugere uden en tilladelse til døden på bålet. De brugte spilgangen på at redde Katya, som var blevet taget fra akademiet. Under vejs satte de ild til mystra templet og smadrede det næsten totalt. Forløb (spilgang 2): De brugte denne spilgang på at sprede mistro omkring det rådsmedlem der havde lavet reglen imod magibrugere. Det lykkedes at få stoppet de abitrære drab, men reglem om at det er forbudt at udøve magi uden en licens er stadig gældende.
Sæson 2
Episode 1: A very expected Journey
GM: Dennis Status: 4/4 Start: Purple Wurm Inn i Baldur's Gate i Faerun (Forgotten Realms) Slut: Scornubel 2.1.1: Gruppen fandt sammen (sorta) og blev introduceret til drage-konkurrencen. De slog pjalterne sammen med Hus Lïnadûil og tog med båd ned at floden imod Scornubel. Uheldigvis blev de overfaldet af Hellcats imens de sov. 2.1.2: Gruppen ankom til Elturel, fik til opgave at fange noget magisk harpiks og vende tilbage. De kom i kambulage med kæmpe goplere men det lykkedes dem at anskaffe 3 krukker goo. Dernest har de fået til opgave at tage til Scornubel. 2.1.3: Gruppen ankom til Scornubel og dansede rundt og lavede rav i den før det tog til Candlekeep i jagten på en magisk bog. De fandt bogen, men er i færd med at blive overfaldet af skeletter. 2.1.4: Gruppen slap en en elver løs fra dybet i Candlekeep og med nød og næppe slap væk fra en gruppe skeletter. De kom tilbage til Scornubel som første ankomst og vandt førstepræmien.
Episode 2: Unearthing Secrets
GM: JP Status: 4/4 Start: Wyrmfang Keep, Archduke Damien Severus' residence outside Scornubel. 2.2.1: The group is summoned by Lord Damien and is requested to translate a scroll. They find that it is encrypted in an ancient code language, and sets out to find a ruin that might hold clues to the scroll. On their way they kill some green dragons and free an imprisoned man from the ruins. He is Arkhan Domirat, and he teaches the alphabet of the scroll to the party.
2.2.2: The group returns to Scornubel but is ambushed during their travels. The bandits are easily vanquished. They return to find that one of their competitors are holding Damien captive for ransom. The group make their way past a magical barrier, and several guards, and find Damiens captor. They kill the evil noble, but not before he slashes Damiens throat.
2.2.3: The next day the party is summoned to Damiens keep, only to find that Damien is not so dead as he appeared last night. He is, however, not very content with the situation, and gives the group a mission to recover the lost half of a stone tablet. The group sets out to recover the tablet, but is ambushed on the way by earth elementals.
2.2.4: The group arrives at the temple where the tablet should recide. After a few bad decisions and fights, they recover a key that leads them to the inner vault of the temple where they find a massive golem protecting the tablet. After much hardship, and quite a few bruises, they manage to disable the golem and recover the tablet, although Ashillia returns to his home plane. As they return the tablet to Damien, Arkhan Domirat appears out of nowhere and takes both halves, then vanishes again.
Episode 3: Finding Angel Boy
GM: Stefan Status: 3/3 Start: Iriaebor, Marketplace just north of the town, which had been converted to a camp for Damien and the contestants of his ongoing contest. On their way to Iriaebor, the group collected different kinds of roots and other resources to make dishes for the next part of the contest, which required each group to make a dish of whatever they could find and or get by trading, and serve it at a banquet at the marketplace just north of Iriaebor. Meanwhile Azel went on an information hunt, to gather intell about how to get back an angel from banishment.
2.3.1: While the group didnt win anything of import with their dish for the contest, they got together to share the intell Azel had gathered. From him they learned that, if they wanted to bring back Ashilia, they had to find the creator of the golem, which brought the finishing blow to Ashilia. After some local information gathering, they found that the most likely to know of the creator would be the Lightwell family. The Lightwell manor turned out to also be the next destination for Damien and the contestants. Wanting to get personal work done with before the arrival of all the others, the group (Azel, Borom, Kourion and Kalathas) decided to go on ahead, and teleport to the Lightwell mansion. Later Azel went out and brought Lord Tantorn to the mansion.
At the mansion they had an audiance with Lord Alexander Lightwell. During the talk, they found out that it was Alexander's great grandfather, whom had build the golem back before the cultists had taken over the forgotten tempel. Lord Alexander proposed that, if our group helped him to clean up the auxiliary family catacombs, which had gotten a “vampire infection”. A small family of vampires had invaded the catacombs in search of some Lightwell family secret. If the group would do this, then they would get access to the main Lightwell family catacomb, so they could summon and talk with the ghost of Lord Abercomb Lightwell.
Preperations where set in motion, to the oncoming encounter with the vampires.
2.3.2: Following instructions from Lord Tantorn, his servants brought Aurora and Loga to the Lightwell mansion during the night and arrived late the next morning. Meanwhile, Boram collected and tested the tools and other stuff, which they had ordered from the Lightwell estate. Kalathas scouted the perimiter of the estate, which mostly let to a sightseeing of the sorrounding natural enviroment. Azel used his time to summon scouts from shadows, to look into the layout of the catacombs, in which the vampires recided.
Shortly after arriving, Loga went into a senile chitty-chat-walk in the mansion, which might have left some servants scarred for life. Kalathas had to go and find him, and bring Loga to the dininghall. Meanwhile, Aurora had a slow walk to the dininghall because of a lot of shiny stuff, though Monkey seemed to be in a less than adventureous mood.
After a solid meal, during which Azel waited near the catacombs, the group (Loga, Boram, Aurora and Kalathas) went out to join Azel with the equipment. Afterwards the trip went down into the catacombs.
Finding two antechambers deserted, and as good as untouched, they went down through the central corridor in the first chamber of the catacombs. This led to a third antechamber, similar to the other two (a corridor, which they came from, and two staircases leading deeper down). Here they began to meet the first resistance, first a couple of Wights standing sentry in the antechamber. A larger collection of Wights met their own ends in the first of the great tomb halls. In the second tomb hall, they met their true adversaries, the vampire clan, the Lagush family. 5 vampires in all, stood in the middle, discussing the work of their workers. Kalathas took initiative, and tried to fry them with a fireball, though his flaming arrow was snuffed out by a quickthinking female vampire. The apparent leader of the vampires tried in vain to find out who had sent them, and a bloody battle followed. Two giant Wights, which had stood sentry and silent, joined the fight. Many where bloodied. Loga's madness seemed to spill into some of the vampires he touched, which sent one of them scrambling up a wall in fear. Azel summoned creatures from the darkness to hold down the wights and hunt fleeing vampires. Kalathas laid a suppressing barrage of arrows, some with magic, which Aurora joined with throwing knives. Boram where busy beheading the giant Wights. Two vampires succeeded to flee the tomb hall, though only one seems to have succeeded in fleeing the estate all together.
2.3.3: Getting out of the catacombs, and back into the light of day, our group of heroes went back to the manor to report their succes in getting rid of the vampires. Lord Lightwell told them, during dinner, that he would give them access to the families primary catacombs, where they where to retrieve the skull of Lord Lightwells great grandfather. After retrieving the skull, the group met up with a wizard, whom Lord Lightwell had hired to help the group communing with the dead great grandfather. The wizard turned out to be a Lich, whom tried to shackle Ashilia, and kill off the group.
While most of the group fought two large flesh golems, Azel assisted Loga in peeling away the layers of magical defences sorrounding the Lich. It took a lot of work, but they stopped him. It turned out that they had stopped a multipart ritual, in which Ashilia would have been shackled to the will of the Lich.
Afterwards they confronted Lord Lightwell with what had happened. Appearing truly supprised at the ambush from the Lich, he apparently had no clue as to the deception. As payment and compensation, he gave Lord Tantorn and his people two crates of bars of silver.
Most of the group still habored mistrust towards Lord Lightwells intentions and lack of involvement in the dangers towards the group. So they voted to decline on the hospitality of the Lightwell Manor.
Loga and Azel went away to Candlekeep, looking into the selling of the phylactrery of the Lich.
Slut: TBA Intoduktion: TBA
Episode 4: Name?
GM: Jonas Status: TBA Start: TBA Slut: TBA Intoduktion: TBA
2.4.4 Time stopped and a select few was transported to an asylum where they met some inmates and many traps. They proceeded to break out.
Episode 5: A smal hope
GM: Emil Status: Done Start: 30/9/13 Slut: 30/9/13 Intoduktion: aurora is hauted by a dream which forces the group to help an elvish woman save a golden, living tree.
campaigns/omgwtf/start.txt · Last modified: 2019/05/14 17:48 (external edit)