Gabe3e

Love, Hate, Vengeance, Magic

February 22, 2004

Untitled

Filed under: Summaries — Gabriel Rosa @ 9:25 pm

27 (middle of night) - 28 (day) Nightal 1357DR
[Game of February 22th, 2004]

summary pending.

February 19, 2004

Lighten Load

Filed under: House Spells — Gabriel Rosa @ 6:45 pm

Transmutation
Level: Army 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targetr: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You are capable of carrying a greater load than your Strength might allow. While affected by this spell, your carrying capacity (as per Table 9-1 on page 162 of the Player’s Handbook) is improved as if you had gained 1 point of Strengh per caster level, to a maximum of +10.

This virtual Strength is only useful for calculating carrrying capacities and determining the effects of carrying loads (as per Table 9-2 on page 162 of the Player’s Handbook). The Strength bestowed by this spell offers no benefit to combat rolls, skill checks, or other activities moving a grappled creature; the bonus should not be interpreted as a bonus to any other situation except to those noted above.

Thus, if a 6th level cleric were to cast this spell upon a character with a 12 Strength, the target’s Strength score remains the same, yet his maximum heavy load increases to 300 lb. as if he had a Strengt of 18.

Easy March

Filed under: House Spells — Gabriel Rosa @ 6:30 pm

Transmutation
Level: Army 5
Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 ft + 5ft./2 levels)
Area: 30-ft-radius spread
Duration: 1 day/level (D)
Saving Throw: Fortitude Negates (harmless)
Spell Resistance: Yes (harmless)

You enable all creatures making local or overland movements (as per Table 9-3 on page 162 of the Player’s Handbook), including mounts, to move swiftly overland without suffering the tiring effects of prolonged travel. Creatures hustling under the effects of this spell are treated as though they are merely walking, ignoring the potential to take damage or become fatigued from huistling. In addition, forced march movements are easier to sustain, requiring only a DC 5 (+1 per extra hour) Constitution check each hour after a day’s initial 8 hours of travel.

For example, a troop (all of which have a speed of 30 feet) marching under the effects of this spell could hustle for an entire day’s travel (8 hours), moving 48 miles, without making any checks for fatigue. If the troop wanted to make a forced march by travelling for longer than 8 hours, it must make a DC 5 Constitution check (+1 per every hour it continues on after its first additional hour) per continued hour of travel, moving another 6 miles each hour.

The spell has no effect on round to round (tactical) movement or to modifiers to speed due to terrain, fatigue, weather, or other factors.

February 14, 2004

Troops

Filed under: Summaries — Gabriel Rosa @ 2:46 pm

27 Nightal 1357DR
[Game of February 14th, 2004]

Diplomacy with humans and dwarves.
Finding a young Warprince to-be.
Bloodless battle between way too many troops and way too high level people.
G’Kar carries out Warprincing cerimony (field promotion).
Attacked in the middle of the night by vampire mage and black-dragon rider.

Best Recap Ever(tm) follows


We left off with lots of humans and dwarves either passed out from getting
beat in the back of the head, or entangled by some pesky ranger.

GKar separated the dwarves and healed them to consciousness (except the leader)
and gave them a little pep talk. They “oooh’ed” and “aaaah’ed” over his
High Old One’ss and said they’d follow his orders.

Gwynnedh took the humans off to the side and did the same, and they seemed
somewhat confused, somewhat angry at the pointy ear disarming them and somewhat
ok with following her orders.

They tried to give Connor a hard time, pushing and shoving him after he put
his swords away. Then the eagle landed on his arm and they decided that maybe
the guy with the man-sized bird is not to be fucked with.

GKar healed his Warprince while the dwarves huddled around them in a supportive
fashion, and after they exchanged names and formalities, they reached an
agreement on the point that the Banites set them up the bomb and that they
should unite and seek revenge.

The Warpriest brought up the very important point that his son, a young
warprince to be, split off from his command during the retreat, and was no
match for the Wizard Zonas and his crew.

It was decided that the human troops and the dwarven troops would have to
put their differences aside and join up to aid the warprince.

At this point, Connor asked to have one of the dwarves brought to him, and
instructed the eagle to “Seek” while pointing at the dwarf’s armour. The eagle
flew off.

Tracking back to the previous battle-ground, Connor found more human-like
prints going the other direction, and the mixed group followed.

A bit later, as they cut through a denser part of the forest, they spotted a
soon-to-be-bloody scene: Zonas and his companions had shield-walled their
troops (about 20 men) around the dwarves, who had crowded to protect their
leader.

Zonas asked for surrender, GKar charged the humans while screaming in dwarven,
and Theodore of Mystra instinctively called forth the fires of heaven on
GKar and his mount (who, mysteriously was unhurt…).

Gwynned rode hard to the front and screamed out orders of cease fire. While
Connor healed GKar, the human troops were called back by Sir Lucas Justblade
of Mystra.

Obviously, the dwarves attacked.

Jaran, who’d been waiting for the opportunity, planted a giant vertical wall of
ice between the humans and the dwarves.

This gave everyone more time before the slaughter, and soon enough GKar was
screaming out orders to the dwarves, Zonas and Theodore cast a few charms to
help pursuade the dwarves, Lyta tried to inspire the dwarves to… peace, and
Connor/Kalcryx ran around not really doing much of anything.

The dwarves backed off, and G’Kar huddled them around for some flarging.

As was done with him a long time ago, in a mountain range far away, he elevated
the young warprince-to-be to the full title of “Warprince Dor Broadaxe,
Defender of the Rightous Path, Son of Jovan Broadaxe… etcetc”.

The dwarves cheered, and Lyta made some comment about GKar needing a bigger
helmet soon.

With now more troops them ever, the party marched back to the original battle,
where they had left the human survivors. Sometime later, Connor’s eagle
returned with a path towards more dwarves.

Pleasantries were exchanged between Gwynnedh and her cousin Zonas, and she
blushed when he suggested that her story about dying twice and seeing the
future might be a result of fatigue.

The sun was setting, and the two groups split off, with Zonas and his crew
continuing on to patrol the eastern foothills of the Starspire, and the
party heading south eastish.

Connor hopped on Jaran’s broom and followed the eagle invisibly to see where
the dwarves had been spotted. He noticed a caravan of dwarves and banites.
One of the banites was mounted on something very large, but he had trouble
seeing what it was without getting too close.

He returned with news, and by then it had gotten darker and the party plus
their 30+ dwarves and 6 men made camp.

Sure enough, they were attacked in the middle of the night. Two fireballs
exploded, taking out most of the humans and dwarves.

In the confusion, the group wandered one direction, with Gwynnedh grabing a
horse and GKar making sure his warprinces were ok.

Coming from the other side, a roar, and soon enough a black shaped emerged out
of the darkness. The rider issued a Command for the group to “flee”, and his
winged mount breathed acid on GKar and Broadaxe Sr.

Within moments, all but Gwynnedh felt the chill of the dragon’s supernatural
fear, and many of the troops fled.

Unwilling to back down from combat, Broadaxe Sr. was mortally wounded by the
dragon. Finally, he conceeded to retreating, only to be picked off by a swarm
of magic missiles from an invisible flier. Connor pulled out his bow and fired
off a few shots, hitting a few times but somehow the arrows kept bouncing off.

Lyta, tired of all that invisible flying fireballing crap, dispelled the magic
of the flier, and he fell to the ground with a hard thud. Jaran then Lance’d
his ass.

With Kalcryx joining the dragon melee, the rider and mount flew over GKar,
biting his as they flew past and away.

Gwynnedh tried to pick Connor off the ground and onto her mount, but failed.
However, Connor understood the advantage of being mounted and shared the
saddle with her. They pursued the dragon, but it flew too far. A few long
range spells seemed to hit them, but to no great effect.

GKar, pursuing the dragon rider on foot, emcompassed the invisible assailant
in his aura of Purge Invisibility. The enemy was revealed as the vampire mage
from the Twin Peaks in the Spine of the World.

“We have done enough damage for tonight”, he snicked. He then turned into a
bat and flew away into the cannopy…

only to be intercepted by Lyta’s Disintegration ray.

After Lyta’s Disintegration beam hits the bat, it crumbles to dust. As it
begins to fall, a thin black sword emerges out of the dust cloud, falling straight down towards the ground.

It lands blade down, impaling the earth, swinging springly back and forth a
few times. The blade is about the general size and shape of a longsword, and
both handle and blade appear to be highly detailed.

As their attention turns back towards the dust cloud, they notice that in a split
second it begins to fall, changing colour to a sickly deep green. It then
begins to rise again and disappears into the trees/darkness.

On closer inspection, the black sword appears to have reliefs of bones and
agonized faces on the handle, and six small portraits (2 men, 4 dwarves)
of dead beings (also in relief).

Two red fang shaped gems stand out of the crossbars.

On an unexpectedly pleasant note, the party finds that 10 of the dwarven
fighters survived the fireballs. 3 have auto-stabilized, the remaining 7 are
on death’s door and require immediate attention.

None of the humans caught in the explosion survived, however the ones that ran
away because of the dragon fear eventually return.

February 7, 2004

Mage Duels and Warprinces

Filed under: Summaries — Gabriel Rosa @ 6:30 am

24-27 Nightal 1357DR
[Game of February 7th, 2004]

Mage duel between Jaran and self-proclaimed War Wizard.
Finding Hadrian.
Tracking vandals to fish shop in market.
Diplomacy with city watch.
Teleporting to Weatherford.
Riding for 3 days.
Discovering battle grounds with lots of dead troops, trying to rally survivors.
Tracking down dwarves, braining their leader into submission.

Downtime

Filed under: Summaries — Gabriel Rosa @ 6:29 am

17-23 Nightal 1357DR
[Summary of Downtime between games.]

Scribed spells, sold items, commisioned armour, worked the city watch, tithed,
got vandalized, bought items, made new friends, made new enemies.

February 5, 2004

Teleport Object, Minor

Filed under: House Spells — Gabriel Rosa @ 7:14 am

Conjuration (Teleportation)
Level: Sor/Wiz 3
Range: Touch
Target: One touched tiny (or smaller) object
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This spell functions like teleport, except that it teleports an object, not
you. Creatures and magical forces cannot be teleported.

February 3, 2004

Dictation

Filed under: House Spells — Gabriel Rosa @ 7:26 am

Evocation
Level: Sorc/Wiz 0
Components: V, M
Casting Time: 1 full round
Duration: 1 minute/level (D)
Range: Personal
Effect: 10-ft radius emanation
Saving Throw: None
Spell Resistance: None

This spell causes any words spoken by the caster or anyone within the area of
effect to appear on a piece of paper or the blank page of a book.

Foreign languages are not translated, although foreign words are given the
correct alphabetic spelling in the caster’s native tongue.

The material component for this spell is the blank page, scroll, or paper that
the dictation will appear on. This must be prepared with a special wash of
vinegar, costing 10gp per page.

Control Fire

Filed under: House Spells — Gabriel Rosa @ 7:26 am

Transmutation
Level: Sorc/Wiz 0
Components: V, S
Casting Time: 1 standard action
Duration: 10 minutes/level (D)
Range: Close (25ft + 5ft/2 levels)
Effect: 10-ft radius spread

This spell enables the caster to cause nonmagical fires–from as small as a
torch or lantern to as large as the area of effect–to reduce in size and
brightness to become mere coals or increase in light to become as bright as
full daylight and increase the illumination to double the normal radius. Note
that this does not affect either fuel consumption or damage caused by the fire.

The caster can affect any or all fires in the spell’s area. He can alter their
intensities with a single gesture as long as the spell is in effect. The spell
lasts until the caster cancels it, all fuel is burned, or the duration expires.
The caster can also extinguish all flames in the area, which expends the spell
immediately. The spell does not affect fire elementals or similar creatures.

Chromatic Orb

Filed under: House Spells — Gabriel Rosa @ 7:25 am

Transmutation
Level: Sorc/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Duration: Instantanious
Target: 1 creature
Range: Close (25ft. + 5ft/2 levels)
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creatures a shimmering, multicolored orb of energy that can be
hurled by the caster. The caster makes a ranged touch attack against a
creature within range, who is allowed a reflex save for half damage. The
spell causes 1d6 points of damage of the caster’s chosen type (fire, cold,
acid, electricity) per level (max 5d6).

The material component is a gem of 50gp or more.

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