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Trapped in Hell's Basement (DM: Mal Malenkirk Judge:Covaithe)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 5135038" data-attributes="member: 834"><p>[sblock=OOC]Hey there, I have been AWOL for most of the weekend because I spent the entirety of Saturday playing Gears of War 2 with my brother in law (With a 1 hour pause to do some weight lifting! We're quite the health-conscious geeks, thank you very much).</p><p></p><p>Okay, so I want to see updated characters for those of you who passed a level. That's Ashir, Max and Raiko for sure. What of Sheng and Haruka?</p><p></p><p>The Tome is a Tome of the Traveler +1. </p><p></p><p>Don't look it up; it doesn't exist. It grants an encounter power identical to the Eladrin fey step.</p><p></p><p>None of the tome I saw in the CB fit the theme of a tome containing information about plane shifting, teleportation and so on so I made this one up in 10 seconds (this being the time I spent coming up with a name).</p><p></p><p>At the end of the adventure, we'll either have to get this approved as a legal item or more likely the city will confiscate it for study and you'll simply get a replacement legal treasure.</p><p></p><p>Pharmacy; near to the fallen wizard, there is a veritbale pharmacy of ointments, oils, and other useful items.</p><p></p><p>Three healing potions (including one found on his body)</p><p></p><p>Also, each of you find one oil/potion/whetstone etc. that can increase any one of weapon(implement)/Armor/neck to +1 enhancement for the span of the adventure. </p><p></p><p>Such items exist but I am too lazy to look them up! Beside, it's really just a gimmick to make sure your stats are on par with those of level 2 pcs without having to scour the keep for magic items. </p><p>[/sblock]</p><p></p><p>[sblock=Short Rest vs Adrenaline Surge]</p><p>Now I have had the opportunity to think a bit about adrenaline surges and their effect on game play.</p><p></p><p>I like the result of the Adrenaline Surge but I'd be much happier in a home-campaign. </p><p></p><p>Right now, they made you tougher, because of the free HP / THP, than your colleagues in other adventures and it would be unfair, I feel, to keep this up, since it akllows you to mow through more monsters. </p><p></p><p>I need to fine tune this better to be something like exactly half a short rest that triggers when a new wave of an appropriate size arrive on scene(I.E. You start a level +2 fight and four round in exactly half a level +2 group joins the fray)</p><p></p><p>But half a short rest before you have 2 encounter power (level 3) is tricky (and becomes tricky again when you gain a 3rd!).</p><p></p><p>That being said, the Adrenaline surge have done their job in the hectic early part of the adventure when new monsters arrived every round. Now they have regrouped and so have you.</p><p></p><p>I will fall back on an old standin of mine; short rest occurs whenever you can take a deep breath. So even though you won't be really resting more than one full minute before getting moving again, you get the full benefits of a short rest.</p><p></p><p>So you lose the adrenaline surge from killing the wizard but consider this a milestone so you all get an AP and take a short rest. </p><p>[/sblock]</p><p></p><p>[sblock=Arcana]</p><p>The tome contains many diagrams and lots of essays and dissertation but Ashir quickly finds the schematics of the magic circle used in the temple. The fallen wizards was conveniently somewhat anal-retentive and had indexed everything he wrote.</p><p></p><p>Ashir: </p><p></p><p>A quick glance shows that this circle is quite above the capabilities of any wizard in this keep; it was made possible by both the assitance of a trickster devil called Sham'Zul and by the use of an item called The Amulet of Passage.</p><p>Now, you can't count on the aid of devils to modify the circle, but if you could get your hands on the amulet...</p><p></p><p>Sheng:</p><p></p><p>Hey, the Amulet of passage is a Zom family heirlom. Not as important as the amulet of Chaso but still... Who holds it already? Oh. Yeah. Lana. Well, good news, you have an idea of where to find her!</p><p></p><p>You are familiar with this item. One person wears it and attune companions to it. You then gain a limited ability to slip between the folds of reality and teleport short distances. But if attuned to a powerful teleportation circle... Yes, it could hijack the energy of the circle but then you could go where the master of the amulet desire instead of straight to hell. Problem is, this circle is powered partly by the energy of a devil. But it can be defeated, it'll just be more difficult.</p><p></p><p>Haruka: Wait, devil power the circle? Hmmm. Would demoniac interference be able to counter the influence of the devil and allow for an easy egress? Possibly, but that would require striking a deal with her patron... Is it worth it?</p><p></p><p>All: At any rate, you will require some residium to power this attempt to hijack the circle and it just so happen that you know where it is kept. (I'd show you on the map, but it's still not back up. I'll start working on a plan B.)[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 5135038, member: 834"] [sblock=OOC]Hey there, I have been AWOL for most of the weekend because I spent the entirety of Saturday playing Gears of War 2 with my brother in law (With a 1 hour pause to do some weight lifting! We're quite the health-conscious geeks, thank you very much). Okay, so I want to see updated characters for those of you who passed a level. That's Ashir, Max and Raiko for sure. What of Sheng and Haruka? The Tome is a Tome of the Traveler +1. Don't look it up; it doesn't exist. It grants an encounter power identical to the Eladrin fey step. None of the tome I saw in the CB fit the theme of a tome containing information about plane shifting, teleportation and so on so I made this one up in 10 seconds (this being the time I spent coming up with a name). At the end of the adventure, we'll either have to get this approved as a legal item or more likely the city will confiscate it for study and you'll simply get a replacement legal treasure. Pharmacy; near to the fallen wizard, there is a veritbale pharmacy of ointments, oils, and other useful items. Three healing potions (including one found on his body) Also, each of you find one oil/potion/whetstone etc. that can increase any one of weapon(implement)/Armor/neck to +1 enhancement for the span of the adventure. Such items exist but I am too lazy to look them up! Beside, it's really just a gimmick to make sure your stats are on par with those of level 2 pcs without having to scour the keep for magic items. [/sblock] [sblock=Short Rest vs Adrenaline Surge] Now I have had the opportunity to think a bit about adrenaline surges and their effect on game play. I like the result of the Adrenaline Surge but I'd be much happier in a home-campaign. Right now, they made you tougher, because of the free HP / THP, than your colleagues in other adventures and it would be unfair, I feel, to keep this up, since it akllows you to mow through more monsters. I need to fine tune this better to be something like exactly half a short rest that triggers when a new wave of an appropriate size arrive on scene(I.E. You start a level +2 fight and four round in exactly half a level +2 group joins the fray) But half a short rest before you have 2 encounter power (level 3) is tricky (and becomes tricky again when you gain a 3rd!). That being said, the Adrenaline surge have done their job in the hectic early part of the adventure when new monsters arrived every round. Now they have regrouped and so have you. I will fall back on an old standin of mine; short rest occurs whenever you can take a deep breath. So even though you won't be really resting more than one full minute before getting moving again, you get the full benefits of a short rest. So you lose the adrenaline surge from killing the wizard but consider this a milestone so you all get an AP and take a short rest. [/sblock] [sblock=Arcana] The tome contains many diagrams and lots of essays and dissertation but Ashir quickly finds the schematics of the magic circle used in the temple. The fallen wizards was conveniently somewhat anal-retentive and had indexed everything he wrote. Ashir: A quick glance shows that this circle is quite above the capabilities of any wizard in this keep; it was made possible by both the assitance of a trickster devil called Sham'Zul and by the use of an item called The Amulet of Passage. Now, you can't count on the aid of devils to modify the circle, but if you could get your hands on the amulet... Sheng: Hey, the Amulet of passage is a Zom family heirlom. Not as important as the amulet of Chaso but still... Who holds it already? Oh. Yeah. Lana. Well, good news, you have an idea of where to find her! You are familiar with this item. One person wears it and attune companions to it. You then gain a limited ability to slip between the folds of reality and teleport short distances. But if attuned to a powerful teleportation circle... Yes, it could hijack the energy of the circle but then you could go where the master of the amulet desire instead of straight to hell. Problem is, this circle is powered partly by the energy of a devil. But it can be defeated, it'll just be more difficult. Haruka: Wait, devil power the circle? Hmmm. Would demoniac interference be able to counter the influence of the devil and allow for an easy egress? Possibly, but that would require striking a deal with her patron... Is it worth it? All: At any rate, you will require some residium to power this attempt to hijack the circle and it just so happen that you know where it is kept. (I'd show you on the map, but it's still not back up. I'll start working on a plan B.)[/sblock] [/QUOTE]
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