Τρίτη 25 Σεπτεμβρίου 2012

The rules of hidden club


The Rules Of Hidden Club: 


Things you can't see and things you can't find, in D&D.


Knowing what you can and can't see, and what you can and can't target, and knowing when you get to say "I aim at the invisible guy in that square" versus "I don't know where he is, I'll just guess", is very important in D&D.  The purpose of this mini-guide is to clarify the rules for Stealth and invisibility, and how they interact.

The Premises, AKA The Core Rules That You Need To Know FIRST:


The First Premise:  Everyone knows where everyone else is, at all times, period.

No, seriously.  EVERYONE.  EVERYWHERE.  ALWAYS.  There is no such thing as a combatant whose current position you do not know.  Except....

The Second Premise:  There is one and only one exception to The First Premise, and that exception is Hidden.

The status "Hidden", achievable only through rolling Stealth, is the only exception to this.  It is the only way by which anyone can be uncertain about the current position of anyone else.

If you are not Hidden, EVERYONE KNOWS WHERE YOU ARE, PERIOD.  If you are Hidden, anyone you are Hidden from must guess your current location.

This is going to be repeated a few more times in the text below, because it is the most important thing to remember and it heavily impacts everything else.

For the record, I capitalise "Hidden" as it is a specific game concept with a specific meaning, even though the book does not.    The book really should - Hidden is a real state, a real condition, and it SHOULD be covered as a fully capitalised game term with a glossary entry, not simply be left to be defined in the Stealth Skill entry.

Now that that's covered, let's cover some basic concepts:



"Concealment":  Partial LOS failure, usually provided by a class feature, terrain feature, or magic item.  You are NOT invisible and you CAN be seen.  Concealment is enough to MAINTAIN Hidden, but not enough to BECOME hidden.

"Total Concealment":  You are invisible. Nobody can see you, but unless you're also Hidden, they still know where you are.  You can *become* Hidden, but you are not inherently Hidden. 

"Invisible":  You have Total Concealment.  No, seriously, that's all Invisibility means.  Nothing less, NOTHING MORE.  Invisibility is NOT Hidden.

"Hidden":  The state of being able to conceal your location.  If you are Hidden, enemies have to guess your square.  If you are not Hidden, they know where you are, at all times.


To recap:  IF YOU ARE NOT "HIDDEN", YOUR ENEMIES KNOW WHERE YOU ARE, PERIOD, whether they can see you or not.  If something doesn't SAY you are Hidden, you are not Hidden, period.


Becoming Hidden



How do you become Hidden?  You roll Stealth at the end of any Move Action or any of your Actions (even Free Actions) during which you move.  

"Move" is defined in the PHB3 glossary as, roughly, to leave one square for any reason to enter another square.  You can't roll Stealth after Forced Movement since that's not your action.  You CAN roll Stealth after a granted Free Action.

You must also meet three requirements:
1)  You must not be visible, which means Total Concealment or Superior Cover, at the end of the move.
2)  Your Stealth roll must beat the Passive Perception of anyone you want to be Hidden from
3)  You cannot have HAD Hidden at the start of the action and lost it during the action.  Which is to say, you can't BECOME Hidden as part of the same action that loses your Hidden state.

By the way, any time you become Hidden, record the number you rolled.  It's important.


Q: Once you are Hidden, then what?  

A: Anyone who wants to attack you must guess what square you are in.  Note that you became Hidden AT THE END of a Move, and you weren't Hidden until after the end of the move.  Everyone knew where you were before you became Hidden, which means they knew where you were AFTER you became Hidden.  If you haven't moved out of that square, they technically have to guess your location but, really, they're going to guess "where you where when they lost you".  If you don't move AFTER becoming Hidden, you're not going to avoid a lot of attacks.

Q: If I'm Hidden, I'm Hidden from EVERYONE, right?  

A: No.  Technically, Hidden only applies to enemies, so your allies ALWAYS know where you are unless you're specifically hiding from them, too.  Also, Hidden only applies to people against whom you meet the requirements.  If you only have Total Concealment from one enemy, you CAN become Hidden from that enemy, but you CAN'T become Hidden from his friends.  

Q: So I'm Hidden, that means I'm safe now, right?  

A: No.  Now that you are Hidden, you are a member of a very prestigious and selective club:  Hidden Club.

Hidden Club has rules that you must obey, or you will be kicked out.

The Rules Of Hidden Club:  Losing Hidden



The First Rule Of Hidden Club:


Stay out of sight.  If, at ANY TIME, you lack at least Cover or Concealment from an enemy, you lose Hidden against that enemy.  It doesn't matter if this is your turn or his, or if it's in the middle of a move, or because a Wall got broken down.  No Cover and No Concealment = EXPELLED FROM HIDDEN CLUB.  Oh, and this means REAL cover - the kind of Cover you get against Ranged attacks by hiding behind an ally doesn't count.


The Second Rule Of Hidden Club:


 Keep quiet.  Anything louder than a whisper, or any environmental interaction above the same kind of level, expels you from Hidden Club.


The Third Rule Of Hidden Club: 


Keep Still.  If you don't move more than 2 squares at a time, you have no chance of losing Hidden.  If you move more than 2, you have to roll Stealth with a penalty in order to stay a member of Hidden Club - and every time you do, your new number replaces your old number, for better or worse.


The Fourth Rule Of Hidden Club: 


Don't Attack.  If you attack, you are immediately Expelled From Hidden Club, period.


The Fifth Rule Of Hidden Club:


 Don't let the enemy FIND you.  An enemy can spend a Minor Action to roll Perception, and if he beats your Stealth (you DID write it down, right?), you lose Hidden.  As well, any enemy who attempts to move into your space automatically finds you, period.  

The Unspeakable Final Rule Of Hidden Club:


When you do something to lose Hidden, you keep the benefits of being Hidden until the end of that action.   So moving out into the open costs you Hidden, but you keep Hidden until the end of the *entire action* - so if your action is Deft Strike, which lets you move *and* attack as part of the same action, you're Hidden during the attack part even though the Move part of it lost you Hidden.  Similarly, if you have a power that lets you attack then move, attacking costs you Hidden but you *are* still Hidden during the move, until the full action is over.



Things you need to ask your DM about because the rules don't address them

A:  As of the Rules Compendium, there is now an explicit rule for this on page 150:  Yes, you CAN point out the exact square of any creature you are aware of, to anyone else.

This does NOT mean that the creature is no longer Hidden, or that anyone else can perceive it - but as long as they believe you when you tell them what square it's in, they can "guess" the right square automatically.

So, as long as PCs are sharing information and can take Free Actions, anyone who breaks Hidden can tell everyone else what square to target.


As of the Martial Power 2 FAQ, this has been answered:  You DO need to meet all the normal requirements to become Hidden, unless the power specifically says that it overrides the normal requirements.

The bit about you most likely not playing in my game is still true, statistically speaking.

Now, for some common questions.



Q:  What about guys really far away, with a distraction, etc?
A:  That's a situational penalty to the Perception skill, as per DMG.  

Q:  What about guys in the NEXT encounter?  Do I know about them?  Do they know about me?
A:  No.  They don't exist yet.   The rules for Stealth and becoming Hidden apply only to creatures in the current Encounter.  

Q:  But I'm invisible!  My enemies can't see me!  They should have to guess where I am!
A:  You may be invisible, but you're not inaudible, unsmellable, undetectable (think Predator), and you're not Hidden.  Since you haven't put the work in to become Hidden, THEY KNOW WHERE YOU ARE.

Q:  But I'm invisible AND they're Blind AND they're 30 squares away AND I'm downwind AND there's a giant roaring waterfall next to me!  Shouldn't they have NO CLUE where I am?
A:  Not if you're not Hidden.  By the way, I'm counting something close to a +30 situational bonus there - take your NO ACTION and ROLL STEALTH at the end of your next move.  Sheesh!

Q:  Can I "move 0" and become Hidden?
A:  Yes, if you used a Move Action.  Same with standing up - any Move Action, or any action that lets you Move.

Q:  Doesn't all this make Hidden REALLLLLY hard to get and maintain?
A:  Kind of, yes - but that's intentional.  Being Hidden isn't just about Combat Advantage, it's about virtual immunity to attack.  As long as you're Hidden and can get away from your last known location unfollowed, you are almost completely immune to attacks and anything targeting you is almost certainly going to miss, outright, without a roll.

This is very, very powerful.  And so it's hard to do.  If you're just going Hidden to get Combat Advantage, it's actually a lot easier - but you don't get the immunity to attacks that way.


Credit goes to LordOfWeasels

Σάββατο 22 Σεπτεμβρίου 2012

Περί Daily Powers ο λόγος...



        Λοιπόν μετά από αρκετό ψάξιμο, φαίνεται πως υπάρχει διεθνώς μία φαγούρα με το θέμα, κατάφερα να καταλήξω. Daily powers μπορεί να υπάρχουν σαν powers, σαν κομμάτια μαγικού αντικειμένου και τέλος σαν utilities. Μεταξύ τους είναι ανεξάρτητα. Αυτό σημαίνει ότι η χρήση του ενός δεν εξαρτάται από την χρήση του άλλου. 
       Σαν Powers ,αν υποθέσουμε ότι έχουμε 2 στην διάθεσή μας, μπορούμε να χρησιμοποιήσουμε ΚΑΙ τα δύο από μία φορά έκαστο την ημέρα. Εδώ να σημειώσουμε ότι μεταξύ δύο μεγάλων rest πρέπει να έχουν μεσολαβήσει τουλάχιστον 12 ώρες. Βέβαια εδώ μπαίνει ο πίνακας του leveling που σου υπαγορεύει πόσα daily powers μπορείς να θυμάσαι σε κάθε επίπεδο. Αν λοιπόν υποθέσουμε ότι γνωρίζεις 4 DP και το επίπεδό σου σύμφωνα με τον πίνακα μπορεί να θυμάται 2 τότε ο μέγιστος αριθμός από DP ανά μάχη θα είναι 2. Τα δύο που θα έχεις διαλέξει από τα τέσσερα κατά την διάρκεια του μεγάλου rest.
       Τα DP αντικειμένων έχουν όριο χρήσης: 
At 1st–10th level, you can use one magic item daily power per day.
At 11th–20th level, you can use two magic item daily powers per day.
At 21st–30th level, you can use three magic item daily powers per day.
Από 11 επίπεδο και πάνω τα δύο ή τρία DP θα πρέπει να ανήκουν σε διαφορετικό αντικείμενο.
       Τέλος τα DP των utilities είναι και αυτά ένα την ημέρα από όσα διαθέτεις. Αν π.χ έχω στην διάθεσή μου τρία UP με daily συχνότητα μπορώ να εκτελέσω και τα τρία από μία φορά μέσα σε μία μέρα.
(ορά: Player's Handbook "PH" p.29, p.54, p.226)
     




Πέμπτη 20 Σεπτεμβρίου 2012

Story so far Part III

        Our team exited the town and headed for the mausoleum. Darkness was spreading and seemed like it  was devouring light. Moonless and cold night came upon us while we were passing through the iron gates of the  cemetery. A bunch of "friendly" undead welcomed us and we responded by returning the favor and sending them to a friendly place for good.
        An eerie feeling filled our hearts as we entered the tomb. Raven had a unique idea, to open the Lord's stony grave, and alas we did. To our great surprise the tomb was empty, literally empty. A big hole leading downwards had taken the place of the old man's remains. Curious and bold as always Shine leaped in and the rest of us followed.
         The room in front of us seemed really dangerous at first glance. Two narrow corridors were running down the sides of it and ending abruptly at a statue each and between them what seemed to be a wide pool of an acidulous substance which was spreading up to the closed door across. These not being enough, in front of our feet and from one side to the other there was a big gap two meters wide and three meters deep. Kalistar and Shine picked a corridor each and made the leap. On touchdown flame energy waves burned their eyebrows and pushed them in the gap. Bah...a stupid trap. Took us some time of trial and error to understand that the acid was not really what it seemed to be. It was an illusion...Thank Gods for our fast thinking.
         Next followed a completely dark room. A quite room indeed. Theren lit the way and upon doing that what we saw spawning  in front of us was unbelievable. Our mirror images. Ourselves fighting against us. I mean wtf? We are fighting us? Raven's quick and perceptive mind saved the day, or should i say the night. All he did was throw his dagger on the mirror's surface. It crumbled to pieces and our mirror images vanished on the spot. The worst part was that the way the fight was going it seemed we would have been defeated. Go figure ,us....defeated by Us !!!
        We took a good rest there because the road ahead was demanding. A good physic was needed and our athletic skills were put to the test on this descending climbing. Reaching the bottom loud noise from falling water came our way. The narrow passage gave way to a humongous cave. The huge space was dimly lit by the sun rays which entered by the big hole on the top of the cave. It was obviously a big cave in. From the same hole water was falling rapidly and in large quantities meeting the pool at the bottom of the cave with a mighty splashy sound. On the sides of the big cavern plants of all kind where thriving. Over the big dark pool of water was crossing a naturally made stony bridge. On the other side of the bridge seemed to be the only way out. We started to make our way through the stony passageway when suddenly....
         A cry from above "aaooieaoiuoeaaaoioaiaoi......"and a big splaaashhhhhh down in the pool's dark water. Something or someone had fallen from who knows where into the black lake. We were bewildered. Our eyes were staring in the blackness of the pool waiting for something ...a hint ...a solution to the enigma... answers to the questions. Who? What? How? A shadowy figure emerged to the surface and started swimming towards the land. Our eyes where following the figure every step of the way. Reaching ashore a woman's figure stood up and with eyes wide and surprised looked at us. At this time exactly and before she even spell a vowel the water stirred behind her. Something lived down there and the noise from the fall had awakened it...
         A huge bronze Dragon rose up behind her ,water dripping down his scaly flesh. His eyes scanned the cave for the cause of this disturbance and eventually spotted her and our team. Most of us were standing on the bridge and he took the opportunity to unleash his lightning breath upon us. What followed was a heroic battle. A battle of courage, valor and persistence. We prevailed and the dragon's teeth and scales were put in our backpacks. She fought gracefully at our side against the ancient beast. Her name Velonia Serenity ,also known as Doomgirl. Confused and disoriented  ,not knowing how she came to fall, she had more questions than answers for us. Nevertheless we all decided that if she wanted could follow us for as long as she wanted to.
          We carried on high spirited from the great victory and confronted Mallora and her undead lackeys. She had just sacrificed a fellow human in the name of her unholy gods. Velonia's calm face wrinkled from disgust and she leaped with fury against her. Nobody was spared. We avenged the poor soul's death and freed Lord Padreg's daughter from her captivity. Velonia noticed that the girl was possessed by some kind of
demonic prsence and that she was falling to dark depths that she would never recover from.
          Time was of essence and we rushed back to the temple of Winterhaven. Sister Linora treated the poor girl and sent for her father. After a short debriefing we concluded that a rare medicine had to be found. The location was known to siter Linora but the way of acquisition was not. Someone had to go find it. Who could do it better than us. We accepted the challenging task and headed immediately for Keep on Shadowfel.

         

Δευτέρα 2 Ιουλίου 2012

First Dragon Kill

Last night our team managed to down it's first Bronze Dragon. After a 45 minute fight and a critical strike orgy we managed to take the dragon's head back home. It was a very tough fight and everybody tried his best. The lightning strike breath weapon of the beast was not enough to bend our will.


Bronze dragon

Κυριακή 1 Ιουλίου 2012

Raven - Aramil Bio


Raven: The Eladrin Rogue
Η ζωή στο Feywild κυλούσε γαλήνια. Feywild,  ένας φανταστικός κόσμος σε  καταπράσινα νησιά,  αρχαία δάση και απόμακρες φουρτουνιασμένες ακτές , μακριά από τα κοινά θνητά μάτια. Κάπου εκεί ξεκίνησε και η μικρή ιστορία του Aramil, ενός μικρού αλλά και ιδιαίτερου  Eladrin τόσο παθιασμένο για ζωή.
Όντας γιός ενός φτωχού τεχνίτη μετάλλων χωρίς σταθερό εισόδημα, όλοι πίστευαν ότι θα ακολουθήσει τον ίδιο δρόμο. Όλοι εκτός από αυτόν. Αναπόφευκτα για λόγους επιβίωσης συχνά αναγκαζόταν να προβεί σε κλοπές (η γρηγοράδα με την οποία αφαιρούσε αντικείμενα από άλλους, με απίστευτη ευκολία, ήταν εξαιρετική). Πως θα μπορούσε όμως να επιβιώσει με κάτι τέτοιο? Σίγουρα όχι για πολύ! Βαθιά μέσα του η δίψα για περιπέτεια και η επιθυμία να εξερευνήσει  νέους κόσμους, ήταν σε αντίθεση με όλο αυτό.
Από μικρή ηλικία ανέπτυξε έντονες αθλητικές ικανότητες. Η ταχύτητα και τα ακροβατικά τον έκαναν πολύ διάσημο ανάμεσα στους φίλους του. Αυτό όμως που πραγματικά εντυπωσίαζε τους πάντες ήταν η ικανότητα του να τρυπώνει με απόλυτη μυστικότητα οπουδήποτε. Του άρεσε να κινείται από σκιά σε σκιά, γεγονός που τον αποκαλούσαν και  Raven συχνά, όνομα με το οποίο έγινε γνωστός σε ολόκληρο το Feywild! Δύσκολα μπορούσε κανείς να τον περιορίσει.
Σε αντίθεση με τα περισσότερα Eladrin (εκμάθηση της μαγείας σε υπερθετικό βαθμό) η αγάπη του για τις πολεμικές τέχνες ήταν μεγαλύτερη . Επηρεασμένος από ιστορίες  πόλεμου του παρελθόντος μεταξύ των Eladrin και των Drows (Dark Elves),που ήταν καταστροφικός για το Feywild, έμαθε να χειρίζεται άριστα τα στιλέτα και τα ξίφη με μεγάλη δεξιότητα από τον πατέρα του.Όντας γενναίος και καλόκαρδος ήταν βέβαιο ότι θα έκανε δυνατές φιλίες στο πέρασμα του.Πίστευε πολύ στον εαυτό του! Η στιγμή που θα αποχωρούσε από την πατρίδα του δεν θα αργούσε! Ήταν πράγματι έτοιμος! Έτοιμος για μια νέα ζωή γεμάτη εκπλήξεις!

Μια νέα περιπέτεια θα ξεκινούσε...


In English


Life in Feywild was rolling serenely. Feywild, an imaginary world with green islands, ancient forests and distant rough coasts, far from the common mortal eyes. Somewhere there began the history of Aramil, one piddling but also particular Eladrin, so much passionate for life.

Being  son of a poor craftsman of metals without constant income, all believed that he would follow the same path. All apart from him. Inevitably for reasons of survival he was often forced to proceed in thefts (the swiftness with which removed objects from others, with incredible facility, was exceptional), that turned out to be an art for him... But how could he survive by doing such thing for the rest of his life? Surely not for long! Deep inside him the thirst for adventure and the will to explore new worlds, were in  contrary to all this.

From small age he developed intense athletic faculties. The speed and the acrobatics made him very famous between t o his young friends. However the thing that really impressed everyone was his faculty to sneak with absolute secrecy anywhere. He liked to move from shadow to shadow, which was the reason that called him also Raven, name with which became well-known (infamous actually) in the entire Feywind! So difficult it was for anyone to contain him.

On the contrary to most Eladrins (attraction for magic) his love for the martial arts was bigger. Influenced from stories of war of  the past between Eladrins and Drows, that were devastating for Feywild, he learned to use excellently the dagger and the swords with big dexterity from his father! Being brave and good-hearted, he was  certain that he would make strong friendships in his passage. The moment that he would depart from his homeland wasn't that far away! He was in fact ready!    


A new adventure was about to begin…

Παρασκευή 29 Ιουνίου 2012

Nέα άφιξη

ΚΑΛΗΣΠΕΡΑ ΚΑΙ ΚΑΛΩΣ ΗΡΘΑ ΚΑΙ ΓΩ................
ΚΑΙ ΑΣ ΑΡΓΗΣΑ........
ΚΑΛΙΟ ΑΡΓΑ ΠΑΡΑ ΠΟΤΕ.....

Πέμπτη 28 Ιουνίου 2012

Story so far Part II

         Our fellowship after being succesful finding the slaying stone decided to follow up on the clues for the strange cube we found. The letter suggested not opening the cube but instead delivering it to Sunderpeak temple. Before we left Treona's tower she gave us information about this temple. These where her words...
      " For years the residents of Sunderpeak Temple devoted themselves to lives of contemplation and good works along the untamed western reaches of the Nentir Vale. Some might say the temple location, north of Winterhaven at the foot of the Cairngorns, was not ideal. However it was built on an older temple, meaning a lot of the work was already done. The folk of Sunderpeak Temple included servants of Bahamut, the God of Justice. Where they lived and worked together within the mountain temple’s ancient stone walls, the faithful of Sunderpeak came to be known as learned healers, sage advisors, and stalwart defenders of the innocent leaded by high priestess Lady Saharel. However for long years Sunderpeak Temple had a secret purpose known only to few. Beneath the surface of the temple a powerful artifact of evil was hidden away. Though it was protected by magic wards and the power of the priests who dwelled there, its strongest defence was secrecy. In the end those defences were not enough. The artifact was stolen by a married couple...."
     On the way to the temple we decided to make a prudent stop to the town of Winterhaven. Wrafton Inn was our first stop and a rewarding game of poker was our first great deed, followed by a buisiness proposal by the owner of the Inn Salvana Wrafton. Her Husband Parton has been missing for a week. He was set on a  trip to Sunderpeek Temple bringing provisions and other goods to the residents there and hasn't been heard of since. We agreed to have our eyes and ears open for him. 
After a good night strech (especialy Kalistar since he rented the luxurious suite with the jakuzy and all) we left the inn only to find ourselves in a swarming crowd in the town square. A caravan from Fallcrest had arrived. Traders were selling townspeople were buying. We met with a rich female Tiefling trader named Azaer. Her family is big back home. She has lost a family heirloom on her way here the previous time. In fact it was violently taken from her on a caravan raid some greenscaled Kobolds did. The stolen property was a small ,worthless pricewise, statue of Pelor (God of Sun and Summer, Keeper of time).  Azaer promised to reward us well if we help and told us that her information about the location of the Kobold lair point towards the ruins of Keep on the Shadowfel. Seems like one more worry in our minds...In the fuzz a fool of a thief tried to steal Kalistar's money purse...The idiot didn't stand a chance. With the quality of people in our team and especially the swiftness and agility of our Raven rogue we managed to pin him down like a fly and get our hands on the wanted fee from the towns militia.
      Here we should mention the stories we heard about two twin Trolls terrorizing the area not far north of Winterhaven. Hurly and Burly are the names people have given them and invincible is said that they are. Armies they have defeated and one has survived to tell the tale.  Bairwin Wildarson, the potion seller was the man who faced the troll menace and survived by playing dead for a day and a half. He told us that the troll were invincible. No matter how hard his group hit them they seemed to get no harm. Maybe this story needs a bit more digging...Something smells foul here.
      Last but not least we heard from the warrior's guild leader,Rond Kelfem,  that Lord Ernest Padraig was having a serious personal problem. Rond was kind enough to present us to his Lordship. Erny is a humble man despite his position, and made a good first impression to our team. We felt the urgency ,the need to help him find his lost daughter. A dream his son has every night and the thoughts of Sister Linora the beautiful priestess of the local temple of Avandra (Godess of Change) lead us to Lord's family mausoleum at the local cemetery... 
Avandra Emblem
Pelor Emblem




Τετάρτη 27 Ιουνίου 2012

Story so far

Our first adventure: The Slaying Stone

BACKGROUND
    The town ofKiris Dahn, built by human hands, stood strong against invaders for decades after the fall ofthe
empire ofNerath. It had magical stones-created by tiefling artisans-that cOidd kHi anyone who attacked the town. The number ofstones dwindled until all were spent. Eight years ago, the citizens ofKiris Dahn abandoned the town when faced with invading goblin hordes. The town had endured a long decline under the rule ofthe Kiris family, and the citizens scattered rather than follow their ruler, Kiris Alkirk. Along with his advisor and seer Treona, Alkirk found a place to live in obscurity.
     The goblins overran the town and renamed it Gorizbadd. The town quickly fell into ruin, since goblins were far more interested in vandalism than in proper maintenance. A faction ofkobo Ids took over the slums, since the goblins live mostly in what were once residences for the wealthier people ofKiris Dahn. Recently, Treona discovered old records that indicate one slayin8 stone still remains. She now looks for power-, ful individuals to recover it.





Encounter 1: The Hungry Wolves (Our First Battle :O)
      Our team faced doom when dealing with a hungry pack of Gray and Ravenous Wolves. Luckily we prevailed and found shelter in the warmth of Treona's Tower. After speaking with Lady Treona and Kiris Alkirk we accepted the task of retreiving the magical stone for her plus some books she had lost.
       After a fast travel we managed to reach the town and sneak in it without being noticed by the kobolds or the Goblins of the area. We sneaked into an old building in order to avoid two patrols circling us but unfortunately this turned out to be a kobold ambush. After a long and hard fight Gods granted us victory. While feeling tired and weary we all knew we had to push forward, the area was not safe at all. Fate or chance led our footsteps to a long forgotten basement where we had to fight millions of rats and a swarm of Stirges. 
        Speelock the scavenger his Iron defender dogs and his feromone summoned Ankheg was the next challenge. We run on him the minute he was hidding the loot of the day to his secret stash. He was displeased by his bad streak of luck and got even more displeased with a 2hand sword in his face. The Ankheg though was hard we have to admit it. Library was our next stop and there we made the acquaintance of Rort a goblin tomeripper and his lame minions. He kept summonig those disgusting oozes and we kept cutting through the zelatinous substance. Here we found the books Treona asked for plus our first clue that the stone WAS here but not anymore. The evidence suggested that something big had taken hold of it ...at least it's claw markings on the library wall where big. 
        Our infamous Eladrin Raven Rogue with his keen "rouge" sences spotted a trap door in the halls of the building leading us down in a crypt where a statue of a young girl and the graves of her parents where the prelude of what seems to be the begining of a strange story. In her mother's tomb we found a strange cubical box with no aparent way of opening and a note written by the parents apologizing to their girl for leaving her and directing whoever finds the cube to the Sunderpeak Temple.
        The next strange finding was a blue pulsating circle for which our wise sorcerer Theren ,with his endless knowledge, informed us it was a teleportation circle of some sort. The study was brutaly interrupted by a female Orc named Krayed the Butcher. Her Brutal Kick gave our group a fight to be remembered since her footmark still lies underneath all of our faces. In the same room and under a ledge we found two dead humanlike corpses disintegrated to the bone and next to them a book regarding as again our mage said the portal. He needs to study fearther the book. Maybe it's a way out of this valley...Hopefully?
        After a big rest we moved to what seemed to be pens or stables of some sort. In there we came face to face with trainned wolves and their instructors. Kalistar with his warhammer passed through them like butter. Next stop the deserted? temple of Sehanine. There we met with the treacherous wererat Kiris Hoyt the late descendant of the Kiris line. Crazed and transformed by his illness had the fine idea to try to trick Shine....That was the last day the poor soul saw the sun shine!!!
       The time was right. The scenery was set. In a place filled with hot springs a brass dragon had built his "home". He had the stone ...ye he had it. He made a deal with us after long negotiations to give us the useless stone ,as he called it ,only if we got rid the place of  Hu Jat the Hobgoblin boss.
         At the old Kiris Estate the final battle was given. Hu Jat layed all of his forces against us but alas we prevailed once more. Thank the gods for this glorious day. Taking the dead leader's head back to the dragon  and claiming the slaying stone was just procedjure. The spirits where up in the team and we decided to head back to Treona' s tower for our reward. Ambush!!!! Vohx the Severed, a mercenary ,and his lackeys jumped on us from the bushes. He wanted the stone. The fight started and it was obvious ,we had no chance they were to powerful. Thank god Kalistar has wits too. He had this fine idea to use the stone properties as leverage to intimidate Vohx. Guess what...we got away with it ,the stone and his Thunderstrike greataxe. He got scared that we might use the stone on him and slay him.
        Hehe the road was open now, we reached Treona and gave her the stone. We fell asleep and had dreames of mythical treasures. We are coming...


Τρίτη 26 Ιουνίου 2012

Major Sites & Common Lore of Nentir Vale


Cairngorm Peaks


       Acting as a buffer between the vale and the savage creatures of the Stonemarch to the north and west, this mountain range provides a modicum of shelter while also serving as a hotbed of monstrous activity.
Perhaps most significantly, the green dragon Vestapalkmakes his lair in these crags, and the kobolds of the
Greenscale tribe hunt the foothills and the neighboring terrain. The high mountains, are the domain of the fearsome perytons and the bizarre aberrations known as mooncalves. The denizens of the Cairngorm Peaks will be the first to know if-most would say when-the orcs of Clan Bloodspear decide to emerge from the Stonemarch and again brutalize the Nentir Vale.


Dawnforge Mountains


        Orcs are not likely to come pouring out of the mountain range at the eastern end of the vale. That said, the Dawnforge Mountains are no less dangerous than the Cairngorm Peaks, with many of the same races of monsters lurking in both places. These mountains also hide dragons-foremost among them the three-headed monstrosity that calls herself Calastryx. The dragon is slumbering, still affected by a curse placed on her centuries ago, but fears are growing stronger that her reemergence is near. The Emberdark kobold tribe thrives there. 


Fallcrest


A hub for travel throughout the Nentir Vale, Fallcrest stands at the intersection of the Nentir River and the vale's two major trade routes. The town guard does a capable job of protecting the populace from raiders that emerge from the surrounding wilderness, but the biggest threats to Fallcrest's welfare might come from within the town itself. One such threat is the Fell Court, a band of outcast tieflings that have gained a foothold in Fallcrest thanks to the subterfuge of their leader, Melech Ambrose. At the same time, a gang of miscreants known as the River Rats are carving out their own realm in Fallcrest's lower-class districts.


Gray Downs


         This area of fog-shrouded low hills serves as the principal headquarters of the Gray Company, loyalists of old Nerath that dedicate themselves to finding magic items and other treasures lost when the empire fell. The leaders of the Gray Company, including at least one self-proclaimed heir to Nerath's fallen throne, seek the most-powerful relics of the lost empire-the enchanted Sword ofNerath and the fabled Threefold Crown that signifies the pact that the ancient emperors made with the Feywild, the Shadowfell, and the natural world.
Treasure hunters and explorers find the Gray Downs covered with burial mounds dating back to ancient times when primitive humans lived and hunted here. The hill clans are gone, but their spirits live on, guarded and shepherded by the undead creatures known-for good reason-as hounds of ill omen.
        The Sword Barrow: Near the center of the Gray Downs sits the most renowned of the uncounted burial mounds that dot the area.


Harken Forest


        In this expansive wooded area along the vale's southern edge, any tree might conceal a threat-or danger could come from the tree itself, if it happens to be one of the treants thatwatch over the deep forest. The Harken treants are bitter enemies of their counterparts in the Winterbole Forest. Allied with the Harken treants is a group of elf druids who call themselves Harken's Heart. The western part of the forest, near the Witchlight Fens, is the stomping grounds of the Dagger burg goblins. Raiding parties emerge from the woods to ambush and assault travelers and settlements as far away as Harkenwold. The northernmost arm of Harken Forest is the temporary headquarters of the Hunter Spiders. This group of drow was stranded on the surface years ago when the tunnel back to their home city of Erelhei-Cinlu collapsed.
        Harkenwold: A cluster of small villages along the White River, the Harken wold consists of independent
settlements that have come together under the banner of Baron Stockmer. The barony has drawn the attention of the Iron Circle, an army of mercenaries from a city far to the south. The Gravelstokes, one of the Nerath Empire's most prestigious families, rose to prominence by perfecting the art of assassination. Today, what's left of the family is sequestered in an unassuming mansion in the Harkenwold area.


Lake Nen


     The largest body of water in the Nentir Vale, Lake Nen stretches for nearly fifty miles across the southern edge of the Winterbole Forest. The eastern end supports the nearby village of Nenlast, whose residents ply the waters for fish that they trade with the dwarves ofHammerfast and other groups. The shoreline of the northwestern end of the lake is part of the dominion of the Frost Witches, an eclectic group of magic-users who pay homage to the evil elemental prince Cryonax. The witches wield the power of cold to brutal effect, whether recruiting new members into their fold or kidnapping innocents.



Lake Wintermist


        The fog that blankets Lake Wintermist is a year-round phenomenon, belying its name. The lake is inhospitable for most creatures, but those that thrive in frigid climes, such as white dragons, can be found here in abundance. From time to time, someone passing through this area might come across an angry troll-or perhaps even a pair of them. The twin troll brothers Hurly and Burly both lair in caves not far from the lake-despite the fact that they can't stand each other. When they get into one of their family feuds, anyone who crosses their path could become a target of their rage.


Moon Hills


         This cluster of rugged terrain between the Nentir River and the King's Road is not rife with monsters and other villainous types, thanks mainly to the proximity of Fallcrest and the vigilance of its town guard. But there are threats in this area. The people o fFallcrest tell stories about the Dark Drake of the Moon Hills, a sinister reptile that leads a pack of other evil drakes. These tales get more and more dramatic in the retelling-even though few claim to actually have seen one of the creatures. The hills also occasionally play host to terrors that wander out of either the Witchlight Fens or the Harken Forest.


Ogrefist Hills


        Partially framing the western edge of the vale, this area has few redeeming qualities in the eyes of those who know of the place or have visited there. Somewhere in these hills hides the mouth of a tunnel leading up from the Underdark that the drow known as the Hunter Spiders used to reach the surface. When the tunnel collapsed a mile underground just a few years ago, the Hunter Spiders became stranded in the vale. It's
not known whether the tunnel could be reopened from this side. The mysterious Temple of the Yellow Skulls, nestled among the rugged hills, might be the most infamous location in the area. The ancient temple is rumored to be the depository of powerful magic relics known as the Yellow Skulls.


Old Hills


        In days long gone, the first human settlers in the Nentir Vale made their homes in this region of rolling hills. Today, the area is firmly in the grasp of the vicious Blackfang gnolls. Slavishly devoted to the demon god Yeenoghu, the gnolls emerge from their burrows in the hills to kill or waylay travelers. Many of their captives are taken underground and sacrificed in the Well of Demons at the center of the gnolls' many-chambered lair. Other rumors concerning an evil older series of ruins spring up from time to time concerning the Old Hills. These tales, always told in whispers, speak of the ancient necropolis of Andok Sur. The place, if it exists at all, is said to be holy to the followers of Orcus. The ruins of the city of the dead, according to the rumors, are buried beneath the oldest section of the Old Hills.
        Raven Roost: An old estate house known as Raven Roost Manor sits on a piece of prime land just north of the Harken Forest. The place is almost impossible for someone to approach without being seen-and that's just how the Raven Roost bandits like it. The manor has recently been taken over by a group of
criminals and cutthroats under the new leadership of a trio of shadar-kai. The bandits have a reputation for cruelty and mercilessness that extends far beyond the area in which they practice their grisly trade.
       Fiveleague House: This large inn along the Trade Road near Hammerfast is a popular resting place for travelers heading to or from the vale's larger communities. 
       Trade Road: This dwarf-built highway is the most heavily traveled thoroughfare in the vale-which means
it carries enough bounty to support more than one gang of thieves. 
      Thunderspire: The tallest natural spire in the vale, Thunderspire Mountain lies on the southern fringe of the Old Hills. Its top forever encased in a raging storm, Thunderspire is a majestic sight, even without considering what lies within its depths. The Mages of Saruun control the caverns beneath Thunderspire Mountain that, centuries ago, made up the minotaur city of Saruun Khel. In a grand plaza called the
Seven-Pillared Hall, the mages and their acolytes provide a place for natives of the Underdark to barter goods with surface-dwellers. All the while, the mages continue to seek out more of the artifacts and treasure left behind by the minotaurs. 


Winterbole Forest


         This vast woodland defines the northern boundary of the Nentir Vale. It is home to a multitude of monsters and villains, among which a few stand out as the would-be masters of their domain.  The white dragon Bitters trike holds sway over a large part of the forest. Several of the Winterbole's denizens, most notably the Tigerclaw barbarians and the Frost Witches, pay fealty to the dragon.


Witchlight Fens


       The marsh that spreads out from both banks of the Nentir River is territory coveted by few intelligent creatures, for one principal reason: Shadowmire. As elusive as he is deadly, this black dragon considers
the Witchlight Fens his realm, and most of those who enter the swamp are not interested in contesting that
claim. (They might, however, be looking for the secret location of his lair.) The lizard folk of the fens manage to live in harmony with the dragon, and some of the Witchlight lizard folk tribes have come to worship him.
Near the eastern edge of the fens, where the wetland merges with Harken Forest, the lizard folk of the Mistkiller tribe frequently skirmish with bands of Daggerburg goblins that make forays out of the forest.
A number of ruins related to the ancient empire of Bael Turath can be stumbled upon by those who explore the depths of the swamp. 

Nentir Vale Map Large Size

Περιοχή δράσης και Ιστορικό Υπόβαθρο.

          Η περιοχή στην οποία δραστηριοποιείται η ομάδα μας είναι η Nentir Vale. Το σκεπτικό είναι να μεταφερθούμε μελλοντικά στον κόσμο των Forgoten Realms (Faerun).
          O χάρτης της κοιλάδας του Nentir


Νentir Vale Lore


          When the human empire of Nerath was at its height about three hundred years ago, the Nentir Vale stood as the northernmost extension of that great realm. Would-be settlers navigated the Nentir River through a trackless swamp or forged their way through a thick forest that separated this area from the rest ofNerath. At the end of their journey, they came upon a pocket of rolling grassland and light woods more than a hundred miles wide and ringed by mountains and forests-a frontier area that held both promise and peril for those who braved it. Several settlements sprang up in the area. Foot paths between these outposts of civilization turned into welltraveled roads, and most of the towns flourished over the next two hundred years or so. Then, nearly a century ago, chaos and ruin came to the Nentir Vale when an ore horde called Clan B1oodspear swarmed down out of the mountains to the northwest. By this time, the empire ofNerath had begun to crumble, and the hardy souls of the vale got no help from the south. Before the Bloodspear War was over, much of the Nentir Vale had been ravaged. When the orcs finally withdrew, they left behind a broken and battered land. Now, for the second time in its history, the vale is a destination for those of stout heart and great prowess-adventurers who seek to turn this near-wilderness once again into a place where peaceful folk can forge a life for themselves.


The Vale Today


Though the Nentir Vale is not under immediate threat of another large invasion, the area still has more than its
share of monsters, evil gangs, and otherworldly dangers. Most of the communities that sprang up during the vale's brief heyday are still present, but greatly reduced in population and influence. Between these points oflight lie vast tracts of untamed land and ruined outposts dating back to before the Bloodspear War.

Η Ομάδα

Shine              Dragonborne      Warlord
Kalistar               Human           Palladin
Theren                Human      Chaos Sorcerer
Raven                 Eladrin             Rogue
Velonia                Deva             Avenger
Holydiver           Ethereal              DM

Καλώς ήρθατε!!!

Καλώς ήρθατε στο νέο μας ιστολόγιο.  Σκοπός του θα είναι η διατήρηση ενός είδους ημερολογίου των περιπετειών μας καθώς και ο σχολιασμός των δρώμενων. Καλή αρχή και καλό RP!!!