8th moon, 28th day, year 4554
With a runner gone, the brothers felt they had no choice but to enter the caves. However, before long, they spot - or rather the magical owl does - some giants making way towards them. The T'orghs run back out and Nalfein plants (haha) a wall of thorns right as the 8 giants arrive, so that their force in split in two. The dark elf brothers start killing off those giants on their side of the wall, but before they can kill them all, the frost giant "king" and his shaman as well as a couple of guards manage to get through the wall of thorns. Luckily for them, Nalfein offs him immediately with a Phantasmal Killer, while Tagar and Jegred tear through the remaining giants helped by another wall, this time of fire.
No sooner that the brother take a breather and the wall of fire shuts down before more giants arrive. The brothers balance on the edge, and Jegred is (once again) killed. Yet they somehow manage to kill the all and then run for the woods in order to hide and rest.
8th moon, 29th day, year 4554
The next morning, they return only to find the remaining giants (all 17 of them) in the middle of making some sort of giant (haha) ritual. The brothers decide to attack them and somehow manage to win the battle, but not before the giants offer their souls to Coldbreath for vengeance. Tagar informs that Coldbreath is one of the oldest, biggest and meanest white dragons in the wold.
The T'orghs hurry inside the cavern system in order to find treasure. As they find the loot, Coldbreath arrives and starts hunting them in the cave system. The T'orghs grab whatever can be in the portable hole and dimension door back out into the woods.
When they return later, the white dragon is sitting atop a huge frozen pile of frost giants, which usually means that they are getting prepped for dinner, according to Tagar.
onsdag den 10. april 2013
onsdag den 3. april 2013
Menzo and T'orgh Timeline
Year | Event |
2445 | Fleeing the continent of Ular, 24 noble dark elf families land on the eastern coast of Nala and head into the Silent Forest. |
2447 | After a less than amicable dispute, the families split up. 18 of the Houses stay and found Llur'gel, while the remaining 6 families chose to follow the vision of Jy'ak T'orgh, and go deeper into the immense forest. |
2448 | Almost 3 years after they arrived on Nala, the 6 families settle down near Dragon Mountain and the building of Menzo begins. |
2458 | A young, but very skilled priest named Da'kar of House Argith is named the first High Priest of a newly finished Temple. |
2555 | The biggest red dragon any dark has ever seen lands on top of what is now called Dragon Mountain. For 60 days, it is seen entering and leaving a cave at the top of the mountain, then it disappeared, not to be seen again. Several of the leading High Priests and their best men went up to explore the cave, but nothing was found. |
2711 | To the south, Ched Cinlu is founded by a fraction of dark elves who has left Llur'gel behind. |
2733 | Jy'ak T'orgh dies of old age. Pyrzi T'orgh becomes new High Priest of House T'orgh. |
2998 | First encounter with drows on Naja by an expedition in the caves below the Green Peaks. |
3076 | Pyrzi T'orgh dies and his eldest son, Razza T'orgh becomes High Priest of House T'orgh. |
3077 | Razza T'orgh is killed by the Council for heretical thoughts. Q'aro T'orgh becomes new High Priest of House T'orgh. |
3421 | Q'aro T'orgh dies and Mezro T'orgh becomes the new High Priest of House T'orgh |
3467 | Council expanded to 11 Houses. |
3499 | First and last dark elf-drow war starts, as Menzo, led by House Argith, sends a small army below the Green Peaks and wage war on the drows. |
3537 | The war between the dark elves of Menzo and the drows ends, with great loses on both sides. The Council decides that as long as the drow stay down below, they are to be left alone. |
3599 | Mezro T'orgh dies, and G'azz T'orgh becomes new High Priest of House T'orgh. |
3733 | Exactly 1000 years after his death, the ghost of Jy'ak T'orgh is seen walking the halls of the Temple, |
3815 | HP Venar T'orgh takes charge of House T'orgh |
3980 | A large army of humans lands on the shores of the Red Lake. |
3981 | Colonists follow the army, and start building New Laketown, clearing the forest around the lake. |
3999 | The combined might of Menzo descends on the settles of Red Lake, and more than 8.000 humans are slaughtered on the borders of the lake, coloring the waters red. |
4102 | A coalition of most noble Houses of Menzo begin an aggressive and rapid expansion northwards with House T'orgh in charge. |
4117 | Menzo's expansion stretches all the way to the Hills of Blood, the Black Hills and 30 miles west of Blackwell. A truce is made with the humans who have not been subjugated. |
4169 | Venar T'orgh convinces the Council to break the truce and to let the coalition attack Blackwell. |
4170 | Blackwell falls and is sacked, but at great cost. The humans, horrified by the sacking of Blackwell revolt. King John of Laketown leads the human army. |
4172 | The dark elves are soundly beaten and expelled from the human lands. House T'orgh loses a lot of men and status. |
4178 | King John wins the battle in the Forest of Death and unites Ra'kar under his rule, forging the Iron Empire |
4401 | Collapse of the Iron Empire |
4553 | Current year |
33rd session: The Ice Symbol (part one)
8th moon, 14th day, year 4554
The Torgh's use their newly acquired portal room (due specifically to the portal room, Father has decided to take over the Jhalavar palace and installed Hu'ar there) and beam to the temple with the symbol room. There they activate the ice symbol, and learn that they must harvest the heart of every single member of the Icebear clan and burn the hearts on the altar in Menzo.
Tagar informs the others that the Icebear clan is probably up north of Laketown, near a volcano called Blackhole. Nalfein is skeptical.
8th moon, 22nd day, year 4554
Returning to Menzo (with 50 new orc minions in tow), they once again use the portal room, this time to land in the hills south of Laketown.
8th moon, 23rd day, year 4554
The T'orghs stop by Laketown, to investigate. They learn that the Icebears are one of the most powerful frost giant clans in the area, and that they live on the north side of the extinct volcano called Blackhole Volcano.
8th moon, 28th day, year 4554
After some day of traveling, where the most scary monster they encounter is a mountain lion, they enter the frost giants' territory and ambush a couple of giants, killing them quickly. They investigate further, and find a plateau at an altitude of more than 2 miles, and behind a pine forest, they find the huge entrance to the giant lair. The brothers attack the giants outside, killing eight before proceeding inside, or rather, luring some more outside. They finish those off as well, but one escapes and runs into the cave....
The Torgh's use their newly acquired portal room (due specifically to the portal room, Father has decided to take over the Jhalavar palace and installed Hu'ar there) and beam to the temple with the symbol room. There they activate the ice symbol, and learn that they must harvest the heart of every single member of the Icebear clan and burn the hearts on the altar in Menzo.
Tagar informs the others that the Icebear clan is probably up north of Laketown, near a volcano called Blackhole. Nalfein is skeptical.
8th moon, 22nd day, year 4554
Returning to Menzo (with 50 new orc minions in tow), they once again use the portal room, this time to land in the hills south of Laketown.
8th moon, 23rd day, year 4554
The T'orghs stop by Laketown, to investigate. They learn that the Icebears are one of the most powerful frost giant clans in the area, and that they live on the north side of the extinct volcano called Blackhole Volcano.
8th moon, 28th day, year 4554
After some day of traveling, where the most scary monster they encounter is a mountain lion, they enter the frost giants' territory and ambush a couple of giants, killing them quickly. They investigate further, and find a plateau at an altitude of more than 2 miles, and behind a pine forest, they find the huge entrance to the giant lair. The brothers attack the giants outside, killing eight before proceeding inside, or rather, luring some more outside. They finish those off as well, but one escapes and runs into the cave....
Dragon armor
In order to enchant 1 suit of dragon armor, you need:
- Enchant an Item spell
- A flame that has burned for 1 year.
- 200 lbs of wood from an oak that has been struck by lightning twice.
- 1 gallon of blood from a greater demon or devil
- 5 gallons of water from the Faerie Realm
- Enchant an Armor spell (researchable, 4th level spell)
- Permanency spell
- Place the armor on a 1000 year old altar
- Cast enchant an item
- Set the armor on fire (with the flame and the wood)
- Douse the flames with the water and the blood
- Cast enchant an item on the armor
- Cats enchant an armor and enchant it depending on level (+1 at 12th, +2 at 14, +3 at 16, +4 at 18th, +5 at 20th)
- Cast Permanency on the armor
- Enchant an Item spell
- A flame that has burned for 1 year.
- 200 lbs of wood from an oak that has been struck by lightning twice.
- 1 gallon of blood from a greater demon or devil
- 5 gallons of water from the Faerie Realm
- Enchant an Armor spell (researchable, 4th level spell)
- Permanency spell
- Place the armor on a 1000 year old altar
- Cast enchant an item
- Set the armor on fire (with the flame and the wood)
- Douse the flames with the water and the blood
- Cast enchant an item on the armor
- Cats enchant an armor and enchant it depending on level (+1 at 12th, +2 at 14, +3 at 16, +4 at 18th, +5 at 20th)
- Cast Permanency on the armor
Rod of Lordly Might
Rod of Lordly Might
This metal rod resembles a mace with a flanged head at one end and six brass buttons in a row along the haft.
The rod of lordly might is a +2 mace.
Additionally, you can use the following properties.
This metal rod resembles a mace with a flanged head at one end and six brass buttons in a row along the haft.
The rod of lordly might is a +2 mace.
Additionally, you can use the following properties.
Paralyzing Strike (1/day): Save or be paralyzed (melee reach)
Invoke Fear (1/day): Save or fear in 5' radius (must be able to see rod)
Drain Life (1/day): Make a melee attack with the rod against a creature within your reach. If the attack hits, it deals 3d6 extra damage, and you regain 3d6 hit points.
Buttons: Once per round on your turn, you can press one of the rod’s six buttons (no action). The button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
Invoke Fear (1/day): Save or fear in 5' radius (must be able to see rod)
Drain Life (1/day): Make a melee attack with the rod against a creature within your reach. If the attack hits, it deals 3d6 extra damage, and you regain 3d6 hit points.
Buttons: Once per round on your turn, you can press one of the rod’s six buttons (no action). The button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
1. +1 flame tongue longsword (+2 vs regenerating, +3 vs cold-using, +4 vs undead)
2. +4 battleaxe
3. +3 spear
4. Climbing pole. A spike at the bottom anchors the pole in surfaces as hard as granite, while the other end sprouts three sharp grappling hooks. The rod stretches to a maximum length of 50 feet, stopping at whatever length you choose. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in a staggered progression, forming a ladder. The rod is firmly held in position by the spike and hooks, and it can bear up to 4,000 pounds.
5. Battering ram, which can be used to break down doors, barricades, and other unattended objects. The force exerted by the rod is equivalent to Strength 30.
2. +4 battleaxe
3. +3 spear
4. Climbing pole. A spike at the bottom anchors the pole in surfaces as hard as granite, while the other end sprouts three sharp grappling hooks. The rod stretches to a maximum length of 50 feet, stopping at whatever length you choose. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in a staggered progression, forming a ladder. The rod is firmly held in position by the spike and hooks, and it can bear up to 4,000 pounds.
5. Battering ram, which can be used to break down doors, barricades, and other unattended objects. The force exerted by the rod is equivalent to Strength 30.
6. The rod indicates magnetic north and
gives you knowledge of your
approximate depth beneath the surface
or your height above it.
Dispel Magic
The following changes to Dispel Magic have been agreed upon.
You choose to target one target or an area.
If you choose one target, you get to roll against all spells in place on that target.
If you choose an area, you get to roll against the highest spell in place on each target.
You choose to target one target or an area.
If you choose one target, you get to roll against all spells in place on that target.
If you choose an area, you get to roll against the highest spell in place on each target.
mandag den 1. april 2013
The portal room
After investigating the portal room, the following is known:
There are 7 portals. The use of a portal is possible by anyone who holds a portal key. 23 portal keys were recovered. In order to work, they need to be aligned with the portals, so your uncle has now re-aligned the portals and keys so that if more keys exists elsewhere, they are useless.
The 6 portals who are linked to a specific location work in the same way. You activate the portal with the key, and about 10 minutes later, it opens up an inter-dimensional door to the portal on the other side for you and anyone touching you. The portals can be used in reverse.
There are 7 portals. The use of a portal is possible by anyone who holds a portal key. 23 portal keys were recovered. In order to work, they need to be aligned with the portals, so your uncle has now re-aligned the portals and keys so that if more keys exists elsewhere, they are useless.
The 6 portals who are linked to a specific location work in the same way. You activate the portal with the key, and about 10 minutes later, it opens up an inter-dimensional door to the portal on the other side for you and anyone touching you. The portals can be used in reverse.
- Darkfort, drow city (in a secret cave about 2 miles north of Darkfort)
- Laketown (secret cave in hills south of Laketown)
- Blackwell (secret cave in hills north of Blackwell)
- Hope (secret cave in hills north-west of Hope)
- Ched Cinly, dark elf city (secret cave on Mount Heavenly)
- Ungraeth, dark elf city (secret cave on Mount Mayan)
The seventh portal, who isn't linked to a specific location works somehow differently. By focusing on a place you know well enough to picture in your mind, you can open the portal there after about 1 hour.
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