Okay... uh, I may have misplaced the chat log :/ I'm sure I saved it, but it's not showing up.
My theory is pressing 'enter' at the saving screen causes it to default to 'cancel', not 'OK'...
I'm really sorry. Apparently this session's fighting part will be lost in history, despite there being quite a number of nice quips, including V's :3 He's the number one talker!
...Anyways, yes, I lost it D: It's a wonder how I didn't lose the campaign file...
Session Ten & Eleven -
Lost in Transmission
Kill list2 Wight Docents**
4 Thunderstone traps**
5 Mohrg
Fire mist trap
2 Wraiths
1 Dread Wraith
1 Defacer
14 Bearded Devils
3 Barbed Devils
3 Hellcats
2 Ice Golems
3 Huge Ice Elementals
7 Large Ice Elementals
3 Medium Ice Elementals
Moving Freezing Ray Traps
1 Pleasure Devil (Brachina)
1 KanesraeBano, the Liberating LichRandom Elf, the Mildly Powerful Elf* Named people are underlined
** Not powerful enough to warrant XP
SUB TOTAL =
10900 XP And yes, Kanesrae gets XP for defeating herself. Wacky world 'we' live in. Noncombatants
including Dwarmin, or your subcharacters that didn't participate -
8700 XP
RP XP1200 xp (Session RPing + journal)
Rudra
Toman
Rae
600 xpSaint
V
Alith
Anya
Quest XP(
Failed quest : Report back to the undead)
Found Winterer - 2000 XP (for everyone. Yes, every single one of you.)
Purified Winterer - 1000 XP (again.)
This session: The party docked at Hatred Island, Gateway. The party made their way to the Bano temple. They kicked in the proverbial door and triggered some trap that blasted Kanesrae through the ceiling. An ambush team of wraiths and undead assualt them. At the end are some not-aggressive templegoer undead. They ask the party to find what's going on. Every once in a while, the explosion of fireballs shake the building. On the second floor, hordes of Bearded devils and some Hellcats attack, wave after wave. At the end, two Barbed devils are finished off. The Gates they came through were closed before the party could investigate them. On the third floor, a large security force of ice elementals and a freezing ray trap assualt the party. They meet an Ice devil, who doesn't attack them. They fight their way through the floor, only for the Ice devil to be killed by four concentrated Cones of Cold. On the forth floor was a battlefield, with many high-level devils and undead. They beat each other silly and clear themselves out. A mysterious woman named Sanddancer leaves, and lets slip that the Winterer is here with Bano. Bano, the lich, has a three minute talk about organs and music, that included one spell
Bigby's Organ Playing Hands. A Brachina appears, and Kanesrae goes berserk on the party, knocking out Wheatly and temporarily knocking out Rudra. A cleverly used Circle against Evil traps Kanesrae. The party and Bano kill the pleasure devil. They then attack each other. The personal antimagic field of Bano nearly thwarts all efforts, but it eventually goes down and Bano re-dies. He leaves an ominous message that he will return to his phylactery and take revenge.
The IRC log will cover the second part, returning to Anarose.
Having two consecutive sessions (and thus roughly 8~10 hours of D&D) fit so much into one day.
Loot Winterer - Used to be legacy bastard sword, now is legacy hand-axe.
A thin-bladed bastard sword, tinged blue. It softly glows white. The metal is perpetually cool to the touch. The blade itself is sharp even at a glance. Whatever metal it is made of, it seems to be lighter than a same-sized steel bastard sword. The sword's hilt is also made of the same material as the blade. The crossguard is simple.
Omen - The blade is always cool to the touch, whether in flame or fire. When moonlight hits the blade, it gives off an aura of white like that of snow.
Non-legacy stats - +1 hand axe
Lv 5~10 = Least
Lv 11~16 = Lesser
Lv 17~20 = Greater
Req
BAB over 10
Wielder Level
Will save pen. Hit Point loss Attack Penalty Abilities
0th Weaponary of the Gods
5th +2 bastard sword
6th 2 -1 Ice resistance 5
7th -1 2 Frigid Sunder 1/day
8th
9th -2 2 +2 icy burst bastard sword
10th 2 Ice resistance 10
11th 2 -2 +3 frost bastard sword
12th -3 2 Frigid Sunder 3/day
13th -3
14th 2 Arcane Bane 3/day
15th -4 2 -4 Personal Antimagic Field
16th 2 Ice resistance 20
17th -5 +4 frost bastard sword
18th 2 -5 Ice immunity
19th 2 +5 frost bastard sword
20th 2 Subsume in Ice 1/day
Rituals
(DC 18 - Purify)
Bring the sword to Anarose, and pay 10000 XP (Anarose covered it) and 2500 gp in ritual fees to reforge it and take away its enthralling capabilities. The owner of Winterer gains the feat Least Legacy(Winterer) and may use all of Winterer's least legacy abilities, and also incurrs all of Winterer's least legacy penalties. Up to level 10, Winterer has a penalty of -2 to Will saves, 8 HP loss, and -1 to BAB. On the plus side, Winterer grants Ice Resistance 10, Frigid Sunder 1/day, and acts like a +2 frost bastard sword.
(DC 25 - Frostbite)
To understand Winterer, one must embrace the nature of it. The wielder must pay 1000 XP and 3600 gp in ritual costs, and be exposed to temperatures of 0 degrees celcius or lower for twelve hours. The wielder must not have any clothing that protects from the cold in a substantial way, but may use any means to thwart cold damage, such as Protection from Elements.
(DC 31 - Rebirth)
tba
Legacy Abilities
Weaponary of the Gods
Winterer was handmade by the gods themselves. It cannot be destroyed. It is immune to Dispel (and equivalant spells) and Antimagic field, and is not affected by Sunder attempts. Winterer automatically saves for Fortitude or Will. Winterer's blade is immune to rust, acid, fire, frost, and sonic. Winterer destroys any Spheres of Annihilation it comes into contact with. Winterer also is not affected by Wish, Miracle, or other similar effects.
Ice Resistence
Winterer absorbs cold.
Frigid Sunder
At a thought, Winterer becomes colder than anything on earth and grants +20 on a single sunder attempt's attack roll, along with +20 on the damage roll.
Arcane Bane
On a failed Reflex or Fortitude save against an arcane spell, you may choose to roll again. If you fail the save once more, you may steal one of the caster's spell slots.
Personal Antimagic Field
When you succeed in striking a enemy, you may choose to create an antimagic field in the four cardinal directions. The antimagic field lasts for 1 round + Cha modifier.
Subsume in Ice
Immediate action. Similar to a 30ft long Cone of Cold, the saving throw DC is 25. This attack ignores the effect of Personal Antimagic Field.
361pp 26,391gp 9,038sp 9,520cp
=39991 GP, so
6700 gp per player<<Assuming the appraiser appraised the things.>>
arcane scroll containing:
1. interposing hand (lvl 5, cast 9)
arcane scroll containing:
1. reverse gravity (lvl 7, cast 13)
2. stoneskin (lvl 3, cast 5)
3. dispel magic (lvl 3, cast 5)
divine scroll containing:
1. water walk (lvl 3, cast 5)
2. blindness (lvl 3, cast 5)
3. snare (lvl 3, cast 5)
4000 gp - ring of counterspells/cursed
16000 gp - headband of intellect +4
9000 gp - Bracers of armor +3
medium glowing +1 longspear (2,000gp)
medium glowing +1 waraxe, dwarven (2,300gp)
medium vermin bane +1 scimitar (8,300gp)
medium +1 longsword (2,300gp)
medium +2 acid resistant lightly fortified heavy steel shield
magical dice - always comes up as 1 and 6
magical bag - unknown properties.