Bejegyzések

Final Act

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 Mad Pursuit After getting their bearings the party decided to make a run for it: get to their war machine, and then speed away to Hellturel to cut the chains with The Sword of Zariel. From the demon camp, a huge gnoll-demon (Yeenoghu) emerged and started chasing after the heroes. At the same time a dark winged figure (Zariel) lept to the sky from the fortress and swooped down toward them. On the ground the warmachines of Thalamra Vanthampur roared to intercept them. The PCs managed to get to their vehicle, revved up the engine and pushed the pedal to the metal, just as Yeenoghu grabbed the rear bumper and smashed the side of the truck with his huge flail. As a result of the impact a panel broke loose in the back of the truck. A satchel fell to the floor, spilling its contents across it: the stolen potions of the warlock. With no time to contemplate this, Margor slotted additional soul coins into the vehicle desperate to tear free of the grasp of the demonlord. The boost of the extra c

5 - Avernus

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  First visit to Knucklebone The PCs explored the fort, which is split to 4 sections. Upon entering, one finds a tavern called the Well, while gates open to other courtyards to the left and the right. The yard to the left is the Bazaar, where travelers can restock their supplies and buy various equipment and magic items. The yard to the right is a large junkyard/workshop called the Scrapheap. Behind the Scrapheap is where Mad Maggie's quarters can be found. In terms of notable patrons, the party first encountered a dark-skinned dwarf (duergar) named Torrik, who was chucking down stale beers at the bar. After a while it turned out that he was attacked by Hellwasps on his way to Fort Knucklebone, who knocked him off his motorbike. After falling off, the wasps seemed to be obsessed with his ride, so he could run off and escape. Later, the players also met Chukka and Klonk, two kenku mechanics working at the Scrapheap (kenku are humanoid raven creatures). They were in the middle of rep

Avernus travel rules

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Hexcrawl procedures Travel is abstracted to moving between hexes on the map. Hexes might contain special locations that the PCs can visit if they find it (some locations are trivially found, such as following a road to a city, others might be hidden). When traveling between hexes, there is a chance for random encounters to take place. Each traveling day is separated into 2 half-days (roughly 4 hr travel periods). The party as a group can select one main action per half-day from the following list: Travel: move to an adjacent hex. Normal travel time is ½ hex per half-day on foot, and 1 hex per half-day with a war-machine. Terrain can modify this. Forage: look for food / water. Everyone makes a Survival check at DC 15. Every point the DC is passed by yields 1 days worth of rations (normally). Note: in Avernus, all checks for Foraging are made with Disadvantage! Search: search the hex for a special location. Success depends on the context of the search. Additionally, each character can

4 - Hellturel

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  It seemed that the path to saving Elturel would be to travel to Avernus, try to get hold of the second copy of the contract and somehow destroy it. So the heroes traveled back to Candlekeep, where Sylvana introduced them to Lulu, a golden furred winged elephant (aka. hollyphant), who was apparently present in Avernus during the inaugural crusade of the Hellriders, but lost her memories for some unknown reason. Since Hell is presumably a hostile environment, the party loaded up with magical weapons and a weeks provisions (which Lulu happily agreed to carry), after which Sylvana had transported the entire party to Elturel by casting a plane shift spell. Hitting the streets Unsurprisingly, a grim and desolate city greeted the party upon their arrival: abandoned buildings crumbling in the hot air, plumes of smoke rising in the distance, and comets hurling through the blood red skies past the companion, which now hanged dark and low above the city. But it quickly turned out that the city

3 - Candlekeep

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  On the road The party left Baldur's Gate behind, and journeyed south toward Candlekeep to meet with Sylvana, the wizard who could potentially get the puzzlebox opened for them. Leaving the city they had to press through the throng of refugees from Elturel, who only have swollen in numbers during the time the PCs spent in town. The hungry crowd liberated the party of some of their gold, which they only noticed later during the day. At the end of the day the party reached an inn where they would stay for the night. As they approached, they noticed a gathering of sorts which turned out to be a funeral service. A Hellrider knight called Reya Mantlemorn was performing the service for who they later found out was Gideon Lightward. Apparently Gideon was murdered in their sleep in the tavern - the PCs suspected Vaaz to be the culprit, but couldn't find any useful evidence at the scene. The party and Reya shared information with each other regarding the events of the past weeks, and t

The First Charge of the Hellriders

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This tome, bound in red leather, is an academic dissertation concerning the origins and history of the militant order located in Elturel, known as the Hellriders. The book is divided into 4 chapters. The foundations of a militant order This chapter delves into the topic of how the predecessor of the Hellriders was formed. "... In hindsight it was inevitable that a militant order of some sort would emerge as the dominant power at the southern tip of the Trade Way. The caravans heading to and from Waterdeep were under constant threat from monsters lurking in the Reaching Woods on the west, and emerging from the Fields of the Dead to the east. In the end, it were the gnoll tribes of the woods that catalyzed the founding of the Order of the Radiant Sun, now known as the Hellriders. The legend says that the son of a noblewoman called Lady Shiarra was captured by a gnoll tribe while traveling with a caravan from Waterdeep. Upon receiving the news of the raid, Shiarra rode out with her m

Available equipment

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Baldur's Gate Any normal equipment (PHB 143, Chapter 5) is available in unlimited supply at the price given in the book. Special (i.e. magic) items available in town are listed below. Items that cost at most 100 gp and potions that cost at most 300 gp: unlimited in supply. Items that cost at most 300 gp and potions that cost at most 500 gp: at most 2 available in town. All other things on the list: 1 available in town. If you decide to buy something, you can try to haggle: receive a 10% discount on a successful Persuasion check. However, if you fail the check you buy the item at a 10% markup. Succeed or fail, you MUST buy the item. Macial ammunition (+1) [20 gp per piece of ammo]: Arrows, bolts & bullets that give a +1 bonus to attack and damage rolls. Once shot the ammunition is no longer magical. Potion of animal friendship [100 gp]: Use “Animal friendship” spell (DC 13 save) for 1 hour. Potion of greater healing [100 gp]: Heal 4d4+4 HP. Potion of fire breath [100 gp]: 3x