Archive for October 2011

All items made from adamantite are considered Epic due to the nature of the metal. Adamantite is extremely rare, dangerous to mine for, and only a selected few know how to work it. Dwarwen smiths are the most knowledgeable.

Adamantite grants the following traits to crafted items (non-magical traits):

Either: increase crit range by 2 (01-49%) or critical hits deal X1 more dmg (50-98%) or bypass stoneskin (99-00%).

Chest armor: Provides 5 better AC than other armors.
Gauntlets: +5 to hit on melee attacks
Boots: +50% movement speed
Helmets:  Immunity vs critical hits and +5% magic resistance

The biggest event during the whole session was the fact that Anthrax actually has begun understand the difficult relations nature is build upon, where the large woods play a major role. He suddenly understood the importance of having a healthy breathing mechanism, -also in a place as this. A big “Hurray” for Anthrax! We hope he also will understand the role animals have in nature.

Anyway; Arthemis found himself surrounded by an individual from the Tiny People. A curious little fellow, busy inspecting Arthemis’ backpack, -a gift from Arazaka after Arthemis’ backpack somehow, mysteriously started to burn, and turned it into a nest of some sort, was quickly named Nibbler.  Nibbler was doing his own stuff, making his home in the mentioned backpack, and we hardly noticed him. Arthemis had an experience; The poor fellow didn’t see, hear or feel a thing, but Nibbler actually took out a part of his brain and ate it.  Than he decided to take a nap. He slept a lot. Mokferuso and Arazaka Hara picked 8 different species from the different herbs found throughout the area, carefully placing them in different jars, and the night after we left the Tiny People and followed a yellow star, now found in a totally different place than yesterday evening. Anyway, Nibbler refused to leave us and stayed in the backpack, leaving his people behind.

The walking during night went fine, and so did the next day and night. The day after, Nibbler started to move around, and flew above Arthemis’ head. He drew something odd from his small brain and offered it to Arthemis, who without second thought picked it up an ate it. A quite spectacular view! After that Nibbler returned to his backpack and disappeared for a while. Arthemis got some abilities from Nibbler, they have possibly connected somehow.

We noticed a fortification of some sort on our right side, and decided to inspect it further. We arrived early that morning, and when the sun’s fingers stroke the stairs outside the building, it was reflected in gold. Gold ornaments. The building was actually a huge temple; circular, with a diameter of approximately 70 meters. A temple of good, but fungus, moss and plants covered it and the ground outside. The roof was held up by stone pillars, huge oil drums and mirrors in addition to ornaments decorated the room. 6 gold statues of the cat (jaguar?) people surrounded a lid with 4 locks. The roof was covered by an enormious (sic.) gold dragon was drawn made of gold (sic.).

In his inner eye, Arthemis saw back in time, and discovered that the 6 statues actually were 6 high level priests who said rites and was covered in gold. We guessed that the gold dragon in the roof was created in this way, as a protector of the temple. They gave 4 keys to different persons before dying. The four keys would probably fit into the 4 locks, but the problem was to locate the 4 keys. Romana refused to start looking for them (-a rude gesture when you think of how much we have sacrificed to get her safe and sound to the dragon lair and back; 6 months of exile, ). Arthemis decided to look for them himself. He and Nibbler disappeared and reappeared some minutes later with the keys. Nice work, Arthemis! Nibbler was slightly paler, thought.

We inserted the keys and turned them simultaneously. It opened. A 3 meter wide well came in sight, and water was observed beneath. We entered, found a door, opened it, went in, closed it and opened a second door. A fragile golden egg appeared, with inscriptions and ornaments. We carefully lifted it up and transported it upstairs for a closer inspection from Arazaka. The egg was an ancient development. The cat people made it for a champion among its people. The champion could break the egg, and he would experience some major improvements; feats, epic feats, wps, stat pluses etc. If the person dies, the egg will restore and again absorb the abilities. As always, we thought of the good of the group. Knarg have slightly had anything the past months, so he broke the egg, which turned into a very small egg, and got the benefits of it and in addition he got the ranger equipment. Go Knarg!

The next night a T-Rex attacked us. Without much effort, Arthemis cut it into small pieces and left it to rot. Mime got an eye, though.

A meadow nearly became someone’s bane, as we fell through it and landed on a large spider’s web. A 30 meter long spider appeared, and I guess everyone felt a bit pity for the poor monster which soon was going to be transformed into meat and bones. Rommel made a stunning roar and Arthemis made his swords do the talking. Seconds later, the team was on their way into it’s lair…

Mokferuso, Arazaka Hara and Ottamata


Queen Tigra of the wild world rested undisturbed in her chambers for 12.000 years until some adventurers made their way inside and woke up her golden hydra golem protector. After finishing off the protector, they proceeded to undress and loot the mumified corpse of the once glorious queen. Happily, they ventured on after distributing her personal belongings amongst themselves. Little did they know that they had picked up something else there, too…..

Dinosaur Hide Armor:
+ 30 AC (Ex)
DR 20/All (Ex)
+5 enchantment bonus to AC (Su) (grants a total of +35 AV)

Dinosaur Bone Bow:
Strength Bow (Ex)
Double Range (Ex)
Arrows fired deal double damage (on the die roll) (Ex)
Unbreakable (Ex)
+5 enchantment bonus to hit and damage (Su)

Dinosaur Arrows:
1d12 damage (Ex)
Ignore Stoneskin (Ex)
Unbreakable (Ex)
Target is Slowed when hit (as per spell, saves/MR apply) (Sp)

Dinosaur Hide Quiver:
24 arrows
Enchanted to return to the Dinosaur Quiver 1 round after they have been removed (Su)

2 Dinosaur Longswords:
1d20 dmg (Ex)
Ignore Stoneskin (Ex)
+5 enchantment to hit and damage (Su)
Keen (crits on 17-19) (Su)
Sharpness (cuts limbs on natural 20) (Su)

Ring of Protection +5
Ring of +1 All Abilities (can go above 25)
Amulet of Power (+5 natural AC, +5 hit, and Leap STR meter forward or 1/2 STR upward as move action)


The amulet that Artemis made to Knarg in exchange for funds to make his helmet.

He was thinking of making something with a bow or an archer but he could not come up with a design he was happy with. So he went for a raven design instead. Wearing his mask Knarg did indeed look like a scary raven anyway and at times he had also transformed in to one, so it was only fitting.


+3 Dmg

Always hits on the first strike




Artemis had long missed a suitable helmet that could better protect him in battle and when he finally got some time off, he decided to make one himself. It should be something simple but powerful. He had just the material that he needed but funds were scarce. Since Anthrax always seemed to have a lot of gold he made a deal with him to make Knarg an amulett if he funded the helmet.

The result was perfect. A simple helmet that gave him better protection, but also gave him some extra punch when needed.


+10 AC

If activated reduces nr. of attacks by half but doubles the damage


Adamantium bonuses:

Imune to critical hits

+5% MR







We had started on our return. It seemed that the paladin had got what she came for. On the first camp we split the loot from our trip. Mokko handed me a mighty wand, that we got from the dead wizard. On our return we passed through the little peoples camp. One of them had a keen eye on Athemis, and followed im when we left. It never left Arthemis side, flying around him and resting in his backpack. But after a few days, when we had set the camp, I saw it do something strange. It sat on Arthemis` head, and it looked like it draged a piece of his soul out of him, and ate it !?! I did not know how to react to this. But it seemed Arthemis did not sustain any harm from this insident, though he whined about being cold and freezing the next few days. But then suddenly one day, it seemed like Arthemises new love, pulled a piece of it`s own soul out and handed him. Arthemis ate it, and started glowing just like the little people. After that he never complaiend about the cold. And he said that he felt stronger than ever.

On the road we encountered some grusome dinos, but Arthamis made short work of them all. Then we passed by some ruins not far from our path. We desided to investigate. The ruins was some old temple. A big dome laced in gold revealed it self inside the temple. In the middle of the dome there were 6 golden statues in what looked like a circle of prayer. And in the middle of the circle was a hatch, with 4 locks on it. With the help of mighty magic, Mokko and Arthemis managed to get the locations og the 4 keys. Suddenly Arthemis disappeared, like he teleported. He was gone just a few minutes, before he returned with the 4 keys.

So we opened the hatch. Inside it looked like a well, going far under ground. We all jumped in and started to swim down. We swam trough several rooms in the bottom, before we came to a new room, with no water inside. But in the middle of the room we saw a big golden egg.

The egg was indeed magical. We dicused a bit about it, before we agreed that Knarg was the one to get the magic benefit of the egg. So he broke it, and it`s magic entered Knarg. The egg was now the size of a normal egg. So Karg put it in his pocket for safe keeping.

We then left the temple. heading back to the path. But suddenly the ground caved in under our feet. We fell down a huge cave, and those who can`t fly landed in a huge spiderweb. Out of a hole in the wall, a monstrous spider appeared. But Mokko some how managed to stun it, giving Arthemis the opportunity to do what he does best. So we got our self out of the cave, and continued our voyage.


Anthrax, your friendly neighborhood necromancer.

After Tyr sacrificed his hand to bind the Fenris Wolf, he could no longer use his signature weapon, his two handed spiked chain. Therefore, it was put away and forgotten until one of the ravens of Odin, Hugin, broke into Tyr’s home and stole it just before Ragnarok. Hugin later died at the hands of powerful adventurers, who claimed the relic as their own.













Spiked Chain of Tyr is a 2-handed signature weapon with 20 levels. Each level requires 100.000 xp.
The Chain also changes size and damage output according to the size of the wielder.

Wielder’s Size        Size of Chain        Base damage
Small                        Medium                 1d10 X2
Medium                  Large                       2d10 X2
Large                        Huge                       3d10 X2
Huge                        Gargantuan           4d10 X2
Gargantuan           Colossal                  5d10 X2
Colossal                  Colossal                  6d10 X2

Level    Abilities
1    Double attacks each swing (one hit roll, either both attacks hit or both miss) (Ex)
2    +1 hit/dmg/AC pr. even levels (Su)
3    Vampiric Life Stealing (Su)
4    +1 Crit Rating (Ex)
5    Level Drain (4 levels) (Su)
6    Chain of Free Action (Su)
7    Int bonus to hit (Ex)
8    Riposte, AoO after successful parries (Ex)
9    Critical hits lower targets Strength by 1 for 24 hours (Ex)
10    Crushing! (deals crushing damage instead of bludgeoning, therefore igoring stoneskin) (Ex)
11    +1 damage pr d10
12    +4 to confirm critical hits
13    +X1 crit damage (pr. ball, so a medium sized chain would deal (1d10 X2) X4 on a successful crit)
14    Able to critically hit undeads, dragons and constructs
15    Giantslayer! All giants take triple the amount of d10 damage
16    1 Free Parry against all attacks (Ex)
17    Hindering Strikes. Target’s hit and movement lowered by 1 pr. hit (Ex)
18    Outsiderbane! Outsiders take triple the amount of d10 damage
19    Remove target’s MR for 1 round on a natural 20 (Ex)
20    All hits deal maximum damage

Paladin Class

Shieldmaidens are female paladins trained to protect others, a task they take seriously. You would be hard pressed to find a more suitable bodyguard, but if they are not ordered into duty by their superiors, the Shieldmaidens only offer their services out of loyalty.






Level            Abilities
1        +1AC pr. lvl (Su), reroll one save pr. day
2        +2 DR/All pr 2 lvls (Su), reroll one ability check pr. day
3        +3 hit on shield parry pr. 3 lvls (Ex), +1 all saves pr. 3 lvls
4        Intercept attacks against friendlies within 5 feet pr. 4 lvls (must parry blow or take full dmg), parry 1 extra attack pr. 4 lvls, reroll 1 parry attempt pr. day
5        +1 shield parry pr. 5 lvls, +1 on ability checks vs harmful effects pr. 5 lvls
6        +2 Initiative pr. 6 lvls
7        Add total Charisma to AC (Su)
8        Any shield worn grants +50% MR, +Wis modifier AC and is unbreakable (Su)
9        Protective Stance – Every round you do not move during your own turn, you gain Con modifier to AC until your next turn (Ex)
10        +4 natural AC (Ex)
11        SR +10/All
12        Sturdy – Any successful save or ability check which reduces a harmful effect, yields no harmful effect
13        +5 all saves and ability checks against harmful effects
14        You are allowed a save against effects which have no save, save vs Death DC 35 (Ex)
15        Can intercept 1 harmful single target effect pr. round against friendlies within 20 feet (must save or face full effect) (Ex)
16        If successful save against area effects, friendlies within 20 feet also save successfully (Su)
17        The first killing damage (not effect) every day is fully absorbed (Su)
18        Any killing damage on a friendly within 30 feet can be redirected to the Shieldmaiden (Su)
19        Any armor worn grants +50% MR and +Str mod AC (Su)
20        Max HP

Epic Levels        Abilities
25        Ignore dmg/effect from any one source once a day
30        Ignore dmg/effect from any one source once a day
35        Ignore dmg/effect from any one source once a day
etc        etc