This straightforward session wrapped up the brief adventure known as "Surf Nazi's Must Die", but which is now known as "Audience with Yoogart". After a confidence-shattering run of failures at the challenges last week, the party turned themselves around in fine form, solvng the required mental challenge and a bonus challenge with distinction. Chris earned the Player Of The Night award for being the major contributor to the solution of both challenges.

The meeting with Yoogart followed shortly afterwards. He revealed considerable information about Zhat and the Hengis Forges, some of which confirmed information previously revealed by Chastity Marblemill.

 - Twenty years ago the nation of Zhat was a nothing more than a loose association of fishing villages and subsistence farmers.
 - Zhat is now run by a group known as the "Kirijata Factor", who appear to be a consortium of "techno-mages".
 - The Kirijata control a substance known as Hengis - a translucent green glass crystal which can produce a variety of magical effects.
 - Cities of Zhat are rumoured to employ Hengis crystal machinery, including horseless carriages and self-powered mills and looms.
 - The Hengis crystals need to be within range of a "Hengis Forge" which is a "power plant" of some type. The crystals can be "tuned" to the Forge.
 - Zhat is entirely populated by humans.
 - Building a forge seems to take a year or so. The forges themselves are large buildings based around a large excavation, with a huge crystal inside. They draw some or all of their power from some form of link to the Elemental Plane of Chaos. Little else is known about how they function.

The Zhat are building a new forge quite close to the border of Lor. To perform their service, Yoogart despatched the party to go and capture a renegade Tiefling named Dajani who had been harassing a nearby village. This tiefling is believed to have escaped from Zhat and may have useful information.

The party tracked the Tiefling down and after a fierce battle managed to intimidate him into submission (although see notes about intimidation below). At the conclusion of the session, the party was tying up Dajani, ready to transport him back to Yoogart. No conversation had yet taken place.

Dajani had the following treasure:
Boots of Striding (L9)
http://www.wizards.com/dndinsider/compendium/item.aspx?id=435
Cape
of the Mountebank (L5)
http://www.wizards.com/dndinsider/compendium/item.aspx?id=2948
550
GP

As a side note, I am really struggling to see why the boots of striding are a L9 magic item. Feel free to give your opinion.
 
XP - After the puzzle challenges and the defeat of the river pirates and Dajani, the party has amassed an additional 900 XP each. This is not enough to reach Level 4 just yet (anoth 600 required).

Renown Points: After doing a bit of catchup, and deducting the two cards each I handed out in Session 2/2, here are the standings (with owed bonus cards): Chris - 36 (+1 standard)
Pete - 44 (+1 boon)
Tina - 20 (+1 boon, -1 standard)
Adam - 28
Tom - 26 (+1 boon, +1 standard)

INTIMIDATION - alternative proposal.
As you all recall, the party won the battle last night by intimidating the opponent. While this was within the rules (we checked) I still don't like it as it effectively acts as a single attack of massive value. So I've got an alternate idea (just a proposal at this stage).

Once you've bloodied an opponent you can announce your intention to intimidate. Roll an intimidate skill against the will of the opponent. If you win this attempt you can count your roll as "intimidate points". You can repeat this process until your "intimidate points" tally exceeds the remaining hit points of your opponent (or the hit point tally drops below).

As an example, last night a successful intimidate check of 27 was made when the opponent still had 63 HP. Under the new system as soon as the opponent dropped below 27HP he would have surrendered. Meanwhile the party can attempt to obtain more intimidate points until the intimidate tally exceeded the HP tally.

This alternate plan prevents instant intimidation of an opponent who might still has 300 HP left. However it still gives the intimidate roll meaning. Thoughts? Comments?      
Tom
3/10/2010 01:02:50 am

Totally agree with new proposed intimidation check. Old one was too powerful and this one makes more sense.

Boots sound like its a level 3 item rather than a level 9. If it was +3 movement i could see it as a 9.

Guess i'll see you next time (seeing as your moving, later). Also wanting to know whats happening with the proposed weekend sessions aswell.

Thanks

Reply
Chris
4/10/2010 11:04:16 am

I think the boots are well valued at level 9. Movement points are the one thing that NEVER changes and can be of great benefit - to get into advantageous positions quickly or without taking attacks of opportunity..

That said, I would personally prefer 4,200 gp than an extra point of movement although that thought may be a little short sighted.

Willing to offer up my place for a weekend gaming session.. it is 100m from Chatswood station. Most Saturdays are great.. but I can't do 23 Oct.

See you all soon.

Reply



Leave a Reply.