Fancy Lad Adventures

XP as of 6/19/12


Loot 6/19/12

Hi all-

Wow. It sure has been some time since XP has been dolled out. Well, now you’re getting it, and loot. Lots of it all. And you know what, go ahead and bump yourselves up to level 12. You’ve earned it!

As mentioned at our last gaming session (and this loot post is no different) you guys have amassed quite a fortune in gold and equipment, much of which is piling up and never seeing the light of day. So, starting with this loot and going forward I will give you the option of trading in any items or gold you don’t want for 1% of their value in XP divided five ways. Past loot and gold can not be traded for XP as over time items have been swapped around and I don’t think there’s an honest accounting of who was which items at this point. I don’t want you guys buying your way to higher levels, but I also don’t want you guys burdened with loot you don’t want or need. I just need to know which items and how much gold will be traded in before you all add the XP to your character sheets so that I can remove it from the post here.

As always you also have the option of trading any loot items out on a one for basis from the same level and category if there’s something you’d like instead.

  • 2582XP Each
  • 10908GP Each
  • [Level 12 Magic Item]: Totem of the Night +3 (Adventurer’s Vault 2, page 46 [Totems]) (DDI) – this item is only for whoever examined the mirror in the alcove the last session (I can’t recall who it was)
  • [Level 15 Magic Item]: Floorfighter Straps (Adventurer’s Vault, page 129 [Feet Slot Items]) (DDI)
  • [Level 15 Magic Item]: Staff of Acid and Flame +3 (Adventurer’s Vault, page 105 [Staffs]) (DDI)
  • [Level 15 Magic Item]: Orb of Sanguinary Repercussions +3 (Player’s Handbook, page 239 [Orbs])(DDI)
  • [Level 14 Magic Item]: Sunblade +3 (Adventurer’s Vault, page 79 [Weapons]) (DDI)
  • [Level 14 Magic Item]: Flamedrinker Armor +3 (Player’s Handbook, page 230 [Magic Armor]) (DDI)
  • [Level 14 Magic Item]: Goggles of Night (Player’s Handbook, page 248 [Head Slot Items]) (DDI)
  • [Level 13 Magic Item]: Bracelet of the Radiant Storm (Adventurer’s Vault 2, page 115 [Item Sets])(DDI)
  • [Level 13 Magic Item]: Scorpion tail blade +3 (Adventurer’s Vault 2, page 131 [Item Sets]) (DDI)
  • [Level 13 Magic Item]: Orb of Sweet Sanctuary +3 (Adventurer’s Vault, page 96 [Orbs]) (DDI)
  • [Level 12 Magic Item]: Orb of Augmented Stasis +3 (Adventurer’s Vault, page 92 [Orbs]) (DDI)
  • [Level 12 Magic Item]: Staff of Distant Shielding +3 (Player’s Handbook 2, page 207 [Staff]) (DDI)
  • [Level 12 Magic Item]: Tauran Shield (Adventurer’s Vault, page 121 [Arms Slot Items]) (DDI)
XP as of 2/1/12


Loot 2/1/12

Hey gang-

Your loot for the previous session:

  • 1720XP each
  • 3996GP each
  • [Level 15 Magic Item]: Symbol of Brilliance +3 (Adventurer’s Vault, page 87 [Holy Symbols]) (DDI)
  • [Level 15 Magic Item]: Final Word Weapon +3 (Dragon 365, page 55 [Bazaar of the Bizarre]) (DDI)
  • [Level 14 Magic Item]: Vampiric Weapon +3 (Adventurer’s Vault, page 81 [Weapons]) (DDI)
  • [Level 14 Magic Item]: Wand of Allure +3 (Adventurer’s Vault 2, page 52 [Wands]) (DDI)
  • [Level 13 Magic Item]: Dragonscale Dagger +3 (Dragon 381, page 42 [Sorcerer Essentials: Arcana’s Wild Card]) (DDI)
  • [Level 13 Magic Item]: Shroud of Ravens +3 (Adventurer’s Vault 2, page 68 [Neck Slot Items]) (DDI)
  • [Level 12 Magic Item]: Feral Armor +3 (Dragon 369, page 13 [Bazaar of the Bizarre]) (DDI)
  • [Level 12 Magic Item]: Defensive Weapon +3 (Adventurer’s Vault, page 67 [Weapons]) (DDI)
  • Warg pelt x4 (if you choose to clean them)
  • Leather Armor x4
  • Short Sword x2
  • Greatclub x2

The following items were claimed by specific players:

  • Andrew – +3 Staff of Unparalleled Vision (Adventurer’s Vault, p 170)
  • Josh – Emerald (1200GP)
New Year...New Levels

Hi gang-

To celebrate the holidays and return to gaming you should all be level 11 now. Your current XP now stands at 26,000 and there are all sorts of benefits that come with that.

Something to keep in mind when leveling up your characters is your character theme. Theme options are on the third tab of the character builder (Details) and provides some benefits to your character in the way of new encounter and daily powers. You don’t have to take a theme, but you’d be missing out on some cool character options if you didn’t take one.

Our next session is scheduled for 4 January at Frost Manor and I hope to see you all there. Woot!


Loot 9/4/11

All sorts of backlogged loot and XP. This might bump you guys up to level 11, in which case you’ll need to do some big thinking about your characters destinies…

  • 1840XP each
  • 2220GP each
  • Circlet of Mental Onslaught (Adventurer’s Vault, page 139)
  • [Level 14 Magic Item]: Displacer Armor +3 (Adventurer’s Vault, page 44 [Armor])
  • [Level 14 Magic Item]: Diamond Wand +3 (Adventurer’s Vault 2, page 49 [Wands])
  • [Level 13 Magic Item]: Robe of Defying Flames +3 (Adventurer’s Vault, page 49 [Armor])
  • [Level 13 Magic Item]: Briartwine Armor +3 (Adventurer’s Vault, page 43 [Armor])
  • [Level 12 Magic Item]: Sunleaf Armor +3 (Player’s Handbook, page 231 [Magic Armor])
  • [Level 12 Magic Item]: Symbol of Divine Force +3 (Adventurer’s Vault 2, page 29 [Holy Symbols])
  • [Level 11 Magic Item]: Healer’s Sash (Adventurer’s Vault, page 166 [Waist Slot Items])
  • [Level 11 Magic Item]: Clearsense Powder (Adventurer’s Vault, page 26 [Alchemical Items])
XP as of 9/24/11


Loot 6/22/2011

Hey gang-

Here’s your loot for defeating the shadowguard sentry thing (with adjusted XP):

200XP each
100GP each

Ajar-ing History
Harridan's Bane

Harridan Grout.

The very mention of his name makes woodcarvers drop their awls and moisten the shavings at their feet. His long-standing hatred of their profession is a tale told to woodworker’s children as they go to sleep, to frighten them into behaving.

Growing up amongst the northron tribes, Harridan always had a healthy respect for trees, and nature in general, often preferring to go for long walks in the woods rather than suffer the stares and whisperings in his village. It was on one such walk in the woods that a small tribe of Mud People attacked him, leaping from the brush and surprising Harridan.

Unfortunately for them, they pulled his eyepatch off during the fracas, allowing Harry to see between the veil and beseech that which stood near him for aid. The Mud People stood looming over him, cackling and squabbling over his meager possessions, but Harry looked beyond them to the forest surrounding him with his dead eye. The wayward pines wafting in the afternoon breeze, the stately birches seeming to salute him with their branches. He saw the spirits of the trees confer with one another, somewhat startled to see Harridan looking at them. Making a decision, the trees brutally murdered the surrounding Mud People. Blood. Gore. Smash. You get the picture.

After then, the trees taught Harridan of their wily ways and he began to think of himself as part tree.

When Harridan left his village, he did so as a Champion of all things arboreal. To this day, there is one symbol of wrong in this world that Harridan cannot see without flying into a rage. It’s as if he is seeing his brother or sister flayed alive and strung up for the world to see, and it’s displayed as casually as a smile for the rest of the world. When he sees one, it must be destroyed and an example set for those that come behind.

Behold. The bane of Harridan’s existence:

They must all be destroyed.

Prestige Points

*The following is taken from the Age of Legends campaign:

When deeds of true heroism are called for and nothing short of a cinematic performance will do, it is time to draw upon prestige points. What are prestige points? Well in short, they are acquired points that your PC’s can spend for a variety of purposes to gain abilities that affect game play. Some of these effects are temporary in duration, such as Round and Encounter Abilities, while other abilities are Permanent in effect. How do you gain prestige points? Simple. By contributing to the creation of our campaign site. Exactly what this contribution consists in will vary. However the typical way of earning points is to keep an updated character journals, the adventure log, or create new material for the blog.

Once points have been acquired, they may be used in one of three ways. First, they may be used once per combat round to gain a short term benefit lasting the duration of that round. Each Round Ability uses up 1 prestige point. You may use only one of these abilities per round, however you may choose to double the numeric effect of any given ability by using an additional 2 prestige points. Points “used” in this way are not permanently lost but refresh at the start of the next game session.

Second, prestige points may be used once per combat encounter to gain an immediate short term benefit. Each Encounter Ability uses up 2 prestige points. While you may only “use” prestige points to gain Encounter Abilities once per encounter, you may also choose to “burn” prestige points to gain additional Encounter Abilities. Each additional Encounter Ability gained in this way burns 1 prestige point. Points “burned” in this way are permanently lost.

Finally, prestige points may be burned either during a game session, or out of session, to gain some permanent benefit. The burn cost of these abilities varies, but regardless of cost, no single ability may be purchased more than twice by the same character.

Ability Benefit Point Cost 1
Offensive Prowess +1 to attacks and damage 1
Defensive Prowess +1 to AC and Saving Throws 1
Heightened Channel +1 to DC and damage of Channel Energy 1
Heightened Spell +1 to spell save DC’s and +1 to overcome SR 1
Skilled Acumen +2 to any skill check 1
Hardiness +2 to stabilize from dying 1
1Doubling the numeric effect of a round ability increases the “use” cost to 3 points.

Ability Benefit Point Cost 2
Offensive Fortune Reroll attack or damage die 2
Defensive Fortune Reroll any Saving Throw 2
Skilled Fortune Reroll any skill check 2
Nimble Recovery Avoid a critical failure 2
Quick Witted Win Initiative 2
Resilient Stabilize from dying 2
Swift Attack Gain one additional attack 2
Fleet Footed Increase base land speed by 5ft 2
Arcane Adaptability Retrieve one previously cast spell 3 2
2Additional Encounter abilities have a “burn”, rather than “use”, cost of 1 point each.
3This requires losing a spell slot, and the spell/invocation may not exceed caster level.

Ability Benefit Point Cost
Second Chances Survive a killing blow (reduced to 0 HP instead) 3
Vital Fortune Reroll HP gained at time of leveling 2
Skills Training Attain +1 competence bonus to any skill 2
Accomplished Gain a bonus Character Trait upon creation 4
Renaissance Man Gain a bonus Feat 8
Improvement Raise ability score 1 point
Up to 9 2
10 to 11 4
12 to 14 6
15 to 17 8
18 to 20 10


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