Assaulted the sahuagin village ruled by Mirebella, a warlock. Took out several guards after Madila successfully snuck in, but failed to sneak back out. Others ran to protect their mistress.
Facing her, a Dispel Magic eliminated the buff she was placing on her minions, but only one of the three buffs she possessed herself. Rilath turned into a huge dragon to face her, while the others took out her bodyguards. She was ditzy enough to not realize that a Cold attack would be perfect for taking on a red dragon (as was I, durrrr) until it was too late, and Deego took her down with a Feeblemind just in time to spare Rilath from probable doom.
Freed the remaining merfolk (all males and of noble birth; she hoped to coerce one into marrying her so she'd be heir to the throne once Princess Coral was killed in the arena). Mirebella was taken captive by the merfolk.
Orin kept up his end of the bargain for freeing his people, and revealed to you the secret of claiming the valuable weapon of the merfolk. Seems to keep it safe once he knew the village was doomed, the mer-king entrusted it to his friend Ulric. Ulric will give it up if Orin asks him to, but only if it is won off of him in a game of Liar's Dice.
Orin, however, knows Ulric well (and has 10 ranks in Sense Motive as one of his powers), so he can give his wielder an edge. As many of you can play him as you want (increasing the odds of winning), but you must each "buy in" with a cash bet.
To break the fourth wall for a second, I thought it would be fun to include this game because it's associated with piracy, and lends itself to D&D rules well (it's based on Bluff and Sense Motive rolls). To keep it fair (there's really no way to play it without having you whisper the dice results to me), I'll be determining Ulric's actions randomly so he doesn't use my knowledge to cheat. Of course, YOU will be cheating a bit, by having Orin help you (though it really just evens the odds, Ulric is a talented liar and Orin can cancel out his advantage).
And rest assured, even if he still wins a couple of rounds, this treasure is expensive enough that it'll be worth it.
Experience points:
* 6 Sahuagin guards: 1238 xp for each of you
* 4 Sahuagin Guards and Mirebella (lvl 15): 3300 xp each
Treasure:
* Warlock's Scepter (from Complete Arcane) with 31 charges remaining: 20515 gp.
Probably sell this one, since no Warlock in the party anymore (though someone could still use it as a +2 light mace).
* Pouch full of Scribed Seashells (function as scrolls, but waterproof and with hardness 5, break DC 13, and 6 hp).
- 2 Mage Armors (Arcane, 25 gp each)
- 2 Hold Person (Divine, 150 gp each)
- 1 Mirror Image (Arcane, 150 gp)
- 2 Bestow Curse (Divine, 375 gp each)
- 1 Freedom of Movement (Divine, 700 gp)
- 2 Enervation (Arcane, 700 gp each)
- 3 Restoration (Divine, 800 gp each)
- 2 Polymorph (Arcane, 700 gp each)
- 1 Symbol of Pain (Divine, 2125 gp)
- 1 Magic Jar (Arcane, 1215 gp)
- 2 Telekinesis (Arcane, 1125 each)
- 1 Control Weather (Divine, 2275 gp)
* Each Sahuagin Guard had chainmail, a heavy steel shield, and a battleaxe (total value 1800 gp).
__________________
Terrible avatars throughout the ages! (All by me.)
How to Play Rogues Properly:
Spoiler
Like this:
Last edited by Starscream : 07-09-2011 at 08:40 PM.
I did a tutorial on this earlier in the thread....
(1d20)[12] - roll a d20 (1d20+5)[18] - roll a d20, add 5 to the result. (1d20+5)[2](7) - roll a d20, show the base result, and add 5. (3d6)[7] - roll 3d6 (3d6)[3][6][3](12) - roll 3d6, and show the base dice.
The code:
[roll]1d20[/roll] - roll a d20
[roll]1d20+5[/roll] - roll a d20, add 5 to the result.
[rollv]1d20+5[/rollv] - roll a d20, show the base result, and add 5.
[roll]3d6[/roll] - roll 3d6
[rollv]3d6[/rollv] - roll 3d6, and show the base dice.
Edit: Oh yes, and I'm done picking out my spells for now. We are resting up before the next planned battle, right?
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
Last edited by Jack_Simth : 07-10-2011 at 04:31 PM.
As a precursor before we start tomorrow's session, and as long as no one objects, during our rest I'm going to claim 3 of the Scroll Shells: 1 Enervation, 1 Magic Jar, and 1 Telekinesis, and I am going to begin transcribing Telekinesis into my Spellbook. I've also updated my list of prepared spells on my character sheet (I put them in the box in between my Gold and Known Languages)
Hey, Drakon, when you get a chance could you please post your proposed build for Muku in as much detail as possible? I'm not the sharpest when it comes to remembering the rules (obvious, right?), so this way everyone can take a look and help me decide whether it is A) legal and B) balanced.
__________________
Terrible avatars throughout the ages! (All by me.)
Hey Starscream, while I don't expect it to, or have it be an issue, I wanted to forewarn that I may be late this coming Saturday. However, I do not anticipate it. Still, if I am late, please start without me. I'm in the process of moving to a new house about a mile away, and I'm trying to finalize some boxing and cleaning on Saturday.
Session closed. All players in attendance. Story Stuff this post, Crunchy Stuff next post.
After defeating the sahuagin, you return to Ulric's place and challenge him for the Weapon of the merfolk. After a couple of games of Liar's Dice, you win it: a Coral Golem that will obey your commands and fight by your side.
Continuing along the underwater tunnels, you finally locate the base of operations of Captain Robinson, an air filled cave under the frozen surface of the Maiden's Tears. The merfolk meet you there and promise to help you in the fight against his forces, as he commands several ships filled with pirates.
The merfolk attack the three humanoid pirate ships (with help from some battlefield controlling spells to shift the odds in their favor), and you take on Robinson's own monstrous crew. Hooper flees, the Lookout is mind controlled by Ornald, and the rest perish.
As the battle between the humans and merfolk rages on, you at last meet the Captain, who attempts to sway you into replacing his crew. He claims his actions were justified, as he had to become a true monster to bring peace to the seas. When he fought pirates as a human, his zealotry causes his own forces to turn against him and ally with the pirates; as a pirate himself with a nightmarish crew, he kept both his forces and his enemies so fearful of him that he was able to keep order.
You disagreed with this rather self-righteous assessment, and attacked. Robinson called four fire elementals to his side, and the battle began. At first he seemed unstoppable, as his flames were hot enough that even immunity to fire could offer only partial protection. Deego had to withdraw, Madila was knocked into negatives, and the elementals were dangerous on their own terms, even when getting burned by the Captain's fire.
Eventually however you rallied and he fell into the waters below. Mopping up his forces without him was simple enough, and victory was assured. Robinson dragged himself from the waves long enough to see the other pirates defeated, and declared that he had effectively won; the forces of piracy were truly crippled, and the carnage that took place that day would go down in history and make him a true legend. Then he detonated, leaving behind only the Red Pyramid you sought. The Maiden's Tears finally began to thaw.
You returned to Tempest victorious. You had decided to pretend that Captain Robinson was still alive in order to keep the local pirates from returning, but the merfolk had made no such decision, and insisted that he was gone forever. When questioned, however, the were sheepishly forced to admit that they hadn't seen him so much die as vanish in a burst of light. People were unconvinced, and sure enough soon reports were coming in that a big man made of fire had been seen around.
The few remaining local pirates were on edge, and kept their interference with local trade to a minimum. They also started leaving tribute to the Captain in out of the way places, which always quickly vanished. Just to be sure, you decided to check out one of these locations, and sure enough saw a familiar looking fiery figure show up to collect some abandoned treasure. As you approached however, it vanished, taking the goods with it. All it left behind was a lingering aura of Illusion magic, and a ripped in half playing card. On the card was the symbol of a dagger through a crown, and a message: "Why let a good legend go to waste? -N"
__________________
Terrible avatars throughout the ages! (All by me.)
Captain Robinson's crew (several monsters of varying CRs): 1560 xp each
Captain Robinson and 4 Greater Fire Elementals: 2340 xp each
Story completion reward: 1500 xp each
Treasure:
Spoiler
Coral Golem: 124,000 gp
Coins: 859 pp, 6973 gp
Gems:
1. Alexandrite (600 gp)
2. Amethyst (80 gp)
3. Aquamarine (500 gp)
4. Black Opal (900 gp)
5. Black Pearl (400 gp)
6. Blue Quartz (10 gp)
7. Citrine (30 gp)
8. Deep Green Spinel (50 gp)
9. Rhodochrosite (11 gp)
10. Zircon (40 gp)
Magic Items:
1. Arcane Scroll (Mass Reduce Person (700 gp), Phantasmal Killer (700 gp), Polymorph (700 gp)) (total 2100 gp)
3. Deck of Illusions (8100 gp)
4. Ring of Counterspells (4000 gp)
5. Ring of Improved Jumping (10000 gp)
6. Rod of Metal and Mineral Detection (10500 gp)
7. Wand of Invisibility (15 of 50 charges) (1350 gp)
8. Wand of Owl's Wisdom (41 of 50 charges) (3690 gp)
And of course the Key of Fire:
Spoiler
Physical Description: a small four sided pyramid made entirely of ruby, about three inches on a side. The sloped sides have small grooves that may allow it to fit together with other similar shapes objects, to form a cube. The surface is deep red, and there seems to be a flickering light deep within it.
Cosmetic Effect: When in possession of the pyramid the bearer's eyes glow slightly red, their skin illuminates from within providing light equivalent to a candle, and their hair (of any equivalent they possess, like scales or fur) turns bright red and spiky and seems to move on its own in a manner reminiscent of flames.
Game Effects:
* The bearer cannot be harmed by Fire or any heat effects, and does not need to drink. They gain vulnerability to cold.
* The flesh of the bearer can burst into flame at will. All natural weapons are treated as having the Flaming Burst special ability, and anyone grappling the bearer takes 1d8 fire damage per round. Activating or suppressing this ability is a swift action. When this is activated, your body gives off light equivalent to a torch.
* When in possession of this item, you gain a +4 bonus to Charisma, as Fire is the element of passion and personality. This bonus is untyped and stacks with all other effects.
* This item acts as an antenna that collects thermal energy within it. Once per day this energy can be discharged as a Fire Seeds spell, with the caster level equal to the HD of the user. This pyramid can be combined with others to produce additional, more powerful spell effects, each of which can also be used once per day.
* Combining the Key of Fire with the Key of Death produces Fire Storm, as the heat of the Fire ignites the Death energy, causing a wide swath of destruction.
* Combining the Key of Fire with the Key of Life produces Lions Roar (from Compete Warrior) as the mighty passion of Fire and the benevolent power of Life mingle to harm your enemies and bolster your allies.
That's chapter three out of the way. Wow, it's been nearly a year since we started this campaign and we're only halfway done. I've never had an online game last this long. As usual, before we start the next chapter I'd like to ask everyone some questions about how things are shaping up.
* How's the difficulty? Too easy? Too hard? Just right?
* What do you think of the story? Any suggestions for improvements?
* What are your thoughts on the "Free levels" idea? Does it open up options that would otherwise be too unplayable?
* Do you feel you are advancing at about the right pace?
* Any comments in general? Is there a particular type of monster you'd like to face, treasure you want to acquire, setting you want to visit? Imbrius is a big place, I'm sure I can fit any special requests in somewhere. The point is to have fun, so I take these sorts of suggestions seriously.
__________________
Terrible avatars throughout the ages! (All by me.)
How to Play Rogues Properly:
Spoiler
Like this:
Last edited by Starscream : 07-31-2011 at 10:29 AM.
Can I get a status update with my share of the party loot in GP? I'm unsure which, if any, of the non-coin treasures are being sold or claimed and by whom.
Can I get a status update with my share of the party loot in GP? I'm unsure which, if any, of the non-coin treasures are being sold or claimed and by whom.
As I understand it, it's not properly decided yet.
If we treat the Coral Golem as a party item, and keep using it in fights, we need to understand that sometime in the next 1-3 levels it'll be destroyed. But then, healing wands & staffs are the same way, just a little more direct about it.
There's five of us. At Sell for Half on things other than art objects, gems, and coins:
Coral Golem: 124,000 gp: 12,400 gp per person.
Coins: 859 pp, 6973 gp: 3,112.6 per person.
Gems: 524.2 gp per person
1. Alexandrite (600 gp)
2. Amethyst (80 gp)
3. Aquamarine (500 gp)
4. Black Opal (900 gp)
5. Black Pearl (400 gp)
6. Blue Quartz (10 gp)
7. Citrine (30 gp)
8. Deep Green Spinel (50 gp)
9. Rhodochrosite (11 gp)
10. Zircon (40 gp)
Magic Items:
1. Arcane Scroll (Mass Reduce Person (700 gp), Phantasmal Killer (700 gp), Polymorph (700 gp)) (total 2100 gp): 210 gp per person
3. Deck of Illusions (8100 gp): 810 gp per person
4. Ring of Counterspells (4000 gp): 400 gp per person
5. Ring of Improved Jumping (10000 gp): 1000 gp per person
6. Rod of Metal and Mineral Detection (10500 gp): 1050 gp per person
7. Wand of Invisibility (15 of 50 charges) (1350 gp): 135 gp per person
8. Wand of Owl's Wisdom (41 of 50 charges) (3690 gp): 369 gp per person
If we treat the golem as a party item that we hang on to, liquidating everything else would be: 7,610.8 gp per person. If we sell the golem, too, that would be 20,010.8 gp per person.
What's the preference on the golem?
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.