So... given that we're preparing for what will probably be lots of undead... any suggestions for spell list for "tomorrow"? Also: Who all needs a Restoration? I know Madila does, as does Rilath. Anyone else?
So we need to pack: Two Restorations, one Commune, at a minimum. My current spell list is available on my character sheet.
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
Made it back to the village just as the sun set and the wraiths began to emerge. Madila, still weak from the last fight, gathered all the townspeople into the center of the village, stuffed them in the Portable Hole, and teleported them to safety. Rilath summoned multiple griffons to fight the wraiths, Ornald started using Cure spells on them, and Deego turned into a big kitty to tear them up.
Rilath was badly life-drained and had to withdraw, but by that point the battle was already almost won. The last wraith tried to flee, but was brought down by a griffon. You collapsed the wells and the mine entrance they were using to escape the earth, and then traveled home to rest.
XP:
9 Dread Wraiths: 1434 xp
100 xp for each townsperson saved: 1700 xp.
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Terrible avatars throughout the ages! (All by me.)
Oooh, Life's Grace: Spell Compendium 131: Like Death Ward, but also protects against Ability Damage/Drain, and several other things if they originate from undead.
Also: Lion's Roar (SpC 133) would be handy. Hmm...
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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 : 06-23-2012 at 06:36 PM.
Augh, I really hate that I only ever get one day a week aside from game for free time. Thankfully I am only 'on-call' today, so it gave me an opportunity to redo Deego's spell list. As such:
(Note that I used my Versatile Spell feat to combine several of my lower slots into higher-level slots. This gives me vastly fewer SL0-3 spells, and a couple more SL4-8 slot.
Spells
Spoiler
Druid Spells
SL0: Dawn, Create Water
SL1: Silvered Claws x2
SL2: BOT-wererat, Body of the Sun, Blinding Spittle x3, Ghost Companion
SL3: Treasure Scent, Spirit Jaws, Icelance, Blindsight
SL4: Sheltered Vitality x2, Spark of Life, Boreal Wind, Moonbolt
SL5: Baleful Poly, Control Winds, Blizzard, Owl's Insight
SL6: Anger of the Noonday Sun, BOT-Werebear, Blood Sirocco, Energy Immunity, Fires of Purity, Greater Dispelling x2
SL7: Constricting Chains, True Seeing, Heal
SL8: Glacier, Frostfell
In my druid slots, I mostly prepped buff, force, and anti-vampire spells. The buffs will be centered on Madilla, Rilath, and myself in that order, and Deego is going to hang back and be more of a caster if he can. Sheltered Vitality lasts a while and will keep that nasty level drain at bay. Energy Immunity will help in a pinch, and Owl's Insight is a great long-duration WIS buff for me, Madilla, and Ornald.
I took plenty of force spells to help deal with any possible incorporeals, as force spells bust through their 50% miss chance. So, Spirit Jaws, Magic Missile, and Ghost Companion (which turns the turtle incorporeal so he can fully effect any mobs).
Lastly, since there's a good chance the leader of this Feifdom is indeed a vampire, so spells like Anger of the Noonday Sun, Moonbolt, Body of the Sun (and in a pinch Constricting Chains) should intimidate him well. Since we're essentially assaulting a sovereign nation I really, REALLY do not think we should find reason to engage him in combat, lest Dagger Falls get embroiled in political intrigue and possibly war. Still, as Aunt Sally always says "Better to have it and not need it than to get eaten by a vampire."
Oh, and before I forget: The detect thoughts from the Hat apparently worked on the wraith. This is something Ornald would tell his friends about, as a warning:
"Over the powerful feelings of hunger and hatred, this one seems to think it odd that Captain Luchesi hasn't come out to join the feast..."
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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 : 07-04-2012 at 12:36 PM.
... I lost track of Saturdays? Ah, man. Oh well, my dad needed the help building his new shed anyway.
No worries, it happens. I'll explain events in detail to keep you up to speed (no combat this week, just a ton of story stuff).
Session closed, three players in attendance.
After returning home to recover from the effects of multiple wraith drainings (and pick up Rilath's new cohort), the party goes back to the Barony to continue their quest. They arrive at Castle Lugos in mid afternoon to find that, surprise surprise, the baron has not yet risen.
His three servants, however, butler Christopher, maid Ingrid, and dogsbody Max are there and invite everyone in. They treat you to dinner, invite you to stay the night, and everything seems to be going rather predictably. Too predictably, in fact, as Deego recognizes that this is starting to play out like a story. Especially when Madila gets a "Help us" note scrawled on the bottom of his soup bowl, and Ingrid pulls Deego aside to warn him about what a monster the master is.
Sure enough, after the servants have retired for the night, a bat shows up, turns into Lord Lugos, acts like a pantomime villain, and seems rather put out when nobody shows any interest in fighting him and just wants to discuss his jade amulet.
Eventually he gets fed up and summons the servants, then takes the form of a different vampire entirely and leaves, revealing himself to merely be an actor (though still an actual vampire). Then the real Lugos shows up, and turns out to be rather harmlessly insane, merely slightly disappointed that the "show" was cancelled.
The servants explain what is going on. Centuries ago, Lugos was a true monster, spreading mayhem and fear throughout the countryside and ruling with an iron fist. But hundreds of years of wealth, power, and boredom will eventually get to you, and he gradually lost his marbles, winding up as a mere eccentric who can scarcely tell the difference between reality and all the stories about himself.
This was a problem, because although the baron was a holy terror, his reputation also kept the many other monsters of the region in line, caused other creatures like demons and devils to avoid the place, and even got other nations who wouldn't normally give the Barony the time of day to trade with them out of fear and respect.
So a plan was concocted to keep his reputation alive. The activities of other beasts were blamed on him, and rumors were spread far and wide about what a monster he was. This worked, but a little too well; eventually adventurers started showing up to vanquish the vile lord.
So for generations his servants have been using fakes to stand in for him. It's easy enough to find actors interested in becoming vampires (all performers desire immortality in one form or another), disguise themselves, and face the heroes. Adventurers tend to show up laden with gold, so this was good for the economy; by banning stuff like garlic, you can make a killing selling it to them on the black market. If the vampire loses, the actor is later resurrected as human and allowed to try again or simply retire with a generous payout for keeping the scheme a secret.
Victorious heroes are then given a big "Hurah, you have freed us from the evil baron!" from the locals, a week long party, a bunch of treasure (gleaned from all the heroes who didn't win), and then politely but firmly shown the door. Wait a couple of years and start over, because everyone knows vampires rarely stay dead. Lugos himself is fine with this arrangement, seeing the fights as wonderful little plays starring himself, and is always interested in watching the latest installment.
The downside to this is that at some point the real amulet was taken by some adventurers, and the servants never cared because they had no idea of its significance and fully expect adventurers to rob their foes blind; they just replace it with a new one, which is jade and valuable, but completely mundane.
Checking their records reveals what happened to it. Many years ago an adventuring party called the "Hell Minstrels" (their cover story was being musicians) rolled into town to face the baron. Most of these groups have been good guys, but these ones were trouble. Even an evil party can see the benefit of slaying a rich vampire and taking his stuff. Especially if said "stuff" includes the Barony itself. They refused to leave and tried to install themselves as the new rulers, forcing the real Lugos to step in and kill them.
But high level adventurers can be as difficult to kill permanently as vampires, and a more long term solution was needed.
The bard Sheralee, who enjoyed using her seductive music to drive men to evil deeds, was bound to her lyre with a Trap the Soul spell, and the instrument buried.
The elven ranger Grimsby, who was a sadistic hunter of the most dangerous game, other humanoids, was killed and his body given to a witch to raise up as a ghoul and enslaved with Command Undead.
The halfling rogues Jab and Trudy, who liked to impersonate children by killing and replacing a couple of real ones, were hung from a tree that absorbs the souls of those who die in its vicinity.
And their leader, blackguard Luchesi, who was said to be more bloodthirsty than any vampire, was given over to Naugus the wraith, to spend the rest of eternity entombed beneath the earth starving for life force and unable to leave. And now that Naugus is dead, he is quite possibly free.
It is unknown where they hid their loot and with it the Key, so now the party has to figure out who they should seek out and interrogate.
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Terrible avatars throughout the ages! (All by me.)
Oh, and it was brought to my attention that I never posted the XP for Naugus. That's 1400 each, and I believe all four players were in attendance for that fight.
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Terrible avatars throughout the ages! (All by me.)
I'd be inclined to go after the one we happen to know is loose, honestly - the one who's master we destroyed. Don't want it joining up with the others, ya know?
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.