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Old 03-14-2012, 05:11 AM   Top  -  End  -  #1
Telok
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Default Exile: World as Dungeon [3.5]

I you've read Darklord2831's Avernum thread then you'll know that I've had a pretty similar setting in the works for a year or so. Due to user error I lost the most important part of the setting, the travelogue. So while I reconstitute that important file I'm going to be posting the other bits of the setting that I've written.

My goal here is to take the Spiderweb Software games Exile 1 and 2 (and to a lesser extent the Avernum games based off of it), hack them into a functioning D&D 3.5 setting, and run level 5 to 15 games in it. Now I cut my gamer teeth on D&D back in the 80's and I haven't quite fully abandoned a few of the better (fun, fast, simple, logical) habits that I grew up with. I fully admit to having powerful swords laying around the setting just because the fighters will need them in late levels and requiring magic users to quest/craft a lot of the better caster toys.

Anyway, the files are up on Google Docs and should be viewable. I'll put the shorter ones in spoiler tags on this thread, but the big walls of text (and one spreadsheet) are Doc'ed.
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If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 03-14-2012, 05:18 AM   Top  -  End  -  #2
Telok
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Default Re: Exile: World as Dungeon [3.5]

Empire History

This is a short bit about how the Empire came to rule the surface. It's background and mostly unimportant.
Spoiler


https://docs.google.com/document/d/1...wLF2KcXw4/edit

Empire Licenses for Adventuring

This is a good part of why the PCs are in Exile. It's not astonishingly interesting or important, it exists to make people feel better about starting the game as condemned criminals.
https://docs.google.com/document/d/1...eckMowmKM/edit
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If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 03-14-2012, 05:30 AM   Top  -  End  -  #3
Telok
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Default Re: Exile: World as Dungeon [3.5]

Empire Races

This is the start of my house rules. The only people this really affects is warforged (setting constraint), half-whatsits, and variant races. It also explains why humans are the primary race in Exile and how I use dragons in my game.
Spoiler


https://docs.google.com/document/d/1...EZPMVcjJA/edit

Empire PrC

These are mainly for NPCs, but I wouldn't stop a player from taking them. The primary drawbacks are that you would have to be a member of the Empire army to begin (and maybe even to continue with) one of them.
Spoiler


https://docs.google.com/document/d/1...bhIgo-8pU/edit
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If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 03-14-2012, 05:41 AM   Top  -  End  -  #4
Telok
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Default Re: Exile: World as Dungeon [3.5]

With the introduction of the Empire PrCs I feel that I should explain my views on prestige classes.

Spoiler


https://docs.google.com/document/d/1...dKFtDgaUQ/edit

This is probably a good time to start in on religion too. I'm swiping the gods and their cults from Dungeon Crawl. It's flavorful, easy to convert, and fits the Illiad style deific meddling that I want.

This is not the whole religion text. The whole text involves some random tables that are relevant to two of the gods, those tables are not player information.
Spoiler


https://docs.google.com/document/d/1...XN0mvWvrc/edit

Since I've mentioned the gods I fell that it is necessary to provide the actual file that details the religions and PrCs. Since it's a long one you just get the link.

https://docs.google.com/document/d/1...xx6N_XwmI/edit

Plus a calendar.

https://docs.google.com/open?id=0B9X...WXFtUi1BR3J5dw
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If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.

Last edited by Telok : 03-14-2012 at 06:13 AM.
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Old 03-14-2012, 05:58 AM   Top  -  End  -  #5
Telok
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Default Re: Exile: World as Dungeon [3.5]

Something I've left out so far is the Slithzerikai.

I try to simplify where I can. Most slith have passive feats that are worked into their stat blocks. If you can understand the abbreviations and you spot any real issues please let me know.
Spoiler


The archmage and king are unique individuals aimed at level 10 - 12 characters. Hopefully the players will manage to catch them separately, because together they will slaughter the party. This is going to be a pull-no-punches boss fight. The only tactic I'm currently planning is for the archmage to open with quickened Wall of Sand followed by Wall of Force. The goal is to trap as many characters as possible in the sand, against a wall, and seal them in with the Wall of Force. Yes, it's nasty. He's an evil archmage.
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If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 03-14-2012, 06:05 AM   Top  -  End  -  #6
Telok
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Default Re: Exile: World as Dungeon [3.5]

Ok, now for house rules. To make the setting work I need to hammer on some spells, and probably the magic item rules. Non-steel weapons and armor need to be addressed, since I'm doing that I can reasonably mess with the other exotic materials.

Items
Spoiler


Magic
Spoiler


Planar travel (NOT FINISHED)
Spoiler


Magic Items
Spoiler
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Old 03-14-2012, 06:10 AM   Top  -  End  -  #7
Telok
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Default Re: Exile: World as Dungeon [3.5]

Here's the last of my house rules. These are not set in stone and I am open to arguments as to why I should or shouldn't use them. Although I'm not sure that there will be much complaining.

Class modifications.

Spoiler


Feat modifications.

Spoiler


That's all for tonight, let me know what you think. If you see something you like feel free to steal it.
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Old 03-16-2012, 02:48 PM   Top  -  End  -  #8
The Glyphstone
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Default Re: Exile: World as Dungeon [3.5]

Quote:
Fighter
Add: The fighter gets a bonus feat every level. Fighter levels count as full initiator levels for purposes of the Martial Study and Martial Stance feats. The fighter also ignores the restriction of only being able to take those feats three times, as long as he takes the feats as fighter bonus feats.
This would be the only thing I see an issue with, and only because it's kind of unnecessary. A Fighter is quite literally nothing but Bonus Feats on a HD chassis. If he spends every feat he gets on Martial Study, he gets 20 maneuvers known and readied, paradoxically making him a better Martial Adept than any of the actual Martial Adept classes while still being a dip-class whose only purpose ends up being allowing said Martial Adepts to cherry-pick maneuvers they want, and still not having any real class features.

Rather than just give the fighter MOAR FEATS, I'd look at shamelessly stealing some of the stuff Pathfinder did to the Fighter, such as Weapon Training - it makes the class feel like it has an identity as a weapon specialist, though not doing much for its power.
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Originally Posted by GungHo, on Battletech
The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
Spoiler
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Old 03-17-2012, 02:36 AM   Top  -  End  -  #9
Telok
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Default Re: Exile: World as Dungeon [3.5]

Quote:
If he spends every feat he gets on Martial Study, he gets 20 maneuvers known and readied, paradoxically making him a better Martial Adept than any of the actual Martial Adept classes while still being a dip-class whose only purpose ends up being allowing said Martial Adepts to cherry-pick maneuvers they want, and still not having any real class features.
The downside to being a Martial Study fighter having no refresh ability at all. Plus the fighter has to split feats between feat chains (somewhat mitigated as I axed some of the feat taxing) and only uses Fighter levels for his bonus feat initiator levels. I will clarify that in my file.

I honestly thought that being able to pick from all the ToB schools was a pretty decent 'class feature'. Because I'm playing a 5th level crusader right now and the lack of variety in maneuvers is really annoying.

Done: Found some Exile files detailing partial contents of towns and dungeons. Reloaded Exile and editor to hit up towns for distance measurements and NPC info.

ToDo: Nephil stats - need mook, warrior, archer, shaman, chief. GIFT/Arena stats (easy). Level 7 mooks (3 & 5 done). Need to stat up the great dragons, and I swapped Sulfras/Pyrog on the calendar.
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If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 03-24-2012, 08:48 AM   Top  -  End  -  #10
Telok
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Default Re: Exile: World as Dungeon [3.5]

Ok, I have an example of how teleporting past the maximum safe distance works.

Spoiler


Mostly done with the Nephil too. I just need the chief and a high priest capable of casting Lesser Planar Ally.

Spoiler


I also have my raw data for the eastern half of exile, that's Tower of the Magi to Fort Draco including Motrax and Athron. Motrax has about 700hp in the game and a rough treasure conversion gave me 125,000 gp value in his hoard. I haven't bothered to actually stat him up yet, I'll kill Athron and some others for a comparison before I do that.

ToDo: Nephil chief. GIFT/Arena stats (easy). Level 7 mooks (3 & 5 done). Need to stat up the great dragons. Finish the town data collection.
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If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.

Last edited by Telok : 03-24-2012 at 08:50 AM.
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Old 04-07-2012, 03:56 AM   Top  -  End  -  #11
Telok
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Default Re: Exile: World as Dungeon [3.5]

It's been a while since I updated but I have all my town data and over half of that transcribed into a file.

The Nephil Chief and Anastasia are finished. Yes she's nasty, I did that to justify the presence of all the demons here. The Bloodstained Worshipper is in the crawlgods file I linked in fourth post and the dagger is from the magic item file in the sixth post.

Spoiler


Sigh, I still haven't touch the areana and GIFTS. I'll have to get to them soon. I'm not going to bother with L7 mooks, I'll just add basic class levels to the L5 guys if I need to. I do need to build a set of Empire PrC NPCs since there's a secret outpost or two.

I do have Motrax statted up. He's the first great dragon I'm written and I've gone a little light on him since he's old and his glory days are behind him. I also just realized that I need to set skills and movement modes for him too.

Motrax: 41hd (717hp), s47 d10 c33 i32 w33 c32, BaB/A/G 41//51/75, F/R/W 33/22/33, breath 24d12 Rhalf 41, AC:42 F:42 T:2 S:2, DR/adamant 24, energy resist 36, fortification 50%, casting as an 18th level sorcerer. Loot: Assassin dagger, +4 dex bracelet, Robe of Archmage, 16k assorted coins, 8k assorted metal ingots, 4k art objects.
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If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 04-08-2012, 06:41 AM   Top  -  End  -  #12
Telok
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Default Re: Exile: World as Dungeon [3.5]

Whoo. The ExileTextFile is half done. Let's see if I can find the character limit on the forum...

Exile Laws: 1) No murdering or assault. 2) No stealing or vandalisim. 3) No poisoning people, enemies are OK. 4) No undead. 5) No demon worship. 6) No rioting or lynching. 7) No treason or fraud. 8) Violators get sent to Spire in the abyss.

-------------- Fort Exile: --------------
Location: 20 miles E of Silvar; 30 miles SE of Fort Duvno
30 soldiers, one caravan every two weeks to Silvar, a sign saying 94,982 people have passed through.
Andrew: unoficial greeter, go see Tor. Thairl: thin, embittered wizard, info guy. Tor: big friendly guy, starting supplier (leather, hide, stone, 100gp/person). Acacia: burly femme fighter, anti-nephil. Warric: young brunette, recent exile, looking for sister Anastasia. Janice: quartermistress, wife of Thairl. Dunbar: middle aged guy full of scars, gardener, ex-farmer (nephil and bandits). Diane: small blonde, wife of Tor, cook and excellent singer.
Some dire rats out be the garbage dump.

-------------- Fort Duvno: --------------
Location: 30 miles NW of Fort Exile; 35 miles NE of Silvar; 80 miles S of Formello
45 soldiers, one caravan every two weeks to Silvar, regular area patrols. Prices +10%.
Talk to Captain Johnson will hire adventurers to kill a group of bandits to the north that have been annoying him recently. The bandit fort is just a short ways to the NW, in the middle of a big hill. He will hire a second time to wipe out a nephilim fort, it is located directly north of the bandit fort.
Alice: owner Dunvo Inn (5gp/room, 6gp/meal). Caius: drinking traveler, was asst priest in Formello, going to Great Cave (safer). Jason: greasy shop owner, "farming" supplies (lockpicks & misc), diversified after brigands wiped the farms. JR: small woman, fletcher shop (cavewood, stone, bronze), Archer PRC. Walner: banged up mage/sage/alchemist, helped vs. bandits, sells 1st level arcane potions and identification. Scott: old ex-farmer, fishing, anti-nephil. Carol: tired mid-aged healer, a bit afraid of Cap Johnson. Grimmett: talkitive smithy, (iron light & bronze med ac, stone & bronze wp), point to Boutell in Draco. Captain Johnson: large bearded warrior, steel chain & iron halberd, nephil = vermin, rabid. Prisoners: one sick starving nephil, one dead.

Bandit fort (20 miles NW of Dunvo): 12 mook-3, 1 mook-5 mage, loot = wand (eternal, Scorch Ray), 200gp & 100sp (trap chest, dc15, gas cloud 10'r, 1d6 dex), spellbook, iron dagger and sword. Behind locked door: spirit, skeletons, loot = potions (cure moderate, cure blindness, resist fire) & gems (2 500gp sapphire).

Under construction nephil fort (20 miles N of bandit fort): 12 goblins, 12 nephar slaves, 3 each thumper/poker/chopper/warrior, one shaman, loot = furs (5 20gp, 2 60gp) & iron picks (40e), one compound longbow (str+3).

---------- Silvar: ----------
Location: 20 miles W of Fort Exile; 30 miles E of Cotra; 45 miles N of Mertis
60 guards, caravan every two weeks to each of Exile, Dunvo, Cotra, Mertis, and Formello. Nearby farms are patrolled.
Anastasia: Warric's sister and Efram's wife, armor shop (leather/studs, wood, lamellar(banded), prices +10%). Efram: short strong human w/ long blonde hair, Demonslayer replica on wall (hints), weapon shop (melee, bronze, partial iron, prices +10%). Erik: big strong baldy w/ scars on face, fighter trainer/PRC. Chuck: merc in inn getting drunk, on vacation from Ft Dranlon, special ask slith castle has southern sewer exit. Gary: barkeep at Silvar Booze+Bed, rents secure storage (7gp/room, 4gp/meal, 10gp/mo storage). Jay: refugee farmer from Ft Dunvo, heading south. Krantz: old jewish guy, monosyllabic boat builder (450gp/boat). Jonathan: old mayor, easygoing historian/recorder, "please see if you can't help poor Carol eh?". Carol: thin nervous lady, cows are off feed and she hears voices (food shop, cheese!, prices -10%)
An abandoned misc magic store that ran out of business, there is a secret door in the back corner, inside is a ghost-touch keen steel short sword, guarded by a trap (dc21 acid spray 4d6 10'cone). Strange noises: there is a secret door in the back corner wall of the cow pen. Behind the secret door is a fight against some nephils. 3 pokers + shaman.

Fairy "Forest" (11 miles NE of Silvar)[replaces gremlin grove]
Most of the fey sent into Exile have congregated here. The sprites have used their illusions to recreate a surface forest, they are depressed because they know it's an illusion as see through it. They demand wine (and only wine, no other spirits) to dull thier minds and render the illusions potent. In exchange they will give a piece of the Crystal Cave.

----------- Dharmon: -----------
Location: 35 miles SW of Blosk; 40 miles S of Ft. Saffron; 50 miles NE of Ft. Remote
Built into a huge hollow stalagmite, 60 guards split between city and mines, caravan every week rotating through Blosk, Saffron, and Remote. Prices +20%
Clive: cranky knife sharpener, up to steel weapons. Hestia: Clive's wife, happy voluptious woman, good food shop. Malville: muscular mace priest, can uncurse and raise dead, hint to monastary & graymold (boat north to headwater from Ft. Dranlon). Nameless witch: alchemy/potion/scroll shop, prices +30% but wants Valorim Bestiary from Tower Magi (really at Erika's). Mentta: "beggar" w/ steel rapier, pay for info, bandits fence goods here and one goy in jail. Malka: small woman nursing a baby in Dharmon Arms, "strike a blow against empire" = see Royce in Blosk. Nixa: owner of Dharmon Arms, aew inspiring clevage, moss mead is kinda nasty. Mayor DeBry: bored old man with bandit problems, council + army _not_ king + adventurers. Eldin: imprisoned goon, stash info if bribed or scared. Bandit stash: 3 demons, 2 traps, furs, metal ingots, Boots of Speed, Ring of ?. Shaynee's Bazaar: 20 miles W in a semi-hidden cave, misc. magic & stuff, prices +10%, (message from Leith in Blosk).

--------- Cotra: ---------
Location: 30 miles W of Silvar; 70 miles S of Ft. Dranlon
60 guards, weekly caravan or supply boat split between Silvar and Ft. Dranlon, small fishing industry. Prices +20% except for fish.
Konig: robe and staff wizard, looking for Crystal Cave. Asp: rogue and "handyman", (password) knows how to bypass traps for circlet in Spire. Elisabeth: middle aged raven haired barkeep of Darklake Pub, moldy ale is ok, rumor - mysterious crypt in northern maze caves. Nance: minor enchantress, Elspeth's partner, pretty green dress, prefers magic over weapons but lacks matereals/silver. Elspeth: lethal looking lady, leather + knives, armory shop (med AC bronze, wp light iron and heavy bronze). Andrew: strong redheaded teen, apprentice shipwright, likes Eduardo for pirate and "dosen't beat me much". Eduardo: shipwright, peg leg and eye patch, talks like a pirate (isn't), 350/boat. Jenny: pregnant blonde alchemist. Paul: nervous baldy, mayor's secretary. Mayor Steele: old man in silk robes, not a lot to do because of independant minded Cotrans, some soldiers captured by Nephil and held in fort to the north (reward Nice cloak).

Crystal Cave (15 miles N of Cotra, hidden): Six broken magic crystals. One on island S of Cotra, one at sith island fort SE of Cotra, one in Nephil fort N of Cotra and E of Dranlon, one in hidden caves between Dranlon and nephil fort, one in fairy grove N of Silvar, Konig has the last one. 1) red 10x2 hexagonal wand (pyromancy:empower). 2) orange 13x3 octagonal rod (chronomancy:extend). 3) yellow 8x4 half oval (aeromancy:enlarge). 4) green 7^3 cube (geomancy:widen). 5) blue 16x6 prisim (aquamancy:quicken). 6) purple 20 inch septagonal 'pyramid' (necromancy:silent+still). Cast a spell through a crystal: if type matches free metamagic, else roll 3d6. Shape: 1=line, 2=cone, 3=sphere, 4=wall, 5=ray, 6=10 cube/spell level. Range: 1=caster, 2=range=area, 3=short, 4=medium, 5=long, 6=LoS. Caster Level: 1=1, 2=1/2 caster, 3=caster-5, 4=caster+5, 5=caster*2, 6=30. All 1's = 1d12 casting stat ability burn, all 6's = hostile living spell. The busted cave does nothing except prevent rest, the fixed cave rests in 2 hours and maximizes the first spell then empowers the next two spells.

Nephil Fort (40 miles N of Silvar into a hillside)
Enemies: Nephil, Nephil Archer, Nephil Warrior, Nephil Shaman, Nephil Chieftan, Demon. Loot: Ruby, Jeweled Goblet, *Pommel* This is the fort where the nephars are keeping the Cotrans captive. It will be dark. There is a secret passage on either side of the main entrance that lead to a series of secret tunnels. This also makes a good escape route. At the locked room in the extreme NW you will have to fight some demons if you decide to open the door. If you manage to defeat the demons, you will be rewarded with the pommel of the DemonSlayer and Crystal Cave crystal. The nephars dark altar, if you desecrate it you will have to face a Demon. The reward is the Jeweled Goblet that you can sell for a nice 2500gp (silver and sapphires crunch to 800 and 3@500). The main goal here is to free the prisoners. They are being held in a prison in the middle of the buildings past the gate(north of the pool). Youll know the building because it has a nephar chieftan. There will be two locked doors to pick through, and then you can talk to the prisoners. There is a ruby in a dresser in a building in the NW.

----------- Mertis: -----------
Location: 45 miles S of Silvar, 60 miles N of Tower of Magi, 90 miles S and W to Steaming Valley.
30 exhausted guards, weekly caravans split between Silvar and Almaria. Monthly "livestock" auctions. Prices are normal.
Bertrand: cowering, scared of undead to the point of incapability. Ether: nice ex-noble priestess, church is target of undead. Tem: short blonde guy, sells farm supplies and food (prices +20%). Matt: tall akward man, Tina's husband, AC shop (high quality leather/hide, has exotics). Tina: beautiful pregnant brunette, weapon shop (bronze simples & some martials, can order anything at +50% price and 2 month delay). Elmer: wrinkled old man, mayor and auctioneer, undead problems from the east started recently. William: mage travelling to Formello to research piercing crystals. Gypsy: stout pretty guitarist, going to play for Motrax, rumor a dragon lives in the Honeycomb NW of Mertis. Mark: proprietor of Mertis Arms.

Dark Pit (25 miles NE of Mertis)
Enemies: Skeleton, Zombie, Wight, Ghast, Spirit, Poison Mushroom. Loot: Piercing Crystal, Flame Halberd, Silver Ankh, *Pearl Broach*. After fighting past a bunch of Undead, and some wierd Mushroom baddies, you will come to a dead-end where you will find a sapphire. You will need to retrace your steps, there is a secret passage in one of the caves to the north along the southern wall. Once you come to another dead-end there are three secret passages. Right past where it says 'Everything goes black' look for a secret passage in the north wall. Here you will find a piercing crystal that you can use if you don't already have a way to break the barrier you'll find at the end. Now just follow the path of the tunnel and you should make it all the way to the end. Break the barrier, fight the spirits, and search the bodies that lie past it for the Pearl Broach, a nice Halberd, and a Silver Ankh. The undead are leftovers from the first expedition that were trapped by slith and starved. The magic barriers they erected to protect themselves have started to fail recently releasing undead to menace Mertis.

------------ Almaria: ------------
Location: 45 miles SE of Castle, 115 miles to Tower of Magi (15 of farms, 30 to Steaming Valley, 55 to Tower of Magi)
60 guards, weekly caravans split between Castle and Mertis. Prices are +10% plus 5gp/head to cross the toll bridge.
Starcap: short bearder abusive trainer, ex-rebel wanna-be. Jasmine: beautiful lady with scarred arms, "sheep never tried to eat me", lizard wrangler and food vendor (prices are normal). Kell: little girl, imaginary friends, daughter Rhiannon and Julio. Julio: muscular sage, ex-adventurer and know/magic PRC, exiled for exposing political corruption, searched for exit (info/hint), sells arcane potions. Dexter: short skinny baldy, disturbing toothy grin, fletcher and "supplies". Beran: fat bearded man with food bits in the beard, "lord-protector of Almaria", berates useless foolish adventurers unless they have a Royal Token, then sent to kill basilisks, "you survived?!?" reward 200 gold, assassins are not welcome in this town. Rosemary: imports armor from Draco (full steel, prices +25%), slith info and lead to Chuck about Slith Castle. Ramirez: dark mexican, weapons imported from Blosk (some steel, prices +20%). Ramone: archer, on leave from slith war, getting drunk. Rhiannon: thin lovely brunette, bartending at Almeria Bed & Keg, sells wine (pretty good).
It is here that you will be able to purchase wine! Use it to get past the gremlins in the forest near Silvar. You can also purchase Weak Energy potions from the sage, as well as Rings of Fire Res. which are very useful, but quite expensive at 1200.

------------- Formello: -------------
Location: 90 miles N of Dunvo, 80 miles E of Draco. 10 miles of farmed valley around town.
60 guards split between town and farms, biweekly caravan to Silvar, monthly caravan to Draco. Prices +10%.
Golizar: ex-sage getting drunk, assistant to Leith at Motrax, researched Thralni, rescued from areana by GIFTS, driven 'insane' by spiders. Gad: emo bartender at Beer Hall. Vermeers: silk robed trainer, dramatic overactor, unarmed/unarmored PRC. Evelyn: fidgety mayor, will give Royal Token for necklace (magic) stolen in nehpil raid. Claudette: elderly priestess, kindly historian, helpful, cleric PRC. Jasmine: grey haired lady, AC/wp shop (basic, bronze at +20%), painting of deceased husband on wall. Bernie: fat graying alchemist, potion store (well stocked, prices normal), chart of life. Jen: small woman w/ dark hair, creepy grin, Ken's wife, food shop, likes butchering lizards. Ken: scarred blonde man, lizard wrangler. Miles: tall young sage, Formello library is third largets in Exile (Patrick's, Magi), caster PRC.

Nephilim Fortress (45 miles SW of Formello across the river)
Enemies: Nephil, Nephil Archer, Nephil Warrior, Nephil Shaman, Nephar, Nephil Chieftan, Giant Lizard, Ghast, Ogre, Demon, Anastasia. Loot: Chest, Shield, Bronze Plate Mail, Gold Necklace, Fang Necklace, *Necklace*, %Major Blessing%. It would be very very unwise to attack from the main entrance because it is extremely well defended. Instead, go around to the NW and find a path that goes along the south side of the river. There are a couple Nephil encounters, and then look for a secret passage in the south wall leading straight to the rear of the Fort. Theres a lot of Nephils here so beware. Main Floor: There is a shield in a crate in a locked room in the southwest. Look for a secret passage in the north wall of the back room of the temple area. There you will find an interesting note. Basement: Beware, the Nephils have a pet Drake down here. Its guarding a magically locked door. If you go through the door beware of an ambush. Many hungry undead Ghasts will attack from behind on both sides. Your reward is three chests, and a suit of plate armor. Second Floor: Beware! If you desecrate the altar, you will have to fight 2 Demons. In the bedroom with an Ogre in it in the NE area, there is a secret passage behind the bed leading to a chest. In the temple there are three Nephar Shamans at the end of the room, waiting to blast you to oblivion. The necklace you are looking for is in the room on the bottom right. The one in the room on the bottom left is also useful, however. You will also find Traitoress Anastasia on this floor, along with two Nephil Chieftans and archers. Once you have killed her, check the north wall for a secret passage. Theres a chest and two more passages between the bed and the shelves.

-------------- Solberg's Tower ----------------------
Location: 25 miles SE of Formello; across the river, hidden behind lava pools
You need to have found the password to enter the tower
Solberg is an old wizard who knows a lot about magic, mage politics, Erika, and what's going on in the Tower of Magi. In short X is an absent minded genius who creates new spells easily, Linda is an ambitious prodigy trained by Erika, and Erika is a vengance obsessed maniac who is an expert on teleportation and summoning. A demon lord has been called into a secure room in the tower using the powerful onyx rod as bait, Solberg is quite sure they can't control it and unsure if they can contain it in the long term. Also, Erika summoned/stole a good deal of the plants and magic books that provided the basis of Exile society.
Demonslayer: It has been split up into three parts. As Solberg will tell you, the Nephars have a piece(the Pommel), the Sliths have a piece (the Blade), and a Lich has a piece(the Tip). To find the pieces, see "Underground Fort", "Slith Temple", and "Crypt of Drath" respectively. Once you have obtained the Demonslayer, or you dont have it but want to kill the Haakai Lord anyway he'll tell you about a secret magic passage in the Tower of Magi and how to enter it.

------------------- Cave of Motrax: -------------------
Location: 50 miles NW of Formello, 45 miles E of Draco, in the maze.
10 'guards', monthly cart to/from Formello.
Leith: tall old magi, clue to Thralni. Marian: energetic lady mage in cloth of silver, likes Ko, ecological change studies. Captain Ko, skinny energetic potimist, cat lover, likes the dragon too.
Enemies: Fire Lizards. Motrax is likely the first dragon you will meet. He is also the most friendly, although if you break into his hoard, he will still try to kill you. Look for a secret passage in the cave wall to the very west of where you enter. There is a spirit that will tell you about Motrax's hoard, and of Motrax's temper when it comes to his treasures. To loot Motrax's hoard, look for a secret passage right near the water in the dead-end in the east. If you step through the shining light it will set of an alarm, and Motrax will come for your heads. Beware of his 'cousins' in the west area of the cave, they are gaurding the Ivory Broach, as well as a small stash of gold. Motrax can inform about the other dragons (Koth, scholar. Pyrog, pride. Sulfras, strongest. Athron, solitary.) and the first expedition, Slith wars and a battle with a great demon. He likes cats too. Hints about the fate and magic items of the First Expedition, nature of the slith, and the demon threat. Motrax is a good way to point the party in the right direction, if they remember to ask him.
Motrax: 41hd (717hp), s47 d10 c33 i32 w33 c32, BaB/A/G 41//51/75, F/R/W 33/22/33, breath 24d12 Rhalf 41, AC:42 F:42 T:2 S:2, DR/adamant 24, energy resist 36, fortification 50%, casting as an 18th level sorcerer. Loot: Assassin dagger, +4 dex bracelet, Robe of Archmage, 16k assorted coins, 8k assorted metal ingots, 4k art objects.

Ancient Crypt (N of Formello near Motrax, deeper in northern maze)
Enemies: Skeleton, Zombie, Spirit, Ghoul, Wight, Vampire, Eye Beast. Loot: Piercing Crystal, Ice Staff, Steel Dagger, Arrows of Life. Outside the entrance you will find a priest, and an alchemist. Gooley: middle aged priest, ex-sage exiled for being a grammer nazi. Yong-Mi: short woman, poison archer, stealth/poison PRC. They will tell you that they can't find a way to open the door. Look for a secret passage on the west end of the brown wall. There's a lever to pull that will open the door. This place is very dark. Lights wont last more than a few steps here. Theres a cool dagger of sorts in the room in the east. A Piercing Crystal is on a body in the northeast. In the room in the center of the north there are two Vampires, Your reward is an Ice Staff. Theres a pool of lava in the northwest. If you can walk over it, you will get six Arrows of Light. Im not sure what, but something you do here makes the door you came in lock behind you. To open it you must find a lever in the middle western room. In the room look for the secret passage in the north wall. Make sure to only pull the lever once!

--------------- Fort Draco: ---------------
Location: 70 miles NW of Formello Cave, then 10 more to Formello proper.
75 soldiers split between the fort and the mines, monthly caravan (heavy guards) to Formello, 60% of all metal in Exile.
Working and living near the foundries has made the people here strong, independant, and completely encrusted in soot.
Grant: aged sorceress, going to visit Motrax and got lost, looking for familiar "who I won't punish, not at all". Familiar: serves Grant, "her witchyness", "you and what army" snark. Doc: runs Doc's Inn (prices = normal), old fat guy with a beard (white once upon a time?). Carlos: sneezing and a heavy accent, food shop (prices = normal). Sue: spotless brunette w/ freckles (magi), dirt repelling spells, supplies + potions (prices +10%), Frank talks about spiders. Brenndan: thin blonde girl, runs ore warehouse. Aife: woman? in black? dress (soot), alchemist (prices = normal), will pay well for areana fangs. Boutell: hugh muscular potbellied master smith, can repair magic wepons, has a huge steel anvil. Bill: runs the forge for Boutell. Frank: legless beggar, ex-miner, arachnaphobe, spider quest lead if you can get him to stop screaming.

Spider Cave (25 miles NW of Fort Draco, across the river)
Loot: Wand, Helm, *Malachite Broach* Ugh. I hate spiders. If you have talked to the beggar in Fort Draco, you know to ask 'Spider' about the 'mission'. Unfortunately all of these things are named 'Spider'. If you search around the eastern cave, you will find a spider that doesnt react with 'You're Silly!' when asked about 'mission'. He will tell you that you will be rewarded if you rescue a spider kidnapped by Areneas to the west. You will be rewarded by being able to explore the cave in the north. When you return, search the bodies to find the Malachite Broach, a wand, and a helm.

Arenea City (30 miles W of Spider Cave)
Baddies: Arenea, Elder Arenea, Imps. The prisoners are being held in the north. Beware of the two Imps in the far northeast. Theres a scroll in the far northwest in an Arenea library. In order to free the prisoners you will have to fight a bunch of Elder Arenea which may be difficult.

----------------- Fort Dranlon: -----------------
Location: 70 miles N of Cotra along the shore line.
90 soldiers, caravan or boat from Cotra every other week.
Toddric: youngish armored priest with a scar on his forehead, healer who has traveled in the north mazes. Sylow: muscular supply master, will sell food missiles and generic adventure supplies (prices +20%). Mairwen: short brunette mage, wall and barrier specialist, will teach in exchange for magic tome from Swamp City, speaks slith language. Sianonn: heavyset sorceress, listening for slith sneak attack at the dock, silence/listen expert. Captain Rosie: honorable ex-Imperial soldier, will hire for stealing attack plans from slith Island Fort.

Island Fort (90 miles S of Dranlon, 30 miles SW of Cotra)
On a big island in the lake. Enemies: Slith, Slith Warrior, Slith Mage, Slith Priest, Slith Chieftan Loot: Iron Slith Spears, *Crystal*, *Plans*. This is one of the smaller, easier Slith dungeons. Note that it has more than one entrance. In one of the boxes in the NE there is a supply of iron Slith Spears. In order to get anywhere here you need to steal the boat that is resting by the dock in the NE area. On a rocky area across the water just south of where you grab the boat is one of the six Crystal Cave crystals. Once you cross the lake, look for a secret passage in the far SE of the second half of the fort. Search the three boxes for cool cool stuff, including the Plans that you need to give to the mayor of Fort Dranlon.

Swamp City (8 miles W of Dranlon, across the river and through a swamp)
Enemies: Slith, Slith Warrior, Slith Mage, Slith Priest, Slith Chief. Loot: Chests, *Slith Tome*. This is a Slithzerikai city, and it is well defended. You will have to fight your way past the bridge whilst being shot at by archers, and priests/mages. Once you get past the entrance, the rest of the area is much easier. At the very north there is a nursery that you will have the option of destroying. Beware that there is a large fight if you decide to. In the brownish rooms in the northeast, you will find the Slith Tome. Look for a secret passage in the south wall of the far eastern brown room. There is another secret passage on the righthand side of the water, so that you can get around it. This will net you a couple chests.

Slith Temple (50 miles W of Fort Dranlon)
Enemies: Slith, Slith Warrior, Slith Mage, Slith Priest, Slith High Priest. Loot: Lightning Rods, GlowStones, *Blade of Demonslayer* First Floor: Nothing complicated here, just sliths and open tunnels. The stairs to the basement are in the northwest. Check the strong boxes that are all over the place for some goodies. In the northeast there is a secret passage behind a stagmite. Inside is a fight against a High Priest. Basement: More tunnels, and even more sliths, especially Slith Mages, and Slith Priests. When you get to two traps that are guarding a dead end, look for a secret passage a bit to the east, at the extreme southeastern corner of the map. Now, finaly, you will be approaching the temple. Inside you will find the Blade of the Demonslayer! Yay! Although once you grab it you will be attacked by a large Slith force. Doh. In the large cave that the temple is in, look for a secret passage on the west wall. You will find a scroll, some gems, and a shield.

__________________________________________________ _____

Well I haven't hit the cap yet. I'll keep working on it.
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Old 04-08-2012, 08:47 AM   Top  -  End  -  #13
Cieyrin
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Join Date: Nov 2007
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Default Re: Exile: World as Dungeon [3.5]

Quote:
Originally Posted by Telok View Post
Well I haven't hit the cap yet. I'll keep working on it.
Posts are limited to 50k characters, so it may be a while. Also, nice work.
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Old 04-28-2012, 05:15 AM   Top  -  End  -  #14
Telok
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Default Re: Exile: World as Dungeon [3.5]

So it's been almost three weeks. My bad. Plus banshees gained 19 HD between AD&D and 3.5, that particular encounter is a bit more dangerous than I originally envisioned.

My DM map and the legend for it are almost done, I only have a couple more items to fill in on them. Also, the ExileTextFile is done except for Lost Bahssikava and Hidden Island Tower.

Here is the other half of the ExileTextFile.

---------------------- Tower of the Magi: ----------------------
Location: 60 miles S of Mertis, 60 E of Steaming Valley.
30 soldiers scouting and on watch. Defense is managed by the magi. The biweekly caravan is travelling between Mertis and Almaria and will only stop on a prearranged Pyrotechnics (green with blue sparkles) spell. Prices are +10%.
Notes: The ground out to a half mile from the tower is blasted flat with wandering with-lights floating around. In the middle of the tower is a large experimental garden area heated by a huge basalt bowl filled with lava floating in a large pond. There are about 20 apprentices under vows of silence (and a dozen permanently invisible homulculi for enforcement).
Glenda: cheery red headed witch, sells potions scrolls and wands (normal prices). Brantford: grinning gnome sage, sells misc magic and assorted gems (gem prices +20%). Zanthia: ancient crone alchemist, sells more potions, covering shop for Cortath (visiting Phyllea in Draco). Throndell: huge mace priest, nervous "the flock needs protection" very nervous, de-cursing specialist. Kelner: graduating apprentice drops hits about something wrong, if demons in experiment room are mentioned then tells about demon lord and how to reach Solberg. Ambrin: elderly teacher magi and caster PRC, explains the vow of silence on apprentices and will teach after you kill ogre mage. Linda: dark haired enchantress, Triad member, tells about first expedition magic items and Triad members. X: middle aged research mage in secret library and caster PRC, will (barely) mention Erika Redmark, trade training for a huge anvil or info thereof. Imprisoned Apprentice: in a secret room off the experiments chamber, rants about demons and hearing demon voices, participated in summoning the demon lord. Imprisoned Demon: in the experiments chamber in a magic circle, "Adze-Haaki will eat you and we will slay!".
There are two secret passages, one in the south wall of the room with the lava in the pond, and one in the north wall above the pool in the bottom south. They will both lead to a bunch of magic barriers. Beyond them you will find an Imp, and a Demon. Talk to the Demon. He will tell you what it is that has been summoned to the tower. A Haakai. Not just any Haakai, either, but a Haakai Lord. Now that you know its a Haakai, go talk to Kelner. He will tell you to look for a hidden cave to the east, where Solberg the Triad Mage left instructions on how to find him. There are two secret passages, the first is findable and has (trap) the Blessed Anthame. The second can only be found after talking to Solberg (it's the whole room, in the 4th dimension) and several anti-magic field generating walls of force need to be cut through (Blessed Anthame). The entire area is in a higher dimension and heavily warded to prevent teleportation, summoning, calling, and planar travel without the proper invocations (which nobody is going to be at all willing to tell you). The Demon Lord will assess the party and parlay, attack, or attack during parlay.

Horned Devil: Adze-Haaki-Marha-Bohurang-Kelezu
Size/Type: Large Outsider (Evil, Extraplanar)...Hit Dice: 15d8+105 (172 hp)...Initiative: +7
Speed: 20 ft. (4 squares), fly 50 ft. (average)...Armor Class: 35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28
Base Attack/Grapple: +15/+29...Attack: claw +24 melee (2d6+10) or tail +24 melee (2d6+10 plus infernal wound)
Full Attack: 2 claws +24 melee (2d6+10) and bite + 22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound)
Space/Reach: 10 ft./10 ft...Special Attacks: Fear aura, infernal wound, spell-like abilities, stun, summon devil
Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft, immunity to fire and poison, resistance acid 10 & cold 10, regeneration 5, see in darkness, spell resistance 28, telepathy 100 ft...Saves: Fort +16, Ref +16, Will +15
Abilities: Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22...Skills: Bluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22, Move Silently +23, Search +20, Sense Motive +22, Spot +22, Survival +4 (+6 following tracks)...Feats: Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack, Weapon Focus (spiked chain)
At will...dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 pounds of objects only); persistent image (DC 21) 3/day...fireball (DC 19), lightning bolt (DC 19). Caster level 15th. DCs are Charisma-based.
Fear Aura(Su): Radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 15th). cannot be affected again by the horned devil’s aura for 24 hours. DC is Charisma-based.
Stun(Su) hits must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. DC is Strength-based.
Infernal Wound (Su) The tail attack causes a persistent wound. creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 24 Heal check, a cure spell, or a heal spell. a cure spell or a heal spell must succeed on a DC 24 caster level check, or the spell has no effect. check DC is Constitution-based.
Regeneration(Ex) A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Ogre Cave (20 miles NW of the Tower of the Magi)
Enemies: Ogre, Giant Lizard, Asp, Ogre Mage. Loot: Chests, Potions, metal. In the room with all the bodies, there is a secret passage leading to a nice potion rack. Right by the double doors in the south-east, there is a stone room with a Cave Giant. In the back of the room there is a secret passage leading to a chest. In a room near the center of the map, there are three bookshelves. Search the middle one to find stolen magic books. In the prison you find a prisoner walking around, he will metion a secret pasasge. Look for it at the back of the prison cell. It leads to a long tunnel that ends in another secret passage, that leads to a small piece of ground in the middle of the lake. This will be very very useful for when you are retreating. At the north end of the lake, there is a locked door with an altar inside. There is a secret passage in the west wall. After disarming two traps, and unlocking another door, you will find three nice chests.

------------------ Athron's Lair: ------------------
Location: S of Cotra across the lake, in the far NW sector of the Honeycomb.
Enemies: Drake, Living Statue.
Beware, of the Drakes that are scattered throughout Athron's caves. If you search the northern wall of the tunnels in the west, you will find a secret passage that leads to a Drake nest with some money and arrows. Near the entrance to the western tunnels there is another secret passage that leads further into the cave. Beware of the Living Statues, it can be hard to see which ones are Living, and which ones are just statues. Look for another secret passage in the north wall of the room with all the statues. Now you will come up to Athron, and get ignored or blown off. Athron does not like humans, although if pressed she will admit to dealing with Erika. Eventually you need to talk with Athron for a password.

Athron: 800hp, loot = 60,000 coins, cursed scroll, ring of regeneration, large shield (+4/+4), greater bracers of archery.

------------------- Khoth's Library ------------------
Location: 75 miles NNW of Bargah across a river, through a swamp, over some lava.
Enemies: Spirits, Living Statue, Giant, Slith Chief.
Khoth's lair is behind a small lava lake protected by ghosts, spell casting ghosts, with Dispell Magic. The ghosts will let you past if you are "on the list". The entrance is guarded by a couple living statues, they also maintain the chalkboard wall that the list of acceptable people is on. The interior is a library built for a dragon, with a couple of magical experimentation rooms in the back. A giant and a slith are held in stasis, no explanation given. Khoth himself has three important hints; 1) He and Erika have shared magic info and she asked him to come up with a teleportation ritual. 2) He will teach you the ritual at Erika's request if you get a valuable historic scroll back for him (Empire Outpost #2). 3) He destroyed an Empire base a couple decades ago about 150 miles south, but it didn't have his scroll. Khoth only drops the first two hints if the players ask about them. If the PCs are just stopping for a social visit then he'll mostly talk about old times, the first humans and the stolen scroll, and *might* mention hint 3.

Khoth: 800hp (big time caster but heavy on divination), loot = 2 potions, 2 firestorm scrolls, 2 dominate monster scrolls, cursed scroll, 5 historical scrolls.

--------------- 29. The Castle: ---------------
Location: 35 miles W of Almaria, 75 miles NE of Patrick, 60 miles SE of Fort Emerald
Soldiers = lots, the Castle (with Emerald and Almaria) protects a large area of farmland from slith attacks. Regular caravans to Almaria, Dharmon, Emerald, and Patrick.
Captain Houghton: big tired warrior, psychotically preparing for an attack. Prince Chevyn: dull kid, looking for his pet lizard. King Micha: slight old man, strong mind and personality, kindly and firm. Josh: young page, sweeping, wants to travel. Renee: ex-soldier and quartermaster. Benth: tall priest with a pipe, historian and healer. Rone: forgetful old wizard, was exiled with Erika and Patrick after politics in the mage's guild, Patrick has the key to Akhronath and Erika is big on revenge.
You wont be able to talk to the King without a valid Crown Token. On your first visit, the King will give you a mission to kill the leader of the Sliths, Sss-Thsss. To do this you must go to the Slith Fort to the north in the middle of a big lake.(See Slith Castle) Once you get the *Head of Sss-Thsss*, the king receives word that Fort Remote has been attacked. The king then asks you to investigate(See Fort Remote (after)) When you return, the king asks you to rid Exile of Grah-Hoth.

Slith Fort (40 miles W of Fort Dranlon; 10 miles E of Slith Temple; 50 miles N of Slith Castle)
Baddies: Slith, Slith Warrior, Slith Mage, Slith Priest, Slith High Priest, Slith Chieftan, Imp, Demon Loot: Chests

Slith Castle (50 miles S of Slith Fort; 40 miles E of Slith Fortifications)
Baddies: Slith, Slith Warrior, Slith Mage, Slith Priest, Slith High Priest, Basilisk, Sss-Thsss. Loot: Chests, Gila Cloak, Nimble Gloves, Shielding Bow, *Head of Sss-Thsss*. Main Level: Theres not too much on this floor except for a lot of Sliths. There are three entrances to the castle, but you will only be able to enter from the north. In the southwest there is a potion in a strongbox, as well as some food (pork without pigs?). Second Level: In the southwest, there is a pool of water. Look for a secret passage that leads to a boat. Use the boat to sail to a small cove where theres a strongbox containing a bow. After you pass by some libraries in the west half, there will be a portculis in the north. When you walk through it, it slams shut behind you, and you get to battle Sss-Thsss and all of his henchmen. Have fun. Once you kill all of the sliths, check the north wall on the left, right in front of the double doors for a secret chest. Also there are two secret passages in the north wall behind Sss-Thsss' Throne. The one on the left leads to a Gila Cloak. The one on the right leads to a bridge that will collapse if you walk over it and drop you into a pit of basilisks. There are two buttons in the tunnel that, if both pressed once, will prevent the bridge from collapsing. One button is hidden in the north wall, the other is a few steps back in the south wall. Across the bridge are three chests, and a pair of Gloves.

--------------------- Tower of Patrick: ---------------------
Location: 75 miles SW of The Castle, 80 miles SE of Blosk, 75 miles E of Remote, 95 miles S of Emerald
12 bored guards, once a month there will be a two cart 'caravan' from the Castle
Patrick: A tired old man, once a great mage. In his youth he was one of the magi that fought Grah-Hoth, destroyed Akhronath and built Skarragath. He is one of the original founderd of the Tower of Magi along with Erika and Solberg. His wife is dying. Captain Granby: A one legged bitter old soldier, guarding books. Marco: big beefy cook, his nasty pasta sauce needs garlic. Rita: young blonds mage, researching crystal necklace. Adam: Patrick's 40-something apprentice, he is ill and writing a thesis on magic crystals. Anji: young short haired blonds, researching the FIrst Visit, she is allergic to cave life. Kai: black guy, alchemist from Formello, researching graymold to help Patrick's wife (hint hint). Hathwisa: deathly ill. There is a (locked) secret room with a basilisk and a secured shelf of rare books.

--------------------- Tower of Sulfras: ---------------------
Location: 100 miles straight NW from Fort Remote, 175 miles through caves.
Sulfras isn't a very nice dragon, but at least he wont try to eat you, like Pyrog. He will say that he wishes you to retrieve the Onyx Scepter, and the Silver Circlet. Your reward will be passage through his tower to the east. Sulfras is actually somewhat formal formal and stuffy, arrogant in his power and distainful of short lived races (anything with a lifespan of less than three centuries is useless to him).

Sulfras: 1600 hp, robe of archmagi, boots of speed, no money. One bound demon as a 'greeter' and 15 invisible stalkers as guards.

---------- Blosk: ----------
Location: 70 miles NW of Castle, 35 miles NE of Dharmon, 30 miles E of Saffron, 10 miles W of Emerald.
60 guards, biweekly caravans alternating between Fort Emerald and Almaria. Prices are +10%.
Bartholomew: skilled rogue-like dwarven trainer. Demel: tall baker woman, covered in shroom flour, food vend (prices -15%). Johnnalyn: heavy woman with short black hair, smithy (iron/steel, prices +20%) supplies Emerald with arms & armor. Bruce: middle aged fletcher, busy busy busy. Sabrina: drunken priestess, the chasm drake has Smite and ate half the party. Royce: tall man in red clothes, has heard of party exploits and says talk to Calder in Bargha. Vicky: mayor and innkeeper of BLosk Bed and Breakfast, short blonde, "Exile needs clear heads and the army not adventuring fools". Jeff: small boy, son of Leith, grow up to be an hero "Exile will run ankle deep in the blood of the enemy". Kathy: smelly old beggar, chronic alcholic. Leith: tall blonde man, sage and alchemist, potions & lockpicks.

---------- Gnass: ----------
Location: 8 miles E of Blosk on the lakeside.
30 slith warriors.
Skatha: big bright green male, smith, slith spears and other exotic weapons. Ach-Schah: grey elder, caretaker and head farmer, looks after stupid slith. Eath: delicate female, sage and mate of Skatha, hints about Lost Bahssikava and history. Sss-Schai: strong dark green chieftain, peaceful. Asp: old slith priest, healer and shrine tender, demonslayer hint (slith temple). Bass-Astha: huge strong sculptor/historian, learning to be an architect, "Roof that fall on chief's head not good". Garthass: young mage, good selection of potions and scrolls. SHrine: spirit regretfully implores you to kill the slith king.

----------------- Fort Emerald: -----------------
Location: 12 miles E of Blosk, 40 miles NE of Dharmon, 50 miles NW of Castle
90+ soldiers, biweekly caravan form the Castle. 1/6 days slith probing attack, 1/20 major attack. Barrier patched walls.
The giant (2' diameter) magic emerald at the center of the fort gives an 8 hour rest for a 1 hour meditation (concentration check) and Empower on the next three spells cast in the next 6 hours.
Matthias: arrogant young mage with a black van dyke, blows up slith and maintains barriers, hint about wierd gremlin cave to the north. Captain Scarlett: 5' lass w/ curly brown hair and a wicked beaked axe, anti-slith and fiercely competent, giving Gnass the benefit of the doubt. Hodgson: robed priest, wanted to be an alchemist, knows where to fond greymold. Eleanor: buxom lass, mason, repairs walls, ex-actress exiled for a political satire play. Silverio: elderly white haired granny mage, was an apprentice when Patrick fought Grah-Hoth, hint about Empire seal at demon prison, refers you to Rone and Patrick. Moe: bald pudgy quartermaster, liked it better at Fort Remote. Liaison Randall: thin nervous guy barricaded in his room, ex-messenger, absolutely sure he will be ambushed and killed. Slith Prisoner: cold, boastsabout how king will conqure and eat human flesh, exalts demon worship.

Slith Fortifications (25 miles N of Fort Emerald)
Baddies: Slith, Slith Warrior, Slith Mage, Slith Priest, Slith Chieftan, Giant Lizard. Loot: Chest, few hundred gp. There are two ways to enter this fort. One is to use Dispel Barrier from the north. The other is to enter through a secret passage in the southeastern corner and unlock a door. There isn't much here at all. In the northwestern area there is a locked door that you wont be able to open. Look for a secret passage in the south wall. You will discover that there is a Slith Castle on an island in the middle of a lake east of here. To get there, youll have to set sail from Fort Dranlon and travel west, and then south.(See Slith Castle)

Gremlin Cave
Location: 20 miles N then W of Fort Emerald; 20 miles W of Slith Fortifications, in the small south hooked cave.
Baddies: Gremlin, Soldier, Assassin, Archer, Wizard, Demon. Loot: Chests.
Look for a secret passage in the west wall of the large cave in the northeast. It will lead to a teleporter. It will lead you to a secret Empire base elsewhere on the map, where you will have to fight off a bunch of Empire soldiers. You can loot the two chests once theyre all dead. Look for a secret passage behind the bed in the southeastern bedroom. Here you will find a magic crystal sphere thingy that the soldiers were using to communicate with the surface world. Unfortunately, whether you look into it, or just break it, you will now have to fight a Demon. You can peer into it forever, and fight as many Demons as you wish, but once you break it you will only have to fight the one last battle.

------------------------- Fort Remote (before): -------------------------
Location: 75 miles W of Patrick, 50 miles SSE of Dharmon
24 bored and sleeping soldiers, monthly supply caravan from Dharmon
Tesik: priest playing solitare, defacto commander of the fort, nothing exciting here except adventurers going west to feed the chasm drake. Bronwen: strong woman in steel plate and 2h sword, the bitterly drunk commanding officer at 'Fort Irrelevant'. Belinda: dwarven cook, loves/teases Mick, makes excellent stew. Mick: dwarven lad, watches the spring, fishes, likes Belinda, he saw the chasm drake once.

Fort Remote (after)
Baddies: Imps, Demons. After you talk to the image of Grah-Hoth, you will have to fight through some Demons/Imps. Return to King Micah with the bad news.

Pit of the Drake (45 straight miles W of Fort Remote, 90 through a semi-maze)
Baddies: Fire Lizard, Drake, Chasm Drake. Loot: Mithral Plate Mail, 1500 silver, Smite. Be sure you can handle fighting an extremly large number of Fire Lizards and Drakes before coming here. Rings of Fire Resistance would be helpful. Be careful, in the middle of the map, there is a LOT of Fire Lizards and Drakes. If you can kill all of them, you can grab the Mithral Plate Mail and 1500 silver. Also be careful of the Chasm Drake wandering around the caves. He is almost as tough as a Dragon, and wont talk before trying to kill you. It has one heckuva lot of HP, but it doesnt use any magic which helps. Once you manage to kill the Chasm Drake, search the caves in the far north for Smite, the Giant-slaying weapon!

------------------- Crypt of Drath: -------------------
Location: 25 miles N of Slith Fortification
Baddies: Zombie, Skeleton, Wight, Ghast, Spirit, Imp, Mung Rat, Living Statue, Vampire, Demon, Eye Beast. Loot: Chests, Wand, Necklace, *Tip*
First Level: In a tomb in the middle eastern area, you will find a scepter. If you try to cross the bridge, you will fall. To get by, there is a secret passage just to the east of the bridge. When you reach the room with all of the dead bodies, there is an ambush waiting for you. In the room with the statue look for a secret passage in the south wall. Second Level: There is a necklace in the second tomb south of where you start. The tomb to the south of that is not accessible from the door. There is a secret passage in its south wall. After fighting the Vampire, look for another secret passage in the north wall for a chest. In the far southeast, you will find a boat. In the top northwest corner, you will find a laboratory of sorts. Behind each of the barriers is a Demon. Check the right-hand cell for a secret passage to find one of the two buttons you need to press. Sail to the far west side of the lake and there will be a path on the south side that leads to a magic barrier. Dispel it, as well as the one after it, and then press the button. Now that you have pressed the two buttons, you will be able to enter the brown building in the south middle of the lake. Also look for a locked door along the south shore of the lake. It will lead to two more chests. Inside is the stairs to the next floor. Third Level: Come to a large room where there are about 4 Imps waiting. Look for a secret passage in the north wall, and step through the portal. Now you will be in a room with three portals, and a bunch of lava in the middle. First take the north one, then take the east one twice. Now you will be in a room that looks exactly like the others. Look for a secret passage in the southeast corner. This passage will take you straight to battle the Lich. There is an alternate path in a secret passage in the north wall of the tunnel. There is also a third path in the north wall of this second tunnel. After you dispatch the Lich and his minions, look for a secret passage in the south wall of his room. Follow the path and it will lead to the tip of the Demonslayer!

------------------ Lair of Pyrog: ------------------
Location: 35 miles E of Giant Castle
Baddies: Giants, Dragon. Loot: Chests, Broach, Stuff.
Pyrog is the meanest Dragon in the game. He feels he is the king of dragons or something. He is not good for anything, and you can kill him as soon as you wish. He will likely attack you the first time you talk to him anyway. For being the 'King' of Dragons he sure has a crappy hoard. Lightly burnt giants bring him offerings and act as servants.

Pyrog: 675 hp, no spells, 24000 gp, elixir or resurrection, boots of speed, mithril or adamantine full plate, 2 demons in hoard.

----------- Bargha: -----------
Location: 55 miles N of Spire, 15 miles W of Giant Castle.
45ish 'soldiers'. Prices are +25%. 1/6 chance for giant attack any day.
If you are entering from the east, you need to look for a secret passage in the northern cave wall. If you are entering from the west, you need to talk to a soldier behind the wall, and ask him to raise the porticullis. In the dead body room, one body has a small pouch of gold on it. Another is diseased.
Cynthia: burnette sage, makes scrolls for defense, abyss is the only place she felt safe expressing opinions and researching. Prynne: redheaded elf lady, ex-Almaria priestess, here because people need help. Marlowe: morose and tired food vendor. Johnson: thin man with delicate hands a a gimp leg, fletcher/archer and ex-soldier, saw a dragon (Pyrog) east of the giant castle. Calder: innkeeper, big guy, anti-Empire, 'scimitar' sends to Cleese in the basement. Cleese: pale quiet guy in the basement, tells you about Empire post in the gremlin cave west of Slith Fortifications. Mayor Maher: puffy brown hair, we need ore and help, can't reward but please kill the giant king. Ethridge: unarmored warrior and trainer (female), trapped in town by the spirits of the sliths she slew in battle. Molly: shy little girl, scared of giants, scared of you too.

Giant Castle:
Location: E of Bargha; NW of Fort Dranlon by boat; far W of Fort Draco
Loot: Chests, Scroll, Shield, Chain Mail, *Giant Key*
Baddies: Ogre, Giant Lizard, Cave Giant, Fire Lizard, Giant Shaman, Giant Chief, Demon
Main Floor: hopefully you are strong enough to fight off many many Giants. The first thing is that the drawbridge will send you plummetting into the dungeon, and as far as i know theres no way to avoid it. (Proceed to Giant Basement). In the northeast, behind the locked door, is a battle against a Giant Chief, and a Shaman. In the room with the Giant Chief and the Shaman, a secret passage leads to a chest. Also there is a scroll in the bookshelf. In the north in the temple area, a secret passage leads to a chest. Giant Basement: the walls in the dungeon have many secret passages. Look for one behind the stalagmite in the lower right. Going left from there will take you to a dead end, and two other cells with secret passages. Go right. If you search in the northeast(also in the southeast), behind a stalagmite there is a secret passage leading to some hidden Giant rooms. The Giants seem to have a pet demon down here. Once you kill it look for a secret passage behind where it was standing. The book will mention the Adze-Haakai at the Tower of the Magi, as well as Grah-Hoth who it says is at a Basalt Tower. Across the zap-tile floor, look for another passage that leads to a suit of Magic Chain Mail(yay!), an Eye Beast, and a couple chests. This floor is just a maze of caves with secret passages littered about everywhere, as well as a bunch of lizards. You will want to get to the northeast area, which is where the Giants buildings are. Once there, look for a secret passage in the north wall of the small southwestern room. Now take either of the two stairs here to return to the main floor. The northern one will have less fighting right away. (Continue with the rest of the Main Floor)

---------- Spire: ----------
Location: 30 miles N of Fort Spire, 55 miles S of Bargha.
60 assorted "guards" of various gangs. Prices +33% and the locals are doing you a favor selling anything to a mole so you'd better like it when they tack another 17% on top.
Entwhistle: greasy stain of a man, sage (x2 prices), laments that there is only one thing worth stealing in this town (circlet & Scab hints). Meena: short black haired bitch "mayor", whiny and antagonistic. Eunice: ancient harridan, basic alchemy and first level potions. Eustace: bloated drunk, "food" vendor with green meat. Cliff: tall sneering baldy, low quality smithy (up to bronze). Scab: scowling gnome with scabbed hands and a rapier, if you pass through the arena a couple times he'll tell about Meena's circlet, then talk to Asp in Cotra. Zagat: laid back arena manager and axe master. Job: the arena pay ogre. Jenny: the arena ticket sales ogre. Twink: gremlin arena "monster", doing happy dances and total escape master, can tell about a secret passage to Meena's treasure room. Harry: a dirty bartender. Carol: a slight woman with a scimitar, Scimitar agent, points to Calder or provides local info.
Nobody knows what the magic circlet does. It's protected by a magic chest (dc25 double glyphs fort/will, 2d3+2 negative levels/permanent insanity, plus fire trap admix sonic 1d4+15 each ref22 half, plus magic mouth that screams 'Thief!'). Asp knows the password and don't ask how. The secret entrance is that Meena's house abuts the town wall, under a large boulder (escape artist 35 after search 30 and spot 25 for the hole) is a natural crack that leads under the house, the floor of the house is 1/2 inch slate tiles under some rugs.

------------------- Shattered Fort: -------------------
Location: in the Steamy Cave; W of the Tower of the Magi
Baddies: demons, demons, and more demons
West of the Tower of the Magi is a large cave where a river pours into a lake of lava. If you manage to walk to the south end of the lava lake, you'll find the etrance to the Shattered Fort. This was originally Grah-Hoth's main base of operations, until the people of Exile (the Empire's First Visit didn't succeed) attacked the fort, and trapped him in a bottle. Stuck in a back room is the Empire Royal Seal from the First Visit.


-------------------- Fort Spire: ---------------------
Location: 35 miles N of Fort Saffron, 30 miles S of Spire
24 soldiers, supposedly one supply wagon a month.
Bohman: curly redhead ex-smuggler, check in and smuggling prevention. Reynold: sour priest, a former missionary to Spire, they drove him out. Paul: small balding man with cold eyes, ex-imperial official who tried to run for mayor in Almaria, abyssed for election fraud. Captain Allison: thin tired blonde woman, pulling extra shifts on guard duty because the fort is short staffed.
The fort is inside a huge stalagmite in a five mile wide chasm, in the center of the chasm in a planar rift that lets in negative energy. This energy slowly kills all plant life within six miles and reduces natural healing to 1/4, it also sustains a chorus of banshees. There is a ledge along the western edge that narrows the distance across down to about two miles, the stalagmite is about half way across the gap. The gaps on either side of the stalagmite are crossed by a magical, 10' wide, stone bridge with handrails and an extremely faint glowing dotted line down the middle. At the beginning of the bridge is a sign saying "Please don't annoy the Screamers, extinguish all light and muffle cart wheels". 1000' from Fort Spire the railings extend upward to form a cover that encloses the bridge and turns it into a suspended tunnel. A darkness spell covers the entrance and the interior is lit by light spells, at the stalagmite the entrance is barred by a porticullis with several guards behind it. The exterior of Fort Spire has multiple Symbols of Sleep, traps of Dispel Magic, traps of Light, and Magic Mouth spells to discourage people from just going around. The banshees are a bit less than 1/2 a mile away from Fort Spire, by the rules it is impossible for almost anyone to spot anything man sized at that distance. However the chasm is pitch black and banshees know that light, movement, and sound = life. Assume that every round there are 1d6 banshees making spot and listen checks (natural 20) to locate a creature lit by torch light and moving normally without talking at more than a whisper. Only bother to check if people are going around the Fort or being loud and bright on the bridge near the tunnel entrances. If the banshees notice life they will attack, arriving at the fort in eight rounds of running and being a single move away from the bridges.

Man have banshees changed since AD&D, they gained 19 HD. Ouchies.

-------------------- Fort Saffron: ----------------------
Location 35 miles S of Fort Spire, 30 miles W of Blosk, 30 miles NW of Dharmon
24 soldiers, supposedly one supply wagon a month.
Commander Novak: drafted mage, frustrated by bandits (secret tunnel bypass, reward), no supplies for two months, angry at Castle. Dilbert: burnt beanpole of a mage, volunteered, ex-adventurer from the doomed chasm drake party. Mona: prisoner bandit with a broken arm, pissed abysser "damn voles!".

Bandit Bypass
Location: 1/4 mile N and S of Fort Saffron in the west wall.
Baddies: Mage and mooks. Loot: fort supplies (food, arrows, and mail), ore, coins.
__________________
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If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 04-30-2012, 03:41 PM   Top  -  End  -  #15
Telok
Barbarian in the Playground
 
 
Join Date: Mar 2005
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Default Re: Exile: World as Dungeon [3.5]

The DM map and legend are done. They have minor errors but nothing serious or worth fixing.

Spoiler


Map legend

The DM Map

Spoiler
__________________
Niven's Laws, #5
If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 05-21-2012, 03:25 AM   Top  -  End  -  #16
Telok
Barbarian in the Playground
 
 
Join Date: Mar 2005
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Default Re: Exile: World as Dungeon [3.5]

It's not dead yet!

Seriously though, I'm taking a long time here because I've been statting out the dungeons and encounters. So out of 65+ towns/dungeons I'm down to the last 5 and I hope to be done in a couple of days. I also have my beastiary for the critters that aren't standard (MM, slith, nephil) or unique (in the text). The towns were a little boring and the main quests didn't fit well into the guide text so I've made a Plots file to hold all that. Blosk gets a speculation market crash, Dharmon and Spire have a banditry connection, Mertis has a giant lizard rodeo, Cotra is having a fishing stock crash due to a giant crab in the lake, and Formello gets Karl Marx and abusive land owners creating an explosive situation. Ooh, Almaria has a crooked judge, a criminal syndicate, and a frustrated police chief.

It's still going, just a big chunk to chew on right now.
__________________
Niven's Laws, #5
If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 05-30-2012, 04:52 AM   Top  -  End  -  #17
Telok
Barbarian in the Playground
 
 
Join Date: Mar 2005
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Default Re: Exile: World as Dungeon [3.5]

https://docs.google.com/document/d/1...ECRsH9Kg8/edit

The main towns and dungeons text file is done. It is 16,560 words long, according to the gedit (who knows how it parses the stat blocks of unique critters).

The Empire soldier stat block file is about half done. A power interruption lost a couple hours work, but not too bad. I still need to detail plots, quasi-random encounter lists, and a poison making system. I have all the notes for these, it's just typing and finishing.

Here is one of the plots. Bonus points if you know where I stole it from.
Spoiler
__________________
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If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 06-02-2012, 04:50 PM   Top  -  End  -  #18
Telok
Barbarian in the Playground
 
 
Join Date: Mar 2005
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Default Re: Exile: World as Dungeon [3.5]

Empire Soldiers are finished.

Quote:
F2/Es3 hp:37, ac:19[23] chain+hv.sh t:12 f:15 s:10, F8[9] R3[5] W2[3], B/A/G +5/+8/+8
sh.sw +9 1d6+3 19x2, lng.spr +9(r) 1d8+4 20x3, sh.bow +7(60) 1d6 20x3
s16 d14 c15 i13 w12 c11, WF:sh.sw & lng.sp, phalanx*, pwr.atk, cmbt.xprt
ride+8, handle +9, climb+11-7, swim+11-14, listen+10, ***move20, init+2***
1) Obedience: May ready an action to "Do what the commander orders"
2) Formation: +1 formation bonus to adjacent allies AC and saves
3) Coordinate: Aid another and flanking give allies +4 instead of +2
4* If fighting w/ Light Wp & Hv Shield, +1 AC
5* If as above and in 5’ of phalanx ally form Shield Wall, add +2 AC & +1 Ref

Elite2[7] hp:54, ac:19[23] chain+hv.sh t:12 f:15 s:10, F11[12] R3[5] W5[6], B/A/G +7/+10/+10
sh.sw +11 1d6+3 19x2, lng.spr +11(r) 1d8+4 20x3, sh.bow +9(60) 1d6 20x3
s16 d14 c15 i13 w12 c11, WF:sh.sw & lng.sp, phalanx, pwr.atk, cmbt.xprt
formation xprt*, cmbt.ref[3], imp.init.
ride+11, handle +11, climb+13-7, swim+13-14, listen+12, ***move20, init+6***
1) Obedience: May ready an action to "Do what the commander orders"
2) Formation: +1 formation bonus to adjacent allies AC and saves
3) Coordinate: Aid another and flanking give allies +4 instead of +2
4) If fighting w/ Light Wp & Hv Shield, +1 AC
5) If as above and in 5’ of phalanx ally form Shield Wall, add +2 AC & +1 Ref
6* If you & two allies on either side are wielding a shield, you gain a +1 bonus to AC
7* If in a line of adj allies one ally falls, may single move to that location as if Readied Action
8* Gain a +2 attack bonus if you and 2 adjacent allies wielding the same reach weapon
Punishing Stance[+1d6 melee damage, -2 AC], Steel Strike[+4hit -4ac], WalloBlade[sub atk roll for AC]

El1/Off3[9] hp:66, ac:19[23] chain+hv.sh t:12 f:15 s:10, F13[14] R4[6] W7[8], B/A/G +8/+11/+11
sh.sw +12 1d6+3 19x2, lng.spr +12(r) 1d8+4 20x3, sh.bow +10(60) 1d6 20x3
s16 d14 c15 i13 w12 c11, WF:sh.sw & lng.sp, phalanx, pwr.atk, cmbt.xprt
formation xprt, cmbt.ref[3], imp.init, ***move20, init+6***
ride+10, handle +10, climb+12-7, swim+12-14, listen+11, motive+7, forgery+7, decipher+7
1) Obedience: May ready an action to "Do what the commander orders"
2) Formation: +1 formation bonus to adjacent allies AC and saves
3) Coordinate: Aid another and flanking give allies +4 instead of +2
4) If fighting w/ Light Wp & Hv Shield, +1 AC
5) If as above and in 5’ of phalanx ally form Shield Wall, add +2 AC & +1 Ref
6) If you & two allies on either side are wielding a shield, you gain a +1 bonus to AC
7) If in a line of adj allies one ally falls, may single move to that location as if Readied Action
8) Gain a +2 attack bonus if you and adjacent allies wielding the same reach weapon
Punishing Stance[+1d6 melee damage, -2 AC], Wall Blades[sub atk roll for AC], Iron Heart Surge!
9* Give Orders: Standard action = following orders is +1 morale to all die rolls

Rng2/Ear3 hp:37, ac:17 chn.sht t:13 f:14 s:10, F5 R6 W2, B/A/G +4/+6/+6 [fav.E(+2) =hum OR gnoll]
lng.bow[str+2] +8[+6/+6](110) 1d8+4 20x3, sh.sw +4 1d6+1 19x2 +tow.sh[+4ac] ***move30, init+3***
s14 d16 c15 i13 w12 c11, track, rapid.sh, wf&ws:lng.bow, precise.sh, imp.tou, quick draw
hide+11-2, sneak+11-2, listen+6, spot+9, survive+6, search+9, k[nature]+6, ride+9, wild empath
1) Obedience: May ready an action to "Do what the commander orders"
2) Aimed Shot: Full round take one shot, +4 hit and +1/2 BAB to damage, -15% miss chance

ElArc3[8] hp:65, ac:17 chn.sht t:13 f:14 s:10, F8 R9 W3, B/A/G +7/+10/+10 [fav.E(+2) =hum OR gnoll]
lng.bow[str+2] +11[+11/+11/+6](110) 1d8+4 20x3, sh.sw +7 1d6+1 19x2 +tow.sh[+4ac] ***move30, init+3***
s14 d16 c15 i13 w12 c11, track, rapid.sh, wf&ws:lng.bow, precise.sh, imp.tou, quick draw, cmbt.xprt
hide+14-2, sneak+14-2, listen+6, spot+12, survive+9, search+12, k[nature]+6, ride+9, wild empath
sharp shoot[1/2 cover boni], manyshot[-4atk +1arrow], imp.rapid.sh
1) Obedience: May ready an action to "Do what the commander orders"
2) Aimed Shot: Full round take one shot, +4 hit and +1/2 BAB to damage, -15% miss chance
Stance Clarity[+2 insight AC vs target, -2 AC others], Insight.Strk[Single attack, dmg = Concentrate]
Saph Ntmar[Concentrate vsAC, target flat-footed +1d6 dmg], Em.Raz[Single attack as touch, normal dmg]

EmpMage3[6] hp:36, ac:16 mageAC t:12 f:14 s10, F4 R4 W7, B/A/G +3s, move30, init+2
qstaff +3 1d6 20x2, knife +3[+5] 1d4 19x2,
s11 d14 c15 i16 w13 c12, scribe scroll, co-op casting, imp.tou, SF&GSF, spell penetrate
spellcraft+12, k[arcane]+12, concentrate+11, decipher+12, k[4 more]+10
Enchanter= 0:det.mag, det.pois, read.mag, daze, 1:-shield, charm[Wneg16]*2, burn.hnd[Rhalf14]*2,
2:tash.laugh[Wneg17], res.energy*2, see.invis, 3:dispel magic, deep.slum[Wneg18 10hd], fireball[Rhalf16]
Evoker= 0:ray.frost*2, light*3, 1:shield, -mageAC, burn.hnd[Rhalf16]x2, colr.spry[Wneg14],
2:scorch.ray*2, res.energy, invis, 3:dispel magic, fly, fireball[Rhalf18]
Transmuter= 0:det.mag, read.mag, mag.hnd*2, 1:shield, -mage AC, colr.spry[Wneg14], feath.fall, mag.miss[3]
2:whisp.wind, res.energy, see.invis, invis, 3:dispel magic, fly, slow[Wneg18 1/CL 30'area]

EmpPr3[6] hp: 39, ac:18 splin+hv.sh t:10 f:16: s:10, F6 R2 W9, B/A/G +4/+6/+6, move20, init+0
hv.mace +6 1d8+2 20x2, lt.xbow +4(80) 1d8, turn 3/day 2d6+4HD
s15 d11 c14 i12 w16 c13, brew potion, co-op casting, SF&GSF:ench, spell penetrate
spellcraft+10, k[relig]+10, concentrate+11, heal+10, diplo+9
TSO=Retrib[hit=max dmg], 0:cure1hp*2, det.mag*2, light*2 1:shld.faith[+2], mag.wpn*2, cure.lt*2,
2:+4con, Silence[Wneg15], hold.per[Wneg17]*2, 3:speak.dead[Wneg16], mass.les.vig, dispel magic[+9]
Zin=WF:hammer, +1sv 3rnd, 0:0:cure1hp*2, det.mag*2, light*2 1:shld.faith[+2]*2, div.fav, cure.lt*2,
2:spirit.wpn, hold.per[Wneg17], cure.mod*2, 3:keen edge, prayer, daylight
Elyvilon=std +3 next save, 1/d 0hp get 1d8+1, 0:cure1hp*2, det.mag*2, light*2 1:sanctuary[Wneg14],
cure.lt*4, 2:les.res, hold.per[Wneg17], calm.emot[Wneg17], cure.mod, 3:prot.erg[60], cure.ser, invis.purge

MageOff3[9] hp:58, ac:16 mageAC t:12 f:14 s10, F7 R5 W10, B/A/G +5s, move30, init+2 **CL=7**
qstaff +5 1d6 20x2, knife +5[+7] 1d4 19x2, Blue Clearance, scroll(mass fly, haste)
s11 d14 c15 i16 w13 c12, scribe scroll, co-op casting, imp.tou, SF&GSF, spell penetrate, sudd.empower
spellcraft+15, k[arcane]+15, concentrate+14, decipher+15, k[4 more]+10, forgery+15
*Give Orders: Move action to give orders. People following orders +1 morale bonus to all die rolls.
Enchanter= 0:det.mag, det.pois, read.mag, daze, 1:shield, charm[Wneg16]*2, burn.hnd[Rhalf14]*2,
2:tash.laugh[Wneg17]*2, res.energy*2, see.invis, 3:dispel magic*2, deep.slum[Wneg18 10hd]*2,
fireball[Rhalf16], 4:less.globe.invuln, confusion[Wneg19], wall.fire,
Evoker= 0:ray.frost*2, light*3, 1:shield, mageAC, burn.hnd[Rhalf16]x2, colr.spry[Wneg14],
2:scorch.ray*2, res.energy*2, invis, 3:dispel magic*2, fly, fireball[Rhalf18]*2, 4:solid fog,
resilient sphere[Rneg19], enervation,
Transmuter= 0:det.mag, read.mag, mag.hnd*2, 1:shield, -mage AC, colr.spry[Wneg14], feath.fall*2, mag.miss[3]
2:whisp.wind, res.energy, see.invis, invis*2, 3:dispel magic*2, fly*2, slow[Wneg18 1/CL 30'area],
4:memonic enhancer, less.globe.invuln, wall.fire,

PriestOff3[9] hp: 61, ac:18 splin+hv.sh t:10 f:16: s:10, F9 R3 W12, B/A/G +6/+8/+8, move20, **CL=7**
hv.mace +8 1d8+2 20x2, lt.xbow +6(80) 1d8, turn 3/day 2d6+4HD, Blue Clearance, scroll(wind walk[cl11])
s15 d11 c14 i12 w16 c13, brew potion, co-op casting, SF&GSF:ench, spell penetrate, imp.tou,
spellcraft+13, k[relig]+13, concentrate+14, heal+10, diplo+9, motive+12
*Give Orders: Move action to give orders. People following orders +1 morale bonus to all die rolls.
TSO=Retrib[hit=max dmg], 0:cure1hp*2, det.mag*2, light*2 1:shld.faith[+3]*2, mag.wpn*2, cure.lt*2,
2:+4con, Silence[Wneg15]*2, hold.per[Wneg17]*2, 3:speak.dead[Wneg16], mass.les.vig*2, dispel magic[+11]*2,
4:fire shield, death ward, cure.crit
Zin=WF:hammer, +1sv 3rnd, 0:0:cure1hp*2, det.mag*2, light*2 1:shld.faith[+3]*2, div.fav, cure.lt*3,
2:spirit.wpn, hold.per[Wneg17]*2, cure.mod*2, 3:keen edge, prayer*2, daylight*2,
4:rusting grasp[wp or 1d6ac], neut.poison, cure.crit
Elyvilon=std +3 next save, 1/d 0hp get 1d8+1, 0:cure1hp*2, det.mag*2, light*2 1:sanctuary[Wneg14], cure.lt*5,
2:les.res, hold.per[Wneg17], calm.emot[Wneg17]*2, cure.mod, 3:prot.erg[60]*2, cure.ser*2, invis.purge,
4:spell immunity[2sp], neut.poison, cure.crit

MageCOMM3[12] hp:81, ac:16 mageAC t:12 f:14 s10, F8 R6 W13, B/A/G +7s, move30, init+2 **CL=10**
qstaff +7 1d6 20x2, knife +7[+9] 1d4 19x2, Blue Clearance, scroll(mass fly, haste)
s11 d14 c15 i16 w13 c12, scribe scroll, co-op cast, imp.tou, SF&GSF, spell pen, sudd.empower, MIC feat
spellcraft+15, k[arcane]+15, concentrate+14, decipher+15, k[4 more]+10, forgery+15
*Give Orders: Move action to give orders. People following orders +1 morale bonus to all die rolls.
*As a standard action grant all allies within 60' a move action or a single ally a standard action
Enchanter= 0:det.mag, det.pois, read.mag, daze, 1:shield*2, charm[Wneg16]*2, burn.hnd[Rhalf14]*2,
2:tash.laugh[Wneg17]*3, res.energy*2, see.invis, 3:dispel magic*3, deep.slum[Wneg18 10hd]*2,
fireball[Rhalf16], 4:less.globe.invuln, confusion[Wneg19]*2, wall.fire, enervation, 5:feeblemind[Wneg20],
dominate person[Wneg20], cone.cold[Rhalf18]
Evoker= 0:ray.frost*2, light*3, 1:shield, mageAC, burn.hnd[Rhalf16]x2, colr.spry[Wneg14],
2:scorch.ray*3, res.energy*2, invis, 3:dispel magic*3, fly, fireball[Rhalf18]*2, 4:solid fog,
resilient sphere[Rneg19]*2, enervation*2, 5:cone.cold[Rhalf20]*2, cloudkill[Fhalf18]
Transmuter= 0:det.mag, read.mag, mag.hnd*2, 1:shield, -mage AC, colr.spry[Wneg14], feath.fall*2, mag.miss[3]
2:whisp.wind, res.energy, see.invis, invis*2, 3:dispel magic*2, fly*2, slow[Wneg18 1/CL 30'area],
4:memonic enhancer, less.globe.invuln, wall.fire, 5:baleful polymorph[Fneg20], cone.cold[Rhalf18], wall.force

PriestCOMM3[12] hp: 84, ac:18 splin+hv.sh t:10 f:16: s:10, F10 R4 W15, B/A/G +8/+10/+10, move20, **CL=10**
hv.mace +10 1d8+2 20x2, lt.xbow +8(80) 1d8, turn 3/day 2d6+4HD, Blue Clearance, scroll(wind walk[cl11])
s15 d11 c14 i12 w16 c13, brew potion, co-op casting, SF&GSF:ench, spell penetrate, imp.tou, MIC feat
spellcraft+13, k[relig]+13, concentrate+14, heal+10, diplo+9, motive+12
*Give Orders: Move action to give orders. People following orders +1 morale bonus to all die rolls.
*As a standard action grant all allies within 60' a move action or a single ally a standard action
TSO=Retrib[hit=max dmg], 0:cure1hp*2, det.mag*2, light*2 1:shld.faith[+3]*2, mag.wpn*2, cure.lt*2,
2:+4con*2, Silence[Wneg15]*2, hold.per[Wneg17]*2, 3:speak.dead[Wneg16], mass.les.vig*2, dispel magic[+11]*3,
4:fire shield, death ward, cure.crit*3, 5:flame strike[Rhalf18], spell resistance[sr22]
Zin=WF:hammer, +1sv 3rnd, 0:0:cure1hp*2, det.mag*2, light*2 1:shld.faith[+3]*2, div.fav, cure.lt*3,
2:spirit.wpn*2, hold.per[Wneg17]*2, cure.mod*2, 3:keen edge*2, prayer*2, daylight*2,
4:rusting grasp[wp or 1d6ac], neut.poison, cure.crit*3, 5:wall.iron, disrupting weap, greater command[Wneg20]
Elyvilon=std +3 next save, 1/d 0hp get 1d8+1, 0:cure1hp*2, det.mag*2, light*2 1:sanctuary[Wneg14], cure.lt*5,
2:les.res, hold.per[Wneg17]*2, calm.emot[Wneg17]*2, cure.mod, 3:prot.erg[60]*2, cure.ser*2, invis.purge*2,
4:spell immunity[2sp], neut.poison*2, cure.crit*2, 5:spell resist[sr22], greater command[Wneg20]*2

RogSlayer3[9] hp: 55, ac:19 BP+dk.wd.hv.sh t:13 f:15 s:10, F7 R11 W6, B/A/G +8/+11/+11 mv20, init+3
rapier +12 1d6+2 15x2, dagger +11(10) 1d4+2 19x2, 4d6 sneak attk on crit, Assassin death attk DC19
s16 d16 c14 i14 w12 c12, WF:rapier, precise shot, telling blow, imp.crit, imp.tou, poison use
escape hide sneak+12-4, tumble+15-4, decipher forgery+8, search+11, bluff disguise info+12, UMD listen+13
[3]sassone leaf residue contact16 2d12hp 1d6con, [2]spider venom injury14 1d6str 1d6str
[2]scorpion venom injury16 1d6con 1d6con, [4]oil of taggit, [1]insanity mist inhale15 1d4wis 2d6wis
1) Obedience: May ready an action to "Do what the commander orders"
2) Formation: +1 formation bonus to adjacent allies AC and saves
3) Coordinate: Aid another and flanking give allies +4 instead of +2
Empire license [It is by my order and for the good of the state that the bearer of this has done
what he has done. “Hawthorne”], trapfind, EVASION

ScoutSlay3[9] hp: 55, ac:18 chn.sht+dk.wd.hv.sh t:13 f:14 s:10, F5 R12 W6, B/A/G +7/+10/+10 mv40, init+3
lt.xbow +11(80) 1d8+3 17x2, sh.sw +10 1d6+2 19x2, in 60'== +4d6 if mv10+ [&+1ac] OR +6d6 if mv20+ [&+3ac]
s16 d16 c14 i14 w12 c12, WF&WSp:lt.xbow, precise shot, xbow snipe, imp.skir, imp.tou, rapd.load, poison use
escape+13-2, tumble hide sneak+15-2, disable k(dungeon) search+11, spellcraft+8, listen motive UMD+10, spot+13
[3]sassone leaf residue contact16 2d12hp 1d6con, [2]spider venom injury14 1d6str 1d6str
[2]scorpion venom injury16 1d6con 1d6con, [4]oil of taggit, [1]insanity mist inhale15 1d4wis 2d6wis
1) Obedience: May ready an action to "Do what the commander orders"
2) Aimed Shot: Full round action to take one shot, +4 to hit and +1/2 BAB to damage, -15% miss chance
Empire license [It is by my order and for the good of the state that the bearer of this has done
what he has done. “Hawthorne”], trapfind, uncanny dodge, trackless

Swordsage3.EmpireSoldier3.EmpireElite1.Slayer3[10] **initiator=8**
hp: 55, ac:18 chn.sht t:15 f:16 s:12, F9 R10 W9, B/A/G +9/+12/+12 mv30, init+8
sh.sw +13 1d6+6 19x2, dagger +13(10) 1d4+6 19x2, +5d6 sneak attack
s16 d16 c14 i12 w14 c12, WF:sh.sw&dagg ,extra readied, shadow blade, sudden+vital recovery, imp.init
concentrate+12, hide sneak+12-2, tumble+10-2, listen+12, motive+11, intimidate+7, disguise bluff info+6
burning blade, moment perfect mind, counter charge, shadow blade tech, iron heart surge, steel wind,
*assassin stance*, insightful strike, ruby nightmare
1) Obedience: May ready an action to "Do what the commander orders"
2) Formation: +1 formation bonus to adjacent allies AC and saves
3) Coordinate: Aid another and flanking give allies +4 instead of +2
Empire license [It is by my order and for the good of the state that the bearer of this has done
what he has done. “Hawthorne”], trapfind, EVASION
1/day[swift] recover maneuver & heal 13hp, [3]sassone leaf residue contact16 2d12hp 1d6con,
[2]spider venom injury14 1d6str 1d6str, [2]scorpion venom injury16 1d6con 1d6con, [4]oil of taggit
__________________
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Old 06-11-2012, 05:14 AM   Top  -  End  -  #19
Telok
Barbarian in the Playground
 
 
Join Date: Mar 2005
Location: 
PRAK
Default Re: Exile: World as Dungeon [3.5]

Ok, so my group's regular DM is in Nome for a few months for his job. Since I have an almost totally complete setting they made me DM. First session was Saturday (we play Saturdays since I work Sundays and two others go to church). So I'll morph this thread into a nice navel gazing campaign log.

Players: Starting at ECL 5
Female Gnome Sorcerer 5 [conjuration(summoning), air mephit] who worships Vehumet (god of blowing things up with magic). Played by our resident "that guy".

Bugbear Monk 1

Human Fighter 5, great axe whirlwind specialist with no ToB.

Human Fighter 4/Warblade 1, alternating between a whip-dagger and a great axe.

Dwarf Fighter4 /Cleric of Okwaru 1 (battle god), aiming for Champion of Okwaru, which he will start at level 7. That will give him Might at level 10 and a special Okwaru weapon at level 11.

Start: Very minor grumbles about the limited armor selection at the start, but not too much since it was free. They decided to go to Silvar for beer, with a minor detour to annoy the fairies. Ignored pretty much everything in Silvar except for the the beer and a tin replica of Demonslayer in the smithy. There was some discussion of stealing the fake sword or stealing the cows for steaks but nobody went for the noises behind the cow shed or the abandoned magic item shop. I think my possible plot hooks need to include more blunt force trauma. I'll move the Nephil prisoner raid from Cotra to Silvar and say someone died from a leftover trap in the magic shop during the fighting. That will also give me an excuse to kill the cows and deny them the steaks.

A trip to Fort Dunvo had them chatting with Captain Johnson and buying alchemy items from the sage/mage. They were literally warned about Fireballs (the mage got blasted during the last attack on the bandit fort), but didn't bother to do anything with the info. The next day they arrived at the bandit fort (abandoned ruin of an old fort) and did a nice slaughter. The only real notable moments were four rogues breaking stone short swords on the whirlwind fighter, one elf ranger failing so badly on a hide check that he was captured unharmed (he was the last one fighting but trapped in a room with no escape), and a couple of the self-disarmed rogues escaped with single digit hit points. Oh, the mephit went into negative hit points twice, which is good. That's working as I hoped it would.

They devastated the skeletons that were trapped in a corner of the fort and the wight didn't manage to hit anyone in the three rounds it lasted. A bit less effective than I'd hoped, but not surprising. They slept in the fort and dispatched most of a scouting party of gnolls (three dead but the leader escaped) before returning to Dunvo for their reward.

Total loot this session was 900 gold (400 found and a 500 reward), 100 silver, a spellbook sold for 700, a scroll with Wind Wall left on it, and an eternal wand of True Strike. Plus five assorted bronze swords and two bronze chain shirts. They've decided to accept Captain Johnson's challenge to find the Nephil fort being secretly built in the north wall of the cave and then travel to Fort Draco in search of steel armor and weapons. That will be for next week.
__________________
Niven's Laws, #5
If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 06-17-2012, 03:11 AM   Top  -  End  -  #20
Telok
Barbarian in the Playground
 
 
Join Date: Mar 2005
Location: 
PRAK
Default Re: Exile: World as Dungeon [3.5]

Ok, so the barge of equipment to Nome was delayed, someone's mother had a birthday, yada yada yada. So today's party was the sorcerer and a human psychic warrior.

They went looking for the Nephil for that is being built on the north wall of the Eastern Cavern. They are really close to it, camped just about a mile and a half away. But they wiped out two patrols for four gnolls and barely evaded the guard patrol just outside (one scout did a runner and almost made it back, he did make it into 'screaming for help' range).

No loot, they used up most of their potions. We have cantrips, no power points, and single digit hp left. Plus, the gnolls know there is a hostile force in the area now.
__________________
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If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 06-24-2012, 02:39 PM   Top  -  End  -  #21
Telok
Barbarian in the Playground
 
 
Join Date: Mar 2005
Location: 
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Default Re: Exile: World as Dungeon [3.5]

A full group this week! The warblade didn't show so he got replaced by a bog standard ranger, and a good thing too.

So after another three days of randomly wandering around the north half of the eastern caverns and getting slightly whipped by a slith warband they found the ranger. By this time they were at least 25 miles too far east (hence the sliths) but another patrol of gnolls got them back towards the main nephil lands and then they had the amazing insight that a fort under construction would probably be closer to edge of the area that the tribe claimed (instead of on a main road next to the skull-totem poles). The ranger actually found the trail that the gnolls were using to supply the construction crew and led them right close to it.

Then the sorcerer decided to send his familiar in to "scout". An air mephit looks nothing like any natural creature, and totally resembles what some of the previous patrols fought with. These guys do not have Int penalties and do have a caster leading them. The mephit got a few javelins thrown at it before it went straight back to the party, who decided to wait on hte path, and then the whole fort was rallied to go attack some invaders.

Instead of five separate encounters in a half dug cave/fort they get everyone at once in the wide open. Outnumbered 4 to 1 our "heros" got two dead PCs (warrior/cleric and human fighter) and everyone out of spells. Three dead gnolls, two with 2 levels of NPC warrior and one with 4 levels of NPC warrior. Not a victory for the players. Plus the nephil will turtle up now that they know that a batch of adventurers know where the fort is. Depending on how long the players take to get back (I'll give them four days) there may be reinforcements too.
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Niven's Laws, #5
If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 07-01-2012, 02:36 AM   Top  -  End  -  #22
Telok
Barbarian in the Playground
 
 
Join Date: Mar 2005
Location: 
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Default Re: Exile: World as Dungeon [3.5]

Seven PC this week (it will be four next week) and they were only slightly foolish. Plus the Nephil split up a bit.

The players decided to hike thirty miles cross-country to the wrecked bandit fort, then another twenty or so miles back to Fort Dunvo. This is immediately following the ignominious rout after a day's exploration. Sadly the eight mooks with tracking skills and their archer leader only moved at 15' instead of the 20' that the party made. But they did follow all the way to Dunvo so they simply set up an ambush on the route (shortest, straightest path to/from) the party took. Meanwhile the shaman of the under construction fort sent four runners back to the main gnoll castle for reinforcements. He didn't get what he wanted, only a couple more warriors, another shaman, and 14 flasks of alchemical fire. That took five days, two for the runners and three for the return.

The PCs flooped around Dunvo for a day whining that an unimportant hick fort didn't have a full service armory or wizards and clerics to make potions and scrolls to order. They did grab the replacement characters from the booze and snooze though. Then they went back up their own trail and the ranger (out in front) discovered that gnoll barbarians have lousy hide checks (bloody rolled a 2). The resultant combat slaughtered the barbarians, the archer leader only escaped because he dropped his bow (masterwork composite longbow, +2 strength bonus), was several rounds into a potion of lesser vigor, and had run 400+ feet from the fight before the psychic warrior took him down to -4. The archer made a bluff check, psy-war rolled lower on sense motive and just grabbed the nice bow before returning to the party. The party went back to Fort Dunvo for army cleric healing and the gnoll archer got up and staggered back to the shamans to report in.

Two and a half days later the PCs walked into an alchemist fire ambush at the fort and proceeded to slaughter almost everyone. Two gnolls escaped and the goblin slaves lied like the little snots they are before running off when nobody tried to kill them. The PC's got the Cobra Amulet, some furs, and 20 iron mining picks before sealing the cave with Stone Shape and dragging back to Dunvo to report to Captain Johnson. They sold crap, whined about not having a master smith stationed at hicks-ville, and it took heavy hinting to get them to actually pay someone to cast Identify on the amulet. I know Identify is pricey at a 500gp sapphire per cast, but none of them bothered to have the "two pretty blue gems" appraised (and they seem unable to do it themselves) and traded two of them for a single casting.

It is now April 16th, everyone is 6th level, and I have no idea where thay are going to go next.
__________________
Niven's Laws, #5
If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 07-08-2012, 02:29 AM   Top  -  End  -  #23
Telok
Barbarian in the Playground
 
 
Join Date: Mar 2005
Location: 
PRAK
Default Re: Exile: World as Dungeon [3.5]

Just a warblade and a sorcerer this week, I NPC-ed the ranger so they didn't get too lost or screwed up.

The sorcerer is now 6th level with the ability to summon celestial bison. This is "important" because he wants to go all crazy wizard experimentation on the local bovine population (there are two in Silvar, cheese is a luxury item in Exile). Since the party totally ignored all the hints last time they were in Silvar I went and moved the Cotra Nephil attack over there. The cow lady is dead, the barn is on fire, the cows and some townsfolk gone, and someone found out that the abandoned magic mart shop is booby trapped.

They had some fun with the gnomish clockwork barcalounger, and some subdual damage (think the Three Stooges meet a cartoon folding deck chair). Eventually they found the fake wall and blasted a hole in it, tripped a rather weak acid trap, and got a magic steel short sword and a small iron gnome hooked hammer. Which they checked for automatic elemental damage bonuses (none) and then threw in the loot bag to rot. [Keen ghost touch short sword, throwing bane(gnome) small gnome hooked hammer]

Tracking the gnolls north and north west for four days got them to the small fort about 40 miles north of Cotra. A small guard/scout party was surprised and decimated about half a mile out from the fort. One gnoll lookout on top of a tower cap mushroom was hit with Combust, died, and burned for five rounds. The fort guards saw that and sent someone out to "ask those idiots what they think they're doing, lighting fires while on watch". That poor gnoll was ambushed, lost initiative, and died without even drawing his sword.

The "plan" was to waltz in the front gate. Then the ranger NPC-found a hidden passage/crack in the wall. The two adventurers scootched in through the walled up side tunnels, broke down a rubble pile, and murderized all the mooks and minions in the place. They faced about 2/3 the standard Nephil groups that were scheduled to be there, then the chief and his two shaman backers came out. The guys surprised me with an orderly fighting retreat to the tunnels so the gnolls didn't follow.

It is now the evening of April 22nd. The fort is populated by one chief (used his amulet for today), two shamen (expended one Wave of Grief and Faith Healing each), two archers, a thumper and a warrior. The characters are at the exit of the tunnel, but they only found one and didn't explore it fully. Since the gnolls now know that the tunnels are not sealed they will move to cover all the entrances they can find (all the easy/quiet ones). Plus, if more people show next week (car problems, contagious illness) I can have the missing Nephil return from scouting or hunting.

There are eight wounded civilians to be rescued. In 24 hours four will be sacrificed to summon a demon to hunt the party. The cows have already been eaten.
__________________
Niven's Laws, #5
If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 07-15-2012, 01:21 AM   Top  -  End  -  #24
Telok
Barbarian in the Playground
 
 
Join Date: Mar 2005
Location: 
PRAK
Default Re: Exile: World as Dungeon [3.5]

So it was the sorcerer, cleric, and bugbear monk today. They went back into the cave fort a half hour after they left and the sorcerer came running back out fifteen minutes later, alone, bloody, almost loot-less.

So they went straight back in following exactly the same path and using the same entrance. No surprise, the Nephil were waiting for them. Nobody attempted any sort of stealth and they used light spells in a dark corridor, they may as well have issued an invitation before entering.

Still, they won in about eight rounds of combat by using 3/4 of their magic and everyone down 25% hp after post-fight healing. They grabbed a couple of potions (lesser vigor used, fire resistance quaffed because they couldn't identify it) and weak poisons, freed the eight citizens of Silvar (but didn't ask any questions or try to help them in any way), and then found the dark temple.

The altar of Makhleb (god of demons and bloodshed) had the pommel of Demonslayer and a ruby encrusted silver chalice on it, and a trough full of blood in front of it. So my plan was that whatever they did (pommel, chalice, altar) would get them a Hellcat, then two Babau demons. So the sorcerer snagged the pommel and sucked down enough damage to put him negative. Then it took about ten rounds for the monk to grind through the DR and hp of the invisible demon. The cleric played straight support and healing while the sorcerer, in his first brush with SR and invisibility, flailed haplessly. Sadly they just stood there and fought a slugfest in a closet (ok, 20' by 40' room with a 5x10 altar at one end). No trying to identify the foe, no listening to figure out where it was, no attempts to flood the floor with blood or otherwise locate it. They didn't catch the hints I dropped by asking about light sources, and I asked three times.

But they survived. The sorcerer had two spells left, the cleric was all out, and nobody had more than half hit points left. And then they tried to fool with the altar again. The babau won initiative and got two claw sneak attacks into the monk (the one damaging the altar) who returned fire with a flurry and took more damage then she did. Enough to get to -1. The cleric went down from an attack on opportunity while trying to run and the sorcerer delayed the demon with a summoned buffalo (dispelled the next round) and by sacrificing his familiar.

So we had about 30 minutes or action this week culminating with two dead people and one screwed sorcerer (it's going to take 48 hours to get his familiar and spells back) running off. Loot-wise he gained the Claw Boots, the pommel of Demonslayer, and an amber centipede amulet. They lost the keen ghost touch short sword, Cobra amulet, and all the mundane loot in the place.

Next week should be interesting. If they take too long the demon will start foraging for sacrifices to call forth more demons. Ooh, and a foraging party of gnolls is still due back in a few hours.
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Old 07-22-2012, 03:32 AM   Top  -  End  -  #25
Telok
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Default Re: Exile: World as Dungeon [3.5]

So this was both a productive and unproductive week.

The four players (sorcerer, warblade, ranger, TWF BS fighter) took over an hour in real life to get around to re-entering the Nephil fort. Since I had decided to use the one hour time limit for demons summoning other demons the only opponent in the place was already gone. During that hour the babau demon had managed to make the place a little more 'homey', if your definition of home includes the Halls of Pain or the Pit of Despair. The 18 bodies (16 gnolls, a human and a bugbear) had been gutted, decapitated, and piked on javelins in the main yard. The entrails were hung as a curtain in front of the hole that the adventurers had used the last two times. The heads had been de-eye balled and the brains scooped out, forming a pentagram in the front room of the temple. The blood trough in front of the evil altar was full to the brim (and a fair bit of new blood on the altar and floor too) and had all the eyes floating in it. The missing brains were not in evidence, having been eaten.

With a fair bit of paranoia the players recovered loot from the bottom of the blood trough (flooding the temple in ankle deep blood) and the carcasses and heads of their friends. They did not fool with the goblet on the altar (2000 gp), nor search the living quarters (500 gp coins), nor take the four how-to books on demon worship (250 gp ruby on each cover). After a brief and shallow burial ceremony just outside the gate our heroes led the eight surviving citizens of Silvar away. Some two hours later 10 assorted gnolls returned to the fort, it will be back at full strength (and the tunnels trapped) in about 16 days.

So the party had a choice: two days south to Cotra, three days south-east to Silvar, or... four days east to Fort Dunvo? They shelled out 520 gp for identification of loot (the Claw Boots are partially IDed, all else is now known), sold some bronze armor, and told the citizens to catch the next caravan to Silvar. They rested overnight at the sleazy overpriced inn in this little backwater go-nowhere fort and decided to go to the Tower of Magi.

Which brought them to Silvar... Two days ahead of the caravan from Formello, which passed through Dunvo. After some sarcastic and pointed questions from the mayor of Silvar the group waited two days for the caravan to catch up. The reward was a magic cloak, pure white wool with gold embroidery and little brass bells on the hem (circumstance bonuses). It went straight into the loot bag and they walked to Mertis.

At Mertis the next lizard auction is in two weeks, the next caravan is in five days, were not interested in exotic non-metal armors, and didn't want to order any weapons for delivery. I can't blame them on that last one, caravans are so slow that the delivery time is two months. At the inn they perked up. A travelling wizard mentioned piercing crystals and looked at the magic cloak, he found the sewn in tag with the command word and they learned "Cape of the Mountebank". But none of them have skill ranks in Kn:Arcana so they can't make the DC15 knowledge check about unstable teleportation and maximum safe distances. The cape's maximum distance is 760 feet, the maximum safe distance is 190 feet. There was also a bard heading north to play to Motrax and from whom they learned that there is rumoured to be another dragon in the Honeycomb. Plus the town was attacked by zombies last month.

That caught their attention. A bit more poking around and they talked to ol' Geb the lizard rancher. I polished my banjo playing hill-billy accent off and told them about some of the other adventuring groups around. Raider Vic's Adverturing Co., Louie's Hired Mayhem Team, the Scalding Spears of Shoredan. Then I sent them off to the Dark Spiral Pit. They beat up some harmless skeletons and zombies along the way, which is good because the ranger and fighter are still pretty new to 3.5 and could use the practice on the mechanical side of things.

So it's the 2nd of May and the party is at the entrance to the next dungeon.
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If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 07-29-2012, 02:47 AM   Top  -  End  -  #26
Telok
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Default Re: Exile: World as Dungeon [3.5]

Well the four of them got through most of the Dark Spiral dungeon this week. The darkness maze his them stymied though.

After stomping the opening groups of skeletons (2hd) and zombies (2hd) they sent the sorcerer's familiar (air mephit) ahead to "look for more undead". Well it found them a couple rooms further in, but violet fungi don't see in the dark and the mephit wasn't looking for them. So they walked straight into an "ambush" of 0 Int fungus. The TWF BS fighter sucked down con and str damage, hard.

They didn't find the secret passage in the dead end (note: mephits are sucky scouts) and I had to finagle some stone cairns with zombies in them in order for them to even look for the other secret passage. Then they got to play with ghasts. Three ghasts to four 6th level PCs is just about right, unless the sorcerer keeps sending his familiar to scout. Six ghasts at a time was pretty harsh, but they barely squeeked by. Three of the five summons for the sorcerer spent time paralysed, one for it's whole duration. Everyone got paralysed at least once and the sorcerer was at -9 before the ranger saved him.

They lost the last ghoul into the darkness maze and the mephit got lost trying to follow it. The ranger got it out again and the familiar is starting to get snarky with his master now. The only treasure they found was a 250gp topaz necklace (holy symbol of The Shining One, not magic), they missed clues about rotted cotton and silk uniforms, steel chainmail rusted to uselessness, and a tabard with an old old Empire rank insignia on it.

Low on magic, wounded, lacking divine casting, and afraid of a darkness maze they may return to town. Or they may not. But if they insist on standing around and trading full attacks with the wights beyond the maze it gonna be a lot worse than than doing that with the ghasts. 1d4+1 rounds of paralysis is bad, level drain is bad.
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Old 08-05-2012, 03:39 AM   Top  -  End  -  #27
Telok
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Default Re: Exile: World as Dungeon [3.5]

Unable to deal with a simple darkened cave the party retreated. Since more than 12 hours had passed the violet fungi were reanimated as zombies. They were pretty much zero threat (one hit, 9 damage, no poison) but served their purpose of worrying the players with "strange unexplained phenomena". Having only known undead to be raised by necromancers they were unnerved by the possibility of spontaneous risings.

Out of the cave and on the way back to town the got to play in a lizard stampede. Five rounds of huge 7HD lizards running past, no real threat except for the warblade trying to ride and tame one. He wasn't doing too badly at the riding until that sucker rolled over on him and the +19 grapple modifier came into play. After a bite and a couple of tramples the excitement moved on and a heal check was made to stabilize the warblade.

A brief chat with ol' Geb on the way back, he warned them to watch out for lizard stampedes. Plus, since he's pretty deaf and several people were talking at the same time, I (and therefore he) misheard something about "Adventuring for Dummies". So ol' Geb who lives right next to a major caravan route is going to be telling all the caravan masters about the group of heroes calling themselves the Adventuring Dummies.

Back in town the local healer (ex-noble, non-combatant, L7 priest of TSO) patched them up , healed the poison damage, and gave them her entire stock of potions (5 cure light, 1 lesser restoration, 1 delay poison). In gratitude she got the gold and topaz necklace which is a TSO holy symbol. There was consultation about unnatural cold, necromantic seeps, and magical darkness but no definite answers. They waited two days for a caravan to arrive with another player (cleric of Sif Muna, a good friend and a level head) and bought 100' of giant spider silk rope and a steel breastplate at double price. Rations and heavy clothing followed before they set out for the dungeon.

A pair of zombie giant lizards was near the door, trounced but a couple of good bites on the fighter. The "maze" of supernatural darkness was abated by a Daylight spell (1 in 20 chance each minute for it to negate the light, never made the roll but kept people nervous). The ranger made a good map, which was a new tactic for the guys and one I hope they learn from.

Then they met the wights. It was a short and crooked corridor (5' x 5', 15' to/from the bend) with a 25' x 25' room covered in frost and ice. Wights have +9 to listen and +16 to move silently. Impatient people pushed the cleric in and he sucked down a negative level. In the ensuing fracas the cleric was dragged away from the vile undead while the warblade and the ranger's animal companion ate one and two more negative levels respectively. A celestial bison was summoned but the cleric bull rushed back to the front and turned the wights to dust.

The only "loot" here was a piercing crystal (psionic, one use, red crystal rod, dispels magic barriers up to CL30) encased in the ice on one wall. It was "dug out" by the sorcerer using handle animal to get the bison to attack the covering of ice. Which did enough damage to break it. Slapping ensued, in and out of character.

After that we had a brief bit where the sorcerer almost lost his familiar down a bottomless chasm with a strong down-draft in it. The sorcerer almost got thrown into the same chasm when he walked ahead of everyone and one of the last two wights (and the escaped ghast) almost threw him in. The cleric turned the undead again and arrows did the rest. It was even colder down here, 0 Fahrenheit or -17ish Celsius, and the floor was getting icy in patches.

Finally our intrepid, if a bit cold, heroes came to the failing but still permanent Wall of Force. Since they buggered the planned way in I decided that any attempt to pass through worked on a 1 in 20, on a 2 they got part way through before it snapped back (d100 to see how far through, <=50% and they didn't make it through but took 1d6+1 damage per 10% for trying, >50% and they were through but still took 1d6+1 damage per 10%). When the fighter (no magic beyond the Cobra amulet) got through on the first try... Let's just say that both wraiths hit, one was a critical. A couple minutes later the cleric slipped through, almost (missed by 1!) lost another level, destroyed one and turned the other. Five rounds more for the sorcerer to slip through (because the surviving wraith had been an Empire Mage in life and was hiding around a corner with a readied action). Another celestial bison informed them that wraiths have a fear aura which panics animals. Finally the cleric girded his loins and went around the corner to use his last turning attempt just as the ranger (with the ghost touch sword, natch) took 30 damage squeaking through the barrier.

The sorcerer lusted for magic items and got an unidentified halberd and amulet (Flame Halberd, Periapt of Health and Wound Closure). The ranger took the time to search, netting steel plate, steel swords and daggers, 500gp, 300sp, and a ex-scroll of two Permanency spells that became a last days diary. The scroll is 150 years old and rather brittle, they don't know what's on it yet, nor that it's worth about 3500+ gold to the right people.

It is the 6th of May. We have 4 temporary negative levels that need to be saved against tomorrow, one dead comrade with nowhere near 5kgp in diamonds much less a 9th level cleric, and they are still at the bottom of the pit. But it's a little warmer now, just a couple of degrees below freezing.
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If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 08-12-2012, 06:13 AM   Top  -  End  -  #28
Telok
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Default Re: Exile: World as Dungeon [3.5]

Ok, they spent way more time in that cold pit than I thought.

Any ways; ranger, twin sister of the fighter (the kid's 18 and it's her first real RPG experience, I'll let it slide once), nuclear sorcerer, and a PETA warblade. Some people's characters are evolving in interesting directions. But they took the bait hint and are going in the correct direction. I had to NPC the cleric so he developed a severe case of narcolepsy.

The ranger and cleric both burned points of piety and made level checks (one success, one fail) to Consecrate the death chamber. Nobody ever seemed to think about making Kn:Religion checks, they just did stuff. Then it was slow slow searching all the way back out. They did find the last secret burial chamber of a priest, but failed to exhume the treasure after defeating his wraith. The body of the fallen fighter was left in the death chamber and the sorcerer lost another mephit, this one to Con drain. Since I has forgotten about wraith victims rising in 1d4 rounds I had decided on them rising in 24 hours. Now, the body of the air mephit was taken out of the Dark Spiral Pit and "thrown to the winds". Since it was small, had a 5' wing span, and weighed only one pound I said that it wafted off on a breeze. About 12 hours later it did/will become something undead, I just haven't decided what it will become. However the sorcerer has become aware that I wasn't kidding when I said that familiars are unionised. When he tried to call up his next one he got a pot-bellied ash mephit with a baseball cap and a clipboard, gave him some grief and made him fill out a few forms to get the next normal air mephit familiar. Pity he didn't read the forms or anything, if he loses this familiar too soon "Da Boss" is going to make some demands of him and change a spell or two on his known list.

Hung around Mertis a few days, picked up the replacement TWF bastard sword fighter (also has rapid shot and precise shot, the fallout of giving fighters a bonus feat every level is interesting so far) and joined a caravan going south to Almaria. Four days and sixty miles later our heroes leave the caravan for the Tower of the Magi. They could have walked there in two days.

At the tower the sorcerer almost went on a wall licking frenzy until the history of lead based paints and why they are no longer used in the USA was explained to him. This was because during the directions for getting around in the tower (spiel by the gate guards)there was a line about not licking the walls. The tower is white because it has an inch of lead plating on the exterior and interior sides of the exterior wall, and another inch on the exterior of the interior wall. Once the wall licking was averted (I still have trouble believing that) they went all kids-in-a-candy-store. They sold the Cobra Amulet, identified the Flame Halberd and Periapt of Health and Wound Closure, bought a bunch of potions and a pair of Boots of Agile Leaping and a wand of Cure Moderate. Set up an endowment for the nice priestess in Mertis for potion making apparatus and supplies (2900 gp!), got a bit of history (and 5000 gp) from Linda one of the high magi of the Triad in exchange for the historical scroll the ranger found. Talked with X, the other resident Triad member) about anvils, fried chicken, magic weapons, and enchanted riding lizards. Talked with a disillusioned graduating apprentice about the demon in one of the magic laboratories, got a letter for Solberg (the missing member of the Triad) and directions to the directions to his hiding place.

Eventually everyone got a decent night's sleep and a hot bath. The ranger worships Nemelex and hit the 10,000 gp sacrifice mark (the small, throwing, gnome bane, gnome hooked hammer finally got used for it's intended purpose) and was "rewarded" with a Deck of War set of magic cards. The warblade entered into the worship of Xom, which is going to be fun for me. Then they went out to the big summoning spot a few miles north of the tower and detected for magic and dark alignment where a Gate spell had been used to call forth a demon lord and were suitably impressed (he's bound somewhere in the tower but they haven't figured that out yet).

It is now May 15th, the party has wandered around in the tunnels east of the Tower of the Magi for a few hours and beat up three ogres (and tamed a boa constricter that only obeys commands in Giant speak). Next week they will find the directions to Solberg's tower, if they return to the Tower of the Magi I'll have to point them towards the local ogre cave because they need to level to 7 before going past Formello and I'd like for them to get the Tome of Stone random spellcasting book in the treasure there. I still can't believe they sold off the Cobra Amulet but kept the Periapt.
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If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.

Last edited by Telok : 08-12-2012 at 06:14 AM.
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Old 08-19-2012, 08:46 PM   Top  -  End  -  #29
Telok
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Default Re: Exile: World as Dungeon [3.5]

I'm just going to have to accept that these people have an issue with the concept of clues. They almost seem relieved at the appearance of a railroad track.

I ditched the whole concept of exploring a small maze of tunnels south and east of the Tower of Magi, a couple of Survival rolls to avoid getting lost and they got to the directions to Solberg's Tower. It was a spike of black granite, forty feet long and twelve feet across at the base, sticking out of the wall. Now Solberg is a powerful mage and he wants to leave a message for other magic users (the problems here are not going to be solved by just beating them with swords) so the spike has a Magic Mouth spell on it that speaks whenever anyone nearby visibly casts a spell.

"Hello? Hello? Is this thing on? <knock knock> Oh, there it goes. Ah, this is Solberg here. My tower is in a cave on the south side of the river a bit west of Formello. If you don't want to cross the lava there is a secret passage in the north wall."

Which is about twice as long a message as Magic Mouth normally has, but Solberg has Limited Wish. They listened to this message three times, and one player (the youngest and least experienced, but in this case the smartest) wrote down some of it. They immediately latched on to the secret passage in the north wall bit and decided that there must be some sort of teleporter nearby that would take them straight to Solberg. Once I reminded them that they were in a north/south tunnel and there was no "north wall" to search here the decision was made to search the north end of the tunnel. Six miles later the tunnel ended in a swampy bit where two giant frogs tried to eat them. The ranger's animal companion died, the sorcerer's familiar nearly died, and they spent three days smoking 200 lbs of frog meat and searching a mess of mud and rotting vegetation for a magic door that didn't exist.

A week later they got out of the tunnels and into a swamp some thirty miles east of Mertis. Just in time for the second annual giant lizard rodeo. Riding giant lizards, roping and tying medium sized lizards, and rodeo clowning (think bull fighting without a cloak or weapons). The fighter barely won the first event, tied the second, and won the last event by wearing plate armor and still getting bitten twice. The prize was a night of free mushroom beer and a little bit of fame.

On the way north to Formello they stopped by "their" fort, the little ruined post that was cleared in the first week of the campaign. I've decided on an encounter scheme for that ruin, every other time they stop there will be an encounter until they manage to repair and fully man (about 25 full time people) the place. So this time they got a giant slug. Now giant slugs were in AD&D but never got updated to 3.5, and I recall originally reading about one in a Conan book some 20+ years ago. 12hd vermin, 114 hp, DR 10/-, DR 20/piercing, energy resist 30/electric-positive-negative, dislikes 10+ lbs of salt or soap, moves 25' as a move action on a slime trail or as a standard action off a slime trail, AC 16 and 80% fortification, frikken huge (long 10' x 40'), and it always attacked with the Awesome Blow ability. They could have lured it outside the walls and killed it with arrows, if they had enough arrows. Electricity, salt, or soap in large enough quantity would drive it off.

They did one point of damage with one of the ranger's arrows before they ran away. The sorcerer summoned four badgers imbued with Combust spells, no effect. Lesser Orb of Acid, no effect. Alchemical fire and acid, no effect. Air mephit familiar melee had an effect, the familiar died. The fighter lost 2/3 of her hp in two hits. It was seriously embarrassing for them to be routed by something that can only move 25 feet at a time and usually only attack every other round. They won't get a rematch since they told Captain Johnson at Fort Dunvo about it, he'll get his mage to whip up some alchemical spark flasks and take a bunch of guys with long spears to kill it. The sorcerer's next familiar is not going to obey commands, I'll have to run it as an NPC.

Eventually they got to the river by Formello. There was a bit of arguing about whether to go east or west, and if they wanted to be in the north or south bank of the river. Once they understood that there were no banks, just cave walls, they crossed to the north side and searched for magic teleport secret passage things again. I had thought that I made it clear that this spot was a camping stop for caravans, what with the old camp fire rings and piles of giant lizard poop, but apparently I was too oblique. Then they avoided the town and ventured westward into the caverns that are marked on their maps with "Nephilim Lands", which means that there is a very heavy presence of hostile gnoll tribesmen. One friendly patrol of Exile army soldiers later they hiked fifteen miles back to town.

They skipped the bar, the market, the temple, the place advertising adventurer training, and city hall. Instead they bee-lined to the library and talked to Miles, the local wizard. Since Miles hadn't seen Solberg since he graduated from the Tower of the Magi, and didn't know of any local lava rivers/lakes, he directed them to Motrax.

It is now May 29th and the party is in Formello. We have social upheaval with the local landlords abusing the tenant farmers, a new mayor missing the keys to the treasury (taken in the Nephil raid that killed the old mayor who was investigating land law abuses), and some not insignificant plots among the landlords to grab more political power. Plus I don't think that they realize that Motrax is a dragon.
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If you've nothing to say, say it any way you like. Stylistic innovations, contorted story lines or none, exotic or genderless pronouns, internal inconsistencies, the recipe for preparing your lover as a cannibal banquet: feel free. If what you have to say is important and/or difficult to follow, use the simplest language possible. If the reader doesn't get it then, let it not be your fault.
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Old 08-27-2012, 04:25 AM   Top  -  End  -  #30
Telok
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Default Re: Exile: World as Dungeon [3.5]

So today we had the warblade, sorcerer, and cleric of Sif Muna. They piddled around in Formello for a night and a day before heading north to meet Motrax. G, who played the cleric, made his real life spot check and saw the 6"x6" picture of a Chinese style six legged dragon that I had drawn on the back of my notepad, it's labelled "Motrax" in inch high letters. The other two failed to see it. What's even worse is that picture had been on the back of my main notepad for more than a month now. The first real 'who is Motrax?' discussion finally happened two days out of Formello at the signpost that says "This way to the Lair of Motrax ->"

On the road to Motrax the ranger (I NPC the ranger as a non-combatant because without her these guys would be getting lost and missing secret doors every day) spotted six fresh shallow graves along the road. Reading the wooded memorial marker (and digging them up) informed the party that these were the graves of Jim and Bob of the Scalding Spears of Shoredan adventuring group and four dead, decapitated, staked, holy-wafer-in-the-mouthed ghouls. Jim and Bob also had holy wafers in their mouths because they had been buried with full rites so that they wouldn't rise from their graves. The cleric burned and re-buried all of them any ways.

A couple of hours of tracking up a side tunnel later and we were at the entrance to the Ancient Crypt, it's less than 50 years old but that's what it's called. The entire outer wall had been enchanted with Dispel Magic, at about 15,000 gp per ten feet (that's 7,500 silver coins and 7,500 in gold value less the value of the two special ingredients and the dc22 craft check), requiring any spell affecting the outer wall to be CL 11 or higher. This explains why there is "only" 38,660 in magic treasure value and 1500 in money inside. Anyhoo they found Gooley (human cleric of Zin) and Yong-Mi (elf rogue/PrC archer/poisoner) camped outside, these two are what's left of the Scalding Spears of Shoredan. They were stumped by not being able to find a door or affect the walls with magic (they are both level 6). So the warblade used his Dimension Stride boots (MIC 94) to pop inside while everyone else looked for a door. Did you know that you can drop zombies about 15 feet with almost no chance of hurting them? Of course the Tumble 15 check for them to land on their feet is almost impossible for them, but that just makes it fun.

Since a level 6 warblade with a flaming halberd can easily handle five 3HD zombies the five foot thick slab of stone that doubled as a door was eventually opened (there's a huge stone wheel inside and another outside behind a large boulder, Str dc24). This dungeon is a huge open space about 200 feet from top to bottom with nine gigantic stalagmites rising from the depths. The tops of the stalagmites have been flattened off leaving rough circles about 40' across. There are 65' long stone bridges (Stone Shape spell) connecting the platforms. The eight exterior platforms meet the sides of the cavern, only the central platform is totally free standing. The ground, some 80 feet below, is covered more than ten feet deep in broken and jagged rocks. Gooley cast Augury and decided not to go in with the PCs, Yong-Mi complained about not having magic arrows since regular arrows and poisons don't do much to many undead.

The party entered at the south-central platform. All of the south platforms are zombie paratrooper (are they still paratroopers if they don't have chutes?) encounters. After the first one they looked up and simply shot arrows, the zombie's instructions only covered people entering the platform. The middle three platforms were 3 HD humanoid skeletons that climbed up from the far sides when they heard people on the platforms, these guys tried to bull rush people off. Counter Charge (ToB, Setting Sun) is hilariously effective on minions. The center-east platform had a chimera skeleton with Ice Fang (30kgp magic dagger/wand/amulet) behind a door, one of the skellies had orders to open the door and the chimera skeleton would then attack anything alive. It did kill the cleric. Too many HD to be turned easily and the other two assumed that the cleric could fight it solo. It might have been true too except that he forgot to cast on the defensive and sucked down two full attack sequences from it, Ice Fang added +1d8 cold damage to every hit too. He didn't have enough piety to avoid death but his "allies" finally got off their butts an destroyed it easily. Post looting, the bodies were simply dumped off the edge.

The north-eastern corner had a morgue with 20 bodies awaiting animation and 3 wights listening from behind the door. The sorcerer nuked and summoned the heck out of them, the warblade was off dealing with more harmless skeletons. They found a Piercing Crystal on one body and the warblade "tested" it by poking the sorcerer... Now these (6500 gp) crystals are designed to dispel magical walls and wards by hitting the target magic with the crystal. So he did exactly the correct thing to activate the crystal and Mage Armor is a force effect barrier... They don't realize that they now have a non-magical deep crystal pokey worth about 300gp. There were also twenty or thirty minutes used up in dragging corpses to the central platform and tossing them off into the darkness below.

The north-west corner had three ghasts and a wight waiting in ambush behind false walls. The wight was nuked down, a ghast was flung out into the pit, and a celestial bison destroyed the other two ghasts. They found the six Arrows of Light (solid silver arrows fletched with swan feathers, magical to the tune of Holy and Bane: Undead) plus a Str+3 bow and some gold on a starved to death adventurer across a small lava flow. A decision was then made to pile all the loot out by the exit before tackling the center-north platform.

Four ghasts and the cleric-5 mummy were waiting for them, our heroes are not exactly stealthy and have been waving lights around in the big dark quiet place. The mummy wears full plate (ac 28, touch 10) and starts with 4 inflict light wounds, 3 death knells, and 2 protection from energy (fire) spells prepared. Plus he has a 6 pound solid silver holy symbol (skull, Yemmy-something the undeath god) and 4 sapphires on him. The ghasts were pretty ineffective due to bad rolls on my part and another one got Counter Charged off the cliffs. But the mummy's fear aura neutralized the two summoned bison and the Protection From Energy stopped the last Combust and some Flame Halberd touch attacks. The sorcerer, out of spells again, threw one acid flask for the only damage anyone did to the mummy and then ran away with two hit points left. This mummy hits like a truck, +14, 1d6+10, power attack and cleave. The warblade ran off with only 1/3rd of his hit points. They were playing an impromptu hit-and-run on the mummy from two sides so it decided to run off the the morgue and fetch backup and/or some bodies to play with. This is not a happy necromancer now, someone stole his bodies.

The two doofs got out with the current loot and closed the door, the sorcerer succumbed to the Mummy Rot (down but not dead yet). The mummy can open it but he doesn't know what's on the other side. We won't be gaming next week (holiday and I'm out of town) so I'll pick this back up probably on September 9th or so.

It's June 1st in game, we have sick and wounded people on one side of the door and an angry mummy cleric on the other side.
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