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Post by Ginger on Aug 17, 2006 15:56:10 GMT -5
The glacier is nice because we can see pretty far on it. Also, we can burn the hell out of them. I mean, if you're a group of ice elves and you see your enemies trying to crack your glacier in two, you'd probably let them pass.
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Post by Dell on Aug 18, 2006 16:01:59 GMT -5
Okay... after doing a little counting, I have come up with this rough figure: 335,922 GP. This is 60% of the total treasure available. A lot of that has walked away, and some of it is too big to carry, but there's probably some things we've missed. So we need to give the place a good looks for things hidden in nooks and crannies.
We also have 33 new magic items to distribute - 40 if you count each jar of paint as its own item. Standard distribution rules apply.
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Post by Ginger on Aug 20, 2006 20:08:11 GMT -5
So we still have a few loose ends to tie up.
1. Did Winthrop notice the stables in the Hall? Our horses should be there.
2. We haven't fully explored a few cavern openings or looked down the steaming fissure.
3. We have to interrogate the dead giants. If Hugh and Cedrus both cast Speak with Dead while using Combine, we can ask 8 questions of each body.
From the Jarl we want to know where we can find Tuala. From the Cloud Giant we want to learn about the Cloud Demons, the evil priests and wizards, and what was the black dome around Istvin is.
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Post by Wolfgar on Aug 20, 2006 21:24:45 GMT -5
So we still have a few loose ends to tie up. 1. Did Winthrop notice the stables in the Hall? Our horses should be there. 2. We haven't fully explored a few cavern openings or looked down the steaming fissure. 3. We have to interrogate the dead giants. If Hugh and Cedrus both cast Speak with Dead while using Combine, we can ask 8 questions of each body. From the Jarl we want to know where we can find Tuala. From the Cloud Giant we want to learn about the Cloud Demons, the evil priests and wizards, and what was the black dome around Istvin is. Does this mean Winthrop actually braved teleporting back to the Hall? I assume with a lot of the treasure. Did he teleport back to the glacier? Did anyone go with him? We should also talk to the dead Fire Giants. They may be able to tell us how to get to their Hall, what we should expect when we get there, how their King is allied with everyone else, etc. The Hill Giants might also have something interesting to say. We should also ask about the Norns. Did we identify any of the magic items? Anything else noteworthy happen?
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Post by Dead Greyhawk on Aug 20, 2006 22:08:48 GMT -5
Stuff Moved Back to the Hall of the Blue Sun- Naboth's Corpse
- Gitmo's Corpse
- Coin
- Yeomanry Coin
- 7622 SP
- 3316 EP
- 1260 GP
- 796 PP
- Keoish Coin
- 14611 SP
- 4256 EP
- 2520 GP
- 1414 PP
- Sterich Coin
- 4000 CP
- 34372 SP
- 13146 EP
- 5444 GP
- 1467 PP
- Geoffish Coin
- Unknown Mint
- 3,000 GP (glowing staff and river valley mint)
- 3,800 PP (mace and female head on spider body mint)
- Giantish Coin
- 11,304 GP (Giant Face and Axe mint)
- Statuary
- Seven white marble statues, none of which are of great worth (40 GP each, encumbrance value 400 GP each).
- a young boy
- a bound woman
- a man clad in armor with a shield
- a female elven singer with a mandolin
- a laughing dwarf drinking from a mug
- a reclining nude man, and
- a praying robed man
- One alabaster statue of a nude woman on horseback (4,000 GP value).
- Trap device
- a silver cup crafted with a giant as the stem (2000 GP jewelry value)
- six golden platters worth 500 GP each (250 GP encumbrance each)
- three silver bowls worth 100 GP each (50 GP encumbrance each)
- two huge flagons of ivory set with six amethysts worth 600 GP each – the gemstones are only worth 50 GP each (300 GP encumbrance each)
- Eight 1 cubic foot, silver, boxes each filled with ivory chunks (weight 3,000 GP each, value of each box: 4,500 GP for the ivory, 1,500 GP for each silver box).
- 11 ivory tusks (each worth 800 GP, weighing 400 GP)
- 5 fur cloaks
- Otter Fur Cloak
- Brown Bear Cloak
- Cave Bear Cloak
- Mammoth Hide Cloak
- Wolf Hide Cloak
- 1,900 uncut rock crystals (1 GP base value uncut gems)
- 1 Teak Coffer
- 6 Star Rubies (500 GP each)
- 15 Banded Agates (10 GP each)
- 7 Cat's Eye Agates (50 GP each)
- 4 Amethysts (500 GP each)
- Silver and Jet Cup (650 GP)
- 12 Chalcedony (100 GP each)
- Gold and Amethyst Belt (4500 GP)
- 5 Banded Agates (50 GP each)
- 8 Cat's Eye Agates (50 GP each)
- 4 Red Agates (50 GP each)
- 6 Golden Agates (50 GP each)
- Silver Eye Tiara (100 GP)
- Gold Orc Head Necklace (500 GP)
- Amber flask of Perfume (100 GP)
- 2 Silver and Gold Spear Armbands (300 GP each)
- Silver Coffer (650 GP)
- 2 Onyx (100 GP each)
- 50 Uncut Quartz (1 GP each)
- Silver and Ruby Brooch (1200 GP)
- 10 Quartz (50 GP each)
- Diamond Earring (350 GP)
- Platinum engraved, bone, jet, onyx, and gold necklace (2700 GP)
- Amethyst (100 GP)
- Gold Belt Buckle (75 GP)
- Banner of the pus-dripping eye
Stuff in the Leomund's Chest- Pfiffwin's corpse
- 3,000 GP (Giantish Sword and Armored Chest mint)
- 4,000 GP (Giant-sized uprooted tree mint)
- Winthrop's spellbooks
Stuff in Dell's Pouch- A naturally shaped piece of reddish-purple amethyst (5,000 gp base value) which resembles a toad
- eight rubies (1,000 GP value each)
- eight emeralds (500 GP value each)
- 4 hematite (100 GP each)
- 2 chalcedony (100 GP each)
- 4 peridot (100 GP each)
- A Silver Bear Statue with Topaz Eyes and Ruby Fangs (6000 GP)
- 15 Rock Crystals (10 GP each)
- 36 Sapphires (500 GP each)
- 34 Red Agates (10 GP each)
- eight opals and four diamonds (1,000 GP each).
- 10 sapphires worth 500 GP each
- one small blue diamond (5,000 GP)
- 40 huge, but dull, quartz (10 GP each)
- eight topaz (three of oriental type worth 1,000 GP each, the others 500 GP each)
- 10 inset pieces of amber carved like rearing bears (100 GP each)
- 20 citrines (50 GP each)
- 104 quartz (50 GP each)
- 51 pieces of ivory (100 GP each)
- 17 emeralds (500 GP each)
- 18 sapphires (500 GP each)
- 6 star sapphires (1000 GP each)
- 1 blue diamond (5000 GP)
- 4 lapis lazuli. each worth 100 GP
- 4 tourmalines, each worth 100 GP
- 3 carnelian, each worth 100 GP
- 3 garnet, each worth 100 GP
Stuff to be Carried- Jewelry
- Opal Jeweled Necklace (3,000 GP)
- 33 gold armbands with an inset ivory and amber bear (jewelry value 2,000 gp, damaged value 700 gp).
- a silver belt set with ivory and gems (one ruby, two violet garnets, four fire opals, and twelve zircons, worth 3,000 GP in all
- Six pieces of silver jewelry
- 2 silver chains worth 100 GP each
- a silver brooch of a dragon worth 400 GP
- a silver torc worth 200 GP
- a pair of silver bracers, sized for an ogre, etched with vines worth 1200 GP as a set)
- Eight pieces of gold jewelry
- 4 heavy gold chains worth 400 GP each
- a gold tiara worth 800 GP
- a gold rose pin worth 500 GP
- a gold plate engraved with a seaside scene worth 600 GP
- a slightly bent gold tiara worth 500 GP
- 21 pieces of amber carved as a rearing bear (100 GP each)
- Magic
- Magical Flaming Broadsword
- magical hammer
- magical pearl on a chain
- magical eight jars of paints
- magical ring of invisibility and weakness
- magical wand
- magical Scroll of Protection from Elementals
- magical Ring
- magical Wand Case
- magical Human-sized Platemail
- magical dagger
- magical battleaxe
- a magical silvered set of human-sized black chainmail
- fourteen magicpotions
- two green
- lilac
- golden
- silver
- pink
- yellow
- clear
- red
- black
- effervescent
- purple
- two lavender
- magical Man-sized shield
- magical iron horn
- magical Huge iron mace
- Elf-sized suit of magical plate mail +2
- magical heavy crossbow
- a huge magical shield
- a Magical trick box with 18 plates of platinum (100 GP each), 18 plates of electrum (10 GP each), and 18 plates of silver (2 GP each).
- a man-sized magical shield bearing the symbol of the rampant black lion of Keoland.
- five scrolls
- a treaty scroll signed with the seal of the Jarl (two axes crossed behind a rearing polar bear pressed into blue wax) and offering the Lord of Ogre Magi Tuala Makar 100,000 GP value in gems, plus whatever loot his minions garner, if they will join the war upon mankind in this territory
- unsealed normal sized note from author of magical scrolls
- unsealed giant sized map of mountain range showing passes and trails to the east down towards Sea of Dust and Snurre Ironbelly's land.
- magical green sealed scroll of protection from magic
- magical blue sealed scroll of reincarnation and time stop
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Post by Dead Greyhawk on Aug 20, 2006 22:23:12 GMT -5
1. Did Winthrop notice the stables in the Hall? Our horses should be there. Winthrop did not, but Hugh did. Your horses are there. Actually, news that Longspear is besieged (and nigh on fallen) was sent back by those who brought your horses, and is the cause of the belief/hope that a relief column is on its way. 3. We have to interrogate the dead giants. From the Jarl we want to know where we can find Tuala. Tuala Makar is somewhere to the south, in the mountains near the Yeomanry. Grugnir negotiated with his emissaries for the high quality armor that his ogres wear. The ogre magi defeated by the Company were to bring back Grugnir's acceptance of Tuala Makar's requirements. You assume that with that document in your possession, not Tuala's, that he will not act on Grugnir's behalf. From the Cloud Giant we want to learn about the Cloud Demons, the evil priests and wizards, and what was the black dome around Istvin is. The Cloud Demons are the servants of one of the dead god's minions. The Cloud Demons are summonable through blood sacrifice and rite, and appear almost instantaneously. They are not servants of the dead god directly. The Cloud Giants are the only giants capable of summoning them. Olganni disputes this, but agrees in its practical applicability. She thinks the cloud giants are the only giants who have fallen under the banished one's sway who can work the summoning. She points out that the other giants have degenerated too far and only the cloud and storm giants retaining their powers. This is why she and her two brothers had hoped to sway the cloud giants to ally with them, rather than with the banished one's minions. She suspects that storm giants could also summon the Cloud Demons if the storm giant had been perverted. Olganni seems mightily pissed by the whole thing, and works out some of her anger by throwing ice chunks into the walls. The cloud giant claims that all power runs to the banished one, and that the souls of his priests are consumed for his health. The cloud giant is not a priest; he keeps his soul. Small ones (you assume he means humans, demihumans, and humanoids) sacrifice their souls to achieve the oneness that allows the banished one to work through them. They are strengthened by the banished one's direct touch. Wizards are not so touched. The black dome is the work of one of the banished one's minions as well. It captures the leaders of the invaded lands, first by providing an inpenetrable barrier and then second by allowing only the most powerful through it at a later date. Thus, the leaders and those who would save the leaders are taken. The dome is a portal to an unknown place, where the banished one's minion deals with those taken.
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Post by Dead Greyhawk on Aug 20, 2006 22:42:55 GMT -5
Does this mean Winthrop actually braved teleporting back to the Hall? Winthrop teleported to the Hall and found it occupied by militia led by Frank. He claimed Longspear had suffered an attack similar to Farvale's, but had withstood it partially. The city is cut off except for access via the Javan. Frank and his men fell back to the Hall and have been guarding it/living there for several weeks now after having been repelled by the orc/giant horde. He claims he has the authority of the Colnets behind him. I assume with a lot of the treasure. He took a chest full, including the dead, with the idea that they would be raised in Longspear. This plan failed, obviously. He brought Pfiffwin back. Did he teleport back to the glacier? Did anyone go with him? Yes. Yes, Hugh did, with the idea of getting holy water to power the resurrection rod. This plan failed as well. Hugh did have the opportunity to interview the militiamen under Frank. Feel free to post questions. We should also talk to the dead Fire Giants. They may be able to tell us how to get to their Hall, what we should expect when we get there, how their King is allied with everyone else, etc. One of the scrolls (the large unsealed one) is a map similar to the one found in Nosnra's steading. It has on it signs that forces are entering from the east, where the Invoked Devastation occured. It also has marked a trail and series of passes along the eastern edge of the mountains that leads past where Olganni claims is the Giantheim and down into Snurre Ironbelly's territory. Olganni has offered to lead you at least partway down that trail. The Fire Giant says that Grugnir is Snurre's inferior and takes orders from him. Grugnir had given booty and tribute to the Fire Giants to take with them when they were leaving. The Fire Giant suspected Grugnir of being in cahoots with somebody else, double crossing Snurre, but didn't know who it was. The treaty with Tuala Makar was Snurre's idea, but he gave the job the Grugnir, because of Nosnra's failure. Nosnra was supposed to make contact first. Groorg is Snurre's only competition, because of Groorg's latent magic, but the Fire Giant is confident in his king. The Hill Giants might also have something interesting to say. The Hill Giant claims that Lady Solka led her people here after the Company destroyed Nosnra's steading. She has entered into a relationship with Grugnir and his wife Amroth. Grugnir was also courting a Storm Giantess prisoner to add to his harem. The Hill Giant claims that this was a plan by Lady Solka to split Grugnir from his wife and install Solka in her place. Solka also was convincing Grugnir to ally with another power, a powerful spellcaster. The beginnings of an alliance had started, with the Hill Giants working as intermediaries. Trade had been established, but no formal military alliance begun. The Hill Giants had just suited up to trek across the ice with a gift to help seal the alliance when the blizzard rose up. We should also ask about the Norns. I'm not clear on who the Norns are. Did we identify any of the magic items? Adrienne auguried all of the scrolls as being beneficial. One of the scrolls was cursed and almost turned Oaklock into a block of featureless flesh. Another had two spells on it. A third was a protection scroll. A fourth exploded and almost killed Raven. The elven platemail was identified as being +2. The ring in the hidden stone box was identified as being a cursed invisibility ring. Anything else noteworthy happen? Yes, but I'll let the others fill you in and answer questions.
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Post by Ginger on Aug 21, 2006 8:49:59 GMT -5
In the igloo, we fought a huge centipede beast. It's tail glowed white hot and hit for 10d10. Jasper was the only one who got it by it, but he was obviously knocked out. The tail was white hot, so it forced him to save for his magical items, which he did. The mouth didn't ever hit anyone, which was extremely fortunate, since Dana told us that on a 20 the creature swallows you and you are instantly disintegrated in the fires of its belly. Did I mention that this crazy ice/fire centipede also had wings? We found a magical ring and magical bastard sword there. That was nice, since the +2 sword I used to attack the monster was melted when it pierced his skin.
We managed to get most of the stuff off of the frozen bodies. We got a magical axe, magical platemail, a wand case (presumably), and a magical ring. In addition, we got the bag of gems. When getting the jeweled belt, the celing came down on us. Oaklock and Otto got squished by rocks, but were fine with some healing. The gems were worth only a few hundred GP, so I'm not hopefull about the magical items we got with them.
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Post by Ginger on Aug 21, 2006 8:51:21 GMT -5
Oh, and those "two spells" were 20th level reincarnation and time stop!!!
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Post by Mr. Trommer on Aug 21, 2006 9:30:11 GMT -5
Things to Do: - Speak with dead giant heads - Extract white dragon body parts and centepede parts - couple of rooms not searched - get jeweled belt now that the ice has settled - where to go next: Sterich, Geoff, Longspear or Fire Giants with Olanni as escort
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Post by Ginger on Aug 21, 2006 9:40:51 GMT -5
I wouldn't say the ice has "settled", I'd say that there isn't a room there anymore.
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Post by Mr. Trommer on Aug 21, 2006 9:59:42 GMT -5
Well if we can locate it we can drill a hole through the ice with detroy water to it then use an unseen servant to fetch it.
If we decide to go back to Longspear I want to see I we can get the non-magical weapons and armor into the chest. We should be able to sell/trade the five dwarven suits of armor along the way through the dwarven place. The two sets of human platemail might come in handy for Lord Raven's men. I should point out that when Winthrop mentioned that Raven was the leader in our fight against the giants, Frank started the chant "All hail Lord Raven!" Dell was more upset about being told that none of them we paying for anything at the Hall.
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Post by Dell on Aug 21, 2006 10:25:58 GMT -5
- where to go next: Sterich, Geoff, Longspear or Fire Giants with Olanni as escort We should go back to Longspear, because we know the place well, and we can kill giants and orcs in our sleep. Save the city, get training, make potions, scrolls, get supplies, that sort of thing... then we go to clear some undead from Sterich, then we go kill the fire giants.
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Post by Ginger on Aug 21, 2006 10:41:18 GMT -5
I concur. We should travel through the mountains to the mouth of the Javin river, and then take it to Longspear. Perhaps our experience with the sewer system will come in handy when entering the city.
How much longer is Oaklock with us?
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Post by Dell on Aug 21, 2006 10:53:48 GMT -5
If we decide to go back to Longspear I want to see I we can get the non-magical weapons and armor into the chest. Sounds good to me. If we head back to civilization, we can also get our load redistributed so Winthrop will be able to walk again!
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Post by Ginger on Aug 21, 2006 11:18:24 GMT -5
Can the hill giants tell us roughly where they are headed to see this powerful spellcaster? The ice elf castle we passed by? Or somewhere else? Also, we want to know all they can tell us about our friend the former Nerullite mage who burned down Nosrna's stockade.
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Post by Wolfgar on Aug 21, 2006 11:44:02 GMT -5
In the igloo, we fought a huge centipede beast. It's tail glowed white hot and hit for 10d10. Jasper was the only one who got it by it, but he was obviously knocked out. The tail was white hot, so it forced him to save for his magical items, which he did. The mouth didn't ever hit anyone, which was extremely fortunate, since Dana told us that on a 20 the creature swallows you and you are instantly disintegrated in the fires of its belly. Did I mention that this crazy ice/fire centipede also had wings? We found a magical ring and magical bastard sword there. That was nice, since the +2 sword I used to attack the monster was melted when it pierced his skin. Sounds like a remorhaz. Definitely worth getting parts from.
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Post by Mr. Trommer on Aug 21, 2006 11:45:52 GMT -5
Do we bring Pffifwin back up before we leave?
Does Olganni know what the skulls with one hole in them are for? Are they a mix of races or just one type. Can she identify the animal part/items from the trophy room that we can't?
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Post by Wolfgar on Aug 21, 2006 11:46:13 GMT -5
Can the hill giants tell us roughly where they are headed to see this powerful spellcaster? The ice elf castle we passed by? Or somewhere else? Also, we want to know all they can tell us about our friend the former Nerullite mage who burned down Nosrna's stockade. And what was the "gift to help seal the alliance" they were going to take. I don't think we found anything of value on them other than the cloaks. Maybe Lady Solka left with it.
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Post by Wolfgar on Aug 21, 2006 11:51:19 GMT -5
We should also ask about the Norns. I'm not clear on who the Norns are. Sorry I thought that was what we calling the ice elves. Must have remembered that from some other fantasy setting. Do they have any information about of the ice elves?
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Post by Ginger on Aug 21, 2006 12:08:07 GMT -5
IIRC, the fire giant we fought in the volcano had a skull with a hole in it that was a potion case.
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Post by Ginger on Aug 21, 2006 14:08:46 GMT -5
When Frank's guys say that the temple district is overrun, does that mean that the temples are occupied by orcs or that the priests are holed up in their temples and unable to leave?
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Post by Dead Greyhawk on Aug 21, 2006 21:38:29 GMT -5
How much longer is Oaklock with us? Good question. I'll start working on the calendar again. If you are heading back towards civilization, he'll want to head up towards Geoff, rather than down towards Longspear. By his reckoning, you are closer to Geoff than to Keoland by a lot. Can the hill giants tell us roughly where they are headed to see this powerful spellcaster? The ice elf castle we passed by? Or somewhere else? The hill giants were heading to what sounds like an ice castle, where they would give the present to the powerful spellcaster's minion. The hill giants drop the names Lord Evron Springbear and Harthal Whiteheart as those they were to meet. And what was the "gift to help seal the alliance" they were going to take. The hill giants refer to a silver statue of a bear. You found a gem encrusted silver statue of a bear when you turned Gitmo over. He must have found it on the hill giants. Do they have any information about of the ice elves? Besides the names of the elves they were meeting in what sounds like a castle with large gates, they do speak of the elves and their ice ships sailing the glacier, as well as their frightning steeds. The hill giants seem somewhat in awe of the powers of the ice elves, and were very proud of Lady Solka conniving to ally with their master. Also, we want to know all they can tell us about our friend the former Nerullite mage who burned down Nosrna's stockade. They know nothing about the destruction of Nosnra's stockade. They followed Lady Solka when she fled to Lord Grugnir and have not looked back. You recall that a large hill giant was at the head table and was also seen at the stockade when the priests were there. Perhaps a coup among the hill giants? Does Olganni know what the skulls with one hole in them are for? Are they a mix of races or just one type. Can she identify the animal part/items from the trophy room that we can't? Olganni has no idea what the skulls are for or from. She looks at you like you're confused. She, translating through Oaklock, explains that your skulls are so tiny, that she barely can see them. She marvels that you are able to walk, nevermind talk, with brains so small. She says that she'd increase your brain for you, if she knew how, just so she could have someone to talk to that isn't a fool. Oaklock becomes irritated with her at this point and storms off. Olganni points at Oaklock as if he proves her point. Hugh, Cedrus, and Otto pore over the skulls and deduce that they are mainly human with the occasional dwarf skull. The holes are very round and the skulls are pristine besides having holes in them. Cedrus posits that the holes were made in an unmoving skull, either when the head was being held or after the creature was dead. Olganni tells Adrienne that she knows many of the creatures on the wall. They are fell creatures, many supporters of the common weal, that Grugnir must have killed. Unfortunately, Olganni doesn't know the elvish words for their names, and Adrienne, of course, doesn't speak giantish. Based on Olganni's gesturing, a number of the creatures were bigger than a human, but smaller than a frost giant. When Frank's guys say that the temple district is overrun, does that mean that the temples are occupied by orcs or that the priests are holed up in their temples and unable to leave? Hugh relates that Longspear seems in a bad way. He spoke with several men who escaped the city in the battle for the walls and with others who Frank have sent on a rotating basis to keep an eye on the city. Frank believes that the temples were the target of the attack, since the temple district is not a natural weak point in the defense of Longspear. Giants, hill he thinks, bombarded the walls while orcs scaled them. Several gates were opened from within by creatures that suddenly appeared from nowhere. He and his men were in the merchant quarter when the attack started, and so he did not see the battle in the temple district first hand. He does not know if they were shrunken giants, like Gador, or if they were spellcasters that became visible. It seems that the Temple of Trithereon held the temple quarter to the last and suffered heavy casualties. The temple levy, those fighters always practicing near the temple, sacrificed themselves so that the wounded could be withdrawn into the merchant quarter. The whereabouts of Arthurus is unknown. The merchant family armies have both infiltrated men out of the city, like Frank and his boys, as well as hired reinforcements from Keoland, shipping them in on barges from the remains of the refugee camps upriver. The priests of Phyton were mainly absent from the fray, having retreated up into the nobles quarter early on. The nobility have heavily fortified their high ground and have used ships in the Javan to both resupply themselves and bombard the beseigers. The Pelorites, including Maximilian and Abernathy Wernack, fought on the walls of the city beside the dwarven guard, suffering heavy losses. When the temple quarter fell, a great light was emitted from the Temple of Pelor, blinding the orcs and allowing the dwarven guard and the remaining Pelorites to fall back into the dwarf district. One of Frank's men saw a dwarven priest of Moridin go down during the fighting, but Frank denies that it was Garvin. As far as Frank is aware, the Temple of Pelor is no more. The other two temples and the wall of shrines, while intact, are most certainly defiled. Frank's men tell that the orcs and giants occupy the temple district, launching raids at sallyports and throwing boulders at the internal walls of Loftwick. They assume that the invaders are tunnelling to bypass the internal walls. Large bonfires have been lit and flaming brands sent over the walls in both directions in mutual attempts to burn each other out. Since the giants throw boulders, the orcs need no siege engines. Frank assumes that is why the standard practice of lobbing the dead over the walls to break the defenders' morale has not taken place. Instead, the dead have been either left in place or dragged aside when blocking the way. Hugh did not have the heart to tell him about the waves of undead in Sterich.
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Post by Ginger on Aug 21, 2006 22:04:42 GMT -5
Didn't we go down some tunnels in the Temple of Tritherion when we used the evil scroll on Al? The write up is a little different from the way I recall it happening.
If we're nearing the end of Oaklock's time with us, maybe we can negotiate with him for more time. We'll give him training, which will save him a small fortune. Also, we'll promise to help Geoff with reinforcements we get after we save Keoland. Alternatively, does Oaklock think he can get permission from the to come with us if we take him back to Geoff?
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Post by Wolfgar on Aug 21, 2006 22:46:16 GMT -5
If we want to help save Longspear we should think about teleporting everyone back. If Winthrop can write a couple of scrolls with teleport then he, Dell and Oaklock should be able to get everyone back. Or we could use the teleport without error scroll. Or Winthrop could take a couple days to ferry people back but that exposes him to more risk. Otherwise it is going to be over a month to travel by foot and boat.
Do we think we can be of any aid against an army of giants and orcs? What sort of numbers are we talking about? Are we talking 10 giants or 100 giants? Did we get any idea from Frank's men? Is the Silent One helping to repel them?
I would rather help save Longspear than heading even further away. Anyone else up for that?
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Post by Dell on Aug 22, 2006 8:56:23 GMT -5
If we want to help save Longspear we should think about teleporting everyone back. I was going to say that it's not possible, due to the weight restriction - the caster can only bring 400 additional pounds per teleport, and there are too many people in the party for three casters to get them all out. But we have the Reduce spell. Winthrop can bring someone to a quarter of their height, which would reduce them to... 1/64th their volume? So each person would weigh a little less than 4 pounds? We can get the whole party back to Longspear in one teleport. And we can use the Teleport without Error scroll to do it, if anyone is... skittish. What does the leader have to say about this plan?
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Post by Ginger on Aug 22, 2006 9:37:10 GMT -5
Enlarge/Reduce works strictly by weight, and not by volume, and will only reduce someone to 1/3 his weight. If the casters polymorph into mice, will they still have their original weight? We'll need to determine the weight of Winthrop as a banemidge, Dell and Oaklock as mice, and everyone reduced to a third of his weight.
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Post by Mr. Trommer on Aug 22, 2006 10:16:35 GMT -5
How about a brief stop at the ice elves. Sounds like there will be some lftover hill giants to clean up and some nice spell spell books there. It'll be fun!
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Post by Ginger on Aug 22, 2006 10:31:19 GMT -5
I think we can save that for later. We won't be able to cast 9th level spells for quite a while.
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Post by Dell on Aug 22, 2006 10:50:53 GMT -5
Enlarge/Reduce works strictly by weight, and not by volume, and will only reduce someone to 1/3 his weight. I disagree with this ruling. But anyway, moving on: Featherfall states that "When this spell is cast, the creature(s) or objects affected immediately assumes the mass of a feathery piece of down." So we cast Featherfall, we can all teleport - because down isn't very heavy - and as a happy side effect we don't have to worry about coming in high. Problem solved, now lets get outta here.
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