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Post by Ginger on Mar 14, 2010 21:18:09 GMT -5
That went much better! We got a ton of loot out of the pyramid and have a good lead towards the next quest.
Any loose ends to tie up before we move on? Do you think we can buy spell ink here? We should definitely identify the gem and the staff.
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Post by Wolfgar on Mar 15, 2010 8:23:49 GMT -5
Other than Kazan losing 30,000 xp it went surprisingly well. Kudos again to Chris for figuring out the waterfall and pushing us on. I think this could be a record for time in a dungeon. From when we went through the fiery bowl to when we hopped on the boat only about 4 hours past (and only 2 game sessions). We could have easily been wandering around the maze and the lower level of the temple for days.
It was disappointing not to find Munafik's spellbooks. Also you would think that since adventurers have been coming to the pyramid for centuries and failing there would have been a (literal) boatload of magic items lost by them. Where were they? And we forgot to take the book of ineffable damnation. I am sure well have time to circle back and take care of those things. :)
In the long run Kazan losing a level isn't that bad. He'll get another percentile roll and at least one additional hit point when he re-rolls given his CON. And he will get to discover another 4th level spell. Right?
We might have even gotten enough this week to bump him back up. The treasure alone is worth over 40,000 xp:
25000 xp for platinum 6700 xp for gold from sandmen 2000 xp for gem of seeing 7000 xp for staff of ruling (minimum given xp for staff of the serpent)
And then we killed some things (mummy, sandmen, diggers) and had some successful negotiations (question mark on the floor, Iasedeh(?), Sheik). So it may be close.
Lee and Eddie should also be congratulated for holding reasonable successful conversations that didn't earn us immediate enmity.
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Post by Wolfgar on Mar 15, 2010 8:28:23 GMT -5
I lost Identify when the hell hounds burnt one of my spell books. I think Basil will have to spend more time studying the items. I doubt there will be spell ink given how small this place is. Maybe if we catch up to those 3 mages they will have some.
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Post by Ginger on Mar 15, 2010 8:39:28 GMT -5
They have travelers coming through frequently, so it's possible. And Dana told us when Basil made his legend lore check that he could discover more from the staff by spending more time with it, so it may just be a matter of taking more rolls on successive days.
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Post by Ginger on Mar 15, 2010 8:49:37 GMT -5
Blast From The Past Kay-Tarn is a name that Eindraer Cyrdaedi has heard of only in stories passed down from his grandfather, from almost a millenia ago. Kay-Tarn was a necromancer of the Bakluni, an arch-mage with powers unheard of in the current age. When the human races fought, the Suel and the Bakluni fighting over things that only humans will dispute. Kay-Tarn was among the most powerful mages facing the Sueloise. Capable of great horrors, Kay-Tarn led both the imperial incursions against the barbarians on the northern borders, but then sent the animated dead, particularly corrupted by his magics, into the lands of the Suel. All feared his unmitigated rages and consuming urges, even the elves. Only Martek, the Sueloise arch-mage, was capable of opposing Kay-Tarn, and then he was only able to because of the meticulous planning and contingencies for which Martek was prepared. No one knows who struck first, the damages were so great, the Sueloise under Martek with their devastating invocation, or the colorless fire the Bakluni mages sent raining down onto the lands of the Sueloise. In the end, so few survived as to make the record a moot point. What is known is that neither Martek nor Kay-Tarn were active after the destruction and near destruction of their respective nations. All had believed Kay-Tarn dead and lost for all time. Eindraer Cyrdaedi only hopes that the Kay-Tarn referenced in the missive is an imposture or sorely weakened from the centuries that have passed.
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Post by venger on Mar 15, 2010 10:34:13 GMT -5
Must agree on the record time. I don't think I would have ever considered talking to the waterfall. Mental note, ask pertinent questions of inanimate objects. Aside from Munafik and his death-chamber we coasted through this place without a single combat or real trap... I'm a big fan of Amun-Re. Portable treasure, unguarded, with a flying boat. We didn't even have to destroy his mummy if we didn't want to.
And I totally said Kay-Tarn!
Thanks! I think that was my first successful parley.
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Post by Ginger on Mar 15, 2010 10:45:52 GMT -5
Thanks! I think that was my first successful parley. The use of full sentences with nouns, verbs and adjectives was key to that effort.
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Post by Dead Greyhawk on Mar 16, 2010 7:09:41 GMT -5
Alfred makes 5th level fighter. Kazan recovers 7th level magic user. Rensslaer makes 7th level fighter.
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Post by Ginger on Mar 16, 2010 8:29:03 GMT -5
Alfred makes 5th level fighter. Kazan recovers 7th level magic user. Rensslaer makes 7th level fighter. w00t!
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Post by Wolfgar on Mar 16, 2010 9:25:49 GMT -5
The new and improved Kazan is back!
Rensslaer is going to be awesome. Now we just need to find him a sweet sword and a ring of vampiric regeneration.
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Post by Wolfgar on Mar 16, 2010 9:30:02 GMT -5
In honor of March Madness, here is a fantasy themed cage match bracket.
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Post by Ginger on Mar 16, 2010 9:47:32 GMT -5
The new and improved Kazan is back! Rensslaer is going to be awesome. Now we just need to find him a sweet sword and a ring of vampiric regeneration. And awesome boots of speed. And sweet chitinous armor from the Underdark.
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Post by venger on Mar 16, 2010 9:52:40 GMT -5
Outstanding.
WHO WANTS TO HOLMGANG?
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Post by Ginger on Mar 16, 2010 10:09:26 GMT -5
Outstanding. WHO WANTS TO HOLMGANG? That guy, who would still kick Rennslaer's butt.
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Post by Wolfgar on Mar 16, 2010 11:03:33 GMT -5
It would be a whole lot closer now. Assuming Rensslaer hits every time with 2 sword attacks and a fist, he would do on average 14.5 x 2 + 7 = 36 a round. That guy would do 10.5 x 4 + 3 = 45 (assuming +2 spear, +2 from strength and +3 from double specialization). In armor I would give Rensslaer the advantage.
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Post by Friedrich on Mar 16, 2010 11:10:22 GMT -5
Great, this time alfred can rest(and level) before we go looking for that lost party of wizzards. Alfred will also tie the glowstone around his neck.
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Post by Ginger on Mar 16, 2010 11:57:07 GMT -5
It would be a whole lot closer now. Assuming Rensslaer hits every time with 2 sword attacks and a fist, he would do on average 14.5 x 2 + 7 = 36 a round. That guy would do 10.5 x 4 + 3 = 45 (assuming +2 spear, +2 from strength and +3 from double specialization). In armor I would give Rensslaer the advantage. In armor, definitely, but that's against the rules. To really tip the advantage, Rennslaer should use his new proficiency to learn short sword and dual-wield. But still, the guy would definitely drop Rennslaer in 2 rounds, and Rennslaer would probably not take him out in 2 rounds.
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Post by Ginger on Mar 16, 2010 11:58:08 GMT -5
Great, this time alfred can rest(and level) before we go looking for that lost party of wizzards. Alfred will also tie the glowstone around his neck. I can cast continual light on a point at the front of your bow, giving you a headlight kind of thing that you could cover up when you wanted to stay dark. Much better than a glowing stone necklace.
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Post by Wolfgar on Mar 17, 2010 8:36:35 GMT -5
The new and improved Kazan is back! Rensslaer is going to be awesome. Now we just need to find him a sweet sword and a ring of vampiric regeneration. And awesome boots of speed. And sweet chitinous armor from the Underdark. With his 18 DEX Rensslaer already has a better AC than Otto ever had.
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Post by Ginger on Mar 17, 2010 10:31:11 GMT -5
And awesome boots of speed. And sweet chitinous armor from the Underdark. With his 18 DEX Rensslaer already has a better AC than Otto ever had. Yeah, but you're not a true hero until you have AC -10.
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Post by Wolfgar on Mar 23, 2010 9:41:38 GMT -5
So do we think finding the kidnappers of the bride will help us find the star gem? Do I take it that there are ruins buried under the sand and we just need a way in? What do we plan to do with all of the loot while we are exploring? Leave it behind a couple of warded doors or bury it in the sand? Do you think we could purchase some expensive gems from the Sheik to lighten the load?
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Post by Ginger on Mar 23, 2010 17:23:56 GMT -5
I'd assume they cracked into a tomb and something came out and started a fight. Maybe that something is what actually grabbed the girl.
First order of business is to search the battle site and see what we can find.
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Post by Wolfgar on Mar 26, 2010 7:36:41 GMT -5
The connection between the ruins and the disappearance of the fiancee seem a stretch to me. I think it is more likely there is a human element to her kidnapping. Maybe there is a rivalry between the twin brothers. Maybe the younger brother is jealous over the fact that the older gets the girl and the throne. I am worried we are getting ourselves embroiled in yet another local power struggle.
Even though I don't think they are related I am fine with directing our investigations to the ruins first.
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Post by Ginger on Mar 26, 2010 10:36:15 GMT -5
Maybe I've just forgotten the backstory the sheik gave us, but I thought the battle at the ruins happened on the night the girl disappeared. I'm very skeptical that's a coincidence, although someone might just have taken advantage of the unrelated commotion.
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Post by Wolfgar on Mar 26, 2010 12:04:43 GMT -5
I didn't recall that detail. That is the problem with giving us new plot threads at the end of a long session. A recap is definitely in order the next time we play.
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Post by Dead Greyhawk on Apr 3, 2010 13:12:55 GMT -5
No game on Easter Sunday. Sorry for the late notice. I'll call and send an email around.
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Post by Dead Greyhawk on Apr 5, 2010 20:58:59 GMT -5
In an effort to cover some of the ground from last Sunday, I'll handle "in town" actions on the board over the next few weeks. Feel free to post questions and standard actions here. With respect to the attached map. H1, H2, and H3 are the Symbayan camp, filled with tents. H1: On one side of the oasis, lying at its green border, sprawls the great nomad camp. A one-foot wide band of green cloth encircles the camp some 50 feet from the outermost tents, stopping at the main entrance. The cloth is kept free of blowing dust by the guards and gives off an unpleasant smell. A similar band of red cloth encircles the camp at a distance of 30 feet from the outermost tents. H2: You see before you the largest tent in the camp, its multicolored cloth fluttering in the desert breeze. This tent is the home of the sheik. H5 is the oasis pool. The oasis pool is small and calm and lies beneath a ring of palms. Stern guards with drawn swords surround it and glowing stones hang from posts illuminating it fully at night. H6 is a large burnt patch in the oasis. The sand is fused in some places. To the carefully observant eyes of Morvan and Kazan, it appears as if a number of large magical fires were lit here, fireballs or other such magics. H7 is a tall monolith. In the center of several screening palm trees, the 25-foot tall by 7-foot square monolith towers up from the sands. The writings on its surface in the old Symbayan language claim ownership of the oasis in the name of the many gods. H8 is a headless statue of a regal figure seated on a throne. It is partially buried in the sand, and its 500 pound head is several dozen feet away. H9 is the white palm. H10 is the compound where you are staying. A wall of white, lime-covered bricks fortifies a compound. Two great doors of palm trunks lashed firmly together stand at the west end of the 320-foot long by 120-foot wide encircling wall. The wall is capped by one-inch long spikes with a strange green tinge to them Inside the compound appears to be a number of business. The Wayfarers' House, which you have fully rented from Rolando, is in the northwestern corner. A washing house, made of mud-bricks and lacking a door, is adjacent to the Wayfarers' House along the northern wall of the compound. A bazaar of tents selling miscellaneous goods occupies the middle of the compound. On the eastern side of the compound is Happy Hogan's Desert Igloo, a bar. A huge dome of brick about 80 feet in diameter and with a white-lime coating sits at the far east end of the compound. It is entered through an arch with heavy double doors at the building's west end. Stables are on its northern side and hold your animals. On the southern side of the compound is the Sandvoyagers' Guild, directly across from the Wayfarers' House. Solid and stately, the house of the Sandvoyagers' Guild is against the southern wall of the compound. In the center of the building's northern wall are two huge double doors; they are shut. The warehouses of the Sandvoyagers' extend eastward along the southern wall adjacent to the guildhouse. Adjacent to the warehouses of the Sandvoyagers' Guild is an ancient temple, now fallen into decay. About 40 feet square, in its center are six pillars which once supported the stone roof. The roof is now broken and rubble litters the floor. Runes are carved into the walls of the temple. During the day, the bazaar extends up to the edge of the temple. Attachments:
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Post by Dead Greyhawk on Apr 5, 2010 21:33:23 GMT -5
Your meeting with Sheik Kassim had its bumps. He did relate to you a wide array of information. He told you that you were not the only people who were looking for the fabled Star Gems of Martek. Three wizards came with great gifts and asked him for his wisdom. The sheik freely told them of the Arch Mage Martek and his Sphere of Power. They stayed in the oasis until a week ago.
Shadalah, a young noblewoman, was betrothed to Sheik Kassim's first-born son, Hassan. Word came by runner the same day that the army was needed to fight the Evil Efreeti in the north. The warriors departed at once. That night, Princess Shadalah disappeared. The marks in the sand outside her tent told of a struggle. The trail ended just east of the oasis.
On the same night, the three wizards disappeared. No one saw their departure, but great magics rent the night and fire was summoned from the heavens. The sand and the oasis was burnt.
The Evil Efreeti has raised an army of the dead, called the Malatath, to do his bidding. Apparently, this army has defeated the sheik's men, whose corpse-free battlefield you found. The sheik's warriors have struggled to hold the Evil One and his army at bay. Their absence has weakened the sheik's position. The Evil Efreeti has been destroying many oases in the desert and now has come to Sheik Kassim's lands.
He asked you to help recover Shadalah, the beloved bride of my first-born son. His second son, Korus, is directed to aid you if you wish.
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Post by Dead Greyhawk on Apr 5, 2010 21:35:02 GMT -5
Korus, the sheik's second son, is the twin of Hassan. Korus believes that certain people in the Sandvoyagers' Guild are holding the girl in their warehouse. He suggested you sneak into the warehouse and search about, something he and his father cannot do.
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Post by Dead Greyhawk on Apr 5, 2010 21:40:22 GMT -5
Rolando the Minstrel was bowled over by Basil's charisma and bard status. Rolando babbled everything he knew to you, much to his surprise. Most of it was about the mage Martek.
According to Rolando, Martek was the greatest mage of his age and foresaw the course of future history. Martek was perhaps the greatest mage that ever walked the desert wastes. His works of wonder in magic and architecture remain unsurpassed. The ruins under the oasis as well as others were constructed long ago by the Archmage Martek, but the Tomb of Martek was the mage's greatest creation. It was he that delivered unto the Pharaohs of his day the three Star Gems: Mo-pelar, Shah-pelar, and Khan-pelar. These stones were unlike any others in the world and around them arose a great mystery. It was Martek who first managed to contain the terrible Efreeti that now storms in combat over the desert. It is said that Martek used his Sphere of Power to do the deed. The Sphere must be a marvelous object, for it could do many wonderful and terrible things-even rewrite the history of events that had already happened.
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