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Post by venger on Jun 26, 2011 22:52:44 GMT -5
Experience Total 6/26
Paavo: 51915 --Dan: 2999 Friedrich: 51204 Trommer: 48431 Colby: 49107|10746 Danakes: 850 Ingrid: 12999/14846 Marcus: 25685 Falkonis: 15263 Epicaste: 11602 (4th) Danaus: 9524 (4th)
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Post by Wolfgar on Jun 27, 2011 8:46:11 GMT -5
So I really thought we were going to defeat the killer robot. When Dan used the wish ring his intent was to bring everyone back to full health so that we could finish pounding on it. I am not sure why we needed to be teleported to the well of life for that wish to be granted. Maybe to raise Trommer it was necessary, though I suppose he could have been teleported separately from the rest of the party. In retrospect it would have been better to wish back in time some number of minutes.
(BTW: If these are really robots I don't see why fire should have a healing effect on them. If they are golems then sure. But getting both seems like an unreasonable mixing of magic and technology.)
The question is whether we go back. We left behind the Gauntlet of Lord Zeal as well as the Book of Infinite Spells. And thanks to the killer robot we now know what 5 of the 6 grenades do. I am sure we could find some more in the tons of crates we didn't open. That last grenade that did the neuron blast which paralyzed everyone in 3" would be awesome to have.
I say we stick to the standard adventure for now, then we go back for Falconus's men and the horses and then we come back down here to explore the Vault some more. Maybe we even take some time for training. I am not sure what will happen now that the power is back on in the Vault. Though honestly I don't think we are high enough level to be running the Vault module.
Should we raise the dead guardsmen we found? More fighters can't be bad, right? Epi and Danaus might want the company.
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Post by Ginger on Jun 27, 2011 10:12:49 GMT -5
Losing my spell book is pretty crippling, since we no longer have any means of communication. If Epi and Danaus get a half-dozen buddies, they might feel strong enough to ditch us. I think we should follow them to the King's tomb, then head back to the Hall of Long Breaths.
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Post by venger on Jun 27, 2011 12:12:15 GMT -5
I am not sure why we needed to be teleported to the well of life for that wish to be granted. A wish granted by a divine/infernal power can be twisted to the whims of the grantor. A wish not granted by such a power must follow the rule of efficacy of magic/path of least resistance. Considering your proximity to the Well of Life, the wish accomplished the desired result with a minimum expenditure of magic. While Dan Danberry's use of the unidentified ring in that situation was "inspired" to say the least, you can't tell me he wasn't thinking a little about getting the hell out of there. Also I think someone called out the suggestion of the pool while I was deciding how to best grant the wish and that was a nice DM path of least resistance. But getting both seems like an unreasonable mixing of magic and technology.) If by "unreasonable" you mean awesome! tons of crates we didn't open. Rooms and rooms of crates you didn't open. Containing all manner of fun things and useless junk parts, depending on the roll of the dice. risk vs. reward equation And Epi and Danaus were fairly vocal in this regard. And the dice were against you a bit. Perhaps you are not sufficiently powerful to tackle these foes toe-to-toe in melee combat. Perhaps you are if Ingrid had helped. Perhaps brute force isn't always the option. I can't make you guys to take time to train/identify items or run away from fights, as much as I would like to sometimes. Losing my spell book is pretty crippling, since we no longer have any means of communication. Tongues might be a good spell to research.
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Post by venger on Jun 27, 2011 12:13:36 GMT -5
At least you earned the undying gratitude of Shator. I'll have to figure out how he plans to repay you. : D
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Post by Wolfgar on Jun 27, 2011 15:40:03 GMT -5
We have certainly been unlikely in the random encounters in the Vault. If only we had come across a protocol droid. Or one those little guys on wheels that you can scare away by growling loudly.
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Post by Ginger on Jun 27, 2011 15:46:49 GMT -5
We have certainly been unlikely in the random encounters in the Vault. If only we had come across a protocol droid. Or one those little guys on wheels that you can scare away by growling loudly. Awesome.
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Post by venger on Jun 27, 2011 16:28:03 GMT -5
We have certainly been unlikely in the random encounters in the Vault. If only we had come across a protocol droid. Or one those little guys on wheels that you can scare away by growling loudly. It's not a coincidence that each time you tripped an "alarm" (initial entrance) and (Colby messing with the keypad on that door) you summoned a violent encounter. On the d6s for random encounters, which you mainly avoided, you only succeeded in rolling ambient noise. Except Ingrid, who had a 4 in 6 chance of a neutral encounter but for karma. : )
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Post by venger on Jun 27, 2011 16:29:24 GMT -5
Although, now that you throw it out there, if you go back I'm giving you a protocol droid fluent in over 6 million forms of communication.
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Post by Wolfgar on Jun 27, 2011 17:25:35 GMT -5
That's exactly what I'm looking for.
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Post by Wolfgar on Jun 28, 2011 7:56:39 GMT -5
While Dan Danberry's use of the unidentified ring in that situation was "inspired" to say the least, you can't tell me he wasn't thinking a little about getting the hell out of there. If Dan had his druthers he would have wished that we had never entered the Vault. But that would have meant no xp for the first robot and no Denekas. And Sir Paavo is touchy about his xp. Tongues might be a good spell to research. I think CL is better. You have to use 2 for two-way communication but the duration is much better and you get to read runes. If you wanted to research a 3rd level spell then I would say Dispel Magic, Fly, Fireball or Slow. I think there was a point in the Land of Song campaign that the DM allowed Kazan to research a couple of lower level spells instead of a single spell at the maximum level available. Colby can get two 3rd level spells for 5th and 6th levels. Maybe he could get Identify and CL back as well as 1 new 3rd level spell.
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Post by Ginger on Jun 28, 2011 8:10:26 GMT -5
Do you think Mayor Sherlane would let me either copy the spells of mine that I traded to him or copy the spells he's previously traded to me? We probably have some good stuff we could give him to sweeten the deal.
I know I gave him Magic Missile, but I'm not sure what else.
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Post by Wolfgar on Jun 28, 2011 8:21:54 GMT -5
If we bring some good stuff back for him then I am sure Lord Sherlane will let you copy whatever you want. But I thought we would do training in the garden after collecting Falkonus's men. And right now we really don't have all that much stuff to give him. The new items we have that he might want: the glass beads, the yuan-ti arm device, the device from the armor suit, demonic gold mask, iron staff, jade reptile statue, decanter, iron flask. Most of which we have no idea what it does.
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Post by venger on Jun 28, 2011 9:07:35 GMT -5
research a couple of lower level spells instead of a single spell at the maximum level available. I would say yes, but only for spells that he has learned before. No "new" spell research in this fashion.
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Post by Ginger on Jun 28, 2011 10:08:58 GMT -5
If we bring some good stuff back for him then I am sure Lord Sherlane will let you copy whatever you want. But I thought we would do training in the garden after collecting Falkonus's men. And right now we really don't have all that much stuff to give him. The new items we have that he might want: the glass beads, the yuan-ti arm device, the device from the armor suit, demonic gold mask, iron staff, jade reptile statue, decanter, iron flask. Most of which we have no idea what it does. If we bring Ben the sage two living, breathing ancients, I think he'll flip his lid and give us anything we want. Sherlane was very interested in the prophesies and star charts, and we now have a celestial map showing what they mean.
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Post by Wolfgar on Jun 28, 2011 11:24:16 GMT -5
research a couple of lower level spells instead of a single spell at the maximum level available. I would say yes, but only for spells that he has learned before. No "new" spell research in this fashion. Sound reasonable to me. I think Kazan used it after his spellbooks got destroyed by hellhounds (the indignity!).
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Post by Wolfgar on Jun 28, 2011 11:24:56 GMT -5
If we bring Ben the sage two living, breathing ancients, I think he'll flip his lid and give us anything we want. Sherlane was very interested in the prophesies and star charts, and we now have a celestial map showing what they mean. Excellent points.
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Post by Ginger on Jun 28, 2011 12:08:28 GMT -5
I'm thinking I'll use the spell I'd learn for 5th level to get Comprehend Languages, Identify and Nahal's Reckless Dweomer. For 6th level, I'm thinking fireball.
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Post by Wolfgar on Jun 28, 2011 21:24:00 GMT -5
Fly would be useful. It would make it easier to haul people and stuff out of the rift. And if the Immortal King ever shows up again we can get to him while he hovers in the air.
Interestingly it says creature touched, so you could use it on a horse. We could use it on Shokki. He is smart enough to understand how to use it to ferry people. He could carry even more than Trommer.
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Post by Wolfgar on Jul 8, 2011 16:05:14 GMT -5
For all of the treasure we have gotten so far, we haven't gotten much in the way of liquid assets. We are going to need at least some gems and jewelry if not coins to pay for the training for Colby, Ingrid and Dan. Have we tried appraising any of the non-magical valuables we got from the tomb of the Immortal King? Should we hit the tomb again before we head out of here? Let's not forget to retrieve the magic carpet that we left on top of the palace.
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Post by Wolfgar on Jul 11, 2011 9:46:38 GMT -5
Good session.
We left the room with the scrolls (having not opened any of the other ones) and continued exploring. Trommer forced open two sets of doors that were magically (?) stuck. We entered a large room which has a golden throne at one end behind a row of stout bars. Five additional doors and a passageway exited the room. Colby was unable to determine if the gate in the bars was trapped and decided against trying to pick the lock. Attempts to bend the bars failed.
The doors required a special disc or seal to open so we investigated the passageway at the other end of the room. This revealed a room full of 20 skeletons and 2 gargoyles. We formed a protective square and entered the room. Ingrid turned some the skeletons and then the monsters attacked. The gargoyles attacked Trommer and Ingrid. The skeletons didn't pose much of a threat and the gargoyles attacked ineffectually for the most part. Just before we killed the last gargoyle it hit Ingrid 4 times including a max double critical and she was killed.
Friedrich was boosted up to the ledge that the gargoyles came off of and found a concealed door. The door bit him when he tried to open it so he used Ingrid's hammer and his mace to bust it open. Inside was a warrior on a pedestal guarding an exit. Trommer came up and went toe to toe with it. He had to retreat as it struck twice a round doing d8+11 damage. Friedrich had a go but it was already fully healed and made quick work of him. He also retreated.
We left the ledge and headed down some stairs. We entered a room and were confronted by a sphinx. Only Trommer, Friedrich, Paavo and Colby entered the room. We were told to pay 100 gp for entering, then we asked some questions which it answered then it made us answer a riddle which we got correct. It then explained how the game worked - we could wager something and it would answer questions if we got its riddle correctly. We offered up a diamond from the tomb of the immortal king for 6 questions. The first riddle was ambiguous so it asked us a second one which we got correct. We asked 6 questions about our magic items:
1) What are the powers of Aguvmar? It came make the wielder stronger after defeating a foe and it can be used to inscribe a symbol of pain in the air. We don't know how to draw the symbol though.
2) What are the abilities of Friedrich's shield with the squid head? Something about it being crafted by a star-faring people and it blocks lasers. Not sure I have this correct.
3) What are the abilities of the Colby's staff? Effects metal - depending on the charges expended can heat metal, warp metal, reverse gravity, cast crystal brittle and maybe glass steel. (People were talking while I was trying to take notes!) We don't know the command word(s).
4) What does the gold mask do? Transforms wearer into that creature. Not sure if permanent.
5) What are the powers of Trommer's spear? Extra potent against insects.
6) ???
We could have asked about the yaun-ti armband, the jade statue, the glass beads or other things but no one mentioned them until too late.
We also got a halfling out of the contest. (Dan's new thief Bollo).
We left at this point not feeling confident about are riddle answering ability and our lack of funds. We preceded back to the throne room and Colby used a knock to open three of the sealed doors. Out poured undead. This took up the rest of the session. In the first room was a mummy wielding a (possibly) level draining sword and 6 skeletons. In the second room was 2 wights and 6 skeletons. In the third room was a special undead, 2 ghasts and 6 skeletons.
Amazing only 1 person was feared by the mummy (Denekas), no one was level drained by the wights or mummy, no one was weakened by the ghast smell and no one was paralyzed by ghast touch.
Many of the skeletons were turned by Paavo. Colby used an initial blast of the fire wand to char the wights. We had some problems with needing magic weapons to hit things. By the time the turned skeletons returned we had wiped up the non-skeletons excluding the special undead. Colby used the wand a second time to destroy the mummy and wight after Friedrich retreated. He partially toasted Paavo and Dan but it was worth it.
The special undead used its action to open the other doors. It released 6 more skeletons and a ghost. The ghost attacked Bollo the first round and he made both saves against level draining. It then went after Trommer and Paavo. Paavo also saved twice and we destroyed it. The special undead was fried by Colby before it could open the last door.
We mopped up the skeletons after that and investigated the side rooms. We recovered 2000 gp and another bone scroll tube. Another chest was discovered but we were unable to open its crystal top. Inside is more gold and a sword which we have not gotten yet.
The sword wielded by the mummy is evil (of course).
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Post by Ginger on Jul 11, 2011 9:54:57 GMT -5
Sounds awesome! Sorry I was home sick. So now that we have 2000 GP we could consider going back to pay for more questions.
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Post by venger on Jul 11, 2011 10:59:58 GMT -5
I think the missing question was in regard to where the tombs of the kings were, but I could be mistaken.
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Post by Mr. Trommer on Jul 11, 2011 11:36:37 GMT -5
It was about getting back Freidrich's shadow. It would require going back to the vernal house. Finding the shadow and sewing it back on.
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Post by venger on Jul 11, 2011 12:23:43 GMT -5
Oh yeah, good call. Sherlane did mention making contact with Siolan (?) the shadow-weaver who might be able to help with Friedrich's problem.
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Post by Friedrich on Jul 11, 2011 14:07:21 GMT -5
Sounds awesome! Sorry I was home sick. So now that we have 2000 GP we could consider going back to pay for more questions. Yeah, it was an excellent session. Lots of fun. We got 2000 gp and probably more once we loot those rooms. That one undead that Trommer and I pounded on and Colby finished off that was opening all of the doors presumably had the disk or whatever was needed to open them. We need to get behind those bars some how and loot his body. BTW, we answered another riddle in which the answer was "promise". 1. Are there any unopened doors left? That one undead ran to the bars but we killed him before he could do any thing. It is possible he was looking to open that gate and bring in more backup. 2. We could toss a grappling hook to his body through the bars and drag his body to us, and grab the disk that he is presumably carrying to open up the door that he was about to. 3. We don't necessarily need gold for questions. We could wager it vs riddles and with Bolo and Dave here next week we have two more people to help figure them out. 4. At some point we need to get Ingrid back to the healing well and refill all of our water skins.
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Post by Friedrich on Jul 11, 2011 14:14:11 GMT -5
@ Venger: Would it be OK to say that the squid shield was critted, thus negating its AC bonus (for now) and use a back up shield that I am carrying so my AC will not be compromised?
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Post by venger on Jul 11, 2011 14:42:19 GMT -5
The "ghost" was in fact a spectre.
The special undead was attempting to open yet another door behind the bars. There is a locked gate in the wall of iron bars.
Re: taking the critical on the shield -- works for me.
-- There are technically still skeletons left to fight, they're turned though, and one is yelling something in a language you don't understand.
XP totals and a new thread coming up.
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