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Post by venger on Jul 11, 2011 15:12:33 GMT -5
XP totals 7/10/11
Paavo: 53872 --Dan: 2999 Friedrich: 53357 Trommer: 50298 Colby: 49646|10746 Danakes: 2807 (2nd level) Bolo: 2153 (2nd level) Ingrid: 12999/14846 Marcus: 26762 Falkonis: 16242 Epicaste: 12581 (4th) Danaus: 10601 (4th)
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Post by Wolfgar on Jul 12, 2011 8:38:01 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. Only the one that the special undead was trying to get at. 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. I think Trommer had the grappling hook and it was disintegrated. Maybe the halfling can slip between the bars. Probably easiest if Colby spends more time checking for traps and then trying to pick the lock on the gate since we all want to get to the other side. Note Colby also has a Knock left. He could use it on the gate and the last door. The chest with the crystal top is stuck to the floor otherwise we could get all three at the same time. 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. Each side in the riddle contest has to wager something of value. For us it will need to be gold, valuables or magic items. For the sphinx it is knowledge or maybe a something from its treasure. It did say it had a helm. Traditionally each side asks a question until the other is stumped. Since we didn't have any riddles prepared it was only a one side contest. But we could try coming up with riddles to stump it. 4. At some point we need to get Ingrid back to the healing well and refill all of our water skins. We are definitely returning to the pool before we leave this place. We should see if we can find more receptacles for the healing water before we go. There was a supply room and a kitchen in the palace that might have things to hold more water.
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Post by Ginger on Jul 12, 2011 11:01:43 GMT -5
Time to start researching riddles!!
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Post by Ginger on Jul 12, 2011 11:55:33 GMT -5
Could you guys elaborate on how the special undead is inaccessible? I don't understand how he got behind impassable bars.
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Post by Wolfgar on Jul 12, 2011 12:13:57 GMT -5
He transformed into a small reptile. Scuttled through the bars. And then transformed back (getting a d12 hit points back). That is when Colby blasted him.
I think there was a polymorphing undead in the Valley of Jarls but I don't remember exactly what else it did.
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Post by Friedrich on Jul 12, 2011 14:21:31 GMT -5
Could you guys elaborate on how the special undead is inaccessible? I don't understand how he got behind impassable bars. There was a huge battle going on and this one "special undead" was opening doors that the knock spell had not been in range of. So Trommer runs over and attacks it. The undead runs to another door (the gate door) and Friedrich nails it again. At this point it turns into a lizard. Friedrich hits it again for like 15 damage and it runs through the bars(which Friedrich, Trommer and Marcus together could not bend earlier in the session). At this point Colby blasts it with the wand and finishes it off. And it reverts back to the "special undead" form. At was like 6:30PM at this point so we looted some rooms quickly and then wrapped it up. But I'm sure there is plenty left to do.
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Post by Ginger on Jul 18, 2011 12:08:43 GMT -5
I'm loathe to ask "Are there any loose ends to tie up before we leave?" since I know the answer we all want is "NO," but are there any? We can always come back, after all.
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Post by Wolfgar on Jul 18, 2011 12:56:36 GMT -5
I think we have taken care of the main objective - find the healing waters. We have also found most of the things mentioned by Benesarion including the Sign of Ulsimagarus, Anguvmar and Alexander's pearl of wisdom. Also I think we may have found one of the Golden Tablets of Laanhatra in the last tomb. (This is supposed to get you by the Sentinel that guards the City of the Gods. I wonder if it will also allow us to wander freely through the Vault of the Ancients. We just show it to any robot we encounter like a hall pass. Or maybe it can be used to open the blast doors.) I say we head back to the rendezvous point. Maybe we head back to Threshold to give us time to train.
The main sticking point is that we have lost the Gauntlet of Lord Zeal. But I can't imagine anyone wandering in and stealing anytime soon. The guard robots should do a fine job keeping it safe until we are ready to retrieve it.
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Post by Wolfgar on Jul 18, 2011 13:27:53 GMT -5
BTW, I used the battle royale scenario on Monster Mash and according to it, Trommer has less than a 1% chance of the defeating the guardian.
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Post by venger on Jul 18, 2011 14:42:51 GMT -5
Colby has an Aid spell. (necromancy) Colby has a Haste spell. (scroll) Ingrid has a Bless spell.
Would be a very quick fight.
Will do XP totals today or tomorrow.
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Post by Wolfgar on Jul 18, 2011 15:41:37 GMT -5
Only the Haste makes any real difference.
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Post by Ginger on Jul 18, 2011 16:04:26 GMT -5
Colby can't cast the Haste spell without Comprehend Languages.
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Post by Wolfgar on Jul 20, 2011 11:29:45 GMT -5
So the helm of telepathy should be cool. It would be better in the hands of a PC since the DM doesn't need to communicate with himself. Maybe Marcus will trade something for it.
The nice thing is that you can read other peoples thoughts like ESP. If only we had it before we met the Sphinx.
Marcus: Ask me a riddle. Sphinx: Blah, blah, blah. Sphinx: (He will never guess that the answer is an egg.) Marcus: Is it an egg?
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Post by Ginger on Jul 22, 2011 11:15:39 GMT -5
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Post by venger on Jul 24, 2011 20:22:49 GMT -5
XP totals 7/17
Paavo : 35281 (level drain to 5th) Dan : 2999 Friedrich : 56007 Trommer : 52707 Colby : 52296 |10746 Danakes : 5216 (3rd level) Bolo : 4803 (3rd level) Ingrid : 12999 /15508 Marcus : 28087 Falkonis : 17447 Epicaste : 13786 Danaus : 11926
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Post by Wolfgar on Jul 25, 2011 19:58:52 GMT -5
Since I won't be there I vote for travel and training. Dan Danbury demands training! In fact if he can squeeze in training for 1st and 3rd that would be awesome. Assuming standard costs (adjust as necessary). Rolls for training costs at 1st level. 1d6+1=4, 2d6=6400 gp, 6 days Rolls for training costs at 3rd level. 1d6+1=5, 2d6=61500 gp, 6 days I am still worried we don't have enough money to train Dan, Colby and Ingrid. Should we venture back to the tomb of the Immortal King? Or just plan to sell some magic items to Lord Sherlane? BTW, we still have a letter of credit from Sherlane with over 1000 gp on balance. Another place to get extra cash is to sell the ultralight armor. Dan has a set of chain and Marcus had a set of splint (which he traded for plate). The armorer in Devonshire offered Paavo something like 4000 gp for his plate. We found more dead guys in armor off the room with the yellow mold. If any of that is ultralight we should take it.
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Post by Ginger on Jul 26, 2011 13:26:02 GMT -5
I'll need (d6+1) x 5, which is a lot. We also have to pay off Falkonis's men.
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Post by Wolfgar on Jul 26, 2011 13:43:40 GMT -5
Potions of healing go for 400 gp apiece. Each waterskin holds 4 potions worth. We should have roughly 30 waterskins currently. That amounts to 48,000 gp. We can sell some this to offset expenses.
I am not sure how much of this Falkonis and company expect as part of the deal.
BTW, what sort of xp have we gotten for the waterskins?
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Post by venger on Jul 26, 2011 14:17:28 GMT -5
Potions of healing go for 400 gp apiece. Each waterskin holds 4 potions worth. We should have roughly 30 waterskins currently. That amounts to 48,000 gp. We can sell some this to offset expenses. The economy will resist your efforts to break it! Some of these things might have to be sold at reduced value due to poverty, or exchanged for goods and services. I am not sure how much of this Falkonis and company expect as part of the deal. The terms of their service were spelled out on a bar napkin, plus an additional consideration of hazard pay for Falkonis was agreed upon after you ran into the devils. BTW, what sort of xp have we gotten for the waterskins? Discovery of the Fountain of Eternal Life awarded a sizeable chunk of XP. Filling and refilling your waterskins does not give you experience beyond this.
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Post by Ginger on Jul 26, 2011 14:37:32 GMT -5
We were going to give Falkonis's men 10% of our haul, with Falkonis getting an extra 5% on top of that in hazard pay.
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Post by Wolfgar on Jul 26, 2011 14:46:47 GMT -5
I guess that means 3 waterskins for his company and another 1.5 for him. Plus of course a share of any of the valuables we carry out. Note anything recovered that he is carrying is the party's (including his ultralight armor). His share will be determined once we get everything back to Threshold.
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Post by Wolfgar on Jul 26, 2011 16:36:00 GMT -5
All this time we have been saying that the water from the fountain acts as a healing potion. However we have just been rolling d8 per drought when if they are truly healing potions they should do 2d4+2. Which is correct?
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Post by venger on Jul 26, 2011 17:11:06 GMT -5
All this time we have been saying that the water from the fountain acts as a healing potion. However we have just been rolling d8 per drought when if they are truly healing potions they should do 2d4+2. Which is correct? They heal 1d8, like fractions of a potion of extra-healing. Water drawn from the fountain itself is more potent. We get Falconus, his lieutenant Blayn and 10 more crossbow men at a rate of 33 gp/day and 12% of any gold and gems we bring back. They supply their own food and gear. And the additional +5% kicker for Falkonis. These guys are making out like bandits.
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Post by Wolfgar on Jul 26, 2011 18:17:08 GMT -5
So they don't get anything for the healing waterskins, any of the magic items or the ultralight armor. Just the gold and valuables. Considering we have spent a fair chunk of that on the sphinx they aren't doing as well. If the party decides and Falkonis is amenable then he can take his share in armor or waterskin.
So a waterskin is 4/3 of an extra-healing potion which comes to 1067 gp. So only 32,000 gp for the lot.
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Post by Wolfgar on Jul 29, 2011 13:01:25 GMT -5
Question: Do you think a protection from evil keeps out ESP? It is of course not a physical act. But you could argue it is still a form of attack. The creature is taking something (a thought) from the person against their will.
I don't think it matters with regard to Delilah since internal thoughts don't really come into play without regard to the company members. We need to communicate verbally in order to get everyone on the same page. But if say Paavo was going to do something and he didn't want her to be forewarned is that possible? The only thing we have got going for us is that she can only use ESP on a single person each round.
I have been discussing with Eddie how to handle Delilah in regards to Paavo's paladin-ness. Basically I can try to kill her, drive her away or keep her around and somehow convert her from evil. Nothing is likely to happen this week since I won't be there. But one thought I had was to leave her behind when we enter the "Long Breath" teleporter. We could just sprinkle some protective salts around the disk, preventing her from using it. Then she would have to somehow track us down. I'll let you guys decide whether you want to try this.
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Post by Wolfgar on Aug 1, 2011 7:59:17 GMT -5
How did it go?
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Post by Ginger on Aug 1, 2011 10:33:39 GMT -5
Slightly harrowing, but it was a good week. Just me and Lee, which made decision making very straightforward.
The first problem was trying to find the right map. Once that was solved, we left directly for the exit of the complex. There was writing on the wall near the entrance which Delilah translated like: "Beyond this door is the lair of Zargon, lord of death. Everything beyond is in his power. The worshipers of life have sealed this door. Enter and never leave." Epi and Daneus were distraught. We obviously passed it by. When we left, it was dark. We headed for the tree and had an encounter on the main boulevard a few hundred feet from the temple of 12 ghouls and a ghast. We took them out without too much difficulty and got a bone necklace off the ghast. While waiting for people to unparalyse, we searched the building they came from and found some gold and silver coin. Once people were back, we left, since it was kind of boring. At the tree, we realized we had no way to get up it. In the dark, it was too hard to climb. It was too high for our levitation potions. Delilah offered to teleport people to the top, but Colby declined. Delilah served as interpreter with Epi, who said that there's a tunnel under the mountain and stairs on the western edge. I told her the tunnel was collapsed, so we opted for the stairs. While dickering about, we all rolled percentile dice to test for scrying. Everyone failed, but Delilah alerted us. We headed for the stairs and passed by a weird manor house pulsing with green light. It was guarded by two Type I demons, who Delilah said were servants of the Immortal King. The fight was frustrating for a few reasons. They would teleport around to disrupt our multiple attack rounds. I think we killed 3 there in all. Worst of all was Basil using the evil sword "Thirster" from the mummy. He failed a save against spells and was possessed by it. This made him attack indiscriminately. He smacked Paavo, but otherwise we managed to keep withdrawing and eventually Friedrich, Falkonis and Daneus grappled him and got the sword away from him. During this, an earth elemental appeared. Those four were still grappling each other, but everyone else fled. Bolo was in a darkness spell so didn't go anywhere. The elemental dropped Falkonis. We ran for 7 rounds until the elemental's control was lost. We followed it back and used the commotion of a charging elemental to run past the Immortal King's manor. We retrieved Bolo and revived Falkonis We made our way to the stairs without incident. The stairs were a series of narrow switchbacks, and we were ambushed in the middle by mongrel men. They were tough enough to take a hit from Trommer even with his ranger damage bonus. All 7 of them were armed with blow guns shooting paralyzing darts. After 2 rounds, 4 type I demons teleported in. I was unwilling to use the flame wand for fear that it would be seen, but once we were attacked I flamed the mongrels, killing none of them with a crappy roll, but burning several blow guns. The mongrels decided the demons were a greater threat and paralyzed 1 or 2 of them, which saved the day. After we killed the demons they surrendered and shockingly spoke common. We had them take us to the clearing near the tree, where we knew our way back from. Then we cut them loose. At dawn we found the door to the cavern. Shokki was there, but we saw tracks indicating the men had taken the other horses and fled down the tunnel. Apparently it goes on for leagues and leads to a neighboring city. They were a day or more ahead of us, and we had no way to catch them. I wasn't sure whether Paavo would think we had an obligation to chase them, but Falkonis just wanted to go home, and they were his men. We burned the incense and got in the portal. Paavo went last and salted the entrance. Delilah was displeased. Unfortunately, I'd told her we were going to Threshold, so she'll know how to find us eventually. We got to the shrine, expecting to find Blayne, but instead saw a message saying "Fled from the apes. Come help!" We called it a day there.
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Post by Wolfgar on Aug 1, 2011 12:01:17 GMT -5
Sounds eventful. You two should get a ton of xp.
The guys who took the horses are likely dead. There were some devils in the tunnels that we failed to kill.
Did we throw away Thirster so no one else can be possessed by it?
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Post by Ginger on Aug 1, 2011 12:24:26 GMT -5
At the end of the session we determined that we'd killed only 3 vrocks. Thinking back, I think we only killed 1 of the 4 attacking us on the stairs. The rest teleported away.
We didn't dispose of Thirster. We can hopefully use it to trade for Dan's training or something.
While Trommer was possessed, I was in control of the entire rest of the party. It was quite the power trip.
I agree the guys are dead. There was that weird ghost cat we fought, and I'm sure there are other horrors down here.
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Post by Mr. Trommer on Aug 2, 2011 14:00:04 GMT -5
When I first used the sword it tried to speak to me telepathically but I couldn't understand the language. Thus I assumed that it was intelligent. I thought control of the Thirster would be based on my IQ + Charisma vs. the swords' IQ + Ego. I guessed wrong since it was a straight save vs. magic or go berzerk and want to thirst on everyone's blood.
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