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Post by Ginger on Nov 15, 2006 11:59:00 GMT -5
Here's our old list of plot hooks/goals.
1. Rescue Gorna -- Oaklock has word that Gorna stands and could probably use the Company's aid and assistance. 2. Rescue Loftwick -- Otto's countrymen battle a vile menace. The Company could assist. 3. Slay Groorg -- The Mountain King awaits! 4. Find Snurre -- Snurre's lair is in the Hellfurnaces, but where? 5. Take the March Lord -- Petros Mortimer plots against the Scottis. Teach him a lesson? 6. What of Martek -- The name Martek continues to appear, who or what is he and where is his wealth? 7. The Fall of Flen -- A mass army of undead heads for Flen. Can Stalman Klim be found before the army arrives? Apparently not 8. The Rise of the Lizardmen -- What evils bedevil the friendly lizardmen? 9. The Deep Dark -- The Hole beckons on. Chase down the Black Swan into the depths? 10. The Lost Druid -- Where oh where has the little druid gone, oh where oh where can he be? 11. Kay-Tarn's Foul Pit -- An undead-spawning thing occupies the west of Sterich. The Company knows the rough location. Would destroying it be a well-struck blow? 12. The Black Spheres -- The leaders of the civilized nations have been targeted for magical confinement in black spheres. Can the Company free them? 13. Piracy on the High Seas -- Raiders are striking along the southern coast of Keoland. Is this part of a greater plot? 14. The Mystery of the Nyr Dyv -- What things lurk in its depths? 15. The Hand of Vecna -- Cathmandius and his band have the Hand of Vecna. Is your sometime ally, sometime enemy trustworthy enough to keep possession of it? 16. The Treasure Map -- Winthrop has a map leading into the mountains of Perrenland. Perhaps leaving the mess that the Sheldomar Valley has become is the best thing to do? 17. The Silent One -- The Silent One has holed up in his tower. Is he alive or dead?
I suggest that we travel to meet the elves in the Hornwood and learn what we can about any of the proper nouns we've encountered. Anything they can tell us about Kay Tarn or Martek is especially useful.
After that (or maybe before), we should go to Karmack's tower. We know where it is, we know the layout and we know there's a guy inside with spell books. What more do you want. We can scry the heck out of it before we go, to help our assault. We also might want to get assistance from the Gorna Guard. It would be nice if the good guys could occupy the tower for a change.
Once done with that, we should head into the mountains and take on the Giant King and his temple. Hopefully that will tilt the balance against the forces of woe. After that interlude, we should complete the G series. Depending on what we hear about Martek, we can decide whether to go that route or go into the Underdark.
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Post by Ginger on Nov 15, 2006 12:01:33 GMT -5
I forgot to mention 2 things. We might want to solve the druid problem. We really shouldn't go anywhere without either a Cleric who can cast Raise Dead or a new batch of knot potions.
The other thing is that we need to figure out how to solve the circlet problem.
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Post by Dell on Nov 15, 2006 13:40:10 GMT -5
One more thing - when scrying the home of Clan Mumatandin, I saw an invisible, betentacled monster creeping towards the amulet. You know, the really powerful one that we left there?
Here's my plan for that little problem: Winthrop teleports a strike force there, we kill the thing, take the amulet, and return. Should take maybe ten minutes if nothing goes wrong. We get a powerful evil thing, but more importantly the bad guys don't.
After that, yeah, I'm all in favor of finding that druid.
Edit: While we're at clan Mumatandin, Dell will put on the circlet and try to lure the undead gentleman that way. You know, the way that we aren't.
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Post by Ginger on Nov 15, 2006 14:00:59 GMT -5
Let's get some perspective guys. The amulet has been sitting down there undisturbed for hundreds of years. We poked and prodded it a bit almost a year ago. I think it's extremely unlikely that anything that hasn't happened in the past year (let alone the past 400 years) is going to happen in the immediate future.
Let's take care of that thing when we're in the area dealing with the Fire Giants or The Hole or Martek or whatever else is in that area.
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Post by Dell on Nov 15, 2006 15:43:39 GMT -5
I think it's extremely unlikely that anything that hasn't happened in the past year (let alone the past 400 years) is going to happen in the immediate future. You really believe that? Let's summon the evidence: 1. Recently Troglodytes moved into the area, due to an earthquake. 2. Evil forces are on the move all across the country. 3. For the past 400 years, the room containing the amulet was defended by a demon that ate souls and shat ghouls, and a two-headed, 9th level magic-using troll. Now it's defended by... NOTHING. 4. I saw it heading for the amulet. Besides, if there's nothing there to fight, then hey, free amulet. The elves can probably even tell us what it does.
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Post by Ginger on Nov 15, 2006 16:24:00 GMT -5
Let's get some perspective. You saw it heading for the amulet a month ago!!! Either it's already got the amulet or it won't. If you want, let's cast detect invisibility and Clairvoyance and look again. I find it extremely unlikely that we'll teleport in and see the creature poised over the amulet, ready to strike.
Besides, demons don't guard evil amulets from other evil creatures.
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Post by Dell on Nov 15, 2006 16:46:18 GMT -5
What can I say? I just really like having powerful evil items in my posession. Call it a hobby.
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Post by venger on Nov 15, 2006 19:52:54 GMT -5
Once done with that, we should head into the mountains and take on the Giant King and his temple. Hopefully that will tilt the balance against the forces of woe. After that interlude, we should complete the G series. Depending on what we hear about Martek, we can decide whether to go that route or go into the Underdark. 3. Slay Groorg -- The Mountain King awaits! 4. Find Snurre -- Snurre's lair is in the Hellfurnaces, but where? Nosnra was Hill Giants. The 'Jarl' was Frost Giants. Groog is Stone Giants? Snurre is Fire Giants? We are going to have to either traverse the mountains or go the long way around Flen. Maybe Kay-Tarn's Foul Pit is on the way.
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Post by Dead Greyhawk on Nov 16, 2006 8:09:11 GMT -5
The combined treasure taken from the ogres, the ogre magi, and the priests was Silver Pin (150 GP) Platinum tiara (1500 GP) Gold bracelet (700 GP) Diamond and Gold Brooch (4000 GP) Silver Belt buckle (100 GP) Gold Stickpin (100 GP) Opal and Onyx-studded Bracer (4000 GP) Gold and Emerald Ring (700 GP) Gold and Emerald Necklace (1500 GP) Gold Chain (150 GP) 2 citrines (100 GP each each) 3 Star Rubies (800 GP each) 4 Diamonds (5000 GP each) 9 Emeralds (1000 GP each) 15 Red Agates (10 GP each) 7 Sapphires (500 GP each) 20 Quartz (10 GP each) 16 Banded Agates (50 GP each) Copper Torc (20 GP) 176 Sterich PP 5,241 Sterich GP A Receipt for 6,236 Sterich SP 9,792 Sterich CP 2 Scrolls of Mage spells (Knock at 7th level; Wizard Eye, Fumble, Wall of Fire, and Extension I at 9th level) 1 Scroll of protection from Lycanthropes Oil of Impact (2) Potion of Beauty (2) Potion of Sweet Water Potion of White Dragon Control Potion of Climbing Potion of Healing (4) Potion of Invulnerability Potion of Growth (2) Oil of Fire Elemental Invulnerability Unknown Potion Banjo - when played allows player to cast faerie fire each round with 50% success Amulet of Protection from Undead - acts as scroll of same name, only works once Black Boots - Allows wearer to move quietly, like an elf Winthrop's hiking boots - allows the wearer to move quietly, like an elf Gnome sized scale armor - mildly enchanted Elf sized chainmail - greatly enchanted Pearl Brooch - Raises Priest wisdomWe are going to have to either traverse the mountains or go the long way around Flen. When sacking the Frost Giant's rift, you did find a map with a long trail on the western side of the mountains, leading all the way from the Hellfurnaces to the Crystalmists. Olganni said the trail went past the giant city, where the giants come to resolve their differences before their elder brethren. She had offered to accompany you down that trail as far as the giant city, where she planned to make a pitch to the storm giants to oppose the Dead God's rise.
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Post by Dell on Nov 16, 2006 9:06:41 GMT -5
Dell wants the sneaky boots and the protection from undead. Adrienne wants a potion to make her extra pretty, and a growth potion.
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Post by venger on Nov 16, 2006 10:27:32 GMT -5
That's a lot of treasure...
Is the apprentice entitled to any kind of share?
I need a "travelling" spellbook.
And the Detect Magic spell.
And magic ink.
Being a magic-user is expensive.
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Post by Dell on Nov 16, 2006 11:41:17 GMT -5
That's a lot of treasure... Is the apprentice entitled to any kind of share? My plan is for you to get the Knock scroll, and the banjo. You seem to enjoy illuminating things. I need a "travelling" spellbook. And the Detect Magic spell. And magic ink. Detect magic is fairly well covered in the party. I think you mean Identify.
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Post by venger on Nov 16, 2006 12:49:57 GMT -5
My plan is for you to get the Knock scroll, and the banjo. You seem to enjoy illuminating things. Brilliant. Detect magic is fairly well covered in the party. I think you mean Identify. Identify was one of my initial spells. I am versed in its use. I would like Detect Magic so I'm not wasting the 100gp pearls identifying non-magical items. And because as a spellcaster I feel somehow incomplete without the ability to detect magic.
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Post by Dell on Nov 16, 2006 13:26:46 GMT -5
Doesn't seem necessary, but assuming we can buy enough spell ink, it shouldn't be a problem. .
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Eig
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Post by Eig on Nov 16, 2006 14:58:40 GMT -5
Sorry I wasn't there last week, can someone give me a recap pf what happened?
I guess the bodies and dwellings were looted, but how did the other stuff work out?
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Post by Ginger on Nov 16, 2006 15:20:07 GMT -5
We went into the cemetary to fight the evil priests who fled when they saw us dust their minions. They had two mummies fighting with them, but Herbert summoned lightning from the sky to blast them. It wasn't a tough fight, even though the priests held several of our guys. We then searched the ogre magi quarters and found some loot, and searched the boot-shaped building and found more loot. According to the DM, each of the buildings had a magical item in them, but we had already left. Apparently, if we'd spent 20 more minutes in town we'd have been overrun by giants.
The trip back was mostly uneventful. We fought more ghouls and ghasts, but nothing serious. When we got to Oytpass Keep, we had Diego raised, had Eig and Tony trained in 2nd level spells, and identified our loot.
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Post by Ginger on Nov 16, 2006 15:29:43 GMT -5
Who wants what for magic items? Jasper's claimed one set of boots, we've allocated the pearl brooch to Herbert, I think Antonus can use the banjo.
We'll use the elvin chainmail and the gnomish armor to trade with the elves when we get to the Hornwood. Maybe Pfiffwin can hold onto the gnomish armor to trade for his training.
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Post by venger on Nov 16, 2006 16:11:28 GMT -5
Doesn't seem necessary, but assuming we can buy enough spell ink, it shouldn't be a problem. . Thank you, Master Dell. I'd also like to transcribe this scroll of mend so as not to waste it in a single casting. So really two 1st level spells worth of ink. I think Antonus can use the banjo. "Use" might be perhaps too strong a word. It implies some kind of functionality. But I am humbled by the generosity of the party and do graciously accept.
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Post by Ginger on Nov 16, 2006 16:35:52 GMT -5
From our experience, your brandishing your staff has a 100% chance of getting someone killed. Since the banjo only works 50% of the time, even if you rashly use it at an inopportune time, it might not cause a problem.
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Post by Dell on Nov 16, 2006 16:37:46 GMT -5
So really two 1st level spells worth of ink. If we were to do the math, a scroll of knock is probably more useful to the group as a whole than having more duplicate copies of Mend and Detect Magic. Fortunately, we're not at a point where we need to pinch pennies, so buying the ink isn't a problem... but if the supply of ink is limited (as are so many things in these war torn times) we might need to use that ink for something else. I think Antonus can use the banjo. "Use" might be perhaps too strong a word. It implies some kind of functionality. Fairy Fire is a potent spell indeed, used on the proper target. You'll want to use it on things that the archers feel like shooting.
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Post by venger on Nov 16, 2006 17:22:01 GMT -5
From our experience, your brandishing your staff has a 100% chance of getting someone killed. Since the banjo only works 50% of the time, even if you rashly use it at an inopportune time, it might not cause a problem. Point taken. Though it could be argued that there is never really an inopportune time for a little banjo playin'. And yes, of course, barring war-time shortages on the ink.
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Post by Ginger on Nov 16, 2006 17:31:28 GMT -5
And think of the power it has! Assuming the Banjo works at 12th level (since it's a magic item), you'd get more Fairy Fire in one round than we would if Otto, Eig and Herbert cast fairy fire seperately.
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Post by venger on Nov 16, 2006 18:48:38 GMT -5
Excellent! That will save them from using those three 1st level spell slots which could be put to more effective use. I will be the party's Faerie Fire go-to-guy.
All that remains to be seen is what color it is! Unless I get to choose the color. I'm not sure how that works exactly.
Ahem, and also isn't it 'Faerie'- as in "the Realm of" and not 'fairy' as in Tinkerbell?
Not to quibble.
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Post by Wolfgar on Nov 16, 2006 21:00:33 GMT -5
Who wants what for magic items? Jasper's claimed one set of boots, we've allocated the pearl brooch to Herbert, I think Antonus can use the banjo. We'll use the elvin chainmail and the gnomish armor to trade with the elves when we get to the Hornwood. Maybe Pfiffwin can hold onto the gnomish armor to trade for his training. Otto would like the potion of invulnerability and a potion of healing. Do we think oil of impact would stack with the hammer of thunderbolts? Pfiffwin would also like the "sneaky boots." But since he is only a henchman would be satisfied with the Oil of Fire Elemental Invulnerability, a potion of healing and lots of gems. Herbert would like the pearl of wisdom and an oil of impact (for use with his sling).
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Post by Wolfgar on Nov 16, 2006 23:09:57 GMT -5
I suggest that we travel to meet the elves in the Hornwood and learn what we can about any of the proper nouns we've encountered. Anything they can tell us about Kay Tarn or Martek is especially useful. After that (or maybe before), we should go to Karmack's tower. We know where it is, we know the layout and we know there's a guy inside with spell books. What more do you want. We can scry the heck out of it before we go, to help our assault. We also might want to get assistance from the Gorna Guard. It would be nice if the good guys could occupy the tower for a change. Given the way plot threads seem to multiple whatever we do we should plan only one adventure at a time. I think either the elves or Karmuk's tower is a good next step. Personally I think our track record against high powered magic users hasn't been so great. I believe we have only killed Myrick and that was him with Diego charmed against the party. Whenever we have faced a magic user with allies we don't do so well. Technically we win since they tend to flee but not before we take a lot of damage. So going into a guarded tower is likely to be tough. But I think we are up to it.
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Eig
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Post by Eig on Nov 17, 2006 10:30:24 GMT -5
All that remains to be seen is what color it is! Unless I get to choose the color. I'm not sure how that works exactly. Ahem, and also isn't it 'Faerie'- as in "the Realm of" and not 'fairy' as in Tinkerbell? IIRC you get to choose from three colors, Blue, Green or Violet, "according to the word of the druid at the time he casts the spell." It is Faerie as in "the Realm of." The Banjo may not allow you to select the color as you are not actually speaking the spell. It may be a pre-determined color, as the banjo casts a specific instance of the spell. Also, that's for the summary.
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Post by Ginger on Nov 17, 2006 11:32:17 GMT -5
While it is true that we have a bad track record when it comes to assaulting a stockade that we've previously cleared that has been occupied by a magic user, I think that we should go ahead with Karmuck's tower. We know the layout of the place, and we can fly up to the roof and attack from the top.
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Post by venger on Nov 17, 2006 12:06:19 GMT -5
While it is true that we have a bad track record when it comes to assaulting a stockade that we've previously cleared that has been occupied by a magic user, I think that we should go ahead with Karmuck's tower. We know the layout of the place, and we can fly up to the roof and attack from the top. How big is the tower roughly? And how many Silence 15' Radius would it take to cover the thing?
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Post by venger on Nov 17, 2006 12:19:54 GMT -5
All that remains to be seen is what color it is! Unless I get to choose the color. I'm not sure how that works exactly. Ahem, and also isn't it 'Faerie'- as in "the Realm of" and not 'fairy' as in Tinkerbell? IIRC you get to choose from three colors, Blue, Green or Violet, "according to the word of the druid at the time he casts the spell." It is Faerie as in "the Realm of." The Banjo may not allow you to select the color as you are not actually speaking the spell. It may be a pre-determined color, as the banjo casts a specific instance of the spell. Also, that's for the summary. Three-stringed instrument, three colors of Faerie Fire. Hmm..
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Post by Ginger on Nov 17, 2006 15:24:58 GMT -5
And how many Silence 15' Radius would it take to cover the thing? More than we have. I think there are 10 levels and each level is about 30' in radius, at least. It's not huge, but it's sizable. We should have maps of the tower in the black binder.
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