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Post by Wolfgar on Sept 9, 2013 10:47:06 GMT -5
It has been a little while since we have gone toe-to-toe with some monsters (Mud Sorcerer's Tomb was more about overcoming traps). It will be interesting to see how we fare.
I feel bad about leaving Youssef on the ship. He won't reach 9th now for awhile. BTW I added holy weapons to Youssef and Mamnoon's character sheet. Clearly they weren't there to receive them. The cold medicine was wearing off towards the end of the session.
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Post by Wolfgar on Sept 9, 2013 10:53:42 GMT -5
Now that I think about it. Youssef wasn't there to cast Feather Fall on the rock trap that should have crushed Colby. Oops.
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Post by Ginger on Sept 9, 2013 10:58:30 GMT -5
We've got a ton of cool wands and other charged items, so I suspect we can cause mayhem among large groups of bad guys. Paavo with ogre strength against evil monsters will be brutal, but I think Set is LE and not CE.
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Post by Ginger on Sept 9, 2013 10:59:14 GMT -5
Now that I think about it. Youssef wasn't there to cast Feather Fall on the rock trap that should have crushed Colby. Oops. Must have been a miracle of Mitra. Mitra be praised!
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Post by venger on Sept 9, 2013 11:08:46 GMT -5
Youssef and Ingrid will still earn experience. Assuming they survive.
I'll remove those holy weapons...
I'll cross a 1st level spell off Colby's list in lieu of Youssef's Feather Fall.
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Post by Bolo on Sept 9, 2013 11:32:12 GMT -5
For the record, these are the terms of Bolo's will and trust:
Bolo's will: - Colby to be his executor, or in Colby's absence, the surviving members of the party jointly. - Bolo's possessions all to be sold. If the party wishes to retain some or all of them, they may purchase them from the estate at a 20% discount. - 250gp bequest to Einmyria the Amazon for the purchase of a mourning ring engraved with Bolo's name. - The remainder of the estate, in cash, to the Fenhold Halfling Charitable Trust. - The will expresses the hope that Bolo's former companions will make additional charitable contributions to the trust in memory of his friendship.
Trust document: - Legally establishes the Fenhold Halfling Charitable Trust. - Purpose: to promote the welfare of the halflings of Fenhold. Details left to the discretion of the trustee(s). - Initial sole trustee: Bolo. - Successor trustee following the death of Bolo: Colby. - Successors to Colby, if needed: the surviving members of the party jointly, with the exception of Friedrich (nothing personal, just a conflict of interest).
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Post by Wolfgar on Sept 9, 2013 11:36:55 GMT -5
When the caravan people start showing up, Youssef and Ingrid start updating their spell load for maximum offensive/defensive power. No need for find traps or knock. They have access to the carpet of meditation to speed things up. Hopefully the caravan people come armed with at least some weapons. In a pinch Youssef, Ingrid and Mamnoon can fly away or transport to another plane.
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Post by Bolo on Sept 9, 2013 11:42:48 GMT -5
Haidar now has a choice between his gnomish holy mace and the rod of terror, which functions as a +2 mace, 30' radius terrifying aura. Do we know how the terrifying aura part works?
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Post by Ginger on Sept 9, 2013 11:55:10 GMT -5
Haidar now has a choice between his gnomish holy mace and the rod of terror, which functions as a +2 mace, 30' radius terrifying aura. Do we know how the terrifying aura part works? I suspect the rod will be really effective against groups of low level creatures, but not so effective against higher levels, either because it's effects are limited by creature hit dice or merely because their saves are better. So when the kobold swarms come, break out the rod.
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Post by Wolfgar on Sept 10, 2013 9:30:53 GMT -5
Some thoughts:
Paavo now has the Shield. Not sure if or how magical it is. Paavo has moved to the back of the party. Maybe Trommer should take the +3 shield for now. Not sure how useful the anti-magic shield will be. It only stop beams (lightning bolts, death rays, beholders). I don't know if it will work against Flame Strike. Or against dragon breath. Paavo will use the Shield in the next fight to get an idea what, if any, bonus it provides.
We heard there is a dragon. Red dragon I think. Assuming it has been here the 300 years since Set took over, that would place it in the very old to ancient category. Let's assume ancient. Most of us will go down on a single breath attack, even if we make our save (44 h.p.). Trommer has the dragon slayer. Do we know what type of dragon it does triple damage against? Friedrich has the unicorn ring and haste potions. Red dragons are chaotic evil so Paavo will do d8+24 per hit. With Trommer's DEX and +3 splint, he saves against dragon breath on anything but a 1. Same for Friedrich and the shield brooch. Paavo is still 8th level so drop his save to a 6, not including the +3 shield or the unknown bonus of the Shield. Does Mage Shield help against dragon breath? Haidar will be overawed by the dragon. The dragon will be on the lowest level, in a large space. So I think we will have a pretty good idea when to start worrying about it. It could be spell casting as well. A detect invisibility is probably a good idea. The clerics can have Resist Fire ready which will drop damage to 1/2. Unfortunately the fire-extinguishing wand is with Mamnoon. We should have returned to the ship and sorted things out before preceding. There was no immediate rush.
We made a mistake not checking for tracks leading into the hallway that teleported us down to this level. Do we think this is two way transport? We could check for tracks down here but the gelatinous cube will have cleared them away. I say we try to work our way back up so we can help Infidel-Bane before tackling the dragon.
Dan has the talisman of pure good. We should have just used that on the mayor when we had the chance. Unless you would rather try to defeat the mayor directly. If he is sucked into the earth we won't get any of his items. I am fine with entombing him immediately if it stops him from gating in Sons of Set.
Can we get an updated description of the mud ring and the staff of the elements? Does Colby want to give someone else the mud ring? If he won't risk a teleport is he likely to risk getting taken to another plane.
People should review their new character sheets and figure out what they would have left behind on the ship. No need to be carrying treasure from previous adventures (green silk hangings depicting pestilence) or items that you can't currently use (vault key). We should decide where the new spell books are - qbox or ship.
Dan will contribute all his gold and gems to his account to free up encumbrance. He will keep the silver.
Paavo will point out that Haidar has a very tenuous claim to a holy weapon from the White Tower. He wasn't there when we freed Hortensia. He hasn't gained the favor of Mitra. Nothing to do about it now, but Haidar should consider whether he has earned it. Whether he should offer to return it.
If the opportunity presents itself, Trommer could ask the red dragon about recharging the pearl of fire protection.
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Post by Ginger on Sept 10, 2013 10:59:43 GMT -5
Some thoughts: Paavo now has the Shield. Not sure if or how magical it is. Paavo has moved to the back of the party. Maybe Trommer should take the +3 shield for now. Not sure how useful the anti-magic shield will be. It only stop beams (lightning bolts, death rays, beholders). I don't know if it will work against Flame Strike. Or against dragon breath. Paavo will use the Shield in the next fight to get an idea what, if any, bonus it provides. The shield might not actually be magically protective, it might just be a map. Didn't we find a non-magical map shield in the Northmen campaign? We heard there is a dragon. Red dragon I think. Assuming it has been here the 300 years since Set took over, that would place it in the very old to ancient category. Let's assume ancient. Most of us will go down on a single breath attack, even if we make our save (44 h.p.). Trommer has the dragon slayer. Do we know what type of dragon it does triple damage against? Friedrich has the unicorn ring and haste potions. Red dragons are chaotic evil so Paavo will do d8+24 per hit. With Trommer's DEX and +3 splint, he saves against dragon breath on anything but a 1. Same for Friedrich and the shield brooch. Paavo is still 8th level so drop his save to a 6, not including the +3 shield or the unknown bonus of the Shield. Does Mage Shield help against dragon breath? Haidar will be overawed by the dragon. The dragon will be on the lowest level, in a large space. So I think we will have a pretty good idea when to start worrying about it. It could be spell casting as well. A detect invisibility is probably a good idea. The clerics can have Resist Fire ready which will drop damage to 1/2. Unfortunately the fire-extinguishing wand is with Mamnoon. We should have returned to the ship and sorted things out before preceding. There was no immediate rush. Never fear, Colby will backstab the dragon with his Frostbrand, doing massive damage. Kidding. Have we ever used a ring of fire protection against a dragon? Will it's -2 per die benefit work per dragon HD, since the dragon doesn't roll damage? I think it should. If not, 44 damage would put Colby exactly to 0 from full. I think dragon breath should count as magical fire for Mage Shield purposes. If that is the case, with his save vs. fire dragon breath of 1, Colby can nuke dragon while you guys engage. Hold Monster, Cone of Cold, Wall of Ice, and that's a dead dragon. Or Trommer could hold the Frostbrand in his off-hand and not attack with it, just hold it and use the Dragon Slayer and tank the dragon himself. Dan has the talisman of pure good. We should have just used that on the mayor when we had the chance. Unless you would rather try to defeat the mayor directly. If he is sucked into the earth we won't get any of his items. I am fine with entombing him immediately if it stops him from gating in Sons of Set. Items are cool, avoiding huge monsters is better. Can we get an updated description of the mud ring and the staff of the elements? Does Colby want to give someone else the mud ring? If he won't risk a teleport is he likely to risk getting taken to another plane. It's not just being taken to another plane, but if thieves have an extra 5% chance, it seems silly for the only thief in the party to have it. People should review their new character sheets and figure out what they would have left behind on the ship. No need to be carrying treasure from previous adventures (green silk hangings depicting pestilence) or items that you can't currently use (vault key). We should decide where the new spell books are - qbox or ship. Colby has a lot of the traveling spellbooks on him, since he's got plenty of spare encumbrance with his Deeppockets robe. If the opportunity presents itself, Trommer could ask the red dragon about recharging the pearl of fire protection. The first action Colby will do when we face the Dragon is cast Hold Monster. If it fails the save, we can easily subdue it.
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Post by venger on Sept 10, 2013 11:07:54 GMT -5
It has been a little while since we have gone toe-to-toe with some monsters (Mud Sorcerer's Tomb was more about overcoming traps). It will be interesting to see how we fare. The party has proven itself adept at plundering trap-laden tombs and slaughtering the singular occupants therein. I mentioned this is a difficult module to DM - fair warning, it's pretty tough on the players as well. This is one of those "living dungeons," in that the bad guys aren't going to be just sitting in their rooms, guarding their treasure, waiting to die. Be forewarned! We've got a ton of cool wands and other charged items, so I suspect we can cause mayhem among large groups of bad guys. Paavo with ogre strength against evil monsters will be brutal, but I think Set is LE and not CE. So when you actually fight Set, the holy avenger will only be +5 damage... When the caravan people start showing up If. Hopefully the caravan people come armed with at least some weapons. In addition to the caravan leader Mumchander, padded armor, weapons: dagger, scimitar Driving the wagons were 8 men, padded armor; weapons: daggers, light crossbows, scimitars. & Mounted on 10 medium war horses were 10 dervish mercenary fighters, padded armor and shield, weapons: lance, scimitar, short bow and dagger, & Mounted on 10 light war horses were 10 dervish mercenaries, padded armor and shield, weapons: scimitar, short bow and dagger, & Mounted on a heavy war horse, Moram Infidel Bane, the dervish paladin, chainmail and shield, weapons: lance and scimitar. Travelling along with the caravan were the following extra personalities: Verdonitii, a martial arts monk, no armor, weapons: voulge Vashalla, a female cleric of Uthummaos, padded armor and shield, weapons: staff Vastavaar Speartongue, leather armor and shield, weapons: spear Auroka the flailer, a fighter, leather armor and shield, weapons: flail, light crossbow We made a mistake not checking for tracks leading into the hallway that teleported us down to this level. Do we think this is two way transport? It is clear this is not a two-way teleport. Dan has the talisman of pure good. We should have just used that on the mayor when we had the chance. I'll remind you, Dan is still only a patriarch. And "exceptionally pure in thought and deed" is pretty strong wording. Can we get an updated description of the mud ring and the staff of the elements? Mud Ring:@ 14th level -- meld into stone and water breathing (3/day) stone shape (2/day) earthquake (1/month - after which the powers go dormant for 2 days) @12th level -- transmute rock to mud or reverse (2/week) transmute water to dust or reverse (1/week) conjure elemental (1/week - earth, water or ooze) airy water (1/day) No more than five functions may be used in a single day. While wearing the ring, all saves involving earth or water are made at +1 and attacks by beings from the planes of elemental Earth or Water are made at -1, with damage at -1 on the die. However, the ring bears some danger. Savings throws vs. all air (including posion gases and breath weapons ) and fire attacks are made at -1 and damage is always at +1 on the die. There is also a slight chance each time the ring is used that the wearer will be plane shifted to the plane of elemental Earth or Water and trapped by a powerful denizen of that place. Mages, priests and rogues may use the ring, but thieves using it have a greater chance of plane shifting per usage. Staff of the Elements:(moderately enchanted) Tier 1-(no charges) (1/day affect normal fires, create water, feather fall, fist of stone) Tier 2-(1 charge*)(MU only) fire: ( flaming sphere, pyrotechnics) air: ( gust of wind, wind wall) water: ( water-breating, water walk) earth: ( shatter, meld into stone) Tier 3-(2 charges*) (Elementalist only) fire: ( fireball, wall of fire), air: ( fly, lightning bolt) water: ( wall of ice, airy water) earth: ( dig, wall of stone) *Can only be recharged by slaying an elemental with the staff. **Elementals won't like that. We heard there is a dragon. Red dragon I think. Assuming it has been here the 300 years since Set took over, that would place it in the very old to ancient category. Let's assume ancient. Most of us will go down on a single breath attack, even if we make our save (44 h.p.). Trommer has the dragon slayer. Do we know what type of dragon it does triple damage against? I will remind the players-- dragons in this campaign are a blend of AD&D, BECMI and Oriental Adventures. The party has thus far slain a large old black (BECMI) dragon and a standard ancient green (AD&D) dragon. So in addition to age categories, there are also possible size categories (large and huge) to consider, adding HD and increasing damage.
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Post by venger on Sept 10, 2013 11:11:14 GMT -5
I think dragon breath should count as magical fire for Mage Shield purposes. I agree.
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Post by Ginger on Sept 10, 2013 12:00:33 GMT -5
I think dragon breath should count as magical fire for Mage Shield purposes. I agree. Excellent. How about the -2 per hit die purposes, for either Paavo or whomever is holding the Frostbrand?
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Post by venger on Sept 10, 2013 12:16:31 GMT -5
Excellent. How about the -2 per hit die purposes, for either Paavo or whomever is holding the Frostbrand? Fire resistance says +4 on the save and -2 per die. An ancient red dragon with 11HD does 88 damage with breath weapon, -2 per die would be 66 damage.
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Post by Bolo on Sept 10, 2013 16:48:46 GMT -5
Haidar will be overawed by the dragon. ... I think we will have a pretty good idea when to start worrying about it. ... The clerics can have Resist Fire ready Haidar is tissue paper against a dragon, and as Resist Fire is a 2nd level spell, he can't even help out with that. Unless someone has a better idea, I reckon his best strategy when we get near the dragon is to cast Bless and then duck out of sight around a convenient corner. Paavo will point out that Haidar has a very tenuous claim to a holy weapon from the White Tower. Haidar listens respectfully to his senior comrade and thanks him for the advice, which he says he will consider carefully. Privately, he concludes that the northern gods must be very peculiar if their paladin views a holy gift, freely bestowed, as merely a payment for past services. The guardians of the White Tower freely offered each of us a holy weapon and invited us individually to select the one we would find most useful. Clearly Mitra and Bast intend us to use those weapons to smite their evil enemies. It would verge on sacrilege to refuse such a gift.
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Post by Ginger on Sept 10, 2013 21:02:15 GMT -5
Haidar is tissue paper against a dragon, and as Resist Fire is a 2nd level spell, he can't even help out with that. Unless someone has a better idea, I reckon his best strategy when we get near the dragon is to cast Bless and then duck out of sight around a convenient corner. It's worse than that, check out the MM for dragons. Haidar will either be frozen in fear or flee in terror as soon as he even approaches a dragon. I don't think he even gets a save. Paavo will point out that Haidar has a very tenuous claim to a holy weapon from the White Tower. Haidar listens respectfully to his senior comrade and thanks him for the advice, which he says he will consider carefully. Privately, he concludes that the northern gods must be very peculiar if their paladin views a holy gift, freely bestowed, as merely a payment for past services. The guardians of the White Tower freely offered each of us a holy weapon and invited us individually to select the one we would find most useful. Clearly Mitra and Bast intend us to use those weapons to smite their evil enemies. It would verge on sacrilege to refuse such a gift. The gift was freely bestowed, but Hortencia promised us magical weapons if we returned her bones. As Hortencia wasn't there, the gnomes had no reason to suspect that Haidar was a late joiner. I, for one, think that if we end up cleaning up the temple of Set, it's no big deal, since he'll retroactively earn favor.
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Post by Wolfgar on Sept 11, 2013 9:39:51 GMT -5
In both cases, that is what I was alluding to.
The weapon offer went like this in my memory.
We meet Holomir at the gates to the Temple. Dan volunteers to take Hortensia's bones to their final resting place inside the temple. Hortensia takes Dan deep into the temple where eventually they are met by other dead Lions of Mitra. Before Dan is sent back Hortensia reminds him about the offer she made to give us magic items when we initially agreed to bring her bones back to the tower. Dan returned to the group and mentioned this to Holomir. Holomir calls out the gnomes who begin taking requests for magic weapons.
The question is whether Haidar should have made a request. I agree that if we successfully defeat the Dark Tower, Haidar will have earned the weapon. But I still think the right thing to do would be to explain the misunderstanding and offer to return the weapon. If the gnomes are gracious they will let him keep it.
Paavo is not going to take the weapon from Haidar, he is just pointing out the faux pas. Paavo may take back the rod of terror.
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Post by Wolfgar on Sept 11, 2013 9:59:04 GMT -5
In the future, if Trommer ever gets that storm giant follower, we can leave him to guard the ship while we are underground. I wonder if a storm giant is strong enough to levitate the ship. He could put it somewhere on a mountain that is all but inaccessible.
Since Set is lawful evil. We may see a Blue Dragon instead of a Red Dragon. That would be a pain since we have no protection from lightning.
I am also worried that the dragon may not be confined to the dungeon. It probably has a way to leave the mountain. In which case it could attack the ship. Depending on how large this thing is, it could possibly carry the ship pack to its lair. The ship is after all full of 100,000+ gp in treasure. I bet a dragon can smell that much treasure.
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Post by Ginger on Sept 11, 2013 10:39:46 GMT -5
I am also worried that the dragon may not be confined to the dungeon. It probably has a way to leave the mountain. In which case it could attack the ship. Depending on how large this thing is, it could possibly carry the ship pack to its lair. The ship is after all full of 100,000+ gp in treasure. I bet a dragon can smell that much treasure. Shhh! Don't give the DM ideas! The treasure is in a pocket plane of sorts, and therefore the dragon might not be able to sniff it out. I agree that we're much better able to handle a red dragon. It might also be multiple dragons, just like we went into that green dragon cave and saw smaller dragons with the big one.
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Post by Bolo on Sept 11, 2013 11:21:53 GMT -5
Before Dan is sent back Hortensia reminds him about the offer she made to give us magic items when we initially agreed to bring her bones back to the tower. Dan returned to the group and mentioned this to Holomir. Holomir calls out the gnomes who begin taking requests for magic weapons. Having not been present for Hortensia's original offer, Haidar (and I) missed the point of this sequence. All we heard was [stuff relating to a previous adventure that didn't involve us] followed by "nice to meet you -- here, have a holy weapon". So Haidar thanks Paavo and Colby for the additional clarification. Clearly he doesn't want to take anything under false pretenses. If he survives to see Holomir or the gnomes again, he will offer them the mace back and apologize for any misunderstanding. In the mean time, he will continue under the assumption that employing a holy weapon against the followers of Set can only be a good thing, even if the ownership of that weapon is in doubt. Haidar will, of course, freely relinquish the rod of terror, if the party asks for it back. In fact, so long as he has the holy mace available, I don't expect him to use the rod much, if at all, and he could certainly spare the encumbrance.
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Post by Bolo on Sept 11, 2013 11:39:00 GMT -5
It's worse than that, check out the MM for dragons. Haidar will either be frozen in fear or flee in terror as soon as he even approaches a dragon. I don't think he even gets a save. MM says: Correct me if I'm wrong, but ISTM that the crucial word under in category 1 means that Haidar is in category 2 and does get a save. I will also cross my fingers and hope that a. the dragon doesn't ever fly overhead, which seems plausible in a cavern underground, or b. the dragon doesn't ever charge, which admittedly isn't a very good bet.
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Post by Wolfgar on Sept 13, 2013 9:14:43 GMT -5
Just out of curiosity. At what level do you think spell-using dragons cast their spells? I could not find anything explicit in the MM. Most monsters with general spell ability have specified casting levels (e.g. naga, lammasu, sylph). I could see three possibilities: age category, hit dice, or saving throw level. Typically they get a new spell at each age category which is similar to human spell casters at each new level. Hit dice has the clear analogy with casting level. But that means even a very young red dragon could cast something at 9-11 level. Saving throw level is a way to make older dragons more resistant to spells. Of course a huge ancient red-dragon casting spells at 22nd level in addition to doing 88 h.p. per breath would definitely be worrisome.
BTW, with the h.p. inflation monsters in general have gotten in this campaign, dragons h.p. (and anything else with fixed h.p.) are less fearsome. I don't know if that means they should have more h.p. to compensate. Or maybe all of them are ancient.
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Post by Bolo on Sept 13, 2013 9:58:06 GMT -5
IMHO it should be based on age category, because that's what determines the number and level of the spells they can cast. It would make no sense for a 22nd-level caster to be limited to 4th-level spells.
And now, completely off-topic, an unrelated question . . . The 3rd-level cleric spell Animate Dead creates skeletons and zombies. How are higher-level undead created?
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Post by Wolfgar on Sept 13, 2013 10:53:56 GMT -5
By the 5th level spell Animate Dead Monster (see UA p. 39).
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Post by Ginger on Sept 13, 2013 13:34:43 GMT -5
By the 5th level spell Animate Dead Monster (see UA p. 39). Read through the section the DM put up on the board about Ritual Magic. It's basically a catch-all mechanism for casters to do cool things that they otherwise couldn't do.
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Post by venger on Sept 13, 2013 13:35:22 GMT -5
Just out of curiosity. At what level do you think spell-using dragons cast their spells? A dragon that can cast two 4th level spells is an 8th level caster. The real question is do they get bonus spells for intelligence? BTW, with the h.p. inflation monsters in general have gotten in this campaign, dragons h.p. (and anything else with fixed h.p.) are less fearsome. What makes monsters less fearsome is weapon specialization and stat increases per level, specifically dexterity and the huge increases in damage and hit probability that come with percentile strength. 18(00) strength is supposed to be ultra-rare but is instead the norm for a 9th level fighter. I don't think that's necessary. A battle with a dragon is going to be short and deadly. The ancient green dragon Deadly Nightshade would have been a TPK if: 1) the DM wasn't soft and had the dragon charge Trommer instead of finishing everyone off with a breath weapon 2) the dragon didn't critically fumble the charge attack Or maybe all of them are ancient. This is not entirely unreasonable, though I've already explained about age and size categories. Any dragon that has survived long enough to acquire a treasure hoard is going to be pretty old. And now, completely off-topic, an unrelated question . . . The 3rd-level cleric spell Animate Dead creates skeletons and zombies. How are higher-level undead created? By the 5th level spell Animate Dead Monster (see UA p. 39). That's just higher hit die zombies & skeletons and the mindless undead which are merely animated corpses with little to no semblance of their past lives. I'm thinking he wants to know how shadows, ghouls, spectres, etc. are made. Monster Manual page 19 - "Manes" tells us that "certain manes will be used to form shadows or ghasts (qqv) depending on the greatness of their evil in mortal life." Undead beget undead. In many cases a creature slain by a shadow, ghoul, spectre, vampire, becomes a like undead. Transgressions against the gods, curses and the like create mummies. Especially violent/tragic/senseless deaths or where unfinished business remains on the mortal plane are the source of a lot of "restless dead". Death is constant and souls are always passing through the Veil. It's the ebb and flow of the Negative and Positive material planes. There's definitely spillover, souls are always trying to avoid their just rewards/punishments and return to the living realm. Gods and other powerful extraplanar entities can raise dead or create undead for whatever reason they desire. Banshee aren't technically classified as undead, but they fall into the above "restless spirit" category. Juju zombies are created from the Energy Drain spell. High level clerics and magic-users become liches. There are some higher level necromancy spells that can be used to create more advanced forms of undead.
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Post by Bolo on Sept 13, 2013 14:15:26 GMT -5
I'm thinking he wants to know how shadows, ghouls, spectres, etc. are made. Yes. This. Thanks.
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Post by venger on Sept 27, 2013 13:58:55 GMT -5
Bring your "A-game" on Sunday, I've put a lot of prep into the dungeon!
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Post by Wolfgar on Sept 30, 2013 9:09:34 GMT -5
Well rushing into the big fight was probably not the best idea. Especially since we weren't at full party strength - no Friedrich and Mary. Not to mention Youssef, Mamnoon and Ingrid. That is a large percentage of our fire power. I wasn't expecting so many high level fighters. None of us have died yet but the introduction of the Son of Set (flying many-limbed crocodile) is going to be trouble. We should have called on Dariel or the Lion of Mitra in Dan's ring. Maybe an elemental. Hopefully the Son of Set is hedged by our protection from evil.
I wondered what happened to Infidel-Bane. I thought he was suppose to take out some of these town dwellers.
If we survive we should get some nice stuff. Not the least of which is the Sword of Krone - +3 broadsword, detect traps, secret doors and evil. We should grab everyone's belt to trade with the titan. I assume none of these people would be wearing the belt of Mitra.
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