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  1. - Top - End - #1
    Firbolg in the Playground
     
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    Default Campaign Journal - Seven Kingdoms

    Campaign Journal - Seven Kingdoms


    Setting

    This is a 3.5 campaign journal set in our DM's gameworld, a home-made setting called Seven Kingdoms. It's got some similarities to Forgotten Realms or Greyhawk, but the main difference is the prevalence of interplanar portals. There are lots of them, every city has a dozen or so, and new ones open regularly. When they do a team is sent to temporarily seal the portal until the government can investigate it and decide whether to close it for good or keep it around. Our party is currently engaged attempting to do just this.

    I'm writing the journal in an OOC sort of way, similar to SilverClawShift's one a while back - it seemed appropriate, given that our campaign is starting to look similar to hers. Since I have a bunch of other things I'm supposed to be doing, there's no guarantee I'll be able to keep it up, but if enough people like it I'll have a try!


    Episode 1 - Wrestling Smackdown Zombies

    Party Lineup

    We're playing basic 3.5 with the exception of using Pathfinder base races, effectively making all the basic races a fair bit stronger than usual (Pathfinder base races all have a net bonus to ability scores). To balance this out characters could also take a free +1 LA 3.5 race instead. The starting party ended up as follows:

    • Aasimar Sorcerer 6 / Ruathar 3 - My character. Built for survivability first, flexibility second, offensive output third. Uses a runestaff and the Fey Heritage feats for a fairly wide selection of spells and SLAs. Goes around glowing with brilliant light all the time as a result of the Luminous Armour spell.
    • Human Ranger 9 - One of the newer players to the group. The character was designed to be easy to play, but she’s getting the hang of the game anyway. Standard build.
    • Dwarven Druid 9 - Played by one of the group old-timers. He always builds powerful characters but still dies with remarkable frequency. Brown bear companion, standard Druid tricks.
    • Tiefling Rogue 5 / Assassin 4 - Okay, technically the Assassin part is supposed to be a secret, but it’s so blatantly obvious that no-one’s even pretending to be fooled. Female but goes around in a Hat of Disguise pretending to be male, no-one knows why.
    • Half-elf Druid 3 / Sorcerer 4 / Arcane Hierophant 2 - Newbie. Wolf companion. Started off as Druid5/Sorc4 but took up the Arcane Hierophant class at my suggestion.

    We were running a sweepstake for most likely character to die first. I picked the half-elf, and might have won it but for . . . well, I’ll get to that later.


    Daze and Days

    The first hour or so was taken with character creation, and the next hour with RPing and getting to know the rest of the party. Once we’re ready we catch a teleport to a waystation that’s near the area where the portal’s supposed to be, and head off.

    After a couple of uneventful days travelling, we run into some fellow travellers; a handful of guards escorting three women. These turn out to be a covey of hags. We discover that they’re a covey of hags as a result of the following exchange.

    Me: “I cast detect magic.” (A couple of details had started to make me suspicious.)
    DM: “The old woman on the wagon glares at you. Make a Will save.”
    Me: “23.”
    DM: “You’re dazed. You lose concentration on the spell.”
    Assassin: “Hmm . . . you know what, I think maybe we should leave.”
    Druid: “Yeah. Let’s.”

    We back off. Since I’m on a horse I can still travel despite being dazed. The hags don’t try to pick a fight and we soon move out of line of sight. The DM tells me I’m still dazed and I wait for it to wear off. It doesn’t. After ten minutes I start to get a bit restive.

    DM: “You’re still dazed.”
    Me: “Okay, have I got any idea how long it’ll take to go away?”
    DM: “Three days.”
    Me: “Three days?
    DM: “Yup.”
    Me: “Do I get another save at some point?”
    DM: “Nope.”
    Assassin: “Don’t worry, I’ll take good care of you.”
    Me: “Um . . .”
    Ranger: “Well, we could lead your horse along until you recover.”
    Me: “Uh, sorry guys. It looks like I’m going to have to drop out of this one.”
    Ranger: “Is that want you want to do?”
    Me: “Well, no, but it’s not like I have much choice. There’s nothing I can do like this.”
    Assassin: “Yeah, but you can’t exactly go back to the inn. That’d mean walking right past the hags.”
    Druid: “Maybe we can fix it. Do I know what spells could cure this?”
    DM: “Sure. It can be cured by remove curse or dispel evil.”
    Druid: “Which . . . aren’t on the Druid spell list. That’s annoying.”
    DM: “They’re not?”

    (For those wondering, the creature was a sea hag, and yes, their daze effect really does last for three days. It’s also supposed to be only DC 13, but the DM had advanced the thing so that the DC was up to 23 . . . which was what I’d gotten, but at the time he’d misheard. You can imagine my reaction when I found that out at the end of the session.)

    Lacking any other option, the party pressed onwards and eventually discovered a creepy abandoned hamlet. The two druids started to investigate. In the meantime I was trying to figure out what to do. Since I couldn’t take any actions, there wasn’t any way for me to participate, but walking off didn’t seem like a good response either.

    Finally I hit upon a solution. I had some college work to do for my tutorials next week, so I pulled my laptop over, downloaded the manual chapter and assignment, then got a sheet of paper and started making notes. This way I could listen to the game with one ear and it gave me something to do while I couldn’t act.

    As it turned out I didn’t have to keep it up for very long. By the time I’d dated the page and was onto ‘Tutorial 12: The Liability of Employers: Primary Liability’ the DM snapped and told me “Fine! You’re not dazed anymore!” I put the laptop away and went back to the game.


    Zombies

    The creepy hamlet was deserted and large parts of the streets were underwater. The druids had snooped around and felt something moving beneath the surface of the water. The single-class druid summoned a dire rat; it sank without a trace. He summoned a shark; it chased after whatever was in the water, went around in circles, and lost them. The druids were left standing on their own in the knee-deep water, and tried to figure out what to do.

    In the meantime me, the ranger, and the assassin climbed up onto the roofs and jumped across from building to building. One building turned out to be empty apart from a bunch of corpses, which promptly rose as zombies. We climbed back up onto the roof again and the zombies, being zombies, couldn’t figure out how to follow us. By this point we were getting a little bored with the hamlet, so the druids split up and started searching the remaining buildings. Unfortunately, that was what the creatures lurking underwater had been waiting for.


    Wrestling Smackdown Zombies

    The two creatures underwater were Drowned from MMIII. For those who don’t know, Drowned are an especially nasty type of undead that force everyone within 30’ to make a drowning check at the beginning of every turn (DC 10, rises by 1 each round, failure means dropping instantly to 0 HP and dying two turns later). The DM toned them down slightly by making the drowning check a Fort save instead of a Con check and by allowing drowning/dying characters to stabilise with a successful roll, but they were still ridiculously deadly. One of the Drowned started climbing up after the characters on the roof, while the other drowned one of the druids down to -1 HP, grabbed the second druid, and started performing wrestling moves on him. The druid had used up all his Wildshape uses and as a result got suplexed, choke-holded, and then powerslammed into me. The rest of the party jumped down and managed to kill off the first Drowned, but as soon as we did the second one, who’d climbed up onto the roof, proceeded to do a jumping elbow slam onto the sorcerer/druid’s head. The sorc/druid, who’d only just been healed up from drowning status, went down for the count.

    By now everybody had been making drowning checks for several rounds and at this point the quality of the rolls took a sudden nosedive. The sorc/druid was already bleeding out at negative HP and his wolf failed a drowning check and started drowning. The single-class druid managed to summon another shark but immediately afterwards failed his drowning check and also started drowning. The ranger, who’d been shooting the Drowned, tried to get to him to stabilise him with a Heal check but nat-1ed her Fort save and also started drowning, and the following turn, the assassin failed his Fort check as well and also started drowning.

    This just left me. The remaining Drowned grappled me and tried to shove my head into its chest cavity. I used my anklets of translocation to blink behind it, let my belker claws spell rip it up a little, then cast steeldance and double-stabbed it. The Drowned grabbed me again and headbutted me. I belker clawed it again, steeldance-stabbed it again, reached out to tag the druid/sorc with my foot, used my dimension door SLA to teleport with him up to the roof, and stabilised him. The round after that, the druid’s shark finished off the Drowned and the battle was finally over. Nobody was really in the mood to stick around the hamlet much longer, so after healing up we hurried on to the nearest town, where we ended the session.


    Thoughts

    • Drowned really are stupid. Their drowning aura is insanely deadly, their +20 to Hide/MS means that they’re almost guaranteed to ambush you, they have 150 HP so killing them takes forever, and they Fast Heal the whole time you’re trying.
    • Despite the various deadly stuff trying to kill or inconvenience us, the session was a lot of fun. I couldn’t help noticing that we were only 1 roll away from a TPK at the end (if I’d failed the last drowning check before D-Dooring, there would have been no party members left to heal up the drowned ones) but I have to admit that the risk made it a lot more entertaining. High-lethality games are usually more memorable anyway.
    • Archer Rangers really aren’t as bad as people make them out to be. The Ranger probably did more damage to the Drowned than any other character, and was only dropped by rolling a natural 1. She accomplished more than the Druid and certainly more than the Assassin or the druid/sorc. Of course, the last isn’t too hard. I’m still not really sure what the newbie was trying to do with that combination. He seems very keen on RPing but hardly said a word all session. That said, he claimed to have had fun and said he’d be back next week, so maybe we’ll find out more then.
    Last edited by Saph; 2010-02-23 at 11:37 AM.
    I'm the author of the Alex Verus series of urban fantasy novels. Fated is the first, and the final book in the series, Risen, is out as of December 2021. For updates, check my blog!

  2. - Top - End - #2
    Titan in the Playground
     
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    Default Re: Campaign Journal (Seven Kingdoms) - Wrestling Smackdown Zombies

    Archers rangers aren't a problem at low levels: they have that range (being out of danger) bonus. It is just you get more attacks TWFing.

    Is the 1/2 Elf becoming a Arcane Herophant (that one that combines Druid companion/Familar)?

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    Firbolg in the Playground
     
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    Default Re: Campaign Journal (Seven Kingdoms) - Wrestling Smackdown Zombies

    Quote Originally Posted by Starbuck_II View Post
    Is the 1/2 Elf becoming a Arcane Herophant (that one that combines Druid companion/Familar)?
    Well, I showed him the class. Not sure if he's going to go for it or not.
    I'm the author of the Alex Verus series of urban fantasy novels. Fated is the first, and the final book in the series, Risen, is out as of December 2021. For updates, check my blog!

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    Bugbear in the Playground
     
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    Default Re: Campaign Journal (Seven Kingdoms) - Wrestling Smackdown Zombies

    Nice read, Keep it up!!

    Seems slightly random so far i must admit though, how did the summoned shark achieve much in knee deep water?
    Aside from "have fun", i think the key to GMing is putting your players into situations where they need to make a choice that has no perfect outcome available. They will hate you for it, but they will be back at the table session after session.

  5. - Top - End - #5
    Firbolg in the Playground
     
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    Default Re: Campaign Journal (Seven Kingdoms) - Wrestling Smackdown Zombies

    Quote Originally Posted by Kaun View Post
    Seems slightly random so far i must admit though, how did the summoned shark achieve much in knee deep water?
    Since it had to make drowning checks along with the rest of the party, a better question would be how it was possible for a shark to be vulnerable to drowning. :P
    I'm the author of the Alex Verus series of urban fantasy novels. Fated is the first, and the final book in the series, Risen, is out as of December 2021. For updates, check my blog!

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    Titan in the Playground
     
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    Default Re: Campaign Journal (Seven Kingdoms) - Wrestling Smackdown Zombies

    Drowning in air?

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    Bugbear in the Playground
     
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    Default Re: Campaign Journal (Seven Kingdoms) - Wrestling Smackdown Zombies

    Quote Originally Posted by Saph View Post
    Since it had to make drowning checks along with the rest of the party, a better question would be how it was possible for a shark to be vulnerable to drowning. :P
    Sharks can drown if they stop moving under water cant they?

    Anyway sounds nice and random.... keep it coming
    Aside from "have fun", i think the key to GMing is putting your players into situations where they need to make a choice that has no perfect outcome available. They will hate you for it, but they will be back at the table session after session.

  8. - Top - End - #8
    Firbolg in the Playground
     
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    Default Re: Seven Kingdoms - So, any advice on dealing with Grafts?

    Episode 2: Frankenstein and Friends


    Second session of the campaign, along with our first PC death, and a significant amount of sanity loss both in and out of character. The druid's player had to miss today's session, so we had only four PCs: my sorcerer, the druid/sorc (who’s rebuilt his character as an Arcane Hierophant), the archer ranger, and the kleptomaniac rogue/assassin.

    Our party had reached Swamp Town, and the first item of business was to find the portal we were supposed to be closing. We knew it was somewhere in the swamp, unfortunately, Gather Information checks revealed that pretty much everyone in the town disliked outsiders and wasn’t willing to help. The only useful information we got was that there was a cabal of three evil spellcasters in the area who went by the unimaginative name of “The Three”. Their names were Ventis, Type, and Sentinus.

    Lacking any better plan, we decided to look them up and ask for directions.

    Meeting Ventis

    Ventis occupied an abandoned temple built on a small cliff near town. Guarding the front door were a pair of nabassu gargoyles. They attacked us on sight, ignoring our efforts to talk to them (with hindsight, calling them a pair of “overgrown lawn ornaments” probably didn’t help). I blinded one with glitterdust, the ranger shot the other one full of arrows, and both of them fled. We continued on to find a group of acolytes digging a big hole in the graveyard, and I stepped forward to talk to them.

    A bit of background at this point. My sorcerer uses a spell from the Book of Exalted Deeds called luminous armour that protects the caster with glowing golden armour of light which shines as brightly as full daylight. I use another spell called steeldance which animates a pair of daggers to hover around me. Both of these spells were active at the time.

    Me: “Hi. Does Ventis live here?”
    *The acolytes look at the the figure shining with holy light and with two daggers floating over his shoulders.*
    Acolytes: “Um . . . yes?”
    Me: “Great. We were hoping to ask for directions.”
    Acolytes: “ . . . Sure. Go right in.”
    Me: “Thanks!”

    We headed for the temple, and the acolytes went and hid behind gravestones to see what would happen.

    Ventis’ temple turned out to be almost empty except for a shadow elemental that showed us in. There was a brief delay when the rogue discovered a golden tub of water, with runes inlaid all around the edge, but we eventually managed to drag her away and in to meet Ventis.

    Ventis turned out to be an old man, and quite polite and helpful once we explained why we were there. He explained that about a month ago, a cult based in Swamp Town had sold their cabal a set of tablets with a ritual that was supposed to be capable of opening a stable portal to the Abyss. One of the three, Type, tried to use it. It didn’t work. The ritual didn’t open a portal, but did send Type insane, paranoid, delusional, and violently psychotic.

    It sounded as though the cult in the town was where we needed to look, but Ventis didn’t know their location. He did suggest that either Type or Sentinus probably would, though. The problem was that Sentinus lived in the undead-filled hamlet that we’d all nearly died in on the way here, and Type was, as mentioned, insane. Still, Ventis had been helpful, so we thanked him and were about to leave.

    DM: “So, anything else you want to ask him before you go?”
    Rogue: “Oh yeah! What’s that gold rune-covered tub of water outside for?”
    Ventis: “It’s a jacuzzi.”
    Us: “...”
    Ventis: “What? Just because you’re running an evil cabal doesn’t mean you can’t have a few luxuries.”

    After we’d finished laughing, we went outside, waved to the (still hiding) acolytes and left.

    Chat with Sentinus

    We headed back to the undead-filled village and searched it. Luckily, there weren’t any more drowned in the area, but the only thing of interest we found was a submerged tunnel. Me and the Arcane Hierophant went to investigate, him dealing with the water by turning into a seal, and me holding my breath with the aid of an item.

    Sentinus was at the end of the tunnel, in an underground church, and turned out to be a banelar naga. After some negotiation and a few awkward moments where he asked about eating the seal, he agreed to tell us the location of the cult in exchange for payment. Unfortunately, the type of payment he was interested in was arcane knowledge; specifically, he wanted to be taught spells, which would take me several days. By this point the rogue was getting bored, so we agreed that me and the seal would stay and deal with Sentinus, while the two female sneaky-types would go and investigate Type and see what they could learn.

    As it turned out, this was a mistake.

    Meeting Type

    While the Arcane Hierophant and my sorcerer were being entertained by Sentinus (who turned out to be a very pleasant host) the rogue and the ranger travelled to Type’s mansion. It turned out to be guarded by a bunch of half-golem undead. With hindsight, this should probably have been a warning.

    With their Move Silently and Hide scores, the two girls sneaked inside and found Type. More specifically, his full name was Model 7-12 Prototype, one of the early-model warforged. Ventis had mentioned to us that the model had been retired ahead of schedule due to certain “issues” with the mental programming. Type was marching up and down, holding a scroll, and muttering and cursing to himself in a variety of languages. The rogue decided to steal the scroll.

    Bad idea.

    Type screamed and went into a fury. The rogue used her Hide in Plain Sight ability and vanished. The ranger couldn’t. This was the point at which we discovered that Type was a 12th-level Dread Necromancer. While the rogue fled, the ranger got hit with, in quick succession, ray of exhaustion, cloudkill, and fear. She ran screaming, though not very fast.

    The rogue got out through a window, circled around, and made it to the front of the mansion in time to see the ranger crawl out of the front door, pursued by Type and a few undead. She manged to heal the ranger up from single-figure hitpoints, but at this point Type, who’d figured out that he couldn’t spot the rogue, started casting magic jar. The first casting possessed the ranger, the second casting possessed the rogue instead, and Type then used the rogue’s body to chase the ranger down and hit her with a vampiric touch which, due to a critical hit and the energy drain effect of the Dread Necromancer’s touch, killed her instantly.

    The rogue woke up a few hours later strapped to a surgical table . . . which was was where, mercifully, we cut back to the other half of the party.

    Rescue Mission

    Me and the Arcane Hierophant finished up with Sentinus, received the cult’s location from him, along with some other useful information, said goodbye, and headed out to the rendezvous point. When the rogue and the ranger didn’t show up, we knew something had gone wrong.

    We made it to Type’s mansion and started figuring out what had happened. The Arcane Hierophant turned into a bird and flew around the outside, while I buffed up Cassy (my rat familiar) and sent her in to investigate.

    The Arcane Hierophant found the ranger - or rather, her animated body, which was wandering around attacking small living creatures near the mansion. Cassy found the rogue, and returned.

    Me: “You found him? Is he alive?”
    Cassy: “Yes!”
    Me: “Is he all right?”
    Cassy: *puzzled look*
    Me: “Are all of his bits still attached to him?”
    Cassy: “Oh! No, they’re not.”
    Me: “Okay, so- Wait, what?”

    After conferring with the Hierophant, I used an invisibility scroll and sneaked inside.

    The rogue was in the basement, in Type’s holding cells. Various bits of her body had been removed, including but not limited to both hands, both feet, a leg, an eye, at least one elbow, and several internal organs. Most of the missing bits had been replaced with parts from . . . other creatures. I wasn’t really sure what, and to be honest I didn’t really want to know, but they had a lot more fingers and toes and at least one bit had been replaced with parts from an octopus. She’d also had a complete blood transfusion and was bleeding some kind of black sticky stuff.

    The rogue was conscious and after getting her free her first priority was to find the missing bits of her body. A few of them were in jars around the room. The remaining ones were attached to other creatures. You see, there were other prisoners in the cell block, too, in the same sort of physical condition. Most were dead . . . or at least they looked dead.

    Rogue: “There. That one’s got my leg. I want it back.”
    Me: “The leg’s kind of . . . um . . . on it.”
    Rogue: “So cut it off!”
    Me: “But-”
    Rogue: “Oh, for- Give me that!”

    Rogue snatches sword off me and starts hacking. Blood and black stuff starts flying everywhere and the thing she’s hacking it off starts screaming.

    (This was the point at which I started getting queasy. The DM commented that he should include a sanity loss system. I told him that more important than the fictional sanity of our characters was the REAL, ACTUAL sanity of our PLAYERS.)

    To cut a long story short the rogue got most of her body parts and internal organs back, I think, and no I don’t want to go into the details of how. I dimension doored us outside and went to meet up with the Arcane Hierophant.

    After that particular traumatic experience, getting the ranger’s body back seemed pretty easy. The hierophant used his sling to hit it with a rock from a distance, it chased us, we ran away, let it catch up, turned, and destroyed it. It turned out to be a wight, but a lightning bolt from the Hierophant finished it off. We took the body and ran.

    Finishing Up

    We got back to the town without incident except for a few very strange looks. A reincarnate spell got the ranger back and a restoration dealt with the Hierophant’s energy drain from the wight - luckily we’d swiped enough stuff from Type’s mansion on the way out to pay for it.

    However, trying to figure out what to do with the rogue was . . . more of an issue. She currently has enough grafts to audition as Frankenstein’s monster, and is missing one lower leg. We’ve got a bunch of spare parts that would theoretically be able to . . . yeah, so anyway.

    So, any suggestions on how to deal with this one? Grafts aren’t my area of expertise, and honestly it’s gotten to the point where I’m sufficiently creeped out that I don’t particularly want to research it myself.

    Anyway, next session the rogue and ranger are probably going to be away, so we’ve got some time to figure out how to deal with it. We’ll be investigating the cult’s lair, which hopefully will work out slightly better . . .
    I'm the author of the Alex Verus series of urban fantasy novels. Fated is the first, and the final book in the series, Risen, is out as of December 2021. For updates, check my blog!

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    Barbarian in the Playground
     
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    Default Re: Seven Kingdoms - So, any advice on dealing with Grafts?

    If you want the original limbs back you could just chop the limbs off and get someone to cast regenerate (or maybe there's a lower level substitute, I'm not sure). On the other hand you may want to get the rogue to stick with them, from the sound of it he has about 100000gp worth of grafts at this point
    Currently moving houses, posting will be sporadic for the next little while.

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    Firbolg in the Playground
     
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    Default Re: Seven Kingdoms - So, any advice on dealing with Grafts?

    We were wondering about the Regenerate approach.

    The problem with it is that a) it requires a 13th+ level cleric and b) I really don't want to think about how it would deal with internal grafts.
    I'm the author of the Alex Verus series of urban fantasy novels. Fated is the first, and the final book in the series, Risen, is out as of December 2021. For updates, check my blog!

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    tongue Re: Seven Kingdoms - So, any advice on dealing with Grafts?

    and the two days the rogue was there more or less means its 2000gp of grafts, tops.

    game dm btw.

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    Default Re: Seven Kingdoms - So, any advice on dealing with Grafts?

    The obvious solution is kill and raise dead; you have all the body parts.
    My deaths to wolves (or other evil night killers)
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    Eldritch Horror in the Playground Moderator
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    Default Re: Seven Kingdoms - So, any advice on dealing with Grafts?

    Quote Originally Posted by Malbordeus View Post
    and the two days the rogue was there more or less means its 2000gp of grafts, tops.

    game dm btw.
    Totally should have made the villain a Fleshwarper there. Not only for the thematics, but they can craft grafts at 1 hour/1000GP instead of 1 day/1000GP.

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    Firbolg in the Playground
     
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    Default Re: Seven Kingdoms - So, any advice on dealing with Grafts?

    Quote Originally Posted by Lamech View Post
    The obvious solution is kill and raise dead; you have all the body parts.
    We have most of the body parts. Dealing with the internal ones might be more of an issue, even if the character consents, which I'm not really sure she would.
    I'm the author of the Alex Verus series of urban fantasy novels. Fated is the first, and the final book in the series, Risen, is out as of December 2021. For updates, check my blog!

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    Default Re: Seven Kingdoms - So, any advice on dealing with Grafts?

    Random thoughts:

    Ruathar is an interesting PrC choice on your part. You don't lose caster levels and you pick up slightly better HD and Saves, plus some minor Elf stuff. Was there any particular build goal behind it, or was it a roleplaying thing? Since it's only a 3 level class, what are you going to do when you gain anther level?

    Wait, so you failed the odd DC 23 Will Save vs Daze against the Hag. Doesn't the same Gaze attack inflict a Fort Save to avoid Death? Or did your DM just hand wave that away?

    I'm surprised your DM would just announce to you how long the Daze effect would last, rather then calling for a Heal check or something similar, and then just hand wave the duration away. Why didn't the party just rest for 3 days? Is there some "beat the clock" element going on?

    Similarly, when your PC chooses to teach the Sentinus spells to get the location of the cult, why do the other party members feel compelled to "do something" when not doing anything would actually be much faster, easier, and safer for the party?

    I thought spontaneous casters can't use Sanctified spells like Luminous Armor, except through magic items (BoED pg 83)?

    In regards to the Assassin body problem, I would just wait for her to die of "natural" causes (presumably an undead creature mauling her when she tries to do something stupid again, like steal a scroll from a BBEG), and then Reincarnate her an entirely new body. It doesn't require an intact body, just 1000 gp of rare oils and unguents and "the remains."

    Anywho, despite my nit-pick-ery, I appreciate campaign journals and hope you keep writing. It's always interesting to see how other groups run games, rather then debating balance in rules in the abstract RAW.

  16. - Top - End - #16
    Barbarian in the Playground
     
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    Default Re: Seven Kingdoms - So, any advice on dealing with Grafts?

    I think the rest of the party was just roleplaying, and decided their characters sitting still for days wouldn't make sense. Anyway I think the dm ignored the gold limit/day there, as there's no way replacing every appendage would cost less than 2000.
    Currently moving houses, posting will be sporadic for the next little while.

  17. - Top - End - #17
    Firbolg in the Playground
     
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    Default Re: Seven Kingdoms - So, any advice on dealing with Grafts?

    Quote Originally Posted by Person_Man View Post
    Random thoughts:

    Ruathar is an interesting PrC choice on your part. You don't lose caster levels and you pick up slightly better HD and Saves, plus some minor Elf stuff. Was there any particular build goal behind it, or was it a roleplaying thing? Since it's only a 3 level class, what are you going to do when you gain anther level?
    Abjurant Champion. Ruathar gives you the weapon proficiency to get into it, plus I like elves.

    Quote Originally Posted by Person_Man View Post
    I'm surprised your DM would just announce to you how long the Daze effect would last, rather then calling for a Heal check or something similar, and then just hand wave the duration away. Why didn't the party just rest for 3 days? Is there some "beat the clock" element going on?

    Similarly, when your PC chooses to teach the Sentinus spells to get the location of the cult, why do the other party members feel compelled to "do something" when not doing anything would actually be much faster, easier, and safer for the party?
    PCs tend to get bored fast. "Do nothing" is good from the point of view of the one who wants to wait, but I've noticed that it rarely works, since most groups have at least one player with a short attention span. Basically as soon as one PC declares they're going to be spending a few days doing something, the others go and find something else to do.

    Quote Originally Posted by Person_Man View Post
    I thought spontaneous casters can't use Sanctified spells like Luminous Armor, except through magic items (BoED pg 83)?
    Huh, quite right, never noticed that one before. It's a bizarre rule, I've no idea why they decided that prepared casters should be able to use them but spontaneous casters shouldn't. Well, it's kind of part of my character's theme by now, so I guess I'll stick with it.
    I'm the author of the Alex Verus series of urban fantasy novels. Fated is the first, and the final book in the series, Risen, is out as of December 2021. For updates, check my blog!

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    Firbolg in the Playground
     
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    Default Re: Campaign Journal (Seven Kingdoms) - Dark Water

    Episode 3: Dark Water


    Long session today!

    The ranger and the rogue were away for this week, so the party roster was me (Sorc 9) the Druid (Druid 9) the Arcane Hierophant (Sorc 4 / Dru 3 / Arc Hie 2) and a new player who got given one of the DM’s pregens, a Dragon Shaman (level 9 with a bunch of aberrant feats).

    At the start of the session, we’d just gone to bed after recovering from the raid on the mansion of the other member of the Three, Type (the insane Dread Necromancer with a penchant for undead and golems). Both me and the Arcane Hierophant were down a bunch of spells, so we really were hoping for a good night’s rest.

    Naturally, we didn’t get it.


    Rematch

    The DM calls for listen checks and we wake up at midnight to the sounds of shouting and screaming. The druid flies over towards the front gate and sees the town guard flooding in. Attacking the town are a bunch of undead, half-golem undead, and golems.

    Crap.

    We buff up and head out. Immediately we get ambushed by a mohrg and a bunch of shadows. I fried the shadows with a wings of flurry spell, but not before they’ve knocked a fair bit of Strength damage off me, the druid, and the dragon shaman. Everyone rolls high on their Fort saves against the mohrg’s paralysis, and it goes down shortly afterwards.

    That was when Type showed up. He opened up with a cloudkill that weakened the Hierophant and his wolf companion. The Hierophant turned into an eagle and flew up, while the Druid charged in in bear form and started clawing at him. Type responded with a vampiric touch that knocked off a bunch of the Druid’s HP and gave him two negative levels as well. The rest of the party spread out around Type and kept blasting him.

    Type used some kind of special ability to dump TWO vampiric touch spells into the Druid at the same time, along with extra damage from his touch, along with another two negative levels. The Druid went down to negatives, but that just gave everyone else a clear shot on Type. I blasted Type with a seeking ray and a ray of flame, the Hierophant hit him with lesser orb of fire and lightning bolt, and the Dragon Shaman breathed on him. The sheer volume of damage got through Type’s hit points, and he went down for good.

    Me: “Okay, pop quiz: what happens to a bunch of golems and undead when the guy who’s commanding them gets killed?”
    Hierophant: “Don’t know.”
    Me: “Let’s find out.”


    Golem Rampage

    Turns out the answer is ‘they keep doing whatever they were ordered to do.’ Which in this case was ‘attack the town’. The attack force consisted of a bunch of skeletons, a bunch of half-golem zombies, a dirt golem, and an iron golem. The iron golem had a shield with a glowing symbol of pain on it, and was smashing one guardsman a round with its warhammer. The druid had chucked a wall of thorns on top of the creatures, but they were forcing their way out of it.

    We did our best to help the guards, but found out quickly that we were outmatched. The druid was strength-damaged and energy-drained, I was almost out of spells, and the Hierophant and Dragon Shaman’s energy attacks ended up helping the golems more than they hurt them. The Dragon Shaman tried using his ventriloquism ability to trick the golems. It didn’t work, but it gave me an idea.

    Me: “I’ve got a plan. Hold them for a second!”
    Druid: “It’d better be one hell of a good plan.”
    Me: “Okay, I duck back around the corner of the building, out of sight.”
    Druid: “That was . . . very unimpressive.”
    Me: “Wait for it! I saw Type during the fight, right?”
    DM: “Yes.”
    Me: “And he was casting spells, so I heard his voice, right?”
    DM: “Yes.”
    Me: “I use Disguise Self to make myself look exactly like him, march out into the open with my full commanding prescence, throw out my hand at the iron golem, and shout in his voice, ‘YOU! Stand down, NOW!’ “ *Disguise check*
    Golem: “PASSWORD.”
    Me: “You DARE challenge me for a password? I CREATED you, you worthless chunk of metal! You exist only to serve my will! I order you to stand down and to-”
    Golem: “PASSWORD INCORRECT. ACCESS DENIED.”
    Druid: “I don’t think the password would be something that long.”

    By this point only a handful of guardsmen were left. Since none of my spells could do anything but mildly annoy the golem, I kept on shouting orders at it. The DM allowed me to have a go with my Use Magic Device skill, trying for the ‘Activate Blindly’ thing. Unfortunately, I kept on rolling low.

    Me: “I command you to cease! Command override, alpha gamma five!” *UMD*
    Golem: “PASSWORD INCORRECT. ACCESS DENIED.”
    Me: “Special order, epsilon eleven zero ten!”*UMD*
    Golem: “PASSWORD INCORRECT. ACCESS DENIED.”
    Me: “Priority override! Sigma . . . um . . . seven two!”*UMD*
    Golem: “PASSWORD INCORRECT. ACCESS DENIED. SELF-DESTRUCT SEQUENCE ACTIVATED.” Beep. Beep. Beep. Beepbeepbeepbeepbeepbeep-
    Me: “Oh, cra-”
    BOOM.

    The explosion took out the golem, the gates, all the guards still nearby, some chunks of the Arcane Hierophant, and the rest of the invasion force, ending the battle.


    Get Paid Twice!

    Once we’d cleaned ourselves up, we realised we’d done pretty well out of the deal. No-one was dead, and Type’s body had been loaded with magic items. The only problem was that the Druid was carrying around four negative levels, and we’d already used up the town’s only restoration scroll.

    However, at this point we remembered that Ventis had offered us a sidequest to recover the tablets from Type’s mansion (you know, the same ones that caused all the trouble in the first place). And since Type’s mansion was now missing an owner and all of its guardians . . .

    We looted Type’s mansion, more thoroughly this time, and took the tablets to Ventis. Along the way we had a look at the tablets with a Comprehend Languages spell and found that the ritual seemed intended to open a portal to a place of “dark water”, or maybe “darkness and water”. It also opened the portal at a different place and under someone else’s control, which made us feel better about giving the thing to Ventis. Ventis gave us a generous reward, threw in a restoration scroll and the casting of it for free, and we went back to the town happy.

    Me: “So we got all of Type’s gear, and then we got a reward from Ventis as well. Get paid twice, yay!”
    Dragon Shaman: “You know, I think we can get paid three times. I go along to the Town Hall and ask if they’d be willing to reward us for our part in defending the town.” *Diplomacy check*
    DM: “Sure. They’re willing to give you 100 gp per member of your party. They ask how many of you there are.”
    Dragon Shaman: “ . . . Ten!” *Bluff check*

    So we got paid from that as well. Pleased with ourselves, we rested for the night and then headed off to the cult’s lair the next morning, following Sentinus’ directions.


    Dark Water

    The trip there was relatively uneventful. We got attacked by three chuuls on the way there, and then by a bunch of assassin vines while climbing along the cliff path to the entrance, but the only event of note was the Arcane Hierophant’s wolf companion dying (which he was very sad about right up to the point where he noticed he could just summon another one with 24 hours prayer).

    Sentinus had given us one other piece of advice along with the directions, a single message saying ”Kneel Before the Eyes of God”. Apart from giving us Indiana Jones ideas, this didn’t mean anything to us, until we found the entrance. There were two black pillars, glowing with magic, and a corridor ending with three glowing gems in a vertical line. With the rogue and ranger gone, I got nominated as the party scout.

    Me: “Okay, I kneel down and cautiously go forward on my knees into the corridor.”
    DM: “Okay.”
    Me: “I go a bit further forward, still on my knees.”
    DM: “You look pretty silly, but okay.”
    Me: “I go up to the end of the corridor.”
    DM: “Okay.”
    Me: “ . . . and round the corner.”
    DM: “You’re fine. You see the next room.”
    Me: “Whew.”
    Arcane Hierophant: “That looks easy. I walk in.”
    Dragon Shaman: “I walk in too.”
    DM: “You set off the trap. Black tentacles come out from the pillars and grapple everyone in range.”

    *several rounds later*

    Me: “Okay, which muppet decided to just walk in?”
    Arcane Hierophant: “What was the problem?”
    Me: “The problem was that we were SUPPOSED to kneel down.”
    Arcane Hierophant: “Really?”
    Me: “YES.”
    Arcane Hierophant: “Nobody told me that.”
    Me: “You just saw me cross the corridor on my knees RIGHT IN FRONT OF YOU.”
    Arcane Hierophant: “You did?”
    Me: “YES!”
    Arcane Hierophant: “Oh wait, that guy said something about kneeling before the eyes, didn’t he? Last week?”
    Me: “GAH!”

    Unfortunately, the trap was now triggered throughout the lair, and as we quickly found out, those black pillars were everywhere. It was a basic black tentacles trap, so the grapple checks weren’t TOO hard to beat, but they were still annoying. In the end I just cast freedom of movement and scouted the place out. It turned out there were two ways down to the next level, a shaft and a well that seemed to be filled with crystal clear water.

    Dragon Shaman: “I don’t want to go past the tentacles. Let’s try the water. I’ve got water breathing, I jump in and swim down.”
    Me: “Okay, I jump in too.”
    DM: “Will saves, both of you.”
    Me: “Oh great.”
    DM: “You see through the illusion. It’s not crystal clear water. It’s horrible slimy muck.”
    Dragon Shaman: “Yuck.”
    DM: “ . . . And it’s not empty either. Something opens three red vertical eyes beneath you and glares at you, and you feel something trying to seize hold of your mind. Will save.”

    Yeah, it was an aboleth. Looks like we’ve found out what the ‘dark water’ was a reference to. The Dragon Shaman made his will save and the aboleth squirted ink and fled, but we had no way of catching it. We climbed out and headed for the other end of the floor, getting harassed by tentacles along the way.

    The final room we encountered before we had to end the session was some sort of weird shrine. Three altars each had something on them that looked human, or sort of human. The room was also filled with the black pillars, and since I still had freedom of movement on, I was the one nominated to go in.

    Me: “I walk in and get harassed by tentacles.”
    DM: “The tentacles harass you.”
    Me: “Go away tentacles. I have a look at the humans on the slabs.”
    DM: “They look . . . odd. Their skin is sort of moist.”
    Me: “I poke one with my staff.”
    DM: “It squishes.”
    Me: “Um. I back out of the room.”
    DM: “The tentacles continue to harass you.”
    Me: “Go away tentacles. Go find a Japanese schoolgirl to molest.”
    DM: “The tentacles look ashamed.”

    That was where we left it for the day. The bad news was that we’re now in the middle of the lair of an aboleth cult, and will probably have only about three players for next week’s session. The good news is that we got a whole bunch of useful equipment, including a rod of Extend Spell (useful for me), a rod of Rapid Spell (useful for the summoners), a rod that acts as a necromantic focus for the purposes of black onyx (which would be great if we had anyone in the party in the habit of casting Animate Dead, which we don’t) and a headband that grants +2 CL, but which is also unholy (not sure what to do about that one).

    We actually accomplished quite a lot this session, which surprised the DM a bit after our slowness in the last two. The Dragon Shaman was quite handy, but that player probably won’t be around for next session. Still, looking forward to it.
    I'm the author of the Alex Verus series of urban fantasy novels. Fated is the first, and the final book in the series, Risen, is out as of December 2021. For updates, check my blog!

  19. - Top - End - #19
    Orc in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Campaign Journal (Seven Kingdoms) - Dark Water

    Quote Originally Posted by Saph View Post
    The trip there was relatively uneventful. We got attacked by three chuuls on the way there, and then by a bunch of assassin vines while climbing along the cliff path to the entrance, but the only event of note was the Arcane Hierophant’s wolf companion dying (which he was very sad about right up to the point where he noticed he could just summon another one with 24 hours prayer).
    I think the quality of the story would be greatly improved by telling about these sort of encounters, rather than just mentioning them off hand. But then again not everyone can be SCS

    Otherwise a good read
    A viking who isn't intimidated!!

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  20. - Top - End - #20
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    Default Re: Campaign Journal (Seven Kingdoms) - Dark Water

    Quote Originally Posted by Saph View Post
    Me: “I walk in and get harassed by tentacles.”
    DM: “The tentacles harass you.”
    Me: “Go away tentacles. I have a look at the humans on the slabs.”
    DM: “They look . . . odd. Their skin is sort of moist.”
    Me: “I poke one with my staff.”
    DM: “It squishes.”
    Me: “Um. I back out of the room.”
    DM: “The tentacles continue to harass you.”
    Me: “Go away tentacles. Go find a Japanese schoolgirl to molest.”
    DM: “The tentacles look ashamed.”
    Best. Thing. Ever.
    Mega-tar by AlterForm. Power Up!

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    Quote Originally Posted by Xyk View Post
    I've always considered breakfast to be evil. Looking at me with it's bacon-smile, and it's sunny-side-up eyes. I know it's plotting something.
    Quote Originally Posted by tyckspoon View Post
    ..thank you, Deth Muncher. My life is richer for being aware of this. And weirder. ("You destroyed my friends! I will have my vengeance! Face the fury of my pelvic thrusts!" "Oh yeah? LAZOR!")
    Quote Originally Posted by golentan View Post
    You all are a terrible species. I'm going back to my fortress of misanthropy now.

  21. - Top - End - #21
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    Default Re: Campaign Journal (Seven Kingdoms) - Dark Water

    Quote Originally Posted by Deth Muncher View Post
    Best. Thing. Ever.
    very true.
    great journal!
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  22. - Top - End - #22
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    Default Re: Campaign Journal (Seven Kingdoms) - Dark Water

    Quote Originally Posted by Saph View Post

    Me: “Okay, pop quiz: what happens to a bunch of golems and undead when the guy who’s commanding them gets killed?”
    Hierophant: “Don’t know.”
    Me: “Let’s find out.”

    Golem Rampage

    Turns out the answer is ‘they keep doing whatever they were ordered to do.’
    Yep that is what the MM says.


    I loved the access denied. Self-Destruct activated

  23. - Top - End - #23
    Firbolg in the Playground
     
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    Default Re: Campaign Journal (Seven Kingdoms) - Dark Water

    Quote Originally Posted by Kzickas View Post
    I think the quality of the story would be greatly improved by telling about these sort of encounters, rather than just mentioning them off hand.
    Well, not every encounter makes for a dramatic story.

    In the case of the chuuls, for instance, the party was going along the riverbank when we spotted them in the water. They won initiative and one chuul hit and grappled me, one chuul hit and grappled the druid, and the last chuul hit and grappled the wolf. On our turn, I got out of my grapple with anklets of translocation, the druid got out of his grapple with heart of water, and the wolf got out of its grapple when the Chuul nat-1ed its grapple check. The dragon shaman and I killed my chuul with my ray of flame and his lightning breath, the druid and his brown bear killed their chuul by beating it into a pulp with their claws, and the third chuul managed to knock the wolf to -11 before fleeing back into the water with the body. The Hierophant zapped it with a lightning bolt, I finished it with a magic missile, and that was that.

    It was an entertaining battle, but we were never in any actual danger of losing. The only reason the wolf got killed was because the Hierophant keeps sending it into frontline combats when it's really not tough enough to do the job - 26 HP just doesn't cut it at our level. It had nearly been killed twice already, this was the point at which its luck finally ran out.

    Quote Originally Posted by Starbuck_II View Post
    I loved the access denied. Self-Destruct activated
    For some reason all I could think of were Star-Trek style commands. :P
    Last edited by Saph; 2010-02-07 at 04:20 PM.
    I'm the author of the Alex Verus series of urban fantasy novels. Fated is the first, and the final book in the series, Risen, is out as of December 2021. For updates, check my blog!

  24. - Top - End - #24
    Ogre in the Playground
     
    RedWizardGuy

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    Default Re: Campaign Journal (Seven Kingdoms) - Dark Water

    Thanks for yet again giving us a Campaign Journal!

    Woo-Hoooo!

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    Firbolg in the Playground
     
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    Default Re: Campaign Journal (Seven Kingdoms) - Aboleth Central

    Episode 4: Aboleth Central



    Most of our regular players were away for today’s session, so we had a couple of new guys joining instead. The roster was:

    • Sorcerer/Ruathar - Me.
    • Druid/Wiz/Arcane Hierophant - Same guy as before, who’s now rebuilt his character yet again, exchanging his levels of Sorcerer for Wizard. Now known as the Amazing Polymorphing Character.
    • Half-elf Cleric - New guy playing a Cleric Archer build with Zen Archery. He’s likely to be joining our group from now on, but might be switching characters.
    • Goliath Warblade - Random one-off player.

    We’d gone into the aboleth lair with four PCs and continued with four PCs, so it actually worked out OK.


    I’ll Take Your Brain To Another Dimension

    We descended down the shaft and into the aboleth temple.

    The interior of the place was . . . weird. I have to say, the DM did a really good job of getting across just how alien aboleths are. For those who don’t know, aboleths are the D&D precursor race; they existed before any of the terrestrial races and remember all of it. For every one thing in the temple that we could figure out, there were three more things that we had absolutely no clue what they were. There was one cold room with spines on the walls that had bits of corpses impaled on them and on the floor was a glowing red symbol that radiated evocation and necromantic magic. Another room had static illusions of creatures; humanoids, magical beasts, constructs, you name it, all with weirdly warped features. Another held a giant sphere of something that looked like liquid shadow just hanging in the air. In another one was a pool of liquid blue. It looked blue, smelt blue, and sounded blue. We went through maybe ten rooms without encountering a single thing, all dead silent except for dripping water.

    It was almost a relief when we finally got attacked by something. An ogre mage had been watching us from above while invisible. It waited for us to pass by, then blasted us all with a cone of cold. It died before it could take a second action. Ogre mages are kinda over-CRed.

    We descended another level, and reached the temple bottom.


    Aboleth Central

    The bottom level of the temple was a huge cavern with walkways over a lake of clear water. At the other end, shimmering in the air, was the portal we’d been sent to seal, with a bunch of fish-men working on it.

    At least, that was what it looked like.

    In fact the place was covered with so many illusion spells it was hard to tell them apart. Illusory walls, persistent images, mirage arcana, you name it. By pure fluke the cleric had cast an extended true seeing in the last level, and its duration was just barely still running by the time we reached the cavern. Looking through the illusions, he could see that half the walkways weren’t really there, aboleths were concealed around the cavern edges behind invisible walls, and coiled around the portal itself was an eight-headed cryohydra. The aboleths saw him seeing them, and it was initiative time.

    The following battle was confusing as hell. The cleric could see through the illusions, but the rest of us couldn’t, meaning we had to rely on his shouted directions to figure out where to attack. The warblade went running around the edge of the cavern, heading for the portal (and the hydra). The cleric cast righteous might and tried to follow, but got intercepted by an aboleth. It was hard to figure out exactly how many aboleths there were, since they were using projected images to attack from a distance, and the dozens of illusory walls shielded them from sight. To make things worse, we were getting attacked by creepy shadow duplicates of ourselves that dealt Wisdom damage, making it harder to see through the illusions.

    The aboleths started using their enslave attacks, and the Warblade, being at the front, attracted most of the attention. He managed to resist the first few with lucky rolls and Moment of Perfect Mind, but finally failed a save and was dominated. He promptly used Iron Heart Surge and threw it off. By this point he’d managed to make it around to the portal, so an annoyed aboleth stuck him in an illusionary box. The cryohydra breathed on him for 24d6 cold damage. The warblade retaliated by stepping out of the box and punting the cryohydra 30 feet into the lake (Knockback is a really silly feat). The cryohydra swum back up and bit him five times, taking him down to 7 HP. The Warblade countered with a Disrupting Blow, forcing the hydra to lose its next turn, the Arcane Hierophant hit it with two lesser orbs of fire, the Warblade kept beating on it with his greatsword, and the hydra went down, just barely dying before it had the chance to get another attack off.

    Meanwhile the cleric had been taking a pounding. He’d forgotten to heal up after the last fight, and the aboleth was tentacling him faster than he could heal himself. Each tentacle hit was forcing a Fortitude save, and he’d failed a couple (Danger Will Robinson!) I couldn’t see the aboleth through the illusions, but could see the thing’s tentacles, so I charged across the walkway, yelled “Banzai!”, jumped down on top of the thing, and hit it with two belker claws spells one after the other while its tentacles bounced off my armour. The spells shredded it.

    With the hydra and one of their number dead, the remaining aboleths disengaged and disappeared off into the underwater tunnels. Some of the party wanted to go after them but it didn’t take too much thought to realise that trying to fight aboleths underwater in the dark wasn’t likely to end well. We’d been hired to seal the portal, so that was what we did. The device we’d been given worked as advertised, the portal sealed, and we got out of the temple before the aboleths came back with reinforcements.


    That’s the Thanks You Get

    We made it out of the temple, getting harassed by tentacles along the way, and had made it back to the riverside before the cleric started developing problems. His skin started itching and gradually transformed into a transparent membrane which started to dehydrate. Splashing it with water stopped the damage, but no-one in the party managed to get a high enough Heal or Knowledge (Dungeoneering) check to figure out how to cure it, so we decided to get some help from Swamp Town.

    Once we did, we noticed that the gates were closed. There were some people up on the walls watching us, and they didn’t look friendly. A couple of ballistas also seemed to be pointed roughly in our direction.

    I approached and called up. “Hey there. What’s the problem?”
    One of the town council stuck his head over the wall. “You!”
    Me: “Hi. Can we come in?”
    Councilman: “Defilers! Heretics!”
    Me: “Uh . . . is that a ‘no’?”
    Councilman: “You have attacked the masters!”
    Me: “The masters? Wait, the aboleths?”
    Councilman: “Do not dare speak their name! Now go, or be shot where you stand!”
    Me: “Look, could you just tell us how to help our friend here?”
    Councilman: “He has been touched by the masters. His place is to serve them! As is yours! Bah, I have talked enough! Be gone!”
    Me: “Fine, we’re going. But just for the record? Next time your town gets attacked by an army of golems and undead, we are not helping you.”
    Councilman: “Fire the ballistas!”

    We skedaddled and found a place to camp for the night.

    Next morning the cleric tried all the spells he could think of to cure his condition, starting with lesser restoration and scaling up through remove disease, remove curse, dispel magic, restoration, and break enchantment. They didn’t work. Finally through lack of better options, me and the Hierophant disguised ourselves and sneaked back into Swamp Town. A few Gather Information checks told us that we needed a heal spell, so after some argument, we went back yet again to visit Ventis’ place.

    Cleric: “So these guys are an evil cabal, right?”
    Me: “Yup. The Three. Well, I guess they’ll have to call themselves The Two now.”
    Cleric: “So what sort of evil plots do they do?”
    Me: “From what we’ve seen, they offer side quests to adventuring parties to retrieve items for them, and run a shop on the side. They’re big on merchandising.”
    Cleric: “That doesn’t sound very evil.”
    Me: “Well, it works for the Red Wizards of Thay.”

    We managed to get a heal scroll, the cleric cured himself, and with that, we set off home.


    Finishing Up

    That pretty much wrapped up the mission. The walk back to the capital city was a long one, so the cleric used a sending spell to contact the caster who’d teleported us out there in the first place. He sent a message back to meet him at one of his teleportation circles, which we did, and caught a lift back. He mentioned on the way that he had another job for us . . . but that’s a story for next session. I went off to sell and divide up the loot, the Arcane Hierophant went off to scribe spells, and that was where we left it.

    Today was hopefully the last of the randomised party sessions - the players who were away should be back by next week, and character rebuilds should have mostly finished, meaning that from now on we should have a more stable group.

    The DM mentioned he’d been half-expecting a TPK, and with hindsight, we were pretty lucky with our party makeup. If our absent party members had been there (druid, brown bear, ranger, assassin) half the party would probably have ended up enslaved. As it was the one PC who did get dominated was the one who could completely ignore it with Iron Heart Surge, and the cleric who was the other major target kept getting lucky on his Will saves.

    We also ended up with a pretty nice list of treasure, including:

    • Black Dragoncraft +2 Studded Leather (probably going to the ranger)
    • Metamagic Rod of Rapid Spell (taken by the Arcane Hierophant, as the Druid’s already got a way of speeding up his summons)
    • Metamagic Rod of Extend Spell (probably going to the Druid)
    • Black Gem of Gnar Headband (provides a profane bonus to CL, and also gradually turns the user evil. I’m trying to see if I can get a friendly cleric to redeem it.)
    • Ring of Cold Resistance (currently unclaimed)
    • Ring of the Ram (35 charges remaining)
    • Folding Boat (it’s exactly what it sounds like. Incredibly random item, no idea what we’re going to do with it.)

    There was also enough gold from selling proceeds to deal out about 5,000 gp to everyone, so everyone’ll have the chance to have some fun shopping and gearing up.

    And last but not least, I levelled. :) I took my first level of the Abjurant Champion prestige class and picked up the Arcane Fusion spell. My abjurations get extended, my AC is even higher, and with Arcane Fusion I can cast two spells in one turn. Next week we start on our next mission, and we'll see where it goes from there!
    Last edited by Saph; 2010-02-14 at 12:54 PM.
    I'm the author of the Alex Verus series of urban fantasy novels. Fated is the first, and the final book in the series, Risen, is out as of December 2021. For updates, check my blog!

  26. - Top - End - #26
    Ogre in the Playground
     
    RedWizardGuy

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    Default Re: Campaign Journal (Seven Kingdoms) - Aboleth Central

    All right! I've been looking forward to this journal all week!

    What spells do you plan to be using your Arcane Fusion on?

  27. - Top - End - #27
    Ogre in the Playground
     
    Rising Phoenix's Avatar

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    Default Re: Campaign Journal (Seven Kingdoms) - Aboleth Central

    Awesome Saph!

    Thanks for sharing. I'll be following this if you keep at it.

    R.P.
    Awesome FE sprites done by Penguinator

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    Colmarr's Avatar

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    Default Re: Campaign Journal (Seven Kingdoms) - Aboleth Central

    Definitely a fun read
    Kudos and thanks to Mortugg for the awesome custom avatar!

    Colmarr's Blog: The Astral Sea.

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    Ravens_cry's Avatar

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    Default Re: Campaign Journal (Seven Kingdoms) - Aboleth Central

    Your DM sure knows how to churn out weirdness. Fantastic read, here's to the bold adventurers! *raises glass*
    Quote Originally Posted by Calanon View Post
    Raven_Cry's comments often have the effects of a +5 Tome of Understanding

  30. - Top - End - #30
    Firbolg in the Playground
     
    Planetar

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    Default Re: Campaign Journal (Seven Kingdoms) - Aboleth Central

    Cool, glad you guys like it! :)

    Quote Originally Posted by Olo Demonsbane View Post
    What spells do you plan to be using your Arcane Fusion on?
    Well, I just swapped out a 1st-level spell for Benign Transposition, and I've already got Wings of Flurry . . . so I'm figuring I can probably come up with some entertaining ways to use the two of those together.
    I'm the author of the Alex Verus series of urban fantasy novels. Fated is the first, and the final book in the series, Risen, is out as of December 2021. For updates, check my blog!

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