DM Greg's Red Hand of Doom

Game Master Algar Lysandris

ADD 3.5 Red Hand of Doom set in the March of Sterich - Elsir Vale

Map Elsir Vale
Map Drelin's Ferry
Map The Witchwood

Current Party Loot

Current Combat


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[LE] StoryTeller

Poor thing :) Maybe be a cage in order to protect him from that dangerous predator?


1 person marked this as a favorite.
Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Well that would certainly be an option were it not for the dreaded childen's ability to damage or destroy things that they have no right to be able to harm what with their size.

Also would it be possible for me to scout the forest for the army and then fly back? Flying straight to drellins ferry from Skull gorge as a dire hawk will take 2 hours, tops. *
This would mean Swirls mist stands in town awkwardly for several hours waiting for his companions and change the reactions already presented by the NPCs.
I much prefer the idea of Swirls mist using his next 5 hours of wild shape constructively and seeing if he can find out what the army is doing.

*160 full move=1600(min)=96000(hour) /5280= 18.18ish MPH. Drellins ferry does not look more than 36 miles away.
With such a speed I would be able to travel a total of 90 miles in the 5 hour period I have for hawk form.


[LE] StoryTeller

Sure. After five hours of flying in the Forest you found no army in the Witchwood Forest on the path you took and in your range of sight


[LE] StoryTeller

http://commons.wikimedia.org/wiki/File:Belchen_black_forest.jpg

this is pretty much what the dense forest looks like from an above angle.

it is kind of hard to see what is going on under the tree line


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho
Swirls Mist wrote:

He was likely stalked and dragged like a wounded gazelle to the earth by the most dangerous of predators.

Children.
With frumious faces and claws that catch.

This, combined with altering our entire house, is more or less correct. My apologies.

(And I wasn't actually making fun of you! I seriously just realize it! Trust me, though: watch out for me. Especially if I'm on an iPad. :D)


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Yeah that's what I figured. I'd follow the river to ensure the least tree coverage but I had figured that the army might be further up the river and I wouldn't have a chance to see them. Plus they could also just still be in the forest itself, so I figured it would be a low chance.


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

@Rigo Welcome to the party, I hope to murder hobgoblins with you soon.

(and Marrulurk too, but don't tell him that. We need to keep his ego in balance so he only maintains buoyancy rather than flying off into the sun and popping like an amorous moth. )


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Thank you for the welcome.


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho
Swirls Mist wrote:
(and Marrulurk too, but don't tell him that. We need to keep his ego in balance so he only maintains buoyancy rather than flying off into the sun and popping like an amorous moth. )

Hey! I'll have you know that I've a perfectly, wonderfully, exquisitely healthy ego, thank you very much!

Besides, I'm so awesome, that I'd be more worried about the sun popping on me!

Ahem. Also, welcome, Rigo! Glad you're here!


[LE] StoryTeller

Just a word for our two new players:

1st) Greyhawk is a world of Low magic. [On of the most powerful kingdom has 3 Archmage (Keoland)]

2) Dragons are Myth for 99.99% of everyone. You included.

There are officially (canon) less than a dozen dragons in all of the world

And most of them are content to stay in their corner and never come out of it. (The only known rumor, and only inside adventurers circle) is that there may be a dragon in the Dreadwood in Keoland. But no heroes in the last seven centuries have come back alive to say is there is really one)

You have no real idea what they look like or what they are capable of.

The only thing "everyone" can agree upon is that they fly and breath fire (is such beast would exist and not some other type of Scaly lizardy
creature)
----

So please disregard the catflok's comment about dragons as like everyone else he doesn't know and think that this is Feary tale (like Nessy or BigFoot) ... :)

-----

Also one last thing even four Galdamore and Borrum the idea of a green skin army ( professional soldiers, tactics and all) quite quite hard for you to fathom.

Even on grand scale assault when orc overan the Pomaj, while they were successful, didn't operate like an organized army.

(think much more along the lines of Northern vikings / Gaule than Roman Legion)

I let you think back on the encounters you faced. (and none of you save Swirl mist have seen more than a few dozen of greenskins)

----

Also the head Swirl mist dropped on the table is from a normal size creature and does have a lot os similarity with a Hydra's


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Sorry, didn't realize we were in Greyhawk.


[LE] StoryTeller

it is all over the Campaign info tab :) (no worried Rigo...)


[LE] StoryTeller

An other piece of information (kinda hard to figure out everything to tell you and suff like that.

----

Congregations of Hextorians can be found in Alhaster and especially throughout the North Kingdom, where Hextor's church is the official state religion.

Non-evil worshipers of Hextor embrace the security and order that the Scourge of Battle brings. They believe that only the harshness of Hextor's order can create perfect justice for all, and that these ends justify the means they use to attain them. However, they prefer educating nonbelievers first, and using force only when other means fail. They believe slavery is a necessary evil, the rock upon which civilization is built. They believe in properly caring for their slaves, but insist that slaves obey the will of their master without hesitation or question

----

Hextor is an L-E Oridian Intermediate power.

Oeridians are most commonly found in Furyondy, Perrenland, the Shield Lands, North Kingdom of Aerdy, the See of Medegia, Onnwal, and Sunndi.

(so East on the world)

=> so in short Hextor and its clergy etc... is pretty unheard of this part of the world. except by scholars of interested in religious matters. Native Oeridian from the East or a few professional Soldiers who participated in the Greyhawk wars.

(Soldiers that openly wore the symbol and proudly called their faith were the smallest of off the Martial gods that were represented in that conflict)

The usual go to go for all things combat is usually Pelor (vastly dominant, if you look at the regions religion's clergy.

or the Suel God Kord (prominent in Keoland and all those of suel mix ancestry) and Mayaheine (in a very small capacity.)

"Mayaheine's faith is still a young one, still organizing itself and still very much tied to the church of Pelor. Her worshipers see her as a savior come to rescue them from the darkness that threatens the world in these grim times.

Priests of Mayaheine are often guided by and always defer to priests of Pelor. Her clerics are often relatively young. They train for combat and help organize the defense of communities"

----
Heironeous while being also an Oridien deity himself has better known in the flaness and sheldomar valley for one simple reason.

"Large numbers of paladins in the Flanaess follow Heironeous, as he himself is one. Because of this, and his utter dedication to Law and Good, paladins of Heironeous can be among the most devout, albeit overbearing, people on the Material Plane.

----

And finish off our tour of the Martial deity present in the sheldomar valley (that has any significant number of worshippers:

Saint Cuthbert of the Cudgel is the combativedeity of Wisdom, Dedication, and Zeal.

"Cuthbertines (that is, worshipers of Saint Cuthbert) are most prevalent in the central Flanaess. The Saint has churches in Dyvers, Furyondy, the Gran March, the Free City of Greyhawk, Keoland, Perrenland, the Shield Lands, Tenh, the Principality of Ulek, the County of Urnst, the Duchy of Urnst, Veluna, and Verbobonc."

-----
Pelor

"Pelorian paladins, known as Crusaders, are rare, having appeared in large numbers only since the Greyhawk Wars. They are about as common as Mayaheine's paladins, though the demigoddess's church is much smaller than Pelor's. Pelor's paladins see themselves as the burning light of the sun which scours away darkness and evil and brings strength and comfort to the innocent. Though uncommon, they can be found in nearly every nation in the Flanaess, their dress varying according to the local culture. They are most common in Nyrond, the Urnst States, and the Sheldomar Valley.
Crusaders believe that laws are helpful, but that they are at best a secondary goal and must be tempered with mercy. Their slogan is Equity for the Meek with Perseverance and Strength."


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

AAAAAHHHHGGGG!!!
*HEADDESK*

I realize now something very important!
The Bugbear caster we murdered could have very easily been brought with us by someone. HE can be affected by speak with dead and HE would very likely have several answers relating to the armies size, composition and purpose being a part of the army.
If there is even 1 L5 or higher cleric in the town of drellin's ferry we could have had the answers that continue to evade us.

...Damnit.


[LE] StoryTeller

He very well could have.

But then again finding a L5 cleric is going to be tough or you would have to make it to the Cathedral of Pelor in Brimdol, Where its head priestess is able to perform some powerful magic (at least as far as the comment people is concerned) Rufa was able to find that at least the could get cure of her blindness there.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Swirls Mist, that is why we were looking for papers in the Bugbear Sorcerer's person and tent. I am pretty certain that he was the same caster we had fought in Vraath Keep, who had fled with various papers.

If we can't find evidence in what they are planning, then we have to make assumptions on where they are going.

DM Greg, Jul 15th, When asked if we found anything wrote:

There are no maps, no papers and no plans.

But it doesn't take a genius to figure out what is happening.

Between your military experience and galdamor you think that they are moving down from the planes and are on their way to drelin's ferry at least.

after that it would depend on the size of the invasion force and it's ultimate goal

if this is a sizable "army" then its goal would be to take both main city and then "lock" down the Eslir vale with control of Drelin's Ferry, Brimdol and Dennovar

So the above quote and the lack of understanding the situation on the part of the town council, atleasts establishes that Galdamor and Borrum are more intelligent than the entire Drelin's Ferry Council.


[LE] StoryTeller

Just as an fyi : i wil not ba able to post untill tomorrow night

------
It is not that the town council isn't less inteligent then the both of you ( the mage is rather intelligent and the captain does have her 14 Int. )
It is just that you have military experience and they don't ( expect for the captain who does have quite an extensive amount of exp)

1 tbey just can fathom that many greenskin under one banner it just has not happens in hundrerd of years.

It is somewhat a similar situation to the first and second battle of the Arden during WW2 where all military strategist though that the german army could not cross the forst, or when scipio crossed the pyrennes...

----
Now you dont know this in character but brimdol is a fortified city with thick outside wall and a professional fighting force. ( i don thave the book untill tomorrow but from memory it can muster 3-4000 and so does denovar.


[LE] StoryTeller

(posting from phone)

It is the same bugbear caster...


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

GM Greg... my comments about intelligence is sarcasm.

Also, per the map of Elsir Vale, I/Borrum had already concluded that both Brindol and Dennovar are fortified cities.

For the rest of the group...
Borrum is a devout follower of Hextor. When he has provided what evidence and/or testimony he may have on subject, and then is questioned of it's validity, he does not see the sense of arguing his points with someone that does not believe him.
He would rather leave the situation and have the person(s) suffer the consequences of their decision.


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Posting this in all my games, both run and played in.

As you all know, I've been rather busy and traveling a lot lately. This is going to continue for awhile. Hopefully I'll be able to keep up the posts. It's now confirmed I'll be going on an overseas job for 6 weeks at the end of August, coming back early October. I will hopefully be able to continue posting, but wanted to give advance warning.

I'll be 11 or 12 hours off my normal schedule, as I'm going literally to the other side of the planet. :) First trip to this area, so I'm not sure what the internet will be like, or even if I can get to Paizo. So if, after I leave, I vanish for a month, please don't give up on me, it just means I couldn't connect due to country filters or something.


1 person marked this as a favorite.
Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

@ Borrum.
Yeah I had figured after such a rude dismissal that Borrum and Galdamor* would basically tell the town to go burn. Such an act would have likely caused Swirls Mist to do the same thing if he had not lived in this area for a while and gained a few connections with the towns people.
In game I'm attempting to move situations in town to a point of forcing the Speaker to apologize or the other Council members to pressure him into it in order to keep Borrum and Galdamor with the group.
Failing that I intend for Swirls Mist to attempt an in game appeal to keep you with us. Not to worry, I'm keeping Borrum/Galdamors alignment and god of choice in mind with this sort of stuff.
I very much enjoy the dynamic we've had so far, so by whatever means Swirls Mist has available I'll see our group stay together.

Hopefully the guard captain realizes the value of you both and makes an attempt to mend the bridges her boss burned before you head out.

*I'm making an assumption here based on Galdamor's god, but I have no idea if that is how Ilmakis sees the character demeanor so feel free to just cross out his name if that isn't Galdamor's response.

@Rigo
Thank you for the foresight to let us PbPer's know that. It is always nice to have a rough idea as the why someone suddenly vanishes for long periods.
I will be interested to see how our current group works out.
Cleric, Fighter, Fighter, Druid, Scout-lock will be interesting to see.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Sorry to not post as much as I want... Still in England for my cousin's birthday.

I will come back on monday, so my regular posting rate !


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

That must be some birthday party


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Yep

30th birthday ! Friends and family from France and UK coming across for it :)


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Sounds like a great time, then you can come back and laugh at some people as their houses are burned down by hobgoblins. Obligatory "Told you so" and everything as you cart your pile of loot and large number of freshly purchased horses to the next town.

Ah, and that reminds me. We really ought to purchase horses, if we need to outmaneuver an army movement speed is going to be a thing.


[LE] StoryTeller

A few items can be purchased in town including horse , scrolls and a few magic items


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Welcome back Galdamor. Lots of face stabbings to be made.

As to the whole greyhawk thing.
Red hand of doom is in fact a grey hawk sanctioned adventure.

RHOD/Greyhawk FAQ.

It was however one of the most time expensive adventures. GH players got a number of time units 52 I believe to use each year RHOD takes up 51.
The only real questions answered is Where the adventure takes place in greyhawk.
Everything else in the adventure (magic item availability, NPCs, monsters and exct) are sanctioned and officiated by the Greyhawk circle which makes it canon for the universe far as I'm able to tell.


1 person marked this as a favorite.
Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

I have added the prices for the magical items that DM Greg indicated are available in Drellin's Ferry. THey can be found on Sheet 2 of the Red Hand Loot Log.

@GM Greg:
I had one question about the Potion of Barkskin. You don't indicate the plus of the enhancement. +2 300gp, +3 600gp, +4 900gp, +5 1200gp

@Galdamor and Swirls Mist:
Items on Sheet 1, that are in yellow, are items that I don't think we should sell. I/Borrum would to keep wearing the Gauntlets of Ogre Power and claim one of the MW Composite Longbows (Str+2), if no one objects.

Lastly, if we sell the remaining items we brought back with us and got half price on everything, we end up with 5812.05gp from Swirls Mist's, Galdamor's and Borrum's combined split. I did not include Reil's and Ruffa's split, as they are leaving the group. (say good bye to 4660.95gp, I really am crying to see it walk away)

The combined price of the available potions and scrolls is 5500gp (maybe a bit more once we find out the plus on the barkskin potion). I suggest we purchase all the scrolls and potions, leaving the three members with 312.05gp to split between them. Maybe to get 3 mounts and tack.

Let me know what you think.


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

We need to ID the magic staff we got.
100gp pearl + whatever the town wizard charges us to verify it.

The pricing on the frost bastard sword is incorrect.
It being a +2 weapon (+1 frost) the base purchase cost is 8000gp + cost of a masterwork bastard sword.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Sorry the staff should have been in yellow also, becasue we don't know what it is yet.
I have updated the price of the +1 frost bastard sword. good catch on that.

It increases our combined value after selling items to 7312.05gp. Still enough for all the potions and scrolls.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

I agree we need all the consumable materiel we could buy.

So no problem for what you propose Borrum !


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

I agree with everything but the Arcane scrolls in town. Our group currently possesses no one able to reliably use the arcane scrolls.

Rigo the catfolk has the best chance with a +10 UMD check but the DC to beat on scrolls is 20+CL or 21 for the lowest level scroll.
Rigo has an INT of 12, so casting a scroll of L3 or higher would require a second check to emulate the required intelligence to cast the scroll of 15+int score (28 for a L3)

Rigo can reliably use the Wand of MM due to wands being a flat DC15 to use, but even increasing the check by a good number having a 50% chance of succeeding on casting a scroll when failure means you just set that money on fire seems questionable to me.

I would absolutely go for every potion available and any of the scrolls from divine sources or cross classed spells on either the druid/cleric lists.

Also should keep in mind we have not been paid for the job yet. Secondly I remember when I paged through the game play that you were offered 300gp in magic items as a before mission bonus before leaving Drellin's ferry. Did you guys claim that or is it still sitting there?

@GM greg, if we offer gold equal to its value would rufa/reill be willing to part with items? I'd like to collect Reill's wand of CLW if possible as reliable out of combat healing is going to help us a great deal.

@all, Is there anyone in the group that has diplomatic skills? I get the feeling our job is going to become harder if we don't have anyone to make nice with people.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Galdamor has ranks in diplomacy.

His goal is to create a church of Hextor, for that he need to be a diplomat :P


[LE] StoryTeller

Borrum all the scrolls and potions are at Min caster level

---

Swril mist as an Ex Player-DM-Event coordinator in LG i know that the module was sanctioned for the campgain. I even played with a druid myself.

And sadly no the content of the LG Campgain overall at not considered canon. We had King Skotti died in an assassination attempt (and having voted his daughter as regent) Evard (as a female wizard) attempting to invade Bissel with an alliance from Creatures of the Plane of Shadow and were able to repel The Giant Invasion of Geoff after the first and second battle of Hochcon (which i participated at the 3rd highest table)

We even had Tharizdum escape his confinement and slip out an Avatar of his.

We destroyed most of the duchy of Then with an extraterrestrial race and we fought their army commander on the world of DarkSun

Ket invaded by one of its neighbors, the High cleric Of RAO partially corrupted after the Flight of fiends and even killed the Clone of Rary that was ruling the Bright desert using the sword of Kas...
(but the underlying trough was that he was possed by something old and ancient Evil that made him change his alignment when he recovered the Crown of the bight sand, hence explaining his shift in alignment and his betrayal of the circle of 8.

So no (RoD) it is non canon lore in terms of monsters / magic item available and a bunch of others things inside the Greyhawk canon approved lore.

The module give / has too much magic available for the low magic world.

If you look carefully the Greyhawk guide line has 1 Caster of maximum 3rd level for a city this size.

In the module there is a wizard (5th level) a druid (between 3 level and 5 level) a cleric 4th level a 3-5 cleric (1st level)

also according to the same guideline there should be at most one +1 item available not as many as i have posted.

And definitely not the Staff you have found (but currently not identified)

---
and yes you sell everything at 50% value

---
Swirl mist you can buy back items you want from other leaving party members as long as you pay the full normal price for its value


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

Fi'dho is charismatic, but not particularly diplomatic. It's good to know we've got one good speaker!


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

You saw Borrum's speaking skills and attempt at Diplomacy. Not the best in the world.

As far as any offers made to the party before they left Drellin's Ferry, Borrum was not part of the group at that point in time, so was not privy to that option.

He is now waiting on his payment from the council.


1 person marked this as a favorite.
Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Alright, if we can purchase stuff from our leaving allies we also have
these options to pick up.
from Rufas stuff
Clw potionx3
Everburning torch
Wand of Magic missile CL1
Heward's Handy havarsack

from Reill.
Wand of CLW 41 charges

Other stuff is there but I didn't see much that our party would be interested in terribly. Add in if you see something I missed.

Potions and the wand are of most value in my book. Though I feel CLW potions are not going to help us much when the spell heals so very little in combat for our level. Outside of combat it is significantly cheaper to use Lesser vigor/CLW to heal.
Everburning is nice, well for me. I'm pretty sure I'm the only one in the party that doesn't have dark vision.


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

I would tend to agree: we need to acquire all the consumables that we can. Additionally, anything we can get from our erstwhile allies regarding ranged support would be valuable: I don't actually think we have much. Fi'dho is pretty good, but he's not going to be able to cover everything himself, especially since, as a small race, his damage is reduced. I am - once again - realizing that death attack doesn't work with ranged weapons, and wondered if that was something the designers recalled when they created marrulurks in the first place. Unfortunate. I can't imagine we could afford it, but the Haversack would be ridiculously useful: a bunch of stuff would no longer have to weigh us down as much.
Also, it's really funny, Swirls Mist: I thought you did have darkvision. I must admit, I keep forgetting that our cleric isn't an elf. Nice. :)


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Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Ok so if no other changes to the loot we brought back and not knowing what the staff is yet, this is the results.

Items Keeping in the group:
Gauntles of Ogre Power - Borrum
Staff - to be identified
Potion of Invisibility - Carried by ???
Wand of Magic Missiles (CL5, 10chg) - Carried by ???
2ea Potion of CMW (CL3) - Carried by ???
2ea Elixir of Truth - Carried by ???
Evard's Handy Haversack - Carried by ???
MW Composite Longbow (Str +2) - Borrum

Items sold combined value:
Total - 15,527.97gp
Leaving with Ex-Party Members - 7397.6gp
Staying with Remaining Members minus 150gp for Identify spell - 7980.37gp

Magic Items purchased in Drellin's Ferry
Scrolls of: Bless, CMW, CSW, Dispel Magic, Lesser Restoration, Resist Energy, Mage Armor - 1250gp
Potions of: Cat's Grace, Invisibility, Fly, Barkskin +2, 10ea CLW, Lesser Restoration, Neutralize Poison - 3200gp
Magic Item Discount - (-300gp)
I left the Scroll of Mage Armor on the list of purchased item, as it would only be a DC21. Useful if we needed it and cheap.

Remaining Party Fund: 3830.37gp

Items purchased from ex-party members
3ea Potion of CLW, Everburning Torch, Heward's Handy Haversack, Wand of CLW (41chg) - 2875gp
Can't get the wand of Magic Missiles if you want to get good horses also.

Remaining Party Fund: 955.37gp

Horses and tack if available
4ea Light Horses, Military Saddle, Saddlebag, Bit and Bridle, Feed (4 days) - 404.8gp [101.2gp ea]
3ea Light Horses, Pack Saddle, Bit and Bridle, Feed (4 days) - 276.6gp [92.2gp ea]

Remaining Party Fund: 273.97gp

If there are no other changes, I'll update the loot page.
Edit: updated horse and tack section.


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Rigo is a ranged attacker, but he specializes in up-close ranged attacks (within 30 ft). He can use the wands easily enough. You could 'trade' the IOU's worth 300 gp of town items to the leaving party members to get some of the stuff they have.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

@Rigo: There is a wand of Magic Missiles (CL5, 10Chg) still in the party. I was figuring you could use that one for those special long distance ranged attacks.

The IOU was used, see the Magic Items purchased in Drellin's Ferry section. The end result of remianing party fund is still the same.


[LE] StoryTeller

There are no warhorses to be purchased in town. just normal regular horses

the staff is a Staff of life with 7 charges


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

No warhorses... Yea, this town stands a chance to defend themselves from the advancing army. LOL


[LE] StoryTeller

isn't why they have brave adventurers for ? (humor)

:)


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Well we will be showing them the proper method of boldly running away. Though unfortunately we only have hard tack and rations rather than minstrels to eat.


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Oh and while it goes without saying I'm going to do it anyway. Thank you very much for doing the accounting for the party loot Borrum.
@Rigo Yeah far as I can see the party is going to have an interesting time with ranged combat. I think the general idea from now on will be moving to places they need to land to fight us as circle strafing is definitely a concern for future.
Dire bat is the only decent flying AC I have and the ape animal companion I already have a set of MStrwk leather armor for. So I'm most likely getting another ape.

This Staff of Life, yes?.


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Thanks also. I usually end up doing it, so it's nice not to have to.


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Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

@Swirls Mist: No worries.

@Rigo:

Quote:
For a small to ride a large, you need an exotic saddle, same as a human riding an elephant

Where is this rule for small riders on large mounts? It is not in the Ride Skill nor in the equipment section. The only reference to sizes is in the ability to Fast Mount/Dismount a mount that is more than 1 size large than you. (exepct if you are playing Pathfinder and you have the Mammoth Rider Prestige Class. My gnome fast mounts huge mounts.)

I have taken my nieces and nephews out riding with me many times, and all that is needed it shorting the stirups for them.

....

Also I selected enough horse for Galdamor, Fi'dho, Swirls Mist, and Borrum to ride. When we came back to town, Borrum was carring just under 400lbs of gear and loot. His current gear load is 146.5 lbs, so better to have a couple extra horses than to be short of capacity.

Carrying Capacity and speeds
- A light load for a donkey (Medium sized) is up to 50 pounds; a medium load, 51-100 pounds; and a heavy load, 101-150 pounds. A donkey can drag 750 pounds. Light load speed 30', Medium/Heavy* load speed 20'.

- A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds. Light load speed 60', Medium/Heavy* load speed 45'.

- A light load for a heavy horse is up to 200 pounds; a medium load, 201-400 pounds; and a heavy load, 401-600 pounds. A heavy horse can drag 3,000 pounds. Light load speed 50', Medium/Heavy* load speed 35'.

- A light load for a mule is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A mule can drag 3,450 pounds. Light load speed 30', Medium/Heavy* load speed 20'.

- A light load for a light warhorse is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A light warhorse can drag 3,450 pounds. Light load speed 60', Medium/Heavy* load speed 45'.

- A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds. Light load speed 50', Medium/Heavy* load speed 35'.

Heavy Load* - Mount moves at only triple its normal speed when running instead of quadruple.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Yes that is a Staff of Life.

I prefer this sight for my v3.5 questions and references.
d20srd.org

Staff of Life


[LE] StoryTeller

yup it is that staff. and i did put the two best resource for 3.5 on the first page of this thread

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