For Overlord PCs...
From Page 5: Between Vothys and Fasturvalt lies the massive Fungal Jungle. Rumor has it that there is something within that the Baroness fears. If it could be found, then the PCs would have a valuable weapon against their former mistress.
I'd just assume it meant the two s's in servants
It's supposed to be Taranae. The Emmisary in White (pg. 77)
Lost Empires of Faerun had the Craft Sceptre Feat.
Magical sceptres were essentially wands that could hold any spell of 7th level or lower.
Unlike a magic wand, a scepter could contain up to two spells, each of which had a cost in charges to use. Both spell effects drew from a common pool of charges, so they could be used in any combination
Both are WoW Prepainted Minis and the links are to them for sale on eBay.
What would make a vampire helpless? With their immunities and ability to turn to mist (such as if grappled) there can't be much.
The main one is reducing them to 0 HP and forcing them to assume Gaseous Form and retreat to their coffin. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
I just got my latest miniatures order (though I still have several unpainted minis, both primed and unprimed.) ^_^;
Anyway, I got the new minis for some encounters/NPCs for Way of the Wicked, which I'm currently running. I've put them on slotta bases, and will likely prime them later today and start painting them tomorrow.
3 Reaper Bones Ghosts for Wraith spawn.
1 Red Mantis Assassin for when the Drow Rogue gets high enough level to take the PrC.
Handmaiden of Keskura (Human and Werefox forms) and the Fox from Familiar Pack V, for the Godling's cohort, a Kitsune Ranger/Witch
This is what Komoda was referring to.
Since Flesh Golems are Large creatures, they'd turn into Giants rather than Humanoids, but beyond that the advice is sound.
Oddly enough, since Incarnate Construct allows Spell Resistance (though it is a Harmless spell - which might factor in) so they should be immune to it. But that would make the spell pretty much pointless.
And the award for fumble of the week goes to: Romero Marivaldi, Mighty Godling
The villains were fighting the treant, and things looked bad. Most of the party was unable to penetrate its DR, and while the wizard had fire spells, she was only one person and had limited actions. Grumblejack and Romero were both pretty badly wounded, with Romero sitting at 12 HP out of 65, and Grumblejack at 15 of 30.
Romero decides he's had enough, and dumps 10 points of stored Spellfire energy into one blast. 10d6 damage (half fire half magic), if he hits with a touch attack, so he needed a 2 or more to hit its Touch AC of 7.
Confirm fumble: 1
Fumble: Backblast - hits caster and is a critical threat. Roll to confirm critical.
Rolls: 12 (vs Touch AC 10)
Critical: Hypnotic Link - Double damage and may give target one suggestion.
Rolls damage: 76 with the doubling.
Romero dead at -64 HP.
I would like to see a freely downloadable pdf of all the forms and the district builder pages so I don't have to buy a copy of the book's pdf just so I can print out the forms. I hate making photocopies out of books. They never turn out well and I don't have a color copier for those items that are color.
Playing 1st Edition D&D. I had a Gnome Assassin whose most prized possession was a Ring of Invisibility. He went invisible everywhere, didn't matter if he needed to or not, consequently the party rarely if ever knew where he was.
We find a door, my invisible gnome stands beside it, on the hinge side, waiting for them to open it so he can sneak in and do his assassin thing.
They jerk the door open, which opens [u]into[/u] the room we were in. Door hits my gnome, and does enough damage to knock him into negative HPs. He bled to death without ever being found.
Books One and Two are on backorder, it appears.
Presumed party size is 4 characters, and yes, there are level up benchmarks. (I keep having to dig to find them, but they are there ^_^;)
And as far as I know, no you don't need anything beyond the rules that are online.
So we had our third session today:
The group started out in Thorn's tests pretty well, despite focusing over much on red herrings. (They kept insisting the lanterns had something to do with each room they were found in.)
The Rogue found and disarmed the pit trap. The party then sent the Favored Soul's minion (Grumblejack) to open the door, finding the brick wall. They set him to trying to break through it, to no avail, giving up after the secret doors were found.
Second room they argued quite a bit over what to do about the mold, after the Rogue approached the door and was knocked out for his trouble. The Favored Soul's sadism came back to bite her, when she slapped the drow while applying her Cure Light Wounds, causing some lethal damage. The wizard ended up reminding them of the Alchemst's Ice "jewel" the Rogue had stuck in his pocket.
The Godling's halo trait easily overcame the darkness in the third room, but also made him the target of the vampiric mist. 5 CON Damage and 4 Wisdom bleed to the Godling (from a fumble) later they forced the mist's retreat. The Balladmonger stopped the bleed after the Godling refused to let the Favored Soul heal him, not wanting they same mistreatment as the Rogue got. The Favored Soul insisted the mist had to be destroyed, wasting some valuable resources in having it done. The Rogue and Favored Soul argued a bit over what to do with the globe of obsidian, and the Rogue ended up taking it with him, feeling it might turn out to be useful.
The Favored Soul was in her element when they found Timeon, managing to extract every bit of information he had. She was also a bit unnerved that the room's particular lesson seemed to be aimed specifically at her. The Rogue and Favored Soul then slit poor Timeon's throat, with no consideration if he could be of further use, or perhaps turned to their cause.
The mithril cobras proved little challenge, mainly due to them sending their minion in first, making him the cobras' target. The Rogue was quite upset that they both used up all of their venom on Grumblejack (who made every one of his saves) thus denying him the opportunity to try to harvest any.
Room Six, things again looked like they were circling the drain. The party easily appraised the pendant, but were fearful of touching it, being quite sure it was trapped. However, not one of them thought to actually [i]check[i/] for traps on the pedestal or necklace. They failed to find the trap on the step, and everyone in the party was hit by the ball, save the Wizard and the Favored Soul. The Rogue was knocked out (and fairly nearly killed), but managed to stabilize and was healed by the Godling and Balladmonger. The Favored Soul healed Grumblejack, and they decided to retreat and rest, now being out of spells and fairly severely injured in the cases of the Rogue and Balladmonger. The Rogue's globe was destroyed in the ruckus, much to his dismay.
They found the secret door that let them bypass the shrieker, and managed to destroy the Draugrs. The Wizard called the Favored Soul out on her cowardice. The Favored Soul, finding herself alone by a severely damaged Draugr, opined that she needed to get out of there. The Wizard shouted at her to try to hit it first, then move away. She did so, and did enough damage to destroy it.
They then decided to go back to the room where the shrieker was, despite Timeon having warned them about it. The Rogue cast darkness on Grumblejack, however, this ended up backfiring on them as it made the room beyond pitch black. Grumblejack flailed blindly, and managed to destroy the shrieker, but not before Sir Balin was warned of their approach.
The fight with Sir Balin went off with little hitch, due to them managing to set up a couple of flanking attack groups. The Rogue, remembering Sir Balin as the man who had caught him, decided to collect a trophy in the form of a certain body part. The Favored Soul, apparently not having learned her lesson as well as she claimed, tortured Sir Balin to death just for the fun of it.
We ended there, with the Rogue taking the stealth lessons, the Godling the Deception lesson, the Balladmonger the Strike First, and both the Wizard and Favored Soul perfecting spells (Kiss of the Seductress and Summon Undead I, respectively.)
Now that just makes things even more confusing on Race Traits/Racial Traits.
As a side note, I got a bit of moaning from some of my players over my assuring them the evils perpetrated should remain PG-13. I explained that I had precisely zero interest in describing graphic acts of torture or whatnot, and eventually the moaning subsided amicably and we all agreed it was for the best.
We had our first two sessions this weekend, and ended with the players getting their shiny new equipment from Tiadora.
I set the campaign in the Forgotten Realms, with Cormyr replacing Talingarde and the Triad (Tyr, Torm, and Ilmater) replacing Mitra.
Our dastardly villains consist of:
A human Favored Soul of Loviatar. She's a condescending sado-masochist and was infected with vampirism (currently at The Bitten stage) shortly before she was caught and sent to prison for Blasphemy.
A drow rogue who follows Vhaeraun (and pays at least lip service to Asmodeus). He tried to steal a (currently ill-defined) holy relic from a Triad church. He is efficient and skilled, though not above murdering non-combatants whether expedient or not.
An Aasimar Godling who is a bastard son of King Azoun. He has become quite disgusted with the Favored Soul, seeing her as wasting too much precious time and energy on pointless cruelty. He was formerly a paladin candidate but washed out and was sent to prison for the equivalent of having relations with a vestal virgin. (Her father pulled a few strings and got her sent to a nunnery.) He might have gotten off on his own charge, given his connections to King Azoun, but he was a little too vocal in his opposition to the rules and advocating the overthrow of the government. He was sentenced for Treason, Sedition, and Blasphemy (basically they threw the book at him.)
A Tiefling Balladmonger (who is the Aasimar's younger half-sister, sharing the same mother). She tried to help her brother escape his own charges bu murdering the magistrate set to try him, but only managed to get caught herself. She goes by the Nom de guerre Penny Dreadful, and only the Aasimar and herself currently know she is his sister. She hero worships him, and may or may not in fact be in love with him.
A serpentfolk Wizard who has assumed the form of a 13 year old human girl. Her crimes were grave-robbing and cannibalism, and has currently shown a predilection for necromantic spells.
First Session: The player of the drow rogue couldn't make it, so he was demoted to an NPC for the session with the tasks of opening locks found and "keeping an eye out for reinforcements" i.e. stay out of fights and watch our backs.
He nearly got the guards coming in to investigate when he failed a few open lock checks in a row, but fortunately for them, the aasimar's blessing of the godling bumped his check just enough to avoid that and get the villains unshackled.
The fight with the guards in the guard room was quick and quiet, with the villains managing to eliminate them before they could take an action through an efficient combination of attacks and spells. Thus partially armed and armored, they investigated the rest of the floor and the Favored Soul managed to cow Grumblejack into serving her.
The aasimar climbed down the fireplace, but failed to avoid the fire at the bottom, and got a little scorched for his trouble. He was armed though, and managed to get the servants to surrender and intimidated them into telling them what they knew, and he assured them he'd let them live. The drow tied them up (poorly as it turned out later), the favored soul hurt them a bit (no damage, just several very hard pinches in sensitive places) just for the sheer pleasure of it (while claiming her goddess required it of her) and the villains managed to clean out the rest of the guards and get into the armory with nary a scratch. Grumblejack was the MVP of the night, managing a crit on one of the guards and splitting him open.
Second session: Drow's player is attending, so he is able to take a more active role. They decided to head back out the kitchen door, rather than risk the main doors and through sheer luck managed to reenter the kitchen just as the servants were slipping their bonds. The drow and favored soul killed them out of hand, over the objections of the aasimar who favored just tying them up properly this time. The wizard asked that the female servant's body be taken along, but declined to explain why. The other villains responded with a collective meh and had Grumblejack tote it around for her. They identified the belladonna and the balladmonger easily made three doses of poison. The drow scouted around, and got the rest of the party to the warden's tower by watching the movements of the guards on the wall carefully. They left Grumblejack downstairs to watch their back rather than have him try to squeeze up the spiral stairs. The fight with the warden was starting to look like they'd steamroller him as well, but the sleep scroll took out the aasimar and they became a bit concerned.
They were triumphant however, and looted his person, library and office, though missing the most valuable book in the library. The drow put the dogs to sleep with Blackerly's medicine and the doggy treats they found in a guard's footlocker.
They found Blackerly's little card game, and things started to circle the drain. They were only saved by the drow's use of his darkness spell like ability, as Blackerly found it near impossible to hit any one in the shadowy light with a series of unlucky (or lucky, from the players' POV) miss chance rolls. Still, half the party (the drow, the favored soul, and the wizard) were all driven into unconsciousness. The plan was originally to take Blackerly alive so they could brand him a few times, but when the other started dropping like flies the aasimar took the initiative and simply killed him.
A few timely cure light wounds potions and the party were all back on their feet, though severely battered. The drow and Grumblejack stayed back as the rest of the party approached the gatehouse. When the questioning started to go south, the aasimar once again took the initiative and attacked. The guard dog proved a bit tenacious and managed to knock the favored soul into negative HP again before it was driven off. The aasimar and the drow combined talents (the drow's faerie fire and aasimar's spellfire wielder feat) to heal the favored soul back to 1 hp so she could move under her own power.
Now out of spells, all in sngle digit HP (except the aasimar who was only lightly wounded) and being chased by who knows how many guards (8 in fact) they headed out across the moors. It looked like there might be a TPK when the giant toad showed up, but the favored soul ordered Grumblejack to toss the servant's corpse to the toad, much to the ire of the wizard. In an act of reckless bravery (or wanton foolishness) they tracked the toad back to its lair and managed to not only kill the toad but retrieve the corpse before it was significantly damaged.
They rested a bit in the cave, got spells back and healed themselves, and got to the Manor house alive and somewhat well shortly before dawn. I fudged things a bit and instead of giving them three days to rest, I gave them a week, so the wizard could consume the servant's corpse and add her form to the ones she can polymorph into.