A Madman's CoT (and beyond) Campaign Journal


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Killer_GM wrote:
Captain Sir Hexen Ineptus wrote:

I would like to share at this point my Lycan Spawn pathfinder v3. Viewers, feedback is always welcomed.

I would like to finally play-test this template, if that would be alright.

I believe I was the guinnea pig GM for Lycan Spawn version #1 in Age of Worms. It's good to know that some things never change...:)

I was playing a severally underpowered build for the age of worms, and it didn't even balance out. This latest one should be balanced, but I think I need to simplify and clean up some of the wording.


Killer_GM wrote:
Captain Sir Hexen Ineptus wrote:

I would like to share at this point my Lycan Spawn pathfinder v3. Viewers, feedback is always welcomed.

I would like to finally play-test this template, if that would be alright.

I believe I was the guinea pig GM for Lycan Spawn version #1 in Age of Worms. It's good to know that some things never change...:)

The Lycan Spawn character will not get Mr. Straw though ... he will pass on to Max (re-statted as I see fit).

While game-statistically it is possible to field a "dual shield" fighter, I cannot emphasize enough just how implausible this is (excepting bucklers).

EDIT: I just love these movies' depictions of orcs. I intend to - as Sean K. Reynolds puts it - "file off the serial numbers" and "re-skin" my campaign's orcs along these lines.


Turin the Mad wrote:


EDIT: I just love these movies' depictions of orcs. I intend to - as Sean K. Reynolds puts it - "file off the serial numbers" and "re-skin" my campaign's orcs along these lines.

Heheh.


Turin the Mad wrote:


The Lycan Spawn character will not get Mr. Straw though ... he will pass on to Max (re-statted as I see fit).

While game-statistically it is possible to field a "dual shield" fighter, I cannot emphasize enough just how implausible this is (excepting bucklers).

EDIT: I just love these movies' depictions of orcs. I intend to - as Sean K. Reynolds puts it - "file off the serial numbers" and "re-skin" my campaign's orcs along these lines.

Okay??? I have no real problem, just curious why the sudden change. Doesn't Max already have 1 or 2 with him? If it isn't a major deal, could I please leave Mr. Straw with Da Cultist? We do have an unclaimed doll or two already. I was thinking originally maybe Sir Hexen Ineptus would try and befriend Miss Molly (if she remained un-clamed), as she is one for twisted little things, but in role play, might not happen.

As to the two shields, don't worry. I was thinking of something different like a TWF where the off hand happens to be a shield.

Cool link, I haven't gotten to see the full animated movie yet.


Captain Sir Hexen Ineptus wrote:
Turin the Mad wrote:


The Lycan Spawn character will not get Mr. Straw though ... he will pass on to Max (re-statted as I see fit).

While game-statistically it is possible to field a "dual shield" fighter, I cannot emphasize enough just how implausible this is (excepting bucklers).

EDIT: I just love these movies' depictions of orcs. I intend to - as Sean K. Reynolds puts it - "file off the serial numbers" and "re-skin" my campaign's orcs along these lines.

Okay??? I have no real problem, just curious why the sudden change. Doesn't Max already have 1 or 2 with him? If it isn't a major deal, could I please leave Mr. Straw with Da Cultist? We do have an unclaimed doll or two already. I was thinking originally maybe Sir Hexen Ineptus would try and befriend Miss Molly (if she remained un-clamed), as she is one for twisted little things, but in role play, might not happen.

As to the two shields, don't worry. I was thinking of something different like a TWF where the off hand happens to be a shield.

Cool link, I haven't gotten to see the full animated movie yet.

Da Cultist is remaining behind then? Sure, Mr Straw stays with him, that works fine. ^_^

Molly Missy is I believe taking her rightful place as Zin Serina's cohort.


Turin the Mad wrote:
Captain Sir Hexen Ineptus wrote:
Turin the Mad wrote:


The Lycan Spawn character will not get Mr. Straw though ... he will pass on to Max (re-statted as I see fit).

While game-statistically it is possible to field a "dual shield" fighter, I cannot emphasize enough just how implausible this is (excepting bucklers).

EDIT: I just love these movies' depictions of orcs. I intend to - as Sean K. Reynolds puts it - "file off the serial numbers" and "re-skin" my campaign's orcs along these lines.

Okay??? I have no real problem, just curious why the sudden change. Doesn't Max already have 1 or 2 with him? If it isn't a major deal, could I please leave Mr. Straw with Da Cultist? We do have an unclaimed doll or two already. I was thinking originally maybe Sir Hexen Ineptus would try and befriend Miss Molly (if she remained un-clamed), as she is one for twisted little things, but in role play, might not happen.

As to the two shields, don't worry. I was thinking of something different like a TWF where the off hand happens to be a shield.

Cool link, I haven't gotten to see the full animated movie yet.

Da Cultist is remaining behind then? Sure, Mr Straw stays with him, that works fine. ^_^

Molly Missy is I believe taking her rightful place as Zin Serina's cohort.

Zin Serina? Sorry my memory is leaving me. Is that an NPC or PC? Because sir monk has a cohort already, a bard.


Da Monk's name when she was a he : Zin Sern.

Upon becoming female : Zin Serina.

Da Monk's player never assigned a name or anything else significant to the character's bard cohort, so he gets the option to adapt Molly Missy the same as Da Cultist got Mr Straw, Torsin IV got Draggy and so on.


Turin the Mad wrote:

Da Monk's name when she was a he : Zin Sern.

Upon becoming female : Zin Serina.

Da Monk's player never assigned a name or anything else significant to the character's bard cohort, so he gets the option to adapt Molly Missy the same as Da Cultist got Mr Straw, Torsin IV got Draggy and so on.

Ah okay, sorry, didn't know that Zin changed her mind about the cohort.


Sorry for the threadjack, but have you seen Crystal & SM's blog yet? We're doing our best to get lots of comments in in the hope we can entice them into doing it again: *Link*


Charles Evans 25 wrote:

Sorry for the threadjack, but have you seen Crystal & SM's blog yet? We're doing our best to get lots of comments in in the hope we can entice them into doing it again: *Link*

Already there, Sir Charles, already there. :)


Captain Sir Hexen Ineptus wrote:
Turin the Mad wrote:

Da Monk's name when she was a he : Zin Sern.

Upon becoming female : Zin Serina.

Da Monk's player never assigned a name or anything else significant to the character's bard cohort, so he gets the option to adapt Molly Missy the same as Da Cultist got Mr Straw, Torsin IV got Draggy and so on.

Ah okay, sorry, didn't know that Zin changed her mind about the cohort.

Please, forgive, Sir Hexen is brain seems to not working, he has been

working on a project, too long, and the template. I think he misunderstood about the bard amd Molly Miss


Hey there Torsin, long time no see! Glad to hear you are still around.

I'm very much looking forward to seeing how this campaign continues to develop.


My most current information on the group:

  • Zin Serina, female Monk 11, LG (Irori); cohort Molly Missy (soulbound doll / Bard-something-something else 9, styler of hair and trainer of newly-minted women)
  • Da Cultist, male Cloistered Cleric (pending 're-specc') almost-12th, LG; cohort Mr Straw (soulbound doll / Rogue 9, barring 're-specc')
  • Torsin IV, female "Palizard" = Paladin 6 (Iomedae) / Wizard 5 (Diviner); cohort Draggy (soulbound doll / Cleric 9 with domains Artifice and Healing)
  • "Jade II" - an actual name had recently surfaced for this character, but I've presently forgotten it - Fighter 1/ Sorcerer 7 (Water) / Eldritch Knight 3, LN (? - no clue); cohort Fluff Gugg (soulbound doll / Cleric 9 of Lamashtu)
  • "Da Pimp IV" - new character, last I heard to be a summoning-focused Cleric 3 / Wizard 3 / Mystic Theurge 5 - but I really have no idea at the present. No Soulbound Doll cohort for him.
  • Maximilian of Varisia, DMPC 11; Mistah Mwangi is in his haversack still - I've elected to delay having Max take Leadership until I get my grubby paws on the "juju" stuff from the Serpent's Skull AP material to properly put together Max's "pocket witch doctor".

Since Ineptus was not going to get a "personal item" for his replacement character - although Da Pimp IV is not getting one for his new character either - he indicated that he intends to continue playing Da Cultist.

The items' special purpose has been fulfilled and thusly have lost the monthly true resurrection power, although they remain very very formidable items nonetheless. It also brings the characters' gear value to "closer to normal" rather than " WTF ?!?! ".

Effective Character Level at this point is 14th. Average Party Level with everyone present is 15th.

Since I seem to be facing TWO summoning-focused characters now, things are going to get ... interesting ... shall we say.

I have said before that players need to be "ready to roll" as a summoner, right? Right. >:)


Turin the Mad wrote:


Since Ineptus was not going to get a "personal item" for his replacement character - although Da Pimp IV is not getting one for his new character either - he indicated that he intends to continue playing Da Cultist.

Not to disagree with the GM, but after talking with Da Cultist I convinced him that it would be most proper for a cultist to want to spread his religion to as many people as possible. Having succeeded in our original city, it seemed only logical for him to move to a new one.


Torsin wrote:
Turin the Mad wrote:


Since Ineptus was not going to get a "personal item" for his replacement character - although Da Pimp IV is not getting one for his new character either - he indicated that he intends to continue playing Da Cultist.

Not to disagree with the GM, but after talking with Da Cultist I convinced him that it would be most proper for a cultist to want to spread his religion to as many people as possible. Having succeeded in our original city, it seemed only logical for him to move to a new one.

Ah - well, that also makes sense. In the context of the last e-mail from Ineptus' player, however, that is the impression I have.

Sczarni

The Mad is certainly an appropriate appellation for you my good sir.

6 PC's of such power. ..the evil you can perpetrate will be moost grand


psionichamster wrote:

The Mad is certainly an appropriate appellation for you my good sir.

6 PC's of such power. ..the evil you can perpetrate will be moost grand

Like I said : The House of the Rough Beast ... Hook Mountain ... Tower ... and that's just some of the stuff I have in mind.

Suitably upgunned, of course. :)


Turin the Mad wrote:
Torsin wrote:
Turin the Mad wrote:


Since Ineptus was not going to get a "personal item" for his replacement character - although Da Pimp IV is not getting one for his new character either - he indicated that he intends to continue playing Da Cultist.

Not to disagree with the GM, but after talking with Da Cultist I convinced him that it would be most proper for a cultist to want to spread his religion to as many people as possible. Having succeeded in our original city, it seemed only logical for him to move to a new one.
Ah - well, that also makes sense. In the context of the last e-mail from Ineptus' player, however, that is the impression I have.

He has been stressed, lately, and giving the wrong impressions, he had not mentioned changing, before, that game, but, as I pointed out, his cleric would want to spread the word, so to speak. And, I do not think, the Book would let him stay either.


Yasha wrote:

Hey there Torsin, long time no see! Glad to hear you are still around.

I'm very much looking forward to seeing how this campaign continues to develop.

Hi, Thank you! It will be interesting, sorry, not to have gotten back to you to say hello. And, thank you for remembering me. :)


Well if anyone is interested in the beast blooded, I have work it out a bit more. The forum is HERE.

Feel free to comment if you want, it would be very much welcomed. I don't want to derail this thread any more than I already have, so please discuss it in the link's thread.


Not a problem Torsin, I could hardly forget you folks! To your success and to your not dying horrible, painful deaths! I know Turin will try.


Yasha wrote:
Not a problem Torsin, I could hardly forget you folks! To your success and to your not dying horrible, painful deaths! I know Turin will try.

They will be ... >:D


Oh Dear, that was a grueling couple of fights. T-Rex a plenty and those Cyclopes... wow I had to worry if we were all going to make it out alright.


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The Trek Begins

Our Heroes

  • Da Cultist, advanced human Cloistered Cleric 11th (repose and rune domains) - Mr Straw, advanced 4 HD soulbound doll Rogue 9 cohort, bears Da Book
  • Da Mystic Theurge - elf diviner 3/cleric of Abadar 3/Mystic Theurge 6 - <water spirit fey critter starting with an "n" in the Bonus Bestiary> druid 7 cohort
  • Torsin IV, advanced half elf "Pallizard" Paladin of Iomedae 6/ Diviner 5 - Draggy, advanced 4 HD soulbound doll Cleric 9 cohort (artifice and healing domains) - bears Da Sword
  • "Frost-Woman" (Jade II), advanced human Fighter 1/ Sorcerer 7 (elemental water bloodline)/ Eldritch Knight 3 - Fluff Gugg, advanced 4 HD soulbound doll Cleric of Lamashtu 9 cohort - bears Da Air Ring
  • absent was Zin Serina, advanced human Monk 11 of Irori - Molly Missy, advanced 4 HD soulbound doll Bard 9 cohort (and principle item crafter of the party) - bears Da Fire Ring
  • Maximilian of Varisia - DMPC - Mistah Mwangi (soulbound doll cohort) - Fmughwa the Deathgorger, pet ginormous acid-spewing beetle

Learning that a kind of starmetal is the necessary metal with which to craft her celestial full plate, Torsin persuades the rest of the characters to accompany her on a quest to acquire some. Not just any ordinary run of the mill adamantine stuff, but something rarer. While in Westcrown assisting Da Dancer Dude in getting the city's new government up and running, five long-ships dock in a newly constructed pier.

Come to find out that this fellow - an exotic elf from distant lands - has long been attempting to settle a new frontier with 'his people' (elves and water spirit fey critters primarily). Since Our Heroes are the sort to talk to almost anything that breathes, lo and behold Da Mystic Theurge joins the party. They collectively decide to round up their 200 or so followers as replacements for the disembarking crew of the five long-ships, giving them a crash course in basic seamanship whilst final preparations are undertaken. These added to the followers of Da Mystic Theurge brings the total "camp" up to about 300 souls.

Two options present themselves:

  • Option A: Dare they go north, sailing along the coast west then north from Cheliax to Magnimar then finally to Riddleport - avoiding the "new" wretched hive of scum and villainy that Korvosa has become with the ascendance of King Ranco and Queen Jade. While the more recent rumor is that a star-fall occurred very near to Riddleport, the trip from Riddeport would require that they and 300 mini-onions trek east. They have to scale massive cliffs or travel further south and east to Kaer Maga to access the Storval Plateau. Or they have to detour north into Canada before turning east into Scandinavia ... err, north into the Lands of the Linnorm Kings before turning east into the holdings of the Mammoth Lords. Then bearing southeasterly so as to avoid the gaping Worldwound (and thus having demons or other fiendish horrors eat/possess/molest/all three simultaneously their precious mini-onions). Either route takes them through orc-ruled Belken, haunted Ustalav and Numeria before finally entering Brevoy in order to end their trip in Restov.
  • Option B: Or dare the Inner Sea herself, sailing east from Westcrown to the border city of Cassomir, then north up the Mississippi ... er, Sellene River all the way to Brevoy? Granted, they will have to bivouac their mini-onions whilst pursuing older leads on star-metal in that region of the world ... Still, this journey is perhaps the easier of the two, although not without its own excitement. Traveling the length of the border between Taldor and Andoran is merely the first step in the trip. They plan to continue north along several borders - such as southwestern Galt, Kyonnin/Galt and finally into the southern reaches of the River Kingdoms themselves. The route they have planned should take them directly to Restov.

to be continued...


Our Heroes, after a lengthy palaver, decide to go with Option B. Loading up 300 or so people onto five long-ships (with accompanying supplies, including several tons of wheat grain and iron ingots) they set sail east across the Inner Sea to the Taldoran city of Cassomir.

Abadar seems to approve of Da Mystic Theurge's effort, smiling upon him near-directly with blessed sailing and relatively benevolent weather. They make Cassomir in ten days. Throwing a natural 20 with a trained sailor by Da Mystic Theurge resulted in a check of nearly 40.

Our Heroes make arrangements to encamp a short distance outside of the city walls, drawing their ships up onto shore for overhaul and maintenance. That much manpower sees the ships drawn up into dry docks for the mild winter likely to come. I equate the Inner Sea very similarly to the Mediterranean in climate. Taldor and Andoran seem to be equivalent to the southern coast of France.

Fmughwa sees to the clearing of the latrine trench, over which was built a "rack" of facilities that roll in toto from off the top of the trench. The gigantic beetle then enters the trench at one end, clearing out the poo that 300 or so people generate and contentedly does what he does with the "material". Once Fmughwa is clear of the trench, the facilities are rolled back over top of the trench and life goes on.

A solid wooden paliside is erected around the complex, complete with a gatehouse, leaving the only non-walled access to those who can boat and swim. Towers are erected at the corners to keep watch. Andoran raiders, Taldoran opportunists and certainly much worse could attempt to take advantage of an unprotected camp. The primary activity during the winter is seeing to the detailed maintenance and repair of the five ships that they hope will carry them all the way up the Sellene River to Restov itself.

In the meanwhile, Our Heroes palaver once more. They determine after networking with those who know things in Cassomir that the two best sources of information within reasonable sailing distance are Absolom on the Isle of Kortos easily equivalent to Sicily in many ways for my purposes - specifically the Grand Lodge of the Pathfinder Society and the Venture Captains within - or the Pactmasters of Katapesh in Qadira.

Since Maximilian is a de facto Pathfinder - and has been undertaking to painstakingly document, journal, map and most importantly retrieve as much as possible the current conditions and remaining contents of Delvehaven - he concurs with the Heroes' decision to sail to Absalom instead of Katapesh.

Long lost to the Society, the details of what happened to Delvehaven are revealed to the Venture Captains along with as much of the contents of Delvehaven as he could cram into his two type IV bags of holding and two handy haversacks. He takes the four soulbound dolls with him so that they can relate their unique experiences - while he transcribes the dolls' words into his own journal regarding Delvehaven - from being there since the Thrune's assault upon the Lodge until their bonding to four of those who cleared the complex and sent Bisby's unquiet soul to Pharasma's Boneyard. Finally, Maximilian arranges for several copies of this journal to be provided to the Society.

The Conclave of the Pallid Eye

In the mean while, Our Heroes gather information from the various Society members that are in Absalom at the time. They acquire a detailed map of the Inner Sea region that is equivalent to the map in my Campaign Setting PDF, confirm that the known geography of the northeastern River Kingdoms is likely ideally suited to the aquatic followers of Da Mystic Theurge and determine that a star-fall did occur a century or so ago on an uninhabited volcanic island off the west coast of Qadira.

Long rumored to be a place from where no one has returned, the Society requests that the party investigate the island to find out what happened to an expedition that is a month overdue. Investigation by scrying reveals that the island is a volcanic jungle paradise save for that it has only two usable beaches upon which to land. The northern beach has heavy reefs as well as the remnants of two small ships still scattered upon the sands. The southern beach seems to be less used, with only the forward part of what was once clearly a ship for giants upside down.

Over the course of the week's journey by sea, Da Cultist and Da Mystic Theurge continue scrying the island for more information. They note that the wood of the southern beach's hull should have long decayed. Their best guess is that the wood was some how made of ironwood made permanent, a secret of magic long lost to modern practitioners. On both beaches human skulls are found, the flesh seemingly eaten off of the bone by a giant's mouth.

An enormous, ancient stone tower stood on the southwestern side of the volcano, standing some hundred feet above the ground. Its roofed observation deck clearly provides excellent views of both beaches. Most disturbingly to Our Heroes are the bas-relief carvings that encircle the entirety of the exterior of the tower. They depict horrific scenes of men and women eating until their entrails burst forth from abdomens; men and women copulating with disregard for societal norms; men and women copulating with captives as they are eating their captives; and worse. An ancient temple of Urgathoa it would seem. And they fear the worst - a female cultist within, a potential Daughter of Urgathoa awaits them.

Girding themselves for battle with the undead, Our Heroes approach the island from the northeast - the best angle of approach to avoid detection from the tower's observation deck. Using prying eyes to reconnoiter, they reveal an overgrown impact crater with the skeletonized rear half of an apex predator as big as Fmughwa. Such a creature there could not be more than 3 or 4 upon the whole of the island. I used Oahu as the visual descriptive for size and scope of this island.

Ordering the ship to remain at sea, Our Heroes pile into a long boat - well, the ones that do not have their own means to walk on water. In this case, "Frost Woman" - having the highest Strength score of the entire group excepting Fmughwa - tows the boat by rope until they reach the steep cliff jutting out from the sea, spike the boat to the cliff with rope and ascend via air walk courtesy of Da Mystic Theurge.

Our Heroes ascend the cliff and proceed into the noisome jungle, intend upon reaching the impact crater wherein they hope to find star metal of a kind useful to Torsin's experiment. Two hours later, they reach the crater. While overgrown, the canopy has not yet closed overhead and a pool of stagnant water lurks at the center. Examination of the remains reveals that the creature was slain by large slashing weapons, then the flesh stripped from the bones. What meat and marrow was left has long since been devoured by jungle vermin.

Our Heroes have another 8 hours of slogging through the jungle to reach the tower. Half way there, the mutually high Perception checks of predators and prey dictate a no-surprise-round engagement.

Two tyrannosaurs break through the jungle ahead of Our Heroes. Hungry, combat ensues. Da Mystic Theurge charms one of the tyrannosaurs, but it takes several rounds and judicious use of prestidigitation to "spice" the other beast. During the fight Torsin IV and Maximilian are swallowed whole, even "Frost Woman" is nibbled on a bit by the one tyrannosaur before the second one takes the bait and chomps on its buddy. Torsin and Maximilian narrowly escape the crushing gizzard just before the first beast is slain. The second bellows its claim to the corpse before dragging it off to an eating area. Our Heroes wisely elect to leave well enough alone, although they are disappointed that the rex lair did not have any loot.

Approaching the tower from the slope of the volcano "behind" the tower, Our Heroes 'spell up'. Due to "Frost Woman" having to shout the verbal components of her spells, those within the tower easily hear the commotion and make their combat preparations as well.

Finally ready, "Frost Woman" ascends via fly from her ring the outside of the tower. A short distance up she barely notes the stealthy blur of movement. To her eyes, the giant moves as fast or perhaps even faster than a man under magical haste. They (barely) hear " adventurers outside " in a dialect of Giant. Linguistics checks identify the language as Cyclops - and there is more than one of them lurking within the bowels of the tower.

The wisest decision of the day is made before battle is joined - Our Heroes ascend to the observation level at the top of the tower to do battle with those within on their own terms. Had they elected to engage the cyclops at the main entrance, they would likely have been slaughtered...

The first cyclops that attains the top of the stairs is a Monk that uses its "insight" ability to sorely wound the celestial tiger summoned for that purpose by Da Cultist. Over the subsequent rounds they wisely focus fire upon the Cyclops Monk. Fortunately for Our Heroes, the Monk is still a cyclops at heart - he uses his Great Axe in preference to his formidable unarmed combat prowess, as much out of habit as anything else.

As the Cyclops Monk is felled, the other three cyclops reach the top of the stairs. A Cyclops Bone Oracle, A Cyclops Sorcerer (Undead bloodline) and a Cyclops Cleric of Urgathoa - all as male as the first one - combat Our Heroes. A very long fight, one which nearly meant the doom of Our Heroes were it not for two or more summoned monsters literally dying in place of one or more player characters.

The end fell upon the Cyclops Cleric - trapped in a hungry pit, his efforts to dispel the pit and return him to engage the self-propelled field rations that slaughtered his fellows of the Pallid Eye, he is killed while being eaten by the pit. Exhausted, Our Heroes loot the corpses and retrieve enough "second grade" star metal ore that - when smelted - will yield enough metal to fashion a Medium-sized suit of full plate armor.

Our Heroes return to Cassomir to wait out the spring thaw before continuing their trek up the Sellene river with some more loot and a healthy respect for the legendary cyclops. They are also grateful that despite their disciplines in matters arcane and divine, the ones that they faced were still degenerated specimens of their kind...


Turin the Mad wrote:


Our Heroes
  • Da Cultist, advanced human Cloistered Cleric 11th (repose and rune domains) - Mr Straw, advanced 4 HD soulbound doll Rogue 9 cohort, bears Da Book
  • ...Advanced??? Well maybe technically as I re-incarnated as a half-orc.


    Turin the Mad wrote:

    ...Our Heroes, after a lengthy palaver, decide to go with Option B. Loading up 300 or so people onto five long-ships (with accompanying supplies, including several tons of wheat grain and iron ingots) they set sail east across the Inner Sea to the Taldoran city of Cassomir...

    ...Fmughwa sees to the clearing of the latrine trench, over which was built a "rack" of facilities that roll in toto from off the top of the trench. The gigantic beetle then enters the trench at one end, clearing out the poo that 300 or so people generate and contentedly does what he does with the "material". Once Fmughwa is clear of the trench, the facilities are rolled back over top of the trench and life goes on...

    Okay, how did they export their pet by ship like that? Magical stasis?


    Charles Evans 25 wrote:
    Turin the Mad wrote:

    ...Our Heroes, after a lengthy palaver, decide to go with Option B. Loading up 300 or so people onto five long-ships (with accompanying supplies, including several tons of wheat grain and iron ingots) they set sail east across the Inner Sea to the Taldoran city of Cassomir...

    ...Fmughwa sees to the clearing of the latrine trench, over which was built a "rack" of facilities that roll in toto from off the top of the trench. The gigantic beetle then enters the trench at one end, clearing out the poo that 300 or so people generate and contentedly does what he does with the "material". Once Fmughwa is clear of the trench, the facilities are rolled back over top of the trench and life goes on...

    Okay, how did they export their pet by ship like that? Magical stasis?

    Not mentioned specifically, is that Max has a bracelet of friends keyed exclusively to the adorable poo pusher - and he has acquired a ring of sustenance for it. Max left Fmughwa in its previous abode before calling it to the winter bivouac for latrine duty.

    Otherwise, they'd need a much bigger ship ... on the order of one of the massive ancient Chinese war ships let's say. I have a feeling that Max's bracelet will be used up by the time they establish their capitol.


    Da Cultist wrote:
    Turin the Mad wrote:


    Our Heroes
  • Da Cultist, advanced human Cloistered Cleric 11th (repose and rune domains) - Mr Straw, advanced 4 HD soulbound doll Rogue 9 cohort, bears Da Book
  • ...Advanced??? Well maybe technically as I re-incarnated as a half-orc.

    You know, I had completely forgotten about that. Da Cultist is (I believe) the only one of the group besides Da Mystic Theurge to be 12th level.


    I admit to wondering what the Prestige Award would have been for Maximilian ... hrmmm ...


    Here are the Conclave of the Pallid Eye, four advanced cyclops devotees of Urgathoa. Note that these stat blocks are fairly bare-bones versions, lacking in details as to the effects of the various spells. It is very important that those of you who use them spend a bit of time to "plug in" their spells ... you will like the results.

    Cleric 12 Advanced Cyclops = CR 12:

    NE Male Large Humanoid (giant)

    Senses: low-light vision; Perception +45, Sense Motive +21

    Speed: (40' =) 30' in rhino hide armor

    Initiative: +2

    Feint DC: 34; Intimidate DC: 40

    AC: #; flat-footed # (touch +9 natural armor +6 armor)
    Touch AC: 11; flat-footed touch 9

    HP: 269, ferocity (22d8 total hit dice <103> +132 CON +12 favored class +22 toughness)

    • bear's endurance increases to 313
    • righteous might with bear's endurance increases to 357

    Ability Scores: 27 Str, 14 Dex, 23 CON, 12 INT, 26 WIS = 28 with headband, 12 CHA

    Base Attack +16
    Melee +23/+18/+13/+8

    • Power Attack Melee +18/+13/+8/+3
    • bull's strength, greater magic weapon +3 Large scythe, righteous might, divine power, bless, power attack +30/+25/+20/+15/+30 (2d6+41 / x4 crit = 8d6+164)

    Ranged +17
    CMB +25 = +27 bull rush
    CMD 37 = 39 vs. bull rush

    Save Bonuses[/i][/list]

  • [b]Fortitude +21
  • Reflex +9
  • Will +19 = +20[/list]

    Languages: Common, Cyclops, Giant; Abyssal, Draconic, Infernal

    Feats:

    • Simple Weapons Proficiency
    • Martial Weapon Proficiencies - Great Axe & Scythe
    • Light Armor Proficiency
    • Medium Armor Proficiency
    • Toughness
    • Power Attack
    • Alertness
    • Cleave / Great Cleave
    • Improved Bull Rush
    • Channel Smite
    • Quick Draw
    • Spell Focus / Greater Spell Focus - Necromancy
    • Eschew Materials
    • Spell Penetration

    Skills:

    • Heal +21
    • Knowledge - religion +16
    • Linguistics +6
    • Perception +45
    • Profession - soothsayer +16
    • Sense Motive +21
    • Survival +16

    SQ:

    • Flash of Insight (Su)[b] 1/day
    • overwhelming aura of evil
    • Orisons
    • Death's Embrace

    [b]SA:

    • Channel Negative Energy (Su) 4/day, 6d6, DC 17 half
    • Spontaneous inflict spells
    • bleeding touch (Sp) 11/day
    • hand of the acolyte (Sp) 11/day
    • dispelling touch (Sp) 2/day

    Prepared Spells: CL 12th, concentration +20, +14 vs. SR, prepares spells at midnight - increase DCs by 1 when including the headband - spells per day should already include the headband

    • Orisons: bleed (DC 20), guidance, stabilize, virtue
    • 1st Level: bless, divine favor x3 (2 imbued), remove fear, shield of faith x3 (2 imbued); identify (domain spell); spontaneous inflict light wound (DC 21)
    • 2nd Level: bear's endurance, bull's strength, ghoul hunger (DC 22), owl's wisdom x2, spiritual weapon x3 (2 imbued), death knell (DC 22, domain); spontaneous inflict moderate wound (DC 22)
    • [/b]3rd Level:[/b] contagion x3 (DC 23) - 2 are "reserved" for animate dead in order to create plague zombies), dispel magic, invisibility purge, magic vestment, animate dead x2 - 1 of which is a domain spell; spontaneous inflict serious wound (DC 23)
    • 4th level: divine power, freedom of movement x3, greater magic weapon, imbue with spell ability x2 - 1 is a domain spell; spontaneous inflict critical wound (DC 24)
    • 5th Level: dispel good (DC 23), flame strike x2 (DC 23), righteous might, slay living (DC 25), spell resistance - domain; spontaneous mass inflict light wounds (DC 25)
    • 6th Level: greater dispel magic x2, harm (DC 26), mass ghoul hunger (DC 26), antimagic field - domain; spontaneous mass inflict moderate wounds (DC 26)

    Gear: +2 headband of inspired wisdom, +1 Large scythe, unholy symbol of Urgathoa set with a Pallid Crystal - death knell 1/day & converts cure/inflict spells dealt to the wearer into curative energies regardless of which type is harmful, +2 Large rhino hide armor; 6,420 g.p. not spent

  • It takes a while to translate these stat blocks into a messageboard-compatible format! >.< And no, for the now I am not posting these via google docs or what ever...

    Monk 12 Advanced Cyclops = CR 12:

    LE Male Large Humanoid (giant)

    Perception +44 - Feint DC 35 - Intimidate DC 39
    Speed 70' - Acrobatics +27 (+55 when jumping), Stealth +22

    AC 32, 30 flat-footed
    Touch AC 22, 20 flat-footed

    HP 247, ferocity

    Fort +21, Reflex +13 - improved evasion, Will +18 (+20 vs. enchantments)

    BAB +16

    Melee AB +23

    • unarmed strike +1 +24 (3d6+9) - +3 divine favor +27 (3d6+12)
    • Scorpion Style +24 (3d6+9 plus DC 23 Fortitude to negate having land speed reduced to 5' for 7 rounds)
    • Gorgon's Fist - against a foe already pummeled by a Scorpion Strike - +24 (3d6+9 plus DC 23 Fort vs. being staggered until the end of the monk's next turn)
    • Unarmed Strike Flurry of Blows +1 +24/+24/+19/+19/+14 (3d6+9)
    • Medusa's Wrath +24/+24/+24/+24/+19/+19/+14 (3d6+9)

    CMB +28 = +30 bull rush
    CMD 48 = 50 vs. bull rush

    Ranged AB +17

    27 Str, 14 Dex, 23 Con, 14 Int, 24 Wis, 10 Cha

    Languages: Common, Cyclops, Giant, Abyssal, Celestial, Infernal

    Feats: Improved Natural Armor, Dodge, Quick Draw, Alertness, Power Attack, Cleave / Great Cleave, Improved Bull Rush, Nimble Moves / Acrobatic Steps, Combat Reflexes (3 AoO / round), Stunning Fist (12/day), Stand Still, Scorpion Style, Gorgon's Fist, Medusa's Wrath, Step Up, Lunge, One Finger

    Skills: Acrobatics, Craft - alchemy +27, Linguistics +3, Perception +44, Sense Motive +9, Stealth

    SQ: flash of insight 1/day, ki strike (lawful, magic), ki pool : 13 points, still mind, slow fall 60', immune to disease and poison, wholeness of body, abundant step

    Gear: +1 amulet of mighty fists, periapt of Urgathoa with a Pallid Crystal, +1 Large great axe, 10 +1 adamantine shuriken (each with a dose of purple worm poison - this will be NASTY when a character volleys them via telekinesis!

    Imbue with Spell Ability (via above cleric): divine favor, shield of faith & spiritual weapon

    Sorcerer 12 (undead) Advanced Cyclops = CR 12:

    NE Male Large Humanoid (giant)

    Perception +47, see invisibility

    Speed 40' - Feint DC 27 - Intimidate DC 36

    HP: 278, ferocity, DR 10 vs. nonlethal; resist cold 10 (not counting spells)

    AC: 22, flat-footed AC: 18 <-- improves by spells

    Touch AC: 12, flat-footed touch: 9

    Fortitude +18, Reflex +9, Will +15

    Base Attack +13
    Melee Attack +21
    Ranged Attack +14
    CMB +23 = +25 bull rush
    CMD 35 = 37 vs. bull rush

    28 Str, 14 Dex, 24 Con, 12 Int, 18 Wis, 20 Cha (with headband)

    Knowledge - religion +16, Linguistics +3, Perception +47, Sense Motive +6, Survival +17, Use Magic Device +28

    Feats: Dodge, Toughness, Skill Focus - Perception, Alertness, Power Attack, Cleave / Great Cleave, Improved Bull Rush, Eschew Materials, Spell Focus / Greater Spell Focus - Necromancy, Extend Spell, Silent Spell, Combat Casting, Quick Draw, Quicken Spell

    SQ: flash of insight, bloodline arcana, cantrips

    SA: grave touch 6/day, grasp of the dead 1/day

    Spells (CL 12th, +17 concentration <+21 to cast defensively>, +12 vs. SR)

    • Cantrips known: dancing lights, detect magic, flare, prestidigitation, read magic, touch of fatigue (DC 17)
    • 1st Level (8/day): chill touch (DC 18), mage armor, magic missile, shield, ray of enfeeblement, true strike
    • 2nd Level (7/day): [i]blindness/deafness (DC 19), false life, ghoul touch (DC 19), resist energy, see invisibility, spectral hand
    • 3rd Level (7/day): dispel magic, lightning bolt (DC 18), protection from energy, ray of exhaustion (DC 20), vampiric touch
    • 4th level (7/day): animate dead, bestow curse (DC 21), enervation, fear (DC 21)
    • 5th Level (6/day): cloudkill (DC 22), wall of stone, waves of fatigue
    • 6th Level (3/day): eyebite (DC 23)

    Gear: unholy symbol of Urgathoa with a pallid crystal, +4 headband of alluring charisma, +2 large greataxe; 13,700 gp unspent

    Imbued with Spell Ability (from the cleric above): divine favor, shield of faith & spiritual weapon

    Bones Oracle 12th Advanced Cyclops = CR 12:

    NE Large Humanoid (giant)

    Perception +47 - Feint DC 30 - Intimidate DC 36
    Speed 40'

    AC 20, flat-footed 18 = 28 with armor of bones (26 flat-footed)
    Touch AC 11; flat-footed touch 9

    HP: 269, ferocity

    Fortitude +17 (+21 to resist death effects, disease, poisons and stunning)
    Reflex +9
    Will +15 (+19 to resist channel energy, mind-affecting & sleep)

    Base Attack +16
    Melee +23
    Ranged +17
    CMB +25 = +27 bull rush
    CMD 37 = 39 vs. bull rush

    27 Str, 14 Dex, 23 Con, 12 Int, 18 Wis, 18 Cha

    Intimidate +41 (+45 if larger than the target), Knowledge - religion +16, Linguistics +3, Perception +47, Profession - soothsayer +12, Sense Motive +6, Spellcraft +16, Survival +12

    Languages: Common, Cyclops, Giant, Abyssal, Draconic and Infernal

    Feats: Eschew Materials, Toughness, Alertness, Power Attack, Cleave / Great Cleave, Improved Bull Rush, Vital Strike/Improved Vital Strike, Extra Revelation (Armor of Bones), Intimidating Prowess, Skill Focus - Intimidate, Skill Focus - Perception

    SQ: Flash of Insight, Curse - Wasting Away, Orisons, Mystery - Bones, Revelations - Near Death, Soul Siphon 2/day, Resist Life, Spirit Walk, Armor of Bones, does not need a divine focus

    Spells: (CL 12th, +16 concentration, +12 vs. SR)

    Orisons (9 known)
    1st Level (7/day): 5 known spells plus cause fear and inflict light wound

    2nd Level (7/day): aid, false life, inflict moderate wound, spiritual weapon and 3 additional known spells

    3rd Level (7/day): animate dead, daylight, dispel magic, inflict serious wound, prayer, speak with dead

    4th Level (7/day): divine power, fear, freedom of movement, inflict critical wound, spell immunity

    5th Level (5/day): flame strike, mass inflict light wounds, slay living

    6th Level (3/day): blade barrier, circle of death, mass inflict moderate wounds

    Gear: unholy symbol of Urgathoa set with a pallid crystal, 700 gp in material components; 17,700 gp not spent

    And that's a wrap! :)

    Sczarni

    Cyclops + Scythe is mean.

    Almost as bad as Vorpal + Cyclops.

    Very nice work, especially with crazy super-PC's. I may have to nick one of these if we amp up KM, or I run a one-shot in the near future.


    psionichamster wrote:

    Cyclops + Scythe is mean.

    Almost as bad as Vorpal + Cyclops.

    Very nice work, especially with crazy super-PC's. I may have to nick one of these if we amp up KM, or I run a one-shot in the near future.

    I suggested one of these as a lich for use by you - I think that all I did was apply the lich template.

    Players Don't Read Please:
    One of the four will spawn as a revenant and track down Our Heroes - along with the Gluttons of the Pallid Eye (lacedon ghast clerics of Urgathoa) that were elsewhere at the time that the player characters wiped out their "bosses"...


    Yet more wonderful stat blocks from you Turin on the Cyclopses. The fact that none of those cyclopses 86'd any of your Players' characters however is about as excusable as STD's within a monastary...


    Killer_GM wrote:
    Yet more wonderful stat blocks from you Turin on the Cyclops. The fact that none of those cyclops 86'd any of your Players' characters however is about as excusable as STD's within a monastery...

    Well ... depends upon whom one asks ... :P

    Fighting through a bottle-neck tends to get one dead after all.

    Don't know if I made that clear ... it has been difficult to recollect clear details during this campaign for some reason or another.


    Those are some nice looking Cyclopes statblocks Turin. I'll be yoinking those for later use, of course.


    Yasha wrote:
    Those are some nice looking Cyclopes statblocks Turin. I'll be yoinking those for later use, of course.

    ^_^ Glad to be of service, Yasha. As long as I'm not on point :P


    This coming Sunday Our Heroes once more assemble to continue their trek northerly along the mighty Sellene River.

    Will they all die horribly ?

    Will only their 300-odd followers die horribly ?

    Will only some of their 300-odd followers die horribly ?

    Will the dolls be the sole survivors left to pick up the reigns of the campaign ?

    Will they continue their tradition of killing everything and taking their stuff ?

    Will they raze Cassomir to ashes in an orgy of arson and violence ?

    Stay tuned for the ... *grrkk*


    Turin the Mad wrote:

    This coming Sunday Our Heroes once more assemble to continue their trek northerly along the mighty Sellene River.

    Will they all die horribly ?

    Will only their 300-odd followers die horribly ?

    Will only some of their 300-odd followers die horribly ?

    Will the dolls be the sole survivors left to pick up the reigns of the campaign ?

    Will they continue their tradition of killing everything and taking their stuff ?

    Will they raze Cassomir to ashes in an orgy of arson and violence ?

    Stay tuned for the ... *grrkk*

    Reins of the campaign. Reigning is exclusively what monarchs do, which...

    Oh dear. Was that a Red Mantis? :-?
    ;)


    Charles Evans 25 wrote:
    Turin the Mad wrote:

    This coming Sunday Our Heroes once more assemble to continue their trek northerly along the mighty Sellene River.

    Will they all die horribly ?

    Will only their 300-odd followers die horribly ?

    Will only some of their 300-odd followers die horribly ?

    Will the dolls be the sole survivors left to pick up the reigns of the campaign ?

    Will they continue their tradition of killing everything and taking their stuff ?

    Will they raze Cassomir to ashes in an orgy of arson and violence ?

    Stay tuned for the ... *grrkk*

    Reins of the campaign. Reigning is exclusively what monarchs do, which...

    Oh dear. Was that a Red Mantis? :-?
    ;)

    I know nussink!!


    Well it appears my cultist's have officially created a printing press system with a magic item I have given them. I have also have had a couple choice items of Word of Recall made, plus the use of the spell of my own, I have been given a unique opportunity to stay in communication with my followers no matter where I go for the time being. Once a temple is made at our new location these items will be assigned to temple travel use for members and party members only.

    I am very grateful, dear me, I won't have to worry too much about my followers dying during this trip and they are now self sufficient.


    Da Cultist wrote:

    Well it appears my cultist's have officially created a printing press system with a magic item I have given them. I have also have had a couple choice items of Word of Recall made, plus the use of the spell of my own, I have been given a unique opportunity to stay in communication with my followers no matter where I go for the time being. Once a temple is made at our new location these items will be assigned to temple travel use for members and party members only.

    I am very grateful, dear me, I won't have to worry too much about my followers dying during this trip and they are now self sufficient.

    Are they now ? points to Adventurer's Armory Printing press costs 250 gp, weighs 150 lbs and prints 1 page. You need 1 press plate - while not clearly outlined, I am going to estimate the cost at 200 gp, 50 lbs per plate.

    So a printed book the same size as a spell book (100 pages) costs 20,050 gp to set up the printing press. However, you can press the "raw book" in about 40 minutes (plus the time to cut/trim the pages, then bind the book - total guess would say an even 2 hours production time per book).

    Buying the paper and ink probably only costs a total of 10 gp per book - more for the book than the ink - made with parchment pages, using only black ink and without illumination (art, basically). If your mini-onions can fabricate their own parchment and ink and do their own illuminations / illustrations, you can probably call the cost the same 10 gp per book - for a MUCH more appealing book.

    The fun part - you will need to sell several hundred of them just to recoup your costs ... :)

    Good to know you have a small-capacity "transport" system. If memory serves, those items are usable 1/day, correct ?


    Turin the Mad wrote:
    Da Cultist wrote:

    Well it appears my cultist's have officially created a printing press system with a magic item I have given them. I have also have had a couple choice items of Word of Recall made, plus the use of the spell of my own, I have been given a unique opportunity to stay in communication with my followers no matter where I go for the time being. Once a temple is made at our new location these items will be assigned to temple travel use for members and party members only.

    I am very grateful, dear me, I won't have to worry too much about my followers dying during this trip and they are now self sufficient.

    Are they now ? points to Adventurer's Armory Printing press costs 250 gp, weighs 150 lbs and prints 1 page. You need 1 press plate - while not clearly outlined, I am going to estimate the cost at 200 gp, 50 lbs per plate.

    So a printed book the same size as a spell book (100 pages) costs 20,050 gp to set up the printing press. However, you can press the "raw book" in about 40 minutes (plus the time to cut/trim the pages, then bind the book - total guess would say an even 2 hours production time per book).

    Buying the paper and ink probably only costs a total of 10 gp per book - more for the book than the ink - made with parchment pages, using only black ink and without illumination (art, basically). If your mini-onions can fabricate their own parchment and ink and do their own illuminations / illustrations, you can probably call the cost the same 10 gp per book - for a MUCH more appealing book.

    The fun part - you will need to sell several hundred of them just to recoup your costs ... :)

    Wow, well I made a specialized fabricate spell we discussed 1/day on a glove item. That was dropped off back at the current home temple. Everyone else was trained in book binding, writing, and other required skills for duplicating a book by hand and press. The magic item is used for "Rush Orders" which has special charges associated with it.

    Turin the Mad wrote:

    Good to know you have a small-capacity "transport" system. If memory serves, those items are usable 1/day, correct ?

    Yes it is only 1/day for now, but you can transport a good number of people and supplies with a single use of the spell.


    Da Cultist wrote:
    Turin the Mad wrote:
    Da Cultist wrote:

    Well it appears my cultist's have officially created a printing press system with a magic item I have given them. I have also have had a couple choice items of Word of Recall made, plus the use of the spell of my own, I have been given a unique opportunity to stay in communication with my followers no matter where I go for the time being. Once a temple is made at our new location these items will be assigned to temple travel use for members and party members only.

    I am very grateful, dear me, I won't have to worry too much about my followers dying during this trip and they are now self sufficient.

    Are they now ? points to Adventurer's Armory Printing press costs 250 gp, weighs 150 lbs and prints 1 page. You need 1 press plate - while not clearly outlined, I am going to estimate the cost at 200 gp, 50 lbs per plate.

    So a printed book the same size as a spell book (100 pages) costs 20,050 gp to set up the printing press. However, you can press the "raw book" in about 40 minutes (plus the time to cut/trim the pages, then bind the book - total guess would say an even 2 hours production time per book).

    Buying the paper and ink probably only costs a total of 10 gp per book - more for the book than the ink - made with parchment pages, using only black ink and without illumination (art, basically). If your mini-onions can fabricate their own parchment and ink and do their own illuminations / illustrations, you can probably call the cost the same 10 gp per book - for a MUCH more appealing book.

    The fun part - you will need to sell several hundred of them just to recoup your costs ... :)

    Wow, well I made a specialized fabricate spell we discussed 1/day on a glove item. That was dropped off back at the current home temple. Everyone else was trained in book binding, writing, and other required skills for duplicating a book by hand and press. The magic item is used for "Rush Orders" which has special charges associated with it.

    ...

    Ok - I had forgotten about the glove. The glove will make one small book per day ... so they can cover their own expenses.

    CL 11 on the Word of Recall (the minimum possible) transports the activator and up to 3 additional creatures - and all that they can carry excepting other creatures. You have *how* many followers again ? :P


    Turin the Mad wrote:
    Da Cultist wrote:
    Turin the Mad wrote:
    Da Cultist wrote:

    Well it appears my cultist's have officially created a printing press system with a magic item I have given them. I have also have had a couple choice items of Word of Recall made, plus the use of the spell of my own, I have been given a unique opportunity to stay in communication with my followers no matter where I go for the time being. Once a temple is made at our new location these items will be assigned to temple travel use for members and party members only.

    I am very grateful, dear me, I won't have to worry too much about my followers dying during this trip and they are now self sufficient.

    Are they now ? points to Adventurer's Armory Printing press costs 250 gp, weighs 150 lbs and prints 1 page. You need 1 press plate - while not clearly outlined, I am going to estimate the cost at 200 gp, 50 lbs per plate.

    So a printed book the same size as a spell book (100 pages) costs 20,050 gp to set up the printing press. However, you can press the "raw book" in about 40 minutes (plus the time to cut/trim the pages, then bind the book - total guess would say an even 2 hours production time per book).

    Buying the paper and ink probably only costs a total of 10 gp per book - more for the book than the ink - made with parchment pages, using only black ink and without illumination (art, basically). If your mini-onions can fabricate their own parchment and ink and do their own illuminations / illustrations, you can probably call the cost the same 10 gp per book - for a MUCH more appealing book.

    The fun part - you will need to sell several hundred of them just to recoup your costs ... :)

    Wow, well I made a specialized fabricate spell we discussed 1/day on a glove item. That was dropped off back at the current home temple. Everyone else was trained in book binding, writing, and other required skills for duplicating a book by hand and press. The magic item is used for "Rush Orders" which has special charges
    ...

    Hehe yeah, it isn't many people transported for now, but over time everyone could get transported, plus I will be adding more and maybe getting site specific locations, rather than an item of Word of Recall, later on.


    The Trek : Winter Holiday

    Our Heroes return by way of Absalom to sell the swag looted from the carcasses of the Conclave of the Pallid Eye.

    Then they return to Cassomir to continue their stay outside of the city and gather information about the lands over the roughly 1,200 mile trip that lays ahead of them.

    During the following two months they undertake numerous trips back and forth from "Cyclops Isle", transporting some 2,000 cubic feet of permanent ironwood salvaged from the bow of the shattered ship that the cyclops themselves washed upon that forlorn shore. Note was made of the wreckage location in order to undertake future salvage operations.

    In the meantime, the wood that was retrieved has been put to use in replacing the five longboats' masts and rudders. Our Heroes excavated underground shelters for their mini-onions, complete with storage, cooking, bathing and emergency latrine areas sufficient to accommodate thirty dozen people.

    The encampment measures some 180' south to north along the eastern bank of the Sellene River about an hour's ride north of Cassomir. "Dry docks" for the five longboats takes up most of the interior area of the walled compound, with the latrine occupying most of the southern interior area of the wall. Fmughwa's primary resting area was located here as well, in the southeast corner of the compound. The remaining open areas above ground are largely taken up with fire pits, recreation and staging areas around the ships.

    Our Heroes, using the Frost Woman as spokesperson and piling on mounds and mounds of bonuses, set about interacting with Taldoran and Andoran authorities in Cassomir and Bellis. The latter is a frontier town some days' travel upriver that is best known for excellent honey, beeswax and mead. Cassomir is the second-largest city in Taldor and its westernmost port - including the primary Taldoran naval shipyards, and a vibrant trade hub. There is also a castle built up-river, looming over the vital trade route that carries lumber and river trade south from the Verdune Forest and points further east and north - most notably for Our Heroes, they must sail 'round this place before continuing northerly.

    Due to utterly horrifying bonuses - totaling about a +50 (!!) as I recall with aid checks, various skill bonus buffs and the like. While she was able to secure free one-way passage through the Taldoran and Andorian controlled stretches of the Sellene River, the unintended side effects of making that big an impression at court was soon felt.

    Max - and by extension Fmughwa - "arranged" to "deal" with a steady stream of suitors that refused to believe Frost Woman is married. Most often this involved the gargantuan beetle rolling an equally massive ball of poo out of the latrine trench and onto the offending suitor. Other times duels had to be fought - much to the demolished honor of a fair majority of the noble scions of both Andoran and Taldor.

    In the worst of the winter, at the dead of night, Our Heroes awoke to a terrible roar. A dread lacedon tyrannosaurus loomed out of the river - the waters parting from the bed of the river to some 60 yards out from shore - and the entire breadth of the "river front" of Our Heroes' compound. The cyclops cleric from Cyclops Isle had risen as a revenant - and it had finally found its murderers - four of our heroes, to be precise.

    Long story short Our Heroes faced a knock down, drag out slobber-knocker of a fight with (a) an advanced dread lacedon tyrranosaurus; (b) an advanced 22 HD revenant (the former cyclops cleric) and (c) a quartet of thrice-advanced lacedon ghast Cleric 11's of Urgathoa. All told an "encounter CR" of 17, awarding over 140 thousand XP (prior to division) to the six participating characters (including Max).

    Our Heroes managed to destroy the 'Rex first, then succeeded in driving off the quartet of lacedon clerics - who withdrew in the face of a delayed wall of water due to the lapse of the 'rex's control water via words of recall - and the revenant was the last to be dispatched. The 'rex nearly dispatched the Pallizzard - having bitten, swallowed her whole, puked her back up and bitten her again (the second time succeeding in paralyzing her) before it was dispatched. The cyclops revenant single handedly slew Fmughwa, then Maximilian, then Fmughwa again (after Draggy had brought the poor beetle back with a breath of life) before turning its attentions to Zin Serina. Da Monk(ette) would also have been shredded and throttled as thoroughly as Maximilian had not Our Heroes pumped a series of cure spells and channeled positive energies into her, bringing the monk back from 4 hit points.

    Two raise dead spells and four wand-provided restoration spells took care of the messily deceased duo - who bought the rest of Our Heroes a combined total of FIVE rounds' attentions from the revenant before it turned its attentions on them ...

    Stat blocks and further details to follow this week!


    I wish I could tack pride in dispatching of these undead fiends. However, I will have to find a way to completely destroy bodies of various sizes to keep something like this from happening again!

    First actions was to lay-down some re-death by far via a flame strike or two, and eventually a holly smite.

    I found myself moving to da Pallizzard's aid. Unfortunately to little effect immediately. I casted a Blessing of Fervor. This turned out to be of great use towards the end of the fight. Moving to her aid though kept me too far away from everyone else. I rushed to assist with the undead casters, but I was too late to save him or our giant bug pet.

    oh dear, I must be more diligent in my undead cleaning efforts.


    Various stat blocks:

    Revenant Cyclops - CR 13:

    Advanced Giant 22 HD Revenant

    LE Large Undead

    Senses: darkvision 60', sense murderers; Perception +32, Sense Motive +5; Feint DC: 29

    Speed: 40' = 70' with haste; Climb +38, Stealth +24

    Initiative: +3

    AC: 25 = 26 haste (touch +12 natural armor); flat-footed 21

    Touch AC: 13 = 14 haste (10 -1 size +3 Dex +1 dodge = +2 dodge w/ [i]haste); flat-footed touch 9

    Immune: cold, undead traits
    Resist: SR 27, DR 15/slashing

    Hit Points: 231 (22d8 racial HD <99> +110 Charisma +22 toughness); fast healing 5

    Saves:

    • Fortitude +14 (base 7 +5 Charisma +2 great fortitude)
    • Reflex +12 = +13 haste (base 3 +3 Dexterity +2 lightning reflexes; +1 haste)
    • Will +18 (base 13 +3 Wisdom +2 iron will)
    • +4 profane vs. murderers = Fort +18, Reflex +16 = +17, Will +22

    Ability Scores: 36 Str, 16 Dex, -- Con, 10 Int, 16 Wis, 20 Cha

    Base Attack +16

    • Melee 2 claws +29 (2d6+19/19-20) plus grab Large or smaller foe, 2 successful claw attacks to establish a hold & begin constricting (2d6+19) - a revenant can make a constriction check for each of its claw attacks every round
    • CMB+30 = +34 grab
    • against murderers 3 claws +34 (2d6+23) plus grab; constrict = +38 CMB, 2d6+23
    • CMD 43 = 47 vs. murderers' grapple and escape artist checks

    Baleful Shriek (Su, standard action, 1d4 rounds recharge, (mind-affecting, fear, sonic): 60' radius, Will DC 26 (Charisma-based) saving throw negates cowering for (1d4) rounds.

    SQ: reason to hate, self-loathing

    Feats: Weapon Focus - claw, Power Attack, Cleave, Toughness, Great Fortitude, Iron Will, Lightning Reflexes, Dodge, Improved Critical (claw), Improved Natural Weapon (claw), Alertness

    Skills: Climb +38, Knowledge - geography +11, Perception +32, Sense Motive +5, Stealth +24, Survival +14

    Then we have

    Dread Lacedon Advanced Tyrranosaurus - CR 11:

    CE Gargantuan Undead (augmented animal)

    Initiative +9
    Senses: darkvision 60', low-light vision, scent; Perception +39

    Speed: 40', swim 40'; Swim +23 (can take 10)

    Space/Reach: 20' / 20'

    AC: 30 (touch +19 natural); flat-footed 25
    CMD: 47 (10 +4 size +5 Dex +15 Str +13 base attack)
    Touch AC: 11 (10 -4 size +5 Dex); flat-footed touch 6

    HP: 225 (18d8 racial HD <81> +126 Charisma +18 toughness)

    Saves:

    • Fort +18 (base 11 +7 Charisma)
    • Reflex +16 (base 11 +5 Dex)
    • Will +14 = +18 vs. channel (base 6 +6 Wis +2 iron will; +4 channel resistance
    • Immune undead traits

    Melee +25 bite (6d6+30, 19-20 <12d6+60>) plus grab (CMB +36 - beginning of next round = free action to swallow whole <2d8+13, gizzard AC 17, 15 hp>) plus paralysis (Fort DC 26 vs. paralyzed for (1d4+1) rounds); +29 to confirm criticals

    Ability Scores: 40 Str, 20 Dex, -- Con, 2 Int, 23 Wis, 24 Cha

    Feats: Toughness, Improved Initiative, Iron Will, Skill Focus - Perception, Weapon Focus - bite, Improved Natural Attack - bite, Critical Focus, Bleeding Critical

    Control Water (Sp, 3/day, CL 18 <+24 concentration>)

    SA: Create Spawn, Command lacedons and ghouls

    SQ: Nauseating Flesh (ex) (when bitten - Fort DC 20 partial = nauseated for 1 day / (1d4) rounds)

    and of course

    Gluttons of the Pallid Eye - CR 13 each:

    Thrice-advanced Lacedon Clerics 11th of Urgathoa

    NE Medium Undead (amphibious, aquatic)

    Senses: darkvision 60'; Perception +26, Sense Motive +26; Feint DC 36; invisibility purge 55' radius (11 minutes), extended deathwatch 30' cone (220 minutes), status (variant - 3 allied undead creatures <the other Gluttons> - lasts 11 hours)

    Speed: 30', Swim 30'; Acrobatics +26, Climb +14 = +17, Swim +22 = +25; freedom of movement

    • AC: 30 (touch +8 natural armor); flat-footed 20
    • +3 shield of faith 33; flat-footed 23
    • Incorporeal Touch AC: 22 (touch +2 bracers); flat-footed incorporeal 12
    • +3 shield of faith incorporeal touch 25, flat-footed incorporeal touch 15
    • Touch AC: 20 (10 +10 Dexterity); flat-footed touch 10
    • +3 shield of faith Touch 23, flat-footed 13

    Hit Points: 205 each +11 temporary extended divine power (13d8 HD <62> <<2 racial +11 class HD>> +130 Charisma +13 toughness)

    BAB +10 / +5

    • Melee bite +20 (1d6+9 plus Ghoul Fever plus Paralysis), 2 claws +20 (1d6+9 plus Paralysis)
    • +1 grayflame scythe, +3 extended divine power +24/+19/+24 (2d4+17, 19-20/x4 <8d4+68> w/ extended keen edge (110 minutes)
    • +2 ashen flame scythe +25/+20/+25 (2d4+18, 19-20/x4 <8d4+72> plus 1d6 profane)
    • SA: Channel Smite 8d6 negative energy, swift action, Will DC 25 half

    SA:

    • Paralysis (bite and claw injury, DC 21 Fort negates (1d4+1) rounds' paralysis)
    • Ghoul Fever (bite injury, disease, DC 21 Fort, onset: 1 day, frequency: 1 day, 1d3 CON & 1d3 DEX damage, cure: 2 consecutive saves - humanoid creatures that die from ghoul fever rise as a ghoul <lacedon in this case> at the next midnight - 4+ HD rise as ghasts <lacedon-ghasts in this case>)
    • Channel Negative Energy, 8d6, 30' radius, Will DC 25 half, 13/day
    • Spontaneous Inflict Wounds

    Saves:

    • Fortitude +20 (base 10 +10 Charisma)
    • Reflex +13 (base 3 +10 Dexterity
    • Will +20 = +22 vs. channel energy (base 10 +10 Wisdom)
    • Immune undead traits

    Ability Scores: 28 Str (+12 on Str checks including extended divine favor), 30 Dex, -- Con, 26 Int, 30 Wis, 30 Cha

    Feats: Weapon Finesse, Toughness <exchanged for Shields proficiency>, Simple Weapons Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Martial Weapon Proficiency - Scythe, Extend Spell, Eschew Materials, Weapon Focus - Scythe, Channel Smite, Craft Magic Arms and Armor, Craft Wondrous Items

    Skills: Acrobatics +26, Climb +14, Knowledge - arcane, geography, history, religion @ +24, Perception +26, Sense Motive +26, Spellcraft +24, Stealth +26, Swim +22, Use Magic Device +26

    Languages: Abyssal, Aklo, Aquan, Common, Elven, Infernal, Undercommon

    Domains: Death, Magic; Subdomains: Murder, Undead[/list]

  • Hand of the Acolyte (Su, standard action, 30’ range, 13/day): +20 ranged weapon attack bonus, dealing damage as a thrown weapon
  • Dispelling Touch (Sp, 1/day): targeted dispel magic as a melee touch attack
  • Killing Blow (Su, 1/day, free action when a critical hit is confirmed): deals 5 additional bleed
  • Death’s Kiss (Su, 13/day, touched living creature): touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy.[/list]

    Gear

    • unholy symbol of Urgathoa set with a pallid crystal
    • phylactery of negative channeling
    • +1 grayflame scythe
    • +2 bracers of armor
    • 382 gp - 375 gp of this is onyx carried to animate dead

    Prepared Spells: * indicates spells that have been pre-cast CL 11th, concentration +21, DC 20 +SL - Close range 50', Medium range 210', Long range 840'

    • Orisons (DC 20): bleed, detect magic, guidance, spark
    • 1st Level (DC 21, 7/day): bless, command x2, protection from good, summon monster I x3[i] - domain: [i]cause fear
    • 2nd Level (DC 22, 7/day): extended deathwatch*, extended divine favor, extended shield of faith*, spiritual weapon x3, status* - domain: ghoul touch
    • 3rd Level (DC 23, 6/day): dispel magic x2, invisibility purge*, prayer, summon monster III x2 - domain: keen edge*
    • [b]4th Level (DC 24, 5/day): freedom of movement*, summon monster IV x2, unholy blight x2 - domain: phantasmal killer
    • 5th Level (DC 25, 4/day): flame strike x2, extended divine power x2*, summon monster V - domain: suffocation (APG)
    • [b]6th Level (DC 26, 3/day):[b] greater dispel magic, harm, word of recall - domain: create undead

    The intent was for the Gluttons of the Pallid Eye to hang back and summon 8 Fiendish Giant Wasps (2 waves of 4), 4 Fiendish Ankylosaurs and 8 Fiendish Crocodiles (2 waves of 4) from the cover of darkness. Sadly, that did not happen. I did wig my players a bit when I showed up with an entire plastic tub of miniatures. ^_^


  • Body Count:

    Max x4

    Pallizard, Da Cultist, Frost Woman x3 each

    Fmughwa x2

    Da Pimp (bka Lord Starmight on these boards) x2 (two different characters)

    Zin Serina aka Da Monk(ette) x1

    It seems that I need to step things up - the monk needs to catch up on her dirt nap quota. ^_^

    EDIT: Of course, this will be a good bit more difficult due to all five dolls now being active cohorts - plus Starmight's fey druid cohort - all in all, the group has 10 - 12 sets of actions per round - they have even more when summoned creatures, planar allies, familiars and so on are thrown in. The five player cohorts are a significant force in their own right.

    Instead of the "standard" 5 sets of actions per round ...

    11th +1 advanced +1 25 point buy +1 1/2 gear +1 PC group size = 15th and a half. The cohorts themselves are another CR 14 - so, basically, the group is a 17th level party in their own right by my reckoning.

    Oof ... the poor bad guys ...

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