Expedition to the Ruins of Castle Greyhawk [3.5 D&D]

Game Master Stiehle

3.5 Edition D&D campaign set in the environs of the City of Greyhawk.


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Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn shakes his head in frustration here, "Keep in mind who the true threat is here, not only to us but to the City of Greyhawk here! While Kalystis is indeed a foul demon spawn here she is NOT our true foe here! Any assistance we can be provided here must be accepted, rather than tossed aside here!"


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

"The life of a single mortal seems a fair trade to rid the world of the presence of a demon who may kill dozens or hundreds of others," says the big man. Gear doesn't immediately move to attack but he hadn't spoken up to agree to the succubus's terms, either.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Moonday, 17th day of Planting (i.e. April), 597 C.Y.
Weather is cloudy, very rainy and kinda cold.
Current time is about 3:00 p.m.

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Though split on how to deal with Kalystis's demands, in the end the demonic drow refuses to divulge any further information and her life is ended there in her prison. Perhaps they will be able to find the imprisoned fey (if she even truly exists, for it crosses their minds that Kalystis might have lied about that) on their own. At the very least though, they know of the tunnels through the Underdark and the fact that the cavern guarded by the demons and the powerful cleric has been unstable for a long time - as evidenced by the widespread destruction of the buildings and the temple dedicated to Nerull. They also know how to reach Vayne in the Halls of Beckoning...

I'm going to move us along here... didn't seem like everyone was going to agree with her demands, and she would indeed rather die on her own terms rather than spill everything she knows and hope for mercy. If you're headed to deal with the demon archers and the cleric, let me know of any buffs you might give yourselves before that battle - and if you're headed there directly or planning to take a rest before doing so.

Detail Map

Dungeon Map

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PC Health & Adventure Notes:

Morrow 72/84 [Darkvision (Norebo's Hand); Seeming (as Disguise Self) for 12 hours; Keen Edge (doubles threat range of weapon) for 108 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 108 minutes]

Vegeir 106/119 [Flying 15' above the ground; Divine Power, Magic Vestment, Greater Magic Weapon (long-term buffs pre-built into character stats); Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 108 minutes; Fly (40' speed [half speed ascent, double speed descent], good maneuverability) for 8 minutes; Divine Favor (+3 luck bonus to all weapon attack/damage rolls) for 8 minutes]

Sobok 132/132 [Draconic Aura (Vigor: Fast Healing 3 to himself and all allies within 30' if HP total is less than half); Seeming (as Disguise Self) for 12 hours; Air Walk (can move along air at normal speed [half speed when ascending at a 45 degree angle]) for 108 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 108 minutes]

Reonnyn 76/82 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 108 minutes]

Fash 55/68 [Darkvision & Lowlight Vision; Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 108 minutes; See Invisibility for 108 minutes]


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

" First, Before we take another shot at that cleric, we need to rest...I want to be at full capability before trying her again. The last two tries have been too close for comfort. Also, Gear, I have seen a powerful cleric question the dead before. Will your faith permit such necromancy?"

Ok, definitely rest before we try the cleric. Also, is speak with dead an option Gear?


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Gear nods. "Yes, though the bodies of powerful evil beings are known to resist." (Just pointing out an evil creature will get a Will save and his DC isn't very high since he's built to buff.)

He looks over at the recently executed demoness, no regret on his face. "I haven't asked for that particular blessing today. If you want to ask her about the hostage I will have to pray on it."


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16
Vegeir "Gear" Carlsen wrote:

Gear nods. "Yes, though the bodies of powerful evil beings are known to resist." (Just pointing out an evil creature will get a Will save and his DC isn't very high since he's built to buff.)

He looks over at the recently executed demoness, no regret on his face. "I haven't asked for that particular blessing today. If you want to ask her about the hostage I will have to pray on it."

"Well, I guess we add a corpse to the loot pile... Also, I might be able to help you out with that little resistance problem. But for now, let's take ourselves off to the hidden chamber and rest."

Ok, so speak with dead on another day. As mentioned I might be able to help out; I am not sure if mind fog will work, but I could try...Or maybe find a consecrated area (temple maybe) where the will saves of evil creatures are penalized. Meanwhile, we can go to F19A to camp.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 3 if below half]

"If we are going to rest, we might as well do it here. I doubt many came to this area since she was imprisioned alone." Sobok suggests.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | AC:20/T:13 /FF:16 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-5/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Good point. If she had other visitors they would possibly have feed her.


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn shakes his head, "I think the other room we rested in is safer. Plus not too many comfortable spots to sleep in here..." pointing to the rough cavern floor.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 3 if below half]

"Then we can return to the previous location." Sobok says. Sobok looks around and says, "But it might be good to patch ourselves up before leaving this area."


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

Rest here or in the secret room, either works for me. Fair point on the healing though Sobok; Gear, over to you...


M Suloise Ftr 1/Cleric 10 (HP 106/119 | AC:22/24 vs evil | T:10/12 | FF:22/24 | Fort:+13/15 | Ref:+6/8 | Will:+10/12 | Init:+0 | Speed 20)

Spamming the Cure Minor Wounds cantrip gives full healing as long as we're out of combat.

"Sorry, was anyone hurt? I didn't realize she hit anyone. Let me see that," says the big man as he walks over to the wounded.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 3 if below half]

3.5 cantrips are not endless. You can cast a number per day equal to what you memorized. You can conver any spell slot into a cure spell, but you are still limited to your number of zero level spells per day. Or 6 uses.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Godsday, 18th day of Planting (i.e. April), 597 C.Y.
Weather above ground is unknown.
Current time is sometime in the wee hours of the morning, party has been awake for 0 hours.

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The party makes their way back to the forge, the rooms and halls still lay empty save for the bodies of the monsters and soldiers of Iuz that still lay where they died. Rats and other insects both large and small feast upon the moldering remains, and at the site of one old battle a pair of carrion crawlers have claimed the bodies away from the smaller vermin. The fact that these passages and rooms remain silent and unoccupied is disturbing, to say the least. It would seem that their purpose has been served, with no need to re-occupy them. If so, where are the weapons and armor now? Stored somewhere to outfit the invaders after they have arrived from the lands of the demon cambion far to the north? Are they even now being donned and readied by thousands, perhaps tens of thousands of soldiers swarming up from the Underdark through the caverns beneath the deep stairwell that lies within the ruins of Nerull's temple?

The private chambers of the marshal is in much better shape than the rest of the place, with the thick rugs covering the cold, stony floor - providing plenty of space for everyone to find a place to sleep. The canopied bed itself is luxuriously comfortable of course, with its soft mattress and brightly colored silk blankets. Those who have yet to see the place marvel at the chandelier of purple and red crystal that hangs from a hook in the center of the ceiling, and there is also a chair and table for writing or reading, if needed. The teak armorire against the south wall completes the comfortable furnishings in a room that would otherwise be yet another dank and cold chamber laying deep within the ruins of Greyhawk. Obviously the marshal had little patience for such dungeons and went to great lengths to make himself as comfortable as possible while stationed here.

Moving through the secret door, the adventurers re-visit the black stone disc surrounded by runes. Though currently inert, if the words of Kalystys are to be believed, the red-haired cleric holds the key that activates the teleporter - which will lead them to the Halls of Beckoning and into the lair of Vayne. The party makes plans for confronting the evil cleric of Iuz and her demonic minions on the following morning and then get some much needed rest. After a solid ten hours or so of rest, during which time the watch shifts report nothing of note, the adventurers make ready for the long trek to the ruined temple of Nerull...

Not too worried about healing, you all have plenty of time to rest and nobody was terribly wounded. Sobok is correct in that cantrips are not endless in 3.5, so do keep track of all your spells when casting them. The trip to the ruins of Nerull's temple can be made in about two hours, assuming no delays are encountered. Let me know what buffs you plan and when you intend to cast them, then we'll get started! I've got your 'old' buffs below so I don't have to re-write them if you cast them again. Just as a reminder, the last bit of the journey is a rather long spiral staircase down into the huge, natural cavern where the ruined temple, several collapsed buildings, a fungus forest and an underground river can be found.

Detail Map

Dungeon Map

----------------------------------------------

PC Health & Adventure Notes:

Morrow 84/84 [Darkvision (Norebo's Hand); Seeming (as Disguise Self) for 12 hours; Keen Edge (doubles threat range of weapon) for 108 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 108 minutes]

Vegeir 119/119 [Divine Power, Magic Vestment, Greater Magic Weapon (long-term buffs pre-built into character stats); Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 108 minutes; Fly (40' speed [half speed ascent, double speed descent], good maneuverability) for 8 minutes; Divine Favor (+3 luck bonus to all weapon attack/damage rolls) for 8 minutes]

Sobok 132/132 [Draconic Aura (Vigor: Fast Healing 3 to himself and all allies within 30' if HP total is less than half); Seeming (as Disguise Self) for 12 hours; Air Walk (can move along air at normal speed [half speed when ascending at a 45 degree angle]) for 108 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 108 minutes]

Reonnyn 82/82 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 108 minutes]

Fash 68/68 [Darkvision & Lowlight Vision; Seeming (as Disguise Self) for 12 hours; Message (allows whispered communication up to 400' distance with line of sight) for 108 minutes; See Invisibility for 108 minutes]


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn eyes the bed greedily, before he sighs and takes a spot on the floor trying to get comfortable, with limited success.

Later as the group gets ready to head out he turns to the others, "How are we going to force the flame-haired b**** to yield the pass phrase to us? I know she won't be as...accommodating as Kalystys was! Somehow I doubt she will have the phrase written out in plain view either!"

Reonnyn will have his standard invocations (Beguiling Influence, Devil's Sight, Dark One's Own Luck (CON)) in effect.


M Whisper Gnome Beguiler 9 Ruathar 1 Shadowcraft Mage 1 | HP:68/68 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+13,R:+10,F:+8 | Spellslots:6/6-8/8-8/8-7/7-7/7-5/5 | Spot +21 Listen +16

"She's a mortal, unlike Kalystys. Take her alive, and a day or less and I can break her will with enchantments."

Kalystys was an outsider, this cleric seems to be human. I have Dominate Person + Mind Fog; given the time to set it up, she's takeable.

"But that question is putting the cart before the horse. The real question is what is our tactical approach here? Do we try another sneak for scouting?

He will activate his ring of the darkhidden before leaving the secret room.
About 10 minutes before the end of the long spiral staircase, Fash will cast Spider Climb, see invibility and message (to link the party in whispered communications).
About 1 minute out, he will casts Expeditious retreat. I might cast Arcane sight as well, but before I do I want a ruling from GM West if the "This spell makes your eyes glow blue" bit of the text will have negative consequences for stealth checks and/or invisibility.

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