Karnog Kegmeister |
I had to go back through our old character list for spellings and last names, and he popped up - I knew I was missing something in there.
Now to find out why a paladin was the point of contact for a drow sorcerer...curiouser & curiouser.
Karnog Kegmeister |
Treasure Spreadsheet updated.
Anyone interested in anything listed?
Crazy "hurtmyself" axe?
Nym Omriwin |
If no takes them the Drow will take the Cloak and the potion of invis. But if someone else goes for them he'll not speak up or move toward.
In other words if someone can make better use then so be it.
Desmond Aeros |
Bah, I accidentally commented under my default alias. GM could you mark my default alias as well as the old drow aliases as "NPCs" for me?
Karnog Kegmeister |
Moar postin'!
We need an orc in our group, I think.
Then we can be the WoW United People's Group!
Or maybe a minotaur creature?
Nym Omriwin |
You look'n for me!
No my friend. I believe you have the wrong cave. You want the Razor Coast that's on the other end of thd map.
Karnog Kegmeister |
Sure, why not?
We've got humans, dwarves, orcs, night elces (drow), running around in huge dungeons fighting demons and giant spiders and whatnot.
Bring on the Tauren, toss in a gnome or a gobbo, and we're all set!
Desmond Aeros |
1 person marked this as a favorite. |
And that's how Desmond died. Not in a climactic battle fighting a superior foe and going down in a blaze of glory. By whoring himself out to a vampire drow.
Desmond Aeros |
Hahahaha, "another one with kinky perversions"
*stumbles in doing the limp of shame*
I can't wait to get back the next morning!
HP: 1d8 ⇒ 8
Desmond Aeros |
Class
+1 level of rogue
Class Features
Sneak attack +7d6
HP
8 + 2 (con) + 1 (favored class) = +11
Skills
8 (class) + 1 (human) = 9
BaB & Saving Throws
No changes
Feats & Attributes
Level 13 feat - Extra Rogue Talent (Double Debilitation)
Kalim Gudlavaletti |
Hit Points: 1d6 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7
Bloodline Feat: Combat Casting
Regular Feat: Spell Penetration
3 skill points (Intimidate, Knowledge Dungeoneering, Spellcraft)
+1 5th level spell/day
+1 6th level spell/day
Bloodline Spell: Veil
New fourth level spell: Bestow Curse
New fifth level spell: Acidic Spray
New sixth level spell: Undeath to Death
Bhagavāna Kī Ulṭī: +1 Natural Armor, +1 Int, +3 skill points, Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Karnog Kegmeister |
1d8 ⇒ 4 HP
Spells Gained (eventually):
1 4th/day
2 7th/day (currently looking at wall of iron - domain) & bestow grace of the champion (Karnog or any other LG character gets to act like a mini-paladin for 13 rounds!)
Skills: Perception +1, Sense Motive +1
Feat: extend spell
Grungsdi |
taking this ability then
Warrior Spirit (Su) The fighter can forge a spiritual bond with a weapon that belongs to the associated weapon group, allowing him to unlock the weapon's potential. Each day, he designates one such weapon and gains a number of points of spiritual energy equal to 1 + his weapon training bonus. While wielding this weapon, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5. The fighter can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Felicitas Sweetfingers |
Felicitas will opt for the flagbearer feat and ponder with her comrades for a name and crest, so that she can carry their symbol of camadrie into battle.
Spells: Lv 3 Glibness
Lv 5: Shadow Evocation, greater Heroism
Skills: Perform sing, dance, keyboard, use magic device, Perception, Linguistic, Know local, Spellcraft, Knowledge Arcana.
baldwin the merciful |
Shrines of Power Quest from Gruum:
"Well let me see what it says..." He unrolls a ancient scroll. "...it just mentions the weapon." He looks up. "But I do know this if you present that weapon to the denizen around here, you will face many many battles from every and anyone who is trying to incur favor with Orcus and his Commanders. You need to mask that thing...hide it's magic, hide it's aura."
He rubs his chin and scans the scroll some more. "Well, it does mention that for the wielder to survive they must weaken the Avatar by Consecrating the three Shrines of Power. This will weaken him by taking away abilities."
He goes on and mentions, "There is Upper Chapel of Orcus, Lower Chapel of Orcus, and Grand Chapel of Orcus.
Level 4 Upper level, 9 Lower Level, and 14 Grand Chapel respectively.
"It says here that the last and most powerful chapel may only be accessed by the secret door on Level 5, and that that door may only be opened by the key held by the high priest on Level 9.'
You've been on level 4 before that is were you found Meathead, you didn't go into the cavern far enough to get to the chapel.
baldwin the merciful |
This is what your group is striving to reach the ultimate end game encounter. This is what the book says:
This level is the final page of adventure within the halls of Rappan Athuk. In 25 years of GMing and playtesting, it has never been reached, let alone conquered. This level should be treated as the epic finale of many years of play. It is neither forgiving nor fair. Here in this small pocket plane, connected to both the Material Plane and the Abyss itself, the party encounters the avatar of a demon prince with its full powers and many servants. This level is incredibly dangerous, and no one may survive travel here even without encountering Orcus himself. Remember, this is not a computer roleplaying game. There are no cheat codes to kill Orcus. The PCs are not supposed to win. If they have survived this far, they are powerful and foolhardy. Yet Orcus’ avatar should prove more than a match for them. This is the end. Good luck!
Level 15
Difficulty Level: All But Impossible (20+)
Entrances: Teleport from Level 13.
A few more snippets to entice:
Consequences: Now the fight begins! If the PCs lose, their souls aredevoured and they are forever dead. If, on the other hand, they win, Orcus is banished from the Material Plane for 666 years. The GM should take care with this, as all priests of Orcus lose their ability to cast spells of 7th to 9th level for 666 years! This event has a dramatic effect on global politics and power struggles. Who is kidding whom, though, Orcus will destroy them all!
Treasure: If you are reading this, ask yourself… did I give this away too easily? If the answer is no, well then, it’s time to reward the PCs and realize you are kidding yourself. Orcus’ lair contains a vast hoard. In addition to the wand of Orcus, it contains the following: 2,500,000 gp in various coins; 1,200,000 gp worth of gemstones of various shapes, sorts, and sizes; 200,000 gp worth of objects of art and jewelry of various sorts and sizes; a suit of +5 full plate of etherealness; a staff of the magi; the Axe of the Dwarvish Lords (another extraordinarily powerful major artifact; how Orcus got it is another story); a book of infinite spells; 12 randomly determined +1 to +3 weapons and armor, no special abilities; an apparatus of the crab; and a teleportation circle, which allows transport back to the Portal of Darkness, Level 13, Area 13–4. The circle cannot be moved. It is positioned at the far end of the den, behind the main altar. Good luck getting to it with Orcus around!
Experience: It is left to the individual GM to award experience for this encounter as there are too many variables. Needless to say, encountering Orcus, even if the PCs flee through the teleportation circle, should be worth enough experience to gain a level.
Grungsdi |
hmm seems like we have a lot of boars to kill before we are ready for that.
Nym Omriwin |
+1 level Sorcerer
+1/2 spell known (Favored Class)
Hit Points:: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Bloodline Feat: Empowered Spell
Regular Feat: Improved Crit (Rapier)
2 skill points (Knowledge (Planes) and Spellcraft)
+1 2nd level spell/day
+1 3rd level spell/day
+1 4th Level spell/day
+1 5th level spell/day
Bloodline Spell: Protection from Energy
New second level spell: TBA
New third level spell: TBA
New forth level Spell: Ice Storm
New fifth level spell: TBA
Nym Omriwin |
Bloodline Spell: Protection from Energy
New second level spell: Touch of Idiocy
New third level spell: Hydraulic Torrent
New forth level Spell: Ice Storm
New fifth level spell: Hungry Pit