The Mud Sorcerer's Tomb (Inactive)

Game Master baldwin the merciful

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Evil GM
Sargon The War Sage wrote:
DM wrote:
insect spell. By the number of swarms that begin to appear you figure it an extremely high caster.
Ewww...is it this spell and how are they after taking a buck 17

Yep as a CL 20, hence the 6 reflex save.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
Dragox wrote:
Dragox pulls out the wand of cure critical wounds that Rey carried with her. "I need one of you to heal me," he whispers, blistered from the intense heat.

That spell is on your list, you should be able to work it


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Actually, according to the prd, it's not on the paladin spell list.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
DM wrote:
What are you all going to do?

Well I don't have UMD and you cant do it untrained so apparently we can't heal Dragox


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
Dragox wrote:
Oh no! None of us have UMD to use the wand. Teo possible courses of action...1 I use all my remaining LOHs for the day and we rest and I top off with them tomorrow, or 2 I basically use all the potions we can scrap together to heal me up. What do the rest of you think?

I do have 10k in diamond dust for a resurrection, the best I can muster is a breath of life via limited wish


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1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Thanks, Sargon.

I should have about four LOH's left today. Let's burn a couple and see what happens.

LOH 7d6 ⇒ (2, 2, 4, 5, 3, 2, 5) = 23

LOH 7d6 ⇒ (2, 5, 5, 4, 4, 1, 3) = 24

Edit: the last two.

LOH 7d6 ⇒ (2, 2, 6, 3, 4, 3, 6) = 26

LOH 7d6 ⇒ (6, 1, 5, 2, 5, 5, 2) = 26


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Evil GM

I will be offline for a few days. If I do get a chance to post, I won't have access to maps.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

I will be at a con this weekend


Evil GM

Just back in town, I'll get a post up in the morning.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

I Totally forgot that the wall of force was up otherwise I would have cast disintegrate


Evil GM

I'll get an update up this evening.


Evil GM

I'll be at the Gran Prix most of the day, so I won't able to post till the evening.


Evil GM

Depending on our posting rate to move the action forward we should finish this module in the next couple days, or so.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
DM wrote:
Sargon are you going to be able to work to disrupt the prismatic wall?

Oh hell no


Evil GM
Sargon The War Sage wrote:
DM wrote:
Sargon are you going to be able to work to disrupt the prismatic wall?
Oh hell no

It'll stink if you get this far and have to leave the loot.


Evil GM

Sargon you do have limited wish so you could take the prismatic wall down but it'll take a few castings and perhaps a couple days. I haven't looked at if any of PW spells needed are in opposing schools for you though.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

That was weird, I could not see any of my games for two days.

I do not have any opposition schools so that's not a problem. I do have Disintegrate, passwall and dispel magic. I could use limited wish to duplicate the other four. Although I do not have the material component(I only brought enough for two castings), though I do have 8500 in diamond dust. So if we rest we can try this in the am


Evil GM
Sargon The War Sage wrote:

That was weird, I could not see any of my games for two days.

I do not have any opposition schools so that's not a problem. I do have Disintegrate, passwall and dispel magic. I could use limited wish to duplicate the other four. Although I do not have the material component(I only brought enough for two castings), though I do have 8500 in diamond dust. So if we rest we can try this in the am

That works for me.

Just make the next game post and then I'll consolidate the days into one or two posts. I'll roll to see in another random encounter happens by.


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Evil GM

Congratualtions on completing the Mud Sorcerer's Tomb! You all were great to DM for and thanks for having patience when I picked this one up.

A few comments on the overall adventure. I mixed up a few things to try to raise the difficulty a bit. Most noticeable is I added a few rat swarms which tend to cause party's concern. I made that moving wall and foggy witch battle more complicated to challenge the party. I also placed an illusion when in the ship's hold that the stairs disappeared. I was trying to add a few complexities to make it a bit more challenging. Since nobody went over to interact with the illusion it worked out perfectly from the DM point of view. I added the treasure on the ship to play into Dragox's character theme.

I did have to improvise towards the end with the placement of clues, since the party did not search all the coffins and venture in the ponds on the upper level you missed some key parts. I placed those items in other locations in order to avoid back tracking.

In hindsight, if I were to run this one from the beginning I definitely would have had everyone start at a lower level: probably 12 and let you level up in the tomb if it was too challenging. I would have added more secondary combats to use up your resources. With strong parties, I like to added creatures that are doing side and rear assaults in order to keep everyone in the party engaged. Lastly, I would have boosted the trap DC significantly since one of the major game themes was overcoming traps.

It was excellent adventure!

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

When there as still everyone here, I had considered running something as a follow up module (Moonscar or such), but since we've lost people, we probably don't have enough anymore.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

I think were I to run it I would have the party start at 9th. I ran a similar mod (ToH) and they did as well as can be expected. The add ons you did were excellent, though our biggest challenge seemed to be a lack of divine.

I kind of assumed we missed some clues as we avoided quite a few rooms, when this mod was originally written back in the 2E days, traps were a much bigger obstacle to overcome so I am not surprised they were easy to overcome.

Overall this is still one of the best dungeon crawls along with Labyrinth of Madness and ToH. If I ever find myself with more time or less games I would love to game with you all again.

EDIT: Great idea Omar, I ran my home group through Moonscar, though I made many changes to it as well.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Yeah, I would certainly have to modify it since as written, it can be laughable at times. The final fight of Moonscar as written is a sorry joke.

Witchwar Legacy is a bit better at posing a real challenge, though even it can be too easy in part. I played both with PFS rules here as PBP, and since you have to run as written, they were just too easy. Funny thing is, that party didn't have a divine in it either. We had a wizard, bard, barb, and fighter, and we blew through things easily (might have also still had the eldritch knight, not sure when he departed).


Evil GM

I often find missing a key class member and not having the perfect tool to get the job done adds to the overall enjoyment. Players have to think outside the box. Having the possibility of failure is an important factor to keep the game fresh.


Evil GM

I'm running a Rappan Athuk game on the boards (we just had our 4th birthday) and the party is 13th level now and just barely survived a combat that was layers upon layers of excitement. Even with that party killer dungeon most of the dungeon levels have tons of easy fodder before it reaches one or two key baddies. I find myself tinkering and adjusting that campaign frequently to ensure everyone in the party is engaged and having fun.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

I'm in a RA game at 7th. We just got into RA proper, and the combats haven't been all too tricky. I do need to get the hang of running a warpriest though. I'm too used to martials without much spell use.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Off Topic but here is my Moonscar Synopsis

Moonscar:
So, one of the encounters right near the end involves multiple creatures which can each grant a Wish to a mortal and there just happens to be a handy mortal nearby
I have looked at this before with a certain Hard Mode and I wanted to avoid stuff like Wishing people into the Sun as being dull. Also the DC is probably too low for 15th-17th level characters. I have considered:
3. Anti-Magic Field, possibly useful, most of the creatures abilities don't depend on magic, most of the PC's do

4. Maximized Cloudkill, technically 8th level and so eligible, enemies largely immune but collateral damage

6. Waves of Ecstasy, thematically appropriate, has an effect regardless of save

11. Maze, for animal companions and similar low Int martial types

12. Wall of Lava, automatic damage, large blockage

13. Summon Monster VIII - 1d4+1 pouncing fiendish dire tigers, 1d3 armour destroying Bebiliths

14. Solid Forceage, trap annoying animal companions and martial types

15. Persistent Banshee Blast, minor damage and powerful control

16. Dazing Fire Snake.

The first encounter was quite scary as the succubi realized quite quickly that they were not hitting with their bows and switched to their wands. 3d4 negative levels a round is scary when they focus fire. Two of them ended up fleeing.

Miglargu gave the overconfident druid a scare as he went scouting in the lake on his own. He nearly took him out with a bunch of smiting natural attacks. It does quickened Hold Person .

Moonbeasts: Beast 3: Targeted quickened dispel magic
Beast 2: Dispel Magic fails . Also uses Confusion
Beast 1: Dispel Magic is yet another fail. Switching from confusion this one uses Shadow Conjuration for Stinking Cloud seeking to nauseate him.

Once they got inside the main dungeon the dragon could have been dangerous but a dispel magic stripped the magic jar straight away and a 10 AC doesn't work well against an undead hating ghost salt using ranger archer.

The vampire mistress was predictably quite vicious. She noticed the group arrive straight away and, warned by the succubi which escaped, summoned her minions to her and buffed them up. About 5 vampires beat the groups poor initiative but the first fireball failed miserably due to fire resist 30 from a communal spell so she ordered them to switch to magic missiles. I have never seen a level 16 druid run from a bunch of magic missiles before! She kept trying to hold monster people but even at DC 30 no-one was succumbing so no cdg for her.

The cloven sister was also dangerous. I have her a mage armor from one of the vampires since there are 9 of them on that level capable of casting it and with the unholy aura that pushed her to AC 44. She also fooled the group initially with a projected image hiding within a blade barrier. Ultimately though she just isn't all that accurate with her attacks and when they do hit they don't do much damage.

The final level began to get more interesting. The general was surprisingly effective. He does hit like a truck but I expected him to be hopeless with his terrible will save but without an arcane caster in the group it was less of an issue. He dropped the paladin to dead at least twice but he got back up both times. The druid had summoned some kami (added to his list via the ring) who could cast ranged Heal and Breath of Life. I did use the Wishes but I based them on the Generals terrible mental stats so he got a greater dispel and overland flight after his potion was dispelled. The glabrezu got a few hits off but then fell to a mixture of holy word and withering arrow fire.

The final encounter nearly didn't happen. The group had no way around the prismatic wall so resorted to trying to taunt her to drop it. I gave it to them but then forgot to make use of the private sanctum effect which would have prevented them seeing inside until they entered. She shared her smite with her mount and then started wrecking face on a mostly good aligned group pushing her AC to 48. The paladin went down but the druid dropped a level 9 spell slot and up came another 6 kami each with heal 1/day and breath of life 3/day. They were very much needed and they managed to push her into power word kill territory which let the cleric finish her off.

Our one actual death that stuck was the symbol of death which is just a very mean undetectable trap. Sadly the ranger only had 11 con and was taken down by it. Fortunately they had a resurrection on hand.


Evil GM
Omar bin Zayed wrote:

I'm in a RA game at 7th. We just got into RA proper, and the combats haven't been all too tricky. I do need to get the hang of running a warpriest though. I'm too used to martials without much spell use.

RA has been fun to run:
I have a couple players who have been with me the entire time. Five of the six players have been with the game for multiple years. I just added another player who was looking for his first online game and he's adding an interesting twist to the game.

They just existed the dungeon and they are in search for some answers to riddles. Rather than continuing wandering level to level aimlessly, I've given them two underlying purposes to achieve. They are about to go into a side adventure that I've come up with that will shed some light on the dungeon.

One last thing that I'm doing with the campaign is incorporating Frog God Games "Cyclopean Deeps" into the game. Ideally, I'd like to get them up to epic level if they can survive, so they can confront Orcus.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Spoiler:
That swarm of vamps was nasty even as written. Yeah, our party had a very bad time with the magic missiles. Our bard actually got ganked by the waves of them. Then our barbarian who relied on a massive pile of HP to survive got so many negative levels that he almost died from that.


Evil GM

I've never played Moonscar.

I will say a fun one-shot game which Sargon played in was "Razor Coast: Black Spot" It is one of "Heart of the Razor" add-on modules. This is perhaps the best 4-pack of drop-in modules on the market right now. I ran it online and at my table top game and both times it was blast.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Awesome! Glad we made it through. Thanks to all the players and especially to the DM for soldiering us through...


M Goblin Oracle 2,HP14/23,Init+2,Per+2,F3R2W3AC15T13FF13

Congrats!


Evil GM
MannyGoblin wrote:
Congrats!

Thanks.

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