Cadrilkasta

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Shadow Lodge

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In NWN news, ran an event for a group of evil and evil-leaning PCs. They called up a Pit Fiend from the group's Red Wizard's backstory to get info on the party tiefling's succubus ancestor.

Unfortunately they did this outside in the rain. So the binding circle got washed away and the fiend waited to reveal this until the end of the conversation. The group had tried to bribe him with a dominated drow they'd captured, but as you all know devils can't accept a soul unless it's freely given.

So he just reached out of the circle - freaking out the party severely in the process - and grabbed the drow, said he'd "convince" him to give up his soul freely in Baator, and offered a bit of "friendly advice" to the Red Wizard ("Don't draw your binding circles in the rain") before vanishing in smoke and flame.

He'll be back next time with their info and an appropriate contract.

Shadow Lodge

This seems appropriate.

Shadow Lodge

I concur. I absolutely love the flavor text.

Shadow Lodge

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Here is the contract in question, for funsies. It's edited from a contract written by a different DM and posted on Reddit, so I can't take credit for all the work, but my revisions took 3 to 4 hours last night in preparation for today's session, so I'm pretty proud of it.

Spoiler:
-- ARTICLE I. Preamble

Said contract, hereafter referred to as "the Agreement", is an instrument whose purpose is the exchange of goods, advantages, power or boon between two parties.

The present Agreement is written, interpreted, applied and concluded under the currently applicable infernal law and the intent of the parties, under the authority of the Nine Lords of Baator, by the eternal decree of the Celestial Hebdomad, through the powers invested in the persons of infernal ordinance, and within the stipulations and allowances as detailed within the officiaries of infernal law and the Pact Primeval.

BETWEEN

SOPHIA ANUHMIELLE BENES LEONSBANE, mortal of the material plane realm of Toril, Hereafter referred to as "the First contractor";

AND

LEMUELAMSTOZIAS, TRACTSCRIBE, headquartered at GOD STREET, THE IRON CITY OF DIS, Registered as PHISTOPHILUS EV63 9975 C7268 8273YP
Represented by MEMMNETH, PURVEYOR, in its capacity as a Contract Devil, headquartered at THE WITCHMARKET OF ZEVENESTRES, Registered as CONSULAON XH52 7581 E5568 9558SH
Hereafter jointly referred to as "the Second contractor";

-- Article II. Terms of Contract

The present Agreement WITNESSETH:

1/ WHEREAS, the First contractor is a mortal born naturally. Considering in his/her possession a soul unburdened by lien, claim, judgment, prior diabolic transaction or other encumbrance, or the soul(s) unburdened by lien, claim, judgment, prior diabolic transaction or other encumbrance of other mortals in exchange for the one in his/her possession, and is acting of and within their own active Free Will to provide the agreed-upon boons, rewards, exchanges, or payments, Hereafter referred to as "the Prize";

2/ WHEREAS, the Second contractor possesses the ability to grant whatsoever benefit, power or boon that may be desired, that does not come into conflict with the currently applicable infernal rules at the date of signature of this contract, Hereafter referred to as "the Advantage";

3/ WHEREAS, the First contractor wishes to sell and the Second contractor wishes to buy the Prize;

4/ NOW THEREFORE, in consideration of the mutual covenants herein contained, and other good and valuable consideration, the parties hereto mutually agree as follows:

(a) This Agreement is entered into freely and under no coercion, force, duress, supernatural influence, extortion nor other threat to life, limb or property, be it mundane or magical.

(b) Any other source of coercion, force, duress, supernatural influence, extortion or threat to life, limb or property of the First contractor, unrelated to the Second contractor, the represented entity, his/her other representatives or employees, is not taken into account and does not fall under the Second contractor’s responsibility.

(c) The Second contractor, the represented entity or his other representatives or employees, undertake to not threaten or harm life, limb or property of the First contractor in the duration of the contract, nor to enact Death by any other deliberate, intentional, or forethought means. Conversely, the First contractor also undertakes this. Any infringement of this stipulation is a breach of contract and a default.

5/ In exchange for eternal and unconditional ownership of the Prize, the Second contractor shall deliver to the First contractor the following mutually agreed Advantage:

(a) The First contractor is to be provided with extensive, thorough, and accurate information on the nature of unique, prominent, and/or pertinent information contained within the First contractor's mortal ancestry; hereafter referred to as "the Data".

(b) The Second contractor is obligated and hereunto bound to ensure the Data to be truthful, accurate, and complete to the best of its ability(/ies).

(c) The First contractor is to be provided with the Data as it is made available and as payment has been exchanged, in part or in whole as is necessary and proper at the time of the exchange.

6/ In exchange for the conferred Advantage, the First contractor shall deliver to the Second contractor the Prize detailed below, becoming his eternal property and irrevocable except by infernal law :

(a) The First contractor undertakes to fulfill his obligations. The First contractor undertakes to perform a sacrifice of physical capacity, Hereafter referred to as "Strength", in equilibrium to the gained knowledge within the to-be-exchanged fragment of the Data, as defined in Article II.5(a), to the Second contractor, by an adequate method and in an adequate receptacle.

{a.1} As an alternative to the above, the First contractor has been allowed the option to exchange one such offering of Strength by instead performing a singular task on behalf of the Second contractor, to be determined and defined at the time of the exchange, as meets the agreement of both parties, and to provide suitable alteration to this document to record such agreements at such time. This clause specifically denotes such arrangements as an acceptable and allowed-for variable within the agreement of the contractors, and as a singular, specific defined factor herein which by such agreement the contract may be modified post-hoc.

(b) The Second contractor gains the right to take possession of the Prize and/or other possessions physically linked to the charnel envelope of the Prize, based on the obligations detailed in this Agreement, in the form of a unique payment as defined in Article III.4(a), non-negotiable after the signature.

{b.1} The Second contractor also reserves the right to distribute the Prize, in part or in whole, to person(s) of its own choosing, for durations of its own choosing; to destroy, modify, or rescind the Prize; and to otherwise handle the Prize, its whereabouts, its properties, and its status in a manner of its own choosing, without the consent, notification, or approval of the First contractor.

(c) Under all conditions, the responsibility of the delivery of the Prize is to the First contractor, guaranteeing the terms of this Agreement with his/her own unburdened soul, regardless of the nature of negotiated Prize.

-- ARTICLE III. Assurances

1/ (a) Any separation of the soul to its original charnel envelope or spiritual separation of a duration above five (5) minutes (by Toril standard natural temporal reckoning), natural end of life, any deadly magic, wounds or effect, passage of the soul without a physical body or envelope to the astral plane or the outer sphere, any state allowing the use of a spell of effect of resurrection upon the physical body or the soul of the First contractor, constitutes the "Death" of the First contractor.

(b) The First contractor shall have no claim on the Second contractor’s choice of method(s) for retaining and protecting the Prize, including but not limited to bodily containment, magical siphon, venom, disease, soul fragmentation, or other methods of physical extraction.

2/ The terms of this Agreement will apply for the duration agreed in the terms of this contract, the duration of the Prize’s coherent existence, or until time and/or the universe itself dies, whichever shall occur first.

3/ The First contractor hereby warrants and testifies that he/she has not sold, exchanged, promised, bargained, pledged or dedicated the Prize prior to this Agreement, and will not do so for the duration of the contract, to any entity other than the Second contractor or its representatives or superiors, and that there exists no lien, claim, judgment, debt, "unfinished business" or prior transaction, diabolic or not, that would prevent or interfere in the passage of the Prize, or cause the Prize or part of the Prize to be recovered, reclaimed, recreated, rejuvenated, or repaired without the express written, telepathic, or verbal consent of the Second contractor, its representatives, or its superiors.

4/ (a) The delivery of the Prize, as detailed in Article II.1 and Article II.5(a), is to be done in the form of one payment per exchanged fragment of the Advantage/the Data, or as one whole sum when the contract is at its end (under default or for any other reason). The First contractor undertakes to be available so as to be contacted by the Second contractor, and undertakes to be able to deliver the mutually agreed Prize to the Second contractor. The payment shall be done in without delay, credit, promise of payment or partial payment, except as noted above. The payment and its nature are non-negotiable and cannot be a subject of dispute. Any infringement of these conditions constitutes a default of obligations and a breach of contract.

(b) Concerning the mutually agreed Prize, as defined in Article II.1 and detailed in Article II.6(a), under the conditions described in Article III.3, a soul must be of adequate quality. Adequate meaning in this instance, at least, belonging to a mortal being or creature of a sentient and civilized humanoid race, including but not limited to: humans, elves, gnomes, halflings, orcs, dwarves. The alignment of the soul does not constitute a quality criterion.

-- ARTICLE IV. Default

1/ (a) In the event of any default or breach of a term of this Agreement by the First contractor, the Second contractor gains the right to immediate collection and appropriation of the pledge given in Article II.6(c), notwithstanding any other magic, pledge, or debt to any other entity.

(b) In the event the Second contractor may reasonably infer in the breach of obligations, in accordance with this Agreement, of the First contractor, upon demand all obligations of the First contractor shall become immediately due, and the Second contractor may take any and all steps necessary to secure its interests therein.

(c) The Second contractor reserves the right to do as it pleases concerning the Prize once obtained, including but not limited to possession, re-appropriation, reuse, torture, slavery, destruction or disintegration.

2/ (a) In the event of any default or breach of a term of this Agreement by the Second contractor, the very nature and being of the Second contractor is in violation, and it accepts and warrants with its signature its immediate punishment.

(b) The First contractor shall be invited to participate to the proceedings and deliberations of infernal justice, as defined in the Dis Amendment on the Soul Trade N°458-B, as well as to the eventual punishment, including but not limited to reuse, torture, dissolution, disintegration or complete inexistence.

(c) The First contractor shall receive, in compensation, an advantage from the Second contractor or his replacement, to be determined by the infernal justice, based on the promised Advantage herein. The obligations of the First contractor in this Agreement shall be immediately cancelled, save in exceptional circumstances, as defined by the Dis Amendment on Contract Interpretation N°32-B.

3/ In the event of a dispute between the two parties on the terms, conditions or obligations of this Agreement, the parties accept and warrant with their signature an immediate and mandatory summoning, to appear before infernal justice, as defined in the Dis Amendment on Judiciary Disputes N°72-C, for Arbitration as detailed in Article VI.

4/ The terms of this Agreement shall be interpreted under the applicable infernal law of Dis, the Second circle of Hell, at the time of signature of this contract (Dis Amendment on the Soul Trade N°458, Dis Amendment on Contract Interpretation N°32, Dis Amendment on Judiciary Disputes N°72).

-- ARTICLE V. Merger

1/ This Agreement, along with any exhibits, appendices, addenda, schedules, and amendments hereto, encompasses the entire agreement of the contractors, and supersedes all previous understandings and agreements between the contractors, whether oral, written, or otherwise, unless specifically designated otherwise within this Agreement.

2/ The contractors hereby acknowledge and represent, by affixing their names and seals hereto, that said contractors have not relied on any representation, assertion, guarantee, warranty, collateral contract or other assurance, except those set out in this Agreement, made by or on behalf of any other party or any other person or entity whatsoever, prior to the execution of this Agreement.

3/ The contractors hereby waive all rights and remedies, at law or in equity, arising or which may arise as the result of a contractor’s reliance on such representation, assertion, guarantee, warranty, collateral contract or other assurance, provided that nothing herein contained shall be construed as a restriction or limitation of said contractor’s right to remedies associated with the gross negligence, willful misconduct or fraud of any person or party taking place prior to, or contemporaneously with, the execution of this Agreement.

-- ARTICLE VI. Arbitration

1/ Any dispute, controversy or claim arising out of or relating in any way to the agreement including without limitation any dispute concerning the construction, validity, interpretation, enforceability or breach of the agreement, shall be exclusively resolved by binding arbitration upon a contractor’s submission of the dispute to arbitration. The demand for arbitration shall be made within a reasonable time after the claim, dispute or other matter in question has arisen, and in no event shall it be made after one (1) year (by Toril standard natural temporal reckoning) from when the aggrieved party knew or should have known of the controversy, claim, dispute or breach.

2/ This agreement to arbitrate shall be specifically enforceable. A contractor may apply to any court with jurisdiction for interim or conservatory relief, including without limitation a proceeding to compel arbitration.

3/ The arbitration shall be conducted by one (1) arbitrator. If the contractors are not able to agree upon the selection of an arbitrator, within twenty (20) days (by Toril standard natural temporal reckoning) of commencement of an arbitration proceeding by service of a demand for arbitration, the arbitrator shall be selected by Kolyarut directive Judicator C79V286%82@20CCCT (or subsequent as dictated by standard Mechanus operative methodology) in accordance with the terms of this agreement.

4/ The arbitration shall be conducted in Diabolical Courts, City of Abriymoch, Phlegethos, Baator.

5/ The cost of the arbitration proceeding and any proceeding in court to confirm or to vacate any arbitration award, as applicable (including, without limitation, reasonable attorneys’ fees and costs), shall be borne by the unsuccessful contractor, as determined by the arbitrator, and shall be awarded as part of the arbitrator’s award. It is specifically understood and agreed that any party may enforce any award rendered pursuant to the arbitration provisions of this Section by bringing suit in any court of competent jurisdiction.

6/ The parties agree that the arbitrator shall have authority to grant injunctive or other forms of equitable relief to any party. This Section shall survive the termination or cancellation of this Agreement.

-- THEREFORE, under the currently applicable laws and penalties and under penalty of "Eternal Pain and Torment and/or Fundamental Dissolution" (defined in the Nessian Penal Code), in witness thereof in this Agreement, the parties intending to be legally and eternally bound, have executed and warrant their obligations in this Agreement from the date of the last signature below.

(Signature to be preceded by the handwritten words "Read and approved")

I, the undersigned SOPHIA ANUHMIELLE BENES LEONSBANE, First contractor, certify and warrants with my signature the entirety of this contract and of its terms, conditions and obligations. At THE WITCHMARKET the ELIENT 25 1379.

I, the undersigned MEMMNETH, Second contractor, certify and warrants with my signature the entirety of this contract and of its terms, conditions and obligations. At THE WITCHMARKET the ELIENT 25 1379 in two (2) original copies, one of which given to the First contractor upon direct request.

Shadow Lodge

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I am playing a Contract Devil and it is waaaaaaaaay too fun.

Shadow Lodge

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Gary Teter wrote:
What are you doing on October 9?

The final session of my NWN run of Race for the Runecarved Key.

Shadow Lodge

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Second-to-last NWN session of Race for the Runecarved Key tonight. The Harpers are infiltrating the wererats' lair.

Savage Tide tomorrow, continuing into the second half of the Fogmire temple.

Next part of In Wrath's Shadow in NWN on Sunday. Specifically, running King of the Storval Stairs. Giants for everyone!

Shadow Lodge

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Finally got to play Savage Tide again! For a bit at least!

Spoiler:
We just reached the temple in Fogmire in Here There Be Monsters last time we were able to play, so today was the entrance area and first and second major traps, the deadfall at the left entrance and the bizarre teleporter one with the weird candles-bloody thrones-haunted mirrors setup.

The invoker|oracle went left when the rest of the party went right and tripped the deadfall trap, which resulted in the rest of the group having to dig her and her will-o-wisp (courtesy Leadership) out of the rubble. (And funny on that - the halfling magus|swashbuckler and the oracle|harbinger together could move exactly the same amount of stone per round as the lone fourth character, the slayer|investigator.)

Then they got to the mirror room and, after fiddling and getting blown up and making a huge mess figuring out how the trap worked, the invoker ended up getting herself dominated and the party went all Yakkety Sax for a round until the magus could dispel her.

We left it off just as they jumped through the portal, and the three bar-lgura mates are waiting for them just on the other side, alerted by the massive amount of noise the deadfall trap made.

Shadow Lodge

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Drejk wrote:
Freehold DM wrote:
Scintillae wrote:
Limeylongears wrote:
Yesterday, I learned that Furbies are absolutely, positively, 100% NOT kosher, which I think is very useful to know.
Ambrosia Slaad wrote:
I stumbled across a recipe talking about and it sounded good. I've never had it.
The timing of these two posts made for an amazing adventure into toy-based culinary horrors.

you're only giving Drejk ideas.

Potentially delicious ones.

I would have to google Furby first. Too hot for googling...

They're the talking owl-like things that were popular a decade or so back. The ones I based a gremlin on that I posted a few months back (statblock in profile).

Shadow Lodge

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We got to play Savage Tide! At long last!

The party has had four of the seven NPCs they've been escort-questing through the jungle kidnapped by Bar-Lguras and finally has found their way to the sinister demonic temple at its haunted heart where they've supposedly been taken, guided there in part by the Invoker|Oracle's gibbering familiar (basically a larval shoggoth in a cat-skin disguise).

This puts the group at level 8 and perfectly set to enter the fiendish temple at the beginning of the next session.

Shadow Lodge

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And just finished NWN run of In Wrath's Shadow. Party has purged the undead from the hidden Netherese ruin's temple to Orcus. I added an animated statue of the demon prince, replaced the harpies with goblins (to connect this plot to the previously-run Rise of the Goblin Guild), and swarmed the party with tons and tons of Curst when they first entered the lower temple.

The two Sunite clerics and the Kelemvorite paladin have jointly sworn to purge the place.

All in all went pretty well!

Shadow Lodge

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In seriousness that sounds like an epic plot seed. Gonna store that in our box of prospective plot ideas.

Shadow Lodge

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Dwarfquest in NWN Friday night. The dwarves (and one gnome) will be seeking out the final of the eight runestones they need to find and re-open the lost city of Thunderholme.

Hopefully Iron Gods on Saturday, after likely working in the morning. Then Race for the Runecarved Key's next chapter in NWN Saturday night.

And the next bit of Rise of the Goblin Guild in NWN on Sunday.

Shadow Lodge

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I made a monster. Please feedback =)

Gremlin, Furbith:
This creature is about the size of a small cat and resembles a wingless owl, with oversized eyes and a tiny, recessed beak. Feline ears almost twice the size as should be expected grow from the top of its dome-shaped body, and coil in strangely prehensile motions around nearby objects as it gazes up at you adoringly.

Gremlin, Furbith (CR 1)
XP 400
LE Tiny fey

Init +4; Senses darkvision 120 ft., low-light vision; Perception +4; Aura glamour (30 ft., will DC 15)

DEFENSE

AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size)
hp 4 (1d6)
Fort +0, Ref +6, Will +4
DR 5/cold iron; SR 12

OFFENSE

Speed 20 ft., climb 20 ft.
Melee bite +4 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks garble, link, obsession
Spell-Like Abilities (CL 1st; concentration +5)
At will—ghost sound, open/close, prestidigitation

STATISTICS

Str 4, Dex 18, Con 10, Int 14, Wis 10, Cha 20
Base Atk +0; CMB +3; CMD 10
Feats Ability Focus (link), Deceitful(B), Persuasive(B), Weapon Finesse(B)
Skills Bluff +11 (+15 Feign Harmlessness or Perform Inconspicuous Action), Diplomacy +11, Disguise +11, Escape Artist +8, Intimidate +11, Perception +4, Sleight of Hand +8, Stealth +16, Use Magic Device +9; Racial Modifiers +4 Bluff (when using Feign Harmlessness or Perform Inconspicuous Action options)
Languages Mimicry, Sylvan

SPECIAL ABILITIES

Garble (Su): Once every 1d4 rounds, as a standard action a furbith can release a barrage of collected words, sounds, noises, phonemes, and random nonsense collected with its Mimicry ability. Those who fail a Will save (DC 15) are Dazed for one round. Creatures charmed by the furbith's Glamour are unaffected by this ability. This is a mind-affecting confusion effect, and the save is Charisma-based.

Glamour (Su): Furbith exude a strange aura that affects different people in different ways. Upon first encountering the gremlin, its glamour attempts to present the creature as harmless, defenseless, and cute, in need of care and protection. Those who fail a will save (DC 15) against the aura are charmed by the furbith for 1d4+1 rounds, and under usual circumstances will attempt to protect it from harm and remove it from the area of conflict, then once it is safe and the battle is over will devote themselves to ensuring the furbith's continued well-being, so long as they continue to fail the save (and/or are persuaded of the furbith's harmless nature and need for assistance, which it will often supplement with Bluff checks). This is a mind-affecting charm effect, and the save is Charisma-based.

If the save is successful, the affected target is forever immune to the charm aspect of that particular furbith's glamour, but the secondary effect is activated instead. On the following round, another save (at the same DC) must be made, but this time as the furbith's appearance becomes something menacing, haunting, and uncanny, making it appear dangerous and threatening despite its small size to that viewer. Failing this safe causes the target to become shaken for 1d4+1 rounds. This is a mind-affecting fear effect. A successful save against this effect renders the target immune to that particular furbith's glamour's fear effect for 24 hours.

Mimicry (Ex): A furbith speaks Sylvan naturally but rarely uses its normal language, instead opting to communicate in a pidgin combination of words, phonemes, sentence fragments, noises, and sounds it has heard in its immediate surroundings. It copies these various sounds completely and perfectly, and can precisely mimic any voice it has ever heard. Furbith can always understand one another, regardless of the languages used during Mimicry.

Link (Su): A furbith can form a temporary mental connection with those affected by its glamour as a standard action, depending on the effect the glamour has caused. This telepathic connection can be refused with a will save (DC 17), though most charmed creatures will willingly fail this save. This is a mind-affecting effect and the DC is Charisma-based, and includes a +2 bonus from the Ability Focus feat. Regardless of the method or result, a successful link lasts for one round.

Those charmed by the furbith experience an empathic connection, where the furbith shares its immediate feelings with the target. It usually does this to share its fear with a charmed victim during combat and its desires for food, shelter, and company in safer situations, urging them to provide it with whatever it desires at the time.

Those shaken by the furbith experience a link similar to a shield other spell, with the furbith as the protected target and the shaken creature treated as the spell's caster, but without the ability to dismiss the effect.

Obsession (Su): Multiple furbith gathered in a single location as a set can combine the effects of their glamour on charmed and shaken targets. For every furbith collected together after the first, all glamour DCs are increased by 1 as their effects combine. Three or more furbith can extend the duration of their link ability by one round per every furbith starting with the third, and increase the DC by one for their link and garble abilities for the same.

At six furbith together, the charm effect of their glamour becomes dominate instead, and its duration is increased to one week instead of one day. Furbith who gather in these numbers almost exclusively use this ability to ensure their protection and that they are provided with more food and wealth, and to urge their "keepers" to seek out more furbith to add to their "collection". Likewise, their shaken effect becomes frightened instead, and its duration is increased to one minute.

ECOLOGY

Environment any urban
Organization solitary, pair, set (3–12), or collection (13–20 with 1–3 bards of 1st–3rd level, 1 skald leader of 2nd–4th level, 2–8 charmed humanoid commoners, 2–5 charmed humanoid experts, and 1–2 charmed humanoid warriors and/or adepts)
Treasure standard (coins, gems, food, stolen trinkets)

Furbith are, at first glance, adorable little furry creatures that resemble wingless, legless owls with large eyes, tiny beaks, small feet tucked into the bottoms of their bodies, and large feline ears that seem to double as grasping limbs. They speak in a garbled mishmash of various languages, cobbled together from words and sounds and noises they've heard, and babble incoherently at one another in a mimicry of language only they seem to understand. Many beings are inherently charmed by the creatures' gentle appearance and harmless demeanor, and this is exactly what the furbith want.

In truth, furbith are shiftless, lazy, conniving parasites all too eager to find someone to mooch off of. By charming unaware commonfolk with their appearances and their natural glamour, they convince people to take them home, feed them, house them, shelter them, and - eventually - to gather more of their kind, allowing them to mass together. In groups, the combined effects of their glamour intensify, making them able to more firmly control their charmed victims and to gather even more patsies, and give them safe places to gather food and treasure and to breed. Furbith almost always cooperate with one another, and only break into separate groups when their numbers finally outpace the ability of their adopted homes to sustain them, usually being willingly divided up amongst their many charmed victims and distributed in small groups to new homes to begin new colonies.

Furbith have an unusual property to their glamour in that if its initial effects are resisted, a secondary reaction emerges. Those who refuse a furbith's charms often report that the creatures seem eerie, unnatural, and even frightening. This is a natural defense mechanism of their aura, intended to disturb or scare off those who are not ensnared by their charms.

An infestation - or "collection", as their "keepers" often prefer - of furbith can quickly grow out of control, as their increasing numbers strengthen their glamours, holding their victims more fully and more quickly snaring new ones, and keeping the few who manage to resist at bay out of fear of the strange creatures that have so bewitched their friends and family. Furbith breed once a season, with females laying clutches of 2-5 eggs that hatch in about a month and grow to maturity within a year.

Shadow Lodge

gran rey de los mono wrote:

My daughter asked me for a recommendation for a good book. I told her I had the perfect book in my collection for her to read. It has drama, romance, betrayal, excitement, action, love, loss, heroes, villians, mystery and puzzles. Pretty much everything really. Excitedly she asked me for it.

I handed her the dictionary.

Your alignment has shifted 5 points toward Evil.

Shadow Lodge

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I made a video for my NWN plot.

Shadow Lodge

I made a video for my NWN plot.

Shadow Lodge

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That princess sounds ripe for being quietly inducted into a secret cult of dark knowledge. I know a few faiths in my homebrew setting who would be all too happy to have her on their team, since the local church is so adamantly against her membership. ;)

Shadow Lodge

GM Umbral Ultimatum wrote:

Saturday is the final session of Savage Tide for the year.

** spoiler omitted **
No or very little gaming planned for January due to overtime schedules all around, then back hopefully to normal come February.

Savage Tide did not happen Saturday. One player we knew would be absent, one no-showed because of unexpected family arrival, and one was feeling ill and didn't want to get online, leaving me missing three of my five PCs.

We'll resume in February, hopefully.

Shadow Lodge

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Saturday is the final session of Savage Tide for the year.

Spoiler:
We are in Here There Be Monsters, and just got thru the Mountain Pass. The party is mostly okay, though the Life Oracle has Mummy Rot.

Should be getting to the gargoyles as they cross the cliffs, maybe just to Fogmire and the first creepy encounters with Olangru.

PS: autocorrect changes the demon's name to "I'm angry". LOL.


No or very little gaming planned for January due to overtime schedules all around, then back hopefully to normal come February.

Shadow Lodge

Coming up with ideas a full campaign in advance.

I'm running Savage Tide right now and plan to run a modified Crimson Throne/Council of Thieves mashup when its done. I've been poking for some time at what I plan to do with Scarwall to set its place in our homebrew setting, and stumbled onto something that gave me a brilliant idea for it a couple days ago.

My player/s stay out:
Anyone else here ever heard of or read City of Angles? And no that's not "angels" typoed.

Thinking Scarwall will be a sort of Sideways style area, blockaded off from affecting the world with ancient magic from a united coalition of varied arcanists including multiple dragons and of faiths good, evil, lawful, chaotic, and all between. Will probably tie it to our worlds pseudo-Lovecraftian force, the Dark Song, in some way. Occasionally a Missing One (analogous to the Picassos) will slip out but for the most part they're confined in there, which is great until the party needs something from inside....

Shadow Lodge

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Tacticslion wrote:
GM Umbral Ultimatum wrote:
I stumbled onto what is apparently quite a long-standing D&D - Planescape specifically - theory of a non-canon-confirmed location called the Ordial Plane. It's bizarrely fascinating.
... yes, please? (I'm looking for the Hero of Time/Winds/etc., over here. I'm talkin' Links, y'all.)

This is the most comprehensive single location for info I've found on the subject.

There's a fair bit more out there with a quick Google search, though. And lots of debate over the details.

I'm really fond of some of the ideas, though. Specifically, the ones outlined here about the Ordial being a plane where spacetime doesn't exist and thus physical objects and entities cannot actually travel there without losing their corporeal forms, and the off-mentioned theory that the Ordial is the non-space (oooh!) where Vestiges (from 3.5's Binder class) are currently bound or trapped.

Shadow Lodge

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I stumbled onto what is apparently quite a long-standing D&D - Planescape specifically - theory of a non-canon-confirmed location called the Ordial Plane. It's bizarrely fascinating.

Shadow Lodge

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Vanykrye wrote:
I haven't read any of the Return AP yet. I have it, just haven't read it. I tend not to read them unless I'm planning on running them imminently. And even then I have trouble remembering what I read because of the way the books are written versus what my group (pick one - any one) will do to change things.

I may be a tad... excessive... about planning and scheduling my plots in the future, at least in NWN. Less so in PnP.

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Return of the Runelords spoiler:
Is it wrong of me to be annoyed that Return of the Runelords appears to have redeemed Sorshen? I get a really strong "author's favorite, gotta write a way around to not let her get killed off" vibe.

It admittedly doesnt matter hugely to me as I'm doing each Runelord their own individual plot rather than cramming the last four into a single storyline, and my Sorshen is going to be half Ileosa, half Nyrissa with their respective plots combined, but it does bug me regardless for some reason.

That said, I am pleasantly surprised to see Alaznist steal the final boss spotlight rather than the predicted Sorshen or Xanderghul. That was a nice surprise. But still. Can be pleased at one part and annoyed by another just fine, after all.

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Nasty monster and template combo?

Two words: Bodak Hydra.

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May he be remembered along with all fellow Kingmakers of legend!

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Luriel Greenleaf wrote:

Luriel at the postboard

Luriel scans the postboard for those involving level of unusual, esoteric, or highly specific skill necessary to complete (Any fitting my skillset?), as well as those for amateur jobseekers or neophyte adventurers.

There's a fair mix of available tasks to be looked into even for newcomers:

  • Nekagth the Gelugon has an open request for buying alchemical supplies, most notably monster parts. Golden cats' eyes, al'miraj horns, carbuncle gems, akata larvae, mimi wings, gremlin gizzards, and so forth are listed as examples.
  • A want-ad for apprentice necromancers. Willingness to work with undead a must.
  • A celestial by the name of Galeon Pureblade wishes aid in a quest. The flyer includes a map to a specific door in the Halls that appears to have been updated multiple times.
  • A missing persons request from someone named C-C. Inquiries are to go through Asphyxyx.
  • An alchemist and machinist complains of gremlin trouble and requests adventurers capable of dealing with the problematic little fey. Again a door in the Halls is listed as the destination, and appears to have been changed a few times to reflect alterations in the Halls.
  • A merchant describes a warehouse as having been overrun by "tiny green men" that have killed or spirited away his laborers. He wishes them cleared out. Once more, the job directs inquiries to a specific door in the Halls.
  • A request for the capture and delivery of small elementals outside the primary four to one "Keriston, Red Wizard". Temporary summonings are specified as not satisfactory. A room number at the Serpent is given.

There do not seem to be any postings calling for a musician, lyricist, or scholar specifically at this time.

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While rather haphazard-looking at first, there's clearly at least some organization to the thing - jobs closer to the left side of the board seem to suggest simpler tasks meant for amateur jobseekers or neophyte adventurers, while those more to the right are more difficult or advanced tasks for veterans and experts, or involve some level of unusual, esoteric, or highly specific skill necessary to complete.

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Or if you wish to have already been present then just describe where you are and what you're doing, either is fine by me.

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And we are go, ladies and gentlemen!

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Just another day on the Astral Plane.

The common room of the World Serpent Inn is as bustling and busy as ever, planar travelers coming and going at all hours of the timeless day, talking and arguing and bartering and threatening and all over a weatherworn table of unidentifiable wood or stone and one of a trillion different drinks and meals courtesy of the mysterious forces that occupy the realms behind the counter.

The Staff bustle about, carrying trays easily twice their gnomish size with impossible alacrity, dodging patrons and each other with acrobatic expertise that would shock any poor Primer to first stumble onto their demonstration. They vanish into doorways, under tables, through walls, and around corners, only to re-emerge somewhere else in the room, their trays refreshed and their vectors adjusted toward the next table on their list.

A thri-kreen weapons dealer argues in rough, ragged clicks and screeches with a mercane supplier, who looks down on the mantiswoman with that patient but condescending smile that says he's only willing to deal with her nonsense because it makes him a tidy profit by the end of the day.

A blue slaad babbles incoherently toward a roaring fireplace on the "east" wall of the room as if deep in the throes of a vibrant debate, and judging by the breaks in the frog's tirade it's almost as if something is actually responding and the beast is taking the time to at least hear its response before continuing its ramble. Meanwhile a panther-headed rakshasa and a woman apparently carved of obsidian speak in low tones from nearby couches.

An iron door at the "north" rear of the room occasionally swings open, emitting a low rumble of noise and a rusty creak as rough-garbed figures come and go - mostly harsher-looking mortals, planetouched, and the occasional fiend.

To the "west", a small band dominates a raised dais recessed into an alcove in the wall. A halfling woman plays an erratic tune on some kind of pipe instrument, while a vanara uses all five of her available limbs on an extensive drumset, an elf with serpentine scales plays long-clawed fingers on his piano, and a warforged strums vigorous riffs from a guitar built of gears and pistons. Behind them the alcove walls are strewn with a curve of windows displaying a spiraling night sky, stars and galaxies and nebulae whirling into infinity through an impossible void.

Nearest the door that serves as the entrance, the "south" and front side of the room, stands another slaad, this one a white, towering so tall it nearly scrapes the ceiling with its twisted crown of horns. The monstrosity's asymmetrical arms hang at its sides, the smaller right occasionally folding against its chest as if to cross its arms while the much larger, muscle-bloated left drags the ground like a glacial gorilla. The being is eerily still, almost anathematically so for a slaad, unmoving as a statue until it very occasionally shifts or blinks or breathes.

In the center of all, behind a squared bar of wood and stone with open seats in all directions save toward the rear, stands the man of the tavern - its bartender, server, host, and powers know what else, the man known as Mitchifer. Tall but not unreasonably so for a human man, with grey-white hair deeply receded and darkly-bronzed skin, it's only once you step close that you notice the oddities - how his golden eyes have slit vertical pupils, or how his thick bushy beard is actually composed of tiny wriggling snakes. Yet he exudes an aura of calm, comfort, and welcome, so despite his unusual appearance he provokes almost no anxiety nor unnervedness as he is approached. He waves as visitors both fresh and veteran enter the inn, welcoming them one and all to his establishment, inviting each and every one to pull up a stool or claim a chair at one of the many tables scattered about the room, order a drink and flag down one of The Staff for a solid meal.

Welcome to the World Serpent Inn, and the beginning of a tale that will span planes, realities, and universes abroad.

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Not gonna lie, some of these items might show up in a campaign of mine in the future.

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NWN Runelords time! Off to Rimeskull and punching a white dragon in the nose!

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First 'fatalities' in Savage Tide. Muahahahah!

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New NWN Runelords journal update~

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New Runelords up~

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CD Runelords Update

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STAP update get!

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I tend to ignore the CL check requirement unless there's a specific reason I want/need the disease to be particularly difficult to remove. Like something like Brood Fever from Elder Evils's Father Llymic or Savage Plague from Savage Tide I would enforce the check, but a regular old ghoul bite, Filth Fever from a random rat, or a fistful of Mummy Rot I wouldn't bother. But that's just me.

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Scintillae wrote:
Terrinam wrote:
GM Mort wrote:
Drejk wrote:
Just a Mort wrote:
Yeah we watched Star Wars the Last Jedi. It was nice if uhh unrealistic at some parts(bad guys spend too much time bragging).
Taking into account the amount of times Nazi leaders bragged around... There is nothing unrealistic about that part...
Really? I didnt know that! I thought ebul villian monologue was just confined to stuff run by GM Mort, because GM Mort watches too much Disney and cannot resist doing an ebul villian monologue before (unsuccessfully) trying to murderhobo the adventurers.
Attack while in the middle of a monologue. They never see it coming. And then you can finish the monologue with the now-terrified survivors.
Orthos gets mad when we do that.

The villain worked hard on that speech.

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Scintillae wrote:
It's okay. My group hasn't discovered fickle winds yet.

<twiiiiiiiiiitch>

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Savage Tide update! Got a whole chapter up tonight =)

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STAP Updoot.

That rhagodessa was starting to become a running gag for a while.

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Hey look, a thing.

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SO WE'RE DOING THIS AGAIN!

Welcome back to Orthos's insane attempt to run a Savage Tide campaign using the Gestalt rules. Like my now-completed Kingmaker campaign before - which I will be completing the journal for, eventually! when I have time! - this game is set in our homebrew world of Finiens, specifically in the country of Olympia and its adventurer-founded and adventurer-heavy southern port city of Port Haven in place of the standard starting location of Sasserine.

Dramatis Personae:
Aidan Trembell - TN M Human Harbinger [Crimson Countess]|Oracle (Life) (Player: Aszimar)
Audra Volante - CG F Halfling Swashbuckler [Inspired Blade]|Magus [Bladebound, Kensai] (Player: Scintillae)
Nashota - TN M Half-Giant Aegis|Soulknife (Player: Kamon Ishako)
Rin - NG M Human Investigator|Slayer (Player: Edward Falcona)
Twila - CN F Changeling Invoker (Star Pact)|Oracle (Theurge) (Player: ebon_fyre)

For quick reference: Audra's player played Elegy in Kingmaker, Twila's played Lilith, Nashota's played Takeshi, and Aidan's played Derrick. Rin's player is the new guy in the group, though an experienced player previously in his own right.

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Well, ours started with getting a pony sized spider taxidermied and leaving it outside the Oracle's bedroom.....

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Scintillae wrote:
...the scary thing is, I think the Savage Tide party is even worse.

Warlock|Sorcerer: "I've got a knife!"

Investigator|Slayer: "Who the hell gave you a knife?!"

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Investigator: "Throw the body in the rowboat. I know a taxidermist."

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Warlock: "The translation's in Aklo."
Swashbuckler|Magus: "She translated it into Aklo?!"
Warlock: "Nobody said WHAT to translate it to!"

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Life Oracle|Harbinger: "I take [the taxidermied rhagodessa] to my bed."

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Investigator: "My logic is useless in the face of puns."

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Warlock: "When the screaming stops, we have to wait a little bit, then we can go in."

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Warlock: "Aww. I wanted to keep one (savage monkey)."
Investigator: "No! We're not keeping one!"
Warlock: "But... but they explode! Into acid!"
Investigator: "Exactly! They explode into acid!"
Warlock: "They'd make great guard pets!"

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Magus: "I swear it was on fire when we got here."

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Aegis|Soulknife: "Not a lot of room to fight in."
DM: "Nope. These are narrow, windy corridors."
Magus: "The realtor said 'cozy'."

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DM: "The clown pulls a chain out of his costume and swings it at you."
Magus: "I knew you couldn't trust a clown!"

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DM: "You're [Magus] a tiny murder machine."

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Magus: "[I] do an acrobatic f~!+ing pirouette off the handle."

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Magus: "[Investigator], you're using logic [on Warlock] again."
Investigator: "Damn, that thing that's always been around!"

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Restarting Kingmaker today after my January Overtime Hell hiatus! We're finally beginning Sound of a Thousand Screams.

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Restarting Kingmaker today after my January Overtime Hell hiatus! We're finally beginning Sound of a Thousand Screams.

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