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Holy Crap... The divine recipe for disaster.

Ingredients:
1 Human Paladin/Monk/Argent Fist
1 Reincarnated Dwarf Specialist Conjurer/Master Specialist/Malconvoker
1 Human Cleric/Ordained Champion
1 Reincarnated Gnome Cleric/Radiant Servant of Dol'Arrah
1 Halfling Rogue/Fighter/Master Thrower
and 1 captured Gnome Druid/Expert (Urol)

Olangru had captured Urol and was sacrificing the druid by having him hanging over the fire pit in the final room of the Shrine to Demogorgon. Some noise in the hallway connecting the sacrificial chamber to the rest of the shrine made him turn invisible and wait for whatever came in. He had a good hunch of who those intruders could be and he was a slightly afraid because they had somehow solved the puzzle…
The doors were opened and the party to which the noisy gnome belongs enters the room. To shock the others, he uses his telekinesis to move the winch in the room to let the gnome slowly descend towards the fires.

The wizard conjures a wall of stone over the pit and seals the fires… As soon as the human cleric walks into the room and gets charged by Olangru. He manages to get in a few hits and is overjoyed. His joy, however, is short-lived. Out of the corner of his eye, Olangru sees the gnome cast a spell on the paladins swordbow and even before the flames of the Holy Sword have fully ignited, the paladin emblazons the weapon with the flames of the Silver Flame herself. Olangrus eyes bulge in fear as he thinks to himself “That can only mean one thing. I am in for some pain. But no matter what, I will kill them all in the name of the Prince of Demons.”

The paladin charges at the Bar-Igura and lands a very solid hit. Olangru manages to control his pain to not die from the massive hit he just took. Seeing the most trouble in source of the spells his charges the gnome cleric to stop the support. Only until he runs towards the gnome he sees his error. Somehow, even though he trained on it for many years, the paladin and other cleric manage to land a hit on him while he is charging.

In the corridor the wizard backs away and launches a Lesser orb of acid at Olangru and is glad he isn’t the target of the attacks. Both the paladin and the human cleric charge to Olangru and hurt him like some say the grasp of the Devourer would feel like. In an attempt to rid the paladin of his precious swordbow, Olangru tries to sunder the weapon and even manages to damage it beyond the hardness (which increased because of the +5 enhancement from Holy Sword) and it got 1 whole point of damage.

The futile attempt leaves the Bar-Igura vulnerable to the onslaught and he dies with a clean series of hits from the paladin.

Players 1 – Minions of Demogorgon 0

Just when the players think they have saved the day, the Lemorian Golem moves and charges the paladin and human cleric and lets some of the flesh of the cleric rot away at its touch. The Lemorian Golem grapples the cleric even after a brave attempt to show the extend of the close-quarter fighting training the cleric and paladin went through.
Not being able to even shaken up a single opponent with its howl, the Lemorian Golem keeps attacking the paladin and cleric to its full force. After a successful Freedom of movement on both the victims of the grappling, the human cleric decides to get serious and casts a Delay Death on his own person.

Hacking and slashing the party manages to slowly get the Lemorian Golem towards his destruction. But not without consequences, the constitution damage the human cleric gets nearly kills him anyway. After losing 15 of the 16 constitution points he has, he gets a restoration and goes on (effectively giving him 88 hit back and going ‘up’ from the -167!). Seeing that, the Lemorian Golem decides to focus on the paladin to get him down. The paladin had not yet received much healing, so maybe she would die soon. Well, it was not a lucky round for the Lemorian Golem for only 1 narrow hit out of four attacks.

The downfall for the Lemorian Golem had begun in the form of Lantern Archons from the wizard. Firing to their hearts content, the archons made up a battery of Light Ray shooting annoyance. With great effectiveness the archons almost killed a third of the hit points even though they had started far later than the paladin and cleric. The Lemorian Golem was destroyed not long after.

Players 2 – Minions of Demogorgon 0


carborundum wrote:
The players are definitely going to do their best to repair the boat. With "Raise From The Deep" to get it in a good position, assisted by up to 80 or so Unseen Servants, a druid to supervise lumberjack work, three characters with ranks in carpentry and sailing, all sorts of mending spells and...

My players found the spell Make Whole in the Player's Handbook and just want to repair the ship. Does the spell require a craft check for complex items (like a ship) The cleric is high enough level to cast it and repair the whole ship. I don't want them (and me) to miss the Here there be monsters installment.

Looking forward to you advise.
Melce


My players group consists of 5 players and a cohort bard and all are at least one level(cohort) or two/three (the rest of the party)too high for the recommend level. Secondly, my group has had a lot of practice with power playing and since we put the real story too a side track on our sunday adventures, the same was done here.

I upgraded my Mother of All with some extra nasty things from the original version: DC 25/spell level Concentration and call 8 vine horrors (CR3, less hp, more annoying) everu 1d4 rounds. Since most of my group is a spellcaster (except for one boomerang throwing halfling) the concentration check kept them on their toes.

I also enhanced her teleportation to at will. She IS the sargasso, why shouldn't she be able to appear ANYWHERE ANYTIME. She doesn't visit the PC's at their ship, she still likes a quiet life and sends her children to do the job.

The Mother of All kept teleporting forth and back trying to annoy the people who attacked her. Since the dear wizard is a specialist conjurer (summoner)/malconvoker we quickly had the hold of The Thunderer crowded and he had a Arcardian Avenger to deal with the maximized hp of the Mother of All, along with the Ordained Champion.

We finished the fight in 9 rounds and I think it would have been 2, three tops if she just would have had some more HD to add to the CR.


PC: Human wizard 6
Adventure: The Bullywug gambit
Location of Death: Vanderboren Manor
Catalyst: one axe too many.

The room with the Huntress, having confused the barbarian, the cleric stepped aside so the bullywugs in the room (enhanced for a 5-people party) could throw 5 axes and killing the wizard who had cast grease on their place.

Reincarnated as a Dwarf and happy about it!

PC: Human cleric 7 (the same who stepped aside before)
Adventure: The Bullywug gambit
Location of Death: Vanderboren Manor
Catalyst: Achy Breaky Heart

Bua Gorg (improved to level 9) steps to the front and cast a 'Heartclutch' (Book of Vile Darkness page 97) on the cleric (healer) who failed his fortitude save. Being the saviors the party was now a man short (the wizard, the only one with points in Spellcraft). The party had no idea what it did and after the 3 rounds the cleric had it dropped dead.

Reincarnated as a Gnome and hating it.


They didn't utter the words 'sex slave' in her presence, more of a OOC comment from the player. yes it was in the first campaign chapter and I am think about letting her get along with the players and surprise them at the right time (3rd installment).

The players are higher level then usual (near 5th) because they play through the game for 5 people (the player who can't always be with us) usually with only 4 chars. We have a highly experienced player group and we use pretty much every game book available.

Thanks for your two cents and I am curious if you come up with more. I'll keep you informed.

Yours


My players are playing real goody toeshoes (or however you spell that) and giver everyone a chance to surrender. They did the same with Rowyn and seeing as she was on 2 hp and nauseated she couldn't drink the potion.

Now one of the two clerics wants her as a cohort (they lack a rogue, whose player can't be with us everytime) and possible love interest/sex slave.

My question is, what would she do? They changed her attitude to indifferent (from hostile after they refused) and gave her a change to reform as a 'good girl' and help them find Vanthus and bring him to justice (which won't happen, that would ruin the plot, but they can try).

Yours,
Melce


I have a warforged Juggernaut and encountered some of the Swords of Kyuss. Those send out a cone of negative energy of 14d6. Being a Juggernaut makes me immune to (among other things) necromantic and death effects.

Since, in my memory, inflict spells and undead related effects are necromantic spells and effects. Does that make negative energy necromantic?


vikingson wrote:


Otherwise, go with a ring of non-detection or similar - cheap item, and of limited use to player characters. They might not even notice it when (eventually ) plundering her corpse, since by its nature, it should not show up as magic in the first place....

I can't find that 'cheap item' You are talking about. The only thing i have found is Amulet of Proof against Detection and Location. That nice thing costs 35.000 gp.

Easier solution?


MarkB wrote:

The map of the Sea Wyvern was a poster-size handout provided free with issue #141. It can also serve as a top-down map for the Blue Nixie, as the vessels are similar in size and type.

Alternatively, here's one I did for my online game, before the PDF for #139 was available.

To be honest, though, the map in the book is perfectly useable at minis scale. When I ran the game on tabletop I printed it at that scale (each square 1" top-to-bottom), and it worked just fine despite the forced perspective (orienting it so it faced my players helped).

There is the problem I found... I lost my map of the Sea Wyvern... Is there a PDF file available of it?


Mutantboy wrote:
Melce wrote:

Thanks alot for the Excel sheet, how did you secure the dropdown-list? I want to change some things because I have a larger party and want to enhance the monsters slightly.

To create a drop down list in excel, click the "Data" menu, then Validation. on the settings tab select "List" then highlight which cells contain the names you want to list.

The list is hidden at the top of the A column. The monster's data is hidden lower down on the page.

Tracerbullet42 is, I think, going to upload the spreadsheet to therpgenius.com soon.

Thanks, dude.

I know how to create a dropdownlist, but for some reason I can't get to the validation screen, maybe it has something to do with office 2007...


Mutantboy wrote:

Wow!

OK, I've emailed everyone who has posted so far. Let me know what you think. :)

Thanks alot for the Excel sheet, how did you secure the dropdown-list? I want to change some things because I have a larger party and want to enhance the monsters slightly.


Mutantboy wrote:
9jack9 wrote:
I have the stat block doc that a user on here compiled for the first 5 parts. Did anyone ever compile a doc for the rest of the AP? I'm going to be wrapping up part 5 in a couple of weeks, and they have been handy.

I have compiled an Excel spreadsheet with stat blocks for every adventure in the STAP. It's great if you have a computer handy when you play.

It's pretty big though (1.6mb).

Is there anyway you could help me out by sending it to me? mailadress: melsborburgh@gmail.com


9jack9 wrote:
I have the stat block doc that a user on here compiled for the first 5 parts. Did anyone ever compile a doc for the rest of the AP? I'm going to be wrapping up part 5 in a couple of weeks, and they have been handy.

Where did you find the stat block reference. I am making one for my campaign (slightly improving some monsters, because I will have 5 players).