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Morpheus's page
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Morpheus wrote: We are playing LoF with Savage Worlds, so there are not classes per se.
Daerachus Elven "Ranger"-Wanders Golarion in search of...something. He might have found it in the re-taking of Kelmarane.
Cassan Human "Fighter"-Was a smuggler in Katapesh until he did not pay the requisite taxes and became an outlaw.
Gendrill-Wanderer Kadeen Halfling "Thief"-Born and raised in Katapesh. Got into some trouble and had to leave the city.
Unfortunately, Cassan met his end in the House of the Beast to a group of gnolls and a gnoll shaman. He ran towards the load roar instead of away from it-inquiries can be made at the Kelmarane Funeral Parlor from 4-6 pm...
Telsiddon is a low-ranking priest of Abadar (because of his brusqueness and unpleasant appearance) who was assigned to the Knight-Protectors of Kelmarane when they carried the Scroll of Kakishon to Katapesh. He has since become a valued member of the group; if for nothing else, his skill in building rafts to navigate the seas of Kakishon (an inside joke-the player wasn't paying attention when I described the outrigger canoes used by the Bloodhunter gnolls and he said, "Let's break them apart and make rafts out of them!")...
Legacy of Fire and CoCT are my two favorite APs. I got to run the first two adventures for CoCT and had a good time, but I am able to do all of LoF (in Savage Worlds format) and we are having a blast. The PCs are currently stuck in Kakishon and are looking for a way out. They were stymied trying to meet the blacksmith and called upon Lahapraset to aid them. She was not amused when she arrived and found there was nothing to kill or no other protean to be rescued. Now, the will have to make nice with Obherak if they want to get home...
Morpheus wrote: By popular demand...
Brass Clockwork Golem (Minotaur)
Construct
Difficult to wound-my players found that aiming for the head made a world of difference...
I ruled that the head was less armored than the body and so the Armor +3 did not apply-no extra damage as it was a Construct...
By popular demand...
Brass Clockwork Golem (Minotaur)
Extra
Parry:6 Toughness:15 Pace:8"
Ag d6
Sm d6
Sp d10
Str d12+4
Vi d12
Skills: Fighting d8, Intimidate d6, Notice d6
Edges: Arcane Resistance, Improved Sweep (Deadly-feel free to remove this), Armor +3, Fearless, Construct
Attack: Giant Axe (d8, 2d12+4)
Difficult to wound-my players found that aiming for the head made a world of difference...I used the brass golem D&D minis and they were perfect...
Update: Well, the PCs just completed The Jackyl's Price and now find themselves in Kakishon. They got to Katapesh and met with Rayhan. After some shopping for stuff (and using haggling instead of just saying here is the price), they stayed at Rayhan's villa. The party went rather smoothly (except for our prist of Abadar who insulted Kazima and needed a good tonguelashing). Over the next few days they got the bids and were really agonizing over whether or not to sell *(except for the Moldspeaker). They left for the day to shop for stuff to go exploring Kakishon and when they got back it was a bloodbath with Rayhan missing. Some good detective work later and they found the Emerald Claw Merchant's Guild warehouse (I used them instead of the One Source).
After they battled a basilisk watchlizard, they made their way down into the temple area. They encountered the Captain (and the Moldspeaker got creeped out), but not before he offered them 100,000 gp for the Scroll. They fled (literally slamming the door) and ran into the room with Father Jackyl. He had 2 clockwork minotaurs as his guardians (really tough to destroy) and his bad self. After an epic battle with multiple incapacitations and potions of healing flowing like wine, they overcame FJ. They untied Rayhan ("Is it secret? Is it safe?") and unrolled the scroll-which malfunctioned and brought our intrepid band to Kakishon.
Observations:The PCs are being helped out by 2 memebers of the Falcon Tribe (the tribe that the werejaguar belonged to) and it has turned the tide a couple of times. Allies in SW are very valuable, but one of the PCs keeps treating them like just so much cannon fodder. They have gotten a kind of "redshirt" sttatus as most of the allies never return when the heroes do. I'm really looking forward to exploring Kakishon. The only thing I wish I had done better is to be more cinematic in combat-something I wil work on so that it doesn't devolve into a hack-miss-hack-miss fest.
Karui Kage wrote:
Administration - The cleric/monk of Irori did her focus on this. How does Almah run the town? What kind of influence does Garavel exert? Where do they settle in the town, where is the Town Hall?
I didn't have any of my players select this option, but I prepared it nevertheless. I was going to have the PC be in charge of either the Town Guard or in charge of the cleanup of Kelmarane (Civic Engineer, perhaps?). Give them the information and let them come up with a plan on either for guarding the town or cleaning it up and expanding it perhaps. Use as little or as much detail as you and your player like.
Karui Kage wrote:
Church - The paladin of Sarenrae is doing his focus here, becoming the Abbot Protector. What exactly does this entail? Who is the High Priest sent from afar, and what kind of level Cleric should he be?
I used the NPC priest from HotB, Sahba al-Waaj, as the new High Priest. The PC became the Abott Protector-in charge of the protection of the church and recruitment of new members from Kelmarane.
Karui Kage wrote:
Hinterlands - This I have covered pretty much. The Ranger is going to scout around and hunt gnolls. Fairly simple. Gnolls get more numerous near end of year. Bla bla. No worries.
I also gave them access to some NPC allies that they made as connections while "cleansing" the hinterlands.
Karui Kage wrote:
Pathfinders - The bard/rogue wanted to do a Personal Mystery focused on getting more involved with the Pathfinders. He plans to take Leadership at 7th level and get a Cohort also with the Pathfinders. While this I can craft just fine, my question was wondering if the Pathfinders would be more...
The Pathfinder Society can be as involved as you want them to be. My game doesn't use them as much, but uses the Trade Guild as plot device. Lucky you, this month has the release of the Pathfinder Society book...
Good luck and have fun!
Enpeze wrote: Morpheus wrote: Cesare wrote: Hey, I've been hearing a lot about Savage Worlds on a couple of these forums and I am wondering what drew you to that rule system. Why do you prefer it over 3.5/Pathfinder RPG, etc.? Sorry if this seems like a thread jack, but I am very intrigued and might look into it soon. One of the big draws to Savage Worlds is the ease of preparation for the GM. I enjoy 3.5e (and now, Pathfinder), but the prep time is significant. With Savage Worlds, this prep time is about a quarter as much (and in some cases, even less). Plus, the system is just plain (FAST! FURIOUS!)FUN! Try out the Test Drive rules for free and see if it works for you...As an aside, we started the LoF last week and get into the HotCK this week...I'll post some more conversions later along with some amendments to some of the conversions that I proposed earlier... You say the SW prep time is only a fraction of Pathfinder or 3.5. for SW. I am prepping more than 1h per evening for my game in average only with conversions of crunch. So is in your opinion the prep time if one would use 3.5, 3h (or more) in average per evening? I would rather guess that you can just play out of the books, if you dont have to convert, and the prep time is not as high as when I use SW. (eg. no conversion, no adaption of amount of monsters)
Another question: how do you handle the amount of monsters in an encounter? Do you take them straight from the book or adjust them according how you think the players can handle at their corresponding level. (I am playing HotCK atm and I do the latter with extras normally, but I leave the bosses as they are) thanks alot for your ideas. I usually just eyeball how many I think they can handle depending on how many Allies they have with them (and this group does pick-up a lot-one of the coolest aspects of SW). I have been underestimating the encounters a bit, but that is better than the alternative.
A lot of the generic monsters are already done between the SWEX, the Fantasy Compendium and the Savage Beasts pdf. This eliminates most of the work because I only stat up monsters that are either going to get a lot of play (i.e. Carrion Guards) or are going to have a big effect on the game (i.e. The Carrion King). There are a bunch of monsters you can stat on the fly (i.e. Carrion Adepts = Carrion Guards + AB(Miracles)).
The next part is the introduction of magic items. I've been adding more and more to the game, but mostly one-shot items (i.e. Smoke Pellets or Snake Fangs) from the FC (Fantasy Compendium). I have added a few pieces of armor (i.e. Toughness +1) and am going to add a couple of more permanent items (i.e. Rings of Fire Resistance are useful). I make sure that magic items are not just something to be sold in any old store-the PCs have to haggle with merchants and it makes for some good roleplaying.
The best strategy for the conversion is reading ahead and prepping the scenes-don't try to use everything each adventure gives and add some of your own touches. For example, in HotCK, my PCs went to Katapesh to buy some stuff and since one of them was Wanted by the Pactlords, there was a nice little side adventure to be had including a daring escape across rooftops. Another example is the current adventure, The Jackyl's Price, where I am going to cut out a bunch of stuff so that the adventure plays out in a session or two at most. This way, the PCs will get to do the cool stuff and then get to the cool stuff in Kakishon faster.
Remember: SW is supposed to be Fast! Furious! Fun! and I think that the Legacy of Fire showcases that brilliantly...
Well, we've been going at it since August and everyone is having a great time. Just finished House of the Beast and we had our first PC deaths: Cassan, the bodyguard and Kadarr, the half-jann sorcerer. They were making their way of of the HotB after having killed the Carrion King (he ended up gong down pretty fast) and driving off Zayifid ("I'll get my revenge on you, my pretties!"), when they heard a loud roar.
Now, it was my intent that the loud roar would spur them on to leaving faster, but it did the opposite. Cassan and Kadarr go running towards the roar (didn't really have anything planned for it except more Carrion Guards) and run into 6 gnolls (2 regular, 3 Carrion Guards, 1 Carrion Shaman) and 2 hyenas. The party dispatched the hyenas quickly and were in a running battle with the gnolls, when Cassan decided to step into the midst of the gnolls and do a Sweep (sort of like Whirlwind Attack). He kills 3 and wounds another. Unfortunately, the shaman casts Bolt (sort of like a powerful Magic Missle) and outright kills Kadarr who stayed to help Cassan (the other 2 were retreating-thinking Cassan and Kadarr were behind them). The Bolt did 40 pts of damage (in SW, if you roll the highest on a die, it "Aces" and you roll again) after me having rolled 3 6s on 3d6. Kadarr was incinerated and Cassan was taken down soon after.
Everyone is still having fun, but that cast a pall on the adventure as the PCs had thought themselves invicible (partly the system and partly the builds of the PCs). Now, they will proceed a little more cautiously.
BTW, I'm shortening the Jackyl's Price to a few encounters in Katapesh so that the PCs can get to the fun that is Kakishon...
We are playing LoF with Savage Worlds, so there are not classes per se.
Daerachus Elven "Ranger"-Wanders Golarion in search of...something. He might have found it in the re-taking of Kelmarane.
Cassan Human "Fighter"-Was a smuggler in Katapesh until he did not pay the requisite taxes and became an outlaw.
Gendrill-Wanderer Kadeen Halfling "Thief"-Born and raised in Katapesh. Got into some trouble and had to leave the city.
DM: Pugwampis=Lots of fun
PCs: Pugwampis=@#!%$#@!
I'm running the LoF with Savage Worlds and the PCs just made it to the Old Monastery. The battle in the Chapel was crazy-the tank couldn't kill anything but the halfling "thief" was the designated pugwampi killer.After the battle, the players agreed how not fun they were. The stirges were a problem as well-draining the tank something fierce. Good times, good times...
Cesare wrote: Hey, I've been hearing a lot about Savage Worlds on a couple of these forums and I am wondering what drew you to that rule system. Why do you prefer it over 3.5/Pathfinder RPG, etc.? Sorry if this seems like a thread jack, but I am very intrigued and might look into it soon. One of the big draws to Savage Worlds is the ease of preparation for the GM. I enjoy 3.5e (and now, Pathfinder), but the prep time is significant. With Savage Worlds, this prep time is about a quarter as much (and in some cases, even less). Plus, the system is just plain (FAST! FURIOUS!)FUN! Try out the Test Drive rules for free and see if it works for you...As an aside, we started the LoF last week and get into the HotCK this week...I'll post some more conversions later along with some amendments to some of the conversions that I proposed earlier...
Some more villains of HotCK...
Narg/Ugruk
Wild Card
Parry:6 Toughness:10 Pace:6"
Ag d6
Sm d6
Sp d4
Str d10
Vi d10
Skills: Fighting d8, Throwing d4, Notice d4, Intimidate d6
Edges: Low-light vision, Combat Reflexes, Sweep
Flndbar (d8 dam d10+d6), Thrown Dagger (d4 dam d10+d4)
Equipment: Breastplate
Dust Digger
Extra
Parry:5 Toughness:11 Pace:2"
Ag d6
Sm d4(A)
SP d6
Str d8
Vi d10
Skills: Fighting d6, Notice d8, Stealth d6
Edges: Burrowing, Low-light Vision, Improved Grapple (uses a d10 for grapple checks)
Tentacle (d6 dam d8+d6)
Kezurkian
Extra
Parry:7 Toughness:10 Pace: 10"
Ag d8
Sm d4
Sp d4
Str d8
Vi d8
Skills: Fighting d10, Notice d8, Intimidate d8, Climb d10
Edges: Low-light Vision, Summon: No PP cost; 1/day; 1 schir demon, Immune (Disease, Electricity, Poison)
Hindrances: Weakness (Holy Magic)
Halberd (d10 dam 2d8)
I struggled with whether or not to make Kezurkian a Wild Card, but decided against it and just added the Summon edge to make him a little tougher (but not WC tough).
Some magic items drawn from the Dungeons & Savages 3.5 pdf...
Wands
Wands contain a single power and a pool of Power
Points to use it with. They do not recharge Power
Points and are useless once depleted. Using a Wand
requires you to be a member of the respective Arcane
Background, and an Arcane Skill roll.
You can use the Power Points in a Wand to charge
the power as you like, as long as enough Power
Points are present in the Wand itself - you can't
substitute your own Power Points. Range is
determined using your traits.
Scrolls
Scrolls effectively contain one casting of a specific
power for which you don't have to spend Power Points.
You can use it with the respective Arcane Skill
(Spellcasting for Arcane Scrolls, Faith for Divine
Scrolls) if you belong to the Arcane Background for
which the Scroll was created. The Scroll is consumed
in the casting process.
You can't change the specifics (including Trappings)
of the casting on a Scroll, neither by pumping it up
with your own Power Points, nor by redistributing the
inherent Power Points - so you can't charge a Bolt with
2d6 damage to do 3d6 damage, or divide one Bolt
with 3d6 damage into two Bolts with 2d6 damage each.
Nonetheless you can maintain a power cast from a
scroll, and its Range ist determined using your traits.
Common Trappings
The following are common trappings applied to
offensive spells:
• Acid: The attack ignores organic armor, like leather
or fur.
• Cold: Targets of a Cold attack must make a Vigor
roll. If they fail, they draw two cards for their next
Initiative, but act on the worst. For characters with
Level Headed, this effect simply cancels out one
level of that Edge on a failed Vigor roll.
• Electricity: The attack ignores metal armor.
• Fire: In addition to dealing damage, there's also a
chance the target might catch fire (SW, p.95).
• Force: This is the standard offensive trapping, and
the only one to ignore the Incorporeal special ability.
• Sonic: Targets of a Sonic attack must make a Vigor
roll or become temporarily deafened. Deafened
characters suffer a -2 penalty on Notice rolls in
respect to hearing, and on rolls that rely on verbal
components, like Persuasion or Spellcasting.
Some magic items conversions and creations. I'm going to try and keep some prices similar to the 3.5e rules to make it easy.
Potion of Healing
Price: 50 gold
Heals 1 Wound.
Potion of Speed
Price: 900 gp
Allows 2 cards to be drawn for initiative each round; +2 to Pace and a die type increase in running speed; as well as allowing an extra melee attack with no penalty. Lasts for 5 rounds.
Potion of Lesser Power Regeneration
Price: 300 gp
Character regains 3 Power points.
Potion of Power Regeneration
Price: 500 gp
Character regains 5 Power Points.
Moonbeam wrote: That's nice, I haven't read the Savage World rules yet, but my friend is very excited about them, so we might end up using them for LoF.
Please keep up the good work! :)
Remember the Savage Worlds Conversion Contract: If you convert it, post it! Seriously, I'm having a great time doing this and it is easier than I had anticipated-making it even more fun! I hope this is useful and helps to spread the word of not only LoF, but Savage Worlds as well.
Stirge
Extra
Parry:4(-2 to hit due to Tiny size) Toughness:4 Pace:1"/Fly 6"
Ag d10
Sm d4(A)
Sp d6
Str d4
Vi d6
Skills: Fighting d6,Notice d8
Edges: Flight, Low-light Vision: Penalties ignored for dim lighting, Attach (with a successful attack, the stirge attaches to the target and begins to drain blood), Drain (drains 1 die type of vigor per 2 rounds-max 2 die types)
Bite (d6 dam Attach)
Baboon
Extra
Parry:5 Toughness:5 Pace:6"
Ag d8
Sm d4(A)
Sp d6
Str d8
Vi d6
Skills: Fighting d6,Notice d6, Climb d10
Bite (d6 dam d8+d6)
Giant Wolf Spider
Use the giant spider stats on pg. 154 of the SWEX
Medium Slime Mold
Extra
Parry:4 Toughness:6 Pace:4"
Ag d6
Sm d4(A)
Sp d4
Str d4
Vi d8
Skills: Stealth d10
Edges: Improved Grapple (uses a d8 for grapple checks), Infection (Fungal Rot: Vigor check or become exhausted; check each day until healed magically), Immune to Fire, Poison and Shaken effects
Engulf (d8 dam Fungal Rot)
XP Awards for HotCK
The Sultan's Claw: 1 (2 for completing 3 or 4 of the mini-missions)
Pugwampi Hunt: 1
The Old Monastery: 1 for killing King Mokknokk, 1 for killing the Geier and reclaiming Tempest, 1 for reconsecrating the chapel to Sarenrae, 1 for learning the story of Vardishal and 1 for destroying the slime molds and for the introduction of the Moldspeaker.
Kelmerane and Environs:1 for killing the pugwampi menace, 2 for saving Oxvard and 1 for successful negotiations with the Three Jaws gnolls.
More to follow...
Torillan wrote: Excellent work! Permission to yoink, should it become necessary?! :-)
I'm in the process of finding interested players for a PbP here, but I haven't chosen which AP I'll run.
I'm also planning on implementing some of the variants introduced in the Hellfrost Player's Guide.
Savage Worlds is all about the sharing, so steal away! As long as you post anything that you convert (the implied yoink contract). My favorite APs in order are: Legacy of Fire, The Curse of the Crimson Throne, Second Darkness and The Rise of the Runelords. I might convert CotCK or Second Darkness afterwards. Good luck with your PbP...
I bring you TEMPEST-the sword...um...staff....um spear...um...Weapon of Vardishal.
Tempest
Mythic Weapon
Novice-+1 to parry when drawn
Seasoned-+1d6 cold damage
Veteran--+1d6 cold damage to fire subtypes (for +2d6 total)
Heroic-+1 to hit
Legendary-+2 to hit
Some more Savaging:
Garavel
Wild Card
Parry:5 Toughness:7(Chain Shirt) Pace:6"
Ag d6
Sm d8
Sp d8
Str d6
Vi d6
Skills:Fighting d6,Kn(Local) d6,Kn(History) d4,notice d4,Riding d4,
Throwing d6
Edges: Hard to Kill, Connections (Pactmasters of Katapesh)
Hindrances: Pactmaster's Favor, Cautious
Scimitar (d6 dam d6+d8), Throwing Dagger (d6 dam d6+d4)
King Mokknokk
Same as a Pugwampi except Fighting d6, Toughness 7 and 1 Wound level.
Geier
Extra
Parry:6(+1 to hit due to L size) Toughness:8 Pace:2"/Fly 8"
Ag d6
Sm d4(A)
Sp d6
Str d10
Vi d10
Skills: Fighting d8,Notice d8
Edges: Flight, Low-light Vision: Penalties halved for dim lighting
Hindrances: Code of Honor(Protect nest to death)
Bite (d8 dam d10+d8)
One of the bigger challenges is going to be making sure that the experience points are sufficient enough to the challenge of LoF. I think I'm going to go with XPs based on scenes instead of just for completing the mission (or modules, as you will). For example, i'm going to give 1 xp for successful completion of the Sultan's Claw scene; 1 xp for successful completion of the Pugwampi Hunt scene; 2-3 xp for successful completion of the Old Monastery scene (depending on how successful they are); etc. I'm thinking a good scale for the adventure path is:
XP Adventure
0-20 Howl of the Carrion King
21-45 House of the Beast
46-60 The Jackal's Price
61-75 The End of Eternity
76+ The rest of them
I might have to tweak these numbers as we play to get a feel for how strong the party is (so far we are going to have only 3 PCs, but in SW, we can have...Allies! And lots of them! It makes shoring up the party easier as the players get to play their allies and makes it less work for me.). If the PCs are Seasones (20 xp) by HotB, then they should be able to handle that slugfest and move onto the genie goodness of the other modules...
Erik Mona wrote: It's really neat to see this sort of conversion stuff happening. Hope lots of people get some use from it!
With an adventure as good as HotCK and an Adventure Path as good as LoF, how could it not be useful? And interesting? And fun?
One more for today-the Pugwampi. The unluck is pretty easy to create in SW because it is nothing more than an edge with a Small Burst radius (some people might think of it as a hindrance).
Pugwampi
Extra
Parry:4 (-2 to hit due to tiny size) Toughness:4 Pace:4"
Language: Gnoll
Ag d6
Sm d4
Sp d6
Str d4
Vi d4
Skills: Fighting d4, Shooting d4, Stealth d8, Notice d6
Edges: Shatter (Spirit roll, 1/day; 2d10 damage to an object)
Unluck (Reroll all rolls in a Small Burst radius-take lowest)
Dagger (d4 dam 2d4) Shortbow (d4 dam 2d4)
More thoughts: Until it is necessary (if ever), I'm not going to stat up Almah (one of the beauties of SW-don't make superfluous stat blocks). So, my first wild card is....Dashki.
Dashki
Wild Card
Parry:5 Toughness:6 Pace:6" Charisma:-2
Languages: Common, Gnoll
Ag d8
Sm d6
Sp d6
Str d8
Vi d6
Skills: Fighting d6, Kn(Nature) d6, Kn(Local) d4, Notice d6,
Stealth d8, Shooting d6, Survival d6, Tracking d6
Edge: Two-Fisted
Hindrances: Greedy (Minor), Ugly (Minor)
Scimitar & Dagger (d6 & d6-2, dam 2d8 & 1d8+1d4) Longbow (d6 dam 2d6)
His wild die will help him with only a d6 in fighting and shooting. Savage Worlds also does languages pretty well, so I will be able to use all of the languages of Golarion and monsters to good effect.
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Hello All!
I'm in the process of converting the LoF AP to the Savage Worlds rules. I will keep this thread updated as I go along and hope that all of the other SW experts out there chime in with some of their suggestions. Here are some of my general thoughts as I do the converting.
First of all-it's Savage Worlds, so it had better be Fast! Furious! Fun!. I don't want to get hung up converting every skill point and feat into SW. I want to make this easy for me.
Second-3.5 requires magic items galore and Savage Worlds doesn't. This might be the hardest thing to change in the minds of my players. Their PCs get their "goodies" in the form of edges, skills and attributes; not in magic items. Saying that, I will still have magic items, but a lot of them will be limited use or one-use. I will save weapons and armor for truly special occasions (like Tempest).
Ok, here's my first conversion-the bad guys in HotK...gnolls.
Gnoll
Extra
Parry:6 Toughness:6 Pace:6"
Language: Gnoll
Ag d6
Sm d4
Sp d6
Str d8
Vi d6
Skills: Fighting d6, Shooting d6, Notice d4
Edge: Darkvision-No penalties for dim or dark lighting
Battleaxe(d6 dam 2d8) Bow (d6 dam 2d6)
More to come...
Hi guys,
Just wondering what the holdup is with my order that I placed on 2/17? Any help is appreciated. Thanks.
Iozif (Fighter 3-wielded a mean halberd): Former member of the Korvosan Guard, he was fated to help Korvosa through its Time of Troubles. Unfortunately, the other PCs went off to a druidic circle between The Edge of Anarchy and Seven Days to the Grave-leaving poor Iozif to try and discover why the bodies were piling up and not being disposed of by himself (the Show must go on). He is now one of said bodies in a certain alleyway...
Scarssis looks at each of his fellow party members.
"I regret to say that I must continue my quest alone. It seems that we have come to a fork in our journey and it is here we must leave each other's company. I have pressing business in Rel Astra that cannot wait-I shall leave on the morrow. Fare thee well and may Heironeous bless all of your endeavors."
13garth13 wrote:
I would like to extend my appreciation to Aaron Sands, one of my players, for setting up the page and getting the ball rolling.
Cheers,
Colin
Indeed...rumor has it that he is , indeed, the Man...
13garth13 wrote:
But I'm pretty darned sure that when I said, "Oh, and roll for spell penetration" the roll was too low....of course, you could be right after all....
Cheers,
Colin You are correct...omniscience isn't what it used to be. Akathis' fireball penetrated and he got whacked...
13garth13 wrote:
As his displacement spell wound down, he was blasted by a fireball from Akarthis which failed to penetrate his spell resistance...
The fireball most certainly did penetrate him...to the tune of 36 hp. Sudden maximize is a beautiful feat. So much for omniscience and perfect recall... ;)
A stronger Akarthis is a boon to the party. 4000 gp and a fortnight will be required...
Akarthis scribes the following scrolls: Fireball (x2), Fly (x2), Flaming Sphere (extended) (x2), Magic Missle (x6) and Scorching Ray (x3) for a grand total of 1875 gp and 150 xp.
Runfer wrote:
"Arkathis, I saw bravery in you. I wish to offer you 2000 to help you prepare for the up coming battle."
"Thank you."
Akarthis begins to scribe some scrolls and then realizes he has only 2 gp...what's the situation on the party fund?
Iellios thought back to his childhood in the Sea of Dust. His tribe was banished from the oasis and forced into the harsh desert. They had wandered for many cycles of Luna before they came upon a large entrance to an underground cave system. It was there that the tribe met...Karyshalikis. She was the most beautiful thing that Iellios had ever seen. Her long, serpentine body was like the desert cats that his tribe hunted. Her knowledge was varied and vast. She had taken the tribe in and helped them-they, in turn, provided loyal guardians of her lair. And her clutch...
But that was before the family of blues had found Karys and killed her and all that Iellios held dear. He had escaped because he was hunting, but no one else from his tribe had.
He left for Greyhawk and the world outside of the desert, but vowed that he would find that family of blues and exact a vengeance that would be spoken of by even the gods...
Akarthis asks the party accountant if we can spare a total of 2,500 gp in gems.
"Don't ask what they are for. Please, for the love of Boccob, don't ask."
Runfer wrote: 13garth13 wrote: DM will respond when he's finished marking Anatomy/Physiology homework :) :)
Cheers,
Colin
Just give them all A's
OOG: I am thinking of making the cleric also having a level or two of wizard, what do you guys think??? This would give us a little bit of fire power in the back. Sorcerer levels would probably be a better choice because you get more spell slots per day if you are only looking at a couple of levels of arcane caster.
Akarthis calls everyone to a meeting in the sitting room. The children seem restless-some still have tear tracks on their faces.
"We have reached a critical junction in our journey together. Up until now, we have led charmed lives-never saying that we were invincible, but believing deep down that we were. I attribute that to the knight and his steadfast resolve-never allowing us for a moment to falter. Now I, for one, am not leaving him and our comrades in some chamber with that foul she-spawn of the Abyss and I would welcome any and all who would join me."
Akarthis sits down-he seems...older, more worn.
"Oh, and another thing, I sent word to the Wizard's Guild in Greyhawk to an acquaintance of mine that is schooled in demon lore. I believe he will join us soon as he is able. He has a particular...dislike...for Zuggtmoy and should be very helpful in our coming battle."
OOG:I am going to bring in a Duskblade-part fighter, part mage instead of a druid. Some more bang, so to speak...
The heroes arrived at the manor house covered in filth and spirits thoroughly dampened.How had it gotten to this?thought Akarthis. Tas, Aerie ...and...and Neilandyr all lie dead at the bottom of that shaft-killed by Zuggtmoy herself. Akarthis looked around and gave a brief prayer to Boccob and started pulling out the books they had found. There was research to be done and then they would go back...then there would be much asskicking to be doled out in equal portions to one cleric and one demoness...
I just use colored Post-It notes and remove them when the item is used up (for scrolls, potions, etc.).
The darkness of the cave swallowed up the light and made the distances between the party members seem vast. Neilandyr forged ahead with steadfast detemination-his unwavering dedication to Heironeous would see him through. Suddenly, erupting from the darkness, were creatures most horrible and vile. Neilandyr charged the largest of the loathsome beasts...
Sometime later...
The last of the spore rats was finally eliminated when, just beyond the radius of light, a loud, squishing sound seemed to be moving towards the party. When it was finally illuminated, something from a nightmare that was given form attacked the intrepid adventurers...
Akarthis: "I will get with my comrades and see if they would like to investigate this matter further. It would be a shame, nay criminal, if the wisdom of the past was destroyed by those who are ignorant of its worth."
The time was nearing when Neilandyr would attain his goal of becoming a Crusader of Heironeous. His training was near complete-he had only to prove his devotion to Heironeous one final time to be accepted. And the forces of evil would find a much more formidable foe in Neilandyr, the Crusading Knight of Heironeous. But, before that, he buys the following potions: Jump, Remove Fear, Cure Moderate Wounds, Lesser Restoration, Resist Energy (Acid) 10 and Cure Serious Wounds. He also tithes 100 gp to the grand cathedral of Heironeous (which isn't looking as grand as it once did due to an infestation of termites).
Akarthis finds time in his busy schedule to stop by Langwellan's and ask him about the "favor" that he owes him. He also inquires about Callistor's "old" library/scribe guildhall and what happened to it.
Working night and day, Akarthis scribes the following scrolls: [i]Fly, Fireball, Summon Monster III (x2), Summon Monster II (Extended x2) and Darkvision (Extended x2). He also finds the time to craft a Wand of Light (2nd level 50 charges).
The candle flickered and cast eerie shadows as Akarthis read from Asopholus' The Spirit vs. the Soul: A Treatise on Beings from Elsewhere . He scribbled down a few notes; cross-referenced them with another text and then rubbed his eyes. He was close to unlocking the secret of becoming a Master Conjurer and had little patience for prose that was disguised as magickal fact. Asopholus had proven to be worthless-but there were many other tomes that he had access to that might not be. He tossed the book into the growing pile on his floor snd started anew...
The church of Heironeous was quiet as Neilandyr stood before the altar. He had stood in this postion for the past day and the muscles in his legs had ceased their pain and become numb. Neilandyr heard the cleric before he spoke.
"Supplicant Neilandyr, what have you learned?"
"There can be no Honor without Justice. There is no Chivalry without Valor."
"Good. Good. Continue to contemplate the ways of Heironeous."
The cleric turned around and left.
And Neilandyr was, once again, alone...
The sun had set on another grueling day of spiritual and martial trials. Neilandyr collapsed on his cot, but not before offering his prayers to Heironeus. The journey to becoming a Crusader of Heironeus was a long one-not won by the swift, but by the resolute; the pious. And Neilandyr was determined to complete the journey and offer his service to Heironeous...
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