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Can you please send me the stat blocks also?
mcintosh_lonnie@yahoo.com

Thank you


TracerBullet42 wrote:

Anybody else use these cards? link

I've just filled them out for all of the monsters in There Is No Honor. It was a hefty task, but I think it will help make the combat much easier.

I use index cards, I have the characters write their ACs, (all three) + anything like Dodge, Skirmish or any other buffs under the character name and initiative in the top right. It works best to have everyone write things in the same order and in the same place, so you are not spending time looking for what you want. If a chacter holds on his turn, I turn the card side-ways to access it when he/she decides to go.


In the incounter with Ulu-Thurg, the text keeps refering to him and a group of war apes, but the stats look as though it is for one creature. Am I reading this wrong, is this like the mob of fiendish baboons from HTBM, or are there more than 1 war ape in this encounter? How many war ape brutes should be in this encounter?


kikai13 wrote:
ericthecleric wrote:
Kikai13, the AC bonus from the second suit of full plate wouldn't stack with that of the one you wear. (Although perhaps you're being sarcastic.)
Yeah, I was making a funny. Or at least trying.

Why not, you can't possibly tell me that a sword can cut through a second suite of armor just because it made it through the 1st.;)


Here's a question for you, let say it is night, and you are rolling for random encounters. You happen to roll 1-3 T-Rexes, now, these animals are basically on the hunt, picked up the scent of the characters, and followed thier nose. At the point they enter the camp, they would be considered hostile...correct? Or would you look at it like you went deer hunting, you aren't pissed at the deer, (even if you sat up in that stand for 12hours waiting for it).

In a case like that, how much time before the T-Rex enters the camp would you give the PCs to react?


Thanks guys


When creating monsterous humanoids with character classes, should you start by using the abilities given for the humanoid in the MM, or can you use the ability scores give in the DMG for the class?
Example, a troglodyte has the following stats: Str 10, Dex 9, Con 14, Int 8, Wis10, Cha10. If I am making a troglodyte ranger5, should I use the stats from the DMG of Str 14, Dex 16(4th level bunp), Con 13, Int 10, Wis 12, Cha 8.
How are you handeling this your games?


I'm in Atlanta GA and mine came in the mail yesterday 7-5-07.


I have been asked by one of my players about the "Favored Class", (FC), of the Air Genasi in the Forgotten Relms Campaign Setting. It is listed as FC Fighter. He is playing a Swashbuckler in the STAP, and is interested in multi-classing as a Scout. He is currently 8th level, and as written would have a 10% penalty on XP.

Using the reasoning that the class Swashbuckler was not in print when the FRCS was printed, could we logically change the FC from Fighter to Swashbuckler, since the Air Genasi's main abilities are Dex. and Int. and these are also two of the main abilities of the Swashbuckler.

I know most people would say this is a "house rule" question, but I don't like "house rules" just for the sake of having them.

Is there a list of updated races with an updated favored classes using the new classes from the various "Complete XXX" books?


1st off, thanks James.

One more thing, I don't remember if it is stated that the "Inspire Confidence" ability will aid in making the caster level check to bypass SR. I don't think it says specifically in the description of the ability, I could be wrong. Please help me out on this.


Has anyone had a pretty strong bard, or any other character in thier party? My party has an 8th level bard, that has stacked up his perform, and frequently uses fasscinate to screw up most of my big fights. Granted, I was unsure if he had to beat the SR on some of the big guys, and decided to error on the PC side till I found out. But I am concerned that some of his and some of the other PC abilities may make the "boss" fights, (I really hate that reference, this is not a video game), too easy for the party.

An example, during the Rats End battle, after the party split up to save all the little encounters, they all converged on Slipknot and his band of merry-men. The warmage, who was at the very end of the range, casts "Phantasmal Killer" on Slipknot, he failed both saves and died. I tried to make it where they could not use "Fireball" or any other area effect spell by having townsfolk around till the party closed for hand-to-hand. Didn't work! Now the toughest encounter in the whole attack was wiped out in two dice rolles.

Should I just reward my characters for making every tough encounter a cake-walk, or should I spruce it up a little more? I don't want to kill them all, but I would like for them to know they just fought a tough fight. Any ideas as to how I can make these fights memorable?

Thanks


What adventure do they actually get confirmation that the BBEG is demogorgon?

I dont want the BBEG to be revealed too early...AM I screwed?

I don't believe you are screwed. My players believed they were going to Farshore to help Lavinia finish what her parents had started, and then would look for Vanthus. After the Rats End pirate attack, they met with Lavinia and the town counsil, and discussed how they defeated a "random" demon and a minor "Aspect of Demogorgon" in an old abandoned temple. I needed to give them some extra encounters, so I used the wandering monster table in the next book, and as luck would have it, the first thing I rolled was a Retriever, they did a Knowledge - the Planes, and knew that Retreivers were used to go out and capture those who have pissed off the demon lords, and just chalked it up to them upsetting Demogorgon by killing his "aspect". I think at this time they still believe the Crimson Fleet and Vanthus are the BBEGs.


I was wondering, does a bard who is trying to fascinate a creature with SR, does the bard need to make a caster level check to by-pass the SR, since it is a magical effect. It seemd to me that a bard is very powerfull with a high perform modifier.


I have had only two deaths in my game, but I have a large party.

#1
PC: Yorn - Human Sor3/Clr1
Adventure: Sea Wyvern's Wake
Location of Death: The Village of Renkrue
Catalyst: Rowyn Kellani - (disguised as Lavinia)

After spending the day with Lavinia, trying to win her over, they both went their separate ways for the evening. Later that night, a knocking on the door to Yorn and Kayton's room, Lavinia asked Yorn if he wanted to go for a walk along the beach. Yorn thinking his long day of wooing had paid off, went with Lavinia. Walking out to the end of the pier, Rowyn cast her "disguised Hold Person" then did her coup de graces. Yorn did not make his save, and the body was not found till morning.

#2
PC: Thelo - Human Bar7
Adventure: Here There Be Monsters
Location of Death: The Temple of Demogorgon
Catalyst: Lemorian Golem

After four tough fights, Olangru mates, the Spirit Naga, the Fiendish Mob of Baboons and Olangru himself. The party was low on spells and some were hurt very bad. The barbarian had spent most of the fight with the naga charmed and fighting the other PCs, till the bard was able to fasinate him. During the fight with Olangru, the demon used his "Spring Attack" and fast movement ability to hit various PCs and move away from the strong but slow dwarf. After killing Olangru, the party spread out looking for his horde of treasure. The barbarian was convinced the statue of Demogorgon had a secret compartment under it and was trying to locate it for the treasure. When the golem animated, it howled and attacked the barbarian, missing both times, but the wild-elf ranger, barbarian and dwarf fighter failed their saves and were shaken. Other PCs ran up to try to hit the golem, but most were too far away to make it in one round. On it's next turn, it grabed the barbarian and succeeded in its grapple check. The cleric removed fear from the ranger and the barbarian, but the fighter was too far away to benifit from the spell. The cleric having only a few more spells left, asked who needed healing, and was told the ranger was close to going down, and at this point, the monk, and rouge were already down and bleeding. When the 2nd head howled, the dwarf failed his save again, and ran away in terror. The barbarian was down to 9 hp and being grappled, the ranger was down to 20hp, but said the barbarian could not do anything to help the party, so insisted the cleric use his last cure crit. on him so as to allow him to kill the golem. The cleric has the feat Reach Spell, (what ever the feat is to allow healing spells to be cast as rays). The next roung the golem maxed out on damage to the barbarian putting him to -11hp dead. The cleric then ran up and joined the fight, and wound up taking down the golem before it could grapple anyone else. They took the body of the barbarian and chucked into the fire pit so as to give him a proper ceremony to honor his death. Tavey was totally devistated when the party emerged from the temple and his hero was missing.


Going by the item creation rules,

Mithral chain shirt: 1,100gp
+3 enhancement bonus: 9,000gp
Continuous longstrider: 2,000gp x 1.5 = 3,000gp
Rage +1/day (eyeballed vs. druid's vestment): 5,000gp x 1.5 = 7,500gp

Total market price: 20,600gp

If you make it a plain masterwork chain shirt (250gp), intead of mithril, the market price becomes 19,750gp. Since a chain shirt is light armor already, a barbarian gains limited benefit from a mithril version. If you want to keep it under 20,000gp, then ditch the mithril.

Thank you very much, this will work out fine.


stingraylonnie wrote:

Please send me any new updates.

Thanks

Sorry, forgot my E-Mail mcintosh_lonnie@yahoo.com


YeuxAndI wrote:
Or he could not charge and then use the spring attack/mobility/tumble combo. Maybe that's the what he's doing the next round of attack? Also, he's got his ladies backing him up too, so the party isn't going to be focusing on just him when there's three other big demon apes running around ripping things apart.

This is how I handled him, but keep in mind, he does not have his mates during the fight to the death. When you take your spring attack, combined with tumble and mobility, + his skirmish bonus to AC and damage, taking one attack per round was a way to damage everyone in the party equally, and it really pisses them off always having to run to catch him. Remember to use the Ring of the Ram when there is a charcter around the fire. Also, if your cleric casts Align Weapon, have him Dispel it. Good Times, Good Times Indeed.


I am wanting to give a character a special suit of armor, and wanted to see if I could get some help on what the item value would be. I want to make a "Chain Shirt of the Barbarian King" The item has the following abilities:
-Mithral Shirt +3
-The wearer gains fast movement, +10', as a barbarian, stacted if worn by a barbarian
-Also can rage 1 additional time a/day.
I know the +3 Mitheral Shirt has a market value of 10100gp, the fast movement could be added on via longstrider spell like the boots of striding and springing, this has a market value of 5500gp, I would guess 5000 for the longstrider. That puts the item up to 15100gp. What market price could I put on the rage?
My goal is to have a market value of 20000gp or less.


Please send me any new updates.

Thanks


lin_fusan wrote:

My group is one-level higher than should be for this adventure. I jumped up the Vine Horrors, but are you supposed to also adjust the "summoned" creature?

You do not add to the CR after a summoned creature comes into the picture. The CR for the vine horror is supposed to take into account they can summon the assassin vine.
1) Just like all creatures who can summon, it does not say they can summon at-will, so I only allow one summoning.
2)As far as when can they act, I have always just added them into the initiative right after the creature who summoned it, (starting the following round). I tried to roll initiative and put it in place, but if you have characters who hold and act later in the round, it throws off the index cards I use, since the character who rolled a 12 has held and decided to act after the monster with the 8 initiative.
3) Just as when your cleric and/or magic-users summon monster, they do not need to concentrate for the monster to act.


Klamachpin wrote:

1) Are you giving your PCs enough XP?

2) Are you giving your PCs enough treasure?

3) Are your PCs working together?

1) I have been adjusting the XP I awarded for the additional creatures they have faced.

2) I beleive they are close to the 19000 gp per character, but I will take a look before the next session.

3) They do not work well together. The rouge likes to run up and take advantage of the sneak attack, did that to the T-Rex, and was swallowed, still has not learned. They have a dwarf fighter whom they put 2nd in line for his 93hp at 7th level. He always seems to block the way for the rest of the party, 20' move vs the barbarian's 40'. With them, they don't seem to care how the battle goes, as long as their charcter strikes the killing blow.


I am running the AP with a large party, 9 characters. With there being so many PCs in the group, they just entered the Temple of Demogorgon and have just turned 7th level. I usually add a couple of extra creatures for them to fight, (raise the CR so the party doesn't fall too far behind). I determined I could not do that with Olrangru's mates because the party had their a**es handed to them when the demons popped in to kidnap Urol. After the party entered the temple, I changed the mirror portals, but they all entered one portal. This put them entering the mates' lair one at a time. The battle didn't go very well for the PCs, (they won, but used almost all of their resources). If they make it out of the temple, what can I do to make sure they are not overwhelmed?


62. The floor is covered in blood with humanoid bones all around. A small hole in the base of the wall across from the door shows small foot prints going inside. When the characters enter the room, a small white bunny peeks out the hole, (DC 25 spot to notice). When a character approaches within 15 feet of the wall, the bunny leaps out and goes straight for the neck, (with its set of vorpal front teeth).
The bunny has DR 50/Holy handgrenade.


Kobold Lord wrote:
Floyd Wesel wrote:
I just noticed that (according to the SRD) the character dies when their CON reaches ZERO, not their CHA. So your monk has a good chance of surviving, even if his CHA drops to 0. However, a CHA of ZERO drops the character into a catatonic state.
Disease is a special case. Diseases kill when any attribute drops to zero, while poisons, blood drain, curses, and the like only incapacitate if the affected score is not constitution.

I'm sorry, SRD?


ericthecleric wrote:

Lesser Restoration is a 2nd-level cleric spell (PH, p. 272) that cures 1d4 points of temporary ability damage. It has other effects as well.

OK, but my question is, Mummy Rot is not considered "temporary ability damage" is it? When a character who is infected with Mummy Rot rests for the night, he/she does not gain 1 point back until the enchantment is broken and a remove desease is cast. Please correct me if I'm wrong on this. My group's cleric has the remove curse, but has been unable to make the caster level check, DC 20. Can anything help this check, for example if he casts "prayer", or if the bard inspires confidence, can he add to his roll? I don't remember the descriptions of those spells and abilities saying anything about caster level checks being or not being included.


Their only chance is the use of Lesser Restoration to stave off the effects long enough to get to proper magical help.

I was un aware that you could cast lessor restoration to counter the effects of Mummy Rot. Help me out here, because I am in the same boat, the barbarian and monk have contracted Mummy Rot and both are possibly dead when they rest next, both have Cons of 5. The monk is down to a 2 Cha. Does the cleric need to make a caster level check for the lessor restoration to work?


1) If you have a character, like a bard, who takes Craft Magic Weapons & Armor feat, but does not have access to spells to boost up a weapon, (flameburtst), can a second character cast the spells needed to create the special ability?
For example, if he wants to create a +1 Flaming Burst Longsword, bards do not have "flame blade, flame strike or fireball" on his spell list. Could he create the weapon, and the warmage or cleric cast the spell to give it the Flame Burst property?
2) Also, if the cleric or warmage can cast spells on the weapon for the bard, is the XP cost associated with the item creation from the actual creation of the weapon, or from casting of the magic? Who would loose the XP, would it be split?


The Black Bard wrote:

Yeah, there are enough creatures with retributive auras and other such abilities, that it would be noted in the description of the mummy if it were retributive. Now, an old soggy mummy that actually was that contagious could be a nice boost to the overall CR for an unexpected twist.

Regarding DR, the RULES say that even a spell that does physical damage, like needlespray, or magic stone, or even the silly-but-awesome-irish-word-for-beatstick-I-can't-spell, still bypasses any form of DR. COMMON SENSE indicates that a spell that does purely physical damage, not force or sonic, should have DR applied. Heck, a few spells from the Spell Compendium actually do mention that while they do physical damage, they also overcome DR/Magic. If that has to be said, doesn't it imply that physical spells should normally not overcome it?

And regarding magic stone and the irish-beatstick, the magic stone should get through DR, because it gives the stone an enhancement bonus. Same with the irish-beatstick. But they shouldn't get through DR/admantine or DR/-, because they are still physical attacks, even if the attack is currently "enhanced/overlapped" by a spell.

Simplest application of DR? It protects against "purely physical damage". (Lets also note that by the rules, DR doesn't apply against falling.) AC protects against physical attacks, SR against magic, Energy Resist protects against energy damage, DR should protect against physical damage. Thats how I rule it and it makes things simpler and works fine, YMMV.

Thank you, that is what I ruled the other night, just wanted to verify my ruling was correct.


You can read my journal as well:

Fest's Savage Tide Journal

Though it's chock full of grammatical errors and whatnot as I didn't have a ton of time to put in on it.

I like what you have done, and it makes for some interesting reading. Will you be posting more of your journals?


Just out of curiosity, how many checters are going through your campaign? And if you don't mind, what race and class are they, and if you know what prestige classes are they chasing after.
For those who have larger groups, what are you doing to compensate for the larger party?


Par-a-dox wrote:
What are you guys using as minis for the terror birds in "Here there be monsters?" I am at a loss.

I just try to use something large with wings, dire bats, griffin, chimara. My players would like to see minis of the creatures, but as long as I can show them a picture of the creature, they are ok with something of the same size.


Like everone else, I am shocked and at least a litle pissed about the split between Paizo and Wizards. But I want to verify something on the game itself.
1) If a creature, (Mummy), has DR 5/-, this means all attacks with weapons are subject to the DR, but what about spells?
2) If a character, (Monk), attacks a creature that has touch effects, (Mummy Rot, Paralizing touch or level drain), is the attacking character subject to the different effects?


Vigil wrote:

I level some pc's, too. Only the ones that seem to be sticking around: Lirith, Skald, Amella, and Churtle. Along with the pc's, they round out the crew of the Sea Wyvern, and since it's going to the Abyss soon, I figure a crew of 4th level npc's would be way out of their league.

I'm kepping them about half the pc's level, meaning that as of SoS, Churtle is an expert 2/sorcerer 4 (the weakest, she is just the cook), Lirith is a fighter 4/rogue 3, Skald is a ranger 7, and Amella is a Rogue 8. Lower in power than the Jade Ravens, but not pushovers, either.

I only give NPCs experience if they actually did something to help the fight, for example if Urol would have had to use one of his Stone Salves to aid a character who had been turned to stone, I would have included him in the split with the PCs. They don't like it, but if they were turned to stone, and I did not split experience, why would I split magic items the NPCs have. Now with that said, if the NPC is going along, and the PCs are doing all of the fighting, they don't get anything.


Mando, could you add me to the list, mcintosh_lonnie@yahoo.com

Thanks


smashthedean wrote:

As has been mentioned in other threads, PCs in the STAP are encouraged to form romantical bonds with the important NPCs. I am having a heck of a time trying to figure out how to get any of my players interested in the NPCs and am curious as to how this has worked out for others plus any tips that anyone might have. My PCs and their rough personalities are:

CG Male Air Genasi Rogue/Swashbuckler: Very curious, greedy, angers easily, very reckless at times.
CN Male Sun Elf Warblade/Wizard: Very methodical, cautious, intelligent, self-interested.
CN Male Wood Elf Ranger: Very crazy and unpredictable, spontaneous, quick to act, did I mention crazy?
N Female Ice Para-Genasi Druid: Calm, independent, "something to prove" type attitude, often the peace-keeper.

I'm going to go with a suggestion I saw somewhere on here about making Amella into a man-captain so that the girl in our group has someone to possibily have something going on with and also so all of the girls with rapiers don't get too confusing. Thus far the PCs haven't been very charmed by Lavinia; they're currently mopping up the Lotus Dragon guildhall and are still somewhat split over wheather to give Lavinia the Vanderboren loot that was found... If they do decide to return her money, I'll probably have her reward them pretty handsomely with a personalized Ring of Protection +1 each so maybe that will warm them up to her. I'll probably also use the idea mentioned in another thread about having one of the Jade Ravens or someone else, I'm thinking of just using a crew member of the Wyvern, point out how Lavinia is loaded and anyone who marries her would have a ticket to Tashluta's (me run in FR) nobility. I have a feeling that our Rogue or possibly even our Wizard might be enticed by that. I might try to enamour the Lirith Veldarose dame from the Wyvern's crew to our Ranger and see if I can keep her alive through HTBM; the best path to that end is probably just to have them get drunk and engage in wacky hijinks and prank-pulling throughout the ship. I...

I will not have any romance, one of my players had a sorcerer who was interested in Lavinia, unfortunatly he did not roll too well on his "sense motive" checks and failed his save when Rowyn disguised herself as Lavinia. He died a horrible death:( in fact I had to take him aside and show him in the book, how everything worked out, (he is new to the game, and I new he would not have a problem dying in combat, but this was different).


stingraylonnie wrote:
James Jacobs wrote:
Mando wrote:

I have done a Word document with stat blocks of all monsters of adventure 1 in MM4 format, each on one page. I can also provide a PDF version of it.

What can I do if I want to share it?

Is there a copyright issue?

Can I send it to some Paizo guy so that he checks it and puts it online?

(FYI, I have some web spaces, so I can host it if needed).

If you'd like to share this with others via email, that'd probably be okay. Posting it on a website starts to get into the shades of legality, but I'm not sure WHAT shades. Personally, I don't mind. Wizards, though, might. And since all the contents of Dungeon belong to WotC... they're the ones you'd probably need to ask for permission to post stat blocks online.

If you send it to some Paizo guy, I can pretty much guarentee it won't get looked at or "checked" or put online. Not because we don't like you, but simply because we don't have the time to take on extra projects like this. We barely have enough time and resources to get the web supplements up and running, so there's no reason to suspect adding workload to the web supplements is going to work well!

Let me ask you about these "MONSTER MATRIX" and "PLAYER MATRIX" forms that were inseted into a Dungeon Magazine a few years ago. I use these, but if they could be put on your website to allow us to save blank copies on our computer, and fill in what was needed, (like most of the State Tax forms, you can not save any changes to the form, but could print them with the information on them). This would save a lot of time for those of us who don't want to flip back and forth between MM's and the magazine. Is this something that could happen?

Should read: Let me ask you about these "MONSTER MATRIX" and "PLAYER MATRIX" forms that were inserted into a Dungeon Magazine a few years ago.


James Jacobs wrote:
Mando wrote:

I have done a Word document with stat blocks of all monsters of adventure 1 in MM4 format, each on one page. I can also provide a PDF version of it.

What can I do if I want to share it?

Is there a copyright issue?

Can I send it to some Paizo guy so that he checks it and puts it online?

(FYI, I have some web spaces, so I can host it if needed).

If you'd like to share this with others via email, that'd probably be okay. Posting it on a website starts to get into the shades of legality, but I'm not sure WHAT shades. Personally, I don't mind. Wizards, though, might. And since all the contents of Dungeon belong to WotC... they're the ones you'd probably need to ask for permission to post stat blocks online.

If you send it to some Paizo guy, I can pretty much guarentee it won't get looked at or "checked" or put online. Not because we don't like you, but simply because we don't have the time to take on extra projects like this. We barely have enough time and resources to get the web supplements up and running, so there's no reason to suspect adding workload to the web supplements is going to work well!

Let me ask you about these "MONSTER MATRIX" and "PLAYER MATRIX" forms that were inseted into a Dungeon Magazine a few years ago. I use these, but if they could be put on your website to allow us to save blank copies on our computer, and fill in what was needed, (like most of the State Tax forms, you can not save any changes to the form, but could print them with the information on them). This would save a lot of time for those of us who don't want to flip back and forth between MM's and the magazine. Is this something that could happen?


Scott & Le Janke wrote:
merchants can get to Sasserine much easier, but it still takes six months. I am hoping the SWW six month trip is used well by item creation feats (except for having a forge on board a wooden ship... :)

That was what I was thinking, after the siege of Farshore, a ship heads back to Sasserine, three months there, about a week to get supplies and passengers, and 3 months to get back.

I have talked to my players about the item creation feats, even tried to show the benefit, but they are all young players, only been playing a year tops, and they look at the XP cost and think it is the end of the world. One of the characters used a scroll of Permanency, to cast permanent Detect Magic on himself which cast 500 XP, and the other party members fell out of their chair.

Thanks to all


Tavey's definately a boy. He looks just like Jonathan Taylor Thomas as Tom Sawyer. Of course now that I say that, everyone's probably going to have him eaten by dinosaurs just to erase the image.

I had plans for HIM to be attacked by the T-Rex, but run under a low overhang.

One of my players is then going to ask me why the T-Rex hasn't seized the boy? So I can reply because his head is so big and he has little arms. I love that part of the newest animated movie coming out, it makes me laugh everytime I see it;)


I just noticed that the gp limit for Farshore is 800, and although this is high for a hamlet, if my characters are wanting to buy magic items, they will not be available. How long after they complete the different tasks in "Savage Tide: Farshore City of Hope", will they see the increase in the assets and gp limits?


Arden Belus wrote:

We're just finishing up The Bullywug Gambit and I'm not sure the players would even think of the various options provided to raise their scores.

Do you think I should have dropped hints during the module? Perhaps give hints for the first couple chapters until they get the hang of it?

My characters have really never shown any interest in the affiliations. The only one who seemed to really care was a sorcerer who was part of The Church of Whirling Fury, but he died. I have not really pushed the issue, will it have any outcome with the way the whole adventure ends? They will reach the Isle during our next gaming session.


I have a quick question. I will be running HTBM the next time we get together to play, and I wanted to make sure of something. The gargoyle chief has DR 10/magic and 5/adamantine, due to the crown. I want to make sure this does not stack. If my characters are using magic weapons, DR will be 5, but if they are using adamantine weapons, with no enhancement bonus it would be DR 10. Please let know this is correct.


oji040870 wrote:


A troll male sorcerer named Quennarossussurrekoroluthorrinngorgag
CN he only speaks to those that call him by his full name and he specializing in fire magics

Just out of curiosity, does Quennarossussurrekoroluthorrinngorgag tanslate to "Carol Smith" in common?