A Madman GM's the Savage Tide


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Charles Evans 25 wrote:

Turin:

I have no idea what a Spirit Wall does, but right now I a wondering if a Wall of Force, with hindsight, might have been more effective for the purpose for which the Spirit Wall was intended?

Thank you for slaving away to get the report out so promptly though, and enjoy your break next weekend.

Would it be possible to have some sort of list in terms of XP & gold of all the resources the PCs burned through in that fight, and how fast they can recover them? I'm suspecting that replacing/resurrecting that titan is going to prove expensive.

The Spiritwall spell was Vanthus' sole Wall available to him - he was limited solely to Necromancy school Sorceror/Wizard spells you see. Had I my druthers I would have chosen a significantly more eclectic spells selection - but I went as much for the 'flavor of Ebil' as anything else.

'By the book' Vanthus is probably a CR 21, maybe a CR 22 on his own accord. Unless, of course, one takes into consideration the PC's attack bonuses as documented in the transcription of the 34th session above... a +55 to hit for 17th level characters is just ... whacked, especially when one considers that is without anything along the lines of a True Strike or Moment of Prescience.

Da Fighter has outlined that, basically, they're S O L on replacing the Titan without taking a significant risk. That decision will be theirs to make - welcome to high-level play gentlecritters... ^_^


Go Turin! ~grins~ Keep up the good work!


P.H. Dungeon wrote:

Nasty stuff Turin, sounds like it was a fun, but draining fight to run. I don't know about you, but after running battles like that I start to miss the simplicity of lower level gaming.

I'm looking forward to wrapping up Savage Tide and getting back to running some classic fights with goblins, orcs and owl bears again.

You are quite correct Sir Dungeon, it was an extremely draining fight to GM, although the table-rapport was overall quite good, VERY temporary character deaths notwithstanding. I was genuinely pleased with Ineptus' composition and rolling with his character's death at Vanthus' hand, not voicing a complaint nor even a gripe. I am most impressed in his overall developement as a player since the inception of the Savage Tide. Sir Ineptus, I tip my hat to you, that was most gracious.

I too look forward to concluding the Savage Tide and Beta testing Pathfinder when the time comes. I expect to utilize Golarion (albiet home-fitted) and the Rise of the Runelords AP as the vehicle to begin that playtesting with. The nice thing about low-to-mid level gaming is that it is much easier to introduce new players to the game. Da Squeeze did well all things considered - hopefully the Wells of Darkness and Enemy of My Enemy provide her with a better, less combat-focused continuation of her introduction to D&D.


Sharoth wrote:
Go Turin! ~grins~ Keep up the good work!

Many thanks Sharoth - long time lurker you. :-P

Be sure to nibble on Heathansson a bit for me.

9 Chapters down, 3 to go - shall we see if both myself and my players have the determination to bring down the Prince of Demons, or die fighting ...


carborundum wrote:

Two words. Holy, and Moly.

What an incredible, epic, ridiculously spell and contingency heavy fight. Hilarious and awesome at the same time :)

Thanks for the blow-by-blow account - there's a lot of spells I need to look up :)

Any chance of the stats for those bumped-up bad boys?

Carborundum, I would be happy to post most of the stat-blocks right away - or, I can e-mail the original word documents to you. ^_^

EDIT: If I post them (the statblocks), my players do not get to BWMC about it - reference their way out of line attack bonuses and damage output from this last fight for why I saw fit to upgrade the antagonists the way I did.

And yes, I know they're doing it all legal and such - but I let them know certain things up front way back when... *Sighs*

Ah well, when in a glass house, one shouldn't throw stones. Still, it will be very interesting indeed when the Big Key Fights happen in the next 3 chapters to come. Very interesting indeed...


Turin the Mad wrote:
Sharoth wrote:
Go Turin! ~grins~ Keep up the good work!

Many thanks Sharoth - long time lurker you. :-P

Be sure to nibble on Heathansson a bit for me.

9 Chapters down, 3 to go - shall we see if both myself and my players have the determination to bring down the Prince of Demons, or die fighting ...

Turnin, I do not Lurk! I just enjoy having a high stealth score! ~grins~ As for the were-poodle, hey, his bark is worse that his bite.

Also, good luck with finishing the Savage Tide!


Sharoth wrote:
Turin the Mad wrote:
Sharoth wrote:
Go Turin! ~grins~ Keep up the good work!

Many thanks Sharoth - long time lurker you. :-P

Be sure to nibble on Heathansson a bit for me.

9 Chapters down, 3 to go - shall we see if both myself and my players have the determination to bring down the Prince of Demons, or die fighting ...

Turnin, I do not Lurk! I just enjoy having a high stealth score! ~grins~ As for the were-poodle, hey, his bark is worse that his bite.

Also, good luck with finishing the Savage Tide!

Many thanks Sharoth - now - how can I get another 40 - 50 character deaths in 3 short chapters ... hrm ... I must beat Sir Allen's AoW record ... ngghh ...

j/k (mostly)

The Exchange RPG Superstar 2010 Top 32

Turin the Mad wrote:
Carborundum, I would be happy to post most of the stat-blocks right away - or, I can e-mail the original word documents to you. ^_^

That'd be fun! Do that then - foolish.child at the gmail. I'll highlight the relevant bits where you drooled especially copiously and then forward it to your players ;)

Nah, sure thing mate, thanks!


carborundum wrote:
Turin the Mad wrote:
Carborundum, I would be happy to post most of the stat-blocks right away - or, I can e-mail the original word documents to you. ^_^

That'd be fun! Do that then - foolish.child at the gmail. I'll highlight the relevant bits where you drooled especially copiously and then forward it to your players ;)

Nah, sure thing mate, thanks!

The antagonists have been sent - you can compare notes with the other Paizonians who've gotten those stat blocks as well. ^_^

If there is enough of a request, I'll post them here as well.

The Exchange RPG Superstar 2010 Top 32

O my word, those are hilarious and yet accurately and eruditely calculated! I doff my hat to you!

What on earth are you going to make of a certain few upcoming bad guys who must of course remain nameless? The mind boggles!


Turin the Mad wrote:


You are quite correct Sir Dungeon, it was an extremely draining fight to GM, although the table-rapport was overall quite good, VERY temporary character deaths notwithstanding. I was genuinely pleased with Ineptus' composition and rolling with his character's death at Vanthus' hand, not voicing a complaint nor even a gripe. I am most impressed in his overall development as a player since the inception of the Savage Tide. Sir Ineptus, I tip my hat to you, that was most gracious.

*blink-blink*, Thank You.


Tomorrow the 35th session of Crew 1's epic journey continues in their struggle to thwart the Savage Tide, the Prince of Demons and every critter that stands in their way.

The "Wells of Darkness" looms ahead of them. What has yet to be determined : will they press on immediately, will they return to the Material Plane to get some R&R, what will they do ?

The veils betwixt themselves and Demogorgon's grand scheme are layered and varied - information is the key, Red Shroud has it (or at least the initial part of it) ... and it is up to them to get it. ^^

Or, they could just track the Prince of Demons down the old-fashioned way and call him out. Perhaps not the wisest of choices, but certainly doable. At least, in theory...


Crew 1, 35th Session, "Wells of Darkness", Part 1 of 2

Our Heroes rapidly return to the generally safe deck of the Sea Wyvern, fire off a sending to the Abyssinian mercane, scrape up about 50 gallons of the ooze-poison from the doors of Divided's Ire, sell off their swag, place a few magic item commissions with them, fire up the wakeportal, return to Farshore, moor the ship, spend a couple of days on shore leave, then pack up their gear and gate to the Outlands, entering Broken Reach by way of the gate-town of Plague-Mort.

Once there, they ask around, find out plenty of very useful information, then head off to seek audience with Red Shroud herself.

As usual, Jade tosses off a horrifically high Diplomacy check (with her timely Moment of Prescience countering the penalty for asking Red Shroud about Shami-Amourae) and get tons more juicy information, as well as the services of the weasily-looking whisperer gatecrasher NPC.

Red Shroud proceeds to "evenly" divide the 2500 gp 'down payment' for the guide's services, crushing his paltry 20 Sense Motive check with her 50+ Bluff check. Needless to say, this division of cash went the Bugs Bunny route: 1 for you, 1 for me, 2 for you, 1 - 2 for me ... In short, Red Shroud royally fleeced the sorry sod.

With the Tooth of Ahazu still in tow, Torsin hands the thing to Da Pimp's sylph arcane trickster who leads the party down the one-way pit-portal depositing them in the arrival pit on the 73rd layer of the Abyss known as the Wells of Darkness.

After noticing that the grounds off the stone paths of the layer quickly coalesce into corrosive, solid fog with the added fun and joy of a rapidly mind-eroding property, the characters elected to proceed with great haste along the paths towards the ruins of Overlook atop the highest tor on the layer. Along the way, they ooo and aahh at the few varied and morbidly entertaining prison-well-pits as they make their way into the ruins of the place.

They make their way through, stripping the joint of valuables as they go (earning more ooo-ing and aahh-ing) then come across the elaborate mosaic. Only Buttercup failed to muster enough strength of Will to brush aside the ancient forbiddance effect shielding the inner chamber from casual entry by non-chaotic evil souls.

Jade with assistance from several of the party figured out that the mosaic on the floor is an elaborate puzzle. Da Pimp handed Ahazu's chomper to Jade, who acceded to the compulsion to "dial" Ahazu's sigil into the mosaic.

With the use of her Mantle of Second Chances Joselin the Journalist barely avoided plummetting 200' to the 'tear' at the bottom of Ahazu's well, while the other party members were already aloft with innate or magical flight - or handily made the DC 25 Reflex save not to so plummet to an otherwise assuredly gruesome and mostly permanent demise.

After some discussion, Jade, Da Pimp and the Journalist descended via magical flight to the bottom of Ahazu's well. Unfortunately, things got interesting in a hurry.

Jade made direct physical contact with the membrane seperating them from Ahazu's mostly inert form, chomper in hand. Despite the boon of the tooth's presence on her form, and a contingent-crafter alter fortune, she failed both rolls to avoid what seemed to be certain absorption into Ahazu's realm. Da Pimp attempted a brute force check to restrain her from being power-glomped by the shadow-stuff entwining about their primary diplomat. Jade likewise attempted to restrain her as well, failing. (The two attempts were sufficient to qualifty as aid checks...) At which point Da Fighter plunged down to the bottom of Ahazu's well - and after burning both of his reroll abilities for the day - managed to avoid both being power-glomped by Ahazu as well as (barely) managing enough brute force to successfully restrain Jade from becoming no longer among the living...

During the subsequent round the telepathically-conducted pact was made between Jade and Ahazu. She would relinquish Ahazu back his tooth and provide a replacement of equivelant or greater power than Shami-Amourae within 66 days in exchange for the means to release the former consort to the Prince of Demons - or weak and of insufficient power to normally be of interest to Ahazu would instead take Shami-Amourae's place in the Well of Debased Eros.

Upon conclusion of the pact and receipt of the one-page Book of Infinite Spells necessary to liberate Shami-Amourae, the guardians of Ahazu's well were tapped to test the mortals' mettle. Of course, rapid fire speculations were made about possible gains and rewards to be had for feeding many 'supplicants' to Ahazu's well beyond the one they are required to procure.

The three swarms of Abyssal Demon Ants became active - and the varraignoin-lich critters emerged from within the stone walls behind Buttercup to strike from surprise.

Random die rolls were not on the NPCs' side this session: the sorry gatecrasher was immediately greased with a volley of Sudden Maximized Enervations that extirpated his paltry 12 HD carcass from existence, solving any concern of Red Shroud's as to where his ultimate loyalties rested.

After a few rounds of intense butt-kicking, and a remarkable lack of concern about friendly fire losses on the part of the trio of lich-varraignoin, the three demon-ant swarms as well as the three lich critters were resoundingly obliterated. At least they doled out some punishment with a volley of Sudden Empowered Chain Lightnings that were centered on the large edible target Buttercup, and even a couple of Cones of Cold, all to no avail in garnering any character deaths. A humorously ill-timed Lucent Lance cored poor Ineptus' shoulder like an apple and very briefly blinded him. Under different circumstances, this could have easily resulted in Ineptus once more entertaining an audience with Kord to explain himself... Tsk tsk.

Discovered within the upper reaches of the surviving tower was the mundane library, the varragnoin-lichs' spell book collection - and most importantly, one of the six known copies of the Demonimicon of Iggwilv.

After patching up the damage, Our Heroes made their way to the Well of Debased Eros, first noting the howls of rage and hunger echoing up from beneath the dense foliage packing the well. Needless to say, the Journalist proceeded to uphold a rapidly-entrenching tradition by dropping a Fire Storm into the pit.

While awaiting the inferno to die down, Our Heroes buffed themselves to the gills, waited for the ash and smoke to clear, then noted two things. First, that a Garguantuan spider-construct-thing awaited them at the bottom of the 100' deep shaft. Second, that a quartet of Huge four-armed "gorallin" had sheltered within the safe confines of their lair-niches about the circumference of the well-shaft.

Once more carnage ensued. The Journalist ate a volley of eye-beams - the electrical one of which was a critical hit that on its own dealt out a gratifying 114 hit points of damage on its own - that luckily she resisted the fourth beam's petrification effect. Monkamuck performed a kamikazi-elbow drop from the lip of the well, joined quickly by Ineptus. Then the four "gore-allons" pounced from within their lair-niches, pairing up on Ineptus and Monkamuck, failing to grapple them and bear them to the floor some 20' below due to Freedom of Movement. However, Ineptus was royally cabagged, suffering about 2/3rds of his full hit points between the two gorallons that mangled him - including a whopping 110 hit points of vile damage. Between the two rounds that the gorallons remained in existance, they also dealt out 120 hit points of vile damage (and the total damage placing Monkamuck within a lucky dispel check of mandatory death) to Monkamuck.

As usual, Our Heroes prevailed after more butt-kicking, with timely and well-thought spell-lobbing by the five spell casters.

At the conclusion of this session of play, they have breifly paused to drop a Mass Heal on the entire party, contemplate at least a brief return to Farshore to enjoy the benefits of consecrated ground in order to repair the grievous vile damage doled out by the gorallons and contemplate the next steps in their effort to release Shami-Amourae from her Well of Darkness...


I don't really think the opposition in this adventure is up to snuff, especially if you run it as written. My party didn't find it particularly challenging.


P.H. Dungeon wrote:
I don't really think the opposition in this adventure is up to snuff, especially if you run it as written. My party didn't find it particularly challenging.

Yeah, I had to up their attack bonuses a bit in order to give the characters a modicum of a challenge, as well as having bumped the retriever-critter's hp to 400. Of course, Monkamuck threw a crit with his fiend-crushing holy gauntlets of smiting (the latter as per the rod) that blasted it into non-existance on round 2 or maybe 3.

When PCs are able to customize and fine-tune their gear / equipment, feats and so on, the results are quite devastating. (The caveat being that it is also a blast as a player to have a fine-tuned combat machine, from a 'gamer' point of view, as opposed to a 'role-playing' point of view.) I would bet dollars to donuts that a party with more "generic" (as-written plus GM-controlled availability) gear / equippage would derive a far more significant challenge from the three Adventure Paths preceeding Pathfinder.

Now, I have a good gauge for what my party's ACs, hp, save bonuses and damage-output are at this point, so I can modify things as I see fit to profer a modicum of a challenge actually warranting any kind of an XP award. (As written, this party could probably have taken Demogorgon at about 13th-15th level... "as written" being the operative phrase.)

Were the players to have the temerity to insist on an "as written" conclusion to the AP, they would earn about 10% of the normal XP. It would be taxing to GM - the only hope would be that they flummoxed the diplomatic angles and had to figure out a way to do what they need to do without the interference proferred by ... future encounters.


One thing that I as a both a player and a GM have trouble remembering is that an encouter of the character's CR is not supposed to be a huge life and death struggle. As I remember the book a group is supposed to use roughly 1/5th of their resources on an encounter of their CR. Considering how much hp we lost, all the spells used in prep and attack, this was actually not that far from an appropriete encounter. Of course without the attack boost they wouldn't have come close to an appropreite encounter.

Having said that we are really, really tooled out for this adventure. Unlike a lot of adventures we know just what sort of monster we are going to face 90+% of the time, makes it easier. Plus what has happened with all the books they have printed is that they print half a dozen classes/spells/feats/etc that in and of themselves are not a problems. But when you combine class 1 with feats 2 & 3, throw in spell 4, 5 & 6.......the final production is game breaking. For instance most of the cleric buff spells aren't too bad. The feat Divine Metamagic is not too bad, nor is Extra Turning or Persistant Spell. I don't think I've ever heard of balance issue for the class Radiant Servant of Pelor. Yet I used those and a few minor items to come up with a character that at 14th level would have 20 spells active 24 hours a day. For the record this is not a character I would ever play or allow one of my players to play. I made it for a friend who was in a game that he really didn't want to be in with a jerk for a gm, but they kept pushing him to play. I've yet to come across a perfectly balanced system, and yet if everyone is on the same page as for as what sort of powerlevel you want, anything can be fun. The games I run are pretty high in power, but as long as people are having fun, who cares.


You are correct Cap'n in that a EL of party level should warrant about a 20% loss of hp, resources et al. Given how there are 8 PCs - well, the effective party level is at least 20, if not higher when you factor in the various 'extra action' effects available to them.

Even with the bump, only three characters (Ineptus, Monkamuck and Joselin) really took any serious damage from the encounter at Shami-Amourae's well. The impression the players over all gave me was to the effect of "we'll just bop back to the Sea Wyvern and heal up the vile damage real quick". As far as I can tell, the group is still quite ready to rock n roll.


Turin the Mad wrote:

You are correct Cap'n in that a EL of party level should warrant about a 20% loss of hp, resources et al. Given how there are 8 PCs - well, the effective party level is at least 20, if not higher when you factor in the various 'extra action' effects available to them.

Even with the bump, only three characters (Ineptus, Monkamuck and Joselin) really took any serious damage from the encounter at Shami-Amourae's well. The impression the players over all gave me was to the effect of "we'll just bop back to the Sea Wyvern and heal up the vile damage real quick". As far as I can tell, the group is still quite ready to rock n roll.

I do not disagree. This was under par for our CR, more or less. The problem with the 20% rule is that if the GM usually uses focused fire on a group of 6 or more that means a dead character. It's a hard balancing act.


Cap'n Jose Monkamuck wrote:
Turin the Mad wrote:

You are correct Cap'n in that a EL of party level should warrant about a 20% loss of hp, resources et al. Given how there are 8 PCs - well, the effective party level is at least 20, if not higher when you factor in the various 'extra action' effects available to them.

Even with the bump, only three characters (Ineptus, Monkamuck and Joselin) really took any serious damage from the encounter at Shami-Amourae's well. The impression the players over all gave me was to the effect of "we'll just bop back to the Sea Wyvern and heal up the vile damage real quick". As far as I can tell, the group is still quite ready to rock n roll.

I do not disagree. This was under par for our CR, more or less. The problem with the 20% rule is that if the GM usually uses focused fire on a group of 6 or more that means a dead character. It's a hard balancing act.

I think that the BIGGEST factor is the unique magic we have, specifically revivify. I have not read about other groups and doubt the author of the script expected us to walk around with 4-5 revivify spells, for those of you that don't know, revivify is a resurrection spell that must be cast within one round of death. It restores a character to life with no loss of level or con, and for what it does, the material component of 1k of diamonds is nothing. I have had it used on me i think twice, and the group over all has probably saved each other at least 10 times with this spell. We have prevented anybody from taking a level loss since 4th level by my recollection. For instance, when we fought Olangru again, the fight was a hard fight, but we lost nothing really, three people I believe died but nobody lost a level because of revivify and it's powerful effects. It is also a combat speed spell, taking only 1 round to cast, a simple heal and that player is back up and swinging or spelling off like there was nothing wrong. True resurrection is a 9th level spell, has 25k worth of material components, until epic levels start to become in reach.


Chuckling evilly

If I followed that 20% rule, the XP awards would be contingent on an encounter outright killing one or two characters at a clip just to be considered "at party level". ^_^

As the admiral observed above, it is hard NOT to metagame as the GM - one can sometimes just nuke the fallen (as Monkamuck can attest, he could have been slain twice if I had just metagamed one of the Horrid Wiltings Vanthus fired off) out of spite or irritation at one or more of one's players. I really had to work on him to make him a legitimate challenge to the party - and even then he only barely tipped the 20% rating above WITH the help of 6 advanced dread wraiths, 6 Shadows of Socobenoth and the advanced magma drake. Granted, that is caveated by the customized Titan being (effectively) permanently expended by Da Fighter, so all in all the encounter worked well. (I would have preferred burning through a lot more lifestones - but hindsight is very clear in that I am glad that the "Big Guns" got burned off of Monkamuck, Da Fighter and Ineptus.)

Still, today's session will conclude the "Wells of Darkness" and introduce "Enemy of My Enemy" - we're closing the gap rapidly!

Well, not really - we have one big fight left to wrap up WoD, then we have a massive PILE of stuff to wade through in EoME (which is a pretty kewl chapter in that you get to meet important and prominent Abyssinian and/or generally fiendish figures - and kill them if you're of the mind) - before getting ready to rumble with the Big D himself in "Prince of Demons".


Yes things should start getting incredibly interesting from this point in.

The denizens of Abyssinia are thought to have been a very fierce people...
Abyssinia

There are also the fearsome beasts of Abyssinia!
Abyssinian Beast

And the most dreaded of the Abyssinians!
Dreaded Abyssinians

That is a fearsome glimpse into the horrors that await you all!


Crew 1, 36th Session, conclusion of the Wells of Darkness; beginning Enemy of My Enemy

Our Heroes returned to rest & recuperate for a day via Gate in Farshore for a night, returning the next morning.

Upon opening a return Gate, Monkamuck steps through, noting that some of the hillocks surrounding Shami-Amourae's prison-well seem to have become misshapen.

As it turns out, the mighty dread linnorm known as 'Redfang' was hiding under benefit of a mirage arcana. While buying himself a brief respite from massive firepower from the five player characters present at the beginning of the session, it took merely 4 rounds for the characters to dole out a whopping 975 or so hit points. His end was spelled by a successful use of the 1/day Greater Ring of Counterspelling in thwarting the beast's use of one of his 4 Wish spells in a bid to restore himself to full hit points. Needless to say, Da Fighter's taxidermists were quickly put to work to gather as many choice bits of dread linnorm as possible.

Once they looted the dragon's swag, they once more returned to Farshore (via Gate), rested and returned. Torsin fired up the Book of Infinite Spells with the requisite Freedom spell upon its last page. Shami-Amourae rose from the well at the bottom of the pit - with 3 unexpected symbiotic 'choke snakes' attached. One at her neck, one at her navel and the third upon the cleft of her derriere just above the base of her prehensile tail. (Suffice it to say, the horrid snakes could keep her debased eros ... satiated ... within the isolation of the Well, providing endless entertainment for Ahazu.)

At the same moment, a thunderous roar split the sky above, widening above Shami-Amourae herself.

The choke snakes were quick to act, the first greater teleporting the lustful elder succubus to the top of the Well, the second handily employing telekinesis to hurl Torsin - book still in hand - from the top of the Well for which Torsin was profoundly grateful to drop 60' from the lip of said Well and the third uttering a Blasphemy that dazed, weakened and theoretically paralyzed Ineptus, Monkamuck, Da Fighter and Da Squeeze.

It didn't take too long for the heroes to seperate the 60 hp choke snake's head's from Shami-Amourae - Monkamuck squished one with a single swift blow via gauntlet, while Ineptus snicker-snacked via a jovar swipe that cleaved and decapitated the other two. Continuing his attack sequence, he grappled the succubus - enduring a paltry 2 hit point scratch after his DR - and with some difficulty shrugged off the sheer unadulterated lust her merest touch inspired. Noting the massive wake of water about to inundate the succubus, Monkamuck took advantage of his massive stature (via Righteous Might) and bull-rushed Ineptus and Shami-Amourae back through the Gate through which they had traveled, electing wisely to follow the pair all the way through the Gate back to Farshore. While the player was in absentia, Joselyn then dismissed her Gate spell, closing that avenue of retreat off from Torsin, Da Squeeze and Da Fighter.

Realizing the danger imposed by the impending flood, Torsin similarly arranged for the rapid removal of herself and her two companions from the Wells of Darkness. The trio did note that what they presumed to be "the boatman" could barely be seen at the orofice in the sky above before returning to the Material Plane once more.

The next couple of weeks saw them shove Redfang's corpse into Shami-Amourae's well (fulfilling the pact with Ahazu), turn over the copy of the Demonimicon of Iggwilv to Apollo himself, return the Bearded Forge to the Misgard dwarves and collect several boons. A temporary sacred bonus to all of the characters' Charisma scores, a permanent improvement in their physical appearances and a mighty gift. This last is a total of 8 large toucan feathers. After examination by Torsin, it is determined that they contain enough phoenix essence to act as the material component for a True Resurrection spell.

The party gets Shami-Amourae's information and suggestions, arranges a Gate to take her wherever she wishes to go and secures a 100-year 'non aggression pact'.

After their 2 week R&R, they return once more to the Wells of Darkness. Floating in his skiff atop the water-filled prison-pit of Redfang is Charon himself. Amazingly, the party is respectful. After grudging apologies for the triggering of Demogorgon's little water trap, they manage to glean more information from Charon, an 18 hour ride to Iggwilv's personal dock and a mostly hammered crew aboard their Sea Wyvern - the watch crew was sober and more than a little dismayed at the prospect of being eaten alive by things that even ballistae bolts would be more likely to anger than harm.

After (very) brief tussling with the pair of Stygian linnorms as well as the three overconfident arcanoloths - whose caster level of 12 was not remotely sufficient to punch through Da Squeeze's Holy Aura - they entered into audience with Iggwilv and her major-domo arcanoloth.

A very impressive Diplomacy check by Jade yielded much from Iggwilv, pointing them at a number of options. Malcanthet, Queen of Succubi; Orcus, Demon Prince of the Undead; an isolated aspect of the First Prince of Demons Obox-Ob; and Charon himself could be potentially drawn upon to provide a sufficiency of distraction for Demogorgon.

First up, Malcanthet. Amazed at her diplomatic prowess (with an as-written +65 Diplomacy check bonus, they had better be), Da Fighter succumbed to her 'offer' (as well as suffering 4 negative levels and the Queen's Kiss as she 'ministered' a technically magnificent 'favor') and basically became her byotch. Crimson's pathetic guard of six vampire shadow dancers are obliterated in rapid order by the clerics' successive turn attempts, while Crimson herself is readily convinced by the gilded-tongue diplomacy of the beguiler. Upon returning with her, the party is horrified at the hideous execution by the other 12 Radiant Sisters, while indeed receiving the Iron Flask of Tuerny the Merciless. The relative wussiness of the mooks demons within are resoundly squished one at a time by the party, and the flask was now ready for...

Obox-ob. The inattentive tanar'ri chowderheads in the encampment atop the acid-swamp tor were rapidly annihilated by Obox-Ob's freed aspect, and the iron flask was put to use to trap him. It was close - it took a volley of Alter Fortune spells to 'persuade' the aspect to fail his Will save and get slurped into the Flask.

At this point, almost all the characters are 19th level, preparing to visit Orcus on his home layer of Thanatos. That and perhaps 'persuading' one of Demogorgon's aspects, a general named Borgramar, awaits them before the conclusion of Enemy of My Enemy.


I can just imagine Da Fighter being the one to get the killing blow in on Demogorgon too, later on in the path (assuming that they do face and beat 'The Big D').... :D


Charles Evans 25 wrote:
I can just imagine Da Fighter being the one to get the killing blow in on Demogorgon too, later on in the path (assuming that they do face and beat 'The Big D').... :D

He forgot to mention two of my favorite moments. First off Sir Ineptus only contribution to the fight was a single charge attempt. To get back out of reach after his attack he activated an item that is supposed to D-Door him a short distance. Unfortunately that was too short a distance and he was still in the area of Redfang's Greater Anticipate Teleport spell. So he got stuck in limbo for 3 rounds!

Also Redfang decided to try and take me and Da Fighter 1 on 2 by throwing a wall of force across the gate. Fortunately Torsin remember that by using a limited wish she could take care of it.


Admiral Jose Monkamuck wrote:
Charles Evans 25 wrote:
I can just imagine Da Fighter being the one to get the killing blow in on Demogorgon too, later on in the path (assuming that they do face and beat 'The Big D').... :D

He forgot to mention two of my favorite moments. First off Sir Ineptus only contribution to the fight was a single charge attempt. To get back out of reach after his attack he activated an item that is supposed to D-Door him a short distance. Unfortunately that was too short a distance and he was still in the area of Redfang's Greater Anticipate Teleport spell. So he got stuck in limbo for 3 rounds!

Also Redfang decided to try and take me and Da Fighter 1 on 2 by throwing a wall of force across the gate. Fortunately Torsin remembered that by using a limited wish she could take care of it.

^^ Such fond remembrances are exactly why the players should be posting their own entries whenever at all possible. The GM can't remember every minor detail, especially since what seems a minor detail to the GM is rather important to the player. :)

To clarify on the good Admiral's observations:

Ineptus boldly boingy-boingy'd out of the Gate as I believe the first character to act against Redfang, clobbered him pretty thoroughly (I do not recall if Redfang's Displacement thwarted either of Ineptus' swings) then fired off his weapon's Vanishing property that got him hanging in 3 rounds of 'Limbo' due to Redfang's Greater Anticipate Teleport. His return was heralded by the collapse of Redfang's carcass after the linnorm's Wish was thwarted. I am really starting to harbor a strong dislike of the Greater Counterspelling Ring ... scribbles more notes

The other element mentioned was Redfang was quick to recognize the Gate for what it was, blocking it off with a Wall of Force. Were the spell (S)hapeable in its area, he would have simultaneously entrapped Da Fighter and Monkamuck within a 30' rectangular cube as well ... alas, a Wall of Force is not shapeable, so the linnorm settled for blockading the party's other members for about 2 rounds. Torsin first attempted to drop it with a Greater Dispel Magic, which of course didn't work, before burning a Limited Wish the next round to generate the necessary Disintegrate.


Turin:
To help you get psyched up suitably for the next session, I can report that PH Dungeon has mentioned a 4E TPK over on the 4E forums in one of the 'first experiences of 4E' threads, and I note that he has inflicted a beating in his regular 3.5 Savage Tide game.

Go forth, and reduce those PC's pesky contingent revivification thingummies and diamond stockpiles!


We finally got to going to save this sucky chick from the well. Its name is "Shami-Amourae". These claimed bazaar temptresses don't really interest me in comparison to my sweety (my hot elf chick Torsin). The admiral decided to go in first through the gate to look for a suspected awaiting trap. We were not surprised to find something waiting for us. After getting the beast to reveal it self I charged in swinging! I with a great deal of force hit the beast with two devistating blows. I got two critical hits on a high leap attack roles. Not bing a fool I pulled back to let the less easily hit ones hold the beast off. I used Discord's Redemption's vanishing ability to pop back. After I finished popping back and turned around the draconic beast was very well diced up by my awsome blows, I was so awesome, Torsin must have been impressed with that. At first I thought it had a glass jaw for such a big thing, but as it turns out I was gone for nearly 20 seconds. Apparently there was a spell up that delayed my return.

We skinned and stripped the beast. After we defeated the beast we released Shami-Amourae. As Shami-Amourae was released we noticed a large mass of water falling on the sky following, I figured this wasn't good as it followed the sucky thing everywhere it went. It turned out that 3 possessing snake demons was in control of her. Between me and the admiral, after being delayed with a spell, made quick work of the things. I then quickly grabbed the sucky thing and ran for the gate. I came short on getting through the gate. The admiral very elegantly for him came by and pushed us the remaining distance into the gate.

After talking on and on to this thing we got the info we needed. This sent us to yet another demon, and another, and another. Now I figure we have a fighting force to "confuse the demon lord" himself as that is his weakness. All I got from this was I was told to keep my mouth shut, as I hadn't helped things in the past with talking. Along the way we returned a valuable relic to the dwarves. We were rewarded greatly with a feast and parties.


Crew 1, 37th Session, conluding Enemy of My Enemy.

Absent: Commodore Ineptus, Torsin and Monkamuck

Present: Da Fighter, Da Squeeze, the Journalist, Jade & Da Pimp

Our Heroes progressed very rapidly today, blitzkrieging through the diplomatic encounters and handily annihilating the feeble opposition that nominally was there to put up a fight.

Our heroes wisely purchased Greater Armor Crystals of Adaptation and Necklaces of Adaptation (or equivelancies thereof) to deal with the rigors of Thanatos for the living.

Orcus put the pair of female death giants up against the party's stuper-buffed Da Fighter, who was reduced to about 40% of his 450 or so maximum hit point total during the 3 round bloodbath that ensued.

And there was much rejoicing.

General Borgramar, with the Balor 'Dingoslag', the other aspect of Demogorgon known as "The Two-Faced", a pair of nalfeshnee, a half-dozen hezrou and a trio of dretch scribes interacted a bit in the ginormous tent in the midst of the 35,000 strong encampment of demons. While General Bargormar nat-20'd his opposed Diplomacy check, Our Heroes (albiet burning an Alter Fortune in the process - Jade would use three of these this session) still persuaded him to act against his erstwhile brother, adding a 5th army to the four Orcus would contribute.

And there was much rejoicing.

The War Council was held at a magnificent five-sided pavilion assembled at great expense, albiet with phenomenal skill courtesy of the Fabricator's immense repetoire of Fabricate spells and great breadth of Craft skills knowledge, near the base of the Great Spire at the epicenter of the Outlands. This location's nullification of even Divine Salient Abilities was a powerful persuader in contributing to the successful negotiations of the planned assault on Demogorgon.

Charon sent as his proxy a one Rowyn Kellani, slain four or so years ago by what were once our neophyte heroes.

Iggwilv attended with four of her arcanoloth apprentices in tow.

Orcus sent a dead man walking with a trio of quasits snacking on his dead flesh.

Malcanthet used Da Fighter as her proxy.

General Bargormar attended himself.

The plan of attack, vis a vis Iggwilv's epic-level portal magic, was for a multi-pronged assault, drawing upon Charon's considerable forces to contest with Belcheresk's fleet whilst the five armies of Orcus and Bargromar arrived by way of the aforementioned portals to drive Demogorgon's forces against the walls of the city itself.

Bargromar and one of Orcus' legions would arrive on the easternmost portals to envelope and destroy the forces located there. A second of Orcus' legions would begin an immediate assault on Lemoriax - Orcus fully expecting that army to be destroyed - buying time for the jungle portal to deploy a third legion from Orcus whilst his fourth and most infamous legion launched an amphibious assault (courtesy of Charon's transportation capabiities) to sweep north from just outside Wat Dagon to pin reinforcements from the western deployments of Demogorgon between themselves and the two armies - or remnants thereof - against the eastern and northern faces of the city itself. Orcus intended to take Demogorgon to task directly at his fortress off out to sea at Abysm.

Our heroes would be the sole ones to use the western-most portal, sweeping along the coast to directly engage the skeleton guard that would presumably be left behind at Wat Dagon by the time they would arrive.

Failing to have established any substantive form of communication with anyone other than Da Fighter's "link" to Malcanthet, they sped along the coast to Wat Dagon.

Quickly sizing up the situation, they revealed the consumables purchased and put to good use for this day of days - Da Squeeze and The Journalist unloaded with massive, maximized Fire Storms that incinerated the few chasme, ghoul archers and nabassu left behind to guard the entrance to Wat Dagon. The chap who survived the conflagration immediately teleported away to make a report, well hidden by the enormous volume of smoke generated by the enormous blasts of fire that washed over the area moments before.

And there was much rejoicing.

After some time experimenting, they entered the threshold of Wat Dagon. They noticed, and easily resisted, the call of the savage tide - which would call to them a second time later on - so concentrated in this blasphemous location.

A lengthly dialoug (warranting the second round of saving throws to resist becoming a Savage creature) with the very nalfeshnee who so long ago suckered dumb ol' Vanthus into betraying his uncle for what would prove to be very temporary power was handily Diplomatized with and sent on his way - Da Pimp pilfering the Skull of Lavinia's own uncle transformed into a major artifict embodying betrayal without the sorry demon being any the wiser.

And there was much rejoicing.

The water-in-lungs trap was narrowly found and disabled, then the sweep and clear began. A half-dozen turn undead attempts drove the ghoul archers forth from Wat Dagon in a hurry, then they encountered old, old Nualanga. One failed DC 28 Implosion saving throw later and the old Olman was a grapefruit-size ball of grue in the foetid water.

Concluding the session our heroes confronted Kazgaroth the Betrayer, the original Death Knight crafted by Demogorgon, who whimpered his way into non-existence after throwing a nat-1 Will saving throw against The Journalist's Moon Beam spell. The consequences of failing the save was lethal - being helpless for 4 rounds with Da Fighter within such a short distance spelled a permanent end to his existence after a coup-de-gras.

And there was much rejoicing.

In a week's time the full crew is expected to conclude the laying of the smacketh down upon the Prince of Demons, Demogorgon himself. Will Our Heroes succeed in thwarting the detonation of the Savage Tide upon the Material Plane ? Will the Prince of Demons succeed in butchering them all hideously, then transforming an enormous swath of the Flaaness into a no-man's land of cannibalistic madness ? Only the dice will tell the tale...


Good luck wrapping up this campaign. It sounds like we are about in the same place now. My group has entered Wat Dagon, and I anticipate 1 more game session to wrap up the campaign. It looks like your crew has more or less walked over the last couple of adventures. Hopefully you will have time to amp up the final encounter enough to make it the challenge it should be. All the best!


Hmmm. I detect a skipping of certain encounters and a high probability chance that certain nasty creatures are due to close in upon the PCs from the rear if they take too long about their business....


P.H. Dungeon wrote:
Good luck wrapping up this campaign. It sounds like we are about in the same place now. My group has entered Wat Dagon, and I anticipate 1 more game session to wrap up the campaign. It looks like your crew has more or less walked over the last couple of adventures. Hopefully you will have time to amp up the final encounter enough to make it the challenge it should be. All the best!

Many thanks Sir Dungeon. It seems we should both have the matter of the Prince of Demons and his Savage Tide wrapped up in a week or three.

Depending upon the precise resolution of the campaign as to what happens in the aftermath of course... :)


Charles Evans 25 wrote:

Hmmm. I detect a skipping of certain encounters and a high probability chance that certain nasty creatures are due to close in upon the PCs from the rear if they take too long about their business....

Correct Sir Charles, all is not quite as rosy a picture as it would otherwise seem for Our Heroes. They have but to wend their way through a winding passage, get past a rather durable door and another change of direction or two. Makes an innocent face.

Naturally, since no one bothered to think of establishing any kind of communications protocol with any of the other factors in the assault, things are not going nearly as well as 'scripted' for the big series of battles as Our Heroes would desire.

And two great eyes within the Shadowsea burning with red hatred and putrescent malevolence eagerly anticipate the mortals' forthcoming clash with Demogorgon...


Our final game session has been put on hold a little, due to my bachelor party this past weekend and a holiday weekend coming up. Thus our final game session of Savage Tide should be a whopping gaming marathon scheduled for July 6th. This weekend we won't have all players present, so I think I'll be running another 4E trial session with whoever is around. That or we might play Paranoia.

Turin the Mad wrote:
P.H. Dungeon wrote:
Good luck wrapping up this campaign. It sounds like we are about in the same place now. My group has entered Wat Dagon, and I anticipate 1 more game session to wrap up the campaign. It looks like your crew has more or less walked over the last couple of adventures. Hopefully you will have time to amp up the final encounter enough to make it the challenge it should be. All the best!

Many thanks Sir Dungeon. It seems we should both have the matter of the Prince of Demons and his Savage Tide wrapped up in a week or three.

Depending upon the precise resolution of the campaign as to what happens in the aftermath of course... :)


P.H. Dungeon wrote:

Our final game session has been put on hold a little, due to my bachelor party this past weekend and a holiday weekend coming up. Thus our final game session of Savage Tide should be a whopping gaming marathon scheduled for July 6th. This weekend we won't have all players present, so I think I'll be running another 4E trial session with whoever is around. That or we might play Paranoia.

Do I understand correctly, sir, that you are to be marrying shortly? If so, I feel sure that Turin will not mind the slight threadjack to offer you my congratulations.

Does your fiance game? :D


I'm getting married July 11th. My fiance doesn't really play rpgs, but I can get her to play most of my board games, and she doesn't mind my gaming habit (she figures better that than a guy that wants to watch hockey all the time).

Charles Evans 25 wrote:
P.H. Dungeon wrote:

Our final game session has been put on hold a little, due to my bachelor party this past weekend and a holiday weekend coming up. Thus our final game session of Savage Tide should be a whopping gaming marathon scheduled for July 6th. This weekend we won't have all players present, so I think I'll be running another 4E trial session with whoever is around. That or we might play Paranoia.

Do I understand correctly, sir, that you are to be marrying shortly? If so, I feel sure that Turin will not mind the slight threadjack to offer you my congratulations.

Does your fiance game? :D


A heart-felt congratulations is in order Sir Dungeon on your impending nuptuals!

BTW, check your e-mail my loyal Paizonians - a small something cooked up for Sir Allen's benefit should the stars come right this Saturday...


Lo, and behold the twin faces of madness and savagery. Know ye now the true meaning of Fear, savoring your eminent deaths. For at no other time in your miserable mortal existences shall ye truly appreciate what it is to be alive.


Brother Faust the Elder wrote:

Lo, and behold the twin faces of madness and savagery. Know ye now the true meaning of Fear, savoring your eminent deaths. For at no other time in your miserable mortal existences shall ye truly appreciate what it is to be alive.

Preach on Brother Faust...


What lovely Spawn you have Brother Faust.

Congrats Sir Dungeon! Don't be afraid...

Spoiler:
Actually be very very afraid...

Spoiler:
Just kidding, I just had my 7th anniversary on June 21st and we are still going strong, our mutual gaming habit certainly helps that though...

And once again, let me add my most heartfelt wish that Turin might find a lovely lady of Hack to one day have Hack-related nuptials with. Preferably with weapons, armor and a dragon to slay.


Yasha0006 wrote:

What lovely Spawn you have Brother Faust.

Congrats Sir Dungeon! Don't be afraid...

** spoiler omitted **

** spoiler omitted **

And once again, let me add my most heartfelt wish that Turin might find a lovely lady of Hack to one day have Hack-related nuptials with. Preferably with weapons, armor and a dragon to slay.

Actually Yasha, one of my (unfortunate) players is a Lady of Hack that I have been most fortunate to have established a particularly magnificent out-of-game relationship with.

Not that it saves her character any more than the rest of the group from hideous demises...


Well then Turin...well, well, well....

Congrats!


Yasha0006 wrote:

Well then Turin...well, well, well....

Congrats!

^_^ I have a couch and a 2nd bed in case she gets particularly upset, so all is well. <weg>


Crew 1, 38th Session, Conclusion of "Prince of Demons"

Cast of Characters:

Jose Monkamuck (= 20th)
Joselin the Journalist (Cleric 20 of Fharlanghn)
Jade (Beguiler 19/Sorceror 1 = 20th)
Torsin (Cleric/Wizard/Mystic Theurge of Apollo = 20th)
Ineptus (Barbarian 20th, whirling frenzy variant)
Da Fighter (Fighter 20th)
Da Squeeze (Cleric 19th)
Da Pimp (sylph arcane trickster somethingorother = 19th)

and Buttercup, Advanced Huge Griffon cohort of Jade (14 HD)

Our Heroes gather in the big ritual room in Wat Dagon, preparing to lay the smack down on "The Demogorgon".

Concerned about the overwhelming magical aura of transmutation emanating from the leathery hallway of the room (via various permanent arcane sights ad nauseam) that presumably leads to where ever the Master Pearl rests, Monkamuck eventually strolls forward into the hallway. During the 3 rounds that passed, he heard two things from beyong the door:

First, the meaty sounds of something getting hatcheted, followed by a raspy giggling, as well as Demogorgon himself addressing at least two of his generals.

At this point, he heard him addressing Secretary War-General Gromsfed the Drowned and General Tetradarian, receiving status reports of the decimation of Orcus' invading forces, Bargormar's rogue legion similarly suffering annihilation and Belcheresk's stand-off with Charon's mezzodaemons. Demogorgon in turn gloated over cleaving Orcus' "Wand" and subsequently dispatching Orcus from Gaping Maw for the next century by unspecified means.

Monkamuck backed out, the party spent a minute buffing themselves to the gills and made a line snaking through the 'corridor'. Beyond that door the broiling steam obscured easy sight of the chamber beyond.

Remaining on point, Monkamuck followed the rickety 'dock' to the door of 6-inch think obdurium. Lining up in 'order of intent to stompage of mudhole', Jade was tasked with - and successful in delivering - of a Knock spell upon the door that successfully disengaged the locking mechanism. Rather easily hearing this, Demogorgon commented: "My son, the mortals have arrived."

The door was flung open and a massive 10-round butt kicking ensued. Early on Arendegrost was decimated by a critical hit from an Incense of Meditation-Maximized Bolt of Glory followed by a 90 hp Blade Barrier that Demogorgon's SR handily ignored. Arendegrost suffered, taking about 9 seconds to die. At least the beast unleashed a full volley of his breath weapons - against which Joselin failed all 3 Reflex saving throws - before getting critically-dispatched by Ineptus.

Demogorgon took a long time to go down. Orcus' fight took him down a smidge counting as the first NL bracket but in his defeat temporarily infused Demogorgon with his full 730-odd hit points as temporary hit points for the Prince of Demons. As the combat went it was a good thing I did this... The only other NL bracket afflicted upon him was due to a 70+ Diplomacy check conveying the truthfulness of Malcanthet's betrayal of him to the combined assault of mortals, Orcus and Charon. Iggwilv was wise enough to remain quiescent. I completely discarded the silly eladrin army angle from the end-chapter of the campaign, as for this group it was completely unnecessary.

Ineptus was reduced to a point where, when the Totem of Negation was deployed he found himself at -6 hit points in a single double-action volley of melee attacks before wisely retreating.

Monkamuck was mauled rather thoroughly, but never quite reduced from being a threat. He got blasted with 2 of the 3 breath weapons, rather lovingly mauled by Demogorgon (although Sheltered Vitality and Death Ward and stupid-high CLs absorbed utterly Demogorgon's primary methods of dispatching foes - his tentacles' rot (CON damage) and tail slap's energy drain (negative levels).

Da Fighter made extensive use of Bounding Assault, generally ensuring his safety behind the narrow wall. He did get some breath weapon damage and parboiled a bit though, but that was about it.

Da Pimp mostly found himself dealing with Nualanga (possessing Vanthus' now-stumpified corpse) and the big honkin' mottled worm. Sadly for these 2 creatures, Nualanga found himself the only accessible, edible target of the worm. What's worse, for me, Nualanga's 56d8 of Death Throes spells succeeded in slaying the worm from the inside (as Nualanga's new body dissolved in the gullet of said worm) due to a failed Massive Trauma saving throw. He did a Trap the Soul on Arendagrost's life force, then later employed a Wish to double the dimensions of his Portable Hole before absconding with said corpse.

Jade herself contributed little, mostly succeeding in being parboiled in the boiling sea water and suffering from two of Arendagrost's breath weapons a bit.

Da Squeeze successfully Dispelled Demogorgon's Spell Turning, dropped a couple of high-damage Fire Storms - and also got parboiled and breath weaponed a bit.

Torsin scored the killing blow via her 2nd Greater Castrate Demon spell that Demogorgon nat-1'd his Fortitude save to halve the damage.

Demogorgon's gear was pretty simple:

1 Totem of Negation
1 Belt of Bite of the Werebear (massive melee and hp bonuses, with decent nudges to 2 saves and his init bonus).
4 custom Greater Rings of Counterspelling (with no spells hitting him that came into play).
* 2 held 15 Belt of Battle charges each.
* the set provided Death Ward, Freedom of Movement, Ray Deflection, Sheltered Vitality and Greater Ironguard.
* 1 of them acted as a standard Ring of Spell Turning. (he rolled a nat 4 and started with 10 levels' worth at the beginning of the encounter, bouncing Joselin's own Moon Bolt onto herself, knocking 10 of her 21 STR down ... oops).
Lastly an item providing CL 20 Greater Spell Immunity, keyed to Holy Aura, Holy Word,

As a feebleminded Buttercup continued dragging off her new nigh-indestructible scratching post/chew toy, The Prince of Demons scored his only kill - Joselin, literally tearing her into a gory spray on the narrow ledge with his 2 tentacles. She was not shielded with Sheltered Vitality, suffering a total of 12 points of CON damage from the 4 tentacle hits, 2 bites and a tail slap he laid into her measly 23 AC (post-ironguard) with on a 37-point Power Attack. Reduced to about -50 hit points, she died hideously.

At least some one got fragged for my trouble. ^_^

Discreetly, a certain toucan gathered up a bit of her flesh and her silver phoenix medallion. As bits of the other characters were either burned, frozen, boiled, melted or ripped off of their bodies, the toucan gathered up such bits.

Dardapterebos, "The Devourer from the Nether Darkness" (as I understand that name would translate to English from Greek) had clouded the entire body of water along the shore from the Shadowsea into the between-layer mini-realm that comprised Wat Dagon early during the encounter. As a later posting will reveal, this was a Very Good Thing.
This being claimed the crown for itself, throwing a natural 20 on top of his 60 HD and massive CHA bonus, despite the penalty for not being involved in bringing down Demogorgon setting into motion a series of campaign-changing events, beginning first with the Crown of the Prince of Demons as well as devouring his cooling remains within the churning froth of the black inky waters.

Wisely, Our Heroes took thier demon lord naughty bits and asundry swag - and split, returning forthwith to Farshore the moment they exited the entry into Wat Dagon back onto the soil of Gaping Maw.

This fight took the entire session to play out, so some semi-epilogue is in order I suppose.

I do not presently expect to immediately detail out the slugfest in further detail - if I can piece together the events I shall. At this point, I am glad to have conluded the Savage Tide, fun as it was. The players have requested a 2-session "epilogue" to briefly enjoy their Epicness, before other events take place and a certain Archmage removes the threat they represent, as acknowledged by the player of Monkamuck as an excellent vehicle for a drastic change.

Then, in about a month or so, I should finally be able to enjoy at least for a short time being a player rather than a GM. :)

The Exchange RPG Superstar 2010 Top 32

Awesome! Sounds like a suitably epic end-battle for a seriously powerful group. Nice job, Turin!

One leeeetle question ... Greater Castrate Demon?


carborundum wrote:

Awesome! Sounds like a suitably epic end-battle for a seriously powerful group. Nice job, Turin!

One leeeetle question ... Greater Castrate Demon?

Thankyas Sir Carborundum, it was indeed a true slobberknocker of a fight.

Torsin's player came up with the idea for the genesis of the spell after the unsettling events with Olangru's abduction of the Journalist. After several months of batting the concept back and forth, I settled on an acceptable spell write up. Wisely, Torsin did not unlimber her nastiest spell until the very end - preventing Demogorgon from keying a Greater Spell Immunity to it. I based the spell off of disintegrate, shortened the range, permitted Fort half (rather than partial), retained an SR requirement and restricted its target to CE Outsiders.

It would be easy enough to post the write-ups of the two spells of course...


Congratulations. That sounds like it was one massive fight at the end. I'm sure running a fight of that magnitude was quite draining (but fun). Now you can look forward to returning to some simpler lower level gaming.


P.H. Dungeon wrote:
Congratulations. That sounds like it was one massive fight at the end. I'm sure running a fight of that magnitude was quite draining (but fun). Now you can look forward to returning to some simpler lower level gaming.

Thankyas Sir Dungeon, it was indeed a massive fight despite my crappy recollection of it. As usual at this level of play with as much splat-book cheese as is presently "in play", the fights are almost uniformly exhausting (mentally) to run with 7 or 8 players, especially if the antagonists are to actually offer up any real challenge.

I have some ideas in mind for the requested "Epilogue" that should actually make for a fairly easy couple of sessions for me to run. Once that is concluded, I should be able to belly up to the table for at least a short time and get to just play the game. :)


I'd have to agree, sounds like a very epic battle...and finishing off Demogorgon with a Greater Castrate Demon spell...priceless!

And you have your own inventiveness with Olangru to thank for it....

Well done STAP crew, I look forward to hearing the epilogue of the said campanions.


Below are the write-ups for the two 'Castrate Demon' spells researched by Torsin.

Demonic Castration
Evocation [Force]

Spell Level: Cleric 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25' plus 5' per 2 full caster levels)
Target: One male Chaotic Evil Outsider of the Tanar'ri subtype
Duration: Instantaneous
Saving Throw: Fortitude Partial (Starting DC is 15 plus applicable ability score modifiers and any other effects that would increase the saving throw DC.)
Spell Resistance: Yes

Effect: The targeted demon suffers 2d6 hit points of force-effect damage, to a maximum of 40d6 at a caster level of 20th or higher, as the spell attempts to forcibly remove the targeted male demon's sexual organ. A successful Fortitude saving throw by the targeted demon reduces the damage by half. A targeted demon who suffers enough damage to disable it, rendering it dying or outright slay it is castrated. The offending organs are deposited at the feet of the caster.

Greater Demonic Castration
Evocation [Force]

Spell Level: Cleric 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25' plus 5' per 2 full caster levels)
Target(s): 1 male Chaotic Evil outsider of the tanar'ri subtype per 3 full caster levels within Close Range, to a maximum of 6 at a caster level of 18th or higher.
Duration: Instantaneous
Saving Throw: Fortitude partial (Starting DC is 15 plus applicable ability score modifiers and any other effects that would increase the saving throw DC.)

Spell Resistance: Yes

Effect: Each targeted male tanar'ri demon within range (whose SR is penetrated by the spell) takes 2d6 hp per caster level (with a 40d6 maximum at 20th level), as the spell attempts to forcibly remove the targeted male demons' sexual organs. A successful Fortitude saving throw halves the damage. Any targeted demon who suffers enough damage to disable it, rendering it dying or outright slay it is castrated. The offending organs are deposited at the feet of the caster.


This is the creature that lurked in the inky waters, readied to snatch up and devour Demogorgon's corpse. Enjoy everyone!

Dardaptoerebus "The Devourer from the Nether Darkness" - World Crushing Version

"As the building above your head literally disappears before your eyes, disintegrating into grey flaky ash, you complete your spell. Your puny mind beholds and attempts to grasp the entity cloaked from mundane sight overhead - a colossal being of putrescent yellow malevolence with far too many tentacles and eyes for sanity to endure. Its tentacles, six over a hundred feet long and another 6 in excess of fifty, caress the grey flaky ash that falls slowly as if a form of malignant snow. An enormous eye of baleful promise slowly turns to gaze into your eyes. You collapse into a quivering mound of flesh, your mortal mind violated by unspeakable nightmares. You can only hope that your body is more fortunate."

This is the current end-result of the monstrosity inspired by Richard Pett's rather more gentle and kind Fiendish Kraken dubbed the "Spawn of Tharizdun" in the infamous 'Styes' adventure. In time-honored Turin tradition, I've taken something that is already bad enough ... and made it much, much worse. This is intentional - and my Sunday crew is most fortunate in that they do not have to combat this critter.

CR 50* (12 +13 from 40 advanced HD +8 templates +1 elite array + 15 paragon +1 ad-hoc)
* CR 50 is the statistical CR - you must of course gauge this as it relates to one's own group.

CE Male Advanced Elite Half-Fiend Half-Farspawn Paragon Kraken of Legend

Colossal Outsider (Amphibious, Augmented Magical Beast, Aquatic, Chaotic, Evil, Native)

Hit Dice: 60d10 {600} +1,920 from CON +720 from paragon = 3,240 hit points (maximized hp per HD from paragon)

Initiative Bonus +19 (+15 from DEX, +4 Improved Initiative)
SR: 75 (CR +25 from paragon) SR scales to assigned CR

Speed: Swim 60', Fly 60' (perfect)

AC: 69 or 73 with Unholy Aura^; 73 or 78 with 5 pt Combat Expertise^
rings = 81 or 85 with unholy aura^; 86 or 90 with 5 pt Combat Expertise^
(-8 size, +28 natural armor {14 +5 size +1 half-fiend +3 half-farspawn +5 monster of legend})

Flat-footed AC: 54 or 58 with Unholy Aura^; rings = 66 or 70 with unholy aura^

Incorporeal Touch AC: 53 or 57 with unholy aura^, from rings
Flat-Footed Incorporeal Touch AC: 38 or 42 with unholy aura^ (+8 armor, +4 shield), from rings

Touch AC: 41 or 45 with Unholy Aura (+15 Dex); 46 or 51 with 5 pt Combat Expertise^

flat-footed Touch AC: 26 or 30 with unholy aura {2, +12 insight, +12 luck}^

^ Note that Haste, among several other examples, can further increase his Armor Class...

Space/Reach: 40 ft/30 ft. (60 ft. with arms, 120 ft. with tentacles)

Base Attack: +60 Grapple: +110 (60, +16 size, +34 Strength)

Attack: Tentacle +116 melee (3d8+59, 19-20/x2, plus 60 entropic) {AB 60 ,-8 size, +34 Strength, +25 luck, +5 enhancement.}
* Full Combat Expertise and a 34 point Power Attack totals a -39 attack penalty, resulting in all natural weapon attacks at a +83 attack bonus; tentacles deal 3d8+93 plus 60 entropic; arms deal 1d8+76 plus 60 entropic; bite deals 6d6+76.
* Damage Bonus +34 STR +5 enhancement +20 luck = (STR or 1/2 STR mod) +25, plus Power Attack.

Full Attack: 6 tentacles +116 melee (3d8+59, 19-20/x2, plus 60 entropic) and 6 arms +116 melee (1d8+42,20/x2, plus 60 entropic) and bite +116 melee (6d6+42,20/x2).

OR Melee Touch: 6 tentacles +111 touch (60 entropic each) and 6 arms +111 touch (60 entropic each), totalling 720 entropic damage per round.

Special Attacks:

Improved Grab (arm or tentacle), Constrict (deals automatic arm or tentacle damage with a successful grapple check) (3d8+34 or 1d8+17), Smite Good 1/day (melee attack +20 damage to a Good target), True Strike 1/day (+20 insight attack bonus with a normal attack that is unaffected by any miss chance due to concealment), Cleric 20th +12 rings = 32nd level spellcasting w/ spells from the Cleric spell list and the domains of Protection, Strength and War (Save DC 33 + spell level) (Spells: 6 orisons, 10 1st level, 10 2nd level, 10 3rd level, 9 4th level, 9 5th level, 8 6th level, 8 7th level, 7 8th level and 7 9th llevel.)

Entropic Touch (Su): With either a melee touch attack or as part of a natural weapon melee attack with his tentacles and/or arms, Dardaptoerebus deals 60 points of 'entropic' damage for each such attack that ignores hardness, bypasses all forms of damage reduction, counts against all forms of regeneration and affects incorporeal or other insubstantial targets. This damage cannot be multiplied by a critical hit when dealt via melee touch attacks. Creatures and objects destroyed by this damage can only be restored by way of Miracle or Wish that succeed in a caster level check at a DC of 70. True
Resurrection can only restore creatures to life with a similar DC 70 caster level check.

Essentia-Devouring Bite (Su): With a bite attack upon a freshly-slain foe of 30 or more HD, or any such foe with an Overwhelming Aura of any type - even one destroyed by his own entropic touch - Dardaptoerebus can permanently acquire some of the essentia of the creature, gaining 1d3 of that creatures' special qualities, at-will abilities and/or special attacks. If such a creature is slain that has no special qualities and/or attacks that strike Dardaptoerebus' fancy, he is instead fully healed of any and all non-hit point-based effects that are having a negative impact on him.

In Turin's campaign, this means he has the Crown of the Prince of Demons (granting the Aura of Demonic Command and Summon Demons abilities in its own right along with a bevy of at-will spell-like abilities common to Tanar'ri demons) & has absorbed Demogorgon's Item Master (ex) and constant True Seeing (Su) abilities. These changes are NOT reflected in this stat block...

Any creature that has a CON score slain by his bite attack, regardless of HD, heals his hit points of that creatures' full normal hit point total before adjustments for magical items and effects. He does not gain this benefit from devouring a corpse.

It is this specific ability that permits GMs to custom-tailor Dardaptoerebus to their specific campaigns. Simply determine what he devours and the subsequent specials that he gains, then cut him loose to do his thing.

Special Qualities:

Overwhelming Aura of Chaos and Evil (ex, as discussed in the PHB in the Cleric class & the Detect Evil spell description), Darkvision 60 ft., Ink Cloud (ex) (1/minute as a free action in a 160-foot spread providing total concealment), Jet (ex) (full-round action to jet backward 280 feet in a straight line), Low-Light Vision, Spell-like Abilities, Amphibious (ex), Immune to poison, Blindsight 60 ft., DR 10/epic (Su), Amorphous (ex) (cannot be flanked, not subject to extra damage from critical hits), creatures native to the Material Plane suffer a -1 morale penalty on attack rolls against him, Resistance to
Acid 10, Cold 10, Electricity 10, Fire 10. Natural weapons are treated as chaotically-aligned, evil-aligned, epic and magical for purposes of bypassing damage reduction (su). Enhanced Attributes (ex) (the save DC for each of his spells, spell-like abilities and special attacks is increased by +4). Regrow Limbs (ex) (if he loses a limb, head or body part, a new one grows in 1 round. He cannot be slain by a vorpal weapon's head-severing ability.) +5 Greater Magic Fang on all natural weapons (su). +6 resistance bonus on all saving throws (su). Paragon special +13 insight bonus on all special attacks (ex). Fast Healing 20 (ex).

Form of Madness (Su): Any creature within 120 feet that observes Dardapterebos must make a DC 70 Will saving throw (10 +30 +4 +26). Failure indicates that the creature's mind is forevermore shattered, reducing the creature to a cowering, helpless imbecile. This is a mind-affecting effect (with a Charisma-based save DC) which overrides one 'layer' of immunity to mind-affecting effects. This does not affect Chaotic Evil outsiders, sapient creatures that have not reached the lowest age in years of their Young Adult age category, creatures with an INT score of 1 or 2, and creatures that are mindless. Attempts to return to sanity such unfortunates that fail to resist requires either a Miracle or Wish. Attempts to use other magical effects that normally are able to remove insanity (such as Heal and Greater Restoration) must succeed on a DC 64 caster level check to do so. Those who successfully save against his Form of Madness do not have to resist again later until an hour or more has passed since that creatures' last moment of contact with Dardaptoerebus.

SAVES:
Fort +87 (base +36, +3 monster of legend, +32 Constitution, +6 resistance, +10 insight.)
Reflex +70 (base +36, +3 monster of legend, +15 Dexterity, +6 resistance, +10 insight.)
Will +71 (base +18, +3 monster of legend, +32 Constitution, +2 Iron Will, +6 resistance, +10 insight.)

ABILITIES:
78 STR (+34) (34 +8 size +0 elite array +4 half-fiend +2 half-farspawn +10 monster of legend +5 inherent +15 paragon)
40 DEX (+15) (10 +0 size -2 elite array +4 half-fiend +2 half-farspawn +6 monster of legend +5 inherent +15 paragon)
75 CON (+32) (29 +4 size +4 elite array +2 half-fiend +6 half-farspawn +10 monster of legend +5 inherent +15 paragon)
51 INT (+20) (21 +2 elite array +4 half-fiend +2 monster of legend +5 inherent +15 paragon)
48 WIS (+19) (20 +2 elite array +4 half-farpspawn +2 monster of legend +5 inherent +15 paragon)
62 CHA (+26) (20 +10 HD advancement +4 elite array +2 half-fiend +2 half-farspawn +4 monster of legend +5 inherent +15 paragon)

FEATS:
Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Quick Reconnoiter (B), Multiattack (B), Improved Multiattack, Power Attack, Improved Bull Rush, Awesome Blow, CON bonus on Will saves, Combat Reflexes (16 attacks of opportunity per round) and Quicken Spell-Like Ability (Unholy Aura), Improved Flight Maneuverability x2 (B).

SKILLS: ( 18 skills @ 63 ranks per skill or 31.5 cross-class ranks per skill); +10 competence bonus from paragon.

Concentration +105, Diplomacy +99, Hide +72* (-16 size), Intimidate +99**, Knowledge (geography) +83, Knowledge (nature) +83, Listen +94, Search +93, Sense Motive +92, Spot +94, Survival +92, Swim +116 (+8 racial), Use Magic Device +99; Knowledge (arcana) +61, Knowledge (religion) +61, Knowledge (the planes) +61, Move Silently +46, Spellcraft +61; has enough remaining skill points to learn 4 skill tricks (from Complete Scoundrel) with 1 remaining skill point - in Turin's campaign, the last skill point is used to permit him to speak 6 words in a round as a free action instead of the normal 4.

Becoming a paragon creature added an additional 10 cross-class skills at 31.5 cross-class ranks apiece. Use these 315 cross-class skill points at your discretion.

* Note that his Hide bonus does not include any potential bonus from Greater Invisibility nor any gear.

LANGUAGES (22): Aboleth, Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Sylvan, Terran, Undercommon and 10 other languages at the GM's discretion.

NOTES: Tentacles and arms can be sundered as though they were weapons. Each tentacle has 60 hit points and each arm has 30 hit points. Severing a tentacle or arm deals half of the limb's full normal hit points (30 or 15 respectively). Severed limbs are regrown in 1 rounds' time.

SPELL-LIKE ABILITIES: (All saving throw DC's are Charisma-based, totaling DC's of 40 + spell level) <10 +4 +26>

Caster Level 15th +12 rings = 27th CL, 3/day each: Greater Dispel Magic, Haste, and See Invisibility.

Caster Level 42nd +12 rings = 54th CL, 1/day each: Control Weather, Control Winds, Dominate Animal (DC 43), Resist Energy {typically to grant itself Sonic Resistance 30} (42nd level caster ranges : Close = 130 ft.; Medium = 520 ft.; Long = 2,080 ft.)

Caster Level 75th for all of the following Spell-Like Abilities:
Close Range = 395 ft.; Medium Range = 850 ft.; Long Range = 3,400 ft. Rings +12 = 87th Caster Level
(3/day each): Darkness, Poison (DC 44), Quickened Unholy Aura (DC 48), Blur, Blink, Ethereal Jaunt

(1/day each): Desecrate, Unholy Blight (DC 44), Contagion (DC 44), Blasphemy, Horrid Wilting (DC 47), Destruction (DC 48), Summon Monster IX (creatures must be animals or vermin - however, they receive both the Fiendish and Pseudonatural templates), Touch of Idiocy, Stinking Cloud, Greater Invisibility, Telekinesis (DC 45 OR a combat maneuver from among bull rush or trip {+43 effective ability modifier}, disarm or grapple {+114 total bonus} or a violent thrust {+114 attack bonus}),
Scintillating Pattern, Implosion (DC 49)

TREASURE: Triple Standard

GEAR:

"The 12 Rings of Dardaptoerebus"

Upon each tentacle and each arm at the base - below where they can be severed - are his 12 magical rings. They are not of metallic construction - instead comprised of the warped essentia torn free from the mightiest of mortal and immortal champions he has devoured. Those which are not continually active are activated as mental actions of the appropriate type.

For purposes of dispel attempts they are considered to be of a 75th caster level (dispel DC 86). As they are all artifacts, they remain unaffected by anti-magic effects. Lastly, each of the 12 adds 1 to all of his caster levels (as per Ioun Stones in the DMG).

Each is a Greater Counterspelling Ring ('loaded' with Greater Dispel Magic), with an additional magical property, as follows:
#1 - continuous Sheltered Vitality (as per the Spell Compendium spell).
#2 - continuous Greater Ironguard (as per the Spell Compendium spell).
#3 - continuous Mind Blank (as per the PHB spell).
#4 - continuous True Seeing (as per the PHB spell from an arcane caster).
#5 - continuous Freedom of Movement (as per the Ring).
#6 - continuous Adaptation (as per the Necklace) and Sustenance (as per the Ring).
#7 - 15 charges equivelant to those stored in a Belt of Battle (Magic Item Compendium).
#8 - +8 force-effect Armor of Heavy Fortification (equivelant to magical Bracers of the same name).
#9 - continuous Ray Deflection (as per the Spell Compendium spell, modified to include ALL ranged touch attacks) and Shield (as per the Shield spell, including total imperviousness to magic missile spells)
#10- continuous Greater Spell Immunity to Word of Law, Holy Word, Maze, Silence and Anti-Magic Ray.
#11- Spell Turning (3/day as the Ring, automatically maximized to 10 spell levels per activation).
#12- continuous maximization of all Cleric spells (as per Incense of Meditation).

EXAMPLE SUMMONED CRITTER :

(1d3, averaging 2) Fiendish Pseudonatural Tyrannosaurus'

Chaotic Evil Huge Outsider (Augmented Animal, Augmented Magical Beast, Extraplanar)

HD: 18d8+99 (180 hp each)

Speed: 40 ft.

Initiative: +1 SR 25 (18 +10; maximum of 25)

Space/Reach: 15 ft/ 10 ft. DR 10/magic

Base Attack +13 Grapple +30

AC: 14 (-2 size, +1 DEX, +5 natural armor)
Flat-footed AC: 13

Touch AC: 9
Flat-footed Touch AC: 8

Attack: Bite +20 melee (3d6+13) (bypasses DR/magic)

SQ: Low-light vision, Scent, Darkvision 60 ft.; Resistance to Acid 15, Cold 10, Electricity 15 and Fire 10; Grotesque Form

(su) = other creatures receive a -1 morale penalty on attack rolls against Dardapteros' tyrranosaurus'.

SA: Improved Grab (Bite), Swallow Whole (up to Medium size with a successful grapple check, as per MM p 62); True Strike (su) 1/day +20 insight bonus to a single Bite attack that ignores any miss chance due to concealment; Smite Good 1/day (su) <in conjunction with a True Strike Bite as a general rule of thumb> doing an additional 18 points of damage should the T-Rex have bitten a Good foe.

FORT +16
REFL +12
WILL +8

SKILLS: Hide -2, Listen +14, Spot +14

STR 28 (+9)
DEX 12 (+1)
CON 21 (+5)
INT 3 (-4)
WIS 15 (+2)
CHA 10 ( 0)

FEATS: Alertness, Improved Natural Attack (bite), Run, Toughness x3, Track

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