
Turin the Mad |

Turin the Mad wrote:Well, ether I am playing incorrectly or unlucky. What do you think the reason for such a large amount of deaths on my part? Perhaps it is the fewer hit points, AC, and fort save of the Cloistered cleric, while still trying/needed to stay in the front line?
Da Cultist's player: 7 character deaths and I believe 2 additional "technical" deaths thwarted by breath of life
Based on my current notes, your character is arguably the greatest threat posed by the PCs. Whether directly or otherwise.
In simpler terms, scaling the "primary ability scores" by character finds yours at #1, Da Pimp & Torsin tied at 2nd, Da Monkette at 3rd, Da Queen & Da General at 4th with the dolls all at 5th.
Some times it simply depends on what you do and what a critter can do about it.
The d6 HD and poor Fort / Reflex saves base doesn't help either.

Turin the Mad |

This coming Sunday 21st August Our Rulers finally begin "Blood for Blood".
Hopefully they'll have gotten Starfall's affairs in order. It would be a shame to miss out on good old fashioned looting, pillaging and plundering now, wouldn't it?
Once the army fights are done, the usual hewing of foes and looting of corpses will begin in earnest.
It is probable that they won't get to anything really nasty for a session, maybe even two.
Then the double-entendre of Chapter 4's name should become apparent. ^_^

Da Cultist |

I have made a most important purchase, something I guess I should have gotten a long time ago. After realizing my frequent deaths, I have improved and empowered my belt so that I should be a lot less of a lightweight (+6 total to con).
Maybe this will turn the odds in my favor as for the frequency of deaths.

Turin the Mad |

Our Rulers resume their nefarious activities in the spring of 4717 A.R. First up on the list is the "dragon problem". Specifically, the 'brother' black and green dragons that have been collecting all that lovely gold from the Sootscale mine for about 8 years. Just as or more importantly are the dozen human, elf and half-elf wives each of the dragons has been siring feral dragons with. Every year. With Our Rulers, agreement the dragons bring their inevitably preggered womenfolk to Starfall's harvest festival to receive the agreed-upon medical care for mothers and hatchlings alike. So far, the brother-dragons have sired 50 feral dragons into the world. Our Rulers spend a couple grand in commune spells to narrow down their lair in the depths of the Hooktongue Slough and confirm as much as they can that the beasties should be made into luggage with accessories.
Our Rulers also elect to seek out rumors regarding any local legends regarding any bad a$$ dragon-slaying or other magical weapons. A DC 50 knowledge check turns up two useful bits of information. First, that there are no local legends of dragon-slaying swords. Second, there is an ancient legend regarding the mighty greatsword of Armag, "Enemy of all Enemies", interred with Armag's bones somewhere in the Glenebon Highlands. Armag is a legendary Tiger Lord Highlander said to have carved a bloody swath through what is now the Stolen Lands, Restov and Numeria before his demise.
General Varn, a devout follower of Gorum, was all for nabbing Ovirnbaane before heading into the water dragons' den to beard them with the mighty blade. So was the rest of them, excepting Zin Serina (who would have preferred to hire the monsters as mercenaries).
After copious use of various divination spells, Our Rulers track down Armag's Tomb. Encamped outside are a dozen Tiger Lord Highlanders in their smilodon capes, complete with immense fangs and claws, throwing axes at their hips. Five soft, squishy young women were caged in a pen against the face of the hill. Most of the heroes sneak up from the southern side of the hill whilst Her Majesty and His Lordship stroll into the riverside camp from the east.
The Highlanders get a belly laugh full of the sight of a woman sporting girly armor, a wee little sword and a teddy bear of unpleasant demeanor sticking out of her pack. After talking some smack, initiative dice fly and the smackdown begins.
What made the encounter resemble an actual challenge were not the dozen 11th level barbarians with their throwing axes of human slaying but the two buried half-fiend adult crystal dragons. Da Cultist made distressingly short shrift of the Highlanders by the timely use of a waves of exhaustion spell in combination with a half-dozen of Her Majesty's fireballs. The Sleet Storm, quintet of summoned anarchic ankylosaurs, several Cold Ice Strikes, a Cone of Cold, a Lightning Bolt, a Flame Strike, several Heightened Reach Bestow Curses, a Persistent Major Curse and a Feeblemind slaughtered the Highlanders and sent the crystal dragons packing to become lemur fodder.
The half-fiend dragons took a deadly toll upon the hapless 2nd level aristocrat women in the pen with a DC 29 blasphemy that snuffed them on the spot. The Queen and General and Fluff-Gugg suffered some damage between two sonic breath weapons and five of the twelve throwing axes connecting. The ladies' corpses were blown into catfood by the second breath weapon used by the longest-lived of the two dragons in its attempt to obliterate several of the PCs before they sent him to the lemur factory. Oh, and let's not forget the Hungry Pit that nommed the first dragon past its return hp threshold.
After looting the surviving gear from the dozen Highlanders, and bagging the crunchy cat food remains of the slain noblewomen, two women called out from inside the Tomb. "Is that the b*tch queen of Starfall we hear?" "Come in and die, skank. When we're done denying your attempt to halt Armag's return, we'll hunt down your 'King' and your squalling brat to make real men of them both."
And that's where we left off, Our Rulers outside of Armag's Tomb having been taunted by the Black Sisters, eager to exact vengeance for the tragedy of their misunderstood older sister's sham trial and execution by strangulation-hanging during Starfall's infancy.
Her Majesty's reply: "I guess she wasn't too big of a problem or I would assuredly remember her name."

Turin the Mad |

Oohhhhh...cannot wait to see how they fare.
I definitely recommend using some of the tricks I pulled with the Sisters
I plan to school them with the Black Sisters my good Sir Hamster. The combined encounter CR for the "welcoming comittee" was a paltry 19. The Black Sisters are at least a CR 22 encounter. And we have already had the requisite 15+ rounds' time pass (5 for the scrap outside plus a few minutes' time to loot the chunky salsa and scrape up the catfood to toss it in their "folding morgue freezer").
Even after the past months since Enrol-Dur, Hestia, Brunner and company took them on in your campaign I *still* get an absolute blast out of reading that entry in your campaign journal. And these guys don't get any Hero Points to save their bacon. ^_^
I am absolutely atwitch with the anticipation for this particular encounter. And the best part is that many of the player characters' highest level spells have been spent! I sincerely doubt that Her Majesty will wait any longer than she absolutely has to in order to enter the place and kill her some more cultists.
Too bad that these Sisters are cultists not of Gyronna, but of Zyphus, eh? :)

Da Cultist |

I personally feel disappointed that we had next to no chance of any improvement of their morality from my attempts, but I can't be all that surprised as they are evil dragons that have lived hundreds of year already. While I agree that the dragons need to be dealt with, a more lawful manor might be in order.
The idea of our usual ambush just does not really sit right with me the more I think about it. We are in a lawful agreement, however crooked conditions they were made (being faced with total annihilation of the city is quite the motivator). The best I can think of is a civilized meeting with them expressing our concerns and with an attempt to deal with them through negotiation. The likely-hood of this working out too well was not nil from what our spell use told us. If things failed a lawful decoration of war should be enacted. This would be with the stipulation that if we lose, they gained control of the kingdom as a motivation not to just destroy it utterly and focus the fight on us (this last part was not my idea, but I liked it).
Personally I just wish we never got into business with these beings, but they have acted surprisingly civil despite their evil nature.
Even if we as a kingdom decide that negotiation is not an option (I still can't see why not) performing an official declaration of war is in order no matter what (at least as far as I am concerned). I just hope I can convincing the rest of the council.

Turin the Mad |

I personally feel disappointed that we had next to no chance of any improvement of their morality from my attempts, but I can't be all that surprised as they are evil dragons that have lived hundreds of year already. While I agree that the dragons need to be dealt with, a more lawful manor might be in order.
The idea of our usual ambush just does not really sit right with me the more I think about it. We are in a lawful agreement, however crooked conditions they were made (being faced with total annihilation of the city is quite the motivator). The best I can think of is a civilized meeting with them expressing our concerns and with an attempt to deal with them through negotiation. The likely-hood of this working out too well was not nil from what our spell use told us. If things failed a lawful decoration of war should be enacted. This would be with the stipulation that if we lose, they gained control of the kingdom as a motivation not to just destroy it utterly and focus the fight on us (this last part was not my idea, but I liked it).
Personally I just wish we never got into business with these beings, but they have acted surprisingly civil despite their evil nature.Even if we as a kingdom decide that negotiation is not an option (I still can't see why not) performing an official declaration of war is in order no matter what (at least as far as I am concerned). I just hope I can convincing the rest of the council.
Negotiation after the initial accord was established has not been attempted. Greed seems to be a powerful motivating factor for your fellow rulers and cohorts.
You declar war upon nations, not individuals, as a general rule of thumb.
Attempting to negotiate will be very interesting.

Captain Sir Hexen Ineptus |

Da Cultist wrote:I personally feel disappointed that we had next to no chance of any improvement of their morality from my attempts, but I can't be all that surprised as they are evil dragons that have lived hundreds of year already. While I agree that the dragons need to be dealt with, a more lawful manor might be in order.
The idea of our usual ambush just does not really sit right with me the more I think about it. We are in a lawful agreement, however crooked conditions they were made (being faced with total annihilation of the city is quite the motivator). The best I can think of is a civilized meeting with them expressing our concerns and with an attempt to deal with them through negotiation. The likely-hood of this working out too well was not nil from what our spell use told us. If things failed a lawful decoration of war should be enacted. This would be with the stipulation that if we lose, they gained control of the kingdom as a motivation not to just destroy it utterly and focus the fight on us (this last part was not my idea, but I liked it).
Personally I just wish we never got into business with these beings, but they have acted surprisingly civil despite their evil nature.Even if we as a kingdom decide that negotiation is not an option (I still can't see why not) performing an official declaration of war is in order no matter what (at least as far as I am concerned). I just hope I can convincing the rest of the council.
Negotiation after the initial accord was established has not been attempted. Greed seems to be a powerful motivating factor for your fellow rulers and cohorts.
You declar war upon nations, not individuals, as a general rule of thumb.
Attempting to negotiate will be very interesting.
Yes you are correct that you cant generally declair war on a none nation but I cant think of a better word for it. Maybe a duel?

Turin the Mad |

Turin the Mad wrote:Yes you are correct that you cant generally declair war on a none nation but I cant think of a better word for it. Maybe a duel?Da Cultist wrote:
Even if we as a kingdom decide that negotiation is not an option (I still can't see why not) performing an official declaration of war is in order no matter what (at least as far as I am concerned). I just hope I can convincing the rest of the council.
Negotiation after the initial accord was established has not been attempted. Greed seems to be a powerful motivating factor for your fellow rulers and cohorts.
You declar war upon nations, not individuals, as a general rule of thumb.
Attempting to negotiate will be very interesting.
A challenge, perhaps? I doubt the Queen will be easily convinced of the veracity of such a thing.

Da Cultist |

A challenge, perhaps? I doubt the Queen will be easily convinced of the veracity of such a thing.
We are a lawful country! Our order must be maintained or we will lose the trust, faith, and stability of the country. Law must be honored or we risk degrading to the same level as the abominations of life that is the undead freaks.
May our laws be divine and everlasting, and our tales of us hold favor eternal as the stone they are carved in! So promises the book!

Turin the Mad |

In just a few hours' time Our Rulers resume "Blood for Blood", Chapter 4 of Kingmaker. They've just finished looting bodies and tossing chunky salsa into the folding boat of gentle repose. The Black Sisters have taunted Her Majesty. Ovinrbaan "Enemy of all Enemies" awaits them somewhere within the Tomb of Armag. Trials and tribulation must be overcome before they may lay claim to the storied blade they desire to have General Varn wield when confronting Reggie and Ozzy the black and green dragons (and their brood and wives).
Will Our Rulers layeth the smacketh down and wrest the favored sword of Gorum from its resting place?
Will they instead die horribly and repeatedly?
14 hours will tell a terrible tale - terrible for whom remains to be seen!
Same hack time, same hack channel!

Turin the Mad |

Make them pay for every step :-)
Oh, they did, they did.
Our Rulers tossed a web into the 80 ft hallway leading into the Tomb of Armag, buffed to the gills, dismissed the web and sent Mr Straw in after a set of prying eyes from da Mystic Theurge picked up on 8 greater glyphs of warding guarding the entryway and 4 more warding each pair of double doors. They also spotted one of the Black Sisters just before she popped the eyes with a silent still dispel magic. Clad in a golden breastplate, wielding an adamantine heavy pick, a gold unholy symbol of Zyphus, headband, spell conponent pouch, and a pair of rings, Black Sister #1 cut an impressive figure. Being young and hawt didn't hurt either.
It took Mr Straw about 3 minutes to disable the hallway full of greater glyphs of warding. As he was dealing with the last one, the Black Sisters fired up their last 4 buffs before dropping the hammer as the last glyph was disabled. A wall of stone closed the doll off from the rest of the group and a greater command "halt" locked him up for the short term.
Our Rulers went to work, moving forward into the hallway, casting additional buffs and disintegrating the wall of stone. A hungry pit swallowed General Varn and nearly nabbed Zin Serina, with a timely feather fall sparing the General from 10d6 falling damage. The put did get to nom on him for a little while at least.
As Our Rulers made their way into the chamber, the unhallowed dimensional anchor put a bit of a cramp in their style - no teleportations for a short time. The Black Sisters' secondary glyphs thwarted summoned stirges from slurping their blood while various protection from energy spells absorbed fireballs & cold ice strikes.
The pair of blade barriers cut the chamber into sections. As Sister #2 was getting hacked up by the General, the Sisters took advantage of their greater spell immunity that enabled them to stroll through their own Bladee Barriers. They'd fired off a waves of exhaustion and generally made things difficult when the smacketh down began in earnest.
In the span of two rounds the Black Sisters fired off their quickened SLA for the "gentle rest" Repose domain ability upon the General - then drove a heavy pick into his brainpan and alnost succeeded in a destruction upon Da Cultist. Two stormbolts at 160 electricity damage each smoked three of the four cohorts and put a serious hurting on the rest of the party. The second one was not nearly as devastating as the first, utterly failing (with 3 nat-1 and a nat-2 on 4 spell penetration checks) to wipe out 4 characters it should have. The King of Cordelon, trusting a bit too much in his Reflex bonus in combination with his ring of evasion was giblitized by the one remaining blade barrier, taking Molly Missy's soul focus with him.
Desperation saw Her Majesty call His Majesty to her side. Shrugging off the second stormbolts, Max followed up on the death of Black Sister #2 with a falcata-delivered a vorpal strike that took the head of Black Sister #1. Then he went back home to care for the Royal Heir.
After resting and replenishing spells, Our Rules easily passed the tests of Strength and Endurance before 1-rounding the Test of Prowess.
Then they booted open the NW secret door into the long hallway. Within that hallway a Dread Exemplar Derghodaemon awaited. Her Majesty panicked. Her Majesty and the nixie druid cohort were temporarily feebleminded. A creeping doom nommed a little bit on a few characters. Two rounds passed as the bug daemon tore into the fighter and the monk with its cursed claws. Sadly, no one died. But, the fighter and the monk have Con damage and hit point damage that the curse has to be properly removed before either can bebeift from natural healing AND magical healing.
Our Rulers have 2 days to deal with the rest of the Tomb before the daemon rejuvenates - or deal with its method of rejuvenation. Oh, and find a caster that is immune to fear to remove the curse either in the Tomb or upon other groun2d sacred to Gorum.
25th September should see Our Rulers continue within the Tomb. The Mystic Theurge is another 7 days' game time from rejuvenating. Of the dolls only Mr Straw remains intact.
Will Our Rulers press on within the Tomb of Armag or will they wuss out and wait for the King of Cordelon to return? I think they should press on, but I'm only the GM.

Turin the Mad |

<does happy Black Sister dance>
Yay for them sister-kin...
no mumm-ra mode?
My players were already crestfallen by the time they put #2 down. >:( The accursed Real Life Monster didn't help matters any as Her Majesty's player had to work PDQ at that point. Mumm-ra mode wasn't well suited to being used at that time due to the unexpected loss of the 6th player. That and her calling in Max (who does ungawdly awful damage with that falcata black blade) put paid to the bandaged fun and joy.
There's one more who will get that treatment ahead of them. She's much nastier than the Black Sisters ... ^__^

Turin the Mad |

Tragedy Strikes! down my computer
Fell and terrible news gentlecritters one and all. My computer has effectively shuffled off this mortal coil, taking with it a thousand hours+ of homebrewed villainous statblocks, side quests, mass combat rules and all the rest. Eventually I'll be able to recover the information ... but not any time soon.
While the campaign will go on, it will largely be on an ad-lib basis relying upon "the Script".
The back-up computer will suffice for day to day affairs at least.

![]() |

Tragedy Strikes! down my computer
Fell and terrible news gentlecritters one and all. My computer has effectively shuffled off this mortal coil, taking with it a thousand hours+ of homebrewed villainous statblocks, side quests, mass combat rules and all the rest. Eventually I'll be able to recover the information ... but not any time soon.
While the campaign will go on, it will largely be on an ad-lib basis relying upon "the Script".
The back-up computer will suffice for day to day affairs at least.
sadface! :(
at least most of your Mass Combat stuff is up here on the boards.
May I suggest a cloud-storage format, like Google Docs, for future development. I love it, and it prevents this from reoccurring...
Sorry that happened.

Turin the Mad |

Turin the Mad wrote:Tragedy Strikes! down my computer
Fell and terrible news gentlecritters one and all. My computer has effectively shuffled off this mortal coil, taking with it a thousand hours+ of homebrewed villainous statblocks, side quests, mass combat rules and all the rest. Eventually I'll be able to recover the information ... but not any time soon.
While the campaign will go on, it will largely be on an ad-lib basis relying upon "the Script".
The back-up computer will suffice for day to day affairs at least.
sadface! :(
at least most of your Mass Combat stuff is up here on the boards.
May I suggest a cloud-storage format, like Google Docs, for future development. I love it, and it prevents this from reoccurring...
Sorry that happened.
I will undertake tutelage in the cloud computing arts at the earliest time frame of reasonableness (as it were).
What went *pouf*: Pitax's revised armies; revised stat blocks for all of Chapters 4, 5 and 6; side baddies: Reggie and Ozzy (the dragons); King Max; Mistah Mwangi; Fluff Gugg; Mirthilda Blaggard the Dreadnaught Troll Antipaladin; Cassandra Slayn; draft noted on Choral and his goodies; draft notes on two other facets post Chapter 6 ... it's painful. That's just the home-brew pertaining to Kingmaker...

Charles Evans 25 |
Sir Turin,
I have combed my email box, and forwarded back to your good self any message I could identify as having originated with you which had an email attachment.
None of it is your more recent work, I fear - Some Savage Tide and Styes stuff, plus one file about Scarwall.
Hoping that there may be something of use to you in there. (I think I saw a mention of Dardapterebos on some of the attachments, so there as at least one very modest sized piece of entertainment perhaps available with a bit of system conversion work...)
(Sir) Charles.
Edit:
Oh yes; and if Dardapterebos should happen to snack upon any PCs, do give your players my very kindest of regards... ;)

Turin the Mad |

Sir Turin,
I have combed my email box, and forwarded back to your good self any message I could identify as having originated with you which had an email attachment.
None of it is your more recent work, I fear - Some Savage Tide and Styes stuff, plus one file about Scarwall.Hoping that there may be something of use to you in there. (I think I saw a mention of Dardapterebos on some of the attachments, so there as at least one very modest sized piece of entertainment perhaps available with a bit of system conversion work...)
(Sir) Charles.
Edit:
Oh yes; and if Dardapterebos should happen to snack upon any PCs, do give your players my very kindest of regards... ;)
^__^ It is tempting, so awfully tempting ... and again many thanks for the forwarded goodies!

Turin the Mad |

Turin when you get everything back I would suggest getting a portable hard drive or at least a 2nd one in any event. I update the backup HD about once every week. I do need to put all this stuff online also in case I have the bad luck of losing both HD's at once.
An external drive has been acquired and Da Monkette's player has been / is performing a raise dead computer ritual. Fortunately, there has yet to be a need for any costly material components. Success appears to be on a system shock basis however, so word on survival has not yet been determined.
We will see soon enough. :)

Da Cultist |

wraithstrike wrote:Turin when you get everything back I would suggest getting a portable hard drive or at least a 2nd one in any event. I update the backup HD about once every week. I do need to put all this stuff online also in case I have the bad luck of losing both HD's at once.An external drive has been acquired and Da Monkette's player has been / is performing a raise dead computer ritual. Fortunately, there has yet to be a need for any costly material components. Success appears to be on a system shock basis however, so word on survival has not yet been determined.
We will see soon enough. :)
(OOC: I hope everything goes well. Best of luck and sorry for your loss.)
I guess my services are not needed, you don't want it to turn into a toaster or blu-ray player.

Turin the Mad |

Turin the Mad wrote:wraithstrike wrote:Turin when you get everything back I would suggest getting a portable hard drive or at least a 2nd one in any event. I update the backup HD about once every week. I do need to put all this stuff online also in case I have the bad luck of losing both HD's at once.An external drive has been acquired and Da Monkette's player has been / is performing a raise dead computer ritual. Fortunately, there has yet to be a need for any costly material components. Success appears to be on a system shock basis however, so word on survival has not yet been determined.
We will see soon enough. :)
(OOC: I hope everything goes well. Best of luck and sorry for your loss.)
I guess my services are not needed, you don't want it to turn into a toaster or blu-ray player.
I would gladly take its being reincarnated into a spiffy 55" 1080p HD LED wall-mountable TV though! ^__^

Da Cultist |

Da Cultist wrote:I would gladly take its being reincarnated into a spiffy 55" 1080p HD LED wall-mountable TV though! ^__^Turin the Mad wrote:wraithstrike wrote:Turin when you get everything back I would suggest getting a portable hard drive or at least a 2nd one in any event. I update the backup HD about once every week. I do need to put all this stuff online also in case I have the bad luck of losing both HD's at once.An external drive has been acquired and Da Monkette's player has been / is performing a raise dead computer ritual. Fortunately, there has yet to be a need for any costly material components. Success appears to be on a system shock basis however, so word on survival has not yet been determined.
We will see soon enough. :)
(OOC: I hope everything goes well. Best of luck and sorry for your loss.)
I guess my services are not needed, you don't want it to turn into a toaster or blu-ray player.
There is always a 1/100 chance of getting a boat. But it is expensive each time you try :P

Turin the Mad |

This coming Sunday our intrepid band of rulers/adventurers resume their quest to obtain the sword of Armag, Ovirnbaane "Enemy of all Enemies". They have to rescue the Queen from her panicked flight, patch themselves up (although these details may have already occured) and acquire the weapon in not more than another day's time (since they have presumably already rested) before the Dread Derghodaemon returns. Somehow they have to remove the daemon's curse from the General/Fighter and Zin Serina/Da Monkette. Since they presently lack accesss to a caster that is immune to fear and able to cast a Remove Curse, I suspect that Limited Wish spells are going to be uttered to effect a solution to this dilemma.
The Cast of Characters:
* Nixie Druid 13 cohort
* Mr Straw, Rogue 13 soulbound doll cohort
* Da Cultist, Cleric 15 - UA cloistered cleric (advanced human, reincarnated half-elf)
* Torsin Tightbutt, Wizard 15 (universalist, advanced elf)
* Zin Serina, Monk 15 (archetypes out the wazoo, advanced human)
* General H. Varn, Fighter 15 (advanced human)
* Eirwen Kirsi, Eldritch Knight 7 / Sorceress 7 (water bloodline, advanced human)
Will Our Rulers prevail against the challenges that remain in Armag's Tomb? Will they take too long to get there? Will they have enough time to do so and throw down with Ozzie and Reggie? Or will the Dread Derghodaemon get to nom on them again?

Turin the Mad |

Our Rulers rested a couple of days, sweeping around the dungeon (away from the derghodaemon's "resting hallway") before entering the cavern. They wiped out the 8 archer-greatsword ranger skeletal champions with a pair of fireballs, swung up into room 11 and ...
Proceeded to impress old Featherboy with a 37 Intimidate by Her Majesty on an unassisted check. Waiving them into the final chamber were another 8 bloody skeletal champion rangers (guide skirmisher archetypes) awaited them. As did Armag the Twice-Born behind closed doors at the top of the stairs across the room from them.
Buffing to the utter gills, the old man closed off the doors behind them (blocking off the recently rejuvenated dread exemplar derghodaemon) while opening Armag's doors.
Since Armag won initiative, he bounded down the stairs, raging mightily and swinging a wickedly crimson-glowing greatsword, slobber flying everywhere while he foamed at the mouth. Acrobatically bounding into the midst of Our Heroes, his pounce ability let him land amidst them and nearly hack down Her Majesty with 3 mighty blows.
A wall of thorns isolated Armag from his skeletal minions, who spent the subsequent 3 rounds attempting to shoulder through the barrier to no effect.
Over the subsequent several rounds he attempted to hack down General Varn (once) and Da Cultist (twice) before the mighty Fighter, tag-teaming him with Zin Serina and a trio of summoned cyclopses courtesy of Da Druid Cohort finally brought him low. Her Majesty, Torsin Tightbutt and Da Cultists' numerous spells were thwarted one and all by Ovirnbaane's counterspelling. The sword told everyone to "Bite It!!" with each successful counterspelling before Torsin and Her Majesty switched over to packling Armag with arcane blasts.
Fetching Ovirnbaane, General Varn elected to hike home with his sixteen skellies as his new honor guard.
Turning their efforts to returing the chunky salsa back to life, they spend five days' time having Zin Serina do the dirty work. They find out that some mercenary leader dude with siege engines in tow along with the Tiger Lord Glenebon Highlanders showed up outside the incomplete walls of Fort Drelev clearly intent upon sacking the place.
Being a craven cur, Baron Drelev immediately capitulated and sent the quintet of hostages with Armag to eventually end up deceased at the business end of the crystal dragon's breath weapon.
Needless to say, Da Mystic Theurge eventually returned with Molly Missy's soul focus in tow a couple of days after this.
Reader's Digest version: Our Rulers kicked ass on an improv session involving an infiltration of Fort Drelev under the guise of visiting nobles with impressive gifts, reconnoitering the 3rd floor drug-food-orgy party (involving multiple stage compound drugs/poisons lacing the beverages, food, smokes and incense). The intent by the "hostesses behind the scenes" was a coup d'etat by way of "death by orgy!".
The orchestrators of this tawdry coup d'etat in the making were the 3 Ladies in Purple, smokin' hawt sisters in countenance with the moral restraints of serpents. Her Majesty whipped out her rod of splendor to raise a magnificent pavilion a short distance outside the northern city walls. While combining limited wishes to effect communal delay poisons, assorted illusions to lure the Ladies Purple (who were entertaining their principle charges, much to the "death with a smile" found on the Baron's face) into a false sense of security whilst the partygoers were stuffing their faces and each other before being sent out to the Party Pavilion. Within the aforementioned pavilion antitodes were administered and toxins extracted via judicious useage of healing kits and Heal skill checks by players no longer in attendance.
Jewel was "accidentally on purpose" abandoned to his messy, yappy, annoyingly not-going-to-be-missed-anymore demise by child gang-stomping. Stupid yappy little sh*t of a dawg.
Her Highness, Magister Stroon and 'General' Ameon Trask were convicted of High Treason, strung from the western gates by the necks until dead and subsequently rest eternall'd to ensure permanent deaths for the lot.
The three Ladies in Purple under purview of true seeing were revealed to be an old foe from long ago: simulacrums of a mummy villainess that long ago murdered them all and set fire to their orphanage - way back in Council of Thieves. It seems they have once more acquired the msytery woman's attentions in some way or fashion.
Our Rulers left off at this state at the tail end of April 4715 (before beginning westward expansion, magic item creation and the annexation of Fort Drelev - to be renamed Numesti in honor of the newly appointed Lord Mayor and Protector Numesti).
P.S.: Eventually they pry the masked memories of Lord Numesti open and piece together that the "mercenary leader" was none other than King Irovetti of Pitax.

Da Cultist |

In the name of the book, impure souls of the living dead shall be banished into eternal rest!
I can't believe this group! First we by vote agree that we should break our contract with the dragons. Now we are actually WORKING with undead! I don't know how long I can put up with these abominations. Maybe I should bow our of the active adventuring with the court and majesty till these undead have left our company. I just want them gone, and attempting to make it happen is very tempting. They are not evil, strange that is, but I just can ignore them for too long. I will just have to put up with them for now; hopefully not for too long.

Turin the Mad |

In the name of the book, impure souls of the living dead shall be banished into eternal rest!
I can't believe this group! First we by vote agree that we should break our contract with the dragons. Now we are actually WORKING with undead! I don't know how long I can put up with these abominations. Maybe I should bow our of the active adventuring with the court and majesty till these undead have left our company. I just want them gone, and attempting to make it happen is very tempting. They are not evil, strange that is, but I just can ignore them for too long. I will just have to put up with them for now; hopefully not for too long.
In light of General Armag/Varn's honor guard of bloody skeletal champions taking up residence in the basement/dungeon of Varn Keep, what is your intention?

Turin the Mad |

Our Rulers spend a few months investing loot into yet more magic swag before tracking down the "brother" dragons Reggie and Ozzy - more accurately, their lair.
Upon arrival, they see an adult red discussing Matters of Importance with Reggie the ancient Black Dragon Loremaster and Ozzy the ancient Green Dragon Eldritch Knight.
The dragons' two dozen wives - now about 5 months along with their next batch of offspring - and two dozen feral hatchling black and green dragon hatchlings frolicked and picnic'd while the "menfolk" were discussing those Matters of Importance.
Our Rulers eavesdropped upon the tail end of this discussion before dropping the hammer. Seems that these feral dragon offspring have been getting handed off to some one named Choral. The red dragon is Choral's emmisarry or one of his emmisarries. Reggie and Ozzy made it clear that their scutage and tribute to Choral has been paid in full.
Already buffed to the nines, Our Heroes drop the hammer from 300 feet out. A pinpoint accurate crossbow bolt confirmed crit from the Nameless Fighter replacement cohort of DMT (King of Cordelon) slapped into the red dragon along with Quickened Cold-ball and a rod-Maximized Cold Fireball that slew the red dragon on the spot via massive trauma.
Our Rulers pressed their advantage of surprise, dropping a Dimensional Lock betwixt the dragons (who were just outside the mouth of the submerged tunnel that let into their lair). Additonal Stuff Happened before both dragons dove into the tunnel that provided a temporary reprieve from the PCs' assault. The hatchlings scattered into the swamp while the wives QMF'd upon their picnic blankets.
Following the dragons into their lair, they found out the hard way that the dragons have a pair of shield guardian stone golems. During the two rounds that passed, the dragons ordered the golems to activate their Shield Other ability while tacking on a handful of buffs apiece. Within the lair the smackdown began in earnest.
Armag-Varn flew past the two golems to engage Ozzy the green dragon with his deadly blade, eating three AoOs in the process. The highlights:
Ozzy made use of Quickened Dimension Door to bounce back and forth between the inside of the lair and just outside the Dimensional Lock near their lair entrance. Reggie dropped a miasma breath weapon that filled the entire tunnel leading to their lair. Reggie was Mazed 3 times before a Dimensional Anchor was used to ensure that he stayed put.
Over the course of the battle Armag-Varn died three times. Each time he was returned to the living via Breath of Life followed by a Heal. Da Cultist similarly died once, returned to life by his armor's Determination property.vthe Namelss Fighter cohort was messily slain by Ozzy while the irate green dragon was outside, buying the PCs a valuable additional round with which to focus fire upon Reggie the black dragon.
In the end Our Rulers, almost all of them severely wounded by spell, acid and the dragons Maul and Mattock of the Titans, wre desperate. The last golem had been returned to its constituent components by Zin Serina. The dolls were either in rough shape or had never been brought out (Mr Straw). Reggie had been put down by a combination of blade and numerous cold spells, his frozen corpse soon to be made into accessories, luggage and armor. Ozzy was in bad shape but was wearing through the PCs in melee with his Mattock of the Titans. whichever one is Gargantuan sized
Her Royal Majesty had been rolling poorly during the majoirty of the fight on her spell penetration rolls. The final shot of the fight was a Disintegrate that followed a Limited Wish to penalize the dragon' next saving throw. Even with the penalty, Ozzy only needed to throw a 4+ to shrug off the worst of the spell's effects. The die is thrown and lo and behold ... a 2! Ozzy was disintegrated, the green particles dissolving into the murky water of his lair's entry tunnel.
Our Rulers made of with roughly 725k gp of loot and swag and the 8 wives that survived the battle. Armag-Varn's body count is now on par with the group's average.
What a slobberknocker!

Turin the Mad |

Now THAT's what I call a session!
It was awesome. About 2/3rds of the way into the slobberknocker Zin Serina came to the realization that this would probably end the campign if they failed to wipe out the dragons. Both of DMT's attempts to feeblemind failed to penetrate the dragons' SR. Mulder "da Cultist" attempted a curse that similarly failed to take effect. That dragons' umbrage at these meat snacks' temerity caused the GM to forget about their Frightful Presence and access to limited wish to effect resotration of hit points.
It was also pretty draining. There's a simplicity to running single-critter baddies which is deceptive in the face of severe action economy deficits. It sucks eggs to have a well-crafted baddy get smoked in a single round due to sheer firepower.
It will be interesting to "Turin-ize" the Chapter 6 baddies (since most of them were lost) with access to the APG, UM and UC instead of "just" the APG. ^__^

Captain Sir Hexen Ineptus |

That dragons' umbrage at these meat snacks' temerity caused the GM to forget about their Frightful Presence and access to limited wish to effect resotration of hit points.
I had actually prepared a good number of quickened reach remove fear spells just for this reason! I was surprised they didn't use their FP. If I was more on my game, I would have opened with a Heightened Major Curse rather than Dimension Lock.

Turin the Mad |

Turin the Mad wrote:I had actually prepared a good number of quickened reach remove fear spells just for this reason! I was surprised they didn't use their FP. If I was more on my game, I would have opened with a Heightened Major Curse rather than Dimension Lock.That dragons' umbrage at these meat snacks' temerity caused the GM to forget about their Frightful Presence and access to limited wish to effect resotration of hit points.
That was a great preparation for you to have - makes me wish I hadn't forgotten the Frightful Presence to reward that preparation on your part. Be sure to keep at least one of those handy in the future ... just an FYI.

Captain Sir Hexen Ineptus |

Captain Sir Hexen Ineptus wrote:That was a great preparation for you to have - makes me wish I hadn't forgotten the Frightful Presence to reward that preparation on your part. Be sure to keep at least one of those handy in the future ... just an FYI.Turin the Mad wrote:I had actually prepared a good number of quickened reach remove fear spells just for this reason! I was surprised they didn't use their FP. If I was more on my game, I would have opened with a Heightened Major Curse rather than Dimension Lock.That dragons' umbrage at these meat snacks' temerity caused the GM to forget about their Frightful Presence and access to limited wish to effect resotration of hit points.
I will see if I can make scrolls with meta-magic feats on them.

Turin the Mad |

Since mid-fall of 2011 all has been quiet at the gaming table. The Real Life Monster is a terrible nemesis at times.
We have a tentative date of 12th February to resume the campaign.
Will Our Rulers triumph against the vast armies marching against the kingdom of Starfall? Will their citizenry be slaughtered by wyverns, giants riding mastadons and bloodthirsty sell-swords out to loot, pillage and plunder (and worse)?
The next session will see the War for the River Kingdoms unfold!

Turin the Mad |

Haven't worked on any stat blocks since, oh, September maybe?
Dardapterebus is beyond their ken since attaining full power. Now, if they are so foolish as to request "the nastiest thing I can throw at them" to conclude the campaign, I would have to oblige them. Happily,indeed joyously!
Sadly, one or more of the players had to deal with the Real Life Monster once more, delaying the War of the River Kingdoms from unfolding in all of its brutal glory until the earliest of the 26th.
Maybe I can finegle a ritual into the campaign ... hrm, that sounds promising, *very* promising indeed. A doomsday weapon to be sure. I LIKE IT!!

Turin the Mad |

I have also been remiss in mentioning that there have been a grand total of 50 player character deaths (temporary or otherwise) during the campaign up to the start of "War of the River Kings". Mostly not temporary.
Celebrate this hallmark - and let's see if they can hit 90 before all is said and done! I need to set the bar I hear ...

Turin the Mad |

As promised, the dragons:
“Reggie” Regiarix CR 19
NE Male Advanced Ancient Black Dragon Loremaster 5 Huge Dragon (Water)
Aura: frightful presence 300’ (ex, Will DC 31 vs. frightened for 5d6 rounds [10 +13 +8 Cha]); strong evil
Initiative: +8
Senses: blindsense 60’, darkvision 120’, low-light x4, normal light x2, see invisible, see ethereal, cannot be flanked, retains DEX bonus to AC even when flat-footed, cannot avert/close eyes to gaze attacks; Perception +48 = +52
Speed: 60’ [ignores 20’ of difficult terrain] | swim 60’, fly 200’ (poor); Climb +26, Fly +21 = +33 using fly, Stealth +22, Swim +27 Space: 15’ / Reach: 10’ (15’ bite) Feint DC: 42 (10 +24 base attack +8 Wisdom)
Hit Points: 515 -579 (198 [22d12 dragon HD] +20 [5d6 Loremaster] +270 CON [10x27] +27 Toughness); DR 15/magic = 64 negative hp
• +38 temp hp false life & greater heroism = 553 hp: ____________________________________________
Defenses: SR 30; immune to acid, paralysis and sleep; resist cold/electricity/fire/sonic 30; greater heroism = immune to fear; shield = immune to magic missile
AC (no gear or spells): 52 (touch AC +32 natural armor); flat-footed AC: 40 | Touch AC (no gear or spells): 20 (10 -2 size +8 dodge +4 Dexterity); flat-footed touch AC: 8
• +4 deflection, +4 force-effect armor: Touch AC: 24 (ff 12); Inc. Touch AC: 28 (ff 16); AC: 60 (ff 48)
• +4 shield spell: Incorporeal Touch AC: 32 (ff 20), AC 64 (ff 52)
SQ: dragon senses, water breathing, swamp stride, sorcerer spell casting CL 16th (concentration +24, DC 18 +SL)
Spell-like Abilities: Caster Level 27th, concentration +35, DC 18 +SL (when applicable)
• Constant: speak with reptiles
• At Will: darkness (100’ radius), insect plague [6 swarms], plant growth
• 1/day: corrupt water [SL 1 | range: 300’ | Will DC 31 – Bestiary page 92]
Base Attack: +24/+19/+14/+9
• Melee AB: +35/+30/+25/+20 (base attack 24 -2 size +12 Str +1 secret)
o Natural Weapons (magical, no gear or spells): bite +35 (2d8+18 plus 4d6 acid), 2 claws +35 (2d6+12), 2 wings +35 (1d8+6), 1 tail slap +35 (2d6+18); SA: crush (2d8+18 / Small and smaller creatures that he can jump or land upon, Reflex DC 38 to avoid being pinned, automatically taking bludgeoning damage during the next round unless he moves off of them – he must succeed at a CMB check to maintain the pin) 58, 58, 31
o +3 Maul of the Titans melee +38/+33/+28/+23 (3d8+21 B | 9d8+63 to objects [average 103.5]), bite +35, 2 wings +35, tail slap +35 | +4 morale attack greater heroism melee +42/+37/+32/+27, bite +39, 2 wings +39, tail slap +39
• CMB (no gear or spells): +39/+34/+29/+24 (base attack 24 +2 size +12 Str +1 secret)
• Ranged AB (no gear or spells): +27/+22/+17/+12 (base attack 24 -2 size +4 Dex +1 secret)
• CMD (no gear or spells): 60 (10 +2 size +24 base attack +12 Str +4 Dex +8 dodge) |= 64 (+4 deflection)
SAVES
• Fortitude (no gear or spells): +25 (base 15 +10 Con) | greater heroism +4 morale = +29
• Reflex (no gear or spells): +19 (base 15 +4 Dex) | greater heroism +4 morale = +23
• Will (no gear or spells): +24 (base 16 +8 Wis) | greater heroism +4 morale = +28
Ability Scores (no gear or spells): 35 Str (+12), 18 Dex (+4), 30 Con (+10), 24 Int (+7), 27 Wis (+8), 26 Cha (+8)
Languages: Aquan, Common and Draconic (native); Abyssal, Auran, Celestial, Ignan, Infernal, Sylvan and Terran (7 bonus from Int); Elven (bonus from Loremaster); Aklo, Ancient Azlanti, Thassilonian and Varisian (4 from Linguistics)
Special Attacks:
• Breath Weapon (Su, 1d4 rounds’ recharge): 20d6 acid, 100’ line, Reflex DC 38 half (10+13+15)
o Dragonfire: full-round action, 20d6 fire, 50’ cone, Reflex DC 38 half
• Acid Pool (Su alternate use of acid breath weapon): 50’ radius, 20d6 acid on initial round, halving each subsequent round [10d6 2nd round, 5d6 3rd round, 2d6 4th round, gone 5th round]
Feats: Toughness (Loremaster Secret), Simple Weapons Proficiency (B), Eschew Materials (B), Martial Weapon Proficiency: Greatclub (B), Skill Focus – Knowledge [arcana] (1st), Silent Spell (3rd), Craft Magic Arms and Armor (5th), Craft Wondrous Item (7th), Craft Construct (9th), Dodge (11th), Agile Defense [total +8 dodge bonus to armor class] (13th), Dragonfire [able to breathe a cone of fire as a full-round action in place of a normal use of his acid breath weapon (which is normally a standard action)] (15th), Extend Spell (17th), Flyby Attack (19th), Hover (21st), Quicken Spell (23rd), Improved Initiative (25th), Nimble Moves/Acrobatic Steps (27th) + (3rd Loremaster Secret)
Skills: 286 dragon skill ranks +55 Loremaster skill ranks = 341 total skill ranks
• Appraise +21 (11 ranks +3 trained +7 Intelligence) | +25
• Bluff +22 (11 ranks +3 trained +8 Charisma) | +26
• Climb +26 (11 ranks +3 trained +12 Strength) | +30
• Craft [alchemy] +38 (27 ranks +3 trained +8 Wisdom) = +40 with masterwork lab | +44
• Craft [armor, sculptures, weapons] +20 (9 ranks each +3 trained +8 Wisdom) = +22 w/ mwk tools | +26
• Diplomacy +22 (11 ranks +3 trained +8 Charisma) | +26
• Fly +21; fly spell @ +33 (22 ranks +3 trained -4 size -4 poor +4 Dexterity) | +25; fly +37
• Handle Animal +16 (5 ranks +3 trained +8 Charisma) | +20
• Heal +22 (11 ranks +3 trained +8 Wisdom) | +26 (+28 using healers’ kits)
• Intimidate +20 (9 ranks +3 trained +8 Charisma) | +24
• Knowledge – arcana +45 (27 ranks +3 trained +2 Lore +7 Intelligence +6 skill focus) | +49
• Knowledge (remaining 9 skills) +15 (3 ranks each +3 trained +2 Lore +7 Intelligence) | +19
• Linguistics +14 (4 ranks +3 trained +7 Intelligence) | +18
• Perception +38 (27 ranks +3 trained +8 Wisdom) | +52
• Perform [oratory] +15 (4 ranks +3 trained +8 Charisma) | +19
• Sense Motive +22 (11 ranks +3 trained +8 Wisdom) | +26
• Spellcraft +37 (27 ranks +3 trained +7 Intelligence) | +41
• Stealth +26 (27 ranks +3 trained -8 size +4 Dexterity) | +30
• Survival +22 (11 ranks +3 trained +8 Wisdom) | +26
• Swim +27 (4 ranks +3 trained +12 Strength +8 racial) | +31
• Use Magic Device +38 (27 ranks +3 trained +8 Charisma) | +42
Sorcerer Spell Casting (CL 16th, +24 concentration, DC 18 +SL): spell options: Extend, Silent and Quicken
• Cantrips (6: dancing lights, detect magic, mage hand, prestidigitation, read magic, spark; DC 18): x
• 1st Level (8/day, 6 known: ant haul, chill touch, feather fall [V, immediate], magic missile [8 missiles], shield, shocking grasp (16d6 electricity melee touch - +3 attack vs. metal armor/weapons); DC 19): x
• 2nd Level (8/day -4 resist energy x4, 5 known: false life (1d10+16 temporary hp for 16 hours), glitterdust, gust of wind, resist energy [resist 30 for 160 minutes], see invisible; DC 20): x
• 3rd Level (8/day -2 extended false life [32 hours], 4 known: dispel magic, explosive runes, fireball (16d6), gentle repose; DC 21): x
• 4th Level (8/day, 4 known: dragon’s breath (16d6), dimension door [V], greater invisibility, ice storm; DC 22): x
• 5th Level (7/day -1 4x extended shield [64 minutes], 4 known: cloudkill, cone of cold (16d6, 60’ cone), major creation, telekinesis [16 objects, up to 400 lbs, 1/round CMB +24 to bull rush, disarm, grapple or trip | violent thrust: 160’ @ +32 attack bonus per object – a 400 lb dense, hard object deals 16d6 damage]; DC 23): x
• 6th Level (7/day, 3 known: antimagic field, geas/quest {V only], symbol of stunning [m]; DC 24): x
• 7th Level (6/day, 2 known: limited wish [m – 1500 gp diamond, V only], power word blind [V only]; DC 25):x
• 8th Level (4/day, 1 known: polymorph any object; DC 26): extended or silent 7th level; quickened 4th level
Note that Reggie can craft alchemical (bestiary 2 page 135), ice, iron and stone golems (bestiary pp 158-163). With Ozzy providing discern location, they can craft shield guardian versions of the alchemical, ice and stone golems.
Gear and treasures
• +4 ring of protection, keyed to shield guardian (32k) [CL 12th, strong abjuration]
• 3/day metamagic silent armband (same as the rod, does not take an item slot) (11k) [CL 17th, strong]
• 26 x 1,500 gpv diamonds (to fuel limited wishes) worn as a necklace underneath any humanoid garb (39k)
• Shield guardian stone golem, advanced, 20 HD (same size)
• 1 portable hole (containing his construct and alchemical laboratory apparatus as well as masterwork tools sets for crafting armor, sculptures and weapons) (20k) [CL 12th, strong conjuration]
• +4 bracers of armor (generated armor appears to be scale mail comprised purely of magical force) (16k) [CL 8th, moderate abjuration]
• 1 headband of eyes: (120k) [CL 11th, moderate divination]
o 120’ darkvision, see ethereal and invisible 120’
o see in all directions: cannot be flanked, retains DEX bonus to AC even when flat-footed; unable to avert or close eyes when dealing with a gaze attack
o +10 competence bonus to Perception; item can be blinded by targeted light or continual flame
• 2,000 gp gear:
• +3 greatclub = Huge Maul of the Titans / +34,680 gp [640 lbs., x3 vs. objects, hardness 11, 70 hit points]
“Ozzy” Ozyrrandion CR 19
NE Male Advanced Ancient Green Dragon Fighter 1, Eldritch Knight 3 Gargantuan Dragon (Water)
Aura: frightful presence 300’ (ex, Will DC 32 vs. frightened for 5d6 rounds [10 +13 +9 Cha]), strong evil
Initiative: +7
Senses: blindsense 60’, darkvision 120’, low-light x4/normal light x2, see invisible & ethereal 120’, cannot be flanked, retains DEX bonus to AC even when flat-footed, cannot avert/close eyes to gaze attacks; Perception +48 = +52
Speed: 40’ [ignores 20’ of difficult terrain] | swim 40’, fly 250’ (clumsy); Climb +27, Fly +19 = +37 using fly, Stealth +25, Swim +35 Space: 20’ / Reach: 15’ (20’ bite) Feint DC: 45 (10 +27 base attack +8 Wisdom)
Hit Points: 517 -540 & disintegrated (207 [23d12 dragon HD] +30 [4d10 class] +270 CON [10x27]); DR 15/magic
• +38 temp hp false life & greater heroism = 555 hp: _____________________________________________
Defenses (no gear or spells): SR 30; immune to acid, paralysis and sleep; resist cold/electricity/fire/sonic 30; greater heroism = immune to fear; shield = immune to magic missile
AC (no gear or spells): 50 (touch AC +33 natural armor); flat-footed AC: 39 | Touch AC (no gear or spells): 17 (10 -4 size +8 dodge +3 Dexterity); flat-footed touch AC: 6
• +4 deflection, +4 force-effect armor: Touch AC: 21 (ff 10), Inc. Touch AC: 25 (14 ff), AC: 58 (ff 47)
• +4 shield spell: Inc. Touch AC: 29 (18 ff), AC: 62 (ff 51)
SQ: camouflage, dragon senses, trackless step, water breathing, woodland stride; sorcerer spell casting CL 16th (concentration +25, DC 19 +SL)
Spell-like Abilities: Caster Level 27th (concentration +36), DC 19 +SL
• At Will: charm person (DC 20), dominate person (DC 24), entangle (DC 20), plant growth, suggestion (DC 22)
Base Attack: +27/+23/+18/+13 (23 dragon hit dice +4 class)
• Melee AB: +37/+32/+27/+22 (base attack 27 -4 size +14 Str) weapon options: quick draw, arcane strike
o Natural Weapons (magical, no gear or spells): bite +38 (6d6+23/19-20), 2 claws +37 (2d8+14), 2 wings +37 (2d6+7), 1 tail slap +37 (2d8+21); SA: crush (4d6+21 / Medium and smaller creatures that he jumps or lands upon, Reflex DC 38 to negate being pinned, taking bludgeoning damage automatically should he make the CMB check to maintain the pin); tail sweep (2d6+21 / half-circle with a 30’ radius extending from any intersection of his space in any direction, if those within the sweep are Small or smaller; Reflex DC 38 halves damage); greater heroism bite +42, 2 claws +41, 2 wings +41, tail slap +41
o Natural weapons, -7/+14 Power Attack: bite +31 (6d6+37, 19-20), 2 claws +30 (2d8+28), 2 wings +30 (2d6+21), tail slap +30 (2d8+35); greater heroism bite +35, 2 claws +34, 2 wings +34, tail +34
o +3 Mattock of the Titans +40/+35/+30/+25 (4d6+24/x3), bite +38, 2 wings +37, tail slap +37; w/ arcane strike mattock (4d6+28/x3), bite (6d6+27/19-20), claws (2d8+18), wings (2d6+11), tail slap (2d8+25)
o +3 Mattock of the Titans w/ Power Attack: +33/+28/+23/+18 (4d6+38/x3), bite +31, 2 wings +30, tail slap +30; greater heroism mattock +37/+32/+27/+22, bite +35, 2 wings +34, tail +34; arcane strike mattock (4d6+42/x3), bite (6d6+41, 19-20), claws (2d8+32), wings (2d6+25), tail slap (2d8+39)
• CMB (no gear or spells): +45/+40/+35/+30 (base attack 27 +4 size +14 Str)
• Ranged AB (no gear or spells): +26/+21/+16/+11 (base attack 27 -4 size +3 Dex)
• CMD (no gear or spells): 66 (10 +4 size +27 base attack +14 Str +3 Dex +8 dodge); flat-footed CMD: 55; +4 deflection = CMD 70 (59 flat-footed)
SAVES
• Fortitude (no gear or spells): +27 (base 17 +10 Con) | +31
• Reflex (no gear or spells): +17 (base 14 +3 Dex) | +21
• Will (no gear or spells): +22 (base 14 +8 Wis) | +26
Ability Scores (no gear or spells): 38 Str (+14), 16 Dex (+3), 30 Con (+10), 26 Int (+8), 27 Wis (+8), 28 Cha (+9)
Languages: Aquan, Common and Draconic (native); Abyssal, Auran, Celestial, Elven, Ignan, Infernal, Sylvan, and Terran (8 bonus from Int); Aklo, Ancient Azlanti, Thassilonian and Varisian (4 from Linguistics)
Special Attacks (no gear or spells):
• Breath Weapon (Su, 1d4 rounds’ recharge): 20d6 acid, 60’ cone, Reflex DC 38 half (10+13+15)
o Dragonfire: full-round action, 20d6 fire, 60’ cone, Reflex DC 38 half
• Miasma (Su alternate use of acid breath weapon): 20d6 acid, cloud to a 20’ radius emanation, Reflex DC 38 half, halving / round after 1st <20d6, 10d6, 5d6, 2d6, done>| dispersed by a strong wind in 1 round.
Feats: Simple Weapons Proficiency (B), Eschew Materials (B), Martial Weapons Proficiencies – all (B), Exotic Weapon Proficiency – repeating crossbow (B), Dodge (exchanged for Tower Shields feat), Agile Defense [total +8 dodge bonus to armor class] (exchanged for Shields feat), Light Armor Proficiency (B), Medium Armor Proficiency (B), Quick Draw (exchanged for Heavy Armor feat), Improved Initiative (1st), Silent Spell (3rd), Improved Natural Attack - Bite (5th), Power Attack (7th), Improved Critical - Bite (9th), Nimble Moves / Acrobatic Steps (11th) & (13th), Dragonfire [able to breathe a cone of fire as a full-round action in place of a normal use of his acid breath weapon (which is normally a standard action)] (15th), Extend Spell (17th), Flyby Attack (19th), Hover (21st), Quicken Spell (23rd), Weapon Focus - Bite (Ftr 1st @ 24th), Arcane Strike [swift = +4 weapon damage for 1 round] (EK 1st @ 25th), Expanded Arcana [+2 5th level] (25th), Weapon Specialization - Bite (27th)
Skills: 322 dragon skill ranks (14x23) +40 class skill ranks (10x4) = 362 total skill ranks
• Appraise +21 (10 ranks +3 trained +8 Intelligence) | +25
• Bluff +34 (22 ranks +3 trained +9 Charisma) | +38
• Climb +27 (10 ranks +3 trained +14 Strength) | +31
• Craft [carpentry, stonemasonry, traps] +23 (12 ranks each +3 trained +8 Wisdom) = +25 mwk tools | +29
• Diplomacy +22 (10 ranks +3 trained +9 Charisma) | +26
• Disable Device +13 (10 ranks +3 Dexterity) | +17
• Fly +19; fly spell @ +37 (27 ranks +3 trained -8 size -6 clumsy +3 Dexterity) | +21; fly +41
• Handle Animal +22 (10 ranks +3 trained +9 Charisma) | +26
• Heal +21 (10 ranks +3 trained +8 Wisdom) | +25 (+27 with healers’ kits)
• Intimidate +22 (10 ranks +3 trained +9 Charisma) | +26
• Knowledge [engineering] +26 (15 ranks +3 trained +8 Intelligence) | +30
• Knowledge [all but engineering] +14 (3 ranks each +3 trained +8 Intelligence) | +18
• Linguistics +15 (4 ranks +3 trained +8 Intelligence) | +19
• Perception +38 (27 ranks +3 trained +8 Wisdom); +10 competence = +48 | +52
• Profession [architect, engineer] +26 (15 ranks each +3 trained +8 Wisdom) | +30
• Ride +16 (10 ranks +3 trained +3 Dexterity) | +20
• Sense Motive +21 (10 ranks +3 trained +8 Wisdom) | +25
• Spellcraft +21 (10 ranks +3 trained +8 Intelligence) | +25
• Stealth +25 (27 ranks +3 trained -8 size +3 Dexterity) | +29
• Survival +21 (10 ranks +3 trained +8 Wisdom) | +25
• Swim +35 (10 ranks +3 trained +14 Strength +8 racial) | +39
• Use Magic Device +39 (27 ranks +3 trained +9 Charisma) | +43
Sorcerer Spell Casting (CL 16th, +25 concentration, DC 19 +SL): spell options: Extend, Silent and Quicken
• Cantrips (6: DC 19): dancing lights, detect magic, mage hand, prestidigitation, read magic, spark
• 1st Level (9/day, 6 known: ant haul, feather fall [V, immediate], magic missile [8 missiles], sculpt corpse, shield, shocking grasp [16d6]; DC 20): x
• 2nd Level (8/day -4 resist energy x4, 5 known: create pit, glitterdust, gust of wind, resist energy [resist 30 for 160 minutes], see invisible; DC 21): x
• 3rd Level (8/day, 4 known: blood biography, dispel magic, lightning bolt, spiked pit; DC 22): x
• 4th Level (8/day, 4 known: acid pit, dimension door [V], dragon’s breath (16d6), greater heroism; DC 23): x
• 5th Level (8/day -1 4x extended shield [64 minutes], 6 known: cone of cold (16d6), hungry pit, passwall, telekinesis [16 objects, up to 400 lbs, 1/round CMB +24 to bull rush, disarm, grapple or trip | violent thrust: 160’ @ +32 attack bonus per object – a 400 lb dense, hard object deals 16d6 damage], teleport [personal plus up to 5 willing Medium creatures or equivalent], transmute mud to rock; DC 24): x
• 6th Level (7/day -1 shadow walk, 3 known: disintegrate, shadow walk, veil [concentration +16 hours (D)]; DC 25): x
• 7th Level (6/day -1 extended veil [32 hours], 2 known: limited wish [V, m = 1,500 gp diamond], power word blind [V]; DC 26): x
• 8th Level (4/day -4 4x extended greater heroism [64 minutes], 1 known: discern location [to assist “Reggie” in crafting shield guardian alchemical, ice and stone golems in addition to its more conventional uses]; DC 27): extended or silent 7th level; quickened 4th level; extended silent 6th level; twice-extended silent 5th level; quickened silent 3rd level; extended silent quickened 2nd level; twice-extended silent 1st level; thrice-extended silent 4th level
Gear and Treasures
• +4 ring of protection, keyed to shield guardian (32k) [CL 12th, strong abjuration]
• 3/day metamagic silent armband (same as the rod, does not take an item slot) (11k) [CL 17th, strong]
• 26 x 1,500 gpv diamonds (to fuel limited wishes) worn as a necklace underneath any humanoid garb (39k)
• Shield guardian stone golem, advanced, 20 HD (same size)
• 1 portable hole (containing his construct and alchemical laboratory apparatus as well as masterwork tools sets for crafting armor, sculptures and weapons) (20k) [CL 12th, strong conjuration]
• +4 bracers of armor (generated armor appears to be scale mail comprised purely of magical force) (16k) [CL 8th, moderate abjuration]
• 1 headband of eyes: (120k) [CL 11th, moderate divination]
o 120’ darkvision, see ethereal and invisible 120’
o see in all directions: cannot be flanked, retains DEX bonus to AC even when flat-footed; unable to avert or close eyes when dealing with a gaze attack
o +10 competence bonus to Perception; item can be blinded by targeted light or continual flame
• 3,452 gp gear:
• +3 Mattock of the Titans / +36,652 gp [CL 16th, strong evocation and transmutation, 120 lbs, hardness 16, 190 hit points]
• +4 heavy repeating crossbow, Gargantuan: 35,200 gp/ (96 +8 =) 104 lbs./ hardness 5, 40 hit points
• w/ efficient bolt clip (holds 120 Gargantuan bolts, 8 lbs) +1,800 gp (8 gp per 5 bolts = 192 gp for 120 bolts) (300’ range increment, 4d8 piercing, 19-20): 120 whetstone-sharpened bolts
o Ranged Attack: +30/+25/+20/+15 = +34/+29/+24/+19 including greater heroism (4d8+5, 19-20)
Veil disguises Reggie and Ozzy as massively muscular wood elves wearing dark green scale mail armor, greek-style helms with green-dyed hair crests that run front to back and various bits of jewelry featuring gold, emeralds and diamonds. Reggie has his maul, while Ozzy has his mattock and heavy repeating crossbow.
The golems guard the entrance into their lair complex.
What Arcane Sight Sees:
Ozzy (Gargantuan Green Dragon)
• Strong auras of abjuration (ring plus another five ‘hung’), enchantment (one), evocation (crossbow), illusion (one), necromancy (one), transmutation (mattock) and no school (armband jewelry)
• Moderate auras of abjuration (glowing scale armor) and divination (helmet)
Reggie (Huge Black Dragon)
• Strong auras of abjuration (ring plus another five ‘hung’), enchantment (one), evocation (maul), illusion (one), necromancy (one) and no school (armband jewelry)
• Moderate auras of abjuration (glowing scale armor) and divination (helmet)
Concentration reveals that either dragon has strong arcane spell-casting.
True Seeing reveals that they are dragons under strong illusion magic.
Advanced 20 HD Shield Guardian Stone Golems (2 – 1 each for Reggie and Ozzy) CR 15
Neutral Large Construct
Initiative +1 Speed 20’ Space/Reach: 10’/10’
Senses: darkvision 60’, low-light vision; Perception +2
Defense
AC: 30 (touch +20 natural armor); flat-footed AC: 29
• Touch AC: 10 (10 -1 size +1 Dex); flat-footed touch 9
Hit Points: 140 each (20d10 [110] +30 size), fast healing 5; transmute mud to rock cures all lost hit points
• Reggie’s (140): ____________________________________________________________
• Ozzy’s (140): _-120_____________________________________________________________
Fort +6 (base 6), Reflex +7 (base 6 +1 Dex), Will +8 (base 6 +2 Wis)
DR 10/adamantine Immune construct traits, magic
Weaknesses: transmute rock to mud targeted on a stone golem slows for (2d6) rounds; stone to flesh negates DR and immunity to magic for 1 round (Fortitude negates)
Combat
Base Attack +20 CMB +38 (base 20 +1 size +17 Str); CMD 49 (10 +20 bab +1 size +17 Str +1 Dex)
Melee 2 slams +36 (2d10+17) [base 20 -1 size +17 Str]
SA: Slow (Su, free action once every 2 rounds, 10’ radius burst from itself, Will DC 20 negates, duration: 10 rounds)
Ability Scores: 44 Str (+17), 13 Dex (+1), -- Con, -- Int, 15 Wis (+2), 1 Cha (-5)
SQ: Find Master (Su), Guard (ex – when ordered to do so, the wearer of its bonded ring imposes a -2 penalty on all attack rolls against the wearer), Shield Other (Sp) [standard action, must be within 100’, transfers half of all damage taken from wearer to the golem, bypassing the golem’s own defenses], Spell Storing (Sp) [can store 1 spell of 4th level or lower, then “cast” it later when commanded to do so or when a predefined situation arises]; veil disguises them to appear as stone giants wearing dark green scaled mail, greek-styled helmets with front-to-back crests of green-dyed hair with stone clubs.
Da Hordes: 96,000 gp in gold coin for each of the dragons’ beds.

Turin the Mad |

And of course tomorrow sees the War of the River Kings beginning in earnest.
I hope no one wusses out on me. :(
Will the kingdom of Starfall be looted, pillaged and plundered? Will the Grand Army of Starfall march forth and crush the bastards of Pitax underfoot before laying siege to Pitax proper?
Will Our Rulers take the pansy way out and attempt to cut the heads off the hydra?
Starfall's armies are ready, Pitax's armies are ready, it is time ... FOR WAR!!
Pre-script: They had cleared out Whiterose Abbey in an undocumented session before the long hiatus beginning in mid-October'ish. According to my notes they wasted the wererat and his mini-onions. Satisfied that the rumors of a "cloudkill of mass destruction" was not in the offering, they returned to Starfall, rejected King Irovetti's offer to attend a tournament at the beginning of July 4717 A.R. and went about their business.
The War of the River Kings begins in earnest on the morning of 8th July 4717 A.R. as the "Three Knives" divisions' guns open fire on hapless Tombstone.
On Starfall's Eastern Frontier lays the 5 district city of Tombstone. Home to the 500-strong Tombstone Rangers (3rd level ranger cavalry) and the extraordinarily expensive 500-strong Mastadon cavalry - ridden by half-elf druid archers that have cared for and trained this mighty pachyderms for war, they're Starfall's "oliphaunts". It took 4 years and 8 months to train them, costing vast sums of BP. They've just really gotten settled in from their last patrol when Pitaxian banners unfurl (completed only 3 months prior to the war).
Our Rulers have Large armies of exceptional troops in addition to more than a few regiments and battalions. All of their troops ride heavy horse as a general rule. Starfall has gained renown as prime horse country for its "Stardale" horse stock.
A regiment is a Colossal army. A battalion is a Gargantuan army.
Preparing to sack Tombstone are the Catspaw Marauders - elite mercenary cavalry 500 strong [Huge army] - attached to Pitax's "Three Knives" Division.
The "Three Knives" Division is comprised of 2 regiments of musket master gunslingers on light horse with a battalion of woodcraft elf scouts that on foot are as fast as horse. They have just brought to bear their 2 batteries of cannon upon the fortifications of Tombstone during the night hours. This division's banner depicts a man with two daggers already buried in his back about to be stabbed in the back by a third dagger.
All told the "Three Knives" is comprised of four thousand musketeers and a thousand elves with the services of 500 elite cavalry and 2 batteries of cannon.
Acting immediately via crystal ball, they locate most of the other forces of Pitax, a scant 3 days' march from Fort Numesti on the western banks of the Slough. These forces are converging from the west, northwest, southwest and south to envelope the town in force.
500 trolls march against Numesti along the road from Pitax alongside Kob Moleg's 500 mastadon-riding mercenary hill giants. Two batteries of cannon accompany these armies. They will arrive on the afternoon of 11th July.
The Seven Glenebon Highlander tribes have each committed a battalion of their most psychotic that will approach Numesti from the south on the afternoon of 11th July.
A day's march behind the trolls and giants are Pitax's "Cyclops" and "Deadly Deuces" Divisions. Each division has the services of a battalion of woodcraft elf scouts, 4 regiments of musket infantry, each towing a battery cannon with their light horse, and 2 squadrons [each 500 strong] of hippogriff air cavalry. These divisions will arrive at Numesti on the 12th of July. Yes, each of these two divisions has 8,000 musket infantry, 4 batteries of siege engines and 2,000 hippogriff 'air cavalry'.
The "Cyclops" division is lead by the notorious General Graul. Its banner depicts a deformed man with a single eye.
The "Deadly Deuces" division's banner depicts a pair of playing cards: the deuce of diamonds and the deuce of spades.
It is suspected that Pitax has some additional forces that they were unable to locate in any detail.
Short Version:
Tombstone, the easternmost city of the Kingdom of Starfall, is about to be besieged or assaulted by 5,500 combined enemy troops (1 Huge cavalry army, 1 Gargantuan 'scout' army, 2 Colossal armies each with a battery of cannon). This battle begins on the morning of the 8th of July, 4717 A.R.
Numesti, the westernmost border of the Kingdom of Starfall is staring doom in the face a scant 3 days' march away: 500 trolls with a battery of cannon, 500 mastadon-riding giants with a second battery of cannon and seven thousand rabid Glenebon Highlanders set to arrive around Numesti from the west and south on the afternoon of the 11th to begin the assault on the morning of the 12th to begin the battle of Fort Numesti.
Worse, Pitax's main army comprised of 4 battalions of hippogriff cavalry and 8 regiments of musket infantry towing 8 additional batteries of cannon and 2 battalions of elf scouts are likely to arrive on the afternoon of the 12th. These guns, if necessary, can be brought to bear against Numesti on the morning of the 13th. These two divisions number roughly 42,000 men in total (21,000 per division).
It is suspected that two "flights" of wyverns (each said to number 500 strong) and several battalions of militia are also at Pitax's disposal under General Graul's command. Where these forces are Starfall is presently unable to discern.

Turin the Mad |

Glad I reviewd this - the war begins 8th July 4718 A.R., a year later, if my records are accurate. I'll have the accurate start date for tomorrow's inevitable AAR on the war proper.
After all, we don't want to sack a kingdom before they've built up a proper treasury to loot!
Stay tuned for roughly dinner time tomorrow (EST) to catch at least the opening battle or three.
Will the military genius of General Graul, the CC&C of Cassandra Slayn and the dastardly deviousness of King Irovetti prove a match for Queen Eirwen Kiersi and her hyper-capable staff of miscrreants?
Will the War of the River Kings be a proper bloodbath? How many commoners and assorted hapless NPCs will sufffer the horrors of winner-take-all war as it exacts its grim harvest across the northern River Kingdoms? Will Pitax assume its rightful rule?
What other twists await our unsuspecting monarchists?