Signup
Welcome to... Canonfire! World of GreyhawK
Features
Postcards from the Flanaess
Adventures
in Greyhawk
Cities of
Oerth
Deadly
Denizens
Jason Zavoda Presents
The Gord Novels
Greyhawk Wiki
#greytalk
JOIN THE CHAT
ON DISCORD
    Canonfire :: View topic - The Temple of Elemental Evil (Ragnar's PBeM)
    Canonfire Forum Index -> Campaign Journals & General Online Play
    The Temple of Elemental Evil (Ragnar's PBeM)
    Author Message
    GreySage

    Joined: Oct 06, 2008
    Posts: 2788
    From: South-Central Pennsylvania

    Send private message
    Mon Apr 08, 2013 10:10 pm  

    ragnar wrote:
    Well, they were younger dragons . . . Also, I can't recall a party making friendly with a black dragon. They did good there.


    Yes, the use of Black Dragons was particularly interesting. Given that all Black Dragons can inherently breathe underwater, they are obviously much more “comfortable” in a wet/damp environment. Trapping them in the dry and dusty Earth Node would be suitable punishment for a misdemeanor against Zuggtmoy. (Draconomicon – The Book of Dragons, page 201) Wink

    A Black Dragon would have an overpowering urge to escape this place, which is what your characters needed, considering the following statement: "Mean as the proverbial polecat, fiercely territorial, vain and perpetually hungry {a Black Dragon} tends to breathe acid first and consider the consequences later." Shocked

    The publication goes on to state: "{A Black Dragon is} bloodthirsty, ill-humored and rapacious . . . treacherous and unforgiving . . ." Yep! The use of Black Dragons for this was an intriguing choice. Being trapped in the Earth Node served as just the right motivation for the Dragons to overcome their natural desire to simply slaughter and eat the PCs, leading to a cooperative effort to escape the Node. Of course, when you consider that "treacherous" part, there's no telling what might happen before these mismatched "allies" finally escape the Nodes! Evil Grin

    ragnar wrote:
    The nodes, for all their danger, were shaping up to be good fun . . . Yep, Nodes are good fun. I think at this point I really started to contemplate expanding them even further.


    And the Nodes definitely offer some interesting possibilities and opportunities for expanding the module. Nicely done, Ragnar! Cool
    _________________
    Mystic's web page: http://melkot.com/mysticscholar/index.html
    Mystic's blog page: http://mysticscholar.blogspot.com/
    Master Greytalker

    Joined: Aug 09, 2001
    Posts: 655


    Send private message
    Sat Apr 13, 2013 11:58 am  

    CAMPAIGN JOURNAL - The Air Node - 2

    Cast of Characters:
    Berenn: Half-elf Priest of St. Cuthbert /Ranger (6/6)
    Elrae: Human Bard (7)
    Gotrek: Dwarven Battlerager (6)
    Hepla: Human Mage (kind of a witch) (6)
    Isilme: Dark elf Bladesinger/Song Mage (5/5)
    Noot: Human Thief (7)
    Taki of the Hill People: Human fighter (7)
    Thorgrim: Dwarven Cleric/Fighter (6/6)
    Vestron Orcburner: Elven Fighter/Mage (5/5)

    NPC: Elmo and a bunch of men (scouts from Hommlet, actually I think there are only three left!)

    After the party rests, Elrae will take a souvenir from the dragon, a large tooth to impress the ladies with back home. "We should salvage as much of this dragon corpse as we can, so many spell components to choose from."

    Hepla looks unhappy, but says nothing. However, Thorgrim points out that they have no way to carry anything, so they must leave the carcass.

    "Too bad," says Gotrek, holding a scale that he ripped off. "These make good armor."

    While you are getting ready to leave, you see two large creatures flying into and through the caverns. As they get closer, you see they are griffons, and riding on each one is a large giant.

    Islme casts spectral force of a big black dragon, standing over the white dragon corpse and looking none too happy about the intrusion. It will issue a challenging roar and leap off the ledge towards the intruders. The giants turn and fly away as soon as the see the dragons appear.

    Isilme then casts Invisibility and follows them to another ledge on the far side of the large cavern. She comes to realize that it's getting very cold here. The wind is blowing pretty strongly, and she sees ice beginning to appear along the walls. The ledge itself is fully covered in snow and ice, and the temperature is extremely cold. Isilme wraps her cloak tighter and keeps moving, muttering something about hot chocolate and a warm fire. She returns and fills the party in on what she found.

    There are two frost giants guarding the ledge, and in the cavern beyond are a half-dozen griffons. In another chamber to the right are more giants. There is a way to walk up to the ledge, but it's a long and risky walk along a ledge which gets covered in snow and ice up above.

    Vestron says, "I can think of no creatures more potent than cloud giants to guard such a treasure. Apart from djinn, but djinn are not creatures of evil."

    "I say we should avoid those giants at all costs," says Elrae. "One swing of a club and you'll have to be scraped of the floor. All of the encounters here are distractions from out goal. We need to find the Air Lords of this node. I suggest looking in another cavern."

    "I see some options," says Isilme. "I can hit the giants with a dragon illusion as that is pretty believable at this point, or I can we try to convince them we are trying to help them leave - either like the dragons or the rock lords."

    "Why not fry them," says Taki?

    "My wand is lost," says Vestron, "and I fear I have not the power to deal effectively with giants. Deception would be best then. However, if this does not work, then we shall bathe them in fire."

    The party makes their way over to the long climbing ledge leading up to the giants, using an Invisibility in 10'r spell provided by Hepla to sneak across the node. Unfortunately, the players then fall into a long argument about how to proceed. As is typical, Gotrek solves the problem with another rash act.

    Gotrek looks at Thorgrim and then at Taki. "Screw it!" He sprinkles his dust of disappearnce on himself as he runs up the sloping ledge, singing his war song.

    "He didn't take his speed," says Elrae, who then casts haste on the other fighters.

    Vestron ignites his flame blade and joins the charge singing an elven battle song.

    At first the giants come up to the edge and look around, but with everyone standing around Hepla and her Invis 10'r spell, they can't see anything. The just hear this strange singing getting closer. Soon they see the flame of Bonefire far below them, as Vestron too starts up the ledge. Laughing, they pick up boulders.....

    "Hmmm .... charging up a hill with boulder throwing giants on it?" mutters Berenn. Berenn will wait a moment and see how this pans out. Preferably under a ledge so no boulders or bodies will fall on him.

    Elrae ducks with him, nodding his agreement, followed by Noot, also nodding emphatically.

    Islme flies up, but stays back because attacking stone-throwing giants who have uphill advantage is dumb, even for a battle-rager.

    [Cormac player OOC: Yeah, but he isn't dumb. He is using his dust of disappearance, so they can't see him. All they can see is poor, poor Vestron. ]

    [Isilme OOC: Touché. I forgot he used the dust, it was Vestron who plays the elvish battle rager.]

    The giants throw two boulders down the cliff-face towards Vestron. Hepla attempts to levitate one, but the force is too great; the strain was more than she could bear. One crashes into Vestron [17], and the giants roar with delight! Luckily, he doesn't fall off the ledge.

    Vestron sheathes Bonefire, casts Camoflauge, leans back against the wall, and disappears. The giants throw their boulders, which just bounce off the wall without hitting anyone. The then start scratching their heads, while one calls out to others in the next cave.

    Berenn will use the rope of climbing and his elven cloak and boots, hopefully scaling the wall unnoticed.

    The next thing you know, there is a loud commotion at the top as Gotrek begins to lay into the frost giants with his axe. Isilme sees one of the giants fall off the ledge, his leg cut in two. She can't see Gotrek, but he kills another Frost giant just in time for four more to come out from the rear cavern.

    Out of a bottom cavern off to the right of you come two more giants, even bigger than the frost giants. They look around, but since everyone's invisible, they can't see anyone. The giants at the bottom split up. One stands guard down there while the other moves up along the ledge towards the top, coming up behind Vestron.

    Berenn climbs up over the edge, just in time to dodge to the side as a frost giant topples over him. There are four frost giants there on this large ledge/cave, and they are fighting against an invisible Gotrek, whose passage is obvious by all the footprints in the snow.

    Suddenly a lightning bolt erupts amongst them, cast by Vestron who also has reached the top. It hits two of the frost giants [10] [8], who don't seem very happy about it. They look where it came from and grin when they see Vestron standing in the snow at the far side of the ledge.

    Down below, the large giant looks up when it hears the sound of the lightning bolt. The other giant is still moving up the ledge. Taki charges out and hits the giant from behind [22] with his maul, becoming visible.

    Berenn moves up and attacks the giant, hitting for [15]. Vestron casts mirror image, and the giant moves up and slams one of his duplicates, nearly falling over. Gotrek keeps attacking the other two.

    Down below Taki hits again, slamming the giant in the leg [16]. Noot slips his other dagger out and moves up behind the giant, backstabbing it twice. He hits both times, doing [14] and [14] with nice double-backstabs! The giants stumbles to one knee, swinging behind him at Noot, who rolls out of the way. Taki then hits him again on the top of his head [20], crushing it. With a crack, squish, and groan, the giant slumps to the ground!

    Elrae will sing a song of encouragement, +2 now because he plays the Cittern of Calen Sirthe.

    Noot slips back under the rising ledge, as Taki looks around for another enemy. Up above, he sees the giant moving up towards Vestron, so he starts up the ledge himself.

    The giant sees him and throws a boulder at him, hitting him for [12]. Taki keeps moving forward.

    Elrae starts to sing, but Hepla stops him. "Sshh. They can't hear you anyway. Let's go check out these lower chambers where the other giants came from." Together, you start moving that way.

    You also notice, now that Hepla and the others have moved off, that Elmo and a scout have begun climbing up the rope, while the other two are firing their bows at the cloud giant about half-way up the cliff face. Each hits once [2] [4].

    Vestron draws Bonefire, which ignites and quickly gets the giant's attention. Vestron then hits the frost giant that is trying to attack him [9]. Berenn hits the giant he is facing as well [6]. Berenn is struck in return with an axe [13], and then misses with his 2nd attack.

    The giant attacking Vestron hits another mirror image, which disappears as his axe swings through it. He curses in giantish! [BTW, you created 5 images, and now there are only 3]

    The other two frost giants are still fighting Gotrek, or at least so it seems, since you can't see Gotrek!

    Berenn casts Aid, gaining [7] hp back. The giant promptly hits him again [16].

    Vestron misses the giant, which strikes another mirror image [down to 2 left].

    Taki closes on the giant about half-way up the ledge, and attacks. He misses and the giant slams him hard with the boulder it was holding [14], then draws its mace. Taki's helm is twisted around by the blow and dented. [he is blind until it's fixed which requires a dex roll!]

    Vestron slips under the frost giant's legs, and fires a lightning bolt straight up [28]. The giant roars in pain and stamps off, hitting another one of Vestron's mirror images in the process. He REALLY looks mad now.

    Berenn hits his giant again [10] and is hit in return [15]. Meanwhile, another frost giant goes down, it's leg cut out by Gotrek.

    Suddenly two griffons fly out past everyone and take off into the large central area.

    On the ledge, Taki fixes his helm, and is hit by the giant againn [17]. The scouts have continued firing, and hit the giant once [6].

    Berenn casts Cure Moderate Wounds, healing [10], as Isilme makes an illusion of a white dragon, rising up over the cliff edge. The giant sees it and flees back into the interior. It is hit by the invisible Gotrek, who takes it's right foot off with a swing of his battleaxe [38]. Nice critical! It falls flat on its face, rolling in agony and screaming.

    Vestron casts another mirror image, creating 4 more duplicates. The giants swears as it swings and destroys another one. [5 left now]

    Elmo and the scout have come up the rope this turn, joining Berenn at the edge. They seem just as afraid of the dragon as anything else, until Berenn says "It's just Isilme," he hopes....

    Halfway up the sloping ledge leading up the clifface, Taki take another blow from the cloud giant [19], and he fails to hit it back. One of the scouts hits the giant with another arrow [4].

    Elmo and the scout fire arrows, hitting the last giant [6] [6]. [Nice job redshirts! ]
    Berenn runs up and finishes off the fallen giant with a thrust through its wide open mouth! The other giant turns to hit Berenn, and it is hit from behind by the invisible Gotrek. It swings wildly backwards, connecting solidly with something [?]. You hear the hit as well as the thud about 20' away where Gotrek must have landed.

    Isilme drops the illusion and casts a reduce (reversed enlarge) on the frost giant. He immediately shrinks to 50% his size and looks around with a confused and fearful look!

    Vestron fires Magic Missiles from his fingertips which hit the cloud giant again [10] as he rolls through it's legs. The giant hits another image [4 left].

    On the ledge, Taki hits the giant [15] and is hit again himself [17]. The scouts fire, hitting 4 times, including a critical! [5] [5] [1] [12] He is riddled with arrows and not looking so good, though neither is Taki. However, it just grunts and continues swinging, though with less strength and greater abandon.

    Elmo and the scout fire at the frost "non-giant" hitting him once [3]. Berenn backs off, casting another CMW [10] on himself. The shrunken giant flees back into the other chamber, and is hit by the invisible Gotrek as he does [20]. The archers fire twice more hitting him again [4]. It is then hit again [15] by Gotrek.

    Vestron moves away from the giant, firing more Magic Missiles at it. [11] The giant charges up into the mirror images, and hits another [3 left].

    Isilme flies over, steps onto the ledge, and takes in the scene.

    On the ledge, Taki hits the giant, blasting away part of its lower jaw and sending it toppling backwards. Taki then leans back against the cliff wall, exhausted, as the cloud giant falls from the ledge.

    Vestron fires more Magic Missiles, which streak into the giant [7]. The giant hits again, taking out another mirror image [2 left: Vestron has gotten quite lucky!]. Berenn charges behind it and buries his sword in the thing's back [15]. It drops to its knees, and Vestron finishes it off with a slash of Bonefire, opening its neck!

    Elmo and the scout take a couple of shots at the last giant, one hitting [2]. They also hear Gotrek grunt, apparently hit by one of their arrows. Gotrek and the giant continue to fight.

    Isilme, still invisible, slips off to check out the further caverns.

    Suddenly, the two griffons dive back in behind Elmo and the scout, attacking them from behind. Both are hit pretty bad, and are held helpless, grabbed in their talons.

    Berenn turns to tell Elmo to fire on the lower giants, when he sees the him and the scout each being attacked by griffons. They drop their bows and draw swords as the griffons continue their attacks. The scout has his face nearly bitten off, and he drops his sword from his dead fingers, but Elmo seems to fend off the griffon, and even delivers a good blow with his sword [12]. Berenn rushes over and attacks the griffon, hitting it with his longsword [12].

    Meanwhile, Gotrek finishes off the last, shrunken giant.

    Simultaneously, Vestron, seeing the giants dealt with, takes out his scroll and reads off the fireball spell. He sends it below, where it erupts around the two frost giants [13] and killing the one that Taki just hit with the rock!

    Berenn and Elmo both hit the griffon, killing it, while the other griffon flies off carrying the other scout with it. Vestron then hits it with his last Magic Missile which brings it down. Whether or not the scout was dead before, he is now after about a 100' fall!


    ***Meanwhile, down below***

    Down below, Hepla and Elrae go around the corner and can see that there are 2 more frost giants in the left cavern, guarding a stockade with about a dozen prisoners. Ahead is a large cavern which gradually slopes up towards the steep steps leading up to the last few caverns above. There is another large giant (yes, they are cloud giants) in this cavern, moving towards you.

    Down below, Hepla and Elrae hold still as the cloud giant approaches. The cloud giant comes to a point nearly on top of the invisible duo and calls out to the frost giants guarding the stockade. They rush over to join it, preparing weapons. Each picks up a small boulder, while holding a large axe in its off-hand.

    As they move on passed Hepla and Elrae, Elrae whispers, "Hepla we should rescue those prisoners while the giants are distracted. Just be prepared to use that fireball if any frost giants come by. Snowfang won't be as useful here but we'll have to try."

    The cloud giant and two frost giants move off towards the exit of the caverns, leaving them free to check on the prisoners. Before you can make your way over there, Thorgrim, whom I forgot, but was sneaking around with Hepla and Elrae, uses his Scroll of Flame Strike, dropping it on the three giants. [10] [14] [39] The Cloud giant takes the brunt it, and the giants look around outside for what happened, and see only the two archers.

    Unfortunately, Thorgrim appears, not realizing how invisibility worked. "Crap!" mutters Thorgrim. Then to the others he says, "Hepla, check on the prisoners. I've got this." With that, he prepares for battle, though it seems the giants have not seen him yet, as he is actually standing behind them.

    The archers fire their bows at the giants, hitting the cloud giant once [6]. The two frost giants throw boulders, each hitting a different scout [9] [11] and knocking both out of the fight with sickening crunching sounds. Suddenly, a dead giant slams into the ground with an immense thud, making the three giants look that way. [This is the giant Taki knocked off the ledge!] When the dust clears, they see the dead giant, and the wounded Taki halfway up the sloping ledge, leaning back against the wall bruised and battered [and down to about 10 hit points!]

    The cloud giant sees Thorgrim out of the corner of his eye and turns just in time to get a pick in the groin [30]. The cloud giants crumples over and drops to the ground. Thorgrim barely rolls out of the way, losing his pick under the giant. The two frost giants turn towards him grimly.

    Noot is still hiding....

    Taki drinks a potion of EX-Healing healing [25], then begins to move back down the ledge. Hepla lets the invisibility disappear, as Elrae uses Snowfang to destroy the lock and open the gate to the cage in which the prisoners are being kept.

    Outside at the foot of the cliff, Thorgrim casts Strength of Stone on himself, raising his strength to 20 as he grabs his battleaxe from his back. The giants move up against him. The first swings and hits the other giant as Thorgrim ducks under its swing [22], but the other hits Thorgrim [13] with an axe.

    Taki looks around and finds one small boulder which he can drop on a giant. He lifts it above his head with two hands and hurls it out. It slams into one giant's head [20] and drops it to the ground.

    Thorgrim leaps atop the downed and burning giant, swing his axe at the last one and hitting it with his axe [22]. The giant smacks him off him [15], sending Thorgrim flying back towards the cliff face.

    Thorgrim gets up and retrieves his axe, as Taki, unable to find anything elses to throw, makes his way back down. Standing beside Thorgrim, the two nod to each other as the wounded giant grimly waits. They then turn back and charge.

    The giant hits Thorgrim with his axe as they approach [20], but Taki takes a swing at the giant, hitting for [22] and caving in its knee. As if falls to the ground, Thorgim hits it in the back of its head, burying his pick in its skull. As it twitches, Thorgrim twists his pick savagely.

    "Fights over!" he says, stepping up on the thing's neck and wrenching his pick free.

    Taki slumps down, wounded badly/

    Thorgrim, leans against him. "You look like I feel!"

    ***

    Inside the cavern, the others move up to the stockade where they find a half-dozen half-starved people, including a female elf matching Vestron's sister's description!

    [ooc: I know the fight's confusing. There are two frost giants up top, one shrunk down fighting Gotrek now and the other fighting Vestron (and his mirror images). Also on the top ledge are Isilme, Berenn, Elmo, and a scout. Taki is on the narrow ledge which leads from the ground floor to the top. At the foot of the cliff face are two frost giants facing Thorgrim, the two scouts being knocked out. Inside the left-hand cavern on the ground floor, Hepla and Elrae, still invisible, have found the prisoners.]

    Elrae addresses the prisoners. "We have traveled far to rescue you. M'lady I am with Vestron Orcburner, your brother, I assume. I swear to protect you all as my brave comrades engage these giants in mortal combat."

    The elf maiden comes forward, declaring herself as the Countess Tillahi of Celene, sister of Vestron. She asks that you please take her to her brother."

    With the battle ended, the party checks on each other, especially the two scouts down below. One is dead, the other nearly so. Thorgrim is able to save him, and a couple of spells later he is up and around, but shaken. Berenn moves deeper into the upper caves, following Gotrek's footsteps in the snow. "Don't worry, laddy," calls Gotrek. "I ain't berserk no more! Just lookin' fer more giants to chop down. Nothing here but a couple more a dem birds though."

    Berenn sees two more griffons yet chained up in the back of the cavern. They are younger griffons, and have not been broken by the giants yet. There is also a griffon egg in the nest.
    Lots of PMs happened, and then there was a site outage which caused us to lose some stuff. So, a quick summary. Berenn calmed the griffons, and with spells and ranger abilities gained friendship with them. These two are brothers, and the egg will be a younger sibling. They are very sad about their parent's deaths, but blame the giants who captured them and beat them often. He promised to set them free and help them get out, and they agreed to follow him. Vestron also reunited with his sister. Too bad I don't have those posts! :( Finally, Isilme found the gem they were seeking, as well as another gate, this one a water symbol which indicated that it lead to the Water Node.

    The party rests, then makes their way back to the dragons, which agree to come with them, especially after some more healing. One note is that they used Falrinth's staff which Hepla had been carrying around. It was a Staff of Withering, and she offered to use it on the black dragon, Arrhenius. He took her up on the offer, and amazingly you find that expending two charges heals him completely as it ages him! Arrhenius is amazed, not just by the staff's healing, but that Hepla and the others are so eager to help him.

    Islme approaches Vestron. "I think someday you will be a great leader for your people, but at times it seems you rush headlong needlessly into destructive situations and actions like the humans I have met. I admire your bravery, but in I think in order to lead your people well someday you will have to temper your actions with patience and careful planning. Perhaps born under the sun, your passions burn more wildly than myself who was born in the underdark, a world more cold and calculating. Now that you have found your sister I hope you will find that balance, for the worry could be seen in your eyes since the day we met. Regardless, I offer you these guantlets of ogre strength, all I ask is that if you leave us to return to your people or go to your final rest that they be returned to me. I have much to learn from my sun raised brother and sister elves, perhaps a little of your passions and valor? Until then, I think they would be far more useful in your hands." She hands him the guantlets, then smiles and bows.

    "Well," says Vestron, "That's mighty white of you." [sorry, had to include that quote, as it cracked me up!]

    The party takes stock of their items, looking for things to help in the Water Node. Hepla wears a cloak of the Manta Ray, while Isilme has a Ring of Water Walking. They also have three wizards (including Countess Tillahi now) and can cast lots of water breathing if needed. So, they move back to the gate to the Water Node and prepare to move on. Actually, they need to spend some time while they share spells.

    Elmo and the remaining scout stay behind to guard all the freed people, while the rest of the party prepare to enter the Gate to the Water Node. Thorgrim takes off his armor, leaving it with Elmo and borrowing Hepla's spare Bracers. Elrae follows his lead, stripping off his chainmail too, though Taki and Gotrek refuse to do so.

    "We'll take our chances," says Taki.

    Gotrek just grumbles. "You kin have me armor when you take it offa me stinkin' corpse!"

    "Dwarves sink you know," says Elrae.

    Gotrek just shrugs.

    The party steps together into the large Gate symbol, the air around them shimmers, and then, SPLASH!!! They find yourselves in the Water Node!
    GreySage

    Joined: Jul 26, 2010
    Posts: 2701
    From: LG Dyvers

    Send private message
    Sat Apr 13, 2013 8:11 pm  

    Excellent battle with the giants, Ragnar! Happy That was one mighty critical hit in the groin with the pick! Shocked

    My own players are looking forward to the chance to go toe-to-toe against some giants, but are only 5th level at the moment, so they are willing to wait.

    SirXaris
    _________________
    SirXaris' Facebook page: https://www.facebook.com/SirXaris?ref=hl
    Master Greytalker

    Joined: Aug 09, 2001
    Posts: 655


    Send private message
    Sun Apr 14, 2013 7:00 am  

    I have had some problems with the power of this party. It's not the magic items, for natural item attrition takes care of that. It's the 2nd ed rules and the number of characters. It makes them extremely tough.

    In light of that, I've made two adjustments. I either up the number of foes for certain battles, if I want them to be more "epic", or I up creature hit points. I basically just use max hit points for monsters now. No more rolling. It's easier, and it does add that little bit of difficulty which has leveled things out a bit.

    At times, however, I take this even further and use 3rd ed hit points. For instance, when they fought the ettins I used 3rd ed hit points. Rather than 80 hit points (max in 2nd ed), they now had 100. It's a small change, but it helps. However, on some creatures, like the dragons, it was a huge change. The white dragons in the Air Node had HD 5 (hp 10), 6 (hp 42), and 6 (hp 48). Those were actually 1st ed numbers. I went all the way to 3rd (and dropped them from 3 to 2 dragons. The first was killed primarily by the black dragon in an epic dragon vs dragon battle; however, the party (i.e. Gotrek) killed the second. It had 3rd ed hit points. Here it had 142, being a young adult. Had I gone with the original hit points, the dragon would have died almost instantly.

    I just let my players know that I do this, and that they should NOT rely on their D&D knowledge to assume anything. I "may" go by-the-book, or I "may" totally change things. Rather, I want them to consider how their characters would REALISTICALLY react in a situation. The players may think, "hey, it's just a young dragon, no sweat!" However, it should still cause concern and a bit of awe for the characters. Because of my stat and hit point changes, many thing now do have this effect.

    It's a slippery slope though, and takes quite a bit of tweaking to maintain the balance. Usually I succeed. They only time they REALLY were upset was actually when I tripled the number of ghouls in the moathouse crypts. I very nearly had a TPK there. Somebody who had the module looked it up afterwards and complained that I doubled the number of ghouls. I said, "Doubled? I did NOT do that!" The, even more emphatically, I added, "I TRIPLED THEM!!!"
    GreySage

    Joined: Oct 06, 2008
    Posts: 2788
    From: South-Central Pennsylvania

    Send private message
    Mon Apr 15, 2013 1:38 pm  

    SirXaris wrote:
    . . . but are only 5th level at the moment, so they are willing to wait.


    Hey! Are you the same guy who contributes to TPK Games? Confused

    I'm watching you! And reporting any such weakness! Evil Grin

    ragnar wrote:
    It's the 2nd ed rules . . .


    Bah! Hum buggery! Razz

    ragnar wrote:
    I either up the number of foes . . . or I up creature hit points.


    Don't forget the AC! You can always increase the creature's AC. I do that often, along with hit points. The "basic" monsters are "made" with 1st and 2nd level characters in mind. Never be "scared" to increase their individual ACs when pitting them against "stronger" PCs. Especially when you have some "fighter" type with a +12 to hit . . . or something equally ridiculous. rolleyes

    And remember, even though 2nd Edition is my favorite, I'll be the first to tell you that they are merely guidelines -- even suggestions -- bend them as you will! Wink

    ragnar wrote:
    However, on some creatures, like the dragons, it was a huge change.


    Forget Editions "here" and add it on! Dragons should never be easy, irregardless of the Edition used.

    ragnar wrote:
    The white dragons . . . had 142 (hit points), being a young adult.


    So? Change it! Why does it need to be a "young adult?" White and Black Dragons are not among the most powerful of the Metallic Dragons. Older Dragons of those types could just as easily be trapped in one, or more, of the Nodes. Wink

    ragnar wrote:
    I just let my players know that I do this . . .


    Doh! Don't give them a "heads-up!" And don't let them game with the Monster Manual at their side! Only your Core Books should be there, for your use! Razz

    ragnar wrote:
    Somebody who had the module looked it up afterwards and complained that I doubled the number of ghouls.


    So? Razz

    You're the DM! The Moat-house has as many ghouls as YOU say it has . . . not the Module! Which is just another "guideline," by the way. Any Module needs to be adjusted and fitted to your campaign and your PCs' abilities. Wink

    Altogether, an excellent read! Laughing Laughing Laughing

    I'm enjoying your campaign immensely, so keep it coming! Happy Cool
    _________________
    Mystic's web page: http://melkot.com/mysticscholar/index.html
    Mystic's blog page: http://mysticscholar.blogspot.com/
    Master Greytalker

    Joined: Aug 09, 2001
    Posts: 655


    Send private message
    Tue Apr 16, 2013 3:21 pm  

    I totally get what you're saying. I actually do tell them that I can, and will, do what I want. Rules are only suggestions for the DM. They hate that!

    I like the AC thing. I do that too, by giving things a bit of a dex bonus or better armor. Whatever it takes. Of course, sometimes they fight good old-fashioned kobolds. I mean, they are tough; they should wade through adversaries sometimes!
    GreySage

    Joined: Oct 06, 2008
    Posts: 2788
    From: South-Central Pennsylvania

    Send private message
    Tue Apr 16, 2013 7:13 pm  

    ragnar wrote:
    Of course, sometimes they fight good old-fashioned kobolds.


    Remember -- for your players, irregardless of their level -- the problem with Kobolds is that they wait for your party to go to sleep to attack and the tribes will unite whenever their "mountain" home is invaded . . . meaning they will attack in the hundreds!

    Even a 20th level Fighter can't swing his sword that many times before he's exhausted and . . . kobold dinner!


    Mwahahahahahahahahaha!


    So, no need to disparage kobolds, or to quit using them . . . just add more of them! In attacking your party, they are just a little suicidal. Evil Grin
    _________________
    Mystic's web page: http://melkot.com/mysticscholar/index.html
    Mystic's blog page: http://mysticscholar.blogspot.com/
    Master Greytalker

    Joined: Aug 09, 2001
    Posts: 655


    Send private message
    Wed Apr 17, 2013 5:16 am  

    Mystic-Scholar wrote:
    ragnar wrote:
    Of course, sometimes they fight good old-fashioned kobolds.


    Remember -- for your players, irregardless of their level -- the problem with Kobolds is that they wait for your party to go to sleep to attack and the tribes will unite whenever their "mountain" home is invaded . . . meaning they will attack in the hundreds!

    Even a 20th level Fighter can't swing his sword that many times before he's exhausted and . . . kobold dinner!


    Mwahahahahahahahahaha!


    So, no need to disparage kobolds, or to quit using them . . . just add more of them! In attacking your party, they are just a little suicidal. Evil Grin


    True, very true. Wait until you read about their foray into what they subsequently named the Impenetrable Kobold Fortress of Death! A few were short a couple-hundred exp from a level-up, so they sought out some easy pickings. It really didn't work out that way......
    GreySage

    Joined: Jul 26, 2010
    Posts: 2701
    From: LG Dyvers

    Send private message
    Wed Apr 17, 2013 11:11 am  

    ragnar wrote:
    True, very true. Wait until you read about their foray into what they subsequently named the Impenetrable Kobold Fortress of Death! A few were short a couple-hundred exp from a level-up, so they sought out some easy pickings. It really didn't work out that way......


    Nice! Laughing I'm looking forward to reading your PCs version of being handed their egos back to them by kobolds.

    SirXaris
    _________________
    SirXaris' Facebook page: https://www.facebook.com/SirXaris?ref=hl
    GreySage

    Joined: Oct 06, 2008
    Posts: 2788
    From: South-Central Pennsylvania

    Send private message
    Wed Apr 17, 2013 12:21 pm  

    "By the gods! What just happened? They were just . . . kobolds!" Shocked Evil Grin


    Mwahahahahahahahahaha!
    _________________
    Mystic's web page: http://melkot.com/mysticscholar/index.html
    Mystic's blog page: http://mysticscholar.blogspot.com/
    Master Greytalker

    Joined: Aug 09, 2001
    Posts: 655


    Send private message
    Fri Apr 19, 2013 9:48 pm  

    CAMPAIGN JOURNAL - The Air Node - 2

    Cast of Characters:
    Berenn: Half-elf Priest of St. Cuthbert /Ranger (6/6)
    Elrae: Human Bard (7)
    Gotrek: Dwarven Battlerager (6)
    Hepla: Human Mage (kind of a witch) (6)
    Isilme: Dark elf Bladesinger/Song Mage (5/5)
    Noot: Human Thief (7)
    Taki of the Hill People: Human fighter (7)
    Thorgrim: Dwarven Cleric/Fighter (6/6)
    Vestron Orcburner: Elven Fighter/Mage (5/5)

    NPC: Elmo and one scout. Vestron's sister, Countess Tillahi. A group of freed prisoners of the giants. Two black dragons. Two griffons.

    The Water Maze is a great indoor ocean, a magical place suitable to both salt and freshwater beings. The ceiling of the great cavern casts a soft moonlight-bright glow. From the central pool, one might imagine the place to be a tropical atoll; but danger lurks throughout. The air is changeable, once a lilting warm breeze and then suddenly a chilling draft. Swirling eddies in both the water and the air produce sudden changes in waves at any time. Mists rise from the water, adding an air of mystery and suspense to the visually peaceful setting.

    Newcomers to the Node land with a splash in the central pool area, which is only 10 feet deep and protected from most of the sea dwellers by a coral reef. A coral ridge surrounds this area, fencing a pool about 75' by 450' in size. Within the area are several rock and coral outcroppings, jutting 10-30 feet above the surface of the water.

    Everyone in armor immediately sinks. The scouts only have leather armor, and can swim to the nearest land. The non-combatants get there too, with some help as it turns out only one can swim. Berenn uses his Rope of Climbing to tie a line and get them to shore. Taki and Gotrek, glad to have water-breathing ability, see where people are swimming and start to walk that way. About the time you guys all get up on dry land, the dragons appear, making a huge splash. They swim around the area a bit before making their way towards you. Berenn's griffon's don't seem to like the water, but they take off flying and then land next to him. While walking along the bottom, Gotrek and Taki find a potion and a rod. The Rod is engraved with the symbols of Zodal, God of Mercy and Hope, a man's hand partially wrapped in gray cloth.

    ""A rod engraved with the holy symbol of Zodal," says Elrae, taking a look at it. "I've heard of these. They will heal those that are gravely injured or maybe even raise those recently slain from the dead. Let's guard this powerful and goodly item."

    Accerbia will offer to take Hepla around. She flies her in a large circuit around the node, and Hepla takes note of a few things she spots. In the NE part of the node, where it is much colder, she sees a couple of frost giants enjoying a swim. She sees some other creature which she doesn't recognize, and once they see a huge dragon turtle which glances up at them before diving back underwater again. The sheltered lagoon directly to the east has a large shelf of dry land, where they spot some people. There is a large star-shaped gate there, with a symbol matching that found in the Fire Temple. At least you now know where that is.

    She also figures out that there are underwater shelves scattered around. She sees movement underwater of things on and around some of them. There are a few relatively flat areas, and those rocks which break the surface are almost all universally steep, sharp crags.

    Hepla goes to the water's edge and while waiting for the party to decide where they want to go looks down at the water plants to see if any of them would be good to add to her herbs. If she sees some she will jump in and pick some. Anyone looking at her sees that her hat stays on even underwater.

    "The dragon turtle would seem to be the most logical guardian for the next gem," says Berenn. "The problem will be getting enough of us close to it. We might be able to harass it into coming on land ... perhaps strafe it a few times from above?"

    "I am fluent in draconic," says Elrae. "Remember when dealing with dragons flattery will get you farther than anything else. Complement them on their shiny shells and marvel at how wonderful they are."

    After long discussions, the party decided to check the large land area to the NE, so that's where they went.

    While the dragons offer to carry the party over, being able to take four at a time, Isilme just walks over there, while Hepla decides to use her Cloak of the Manta Ray for the first time. Hepla is amazed how the cloak changes when she enters the water, actually adhering to her and making her look like an aquatic creature. She finds she can breath the water, and enjoys a nice swim about as she heads towards the horseshoe-like island.

    While the others are still moving towards the island, Hepla swims around the entire island, and finds that there is a large underwater shelf, bordered by a stone wall which was obviously built. Inside the area she sees about 100 or so people, well they look like people but with mermaid tails. A patrol of about 20, armed with tridents and some kind of crossbows, swims by her, taking a look as they pass by and then out of sight around the far side of the island. There seem to be another 20 or so guarding the area of the wall.

    As she swims back to report, she sees a shadow overhead. It is the dragons flying overhead, and you see them carrying a couple of characters in each claw. The are carrying everyone except the scouts and non-combatants. They land on the island, dropping off everyone. You see Isilme is already there, and hurry over to her and the others to report. As you do so, you see that there are a couple of "windows" underwater on this side of the island, and you see mermen in them, watching in your direction.

    Hepla goes back into the water, and as her cloak changes, she sees the patrol coming towards her menacingly. There are about 20, and they are about 100' away. You are right at the water's edge. Hepla casts TONGUES and tries to talk to them. "Greetings, we are new here and seek audience with your leader."

    They immediately stop, surprised that you can speak their language. They look at each other, then one of them comes forward, motioning to the side where you see some large deadly looking fish were circling around you. They back off as he approaches.

    "I am Caeruleus," he says, looking up and apparently taking in your companions on the island behind you. He holds his trident defensively, but no longer threateningly. You are amazed at the beauty of his body. His tail is a deep blue shimmering color that takes on a jewel-like sparkle when caught in light. His hair is dark and skin is a chocolate brown. His eyes sparkle like pearls.

    "And I am Hepla, these are my friends. We seek to confer with your leaders as to the nature of this place and how we may leave it. May we have safe passage with you and your patrol? And may I say your colors are some of the most beautiful I have ever seen, if that does not embarrass you."

    He does blush, or what passes for blushing amongst mermen. He signals to the others, and then comes even closer. "Ah, you wear a Cloak of the Manta Ray." He then laughs, "I wondered how a ray was talking to me! Are you from the surface world?"

    "I am, I am from a surface forest where I live with my mother and grandmother. Are you native to this node or are you from another world?"

    "We are from the Solnor Ocean. One day we simply ended up here, wherever this is, in this every growing expanse of water. It is full of dangerous creatures, and only our numbers has kept us safe. Come, I shall take you to our leader."

    OK, the party can move across the island to the other side, where they find an underwater shelf, about 10 below the surface of the water. They can see the mermen moving about it, and the mermen look up quite apprehensively, especially at the sight of the dragons, which happily stay upon the taller peaks of the island where they can look out over the area. They will wait for you there, though they seem very concerned with Hepla's whereabouts, following her movements with their keen vision.

    Hepla pops her head up out of the water, and tells you of her conversation with Caeruleus. Seeing as you have the water breathing spells, anyone who wishes to come may do so. Actually, I think everyone is capable of breathing water except for I think Isilme, who just used her Ring of Water Walking. Anyway, she's invisible, and nobody really ever knows where she is unless she WANTS them to know it!

    Pretty much everyone goes along. Caeruleus and another half-dozen guards lead you through a cavern under the island. You see there are many various tunnels and chambers under the island, all underwater. You head through a larger one, until you come to a chamber that is larger and more ornate, decorated in shells with seaweed curtains and such. Upon a throne made from the skull of some very large sea creature, you find a merman with a coral crown. A trident leans beside him, and he is attended by another half-dozen warriors. Caeruleus introduces you to Ronan, their leader, and you quickly find out that he speaks Common.

    Ronan tells you how they found themselves here, somehow transported from their home in the Solnor Ocean. They have lived here over a decade, though it's hard to tell as there is no day and night here. Nevertheless, it's been long enough for young to have been born to the few females with them. They took this area as their home, and have defended it over the years from the Ixitxachitl and Koalinth, both of whom now seem to leave them alone. They have longed for a way home, and are near to despair.

    "King of the mermen," says Hepla. "We want away from here as well, we seek a gem that could help us all find our way back to whatever we call home. If you do not know of this gem then what is the most powerful water creature here, that would be a good place to start since on the last two nodes the gems were guarded by very powerful beings?"

    "The most powerful creatures are probably the two Dragon Turtles that live here, though there are certainly other powerful denizens as well," says Ronan. "To the west, especially, are the Varrdig Grues. To the NE are the frost giants, in an icy part of the area. To the far south are the Dragon Turtles. To the SE are the Sea Hags. The area to the north is territory of the Ixitxachitl and Koalinth, and a small tribe of Merrow dwell in the island north of them. There are wandering elementals, water weirds, and other aquatic elemental creatures as well, as well as a daemon." He looks at you, shaking his head. "I'm sorry, it could be anywhere."

    The mermen can tell you a little about them. The grue is a sinister, lurking presence in the dark places of the earth. Its favorite diet is adventurers, but its insatiable appetite is tempered by its fear of light. No grue has ever been seen by the light of day, and few have survived its fearsome jaws to tell the tale. The mermen are plenty familiar with everything here, in fact, and will fill you in on any creature. When you ask about the gem, the mermen get into a bit of an argument regarding who has them. There was a human bard here a few years ago, and he seemed to think that there were four gems which are needed to open the nodes. Nobody has actually verified where they are, but the grues and the daemon are the two most likely places.

    Hepla succeeds in scrying the grues, though all she sees is a dark cavern. There is some kind of glowing mold on the walls, which casts an eerie light, barely allowing her to see. The cavern seems mostly full of water, except for a small section towards the rear, a tiny shelf upon which is a short pedestal. Upon the pedestal rests a large aquamarine. You see nothing else, though the mermen say the grues are virtually invisible in water.

    "We need to get that gem," says Elrae. "A distraction perhaps while our stealth team goes in and grab it."

    The party works on a plan, while Hepla talks to Caeruleus about the underwater plant life. Hepla promises that if at all possible they will return. She looks at her new friend and takes his hand and says, "Besides you owe me a swim and a lesson in marine herbology."

    "If all goes well, we can have that swim in the real world," he says. With that, he takes his leave as he must go back on patrol. The mermen take you through a secret stair that emerges on dry land above, and you find the dragons there, talking to an invisible Isilme. You fill her in on the plan, and together you all go across to where the humans are, promising to come back for the mermen.

    When you reach the ledge where the humans are, they run for cover from the dragons, with a couple actually running to the gate to the fire node before you can do anything.

    "SILLY HUMANS!" says Arrhenius as he sets down on the shelf, watching the couple of people shimmer and disappear into the Fire Node.

    As you calm the humans down, Taki recognizes one of his original party, the magicuser Darley whom he thought had been killed. She is a comely female human, dressed in ragged robes that were once a fine wizard outfit. She wears an amulet on her forehead, has a very nice necklace with gemstones, and carries a staff with a large crystal held in its gnarled end.

    Hepla, after Taki has the chance to say hello to Darley, comes to her and says ,"As a friend of Taki, if you wish I can cast a cantrip to repair your gown."

    Elrae bows to the attractive wizard and then realizes he's not wearing anything but some skivvies as a swim trunk. He smiles slyly and gives her a wink. "Greetings fair maiden, we are here to rescue you from these elemental nodes as we unleash all that have been imprisoned here by the Fungi Queen."

    "Hello Darley" says Taki, maul across his shoulders. "I thought you was dead."

    "I thought I was dead too," she says. "Then I realized I was just in Kansas, I mean the Water Node."

    "Darley," replies Taki. "Have you learned much about the gem we was seeking?"

    Invisible, Isilme uses Maerthorlear to Detect Evil on Darley. She detects VERY strong evil from Darley, greater than any she's ever felt. Islme casts a message spell to the entire party including the dragons. "Darley is really the DAEMON. be wary."

    Vestron draws his sword and causes it to come alight, declaring, "We had best be ready for what lies on the other side of this portal once we enter."

    Isilme suddenly appears, sword drawn but hanging relaxed at her side. "Darley, I am Isilme, once of the noble drow house of Everhate - WE NEED TO TALK. I know WHAT you are."

    "And who are you?" she asks, backing away slowly.

    "DEMON," she growls....."I will not allow you to touch my friends. Explain yourself then leave in peace and you have my word you will have the opportunity to leave the nodes as the others. My childhood friend Absinthe abandoned the courts of the lower planes, so I know your kind and will bear you no ill will unless you attempt to do us harm. Otherwise, as you know your essence cannot return to the lower planes from here - it will be final." She smiles, then points her sword at Darley..... "decide".

    Taki steps up in front of Darley and turns back to the party, maul ready. "Back off," he says. "You are all under some kind of evil spell. Don't make me hurt you."

    The dragons are looking on bemusedly.

    Thorgrim takes out his symbol and draws on the power of the his faith to dispel whatever magic was cast upon Taki. It works, and he shakes his head, wondering what just happened.

    Hepla asks the dragons,"That being just on the otherside of Taki, what does it look like to you, please?" She points at Taki then the female.

    "Darley seems to be quite charming," says Elrae. "Why are you so jealous?"

    Arrhenius laughs, which comes out more as a loud growl making Darley and the other humans back away further. "I SEE ONLY ANOTHER WEAK HUMAN," he says. "THOUGH THE SMELL IS WRONG."

    Gotrek steps up, "Oh hell, just drop the staff or I be a burying me axe in your head."

    She frowns and then blinks out of sight.

    Hepla looks up at Arrhenius and asks," What did it smell like?"

    "SULPHER," says Arrhenius.

    Hepla takes out her crystal ball and scries Darley. She sees her crouching on a rocky crag, about 50' above the water. She looks around suddenly, the towards Hepla, frowns, then says something that you are glad you cannot hear. Hepla then looks around and spots the rock she is perched upon, about 100 yards away.

    Taki asks the dragon to fly him to the rocky crag "I owe her and must make things right."

    Arrhenius laughs again. "HUMANS!" he says. "SO IMPATIENT." But for sport, he agrees, and picks you up, taking off towards the crag. Taki readies his maul to strike as soon as the dragon gets him close going for a head strike.

    "Fool," says Isilme. "Someone who cant be charmed should be chasing her." Isilme then rushes after the demon using her water walking ring.

    'Darley' stands up, points her staff, and a bolt of lightning erupts heading right for Arrenhius. It hits the dragon in the head, and just fizzles. The dragon laughs, and takes a deep breath before spitting a stream of acid which covers the promontory. Suddenly there is a huge explosion, and Taki sees an arm fly off into the water.

    Arrhenius circles around and drops Taki on the rocks before settling onto a higher crag.

    "THAT WILL TEACH HER!" he says, sitting back on its great legs.

    Taki moves forward and finds Darley, or most of her. A piece of her staff is driven through her chest, and one arm is completely blown off. He checks her just as Isilme reaches the rock, and they can see that she is quite dead. They glance back up at Arrhenius, who watches with a bored look and, it's hard to tell with dragons, perhaps a bit extra smugness than normal.

    Elrae sings while the rest of the party waits for their return.

    Demon woman
    You cut puppies toes off, pull an animal's nose off
    How'd you magic my clothes off?
    Demon woman
    Take me back to your room, make me howl at the moon
    Make me pray to the temple of womb
    Demon woman, woman demon
    Your breasts are balls of flame
    And I'm burning my hands, playing these ball games
    Demon woman
    Demon woman

    " He may still be charmed," says Hepla, "and if he is we may have to forgive his remarks. A woman still doesn't like to be taken for granted, even as a sister."

    "My dear Hepla you have nothing to worry about," he replies. "Your level head helped the others destroy the demon. Had she lured me in for a kiss I am sure my very life essesnce would be sucked right out. Now let's move on there is much to do."

    Finally, Noot steps up. " I can dive down and stealthily grab the gem without using magic if you others can distract the guardians." He explains that he is quite skilled in deep diving.

    [I actually lost a bunch of stuff in PMs, but the party came up with a plan, was able to distract the guardians, and Noot sneaked in with magical protections to steel the gem. It was actually quite easy, being that they knew where it was located and what was guarding it. A couple people had actually written me, concerned about how the party may have been "circumventing" the module. I don't see it that way. Yes, I have brought it up in the past where I don't want you to do an "end-around." However, this is all just good play throughout a pretty long sequence of events that have led to this. Any combat against the grues would have been VERY difficult, perhaps fatal to some, but the party's friendship with the mermen was critical to learning about them and figuring a way to accomplish their goal without fighting. They did a good job.]

    The mermen come to greet you at the shelf, and they are joined also by some tritons. It is their hope that you return to free them once you have accomplished your goal. To that end, they have the following items to present you to aid your quest, four Rings of Fire Resistance.

    "Please, do not forsake us," says Ronan uneasily. You notice the tritons are none too happy with giving up such precious treasures, but the hopeful looks in all their faces speaks volumes.

    Vestron bows to teh mermen and the tritons, "I swear upon my honour to do all I can to bring you back to a home where you can live long and prosper."

    Hepla also says, "With the help you have given us and the aid our dragon friends have supplied we will do all we can to defeat the evil and to free you."

    "Snowfang gives me fire resistance already so I won't be needing a ring." Elrae takes off the ring of warmth and dons his chainmail and tunes up his cittern. "This is the node we've all been waiting for. Once we get the last gem we'll be able to leave this gods forsaken pocket dimension and return home."

    After hearing from Vestron's sister, the dragons do not think they will be able to get around much of the Fire Node. Thus, they will remain behind. They will stay at the entrance to the Water Node, and keep the area safe. The mermen and tritons, as well as the dragons, will see to the safety of the remaining people. Most of the people agree to stay behind and await your return. Elmo and the last scouts will remain behind as well, to help guard the non-combatants.

    So, that brings your party back to its normal size plus Vestron's sister, who has regained her spells now. You may decide who gets rings of fire resistance. Gotrek shares that he has been virtually invulnerable to fire in his armor, and thinks it must be a side effect of the work he did with Burne months ago. Vestron, his sister, Taki, and Noot can take them. Elrae has Snowfang. Gotrek's armor protects him. Berenn and Thorgrim can each cast an endure heat on themselves, Hepla, and Isilme. That should cover the four of them for 10 hours (2 spells each).

    Having made all necessary preparations, the party steps into the gate to the Fire Node, shimmers, and disappears.
    GreySage

    Joined: Jul 26, 2010
    Posts: 2701
    From: LG Dyvers

    Send private message
    Fri Apr 19, 2013 10:13 pm  

    Did the demon end up on the wrong end of an exploding Staff of Power? Razz

    SirXaris
    _________________
    SirXaris' Facebook page: https://www.facebook.com/SirXaris?ref=hl
    Master Greytalker

    Joined: Aug 09, 2001
    Posts: 655


    Send private message
    Sat Apr 20, 2013 6:04 am  

    I forget. I think it was something like that. I have any item which has charges do damage equal to its remaining charges when it breaks, but only in a 5'r. Thus, a fully charged wand is VERY dangerous to the holder, should it break. I think that's what happened.
    GreySage

    Joined: Oct 06, 2008
    Posts: 2788
    From: South-Central Pennsylvania

    Send private message
    Sat Apr 20, 2013 9:20 am  

    I get the feeling that the Black Dragon shrugged off the effects of Lighting Bolt too easily, almost as easily as a Blue Dragon would have. Confused

    You aren't cheating,are you? Razz

    Laughing Laughing Laughing
    _________________
    Mystic's web page: http://melkot.com/mysticscholar/index.html
    Mystic's blog page: http://mysticscholar.blogspot.com/
    Master Greytalker

    Joined: Aug 09, 2001
    Posts: 655


    Send private message
    Wed Apr 24, 2013 5:25 pm  

    CAMPAIGN JOURNAL - The Fire Node

    Cast of Characters:
    Berenn: Half-elf Priest of St. Cuthbert /Ranger (6/6)
    Elrae: Human Bard (7)
    Gotrek: Dwarven Battlerager (6)
    Hepla: Human Mage (kind of a witch) (6)
    Isilme: Dark elf Bladesinger/Song Mage (5/5)
    Noot: Human Thief (7)
    Taki of the Hill People: Human fighter (7)
    Thorgrim: Dwarven Cleric/Fighter (6/6)
    Vestron Orcburner: Elven Fighter/Mage (5/5)

    NPC: Elmo and one scout. Vestron's sister, Countess Tillahi. A group of freed prisoners of the giants. Two black dragons. Two griffons.

    Into the Fire Node
    The rooms and corridors of the dreaded Fire Pits are humid and hot. The areas are lit, either dimly or brightly, by the occasional pits of burning embers and leaping flames, as noted on the map.

    Those arriving here appear in the central room, faced with a choice of eight doors. They, and all other portals in the Node, are large stone constructions with brass fittings. They stick frequently (-1 penalty to all 'open doors' rolls), but are edged by ample cracks.

    The rooms and corridors, hewn from the surrounding rock, are well-made, perhaps by elementals or magic. Many surfaces are scorched and scratched, but few are chipped. Bits and scraps are rare, only found in small piles and singed on the upper side.

    From Vestron's sister, the party learns a bit of the layout, as she was initially thrown here. She arrived in this same entry room, and made her way north, through an open door, and came to a crossroads. To the south was a long chamber with firepits, but strange reptilian creatures emerged from them so she fled north. There she quickly found a gate to the Air Node where she was eventually captured by the giants. Thus, she doesn't know much about the layout of the place.

    Countess Tillahi points out the door she went through. Noot checks it out, and doesn't find any traps. Thorgrim also mentions that the humans that got scared and went through the gate earlier are gone. After checking for traps on all the doors and finding none, Vestron opens one of the right-hand doors. A passage goes ahead 30' before turning left. It goes another 30' and then turns right. There is a crossroads ahead, with lots of light coming from the right. The party moves that way, and finds that the corridor goes another 30' and then turns right. There is a crossroads ahead, with lots of light coming from the right.

    Vestron looks to the right, to see where the light is coming from. The passage to the north goes into a chamber, lit only from the light coming from the south. The passage continues on to another crossroads, again with light coming from the south. To the south the passage enters a diamond-shaped room, with two 10' square fire pits burning brightly with columns of fire. There are further exits across the room, and seemingly more fire pits to the left, just out of sight. The room is actually a double-diamond room, with four burning firepits. There are to exits to the south, with another 4-way intersection in each about 20' south.

    Isilme creates a phantasmal force of one of their scouts, walking into the room, but nothing happens. Expecting trouble, the party tries a bunch of various things, including divinations, which don't cause any reaction. [Seems I have them quite paranoid!] Elrae steps up and holds forth Snowfang. "Snowfang will let me know if there's something magical around."

    It detects magic from the fire pits to the SE and NE. Simultaneously, Isilme finally detects evil, and whispers a warning to everyone. She then casts Protection from Evil upon herself while Taki strides boldly into the chamber.

    "Snowfang can extinguish any fire into which its blade is thrust," says Elrae. "Eve a wall of fire." Having said that, the brazen Elrae follows Taki and plunges Snowfang into the NE pit.

    When he plunges Snowfang into the fire, you hear a scream emit from it, something that scratches at your very souls. The flames do not die out, but they drop to a very low level. The firepits are about 1' high, and the flames go about 1' above that. The pillar goes out and in it's place is a strange red creature partly made of fire. It stands about 6' high, and wields a spear.

    Both Hepla and Vestron cast Magic Missiles, but their spells fail to work at all. Elrae points Snowfang and fires a Cone of Cold directly into the creature. It is blasted back out of the firepit, with all of its flames extinguished as it tumbles to the ground.

    Taki and Gotrek step up simultaneously and hit it, killing it with axe and maul.

    Thorgrim takes out his Scroll of Protection from Fire Elementals, decides not to use it. As he's putting it away you see the three other pillars of fire in the other firepits transform into similar creatures which step out and move forward. They attack Taki, Gotrek, and Elrae.

    Thorgrim unrolls his scroll out and decides, indeed, to read it.

    Elrae attacks with Snowfang, hitting the creature in the firepit [8]. Hepla then tries to hit again with Magic Missiles, but the spell doesn't work.

    The creature hits Elrae back [8]. The other two creature "blink", one appearing 10' ahead (which puts it pretty much right between Taki and Vestron) and the other appearing exactly 10' behind it's previous location.

    Taki and Gotrek both swing through their previous positions, while both creature emit small jets of fire. The nearer emits it's flame right on Vestron and his sister. Though their rings and spells protect them from all but [2] damage, Tillahi's spell is cancelled by the attack.

    Thorgrim finishes reading his scroll as Vestron summons a Gust of Wind. It is powerful, and makes the flames on the creatures and in the firepits dance wildly, but they are not extinquished. Berenn attempts to Produce Water, but his spell doesn't work either.

    Elrae is hit by the elemental creature's spear [6], disrupting a Haste spell he was attempting to cast. Taki turns to attack the thing that blinked behind him, simultaneously with Vestron and Tillahi, but it blinks out again. This time appearing 10' to it's left, towards Thorgrim. It shoots out fire ahead of it, but nobody is there. Gotrek charged forward to hit the other one, but it blinked out too, reappearing 10' to the right and shooting fire at nobody.

    Thorgrim steps forward, and the creature that blinked towards him squeals and moves away from him. He moves all the way up to Elrae, and the creature in the firepit backs off, away from them.

    Hepla gives up on Magic Missiles and takes out her wand of paralyzation. She snaps off a ray at the nearest creature, but it has no effect either. Frowning, she looks at her wand as if there's something wrong with it.

    Countess Tillahi casts a spell upon herself. The creatures all move rapidly away from Thorgrim, back towards the eastern part of the room as he walks out towards them. They hiss evilly at him, but seem to respond like turned undead, keeping away from him.

    "Gather round," he says, as he moves forward. As long as you get within the 10'r they cannot enter. Berenn casts Strength of Stone on himself, as he moves over to Thorgrim.

    Meanwhile, Elrae thrusts his sword into another firepit, using Snowfang to put out the flames.

    The rest of the party gathers around Thorgrim. Safe within the protection, they area able to systematically put out the flames with Snowfang and defeat the fire demons. Elrae still detects magic from the two eastern firepits. You dig them up, now that they are extinquished, and beneath them you find a Magic Ring and the last of the gems you are looking for, a large garnet.

    As Isilme gathers up the last gem, Thorgrim wonders if you should go back to the Water Node first, before you put the final gem in place. "Who knows what will happen when we do that?"

    "We should get out of here," says Elrae. "I understand how we can free the black dragons, but the water creatures? If we teleport back to the TOEE they'll suffocate."

    "We should go back and collect our friends," says Hepla. "Return rings and then all can get out of the nodes and into whatever trouble awaits us back where we started."

    Taki stares at his maul......he looks at it and shakes his head and says "you never let me down until today" he looks at them in the party that know about magic "What can I do to make this maul hurt demons, I have the heart to fight anything but my weapon failed me?"

    The others just shrug, though Berenn suggests going to Verbobonc when this is all over.
    "First things first," he says. "Let's go."

    Following Tillahi's directions, you make your way to the Air Gate, and run into a Fire Elemental on the way. However, Thorgrim's scroll is still working so you just go by and make it to the gate. You enter and find yourselves transported to the top of the peak where you showed up before. From there you make your way to the Water Gate, then transport yourselves to the water node, where you go SPLASH again, but it's not a big deal and the mermen are there to help you out.

    With everyone together, Isilme gets the orb and places the final gem in it. Elrae begins to sing:

    Seasons change, they rearrange
    So why can't you and I--say why
    Thoughts we find, are so unkind
    We often have to cry--but why

    Celebrate, change your thoughts to love
    Celebrate, what you're thinking of
    Time ain't long, soon we'll be moving on,
    Moving on...

    Nature's way for her to say in perfect harmony
    Find your place, your past erased
    For life's new destiny.

    Chorus:
    Celebrate, change your thoughts to love
    Celebrate, what you're thinking of
    Time ain't long, soon we'll be moving on,
    Moving on...

    [Incidentally, I felt singing Earth, Wind, and Fire was quite appropriate!]

    Isilme is rocked by unseen forces when she places the gems into the skull. Eventually she collects herself, breaths deeply, and then speaks. "Now, I am certain I can open a gate to anywhere back home, at least anywhere I have been. If I can I will send the dragons home as promised. I will also send Vestrons sister home to safety if that is her wish. If not, we will have to work out gating back to Hommlet. I can then use the mirror for everyone. I see where we could use the orb to gate the armies fighting evil exactly where they need to go, so consider that - I am very torn, but in all honestly we should probably return to Hommlet and destroy the orb immediately. Having such a great and evil power to use is a burden, the possibilities are endless, but in the end if we only succeed in destroying the dark queen's artifact we have still won an immense victory".

    "I say we help all goodly and helpful creatures escape the node, and then find some way to destroy the nodes and the bad creatures inside of it," replies Vestron.

    Islime remembers seeing some mountains in the distance when she was scouting, before you entered the temple. She could open a gate there since she has seen it. "Maybe Arrhenius and Acerbia would like to deal with the Temple's armies?

    The dragons say they would be more than happy to take out their vengeance on the armies of Zuggtmoy, if you do so. Isilme gives a low bow and opens a gate for the dragons. "Be wary and fly high and fast when you return, for there is a great war going on, and I would not want you or your egg to come to harm, I have come to see you as friends. If you wish to pay the temple armies a short visit, I would think them VERY deserving of it. Just please, protect your child and return to your home safely and enjoy life with your young now that you can leave this accursed place!"

    The dragons thank you, say something privately to Hepla, and then fly off through the gate you create.

    "And I do hope that you now see that kindness can reap its own rewards, o great dragons," says Vestron.

    "You have all given us something to consider in the long years ahead," says Accerbia. "Thank you." They then depart through the gate.

    Berenn wants to return to the moathouse. "If you gate to the Keep, the people from Nulb will happily go with us and settle there. The griffons will be safe there, especially with Gungk around."

    Vestron's sister would rather just return there with you, since she is not comfortable using this evil artifact in the first place, let alone any more than necessary. "Only evil ever comes from such a thing," she says uneasily.

    "Then it is settled," she says. Isilme uses the skull to open the gate back to the Moathouse, and everyone rushes through. The mermen all come through as well, and flop over to the creek. It's not the best water, but it's water. They all look up at the sun with tears in their eyes, it having been more than ten years since they have seen it. You hear Gungk inside, playing with his dire wolf Petri.

    Once there, the mermen all enter the stream surrounding the moathouse. Suddenly an old man suddenly appears before you. He is barely 5' tall, bent over and holds a gnarled old staff.

    "Ah," he says looking at Isilme and the orb, "you have found it at last."
    GreySage

    Joined: Oct 06, 2008
    Posts: 2788
    From: South-Central Pennsylvania

    Send private message
    Thu Apr 25, 2013 7:56 am  

    At last! Escape! Happy

    ragnar wrote:
    "Ah," he says looking at Isilme and the orb, "you have found it at last."


    Wait a minute! What's this? Another mystery? Shocked

    rolleyes

    Laughing Laughing Laughing
    _________________
    Mystic's web page: http://melkot.com/mysticscholar/index.html
    Mystic's blog page: http://mysticscholar.blogspot.com/
    GreySage

    Joined: Jul 26, 2010
    Posts: 2701
    From: LG Dyvers

    Send private message
    Thu Apr 25, 2013 10:39 am  

    Mystic-Scholar wrote:
    ragnar wrote:
    "Ah," he says looking at Isilme and the orb, "you have found it at last."


    Wait a minute! What's this? Another mystery? Shocked


    My vote goes for either Fizban or Iuz. Not sure which, though. Razz

    SirXaris
    _________________
    SirXaris' Facebook page: https://www.facebook.com/SirXaris?ref=hl
    GreySage

    Joined: Oct 06, 2008
    Posts: 2788
    From: South-Central Pennsylvania

    Send private message
    Thu Apr 25, 2013 11:39 am  

    That's two votes for Fizban! Happy

    Which means it'll probably be Iuz! rolleyes Razz
    _________________
    Mystic's web page: http://melkot.com/mysticscholar/index.html
    Mystic's blog page: http://mysticscholar.blogspot.com/
    Master Greytalker

    Joined: Aug 09, 2001
    Posts: 655


    Send private message
    Thu Apr 25, 2013 6:53 pm  

    CAMPAIGN JOURNAL - The Final Chapter

    Cast of Characters:
    Berenn: Half-elf Priest of St. Cuthbert /Ranger (6/6)
    Elrae: Human Bard (7)
    Gotrek: Dwarven Battlerager (6)
    Hepla: Human Mage (kind of a witch) (6)
    Isilme: Dark elf Bladesinger/Song Mage (5/5)
    Noot: Human Thief (7)
    Taki of the Hill People: Human fighter (7)
    Thorgrim: Dwarven Cleric/Fighter (6/6)
    Vestron Orcburner: Elven Fighter/Mage (5/5)

    NPC: Elmo and one scout. Vestron's sister, Countess Tillahi. A group of freed prisoners of the giants. Two black dragons. Two griffons.

    "I remember," says Vestron "we heard how to destroy this thing. Successive application of the elemental forces of Air, Earth, Fire, and Water are applied to the Orb: a strong wind, the blow from a granite maul, a very hot flame, and immersion in very cold water."

    Not noticing the old man, he continues. "So we need to gather those things. I can cast gust of wind for the first effect. Taki can hit the thing with his maul for the second, assuming it is made of granite, we can toss it in a bonfire or use a flame spell of some sort on it and then we need to drop it in ice water."

    "I believe a gust of wind, we had a granite maul made, fireball, and water hit with cone of cold will do the trick," says Isilme.

    "Ahem," says the old man, interrupting your discussion.

    "Oh ****!" says Elrae. "That old man is Iuz!"

    He bows his head slightly to Elrae, "So nice to be recognized" he says with a wicked grin.

    Isilme ooc: I open a gate back to the water node and live out my days there!

    The old man looks at Isilme, "Why don't we just make this easy. Give me Orb, and I shall leave you be."

    Isilme says, "That sounds reasonable" and steps forward to hand him the orb. When she is almost to him, she suddenly recoils in horror at what she has almost done.

    She steps back and clutches the orb closer to her chest. "I would sooner hand it over to Lolth."

    Berenn produces his holy symbol and cries out for St. Cuthbert! "St. Cuthbert your servant needs you in his darkest hour! Your hated enemy has reveal himself and comes to destroy your worshippers. Please heed the call of thy humble cleric and strike down your enemy with thy holy light!"

    Suddenly another man appears, standing between Isilme and the Old One. He appears as a stout red-faced man, with a drooping white moustache and flowing white hair. He wears a simple suit of plate mail. Atop his helmet is a crumpled hat, and a starburst of rubies set in platinum hangs on his chest. In his left hand he carries a billet of wood.

    "I think not," he says. Isilme stops, shakes her head, and looks around, wondering what just happened.

    Hepla mutters,"Great, now there are two, and we don't know either of them."

    The old man suddenly draws back, his face showing fear for a second as his eyes bore into the newcomer with pure hatred. He also starts to transform, twisting and wracking into something else, a massive (7' tall) fat man with demoniac features, blackish-red skin, pointed ears, and long steely fingers. His cane changes too, into a great two-handed sword.

    "I'm liking the second guy now," says Hepla, looking at Elrae. "We should get to destroying the orb before that choice is taken from us."

    "It's a battle of the gods!" says Elrae, staring in awe. "Berenn's patron, St. Cuthbert vs Iuz the Evil. Oh to witness such is what every bard dreams of. Even better than a battle between dragons!"

    Hepla says," Indeed this is a great event, but lets destroy the orb also."

    "This is none of your affair," screams the demonic Iuz. "Begone from here Lord of Fools!"

    "I say thee Nay," says St. Cuthbert. "In point of fact, 'tis not for mere mortals to see us so. We shall both be gone, to finish our business away from prying eyes."

    "You've no right to interfere," says Iuz, glancing at Isilme. "The Orb is mine!"

    "And yet you were and are powerless to take it aren't you." Says St. Cuthbert, his words a statement, not a question. "You know you cannot force the young elf to hand it over, nor shall I allow you to use her companions to force her. Thus, we are at an impasse. Your bid for power here is over."

    "You tell him St Cuthbert!" says Elrae, before being smacked by a frowning Hepla.

    Hepla and Elrae then move towards Isilme, Hepla grabbing Taki by the arm. When the reach her, she summons her LLL, and Taki gathers up the granite maul crafted by the mason of Hommlet. Hepla, going through her stuff produces a scroll with Fireball on it.

    Gotrek spits. "Throw your spells out, boys and girls, while I start to sing me a little song......"

    "Begone foul trickster or face the holy wrath of St. Cuthbert!", yells Berenn. "The orb is out of your reach forever!"

    "Perhaps," he snarls, "and perhaps not." With a wave of his hand, a shimmering appears next to him and four figures appear, teleported right from the Temple. Two are actually dead lumps of burned, melted flesh that look like they were drenched in acid. One is standing, horribly burned and face nearly melted off. You yet recognize him as the wizard of the Greater Temple, Senshock. The other is a man you only saw once, from a distance. High Priest of Iuz for the Greater Temple, Supreme Commander Hedrack with his jet black plate mail, robe, and two handed sword.

    Iuz curses when he sees the two melted followers, and the severe damage done to Senshock. "The Orb!" says Iuz to Commander Hedrack, pointing at Isilme. "Take it and your place amongst the Boneheart is assured!"

    Isilme giggles out loud when she sees the two lump of acid. She truly hopes her dragon friends made it out okay. Hepla, too, smiles at the damage done by her dragon friends.

    Iuz waves his hand, and all the damage on Senshock is healed. He then laughs, but only until St. Cuthbert waves his. All the party's damage is healed and all spell abilities are returned to maximum.

    "Our fight is not for them to see," he repeats, "and theirs is not for our meddling." With a flash of brilliant light that blinds everyone for this round, the two Gods disappear!

    Elrae quickly casts Haste on the party, as Vestron moves up and attacks Hedrack with Bonefire, missing. Thorgrim moves up and hits him with his pick [10].

    Hepla fires magic missiles at the wizard, and she sees them smack into an invisible shield just before striking him.

    Isilme holds out the Orb to bring down a Flame Strike on the priest [9].

    Taki moves around to attack the wizard, slamming him in the head with his maul. He gains a triple damage critical, hitting him for 30 and knocking him out!

    Gotrek moves up around Thorgrim and hits Headrack [19] with his axe. The man is reeling from the successive blows, and he is knocked to the ground, his spell foiled, and his armor starting to heat up..

    Taki then hits the unconscious wizard, splitting his head open like a melon. Vestron hits with Bonefire for [9], Thorgrim hits again with his pick [17] and Gotrek hits with his axe [16]. Headrack goes down in a bloody mess.

    DM OOC: [Holy crap! Everything went right for you guys! Unbelievable! Now we need someone to say, "Well, that was easy."]

    "That was easy," says Elrae.

    DM OOC: [Oh well, sometimes you're the windshield; sometimes you're the bug!]

    Islme yells " WE HAVE NO TIME TO WASTE, GATHER TOGETHER AND LETS END THIS! "

    Lets get everyone lined up - Isilme will place the orb against the wall of the keep and cast gust of wind on it, followed by Taki hitting it with the granite maul, Vestron with fireball and Elrae with the cone of cold-chilled water. Agreed?

    Thorgrim kicks the dead priest. "Let's do away with that cursed Orb now, while we've a chance!"

    Elrae draws Snowfang, "Dear trusted sword, it will soon be your time to destroy that which is truly evil."

    Isilme sets the orb down as Hepla casts a Gust of Wind, followed by the Fireball from Vestron and the Cone of Cold from Snowfang. As the dust settles Taki steps up and with a mighty swing slams the granite maul down upon the Orb. Both the maul and Orb shatter in a tremendous explosion. Taki is blown about 20' away taking [57] damage by the explosion. Good thing he can take it! The blast knocks everyone to the ground, and radiates out from where the orb was. When the smoke clears you see a large crater at the base of the wall, about 20' of which has been blown inward by the blast. There is no sign of the Orb, but Isilme can feel that it is destroyed!

    Isilme's voice seems almost tinged with sadness..... "The Orb is destroyed, let the forces of good rejoice at this small victory against evil"

    "We did it," says Elrae. "Let all of Oerth sing. For the evil demon bitch's temple is no more."

    "Well, the Orb's gone," says Thorgrim. "We should check on the Temple."

    "I agree," says Berenn. "We should return there. I tell the scouts they can return to Hommlet and tell Rufus and Burne we have destroyed the Orb.

    You notice the body of the wizard slowly regenerating, until you take the ring off his finger! Thorgrim then happily pours oil over the bodies and Vestron light them with Bonefire.

    On Senshock you find the following: Bracers, two Rings (one must be Regeneration), Wand, Dagger, Magic Cloth

    On Headrack you find the following: Bracers, Plate Mail, Shield, Two-handed sword, Scroll, 3 potions, Rod, Cube

    In Headrack's pouch with the magic cube in it, you also find a small melted lump of black something. It looks like the idol you found on Rannos Davl.

    While you loot the two bodies, Hepla scries the Temple with her crystal ball. The place lies in ruins. It looks like it simply collapsed in on itself, and only the bare remnants of its structures still stand.

    Isilme uses her mirror and Noot, who had sailed with pirates at one time in his life ... he visualizes the ocean. He creates a gate to the sea, which allows the Mermen to travel directly to the ocean. You return all the items they and the tritons lent you, and all go through, happy to have reached the open sea. They are forever in your debt. You then return, closing the mirror. Hepla has a moment with her meman admirer before he leaves too.

    "Don't worry hepla," says Isilme. "I think I might know a way you can visit your merman and dragon friends."

    Hepla and Isilme try to scry some of rooms you have seen in the temple, and they fail to scry any of them. They simply do not seem to be there anymore. It seems all the dungeon levels have collapsed, which also explains what happened to the Temple's upper works.

    Scrying of the area also reveals the armies have disappeared, at least the orcs and gnolls have. All you see are soldiers of Verbobonc, squads of gnomes, some elves from the Gnarley, and the cavalry of the Mounted Borderers. There is no sign of any humanoids, except for the dead scattered around.

    Thorgrim and Gotrek return to Hommlet, enjoying a nice walk back. They bring with them all the rescued humans, along with anyone else who wishes to come. Berenn can leave the griffons with Gungk, who LOVES his new friends! Berenn talks to Petrie, to make sure he is alright with them too.

    Everyone walks back to Hommlet, finding the place abuzz with activity, most of a military nature. They apparently have not received news of the Temple's defeat. Elrae begins to sing a song of victory, and everyone crowds around, anxious to hear of your exploits.

    You learn that it has been three weeks since Berenn left Hommlet with the army. While you were gone, a series of skirmishes were fought near Nulb, but it was obvious that the forces there were far too powerful to defeat. Even after all the giants mysteriously disappeared. Some reported seeing a huge giant riding lightning, but obviously such tales aren't true. So, the forces of the Viscounty set to containing the Temple's forces in the West, while reinforcements made their way there.

    An army of gnomes from the Greenway Valley arrived shortly thereafter, along with contingents of elves and rangers from the Gnarley Forest. They watched the East and South, keeping the Temple cut off from any possible new recruits from the dark recesses of the forests. To the North, the army of Verbobonc arrived a week later, hemming the Temple in on from that quarter. They were surrounded on all sides, and though the forces of weal were yet stronger, they remained strangely inactive. The last word anyone here received was about three days ago, and the stalemate continued.

    You continue down the street towards the Inn of the Welcome Wench. Salamander greets you in the street, and wraps you in a huge bear hug. He just heard from a hawk that the Temple was destroyed early in the morning. [it's now late afternoon] With an ever larger crowd appearing, Elrae revels in spinning a yarn about your adventures over the last month.

    Soon you reach the inn, and you enter the empty common room, anxious for a good meal and fine drink. As you find your way to the tables by the fireplace, the crowd pours through the doors behind you.

    Isilme will remain visible for the return to hommlet. She feels strange now, like being invisible is more natural to her now. She heads in to the welcome wench and enjoys some good wine and the company of her friends.

    Shortly after you arrive, Elrae does indeed start to sing, as usual. The rest of you sit around, wondering at the lack of service. Suddenly, Ostler and his wife burst in, dragging their daughter behind them. The bulge of her belly is obvious to everyone but Elrae, who is absolutely surprised when Oster's wife grabs him by the ear and pulls him into the back room for a little chat. Everyone is quiet until they pass through the rear doors, then the dwarves erupt with thunderous laughter!

    Thorgrim is about to order the Keoish Brandy, when Ostler's daughter comes out with two frothing mugs that smell awful.

    "Gutshaker!" exclaims Gotrek, taking one with an enthusiastic shout! "But where..."

    She cuts him off with a laugh, "My father hoped ye'd return, and if'n ya did, he wanted ta have something worthy thy efforts good dwarf."

    Thorgrim takes a drink and coughs. "Been a while since I had something I couldn't drink in one gulp," he says, laughing. "Cept fer that stuff the giant was drinkin."

    Noot orders ale and proceeds to check out the patrons in the inn, which it seems is most of the town. Half wanted to hear Elrae sing, half wanted to see what happens when Ostler got a hold of him. It seems word does indeed travel fast in a small village!

    Everyone is brought whatever they want, and you eat, drink, sing, and tell tales of your adventure in the Temple and the Nodes. Everyone is amazed. Many people you know show up: Tom the builder, Salamander, Nellub the moneylender, and many more. Even duor Terjon shows up along with Canoness Y'Dey. You find he is no longer bitter, now that Y'Dey is back and in charge of the Church again. He never wanted to the stress of running the church, and he seems much happier. So, except for Elrae, everyone seems to have a very good time on your return to town!

    Thus ends the Temple of Elemental Evil.
    GreySage

    Joined: Oct 06, 2008
    Posts: 2788
    From: South-Central Pennsylvania

    Send private message
    Thu Apr 25, 2013 10:54 pm  

    Aw, shucks! That was too easy! Evil

    Let's do it all over again! Evil Grin


    Mwahahahahahahahahaha!
    _________________
    Mystic's web page: http://melkot.com/mysticscholar/index.html
    Mystic's blog page: http://mysticscholar.blogspot.com/
    Master Greytalker

    Joined: Aug 09, 2001
    Posts: 655


    Send private message
    Fri Apr 26, 2013 5:15 am  

    I know, right? I totally felt that way! When I did the final initiative rolls, the badguys rolled 10s, so they both went last. The party just had their way with them. I had this feeling that the end was a bit of a letdown. However, they didn't see it that way. They got out of the nodes, destroyed the orb, had a brief encounter with Iuz and St. Cuthbert, which they still talk about today! So, I guess it all worked out.

    Of course, my favorite part was that Elrae got the inkeeper's daughter pregnant. It did make the end almost like an old Star Trek episode, where everyone gets a laugh on the bridge at the end.
    GreySage

    Joined: Oct 06, 2008
    Posts: 2788
    From: South-Central Pennsylvania

    Send private message
    Fri Apr 26, 2013 7:16 am  

    ragnar wrote:
    I know, right? I totally felt that way!


    You didn't kill enough of the PCs. That's not to say you should have killed everybody, I hate TPKs, but there should have been a few more "near death" experiences. Several of the players should have been thinking: "Let's get the hell out of here! We're not ready for this!"

    In the computer game, I have to "stop and rest" more often than your PCs did. If not, my characters will start dying off real quick. And resting in the Moathouse? That's not good, not in the computer game. Wink

    The tower at the gate is the only "safe" place . . . and that's only after you kill the giant spider. Somebody always gets poisoned. Evil Grin

    ragnar wrote:
    When I did the final initiative rolls, the badguys rolled 10s, so they both went last. The party just had their way with them. I had this feeling that the end was a bit of a letdown.


    You don't use a DM screen. Razz

    My players NEVER see my rolls, because the NPC rolls whatever I say he rolls. And you just explained the reason why. In the real world there are no "turns," everything happens at once. By doing it the way I do, your two NPCs would have gotten in at least one good attack before they died.

    ragnar wrote:
    However, they didn't see it that way. They got out of the nodes, destroyed the orb, had a brief encounter with Iuz and St. Cuthbert, which they still talk about today!


    Of course not! As long as they "win," it will never be a "let down." You're thinking like a DM and their thinking like victorious players! Laughing

    ragnar wrote:
    They . . . had a brief encounter with Iuz and St. Cuthbert, which they still talk about today!


    That happens in the computer version of the game too. It's great! Happy

    ragnar wrote:
    . . . my favorite part was that Elrae got the inkeeper's daughter pregnant. It did make the end almost like an old Star Trek episode, where everyone gets a laugh on the bridge at the end.


    That sort of thing does make for a good ending.

    Over all . . . a good game! Still, there were some things you could have done differently, but you know that now. Hind sight is always 20/20. You'll be better prepared for your next foray into the Temple of Elemental Evil.

    And that game will be even better! Wink Cool Happy

    So glad you guys had fun with it! I may have to join your next game . . . if I ever get the computer figured out! Wink Laughing
    _________________
    Mystic's web page: http://melkot.com/mysticscholar/index.html
    Mystic's blog page: http://mysticscholar.blogspot.com/
    Master Greytalker

    Joined: Aug 09, 2001
    Posts: 655


    Send private message
    Sat Apr 27, 2013 6:56 am  

    Yeah, but honestly, I go out of my way to NOT kill them. The reason is simple; I make raise dead and ressurection difficult to do. If coming back to life is not common, then death needs to be avoided. These are heroes, and shouldn't die needlessly. However, if they are dumb, then I don't mind at all. If the players are generally smart in their actions, then I cheat to keep them allive all the time. In fact, I do that far more than I "cheat" against them!

    There were some "we're not ready for this" comments. I didn't include all of them. IIRC, there were PMs too, with players complaining about Iuz showing up. I actually get that a lot, but I shrug and say, "deal with it!"

    DM's do not need to apologize!

    Mystic-Scholar wrote:


    You didn't kill enough of the PCs. That's not to say you should have killed everybody, I hate TPKs, but there should have been a few more "near death" experiences. Several of the players should have been thinking: "Let's get the hell out of here! We're not ready for this!"

    In the computer game, I have to "stop and rest" more often than your PCs did. If not, my characters will start dying off real quick. And resting in the Moathouse? That's not good, not in the computer game. Wink

    The tower at the gate is the only "safe" place . . . and that's only after you kill the giant spider. Somebody always gets poisoned. Evil Grin



    Well, I guess I do since the game is done via an online forum like this one. They NEVER see my rolls, and I only reveal them once in a while. Like recently when one character rolled 4 straight critical hits. That's rare in any system, but using Good Hits & Bad Misses, it's very unlikely. I believe the chances of rolling them were anywhere from 3-7% on each hit, and he still got 4 in a row. I had to reveal the rolls, because it was so cool!

    Mystic-Scholar wrote:

    You don't use a DM screen. Razz

    My players NEVER see my rolls, because the NPC rolls whatever I say he rolls. And you just explained the reason why. In the real world there are no "turns," everything happens at once. By doing it the way I do, your two NPCs would have gotten in at least one good attack before they died.



    True.

    Mystic-Scholar wrote:


    Of course not! As long as they "win," it will never be a "let down." You're thinking like a DM and their thinking like victorious players! Laughing


    I never played the PC version. Actually, that's not true. I had borrowed it for a bit and played the moathouse part, but that was it. I never did the temple itself. Glad to know they left that in there, because it's a cool part of the finale.

    Mystic-Scholar wrote:


    That happens in the computer version of the game too. It's great! Happy



    Thanks. I think everything went quite well. Where the PCs bypassed parts of the adventure, I didn't mind, as it was good role-playing or just luck that allowed it. Like in the Nodes. Gaining friendship with the two dragons was cool and unexpected. Allying with the Mermen in the Water Node also helped them find a good shortcut. In the Fire Node, they simply chose the correct doors! So, I didn't really mind.

    I thought it was a personally good touch, when Iuz transported his four most powerful henchmen to assist at the moathouse, that two were dead, reduced to piles of melted death. It was a way to put a final stamp on the dragons, let the party see the results of their handiwork. It also showed that Iuz is NOT all-powerful. He didn't realize that those two were dead, and was visibly upset!

    The one thing I'd have liked to see is a confrontation with Zuggtmoy. However, the party was NEVER even close to finding her. Well, that's not totally true. Isilme had the Orb, the powers of which I changed quite a bit, though I didn't reveal that openly. One thing she realized when it was completed was that she could use the orb to free Zuggtmoy via the throne, but she was NOT going to do it. So, they just fast-tracked destroying it, and avoided her. I didn't want to push them into a meeting with her; sometimes you have to let the players just take their own paths, and then deal with the consequences. So, they never fought her. However, they did end up sending her back to the Abyss for 40 years, even if they don't realize it!

    And then, of course, there was the funny ending with Elrae finding out he got the daughter of the Welcome Wench innkeeper pregnant. Everyone except Elrae thought that was funny, and there would be story lines which emerged from there. Stay tuned.

    Mystic-Scholar wrote:


    That sort of thing does make for a good ending.

    Over all . . . a good game! Still, there were some things you could have done differently, but you know that now. Hind sight is always 20/20. You'll be better prepared for your next foray into the Temple of Elemental Evil.

    And that game will be even better! Wink Cool Happy

    So glad you guys had fun with it! I may have to join your next game . . . if I ever get the computer figured out! Wink Laughing
    GreySage

    Joined: Oct 06, 2008
    Posts: 2788
    From: South-Central Pennsylvania

    Send private message
    Sat Apr 27, 2013 9:40 am  

    ragnar wrote:
    I make raise dead and ressurection difficult to do. If coming back to life is not common, then death needs to be avoided. These are heroes, and shouldn't die needlessly.


    You're not "heroic" if you don't risk certain death! Shocked Evil Grin

    But remember, the PCs' "Heal" skill can stabilize a wounded comrade, even if they have no "Cure" spells or potions left. In other words, when a PC is at -6 hp, another PC with the "Heal" skill can stabilize him/her, stopping them from losing anymore hit points. The "Heal" skill also allows the wounded PC to gain twice as many hp from rest/8 hrs.

    "I have the Heal skill, so I'm going to treat Throgrim's wounds." Surprised Wink

    I find that the "Heal" skill is often over-looked; anyone can take it.

    ragnar wrote:
    . . . the game is done via an online forum like this one.


    Forgot about that! No DM screen required! Embarassed

    ragnar wrote:
    Gaining friendship with the two dragons was cool and unexpected.


    Ha! Gaining the friendship of two Black Dragons was shocking! Shocked

    You pretty much "broke the rules" to accomplish that. As an example, oi3.5 Edition Monster Manual I, pages 70 & 71 states:

    "Black dragons are evil-tempered, cunning and malevolent . . . Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver and platinum coins before killing them."

    3.5 Edition's The Draconomicon, pages 201 & 202, adds this, stating:

    "Mean as the proverbial polecat, fiercely territorial, vain and perpetually hungry . . . favorite topic of conversation is the party's ultimate demise at the fangs and claws . . . bloodthirsty, ill-humored and rapacious . . ."

    It all continues in that vein. Generally speaking, black dragons do not befriend humanoids; though, in a situation such as the one you presented they might be willing to "work together" to "get out." Still, the general impression is that, once you are "out," you're likely to be in trouble. Wink Evil Grin

    ragnar wrote:
    The one thing I'd have liked to see is a confrontation with Zuggtmoy. However, the party was NEVER even close to finding her.


    In the computer game, Zuggtmoy is on the last level, at the back. In the computer game, there are only two ways to reach her:

    1. When you first find the golden skull, you will receive a vision showing the throne in the upper level sliding back and revealing a stairway leading down, into the depths. This will take you directly to Zuggtmoy's chambers.

    2. You have to fight your way past Hendrak and all his minions. Once you defeat him, Iuz will appear. You will fight Iuz for 4 rounds, then St. Cuthbert will appear. Iuz will resurrect Hendrak and a bunch of Ghouls, Cuthbert will perform True Resurrection on all the PCs.

    Defeat Hendrak again and proceed to the rear. You need to pass up the Node entrances, push through some large doors and proceed to fight . . . fungi! Shocked Evil Grin

    I'll let you guess who you find once you defeat all the fungi and spores. Wink

    Yep, all in all . . . a good game. Wish I had been "there." Cool

    Only to cause trouble, of course! Evil Grin


    Mwahahahahahahahahahahaha!
    _________________
    Mystic's web page: http://melkot.com/mysticscholar/index.html
    Mystic's blog page: http://mysticscholar.blogspot.com/
    Master Greytalker

    Joined: Aug 09, 2001
    Posts: 655


    Send private message
    Sun May 05, 2013 11:10 am  
    The Death of Woni

    CAMPAIGN JOURNAL - Extra!

    Cast of Characters:
    Taki: Human Fighter
    Vestron Orcburner: Elven Fighter/Mage
    Woni: Gnome Fighter/Thief

    I just found these old posts, so I thought I'd throw them here. They tell a few stories that I skipped during the Temple of Elemental Evil. They weren't in PMs, but were in a different game thread. To refresh your memory, Woni was knocked out and carried off by gargoyles in the big fight in the hallway before the party reached the Greater Temple. vestron used his gargoyle cloak to follow them, and chased them down some side corridor.

    Woni and Vestron
    Vestron follows the gargoyles, which throw the body of Woni onto a strange earth symbol at the end of the hallway. After a shimmering effect (think Star Trek transporter!) Woni disappears. Vestron recognizes a gate, but to where? He decides that he needs to act right now, or the unconscious gnome is dead. He thus flies there himself, and lands on the symbol.

    The same effect happens, and you disappear, reappearing in another place. You are in a large cavern, nearly 100' across. There are two large columns in the center, nearly 20' wide each and you appear right between them. Woni is on the ground at your feet, unconscious. There is no light, but you can see with your infravision. The air is dusty, and you cough almost instantly, though not uncontrollably. Vestron moved to him, and found Woni's potion of Ex-healing, which he quickly gave the gnome. It healed Woni, and the gnome woke up. Both are both pretty well beat up, but alive.

    Woni offers to share what is left of the potion. Vestron does so, you both are semi-healed. Vestron has 21hp and Woni has 7.

    "Thank you for saving me, Vestron," says the gnome in a shaken voice. "Where do you think we are and how did we get here"

    "I think we were somehow teleported," says Vestron. "Let's get a little away from these columns, Usually, if you send someone some place, there is someone else to meet them."

    Woni dropped his shortsword and dagger when he was knocked out. He has his crossbow still, slung over his back, and three regular daggers. He takes out his crossbow, loads it, and follows Vestron.

    You don't have any idea of direction, but there are about a dozen exits from this large central chamber, going pretty much in all directions. Vestron casts Detect Magic. There is a very dim background magic covering everything, but basically the ground is just a dirt floor. You're in a plain, dusty, large underground cavern.

    With no other ideas, Vestron decides they should leave, and he leads them to the side of the chamber. By the time you reach the side, the ceiling has dropped to about 10'-20'. The corridor has no light, and the dusty air permits only half normal range of sight, whether normal or infravision. Slopes are few, and the stone and earth is dug out, rather than worked. The passage continues on for quite a ways, hundreds of feet. You both take 2 damage from the chocking dust. You can make some masks to breath through, and that will help mitigate the effects. Then you press on.

    Woni doesn't like this place, and he keeps alert, his crossbow constantly pointing into the dusty darkness. You come into another chamber. It seems about 50', with a ceiling of about 25' in the center. There are numerous stalagmites and columns. You skirt the edge, looping around. About halfway around, you find a strange column, and Vestron takes a look at it. As he looks closer, he sees it is a statue of a man with a look of sheer terror on his face.

    Woni takes a real close look. "The perfection in the statue is amazing!" he says.

    Vestron grabs Woni's hand and runs full speed to the closest exit, shielding his eyes. He tells Woni to to the same. "Somebody was turned to stone!"

    "Medusa?" asks Woni, thinking about the legendary stories of his youth.

    "I don't know but I do not want to find out!"

    As they start to run, they hear something moving in the darkness.

    "Run faster!" cries Woni.

    Vestron prepares to throw up a wall of fire from his wand in your way is a large, dragon-like beast which blocks your path! Woni, unfortunately, is caught by it's gaze before he can close his eyes. He immediately begins turning to stone!

    Vestron uses his wand to throw a fireball, which shoots out towards the creature. The fireball erupts on the DRACOLISK! It takes [25].

    Vestron OOC: [A dracolisk...oh man. I am dead. Wall of fire to contain it and block its gaze and hopefulyl any other attacks.]

    Vestron throws up a wall of fire, blocking the dracolisk off. Unfortunately, you are on the wrong side and there are no exits on your side! The Dracolisk tries to fly up over the wall of fire, and takes damage as it crosses over, not quite able to make it. Vestron hits it with another fireball [18]. If falls to the ground, its hide and tail smoking. Vestron runs away, firing another fireball behind it, then another, while the dracolisk cries a howl of agony.

    Vestron doesn't hear sounds of pursuit, and eventually the dracolisk cries stop. He sneaks back as the fires subside and finds the charred remains of the creature. He moves to check on Woni, but finds him hopelessly stoned.

    Vestron casts another detect magic, and finds a magical dagger inside the dracolisk remains. Seemed it ate it with its last victim. Vestron takes the dagger and tucks it into his belt. He then says a prayer for Woni and leaves to find a place to rest. Vestron needs to sleep and regain spells, and doubts anything will bother a dracolisk's lair. However, he makes sure to hide in a good spot anyway.

    [So, you now have learned the details of poor Woni's death!]

    After resting, Vestron returns to the central chamber, or at least he begins to walk that way.

    As you are coming out, you pass a small side tunnel you must have missed before. Or maybe you ignored, since it only went in about 30' and was empty. Suddenly a hand reaches out and covers your mouth, surprising you. It is a man, an incredibly large man maybe 7' tall and very strong. With his other hand he puts a finger to his lips, then points further down into the hallway. With your infravision, you see something moving but you can't be sure what they are. They look like nothing you've ever seen before, like big fish or something, 3' long with lamprey mouths. There are a few of them, and you see them go into and out of the rock wall. Eventually they all move on, and the man lets you go.

    "Sir I am Taki," he says. "Of the Hill People. I fear you do not look well." Taki reaches into his pouch and offers Vestron a potion of extra healing "We are safe here for now if you need to regain your health."

    "Why are you helping me?" he asks the huge man as he looks suspciously at the potion.

    "You seem to not be one of the evil ones, and I am here alone cut off from my party and I think they either left of have all been killed. One man alone here is on a short road to death, two blades or your blade and my maul are better than either one alone. Either take my help and in return we help each other or wander off alone and be either killed or captured by the evil of this place your choice. I gave you my name where I am from you give yours in return or are all the folks from where you was born rude?"

    "I am Vestron Orcburner, from Celene. How did you arrive here?" he asks as he drinks a cautious sip from the potion.

    "Well met Mr. Orcburner. We was on adventure to sort this mess out, seems we was not up to the task and yourself is your story the same as mine?"

    "I came here because I tried to rescue a friend from gargoyles. He and I were transported here from the temple of elemental evil into a chamber with two large columns. We explored a little farther along this tunnel and ran into a nasty monster that turned him to stone. I killed it but poor Woni is no more. How is it that you came to this place? What adventure were you on?"

    "The same as you," replies Taki.

    Vestron drinks more potion (will contineu to do so until healed fully).

    "I am a warrior mage of teh court of Celene. From where do you come, mortal? And do you know of a way to escape this infernal place?"

    "I am from a small village in the hills far from here," says Taki. "I have no idea how to leave this place. I was separated from my party about four months ago when we entered the Greater Temple. We were ambushed and forced to retreat down a side corridor, and ended up in these nodes. There is apparently one attuned to each element, this one must be the Earth Node.

    We arrived on a tall spire in the Air Node, just myself and Darley, a sorceress from Perrenland. She was blown off a ledge by a dragon, and I only escaped by taking cover in a cave. There must have been a gate there, there as the next thing I knew I was in the same cavern you described.

    I learned of the nodes from one Ashrem, once chief priest of the Air Temple. We allied for a short while, and he told me of them, and of the existence of gates between them and the Temple. We survived together for a while, but after being tricked several times, my dislike of the cleric grew, and I went off on my own. I think that was two weeks ago. I took this dagger off him," and when he draws it, it glows with a dull light, only illuminating about 5'. "It's been my only source of light, at least that I dared use, and he puts a hand on his longsword. Other lights draw unwanted attention."

    "I think we killed this Ashrem in a fight in the air temple. This must indeed be the earth node. Is there some place where we can find food and water here? Are there structures built anywhere for the temple's use or friendly creatures who we might ally with?"

    "Sir," replies Taki. "I have been mainly trying to avoid any creature I have come in contact with, as there are things here that are very deadly. This hole we are in now has been my home and my protection. I do however suggest we together could find our way out or fight our way out which ever is needed."

    "I had a number of very capable companions who will surely be looking to rescue Woni and I," says Vestron. "Perhaps we can carry Woni's statue back to the cave with teh columns in case rescue comes. Clerics would be able to heal him, I am sure. He was a good gnome. After that, we can take a look around maybe."

    "If you feel up to it then lets be off to recover your friend and I can carry him back here."

    "I am ready and will help bear the load and you can call me Vestron. Trustworthy companions are likely few and far between in this place and we need no stand on formality." Vestron leads Taki to where Woni died. Taki readys his maul and follows.

    They reach the statue, but it is too heavy to move. Vestron looks at Woni one last time and lays a hand on his stone head. He says a little prayer for him and leaves, saying, "You will stand here forever, a monument to your own bravery, Wonillon. I vow that if I can return here and bring you home for healing in future, I will."

    He then looks at Taki and says, "Taki, let's go back to the column room and see if there are otehr passageways we can use to find a way out."

    Together, they make their way back to the main chamber, where they are greeted by the rest of the party when they arrived. They actually fought a few elemental creatures, but they defeated them. So, there you have it. The death of Woni and the introduction of Taki of the Hill People.
    Master Greytalker

    Joined: Aug 09, 2001
    Posts: 655


    Send private message
    Sat Feb 01, 2014 9:23 am  

    Follow the party's further adventures in Interlude - Hommlet and Verbobonc.

    http://www.canonfire.com/cf/modules.php?name=Forums&file=viewtopic&t=5561
    Display posts from previous:   
       Canonfire Forum Index -> Campaign Journals & General Online Play All times are GMT - 8 Hours
    Page 1 of 1

    Jump to:  

    You cannot post new topics in this forum
    You cannot reply to topics in this forum
    You cannot edit your posts in this forum
    You cannot delete your posts in this forum
    You cannot vote in polls in this forum




    Canonfire! is a production of the Thursday Group in assocation with GREYtalk and Canonfire! Enterprises

    Contact the Webmaster.  Long Live Spidasa!


    Greyhawk Gothic Font by Darlene Pekul is used under the Creative Commons License.

    PHP-Nuke Copyright © 2005 by Francisco Burzi. This is free software, and you may redistribute it under the GPL. PHP-Nuke comes with absolutely no warranty, for details, see the license.
    Page Generation: 0.42 Seconds