B-team Takes the Torture Chamber

Kazandra - or should we call her "Lacrisa"? - took charge of this one.

After something of a false start, those puzzled faces in the front line figured out what was what and bagged the torturer. Kazandra secured the bugbear assistant, along with the two orc prisoners.

The rescue list is a man-at-arms, taken in a raid with the two females. He tells you, when the pain of the dislocated joints settles down to a mere excruciating level, that he refused to join the temple followers, and he is sure that he was to become food for gnolls.

The girls confirm his story, and tell you they are country folk, and just want to get home. If they could be shown the way to the outside, they would be most grateful.

The turnkey wears chain mail, has a bronze ring with a triangular jet setting, and 23 gp in his purse. A quick search yields 4 gems hidden in his surcoat.

HP Boost

How do you increase your max hp's over the course of the campaign?

Wish?

Some other type of quest?

Any ideas for those that want to increase max hp's due to crappy rolls? Has this happened in any other game variations that we know? And if so, is it a bit munchkin or is it realistic enough to incorporate?

Level Frenzy!!!

Ever had a character tag along with a bunch of high levels, suck away their XP like a hungry hungry hippo, only to find that you've "bumped your head" at 1 below the next highest level?

The agony!

XP - one of the rarest commodities, more valuable than gold. What's more frightening than being killed, body lost? Being double level drained, that's what! Lose two levels in this game and you MAY AS WELL start again...

The proposed rule amendment is to the "training" optional rule that has been in place since the campaign started.

If you have time to spend out of the adventure - "downtime" as we call it - you can allocate some of that time to training for the next level threshold that you cross.

If you cross that xp amount during the adventure, then you will be able to level, so long as you have a safe place to meditate - an "extended rest" if you like (excuse the 4th ed. parlance).

You will need to spend the money on training also, just as you would normally.

This rule will be retrospective to a certain extent - if you currently have a character in the Temple, with potentially enough XP to level, AND you have enough "downtime" to spend, along with sufficient gold, then all you need now is an extended rest and you should be ready for new and improved challenges!

I should mention that the Temple challenges in the lower levels are now actually matched roughly to your levels. No more steam-rolling through with a strong front line and a flanking manouevre - this next phase is going to take tact, skill, diplomacy, and possibly a healthy dose of luck.

So if you have the opportunity to level, I'd say take it.

It could be your last.

It's all in a half day's work

That mysterious northern section of level 3 - that's what we'll do!

The triple chained brass doors sealed with soft metal, decorated with ominous runes that generated an alarming number of saves vs spells, stood firmly in your way.

But some other areas of level 3 beckoned.

It would be fair to say that the breakfast meeting called by the Hill Giant, his pet worg, the ogres and the bugbears of area 314, didn't go as well as they'd expected. It went the way of most meetings with top-heavy management, devolving into utter confusion. Well ok, there was a spell involved.

Someone must speak to the caterers about the amount of ice in the water also. Well ok maybe there was an Ice Storm involved.

So that meeting lasted about 2 minutes in total before all attendees had to be listed as "apologies".

Bursting through the rear access to area 302, the Troll watchman was quickly overcome. His 3 cohorts that were waiting outside didn't last long, with Sahrim's fire elemental and Pan's incendiary ball doing large amounts of fire damage early, and Ratso's battle-axe crew keeping the last one down until the fireman arrived.

Pan really needs to work on his aim with that ball though - with two casualties to friendly fire (the glaive wielding bugbears).

Two strange creatures in 307 were swiftly dealt with, and a sense of complacency set in soon after.

This was rudely interrupted by the sight of a dead elf in 326 - and before anyone could recover after a sharp intake of breath, the sight of a hideous banshee turned most of the party away.

Pan and Sahrim held their ground, and braced for the wail of the banshee...

Save versus death magic...

Pan - saves - not dead.

Sahrim...

...rolls a 5...

...and it's a save!

The bear was on hand, after also making the saves, and quickly moved in for a vicious claw, bite and bear-hug - and sent the banshee back to hell.

The revised roster now includes only 2 of Ratso's personal guard, 11/18 and 2/15 for the glaive-guisarme wielders.

Only 4 of his Air Temple battle axe buddies remain: 17/19, 16/16, 14/14, 13/13.

I think the only area remaining on level 3 (apart from the mysterious northern section) is the north-east corner, 321-324, and maybe 328).

You might consider further exploration down to level 4 - will this level reveal some more secrets? A way of overcoming those brass bound doors? For certain you will want to be at maximum strength, and have as much intel as possible. Level 4 will be a challenging level, even for your trusty A-team. You have managed to hit a weakspot of level 3 at full strength, and round up a solid fighting force to take care of the upper levels.

If level 4 are on alert, your task will be much harder.

If you haven't quite got the message yet...level 4 will be HARD. You've already had one save or die moment on level 3, so don't think that there won't be more to come, from traps and monsters alike. You've come this far...don't f*#k it up now!

But rest assured the rewards will be there for the taking...the haul on offer will be Monty with capital M. You just have to find it, and take it!

Juniors take lunch on day 4

Well...it's been quite a morning.

The Guru and Dwervyn have shown initiative and leadership, and have been well supported by up-and-comer priestess Kazandra. Titan has had his usual devastating impact, and Lysander has had the closest of shaves to see another day. Elzix and Bridget have been wisely keeping well clear of the front ranks, survival instincts in this hostile environment being primary.

Mugwort has shown courage and loyalty, but has lost his faithful bugbear crew, and has only what remains of the Air Temple crew that he talked around. Sven has been on hand to sing a lively tune and rally the troops.

Air Temple Bugbears: 2, 3 hp's.

Brian + 2 Gnolls - 8/9, 13/13, and 6/6 hp's + 1 Hobgoblin 1/8 hp.

River Sailor - 0 lvl - 6/6 hp + 4 Men-at-Arms - 0 lvl - 4 hp each. Each can be kitted with Chain Mail + longsword/javelin quite easily.

You have now set free 2 merchants and 3 servants from 114.

You are suitably attired in brown surcoats, and one might be forgiven for thinking you are now the replacements for the Earth Temple followers.

Next on your agenda is 147, 150, 151. You might like to nominate if there are split groups, who is where, and what path you will take to get to your destinations.

QUAN!!!!!

To take us all back to that fateful round...
 
 ... An attack was launched on the party while they were searching an Earth Temple priest's quarters.  A wave of swordsmen, lead by a cleric had burst in on them.  Lysander had instantly dropped the glass of brandy he was drinking (quite a nice drop), and whirled his trident up to face the attackers.  The rest of the party formed up, and the attackers were soon repelled and fled.  Several of our heroes, including Lysander pursued, hoping try and stop the cleric leader. 
 
Charging headlong after anybody really isn't Lysander's style, and he didn't feel right about it now.  But, they had easily countered the cleric and bested the swordsmen, so he supressed the pang of doubt and tried to press the advantage. 
 
However it appears they may have been lead into a trap.  Before long another wave of swordsmen had fell upon the group, and a disorganised melee had erupted.  The party held their own long enough for the trailing members to catch up and join the fray, and things seemed to be going well, considering.
 
Specifically, Lysander had managed to inflict a vicious puncture to the abdomen of the swordsman he faced, and had turned to face a second.  He struck down this new opponent and then, clutching his side, the first had also fallen - his wound overcoming him.
 
And that's when it happened. Things were happening too fast, and something didn't feel right.  Suddenly time felt as viscous as molasses and Lysander felt his eyes begin to move to the right.  His head gradually began to turn as well and somewhere in amongst the clamour of battle a soft, out-of-place crackling could be heard.  Finally his body began to turn to the right as well, and his sight panned over the chaos of the skirmish: Dwervyn charging down the hallway toward the melee; Kazandra desperately blocking a slash with her shield, the Guru smashing his weapon into the groin of an off balance swordsman. A bright flash in his periphery, his head still turning, painstakingly slowly. 
 
And even as it comes into view, it doesn't register as danger right away.  It takes a moment, even within full, fearful effect in view now - speeding toward him, before Lysasnder thinks to move out of the way. 
 
He lunges left, or at least tries to.  He can have only moved mere inches before the stroke of lightening rips through him.  Out before he hits the floor, his body crumples, seemingly lifeless...

The Fair Temple Warriors Conquer Earth!!!

The first combat against the undead was disciplined and decisive. Both a front and rear attack, with a strong showing from the priests, ensured that your enemy was demoralised and on the back foot from the beginning.

A well-timed charm in your second sortie, and a strong front rank, ensured the run of success remained unbroken.

A rear attack on some Ogres, and a strongly presented holy symbol from the Guru, and your next set of enemies were on their way.

But in your fourth outing, although having found the rear entrance, discipline was lost.  Three easy wins on the trot had you believing your own hype, and with a couple of crafty spellcasters in the mix, the strong frontline couldn't be formed, and a chaotic melee ensued.

Not wanting to let the Curate of the Earth Elemental Temple get away, the junior team gave chase. You were met, however, by a rear-guard force with something special up their sleeve. As the men started to fall, thier leader (and now your prisoner) unleashed a mighty weapon of magic, which felled your comrade, Lysander.

(Well, at least that's how you remember this story for now!)

You have pursued Romag, and found him cowering in the Temple proper.  There was obviously something that has broken his spirit.

Now, having eliminated or taken over the Elemental factions, you still have some problems to overcome. You have unexplored areas which potentially still have both bad guys AND stuff to take. You have a fallen comrade. And the senior team have their own issues to resolve for the day before rejoining.

Treasure - starting with Romag and Hartsch, their commander and his lieutenant:

Chain mail - magic
Mace - magic
9pp 14gp 3ep
Jasper
Hartsch
Gold ring
Gold brooch with triangular jet
11gp 17pp
Cmndr
Bronze ring, triangular jet
Gold chain
35gp, 40pp
Lieutenant
Bronze ring, triangular jet
24 gp, 16 pp

This is for 136 and 137.  I break at this point to tell you that there is an iron chest in Romag's quarters, and a locked chest in the Commander's room. There is magic detected inside both.

I can give descriptions of these areas again if you wish.

Marinise

Marinise
(Alteration)

 
Range: 30 yds. + 10 yds./level                        Components: V, S, M
Duration: Instantaneous                                  Casting Time: 2
Area of Effect: 30-ft. radius                              Saving Throw: Neg.
 
    Marinise affects metal as if had been submerged in choppy salt water for decades.  At third level, a caster can affect two objects, and for every two levels beyond third, one additional item may be affected.  Targetted objects that fail to save vs. disintegration corrode and rust the instant the spell is cast, attended items may be further affected, as outlined in the table below*.  Magical items automatically succeed their saving throw and are unaffected by this spell.  Objects weighing more than 10 pounds per caster level are similarly unaffected.  The caster must have line of sight to objects targetted.
 
 Roll on 1d12                           Effect
        1-2                  Temporary - 50 years marinisation.
        3-8                    Normal - 100 years marinisation.
       9-11                Accelerated - 250 years marinisation.
         12                  Extreme - 1000 years marinisation.
*Roll against the table once for all affected items.
 
Temporary: items become rusty and unweildy.  Metal armor becomes worse by 2 points of armor class, weapons suffer a -2 to hit and damage rolls.  Buckles, clasps and other attended metallic objects become stuck, requiring an appropriate ability check to use.  These effects wear off after 1 round / caster level.
Normal: items rust to the point of becoming brittle and useless.  Weapons break, and armor crumbles away.  Any unattended metallic objects targetted are always affected this way.
Accelerated: items appear to melt, as the effects of the sea water turn them to bottom muck.  The gooey slag clings to flesh and skin hindering movement and reducing the targets effective Dexterity to 4.  It requires one full round to remove.
Extreme: items instantly turn to a fine salty mist.  The temporal effects on the item are so extreme that exposed flesh is similarly aged resulting in 1d6 damage at 3rd level, and a further 1d6 per two caster levels beyond that, to a maximum of 5d6 at 9th level.
  For example, Rath, a 7th level mage casts marinise on a group of attacking bandits, armed with swords, and wearing chainmail armor.  He can affect 4 items at 7th level.  He selects 4 suits of chainmail, within a 30-ft. radius.  Three suits fail their save vs disintegration.  Rath rolls an 12 on a d12 - denoting the Extreme effect.  Those three suits of chainmail turn to fine mist of iron particles, and each bandit wearing an affected suit of chainmail suffers 4d6 damage.
  When cast on metallic creatures, such as an iron golem, this spell causes 1d6 points of damage per caster level to a maximum of 6d6, with a saving throw vs. spell for half damage.
    The material component of this spell is crystal hourglass, wrought with high quality brass, filled with seawater.  This houglass must be worth at least 100gp, and is not consumed during casting.

Day 4 0900 - The Juniors

It's time the new kids were given some responsibility of their own.  Level 1 of the dungeon is it.

The proposed roster is:

Lysander;
Kazandra;
Titan;
Elzix;
Bridget;
Guru Josh;
Dwervyn Hinch.

Of course, Titan is a bit "under the inflence" at the moment - the suggestion has been made to bundle him up and carry him around, but this could prove problematic in itself.  Sven and Lucy perhaps don't make the cut, and if they are staying behind at the field HQ, perhaps Titan can be housed there. Otis, although flagged for the B team, is happy to stay back at HQ.  He suggests keeping the goblin servants around, along with the black-clad bugbear prisoner.

Mugwort plus his 3 fire temple bugbears can go with this team, along with 6 "Swinging" Air Temple recruits.

I'll leave this proposal on the table for you to consider before moving it along...

Some catching up to do...

On the eve of the bi-annual face-to-face session, I thought it might be timely for another one of those, "so where the hell are we up to" posts.

Firstly let's have a look at who is likely to be involved in this crazy shenanigan - the cast list rivals Ben Hur:

Christopher Bright - pimpin' wizard of great renown. Been a bit quiet since a well-timed Strength spell on Vandross caused a great deal of havoc with some floatey orb thingy's.

Sahrim - making excellent progress on the xp table from hell.  Last seen with the friendly bear making short work of bugbears, and trying to remember what that Su-Monster was all about.

Lotto Bella - likes to spend her spare time escorting Prince Thrommel (oooooh boyfriend!) out of his mystical stasis and back into the land of the living.

Taran Quentintino - quite the nugget.  Currently keen on wrestling some weirdo space monkey in a warehouse.  It's just how he rolls.

Pan D. Monium - somewhere out there...invisible...flying...taking stuff. Currently planning the assault on 238 and 239.

Vandross Eastley - freak of nature, born with 4 arms. Oh no, he does only have 2 arms.  Wait...3. Oh look let's just wait til he stops fighting and THEN we count.

Feebie Furfoot - recently caught up with the Temple mission, and seemingly in a bit of a huff that noone told her earlier what was going on.  After wrapping up some diplomatic duties abroad, has saddled up her trusty kin-horse and has now arrived to solve all of those little problems...like...ummm...handing over the complete military plans of your arch-enemy and halting the advance of his devasting army in their tracks.  And finding lost cufflinks...she's GREAT at finding lost cufflinks.

We also have Party 2.0 in the wings...Titan, Kazandra, Lysander, Elzix, and the relative newcomer, Bridget.

Some possible old faces may be blinking in...Arnie the Elven Head-Chopper-Offerer, Kenny, maybe a jive-talkin' bard, and was there either a rather violent dwarven cleric with his own synth riff, or a somewhat-shady-yet-happy-to-oblige "merchant" in the background as well?

And for the NPC's...<now is the time to go get that cuppa>

Otis, blacksmith of Nulb,  came in with Bridget, Feebie and Lucy - fancies himself as a capable fighter and was only accompanying the girls for their journey as a guide and added security, may be prepared to hang around for a while longer.

Sven - ex-prisoner, ex-bandit, brother of Lucy: for now let's say he's a likeable rogue, 13 hp, AC 6, prefers a polearm and not much good with missile weapons.

Lucy, sister of Sven: physically incapable of anything much, verging on a disability.  Pretty though, and very nice.  Can use a light crossbow and a knife, 3hp, AC10.

Kelno, Prefect of the Air Temple (225) - 5th lvl, 29 of 32 hp, AC1, magic mace.

Kelno's personal guard: 2 of 4 bugbears remaining, 13/22 and 5/17, use bardiche; 2 gnoll archers 16/16 and 1/14.

Craig the under-priest of the Water Temple (214) - 3rd lvl, 16/16 hp, AC2, non-magical hammer.

Mugwort, half-orc priest of the Fire Temple (205a) - Lvl 3/3 F/C, 22/22hp, AC2, non-magical footman's mace.

Fire Temple bugbear guards (204): 3 of 5 remaining, 17/17, 15/17, 7/17, morningstars.

Air Temple new recruits of no fixed loyalty (Kelno recruited, but never quite got them believing in the cause - 226): 6 bugbears all at full hp, 17, 14, 13, 13, 11, 10 using battle axes, and 3 of 4 goblin servants remaining 6, 5, 3 hp's using short swords.

Ratso the bugbear Chieftain of the Water Temple, who was secretly talked around to the Air Temple by Kelno (222) - 4HD, 25/25, AC4, morningstar.

Ratso' s personal guard: 4 bugbears, all full, 18, 15, 13, 9, glaive-guisarme.

Ratso's Air Temple buddies (223): 6 bugbears, all full, 19,16, 14, 13, 13, 12, battle axes.

And you have a black-clad bugbear prisoner, who fought with remarkable courage against superior odds in 231 with Mugwort's squad.

And what the heck are you doing here again?

238/239 are on the immediate agenda, and you have a Su-Monster issue that you may or may not want to deal with (234).

Are there other parts of the levels still unexplored that are of some interest?

Well level 4 of the complex is still a bit of a mystery.  The place Pan rescued the maps from has probably got a lot of big, bad, black dudes.

There are rumours of a bad bandit man somewhere in the Temple also that may need a good talking to.

Have you accounted for all likely Temple factions?

Have you got your own personal missions or objectives?

There is probably more to uncover - so let's get stuck in!

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