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Post by Gigermann on Nov 3, 2007 14:16:22 GMT -6
The Paladin™ has buggered off after the dragon. Gilthoron asks Orolonwë to consult the Magic 8-Ball (Augury) before they go chasing after him. Here's the question:
"Will Gabriel return to us promptly 'in one piece' if we do not pursue him?"
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Post by Magman on Nov 12, 2007 16:58:52 GMT -6
Heads up. I shall not be playing this coming week . I will be going to work early Saturday
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Post by Rigil Kent on Nov 12, 2007 17:18:25 GMT -6
Boo! Hiss!
You want someone to play thy character?
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Post by Mike E. on Nov 12, 2007 22:51:59 GMT -6
Yeah...let me...buwahahhaha
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Post by Gigermann on Nov 14, 2007 13:03:45 GMT -6
All that being said…
Where to next? We've found the prisoners, rescued them. We just marching off in the direction we were headed (since the compass isn't working)?
@rigil: There's a Druid spell I was thinking of using for direction (when I can re-slot), since we're having compass problems: Circle Dance, Indicates direction and condition of a known target (spc:46); according to the description, it will fizzle if the target is on a different plane.
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Post by Rigil Kent on Nov 14, 2007 14:58:45 GMT -6
Where to next? We've found the prisoners, rescued them. But you haven't spoken to them. You haven't looted the bodies or interrogated the wracked cleric. There's also the problem of Gilwe's prestige class which makes scrying and detection more difficult...
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Post by Gigermann on Nov 14, 2007 15:06:26 GMT -6
I just didn't want to sideswipe you with that Circle Dance spell—he'll not be aware of any "penalties," and will try the spell anyway whenever the opportunity presents itself (however long that'll be).
As to the other question; we don't really have a plan of any kind ATM, intelligence aside, except to wander in the general direction (we believe) of [aforementioned City]. I just figured we should work on one.
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Post by Rigil Kent on Nov 14, 2007 15:19:00 GMT -6
I just didn't want to sideswipe you with that Circle Dance spell—he'll not be aware of any "penalties," and will try the spell anyway whenever the opportunity presents itself (however long that'll be). Where is it from? The PHB? I'll need to look at it ... appreciate the heads-up though. That'd be Rauxes, and good idea. Especially since you guys are starting to get additional followers and the like - you'll be leaving a larger ... footprint (for lack of a better word).
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Post by Magman on Nov 14, 2007 19:16:43 GMT -6
I will have Rhonda give SQ my character sheet. Arron will play my character. See everyone after Thanksgiving. Have a good one
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Post by Rigil Kent on Nov 14, 2007 20:19:26 GMT -6
You did notice that you leveled, right? And I need the .hf file...
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Post by Gigermann on Nov 26, 2007 15:20:26 GMT -6
So, back to my original question—What's the plan? Or should we just stumble through, like usual?
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Post by Magman on Nov 27, 2007 21:49:52 GMT -6
Stumble through as usual . No really Whats up?
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Post by zenwolf on Nov 30, 2007 16:13:59 GMT -6
malevoiy still hasnt' contacted me could someone message me his number or something so we can try not to be late this time.
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Post by Rigil Kent on Nov 30, 2007 17:04:56 GMT -6
'CAUSE HE'S A SLACKER!
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Post by Rigil Kent on Dec 22, 2007 20:16:37 GMT -6
D32 is obviously where you guys saw the pyrohydra. The cavern ceiling is about 30 feet above the surface of the lava. The air in this cavern is extremely hot, and it deals 1d6 points of fire damage per minute (no save) to every creature in the room. A character wearing metal armor is affected as if by a heat metal spell and takes 1d4 points of additional fire damage per round (no save). A creature in a square adjacent to one of the islands is considered to be in contact with the lava, but not immersed unless it falls prone or remains there for more than 1 round. The lave is much thicker than water, so a Medium creature walking through the pool sinks about half its height into the lava each round. Anyone trying to swim in the lava takes a -8 penalty on the Swim check. The lava deals 2d6 points of fire damage per round of contact, or 20d6 points per round of immersion. (Ahhh ... D&D physics...) The island surfaces are 5 feet above the lava. Leaping from island to island is not particularly difficult: Crossing a 5-foot gap requires a successful DC 5 Jump check (long jump); crossing a 10-foot gap requires a successful DC 10 Jump check (long jump). A character who fails the check slips into the lava adjacent to the target island, taking damage for exposure rather than immersion; a character who critically fails the check is considered totally immersed in lava and takes damage accordingly.
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Post by Gigermann on Dec 27, 2007 8:31:36 GMT -6
Those "jumps" are more than 5-ft apart…what's the DC? On my end, I really have no spells or anything to help, save for Resistance, Mass (which will help, but not for long) and Protection from Energy (gives 60pts).
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Post by Rigil Kent on Dec 27, 2007 10:25:32 GMT -6
Crossing a 5-foot gap requires a successful DC 5 Jump check (long jump); crossing a 10-foot gap requires a successful DC 10 Jump check (long jump). DC 10, providing one has a running start; otherwise it is DC 20 (I think.)
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Post by zenwolf on Dec 27, 2007 10:39:00 GMT -6
Hey guys, just found out yesterday I'm not going to make it to the game this Friday. I'll be visiting my grandma out of town. I'm letting Gav run my character with the stipulation that he should take the advice of the other players. I can take my character sheets to Esque's house tonight if necessary.
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Post by Gigermann on Dec 27, 2007 14:23:20 GMT -6
I think Aaron's supposed to be here, but what if he isn't?
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Post by Rigil Kent on Dec 27, 2007 14:38:48 GMT -6
Really? I thought he wasn't going to be there.
I will admit to some concern about the forthcoming battle(s) with two of the three frontline fighters not being controlled by their principals. Given that the death slaad really gave you guys some trouble and he was just a Boss (and not the Boss), you can probably see my concerns.
Thoughts?
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Post by Mike E. on Dec 27, 2007 17:04:58 GMT -6
well, do we want to discuss alternate plans? Is that what your saying?
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Post by Rigil Kent on Dec 27, 2007 17:43:42 GMT -6
Not really. Just offering a heads-up based on what I (as the GM) know is coming. I'm not all that concerned about the pyrohydra (based on his CR and what I've seen you guys do previous), even if malavoiy and zenwolf are absent, but after that? Yeah ... that could be bad.
BTW, didn't you imply on Friday that Nival had an idea about the skiff that Jiro saw parked on the surface? What was that all about?
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Post by Gigermann on Dec 27, 2007 18:06:09 GMT -6
FYI. Aaron will most likely be here.
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Post by Mike E. on Dec 27, 2007 20:03:44 GMT -6
well, we could take the skiff and fly it out to dock with the mothership, I could upload a virus to take down there shields then we could take'em out, take'em down...do what we do....oh wait...
Also, how much cold damage would it take to harden the lava to walk on.
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Post by Rigil Kent on Dec 27, 2007 20:08:57 GMT -6
Also, how much cold damage would it take to harden the lava to walk on. Uh ... I have absolutely no idea whatsoever. I actually don't think it can be frozen 'cause it's ... well ... lava.
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Post by Gigermann on Dec 27, 2007 21:38:11 GMT -6
Excerpted from Dungeonscape
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Post by Rigil Kent on Dec 27, 2007 21:44:25 GMT -6
There ya go.
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Post by Rigil Kent on Dec 28, 2007 14:39:51 GMT -6
No Gavin, either, so someone else will have to run Karick.
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Post by Rigil Kent on Dec 29, 2007 1:51:01 GMT -6
Okay, I'm going to need some feedback on what your plans are from this point. Obviously, you guys are going to be doing some resting up and restoration of some hit points/spells/whatnot. As I indicated tonight, this "prison" is an ideal location for Nival to start growing the clones of the Company and can even provide a built-in explanation for when SQ can't be at the game (providing he sets down some wards and the like.)
There is also the matter of the planar skiff that is currently parked at the top of the ruined keep. I believe Nival had an idea in that regard.
Finally, recall your original mission: to rescue Gilwe, son of Glorthoron, from imprisonment or, failing that, bring word back to the Princess about his fate. As you entered this valley, remember that the "magic compass" provided to you was not functioning properly (likely due to the wild magic zone on the upper level.)
ETA: Upon rereading of the spell turning thing, SQ, Nival would not have been stunned for a round. I misread how to determine the spell levels reflected, so 100% of the PW:S would have been bounced back.
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Post by Gigermann on Dec 31, 2007 10:13:38 GMT -6
The Gilwë thing is our only real purpose ATM. The next order of business, in the absence of a functioning "compass thingy," would be to continue in the general direction of [city, whose name continues to escape me] (as far as we know it); on the way, we need to get better directions to said city. We would continue to test the "compass thingy" on the way, in the hopes that it will start to function properly at some point.
The "skiff idea" is still a viable option, as it may allow us to travel more quickly (kinda depends on how big it is—I don't think it's big enough to carry the entourage). If we manage an opportunity along the way to capture a bigger one, its usefulness will increase.
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