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Author Topic: Welcome to Kramerland...  (Read 164247 times)

MeatLips

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Welcome to Kramerland...
« Reply #30 on: January 14, 2009, 11:12:21 AM »
The worst is yet to come... Question is, when you are faced with it... What will you do? :-D

Man, I'm so diabolical, I scare myself!

Mutt

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« Reply #31 on: January 14, 2009, 08:59:33 PM »
This weekend sounds good if we can get Meatlips out of bed

imurrx

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Welcome to Kramerland...
« Reply #32 on: January 14, 2009, 11:27:19 PM »
Well... I just saw my work cancel my time off this weekend. As of right now, I can't even go to Lon's son's party. I'll learn more tomorrow to see what my stinky fate is.

Oh BTW Mutt, you can only find and disable traps of below DC 20. If it higher than that, only rogues, artificers and factorums can dissable them.
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MeatLips

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Welcome to Kramerland...
« Reply #33 on: January 15, 2009, 09:26:28 AM »
Quote from: imurrx;278591
Well... I just saw my work cancel my time off this weekend. As of right now, I can't even go to Lon's son's party. I'll learn more tomorrow to see what my stinky fate is.

Oh BTW Mutt, you can only find and disable traps of below DC 20. If it higher than that, only rogues, artificers and factorums can dissable them.


And why did you lose your time off, Mister Pharmacy Manager? For the dude who's supposed to be in charge, you sure end up grabbing your ankles a lot.

Friday night works for me, this weekend works for me, etc etc.

Mutt

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« Reply #34 on: January 15, 2009, 05:08:00 PM »
Friday night at this time wont work for me unless after 9:30 or so

imurrx

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« Reply #35 on: January 15, 2009, 05:59:22 PM »
I'm in on Saturday. I got both days again off.

I am in charge of my staff, but for me, I have a higher power to answer to.
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Mutt

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« Reply #36 on: January 15, 2009, 09:01:40 PM »
sat works for me

MeatLips

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Welcome to Kramerland...
« Reply #37 on: January 15, 2009, 09:15:49 PM »
I can do Saturday. Hey, we can play at my place!

imurrx

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« Reply #38 on: January 15, 2009, 10:51:50 PM »
Hey Mutt, here are two feats you should get.

Clining Breath feat from Monster Manual IV allows the effect of your breath weapon last 1 more round as the targets burn. On the downside, you need to wait 1d4+1 rounds before your next use (instead of 1d4).

There is another one called Lingering breath wich is the next progression  but it lingers in the area instead of the object.
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imurrx

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« Reply #39 on: January 16, 2009, 12:43:42 AM »
Quote from: imurrx;278591
Well... I just saw my work cancel my time off this weekend. As of right now, I can't even go to Lon's son's party. I'll learn more tomorrow to see what my stinky fate is.

Oh BTW Mutt, you can only find and disable traps of below DC 20. If it higher than that, only rogues, artificers and factorums can dissable them.


Also Ninja's, scouts and spelltheives can do it too.
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Sacrificial Lamb

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Welcome to Kramerland...
« Reply #40 on: January 16, 2009, 08:12:28 PM »
Quote from: imurrx;278785
Also Ninja's, scouts and spelltheives can do it too.
Actually, there is one other option, imurrx. Mutt could take one or two levels of Warrior from Unearthed Arcana, and choose the Trap Sense ability. He simply needs 4 ranks in his Search skill to get it. Do that, and he'd even be able to fiddle with magical traps. Plus, he'd have access to a wider variety of weapons than he has now. Reven focuses on finding traps, and on combat, so a couple levels in this class would be perfect for him. It's a thought...:)
« Last Edit: January 16, 2009, 08:22:11 PM by Sacrificial Lamb »

Sacrificial Lamb

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Welcome to Kramerland...
« Reply #41 on: January 16, 2009, 08:17:45 PM »
Quote from: MeatLips;278648
And why did you lose your time off, Mister Pharmacy Manager? For the dude who's supposed to be in charge, you sure end up grabbing your ankles a lot.
:)
Quote from: MeatLips
I can do Saturday. Hey, we can play at my place!

Quote from: Mutt
sat works for me
Saturday is fine.
« Last Edit: January 16, 2009, 08:21:03 PM by Sacrificial Lamb »

Sacrificial Lamb

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Welcome to Kramerland...
« Reply #42 on: January 19, 2009, 04:51:53 AM »
Greetings, my friends! The epic of Kramerland continues.....

I was completely exhausted last night, and so postponed writing about our Saturday Night Session until now. If I wait much longer, then I'll forget what we actually did, so here's a basic summary of our experience...

Okay. I did some mapping this time, but I was half-asleep during the session (not because of you, MeatLips), so I missed very important details. Therefore, my map for this temple is far less precise than I'd like it to be. It sucks, but that's life. I just hope what I have is enough..

We crept out of the shadowy chamber containing two large treasure chests, and survived the crushing walls thanks to imurrx's quick thinking. So we leave the room with possession of the potions, the keys, and the gold. We're now in a 10-foot wide hallway stretching both east and west. Right across from us is the doorway to the catacombs holding the remains of the vampire spawn we defeated. All seems well until we're startled by the appearance of a large panther with knobby tentacles emanating from its body. It's a displacer beast! And it's pissed...

Okay, the fight with the displacer beast takes forever. Blumpy and I were dumb enough to take Murky-Eyed as a flaw from Unearthed Arcana, and that really made things a pain in the ass for this combat. Luckily, we managed to throttle the thing due to sheer numbers, and soon stood over its bloody corpse. Kratos (imurrx's character) wants the hide of the creature, as he believes it might have some use, so Reven Tyge (Mutt's character) skins it, and takes the hide with him to be properly treated later on. We then stride eastward down the shadowy corridor.



Ahead of us, we see a door. I don't remember if it was locked or not, though we obviously did make our way through it. We carried torches to light our way, and it is then, after we open the door, that MeatLips, our DM (also known as Senor Kramer) informs us that we can see a barren stone floor a few feet ahead of us. I then inform him that torchlight illuminates things within a 20-foot radius. He still makes it clear that we can see nothing beyond a few feet beyond the door. It feels to us like he's being cryptic. :mischief[1]: Whatever. We take a torch, and throw into the shadowy area in front of us. The torch disappears. Is it magical darkness? No. I think it was Reven that walks forward, and then stops right at the edge of a sheer cliff. That's why the torch disappeared. It's because it fell, and it fell far. We see before us a very large circular chamber, with a narrow staircase leading down below. It looks dangerous, and neither my Reflex save nor my Balance skill are very good. Crap. :(

I wanted to go back the way we came, but was outvoted, so we tredged forward (and downward). We tied a rope around ourselves, so if someone fell, we could pull that character up. Needless to say, this happened several times, and we almost died. Feather Fall is my next spell! :mad:

Eventually, we reached the bottom of this stairway intact. So what did we see? In the center of this very large circular chamber was an enormous well. It was a full 20 feet in diameter. Even more shocking was a large set of golden double doors on the northern part of the wall. For some reason, we opted for the well.

We had one character make his way down first. I believe it was Reven. We used several lengths of rope, and helped lower him down. Or did he climb down? I forget. Well, anyway....it seems the well as empty, though he discovered a large metal grate on the northern part of the well. Through it, he spied a circular tunnel leading north. He couldn't see the end of it. Well, at some point, we all go down there. The grate is removed, and we're treated to the festering smell of a sewer. Well, we creep forward and eventually hear chittering noises. Ominous-looking creatures are scampering about in the tunnel before us. Are they dogs? No, they're rats! Dire rats, to be more precise, and they're coming straight for us...

These critters are aggressive, and they attack. My familiars are not too fond of rats, and go on the warpath after I cast Fist of Stone to magically jack 'em up. We all surge forward, and the battle is joined. At the end of this bloody melee, eight dire rats lie dead. The only good rat is a dead rat, it seems.

We travel another couple hundred feet down the tunnel, until we see....

...something I'll tell you later. I need sleep, and it'll take me a long time to describe it. So, to be continued...:D
« Last Edit: October 07, 2009, 04:31:23 PM by Sacrificial Lamb »

Sacrificial Lamb

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« Reply #43 on: January 20, 2009, 03:43:42 AM »
....continued from my previous post.

We travel another couple hundred feet down the tunnel, until we see the rungs of a ladder leading upward dozens of feet to some large manhole cover. Ok. So we decide to climb up, and see what seems to be a crowd of people up above. They don't respond to the opening of the manhole cover. So we get up there, and discover that these are countless zombies aimlessly wandering around. They ignore us. :idunno:

Inside this enormous chamber is a dome with a large door. We get this bright idea that we should open it. Kratos (imurrx) tries to open it without setting off the trap that we know will inevitably be there. Suddenly....

Bzzzzzzzzt! AoooogaHH! :eek:
 
Oh, shit. It went off. There's an alarm. :jaw-dropping:

That gets the zombies riled up. I leap back towards the hole in the floor, but am intercepted by the undead! My kitty familiars and I tried to use our Tumble skill to avoid any Attacks of Opportunity during our mad rush back to the hole. The kitties make it. I don't. :(

I forget what happened to the other guys. It took me a little while, but I soon made it down below after getting slapped around a little bit. What eventually happened is we all made it back down there, and then Reven would poke his head back up, and flash-fry the zombies with his breath weapon, and then duck down below again. The zombies would mindlessly lunge towards the hole in the floor where we were, and then stupidly fall through to their doom.

Eventually, it became a little game. We'd see how many we could lure into the vertical tunnel, and try to pick off as many as we could. At some point, the zombies were bunching up and getting stuck in the hole so that they couldn't fall, so Reven would blast 'em again with his breath weapon.

I remember the brain-numbing alarm eventually stopped, and so the zombies gradually lost interest in us. Of course, we're dummies, and went up there again. :) Kratos went up there, and attempted to disable the trap on the door. He wasn't having much luck, as the alarm went off again. He did, however, have tons of luck when kicking ass and taking names. I don't know how many zombies he throttled, but it was a lot. Eventually, the undead were slowly wearing him down, so Hrothgar (my guy) and "the Battle Cats" (Chubbs, Felix, and meadows) leapt into battle to aid him. I have to say that I was experiencing a serious "whiff factor" this session. Being multi-classed in this way really weakens my melee combat ability, especially since I've devoted so many feats towards strengthening my familiars. I was missing like crazy, and felt like a blind man tryin' to catch flies with chopsticks. It was so not cool. :(

While this was happening, Reven (Mutt) would breathe fire on the periphery of the battle, torching this mob of undead, to keep them from overwhelming us. Finally, we decided that we'd had enough, and fought our way back into the hole in the floor, though not without getting partially mangled. The kitties were unscathed. :)

Blimpy was at the bottom of the shaft, torching the quivering bodies of the undead. We went down below to regroup, and collect our senses. We decide we want to rest, but tonight Blumpy's player is...um...kinda crabby. :rolleyes: He wanted us to rest, but that was impossible, because we now spy six humanoid beings, approaching us from where we entered this festering hellhole of a  tunnel. Uh-oh. They're ghasts. We're overwhelmed by a hideous stench, and the battle is joined!

It takes a while, but we finally overpower these creatures. The situation is dire. It would be extremely difficult to return whence we came, and the chamber above is a deathtrap. Even Kratos could never fight them all. I conclude that if we can't fight them, then we'll sneak past them. We formulate a plan for entering the dome. It begins with me casting Hide From Undead. We then make our way up this vertical tunnel, and into the chamber above. Ok. So we're there. The zombies are aimlessly wandering about, so Reven and Kratos try to work the door. But, guess what? The alarm goes off. Again. :D

"Bzzzzt! Aaoooooggaaaaahh!"

The zombies get stimulated, but they're completely unable to sense us, so they don't really do anything. On a good note, however, we finally get that damn door open. We get that door open, and we see.....

....something I'll tell you about later after I get some more rest. To be continued....;)

Sacrificial Lamb

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Welcome to Kramerland...
« Reply #44 on: January 20, 2009, 11:47:55 PM »
...continued from before.

We get that door open, and we see the inside of the dome. There's an altar holding a large blue diamond the size of a friggin' football. A beam of light is arching from the ceiling to the gem. On both sides of the altar is a large suit of seven-foot armor. We're then startled when the doors slam shut. :jaw-dropping:

At this point, I don't remember what happened. Something we did activated the suits of armor, and they attacked us. So we launch ourselves at these huge, overpowering suits of armor. There's a fight, but we win it.

The guys were reluctant to grab the diamond for fear of setting off a trap, so  we searched for secret doors in the chamber. Finally, Hrothgar (my guy) casts a spell (Detect Secret Doors) to locate a secret door hidden beneath the altar. We snatch the blue diamond, and scoot through the secret door. :)

It's hard to remember what happened next. I think the tunnel beneath the altar was sloped, leading to a water slide, and a waterfall that spills out into a lake. We go flying...

"Aaaaaahh!!" :jaw-dropping: .....sploosh.

...and we land with a splash. The group of us swim to shore, :swimming: and shake the water from our clothes. After this, we go to where our mounts were tethered, but nothing remains but tattered harnesses and blood. :(

I think we ended there. My next post will relay Monday night's session. Oh, and here's a list of monsters we defeated for this adventure, and items we acquired.

MONSTERS DEFEATED

* Displacer Beast (1)
* Dire Rats (8)
* Zombies (33)
* Ghasts (6)
* Vampire Spawn (8)
* Suits of Magic Armor (4)
* Suits of Magic Armor (2)
* Ghasts (6)

There could be more, but I'm not sure. Anyway, here's a continuing list of our inventory. Check it out..

INVENTORY

ITEM......................................................................VALUE

* Potions of Cure Moderate Wounds (4).....................300 gp each
* Diamonds (23).........................................................500 gp each
* Diamond (desecration curse on it?).........................500 gp (or more)
* Diamonds (2)...........................................................200 gp each
* Lesser Idol of Neru (golden idol, enchanted?)....................?
* Eye of Neru (blue diamond, enchanted, cursed).......100,000 gp (or more)
* 20,000 gp
* Beautifully Wrought Golden Key.......................................?
* Rusty Key........................................................................?
* 500 gp

There could be more, but I think that's all of it. Take note that most of those diamonds will be used to resurrect Horatio, so we'll soon have far less money. Blumpy is donating his share (5,000 gp) to the Temple of Pelor. The Eye of Neru is an evil artifact with great value, but it's also cursed, and after studying it, we discover that it attracts the undead. :( I'll get into this more later. This is the last journal entry for Saturday night's game. Damn, this sucker took a long time to write!  :11zblink: