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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: Sacrificial Lamb on December 26, 2008, 11:06:59 PM

Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on December 26, 2008, 11:06:59 PM
(http://slnc.me/wp-content/uploads/2007/06/dnd_logo.jpg)

Hello. This thread relays my first long-term experience as a player. I've been a DM since 1982, and being a player is a welcome change of pace. I have now taken the role of party accountant and party mapper. I'm writing this for the benefit of our DM and the other players in the group. This is mostly an inventory list of our treasure, and a brief summary of each game session. I've forgotten much of the information, so please bear with me. Oh, and I'm naming the campaign after its DM...:)

The cast of characters:

* Reven Tieg, human 4th-level Dragon Shaman. Big, brawny, and carries a big sword. Has odd magical abilities derived from gold dragons.
* Blimpy, human 4th-level cleric. Serves Pelor. Heals from time to time.
* Horatio Tortilla, human 2nd-level Swashbuckler/2nd-level Artificer. Creates scrolls, fights with two-weapons, and is now painfully dead, though we'll get to that later.
* Hrothgar (my character), human 1st-level Battle Sorceror/2nd-level Human Paragon/1st-level Cloistered Cleric. Big, brawny, and carries a big hammer. Jack-of-all-trades, minor magical spells, and familiars.
* Chubbs, Felix, and Meadows. Hrothgar's three cat familiars, acting as his "battle cats". They're his little buddies, and keep him company.

Last session:

Major problem. We're in the town of Ravenfel, and the place is practically deserted. The only known survivors are holed up in the local inn. We're there with the dwarven lord we rescued, named Rioga. There's another dwarf there, whose name escapes me. We ran into NPC dwarves named, Yeagar, Rygar, Eagar, Ayegar, and more, so I just don't remember who it is. The barkeep is inside the inn (named Larry?, Wink?, Link?, I dunno), and terrified, whining about some "black-skinned creatures" that overran the town. Of course, we get it in our heads that we'll take over the town now that practically everyone's gone. ;)

The doors and windows are barricaded. We hear a voice at the door:

Dull, lifeless voice says, "Link, let me in."

Frantic Innkeeper says, "Wink, is that you?!"

Dull, lifeless voice says, "I came with friends. Let. Me. In."

Uh-oh. :D

Eventually, we figure out that the crowd of people outside are actually undead. We soon hear a new voice at the door.

New voice says, "Gentlemen, open up. I have a business proposition for you..."

Apparently, we retrieved some magical iron flask when we were cleaning out the dwarven stronghold. He wants it, and we've got it. We converse with this new bozo (through the door) for a while. Horatio goes upstairs, and sees the lifeless crowd of people (undead!), and a dark elf outside the door. The dark elf fits the description of a dark elven necromancer named Zelos.

Eventually, I decide to unboard one of the windows, and turn some of these bastards. When I fail the first time, Blimpy's player keeps telling me (repeatedly) that I can't turn them. They have some "protection magic", yadda, yadda, yadda, whatever. He's new to the game, and I'm not, so he doesn't know what he's talking about. I finally get fed up with being told by him, "you can't", after I fail a turning attempt three times in a row.

Zelos says, "Give it up, kid. You're not gonna turn 'em."

Finally, I get pissed off, rip the barricade off the door, and say, "fuck off, and die!"

So we fight.

We're not using a grid, so we soon proceed to get into an argument over where Zelos's exact positioning is. Everyone assumed Zelos was right at the door. The DM said that he was 15 or 20 feet back behind his undead followers. Of course, if that was true, how the fuck would he hear him without him shouting? Senor Kramer (the DM) never said anything about the dark elf shouting. But whatever. Too bad for us. We suck it up, and we suck it hard.

Senor Kramer proceeds to ask me some advice on some spells. When he shows me what they are (sixth-level spells), I nearly shit a brick. We're really fucked, and can't beat this guy. He's probably 12th-level, and with a dozen-or-so undead zombies out there, we're well on our way to a total-party-rape.

Well, we take the fight outside, and finally defeat his zombies. Half we kill, half we turn. Another dozen zombies were busting their way through the back door of the inn, so Reven Tieg uses his breath weapon to set the inn on fire. Another dozen zombies (slightly burned) rush out, and nearly kill us. Again, half we turn, half we kill. If we hadn't turned half of these creatures, I think we would have been slaughtered.

Zelos acts smug, talks shit, and proceeds to saunter off into the woods. Of course, we're not having any of that, because we're stupid. Horatio Tortilla rushes the necromancer, but before he can reach him, gets killed by a single spell. Of course, the DM slightly realizes that he might have overdone it a bit, so he declares that Haratio is only "mostly dead". :)

Horatio's player rightly gets irate, declaring that the spell Zelos used (which we identified via Spellcraft) allows a save for half damage. Oops. Reboot that, and start again. Of course, we redo the encounter, and Zelos bitch-slaps us, and Horatio really gets killed.

During the fight, the DM screws up, and we're forced to redo something again. Incidentally, I hope it doesn't sound like I'm picking on Senor Kramer (our DM), because he actually does a good job. 3.5 has a learning curve, and is not always easy to DM. But, mistakes were made. Of course, things soon become even more interesting...

I've been delving into the Incantation rules in Unearthed Arcana, and created a couple incantations, after Reven Tieg and Horatio Tortilla got killed in the dwarven stronghold, and had to be resurrected by "magical well water". Basically, Reven was the first character to get killed, so Reven's player (out of game) bribed the DM with turkey pie. :o

I wrote up some (potentially dangerous) incantations so that the DM wouldn't  do that. Oh, well. :) This is the second time Horatio died, and my first incantation failed. When we got to the second incantation, I said:

"Look, guys...incantations aren't spells. They require real preparation, so let's try to revive Horatio next week."

The guys aren't having it. They're all like:

"Now!! Now! Revive him now! Come on; it's late. We gotta go."

Fuck. At the time, it was late, I was tired, and not thinking straight. Hindsight tells me that I should have said:

"No. This is dangerous, and I'm not gonna do it now. You can wait until next week."

But against my better judgement, I relented. I'm going to ask the DM for a "reboot", and have the second incantation not have happened, because if I don't, we'll have a total-party-kill. I can think of ways to prepare for an incantation like this, and there was simply no preparation.

Next week, Horatio's player will likely be using a warforged character. That's good, as we can really use a tank in the party.

Here are the incantations I wrote up. Please take note that these require serious editing, and I don't consider them a final draft. Enjoy.

HROTHGAR'S SPIRIT SUMMONING
Conjuration (Healing)
Effective Level: 9th
Skill Check: Knowledge (arcana) DC 23, 4 successes, Knowledge (religion) DC 23, 3 successes, Diplomacy DC 23, 2 successes
Failure: Attack
Components: V,S,M,SC,B
Casting Time: 90 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

This incantation restores life to a deceased creature. You can raise a creature that has been dead for up to ten years per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is unwilling to return, this incantation does not work; so therefore, a subject that wishes to return receives no saving throw. Take note that the incantation is even capable of bringing back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased's time and place of birth and death is the most common method).

Upon completion of the incantation, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.

You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This incantation can also resurrect elementals or outsiders, though it cannot resurrect constructs or undead creatures.

Even Hrothgar's Spirit Summoning  cannot restore life to a creature that has died of old age.

To cast Hrothgar's Spirit Summoning, the caster must inscribe sixty-three mystic symbols upon an altar, then begin the chants and supplications required for the incantation.

Failure: If any of the casters fail two consecutive skill checks, an angry undead creature is summoned, and manifests upon an altar intended for the deceased creature. The arrival of any undead has no effect on the body (if any) of the subject. The type of undead summoned is based on the level of the deceased, as shown on the table below.

Deceased Subject            Undead Summoned
15th or lower                       Shadow
16th-17th                             Wraith
18th-19th                             Spectre
20th or higher                     Devourer

Material Component: Alchemical concoctions worth 500 gp.

Backlash: At the conclusion of the incantation, the caster and the secondary casters become exhausted.

Extra Casters: One to ten required; they chant choruses and supplications to various spirits and/or deities throughout the incantation.

REAGENT OF LIFE-GIVING
Conjuration (Healing)
Effective Level:  7th
Skill Check: Knowledge (arcana) DC 21, 2 successes, Craft (alchemy) DC 21, 4 successes, Heal DC 21, 1 success
Failure: Attack
Components: V,S,M,(SC),B
Casting Time: 7 hours
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

The Reagent of Life-Giving restores life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. Additionally, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the incantation does not work; therefore, a subject that wishes to return receives no saving throw.

Returning from the realms of the dead is an ordeal. A raised creature has a number of hit points equal to its current Hit Dice, and suffers the effects of exhaustion. Otherwise, ability score damage is fully restored. Also, normal poison and normal disease are cured in the process of raising the subject, though magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. The subject of the incantation suffers no loss of level (or Constitution points) or prepared spells. None of the dead creature's equipment or possessions are affected in any way by this incantation.

A creature who has been turned into an undead creature or killed by a death effect cannot be raised by this spell. Constructs, elementals, outsiders, and undead creatures cannot be raised. The spell also cannot bring back a creature that has died of old age.

The Reagent of Life-Giving takes the form of three smoke-filled potions of one color each: blue, green, and red. Individually, they do nothing, but when applied together, they have the potential to restore life. These potions are inert until applied to a largely intact corpse. It is then that the caster attempts his skill checks. The caster temporarily supplies the subject with just a spark of his own vitality, thus rendering  himself exhausted, immediately after the Reagent of Life-Giving is applied.

While the casting time of this incantation takes seven hours, it only requires one round for each skill check once the reagent is complete. Once the process of Life-Giving has begun, for every round of interruption, the DC of all subsequent skill checks to complete the casting increases by 1.

Failure: If any of the casters fail two consecutive skill checks, the subject's body instantly transforms into a malevolent undead creature that seeks to slay everyone in its vicinity. The type of undead created is based on the level of the deceased, as shown on the table below.

Deceased Subject          Undead Created
11th or lower                     Ghoul
12th-14th                           Ghast
15th-17th                           Mummy
18th or higher                   Mohrg

Material Component: Alchemical concoctions worth 500 gp.

Backlash: After applying the Reagent of Life-Giving, the caster is exhausted.

Extra Casters: None required; though one to five extra casters are allowed.

Okay. Next up, we have the Party Inventory List. It contains the group treasure. A few things might be missing, as we have not been keeping perfect records, but it should suffice. Take a look.

                      INVENTORY

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

* Quarterstaff (masterwork)..........................................600 gp
* 905 gp
* Maul (1 large hammer)
* Longswords (4)..........................................................15 gp each                                                                    
* 1,348 gp
* Familiars (3)............................................................-300 gp
* Mercenary................................................................-10 gp
* Oil, 1 Pint Flask............................................................1 sp
* Rations, Trail (4 weeks).................................................5 sp/day (14 gp)
* Crowbar......................................................................2 gp
* Lantern, Hooded...........................................................7 gp
* Flask, Empty (Water).....................................................3 cp
* 150 gp
* Frog Eye Socket gems (2)............................................600 gp each
* Potions of Cure Light Wounds (5)....................................50 gp each
* Horses, Light (4)..........................................................75 gp each
* Donkey........................................................................8 gp
* Saddlebags (5)..............................................................5 gp each
* Saddles, Riding (5)........................................................10 gp each
* 240 gp
* Greataxes (6)...............................................................20 gp each
* Morningstar...................................................................8 gp
* 500 gp
* Caltrops (100)................................................................1 gp each
* Oil, 1 Pint Flask (10)........................................................1 sp each
* Torches (50)..................................................................1 cp each
* 60 gp
* 40 gp
* Carts (2)......................................................................15 gp each
* Feed, Horses (4 weeks)....................................................5 cp/day (14 sp)
* Feed, Cats (2 weeks).......................................................5 sp/day (7 sp)
* Bit and Bridle (5)..............................................................2 gp each
* Topaz Gems (4)..............................................................25 gp each
* 20 gp
* 50 gp
* 35 gp
* Topaz Gems (2)..............................................................25 gp each
* 40 gp
* 40 gp
* Topaz Gems (4)..............................................................25 gp each
* Potion (unidentified)
* Gold Signet Ring (returned to the dwarves)
* Crossbow Bolts (6)
* Battleaxe (unidentified)
* Dwarven Scale Armor (returned to the dwarves)
* Dwarven Light Crossbow (returned to the dwarves)
* Bloody Dwarven Scale Armor (returned to the dwarves)
* Dwarven Shield (returned to the dwarves)
* Curious Iron Key (unidentified)
* Goblinoid Studded Leather Armor (unidentified)
* Golden Chalice (returned to the altar room? I forget.)
* Papyrus Scroll, protection From Fire...................................375 gp
* Dwarven Maul (big warhammer, addressed "to Master Sergeant", returned to dwarves)
* Old-Looking Greatsword (unidentified)
* Silver Necklace...............................................................150 gp
* Flask (clear)
* Cloak (unidentified, but magical; dark gray with silver trim)
* Crossbow Bolts (2 cases of 10 each)
* 54 gp
* 300 gp
* Flask (formerly Potion of Haste, now empty)
* 500 gp
* Pouch filled with sapphires (4)...........................................200 gp each
* Scroll (Cure Moderate Wounds)
* Iron Flask (unidentified)
* Greataxe
* 75 gp
* Displacer Beast Carcass
* Anvil
* Tools
* Forge Hammers (3)
* Raw Stock

Okay. I've edited the list, and though a few details are missing, that's most of it. If I'm missing anything, guys...let me know. :)

P.S. This is cross-posted over on d20haven, just in case. http://www.d20haven.com/forums/viewtopic.php?f=6&t=170

(http://upload.wikimedia.org/wikipedia/commons/a/a4/Treasure_chest_color.png)

Edit: I feel compelled to mention that I did not initially place any images in this thread. This thread started in December of 2008, but it was not until October of 2009 that I added maps and other pics to my posts here. This was done to give a sense of perspective for our campaign. The verbal content of my old posts has remained the same. There will probably be more maps to come. :)
Title: Welcome to Kramerland...
Post by: imurrx on December 28, 2008, 12:34:03 AM
His name was Horatio Tortolla, not Tortilla or Tortea.

Best let Horatio  just stay dead. Nothing beats a swashbuckling pirate ghost to haunt the party  later.

Anyway, the party in whole should be dead. The party was slightly over matched like a JV football team playing the state champion team thats a few divisions out of their league.

The new guy I am working on to replace him will actually be, lets say a bit more interesting to play. Let's just say he's still being tweaked, and the party needs a true front line attacker.

Oh, the MW Quaterstaff was sold for like 450 gp I think.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on December 28, 2008, 01:44:46 AM
Quote from: imurrx;276057
His name was Horatio Tortolla, not Tortilla or Tortea.

Best let Horatio  just stay dead. Nothing beats a swashbuckling pirate ghost to haunt the party  later.

Anyway, the party in whole should be dead. The party was slightly over matched like a JV football team playing the state champion team thats a few divisions out of their league.

The new guy I am working on to replace him will actually be, lets say a bit more interesting to play. Let's just say he's still being tweaked, and the party needs a true front line attacker.

Oh, the MW Quaterstaff was sold for like 450 gp I think.

Tortilla, Tortolla, whatever. :) Dude, we were hideously overmatched. It wasn't until later that Senor Kramer began to realize that.

However, if you decide to create a warforged, then I'll strongly consider multi-classing into Artificer. I'm looking for prestige classes allowing me to increase in my spell-casting and infusion abilities simultaneously. Maybe I can find something good...
Title: Welcome to Kramerland...
Post by: imurrx on December 28, 2008, 07:52:47 PM
What I am making is a Warforged Fighter/Artificer. I was thinking of him taking perhaps up to 4 levels of Fighter and the rest in Artificer until I reach 9-10 levels. Then I would consider a couple of levels of Spellcarved Soldier and/or Warforged Juggernaut.

The Artificer levels would be used to jack up himself and also to repair any damage he has accumulated. The fighter is to beef up his meele skills. Now, depending if I make him a mobile battering ram or a free thinking lawnmower would dictate which PrC I would pick.

One unique angle I was thinking for this guy was to make a great charger/Bulrusher. My question is, how effective would Charging and Bull rushing be? I could have him by 2nd fighter levels able to +12 bulrush charge and successfully hit would result in 4d6+6 points for damage and 8d6+9 by 6th level fighter. The catch is I would need to drive the defender against a solid object with in 5 feet of contact or start to suffer penalties. I just do not know if that would be feasible or to focus on more of a pure hack and slasher.

Anythoughts?
Title: Welcome to Kramerland...
Post by: MeatLips on December 29, 2008, 01:42:46 AM
Considering the warforged's strengths and abilities, I may allow you to start him at 2nd level. Hey! That would mean you could have a whole level in Fighter AND a whole level in Artificer!

Would you just look at that, Senor Tortilla, I'm being so damned generous!
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on December 29, 2008, 01:45:15 AM
Quote from: imurrx;276133
What I am making is a Warforged Fighter/Artificer. I was thinking of him taking perhaps up to 4 levels of Fighter and the rest in Artificer until I reach 9-10 levels. Then I would consider a couple of levels of Spellcarved Soldier and/or Warforged Juggernaut.

The Artificer levels would be used to jack up himself and also to repair any damage he has accumulated. The fighter is to beef up his meele skills. Now, depending if I make him a mobile battering ram or a free thinking lawnmower would dictate which PrC I would pick.

One unique angle I was thinking for this guy was to make a great charger/Bulrusher. My question is, how effective would Charging and Bull rushing be? I could have him by 2nd fighter levels able to +12 bulrush charge and successfully hit would result in 4d6+6 points for damage and 8d6+9 by 6th level fighter. The catch is I would need to drive the defender against a solid object with in 5 feet of contact or start to suffer penalties. I just do not know if that would be feasible or to focus on more of a pure hack and slasher.

Anythoughts?


I don't know. My rules-fu is sorely lacking. I've read those PrCs before though, and they seem pretty decent. You'll want to withstand and dish out a bucketload of damage in melee combat. Maybe I will multi-class into Artificer after all. I was considering it before, but figured I'd wait four or five levels. Either next level or the level after that, I'll take Artificer, so that I can construct items, and provide you with some backup healing.

I know that the Warforged Juggernaut is eventually immune to the effects of potions and regular magical healing, so you need someone capable of casting Repair Light Damage. Maybe I'll just take that as a Sorceror spell instead of leveling up as an Artificer...

I'll have to think about it. :)

(http://i217.photobucket.com/albums/cc258/Sac_Lamb/warforged3-b.jpg?t=1254652923)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on December 29, 2008, 01:50:48 AM
Quote from: MeatLips;276175
Considering the warforged's strengths and abilities, I may allow you to start him at 2nd level. Hey! That would mean you could have a whole level in Fighter AND a whole level in Artificer!

Would you just look at that, Senor Tortilla, I'm being so damned generous!

Meatlips! You're online! How's it goin', sunshine? :) You know...technically, he should start his new character at our level as Warforged have no level adjustments whatsoever. They may seem powerful, but they have tons of penalties as well..
Title: Welcome to Kramerland...
Post by: MeatLips on December 29, 2008, 09:22:56 AM
Quote from: Sacrificial Lamb;276178
Meatlips! You're online! How's it goin', sunshine? :) You know...technically, he should start his new character at our level as Warforged have no level adjustments whatsoever. They may seem powerful, but they have tons of penalties as well..

I'll think about it... champ. After all, I'm not trying to be condescending* or anything.


*BTW, 'condescending' means 'to talk down to' :-)
Title: Welcome to Kramerland...
Post by: MeatLips on December 29, 2008, 09:25:09 AM
Quote from: Sacrificial Lamb;276178
Meatlips! You're online! How's it goin', sunshine? :) You know...technically, he should start his new character at our level as Warforged have no level adjustments whatsoever. They may seem powerful, but they have tons of penalties as well..


I'll think about it... champ. After all, I'm not trying to be condescending* or anything.


*BTW, 'condescending' means 'to talk down to' :-)
Title: Welcome to Kramerland...
Post by: MeatLips on December 29, 2008, 09:31:01 AM
Quote from: Sacrificial Lamb;276178
Meatlips! You're online! How's it goin', sunshine? :) You know...technically, he should start his new character at our level as Warforged have no level adjustments whatsoever. They may seem powerful, but they have tons of penalties as well..


I'll think about it... champ. After all, I'm not trying to be condescending* or anything.


*BTW, 'condescending' means 'to talk down to' :-)
Title: Welcome to Kramerland...
Post by: MeatLips on December 29, 2008, 09:37:53 AM
Quote from: Sacrificial Lamb;276178
Meatlips! You're online! How's it goin', sunshine? :) You know...technically, he should start his new character at our level as Warforged have no level adjustments whatsoever. They may seem powerful, but they have tons of penalties as well..


I'll think about it... champ. After all, I'm not trying to be condescending* or anything.


*BTW, 'condescending' means 'to talk down to' :-)
Title: Welcome to Kramerland...
Post by: imurrx on December 29, 2008, 10:54:02 AM
The DM speaks and we all shall feel meek and tremble in his all mighty omnipotent power. Because he controls the fate and lives of our characters like setting them up with impossible NPCs that are build to kill.

Oh, that's already has happend few times. My bad.

In fact, next time, do not hold back and kill the whole party and have that guy raise us as undead servants to him instead walking away because the DM realized he was about to commit a total party kill. That would be an interesting role playing challenge. Play intelligent undead characters who want to free of themselves from Zellos (what ever his name is). Now that would have been an intersting twist on everything.

So, you want level 2 for my warforged? I am fine with that. I am used to being killed anyways. I'll deal with that. I am used to grabbing my ankles anyways by now. Who's bringing the petroleum jelly?

This posting btw is not condescending(which means to talk down to). It's being sarcastic (which means to make fun of).
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on December 29, 2008, 05:28:32 PM
Guys, I'll probably start leveling in Artificer at either 5th or 6th-level, and then will make sure I get my hands on a Warforged Repair Kit for imurrx's guy.

On an unrelated note, I just choked on a piece of scrambled egg. Not fun. :(
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on December 30, 2008, 02:18:15 AM
The next installment begins...

....but not much happened.

We have a hideout, a dungeon in the side of a mountain that we've taken over. It's our new home, and we've dubbed it "the Batcave". So we're redecorating the place, and bring all our inventory from Ravenfel to here. It's slow-going tonight. We start playing almost an hour later than usual, babble incessantly about how to bring back Horatio from the dead. And then, imurrx's new character shows up. He is Kratos, a Warforged seeking to return Horatio to his guild. Well, we're roleplaying this, but imurrx has his guy behave so aggressively and rudely, that we're forced to attack him when the big Metal Man tries to bust down our front door. After a brief conflict, we declare a truce, and produce Horatio's corpse. Horatio's body is cremated, and the next morning, Blimpy and Kratos return to Ravenfel to get an urn, as we don't have one.

Yes, that's dumb. Of course, we all forget that we have empty flasks, and there's no reason that Horatio's remains couldn't have been placed in a pouch, but like I said, we're all having a major brain fart.

During all this, the TV is distracting poor Senor Kramer (also known as Meatlips in this thread), and Reven Tyge's player is getting very impatient. We're not really doing anything.

Blimpy and the Warforged, Kratos are attacked by hobgoblins on their way to Ravenfel, while Reven's player and myself must have been in La-La-Land because we didn't fully understand what they were doing, so we stayed. Eventually, we decided to follow them after I stated, "never split up the party". So we follow, though we're more than an hour behind them. :rolleyes:

Anyway, I don't remember too much after that. Blimpy and Kratos dispatch the hobgoblins, and leave only one alive. This last hobgoblin is returned to "the Batcave" where Reven and Kratos painfully interrogate it. It turns out the hobgoblins were sent by the necromancer, Xelos. Eventually, they wind up killing it.

We soon begin a long, drawn-out discussion about reviving Horatio with an incantation, and after much argument, decide against it....for now.

As we're yapping, we hear voices at our front door. It turns out they're dwarves (Ulfgar and Eegar), and are looking to enlist our aid against the dark elven necromancer, Xelos. So we go.

We meet with the dwarven lord, Rioga, and are outfitted with some masterwork weapons and armor for the battle to come. We did save the guy's life, so I guess he feels some gratitude. While there, the other characters consult with a cleric, but discover the only way our dear, departed friend Horatio can be revived is to go on a quest. There are certain reagents and material components needed for the magic that will bring him back to life, so it looks like we've got our hands full on this one.

So there we go...:)
Title: Welcome to Kramerland...
Post by: imurrx on December 30, 2008, 04:51:37 PM
That hobgoblin was fearfull of Xellos does not mean he is working for him. I would hedge my bets on  the Goblin King (how original).

You for got the part where my warforged brought in a bucket of water to waterboard the hobgoblin, instead Reven decided to use his breath weapon on him and kill him, which our cleric had to revive him. He though we were to fry him and then douce him with water.

Oh well.

here is the things we should avoid in the future.



Out of the 4 hours of potential gaming we waisted over two hours on this crap. and yes it was. DM no fault of his. just bad choices on our part.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on January 06, 2009, 03:57:08 AM
Okay. What did we do tonight? Let's see...

We've embarked on a journey to get diamonds for a component to a spell used to resurrect Horatio. So we travel to a place known as "the Temple of Elemental Death". The entrance is a huge skull carved into the side of a mountain, and inside the mouth is a large set of double doors. Strangely enough, the front door is unlocked, so we sneak inside...

(http://www.hirstarts.com/tips4/brick099.jpg)

...until the doors slam shut. So much for the silent approach.

The first chamber is some kind of altar room. I'm kicking myself for not mapping the place out, but I was just feeling too damn tired and lazy tonight to bother. We pass through another doorway, and most of the group (except for imurrx's Warforged) are forced to attempt a Fortitude save. The cleric, and my three cat familiars become violently ill, as we encounter half-a-dozen grisly-looking humanoids, that turn out to be undead. They're probably ghouls or ghasts. At least one of the bastards is a ghast anyway.

And here's the thing. MeatLips (the DM) had it so these characters were completely helpless, and unable to fight. At the time, I assumed we were the subject of some gas-based trap, but I think they were affected by the ghast's stench attack. If that's the case (and I'll bet it was), then MeatLips....you fucked up. Blimpy and the "battle cats" should have only received a -2 to their damage and d20 rolls. Being sickened is a condition with a specific game effect, but it doesn't render you physically helpless.

Oops. :(

One of the undead dudes quickly hit me, and paralyzed me....so in seconds we had Blimpy (the cleric), my guy, and the three cat familiars all helpless. Of course, if Mister MeatLips fucked up (and I'm sure he did), then my character should have been the only one to have been helpless. Way to go, sunshine! :rolleyes:

Yes, I'm busting your chops. :)

Well, the Dragon Shaman and the warforged (imurrx's guy) manage to fight 'em off, but we still came close to having a TPK. Eventually, we reach another chamber with a diamond-encrusted golden idol (about the size of a football). It's guarded by these eight guys sitting completely immobile at a table. These "guys" are, yes, you guessed it...undead. Of course, one of 'em turns around to look at us. I then try to turn them, and fail. Blimpy uses his domain ability, Greater Turning against them, and incinerates them. Good.

We grab the idol, and book it outta there.

In the dungeon, we dealt with a few traps. I think they were an arrow trap, a couple flame traps, and a gas trap. Probably.

We took an intermission from the game when Sgt. Deadnuts dropped by (a friend of ours), but returned soon thereafter. The game was good, overall, though Blimpy and "the battle cats" probably should not have been rendered helpless from that stench effect. Otherwise, we're cool....
Title: Welcome to Kramerland...
Post by: MeatLips on January 06, 2009, 04:23:41 PM
Considering the type of creatures you were fighting, and the lack of an adequate explanation of the 'Sickened' effect, (at least in the creature info I was working with; See below) it wouldn't have hurt the more EXPERIENCED DM to make mention of that insight to the more NOVICE DM.

Besides, I usually wait for you to blink your eyes and say "Ummmm.... ok" before I double-check what I'm doing.

You also forgot the whole 'kneeling before Nerull' part to open the altar and get to that next room.

And yeah, they were Ghasts.

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

You're more than welcome to take over as DM anytime you want, sweetcheeks.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on January 06, 2009, 04:53:34 PM
Quote from: MeatLips;277540
Considering the type of creatures you were fighting, and the lack of an adequate explanation of the 'Sickened' effect, (at least in the creature info I was working with; See below) it wouldn't have hurt the more EXPERIENCED DM to make mention of that insight to the more NOVICE DM.

Besides, I usually wait for you to blink your eyes and say "Ummmm.... ok" before I double-check what I'm doing.

You also forgot the whole 'kneeling before Nerull' part to open the altar and get to that next room.

And yeah, they were Ghasts.

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.


Don't you love it when I bust your chops? :) You're doing fine, cupcake. ;) At first, I thought we'd set off a gas trap of some kind when we went through the doorway into that section of the dungeon. I didn't realize your mistake on the stench effect until I came home last night. Don't sweat it. Now you know, and knowing is half the battle. :)

Quote from: MeatLips
You're more than welcome to take over as DM anytime you want, sweetcheeks.


Oh, that's quite all right. I'm not ready to leap back into the saddle just yet. Please, kind sir.....carry on....;)
Title: Welcome to Kramerland...
Post by: Mutt on January 07, 2009, 07:15:11 PM
yeah! I can finally post.
Now I forgot what I was going to post....
Title: Welcome to Kramerland...
Post by: imurrx on January 07, 2009, 08:45:08 PM
You are doing fine there meatlips.

We were not going to be TPK last time because we had two guys who were immune to paralysis and that we had no problem dispatching them.

The key thing is now  not to make us use all our stuff and resources in one money shot encounter. It's kinda like having sex. Need to make it go long and hard a with out a premature shooting off in your pants like getting a lap dance for a stripper.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on January 08, 2009, 03:50:03 AM
Quote from: imurrx;277685
You are doing fine there meatlips.

We were not going to be TPK last time because we had two guys who were immune to paralysis and that we had no problem dispatching them.

The key thing is now  not to make us use all our stuff and resources in one money shot encounter. It's kinda like having sex. Need to make it go long and hard a with out a premature shooting off in your pants like getting a lap dance for a stripper.

Did we really need that analogy? :arcade:

I'll have to make sure I start mapping next session. It feels too easy to get lost without a decent map. Oh, and did we cast Detect Magic on the idol? I don't remember....

On an unrelated note, I can't get Rune to work properly on my computer. Can one of you guys help me reinstall it? I'm having major problems here.
Title: Welcome to Kramerland...
Post by: imurrx on January 08, 2009, 09:19:34 PM
Yes, I did a artificer check on it and it is magical. What, I do not know. Hey Reven, why don't you kiss it.
Title: Welcome to Kramerland...
Post by: Mutt on January 09, 2009, 06:51:12 PM
How bout I just fart on it
Title: Welcome to Kramerland...
Post by: Mutt on January 10, 2009, 01:53:28 PM
This is on Boston.com
http://www.boston.com/lifestyle/articles/2009/01/10/the_never_ending_story/ (http://www.boston.com/lifestyle/articles/2009/01/10/the_never_ending_story/)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on January 12, 2009, 01:07:10 PM
Quote from: Mutt;277904
How bout I just fart on it

:barf:
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on January 12, 2009, 01:26:24 PM
Quote from: Mutt;277953
This is on Boston.com
http://www.boston.com/lifestyle/articles/2009/01/10/the_never_ending_story/ (http://www.boston.com/lifestyle/articles/2009/01/10/the_never_ending_story/)

Hmm. The video was ok, when they weren't making the funny voices...:)

The Boston Dungeons & Dragons Meetup Group from the article has a website. Interesting...

http://dnd.meetup.com/768/
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on January 13, 2009, 08:17:34 AM
Hello, boys and girls. Once again, welcome to "Kramerland".... :)

I did a little mapping this time, but I'll attempt to get MeatLips to help me provide us with a more accurate and detailed map next week. Once again, the cast of characters (finally spelled correctly):

* Reven Tyge (mutt); 4th-level human Dragon Shaman. A big, brawny dude with a large sword, possessing bizarre magical abilities derived from gold dragons. He recently suffered some Strength damage, so he's not feelin' his oats, though he is still mostly functional.
* Blimpy Boo; 4th-level human Cleric. He is a Cleric of Pelor, and reluctantly acts as the primary source of healing in the party.
* Kratos (imurrx); 4th-level warforged. I forget what the Hell he is. His introduction to the party was less than amiable, so I'm not privy to all his stats. Has a level or two in Artificer, and possibly two or three levels in Fighter. Maybe? Whatever he is...he's the party tank, and that's all we need to know for now.
* Hrothgar (me); 2nd-level Human Paragon/1st-level Battle Sorceror/1st-level Cloistered Cleric. A brawny warrior-type carrying a large hammer, and an arsenal of minor magical spells. He has his three cat familiars, who act as his sidekicks, scouts, and general companionship.
* Chubbs, Felix, & Meadows; Three cat familiars. These are Hrothgar's   little "bodyguards", and act as general comic relief.

Last session began with our entrance into a tomb; a cool, shadowy chamber fifty feet by seventy-five feet, with the ceiling nearly fifteen feet above the floor. There are eight stone sarcophagi in the room, and the only illumination emanates from both the hallway and our torches, and from diamonds :D glittering from the lid of each sarcophagus. We need diamonds to resurrect our friend Horatio, so it seems we may have hit the jackpot. But of course, it's never that easy....

When Hrothgar (my character) creeps over to one of the sarcophagi, we all suddenly hear the grinding of stone on stone, as the lids from a couple of the sarcophagi are removed by humanoid figures draped in fine embroidery from within. We back the fuck up into the hallway. :eek:

We realize these are undead, and quickly identify these suckers as vampire spawn. Oh noes...:(

Our plan is to lure 'em out into the hallway where they will only be able to attack us one or two at a time, so that they don't flank us, and so Reven Tyge can use his breath weapon more efficiently. Blimpy then turns a couple of 'em, and they dissolve into smoke with a shriek, and vanish. Uh-oh. I forget about vamps being able to take on gaseous form. Now we're really in deep shit...

Other vamps leave the confines of their stone sarchopagi, and menacingly approach us. I should have posted all this immediately after I returned home, because my memory is a little hazy on what happened next. I vaguely remember Reven using his breath weapon, and causing the vamps to temporarily withdraw. We then decide to hide around the corner, in the hallway, and have Blimpy cast Hide From Undead so that we may enter the chamber undetected. The spell will be powerful enough to affect the four of us, but not the "battle cats", so the kitties have to sneak in. We then enter the chamber, but there's a problem. At least a couple of the vampires are able to detect our presence, so I decide to turn them. Needless to say, it was not a success. :mad:

Kratos and Reven are now frantically prying the diamonds off the sarcophagi while I chuck vials of holy water at a couple of vamps that I see. Eventually, we rally in a corner of the room so that the bastards can't sneak up us.

At this point, I remember everyone arguing about what tactics to use, as three of the vamps corner us. Senor Kramer (MeatLips) tells me to attempt a Will save. That's fine with me. I have a +9 to Will saves, so these bastards aren't mind-fucking me without a fight. I make the save. :) It is then that mutt (Reven Tyge) is forced to roll a Will save. Oh noes...:( Epic fail...

Reven, is dominated. Once we realize what's happened to him, imurrx's character, Kratos, furiously springs into action and charges the vampires. He quickly inflicts an insane amount of damage upon them and kills a couple of the vamps in a single round, while the other one is taking abuse from my vials of holy water.

Again, my memory of events is kinda hazy. I remember both Blimpy and Hrothgar (me) attempting to turn the vampire spawn, and failing miserably. Meanwhile, that other vamp has still commanded Reven to kill Kratos. They duke it out for a little while until Kratos finally pimp-slaps the vamp. Take note that each vampire dissolves into mist when it is "killed". So much for chopping their heads off...

When the vamp is killed, Reven is freed from the Domination effect. The other vamps close in for action. During all this, Reven has been inflicting damage on the vamps using his breath weapon, but is unable to completely finish off any of the vamps. Kratos, on the other hand, is kicking ass and taking names, and kills six of these bastards.

Reven is on the floor grappling one of these vampiric fucks, and tries to get out one of his vials of holy water so that he can spray the bastard trying to choke the life out of him. The vampire then bites Reven, and they roll around on the floor. It gets bloody and messy....

We then get into an argument with the DM. We all assume the vampire briefly bit Reven, and that was it. The DM insisted that Reven was being grappled and drained the entire time, though this was not clear to us. Sorry, Senor Kramer...but it just wasn't. :huhsign:

Well, anyway....Reven and the vamp make opposed grapple rolls, and the bloodsucker wins. At this point, I'm done chuckin' vials of holy water, and have cast Fist of Stone on myself, and "the Battle Cats". We attack the vampire killing Reven, and Hrothgar (my guy) bashes it with his maul (hammer), while the cats go apeshit on the thing, and pounce on it with fang and claw.

The vampire is startled, and releases Reven, but at this point, Reven is close to death....

Blimpy and Hrothgar manage to finish off the two remaining vampires, who then dissolve in a column of smoke, and we somehow manage to survive. Reven is not feeling so wonderful. He suffered some form of energy drain, and will wait twenty-four hours to determine whether or not it's permanent. Also, he suffered major Constitution drain (eight points), and his Constitution is now four. Crap.

Well, we decide to barricade the doors and rest here for the night. Since we have no desire for nasty surprises, we pry the lids off the sarcophagi, and wedge them in front of the doors. No random encounters! So we rest...

Kratos acts as "night watchman", and guards us while we rest. A couple hours pass, and Reven is disturbed by an odd sound. Ok, I'm having a brain fart here, because I forget what the noise was. Oh, well...

At some point, Kratos uses an infusion to restore Reven's Strength damage, and Blimpy heals all his hit point damage, so that's good. But his Constitution loss from the ability draining sucks donkey balls. We have to get that fixed. Normally, he's an effective melee combatant, but now he's a frail flower. He could catch cold in a stiff wind, and we sure as Hell can't have that...

We rest there a full day, and mutt (Reven) successfully attempts his saving throw twenty-four hours later. No level loss. Whew! After removing our makeshift barricade, we enter the next room....

The first order of business is to search for traps, and after doing so, we enter another chamber. It's an armory. The room is fifty feet by fifty feet, and we see gleaming black weapons and armor. Hrothgar (my guy) casts Detect Magic in the room, and detects faint magic beneath four suits of armor in each corner of the room. It is then that I notice another gleam emanating from beneath one of the gauntlets of the sword-wielding suits of armor. We spy a diamond-encrusted pommel stone held by one of the suits of armor. Kratos goes to take it, but it soon turns into a game of "Tug of War" as the suits of armor spring to life. Red eyes glow ominously in the helms of the suits of armor as they attack. And so the battle is joined...

Hiilarity ensues as Kratos furiously head-butts the suit of armor, and manages to wrest the sword from its metal hand. I forget what Blimpy did, but Reven attacked, and so did Hrothgar. We win the battle, and see some kind of corpses in the armor. In disgust, we leave the things, and loot the room.

After this, we reverse direction, and go back the way we came in. The party heads back out into the hallway, and enters another chamber. This one is sixty feet long and thirty feet wide. Inside, we see two chests, each about three feet long and two feet wide. Well, I'm probably missing some details here, but I believe we missed something important when we opened the chests, and looted the potions, gold, and keys contained therein. It's here that things went very bad...

The entrance to the room slammed shut, and bars went over the door. The walls began to close in on us. Picture that scene in Star Wars, where the walls began to get closer and closer. I can't remember what we tried to do, but Kratos finally figured something out with the locking mechanism, either on the chest or the room's entrance (I forget which). He rolled very high, and holy crap, did we luck out. I think we were supposed to close the lid to the chest, but didn't. Anyway, Kratos saved our asses, because we wouldn't have survived that without him. Can you say, "close call"? :)

After that, the session ended for the night. Here's a list of stuff we looted.

INVENTORY

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

* Diamonds (8).........................................500 gp each
* Diamonds (4).........................................500 gp each
* Potions (4; unidentified)...............................?
* Rusty Key....................................................?
* Beautifully Wrought Golden Key....................?
* Diamonds (2)...............................................?
* 500 gp

So there we go, guys. It took forever to type this thing, but that should be most of the important stuff. I hope you can dig it. :)
Title: Welcome to Kramerland...
Post by: imurrx on January 13, 2009, 08:50:44 PM
Actually, it was two lucky rolls. One by Reven to find the mechanism and them Kratos to reverse it.

Guys, we really need to retool some of the guys. Reven, your guy will shine better as a front line fighter. Kratos will probably retrain his skills to fighting and more seach and spot and more away from traps and locks. Thats why we need Horatio back because he can be more in the support roll to both of Kratos and Reven. He also will excel at the handy skills.

IMOP, we should hav been pan caked  by those two walls.

On the point where Reven got blood sucked, hey, I had a guy once who became a Vampire spawn (i think). it happened back in Thazendar.

Meatlips, good job in posing some good challenges besides the hack and slash model.

I actually would want to game again if you guys are up for it, how about this weekend?
Title: Welcome to Kramerland...
Post by: Mutt on January 13, 2009, 09:06:47 PM
I was not hurting that bad...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on January 14, 2009, 02:40:29 AM
Quote from: Mutt;278371
I was not hurting that bad...

Actually, if it weren't for the "Battle Cats" startling the vampire enough to let you go, your character would have been toast. Your Constitution is at four. That vampire could have brought it down to zero in a single round. You were lucky. We were all very lucky....

I'm actually kicking myself because we all forgot the vulnerabilities that vampires have. We've fought ghouls, ghasts, zombies, vampire spawn, and probably more. So I'm thinking we're gonna be fighting the undead again, whether we like it or not, so we'd best be prepared for that eventuality. Here's a list of stuff that I think we all might need in the future:

* Holy Water
* Garlic
* Mirrors
* Holy Symbols
* Wooden Stakes
* Axes
* Flasks of oil
* Torches
* Holy Wafers
* Alchemist's Fire
* Antitoxin
* Healer's Kit
* Silver Daggers

There's probably more, but that's all I can think of at the moment...:hmm:
Title: Welcome to Kramerland...
Post by: MeatLips 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!
Title: Welcome to Kramerland...
Post by: Mutt on January 14, 2009, 08:59:33 PM
This weekend sounds good if we can get Meatlips out of bed
Title: Welcome to Kramerland...
Post by: imurrx 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.
Title: Welcome to Kramerland...
Post by: MeatLips 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.
Title: Welcome to Kramerland...
Post by: Mutt on January 15, 2009, 05:08:00 PM
Friday night at this time wont work for me unless after 9:30 or so
Title: Welcome to Kramerland...
Post by: imurrx 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.
Title: Welcome to Kramerland...
Post by: Mutt on January 15, 2009, 09:01:40 PM
sat works for me
Title: Welcome to Kramerland...
Post by: MeatLips on January 15, 2009, 09:15:49 PM
I can do Saturday. Hey, we can play at my place!
Title: Welcome to Kramerland...
Post by: imurrx 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.
Title: Welcome to Kramerland...
Post by: imurrx 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.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb 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...:)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb 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.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb 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.

(http://i217.photobucket.com/albums/cc258/Sac_Lamb/31759dungeon3d-1.jpg?t=1254947425)

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
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb 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....;)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb 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:
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on January 21, 2009, 02:21:02 AM
Okay. Now we can finally write about last night's session...

Monday night's game didn't go so well, compared to our previous dungeon expedition. We got started later than usual, and spent time updating our characters, as we didn't get around to doing it since Saturday. We're short a player (Blumpy), and the entire session was....slow. Not terrible, but there were arguments, and things were a little slow.

On our way back to the dwarven encampment, and MeatLips (Senor Kramer) let us level up our characters. Since I'd taken a level of Artificer, a created a scroll (Restoration) to restore Reven's Constitution loss. I activated my Item Creation class ability, and attempted a Use Magic Device skill check. I have a +10 in this skill, and I need to roll a 27 or higher. I roll the dice....aaaand...natural 18! I did it! It's a modified roll of 28. I've created the scroll. So I create the scroll. We then get into a heated discussion about how to create diamond dust (a component of the spell). But it ultimately doesn't matter when I decide not to retrain my Substitute Focus feat, and keep it. The spell is cast, and Reven is well again. :)

After this event, we're soon accosted by a masked man with a crossbow pointed right at us. Suddenly, he starts sputtering, "oh no, not you..."

This guy fires his crossbow at Kratos, who tackles him, and while Kratos restrains him, Reven unmasks him, and slaps him. We recognize him as some thief who was trying to break into the same dungeon we were in a few adventures back. The guys abuse this dude, rifle through his pockets (2 daggers, 2 gp, 2 quarrels, and pocket lint), and then force him to pull the wagon. Eventually, the guy escapes, and runs for his life. The guys let him go.

When we return to the dwarven encampment, we return to the temple of Pelor, where they're holding our "vial of evil essence", or whatever it is, and get the priests riled up when we bring in the Eye of Neru. I (wisely) take it outside, while Reven tries to sell it to the priests. :rolleyes: They didn't want it, though frankly we're lucky they didn't take it from us by force. At this point, we provide the priests with the diamonds needed to cast the Resurrection spell that will bring Horatio back from the dead. The priests cast the spell on Horatio's remains, and he is back among the land of the living, though with one level less than before. Horatio is disoriented after his return, and while he gets acclimated, we decide that we need some healing, since we've lost our cleric for this session. So I bring in my two other characters, Biff Higgins, also known as Stealer, the Healer, and Skip Higgins (halfling beguiler with healing ability, and halfling cleric). Of course, these guys are only 1st-level, so they'll be rubbish in a fight. :emot-jerkbag: We make (strained) introductions, and the party agrees to allow the halflings to accompany them to their destination, which is described to us after we run into the dwarf, Ulfgar, who brings us to his lord, Rioga (I think). It seems they want us to go Glenn Hollow, a small town over six miles away. We're informed that a huge chunk of the population is being kidnapped or something, and they'd like us to check it out. So we do.

We're provided with horses :horse: to replace the others that were killed, and we go. Our arrival to the sleepy-looking town of Glenn Hollow is quiet and uneventful.  I'd tell you more, but I need some sleep, so I'm forced to say....to be continued. :)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on January 22, 2009, 11:55:00 PM
Ok. We soon meet with some village elder named Obed, and he explains to us their problem with townsfolk being taken away. We agree to undertake a mission for him. We ask for some equipment, and we're supplied with some stuff: wooden stakes (24), mirrors (4), and garlic. You never know when you'll run into the undead. :)

Well, we go there, and spot a campfire, with shadowy humanoid shapes around it. Hrothgar (my character) sends in his cat familiar, Chubbs, to investigate. So my kitty creeps over to check things out, when these beasts turn around, and sees that....

.....they're orcs!

Chubbs runs back to us in a panic. We then assume battle formation, and a fight begins. The orcs are quickly dispatched by Reven and Kratos. Behind the campfire is a large mound of earth (a "barrow") with an entrance in the side of it. Before we continue on, I decide to have my two halflings leave because I'm not sure I want to play one human character, three cat familiars, and two halflings simultaneously. After that, the session ends.

(http://i217.photobucket.com/albums/cc258/Sac_Lamb/aapillarrock-web1.jpg?t=1254758366)

During the game, Reven and MeatLips were getting into long-winded arguments about beath weapon damage, rolling hit points, and whatnot. It was a headache. :banghead: We'll have to start playing hours earlier next time...:o
Title: Welcome to Kramerland...
Post by: Mutt on January 23, 2009, 09:24:33 AM
Yes somebody needs to wake up so he can get there for 7...
Title: Welcome to Kramerland...
Post by: imurrx on January 23, 2009, 09:34:09 PM
Yea... earlier guys.

BTW, I leave for Aruba Feb 1st. So lets get it going early Monday. Perhaps we can do a second day that week to mop up. Say Thurs or Friday?

Also, Sac Lamb, pull some info about that spicy breath weapon.

Hey... did you check out the Factotum? Also, for Cleric guy, I have been drafting a few cleric builds over the past days and I think I have found a decent master healer. He kinda sucks in combat, but when he heals, he could potentially the following

Cure light wounds: 1d8+ 1/Caster lvl+ 2/spell level +2/spell level in natural suroundings . Thats not including empowering and maximizing with radiant.

That could be 23 points of healing. This could very easily be done by 10-12th level with the right feat combo and class builds.
Title: Welcome to Kramerland...
Post by: MeatLips on January 24, 2009, 06:57:12 AM
Monday may or may not happen. I'm gonna be primary oncall next week and being down at Mutt's when I get paged (there is no question of 'if') would not be a good idea for me.

We could still play tonight at Mutt's...
Title: Welcome to Kramerland...
Post by: Mutt on January 24, 2009, 09:28:27 AM
Tonight is fine with me
Title: Welcome to Kramerland...
Post by: imurrx on January 24, 2009, 10:36:42 AM
I do not know about tonight. I have to get the decorations up for Johnnys Party for tomorrow and prepare a bunch of stuff. I actually may need help later to move some chairs and tables.
Title: Welcome to Kramerland...
Post by: imurrx on January 26, 2009, 10:42:59 PM
How about Thursday or Friday guys??
Title: Welcome to Kramerland...
Post by: Mutt on January 27, 2009, 09:45:33 AM
I could do one or the other. Friday would be better. However I think Ross is still on call.
Title: Welcome to Kramerland...
Post by: MeatLips on January 29, 2009, 02:13:47 PM
Either day would work for me, provided we play at my place. I'm on call until 12:00AM Monday morning.

On another note, I found some dice! I still had some including a pair of bone dice that I bought the same time that Sac Lamb bought his.
Title: Welcome to Kramerland...
Post by: imurrx on January 29, 2009, 04:04:23 PM
Friday is cool for me too. I say early start time and finish that moduel.

Oh, I also found dice. lots of dice. I have 4 broken sets (miss match of stuff), but found my 3 whole sets (including the toad dice) and Sacrificial Lambs honking billiard ball size d20.

I was refamiliarizing myself with the dice seeing which ones roll well, and my son crawled up on th table and started to take each dice out of the box and dropped them on the table. He got a kick out of it. My wife was like , You better not let him play that stupid game.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on January 30, 2009, 05:36:23 AM
Quote from: imurrx;281056
Friday is cool for me too. I say early start time and finish that moduel.

Oh, I also found dice. lots of dice. I have 4 broken sets (miss match of stuff), but found my 3 whole sets (including the toad dice) and Sacrificial Lambs honking billiard ball size d20.

I was refamiliarizing myself with the dice seeing which ones roll well, and my son crawled up on th table and started to take each dice out of the box and dropped them on the table. He got a kick out of it. My wife was like , You better not let him play that stupid game.

You found my giant d20?! Yay!! :emot-woop: And yeah, we could play tonight. I can dig it. :)

Now....let's see.....

....I haven't relayed what happened during our last session. Been too tired and lazy to write it down. Do I even remember what happened at this point? I was half-asleep when we last played. Actually, so was Mutt. :)

I'm kicking myself about this, because I have to write everything down immediately, or else I forget everything. That said, I did write some things down. Here's another list of monsters defeated, and items acquired.

MONSTERS DEFEATED

* Ghasts? (2 undead, male & female in nice clothes)
* Chirurgeons (3, and I don't know what the hell they are)
* Ghasts (6)
* Orcs (6)

INVENTORY

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

* Greataxes (5).....................................................20 gp each
* Fire Opal........................................................1,000 gp

I don't remember how we navigated our way through that barrow, and couldn't draw a map that night to save my life. Honestly, I didn't have the first clue what direction we were going in. Of course, I was half-asleep, so that probably didn't help...
Title: Welcome to Kramerland...
Post by: Mutt on January 30, 2009, 03:27:11 PM
What time tonight?
I say 6 the latest

Also if I head up that way tonight, It will need to be at my place Monday.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on January 30, 2009, 05:56:53 PM
Quote from: Mutt;281289
What time tonight?
I say 6 the latest

Also if I head up that way tonight, It will need to be at my place Monday.
Gah! I slept, and just woke up. I'll call ya now. :duh:

Edit: Whoop, nvm, spoke to MeatLips, be there in a few....
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on February 03, 2009, 01:28:38 AM
Tomorrow, I'll write a brief summary of our previous game. I would have given you a call yesterday, Mutt, but I've been sick and nauseous since Saturday night. Not fun. :(
Title: Welcome to Kramerland...
Post by: Mutt on February 03, 2009, 10:42:15 AM
why did you see the post's about you on Junn?
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on February 04, 2009, 03:40:20 AM
Quote from: Mutt;281983
why did you see the post's about you on Junn?

You posted on the JuNN boards..? Now I gotta check that out...:)

Edit: Pfft. There's nothing new there about me. Messin' with my head. :cool:
Title: Welcome to Kramerland...
Post by: Mutt on February 04, 2009, 03:42:04 PM
Quote from: Sacrificial Lamb;282125
You posted on the JuNN boards..? Now I gotta check that out...:)

Edit: Pfft. There's nothing new there about me. Messin' with my head. :cool:


Guess you didn't look too hard. I told you I was gonna put your pic up there.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on February 05, 2009, 03:32:52 AM
Quote from: Mutt;282228
Guess you didn't look too hard. I told you I was gonna put your pic up there.

Oh, crap...I found it. I look terrible in that. Thanks, "pal". :rolleyes: :)

Ok, imurrx won't be back for a couple weeks, so I might as well post what happened in our last session now before I forget all of it. I'll be as descriptive as my poor memory allows me to be...

My memory is dim on the first half-dozen rooms, but I remember us eventually entering this dark, circular chamber, when suddenly we hear a gurgling sound, and spy these dark, slithery tentacles attached to a large, fleshy lump protruding from the ceiling. The tentacles flail around wildly, and attempt to grasp us. Oh, crap. :eek: One of imurrx's characters activates an infusion, and strikes the thing...hard. This disgusting, fleshy, tentacled thing is dead. I forget whether it was Horatio Tortolla (human) or Kratos (the warforged) that killed it. He has two characters, so who remembers..? :confused:

After dispatching the beast, we move to the other side of the room, where a curtain shrouds something on the wall from us. We push it aside, seeing before us a short hallway leading to a kidney-shaped room. In the center of it are four chests and four barrels. We go to investigate, and carefully avoid touching the chests. I believe we cast Detect Magic on the area, and sense that there is some sorcery afoot (big surprise ;)). At this point, either one of the barrels or one of the chests transforms into a rough-looking duplicate of our local warforged, Kratos. Hilarity ensues as Kratos gets the living crap beaten out of him by the thing, and we're forced to save him. This is unusual, considering that usually Kratos is usually the party tank. Go figure. :o

The really funny thing about this encounter, is that Reven kills this thing with his draconic aura. If you know what dragon shamans can do, then you'll understand how bizarre our victory was. :)

After gathering the loot, we go back the way we came, and then hit a side passage, leading to another circular chamber. Suddenly, we are again assaulted by these Frankensteinan freaks, the chirurgeons. We frag all three of 'em, and Reven finishes off the last one with his draconic aura (again). :) It is then that we sneak over to another side chamber where we spy an altar room filled with cultists. I forget what happened next. Did Reven torch 'em? Did we get involved in a huge melee? I just don't remember. What I do remember is that we emerge victorious, and find ourselves a secret door leading to a hidden chamber. It is there that we engage in battle with this big dude with an axe, known as Abraxis. He taunts us, and we soon find ourselves in battle with him. Well, strangely enough, Kratos finds himself the unwilling recipient of another beatdown. He's not happy, so once again we save his bacon. It's a long, bitter battle, but we finally take down this tough-ass sonofabitch. His axe is enchanted, and we take it with us...:)

We return to the room that contained those Frankensteinian chirurgeons, and then go south down a long hallway, turn left, and find....

...something I'll tell you about next time. Yes, I'm a tease. ;)
Title: Welcome to Kramerland...
Post by: imurrx on February 08, 2009, 07:21:19 PM
dude you need to post right away. your long term memory is poopy. being down here in the caribian make me thirsty for a sea feaing adventure.

so how about hat senior kramer.
Title: Welcome to Kramerland...
Post by: Mutt on February 09, 2009, 02:24:06 PM
Quote from: imurrx;282773
dude you need to post right away. your long term memory is poopy. being down here in the caribian make me thirsty for a sea feaing adventure.

so how about hat senior kramer.


What the hell are you doing posting here while your in Aruba? I can think of much better things to be doing
Title: Welcome to Kramerland...
Post by: imurrx on February 13, 2009, 02:13:21 AM
i'm back.... I was just checking my e-mail. Oh BTW, I had a net gain of $360 at the casino there. I won over $250 (net) with Black Jack. Some of the other games, not so lucky, but still walked out with more than I wagered ( Ellie wone $120 on the slots and only gambled $20 ).

So, Senior Kramer, how many XP?
Title: Welcome to Kramerland...
Post by: Mutt on February 13, 2009, 08:20:26 AM
After watching you play munchkin I can only imagine you at a casino...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on February 13, 2009, 11:26:47 AM
Quote from: Mutt;283347
After watching you play munchkin I can only imagine you at a casino...

:) We should play some Munchkin. Get Senor Kramer to go a couple rounds with us. I'm starting to feel better here. You know they even have a Munchkin roleplaying game? That might be cool too. :D
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on February 13, 2009, 11:28:54 AM
Quote from: imurrx;283335
i'm back.... I was just checking my e-mail. Oh BTW, I had a net gain of $360 at the casino there. I won over $250 (net) with Black Jack. Some of the other games, not so lucky, but still walked out with more than I wagered ( Ellie wone $120 on the slots and only gambled $20 ).

So, Senior Kramer, how many XP?

Oh, dude...you're back! I had no idea. I figured you'd be back on Monday, and haven't checked this thread for days. Glad you won some cash. :)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on February 13, 2009, 01:54:37 PM
Okay. Let me continue the journal. I was too damn lazy to finish it before, but I'll finish it now.

Continued from before..

We returned to the room that contained those Frankensteinian chirurgeons, and then go south down a long hallway, turn left, and find....

...a chamber containing four cages. There are two girls and a guy inside them. Well, we decide to open the cages, but receive a nasty surprise when one of the girls turns out to be an undead creature, and goes completely berserk when we open the cage, and launches herself at us with a bloodthirsty scream. We wind up smacking her around until the girl (a ghoul) is dead (more dead?). I can't remember what happened with the prisoners here. They either waited here, or left. We go into another room where there's a guy strapped to a table, and some mad scientist guy is trying to force a vial of liquid down this guy's throat (I think). There are a couple more chirurgeons in the room.

Naturally, there's a fight. :) Well, we dispatch them, and I think we saved the guy, though I don't quite remember. We get outta there, and go to a room with a chest holding an emerald (room 12). I can't remember if we fought some cultists here, but we then went to another room where some some some cultists definitely reside. In the other room, there are cages, and we free the prisoners inside after defeating these cultists. After the battle, only one of the cultists still live, and the enraged slaves descend upon the last cultist, and beat him to a pulp. :eek:

After that, I believe we leave the dungeon with the slaves. And now here's a list of monsters fought and items recovered....

MONSTERS DEFEATED

* Ghasts (2; man & woman, nice clothes)
* Chirurgeons (3)
* Ghasts (6)
* Orcs (6)
* Choker
* Mimic
* Chirurgeons (3)
* Abraxis (dude with axe)
* Ghoul (slave girl)
* Chirurgeons (2)
* Mordigan (chirurgeon handler)
* Cultists (3)
* Other Cultists (?)

INVENTORY

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

* Greataxes (5)............................................20 gp each
* Fire Opal....................................................1,000 gp
* 1,000 gp
* Gold Teeth (2)...............................................5 gp each
* Tapestry (in chest)........................................100 gp
* Silken Bag (magical)..................................20 gp (more, if magical)
* Slender Rod of Birchwood (magical)
* Silver Dagger (Blue Spindle; magical)
* Blue Sapphire...............................................1,000 gp
* Jet Black Great Axe (named "Fiend", sparks, weeps red blood, serrated, infused with chaos, inflicts +2d6 damage against foes of Lawful alignment)
* 7,000 gp
* Emerald.........................................................500 gp (more, if magical)
* Chest (magical?)........................................1 gp (more, if magical)

I think that's all of it, though I might be missing something. Hopefully, we get xps for freeing the slaves as well. :)
Title: Welcome to Kramerland...
Post by: imurrx on February 17, 2009, 07:21:54 PM
Hey guys, since Mark is working this Weekend, and Ross will be on call, both think they can not leave their man caves. (http://therpgsite.dreamhosters.com/images/icons/icon13.gif)

Well, how about this Thursday or Saturday(http://therpgsite.dreamhosters.com/images/icons/icon5.gif)

I need some action (http://therpgsite.dreamhosters.com/images/icons/icon4.gif)
Title: Welcome to Kramerland...
Post by: MeatLips on February 18, 2009, 09:45:02 AM
I can't help but notice that Mister Sac Lamb hasn't posted the latest adventure update.

I can do Saturday night.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on February 18, 2009, 11:33:11 AM
Quote from: MeatLips;284129
I can't help but notice that Mister Sac Lamb hasn't posted the latest adventure update.

I can do Saturday night.

I'll post it later on today. :)
Title: Welcome to Kramerland...
Post by: Mutt on February 18, 2009, 12:20:19 PM
Saturday is fine with me
Title: Welcome to Kramerland...
Post by: imurrx on February 18, 2009, 08:15:49 PM
Quote from: Sacrificial Lamb;284155
I'll post it later on today. :)


How about Saturday giblets?
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on February 19, 2009, 02:36:53 AM
Quote from: imurrx;284268
How about Saturday giblets?

Maybe. :)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on February 19, 2009, 03:37:06 AM
Let's see.....where were we last time? I better write this down before I fall asleep....

Well, at the end of the adventure, we somehow lost our horses again. So we return to the "Mancave" (our stronghold), and drop off most of our stuff. We acquire our 100 gp (each) reward for freeing the slaves, and use this money to purchase replacement horses for the ones taken from us before. The group of us then travel to the temple, and pick up Blumpy, the cleric. Afterward, we're given an assignment from the dwarven lord, Rioga, to act as security for a series of competitive games over at a place called Fort Rollings. We accept the assignment...

So we travel there on horseback, and finally get there after a five-day journey. The games are four days of competitions, such as riding, drinking, wrestling, and more. When we arrive, we see that it's a predominately halfling community. At this point, I'm kinda wishing I'd brought my halfling characters. :o

Now here's a list of notable NPCs:

* Constance Rollings (female halfling, owns the town of Fort Rollings)
* Conrad Rollings (male halfling, Constance's son, a hunter)
* Henry (male halfling, proprietor of the Half-Pint tavern)
* Roderick (male halfling constable)
* Delanna (female halfling priestess)

Now there's alotta friggin' halflings...

We're received by Constance Rollings, and it's made clear that we need to keep an eye on things, and do it quietly. We're offered 2,000 gp each for the job. I note that this is much more money than any job we've been offered. Maybe we'll even be able to build a manor house someday. :)

Well, the games begin, and we're supposed to keep tabs on a miles-long horse race. imurrx's character, Horatio officially enters the race, though we're there to keep an eye on the race. However, things quickly turn deadly as many of the riders unsheathe hidden weapons, and use them to kill each other (and us) during the race. I'm not going to get into specifics, but after one of the riders decapitates another one of the riders, I think Mutt's character, Reven Tyge, goes on an ass-kicking spree and injures or kills something like eight riders, and their horses too (using his breath weapon). Some other riders attack Horatio, though he manages to avoid getting mangled, and by some miracle, Horatio actually takes second place in the race. How he manages to do this, I'll never know, as his character is not an exceptional rider.

Later on, people are raving about this "dragon" that attacked the riders during the race, :rolleyes: and at some point after the race, we wind up in the middle of a tavern brawl at the Half-Pint tavern, until imurrx's warforged character, Kratos (nicknamed "Crotchless") initimidates the combatants into inaction. After this, these three beautiful bardic babes continue singing in order to distract the crowd. During the night, Reven is desperately trying to seduce all three bardic babes, and join him in his room. However, due to a series of highly shitty Diplomacy rolls, Senor Kramer successfully cockblocks him, and that just isn't happening.

At some point, we entered a competition where entrants had to use crossbows to hit a series of targets (a bullseye). We stupidly all enter the competition, though it would have been wiser if only one of us did, in order to not attract too much attention. After this, Reven enters the dagger-throwing competition, though he doesn't win. I think that's where the game stopped, though I could be missing something...
Title: Welcome to Kramerland...
Post by: Mutt on February 19, 2009, 01:40:23 PM
So where and what time Sat?

I think we should try for an earlier start.
Title: Welcome to Kramerland...
Post by: imurrx on February 19, 2009, 09:27:09 PM
Quote from: Mutt;284407
So where and what time Sat?

I think we should try for an earlier start.


before the sun sets
Title: Welcome to Kramerland...
Post by: imurrx on February 24, 2009, 11:29:35 PM
So, When will we get together again, Is it this coming Monday? and where?
Title: Welcome to Kramerland...
Post by: Mutt on February 26, 2009, 08:26:19 PM
dunno
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on February 27, 2009, 09:40:13 AM
Quote from: Mutt;286133
dunno

I dunno either. Okay, I've been putting this off due to feeling "bleah", but let's see if I remember what happened last session...

The last session didn't go too well. The games ended in Fort Rollings, and we were paid our 2,000 gp fee. We then went on a hunt with Conrad Rollings (the halfling), and watched him catch a brown bear. After this, we got into a conflict with a bunch of hippogriffs when we watched Conrad and his crew catch a baby hippogriff. After we took a trip into the woods, we ran into the hippogriffs, though they didn't immediately attack. When we returned to our encampment, one of the bardic babes, Aria, was gone. A couple guards were injured or killed.

At some point, the hippogriffs swooped in, and my character attacked out of sheer boredom. The other hippogriffs tried to free the hippogriff youngling, while a combat ensued. We subdued three of the hippogriffs, while the others fled. After capturing them, we enlisted one of the other bardic babes as our translator, and told them if they'd return the other bard, we'd give them their offspring back. They didn't seem to know what we were talking about, but eventually we came to an agreement, and released them and their young one (while Conrad vehemently protested).

(http://i217.photobucket.com/albums/cc258/Sac_Lamb/MM35_PG153b-1.jpg?t=1254945802)

I remember little after this. It wasn't one of our best sessions...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on February 27, 2009, 07:53:06 PM
I assume we'll be getting together Monday night. Right? :)
Title: Welcome to Kramerland...
Post by: imurrx on February 28, 2009, 01:56:18 AM
Yes Monday night.  I am glad we skipped last Monday because the whole family were loosing it from both ends. It came to a point I almost had to sit on the toilet with a bucket in my hands.

Anyways...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on February 28, 2009, 02:20:25 AM
Now you hurt my brain. Thanks. :duh:
Title: Welcome to Kramerland...
Post by: imurrx on March 01, 2009, 10:52:45 PM
So where will it be guys, Meatlips, mutts or my place?

and make sure there is parking where ever we be.
Title: Welcome to Kramerland...
Post by: Mutt on March 02, 2009, 10:02:24 AM
I suspect there will be no parking at Ross's tonight.
Title: Welcome to Kramerland...
Post by: Mutt on March 02, 2009, 03:38:47 PM
Why don't you guys head down my way, I'll even shovel for you.
Title: Welcome to Kramerland...
Post by: imurrx on March 02, 2009, 05:29:53 PM
ah... how sweet of you.
Title: Welcome to Kramerland...
Post by: Mutt on March 02, 2009, 05:45:10 PM
I know doesn't it make you feel all warm and fuzzy :)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 02, 2009, 06:52:58 PM
Well, MeatLips is working tonight, and it looks like mutt and blimpy will be occupied tomorrow night. It seems likely that we won't be playing until either later on in the week, or maybe next week. I'm actually a little relieved, because I still feel like goat butt, and need a little more time for the medicine to kick in. I'll feel more magnificent in a couple days.

In any case, this should give me a week to make some copies of the maps. I'll go over to Staples or something, and then link the maps to this thread. I can't seem to find my colored pencils, so I'll have to buy some new ones...:hmm:
Title: Welcome to Kramerland...
Post by: Mutt on March 02, 2009, 08:00:25 PM
Mike is teaching every night this week except for Thursday. He may be able to get out a little early friday.
Title: Welcome to Kramerland...
Post by: imurrx on March 02, 2009, 08:54:56 PM
thursday is good for me
Title: Welcome to Kramerland...
Post by: imurrx on March 03, 2009, 01:33:26 AM
Here is an online publication of what we all own and have.

Short summary of what we have (http://spreadsheets.google.com/pub?key=pdCUDQoWkh4uigPFY44EbCA&gid=0)

Full Worksheet of our stuff (http://spreadsheets.google.com/pub?key=pdCUDQoWkh4uigPFY44EbCA&gid=1)

This is my first time I am make a sheet in years, and I never have been trained to do such (I just hacked my way through this). I will make some new modifications as time goes on.

What I did was to take SacLambs list and and enter it in Google Docs Sheet program. I then assigned who participated (1 for yes and 0 for not in game). I also did try to give full credit if someone has taken ownership of an Item.

All gems are at retail price (so expect it to be less). I also marked items with unknown values.

Eventually I want to make an online form so this would be automatic and I would not have to enter it. There is alot of functions going on, so only color text is manipulable.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 03, 2009, 01:56:31 AM
Quote from: imurrx;286877
Here is an online publication of what we all own and have.

Short summary of what we have (http://spreadsheets.google.com/pub?key=pdCUDQoWkh4uigPFY44EbCA&gid=0)

Full Worksheet of our stuff (http://spreadsheets.google.com/pub?key=pdCUDQoWkh4uigPFY44EbCA&gid=1)

This is my first time I am make a sheet in years, and I never have been trained to do such (I just hacked my way through this). I will make some new modifications as time goes on.

What I did was to take SacLambs list and and enter it in Google Docs Sheet program. I then assigned who participated (1 for yes and 0 for not in game). I also did try to give full credit if someone has taken ownership of an Item.

All gems are at retail price (so expect it to be less). I also marked items with unknown values.

Eventually I want to make an online form so this would be automatic and I would not have to enter it. There is alot of functions going on, so only color text is manipulable.


That cant be everything, can it? That list seems kinda short. I'll have to check it out later...
Title: Welcome to Kramerland...
Post by: imurrx on March 04, 2009, 12:13:08 AM
Check out the new updated page. It is broken down into multiple pages and more streamlined.

The only thing I have not put on it some of the mundane items on the first page here that have no real value or significance. I can add them eventually.

Our Loot and Booty Page. (http://spreadsheets.google.com/pub?key=pdCUDQoWkh4uigPFY44EbCA&gid=0)

Oh Kramer will no be back until late Saturday... so its curtains!
Title: Welcome to Kramerland...
Post by: Mutt on March 04, 2009, 08:41:05 AM
That's fine.

Your sheets are a little hard to follow. If you give me a master list I can make one up. I am good with excel.
Title: Welcome to Kramerland...
Post by: imurrx on March 08, 2009, 12:57:39 AM
check you e-mails. I sent you guys access to update the sheet. you need to have a google account.
Title: Welcome to Kramerland...
Post by: Mutt on March 08, 2009, 04:52:59 AM
have not got it
Title: Welcome to Kramerland...
Post by: imurrx on March 08, 2009, 12:29:57 PM
I resent it.

also... Monday at Marks at a resonable time?
Title: Welcome to Kramerland...
Post by: Mutt on March 08, 2009, 01:53:08 PM
yes.
Title: Welcome to Kramerland...
Post by: imurrx on March 08, 2009, 09:50:07 PM
Quote from: Mutt;287794
yes.


A man of many words!


Here is a form to add new stuff to the list. it will queue it on a page and I will need to add more it,..

on the otherhand, perhaps I should not post it here. I should have a link some where private. last thing we need is somone filling out the form with unwanted stuff.
Title: Welcome to Kramerland...
Post by: Mutt on March 09, 2009, 09:25:46 AM
Quote from: imurrx;287845
A man of many words!


Here is a form to add new stuff to the list. it will queue it on a page and I will need to add more it,..

on the otherhand, perhaps I should not post it here. I should have a link some where private. last thing we need is somone filling out the form with unwanted stuff.


you could after all post it on booguild forum...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 09, 2009, 04:12:17 PM
Quote from: Mutt;287896
you could after all post it on booguild forum...

I didn't know we could still post there. I thought the message board was closed...:(
Title: Welcome to Kramerland...
Post by: imurrx on March 10, 2009, 02:39:38 AM
XP Calculator for d20

http://emptymatter.org/rpg/tools/d20/

According to this, all Kratos, Hrothgar, and Reven get get 4218.75 Exp a piece and the Horatio gets 5625 Exp if the 75 orcs we slaughtered were 0.5 CR. Now, if they were 1 CR, then everyonegets 5625 xp.

hm... thats close to 7th level.

BTW, we have used over half of our cookies in this one.
Title: Welcome to Kramerland...
Post by: Mutt on March 10, 2009, 08:21:21 AM
I still have all my cookies
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 10, 2009, 11:37:02 AM
Quote from: Mutt;288083
I still have all my cookies

mmm....tasty cookies...:)
Title: Welcome to Kramerland...
Post by: imurrx on March 11, 2009, 01:11:21 AM
Quote from: Sacrificial Lamb;288122
mmm....tasty cookies...:)


So your holding it.
Title: Welcome to Kramerland...
Post by: Mutt on March 11, 2009, 11:25:17 AM
Ross said fine to my place for thurs. Any special requests for dinner?
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 11, 2009, 01:08:04 PM
Quote from: Mutt;288400
Ross said fine to my place for thurs. Any special requests for dinner?

Cookies and lambchops. :)
Title: Welcome to Kramerland...
Post by: Mutt on March 11, 2009, 03:49:37 PM
Quote from: Sacrificial Lamb;288433
Cookies and lambchops. :)


I guess I can throw you on the grill
Title: Welcome to Kramerland...
Post by: imurrx on March 11, 2009, 04:58:17 PM
Quote from: Mutt;288498
I guess I can throw you on the grill

Are you going to skewer him too?

Well.... what goes well with cornbeef? meat, rice, and veggies.
Title: Welcome to Kramerland...
Post by: Mutt on March 11, 2009, 07:43:51 PM
Usually potato's and cabbage but I'm not a fan of cabbage so your sol on that
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 11, 2009, 08:53:08 PM
Yo! If you guys want, I can post some maps either tonight or tomorrow. I finally went to Staples, and got some maps scanned into my USB device. We can see some of the wonderful places Senor Kramer has brought us to. Can you dig it? :)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 12, 2009, 02:16:02 AM
Ok.....the campaign journal of Kramerland continues....:)

We're in a wizard's tower, presumably to prevent him from kidnapped. I'm not completely sure how we got there, as I was dozing off a bit, but I do recall that entry to the tower was quite easy. The layout:

We're entering a large stone tower, 30 feet in diameter, and 40 feet high. It's weird because the map that MeatLips (Senor Kramer) had for the module doesn't seem to fit the dimensions of what it should look like, even if the description he gave us is technically correct. His map has a slender-looking tower in it, but 30 by 40 feet is not slender. It's chunky. Well, whatever..

(http://i217.photobucket.com/albums/cc258/Sac_Lamb/139_StoneTower-1.jpg?t=1254937299)

Anyway, we enter the tower, and.....

...it was quiet. Until it became not quiet. :)

We're suddenly assaulted by 20 orcs. :hmm:

These brutes run down the spiral staircase towards us, wielding their great axes. Well, there's a problem with that. For starters, a great axe is a good-sized weapon, that logically needs some room to use. We're standing in a pie-shaped chamber that is less than one-fourth the size of this cylindrical 30-foot diameter tower. That means that at its widest point, the room will be, um...."very small". How are all of these guys gonna fit in here, and then attack 4 other guys (and 3 cats)? I'm just not seeing it. :nono:

Well, hey...let's forget logic, and simply ignore all common sense, and just fight. So that's what we do. My character, Hrothgar, uses Burning Hands, which fills up practically the entire room, and decimates 15 of them. I think Reven (Mutt's character) and Kratos (immurx's character) nail three others, but two of the orcs flee for their lives. Okay..

So we gallump up the stairs, and the guys beat the crap out of 8 more orcs. My cats and I watch.

After this, details get kinda blurry. We go into a side chamber (or something), while dozens of orcs go into the area where we just nailed 18 other orcs. I'm pretty tired (sleep-deprived), so normally, I'd use better tactics, but while we deliberate about what to do, I just say "fuck it", and decide to go all Rambo on their asses. So I run down the stairs, and see fifty fucking orcs with crossbows pointed right at me.

That's pretty fucking impressive.

Think about it. Fifty orcs. Standing over 18 corpses. In a room less than one-fourth the size of a 30-foot diameter cylinder. MeatLips....for the love of Gawd, what were you thinking? This adventure became like that joke about finding 100 orcs in a 10-foot by 10-foot room guarding a treasure chest. What happened?

It's not that they can't fit in there; it's that it'll be so tight in that room, they'll be like ass-to-mouth in there.

Seriously, it would be like tossing 18 guys on the floor of Mutt's bedroom, then tossing in some furniture, and then tossing in fifty more fucking guys with big fucking axes and crossbows, and expecting them to actually fight the four of us (in real life) and Mutt's three (real-life) cats. Then we're supposed to go in there and tackle them?

Man, what? :huhsign:

Well..

My character, Hrothgar (wisely) stops at the doorway to the room, and blasts them with a Burning Hands spell. Sadly, they don't die, and erase this sad chapter from gaming history. They do, however, transform my character into a human pincushion. It is only Reven's (Mutt's) timely intervention that saves Hrothgar's life (thanks, Reven/Mutt). Horatio (immurx's character) then pulls me outta there, while immurx's other character, Kratos, goes all Matrix on their collective orcish ass.

I'm not going to explain what happened next, or how, or even why. I will only say that what happens next goes down in gaming history as the third-weirdest moment for me and my kind.

Suffice it to say that 50 orcs are dead in a single round, and all by Kratos's hand...in melee combat. Never mind that none of those motherfuckers can fit in there, but whatever! Let's just roll with it. In this battle, I think Reven (Mutt) injured a couple, and my character, Hrothgar, injured all of them, but Kratos (imurrx) wiped them all out.

ALL. OF. THEM. DEAD. :jaw-dropping:

I don't remember much after that, though I vaguely remember my conversation with imurrx on the phone the following day. Apparently, we're well on our way to 7th-level, already....
Title: Welcome to Kramerland...
Post by: Mutt on March 12, 2009, 09:22:43 AM
Actually square footage wise, my bedroom would be bigger.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 12, 2009, 01:02:08 PM
Quote from: Mutt;288695
Actually square footage wise, my bedroom would be bigger.

lol! You hear that, MeatLips? His bedroom would be bigger. Wait, I know what you have to say. The orcs were made of newspaper? They were really origami? Perhaps, they all magically spawned from the Orc Dimension, and they vanish when they die. Naw, it couldn't have been that....:rolleyes:

Yes, I'm busting your balls. :p
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 12, 2009, 01:15:03 PM
Okay, I have some maps, but I can't figure out how to post them. Photographs seem to be no problem, but I think these are .pdf files. I think. If any of you guys could help me (the computer illiterate guy) out with it, it would be greatly appreciated...:o
Title: Welcome to Kramerland...
Post by: imurrx on March 12, 2009, 06:51:19 PM
That 255 square feet in 4 equal partitions is  56.25 square feet. Each character occupies a minumum of 4 square feet if packed like sardine in a can.

Anyways. It was two rounds, and Krators (waforged fighter5/arficer1) had great cleave and killed 25 orcs in the first round because there were none in a 5' radius. Then the next round he cleaned up.

This is second on my list of weirdest things that happend in  a game. Top two, When Meatlips character got raped by a dragon when he was in his cursed sexchanged body, and my all time favorite when my psionic character Sar-Alec (2nd edition pre skills and powers) perminately dominated Godzilla in Baba Yaga's hut module.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 15, 2009, 11:59:03 PM
Ok...the campaign journal continues...

We fight our way through 7 burly orcs, but this time, the battle is far more difficult, as imurrx's character, Kratos gets his ass handed to him (though he doesn't die). We finally defeat these humanoids, and rescue the magician, Salman. He thanks us, and later tells us about some "eeeeeevil" elven sorceress named Malakara....

My response is predictable. I ask, "Is she hot?" ;)

We also have a golden statue of a dragon. The adventure ended there, while our characters rest up....
Title: Welcome to Kramerland...
Post by: imurrx on March 16, 2009, 06:36:01 PM
don't forget our dragonshayman burned the documents Salman has been working on to lead us to his missguided apprentice.
Title: Welcome to Kramerland...
Post by: Mutt on March 16, 2009, 09:39:18 PM
:rolleyes:

I don't remember this apprentice....
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 17, 2009, 12:26:57 AM
Quote from: Mutt;290257
:rolleyes:

I don't remember this apprentice....

We haven't actually met her.....yet. :)
Title: Welcome to Kramerland...
Post by: imurrx on March 18, 2009, 02:00:32 AM
Quote from: Sacrificial Lamb;290287
We haven't actually met her.....yet. :)


and we will..

btw... check your e-mail... i sent you a present.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 18, 2009, 02:06:57 PM
Quote from: imurrx;290662
and we will..

btw... check your e-mail... i sent you a present.

I read it, and it's cool....but I don't think I'll take the Mystic Theurge prestige class. I'm fiddling around with some alternatives, but I'll make my final decision tomorrow. I will, however, have the ability to heal allies and Turn Undead, and that's all I can say for now...:)
Title: Welcome to Kramerland...
Post by: imurrx on March 20, 2009, 08:44:48 AM
Hey Meatlips,  I noticed Horatio got shorted XP last time. Since he is 2 levels lower than everyone, his challenge rating is actually more beneficial. He shouldbe getting between 40-25% more exp (40% more when when he was 3rd level when everone was 5th, and at the end of this campain he should be getting about 25% more.

check out this link

http://emptymatter.org/rpg/tools/d20/
Title: Welcome to Kramerland...
Post by: imurrx on March 23, 2009, 12:51:53 AM
Monday at mutts house. Be at my place no later than 6:30 so we be there by 7ish.
Title: Welcome to Kramerland...
Post by: MeatLips on March 23, 2009, 03:44:40 AM
Quote from: imurrx;291788
Monday at mutts house. Be at my place no later than 6:30 so we be there by 7ish.


I am primary oncall all this week for work. This means that I cannot go to Mutt's house. We can either play at my house on Monday night, or we can play at my house on another night.
Title: Welcome to Kramerland...
Post by: Mutt on March 23, 2009, 08:39:14 AM
AS you know I cannot go up there tonight. We can see about possibly another night, I'll have to see how the week goes. What is your schedule like this week Pete?
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 23, 2009, 08:54:20 AM
Gah. :( We have to reschedule. Let me know when we can hit it, guys. I'll have to continue the campaign log today, seeing as I didn't write the last one yet. From now on, I need to make sure I write things down immediately, so that everything's fresh in my mind....:emot-raise:
Title: Welcome to Kramerland...
Post by: imurrx on March 23, 2009, 06:37:28 PM
cockblocked!

Best day for me is Tuesday or Thursday. I am working late on Friday-Sunday. Wednesday would not be good either.
Title: Welcome to Kramerland...
Post by: MeatLips on March 24, 2009, 01:08:13 AM
Quote from: imurrx;292057
cockblocked!

Best day for me is Tuesday or Thursday. I am working late on Friday-Sunday. Wednesday would not be good either.


Tuesday or Thursday work fine for me. Let me know what ya'll's schedules are like.
Title: Welcome to Kramerland...
Post by: Mutt on March 24, 2009, 08:22:03 AM
We can do tonight. But it'll not be a late one so the earlier we meet the better.
Title: Welcome to Kramerland...
Post by: imurrx on March 24, 2009, 10:16:38 AM
Tonight is the night. I will inform senior lamb about it. I have today off. So it up to you malakas when we game. I say 6:30pm.

While meatlips will probably need to do his stuff, we can order food while hey prepares.
Title: Welcome to Kramerland...
Post by: Mutt on March 24, 2009, 12:06:56 PM
6:30 it is. You just need to wake up the lamb!
Title: Welcome to Kramerland...
Post by: MeatLips on March 25, 2009, 05:18:19 PM
Since I had to cancel Tuesday night due to work, is Thursday still open for everyone?
Title: Welcome to Kramerland...
Post by: imurrx on March 25, 2009, 05:19:52 PM
yes... fine with me
Title: Welcome to Kramerland...
Post by: Mutt on March 25, 2009, 06:12:36 PM
yeah that should be fine.
Title: Welcome to Kramerland...
Post by: imurrx on March 28, 2009, 01:05:51 AM
I was searching on line for grid maps and I stumbled on this.

http://dicecollector.com/forums/index.php?topic=16.0

WOW. out of all the places I googled, I had to find a posting of Sac Lamb.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 28, 2009, 02:00:23 AM
Quote from: imurrx;292911
I was searching on line for grid maps and I stumbled on this.

http://dicecollector.com/forums/index.php?topic=16.0

WOW. out of all the places I googled, I had to find a posting of Sac Lamb.

Yeah, that's me. I get around. :)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 28, 2009, 03:54:21 AM
Ok, boys...I'll get around to posting last night's game, but first I'll post a summary of our second-to-last session.

The details are fading fast, but somehow, we found our way into a ruined temple. Why were we there? I'll be damned if I remember. Word of advice to the kiddies: always write your campaign journal within less than 24-hours after a game session or the details will be just as forgotten as a hooker's long-lost virginity.

Anyway...

...we're in some ruined temple. At the time, imurrx was doing the mapping as I was literally rewriting my newly-leveled character, Hrothgar, during the session. I had forgotten my graph paper, so our maps looked like arse. :(

A thought. I retrained my character. Hrothgar is now a single-classed character, as I was shooting for a more simple character concept. He's a 6th-level Battle Sorceror. I could have multi-classed him, or chosen a different class to make him more powerful, but I had a certain concept in mind, and he now comes closer to fitting it. Hrothgar is a warrior-type with various Craft and Knowledge skills. He carries a huge hammer (a maul), and has some skill with artillery magic. I decided to dismiss the kitty familiars, as they were crippling my character's power level, and they didn't act as suitable comic relief, which is what I really wanted them for in the first place. I've been thinking of taking a raven familiar instead, because at least they can talk...;)

During our journey through the ruined temple, we fought an earth elemental, and a couple dozen orcs, though the session ended before the orc battle concluded. There could be more, but I just don't remember things clearly. I'll discuss the last session tomorrow, when I wake up again...
Title: Welcome to Kramerland...
Post by: imurrx on March 28, 2009, 09:22:51 PM
Quote from: Sacrificial Lamb;292921
Yeah, that's me. I get around. :)


slut
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 28, 2009, 09:39:06 PM
Quote from: imurrx;293019
slut

pffft. You love sluts. ;)

I'm gonna update the campaign journal in a few hours. I'll be going to the gym now, and when I return I'll focus on our most recent session..
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 29, 2009, 03:49:38 AM
Here we go, boys 'n girls...

Again, here is the cast of characters currently in play...

* Reven (Mutt): He's a 6th-level Dragon Shaman, acting as a backup swordsman with the ability to heal, breathe fire, and more. Picture a large, burly human with a bastard sword. He's died at least once.

* Horatio (imurrx): Horatio is a nondescript human focusing on magic item creation, and....I don't know what else. He's....4th-level? 5th? I don't remember now, though I believe he's multiclassed as a Swashbuckler and Artificer. I'd say Horatio hasn't quite found his niche yet.

Horatio has tons of potential, and my personal opinion is that imurrx should retrain this character and go either single-classed Artificer, or multiclass as a Fighter/Artificer, and focus more on ranged artillery combat. He should get himself a few wands, some grenade-like weapons, and maybe a heavy crossbow (with trick arrows/bolts), or even a black powder musket with a bayonet, if the DM will allow it. And then of course, he can create tons and tons of bizarre magic items on the side...;)

I believe Horatio has died at least twice. Let's hope to prevent that from happening again. :)

* Kratos (imurrx): This is imurrx's second character, who has become a virtual tank. Kratos is one of the Warforged, an artificial golem-like being, presumably imported from the Eberron D&D campaign setting. We don't really adventure in Eberron, but it's D&D, so we use it.

So anyway....Kratos is a large and burly golem-like dude. I forget what he uses for a weapon. It's either a really large sword or an axe. As far as I know, he's 6th-level, and he's multiclassed as a Fighter/Artificer. Whatever he is, he's a most effective melee combatant who manages to completely lay waste to his enemies. That said, he's had a few close calls with the Grim Reaper, and this makes me realize that, during the game, we need to more efficiently focus on acting as a team. Maybe I'll take some "Repair" spells or something...:hmm:

* Hrothgar (me): This is my character, and he's a 6th-level Battle Sorceror. Picture a large human warrior garbed in a chain vest, wielding an enormous hammer. At one point, I was multiclassing with four different classes for this guy, but I felt that I was spreading him too thin, and wanted to go with a more basic concept, so he is now a single-classed character. He no longer has his cat familiars :(, and is far more adept at artillery magic. He can sling balls of fire, magic missiles, and bolts of lightning. Due to the Arcane Disciple feat, Hrothgar even has access to Clerical domains, thus he's able to heal and turn undead. Not bad, eh? :) I'm actually thinking of giving him a wisecracking raven familiar :raven:, which would make better comedy relief than the cats....

=The Scene=

During the last session, we were fighting a horde of bloodthirsty orcish warriors in a large circular stone chamber. Take note that MeatLips (Senor Kramer) doubled the scale of the map in order to avoid a repeat of what happened at the tower. :) Anyway, we fought these suckers, and there was basically yelling, screaming, bleeding, and overall mayhem involved.

Kratos was decimating his opponents; Reven was fighting off the orcs with his sword and his breath weapon, and Horatio...? Um....Horatio seemed to be straining a bit. I think imurrx hasn't yet figured out how to tactically use Horatio in combat, while Kratos remains a friggin' tank.

One thing I've noticed is that Reven and Hrothgar were able to cooperate pretty effectively in combat. Hrothgar would be slinging bolts of electricity at the orcs, and using the Flaming Sphere spell to cut through the ranks of the axe-wielding orcish thugs. Since Reven is highly-resistant to fire, he'd use the Flaming Sphere as cover against the rampaging orcs that assaulted him. If they got too close, he'd whack 'em, and they'd risk getting burnt. Then he'd breathe fire on them. :)

Kratos was smacking the crap out of a bunch of orcs, and left a trail of bodies behind him on the floor. I don't remember what happened with Horatio, but I think imurrx was struggling a bit when using him.

Eventually, the orcs were defeated.

At some point, we found a trap door with a pit in the center of the room. Lantern in hand, Reven took point, and descended into the pit. Everyone else went down there as well (Hrothgar taking the rear), and faint sounds were heard....

At the bottom of this pit was a dark corridor stretching about 25 feet. We trudged forward to investigate....

Before us, we hear....cackling. As we exit the corridor into a new chamber, we see before us.....skeletons!

The battle is quickly joined. So we're fighting these skeletons, and I decide to engage them with my hammer. Reven attacks, Kratos launches himself into them, and Horatio attacks as well. What happens next...

...is I'm gonna take a break so that I can get some sleep. ;) The Epic of Kramerland shall be continued...:raven:
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 29, 2009, 08:35:17 PM
http://www.booguild.com/forums/index.php?act=attach&type=post&id=3

Ok, I don't know to post the pdf here directly (because I'm computer illiterate :(), so I'm posting a pdf directly from the BOO site. All the maps are illustrated by me, but only pages 29 to 39 are maps for the "Kramerland" campaign. Take note that the Kramerland maps are more crudely rendered than the others, as they were illustrated during play. So.....enjoy. :)
Title: Welcome to Kramerland...
Post by: Mutt on March 29, 2009, 10:13:26 PM
They cannot see them unless they register due to the forum settings
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 29, 2009, 10:47:26 PM
Now....continued from our last session....

What happens next...

...is the siren song of battle calls out to us, and the fight against the skeletons is on. We clear a path through the skeletons, fighting desperately as they attack us with their axes. After a brief struggle, we mash 'em, and stand over a pile of broken bones. It's then that we more carefully survey our surroundings...

We're in a chamber 40-feet by 50-feet in size. Near the wall opposite the doorway is a sarcophagus, and against one corner of the room is a large globe of shadowy illumination.

The details of what happens next are a bit unclear in my memory, but when we explore the periphery of the shadowy globe, it appears to be a Darkness spell. Someone is taking cheap shots at us from within it, and we see a vague outline of something in the corner of the room where the "shadowy illumination" is coming from.

Horatio tries to counter this darkness with an infusion (Light), but hasn't much luck with that. After much deliberation, and after we keep getting zapped by our mysterious assailant, Horatio takes out his wand of Magic Missile, and starts zapping this mysterious figure hiding in the gloom. Kratos then enters these shadows, and stumbles upon another stone sarcophagus in the corner of the room. At this point, we're getting frustrated, because we know someone's in there, but can't find the source of the spell. I can't launch bolts of lightning, because I'll fry Kratos, nor can Reven use his breath weapon (for the same reason). Finally, I get fed up, and enter the gloom, calling out to Kratos.

Hrothgar: "Kratos, I can barely see a thing. Where are you?"
Kratos: "Over here."

Hrothgar sees a huge, lumbering form in front of something large like a coffin or bed. He bumps into Kratos, and feels the cold stone of the sarcophagus. It is then that I reveal my cunning plan. One of my domains is Artifice, so I deal with the sarcophagus, via my spell, Stone Shape, and transform the sarcophagus into a stone frog! :froggy:

We hear a startled yelp erupt from behind the sarcophagus, as a figure rushes out from behind it.

Betcha didn't see that one comin', did ya, Mister Fancypants DM? :heh:

Senor Kramer (MeatLips) is like, "Whaaat?! Waitaminute, lemme see that spell; you can do that?" :rant: ;)

Well, the darkness follows this mysterious figure as it runs towards the other sarcophagus. Reven is already there, and has jumped into the other sarcophagus. He waits inside of it, weapon ready, and then breathes forth a gout of flame at our mysterious assailant.

Well, a battle ensues, and we finally waste this guy. When the darkness finally subsides, we see an orcish body on ground, that we believe is the guy the old wizard warned us about; someone named Ahkarat. The session stopped there, so here's a list of monsters defeated, and items we acquired.

MONSTERS DEFEATED

* Earth Elemental (1)
* Orcish Warriors (24)
* Skeletons (12)
* Orc Spellcaster (1)

INVENTORY

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

* Greataxes (24)..........................................................................20 gp each
* Light Crossbows (24).................................................................35 gp each
* Crossbow Bolts (720)...................................................................1 gp each 10 bolts (1gp x 72gp)
* Greataxes (12)...........................................................................20 gp each
* Metal Cylinder (Succubi Prison Spell Component)...........................?

That's about the gist of it. More details are soon to come for our next session....
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 29, 2009, 10:51:38 PM
Quote from: Mutt;293171
They cannot see them unless they register due to the forum settings
They better register on those forums then. :)

Here's another pdf of mine (city maps) that Mutt put up on the BOO site. These are old maps I drew, but maybe they'll give MeatLips some ideas....

http://www.booguild.com/forums/index.php?act=attach&type=post&id=2

I want to post the maps here directly, but I don't know how to do it, and I only wanna post individual pages of the pdfs. Ahh.....the joys of being a luddite...:o
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on March 30, 2009, 03:37:22 AM
Later on this week, I'll post the maps for our current adventure module..
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 01, 2009, 05:22:11 AM
Okay, kiddies. Here's another chapter of our campaign from over 24 hours ago...

At the conclusion of our battle at the ruined temple, some elven Paladin ghost named Quinariel implored us to aid him with....something.

He started with:

"Brave adventurers..!" :rolleyes: The corny dialogue agonizingly continued with a long-winded speech of utterly forgettable flavor text. MeatLips ran a pregen module without properly modifying it, so....um....I can't remember what he said, as at that point, I felt my spirit flee my body...but I think he wanted us to stop some demon chick (succubus), and do some other stuff.

I wanted to stop, and summon my next familiar, but everyone else wanted to hurry up, as MeatLips seemed to be strongly pressuring us to make haste, and go. So we went.

We collect our loot, and put into a cart pulled by Kratos. The four of us then leave the temple, and proceed to march on over to some lake near Fort Rollins to acquire a mystical jewel that can aid us in our quest. However, it's at the bottom of the lake, so only half of us can go and retrieve it. Reven and Kratos leap into the lake to get the gem, since they're both incapable of drowning. Hrothgar and Horatio stay on shore.

While making their way beneath the surface of the lake, they were attacked by a constrictor snake, which they promptly killed. Eventually, they reached a cave beneath the surface of the lake. Inside the cave, was an air pocket with a small corridor. At the end of it was a small platform with a glittering red jewel. I can't remember if they triggered a trap, but they did acquire the gem, so it's all good. A short time later, they swim back to shore.

In acquiring the gem, a shocking discovery is made:

The halfling lady of Fort Rollings, Constance Rollins is inside the gem! But somehow, we're not too excited about it. After the guys dry themselves off, we make our way to Fort Rollings. Outside the city gates, it is early morning, before sunrise, and we see an army surrounding the fort. There are hundreds of soldiers, and they're orcs!

I won't be getting into major detail here, but I'll say that Reven used the small river to sneak into the fort, and then spoke with the halfling, Conrad Rollings, who was in a panicky state at the time. They sent Salman's owl familiar, Telema, to our position.

Eventually, some hippogriffs came over, and flew us into the town over the heads of the startled orcs. Sadly, we're forced to temporarily abandon a cartload of weapons in the woods behind enemy lines.

So we're inside, and eventually.....the inevitable happens. With a loud roar,  the battle begins as the orc storm the walls. Reven breathes fire, Hrothgar shoots bolts of lightning, Horatio fires his crossbow bolts, and at some point, Kratos leaps off the battlements onto some siege engine standing outside the walls, and gets into a crazy melee with a shitload of orcs.

Despite our attacks, the orcs, and some other huge orc bruiser eventually smash their way through the front gate. Kratos leaps back onto the battlements. He's slapping the orcs around, but not killing too many of them. It seems all of the orcs have 35 or 40 hps. :rolleyes: Before too many orcs enter the fort, Hrothgar casts Wood Shape, and reseals the gate with a bass relief of a giant frog! :froggy:

The battle continues as we're attacked by a succubus! Hrothgar is having major problems with this chick, as she shrugs off his lightning and his hammer, so he's forced to resort to fire (Flaming Sphere spell), but that only provides him a temporary reprieve, until Horatio saves his bacon with some well-aimed missile attacks. It is then that one of the hippogriffs slams into her, and drives her away. Hrothgar then launches that Flaming Sphere at the orc bruiser, and we all try to clusterfuck him. After everyone gangs up on him, Reven kills him with his magic aura, and the orc bruiser dies in flames. The other orcs inside the walls surrender, but Reven just torches 'em.

At this point, the orcs cease their attack. We hear loud wailing in the distance, as the orcs withdraw from the walls.

A thought. The latest game session gave us a "not-so-fresh" feeling. Last week's adventure inside the temple was cool, but this week, once Senor DM started to read the flavor text in this pregenerated adventure module provided by that fucking lame elven ghost, everything else went downhill. I can't even begin to explain what went wrong with this session, but let's just say that this Monday night's game wasn't working for us. It was like a mouthful of goat.

Anyway, here's a list of monsters defeated, and items acquired...

MONSTERS DEFEATED

* Constrictor Snake (1)
* Orc Bruiser (1)
* Succubi (2, not dead)
* Orcs (?)

INVENTORY

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

* Gem of Entrapment (red gem, variation of Magic Jar, has Constance Rollings trapped in it)..............................................................................................................?
* Metal Cylinder (contains scroll, written ritual involving gem, succubi spell prison component)..............................................................................................?

P.S. I'd just like to say that I'm not trying to bash MeatLips. Not every session is going to be pure gold, but this one just didn't work for us; that's all.

Next week, Hrothgar (my character) is gonna be summoning his raven familiar. I think this will be a more appropriate sidekick than the cats. We'll see how it goes....:raven:
Title: Welcome to Kramerland...
Post by: Mutt on April 01, 2009, 09:30:24 AM
It's pretty bad when even the DM is so bored he forgets how many orce's you kill....
Title: Welcome to Kramerland...
Post by: imurrx on April 01, 2009, 08:47:14 PM
So as long the DM is game for saturday, its's saturday evening at Meatlips house.

hey meatlips, no excuses like going to see a play now.
Title: Welcome to Kramerland...
Post by: imurrx on April 04, 2009, 01:15:09 AM
It's a go at meatlips house Saturday night.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 05, 2009, 05:03:16 AM
Aaaaaand....our latest session.

After the Orcs temporarily withdrew from the fortress walls, we regrouped, and tried to formulate a plan. The Elven sorceress, Malakara (or whatever she is) called out to us, and demanded our surrender, saying that if we did so, the townsfolk would be spared. We insisted on a personal meeting to discuss the terms.

Eventually, we met with Malakara in her personal tent, and her half-dozen Orcish bodyguards, to iron out the terms of the surrender. Now....theoretically, Malakara was also supposed to be a succubus (maybe) or something. I wasn't quite able to figure it out. Well, whatever. Anyway, after some discussion, we inform her that we will only surrender the town if Malakara's mother (the [other?] succubus) will parley with us personally. She informs us that her mother is recovering from our previous battle, and can only provide us with an answer later on, so we all decide to reconvene the discussion five hours hence.

We then return to Fort Rollings, and discuss things with the people there. Some of the people there are:

* Gorag Ironweave (town smith)
* Hawkeye (Elven hunter)
* Conrad Rollings (Halfling; son of Constance Rollings)
* Melody (Bardic babe)
* Saliman (old Wizard, formerly Malakara's teacher)
* Telema (Saliman's owl familiar)

We reveal to them our discovery: the Gem of Entrapment. This crimson jewel has the spirit of Constance Rollings trapped inside via a modified Magic Jar spell. At first, we hide our discovery from Conrad, for fear of him becoming hysterical. Meanwhile, Constance Rollings is as trapped in that jewel as a fly in amber...

Later, our five hours are up, and we return to Malakara's tent to discuss the final terms of the surrender. She's there with her half-dozen bodyguards again. We ask her if her mother will discuss the terms with us personally, but she informs us that this will not happen. Well, that does it. :) Reven (Mutt) wastes no time, and breathes a gout of fire on her, and her Orcish bodyguards. Hrothgar (my character) then unleashes a bolt of lightning on them as well.

We then become engaged in a massive melee within the confines of this large tent. Kratos (imurrx) crashes through the table, and grapples with Malakara, while Reven and Hrothgar fight the Orcs. During all this, one of the Orcs is grappling with Kratos, while Malakara manages to launch a Magic Missile spell (four glowing arrows) at Hrothgar. Hrothgar then launches his own Magic Missile (three glowing arrows) right back at her. Take that, She-Bitch! :emot_haw:

At some point, while Reven is swinging his sword wildly at the Orcs, injuring and killing some of them, she gets to her feet again, and before Kratos can grab her, she casts Lightning Bolt at us. The DM keeps rolling dice, over and over and over again, so we figure that if we get hit by this shit, we'll be absolutely fucked. It is then that imurrx and I formulate a "shocking" plan....:)

Before her Lightning Bolt can be completely unleashed, Hrothgar casts an altered version of Lightning Bolt as a counterspell. Yep. It doesn't happen often, but it did happen tonight. Her precious bolt of lightning goes off, and is then nullified in a harmless field of crackling energy. Owned. :emot_haw:

She runs out of the back door of the tent, while her last Orcish bodyguard draws interference. Hrothgar zaps him with a bolt of electricity. Horatio (imurrx) has run to the tent by now, and after Malakara exits the tent, she effects a startling transformation. She grows small horns, and large bat-like wings sprout from her back. She doesn't look like an Elf now, but more like a Succubus. This is our chance. While she transforms, we jump her. :) Reven, Hrothgar, and Kratos physically restrain her, before the Orcs can reach them, and carry her back forcefully to the fortress. The Orcs are chasing us like crazy, screaming bloody murder. Since we're unable to go through the front gate (the front gate is fused shut), we instead use the large siege engine right next to the fortress to make our way back over the walls.

Arrows are flyin' everywhere. The Orcs are shooting arrows at us, the fortress, the villagers, everywhere. The villagers fire arrows back, giving us some cover fire to keep the Orcs from running us down. MeatLips isn't making this part clear, but it's safe to say that Malakara is kicking and screaming the entire way back inside the fortress.

Okay, so we have her, but what do we do with her? Some suggest we kill her, others suggest to tie her to a pole, but it is then that I suddenly feel another spurt of inspiration. While Reven, Kratos, Horatio, and another villager restrain her, she is brought toward a large slab of stone. Malakara senses something's up. So does the DM. :) She kicks, screams, and struggles, but is unable to break free. After being brought toward the large stone slab, Hrothgar casts Stone Shape, causing the stone to fuse around her like a living thing, until she now resembles a statue. She is entombed alive....

You'd think it was over, but it's not. Somehow, we got some information that Malakara was really a Half-Orc that masqueraded as some Bardic babe named Aria, and used some magic item or something to enable her to resemble a Succubus. I don't really understand this, but okay. Whatever.

We hear a scream from above, and a woman with shadowy bat wings plummets from the sky, down at us. Before she can reach us, Horatio recites the incantation from the scroll; the one meant to imprison a Succubus. What I wish Horatio said was:

"Klaatu...barada...nikto! :D

Well, Horatio recited the words, completed the incantation, and the Succubus then vanished with a terrible scream. In her place, was the stunned Halfling body of Constance Rollings. Her son runs over, crying, and they embrace. We saved the day, right? Everything is milk and rainbows and puppy dogs, right?

WRONG.

At the last instant, the Succubus summoned a Balor. :jaw-dropping:

(http://www.quicksilver899.com/Tolkien_Gallery/balrog2aPJ.jpg)

Yeah. Picture a 12-foot-tall demonic creature sheathed in crimson fire, with huge wings and claws. Now imagine that thing demolishing the entire fortress, and everyone in it. It's easy, if you try. Apparently, the adventure module our DM (Senor Kramer/MeatLIps) was using had it so there was a small chance of it showing up. Of course, he quickly realized his enormous mistake. We could have had the help of the entire fortress, and that thing would still have slaughtered everyone and everything. This was beyond silly. We couldn't fight this thing. Of course, you have to give Mutt credit, because he actually tried, though I think he didn't realize at first how much trouble we were in (because initially, MeatLips didn't realize it himself, as he's still a somewhat new DM), or that the thing practically ignored him when he breathed fire on it, and remained unimpressed when he attacked it with his sword.

What I wish had happened was that the old Wizard, Saliman, would have stepped forward in front of the Demon, staff in hand, and shouted:

"You...shall...not...pass!" And then a rift should have opened up in the earth, and swallowed them both. ;)

But that didn't happen.

What did happen, is that the villagers panicked, and actually managed to smash their way through the front gate, in order to escape this beast. When the Orcs tore into them, they stopped in shock at the monstrosity before them. Honestly, who can blame them?

Well, Senor Kramer realized the enormity of his error, and probably reasoned that since the Succubus was defeated, and that a Balor attack would have raped us (we can't outrun it, we can't outfight it, and there's an army of Orcs waiting outside), he decided to be sensible, and had the thing assault the Orcs instead. After many screams from outside the walls, we decided we'd had enough, and that the day was won. This adventure was officially over. Thankfully.

After all this crap, the characters "recharged their cookies" (restored their spells and infusions), and Hrothgar finally summoned his Raven familiar! Yeah...:raven:

So we all somehow survived, Hrothgar got his bird buddy, the fortress and its denizens remained largely intact, and Constance Rollings was restored to the Land of the Living. So...not bad.

P.S. I'll list the monsters we defeated later. It took a while to write this, so I'll finish this up tomorrow..
Title: Welcome to Kramerland...
Post by: Mutt on April 05, 2009, 09:06:01 AM
:raven: Taste like (http://elouai.com/images/yahoo/a39.gif)
Title: Welcome to Kramerland...
Post by: imurrx on April 05, 2009, 01:16:45 PM
I think we should tale the statue and the half orc's head with us. We should have a mosulium in the man cave. Now, before we go, we should have Constance commision statues in our honor so all eager travelers will gaze on the heroic battles we have accomplished.

god that sounds so nerdy! still it would be cool.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 05, 2009, 02:37:44 PM
Quote from: Mutt;294243
:raven: Taste like (http://elouai.com/images/yahoo/a39.gif)

Hey! Stop that. :) :raven:
Title: Welcome to Kramerland...
Post by: imurrx on April 06, 2009, 12:50:25 AM
Here is an updated list of the stuff we got.

http://spreadsheets.google.com/pub?key=pdCUDQoWkh4uigPFY44EbCA&gid=0

Now, I have assigned the +2 dagger to Reven, and Fiend to Hrothgar The value numbers may seem a little skewed. Fiend is a 45000 item, dagger is 8000

I found the Bag of devouring is 15500 and has 620 xp to craft.

Eventually I think we need to dismantle Fiend and use it's 1400 xp for crafting weapons for the group. The only thing we need more gold.  

Reven, Hrothgar and Kratos could use it to make some cool items. right now Horatio can make potions, scrolls, wondrous items, Armor, Weapons and Hummoluci.

So, a +2 enhanced weapon/armor costs 160 xp and 2000 gold to craft.

For example, for Horatio I created the following for my guy. I made my bolt action rifle, +2 gloves of dexterity, Artificer Monocle, and +2 Bracer's of Armor. For Kratos, I have created an imbeded compnent that will automatically heal Kratos if he falls into negative hit point territory; it has the potential of saving him if he is at -26 (if maximum rolled and Overloaded metabolism has not been used)

So far I only have gone over used 18 xps above my reserve.

I have 380 craft points to use now before I go up another level.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 06, 2009, 05:05:15 AM
Alrighty, gentlemen.....I'm gonna list all the monsters we faced, right from the beginning of this adventure. I'm listing all the monsters defeated since we entered Saliman's Tower, plus I'm adding in a few creative things we did that might garner us some extra xps. If I leave anything out, please let me know..

Monsters Defeated in Saliman's Tower

* Orcs (18)
* Orcs (8)
* Orcs clusterfucked by Kratos (50)
* Burly Elite Orcs (7)
* Rescue Saliman

Monsters Defeated in Ruined Temple

* Earth Elemental (1)
* Orc Warriors (24)
* Skeletons (12)
* Orc Spellcaster (1)
* Transforming the sarcophagus into a stone frog :froggy:
* Assist Ghost of Elven Paladin

Monsters Defeated at Lake Rollings

* Constrictor Sea Snake (1)

Monsters Defeated at Fort Rollings

* Orc Bruiser (1)
* Orc Warriors (30)
* Reven sneaking into Fort Rollings
* Sealing the front gate with a Wood Shape spell, creating bass relief of a frog :froggy:
* Using a counterspell to prevent the entire party from being destroyed by Malakara with a deadly Lightning Bolt
* Malakara (Half-Orc/Elf/Succubus/Other?)
* Orc Bodyguards in tent (6)
* Sealing Malakara into a slab of stone via the Stone Shape spell
* Succubus (1)
* Constance Rolling freed after Horatio recited incantation, and defeated Succubus

Oh, and by the way.....the Balor does not count as a defeat. That thing was so powerful that all it managed to be was a plot device. But anyway, there we go. I'll list the treasure later..
Title: Welcome to Kramerland...
Post by: MeatLips on April 06, 2009, 12:08:34 PM
So I computed the XP based on what I had in my notes as well as what Sac Lamb had posted here, and I've arrived at a number. I did this using the Unearthed Arcana CR table. Sorry Horatio, but going by that table, you don't get any extra cookies. What it does say is that since you are lower level, it costs less for you to go up. So the percentages average out.

So without any further delay... here's the total:

The group receives 59752 experience points. This means that each character gets 14938xp apiece.

Regarding this fine evening of gaming we have planned for Mutt's house, I do not have a new campaign prepared as of yet. I need some more time to write one. So I guess y'all can spend the time leveling up.
Title: Welcome to Kramerland...
Post by: Mutt on April 06, 2009, 01:24:14 PM
slacker
Title: Welcome to Kramerland...
Post by: MeatLips on April 06, 2009, 02:16:41 PM
Quote from: Sacrificial Lamb;294218


You'd think it was over, but it's not. Somehow, we got some information that Malakara was really a Half-Orc that masqueraded as some Bardic babe named Aria, and used some magic item or something to enable her to resemble a Succubus. I don't really understand this, but okay. Whatever.



How could you possibly forget the arcane methods I used to explain that character to the players??

Simple, I TOLD YOU when the campaign was finally over! Knuckle-head. I also revealed that she had a ring of polymorph self. So you did not magically receive any information regarding that while you were actually playing.

Scratching that little comment off the DM Failure List. Punk.
Title: Welcome to Kramerland...
Post by: imurrx on April 06, 2009, 03:02:07 PM
i found the adventure you used on scribd.com, yea it's a donkey.  I can see the potential of it, but it needed a few other redirects. Infact, when trying to piece together the value of the stuff, there is no refference. Second, there is not enough loot to match the challenge of the players. A  lot of loose ends.

I plugged the numbers in that spread sheet and got a much lower number for xp's That does not show for traps or solving certain problems.

Well, That number does change a few things. I guess we are all 8's now.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 06, 2009, 05:52:26 PM
Quote from: imurrx;294469
Well, That number does change a few things. I guess we are all 8's now.
I always thought I was a ten. ;)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 07, 2009, 12:50:11 AM
Quote from: MeatLips;294455
How could you possibly forget the arcane methods I used to explain that character to the players??

Simple, I TOLD YOU when the campaign was finally over! Knuckle-head. I also revealed that she had a ring of polymorph self. So you did not magically receive any information regarding that while you were actually playing.

Scratching that little comment off the DM Failure List. Punk.

I love you too, Buttercup. :emot_haw:
Title: Welcome to Kramerland...
Post by: imurrx on April 09, 2009, 10:23:43 PM
http://ww2.wizards.com/Company/Press/?doc=20090406

fyi
Title: Who wants to get this???
Post by: imurrx on April 09, 2009, 10:44:46 PM
http://www.scribd.com/doc/4761438/DD-3-5-Map-The-Worlds-Largest-Dungeon

http://www.amazon.com/Largest-Dungeon-Dragons-Fantasy-Roleplaying/dp/1594720290

http://www.20by20room.com/2005/01/worlds_largest_.html

http://en.wikipedia.org/wiki/World's_Largest_Dungeon

It would take us probably until my son goes to 1st grade..

one word: MASSIVE
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 10, 2009, 03:07:52 AM
Quote from: imurrx;295358
http://ww2.wizards.com/Company/Press/?doc=20090406

fyi

I know. It's messed up. :(
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 10, 2009, 03:08:35 AM
Quote from: imurrx;295361
http://www.scribd.com/doc/4761438/DD-3-5-Map-The-Worlds-Largest-Dungeon

http://www.amazon.com/Largest-Dungeon-Dragons-Fantasy-Roleplaying/dp/1594720290

http://www.20by20room.com/2005/01/worlds_largest_.html

http://en.wikipedia.org/wiki/World's_Largest_Dungeon

It would take us probably until my son goes to 1st grade..

one word: MASSIVE
Very massive. :)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 10, 2009, 03:13:54 AM
Well, now that our characters are 7th-level, we should really be able to kick some ass. And drive Senor Kramer up a wall. :)
Title: Welcome to Kramerland...
Post by: imurrx on April 10, 2009, 08:32:57 AM
Quote from: Sacrificial Lamb;295392
Well, now that our characters are 7th-level, we should really be able to kick some ass. And drive Senor Kramer up a wall. :)


We could also do the Red Hand of Doom 3.5 edition from WotC. We have the PDF and I found it on Amazon for $2.95+SH.

Its for levels 6-12.

I hear its bloaded with XP, tons of loot, an been written as the best D&D module ever.
Title: Welcome to Kramerland...
Post by: MeatLips on April 12, 2009, 04:33:42 PM
In light of me writing a new module, assuming I don't just go with a pre-written one, I'd like you all to draft some official in-depth character bios for each of your characters. You can post them here or send them to me. If I have a completely clear idea as to your characters various histories, it will make writing what I'm planning here much easier.
Title: Welcome to Kramerland...
Post by: Mutt on April 12, 2009, 06:31:43 PM
Just a heads up, but I've been sick all weekend, if I'm still shitty tomorrow we will have to do another night.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 12, 2009, 10:35:39 PM
Quote from: Mutt;295984
Just a heads up, but I've been sick all weekend, if I'm still shitty tomorrow we will have to do another night.
Dude, that sucks. I've actually been sick all week myself, and so have some of my cousins, and my brother...

There's a bad case of the creeping crud going around. I hope you get well soon...:(
Title: Welcome to Kramerland...
Post by: imurrx on April 13, 2009, 12:42:20 AM
Quote from: Mutt;295984
Just a heads up, but I've been sick all weekend, if I'm still shitty tomorrow we will have to do another night.


Did I infect you?
Title: Welcome to Kramerland...
Post by: imurrx on April 13, 2009, 12:44:46 AM
I am feeling better right now. still crud in the nose and a few other things like that bad rash and itch right where....

.....


BIO's, hm.... this might get interesting since our guys have been, well revamped.
Title: Welcome to Kramerland...
Post by: MeatLips on April 13, 2009, 03:01:43 AM
Since disease is running rampant... it would actually be easier on me to do this later this week. And it will give you kids time to write your character bios.

How does Wednesday or Thursday night sound?
Title: Welcome to Kramerland...
Post by: Mutt on April 13, 2009, 08:36:06 AM
Quote from: imurrx;296036
Did I infect you?


Yes I blame you:rant:
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 13, 2009, 01:46:49 PM
Quote from: MeatLips;296048
Since disease is running rampant... it would actually be easier on me to do this later this week. And it will give you kids time to write your character bios.

How does Wednesday or Thursday night sound?

Yes, please. I'll probably feel better by then. I'm still taking medication, and could use a couple more days to recover. So....yeah. One of those two days instead should be fine.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 14, 2009, 12:47:17 AM
Okay....just to give MeatLips some ideas, I'm gonna write up some random encounter tables. Who knows? They might come in handy...:) I'll stat 'em up later to make your life easier, Senor MeatLips. ;)

Take note that Armor Class (AC) has three numbers. The first number is "normal" Armor Class. The second number is touch Armor Class, and the third number is flat-footed Armor Class. The second two numbers only apply under limited circumstances, MeatLips, but I figured I'd put 'em in....just in case. Also, the Challenge Rating is for each monster. Now...enjoy. :)

WILDERNESS ENCOUNTER TABLE

(http://images-1.redbubble.net/img/art/size:large/view:main/1355677-2-lokis-forest.jpg)

* 01-03 Small pond with 1d8 Frogs swimming and hopping about; a curious Water Elemental has a 10% chance of appearing within 1d12 rounds (AC 15/15/14; SPD 5; HD 1/4; HP 1; INIT +1; BAB +0; ATK -17 [grapple]; DMG nil; #AT 1 [grapple]; STR 1, INT 1, WIS 14, DEX 12, CON 11, CHA 4; SQ +4 racial bonus on Hide checks; Amphibious; Low-Light Vision; FORT +2, REF +3, WILL +2; AL N; SZ D [ANIMAL]; SKILLS: Hide +21 Listen +4, Spot +4; FEATS: Alertness; CR 1/10) Water Elemental (AC 20/11/18; SPD 20/90; HD 8; HP 68; INIT +2; #AT 2; BAB +6; ATK +10 [2 slams] or +15 [grapple]; DMG 2d8+5 and 2d8+5 [2 slams]; #AT 2 [slam/slam]; STR 20, INT 6, WIS 11, DEX 14, CON 19, CHA 11; SA Water mastery [+1 bonus to ATK & DMG rolls if it and its opponent touching water; if opponent or Elemental touching ground, Elemental takes -4 penalty on ATK & DMG rolls; overrun small craft with length of 5 ft/HD, stop larger vessels 10 ft/HD, large ships 20 ft/HD can be slowed to half-speed]; drench [Elemental's touch quenches open flames of non-magical origin of Large size or smaller; dispel magical fire it touches as Dispel Magic; caster level equals Elemental's HD]; vortex [transform self into whirlpool once/ten minutes, if underwater, remain in that form for 1 round/2 HD it has; vortex 5 ft wide at base, 30 ft wide at top, and 10 ft or more tall; movement in vortex form does not provoke AoO; creatures one or more size categories smaller than Elemental must succeed on Reflex save DC 19 when in contact with vortex or suffer 2d6 DMG; vortex height is 10-40 ft; victim must also succeed on second Reflex save, or be picked up and held in currents, automatically taking damage every round; affected creatures allowed Reflex save each round to escape vortex; creature still takes damage, but can leave if save is successful; save DC is STR-based; creatures trapped in vortex cannot move except to go where Elemental carries them or to escape whirlwind; creatures in whirlwind can act normally, but must make Concentration check {DC 10 + spell level} to cast spells; creatures caught in whirlwind take -4 DEX penalty and -2 penalty on ATK rolls; if vortex's base touches bottom, creates swirling cloud of debris centered on Elemental, with diameter equal to half vortex's height; cloud obscures vision, including darkvision beyond 5 ft; creatures 5 ft away have concealment, while those farther away have total concealment; those caught in cloud must make Concentration check {DC 15 + spell level} to cast spell; SQ DR 5; darkvision 60 ft; elemental traits; +8 racial bonus to Swim checks to perform special action/hazard; can always take 10 on Swim check; can use Run action while swimming in straight line; FORT +10, REF +4, WILL +2; AL N; SZ L [ELEMENTAL/Water/Extraplanar]; SKILLS: Listen +5, Spot +6; FEATS: Cleave, Great Cleave, Power Attack; CR 5)
* 04-05 Flock of 3d6 Ravens strutting about, some perched on a large, gnarled tree (AC 14/14/12; SPD 10/40; HD 1/4; HP 2; INIT +2; BAB +0; ATK +4 [claws] or -13 [grapple]; DMG 1d2-5 [claws; minimum 1 dmg]; #AT 1 [claws]; STR 1, INT 2, WIS 14, DEX 15, CON 10, CHA 6; SQ Low-Light Vision; Flight; FORT +2, REF +4, WILL +2; AL N; SZ T [ANIMAL]; SKILLS: Listen +3, Spot +5; FEATS: Weapon Finesse; CR 1/6)
* 06-07 Skulking war party of 1d12+2 Goblins; all 1st-level Warriors, armed with heavy maces (AC 15/12/14; SPD 30; HD 1; HP 5; INIT +1; BAB +1; ATK +1 [heavy maces]; DMG 1d6, crit x2 [heavy mace]; #AT 1 [heavy mace]; STR 11, INT 10, WIS 9, DEX 13, CON 12, CHA 6; SQ Darkvision 60 ft; FORT +3, REF +1, WILL -1; AL NE; SZ S [HUMANOID/Goblinoid]; SKILLS: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; FEATS: Alertness; CR 1/3; Equipment: leather armor, light shield, heavy mace, 1d4 squirrel pelts, knife, 1d6+1 gp, 1d6+2 sp, 1d6+3 cp)
* 08-11 1d4+1 Squirrels chattering, and carrying piles of acorns (AC 14/14/12; SPD 40/40; HD 1/4; HP 1; INIT +2; BAB +0; ATK +4 [bite]; DMG 1d3-4 [bite; minimum 1 dmg]; #AT 1 [bite]; STR 2, INT 2, WIS 12, DEX 15, CON 10, CHA 3; SQ Low-Light Vision; Climbing; +4 racial bonus to Hide, Move Silently, and Swim checks; +8 racial bonus to Balance and Climb checks; FORT +2, REF +4, WILL +1; AL N; SZ T [ANIMAL]; SKILLS: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +6; FEATS: Weapon Finesse; CR 1/8)
* 12-13 Unattended firepit; if magic of any kind is activated within 30 ft radius of it, there is chance of hostile Fire Elemental accidentally being summoned, equal to 5%/caster level; attempt Search or Spellcraft check, DC 30 to notice shimmering around campfire; if Elemental appears, 3d6 Fire Crystals; erupt from bottom of pit [500 gp value each; Search check, DC 20, to find them]; reddish crystals immune to fire; faintly glows [faint light in 5-ft-radius] for 1 hour if immersed in fire (AC 18/14/13; SPD 50; HD 8; HP 60; INIT +9; BAB +6; ATK +6/+12 [2 slams]; DMG 2d6+2, plus 2d6 fire [slam]; #AT 2 [slam/slam]; STR 14, INT 6, WIS 11, DEX 21, CON 16, CHA 11; SA Burn [save vs REF, DC 17, or burn for 1d4 rounds; may take move action to extinguish flame; save DC is CON-based]; if using natural weapons/unarmed attacks, attacker suffers dmg as if hit by Fire Elemental, and burns unless succeeds at REF save; SQ DR 5; Darkvision 60 ft; Immunity to Fire; Vulnerability to Cold [+50% dmg from cold]; FORT +5, REF +11, WILL +2; AL N; SZ L [ELEMENTAL/Fire/Extraplanar]; SKILLS: Listen +5, Spot +6; FEATS: Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse; CR 5)
* 14-23 Rainstorm, lasts for 1d6 hours, -2 penalty to d20 rolls, and 10% miss chance to ranged attacks
* 24-25 Pack of 1d8+2 Wolves; hungry; afraid of fire (AC 14/12/12; SPD 50; HD 2; HP 13; INIT +2; BAB +1; ATK +3 [bite] or +2 [grapple]; DMG 1d6+1 [bite]; #AT 1 [bite]; STR 13, INT 2, WIS 12, DEX 15, CON 15, CHA 6; SA Trip [successful bite attack allows Wolf to trip opponent at +1 as Free Action without making Touch Attack, or provoking Attack of Opportunity; if attempt fails, opponent cannot react to trip Wolf; SQ Low-Light Vision; Scent; +4 racial bonus on Survival checks when tracking by scent; FORT +5, REF +5, WILL +1; AL N; SZ M [ANIMAL]; SKILLS: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1; FEATS: Track, Weapon Focus [bite]; CR 1)
* 26-27 Group of 2d8+2 Orc soldiers; hostile; likely to taunt strangers; armed with falchions and javelins; all 1st-level Warriors (AC 13/10/13; SPD 30; HD 1; HP 7; INIT +0; BAB +1; ATK +4 melee [falchion] or +1 ranged [javelin] or +4 melee [grapple]; DMG 2d4+3, crit 18-20/x2 [falchion] or 1d6+3, crit x2 [javelin]; #AT 1 [falchion or javelin]; STR 17, INT 8, WIS 7, DEX 11, CON 12, CHA 6; SQ Darkvision 60 ft; Light Sensitivity [Dazzled in bright sunlight or within radius of daylight spell]; FORT +3, REF +0, WILL -2; AL CE; SZ M [HUMANOID/Orc]; SKILLS: Listen +1, Spot +1; FEATS: Alertness; CR 1/2; Equipment: studded leather armor, falchion, javelin, 1d8+1 gp, 1d8+2 sp, 1d8+3 cp)
* 28-29 Small shrine, made of blackened stone, in ruins; 3d4 Gargoyles have a 25% chance of appearing within 2d10 rounds; they like to ambush their prey; 25% chance of ruined forge hidden within it [Search DC 25] with 1d8 magic weapons there; roll randomly on Table 7-11 and Table 7-14 [Minor], pg 223-224 in DMG (AC 16/12/14; SPD 40/60; HD 4; HP 37; INIT +2; BAB +4; ATK +6 melee [2 claws] and +4 melee [bite] and +4 melee [gore] or +6 melee [grapple]; DMG 1d4+2 [claws] and 1d6+1 [bite] and 1d6+1 [gore]; #AT 4 [claw/claw/bite/gore]; STR 15, INT 6, WIS 11, DEX 14, CON 18, CHA 7; SA natural weapons considered magic for purpose of overcoming DR; SQ DR 10/magic; Darkvision 60 ft; Freeze [can hold still; observer must attempt Spot check, DC 20 to notice it is really alive]; Flight; +2 racial bonus on Hide, Listen, and Spot checks; +8 Hide bonus when concealed against background of stone; FORT +5, REF +6, WILL +4; AL CE; SZ M [MONSTROUS HUMANOID/Earth]; SKILLS: Hide +7 [+15], Listen +4, Spot +4; FEATS: Multiattack, Toughness; CR 4)
* 30-31 1d4 Centaurs; friendly to Elves; wary of Humans and Dwarves; armed with large longswords and large composite longbows (AC 14/11/12; SPD 50; HD 4; HP 26; INIT +2; BAB +4; ATK +7 melee [large longsword] or and +3 melee [2 hooves] or +5 ranged [ large composite longbow; +4 STR bonus] or +12 [grapple]; DMG 2d6+6, crit 19-20/x2 [large longsword] and 1d6+2 [2 hooves] or 2d6+4, crit 20/x3 [large composite longbow]; #AT 3 [large longsword/hoof/hoof] or 1 [large composite longbow]; STR 18, INT 8, WIS 13, DEX 14, CON 15, CHA 11; SQ Darkvision 60 ft; FORT +3, REF +6, WILL +5; AL NG; SZ L [MONSTROUS HUMANOID]; SKILLS: Listen +3, Move Silently +4, Spot +3, Survival +2; FEATS: Dodge, Weapon Focus [hoof]; CR 3; Equipment: large longsword, large composite longbow, large quiver, 20 large arrows, 2d6+1 gp, 2d8+2 sp, 2d10+3 cp)
* 32-34 1d12 Hippogriffs; watchful and alert; hostile to Orcs (AC 15/11/13; SPD 50/100; HD 3; HP 25; INIT +2; #AT 3; BAB +3; ATK +6 melee [2 claws] and +1 melee [bite] or +11 [grapple]; DMG 1d4+4 [claws] and 1d8+2 [bite]; #AT 3 [claw/claw/bite]; STR 18, INT 6, WIS 12, DEX 14, CON 16, CHA 6; SQ Darkvision 60 ft; Low-Light Vision; Scent; +4 racial bonus on Spot checks; FORT +6, REF +5, WILL +2; AL N; SZ L [MAGICAL BEAST]; SKILLS: Listen +4, Spot +8; FEATS: Dodge, Wingover; CR 2)
* 35-36 1d6+2 Elite Orc soldiers; hunting for large game; armed with greateaxes and shortspears; 4th-level Warriors (AC 14/10/14; SPD 30; HD 4; HP 36; INIT +4; #AT 1; BAB +4; ATK +8 melee [greataxe] or +8 melee [shortspear] or +4 ranged [shortspear] or +8 melee [grapple]; DMG 1d12+4, crit 20/x3 [greataxe] or 1d6+4, crit 20/x2 [shortspear]; #AT 1 [greataxe or shortspear]; STR 18, INT 8, WIS 6, DEX 10, CON 14, CHA 6; SQ Darkvision 60 ft; Light Sensitivity [Dazzled in bright sunlight or within radius of daylight spell]; FORT +6, REF +1, WILL -1; AL LE; SZ M [HUMANOID/Orc]; SKILLS: ; FEATS: Improved Initiative, Improved Toughness; CR 3; Equipment: chain shirt, greataxe, shortspear, 2d8+2, 3d8+3 sp, 4d8+4 cp)
* 37-38 Group of 1d4+2 Dwarves passing through (AC 16/10/16; SPD 20; HD 1; HP 7; INIT +0; #AT 1; BAB +1; ATK +3 [Dwarven waraxe] or +1 [ranged, shortbow] or +2 [grapple]; DMG 1d10+1, crit 20/x3 [Dwarven waraxe] or 1d6, crit 20/x3 [shortbow]; #AT 1 [Dwarven waraxe or shortbow]; STR 13, INT 10, WIS 9, DEX 11, CON 14, CHA 6; SA Dwarf traits [weapon familiarity: Dwarven waraxes/urgroshes treated as martial weapons; +1 racial bonus on attack rolls against Orcs and Goblinoids; SQ Dwarf Traits [SPD 20, in any armor; darkvision 60 ft; stonecunning: +2 racial bonus on Search checks to notice unusual stonework; if Dwarf within 10 ft of unusual stonework, can make Search check as if actively searching; can use Search skill to find stonework traps as Rogue can; can intuit depth underground; stability: +4 bonus to resist being bull rushed or tripped when standing on ground; +2 racial bonus on saves against poison, spells, spell-like effects, as well as Appraise and Craft checks related to stone or metal items; +4 dodge bonus to AC against Giant type creatures]; FORT +4, REF +0, WILL -1; AL LG; SZ M [HUMANOID/Dwarf]; SKILLS: Appraise +2, Craft [blacksmithing] +2, Craft [stonemasonry] +2, Listen +2, Spot +2; FEATS: Weapon Focus [Dwarven waraxe]; CR 1/2; Equipment: scale mail, heavy shield, Dwarven waraxe, shortbow, quiver, 15 arrows, 3d6 gp, 3d8 sp, 3d10 cp)
* 39-42 Flock of 6d10 small assorted birds chattering incessantly; their presence is annoying enough to cause a -1 penalty to d20 rolls, and 5% miss chance to ranged attacks (AC 15/15/12; SPD 10/50; HD 1/8; HP 1; INIT +3; BAB +0; ATK -13 [grapple]; DMG nil; #AT 1 [grapple]; STR 1, INT 2, WIS 14, DEX 17, CON 10, CHA 6; SQ Low-Light Vision; Flight; FORT +2, REF +5, WILL +2; AL N; SZ T [ANIMAL]; SKILLS: Listen +3, Spot +5; CR 1/10)
* 43-45 Circle of shimmering greenish stones; enchanted to enable spellcasters to regenerate 1 HP/round; recover lost spells with 1 hour of meditation
* 46-47 Dryad making its home in a small orchard; lusty and attractive; curious about strangers (AC 17/14/13; SPD 30; HD 4; HP 14; INIT +4; BAB +2; ATK +6 melee [dagger] or +2 [grapple] or +7 ranged [masterwork longbow]; DMG 1d4, crit 19-20/x2 [dagger] or 1d8, crit 20/x3 [masterwork longbow]; #AT 1 [dagger or masterwork longbow]; STR 10, INT 14, WIS 15, DEX 19, CON 11, CHA 18; SA Spell-like abilities [at will: Entangle (DC 13), Speak With Plants, Tree Shape; 3/day: Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride; 1/day: Suggestion (DC 15); as 6th-level caster; save DCs are Wisdom-based]; SQ DR 5/cold iron; tree dependent [mystically bound to single, enormous oak tree, and must never stray more than 300 yards from it; if Dryad strays beyond that, she becomes ill and dies within 4d6 hours; Dryad's oak does not radiate magic]; wild empathy [as Druid class feature, but with +6 racial bonus]; FORT +3, REF +8, WILL +6; AL CG; SZ M [FEY]; SKILLS: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge [nature] +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 [+6 with bindings]; FEATS: Great Fortitude, Weapon Finesse; CR 3; Equipment: dagger, potion of Cure Light Wounds, oil of Shillelagh)
* 48-49 Shattered stone columns, with large circular pit; 25% chance of 1d6 Gargoyles appearing within 1d12 rounds (AC 16/12/14; SPD 40/60; HD 4; HP 37; INIT +2; BAB +4; ATK +6 melee [2 claws] and +4 melee [bite] and +4 melee [gore] or +6 melee [grapple]; DMG 1d4+2 [claws] and 1d6+1 [bite] and 1d6+1 [gore]; #AT 4 [claw/claw/bite/gore]; STR 15, INT 6, WIS 11, DEX 14, CON 18, CHA 7; SA natural weapons considered magic for purpose of overcoming DR; SQ DR 10/magic; Darkvision 60 ft; Freeze [can hold still; observer must attempt Spot check, DC 20 to notice it is really alive]; Flight; +2 racial bonus on Hide, Listen, and Spot checks; +8 Hide bonus when concealed against background of stone; FORT +5, REF +6, WILL +4; AL CE; SZ M [MONSTROUS HUMANOID/Earth]; SKILLS: Hide +7 [+15], Listen +4, Spot +4; FEATS: Multiattack, Toughness; CR 4)
* 50-52 Smoldering campfire; 10% chance of a Earth Elemental erupting from  near it; 25% chance of 1d10+3 Orcs (all 1st-level Warriors) and 1d4 Ogres appearing within 1d12 rounds (AC 18/8/18; SPD 20; HD 8; HP 68; INIT -1; BAB +6; ATK +12 melee and +12 melee [2 slams] or +17 [grapple]; DMG 2d8+7 and 2d8+7 [2 slams]; #AT 2 [slam/slam]; STR 25, INT 6, WIS 11, DEX 8, CON 19, CHA 11; SA Earth mastery [+1 on attack and damage rolls if it and its foe touch ground; if opponent is airborne or waterborne, Elemental takes -4 penalty on attack and damage rolls]; push [start bull rush maneuver without provoking Attack of Opportunity; combat modifiers for earth mastery also applies to Elemental's opposed Strength checks]; SQ DR 5; earth glide [glide through stone, dirt, earth, but not metal; its burrowing leaves no tunnel or ripple; Move Earth spell cast on area containing burrowing Earth Elemental flings Elemental back 30 ft, stunning it for 1 round, unless it succeeds on DC 15 Fortitude save; darkvision 60 ft; elemental traits; FORT +10, REF +1, WILL +2; AL N; SZ L [ELEMENTAL/Earth]; SKILLS: Listen +6, Spot +5; FEATS: Cleave, Great Cleave, Power Attack; CR 5) Orcs (AC 13/10/13; SPD 30; HD 1; HP 5; INIT +0; BAB +1; ATK +4 melee [falchion] or +1 ranged [javelin]; DMG 2d4+3, crit 18-20/x2 [falchion] or 1d6+3, crit x2 [javelin]; #AT 1 [falchion or javelin]; STR 17, INT 8, WIS 7, DEX 11, CON 12, CHA 6; SQ Darkvision 60 ft; Light Sensitivity [Dazzled in bright sunlight or within radius of daylight spell]; FORT +3, REF +0, WILL -2; AL CE; SZ M [HUMANOID/Orc]; SKILLS: Listen +1, Spot +1; FEATS: Alertness; CR 1/2; Equipment: studded leather armor, falchion, javelin, 1d8+1 gp, 1d8+2 sp, 1d8+3 cp) Ogres (AC 16/8/16; SPD 30; HD 4; HP 29; INIT -1; BAB +3; ATK +8 melee [greatclub] or +1 ranged [javelin] or +12 [grapple]; DMG 2d8+7, crit 20/x2 [large greatclub] or 1d8+5, crit 20/x2 [large javelin]; #AT 1 [greatclub or javelin]; STR 21, INT 6, WIS 10, DEX 8, CON 15, CHA 7; SQ darkvision 60 ft; low-light vision; FORT +6, REF +0, WILL +1; AL CE; SZ L [GIANT]; SKILLS: Climb +5, Listen +2, Spot +2; FEATS: Toughness, Weapon Focus [greatclub]; CR 3; Equipment: hide armor, large greatclub, large javelin, 3d8 gp, 3d10 sp, 3d12 cp)
* 53-57 Fresh water pond; prime fishing spot; 25% chance of 1d6 Human fisherman appearing; 25% chance of 1d4+1 Halfling fisherman appearing; both groups treated as 2nd-level Commoners (AC 12/10/12; SPD 30; HD 2; HP 6; INIT +0; #AT 1; BAB +1; ATK +2 melee [shortspear] or +2 melee [grapple] or +1 ranged [shortspear]; DMG 1d6, crit 20/x2 [shortspear]; #AT 1 [shortspear]; STR 13, INT 10, WIS 9, DEX 11, CON 12, CHA 8; FORT +1, REF +0, WILL -1; AL N; SZ M [HUMANOID]; SKILLS: Craft [shipmaking] +3, Listen +1, Profession [fisher] +7, Spot +1, Swim +4, Use Rope +3; FEATS: Simple Weapon Proficiency, Skill Focus [Profession/fisher]; CR 1; Equipment: leather armor, dagger, shortspear, fishing pole, 1d6 gp, 3d6 sp, 5d6 cp) Halflings (AC 14/12/13; SPD 20; HD 2; HP 6; INIT +1; #AT 1; BAB +1; ATK +2 melee [small dagger] or -3 melee [grapple] or +3 ranged [small sling]; DMG 1d3, crit 19-20/x2 [small dagger] or 1d3, crit 20/x2 [small sling]; #AT 1 [small dagger or small sling]; STR 11, INT 10, WIS 9, DEX 13, CON 12, CHA 8; SA Halfling traits [+1 racial bonus on attacks rolls with thrown weapons and slings]; SQ Halfling traits [+2 racial bonus on Climb, Jump, Listen and Move Silently checks; +1 racial bonus on all saves; +2 morale bonus on saves vs fear, stacks with racial save bonuses; FORT +2, REF +2, WILL +0 [+2 on saves vs fear]; AL N; SZ S [HUMANOID/Halfling]; SKILLS: Climb +1, Craft [shipmaking] +1, Hide +5, Jump +1, Listen +3, Move Silently +3, Profession [fisher] +4, Spot +1, Swim +1, Use Rope +2; FEATS: Simple Weapon Proficiency; CR 1; Equipment: leather armor, small dagger, small sling, 10 small sling bullets, fishing pole, 1d6 gp, 3d6 sp, 5d6 cp)
* 58-59 Green Dragon wandering through the forest (AC 27/8/27; SPD 40/150/40; HD 20; HP 230; INIT +0; BAB +20; ATK +26 melee [bite], +21 melee [2 claws] and +21 melee [2 wings] and +21 melee [tail slap], or +36 [grapple]; DMG +26 melee (3d8+8, bite), +21 melee (2d6+4, 2 claws), +21 melee (1d8+4, 2 wings), +21 melee (2d6+12, tail slap); #AT 6 [bite/claw/claw/wing/wing/tail slap]; STR 27, INT 16, WIS 17, DEX 10, CON 21, CHA 16; SA Breath weapon [breathes 50 ft cone of corrosive acid gas once every 1d4 rounds; DMG 12d6; DC 25]; crush [area 15ft by 15 ft; small or smaller opponents take 2d8+12 points of bludgeoning dmg, succeed on DC 23 Reflex save or be pinned; grapple bonus +36]; frightful presence 180-ft radius, HD 19 or less, Will DC 21 negates]; spell-like abilities [Suggestion 3/day; caster level 6th; save DC 16]; spells; SQ DR 5/magic; darkvision 120 ft; immunity to acid, Sleep, and paralysis; low-light vision; SR 21; water breathing [breathe underwater indefinitely; freely use breath weapon, spells, and other abilities while submerged]; FORT +17, REF +12, WILL +15; AL LE; SZ H [DRAGON/Air]; SKILLS: Bluff +20, Concentration +15, Diplomacy +13, Hide +0, Intimidate +25, Knowledge [arcana] +18, Knowledge [nature] +18, Listen +25, Move Silently +20, Search +23, Sense Motive +11, Spellcraft +25, Spot +25, Swim +16; FEATS: Alertness, Cleave, Flyby Attack, Hover, Improved Natural Attack [bite], Power Attack, Wingover; CR 13; Spells: As 5th-level Sorceror. [6/7/5; save DC 13 + spell level] 0-level: Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Read Magic, Resistance; 1st-level: Expeditious Retreat, Nystul's Undetectable Aura, Shield, True Strike; 2nd-level: Blur, Detect Thoughts)
* 60-61 1d6 Treants; quiet, and carefully watches any strangers in the area (AC 20/7/20; SPD 30; HD 7; HP 66; INIT -1; BAB +5; ATK +12 melee [2 slams] or +22 [grapple]; DMG 2d6+9 [slam]; #AT 2 [slam/slam]; STR 29, INT 12, WIS 16, DEX 8, CON 21, CHA 12; SA animate trees [animate trees within 180 ft; 1 round for tree to uproot itself, control 2 trees at a time; moves at SPD 10, and fights as Treant; animated trees stop moving if Treant is incapacitated or out of range, ability otherwise simliar to Liveoak spell]; double damage to objects; trample [DMG 2d6+13; REF DC 22 half; save DC is STR-based]; SQ DR 10/slashing; low-light vision; plant traits; vulnerability to fire; FORT +10, REF +1, WILL +7; AL NG; SZ H [PLANT]; SKILLS: Diplomacy +3, Hide -9 [+7 in forested areas], Intimidate +6, Knowledge [nature] +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 [+10 above ground]; FEATS: Improved Sunder, Iron Will, Power Attack; CR 8)
* 62-63 1d8 Pseudodragons; curious, friendly, and likely to beg for food (AC 18/14/16; SPD 15/60; HD 2; HP 15; INIT +2; BAB +2; ATK +4 melee [sting] or -8 [grapple]; DMG 1d3-2 [sting]; #AT 1 [sting]; STR 6, INT 10, WIS 12, DEX 15, CON 13, CHA 10; SA poison [injury; FORT DC 14; initial dmg sleep for 1 minute; secondary dmg sleep for 1d3 hours; SQ blindsense 60 ft [locate creatures within 60 ft by non-visual means; opponents still have concealment]; darkvision 60 ft; immunity to Sleep and paralysis; low-light vision; SR 19; telepathy 60 ft [telepathy 60 ft with creatures that speak Common or Sylvan; FORT +4, REF +5, WILL +4; AL NG; SZ T [DRAGON]; SKILLS: [IDiplomacy[/I] +2, Hide +20 [+24 in forest areas], Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 [+3 following tracks]; FEATS: Weapon Finesse; CR 1)
* 64-66 Elven hunting party; all 1st-level Warriors; 1d6+2 of them appearing; armed with longswords and longbows (AC 15/11/14; SPD 30; HD 1; HP 4; INIT +1; BAB +1; ATK +2 melee [longsword] or +3 ranged [longbow] or +2 melee [grapple]; DMG 1d8+1, crit 19-20/x2 [longsword] or 1d8, crit 20/x3 [longbow]; #AT 1 [longsword or longbow]; STR 13, INT 10, WIS 9, DEX 13, CON 10, CHA 8; SQ Elven traits [immune to magic sleep effects; +2 racial save bonus against enchantment spells/effects; low-light vision; martial weapon proficiency: longsword, rapier, longbow, composite longbow, shortbow, composite shortbow; +2 racial bonus on Listen, Search, and Spot checks; Elf who passes within 5 ft of secret/concealed door is entitled to Search check as if actively looking for it]; FORT +2, REF +1, WILL -1; AL CG; SZ M [HUMANOID/Elf]; SKILLS: Hide +1, Listen +2, Search +3, Spot +2; FEATS: Weapon Focus [longbow]; CR 1/2; Equipment: studded leather armor, light shield, longsword, longbow)
* 67-72 Very strong windstorm, lasting for 1d4 hours; within it, creatures suffer a -2 penalty to d20 rolls, and 10% miss chance to ranged attacks; a curious Air Elemental has a 10% chance of appearing during the storm (AC 20/16/13; SPD 100; HD 8; HP 60; INIT +11; BAB +6; ATK +12 melee [2 slams] or +12 [2 grapples]; DMG 2d6+2 and 2d6+2 [2 slams]; #AT 2 [slam/slam]; STR 14, INT 6, WIS 11, DEX 25, CON 16, CHA 11; SA air mastery [airborne creatures take -1 penalty on ATK and DMG rolls against Elemental]; whirlwind [transform self into whirlwind once/ten minutes, remain in that form for 1 round/2 HD it has; whirlwind 5 ft wide at base, 30 ft wide at top, and up to 40 ft tall; movement in whirlwind form does not provoke AoO; creatures one or more size categories smaller than Elemental must succeed on Reflex save DC 16 when in contact with whirlwind or suffer 2d6 DMG; whirlwind height is 10-40 ft; victim must also succeed on second Reflex save, or be picked up and held in currents, automatically taking damage every round; affected creatures allowed Reflex save each round to escape whirlwind; creature still takes damage, but can leave if save is successful; save DC is STR-based; creatures trapped in vortex cannot move except to go where Elemental carries them or to escape whirlwind; creatures in whirlwind can act normally, but must make Concentration check {DC 10 + spell level} to cast spells; creatures caught in whirlwind take -4 DEX penalty and -2 penalty on ATK rolls; if whirlwind's base touches ground, creates swirling cloud of debris centered on Elemental, with diameter equal to half whirlwind's height; cloud obscures vision, including darkvision beyond 5 ft; creatures 5 ft away have concealment, while those farther away have total concealment; those caught in cloud must make Concentration check {DC 15 + spell level} to cast spell]; SQ ; FORT +5, REF +13, WILL +2; AL N; SZ L [ELEMENTAL/Air/Extraplanar]; SKILLS: Listen +5, Spot +6; FEATS: Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Weapon Finesse; CR 5)
* 73-74 1d6 Satyrs wandering around; 10% chance that each carries a tankard of magic ale [Tankard of Valhalla; when filled up, can act as both Goodberry and Rage spells to imbiber 1/day] (AC 15/11/14; SPD 40; HD 5; HP 22; INIT +1; BAB +2; ATK +2 melee [headbutt] or +2 melee [dagger] or +3 ranged [shortbow] or +2 melee [grapple]; DMG 1d6 [headbutt] or 1d4, crit 19-20/x2 [dagger] or 1d6, crit 20/x3 [shortbow]; #AT 1 [headbutt or dagger or shortbow]; STR 10, INT 12, WIS 13, DEX 13, CON 12, CHA 13; SA pipes [60 ft radius; DC 13 WILL save or be affected by Charm person, Sleep or Fear; caster level 10th; satyr chooses effect; pipes have no effect in hands of other beings; save DC CHA-based; successful save makes target immune to those pipes for 24 hours; SD DR 5/cold iron; low-light vision; FORT +2, REF +5, WILL +5; AL CN; SZ M [FEY]; SKILLS: Bluff +9, Diplomacy +3, Disguise +1 [+3 acting], Hide +13, Intimidate +3, Knowledge [nature] +9, Listen +15, Move Silently +13, Perform [wind instruments] +9, Spot +15, Survival +1 [+3 above ground]; FEATS: Alertness, Dodge, Mobility; CR 2)
* 75-76 A village with 2d6+2 houses; 3d10+3 villagers; animals fear the villagers; they look Human, most are actually Ghouls, and feast upon Human flesh (AC 14/12/12; SPD 30; HD 2; HP 13; INIT +2; BAB +1; ATK +2 melee [bite] and +0 melee [2 claws] or +2 [3 grapples]; DMG 1d6+1 [bite] and 1d3 [2 claws]; #AT 3 [bite/claw/claw]; STR 13, INT 13, WIS 14, DEX 15, CON -, CHA 12; SA ghoul fever [disease-bite, FORT DC 12, incubation period 1 day, DMG 1d3 CON and 1d3 DEX; save DC is CHA-based; victim who dies of ghoul fever rises as Ghoul next midnight]; paralysis [DC 12 FORT save or be paralyzed for 1d4+1 rounds; Elves immune to this paralysis; save DC is CHA-based]; SQ Darkvision 60 ft; FORT +0, REF +2, WILL +5; AL CE; SZ M [UNDEAD]; SKILLS: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; FEATS: Multiattack; CR 1)
* 77-79 Sacred shrine; circle of stones; 3d6 cultists; all 2nd-level Experts; armed with scimitars (AC 12/10/12; SPD 30; HD 2; HP 7; INIT +0; BAB +1; ATK +2 melee [scimitar] or +2 melee [grapple]; DMG 1d6, crit 18-20/x2 [scimitar]; #AT 1 [scimitar]; STR 13, INT 10, WIS 12, DEX 10, CON 10, CHA 8; FORT +0, REF +0, WILL +4; AL CN; SZ M [HUMANOID]; SKILLS: Diplomacy +5, Gather Information +5, Intimidate +5, Knowledge [arcana] +8, Knowledge [religion] +5, Knowledge [the Planes] +5, Use Magic Device +5; FEATS: Martial Weapon Proficiency [scimitar], Skill Focus [Knowledge/arcana]; CR 1; Equipment: leather armor, scimitar, 1d6 gp, 3d6 sp, 5d6 cp)
* 80-83 Wandering Badger; might attack if creatures get too close (AC 15/14/12; SPD 30/10 [burrow]; HD 1; HP 6; INIT +3; BAB +0; ATK +4 melee [2 claws] and -1 melee [bite]; DMG 1d2-1 [2 claws] and 1d3-1 [bite]; #AT 3 [claw/claw/bite]; STR 8, INT 2, WIS 12, DEX 17, CON 15, CHA 6; SA rage [if Badger takes damage, it flies into berserk rage during next turn; +4 STR, +4 CON, -2 AC]; SQ low-light vision; scent; FORT +4, REF +5, WILL +1; AL N; SZ S [ANIMAL]; SKILLS: Escape Artist +7, Listen +3, Spot +3; FEATS: Track, Weapon Finesse; CR 1/2)
* 84-86 1d6 hungry Trolls; aggressive and belligerent; afraid of fire (AC 16/11/14; SPD 30; HD 6; HP 63; INIT +2; BAB +4; ATK +9 melee [2 claws] and +4 melee [bite] or +14 [3 grapples]; DMG 1d6+6 [claw] and 1d6+6 [claw] and 1d6+3 [bite]; #AT 3 [claw/claw/bite]; STR 23, INT 6, WIS 9, DEX 14, CON 23, CHA 6; SA rend [if troll hits with both attacks, it latches onto opponent's body, automatically inflicting additional 2d6+6 dmg]; SQ regeneration [regenerate 5 HP/round; fire and acid inflict normal damage to Troll; if Troll loses limb or body part, lost portion regrows in 3d6 minutes; can reattach severed member instantly by holding it to stump]; darkvision 90 ft; low-light vision; scent; FORT +11, REF +4, WILL +3; AL CE; SZ L [GIANT]; SKILLS: Listen +5, Spot +6; FEATS: Alertness, Iron Will, Track; CR 5)
* 87-88 Ring of magic mushrooms; consumption of a mushroom has a 10% chance of acting as a random minor potion; roll on Table 7-17: Potions and Oils, page 231 of the DMG; a Druid instantly recognizes its powers, and if standing within it, can use it to cast Summon Nature's Ally I-V up to 3/day; Spellcraft check DC 30 for non-Druids to identify its function; caster level 10th; 10% chance of 2d4 Pixies appearing (AC 16/15/12; SPD 20/60 [flight]; HD 1; HP 3; INIT +4; BAB +0; ATK +5 melee [small shortsword] or +5 ranged [small longbow] or -6 melee [grapple]; DMG 1d4-2, crit 19-20/x2 [small shortsword] or 1d6-2, crit 20/x3 [small longbow]; #AT 1 [small shortsword or small longbow]; STR 7, INT 16, WIS 15, DEX 18, CON 11, CHA 16; SA spell-like abilities [1/day-Lesser Confusion {DC 14}, Dancing Lights, Detect Chaos, Detect Good, Detect Evil, Detect Law, Detect Thoughts {DC 15}, Dispel Magic, Entangle {DC 14}, Permanent Image {DC 19; visual and auditory elements only}, Polymorph {self only}; caster level 8th; save DC is CHA-based]; special arrows [memory loss; DC 15 WILL save or lose all memory; save DC CHA-based; victim retains skills, languages, and class abilities, but forgets everything else until receiving a Heal spell or memory restoration with a Limited Wish, Wish or Miracle; SQ DR 10/cold iron; Greater Invisibility [remain invisible even when attacking; suppress or resume it as free action]; low-light vision; SR 15; FORT +0, REF +6, WILL +4; AL NG; SZ S [FEY]; SKILLS: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8; FEATS: Alertness, Dodge, Weapon Finesse; CR 4)
* 89-90 Group of 2d8+3 Human bandits; all 2nd-level Warriors, 10% chance of them having 1d8 Light Horses (AC 12/10/12; SPD 30; HD 2; HP 13; INIT +0; BAB +2; ATK +3 melee [longsword] or +2 ranged [light crossbow]; DMG 1d8, crit 19-20/x2 [longsword] or 1d8, crit 19-20/x2 [light crossbow]; #AT 1 [longsword or light crossbow]; STR 13, INT 10, WIS 8, DEX 10, CON 14, CHA 8; FORT +4, REF +0, WILL -1; AL CN/CE; SZ M [HUMANOID]; SKILLS: Climb +4, Handle Animal +2, Intimidate +2, Jump +4, Ride +3; FEATS: Quickdraw, Track; CR 1; Equipment: leather armor, longsword, light crossbow, 10 crossbow bolts, 1d8 gp, 2d8 sp, 3d8 cp) Light Horses (AC 13/10/12; SPD 60; HD 3; HP 19; INIT +1; BAB +2; ATK -2 melee [2 hooves]; DMG 1d4+1 [2 hooves]; #AT 2 [hoof/hoof]; STR 14, INT 2, WIS 12, DEX 13, CON 15, CHA 6; SQ low-light vision, scent; FORT +5, REF +4, WILL +2; AL N; SZ L [ANIMAL]; SKILLS: Listen +4, Spot +4; FEATS: Endurance, Run
* 91-92 Unattended campfire; still smoking; 10% chance of 2d6 Orcs appearing within 1d10 rounds; all 1st-level Warriors; armed with falchions and javelins (AC 13/10/13; SPD 30; HD 1; HP 7; INIT +0; BAB +1; ATK +4 melee [falchion] or +1 ranged [javelin] or +4 melee [grapple]; DMG 2d4+3, crit 18-20/x2 [falchion] or 1d6+3, crit x2 [javelin]; #AT 1 [falchion or javelin]; STR 17, INT 8, WIS 7, DEX 11, CON 12, CHA 6; SQ Darkvision 60 ft; Light Sensitivity [Dazzled in bright sunlight or within radius of daylight spell]; FORT +3, REF +0, WILL -2; AL CE; SZ M [HUMANOID/Orc]; SKILLS: Listen +1, Spot +1; FEATS: Alertness; CR 1/2; Equipment: studded leather armor, falchion, javelin, 1d8+1 gp, 1d8+2 sp, 1d8+3 cp)
* 93-94 Circular cluster of rune-etched stones; if spell is cast within it, 5%/spell level chance of an enraged Earth Elemental appearing (Spellcraft check DC30 to determine its function (AC 18/8/18; SPD 20; HD 8; HP 68; INIT -1; BAB +6; ATK +12 melee and +12 melee [2 slams] or +17 [grapple]; DMG 2d8+7 and 2d8+7 [2 slams]; #AT 2 [slam/slam]; STR 25, INT 6, WIS 11, DEX 8, CON 19, CHA 11; SA Earth mastery [+1 on attack and damage rolls if it and its foe touch ground; if opponent is airborne or waterborne, Elemental takes -4 penalty on attack and damage rolls]; push [start bull rush maneuver without provoking Attack of Opportunity; combat modifiers for earth mastery also applies to Elemental's opposed Strength checks]; SQ DR 5; earth glide [glide through stone, dirt, earth, but not metal; its burrowing leaves no tunnel or ripple; Move Earth spell cast on area containing burrowing Earth Elemental flings Elemental back 30 ft, stunning it for 1 round, unless it succeeds on DC 15 Fortitude save; darkvision 60 ft; elemental traits; FORT +10, REF +1, WILL +2; AL N; SZ L [ELEMENTAL/Earth]; SKILLS: Listen +6, Spot +5; FEATS: Cleave, Great Cleave, Power Attack; CR 5)
* 95-98 Brown bear foraging for food at a stream; might drive away intruders (AC 15/10/14; SPD 40; HD 6; HP 51; INIT +1; BAB +4; ATK +11 melee [2 claws] and +6 melee [bite]; DMG 1d8+8 [2 claws] and 2d6+4 [bite] or +6 melee [grapple]; #AT 3 [claw/claw/bite]; STR 27, INT 2, WIS 12, DEX 13, CON 19, CHA 6; SA Improved Grab [must hit with claw attack, but can then attempt grapple as free action without provoking AoO]; SQ low-light vision; scent; FORT +9, REF +6, WILL +3; AL N; SZ L [ANIMAL]; SKILLS: Listen +4, Spot +7, Swim +12; FEATS: Endurance, Run, Track; CR 4)
* 99-00 A stone archway acting as a magical Resonance Portal; 25% chance of it still being active; not keyed to specific location; can act as Greater Teleport spell if creatures pass through it (as 30th-level caster); to understand its functions requires either Identify spell, Knowledge (arcana) check (DC 30), or Spellcraft check (DC 30); creatures and objects are immune to sonic attacks while in physical contact with an active Resonance Portal; a Search check (DC 30) will reveal barely visible energy fluctuations emanating from portal, as well as 1d12 Resonance Crystals (100 gp value each; each provides +1 resistance bonus to sonic attacks; glows as Light spell for 3 hours if exposed to sonic attack); such crystals grow naturally in the area near a Resonance Portal; to properly activate it, make either Concentrate check (DC 15 if identified, DC 25 if not) or Use Magic Device check (DC 15 if identified, DC 25 if not)
[/SIZE]

Note: These stats will be for D&D 3.5...

Edit: Okay. It's July 12th, Sunday night...and I've finally gotten around to finishing this thing off. Enjoy...:)

Edit Number Two: On second thought, make that July 13th, Monday morning...
Title: BIOS!
Post by: imurrx on April 14, 2009, 01:03:52 AM
Horatio Tortola Biography (http://docs.google.com/Doc?id=df4t44qm_24p44q24gh)

Kratos Biography (http://docs.google.com/Doc?id=df4t44qm_22gx7n8jc8)

Read them at your peril!

You asked for them, you got them.
Title: Welcome to Kramerland...
Post by: imurrx on April 14, 2009, 12:23:23 PM
Thursday
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 15, 2009, 02:07:23 PM
Yo, imurrx. Guess what? I just realized something. Those Bracers of Armor +2 you made for us will only work if we aren't wearing any armor at all. In other words, armor bonuses don't stack with armor bonuses. Normal armor provides an "armor bonus". Bracers of Armor provide an "armor bonus". If I'm wearing my chain shirt armor (AC +4), then we don't add the +2 from the bracers. So...um... :(
Title: Welcome to Kramerland...
Post by: imurrx on April 15, 2009, 08:07:36 PM
Quote from: Sacrificial Lamb;296755
Yo, imurrx. Guess what? I just realized something. Those Bracers of Armor +2 you made for us will only work if we aren't wearing any armor at all. In other words, armor bonuses don't stack with armor bonuses. Normal armor provides an "armor bonus". Bracers of Armor provide an "armor bonus". If I'm wearing my chain shirt armor (AC +4), then we don't add the +2 from the bracers. So...um... :(

Then I could make it a deflection bonus. There are other types of bonuses. I did not think it was a problem because it did not state that you could not.

http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bracersofArmor

So, I just need to tweek the type of bonus, hell Why not make it profane or instead of braces, make them a amulet of that uses the shield of faith spell and make it  a deflection bonus.
Title: Welcome to Kramerland...
Post by: MeatLips on April 16, 2009, 02:08:44 PM
Get a load of this:

http://uncyclopedia.wikia.co/wiki/UnScripts:Dungeons_and_Dragons:_The_Movie
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 16, 2009, 04:22:56 PM
Quote from: MeatLips;296942
Get a load of this:

http://uncyclopedia.wikia.co/wiki/UnScripts:Dungeons_and_Dragons:_The_Movie

It says, "Address Not Found".

Edit: Oh, and I'll finish this encounter table later on this week. Hopefully, there's enough in there for MeatLips to fiddle with...
Title: Updated speadsheets
Post by: imurrx on April 17, 2009, 02:46:46 AM
http://spreadsheets.google.com/pub?key=pdCUDQoWkh4uigPFY44EbCA

It now includes a XP pages. You fill in the yellow sheets and the green fields are auto calcuating with XP based in UA rules.

So, here is a clear easy way for XP tracking.

If you want Mr DM, I can set up up with a form for XP and monsters killed, and i can link it to auto fill the spreadsheet.

do I need to resend the access to it?
Title: Updated Google sheets
Post by: imurrx on April 18, 2009, 03:07:44 AM
http://spreadsheets.google.com/pub?key=pdCUDQoWkh4uigPFY44EbCA

Now, the XP chart on the first page is all auto populated with data from the XP page.  This will always update the level and tell when and how much more XP you need to advance.

On the XP page, I added function to delineate who participated and also the ability to add extra XP for only a particular player.

This too me a few more hour to do, but it seems more functional now and in line with the other sheets. The only problem it is getting my browser a little sluggish now as I work on it. Ton's of formulas going on in it.
Title: Welcome to Kramerland...
Post by: MeatLips on April 20, 2009, 12:00:57 AM
Quote from: Sacrificial Lamb;296982
It says, "Address Not Found".

Edit: Oh, and I'll finish this encounter table later on this week. Hopefully, there's enough in there for MeatLips to fiddle with...


http://uncyclopedia.wikia.com/wiki/UnScripts:Dungeons_and_Dragons:_The_Movie
Title: This is science!
Post by: imurrx on April 21, 2009, 09:50:37 PM
http://www.youtube.com/watch?v=w9dskxN10N0&feature=dir
Title: Welcome to Kramerland...
Post by: Mutt on April 22, 2009, 10:17:12 AM
If you guys want to come down another night this week to game that's cool just let me know when
Title: Welcome to Kramerland...
Post by: imurrx on April 22, 2009, 06:39:04 PM
I'm game, just need to clear with the wife.

,


Well since SacLamb and Mr DM did not respond, I will have to assume that they are too busy between washing the cat, keeping an eye on the furniture so no one steals them, or organizing their snot collection. I will probably not be able to game until Monday.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 26, 2009, 02:22:37 AM
I didn't write the campaign journal, as I was feeling burnt out on writing...well, anything. I'm more pumped about writing now, but since I can't really remember what happened the last two sessions, I'll just list the monsters and treasure...

(http://i217.photobucket.com/albums/cc258/Sac_Lamb/95863.jpg?t=1255907527)

Here's the deal for the first session..

MONSTERS DEFEATED
 
* Hydra (1)
* Hobgoblins (12)
* Elite Hobgoblin (1)
* Hell Hounds (2)
* Stirges (8)

INVENTORY

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

* Leather pouch filled with gold coins..............................355 gp
* Short Swords (12)....................................................10 gp each
* Suit of Masterwork Studded Leather Armor.....................175 gp
* Masterwork Longswords (3).........................................315 gp each
* Composite Longbow....................................................100 gp

(http://www.wizards.com/dnd/images/rhod_gallery/95647.jpg)

Here's a list of monsters and loot during the second session...

MONSTER DEFEATED

* Hobgoblins (4)
* Worg Rider Goblins (2)
* Worgs (2)
* Minotaur (1)
* Bugbear (1)
* Manticore (1)

INVENTORY

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

* Daggers (4).........................................................................2 gp each
* Masterwork Longswords (4).................................................315 gp each
* Heavy Steel Shields (4)........................................................20 gp each
* Composite Longbows (4)......................................................100 gp each
* Quivers with 20 Arrows (4)..................................................1 gp each
* Potions of Cure Moderate Wounds (12)...............................300 gp each
* Bastard Sword +1, Frost......................................................8,000 gp
* Dragon Skull................................................................................?
* Frost Giant Teeth on a Thick String (24).................................?
* Mithril Chain Shirt.....................................................................250 gp
* Wooden Staff; Staff of Life, 7 charges ..................................155,750 gp
* Huge Masterwork Spiked Gauntlet.............................................305 gp
* Journal of Emery.........................................................................?
* Iron Coffers (small chests, 10)......................................................?
* 2,500 sp
* 2,100 gp
* 120 pp
* Silk Cloak with Gold and Silver Thread.....................................250 gp
* Notes of Credit (expired).....................................................nil
* Deed to Vrath Keep............................................................?
* Gold Tooth from Skull...........................................................1 gp

Basically, we ran into some Hobgoblin bandits. After defeating them, we engaged in a lengthy interrogation process with one of them, after which we finally divulged the name of his patron, someone named Azerkul. Well, whatever. Later, we entered some border town to rest at an inn, where we were approached by a man and woman. They introduced themselves as Nerowistin (dude) and Seranna (chick), and asked us for help with some Orc or Goblin army or something. I think they wanted us to go to Vrath Keep, which was somewhere near Wyrmsmoke Mountain. To get there, we needed the assistance of a guide, named Jor. We were given directions, and went there.

Eventually, we arrived there, announced by his two barking dogs. He greeted us, and we spoke with him for a while. We spent the night at his place, and then journeyed to Vrath Keep the next day.

(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG156.jpg)

On our journey, we reached a small river with a wooden bridge crossing over it, when suddenly we were attacked...by a Hydra! Well, we killed it, and then just moved on.

(http://www.wizards.com/dnd/images/rhod_maps/95683.jpg)

We finally arrived at Vrath Keep. I'm not gonna break down every little detail that happened there, point for point, but I'll say we fought a bunch of monsters, and recovered a deed that makes us the legal owners of Vrath Keep. So there we go. I believe that the list of monsters and loot is complete...

(http://www.wizards.com/dnd/images/rhod_maps/95684.jpg)
Title: Welcome to Kramerland...
Post by: imurrx on April 28, 2009, 10:20:25 PM
Guys, lets game again on Saturday evening at my house. My wife will be working late and my parents are off to a party, so I would need to be home to accommodate my son.
Title: Welcome to Kramerland...
Post by: Mutt on April 29, 2009, 03:47:05 PM
should be ok to make it
Title: Welcome to Kramerland...
Post by: imurrx on May 01, 2009, 12:49:19 AM
Hey SacLamb and DM...

you guys on board for Saturday night my place? You have both disappeared like farts in a breeze.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 01, 2009, 02:12:33 AM
Quote from: imurrx;299452
Hey SacLamb and DM...

you guys on board for Saturday night my place? You have both disappeared like farts in a breeze.


Sure.
Title: Welcome to Kramerland...
Post by: imurrx on May 02, 2009, 07:22:02 AM
The sump pump in the septic tank is not working. So we may need to either game later at someone elses house or cancel. My parrents are going out and ellie is working today. She may leave as early as 5 or as late 7 from work. I will call you guys later with specifics.

If we do game some where else, I would Ross's would be prefered because of the short distance from where I can leave off Johnny.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 04, 2009, 08:11:45 AM
During the game, we chatted with some old giant named Warklenaw. However, you probably want the meat and potatoes, so here's an updated list of some more monsters defeated...

MONSTERS DEFEATED

* Goblins (8)
* Green Dragon (1)
* Hell Hounds (2)

And here's some loot we recovered...

INVENTORY

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

* Masterwork Longswords (6)............................................315 gp each
* Masterwork Composite Longbows (6).............................400 gp each
* Potions of Cure Moderate Wounds (6)...............................300 gp each
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 06, 2009, 05:21:44 AM
Okay, I should have posted this last night, but the epic of Kramerland continues...

As a reminder, here's the cast of characters in play (D&D 3.5)...

* Reven Tyge (Mutt): Reven is a 7th-level Dragon Shaman, appearing as a tall, brawny human armed with a large sword and a wide array of bizarre, magical powers (breathing fire, healing, water breathing, etc). His motto is to kill, burn, and loot first, and then negotiate later. However, he's also the first one to notice a hidden item or clue, and is adept at "finding stuff".

* Horatio Tortolla (imurrx): Horatio could be best described as a young man with a reasoned, scientific mind. He tends to resort to babbling diplomacy before fisticuffs, but is still quite able in a fight. He's classed as a 7th-level Human Artificer, and acts as the party's magical engineer and primary source of non-magical artillery. When a bizarre enchantment needs to be identified, Horatio's your man.

* Kratos (imurrx): Kratos is one of the Warforged, an artificial golem-like being imported from the Eberron campaign setting. He's classed as a 6th-level Fighter/1st-level Artificer, and is a quiet, hulking mass of metal that appears to be more amiable than when he first arrived. The best description of Kratos would be a walking, talking tank. His sword arm has served us well on many an occasion, though he usually elicits an incredulous response from onlookers in populated areas. Most people do not realize that the Warforged is actually a living being, instead assuming he must be some form of mindless automaton.

* Hrothgar (me): Hrothgar is a 7th-level Battle Sorceror, appearing as a tall, athletic human armed with a large hammer, and occasionally decorating his arms (and his weapons) with bizarre, magical runes. He now focuses much more on artillery magic (Magic Missile, Flaming Sphere, Lightning Bolt), as well as shaping spells (Wood Shape, Stone Shape). Thankfully, his new direction has rendered him far more versatile than ever before. His cat familiars have recently been replaced by a magical talking raven.

* Banjo (me): Banjo is an intelligent, wisecracking raven....acting as Hrothgar's familiar, and occasional comic relief. He's rubbish in a fight, but he's fast, can fly, and remains an excellent conduit for some of Hrothgar's spells. Much to my surprise, he's actually useful for something other than comic relief. Who knew?

=The Scene=

During the last session, we had just finished kicking the asses of a gang of Goblins (and their pet Hell Hounds) on a large, stone bridge. We also managed to drive away a vicious Green Dragon, who decided that it had suffered enough abuse from us during the ensuing battle, and instead flew away.

(http://www.wizards.com/dnd/images/rhod_gallery/95653.jpg)

In the last gaming session, we're in a bit of a pickle. Reven enters the tower next to the bridge to capture and interrogate the last Goblin, while Hrothgar seeks to prevent Kratos (who's holding onto the side of the bridge for dear life) from plummeting into the icy cold river below. What's that? How did that happen? Well.....during the battle with the dragon, Kratos managed to grab the dragon by its tail, so in a fit of rage, the dragon flung him off its body to the river below. Hrothgar acts quickly, and casts Feather Fall before Kratos falls to his doom. Kratos grabs the side of the bridge, but it's not enough. He falls 200 feet down (via Feather Fall) into the river below, and the current is strong.

(http://www.wizards.com/dnd/images/rhod_maps/95686.jpg)

I could tell you what happens next, but that would spoil the fun, so I'll just say, until tomorrow, "to be continued"......;)
Title: Welcome to Kramerland...
Post by: imurrx on May 07, 2009, 12:57:36 AM
I just got my new laptop guys... it can handle the pdf's no problem. I have not installed excel yet, but it should be fine.

it may not be wicked powerfull, but got ton's of bells and whistles.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 07, 2009, 07:24:03 AM
....continued from before.

What happens next is pure hilarity and pure tragedy. :o

We look down in shock as Kratos plummets into the icy waters below. Horatio decides to use his magical infusions to levitate Kratos out of the river, so he asks Hrothgar to cast Feather Fall on him, and he then leaps off the bridge.

At the time, Senor Kramer (MeatLips) did not make it clear to us that the current was pulling Kratos away, as we assumed that he was on the river bank waiting for help. Apparently, that was not the case. Oops. :(

Furthermore, we weren't really properly thinking about what we were doing, and should have had Horatio tethered to a rope before he swan-dived off the bridge. Somehow, it seemed like a great plan at the time...:rolleyes:

Kratos is being dragged away by the fast-moving current, and Horatio lands into the water with a large "splash". Now he, too, is being dragged away by the current, and unlike Kratos, Horatio can drown. :(

At this point, Reven returns with his Goblin prisoner, and some large coils of rope.

I'm not gonna get into too much detail on this, except to say that we almost lost two of our party members to a fast-moving river. You'd think 7th-level characters in D&D 3.5 would steamroll their way through everything, but somehow it just doesn't work that way for us. Of course, it didn't help that imurrx was making incredibly shitty rolls the entire night. I've rarely seen such a consistently awful string of bad luck. The bullseye was on his head that night.

Anyway, we eventually pulled them out of the river, but frankly the DM was being too kind. Seriously. Half the session. Pulling 'em out a river. The look on imurrx's face every time he made a shit roll was priceless. :)

Well...we get around to interrogating the Goblin, but he's not very cooperative. imurrx wanted to use an infusion to charm him, but Mutt got fed up with all of it, and instead just killed the Goblin prisoner. Yes, Mutt....you're sweetness and light...;)

After this, our guide, Jor reappears, and we trek onward. We're making our way through the forest, when we hear noises. We hunch down behind some bushes, and see entire legions of warriors at an encampment. It's an army! We see thousands of Goblins, as well as a Dragon, and possibly some Giants, though the details fail me. After a brief huddle, we come to the conclusion that we won't attack. :D

We later return to town, and make our way to the inn to relay to some of the townsfolk what we saw. However, we're soon interrupted.

It seems there's a skirmish in another part of the town, so we're forced to cross the river on the ferry to check it out. Ahead of us, we spy some Goblins riding Worgs, and their pet, Hellhound. I could yap every little detail of the fight, but it will suffice for me to say that after a painful battle, we defeated them.

(http://www.wizards.com/dnd/images/rhod_maps/95681.jpg)

Here's a list of some of the local townsfolk...

* Delora Zen (female master of livery stable)
* Kellin (Halfling innkeeper)
* Jor (guide)
* Norowistin (town speaker)
* Serrana (female town speaker)

Also, here's a list of some more monsters defeated..

MONSTERS DEFEATED

* Goblin (1)
* Hell Hound (1)
* Goblin Worg Riders (3)
* Worgs (3)

And naturally, here's some more loot we confiscated...

INVENTORY

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

* Blankets.....................................................................................?
* 150 feet of rope...........................................................................?
* Leather Armor.............................................................................10 gp
* Potion of Cure Moderate Wounds (used)......................................300 gp
* Masterwork Breastplate............................................................200 gp
* Masterwork Bastard Sword.......................................................335 gp
* Masterwork Composite Longbow................................................400 gp
* Map............................................................................................?
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 07, 2009, 07:30:52 AM
Quote from: imurrx;300236
I just got my new laptop guys... it can handle the pdf's no problem. I have not installed excel yet, but it should be fine.

it may not be wicked powerfull, but got ton's of bells and whistles.

Cool. :)
Title: Welcome to Kramerland...
Post by: Mutt on May 07, 2009, 08:21:39 AM
You forgot the tent....

And we should have attacked
Title: Welcome to Kramerland...
Post by: Hairfoot on May 07, 2009, 11:45:13 AM
I only read the first few lines of the OP, but I commend the PC names.  They're a good match of humour and affection.  There's a notable lack of "Vrlelimvor the Pale, son of Accontant the Distant and Hosewif the Indifferent, bearer of the sacred sword of Individuality."

I take it your group is composed of adults who aren't trying to deal with their adolescent angst through roleplaying?
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 07, 2009, 06:49:34 PM
Quote from: Hairfoot;300268
I only read the first few lines of the OP, but I commend the PC names.  They're a good match of humour and affection.  There's a notable lack of "Vrlelimvor the Pale, son of Accontant the Distant and Hosewif the Indifferent, bearer of the sacred sword of Individuality."

I take it your group is composed of adults who aren't trying to deal with their adolescent angst through roleplaying?
Thanks. :) And yes, we're all adults here, though I wouldn't say we act incredibly sophisticated in game play. There's roleplay in our games, but I think we focus primarily on hack 'n slash.

Our D&D 3.5 group is largely humanocentric, though we do have a few oddities appearing now and again, like our resident Warforged, and magical talking raven familiar. Player participation is proactive, in the form of players creating things like magic items and creative use of the incantation rules from Unearthed Arcana. We pretty much use all the D&D books out there.

As time goes by, we're learning the value of teamwork. Our characters are skilled and tough, but they're not god-killers, so we have to work together to get things done....especially when we attempt some bizarre, convoluted plan to do something we shouldn't be doing. ;)

A few days ago, we spent half the session trying to save a couple party members from a fast-moving river. I've never seen so many failed skill checks in all my life. That was interesting...:)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 07, 2009, 06:52:20 PM
Quote from: Mutt;300257
You forgot the tent....

And we should have attacked

No, we shouldn't have! I like my character alive, thank you very much. :)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 09, 2009, 04:10:07 AM
Here's a list of the monsters we defeated during our last game session....

MONSTERS DEFEATED

* Worgs (6)
* Goblin Worg Riders (6)
* Hell Hounds (2)
* Big Goblin (1)
* Chimera (1)

This is the list of treasure we acquired...

INVENTORY

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

* Masterwork Shortswords (2)................................................310 gp each
* Masterwork Studded Leather Armor (1)................................175 gp
* Masterwork Scimitars (6)......................................................315 gp each.
* Masterwork Studded Leather Armor (6)................................175 gp each

I could describe what happened in the session, but I'm too tired, so perhaps I'll elaborate another time. We are, however, 8th level now (except for Horatio), so I'm gonna get my guy tricked out for next week.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 14, 2009, 04:11:23 AM
Okay, the DM "suggested" that we visit some place called "Rhest", I think. Presumably, some Goblin armies were massing there, after we destroyed a stone bridge they could have used as an access point to the town of Drellin's Ferry. So we traveled though the woods on our horse, and with a donkey-drawn cart.

At some point, we found ourselves on a journey lasting for days. We were ambushed by a gang of Hobgoblin bandits and their pet Hell Hound. After a relatively quick battle, we dispatched them, and looted the bodies like the proper little thieves that we are. :)

One night, we make camp, and all is dark and quiet. One of us hears a sound, presumably Kratos, the Warforged, as he's the only one who has no need for sleep. He runs back to wake us, and it turns out we're faced what appear to be wolfish Goblins. Hrothgar identifies them as Barghests!

This battle is more difficult than the other one, as these suckers are conspicuously tougher than the Hobgoblins. Reven breathes a gout of flame at them, which sets the trees on fire, and manages to provide adequate illumination for the area. We manage to defeat them eventually, though Reven's flame leaves some amount of devastation in the area.

Sometime later, Hrothgar has Banjo (his Raven familiar) fly ahead and scout out the area. A couple arrows shoot right out at him from below the treeline, so he turns tail, and flies back to the group, though not before he notices another campfire two miles north of our position.

He reports back, and we then head over to the other site. We basically see an unattended campfire, and the area seems empty, though with signs of recent activity.

After we rest the night, we travel on, and spend a considerable amount of time crossing a river in order to more quickly reach our destination. This part of the game took us a disproportionately large amount of time, but eventually we crossed the river with our animals by using magic to construct a large raft.

Eventually, we see four giant owls, each mounted by a humanoid being. We hail them. They fly down, and we quickly see that they're Elves. A brief discussion begins, in which we discuss what's happening in the area. We continue, but not much happens after that.

(http://www.wizards.com/dnd/images/rhod_gallery/95655.jpg)

Here's a list of monsters defeated..

MONSTERS DEFEATED

* Hobgoblins (9)
* Hell Hounds (1)
* Barghests (2)

This is the loot we managed to get....

INVENTORY

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

* Masterwork Shortswords (2)....................................310 gp each
* Masterwork Studded Leather (1).............................160 gp
* Shortswords (7).......................................................10 gp each
Title: Welcome to Kramerland...
Post by: Mutt on May 14, 2009, 09:38:57 AM
so much for chronological order....
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 14, 2009, 09:27:32 PM
Quote from: Mutt;302140
so much for chronological order....


Okay, maybe my memory crapped out, and I got things out of order. Next time, I'll write the journal as soon as I return home...:o
Title: Welcome to Kramerland...
Post by: Mutt on May 15, 2009, 01:01:02 PM
Quote from: Sacrificial Lamb;302407
Okay, maybe my memory crapped out, and I got things out of order. Next time, I'll write the journal as soon as I return home...:o


Must have been all the gas from Testi...
Title: Welcome to Kramerland...
Post by: imurrx on May 15, 2009, 11:10:43 PM
The average fart is about 110ml of gas, and if I farted a super juicy one lets say is was 200ml for argument sake.

so if I farted 200ml of gas and I farted for the 4 hours were there every 5 minutes, that would be about 48, say, 50 farts in the time I was there.

50*200ml=10,000ml or five 2 liter bottles of Coke.

So, I do not think that the gas would pose a threat to you nor your memory.
Title: Welcome to Kramerland...
Post by: MeatLips on May 18, 2009, 03:02:54 PM
Hey gang.... think we could play another night this week? I'm practically the only competent douche-bag at my work right now and I've been getting nailed since Sunday, so I haven't had a chance to prepare.
Title: Welcome to Kramerland...
Post by: imurrx on May 18, 2009, 08:07:37 PM
you call that an excuse?

how's thursday.
Title: Welcome to Kramerland...
Post by: Mutt on May 20, 2009, 12:11:07 PM
Quote from: imurrx;303089
you call that an excuse?

how's thursday.


That should be fine
Title: Welcome to Kramerland...
Post by: MeatLips on May 20, 2009, 01:15:51 PM
Thursday will be fine.
Title: Welcome to Kramerland...
Post by: imurrx on May 20, 2009, 11:06:31 PM
i'll start eating beans  from now.'


So, who will call Sac Lamb?

Someone better, cuz I will be to buzzy to do so. Also, where are we playing, text me with the location.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 20, 2009, 11:53:54 PM
Quote from: imurrx;303637
i'll start eating beans  from now.'


So, who will call Sac Lamb?

Someone better, cuz I will be to buzzy to do so. Also, where are we playing, text me with the location.

Thursday is fine. :) :raven:
Title: Welcome to Kramerland...
Post by: imurrx on May 21, 2009, 04:40:07 PM
(http://www.therpgsite.com/images/smilies/extra/raven.gif)

CROW PIE... my favorite!
Title: Welcome to Kramerland...
Post by: Mutt on May 21, 2009, 06:00:23 PM
Quote from: imurrx;303814
(http://www.therpgsite.com/images/smilies/extra/raven.gif)

CROW PIE... my favorite!


Taste's like chicken :)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 22, 2009, 09:42:28 PM
Hi, there.

So we had yet another gaming session last night. Our group followed a small party of Elves and their Giant Owls back to their home, Starsong Hill. We were supposed to meet with their leader in one of their tree houses, but had to climb this rope ladder. However, it required a skill check to climb it, and imurrx kept failing his rolls for Kratos (the Warforged)...miserably. He just kept blowing his skill checks over and over again. It required multiple attempts, but we eventually get his arse up there, while our Elven guide just shook his head, and said incredulously:

"I've never seen anyone have so much trouble with a tree ladder before." :duh:

Finally, we enter the Elven lair, and make contact with a couple of Elven ladies, who seem to be mother and daughter. I'm likely spelling this wrong, but they are Seleria Starsinger, Speaker for the Terrykeetor, and High Singer, Terella Nightshadow. The young one looks like she's been crying. Essentially, we get into a long discussion about what things have happened here, our journey to that place called Rhest, and more. It turns out the younger Elven chick's brother (Lanacari?) was killed by some dude or something.

(http://www.wizards.com/dnd/images/rhod_maps/95689.jpg)

While this is going on, Mutt's character, Reven, keeps trying to flirt with her, and seduce her and all that. After a while, we're all laughing at Mutt's persistent attempts to get it on with some Elven chicks, and I jokingly say to MeatLips (Senor Kramer):

"Dude, I think we're gonna need a lot more sluts in this campaign." :emot_haw:

Come to think of it....Conan, the Barbarian got plenty of babes. Maybe Reven's just tryin' to follow his example. :D

Well, anyway....after MeatLips's stunning dialogue, the seed of an idea grows in my brain. What if......we use an incantation to summon the spirit of that Elven chick's dear, departed brother, and bring him back amongst the land of the living?? :eek: :)

As soon as I brought this up, everyone stops in their tracks, and then breaks out laughing. Nobody said it, but I could practically hear the words, "oh, shit!" emanating from the room. :)

This proposition obviously caught the DM off-guard, but he was willing to roll with it. Mutt wanted us to cast the incantation here in the village. He figured that if something went wrong, we'd have an entire village to back us up. imurrx wanted us to hold off on casting it until we arrived in Rhest. Then, if we returned to the village with the Elven dude (Lanacari, I think) at our side, we'd be received as heroes, and have statues made in our likeness and all that shit. Mutt kept saying, "yes, do it", and imurrx was like, "no, don't do it". This went on for a while until I decided, "to heck with it, I'm doin' it". The vote is two against one, in favor of casting it. It's decided. :)

The incantation we decided to cast was Hrothgar's Spirit Summoning. It's described in the first post on this very thread. Incantations are a variant set of rules introduced in Unearthed Arcana, and it provides an opportunity for wizards and non-wizards alike to perform magical rituals which have a wide variety of effects. The only problem is that they take much longer to cast than most spells, and can have dangerous side effects.

We didn't wish to alert our Elven hosts with our use of "black magic", so we performed the incantation in secret, and then....

(http://i217.photobucket.com/albums/cc258/Sac_Lamb/267fantasy-door-1.jpg?t=1254822684)

....I'll finish the rest later on tonight. Yes, I'm a bastard. ;)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 23, 2009, 03:55:53 AM
.....continued from before.

We didn't wish to alert our Elven hosts with our use of "black magic", so we performed the incantation in secret. Alchemical concoctions were prepared, and then Hrothgar, Reven, and Horatio began chanting the incantation. Banjo waited outside of the tent to keep an eye on things, and Kratos stood guard over us, in case anything went wrong.

Well, guess what? Things went wrong. :duh:

If you're not familiar with the incantation rules, they work like this. Incantations are like spells, except that they require the use of skill checks, and many of them have nasty side-effects. So there's a risk. Incantations require a number of successes, usually between six and nine, depending upon its power. If you fail two skill checks in a row, the incantation fails.

In this case, imurrx's streak of bad luck continued to the nth degree. With all his modifiers, all he needed to roll was a 6 or higher on a d20. That's it. I begged imurrx to use my dice. I practically threw my dice at him, because I suddenly sensed something bad was about to happen, but he stubbornly refused. Instead, he used his own cursed dice...:rant::)

Needless to say, his rolls were terrible. Not only did he manage three more shitty rolls, but the DM was generous enough to allow him a reroll (a fourth roll) with one of my dice, and he still blew it. I think he rolled a 5 or lower about 7 times that night, if we include his failed attempts to climb that rope ladder. How is that humanly possible? How?! :confused:

Okay. So we fail, and we are considerably weakened by the casting of the incantation. Instead of bringing back the spirit of the Elf that died, we unintentionally summon an undead monster from somewhere beyond the grave; in this case, a Shadow.

Reven breathes a gout of fire upon it from within the narrow confines of the tent (with no effect), while Kratos once again earns his keep, and mulches it with his sword. Thanks, Kratos. :)

Strangely enough, that might have been imurrx's only good roll for the entire night.....:)

We narrowly avoid getting charred as we extricate ourselves from the folds of the burning tent. Some of the Elves run over to see what all the ruckus is. When this happens, Mutt looks over at us, and calmly says:

"I'll handle this."

Elf Dude: "Say! What happened here?!"
Reven: "I sneezed."
Elf Dude: "You sneezed?!"
Reven: "Yep. I breathe fire, and sometimes that happens."
Elf Dude: "You breathe fire?!"
Reven: "Yeah."

After this, Reven wasn't allowed to sleep inside a tent.

The next day, we began our journey, traveling by boat....and reached the waterlogged ruins of.....Rhest? At least, I think we got there, and that's where the session ended.

MONSTERS DEFEATED

* Shadow (1)
Title: Welcome to Kramerland...
Post by: imurrx on May 23, 2009, 10:57:55 PM
Not to see that we could have been run out of town because someone in our party breaths fire, that could be blamed on witchcraft or even sourcery.

lets say we were lucky.

btw Horatio's rolls were 5,15,1,2 and a 5 for the bonus. Let's say they were as stinky as my son's diaper. Sad thing I had a +16 to suceed too.
Title: Welcome to Kramerland...
Post by: Mutt on May 24, 2009, 08:08:36 PM
Are we playing tomorrow?
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 24, 2009, 09:14:30 PM
I don't know. Incidentally, we had a power outage today for several hours due to the thunderstorm. I'm addicted to the Internet. :(
Title: Welcome to Kramerland...
Post by: imurrx on May 24, 2009, 10:08:26 PM
Quote from: Sacrificial Lamb;304385
I don't know. Incidentally, we had a power outage today for several hours due to the thunderstorm. I'm addicted to the Internet. :(


You do have a vivid imagination, put it to use.

Well, I need to head to work for about half hour in the morning, and then do some yard work and then taking my son to the carnival at the old trinity church. I say around 5-6 ish... someone call Kramer and call me.
Title: Welcome to Kramerland...
Post by: Mutt on May 25, 2009, 10:37:25 AM
Left Kramer a message
Title: Welcome to Kramerland...
Post by: MeatLips on May 25, 2009, 01:42:08 PM
Sure we can play. I was dead to the world for awhile. 6:30-7pm at my place works.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 25, 2009, 04:25:56 PM
Quote from: MeatLips;304493
Sure we can play. I was dead to the world for awhile. 6:30-7pm at my place works.

Sounds good.
Title: Welcome to Kramerland...
Post by: MeatLips on May 26, 2009, 09:37:56 AM
So no immediate update from Senor Sac Lamb... naturally :-P
Title: Welcome to Kramerland...
Post by: imurrx on May 26, 2009, 12:55:46 PM
Quote from: MeatLips;304616
So no immediate update from Senor Sac Lamb... naturally :-P


be careful in what you wish for.
Title: Welcome to Kramerland...
Post by: Mutt on May 26, 2009, 06:43:28 PM
He's not up yet
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 26, 2009, 07:29:15 PM
I'll post the details before I go to sleep tonight. Keep it in your pants. :)
Title: Welcome to Kramerland...
Post by: imurrx on May 26, 2009, 09:14:07 PM
Quote from: Sacrificial Lamb;304723
I'll post the details before I go to sleep tonight. Keep it in your pants. :)


It still will not stop the pocket pinball Olympics going on here.

Oh, Excel 2003, you will probably have to wait some time before you can activate it. Also, if you get a copy of Excel 2000, that has no activation required. I may have a copy of it.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 27, 2009, 05:23:00 AM
Aaaaaaand...here we go. Enjoy another chapter of unbridled excitement in our D&D 3.5 campaign affectionately known as "Kramerland".... :)

Blumpy's player joined us again, so for the sake of context, here's an update to the current cast of characters....

* Reven Tyge (Mutt): Reven is an 8th-level Dragon Shaman. He appears as a large, hulking, human wielding a bastard sword. However, his true strength lies in the wide array of bizarre, magical powers at his disposal, such as breathing fire, healing, breathing under water, and more. If something is flammable, he likes to burn it, if it wears a skirt, he likes to bang it, and if something is valuable, he likes to take it. He'd make a great Dragon. :)

* Blumpy Boo (Blumpy): Blumpy has been away for a while, and is just now reuniting with the group. He appears as a non-descript Human, and is classed as a 5th-level Cleric serving the god, Pelor. Part of his shtick is that he's taken a Vow of Poverty, and thus wanders aimlessly about with only the clothes on his back.

* Horatio Tortolla (imurrx): Horatio has undergone some changes. He appears as a non-descript Human, but has lately become more martially-oriented, and is thus a good source of non-magical artillery. He retains his reasoned, scientific mind, and takes the cautious approach, but now he can actually defend himself, provided he has his crossbow. He's classed as an 8th-level Human Artificer, and acts as the party's magical engineer and primary source of non-magical artillery. He also remains our primary source of magical identification.

* Kratos (imurrx): Kratos is a Warforged, which is an artificial golem-like being transported from the Eberron campaign setting. He's classed as a 5th-level Fighter/2nd-level Warforged Juggernaut/1st-level Artificer, and could be classified as a walking, talking tank. Earlier in the campaign journal, I'd forgotten that imurrx had Kratos take on the Warforged Juggernaut prestige class, so I'm adding that in now. Basically, he's renouncing his organic side, and becoming more truly a mechanical construct. It's kinda weird. I think that means he's immune to regular healing spells now, so that does make things more complicated...

* Hrothgar (me): Hrothgar is an 8th-level Battle Sorceror, appearing as an athletic Human armed with multiple weapons, though his primary weapon is a large enchanted hammer, which he uses to crush his enemies. He occasionally decorates his arms and weapons with bizarre, magical runes. He possesses a wide array of spells, such as artillery magic (Magic Missile, Flaming Sphere, Lightning Bolt), shaping spells (Wood Shape, Stone Shape), and healing magic (various Cure spells).

* Banjo (me): Banjo is an intelligent, wisecracking raven....acting as Hrothgar's familiar, and occasional comic relief. He still can't fight for shit, and is the constant recipient of verbal abuse from the rest of the group (they often threaten to eat him :rolleyes:), yet he remains a valuable member of the party. His speed, night vision, and flying ability all make him an excellent scout, and he's still an excellent conduit for many of Hrothgar's spells....

=The Scene for Blumpy=

(http://www.wizards.com/dnd/images/rhod_maps/95681.jpg)

Blumpy has arrived at the town of Drellin's Ferry....

...and is immediately captured. The Goblinoids there instantly capture him, (no saving throw! :emot_haw:), rob him, and torture him for days. He's trapped in a cell while we make our way toward Rhest. There was no railroading at all.....right, DM? :rolleyes:

=The Scene For Everyone Else=

(http://www.wizards.com/dnd/images/rhod_maps/95690.jpg)

We arrive in Rhest, and it's pouring. We paddle our boat across the lake, while poor Banjo huddles underneath Hrothgar's cloak. Apparently this place used to be inhabited, and was flooded many years ago, so we could see ruined buildings around us in the water...

Banjo peaks out from under Hrothgar's cloak, and spies a group of people in a boat far ahead of us.

Banjo: "Guys, look..!" :raven:

We peer at them intently, and realize that they're Lizardfolk! They're obviously rowing toward a stone tower at the center of the lake which may very well be the least-damaged structure on the lake. We try to figure out how to hide from 'em (like from behind a ruined building), but Hrothgar removes that necessity when he casts Silent Image, and creates the illusion of a cloud of fog rolling across the lake, which completely hides us from view. The Lizardfolk enter the tower, while we quietly make our way towards them....

....when suddenly, we hear an earth-shattering roar! :jaw-dropping:

The Lizardfolk stumble out of the tower in a panic, and rush back to their boat. They quickly get the heck outta there, and paddle madly off in the opposite direction. We then see a large Black Dragon clamber out of the top of the tower, spread its wings, and fly off in the direction of the Lizardfolk who fled.

This is our chance. We paddle over to the tower, and tether our boat to the dock surrounding this stone structure. After this, we look around a bit, and decide to check out a side building next to the tower. The guys are out on the dock chillin' for a bit, so Reven decides to enter this side building right in front of us. He opens the door, and....

...yes, I'll be a bastard by finishing this tomorrow. ;)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 28, 2009, 05:39:28 AM
...continued from before.

=The Scene For Everyone Else=

The guys are out on the dock chillin' for a bit, so Reven decides to enter this side building right in front of us. He opens the door, and sees a pool of water inside the structure. It's obviously too quiet. :) Something erupts from the pool, and Reven is attacked by some dragon-like creature! He tries to cook it with his fiery breath, while the thing spews a cone of acid at him.

(http://www.wizards.com/dnd/images/rhod_gallery/95660.jpg)

So he's dukin' it out with the thing, and the others come inside to help him. Hrothgar zaps it with some Magic Missiles, while Horatio and Kratos attack the thing with their own weapons. Banjo provides...um..."moral support". :rolleyes: :raven: After a difficult fight, we defeat it. Reven is healed of his wounds, and leaps into the water, when we spy what look like large eggs. He searches the pool for any hint of treasure or secret passages, but finds nothing, other than the eggs themselves. He pops outta the water, and then dries himself off so that we can focus on exploring the tower. We figure we'll grab the eggs later...

(http://www.wizards.com/dnd/images/rhod_maps/95691.jpg)

The party makes their way up a flight of stairs where we creep up behind a hulking humanoid creature. Well, apparently Reven decides not to parley with whomever it might be, and breathes a cone of fire upon it. This figure lets out a startled scream, and whips around toward us. It's an Ogre!

The stairs lead to the roof, and two of his buddies are there. We then get into an extended brawl with these suckers. Kratos runs across the roof and charges into one of these bozos, which he should not have been able to do. A charge requires clear line-of-sight, with no impediments in the form of walls, terrain, teammates, etc. It was a fuck-up, but whatever. I think everyone wanted to blow through this encounter, the DM included. Anyway, while Horatio pelts an Ogre from a distance with his weapon, Hrothgar is zappin' away again with Magic Missile, and Reven is defeating his opponent. So we win.

After the battle, we enter the inside of this partially-ruined tower. We go around a corner, and are quickly face-to-face with an enormous two-headed humanoid. I whisper to everyone...

"It's an Ettin". ;)

Senor Kramer (MeatLips), our DM gives me a double-take, and says..

"How would you know that? Make a Knowledge check." :nono:

I rolled a 17, so I make it. :D

Naturally, we get into a fight with this thing too. It takes a while, but we finally defeat it. And then...

.....I'll finish this later on today. Yes, I'm naughty. ;)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 29, 2009, 12:09:55 AM
....continued from before.

=The Scene For Blumpy=

After being imprisoned for days, Blumpy finally manages to escape from his Goblinoid captors. He hurries through the forest, on foot away from Drellin's Ferry. After a long trek, he runs into a group of Elves that provide him with information on where the rest of the party went, some supplies, and even a crude club for a weapon. He then moves on.

Eventually, he reaches the end of the woods at the edge of a lake, where he's suddenly assaulted by half-a-dozen Lizardfolk. At this point, our DM (MeatLips) decides to use some critical hit tables that imurrx unearthed online.

The situation gets ugly. Blumpy babbles almost incoherently in his attempt to persuade the Lizardfolk to cease their attack. Diplomacy doesn't work. The DM keeps rolling critical fumbles for the lizard dudes, and they wind up beating the crap out of each other in their attempt to throttle the Cleric. That said, they are putting a world of hurt on him, and Blumpy has a conniption fit when he decides that he can neither attack them nor heal himself when they use an Attack of Opportunity to whack him when he tries to cast a healing spell on himself.

After nearly being cornholed, he finally defeats them, as half these guys critically fumble (roll natural 1), and he whacks a couple others. The last guy flees for his life. After the melee is over, Blumpy discovers a small boat, and paddles his way up to the lake in the direction the rest of the party went.

=The Scene For Everyone Else=

We finally defeat the Ettin. It doesn't have much for treasure, other than a couple large Morningstars, and its filthy loincloth. Since we're not too eager to put our hands on its jock, we obviously leave that alone..

Right after this, we run into a gang of Hobgoblins attracted to the sounds of the fight with the Ettin. The Hobgoblins surge forward to the attack, and we engage them. It takes a short while, but we defeat them. Before the treasure can be revealed, we suddenly hear footsteps behind us. We turn and see...

...Blumpy! He made his way across the lake, and has finally arrived! So the gang's all here, and that's pretty much the end of that session. Here's a list of monsters fought, and treasure gained...

MONSTERS DEFEATED

* Greenspawn Razor (1)
* Ogres (3)
* Lizardfolk (6; fought by Blumpy)
* Ettin (1)
* Hobgoblins (6)

INVENTORY

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

* Masterwork Longswords (3)............................................315 gp each
* Masterwork Composite Longbows (3)..............................400 gp each
* Potions of Cure Moderate Wounds (3)...............................300 gp each
* Masterwork Bastard Swords (3)......................................335 gp each
* Large Morningstars (2)..................................................308 gp each
* Masterwork Longswords (6)............................................315 gp each
* Masterwork Composite Longbows (6).............................400 gp each
Title: Welcome to Kramerland...
Post by: MeatLips on June 01, 2009, 04:03:38 PM
Can't do D&D tonight. How does Thursday work for everyone?
Title: Welcome to Kramerland...
Post by: imurrx on June 01, 2009, 08:32:46 PM
Quote from: MeatLips;305676
Can't do D&D tonight. How does Thursday work for everyone?


We had already agreed to that last Monday, boufo.
Title: Welcome to Kramerland...
Post by: imurrx on June 03, 2009, 10:19:59 PM
marks housed thursday... meet at ross's 6:30 for buss down.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on June 04, 2009, 05:20:46 PM
Well, I just got the word from MeatLips. He has some work-related stuff to do to prepare for his trip next week, so the game's called off tonight. Bagh. :(

I guess I'll go to the gym then. Better that I go earlier, rather than at one or two in the mornin'...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on June 05, 2009, 05:50:17 AM
In case you're reading this, Senor Kramer....we played some Munchkin instead while you were away. :)
Title: Welcome to Kramerland...
Post by: imurrx on June 07, 2009, 11:26:53 PM
what's up with monday? still getting together or perhaps later on? and if so, where and what? Perhaps Sac's house or mine?
Title: Welcome to Kramerland...
Post by: Mutt on June 08, 2009, 06:44:01 AM
sure, just let me know where.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on June 08, 2009, 06:40:17 PM
I wonder if I should run you guys through a few encounters while MeatLips is away...:)

But, nah. I suppose we can wait until Senor Kramer returns next week....:raven:
Title: Welcome to Kramerland...
Post by: Mutt on June 10, 2009, 04:02:51 PM
http://www.boston.com/business/technology/articles/2009/06/10/gamers_get_free_dungeons__dragons_play/ (http://www.boston.com/business/technology/articles/2009/06/10/gamers_get_free_dungeons__dragons_play/)

Pete, I also found a random number generator for excel.
Title: Welcome to Kramerland...
Post by: imurrx on June 10, 2009, 05:49:47 PM
Quote from: Mutt;307505
http://www.boston.com/business/technology/articles/2009/06/10/gamers_get_free_dungeons__dragons_play/ (http://www.boston.com/business/technology/articles/2009/06/10/gamers_get_free_dungeons__dragons_play/)

Pete, I also found a random number generator for excel.


BONUS!

Now if it will work on my Eee PC... hm....
Title: Welcome to Kramerland...
Post by: Mutt on June 10, 2009, 05:56:07 PM
oh it will, it is a simple formula. It would work in open office or anything

BTW are we getting together this week?
Title: Welcome to Kramerland...
Post by: imurrx on June 10, 2009, 09:05:35 PM
don't know... I got a parent teacher meeting at my son's day care. Perhaps the weekend?
Title: Welcome to Kramerland...
Post by: Mutt on June 10, 2009, 09:15:45 PM
I could do sat, but I'm working sunday
Title: Welcome to Kramerland...
Post by: imurrx on June 13, 2009, 09:48:44 PM
I guess it's mutts house Monday evening. Lamb, meet me at Kramer's house so I will drive down. Be there by 6:30.
Title: Welcome to Kramerland...
Post by: Mutt on June 14, 2009, 01:03:40 AM
mike will be here too
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on June 15, 2009, 06:20:33 PM
Whoa, I just read this. I guess I'll be leaving in a few minutes..
Title: Welcome to Kramerland...
Post by: Mutt on June 16, 2009, 03:45:43 PM
I guess da lamb is going to wait until he forgets everything to post again :P
Title: Welcome to Kramerland...
Post by: imurrx on June 16, 2009, 05:57:59 PM
good game last night except for the hurry up ending, which I am cool with because it sets us up for next week.
Title: Welcome to Kramerland...
Post by: imurrx on June 16, 2009, 06:07:46 PM
updated xp page

There is an updates total of XP, There were 18 hogoblins (probably CR1) not awarded. That was before Blumpy showed up.

Click on my sig link for new totals
Title: Welcome to Kramerland...
Post by: Mutt on June 16, 2009, 07:10:01 PM
You forgot to list my bacelet
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on June 16, 2009, 07:53:36 PM
Quote from: Mutt;308804
I guess da lamb is going to wait until he forgets everything to post again :P

No! I'm gonna post it tonight..:)
Title: Welcome to Kramerland...
Post by: imurrx on June 16, 2009, 08:48:45 PM
Quote from: Mutt;308863
You forgot to list my bacelet


It's there , Ruby bracelet of a lion.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on June 17, 2009, 02:06:30 AM
Okay, this is last night's session...

Blumpy had arrived, and we discovered an iron chest within the manor house. We rummaged through the contents, and amidst the treasure, found a perfumed letter saying:

"Sarveth, take great care with the enclosed phylactery."

I don't remember what the letter said word-for-word, but it mentioned stuff like the "Ghost Lord (a lich), Brindle (a town), and there was something about a Dragon guarding it.

I think it also said:

"Keep it hidden and safe until Brindle is fallen."

It was signed by someone named "Oolye". Well, okay. Later on, we ran into another Goblin that we fought, and after defeating him, Reven and the guys decided to interrogate and torture the crap out of him, while the tortured Goblin laughed hysterically the entire time.

The Goblin babbles out a couple names:

* Kulkorzul (child and minion of Tiamat)
* Sarveth (waste of flesh)

Eventually, they waste him. I thought it was kinda gross and a major waste of time, but whatever. Maybe I'll just take Charm Person as my next spell, and forego all this bloody interrogation crap.

Well, we then went to bring all of our loot outside to the boat. As we did this, it began to rain heavily. We then heard a blood-curdling roar, and spied a dark-winged creature up in the sky, flying toward us.

(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG71.jpg)

It was a Black Dragon! There was a humanoid shape riding on its back, and the beast was swooping down out of the sky at us. We all grabbed our stuff, and fled back inside the building. Horatio and Kratos were the last to reach the doorway, and barely made it inside before the beast spewed its acid breath at them. We could hear it outside swearing loudly in Draconic....

(http://www.wizards.com/dnd/images/rhod_maps/95691.jpg)

At some point, Hrothgar casts Resist Energy on himself and Banjo :raven: immediately after hearing the Dragon's roar. Afterward, he casts this protective spell on Reven and Blumpy, while Horatio and Kratos casts some infusions on themselves to keep from getting melted.

The group eventually goes back outside, lead by Reven. They parley with the Black Dragon and its masked rider for a while, as the reptilian beast becomes increasingly more agitated during the conversation. My character, Hrothgar is the last to go out there, as Reven calls out for him when a battle breaks out, and the dragonrider is peppering the group with arrows.

Hrothgar goes out there, and casts Protection From Arrows on Reven, and then zaps the beast with a volley of Magic Missiles. Shortly thereafter, the Dragon swoops down at the party. As it whips down at us, it somehow manages not to decapitate anyone. Kratos tries to grab the thing, and the others attack it, but it's then that I spy a perfect opportunity for Hrothgar to nail these suckers. The Dragon and its rider flew right over the stone roof of the building, so Hrothgar begins to mutter the words of another spell...:heh:

I have my guy cast Stone Shape, causing large ribbons of stone to wrap around the Dragon and its rider, pinning its wings helplessly to its side. Gotcha, Senor Kramer. :)

Of course...our DM, MeatLips (Senor Kramer) is getting a little frustrated with my most effective methods of cock-blocking him, and says, "could I see that spell in the Player's Handbook, please..?"

I can't remember what happened next. I think we were either gonna wail on the Dragon or interrogate it, but the point was soon moot, as we suddenly heard the sound of stone cracking...:eek:

In its struggles, the Dragon caused the entire roof to break, causing it and us to fall to the ground below. Of course, my character earned his keep yet again by casting Feather Fall on the party to prevent any of us from being injured by the fall. :)

After it fell, the Dragon :dragon: saw an opportunity to escape, and attempted to fly out through the roof. No way this bitch was gonna get away. :heh: Before it and its rider could fly off, Hrothgar nailed it with Stone Shape one last time. Reven took that opportunity to strike the beast with his sword, and Senor Kramer is trying to calculate the damage.

Me: "We killed it, didn't we? Yeah, we killed it..." :)

Reven decapitates it, and what we're left with is its masked rider attached to the headless torso of a Dragon like a friggin' barnacle. We remove the rider's mask...

...and see that it's a Goblin. The dude looked scared. I'm not gonna bore you with the details of the interrogation, but we got some info, starting with the fact that this Goblin bozo's name was Sarveth. He mentioned this:

* Phylactery of Ghost Lord (Lich)
* Red Hand
* Wyrm Lords (Sarveth was one of these)
* Regiarix (name of a Dragon)
* Nurkleneck (I forget who the heck that is)

He also mentioned something about a bell tower across the lake, and that he'd convince the Goblin soldiers there not to attack. But we didn't really care if they attacked or not. We bind him, and he leads us to 'em...

The bell tower is located on a tiny island housing a small regiment of Goblin soldiers led by some Hobgoblin dude named Kerkoolyn. Once we got there, we enjoyed the pleasant sensation of being peppered by arrows again. We see the arrows shoot out of small arrow slits. My character, Hrothgar casts Protection From Arrows on himself and Banjo. It is then that the Goblin, Sarveth cries out pitiably when he's struck in the shoulder by an arrow. Not fun. Hrothgar casts Magic Missile at one of our attackers, and Kratos then does his thing. Our big metal man takes a running start, and charges right at the front door like a battering ram. The fucker hits it so hard, he goes right through the front door. :)

The guys fight the Goblins, and Reven breathes fire on 'em. The Hobgoblin guy escapes up the stairs, and Reven and Kratos follow. After a brief melee, Kratos knocks the Hobgoblin guy off the roof, and into the water. Game over. We win. :)

Okay, guys. As for the list of monsters and treasure, I'll write that down tomorrow, as this post is quite long enough....
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on June 20, 2009, 03:46:56 AM
Okay, kiddies. I'm finally gonna list the other monsters we defeated, as well as the treasure we gained. Some of this treasure is from the previous game session, while the rest of it is from the last game. So here we go....

MONSTERS DEFEATED

* Goblin dude (1)
* Black Dragon (1)
* Goblin Wyrm Lord (Sarveth)
* Goblin soldiers (6)
* Hobgoblin captain (1)

INVENTORY

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

* Iron chest.................................................................................?
* Leather sacks filled with coins (6, each with 100 sp and 20 gp)
* Wooden and silver box.................................................................?
* Perfumed letter.........................................................................nil
* Potion of Blur...........................................................................300 gp
* Wand of Cause Fear.................................................................750 gp
* Wand of Disguise Self.................................................................750 gp
* Potion of Invisibility...................................................................300 gp
* Scroll of Dominate Person...........................................................1,125 gp
* Studded Leather Armor..............................................................25 gp
* Dagger....................................................................................2 gp
* Heward's Handy Haversack........................................................2,000 gp
* Elixirs of Truth (2)....................................................................500 gp each
* Elixirs of Love (2)......................................................................150 gp
* Potion of Poison (striped toadstool, ingested poison, 3 doses).......180 gp each dose

* Small coffer................................................................................?
* 155 gp
* 320 sp
* Fine ruby-set barecelt in shape of sinuous lion.........................200 gp
* Gold necklace...........................................................................800 gp
* Horn of Fog................................................................................2,000 gp
* Iron coffer.........................................................................................?
* Full Plate Armor +2.....................................................................5,650 gp
* 8,800 sp
* 2,300 gp
* 130 pp
* Gemstones (11).......................................................................30 gp each
* Periapt of Wisdom +2..............................................................4,000 gp
* Silvered Heavy Mace +2............................................................8,312 gp
* Phylactery of Ghost Lord (delicate adamantine chain threaded with lion's claws and teeth, phylactery for Lich)...........................................?
* Masterwork Greatsword (1)...........................................................350 gp
* Longbow +1....................................................................................2,375 gp
* Mithral Chainshirt +2..........................................................................5,100 gp
* Quiver with 20 arrows.........................................................................20 gp
* Quiver with 10 arrows (Elfbane, +1 arrows, +3 vs Elves).......................800 gp each (I guessed on this one)
* Cloak of Resistance +1..........................................................................1,000 gp
* Leather pouch (contains 37 gp, 11 pp, key to chest)
* Potion of Cure Moderate Wounds.......................................................300 gp
* Potion of Mirror Image.......................................................................300 gp
*Chest...................................................................................................?
* Bags (4, with 25 gp each)
* Potions of Fly (3).............................................................................750 gp each

Aaaaand we're done. :)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on June 24, 2009, 05:42:09 AM
Okay, we had our next session, but not much happened. For starters, Reven gained a feat that allows him to gain a Dragon cohort, so now he's got a big dragon buddy named "Sparky". And yes, this one threatens to eat my raven, Banjo too...:rolleyes: :dragon: :raven:

We returned to the Elven town, and spoke with that Elven woman, Seleria Starsinger, as well as that Elven dude, Killiar. We had a brief discussion about that lich known as the "Ghost Lord", and asked them for some help, but they refrained from providing aid, since they said they had their hands full.

After that conversation, we left and soon took some time to attempt that incantation again, the one called Hrothgar's Spirit Summoning. We figured we'd attempt to resurrect that Elf, Lanakar, and reunite him with his people. Well, surprise of all surprises.....it actually worked.

Lanakar is like..."What? Where am I? What happened?"

He was a little bit confused. In any case, we sent him back to his people, who seemed to be pretty damn happy about his return. That's good, because I wasn't looking forward to acting out a scene straight outta Highlander. So I guess things worked out...for now.
Title: Welcome to Kramerland...
Post by: imurrx on June 24, 2009, 06:08:41 PM
that was a fail-free session. Now, we have that longass journey across the map to that Litch. Better get there in a jiffy, Hey, let's take a boat ride down the river. it would be faster and we would probably go undetected by the Red Hand.

Oh. Lets leave a lot of our stuff here and travel light and quick. When we finish the next module, we should be able to do a few teleport spells to speed up retreving it.
Title: Welcome to Kramerland...
Post by: imurrx on June 24, 2009, 11:53:34 PM
OK... now meatlips said we have 150 miles to travel down to the ghost lords area in the thorn or waste lands. Now, we have several options and obstacels to over come.



So any ideas or comments?
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on June 27, 2009, 05:31:09 AM
Okay, so here's a list of monsters and treasure...

MONSTERS DEFEATED

* Hobgoblins (3)
* Hobgoblins (3)
* Ogres (2)
* Hobgoblin Bruisers (2)

INVENTORY

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

* Masterwork Longsword..........................................................315 gp
* Masterwork Composite Longbow...........................................400 gp
* Potions of Cure Moderate Wounds (6).......................................300 gp each
* Chainmail Armor.....................................................................150 gp
* Heavy Steel Shields (8)............................................................20 gp each
* Quivers With Arrows (8 quivers, 160 arrows)..........................160 gp
* Breastplate Armor +1 (2).......................................................1,350 gp each
* Masterwork Bastard Sword....................................................335 gp
* Masterwork Longbow.............................................................375 gp

At the end of the session, we were fighting some Greenspawn Razorfiends, but had no time to complete the battle. So until next time...
Title: Welcome to Kramerland...
Post by: imurrx on June 27, 2009, 10:28:01 PM
Here's the recap of the other session.

Realizing we were falling behind to the Red Hand horde (according to their timeline from the captured goblin map we had), we needed to get some quick speed down to the Ghost Lord 150 miles away to negotiate him to abdicate his help to the Red Hand by returning his phylactery (and possibly have him take revenge on them).

So se tried to get the help of the elves but unfortunately to an untimely diplomacy fumble, we were sent off our way with no transportation except to the slow horses we had (Thanks Reven). Hrothgar pulled a few magical etheral looking horses out of nowhere that would travel at 25 mph. So away we go!

After an hour of traveling, we come across a blockade that was impeading our travel. This wooden structure was long enough to block us and had a short tower. Reven took his newly acquired dragon steed called Sparky. They took to the sky and divebombed the goblins that were on top of the tower. After laying down some smack down, Sparky does a loud intimidating roar.

This was Kratos queue to bust down the blockades door. He charges and on his first attempt, he crashes into the double wooden doors and the bust wide open. There were 3 more goblins and 2 ogers. Hrothgar follows behind Kratos a springs into the door. Blumpy and Horatio lay back for a round.

Reven and Sparky with in 30 seconds lay waist to the goblins on top. Reven heads down the stairs as he hears the party staring. Unfortunately Sparky needs to fly around. Kratos proceeded to start to hack and slash the ogre and while Hrothgar Stormblots the other oger. Horatio and Blumpy sneak up and try to get into the action. Unfortunately Horatio first tripped and lost his turn and then had a wardrobe malfunction. Blumpy and Hrothgar some damage and Reven joins the group and once again breath's fire and sets another structure on fire.

This is where it gets kinda  fuzzy of who kills what and what happens, but we all kick some monster ass. So we end up defeating 6 Goblins, 2 Ogers and 2 Hobgoblin. Get some loot and booty to boot and leave. Unfortunately we have to evacuate the building because of the fire.

Off we go south again but we come across a dead carcass (a horse I believe). Reven hears some crunching in the distance and he goes to investigate. Kratos follows him. It is at this point we stumble across not one, not two, not three, but FOUR Greenspawn razor fiends. Oh oh.... Well Lets say after the first round of suffering some severe halitosis (their acid breath weapon), Kratos and Reven get chemically burned. Reven went as low to 28 HP from the mid 70's and Kratos lost 43 HP down to 79. We had a chance to fight back for one round, but...

This is where the breaks were put down.

Until Monday.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on June 28, 2009, 06:38:02 PM
Thank you. I just wasn't in the mood to write it this time. I'll write the next one.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on July 01, 2009, 05:05:33 AM
During the last session, we were fighting four Greenspawn Razorfiends, so Reven and Kratos took point when attacking them. Banjo :raven: used stored spells to heal these guys in the fight, as they were suffering an insane amount of damage.

Blumpy attacked the Razorfriends from a distance, firing at the beasts with his bow and arrows, while Horatio attempted to repair Kratos. Hrothgar spent the battle healing Reven and Sparky, while protecting Reven and Kratos from the Razorfiends' deadly acid breath with his spells. Kratos and Reven did all the grunt work, slaying the beasts in the process.

We then traveled through the forest on Hrothgar's magical steeds (an Ethereal Mount spell), and managed to avoid a needle trap of some kind in the forest. Reven breathed a gout of fire upon it, setting the tree tops ablaze, and so we just moved on.

Eventually, we reached Vrath Keep, our old conquered stronghold. It's there that we spent the night...

(http://www.wizards.com/dnd/images/rhod_maps/95684.jpg)

Well, Kratos and Banjo kept watch, and heard strange sounds, like rustling, shuffling feet, and moaning....

So we went on the alert. It turns out that whatever it was, was just passing through, and that's good because we were still "recharging our cookies".

Dawn breaks, and we continue the journey on these enchanted steeds. Reven, of course, rides his Dragonnel, "Sparky". :dragon:

As we make our way through the forest, a huge eight-legged monstrosity leaps in front of us. A spider! A biiiiig spider. It comes to get us....

....but we kill it.

Here's a list of monsters defeated.

MONSTERS DEFEATED

* Greenspawn Razorfiends (4)
* Monstrous Spider (1)
Title: Welcome to Kramerland...
Post by: imurrx on July 09, 2009, 08:50:06 PM
is kramer khan back?

It's been a sucky week guys.

is next game monday?
Title: Welcome to Kramerland...
Post by: Mutt on July 10, 2009, 05:45:03 AM
I assume so
Title: Welcome to Kramerland...
Post by: MeatLips on July 10, 2009, 09:20:58 AM
Yes I'm back. And it's totally on Monday.
Title: Welcome to Kramerland...
Post by: imurrx on July 10, 2009, 10:01:39 AM
Quote from: MeatLips;313007
Yes I'm back. And it's totally on Monday.


Sounds like someone may have gotten some pointers.

Did someone get schooled in a few pointers by perhaps Darktoad? hm...

Time to tighten up our britches.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on July 10, 2009, 04:24:54 PM
I eat DM's for breakfast. :heh:
Title: Welcome to Kramerland...
Post by: imurrx on July 10, 2009, 11:10:57 PM
Quote from: Sacrificial Lamb;313053
I eat DM's for breakfast. :heh:


in bed???

anyways... sorry Mutt for not calling you back this week.

It's been very.... lets say eventful and interesting, and not in the nice and kosher way but of the, lets see how we can fubar you type of way.

see ya monday, is it in Taunton or Stoughton?
Title: Welcome to Kramerland...
Post by: Mutt on July 13, 2009, 12:25:14 PM
My place tonight
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on July 16, 2009, 04:27:54 AM
Okay, so at the start of the adventure, we spotted a building-sized statue of....um...was it a lion? I forget. We also saw what looked like ghostly lions flying around it. In between its front paws was a small flight of stairs and a doorway, so we went in.

(http://www.wizards.com/dnd/images/rhod_maps/95692.jpg)

Inside, there was a pile of trash or something, and something was moving in it. That something was big, and it had horns. Senor Kramer seemed to have difficulty describing it, but I used a knowledge check to determine that it was a Behir. We were in a chamber about...20 feet by 25 feet? Right? It was something like that. I realize now that the Behir has a dozen legs, weighs tons, and is 40 feet long. Kinda tight in there....wouldn't you say, Senor Kramer..? ;)

Well, that thing swallowed Kratos whole, started constricting Reven, and planned to hose the rest of the party. Well, we finally killed it, and extricated Kratos from its belly. That was a looooooong fight.

(http://www.wizards.com/dnd/images/rhod_gallery/95665.jpg)
 
After killing it, we found a string of black pearls on the ground, and then managed to discover a secret door. We went through that and down a hidden corridor to a doorway, but before we could go through it, we were attacked by two ghostly lions. Blumpy turned 'em, and then a bigger one came. Blumpy turned that one too. And the game pretty much ended there....

MONSTERS DEFEATED

* Fiendish Behir
* Ghostly Lions (2)
* Big Ghostly Lion

INVENTORY

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

* string of 7 black pearls...................................................500 gp each
Title: Welcome to Kramerland...
Post by: MeatLips on July 17, 2009, 12:44:19 PM
Quote from: Sacrificial Lamb;314332
Okay, so at the start of the adventure, we spotted a building-sized statue of....um...was it a lion? I forget.


This is what happens when you wait 4 days before updating this log. It was a massive stone lion.

Quote from: Sacrificial Lamb;314332
Inside, there was a pile of trash or something, and something was moving in it. That something was big, and it had horns. Senor Kramer seemed to have difficulty describing it, but I used a knowledge check to determine that it was a Behir. We were in a chamber about...20 feet by 25 feet? Right? It was something like that. I realize now that the Behir has a dozen legs, weighs tons, and is 40 feet long. Kinda tight in there....wouldn't you say, Senor Kramer..? ;)


Looking for another DM fuckup, huh? This was a Fiendish Behir and was considered a LE Huge outsider. This was what the module said and this is what the module had. So as far as the module was concerned, the Behir had no problems moving around that room :-) Also, I don't have descriptions for any of the monsters you guys have faced. Most of the time I have to look them up beforehand. I didn't have a chance to do that with this.

So no, this wasn't another 50 orcs crammed into a shoebox.

You lose an experience point for being a smarmy douche :-D
Title: Welcome to Kramerland...
Post by: imurrx on July 18, 2009, 11:12:32 PM
a suggestion mr DM. How about showing a picture of the monster. I can all ways pull it up on my netbook.

just a thought.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on July 19, 2009, 04:55:25 AM
Quote from: MeatLips;314693
You lose an experience point for being a smarmy douche :-D


I love you too, sugar plum. :)
Title: Welcome to Kramerland...
Post by: imurrx on July 23, 2009, 07:52:54 PM
Quote from: Sacrificial Lamb;314939
I love you too, sugar plum. :)


no new issue of " As the worm turns"?
Title: Welcome to Kramerland...
Post by: Mutt on July 24, 2009, 06:30:03 PM
Quote from: imurrx;315737
no new issue of " As the worm turns"?


shhh he's still sleeping...

Anyone up for getting together tonight or tomorrow?
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on July 25, 2009, 01:02:59 AM
Quote from: Mutt;315891
shhh he's still sleeping...

Anyone up for getting together tonight or tomorrow?


Sleeping is my specialty. :)

MONSTERS DEFEATED

* Hobgoblins (7)
* Female Hobgoblin

INVENTORY

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

* Potion of Bull Strength.....................................................................................300 gp
* Potion of Cure Moderate Wounds......................................................................300 gp
* Potion of Shield of Faith +3..............................................................................300 gp
* Masterwork Light Crossbow..........................................................................335 gp
* Masterwork Dragon Chains (3)......................................................................325 gp each
* Bracers of Armor +1 (3)...............................................................................1,000 gp each
Title: Welcome to Kramerland...
Post by: imurrx on July 26, 2009, 09:54:20 PM
I guess it will be down at mutt's house again for monday. I might be moving my store later this week and my wife wants me home Tuesday.

So, Meatlips and Lamb, make sure we get going early. Be at my house by 7:00 pm SHARP and I will drive down to Mutts house.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on July 27, 2009, 04:52:43 PM
Quote from: imurrx;316111
I guess it will be down at mutt's house again for monday. I might be moving my store later this week and my wife wants me home Tuesday.

So, Meatlips and Lamb, make sure we get going early. Be at my house by 7:00 pm SHARP and I will drive down to Mutts house.


Okay.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on July 30, 2009, 11:50:33 AM
Well, we were on the Ghost Lord's Lion Main Level. We were in a room, 15 ft by 20 ft, and over in the corner was a square pit. We were unsure of its depth, so we grabbed a torch, and dropped it into the pit. Reven decided to go down there and explore, so he tethered a rope from himself to his Dragonell, Sparky, though Horatio and Kratos weren't sure if that was a great idea. Well, Hrothgar cast Feather Fall on him, so that he could float harmlessly to the floor of the pit below...

(http://www.wizards.com/dnd/images/rhod_maps/95692.jpg)

In the flickering light of the dying torch, it was hard to see in the gloom, but there was a bit of a side chamber in the pit, and Reven approached it. The floor over there glistened, and then it moved...

Reven was suddenly attacked by a large gray ooze, which wrapped itself around him. It's quite fortunate that Hrothgar had cast Resist Energy on Reven earlier in the day, so that he was somewhat resistant to the monster's attack, but he still needed help, so Hrothgar cast Feather Fall upon himself, and leapt into the pit to help him out. The other guys tried to pelt the thing from a distance with arrows and crossbow bolts.

Reven discovered the ooze was unaffected by his fiery breath, and so instead tried to gib the thing with his sword, while Hrothgar finally incinerated it with a Lightning Bolt.

After the battle, we scoured the chamber, and found only a single rose-colored stone (Ioun Stone), and then were pulled back up by the rest of the guys.

After this, we went down a series of hallways. Details are kinda hazy for me at this point, but we eventually reached a room, 10 feet by 15 feet in size. I don't remember what was in there, but we discovered a secret door, and went to another room, 20 ft by 20 ft, in which a tree was growing. Yeah, strange. :)

Again, I don't remember what happened here, but whatever. We then went to another room, and were quickly attacked with a ghostly lion. It took a while, but we eventually defeated it. After this, we discovered another secret door, and entered another room, when we suddenly saw a gaunt, almost skeletal figure pass right through the friggin' wall. We found ourselves face-to-face with the Ghost Lord himself! :eek:

(http://www.wizards.com/dnd/images/rhod_gallery/95668.jpg)

The metal door in which we entered immediately slammed shut behind us. Well, he had some kinda magical fear effect going on, and it compelled most of us to flee the room in panic, only we couldn't flee until Hrothgar cast Stone Shape on the stone walls around the door. The only one who didn't freak out was the Warforged, Kratos, and he tried to reason with the undead dude. Kratos eventually brought us all back when the fear effect wore off.

Basically, we came here to enlist this Ghost Lord bozo's help in fighting the Red Hand, and we'd do that by giving him his phylactery. Personally, I think doing this was not the smartest thing to do, but okay.

(http://i217.photobucket.com/albums/cc258/Sac_Lamb/95663-1.jpg?t=1255906915)

We eventually went back to this Ghost Lord when the fear effect wore off, and parleyed with him. Well, he sensed that we had the Eye of Neru, or as I like to call it, "The Evil Hope Diamond". :) He wanted that, as well as his phylactery, and beyond all belief the guys wanted to give it to him! :rolleyes:

"Hey, guys! Let's give Sauron the One Ring!" :emot_haw:

We gave him both items....and then the punk just vanished like a fart in the breeze, though not before fucking gloating how easy it was to get these items from us without a fight. Oh, and then after taking the items, he basically told us to get the fuck out. Yes, I'm paraphrasing....:pundit:

I'll tell ya something. I came dangerously close to Lightning Bolting that undead jerkbag. :mad0:

The only thing that stopped me from doing so was the fact that Hrothgar was a little beat up, running out of spells, and I realized I wasn't really prepared for this encounter. Mark my words though. When I reach 10th level, I'm gonna get the phylactery and the Eye of Neru back, and then put this undead bozo's head on a pig pole, though not before I take apart his entire lair brick by fucking brick.

No, I'm not bitter. :mad0:

Here's a list of stuff.

MONSTERS DEFEATED

* Large Gray Ooze
* Ghostly Lion
* Ghost Lord (kicked our ass, so this doesn't count)

INVENTORY

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

* +2 Mithril Breastplate (female)
* Gloves of Dexterity
* Masterwork Whip
* Masterwork Shortbow
* +1 Shock Arrows
* Mithril Jewelry..............................................................1,000 gp
* Ioun Stone (+1 insight AC)
* 5,400 sp
* 2,890 gp
* 230 pp
* Gemstones (16).............................................................50 gp each
* Gemstones (4).............................................................100 gp each
* Gemstones (3).............................................................500 gp each
* Scroll of Cone of Cold
* Scroll of Dimensional Anchor
* Wand of Web (18 charges)
* Amulet of Health +4
* +1 Kukri Knife (shaped like a lion's claw)
Title: Welcome to Kramerland...
Post by: Mutt on July 30, 2009, 03:06:45 PM
Well, since no one could agree weather to give it back to him or not the dice did it for us.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on July 30, 2009, 07:26:14 PM
Quote from: Mutt;316962
Well, since no one could agree weather to give it back to him or not the dice did it for us.


Giving it to him was a mistake, but we'd been there for hours, and I was tired, so I didn't make a big deal about it. But as soon as we level up, I'm gonna bring an army there, and take that shit back. I don't even care about the Red Hand now. This undead dude's on my shitlist. :heh:
Title: Welcome to Kramerland...
Post by: Mutt on July 31, 2009, 01:00:50 PM
Well, we could really fuck up the DM and just go after this guy now if you want. Or come back to him after.
Title: Welcome to Kramerland...
Post by: imurrx on July 31, 2009, 07:53:00 PM
where's the challange ratings or xp Mr DM. I expect that only blumpy and Horatio will go up.

I say lets get a few levels higher. Just think Lamb, if that dire ghost lion drained 2 STR points, just think what the Licht could do or some other stuff we may not know of. Before we go bank... need immunites to draining and loss effects.
Title: Welcome to Kramerland...
Post by: MeatLips on August 02, 2009, 06:28:43 PM
Quote from: Mutt;317169
Well, we could really fuck up the DM and just go after this guy now if you want. Or come back to him after.


Such cocky arrogance! By all means, 'go after this guy now'. :-D

Here's your CRs:

Raising Elf Dude from dead: I'll grant CR8
Hobgoblin Seargents (Barracade): x2 CR3
Ogres (Barracade): x2 CR4
Regular Hobgoblins: x6 CR1
Greenspawn Razorfiends: x4 CR7
Big Spider: x1 CR4
Half-Fiend/Behir: x1 CR10
Ghost Dire Lions: x2 CR7
Ghost Brute Lions: x2 CR5
Hobgoblin Monks: x6 CR4
Grey Ooze: x1 CR7
Female Hobgoblin: x1 CR9 (You guys were so fucking lucky)
Convincing the GhostLord to stop helping the Red Hand: CR11

I think that's about it. I'll let imurrx plug this shit into his little spreadsheet to determine XP.
Title: Welcome to Kramerland...
Post by: imurrx on August 02, 2009, 09:52:32 PM
OK...  I guessed fairly close

Who goes up:
Horatio goes up one level to CR 9, 11737 until next level
Blumpy goes up two levels to a CR7, 4,719 until next level

The following do not go up:
Hrothgar, Reven, and Kratos need about 6,050 to go up to 10th level.
Title: Welcome to Kramerland...
Post by: Mutt on August 03, 2009, 01:00:41 PM
Ross's tonight @ 7?
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on August 03, 2009, 06:12:18 PM
Quote from: Mutt;317833
Ross's tonight @ 7?


Sounds good to me. :)
Title: Welcome to Kramerland...
Post by: imurrx on August 08, 2009, 07:47:04 PM
so it's Monday at Mutt's again?

Or are just going to be pulling pud?
Title: Welcome to Kramerland...
Post by: Mutt on August 09, 2009, 08:24:55 AM
If you want I'll head up to Ross's tomorrow since I'm off this week. but Mike is on his own.
Title: Welcome to Kramerland...
Post by: MeatLips on August 09, 2009, 09:51:37 AM
I am primary regional on-call bitch until Wednesday. So if we play, it will have to be my place on Monday.

You aren't working today, Mutt?
Title: Welcome to Kramerland...
Post by: Mutt on August 10, 2009, 02:35:24 AM
Yeah I worked tonight. I will head up to your place. If you want to do it tonight let me know. If you want to do it another night this week that would be better.
Title: Welcome to Kramerland...
Post by: MeatLips on August 10, 2009, 12:04:28 PM
Quote from: Mutt;319646
Yeah I worked tonight. I will head up to your place. If you want to do it tonight let me know. If you want to do it another night this week that would be better.


I'm game to do it another night this week, if it would be easier on you. How does Tuesday night sound to everyone?
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on August 10, 2009, 04:06:32 PM
Quote from: MeatLips;319707
I'm game to do it another night this week, if it would be easier on you. How does Tuesday night sound to everyone?


That sounds ok.
Title: Welcome to Kramerland...
Post by: imurrx on August 10, 2009, 04:31:25 PM
I would rather do it today. I have stuff planned for tomorrow. 7PM at ross's tonight is fine with me.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on August 12, 2009, 01:28:28 AM
Ok, you damn dirty apes. You said I wouldn't write this tonight, and you were all dead wrong. So here's what happened tonight.

Nothing.

Tonight's gaming session was pure, unadulterated goat. First we visited this total ghost town, where Reven detected and avoided an anemically weak-ass trap at a local tavern, after which we proceeded to travel to the town of Brindel, where we spent two-and-a-half hours with our dicks in our hands blathering about how to fortify the town from impending attack from the Red Hand or Red Horde or whatever the fuck they're called. It was so boring that I began to feel my spirit flee my body, and as my boredom grew, so did my frustration. I actually briefly considered helping the bad guys to nuke the fucking town in a fit of pique.

But we didn't do that.

Kramer-san was like:

"You wanna fight somethin'..? Huh? You really fight somethin'? Okay. Travel for a day, and it'll happen!" :emot_haw:

I'm thinking, "yes....please.....throw us a motherfucking bone!"

So we traveled for a day before we reached a clearing in the forest....where we heard the sound of wings...

...and became the recipients of an impending Red Dragon attack.

(http://1.bp.blogspot.com/-sRbZuj9aVoA/Tdlfy_4mE-I/AAAAAAAAA0o/h4bHHbL7uDg/s1600/red-dragon.jpg)

Well, the fight was a clusterfuck. It killed Reven's pet, Dragonell, and nearly mulched the rest of us. I had Hrothgar's familiar, Banjo retreat, in order to prevent him from becoming a small tasty treat. Since the damn dragon spent most of its time in the air, my character, Hrothgar's Lightning Bolt was probably the only attack that made it blink.

After we got smacked around for a while, imurrx feared a TPK (total party kill), and wanted us to retreat. I can't really blame him, but the pure nonproductive asshatery of this gaming session got my dander up, so I really wanted to kill it, even if it meant more casualties.

And naturally, Kramer-san (the DM, MeatLips) wanted to end the fight and the night early, before anything could be concluded. Fuck that nonsense. We kept fighting. Of course, Kramer-san decided to save his stupid dragon with a virtual fucking army of Goblins marching out of the woods. So apparently, the situation was taken out of my hands after all.

We were forced to withdraw. :mad:

I then smartly had Hrothgar cast the Silent Image of a billowing cloud that filled the clearing, and completely shrouded us from view. We then got on our magical horses, and got the fuck outta Dodge.

Game over.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on August 12, 2009, 01:38:21 AM
Oh, and lest I forget...here's a list of utterly useless NPC's, that are about as useful as a cock-flavored lollipop.

Stupid NPC's

* Lord Jarmath (some douche)
* Lady Varasakal (some chick)
* Captain Lors Uver (some dude)
* Silaria Starsinger (some Elven chick)
* Tudora Goldenbrow (some priestess chick)

(http://www.wizards.com/dnd/images/rhod_gallery/95671.jpg)

Plus, here's a list of monsters and treasure and stuff.

MONSTERS AND TRAPS DEFEATED

* some lame-ass axe trap
* Red Dragon (oh, wait...we didn't beat it)
* a million Goblins (oh, wait...we didn't beat them either)

INVENTORY

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

* Woodsman's Axe.................................more than a nickel

Yes, Kramer.....I'm busting your balls. :)
Title: Welcome to Kramerland...
Post by: Mutt on August 12, 2009, 06:48:06 AM
what do you mean we ran away? I thought we were still fighting...
Title: Welcome to Kramerland...
Post by: imurrx on August 12, 2009, 07:48:20 PM
you can stay, i'm heading back. I could have made a few potions and  scrolls.  you know... buff'n it up... cuz we are going to get ****** up.
Title: Welcome to Kramerland...
Post by: MeatLips on August 12, 2009, 08:25:18 PM
Quote
Yes, Kramer.....I'm busting your balls.

I love you too, sweetie pie :D

Firstly, the axe trap was indeed weak. And it was set off by mutt because he rolled total ass for his 'Disarm Device' skill check.

As for the council part, I did say, since the whining was becoming unbearable, to come up with a brilliant idea and roll an insanely high diplomacy check. Mutt was a few short on that roll too. Also the ideas weren't all that brilliant either.

There were plenty of things you guys could have done, like walk around the town, or do this weird thing called 'Role Playing', instead of whining about not having anything to kill yet.

Hell, I finally even encouraged you to go riding off in search of the Red Hand. Because you guys are so bad-ass, surely a massive army of goblins and other assorted monsters would prove to be little challenge!

Then you started fighting that red dragon. And he issued such a ridiculous beat-down, killed Mutt's dragonelle, and spanked you fellows so hard that he clearly needed the support of the massive horde of goblins that were attracted by his roars.

So I assume that Sac Lamb's list of 'Fuckers I'm Gonna Kill' now contains at least two entries:

GhostLord... for making me piss myself!
Red Dragon Douche... for kicking my ass!


In my own defense, following a module that has no specific methods for handling characters that can do the stuff you guys can do, has been really difficult. It makes assumptions that you guys basically blow out of the water.

I'm doing my best, Sac-Lamb. So EAT ME.
Title: Welcome to Kramerland...
Post by: imurrx on August 12, 2009, 10:24:36 PM
Quote from: MeatLips;320277
So EAT ME.

Is that a challenge?

Since we are just a bunch of moolies and retards, perhaps you should have thrown a bone to us, Like, perhaps like, take inventory of the town, or... do a mock invasion and seek out the weekness of the town's deffenses...

but honestly, every time we came up with an idea (and some were dumb), you would occasionally interject "they have taken that inconsiderartion" or, their too stupid and out of their knowlleged.

Honestly the roll playing of the NPC could have been better, in fact, their performance was probably as bad as Kratos dancing in a tutu.

Infact at one point I said, lets go to a tavern, and you asked which one, I said the most seedist one in town, but we were not done with the high council meeting.

So, it was an all around stinkfest from everyone. thats means you too mellon!
Title: Welcome to Kramerland...
Post by: imurrx on August 15, 2009, 11:28:59 PM
Lamb, I may have the answer to our problems.... call me tomorrow evening. It will take a lot of gold and retooling of our guys, but we might be able to really whipe out this army.
Title: Welcome to Kramerland...
Post by: MeatLips on August 19, 2009, 02:55:47 AM
Thursday night at my place. Mutt is already in, how bout the rest of you jamokes?
Title: Welcome to Kramerland...
Post by: Mutt on August 19, 2009, 11:16:16 PM
so, is it yes or no for thursday?
Title: Welcome to Kramerland...
Post by: imurrx on August 19, 2009, 11:42:26 PM
I will be there... making some prep stuff..


you know... listing the magic items since you have no internet connection
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on August 20, 2009, 05:48:02 AM
Sure.
Title: Welcome to Kramerland...
Post by: imurrx on August 22, 2009, 02:24:20 AM
good session last night.

OK... I did some homework and created a google document that will calculate how long it will take to dig a trench around brindol.

I found some texts that actually had numbers how much a man can shovel in various soils. I went with standard earth (since we are in farmland and next to a river), 1000 man army, and I even calculated in breaks.

According to the math, we can dig a 4000 foot long moat that is 30 feet wide and 10 feet deep!

here is the link to the sheet
http://spreadsheets.google.com/pub?key=t4ao2UvVT2CgoH9Co3IZXqg&single=true&gid=1&output=html

OK... try to dispute me!
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on August 24, 2009, 06:20:36 AM
Ok. Last session, we were trying to think of a way to fortify the town of Brindol. We spoke with Lord Jarmath for a while at a local tavern called the Thirsty Zombie, and proceeded to get piss drunk. They had a "no animals" policy, so Banjo and his canine friend weren't permitted to come inside. Eventually, Hrothgar cast an illusion upon them to make them look like a Gnome named "Bob", in order to sneak them in. That was interesting..

Later, Kratos went wandering around the town with Banjo perched on his shoulder. They examined the walls, searching for weak points in the walls' construction. The rest of us tried to devise a plan to defend the town. I suggested casting multiple Plant Growth spells, and Horatio successfully attempted to created a Scroll of Plant Growth. And so we have a few days to prepare...

(http://www.wizards.com/dnd/images/rhod_maps/95693.jpg)
Title: Welcome to Kramerland...
Post by: imurrx on August 26, 2009, 10:56:40 PM
I have been thinking about the sabotage and the flooding of the moat that was being built. The only people who would have died would wave been in the blast zone of the bomb that destroyed the dam.

Here is why. The river has always been talkted about to be more than 15 deep, 100 feet wide and the dam was about 30 feet wide (which was also reinforced as well.

Now the pressure you may think would be great on that dam especially the river would be moving at 1.5 mph. Sounds a lot but in actually it is not. Here is why.

The movement of the water is perpendicular to the dam and is constantly moving away. So the only force of the water that is static on the dam would be the first few inches to about a foot of water  that would be pushing against the dam.

Now with that said, I calculated the dam would hold over 500,000  lb of pressure if it was not reinforced. The pressure against the dam is more than half of that.

Lest say there is about 250,000 lb of dirt that needs to be moved. thats about 125 tons of explosive force to bust open the dam.

SO ... to clear the dam wide open and to flood at maximum rate, you need about 104 sticks of dynamite of force. Now, I doubt the  explosive that was used would have been as strong as that. In fact, it probably would have weaken the dam and it then broke open with a 5-10 foot gap at first then open up in the next few minutes.

Also the length of time it would take to flood  the moat would take over 30 minutes. Here is why... remember the river is moving perpendicular to the dam at 1.5 mph. Well, if the dam is head on the river, it would fill up with that rate of flow. It is 4000 feet distance, it's 0.75 miles. so 30 minutes to fill.

BUT... since the moat is 90 degrees to the river it will fill at a slower rate.

SO... the toilet bowl flush you first described could have not happened. First, the explosive needed to be equivalent to 100 tons of force. Second, the rate of fill would need in minutes would have been a head on to the river and have a speed of 15 mph (10 times faster).

One other point would be the fact that the moat may be still in sections and the flooding would have stopped at multiple levies or dams.


so... the range of 1000 people hurt and most of them survived is actually a lower number. It should be just about everyone survived except the few in he blast radius.
Title: Welcome to Kramerland...
Post by: MeatLips on August 31, 2009, 02:01:59 PM
Please keep in mind that there are more things between heaven and hell than are even dreamed of in your philosophy, sport. Especially in D&D. Anything is possible. Never mind arguing with your "this is SCIENCE!!" nonsense.

So we playing at my place tonight, right?
Title: Welcome to Kramerland...
Post by: Mutt on August 31, 2009, 03:24:49 PM
sure but I'm out early. 10:30 or so, so if you can start early it would be better
Title: Welcome to Kramerland...
Post by: MeatLips on August 31, 2009, 03:47:07 PM
Quote from: Mutt;325557
sure but I'm out early. 10:30 or so, so if you can start early it would be better


Why you out early, chief? You sacrificing sleep again?

The earliest I can do is 7pm.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on August 31, 2009, 06:25:18 PM
I'll be there at 7:00.
Title: Welcome to Kramerland...
Post by: imurrx on September 01, 2009, 08:18:51 PM
DM has stumped our stupid party except for the former DM.
Title: Welcome to Kramerland...
Post by: imurrx on September 01, 2009, 11:02:32 PM
Quote from: imurrx;325881
DM has stumped our stupid party except for the former DM.


What am I saying?


anyway...


does Thursday at my house sound good? Meatballs or Meatsauce and pasta?
Title: Welcome to Kramerland...
Post by: MeatLips on September 02, 2009, 10:00:05 AM
I'm up for it! :-D
Title: Welcome to Kramerland...
Post by: Mutt on September 02, 2009, 08:12:38 PM
nope, I have plans already... If it changes I'll let you know
Title: Welcome to Kramerland...
Post by: imurrx on September 02, 2009, 08:36:54 PM
Quote from: Mutt;326219
nope, I have plans already... If it changes I'll let you know


then saturday?  i got work friday night
Title: Welcome to Kramerland...
Post by: Mutt on September 02, 2009, 09:36:48 PM
I may be going away for the weekend, I should know by tomorrow
Title: Welcome to Kramerland...
Post by: MeatLips on September 03, 2009, 09:32:17 AM
Monday night at Mutt's it is then!
Title: Welcome to Kramerland...
Post by: imurrx on September 03, 2009, 08:42:05 PM
Quote from: MeatLips;326394
Monday night at Mutt's it is then!


hey... someone sounds happy. Don't let your ego get too big. it can be very easily deflated.
Title: Welcome to Kramerland...
Post by: Mutt on September 04, 2009, 12:23:43 PM
If you guys still want to get together tomorrow I should be able to. My plans fell through. but will need to be at my place.
Title: Welcome to Kramerland...
Post by: MeatLips on September 05, 2009, 02:55:57 PM
Sorry. I already made other plans.
Title: Welcome to Kramerland...
Post by: imurrx on September 05, 2009, 08:59:56 PM
Quote from: MeatLips;327440
Sorry. I already made other plans.


got a hot date or another show at the Ramrod?
Title: Welcome to Kramerland...
Post by: Mutt on September 06, 2009, 09:01:43 AM
Quote from: imurrx;327561
got a hot date or another show at the Ramrod?


I'm betting he was at Ramrod

Not sure if you guys are working tomorrow or not, but if not why don't we try getting together earlier, and we can squeeze in a cookout.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on September 06, 2009, 09:12:36 AM
Okay. Let's recap things a bit. Here's the current cast of characters....

* Reven Tyge (Mutt): Reven is a 9th-level Dragon Shaman. He appears as a large, hulking, human wielding a bastard sword. However, his true strength lies in the wide array of bizarre, magical powers at his disposal, such as breathing fire, healing, breathing under water, and more. If something is flammable, he likes to burn it, if it wears a skirt, he likes to bang it, and if something is valuable, he likes to take it. He'd make a great Dragon. :)

* Blumpy Boo (Blumpy): Blumpy has been away for a while, and is reuniting with the group again. He appears as a non-descript Human, and is classed as a 5th-level Cleric/2nd-level Radiant Servant of Pelor, with the "Saint" template. Part of his shtick is that he's taken a Vow of Poverty, and thus wanders aimlessly about with only the clothes on his back. Despite his vast clerical powers, he has a very fatalistic demeanor, rendering him ineffectual in most situations. Experience dictates that he must be incessantly nagged in order to compel him to do anything...

* Horatio Tortolla (imurrx): Horatio is a 9th-level Human Artificer, non-descript in appearance. He is calm, focused, and usually resorts to diplomacy when matters become stressed. Horatio continues to act as the party's magical engineer and primary source of non-magical artillery. He also remains our primary source of magical identification.

* Kratos (imurrx): Kratos is a Warforged, which is an artificial golem-like being transported from the Eberron campaign setting. He's classed as a 5th-level Fighter/4th-level Warforged Juggernaut, and could be classified as a walking, talking tank. Basically, he's renouncing his organic side, and becoming more truly a mechanical construct. It's kinda weird. I think that means he's immune to regular healing spells now, so that does make things more complicated...:hmm:

* Hrothgar (me): Hrothgar is a 9th-level Battle Sorceror, appearing as an athletic Human armed with multiple weapons, though his primary weapon is an enchanted maul (large hammer), which he uses to crush his enemies. He possesses a wide array of spells, such as artillery magic (Magic Missile, Flaming Sphere, Lightning Bolt), shaping spells (Wood Shape, Stone Shape), and healing magic (various Cure spells).

* Banjo (me): Banjo is an intelligent, wisecracking raven....acting as Hrothgar's familiar (companion familiar), and occasional comic relief. He still can't fight for shit, and is the constant recipient of verbal abuse from the rest of the group (they often threaten to eat him :rolleyes:), yet he remains a valuable member of the party. His speed, night vision, and flying ability all make him an excellent scout, and he's still an excellent conduit for many of Hrothgar's spells....

* Chinook (me): Chinook is the newest member of the group; an intelligent wolf, curious about everything, and constantly hungry....also acting as Hrothgar's animal companion (companion familiar). He acts as a passable tracker, and as Hrothgar's personal bodyguard. He follows the rest of his unusual human "pack mates", considering them to merely be "odd-looking wolves on two feet".

Information on what's happening in the campaign will be revealed later...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on September 06, 2009, 10:37:21 AM
It's been a while since I've posted, so if I forget a few things, or post events out of order, please feel free to have a conniption fit. In any case, I'm going to compress things a bit. I'll describe two sessions, starting with the session from a couple weeks ago in this post. Our last gaming session will be described in my next post...

(http://www.wizards.com/dnd/images/rhod_maps/95693.jpg)
 
=Session 1=

We're in the city of Brindol, which is in danger of imminent attack by the forces of the Red Hand. Our goal is to defend it. At some point, we discern the presence of both a Manticore and a Red Dragon flying high above Brindol, spying on the city below. The DM unwisely believes that extreme distance renders them safe from our attacks, and is caught with his pants down....;)

Hrothgar then launches a volley of Fireballs, which eventually slays the Manticore. The Red Dragon flies off, unharmed....

We devise a plan. It's our goal to create a 30-foot wide moat to surround the city, and then surround that moat with dense foliage through the application of multiple Plant Growth spells. Horatio is hard at work crafting these Plant Growth scrolls, while the rest of the group assists in the formation of the moat, and searches for other ways to help fortify the city. It's our hope that doing so will slow the enemy's advance.

We're in the heart of the city, when we suddenly hear the sound of a loud explosion. When we rush forward to investigate, we see that the dam separating the moat from the river has been destroyed, causing the moat to flood before it was fully prepared.

This...."incident" spurred a loud and rabid discussion about the speed of water. There was an argument. We became irate after the DM informed us that almost a mile of moat was instantly filled by water, and that this flood killed 800 men. Well...um...he eventually amended that to 200 men, or so. I think. :rolleyes:

In any case, we desperately scoured the area for evidence of some form of explosive, and we eventually recovered a fragment of something from the moat. At this point, we confront Captain Lars Ulverth. He's interrogating his men about what happened, but at that point I get irritated, and have Hrothgar strongly berate him and his men for their incompetence. The DM seems a bit surprised at my vehemence, but when I get pissed off enough, I wake the fuck up.

Anyway, we interrogate the soldiers, and they seem frightened, but only in a general way that we don't yet understand, so that session does not end with a smile...:mad:

To be continued...
Title: Welcome to Kramerland...
Post by: imurrx on September 06, 2009, 09:53:45 PM
I am working until 5 pm. So 6 pm would be good for me. I can try to convince my wife. someone call me at work tomorrow to finalize
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on September 07, 2009, 02:29:42 AM
=Session 2=

Okay, now we're on our previous gaming session....

We continue to investigate the source of the explosion, and discover a few things. After talking with a Gynosphinx (and making a million bad gynecologist jokes) named Alandri at the Red Magic & Sundries, we discover that the three guardsmen who were on duty have been imprisoned for criminal negligence of their duties, and also that the old wizard, Immerstal, had six casks (16 lbs each) of gunpowder stolen from him.

We come up with an idea, and have Horatio use an infusion to simulate a Scrying spell to find the person that caused the explosion. We discover that who we're seeking is some woman named Mya or Mia or something. She's someone we saw earlier on, but that we simply ignored. Reven then encourages Chinook to try to track her down. We eventually find the inn she supposedly was staying at.

When we reach the inn, we begin interrogating the barkeep, who nervously tells us where Mia's room is. Some of the town mercenaries don't like the way we're throwing our weight around, and start getting in our faces, but Kratos acts a barrier between them and Reven. Reven then marches the bartender up to Mia's room. When the door is opened....

....there's an explosion!

 The barkeep ain't feeling too great. :( We race upstairs to see what happened. Everyone's scopin' out the hallway and then the room, while I have Hrothgar heal the poor barkeep. We need to find her quickly, so I have Chinook attempt to track her down again. This time, we're lead on a wild goose chase outside the city walls. Chinook becomes confused, as the scent of his quarry changes in a subtle way. In any case, we keep going. Eventually, the trail ends at and up a large tree. I decide to have Banjo fly up there and check it out. So the Raven darts upward, and shouts,

"Hey, guys! I see webs up here!"

We see nothing, and hear nothing, so Reven decides to burn down the tree. :)

Eventually, the tree falls.....right down on Hrothgar and Banjo. That hurt. :mad:

(http://www.wizards.com/dnd/images/rhod_maps/95693.jpg)

Anyway, we return to town, and decide to speak with the town guardsmen that were jailed. I'm getting irritated, and we need answers. We're permitted to interrogate them.

We ask very precise questions, and discover that their description of her matches what we've seen. She gave them ale, and shortly thereafter, they passed out, but not before they witnessed an unusual sight. They told us that the very waters of the river rose up and crashed over the dam, and into the canal.

During all this, I came to a stunning conclusion. I considered that we're possibly facing a Druid. A Druid could have caused the explosion at the inn, using a Fire Trap spell, could have used a modified version of Wild Shape with the Vermin Shape feat, and transformed into a giant spider outside of the city walls, which could explain Chinook noticing the change in scent, and Banjo seeing the presence of the web in the tree. Then, what the town guardsmen described happening at the river could have at least been partially achieved via a Control Water spell, which is magic attainable by mid-level Druids. Plus, if she gave them drugged or poisoned ale, and drank it with them, she could conceivably be completely unaffected by it, as high-level Druids are immune to poison.

It all makes sense. :pundit:

So there you have it, folks. We have little time to find that treacherous she-bitch before the Red Hand marches on Brindol, so we'd best act fast....
Title: Welcome to Kramerland...
Post by: MeatLips on September 07, 2009, 03:30:23 PM
Quote from: Mutt;327724
I'm betting he was at Ramrod


Funny, isn't that where you went on Thursday night?
Title: Welcome to Kramerland...
Post by: imurrx on September 07, 2009, 08:30:05 PM
so how about Tuesday???
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on September 08, 2009, 03:05:37 AM
Quote from: imurrx;328413
so how about Tuesday???


Sounds good to me. :)
Title: Welcome to Kramerland...
Post by: Mutt on September 08, 2009, 08:19:32 AM
Tonight is good with me
Title: Welcome to Kramerland...
Post by: MeatLips on September 08, 2009, 11:58:23 AM
I got a doctors appointment at 6:30, but I should be back home by 7:15 or so.
Title: Welcome to Kramerland...
Post by: Mutt on September 08, 2009, 01:25:23 PM
so I should see you guys about 7:45?
Title: Welcome to Kramerland...
Post by: imurrx on September 08, 2009, 06:01:24 PM
Meatlips is driving. I drove last time.
Title: Welcome to Kramerland...
Post by: imurrx on September 09, 2009, 12:02:27 AM
EPIC FAIL

for all

:banghead:
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on September 09, 2009, 07:25:20 AM
Quote from: imurrx;328860
EPIC FAIL

for all

:banghead:


Agreed. I really don't wanna describe last night's session.....because honestly, why lengthen the agony? But you know what? Just for the sake of clarity, I'll explain the basics. Last night, it took us over an hour to get started. Mutt was yapping about his girlfriend, but it didn't bug me, because I was tweaking the spell list for my character, and nobody else seemed to mind.....at first. Then the food delivery guy came, just as we were starting, so that slowed things down.

After this, MeatLips described what happened, but the way the scenario was set up, half the party couldn't contribute at all, and even those that could contribute, could only do so in a very limited capacity. Allow me to explain...:pundit:

My character, Hrothgar hears marching, so I send his Raven familiar, Banjo, to fly up and investigate. He can vaguely see a couple dragons and a mass of soldiers approaching, so we alert Jaarmath and the city guardsmen. Okay....then what? The armies of the Red Hand have begun to lay siege to the city of Brindol. We're defending it, right?

We go up onto the city walls. It's a waiting game right now, since we're not in charge of the city's defense. We built a moat and magically grew some foliage around the city to keep out the enemy, but it seems all we can do is wait. We're not in charge of the soldiers, or the siege artillery (if there is any), or any of that. So what can we do?

We hear "thuds" on the side of the western wall. Boulders are being thrown by giants. How do we know? Well, the DM told us, but he also said it was so dark that we couldn't see them. In fact, he said it was now pitch black, so we couldn't see anything. We couldn't hear anything either, apparently...

So how do we know giants that we cannot see are throwing boulders? Honestly, I have no fucking clue. So anyway, the gates are being relentlessly hammered. It's then, that one of the dragons swoops down and starts breathing fire on the city. Of course, it's happening so far away that we're unable to do anything about it. This bullshit went on for a while, with us getting increasingly frustrated, and if it seems I'm being unfair, think about this...

(A.) We can't stop the walls from being hammered. We're told that giants are doing it, but no NPC told us this. We just "know" it.

(B.) It's pitch black both inside the walls and out, and we can't see or hear shit. The only time this changes is when a boulder is almost in our faces, or when the impact of a stone is clanging against the walls. Oh, and we can also see fire illuminating a section of the other side of the city. Of course, the dragon flies off before we can do anything about it. :rolleyes:

(C.) Mutt starts snoring. He fell asleep while this went on, but honestly.....I just can't blame him. I was mildly frustrated, but mostly bored. imurrx was pissed when Mutt started snoring, but nothing was fucking happening. This session was going terribly.

(D.) Even when I used tactics, they seemed mostly ineffectual. Since we couldn't see or hear dick, I decided to cast Light on one of Horatio's crossbow bolts, and had him fire it at what we assumed was the source of the boulders. Guess what the lighted arrow revealed? Nothing. Oh, wait...it might have partially revealed one giant, but I don't really remember. Anyway, I had Hrothgar cast Fireball, but he inflicted piddling damage on a few giants, so it was basically a waste.

(E.) The other characters had nothing to do. Seriously. What can we have Kratos or Reven do? The only two characters with ranged attacks are Horatio and Hrothgar, and we have limited resources. The attack barely started, and yet Hrothgar already used up a shitload of magic.

So I finally got frustrated, and said...

"Let's just run out and attack."

Yes, it's tactically and almost suicidally stupid, but I was getting fed up. We all were. Honestly, for the first time, Mike's plaintive wail:

"I can't do anything!" :idunno:

...actually made sense.

This adventure module is a bad fit for us, and last night's session blew goats. It just wasn't working. Honestly, we should be focusing more on dungeon environments, because they'll be less of a pain-in-the-ass for Kramer-san to DM.

Oh, and Kramer (MeatLips)....if you decide to continue with this, then I hope you took our conversation with you on the drive home to heart. Now I will tell you guys what our precious DM should do.

(1.) Make an exciting event happen right away in our vicinity, at the beginning of the gaming session, and provide us with an immediate chance to respond to it. What do I mean? Here are examples...

(1a.) A meteorite streaks out of the sky, and falls in our general vicinity. It potentially has religious significance to both sides in the conflict, and is enough to temporarily frighten the dragons. Something strange is inside of it...
(1b.) A small band of Hobgoblins discovers a secret route into the city, and attacks our characters out of fear that our characters have seen them. Maybe someone we know let them in....
(1c.) A small band of assassins hired by the woman we were tracking attempts to kill us. They might be disguised as midwives or as guardsmen or as anyone else.
(1d.) Some courtesans are looking for a little action before the city burns down, and make a pass at a couple of the characters.
(1e.) A small Pseudodragon hides in the bushes, following us around, possibly looking for help. It's carrying an artifact of some sort that it wishes to hide from the Red Hand, and considers only our group to be strong enough and trustworthy enough to hold it. Maybe it stole something from the Lich, and knows about our encounter with it...
(1f.) A few secret Red Hand loyalists attempt to incite a riot within the city walls. People are injured, and property is damaged. If something isn't done about it, it could hinder defense of the city.
(1g.) A group of bards start playing music in the middle of the city. Nero played a fiddle while Rome burned; why can't they?

There's more that could be done, but these are just examples. Feel free, Captain DM, to come up with your own ideas...:)

(2.) Describe everything. What's the style of architecture for the buildings? Are there people in the streets? How are they dressed? How do they react to us and to each other?  Every city has a feel. We should be hearing the "clang-on-clang" of metal as people begin forging weapons. We should smell the cooking fires, hear the buzz of insects, and people laughing and screaming. What about children? Where are they? Or animals? Draft horses, cats, barking dogs, pigeons, rats, you name it.

(3.) Make us care. Yes, the city is under siege, but we're not emotionally invested in it. None of the NPCs matter. They're mostly forgettable. Some NPCs should be goofy, some hostile, and some helpful. Give them simple names and memorable personality quirks. And anyway, what's so special about this city that we should bother to defend it? I'll be damned if I know, as our DM hasn't really described it.

(4.) Give us an enemy to hate. Yeah, that's right. We need a douchebag with a name. Give him flunkies. He should have plans that oppose our own. And remember, not every enemy has to be an uber-powerful wizard or like fucking "Doctor Evil" from the Austin Powers movies. Maybe we'll just be harassed by the local sleazeball tax collector and his Half-Ogre sidekick for "failure to pay a transportation tax" or a "weapons tax" or a "livestock tax" or other such bullshit. There are always options.

Right now, there's a limit to what can be done, because we're in the middle of a pitched battle, in which we impotently cannot do anything. So, MeatLips, my boy....you're gonna have to be more creative if you wanna turn this lemon into lemonade....:cool:
Title: Welcome to Kramerland...
Post by: imurrx on September 09, 2009, 08:16:05 PM
Quote from: Sacrificial Lamb;328939
Agreed. I really don't wanna describe last night's session.....because honestly, why lengthen the agony? But you know what? Just for the sake of clarity, I'll explain the basics. Last night, it took us over an hour to get started. Mutt was yapping about his girlfriend, but it didn't bug me, because I was tweaking the spell list for my character, and nobody else seemed to mind.....at first. Then the food delivery guy came, just as we were starting, so that slowed things down.

After this, MeatLips described what happened, but the way the scenario was set up, half the party couldn't contribute at all, and even those that could contribute, could only do so in a very limited capacity. Allow me to explain...:pundit:

My character, Hrothgar hears marching, so I send his Raven familiar, Banjo, to fly up and investigate. He can vaguely see a couple dragons and a mass of soldiers approaching, so we alert Jaarmath and the city guardsmen. Okay....then what? The armies of the Red Hand have begun to lay siege to the city of Brindol. We're defending it, right?

We go up onto the city walls. It's a waiting game right now, since we're not in charge of the city's defense. We built a moat and magically grew some foliage around the city to keep out the enemy, but it seems all we can do is wait. We're not in charge of the soldiers, or the siege artillery (if there is any), or any of that. So what can we do?

We hear "thuds" on the side of the western wall. Boulders are being thrown by giants. How do we know? Well, the DM told us, but he also said it was so dark that we couldn't see them. In fact, he said it was now pitch black, so we couldn't see anything. We couldn't hear anything either, apparently...

So how do we know giants that we cannot see are throwing boulders? Honestly, I have no fucking clue. So anyway, the gates are being relentlessly hammered. It's then, that one of the dragons swoops down and starts breathing fire on the city. Of course, it's happening so far away that we're unable to do anything about it. This bullshit went on for a while, with us getting increasingly frustrated, and if it seems I'm being unfair, think about this...

(A.) We can't stop the walls from being hammered. We're told that giants are doing it, but no NPC told us this. We just "know" it.

(B.) It's pitch black both inside the walls and out, and we can't see or hear shit. The only time this changes is when a boulder is almost in our faces, or when the impact of a stone is clanging against the walls. Oh, and we can also see fire illuminating a section of the other side of the city. Of course, the dragon flies off before we can do anything about it. :rolleyes:

(C.) Mutt starts snoring. He fell asleep while this went on, but honestly.....I just can't blame him. I was mildly frustrated, but mostly bored. imurrx was pissed when Mutt started snoring, but nothing was fucking happening. This session was going terribly.

(D.) Even when I used tactics, they seemed mostly ineffectual. Since we couldn't see or hear dick, I decided to cast Light on one of Horatio's crossbow bolts, and had him fire it at what we assumed was the source of the boulders. Guess what the lighted arrow revealed? Nothing. Oh, wait...it might have partially revealed one giant, but I don't really remember. Anyway, I had Hrothgar cast Fireball, but he inflicted piddling damage on a few giants, so it was basically a waste.

(E.) The other characters had nothing to do. Seriously. What can we have Kratos or Reven do? The only two characters with ranged attacks are Horatio and Hrothgar, and we have limited resources. The attack barely started, and yet Hrothgar already used up a shitload of magic.

So I finally got frustrated, and said...

"Let's just run out and attack."

Yes, it's tactically and almost suicidally stupid, but I was getting fed up. We all were. Honestly, for the first time, Mike's plaintive wail:

"I can't do anything!" :idunno:

...actually made sense.

This adventure module is a bad fit for us, and last night's session blew goats. It just wasn't working. Honestly, we should be focusing more on dungeon environments, because they'll be less of a pain-in-the-ass for Kramer-san to DM.

Oh, and Kramer (MeatLips)....if you decide to continue with this, then I hope you took our conversation with you on the drive home to heart. Now I will tell you guys what our precious DM should do.

(1.) Make an exciting event happen right away in our vicinity, at the beginning of the gaming session, and provide us with an immediate chance to respond to it. What do I mean? Here are examples...

(1a.) A meteorite streaks out of the sky, and falls in our general vicinity. It potentially has religious significance to both sides in the conflict, and is enough to temporarily frighten the dragons. Something strange is inside of it...
(1b.) A small band of Hobgoblins discovers a secret route into the city, and attacks our characters out of fear that our characters have seen them. Maybe someone we know let them in....
(1c.) A small band of assassins hired by the woman we were tracking attempts to kill us. They might be disguised as midwives or as guardsmen or as anyone else.
(1d.) Some courtesans are looking for a little action before the city burns down, and make a pass at a couple of the characters.
(1e.) A small Pseudodragon hides in the bushes, following us around, possibly looking for help. It's carrying an artifact of some sort that it wishes to hide from the Red Hand, and considers only our group to be strong enough and trustworthy enough to hold it. Maybe it stole something from the Lich, and knows about our encounter with it...
(1f.) A few secret Red Hand loyalists attempt to incite a riot within the city walls. People are injured, and property is damaged. If something isn't done about it, it could hinder defense of the city.
(1g.) A group of bards start playing music in the middle of the city. Nero played a fiddle while Rome burned; why can't they?

There's more that could be done, but these are just examples. Feel free, Captain DM, to come up with your own ideas...:)

(2.) Describe everything. What's the style of architecture for the buildings? Are there people in the streets? How are they dressed? How do they react to us and to each other?  Every city has a feel. We should be hearing the "clang-on-clang" of metal as people begin forging weapons. We should smell the cooking fires, hear the buzz of insects, and people laughing and screaming. What about children? Where are they? Or animals? Draft horses, cats, barking dogs, pigeons, rats, you name it.

(3.) Make us care. Yes, the city is under siege, but we're not emotionally invested in it. None of the NPCs matter. They're mostly forgettable. Some NPCs should be goofy, some hostile, and some helpful. Give them simple names and memorable personality quirks. And anyway, what's so special about this city that we should bother to defend it? I'll be damned if I know, as our DM hasn't really described it.

(4.) Give us an enemy to hate. Yeah, that's right. We need a douchebag with a name. Give him flunkies. He should have plans that oppose our own. And remember, not every enemy has to be an uber-powerful wizard or like fucking "Doctor Evil" from the Austin Powers movies. Maybe we'll just be harassed by the local sleazeball tax collector and his Half-Ogre sidekick for "failure to pay a transportation tax" or a "weapons tax" or a "livestock tax" or other such bullshit. There are always options.

Right now, there's a limit to what can be done, because we're in the middle of a pitched battle, in which we impotently cannot do anything. So, MeatLips, my boy....you're gonna have to be more creative if you wanna turn this lemon into lemonade....:cool:


Is that all you have to say ;)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on September 09, 2009, 10:47:36 PM
Quote from: imurrx;329351
Is that all you have to say ;)

I was gonna just say "epic fail", but you beat me to it, so I thought that I'd elaborate. :)
Title: Welcome to Kramerland...
Post by: imurrx on September 10, 2009, 12:18:50 AM
i got a couple of ideas... call me
Title: Welcome to Kramerland...
Post by: MeatLips on September 10, 2009, 11:39:38 AM
Quote
(A.) We can't stop the walls from being hammered. We're told that giants are doing it, but no NPC told us this. We just "know" it.


You guys fucking kill me. While I agree that there were a lot of fails going on here, I will repeat once again how the fuck you found out about the giants. Fucking Jarmath told you using the FUCKING telepathic link with Horatio. He said 'We've got two groups of giants hammering the walls with boulders at two different locations. I'm sending my men to handle one group, can you guys handle this other group?'

Also, it is indeed dark. Complicated by the FUCKING forest you grew around the city. I'll admit that saying the city was dark was probably a mistake on my part as well, but since no regular human can see in the dark, people are carrying torches.

SacLamb, while I bow to your extended wisdom with your lengthy experience as a DM, I am trying to bend this module to work with the types of characters you guys are playing. But it does get difficult when I make something happen and I get an ASSLOAD of "That can't happen!" bullshit.

So you want this to be better? Fine. We'll retconn the entire fucking thing from before the attack. You want sympathetic characters? Fine. You want a reason to fight? To hate the Red Hand? I'll make it so that you want to kill those fuckers so bad, you can fucking taste it.

I get the criticism and everything, but for fuck's sake, there has NEVER been any fucking situation where you douche-bags just KNOW what the hell is happening. You just conveniently forget how you found out. Out of all the points you made in your editorial, that's the only one that annoyed me the most.

Oh and Mutt falling asleep has more to do with his tendency to not sleep regular hours. Being up all hours either working, drinking, fucking his gf, and then getting up at 5am will do that to you.

Be ready next monday and plan to have the fires of hell rained down upon you.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on September 10, 2009, 04:52:30 PM
I love you too, sunshine. :)
Title: Welcome to Kramerland...
Post by: imurrx on September 10, 2009, 09:56:23 PM
Quote from: meatlips;329584
you guys fucking kill me. While i agree that there were a lot of fails going on here, i will repeat once again how the fuck you found out about the giants. Fucking jarmath told you using the fucking telepathic link with horatio. He said 'we've got two groups of giants hammering the walls with boulders at two different locations. I'm sending my men to handle one group, can you guys handle this other group?'

also, it is indeed dark. Complicated by the fucking forest you grew around the city. I'll admit that saying the city was dark was probably a mistake on my part as well, but since no regular human can see in the dark, people are carrying torches.

Saclamb, while i bow to your extended wisdom with your lengthy experience as a dm, i am trying to bend this module to work with the types of characters you guys are playing. But it does get difficult when i make something happen and i get an assload of "that can't happen!" bullshit.

So you want this to be better? Fine. We'll retconn the entire fucking thing from before the attack. You want sympathetic characters? Fine. You want a reason to fight? To hate the red hand? I'll make it so that you want to kill those fuckers so bad, you can fucking taste it.

I get the criticism and everything, but for fuck's sake, there has never been any fucking situation where you douche-bags just know what the hell is happening. You just conveniently forget how you found out. Out of all the points you made in your editorial, that's the only one that annoyed me the most.

Oh and mutt falling asleep has more to do with his tendency to not sleep regular hours. Being up all hours either working, drinking, fucking his gf, and then getting up at 5am will do that to you.

Be ready next monday and plan to have the fires of hell rained down upon you.


thats what i am talking about..... Passion!
Title: Welcome to Kramerland...
Post by: imurrx on September 15, 2009, 04:49:19 PM
Now that was a better sessions. Even Blumpy got more action than a 40 year old virgin at a Britney Spears concert.

Now Here are my positives.


Now, here are the negatives

So better improvement. If Mr DM kept the reigns longer at the end, it would have been faster. We probably waisted about 90 minutes out of the 4 hours of us being there. That was better than the previous session of 2½hours  out of 3 of being buttass gaming.

Now, I am game for Thursday. Who's in???
Title: Welcome to Kramerland...
Post by: MeatLips on September 16, 2009, 11:39:25 AM
Quote
Mutt was taking pictures with the rubber penis he gave to Meatlips for his birthday. Too much dicking around.

The scary thing is, I don't know what he did with that thing. I didn't see it anywhere after you guys left...

Oh, and I got that bottle you were kind enough to deposit on my balcony, douche-face. I'll be returning it to you soon enough.

I'm not going to be able to do Thursday. I need to finish getting ready for my fun-filled trip down to Jersey Friday morning.
Title: Welcome to Kramerland...
Post by: Mutt on September 16, 2009, 11:53:46 AM
if you only knew....
Title: Welcome to Kramerland...
Post by: imurrx on September 16, 2009, 05:44:08 PM
Quote from: MeatLips;331639
The scary thing is, I don't know what he did with that thing. I didn't see it anywhere after you guys left...

Oh, and I got that bottle you were kind enough to deposit on my balcony, douche-face. I'll be returning it to you soon enough.

I'm not going to be able to do Thursday. I need to finish getting ready for my fun-filled trip down to Jersey Friday morning.


Well for canceling on us tomorrow, expect a larger deposit.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on September 17, 2009, 06:00:31 PM
I guess we're on next week then. No problem. I'll write the journal tonight though.
Title: Welcome to Kramerland...
Post by: imurrx on September 17, 2009, 06:55:12 PM
So when your coming back Meatlips? Lets game for the next day and them monday. Want to wrap this battle up. I got this itch, and it can't be scratched.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on September 17, 2009, 08:48:05 PM
Quote from: imurrx;332163
So when your coming back Meatlips? Lets game for the next day and them monday. Want to wrap this battle up. I got this itch, and it can't be scratched.


They have a cream for that.
Title: Welcome to Kramerland...
Post by: imurrx on September 18, 2009, 10:04:27 PM
I have been examining the the xp system and the level independent version, we are getting jipped with the unearth arcana version. The only bonus is the xp for low level  slautter mobs of goblins and orcs. bummer
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on September 22, 2009, 07:07:20 PM
That's a shame. Maybe if we chop down a couple more trees, we'll get more xp...? :)
Title: Welcome to Kramerland...
Post by: imurrx on September 23, 2009, 08:00:30 PM
Senior Kramer is back from the land of Jersey. Now... He and I are game for Thursday evening. WHo's in?
Title: Welcome to Kramerland...
Post by: Mutt on September 23, 2009, 09:26:17 PM
Should be able to...
Title: Welcome to Kramerland...
Post by: imurrx on September 24, 2009, 10:13:11 AM
I'll drive down to marks. Kramer, what time will you be ready?
Title: Welcome to Kramerland...
Post by: imurrx on September 24, 2009, 03:22:30 PM
It's on. I will pick up lamb at 6:30 and be at Meatlips house at 6:45. We will hit the road by 7 pm down to mutts house.

then it's fisting time.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on September 24, 2009, 03:33:29 PM
Quote from: imurrx;333946
It's on. I will pick up lamb at 6:30 and be at Meatlips house at 6:45. We will hit the road by 7 pm down to mutts house.

then it's fisting time.


Fisting time is my favorite time. :D
Title: Welcome to Kramerland...
Post by: imurrx on September 27, 2009, 10:03:55 AM
So it's on at Senor Kramer's house on Tuesday?
Title: Welcome to Kramerland...
Post by: Mutt on September 27, 2009, 10:11:18 AM
Quote from: imurrx;334360
So it's on at Senor Kramer's house on Tuesday?

As far as I know. Mike said he may be a few min last cause he's coming from school
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on September 29, 2009, 06:01:53 PM
Okay, we're in the city of Brindol, and we're doing a session reboot. It was an epic fail, so MeatLips had us start over. The adventure begins with groups of people playing music out in the city streets.

(http://www.wizards.com/dnd/images/rhod_maps/95693.jpg)

I won't get into details, because I'm half-asleep, but I will say that this time we do some scouting beyond the city walls, and get into a major battle with some Goblinoids (Goblins and Hobgoblins) who try to use a battering ram to smash down the gate, after one of the Dragons uses its breath to clear a path through the plant growth. We stop them from entering the city, and kill the Giants before they completely lay waste to the city walls with gigantic hurled stones. We even mangle the two Dragons badly enough to drive them off. I chalk it up as a "win".

(http://www.wizards.com/dnd/images/rhod_gallery/95654.jpg)

Here's a list of monsters defeated and treasure reclaimed....

MONSTERS DEFEATED

* Goblinoids (58)
* Hill Giants (4)
* Red Dragon
* Green Dragon

INVENTORY

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

* 2,540 gp
* 190 pp
* 24 gems and assorted pieces of jewelry.........................................2,500 gp
* light wooden shield +1, arrow catching
* large warhammer +1
Title: Splat
Post by: Blumpy_boo on September 30, 2009, 04:22:12 PM
I am disappointed. Where is the flame-the-DM post for the death of Reven and Kratos?  Or the fact that one(?) more encounter is coming even though the survivors have blown all their cookies for the day?
Title: Welcome to Kramerland...
Post by: imurrx on September 30, 2009, 08:22:44 PM
The posting will be coming. I want to put my two cents in after el guapo lambo posts. I have some pithy comments to come.

lets say what happend last night was ... BALDERDASH!
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 01, 2009, 06:56:25 PM
All right, muchachos......you asked for it; you got it.

=THE SESSION IN BRINDOL=

The session began with us receiving a telepathic summons from Jarmaath to help defend the inner part of the city. A dozen or so city guardsmen are down the street from Brindol Market, holed up behind a barricade.

Our darling DM, MeatLips, has informed us that almost every side street has been barricaded, so that the oncoming horde has only one way through to the barricade we were at. Hmm. :pundit: Well, I looked at the map, and I was about to say something about how this seemed....odd. Of course, MeatLips, was like, "Lamb, tell me....please tell me what's wrong with what I'm describing." :rant: :)

At the time, I decided against discussing it, because I just wanted to speed things up, and I could sense that Mutt was impatient, and just wanted to get on with the action. So at the time, I let it go. However, I'm going to point something out. It is highly unlikely that entire area of the town would be cordoned off. Why do I say this? Well, people are gonna focus on guarding the walls and the gates of the town. If the walls have already been breached, then people who are out in the city, will barricade themselves inside buildings, what with Dragons and Manticores flying about. Other people will run around like headless chickens....either confused, amused, or panicked. Not even the guardsmen are gonna be out on the street, unless they're actively engaging the enemy, or preparing to engage the enemy. Barricading a single large street is a colossal waste of time and energy. If you don't believe me, look at the map. That street area was around 60 by 120 feet, and it's completely vulnerable to aerial attack. We've already told people that there are Dragons in the enemy's army, and I'm positive people saw my character, Hrothgar, chucking Fireballs at a Manticore and Dragon a couple days before the attack officially began. That street has absolutely no cover from aerial attack, plus it would require an insane amount of time to non-magically seal off that area.

Frankly, not much of the city could be barricaded like that. Many of the buildings are spaced very far apart from each other, leaving such a construction project an impossibility, given the time we had. But you know what? Who cares? Why the fuck didn't the Manticores attack us from behind, or better yet, from above? I'll get to that in my next post. To be continued later on tonight...
Title: Welcome to Kramerland...
Post by: Benoist on October 01, 2009, 07:07:15 PM
Quote from: Sacrificial Lamb;333951
Fisting time is my favorite time. :D
Depends on which side of the fist your butt ends up being, my friend. :D
Title: Welcome to Kramerland...
Post by: imurrx on October 01, 2009, 07:27:56 PM
Quote from: Benoist;335710
Depends on which side of the fist your butt ends up being, my friend. :D


I rather be the fistor than a fistee.
Title: From the Eberon Erratta
Post by: imurrx on October 01, 2009, 10:51:04 PM

Page 84: Warforged Juggernaut—Class Features

The first sentence of the Healing Immunity class feature requires added text (indicated in red type):

Starting at 3rd level, as a warforged juggernaut
becomes more like a construct and less like a living
creature, it becomes immune to the effects of spells
from the healing subschool that heal hit point damage.
In addition, it can no longer benefit from the effects of
consumable spells and magic items, such as heroes’
feast and potions.
At 5th level, the warforged juggernaut becomes
immune to the effects of all spells from the healing
subschool.



There, Kratos can be raised. He is only 4th level Warforged Juggernaut.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 02, 2009, 03:42:10 AM
Quote from: imurrx;335810

Page 84: Warforged Juggernaut—Class Features

The first sentence of the Healing Immunity class feature requires added text (indicated in red type):

Starting at 3rd level, as a warforged juggernaut
becomes more like a construct and less like a living
creature, it becomes immune to the effects of spells
from the healing subschool that heal hit point damage.
In addition, it can no longer benefit from the effects of
consumable spells and magic items, such as heroes’
feast and potions.
At 5th level, the warforged juggernaut becomes
immune to the effects of all spells from the healing
subschool.



There, Kratos can be raised. He is only 4th level Warforged Juggernaut.


imurrx, you lucky duck. I totally missed that. :o One more level, and you'd be unaffected by Raise Dead or Resurrection spells. However....

....I'm still gonna devise some custom spells and incantations designed for both Constructs and inanimate objects, because the existing spells are too limiting for my purposes. I shall post something here within the next few days....

Quote from: Blumpy_boo
I am disappointed. Where is the flame-the-DM post for the death of Reven and Kratos? Or the fact that one(?) more encounter is coming even though the survivors have blown all their cookies for the day?


Unfortunately, I was waaaay too tired to write this journal the past couple days, but I'm feeling peppier at the moment, so I'll finish it now. To be continued.....in a few minutes. :)

Quote from: Benoist
Depends on which side of the fist your butt ends up being, my friend.


I prefer to give, rather than receive. Welcome to the thread. :)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 02, 2009, 04:42:29 AM
Okay. Before I continue, I'm gonna give a brief recap of things. This is a D&D 3.5 campaign, in which we use a wide variety of feats and whatnot from various supplements. Here is the current list of characters...

* Reven Tyge (Mutt): Reven is a 9th-level Dragon Shaman. His appearance is that of as a large, imposing, burly human wielding a well-crafted bastard sword. He's a skilled swordsman, but the true source of his strength lies in the wide array of bizarre, magical powers at his disposal, such as breathing fire, healing, breathing under water, and more. If something is flammable, he likes to burn it, if it wears a skirt, he likes to bang it, and if something is valuable, he likes to take it. That sure sounds like a Dragon to me...:)

* Blumpy Boo (Blumpy_boo): Blumpy is the resident Cleric of the group, appearing as a non-descript Human, and is classed as a 5th-level Cleric/2nd-level Radiant Servant of Pelor, with the "Saint" template. Part of his shtick is that he's taken a Vow of Poverty, and thus wanders aimlessly about with only the clothes on his back. If necessary, he'll be armed with a crossbow and either a mace or club....though often, he won't even have that, due to his donating most of his worldly possessions to the Church of Pelor.

* Horatio Tortolla (imurrx): Horatio is a 9th-level Human Artificer, also non-descript in appearance. He is calm, focused, and usually resorts to diplomacy when matters become stressed. His magical abilities are infusions, rather than spells, and thus, are usually useful when placed on Constructs or inanimate objects. Horatio continues to act as the party's magical engineer and primary source of non-magical artillery. He also remains our primary source of magical identification.

* Kratos (imurrx): Kratos is a Warforged, which is an artificial golem-like being transported from the Eberron campaign setting. He's classed as a 5th-level Fighter/4th-level Warforged Juggernaut, and could be classified as a walking, talking tank. Basically, he's renouncing his organic side, and becoming more truly a mechanical construct. It's strange, but it's kinda cool. He's currently immune to healing spells that repair Hit Point damage, so that makes aiding him very complicated...:hmm:

* Hrothgar (me): Hrothgar is a 9th-level Battle Sorceror, appearing as an athletic Human armed with multiple weapons, though his primary weapon is an enchanted maul (large hammer), which he uses to crush his enemies. He possesses a wide array of spells, such as artillery magic (Magic Missile, Flaming Sphere, Lightning Bolt), shaping spells (Wood Shape, Stone Shape), and healing magic (various Cure spells).

* Banjo (me): Banjo is an intelligent, wisecracking raven....acting as Hrothgar's familiar (companion familiar), and occasional comic relief. He still can't fight for shit, and is the constant recipient of verbal abuse from the rest of the group (they often threaten to eat him ), yet he remains a valuable member of the party. His speed, night vision, and flying ability all make him an excellent scout, and he's still an excellent conduit for many of Hrothgar's spells....

* Chinook (me): Chinook is the newest member of the group; an intelligent wolf, curious about everything, and constantly hungry....also acting as Hrothgar's animal companion (companion familiar). He acts as a passable tracker, and as Hrothgar's personal bodyguard. He follows the rest of his unusual human "pack mates", considering them to merely be "odd-looking wolves on two feet".

Take note that my character, Hrothgar, has both an animal companion (as a 5th-level Druid) and a familiar (as a 9th-level Wizard/Sorceror), due to options and feat selections in Unearthed Arcana and Complete Arcane. Additionally, I created a custom feat that would make both animal buddies more useful to me. Here it is...

COMPANION FAMILIAR
Your animal companion becomes more like a familiar, and your familiar becomes more like an animal companion.

Prerequisite: Ability to have an animal companion or a familiar.

Benefit: If you have an animal companion, it gains the Intelligence score and the special abilities of a familiar of equal level, though it retains its own natural armor adjustment and other animal companion basics. For example, an 8th level Druid's animal companion retains its own abilities, while gaining the abilities of an 8th level Wizard's familiar (INT 9, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master, Speak With Animals of its Kind, +4 Bonus HD, +4 Natural Armor Adjustment, +2 STR/DEX Adjustment, 3 Bonus Tricks, Link, Devotion). An 8th level Ranger's animal companion gains the Intelligence score and special abilities of a 4th level Wizard's familiar.

If you have a familiar, it gains the Strength and Dexterity Adjustments and special abilities of an animal companion of equivalent level, though it retains its own natural armor adjustment. For example, an 8th level Sorcerer's familiar retains its own abilities, while gaining the Strength and Dexterity adjustments and special abilities of an 8th level Druid's animal companion (INT 9, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master, Speak With Animals of its Kind, +4 Natural Armor Adjustment, +2 STR/DEX Adjustment, Link, Devotion) You do not lose experience points if it is slain. If it is released from service, you may gain a new one or revive the previous one by performing a ceremony requiring 24 uninterrupted hours of prayer or meditation. This ceremony can also replace a familiar that has perished.

The companion familiar is a magical beast, but you can bestow harmless spells on it as if it were an animal, magical beast, familiar, or animal companion. Due to the strengthened bond you have with the companion familiar, you may use the Share Spells ability at a range of close (25 ft. + 5 ft./2 levels). This strengthened bond extends to the Empathic Link, which now allows you to see through its eyes, hear what it hears, smell what it smells, and even communicate with it telepathically.

Companion familiars can always speak both with their masters and with each other.

Okay. And now, to be continued..... (dun-dun-dun!!) :D
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 02, 2009, 06:40:41 AM
There!! Finally!! Cripes. It took me fucking forever to figure out a way to post a map of the city. :mad: Okay, we're on the street between number 4 and number 5. Number 4 is Shank's Shivs (weapon shop) and number 5 is Brindol's Market. So now I shall continue....

(http://www.wizards.com/dnd/images/rhod_maps/95693.jpg)

=THE SESSION IN BRINDOL CONTINUED=

At this point, we've holed up behind a barricade with a group of town guardsmen, just down the street from Brindol market. Soon thereafter, a group of Hobgoblins march down the street toward us. They're accompanied by a pair of Manticores.

Reven has already gulped down a Potion of Fly, and zips up to the roof of the building to attack one of the Manticores. He's accompanied by Banjo.

Horatio goes onto another roof, where a couple guardsman are crouched low, waiting for the enemy.

Aaaaand....crap. I'm falling asleep again. I'll finish this after I wake up. Sorry, boys. :o

P.S. Just to remind everyone what the numbers on the map stand for, they are as follows:

(1.) City Gates
(2.) Stone Wyvern (inn)
(3.) Axenhaft Security (mercenaries)
(4.) Shanks Shivs (weapon shop)
(5.) Brindol Market
(6.) Thirsty Zombie (tavern)
(7.) Red Magic & Sundries (magic shop)
(8.) Shrine of Yondalla
(9.) Kraven Raven Tavern
(10.) Valorian's (playhouse)
(11.) Brindol Academy (finishing school)
(12.) Laughing Manticore (tavern & brewery)
(13.) Kaal manor
(14.) Teskerwill Manor
(15.) Discreet Departures (coffin-maker shop)
(16.) Cathedral Square
(17.) Cathedral of Pelor
(18.) Brindol Keep
(19.) Haskinar Mansion
(20.) Brindol Cemetery
(21.) Temple of Weejas
Title: Welcome to Kramerland...
Post by: imurrx on October 02, 2009, 09:30:42 AM
Quote from: Sacrificial Lamb;335866
imurrx, you lucky duck. I totally missed that. :o One more level, and you'd be unaffected by Raise Dead or Resurrection spells. However....

....I'm still gonna devise some custom spells and incantations designed for both Constructs and inanimate objects, because the existing spells are too limiting for my purposes. I shall post something here within the next few days....

I now plan to take two levels in the reforged prestige class. its a 3 level class and basically makes a warforge more like a living creature. you loose all warforge based feats but thats at 3rd level. the first two levels allow you to heal and to be healed and gain some of you wisdom and interpersonal skills back. the kicker is you can actually take it as a warforged jugernaut (if taken all the way you loose some power, but who said about getting gimpy).

What Horatio should make is a few ammulets of emergency healing/repair for the party. It would essentially kick in if you fall below -9 hp. it gives you a 1d4+5 HP to get you above -10hp. This would have for sure saved both Reven and Kratos from being raped by the DM.

If we survive this last encounter or two and kratos gets resurected. I will probably retrain him in the reforged asap before the final section of this campain. Right now I kinda guessing we are acutally under classed for the creatures we are going agaginst. Why, the Unearthed Arcana XP/level table award XP less than the traditional XP table in 3.5 I did some calcualtions ago in this thread that we are getting shorted about 20% oe more XP. We started Red Hand and the reviews I read was that you go up in level in each section. Granted we may have not finished all the sections (no I have not read the module) but we have done or should have done enough to be two levels higher.

Basicly Red Hand takes characters from 7th level to 12 level by the end. There are five parts of this adventure. Vrath keep levels 7-8, The lake and evles 8-9, Ghost lord 9-10, Brindol 10-11. last one is 11-12. Right now we are levels 7,9,9,9,9,9.

If we used the 3.5 table we would be one level higher and close to the next level. Here is an example.

if we fought a moster with a CR of 10 and the player is level 9, the player would be awarded 4500 xp in the 3.5 rules and 7200 in the UA rules. Now it takes only 9000 XP to go from 9-10 in 3.5 and 24,000 XP in UA. So if you use 3.5 you get 50% of the xp you need to advance and if you use UA you get 30%.

Granted you get more XP for killing lower level monsters in UA than 3.5 but lets see if that makes a differnnce. If you faught 5 5th level monster,s 3.5 you get 4875 xp while in UA you get 9000. That in 3.5 you would again get about 50% toward the next level while 37.5%. Again you are falling behind

Lets look at the higher level monster say, 15th CR. In 3.5 you would get 21600 xp vs 38000 xp. In 3.5, you would go from 9th to 11th level (by a couple of thousand xp). In UA you would go from 9th to mid 10th level. Again Unearth Arcana XP system falls behind again.

Here is where UA shines. Lets say you kill 30 1st level goblins. XP grants crap at 9th level and UA gives a whopping.... 9000 xp.

How about monsters of 2nd level vs 9th level guy. 15 monsters of cr 2 would give 3.5 player 3375 xp and about 37.5% of the xp to advance; UA  would give 9000xp and gives the % of advancement as 3.5 does.

It gets worst, as we advance more in the game, the desparity of XP lost between both systems gets worst.

So, who's in with me recalculating all xp from the begining of Red Hand. We have a complete catalog of XP and where we were before hand. It would take me a few hours to calculate the XP.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 02, 2009, 12:31:42 PM
=THE SESSION IN BRINDOL CONTINUED ONCE AGAIN=

....aaaaand continued from before.

I'd like to take note that for once, we actually used a battlemat. We rarely do this. Doing so changed the feel of things, just a bit. Anyway....

....the rest of us are behind the barricade, waiting for the Hobgoblin marauders to advance. Reven then breathes a gout of fire upon them, and then prepares to engage one of the Manticores in combat.

Horatio, Blumpy, and the guardsmen are exchanging missile fire with the Hobgoblins, and arrows are flyin' everywhere. I then have Hrothgar summon a Flaming Sphere to lay waste to our enemies with a cleansing fire...

Chinook is silently guarding Hrothgar, while Kratos waits for the right moment to attack. Eventually, Kratos climbs over the barricade to engage the enemy...

It's a hard battle, though we finally triumph. Reven defeats the Manticore, while Horatio and Blumpy focus on pincushioning the enemy with crossbow bolts. I'm not happy though, as Hrothgar is using up his spell energy at an alarming rate. We barely have a second to breathe, as a second wave of opponents arrive.

We're approached by a group of Goblins mounted on Worgs (large evil wolves) and these giant lizards known as Bluespawn Thunderlizards. Hrothgar is able to identify them with a Knowledge skill check. Yes, those Knowledge skills come in handy sometimes...:)

The second attack is disastrous. The lizards have a ranged electrical attack, and when they arrive, they proceed to electrocute the shit out of Reven. It's not that he doesn't manage to beat the crap out of many of his opponents, but our enemies' electrical attack is just devastating, plus, we made the mistake of not properly working together as a group. I can't remember exactly, but I think he kills a Worgrider, and a possibly a couple of the Bluespawn Thunderlizards, but it's just not enough. I have Hrothgar send Chinook out there to help him, and continue to pound the enemy with a Flaming Sphere spell. However, I was unaware of how much damage Reven was truly suffering from the enemy...

Kratos finally makes it over the wall, and proceeds to slap around the Worgriders, but he too, is having problems. He cannot be easily or casually healed, and I was also unaware of much damage he was incurring. This would soon be a problem. :mad:

One of the lizards manages to injure Hrothgar with an electrical attack, so Blumpy steps over, mutters a brief chant, and heals him. Meanwhile, Horatio is firing a barrage of missile attacks at the enemy. He has crossbow bolts infused with a magical enchantment of Paralyzation, and continues to harass our opponents, while Reven and Kratos engage them in melee combat.

Oh. Another thing. We fucked up in regards to Horatio being able to draw his weapon and attack in the same round. Without the Quick Draw feat (which he doesn't have), Horatio would have been able to draw his crossbow as a Move Action, and then make a single attack in the round with a Standard Action. After that, he could resume his normal number of attacks with a Full-Round Action. That mistake was partly my fault, imurrx, as Senor Kramer took my word on it. You wouldn't have had to skip an entire round just to draw your weapon. My bad. :(

Okay. After this point, the situation becomes monumentally fucked up. I'm not sure, but I think Reven is electrocuted into unconsciousness by the Thunderlizards. Banjo and Chinook manage to avoid this fate by dodging these attacks via the Improved Evasion ability.

After Reven has already fallen to the ground, one of the Worgriders ceases to fight Kratos (the big, hulking Warforged), or the town guardsmen. Instead, he turns around, and shoots Reven dead with his bow, after he's already unmoving on the ground. Everyone was sorta like "what the fuck"?!

Banjo was furious, and flew across the street in a frantic attempt to peck the offending Goblin's eyes out. :rant:

Somehow, Reven's death made no sense. Imagine that you've got this huge, walking, talking humanoid metal tank that is in your face, and trying to chop your head off. Are you gonna turn around to gimp the guy down the street who's already on the ground and not moving? The answer to that is a resounding "no", because it makes no fucking sense whatsoever. If he did this, he'd open himself up to an Attack of Opportunity from Kratos, who was right next to him.

But the Worgrider didn't suffer an Attack of Opportunity.  :mad:

You suffer an Attack of Opportunity....when making a ranged attack if you are in a threatened square. The Worgrider was in a threatened square, as he was right near Kratos. Kratos could have just pimp-slapped the guy.....but somehow, that just didn't happen.

As a result of this, we suffered our next setback. Somehow, we didn't pound our enemies quite fast enough, and Kratos then suffered a debilitating attack that killed him as well!! Amazingly, we soon managed to finish off our remaining opponents, but the victory was bittersweet. Two of our guys are dead, and we have to pull a rabbit out of our hats to somehow make them playable for next week. 3.x is a great game, but it does not lend itself to fast character generation...:(

So now we are up Shit's Creek, and will likely be forced to attempt a couple of Hrothgar's resurrective incantations. That'll be interesting...:cool:
Title: Pick Me
Post by: Blumpy_boo on October 02, 2009, 04:02:04 PM
I have the knowledge religion covered (+18 or some such thing) for the incantation.  Hrothgar and Horatio have to cover the rest.  If not, I get to explode a wight or other undead, which would be colorful and impressive.  If I remember, I have a +6 (from vow of poverty and saint template) in an untrained slot (one of the checks needed for the infusion I think).  How does that work--if at all?

Now that I have a bunch of immunities and turning attempts, this is becoming fun.  How about this Monday and Tuesday?  Work, kill monsters, skip sleep, work, kill monsters, skip sleep.  Who needs sleep anyway?  Sleep is for the weak.
Title: Welcome to Kramerland...
Post by: imurrx on October 02, 2009, 11:44:44 PM
My biggest beef was the initiative order. Some how for a decent part of the fight, we were all out of order. The last two rounds was very critical to Kratos demise.

2nd to last round of Kratos's life, apparently Kratos went ahead of the two Blue thunderspawn lizards. Kratos attacks the last Worg rider. Then the lizards went and zapped him with their electrical attack for about 58 points of damage. Kratos had 6 HP at the end of the round.

Last round of Kratos's life, Horatio healed Kratos with a repair scroll, and Kratos was at about 44 hp. The the initiative order was restored and the lizard went before Kratos. They again shot off their electrical attacks and kill Kratos at -11 HP.

Now, this is total ass of a last few round. If the order of the last two rounds went in correct order. Kratos would likely be alive.

Lets say the lizard went before Kratos. and they reduce him to 6 HP. Kratos would then have charged and broken through the wall to get away from the lizards. Kratos would have not stayed in harms way with certain death.

Now, if Kratos failed to get away and got killed , I would be cool with that. But having the Lizards essentially get 4 total attacks on him doing a total  of ~109 HP before any action is completely unfair and stupid.

Normally I would not bitch too much, and when Horation got killed back when he was level 3, that did not bother me as much because of my stupid actions.

Unfortunaly there have been too many mistakes in this combat that basicly resulted in the death of two characters.
Title: On the whole XP thing
Post by: imurrx on October 03, 2009, 02:02:25 AM
here is a simple sheet showing the progression of XP gained in this campaign.

http://spreadsheets.google.com/pub?key=tcaiNKD6aCPGCVuT6DtZ5vQ&output=html

now compare to the Loot and Booty below and see the difference ox XP needed for the next level.

well here is the short version... Reven hrothgar and Kratos would only need 182 XP for the next level but in Unearth Arcana XP table, we need 6050 XP. (99% vs 75% to the next level)

Blumpy would be one level higher and more than half way to 9th level.

Horatio would need 2260 for the next level instead of 11737 xp. (75% vs 51% to the next level).

So, Who's with me changing the XP to the level depended one? we are loosing 25% XP with the Unearth Arcana. Just imagine we used this for the other campaign before this one (the succubus one). We could very well be 10th level if not higher (ok 1 level more).
Title: One more screwup
Post by: imurrx on October 03, 2009, 09:12:02 AM
I did some research on Bluespawn Thunderlizard and it is a typo. It's the same creature as the Bluespawn Stormlizard in Monster Manual IV (page 142).

See link here _Bluespawn_Thunderlizard]http://community.wizards.com/go/thread/view/75866/19506498/[GUY]_Bluespawn_Thunderlizard (http://community.wizards.com/go/thread/view/75866/19506498/[GUY)

Now, in the MM IV pp 142 for its  special attacks for the electricity, it says:

"Electricity Arc (Su) 100-ft. line, once every 1d4 rounds,
standard action, damage 6d6 electricity, Reflex DC 19
half. The save DC is Constitution-based."

Those dam toads ever shooting off their loads one round after another!

Even the Greenspawn Razorfiend  breath gas every 1d4 round and it is a higher challenge rating from these blue toads.
Title: Welcome to Kramerland...
Post by: MeatLips on October 03, 2009, 10:16:33 AM
I was going by the campaign module monster description. It did not say that there was a limit per number of rounds for that electrical weapon. Believe me, I checked and double checked. Also, the dc I had to save was higher than 19. So perhaps the bluespawn thunderlizard is a distant cousin of the bluespawn stormlizard.

I'm glad to know that you've read the module to know what levels characters should be by each section.

Recalculating xp retroactive to the beginning of the campaign? No.

An attack of opportunity on that warg rider? If you had mentioned it, Senor Lamb, I would have allowed it.
Title: Welcome to Kramerland...
Post by: imurrx on October 03, 2009, 10:50:54 AM
Quote from: MeatLips;336138
I was going by the campaign module monster description. It did not say that there was a limit per number of rounds for that electrical weapon. Believe me, I checked and double checked. Also, the dc I had to save was higher than 19. So perhaps the bluespawn thunderlizard is a distant cousin of the bluespawn stormlizard.

I'm glad to know that you've read the module to know what levels characters should be by each section.

Recalculating xp retroactive to the beginning of the campaign? No.

An attack of opportunity on that warg rider? If you had mentioned it, Senor Lamb, I would have allowed it.


1st, I did not read the module. I remember reading that on the forums and reviews of the module from other websites.

2nd, it only takes a monkey brain to figure out if the cover of the module says for characters of levels of 7-12 and it has five sections that characters would advance 5 levels.

3rd, mentioning the XP system is flawed is bring attention that we should go back to the other system. Perhaps we can do it aft the end of the campaign, but right now it is penalizing us 25%. I do not know why you have such a beef about the XP system. You first refused to allow Horratio to gain the correct amount of XP when he was a lower level (as allowed by character dependent XP). I gave you links to a great XP calculator that takes out all the guess work from calculating XP (it's even available in Open Office for your Linux OS). So we switched to Unearth Arcana system thinking it would be as good. I am bring light that we are not being awarded for the correct number of XP with this alternate system.

4th, the AoO missed is everyone's fault. We all should have caught it. Next time, we won't

5th, No they are not a distant cousin. Since I did not read the module why don't you compare the two. I would bet that they are identical and the module one would have that typo on it. The description in the MM sounded like the one that you gave Sac Lamb.

If it sounds like a duck, moves like a duck, and quacks like a duck, then it must be a duck (or mallard).

Now I am so pissed, I am going to find that dam toad in the module and post it for you.

Bluespawn Thunderlizards (5) CR 6
LE Large magical beast (dragonblood)
Init –1; Senses darkvision 60 ft., low-light vision; Listen +5,
Spot +8
Languages none
AC 23, touch 8, flat-footed 23
hp 69 (6 HD); DR 5/magic
Immune electricity
Fort +11, Ref +4, Will +4
Speed 40 ft. (8 squares)
Melee gore +13 (2d6+12)
Space 10 ft.; Reach 5 ft.
Base Attack +6; Grp +18
Atk Options deadly charge, Improved Bull Rush, Improved
Overrun, Power Attack
Special Actions electricity arc, electricity link
Abilities Str 27, Dex 9, Con 22, Int 2, Wis 14, Cha 8
Feats Improved Bull Rush, Improved Overrun, Power Attack
Skills Listen +5, Spot +8
Deadly Charge (Ex) A bluespawn thunderlizard typically
begins a battle by charging at an opponent. In addition to
the normal benefits and hazards of a charge, a bluespawn
thunderlizard gains an extra 2d6 points of damage on its
charge attack.
Electricity Arc (Su) As a standard action, a bluespawn
thunderlizard can create a 100-foot-long line of
electricity. Creatures in the line take 6d6 points of
electricity damage (Ref lex DC 19 half ). The save DC is
Constitution-based.
Electricity Link (Su) When bluespawn thunderlizards gather,
electrical energy surges between them. The powerful
energies that roil within their bodies reach out and connect
to each other. As a swift action, a bluespawn thunderlizard
can cause a line of electricity to fire from itself to another
bluespawn thunderlizard within 100 feet. Creatures in the
line take 3d6 points of electricity damage (Reflex DC 19
half). The save DC is Constitution-based.

Bluespawn Stormlizard CR 6
Always LE Large magical beast (dragonblood)
Init –1; Senses darkvision 60 ft., low-light vision; Listen +5,
Spot +8
Languages —
AC 23, touch 8, flat-footed 23
(–1 size, –1 Dex, +15 natural)
hp 69 (6 HD); DR 5/magic
Immune electricity
Fort +11, Ref +4, Will +4
Speed 40 ft. (8 squares)
Melee gore +13 (2d6+12)
Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +18
Atk Options Improved Bull Rush, Improved Overrun, Power
Attack, deadly charge 4d6+12, magic strike
Special Actions electricity arc, electricity link
Abilities Str 27, Dex 9, Con 22, Int 2, Wis 14, Cha 8
SQ Tiamat’s blessing (electricity)
Feats Improved Bull Rush, Improved Overrun, Power Attack
Skills Jump +12, Listen +5, Spot +8
Advancement 7–11 HD (Large); 12–17 HD (Huge); 18 HD
(Gargantuan)
Deadly Charge (Ex) A bluespawn stormlizard typically
begins a battle by charging at an opponent. In
addition to the normal benefits and hazards of a
charge, this allows the bluespawn stormlizard to deal
4d6+12 points of damage with its gore attack.
Electricity Arc (Su) 100-ft. line, once every 1d4 rounds,
standard action, damage 6d6 electricity, Reflex DC 19
half. The save DC is Constitution-based.
Electricity Link (Su) When bluespawn stormlizards gather,
electricity surges between them. As a swift action, a
bluespawn stormlizard can cause a line of electricity
to fire from its horn to that of another bluespawn
stormlizard within 100 feet. Creatures in the line must
succeed on a DC 19 Reflex save or take 3d6 points of
electricity damage. The save DC is Constitution-based.
Tiamat’s Blessing (Electricity) (Su) All spawn of Tiamat
within 5 feet of or riding on a bluespawn stormlizard
gain immunity to electricity.

There.

There are like a few differences. obisously who ever wrote this thing did a pretty poor job of coming up with something orginal. If they are cousins and almost do the same damage, doing the lighting  attack from round to round is completely unbalacing than 1d4. You are allready dismayed at Revens fire abality, just immagine if he could do that every round. THATS THE BEEF I HAVE WITH IT.

So get off your high horse and actually take a look at we are bring to your attention. There are plenty of errors and miss judgments to go around. I am just really pissed off that Kratos died a munckined death like when I had the character in GURPS. yea that one that ran out of doge attacks and killed by a over zealous DM. Don't be that DM.
Title: Welcome to Kramerland...
Post by: Blumpy_boo on October 03, 2009, 01:04:44 PM
A munchkin character deserves a munchkin death. A standard death would be an insult.

No matter how we look at it, Kratos and Reven can be resurrected.  We have a staff with one use and Hrothgar with an incantation, or the expensive 10000gp diamond dust at the temple of Pelor.  It is only a matter of Horatio with his six shots per round finishing off the next encounter.

It's a game. Characters die. The bad part is it takes forever to make a new character.  How about that Factotatum or Wizard you wanted to make? I could make a bone knight with tomb-tainted soul and an army of undead and unlimited healing for those with tomb-tainted soul.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 04, 2009, 06:07:28 AM
Okay. If you guys check out some older posts made in this thread, you'll see that I've added several maps. However, I have one problem. I don't know how to get the other maps preceding the Red Hand adventure module on this memory stick thingy onto this thread. We have links in this thread for the maps to the BOO forums, but I want to post individual pages of the files, and I don't know how to do that... :(
Title: Welcome to Kramerland...
Post by: imurrx on October 04, 2009, 11:00:53 AM
I can only game on Tuesday. I got transfered to the Easton store and my schedule changed.
Title: Welcome to Kramerland...
Post by: Mutt on October 04, 2009, 12:05:21 PM
I should be able to change my plans.
Title: Welcome to Kramerland...
Post by: imurrx on October 04, 2009, 05:22:06 PM
Quote from: imurrx;336283
I can only game on Tuesday. I got transfered to the Easton store and my schedule changed.


I will find out to see if I can work every Monday morning. If not. we will probably alternate between mon and tues.
Title: Welcome to Kramerland...
Post by: Mutt on October 05, 2009, 02:02:43 AM
Quote from: imurrx;336349
I will find out to see if I can work every Monday morning. If not. we will probably alternate between mon and tues.


I already changed my plans I had on Tuesday to Monday. So Tuesday I'll see you guys at my house.
Title: Welcome to Kramerland...
Post by: MeatLips on October 05, 2009, 08:01:41 PM
Quote from: Mutt;336441
I already changed my plans I had on Tuesday to Monday. So Tuesday I'll see you guys at my house.


I might have plans Tuesday night. I was planning on tonight to game. So if imurrx is working and mutt's going to Ramrod, I guess we'll have to do it another night this week.

Oh and as of Wednesday at noon, I will be primary oncall for work. So we'll have to play at my house.
Title: Welcome to Kramerland...
Post by: imurrx on October 05, 2009, 10:27:20 PM
Quote from: MeatLips;336589
I might have plans Tuesday night. I was planning on tonight to game. So if imurrx is working and mutt's going to Ramrod, I guess we'll have to do it another night this week.

Oh and as of Wednesday at noon, I will be primary oncall for work. So we'll have to play at my house.

If you got a hot date Tuesday, then perhaps Friday but probably not. I am working Wednesday evening and the Pizans are getting together on Thursday . If not hot date, Tuesday would be best.
Title: Welcome to Kramerland...
Post by: Mutt on October 06, 2009, 10:23:47 AM
looking like next week then. Call me if your your heading down. Since it looks like nothing is going on I will most likely head out then.
Title: Welcome to Kramerland...
Post by: imurrx on October 06, 2009, 05:52:42 PM
BTW, I have cake as well.
Title: Welcome to Kramerland...
Post by: imurrx on October 11, 2009, 11:05:08 PM
since mr DM is oncall, we are at kramers house.

I have a MD appointment at 5pm in Newton. We should be done around 6ish so I will be alittle past 7.
Title: Welcome to Kramerland...
Post by: Mutt on October 12, 2009, 09:12:57 AM
Quote from: imurrx;337470
since mr DM is oncall, we are at kramers house.

I have a MD appointment at 5pm in Newton. We should be done around 6ish so I will be alittle past 7.



Does this mean we are supposed to be getting together tonight?
Title: Welcome to Kramerland...
Post by: imurrx on October 12, 2009, 04:27:54 PM
It is monday, and the appointment is canceled.

so I am good any time.
Title: Welcome to Kramerland...
Post by: imurrx on October 14, 2009, 09:34:42 PM
We will need to game on Tuesday. I have work on Monday night.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 15, 2009, 01:15:05 AM
Okay. We're still in the city of Brindol, and both Reven and Kratos have been killed by the Red Hand of Doom. This is really bad. We have major casualties here, and we need to do something about it. Fortunately, one of the Elven warriors we met before offers to help fly Reven on his Giant Owl over to the Cathedral of Pelor (building #17) for a possible resurrection. This is done, with Banjo accompanying them. It is then that we fight off another wave of monsters.

We're quickly faced with a group of Hobgoblins and Greenspawn Razorfiends that launch themselves to the attack. Chinook and Hrothgar leap forward to take these suckers down, and Chinook does a good job of knockin' 'em off their feet. Horatio and Blumpy help us take them down, and when the battle is done, some of the town guardsmen take Kratos to the Cathedral to get rezz'ed.

Well, the Clerics cast some kind of spell, and bring Reven back to "the Land of the Living". They take some time to study Kratos, though they eventually do the same for him.

After that, we witness some guardsmen carrying a man on a stretcher. He's been shot, and has an arrow stuck in his body. Apparently, there's some sniper out there, killing people....so Hrothgar sends Banjo out to scout around a bit, and see if he can find anything. Banjo flies down the street, but doesn't get far before being shot by a poison arrow that renders him immobile, causing the poor little fella to plummet out of the sky, landing in Cathedral Square (building #16). Hrothgar is alerted to this, and both he and Reven go out there to get him.

Hrothgar retrieves Banjo, and deliberately uses himself as a decoy, while Reven tries to find the sniper. We're not initially having much luck finding him....

(http://www.wizards.com/dnd/images/rhod_maps/95693.jpg)

Eventually, Kratos makes his way there after being rezz'ed, seeing Hrothgar and Banjo out in the open. He then also tries to locate the sniper. Reven and Kratos go to the Coffin Maker's Shop, known as Discreet Departures (building #15) to try to snuff him out...

Reven goes inside the building (room #1), while Kratos goes around the other side. Reven is then suddenly struck by lightning from an invisible opponent, so he breathes a gout of fire in the room to flush this guy out. Reven and his assailant are duking it out for a while, since he detects him with a successful Spot check (natural 20 :D).

Reven and this guy gets into a discussion of some sort. It seems he's a Hobgoblin, possibly with draconic powers of his own. Not that it does this dude any good, since Reven finishes him off, and then goes upstairs. Kratos enters the building, and attempts to meet him, however, Reven had set part of the room on fire, so Kratos crashed through the wall to keep from getting burnt. So, anyway....they "stealthily" creep upstairs.....

(http://www.wizards.com/dnd/images/rhod_maps/95694.jpg)

While this is going on, Hrothgar hurriedly scoops Banjo up, and takes him to the Cathedral of Pelor (building #17), and pleads with Blumpy to heal him. Blumpy then mutters a mystical chant or prayer, and casts Lesser Restoration on the Raven, restoring to almost full functionality. :)

Anyway...returning to Reven and Kratos....

....they go upstairs, and are confronted by a black-cloaked assailant, who seems to be the sniper, as he has a bow, and tons of arrows. The battle is joined!

Well, Reven is blocking the doorway while in this struggle with this ninja dude. Kratos can't get into the room without knocking Reven down, so he tries to smash through the wall. He's not having much luck with that. :(

Every time he tries to smash through, he instead bounces off the wall like a giant hockey puck. Reven finally stands away from the door, while Kratos launches himself into the room, and bullrushes the guy. There's a struggle, which ends with Reven finishing off their opponent with a swift sword stroke. Victory! :D

They look down and see that the ninja dude doesn't appear to be quite Human, so Reven decapitates him for identification later. When the battle is done, they loot the body, and return to the Cathedral...

So here's a list of monsters we fought, and treasure we got...:)

MONSTERS DEFEATED

* Greenspawn Razorfiends (2)
* Hobgoblin Warrior Types (4)
* Hobgoblin Dragon Shaman Dude
* Black-Cloaked Dude (Blackspawn Raider Ninja)

INVENTORY

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

* Scroll of Fly....................................................................375 gp
* Scroll of Haste................................................................375 gp
* Scrolls of Invisibility (2)..................................................150 gp each
* Scroll of Summon Monster IV...........................................700 gp
* Potions of Cure Moderate Wounds (2)...............................300 gp each
* Cloak of Resistance +1...................................................1,000 gp
* Ring of Protection +1.....................................................2,000 gp
* Composite Shortbow +1 (+3 STR)....................................2,375 gp
* Shortsword +1..............................................................2,310 gp
* Adamantine Arrows (10)...................................................60 gp + 5 cp each
* Cold Iron Arrows (10).........................................................1 sp each
* Silver Arrows (10)...............................................................2 gp + 5cp each
* Arrows (20).........................................................................1 gp (5 cp each)
* Quiver of Ehlonna.........................................................1,800 gp
* Gloves of Dexterity +2...................................................4,000 gp
* Heward's Handy Haversack.............................................2,000 gp
* Silk Rope............................................................................10 gp
* Grappling Hooks..................................................................1 gp
* Vials of Sassone Leaf Residue Poison (3).........................300 gp each

Note: I will list the Market Value of the items later....:hatsoff:

Edit: As of October 18th, Sunday night.....the value of the items has been added. :)
Title: Welcome to Kramerland...
Post by: MeatLips on October 15, 2009, 09:58:01 AM
Some news that will make imurrx happy... my firewall flaked out recently, so I purchased a new one from newegg. This one will have full wireless capability which means that there will be internet available from my table for future gaming sessions.

That is all.... for now.
Title: Welcome to Kramerland...
Post by: imurrx on October 15, 2009, 03:39:30 PM
Quote from: MeatLips;338354
Some news that will make imurrx happy... my firewall flaked out recently, so I purchased a new one from newegg. This one will have full wireless capability which means that there will be internet available from my table for future gaming sessions.

That is all.... for now.


No, just convient for all. trust me Mr DM. You know what would make me happy, and you won't can't give it.

now... here is a blog of someones experience in this same adventure.

http://www.angelfire.com/realm2/foehammerx/dreadcamp.html

enjoy
Title: Welcome to Kramerland...
Post by: imurrx on October 15, 2009, 06:52:19 PM
Here is a ritual someonw has created on how to reasemble and reactivate a dead warforged.

Quote

Setup

Part 2 of the skill challenge begins after the PC recover the missing Warforged components. Now that they have the components they can attempt to put Obsidian back together and try to reactivate him. But this is delicate work that requires a coordinated effort from the entire party.


Complexity

4 PC level +0 (requires 10 successes before 3 failures)

Primary Skills

Heal, History, Insight, Thievery

Other Skills

Arcana, Endurance, Perception

Reconstructing the Warforged

Before the PCs can even attempt to reactivate Obsidian, they need to reassemble his components. This will take a combination of brains, brawn and luck.

Each time the PCs make a successful check they manage to reconnect another component or reinforce an existing connection. All the components need to be reconnected before the reactivation ritual can begin (5 successes). If the PCs only have four components then they only need to achieve four successes.

If a skill check is failed while attempting to reconstruct Obsidian the overall task takes longer and becomes more difficult. That component needs to be removed and reattached correctly. The number of successes required increases by one for each failure.

Artificers and PCs with the Mark of Making feat get +2 on all checks during this part of the skill challenge.

Heal (hard DC, maximum 3 successes)
Although Obsidian isn’t a living, breathing life-form in the traditional sense, your familiarity with anatomy is still useful.

History (moderate DC, maximum 4 successes)
You’ve spent significant time among Warforged or have studied them in order to better exploit their weaknesses in battle. You’re able to figure out how to correctly reconnect one of the components. Warforged PCs gain a +4 bonus to History checks made to reassemble Obsidian. Artificers may use Arcana or History to make this check.

Insight (hard DC, maximum 1 success)
Better lucky than good. You don’t really know what you’re doing, but it seems to make sense if this goes here and that goes there. A failed Insight check means that you’ve forced something that shouldn’t have been forced. The next check to reassemble Obsidian suffers a -2 penalty.

Perception (moderate DC, assist)
By standing back and taking in the whole picture you can better assist those doing the delicate tasks. +2 to the next check to reconstruct Obsidian. If a Perception check exceeds the DC by 10 or more you see and correct something extremely subtle that is out of place and it negates one failure (if the party has any).

Thievery (hard DC, maximum 2 successes)
Your deft fingers find small, nearly undetectable catches, latches and hooks. You’re able to reconnect another component.

Reactivating the Warforged

Before setting out for this mission your employer provided you with a ritual specifically designed to reactivate Obsidian. It requires that Obsidian’s body be intact and not move while the casting is underway. Many of the components are barely holding together so at least three PCs need to hold them in place during the ritual.

Artificers and PCs with the Mark of Making feat get +2 to their Arcana checks during this part of the skill challenge.

Each failed attempt to reactivate Obsidian counts as one failure towards the overall skill challenge regardless of how many checks were failed during the attempt.

Arcana (moderate DC, maximum 2 successes)
Two successful Arcana checks are required to complete the ritual successfully: one at the beginning of the ritual and the other at the end of the ritual. The same PC must make both checks. If either check fails the ritual is unsuccessful.

If the PCs only have four of Obsidian’s components (including the head) then the reactivation ritual is more difficult. Add +2 to the DC.

Endurance (easy DC, maximum 3 successes)
Some of the connections keeping Obsidian together are tenuous at best. It might be a good idea to hold them in place during the ritual. You have to make sure that you don’t move anything while the casting takes place or else the ritual will fail.

At least three PCs must work together and each make successful Endurance checks. The ritual is unsuccessful is even one Endurance check fails.
The DC for this check increases by +2 every time the ritual is attempted.

PCs trained in Endurance who make their own check successfully can then opt to assist one other PC with his check. PCs can only assist once during each ritual attempt.

Assisting with Reactivation
To complete this section of the skill challenge one PC must perform the ritual while three others hold the Warforged together. PCs not performing the ritual or holding the Warforged may assist in one of the following ways.

A DC 10 Arcana check to assist with the ritual.
A DC 10 Endurance check to assist a PC holding the Warforged components in place.
Use a power or item that that allows an ally to spend a healing surge. In this case you spend the healing surge rather than the target and you do not regaining any hit points. Instead, the PC performing the ritual gains a +10 bonus to the second Arcana check.
Success

When the PCs complete the reactivation ritual Obsidian awakens. He is disoriented, but functional. Initially he has a difficult time remembering the events that led to his destruction, but in time his memory returns. He is grateful for the PCs assistance and will willingly accompany them to whatever destination they choose. He is too weak to fight but can walk under his own power (assuming the PCs found the lower half of his body). He is willing to answer questions, but will not divulge any information he learned during the war. His response if pressed is that he can only reveal his findings to a superior officer. Attempts to convince him that one of the PCs is a superior officer meet with failure.

Failure

You try to reactivate Obsidian but you just can’t seem to reignite the spark necessary to bring life back into his body. You’ll have to carry his components back to town and enlist the help of an Artificer or one of the House Cannith Tinkers. Be careful on the road home, others are still after Obsidian’s remains and the secrets it may reveal.


Part 1
http://www.blogcatalog.com/blog/dungeons-master/ad59e30f9121284aa9ae2fe9ebf26ad4

Part 2
http://www.blogcatalog.com/blog/dungeons-master/ad59e30f9121284aa9ae2fe9ebf26ad4
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 16, 2009, 02:08:57 PM
Thanks for the links, man. The Warforged thing you're referring to is for 4e, although 4e skill checks can definitely provide a vein of good ideas for 3e incantations, as both rules share some similarities...

Also, I'll probably add some of those Red Hand pics to this campaign journal...:)
Title: Welcome to Kramerland...
Post by: imurrx on October 16, 2009, 11:20:13 PM
Quote from: Sacrificial Lamb;338690
Thanks for the links, man. The Warforged thing you're referring to is for 4e, although 4e skill checks can definitely provide a vein of good ideas for 3e incantations, as both rules share some similarities...


Yea I guessed that with the different names for the skills.

This is what I am thinking,

Skill checks for the following skills:
alchemy
armosmithing
sculping
blacksmithing
arcana
healing
UMD

that should be a good start.
Title: Hey Lamb
Post by: imurrx on October 18, 2009, 04:23:17 AM
Remember about that item I mentioned I wanted to make... that rod that manipulates magic missiles into other force effects, well I was posting on the Wizards forums, and it is possible to make the item.

In fact, the Rod of Absorbsion is shares some properties of that item I was planning to make. Take that item and the way how Cannith Goggles work, it is possible to craft an item I proposed.

I will post or show you a write up of it when it gets close to a draft copy.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 18, 2009, 08:16:15 PM
I put in the Market Value of the treasure we acquired, and added in a few more images into the campaign log. If I'm missing anything, let me know. :)
Title: Welcome to Kramerland...
Post by: imurrx on October 18, 2009, 09:12:51 PM
remember tuesday at marks, unless senior krama is still on call.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 19, 2009, 12:14:42 AM
Quote from: imurrx;339208
remember tuesday at marks, unless senior krama is still on call.

 
Tuesday? I forget....are you working on Monday?
Title: Welcome to Kramerland...
Post by: imurrx on October 19, 2009, 12:31:23 AM
Quote from: Sacrificial Lamb;339242
Tuesday? I forget....are you working on Monday?


yes I am in the PM... hey check out the link I sent you on your face book wall.
Title: Welcome to Kramerland...
Post by: Mutt on October 20, 2009, 12:44:24 PM
Call me when you are leaving to come down and I will head home. I will be out until then
Title: Welcome to Kramerland...
Post by: imurrx on October 20, 2009, 02:02:53 PM
Quote from: Mutt;339494
Call me when you are leaving to come down and I will head home. I will be out until then


no problemo loverboy.
Title: Welcome to Kramerland...
Post by: MeatLips on October 20, 2009, 02:20:51 PM
Can we do it another night this week, gang? I've been feeling like crap and I still need some time to prepare.

I'll call you when I get out of work, Imurrx.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 20, 2009, 05:09:02 PM
Quote from: MeatLips;339508
Can we do it another night this week, gang? I've been feeling like crap and I still need some time to prepare.

I'll call you when I get out of work, Imurrx.


Let us know what day you want to reschedule, so that we can properly wreak havoc with your campaign. :)
Title: Welcome to Kramerland...
Post by: imurrx on October 20, 2009, 05:43:06 PM
Quote from: MeatLips;339508
Can we do it another night this week, gang? I've been feeling like crap and I still need some time to prepare.

I'll call you when I get out of work, Imurrx.


Not really. I feel like a bloated goat and I still want to game.

I am taking my mom out tomorrow for her birthday. Her birthday was monday and I had to work and I block today off for you dopes. You should have posted something earlier so I can change my plans.

I can do Thursday or Friday if you Romeos and part from going out...
Title: Welcome to Kramerland...
Post by: MeatLips on October 20, 2009, 07:17:26 PM
Mutt is going to the Ramrod on Thursday night to clean some pipes. It seems any other day is similarly booked. So I guess it's next week at my place.
Title: Welcome to Kramerland...
Post by: imurrx on October 20, 2009, 07:58:02 PM
Mr John Holmes will let us know about Friday in the next day or two. So hope may not all be lost. So is Friday ago? I can do, Lamb is fine, Any hot dates meatlips? if no you should be good. Now its all up to mutt.

i got this itch and it cant be scratch.
Title: Welcome to Kramerland...
Post by: Mutt on October 20, 2009, 11:38:11 PM
I know your upset I don't go to Ramrod with you and the boys... but I don't swing that way. Stop being a pussy cause you got a sniffle... I have had a sinus infection and bronchitis for the last few weeks and have still made it. I will probably have a better idea about Friday, when we have dinner Thursday night.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 21, 2009, 12:15:27 AM
Hey, guys....I know this is barely related to D&D, and more for computer gaming, but what the Hell. Latino from REY contacted me, and wants me to start playing Rune again. Maybe one of you guys can help me reformat my computer this week...so that I can play? Yes, I'm willing to bribe you gentlemen with chcocolate, if that's what it takes...;)

(http://www.runegame.com/images/left.jpg)
Title: Welcome to Kramerland...
Post by: imurrx on October 21, 2009, 11:51:19 PM
Quote from: Sacrificial Lamb;339617
Hey, guys....I know this is barely related to D&D, and more for computer gaming, but what the Hell. Latino from REY contacted me, and wants me to start playing Rune again. Maybe one of you guys can help me reformat my computer this week...so that I can play? Yes, I'm willing to bribe you gentlemen with chcocolate, if that's what it takes...;)

(http://www.runegame.com/images/left.jpg)


DUDE... I have reformatted and fixed that box of yours like 3 times. STOP THE INTERNET PORN!!!

hey get a copy of windows 7 and install it fresh.
Title: Welcome to Kramerland...
Post by: imurrx on October 22, 2009, 01:35:14 AM
I have been thinking, should wee look at pathfinder? just asking.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 22, 2009, 03:30:56 AM
Quote from: imurrx;339884
I have been thinking, should wee look at pathfinder? just asking.


I'll be picking it up in the next couple months. Maybe I'll get it before Christmas...
Title: Welcome to Kramerland...
Post by: imurrx on October 22, 2009, 10:46:46 PM
Meatlips and Sacrificiall Lamb... are you on for Friday?

Mutt should be able to make it, but he wants a "firm" commitment. Firm as in a hard, not soft or flaccid responce.

Game?
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 23, 2009, 01:58:00 AM
Quote from: imurrx;340038
Meatlips and Sacrificiall Lamb... are you on for Friday?

Mutt should be able to make it, but he wants a "firm" commitment. Firm as in a hard, not soft or flaccid responce.

Game?


I'm on. :pundit:
Title: Welcome to Kramerland...
Post by: MeatLips on October 23, 2009, 09:49:18 AM
Sorry. I got plans.
Title: Welcome to Kramerland...
Post by: imurrx on October 23, 2009, 07:33:52 PM
Quote from: MeatLips;340093
Sorry. I got plans.


you better get a stinky finger or two.
Title: Welcome to Kramerland...
Post by: Mutt on October 25, 2009, 07:04:46 PM
Tomorrow my house 7 PM
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 25, 2009, 08:12:27 PM
Quote from: Mutt;340378
Tomorrow my house 7 PM


Sounds good, and Kramer-san better not have any plans tomorrow night, or else he's getting a swift boot to the ass! :)
Title: Welcome to Kramerland...
Post by: imurrx on October 25, 2009, 10:12:08 PM
Quote from: Sacrificial Lamb;340381
Sounds good, and Kramer-san better not have any plans tomorrow night, or else he's getting a swift boot to the ass! :)


Yes Sheep-in-the-City...

I think it's my turn to drive. Lamb, 6:30 pick up, Kramer-Khan 7:00 departure from your place.
Title: Welcome to Kramerland...
Post by: imurrx on October 27, 2009, 01:32:00 PM
in this last part of the module we completed, I calculated Kratos had taken close to 250-300 hp of damage. Most of it was electrical and acid.
Title: Welcome to Kramerland...
Post by: imurrx on October 27, 2009, 11:30:26 PM
where are the challenge ratings?

***hint hint***
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on October 28, 2009, 05:22:32 AM
At this point, we're fighting the last three Hobgoblin Wyrm Lords. The Ogres and Giants and whatnot back off while we fight 'em. The final battle takes place in Brindol Market (#5). Our dice rolls are monumentally bad, and we manage to roll a natural 1 about half-a-dozen times. Take note that we were using some makeshift Critical Fumble Tables, so this was a disaster for all concerned. This isn't even counting the other shitty rolls we made. I think I rolled a natural 2 for initiative....twice. The other guys rolled badly as well, and this made it doubly hard to defeat the main Wyrm Lord, Kharn....who was a seven-foot tall douchebag with a nearly impossible Armor Class. We had a long and difficult battle in the market...

...with Reven tryin' to gib the big Hobgoblin (Kharn), with Kratos and the others taking on the other two.

Despite the difficulties, we managed to triumph. :)

(http://www.wizards.com/dnd/images/rhod_maps/95693.jpg)

(1.) City Gates
(2.) Stone Wyvern (inn)
(3.) Axenhaft Security (mercenaries)
(4.) Shanks Shivs (weapon shop)
(5.) Brindol Market
(6.) Thirsty Zombie (tavern)
(7.) Red Magic & Sundries (magic shop)
(8.) Shrine of Yondalla
(9.) Kraven Raven Tavern
(10.) Valorian's (playhouse)
(11.) Brindol Academy (finishing school)
(12.) Laughing Manticore (tavern & brewery)
(13.) Kaal manor
(14.) Teskerwill Manor
(15.) Discreet Departures (coffin-maker shop)
(16.) Cathedral Square
(17.) Cathedral of Pelor
(18.) Brindol Keep
(19.) Haskinar Mansion
(20.) Brindol Cemetery
(21.) Temple of Weejas

And now, here's the list of the monsters and treasure....

MONSTERS DEFEATED

* Hobgoblin Wyrm Lord (Kharn, big seven-foot-tall dude)
* Hobgoblin Wyrm Lord (Koth)
* Hobgoblin Wyrm Lord (Oolay, Hobgoblin female)

INVENTORY

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

* Dragoncraft +2 Red Dragon Full Plate Armor........................
* Heavy Steel Shield +2.........................................................
* Heavy Pick +1 of Wounding...................................................
* Light Crossbow (masterwork)........................................................
* Bolts (10).............................................................................
* Gauntlets of Ogre Power.................................................
* Cloak of Resistance +2.......................................................
* Ring of Protection +1.........................................................
* Greatsword (masterwork)...........................................................
* Potions of Cure Serious Wounds (2)......................................
* Potion of Fly....................................................................
* Potion of Haste.................................................................
* Light Crossbow (masterwork).......................................................
* Whip (masterwork)....................................................................
* Breastplate (masterwork)...........................................................
* Morningstar (masterwork)............................................................
* Wand of Magic Missile (15 charges, 5th lvl).............................
* Potion of Fly.....................................................................
* Potions of Cure Moderate Wounds (2)....................................
* Bag of Holding (type 1)......................................................
* Scroll of Mount...................................................................
* Elixirs of Truth (2)..............................................................
* 743 gp
* 2,980 sp

Note: I'll list the Market Value of the items later on.... :cool:
Title: Welcome to Kramerland...
Post by: imurrx on October 29, 2009, 09:55:15 PM
XP

so we do not spend the night away leveling up camacho!
Title: Welcome to Kramerland...
Post by: MeatLips on October 30, 2009, 04:08:38 PM
Quote from: imurrx;341222
XP

so we do not spend the night away leveling up camacho!


I updated your google doc, suckafoo. Blumpy goes up to 9th level, the rest of you fools are now 10th.

Happy Fucking Halloween!
Title: Welcome to Kramerland...
Post by: imurrx on October 30, 2009, 10:34:27 PM
Quote from: MeatLips;341370


Happy Fucking Halloween!


You kiss yo mama with that mouth?
Title: Welcome to Kramerland...
Post by: imurrx on October 31, 2009, 07:58:26 PM
Lamb, that feat that allows you to use a metamagic feat with a magical item is only usable by a Artificer.

Metamagic Spell Trigger  & Metamagic spell completion (su) is a class ability that allows you to tack on a metamagic feat to a magical item. Each increased spell level results in extra charges being spent. 4 charges for quicken and 2 charges for  empower etc.

Metamagic Item (infusion) allows you to infuse a magic item with a metamagic feat. no extra cost listed. Works on Wands and Staffs.

So basicly, if an Artificer uses a wand that has been created with a metamagic feat, infuse via metamagic item, use metamagic spell trigger, and hold a metamagic rod, you could potential use a wand with a total of 4 metamagic feats.

Horatio could do the following in about 5-7 levels (need more feats)

Right now Horatio using a 5th level Wand of Magic missiles would do the following:

Now lets say Horatio (+2 caster level when using a wand) crafts the wand at 5th level with maximize crafted in it.

This would take about 3 rounds of preparation to launch this assault. In 6 rounds you would do 600 HP damage. 28 charges and close to 4000 in gp

Vice verse, if you crafted the wand with maximize and infused twin spell, it would only cost 1 charge per round 135gp and you would do 50 hp damage per round. In 6 rounds, you would 300 HP damage this method. 6 charges for less than a grand. in GP.

Now, lets see how this would work with Force Orbs or some other spell. major damage and very expensive. So do not think that this will happen often, only to save our asses.
Title: Welcome to Kramerland...
Post by: imurrx on November 01, 2009, 08:06:19 PM
Remember we are gaming Tuesday!

hey mr DM, if you got any more xp, let us have it before them so us goobers do our stuff.
Title: peace or war
Post by: Blumpy_boo on November 02, 2009, 10:51:00 AM
I have made 3 versions of blumpy.  2 of the versions will use the apostle of peace prestige class and mess with the team.  all living creature within 60 feet of me has to make a will save of 18 or better or be overcome with calm emotions and cannot attack.

version 1:  cleric 5, pelor 1, apostle 3.  vow of nonviolence, vow of peace, vow of poverty.  keeps one level in radiant servant of pelor, keeps the saint template.  stigmata.  armor class 24.

version 2:  cleric 6, apostle 3.  drops the radiant servant of pelor.  keeps the saint template.  stigmata.  armor class 30.

i suppose both could drop the saint template, but i haven't written that character yet.

version 3:  bone knight.  If the dm will allow, i switch to true neutral or other nongood alignment.  cleric 7.  dread necromancer (or something like that) 1.  bone knight 1.  I would have d10, be up front, have unlimited charnal healing for myself. and ride an undead mount.
Title: Welcome to Kramerland...
Post by: Blumpy_boo on November 02, 2009, 12:22:01 PM
The time listed (3:51pm) is not correct on this thread.  I wrote my last reply at 10:30am.  

bone knight with lance, ride-by attack, mounted combat, maybe cleave, and a few other might be fun.  Using a lance will do triple damage on hit (would that be on critical hit only? or on any hit?).

Making the team swear a vow not to kill, damage, maim or otherwise bother an helpless foe or a foe that has surrendered could be fun.  Team members who break the vow to me have a -9 on attacks and -9 on damage for an hour for each violation.

Since I haven't been able to hit a monster on a regular basis, I could do the apostle peace touch or whatever it is called.  the monster would lay down their arms, surrender, leave, and we still get the experience points.  If the monsters break their vow to me, then Reven or Kratos can have their way with them.  My having an armor class of 30, and doing a melee touch attack might be more effective than shooting crossbow bolts all day and missing.  I would take a feat that does nonlethal damage with any melee weapon and not break my vow.  That would be fun.  

Book of Exalted Deeds after the Annointed Knight, forget what pages though, but I did print them.  Apostle of Peace.  Would be better than blumpy contemplating his naval when asked, "what does blumpy do?".

On the plus side, I can attack constructs and undead without affecting any of the vows.  Too bad most of the constructs were destroyed by bone knights in the Karnath Wars in Eberron.
Title: Welcome to Kramerland...
Post by: imurrx on November 02, 2009, 11:11:44 PM
Well... we like to kill stuff, and perhaps even coup de grade a foe when ever possible is the point. Playing a guy who forces us not to kick total maximus buttox well... could be a drag.

Now, You got a cleric. Cleric is the most powerfull class in the game.  Perhaps you should focus on smaller tweaks and make your guy more combat viable.

there must be something you could do that is a good medium.

Then again... you need to be happy with blumpy.

remember, if it was not for blumpy's enhancements, Things would have not been as smooth.
Title: Welcome to Kramerland...
Post by: imurrx on November 03, 2009, 06:37:27 PM
I got clearance from the wife for Thursday.

Too bad for you guys. I had lots of chocolate and stuff for you all. I guess more for me.
Title: Welcome to Kramerland...
Post by: MeatLips on November 04, 2009, 09:39:01 AM
Quote from: imurrx;342052
I got clearance from the wife for Thursday.

Too bad for you guys. I had lots of chocolate and stuff for you all. I guess more for me.


Just what you need.

I'm clear for Thursday.
Title: Welcome to Kramerland...
Post by: MeatLips on November 04, 2009, 12:06:20 PM
Didn't realize it was so BIG :-P Here's a link to it instead:

Alignments (http://fc08.deviantart.com/fs48/f/2009/166/0/d/Nintendo_Allignment_Chart_by_Nakabeast.jpg)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on November 04, 2009, 06:19:13 PM
Kramer, shrink that thing down...please! :duh:
Title: Welcome to Kramerland...
Post by: imurrx on November 07, 2009, 03:55:47 PM
Blumpy, did you get the files for guy? I checked out the spam box, and nothing was in there from you.
Title: Welcome to Kramerland...
Post by: imurrx on November 08, 2009, 10:47:38 PM
Remember Wednesday evening this week. Mark got a concert tomorrow, and I got work Tuesday, Thursday, and Friday.
Title: Welcome to Kramerland...
Post by: MeatLips on November 09, 2009, 03:36:59 PM
Quote from: imurrx;342763
Remember Wednesday evening this week. Mark got a concert tomorrow, and I got work Tuesday, Thursday, and Friday.

Mutt's got a pretty busy social calendar these days... I presume we'll be playing down at his place on Wednesday?
Title: Welcome to Kramerland...
Post by: imurrx on November 09, 2009, 08:32:48 PM
yes... and did you check out the files I sent you?
Title: Welcome to Kramerland...
Post by: Mutt on November 10, 2009, 02:07:16 AM
no busier then normal... actually less so then normal :P and yes I'll see ya Wednesday
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on November 11, 2009, 06:29:11 PM
Here's a helpful new feat I designed for Mutt....

DRACONIC TEMPORAL FIELD
You are enhanced with a supernatural field of energy that quickens your draconic abilities.

Prerequisite: Breath Weapon, Draconic Aura.

Benefit: You can project your Draconic Aura as a free action rather than a swift action, and end it as a free action. Additionally, your breath weapon can be activated as a swift action.


(http://img.photobucket.com/albums/v286/Godfall/RPG/DS_P.jpg)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on November 15, 2009, 02:27:39 AM
Okay. During our last session a few days ago, Jaarmath pleaded with us to stop some monsters that are many miles away, even though we just busted our humps saving the town of Brindol.

(http://www.wizards.com/dnd/images/rhod_maps/95693.jpg)

He gives us a scroll that allows us to Teleport there. The DM and everyone else were getting a little pissy with me when I pointed out how hard it was to make a Use Magic Device skill check, and also when I pointed out that Teleport had a chance of failure. The DM allowed Horatio to automatically make his skill check. :rolleyes: However, I had forgotten that my character, Hrothgar was the only one in the group that could reliably use that scroll, because that spell is on my spell list. Oops. :o

There still would have been a small chance of a Teleport mishap though...

Anyway, we're no longer in the town of Brindol, and Teleport to Vraath Keep.

(http://www.wizards.com/dnd/images/rhod_maps/95684.jpg)

It's been left the way we kept it. We decide to get some rest, and recharge some spells. Later on, Reven is waking us up, and warns us of intruders.

On the other side of the wall, we see some Hobgoblins, and some dudes in black robes. I look at Mutt, and say:

Me: "It's Fireball time, isn't it?" :)
Mutt: "Yeah, yeah!" (nods) ;)
imurrx: "No, dude! Don't waste your cookies." :eek:
DM: "You sure you wanna do that?" :pundit:
Me: "Oh, I'm blasting 'em. :)

Fooosh!! Eight dead Hobgoblins. The black-robed punks are singed, and they flee into the woods. Hello, victory. :)
 
Shortly thereafter, we leave the keep, hiking on a trail in the forest, when arrows suddenly shoot forth, narrowly missing us. We get into a smackdown with three odd-looking black-robed guys that look much like the assassin back at the town of Brindol. We kick their asses. And so the session ends there.....

MONSTERS DEFEATED

* Hobgoblins (8)
* Black-Robed Dudes (6)
* Weird-Looking Black-Robed Dudes (3)
Title: Welcome to Kramerland...
Post by: imurrx on November 17, 2009, 12:56:27 AM
Remember, Tuesday at Kramers. I may be tardy. lets aim for 7pm.
Title: Welcome to Kramerland...
Post by: MeatLips on November 17, 2009, 02:30:32 PM
Something came up tonight, fellas. I'm gonna need to reschedule. I know Wednesday Pete is busy with some stuff, but I can do Thursday if you are all available.

I'll make sure I give everyone a call about this.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on November 17, 2009, 04:52:44 PM
Quote from: MeatLips
Something came up tonight, fellas. I'm gonna need to reschedule. I know Wednesday Pete is busy with some stuff, but I can do Thursday if you are all available.

I'll make sure I give everyone a call about this.


Kramer, you are so whipped. :nono: :teehee:
Title: Welcome to Kramerland...
Post by: imurrx on November 17, 2009, 09:22:38 PM
I do Wednesday or Thursday night. I have an MRI tomorrow so I have the day off the.

Any takers?
Title: Welcome to Kramerland...
Post by: Mutt on November 17, 2009, 10:07:32 PM
Quote from: imurrx;343974
I do Wednesday or Thursday night. I have an MRI tomorrow so I have the day off the.

Any takers?


I don't think Mike can do tomorrow unless it is down here cause of school. I may be able to do Thursday, but won't know till then.
Title: Welcome to Kramerland...
Post by: imurrx on November 18, 2009, 04:42:11 PM
Since the Kramer had Mutt's Syndrome (aka gave up D&D for pussy), the boys are going up.

So what's going on, tonight in Taunton or Thursday in Stoughton?
Title: Welcome to Kramerland...
Post by: MeatLips on November 18, 2009, 04:59:40 PM
Thursday would work better for me.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on November 18, 2009, 07:03:20 PM
So tomorrow night then? I'm fine with whichever town we play in, as long as get together.
Title: Welcome to Kramerland...
Post by: imurrx on November 18, 2009, 08:01:30 PM
Mutt wants it at his place tomorrow if he can and I bet Mr Kramer wants it at his house. So where to then?

I have an MD appointment tomorrow at 4:30.


on a separate note...


MR DM, I made Kratos a Weapon of Legacy. Basicly he will be sacrificing some attack bonus, will saves, and hit points from now until level 20. He will gain strength bonuses, armor bonus, armor enhancement, dark-vision, feather fall and something else.

here is a list of the progression. He had to sacrifice a slot and gold for each enahcement.

http://spreadsheets.google.com/pub?key=t4bAGpkDUTXzU0za0DjnWLQ&single=true&gid=0&output=html
Title: Welcome to Kramerland...
Post by: MeatLips on November 19, 2009, 11:17:21 AM
Ugh... my cell phone just reminded me that I have a dentist appointment tonight at 7:15. So I'll be a bit late, probably closer to 7:45 or 8pm.
Title: Welcome to Kramerland...
Post by: Mutt on November 19, 2009, 04:03:41 PM
Quote from: MeatLips;344120
Ugh... my cell phone just reminded me that I have a dentist appointment tonight at 7:15. So I'll be a bit late, probably closer to 7:45 or 8pm.


Tried leaving you a voice mail but you need to empty it since it's full.... If you guys want to come down, fine if not, I have too much work to go up there tonight. Let me know
Title: Welcome to Kramerland...
Post by: MeatLips on November 19, 2009, 04:43:44 PM
Quote from: Mutt;344152
Tried leaving you a voice mail but you need to empty it since it's full.... If you guys want to come down, fine if not, I have too much work to go up there tonight. Let me know


Then let's just play down at your place next week. I probably won't be back from the damned dentist until 8:15, and it will take us another 45 minutes just to get all our shit together and get in the car to drive down to Taunton.

I promise I won't bail for any reason next week.
Title: Welcome to Kramerland...
Post by: Mutt on November 19, 2009, 05:07:48 PM
Quote from: MeatLips;344172
Then let's just play down at your place next week. I probably won't be back from the damned dentist until 8:15, and it will take us another 45 minutes just to get all our shit together and get in the car to drive down to Taunton.

I promise I won't bail for any reason next week.


Next week will have to be Monday or Tuesday. I am having Thankgiving at my place so I cannot do any other day.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on November 19, 2009, 05:09:48 PM
Who goes to the dentist at 7:15 PM? :pundit:

Anyway, I knew this would happen. The stars weren't aligned right or something. And I hate to say it, but if we got together, it's possible that I'd be running late as well. I have to go with my dad to pick my mother up from the eye doctor. He'll be driving her car back, and I'll be taking his, and neither of my parents have made it absolutely clear when we'll be leaving or returning. Furthermore, I wasn't even told about it until this afternoon even though I mentioned that I had plans to go out tonight... :rolleyes:

Quote from: MeatLips
Then let's just play down at your place next week. I probably won't be back from the damned dentist until 8:15, and it will take us another 45 minutes just to get all our shit together and get in the car to drive down to Taunton.

I promise I won't bail for any reason next week.


You better not bail, chief. :) All things considered, I think you owe us all a large cheese pizza, an order of chicken fingers, and a large bottle of soda, if only for the sake of good karma.... ;)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on November 19, 2009, 05:11:31 PM
Quote from: Mutt;344175
Next week will have to be Monday or Tuesday. I am having Thankgiving at my place so I cannot do any other day.


That's fine with me. And let's make Kramer buy us some food. ;)
Title: Welcome to Kramerland...
Post by: imurrx on November 19, 2009, 05:55:44 PM
Quote from: Mutt;344175
Next week will have to be Monday or Tuesday. I am having Thankgiving at my place so I cannot do any other day.


Monday. I got work Tuesday night.
Title: Welcome to Kramerland...
Post by: MeatLips on November 19, 2009, 06:23:32 PM
Quote from: imurrx;344182
Monday. I got work Tuesday night.


Monday it is then.
Title: Welcome to Kramerland...
Post by: imurrx on November 19, 2009, 07:33:18 PM
Quote from: MeatLips;344186
Monday it is then.



Make sure get your dipstick well lubed this weekend because if you need to go for an another oil change, we will make sure we will change your timing belt.

ROMEO!
Title: Welcome to Kramerland...
Post by: imurrx on November 22, 2009, 10:26:37 PM
So where are we gaming Monday night?

Who wants to be the bigger pussy and complain about the location?

Usually it would have been down in Taunton, but since we skipped Kramers last week should it be up here?

Let the whining begin.
Title: Welcome to Kramerland...
Post by: imurrx on November 25, 2009, 07:41:17 AM
Next weeks game will have to be on Tuesday or Thursday. I have work Monday and Wednesday night.
Title: Welcome to Kramerland...
Post by: MeatLips on November 30, 2009, 02:15:17 AM
Either day is fine with me.

Mutt, I need that cat-cage I lent you back. Please bring it with you when we get together.
Title: Welcome to Kramerland...
Post by: imurrx on November 30, 2009, 11:18:00 PM
Mike cant to tomorrow... I can do thursday, but late.... I got a Parent Teacher meeting for johnny at 6:30.

thursday is fine with me
Title: play tonight
Post by: Blumpy_boo on December 01, 2009, 01:49:00 PM
You guys should play tonight.  Don't wait for me.  Mark, Barry, or Pete could play my character.  And while you are at it, kill that blasted green dragon for me.
Title: the comeback kid
Post by: Blumpy_boo on December 01, 2009, 01:53:19 PM
I noticed no one has posted about Reven's miraculous comeback from -20 hit points, or about our temporary huddle for the next round.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on December 01, 2009, 06:33:25 PM
Well, I don't feel up to getting together tonight as I feel like I have a touch of the Creeping Goat Crud, whatever that is. So...another night then.

Quote from: Blumpy boo
noticed no one has posted about Reven's miraculous comeback from -20 hit points, or about our temporary huddle for the next round.

I shall post that either tonight or tomorrow....
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on December 01, 2009, 06:58:39 PM
Kramer-san, you need to empty the mailbox on your cellphone... :)
Title: Welcome to Kramerland...
Post by: imurrx on December 01, 2009, 10:35:43 PM
Quote from: Blumpy_boo;345949
You guys should play tonight.  Don't wait for me.  Mark, Barry, or Pete could play my character.  And while you are at it, kill that blasted green dragon for me.


here is what you wrote blumpy for all to see

Quote
I broke my butt again and won't be able to drive until Thursday or Friday at the earliest.  I have to go in for a follow up on Tuesday or Wednesday.  If it is more bad news, I have to see a surgeon.


Let's aim for thursday. I got a parrent teacher thingy so I can be there post 7. probably 7:30 the latest.
Title: Welcome to Kramerland...
Post by: MeatLips on December 02, 2009, 09:46:31 AM
Quote from: imurrx;346050

Let's aim for thursday. I got a parrent teacher thingy so I can be there post 7. probably 7:30 the latest.


And you handle people's critical medications... Let us know how your parrent/teacher thing goes... especially with the rest of the parrents

:p
Title: Welcome to Kramerland...
Post by: Mutt on December 07, 2009, 08:00:38 AM
Ross's tonight? text me and let me know, wont have a chance to check here later
Title: Welcome to Kramerland...
Post by: imurrx on December 10, 2009, 10:29:40 PM
I'm working Monday, so it gonna have to be Tuesday. I also will not be available until 7 pm.
Title: Welcome to Kramerland...
Post by: Mutt on December 14, 2009, 06:53:00 AM
Don't think Tuesday is gonna work this week, Wednesday is pretty much the only night I am available
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on December 14, 2009, 09:24:13 AM
Wednesday then?
Title: Welcome to Kramerland...
Post by: imurrx on December 14, 2009, 12:48:20 PM
You guys are lucky. Normally I work every other Wednesday, but I have a meeting this one. So I can do this Wednesday.
Title: Welcome to Kramerland...
Post by: MeatLips on December 15, 2009, 11:23:22 AM
I can't do Wednesday. I'm available every night this week except for Wednesday and Friday.

I guess we can do next Monday at my place. My girlfriend will probably be there, so you all can meet her. :-)
Title: Welcome to Kramerland...
Post by: Mutt on December 15, 2009, 04:19:22 PM
Guess no gaming this week. Will have to see about next week, it's going to be a busy week too.
Title: Welcome to Kramerland...
Post by: imurrx on December 15, 2009, 07:12:29 PM
what ever guys...

when ever you are serious about finishing this campaign or even gaming in general, call me. Until then, I'm done.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on December 16, 2009, 07:08:53 AM
I'm getting an odd feeling that the campaign is about to end with a whimper. :cool:

I'll fill out a journal entry anyway. Our party traveled to the Fane of Tiamat on a dusty road leading up to a set of double doors on the side of a stone mound. There was a cave far above our position, and so I had Hrothgar send Banjo to fly up and investigate. Well, we soon got into a scrap with a dragon, and a few rounds later, it was joined by its buddy, so soon we were fighting both a Blue and Green Dragon. It galls me to admit this, but we were ill-prepared, and unable to defeat 'em. During the fight, we almost lost a couple party members, and were forced to seek refuge behind the large stone double doors, inside the Fane itself. We planned to go back outside, and renew our assault, when the last session ended....

(http://www.wizards.com/dnd/images/rhod_maps/95695.jpg)
Title: Welcome to Kramerland...
Post by: MeatLips on December 16, 2009, 10:44:17 AM
Clearly we are suffering some serious setbacks as to completing this campaign.

Mutt, since you're technically out of work I can sort of understand your current mentality of "Work all hours like I'm still 22 and drink and fuck like crazy when I'm not working cuz sleep is for the weak". But if you think you're going to be busy like this for the forseeable future, then it would be easier if you just let us know now instead of week to week.

Blumpy, you've been tied down with various school commitments and ass problems and what-not. If you can figure out what your schedule is going to be like week to week, it would be easier to plan our sessions.

imurrx, your shifting work schedule has made it an iron-bound pain in the ass to plan sessions since you're unable to commit to the same exact day each week. It would be infinitely easier for everyone to schedule the same day every week like we used to if your hours weren't getting shifted back and forth at work. I'm not blaming you for it, but it is annoying.

Sac Lamb... you're pretty much blameless. Your daily schedule consists of "Asleep, Kinda awake, In the bathroom, Asleep, At the gym, Asleep"

I'm not without blame. I did ditch a session once to get laid. However I won't be doing that again, and I really haven't done it since either. I've also been less than enthusiastic lately since it's a pain to get all ready and then be expected to keep you all entertained and moving during the session.

Mutt, it's annoying as all fucking hell when you fall asleep during the session, get exasperated when the game isn't moving fast enough, or do shit like dump hot wax on me because you're fucking bored. I really wanted to kick you the fuck out of my condo when you did that last week, but that would have ended the session and ruined it for everyone else. I forgive you, but please keep in mind that inflicting physical pain on me just serves to piss me off and while amusing to you, doesn't really move the game along any faster.

Blumpy, it's fucking annoying when you bitched about not being able to do shit, or not having any idea how to use the spells your character has. For future reference, you might want to start out using a character that is a bit simpler to use. You'd definitely have more fun that way.

Sac and imurrx, you guys bloat your characters with ridiculously legal munchkined complexity that often leaves me scratching my head and wondering "They can fucking do that??"

And Sac, you're guilty of being a condescending douche-bag former DM. You do help out at times, but your level of general knowledge in the game is higher than my own, and often higher than your character. You do tend to use that knowledge to your advantage in the game, even when your character wouldn't know that shit without a high knowledge check.

I'm guilty of basically not knowing as much as Sac in terms of gameplay and D&D mechanics.

Basically, we're all a motley crew of douche-bags that are difficult for a semi-novice DM like myself to play with. If we continue playing in the future I will be using a module that I have written myself. But if we want to continue playing, I need one day a week committed to. A single static day that we can all agree on. This would have to be either Monday, Tuesday, Wednesday, or Thursday. ONE of these days will have to be our static gaming day, like Monday used to be. If this cannot be static, then we will need to plan our sessions at least a month at a time with everyone agreeing on each day per week. This shouldn't be hard for you imurrx, since you have to base things on your work schedule, or hard for you Lamb, since you aren't doing anything anyway.

Hugs and kisses and merry fucking Christmas.
Title: Welcome to Kramerland...
Post by: Mutt on December 16, 2009, 11:51:22 AM
Smooches

Some people like having wax poured on them... It's not the hours I keep that puts me to sleep, it's the dullness when people go off on a tangent about something irrelevant for an hour that does.

And yes a firm day is needed.
Title: Welcome to Kramerland...
Post by: imurrx on December 16, 2009, 07:29:10 PM
Quote from: Mutt;349297
Smooches

Some people like having wax poured on them... It's not the hours I keep that puts me to sleep, it's the dullness when people go off on a tangent about something irrelevant for an hour that does.

And yes a firm day is needed.


The same can be said when you breath fire at the first sign of trouble.

Anyway I do not start bitching now or my blood pressure will rise.

I though we all agreed back a couple of months ago when I got transfered that we would alternate Mondays at Ross's and Tuesday at Mutts' (which would give him an extra day to recover from bar-tending). Apparently it aint good enough or convenient all the time for Mutt, Meatlips or Blumpy.

If you want one simple day to game between Monday through Thursday, the only day I have off each week is every Thursday.

So, it's Thursday or you can count me out.
Title: Welcome to Kramerland...
Post by: MeatLips on December 16, 2009, 09:13:36 PM
Thursday is perfectly acceptable to me.
Title: Welcome to Kramerland...
Post by: Mutt on December 18, 2009, 08:54:08 AM
Thursdays don't work for me, so I guess I'm done. Have fun.
Title: Welcome to Kramerland...
Post by: MeatLips on December 20, 2009, 06:08:13 PM
Quote from: Mutt;349946
Thursdays don't work for me, so I guess I'm done. Have fun.


I guess there's no fucking point getting together tomorrow.

Happy fucking holidays.
Title: Welcome to Kramerland...
Post by: imurrx on December 20, 2009, 10:12:37 PM
Quote from: MeatLips;350429
I guess there's no fucking point getting together tomorrow.

Happy fucking holidays.


I have to go Christmas shopping for my wife (last person to buy). So if we were to get together then it would be some time after 8pm.

Now what do you want Meatlips and Mutt? You both wanted a consistent date, so the only one I can do is Thursday. Every other day flips alternating week. You can't have your cake and eat it too.

I do not mind gaming on other days, but every one needs to be 100% committed. I am fed up with people bailing to get laid or get drunk or wimp out because they are too tired or some other lame excuse. Sorry, that does not fly with me.

I have shown up when I am exhausted. I have  push back celebrating family events to make sure I show up. The only times I have bailed is when I had work or a family criss. Hell, the days we game I see my son for just a couple hours so I can get together with you guys.

With that said, I am only going to game when I hear a firm commitment with who ever is going to play. At this point, I frankly don't care what happens to this campaign at this juncture. I am too fed up with people putting this game on the "oh i got nothing else to do so I will show up" list.  If you are going to show up then be in 100% otherwise I don't give a flying fuck. Go off get drunk, get lipstick on your dipstick or what ever. Don't waist my time.

So if people don't give a shit about gaming, then I want no  part in it. I would rather shed the dead weight off and start over with a group who is committed.
Title: Welcome to Kramerland...
Post by: MeatLips on December 21, 2009, 01:34:00 AM
Very well. If everyone wants to game tomorrow night, then that's fine. Like Imurrx I have some stuff to do before we game so it wouldn't be until after 8. Particularly, I'm going away from Tuesday to Thursday with the girlfriend.

I'm picking up a friend of hers tomorrow to condo-sit my cats, so while I wanted everyone to meet Zhi, you'll all get to meet her friend Jessica instead.

If we play, it will have to be at my place.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on December 21, 2009, 10:17:22 AM
I have a thought. If you boys are cool with it, I'd like to take the reins, and DM again. I think everyone's a little burnt out. Let's finish this dungeon now, and then start a fresh new campaign next week with me running the show. Just think about it. :)
Title: Welcome to Kramerland...
Post by: MeatLips on December 21, 2009, 12:52:22 PM
I'm feeling burnt out too. What characters would we use? Are you talking about rolling up new ones?

If you want to go on using the current characters, I'll need to roll up a comparable player character for myself.

As for the current adventure, you guys are moving along it at a snails pace. There's no way we'd finish it up in one night, unless I skipped to the end. At any rate, I'm all for having you pick up the reins once more and get back into the driver seat. I need to take a break from being DM for a little while.

Now I understand how you got all burnt out as well.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on December 21, 2009, 02:21:04 PM
Quote from: MeatLips;350569
I'm feeling burnt out too. What characters would we use? Are you talking about rolling up new ones?

If you want to go on using the current characters, I'll need to roll up a comparable player character for myself.

As for the current adventure, you guys are moving along it at a snails pace. There's no way we'd finish it up in one night, unless I skipped to the end. At any rate, I'm all for having you pick up the reins once more and get back into the driver seat. I need to take a break from being DM for a little while.

Now I understand how you got all burnt out as well.


I think everyone here needs a change of pace. If you guys are all cool with it, I'll be ready to roll next week. My advice is to stick with the current characters we have now. MeatLips, you will need to create a character of equivalent level to the rest of the party.

Also, MeatLips is correct. We won't be finishing this dungeon in a single session, so I suggest we either get together and do something non-D&D related, or wait until next week to play. If we're unable to get together this week, then that's okay. Things are always hectic the week before Christmas. That said, I'd like to run a few sessions.

Cool? :)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on December 21, 2009, 03:54:26 PM
Guys, things are pretty busy for me tonight, so it's best if we get together another time. I still have Christmas shopping to do, more shoveling, more errands, and other stuff. If that means we get together next week, that's great, as things will be much easier around here by then.

Talk to you soon, boys....and Happy Holidays!  :D
Title: Welcome to Kramerland...
Post by: imurrx on December 21, 2009, 06:32:33 PM
First, we need a solid day when we will game. Will it be:
Second, who will game needs to be committed to it. If it's going to be a casual thing when it is only convenient, then I am not interested.

Third, I will keep my two guys but I will draft a couple of extra ones people opt out from gaming.

I would assume we are still only 10th when resume.

So... What schedule/day you guys want?
And... Who is in gaming?
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on December 28, 2009, 03:16:48 PM
Well, boys...imurrx let me know he'll be otherwise occupied this week, so we will probably be playing next week, which is fine, as it gives me more time to prepare. If we are still playing, then there's a few things to mention...

(1.) This is a fresh, new D&D 3.5 campaign with me as your Most Benevolent Dictator and Dungeon Master. :D
(2.) You may use your current characters if you wish.
(3.) When you roll a critical threat, I won't force you to make a confirmation roll. If you roll a natural 20, it's a critical hit.....period.
(4.) This new campaign employs both Critical Hits and Critical Fumbles.
(5.) I've just received the Critical Hit and Critical Fumble Decks from Paizo for Christmas, and they look extremely cool. We will be using them. :)
(6.) There will be heavy combat mixed with roleplaying and world exploration.
(7.) I will be enforcing the encumbrance rules. Find something to carry your stuff....or else. ;)
(8.) Inventory the items you are carrying on your person, including coins and precious jewels. It's a dangerous world out there, and you never know when someone out there might try to rob you.... ;)
(9.) We will be reverting to the default rules for acquiring xp, with one exception. Characters can still acquire xp for facing excessively strong or weak opponents.
(10.) It is your decision if you wish Hrothgar to remain part of the group. If he remains, he will be relegated to NPC status, and will play much more of a support role.

That's all for now. I'll think of more soon. :)
Title: Welcome to Kramerland...
Post by: imurrx on December 29, 2009, 05:03:42 PM
perhaps we should start a new thread. We are leaving the land of Kramer and entering Lambland.

btw game day is thursdays.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on January 09, 2010, 11:58:25 AM
Quote from: imurrx;351886
perhaps we should start a new thread. We are leaving the land of Kramer and entering Lambland.

btw game day is thursdays.


"Lambland"? :)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on January 09, 2010, 12:01:14 PM
This may be an anticlimactic may to end the campaign, but let's just say that this is the end of one chapter, and the beginning of another. The new D&D campaign should be fun. Oh, and I'll bring my new Pathfinder books for you guys to browse through. They look good.
Title: Welcome to Kramerland...
Post by: MeatLips on January 10, 2010, 07:05:25 PM
This thread is dead. Long live the new thread!

Welcome to BarryLand! (http://www.therpgsite.com/showthread.php?p=354502)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on January 11, 2010, 12:42:33 PM
Quote from: MeatLips;354503
This thread is dead. Long live the new thread!

Welcome to BarryLand! (http://www.therpgsite.com/showthread.php?p=354502)


I refuse to acknowledge that thread, based upon the tackiness of the name. ;) I will create a new thread for you guys tomorrow, detailing the necessary campaign information to get started.

Stay tuned...
Title: Welcome to Kramerland...
Post by: MeatLips on January 12, 2010, 09:57:18 AM
Quote from: Sacrificial Lamb;354585
I refuse to acknowledge that thread, based upon the tackiness of the name. ;) I will create a new thread for you guys tomorrow, detailing the necessary campaign information to get started.

Stay tuned...

Don't be a cocky douche. I accepted this annoying "Kramerland" thread name.

Should I change the name to "Welcome to Douche-Lamb-Land"?
Title: Welcome to Kramerland...
Post by: imurrx on January 12, 2010, 09:47:10 PM
Quote from: MeatLips;354759
Don't be a cocky douche. I accepted this annoying "Kramerland" thread name.


bitter aren't we?
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 29, 2013, 12:26:01 AM
(http://juanalonso.net/wp-content/uploads/2007/06/dnd_logo.jpg)


Greetings! :) After over three years, I am resuscitating the "Kramerland" thread, as my friends and I have finally begun playing D&D again (now D&D 3.5...but supplemented with material from BESM d20, Omega World d20, Pathfinder, and other d20/OGL stuff). My players probably prefer to focus on a single thread, as it's easier to follow, so from now on....we'll post here.

Our activities are all part of the "Kramerland" campaign, which is comprised of a rotating cast of characters that reside within the realms of Omegus. In order to stay in the loop, here are links to our previous campaign journals.....with most of the campaign using 3.x rules, and then converted to AD&D (and back again) at some point:

Welcome to Kramerland... [[D&D 3.x rules]]
( 12-26-2008, 11:06 PM to 01-12-2010, 09:47 PM)
http://www.therpgsite.com/showthread.php?t=13052

Shadowland [Dungeons & Dragons 3.5] [[D&D 3.x rules]]
(01-12-2010, 05:11 PM to 01-18-2010, 12:14 AM )
http://www.therpgsite.com/showthread.php?t=16202

Welcome to Barryland [[D&D 3.x rules]]
( 01-10-2010, 07:03 PM to 03-08-2010, 06:25 PM )
http://www.therpgsite.com/showthread.php?p=354502

Dungeons & Dragons 3.x Campaign Journal [[D&D 3.x rules]]
( 03-08-2010, 06:23 PM to 03-15-2010, 11:54 PM)
http://www.therpgsite.com/showthread.php?t=16677

Welcome To Kramerland Part II... [[AD&D rules]]
(07-29-2010, 05:12 AM to 10-22-2010, 02:11 PM )
http://www.therpgsite.com/showthread.php?t=17872

Welcome to Kramerland Part III [[D&D 3.x rules]]
(10-22-2010, 05:12 PM to 11-01-2010, 11:45 PM )
http://www.therpgsite.com/showthread.php?t=18522


(http://t2.gstatic.com/images?q=tbn:ANd9GcTNH8BiN-ZuENDpbc6-or70cuXR2y-yLTisbSWaAUnOZjOoMTt1)

To be continued....
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 29, 2013, 06:20:21 PM
Greetings again! :) The adventure begins at a place that the characters have unceremoniously dubbed, "the Mancave". This site is a series of rooms dug into the side of a hill, acting as a sanctuary for them to study and rest from time to time.

The characters recently returned from a subterranean complex called "Darkhaven", where their friend, Karen, was traveling in disguise. She was recently mauled and killed by a deranged Troll, and so now the characters seek to find a way to revive her...

Before I proceed, it should be noted that we've been using the retraining rules for D&D 3.5, so I'll start by providing a basic list of characters, locales, and trivia in the campaign...

(http://t3.gstatic.com/images?q=tbn:ANd9GcSo0SygRnBrRdBsJolkpZt_MLZydOmlJc0qZhjvQkOqUruRC0dt)

=Player Characters=

* Dante (imurrx): Dante is a Human 8th-level Psychic Warrior. He is Lucy's twin brother, and is almost rabidly protective of her. Dante is a skilled unarmed combatant, with a wide array martial art skills at his disposal. More impressive about him, however, are his psionic powers, which enable him to read objects and see auras. He can even alter his physical form to some degree, though he only does so as a last resort...

* Lucy (MeatLips): Lucy is a 7th-level female Human Swordmaster. She is Dante's twin sister, and the first thing you'll notice about her is her almost unearthly beauty. The second thing you'll notice is that she's dumb as a fucking brick. Despite this, she has a kind nature, and is friendly and approachable. After all this, nobody meeting her would realize that she's an absolute hellcat with a sword, as many monsters and bloodthirsty thugs have learned, much to their sorrow....

* Kratos (imurrx): Kratos is a 7th-level Fighter/5th-level Warforged Juggernaut. He is an artificial golem-like being transported from the Eberron campaign setting, and could be classified as a walking, talking tank. Basically, he's renouncing his organic side, and becoming more truly a mechanical construct. He currently resides at "the Mancave".

* Horatio Tortolla (imurrx): Horatio is a 12th-level Human Artificer. He appears as a non-descript Human, but remains a good source of non-magical artillery. He retains his reasoned, scientific mind, and takes the cautious approach, and is constantly researching for some new gadget or magic item. He currently resides at "the Mancave" with Kratos.

* Max (imurrx): Max is a 7th-level Adventurer (from BESM d20). He is a former soldier recruited at Castle Ashlahn with his friend, Rufus. Max is the recipient of a number of bizarre psychic powers, allowing him to teleport and telekinetically move objects....using the power of his mind. His origins are a mystery, as he suffers from amnesia, and is plagued by horrible nightmares. His current whereabouts are unknown.

* Rufus (MeatLips): Rufus is a 7th-level Martial Artist (from BESM d20). He is a former soldier recruited at Castle Ashlahn with his friend, Max. Rufus is a highly-skilled martial artist, gifted with the power of superhuman speed. Despite his talents, he is the recipient of a truly awkward curse, in which he is transformed into a female when splashed with cold water. Needless to say, this has made his life exceedingly complicated... :)

More to come soon...

(http://i217.photobucket.com/albums/cc258/Sac_Lamb/warforged3-b.jpg?t=1254652923)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on April 30, 2013, 12:41:13 AM
Here is a list of some of the more notable NPCs within the campaign...

=Memorable NPCs=

* Meatlips: Meatlips is a unusual bulldog. He's the recipient of a mutation granting him human intelligence and the ability to speak, though he usually pretends to be an ordinary dog. At one point, he was a former wizard's familiar, and another time acted as a guard dog at Castle Ashlahn. Meatlips is a loyal friend to the PCs, and always looking for a tasty treat.

* Jocelyn: Jocelyn is a lusty and highly temperamental dark-haired beauty with bright blue eyes. She was one Araith's concubines, and potential "brides-to-be". When Lucy was captured, Jocelyn was unbelievably rude, and seemingly ready to kill Lucy in order to win Araith's affections, though her behavior may have been influenced by a Charm effect placed upon her by Araith. During the PC's rescue attempt, Jocelyn appropriated Dante's intelligent sword, Sentinel, and fled from the melee, laughing like a lunatic. Lucy chased after her, and after a brief confrontation, managed to free Jocelyn from his magical Charm. The end result of this scenario was Jocelyn embracing Lucy in gratitude, and then kissing her passionately, which was something that Lucy seemed to like...very, very much.

* Sentinel: This is an intelligent longsword, with a quartz crystal pommelstone. It has some unusual magical powers, and managed to magically heal Dante when he was hovering at the brink of death. Its primary purpose is to destroy non-human monsters. Though it originally had no specific name, and its origins are unknown, it has tentatively nicknamed itself "Sentinel"...

* Karen: Karen is a woman originally met by a psychic named Max, and his friend, Rufus at Ashlahn Castle. Rufus became enchanted with her, considering the fact that she was the only woman he met who wasn't immediately smitten with him.

Rufus was recently reunited with Karen at the subterranean complex known as Darkhaven, where she was traveling in disguise. She was recently mauled and killed by a deranged Troll, and Rufus seeks to find a way to revive her...

* Lars: Lars appears as an earthy sort...with a long, bushy moustache. He was briefly met by some of the characters at Castle Ashlahn a not-inconsiderable time ago. Lars currently works as either a coachman or charioteer within the various realms of Omegus. The characters again encounter him in the small town of Bresby.....where he is drinking away his sorrows at the local gambling house and watering hole, known as "the Frosty Mug".

The characters hire him to first take them to the Temple of the Elder Gods, to heal one of their friends, Jocelyn, after she is mauled by a pack of bloodthirsty Ghouls. Later, they hire him again to take them to Gaxaral's Grove....in order to find a way to revive their dead friend, Karen. He currently travels with the characters towards Gaxaral's Grove...

* Sandria: Sandria is the friendly and beautiful Half-Elven barmaid at "the Frosty Mug" in the small town of Bresby. The characters encounter her when searching for a coachman to take them to the Temple of the Elder Gods...

* Ovidius: Ovidius is a man acting as the primary caretaker of the Temple of the Elder Gods. He is the recipient of various unusual abilities which allowed him to heal Jocelyn of the wounds she suffered from a pack of bloodthirsty Ghouls...

* Festus: Festus is an unassuming young fellow who provides assistance to Ovidius at the Temple of the Elder Gods, and also helps to receive visitors on the temple grounds...

* Gaxaral: Gaxaral is an incredibly ancient red dragon of massive size and indeterminate age, which has ruled over a place known as "Gaxaral's Grove" for countless years. This beast, a towering monstrosity with blood red scales, is said to be large enough to swallow a horse whole. It harbors a crafty intelligence and a wide variety of magical powers. It appears in town very infrequently, letting its police force of bloodthirtsy Orc soldiers patrol the area in its stead. A saving grace for the community is Gaxaral's absolute command to never attack or molest the working citizens of the town. This rule does not apply to strangers, however....

More to come soon...

(http://t0.gstatic.com/images?q=tbn:ANd9GcT6j519myTb10we4jjr26Yn4Y2A8ThpOxFTKP38bfaHMXXoPHTBVg)
Title: Welcome to Kramerland...
Post by: imurrx on April 30, 2013, 09:08:53 PM
Here is a link to some BESM stuff from a fan page

http://www.goofansite.com/index.php/downloads/BESM-D20/

Not much new here.

BTW. I will be probably converting Sar-Alec 2nd AD&D S&P to the BESM. I think it is more in line of how he would have been. Perhaps we can create some custom abilities to make up the deficience that the BESM had.

Oh. I have been fleshing out character X. I need to ask you a few questions.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 01, 2013, 12:12:10 AM
Quote from: imurrx;650894
Here is a link to some BESM stuff from a fan page

http://www.goofansite.com/index.php/downloads/BESM-D20/

Not much new here.

BTW. I will be probably converting Sar-Alec 2nd AD&D S&P to the BESM. I think it is more in line of how he would have been. Perhaps we can create some custom abilities to make up the deficience that the BESM had.

Oh. I have been fleshing out character X. I need to ask you a few questions.


Fair enough. I still need to finish writing this chapter. After I do so, I'll also need to ask you some questions about psionics. Then we can talk about Character X...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 01, 2013, 12:34:23 AM
Ok, the adventure begins with the characters having recently returned from a subterranean complex known as "Darkhaven". They made their way to their stronghold known as "the Mancave", where they had the lifeless body of their friend, Karen. Karen and Rufus were previously in some kind of relationship, and he seeks to find a way to revive her. The characters were given some information that the key to reviving her was in the small realm of Gaxaral's Grove, but before they went there, they needed to pick up some supplies in Bresby...

Horatio and Kratos decided to stay home, and keep an eye on things....where Karen's perfectly preserved body also resides. So the journey began with Rufus, Lucy, and Dante, Jocelyn and Meaty. Horatio then most graciously provided them with the use of a Mount scroll, which summoned a magical horse that they could use to hitch to their wagon....and provide them with some much-needed transportation.

Initially, the characters wanted to walk, but Meaty wasn't too keen on that, so they cut him some slack. :cool:

Anyway, they traveled southeast towards a stone bridge overlooking a river, when their fate then began to change...

(http://i217.photobucket.com/albums/cc258/Sac_Lamb/map02.png?t=1287794566)

To be continued...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 01, 2013, 11:49:47 PM
....and then some Ghouls leapt out from under the bridge and attacked.

(http://hunterszombie.blog.com/files/2011/03/zombie-sg-pic.jpg)

At the time, the players didn't know their assailants were Ghouls, as they just appeared to be messed-up looking people. The attack was swift. The Ghouls lunged forward, and bit the horse....soon causing it to slump helplessly to the ground.

Lucy had taken point, and suffered some bruises and scratches....but was otherwise unharmed. Well, Rufus just leaps over the wagon, and joins Lucy in fighting off the Ghouls....

......but then things went wrong.

Meatlips, the bulldog, and Jocelyn engaged one of the Ghouls, which then turned on Jocelyn in a rage. Its attack induced paralysis in Jocelyn, thus causing her to helplessly slump to the ground. The characters then desperately fought off their remaining attackers, with Lucy tearing through at least half of them with a flourish of her swords. The PCs didn't know how badly she was hurt, so they decided to make their way to the town of Bresby, which was only half-a-mile away.

Since Rufus is, by far, the fastest member of the group, he scooped Jocelyn up in her arms, and ran with her in his arms to Bresby....at superhuman speed.

=BRESBY=

(1.) Apothecary
(2.) Green Dragon Inn
(3.) Watch Tower
(4.) Stables
(5.) Pug's Corner Store
(6.) Blacksmith
(7.) The Frosty Mug
(8.) Town Square

(http://i217.photobucket.com/albums/cc258/Sac_Lamb/map06.png?t=1287800220)

The other characters reach town very soon thereafter, and they seem to have difficulty finding a healer....as the local apothecary is temporarily closed, and the nearest healer is miles away, beyond King's River. Well, the PCs are provided with maps and directions on how to get there, so Rufus wastes absolutely no time....and just runs there, since he can actually approach speeds of 100 mph.

Since their own horse and wagon has been neutralized, the other PCs decide that they needed a coachman to transport them, first to the Temple of the Elder Gods, and then to Gaxaral's Grove. They're told that the coachman they need is named "Lars", and is inside "the Frosty Mug", a local gambling house and watering hole. Therefore, they decide to go inside to look for him...

They go into the bar....and talk to the beautiful Half-Elven barkeep, Sondria, who directs them to Lars, where where he is quietly drinking away his sorrows. Well, the PCs have briefly met him before, and then haggle with him a bit in order to quickly acquire passage to the Temple. So they go, but not before paying off some of Lars's bar tab, which Sondria is quick to acquire. :)

So....Lucy, Dante, and Meatlips (the bulldog) depart from the tavern, and are quickly shuttled by Lars in his carriage towards the temple....

(http://t2.gstatic.com/images?q=tbn:ANd9GcQH0bhbpuvjMPNi4Wl1DriDF_w8PyOrUD0qtrU3V1QSCZjteoxYaA)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 02, 2013, 11:03:49 PM
.....and so Rufus races to the Temple of the Elder Gods with superhuman speed. He carries Jocelyn to the temple, and finds the attending caretakers on the grounds. Standing outside are a black-robed man, Ovidius...and his assistant, Festus. Rufus explains the situation, and asks for their help, so Ovidius attempts to treat her wounds....

....and Jocelyn's body begins to show signs of life again.

It seems that whatever Ovidius did has restored her to health, and the characters are grateful. They even stay for a warm bowl of stew. :)

A short while later, the other characters arrive at the temple, and reunite with the others. Lucy and Jocelyn are very pleased to see each other... ;)

So everyone chills out for a bit, while Dante haggles with Lars for a bit to try to negotiate for their passage to Gaxaral's Grove. They come to an agreement, thank Ovidius for his assistance, and then proceed to continue on their journey.

(http://ficus.pntic.mec.es/~jmas0085/imagenescarcel/calabozo.jpg)

And that's where the session concluded...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 03, 2013, 11:47:37 AM
I should probably run a tally of monsters fought, and treasures acquired.....so I'll add that as well.

MONSTERS DEFEATED

* Ghouls (6)

INVENTORY

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


* Rock Crystals [clear quartz] (6)....................................50 gp each
* Resonance Crystal (1)................................................200 gp
* Vial shaped like frog's head..........................................?
* Rabbit's foot.................................................................?
* Pile of pebbles (6).......................................................?
* Pirate scarf...................................................................?
* Tiny stone statue of a gargoyle....................................?
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 03, 2013, 12:50:16 PM
Okay. Another thing that I want to do is provide an updated version of one of the incantations that Hrothgar created. I decided to make it a bit more dangerous, and also a little more expensive, so I aim to fix that...

(http://t1.gstatic.com/images?q=tbn:ANd9GcT1TGr2dfMtA6SESGJTQZMdeJTIAdmD1diOcSS6H46J_-fiQb2n)

REAGENT OF LIFE-GIVING
Conjuration (Healing)
Effective Level: 7th
Skill Check: Knowledge (arcana) DC 22, 2 successes, Craft (alchemy) DC 22, 4 successes, Heal DC 22, 1 success
Failure: Attack
Components: V,S,M,(SC),B
Casting Time: 70 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

The Reagent of Life-Giving restores life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. Additionally, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the incantation does not work; therefore, a subject that wishes to return receives no saving throw.

Returning from the realms of the dead is an ordeal. A raised creature has a number of hit points equal to its current Hit Dice, and suffers the effects of exhaustion. Otherwise, ability score damage is fully restored. Also, normal poison and normal disease are cured in the process of raising the subject, though magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. The subject of the incantation suffers no loss of level (or Constitution points) or prepared spells. None of the dead creature's equipment or possessions are affected in any way by this incantation.

A creature who has been turned into an undead creature or killed by a death effect cannot be raised by this spell. Constructs, elementals, outsiders, and undead creatures cannot be raised. The spell also cannot bring back a creature that has died of old age.

The Reagent of Life-Giving takes the form of three smoke-filled potions of one color each: blue, green, and red. Individually, they do nothing, but when applied together, they have the potential to restore life. These potions are inert until applied to a largely intact corpse. It is then that the caster attempts his skill checks. The caster temporarily supplies the subject with just a spark of his own vitality, thus rendering himself exhausted, immediately after the Reagent of Life-Giving is applied.

Once the process of Life-Giving has begun, for every round of interruption, the DC of all subsequent skill checks to complete the casting increases by 1. Time spent during the interruption of an incantation does not count toward the incantation’s casting time.

Failure: If any of the casters fail two consecutive skill checks, the subject's body instantly transforms into a malevolent undead creature that seeks to slay everyone in its vicinity. The type of undead created is based on the level of the deceased, as shown on the table below.

Deceased Subject Undead Created
1st-3rd Ghoul
4th-7th Ghast
8th-13th Mummy
14th or higher Mohrg

Material Component: Alchemical concoctions worth 6,000 gp, and a drop of the caster's blood.

Backlash: After applying the Reagent of Life-Giving, the caster is exhausted.

Extra Casters: None required; though one to five extra casters are allowed.


(https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTgA7Hc-XofDyM4E77yYj_mrywWJu3t0ScDjDc0LcXhLvhwp4IZ)

That should make it a little more interesting....
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 08, 2013, 12:15:50 AM
Well, we ran another gaming session the other night....and one thing we found very interesting was this app called, 3D Virtual Tabletop.

http://rpgvirtualtabletop.wikidot.com/3d-virtual-tabletop

(http://t2.gstatic.com/images?q=tbn:ANd9GcSx17uRF84mHNZ11NPCAEAcmTHWTZMX87odmLVEsSaIIDcJu3Yn)

It's pretty cool, and we may very well be using this on our tablets for our games. Oh, and it's only 99 cents! :) So I guess that means I need to start scanning in more of my maps.

To be continued...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 08, 2013, 10:42:10 PM
....continued from before.

For personal reasons, Horatio and Kratos decided to bring the body of Karen, and follow the rest of the characters. So they travel on the road, and eventually reach the bridge where that earlier undead clusterfuck took place. They're pretty shocked to see half-a-dozen corpses littering the ground, and the wagon that they loaned the others has been abandoned right there on the road....

Then they hear the "clip-clop" of a horse's hoof steps, and the shuttering sounds of a wagon off in the distance. They see a dusty-looking guy seated on a horse-drawn cart slowly making its way to the stone bridge.

(http://t1.gstatic.com/images?q=tbn:ANd9GcS-xm_niVy3WKVv4W_pcPtojBdo6K2wyV8HnVhaPrhkCsvkHeUD)

The cart comes to a halt.

The man on the cart eyes the PCs warily. Horatio and the man speak with each other, and Horatio explains their mission to find their friends. The man explains that his job is to remove the corpses. This parley continues a bit longer, and then Kratos helps the man remove the corpses. They manage a natural 20 on a Diplomacy check after helping to remove the mess, after which the man becomes much more friendly, and introduces himself as Sedrik.

Sedrik explained that such Ghoul attacks have become more prevalent, after an undead incursion managed to pierce Darkwall, and travel further south. The PCs wish him well, and depart, but not before Sedrik gifts them with a vial of holy water, just in case...

To be continued...
Title: Welcome to Kramerland...
Post by: imurrx on May 09, 2013, 10:03:27 AM
You have no idea how pissed Horatio was. Remember that was the wagon that we had a 10 minutes argument wether or not it could fit through the opening of the cave. He was pretty attached to that wagon. He had bought that at 1st level or during our first gaming session  of this thread. CHeck out post #12

http://www.therpgsite.com/showthread.php?p=276485&highlight=wagon#post276485
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 09, 2013, 07:57:54 PM
Quote from: imurrx;653177
You have no idea how pissed Horatio was. Remember that was the wagon that we had a 10 minutes argument wether or not it could fit through the opening of the cave. He was pretty attached to that wagon. He had bought that at 1st level or during our first gaming session  of this thread. CHeck out post #12

http://www.therpgsite.com/showthread.php?p=276485&highlight=wagon#post276485


I remember. :)

Hopefully, we can get Mike and Mark to join us again soon. That would be nice. Anyway, it looks like I'll have to finish writing down the journal for our previous session later, as we will be playing again tonight. More to come soon...
Title: Welcome to Kramerland...
Post by: imurrx on May 10, 2013, 10:58:09 AM
Good game last night, even though I was almost falling asleep.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 11, 2013, 04:21:22 AM
Quote from: imurrx;653513
Good game last night, even though I was almost falling asleep.


Yep. It was a very good game. Tonight's session was a little slower, but still good too. Anyway, I will continue from before...

Lucy, Dante, Rufus, Jocelyn, Meatlips, and Lars were traveling via horse and carriage on a large cobblestone road eastward to the city of Delzar. Eventually, they stop to rest the horses, and just chill out for a little while. Thus far, their journey has been uneventful...

...until they suddenly hear screams.

With the appropriate Listen and Knowledge (local) skill checks, they determine that the voices are the panicked screams of human women, and the guttural voices of Orcs.....

The characters immediately spring into action.

Lars exclaims:

"Hey, where are you guys going?"

The guys don't answer, and instead make their way down the road. They're greeted by a disturbing sight. Three lovely young women, fair of skin and hair....are being menaced by dozens of Orcs. A couple of the girls are tied up, while a third is being brutally shoved back and forth, from one Orc to another. The roughhouse ends when the characters arrive...

The Orcs seem a bit shocked at the PCs arrival...

(http://t1.gstatic.com/images?q=tbn:ANd9GcTQu9xK58arlsWepM8aOMZckWD1trOcmRBuJ1H-tWAEiXVk5Qe4)

...but they quickly recover their composure.

One of them steps forward, a sinewy Half-Orc in a tattered cloak by the looks of it. He puffs out his chest, and addresses the PCs:

"Hey, assholes! Get outta here!!"

(http://t3.gstatic.com/images?q=tbn:ANd9GcRHa9ctBLPObkrXThMiujJfSyA0V71WzFJmP9SZUhDm92qqDhkwPg)

Of course, that just gets them riled up. :) Dante and the Half-Orc get into an argument, and verbally insult each other. Dante then challenges the Half-Orc to single combat, and the two slowly circle each other...

To be continued...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 12, 2013, 01:19:56 AM
Continued from before...

The Half-Orc identifies himself as Thord, and insults Dante, threatening to make his skull into a trophy. Dante taunts him back. And so they fight.

The rest of the thirty-plus ruffians are comprised of mostly Orcs, and a couple Goblins. The PCs lunge forward, and engage in a violent melee with the monstrous humanoids....

...and it erupts into a bloody mess.

In this combat, the PCs gain initiative, except for Lucy. Meaty lunges forward, tearing and ripping into the Orcs with his jaws, and Jocelyn impales her first assailant on the tip of her blade. Rufus downs his opponents in a flurry of punches and kicks.

The Orcs try to overwhelm the characters with sheer numbers.

Lucy sweeps her blades around, with near-inhuman speed, causing Orc to nearly erupt into a panic.

As all this is happening, Dante, and the Half-Orc, Thord, are locked in combat. The Half-Orc is armed with a large sword, and continually swinging it in Dante's face. Dante heals himself by manifesting a psionic power that drains hit points from the victim transfers them to himself. I don't exactly remember, but the psionic power is probably "Empathic Transfer, Hostile"...

So they're both putting a world of hurt on each other, when a couple Goblins sneak up behind Dante, and try to bash him with their weapons...

The other characters are doing an admirable job of fighting off the Orcs, however, Jocelyn temporarily becomes separated from the others and is overwhelmed in the melee. She's struck down by one of the Orcs... :(

The other characters are defeating or driving off their remaining assailants. Thord (the Half-Orc) is furious, but decides that he's had enough of Dante, and flees at superhuman speed. Meanwhile, the two Goblins are still trying to hammer away at Dante...

Dante tries to use his psionic power to drain hit points from them...

...but it doesn't work. :cool:

The Goblins laugh derisively at him. They struggle with him for a little longer, and then decide to run off, and join the others.

Things get chaotic for a while, as most of the Orcs are fleeing, so a couple Orcs try to run off with one of the captured women. The Orcs are encumbered by the girl, and drop her...when the PCs approach. They look at each other for a second, and decide that discretion is the better part of valor. Wisely, they flee...

Dante brings back the young woman, slinging her over his shoulder.

Take note that this combat was not without consequence as most of the characters were pretty badly mangled in the fight.

At this point, Lucy is freaking out, because Jocelyn is near death. Then suddenly, something unexpected happens. Meaty (the bulldog) nonchalantly walks over, and licks Jocelyn's face....

...and her wounds then begin to partially heal! :jaw-dropping:

Needless to say, people are very surprised.

Lucy: "Meaty, how did you do that?" :confused:
Meatlips: "....." :)

After this, the PCs loot the bodies (priorities!), when Rufus mysteriously becomes the recipient of an unusual message...

During the combat, Horatio and Kratos were traveling towards Delzar. Horatio used an infusion to duplicate a sending spell, in order to send the PCs a message. Rufus is the recipient of this message.

These are the messages they wrote down on a piece of paper for me (the DM)... :)

Horatio: "We're en route joining you, four hours behind. Meet you in Delzar in the morning at Town Square." :cool:

Rufus: "Ok. How are you messaging my brain?" :confused:

To be continued...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 12, 2013, 02:06:00 AM
The PCs try to reorganize themselves after the battle, when Lars rolls up with his horses and carriage, incredulous of all the carnage...

The characters speak with the women they rescued, who explain that they are sisters traveling on the road after burying their aunt. Their names are Vladlena, Alyona, and Galina. Apparently, they were intercepted by a band of Orcs, though the situation was unusual because there are rarely so many Orcs traveling so boldly in this area.

They are very complimentary of Rufus, and softly touching him, while seeming to hang on his every word. He is distant, but polite. Take note that Rufus has the "Girl/Guy Magnet" defect from BESM d20, and it can sometimes make his life extremely complicated. ;)

The ladies mention that they're traveling to Gaxaral's Grove, but before they get there, they'll need to pass through Delzar. Dante and the others tell the young ladies that they may travel with them, as they're heading in that direction anyway.

Before they go, the PCs finish looting the bodies. While routing through the Orc's stuff, Dante encounters a rather large, fleshy bullfrog leap out of a leather bag. He's surprised, but just takes it in stride, stuffing the frog back in the bag, and goes right on looting....


MONSTERS DEFEATED

* Orc bandits (30)
* Goblin skulkers (2)
* Half-Orc leader (1)

INVENTORY

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

* Studded leather armor (20)............................................25 gp each
* Falchions (20)..............................................................75 gp each
* Javelins (20)...................................................................1 gp each
* 100 gp
* 120 sp
* 140 cp
* Vial (unidentified)..........................................................?
* Scabbards (20)................................................................3 gp each
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 12, 2013, 07:41:32 PM
Wow, we might actually be getting together again for some more gaming tonight. :)  I need to write faster.

....continued from before.

Before I do continue, please take note that I make extensive use of random tables. Treasure tables, random encounters, etc. I don't always roll, but when I do, something interesting usually happens.

At this point, Lucy, Dante, Rufus, Jocelyn, Meatlips, and Lars leave the area, and travel eastward to Delzar. They cross the western gates, and enter the city....

Meanwhile, Kratos and Horatio are traveling eastward via horse carriage. Kratos is pulling the wagon, because they want to catch up to their comrades, as Kratos does not get tired. :)

I have them attempt a Spot skill check to see if they notice anything "unusual" in the vicinity. They both roll natural 20's, and hear the rustling of wings, and see three very small red-scaled dragons (around the size of cats) fly in a circle around their heads.

The PCs are alarmed, and ready for a fight, but then one of the small dragons asks for food. Tempers cool down, and then Horatio begins to parley with the dragons.  He discovers that the dragons' names are B'thore, Gar-tor, and Aqwers. Disturbingly, they seem to already know the PCs mission.

Horatio: "How do you know why we're here?"

Aqwers: "We're dragons. We just know things..."

Despite that, the little fellows seem friendly...and so the PCs give them some food. With the judicious use of a Knowledge (arcana) skill check, Horatio determines that these are Pseudodragons. One of them even perches itself on Kratos's shoulder.

(http://t1.gstatic.com/images?q=tbn:ANd9GcR0lDeEsYEuM4OujLKOwXYDqcZ_nyTSWIzmsl39a2LWIkBZbGkv)

Kratos: "Get off my shoulder, please."

The Pseudodragon hops off.

The dragons and the PCs chat a bit more, and travel with each other all the way to the gates of Delzar, at which point they quietly fly off.

To be continued...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 12, 2013, 08:32:11 PM
Lucy, Dante, Rufus, Jocelyn, Meatlips, and Lars have crossed the western gates of Delzar, and are traveling through the center of town. They decide to unload the armor and weapons they acquired from the Orc bandits, so they travel to Geldor's Armory & Weapon Shop.

The shop is an imposing structure, with a large wooden sign next to the front door. Dante and Rufus enter the building, while carrying one of the Orcs' suits of studded leather armor, as well as one of the falchions and javelins.

(http://t3.gstatic.com/images?q=tbn:ANd9GcTSj_ImMFjPk1a9q4oXv62q-7ZXO4oEYnWIsvj-q-HHP02JzWh7)

Whoops! Looks like we're gaming again in minutes, so....to be continued.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 13, 2013, 11:59:57 PM
They enter the building, and enter a large room filled with a myriad number of swords, knives, axes, hammers, and assorted weapons hanging upon the wall. They see a few shirts of mail armor, as well as an elegantly-crafted full suit of plate armor.

On the other side of the room is a brawny-looking man with a short-cropped beard, and a huge Half-Ogre leaning up against a glass case filled with small knives. The PCs approach them, and speak with the man, and discover that his name is Geldor, and he is the proprietor of the shop. The Half-Ogre quietly watches nearby. Dante and Rufus showcase the armor and weapons, explaining their recent acquisition of them, and their desire to sell them. Dante explains that they have more such armor and weapons outside in their carriage. Intrigued, Geldor and the Half-Ogre follow them outside...

Geldor carefully examines the items outside, and offers them a price of about slightly less than a third of their retail value. The PCs would like a bit more money, but they do understand Geldor's need to make a profit in resale value, so they conclude that the deal seems fair...

* Studded Leather Armor: 20 suits, 500 gp total value (sold to Geldor for 150 gp)

* Falchions: 20 weapons, 1,500 gp total value (sold to Geldor for 400 gp)

* Scabbards: 20 scabbards, 60 gp total value (sold to Geldor for 20 gp)

* Javelins: 20 javelins, 20 gp total value (sold to Geldor for 6 gp)

Both parties thank each other, and then the characters make their way to the Chainmail Inn...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 14, 2013, 12:45:52 AM
=THE SESSION IN DELZAR=

The characters are recently arrived in the city  of Delzar, where they went to Geldor's Armor & Weaponry Shop to sell recently acquired weapons and armor. From there, they travel to the Chainmail Inn, as they have the need to rent a room for the night....

Rufus, Dante, Lucy, Jocelyn, Meatlips (the bulldog), the three sisters, Alyona, Galina, and Vladlena, as well as their guide, Lars arrive at the Chainmail Inn, and check in at the front desk. They see a frail-looking, gray-haired man seated there, and chat with him, finding out that rooms are 1 gp per night, and that the "Executive Suite" is 5 gp per night. They go with regular rooms instead, and are housed up on the second floor. Each are given a brass key for their rooms. They take rooms as follows:

* Lucy, Jocelyn, & Meatlips: room 23

* Dante & Rufus: room 26

* Galina, Alyona, & Vladlena: room 34

* Lars: room 25

Now take note that immurx's other character, Max, is in town. He's also staying at the Chainmail Inn..

* Max: room 41

While the characters are here, they recognize that Jocelyn still needs more healing, and they believe that priests at the Church of Arkus might be able to help them. So they travel there...

After reaching the church, they enter the building, and see a beefy, jovial-looking, bearded fellow in priest's robes. They approach him.

Priest: "Hello, there! Can I help you?" :)
Rufus: "Yes, our friend here (points to Jocelyn) is in of some help. She's been wounded."
Priest: "Oh, I'm sorry to hear that! My name is Ian. What's your name, young lady?"
Jocelyn: "Jocelyn. We were traveling on the road, and I was wounded by Orcs." :(
Priest: "That's bad. Maybe I can help.."

Ian leads the characters to another room, and he and Jocelyn step partially behind a partition. He carefully examines her wound, and then heals her.

Jocelyn: "Thank you!" :)
Ian: "You're welcome." ;)

The PCs leave a little money for a donation, and then make their way back to the inn...

Meanwhile, Max is working on a farm with a man named Gregory, just slightly east of the city. He's finishing up for the day, and decides to head back to the inn for some much-needed rest and relaxation...

To be continued..
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 14, 2013, 01:51:50 AM
I'm both frustrated and happy at the same time. Our gaming sessions have been going great lately, but we've been gaming so many times this week, that I've been unable to keep up on the gaming journal! :o

I move in slow motion, and it takes me time to write this stuff down. Problem is, the longer the interval between the actual game session and the time I write it down, the more I forget. Crap. :(

Oh, well. I might be forgetting the chronological order of events, but I'll just do the best I can...

The PCs make their way back to the Chainmail Inn from the Church of Arkus. Lucy, Jocelyn, Dante, Rufus, and Meatlips go back to their rooms, while Max visits the tavern inside the inn. He runs into Lars, whom he hasn't seen since their time at Castle Ashlahn, and they chat for a bit. Meaty plods into the tavern, and happily greets Max. :)

Meanwhile, Kratos and Horatio finally pass the western gates of the city of Delzar, and make their way to the Chainmail Inn....

To be continued...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 14, 2013, 05:36:02 PM
Kratos and Horatio make their way to the Chainmail Inn. Kratos takes the wagon over to the stables, and waits there, guarding Karen's body. Horatio goes inside the inn, and rents a room....

The other characters decide to run a couple errands. Lucy and Rufus want to clean up, and so they decide to visit a local bathhouse. Rufus specifies wanting access to warm water, in order to avoid activating the curse that transforms him into a female....

Meanwhile, Dante travels to Jenna's Apartments, which has a small side studio for massage. He goes there, and is introduced to an attendant there named Karina. So Dante is soon just lying there on the table in only a towel, while she massages him, and rambles on. Suddenly, they hear:

"Ribbit!"

Dante: "That sounds like a frog. It must be the one I picked up earlier today..."
Karina: "Oh, it's probably just crickets."

"Ribbit!!"

Dante: "Hmm..."
Karina: "It sure is getting loud.."

Suddenly, this great, big bullfrog leaps through the air, and lands with a loud "slap" right onto Karina's face.

The girl screams. She totally panics, and runs in circles around the room, with the frog clinging to her face. Dante is watching all this, in utter shock. Finally, the frog goes flying off her face, and lands on the table with a loud, "slap", while the girl flees from the room in an utter panic.

(http://t0.gstatic.com/images?q=tbn:ANd9GcTtSkT2hxocGsoIRDsr3Fe857We75N7p4-b3_l4KJwdu1IXbnwU)

Frog: "Hi."
Dante: "Did you just talk?!"
Frog: "Yeah."
Dante: "What's your name?"
Frog: "Mog."
Dante: "Mog....the frog?"
Frog: "Yeah."
Dante: "....ok."

And yet Dante is amused.

As insane as all this is, he decides to take "Mog, the frog" with him back to the Chainmail Inn. He's kicked out of there anyway, as they hold Dante responsible for the incident. So he returns to the inn...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 14, 2013, 06:16:19 PM
Rufus, Lucy, Jocelyn, Meaty (the bulldog), and the three sisters, Galina, Alyona, and Vladlena go to the bathhouse, however, Meaty decides to wait outside...

Rufus is in dire need of a warm bath, as either a cold bath or shower will transform him into a woman. Well, he and Lucy and Jocelyn enter the bathhouse, where it's noticeably warmer than outside....and a beautiful woman with green eyeshadow explains that using the baths costs 1 gp. They have interior plumbing, and even a crude warm shower that can be used before entering the baths themselves.

(http://t1.gstatic.com/images?q=tbn:ANd9GcTxhAxu8t1SaSDPaa2nNZwjG343gCCmuy5o5BasEQjzWOE2rFpw)

So they use the baths. Eventually, the woman at the entrance enters the bath, and introduces herself as Alura. She begins a seductive and playful conversation with Rufus. While they're talking, she asks him to massage some scented oil onto her back. They speak for a little while longer, and while massaging her back...Rufus suddenly vaguely senses that he's being affected by some compulsion/charm effect (he fails his Will save), and  yet he hardly cares, as he spontaneously desires Alura above all else...

His will crumbles when she compels him to enter another room with her. Take note that Rufus possesses the Girl/Guy Magnet defect, and it can make his life more....challenging.

She leads him to another room, and they begin to kiss passionately. At this point, Vladlena peers at them from around a corner, first looking shocked, and then enraged. Without explanation, Alura suddenly faints and collapses into Rufus's arms.

Vladlena walks away.

So Rufus is shocked, and then brings her to the others, gently slapping her face to wake her up. Well, Alura awakens, and is....confused. She doesn't seem to understand what happened, but even though she's a bit groggy, she seems otherwise fine. She decides to go back to work, but not before telling Rufus that she'll visit him tonight at the inn (he tells her where he's staying). The characters decide that they've had enough of bathing for the day, and return to the inn...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 14, 2013, 08:14:52 PM
Earlier, I mentioned that Meaty greeted Max at the tavern inside the Chainmail Inn. He did. However, he did so after leaving the Bathhouse where Rufus, Lucy, and the others were. Apparently, Meaty grew bored with waiting outside, and so he returned to the inn. So....Meaty plods into the tavern section of the inn, where Lars and Max are drinking. Of course, he greets Max in his own loveable way. The waitress thinks that Meaty is so cute, that she even lets him stay inside. :)

Meanwhile, Horatio and Kratos have entered town, and Horatio has rented a room...

The rest of the characters have returned to the inn, and Kratos, Horatio, Rufus, Lucy, Max, and everyone else become reacquainted with each other. Eventually, the characters return to their rooms...

Later in the evening, Rufus left his room, with Alura looking for him. Only Dante was there, and he insinuated that Rufus was off with another woman.

She wasn't thrilled about that.

After that, she left. The other PCs were chatting for a while, until it became very late. At which point, Rufus continued to ramble on about this exotically-beautiful woman at the Bathhouse that he simply could not stop thinking about. Meaty then peers at Rufus strangely....

Meaty: "What's the matter with you?"
Rufus: "What do you mean?"
Meaty: "Dunno. You looked weird when ya talked about her."
Rufus: "So?"
Meaty: "I think you've been magically charmed..."

Meaty's conversations are usually very short, so this was a surprise. The PCs became concerned, so Rufus decided to visit Horatio in the hopes that he could counter this magical charm...

To be continued...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 14, 2013, 08:59:47 PM
...continued from before.

So Rufus goes up to the second floor of the Chainmail Inn to room 50, where Horatio resides. He implores Horatio to help him with this magical charm he's enduring. Since Horatio is an Artificer, he has many resources at his disposal.

He's angry with Rufus and the others for just leaving his wagon out in a ditch after that Ghoul attack, however, he still agrees to help.

One of his infusions is called "spell storing item", and it can be used to imbue any spell of 4th level or lower into an item, as long as its spell level is no greater than one-half his Artificer level. Now the troubling issue here, is that using this infusion requires the caster to make a successful Use Magic Device skill check.

Take note that we're using the Pathfinder Gamemastery Critical Hit Deck and Critical Fumble Deck.

Horatio fails his Use Magic Device skill check twice.

The second failure induces a Monster Rift.

Monster Rift: Your spell is converted to a summon monster spell of the same level. The monster attacks you.

As a result of this failure, the air next to Rufus and Horatio shimmers. Suddenly, a huge, sinewy leopard appears!

(http://t3.gstatic.com/images?q=tbn:ANd9GcQvKgv8uWNAnKjdgUBH0I3tqwYax-KAnw7dXJRZfntBM2-MFXip)

Rufus is a character designed using the BESM d20 rules. He possesses the Phobia (cats) defect. It seems that the universe has a sense of humor... ;)

It immediately attacks...
Title: Welcome to Kramerland...
Post by: imurrx on May 15, 2013, 08:52:42 AM
you stopped where it was getting good.

I am going to write up a new boot and loot google docs file that we can post here.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 18, 2013, 12:43:11 AM
Quote from: imurrx;654700
you stopped where it was getting good.

I am going to write up a new boot and loot google docs file that we can post here.

Go for it. Oh, and I got your e-mail.

Now....let us continue.

(http://t3.gstatic.com/images?q=tbn:ANd9GcQvKgv8uWNAnKjdgUBH0I3tqwYax-KAnw7dXJRZfntBM2-MFXip)

The leopard immediately attacks....

....and Rufus flees from the room in panic. The big cat leaps at Horatio, and digs its claws in.

Horatio is having some problems here, as he's not wearing his armor, and has a weaker Armor Class than usual. He's getting raked by the leopard's claws, and is having difficulty breaking the grapple initiated by the big cat. It pins him to the floor, and he can feel its hot breath on his back. He finally pushes himself back up, and then both man and leopard are locked in a near-fatal embrace, stumbling around the room...

During all this, Lucy, Jocelyn, and Dante heard Rufus's panicked flight down the hallway, as Rufus flees in panic to room 26, which is the room he shares with Dante. He nervously tries to explain that there's a very big cat attacking Horatio....

...so the characters run to Horatio's room to investigate.

Horatio has had enough of this nonsense. Half his hit points are gone, and he's getting mangled. He finally escapes the leopard's death grip, and grabs his magical "duck umbrella" off the table. Then he leaps through the door, and out of the room...

Lucy, Jocelyn, and Dante arrive just in time to see a mangled-looking Horatio make a headlong rush out of the room. Horatio and the leopard stare at each other for a moment, and then the leopard leaps right at him. Horatio raises his umbrella, and points it at the leopard....

....stopping the big cat in mid-leap.

The air at the pointy end of Horatio's Duck Umbrella shimmers, causing the leopard to draw back and make a startled noise. It immediately recoils away from Horatio in horror, and leaps away....right through the window, breaking the glass, and disappearing into the night....

The other characters warily approach. A thoroughly disgusted Horatio turns away, and walks back to his room, slamming the door shut. He's just in no mood for talking, so the characters soon decide to return to their rooms.

Here are the stats for Horatio's Duck Umbrella, created by imurrx. Please take note, imurrx, that I have edited the e-mail for the umbrella you sent me, adjusting it for typos and needed changes in game mechanics. If you see any errors or misinterpretations, please let me know. Thanks.

Quote from:
Horatio's Duck Umbrella

Horatio Tortolla wanted to create a device that would help to protect him from a dragon's breath weapon, as well as to avoid falls from great heights, and shield him from the rain. Horatio's Duck Umbrella is a finely crafted umbrella with a duck handle. It has several functions besides protecting the user from the rain.

When open (and if the user is falling), he falls at a slow rate as if he was affected by the feather fall spell. There is no limit to usage, except the umbrella needs to be in-hand and open. It can be activated for this purpose as an immediate action.

If the umbrella is opened and closed rapidly, while pointing it at a target and making a "quacking" sound, it grants the wielder the power to cause fear on a target. Such an act can be performed as a standard action, and does not provoke attacks of opportunity. This ability can be used only once per day.

The umbrella gains additional utility when wielded by an Artificer. If the artificer infuses this umbrella or another item on his person with any of the armor enhancement infusions, the effect of any resistance special abilities are empowered as the metamagic feat, Empower Spell (even for special abilities without variable, numeric effects). If the umbrella is closed or stowed away, the enhancement stops.

Moderate transmutation; CL 9th; Craft Wondrous Item, Empower Spell, cause fear, feather fall, armor enhancement, greater; Price: 27,538 gp; Weight: 1 lb.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 19, 2013, 01:20:23 AM
Continued from before....

Eventually, the characters decide to retire for the night. It's been a long day, and they need the rest. The night seems uneventful for most, except that Horatio, Rufus, and Max have horrible nightmares all night long.

Take note that Max has the "Recurring Nightmares" defect from BESM d20, and has been suffering from horrible nightmares for a long time. But this is a bit of a surprise for the other two characters. Max dreams of being mauled by monsters, Horatio dreams of being mauled by a leopard, and Rufus dreams of being attacked lots and lots of cats. When they awaken in the morning...

....each of them feels sorely weakened, suffering a point of Constitution drain. :eek:

Something is up. :pundit:

At this point, the charm effect that plagued Rufus seems to have worn off.

The PCs are concerned with this dramatic turn of events. They talk with each other for a while, and first decide to travel to the Church of Arkus for some advice on reviving Karen. They figure that they'll handle the Constitution loss later. Meanwhile, Horatio focuses on crafting a scroll of restoration to restore his weakened Constitution. So he is occupied...

Kratos is outside, guarding the wagon holding Karen's body, when he spots a huge Half-Ogre walking over to the Chainmail Inn. It's the same Half-Ogre that was over at Geldor's Armory & Weapon Shop. The big fellow stops in his tracks, and glances over at Kratos curiously..

Half-Ogre: "...what are you?"
Kratos: "I'm a Warforged."
Half-Ogre: "Hmm. Is that like a golem?"
Kratos: "Yes. I was crafted for a war, but eventually I gained my freedom."
Half-Ogre: "Huh. What's your name?"
Kratos: "Kratos. And you?"
Half-Ogre: "Gourne."

The two big fellows chat for a while, mentioning how people never feel fully comfortable in their presence. Eventually, Gourne wishes Kratos well, and walks over to the inn....
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 19, 2013, 02:39:08 PM
Rufus and the other characters travel to the Church of Arkus, and end up speaking with the jovial, bearded priest, Ian. They ask him for assistance in reviving their friend, Karen, but discover that there isn't anyone with enough divine power there to do so.

Ian: "You really only have two options. A priest at the Temple of the Gods might possess the necessary power for what you seek, or you could seek out someone named Hrothgar, who has demonstrated the mystic power to revive the dead..."
Rufus: "Temple of the Gods? Is that the same as the Temple of the Elder Gods?"
Ian: "No, they're different..."
Rufus: "Hmm.."
Ian: "Remember that a soul that has passed on might not wish to return, so this is something that needs to be carefully considered.."
Dante: "Rufus, I can speak with the dead....and then we can determine what Karen really wants."

Ian glances at Dante oddly for making that last statement. (http://t3.gstatic.com/images?q=tbn:ANd9GcS348hIkrKYMFdbaTstyeTt7-WgV9aHbz50JLsvlaUXN1mO6VRB7g)

Ultimately, the characters decide to visit Hrothgar.

Some of the PCs have long adventured with Hrothgar, so they decide to go with the man that they know, even if the choice entails risk. Before they do that, the PCs decide to Kratos, and the wagon he's guarding, which holds Karen's body.

Kratos: "I'm getting tired of guarding this wagon." :mad:

The characters bring her body into the stables (where no one can see), so that Dante can mentally prepare himself to ask Karen's corpse some questions, via his speak with dead, psionic power. It takes Dante a full ten minutes to manifest this ability, and at the end of this interval, Rufus, Dante, and the others ask her three questions...

Dante: "Do you know that you are dead?"
Karen: "No."
Dante: "Do you want to return to your life?"
Karen: "Yes."
Dante: "Do you still love Rufus?"
Karen: "Yes."

The characters decide to revive her.

To be continued..
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 20, 2013, 02:01:12 AM
So....the characters discover that Hrothgar is residing inside of a magically floating wagon over at a farm known as "Gregory's Fields". That's where Max has been farming for a while (with Gregory), and where he is now....

Kratos, Lucy, Dante, Mog (the talking frog), Rufus, Jocelyn, Meatlips (the bulldog), and Lars travel to the farm to see Hrothgar. The sisters, Alyona, Galina, and Vladlena stay at their room at the Chainmail Inn, and Horatio stays in his room, diligently working on crafting a restoration scroll. :cool:

(http://t2.gstatic.com/images?q=tbn:ANd9GcQt0cp6ZW19HvtA7IsH5pLG0YDez8w4aC973tqRE8Tnbm_PKNqU)

The farm is just outside of town. The characters travel via carriage, driven by Lars, and just as they pass the Eastern Gate, it begins to rain....just a little. This makes Rufus very anxious, as he possesses the Involuntary Physical Change defect from BESM d20, which causes him to transform into a female if splashed with cold water. The characters then continue to make their way down the road, towards the farm....
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 20, 2013, 11:57:24 PM
The PCs finally reach the farm, and see Hrothgar's wagon off in the distance, hovering a foot or two above the ground. They also see Max and another fellow tending to some plants in a field. Rufus wraps himself in a waterproof garment of his, though fortunately....the rain is very light.

Max and the other characters meet up, and Max brings them over to the wagon. Kratos goes over to the large wagon, and knocks on the door...

Kratos: (knocks on door)
Hrothgar: (opens door) "Kratos?!"
Kratos: "Hrothgar!"
Hrothgar: "How are you doing, big guy?"

The characters get reacquainted, and Kratos introduces him to the other characters. Oh, and Hrothgar's raven familiar, Banjo, is there too. ;)

(http://t3.gstatic.com/images?q=tbn:ANd9GcQLMmBB8wLDe60WBEcE8ozX9mM9UiQD9rY6gWgO-b6etZASyaheDA)

Hrothgar senses that this is not merely a social call, and the characters explain their hope that he can help them to revive Karen. He explains that he possesses a powerful incantation that can do the job, but he should not attempt it alone, and that their assistance (especially Horatio's assistance) would be invaluable in achieving the success of their goal. They will also need 6,000 gps worth of alchemical reagents, so Rufus does an auditing of his jewelry (since he didn't previously realize their value). Here's a list detailing the value of Rufus's previously unappraised jewelry:

* gold necklace (800 gp)
* gold bracelet (1,400 gp)
* gold bracelet (100 gp)
* gold ring (20 gp)
* gold ring (3,000 gp)
* silver dagger (50 gp)
* brass watch (500 gp)

Hrothgar agrees to help them.

Meanwhile, back at the Chainmail Inn, Horatio has successfully crafted that restoration scroll. He casts it upon himself...

....and his Constitution is fully restored.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 26, 2013, 04:33:28 PM
The characters are at Gregory's Farm outside of the walls of the city. They're inside Hrothgar's Earth Sled, which is parked there over at the farm.

(http://www.wizards.com/dnd/images/moe_maps/MoE_map1.jpg)

Before the incantation can proceed, alchemical concoctions are needed, Rufus and some of the other character travel to Iyn's Alchemy to purchase the reagents that they need...

Rufus, Horatio, Lucy, Karen, Kratos, Banjo, and Lars travel back inside the city to the shop, via Lars's horse and carriage. At the front of the building, the PCs see a pair of stone gargoyle statues at each side of the entrance. Horatio becomes alarmed, immediately sensing that these statues are animated via animate object and permanency (successful Spellcraft skill check) spells. He advises Rufus and the others to tread very carefully...

The chamber that they enter has some glass cases with various bottles and vials...made of glass, leather, and clay. The characters see a distinguished-looking, gray-haired gentleman, whom they soon discover to be Iyn. He is professional and polite. They briefly chat with him, and provide him with a list of alchemical reagents that they need.

He presents them with a box contains all the necessary alchemical concoctions (verified by Horatio), and pay him 6,000 gp. Then they depart.

The characters return to Gregory's Farm, and begin the incantation, using the various multi-colored potions...

(http://zeldawiki.org/images/thumb/7/78/Red_Potion_TWW.png/50px-Red_Potion_TWW.png)(http://zeldawiki.org/images/thumb/d/d9/Green_Potion_TWW.png/50px-Green_Potion_TWW.png)(http://zeldawiki.org/images/thumb/6/65/Blue_Potion_TWW.png/50px-Blue_Potion_TWW.png)

Hrothgar and Horatio perform the lion's share of the incantation, but gain assistance from Rufus, Dante, and Max...

....and successfully complete the incantation.

Karen lives.

She blinks, and her eyes open fully. Though weakened, she is back amongst the land of the living. However, there's a problem. Meaty's hackles rise, and he starts growling...

The PCs have no idea what the Hell is going on. He growls something about seeing a ghost near the ceiling of the room, and he then flings open the door and runs outside, while barking and growling. Kratos follows him.

Kratos: "Meaty, what is it? What do you see?"
Meaty: "Don't know. It's leaving. I see a person...or ghost, flyin' away from us, towards the city..."

Meaty just sits there, staring off into the distance..

The characters discuss this...

Horatio: "Could we have accidentally summoned something?"
Hrothgar: "Not possible. We performed the incantation perfectly. It doesn't make any sense. If it went wrong, then Karen wouldn't be here now. Instead, we'd be fighting an undead monster in her place.."

Some of the characters are exhausted from the incantation, so they plan to rest. Jocelyn has earlier explained to the PCs, that she has the ability to examine and enter dreams, and even potentially divine the future from them. Since they're resting now, this seems like a good time to proceed, so as the PCs rest, Jocelyn enters the dreams of Rufus, Horatio, and Max...

To be continued..
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 26, 2013, 04:57:48 PM
...continued from before.

Before they sleep, Rufus discusses his nightmare again, as well as the physical ailment accompanying it. Horatio and Max explain how their suffered from a similar experience, with thew only deviation in the details of their nightmares. After Rufus carefully explains to Jocelyn the precise details of his nightmare, she comes to the conclusion that he endured a dream haunting, which is induced by an outside malignant force. So whatever the Hell it is, it's dangerous...

Before Horatio falls asleep, he uses a powerful magic item that he'd forgotten about. It's known as the Harrow Deck, which allows its possessor to divine the future. He asks it a question...

Horatio: "Will Jocelyn's reading of Rufus's nightmare provide any fruitful information of any hostile actions that will be taken against our characters in the next week?"
Harrow Deck: "Outcome is most likely."

So Jocelyn enters the dreams of the three young men, starting with Rufus, then with Max, and finally with Horatio. Rufus's dream is mostly uneventful, Max's dream is torturous, and Horatio's dream is just plain weird.

I could explain the details of their unusual dreams, but for now, I'll just say that the session ended at that point, and we plan to continue next session...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 26, 2013, 05:44:40 PM
Harrow Deck

The Harrow Deck is a very rare and sacred tool used in the hands of fortunetellers. Some believe these decks were created by either the gods, Loki......or Nore.

The wielder of the deck may cast the equivalent of the divination spell, with a 90% chance of success. This may be performed up to three times per day.

Strong divination; CL 20th; Craft Wondrous Item, divination; Price: 24,000 gp; Weight: 1/2 lb.

(http://cdn.obsidianportal.com/images/352906/harrow_deck.png)
Title: Welcome to Kramerland...
Post by: MeatLips on May 28, 2013, 06:04:33 PM
Look. A post from MeatLips.

I'll try to post more relevant stuff when I have time. Meanwhile, you fellas have been doing a bang-up job in keeping this thread up to date.

Good work!
Title: Welcome to Kramerland...
Post by: imurrx on May 29, 2013, 03:32:39 AM
yea... It's banged up job... but you just made the cherry in a cream pie.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 30, 2013, 02:40:02 PM
I'll update this journal some more tonight. I guess I've been a bit lazy. And Meatlips....congratulations on finally posting to the thread. You win a cookie! imurrx wins more cookies though. :)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 31, 2013, 01:59:38 AM
...continued from before.

The nightmares of the PCs continues, though it never escalates to the point of causing the PCs any lasting damage....

....and so they awaken.

Jocelyn explains that these creatures are Night Hags, who form a group known as "the Coven". The PCs wonder if the women whom they saved from Orc bandits were in fact this group of Night Hags, disguised as a group of helpless travelers. Jocelyn realizes that she's met these beings before at Archer's Cove, when they were in disguise. They took a special interest in her, because of her ability to examine and interpret dreams....

The Coven seems to have been plaguing Max with nightmares for a long time, and mentioned to Jocelyn (back when she was suffering from a magical charm induced by the vampire, Araith) that he will be the recipient of some form of ritual sacrifice. The how or why of it has never been explained...

Jocelyn brings further grim news. The one named Vladlena explained to Jocelyn, how Vladlena and Rufus were "soul mates", and that they were intended for each other.....forever. :eek:

(http://2.bp.blogspot.com/_SbfJF6edSOM/SzXcDQuZ_KI/AAAAAAAAADU/U9wroYmeuFQ/s200/nightmare.jpg)

Rufus's heart sinks when he hears this, and Karen gets riled up. This precipitates a discussion/argument about how Rufus could have already slept with this Vladlena without knowing it, do to the Night Hag's ability to magically disguise herself...

At this point, the PCs decide to invoke the Harrow Deck to help them find some answers to their problems....

Horatio: "Are the three girls that were rescued by Rufus and company on the journey to Delzar, the Night Hags that have been plaguing our dreams and causing harm to us?"
Harrow Deck: "Yes."
Rufus: "How does Vladlena know me?"
Harrow Deck: "Your manly charms entranced the women of Gaxaral's Grove..."
Rufus: "Do these Night Hags know about my sex change curse?"
Harrow Deck: "Not likely..."

Horatio then proposes the beginnings of a plan to fake the death of Rufus...
Title: Welcome to Kramerland...
Post by: imurrx on May 31, 2013, 09:34:26 AM
OK, this may seem a bit unorthodox, but I actually want to continue game play for a few post.

Horatio does have a question to Hrothgar:

Horatio: Do you still have that Iron Flask we procured? Way back 5 years ago when we were facing undead and where Xelos killed me.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on May 31, 2013, 06:14:37 PM
Quote from: imurrx;659115
OK, this may seem a bit unorthodox, but I actually want to continue game play for a few post.

Horatio does have a question to Hrothgar:

Horatio: Do you still have that Iron Flask we procured? Way back 5 years ago when we were facing undead and where Xelos killed me.


Hrothgar: "I still have it. What's on your mind?"
Title: Welcome to Kramerland...
Post by: imurrx on May 31, 2013, 09:03:59 PM
Horatio: I think I know how to bag these hags. Let me think for a second... hm... yes.... perhaps.... I got it! Oh this is great. Now everyone, this plan take some timely execution, good misdirection, a bit of luck, and we can con them and beat them.

First, Rufus, you need to die, still. but not really die. For all intended purposes, you will be dead to anyone who can observe your body. I will scribe a scroll of Magic Jar. Now, what this will do Rufus is take your sole out of your body and placed in a vessel called a jar, say a gem worth at least 100 gp. In this jar you will not know what is going out side unless you decide to possess another person. You can sense lifeforms with-in a certain range, they be positive or negative. Once you possess them, your wits and your knowledge will insert into the new body and the soul of the body you are possessing goes into the jar. This spell once enacted we will have a limited time do to this. It may take two days to scribe this, but since I am that good, I can do it in 8 hours.

Second, once the spell is enacted, we need to stage his death. We could slay him and inflict wounds on his corpse. Or we could poison him. Actually, that's better, Hroth we can concoct something. How will we pitch the death.... Oh oh... we will write a letter and put on his body and that says "If I cannot have you, nobody can". Yea that will work. We should do this back at the inn.

Third, we will need to conduct another "resurrection incantation" that we preformed to Karen. Since we are "tired" from her incantation, we will solicit the help of the three hags that are stalking us. I am sure they will help.

Fourth, while this is going on at the inn, I will infuse 3 bolts or arrows of Slaying Night Hags. We will need this for later on.

Fifth, Once everyone is back here to conduct the incantation, Rufus, you need to keep an eye  on how many life forces you can sense. Once you notice 13-14 life force, start to possess once. There are 9 of us and 3 animals and once we have the 3 hags that is the number you need to keep tract of. Possessing a body is random so you will need to hop in and out of us until you land in a hags body. it is a 1/4 chance you will get it with each attempt. Everyone, you need to stay calm if you are possessed and transferred into the  jar.  We need to keep the rouse up. The hag that is entrapped in the jar will probably cannot do anything since they are imprisoned in there until you transfer back, the spell ends, or her natural body dies.

Sixth, Once you have entered the hag's body, You will use the command word of the Iron Flask. I am assuming since these hags can travel in the Astral plane, they are probably extraplanar beings. Since natives of this plain cannot naturally exist on another plain simultaneously, they must from another plane of existence. The Iron Flask will suck one of the hags into it and entrap it until it is uncorked or if you use the command word and uncork it which you can command it for one hour.

Seventh, once the 2nd hag is trapped, the third one will be altered something is afoot. That is when we slay that  hag with the Bolt or Arrow of Slaying for Night Hags.

Eighth, We then kill the hag that Rufus is possesed. Rufus will go back to the jar and the hag will be slain since she has no body left to occupy. This must be done with a certain distance to the jar.

Ninth, We hide the dead bodies and release the hag from the Iron Flask using the command word. This is where we interrogate her for answers and then Rufus will either possess her again and we coup de gra or we shoot her in the back and slay her.

Now, Any questions?
Title: Welcome to Kramerland...
Post by: MeatLips on June 01, 2013, 10:04:42 PM
Holy shitsnakes, that seems really complicated. It seems like the plan the guys used in Ocean's Eleven was less complex... wait, are we gonna have a Chinese contortionist in the jar first?

I think we'll need to play this out and discuss it. It seems it would require us to work as smoothly as a fine swiss watch together, except we're a bunch of shit-chucking apes.
Title: Welcome to Kramerland...
Post by: imurrx on June 02, 2013, 02:15:03 AM
it's not that complicated.. Horatio, Rufus and who ever is the dedicated archer will carry the burden. Everyone else just needs to go along. There are other things that can go wrong that will be out of our control.

for doing this in game, I am ok with.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on June 03, 2013, 06:41:46 AM
Hrothgar: "We can't use the iron flask, because of what's trapped inside of it...."
Title: Welcome to Kramerland...
Post by: imurrx on June 03, 2013, 05:56:07 PM
that was releases. It was a hell hound. And it is still in there, we can release it with a command word and tell it to go back home or...

even better, we can command it to attack  the hags
Title: Welcome to Kramerland...
Post by: imurrx on June 04, 2013, 01:53:02 AM
I also been doing some trolling around these postings to see how many XP we will be getting. From what I see the 7-8 level guys will go up a level, but the two 12th level guys will not even come close to leveling up.

OK, we start in the subterranean town (can't remember the name).

There we
-  rescued Kratos
- rescued Karen
- rescued Gears
- other things I can not remember

Then we head to the mancave where we went to that demiplane
- killed a bunch of stuff
- claimed some stuff

Back at the mancave
- chassed after the troll

I do not remember a lot, but hopefully we can remember.
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on June 04, 2013, 02:35:31 PM
Quote from: imurrx;659764
that was releases. It was a hell hound. And it is still in there, we can release it with a command word and tell it to go back home or...

even better, we can command it to attack  the hags


Actually, the iron flask contains a Balor. I know this, because, it's still on my character sheet...
Title: Welcome to Kramerland...
Post by: imurrx on June 04, 2013, 04:46:32 PM
ok... We release the balor with the command word. We order him to kill the hags and then we magic jar it's ass and kill it's body.

or then we use Amir wish the balor back to its plane and for get about us.

think of the xp! You can milk anything with nipples!
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on June 09, 2013, 02:24:18 AM
Quote from: imurrx;659927
ok... We release the balor with the command word. We order him to kill the hags and then we magic jar it's ass and kill it's body.

or then we use Amir wish the balor back to its plane and for get about us.

think of the xp! You can milk anything with nipples!

Milk! It does the body good...

We're not quite ready to get into a slapfight with a Balor yet, so an alternate plan might be more appropriate...

Oh, and here are the stats for an Elemental Crystal, which can be used to power an Elemental Vessel, like the one used by Hrothgar...

(http://www.wizards.com/dnd/images/moe_maps/MoE_map1.jpg)

ELEMENTAL CRYSTAL

This gem is attuned to a specific Elemental Plane (Air, Earth, Fire, or Water). It can be used to provide healing and nourishment for a creature with the appropriate elemental subtype. For example, if a Red Dragon establishes physical contact with a Fire Elemental Crystal, it can heal itself for 1d4 points of damage, and is fully nourished for the next 24 hours. Each crystal possesses three charges, and this ability uses up one charge.

The Elemental Crystal can also be used to power an appropriate Elemental Vessel, providing it with enough power to keep it running for 24 hours with each charge expended. For example, an Earth Elemental Crystal could be used to power an Earth Sled. These crystals are sometimes used as a more humane alternative than binding an actual Elemental, and Elemental Vessels that use these crystals are considered unbound.

If an Elemental Crystal has all its charges expended, it can still be used as a conduit to power an Elemental Vessel, by utilizing the pilot's own energies. Using it in this way requires the pilot to make a successful DC 20 Concentration check every hour in order to make it function. Regardless of success or failure, the pilot still suffers 1d12 points of nonlethal damage. If the pilot fails the skill check, he can make another attempt the following round, though he risks suffering additional damage.

Creatures with the Elemental Type, or the Air, Earth, Fire, or Water Subtypes gain the scent special ability in regards to detecting a fully charged or partially charged Elemental Crystal, and will often seek these items out.

If at least 100 fully charged or partially charged Elemental Crystals of the same type are affixed to the walls of a chamber (they automatically attach when placed against a wall), they transform the room into a Planar Rejuvenation Chamber, which provides fast healing 1 and constant nourishment for any creatures of the appropriate Subtype (Air, Earth, Fire, or Water), as long as they reside within the chamber. An Elemental Crystal of the wrong type (such as a Fire Elemental Crystal brought into a chamber devoted to elemental earth) can completely negate these properties until the offending crystal is removed from the chamber. Such a crystal can be removed from a wall as easily as it can be attached.

The coloration of the crystal varies with the type of elemental energies it contains. Air Elemental Crystals are transparent, Earth Elemental Crystals are light brown, Fire Elemental Crystals are reddish orange, and Water Elemental Crystals are blue-green. When the charges are fully expended, such a crystal changes to a smoky gray.

Faint conjuration; CL 3rd; Craft Wondrous Item, goodberry, summon nature's ally I; Price 300 gp.

(https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcRRYDgkWBCx9Tl7j6x5oTegt5M4u_tdhJ6fel4ij5BA_ucDCwaG)
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on June 14, 2013, 11:58:13 PM
...continued from before.

After much deliberation, the characters decide not to fake Rufus's death via chopping Rufus up, and using a magic jar spell.

Meaty then starts growling in alarm...

...and the wagon begins to shake.

Something huge is moving the wagon back and forth, and then begins thumping on the door. Lucy looks out the window, and sees the largest troll she's ever encountered. This particular troll, however, is familiar....as it's the troll that the characters once encountered in an extra-dimensional demiplane, known as the Labyrinth.

The characters ask Hrothgar if this creature is capable of damaging the Earth Sled.

Hrothgar: "Probably."

Max then decides to teleport a suitable distance away, tens of yards from the wagon...in an attempt to distract the troll.

Max and the troll begin to parley, while the troll slowly approaches him...

(http://t3.gstatic.com/images?q=tbn:ANd9GcR6qDWIFZ5VkmxScUfLidWg05ZnPn8Eb3V-VbSY5_tUKggbeYIN)

Troll: "I'm lookin' for someone named Max or for someone named Rufus. Either one will do. Are you who I'm lookin' for?"
Max: "Who wants to know?"
Troll: (grinning) C'mere, kid. I've got something to show you..."

Max really doesn't like the look in his eye, and attempts to use his telekinetic powers on the troll...

....but to no avail. This guy is so tough, that he just shrugs off those invisible ribbons of telekinetic force, like they're nothing.

To be continued...
Title: Welcome to Kramerland...
Post by: Sacrificial Lamb on June 16, 2013, 11:13:47 PM
....continued from before.

One important detail that I forgot to mention is that the characters have devised a plan to keep the night hags at bay. Hrothgar will cast a hallow spell on the wagon, while Horatio will craft a dimensional anchor scroll, so that it can be used in concert with the hallow spell. This will act as an effective means of limiting the hags' ability to torture the characters with constant nightmares, or enter the wagon in ethereal form. The problem is that the characters would then be forced to sleep inside Hrothgar's wagon in order to benefit from these enchantments...

Take note that since Horatio and Hrothgar are focused on making these enchantments, they cannot take part in the battle....

Anyway....

....the troll lunges forward, and starts whacking Max with his sword. Fortunately, Max has already erected a force field to protect himself....

....but it's not enough. This sucker hits hard, and brings the force field down within seconds.

The troll then grabs Max by the throat, and effortlessly plucks him up off the ground. Max shouts his defiance...

...but then Meaty (the bulldog) arrives on the scene, and attacks. This troll is so tough though, that Meaty's attack inflicts no damage. Lucy and Kratos appear on the scene as well.

Lucy's blades swirl about in a whirlwind of steel, right in front of the troll's eyes....

...but she barely inflicts any damage. It is enough, however, to convince the troll to drop Max to the ground...

Kratos then charges at the troll, and hits him hard enough to knock him a considerable distance back. The troll really doesn't like that, and counterattacks Kratos with his sword....inflicting significant damage.

At this point, Max turns invisible.....and disappears.

The startled troll halts his attack, and goes apeshit when this unexpected event occurs. Max reappears a significant distance further away...

Troll: "Why are you being so difficult?! I'm just trying to do my job!"

The frustrated troll decides that he's had enough, and just walks away...into the night. The characters don't really know what to do at this point. Max considers telekinetically chucking a small boulder at the troll, but then decides against it....as he sees it as an exercise in futility. The troll seems mostly unharmed in this encounter, and the last time they fought this dude in the Labyrinth, the troll seemed almost impervious to lasting harm.

Anyway, the characters let him go....for now. And that's where the last session ended...
Title: Well, There is a first time for everything.
Post by: imurrx on June 22, 2013, 11:20:44 PM
I have never DM (or GM if you prefer) before. I have always wanted to and have been mulling when and how I should do so. Well, it has passed.

Since Sacrificial Lamb moved over the past week, his life has been anything but normal. While I has helping him with the move, I talked about GM'ing. He was all for it and relived because he has so many thing to focus on. Also, since he hardly every places as a PC, this should be a fine respite.

Now, I have bought two adventure modules. Now, keep in mind that I picked these two larger modules so we can all alternate as DM's. The first one I bought is the Worlds Largest Dungeon. I figured that this would be a decent one to learn the whole mechanics of running the mechanics of the game with out too much plot and roleplaying for NPC. The other one was The Shackled City. I would rather play that one if I can get the handle better and we are happy with our PCs. The goal is to play one of these goals and rotate DM so we all do not get stuck.

Now, I had a few ideas how I would handle my first session. Everything I had wanted to do had failed or did not execute.

I am sure Sacrificial Lamb will do the journal of what happened. He has always done a fine job at it. I am going to post what I did right and what I did wrong. My posts will be more or less to learn from my mistakes and to improve.

Problems I encountered

First, I had been up for the whole day. I had gone to Staples bought some supplies. I wanted to print out the map of the dungeon out on magnetic paper, cut out each room and put it on a magnetic white board. This would the characters map to show where they have been at. We had a white board, but I bought a cutting board, X-acto knife #2, 8 sheets of magnetic paper and plain paper. I printed out the maps and proceeded to cut them out. Well, after 1 hour and 40 rooms of first 100, I stopped. I did not like how it turned out and I forgot to bring it to the session.

Second, I wanted to use Dwarven Forged dungeon tiles to handle the combat.  We could not use it because Sacrificial Lamb had not finished moving and they were not readily available.

Third, we ended using 3D Virtual Table Top. It is a good app and I booted my HP Touchpad in CM9 and ran it from there (I was hoping to use my Touchpad for all reference and game docs. This was a positive point.

Fourth, we arrived latter than I though. I wanted to be at Meatlips house by 9pm and did not get there until half past. Sacrificial Lamb needed food and I can sympathize.

Fifth, I was exhausted. I had to guzzle down several cans of Diet Mountain Dew (yes diet). All the reading I have done with the WLD, I had a foggy recollection of the material.

Sixth, neither Sacrificial Lamb or Meatlips had not created characters. So they created them. That took time. We made some adjustments and looked up information for them to move the process along.

Seventh, I had decided to created a character (factotem) to help them along and move the game forward if we hit a snag. Unfortunately, my minmax gremlin inside of me took over. More later.


Now for my screw ups.



What I think I did well




What to work on



Sorry for the long post.
Title: Welcome to Kramerland...
Post by: seemakm on February 17, 2015, 05:21:06 AM
nice post