Another RHoD tellig as it goes... [Archive] - Wizards Community

Post/Author/DateTimePost
stuporhero93

06-28-07, 09:49 PM
OK I am DMing RHoD. My party so far has just arrived at Vrath Keep. In the beginning the party had pooled wealth from previous adventures and bought a galley, a crew, and a cloud keel(AaEG). They are now flying pirates! The party is made up of a Rogarf (wild elf ranger 5), the Ragothan the Heartless (Elf Hexblade 4), Forgot name and in a day will edit ( Elf Elementalist (homebrew avatar-like class) 5) and two others who are creating characters.

I convinced party to go on foot and leave crew to watch ship. The Mauraders attack! The PC's being all elves spotted the hobgolbins and prepared themselves. The twfer ranger used his 2 +1 shortswords to land critical and cleave through a hobgoblin regular. the Elementalist used most of his mana to knock almost all of the hobgoblins down in a gust of wind. (They almost all had natural 1-5's on their blance checks...) The Hxblade and ranger then took on the bladebearer. The hexblade cursed him and it was an easy kill. Ranger had combat reflexes and attack of oppurtunitied all others on ground...

In Drellins ferry party sold some loot and then bought many armor boosting items and some druidic potions.

Then Party used their flying ship to go over Vrath Keep and sneak down in the middle of the night. They killed the worg riders in stable and we left off at there.

Any thoughts?
multipleheads

06-28-07, 09:52 PM
I'm rogarf. Currently capitan of the ship, going into dread pirate ASAP.
stuporhero93

06-28-07, 09:53 PM
See the Rogarf player is a boards-junkie so im telling it as it goes.
multipleheads

06-28-07, 09:55 PM
If I was cheating, I would look at the other threads.....which I'm not.;)
CastTiltowait

06-29-07, 12:43 AM
If possible, I'd suggest trying to ground your characters. The vast majority of the encounters in the game depend on the party traveling by ground. There's a couple ways to accomplish that. The simplest is if you explain to your party that this is a great epic campaign, but much of it simply won't happen if they're constantly flying over things: there's important NPC's they won't encounter, there's significant battles they'll miss, etc. Yeah, it sucks they won't be able to use their airship for this campaign, but oh well. This has the advantage of you not having to do anything story wise and the players don't feel a bit rail-roaded on to the ground. The players are assured that their expensive airship won't get damaged in battles, and if you can fit it in w/out disrupting the balance of the game, you may let them use it occasionally. I bring up the balance issue since the value of the airship plus their magical equipment likely pushes them waaaaaay past the regular amount of gp/resources 5th level characters are expected to have.

If you don't think they'll go for that or want an "in-game" reason they want to ground themselves, there are many reasons they may want to go to ground. W/out giving away too much (since your players are reading this), the badguys are not without air resources. Depending on your world, I'd expect airships to be pretty rare, so it would attract attention pretty quickly. If they persist in staying in the air, fine, but the badguys will be able to spot them from quite a distance away, and will start sending more and more assets to attack them as the party makes its presence felt.

Other than that, w/your players reading, it's hard to give much advice. I'd suggest asking them to simply stay away from this and any other RHoD threads.
Biller

06-29-07, 03:04 AM
So Im Kinda new at this, ide like to get in an Rp, how do I post my character and such things needed and when do we start and what is the rp over? sorry for my noobness
Moherajikuyx

06-29-07, 04:20 AM
I think that if your pcs, after Vraath, go on adventuring...
If they get to... "The Hill" they'll see... One BIG red thing flying over the rhod army plus various lesser - but still very dangerous, expecially in those numbers, other flying things that will convince them to keep quite the low profile on their missions :D the flying ship could probably be seen from many miles away - think about a plane. They would be forced to navigate by night or risk facing the full flying part of the army at once. Make it clear to them, and they'll restrict the use by themselves.

Sure the ship will come handy when they do their trips - but if in your world there are these things, probably then the rhod has some speed enhancing items as well; maybe they're all mounted, or maybe on carriages. This would make the timeline stricter, without you having to change a lot.

I wouldn't deprieve them of an asset bought with their money: they could have bought magic items instead. But they should know that going near a dangerous place with the ship, and leaving it around to go adventuring is the recipe to lose it in no time.

Besides, at vraath keep there's a thing.. who could be really, really dangerous for the crew. Did they deal with it?

Basically my opinion is, don't get their flying ship if it's earned, but force any consequence that using it may have.
CastTiltowait

06-29-07, 01:30 PM
I too am loathe to deprive the PC's of something they earned, but in this module, unless the DM wants to do a lot of modification, many of the encounters that are not tied to an obvious location like Vraath Keep assume the players are traveling in a more conventional manner. For example, many of the encounters of Chapt 2 are events that likely wouldn't happen/be seen if the party was 1000' up in the air. To avoid spoilers, I'll be very circumspect, but the climax of that chapter becomes a lot less challenging/interesting if the party is airborne.

Story-wise, using the air assets of the badguys, the airship could be easily neutralized. Like you said, something as big as a ship would be visible for miles around, and the badguys are smart, they're going to quickly clue in that those are "the good guys" and send in a strong enough force to take the ship down, even if it doesn't kill the good guys. That sucks for the players, however, since then they're denied the airship for all campaigns forward assuming it's hard to get one in the first place. That's why I suggested coming up w/an agreement and explanation why they're not using the ship (maybe they park it in Dennovar or it needs repairs/to go trading to raise operational cash). The players agree not to use it, the DM agrees not to nuke it, and if everyone plays nice, maybe occasionally they can use it when appropriate.
Gerry

06-29-07, 01:56 PM
I too am loathe to deprive the PC's of something they earned, ....snip...

That sucks for the players, however, since then they're denied the airship for all campaigns forward assuming it's hard to get one in the first place. That's why I suggested coming up w/an agreement and explanation why they're not using the ship (maybe they park it in Dennovar or it needs repairs/to go trading to raise operational cash). The players agree not to use it, the DM agrees not to nuke it, and if everyone plays nice, maybe occasionally they can use it when appropriate.

Appropriate would be in chapters 2 and 3, possibly early Chapter 5.... Chapter 2, an elf on a giant owl flies up and lands on your ship. Or scratch the dragonspawn eating the elf, have them witness a small dragon take down the elf/owl, and run it from there.

Gerry
CastTiltowait

06-29-07, 03:27 PM
Now thanks to Gerry, I too can spoiler! Some parts of 2 might work, but others that are more travel-related wouldn't, and it's not immediately obvious to me how to get the PC's on and off the airship when the DM needs it. I believe we're thinking of similar parts of 3 and 5. :D
multipleheads

06-30-07, 12:32 AM
Rogarf here. We played another session, and I guess stuperhero didn't post it all yet. We went up levels and I finally got into dread pirate. I'll let the Dm handle the details.
Gerry

06-30-07, 01:30 PM
Now thanks to Gerry, I too can spoiler! You're welcome!Some parts of 2 might work, but others that are more travel-related wouldn't, and it's not immediately obvious to me how to get the PC's on and off the airship when the DM needs it. I believe we're thinking of similar parts of 3 and 5. :D After exchanging a few PMs, to avoid spoilers on this thread, I am forced to conclude that the airship is going to massively change things in Chapter 2 as well.

As mentioned earlier, you may have to "metagame" the ship away, ie you the DM asking the players to ground the ship. However, here is an "in-game" reason to do so: an oracle tells them to. Perhaps its a high level cleric of their faith, but whomever it is has a bad dream, and tells them "no good thing will come of this". If you combined the metagame talk with your players, and an oracle telling the characters about terrible dreams involving "a flaming ship falling from heights dashing all aboard to pulp" they might go for it. And if not, ah well, the oracle's dream probably comes true!

Gerry
ps. What a weird looking reply, with all the blocks. ghs2
CastTiltowait

06-30-07, 02:31 PM
If you're interested in the more detailed reasons Gerry and I discussed, go ahead and pm me. You could perhaps pull it off, but it would require a lot of rethinking and rewriting of the module. Additionally, the party's airship, if it stays in the campaign, is a likely casualty of the war that is to come, and I don't know if the players would want that.

An alternative to Gerry's idea

the airship has a crew of NPC's, correct? Assuming they're not suicidal, once the party's aware of "The Hill" and the crew becomes aware of things that are there, you could have the first mate/capt explain to the party how nervous the crew is about trying to face that, and how in his upteen years of experience, discretion is the better part of valor for an airship in this situation. Combine this w/a bit of OOC metagame discussion w/the party, and you've a reasonable explanation for why the airship's going to sit out most of the game.

If that doesn't grab you, you could always have significant mechanical damage done to the airship in some combat. I've no idea about the rules for the airships, but some kind of flying beastie could damage the hull, RHoD archers shot up the airbag so that it's slowly leaking, a dire-turkey could get sucked into the turbines, or the dilithium crystals need re-alignment. The closest place for that kind of repair (which could take months) would be Dennovar, so the NPC crew says they'll limp the ship there while the party deals w/the RHoD.
StarWarlock19

06-30-07, 08:49 PM
Hi this is the avatar-like player... Umm i just wanted to say that if anyone is considering playing this campaign they definitely should its AMAZING (when the dm tells you where the windows are;) )
HXBLADEMSTR

06-30-07, 10:30 PM
hi this the hexblade player, ragothon the heartless, first of he didnt convince us to get off he said 1 manticore popped out and shot our ship down:confused: i didnt get that, it is still a very fun quest. ( just remember that there is a window in verath keep)
multipleheads

07-04-07, 10:49 AM
The Adamintine plated hull:confused: . He also refused to use massive damage, which is a constant in the campaigns we run as a group, untill we whined for a few minutes:rolleyes: . I understand he can discount it, but it gets really annoying when you massive damage both the boss and the dragon. Other than that, the campaign and his DMing are excelent.
CastTiltowait

07-04-07, 02:10 PM
By massive damage, do you mean more than 50 hp? You mention doing that a couple times, which is impressive for a 5th level group. Along with your adamantine-plated flyingship (a google search revealed a cloudkeel costs 200,000 gp), that makes me think you guys are used to playing a more "high fantasy"/high power game than most people. I've played those in the past and they can be a ton of fun, but RHoD is (as originally written) set as per the guidelines in the DMG (Table 5-1, p 135). That table states a 5th level character should have roughly 9,000gp worth of stuff, so your party of 5 characters should have about 45,000gp worth of equipment. This is a guideline, but your airship and crew blows past that, and I assume you also have magical equipment, etc., so you likely have 5 to 10x the normal resources.

Again, I've played in those sorts of games and enjoyed them, but that game style doesn't necessarily mesh too well w/out a lot of rewriting work for the DM with this particular module. As you might be able to tell from all the Red Hand of Doom threads on the forums, it really is a blast of a campaign. It's what's pulled me back into the DM chair after a decade or more of not DM'ing, I was soooo eager to do this epic battle against the bad guys, no matter if I was a player or a DM.

If you guys try to keep using the airship throughout this campaign, you'll miss many important (and fun) encounters. You saw how your DM had to "bend" the rules to get you to run through the first encounter (the single spike taking out your ship). You also will be able to overpower otherwise challenging encounters simply because of the airship ("we keep dumping boulders from 1000' until the bad guys stop twitching"). I'm sure you guys are just interested in having as much fun as possible in your games, not "the DM beats the players" or "the players beat the DM." If you guys can agree to park the airship somewhere for the duration of the module, I think you'll have a lot of fun. That way, you don't have to deal with being railroaded into encounters, or have the DM have the badguys recognize the airship as the valuable resource that it is and take it from you (trust me, using the forces available to the badguys, I can think of several ways that would either allow me as DM to either destroy or capture the airship, and that's w/out any pumping up the badguys to match your above-average power levels).
multipleheads

07-04-07, 06:48 PM
We haven't used the ship much after that, only to fly over Vrath's walls and to execute our plan for Skull Gorge bridge(we distracted the dragon and droped the elementalist in a hang-glider to take out as many of the bridge supports as he could with out getting spotted). We actually had to cut of in the middle of the encounter:( ....the trials of not being able to drive yourself around.......Anyway, we used to have more party members, but they died and havn't made new characters, so we have extra gear. We're still far on the wealty side, but that brings us back a bit.
StarWarlock19

07-05-07, 10:56 AM
And the ship (and all the amazing accessories including lightning ballistas:cool: ) were bought with gp we had acquired in this campaign. So its not as though we brought over money. We simply defeated the monk-thing that jumped out of our wall in the tavern. This encounter occurred in the optional prelude and (in my opinion) is fair game if you loot the body and sell certain valuable items.:D :D :D
CastTiltowait

07-05-07, 12:20 PM
I wasn't saying you guys had "accidentally" added a few zeros to the amount of gp that were on your character sheets or whatever, I was trying to point out the amount of resources you've gathered in previous games is significantly above what the RHoD module assumes you have, so it's easier for the DM if you agree not to use it so he's not having to railroad you into traveling by foot/horse. You got the ship, etc., legitimately. If a DM chooses to dole out lots of treasure in his game, that's fine. I assume you guys have needed your lightning cannons and admantine-hulled ship to survive what your DM's been tossing at you. In RHoD, as written, there's nothing where that sort of firepower is needed. With the ship, instead of being a tough, challenging module that makes you think and play with intelligent tactics, you'll be able to blow through most of the bad guys with little effort, which isn't much fun after a while. Alternately, I've played in games where by 7th level, I think ONE player out of 6 had a +1 weapon. We had fun, but if we'd tried to take on the RHoD badguys, we would have been toast pretty quickly since our resources were so low.

Just out of curiosity, what was the "monk thing" carrying that allowed you guys to purchase your ship? I've no idea about how much flying ships cost except what a quick google search suggested. I stumbled across a thread with a 25 million gp cost, but it sounded like a flying version of the Battleship Missouri. Do you guys play with the rule that loot sells for 50% value, or does your DM let you get more? We've never played with the resources limit thing (small towns have a limited amount of free cash available to buy loot, larger towns/cities have more), but then again, w/some of the games I've played recently, I was looting shoes to try to get SOMETHING valuable off the bad guys ;)
StarWarlock19

07-05-07, 03:09 PM
The monk-guy had a crown on that contained ten crystal-like stones and when we looted the body we discovered the cystals to be dragon eggs, and after keeping four (two reds and two blues) we had amassed a [B]huge[B] fortune. With said fortune (because we can in after one adventure with little treasure so we actually started out with less than the module stated 9000 gp I believe.) we bought the ship and accessaries and a couple of magic items (nothing even coming close to rivaling the raw destructive force of our flying ship (sorry if i sound like im obssessing over the ship but after more than 500,000 gp one does tend to become proud of one's items.)). So its not as though we can from an epic level campaign after looting a dragon's layer or whatever, we have only used what RHoD has given us to work with.
As far as the "loot rule" mentioned before no. first off i play d&d as a hobby and short of the times we play together and time spent talking about i know very little about the exact rules governing the d&d world so i had never even heard of that rule. Whether the dm halves the price when telling us the value i am not sure (which i doubt) but i dont think we play by that rule. And i am [B]not[B] complaining.
And the ship itself (a galley) was not neccessarily extremely expensive. What did put a hole in our pockets were the adamantine plating and lightning ballistas. And apart from the lightning ballistas and adamantine plating our ship isnt that much of a tank. And the only reason we had the idea for a flying ship is because as a helpful hint our dm told us the importance of transportation in the upcoming adventure. So having amassed our little fortune we might had taken his little warning as an apocalyptical message that if we didnt buy something similar to our ship we would have died in the first ten minutes. Now that we are going through the adventure we realize that we are [B]very[B] cautious players. (Spending ten minutes formulating strategies for taking on three hobgoblins).
But i understand what your saying when you mean that the game would almost become too easy and im sure we would lose interest and that would be horrible because its such an amazing campaign. So far (except for an incident with the dragon) we have not used our ship as our first line of defense because we are players who have become attached to our characters and want to what THEM take out as many hobgoblins as possible and not just our ship. So we (i believe) have limited ourselves rather than forcing our dm to do so too much. I mean we could have just been like "oh here a map let's charge where tiamat's gonna be" but we realize we would lose valuable gaming time, experience, and (most importantly) god-like magical items.
And with your comment about only one of you having a +1 weapons... ummm... yeah.... it seems to me that everything we kill had a +whatever and we just pick them up and literally we have gotten so many that we just hold them to sell them. I mean it might help that we are all elves and we all get spot checks every other room we go into (this is what we refer to as the bane of our dm's existence because our dm would rather us not find all the magical items in the world two seconds into the adventure).
But we are a very strategic group, studying our characters so we know our strengths and weaknesses and act accordingly. We will all strategize our moves before every battle no matter how weak our enemies are, 1 because its fun and 2 since d&d is a game of dice i (having self-diagnosed OCD) like to leave as little as possible to chance. And because of this i truly feel bad for our dm at times for having to put up with us.
HXBLADEMSTR

07-05-07, 10:32 PM
i totally agree with what your saying, we havent reallyu used our ships except for thwe keep wal and the dragon, two pretty big parts in the story but the monk was optional and that the only reason we got the money for the beastly ship that rips
Gerry

07-06-07, 08:46 AM
AS I PM'd to StarWarlock19:


Sounds like you guys are going to have a blast. Sorry if we've come across all preachy. There's a LOT on the ground to see, and man, it'd be a bummer for you guys to fly up in your big bull's eye before you've encountered enough to level-up enough to take out the boss(es). I'll stop there before giving anything away.

You bought the thing because your DM was concerned about moving around fast, and I understand that, I've all but forced horses on my guys (http://www.cfrq.net/~rolemaster/fiverivers/archives/campaign_notes/notes20060906.shtml) with the Oracles First Vision. (The other visions may or may not apply to you, so there might be little spoilers in there. OTOH, an Oracle's vision for PCs before the campaign, how much can it give away? Perhaps too much, I guess. The 4th vision is an inside joke!) The idea was to get their movement rate up from 24 miles (or less) per day walking to 32 miles per day riding. The lazy-assed wizard IMMEDIATELY insisted upon the comfort of a wagon, and thus brought the movement rate back down to 16 miles a day (sigh). Ah well, the wagon was detroyed (spoilers), (http://www.cfrq.net/~rolemaster/fiverivers/archives/campaign_notes/notes20070702.shtml) so now he's looking for another one in Drellin's Ferry.

It's the "wagon was destroyed" part that got the rest of us DM's worried about your (expensive, lots of personal investment, not JUST GP) airship. I'd hate for your "flying wagon" to be casually destroyed in the upcoming campaign. I honestly don't know, as a DM, what's going to happen to all the horses in my campaign, it's a good thing PETA doesn't read Recaps! (We lost two of the five horses in the same battle, and that required umpteen Cures to bring two horses back from negative hit points).

So, Good Luck, Happy Gaming, and let us know how things turn out.

Gerry
multipleheads

07-06-07, 09:54 AM
Another problem is what we would do with it if we dumped it. I suppose we could have it pose as a regular ship and do some transportation services to feed the crew? But a ship without it's captain? I see now that we probably should do something with it, but perferably something safe and/or profitable. After all, once you have one flying pirate ship of mass destruction...... :D
Gerry

07-06-07, 10:55 AM
Another problem is what we would do with it if we dumped it. I suppose we could have it pose as a regular ship and do some transportation services to feed the crew? But a ship without it's captain? I see now that we probably should do something with it, but perferably something safe and/or profitable. After all, once you have one flying pirate ship of mass destruction...... :D

I guess it's "How ligit" are you guys? Most of RHoD assumes the PCs are the adventuring hereos, and you get in good with the populace, and perhaps their leaders. Do you dare "park it" at Brindol, or would you expect to be arrested as pirates there? Or worse, have it "called up for the duration"....

Since it's a bit of a metagame to park the ship, ask your DM for "in-story" ideas that should work out ok. That way it's there when you need it, and away when it shouldn't be. Maybe buy some scrolls of "Message" or "Sending" or something else for magical communication, so that you can "call it in" when you need it. Is the NPC crew trustworthy enough to have the PCs doing "away team" stuff without having them hijack the boat and vanish with your investment? If they're not, (ignoring how you can tell), well, then you've always got to worry about waking up falling from the railing...

Gerry

ps. My photos are now up in the latest log, though it's missing the comments:http://www.cfrq.net/~rolemaster/fiverivers/archives/campaign_notes/notes20070702.shtml
CastTiltowait

07-06-07, 12:53 PM
I too, don't want to come across as preachy. It sounds like you guys were told by the DM that quick transportation would be a good thing to have, and you got yourself the most "pimped out" quick transport you could. It's not your fault that it would negate a bunch of the fun parts of the adventure. Earlier, I'd suggested to your DM that if you guys agreed to let the ship "sit this one out" to make his life easier, then he should let your ship be SAFE somewhere, say in Brindol (a large city in the middle of the Vale) or Dennovar (it's a city on the opposite side of the Vale from Drellin's Ferry), and for a few parts of the module, where appropriate, you guys could summon it for it's intended purpose: quick transport. He wins because he doesn't have to do a ton of re-writing to make the module work, you guys win because you don't have to worry about the DM setting his sights on the airship and wiping out your big investment simply because it's interfering with his plans at the moment.

I prefer this kind of solution when the DM discovers there's a balance problem- the DM says "oops, I made a mistake" or "I realized it's going to make things not as fun as they should." I've been in games where my DM decided my character was too powerful or an item the DM made and gave to me was too much. Rather than come straight out and tell me, he decided in one case to simply kill my character. It got kind of silly when I was suddenly ambushed in the middle of the night by 20 shadows. (oh, and there was a sandstorm so none of the other PC's noticed the combat or my eventually Titan-sized character yelling(blame 1st ed psionics)) He got panicked when I was still going after taking down 10+ of the shadows. He started "luckily" getting at least 1 natural 20 per round, and ruled that the STR drain also got doubled, not just melee damage. When challenged how the *^%! that worked, this led to an infamous quote in our group, "They're special shadows."

I think Gerry is dead on with his suggestion. You guys haven't had this ship for very long, right? If so, even if you're the blackest of pirates, you've likely not had the chance to generate much of a reputation yet, so you should be safe leaving the ship. Since you're doing your DM a favor not using the airship, he'll do you the favor of not screwing with it while you leave it unattended.

Oh, and my comment about the one character having a "mighty" +1 weapon at like 6th or 7th level, that isn't RHoD, that was w/a DM who says he likes low-magic worlds. It worked most of the time since the badguys were similarly equipped (except for all the friggin' death knights and liches:rolleyes: ). I was just trying to show how if your resources don't match the expectations of the module, it winds up being either too easy or too hard.
multipleheads

07-06-07, 09:04 PM
Hey this is stuporhero93 the DM on friends account. I agree with Cast, thats why I did what I did. I did bump up miodule a bit however the party didnt know it though. As for the window , I had told them a previous session and they had forgottten. I had thought about the weapons and believed it to be ok. The monnk carrying the secret Dragon Eggs was hiding wiht a cleric in a secret door, but they all had to be freaking elves....... Also multiple rolled a natural 20 on save from the stun attack by monk. And monk rolled 2 horrible rolls one after another. These dice are now known to be cursed itmes in our gaming group. LOL
stuporhero93

07-06-07, 09:14 PM
Im back on my account and yes I should have mentioned I have two PC's who might actually be legal geniuses (like the IQ requirement), and the hexblade seems to be the luckiest son of a gun I have ever seen. And has asked me to say he is a beast.

Also the avatar like class isn't that cheap, I had given it to him when I did not know him well and didn't know he has studied every episode of avatar ever released, or was a genius with the creativity of PiCasso.

The ranger/ Dread pirate is also a very expirienced player probably the most experienced in the group.

The fourth player has changed characters 3 times now. A fifth player is joining as well :D
stuporhero93

07-07-07, 10:02 AM
I'm finally updating! :D I'm going to summarize out of sheer lazieness...

The party flew over the keep with the airship then climed down on ladder. The party's two TWFers made quick work of the worg riders with some help from the others. The elementalist has been scaled a little and is no longer "epic" at lvl 8 Party caught Koth unawares. He fought. Reduced to 4 HP. Flew out window. Ranger drank potion of fly and chased. A scroll of fireball put an end to Koth once and for all.
The map was recovered. Party went to skull gorge in airship (unfortunatly) and the lightning ballistas destroyed the dragon.

Elementalist kept failing sculpting checks to sculpt a large amount of Earth and use it to pummel the bridge. after two succesful hits the bridge went down. the Hobgoblins in the camp had fired a few volleys into the ship but they were futile. because the party had come at night, the Hobs in the camp (not sentries) were unaware and didnt have armor on. they fleed after a few were killed.

Party flew to cinder hill. Saw horde. Returned to Drellins Ferry. Currently at council for what to do.
multipleheads

07-07-07, 12:07 PM
Actually, we have an idea. If the horde is heading for Brindol, and we have the deed to Vrath, why don't we evacuate the populace to the keep? I would assume they would be alot safer there.

And about the reputation, I'm an honourable dread pirate, so I might be able to convince the people around where-ever we park it that they will come to no harm. I don't know if that would be enough though....
stuporhero93

07-07-07, 12:31 PM
#1. I'll have to check but I'm 99% sure that well.... The Keep is right next to the horde. it was only about 2 days away from cinder hill.Where is Brindol? Other side of map!!!!! Brindol= Walls/troops/big. Keep=rundown/empty/medium sized keep
StarWarlock19

07-07-07, 03:00 PM
Just a quick little something the dm must have forgotten to mention (out of pure human error i'm sure;) ) the green dragon at the bridge was taken down in one round (well actually 1/2 a round because it never got a chance to attack).

And the chimera (pronounces ki meer uh :D ) was quickly defeated with a huge icicle created by yours truly.:D

And now we are talking to the council
stuporhero93

07-08-07, 09:34 AM
#1. I said summerize so the rounds and or damage from battles was no given.

#2. yeas sorry, forgot about chimera. You are so lucky you hit because its breath weapon was ready next round.
multipleheads

07-08-07, 12:40 PM
My point exactly. Providing the people arn't seen, who's gonna attack the keep? And we didn't let anyone escape, so hopefully the horde would still think it was under Koth's control.
stuporhero93

07-08-07, 01:29 PM
If you really want to.....
CastTiltowait

07-08-07, 01:52 PM
Your DM may have changed things, but Drellin's Ferry has well over 1,000 people in it. Vraath Keep has 1 stable, 2 guardhouses, 3 other rooms (1 small, medium, and large each), and a 2 story tower. Again, your DM may have changed the scale of the keep or the size of Drellin's Ferry, but I just did some math looking at the map, and you'd need to have 6 to 7 people standing in each 5x5 square to fit them all, which is juuuuuuust a wee bit crowded. That also supposes that they bring no horses, wagons, food supplies, etc. While your characters don't have a detailed map and a calculator like I do, they've fought in the place and have experienced warriors amongst the party that would have some rough ideas as to how many people could fit into a particular space
stuporhero93

07-08-07, 07:52 PM
Exactly, if you really want to you could but I'd advise against it.
Oh and if the Hand stops recieving intel from Koth don't you think they'd check the keep ASAP?
multipleheads

07-08-07, 08:00 PM
Ok,ok....it was just a thought.
HXBLADEMSTR

07-10-07, 02:15 AM
thank you for mentioning about the pyrotechnics i ingeniously found in the spell book. thank you for metioning, i came up with an idea to stop or slow the hordes advance, forge a note from koth saying to retreat because their(us:D ) powers are far greater then we anticipated and to turn back and gather more forces. if you want the horde to survive then turn back. failure is not tolerated by the goddes. something like that. if this works it should give us enough of a diversion to take the people to Brindell and put the forest giants into defensive position out of sight of the humans, and or if possible with in sight and friendship.
multipleheads

07-11-07, 10:00 AM
I like the idea. or even better put a symbol of pain set to go of when read by a dragon:D on it.
stuporhero93

07-11-07, 02:02 PM
This friday will be the next session so stay tuned..
multipleheads

07-18-07, 08:52 PM
Sorry about the delay we played on the 17th and stuperhero is real lazy when it comes to updating (as I'm sure you've noticed).
stuporhero93

07-19-07, 10:49 PM
Hey come tomorrow I'm your God so dont be getting cocky...
stuporhero93

07-20-07, 02:54 PM
Ok, I'm being forced to recap at fireball point.

The party met up with the elves on owlback. In a random treasure roll they happened to get a fuigurin of wonderous power( serpentine owl) which they plan to give to leader of elven communiy. Gave Killiar both band and ring. Party is Level 12. I have bumped everything. I love high powered campaigns.
stuporhero93

07-21-07, 10:53 AM
Ok, the party went to ghe Tiri Kitor's little Island. The leader of the party, the ranger pirate, ended up with a total of 30-something for his diplomacy. I gave everyone who was an elf a +1 and the pirate was a wild elf so he got +3. There is no a Drow cleric who went into Arachne-something. He got a -5. The new Dwarf Paladin recieved a +2 for giving the leader a figuruine of wonderous power, Serpentine Owl.

In the end, the pirate was treated as a tribe member. everyone else was a friend. And the Drow was barely tolerated. (I made Killiar roll a will save to fight his instincts to slay him on sight.) At the funeral, The pirate and the elementalist put on a great tale. The elementalist used his powers to the effect of prestidigitation, while the Pirate told a great tale of their adventures.

Then the party headed off towards the ruins of Rhest. As they were about to leave, Trellara approached the pirate. She wished to follow him. She became a cohort. His Rep and super charisma might have helped that a little. In the boat, they observed for five hours. There were two lizardfolf guards. the bard used a spell to put one two sleep. then the pirate shot an arrow to try and kill the other in one round. He failed. 19 more lizard folk arrived after 2 rounds. the dwarven palidin on his,coincidently, Giant Eagle mount stealthy dropped down onto the walkway and dropped 2 on his first turn. Then the Elementalist tried to use fire to kill the lizardfolk but he failed. the hexblade tried to jump from the boat to the walkway. He failed by 2. He grabbed on to the dock with his hand however and then failed the strentgh roll.his swim check however was a 20 so I allowed him to get a foot out of the water and once again have a hand on the dock. This time he succeeded. Then the Ranger made his Jump check. he dropped one. They moved on killing fronm there. the hexblade who went into Ghost faced killer, went etheral becase of his tabard of disembodiement and walked into a far room that contained 6 ogres and the harrowblade. His frightfull attack ability forced them all to make a will save or die. My cursed idce strucka gain with one digits all around. on ogre rolled a 12,but he' an ogre so it didn't pass. Then the hexblade moved onto the roof. He did the same strategy. but the young adult black dragon passed save.However the TWFing plus his sudden strike=one round kill.They found the phlactery. They then headed off for the Thornewastes. They are just now in the entry room. I rolled the percentile and the behir happened to be there. We will try and continue it today.
HXBLADEMSTR

07-25-07, 05:08 PM
well i guess im the new tank in the party....killed the elf goblin in 1 round and all the minions... kind of, o yea i forgot to mention, the move that killed a bunch of things umm i read the wrong thing. they actually just get shaken and well dont die. but it didnt matter because i would have gotten an attack of oppertunity.
multipleheads

07-25-07, 10:56 PM
...... the thing you insited killed all those orgers and stuff,,,,,:rolleyes:


anyway, we played again, and it was the best sesion yet. we actually were handed a challenge and a taste of death.

It kicked off with the Ghost lord's lair (and the Behir was in the 1st room:weep: ). After the whole thing in there, we decided to take the ship to Brindol and see to fortifications. little did we know that our mighty ship and crew were about to be almost taken down by 4 hobs!!! they fired a strange rock onto the ship, which we couldn't seem to get off. It then proceded to glow and shoot out hands. as party members failed they're saved and disaperd from sight, ropes began to shoot over the sides off the boat, meeting at the top and slowly brining it down. Me, being the exellent captain I am, started firing orders left and right. I ordered the crew to cut the power to the cloud keel, and as we plumeted, the ropes were'nt keeping up. We then kicked it into full gear and shot foward at ludicris speed (:rolleyes:). But the force wasn't enough to break thought the thick web of ropes. by this point only me and the Aracne cleric were left besides the crew. the Drow suddenly spang into action, creating a ring of blades around the entire ship, and destroying the rope. then the unthinkable hapened. he charged the rock thing, threw himself on it, and planeshifted away to a random plane. a few nail biting rounds later, he poped back, sopping wet (probably had a nice visit to the elemental plane of water). I'll never look at him the same. I'm too tired to write the rest....I'll do it soon.




we ended up at Brindol and left of there.
StarWarlock19

08-11-07, 09:02 PM
FWAHAHAHAHA I've done it! I finally came up with a plan to take out the horde (or at least a massive portion of it). All i can say is that it involves some chemistry and magic (my special combo).
Ohh, and for our DM be afraid be very afraid because this is gonna hurt.:D :D :D
multipleheads

08-12-07, 10:19 PM
Oh yeah, the wapeneese wizard is back! :crazy: Anyway when are we playing again? I know that hex blade is away, but shell gets back soon. and the dm got back
StarWarlock19

08-13-07, 01:37 AM
idk its been a while whenever the hexblade gets back we should would this friday be good?
can't wait to see my plan in action.
ohh and i was thinking (which usually translates to enemies dying) umm... the dm said our paladin's weapons were treated as almost legendary so that if he changed alignment or religion it would change accordingly correct. Well then if thats the case i advise our paladin to get down on all fours and recite the following, "Oh mighty Bahamut, true god of dragons. Bestow upon me the great might of your awe inspiring godliness, for i dedicate myself to your teachings and will hence forth slay all dragons that worship that disgrace of a dragon-goddess that calls herself tiamat *(notice the lack of a capital letter for her to further disgrace her name).*
*not actually said (outloud at least)*
multipleheads

08-13-07, 09:11 PM
Stupohero93: Umm no........ I had said that if he were to change alignment or religion, the weapons lose their powers.

Oh and starwarlock i can still completely nerf any crazy :censored: that you can throw at me!!!!! (Yes I'm calling you out!)
multipleheads

08-13-07, 09:14 PM
I hate it when he does that.....
StarWarlock19

08-14-07, 12:14 AM
the laws of science and magic will remain constant throughout I shall see to that.
multipleheads

08-17-07, 12:26 AM
Go ahead and vent stuperhero, 'cause we don't want to hear you moan when star warlock unleashes his greatest plan yet, then make up some retarded reason it doesn't work
StarWarlock19

08-17-07, 12:09 PM
muchimas gracias (many thanks) multipleheads.
i really cant wait to see my plans (yes the plural form) in action.
the only problem is the way the battle is actually set up.
if we are supposed to fight the horde then its great but if its a series of somewhat boss fights we'll do fine but my plans wont really be put into action.
StarWarlock19

09-05-07, 01:24 PM
the battle has started!
however time did not permit us to get further then the nine giants :weep: (fun). so now we eagerly await our next installment.