The Reconquista OOC

Ranger Rick said:
The basic plan was to find King Galmoor, quickly kill him and than seeing how he is to big to hide, an invisibility ring is to be put on him. The party would carry him away from the scene of the murder and hide him.

Once dead, you should be able to Shrink Item the corpse, which is probably more effective, especially when it comes to carrying it. :D

Bye
Thanee
 

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Thanee said:
Once dead, you should be able to Shrink Item the corpse, which is probably more effective, especially when it comes to carrying it. :D

Bye
Thanee

Well I never knew about that spell. That comes up to another question or two.

How many cubic feet is a giant? (or what is the min level (2 cubic ft/level) the mage must be be to shrink him)

Can a wand do this spell?
 

Ranger Rick said:
Well I never knew about that spell. That comes up to another question or two.

How many cubic feet is a giant? (or what is the min level (2 cubic ft/level) the mage must be be to shrink him)
Well, if he was already dead you could just take his head and shrink that. That would be a lot smaller. Without a head, they'd have a bit of trouble bringing him back. The chance of them having a 13th level cleric around would be smaller than a 9th level one.
 



Well, here it is, the final installation. As stated before, if we feel like it, we can continue creating more backstory, but I'd like to finally move on to the IC game now!!!

P.S.: Also copied to the first post of this thread.

[SBLOCK]FINAL ADVENTURE SYNOPSIS

In the fall of 590 CY the group is hired by the Dwarven Union for the Liberation of Occupied Holds and Other Sundry Communities (D.U.L.O.H.O.S.C.) to investigate and if possible liberate the dwarven hold of Eagle’s Nest. It is located within the peak of the Witch’s Hump, a mountain between the Dear and White Oyt rivers.
The Union’s sources have revealed that although the Eagle’s Nest has been held by a family clan of fire giants and their hobgoblin mercenary allies since around 585 CY, there may be some upheaval happening. The hold sits on a large mithral (or mithril for the Tolkien purists) vein, so the Union members feel that it is essential that it be retaken. The party is hired partially because of their reputation in the retaking of the Oytpass Keep during the war.
The Union has recently received confirmation that a number of dwarven slaves have been brought to this location to assist in the mining and smelting of the precious metal. The melting in particular is quite difficult, dangerous, and labor-intensive process, requiring dangerously high heat, and the dwarves’ reluctant expertise is greatly needed. The work is being overseen by a misshapen half-illithid derro who has been employing his psionic or magical powers to keep the miners and metallurgists in line. This information was provided by a dwarf miner named Nadolf Pickstrike who managed to escape less than a year ago.
The party travels through the Stark Mounds where they encounter a raiding party of dire badger-riding gnome rangers and druids, who have recently relocated there from the north-eastern regions of the Stark Mounds. They are tracking a large band of gnolls who have been despoiling the lands around Gorna. They are mainly interested in this task, and are only secondarily interested in fighting the larger humanoid and giant menace. They seem to know nothing of the Eagle’s Nest.
After arriving in the vicinity of the Witch’s Hump, initial scouting reveals that all of the mapped entrances to the hold, including the supposedly secret ones, have been made impassible or are heavily defended by traps and/or monsters.
The only seemingly undefended access to the Nest is through the ventilation shafts which descend over a quarter of a mile into the mountain to the foundries of the hold.
The party makes camp for the night in a well-hidden cave nearby. During the night they are partially surprised by a large drow raiding party. Rather than attacking, however, the dark elves indicate their desire to parlay, stating that fighting would only result in needless heavy losses on both sides. In addition, they state, your goals might be mutually compatible.
Whatever the party decides to do, one observant member of the party notices that the drow spokesman bears an unknown drow emblem which arouses his/her curiosity. If the party agrees to the parlay, the drow reveal that they have heard of the Eagle’s Nest but have avoided it due to the strength of its defenders. They are currently focusing their attentions elsewhere and agree to withdraw without incidence.
If you attack, the drow quickly retreat.
The next day you make your way to the top of the mountain, employing some stealth. Your carefulness pays off when you realize that an invisible, yet powerful air elemental guards the top of the shaft. You quickly dispatch it before it gets a chance to alarm its masters.
Following this encounter, you devise a way of lowering your party the quarter of a mile down the shaft. As you descend you notice that the gets colder and colder. Near the bottom you discover to your dismay that an enormous batch of brown mold has been planted here to provide some defense and aid in the circulation of air.
Once you devise a way around this obstacle you find yourself near the ceiling of a cathedral-like cavern. Dozens of forges line the floor, heated by geothermal forces. Scores of human-sized humanoids make their way between them, guarded by a handful of vigilant fire giants.
Through some subterfuge you eventually manage to defeat the surprised giant guards, including one who seems to be a wizard who paradoxically focuses on cold magic. Upon approaching the dwarven slaves, you find they have been horrifically transformed to better deal with the intense heat found here. Strange, heat-resistant scales have somehow been grafted onto their bodies, so that they barely resemble dwarves anymore. In addition, all seem to be under some form of mind control.
Through magical or mundane means you break one of transfigured dwarves’ control. At first he is overcome with grief at the sight of his new form, and begs to be killed. After being calmed down a bit, he realizes that he can still be of some use in freeing his companions.
With his help you track down the half-derro slave lord and defeat him in a pitched battle after first overcoming his enthralled umber hulk bodyguards. Before the party is completely over, the remaining fire giants return slightly bloodied from a raid, but soon flee before your onslaught.
Freed from their mind control the mutated dwarves liberate the rest of the slaves, but decide that they do not wish to return to their surface. Refusing further aid, they meet and tell you that they wish to travel further into the Underdark, and make a new home there, far way from everything they know.[/SBLOCK]
 

Now that we're about to embark on the IC game I'd like to ask your advice on a subject. In your experience, what are things that kill a PbP game? I'm not talking individual preferences here, I'm asking what things objectively can kill a game? The most obvious one, of course, is if the GM stops posting, so you don't have to mention that ;)

ADDENDUM: Would you mind pointing out some (in your opinion) really great IC threads? I'd be interested in getting your opinions.
 
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Branding Opportunity said:
The work is being overseen by a misshapen half-illithid derro who has been employing his psionic or magical powers to keep the miners and metallurgists in line. This information was provided by a dwarf miner named Nadolf Pickstrike who managed to escape less than a year ago.

Hmm... what rhymes with 'half-illithid'? A misshapen half-illithid derro is too cool a villain not to make it into a warchant!

The party makes camp for the night in a well-hidden cave nearby. During the night they are partially surprised by a large drow raiding party. Rather than attacking, however, the dark elves indicate their desire to parlay, stating that fighting would only result in needless heavy losses on both sides. In addition, they state, your goals might be mutually compatible.
Whatever the party decides to do, one observant member of the party notices that the drow spokesman bears an unknown drow emblem which arouses his/her curiosity. If the party agrees to the parlay, the drow reveal that they have heard of the Eagle’s Nest but have avoided it due to the strength of its defenders. They are currently focusing their attentions elsewhere and agree to withdraw without incidence.

I'm not sure how Latalya-the-elf and Anastasia-the-paladin are likely to react to the thought of a parlay with the drow, but Reivik's certainly up for the idea. I'd also like to step up as the emblem-noticer... lousy Spot score, but Bardic Knowledge, Knowledge (History), and a general tendency to curiosity about minor details contributing.

The next day you make your way to the top of the mountain, employing some stealth. Your carefulness pays off when you realize that an invisible, yet powerful air elemental guards the top of the shaft. You quickly dispatch it before it gets a chance to alarm its masters.

Air Elementals have lousy Will saves, but are horrendously air-mobile. We'd want a Will-based spell that prevents it escaping... though they're immune to Paralysis, Sleep, and Stunning. May I suggest a Glitterdust from Latalya (lets us see the elemental, and a good chance of blinding it as well), followed by a Tasha's Hideous Laughter from Mavic (Will save, or do nothing for ten or eleven rounds, elementals get a save bonus but aren't immune), followed by a whole lot of full attack madness from the melee crew?

Following this encounter, you devise a way of lowering your party the quarter of a mile down the shaft. As you descend you notice that the gets colder and colder. Near the bottom you discover to your dismay that an enormous batch of brown mold has been planted here to provide some defense and aid in the circulation of air.

I notice Mavic has Cone of Cold in his spellbook, though not prepared... likewise Ray of Frost for both Latalya and Mavic. Is it at all likely either of them carried a scroll or wand of a cold-based spell? (Damn it, with a name like 'Winterheart', Anastasia should be carrying a Frost longsword, not a Holy one!)

Through some subterfuge you eventually manage to defeat the surprised giant guards, including one who seems to be a wizard who paradoxically focuses on cold magic.

Hmm. Normal approach to dealing with wizards is to send someone to grapple them. I'm not sure that works when the wizard's a fire giant!

I definitely see some Ring of Invisibility sneak attack action in George's part in this battle, though.

-Hyp.
 

Hypersmurf said:
Hmm... what rhymes with 'half-illithid'? A misshapen half-illithid derro is too cool a villain not to make it into a warchant!
Insipid comes immediately to mind. "Daft insipid half-illithids drafting dwur for tasks with deft deviousness" comes along a little while later. Sorry.
Smurphenator said:
I'm not sure how Latalya-the-elf and Anastasia-the-paladin are likely to react to the thought of a parlay with the drow, but Reivik's certainly up for the idea. I'd also like to step up as the emblem-noticer... lousy Spot score, but Bardic Knowledge, Knowledge (History), and a general tendency to curiosity about minor details contributing.
Mavic would parlay with demons if it meant killing more giants and anyone who had anything to do with giants. He's pretty one dimensional in his predictability actually.
Papa Hypersmurf said:
Air Elementals have lousy Will saves, but are horrendously air-mobile. We'd want a Will-based spell that prevents it escaping... though they're immune to Paralysis, Sleep, and Stunning. May I suggest a Glitterdust from Latalya (lets us see the elemental, and a good chance of blinding it as well), followed by a Tasha's Hideous Laughter from Mavic (Will save, or do nothing for ten or eleven rounds, elementals get a save bonus but aren't immune), followed by a whole lot of full attack madness from the melee crew?
Mavic might toss Magic Missiles at it, but he'd not likely start off with anything that could be better used against giants (seeing the theme?) If things got bloody, or distracting, he'd be more likely to Hold Monster the damned thing and let everyone finish it off. It's more humiliating to slaughter giants while they're giggling than Held anyways.
SmurphaliciousSmurphenator said:
I notice Mavic has Cone of Cold in his spellbook, though not prepared... likewise Ray of Frost for both Latalya and Mavic. Is it at all likely either of them carried a scroll or wand of a cold-based spell? (Damn it, with a name like 'Winterheart', Anastasia should be carrying a Frost longsword, not a Holy one!)
Fire Giants = Mavic becomes Mavic "Too Cool" Larigne.
WarpSpeedSmurphy said:
Hmm. Normal approach to dealing with wizards is to send someone to grapple them. I'm not sure that works when the wizard's a fire giant!
Ray of Enfeeblement + Evard's Black Tentacles? If we knew a Fire Giant mage was coming into the picture then Mavic would probably exchange Mass Cat's Grace for Antimagic Field too.

The only problem I see is that Mavic is likely to give any poor scarred abomination of a dwarf the rest he asks for immediately, rather than trying to calm him down or any such nonsense. If he's not knowing himself enough to have come to grips with things already then he's not likely to know any good Intel for killing more giants either. Mavic would just chalk it up to another horrible thing done to people of his country and that he'd done in the name of his country and not worry about it... So, just saying, either Mavic shouldn't be there for some reason or someone more noble (or at least with a persuasive argument) should have stepped up and kept Mavic from executing a wizard-old-skool-bare-knuckle-coup-de-grace on the poor guy.

Ugly Dwarf: "Ooooo, Poor me. I want to die!"
Mavic: "Sure thing buddy, you shall be avenged." *crack*
Narrator: "FATALITY. MAVIC WINS!"

Or something like that.

:D

Mavic's fun.
 
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Before I do the full respond to Branding's Synopsis, let me just mention Anastasia will urge Mavic away from attempting to be "Helpful" with the desperate dwarves.

Also, Do the Dark Elves detect as evil? If so, how does the rest of the group react? I wont attack and endanger lives, but...I wont exactly bargain with the devil, either.
 

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