The very sporadic ever slowing game

xochael

First Post
My turn
This game has been going on for about two years
We have had up to 11 players but only the 4 core players have remained. We have been switching DM resposibilities, and again it falls on me. We have always played in person but, because our schedules have conflicted so much recently it has been impossible to play, so I decided to try THIS.
Notes:
1. Players are set, although one or two more spots might be available (character lvl 13)
2. Anyone is welcomed to post.
3. Our house rules generally allow players to make most of their own rolls (Spot, listen, etc) honor system.
4. This may very well be the only post depending on my schedule and that of the players.
5. We have a very bad habit of meta gaming.
6. Expect bad grammer, poor spelling, etc.
7. Our characters are screwy and some may seem overpowered but I have made this adventure with them in mind (not hard considering there are only 3PCs)

Background:
We are currently returning to an elven village(It was elven right, Fing?) after turning a cave back into a castle.

Note to Fing (previous DM):
If that silver dragon is around and he wants to be polymorphed back to his original form, Bernlin will comply.


Bernlin(Gnome Illusionist lvl 14)(me!) suggests that "We should prepare to go after that bloody sorcerer. I need to get some work done on my armor first though, so I suggest we meet back here in 7 days and discuss our plans further. (after reaching the village)

When the players confirm they are HERE, I will post the loot/treasure/gains from the last adventure.

Any questions?
 

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amulet of the arcanist 50,000gp
arrows mw (70) 30gp
4x bag of holding 3 7,400gp = 29,600gp
2x bastard sword +3 18,335gp = 36,670gp
big ruby 5,000gp
bookrod 32,000gp
bone scythe +4 32,318gp
2x caster arrow A
control amulet (master) A
6x control amulet (underling) A
4x dagger +2 8,302gp = 33208gp
3x elven chain 4,150gp = 12,450gp
3x liquid power A
3x longsword +1 2,315gp = 6,945gp
2x longsword +3 18,315gp = 36,630gp
masterwork scmitar 315gp
masterwork large shield 170gp
mithril ore (200 lbs) 4,000gp
3x mty comp longbow +4 mw 800gp = 2,400gp
2x resurrection diamond 10,000gp = 20,000gp
ring of ebony bolts 86,000gp
ring of ???
2x ring of protection +3 18,000gp = 36,000gp
2x scabbard of venom 5,000gp = 10,000gp
6x short sword +1 2,310gp = 13,860gp
3x tower shield mw 1,180gp = 3,540gp
trident +2 8,315gp
gold 50,153gp

~Skulls~
blue slaad 3
destrachen
elf 3
halflings 6
mindflayer
orc
umber hulk 2
yuan-ti

Total: 505,604gp + mithral ore(200lb)+ 2x caster arrows + controller amulets + 3x liquid power + Corellon's Ring

big emerald 5,000gp
big emerald 5,000gp

Individual shares:
Psion: 126,401gp + big emerald 5000gp
Monk: 126,401gp
Fighter/Cleric: 126,401gp
Wizard: 126,401gp + big emerald 5000gp

Group/Unpriced items:
Corellon's ring
2x Caster arrows
Controller amulets
3x Liquid power
Mithral ore 200lb

Controller Amulets
Undead wearing underling amulet are under master’s control but don’t count against the controller’s creature controlled HD.

Bone Scythe +4
Darkness once per day
Ethereal once per week

Ring of Ebony Bolts: Clutching his hand into a fist, the wearer of this plain silver ring blasts a burst of dark energy from its dark jewel. This bolt of energy, at 5 feet wide and 60 feet long, inflicts 12d6 points of negative energy damage. Any living creature in this path must make a Reflex save (DC 19) to suffer half damage. Like all applications of negative energy, this effect heals undead. The ring can be used three times per day.
Caster Level: 12th; Prerequisites: Forge Ring, harm;
Market Price: 86,000 gp.

Liquid Power: This rare, sparkling meadlike draught is said to come from a higher plane—an elixir from the gods themselves.Whatever its origins, liquid power is found in flasks and jugs that hold just a single, good-sized quaff. Upon drinking, the imbiber gains a special reservoir of power: 6d6 times 100 experience points. These XP cannot be used to gain levels. However, one can devote them to creating magic items or casting powerful, draining spells (those with an XP cost). This reservoir never fades—it remains with the character until it is gone.
Liquid power has yet another use. Any charged item (wand, staff, or other) that is doused in liquid power becomes fully recharged. This use also consumes a full draught of the stuff.
Caster Level: 20th; Weight: 1 lb. (in a jug or flask).

Bookrod: This strange wooden rod is covered in odd knobs and lumps. A wizard who makes an Intelligence check (DC 15) upon touching the rod discerns that it can be used as a spellbook; spells are encoded in the bumps on the rod (like Braille). What’s more, the rod can change, upon mental command, to code a new spell or reveal the codes for a stored spell. There is no limit to the number of spells that one can store in this rod, and storing them carries no cost. Users each code their own spells—one cannot use spells already coded in the rod.
Caster Level: 15th; Prerequisites: Craft Rod, Mordenkainen’s lucubration;
Market Price: 32,000 gp; Weight: 5 lbs.

Amulet of the Arcanist: This silver medallion adds +2 to all the saving throw DCs of arcane spells cast by the wearer.
Caster Level: 7th; Prerequisites: Craft Wondrous Item, greater magical flow enhancement*;
Market Price: 50,000 gp; Weight: —.

Scabbard of Venoms: This black leather scabbard fits any longsword or short sword (it grows or shrinks as needed). A blade sheathed in this scabbard, when removed, is coated with a single dose of a poison that inflicts 1d4 points of temporary Constitution damage, and 1d4 more a minute later (Fortitude save [DC 16]). The scabbard can produce only 10 doses of poison each day.
Caster Level: 7th; Prerequisites: Craft Wondrous Item, poison;
Market Price: 5,000 gp; Weight: 1 lb.

Elven Chain
This very light chainmail is made of very fine mithral links. Speed while wearing elven chain is 30 feet for Medium-size creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of -2. It is considered light armor and weighs 20 pounds.
Caster Level: -; Prerequisites: -; Market Price: 4,150 gp.

Protection
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
Caster Level: 5th; Prerequisites: Forge Ring, shield of faith, caster must be of a level three times that of the bonus of the ring;
Market Price: 18,000 gp (ring +3)

Bag of Holding
This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space:
Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below:
Bag Weight Volume Market Limit Price
Bag 3 35 lb. 1,000 lb. 150 cu. ft. 7,400 gp
If the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever. If a bag of holding is turned inside out, its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a moveequivalent action unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action.
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: Bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: The hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, Leomund’s secret chest.
.
Caster Arrows
This is incraved on the arrows........

Elven bow, crossbow, sling
All can fire Syndom's sting
With these arrows, death will follow
Leaving a corpse, souless and hollow
Fire if you must, this bolt of arcane
But remember all, its a master's bane.

Range:100ft
Damage:10d12+1d6/caster lvl(can be arcane or divine), 3d10 and (1d8)d100 exp drain to wielder
Special qualities: counter element(uses negative energy against living things and positive energy
against undead), life drain, can be used as a normal arrow 3 times before it cant be used at all
Prerequisites: say command words: type of weapon firing it and type of target(name of animal, beast,etc), must have magical abilities
Saving throw: none

Centuries ago when Vecna and his luetinant Kas were still planning evil as they do best, a sorceror named Syndom plotted their destruction. Syndom hoarded warriors of all kinds but required them to have some magical talents. His army grew daily until they numbered in the thousands. Now that an armed conflict was possible he would need an edge, some sure way to rid the world of Vecna's terror. He went to his most talented smiths and had them build arrows for his bow initiates of such power that Vecna could be exterminated from a safe distance, 13 arrows were made. But this power came at a cost, the power of counter elemental energy in a weapon is dangerous and the first test shot drained the user as well as its target. While the elf that fired it suffered slight tissue damage, the very soul of the owlbear they tested it on was tortured as it was ripped from its body. All was ready, but their plans were stopped when Kas attacked Vecna and halted their plans of conquest. Robbed of his fate and driven off by his own soldiers that were promised wealth when Vecna was dead, Syndom grabbed his Stings as he teleported away. Weeks later his body was found 200 miles away from fortress, and his arrows were gone. The 12 remaining arrows are yet to be found, but their inscription bears the warning of their use.
 

For Viewers:

About Items:
My group has recently started using BOEM > Great Stuff
Also Fing creates many items

About Races:
Quick estimation and Description
Human 20% > everywhere
Elf 18% > a little more urbanized and open to other races compared to PHB details
Half-elf 14% > more accepted in human and elven communities
Dwarf 14% > difficult to find but pop up every now and then, dwarves and elves can tolerate each other but feuds are common
Halfling 12% > an actual halfing village has yet to be found, but these guys show up everywhere, almost always thieves
Gnome 12% > same as halfling expect occupation which tends to be an engineer or tinkerer or wizard
Half-orc 10% > in most human towns, generally thought stupid, hated, and not trusted by other races, many have proven to be treacherous and mean-spirited; however, humans allow them in their towns, they are pitied for their bloodline and needed for their strength, half-orcs are laborers or adventurers (fighter, cleric, bar) rarely anything else.

Hmm... I think that's right
 
Last edited:

As I am the only arcanist and longsword user I want the:

a Scabbard of Venom
Bookrod
Amulet of the Arcanist

and the skulls of course: the collection of the Broken Hand grows
Mwhahaha

For Viewers:
the Broken Hand is a group of rogues of which Bernlin is a member, they are somewhat infamous for their skull collecting, a tradition established by the leader, an uncontrollable drunk.

Bernlin is a gnome illusionist with martial weapon prof(longsword)
He has taken several ranks of rogue skills and proven himself a capable thief many times. Alignment >CN
 




I did not expect anyone else to become interested in this game; however, since it has happened I think it is only fair that I do the following:

A. I will try to compile a summary of what has happened in this game so far to better allow potential players and viewers a background into what is going on and insight in how we generally do things.

B. My players wanted puzzles; most likely, what will happen is it will be the players not their characters solving them. I know some people frown on this but it is something I agreed to do and don't mind too much (I believe most of their characters would be smart enough to figure them out eventually).

C. This adventure will not involve chasing the sorcerer my group has been after; it is intended to help one of the characters remove a curse. I only mention it because it will become evident early on.

I'm late for class so I have to go.

Questions?
 

After writing out about four pages, I realized a summary isn't going to be possible. Sorry, but two years of playing this one campaign makes it impossible. I never realized how many things we did.

When this adventure gets underway and something seems odd, go ahead and ask, I'll try to explain it.
 


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