CJ for Realms of Kervasis Kalomm.. (2nd ed)

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garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

So, session 12, was more of a "book keeping/gear selling and purchasing, tactics and planning, and recruitment" session. No combat.
Joe was the only one absent (was up in Holland). Trevor's step son, seems to be flaking about joining.. So we had Stephen (running Brand and Brother Joth), Trevor (running Jerry, Focht and Betty), and Morgan (running Allairian and Narilla). While the gang recuperated, from the hobgoblin battle, they interrogated the one who was on the Worg (the fully surrendered one), and the other they captured.. The Worg rider, will join the party, since he recognizes and respects their 'strength and leadership', the other though, at this time, will relegate himself to a non-com.. He won't join, but neither will he resist (in essence he gave his parole). They are hopeful, that though the Worg is NE, her baby (who will be born soon), may not be evil, and so can be trained by Brand and Gabriel.

After this time, they decided to not bother getting into it with any other monsters, and just wait it out till the ship's repairs were finalized.. First up was the 2nd mast, which Trevor rolled a nat 3 for, so that was repaired one day ahead of schedule.
While this was going on, Brand had his four pack of vultures scout out the coastline and somewhat into the ocean where the Hobgoblins came ashore, to see if they could find the wreck of their ship, which they did.. He then managed to lure in, and between him and Brother Joth, befriended a moderate size octopi, who told them of some areas of Mollusk beds (for oysters, hoping to get pearls out of), however the Octopi (Brand has dubbed Octavius), warned them of 'stone looking flying things' that often hunt out in those waters...
They then went to the eastern shoreline, to scout for some other water life to befriend, and got an oldish walrus, charmed him/befriended him, and had him scout out the wreck.. That alone took four days to swim over to that area. They noted that one other 'stone looking humanoid with wings', was amongst the corpses down in the wreck, along with the other almost two dozen dead hobgoblins.. The boat looked like it had gotten blasted by something, that sank it, not just weather... This on its own, raised some eyebrows, as nothing they've yet encountered, could pump out that damage.. Narilla and Jerry, was thinking it might be the blue 'not-dragon', that did it..

While this was going on, they scouted out the repairs and upkeep for 'fort forgotten', now its official name. The dwarves and such had been good stewards of it, and had managed to repair most of it (though they had to tear apart both forges to do so), and had made the full palisades, and a roof, for the animal zone.. They also had set up 8 permanent medium size (four man) tents.. Though the sad thing, was something had totally destroyed the large anvil the forges used (when the Bugbear's owned the camp), shattering it into hundreds of pieces.. Between the dwarven craft's priest, and Betty's weapon-smithing skill, they realized something REAL COLD had to hit the anvil, followed by a massively strong blow to have shattered it.. Again making them thing of bad-blue. Jerry also burned one pearl, to do an identify, getting two of the four items they were Id'ing, successfully done.. A group of four arrows (sheaf arrows of confusion), and an Oil (oil of impact).. The ring, and other oil, he failed his id chance for.

After more time had gone, the gang, inc most of the npcs who got sent there, along with Gabriel, Jerry and Betty (all of which needed to train up), along with Allairian headed back to the mainland.. Luck was with them, as all three of their seamanship rolls got made (all were under a 10), and they shaved off one day of the normal seven it would have taken.. Then they spent the week travel from Porca, to Escormian....

Jerry, and the rest trained up.. Tentative roll for Gabriel's HP was 3, +con, giving him +5hp. Betty lucked out rolling a 7, + her con, giving her +9hp. Jerry maxed out, gaining +4hp!! WOOHOO!.. He also took the time to learn Invisibility 10ft radius (for his free level up spell), and Invisibility (for his illusionist bonus), and gave over of the captured spell books (from the Gnolls, one orc and hobgoblin witch doctors), two new spells the wizard guild did not have, so for a 2nd bonus spell, learned Wraith form.. This took a good while to copy all those into his spell book.. He also bought some more spell writing ink. He also the time to finally write into his own spell book, ray of enfeeblement and knock... He prior to this, managed to learn those spells, but was using the captured spell books to study from..

While this was going on, Gabriel, Betty and Allairian, recruited a # of other folks, a cook (halfling), several farmers, some carpenters, some other tradesmen and the like, along with purchased a lot of gear (mostly animals and food, but one big ticket item, a heavy ballista!).. This took a good chunk of their cash, after selling off lots of gems, mundane items and the like.. They also traded in some scrolls, and a magical scimitar, to get a magical long sword, at the warrior's guild to give Gabriel something magical for combat...

They also sent the four Gnoll females, back to their clan, gifting over some weapons and armor, and "Sold" them two sets of magical armor, gaining a nicely crafted set of Augury sticks (specific to Sarajin), in trade.. They also got two more hunting dogs, to replace the four they lost, and have conscripted someone to train up and have ready, two more war dogs (for when they get their next replenishment boat). Jerry is also commissioning getting a scroll of Polymorph Other, crafted. Hoping that if/when they eventually tackle the blue not-dragon, it will provide them some Oomph.. They also swapped out a few gems, for some more identify pearls, and a quartet of incense bowls for Yoodaz.

They then traveled back to the island, stored all their folks (most in the tower, some though at fort forgotten), and had the vultures do some more scouting out..
The birdies noted, that the orcs on the west side, seem to travel with the morning fog.. Though couldn't tell much more than that, as one of the four was lost, to some hell flies...

This is where we called it (as it was 10 to six, so didn't want to get into a long drawn out battle.. before Joe gets back)..
Since there was no combat, or real stuff for XP tracking only Brand and Joth, gained any..
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

OK. So session 13 over with.. All four players were present. Trevor ran Jerry (now a 5th level illusionist), Betty (now a 4th level fighter), and Focht. Stephen ran Brand (4th level ranger) and Brother Joth (4th level priest). Joe ran Eugene (4th level fighter) and Gabriel (now a 4th level ranger), while Morgan ran Alairian (a 3rd/4th level elven fighter/thief), and Narilla (a 3rd level priest)..
For note Pastor Joe rolled only a measly 3hp up for his d10, for 4th level, so adds +5hp as he has a 16 con.

The group spent a good 40 minutes, talking about strategy, to deal with the not-dragon (The Dagon), and the orcs up in the north-west. Then they headed out, with three of their hobgoblin allies (tamed from a few sessions back), all armed for archery.

Two days trekking out, they ran into a random encounter, with Squaky, the vulture that Brand brought with them, looking scared, as Six of those pesky Hell flies were hot on his tail.. Luckily his rapid squawking alerted the party, so no one got surprised (i gave them a roll and only a 1 would indicate surprise).. Of the six, three chose to ram, three to open up with their spit attack. Narilla got the worst of it, as both the other 2 targets, saved vs the acid ball.. The Acid took Narilla down to -1hp! Luckily her armor saved vs the acid!..
Jerry popped off an Invis 10ft radius on Betty and Gabriel, forgetting these things don't WORRY about sight or illusions! (Sucks fighting an enemy without eyes!). Two of the Rammers took down two of the hobs, while Eugene was the 3rd target.

It took them not too long before they slew the first beast, but the damage they dealt out, came close to dropping two of the party.. Narilla needed bed rest afterwards... (rough xp award, 620 or so each netted)..

After healing up everyone (taking another day, making 4 out from the tower), they prepped up for a night waiting, thinking the orcs on the NW side, would be encountered some time tomorrow, and when rising for the morning, BOTH Alairian and Narilla, detected the enemy scrying on them, and alerted the gang.. So NEITHER SIDE worried about surprise.. As a Fog bank came into the party (they had seen 2 days prior of morning fog, since they were near the cliffs and coastline, it initially didn't see outside the norm.. However the Enemy Witch doctor, had popped off a Fog cloud right in the middle OF the bank, to help mask his groups approach, using his tie to his Owl familiar to help guide them in.
The Enemy shaman had prepped, with a PfG on himself, the leader and the witch doctor, and a sanctuary on both himself and the witch doctor (to prevent direct targeting)..

The party prepped with a bless (from Joth on everyone) and a Silence 15 radius from Narilla, on one of Eugene's arrows... He missed his specialist bow user, first shot prior to initiative being rolled for, but still managed (after the die were rolled for the grenade chart) to get it close enough that the shaman was still in range. Unluckily for them, the witch doctor was JUST out of range of its radius. The WD hit Joth (and thus caught Eugene) with a stinking cloud spell.. The Shaman used his granted power to incite berserker rage, in "Frothy mc frotherson", the orc berserker.

Arrows were launched, spells went all over the place, and after one round, the leader of the orcs was blinded, but due to being on a Phantom Steed, still knew roughly where the enemy was, so tossed the last of his 3hd balls from his necklace of fireballs.. This took out two of the three archer hobs, and wounded Alairian greatly. Arrows were fired all over, melee ensued, and slowly but surely the party started dropping orcs, left, right and center.. The Witch doctor got it worst, not even getting the chance to flee, under ]i]Expiditious retreat[/i], while the shaman and leader remained in the battle..

After all was said and done, they had defeated the 15 person band of orcs, losing no one in the party, though 3 folks again needed bed rest.. Betty, Gabriel and Brand chased down the 3 orcs, who's morale DID break and fled, and watched in horror, as the not-dragon, flew over the coast (coming up from the water), with a large Orca in his rear claws, and stood in shock, watching it breath its cone of cold all over the bow-specialist orc who fled, instantly making an iceicle out of him.. Then broke out in laughter as a pin point hit came from the 'rear' of the not-dragon, as it took a DUMP on the now dead orc, somewhat sneering in disgust/not caring... It also took note of the party, but seemed to bade them no mind.. THIS showed them it was very intelligent, but also didn't see a 3 person group of humans, as a threat...

They captured the remaining two orcs (one archer, and one L2 fighter orc, single handed weapon specialist), and took them both to their tower, where interrogations (and even healings from both Brother Joth and Narilla) took place.. THIS coasted both new orcs, over the line, in joining the party's band of humanoids..

Their interrogations proved VERY fruitful, learning that their orc clan, was one of 9, serving under a HUMAN leader, known as Ho Jydan.. This fearsome human, not only commanded 9 orc tribes/clans, but 5 hobgoblin clans, 2 ogre clans, a trio of Orog clans, and even 2 potential giant groups... And was the main one, directing the orcs and hobs, to come to the island, to 'secure it' for the might of the north... Jydan is possibly both a warrior of great skill, AND a priest, as he serves Morgath, the god of the dead, and supposedly has a 2nd in command (a lieutenant) who serves under him, ALREADY On the island.. THough who that might be, and where he is, was still not known (the orcs do NOT know of whom he is, or where he is at, only the Shaman did).
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

OK. So session 14 is done.. It was a humdinger.. Almost lost 3 pcs (one almost turned into a Z-throk, one could have, had Brother Joth not used his Elixir of health to STOP Alairian turning), and Brand Did die, but due to a lucky roll on a scroll reading, Brother Joth used the one scroll with a raise dead on to bring him back to life...

Pastor Joe, is having to drop out for the time being, as starting next weekend, he will be up in Michigan doing a Doctoral schooling for his church. He doesn't know yet, how he may keep it with gaming, since even if we DO switch which weekends we play on, he may be too busy still, to game. SO for NOW he will take the option, of dropping dnd, to focus on his schooling. The group wishes him well, but he is optimistic on once he knows his work load, whether he may be able to game again or not..
So Eugene and Gabriel, will spend the off time for Joe, in the tower, guarding all the orcs and such....
Morgan had a work emergency, so missed today.. This gave us three players, Pastor Joe, Trevor and Stephen.. Morgan's two went to both Joe and Stephen (Stephen took Narilla, while Joe took Alairian). Trevor, also took to renaming Focht. From now on, he will be known as Fred.
So this gave them, 9 pcs (Fred, Jerry, Betty, Eugene, Gabriel, Joth, Brand, Alairian and Narilla), and the 3 hobgoblins... 12 folks total..

The group started off, in the tower, discussing the intelligence they recently got from the two captured orcs, from last session's battle, and formulating plans to deal with that, at a later date. They also learned that with the loss of two of Brand's four vulture friends, the two left, are a pair of females.. So at least one laid eggs (a pair of more females), so he at some time, wants to go to the mainland, to get some males, so they can breed. He left one behind to monitor the eggs, while the other went with them.

They headed north, hugging the forest for around 4 days, and had their group rumbled into by a night time encounter with a pack of 5 Ghouls LED by two Ghasts.. Betty, Gabriel, Joth and one of the hobgoblins, got paralyzed, but the rest Soon ended the undead threat. Little damage was done to the party, but they realized, that fighting ghouls is not a laughing matter, due to the paralysis issue..

After tracking them down to their 'lair', though not finding much loot there, they spent a few days, figuring out what to do with the clump of trees that were knotted together, in an ominous way... They eventually settled on burning it down, though with the amount of rain the area has seen in the past few weeks, it was still rather soggy, so didn't completely catch fire... Even with Eugene using one full flask of oil to help.

The party backed out a ways, and waited, hoping that maybe the smoke may lure in one of the Orc patrols from the NE side of the island.. BUt alas, the only thing it DID lure in, was a roving band of Z-throk.. Five total..
The battle was brutal, with quite a few pcs taking 10 or more damage.. Gabriel and Alairian failed their 'turn' rolls, after tossing the % dice, and while discussing what the party may have to do with them, since they didn't KNOW about the turning so far, Since in the last encounter, no one failed that turn roll (all lucked out, so didn't worry about it).. Narilla and Jerry both using their healing and herbalism skills, did note both were 'looking possibly infected' by something.

While this was going on, Brother Joth, remembered he had an Elixir of Health, and read it fully, noting that it can stop folks turning INTO one of these undead, if all of it was consumed in a short period of time.. So by now, only 3 'in game minutes' had passed, so they spent 2 more minutes in game, discussing who to give the potion to, Gabriel, OR Alairian.... Narilla and Joth both made god calls, attempting to have the Elixir work for both Gabriel and Alairian, but neither call was successful..
Alairian eventually won that 'toss', and drunk it, halting his shift over (it would have taken 19 hours otherwise). So the party tied up Gabriel during the night, while they all slept. Morning came, and he looked a lot more pail than before.

Seeing this, the Entire group joined in praying with Narilla, since as the god vs undead maybe SHE may be more willing to intercede.. AND luck shined on Narilla, as Stephen rolled a Natural 1 for that god call.
So i gave Joe a pair of rolls, A Save vs spell, to see if his turning halted (which he passed, so that situation was over), and a Poison save, to see if he had any lingering effects from it, which he promptly failed.. This caused his skin to go pure albino..

After this potential disaster was over, the group continued their northbound trek.. 3 days after, several spotted what appeared to be hawks (or were they falcons) in the air, 'watching the group'. Alairian and Jerry immediately thought they may be enemy witch doctor's familiars, or maybe some animal under sway of a charm animal, and the group got defensive.. a little while later, the one Scheduled encounter for the day, went off.. As they rumbled into the Falcon's Bugbear group, who laid in wait to ambush the party...
BUT even with their obscurement spells, and such being set, only two of the gang were surprised, Jerry, and Fred.

The rest started combat.. However, because of how the enemy set themselves up, they couldn't right now, SEE the three enemy shamans, (worshiping the Bugbear god of Grankhul, the one Jerry has been spending time, IRKING Off!).
The highest ranking one, Cast Prayer on his troops, while one of the two underlings, started Chanting, while under a Sanctuary spell.
The rest had arrayed themselves, to toss javelins, or engage in melee with their morning stars..

Betty RUSHED One of the groups of Javelin tossers, with Alairian in close pursuit. Brand, and Gabriel stood close to Joth, so he could use Strength of Stone on both to improve their Strength. Eugene, plunked away with arrows.
The battle was long and hard, and after the bugbears let off BOTH of their magical Javelins of Cold, after closing in and Targeting Brand, He died.. Went to negative 30 hp or so), as by that time he'd already taken a good amount of melee damage.. Joth got caught in the back blast of one of the javelins, Narilla got caught in the other..

Slowly though, the party took enemy after enemy out, even taking the leader down just after he charged Eugene (because arrow fire had weakened him severely, due to a # of great rolls).. The chanting enemy shaman got blinded, and soon so did the higher level shaman.

After the battle, the blinded lower level shaman (the chanter), was captured, the others were all slain, even as two tried to flee..

They spent a few min, discussing what to do for Stephen's new back up, thinking they could maybe take one of the leveled Orcs or Hobgoblins, and turn THEM into a new PC ,but Stephen said no.. So for now, he's going to spend the next few days thinking about it.
BUT then Joe remembered the party had scrounged up a clerical scroll with a Raise dead on it... And the lights went on in his head..
Joth cast it, and barely made the chance to successfully cast the spell. Brand was brought back to life, and luck kept shining as he lost NONE Of his gear (all made item saves vs cold).
He dropped a Con point though, so lost 4hp (and is now only a 14 con).


This is where we left off, the group wondering about going back to the tower to possibly regroup, vs continuing on as is...
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

After going over last session's XP. Brand is just over 700xp shy of hitting 5th level as a 1/2 elf ranger. Ohh, so close.

However Brother Joth just pipped the XP needed to get to 5th level as a priest. Eugene is several hundred over what he needed for 5th level fighter. And "bob the Hob", their l1 hobgoblin fighter, is now just over what HE needs for 2nd level fighter. They all join Narilla, in being locked till they train up.
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

For note, Here's the Stats for Bob, the Hob.
L1 fighter, hobgoblin race. 40% racial penalty. LN (E) tendencies for alignment currently. Has the XP to train to 2nd level.
Str 18/44
Int 12
Wis 11
Dex 10
Con 16
Cha 12 rolled so 11 after racial penalty.

Weapon slots 4. 1st and 2nd to spec in morning star, 3rd for longbow, 4th for broad sword. Used 1st of 3 bonus slots from intelligence, for Medium shield prof. (so with hide armor, has an AC of 2).
Non-weapon slots - 1st slot land ride - Worg. 2nd slot Animal training - worg. 3rd slot - animal handling - Worg. 2nd int slot blind fighting humanoid (like with dwarves, i have made one generic blind fighting NWP, that costs only 1 slot for ALL humanoid races that have infravision). 2nd bonus slot for Modern languages - common.

Currently he got equipped with one of the two magical Morning stars the party has.. Add to that how well they've treated him, what with healing him up, and in some cases, DIRECTLY defending him, vice one of the others in the party, his morale is getting very good.
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

So i've been emailing back and fourth with two possible new players, one who emailed me after seeing the flier in the local store, the other after seeing some postings here, AND via Discord. I met up with one of the two, a guy by the name of Brand B. He decided to make a Gnoll fighter, for his primary pc.

Not yet given him a name though. CN alignment. 85 inches tall (so is 7ft 1). 223lb weight.
Str 17 (16 rolled, +1 racial mod).
Dex 17
Con 13
Int 12 (13 rolled, -1 racial penalty)
Wis 8
Cha 11 (12 rolled, -1 racial penalty).

Wears banded mail, So has a 1 ac, or 4 if surprised.
Weapon slots; Slot 1 prof Bastard sword, Slot 2 prof Gnoll war bow, Slot 3 and 4 used to Specialize IN the gnoll war bow. Saved 1st bonus int slot, to gain Two handed weapon fighting style spec, at L3. SAVED his 3rd level slot, till he hits 5th, so can specialize in the Bastard sword, and hopes to get it to mastery at 6th.

Non-weapon slots: 1st slot Modern languages common, 2nd and 3rd slot, Armorer. 2nd int bonus Blind fighting humanoid. 3rd bonus int slot, Boating. 3rd level slot used to improve Armorer skill.

For magic, he rolled up a Ring of Shocking grasp, and a two dose potion of Heroism. And his choice, was a weapon, and he chose a +1 bastard sword.

For his HP rolls, he got max starting (plus a 2hp kicker for being a gnoll), rolled 10hp for L2, 7hp for L3, but sucked out and rolled a 1 for L4. SO has 30hp.
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

So for the new folks, we have Jim, the guy who saw the flier in the store. Brand who contacted me via Discord. AND Carnell, who's Stephen's friend, who contacted via facebook.

ALready had one of them make his primary, the other 2 are still thinking.. IF all 3 join, that brings me up to six players!! Woohoo.
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
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Posts: 1508
Joined: Thu Mar 15, 2007 9:40 pm

Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

So Carnell, one of the other 2 made up his two characters. BOTH non-humans.
First up was his primary. A Halfing Thief, with the Scout kit, Rocktakis..
TN alignment alignment.
Starts at 10k build, good for 5th level, starts game play with just 3,000xp. Halfling pays 50% xp racial penalty.
Height 3ft 8” (42”) . Weight 109lb Eye color: Hair color:
HD d6. HP 32 currently.
Rolls; 6, 3, 3, 2 ,6.
Attributes:
Str: 13 (14 assigned, -1 racial) 4% bend bars, 7 open doors, 140lb max press, 45lb weight allowance.
Dex: 17 (16 assigned, +1 racial). -3 ac/+3 defensive saves. +2 reaction/missile.
Con 16: +2hp/hd. 95% system shock, 96% resurrection.
Int 13: +3 language/nwp slots.
Wis 11. No mods.
Cha: 9. 4 max henchmen.

Weapon slots: 2 base +1/4 levels (3). 1st Short sword, 2nd slot Dagger. 4th level slot for Hand crossbow.

Non-weapon slots: 3 base, +1/4 levels (4). Free from kit Alertness, Direction sense, and Tracking. Slot 1 Blind fighting – Halfling. 2nd slot (Acrobatics does NOT exist. What do you wish to replace it?) 3rd slot Tumbling, 1st Int bonus Fishing, 2nd int bonus Swimming, 3rd int bonus Modern languages Common, 4th level slot Modern languages Bugbear.

Combat stats: Base thac0 18. Missile thac0 16.
AC 6 surprised, 3 normal.
Short sword. 17 thac0, d6+1/d8+1, 1/1 attack, 2 speed
Dagger d4+1/d3. 1/1 attack, or 2/1 throw. Speed 1. 10/20/30 range.
Hand crossbow d4/d3, 1/1 rate fire, 30/60/90 range. 2 speed.

Thief skills:
Pick pockets- 15% base, +5% race, +5% dex, +20% allocated = 45%
Open locks- 10% base, +5% race, +10% dex, +30% allocated, = 55%
Find/Remove Traps- 5% base, +5% race, +0% dex, +30% allocated = 40%
Move silent- 10% base, +10% Race, +10% kit, +5% dex, +20% allocated = 55%
Hide in shadows- 5% base, +15% race, +10% kit, +5% dex, +20% allocated = 55%
Hear noise- 15% base, +5% race, +20% allocated = 40%
Climb walls- 60% base, -15% race, +15% allocated = 60%
Read languages- 0% base, -5% race, 25% allocated = 20%

Equipped with;
In back pack- Bolt case with 20 hand quarrels, house breaking harness, flint and steel, 2 weeks dry rations, map case, 50ft hemp rope (Tied to outside), 3 small sacks, 1 water skin.
Carried: Hand crossbow
Readied: +1 short sword.
Stored in large chest: 3 shirts, 2 pants, 4 spare sets of drawers, set of towels, winter cloak, winter blanket,
Worn; +2 leather armor, belt pouch with 1 large and 2 small pouches. In the large pouch is the thieves tools, in one of the small pouches is a signal whistle and 2 bars of soap. Cap, Soft boots, Good cloth cloak and gloves.

Money left, 85gp, 5cp, 5SP.

Currently carrying 49.2lb, Lightly encumbered. Move 4.
Then he made a Half elf bard, with the Skald kit, Karthun.
LN alignment.
Starts at 5k build, good for 4th level, starts game play with just 1,500xp. Half elves pay a 30% racial penalty for earned XP.
Height 5ft 4” (64”). Weight 138lb Eye color: Hair color:
HD d16. HP 25 currently.
Rolls; 6, 5, 3, 3, .
Attributes:
Str: 17. +1/+1, 85lb weight, 220 max press, 10 open doors, 9% bend bars.
Dex 16. -2 ac/Defensive saves. +1 missile/reaction
Con 16. +2hp/hd. 95% system shock, 96% resurrection.
Int 13. +3 language/nwp slots.
Wis 12. No adjustments
Cha 15 (after racial penalty of -1). Loyalty base +3, NPC reaction +3, 7 Max henchmen.

Weapon slots: 2 base +1/4 levels (3). 1st slot Battle axe, 2nd slot Single handed fighting style specialty. 4th level slot – short bow.

Non-weapon slots: 3 base, +1/4 levels (4). Free Musical instrument (Flute) from being a bard. Free from kit – Singing, Poetry, Local history, Ancient history.
Slot 1 – Blind fighting elf. Slot 2 Appraising. Slot 3 Cartography, Slot 4 Modern languages – common. 1st Int bonus – modern languages Orc, Slot 2 and 3 Monster lore base. 4th level slot – monster lore focus of Acquatic beasts.

Combat stats: Base thac0 19. Missile thac0 18.
Battle axe (d8+1 dam, 1/1 attack. Speed 6)
Short bow (d6 dam, 50/100/150 range, 2/1 rate fire, speed 6).

Thief skills: PP (10 base, +10 race = 20).
CW (50% base, no dex or race mods = 50%).
RL (5% base, -25% kit penalty = -20%). Assume 20% of your 65% will be allocated here??
Hear noise (20% base, no race/dex mods = 20%.
What do you wish to do with the 45% you have left?

Equipped with: (183gp left, suggest pay down at least some of your guild membership, which is 1,000gp for a LIFE TIME membership).
In backpack: Bed roll, dry rations x2, map case x2 (each holds 5 sheets parchment), flint and steel, 50ft silk rope, sounding horn, 2 quivers with 2 dozen flight arrows each.
Readied : battle axe.
Stored in large chest: 2 sets spare regular pants, 3 sets spare drawers, 2 spare shirts, 1 week iron rations, 2 towels, 1 spare set shoes, Winter blanket and Winter cloak. Has a good quality lock on.
Worn: Belt with 3 small pouches. Small pouch 1 holds small metal mirror, 2 quills, and 2 bars of soap, pouch 2 holds polisher rag and 2 pots of writing ink, pouch 3 holds pipe and 1 four oz pouch of tobacco., Soft boots, drawers, Ring of Truth, Cloak of protection +2, Leather armor, Gloves.

Currently carrying 66lb. Non encumbered. 12 move.
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

So session 15 went down, and man was it fun. Two were absent. Jim due to work this weekend stopping him joining in, and Morgan couldn't make it (his wife tested positive for the vid, so he decided to quarantine too), but Carnell and Brand made it, so with them two and Trevor/Stephen we had 4 of six possible players.

So the group started off split, Carnell's two, Kythus the bard, and Rocktasis the thief, along with Brand's Singe-snout, the Gnoll, who were part of a river patrol group, for the known Gnoll Blue fur's community.. The same one that those rescued females are from.. So Singe snout felt a slight debt of honor to be paid to the group who rescued them. The Dwarf psychic was still doing his duties in the area, so acted as a go-between by telepathing the party, as the gang was reading to go in their war canoe to the island. Since time had passed, and it was now into the end of march/beginning of april, they felt safer to travel at that time.. Luck was with them, (and so was one of the magic items Rocktakis has, a set of Oars of Stability, good to have for a river patrol team!).

While they were coming to the island, the gang rested up, after raising Brandt. THen talked about how to level the gang up. Both priests, Brother Joth and Narilla were both in need, but so was Bob the Hob, one of their leveled henchmen hobgoblins, and Eugene was in need too.. BUT they felt they could wait for Eugene to level up, since he does want to go back to the warrior guild.. BUT THEY NEED MONEY TO DO SO.. However, they used the last two 'charges' in the Manual of Training they found a while back, to level up both Joth and Narilla, costing them a magical suit of hide armor they found from one of the bugbear shamans, and some other loot..

As this was going on, Jerry and Betty interrogated the captured bugbear shaman, who cursed up a storm to Grankhul, the same deity, that jerry has been peeving off, by taking dumps in that pit to the tower's west. Even with some good RP, the gang didn't learn anything from him, so they slayed him, but not before he told jerry, "Grankhul has something waiting for you."

I will get down the HP the guys rolled for their characters.
SO now Brother Joth is a 5th level priest, so now can cast 3rd level spells ! Woohoo.
Narilla is 4th, and Bob the hob is now 2nd.


After getting everyone trained, rested, and briefed, Rocktakis, decided to lead the group in a scout around the tower, trying to find enough raw materials for jerry to make incense, to get the components needed for a single casting of Find Familiar. It took them a few days, and both Rocktakis, and Gabriel noticed tracks made by possibly ghouls or some other bare footed humanoid, just inside the far eastern edge of the forest, towards that beach they met that last ghoul patrol. As they were on this patrol, a nasty looking storm cloud system came into view (through the forest's openings), and a bolt struck down sundering a tree nearby, where the 'meat of the pack' was.. INCLUDING JERRY (damn Grankhul!). Kythus the skald, was walking around, singing one of his battle tunes... SO all had a -1 ac boost.

Out of that, popped five hell hounds.. The gang made a fubar thinking they need magic to strike them, but didn't. BUT that's on them. Several burped damaging the party lightly, others came in a biting fury. Rocktakis, thinking he was save hiding in shadows and moving silently tried to sneak up on one, but i rolled EXACTLY what it needed for its "Notice invisible/hidden", and since the halfling was behind a tree, gave him the benefit of the doubt, so it ""knew something was up, but not where"..
The battle went slow, but even the hobgoblins got involved, overbearing one of the beasts down to the ground, allowing Jerry, and later Fred and Brand, to stick in daggers, and later swords to take it out.
At the end, 5 dead hell hounds, and a few scrapes and cuts was all the party had..

<Making it back to the tower, they left some folks, but took others.. So the group heading northward, consisted of Jerry, Betty, Fred, Gabriel, Singe-snout, Rock, Kythus, Brant, Brother Joth, Narilla, Bob the hob, and their group of 3 hobgoblins... ROck, would 'stay ahead, scouting out, with both rangers flanking him 50feet back, then the Rest of the group behind them.

Several days into their northern trek, they rousted a remaining group of Worg riding Orogs.. By lore they had interrogated from some folk a while back, that may have been all left, from one ship that sank, with LOTS MORE Orogs and worgs in...

The gang consisted of two archers, their leader (a battle axer) and two lancers.. The party's tactics were to try and lure the beasts into the woods, then surround them, but since the lancers charged in before most could follow it, some got caught in the open.
One of the archers, after getting blinded, had his Worg charge in on Gabriel, biting away, giving Rock the chance to jump down from the tree he climbed up in, to try and backstab the Orog. HIS Leap was spectacularly successful, but even with that, he missed his strike for the First round, but NOT the 2nd (since the rider was still blinded, i gave him a 2nd attempt to backstab).

As the battle went on, Kythus and one of the Hobgoblins, exchanged friendly fire arrows in each other's back. One even threw his bow away! But the party wore the orogs down.. One of which, the leader, seemed unaffected by the heat metal, that Brother joth cast on him.. Strange that, they may have to investigate why?!?! (OOC, he wore a ring of Fire resistance).

As the wittled down the Orogs, the Worgs morale broke but not before, two were captured. Bob the hob, a WARG RIDER himself, took the opportunity t jump on the back of one of the beasts, and had to stay atop it, while it bucked like a bronco.. The other, Fred hit with a Ray of Enfeeblement, that weakened it, dropping it to the ground, where it lied till betty knocked it out.

This is where we left off for the day, the gang talking about what to do with the 2 new worgs (both unpregnant females). One they are thinking Bob will be able to tame, the other however seemed VERY RESISTANT To Rock...

Next session, on the 20th, Jim and Morgan should be able to make it, so that brings me up to six players. I may have to clear off one of my side tables to store my stuff on, while one (or more) of the players bring in a spare folding table, to help hold folks....
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

Rats.. Morgan says with work, family and illnesses consuming his time, he is going to have to drop out, hopefully though he MAY come back in november..
And Jim says, after reading his work schedule coming up, he's going to have to apologize ahead of time, and is sorry, he won't be able to commit to being a member of our motley band. SO we're back down to four players now..
Stephen, Brand, Carnell and Trevor.
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

so session 16 went off. Carnell came again, but brand had his kids birthday, so had to skip this weekends session.., So With Carnell, Stephen and Trevor we had 3 players. BUT WITH THE list of characters they took, they had a veritable army.. Trevor as normal ran his two, Jerry and Betty, and kept Fred the invoker. Stephen had Brandt and Joth, and ran Narilla like last week. Carnell had Rocktakis and Kythun. He also took over running Singe-snout for this week's session. They also took Eugene along!!..

SO we left off the gang, recuperating after defeating the Orogs and Worgs, gaining 2 new females... They unfortunately didn't capture any of the Orogs to interrogate. BUT decided with the two new beasts, to head BACK to the tower, to drop them off. While there, Rocktakis started talking with Bob-the-hob, in training him up as a Worg rider. He saved one of his NWPs, and took OFF swimming (since it's only his 2nd session), so he can learn both animal handling (Worg) And land riding (Worg). This will take several months to learn both, but Carnell is ok with that. They also dropped off Gabriel, so he can stay with the Worgs, as a calming influence..
Heading back out, they decided to keep their hob archers (and one melee guy), and took three of their four captured orcs too.. Stephen also asked to take Eugene, even though he knew any XP he earned he'd not be able to keep due to being locked in level till he trains up. BUT he didn't care.. SO With Eugene, Fred, Bob and Narilla (as npcs), and the players, the group effectively had 11 characters to divide XP by... Not taking anything off for the Men-at-arms Yet (though if any become leveled, they WILL Start sharing in XP!)..

So before the group headed out, Kythun interrogated the one Orc who had opted to NOT join the party (As long as the Stinking dwarves were around), about his group, who was supposed to be reinforcements for 'camp rotten nipples'; which is what the gang has dubbed the orc encampment, in the area of the North east, nicknamed the titties (Due to how it looks). He asked about the Orc war bands leader, a Beast of an orc, i forget the name right now (but once Carnell lends me his notes, i can get that to you if anyone wants), and their #'s. Containing at HIS guesstimate, 38 regular orcs (unknown if all are just bog standard, or possibly higher up), 2 remaining 'patrol leaders' (but not what or who they are), FIVE SHAMANS, of the orc god Orcus (He's an orc god in my realm!!), and possibly two remaining witch doctors..
So that alone gives them almost 50 folks, ALONG with a lot of mounts (Horses). The Orcs though are under orders, from one of their MAIN commanders back on Kervasis, to the north of the mountains, that due to knowing of the 'flying route' of the "blue Dagon', to NOT take their mounts south of a certain line, so as to try and NOT draw it in.. (Though this orc, did not know that the other higher up orcs, have a hopeful plan to Deal with it).

Armed with that info, they headed BACK OUT.. And near the tip of the western edge of the large forest, the group camped out, 4 days up.. Unfortunately for them, it was just over 200 yards away from a camp of SIX Ogres!! (Four regular, one shaman and their group leader, a 5th level warrior!).. Due to the sheer # of folks in the party, THEIR Presence couldn't be kept from the ogres, who marched on the party, just after they had set up for sleep, leaving Singe, the two orc MAA, and Brandt up and watching.

The Ogres had ranged up close, to where the female shaman, had two of the clubber ogres near her two others spread out between where she was, and then the leader on the far 'left' of where the infravision of the party members up, could finally see them.
Brandt was NOT surprised, and his alert, helped out Singe (who was likewise not surprised), but one of the two orcs was.. The Alarm got sounded, just as the leader Charged in with a Shield rush on Brandt. AND HIT HIM Mightily (iirc he took 14hp of damage)! Luck was with Brandt though as he made his dexterity check to remain standing... The alarm let others in the group start waking up..
Note: [i[Due to one of my house rules, when Trying to wake up by others shouting out etc, one averages his Int and Wis, and has to roll under it on a D20. With discussions with Stephen and Trevor, IF ONE Critical successes this, ONE can not just spend the round waking up but doing nothing else, BUT ONE CAN GET TO ACT as soon as they do so.. Jerry rolled a 1, everyone else didn't.[/i]

Singe hit the Ogre leader with one arrow, AS he charged in, but it didn't do much (he barely missed, his to hit roll, so i described it as hitting his shield and imbedding in it). The Shaman opened up with one of his "Granted powers of hold person", but the target saved.. The other four ogres started closing in.. The "effective surprise round was over".. Brandt hit the ogre back but not for much..

As the second to fifth round came in, most of the party's attacks hit, including SEVEN natural 20 rolls.. AND only four attacks from the baddies hit, though Eugene DID fail his save vs the 2nd hold person, from the shaman, but betty made her save vs its chill metal. BUT both the enemy shaman AND Brother Joth had countering Prayer spells up in the same round, so their bonuses were effectively neutered for most of the ogres, but not all pc's got hit by the shamans prayer..

It took them only 5 rounds to breeze through that battle, but MAN did the three attacks of the leader, TEAR INTO Brandt.. HE was hurtin...

After the gang looted all the corpses, and took the leader's massive body shield (to use as a litter and treasure hauler), they finished their trek through the western edge of the forest, hoping they were far up enough from the 'route of the dagon', they got brave enough to sent out their two pet Vultures, to scout.. It took them a whole day of doing so, but they saw Two groups of two leggers some on four leggers, scouting.. After Joth hit the birds with a speak with animals, they managed to learn one of the two patrols had approx 12 folks in, the other 14.. The 14 one, was the closest patrol group, but had just got done passing by the northern most "Little" forest".. SO may not be back any time soon.. BUT the gang persisted, and headed TO that little forest, while Rocktakis Brandt and Kythun went out looking for tracks, the rest set up shop...
They had managed to learn via the tracks, the orc group has four folks on mounts (horses), the other 10 on foot, and depending on which patrol route they were on, one route (counter clockwise it seems) has them skirting the small norther forest, NEARER the coastline, then heading back, just north of the larger forest.. The other route it seemed was a smaller clockwise circle, NOT going closer to the coast, but skirting BETWEEN Both of the forests.

However they also noticed a # of skeletal like footprints, coming from the coast (most likely a beach nearby), and the woods, but not out of them.... Very recent too..

SO they camped out, sending their birds out to scan, and the Skeletons (10 total, with 2 "others", six zombies and one 4hd animal skeleton), approached.. The group pondered this, and both Narilla and Joth thought "hmm, maybe these undead some how SENSE our presence.. Not even thinking of turning
undead, the party organized their large group, spread out a lot, though several groups were still clustered up.. All readied to shoot arrows, starting with the zombies, since most don't have blunt weaponry they didn't bother arrow firing the skeletons..
Singe first got off a shot, since his massive war-bow has a HELL of a lot further range, than those of regular arrows from a longbow (Especially sheaf arrows!!).. He effectively would have Four rounds of unopposed fire, since only Four of the skeletons had anything ranged (Light crossbows), first and 2nd at LR, third at MR, and last at short. The others using Their bows, would get 3 rounds (one at each range band), but two wouldn't as their crossbows weren't as far reaching (only two)..
They easily tore through the zombies in this manner.. THEN the fit hit the shan.. One of the "unknown skeletons" [one of my new beasts, a returned mage], pulled off one of his ribs, and launched a FIREBALL from it, targeting Brandt, which also hit Joth, Narilla, Eugene, Bob the hob, and several others.. INc one of their two orcs.. ONE hob and one orc died from that.
The following round he let off a 2nd fireball, taking out the other orc, and dropping two other hobs.. BOB the hob was bleeding bad..
THEN the 2nd RM opened up with some of his own magic trying to hit Fred with a "Summon swarm" but Fred made his save, so the swarm appeared elsewhere..
Betty then tried closing in on the fireball tossing one, and after hitting it with a charge, the 2nd RM HIT HER with a grease spell.. Man was she peeved, as she went down, slick as can be..

Even with the shock of those two fireballs going off, the party EASILY Whittled down the Zombies and skeletons, and TORE into the two RMs.. After they fell, it was easy for Narilla to turn the remaining 3 skeletons ...
THEY GOT a lot of loot from that (over 6 thousand gp worth of loot!).. However, Bob the hob, and (i forget right now) at least one other character, got dropped into the negatives, SO they will need LOTS Of bed rest..

WE left it off there for the night, while they rest IN The lair of the skeletons on the beach, deciding what to do with that one Orc patrol...

Brand (Carlton as he prefers to be called) will be back next session, the 4th of Sept...
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

Since the subject of training, and membership in various guilds was raised, here's the rundown.

Anastasius and Kythun, as a psionicist or bard respectively, have no guilds.. So neither require membership.
(same would happen with any druid).
Brother Yoodaz, Brother Joth, and Sister Narilla, being priests, are automatically members of their Churches, where they train. SO they don't need "membership', either.

Of the mages (jerry and Fred), David W's player ENSURED He paid for membership as soon as he was created. Jerry on the other hand, didn't. So He needs to pay up if he wants to become a member of the mages guild.

For the thieves, Neither Alairian or Rocktakis had the COIN to pay for membership. YET.

Of the fighters/rangers. Both Brandt and Gabriel, started with membership. Currently in game, Gabriel is almost to his 5th month of membership, Brandt is near his 8th month.
Betty (since she was a replacement for the loss of someone else) didn't start with enough cash to Pay for membership.. SO she needs to do so. Eugene started out play being on the island, as one of two 'last man standing" from Fort Forgotten, (over 8 mo being on the island, and 5+ months Since they were found), so if he HAD membership, it's expired. Bob-the-hob, however started out on the island recently, and so hasn't even BEEN to the guild...

As the group, grossed over 13k, last session in loot, i can easily see membership fees, being paid for all, very soon!!
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

So session 17 over and done with.. Brandt couldn't make it, as he;s doing stuff for a house hold move this weekend...
So returning was Stephen (running Brand, Brother Joth, and like last time kept running Narilla as a hench woman). Trevor (running Jerry, Betty, and running Fred as henchman), both split up running the orc/hob men-at-arms (Stephen running the orcs, Trevor running the hobs). And Carnell (running Rocktakis, Kythun, and keeping Singe while Brandts still gone). They also had Eugene (also ran as a henchman, though i forgot who was running him out of Stephen or Carnell).. So for the first 2 battles, the group had a total of 7 pcs (Jerry, Betty, Kythun, Brother Joth, Rock, Brand and Singe-snout), and 4 hench folk (Narilla, Fred and Bob-the hob), along with two remaining orcs (one melee/one archer) and two remaining hob archers.. They lost one hob archer and one orc last session. So earned XP will be divided by 11.

So after getting massively dinged by those skeletons and zombies, the group tracked back to their lair on the eastern edge of a long straight (ish) coast line of beach, built into caves on the edge of the cliffs.. Discovered a lot of treasure (already reported on last session), and took up to getting everyone that got dropped (Fred -6, Bob the hob -5, the Orc archer -1, and one of the hob archers -2) bed rest.

While this was going on, Rocktakis took to scouting out along the beach, following some tracks, made by bare feeted folks (not skeletal though). 2 days into the rest (so the orc archer was up and at them), Rock saw a group of six lumbering humanoids, the lumbering made him think "undead"?? BUT it seemed to him also, that they were not on a patrol, but more of a 'stroll' towards the skeletons lair? This puzzled him somewhat, but before getting too concerned with What they were up to, he decided to start running back (he had 200 or so yards distance on them, but their speed more than let them keep pace, they caught up partially.). He used his signal whistle to alert the party that he was incoming so they had time to prep.
Brand, Singe, the orc archer, and one of the two hob archers, were up on the cliff (45 or so feet up), the rest inside the caves. So they had several rounds of arrow fire on the Ghouls (5 of them, Led by a Ghast).

Good tactics on their part, made it an easy win, BUT there were several rounds of missing like wild fire.. BUT the few Ghouls that did hit, the party all but one (Betty), made their paralyze saves..
Jerry mage great use of his burning hands spell here!

After the others got up from bed rest, they tracked the group BACK to their lair, on the western edge of the same beach. And this made Joth and Narilla puzzled, that there was two different lairs of undead in such close proximity (half a day march between them), but with what Joth's seen on the island, it made KIND of some sense, they'd likely check up on one another, while the Orcs Shamans kept them at bay.

This is where the fit hit the shan. The other 6 remaining Ghouls, led by 4 Ghasts (AND ONE GREATER Ghast as a 6hd foe), got rumbled into. Their tactics starting out were great on the player's part, with Brother Joth using his sling to launch several "exploding" sling stones, hoping to get a cave in (no luck though).. However, once the Ghasts (and leader Ghast) got out and into melee, folks started getting paralyzed like crazy.

By the end of that battle, only FOUR of the 14 characters (inc MAA) were unparalyzed. BUT it was a nail biter, and they LOVED IT...

After looting THAT lair, adding the money's to what they had acquired from the Skeletal lair, they realized we need to get back to the tower, drop all this off, then regroup.

They Headed back out, reinforced by Gabriel too, bringing their #s up to 12 characters, 4 men-at-arms. Their 'first pet worg', gave birth to a baby male, and is spending the next few months doing its nursing. ONE Of the other 2 recently captured Worgs though, Bob-the-hob took out with them. So adding him in, they had 17 folk!

They got back into the woods north of the main woods, splitting what they knew the orc patrol routes to be.. And luck shined on them, as they rumbled a ten pack of normal orc folk (well 8 normal, 2 improved, at 2+2hd vice 1+1). Led by a Fighter patrol leader, and a shaman of Orcus. And were they surprised when they figured out something about these shamans!... For note, in Kervasis, Orcus is one of the two MAIN gods for Orc kind, with Grummsh. His priests can (50% chance) also be equated to a psionicist of EQUAL level, so a 4th level shaman could have 4th level psionics!!!

They let the orcs go by at first, preparing to broad side them while they were hidden in the woods, and Jerry opened things up with his Phantasmal force of a dwarf, that drew IN the four melee and four archer orcs, and ONE of the two improved orcs.. The other, the shaman and leader, all didn't fall for it..
Surprise dice were tossed, and with 4s for the orc melee guys, 2 for the archers, and a 1 for the first of the two improved orcs, THEY Were all surprised by the party (i added one to the surprise roll, for the party's ambush). And then the group as one all targeted the leader orc (not realizing he WAS the leader, but hoping he was a shaman), and NEARLY succeeded in taking him out in one round..
After making his Con check to remain standing, it took over FIVE ROUNDS MORE to finally take him out.
With how they had things set up, it SHOULD have been an easier fight, but die rolls on their part, drew out the combat longer than it should have gone.
The shaman, seeing how things were arrayed against his patrol band, took the better part of discretion, and used one of his psionic powers and TELEPORTED out of there (this shocked the heck out of the group).. That left the warriors to do battle.. BUT they got chewed through.. The three melee orcs, surrendered, easily (rolled a 18 for their morale check), the two remaining archers didn't for a few rounds, till the 3rd died, and the 4th threw his bow, after fumbling one of his attacks.. The improved orcs, were the worst though due to their damnable FANATIC loyalty level...

After the battle, the one dead war horse (light), that the leader orc was on, was fed TO the Worg, as a present... AND SHE DINED VERY well!

This is where we left it off. Carnell, is asking though, can we switch weekends to make it easier on him to game (so he doesn't have to rush out, at 6pm, to get to his work), so i will be Emailing everyone to see what they all think about switching to Next week, AND then 2 weeks after THAT.. And keeping it at that schedule... Stephen and Trevor are good with it, but i need to check with Colton...
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

So we had session 18 tonight, due to Carnell having to do a switching up of weeks, to match his work schedule. Trevor though had to swear off today's game, due to his entire family coming down with the vid.. Hope he gets better.

BUT returning was Brandt (Colton).
So we had the same characters (Singe, Gabriel, Jerry, Betty, Rocktakis, Kythun, Brand and Brother Joth, with Hench of Bob, Narilla, Fred and Eugene) and the surviving 1 orc archer/1 orc melee guy, and 2 hob archers. So this still gave them a 12 way split for XP..
Stephen ran Brother Joth, Narilla, Brand, Fred AND Jerry and the Hob archers. Carnell ran Rocktakis, Kythun and Eugene, along with Bob-the-hob, his Worg and the two MAA Orcs. Colton ran Singe and Gabriel, and took over for Betty.

So we left off, after the group had started interrogating the newly captured orcs, learning that the base, known now as "Camp of the Rotten nipples" (a joke play on the fact the area of land they have taken over, looks like a pair of Boobs), had a defensive wall, 3 towers, and a # of tents for all the troops.
It had 2 total patrols (the one they hit and a 2nd), that switched rotations of who did what route by the week (it was their luck they caught the smaller patrol when they did). The other patrol though, has two more shamans, their leader (a beast with the heavy crossbow, and his halberd), a witch doctor, known to be fleet of foot, WHEN FLEEING (Thanks to having Expeditious Retreat!), all mounted, and the same 8 regular and 2 improved orcs (just ran as 2+2hd orcs).

The lair had 14 regular orcs in it, 4 more improved, the leader, and the last 2 shamans and one witch doctor.
The 2nd patrol, one of their shamans is also a 'mind bender' (the term the Orcs are using for the Orcus shamans who do have psionics), while one of the two in the camp is a 3rd..

So while the interrogations were going on, they took to task, gathering up and healing everyone, and making new battle plans.. However, since the porter got away, some thought (rock and Ky), he may have headed back to main camp, while some others (Singe, Fred and Betty), thought he may have teleported to the other patrol.. Kythun made the interrogations, using his good charisma and his ring of truth to ensure they were not lying (i rolled VERY crappy for their morale, so they told all they knew, but like some of the other orcs they've captured, they MAY be willing to join, but they won't fight against their clan.)
Not knowing which, Brand asked Brother Joth to pop off a Speak with Animals, so he could talk to them, to convince them to go out scouting.. 'BUT Stay up high, so they can't shoot you"...

Singe, Fred and Betty were right, as the Vultures reported back, that the other patrol, had 11 folks on foot, 4 on horse back (so the shaman DID go to them, his horse must have gone back to camp though)...

So plans and plots were made for what to do, some thinking, send Eugene and Gabriel back, with the loot and all the new captured orcs (3 new melee guys, and one orc archer). Others though stay there, and try to ambush the other patrol, rather than let them prep and get reinforced by the base (if they did ever send out reinforcements that is).. So Brand called for a Vote. Brand, Rocktakis, Narilla and Jerry, were for going back. Fred, Gabriel, Betty, Singe, Brother Joth, Kythun, Eugene and Bob were for standing their ground and attacking the 2nd patrol.. SO via a 7 to 5 vote, they stayed.. (I may have miscounted, as it seemed more 8 to 4 in favor)..

BUT while this was going on, Kythun and Jerry, noticed they were 'being watched", but even Jerry, didn't recognize by what, or what sort of scrying it was (Stephen correctly O.O.C. deduced it was via psionic, but since no one has BEEN psionically scried before, they didn't recognize it)..

Knowing the "Game was up", and that the enemy was coming and probably knew tactics/terrain, they realized they probably won't get the drop ON this band of orcs, like they did the others..

I had Carnell roll an Int check for Rocktakis, which he made with flying colors (rolled a 2), and he realized that, just to the east/south-east of the edge of the forest, is a natural depression, that if HE was attacking someone in the forest, he felt would make a good natural cover, so he spoke up, informing the others, that he felt the Orcs would be coming from it..
So preps were made, and the orcs came (who also made some preps. The porter shaman popped off a PFG on one of the two improved orcs, along with an AID spell, the patrols other lower level shaman, did the same on the Other improved orc, while the 3rd did a PFG on himself and the leader. Then the melee orcs (inc both improved orcs), the witch doctor all stood near the shaman that rock recognized as the one who ported out.
The missile orcs, and the leader, all used the natural crest of the depression, for some cover, so they could shoot out..
The party had a prayer up, some strength of stones on some folk, and Kythun had his Skald battle chant up (giving them a +1 to saves and +1 to hit).

Missiles and such got fired, and due to some GREAT rolls from me, Jerry got taken out in the first round (sucks being hit by a natural 20), while Eugene and a few others, got caught by a nasty heavy crossbow bolt, that set Eugene on fire (and almost destroyed his bow in the process).. Then Rock (up in a tree 25ft) alerted the group, "Hey, the witch doctor and six of the orcs just seemed to disappear."

Brand and Fred thinking maybe they went invisible somehow (Invis 10ft radius??), told him and others to keep watch in the grass for signs of their movement..
What had happened though, and i barely made the power check roll for it, was the Porter priest, opened a dimensional door, to get them in BEHIND the group, so they could be attacked on two sides. I missed the roll to get the orcs NOT disoriented though, by 1 less than what was needed, so they would spend one round after going through it, disoriented.

As things started going bad for the party, Brand told everyone "retreat back further into the woods, lets see if we can draw THE remaining shamans, leader and archers TO us".

After another round of arrow fire and such were discharged, the two shamans remaining, started moving up, the archers and leader also did (he was missing badly now, with his heavy crossbow.. curse the dice).
This is when the fit hit the shan, as the orcs behind the group then started to get involved (after their one round of disorientation). The Witch doctor opened up with a Shock ball spell (one of my new creations, similar to a fireball in range and size, but only does d4 damage and has little chance of destroying items, though if someone FAILS their save vs spell for it, they need a 2nd save, or get Stunned for two rounds (Betty got caught full blast, and so did a # of their mooks, this caused them to LOSE one of the hob archers, and both orcs).
As this was going on all 4 melee orcs, rushed into where Kythun, Brother Joth and the remaining Hob was. The two improved orcs rushed at Eugene, Singe and i forget whom..

Several more rounds went by, and the party started getting the upper hand.. They disabled the porter priest with a stinking cloud, had 2 of the melee orcs dead, but several folk started getting real low on HP.. A spear got chucked by Gabriel at the witch doctor which SHOULD have been an easy strike, but missed (Damn that Displace self spell). The Worg also had the same issue.. THEN it got taken down by 2 straight rounds of magic missiles striking it.
Fred burned the last charge he had on his Wand of Flame gout, destroying it in the process, but took out another orc.
Slowly but surely they weeded through many of the bad guys, though Bob, Eugene and Singe joined Jerry in needing bed rest, and others were down to a few digits of HP.. The Porter, after finally getting free of the wreching due to the SC, ported out back to where the orcs left their horses, using his last 20 PSP's to do so.. DAMN he got away again...

After slaying the last shaman, who TRIED to flee, and killing the leader, the 3 remaining archer orcs, surrendered.. This was a VERY tough battle, with a # of men-at-arms lost, though they did pick up 7 possible MORE underlings, between the 3 archers from today's session, and the four from last session..

However, the group realizes they are in NO CONDITION right now, to tackle the base camp, so they discussed getting EVERYONE back to the tower to rest up, regroup and re-equip... I will be rolling ITEM saves for Eugene and Betty next session, since we didn't have time this session, to get to it....
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

SO, Session 19 down in the bag.. Stephen was down in Florida for something this weekend, so his characters got split up.
Returning was Colton (Brandt), Carnell and Trevor. Trevor player Jerry, and Betty as always, and had Bob-the-hob and Fred. He also took over the rest of the mooks. Carnell had Rocktakis and Kythun, and took over playing Narilla and Brother Joth for the session. Colton had Singe and Gabriel, as well as Eugene, and took over Brand. So we had the same 12 characters, but we were now down a # of their men-at-arms (mooks) after the battle last session with the 2nd Orc patrol.

Since the group was still licking their wounds, and with five of their # needing bed rest from being taken into the negatives (Eugene, Singe and Bob for a full week, Jerry for six days and Kythun for two), they initially figured on booking out of there for the tower, but with Trevor proving the voice of reason, they stayed. Luck was slightly with them, as Kythun and Singe Both halved their needed bed rest days with good system shock rolls. The other 3 failed, so had their full time..

They retreated with their 7 orc captives (4 archers, 3 melee guys), to the Ghoul lair they had cleared out a few sessions back (and was where they had buried their treasure), to wait it out. The full week went by with nothing out of the ordinary happening. Then they hooved it back home, dragging the tower shield between two orcs, who were clothed but had nothing else. ALl the loot was on it, and they had their standard order (rock in front, Gabriel on the front left point, Brand the front right. Eugene and Singe in the rear, being all of the orcs, and the rest spread out in the middle..

Two days of the four trek back home, they rumbled into the ONE Random encounter i rolled for the entire session, an 8 pack of those pesky Hell flies.. and MAN was that battle brutal. Six of the eight flies, Spat for their first round, the other two went for ramming attacks.. Since there were 19 targets to pick from i rolled 8 d20 to see who got what.. Joth and Eugene were the two rammed, THREE Orcs, Brand and Bob got spat at. BOB saved so took nothing. Joth got rammed, but made BOTH his dex check to remain standing, AND His save to avoid being stunned.. Eugene got missed. The others all got splatted.. So 3 of 7 orcs now gone.
Slowly the group wittled the flies down, but they TORE through their newly acquired captives, reducing them to THREE Survivors (so 5 total got lost), though Betty and Kythun worked together to Save one, while Singe and Gabriel saved another. Singe now got into the act though as HE dropped one of the orcs via friendly fire..
Man is Kythun the bard's, tails and songs of friendly fire, getting long winded!

During this combat, Carnell had Rocktakis do Crazy shit.. First he ran up to bob, and Spring boarded OFF of him to try and do a backflip INTO the fly in Joth's face. even with a big penalty, he MADE his Tumbling (acrobatics roll), but failed his to hit miserably. Later on, he did the same, trying to land ON one of the flies that was ATOP an orc, but not only barely missed the Roll, so fell short 3 meters.
Then he tired it a third time, after Bob had moved over to try and help Eugene (him and the fly he was facing off against just KEPT missing one another). THIS time his roll not only failed, but he went SPLAT face first on the ground.. SO Rock will be earning BOOKOU RP XP for that.. For the sheer fun it brought us. Though he won't be earning it again if he keeps that up.

BUT the following two rounds he wanted to REMAIN on the ground, and just ROLL around while tossing daggers, and BOTH TIMES HE lucked out royally rolling a natural 19 to hit!

Eventually the group got down to the last fly (a 6hd bugger, who had earlier BROKEN Singe's left arm), but it took them FOUR rounds to kill it, as they just kept MISSING... BLEH.

So after the battle was done, Brand and Gabriel took the rest of the day, while Narilla and Joth healed folks up, though SInge will need to wait till they get back to the tower, to get his armed healed (he needed at least a cure serious to heal the break, but the scroll of it, was back there, in Yoodaz's possession)..
They got six skins off the flies, buggered up two of them, but found four nice gems in the gullets.

So after making it back, and spending a day resting up, and discussing what to do, Kythun and Singe took out one of the war-canoes, and Rocktakis loaned Singe his Oar of Stability magic item. They took a day rowing back to the mainland, then Thirteen days to walk (well jog) down to Porca. (Singe left the canoe with the Gnoll community he came from, taking half a day out of their journey to leave it with them).
There Kythun, sung a ballad for the dockmaster, to try and "Influence his reaction", so they could get a good deal to hire a ship to come out to the island.

Eventually after all was said and done, they hired the ship (80gp) for JUST doing a round trip, to pick up the folks, drop off some supplies (3 weeks more of rations for all), and come back..
By this time, Singe had walked BACK up to the community he left his canoe at, and Rowed back to the island himself..

After Jerry and co got back, they first off went to the Guilds, and paid up a LOT OF COIN to get everyone that COULD, memberships in their respective guilds.. SO far only Gabriel (who had four months left of HIS first year of membership) and Brand (who was down to only TWO of his months), had any.
so 3,600gp total got spent. Getting Jerry and Fred their mage guild membership, Rocktakis his thief (SCOUT CORP) guild membership, Betty, Eugene, Brand, Gabriel, Bob and Singe their warrior guilds membership. After the two weeks for Fred, Betty, Eugene and Brand to train up, Jerry and Fred joined together to use one of the new scroll spells they had, to try to research that spell, so they could ADD it to their spellbook, but failed their first check (64, needing 42), which was at the 3 week mark. THEN utterly buggered up their fourth weeks check with a 96%. SO need to WAIT till they gain a new level, to try again. That cost another 3,200gp.. BUT with all the loot, gems, jewelry and other stuff, they had a Good amount of coin...
They also paid one of the mages in the guild, 900gp, to do a full round of identifies on ALL their magic items they had hauled in, some Fred tried to ID but failed, some they didn't bother with Fred doing ID on.. All told they leaned of roughly that the wand of Fire they got from that skeletal caster has a Low amount of charges (1-20), but alas did NOT get its command word (since its in an INFERNAL language, no one at the guild knows it). They also found out two other items were aligned to evil, so those will be getting sold/destroyed. They got several other good items..

For note, Fred rolled 3, so with his con, he adds 5hp. Eugene rolled a 5, so with con adds 7hp. Brand (who already rolled 2 sessions ago when he first HIT the XP total to get to 5th), rolled a 3, so adds 4 after con. And Betty lucked out, maxing her HP for 5th level, rolling a 10!.. Lucky bugger. So Betty now has 50hp!..

One of the suits of magical Banded mail got claimed by Kythun, since she's got the size for it, Brand it taking the magical splint mail suit. The other banded was as yet unclaimed.

WHILE that training and spell stuff was going on, Kythun took a road trip to the capital, and did a # of days where he sung ballads, of the groups exploits ON the island (earning a few dozen gp in tips), but is hoping doing this, will lead to MORE folks wanting to COME to the island once its been cleared out. HE also checked in with the possibility of getting with some of the local orphanages, to recruit some kids nearing aging out time frames (most medieval orphanages iirc aged kids out, to get work elsewhere, at around 13-14.). The group is wanting to see if they can find some to train up as scribes, accountants, and other 'backround rolls'.. BUT that will be done at a later date..

After getting the gang back together in Porca, they paid another 80gp, to have a 2nd ship take them BACK, but since they are NOW up to early September (by the time it dropped them off), with all of the training, magical study and travel times taken into account, they figure they MAY get one more boat out to drop off supplies, before things stop for winter..

While this was going on, back in the tower on the island, Rocktakis was PLANNING on sending out Brands Vultures to go check on the orc base, to see how many folks are left, and if they may have been reinforced in the almost 3 months the gruop has been gone. BUT after flubbing a tactics check, and getting with both Gabriel and Brother Joth, who couldn't come up with a Safer plan for the vultures to get out TO the orc lair, to scout it, and back without either A) running into more Hell flies or B) running into the Dagon, they eventually said "LETS WAIT"...
Though it also took some proding by ME, they also quizzed Anastasius on Psionics, and figured out that the "porter orc" must have been using Dimension door, that the scryer orc, was using Clairvoyance, and maybe some other abilities.. BUT not what the OTHER orc (the high shaman) has..

So this is where we left the session off. After everyone returned.. BRINGING a New guy with them. A Dwarven Priest of Moradin, made by Colton to be his new back up, to replace Gabriel who he's sending back into NPChood...
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

For note.. Here's everyone's current roster of magic gear.

Played by Carnell
Rocktakis - a suit of +2 leather armor, Oars of Stability, +1 short sword
Kythun - +1 banded mail, Cloak of protection +2 (do not yet know what he intends to do with this cloak now he's wearing magical armor), Ring of truth

Played by Trevor
Jerry - Necklace of Shielding, Satchel of Horse feed, Scroll mage spell (Fair Winds cast at 8th lev), Scroll mage spell (Strength X1, Boar's Resilience X2, cast at 7th level), Scroll mage spell (Flaming sphere x2, Knock X2, cast at 8th level), Scroll protection from fire.
He also holds onto the following magical items, which have yet to get divvied out to any character. Hammer of Bolts (made for dwarves), Shield of parrying (small shield that gives bonuses when performing shield parries), Ring of health, potion of berserking, Brooch of Renditing (gives ac boost vs Melee attacks only, lasts for 2d4 rounds, once a day), +2 cloak protection, +1 splint mail taken from one of the Orc Patrol leaders.
Betty - Potion of berserking, +1 maul, +1 chain mail, Oil of impact with 2 uses, Nova belt, Ring of shocking grasp.

Played by Colton
Singe snout - +1 bastard sword (he had two potions, both have been used now, and he gave Up his ring shocking grasp to betty, i don't remember if he got a ring in return).

Played by Stephen
Brandt - +1 medium shield, +1 Bastard sword (had a pot of Kehogies ointment, but that got used up).
Brother Joth - Ring of protection +1.


Henchmen/NPC's
Bob-the-hob - Morning star +1
Fred the invoker - Bracers defense AC 5, Spell scroll (only has a Wraithform left on it, cast at 8th level) spell scroll (Stinking cloud, Ray enfeeblement, Knock and Wizard lock cast at 7th level), Toddles skillet.
Narilla - +1 suit of chain mail, Ring of fire resistance, Staff of stones, Neutralise poison potion.
Eugene - +2 suit of studded leather, Pink Rhomboid Ioun stone, CLoak of the tradesman, +1 bastard sword (YEA there's three of these buggers in the group!)
Gabriel - Suit studded leather +1, Long sword +1...
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

OK, So got Colton's Dwarf priest finished...
Todd “The Bodd”
Dwarven Craft's priest of Moradin, the Soul Forge.
Built at 5,000xp, good for 3rd level. Needs 6,000xp for L4 priest.
HD d8. HP 21 currently.
Rolls;
Attributes: Built via Point buy method (rolled a 2, so had 60 points to allocate).
Str Starts at 3 Assigned 12 points bringing up to 15.
Dex Starts at 3 assigned 6 points bring up to 9 (18 points spent)
Con Starts at 3, assigned 12 points bringing up to 15, +1 racial mod equals 16 overall, (30 points now assigned)
Int Starts at 3, assigned 11 points, bringing up to 14 (41 points assigned)
Wis Starts at 3 assigned 18, to bring it TO an 18. (59 points assigned)
Cha Starts at 9. 1 point assigned, eliminated by racial penalty, 9 overall.

So we have Strength 15, (no to hit or damage mods, 55lb weight allowance, 170lb max press, 8 open doors, 7% bend bars).
Dexterity 9. No mods
Constitution 16. +2hp/hd, 95% system shock, 96% resurrection.
Intelligence 14 (4 bonus language/non-weapon proficiencies).
Wisdom 18 (+2 first/+2 second/+1 third/+1 fourth spells, +4 mental saves)
Charisma 9 (4 max henchmen).

Weapon proficiencies (2 base, +1/4 levels = 2). Slot 1 War hammer proficiency. Slot 2 Medium shield prof.

Non-weapon slots (4 base, +1/3 level = 5). FREE via dwarf clan crafting – Weaponsmithing – dwarven (Int-1), Free via kit Dwarven Endurance (Con), Artistic ability, +1 slot for Weaponsmithing, and Religion. Slot 1 Smelting, Slot 3 Mountaineering, Slot 4 and 1st int bonus Mining, Int slot 2 Read/write dwarf, Int slot 3 Modern language common, Int slot 4 Land ride Rams, 3rd level slot – Animal handling Rams. Holding one slot to add to 6th level one, so can take Cartography (which will cost 2 slots, as its out of class).

Equipped with: (Built with 350gp worth).
Worn – Banded mail, Medium Shield, Belt with one small pouch (holding 3 sticks of chalk, Potion of Fire Breath and 1 bar soap), Holy symbol, 4 wine skins
Readied – War hammer of Vu-nakk
In Backpack – 6 candles, crampons, Flint and steel, 2 weeks standard rations, whet stone, 3 torches, 15 pitons, 1 map case with 3 sheets of papyrus, 2 vials of writing ink, 4 quills and a bell, .

On Ram #1 – Riding saddle,
On Ram #2 – pack saddle with large saddle bags on, (currently holds 2 weeks spare standard rations),

On Ram #3 – Pack saddle with large bags.

Stored – 3 wicker baskets with 1 chicken each, hooded lantern, 5 flasks lamp oil, 4 large sacks, sealing wax, small tent,
Carried – Sling (though is NOT proficient in it, so will have a -3 to hit penalty), 30 bullets, 20 stones,

Money left; 11 gold, 5 Copper, 0 Silver, 0 Electrum, 0 Platinum.

Combat stats: Base thac0 20. Has a 23 thac0 with SLING due to non proficiency!

War hammer 18 thac0 (+2 from the weapon), d4+3 damage small/man, d4+2 damage large, speed 6.
Sling with bullets – d4+1/d6+1 damage, 50/100/200 range, 1/1 rate fire, 6 speed
with stones, d4/d4 damage, range drops to 40/80/120.

Encumbrance and movement: Currently carrying 84.63lb, Lightly Encumbered. 4 move.


Spells, two 1st (+wis bonus = 4 total), two 2nd (+2 wis bonus).
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

OK. Session 20 is under the belt, and BOY was it a nasty one. For the session i rolled only 2 random encounters, but i rolled BOTH for the same day, and both were at night (one first watch, one 3rd).

So returning was Stephen from his trip down south (florida), playing Brother Joth and Brand, and Narilla (as hench-woman). Trevor playing Jerry and Betty, and Fred as hench, Also he took the Hobgoblin mooks, as well as Bob-the-hob. Carnell playing Rocktakis and Kythun, and kept Gabriel as hench. And Colton playing Singe snout and his new dwarf, Todd the Bodd.. Eugene went into 'backround' as a trainer for the mooks left back in the tower.
SO we had 12 total characters (8 pcs and 4 hench).

The party spent the better part of a full day, interrogating the Orcs, two of which had joined their band, one said "na". Even with Kythun trying to influence reaction, he wasn't willing to join. ANd he tried again, on the other Hob that had failed their prior attempt to "Turn" to their cause.. So they had 3 mooks now (two orc archers, one hob archer).
They learned of how the orc base is organized, and realized between Todd and Joth, that it sounds like the War sphere spell, Fortify was used at some point, to make the defenses for the wall/palisade..

They spent more time, discussing the possibility of having Rocktakis sneak in under silence, and Jerry going in under Wraith form, to either slit some throats, but decided against that due to so many in the party 'reverring Sarajin".. Then they thought, since Sarajin LOVES combat and challenges, have Jerry (and/or Rock), Sneak in to steal say the leader's intelligent long sword, his bow, and maybe the last remaining witch doctor's spellbook, and issuing a Challenge to the leader "Face Betty one-on-one to claim them back". Thinking if he loses, the morale of the remaining orcs would be shot, and either they'd leave, OR they could join the group.
[OOC this is a very good option, but alas things didn't work out as you'll see below]

So, they treked back out first going south-east to the Eastern coast, then they skirted the coastline, mostly keeping up to the cliff faces, for 3 days, then in the First watch of the night, was RE 1..
A six pack of Kephrinn, those exploding skeltal folks.. (Four at 4hd, one at 5hd and one at 6hd, giving them 27hd vs over 40 for the party). Those on watch saw them coming in, and rather than splitting up, decided to all shout and some (kythun and Todd) started kicking folks awake..
Then the battle was on. Fred got into the swing of things using his newly acquired Lighting bolt spell to great effect, catching 3 of the skeletal warriors TWICE. Eventually that proved fatal for one, but then the new folk realized, "HEY they explode when they die, EEK!".. Rocktakis shined with his tumbling, but Todd, Singe and a # of others were not so lucky.
By the end of the battle, all had some damage, some had lots. BUT that was not what did the party in.
It was the fact, since it WAS the 1st watch, those up used their spells, and those down, had interrupted their sleep, so didn't get a chance to memorize new ones...

THEN the 2nd encounter struck. A six pack of Z-throk (four at 4hd, one at 6hd, and one at 7hd).. Again from their south (So if they tracked them, they'd have found out they came from the Coast, in a lair, NOT from the Church/cathedreal that Jerry and Bob suspected).

Unfortunately, since the five folks up, ALL Only had a 30ft infravision, they could NOT see them till they were almost Upon the party..
The battle was fierce, dropping all but one mook (dead!), Jerry and Singe also went negative..
The Horror factor came later, when they were done killing all these new undead, when Brand, Jerry and Narilla, started turning..
Since they had 10 hours before that happened, they all slept, after tying those 3 up, and all regained spells, then Joth tried his cure disease, on Brand.. And ghasps were all heared around the table, as it had NO effect!

For Z-throk, once someone starts turning, a FULL pot of Keohi's ointment is needed to halt it, OR a remove curse Followed by a Cure disease, unfortunately Joth is not high enough for that, and they had already USED their pot of KO several sessions back, and have not found any new ones since..

The party spent what little time was left in the session, discussing what to do with those 3, and the three dead mooks.. Eventually deciding on decaptating them then burning the bodies...

So RIP Narilla, the hench-woman priestess of Sehnanine Moonbow. Brand the half elf ranger, and Jerry the human illusionist..

Dejected they decided that "we need to head back to the tower to regroup..."....
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

Looking over everyone's gear, after the session, Stephen MISSED that Narilla does have ONE Elixir of health in her folder, and Trevor, Colton and Carnell all didn't even THINK of checking the NPCs list of gear, when they were doing the Divving out of treasure, before they headed out, as Brother Yoodaz DOES have one scroll with both a remove curse AND cure disease on it. BOTH are sufficient to arrest the 'disease' that turns folks into Z-throk. So IF THEY can give a good reason why Yoodaz would have given Up that scroll, and think to use it and the elixir, TWO of the 'dead', could have been saved before the end came...

Now i am just waiting to hear back, on what that argument is, for the scroll, AND whom they would be used on...
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

Well, rats. Seems this group is breaking.. Two rage quit after last session.. Calling those Z-throk, totally Farked. And one even made the complaint "WE may be a large group, but we are traveling stealthily, and sleeping without a fire.. SO how could those undead sneak up on us, and get so close, without trapsing over leaves or twigs or other things to make lots of noise to alert us, before they got into range to be seen.

FORGETTING HE's near the fucking coastline, with nary a tree around for a good 15 miles... SO WHERE THE HELL would those twigs and leaves come from? I've walked over grass (even tall grass), and its NOT MADE THAT MUCH of a sound..
As for his group being 'stealthy'.. HOW SO< when of the 12 characters and 4 men-at-arms, SIX OF THEM ARE IN METAL ARMOR!!!!

SO two rage-quit. The third (carnell), is saying unless i alter two of those monsters, to make it so a lower level group can always counter it, if bad occurs, he won't play anymore. The other said he'd only keep playing, if i shift realms to FR...
It's not who you kill, but how they die!
garhkal
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Re: CJ for Realms of Kervasis Kalomm.. (2nd ed)

Post by garhkal »

Hal. Since this group died on me, i am going to start a NEW thread for the new group i just started yesterday. So can you lock this thread?

Thanks.
It's not who you kill, but how they die!
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