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cfalcon
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Post subject: Parts 26-27, Freshman Monster Classes Posted: Wed Sep 25, 2013 11:00 pm |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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DRG 1001 - Introduction to Dragons
The student will become familiar with the chromatic types, their elemental resistances and vulnerabilities, and how to get clawed to living fuck.
The PCs set about freeing the slaves kept in service by Bly at Balak's strange summoning house. They quickly plunder the library into extradimensional space, looting a portable hole to make that even easier. The Cursed Star of Brynnara, a sacred Hawkman artifact (err, sacred in its NON-cursed form), is restored to the captured Hawkmen. Rigby learns of some pixies that have memories of the formation of Caligo, and also that the old fire pixie has heard of him through Charlotte.
Many of the slaves were ritually bound downstairs, outside the room that was guarded by Orchid and the barbarian- tied either to the cursed star, or to Balack himself. Was the cooperative magic from the star used as inspiration for the dark magic that has been seen in the service of Vix Thur several times? A greater dispelling had been used this time. Would Vix Thur have such a weakness, with his layers of protective abjuration cocoons?
The bestial races, such as orcs, were deployed in small bands with their leader selected mostly by themselves. None were slain, not even those that greeted the PCs with disdain and would have been violent if given the opportunity. Zem tower was prevailed upon to distribute them back to areas near where they would have lived before being transported, Bly's foul work utterly undone, all the neck slave-bindings destroyed.
Undoing Balak's work, and his would-be summoning of a Seryantic was handled reasonbly easily, as once the building had been plundered, an earthquake took the rest. The large "teeth" that were part of the summoning structure were placed in the portable hole, possibly for sale once disassembled.
However, one of the locals, Zeli, persuaded the PCs to help find a tribesmate of his- one exchanged to a group of powerful, finely dressed slavelords of some manner. Zeli claimed that they were likely dragons, a common affectation of the Hexstone mountain natives. The PCs elected to teleport in fully buffed, forgoing a negotiation by straight up murdering anything that wasn't clearly innocent.
This plan was highly effective, and sure enough, all affected were in fact dragons, one of each of the main chromatic flights. Thankfully, Zeli was also a dragon- the gold kind. The blue dragon, their diplomat and a crafty fighter indeed, died before he got to act, because that is what happens when Keichi teleports in and gets a full round action versus a flatfooted foe. The white dragonness, younger than the rest, held an Orb of Tiamat, the ancestral supposed goddess of evil dragon kind (there's no evidence on Caligo that there ever was a Tiamat), but the orb itself granted her powerful clerical powers. Amusingly, Rigby just so happens to be able to deliver more fire damage than tactical nuke, and she lasted like two rounds, and lost her spells to readied action (fireball). Midfight, the group recieved a sending from Octessa. "Do not trust the" was the important takeaway from that.
The green, black, and red dragons however, put up a prolonged fight, with the green dragon threatening them, and the red dragon eventually escaping after a blind and feeblemind.
Quickly scooping up what little loot was around, the PCs teleported to emerald on Zeli's recommendation.
The excavation in question was the long lost corpse of a failed human imperial capital- likely Voriphan humans from near the dawn of the world- one whose Zeli's charge could open. The magic they had was wildly effective against dragonkind, and the ability to open such a portal could tear a rift in the partial peace that dragonkind enjoyed. Zeli Ralxardon's Jaencan faction of gold dragons was swore to keep the bloodline secret and safe.
But... why not just kill them? Or, instead of watching them for thousands of years shapeshifted, simply ensure that no new heirs were produced? Later, Zeli would state that civilization was no place, and that it would "taint" them.
Back outside of Emerald, the PCs walked towards the river instead of walking directly in, with plans to scry a bit. They rested outside the city, and...
DEM 2010 - Intermediate Demonology
The student will get tricked all to fuck by demons, because seriously, demons will fucking trick you.
Seriously, fuck demons.
Prerequisites: The Student shall have previously completed either DEM 1010, Introduction to Getting Fucked By Demons, or LOL 0101, Erase The Memory of a Fucking Demon And Let Him Wander Around Central Arcata
Zem tower was damaged. The streets were filled with men at arms wearing ducal colors- the most common, by far, being Grand Duke Sen Ravalis. Also present was a cadre of the Grand Duke's sorcerors- their first time in Emerald, they had spent most of their time in Mrelis, a mountain village where apparently there's a lot of sorcerors in the service of the Grand Duke.
Immediately asking what befell the town, they learned that wizards and demons fought mightily, and the wizards won, but at great cost. Finding Rober, he stuttered out the story as he knew it, several of the most powerful wizards and Knights of the Gold formed a strike force to weaken Umbra.
However, they were betrayed or outplayed- the point at which they teleported into was warded, and they were assaulted by the "demon seeds", along with a small army of the Lightning Beasts, wolflike beasts coated in electricity and ferocity, that were associated with the Nameless One and his servants. Later, they would find that their good friend Narso had taunted them, saying that they were simply unbeatable. Many turned into demons promptly. Others, towards the middle, appeared safer, and all fought their way out of the deadly ambush. Paladins, resistant to the seeds, were mosly slain, but bought time and space for the group to be able to teleport back.
But the fight did not end there. Many of the demons teleported back with them, relishing the chance to cause havoc outside of the Unbound. Others had more sinister plans.
Octessa was among the three who were infected, but managed to sequester themselves after fighting in the battle, before the demons they were infected with could control them utterly. Sayesh Baker and Edward Tharuvulen were also in this group.
Roger Thetsan, one of the most powerful wizards in Caligo, and leader of the strike force against Vix-Thur's airship as it was attacking Dulal, was fully converted to a demon. As was Zoban Fize (master of transmutation), Kylie Minx (enchantment mistress) and five of the Knights of Gold- good men of strong hearts, but not mentally indominable as their paladin companions.
Also lost (likely dead, or turned to a demon and then dead) were Aglia Tenth (Mistress of Necromancy), Mrata Nyons (watcher of spellbooks), Scarlet Blacksmith (assisstant mistress of transmutation), Allenran Figthith (master of conjuration), Tomat Relxa (master of illusion), Nylenth Boroso (keeper of treasures), twelve wizards of lesser stature, and forty Knight of the Gold (who at least didn't become demons before dying).
Zeth Saluo and Samuel Owl escaped unharmed, and were the eldest wizards. The PCs interviewed Zeth, noting that with the top removed from the tower, the familiar alignment lights were not functioning. Zeth was brisk but mostly polite, but the PCs found themselves missing Octessa immediately.
The instantly defeated wizard from the Hexstone mountains, who escaped only via a contingent teleport, Niyev Flannel, was spotted by the PCs walking through town. Following him, they found him meeting Marzo Hunter and Tobma. A brief conversation ensued where Niyev attempted to bargain for Marzo's cooperation (he refused, stating that he had given up such practices- his arms deals with the Umbrans still haunting him), and to ask where the PCs were- a fact that Marzo did not know, and took pleasure in stating. Niyev and his rather massive armored bodyguard continued, with the PCs pursuing, to a nice inn on the bridge.
There a few of the PCs confronted him. He asked only for his spellbook back with notes, and made it plain that he planned to leave Caligo. In exchange, he would allow Morgrim to copy Shadow of Lost History- a very powerful spell that could reveal the past, with some restrictions. The PCs thought about giving a rather evil man whatever he was seeking in exchange for power, but ultimately decided that as long as he was practicing his evil somewhere far away, it was probably an ok thing to do, so they did it.
Lady Sarah Ann eventually stopped by after the PCs did not respond to her request to meet, and was very terse. With the city in shambles, she had found herself rather busy as of recent. Also, for apparently no reason at all, she had a stock of ten doses of a magical cure that could reverse the demon seed- something that would normally take months of research, as the demon seeds themselves were a rumored weapon before this point. She said that she had recieved a missive stressing the importance of this Panacea, and had prevailed upon the Grand Duke to fund the production in secret. Morgrim quickly teleported the group to the lakeside vacation house described by Lady Sarah Ann, where they made their way to the back room, which was suspicious in its recent austerity- a wall with the paint stripped off, a bed with cheap linens, but an otherwise very expensive room- and Alenka eventually calmed down Mary, the dog who lived there.
The PCs also made immediate and strong use of Shadow of Lost history- first on Octessa, to reveal the events of the battle (this accidentally also tipped off Samuel Owl, as a witness, to the fact that the PCs now knew that both he and Zeth were not unharmed at all, but had been infected), and second on Mary, the dog- where they saw a gruesome scene of Narso torturing a young girl (presumed to be Sandrella the Oracle) to death, while Mary lied bleeding in the corner with four broken legs. This particular piece of investigation is interesting and, it should be pointed out, Shadow of Lost History is a very rare spell- the PCs may have the only copy in Caligo. Most certainly, other folks in Caligo will likely not know of its existence or have taken actions to guard secrets against it. Samuel witnessing an unexpected reveal forced Zeth and his hands- the entirely of Zem Tower disappeared.
On the bright side, Octessa Mellon, Sayesh Baker (master of abjuration), and Edward Tharuvulen (master of evocation) have all been restored. Lady Sarah Ann has 7 doses of the panacea left, and is willing to give any to the PCs that they wish, should they have a reasonable plan to restore any more wizards. Octessa doesn't trust the schemes of House Ravalis, but is not openly opposed- the Grand Duke wields more power than previously, and is not subtle with a small army of moderately powerful sorcerers. But, without Zem Tower, the future of the empire is dark indeed- and this fact is recognized by all Grand Houses, certainly.
Octessa recalls that the tower can, possibly, be relocated to the Unbound. However, the Unbound is a really big place, and has very different characteristics. How to find it? Normally, all four of the present wizards would look in a library, probably the one in... Zem Tower.
Also, Rober has the secret to opening up the Vault, given to him by Nylenth before he left for the fight, and he refused to share it with Zeth. This means that the most powerful and strange items are locked safely away from the demons. Also note that the tower did have plenty of wizards in it when it disappeared, and none have yet come calling- they could be dead, imprisoned, or, of course, they could all be demons by now.
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cfalcon
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Wed Sep 25, 2013 11:03 pm |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Spells:
Shadow of Lost History <not quite Illusion (Shadow)> Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 minute Range: Touch / Medium (see text) Target: Creature Touched Area: An enchanted area no larger than 30' x 30' x 30' (see text) Duration: 1 hour Saving Throw: Will Negates Spell Resistance: No
You touch a creature (which can be yourself) as you cast this spell. The contact must be unbroken for the entire casting time. You either specify a time and a place, or you can allow the creature touched to do so. The time and place can be specified by coordinates, description, or even a vague memory, but either you or the creature touched must have been present at that time and place. The creature is allowed a will save to resist this.
The memory of that place and time appears as a smoky overlay over the 30' x 30' x 30' area, and if anyone stands in the area and focuses on it, the entire area looks entirely real, as if that creature were really standing in that time and place- even areas outside the smoky area appear as they did- if the sun were at high noon in the memory, then the sun would appear that way while inside the area. The image is static and silent, but can be time advanced or rewound by you, or if you so choose when you cast the spell, the creature touched. Up to five minutes before and after the moment thought of are available. The rewinding requires concentration, and is done by whichever creature's mind was used to spawn the memory.
The shadow illusion is obviously magical and does not require any manner of saving throw- unless concentrated on, the image is only a faint overlay.
The shadowy image created is not subjective. All creatures and objects in the static and silent illusion appear exactly as they were- the image is identified by memory, but actually pulled forward in time.
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Divine Radiance In Two Chords Enchantment Level: Cleric 9 (Latukefu) Components: None (mental) Casting Time: 1 standard action (see text) Range: Personal Target: You Duration: 1d3+4 rounds
Upon casting this spell, you are bathed in Latukefu's holy golden energy. This spell can never be quickened- the silent mental prayer always takes one standard action. This effect cannot be dispelled by any means, mortal or divine. You receive the following benefits: At the beginning of your turn, roll 1d8. You gain the value rolled as a plus to hit and damage with any dexterity based attack roll and resulting damage roll (ranged weapons, weapon finesse). This bonus fades at the beginning of your next turn. An attack roll of 1 automatically hits. Your weapons are unbreakable. The holy golden energy extends in a radius 60 feet from you, though it can be blocked by solid objects. This area is treated as a daylight spell, and is positive energy. At the start of their turns, creatures within this radius may be effected by it as follows: Creatures helped by positive energy that you are aware of and consider friendly (including yourself) heal 10 hit points. At the same time, creatures harmed by positive energy that you are aware of and wish harm upon (not normally including yourself) are damaged for 10 hit points. If a creature is vulnerable to sunlight normally, it is always damaged for an additional 10 hit points, regardless of your awareness of it (so a vampire you are aware of and wish harm upon would take 20 hit points at the start of its round, while one invisible and imperceptible to you would take 10). Once per casting of this spell, you can choose to create a silver copy of yourself for two rounds, as a standard action (the silver copy can take a full round of actions immediately). The silver copy cannot cast spells or use spell like abilities, and its weapons and items are nonmagical. It is created with the same hit points that you have. It strikes as you do (using whatever magic and bonuses you have), and any attack rolls it makes entirely ignore armor and natural armor. The silver copy sheds silver light for 60 feet. Any illusions (figment) illuminated by silver light are revealed as figments. The light makes obvious the value of anything crafted of stone, wood, or leaf, as well as any gemstones, giving a +40 divine bonus to appraise checks to appraise such objects. At the start of their turns, evil creatures illuminated by the silver light that you wish harm upon and that you are aware of are damaged for 10 hit points. The silver copy expires at the start of your second turn (or when the spell does), and just before it does, you can choose to exchange places with it. If you do, your mental status, state, hit points, and position become whatever those were of the silver copy (state includes even death). You perceive everything that the copy does, and control it as if it were you. This magic is similar to the Twin effect, and as such you cannot trigger it while under such an effect, nor can you benefit from a Twin effect while under this effect. You are immune to magic that would reshape you, including all polymorph effects. You can drop this immunity any time (even in response to a beneficial effect being cast on you), but once dropped, it remains gone for the duration of the spell. This immunity will revert you to your natural form* unless dropped when the spell is cast.
* Elf or Elfball
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PoorAssRacing
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Thu Sep 26, 2013 7:51 am |
Master of the West Wind |
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Joined: Thu Jan 08, 2009 9:45 am Posts: 1065 Location: Taking the fair maiden's....hand
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OK, I'm a little at a loss as to our immediate next course(s) of action. Maybe because I don't exactly remember the very end of our last gaming session, due to being exceptionally exhausted. I assume we're going to pressure Rober into letting us into the vault, but maybe that's not going to happen until we're at a point where we know we're going into the Unbound, or facing some other sort of largely pressing odds.
John, is there any way I can offer my services to the remaining wizards of Zem Tower to fill in for any of the missing/dead masters? I'm not exactly sure what their needs are at this very moment, but I'm assuming that a 17th level wizard has to be able to help out somehow.
_________________
Zem wrote: "Take 40 points of damage." "Why?" "Because my mother breastfed me until I was 9 and it's having some serious psychological effects on me."
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cfalcon
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Thu Sep 26, 2013 9:33 am |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Rober specifically trusts Octessa and Sayesh, and at this point he trusts you guys pretty well too. He'll have no problem divulging the words and gestures needed to open the vault to those two (he simply didn't trust Zeth, and was making excuses not to give him the way in). So if you are taking either of those with you, you'll be able to open the vault.
There's less than three dozen wizards that weren't in the tower when it left. The three most powerful you already have on your side, and they are very much wanting to get the tower back.
OH I also forgot to remind everyone that they owe Lady Sarah Ann a whole "resonance chamber" from a Voriphan Airship- but not a shitty one, a naval one that can't be disrupted easily from the ground with moderate spells. There are three ships matching this description, one of which is Vix Thur's. You guys agreed to this as the price for the panacea, but you decided to pursue the missing tower first.
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PoorAssRacing
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Thu Sep 26, 2013 9:43 am |
Master of the West Wind |
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Joined: Thu Jan 08, 2009 9:45 am Posts: 1065 Location: Taking the fair maiden's....hand
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cfalcon wrote: Rober specifically trusts Octessa and Sayesh, and at this point he trusts you guys pretty well too. He'll have no problem divulging the words and gestures needed to open the vault to those two (he simply didn't trust Zeth, and was making excuses not to give him the way in). So if you are taking either of those with you, you'll be able to open the vault. That sounds like a plan. cfalcon wrote: OH I also forgot to remind everyone that they owe Lady Sarah Ann a whole "resonance chamber" from a Voriphan Airship- but not a shitty one, a naval one that can't be disrupted easily from the ground with moderate spells. There are three ships matching this description, one of which is Vix Thur's. You guys agreed to this as the price for the panacea, but you decided to pursue the missing tower first. Is our only viable option to take down Vix Thur's airship to grab a suitable resonance chamber? I assume that's going to be a rather difficult course of action, since his demise seems to be the ultimate goal of our campaign. I also assume that finding the owners of the other two airships and asking to borrow their resonance chamber isn't exactly going to pan out.
_________________
Zem wrote: "Take 40 points of damage." "Why?" "Because my mother breastfed me until I was 9 and it's having some serious psychological effects on me."
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cfalcon
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Thu Sep 26, 2013 9:46 am |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Well, once you do your research into the airships, you'll probably know more there (remember you are friends of the Voriphan resistance, and also a decent number of Voriphan nobles will respond positively to requests, being that you are opposed to Vix Thur). But you might want to do that research with a bit of subtlety as to your purpose.
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PoorAssRacing
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Thu Sep 26, 2013 9:50 am |
Master of the West Wind |
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Joined: Thu Jan 08, 2009 9:45 am Posts: 1065 Location: Taking the fair maiden's....hand
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cfalcon wrote: Well, once you do your research into the airships, you'll probably know more there (remember you are friends of the Voriphan resistance, and also a decent number of Voriphan nobles will respond positively to requests, being that you are opposed to Vix Thur). But you might want to do that research with a bit of subtlety as to your purpose. OK, so two courses of action for the start of Saturday night's action: 1. Ask Rober to get us into the vault 2. Stealthily begin research into badass airships
_________________
Zem wrote: "Take 40 points of damage." "Why?" "Because my mother breastfed me until I was 9 and it's having some serious psychological effects on me."
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cfalcon
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Thu Sep 26, 2013 10:13 am |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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You do recall that the vault is IN Zem tower, right?
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PoorAssRacing
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Thu Sep 26, 2013 10:20 am |
Master of the West Wind |
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Joined: Thu Jan 08, 2009 9:45 am Posts: 1065 Location: Taking the fair maiden's....hand
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Ahhh. No.
As I said....super-tired last time. Memories fuzzy.
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Zem wrote: "Take 40 points of damage." "Why?" "Because my mother breastfed me until I was 9 and it's having some serious psychological effects on me."
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Zem
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Thu Sep 26, 2013 10:26 am |
Site Admin |
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Joined: Wed Jan 07, 2009 10:41 pm Posts: 1807
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cfalcon wrote: Rigby learns of some pixies that have memories of the formation of Caligo, I completely forgot that part. cfalcon wrote: A greater dispelling had been used this time. Would Vix Thur have such a weakness, with his layers of protective abjuration cocoons? I kind of hate you. cfalcon wrote: ...where they saw a gruesome scene of Narso torturing a young girl (presumed to be Sandrella the Oracle) to death, while Mary lied bleeding in the corner with four broken legs. This particular piece of investigation is interesting and, it should be pointed out, Shadow of Lost History is a very rare spell- the PCs may have the only copy in Caligo. What is obvious to the DM is rarely obvious to the players. Obviously it means that Sarah Ann was keeping Sandrella around, but beyond that...? Sarah Ann perhaps knows something of the future because she had the oracle. Sarah Ann sponsored the team that just won the America's Cup. Sarah Ann is the oracle's mother. Sarah Ann pretended that she had the oracle but really the girl was just some random street urchin and the real oracle is... Sarah Ann? cfalcon wrote: ...they could be dead, imprisoned, or, of course, they could all be demons by now. You motherfucker. We're going to fight out way dungeon-crawl style through the fucking Zem fucking Tower against wizard demons? I'll be discussing this with your mother. I think the course of action is to get to Zem Tower with the knowledge of the vault. To get to Zem Tower, we probably need the prodicial region thingy. Then we plan on a non-Vixthur occupied air ship.
_________________ Do the asparagus look threatening?
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cfalcon
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Thu Sep 26, 2013 3:48 pm |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Quote: What is obvious to the DM is rarely obvious to the players. Obviously it means that Sarah Ann was keeping Sandrella around, but beyond that...? That is probably good enough to keep in mind. Quote: Then we plan on a non-Vixthur occupied air ship. What if EVERY airship has Vix-Thur? How? A WIZARD DID IT!!!
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PoorAssRacing
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Thu Sep 26, 2013 3:52 pm |
Master of the West Wind |
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Joined: Thu Jan 08, 2009 9:45 am Posts: 1065 Location: Taking the fair maiden's....hand
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cfalcon wrote: What if EVERY airship has Vix-Thur? How? A WIZARD DID IT!!! 
_________________
Zem wrote: "Take 40 points of damage." "Why?" "Because my mother breastfed me until I was 9 and it's having some serious psychological effects on me."
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The Yeti
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Thu Sep 26, 2013 4:21 pm |
--Level 40 Elderly-- |
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Joined: Sun Jan 11, 2009 8:38 pm Posts: 771 Location: Zemasia
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Well, I pretty much want to go out and kick kittens. Baldy, this is your fault.
As for babies; more on this subject later...
_________________ Wouldn’t you say a bow is the same thing as a curtsy?
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cfalcon
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Fri Sep 27, 2013 3:20 am |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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While you can certainly wait and quiz every NPC in the universe, you might give some consideration to how best to find Zem tower.
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Zem
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Fri Sep 27, 2013 10:20 am |
Site Admin |
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Joined: Wed Jan 07, 2009 10:41 pm Posts: 1807
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cfalcon wrote: While you can certainly wait and quiz every NPC in the universe, you might give some consideration to how best to find Zem tower. Options include... Well, we could just find Narso. Whenever we find something important, he's there. So instead of looking for the important thing, we should look for Narso. I think the best way to find Narso is to set a trap from which it is utterly impossible to escape and use the soul of someone (oh, we'll need a new crystal because ARE YOU FUCKING KIDDING ME) he cares about as bait. Then, when he escapes anyway, we ask one of his minions where he went. We could construct a giant wooden horse and offer it as tribute to the victorious demons in Zem Tower, but the trick is we all hide inside. Then, when they bring the wooden horse into Zem Tower, we jump out and get destroyed by dozens of demon wizards. We could ask Latukefu. The location may be blocked from his godly knowledge, but I hear his spot check is in the hundreds. We could construct a clone of Zem Tower. Maybe not with all of its magical stuff, but the basics. Then we send that to the Unbound and create an illusion of a demon king standing on a balcony shouting "Where did you all go? You're in the wrong tower! This is the right tower!" But in reality, the new tower is a trap! Because time travel seems like no big deal in your world, we could go back in time and put some key magical item that we can always locate in the tower (Lojack). Then we just teleport to that. Let's just assume we did that already. Ultimately, I'm leaning towards waterboarding the DM.
_________________ Do the asparagus look threatening?
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cfalcon
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Fri Sep 27, 2013 1:22 pm |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Quote: Options include... Well, we could just find Narso. Whenever we find something important, he's there. I don't know what the big deal is, you already killed him.
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Zem
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Fri Sep 27, 2013 2:01 pm |
Site Admin |
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Joined: Wed Jan 07, 2009 10:41 pm Posts: 1807
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cfalcon wrote: Quote: Options include... Well, we could just find Narso. Whenever we find something important, he's there. I don't know what the big deal is, you already killed him. If you see leather straps on the arms and legs of your chair, don't worry. They were from some new pilates thing wife was trying out. Also, the dog ruined the carpet under your chair, so I put a tarp on it so you wouldn't have to see the mess.
_________________ Do the asparagus look threatening?
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Scubynubie
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Sat Sep 28, 2013 8:52 am |
Superior Master |
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Joined: Wed Jan 14, 2009 8:59 pm Posts: 432
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Does anyone make a D20 that is only numbered up to 10? If not, we should really make one.
A close second would be one that would knock itself off of a 20 and say "we both know that you don't deserve it"...
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cfalcon
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Sat Sep 28, 2013 10:42 am |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Intestingly, MANY d20s used to be 1-10 only. They would have two colors (say, red and white), and you would presumably be counted on to choose one color to mean "+10".
As for the other, most of the badguys crit on way more than 20 so...
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PoorAssRacing
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Post subject: Re: Parts 26-27, Freshman Monster Classes Posted: Sat Sep 28, 2013 10:43 am |
Master of the West Wind |
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Joined: Thu Jan 08, 2009 9:45 am Posts: 1065 Location: Taking the fair maiden's....hand
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_________________
Zem wrote: "Take 40 points of damage." "Why?" "Because my mother breastfed me until I was 9 and it's having some serious psychological effects on me."
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