Monday Wilderlands, The Slavelords.
Re: Monday Wilderlands, The Slavelords.
You or me tonight?
R-
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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Re: Monday Wilderlands, The Slavelords.
I'm fine with either. I ran last week.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
Doesn't matter to either.Treebore wrote:I'm fine with either. I ran last week.
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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Re: Monday Wilderlands, The Slavelords.
You know what, you run your game tonight. The Mrs. Is coming home this afternoon from a 4 day stay at her parents and I'm not sure I'll make it be 9 to run. I do, however, expect to be able to play.
R-
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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Re: Monday Wilderlands, The Slavelords.
OK, my game tonight.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
Ima be about 15 minute late.
R-
R-
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Re: Monday Wilderlands, The Slavelords.
Tree, just wanted to give you a heads up for Monday. You will have to run your game. We have a small concert tomorrow (Sunday afternoon), followed by a big concert tomorrow night (Sunday night). Then I have to go to work Monday morning and after work move some of the Drama Club's stuff from the old school to the new school for the Mrs. I'm sure I'll be too tired to run a game and may skip it all together to catch up on some sleep. I'll let you know if I'm playing on Monday sometime.
R-
R-
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Re: Monday Wilderlands, The Slavelords.
Rigon wrote:Tree, just wanted to give you a heads up for Monday. You will have to run your game. We have a small concert tomorrow (Sunday afternoon), followed by a big concert tomorrow night (Sunday night). Then I have to go to work Monday morning and after work move some of the Drama Club's stuff from the old school to the new school for the Mrs. I'm sure I'll be too tired to run a game and may skip it all together to catch up on some sleep. I'll let you know if I'm playing on Monday sometime.
R-
OK, hope you feel up to playing.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
I hope everyone feels up to playing this week. Hopefully at least a quorum will showTreebore wrote:Rigon wrote:Tree, just wanted to give you a heads up for Monday. You will have to run your game. We have a small concert tomorrow (Sunday afternoon), followed by a big concert tomorrow night (Sunday night). Then I have to go to work Monday morning and after work move some of the Drama Club's stuff from the old school to the new school for the Mrs. I'm sure I'll be too tired to run a game and may skip it all together to catch up on some sleep. I'll let you know if I'm playing on Monday sometime.
R-
OK, hope you feel up to playing.
Re: Monday Wilderlands, The Slavelords.
I hope everyone shows up for opening that next door, its going to be a VERY interesting room.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
The Slavelords are dead or captured, WOOOHOOOO!!!
(+17 to Hit, +5 Damage), Dagger of Venom +2, Poison (CL16) 35 damage if failed, none if saved. +3 Comp. Long Bow
+3 Gloves of Dexterity
Ring of Invisibility
Ring of Freedom of Movement
+3 Cloak of Resistance
+5 Elven Chain Mithral
+3 Sylvan Comp Shortbow (+18/1d6+5/70 ft) (+17 To Hit, +3 Dam)
+3 Sylvan Broadsword (+13/2d4+5) (+20. +7 Damage)
(Sylvan weapons in wooded areas +1d6; if dropped to 0 hp, free extra attack)
+3 Mail Hauberk
+3 Buckler
+1 Long Sword (+11/1d8+3)
Ion Stone: Deep Red Sphere (+2 Dex)
Bracers of Archery (+1 to hit/+2 damage)
Ring of Free-action
Cloak of Resistance +3
Necklace of Adaptation
Boots of Speed (Haste for 30 rounds)
Hat of Disguise (casts Alter Self)
Lens of Detection (+2 to track)
+1 Shield
Potions
Extra Healing (3d8+9; max 24)
Water Breathing (7)
Mirror Image
Fly
Blink
Stoneskin
Improved Invisibility
Minor Globe of Invulnerability
Remove Curse
Dimesion Door
Scrolls
Raise Dead
Studded Leather Armor +3, Longsword +2, Gauntlets of Swimming and Climbing, Dust of Sneezing and Choking x2 (CL 16, made by Nerelas), Cloak of Resistance +2. Dust of Improved Invisibility x4,
Mace +2, +5 Warhammer, +4 Full Chain, +2 Med. Steel Shield, Ring of Protection From Good, Ring of Spell Storing with Word of Recall, Potions of Fly, Haste, Frost Giant STR 23, Heal x2, Scroll of Raise Dead x3
Staff of Power, 14 charges, +2 Cloak of Protection, AC and Saves, Crystal Ball with Clairaudience, Ring of Spell Storing with Dispel Magic, Wall of Force and Magic Missilex2. Dagger +3.
LvL Zero (devil): (Dancing Lights; Ghost sound; Light x3; Open/Close)
LvL One (devil): (Magic Missile x3; Protection From Evil x2; Shield)
LvL Two (devil): (Acid Arrowx2; Enhance Attribute; Mirror Image x2; Web)
LvL Three (5): (Blink, Haste; Hold Person; Lightning Boltx2)
LvL Four (4): (Fire Shield; Ice Storm; Wall of Firex2)
LvL Five (3): (Cloudkill; Feeblemind, Wall of Stone)
LvL 6 (2): (Chain Lightning p.64, Globe of Invulnerability p. 75)
LvL 7 (1): (Teleport w/o Error)
Spellbook:
LvL Zero:
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Endure Elements
Ghost Sound (small peices of earwax)
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
LvL One:
Comprehend Languages
Feather Fall
Hold Portal
Identify (100gp gem)
Jump (hind leg of cricket or other leaping animal/insect)
Magic Missile
Protection From Chaos, Evil, Good, or Law (little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded)
Read Magic
Shield
Spider Climb (small spider)
LvL Two:
Acid Arrow (drop of acid or other corrosive substance)
Continual Flame
Enhance Attribute (hair or piece from animal considered strong, dextrous, tough, intelligent, wise or appealing)
Fog Cloud
Levitate
Mirror Image
Protection From Arrows (pendant shaped like a shield)
Ray of Enfeeblement
Web (strand of spider web)
LvL Three:
Blink
Dispel Magic
Gaseous Form
Haste (shaving of licorice root)
Hold Person (small piece of iron)
Lightning Bolt (small iron rod worth 5 sp)
Tongues
Water Breathing (straw or similar instrument)
LvL Four:
Fear
Fire Shield (bit of phosphorus for the warm shield; a live firefly or glowworm or the tail portions of four dead ones for the chill shield)
Fire Trap (fragments of flint and stick of charcoal)
Ice Storm (small drop of water)
Minor Globe of Invulnerability
Remove Curse
Wall of Fire
LvL Five:
Cloudkill
Feeblemind
Hold Monster (one hard metal bar or rod, small like a 3-penny nail)
Permanency
Transmute Mud and Rock (piece of clay)
Wall of Force (20 small silver mirrors and a 100 gp gem)
[9:10:22 PM] Treebore Rubylord: ring earth elemental control
meld into stone(unlimited)
soften earth/stone (unlimited)
stone shape (2/day)
stoneskin(1/week)
pass wall (2/week)
Wall of Stone (1/day
Wings of flying
Staff of Evocation (11th) 36 V -
Magic Missile (1)
Shatter (1)
Fireball (1)
Ice Storm (2)
Wall of Force (2)
Chain Lightning (3)
Wand of Magic Missile 5d4+5, 31 Charges
Scimitar +3, +3 Full Plate, +3 Small Steel Shield. Ring of Free Action, Ioun Stone of Regen, 1 HP per minute. +2 HVY Crossbow (To Hit: +16, Dam: 1d10+2), Expert Throwing Axes x2. (+15/+4 Damage). Potion of Fire Giants Strength x1 (22 Str (+7?)) (10 minutes)
(+17 to Hit, +5 Damage), Dagger of Venom +2, Poison (CL16) 35 damage if failed, none if saved. +3 Comp. Long Bow
+3 Gloves of Dexterity
Ring of Invisibility
Ring of Freedom of Movement
+3 Cloak of Resistance
+5 Elven Chain Mithral
+3 Sylvan Comp Shortbow (+18/1d6+5/70 ft) (+17 To Hit, +3 Dam)
+3 Sylvan Broadsword (+13/2d4+5) (+20. +7 Damage)
(Sylvan weapons in wooded areas +1d6; if dropped to 0 hp, free extra attack)
+3 Mail Hauberk
+3 Buckler
+1 Long Sword (+11/1d8+3)
Ion Stone: Deep Red Sphere (+2 Dex)
Bracers of Archery (+1 to hit/+2 damage)
Ring of Free-action
Cloak of Resistance +3
Necklace of Adaptation
Boots of Speed (Haste for 30 rounds)
Hat of Disguise (casts Alter Self)
Lens of Detection (+2 to track)
+1 Shield
Potions
Extra Healing (3d8+9; max 24)
Water Breathing (7)
Mirror Image
Fly
Blink
Stoneskin
Improved Invisibility
Minor Globe of Invulnerability
Remove Curse
Dimesion Door
Scrolls
Raise Dead
Studded Leather Armor +3, Longsword +2, Gauntlets of Swimming and Climbing, Dust of Sneezing and Choking x2 (CL 16, made by Nerelas), Cloak of Resistance +2. Dust of Improved Invisibility x4,
Mace +2, +5 Warhammer, +4 Full Chain, +2 Med. Steel Shield, Ring of Protection From Good, Ring of Spell Storing with Word of Recall, Potions of Fly, Haste, Frost Giant STR 23, Heal x2, Scroll of Raise Dead x3
Staff of Power, 14 charges, +2 Cloak of Protection, AC and Saves, Crystal Ball with Clairaudience, Ring of Spell Storing with Dispel Magic, Wall of Force and Magic Missilex2. Dagger +3.
LvL Zero (devil): (Dancing Lights; Ghost sound; Light x3; Open/Close)
LvL One (devil): (Magic Missile x3; Protection From Evil x2; Shield)
LvL Two (devil): (Acid Arrowx2; Enhance Attribute; Mirror Image x2; Web)
LvL Three (5): (Blink, Haste; Hold Person; Lightning Boltx2)
LvL Four (4): (Fire Shield; Ice Storm; Wall of Firex2)
LvL Five (3): (Cloudkill; Feeblemind, Wall of Stone)
LvL 6 (2): (Chain Lightning p.64, Globe of Invulnerability p. 75)
LvL 7 (1): (Teleport w/o Error)
Spellbook:
LvL Zero:
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Endure Elements
Ghost Sound (small peices of earwax)
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
LvL One:
Comprehend Languages
Feather Fall
Hold Portal
Identify (100gp gem)
Jump (hind leg of cricket or other leaping animal/insect)
Magic Missile
Protection From Chaos, Evil, Good, or Law (little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded)
Read Magic
Shield
Spider Climb (small spider)
LvL Two:
Acid Arrow (drop of acid or other corrosive substance)
Continual Flame
Enhance Attribute (hair or piece from animal considered strong, dextrous, tough, intelligent, wise or appealing)
Fog Cloud
Levitate
Mirror Image
Protection From Arrows (pendant shaped like a shield)
Ray of Enfeeblement
Web (strand of spider web)
LvL Three:
Blink
Dispel Magic
Gaseous Form
Haste (shaving of licorice root)
Hold Person (small piece of iron)
Lightning Bolt (small iron rod worth 5 sp)
Tongues
Water Breathing (straw or similar instrument)
LvL Four:
Fear
Fire Shield (bit of phosphorus for the warm shield; a live firefly or glowworm or the tail portions of four dead ones for the chill shield)
Fire Trap (fragments of flint and stick of charcoal)
Ice Storm (small drop of water)
Minor Globe of Invulnerability
Remove Curse
Wall of Fire
LvL Five:
Cloudkill
Feeblemind
Hold Monster (one hard metal bar or rod, small like a 3-penny nail)
Permanency
Transmute Mud and Rock (piece of clay)
Wall of Force (20 small silver mirrors and a 100 gp gem)
[9:10:22 PM] Treebore Rubylord: ring earth elemental control
meld into stone(unlimited)
soften earth/stone (unlimited)
stone shape (2/day)
stoneskin(1/week)
pass wall (2/week)
Wall of Stone (1/day
Wings of flying
Staff of Evocation (11th) 36 V -
Magic Missile (1)
Shatter (1)
Fireball (1)
Ice Storm (2)
Wall of Force (2)
Chain Lightning (3)
Wand of Magic Missile 5d4+5, 31 Charges
Scimitar +3, +3 Full Plate, +3 Small Steel Shield. Ring of Free Action, Ioun Stone of Regen, 1 HP per minute. +2 HVY Crossbow (To Hit: +16, Dam: 1d10+2), Expert Throwing Axes x2. (+15/+4 Damage). Potion of Fire Giants Strength x1 (22 Str (+7?)) (10 minutes)
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
This is my stuff.
+3 Sylvan Comp Shortbow (+18/1d6+5/70 ft) (+17 To Hit, +3 Dam)
+3 Sylvan Broadsword (+13/2d4+5) (+20. +7 Damage)
(Sylvan weapons in wooded areas +1d6; if dropped to 0 hp, free extra attack)
+3 Mail Hauberk
+3 Buckler
+1 Long Sword (+11/1d8+3)
Ion Stone: Deep Red Sphere (+2 Dex)
Bracers of Archery (+1 to hit/+2 damage)
Ring of Free-action
Cloak of Resistance +3
Necklace of Adaptation
Boots of Speed (Haste for 30 rounds)
Hat of Disguise (casts Alter Self)
Lens of Detection (+2 to track)
+1 Shield
Potions
Extra Healing (3d8+9; max 24)
Water Breathing (7)
Mirror Image
Fly
Blink
Stoneskin
Improved Invisibility
Minor Globe of Invulnerability
Remove Curse
Dimesion Door
Scrolls
Raise Dead
R-
+3 Sylvan Comp Shortbow (+18/1d6+5/70 ft) (+17 To Hit, +3 Dam)
+3 Sylvan Broadsword (+13/2d4+5) (+20. +7 Damage)
(Sylvan weapons in wooded areas +1d6; if dropped to 0 hp, free extra attack)
+3 Mail Hauberk
+3 Buckler
+1 Long Sword (+11/1d8+3)
Ion Stone: Deep Red Sphere (+2 Dex)
Bracers of Archery (+1 to hit/+2 damage)
Ring of Free-action
Cloak of Resistance +3
Necklace of Adaptation
Boots of Speed (Haste for 30 rounds)
Hat of Disguise (casts Alter Self)
Lens of Detection (+2 to track)
+1 Shield
Potions
Extra Healing (3d8+9; max 24)
Water Breathing (7)
Mirror Image
Fly
Blink
Stoneskin
Improved Invisibility
Minor Globe of Invulnerability
Remove Curse
Dimesion Door
Scrolls
Raise Dead
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
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House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
Re: Monday Wilderlands, The Slavelords.
My Recovered Magic Items
Potions
These are potions I made as a big batch for the party when we had that long rest, so I am not sure whose these are. The tell tale sign is stoneskin. No one on Oerth can make that but me, since that was from back when we were using the ADD 3 rules:
Mirror Image
Fly
Blink
Stoneskin
Improved Invisibility
Minor Globe of Invulnerability
Remove Curse
Dimesion Door
Scrolls
Raise Dead Again- not sure whose this is. I had one on my sheet
Spellbook:
I will definitely take these spell books or copy them if Gabriel takes them.
LvL Zero (devil): (Dancing Lights; Ghost sound; Light x3; Open/Close)
LvL One (devil): (Magic Missile x3; Protection From Evil x2; Shield)
LvL Two (devil): (Acid Arrowx2; Enhance Attribute; Mirror Image x2; Web)
LvL Three (5): (Blink, Haste; Hold Person; Lightning Boltx2)
LvL Four (4): (Fire Shield; Ice Storm; Wall of Firex2)
LvL Five (3): (Cloudkill; Feeblemind, Wall of Stone)
LvL 6 (2): (Chain Lightning p.64, Globe of Invulnerability p. 75)
LvL 7 (1): (Teleport w/o Error)
LvL Zero:
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Endure Elements
Ghost Sound (small peices of earwax)
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
LvL One:
Comprehend Languages
Feather Fall
Hold Portal
Identify (100gp gem)
Jump (hind leg of cricket or other leaping animal/insect)
Magic Missile
Protection From Chaos, Evil, Good, or Law (little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded)
Read Magic
Shield
Spider Climb (small spider)
LvL Two:
Acid Arrow (drop of acid or other corrosive substance)
Continual Flame
Enhance Attribute (hair or piece from animal considered strong, dextrous, tough, intelligent, wise or appealing)
Fog Cloud
Levitate
Mirror Image
Protection From Arrows (pendant shaped like a shield)
Ray of Enfeeblement
Web (strand of spider web)
LvL Three:
Blink
Dispel Magic
Gaseous Form
Haste (shaving of licorice root)
Hold Person (small piece of iron)
Lightning Bolt (small iron rod worth 5 sp)
Tongues
Water Breathing (straw or similar instrument)
LvL Four:
Fear
Fire Shield (bit of phosphorus for the warm shield; a live firefly or glowworm or the tail portions of four dead ones for the chill shield)
Fire Trap (fragments of flint and stick of charcoal)
Ice Storm (small drop of water)
Minor Globe of Invulnerability
Remove Curse
Wall of Fire
LvL Five:
Cloudkill
Feeblemind
Hold Monster (one hard metal bar or rod, small like a 3-penny nail)
Permanency
Transmute Mud and Rock (piece of clay)
Wall of Force (20 small silver mirrors and a 100 gp gem)
This stuff below was mine:
ring earth elemental control
meld into stone(unlimited)
soften earth/stone (unlimited)
stone shape (2/day)
stoneskin(1/week)
pass wall (2/week)
Wall of Stone (1/day
Wings of flying
Staff of Evocation (11th) 36 V -
Magic Missile (1)
Shatter (1)
Fireball (1)
Ice Storm (2)
Wall of Force (2)
Chain Lightning (3)
Wand of Magic Missile 5d4+5, 31 Charges
I am still missing quite a few items
It's actually amazing how little we got out of all of these adventures. I came out of it with far less than I started with, and did not take any new magic items from the final battle spoils.
Turns out my mother was right, the adventurer's life really does not pay. Especially considering I died twice in 72 hours
Potions
These are potions I made as a big batch for the party when we had that long rest, so I am not sure whose these are. The tell tale sign is stoneskin. No one on Oerth can make that but me, since that was from back when we were using the ADD 3 rules:
Mirror Image
Fly
Blink
Stoneskin
Improved Invisibility
Minor Globe of Invulnerability
Remove Curse
Dimesion Door
Scrolls
Raise Dead Again- not sure whose this is. I had one on my sheet
Spellbook:
I will definitely take these spell books or copy them if Gabriel takes them.
LvL Zero (devil): (Dancing Lights; Ghost sound; Light x3; Open/Close)
LvL One (devil): (Magic Missile x3; Protection From Evil x2; Shield)
LvL Two (devil): (Acid Arrowx2; Enhance Attribute; Mirror Image x2; Web)
LvL Three (5): (Blink, Haste; Hold Person; Lightning Boltx2)
LvL Four (4): (Fire Shield; Ice Storm; Wall of Firex2)
LvL Five (3): (Cloudkill; Feeblemind, Wall of Stone)
LvL 6 (2): (Chain Lightning p.64, Globe of Invulnerability p. 75)
LvL 7 (1): (Teleport w/o Error)
LvL Zero:
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Endure Elements
Ghost Sound (small peices of earwax)
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
LvL One:
Comprehend Languages
Feather Fall
Hold Portal
Identify (100gp gem)
Jump (hind leg of cricket or other leaping animal/insect)
Magic Missile
Protection From Chaos, Evil, Good, or Law (little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded)
Read Magic
Shield
Spider Climb (small spider)
LvL Two:
Acid Arrow (drop of acid or other corrosive substance)
Continual Flame
Enhance Attribute (hair or piece from animal considered strong, dextrous, tough, intelligent, wise or appealing)
Fog Cloud
Levitate
Mirror Image
Protection From Arrows (pendant shaped like a shield)
Ray of Enfeeblement
Web (strand of spider web)
LvL Three:
Blink
Dispel Magic
Gaseous Form
Haste (shaving of licorice root)
Hold Person (small piece of iron)
Lightning Bolt (small iron rod worth 5 sp)
Tongues
Water Breathing (straw or similar instrument)
LvL Four:
Fear
Fire Shield (bit of phosphorus for the warm shield; a live firefly or glowworm or the tail portions of four dead ones for the chill shield)
Fire Trap (fragments of flint and stick of charcoal)
Ice Storm (small drop of water)
Minor Globe of Invulnerability
Remove Curse
Wall of Fire
LvL Five:
Cloudkill
Feeblemind
Hold Monster (one hard metal bar or rod, small like a 3-penny nail)
Permanency
Transmute Mud and Rock (piece of clay)
Wall of Force (20 small silver mirrors and a 100 gp gem)
This stuff below was mine:
ring earth elemental control
meld into stone(unlimited)
soften earth/stone (unlimited)
stone shape (2/day)
stoneskin(1/week)
pass wall (2/week)
Wall of Stone (1/day
Wings of flying
Staff of Evocation (11th) 36 V -
Magic Missile (1)
Shatter (1)
Fireball (1)
Ice Storm (2)
Wall of Force (2)
Chain Lightning (3)
Wand of Magic Missile 5d4+5, 31 Charges
I am still missing quite a few items
It's actually amazing how little we got out of all of these adventures. I came out of it with far less than I started with, and did not take any new magic items from the final battle spoils.
Turns out my mother was right, the adventurer's life really does not pay. Especially considering I died twice in 72 hours
Re: Monday Wilderlands, The Slavelords.
While team work, good team work, is clearly why you guys prevailed, against tremendous odds, the clear pivotal moment was the SIEGE check to force the Rock to Mud spell to work on "worked stone".
So if we had MVP awards, Arkouna would get it for that crucial action.
However, you guys all did a heck of a team effort, you all put yourselves out there ate great personal risk, and pulled an awesome victory out of what should have been complete defeat.
CONGRATULATIONS!!
You did awesome!
So if we had MVP awards, Arkouna would get it for that crucial action.
However, you guys all did a heck of a team effort, you all put yourselves out there ate great personal risk, and pulled an awesome victory out of what should have been complete defeat.
CONGRATULATIONS!!
You did awesome!
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
Yeah, I did take advantage of putting some stuff in a chest and dumping it in the middle of the ocean at some un known location.Aramis wrote: It's actually amazing how little we got out of all of these adventures. I came out of it with far less than I started with, and did not take any new magic items from the final battle spoils.
Turns out my mother was right, the adventurer's life really does not pay. Especially considering I died twice in 72 hours
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
Actually, I would credit that to the DMs generous interpretation of the ruleTreebore wrote:While team work, good team work, is clearly why you guys prevailed, against tremendous odds, the clear pivotal moment was the SIEGE check to force the Rock to Mud spell to work on "worked stone".
So if we had MVP awards, Arkouna would get it for that crucial action.
However, you guys all did a heck of a team effort, you all put yourselves out there ate great personal risk, and pulled an awesome victory out of what should have been complete defeat.
CONGRATULATIONS!!
You did awesome!
Victory was ours!
Re: Monday Wilderlands, The Slavelords.
Don't forget Bannor, he was screwed too.Aramis wrote:Actually, I would credit that to the DMs generous interpretation of the ruleTreebore wrote:While team work, good team work, is clearly why you guys prevailed, against tremendous odds, the clear pivotal moment was the SIEGE check to force the Rock to Mud spell to work on "worked stone".
So if we had MVP awards, Arkouna would get it for that crucial action.
However, you guys all did a heck of a team effort, you all put yourselves out there ate great personal risk, and pulled an awesome victory out of what should have been complete defeat.
CONGRATULATIONS!!
You did awesome!. But you are right, without that and the dimensional highway, we would have had nothing but Daethin shishkebab and Demko pate
![]()
Victory was ours!
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
Thinking about the treausre a bit more:
We have been playing these modules for 2 real time years (Oct 2012)
and in that time
1) my inventory of items actually got worse, not better
2) the only new items I have gathered in 2 years of gaming are:
3) The slave lords were the same levels as us or higher but almost their entire inventories of gear were stuff stolen from us? So before we came along, these name level NPCs just had a pair of sandals and a few minor items? The staff of power was pretty sweet obviously, and there were probably a couple of other good items but man, these module designers really blew the treasure. (unless there is a big magic room we haven't found yet)
Hey TSR, I don't mind a module that strips the PCs at the outset but at least return them to their starting point after 2 years of gaming!
This probably happened when Gary was out at TSR
Regardless of the modules bizarre stinginess (I thought this was supposed to be old school
) I enjoyed it a lot Treebore. Thanks for running it. Great job
We have been playing these modules for 2 real time years (Oct 2012)
1) my inventory of items actually got worse, not better
2) the only new items I have gathered in 2 years of gaming are:
Aramis wrote:Since Slavelords Magic Items:
scroll scare
prot evil 10'
magic sling +2
bracers +8
2,476 gp
5 cure moderate
2 Heal
delay poison
5 holy water
wolfsbane
wand poly 37 -
wand mm 12 ---
and I had a wand of MM, polymorph, and bracers +5 (not +8 like these) before we started.
So, in 2 years of gaming I have gained some potions, 2 scrolls and a magic sling![]()
3) The slave lords were the same levels as us or higher but almost their entire inventories of gear were stuff stolen from us? So before we came along, these name level NPCs just had a pair of sandals and a few minor items? The staff of power was pretty sweet obviously, and there were probably a couple of other good items but man, these module designers really blew the treasure. (unless there is a big magic room we haven't found yet)
Hey TSR, I don't mind a module that strips the PCs at the outset but at least return them to their starting point after 2 years of gaming!
This probably happened when Gary was out at TSR
Regardless of the modules bizarre stinginess (I thought this was supposed to be old school
Re: Monday Wilderlands, The Slavelords.
Well, the module was originally written for levels 7 to 11. Yes, the original items they had were pretty much total crap in comparison to what you guys had when this all started. Plus, it is better for you to have less magic, not more. Your super enough already with just what your classes give you. A 9/9 Druid-Magic User is nothing to ignore.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
Plus you guys will have a lot more gold. I am figuring the Slavelords would have some where between 40 to 50,000 gold each. Yeah, the module, as written, has them being pathetically poor, despite owning the city, and having a huge slaving network. I think their total net worth is under 50,000, total, in their "hoard". Then again, if you take into account the value of the town, its vendors/merchants, the slaves that are technically yours, then all the ships and sattlelite locations they own, they are still pretty rich, just not much cash, and pretty crappy magic items, before you guys came along.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
Treebore wrote:Plus you guys will have a lot more gold. I am figuring the Slavelords would have some where between 40 to 50,000 gold each. Yeah, the module, as written, has them being pathetically poor, despite owning the city, and having a huge slaving network. I think their total net worth is under 50,000, total, in their "hoard". Then again, if you take into account the value of the town, its vendors/merchants, the slaves that are technically yours, then all the ships and sattlelite locations they own, they are still pretty rich, just not much cash, and pretty crappy magic items, before you guys came along.
I like it. A module where the "monsters" kill unwary PCs and take their stuff. Reverse old school.
As for the $$ and slaves, I think we may just be morally obliged to free the slaves. Damn this neutral good alignment with which I am cursed!
Re: Monday Wilderlands, The Slavelords.
Just looking back through the thread, I realised although we have been playing the module since 2012 (although only bi weekly) we have actually been playing this campaign since 2010. And this is our 2nd long campaign. Fun stuff, Treebore
Here is my background for Arkouna (a.k.a. Bingo the halfling) from that first post 4 years ago:
I think it may be time for Arkouna to go on his vision quest and return to his cave bear form permanently. Magical potency has, after all, been achieved. This halfling stuff is for the birds and pretty darn dangerous
P.S- re reading that, I realised his name originally was Arkouda, but that somehow got changed along the way
Here is my background for Arkouna (a.k.a. Bingo the halfling) from that first post 4 years ago:
Aramis wrote:The Dearthwood had been under threat from the predations of the Orcs of the Purple Claw for generations. Slowly, they had been pushing deeper into the forest, despoiling its natural beauty. Now, the very future of the forest was at stake, determined at least in part, by the battle to come in the valley below.
"May the Earth Mother bless us", the young druid Alia prayed. She had been tasked by the senior druid with fortifying the rangers on the left side of the valley. The power of the Earth Mother was strong, and Alia had managed to convince the local clan of cave bears in the region to aid them, as well as a parliament of Owls from the north.
A small, young bear with an odd white patch on his snout trotted over to Alia. His name was Arkouda, and he acted as a go-between for the druids and the bears. But he was no mere messenger. The rangers praised his tactical sense, in contrast to that of the typical battle raging bears. Indeed, he had been honoured by the Earth Mother with the gift of Awakening, in hopes that he could one day help lead his clan to greater support of the Dunael folk. Great things were predicted in the future for Arkouda. Alia exchanged information with the bear in his language, and then went back to her planning
The battle was a long and vicious one. The Orcs had somehow managed to recruit sorcerors into their ranks, and their magics took a terrible toll on the Dunael forces, but eventually the cowardly Purple Claw broke, and fled back to their caves. This area of the forest was again safe, at least for now. Alia felt a thrill go through her. Moments later, a messenger brought terrible news. Arkouda had fallen in the battle, slain by the very magics Alia had recently condemned. His body was soon brought to Alia's tent.
Still feeling exultant at the victory in the battle, Alia was determined to return Arkouda to the land of the living, to fight another day, a boon the Earth Mother had previously granted to other brave warriors. After all, the battle was won but the war was not yet won. Quickly, she covered the dead bear with boughs of pine, tossing a few cuttings of holly recently taken at the last full moon. She began to pray to the Earth Mother to return Arkouda to life, so that he again could carry the fight to the orcs, especially now that they were faced with the new threat of orc magic.
In time, a glow came from below the pine branches. Alia pulled back the boughs, only to find the gently sleeping form of a hairy footed halfling. She was quite startled, and was even more taken aback when she noted the small creature had an incongruous pale moustache that did not match his auburn hair, but did match the pale patch Arkouda had on his snout.
Alia immediately beseeched the Earth Mother. Why had she returned Arkouda in this clearly inferior form? Alia was told that Arkouda may yet fulfill his destiny to help defeat the Purple Claw. But first, he must learn magic, and to do that, he must walk among men. In the lands of men, he would be Bingo Proudfoot, for a time. Eventually, when he was ready, the Earth Mother would show him the way back to his bear form. And then he would lead the bear clan against the foul orcs, negating their magics, and destroying their evil plans.
Knowing the wisdom of the Earth Mother was unimpeachable, Alia merely accepted her will.
Alia looked at the still sleeping halfling before her. In the lands where the Earth Mother held sway, he would still be known as Arkouda. But in the lands of men, where he would learn and gain in power, Bingo was his name-o
I think it may be time for Arkouna to go on his vision quest and return to his cave bear form permanently. Magical potency has, after all, been achieved. This halfling stuff is for the birds and pretty darn dangerous
P.S- re reading that, I realised his name originally was Arkouda, but that somehow got changed along the way
Re: Monday Wilderlands, The Slavelords.
The potions were part of the batch you made, but they way they are listed is how I had them listed on my sheet along with the scroll, that's how I know they were mine.Aramis wrote: Potions
These are potions I made as a big batch for the party when we had that long rest, so I am not sure whose these are. The tell tale sign is stoneskin. No one on Oerth can make that but me, since that was from back when we were using the ADD 3 rules:
Mirror Image
Fly
Blink
Stoneskin
Improved Invisibility
Minor Globe of Invulnerability
Remove Curse
Dimesion Door
Scrolls
Raise Dead Again- not sure whose this is. I had one on my sheet
R-
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Re: Monday Wilderlands, The Slavelords.
I have a few items to give out to the new guys.
+2 flametongue for the paladin
+2 clock of protection for the monk
+1 longsword
+1 shield
Comp +2 str short bow
Master work Greek ensemble
I also have a question about dual wielding and bucklers. Can I wear the buckler and wield a dagger in the same hand? If not, there is also a +3 buckler for some one to use.
R-
+2 flametongue for the paladin
+2 clock of protection for the monk
+1 longsword
+1 shield
Comp +2 str short bow
Master work Greek ensemble
I also have a question about dual wielding and bucklers. Can I wear the buckler and wield a dagger in the same hand? If not, there is also a +3 buckler for some one to use.
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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Re: Monday Wilderlands, The Slavelords.
That's how they are listed on my sheet as well. There are only so many ways you can write:Rigon wrote:The potions were part of the batch you made, but they way they are listed is how I had them listed on my sheet along with the scroll, that's how I know they were mine.Aramis wrote: Potions
These are potions I made as a big batch for the party when we had that long rest, so I am not sure whose these are. The tell tale sign is stoneskin. No one on Oerth can make that but me, since that was from back when we were using the ADD 3 rules:
Mirror Image
Fly
Blink
Stoneskin
Improved Invisibility
Minor Globe of Invulnerability
Remove Curse
Dimesion Door
Scrolls
Raise Dead Again- not sure whose this is. I had one on my sheet
R-
Scrolls
Raise Dead
In fact, people might have just copy pasted my original list when I gave everyone a set
I can always make more for everyone if we take a long break.
Rigon, like me, is realising how little new magic we
earned after 4 mid level modules
Re: Monday Wilderlands, The Slavelords.
You guys are forgetting about the copious amounts of healing potions you have had, and used to stay alive. You guys used nearly all of the 10 you recently got just to beat the Slavelords.
Plus, you got two new major items in this haul, a Staff of Power, and a Crystal Ball with Clauiraudience, so quit your crying.
Plus, you got two new major items in this haul, a Staff of Power, and a Crystal Ball with Clauiraudience, so quit your crying.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
We bought the healing, so that is not part of the module haulTreebore wrote:You guys are forgetting about the copious amounts of healing potions you have had, and used to stay alive. You guys used nearly all of the 10 you recently got just to beat the Slavelords.
Plus, you got two new major items in this haul, a Staff of Power, and a Crystal Ball with Clauiraudience, so quit your crying.
So, other than that, 2 items for what, 7 players, for 2 years? plus the whole thing started on the choo choo train (ie railroad) where we lost all our items. And after 2 years we did not even get back to square one, let alone cool new items?
But I got a plus 2 sling, so it all makes sense
Re: Monday Wilderlands, The Slavelords.
You guys have gotten lots of items during the A series, if you want I'll even go back through and list them all. If you want to be magical Christmas Tree's, I think you already are. Even if you did buy items, so what? I certainly did not have to make them available to you. In fact, many recommendations are to not have "Magical Walmarts", but I do. If you really think such items do not count, I can stop having them. I just look at them as an alternate way to turn your gold into items that you want, and that will also help keep your characters alive, rather than randomly determining treasures, and trying to foresee how many potions of healing and other items you will need. Plus, you guys are well equipped. Very well equipped. So I do not see what the problem is. If you didn't have +3 armors, Cloaks, and weapons, or +5 weapons, or now a Staff of Power, I could see a legitimate problem.Aramis wrote:We bought the healing, so that is not part of the module haulTreebore wrote:You guys are forgetting about the copious amounts of healing potions you have had, and used to stay alive. You guys used nearly all of the 10 you recently got just to beat the Slavelords.
Plus, you got two new major items in this haul, a Staff of Power, and a Crystal Ball with Clauiraudience, so quit your crying.
So, other than that, 2 items for what, 7 players, for 2 years? plus the whole thing started on the choo choo train (ie railroad) where we lost all our items. And after 2 years we did not even get back to square one, let alone cool new items?
But I got a plus 2 sling, so it all makes sense
So if you want more magic candy, keep adventuring. Thats the only way your going to get them, but I am not going to turn you into over laden magical Christmas tree's.
Plus I did not "railroad" you like the module said to. I beat you guys fair and square, no use of "no save" knock out gasses" or anything. You were captured in fair, legitimate, battle. If you felt Railroaded I could have just had them do what they really should have done, slit all of your PC's throats and have you guys create a new party. So the real "Railroad" was them taking proven, powerful, slaves, that were going to definitely cause them problems in the future. Anyone with a brain would have just killed such proven future trouble, rather than let them live to come back and destroy their whole organization. Its what I would have done if I was playing the Slavelords, and you guys were NPC's.
So I really don't get why your upset about these things. If I had done what the module said to do, everything they took from you would be lost to you, for good. So if you don't feel it was enough of a reward to eventually get the items back, I don't know what to do about that. I'm certainly not inclined to give you even more super powerful magic items than you already have. Then again, I know what you have the potential to get in the future modules. I also know giving you too much also makes for a boring game, because you guys will be so powerful between your class abilities and magic items, that I would have to throw things like the Slavelords at you any time I want you to feel challenged, and I don't want your power levels to get that way. It makes for a very boring game, been there, done that, not volunteering to do it again.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
I'm just happy that I got my weapons, armor, and misc stuff back. As for the potions, I don't really care that much about them to get into a disagreement over them. If someone has to have them, then that's fine with me.
R-
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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alcyone
- Greater Lore Drake
- Posts: 2727
- Joined: Mon Oct 15, 2007 7:00 am
- Location: The Court of the Crimson King
Re: Monday Wilderlands, The Slavelords.
Quoth Aramis:
"Here, haue þese, Sarpedon þe Canny:"
Staff of Power, 14 charges,
+2 Cloak of Protection, AC and Saves,
Crystal Ball with Clairaudience,
Ring of Spell Storing with Dispel Magic, Wall of Force and Magic Missilex2.
Dagger +3.
Quoth Treebore:
"þe Ring only hath Magic Missile yn it but it ys Maximized."
So remembereth I þe proceedings. I quarreleth notte wyþe the Division of Loute and dyd acheue a goude akountynge, so thynketh I, for so briefe a tyme yn þys World.
"Here, haue þese, Sarpedon þe Canny:"
Staff of Power, 14 charges,
+2 Cloak of Protection, AC and Saves,
Crystal Ball with Clairaudience,
Ring of Spell Storing with Dispel Magic, Wall of Force and Magic Missilex2.
Dagger +3.
Quoth Treebore:
"þe Ring only hath Magic Missile yn it but it ys Maximized."
So remembereth I þe proceedings. I quarreleth notte wyþe the Division of Loute and dyd acheue a goude akountynge, so thynketh I, for so briefe a tyme yn þys World.
My C&C stuff: www.rpggrognard.com