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Re: Castle Whiterock

Posted: Wed Jan 21, 2015 6:16 am
by Aramis
Good evening, Ladies and Gents. Tonight in the main event, we bring you the match you have all been waiting for!


In this corner we have the Azure Wave! a sleek, powerful water elemental. His present record is 21-0. All matches ending by Vortexian Annihilation!

(Cheers and Applause ring out!)

Image

**

Aaaaand in this corner, weighing in at 521 pounds of malevolence, the despicable, the insurmountable, the sum of all fears: The Kayolanian Domination Explosion!

(Boos and hisses)

Image

They gonna get it on, 'cause they don't get along!


**-picture includes a terrified half orc wizard riding the Azure Wave for entertainment purposes only! :lol:

Re: Castle Whiterock

Posted: Wed Jan 21, 2015 6:35 am
by Aramis
The vortex thing is a bit better explained in the SRD, including a table of the damage. If the Azure Wave is Huge, then it is 2d8 vortex damage. So less than a slam, but, the aboleth would also be held and unable to move, and have to make concentration checks to use spells etc (plus any targeted spells would be impossible because he is in a debris field causing total concealment). He would have to break free or take 2d8 every round. If aboleths are not physically prime, then it might be pretty difficult to break free given the HD differential

Re: Castle Whiterock

Posted: Thu Jan 22, 2015 10:45 pm
by Kayolan
:lol:


Creating a vortex might be problematic. The aboleth is roughly 8 ft. tall and about 16 ft. long. The vortex needs to be at least 16 ft. high to have a chance at catching the aboleth. The ceiling in the tunnel isn't that high (as a matter of fact it's just high enough for the aboleth to enter with a little to spare, if the water elemental wasn't able to change its shape then it would be crouching down at the point), but the ceiling in the aboleth's hiding cavern is high enough.


Kos!...

forgot that you had to roll 3 seperate Con saves to avoid something strangely nasty from occurring after getting hit with the three tentacle slaps... you can roll for those next session.

Re: Castle Whiterock

Posted: Sun Jan 25, 2015 10:58 pm
by slimykuotoan
Hole-lee

Re: Castle Whiterock

Posted: Mon Jan 26, 2015 11:50 am
by Kayolan
Correction: the cavern in which the party encountered the aboleth has a ceiling of 10 ft.

Re: Castle Whiterock

Posted: Wed Jan 28, 2015 6:10 am
by Kayolan
XP updated...

Raulyn is now a level 8 paladin...

Merrith is now a level 8 assassin / level 6 wizard...

Kos is now a level 8 barbarian...

all three of them receive a hero point...

fun game guys!

Re: Castle Whiterock

Posted: Wed Jan 28, 2015 7:51 am
by Aramis
Kayolan wrote:XP updated...

Raulyn is now a level 8 paladin...

Merrith is now a level 8 assassin / level 6 wizard...

Kos is now a level 8 barbarian...

all three of them receive a hero point...

fun game guys!

Good stuff, Kayolan.

The Azure Wave was triumphant! :lol: . He choked out the aboleth.

I was very worried about that aboleth. Once he starts succesfully dominating the PCs, it all starts to build momentum, and next thing you know it is TPK city. And tha's not a city you want to visit too often.

Then, after we defeated the aboleth, I thought we had defeated the major threat of the level, only to stumble onto another creature almost as dangerous as the aboleth in the next room :shock:

So, we did the smart thing with the elemental, even though it might have been a bit slow for our fighters. I have a feeling you will keep them plenty busy once the elemental leaves ;)

That section of the mega module was quite flavorful with the aquatic emphasis and the odd, sword and sorcery type creatures

Re: Castle Whiterock

Posted: Thu Jan 29, 2015 2:33 am
by slimykuotoan
Yaaaay 8th lvl!!!

Isn't that the level where we're finally able to cast spells in real life? Get others to buy us roleplaying books and the like?

Re: Castle Whiterock

Posted: Thu Feb 12, 2015 12:25 am
by Kayolan
Update:

Ghary is now a 9th level fighter...

Merrith has reached level 9 in the assassin class...

...that is all

Re: Castle Whiterock

Posted: Wed Mar 04, 2015 2:40 pm
by slimykuotoan
Excellent game again guys. Releasing something from the Abyss is always interesting. Next session should be something else...

Re: Castle Whiterock

Posted: Thu Mar 05, 2015 6:18 am
by Treebore
Why is it my PC's always die before reaching 9th level in Kayolan's games?

Re: Castle Whiterock

Posted: Fri Mar 06, 2015 1:44 am
by Kayolan
Treebore wrote:Why is it my PC's always die before reaching 9th level in Kayolan's games?
:shock: :oops:

Re: Castle Whiterock

Posted: Wed Mar 11, 2015 1:46 pm
by slimykuotoan
Awesome game once again. It's sooo nice to see one's character climbing the ropes from 1st to 8th level.

And the campaign's a blast!

Re: Castle Whiterock

Posted: Tue Mar 17, 2015 10:43 pm
by Kayolan
Today marks 1 year since this campaign started.

Re: Castle Whiterock

Posted: Wed Mar 18, 2015 12:02 am
by Kayolan
Merrith's time spent at the cottage after the destruction of the demonic scorpion was well spent, he has gleaned the following information regarding the contents of the magical tome in which he has recently acquired. (Apologies for not having this prepared ahead of time.)

Spells in bold are new spells for the campaign.


Spell Book of Verdivis

Level 0: Light, Prestidigitation, Message, Mage Hand, Ghost Sound, Open/Close, Endure Elements, Dancing Lights

Level 1:Thresh, Feather Fall, Aqueous Blast, Summon Familiar, Sleep, Burst Rope, Alter Winds, Erase

Level 2: Whispering Wind, Forcewave, Delay Spell Effect, Darkness*, Protection from Arrows, Touch of Idiocy, Detect Thoughts*, Hanging Fire

Level 3: Phantom Steed, Fireball, Explosive Runes, Magic Darts, Clairaudience/Clairvoyance, Suggestion

Level 4: Yarrel's Ward, Gil'Gaith's Invulnerability, Good Hope, Massmorph, Extension I, Suspend Creature

Level 5: Temporal Push, Private Sanctum, Fabricate, Cone of Cold

Level 6: Undeath to Death, Globe of Invulnerability, Enchant an Item

Level 7: Phase Door, Ghostly Revenge


New Spells:

GIL'GAITH'S INVULNERABILITY, Level 4 Wizard
CT 1 R 0 D 1 round/2 levels
SV none SR no Comp V,S,M
Devised by the legendary elven fighter/wizard,
this spell makes the recipient immune to nonmagical
weapons. While under the effects of the
Gil'Gaith's Invulnerability spell the affected
individual shimmers with a silvery light. The
recipient of this spell cannot be harmed by normal
melee or missile weapons, although they are
vulnerable to attacks from all magical weapons,
spells, fire, falling damage, cold, etc. Additionally,
monsters with 4+ hit dice, or those who are only hit
by magical weapons themselves, are able to affect
the character normally. So, while Gil'Gaith was able
to single handedly stand against orc hordes, this
spell ultimately failed him when facing trolls.

HANGING FIRE, Level 2 Wizard
CT 1 R 40 ft. D 1 round/level
SV none SR no Comp V,S,M
Created by the wizard Narivus, this spell summons
a sheet of flames that hang in the air for the
duration of the spell. While the flames are normal
fire, they are:
- hot, causing 1d4+1 hps damage to any creature
passing through them or standing in them;
- opaque (proving 90% concealment);
- not thick (the sheet of flame is about 1’ thick);
and
- not a physical barrier, e.g., arrows could be
shot through the flames, objects thrown, or a
spear thrust through the hanging flames.
However, the hanging flames can be used to deter
pursuit, create a barrier, set flammable items on fire,
or other similar uses. Narivus was fond of casting
this spell, and then flinging oil through the Hanging
Fire to create a flaming spray.
The sheet of fire can cover an area equal to 5’/level x
1’/level (5 square feet at first level, 20 square feet at
2nd level, 45 square feet at 3rd level, etc.). If the
sheet created is larger than the space available, the
hanging fire will “thicken" up at its upper and outer
(but not lower) edges.

THRESH, Level 1 Cleric, 1 Wizard
CT 1 R 0 D 1 round/level
SV n/a SR n/a Comp V,S,M,DF
This spell is of great use and value in agricultural
communities, where it is used to separate wheat
from chaff, although it is of little use to the average
adventurer.
The Thresh spell is able to separate wheat (or barley,
oats, etc.) from chaff as the grain is poured through
the hands of the caster. A volume of 1d2 bushels per
round can be threshed in this manner (a bushel
being 8 imperial gallons, or about 60 lbs). While the
short duration means only small amounts of grain
can be threshed with each casting, this represents
huge labor savings, and is of immense value to
agricultural communities, freeing up significant
time for farming families to labor on other projects.
This spell makes hedge mages and clerics of
agricultural deities very popular (and often well
rewarded) in the harvest season.
The material component is a miniature flail (or a
real flail and holy symbol will suffice) that is not
consumed by the spell and may be reused.


YARREL'S WARD, Level 4 Wizard
CT 10 minutes R 0 D 1 day/level
SV none SR n/a Comp V,S,M
This spell is a combination of Lock, Magic
Mouth, and Alarm, and was designed by Yarrel, a
traveling adventurer, to temporarily secure a room
or suite. He discovered a need to protect rooms, in
both inns and dungeon, from intruders. The spell
secures a single room, an interconnected suite or a
small cottage or house with a floor area up to 100
square feet + 100 square feet/level.
The spell locks all the doors and windows (2 entries
+ 1 additional entry/5 caster levels, rounded up)
with an effect equivalent to Lock (with the
exception of the duration). The spell also sets a two
part Alarm that will notify the caster should
anything larger than a mouse cross a threshold or
move about the room. The first part of the alarm is a
silent warning in the caster's mind, as per the 1st
level spell Alarm; the second is a loud voice or
wailing (as per the 2nd level spell Magic Mouth).
A Knock spell will allow the caster to pass through
a locked door or window, but it will not negate the
alarm function of Yarrel's Ward. Similarly,
teleporting past a wall or door may bypass the lock,
but will still trigger the alarm. A Dispel Magic may
be used to dispel Yarrel's Ward, but an unsuccessful
attempt will trigger the alarm functions.
Yarrel traded this spell's formula to Thurvin
Azuren, the Blue Cowl of Sea Reach in exchange for
training and several common spells. Thurvin in turn
sold copies of this spell to many wizards,
becoming wealthy in the process.
The material component of this spell is a silver lock
(worth at least 55 GP), which vanishes during the
casting.

Re: Castle Whiterock

Posted: Wed Mar 18, 2015 12:37 am
by LordSeurek
Be on when I can Just home from a meeting.

Re: Castle Whiterock

Posted: Tue Mar 24, 2015 10:13 pm
by slimykuotoan
Hey guys, I'll be late tonight. :(

Re: Castle Whiterock

Posted: Wed Mar 25, 2015 4:50 am
by Kayolan
XP updated...

Barryls is now a 10th level cleric. Raulyn and Kos are both close to reaching level 9.

Re: Castle Whiterock

Posted: Wed Mar 25, 2015 1:48 pm
by slimykuotoan
Great game again guys!

P.S. I have a higher post count than Lord Seurek.

Re: Castle Whiterock

Posted: Wed Mar 25, 2015 11:10 pm
by Treebore
slimykuotoan wrote:
P.S. I have a higher post count than Lord Seurek.
Oh yeah, I meant to ask you last night if you have been intentionally trying to "pad" your post count the last few weeks. If you ever want to surpass me your going to have to do about 14 posts per day, every day, for years.

Re: Castle Whiterock

Posted: Wed Mar 25, 2015 11:31 pm
by slimykuotoan
:lol: :lol: :lol:

Re: Castle Whiterock

Posted: Wed Apr 01, 2015 5:44 pm
by Kayolan
XP updated...

Raulyn is now a level 9 paladin...

Kos is now a level 9 barbarian...

I'm not sure if Lord Seurek rolled his HD last session since he has reached level 10.

Those that go up a level gain a hero point as usual.

You all gain a hero point for saving Ninia from the redcap and bringing her back to safety...

Therefore, current hero point totals are:

Raulyn Silvermane: 12
Gharangruff (Ghary) Grimsmelter: 7
Barryls Diddens: 3
Kos of the Northern Slopes: 4
Merrith Gloomstalker: 9

Re: Castle Whiterock

Posted: Wed Apr 01, 2015 6:24 pm
by Treebore
Woohoo! I get Smite Evil!

Re: Castle Whiterock

Posted: Wed Apr 08, 2015 12:40 am
by LordSeurek
Ill be late. Start without me.

Re: Castle Whiterock

Posted: Sun Apr 12, 2015 8:51 pm
by Kayolan
Last session was one hell of a high-flying adventure.

:)

Re: Castle Whiterock

Posted: Sun Apr 12, 2015 10:03 pm
by Treebore
Kayolan wrote:Last session was one hell of a high-flying adventure.

:)
It was. If I thought I could write in a way to do it justice, I'd do a write up about it.

Re: Castle Whiterock

Posted: Wed Apr 15, 2015 5:16 am
by Kayolan
Updated XP...

Merrith is now a 10th level assassin / 7th level wizard... (remember you get a hero point as well)

Fun encounter guys, once again a high-flying adventure :)

Re: Castle Whiterock

Posted: Wed Apr 15, 2015 5:35 am
by Treebore
Fun session! Just getting irritated at 3E's proclivity to do Touch Attacks. They do that a LOT in 3E Modules because of how crazy AC's could get in 3E, so started using a lot of touch attack based attacks, since those are so much lower. So I got tired of it then, so am getting tired of it even faster this time around. Nothing personal, just one of the many things that irritated me in my 3E days roaring back to life.

Re: Castle Whiterock

Posted: Sun Apr 26, 2015 6:36 am
by Kayolan
This Tuesday will be our 50th game session. 8-)

I'm thinking of putting together a list of highlights, brief notes, etc. This could be a collaborative work if you guys want to add to it,
going back to the earliest sessions, and working our way to the present.

I think it might be a good idea to nominate a party loot accountant. Someone that will keep a record of all the money and treasure that the party has that hasn't been split up yet.

I realize this is a pain, but it needs to be done eventually and it is better to do it now than let it get out of hand. Once we get that on a list, you guys can alter it session-to-session.

If at all possible, I'd like to have this info before the game starts, otherwise we will have to spend that time during the game and it could eat up a part of the session that could better be devoted to actual gaming.

Re: Castle Whiterock

Posted: Mon Apr 27, 2015 12:00 am
by Kayolan
I got some time to work on this myself, I'll go through the Skype messages and post everything that Aramis noted.

Edit: It looks like Aramis and Treebore have done work on this already. I'll go over it again and make sure nothing else is buried in the Skype chat.