Forgotten Realms: Ruins of Myth Drannor COMPLETED

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LordSeurek
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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

LordSeurek wrote:Game Session 68 will now be scheduled for Tuesday, January 12, 2011

L.S.
I forgot to change the calender to 2011 and not 2010 when I looked up the date for next week :)

My wife's birthday is next Thursday (Jan 13), so we can start the switch back to Wednesday next week if people want or leave it on Tuesday.

Please let me know what day would be best for you all. Thx.

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by yzarCritS »

I don't want to drive the schedule, but I won't be available to play next Wednesday night if we go that route. Tuesday is a better fit for me for next week.

Matt

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

yzarCritS wrote:I don't want to drive the schedule, but I won't be available to play next Wednesday night if we go that route. Tuesday is a better fit for me for next week.

Matt
By all means drive away. Since you are the only one that chimmed in so far Matt, we will keep it on Tuesday for now. If nobody else posts, it will be Tuesday.

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

Just a reminder that we are gaming tomorrow night @ 8 EST.
FYI, Brad will not be playing due to illness. Get well soon little brother. Thinking of you....

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

Marc. I have added some new tokens and small area maps to the last maptoool cmpgn file for b69. Will skype it to you when we get online tonight. Thx.

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by Damage-Devil »

Guys I have some unexpected company at the house right now. I hope I can jump on later. I will try to get on at 8 and start the server. Let you know then when or if I can play tonight. I will try my best.

Marc

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

Damage-Devil wrote:Guys I have some unexpected company at the house right now. I hope I can jump on later. I will try to get on at 8 and start the server. Let you know then when or if I can play tonight. I will try my best.

Marc
No problem.

With Marc questionable, Brad is out and so is Josh, we may not be able to go ahead with the game. I have no idea about Slimy and assume Matt will be there.

I'll keep Skype up for the next couple of hours, see what happens.

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

Good game guys. See how you manage to overcome the spinning, deeper darkness room that you are currently in!

Will post XP and Loot later during the week.

I'll post a message here later and on FB to you all as to whether we are keeping the Tuesday game day or changing back over to Wednesday.

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

After a couple of requests, we will keep the game on Tuesday til its conclusion. Never had a chance to get the XP done, been under the weather. Talk to you all tomorrow night.

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by Damage-Devil »

Hey guys, here is the loot since game session 60. There is a lot of good stuff here that we can use so we should split it up or something.

Session 60:

Expert Longsword (150 gp)
Expert Studded Leather Armor (250 gp)
Expert Dagger (20 gp)
+1 Dagger *** (42,000 gp) - Dagger Qualities: 1. Purple Worm Poison: Con save CL 12 = 1d6 Str / 1d6 Str 2. Insanity: Int save CL 12 = Insane (as per spell)


Game Session 61:
+4 Mirror of Vanity: This small, hand-held mirror has a highly decorated silver frame and handle.When in a characters possession, it adds an enhancement bonus to his Charisma score. (16,000 gp)
+2 Ring of Protection: (5,300 gp)
Wand of Chains of Vengence (16 charges remain): Chains of fire wrap around the target, rendering her helpless and dealing her 2d6 points of fire damage each round.The subject may attempt to break free, requiring a Strength check (CL 11) or a Dexterity check (CL 16).These attempts, however, automatically inflict an additional 2d6 points of fire damage upon the subject. Others may attempt to help but they suffer 1d6 points of fire damage if they try. (10,200 gp)
Glass of Mist: This small hand mirror can call forth a mist (as obscuring mist) three times each day and can be used as a mirror shield* once each day. Mirror Shield = A useful protection against ray attacks, this spell creates a device that automatically reflects any ray spell directed at you back at the caster. You make a ranged attack roll (as if you cast the ray spell yourself ) against the casters AC, inflicting damage per the original spell if you hit. (9,000 gp)
Expert Dagger (20 gp)
Gold Necklace (250 gp)
22 gp


Game Session 62: Nil
Game Session 63: Nil
Game Session 64: Nil

Game Session 65:

Rod of the Viper: This rod strikes as a +2 heavy mace. Once per day, upon command, the head of the rod becomes that of an actual serpent for 10 minutes. During this period, any successful strike with the rod deals its usual damage and also poisons the creature hit. The poison deals 1d10 points of Constitution damage immediately (Constitution CL 14 negates) and another 1d10 points of Constitution damage 1 minute later (Constitution CL 14 negates). The rod only functions if its possessor is evil. This rod strikes as a +2 heavy mace. Once per day, upon command, the head of the rod becomes that of an actual serpent for 10 minutes. During this period, any successful strike with the rod deals its usual damage and also poisons the creature hit. The poison deals 1d10 points of Constitution damage immediately (Fortitude DC 14 negates) and another 1d10 points of Constitution damage 1 minute later (Constitution CL 14 negates). The rod only functions if its possessor is evil.(Value = 19,000 gp)
Demonskull Talisman: This small, angular, bestial skull appears to be the actual shrunken skull of a fiendish creature, with horns and sharp teeth. It is the unholy symbol of Ochremeshk, the Demon God. The talisman is a gift from Ochremeshk himself, allowing the possessor to reroll any single die roll made by that character. The decision to reroll comes after the original roll is made, and the player may use the higher of the two rolls. After one use, the talisman turns to powder. These items cannot be made by mortals. (Value: 22,000 gp)


Game Session 66:
2,310 gp
a golden goblet worth 80 gp
a brass urn with small rubies worth 550 gp
two golden platters worth 120 gp each
a malachite-inlaid golden flask worth 400 gp


Game Session 67:
Four +2 Huge Greatswords = 4*6000 = 24000 gp
+1 Greatsword = 2500 gp
+1 Longsword = ***** Has DarkBlade Poison and Fireheart abilities. = 25000 gp
Three +1 Full Plate Armor = 3*2000 = 6,000 gp
+2 Full Plate Armor = 5,000 gp
+1 Breastplate Armror = 1000 gp
Expert Breastplate = 3000 gp
Two +1 Large Steel Shield = 2000 gp
Expert Large Steel Shield = 200 gp
+2 Strength Gauntlets = 4000 gp
+1 Ring of Protection = 2300 gp
Two Demonskull Talisman = ???? gp
Wand of Stoneskin (3.5) (Caster Level 10)(6 charges remain) = 3600 gp
Wand of Lighting Bolt (Caster Level 10) (5 charges remain) = 1500 gp
Wand of Binding (Caster Level 10) (10 charges remain) = 10000 gp
Boots of Speed = 12750 gp
45 gp
Unknown Key


Game Session 68:
4 knives,
3 vials of some unknown substance
3 flasks of alchemist's fire (You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. (-1 to attack per 10 ft after 30) A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a Dex CL 5 save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
2 flasks of acid (You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. (-1 to attack per 10 ft after 30) A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.)
Potion of Neutralize Poison
Star of Blood (Ruby)
2 pieces of jade (worth 750 gp each)
Old tattered clothing
Bag containing 782 gp, 219 pp
Rod of Cancellation
Small Cloth Doll riddled with needles
2 potions of Cure Serious Wounds
1 potion of Lesser Restoration

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by yzarCritS »

Hey guys.

I should be on tonight, but probably a little late.

Talk to you then.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

Yes Marc, there is quite a few items there that could be useful. Maybe we should go thru some of it first before we start session 69 if people want.

No problem Matt. See you when you get on.

Brad and Don should be on.

Josh may be late as per his FB message.

Talk to you all soon.

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by slimykuotoan »

Here!
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

slimykuotoan wrote:Here!
Well its about time fish boy! :D

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

Game Session 68 XP and Loot:

Party Present: Nazir, Ethrinn, Bart, Lubok

Party Power = 196 + 169 + 144 + 100 = 609

Encounter: 2 Retrievers

Encounter Power = 2@100 = 200

Encounter XP = (200/609)*300*49 = 4828
Loot and Role Playing XP = 301 each

TOTAL XP PER PLAYER:
Nazir, Ehtrinn, and Bart = 1680
Lubok = 840


Night Hag Loot:

Trunk 1:
Old tattered clothing (4 sp)
4 knives (3 sp each = 12 sp)
3 vials of some unknown substance (Blackblade poison = Con CL 1d6 Str and 2d6 1 min later), (Type IV Poison: 150 gp each = 450 gp)

3 flasks of alchemist's fire (You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. (-1 to attack per 10 ft after 30) (20 gp each = 60 gp)

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a Dex CL 5 save. Rolling on the ground provides the target a +2 bonus on the save.
Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

2 flasks of acid (You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. (-1 to attack per 10 ft after 30) A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.) (10 gp each = 20 gp)

Potion of Neutralize Poison (600 gp)

Star of Blood: This ruby can—just once—call upon a specific deity’s power to bring back a character from the dead as if by TRUE RESSURECTION. However,in order to power the gem, a character of the same level must be slain, his blood applied to
this dark jewel.Once used, the ruby shatters. (12,500 gp)

2 pieces of jade (worth 750 gp each)

Trunk 2:
Old tattered clothing (3 sp)
Bag containing 782 gp, 219 pp

Rod of Cancellation (5 charges remain) (1350 gp)

Small Cloth Doll riddled with needles (4 sp)
2 potions of Cure Serious Wounds (2@500 gp = 1000 gp)
1 potion of Lesser Restoration (400 gp)


5. The Books: The books are all about arcane lore, the lower planes, and history. One book is a +1 MANUAL OF QUICKNESS OF ACTION. One of the books on the table is Vumul's journal. The journal show a real devotion to Ochremeshk and gives a distorted view of the history of the Fane. (It would take an hour to read, but going to the end of the journal gives the following relevant bits if information):

"If we hadn't become trapped here, we would have left! We were all ready to flee back to the dark planes when the horrible golden rain fell, sealing us in. Now the time has come for our revenge. Now we have a chance to rebuild the Fane.
If we had left back then, we would never had returned. Now history is to be rewritten."

Manual worth 10,000 gp

Arcane Lore Books: (TOTAL = 2156 gp)

1. The Common Areas of Habitation of The Dragon (104 pages, 10 gp)

* This book is reasonably easy to understand. Reading it will show that it has no useful information. Making the book virtually useless, it appears that that the majority contents were obviously taken from a few other works

2. Trolls' Sleeping Patterns (303 pages, 108 gp)

* This book is not very clear because of a meandering writing style. With effort, one will be able to understand the book, and will find it is extremely informative. One will also find that the contents contain some original thought.
Game effect: +1 attack vs Trolls

3. Vrocks' Digestive System: An Overview (106 pages, 272 gp)

* This book is very clear. A short look at the book will show that it has a lot useful information. Unfortunately, that the majority contents were obviously taken from a few other works
Game effect: +1 saves vs Vrocks spell like abilities.

4. Current Studies of The Dietary Habits of Nalfeshnee (316 pages, 10 gp)

* This book is quite clear. A short look at the book will show that it has little useful information. Making the book virtually useless, it appears that the contents are not very original.

5. The Circulatory System of The Hezrou (266 pages, 10 gp)

* This book is all but impossible to understand because of having an author that was apparently lacking familiarity with any form of writing. A talented person may be able to derive some understanding from the book and find it has little useful information. One may be deterred from reading it, but it is evident that the contents have moments of intriguing originality.

6. A Dragon's Living Habits: With Illustrations (272 pages, 10 gp)

* This book is clear. Perusing it will show that it is reasonably useful. Perusing the book reveals that the concepts in the book do show a lot of original thought.

7. Dissimilarities in the Courtship Rituals of the Sea Serpent and the Troll (66 pages, 10 gp)

* This book is muddled beyond belief thanks to terrible diagrams. A talented person may be able to derive some understanding from the book and find it has no useful information. One may be deterred from reading it, but it is evident that the contents have a few areas of deep insight.

8. Muscular System of the Hydra and the Giant: Differences (171 pages, 10 gp)

* This book is very easy to understand because of extensive references. This clarity allows one to determine that it has no useful information. The reader can take some comfort in the fact that the ideas within make you see things differently.

9. A Glabrezu's Skeletal System: A New Study (72 pages, 384 gp)


* This book is clear due to the good diagrams that compensate for a meandering writing style. Reading it will show that it is extremely informative. Despite its good traits, the contents are not very original.
Game Effect: +2 attack / +3 damage vs Glabrezu

10. A Cambion's Social Organization: An Examination (345 pages, 400 gp)

* This book is reasonably easy to understand. Sitting down with it will reveal it is reasonably useful. After some reading, it is apparent that the contents contain some original thought.
Game Effect: +1 saves vs Spell=like abilities

11. The Courtship Rituals of The Succubus: New Theories (357 pages, 130 gp)

* This book is very easy to understand because of extensive references. It doesnt take much effort to determine that it has a lot useful information.
Game Effect: +3 save vs Succubus Energht Drain kiss

12. The Skeletal System of The Basilisk (303 pages, 270 gp)

* This book is very easy to understand due to extensive references. This clarity allows one to determine that it has a lot useful information. One will also find that the contents provide an occasional insight or new idea.
Game Effect: +2 save vs Petrifying Gaze

13. The Latest Research Into The Bodily Humors of Dretchs' (321 pages, 218 gp)


* This book is hard to understand. After some effort to read the book, one can find it has a lot useful information. Despite its good traits, the contents are original.
Game Effect: Ingores Dretch Damage Reduction

14. The Social Organization of The Bebilith (54 pages 10 gp)

* This book is all but impossible to understand due to it having no kind of organization at all. A talented person may be able to derive some understanding from the book and find it has a lot useful information. Despite its good traits, the contents were probably taken from several works.

15. Dragons' Excretory System (346 pages, 10 gp)

* This book is very easy to understand because of wonderful organization. It's easy to determine that it has no useful information. The suffering reader will discover, with time, that the contents are not very original.

16. Unexpected Similarities in the Integument of the Quasit and the Dretch (170 pages, 284 gp)

* This book is reasonably clear. Reading it will show that it is extremely informative. One will also find that the concepts in the book do show a lot of original thought.
Game Effect: Clear detail of how to create antitoxin to poisons (Type I-III)

17. The Child-Rearing Habits of The Tanar'ri (198 pages, 10 gp)

* This book is muddled beyond belief because of there being no coherent organization whatsoever. If one miraculously managed to understand the book's contents, that person will find it has little useful information. The reader can take some comfort in the fact that the ideas within are very original.



LS...

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LordSeurek
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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

Game Session 69 XP and Loot

Encounter 1: Ungalish (Vampire)
Power = 16*16 = 256

Party Present: Nazir, Ethrinn, Bart, Bull
Party Power = 196+169+144+144 = 653

Encounter XP: (256/653)*300*51 = 5998. THis is doubled due to the additional dangers in the room as well as no apparent escape route. Thus 11996 xp

Unglish was defeated, but not destroyed. However, due to its current state, 75% XP will be rewarded. 75% of 11996
XP total = 8997


Encounter 2: 2 Devourers
Power = 144+144 = 288

Party Present: Nazir, Ethrinn, Bart, Lubok
Party Power = 196+169+144+100 = 609

Encounter XP: (288/609)*300*49 = 6952


Vampire Loot:
+2 Shock Longsword (9000 gp)
+1 Breastplate (2000 gp)
+3 Large Steel Shield (9000 gp)
+1 Ring of Protection (2250 gp)
Gem of Seeing (built into eyepatch) (15,250 gp)
Demonskull Talisman (12,000 gp)
2 Silver Bracers with ebony inlay (worth 1000 gp each).

Devourers Loot:
2 sets of Boots of Flying (15,750 gp each)
2 Talisman of Undead Turn Resistance (4,000 gp each)


Role Playing and Loot xp: 978 each


Total XP Per PC:

Nazir, Ethrinn and Bart = 2249 + 1986 +978 = 5213
Bull = 2249 + 978 = 3227
Lubok = 993 + 489 = 1482

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

The PC post is all up to date now (at the beginning of the thread). Game Session 70 will take place this coming Tuesday with the painted eye on the floor. At the end of last session, a ray came from the eye, dispelling the Wall of Force floor, tumbling you to the bottom level. Should be a good one and equally deadly to the vampire me thinks....

Just a note: The two NPC's Lubok and Quamara have been receiving 1/2 the xp that you all get when they take part. This is only done when the fighters are not playing (Treston/Bull) or cleric (Bart). Also, when I changed over to the new xp tables that we are now using, I didn't fix Lubok. He has the XP for Level 12, not 10 as was the case. This has been reflected in the PC post as well as his macros in maptool.

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by yzarCritS »

Disappointing.... I don't expect to make tonight's game. I'm working an evening shift with my part-time job and I just got word we'll be working past 10pm EST. If somehow we wrap-up early, I'll jump on.

In the off chance the group reaches the 3rd sacrament, feel free to assume Bart participates if he's the only one that qualifies (since he took the first 2). For the glory of Mystra and Lady Alustriel!

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

We lost out power last night and its just came back on now so the game will go ahead as scheduled.

Josh and Matt are out.

Hopefully Brad, Marc and Don will join Quamara to face the Painted Eye!

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

LordSeurek wrote:We lost out power last night and its just came back on now so the game will go ahead as scheduled.

Josh and Matt are out.

Hopefully Brad, Marc and Don will join Quamara to face the Painted Eye!

L.S.
Power went again for a few minutes. Back again now. Will play it by ear here. If it goes again I'll postpone til next week. If I don't log onto Skype by at the latest 9 EST, assume I am sitting here in the dark. With my 2 year old and no wood stove, we may have to crash at another teachers place. hopefully it stays on now.

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by Kayolan »

Just got home from Cleveland. I was able to get online with a notebook but it wasn't mine, and Skype wasn't installed. I hope the game went well, wish I was there for it.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

Kayolan wrote:Just got home from Cleveland. I was able to get online with a notebook but it wasn't mine, and Skype wasn't installed. I hope the game went well, wish I was there for it.
We are in the middle of a combat. They guys could use your fighter next week :)

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

A little update for Josh and Matt:

After the painted eye on the bottom of the multileveled room dispelled the wall of force floor, sending everyone down to the floor (end of session 69), a prysmal eye appeared. Things got sticky...

1. Nazir flew invisible out of harms way
2. Ethrinn was teleported to the bottom of the fire pit in Area 15, but was able to return to the group 2 rounds after travelling the ethereal.
3. Quamara was polymorphed into a shield dwarf, but was able to revert via a scroll some time after.
4. Bull was suffering from a confusion spell and didn't know friend from foe.

Luck was with the party on round 3. A failed wild magic check by the eye and all secret doors magically sealed flew open, dropping the throne at the rooms ceiling level as well as the double doors on the bottom level. Nazir flies both Bull and Quamara out of there, back into the area where the vampire was defeated. Ethrinn arrives and after Quamara returns to her human form, and Bull shakes off the confusion, the group decides to head back up to the Hall of Paintings room (Area 10) and westward, exploring the western portion that has not been traveled, knowing that the group still needs to locate the 3rd and final pentagram and sacrament.

Towards the end of the session, Nazir is investigating one of the 10 paintings, and triggered an effect in the room, alerting over 20 Weights and a Succubus named Distania. This is where we left off, mid combat.

As for xp for session 70, no enemies were defeated, so just 500 for role playing (250 for Quamara)

Marc, Nazir makes Marksman 11, make the usual changes. ECL is still 14.

See people on Tuesday. We are are getting close to the end. 3-4 more sessions me thinks...

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by yzarCritS »

Rob,

I have to fly Tuesday night for a Wednesday morning meeting. It's unlikely I'll be around to play, but if I end up with free time I'll jump on from my hotel room.

Wednesday is no better for me because I fly home that evening.

Just wanted to let you know.

Matt

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

yzarCritS wrote:Rob,

I have to fly Tuesday night for a Wednesday morning meeting. It's unlikely I'll be around to play, but if I end up with free time I'll jump on from my hotel room.

Wednesday is no better for me because I fly home that evening.

Just wanted to let you know.

Matt
OK. I'll keep Quamara in the loop for this week.

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

Game Session 72 XP and Loot

Encounter: Distania (Succubus) Power = 144 + 20 Wights (Undead) Power = 20 * 16 = 464

Party Present: Nazir, Ethrinn, Bull, Threston, Quamara.
Party Power = 196+169+144+169+121 = 799

Encounter XP = (464/799)*300*63 = 10976 xp total

Loot: Cloak of Etherealness (11,250 gp) (Nazir) , Bastard Sword of Venom (9,500 gp) (Bull) , Potion of Heal (800 gp) (Ethrinn or Threston???)

Role Playing / Loot XP = 608 each

XP Per Player = 3047 and 1828 for Quamara

L.S.

Matt. Bart took part in the 3rd and final sacrament (along with Bull). I'll send you a PM about the result of that action.
As well, the party had Bull held up behind a Wall of Stone to buy them time for Quamara to pray and cast Atonement. This effectively changed his allignment back from Chaotic Evil to Chaotic Neutral.

Unfortunately, Quamara sacrificed her spell casting for 1 week for Lathander to grant her that power. (as per the book). The group needs to decide if they want to wait the time before moving on or push on without the divine help. (Moot point if Bart is there).

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

Matt, the party meet Gaylord, a ghost trapped in room 17, who Quamara's turn was able to send him to Lathander's domain after their parlay. This is the info the party got from him:

•“The Umbral Taint is a demonic virus composed of the spirits of demons that once lived here. To end its threat, destroy the Fane’s Heart.”

•“The Fane’s Heart is the demons’ ‘holy of holies,’ where only priests were allowed to go. It is the center of the Fane’s power.”

•“To get to the Fane’s Heart, at least one of you must partake of all three sacraments in the Nightmare Chamber, accessed from three pentagrams found about the Fane. Then, that person can activate the magical transporter that takes people
to the Fane’s Heart.”

•“Lytaros Fel, a half-demon embermage, now commands the Demon God’s Fane. He took that position after he slew the high priestess, Sussinst-ir (who had become a lich). The original master of the place, Charmachnar the balor, died in
the battle of the Fane long ago.”

•“Lytaros Fel is attempting to use the power in the Fane’s Heart to make it so that the Temple never fell and was never submerged in the lake. If he succeeds, more than 700 years of misery, destruction, and death will be suddenly thrust into the present time, and the whole surrounding area will be (and will have been) a veritable hell on earth.”

•“They took my holy sword and hid it away. I don’t know where.”


•"Beware Ungalish in the Cultist room: When the Demon God’s Fane was in full operation, the perverted rites of Ochremeshk demanded greater and greater numbers of living, intelligent beings as sacrifices.The Bloodhunters were cultists in charge of hunting and capturing victims and bringing them back to the Fane.Their leader was a bloodthirsty human maniac named Ungalish.When the Fane was sealed, Ungalish called out to Ochremeshk, pleading that he not be trapped in the Fane alive. Thus, he was struck dead. Ungalish rose from the dead as a vampire, however, fueled by anger and bloodlust. His anger was directed at the Demon God, who did not truly save him, and yet he remained trapped within a temple dedicated to him for centuries. His lust and hunger for blood went forever unsatisfied, for he had no victims to feed upon. Thus, Ungalish went insane. Now all the inhabitants of the Fane avoid him. They would destroy him if they could, but no one knows where he flees to rejuvenate when he becomes mist."

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

Figured I should post a copy of Quamara since she is used so much. I took away all the items/spells from other sources and went with the core c&c books instead. (Kept the domains though). Here she is.

She does have her spell casting cut off for 7 days, but can still heal with her Staff of Resurrection as it has the divine magic imbued in the item. Her connection with Lathander and the magic he grants her is whats dormant right now.

Quamara: Female Cleric of Lathander
Campaign: NPC of DaggerFalls
Level: 11
Movement: 30 ft
Allignment: Neutral Good
XP: 112509 / 127000

Age: 28 yrs old
Height: 5ft 9 in
Weight: 149 lbs


Abilities:

Str: 14 (+1)
Dex: 16 (+2)
Con: 17 (+2) Prime
Int: 11 (--)
Wis: 22 (+5) Prime
Cha: 24 (+6) Prime

HP: 72 / 72
AC: 10+9(armor)+4(shield)+2(dex) = 25

Class Abilities: Spells , Turn Undead

Equipment:

1. +3 Full Chain Suit (AC 9)
2. +3 Large Steel Shield (AC 4)
3. +2 Heavy Mace (1d8+3)
4. +3 Cloak of Resistence
5. +4 Periapt of Wisdom
5. Staff of Resurrection (25 charges remain)
5. Pearl of Power (Up to 6th level)

Typical Spells per day: (6/6/5/5/3/2/1)

0-Level:
Create Water
Detect Magic X3
First Aid

1-Level:
Bless
Invisibility to Undead
Protection from Evil
Remove Fear
Santuary
Shield of Faith X2

2-Level:
Lesser Restoration
Remove Paralysis
Silence X2
Speak with Dead

3-Level:
Dispel Magic
Prayer X2
Remove Curse
Remove Disease

4-Level:
Freedom of Movement
Dismissal
Air/Water Walk

5-Level:
Raise Dead
Flame Strike

6-Level:
Heal

Domains: Glory (Turning check +2 Caster level) and Retribution (1/day:

Retributive strike on someone dealing damage for maximum damage.

Domain Spells:

1: Detect Undead or Sound Burst
2: Spiritual Weapon or Darkness
3: Magic Circle vs Evil or Prayer
4: Restoration or Hallow
5: True Seeing or Death Ward
6: Harm or Word of Recall

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

Great game guys. Easily bypassing the Retrievers and Prysmal Eye helped the progress. I'll post the XP for the encounter and a full summary of what you found in the Embermage's chambers along with what detect magic picks up in terms of strength of magic and applicable school of magic.

There are still some items you need to investigate, or leave behind, up to you.

Only the Fane's Heart left to explore. This game will probably be finished next game session so Josh, hopefully you can make it.

We are set for next Tuesday. If Marc is travelling and unable to play/host maptool, we will postpone the game session until the following Tuesday. Once I get word form Marc next week, I'll post here and on FB.

Looking forward to you finally acquiring the 4th and final kiira stone and completing the campaign that has gone 70+ sessions!

More to follow......

L.S.

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Re: Forgotten Realms: Ruins of Myth Drannor

Post by LordSeurek »

Game Session 72 XP and Loot:

Retreivers and and Prysmal Eye were stealthily avoided. Bearing that they were not engaged, I will not offer an xp reward.

Encounter: Ungalish (Vampire) (25% of XP due to his state of mind): 25% of 196 + 2 Bebiliths: 2*144 + 2 Chaos Beasts: 2*64 = 49+288+128 = 465

Party Present: Nazir, Ethrinn, Bart, Bull
Party Power: 196+169+144+144 = 653

Encounter XP: (465/653)*300*51 = 10895 OR 2179 each

Role Playing and Loot XP: 2539 each

TOTAL XP PER PC: 2179+2539 = 4718 each


Loot Acquired:

Ungalish:
+2 Shock Longsword (9000 gp)
+1 Breastplate (2000 gp)
+2 Large Steel Shield (10000 gp)
+1 Ring of Protection (2300 gp)
Gem of Seeing (Built into an eyepatch) (15250 gp)
Demonskull Talisman (12000 gp)
Silver Bracers with Ebony Inlay (2000 gp)


Statue Pit:
+1 Holy Fiendbane Longsword (9000 gp)


Lytaros Fel's Quarters:

A. Table:
Alchemist's Lab (1000 gp)
Potion of Cure Serious Wounds (500 gp)
Unknown Potion (??? gp) *
Wand of Cure Moderate Wounds (50 charges) (30000 gp)
Bronze Scroll Case (??? gp) **

* The unknown potion radiates a strong aura of Necromancy *
** Bronze Scroll Case has NOT been removed from the table **


B. Hidden Chest:

2 Bronze Scroll Cases (??? gp) *
Demonwhistle Rod (20000 gp) **
Jeweled Box (650 gp)
Bag of Holding (Type IV) (10000 gp)
Demonskull Talisman (12000 gp)
2 unknown magical books (??? gp) ***

* Bronze Scroll Cases have NOT been removed from the chest *
** Demonwhistle Rod radiates a strong aura of Evocation **
*** Book 1 radiates a moderate aura of Necromancy***
*** Book 2 radiates an overwhelming aura of Transmutation ***

LS

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