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150606 Party Completes Mission, Gets Paid, and Now Finds Themselves Facing a Demonic Force Battle Extraordinaire!

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TWITCH STREAM Be sure to participate with the group each week LIVE! at <a href="http://www.twitch.tv/dm4hire" rel="nofollow">www.twitch.tv/dm4hire</a> every Saturday night at 6 PM until midnight. View this entire session here... <a href="http://www.twitch.tv/dm4hire/b/666644441" rel="nofollow">http://www.twitch.tv/dm4hire/b/666644441</a> Twitch.tv keeps each broadcast for one week only, so be sure to stay up-to-date while it is still available, and be sure to click the heart icon under the twitch screen to 'follow' the group and be alerted of each new session. Brief portions of these weekly sessions can also be found on Youtube with the same date code. QUICK READ RECAP A hard fought battle brings the party to their final meeting with the council members of Saltmarsh to deliver their intel information. After some questioning, the council is satisfied with the party's efforts and presents payment. The group is then asked to visit Hommlet, a small town to the north, that seems to be having some difficulty with a demonic force in a long abandoned temple just outside of town. Party lump sum XP with all aspects considered (including but not limited to) session survival, skill usage, role-playing, alignment checks, etc: 30,000 Karmadel, Priest (Christopher S.): 3000 XP and GP Argo Mage (Paul W.): 3000 XP and GP Tralann (Shalvenay K) Elf, Half: 3000 XP and GP Kyra Foghard (Robert D.): 3000 XP and GP Shenjo (Craig F.) Gray Elf: 3000 XP and GP Balfon (Skyhawk) dwarf: 3000 XP and GP Serandon (Charles W:) High Elf: 3000 XP and GP Aaron (William C.): 3000 XP and GP Bjorn: 3000 XP and GP Oceanus Elf, Aquatic: 3000 XP and GP SESSION LENGTH: 5-1/2 Hours
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The council agreed to make identical payment to the other players that did offer some assistance during this portion of the campaign, so as to not infringe upon the party compensation. Good job everybody, and thank you all for your continued efforts, this three module series was a massive undertaking!
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...and, for your own records, you completed this module series U1 Sinister Secret of Saltmarsh (abandoned house), U2 Danger at Dunwater (lizard man lair) and U3 Final Enemy (sahuagin fortress). (see google image photo). One session a week, they took 8 months approximately.
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Given the present situation, I would like spell casters (if possible) to pick spells to be memorized here, so that they are ready to go next session. I didn't put any in this session log for obvious reasons.
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CONGRATULATIONS! Both Shenjo and Tralann went up a level. That's awesome and deserves recognition for your accomplishments! I would ask all members to skype me privately with a training level for Tralann (1, 2, 3 or 4 weeks at 1000GP per week), so that I can deduct that from his sheet and give him a chance to update everything (that is eligble for improvement) prior to next session. By that I mean, be sure to check save throws, THAC0, roll for HP (multi-class roll both die and divide by number of classes), proficiencies (both kinds), roll to learn new spells, etc. All of this can be done in the roll20 chat window, just follow standard protocol and say what it is you're rolling for before rolling.
DEMONS HO!
Argo would have wanted time to obtain and learn spells, that would aid more than what he has/knows, against demons. we pulled a time warp tho, so the opportunity never arose, so if you (DM) could let me know if there would have been access to and time to learn new spells, along with costs, i will go ahead in the chat log and make my rolls and then post the memorized spells once completed. thank you.
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Yes, that would be great. I have just recently encouraged using this area each week as a forum to discuss and do things that aren't necessarily required during precious game time, per se. So, I do appreciate folks taking advantage of this concept, which does help keep game time for the rest of it all that we forget to discuss here, and of course, actual game time itself. Updating character sheets and such of course can be taken care of by players at their leisure between sessions. What might be interesting to the rest of the group is possible spell choices, to see what the 'peanut gallery' might say. Not necessary, but might stir some interesting thoughts and/or 'outside the box' implementation of those spells that neither of us might ever come up with! LOL! Every group is different, and it never ceases to amaze me at some of the brilliant concepts that players come up with, hence me speaking my mind here on this subject. At the end of the day, the character belongs to the player, so they can do whatever is best, as they see fit, of course.
Argos' memorized spells will follow, as our DM, i also appreciate feedback, and may change them before we begin, based on that feedback. this post will have his spellbook as a whole, any thoughts, please, make them known: 1st level Affect Normal Fires* Alarm Audible Glamer Armor Spell Burning Hands* Find Familiar Magic Missile Color Spray Read Magic Chromatic Orb 2nd level Blur Irritation Melf's Acid Arrow+ (Acid lasts 1 rnd) Mirror Image Web 3rd level Leomund's Tiny Hut Water Breathing Melf's Minute Meteors* Fireball* Protection From Evil, 10' Radius
Memorized spells are as follows, pending feedback if any: 1st lvl: Magic Missilex2, Chromatic Orb, Burning Hands 2nd lvl: Irritation, Blur 3rd lvl: Protection From Evil, 10' Radius
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Paul if I might make a few suggestion upon your spell out lay, I would say that blur is a good option but that mirror image would be a lot better. And web would be a lot better that irritation. As far as your third level spell goes fireball is always an excellent option. Unless all you want to do is go fully defensive in which case your current spell list might work well.
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[modified by DM] Contact Charles if you need any additional information ;)
I'm trying to work up a paladin. I was looking at encumbrance and the PHB had this which I never knew -- Magical Armor and Encumbrance One of the special properties of magical armor is its effect on encumbrance. Although magical armor appears to weigh as much as normal armor, the weight of magical armor applies only toward the weight limit of the character. It does not apply when determining the effects of encumbrance on movement and combat. In essence, the armor appears to weigh as much as normal armor but does not restrict or hamper the character. Cwell the bard finds a suit of chain mail +I. Lifting it up, he finds it weighs 60 pounds. Cwell is already carrying 50 pounds of gear. Donning the chain mail, he is now carrying 110 lbs. of gear. Cwellf's Strength is 12, which means that he can carry only 30 more pounds of equipment. However; when calculating the effect of all this weight on his movement, Cwell is considered to only be carrying 50 pounds of gear -- the magical armor doesn't count. Furthermore, he does not suffer any combat penalties for the chain mail's weight. ***** I always thought: magic stuff always weighed half regular stuff. +1 chain = 20 lbs. instead of 40 lbs.
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Thomas H. said: Paul if I might make a few suggestion upon your spell out lay, I would say that blur is a good option but that mirror image would be a lot better. And web would be a lot better that irritation. As far as your third level spell goes fireball is always an excellent option. Unless all you want to do is go fully defensive in which case your current spell list might work well. yeah i was kind of going for that, since our priest would be more effective as a combatant against demonic forces. Argo would assume creatures from another plane would be resistant to his arcane magic and more vulnerable to holy might, putting him in a better position to help protect the ones who may be less effective. not to sure about our ranged warriors and their magical weapons, but if my spells fail to penetrate any resistance, im pretty screwed, having no magical weapons. and i figured Blur over Mirror Image this time, due to it lasting the full duration no matter the number of critters. If i get mobbed, Mirror has only a limited number of chances to protect.
Didn't Argo pick up a +2 spear?
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no, he only picked up a trident from the 1st armory. i think it was picked up underwater or from the hidden room on the above water level, but even so, he is not proficient with spears. and he has no access to level 4 spells yet or he could get/cast the enchanted weapon spell :P
But wait he is proficient in staff tho right? And what is a spear but a long stick with a pointy end on it. I think he could probably use the spear as a staff and get away with it, but then it's up to the great voice in the sky as to whether or not this is something that he thinks is doable.
I was give the Spear +2 cause i was the only one able to use it, cause i'm proficient in Spear, Mastery in Long Sword, and proficient in Shields. I also was handed the Large Shield +3 and the Plate Mail +2.
You're gonna need every bit of that....trust me.
Looks like Serandon may need a loan of some gold, weapons, and luck.
Kell might also... he has no magic items to speak of. Although that is part of his 'quest' -- getting better goodies so he can return to his homeland and become a 'hero'. Then again, Boot Hill was full of guys who wanted to be remembered as heroes...
Robert D. said: Kell might also... he has no magic items to speak of. Although that is part of his 'quest' -- getting better goodies so he can return to his homeland and become a 'hero'. Then again, Boot Hill was full of guys who wanted to be remembered as heroes... And if we look at history who do we remember people like Jesse James who was anything but a hero. I guess it all depends which way you want to go do you want to be famous or infamous I actually think being infamous is a LOT more fun but that's just me!
Yes, the "bad guys" seem to get the better movie and book deals. :p
Thomas H. said: But wait he is proficient in staff tho right? And what is a spear but a long stick with a pointy end on it. I think he could probably use the spear as a staff and get away with it, but then it's up to the great voice in the sky as to whether or not this is something that he thinks is doable. i actually addressed that issue, tho with a trident because of the similarity. my answer was, if not proficient, then the penalties are there because the fighting style is different :(
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That's kind of like -- a sword is a sword is a sword. However, there are plenty of differences in how one handles and manuevers -- depending on the sword itself, one or two hands, etc. You can't use short sword tactics with a bastard sword. So, as Paul noted, certain restrictions or penalties would apply, imo. I would think a spear is 'close to' a staff -- but it all depends on the length & thickness, etc. -- since a spear is something 'held OR thrown' while a staff is pretty much swing and bash. However, there are those who say, a spear is a staff is a polearm... The Academy of Historical European Martial Arts &gt;&gt; from their article -- Fighting with Staff and Spear &lt;&lt; The size of the staff/spear has remained virtually unchanged since antiquity. A medieval short staff’s length was between 6 and 9 feet long, while a long staff was around 12 feet and the pike up to 18 feet. The former is equivalent to the length of a hoplite spear and the latter is the same as the sarissa carried by the Macedonian infantry of Great Alexander. The diameter of either staff or spear would be what fit comfortably in the palm of the hand, although it needs to be strong enough to handle the rigours of hand-to-hand fighting, with throwing spears being somewhat shorter and thinner. While this size may vary between individuals a diameter of about 1.5 inches for a fighting staff or spear would be useful for strength and the shaft itself must be made out of a suitable hardwood to endure the constant abuse it will be put through. Ash and oak were common. The striking ends of a medieval staff may also have been shod with rings of metal, and some pictures clearly show short points attached to the tips. While these miniature spear points may not have been immediately lethal if they were shorter than three inches long, they would undoubtedly have created nasty puncture and slash wounds. One can imagine the extra striking force that iron rings would impart to a stave. So what is meant by a quarterstaff? In his book “Broadsword and Singlestick”, 19th century master at arms, and expert with quarterstaff, Saber, and Singlestick, R.G.A.Winn, wrote the following description: “The quarterstaff gets it’s name from the fact that it was gripped at the quarter-points, and the centre of the staff. With the left hand at the centre, ( palm upwards ) and the right hand at the lower quarterpoint, ( palm down ) This gives a three foot point end, and a very useful eighteen inch butt end. The grip was changed by releasing one hand only, and swinging the staff to catch it appropriately for the next technique or strike. “ This sounds like a short staff of about 6 feet in length although this grip would also work similarly with an 8 foot pole. What length is right for you? Silver tells us to stand our staff upright and reach the arm up as far as possible along the staff. After this measurement is taken add on additional length to comfortably hold the staff. For the average person this would make up to 8 or 9 feet long, but the real measure of a staff for any individual is your ability to handle it. Start with a 6 foot pole as a minimum and work up to a length that is usable and not bashing the ground with every movement. Personal suitability, rather than slavish adherence to textbook length, will help you be more effective with your training and fighting.
Famous, infamous, sword, staff, spear......where is the shiny stuff that hurts things.......
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Remind me in game to have both newly created characters make a die roll. The module did allow the pre-made characters to have magic items, so we will need to take care of that. Though, ironically, when I googled that topic, previous players of the mod were all scratching their heads why TSR allowed that, but it is what it is, and who am I to question their infinite wisdom !
Robert, thx for sharing that link. i did not read through it all, focused mainly on the staff/spear section, it seems the question is wether to subdue/kill, or just kill as fast as possible. either way, very informative, and again. thank you
Thank you Robert I had no idea that someone had made such an exaustive study of the spear and staff thanks for sharing that bit of erata :-)
Paul W. said: Memorized spells are as follows, pending feedback if any: 1st lvl: Magic Missilex2, Chromatic Orb, Burning Hands 2nd lvl: Irritation, Blur 3rd lvl: Protection From Evil, 10' Radius since there has been no real feedback on the spells other than Thomas, these selections stand firm on the premise they will free up our clerics to use their holy might to drop em fast and i can keep the ranged/casters a bit safer.
How about one very direct one - Blow Demons back to Plane of origin and make sure they don't know my name?
Charles W. said: How about one very direct one - Blow Demons back to Plane of origin and make sure they don't know my name? Does that mean we have a Holy Bazooka?
Paul -- I tend to not tell a mage what to do / memorize since you would be the one to know what feels right and which not. Plus, with the list you had, it seems that most are either 'protect self' or zap other -- and you seem to have that covered.
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well, im thinking of our strengths and weaknesses as a whole. if i can help protect us, it frees up our clerics to blast the unholy demons. also, with no magical weapons, and as a mage, im pretty useless in a throw down fight, so ill aid where i can, and hope for the best :) and im always open to suggestions, different eyes see different things.