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151010 Cage Top Battle to Free Kezar the Drugged and Imprisoned Half-Ogre Gladiator

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TWITCH STREAM Our apologies to the viewers last night, our stream was missing large portions of the audio, so be patient, we'll get through this technical difficulty and have it ironed out by next session. And when that occurs, 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="https://www.youtube.com/watch?v=Ula7i5OtdyE" rel="nofollow">https://www.youtube.com/watch?v=Ula7i5OtdyE</a> or here... <a href="http://www.twitch.tv/dm4hire/v/20106187" rel="nofollow">http://www.twitch.tv/dm4hire/v/20106187</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 Entering the room of levers, the party learns that by moving the wall mounted levers they are able to close the tops of all the cages in the adjoining room, providing a walk way to assist and free the drugged and imprisoned half-ogre gladiator Kezar....fighting insect men and a mysterious magic user that comes to their defense, causing the group to retreat before things get too out of hand! &nbsp;Little do their enemies know, that the party has an ace up their sleeve...one seriously grateful and really, really pissed off mountain of an ally on their side! DM SESSION LOG 151010 Spells points (used / total) Tralaan: 1st -- Chromatic Orb, Magic Missile, Burning Hands, Color Spray 2nd -- Web, Melf's Acid Arrow 3rd -- Fireball Max. 3rd Level Max: 70 (5th Level Max is still 3rd, 4 per day). Cantrips are 1 (or free if memorized), 1st 4 /8, 2nd 6/12, 3rd 10/20. Argo: Memorized 1st lvl: Chromatic Orb, Magic Missile, Color Spray 2nd lvl: Blur 3rd lvl: Fireball Max. 3rd Level: 36/97 Karmadel: 85 (33 for free): 0 lvl spells = Healing x4, Calm x2 | 1st lvl spells = Bless x2, Detect Magic x1, Cure Light Wounds x3 | 2nd lvl spells = Cure Light Wounds x2, Heat Metal x1 | 3rd lvl spells = Dispel Magic x1 ( those are my fixed and i have 33 points left for my free cast (My innate spells/abilities) = Expert Heals x4 cure light wounds, Detect Lie x3, Inspire Fear x2 Kyra Spells : 46/70 Shenjo: 42 BEGIN... Karmadel proposes to the group that they have material that proves slavers exist at the temple and that it might be a good idea to return to town with the data seeing that players are low on healing spells and such. Balfon concurs. Serandon says 'Let's fight!' Kell concurs on leaving. Serandon shoots an arrow at a 6 legged insect man hiding behind the southern pillar. Leaxle moves an upward lever down and hears a metal gate noise. Leaxle recommends flipping the levers to get across the open cage rooms. Bjorn flips switches and closes cage tops. Leaxle flips more switches closing more cages to walk across. Serandon makes a critical fumble and breaks his bow string. Bjorn flips more switches to close more cage lids. Argo moves across the tops of the cages. Balfon joins him. Combat round 1 Serandon shoots again at the insect man and hits! Insect man attacks Argo from the ceiling for 2 hp lowering him to 25. Insect man attacks Serandon for 5 hp lowering him to 39. Leaxle flips levers 24 and 2 and closes more cage lids. Insect man hits Argo for 2 hp lowering him to 23 Kell hits insect man attacking Serandon for 9 hp! Bjorn flips switches 7 and 9 closing more cage tops to walk on top of. Balfon hits the insect man attacking Argo for 9 hp of damage. Combat round 2 Bjorn flips more switches closing cage lids. Leaxle flips a switch completing a continuous pathway across the cage room. Shenjo casts wall of fog covering the entire room! Argo casts web at the west hallway filling it and ensnaring one of the insect men! Leaxle flips 16 and 17 switches behind the other insect man by Karmadel and Kell. Lever room rear door opens and orcs with spears enter stabbing the fog, missing all targets. Bjorn flips 21 and 22 switch, closing additional cages. Shenjo hits insect man entering the lever room for 12 hp of damage. Combat round 3 Argo lowers himself into the pit with a drugged half ogre gladiator. Monsters entering the lever room close the door and leave to 'return with magic'. Combat round 4 Lever room rear door opens a crack and Shenjo takes 3 hp of damage from a sphere of electrical energy, killing the orc, Bjorn takes 3, Leaxle fails his save and takes the full 7. Shenjo kicks in the door doing it and the insect man behind it damage! Argo pours a cure poison potion down the caged, drugged half orgre's mouth. Combat round 5 Leaxle retreats back to the circular moat room, climbing the ladder. Tralaan moves toward Leaxle. Insect man enters room and flips switch locking both Argo and Kezar in the same cage together! Unknown magic user casts web blocking the hallway, Shenjo and Kyra make their save and jump out of the way. Kezar the half ogre gladiator becomes conscious and pushes the cage lid open with a successful bend bars roll. Magic user casts burning hands on the previously cast web spell burning it up from the east hall. Kezar climbs out of the cage and pulls Argo out. Combat round 6 Serandon shoots pursuing insect man for 11 hp of damage with re-strung bow. Magic user shoots a larger orange orb and Serandon fails his save taking 16 hp of damage. Party retreats up the ladder, back the way they came. Party lump sum XP with all aspects considered (including but not limited to) session survival, skill usage, role-playing, alignment checks, etc: &nbsp;3168 Shenjo/Kyra/Dogs (Craig F.) Gray Elf: 288 Karmadel, Priest/Bjorn (Christopher S.) Human/Human: 288/288 Balfon (Skyhawk) Dwarf: 288 Kezar/Serandon (Paul W.) Half-Ogre/High Elf: 288 Tralann (Shalvenay K) Half-Elf: 288 Kell/Aaron (Robert D.) Human: 288 Leaxle (James) Wood Elf: 288 Argo (Ryan) Human: 288 SESSION LENGTH : 6 Hours
here, lets get down to business :) not to blow my own horn, but Kezar is free, indebted to the group, and pissed at his captors. He is also totally fresh and armed with a weapon he is very skilled in. Let him cover the retreat of the wounded. he is a friggin wall, and im sure was drugged out of fear of what he could/would do to them. out of game, he is a gladiator, he has no fear of death, tho is wise enough to realize when to retreat. now is that time.
Aaron was 'okay, let's leave'... but Kell -- due to his lawful good alignment specifically asked if the one's upfront could see if there were any people captured in cells -- he would be obliged to try to free them. &nbsp; &nbsp;Just to set the record straight. &nbsp;(and I typed that in the roll20 comment area at the time too.) Not a huge amount of 'action' last night -- but it seems like a lot happened all the same. &nbsp; Cages banging, rooms full of fog and spider webs cast about, and we picked up a stray d.... er, A NEW FIGHTING COMPANION! &nbsp; Huzzah and well met oh moving mountain!.
Early this morning, I was wondering.... how is an eight foot (plus) slab of muscle going to squeeeeeeeeeeeze through some of these ant tunnels to get back up to the crypt / tree area? &nbsp; Even sideways, it is gonna be tough. &nbsp; &nbsp;Someone kept talking about 'enlarge' --- looks like we need a 'shrink' before long.
@Robert D. &nbsp;Hint: spell or potion
I do need updated remaining spell points from those that cast this session. &nbsp;Thank you!
Shenjo should be sitting at 8 less then what is marked on here... Kyra stayed the same.
Robert D. said: Early this morning, I was wondering.... how is an eight foot (plus) slab of muscle going to squeeeeeeeeeeeze through some of these ant tunnels to get back up to the crypt / tree area? &nbsp; Even sideways, it is gonna be tough. &nbsp; &nbsp;Someone kept talking about 'enlarge' --- looks like we need a 'shrink' before long. enlarge can be reversed :)
Yea don't worry i'll shrink something :p haha
Shrinkage? &nbsp; Ya, ice cold water...
Oh man that would be a horrible curse to lay upon someone of kezar's size. Surprise you now need a microscope and tweezers to even find it!
I think its at most 50% of the size (10% per level if memory is correct) &nbsp;its Item that does the 1/12th the initial size. Hey, are we spell casters agreed that sharing spell books would benefit the party?
I believe some of the spell casters have made most of their spells available -- though it takes time to copy/practice... &nbsp;most of it has gone on during our '500 mile trips' between dungeons. &nbsp;
cool, I was assuming we'll be moving into such shortly - having met the critical objective(s)
Some of shenjo spells are but not all of them.
some one learn magic that can make more gold xD
we can make fools gold :p. but on shenjo's Spells, Because some of his spells are Race secrets he won't share them. but some Common spells he will.
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*IN CHARACTER That's up to you,&nbsp; I don't hold that a mage's spells make him unique. I don't believe that anymore that two elves with bows are the same or that dwarf and elf with long swords are the same. Tools don't make people unique. makes 'em more capable. They tell tales of warriors (often with longswords) but these tales are about what they did with it. &nbsp;Not that they had one. &nbsp;Seems to me most mages I've come across can make fire appear and detect magic, and seems to me a lot of priests do that as well. &nbsp;I'm about as likely to say &nbsp;two priests of different gods that can cast the same spells are peas in a pod as I'm to say that dwarves are the same as elves (no offense to ya). I'd be woefully annoyed to be down on Spell power and let a party member die or be hurt because someone else couldn't do what I can. I'm a farmer turned mage, we share our best seeds with our neighbors so that when cross pollination occurs between fields, we all get a better yield. &nbsp;I wasn't raised in the halls of academia - that whole sneaking about and "secretive" silo'ing of power holds no water for me. You have favorite fishin' hole. I understand that, but trying to hide your plow so others can't use one like it... seems like you mighten just go on up to 'em and tell 'em you think they're too stupid to be able to use it, and that you don't trust them none either. Seems to me, that's more honest, but... I wasn't taught in a tower. &nbsp;I'm for making the people around me the best they can be, I'm hopin they want the same. I'm just using common-folk sense, and thankful for it. *Out of Character -&nbsp; Cool sounds awesome. &nbsp;We'll nail this. Camouflage is cool, but I should be able to emulate that with phantasmal force. (more or less) (Ps. good roll playing on that one) Specifically I want to find 1) Armor, Phantasmal Force, Enlarge/Shrink, Mending, Taunt, Friends 2) Alter Self, Continual Light, Darkness, Improved Phan Force, Knock, Stinking Cloud, Tasha's Uncontrollable Laughter, Wizard Lock, Maximillian's Earthen Grasp, Deeppockets 3) Dispel Magic, Fly, Haste, Invisibility 10', Item, Monster Summoning, Slow, Spectral Force, Wraithform, Wizard Sight, Nchasher's Glowing Cube. 4) Fire Shield, Enchanted Weapon, Dig, Ice Storm, Polymorph Self, Stoneskin, Turn pebble to boulder, He'll then Cast Continual Light on stones every downtime day, and give one to each member of the party, and thereafter with small stones make 15-20 more ; 6 darts and put them bag/ bundle that is "light tight". Here is what I have (am offering) ----------------------------------------------1st level [4pt/8pt free magick] Affect Normal Fires* Alarm Audible Glamour Armor Spell Burning Hands* Find Familiar Magic Missile Color Spray Read Magic Chromatic Orb -----------------------------------------2nd level [6pt /12 pts free magick] Blur Irritation Melf's Acid Arrow+ (Acid lasts 1 rnd) Mirror Image Web ----------------------------------------3rd level [10 pt / 20pts free magick] Leomund's Tiny Hut Water Breathing Melf's Minute Meteors* Fireball* Protection From Evil, 10' Radius have them if you want them. only thing I ask, is that if you trade another person for a spell using one of these, you'll pass it along, as I'll do if I learn more spells.&nbsp;
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heh... I always liked a couple of 'continual light' experiments. &nbsp; (1) &nbsp; A wooded rod that can slide in and out of a wooden (or leather) tube. &nbsp;That way you can expose as little or as much 'light' rod as desired. (2) &nbsp;Continual light on some six sided 'dice' stones, assorted round 'rollers' and perhaps a few flat-ish river stones. &nbsp;The round ones are for 'rolling' down long dark hallways ahead of the party -- just in case. &nbsp; (3) &nbsp;The 'dice' ones are for tossing and staying in place once tossed. &nbsp; (4) &nbsp;The river stones are flattish and good for general use / sticking in wall cracks, etc. &nbsp; &nbsp; Just fun variations... Though I suppose you could get a proper sized stone and cram it into a shuttered lantern... thereby cutting the need for carrying fuel. &nbsp; Although a dispel magic would kill your light source kind of permanently.
Re: The spell grocery list -- We have seen 'web'. (recently!) My mind is a tad hazy BUT, I think one or another has displayed&nbsp;burning hands, color spray, and chromatic orb in the past. OH... and DEFINITELY Fireball. Got plenty of good and bad stories about fireballs. &nbsp;&nbsp;
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The stick / rod idea is a great one! ( I had a character that found a bag of holding, and during down time worked to fill it with continual light stones - It was always amazing at how useful they invariably were, if only as a source of income) WHICH REMINDS ME. &nbsp;I'd love to learn/find Nchaser's Glowing Cube, if possible, much more fun ultimately. PLUS awesome party /disco lighting.
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I am unfamiliar With the cube do you have a link that I could check out to see what it does? Yeah I agree with Robert that light stones can be invaluable resource but you must remember one think they only provide light not heat. Not very helpful when your cold or wet or both. Not that you guys couldn't some up with something to burn to cook your food when your in the depths of some deep dark dungeon but just something to keep in mind.&nbsp; Hypothermia can kill you just as surely as a knife in the back. @robert one of my favorite stories about fireball went something like this. We were hired by the merchant off darchestrer to destroy a Lawfull good fort in the wilderness. They were afraid of the tariffs imposed by such a fort so we were hired to take it out. Instead of attacking from the bottom up we decided to use a hot air ballon to attack from the top Down. All was going well until we reached the main floor barracks room which had a shif ton of low to mid range fighters in it (about 100+). We were already low on hit points from fighting all of the high level dudes in the upper floors of the tower. We had a 4th level illusionist in our party as well as a necklace of Fireballs that had only 3 balls left, a 4d6 a 3d6 & a 5d6. First thing we did is we opened the trap door to see how many we would have to deal with on this final level of the tower. Upon seeing how many we had to deal with we let the wizard ruminate upon the problem to this day I don't even know why it worked but it did here's what he proposed we do first we drop a nice 5d6 fireball on their asses then we follow that up with an equally nice phantasmal force fireball then we hit them again with another 3d6 ball from the necklace then we hit them a last time with another phantasmal force that should clear them out quite nicely and it did. Listening as our illusionist cried out "fire in the hole over!" and over was just music to our fighters ears.
Nchaser's Glowing Cube Globe -- from "Pages of the Mages"/Forgotten Realms 1995 -- a third level spell contained within the tome of Nchaser -- a continual light spell 'held' within a glass globe -- which the spellcaster can mentally 'adjust' the light level from very dim to it's full continual light 60 ft radius. &nbsp; Kind of the nice way to illuminate a tower (and not fear fire damage) since the illumination is permanent and even if the caster dies, someone else can learn to control the globes. &nbsp;They hold their light level until a conscious effort is made to change the light level. &nbsp;So, permanent LED bulbs. &nbsp;:P Of course, break the glass globe and it's gone. &nbsp;So more for castle/tower illumination rather than a traveling thing.... unless you had some kind of spell to make glass as tough as stone/steel?
I can list the spells shenjo has later. we have fireball as far as i know. be nice to see flame arrow, Hold person, and slow/haste. and there is a few more i can think of. for role playing aspects shenjo wont' share a few spells because he feels its not worthy of spell characters as they are not elves or of his liking. but like i said i'll list the spell shenjo's "willing" to share.
Glasteel is 8th level,&nbsp;but that's really not so much the issue&nbsp;yeah and [sorry, the intent is to make work on making a 4th level version of the spell - using a solid glass cube (material cost was more), in which the color of light could change, and the ownership wasn't limited to death to change control - rather it could be bound to another's, and that upon death the light would just go out.] Since the lights (3rd and 4th) can be controlled from a distance, they can be very helpful in a variety of situations. what it comes down to, is that it is a downtime spell activity for Argo. - something to do while others train or we are in a city or town, so that Argo is being helpful. &nbsp;Once Argo can make at least the 3rd level version with some frequency, perhaps refit it to a 4th level version, then Argo can help farmer/peasants with as Thomas points out, a non combustible source of light - so that risk of fire from such would be virtually eliminated for late night work and in terrible weather the stones can be put into the town roads to make them more navigable, while making cutpurses less comfortable.
we have a giant ass tower... but as for light sources With Shenjo he has 2. 1 with light and 1 with darkness. but making continual light stones won't be a problem at all. i can poop out a few easy if we need to.
heh... "i can poop out a few..." &nbsp; &nbsp; read that and couldn't stop laughing.
Thank you for allowing me to be a part of your gaming group. I will no longer be joining you. I have been rejuvenated in my interest in gaming again, thanks in large part to my recent gaming sessions with this group. I hope that we will have an opportunity to game together again. Until then Be Well!
Hope your boys enjoy their new DM ! &nbsp;haha. &nbsp;Keep us posted on their progress and what level they attain and any exploits they've had. &nbsp;Take care, it was nice having you with us.