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Post Post #2575 (ISO) » Sun Apr 03, 2016 7:46 am

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We currently have 21.7k. If we sell the ring of wizardry we'll have 31.7k.
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Chamber. It's all a conspiracy.
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Post Post #2576 (ISO) » Sun Apr 03, 2016 7:49 am

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5951 left after buying wands, (15951 if sell wizardry)
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Post Post #2577 (ISO) » Sun Apr 03, 2016 7:53 am

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Log on please.
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Post Post #2578 (ISO) » Sun Apr 03, 2016 7:54 am

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1051 left after FoM
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Post Post #2579 (ISO) » Sun Apr 03, 2016 7:59 am

Post by DiamondSentinel »

I'll be on in a bit.

Also, at super last priority, if you could get me something enchanted with +2 wis, I have a couple support spells that'd be useful.
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Post Post #2580 (ISO) » Sun Apr 03, 2016 11:34 am

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Tally of the PCs:
Karl: Alive, escaped
Who: We didn't play it out, I could have dimdoortfoed if I'd gotten an action or a flee
Everyone else other than Danum: Not dead yet but no way out, would have died.
Danum: Already dead
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Post Post #2581 (ISO) » Sun Apr 03, 2016 12:41 pm

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Total party kill.

No session next week.
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Post Post #2582 (ISO) » Sun Apr 03, 2016 12:45 pm

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I would like to ask a long applause for LLD for agreeing to play Dr. Ether Liridian, the brilliant Lyric Thaumaturgist, in the campaign.

Thank you, LLD. I really enjoyed your roleplaying in the sessions. I am glad that I asked you to play.
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Post Post #2583 (ISO) » Sun Apr 03, 2016 4:05 pm

Post by GuyInFreezer »

guys

why didn't we just buy a ring of blinking
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Post Post #2584 (ISO) » Sun Apr 03, 2016 6:02 pm

Post by FakeGod »

Possible different directions, or, things that could have been!


Act 1:


All I have written down for Bord is that it's a mining/craft town run by dwarves, and that lots of merchants hire guards for their goods.

If you guys head down earlier into the dungeon, Arthur may not make the deal with the goblins and betray everyone. It depends on how strong of an impression you guys make.

Clearing out the monastery was definitely the correct choice. More xp is worth, especially because you guys have such a large party, and in desperate need of xp.


Act 2: (first part)

If one of the female PCs who got hit on by Toronto accept his offer of money for uhhh "companionship", then you end up going up to his room and having dinner there, while he shows off his jewelry collection. Izzy proceeds with the plan, however, and knocks on the door, killing Toronto instantly when he opens the door. When he notices that you are behind the door, he attempts to murder you as well.

Not stopping at the inn will not matter, since Marion is keeping a firm lookout for Avina down the road. Camping in the woods just gets you ambushed by bunch of Marion's bandits. Izzy kills Marion in the meantime, when all her minions are away. This simply means you guys miss out on lots of background information. (it's generally a good idea to try and interact as much as possible to take advantage of all the things DM prepared for you)

The other party actually all left the rooms silently in the middle of the night by climbing out the windows (waking up and dragging out NPC Avina too) and congregating in the wine cellar. They didn't trust Marion and her ex convicts much. This proved to pay off in the long run, as Grub was confused as of how they could have escaped during the night, and the commotion upstairs woke them up, giving them enough time to run outside and meet the ex convicts in a straight fight, rather than an ambush. (They locked Avina in the wine cellar for her protection) (they basically treated the entire campaign as a glorified escort mission, and went great lengths to assure that Avina didn't wonder off)


Act 2: (second part)


Obviously, the key to doing well in the city is to make a great impression with Halle right away, and most of your problems magically disappear. Having Marion alive really scores points with Halle, so fastest way is to just go visit the Lunagard House with Marion in tow. The dwarf secretary guy will not let you in. Teleporting/invisibility + levitate or fly into Halle's room works. Pretty much anything works really, because Marion is the trump card when dealing with Halle.

You can also use Marion as a bargaining chip and force Halle to do certain things. This doesn't make for as good of an ending.

Pinay the gnome is a coward, and intimidate is how you take control there. Helping his assistant Linny not get arrested doesn't score any points with Pinay. (Pinay will promptly fire her immediately after Gundabog leaves) Linny has a ton of info regarding the circus, and this is probably the most direct route that will lead you to James, the person Halle hired to keep the dinosaurs sedated. Otherwise, there's not really any way to find James until the Rainsberg Ball.

Izzy is most vulnerable at the Rainsberg Ball assassination run, since his location is pretty much locked in. Not killing him here means he shows up at the warehouses as the dinosaurs are waking up. Not killing him there means he will be with Tuhin at the last fight of Act 2.

Izzy had a storm elemental companion, Sariel, who generally spends her time far above the skies of Las Verisa. Flying 1000ft above the city will let you find her easily. (a patch of stormy clouds in a sunny day)

Alternative routes involves each of the police captains. Talking to Jin gets you involved in investigating the death of his superior, (ultimately leading to Izzy), while buttering up to Islow with lots of flattery and cash underneath the table can net you a real chance at capturing James early. (basically the weed man for the entire town) Impressing Gundabog will require a gift of powerful magic weapon, or an awesome display of force. (i.e. go pick fights with bunch of thugs at the seedy bar/dock warehouse and knock them all unconscious with nothing but your ale mug)

Failure to eliminate the dinosaurs before the invasion means that the PCs have to fight a number of megaraptors before engaging Tuhin, possibly expending a decent chunk of their resources. Not befriending Halle before the Tuhin fight means that Grey won't listen to the PCs and continue to fight alongside Tuhin to his death. Befriending Halle, and letting it slip to Izzy (or really anyone that reports back to Tuhin) that you guys are working with Halle against Tuhin means Tuhin kills Grey and uses his body parts for a flesh golem, which you get to face at the final fight, instead of wand wielding Grey.


Act 3


It's actually possible to rescue Santa, if you catch on that there's something fishy about his deck hand. Briefly talking to Santa about the deck hand reveals that Santa's usual helper disappeared few days ago, and that the deck hand is stowing away some crates that are not suppose to be there. (the crates are full of knives which will be later be used by Evans the killer)

Talking to Serria pretty much gets you nowhere. She holds most of the cards (as some of you rightly deduced), but she is brainwashed and working alongside the witches. She discreetly leaves the mansion every night to go convene with her coven at the cove. Tracking her is a high-risk move that could be very rewarding. Attacking the cove while Serria is NOT there is probably the easiest way to defeat the witches, remove Serria's brainwashing, and stop the lobster demon ritual. Realizing early the importance of Serria-Michelle relationship is also good. The witches were told by Serria not to kill Michelle or her family, and witches were looking for ways to drive Michelle away from Serria.

Damian mansion exploration is basically only for crazy people and should not be attempted trivially, as you can get easily TPK'd there in the anti-tp zone. The reaper dolls are all armed with magic, and Millicent's emotionless body shows no mercy to trespassers. She is an illusionist 7/Rog 1/Unseen Seer 1 with a lot of potential for silent assassinations as the PCs wonder around the mansion.

Reading books about the history of Lunagards in the family library will get you enough information to figure everything out. Alternatively, talking to Rook/Bishop and earning their trust gets you all the info you need. (since they are Millicent's emotions).

The "best" ending involves finding the secret entrance down to Lunagard Keep basement behind Victor's statue at the end of East wing, going down and finding the spell circle and Luna's sleeping ghost. At this point, Rook attacks, intending to stop trespassers from messing with Luna's ward. Defeating Rook isn't too hard, and it forces Bishop to reveal herself as Millicent and gamble that you guys are trustworthy. Beating the witches prior to doing this means it's easier to convince her that you guys are trustworthy. Then, you need to find the music Damian wrote for Luna's wedding. It's in the old piano Ether is playing all the time in the guesthouse. Playing this song wakes up Luna's spirit, and she tells you that Victor is stuck on the other side, and she wants you guys to travel and rescue him. You guys can then travel to Abyss and find Damian, mind controlled and inhabited by demons. It's a rough fight, but defeating him without killing him and returning him to the material plane with his sword allows him to lock down the rift, winning the campaign.

In the first day there where the servants run out of meat for dinner, you can actually offer to hunt some and go into the woods. You end up fighting a dire bear, but bringing back meat earns you points with Julia.

I mentioned this, but the original plot line can involve Ether and William possibly falling in love with each other. If they end up getting married, then Ether becomes a valid sacrifice for the witches' ritual. (she is 1/8th elf)
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Post Post #2585 (ISO) » Sun Apr 03, 2016 6:47 pm

Post by FakeGod »

Hey guys, please post links your char sheets again please.

And don't forget to find an image to represent your character.
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Post Post #2586 (ISO) » Mon Apr 04, 2016 12:54 am

Post by DiamondSentinel »

Interesting.

So as a whole, the witches and the demon invasion didn't have a whole lot to do with each other. Stopping the witches doesn't stop the invasion, and ignoring the witches for the massive invasion means that you still just have to fight lobster man.

I was really nowhere close to catching the thing about saving Santa, unfortunately, but I did want to explore the mansion more, particularly the west wing. Similarly, I never thought of hunting for meat, and the Michelle/Serria thing didn't occur to me.

1/4

Whelp. I'm a crappy adventurer.
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Post Post #2587 (ISO) » Mon Apr 04, 2016 6:02 am

Post by FakeGod »

Image

Time to start anew.

We will be starting a new campaign, starting back from lv 1.

#excitement
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Post Post #2588 (ISO) » Mon Apr 04, 2016 6:31 am

Post by DiamondSentinel »

Please tell me we get to ride dragons.

Or fight in floating islands/well eroded coastlands with arches and all sorts of fun stuff.
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Post Post #2589 (ISO) » Mon Apr 04, 2016 1:04 pm

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"...I remember how we started out the campaign. We lined up outside the bar and headed out in a wagon of some sorts. The usual. Anyways, the DM tried to drive that shit across the roll20 board and failed spectacularly to navigate the first turn of the road. He swore and deleted the wagon. We had to walk the rest of the way..."
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Post Post #2590 (ISO) » Mon Apr 04, 2016 1:29 pm

Post by ConManMick »

Hahaha where was that posted? Also if I remember correctly, the wagon EXPLODED! Classic.
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Post Post #2591 (ISO) » Mon Apr 04, 2016 1:31 pm

Post by FakeGod »

I posted it because it popped into my mind while cleaning up the first post of thread.

Party comp is now:

Necromancer
War Shaper
Duskblade
Cleric Archer
???
???
???


hurray
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Post Post #2592 (ISO) » Mon Apr 04, 2016 1:35 pm

Post by ConManMick »

Aww I thought it was like a "Tales from the Table" type thing...
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Post Post #2593 (ISO) » Mon Apr 04, 2016 3:11 pm

Post by DiamondSentinel »

Lilith, what is your tank gonna be like?
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Post Post #2594 (ISO) » Mon Apr 04, 2016 4:02 pm

Post by lilith2013 »

Idk I'm trying to get through midterms before I think about it any more. I'll get back to you in like 24 hours.
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Post Post #2595 (ISO) » Mon Apr 04, 2016 4:03 pm

Post by DiamondSentinel »

In post 2594, lilith2013 wrote:Idk I'm trying to get through midterms before I think about it any more. I'll get back to you in like 24 hours.

Haha! Good luck! I understand your troubles. I've got exams in under a month. Fuuuuun times.
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Post Post #2596 (ISO) » Mon Apr 04, 2016 4:31 pm

Post by FakeGod »



In post 2526, DiamondSentinel wrote:I present to you Ciel Varynx the Duskblade, and his hero's sword Aetherius!

In post 2556, ConManMick wrote:Ok I still need to pick a level 1 feat, haven't finished filling in my spells and also I probably need to play with my ability scores some more, but for now...

Here's Lukas Holz, Cleric of Ehlonna!
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Post Post #2597 (ISO) » Mon Apr 04, 2016 7:06 pm

Post by GuyInFreezer »

final lock in, transmuter specalist.
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Post Post #2598 (ISO) » Mon Apr 04, 2016 7:44 pm

Post by Brian Skies »

In post 2584, FakeGod wrote:The dwarf secretary guy will not let you in. Teleporting/invisibility + levitate or fly into Halle's room works. Pretty much anything works really, because Marion is the trump card when dealing with Halle.

Wasn't this suggested by someone and we didn't do it because of X reason?
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Post Post #2599 (ISO) » Mon Apr 04, 2016 7:56 pm

Post by GuyInFreezer »

the character won't change, except now she'll be a human child who is not adopted.

Also, banning enchantment and necromancy.
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