10.24.2007

Crunchy Goodness: More Fun with Crit Charts!

My friends and I had so much fun with the Crit Charts in our games (even Chris, whose character took a horrid blow to the head from that 4 armed Bone Golem in the Tomb of Horrors) that Chris and I hashed out some ways to better incorporate them into the game by creating a few Feats and Flaws that interacted with them. Enjoy!

Feats
Called Shot
Prerequisites: Weapon Focus
Benefit: Make a normal attack roll after choosing a hit location and apply the modifier to the AC of the target. +4 if Torso or Abdomen, +8 if Arms, Legs or Head.
If the attack is successful, it acts as an automatic roll of 3 on the Critical Charts. If the attack results in an actual critical hit, add +2 to your Critical Chart severity roll.
A called shot does not count as a critical hit without actually rolling one for the purposes of damage rolled.

Exacting Attack
Prerequisites: Base Attack Bonus +4, Weapon Focus, Power Critical
Benefit: Add +2 to all severity rolls made using the Critical Hit Charts

Improved Exacting Attack
Prerequisites: Base Attack Bonus +8, Weapon Focus, Power Critical, Exacting Attack
Benefit: Add +4 to all severity rolls made using the Critical Hit Charts.
This bonus overlaps, does not stack with the bonus for Exacting Attack.

Flaw
Curse of the Black Knight
Effect: All Critical Chart severity rolls against you are made at +2.

Crunchy Goodness: Crit Charts pt. IV: What It All Means!

That's all the weapon types covered and the various charts to roll on, but what happens if something's broken you ask? Well, that's explained here, along with some side notes about various problems that could arise.

Broken: Movement and attack penalties persist until a Cure Serious Wounds or better is applied. Can be healed naturally in 30+3d10 days at a permanent loss of 5 hp.
Crushed: Movement and attack penalties persist until Cure Critical Wounds or better is applied. Can be healed naturally in 30+3d10 days at a permanent loss of 10 hp, but the crushed part will be useless for the rest of the victim's life unless magical healing of at least Cure Light Wounds is applied at some point before the full natural healing time.
Grazed: Nothing more unusual unless bleeding occurs. Heals normally.
Injured: Movement and attack penalties remain until a Cure Moderate Wounds or better is applied. Can be healed naturally in 2d10 days at a permanent loss of 1hp.
Severed: Only Regeneration, Wish, or Miracle can restore the limb. Can be healed naturally in the same amount of time as if Broken, with the same hp penalty, but the hp are restored if the limb is.
Struck: Movement and attack penalties remain until a Cure Light Wounds or better is applied. Can heal naturally in d10 days with no further adverse effect.
Light Bleeding: Subject loses 1hp per round to blood loss until a Cure Light Wounds or better is cast or a DC 15 Heal check is made to staunch the wound.
Moderate Bleeding: Subject loses 2hp per round to blood loss until a Cure Moderate Wounds or better is cast or a DC 20 Heal check is made to staunch the wound. A Cure Light Wounds cast reduces the bleeding to light, but weaker magics have no effect.
Serious Bleeding: Subject loses 3hp per round to blood loss until a Cure Serious Wounds or better is cast or a DC 25 Heal check is made to staunch the wound. Cure Moderate Wounds or Cure Light Wounds cast reduces the bleeding to Light or Moderate, respectively, but no weaker magics have any effect.
Armor/Shield Damage: Treat this as an attack against the item in question, with hardness taken into consideration. The item takes half the amount of the critical hit damage total and may be destroyed by the attack. An appropriate Craft check or magical means can restore the item to full usefulness.
Attack Penalties: Any effect that makes a subject incapable of attacking also halts spellcasting and other combat action such as tripping, bull rushing, etc.. A character in such a situation can still activate magic items such as wands and various wondrous items.
Movement Penalties: The reduction in base movement also eliminates any fast movement ability and negates the ability to use charges or to run.
A read of this chart and its descriptors may make it seem very flawed, but my old group and a few other groups since have used the charts with no complaint.
If something seems an ill fit or unrealistic or unlikely due to equipment, etc., then simply call for a reroll or twist what's given into something more ideal to the situation. These charts, like any other part of the D&D game are up to DM interpretation and use in any manner seen fit.

A couple of side notes to the charts...
  • We used these charts no matter what the creature was. Horses, dragons, Behir all have parts distinguishable by the charts, and I've found very few critters they don't work against. (Will o' Wisp, Energons, and Lantern Archons are some examples) All it takes is a little imagination.
  • All effects on a line are applied unless noted otherwise. The exception usually is brought on by armor or the lack thereof.
  • For Bleeding effects, a Cure Critical or a Heal spell completely staunches all bleeding and removes movement and attack penalties.
  • If movement and attack penalties are applied without another of the wound types, those penalties last until the end of the encounter, after which, they can be "walked off."
  • The effect on each 20 seems redundant, but it's possible that, due to various wishes, physiology, etc., the character might be immune to the effects of 19 and might not be killed or maimed by it.
  • For those with Attack Penalties, it's still possible to hurl their bodies against someone in a bull rush and spellcasters may, if one hand is free and undamaged, cast still. This is up to the DM and how the game is ran.
  • Variant: Fortification enchantments on armor or any other effect that has a percent chance to negate a critical hit instead have a chance to negate the effects rolled on the charts. The charts are still used, as a 20 on severity can still increase the damage taken by the character.

Crunchy Goodness: Crit Charts pt. III: Slashing!

Now to the usual form of punishment seen in D&D, slashing!
As before, to use this chart, simply roll a d10 for location and a d20 for severity after confirming a crit then watch the gory aftermath!

Slashing
Legs (Right 1-2, Left 3-4)
1-2 No unusual effect
3-4 Leg struck, light bleeding
5-6 Leg struck, light bleeding, 1/2 move
7-8 Leg injured, moderate bleeding, 1/2 move
9-10 Armor damaged, leg injured if no armor, 1/2 move, moderate bleeding
11-12 Knee shattered, moderate bleeding, no move, -4 to attack rolls
13-14 Armor damaged, leg struck, light bleeding, 1/2 move; if no armor, leg severed at knee, serious bleeding, no move or attack
15-16 Hip shattered, no move or attack, serious bleeding
17-18 Leg severed, serious bleeding, no move or attack
19 Leg severed at thigh, no move or attack, victim at 0hp with serious bleeding
20 As 19, with next highest critical multiplier

Abdomen (5)

1-2 No unusual effect
3-4 Abdomen grazed, light bleeding
5-6 Abdomen struck, stunned 1 round, 1/2 move, light bleeding
7-8 Armor damaged, stunned d6 rounds, moderate bleeding; 1/2 move if no armor
9-10 Abdomen injured, light bleeding, 1/2 move, -2 to attack rolls
11-12 Abdomen injured, serious bleeding, 1/2 move, -4 to attack rolls
13-14 Armor damaged, abdomen injured, light bleeding, 1/2 move, -2 to attack rolls; if no armor, victim at 0hp with moderate bleeding
15-16 Abdomen injured, no move or attack, serious bleeding
17-18 Abdomen injured, victim at 0hp with serious bleeding
19 Abdomen destroyed, victim killed
20 As 19, with next highest critical multiplier

Torso (6-7)
1-2 No unusual effect
3-4 Torso grazed, light bleeding
5-6 Torso struck, stunned 1 round, 1/2 move, moderate bleeding
7-8 Shield damaged, torso struck, 1/2 move, light bleeding
9-10 Armor damaged, torso struck, 1/2 move, -2 to attack rolls; if no armor, torso injured, no move or attack, serious bleeding
11-12 Torso injured, moderate bleeding, 1/2 move, -4 to attack rolls
13-14 Shield damaged, torso struck, -2 to attack rolls; if no shield, torso injured, serious bleeding, no move or attack
15-16 Torso injured, serious bleeding, no move or attack
17-18 Torso destroyed, victim at 0hp with serious bleeding
19 Torso destroyed, victim killed
20 As 19, with next highest critical multiplier

Arms (Left 8, Right 9)
1-2 No unusual effect
3-4 Hand struck, held item dropped, light bleeding; no effect if shield arm
5-6 Arm struck, shield damaged/held item dropped, light bleeding
7-8 Hand injured, -2 to attack rolls or shield dropped
9-10 Armor damaged, arm struck, light bleeding; if no armor, arm injured, moderate bleeding
11-12 Hand severed, stunned 1 round, moderate bleeding, held item or shield dropped
13-14 Armor damaged, arm broken; if no armor, arm severed, stunned d6 rounds, moderate bleeding
15-16 Shoulder injured, no attack, moderate bleeding
17-18 Arm severed, serious bleeding, 1/2 move
19 Arm severed, no move or attack, serious bleeding
20 As 19, with next highest critical multiplier

Head (10)
1-2 No unusual effect
3-4 Head grazed, stunned d3 rounds, light bleeding
5-6 Head struck, helm removed, stunned 1 round, -2 to attack rolls; light bleeding if no helm
7-8 Head struck, light bleeding, blinded 2d4 rounds by blood in eyes
9-10 Helm damaged, face injured, stunned d6 rounds, light bleeding, 1/2 move, -4 to attacks
11-12 Skull broken, helm damaged, victim at 0hp with moderate bleeding
13-14 Throat injured, serious bleeding
15-16 Skull destroyed, victim at 0hp with moderate bleeding, Int, Wis, and Cha all drop by d6 permanently
17-18 Throat destroyed, victim killed
19 Head severed, immediate death
20 As 19, with next highest critical multiplier

Crunchy Goodness: Crit Charts pt. II: Piercing!

Here's the second page of the crit charts.
Using these charts, as said before is very simple; upon confirming a critical hit, just roll a d10 for location and then a d20 for severity of the hit. Have fun mangling baddies (or goodies)!

Piercing
Legs (Right 1-2, Left 3-4)
1-2 No unusual effect
3-4 Leg grazed, victim knocked prone
5-6 Leg struck, light bleeding
7-8 Leg injured, light bleeding, 1/2 move
9-10 Armor damaged, leg injured if no armor, 1/2 move, moderate bleeding
11-12 Knee broken, light bleeding, 1/3 move, -4 to attack rolls
13-14 Armor damaged, leg struck, light bleeding, 2/3 move; if no armor, leg broken, moderate bleeding, 1/3 move, -4 to attack rolls
15-16 Hip broken, no move or attack, moderate bleeding
17-18 Leg broken, serious bleeding, no move or attack
19 Leg destroyed, no move or attack, serious bleeding
20 As 19, with next highest critical multiplier

Abdomen (5)

1-2 No unusual effect
3-4 Abdomen grazed, light bleeding
5-6 Abdomen struck; if no armor stunned 1 round, 2/3 move
7-8 Armor damaged; if no armor, stunned d4 rounds, light bleeding, 2/3 move
9-10 Abdomen injured, light bleeding, 1/2 move, -2 to attack rolls
11-12 Abdomen injured, serious bleeding, 1/2 move, -4 to attack rolls
13-14 Armor damaged, abdomen injured, light bleeding, 1/2 move, -2 to attack rolls; if no armor, victim at 0hp with serious bleeding
15-16 Abdomen injured, 1/3 move, no attack, serious bleeding
17-18 Abdomen injured, victim at 0hp with moderate bleeding
19 Abdomen destroyed, victim killed
20 As 19, with next highest critical multiplier

Torso (6-7)
1-2 No unusual effect
3-4 Torso grazed
5-6 Torso struck, 2/3 move, light bleeding
7-8 Shield damaged, torso struck, 2/3 move, light bleeding
9-10 Armor damaged, torso struck, 2/3 move, -2 to attack rolls; if no armor, torso injured, no move or attack, serious bleeding
11-12 Torso injured, moderate bleeding, 1/2 move, -4 to attack rolls
13-14 Shield damaged, torso struck, -2 to attack rolls; if no shield, ribs broken, serious bleeding, no move or attack
15-16 Ribs broken, serious bleeding, no move or attack
17-18 Torso destroyed, victim at 0hp with serious bleeding
19 Torso destroyed, victim killed
20 As 19, with next highest critical multiplier

Arms (Left 8, Right 9)
1-2 No unusual effect
3-4 Hand struck, held item dropped, light bleeding; no effect if shield arm
5-6 Arm struck, shield damaged/held item dropped, light bleeding
7-8 Hand injured, -2 to attack or shield dropped
9-10 Armor damaged, arm struck, light bleeding; if no armor, arm injured, light bleeding
11-12 Arm broken, stunned 1 round, light bleeding, held item or shield dropped
13-14 Armor damaged, arm injured, -2 to attack rolls/shield dropped; if no armor, arm broken, stunned d6 rounds, moderate bleeding
15-16 Shoulder injured, no attack, moderate bleeding
17-18 Arm destroyed, moderate bleeding, 2/3 move
19 Leg destroyed, no move or attack, moderate bleeding
20 As 19, with next highest critical multiplier

Head (10)
1-2 No unusual effect
3-4 Head grazed, stunned d3 round, light bleeding
5-6 Head struck, helm removed, stunned 1 round, -2 to attacks; light bleeding if no helm
7-8 Eye injured, -4 to attack rolls; if helmed, stunned 1 round instead
9-10 Helm damaged, face injured, stunned d6 rounds, light bleeding, 2/3 move, -4 to attacks
11-12 Skull broken, helm damaged, victim at 0hp with moderate bleeding
13-14 Throat injured, serious bleeding
15-16 Skull broken, victim at 0hp with moderate bleeding, Int, Wis, and Cha all drop by d6 permanently
17-18 Throat destroyed, victim killed
19 Head destroyed, immediate death
20 As 19, with next highest critical multiplier

10.23.2007

Crunchy Goodness: Crit Charts pt. I: Bludgeoning!

I like violence. I like deadly games when it comes to combat and I like seeing players relish in taking off some heads, and I didn't feel like 3.x really offered that, so I took out my old 2nd Edition Critical Hit Charts and converted them as straight as I could to 3.x.
Because they're converted directly, there's still the inconsistencies from the earlier charts (such as non-scaled severity in some places) but I felt that this just adds to the randomness of die rolling and didn't correct it.
The charts are long, so I'll break it up into damage types, then follow up with the special conditions table and some more crunch my friends and I came up with to work off of the charts.

To use these charts, simply find the type of damage your weapon does, roll a d10 for location, then a d20 for severity.
Any creature immune to critical hits is generally immune to most effects, though DMs could rule that severed or crushed extremities are possible. Also, as a variant that my friends and I used, any protection against critical hits only had a chance or fully protected against these secondary effects. Damage is still taken with the critical multiplier that applies.

Bludgeoning
Legs (Right 1-2, Left 3-4)
1-2 No unusual effect.
3-4 Victim knocked to kneeling/sitting.
5-6 Knee struck, victim knocked prone, 1/2 move.
7-8 Foot broken, 1/2 move
9-10 Armor damaged, 1/4 move; if no armor, leg injured
11-12 Hip broken, light bleeding, no move
13-14 Armor damaged, no move; if no armor, leg broken
15-16 Knee shattered, no move, -2 to attack rolls
17-18 Hip shattered, light bleeding, no move or attack
19 Leg shattered, no move or attack, moderate bleeding from compound fractures
20 As 19, with next highest critical multiplier

Abdomen (5)
1-2 No unusual effect.
3-4 Victim stunned d6 rounds
5-6 Abdomen struck, stunned 1 round, 1/2 move
7-8 Armor damaged, victim stunned d6 rounds; if no armor, increase critical multiplier by one.
9-10 Abdomen injured, 1/2 move, -2 to attack rolls
11-12 Abdomen injured, light internal bleeding, 1/2 move, -2 to attack rolls
13-14 Armor damaged, abdomen injured, light bleeding, 1/2 move, -2 to attack rolls
15-16 Abdomen injured, no move or attack, light internal bleeding
17-18 Abdomen crushed, no move or attack, moderate internal bleeding
19 Abdomen crushed, victim reduced to 0 hp with serious internal bleeding
20 As 19, with next highest critical multiplier

Torso (6-7)
1-2 No unusual effect.
3-4 Knocked prone, stunned d4 rounds
5-6 Torso struck, stunned 1 round, 1/2 move
7-8 Shield damaged, torso struck, 1/2 move
9-10 Armor damaged, torso struck, 1/2 move, -2 to attack rolls
11-12 Torso injured, light internal bleeding, no move or attack
13-14 Ribs broken, light internal bleeding, 1/2 move, -2 to attack rolls
15-16 Ribs broken, moderate internal bleeding, no move or attack
17-18 Torso crushed, victim reduced to 0 hp with serious internal bleeding
19 Torso crushed, victim killed
20 As 19, with next highest critical multiplier

Arms (Left 8, Right 9)
1-2 No unusual effect
3-4 Hand struck, shield/held item dropped
5-6 Arm struck, shield damaged/held item dropped
7-8 Hand broken, -2 to attack rolls/shield dropped
9-10 Armor damaged; if no armor, arm broken
11-12 Shield damaged, arm broken, stunned 1 round
13-14 Held item dropped, arm broken, stunned d4 rounds
15-16 Shoulder injured, no attacks, light bleeding
17-18 Arm shattered, 1/2 move, no attacks, light bleeding
19 Shoulder shattered, no move or attacks, moderate bleeding
20 As 19, with next highest critical modifier

Head (10)
1-2 No unusual effect.
3-4 Stunned d6 rounds
5-6 Head struck, helm removed, victim stunned 1 round; if no helm -2 to attack rolls
7-8 Head struck, -2 to attack rolls
9-10 Helm damaged, face injured, stunned d6 rounds, 1/2 move, -4 to attack rolls
11-12 Skull broken, helm damaged, victim reduced to 0hp and unconcious d4 hours
13-14 Face crushed, light bleeding, no move or attack, Cha drops by 2 permanently
15-16 Head injured, unconcious d6 days, lose 1 point each of Int, Wis, and Cha permanently
17-18 Skull crushed, reduced to 0hp, moderate bleeding, Int, Wis, Cha all drop by d6 permanently
19 Skull crushed, immediate death
20 As 19, with next highest critical multiplier

10.19.2007

Something Away from the Table pt. II

Last time I did this, I featured Travian, a pseudo-historical strategy game that plays a little like some German board games. This time, I'm gonna talk about another browser-based game I play...this one an RPG.

Some of you might know of The Kingdom of Loathing, but if you don't, then I suggest you give it a shot. It's easy to get started and the brand of wit in every aspect of the game makes it never stale for me, though others might think differently. As you advance in level, you gain access to new areas, other powers, and plenty of other benefits to keep someone vested in the game, but with minimal commitment.

If you like poorly drawn stick critters, (pop)culture references, cleverness, and games, then this one's for you.

Enter the Kingdom of Loathing!

If you decide to play, message me. My name's Ragu the Magnificent. I'll hook you up with some food and booze!


Also, a short Travian update. If anyone is playing that and would like to join an Alliance, contact either me (Gracchus) or my pal Rob (StAnE) in game and we'll invite you to join ours, The Swinging Nards of Doom.
You have to have an Embassy at level 1 to accept an Alliance invite.

The Misfortunes of My Gaming Experiences

Well, it's been 12 days since I last posted anything and this is the 2nd week I've skipped gaming altogether.

The reason isn't because I'm not into it or anything of that sort. I love the game, I like playing with the guys I play with. It's just that some stuff has come up like bad weather, being sick, family engagements (like tonight, which seemed to mount and mount the more the evening went on), etc.

I've tried to call Paul numerous times and for some reason can't get through, so I dunno what the deal is. Mom ran into him at Wal-Mart and he mentioned trying to get in touch with him and she told him I had tried calling him multiple times, so hopefully he won't be upset at my absence and things can go back to running smoothly next week.

That's the plan, anyway, but in the past with some other experiences with game groups, things haven't been that easy. I guess it's time to elaborate on those past problems I've hinted at before while the worry of this instance is on my mind.

Let's go back to 2004. This year brought to an end the most successful, largest group I've ever gamed in and when it comes down to it, it was because of me. My ex and I split and she started dating one of my closest friends, who happened to be a regular part of the group. With this, he dropped out and so did most of the people he had gotten to play with us, thus lessening the numbers. Some people moved, which worsened things and it all just pretty much went to pot after that.

A little while later, a new group was formed. This one with Jon, Chris, Eric, Zack, and I. It was scheduled for 9am Sunday mornings, a time I had said I wasn't able to fully commit to, but would be there as often as I could...and I was. I was there as much as I could possibly make it, but had made the mistake of running a far-reaching campaign and with my "attendance" like it was, it only served, little to my knowledge, to piss my friends off. Take note that they said nothing to me about it, or I would have tried to fix it. That group disbanded after just a few months.

Six months later, I've not gamed in a while and am hearing stories of gaming exploits from a new group consisting of Eric, Zack, Chris, Jon, a guy named Keith that I had known for a couple of years, and 3 guys I either hadn't met before or were poorly acquainted with named Wes, Richie, and Mike. One night I was on the phone to Eric and he mentioned needing to get off to go play and I asked if I could join. He seemed reluctant, but didn't give me a reason why, only referring me to Chris, whom I called right after. Chris explained that my attendance of the last game was an issue that wasn't welcomed and that he would put it to the group if I could rejoin or not. Two weeks later, I was playing again, despite (I later learned) iffy and "no" votes from close friends.

That group lived on and moved venues a time or two and eventually ended up with lineup changes as Wes and Mike weren't able to commit, Keith and Eric had some drama which led to Keith leaving, Eric ended up leaving and Paul joined us. This group became kinda locally um...famous? I guess is the right word. We ran the group with utmost efficiency, had a waiting list of people who wanted in (we felt 6 was a comfortable number), dealt with any problems through Democratic ways, etc. This all ended in December.

Chris had his fiance Nadine over during one of the sessions and everyone voiced opinions that they didn't want distractions, and were wary of having guests sit in on us for those reasons. The game went off without a hitch, and things went great. The next day, Chris called me and we talked about random game stuff. A little unnerved about everyone mentioning stuff, but having my own worries eased, I mentioned the overall opinion before Nadine showed up, so that if it arose in the future there wouldn't be any problems.

Chris blew up. He suddenly felt that all our "rules" etc were stifling (though he created most of them) and that we had went beyond playing a game, and I think he felt I had told him Nadine wasn't welcome at my house, but that's not what I said, nor did I allude to it at all. Anyway, he finally got off the phone with me and called Paul and Richie, who were the only remaining group members at that time. I'm not sure what they said when he called them, but I had a feeling that they put most of it on me and painted me in a bad light, and it turns out Chris twisted my words to make it sound like the game was more important than our friendships, which I never said.

Long story short, Chris felt that he could no longer game with me, and apparently so did my other friends, as they could game with him, but never accepted any invites and never invited me. Richie's since moved, but he and I maintained our friendship best through it all. Not sure some of the intricacies of how Chris feels, but I think I was misrepresented in some of his interpretations and he's been or seemed, anyway, adamant about avoiding interaction with me except when unavoidable.

This really upsets me, since he's probably my closest friend I've had in a long time, and I would like to mend that friendship, but I don't know how. I don't know what it would take or even if it's possible. He's since moved, and for a long time he's not accepted any calls I've made to him. Maybe he washed his hands of me. I dunno. I'd like to set things right, though. It's sad that our shared hobby came between us, and should never have happened. I "swallowed my pride" a long time ago. Just dunno how to get it to move on.

I wish I knew the moral of the story. I guess that would scare off potential gaming buddies, but I don't feel like it should. The focus of that phrase is definitely "buddies" and that's never changed for me. Time will tell where things go next, I suppose.

10.07.2007

The Casts

Well, coming off of longish game posts, it occurred to me that the characters might be swept up in the sea of words, so I'll post the casts of characters. This post is just as much for me as for everyone reading. This is based on what I know, so I might be a little off on some details and I haven't encountered all the characters in some games.

Dark Sun
DM - Me
Hass - Mul Gladiator 4 (Henry)
Goal - Human Psion/Seer 5 (Paul)

The Lich Lord
DM - Paul
Amna - Sun Elf Wizard 4/Sorceror 1/Ultimate Magus 5 (Me)
Donias - ex-Human-now-Hill Dwarf Fighter 9 (Me)
Miles - Human Druid 10 (Henry)
Davina - Human Paladin 10 (Henry)
Kenneth - Human Ranger 5/Scout 5 (Brenton)

The Dragon Wars
DM - Paul
Hlorgr Wolfscall - Ogre Savage Bard 4/Barbarian 3 (Me)
Turok Stonesmelter - Hill Dwarf Fighter 10 (Jeremy)
Fitzhugh - Winged Human Healer 14 (Tammy)

The Thursday Group

I showed up 20 minutes late to an almost empty house at Paul's It turns out that Henry, Karen, Tammy, Miah, Shaun, and whoever else were unable to or otherwise just didn't show. This left Paul and a guy named Jeremy at the table, which I gladly joined.

Since the campaign is in full swing and the night was off to a late start, no real heavy backstory was hashed out for Hlorgr Wolfscall, my Ogre (Savage variant) Bard 4/Barbarian 3 (or Bardbarian, if you will), but it was determined that the leader of my tribe, tasked me with finding the root of various draconic attacks in the area, which I readily accepted as a warrior and I might just find the inspiration for an epic in my journeys.

The mission took me into an area where, to my astonishment, hundreds of dragons were in flight, battling for reasons unknown to me. I stood, dazed as a blue dragon swooped down to me, with a Dwarf Fighter 12 by the name of Turok Stonesmelter upon its head or neck or something, bearing a large egg, which he immediately handed to me after introductions, claiming it was bringing him no luck.

Taking better stock of the surroundings, I learn that I'm next to a mountain surrounded by rolling hills and a forest (which I had just come out of). The closest face of the mountain had a temple built into it with the symbol of Bahamut and I knew the land to be sacred to all dragons, a neutral ground of sorts. The battle here was sacriligeous.

Commanded to get to safety within the temple by the blue, the Dwarf and I rushed in and were welcomed by a Human woman who is prompted to tell the story of what's going on with the egg by the Dwarf. Turns out, it's the product of a Silver and Blue coupling and part of a foretold legacy of a great dragon and the battle was fought to claim the thing so that one of the forces may exert influence on the hatchling and that Bahamut wants it raised by a dragon unwavered by good or evil. It also happens that Hlorgr knew an epic about the prophecy and so recited it with a very high Perform check. WeWt.

We rested there a night and then arose to a grand breakfast (Heroes Feast). When we took the meal, Paul brought in Fitzhugh, his wife Tammy's Winged Human Healer 14, as a DM PC to help us along the way and we were instructed to go into the catacombs beneath the temple to facilitate transfer of the egg to it's destination by going through what I assume is a portal of some sort.

Coming to a juncture in the corridors, we encountered 3 Redspawn Arcanisses who got a little fireball happy with us after declaring we were doing the duty of Tiamat. I tried to tell them that we had the egg. Turns out, they knew that and stopping the egg (possibly destroying it, though they didn't elaborate) was part of their duty.
They died.

Pressing on, we later came to a blood drenched Y in the passages, which we determined had been passed over many a time by reptilian feet. A good Survival roll got us on the most heavily trafficked path and into a chamber with a headless blue dragon. A Blackspawn Exterminator was sitting atop it speaking to someone out of sight.
Turok and Hlorgr are not the sneaky types (meaning I rolled a 1 on my Move Silently) so the thing disappears and the next thing we know, we're being sneak attacked by not just the one, but two of the punks.
Not sure if you've ever fought ninja, but they aren't pushovers. With invisibility and poison coupled with breath weapons, we had a tough time of taking them out, but with Fitzhugh there to help out, we killed the bad guys and took their stuff. Too bad about the blue dragon.

That's where we ended and hopefully more people will be around next time, when Henry will be running his game. I have a Kobold Dragon Shaman named Meerp ready to go for it!

Entering the Lich Lord's Castle

So, Wednesday, I was a little rushed and underprepared so Paul ran another session of his Lich Lord campaign. This week, Brenton rejoined us, since we were playing earlier in the evening, so that was nice. Another person/character in the group is always a plus.

After mine and Henry's retreat from the asskicking we took from the Bleakborn, we holed up in a cavern with my dead Fighter and rested so that Henry's Druid Miles might make room for a Reincarnation spell with which to bring back our fallen comrade.

During the space in which the spell effects were taking place, we were being watched and were later approached by Kenneth, Brenton's Ranger/Scout, who is apparently on a quest for vengeance against a Vampire Druid. My mage Amna was intrigued by this. Could it be the same weasely bastard that had eluded us before?! With that on my mind, and mirrored on Miles' face, we took Kenneth into our group and rested a bit more in preparation to storm the Lich's castle while Donias the Fighter, newly reincarnated from Human to Dwarf, took stock of his new situation.

As soon as we could, we set out for the graveyard-path that we had to cross before reaching the castle and there encountered 2 Bleakborn, defeating them fairly easily by throwing them off the cliffside that lined the cemetery on either side, down to either their doom, or at least away from us.

Miles turned into a giant owl and carted the party up one by one to a caved in section of wall we spotted after having proven unable to deal with an old portcullis. This put us in a room with two ways out. One door was stuck, so we decided to go the path of least resistance, hoping that the stuck door would make noise should anyone/thing come through it to get to us and proceeded down a hall.

Moving on, we came to a store room with moldy wares, a skeleton, a few gp and silverware! Paul kicked himself for that when he realized why we were excited at this find. "Oh shit, I gave you silverware and you've been fighting vampires!" Damn right, you did.
Also in the room was a small nook which held 3 swarms. 3! Swarms! My caster has no area effect spells. That might tell you why I was concerned at this news. Anyway, Henry's Paladin, Davina, was able to turn the Bloodmote Swarm and the 2 Ephemeral Swarms, granting us escape for a time.

We had enough time to enter another chamber, which held nothing of interest, except a magical aura emanating out from under a bed when Detect Magic was cast. Miles stuck his hand under the bed to retrieve whatever it happened to be only to be bitten by an Iron Cobra! So kick ass. Constructs are magical creations, you know. Haha. A short fight put the creature running through a hole in the wall and brought us to "time up" on the session.

I'm interested in what's to come in there, and I still wanna take it to that vampire S.O.B.

10.04.2007

Something Away From the Table

Last night, my pal Rob reminds me of a game he had mentioned a couple days ago so I decided to sign up and see what it's all about.

The game's called Travian and plays alot like German board games, except it's broswer based and functions in real time. You can choose from 3 tribes: Romans, Gauls, and Teutons and you get to build up your holdings and expand, declare war, etc. Good fun.

Rob (StAnE) is playing a Gaul like the barbarian scum he is. I'm (Gracchus) supporting the Empire. I invite anyone to join us.

To Travian!

btw, I went ahead and played last night and had a blast. Going to join the larger group tonight, so more on both games later!

10.03.2007

Wednesday = Game Day

So, it's Wednesday already and that means gaming. Being completely honest, though, I don't know if I'll be going. I'm undecided as it stands.

This will be the 8th or 9th week since Paul and I first hashed out the whats, whens, and wheres of this group and if we play, only the 6th time that will have happened. Once, Paul showed and no Henry, so we sat and bull-shitted for a couple of hours. A couple times, we just couldn't make things work or things have come up.

It's not a huge deal that things don't always gel. With school, work, etc. that's inevitable, but I dunno. I guess I got really excited over the prospect of one of my friends wanting to game with me after the last debacle (something I really need to go into sometime) and I just want this one to gain speed and become a good, dependable group sans politics.

I've also been tossing around the idea of joining the Thursday group that Paul has, since I got an invite to that. The thing is, I like to eventually run games for the groups I'm in and I'm not so sure how they would take to that, as in the past, most new people to the groups have had to prove they mesh well before they are OK'd to run. Maybe I'm just used to the more structured groups of days past.