This is good news....sadly, I learned tonight that Josh H. will have to drop out of the games because he's moving. It's bittersweet, though, as he is leaving us to further his education! He's a smarty.
Also adding to the suck is that Josh, though present, didn't really get to play tonight as his character was in surgery. I think their surgery system is skewed, and the Medicae skill, in general. Everything just seems to take so long.
While it is true, some of the characters can get pretty banged up during the course of their duties to the Emperor, it just seems ridiculous that someone undergo surgery for 9 days (or more) to be healed or given an augmetic limb. While it is true, these types of things would take time...this is also the 41st millenia...you'd think that they'd have figured some shit out to speed recoveries or created shortcuts in procedures to get them done more rapidly.
It confuses me.
Anyway, some crazy stuff...as was promised...occured in tonight's game. We only really had Sadis (Steve C.) and Mkoll (David B.) on the case with the rest of the team either in the infirmary or ghosted due to not being present.
When we left off last time, the characters had just bailed out of a cargo ship holding a small group of orcs before it was blasted out of the sky by Imperial forces, only to see the ship escape out into the blackness of space. During this retreat, Jorn (Josh H.) was taken by the Sisters of Angelic Grace to their infirmary to undergo surgery to heal him while Sadis and Mkoll sped toward the home of Father Simian to rendevous with Interrogator Hesdus.
While en route, Hesdus radioed that Simian was dead and by the time the acolytes arrived, all that was left to be seen was a bloody mess of a house and no trace of anyone or anything but Simian's dead body, a scrapped servitor, and a cogitator that had been shot.
Following up leads from earlier, and trying to regroup with members of Simian's employees to gain more information, the PCs made their way to the offices of the Assassinorum where Mkoll found out a previous "recommendation" had been withdrawn and no trace of the hit could be found and not much else, because shortly after the whole building was brought down in a huge explosion.
In the aftermath of that explosion, more blasts could be heard further away within the city and some recon and questioning of local authorities led them to find out that two "safehouses" that the acolytes had used recently and Father Simian's home had all been bombed, as well as a diner which multiple of the PCs had visited.
Though distrustful of the Sisters of Battle, the group, without anywhere else to turn, asked aid from the convent and were given sparse lodging and medical care while Jorn recovers.
In the meantime, Mkoll has begun to seek answers to the many questions that have arisen in this dangerous, hectic day...not the least of which is "Where is Hesdus?" and "Who is behind this?"
7.28.2009
Eberron: Prophecy of Ascendence, Part 37
This session was a blast. I addressed the problems that I felt the game has been suffering and we had the problem addressed and resolved within 5 minutes. We all agreed that it came down to the fact that there's very little dissemination of information among the group.
It's not that the party is constantly working at cross purposes, but it seems to be the case that everyone at the table is playing strictly IC...amazing for a group the size we have, but everyone at the table is really good at keeping what they know and running with only that. That's awesome, but it has caused huge bogs in the game when multiple characters aren't sharing information and able to piece things together to further the plot.
After we talked out what we think is the problem and joked around about it for a bit, we dove into the game, the characters quick to try and tie up as many loose ends as possible before setting out for the Starpeaks. I really think that's the name of the mountains, anyway. Quite a few other details have escaped me, but the game session seemed to just zip past and it was quite a bit of fun. I really should have posted this sooner, so I could remember everything that took place, but oh well. Tomorrow/today (depending on how you gauge time) will be another session and I hope the group is ready for...Deep Horizon!
It's not that the party is constantly working at cross purposes, but it seems to be the case that everyone at the table is playing strictly IC...amazing for a group the size we have, but everyone at the table is really good at keeping what they know and running with only that. That's awesome, but it has caused huge bogs in the game when multiple characters aren't sharing information and able to piece things together to further the plot.
After we talked out what we think is the problem and joked around about it for a bit, we dove into the game, the characters quick to try and tie up as many loose ends as possible before setting out for the Starpeaks. I really think that's the name of the mountains, anyway. Quite a few other details have escaped me, but the game session seemed to just zip past and it was quite a bit of fun. I really should have posted this sooner, so I could remember everything that took place, but oh well. Tomorrow/today (depending on how you gauge time) will be another session and I hope the group is ready for...Deep Horizon!
7.21.2009
No Dark Heresy And Another Common Gameshop Gripe
Well, no game last night because I would have liked to have started the game with more than 2 people and before 10pm. I'm not casting blame or anything, I know as much as anyone else that obligations can get in the way, so that's not a problem.
I do think, however, that I'm just gonna stop waiting and run my games at X time and if people aren't at the table ready to go, they can jump in when they are able. I really wish all of the games at the shop were run like that. It would be alot more appealing, I think, to more than just me if the games started a bit earlier during the week.
I've stepped my Tuesday game up some in time, but Monday and Wednesday's games suffer from "We'll Wait A Bit Longer For..." As gameshop games, I don't think that any campaign currently ran really hinges on any one character (or shouldn't,) so "ghosting" them til they show up shouldn't be a problem.
Anyway, it's a minor gripe. Not like most of us wouldn't be up late, anyway. Monday is an exception for me. I'm not sure why, but I always seem to feel the most tired on Monday nights.
I do think, however, that I'm just gonna stop waiting and run my games at X time and if people aren't at the table ready to go, they can jump in when they are able. I really wish all of the games at the shop were run like that. It would be alot more appealing, I think, to more than just me if the games started a bit earlier during the week.
I've stepped my Tuesday game up some in time, but Monday and Wednesday's games suffer from "We'll Wait A Bit Longer For..." As gameshop games, I don't think that any campaign currently ran really hinges on any one character (or shouldn't,) so "ghosting" them til they show up shouldn't be a problem.
Anyway, it's a minor gripe. Not like most of us wouldn't be up late, anyway. Monday is an exception for me. I'm not sure why, but I always seem to feel the most tired on Monday nights.
7.16.2009
Dark Sun And Other Current "In the Works..."
As I mentioned in an earlier post, a 3.5 D&D Dark Sun game was voted in as the next game to be played on Tuesdays. In my preliminary notes for the campaign, I was looking to make it a really free-form game focused mainly on roleplay, perhaps without the dynamics of a party unless circumstances bring multiple characters together. Now, though, I'm a little worried that a game like that might not go over too well, since I've seen how the current campaign is going and how well the players take to city adventures (Speaker in Dreams went not so well for the group due to nobody taking a hint).
I'm going to bring that up Tuesday when I try to get opinions on the current campaign and see what people think. I might just take the list with me again and recast the votes for the game. See how they turn out with our smaller group. It's weird...I guess Ox and his pals didn't like the game because it wasn't fight fight fight, but they haven't showed up in three weeks now.
In addition to working up the starting notes for Dark Sun, I've also been looking into older systems, or games that simulate such, and thanks to Jeff over at the Gameblog, I've become interested in Labyrinth Lord. I think a system that's still D&D, but isn't as much a numbers game would be a pretty nice diversion for the group and we'd all enjoy it. Maybe. Perhaps.
I've also been tossing around the idea of running a supers game. Not sure what system, though I have a couple at my disposal. I'm liking Aberrant the most strictly from a storyline perspective, but Marvel Super Heroes Adventure Game (the SAGA system one) can be fun for some wonky power limits and the gamble behind saving cards or blowing them.
There's alot going on in my noggin as far as gaming goes, I just need to actually take the time to work it all out on paper or something.
I'm going to bring that up Tuesday when I try to get opinions on the current campaign and see what people think. I might just take the list with me again and recast the votes for the game. See how they turn out with our smaller group. It's weird...I guess Ox and his pals didn't like the game because it wasn't fight fight fight, but they haven't showed up in three weeks now.
In addition to working up the starting notes for Dark Sun, I've also been looking into older systems, or games that simulate such, and thanks to Jeff over at the Gameblog, I've become interested in Labyrinth Lord. I think a system that's still D&D, but isn't as much a numbers game would be a pretty nice diversion for the group and we'd all enjoy it. Maybe. Perhaps.
I've also been tossing around the idea of running a supers game. Not sure what system, though I have a couple at my disposal. I'm liking Aberrant the most strictly from a storyline perspective, but Marvel Super Heroes Adventure Game (the SAGA system one) can be fun for some wonky power limits and the gamble behind saving cards or blowing them.
There's alot going on in my noggin as far as gaming goes, I just need to actually take the time to work it all out on paper or something.
Concerns About Tuesday
So, I've been thinking more on my post from yesterday about Tuesday's campaign and how I would like to deal with it all. Obviously, I will have a quick chat with the guys after we assemble at the table, but that will be game night and I can't really just go "Okay, now that I know what you want, give me a few hours and I'll change the game to suit."
This leaves me with wondering how or even if I should change my notes to maybe work into the style that the group seems to want. I like combat in games. In fact, I think if I had to play an RPG that had absolutely NO combat, I just really wouldn't be into it at all. However, I also enjoy exploration of the setting and storylines to support the combat and exploration.
I don't buy fully into the GNS Theory or The Big Model's statements that any group will only play X type of game, dependent on what system they choose to play under. I think that there's a definte ability to play XYZ game and to have it be enjoyable. Maybe I'm wrong. Maybe once Tuesday rolls around, we'll see what the players say and then I'll have to eat my words.
I've thrown so many bones to the PCs that have gone ignored or otherwise dismissed (maybe as minor occurrences that they don't need to mess with?), that I'm actually at a loss as to how to get them more into the game...and this is a fucking book campaign! I'm just trying to connect the adventures. Maybe I'll just say 'stuff it' and throw them at the beginning of the next adventure.
This leaves me with wondering how or even if I should change my notes to maybe work into the style that the group seems to want. I like combat in games. In fact, I think if I had to play an RPG that had absolutely NO combat, I just really wouldn't be into it at all. However, I also enjoy exploration of the setting and storylines to support the combat and exploration.
I don't buy fully into the GNS Theory or The Big Model's statements that any group will only play X type of game, dependent on what system they choose to play under. I think that there's a definte ability to play XYZ game and to have it be enjoyable. Maybe I'm wrong. Maybe once Tuesday rolls around, we'll see what the players say and then I'll have to eat my words.
I've thrown so many bones to the PCs that have gone ignored or otherwise dismissed (maybe as minor occurrences that they don't need to mess with?), that I'm actually at a loss as to how to get them more into the game...and this is a fucking book campaign! I'm just trying to connect the adventures. Maybe I'll just say 'stuff it' and throw them at the beginning of the next adventure.
7.15.2009
Eberron: Prophecy of Ascendence, Part 36
Yeah, it's been 6 sessions since word about this campaign and honestly, not much has happened other than a few lineup changes and some adventure lines that seemed to fall flat.
Last night, the party ran into one of their earliest villains...Belak the Outcast, who first appeared way back in The Sunless Citadel. Nobody in the party ever asks questions like "What part does he play in the overall scheme?" so it seems useless to reintroduce characters. To the group, it just seemed like another fight that they can easily win. The campaign is growing kinda redundant when it feels like I'm running a (somewhat) immersive storyline simply to facilitate (sp?) a line of combats. That's not what D&D is about to me, but who am I to take away the fun from my players?
Which leads me to what I've been doing lately with the game. The past two sessions, I've been testing just how much they can do and take and it turns out they can rock 17th and 20th level encounters like they're nothing. I'll just have to turn it up a little bit.
Maybe I'll toss in some Underwater Ninja Tigers.
Cast of Characters
Kelamor Prime, Male Personality Warforged Druid 11 - Carl
Devin "Lucky" Nel, Male Cleric 5/Human Paragon 3/Fortune's Friend 5 - Paul
Bellosh, Male Slyth (Formerly Feral Shifter) Barbarian 5/Ranger 2 - Josh M.
Murmur, Male Personality Warforged Paladin 8/Exorcist of the Silver Flame 5 - David B.
Talin Shiri, Female Elf Ranger 3/Warblade 2/Revenant Blade 4 - Chris
Vacht Aernsland d'Orien, Male Human Wizard(Evoker) 13 - Steve C.
Soh, Male Changeling Fighter 4/Warshaper 5/Warblade 2 - Josh H.
Last night, the party ran into one of their earliest villains...Belak the Outcast, who first appeared way back in The Sunless Citadel. Nobody in the party ever asks questions like "What part does he play in the overall scheme?" so it seems useless to reintroduce characters. To the group, it just seemed like another fight that they can easily win. The campaign is growing kinda redundant when it feels like I'm running a (somewhat) immersive storyline simply to facilitate (sp?) a line of combats. That's not what D&D is about to me, but who am I to take away the fun from my players?
Which leads me to what I've been doing lately with the game. The past two sessions, I've been testing just how much they can do and take and it turns out they can rock 17th and 20th level encounters like they're nothing. I'll just have to turn it up a little bit.
Maybe I'll toss in some Underwater Ninja Tigers.
Cast of Characters
Kelamor Prime, Male Personality Warforged Druid 11 - Carl
Devin "Lucky" Nel, Male Cleric 5/Human Paragon 3/Fortune's Friend 5 - Paul
Bellosh, Male Slyth (Formerly Feral Shifter) Barbarian 5/Ranger 2 - Josh M.
Murmur, Male Personality Warforged Paladin 8/Exorcist of the Silver Flame 5 - David B.
Talin Shiri, Female Elf Ranger 3/Warblade 2/Revenant Blade 4 - Chris
Vacht Aernsland d'Orien, Male Human Wizard(Evoker) 13 - Steve C.
Soh, Male Changeling Fighter 4/Warshaper 5/Warblade 2 - Josh H.
Behind Again! Woo! Go me!
So...yeah.
Seems I fall behind at this here blog quite often lately, and I say I'll get it going again, but this time I do mean it. I've just been too lazy, really. No other real reason to not post.
As far as games go, not much has been missed, really, since I last posted. The only game that's really continued on has been Tuesday night's Eberron. Monday's Dark Heresy games are both on hiatus and Wednesday's games have kinda been washed out due to lack of attendance. I know last week, nothing happened on Wednesday because only three people were there.
Tonight, I'll not be attending Wednesday again, because I'm just not feeling well. I've pretty much dropped out of Thursdays, as well, because I got to feeling like I had too much gaming on my plate, and again, I'm in one of my "Eh" phases with Magic, so Fridays and Saturdays aren't usually times I'm around the shop. Sundays (and weekends as a whole) are hard for me to pull off due to family obligations.
Here's the schedule of games as far as I know:
Monday: Dark Heresy (Mine's on hiatus, David just dropped his.)
Tuesday: Eberron 3.5 D&D DM's by yours truly
Wednesday: The Savage Tide 3.5(DM'd by Paul)/The Red Hand of Doom 3.5 (DM'd by Steve)
Thursday: Wild West Werewolf (Ran by George)/Forgotten Realms 4E soon? (Ran by John C)
Friday: Magic Tourneys at night
Saturday: Magic Tourneys at night
Sundays: The Night Below 4E (DM'd by Tony, and from what I hear, an awesome conversion from the 2E original)
I have a character for both Thursday and Sunday, and once things level out some for me, I hope to rejoin Werewolf and hop in Tony's game, and possibly bring back my Drow War campaign on alternating Sundays.
There's just too much on my mind lately to enjoy gaming like I normally would.
Seems I fall behind at this here blog quite often lately, and I say I'll get it going again, but this time I do mean it. I've just been too lazy, really. No other real reason to not post.
As far as games go, not much has been missed, really, since I last posted. The only game that's really continued on has been Tuesday night's Eberron. Monday's Dark Heresy games are both on hiatus and Wednesday's games have kinda been washed out due to lack of attendance. I know last week, nothing happened on Wednesday because only three people were there.
Tonight, I'll not be attending Wednesday again, because I'm just not feeling well. I've pretty much dropped out of Thursdays, as well, because I got to feeling like I had too much gaming on my plate, and again, I'm in one of my "Eh" phases with Magic, so Fridays and Saturdays aren't usually times I'm around the shop. Sundays (and weekends as a whole) are hard for me to pull off due to family obligations.
Here's the schedule of games as far as I know:
Monday: Dark Heresy (Mine's on hiatus, David just dropped his.)
Tuesday: Eberron 3.5 D&D DM's by yours truly
Wednesday: The Savage Tide 3.5(DM'd by Paul)/The Red Hand of Doom 3.5 (DM'd by Steve)
Thursday: Wild West Werewolf (Ran by George)/Forgotten Realms 4E soon? (Ran by John C)
Friday: Magic Tourneys at night
Saturday: Magic Tourneys at night
Sundays: The Night Below 4E (DM'd by Tony, and from what I hear, an awesome conversion from the 2E original)
I have a character for both Thursday and Sunday, and once things level out some for me, I hope to rejoin Werewolf and hop in Tony's game, and possibly bring back my Drow War campaign on alternating Sundays.
There's just too much on my mind lately to enjoy gaming like I normally would.
5.21.2009
Eberron: Prophecy of Ascendence, Part 30
Tuesday's game started off with the cadre of adventurers regrouping and doing their favorite activity: Bringing a fallen party member back with Reincarnate!
After we all laughed at Chris' Elf being "reborn" as a Halfling, the group decided to get down to business and retrace their steps to further their mission against Allura's father, the vile Gulthias.
This jaunt deep into the caverns below Nightfang Spire brought the party into a crypt area with oddly undisturbed sarcophagi, which the group opted not to mess with, lest they possibly incur the wrath of more spectres, which they've all gained a fair deal of respect for.
Moving beyond the undisturbed crypts, they party came into a room, partially of my manufacture (to introduce new party members) which held the bodies of 15 men and women of various races, including a few warforged, that had been placed into temporal stasis by some undetectable effect, which was discerned by some of the more knowledgable party members (Namely Vacht and his 30+ spellcraft/knowledge [arcana] rolls.)
After disarming a trap within the room and retrieving what turned out to be part of a key to a door they encountered later, the group revived the fallen stasis people and found out that some of them had been down in the vaults of the Spire for hundreds of years, just as much to the surprise of those who had been in stasis as those who found them. Most of those who had been in the room when the PCs discovered it decided to venture out of the tower together, with directions given by Mac and Lucky. Three of those freed from the magic (not including the 2 new PCs) decided to stay on to aid the party til they completed their mission at the location.
The before-mentioned locked door became the major obstacle to overcome and having only 2 pieces of the key, one gained from an NPC that joined the group, they decided to do a little poking around to see if they could locate the other 2 pieces.
We left off after a pretty exciting battle with some spectres and morhgs over a sea of zombies and skeletons, and Lucky had just obtained the 3rd piece of the key. Next week, I assume they'll go after part 4 and enter the sealed area beyond the lock.
Cast of Characters
Allura Fellhaven, Female Kalashtar Psion(Telepath) 10 - Carl
Devin "Lucky" Nel, Male Cleric 5/Human Paragon 3/Fortune's Friend 3 - Paul
Guy Veir "Mac" d'Cannith, Male Human Artificer 8/Renegade Mastermaker 3 - Taylor
Cade Twistvine, Male Hagspawn (formerly Halfling) Rogue 4/Cleric 1/Skullclan Hunter 5 - Josh M.
Murmur, Male Personality Warforged Paladin 8/Exorcist of the Silver Flame 3 - David B.
Revantor, Male Personality Fighter 4/Warblade 4 - Jeremy
Talin Shiri, Female Elf Ranger 3/Warblade 2/Revenant Blade 4 - Chris
Vacht Aernsland d'Orien, Male Human Wizard(Evoker) 11 - Steve C.
Randy Lingso, Male Half-Elf Monk 1/Druid 5/Master of Many Forms 2 - David S.
By the by, I put the list up for the group to decide what game will be next and Dark Sun 3.5: The Affairs of Dragons was voted in. Some would have liked to have seen a non-D&D game, but a game's a game and majority rules.
On a related note, I'm going to update the list and likely repost it soon.
After we all laughed at Chris' Elf being "reborn" as a Halfling, the group decided to get down to business and retrace their steps to further their mission against Allura's father, the vile Gulthias.
This jaunt deep into the caverns below Nightfang Spire brought the party into a crypt area with oddly undisturbed sarcophagi, which the group opted not to mess with, lest they possibly incur the wrath of more spectres, which they've all gained a fair deal of respect for.
Moving beyond the undisturbed crypts, they party came into a room, partially of my manufacture (to introduce new party members) which held the bodies of 15 men and women of various races, including a few warforged, that had been placed into temporal stasis by some undetectable effect, which was discerned by some of the more knowledgable party members (Namely Vacht and his 30+ spellcraft/knowledge [arcana] rolls.)
After disarming a trap within the room and retrieving what turned out to be part of a key to a door they encountered later, the group revived the fallen stasis people and found out that some of them had been down in the vaults of the Spire for hundreds of years, just as much to the surprise of those who had been in stasis as those who found them. Most of those who had been in the room when the PCs discovered it decided to venture out of the tower together, with directions given by Mac and Lucky. Three of those freed from the magic (not including the 2 new PCs) decided to stay on to aid the party til they completed their mission at the location.
The before-mentioned locked door became the major obstacle to overcome and having only 2 pieces of the key, one gained from an NPC that joined the group, they decided to do a little poking around to see if they could locate the other 2 pieces.
We left off after a pretty exciting battle with some spectres and morhgs over a sea of zombies and skeletons, and Lucky had just obtained the 3rd piece of the key. Next week, I assume they'll go after part 4 and enter the sealed area beyond the lock.
Cast of Characters
Allura Fellhaven, Female Kalashtar Psion(Telepath) 10 - Carl
Devin "Lucky" Nel, Male Cleric 5/Human Paragon 3/Fortune's Friend 3 - Paul
Guy Veir "Mac" d'Cannith, Male Human Artificer 8/Renegade Mastermaker 3 - Taylor
Cade Twistvine, Male Hagspawn (formerly Halfling) Rogue 4/Cleric 1/Skullclan Hunter 5 - Josh M.
Murmur, Male Personality Warforged Paladin 8/Exorcist of the Silver Flame 3 - David B.
Revantor, Male Personality Fighter 4/Warblade 4 - Jeremy
Talin Shiri, Female Elf Ranger 3/Warblade 2/Revenant Blade 4 - Chris
Vacht Aernsland d'Orien, Male Human Wizard(Evoker) 11 - Steve C.
Randy Lingso, Male Half-Elf Monk 1/Druid 5/Master of Many Forms 2 - David S.
By the by, I put the list up for the group to decide what game will be next and Dark Sun 3.5: The Affairs of Dragons was voted in. Some would have liked to have seen a non-D&D game, but a game's a game and majority rules.
On a related note, I'm going to update the list and likely repost it soon.
Monday's Dark Heresy (My Game)
So, Monday we trudged through another session of my Dark Heresy game, the group doing very little except working on leads as to the cases of suspected smuggling through the world that their on's food supply stations and the handling of xenos artefacts by a Sister of Battle.
Honestly, I'm being incredibly flowery in my description of how well the game went with the word "trudged." I don't know if it's me, or the game, or what, but it just seems like it's near impossible for us to get focused on Mondays and make the game happen. While it is true that the game progresses every week, the fact remains that it just seems to crawl along and has nowhere near the focus of the other games during the week.
I've asked some of the guys if it's my GM style or if there's anything that can be done to improve the game to make it more enjoyable, but the feedback always seems to be positive, but personally, I've been wondering if perhaps Dark Heresy just isn't my game.
I've got some great ideas for the game, and I've solidified the current plot more so that maybe things will run a bit more smoothly, but I don't know if it will help.
Getting started would definitely be a boon, as it's usually fairly late when we get to the table, but the focus just needs to be a little tighter. I guess time will tell.
Cast of Characters
Akarian, Male Forge Worlder Tech-Priest - Taylor
Jorn, Male Voidborn Arbitrator - Josh H.
M'koll, Male Feral Worlder Assassin of the Vindicare Temple - David B.
Sadis, Male Hive Worlder Scum - Steve C.
Barl-Tok, Male Feral Worlder Guardsman - David H.
Honestly, I'm being incredibly flowery in my description of how well the game went with the word "trudged." I don't know if it's me, or the game, or what, but it just seems like it's near impossible for us to get focused on Mondays and make the game happen. While it is true that the game progresses every week, the fact remains that it just seems to crawl along and has nowhere near the focus of the other games during the week.
I've asked some of the guys if it's my GM style or if there's anything that can be done to improve the game to make it more enjoyable, but the feedback always seems to be positive, but personally, I've been wondering if perhaps Dark Heresy just isn't my game.
I've got some great ideas for the game, and I've solidified the current plot more so that maybe things will run a bit more smoothly, but I don't know if it will help.
Getting started would definitely be a boon, as it's usually fairly late when we get to the table, but the focus just needs to be a little tighter. I guess time will tell.
Cast of Characters
Akarian, Male Forge Worlder Tech-Priest - Taylor
Jorn, Male Voidborn Arbitrator - Josh H.
M'koll, Male Feral Worlder Assassin of the Vindicare Temple - David B.
Sadis, Male Hive Worlder Scum - Steve C.
Barl-Tok, Male Feral Worlder Guardsman - David H.
3.24.2009
Monday Is For Warhammer!
So, yesterday was very Warhammery, indeed...
When I showed up to the shop, I was surprised with a call from CJ saying that he was on his way so that we could have our match. A couple of things about the match caught me off guard, the least of which being that we had scheduled a Tuesday match, so it was last-minute as far as mindset for me. I'm one of those weird gamers who has to have their mind in it. I'm not all "Game for gaming's sake!" I'm not an ork, sheesh.
Anyway, the match went...not at all as well as I had hoped and we ended in a draw, but later found that some rules overlooks kinda screwed me, so we'll be rematching on Friday. I was hoping we could do the rematch today (Tuesday,) because that would put us inside another campaign week. I've not been attacked, though, so eh. So yeah...my Vampire Counts held their own against the Empire of Man at a HUGE disadvantage due to the rule flub, so I'm not totally bummed.
Then came Dark Heresy, and a little bit of an anticlimactic end to what could have been a very hands-on and exciting story arc. As mentioned previously, the group was given the task of taking down a small battle cruiser called The Merry Elizabeth as she made her way to dock on Scintilla with the Gunmetallicus 111th Imperial Guard regiment.
The whole thing had been a conundrum and the game had really slowed while everyone racked their brains on how to "assassinate" the ship, a planning endeavor that lasted 3 whole game sessions. Last night, however, they decided that Taylor's character, Akarian, would be the trigger man, in a sense, as their plan of attack hinged on his ability to hack into Imperial Navy systems and create an error just big enough to cause a chain reaction amongst a Lightning (fighter jet) squadron and compromise the integrity of the Naval vessel.
...and in the end a fate point was burned to succeed.
Likely not the way the players wanted, and a little bit of an "eh" moment for me, as well. Looking back on it, maybe I should have called for an extended roll, instead of a one shot roll. It's too late to go back now, anyway, and in the end, I think everyone is kinda happy to have that behind them. Hesdus is now taking them to a yet-to-be-named Shrine World for unknown reasons, and you can bet that more chances for quashing of heresy are just around the corner!
Saying that the Dark Heresy game hinged on Taylor is a little unfair, as was the course of the adventure, since it was Patrick who made the roll, because Taylor had to leave the table and go upstairs close to the end of the session for a Warhammer match against John, defending one of his territories against the depravations of the Daemons of Chaos with his Gobbos. I don't know too much about the match, because I saw very little of it, but it ended with John taking a Minor Victory. From what I did see, though, Goblin Fanatics are fucking crazy cheaty bullshit. YeY that!
When I showed up to the shop, I was surprised with a call from CJ saying that he was on his way so that we could have our match. A couple of things about the match caught me off guard, the least of which being that we had scheduled a Tuesday match, so it was last-minute as far as mindset for me. I'm one of those weird gamers who has to have their mind in it. I'm not all "Game for gaming's sake!" I'm not an ork, sheesh.
Anyway, the match went...not at all as well as I had hoped and we ended in a draw, but later found that some rules overlooks kinda screwed me, so we'll be rematching on Friday. I was hoping we could do the rematch today (Tuesday,) because that would put us inside another campaign week. I've not been attacked, though, so eh. So yeah...my Vampire Counts held their own against the Empire of Man at a HUGE disadvantage due to the rule flub, so I'm not totally bummed.
Then came Dark Heresy, and a little bit of an anticlimactic end to what could have been a very hands-on and exciting story arc. As mentioned previously, the group was given the task of taking down a small battle cruiser called The Merry Elizabeth as she made her way to dock on Scintilla with the Gunmetallicus 111th Imperial Guard regiment.
The whole thing had been a conundrum and the game had really slowed while everyone racked their brains on how to "assassinate" the ship, a planning endeavor that lasted 3 whole game sessions. Last night, however, they decided that Taylor's character, Akarian, would be the trigger man, in a sense, as their plan of attack hinged on his ability to hack into Imperial Navy systems and create an error just big enough to cause a chain reaction amongst a Lightning (fighter jet) squadron and compromise the integrity of the Naval vessel.
...and in the end a fate point was burned to succeed.
Likely not the way the players wanted, and a little bit of an "eh" moment for me, as well. Looking back on it, maybe I should have called for an extended roll, instead of a one shot roll. It's too late to go back now, anyway, and in the end, I think everyone is kinda happy to have that behind them. Hesdus is now taking them to a yet-to-be-named Shrine World for unknown reasons, and you can bet that more chances for quashing of heresy are just around the corner!
Saying that the Dark Heresy game hinged on Taylor is a little unfair, as was the course of the adventure, since it was Patrick who made the roll, because Taylor had to leave the table and go upstairs close to the end of the session for a Warhammer match against John, defending one of his territories against the depravations of the Daemons of Chaos with his Gobbos. I don't know too much about the match, because I saw very little of it, but it ended with John taking a Minor Victory. From what I did see, though, Goblin Fanatics are fucking crazy cheaty bullshit. YeY that!
3.22.2009
Eberron: Prophecy of Ascendence, Parts 15-29
Quite a lot has happened since I last posted about this campaign, so I'll try to keep it brief, but I will say one thing...most of the characters you've read about up to this point aren't counted among the living anymore. I'll explain...
The affair at Ossington was bloody and left a bad taste in the party's mouth, especially when it was realized that anyone who dies cannot pass onto Dollurh, their spirits roaming restlessly as ghostlike manifestations (via Ghostwalk supplemental rules.) Vacht, Vey, Allura, and Mac all died during their adventures there, but decided to risk a chance on Raise Deads, which, thankfully, had no ill effects.
Chasing those who were cause to their troubles led the party close to where the whole mess took place, a large rift in the ground, which also holds the Sunless Citadel that the party tackled as their first adventuring foray. After weeks of hard-fought battles, quite a few deaths in the party, and other setbacks/diversions, the party has forged their way for the second time into a place only known as Nightfang Spire, a Blood of Vol temple long in disuse and under the rule of a vampire known as Gulthias, who also happens to be Allura's father, whom she took up adventuring to search for.
The group has fought their way to basement level of the tower, an expansive dungeon area filled with the ghastly remains (some mobile) of the former inhabitants and seem to be itching to finish Gulthias' menace and to quit this place as soon as possible.
Heart of Nightfang Spire is the 5th of 8 adventures in the adventure path the group is playing through, and, by far, has caused the most hardship and loss in the group. How this will take a toll on the character's futures, only time will tell.
Cast of Characters
Allura Fellhaven, Female Kalashtar Psion(Telepath) 9 - Carl
Devin "Lucky" Nel, Male Cleric 5/Human Paragon 3/Fortune's Friend 3 - Paul
Guy Veir "Mac" d'Cannith, Male Human Artificer 8/Renegade Mastermaker 2 - Taylor
Cade Twistvine, Male Hagspawn (formerly Halfling) Rogue 4/Cleric 1/Skullclan Hunter 3 - Josh M.
Murmur, Male Personality Warforged Paladin 8/Exorcist of the Silver Flame 2 - David B.
Revantor, Male Personality Fighter 4/Warblade 4 - Jeremy
Talin Shiri, Female Elf Ranger 3/Warblade 2/Revenant Blade 5 - Chris
Vacht Aernsland d'Orien, Male Human Wizard(Evoker) 10 - Steve C.
Randy Lingso, Male Half-Elf Monk 1/Druid 5/Master of Many Forms 2 - David S.
The affair at Ossington was bloody and left a bad taste in the party's mouth, especially when it was realized that anyone who dies cannot pass onto Dollurh, their spirits roaming restlessly as ghostlike manifestations (via Ghostwalk supplemental rules.) Vacht, Vey, Allura, and Mac all died during their adventures there, but decided to risk a chance on Raise Deads, which, thankfully, had no ill effects.
Chasing those who were cause to their troubles led the party close to where the whole mess took place, a large rift in the ground, which also holds the Sunless Citadel that the party tackled as their first adventuring foray. After weeks of hard-fought battles, quite a few deaths in the party, and other setbacks/diversions, the party has forged their way for the second time into a place only known as Nightfang Spire, a Blood of Vol temple long in disuse and under the rule of a vampire known as Gulthias, who also happens to be Allura's father, whom she took up adventuring to search for.
The group has fought their way to basement level of the tower, an expansive dungeon area filled with the ghastly remains (some mobile) of the former inhabitants and seem to be itching to finish Gulthias' menace and to quit this place as soon as possible.
Heart of Nightfang Spire is the 5th of 8 adventures in the adventure path the group is playing through, and, by far, has caused the most hardship and loss in the group. How this will take a toll on the character's futures, only time will tell.
Cast of Characters
Allura Fellhaven, Female Kalashtar Psion(Telepath) 9 - Carl
Devin "Lucky" Nel, Male Cleric 5/Human Paragon 3/Fortune's Friend 3 - Paul
Guy Veir "Mac" d'Cannith, Male Human Artificer 8/Renegade Mastermaker 2 - Taylor
Cade Twistvine, Male Hagspawn (formerly Halfling) Rogue 4/Cleric 1/Skullclan Hunter 3 - Josh M.
Murmur, Male Personality Warforged Paladin 8/Exorcist of the Silver Flame 2 - David B.
Revantor, Male Personality Fighter 4/Warblade 4 - Jeremy
Talin Shiri, Female Elf Ranger 3/Warblade 2/Revenant Blade 5 - Chris
Vacht Aernsland d'Orien, Male Human Wizard(Evoker) 10 - Steve C.
Randy Lingso, Male Half-Elf Monk 1/Druid 5/Master of Many Forms 2 - David S.
A Correction On The Warhammer Campaign
So, it appears I was wrong on who was playing in the campaign and what they were playing, to boot. I had misunderstood some conversations I had with people, but here's how it stands as far as who is playing what...
Casey - Dark Elves
John C. - Demons of Chaos
Jon R. - Lizardmen
Chris - Lizardmen
Tony - Tomb Kings
CJ - Empire
Paul - Ogres
David - Dwarfs
Taylor - Orcs and Goblins
George - Skaven
Me - Vampire Counts
So far, Tony has taken a territory from Casey and Chris has defended an attack by Casey. Lots of games coming up in the next few days, including me trying to take a territory from CJ, Taylor attacking Tony, Tony attacking Paul, and lots of other crazy junk.
JoshD, the return of XenoPWN would so rock in my book. I'd definitely be up for that. btw, you need to get your ass to the new location sometime. The shop is now tres cool!
sohj, Wood Elves would be interesting. You should roll that. My counts thirst for elf blood! Mwahaha!
Casey - Dark Elves
John C. - Demons of Chaos
Jon R. - Lizardmen
Chris - Lizardmen
Tony - Tomb Kings
CJ - Empire
Paul - Ogres
David - Dwarfs
Taylor - Orcs and Goblins
George - Skaven
Me - Vampire Counts
So far, Tony has taken a territory from Casey and Chris has defended an attack by Casey. Lots of games coming up in the next few days, including me trying to take a territory from CJ, Taylor attacking Tony, Tony attacking Paul, and lots of other crazy junk.
JoshD, the return of XenoPWN would so rock in my book. I'd definitely be up for that. btw, you need to get your ass to the new location sometime. The shop is now tres cool!
sohj, Wood Elves would be interesting. You should roll that. My counts thirst for elf blood! Mwahaha!
3.13.2009
Dark Heresy: You Want Me To Do...WHAT?!
I don't have a campaign name for the Dark Heresy game, but I'm sure what I posted in the topic pretty much sums up how the PCs have felt alot throughout the game.
We're about 6 to 8 sessions in now, and honestly, I couldn't have guessed at how smoothly the game would have been going. Since we're playing the game as books are released, we're all learning as we go, pretty much and it's a blast.
The campaign started out on Malfi, a hive world relatively nearish the heart of the Calixis Sector. There, M'koll (Yes, David stole a 40k name), Akarian Stolvault, and Barl-Tok were sent on planet to investigate a hiver gang known for violence and drug running that had supposedly committed some minor heresies. They had been given a hiver contact named Sadis Wraith, who was to guide them through the bustling hive and lead them to their first location.
There, however, is where the shit hit the proverbial fan and a gunfight broke out and we got our first taste of the system's critical charts, which are A-FREAKING-MAZING, and the Fear system, which the players hate alot, but I'm in love with. Some blood was shed and the PCs were victorious in the fight, despite the failed fear rolls that had some great effects.
After the fight, they were called to regroup with Interrogator Hesdus and an ecclesiarchy priest by the name of Gallus Tzuron joined them. After more misfortune, including a slight incident with the vert train, a failed incursion into gang territory, and the addition of a sanctioned psyker named Ryld and an arbiter named Jorn, the group finally hit a good trail and did more investigation, which led them to finally decide to attack the hold-out of the Seekers gang.
A bloodbath ensued which culminated in key gang leaders getting away in a flyer marked with a customized seal of the Inquisition with the mark of the Adeptus Mechanicus laid over it. Relaying this information to Hesdus, the group was pulled back quickly to leave planet, the others meeting with Hesdus and briefing him while Gallus dealt with planetary government to smooth over some of the panic caused by the show of violence.
After that, the acolytes made their way to Gunmetal City to perform a "clean kill" on a public personage by the name of Mary Elizabeth, who they had been told was associating with or otherwise involved in heretical matters, and must be cleansed.
Hesdus told them little of their mission, but dropped them planetside to meet a contact, who simply handed them a dataslate with key information involving their mission and walked away. Browsing through the data at hand, the group stood stunned when they looked at a picture of their target...it wasn't Mary Elizabeth, but The Merry Elizabeth...a transport ship on her "homecoming" voyage and bringing with her a whole regiment of Imperial Guardsmen.
Not much has happened since then, but the acolytes are formulating a plan to destroy the ship before she makes it planetside. They have a day and a half in-game to bring their plans to fruition, for tomorrow, The Merry Elizabeth dies!
We're about 6 to 8 sessions in now, and honestly, I couldn't have guessed at how smoothly the game would have been going. Since we're playing the game as books are released, we're all learning as we go, pretty much and it's a blast.
The campaign started out on Malfi, a hive world relatively nearish the heart of the Calixis Sector. There, M'koll (Yes, David stole a 40k name), Akarian Stolvault, and Barl-Tok were sent on planet to investigate a hiver gang known for violence and drug running that had supposedly committed some minor heresies. They had been given a hiver contact named Sadis Wraith, who was to guide them through the bustling hive and lead them to their first location.
There, however, is where the shit hit the proverbial fan and a gunfight broke out and we got our first taste of the system's critical charts, which are A-FREAKING-MAZING, and the Fear system, which the players hate alot, but I'm in love with. Some blood was shed and the PCs were victorious in the fight, despite the failed fear rolls that had some great effects.
After the fight, they were called to regroup with Interrogator Hesdus and an ecclesiarchy priest by the name of Gallus Tzuron joined them. After more misfortune, including a slight incident with the vert train, a failed incursion into gang territory, and the addition of a sanctioned psyker named Ryld and an arbiter named Jorn, the group finally hit a good trail and did more investigation, which led them to finally decide to attack the hold-out of the Seekers gang.
A bloodbath ensued which culminated in key gang leaders getting away in a flyer marked with a customized seal of the Inquisition with the mark of the Adeptus Mechanicus laid over it. Relaying this information to Hesdus, the group was pulled back quickly to leave planet, the others meeting with Hesdus and briefing him while Gallus dealt with planetary government to smooth over some of the panic caused by the show of violence.
After that, the acolytes made their way to Gunmetal City to perform a "clean kill" on a public personage by the name of Mary Elizabeth, who they had been told was associating with or otherwise involved in heretical matters, and must be cleansed.
Hesdus told them little of their mission, but dropped them planetside to meet a contact, who simply handed them a dataslate with key information involving their mission and walked away. Browsing through the data at hand, the group stood stunned when they looked at a picture of their target...it wasn't Mary Elizabeth, but The Merry Elizabeth...a transport ship on her "homecoming" voyage and bringing with her a whole regiment of Imperial Guardsmen.
Not much has happened since then, but the acolytes are formulating a plan to destroy the ship before she makes it planetside. They have a day and a half in-game to bring their plans to fruition, for tomorrow, The Merry Elizabeth dies!
I'm Alive! Alive! *cue mad scientist laugh*
So yeah...I've really been sucking it up on keeping this updated, but I thought I'd throw some stuff down and go from there.
Just to fill you in on things that I've been up to, I've got the whole school thing going on, plus I'm trying to find a job to supplement the shop thing, and I've been sick for the past 2 weeks, so YeY that.
On the plus side, I'm getting better and gaming is great lately. I'll be making individual posts for each of the games in the order we play them during the week to catch everything up, but for now I'll just give a once-over on other things that have been/will be going on at the shop.
We've started another Magic league, this one is Mirrodin/Darksteel and Taylor has a pretty promising lead over the pack. I admit, I was excited when Mirrodin was proposed for league play, but my pulls were kinda disheartening. I don't really have the card power for anything I'd call "solid" in a format like we're playing. I've won some games, but consistency is failing for me. C'est la vie, I suppose.
On a more promising note, we'll be starting a Warhammer campaign soon, and I'm eager to field my Vampire Counts. There's quite a few people on board for this and I think it's gonna be a blast. The armies that are going to be fielded run almost the full selection, too. Taylor is going to be running Orcs & Goblins, Casey has Dark Elves, Teawok has Dark Elves (if he's playing), Jon R. is running Lizardmen, as is Chris. Norman is marching his Empire to war, CJ will likely be running Lizardmen, Tony has Tomb Kings, John has Demons of Chaos. David and Josh need to play! That would be spectacular. *nods in the affirmative*
A little after the fantasy campaign starts, a 40k campaign will be starting up, as well. I'm not sure who all will be playing in that, but I know David is running his Necrons, Tony has Tau, Fred will likely bring his Space Marines up, and there will surely be more. I'd personally like to roll Eldar, and I know Taylor is interested in Imperial Guard. I guess we'll see how that goes, but it should be pretty interesting.
Just to fill you in on things that I've been up to, I've got the whole school thing going on, plus I'm trying to find a job to supplement the shop thing, and I've been sick for the past 2 weeks, so YeY that.
On the plus side, I'm getting better and gaming is great lately. I'll be making individual posts for each of the games in the order we play them during the week to catch everything up, but for now I'll just give a once-over on other things that have been/will be going on at the shop.
We've started another Magic league, this one is Mirrodin/Darksteel and Taylor has a pretty promising lead over the pack. I admit, I was excited when Mirrodin was proposed for league play, but my pulls were kinda disheartening. I don't really have the card power for anything I'd call "solid" in a format like we're playing. I've won some games, but consistency is failing for me. C'est la vie, I suppose.
On a more promising note, we'll be starting a Warhammer campaign soon, and I'm eager to field my Vampire Counts. There's quite a few people on board for this and I think it's gonna be a blast. The armies that are going to be fielded run almost the full selection, too. Taylor is going to be running Orcs & Goblins, Casey has Dark Elves, Teawok has Dark Elves (if he's playing), Jon R. is running Lizardmen, as is Chris. Norman is marching his Empire to war, CJ will likely be running Lizardmen, Tony has Tomb Kings, John has Demons of Chaos. David and Josh need to play! That would be spectacular. *nods in the affirmative*
A little after the fantasy campaign starts, a 40k campaign will be starting up, as well. I'm not sure who all will be playing in that, but I know David is running his Necrons, Tony has Tau, Fred will likely bring his Space Marines up, and there will surely be more. I'd personally like to roll Eldar, and I know Taylor is interested in Imperial Guard. I guess we'll see how that goes, but it should be pretty interesting.
Labels:
local gamers,
Magic The Gathering,
Warhammer
1.25.2009
Behind Schedule, But Back On Track...
Okay, I know I'm a couple of weeks behind, but I'm planning on posting when I can and getting caught up again. With school starting and such, my mind's not been on the blog as much as it should be.
We'll see!
We'll see!
1.12.2009
Eureka!

I've been searching for the perfect bit of inspiration for my Dark Heresy game and I think I've found it in this picture!
See you guys at the gametable tomorrow night!
Also, I hope to be caught up some with the actual plays I have been posting by tomorrow, and my Sunday game resumes in 2 weeks!
Dark Heresy tomorrow will have at least 5 players! WooT!
1.11.2009
Eberron: Prophecy of Ascendence, Parts 13 and 14
So yeah, I realize I'm getting behind again, but I've been somewhat busy or otherwise preoccupied, not to mention the fact that I'm dealing with a shoddy computer, and so posting is sometimes a hassle.
The PCs milled about Lakeside for a while, waiting for any sign of success for the ghostly villagers in finding their way to the afterlife, but it was not to be. The legion of the dead came back from the lake with heavy hearts and it was decided that they would find the cause of their fates through a divination ritual. The ghostly Cardinal of the host began his rite, along with his acolytes and Lucky, and brought forth a scene visible to all present (a great number of interested parties) which showed dark clouds being split by tentacles over a nearby town known as Ossington.
This spurred the party into action and it was decided that they would travel by means of another Swan Boat up the river to find the truth behind the mass deaths and just, exactly, what the people of Ossington are up to.
With a short voyage, the party makes it to their destination at dusk and decides to sleep aboard their boat til dawn, at which point they disembark and head up the road to the small town. This, however was not destined to be an uneventful stroll, as a scream penetrates the silence and the PCs spot a man running for his life toward them, screaming for help as a ghostly horseman comes into sight on his heels. The group prepared for a fight and readied themselves for the approach of the horseman, but palpable fear took hold of Soh and he ran, dropping his maces, which the mounted apparition used, through telekinesis, to fling at the villager and knock him unconcious. With this, the ghost then saluted in a gesture of the Silver Flame and disappeared, leaving many questions in the minds of the PCs.
After healing the man and asking him questions about his attacker, the party moves on a short distance only to find a wagon with two dead, a man and a woman, around, clearly run through with a sword. The PCs use empty flour sacks to cover the bodies of the dead and hitch Murmur's mount to it, as the ass that was pulling the wagon had broken free and run off.
Moving further up the road, the group makes it to a farmstead, where they are offered food and lodging, but are later asked to leave when Mac decides to call into question their host's honesty when he begins to relate tales of what he's heard from the nearby town. The group moves on through the night, hoping to make Ossington by midday.
On the road there, they come across a chapel that the historians among them date back to the Dhaakani Empire, a powerful nation of goblinoids that ruled before humans. Entering, they encounter a woman named Henwen, who is caretaker of the chapel and who answers their questions with other questions and riddles before calling forth (unbeknownst to the PCs) a group of shadows, which the adventurers dispatch easily, then heal Henwen, thinking they've harmed her mistakenly, before they decide to move on toward the town.
Before long, Ossington is in sight, a small town hedged in by a double row of standing stones. There, the group comes across a few clues (but seem oblivious to everything I throw at them in this respect) and decide to trace the steps of the horseman, as he, in a very much not-ghost form, had been through recently checking out the places of interest in the area.
Their explorations led them to a great barrow north of Ossington in which Talin was nearly trapped, save for the quick thinking of Devin and the clever use of a spell by Vacht.
After nearly losing their companion to the dangers of the barrow, the party decided to rest overnight in the forest and regain their thoughts and bearings.
At this point, noone had noticed that Mac was missing...
The PCs milled about Lakeside for a while, waiting for any sign of success for the ghostly villagers in finding their way to the afterlife, but it was not to be. The legion of the dead came back from the lake with heavy hearts and it was decided that they would find the cause of their fates through a divination ritual. The ghostly Cardinal of the host began his rite, along with his acolytes and Lucky, and brought forth a scene visible to all present (a great number of interested parties) which showed dark clouds being split by tentacles over a nearby town known as Ossington.
This spurred the party into action and it was decided that they would travel by means of another Swan Boat up the river to find the truth behind the mass deaths and just, exactly, what the people of Ossington are up to.
With a short voyage, the party makes it to their destination at dusk and decides to sleep aboard their boat til dawn, at which point they disembark and head up the road to the small town. This, however was not destined to be an uneventful stroll, as a scream penetrates the silence and the PCs spot a man running for his life toward them, screaming for help as a ghostly horseman comes into sight on his heels. The group prepared for a fight and readied themselves for the approach of the horseman, but palpable fear took hold of Soh and he ran, dropping his maces, which the mounted apparition used, through telekinesis, to fling at the villager and knock him unconcious. With this, the ghost then saluted in a gesture of the Silver Flame and disappeared, leaving many questions in the minds of the PCs.
After healing the man and asking him questions about his attacker, the party moves on a short distance only to find a wagon with two dead, a man and a woman, around, clearly run through with a sword. The PCs use empty flour sacks to cover the bodies of the dead and hitch Murmur's mount to it, as the ass that was pulling the wagon had broken free and run off.
Moving further up the road, the group makes it to a farmstead, where they are offered food and lodging, but are later asked to leave when Mac decides to call into question their host's honesty when he begins to relate tales of what he's heard from the nearby town. The group moves on through the night, hoping to make Ossington by midday.
On the road there, they come across a chapel that the historians among them date back to the Dhaakani Empire, a powerful nation of goblinoids that ruled before humans. Entering, they encounter a woman named Henwen, who is caretaker of the chapel and who answers their questions with other questions and riddles before calling forth (unbeknownst to the PCs) a group of shadows, which the adventurers dispatch easily, then heal Henwen, thinking they've harmed her mistakenly, before they decide to move on toward the town.
Before long, Ossington is in sight, a small town hedged in by a double row of standing stones. There, the group comes across a few clues (but seem oblivious to everything I throw at them in this respect) and decide to trace the steps of the horseman, as he, in a very much not-ghost form, had been through recently checking out the places of interest in the area.
Their explorations led them to a great barrow north of Ossington in which Talin was nearly trapped, save for the quick thinking of Devin and the clever use of a spell by Vacht.
After nearly losing their companion to the dangers of the barrow, the party decided to rest overnight in the forest and regain their thoughts and bearings.
At this point, noone had noticed that Mac was missing...
12.19.2008
Heretical Thoughts
So, the Dark Heresy (Warhammer 40k Roleplay) game is definitely a go for Mondays, and I've been putting some thought into it as I wait to receive the core book. Reading Eisenhorn has given me quite a few ideas, as well as fleshed out the setting alot for me, likely in ways that the game book won't.
I have set a rule that might not sit well with some of the gamers that want to come to the table, but since we're a group used to using minis for our games, and since the parent game is a miniatures game, I want everyone who is playing to have their own mini from the Warhammer line, preferably painted and assembled.
I know Taylor is rolling Tech-Priest, but I'm eager to see what combination of paths will hit the table when it comes game-time.
I've thought about my Inquisitor quite a lot, and I think I might make him a monodominant member of the Ordo Xenos or a puritan from the Ordo Malleus. The first option would give reason to include various members of the other star-faring races, but the second option, in my mind at least, would give the opportunity for a more investigative-oriented game. I know, also, that the Inquisition has the Ordo Hereticus, but I don't think I want to place the PCs in the Daemonhunters. I just feel that it's the more expected and 'flash-bang' style, whereas I want a slower-paced game that will give my players more shades of grey to work with, whereas, when a member of the Inquisition finds a daemon, they have to kill it and everyone associated with it.
I really know nothing of the star map in 40k, and barely anything about the worlds, but I'm hoping I can dig up more information on sectors, systems, and planets that might help me out a little. Making my own isn't out of the question, but I would like to be more informed on the structure of terraforming practices, etc. before I make a sector that makes no sense.
I've also been looking for rules on Grey Knights or Deathwatch to include as player options, so if anyone knows where to find that information, please let me know. Homebrew stuff is A-OK for me right now, since I'm going green into the system.
I'm also hoping Rogue Trader will be compatible with Dark Heresy, so that maybe the players can pick up new paths down the road.
I have set a rule that might not sit well with some of the gamers that want to come to the table, but since we're a group used to using minis for our games, and since the parent game is a miniatures game, I want everyone who is playing to have their own mini from the Warhammer line, preferably painted and assembled.
I know Taylor is rolling Tech-Priest, but I'm eager to see what combination of paths will hit the table when it comes game-time.
I've thought about my Inquisitor quite a lot, and I think I might make him a monodominant member of the Ordo Xenos or a puritan from the Ordo Malleus. The first option would give reason to include various members of the other star-faring races, but the second option, in my mind at least, would give the opportunity for a more investigative-oriented game. I know, also, that the Inquisition has the Ordo Hereticus, but I don't think I want to place the PCs in the Daemonhunters. I just feel that it's the more expected and 'flash-bang' style, whereas I want a slower-paced game that will give my players more shades of grey to work with, whereas, when a member of the Inquisition finds a daemon, they have to kill it and everyone associated with it.
I really know nothing of the star map in 40k, and barely anything about the worlds, but I'm hoping I can dig up more information on sectors, systems, and planets that might help me out a little. Making my own isn't out of the question, but I would like to be more informed on the structure of terraforming practices, etc. before I make a sector that makes no sense.
I've also been looking for rules on Grey Knights or Deathwatch to include as player options, so if anyone knows where to find that information, please let me know. Homebrew stuff is A-OK for me right now, since I'm going green into the system.
I'm also hoping Rogue Trader will be compatible with Dark Heresy, so that maybe the players can pick up new paths down the road.
Apologies to the Game Group
I'm truly sorry for not showing up yesterday for Vampire. I had a headache and lay down to ease it at around 2 and slept through til well after game time.
I hate letting people down, and I know I have the character sheets for that game, so I feel horrible about it all. The weight of my absence registered as soon as I came to fully.
Hopefully we can make up lost ground when the game resumes in the new year.
I hate letting people down, and I know I have the character sheets for that game, so I feel horrible about it all. The weight of my absence registered as soon as I came to fully.
Hopefully we can make up lost ground when the game resumes in the new year.
Eisenhorn Omnibus
I'm reading this and it's amazing. If any of you ever have the chance, check it out. It's set in the Warhammer 40k universe, and is centered around the title character, who is an Imperial Inquisitor.
I had never read any of Dan Abnett's work until David let me borrow this collection, but he balances his characters well and the narrative and dialogue are superb. After reading the introduction by the author, I had some doubts, as he mentioned the stories were written in 1st person. Though that's not a style I generally care for, I find myself getting swept up in the story and thoughts of the Inquisitor.
I'm about half-way through, but I still highly recommend this. It's a solid read, fast-paced and fun.
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