Is there some unwritten law that D&D should be played on Wednesdays? Every group I have ever been a part of has met on Hump Day at one point. Crazy stuff...
So on my 2nd visit to Bald Man, I got in on some D&D with my pal Paul (DMing), Tony (the owner of Bald Man), some dudes named Chris and Steve. Henry and Carl are supposed to play, too, but the former had to leave due to a nagging significant other, the latter opted out for church.
My character was minding his own business when he was magically whisked into a room with no exits. A grainy looking projection of an older man appeared and welcomed me to a school of wizardry and stated that an assembly would be held soon (a date my knowledge told me was long past) and then faded. A door then opened leading out into a ruined hall with goblin bodies and wrecked furniture strewn about.
Investigating rooms leading off the hall, I encountered a few minor traps and found a cache of magically preserved food, but nothing else of interest. I then proceeded down the hall to find hastily erected barricades with holes large enough to move through along with more dead goblins and then a T intersection with large, magically protected double doors before me.
I quickly made it past the wards of the door and peered in to find a large audience chamber that I surmised to be the assembly hall. When I was investigating this, I was spotted by a couple of people (the other characters) and through negotiations followed by more exploration then more negotiations, we reached an agreement and I was allowed to camp with them while they rested after battling goblins.
When we arose, we left the area we had holed up in and then made it out to find another barricade blocking our way down the hall where there was none before. Once we pulled it down, we were ambushed with crossbow fire from gobbos. With quick thinking and a few illusions courtesy of yours truly, we were able to trick the goblins and defeat them piecemeal, leaving one prisoner alive, who I then bribed with money and gear pilfered from goblin corpses to lead us to his tribe.
We spoke with them some and established some fruitful deals that leaned in favor of us which would take us down into the basements of the school and face to face with stronger, more warlike tribes, but also give us an opportunity to extract some greater treasures. Amidst this talk and resting, I was able to enter an area the goblins had been unsuccessful in accessing and there we found many treasures that were sure to aid the growth of our wealth.
That's where we left off, due to time constraints...it was basically us just lining our pockets and avoiding fight after fight. You see, we're all a bunch of amoral jerks, and if it benefits us, we take the deal. I kept saying "our" when speaking of being rich, but I actually ended up with the lion's share. You see, I'm the only one able to pick locks, etc., so I was able to stuff things into my pack before the others moved in to see plenty of times.
I love being a swindly bastard. Sometimes it's nice to not have to be good.
The party has this...
Ferrel Muttor (Half-Elf Sorceror 2) - Chris
Choldram Sohes (Human Cleric 2 of Nerull [He pretends Heironeous]) - Tony
Arthas (Human Fighter 2) - Steve
Orestes (Human Rogue 2) - Carl
Nastrond Esyllo (Sun Elf Beguiler 2) - Me
3.16.2008
3.14.2008
A list of games I might run in the future...in no real order
Here's a list of games I have compiled that could come in after The Drow War or any time, really. I'm gonna try to direct my players over here to see if anyone is interested in anything in particular. If you don't play in my games, feel free to comment, anyway. Any and all feedback is a plus!
Since I had already been thinking about revitalizing the setting, 4E gives me a perfect opportunity to do so without skewing anything that has come before (as most of those old games didn't delve into much that was deeper than killing things and taking their stuff. In any case, I think it would be a great fit, and it makes me want to post more about the setting so that I can brainstorm the 4E stuff and the setting itself...the latter both from a 4E perspective and what has come before.
This post on Gleemax gave me the mechanical impetus to think about this more seriously.
The players would likely be asked to make character trees, so that they can pick and choose which heroes they would rather take part of certain missions.
I really haven't thought this out at all, this much is true, but I love Star Wars and I would love a game that might actually last more than a few sessions, like my previous tries of the game (Both WEG and WOTC).
Starting characters can have up to +3 ECL. No Evil alignments.
I just typed that out of my ass, but I'm pretty sure Expert capped at 14th. I could be way off. I have the Basic rulebook, but lately I have been thinking about looking into BASIC Fantasy, which is kinda the same thing from what I understand.
Starting characters can begin with up to +2 ECL.
No villains, but anti-heroes welcome. This will be a TEAM book, not a bunch of solo stories.
Also, don't look to meet and befriend all your favorite heroes, and if someone shows up from a different company, don't be surprised at that, either. Comics don't have to make sense, they just have to be enjoyable!
Inspired (by that, I mean almost completely ganked) by this post by Jeff Rients.
So yeah...that's it, pretty much. There might be some inconsistencies like me saying "your pcs," etc. I was originally intending to hand this out to my players and have them rank the games from most interesting to least.
I might still do that. I dunno.
Remember...feedback r gud!
- D&D 4th Edition - Khardtha (My Homebrew Setting) (1st - ?)
Since I had already been thinking about revitalizing the setting, 4E gives me a perfect opportunity to do so without skewing anything that has come before (as most of those old games didn't delve into much that was deeper than killing things and taking their stuff. In any case, I think it would be a great fit, and it makes me want to post more about the setting so that I can brainstorm the 4E stuff and the setting itself...the latter both from a 4E perspective and what has come before.
- Savage Worlds - The Savage West
- d20 Modern - Transformers
This post on Gleemax gave me the mechanical impetus to think about this more seriously.
- D&D 3.5 - Eberron: Rise of the Emerald COBRA! (Level Varies)
The players would likely be asked to make character trees, so that they can pick and choose which heroes they would rather take part of certain missions.
- Star Wars - At What Price, The Empire? (1st - ?)
I really haven't thought this out at all, this much is true, but I love Star Wars and I would love a game that might actually last more than a few sessions, like my previous tries of the game (Both WEG and WOTC).
- D&D 3.5 - Forgotten Realms: Weave Asunder! (1st - 20th)
Starting characters can have up to +3 ECL. No Evil alignments.
- D&D Basic/Expert - Swordin' Some Orcs! (1st - 14th)
I just typed that out of my ass, but I'm pretty sure Expert capped at 14th. I could be way off. I have the Basic rulebook, but lately I have been thinking about looking into BASIC Fantasy, which is kinda the same thing from what I understand.
- D&D 3.5 - Homebrew: Escalations of Power (1st - ?)
- D&D 2nd Edition - Mystara: The Land of Karameikos (1st - ?)
- Vampire - New Orleans is a Dying Whore
- D&D 3.5 - Homebrew: 年長者神! (1st - ?)
- d20/Iron Heroes - Sword & Sorcery (1st - ?)
- D&D 3.5 - Forgotten Realms: Expedition to Undermountain (1st - 10th)
Starting characters can begin with up to +2 ECL.
- Marvel Super Heroes Adventure Game - Midtown Madness!
No villains, but anti-heroes welcome. This will be a TEAM book, not a bunch of solo stories.
Also, don't look to meet and befriend all your favorite heroes, and if someone shows up from a different company, don't be surprised at that, either. Comics don't have to make sense, they just have to be enjoyable!
- D&D 3.5 - Homebrew: Salvation Within (1st - ?)
- d20/Iron Heroes - Dark Sun Heroes (1st - ?)
- D&D 3.5 - Ravenloft: Mists of a Clouded Mind (3rd - ?)
- d20 Modern: Dark Matter/Urban Arcana - I Got This Job Through A Temporal Service
Inspired (by that, I mean almost completely ganked) by this post by Jeff Rients.
- D&D 3.5 - Homebrew: A Crisis of Faith
- D&D 3.5 - Dark Sun: The Affairs of Dragons (1st-?)
- Scion - Titanic Ultimatum
- D&D 3.5 - Forgotten Realms 2: Legacies of the Past (13th-40ish)
- Warhammer 40k Roleplay/Dark Heresy - Chaos Rising
So yeah...that's it, pretty much. There might be some inconsistencies like me saying "your pcs," etc. I was originally intending to hand this out to my players and have them rank the games from most interesting to least.
I might still do that. I dunno.
Remember...feedback r gud!
3.11.2008
My first gaming love...or, how Michael Jordan got me into gaming.
Probably much to the surprise of anyone reading this, my first tabletop gaming love was Magic: The Gathering. I'm not into Magic right now; my playing of that game goes in cycles now, much as the sets themselves do. I sold my collection for the 4th time now 2 years ago and have just borrowed decks since.
You see...when I was 15, I had no gaming friends. I had heard about D&D, Vampire, etc., but hadn't ever looked into them further than flipping through the books looking at artwork. I was into basketball cards then, and regularly went to a local card and comic shop. One day while there, I traded a Michael Jordan card for my very first pack of Magic. After that, Jester's Cap got me into the game.
And not because I liked and understood the card and utilized it to seal win after win. No, simply because after I ripped open that pack of Ice Age and Mark, the owner of the shop, asked to look at my cards, he immediately offered to trade me 2 starter decks and 2 boosters for trade for that one card. I jumped on it. I was able to trade two more cards for another booster, then gladly made my way home with a huge stack of really cool art cards!
Then I sat down and read the rules after sorting the cards by color. With what I had, I made two crazily incoherent 4-5 color decks and tried to recruit my friends into playing. Some of them bit and I started buying more cards and we'd all play with those.
When I was 16, I got my first true, taxed employment at a restaurant, and not much after, a guy named Paul hired on. We soon became fast friends and learned that we shared a like of Magic. He got me into different sets and helped my understanding of the rules and deck mechanics.
If it weren't for randomly getting Magic cards then meeting Paul, I probably would never have gotten into gaming. I played my first D&D game at his place after having been invited over for some Magic games...another game hooked me and I've had a friend for years due to them.
So you see....while D&D is my true gaming love, Magic was my first. We stay in touch, and who knows...we might spark up our relationship again sometime in the future. Don't worry, though...D&D doesn't mind.
You see...when I was 15, I had no gaming friends. I had heard about D&D, Vampire, etc., but hadn't ever looked into them further than flipping through the books looking at artwork. I was into basketball cards then, and regularly went to a local card and comic shop. One day while there, I traded a Michael Jordan card for my very first pack of Magic. After that, Jester's Cap got me into the game.
And not because I liked and understood the card and utilized it to seal win after win. No, simply because after I ripped open that pack of Ice Age and Mark, the owner of the shop, asked to look at my cards, he immediately offered to trade me 2 starter decks and 2 boosters for trade for that one card. I jumped on it. I was able to trade two more cards for another booster, then gladly made my way home with a huge stack of really cool art cards!
Then I sat down and read the rules after sorting the cards by color. With what I had, I made two crazily incoherent 4-5 color decks and tried to recruit my friends into playing. Some of them bit and I started buying more cards and we'd all play with those.
When I was 16, I got my first true, taxed employment at a restaurant, and not much after, a guy named Paul hired on. We soon became fast friends and learned that we shared a like of Magic. He got me into different sets and helped my understanding of the rules and deck mechanics.
If it weren't for randomly getting Magic cards then meeting Paul, I probably would never have gotten into gaming. I played my first D&D game at his place after having been invited over for some Magic games...another game hooked me and I've had a friend for years due to them.
So you see....while D&D is my true gaming love, Magic was my first. We stay in touch, and who knows...we might spark up our relationship again sometime in the future. Don't worry, though...D&D doesn't mind.
Labels:
local gamers,
Magic The Gathering,
Miscellaneous
R Also Swashbuckler....10 years ago. O.o
Your Score: The Swashbuckler
You scored 56% flamboyance, 63% honor, and 57% urbanity!You are a swashbuckler, quick of wit and quicker of blade. A defender of the weak and a force for justice, you nevertheless enjoy the finer things in life -- a glass of wine, a gorgeous cloak, and the company of the opposite sex.
Link: The 2nd Edition AD&D Warrior Kit Test written by thealmightyajax
Things The Drow War has taught me...
This last session has really driven home some things that I guess I never knew or didn't really want to find out about roleplayers (or those I play with, anyway.)
First, it's really, really hard to structure a tribe (of anything, really) that works independently of the PCs. Maybe, and most likely, it's something I don't really want to bother with, but it seems like I'm the one who has to come up with everything this tribe is doing/will do and not much input comes to me from the player who has control of the tribe.
I'd like to feature them, since it was something I saw as a unique part of the game that happened by sheer luck and took everyone by surprise. I guess I could work on that...see what happens.
Secondly, that murder really freaked some people's shit. I had players who were visibly upset or angry that this kid died in the game. Maybe it's the fact that it's a child, but I wonder if it's not more. I wonder if any scene of murder, if not committed by the PCs, is jarring, especially if outside of true combat.
I might look to more mature themes to evoke different reactions to see what works, or will be accepted, and what won't. It'll be a fine line to walk, as I don't want it to be trite or push any of my players away.
I really liked the reactions that got. It seemed so real. The party is good aligned, for the most part, as are the players. Generally good people, who are fairly generous overall...and then they wanted blood. Eye for an eye...or more, even. 10 lives for 1. They wanted all of these people to pay.
It was one of those moments where truly good roleplaying came to the surface and hardly anything had to be spoken. It stayed intense til we ended, because there was this pall...this weight of a life on the shoulders of these guys who are just now making it into their adventuring careers.
So yeah...I suppose I could summarize that as "Good games just happen." Nothing prepared us for Ricky gaining control of a tribe of hobgoblins, and nobody really expected the kid to die, but those things did happen and they have brought about opportunities for good roleplaying and character development...and this is a book campaign.
Needless to say, I'm having fun.
PC roll, because someone just might care...
Fidious Gray (Starborn Human Ranger 2) - Kenny
Jaymes (Starborn Human Fighter 2) - Ricky Joe
Therass of the Screaming Arrow (Starborn Catfolk Scout 1) - Dusty
Veit Granetfist (Starborn Shield Dwarf Barbarian 2) - Josh M.
Ya-ro (Starborn Aasimar Cleric 1 of Old Heakun) - Paul
First, it's really, really hard to structure a tribe (of anything, really) that works independently of the PCs. Maybe, and most likely, it's something I don't really want to bother with, but it seems like I'm the one who has to come up with everything this tribe is doing/will do and not much input comes to me from the player who has control of the tribe.
I'd like to feature them, since it was something I saw as a unique part of the game that happened by sheer luck and took everyone by surprise. I guess I could work on that...see what happens.
Secondly, that murder really freaked some people's shit. I had players who were visibly upset or angry that this kid died in the game. Maybe it's the fact that it's a child, but I wonder if it's not more. I wonder if any scene of murder, if not committed by the PCs, is jarring, especially if outside of true combat.
I might look to more mature themes to evoke different reactions to see what works, or will be accepted, and what won't. It'll be a fine line to walk, as I don't want it to be trite or push any of my players away.
I really liked the reactions that got. It seemed so real. The party is good aligned, for the most part, as are the players. Generally good people, who are fairly generous overall...and then they wanted blood. Eye for an eye...or more, even. 10 lives for 1. They wanted all of these people to pay.
It was one of those moments where truly good roleplaying came to the surface and hardly anything had to be spoken. It stayed intense til we ended, because there was this pall...this weight of a life on the shoulders of these guys who are just now making it into their adventuring careers.
So yeah...I suppose I could summarize that as "Good games just happen." Nothing prepared us for Ricky gaining control of a tribe of hobgoblins, and nobody really expected the kid to die, but those things did happen and they have brought about opportunities for good roleplaying and character development...and this is a book campaign.
Needless to say, I'm having fun.
PC roll, because someone just might care...
Fidious Gray (Starborn Human Ranger 2) - Kenny
Jaymes (Starborn Human Fighter 2) - Ricky Joe
Therass of the Screaming Arrow (Starborn Catfolk Scout 1) - Dusty
Veit Granetfist (Starborn Shield Dwarf Barbarian 2) - Josh M.
Ya-ro (Starborn Aasimar Cleric 1 of Old Heakun) - Paul
The Drow War, Session 2
So...this one became awkward.
Despite losing an hour of sleep, everyone arrived fairly early and was ready to go quickly.
Jeremy informed us via text that he wouldn't be able to play since his work schedule changed and Josh D. didn't show, though he said Sundays are tough for him.
Picking up right where we left off, and no sooner than Jaymes picked up the sword of Starkweather John, than a woman came running into the courtyard...hysterically screaming and begging Father Bronson to aid in looking for her two sons, which had been sent to collect berries for breakfast, but hadn't returned some hours later.
The PCs were quick to volunteer and the lady, desperate in her want to find her boys, accepted this and quickly led them to where she had told them to go. Fidious was quick to locate some tracks of adults leading into and out of the area, with scuffs from smaller feet and finally no smaller footprints. Guessing the boys had been carried, they made haste in following the tracks, which seemed to lead to the dried up gold mines on the outside of Bronce.
Once inside the mines, the PCs first encountered a humanoid cat of black fur who happened to share a patch of silvery blue fur that looked much like the birthmark of Viet and who had no recollection of how he came to this place. The PCs who had banded together already gave him a quick rundown of what they know/think they know about themselves and that they thought he was one of them, since the circumstances were similar. Still, a wary eye was kept on the newcomer til he proved himself by fighting alongside the others.
Moving further within the mines, the PCs navigated their ways deep into the caverns (actually avoiding some hazards by sheer luck of choice) and quickly dealing with what resistance they did encounter, which came in the form of a different band of hobgoblins that were later identified as the Talks-with-Fists tribe. The group also encountered a ghost, which seemed to want restful death and made no hostile motions toward the characters.
Coming upon an elevator mechanism, the PCs made the choice to keep 2 of their number (both fighters) up top to work the machine while the remaining 3 went below into the deeper chambers. Water was spilling over the side of the elevator shaft due to rain that had started as the PCs approached the mines and when the small group made it to the bottom, they found themselves in corridors filling with water.
An encounter with some hobgoblin sentries told the PCs that they were on the right path, and soon enough, they found themselves entering the living space of the small tribe. Taking stock of the situation, the group stood in horror when they saw only one of the boys and the other, younger one, in the arms of a hobgoblin with a blade stuck up to his throat. The hobgoblin chief demanded 2000gp from the people of Bronce after rebuking initial attempts at diplomacy made by the PCs, who then decided to act in hostility toward the tribe and try to incapacitate or kill the goblinoids before harm came to the child.
At the first sign of hostile intent, the hobgoblin chief rammed his sword through the throat of the boy, killing him instantly. This visibly affected my players. Each then had vested interest in seeing this vile creature suffer the same fate. Ya-ro cast Cause Fear, making him drop the child and run down the caverns, giving him an opportunity to flee the scene, while his cronies bought him time and engaged the PCs in a fight. They were dispatched fairly quickly.
Ya-ro and the cat man made haste in pursuit while Fidious and Jaymes (who had made his way down by climbing then falling a short way) stood guard over the noncombatant hobgoblins and debated the fate of said things...Fidious wanting them to die, Jaymes stating they were innocent by virtue of avoiding the fight.
The cat and Ya-ro came to a dead end, with the feline warrior (yes, I forgot his name, ok! I'll look in a minute) finding a small, water-filled passage and quickly risking himself by going alone to scout the area beyond, if he could make it....beyond he found a natural chamber with one lone occupant...the other missing boy! This one alive, but scared to his wit's end by seeing a giant walking/talking cat after being captive of the hobgoblins.
While this was happening, the hobgoblin chief made his move against Ya-ro after slipping out from a small passage where he had been hiding. The noises of metal clashing against metal brought Fidious running and after a few heated rounds of combat, Ya-ro crushed the hip of the baddie, ending his life.
Shortly after, when cat and child and all were making their way back to the elevator, water pressure against a back wall caused the wall to break, spilling some PCs out down the shaft and into a huge worked chamber. The PCs decided they would check this area out later and took stock of their surroundings, while gathering the corpse of the child (which sent the other kid off the deep end) and finding another body which had apparently been dead for a while with a badge of office showing him to be a tax collector from the main settlement on Chillhame.
The PCs gathered the corpses and made their way out of the area to tend to burials of the dead, etc.
Jaymes took the surviving hobgoblins to the Great Wolf (formerly Split-Ear) tribe, having decided that they would serve a somewhat better judge than embittered townsfolk who had just lost a child to the machinations of such creatures. There, he learned that one of the leaders he had appointed had been assassinated for going against the word of the agreement made between the tribe and the PCs and had tried to take power all for himself. Other than this, things were going as well as could be expected with an unsupervised tribe left to themselves.
After spending the night in Bronce...and facing the ire of some of the townsfolk because of the death of the child, the PCs set off to explore that last chamber they had found to greater extent. One villager and a mule were hired for the job of working the elevator for the PCs, but this was of no consequence, as after finding a scroll detailing plans of invasion on the surface by some underground force and huge, sealed stone doors carved to depict the same thing, they discovered a passage leading to the surface, in which a lone duergar warrior was hid and made a stand to try to prevent the PCs from escaping the tunnels.
The group had just made it to the end of the passage and had all rolled Spot checks when I called the session.
They'll learn what it is they saw or didn't see next week.
Oh, Josh D...if you read this, I plugged your game.
Next week: I wrap up Chapter 1, then Paul starts The Well of Despair! (which I've been in 7 times and died every single time. It's winsauce)
Despite losing an hour of sleep, everyone arrived fairly early and was ready to go quickly.
Jeremy informed us via text that he wouldn't be able to play since his work schedule changed and Josh D. didn't show, though he said Sundays are tough for him.
Picking up right where we left off, and no sooner than Jaymes picked up the sword of Starkweather John, than a woman came running into the courtyard...hysterically screaming and begging Father Bronson to aid in looking for her two sons, which had been sent to collect berries for breakfast, but hadn't returned some hours later.
The PCs were quick to volunteer and the lady, desperate in her want to find her boys, accepted this and quickly led them to where she had told them to go. Fidious was quick to locate some tracks of adults leading into and out of the area, with scuffs from smaller feet and finally no smaller footprints. Guessing the boys had been carried, they made haste in following the tracks, which seemed to lead to the dried up gold mines on the outside of Bronce.
Once inside the mines, the PCs first encountered a humanoid cat of black fur who happened to share a patch of silvery blue fur that looked much like the birthmark of Viet and who had no recollection of how he came to this place. The PCs who had banded together already gave him a quick rundown of what they know/think they know about themselves and that they thought he was one of them, since the circumstances were similar. Still, a wary eye was kept on the newcomer til he proved himself by fighting alongside the others.
Moving further within the mines, the PCs navigated their ways deep into the caverns (actually avoiding some hazards by sheer luck of choice) and quickly dealing with what resistance they did encounter, which came in the form of a different band of hobgoblins that were later identified as the Talks-with-Fists tribe. The group also encountered a ghost, which seemed to want restful death and made no hostile motions toward the characters.
Coming upon an elevator mechanism, the PCs made the choice to keep 2 of their number (both fighters) up top to work the machine while the remaining 3 went below into the deeper chambers. Water was spilling over the side of the elevator shaft due to rain that had started as the PCs approached the mines and when the small group made it to the bottom, they found themselves in corridors filling with water.
An encounter with some hobgoblin sentries told the PCs that they were on the right path, and soon enough, they found themselves entering the living space of the small tribe. Taking stock of the situation, the group stood in horror when they saw only one of the boys and the other, younger one, in the arms of a hobgoblin with a blade stuck up to his throat. The hobgoblin chief demanded 2000gp from the people of Bronce after rebuking initial attempts at diplomacy made by the PCs, who then decided to act in hostility toward the tribe and try to incapacitate or kill the goblinoids before harm came to the child.
At the first sign of hostile intent, the hobgoblin chief rammed his sword through the throat of the boy, killing him instantly. This visibly affected my players. Each then had vested interest in seeing this vile creature suffer the same fate. Ya-ro cast Cause Fear, making him drop the child and run down the caverns, giving him an opportunity to flee the scene, while his cronies bought him time and engaged the PCs in a fight. They were dispatched fairly quickly.
Ya-ro and the cat man made haste in pursuit while Fidious and Jaymes (who had made his way down by climbing then falling a short way) stood guard over the noncombatant hobgoblins and debated the fate of said things...Fidious wanting them to die, Jaymes stating they were innocent by virtue of avoiding the fight.
The cat and Ya-ro came to a dead end, with the feline warrior (yes, I forgot his name, ok! I'll look in a minute) finding a small, water-filled passage and quickly risking himself by going alone to scout the area beyond, if he could make it....beyond he found a natural chamber with one lone occupant...the other missing boy! This one alive, but scared to his wit's end by seeing a giant walking/talking cat after being captive of the hobgoblins.
While this was happening, the hobgoblin chief made his move against Ya-ro after slipping out from a small passage where he had been hiding. The noises of metal clashing against metal brought Fidious running and after a few heated rounds of combat, Ya-ro crushed the hip of the baddie, ending his life.
Shortly after, when cat and child and all were making their way back to the elevator, water pressure against a back wall caused the wall to break, spilling some PCs out down the shaft and into a huge worked chamber. The PCs decided they would check this area out later and took stock of their surroundings, while gathering the corpse of the child (which sent the other kid off the deep end) and finding another body which had apparently been dead for a while with a badge of office showing him to be a tax collector from the main settlement on Chillhame.
The PCs gathered the corpses and made their way out of the area to tend to burials of the dead, etc.
Jaymes took the surviving hobgoblins to the Great Wolf (formerly Split-Ear) tribe, having decided that they would serve a somewhat better judge than embittered townsfolk who had just lost a child to the machinations of such creatures. There, he learned that one of the leaders he had appointed had been assassinated for going against the word of the agreement made between the tribe and the PCs and had tried to take power all for himself. Other than this, things were going as well as could be expected with an unsupervised tribe left to themselves.
After spending the night in Bronce...and facing the ire of some of the townsfolk because of the death of the child, the PCs set off to explore that last chamber they had found to greater extent. One villager and a mule were hired for the job of working the elevator for the PCs, but this was of no consequence, as after finding a scroll detailing plans of invasion on the surface by some underground force and huge, sealed stone doors carved to depict the same thing, they discovered a passage leading to the surface, in which a lone duergar warrior was hid and made a stand to try to prevent the PCs from escaping the tunnels.
The group had just made it to the end of the passage and had all rolled Spot checks when I called the session.
They'll learn what it is they saw or didn't see next week.
Oh, Josh D...if you read this, I plugged your game.
Next week: I wrap up Chapter 1, then Paul starts The Well of Despair! (which I've been in 7 times and died every single time. It's winsauce)
3.10.2008
I R Sorceror! You can too!
So Jeff posted this test over at Ye Olde Gameblog, and I'm a sucker for them.
Here's my results:
I Am A: Lawful Neutral Human Sorcerer (4th Level)
Ability Scores:
Strength-12
Dexterity-14
Constitution-15
Intelligence-16
Wisdom-15
Charisma-16
Alignment:
Lawful Neutral A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Yeah...first time I've ever gotten that result. Pretty interesting stuff. First time I've been Lawful Neutral on a test, too...or Human, for that matter. I guess that just reflects how we change as we age, maybe.
Funny how my stats are so high (and my Dex is higher than Str, lol...don't really see that as true). I guess it depends on how strongly you go with some options. I'm um...pretty confident in myself, though, so that might skew things.
Here's my results:
I Am A: Lawful Neutral Human Sorcerer (4th Level)
Ability Scores:
Strength-12
Dexterity-14
Constitution-15
Intelligence-16
Wisdom-15
Charisma-16
Alignment:
Lawful Neutral A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Yeah...first time I've ever gotten that result. Pretty interesting stuff. First time I've been Lawful Neutral on a test, too...or Human, for that matter. I guess that just reflects how we change as we age, maybe.
Funny how my stats are so high (and my Dex is higher than Str, lol...don't really see that as true). I guess it depends on how strongly you go with some options. I'm um...pretty confident in myself, though, so that might skew things.
3.04.2008
Onto something different!
So, as you know (if you read this damn thing), I ran session 1 of The Drow War on Sunday and had a fairly good time.
We played from around noon to about 4pm because Paul had to go and I wasn't going to run the game with just 3 PCs. Normally, I suppose, that wouldn't have been a problem. Immediately, though, everyone begins to complain that they "wished the game hadn't had to stop" or they "didn't see why we didn't make it further" or we "could have made it alot further if play hadn't been stopped."
Now, in a way, some of what was said (there was more than that, but you know..) seemed flattering in that they wish the game could have kept going. That's a good thing, definitely, when you have 3 people who haven't ever played under you saying things like that.
What isn't so good is that one of the players said he had taken a vacation day from work the next day because he assumed we would play late, etc. That's cool and all, but some of what else was said hinted that he strongly disagreed with the fact that I called the game due to someone leaving. I left it simply at "I'm not going to run it with just 3 people, because it's a tough adventure."
The comments stopped at that, as everyone seemed to have accepted it, but it bothers me that such a deal would be made of it that it's like I'm just being a jerk to everyone because one person left, when I'm being the nicest I can be in helping to ensure that no PCs died due to the cleric not being around.
I dunno...not a big deal, really...but something that I've been thinking about. Kinda funny.
We played from around noon to about 4pm because Paul had to go and I wasn't going to run the game with just 3 PCs. Normally, I suppose, that wouldn't have been a problem. Immediately, though, everyone begins to complain that they "wished the game hadn't had to stop" or they "didn't see why we didn't make it further" or we "could have made it alot further if play hadn't been stopped."
Now, in a way, some of what was said (there was more than that, but you know..) seemed flattering in that they wish the game could have kept going. That's a good thing, definitely, when you have 3 people who haven't ever played under you saying things like that.
What isn't so good is that one of the players said he had taken a vacation day from work the next day because he assumed we would play late, etc. That's cool and all, but some of what else was said hinted that he strongly disagreed with the fact that I called the game due to someone leaving. I left it simply at "I'm not going to run it with just 3 people, because it's a tough adventure."
The comments stopped at that, as everyone seemed to have accepted it, but it bothers me that such a deal would be made of it that it's like I'm just being a jerk to everyone because one person left, when I'm being the nicest I can be in helping to ensure that no PCs died due to the cleric not being around.
I dunno...not a big deal, really...but something that I've been thinking about. Kinda funny.
That twisting feeling in your gut...
Today, Dungeons & Dragons, and the tabletop gaming world in general, lost one of its greats.
E. Gary Gygax passed away today at the age of 69.
Being 26, I didn't grow up or get my start with Gygax's stuff in a way that most gamers did. My first encounter with his work was through the very awesome adventure Keep on the Borderlands, but my greatest exposure wasn't a game book...it was his "Up On A Soapbox" articles in Dragon magazine, which featured his look into not just D&D, but the players and DMs who enjoy it and their interaction with each other and the hobby as it evolved.
I knew who he was before all that, of course...the guys who got me into gaming were much older than me and had played all earlier versions (I came in during AD&D 2nd Edition) and through them, I became familiar with the older products, acquired some of them, then set off on my own much later to learn more about the origins of what is and has always been my favorite rpg as well as branching out to see what else has been done out there.
In this way, I feel I honor Gary's memory, by learning of the games that he helped to develop and inspire. I'm sure he would rather like that.
I'm sure he would also like for everyone to not dwell on the bad and try to have had a swell GM's Day.
E. Gary Gygax passed away today at the age of 69.
Being 26, I didn't grow up or get my start with Gygax's stuff in a way that most gamers did. My first encounter with his work was through the very awesome adventure Keep on the Borderlands, but my greatest exposure wasn't a game book...it was his "Up On A Soapbox" articles in Dragon magazine, which featured his look into not just D&D, but the players and DMs who enjoy it and their interaction with each other and the hobby as it evolved.
I knew who he was before all that, of course...the guys who got me into gaming were much older than me and had played all earlier versions (I came in during AD&D 2nd Edition) and through them, I became familiar with the older products, acquired some of them, then set off on my own much later to learn more about the origins of what is and has always been my favorite rpg as well as branching out to see what else has been done out there.
In this way, I feel I honor Gary's memory, by learning of the games that he helped to develop and inspire. I'm sure he would rather like that.
I'm sure he would also like for everyone to not dwell on the bad and try to have had a swell GM's Day.
3.02.2008
The Drow War, Session 1
And we're off...kinda.
I showed up 15 minutes past when I said I would to an almost empty flgs. Paul and Kenny were sorting through M:tG cards (which I need to post about sometime) and discussing their characters for the campaign.
That meant that two of the six players who had "signed up (I set a group size limit because Paul's group on Red Hand was insanely huge)" were already there, with word that Ricky Joe was on his way. Sadly, Jeremy got called into work and Josh D. and Dusty were no-shows, so that took us down to 3. We recruited the other Josh, who set about making a character, and shortly after we started.
The game kicked off with the way all games should...those two words that get a player's attention better than anything (other than "Hey, boobs!," I mean)... "Roll init." The guys went a quick couple of rounds against 4 goblins, which dispersed into inky smoke when dispatched...then I flashed back to their arrival at the Tump.
The place is a small island whose only feature is a circle of standing stones..to which the players had somehow been whisked to. The standing stones feature markings which the PCs realized correlated with the various constellations of the night sky and had strange similarities to their birthmarks.
Having learned some about each other and themselves (with some help of a mysterious lady speaking into their minds), they decided to travel off the small island and to the larger landmass, which Kenny's PC recognized as the island "Nation" of Chillhame. They immediately spotted civilization here and made haste to make it to the small town of Bronce.
Once in Bronce, they spoke with many townsfolk, including the local priest, Father Tobais, and the Headman of the town, a man by the name of Goodchild. Through the excellent use of diplomacy (and coin) they learn some of the legend of the ancient hero Starkweather John, and set out to to his tomb to begin their search for his sword...a goal which had been tasked to them by a mysterious voice at the Tump.
At the tomb, the PCs took some time to clear off the moss that had overgrown the thing and were able to read a prophetic poem which the characters surmised somehow was linked to them, since the mysterious voice of the Tump called them "Stars" and the inscription on the tomb said that "Stars" would again be on the world.
Having found nothing in the tomb, they took stock of the surroundings and found that a somewhat large battle had been fought at the edge of the woods. Being PCs, they didn't let this slide and curiosity had them traipsing into the woods and what I thought was their certain doom...a hobgoblin camp numbering a score (with about a dozen of them combatants).
Always the clever player, Paul states that his cleric is stopping far outside the edge of the settlement (right outside the perimeter of traps, I might add) and hails the village. This brings all the warriors of the village out to see what is afoot...at which point things begin to turn grim. Josh's dwarf hurled insults toward the hobgoblins at first, but when the others scolded him, he quieted some, letting Paul's and Ricky Joe's characters try to weasel through a deal to keep the party alive which ultimately culminated (somehow) into....a fight to the death between Ricky Joe's fighter and Split Ear, the chief of this particular tribe, for the leadership of the tribe.
The whole table was a bit quiet as I drew off the map for the contest area and placed my minis, then asked the players to place theirs and called for initiative from Ricky. He won init. Jaymes, Ricky's fighter) crept forward cautiously and swung mightily at the chief, only to swing too wide as the more experienced warrior side-stepped his blow, then came back with a lunge, which was rapidly deflected. The battle was intense with a flurry of parrys from both combatants that kept each other unmarred by the edge of steel. But then, as suddenly as it had started, an open spot in the hobgoblin's defenses was spotted and Jaymes swung a hard arc onto the creature's head...cleaving his skull and killing him instantly with a crit from them there charts I posted before.
As you can imagine, this left things in an awkward state. Not only for the NPCs and PCs, but for me, as well. What was going to happen? Well...I had really been playing up the lawful aspect of the hobbos, so when it came down to it, I just decided that they would honor the agreement made between Jaymes and Split Ear. With the help of some coin and doling out of important positions, little fuss was made, overall and they agreed to do as they were asked for a period of 5 days, in which Ricky will (I assume) know what the heck he's gonna do with a tribe of not so savory characters under the leadership of his LG fighter.
Going back to town after this (with some of the tribe's loot), the PCs decided to get some rest and then begin the sword-search at dawn. This eventually led them back to the church, since it was...in the heyday of Bronce, at least...the most magnificent structure there. With some extensive searches, they finally found what they were looking for...a stone slab in the courtyard of the church shifted and the PCs pulled the stone away.
The session ended with Jaymes reaching down and claiming the gleaming greatsword which lie underneath...the sword of Starkweather John.
I didn't mention many characters by name, because I had forgotten them and was too lazy to cross the room to retrieve my the sheets. Having done so, here you go:
Jaymes (Starborn Human Fighter 1) - Ricky Joe
Fidious Gray (Starborn Human Ranger 1) - Kenny
Veit Granetfist (Starborn Shield Dwarf Barbarian 1) - Josh M.
Ya-ro (Starborn Aasimar Cleric 1 of Old Heakun) - Paul
Next Sunday... I'm set to run again, as Paul is giving up Red Hand, I guess. We'll see!
I showed up 15 minutes past when I said I would to an almost empty flgs. Paul and Kenny were sorting through M:tG cards (which I need to post about sometime) and discussing their characters for the campaign.
That meant that two of the six players who had "signed up (I set a group size limit because Paul's group on Red Hand was insanely huge)" were already there, with word that Ricky Joe was on his way. Sadly, Jeremy got called into work and Josh D. and Dusty were no-shows, so that took us down to 3. We recruited the other Josh, who set about making a character, and shortly after we started.
The game kicked off with the way all games should...those two words that get a player's attention better than anything (other than "Hey, boobs!," I mean)... "Roll init." The guys went a quick couple of rounds against 4 goblins, which dispersed into inky smoke when dispatched...then I flashed back to their arrival at the Tump.
The place is a small island whose only feature is a circle of standing stones..to which the players had somehow been whisked to. The standing stones feature markings which the PCs realized correlated with the various constellations of the night sky and had strange similarities to their birthmarks.
Having learned some about each other and themselves (with some help of a mysterious lady speaking into their minds), they decided to travel off the small island and to the larger landmass, which Kenny's PC recognized as the island "Nation" of Chillhame. They immediately spotted civilization here and made haste to make it to the small town of Bronce.
Once in Bronce, they spoke with many townsfolk, including the local priest, Father Tobais, and the Headman of the town, a man by the name of Goodchild. Through the excellent use of diplomacy (and coin) they learn some of the legend of the ancient hero Starkweather John, and set out to to his tomb to begin their search for his sword...a goal which had been tasked to them by a mysterious voice at the Tump.
At the tomb, the PCs took some time to clear off the moss that had overgrown the thing and were able to read a prophetic poem which the characters surmised somehow was linked to them, since the mysterious voice of the Tump called them "Stars" and the inscription on the tomb said that "Stars" would again be on the world.
Having found nothing in the tomb, they took stock of the surroundings and found that a somewhat large battle had been fought at the edge of the woods. Being PCs, they didn't let this slide and curiosity had them traipsing into the woods and what I thought was their certain doom...a hobgoblin camp numbering a score (with about a dozen of them combatants).
Always the clever player, Paul states that his cleric is stopping far outside the edge of the settlement (right outside the perimeter of traps, I might add) and hails the village. This brings all the warriors of the village out to see what is afoot...at which point things begin to turn grim. Josh's dwarf hurled insults toward the hobgoblins at first, but when the others scolded him, he quieted some, letting Paul's and Ricky Joe's characters try to weasel through a deal to keep the party alive which ultimately culminated (somehow) into....a fight to the death between Ricky Joe's fighter and Split Ear, the chief of this particular tribe, for the leadership of the tribe.
The whole table was a bit quiet as I drew off the map for the contest area and placed my minis, then asked the players to place theirs and called for initiative from Ricky. He won init. Jaymes, Ricky's fighter) crept forward cautiously and swung mightily at the chief, only to swing too wide as the more experienced warrior side-stepped his blow, then came back with a lunge, which was rapidly deflected. The battle was intense with a flurry of parrys from both combatants that kept each other unmarred by the edge of steel. But then, as suddenly as it had started, an open spot in the hobgoblin's defenses was spotted and Jaymes swung a hard arc onto the creature's head...cleaving his skull and killing him instantly with a crit from them there charts I posted before.
As you can imagine, this left things in an awkward state. Not only for the NPCs and PCs, but for me, as well. What was going to happen? Well...I had really been playing up the lawful aspect of the hobbos, so when it came down to it, I just decided that they would honor the agreement made between Jaymes and Split Ear. With the help of some coin and doling out of important positions, little fuss was made, overall and they agreed to do as they were asked for a period of 5 days, in which Ricky will (I assume) know what the heck he's gonna do with a tribe of not so savory characters under the leadership of his LG fighter.
Going back to town after this (with some of the tribe's loot), the PCs decided to get some rest and then begin the sword-search at dawn. This eventually led them back to the church, since it was...in the heyday of Bronce, at least...the most magnificent structure there. With some extensive searches, they finally found what they were looking for...a stone slab in the courtyard of the church shifted and the PCs pulled the stone away.
The session ended with Jaymes reaching down and claiming the gleaming greatsword which lie underneath...the sword of Starkweather John.
I didn't mention many characters by name, because I had forgotten them and was too lazy to cross the room to retrieve my the sheets. Having done so, here you go:
Jaymes (Starborn Human Fighter 1) - Ricky Joe
Fidious Gray (Starborn Human Ranger 1) - Kenny
Veit Granetfist (Starborn Shield Dwarf Barbarian 1) - Josh M.
Ya-ro (Starborn Aasimar Cleric 1 of Old Heakun) - Paul
Next Sunday... I'm set to run again, as Paul is giving up Red Hand, I guess. We'll see!
3.01.2008
I'm trying to wrap my brain around it now...
So, I was checking out the very cool RPG Blog and came across this.
Yes, those are 4th Edition characters and yes, they pretty much kick ass.
While this is a neat gem to come across, it's also caused me no amount of frustration in trying to figure out how some things work.
I'll give some examples...
Numero Uno: How the hell are hit points calculated? One of the first things I did was check for familiar components...hit points, ability scores, skills, weapon attacks, etc.. All of these things seem to have their place, and in the case of ability scores, I was glad to see that the modifiers stay the same as 3.x, but uh...the hit point numbers just don't add up.
I'm going to assume that, like the new Star Wars system, they give you 3 starting hit die...I'm also going to assume that your Con bonus applies to all of them and that they are maxed out. How, then, does the character on image 1 have that total? I also went so far as to assume that Warlocks get a d6 hit die. Given my assumptions, Ms. Duskmeadow would have (3d6 hit die, maxed)18+(Con mod x 3)9=27 hit points. Where does the extra point come from?
Numero Duo: As mentioned by my fellow blogger, it appears that Eladrins/High Elves/whatever can teleport short distances, I would assume much akin to dimension door. Looking further, I find that the aforementioned Ms. Duskmeadow, being a Warlock with her powers tied to the fey, can also perform a short teleport action.
Now, normally, this would be very cool to me, and it is...as a player. As a DM, I'm picturing everyone in my games playing something that can teleport in some way and totally dispatching my attempts at NPC battlefield advantage, or popping in to flank and sneak attack their foes.
While true, it is once per encounter, I can see it becoming problematic easily, and it makes me wonder how you rule on those in out of combat situations. That would make a great escape tool from say...a dungeon cell.
It just seems...and it pains me to call anything such a thing...broken.
Numero Threeo: Heh, I was checking to see if you were paying attention to the lame numbering.
And onto this point... does changing how "saves" work to the current system really save anyone any trouble? I was under the impression that it would reduce rolling, but as almost every spell and power requires a roll against a specific Defense, then what's the point? You're still rolling a save, it's just backwards. Also, I don't see how it's easier to keep track of the defense bonus as opposed to save modifiers, because I'm assuming things will modify them, too.
Oh, and some effects have "(save ends)" notations. So there still are saves, they just happen in later rounds, not when you use the desired effect. These "saves" Are simple 10 or higher rolls..55% chance of success. I'll likely make it straight up 50-50 because according to the blurb on them, they can still be modified.
That's kinda frustrating and a little lame, to boot.
On the flip side of that, it does keep the rolling in the hands of the person whose turn it is (for the most part), and if there's anything a pen n paper rpger likes more than anything else in the whole freaking world, it's rolling dice. This could also free up the wearer of the Viking Hat on player's turns so that he's not bogged down with rolling for his guys AND deciding how to respond to everyone's actions.
Interesting stuff. I'll have to see it in action to give a yay or nay, though.
Numba fo: I noticed that the Halfling Paladin shown on picture 3 weilds a short sword that deals d6. I'm guessing they're taking away weapon sizes for some reason and giving a base "this does x" to weapons. I could be really wrong here, but I'm not seeing how this could benefit the game in any way if they did that.
Maybe they're going back to S and M characters having the same weapon damage. I'm pretty ok with that possibility, as I played earlier versions of the game in which it was standard and it's not going to shake me to go along with that.
Number 5: Action points as part of normal gameplay. Isn't it enough that your Eladrin can teleport, your halfling gets extra AC when close to larger people and you have At Will powers?
It's not that I hate the things, I really don't (though some of my players really hate that I don't allow them in most games I run). It's just that if everything is getting a power boost in 4E, why do you really need action points? Are there really gonna be that many times when you just need that one extra edge to pull through? With the way of things as I have read and understand them, I'm gonna have to go with "No."
I might be a total jerk and pull these from my game. I guess I really don't like action points, after all.
Digit 6: Insanely high damage. Now, I know it's supposed to be beefed up some and all, but should anything at first level really deal 3d8 damage? Maybe if it was a death throes type thing, but even as a once per day ability, that just seems...well, fucked.
That's exactly what it seems.
That almost kills, and most certainly bloodies and almost drops every PC I saw. I can't imagine how giving the PCs such powers is a good thing, even if the baddies have similar things. I really doubt they do.
Se7en: Wow...um. Yeah, alot of what makes characters powerful has been restricted greatly. In a way, I don't like that at all. My cleric used up Turn Undead early...sucks to be me. I wanna cast Sleep more than once...sucks to be me. Spells and powers like Turn Undead should be more readily available, I think.
Magic Missle is now an at will power that does 2d4+Int mod, from the looks of it. You also have to roll to hit with it. I don't so much like that, either...but I do like that they balanced the chance of miss with higher damage. Sucks if your foe is immune to force effects.
It is cool, though, that your cantrips seem to be persistent. I likey that stoof right there.
Yes, those are 4th Edition characters and yes, they pretty much kick ass.
While this is a neat gem to come across, it's also caused me no amount of frustration in trying to figure out how some things work.
I'll give some examples...
Numero Uno: How the hell are hit points calculated? One of the first things I did was check for familiar components...hit points, ability scores, skills, weapon attacks, etc.. All of these things seem to have their place, and in the case of ability scores, I was glad to see that the modifiers stay the same as 3.x, but uh...the hit point numbers just don't add up.
I'm going to assume that, like the new Star Wars system, they give you 3 starting hit die...I'm also going to assume that your Con bonus applies to all of them and that they are maxed out. How, then, does the character on image 1 have that total? I also went so far as to assume that Warlocks get a d6 hit die. Given my assumptions, Ms. Duskmeadow would have (3d6 hit die, maxed)18+(Con mod x 3)9=27 hit points. Where does the extra point come from?
Numero Duo: As mentioned by my fellow blogger, it appears that Eladrins/High Elves/whatever can teleport short distances, I would assume much akin to dimension door. Looking further, I find that the aforementioned Ms. Duskmeadow, being a Warlock with her powers tied to the fey, can also perform a short teleport action.
Now, normally, this would be very cool to me, and it is...as a player. As a DM, I'm picturing everyone in my games playing something that can teleport in some way and totally dispatching my attempts at NPC battlefield advantage, or popping in to flank and sneak attack their foes.
While true, it is once per encounter, I can see it becoming problematic easily, and it makes me wonder how you rule on those in out of combat situations. That would make a great escape tool from say...a dungeon cell.
It just seems...and it pains me to call anything such a thing...broken.
Numero Threeo: Heh, I was checking to see if you were paying attention to the lame numbering.
And onto this point... does changing how "saves" work to the current system really save anyone any trouble? I was under the impression that it would reduce rolling, but as almost every spell and power requires a roll against a specific Defense, then what's the point? You're still rolling a save, it's just backwards. Also, I don't see how it's easier to keep track of the defense bonus as opposed to save modifiers, because I'm assuming things will modify them, too.
Oh, and some effects have "(save ends)" notations. So there still are saves, they just happen in later rounds, not when you use the desired effect. These "saves" Are simple 10 or higher rolls..55% chance of success. I'll likely make it straight up 50-50 because according to the blurb on them, they can still be modified.
That's kinda frustrating and a little lame, to boot.
On the flip side of that, it does keep the rolling in the hands of the person whose turn it is (for the most part), and if there's anything a pen n paper rpger likes more than anything else in the whole freaking world, it's rolling dice. This could also free up the wearer of the Viking Hat on player's turns so that he's not bogged down with rolling for his guys AND deciding how to respond to everyone's actions.
Interesting stuff. I'll have to see it in action to give a yay or nay, though.
Numba fo: I noticed that the Halfling Paladin shown on picture 3 weilds a short sword that deals d6. I'm guessing they're taking away weapon sizes for some reason and giving a base "this does x" to weapons. I could be really wrong here, but I'm not seeing how this could benefit the game in any way if they did that.
Maybe they're going back to S and M characters having the same weapon damage. I'm pretty ok with that possibility, as I played earlier versions of the game in which it was standard and it's not going to shake me to go along with that.
Number 5: Action points as part of normal gameplay. Isn't it enough that your Eladrin can teleport, your halfling gets extra AC when close to larger people and you have At Will powers?
It's not that I hate the things, I really don't (though some of my players really hate that I don't allow them in most games I run). It's just that if everything is getting a power boost in 4E, why do you really need action points? Are there really gonna be that many times when you just need that one extra edge to pull through? With the way of things as I have read and understand them, I'm gonna have to go with "No."
I might be a total jerk and pull these from my game. I guess I really don't like action points, after all.
Digit 6: Insanely high damage. Now, I know it's supposed to be beefed up some and all, but should anything at first level really deal 3d8 damage? Maybe if it was a death throes type thing, but even as a once per day ability, that just seems...well, fucked.
That's exactly what it seems.
That almost kills, and most certainly bloodies and almost drops every PC I saw. I can't imagine how giving the PCs such powers is a good thing, even if the baddies have similar things. I really doubt they do.
Se7en: Wow...um. Yeah, alot of what makes characters powerful has been restricted greatly. In a way, I don't like that at all. My cleric used up Turn Undead early...sucks to be me. I wanna cast Sleep more than once...sucks to be me. Spells and powers like Turn Undead should be more readily available, I think.
Magic Missle is now an at will power that does 2d4+Int mod, from the looks of it. You also have to roll to hit with it. I don't so much like that, either...but I do like that they balanced the chance of miss with higher damage. Sucks if your foe is immune to force effects.
It is cool, though, that your cantrips seem to be persistent. I likey that stoof right there.
2.29.2008
I'm Doomed! ...again
Red Hand of Doom(ed,) that is.
That's what Paul has been running the past few weeks at that there flgs, and I have jumped in whole-heartedly, making a character and playing my first session of D&D in months last Sunday.
I've been through the Red Hand of Doom before, with Chris as DM, but this time around it's a bit trickier as no character in the game is as powerful as the party we had last time (in which Paul actually played, too.)
The story thus far, as I understand it, is that the original party running under Paul two weeks ago stumbled into a massive orgy of "We don't know what the heck we're doing here!" and found themselves 2 shy of a TPK...out of 8 characters. This is where the story starts for me.
Norro Wiston, speaker of Drellin's Ferry and a lady by the name of Captain Saronna had put an open call out to "brave souls" who would be willing to aid the area in light of the growing threat from some hobgoblins. Those brave adventurers consisted of everyone whose character died's new character and my guy. (See below for cast of characters.)
During the rally, the NPC Ranger, Jorr Natherson, came into the area with a scaled man bearing the face of a dragon and the vestments of a priest of Bahamut. The dragon-man (whom I recognized as Dragonborn) interrupted Speaker Wiston and began explaining that he would need strong hands and that he was taking the fight against the baddies. Wiston apparently knew the guy and expressed that he felt it would be wise for us to all go together under the leadership of this faithful of Bahamut named Kelmvor.
We're led to an abandoned keep where Kelmvor claimed a great battle had occurred and where his comrades had fallen. Though we found plenty of blood, nothing else remained of the combatants to give creedence to the priest's story. This made Mouse distraught, as his daughter (Matt's original character) was among the missing dead PCs. Since it was well into the night, we decided to camp there and head out in the morning...probably not the smartest thing we could have done.
The smell of blood attracted two digesters who quickly pounced upon the buckler of swashes Torin and Kelmvor, who had been the watch for that time of night. The fight was tough for those two an as they were a distance from us, we had to make listen checks to rouse to our comrades aide. Only the warlock Morthos heard, and rushed out of the room without waking the rest of us. Shortly thereafter, with the arcane aid of Morthos, the PCs prevailed and all went well and quiet for the rest of the night, though our time camping was extended so that Kelmvor's spells could thoroughly be replenished.
When we finally continue on toward a known encampment, we are beset after several hours on the road by a small warband of hobgoblin archers backed up by a powerful leader wearing insignias of a bloodied hand and an invisible spellcaster of some sort.
As soon as combat starts, our largest, most powerful warrior...a man with ogre blood named Grunk is blinded and left pretty much useless during the encounter. Our ranged combatants and spellcasters engaged the archers while I took the fight to the guy with the bloody hand stamps all over him. We exchanged blows for a couple of round then he stepped back to quaff a potion. As I moved to close the gap, a hell hound appeared between us and I dispatched it with two blows only to look up and see my chosen mark further from me now and suddenly disappear.
Acting quickly, I chukked my spear at the place where I last saw him and it embedded so solidly that his invisibility effect covered the whole of the shaft. Kelmvor then stepped beside me and breathed a gout of frosty breath that outlined not only our known foe, but another invisible assailant (who we surmised summoned the hound.)
Giving chase, we were unable to find any trace of those enemies left alive other than a short blood trail and my spear discarded in the woods a short distance in.
This was where we ended. A short, but very cool game. I loved being back in a game, and my dice seemed to enjoy themselves, too...they were VERY good to me.
Cast of Characters
Mouse (Human Samurai 7) - Matt
Morthos (Human Warlock 7) - Paul's son Paul
?? (Human Scout 6/Fighter 1) - Dusty
Grunk (Feral ½ Ogre Barbarian 5) - Josh
Nuhelia (Half-Elf Rogue 7) - Heather
Torin (Human Fighter 4/Swashbuckler 3) - Jeremy (along with Paul, one o the first guys I ever gamed with)
Arbor Leave (Human Druid 7) - Kenny
Kelmvor (Dragonborn Cleric 7 of Bahamut) - Ricky Joe
?? (??) - Kevin (He wasn't able to play last week, but he was the other survivor)
Jaden Ambrosius, Knight Errant of the Order of the Wing (Knight 5/Dragonslayer 2) - me
Yep...10 characters/players. There's actually one more guy who also didn't show...so 11.
Sunday: The Drow War begins!
That's what Paul has been running the past few weeks at that there flgs, and I have jumped in whole-heartedly, making a character and playing my first session of D&D in months last Sunday.
I've been through the Red Hand of Doom before, with Chris as DM, but this time around it's a bit trickier as no character in the game is as powerful as the party we had last time (in which Paul actually played, too.)
The story thus far, as I understand it, is that the original party running under Paul two weeks ago stumbled into a massive orgy of "We don't know what the heck we're doing here!" and found themselves 2 shy of a TPK...out of 8 characters. This is where the story starts for me.
Norro Wiston, speaker of Drellin's Ferry and a lady by the name of Captain Saronna had put an open call out to "brave souls" who would be willing to aid the area in light of the growing threat from some hobgoblins. Those brave adventurers consisted of everyone whose character died's new character and my guy. (See below for cast of characters.)
During the rally, the NPC Ranger, Jorr Natherson, came into the area with a scaled man bearing the face of a dragon and the vestments of a priest of Bahamut. The dragon-man (whom I recognized as Dragonborn) interrupted Speaker Wiston and began explaining that he would need strong hands and that he was taking the fight against the baddies. Wiston apparently knew the guy and expressed that he felt it would be wise for us to all go together under the leadership of this faithful of Bahamut named Kelmvor.
We're led to an abandoned keep where Kelmvor claimed a great battle had occurred and where his comrades had fallen. Though we found plenty of blood, nothing else remained of the combatants to give creedence to the priest's story. This made Mouse distraught, as his daughter (Matt's original character) was among the missing dead PCs. Since it was well into the night, we decided to camp there and head out in the morning...probably not the smartest thing we could have done.
The smell of blood attracted two digesters who quickly pounced upon the buckler of swashes Torin and Kelmvor, who had been the watch for that time of night. The fight was tough for those two an as they were a distance from us, we had to make listen checks to rouse to our comrades aide. Only the warlock Morthos heard, and rushed out of the room without waking the rest of us. Shortly thereafter, with the arcane aid of Morthos, the PCs prevailed and all went well and quiet for the rest of the night, though our time camping was extended so that Kelmvor's spells could thoroughly be replenished.
When we finally continue on toward a known encampment, we are beset after several hours on the road by a small warband of hobgoblin archers backed up by a powerful leader wearing insignias of a bloodied hand and an invisible spellcaster of some sort.
As soon as combat starts, our largest, most powerful warrior...a man with ogre blood named Grunk is blinded and left pretty much useless during the encounter. Our ranged combatants and spellcasters engaged the archers while I took the fight to the guy with the bloody hand stamps all over him. We exchanged blows for a couple of round then he stepped back to quaff a potion. As I moved to close the gap, a hell hound appeared between us and I dispatched it with two blows only to look up and see my chosen mark further from me now and suddenly disappear.
Acting quickly, I chukked my spear at the place where I last saw him and it embedded so solidly that his invisibility effect covered the whole of the shaft. Kelmvor then stepped beside me and breathed a gout of frosty breath that outlined not only our known foe, but another invisible assailant (who we surmised summoned the hound.)
Giving chase, we were unable to find any trace of those enemies left alive other than a short blood trail and my spear discarded in the woods a short distance in.
This was where we ended. A short, but very cool game. I loved being back in a game, and my dice seemed to enjoy themselves, too...they were VERY good to me.
Cast of Characters
Mouse (Human Samurai 7) - Matt
Morthos (Human Warlock 7) - Paul's son Paul
?? (Human Scout 6/Fighter 1) - Dusty
Grunk (Feral ½ Ogre Barbarian 5) - Josh
Nuhelia (Half-Elf Rogue 7) - Heather
Torin (Human Fighter 4/Swashbuckler 3) - Jeremy (along with Paul, one o the first guys I ever gamed with)
Arbor Leave (Human Druid 7) - Kenny
Kelmvor (Dragonborn Cleric 7 of Bahamut) - Ricky Joe
?? (??) - Kevin (He wasn't able to play last week, but he was the other survivor)
Jaden Ambrosius, Knight Errant of the Order of the Wing (Knight 5/Dragonslayer 2) - me
Yep...10 characters/players. There's actually one more guy who also didn't show...so 11.
Sunday: The Drow War begins!
It's not quite May, but damnit!
Ok, so I totally lied last post when I said I wouldn't be ready to game til then.
But see...Kenny reopened the flgs, now aptly named The Game Shop, and I couldn't resist popping in. As soon as I mention wanting to play, what happens? He suggests I jump into the Sunday game and invites me to play THEN hands me book one of Mongoose's The Drow War (the store's copy to sell, I might add) and suggests I peruse it and think seriously about running it.
Now, my first instinct was to tuck tail and run, but I walked out of the shop that day with that book and read it in 3 days. It's everything I pinpointed I wanted from D&D. It's massively epic and has the potential for deep character development and strong interaction within the game world...and best of all? I don't have to start from scratch. Building a campaign on my own at this point would quickly lead to burn-out, so something "out of the box" is nice for me now, but I've already modified the first few encounters. I never run something straight from the book, as the combat NPCs would be at a huge disadvantage running with PHB/DMG junk only.
I played in my pal Paul's game last Sunday (it will get its own post) and I'm set to run session one of The Drow War this Sunday, so that gives you, my reader...(s)?, a real reason to come about and see how things go. Stay tuned for that!
By the by, I learned today that there's another game shop open in town now, run by a fella named Tony. I don't know the details of his place, as I've never been, but I will likely swing by there time to time, as well. My "allegiance" currently lies with Kenny and The Game Shop, but if I begin to make more purchases and the products I want aren't to be had, I definitely will go where my dollar can be used. (Though likely not to game...Tony's pals are all those odd 2nd Edition die hard guys who refuse to even crack open 3.x books)
I still have those game ideas coming...they've been slow to churn out, but getting into the swing of things again will likely jumpstart that. I will also be commenting more on 4E, but at the moment, I've only seen the one book and read rants on message boards...which I rarely put much stock into.
But see...Kenny reopened the flgs, now aptly named The Game Shop, and I couldn't resist popping in. As soon as I mention wanting to play, what happens? He suggests I jump into the Sunday game and invites me to play THEN hands me book one of Mongoose's The Drow War (the store's copy to sell, I might add) and suggests I peruse it and think seriously about running it.
Now, my first instinct was to tuck tail and run, but I walked out of the shop that day with that book and read it in 3 days. It's everything I pinpointed I wanted from D&D. It's massively epic and has the potential for deep character development and strong interaction within the game world...and best of all? I don't have to start from scratch. Building a campaign on my own at this point would quickly lead to burn-out, so something "out of the box" is nice for me now, but I've already modified the first few encounters. I never run something straight from the book, as the combat NPCs would be at a huge disadvantage running with PHB/DMG junk only.
I played in my pal Paul's game last Sunday (it will get its own post) and I'm set to run session one of The Drow War this Sunday, so that gives you, my reader...(s)?, a real reason to come about and see how things go. Stay tuned for that!
By the by, I learned today that there's another game shop open in town now, run by a fella named Tony. I don't know the details of his place, as I've never been, but I will likely swing by there time to time, as well. My "allegiance" currently lies with Kenny and The Game Shop, but if I begin to make more purchases and the products I want aren't to be had, I definitely will go where my dollar can be used. (Though likely not to game...Tony's pals are all those odd 2nd Edition die hard guys who refuse to even crack open 3.x books)
I still have those game ideas coming...they've been slow to churn out, but getting into the swing of things again will likely jumpstart that. I will also be commenting more on 4E, but at the moment, I've only seen the one book and read rants on message boards...which I rarely put much stock into.
1.10.2008
Merry CrewsMearmas
So, Merry Christmas and Happy New Year and all that junk from me and Chewbacca !
I know I've not really posted here in forever, and for good cause: I've not been gaming or thinking too much on gaming of late except for Travian, which is still going strong. (s1 starts on the 11th, for those who might be interested)
What has prompted my posting tonight is three-fold...
1, my lady isn't around to talk to and I'm bored shitless waiting on some slow ass settlers to claim me a new village on Travian.
2, I started this blog so that I could communicate and I've failed drastically in that so far and want to 'fix' it in this new year.
3, I got this for Christmas...

I feel like at the end of 3.5, I was maybe spinning my wheels in the game. I went big and got myself burned out on the very things that make D&D fun for me. Maybe that's why I haven't tried harder to make my schedule work to play in the past few months. I can't say for sure.
The one thing I can say is that this 4E preview book has opened my eyes and made me love the game that got me into tabletop rpgs in the first place. Many of the concepts and redesigns are things that I are just fresh enough to get those wheels a'turning in my brain, but still so recognizable as to not halt the thinking processes.
Am I a blind 4E fanboy? No.
Will I like everything about 4th Edition? Most certainly not. I'm already iffy on the Elf/Eladrin thing, but it's workable.
I will, however, embrace the new edition for what it is and use those products in whatever way I find most fitting. If I don't like the systems, then 3.5 books are at hand to give me a familiar system that's similar enough that I can fidget to make things work.
I'm actually eager to run a game. One of the reasons I had such a problem when I was playing here at my house, then later at Paul's in the fall is because before that, I was running a HUGELY epic game. One of such enormous story depth and character development potential that it literally took roughly half my energy to keep it going, and I liked it. I liked it so much and was on such a high from it even after the months of not playing before I started again that I crashed hard when it was just me and 2 players, and I wasn't really happy with joining games featuring people in high levels, because I needed a clean slate of playing at low levels to keep the balance of the DM rush in check.
I know this probably makes no sense. I'm trying to put it as clear as possible in context. I think I wasn't ready to go back to gaming just yet. I wanted all this great stuff that would take time and wasn't wanting to wait. 4E has whetted my appetite for a clean slate of gaming, and I think that by the time May rolls around, I'll be ready to play and DM and really enjoy myself and not just go through the motions.
I'm currently reading Races & Classes a second time. Once I absorb what I missed, I'll likely come back with more on it...and possibly a list of ideas I have for some games.
I know I've not really posted here in forever, and for good cause: I've not been gaming or thinking too much on gaming of late except for Travian, which is still going strong. (s1 starts on the 11th, for those who might be interested)
What has prompted my posting tonight is three-fold...
1, my lady isn't around to talk to and I'm bored shitless waiting on some slow ass settlers to claim me a new village on Travian.
2, I started this blog so that I could communicate and I've failed drastically in that so far and want to 'fix' it in this new year.
3, I got this for Christmas...

I feel like at the end of 3.5, I was maybe spinning my wheels in the game. I went big and got myself burned out on the very things that make D&D fun for me. Maybe that's why I haven't tried harder to make my schedule work to play in the past few months. I can't say for sure.
The one thing I can say is that this 4E preview book has opened my eyes and made me love the game that got me into tabletop rpgs in the first place. Many of the concepts and redesigns are things that I are just fresh enough to get those wheels a'turning in my brain, but still so recognizable as to not halt the thinking processes.
Am I a blind 4E fanboy? No.
Will I like everything about 4th Edition? Most certainly not. I'm already iffy on the Elf/Eladrin thing, but it's workable.
I will, however, embrace the new edition for what it is and use those products in whatever way I find most fitting. If I don't like the systems, then 3.5 books are at hand to give me a familiar system that's similar enough that I can fidget to make things work.
I'm actually eager to run a game. One of the reasons I had such a problem when I was playing here at my house, then later at Paul's in the fall is because before that, I was running a HUGELY epic game. One of such enormous story depth and character development potential that it literally took roughly half my energy to keep it going, and I liked it. I liked it so much and was on such a high from it even after the months of not playing before I started again that I crashed hard when it was just me and 2 players, and I wasn't really happy with joining games featuring people in high levels, because I needed a clean slate of playing at low levels to keep the balance of the DM rush in check.
I know this probably makes no sense. I'm trying to put it as clear as possible in context. I think I wasn't ready to go back to gaming just yet. I wanted all this great stuff that would take time and wasn't wanting to wait. 4E has whetted my appetite for a clean slate of gaming, and I think that by the time May rolls around, I'll be ready to play and DM and really enjoy myself and not just go through the motions.
I'm currently reading Races & Classes a second time. Once I absorb what I missed, I'll likely come back with more on it...and possibly a list of ideas I have for some games.
11.08.2007
Just some stoofs.
So...I don't know what's up? I was able to get back to gaming last night, there were absolutely NO hangups...I tried to call Paul and no answer. I'm not sure what's going on with that, but maybe I should just go over there or try to catch him at work or something to explain that I can't reach him. I dunno.
I just wanna play, man. I have some big plans for my game and my characters in other games. Just wish stuff would jive.
In other news, Travian is still going good. Rob hax, so he's heaps better than everyone on Server 5, but Server 6 opened on the 5th and if anyone has been interested in the game, that's the best place to be. Right in on the ground floor. Me and the others I play with are all in the South East.
Join us at Server 6!
Not much else going on. Looking forward to 4th Edition D&D. More on that later!
I just wanna play, man. I have some big plans for my game and my characters in other games. Just wish stuff would jive.
In other news, Travian is still going good. Rob hax, so he's heaps better than everyone on Server 5, but Server 6 opened on the 5th and if anyone has been interested in the game, that's the best place to be. Right in on the ground floor. Me and the others I play with are all in the South East.
Join us at Server 6!
Not much else going on. Looking forward to 4th Edition D&D. More on that later!
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.
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.
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...
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.
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.
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!
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)!
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.
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.
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.
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)
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!
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.
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!
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!
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