Thursday, August 31, 2006

I went to Denver and all I got was this squeaky ball!

Oh and some other stuff!

So the haul from Valhalla's Game Store:

D & D Planar Handbook
Forgotten Realms: City of the Spider Queen
Tekumel: Empire of the Petal Throne
Haven: City of Violence and one of its supplements: Path of Rage
The Red Star Campaign Setting
Rift WB 13: Lone Star

Also a couple minis for use in Carl's game. Clown Wars expansion for Star Munchkin. Junta!

Additionally Lars sold me d20 Modern Core, Menace Manual, and d20 Future. The Red Star requires d20 Modern to play so it was useful timing!

That's the take, it was a good trip RPG wise!

In gaming news it sounds like my ardent didn't lose his arm because the whole events surrounding his near death were in fact just a vision that the party avoided. The party did go on to fight Durgeddin however so alas I missed that fun. But it sounds like this sunday a couple of pit fiends and a black dragon await us! Good times, good times.

Friday, August 18, 2006

D20 a class

So persuant with my high casualty rate and the fact that now that I had my single "get out of death almost free" session I need a fast and efficient way to generate new characters as I suspect my dice will continue to assasinate them as often and repeatedly as possible.

It occurred to me that I could probably fit all the playable classes onto a list of 20 or less. Now granted this comes from only books I own because technically WotC has now released somewhere upwards of 100 playable classes. That's alot and there are a billion prestige classes beyond.

Anyhow, here's the list, please note clerics and pally-whacker-dins are not allowed in the City of Stone due to an absence of gods who pay any attention to anything or some such thing. Also dragons don't exist unrelated as that is...

1) Ardent 2) Bard 3) Barbarian 4) Divine Mind 5) Fighter 6) Hexblade 7) Lurk 8) Monk 9) Psion 10) Physic Warrior
11) Ranger 12) Rogue 13) Samurai 14) Shadowcaster 15) Sorcerer 16) Soul Knife 17) Swashbuckler 18) Wilder 19) Wizard
20) Druid or Re-roll or Your Choice (Why is druid special? Cause City of Stone hates them. It also hates trees, like Goulet.)

Thursday, August 17, 2006

Dani's D & D Rnd 6?

Well alas only I showed up for what should have been the last week of Dani's game so kind of a downer but we hung out so I got to be social at least.

Wednesday, August 16, 2006

Carl's D & D Rnd 7

Enter Veras (me) an Ardent who is Mirv's brother looking for Mirv and if Mirv is no more retrieve the family heirloom. The rest of the group has now moved down the stairs that the Duergar had been protecting. A cautious meeting between Veras and the party has Veras eventually joining the party who is still somewhat wary of him.

The party enters a room and are confronted by what appears to be the god St. Cuthbert who happens to be Moros' (Dorie) deity. Mist (Chuck) and Heame (Adam) are a bit skeptical however. After "St. Cuthbert" gives the party a mission and then tries to leave. Heame creates a wall of force however and traps the "deity" and he and Moros investigate. In the middle of this tho Atearia (Bob) and Merle (Teckla) have discovered some goblins.

The bad news is that these goblins think this "god" is a god. The party is thus struck with ticking off a large horde of goblins, including blues (psionic goblins)or exposing the fake god. Eventually they opt to go and talk to the goblin chief and learn what is going on.

The goblins are fairly friendly and some of them are aware of the ruse being pulled on them, specifically the blues and the chief. However, they are hamstrung by believers who incidentally have decent enforcement. Among the goblins is a human named Fred (Troy) who really wants an excuse to leave. So the party opts to fake a sacrifice to the "god" and then expose him.

So Mist, Haeme, and Moros become sacrifices-Moros is really ticked off that this being is impersonating his god- and the rest of the party are converts or gaurds. Specifically Nerolia (Liz) is impersonating a rather large goblin. Mist is first up on the sacrificial block but of course all the sacrifices bonds are and Nerolia has their weapons close at hand.

The goblin shaman starts a crazy ritual which involves filling the room with fog. Then as the "god" appears darkness is cast so Heame and Moros can escape. The "god" casts some sort of light spell and the two sort of split the room into light and dark. As soon as he is free Heame uses a potion of Mercury Dragon's Breath on the "god". A side affect is that Fred and Veras are blinded.

Now there is confusion as Mist, Heame, and Moros go after the "god" and the goblins start fighting each other along the lines of belive it's a god/don't believe. The goblins actually kill a fair amount of each other off. The "god" turns out to be a human who manages to escape as his initial appearance is simply an illusion.

The party does track the "god"-obviously a wizard-down to a room of fallen pillars. Veras dimensionally hops to one of the pillars as the party confronts the wizard. The wizard admits that he has been duping the goblins and that he is trapped here because of an artifact called "The Forge of Fury" that is slowly draining him. He wanted the party to help destroy it.

The party starts to mull this over when an Inevitable posing as Death attempts to capture him. The wizard casts web on the party and then attempts to run across one of the pillars and falls when the trap activates. Veras dimensionally hops to catch him without judging that he could hop back. Mist and Heame attempt to save the two falling people and Mist even gets his grappling hook out to Veras but they are falling too fast. The rope nearly severs Veras' arm and the only reason they survive is that the wizard casts feather fall and just barely keeps them from dying. Veras is in fact very very near death and the wizard is out cold.

Heame floats down and kills the wizards and retrieves the barely alive Veras. The Inevitable manages during this to fall to its to death. Veras gains a gimp arm and the rest of the party sits back to rest a bit.

//It'll be three weeks til I game again. Next week Carl is gone and then I am gone. This was a somewhat frustrating session for me because when Veras fell he actually died. I had said after Mirv died that if Veras died I'd be done with the campaign (done in retrospect would prolly mean take a break I do enjoy Carl's game too much to not want to keep playing). Ironically of course Veras then goes and more or less accidentally kills himself despite much efforts by the party and Carl to give him a chance to live. In fact if I had better die rolls (especially on hit dice and certain saves) he'd have been fine. However Carl prolly didn't realize how frustrated I would be at dying again so I put him in a really bad spot. Adam suggested that Veras take slightly just less damage then would kill him so he barely lived.

It puts Carl in a tough spot now tho. I don't want him to pull punches so I've had my rebellion and hopefully I'll just roll better now. Otherwise I've created another character and am working on creating a system to quickly generate characters. It's not something I considered before but if you want to play a strict rules game then you'll have to realize characters may die, alot.

Tuesday, August 08, 2006

Carl's D & D Rnd 6

Mirv (myself), Atearia (Bob), and Nerolia (Liz) awake to find themselves in the old camp of the first party. Nerolia recognizes the camp as the watch of Mist (Chuck) and Taylan (Crystal) realize there are some strange new people sleeping amongst them. After some initial confusion, including the realization that Nerolia and company had been with Mist's brother Dust, the new party members take the rest of the watches.

In the morning the group sets out down past the puzzle with the frogs that they had solved previously. As they go through here Atearia notices a pile of coins that is a blatantly obvious trap. Being a barbarian however she is not the brightest star in the sky and she manages to irk the ire of several swarms of rats. The rat swarms aren't much match for a large party of well armed people. Beyond this they find a simple pit trap and a door. After opening the door they find themselves in nicely adorned room with immaculate pillars and a mural the covers every wall of the room. Several members of the party realize very early on that the room is an illusion and in fact the room is quite run down and in the middle of the room is a stairway leading down.

Most of the party does not realize this however or notice the duergar who, using their psi-like invisibility powers, manage to surprise attack the party. The problem for them is there is less of them then us and they lack casters. As a result Sharice (Ray) freezes several and Mirv zaps a few and the rest of the party punches, slashes, and otherwise inflicts large amounts of bodily harm to reduce the 5 dwarves to a more peaceful state. One is barely alive and Moros manages to stabilize him and Mist ties him up. Mirv attempts to interogate him without much success until Moros and Merle (Teckla) comes and stare over his shoulder. The duergar still remains fairly unhelpful.

In the meantime Atearia, Mist, and Taylan go to explore the far end of the room and the door there. Sharice investigates the stairs and pillars in the middle of the room. Upon breaking down the door the three are almost immediately enveloped in a darkness spell. In the confusion several more duergar get past them into the main room. The three interogating don't notice any of this until obscuring mist is cast right on top of them. Moros and Merle join Sharice, and the others in attempting to ferret out the enemy caster and his minions. The two normal duergar get caught between the darkness and obscuring mist and are easily dispatched.

The caster proves more elusive however. Sharice casts random shots into the mist but only when she moves completely over into the mist does she determine the location of the caster. The caster finds her first tho and hurts her rather badly. Moros renders aid and Mist moves in to give support. In the mayhem of killing the caster somehow Mist is blinded. Mirv eventually kills the duergar captive rather then have him keep shouting out his location.

Efforts to heal or even really determine the exact cause of the blindness by the party prove uneffective. The party eventually opts to head back to the surface to get healing as Mist would now be a great hindrance to himself and the party. On the way out the party discovers many of the traps previously disabled have been reset including the blade traps right before the rope bridge trap. Atearia gets mildly injured from the trap before Sharice casts several orbs worth of acid on the trap.

Topside most of the party disperses to get new orders and sell off loot. Mist goes to his brother Shadow for help but Shadow has no way to help his brother. He does however want to meet with the party to stress that they help his brother out so that he himself is not forced to join the party on their guild's behalf. The party opts to pony up enough money to pay some of the few local clerics to heal Mist. In a very long ceremony the clerics manage to return Mist's vision.

The party then returns to mines. Unsurpisingly the traps are reset but the blade trap is easily avoided. The crushing ceiling trap however is gaurded by the ghost. Mirv fires off a energy missile at the ghost who avoids it much to Mirv's surprise. He thought even ghosts could not avoid energy attacks and thus rather then talking would solve the ghost problem. Mist manages to make it through the room before the ghost permantly drops the ceiling cutting off the route for the party.

The party is thus forced to loop around. They were taking the secret backway around the blade trap machinery and through the ceiling drop-trap room rather then trying the roap trap again. Upon getting to the blade trap machinery they discover it has somehow reversed itself. Merle throws a bead of force she has acquired at it. The bad news is she and Mirv are both in the room which is small enough that it will be smaller then the blast radius. Both are knocked out and Mirv is trapped in a Ottoluke's Reslient Sphere. Somehow Mirv is cut to pieces while in the sphere. The remaining party member disable the device through sheer firepower and revive Merle.

Coordinating with Mist the party members, even Sharice, manage to make their way across the rope bridge and return to their previous room to lair. This is where the party stopped to recoop and regroup.

OOC: So I am rather miffed that I died again. I shouldn't be too miffed about it cause it was mostly bad luck but well two of my characters have died so I have 2/3rd of the casualties and the other one was by choice of the player. Also how does one get chopped up while in an Otto's Resilient Sphere? I realized we'd used one in Dani's game so I looked it up and its a force affect so there is no way a bladed object could pierce is (barring some uber magic). Have to ask Carl about that as I was helping to run init for him so didn't exactly get much chance to realize what happened as nearly all of it happened where before my initiative. At the moment I am semi-burned out because of that though but will see if next week fares better. It just sucks to create a character concept not once but twice and have it forcibly ended. Most gamers probably know the feeling of that. Anyhow, tune in next week and all that.

Sunday, August 06, 2006

Dani's D & D Rnd 5

Hokay, well this time we got a puzzle and then a little repeat of the previous time for me.

The start actually was surprising as we faced off some Yuan-Ti using TrueName magic. They gave me several negative levels (that Isaac easily fixed). To protect myself-being one of the few in the party who can be affected by being negative levels-I opt to become an adamantine golemn. Isaac however casts silence on the casters who then are unable to speak. As a gag John casts wish making it impossible for either caster to speak unless then they hold the "speaking stick". We fairly easily slaughter the poor casters. Moving down the next tunnel we finish off a couple more. There is a puzzle to finish off this final part of the encounter. Isaac uses hypercognition and simply brute forces the puzzle.

Then we return to that chaos demiplane (which this time is Arborea, an improvement?). We're fighting the same dragons but this time I let the others have some of the fun. John puts himself in an Otto's Resilient Sphere and I start rolling him for the heck of it. The others mess around in the various ways of dragon killing. I eventually get embroiled in one of the kids while in Force Dragon form. On the side Russ, my little multi-creature United States Senator from Wisconsin now was a umbral blot, opts to sit on several of the dragons heads until they disintegrate. Now keep in mind Russ isn't extremely bright so he just manages to figure out he damages them not that he disintegrates them so his disintegrating them is kind of luck and/or fun.

Anyhow that's where we got. One session left!

Wednesday, August 02, 2006

Inspiring

Everyone should check this out. It's amazing and generates tons of good ideas!

What If? (for Forgotten Realms)

What if magic got completely sundered from Forgotten Realms? And by sundered I mean like magic users up and croak so entire races would die. Good bye gnomes and dragons for instance. Shadow weave and its users are gone. The deities who all have magical powers: croaked! Divine magic is not immune from the sundering! Most of the planes are gone and so are nearly all outsiders (most who have some sort of spell-like abilities). I'd figure the elemental planes survive alongwith other "basic" planes but the outer planes are all probably toast. 90% of the uber-powerful NPCs also don't make the cut cause they are generally magic users. Everybody's magic items break. Mythals go off like mini-nuclear bombs eradicating whole population centers and devastating the area around them. Basically we're talking utter chaos. Suddenly the hordes of orcs who generally speaking are simple warriors, barbarians, or fighters lose one of the major checks to their power. Entire nations like Thay lose their ruling class. This is the time for more martial orders to stand up and fight back.

The catch is that psionics would be unaffected. Thus psions, who hitherto are relatively unknown nobodies in Faerun, rise to the top. They fill the role of magic users easily with their similiar powers and in many places rise to power by nessescity or out of simple greed or lust for power. Psions and their various psionic brethren are suddenly the power. In the Underdark this means that duergar and illithids find themselves top dogs in a suddenly much less hostile environment. The drow and dwarves have now lost their powerful spellcasters and rune magics leaving them vulnerable. Entire communities of aberations have probably ceased to exist. Necromancy and all its created minions has ended.

Problems of course are with classes like the ranger who eventually gain spell casting abilities. Do low level rangers survive and simply become a weaker class? Anything with spell casting or spell-like abilities dies. Supernatural abilities are unaffected however so some creatures and races and even classes slip through the disaster unscathed. The natural order shifts. Religion shifts now as religion becomes one of ideas as there are no gods to answer prayers or give powers. Ardents become the powerful clerics while divine minds represent the ideals of now dead gods in a fading effort to carry on their goals in regards to Faerun (or to attempt to revive their dead masters).

This event really turns Faerun into a post-apoclyptic setting as the life and death struggles get much worse for the setting. A lot of the powerful places (especially for good) use magic and their loss generally tips the balance in favor of evil. Of course evil is substantially weakened as well. The first few years probably see little significant change beyond a regional level. As non-magic/non-psionic users struggle to assert control and then as psionics users begin to realize their increased potential.

That's food for thought anyways.

Tuesday, August 01, 2006

Carl's D & D Rnd 5

The game has returned now that Carl is back home. Quick note. OOC since most of our original group was missing or the people who were there had their character's pass away in the previous session this group was sidetracked on a slightly different mission (find the original group or investigate the mine's where that group was) and only Nerolia (Liz) from the original group ended up in this session. I have now been semi-empowered to chronicle things, mostly what NPCs we off for XP purposes, so in theory this retelling will be more accurate as I will have solid numbers of kills. That said...

The party meets up at the Blue Pelican in the Crystal Lake District of the City of Stone. Nerolia woke up in a room in the Blue Pelican having gone to sleep in a cave back in the dungeon. Oddly enough when a huge hulking figure who declares his name to be Dust (Chuck) announces he needs people to go explore a cave he gains several willing members of which hardly any state their reasons for volunteering short of payment and adventure. The group is composed of Dust, a fighter who goes by Thavik (Troy), a confused wizard [Nerolia], a silent Favored Soul [Moros (Dorie)], and an oddly willing Psion [Mirv (myself)].

The group follows after Dust who leads them into a mine that Nerolia quickly recognizes as what she has just recently traversed. Sadly she manages to direct this group about as well as the previous time and although the party makes it down the lift and into the central room it does so more by Dust's directions and less by her actual expierence. As the party exits the lift they are confronted by two gaurds.

Moros attempts to talk the gaurds down from a fight but it quickly degenerates into a battle as Thavik is rather rearing for a fight. Thavik primarily engages the gaurds blocking anyone else from easily engaging. Despite wounds he dispatches the gaurds. One of the gaurds during the tense attempted negioations manages to raise the alarm and they are replaced by 8 skeletons. Thavik gives way so that a thoroughly frustrated Moros can finally help out and engage. Mirv also quits leaning on his quarterstaff and gives a helping hand. He uses a sonic energy missile to great affect on the skeletons dropping several. Thavik and Morose finish off the rest. Shortly after the last skeleton drops Dust and a newcomer barbarian [Atearia (Bob)] make it down the lift.

At this point Mirv loots the bodies while the rest of the party begins to explore the room. Thavik finds that one end of the room has a chilly pool of black surrounded by stairs and raised platforms. On the highest platform he finds a small pouch which he pockets without investigating further. In the meantime Atearia explores down one of the doorways. For no particular reason the rest of the party follows, rather to Atearia's bewilderment.

This portion of the dungeon is an unlit maze-like structure of hallways the corner sharply and randomly making navigation a challenge and limiting line of sight. The group doesn't get far before out of nowhere a pair of feral dire weasels leap out and attack. They manage to attach themselves to Atearia and Mirv. The rather severely hurt both draining much blood. Dust removes the one from Mirv's chest with a single swing. He then collects the surviving weasel claws to add to his tree stump-cum-warclub. Atearia with some help eliminates the other weasel.

Now the party takes a moment to regroup in the weasel's den. Thavik leads an attempt to determine if there are other weasels in the area. He is convinced there are but the rest of the party is just as convinced there are normal weasels at least none denning in this room. Dust decides to attempt to loop around through a side corridor. In the process he encounters two strange humanoid bird creatures. He kills one but the other escapes around a corner and has dissapeared completely when Dust pursues.

Suddenly Dust hears Atearia under attack close to the entrance to this portion of the dungeon. Incidentally Atearia and several other party members who are resting also hear her under attack. Needless to say the party investigates from various directions. The ensuing time involves many confusing ambushes, escapes, and faked party noises created by an unknown number of those humanoid birdmen. The party eventually retreats to a room with a known exit and a known secret door. Mirv who had at this point managed to get himself shot or attacked then the rest of the party combined actually helps out finding the door using the stone mind power and unlocking it with psionic knock. With known exits covered the party opts to rest allowing Moros healing magic to help those who had lost blood and hit points to recover.

Dust and Thavik then venture out to retrieve two composite longbows that had been on the dead gaurds back in the lift room. Mirv had looted and distributed the rest of the loot but at the time noone wanted/needed ranged weapons. Now the party faced with a lack of ranged firepower needed it to counter an enemy who could snipe and duck behind a corner into a secret passageway before pursuit could follow. They were surpised to encounter a stranger with an old dog by the gaurds (Heame [Adam]) who opted to join up with the strangers. Although both sides were somewhat suspicious they decided to take each other at face value.

On returning the birdmen attack again but suffer casualties when engaged by the bow wielding Dust and Thavik. They severely injure one and pursue another. They take the surviver back to interogate him as they rest. During the night watch Dust helps to heal up the birdman and then intimidates him into giving some basic information and then attempts to convince him to help out. The birdman is willing to do so out of fear for his life and Dust releases him with the threat that he would "kill them and eat their souls" if they bretrayed him.

The next morning "Chip", the released birdman, is nowhere to be seen. The party proceeds with caution anyways. As they approach the dire weasel den they are attacked from nearly all sides. The attack begins with a bead of fireball dropping into the group nearly killing Nerolia who is barely standing. Dust promptly bashes the birdman in front who seems to be the leader reducing him to an appropriate sized smear. Tree trunk + birdman = dead chicken seems to be valid party math. Atearia charges down a right side hall to engage several birdmen. Thavik and Heame find themselves nearly flanked by birdmen directly on either side and farther back down the hallway. Moros pursues more birdmen down a left side hall but not before another bead of fireball hammers Thavik badly and takes down Nerolia. Mirv, now somewhat pissed off because he has not been able to kill any of these birdmen who had shot him several times previously, max powers an energy missile and toasts 4 of the birdmen straight to the Colonel's specifications, minus the spell breading. Moros engages several birdmen in side hall killing one and encountering the true leader. Dust follows in her direction. Thavik gets taken down by crossbolt fire. Heame attempts to engage one of the nearby birdmen. Atearia, now bereft of his initial target due to Mirv, circles around and flanks the birdman who took down Thavik. Mirv revives with his last potion Nerolia who then proceeds to cast blindness on the birdman by Heame. Mirv as soon as he has administered the potion to Nerolia max energy missiles the birdmen at the end of the hallway removing those three from the fight. Heame revives Thavik with a potion and Thavik engages the blinded birdman elminating him. A fiery explosion from where Moros and Dust signifies another bead of fireball being used. Shortly thereafter Dust's club elminates the leader. Atearia cuts down the last surviving birdman in the rear. Nerolia casts sleep on an unlucky birdman who turns up in front of the party making him a new captive member of the party.

The party now exhausted opts to rest and then carefully explore this area now, unsurprisingly, devoid of any life other then their own.