Sorry for this post being a little bit later in the day then usual. busy day today at the office.
This week's blog will be a fun one folks, the session last night was absolutely wonderful from both a game point of view, and the point of view that I am about to have a lot of fun writing about it. So let's get to it….
We had left the week before with the party, sans their Dark Cleric friend, following the King's Huntmaster out of the city in pursuit of the wagon that escaped with Titus Chrysan on board. Well the party with minimal help from the King's man, tracked the wagon's departure, and with their fast horses they were quickly on its trail. It was simply three days of hard riding for the wagon to be in their sights, and then the chase was on. The Driver of the wagon looked back and saw the party, and as he whipped the horse team the wagon shot forward, surging with new speed. The party, their horses winded from the hard riding, were struggling to keep up. Tariel, drawing his bow from horseback, and stringing an arrow while imbuing it with his magical energies pulled the bowstring taut and fired, in an effort to slow the wagon so they could catch up...
Let me stop here and reiterate something for all of you DM/GM's out there. There are only so many things that you can fudge during a session, and unfortunately your player's rolls are not on that list. So when your player's tell you that they want to do something absolutely crazy, like firing a bow, from horse back, at full gallop, in the second range increment, at a target with soft cover, while having no mounted archery feats… there isn't anything you can do to stop him, and you had better be ready for all of your carefully crafted plans to fall apart. Anyway, lets get back to the action.
…and the arrow took the lead horse, of the team pulling the wagon, straight through the head. The horse died instantly, falling to the ground, and the rest of the team harnessed to the lead horse went down as well. The wagon, its team down, but still with all of it's momentum, plowed the front end into the ground and then flipped onto its top. The driver died instantly when the heavy wagon flipped over with him sitting on the driver's bench, not a pretty sight when they found him. The four men on the inside, were all alive, but had been knocked unconscious, as head their prisoner, Titus Chrysan. With a little magical healing, Titus was up and about, and didn't seem any of the worse for wear, and as the team tied up the kidnappers and righted the wagon, they decided that it would be best to take Titus straight to Volunthus, where he could fulfill the destiny that Lucineo's High Priest of North Portsmith had predicted.
That's right, the entire chase sequence was negated when a one-in-a-million shot killed the lead horse. Which leads me to my Tip of the Day, "If something has a One-in-a-Million shot, that's the one you want to bet on, because another word for one-in-a-million, is a sure thing"
Finding no trouble on their way to the Fortress Volunthus, although the party did see a thick and rather large column of smoke coming from northwest of their position, the party made the journey quite quickly. It was when the came within sight of the city that the party was struck speechless by the 100ft tall white marble wall that ran around the entirety of the metropolis-sized city that sat within. Entering the city, they found a guard, and requested an audience with the leader of the Fortress/City. Without any debate they were taken before Commander James Sandoval, a Knight of the Protectorate, the highest class of Knighthood know to the Knights of Volunthus. Being taken to his office, in the spire of the Volunthus Keep, they were treated to the best view in the city as they could look out at the mountains to the south and the north ad the rolling plains laid out past the eastern and western walls. Commander Sandoval did not seem to be surprised at their claim that Titus, the King of Chrysanthus's brother, was to be the savior of the Realm. He simply called in his High Cleric, a Knight of the Eagle, and asked him to verify the truth of the words that the party was speaking. With that done, Titus went with Sandoval's men, and Sandoval listened to the party tell him about the fire they had seen while traveling to Volunthus. He had already heard from a patrol that had been in the area of the fire, but the fact that the kidnappers had been trying to take Titus in that direction was a cause for questioning. Making a decision rather quickly, Commander Sandoval offered the party a scouting contract, to work in concert with the Knighthood. The party quickly excepted the offer, and after a night's rest they set off to see what was going on in the Elven Woods.
Traveling quickly, armed with some Sending Scrolls given to them by Commander Sandoval's aide, the party made their way toward the Elven Woods. Along the way as they slowed for a midday respite, they were ambushed by a group of men whose dress marked them as allies to the kidnappers who had taken Titus. Easily defeating the ambushers, the final two men turned to flee. Managing to get out of range of the party, the men did not slow, but a figure dressed in a robe of the purest black stepped from the forest, and with a word and a gesture the two men burst into flames. With his job seemingly accomplished, the dark robed figure twirled once and with the spin of his robes was gone, having teleported away. The ambush, along with the weird actions of the dark robed man, had the adventurers on edge, and because of this they were prepared for anything as they entered the Elven Woods. It was this added perceptiveness that allowed them to see the figures following them through the treetops, and without hesitation the party gave chase. Unfortunately this insight, and dogged determination to catch the watchers, led them straight into a trap. As they pulled up their horses and stared down the double line of Elven archers whose bows were drawn taut, arrows fitted and waiting to be fired. Slowly, beginning with Namsuri, the group raised their hands in surrender, and as they did, suddenly almost as if from the wind itself, an elf stood between them. His name was Lyaether, and he was a Captain of the Protectors, the elite Western Elven Rangers who protected their kingdom. After a brief apology by the party for chasing the scouts, and an even briefer apology by Lyaether for doing his job. Namsuri and Ulemon got down to the business of informing Lyaether of their mission, and asking him for any information that he might be able to provide. Lyaether, being very helpful after the initial misunderstanding, informed them that the army, for that is what they were chasing, had made a half-hearted run at the Mistrheal capital, before being immediately thrown back by the city's defenses. After retreating, they had skirted to the west of the city, but had kept to a mostly northerly route. Thanking Lyaether for his information, the party once again mounted up and started off in chase of this black army. Crossing through two other patrols of elves, with similar experiences, the party finally came to the edge of the Elven Woods. In front of them on the rolling plains they saw the black swath off in the distance that would be the black army that they sought. Seeing it heading still north, Raistlin cast a Sending Scroll to inform Commander Sandoval of their progress, and also to have him get word to Port City that they could be under attack next. Chasing as fast as their horses would carry them, the party caught up with the black army as they were busy sacking the city of Wonder. Dismounting and sneaking through the streets, the party came to the center of town where the noise and the smoke of burning buildings was thickest.
Tariel, being the first to spot the enemy among the smoke and flames drew back his bow... and the bowstring snapped. Looking at the bow in disbelief he didn't move as Namsuri and Ulemon rushed past him and attacked the two soldiers who stood at the intersection. Raistlin, not to be out done by his martial allies, pointed his staff and intoned the words of a spell, and one of the soldiers fell to his knees as his body burst into flames. The other was made short work of by Ulemon and Namsuri. Moving on from the intersection, the party saw city guards fighting in all directions. Tariel, drawing his reserve bow, took off to the west with Namsuri in his wake, as Ulemon and Raistlan charged north.
Note to GM/DM's if your players have a chance to split the party, you will hear two schools of thought on the matter. The 1st, is that by splitting the party, that they will arrive at the objective sooner by clearing the "minions" in two directions at once. the 2nd is the age old phrase "Never ever split the party" or my personal favorite "What? Is this an episode of Scooby-Doo?" Be prepared for both, and you will always be covered.
As the two prongs of the party split to help as many of the city guards as possible they worked their way quickly through the city. Namsuri, during a brief respite as he waited for two soldiers to come into range saw the same man in the black robes casting spells on a small group of fighters before again teleporting away from the battle. Having split from Tariel, who had taken off in a different direction to help yet more guards, Namsuri fought a delaying action as he slowly withdrew back to the last intersection where he had seen Tariel. Luckily, Raistlin had come around the corner behind the soldiers, and after dispatching the wounded man with a magic missile, he stepped up and provided a distraction for Namsuri who used his opponent's lack of defensive to lunge forward and rip out his throat with a single savage bite.
Just another quick sidebar here people. Bite is a fairly minor attack. For a Kitsune it is only 1d4 damage, and if you don't have a strength score to bump it, that much damage isn't going to threaten anyone. But as part of a full round attack, when it crits, and the opponent is flatfooted, and the said attacker is a rouge with sneak attack, well lets just say that bite is AWESOME.
Tariel on the other hand found himself also fighting off two opponents as he was rushed when the city guard he was moving to save fell with a sword sticking out of his chest. Being pushed into melee combat he quickly dropped his bow and drew his longsword, and that is when he knew he was in trouble. In fact he was on his last legs when Namsuri and Raistlin came up and flanked his opponents and put them down before they could do the same to Tariel. For the moment they had no opponents between themselves and the center of the city, and they took off to find the source of the fighting.
Meanwhile, Ulemon, had teamed up with a city guardsman, and they had been cutting a path through the black clad soldiers as though they were mere wind-up toys. Picking up more and more guardsman as he kept up his slow and steady progress, he eventually came to a long boulevard. The guardsmen, seeing friends and civilians, and not being as heavily burdened in their armor as Ulemon was, rushed forward, leaving Ulemon to try to catch up. At the same time that he was running toward a large unburned building with a host of soldiers in front of it, his companions were approaching it from the opposite side. Putting an end to the last soldiers on the cross street they had found. Tariel, Namsuri and Raistlin had a front row seat for what was to come. As if materializing out of thin air, a huge Black Dragon appeared its leathery wings beating the air as it hovered over the Temple of Tyr that sat at the center of town. They looked up, and at the top of the stairs to the temple stood three men in red stained armor, who had been holding the doorway against all comers. They watched as these men saw the Dragon, just as it reared back its head, and spewed forth a great blast of acid. The men fall screaming in pain, as did half of the attackers on the steps. If that wasn't enough, they saw that a being riding the dragon was also casting a spell, and as he finished the top of the stairway burst into flames. Seeing that the last of the black clad soldiers were fleeing the city in the wake of the destruction of the face of the temple, the party saw as the man on the dragon began casting another spell. Knowing that time was short, the party, each and everyone of them acted swiftly. Ulemon throwing his sword quickly drew his longbow and tried to fire a shot through the flames and smoke at the dragon, but due to the length of the shot, and the poor condition it fell short. His companions on the other hand seemed to be having better luck. Namsuri saw that the wizard, for that is what he had to be was trying to teleport himself and his dragon out of combat. Raistlin, his combat spells depleted from the earlier fighting, turned and bestowed a spell upon Tariel, and Tariel, who had reclaimed his bow before hastening to the center of the city, put all of his remaining magical ability into the one shot that he aimed at the wizard upon the dragon's back...
...As he released the shot, many things happened at once. The wizard saw the shot, and through the use of a quickened deflection spell sent the arrow just enough off course that it hit his magical shield, where it deposited its scorching ray spell with a small burst of fire, without doing any damage to the wizard, as his second quickened spell took Tariel off of his feet and deposited him on his backside as his bow snapped in two in his hands, and the wizard finished his spell and he and his dragon teleported away from the battle.
That is where the session ended for the night. For the record. Tariel blew an Arcane Point into his bow, as well as Raistlin casting True Strike on him, and the Scorching Ray he empowered the arrow with, he was shooting with a MASSIVE bonus to damage, that ANY wizard would have had to worry about, and he was doing this with a +31 to his attack roll. But as the dice giveth, they taketh away. A 1 is a 1 is a 1, and it doesn't matter what your bonus to hit is, if you roll a 1, it is simply a waste of time and spells. We all had a good laugh as there was really no harm done to the party, with the exception of Tariel's reserve bow biting the metaphorical dust. It was a fun session and the party, whether they realized it or not, uncovered a lot of plot that they would have to deal with in the next few sessions to come. It would seem that an army clad in black had made its way through the western part of the Realm, and now they had to find out why.
But until next time readers... may your axes fall quickly and your arrows always strike the intended target...
-Eraser
Thursday, December 13, 2012
Thursday, December 6, 2012
The Plot Thickens?
Hey everyone, its Thursday again, so with out further ado, this weeks update...
...The party continued their journey after the Orc's ambush, and soon found themselves in the village of Forwheren. They stopped briefly, and stayed a night at the local tavern. Some of the party members spied a older looking gentleman, a bard from the looks of the lute behind him, sitting at a table in the corner telling stories to the local children. However with nothing much to see in the town the next morning the party ventured forth and once again was on the road to North Portsmith.
...For the record, the bard at the tavern is a reference to the book that is the basis for the world of Quastalia. It is a book that you have never heard of, because it has not been finished yet, but it is the book that i started writing at the same time that I began writing the background for the world. Of course the characters in the book will appear in the world, but their plot line has never occurred in this world, most likely because it is the same plot line that I am using for the campaign. The bard that they saw is the narrator of the book, and the story they caught a piece of him telling was him telling the story as I had it written as to this point. Always nice to throw in some Easter eggs, even if you are the only person who understands them...
So the party arrives in North Portsmith, Ttitus Chrysan, the King's brother, and Portios, the Cleric of Lucineo in tow. Portios rushes off to report in to his superior, and the rest of the party splits up to to look through the moderately-sized port city, and see what they could find. After a bit of shopping and exploring though, they realize that Portios has not come back from the Temple. So, with the exception of The Machageer who felt no compulsion to enter a Temple of Lucineo, the party walked into the Temple in search of their recent acquaintance and traveling companion. Finding him easily enough the party asked him why he had not come back to tell them what all needed to be done with Titus, now that they had found him and he was willing to go where he was needed. Unfortunately when questioned, Portios acted as if he had never seen the party members before in his life, and after a quick round of sense motives, the party shared the belief that he at least 'thought' that he was telling the truth. Making polite advances, the party then found their way into the presences of the High Priest. Asking the High Priest the same question, he also demurred, and informed them that they must be mistaken, but as he asked Portios to shut the door, and he was alone with the party his demeanor changed. He inquired what the party knew about what was going on, and when they informed him of the demons that had been possessing the Clerics, he sighed and leaned back into his chair. The High Priest informed the party, that there were things happening in the world that had all of the Gods, not just Lucineo, up in arms about what to do. He told them that because of that he had agreed to the possession of the Clerics as long as it would help them complete the mission that he would be sending them on. It was simply the fact that the Clerics were too devout, that the demons inside them did not have the time they needed to complete their mission before the bodies started to reject their presence. Upon hearing this the party was confused and shocked, but the High Priest was adamant that it was the truth that he spoke. He admitted to having erased the Cleric's memory so he would have no idea as to what had happened. But that left the High Priest in a tough spot, for he still had to deliver Titus Chrysan to the Grand Temple in Volunthus. Inquiring as to the party's willingness to undertake the journey, and offering them a reward in the case of their success, the party agreed to safeguard Titus to the Fortress at Volunthus.
Leaving the Temple, and rejoining their necrotically-minded companion, the party made an effort to find a ship that would take them back across the water to the mainland. Finding a ship, "The Paladin's Mount" the took a direct route to the small port at Gathundi, where they had begun there adventure across the water. From there it was a simple five day ride back to Chrysanthus.
Let me stop here a moment folks for another of Eraser's DM Hints. There was a discussion within the party about which way they should approach coming back to the mainland. The two opinions were going to Gathundi and straight to Chrysanthus, thus accomplishing their first quest before moving on to the second. The other way, the way I thought they would take, and planned for, was to travel to Port City, the capital of the nation of Seaward, and then make their way from there either to Chrysanthus, or Volunthus, but either way having multiple towns, villages and national borders to cross. As a DM/GM I have learned that if a group has two options, and you want them to follow the one that helps your story, expect them to follow the other, and be prepared for it. (DM Hint #8)
As they began their trip from Gathundi I asked the party if they were sending word ahead of their arrival, but as they did not want to there was no fanfare to greet the adventurers as they made their way to the palace with the King's brother. They entered the palace and were taken before the King Dearol, who was absolutely thrilled to see, them. He even commented that they had made better time then he could have ever thought possible. He dismissed the party to the generosity of the palace as he brought his brother back into his private quarters to speak with him on what his life had been like this last fifteen years. Meanwhile our newly celebrated adventurers found that the palace staff was 'eager to please' the new favorites of the King, to which the party took to with much gusto. The next morning the King called in the adventurers to thank them again and to grant them their reward. In addition to the 1000GP that all of them would receive, they each also were allowed to take one item from the King's Guard's Armory.
For the record the majority of the players took Ring's of Protection +1, although there were a fewer other choices made, including The Machageer choosing a Robe of Bones.
After having received their reward, the party went back to the King's throne room to speak with him on the matter of his brother being needed at Volunthus on a matter of some importance. It was ironic that as they had not believed the High Priest immediately, that the King did not believe them. The party suggested that they bring in Titus to weigh in as well, and the King informed them that Titus was sitting with the Queen at her bedside. As they walked into the King's chambers to speak with his brother, along with six of the King's personal guard, they entered the room to find the Queen alone, and lying in bed. The party, having already dealt with the possession of the Cleric's earlier, saw exactly what was wrong with the Queen, and immediately called for Holy Water to be brought to the chamber. Even as one of the guards was rushing to comply, the beast within the Queen leapt forth to attack the King, who had learned near to her as she had tried to speak. As the demon came forth the guards rushed to the King's side, as the party tried to distract the beast while the guards tried to pull the King from its clutches. Succeeding in their efforts in distraction, and despite the Demon's dominance over a pair of the guards, the party succeeded in holding its attention long enough, and doing enough damage, to force the beast to retreat. For its part, the beast calling out before it teleported away that the companions had no clue as to what was really going on, and in the end the beast would have its revenge. Having no other recourse the party began a search of the town, and were rewarded when the guards from the main gate dragged back a man, that had fallen off of a wagon that had rammed the gate to break out of the city before it was sealed. Having no other leads, the party, at the King's insistence, interrogated the prisoner, before moving on to track the wagon. They learned that they were at least five other conspirators, led by a Lieutenant Petothal, and working for an Archmagi Nabukin. Other then that information, the man really knew nothing. So the party left him in the castle dungeon, and left the city, in the care of the King's own Huntmaster who helped them to track the wagon as it traveled north of the city.....
This is where the session ended for the night. It was a shorter session due to a late start, and some extracurricular activities by the players as the night went on, but for the most part everyone had a good laugh and had enjoyed the shortened scenario. Unfortunately do to work constraints I believe that we will be losing The Machageer, but no worries folks, a new player will be introduced next week I believe. Until then ladies and gentlemen, may your hammers fall true, and your staff by ever charged...
-Eraser
...The party continued their journey after the Orc's ambush, and soon found themselves in the village of Forwheren. They stopped briefly, and stayed a night at the local tavern. Some of the party members spied a older looking gentleman, a bard from the looks of the lute behind him, sitting at a table in the corner telling stories to the local children. However with nothing much to see in the town the next morning the party ventured forth and once again was on the road to North Portsmith.
...For the record, the bard at the tavern is a reference to the book that is the basis for the world of Quastalia. It is a book that you have never heard of, because it has not been finished yet, but it is the book that i started writing at the same time that I began writing the background for the world. Of course the characters in the book will appear in the world, but their plot line has never occurred in this world, most likely because it is the same plot line that I am using for the campaign. The bard that they saw is the narrator of the book, and the story they caught a piece of him telling was him telling the story as I had it written as to this point. Always nice to throw in some Easter eggs, even if you are the only person who understands them...
So the party arrives in North Portsmith, Ttitus Chrysan, the King's brother, and Portios, the Cleric of Lucineo in tow. Portios rushes off to report in to his superior, and the rest of the party splits up to to look through the moderately-sized port city, and see what they could find. After a bit of shopping and exploring though, they realize that Portios has not come back from the Temple. So, with the exception of The Machageer who felt no compulsion to enter a Temple of Lucineo, the party walked into the Temple in search of their recent acquaintance and traveling companion. Finding him easily enough the party asked him why he had not come back to tell them what all needed to be done with Titus, now that they had found him and he was willing to go where he was needed. Unfortunately when questioned, Portios acted as if he had never seen the party members before in his life, and after a quick round of sense motives, the party shared the belief that he at least 'thought' that he was telling the truth. Making polite advances, the party then found their way into the presences of the High Priest. Asking the High Priest the same question, he also demurred, and informed them that they must be mistaken, but as he asked Portios to shut the door, and he was alone with the party his demeanor changed. He inquired what the party knew about what was going on, and when they informed him of the demons that had been possessing the Clerics, he sighed and leaned back into his chair. The High Priest informed the party, that there were things happening in the world that had all of the Gods, not just Lucineo, up in arms about what to do. He told them that because of that he had agreed to the possession of the Clerics as long as it would help them complete the mission that he would be sending them on. It was simply the fact that the Clerics were too devout, that the demons inside them did not have the time they needed to complete their mission before the bodies started to reject their presence. Upon hearing this the party was confused and shocked, but the High Priest was adamant that it was the truth that he spoke. He admitted to having erased the Cleric's memory so he would have no idea as to what had happened. But that left the High Priest in a tough spot, for he still had to deliver Titus Chrysan to the Grand Temple in Volunthus. Inquiring as to the party's willingness to undertake the journey, and offering them a reward in the case of their success, the party agreed to safeguard Titus to the Fortress at Volunthus.
Leaving the Temple, and rejoining their necrotically-minded companion, the party made an effort to find a ship that would take them back across the water to the mainland. Finding a ship, "The Paladin's Mount" the took a direct route to the small port at Gathundi, where they had begun there adventure across the water. From there it was a simple five day ride back to Chrysanthus.
Let me stop here a moment folks for another of Eraser's DM Hints. There was a discussion within the party about which way they should approach coming back to the mainland. The two opinions were going to Gathundi and straight to Chrysanthus, thus accomplishing their first quest before moving on to the second. The other way, the way I thought they would take, and planned for, was to travel to Port City, the capital of the nation of Seaward, and then make their way from there either to Chrysanthus, or Volunthus, but either way having multiple towns, villages and national borders to cross. As a DM/GM I have learned that if a group has two options, and you want them to follow the one that helps your story, expect them to follow the other, and be prepared for it. (DM Hint #8)
As they began their trip from Gathundi I asked the party if they were sending word ahead of their arrival, but as they did not want to there was no fanfare to greet the adventurers as they made their way to the palace with the King's brother. They entered the palace and were taken before the King Dearol, who was absolutely thrilled to see, them. He even commented that they had made better time then he could have ever thought possible. He dismissed the party to the generosity of the palace as he brought his brother back into his private quarters to speak with him on what his life had been like this last fifteen years. Meanwhile our newly celebrated adventurers found that the palace staff was 'eager to please' the new favorites of the King, to which the party took to with much gusto. The next morning the King called in the adventurers to thank them again and to grant them their reward. In addition to the 1000GP that all of them would receive, they each also were allowed to take one item from the King's Guard's Armory.
For the record the majority of the players took Ring's of Protection +1, although there were a fewer other choices made, including The Machageer choosing a Robe of Bones.
After having received their reward, the party went back to the King's throne room to speak with him on the matter of his brother being needed at Volunthus on a matter of some importance. It was ironic that as they had not believed the High Priest immediately, that the King did not believe them. The party suggested that they bring in Titus to weigh in as well, and the King informed them that Titus was sitting with the Queen at her bedside. As they walked into the King's chambers to speak with his brother, along with six of the King's personal guard, they entered the room to find the Queen alone, and lying in bed. The party, having already dealt with the possession of the Cleric's earlier, saw exactly what was wrong with the Queen, and immediately called for Holy Water to be brought to the chamber. Even as one of the guards was rushing to comply, the beast within the Queen leapt forth to attack the King, who had learned near to her as she had tried to speak. As the demon came forth the guards rushed to the King's side, as the party tried to distract the beast while the guards tried to pull the King from its clutches. Succeeding in their efforts in distraction, and despite the Demon's dominance over a pair of the guards, the party succeeded in holding its attention long enough, and doing enough damage, to force the beast to retreat. For its part, the beast calling out before it teleported away that the companions had no clue as to what was really going on, and in the end the beast would have its revenge. Having no other recourse the party began a search of the town, and were rewarded when the guards from the main gate dragged back a man, that had fallen off of a wagon that had rammed the gate to break out of the city before it was sealed. Having no other leads, the party, at the King's insistence, interrogated the prisoner, before moving on to track the wagon. They learned that they were at least five other conspirators, led by a Lieutenant Petothal, and working for an Archmagi Nabukin. Other then that information, the man really knew nothing. So the party left him in the castle dungeon, and left the city, in the care of the King's own Huntmaster who helped them to track the wagon as it traveled north of the city.....
This is where the session ended for the night. It was a shorter session due to a late start, and some extracurricular activities by the players as the night went on, but for the most part everyone had a good laugh and had enjoyed the shortened scenario. Unfortunately do to work constraints I believe that we will be losing The Machageer, but no worries folks, a new player will be introduced next week I believe. Until then ladies and gentlemen, may your hammers fall true, and your staff by ever charged...
-Eraser
Thursday, November 29, 2012
Finding the King's Brother
So, it is Thursday, and we all know what that means....... New Post Day!
I know you have all been waiting with bated breath, so without further ado, her we go...
So, the following morning the party (light two members, who had one player call in sick at the last moment, and I mean as we were starting told us that he wasn't feeling well and left. The other informed us that he would be late do to work. But the party decided to press on with 3) started the two-day trip to the capital. It was a boring journey as the roads in Vale are well traveled and well taken care of and guarded. Arriving in the capital, the party went immediately about doing everything they could to locate their lost quarry. While Namsuri and Tariel tried to "Gather Information" around town about the captors who were holding the brother. Raistlin decided to try a different approach, and after finding a scroll of the appropriate spell, cast commune with birds. Giving them a description of the brother, he sat down in the capital square and waited for the birds to return to him. Namsuri and Tariel, although getting a lot of information of people seeing the two captors whom they sought, had no luck finding out where in the capital they might be hiding, but as they came into the capital square, they witnessed Raistlin talking to a dove that he was holding on his hand. Before they could reach him the dove flew away, Raistlin stood up, and walked straight toward the pair. He informed them that he knew where the King's brother was, and if they hurried he might still be there when they arrived. Making their way to the edge of the capital, the trio found themselves walking up to the open gate of one of the mansions that set upon the edge of the town. Raistlin had explained to the pair that the birds had informed him that the King's brother, and his captors, were within the residence. Namsuri was the one who came up with the plan for them to get it, and soon they were knocking on the door. A servant answered, and when they asked for the Sir Godwyn Arnuld, the owner of said estate, they were told that he was still at his office in town. However they were invited in for refreshments and to wait for Sir Arnuld to return. Not long later Sir Arnuld walked in, and Namsuri immediately went into his plan of inquiring as to whether or not Sir Arnuld was interested in a investment partner is his obviously very profitable company. Well, with this Sir Arnuld, who had been a bit dubious before, opened up to them with multiple friendly gestures. He really is a good man, a horse breeder of some renown, and he was thrilled to have people of understanding and spirit in his residence to speak with on all matters. Inviting the party to stay for dinner, they supped on the finest food and drink, and it was not till after the meal, that Raistlin, quite carefully in fact, broached the topic of the King's brother upstairs. Without any signs of mistrust Sir Arnuld told them of all three men who were upstairs, the King's brother, who had been introduced to him as Titus Chrysan, along with his traveling companions, two Clerics of Lucineo, who were escorting him to their temple in North Portsmith. The party was now completely confused, as they had been told that the brother had been taken against his will. But when he came down from the upper floors of the mansion, he explained what had happened. It turned out that after being kidnapped, he was rescued from his captors as they were about to behead him by the two clerics who lay upstairs. He explained how they had stopped in Vale when the two clerics had become ill, and having a friendship with Sir Arnuld, stopped here to make use of his friendship. As Namsuri and Tariel continued speaking with Titus, Raistlin made his way upstairs. When he found the two clerics, he could tell that something more then sickness was at hand. Sending a servant to go and fetch holy water he watched and waited for the servants return, upon which time he took the holy water and splashed it liberally on both of the clerics. He had known from their cracking and ashen complexion, and their high fevers, and comatose bodies, that these men were in the last stages of possession. The shells of their bodies had been used dearly, and the demons possessing them would soon have to give them up. By bathing them in holy water he exorsized the already weakened demons. The next morning when they woke, they had no idea where they were or who any of the people near them were. The only person they recognized was in fact Sir Arnuld who truly was their friend and acquaintance. He explained to them what had happened, and the two clerics, the last thing they each remembered was speaking to their own high priest in Lucineo's temple in North Portsmith, knew they needed to get back quickly and inform the high priest of what had happened. Meanwhile, the party decided that one port was as good as another, and decided to join the clerics in their travels to North Portsmith as they took the northern route to bring Titus back to his brother. The now larger party traveled for about a week and a half out of the capital, and had passed into and through the Island Elven lands with hardly any trouble. But on the following morning as they rose, Namsuri saw a structure through the trees deeper into the woodlands. As the party decided to investigate they came upon a set of ruins, a crumbled battlement of a larger structure which had been completely lost to time. But down a flight of stairs and into what had before been its basement, but now was just a large deep pit, was a solid iron door, which just screamed for the party to explore. As Namsuri picked the lock, the rest of the party made ready to enter, and the clerics, with magically lit torches were volunteering to go in first. It was as they began to cross the the threshold that their lights cast upon the wall, to see a symbol of Krom, the God of the Orcs. Seeing that, they decided that it might not be the best idea to traverse any farther, but they promised to wait for the party to return. Titus agreed to stay with them as well, as he had no great love of underground spaces. This of course left us with the three party members to explore the dungeon all on their own. As the walked down a long flight of stairs they finally came to the bottom, simply to see a large waited blade, that had obviously swung down from the wall in front of them, and was currently resting in the chest cavity of an enormous half-orc. Stopping long enough to loot the corpse the party moved on. At the bottom of the stairs the party made a right hand turn and walked down a hallway that had a bevy of spiked balls hanging on long chains from the ceiling, and as they turned the corner they came to a portion of the hallway that had 4-ft razor blades in a criss-cross pattern across the hall. Further down that hall they came to a blackened patch of wall, upon where they found the burned and charred remains, of what appeared by size at least, to be an elf, and turning the corner they found a human, who was trapped under a spiked gate which had fallen from the ceiling. Further down that hallway they saw a large tree trunk, sporting iron spots that hung in the middle of the hall, and turning yet another corner they saw crossbow bolts stuck along the left side of the wall, and as they passed by they saw crossbows in hidden recesses on the right side. The second trap in this hall was a sword trap, that seemed to fill in the hall with blades from all angles, and even with the blades not in motion, it was hard to squeeze past. The final hall held for piles of ash and the remains of tattered clothes, that when looked at for magic, had faint hints of necromancy. Coming from the final hall, the party came into a room filled with corpses. Half-Orc's, Humans and Elves. Along the fair wall there was a raised dais, where sat an iron chest, banded with copper, and sporting a massive golden padlock. Having found the poison trap on the lock, Namsuri avoided it with ease, and cracked the lock. But it was not until he was taking it off of the chest, that the party saw that the trunk was resting on a pressure plate. It was too late though as Namsuri already had the lock in his hand, and as the chest moved mere centimeters higher, the heard clicking, whirring, and clanking as all of the traps behind them reset. Already being in trouble, the group opens the box, to find nothing but a scroll that reads in Orcish, "We Orcs have the treasure, poor fortune getting out of the dungeon, ha ha ha" (Trust me, it sounds more menacing in Orcish) With that the party made about getting out of this dungeon. Luckily the zombies had not come back to life, but the party could not remember where all of the traps were, as it had not seemed important when they had all already been triggered. Namsuri led the party along the safest paths he could find. At some points he instructed the party to jump over pressure plates, and with a few "almost" accidents, the party seemed to be doing all right. They triggered the crossbow trap, but they were able to wait until the crossbows were out of ammunition before they crossed, and they triggered the fire trap, but Tariel avoided the worst of it. They were almost to the stairs when Ulemon, who had joined them in the center room before they had reset all of the traps, heard sounds of battle up the stairs, and charged around the last corner, and took the spiked ball trap right to the face. It barely slowed him though as he ran for the stairs. Even in his rushing though he heard someone coming down the stairs toward the party. As the rest of them came around the corner Namsuri yelled out, "Be careful, the stairs are trapped!" As the runner came down the stairs, Ulemon saw that it was one of the Clerics, and before he could do anything the cleric was saying, "What trap?", as the weighted blade fell from its spot inside the wall and split him in two. With battle still raging outside, the party had no time for sadness, as they ran up the stairs and into battle. A group of orcs and half-orcs was attacking the other cleric and Titus, with more of the brutes along the rim of the pit firing arrows down at them. Namsuri was the first one out of the darkened staircase and hit one of them with a thrown dagger that he had found underground, as Ulemon charged forward to assist Titus and the Cleric. Tariel came out of the stairwell with his bow up and firing at the archers, and Raistlin took aim with magic missile at the orc at the top of the stairs who seemed to be their leader. Between Titus and Ulemon they made short work of the enemies in the pit, and with Tariel keeping the archers busy, Namsuri started up the stairs toward the leader. Under the full power of the party, he fell easy enough, and as Raistlin joined the group at the top of the stairs, he spotted another powerful looking Orc off in the trees, watching them. As he pointed this out to the group, Ulemon, charged forward into battle before anyone could stop him, and straight into the teeth of the ambush. holding his own as the rest of the party rushed to catch up, Ulemon after a few moments, realized that even a fighter of his renown might be in a spot of trouble. Luckily between Raistlin's magic, and the rest of the parties quickness they not only gained his side quickly, but Raistlin delayed the Orc Chieftain as well. Taking care of the ambushers while Ulemon kept the Chieftain busy seemed to be easy work, and as they turned the party saw an epic battle unfolding. Still smoking from Raistlin's last flame attack, the Orc Chieftain swung his giant battleax at Ulemon again and again, for his credit, Ulemon met every blow, and delievered one of his own for everyone that was sent in his direction. Ulemon was not simply just fighting the chieftain though, he was surrounded by half-orcs, and with every chance he got he sent blows in their direction as well. The party paused a moment as the battle continued, but as if coming out of a dream they all moved at once. While the Orc attention was still on Ulemon, Titus ran up to him and dumped a vial of of Alchemist's fire on him, and Namsuri dodging through the combat taking place between the two epic fighters found himself behind the fearsome Orc. Ulemon was a brief respite swung his sword with all his might and beheaded the last half-orc standing with the chieftain in a single cut, and Tariel took down the last of the orcish archers still firing arrows at the party. With a mighty bellow, the Chieftain realized what was going on, and with a massive swing brought his battleax down at Namsuri, it looked like the end, but at the last possible moment Namsuri deftly side-stepped, and as the battleax sank shaft deep into the ground next to him, his ripost with his rapier went into and through the chieftain's eye, ending the epic battle as quickly as the ambush had begun.
We ended for the night at the conclusion of the ambush, as we had gone a bit late. Everyone had put in some good effort, and it had been a really fun night. I had been describing the combat to them as it was taking place, because a DM needs to give the party more then just, "you hit, he takes x damage" if that is all your DM is doing, then your combat is most likely boring and long. But the players also realized that in the blog post the combat would sound even cooler. So for the record the last exchange happened as follows in game.
Namsuri tumbles through combat to flanking position and misses the Chieftain
Tariel one-shots the last Orcish archer with a hit, and max damage.
Titus ran up and dumped alchemist's fire on the Chieftain (Ok so that was the same)
Raistlin went on full defense (being out of offensive spells)
Ulemon turned to the half-orc trying to flank him, and hit a 20, followed by a confirming 20, followed by a third 20 for the house-rule triple 20 insta-kill
The chieftain crit-failed his attack against Namsuri and by house rule became flat-footed.
Namsuri Crit against a flat-footed opponent giving him double normal damage, along with his sneak-attack damage, which was enough for a kill.
Now you tell me, which of those descriptions sounds better. That's what I thought.
Until next time thought sports fans, keep your blades up and your wands ready...
-Eraser
I know you have all been waiting with bated breath, so without further ado, her we go...
So, the following morning the party (light two members, who had one player call in sick at the last moment, and I mean as we were starting told us that he wasn't feeling well and left. The other informed us that he would be late do to work. But the party decided to press on with 3) started the two-day trip to the capital. It was a boring journey as the roads in Vale are well traveled and well taken care of and guarded. Arriving in the capital, the party went immediately about doing everything they could to locate their lost quarry. While Namsuri and Tariel tried to "Gather Information" around town about the captors who were holding the brother. Raistlin decided to try a different approach, and after finding a scroll of the appropriate spell, cast commune with birds. Giving them a description of the brother, he sat down in the capital square and waited for the birds to return to him. Namsuri and Tariel, although getting a lot of information of people seeing the two captors whom they sought, had no luck finding out where in the capital they might be hiding, but as they came into the capital square, they witnessed Raistlin talking to a dove that he was holding on his hand. Before they could reach him the dove flew away, Raistlin stood up, and walked straight toward the pair. He informed them that he knew where the King's brother was, and if they hurried he might still be there when they arrived. Making their way to the edge of the capital, the trio found themselves walking up to the open gate of one of the mansions that set upon the edge of the town. Raistlin had explained to the pair that the birds had informed him that the King's brother, and his captors, were within the residence. Namsuri was the one who came up with the plan for them to get it, and soon they were knocking on the door. A servant answered, and when they asked for the Sir Godwyn Arnuld, the owner of said estate, they were told that he was still at his office in town. However they were invited in for refreshments and to wait for Sir Arnuld to return. Not long later Sir Arnuld walked in, and Namsuri immediately went into his plan of inquiring as to whether or not Sir Arnuld was interested in a investment partner is his obviously very profitable company. Well, with this Sir Arnuld, who had been a bit dubious before, opened up to them with multiple friendly gestures. He really is a good man, a horse breeder of some renown, and he was thrilled to have people of understanding and spirit in his residence to speak with on all matters. Inviting the party to stay for dinner, they supped on the finest food and drink, and it was not till after the meal, that Raistlin, quite carefully in fact, broached the topic of the King's brother upstairs. Without any signs of mistrust Sir Arnuld told them of all three men who were upstairs, the King's brother, who had been introduced to him as Titus Chrysan, along with his traveling companions, two Clerics of Lucineo, who were escorting him to their temple in North Portsmith. The party was now completely confused, as they had been told that the brother had been taken against his will. But when he came down from the upper floors of the mansion, he explained what had happened. It turned out that after being kidnapped, he was rescued from his captors as they were about to behead him by the two clerics who lay upstairs. He explained how they had stopped in Vale when the two clerics had become ill, and having a friendship with Sir Arnuld, stopped here to make use of his friendship. As Namsuri and Tariel continued speaking with Titus, Raistlin made his way upstairs. When he found the two clerics, he could tell that something more then sickness was at hand. Sending a servant to go and fetch holy water he watched and waited for the servants return, upon which time he took the holy water and splashed it liberally on both of the clerics. He had known from their cracking and ashen complexion, and their high fevers, and comatose bodies, that these men were in the last stages of possession. The shells of their bodies had been used dearly, and the demons possessing them would soon have to give them up. By bathing them in holy water he exorsized the already weakened demons. The next morning when they woke, they had no idea where they were or who any of the people near them were. The only person they recognized was in fact Sir Arnuld who truly was their friend and acquaintance. He explained to them what had happened, and the two clerics, the last thing they each remembered was speaking to their own high priest in Lucineo's temple in North Portsmith, knew they needed to get back quickly and inform the high priest of what had happened. Meanwhile, the party decided that one port was as good as another, and decided to join the clerics in their travels to North Portsmith as they took the northern route to bring Titus back to his brother. The now larger party traveled for about a week and a half out of the capital, and had passed into and through the Island Elven lands with hardly any trouble. But on the following morning as they rose, Namsuri saw a structure through the trees deeper into the woodlands. As the party decided to investigate they came upon a set of ruins, a crumbled battlement of a larger structure which had been completely lost to time. But down a flight of stairs and into what had before been its basement, but now was just a large deep pit, was a solid iron door, which just screamed for the party to explore. As Namsuri picked the lock, the rest of the party made ready to enter, and the clerics, with magically lit torches were volunteering to go in first. It was as they began to cross the the threshold that their lights cast upon the wall, to see a symbol of Krom, the God of the Orcs. Seeing that, they decided that it might not be the best idea to traverse any farther, but they promised to wait for the party to return. Titus agreed to stay with them as well, as he had no great love of underground spaces. This of course left us with the three party members to explore the dungeon all on their own. As the walked down a long flight of stairs they finally came to the bottom, simply to see a large waited blade, that had obviously swung down from the wall in front of them, and was currently resting in the chest cavity of an enormous half-orc. Stopping long enough to loot the corpse the party moved on. At the bottom of the stairs the party made a right hand turn and walked down a hallway that had a bevy of spiked balls hanging on long chains from the ceiling, and as they turned the corner they came to a portion of the hallway that had 4-ft razor blades in a criss-cross pattern across the hall. Further down that hall they came to a blackened patch of wall, upon where they found the burned and charred remains, of what appeared by size at least, to be an elf, and turning the corner they found a human, who was trapped under a spiked gate which had fallen from the ceiling. Further down that hallway they saw a large tree trunk, sporting iron spots that hung in the middle of the hall, and turning yet another corner they saw crossbow bolts stuck along the left side of the wall, and as they passed by they saw crossbows in hidden recesses on the right side. The second trap in this hall was a sword trap, that seemed to fill in the hall with blades from all angles, and even with the blades not in motion, it was hard to squeeze past. The final hall held for piles of ash and the remains of tattered clothes, that when looked at for magic, had faint hints of necromancy. Coming from the final hall, the party came into a room filled with corpses. Half-Orc's, Humans and Elves. Along the fair wall there was a raised dais, where sat an iron chest, banded with copper, and sporting a massive golden padlock. Having found the poison trap on the lock, Namsuri avoided it with ease, and cracked the lock. But it was not until he was taking it off of the chest, that the party saw that the trunk was resting on a pressure plate. It was too late though as Namsuri already had the lock in his hand, and as the chest moved mere centimeters higher, the heard clicking, whirring, and clanking as all of the traps behind them reset. Already being in trouble, the group opens the box, to find nothing but a scroll that reads in Orcish, "We Orcs have the treasure, poor fortune getting out of the dungeon, ha ha ha" (Trust me, it sounds more menacing in Orcish) With that the party made about getting out of this dungeon. Luckily the zombies had not come back to life, but the party could not remember where all of the traps were, as it had not seemed important when they had all already been triggered. Namsuri led the party along the safest paths he could find. At some points he instructed the party to jump over pressure plates, and with a few "almost" accidents, the party seemed to be doing all right. They triggered the crossbow trap, but they were able to wait until the crossbows were out of ammunition before they crossed, and they triggered the fire trap, but Tariel avoided the worst of it. They were almost to the stairs when Ulemon, who had joined them in the center room before they had reset all of the traps, heard sounds of battle up the stairs, and charged around the last corner, and took the spiked ball trap right to the face. It barely slowed him though as he ran for the stairs. Even in his rushing though he heard someone coming down the stairs toward the party. As the rest of them came around the corner Namsuri yelled out, "Be careful, the stairs are trapped!" As the runner came down the stairs, Ulemon saw that it was one of the Clerics, and before he could do anything the cleric was saying, "What trap?", as the weighted blade fell from its spot inside the wall and split him in two. With battle still raging outside, the party had no time for sadness, as they ran up the stairs and into battle. A group of orcs and half-orcs was attacking the other cleric and Titus, with more of the brutes along the rim of the pit firing arrows down at them. Namsuri was the first one out of the darkened staircase and hit one of them with a thrown dagger that he had found underground, as Ulemon charged forward to assist Titus and the Cleric. Tariel came out of the stairwell with his bow up and firing at the archers, and Raistlin took aim with magic missile at the orc at the top of the stairs who seemed to be their leader. Between Titus and Ulemon they made short work of the enemies in the pit, and with Tariel keeping the archers busy, Namsuri started up the stairs toward the leader. Under the full power of the party, he fell easy enough, and as Raistlin joined the group at the top of the stairs, he spotted another powerful looking Orc off in the trees, watching them. As he pointed this out to the group, Ulemon, charged forward into battle before anyone could stop him, and straight into the teeth of the ambush. holding his own as the rest of the party rushed to catch up, Ulemon after a few moments, realized that even a fighter of his renown might be in a spot of trouble. Luckily between Raistlin's magic, and the rest of the parties quickness they not only gained his side quickly, but Raistlin delayed the Orc Chieftain as well. Taking care of the ambushers while Ulemon kept the Chieftain busy seemed to be easy work, and as they turned the party saw an epic battle unfolding. Still smoking from Raistlin's last flame attack, the Orc Chieftain swung his giant battleax at Ulemon again and again, for his credit, Ulemon met every blow, and delievered one of his own for everyone that was sent in his direction. Ulemon was not simply just fighting the chieftain though, he was surrounded by half-orcs, and with every chance he got he sent blows in their direction as well. The party paused a moment as the battle continued, but as if coming out of a dream they all moved at once. While the Orc attention was still on Ulemon, Titus ran up to him and dumped a vial of of Alchemist's fire on him, and Namsuri dodging through the combat taking place between the two epic fighters found himself behind the fearsome Orc. Ulemon was a brief respite swung his sword with all his might and beheaded the last half-orc standing with the chieftain in a single cut, and Tariel took down the last of the orcish archers still firing arrows at the party. With a mighty bellow, the Chieftain realized what was going on, and with a massive swing brought his battleax down at Namsuri, it looked like the end, but at the last possible moment Namsuri deftly side-stepped, and as the battleax sank shaft deep into the ground next to him, his ripost with his rapier went into and through the chieftain's eye, ending the epic battle as quickly as the ambush had begun.
We ended for the night at the conclusion of the ambush, as we had gone a bit late. Everyone had put in some good effort, and it had been a really fun night. I had been describing the combat to them as it was taking place, because a DM needs to give the party more then just, "you hit, he takes x damage" if that is all your DM is doing, then your combat is most likely boring and long. But the players also realized that in the blog post the combat would sound even cooler. So for the record the last exchange happened as follows in game.
Namsuri tumbles through combat to flanking position and misses the Chieftain
Tariel one-shots the last Orcish archer with a hit, and max damage.
Titus ran up and dumped alchemist's fire on the Chieftain (Ok so that was the same)
Raistlin went on full defense (being out of offensive spells)
Ulemon turned to the half-orc trying to flank him, and hit a 20, followed by a confirming 20, followed by a third 20 for the house-rule triple 20 insta-kill
The chieftain crit-failed his attack against Namsuri and by house rule became flat-footed.
Namsuri Crit against a flat-footed opponent giving him double normal damage, along with his sneak-attack damage, which was enough for a kill.
Now you tell me, which of those descriptions sounds better. That's what I thought.
Until next time thought sports fans, keep your blades up and your wands ready...
-Eraser
Tuesday, November 27, 2012
Eraser's Tales of Being a Player #3
During my tenure in college I usually was the DM of all of my groups games. But there was one, run by my friend Chester, where I got to be a player. It was a homebrew system, not just a homebrew world, and readers let me tell you, I loved it. It was balanced, it was perfect. I believe he is still looking for someone to publish it. He called it Mortal Kind.
Well, he was one of my players, and when it came time to test his system, he asked if I would join as a player. He had a group in mind, and he knew what they were all planning on running character-wise, and he knew they were gonna need a tank. He also knew that I would play any kind of character the party needed, and I would have fun with it, so he thought I would fit in perfectly.
Well the game went for about 6 months, and was some of the most fun that I have ever had gaming. I played Tyr, and he was not your typical tank. A defensive style martial artist, who wore no armor save for a pair of silver bracers, he fought with twin over-sized butterfly swords. My character did very little damage, as everything about him, almost, was stacked toward defense. But he was the best meat-shield that any caster could ever ask for. I knew my roll on the team, and I was good at it. Well, we had been through some notable encounters, and our characters had all advanced a bit, and the GM thought that we needed to try something a little tougher, which was kind of a joke as we had barely been beating back the challenges that had been thrown our way. Anyway, he sends us into the thick of the fire, for what he told us was going to be a two-part session. Well that two-part session turned into a 7 session story-arc, and it was the absolute best thing that I have ever played. It required teamwork and intelligence and style and we nailed it. The only problem was, that I was leaving town. I had graduated from Mizzou, and my lease on my apartment was coming up. So I told the GM that we only had a few weeks left to wrap up. Well, we were so close to the end of the arc, and it was my last session that I would be able to participate. So here is the final story of Tyr...
As they breached the other side of the portal, they found themselves in a vast underground cavern system. There were piles of goods all over, which almost were tall enough to hide the lizardmen who were trying to hide behind them. Tyr, with his massive seven-and-a-half foot size, jumped out in front and began diverting opponents away from his friends, as his friends, for their part, pulled weapons and staves and started doling out simply punishing damage. In short measure the foes in the main room were defeated, and Tyr led the party down one of the smaller side hallways. They had portal'd into this place from the doomed city of Vertand, which was on the verge of being erased from creation. Here in this place they hoped to find the machine that was capable of doing such a thing, and destroying it, and its maker, so he could never commit such a heinous act again. Hallway after hallway they fought through the hordes of enemies that came for them, and with Tyr in the lead of the narrow hall, none could get by him to harass the party who stood behind the shield that was his body and skill, and dealt both ranged and magical damage to all who came in range. They finally found there way down the last hallway, and they found themselves looking at the machine. It was huge, sitting along one entire wall of the cavern, its control station along a raised platform off to the left. As they entered the room, with the whoosh of the door opening before them, they stared at nearly a legion of troops that waited between them and their quarry. From his spot in the front, Tyr knew that against such a number holding the doorway was their only option, but before he could relay his plan, they heard the sounds of soldiers coming up from behind. With only one option left, Tyr bellowed a warcry and dove forward into the fray. The rest of the party, no slouches on their own piled in after him, and soon the battle was well and truly joined. All was chaos as the heroes fought with all of their prodigious skill to beat their way to the machine. But the enemy was just too many, and more would be at the door in moments. Throwing one of his beloved swords into the chest of a rushing enemy, Tyr yelled for the group to push on without him, as he turned and ran back toward the door he yelled at the mage to raise the earth behind him and maybe with only a portion of the enemies on their side, they would be successful. Turning back to the doorway, and the warriors who stood in front of him before it. With a mighty heave Tyr through his second sword which struck the control panel right as the door was opening. Through nothing but his divine luck did the door stop opening. But now Tyr stood before his foes empty handed. As they closed in, the leader crowed, "Fool, now you are trapped in here with us" and he closed in rapidly for the kill. Throwing aside the cloak, that he had worn for the entire adventure, but that none of the players had ever seen him remove Tyr drew a truly massive falchion and with a single stroke beheaded the officer who had charged him. He then looked at the rest of the soldiers who were with him on this side of the wall, "No, it is YOU ALL who are trapped her with me". With that he dove into the tightest knot of fighters and started swinging.
Now here I would like to point out, all of the other players at the table had stopped and dropped their jaws at what had just happened. They had not seen me exhibit any kind of truly offensive capabilities AT ALL, during any of the 24 session campaign. At one point they had seen me resort to punching people because of my lack of offensive skills with my chosen weapons. But I am sure some of you out there have had a character that for purely role-play or backstory reasons has held something in reserve, and this one was Tyr's.
Tyr cut his way through the warriors on his side of the wall, and by the time those outside the door had wrenched it open, he was ready for them. Rushing down the hall, he swung left, right, and center, and cleaved his way through the entirety of the soldiers coming in to the room. As Tyr came back into the room, covered with blood, both his own and his enemies, he saw that the earthen wall had fallen, and he could see his compatriots standing at the control panel for the device. He hurried over, and arrived just in time to hear their plan. They would use the device to create a portal to bring them home, and they would wait long enough to make sure that the self destruct countdown could not be over-ridden and then jump through and escape. It was a perfect plan, if it wasn't for the roar that they heard coming from the main chamber. The dark-robed mage dropped in staff in terror after hearing it. It was the battle cry of a shadow dragon. They had no time for anything except the portal home, and the machine was made of such a material, that none of them had anything that could harm it, or so they thought. Tyr yelled for them to open the portal, and the he lifted his mighty falchion and brought it down on the base of the machine. With a sound like thunder striking iron the machine was fractured, the blow having split the falchion in twain, but it was enough as the powers that kept the machine started tearing it to pieces. They all rushed to the portal, and two were through, when the shadow dragons call came again. It was moving down the hallway, its size passing through wall and door and hall as if it were not but the size of a man. Tyr knew that the portal, if it stayed open, would lead the shadow dragon back to their home on the mortal plane, and he knew what he had to do. Yelling for his companions to flee, he jumped off of the platform and ran for the door, pausing only momentarily to grab 1 of his swords out of the corpse of the foe it had vanquished. As he made it to the door, and pulled his second sword from the remains of the hatch control the door slowly began to close. The hatch was made of adamantine, as was the rest of the chamber, and they knew that the shadow dragon would not be able to move through a material imbued with magic, as adamantine was when it was smelt. So with the door closing, and the portal closing as well, Tyr turned to run back to the portal. That is when he heard it. The iris on the door screeched with an ear piercing noise, to a halt, and refused to close. Tyr knew he did not have time to use his mammoth strength to close the iris and make it back to the portal in time. Throwing his swords through the half-closed iris, Tyr dove through, and as his friends yelled for his retreat, his muscles bulged as he closed the iris shut....
That is where the session ended. We had run 2 hours over our normal time, and people had things to do the next day, so Tyr did not get to play out his fight with the shadow dragon. To this day the GM admits he has no idea how the battle would have played out, because he knew that unless I really screwed up that with all of my bonuses to defense he does not believe that the dragon would have been able to hit me. At the same time, we ALL knew that I would not be able to kill the shadow dragon. The rest of the players hold to the fact that with the machine collapsing behind us that if Tyr could have fought the shadow dragon to a draw, the resulting explosion would have provided victory enough, even in death. Myself I hold to the fact, that Tyr could have made it back to the portal in the main hall, and portal'd back to Vertand. Although the city was doomed and was crumbling to chaos, it would have held more chances then remaining where he was, but, the world will never know.
As it stands, it was another for the list of heroic sacrifices of my characters, and like I said, it has become almost my distinctive style as it were. I did have some characters that didn't die the tragic hero, maybe I will have one of those for next time...
-Eraser
Well, he was one of my players, and when it came time to test his system, he asked if I would join as a player. He had a group in mind, and he knew what they were all planning on running character-wise, and he knew they were gonna need a tank. He also knew that I would play any kind of character the party needed, and I would have fun with it, so he thought I would fit in perfectly.
Well the game went for about 6 months, and was some of the most fun that I have ever had gaming. I played Tyr, and he was not your typical tank. A defensive style martial artist, who wore no armor save for a pair of silver bracers, he fought with twin over-sized butterfly swords. My character did very little damage, as everything about him, almost, was stacked toward defense. But he was the best meat-shield that any caster could ever ask for. I knew my roll on the team, and I was good at it. Well, we had been through some notable encounters, and our characters had all advanced a bit, and the GM thought that we needed to try something a little tougher, which was kind of a joke as we had barely been beating back the challenges that had been thrown our way. Anyway, he sends us into the thick of the fire, for what he told us was going to be a two-part session. Well that two-part session turned into a 7 session story-arc, and it was the absolute best thing that I have ever played. It required teamwork and intelligence and style and we nailed it. The only problem was, that I was leaving town. I had graduated from Mizzou, and my lease on my apartment was coming up. So I told the GM that we only had a few weeks left to wrap up. Well, we were so close to the end of the arc, and it was my last session that I would be able to participate. So here is the final story of Tyr...
As they breached the other side of the portal, they found themselves in a vast underground cavern system. There were piles of goods all over, which almost were tall enough to hide the lizardmen who were trying to hide behind them. Tyr, with his massive seven-and-a-half foot size, jumped out in front and began diverting opponents away from his friends, as his friends, for their part, pulled weapons and staves and started doling out simply punishing damage. In short measure the foes in the main room were defeated, and Tyr led the party down one of the smaller side hallways. They had portal'd into this place from the doomed city of Vertand, which was on the verge of being erased from creation. Here in this place they hoped to find the machine that was capable of doing such a thing, and destroying it, and its maker, so he could never commit such a heinous act again. Hallway after hallway they fought through the hordes of enemies that came for them, and with Tyr in the lead of the narrow hall, none could get by him to harass the party who stood behind the shield that was his body and skill, and dealt both ranged and magical damage to all who came in range. They finally found there way down the last hallway, and they found themselves looking at the machine. It was huge, sitting along one entire wall of the cavern, its control station along a raised platform off to the left. As they entered the room, with the whoosh of the door opening before them, they stared at nearly a legion of troops that waited between them and their quarry. From his spot in the front, Tyr knew that against such a number holding the doorway was their only option, but before he could relay his plan, they heard the sounds of soldiers coming up from behind. With only one option left, Tyr bellowed a warcry and dove forward into the fray. The rest of the party, no slouches on their own piled in after him, and soon the battle was well and truly joined. All was chaos as the heroes fought with all of their prodigious skill to beat their way to the machine. But the enemy was just too many, and more would be at the door in moments. Throwing one of his beloved swords into the chest of a rushing enemy, Tyr yelled for the group to push on without him, as he turned and ran back toward the door he yelled at the mage to raise the earth behind him and maybe with only a portion of the enemies on their side, they would be successful. Turning back to the doorway, and the warriors who stood in front of him before it. With a mighty heave Tyr through his second sword which struck the control panel right as the door was opening. Through nothing but his divine luck did the door stop opening. But now Tyr stood before his foes empty handed. As they closed in, the leader crowed, "Fool, now you are trapped in here with us" and he closed in rapidly for the kill. Throwing aside the cloak, that he had worn for the entire adventure, but that none of the players had ever seen him remove Tyr drew a truly massive falchion and with a single stroke beheaded the officer who had charged him. He then looked at the rest of the soldiers who were with him on this side of the wall, "No, it is YOU ALL who are trapped her with me". With that he dove into the tightest knot of fighters and started swinging.
Now here I would like to point out, all of the other players at the table had stopped and dropped their jaws at what had just happened. They had not seen me exhibit any kind of truly offensive capabilities AT ALL, during any of the 24 session campaign. At one point they had seen me resort to punching people because of my lack of offensive skills with my chosen weapons. But I am sure some of you out there have had a character that for purely role-play or backstory reasons has held something in reserve, and this one was Tyr's.
Tyr cut his way through the warriors on his side of the wall, and by the time those outside the door had wrenched it open, he was ready for them. Rushing down the hall, he swung left, right, and center, and cleaved his way through the entirety of the soldiers coming in to the room. As Tyr came back into the room, covered with blood, both his own and his enemies, he saw that the earthen wall had fallen, and he could see his compatriots standing at the control panel for the device. He hurried over, and arrived just in time to hear their plan. They would use the device to create a portal to bring them home, and they would wait long enough to make sure that the self destruct countdown could not be over-ridden and then jump through and escape. It was a perfect plan, if it wasn't for the roar that they heard coming from the main chamber. The dark-robed mage dropped in staff in terror after hearing it. It was the battle cry of a shadow dragon. They had no time for anything except the portal home, and the machine was made of such a material, that none of them had anything that could harm it, or so they thought. Tyr yelled for them to open the portal, and the he lifted his mighty falchion and brought it down on the base of the machine. With a sound like thunder striking iron the machine was fractured, the blow having split the falchion in twain, but it was enough as the powers that kept the machine started tearing it to pieces. They all rushed to the portal, and two were through, when the shadow dragons call came again. It was moving down the hallway, its size passing through wall and door and hall as if it were not but the size of a man. Tyr knew that the portal, if it stayed open, would lead the shadow dragon back to their home on the mortal plane, and he knew what he had to do. Yelling for his companions to flee, he jumped off of the platform and ran for the door, pausing only momentarily to grab 1 of his swords out of the corpse of the foe it had vanquished. As he made it to the door, and pulled his second sword from the remains of the hatch control the door slowly began to close. The hatch was made of adamantine, as was the rest of the chamber, and they knew that the shadow dragon would not be able to move through a material imbued with magic, as adamantine was when it was smelt. So with the door closing, and the portal closing as well, Tyr turned to run back to the portal. That is when he heard it. The iris on the door screeched with an ear piercing noise, to a halt, and refused to close. Tyr knew he did not have time to use his mammoth strength to close the iris and make it back to the portal in time. Throwing his swords through the half-closed iris, Tyr dove through, and as his friends yelled for his retreat, his muscles bulged as he closed the iris shut....
That is where the session ended. We had run 2 hours over our normal time, and people had things to do the next day, so Tyr did not get to play out his fight with the shadow dragon. To this day the GM admits he has no idea how the battle would have played out, because he knew that unless I really screwed up that with all of my bonuses to defense he does not believe that the dragon would have been able to hit me. At the same time, we ALL knew that I would not be able to kill the shadow dragon. The rest of the players hold to the fact that with the machine collapsing behind us that if Tyr could have fought the shadow dragon to a draw, the resulting explosion would have provided victory enough, even in death. Myself I hold to the fact, that Tyr could have made it back to the portal in the main hall, and portal'd back to Vertand. Although the city was doomed and was crumbling to chaos, it would have held more chances then remaining where he was, but, the world will never know.
As it stands, it was another for the list of heroic sacrifices of my characters, and like I said, it has become almost my distinctive style as it were. I did have some characters that didn't die the tragic hero, maybe I will have one of those for next time...
-Eraser
Monday, November 26, 2012
Ulemon the Wall
As promised the Character sheet for the new character...
The new character that was added to the game "Fighter" Lawful Neutral [Ulemon]
Playing the Armor Master variant fighter our Ulemon pays his keep by being able to help boost allies AC. While this is good for the party it becomes a headache for me when mixed with the helpful trait. But what can I say, it is still an interesting concept for a human raised by a halfling....
NAME: Ulemon Brandfoot CLASS: Fighter (Armor Master)/3 RACE: Human DIETY: Lucineo
AGE: 27 HEIGHT: 6' 3" WEIGHT: 235 lbs ALIGNMENT: LN
ATTRIBUTES:
STRENGTH: 16 HIT POINTS: 37 SPEED: 20ft (4sq.)
DEXTERITY: 13 ARMOR CLASS: 25 BASE ATTACK: +3
CONSTITUTION: 16 FORTITUDE SAVE : +6 CMB: +6 INTELLIGENCE: 10 REFLEX SAVE: +2 CMD: 18
WISDOM: 12 WILL SAVE: +2 INITIATIVE: +1 CHARISMA: 10
SKILL RANKS: FEATS/TRAITS/ABILITIES
Climb - 1 Thrown Together Fashion
Disguise - 2 Adopted (Halfling [Helpful])
Intimidate - 1 Armor Expert
Knowledge (Dungeoneering) - 1 Master of Many Faces (Human) +1 Bluff, +1 Disguise (CS)
Knowledge (Engineering) - 1 Bodygaurd
Profession (Tailor) - 1 Dodge
Survival - 1 Shield Focus
Swim - 1 Combat Reflexes
Additional Traits
Regional: (Chrysanthus): +2 Ride
Regional: (Chrysanthus): +2 Knowledge (Religion)
Deflective Shield
Armor Training
EQUIPMENT:
Masterwork Full Plate
Longsword
+1 Heavy Steel Shield
Longbow
20 Arrows
Grappling Hook and Knotted Rope
The new character that was added to the game "Fighter" Lawful Neutral [Ulemon]
Playing the Armor Master variant fighter our Ulemon pays his keep by being able to help boost allies AC. While this is good for the party it becomes a headache for me when mixed with the helpful trait. But what can I say, it is still an interesting concept for a human raised by a halfling....
NAME: Ulemon Brandfoot CLASS: Fighter (Armor Master)/3 RACE: Human DIETY: Lucineo
AGE: 27 HEIGHT: 6' 3" WEIGHT: 235 lbs ALIGNMENT: LN
ATTRIBUTES:
STRENGTH: 16 HIT POINTS: 37 SPEED: 20ft (4sq.)
DEXTERITY: 13 ARMOR CLASS: 25 BASE ATTACK: +3
CONSTITUTION: 16 FORTITUDE SAVE : +6 CMB: +6 INTELLIGENCE: 10 REFLEX SAVE: +2 CMD: 18
WISDOM: 12 WILL SAVE: +2 INITIATIVE: +1 CHARISMA: 10
SKILL RANKS: FEATS/TRAITS/ABILITIES
Climb - 1 Thrown Together Fashion
Disguise - 2 Adopted (Halfling [Helpful])
Intimidate - 1 Armor Expert
Knowledge (Dungeoneering) - 1 Master of Many Faces (Human) +1 Bluff, +1 Disguise (CS)
Knowledge (Engineering) - 1 Bodygaurd
Profession (Tailor) - 1 Dodge
Survival - 1 Shield Focus
Swim - 1 Combat Reflexes
Additional Traits
Regional: (Chrysanthus): +2 Ride
Regional: (Chrysanthus): +2 Knowledge (Religion)
Deflective Shield
Armor Training
EQUIPMENT:
Masterwork Full Plate
Longsword
+1 Heavy Steel Shield
Longbow
20 Arrows
Grappling Hook and Knotted Rope
Sunday, November 25, 2012
Enter the Tower
I would like to start today by wishing a fond farewell to
Ctrl-Alt-Del. In the incarnation that we know it Ctrl-Alt-Del has run
its course and its author is going to be taking it in another direction.
It has been one of my favorite web comics for a long time now, and I
will miss being able to take a short break during my work day to relax
with some of my favorite characters. I look forward to seeing what Tim
Buckley does with his reboot, and I wish him nothing but success in the
future. But for now, to paraphrase Loren L. Coleman in his novel Endgame, "God save Ethan MacManus..."
For those of you who don't know what I am talking about, you can find out all about it in the archives here.... http://www.cad-comic.com/
Ok, so I am a bit late with this update from last Wednesday's game, but holidays have a way of screwing everything up that way. So here we go with the first of what will likely be another multi-part update....
...As the door is opened the party is consumed by darkness, and as the light returns to the world they find themselves inside the tower, and the door behind them has disappeared. Having no way to go but forward the party goes down the long hallway, where they find a lumpy form under a blanket. Waking the being they discover a human in heavy plate. When questioned the human replies that he was also trapped inside the tower and had not yet ventured up the stairwell. The party being short front-line fighters immediately accepted his offer to join them, bringing them to believe that their group was now complete. The newly joined member of the party leads the way upstairs into the unknown.
I would here like to point out that the new party member that joined in during this session was an addition that I as the DM was not aware of until the minute that the session was starting. For future reference, you should always give your DM/GM at least a days notice, more is better, when bringing a new player into a game. This is something that the DM/GM needs to prepare for to make sure proper encounter strength and treasure levels. (Player Hint #1.... Yes I am doing Player Hints now as well, I know I know, I am that awesome)
As the party ventured through the multiple levels of the maze-like tower they encountered.... well not much actually.... Tip for DM's out there, dungeons be they maze-like or otherwise need to have consistent amounts of enemies, otherwise your players will get bored, which is what happened in our session on Wednesday. (DM Hint #8) I was so thrilled with my construct of the Master's Tower, that I overlooked the fact that by some possibility it was possible to avoid all of the encounters, thus leaving you with a simple tower that just took forever to walk through. To my dismay, and through random chance, the players found this "Perfect path". When the complaints started I did what any good or even mediocre DM would do.....I agreed with the players. I called an immediate break, told them that they had successfully ventured through the tower, had them meet with the Master of the Tower, who gave them their plot items, and then let them get back to the main plot. I know what I am passing on to you now, if you are the DM and your players are not happy, you will not have a game. Never try to press a bad situation as a DM, unless you are 100% sure that whatever comes next will pull your bacon out of the fire. Because it is a much better idea to let the players skip what you learned to late was a poorly designed dungeon, then to force them to play it out and piss everyone off. (DM Hint #9)
After leaving the Master's Tower, the party, now permanently one man stronger, got back on track with their main quest of locating the King's exiled brother. Successfully navigating through the desert the party finally came upon the Greenstone Monastery, where the King's brother was sent all of those years ago. As they came upon the massive structure, they knocked upon the gate, and after simply asking for entrance the gates opened before them. Finding themselves in the middle of a beautiful set of gardens, both vegetative and zen varieties, they were guided through them in all of their beauty and to the monastery itself. They asked to be taken to the Abbot, and with no argument they saw him immediately. It was as they walked into his study that they saw the spartan lifestyle of the brothers lives here at the monastery, as the room contained little more then a kneeling mat, a side table which held a single cup and a a pot of water, and a large window overlooking the gardens. When questioned the Abbot informed them that the King's brother, who had served well during his time as a brother of the order, had been kidnapped a mere two weeks previous to their arrival. He informed the party that he had brothers out searching for him and his captors, and that they would be back soon. Accepting the Abbot's help, the party decided to remain at the monastery and await the brothers' news. While awaiting the brothers' return each of the party members took advantage of the monasteries isolation meditation chambers. It was here, while meditating in a place where time had and senses had no place or meaning that the party all had visions of their futures, visions of normalcy shrouded in despair. It brought them all to a low point, especially as they had no idea what these visions pertained too. Soon enough though the brothers returned and the party memer were brought out of their isolation. With a clue as to the king's brother's location they set off for South Vale, a suburb of Vale, the capital of the nation of the same name. Arriving in South Vale, the party began their own search each attempting to find information using their own unique skill sets. Three of them confirmed information which matched and brought the party to venture the two day trip into the Capital.
That is where the session ended for the night. The party leveled, partly due to their conquests in the tower, and the successful information gathering.....partly because I felt bad that the Tower was a fail and that they missed out on all of the XP that they either bypassed or was skipped by me. Another thing that a DM has to know is that sometimes you have to give a little to get a little. I know that the tower flopped, and I wanted to make it up to my players, so I thought that it would be an appropriate apology.
Once again apologies for the late post... I will try not to let it happen again. I just found out a hilarious story about a friend of mine, so look out there might be a bonus post tomorrow. Until then.... well.... may your characters be swift, and your DM's generous.
-Eraser
For those of you who don't know what I am talking about, you can find out all about it in the archives here.... http://www.cad-comic.com/
Ok, so I am a bit late with this update from last Wednesday's game, but holidays have a way of screwing everything up that way. So here we go with the first of what will likely be another multi-part update....
...As the door is opened the party is consumed by darkness, and as the light returns to the world they find themselves inside the tower, and the door behind them has disappeared. Having no way to go but forward the party goes down the long hallway, where they find a lumpy form under a blanket. Waking the being they discover a human in heavy plate. When questioned the human replies that he was also trapped inside the tower and had not yet ventured up the stairwell. The party being short front-line fighters immediately accepted his offer to join them, bringing them to believe that their group was now complete. The newly joined member of the party leads the way upstairs into the unknown.
I would here like to point out that the new party member that joined in during this session was an addition that I as the DM was not aware of until the minute that the session was starting. For future reference, you should always give your DM/GM at least a days notice, more is better, when bringing a new player into a game. This is something that the DM/GM needs to prepare for to make sure proper encounter strength and treasure levels. (Player Hint #1.... Yes I am doing Player Hints now as well, I know I know, I am that awesome)
As the party ventured through the multiple levels of the maze-like tower they encountered.... well not much actually.... Tip for DM's out there, dungeons be they maze-like or otherwise need to have consistent amounts of enemies, otherwise your players will get bored, which is what happened in our session on Wednesday. (DM Hint #8) I was so thrilled with my construct of the Master's Tower, that I overlooked the fact that by some possibility it was possible to avoid all of the encounters, thus leaving you with a simple tower that just took forever to walk through. To my dismay, and through random chance, the players found this "Perfect path". When the complaints started I did what any good or even mediocre DM would do.....I agreed with the players. I called an immediate break, told them that they had successfully ventured through the tower, had them meet with the Master of the Tower, who gave them their plot items, and then let them get back to the main plot. I know what I am passing on to you now, if you are the DM and your players are not happy, you will not have a game. Never try to press a bad situation as a DM, unless you are 100% sure that whatever comes next will pull your bacon out of the fire. Because it is a much better idea to let the players skip what you learned to late was a poorly designed dungeon, then to force them to play it out and piss everyone off. (DM Hint #9)
After leaving the Master's Tower, the party, now permanently one man stronger, got back on track with their main quest of locating the King's exiled brother. Successfully navigating through the desert the party finally came upon the Greenstone Monastery, where the King's brother was sent all of those years ago. As they came upon the massive structure, they knocked upon the gate, and after simply asking for entrance the gates opened before them. Finding themselves in the middle of a beautiful set of gardens, both vegetative and zen varieties, they were guided through them in all of their beauty and to the monastery itself. They asked to be taken to the Abbot, and with no argument they saw him immediately. It was as they walked into his study that they saw the spartan lifestyle of the brothers lives here at the monastery, as the room contained little more then a kneeling mat, a side table which held a single cup and a a pot of water, and a large window overlooking the gardens. When questioned the Abbot informed them that the King's brother, who had served well during his time as a brother of the order, had been kidnapped a mere two weeks previous to their arrival. He informed the party that he had brothers out searching for him and his captors, and that they would be back soon. Accepting the Abbot's help, the party decided to remain at the monastery and await the brothers' news. While awaiting the brothers' return each of the party members took advantage of the monasteries isolation meditation chambers. It was here, while meditating in a place where time had and senses had no place or meaning that the party all had visions of their futures, visions of normalcy shrouded in despair. It brought them all to a low point, especially as they had no idea what these visions pertained too. Soon enough though the brothers returned and the party memer were brought out of their isolation. With a clue as to the king's brother's location they set off for South Vale, a suburb of Vale, the capital of the nation of the same name. Arriving in South Vale, the party began their own search each attempting to find information using their own unique skill sets. Three of them confirmed information which matched and brought the party to venture the two day trip into the Capital.
That is where the session ended for the night. The party leveled, partly due to their conquests in the tower, and the successful information gathering.....partly because I felt bad that the Tower was a fail and that they missed out on all of the XP that they either bypassed or was skipped by me. Another thing that a DM has to know is that sometimes you have to give a little to get a little. I know that the tower flopped, and I wanted to make it up to my players, so I thought that it would be an appropriate apology.
Once again apologies for the late post... I will try not to let it happen again. I just found out a hilarious story about a friend of mine, so look out there might be a bonus post tomorrow. Until then.... well.... may your characters be swift, and your DM's generous.
-Eraser
Namsuri the Kitsune
The fourth of the Characters playing in the current campaign.
NAME: Namsuri CLASS: Rouge (Kitsune Trickster)/2 RACE: Kitsune DIETY: Dionysus
AGE: 17 HEIGHT: 5' 8" WEIGHT: 150 lbs ALIGNMENT: TN
ATTRIBUTES:
STRENGTH: 10 HIT POINTS: 20 SPEED: 30ft (6sq.)
DEXTERITY: 15 ARMOR CLASS: 16 BASE ATTACK: +1
CONSTITUTION: 13 FORTITUDE SAVE : +3 CMB: +1 INTELLIGENCE: 14 REFLEX SAVE: +6 CMD: 13
WISDOM: 12 WILL SAVE: +2 INITIATIVE: +2 CHARISMA: 16
SKILL RANKS: FEATS/TRAITS/ABILITIES
Acrobatics - 2 Child of the Streets
Bluff - 1 Armor Proficiency (Light)
Craft (Armor) - 2 Resiliant
Diplomacy - 1 Rouge Weapon Proficiencies
Disable Device - 2 Simple Weapon Proficiency
Disguise - 1 Toughness
Intimidate - 1 Weapon Finesse
Knowledge (Dungeoneering) - 1 Change Shape
Knowledge (Local) - 1 Regional: (Questrel): +2 Perception
Linguistics - 1 Regional: (Questrel): +2 Sense Motive
Perception - 2 Evasion
Sense Motive - 1 Kitsune Magic
Sleight of Hand - 2 Low-Light Vision
Stealth - 2 Sneak Attack: 1d6
EQUIPMENT:
10x Obsidian Daggers
Masterwork Thieves Tools
Mithral Chain Shirt
Masterwork Rapier
Daredevil Boots
Cloak of Resistance +1
NAME: Namsuri CLASS: Rouge (Kitsune Trickster)/2 RACE: Kitsune DIETY: Dionysus
AGE: 17 HEIGHT: 5' 8" WEIGHT: 150 lbs ALIGNMENT: TN
ATTRIBUTES:
STRENGTH: 10 HIT POINTS: 20 SPEED: 30ft (6sq.)
DEXTERITY: 15 ARMOR CLASS: 16 BASE ATTACK: +1
CONSTITUTION: 13 FORTITUDE SAVE : +3 CMB: +1 INTELLIGENCE: 14 REFLEX SAVE: +6 CMD: 13
WISDOM: 12 WILL SAVE: +2 INITIATIVE: +2 CHARISMA: 16
SKILL RANKS: FEATS/TRAITS/ABILITIES
Acrobatics - 2 Child of the Streets
Bluff - 1 Armor Proficiency (Light)
Craft (Armor) - 2 Resiliant
Diplomacy - 1 Rouge Weapon Proficiencies
Disable Device - 2 Simple Weapon Proficiency
Disguise - 1 Toughness
Intimidate - 1 Weapon Finesse
Knowledge (Dungeoneering) - 1 Change Shape
Knowledge (Local) - 1 Regional: (Questrel): +2 Perception
Linguistics - 1 Regional: (Questrel): +2 Sense Motive
Perception - 2 Evasion
Sense Motive - 1 Kitsune Magic
Sleight of Hand - 2 Low-Light Vision
Stealth - 2 Sneak Attack: 1d6
EQUIPMENT:
10x Obsidian Daggers
Masterwork Thieves Tools
Mithral Chain Shirt
Masterwork Rapier
Daredevil Boots
Cloak of Resistance +1
Raistlin the Wizard
The Third of the Characters playing in the current campaign.
NAME: Raistlin CLASS: Wizard/2 RACE: Human DIETY: Solinari
AGE: 18 HEIGHT: 5' 3" WEIGHT: 140 lbs ALIGNMENT: TN
ATTRIBUTES:
STRENGTH: 7 HIT POINTS: 6 SPEED: 30ft (6sq.)
DEXTERITY: 16 ARMOR CLASS: 13 BASE ATTACK: +1
CONSTITUTION: 5 FORTITUDE SAVE : -3 CMB: -1 INTELLIGENCE: 22 REFLEX SAVE: +3 CMD: 12
WISDOM: 13 WILL SAVE: +4 INITIATIVE: +3 CHARISMA: 8
SKILL RANKS: FEATS/TRAITS/ABILITIES
Appraise - 2 Child of the Streets
Knowledge (Arcana) - 2 Dangerously Curious
Knowledge (Dungeoneering) - 2 Magical Aptitude
Knowledge (History) - 2 Scribe Scroll
Knowledge (Nature) - 1 Spell Penetration
Knowledge (Planes) - 1 Wizard Weapon Proficiencies
Knowledge (Religion) - 2 Arcane Bond (1/Day)
Linguistics - 2 Hand of the Apprentice (9/Day)
Sleight of Hand - 2 Regional: (Tower of Wizardry): +2 Knowledge (Arcana)
Spellcraft - 2 Regional: (Tower of Wizardry): +2 on Concentration Checks
Use Magic Device - 2
EQUIPMENT: SPELLBOOK:
Quarterstaff All 0-Level Spells
Extend Meta-Magic Rod (Lesser) Magic Missile
Ring Charm Person
Mage Armor
NAME: Raistlin CLASS: Wizard/2 RACE: Human DIETY: Solinari
AGE: 18 HEIGHT: 5' 3" WEIGHT: 140 lbs ALIGNMENT: TN
ATTRIBUTES:
STRENGTH: 7 HIT POINTS: 6 SPEED: 30ft (6sq.)
DEXTERITY: 16 ARMOR CLASS: 13 BASE ATTACK: +1
CONSTITUTION: 5 FORTITUDE SAVE : -3 CMB: -1 INTELLIGENCE: 22 REFLEX SAVE: +3 CMD: 12
WISDOM: 13 WILL SAVE: +4 INITIATIVE: +3 CHARISMA: 8
SKILL RANKS: FEATS/TRAITS/ABILITIES
Appraise - 2 Child of the Streets
Knowledge (Arcana) - 2 Dangerously Curious
Knowledge (Dungeoneering) - 2 Magical Aptitude
Knowledge (History) - 2 Scribe Scroll
Knowledge (Nature) - 1 Spell Penetration
Knowledge (Planes) - 1 Wizard Weapon Proficiencies
Knowledge (Religion) - 2 Arcane Bond (1/Day)
Linguistics - 2 Hand of the Apprentice (9/Day)
Sleight of Hand - 2 Regional: (Tower of Wizardry): +2 Knowledge (Arcana)
Spellcraft - 2 Regional: (Tower of Wizardry): +2 on Concentration Checks
Use Magic Device - 2
EQUIPMENT: SPELLBOOK:
Quarterstaff All 0-Level Spells
Extend Meta-Magic Rod (Lesser) Magic Missile
Ring Charm Person
Mage Armor
Tuesday, November 20, 2012
Eraser's Tales of Being a Player #2
When I was in college I got back into the role-playing scene. I through some random chance joined up with a group that was starting up a new game. It was only my second game ever, and after Shadowrun I had very little, and I mean no, experience with any other systems. But I was told that the system that we were using was really easy to learn. So I built a character. Special Agent John Smith, FBI. One of the other player's character was going to be my partner. It already sounded awesome. So we got together about 10 minutes before the game, and I asked him....."So what do you know about Call of Cthulhu?"
That's right, they had me, and now that they had me I was gonna get the crash course in going insane.
--For those who don't know. Call of Cthulhu is a gaming system where you can pretty much count on a total party wipe by the end of each session. The entire party might not all be dead, but between death, insanity and demonic possession, your entire party WILL be out of commission--
So my partner and I begin the game driving into town. We were passing through with a prisoner that we were transferring cross country. Don't ask me why we were doing it in a car. It was supposed to be some big secret. But we were stopping for the night in this quaint, and by quaint I mean tiny, little town in Arizona. We put the criminal in the local lock up at the Sheriff's office/clinic and then hit the local diner for dinner. During the meal, the Sheriff bursts in and asks us for help with a domestic disturbance, he thought that it was connected to a string of disappearances. Well, although it was not in our jurisdiction, they were helping us out by detaining our transfer, so we decided to throw them a bone. So we are following the Sheriff's cruiser down the road toward the house. When we arrive it was a scene of absolute carnage. Blood and gore everywhere, it looked like at least 2 people had been killed, and maybe more just judging from all the blood. All of a sudden the Sheriff's deputy yells out that he found a kid locked in the basement. As my partner and myself made our way back downstairs, we found a guy making a break for one of the cars in the driveway, covered in blood. I burst out the door yelling for my partner to follow me. We hit the front yard just as he was recklessly backing out of the driveway. I pulled my service piece and took a few potshots at the tires, but while shooting I was already moving towards our car. I was across the hood and in the driver's seat as my partner was throwing himself in on the other side, and as the passenger door slammed shut I was slinging the car into drive and spewing gravel as we took of after him. It was rough driving after him down the old country roads, and if it wasn't for some amazing driving rolls we probably would have flipped the car. As it was my partner was hanging half out the window trying to line up a shot. We were coming up to a T-intersection, and he yelled for me to to swing the car so he could get a shot through the drivers window. I gunned it and as the assailant made the turn we took the inside track, my partner took the shot as soon as we turned and the driver's window came into his line of sight. A double tap and it was over, as the driver put the car into a ditch. Not a moment too soon either, as I was driving in opposite traffic and had to make one last drive check to avoid the oncoming semi that was bearing down on us. Pulling off to the side of the road, we made our way back to the assailants car. He was most definately dead. As we were pulling him out of the car, we heard a noise from the trunk. We opened it to find a small boy who was bound and gagged, by seemed no worse for the wear from the car going into the ditch. As we got him out of the trunk and untied him he screamed as he saw the man on the ground. Well we brought the body, and the boy back into town, where we found out that the kid in the basement was the sister of the boy that we found in the car, and both of them were the children of the man we had shot in the car, and the women who was found in the house. With all of the blood on him, and with a blood-stained murder weapon having been next to him on the passenger seat, it was a pretty open and shut case. Well we bring the body to the clinic/sherif's office to be put on ice until the county coroner could get there and pronounce, then we got cleaned up, filed the neccessary papers, and then went back over to the diner for some coffee. Little did we know that our night was just starting...
... After getting our coffee the Sheriff came in and joined us, we all got some food, and we talked about what all was going on. We all agreed that it was really weird, and that we should probably grab the EMT that lived in town, and see if she would be willing to do an autopsy. Sure, it wasn't by the book, but we needed answers, there were 4 other missing people to worry about. Myself and my partner went down to get the body out of the freezer and onto the table while the Sheriff waited for the EMT to show up. As we walked down the back steps of the clinic/Sheriff's office towards the "morgue"/lab, we heard crashing noises coming from inside. Both drawing weapons we advanced to the door. I went to open it, my partner ready to enter first. As I put my hand on the door however, it swung open, with enough force to send me crashing back into the wall. My partner stepped up and fired 3 times before i heard a meaty thump, and then a scream. Coming back to my senses after momentarily being stunned, I saw my partner bleeding from a neck wound, and a terrible humanoid creature standing above him. My gun having been knocked out of my hand, but my partner's life being in danger i did the only thing I could, and before it noticed me I swung my double-balled fists into the side of its head. Completely unaware it seemed momentarily stunned itself, giving me time to grab my partner's fallen weapon. At point blank range I unloaded the rest of the clip into the creature's back, center mass. It stumbled forward, and I thought that it would land on my partner, but instead it stumbled into a run, faster certainly then any Olympic sprinter could have ever hoped for, and it was all I could do to reload and spray another clip towards it as it made its way out into the desert night. Forgoing the chase to aid my wounded partner. We called in a med-evac, and had him stabilized by the time it arrived an hour later. I would have gone with him, but I still had a job to do, remembering that, I went to go check on our prisoner. With everything else that had been going on, and with her being behind bars she was the least of our worries, but when I walked back into the holding area, she was gone, and the cell she had been in was sporting a rather large hole in it's back wall. Knowing that she couldn't have done it without help, I was about to go get the Sheriff and organize a manhunt before she got too far away. As I was walking back out into the office proper however I heard a scream. The EMT, the Sheriff, my prisoner and the 2 children were all in the office, and there was some sort of silvery orb trying to get through the doorway. Pulling my piece, I immediately went about trying to stop its advance, and the Sheriff, finally getting over the initial shock, added a deep thump of a shotgun to the tirade. We yelled for the kids to get back in the hall behind us. The EMT and the Sheriff's Deputy, both having found weapons, added to the mass of fire that we were directing at the orb, but it was seemingly having no effect. It was as the orb crossed the threshold that the boy screamed in the hall behind us. I turned and being the closest one ran into the hall. I saw the boy screaming, and now the sister as well as hands and arms were stretching out towards him from the window of the clinic door. Grabbing the boy and starting him toward the door and yelled for the others. "Sheriff, get everyone out the back and into the ambulance, you can drive into Tucson and bring back reinforcements." One by one the EMT, the Sheriff, My prisoner and the Deputy made it down the hall and out the door, the Sheriff having been wounded had given the shotgun to the EMT, who was holding the door and waiting for me. "Agent Smith we have to go" she yelled as the orb began making its way down the hall. I was about to turn and run when the door to the clinic burst open, and the woman and the man from earlier shambled out. They were to close to the door, and if someone didn't do something they would get to the ambulance before it could get away. I yelled for the EMT to run as I pulled my partner's piece and started firing both guns down the hall. It seemed to be working momentarily, and the shamblers appearance had seemed to halt the orb as well. It was at that point that my partner's weapon misfired and pretty much exploded in my hand. As the fire momentarily stopped the two shamblers closed on me, and while I was stunned I was NOT moving back towards the door. The EMT tried to be a hero, she had waited for me instead of running and as soon as I went down she tried firing the shotgun down the hall. But being unfamiliar with the weapon it was no good, and after the first stray shot the weapon jammed before she could rack another cartridge into the chamber. The shotgun blast having brought my awareness back to the forefront I yelled again for her to run as I started firing from the ground trying to get up. It was no good as the first shambler fell on top of me even as I put 3 rounds in its chest. I heard the door slam, and I knew the EMT was gone, now I was just fighting for my life, knowing that the others would get away gave me a sense of accomplishment, and joy, but it was overpowered by the fact that......I WANTED TO LIVE. Fighting off the shambler as best I could, he continued to trying to tear at my eyes and neck. Finally getting my gun against the side of his head I pulled the trigger and watched as the brain splattered against the wall. As I tried to heave him off of me and run though the second shambler fell onto me as well. Having a bit of an advantage as the body of the first shambler partially blocked me from the second, a fought and clawed and finally got my gun up under the second shamblers throat, crowing in victory, a pulled the trigger, and as I heard the first dry click of the hammer striking nothing but an empty firing chamber, I felt the shambler's claws tear into my throat, and then I felt nothing at all.......
Pretty good idea of what the hallway looked like....creepy right?
Picture by
Ralphy-Leone, Deviant Art
Yes, for those of you who read my 1st Tale, it is sadly my trope that I am the schmuck that dies so that the rest of the party may live. Unlike Shadowrun however, this has far more significance in Call of Cthulhu because if anyone gets away in Call of Cthulhu it is basically considered a win. This session however was fraught with argument as we argued with the GM that my pistol should not have been out of ammo. The players and I were making the argument that an FBI agent would have the maximum number of bullets in a weapon. A full magazine and one in the chamber. She made the excuse that because I never claimed that I was loading my weapon that way, that it doesn't matter what an agent would "usually" do. Well as usually happens with arguing with the GM, the GM won the argument. However it did teach all of the players. myself included. Always be specific when the GM/DM asks you a question. Even something as simple as how you are loading a weapon.
Well there you have it folks, keep reading, the next of Eraser's Tales of Being a Player will be another fun one, I guarantee it...
That's right, they had me, and now that they had me I was gonna get the crash course in going insane.
--For those who don't know. Call of Cthulhu is a gaming system where you can pretty much count on a total party wipe by the end of each session. The entire party might not all be dead, but between death, insanity and demonic possession, your entire party WILL be out of commission--
So my partner and I begin the game driving into town. We were passing through with a prisoner that we were transferring cross country. Don't ask me why we were doing it in a car. It was supposed to be some big secret. But we were stopping for the night in this quaint, and by quaint I mean tiny, little town in Arizona. We put the criminal in the local lock up at the Sheriff's office/clinic and then hit the local diner for dinner. During the meal, the Sheriff bursts in and asks us for help with a domestic disturbance, he thought that it was connected to a string of disappearances. Well, although it was not in our jurisdiction, they were helping us out by detaining our transfer, so we decided to throw them a bone. So we are following the Sheriff's cruiser down the road toward the house. When we arrive it was a scene of absolute carnage. Blood and gore everywhere, it looked like at least 2 people had been killed, and maybe more just judging from all the blood. All of a sudden the Sheriff's deputy yells out that he found a kid locked in the basement. As my partner and myself made our way back downstairs, we found a guy making a break for one of the cars in the driveway, covered in blood. I burst out the door yelling for my partner to follow me. We hit the front yard just as he was recklessly backing out of the driveway. I pulled my service piece and took a few potshots at the tires, but while shooting I was already moving towards our car. I was across the hood and in the driver's seat as my partner was throwing himself in on the other side, and as the passenger door slammed shut I was slinging the car into drive and spewing gravel as we took of after him. It was rough driving after him down the old country roads, and if it wasn't for some amazing driving rolls we probably would have flipped the car. As it was my partner was hanging half out the window trying to line up a shot. We were coming up to a T-intersection, and he yelled for me to to swing the car so he could get a shot through the drivers window. I gunned it and as the assailant made the turn we took the inside track, my partner took the shot as soon as we turned and the driver's window came into his line of sight. A double tap and it was over, as the driver put the car into a ditch. Not a moment too soon either, as I was driving in opposite traffic and had to make one last drive check to avoid the oncoming semi that was bearing down on us. Pulling off to the side of the road, we made our way back to the assailants car. He was most definately dead. As we were pulling him out of the car, we heard a noise from the trunk. We opened it to find a small boy who was bound and gagged, by seemed no worse for the wear from the car going into the ditch. As we got him out of the trunk and untied him he screamed as he saw the man on the ground. Well we brought the body, and the boy back into town, where we found out that the kid in the basement was the sister of the boy that we found in the car, and both of them were the children of the man we had shot in the car, and the women who was found in the house. With all of the blood on him, and with a blood-stained murder weapon having been next to him on the passenger seat, it was a pretty open and shut case. Well we bring the body to the clinic/sherif's office to be put on ice until the county coroner could get there and pronounce, then we got cleaned up, filed the neccessary papers, and then went back over to the diner for some coffee. Little did we know that our night was just starting...
... After getting our coffee the Sheriff came in and joined us, we all got some food, and we talked about what all was going on. We all agreed that it was really weird, and that we should probably grab the EMT that lived in town, and see if she would be willing to do an autopsy. Sure, it wasn't by the book, but we needed answers, there were 4 other missing people to worry about. Myself and my partner went down to get the body out of the freezer and onto the table while the Sheriff waited for the EMT to show up. As we walked down the back steps of the clinic/Sheriff's office towards the "morgue"/lab, we heard crashing noises coming from inside. Both drawing weapons we advanced to the door. I went to open it, my partner ready to enter first. As I put my hand on the door however, it swung open, with enough force to send me crashing back into the wall. My partner stepped up and fired 3 times before i heard a meaty thump, and then a scream. Coming back to my senses after momentarily being stunned, I saw my partner bleeding from a neck wound, and a terrible humanoid creature standing above him. My gun having been knocked out of my hand, but my partner's life being in danger i did the only thing I could, and before it noticed me I swung my double-balled fists into the side of its head. Completely unaware it seemed momentarily stunned itself, giving me time to grab my partner's fallen weapon. At point blank range I unloaded the rest of the clip into the creature's back, center mass. It stumbled forward, and I thought that it would land on my partner, but instead it stumbled into a run, faster certainly then any Olympic sprinter could have ever hoped for, and it was all I could do to reload and spray another clip towards it as it made its way out into the desert night. Forgoing the chase to aid my wounded partner. We called in a med-evac, and had him stabilized by the time it arrived an hour later. I would have gone with him, but I still had a job to do, remembering that, I went to go check on our prisoner. With everything else that had been going on, and with her being behind bars she was the least of our worries, but when I walked back into the holding area, she was gone, and the cell she had been in was sporting a rather large hole in it's back wall. Knowing that she couldn't have done it without help, I was about to go get the Sheriff and organize a manhunt before she got too far away. As I was walking back out into the office proper however I heard a scream. The EMT, the Sheriff, my prisoner and the 2 children were all in the office, and there was some sort of silvery orb trying to get through the doorway. Pulling my piece, I immediately went about trying to stop its advance, and the Sheriff, finally getting over the initial shock, added a deep thump of a shotgun to the tirade. We yelled for the kids to get back in the hall behind us. The EMT and the Sheriff's Deputy, both having found weapons, added to the mass of fire that we were directing at the orb, but it was seemingly having no effect. It was as the orb crossed the threshold that the boy screamed in the hall behind us. I turned and being the closest one ran into the hall. I saw the boy screaming, and now the sister as well as hands and arms were stretching out towards him from the window of the clinic door. Grabbing the boy and starting him toward the door and yelled for the others. "Sheriff, get everyone out the back and into the ambulance, you can drive into Tucson and bring back reinforcements." One by one the EMT, the Sheriff, My prisoner and the Deputy made it down the hall and out the door, the Sheriff having been wounded had given the shotgun to the EMT, who was holding the door and waiting for me. "Agent Smith we have to go" she yelled as the orb began making its way down the hall. I was about to turn and run when the door to the clinic burst open, and the woman and the man from earlier shambled out. They were to close to the door, and if someone didn't do something they would get to the ambulance before it could get away. I yelled for the EMT to run as I pulled my partner's piece and started firing both guns down the hall. It seemed to be working momentarily, and the shamblers appearance had seemed to halt the orb as well. It was at that point that my partner's weapon misfired and pretty much exploded in my hand. As the fire momentarily stopped the two shamblers closed on me, and while I was stunned I was NOT moving back towards the door. The EMT tried to be a hero, she had waited for me instead of running and as soon as I went down she tried firing the shotgun down the hall. But being unfamiliar with the weapon it was no good, and after the first stray shot the weapon jammed before she could rack another cartridge into the chamber. The shotgun blast having brought my awareness back to the forefront I yelled again for her to run as I started firing from the ground trying to get up. It was no good as the first shambler fell on top of me even as I put 3 rounds in its chest. I heard the door slam, and I knew the EMT was gone, now I was just fighting for my life, knowing that the others would get away gave me a sense of accomplishment, and joy, but it was overpowered by the fact that......I WANTED TO LIVE. Fighting off the shambler as best I could, he continued to trying to tear at my eyes and neck. Finally getting my gun against the side of his head I pulled the trigger and watched as the brain splattered against the wall. As I tried to heave him off of me and run though the second shambler fell onto me as well. Having a bit of an advantage as the body of the first shambler partially blocked me from the second, a fought and clawed and finally got my gun up under the second shamblers throat, crowing in victory, a pulled the trigger, and as I heard the first dry click of the hammer striking nothing but an empty firing chamber, I felt the shambler's claws tear into my throat, and then I felt nothing at all.......
Pretty good idea of what the hallway looked like....creepy right?
Picture by
Ralphy-Leone, Deviant Art
Yes, for those of you who read my 1st Tale, it is sadly my trope that I am the schmuck that dies so that the rest of the party may live. Unlike Shadowrun however, this has far more significance in Call of Cthulhu because if anyone gets away in Call of Cthulhu it is basically considered a win. This session however was fraught with argument as we argued with the GM that my pistol should not have been out of ammo. The players and I were making the argument that an FBI agent would have the maximum number of bullets in a weapon. A full magazine and one in the chamber. She made the excuse that because I never claimed that I was loading my weapon that way, that it doesn't matter what an agent would "usually" do. Well as usually happens with arguing with the GM, the GM won the argument. However it did teach all of the players. myself included. Always be specific when the GM/DM asks you a question. Even something as simple as how you are loading a weapon.
Friday, November 16, 2012
The Machageer
Here is the second of the groups Character Sheets
NAME: The Machageer CLASS: Cleric(Undead Lord)/2 RACE: Human DIETY: Malfea
AGE: 37 HEIGHT: 6' 4" WEIGHT: 189 lbs ALIGNMENT: LE
ATTRIBUTES:
STRENGTH: 14 HIT POINTS: 14 SPEED: 20ft (4sq.)
DEXTERITY: 8 ARMOR CLASS: 17 BASE ATTACK: +1
CONSTITUTION: 10 FORTITUDE SAVE : +3 CMB: +3
INTELLIGENCE: 10 REFLEX SAVE: -1 CMD: 11
WISDOM: 18 WILL SAVE: +7 INITIATIVE: +5
CHARISMA: 15
SKILL RANKS: FEATS/TRAITS/ABILITIES
Bluff - 1 Command Undead
Diplomacy - 1 Selective Channeling
Perception - 2 Spell Focus (Necromancy)
Seollcraft - 2 Aura (Evil)
Death Domain (Undead)
Negative Energy Channeling
Corpse Companion
Death's Kiss (7/day)
Fast Talker
Underbridge Dweller
Regional (Outpost) +2 Bluff
Regional (Outpost) +2 Perception
EQUIPMENT: SPELLS PREPARED:
Greatsword 1 - Cause Fear (3/day)
Masterwork Morningsta 1 - Doom
Masterwork Heavy Steel Shield 1 - Sanctuary
Masterwork Agile Breastplate 1 - Ray of Sickening
0 -Stabilize
0 - Detect Magic
0 - Create Water
0 - Guidence
NAME: The Machageer CLASS: Cleric(Undead Lord)/2 RACE: Human DIETY: Malfea
AGE: 37 HEIGHT: 6' 4" WEIGHT: 189 lbs ALIGNMENT: LE
ATTRIBUTES:
STRENGTH: 14 HIT POINTS: 14 SPEED: 20ft (4sq.)
DEXTERITY: 8 ARMOR CLASS: 17 BASE ATTACK: +1
CONSTITUTION: 10 FORTITUDE SAVE : +3 CMB: +3
INTELLIGENCE: 10 REFLEX SAVE: -1 CMD: 11
WISDOM: 18 WILL SAVE: +7 INITIATIVE: +5
CHARISMA: 15
SKILL RANKS: FEATS/TRAITS/ABILITIES
Bluff - 1 Command Undead
Diplomacy - 1 Selective Channeling
Perception - 2 Spell Focus (Necromancy)
Seollcraft - 2 Aura (Evil)
Death Domain (Undead)
Negative Energy Channeling
Corpse Companion
Death's Kiss (7/day)
Fast Talker
Underbridge Dweller
Regional (Outpost) +2 Bluff
Regional (Outpost) +2 Perception
EQUIPMENT: SPELLS PREPARED:
Greatsword 1 - Cause Fear (3/day)
Masterwork Morningsta 1 - Doom
Masterwork Heavy Steel Shield 1 - Sanctuary
Masterwork Agile Breastplate 1 - Ray of Sickening
0 -Stabilize
0 - Detect Magic
0 - Create Water
0 - Guidence
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