Friday, November 14, 2008

Realms Character: Rusk

Dunmore's Horde
Though Rusk doesn't have a name for it, other than his name for the various branches with pay homage to Tempus (and were mostly refined by Lieutenant General Wildwood), others (especially the Netheril) have come to call his small army "Dunmore's Horde." It began when Rusk received a sign from his god that great conflict would be found in the great desert of Anauroch, and led him to a portal that went from the city of Waterdeep to the Fallen Giant's Rift in the desert. Rusk quickly found a tribe of Bedine battling Netheril forces, and he joined the Bedine in driving them off. He rode with that tribe for several weeks (months?), becoming a respected combat leader in their eyes, before deciding it was time to begin construction on his fortress.

Rusk quickly decided that the Empire of Netheril would provide good fodder for many battles, and that it was a force of evil akin to the Spider Queen's Drow that needed to be wiped out. To that end, he began gathering forces to his banner. With his Bedine allies, he began ambushing Zhentil caravans through the desert, for supplies and men. His earliest recruit was a cleric of Cyric who had begun having doubts about his faith and his life of evil, in whom Rusk found a soul ready for conversion. This cleric became a cleric of Tempus, and began helping Rusk build his temple in the mountains of Anauroch. With the help of this cleric, and his own martial might, Rusk managed to turn a force of two Sternhelms and 15 Stalwarts from the Zhentarim, forming the core of his standing army. He also rescued a bard who began to serve as his chamberlain when he wasn't at the base. With these men, and the help of his god, Rusk created a temple and a barracks, and began construction on the walls that would encircle his fortress.

His seat of power secured, Rusk began leading small bands out of Anauroch and into the Silver Marches and the Dalelands, launching raids against orc tribes as his father once did. During this time, he recruited several half-orcs from those tribes, including a pair of barbarians, a fighter, a rogue and a sorcerer. He viewed this as similar to what his father had done for him, taking a lawless raider out of orcish upbringing and teaching them the ways of Tempus. Rusk also went to the outpost where his father had raised him and recruited two of their half-orc higher-ups, a powerful barbarian and an intelligent, learned wizard. In many ways, these displaced half-orcs are what he considers the core of his new clan. This has caused some friction between them and some of the original troops who flocked to his banner, notably the Zhentarim.

His new clan caused him to build a clanhall, and his wizard counseled him to build a wizard's tower as well. His fortress was growing, as was his reputation, especially with his ventures into the outside world. A bandit lord from the Dalelands made his way to Anauroch, promising his own bandit forces (100 men strong) to Rusk's banner. With the dangers presented by the Netheril, Rusk eagerly accepted the bandit lord's fealty.

Rusk is a war leader, but not a king, and he has no desire to be a king. He spent a great deal of time away from his fortress, leading raids on the Netheril, Zhentil caravans and other dangers in the deserts. His loyal half-orcs, as well as messages from his god, clued him in that the bandit lord was trying to arrange a coup, turning the army to his own purposes. Most of the resources that Rusk was bringing in, instead of being put to the construction of the fortress or tithed to Tempus, were being sent to the bandit lord's own coffers. Rusk put the bandit lord to the sword, and drove out any man who wouldn't swear an oath of loyalty to Tempus and to Rusk.

Some time later, another would-be king found Rusk. An elvish lord who had been cast out from the High Forest for scheming to overthrow one of the councilors there, this elf had heard of Rusk by way of his counselor, Aerys Wildwood, and he brought his cleric, his rangers, his spies, his wizards and his archers to Rusk's service. It wasn't long before the treachery of his elvish lord, who hoped to use Rusk's forces to overthrow his rival in the High Forest, became clear to Rusk as well. In fact, Aerys Wildwood became Rusk's ally, helping him to see the elvish lord's deception, and Rusk executed this elvish lord in a trial by combat. The elves became the core of his intelligence branch, overseen by the pragmatic spymaster. The rangers joined the half-orc who had been the bandit lord's scout and who had become Rusk's blood-brother and member of his new clan, and they became the core of a new scout and hunting force. The cleric, of Corellon, converted reluctantly over to Tempus, and became the assistant to the former cleric of Cyric.

In Aerys Wildwood and her protege Lineer Girant, Rusk found what he needed. Not a would-be king, but an administrator, someone who married her intelligence to Rusk's ambition to turn his undisciplined horde into something more resembling an army. Aerys helped Rusk formalize the branches of his new force, providing everyone with more codified ranks and a change of command, and began to organize the non-battle side of having a fortress. Unknown to Rusk, Aerys had not happened upon him by chance. She is a Harper agent, as is Lineer, and she had heard of the half-orc chieftain battling the Netheril in the Anauroch wastes. The idea of guiding this force ever so slightly into a battle not for the sake of battle, but for the sake of containing the Netheril's evils, lead her to shift her plans to prevent the evil ambitions of the elvish lord she had been "serving." She thought she might have a similar job with Rusk, but after meeting him, she has realized that his wildness and bestial nature bely a basic good intent, and she is loyal to him, even if her first loyalties remain with the Harpers.

The final component of Rusk's warband came when Tempus sent holy warriors to his cause. A group of over a dozen men, all clerics of Tempus (save one paladin), had received a sign that they were to come and help Rusk in his noble cause. They became the core of his new Holy Order, absorbing his two clerical converts into their order and becoming the spiritual advisers to the entire camp.

Leadership Score 27

LEADERSHIP
General Rusk Dunmore

Lieutenant General Aerys Wildwood (his cohort)
(Needs feats, equipment, spells and bonus spells)
Female Elven Bard 10/Ranger 2/Harper 5 (CL 14)
Chaotic Good
Strength 10
Dexterity 17
Constitution 14
Intelligence 18
Wisdom 14
Charisma 18

AC 13 (without armor)
HP 113
BAB +12/+7/+2
Fort +7 (+10)
Ref +11 (+14)
Will +11 (+14)

Skills:
Bluff (Cha) +7
Concentration (Con) +7
Diplomacy (Cha) +20 (+2)
Disguise (Cha) +9
Gather Information (Cha) +20
Hide (Dex) +11
Knowledge (local) (Silver Marches) (Int) +9
(history) (Int) +9
(religion) (Int) +9
Listen (Wis) +13
Move Silently (Dex) +11
Perform (Cha) +20
Ride (Dex) +2
Sense Motive (Wis) +15 (+2)
Spot (Wis) +5
Survival (Wis) +8
Tumble (Dex) +10

Racial Abilities: Immunity to magic sleep effects, +2 racial saving throw bonus against enchantment spells or effects, low-light vision, +2 racial bonus on Listen, Search, and Spot checks.

Class Abilities: Favored Enemy (Evil Outsider), Wild Empathy, Combat Style (Archery), Bardic Music (10/day), Bardic/Harper Knowledge (+21), Countersong, Fascinate (4 creatures), Inspire Courage +2, Inspire Competence, Suggestion (DC 19), Inspire Greatness, Deneir's Eye (+3 sacred bonus on saves vs. glyphs, runes and symbols), Lliira's Heart (+2 sacred bonus on saves vs. compulsion/fear effects), Tymora's Smile (+2 luck bonus on one saving throw/day, after die is rolled), Lurue's Voice (Speak with animals (CL 5) 3/day), Mystra's Boon (+2 sacred bonus on all saves vs. spells)

Weapon Proficiencies: simple weapons, martial weapons, whip, light armor, shields

Feat Abilities: +2 on Fort/Will saves vs. death effects, energy drain and ability drain (Strong Soul)

Feats: Negotiator, Rapid Shot, Strong Soul, Track, Weapon Finesse, 3 others

Spells: (Per Day/Known) (+ bonus spells)
0 - 4/6
1 - 3/4
2 - 3/4
3 - 3/4
4 - 3/4
5 - 1/3

Languages: Common, Elven, Orc, Chondathan, Netherese, Gnoll

Major Lineer Gerant (Her protege) Male Elven Bard 2/Rogue 1

HOLY ORDER OF TEMPUS (Religion)
Some time after he killed the elven lord, a group of pilgrims sent by Tempus came to his banner to help with his organization.
Colonel Belaver Stormhand (Human Cleric of Tempus 5)
Captain Human Paladin 4
Captain Human Cleric 3
Lieutenant Human Cleric 3 - (Former Zhentil Cleric of Cyric)
Sergeant Human Cleric of Tempus 2 (Field Chaplain)
Sergeant Elven Cleric of Tempus 2 (formerly Corellon, from Elven Lord)
(10) 1st level Clerics of Tempus

FIST OF TEMPUS (Military)
*The majority comes from a human bandit lord who tried to turn Rusk's growing army into a bandit raiding party for his own wealth - Rusk figured out that he was sending the tithes away for his own good, and took his head off
Colonel Kevrrak (Half-Orc Barbarian 5) (Recruited from Shadowdale, from his father's outpost)
Captain Half-Orc Fighter 3 - Master at Arms (Survivor of Orc tribe raid)
Sergeant Elven Fighter 2 - Archery Commander (From Elvish Lord)
Sternhelm Human Fighter 2 - Drill Sergeant, Zhentil Sternhelm
Sergeant Half-Orc Barbarian 2 (Field Commander, Survivor of Orc tribe raid)
Sergeant Half-Orc Barbarian 2 (Field Commander, Survivor of Orc tribe raid)
30 Bedine Cavalry (Fighter 1)
30 Elven Archers (Warrior 1)
1 Zhentil Sternhelm (Fighter 1)
12 Zhentil Stalwarts (Warrior 1)
3 Bandit Corporals (Fighter 1)
27 Bandit Privates (Warrior 1)
5 Specialty Troops (Fighter 1)

GRASP OF TEMPUS (Scouts/Hunters)
Colonel Graven (Half-Orc Ranger 4/Bloodhound 2 (Complete Adventurer) (Was Bandit Lord's scout)
Captain Elven Ranger 4 - Bounty Hunter's second (Elvish Lord's scout)
Lieutenant Half-Elf Ranger 3 - Bounty Hunter's operative (Elvish Lord)
Lieutenant Human Ranger 2 - Bounty Hunter's operative (Bandit Lord)

EYES OF TEMPUS (Intelligence)
After the bandit king was killed, a disgraced elven lord wanted to use Rusk's organization to retake his kingdom, but his adviser (the bard) clued Rusk into the evil goals, and Rusk killed him, many of his followers and recruited the rest. Most of them make up the branch of his intelligence service (which Aerys and Lineer watch very carefully, and they know all of them well), but he also has a cadre of archers and some wizards
Colonel Elven Rogue 5/Spymaster 1 (Complete Adventurer) - Head of Intelligence (Was head of intelligence for elvish lord)
Captain Elven Rogue 3 - Spy (Former Elvish Lord spymaster)
Lieutenant Half-Orc Rogue 2 - Spy/Assassin (Survivor of Orc Tribe raid)
Lieutenant Elven Rogue 2 - Spy (Former Elvish Lord spy)

ARCANE ORDER OF TEMPUS
Made up of the remnants of the wizardly orders of the elvish and human bandit kings, with a combat magician and scribe that Rusk recruited - the Chamberlain also oversees the servants, who are under this organizational umbrella
Captain Human Bard 4 - Chamberlain (Rescued from Zhentil slave caravan)
Lieutenant Half-Orc Wizard 4 - Scribe & Arcane Advisor (Tempus Worshipper)
First Sergeant Half-Orc Sorcerer 2 - Combat Magician
Sergeant Human Wizard 2 - Researcher (from Bandit King)
Sergeant Elven Wizard 3 - Alchemist (from Elvish Lord)
10 Cooks
3 Smiths (Armorer, Blacksmith, Weaponsmith)
4 Grooms
Bowyer/Fletcher

Saturday, November 08, 2008

Great game tonight...

Bakun got hit in the head so hard it took him an entire combat to recover, Finjaq met his nemesis in the flaming dwarves, Brynn exploded a dire wolf's anus, Alaric ran a marathon in the dungeon, Quij found the Belt of Seven Dicks and turned into a Total Badass, we subjugated Toerag the Torture God to our own use, and we even managed to achieve part of our mission along the way.

I say chalk one up for the Circle of Love.

Thursday, October 30, 2008

Don't forget to update

The Epic Level Handbook was published for 3.0. Don't forget to check out the 3.5 update to the product (along with other updates) here.

Also, there's a crapload of errata for the ELH.

Wednesday, October 29, 2008

oooh, idea!

y'all might have seen this:



when i posted it on the other blog.

if they're cheap as they say they'll be, i'll probably get one anyway, BUT...imagine if it had a character sheet application!!! DUUUUUDE!!!

ok, smart people, get to work!

Monday, October 27, 2008

No Cthulhu

Too many people out. Rethinking Realms, too.

I miss gaming

I really miss having a Friday game with you guys to look forward to each week. Am I the only one? 'Cause damn, it seems like gaming is the exception rather than the rule. I know there's lots of good reasons-- illness, family, job, etc. Would moving to another day help? I thought adding another game "track" would help but I haven't seen much interest in that either.

Thursday, October 16, 2008

Proposal for Dual-Track Gaming

If I get back into GMing then I get to play more often! So I'm proposing a two-track schedule for Friday games:
GM Randy Ben
10/17 4E (Group A) Moping
10/24 cancelled Moping
10/31 Trick-or-treating Moping
11/7 4E (Group A) Moping
11/14 4E (Group B) playing
11/21 4E (Group A) Realms chars
11/28 Eating leftovers Moping
12/5 - Epic Realms
12/12 4E (Group A) Moping
12/19 - Epic Realms
12/26 playing with presents Moping

Saturday, October 11, 2008

Game Schedule - October through December

October 17th - D&D 4e Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
October 19th - Star Wars RPG
October 24th - D&D 4e Keep on the Shadowfell (Chris, Jason J., Ben, Dave L., Paul)
October 31st - Halloween - Gaming Off

November 2nd - Star Wars RPG
November 7th - D&D 4e Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
November 14th - D&D 4e Keep on the Shadowfell (Chris, Jason J., Ben, Dave L., Paul)
November 16th - Star Wars RPG
November 21st - D&D 4e Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
November 28th - Thanksgiving - Memoir 44 and other games at Randy's place

December 5th - Epic Forgotten Realms (Chris, Jason J., Ben, Dave L., Paul)
December 7th - Star Wars RPG (If we're not already finished)
December 12th - D&D Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
December 19th - Epic Forgotten Realms (Chris, Jason J., Ben, Dave L., Paul)
December 26th - Boxing Day - Gaming Off

Tentative schedule for the rest of the year. I know holidays always mess with scheduling, so we're definitely very tentative at this point. But as usual, everybody chime in and let me know what your schedule looks like, and I'll adjust from there.

Friday, October 10, 2008

These look like much better power cards

Plus he includes the source.

http://www.enworld.org/forum/4351249-post718.html

Sunday, October 05, 2008

Star Wars PC: Kan'nar Strull

Player: Jason Murphy

Duros Scoundrel 5

Str 10
Dex 16
Con 10
Int 16
Wis 12
Cha 16

Fort: 12
Ref: 19
Will: 10

HP: 33
Speed: 6
Initiative: 3
Perception: 6
Base Attack: 3
Force Points: 7
Destiny Points: 1

Attacks: (need a little help here)
+3 melee (1d8+2, mace)
+6 ranged (3d8+2, blaster pistol, heavy)

Skills:
Acrobatics
Climb
Deception +10
Endurance
Gather Information +5
Initiative
Jump
Mechanics
Perception +5
Persuasion +10
Pilot +5
Ride
Stealth +5
Survival
Swim
Treat Injury
Use Computer +5
Use the Force

Feats:
Weapon Proficiency (Pistols)
Weapon Proficiency (Simple Weapons)
Expert Pilot (?)
Point Blank Shot
Vehicular Combat
Precise Shot
Skill Focus (Persuasion)
Skill Focus (Deception)

Talents:
Knack
Sneak Attack
Dastardly Strike

Languages:
Durese
Basic
Binary
High Galactic
Shriiwook

Equipment:
Mace
Heavy Blaster Pistol
Combat Jumpsuit
Toolkit
Medpac x 2
Cape (just because)

Homeworld: Duro

History:
Kan'nar was a legitimate businessman. He owned more shipping routes than he could count and an entire armada of freighters. Working his way up from the bottom, he was well on his way to being known as a galactic tycoon, with a personality as big as his nascent empire. Then the Trade Federation upped their taxes and Kan'nar's wealth and business quickly eroded. Dodging these blockades, Kan'nar honed his skills of diplomacy, deception, and outright stealth. He fell quickly and easily into the lifestyle of a pirate and before long, his income was almost wholly comprised of credits gleaned from smuggling refugees and weapons during the Clone Wars. He became something of a war profiteer, charging extraordinarily high prices to diplomats fleeing the war. One such mission lead him to Kashyyyk, where he encountered Quinlan Vos freeing a camp of Wookies from Trandoshan slavers. Inspired by Vos's actions, he turned his resources to helping the defenseless escape war-torn planets, and began helping Vos by flying covert missions for his black ops team.

Wednesday, October 01, 2008

Star Wars PC: Greeahnkk

Player: Dave F.

Wookiee Scout 5

Str 18
Dex 15
Con 12
Int 12
Wis 12
Cha 9

Fort: 17
Ref: 19
Will: 15

HP: 40
Speed: 8
Initiative: 4
Perception: 7
Base Attack: 3
Force Points: 7
Destiny Points: 1

Attacks:
+7 melee (2d10, vibro-ax)
+5 ranged (3d10, bowcaster)

Skills: (* = trained)
Acrobatics +2
Climb +9*
Deception -1
Endurance +1
Gather Information -1
Initiative +2
Jump +9*
Mechanics +1
Perception +5*
Persuasion -1
Pilot +2
Ride +2
Stealth +7*
Survival +5*
Swim +4
Treat Injury +5*
Use Computer +1
Use the Force -1

Feats:
Weapon Proficiency (Pistols)
Weapon Proficiency (Rifles)
Weapon Proficiency (Simple Weapons)
Weapon Proficiency (Exotic Weapon: Bowcast)
Weapon Proficiency (Advanced Melee Weapons)
Running Attack

Talents:
Long Stride
Surefooted
Improved Stealth

Languages:
Shyriiwook (only spoken language)
Basic
Rodian

Equipment:
Vibro-Ax
Bowcaster
Quiver of 10 bowcaster quarrels
Shamanic Wookiee Poncho (flavor text!)

Homeworld: Kashyyyk

History: While most Wookiees grow a shaggy coat of brown fur, Greeahnkk was born with an unusual jet-black coat. Unlike the even rarer albino Wookiees, however, Greeahnkk was not shunned for his odd appearance – only teased mercilessly. In combination with his short stature (six feet tall being somewhat laughable by Wookiee standards) his unusual coloration led him to avoid socialization in his youth. Instead, he sought out the gloom of the dangerous lower foliage of the forests of Kashyyyk – sometimes called the Shadowlands, for the sun's light ends far before it reaches the surface. There his coloration was an asset, and he learned to use the shadows to slip swiftly away from predators.

Greeahnkk's only close friend as he grew to maturity was a healer named Huhrak. Huhrak had lost a leg escaping Trandoshan slavers and could no longer scour the forests for the rare plants he needed for his remedies. He turned to Greeahnkk to be his forager, in turn teaching the young Wookiee how to set broken bones, neutralize poisons and make a healing poultice. This effectively became Greeahnkk's job and he gained a reputation for his speed and daring. He warded off predators with his ryyk blade and harried Trandoshan raiders with volleys of bowcaster bolts that seemed to fly from the shadows.

Despite the fact that Greeahnkk had earned a measure of respect from the elders of his forest, he was rarely comfortable around his peers and could never seem to secure a mate. Frustration over this led him to take on his missions with a reckless abandon. This was his state of mind when the Clone Wars spilled over onto Kashyyyk and Separatist forces occupied the planet in hopes of securing the nearby hyperspace routes. Greeahnkk worked alongside Clone troopers as a scout and advised them on how best to use the terrain against Separatist spider droids, snail tanks and the ubiquitous battle droids. They accepted him without a second thought for his unusual features and he grew sympathetic to the Republic. He saw the conflict in Wookiee terms: the Republic as a sort of ultimate familial clan, the Separatists as corrupt schemers looking to tear the family apart for their own gain.

As a follow-up to actions on Kashyyyk, Greeahnkk recently took his first voyage off-world as one of many Wookiees invited aboard an orbiting Venator Class Star Destroyer to meet with Jedi commanders having trouble with Separatist forces on wilderness planets similar to Kashyyyk. On the return journey, Greeahnkk was contacted by a Rodian pilot who explained that he worked as part of a network of talented specialists under the command of the Jedi, Quinlan Vos. He invited Greeahnkk to lend his skills to the network and, when Greeahnkk returned to Kashyyyk and consulted Huhrak, the old Wookiee encouraged him to accept the offer. Huhrak claimed he had dreamt of Greeahnkk leaving Kashyyyk for greater glory among the stars. Whether he spoke with sincerity or simply felt Greeahnkk needed to expand his horizons remains unknown.

What is known is that Greeahnkk has accepted Vos's call and set out for his hidden sanctuary. His equipment is minimal, but he wears a necklace of battle droid fingers to show his allegiance and sports a shamanic poncho sewn by Huhrak, its inset pockets made to carry healing herbs. Slung over his back is his battered, but trusty bowcaster and a newly purchased vibro-ax to replace his traditional ryyk blade.

Greeahnkk is a capable wilderness scout with an eye for danger and the sense to use stealth when necessary. He is exceptionally fast for a Wookiee, darting from hiding to strike at his targets, then just as quickly returning to the shadows. In a pinch he can also serve as a medic, though his version of a medpack tends to be an altogether smellier, more primitive affair than the galactic standard.

Star Wars PC: Eennu Xiraj

Player: D3

Togruta Scoundrel 5

Str 12
Dex 18
Con 8
Int 14
Wis 12
Cha 14

Fort: 14
Ref: 21
Will: 17

HP: 26
Speed: 6
Initiative: 4
Perception: 6
Base Attack: 3
Force Points: 7
Destiny Points: 1

Attacks:
+4 melee (1d4+3, fist)
+7 ranged (3d6+2/2d6+2 stun, blaster pistol)

Skills: (* = trained)
Acrobatics +4
Climb +1
Deception +2
Endurance -1
Gather Information +12*
Initiative +4
Jump +1
Mechanics +12*
Perception +6*
Persuasion +7*
Pilot +4
Ride +4
Stealth +9*
Survival +1
Swim +1
Treat Injury +1
Use Computer +7*
Use the Force +2

Feats:
Point Blank Shot
Precise Shot
Skill Focus (Gather Information)
Skill Focus (Mechanics)
Weapon Proficiency (Pistol)
Weapon Proficiency (Simple)

Talents:
Fool's Luck
Knack
Security Slicer

Racial Abilities:
Pack Hunter
Sneaky
Spatial Awareness

Languages:
Basic
Wookie
Huttese
Togruti

Equipment:
Com-link, short range
Audiorecorder
Videorecorder
(2) liquid cable (15m each)
Concealed Holster
Blaster Pistol w/powerpack
Glow Rod
45 credits

Homeworld: Nar Shaddaa

History: Eennu Xiraj was sold into slavery as a child on Nar Shaddaa and never knew his parents. After being rescued by a Republic law enforcement agent during a raid, he was taken in by the agent and raised as the agent's own son. Marshal Semaj Nodrog's compassion is all that kept the toddler, Eennu, from falling prey to the streets of Nar Shadaa.

Marshal Semaj Nodrog had been stationed by the Republic to Nar Shadaa to recruit a local militia tasked with cleaning up the cesspool that is Nar Shadaa. An optimistic and naive do-gooder, Semaj was brutally slain by his own team who had been taking bribes and doing enforcement work for a local slave trader. Now in his late teen years, Eennu swore an oath to bring the men responsible to justice, and he formed his own team to bring law and order to Nar Shadaa. He received official Republic approval but no funding for the project.

Eennu discovered that the slave trader (a local Hutt boss) that was responsible for his own slavery had been the same that had his father figure killed. As naive as his father, he was framed by his own team for collaborating with Separatists before actually uncovering the Hutt's identity. Eennu had to go into hiding as he was now officially a criminal and wanted by the Republic.

After five years of fighting against the slave trade and corruption on Nar Shadaa as a fugitive from the officially sanctioned dirty cops that he had recruited himself, Eennu saw his big chance to redeem his name by uncovering a Sith plot and bringing in Quinlan Vos, who he had mistakenly thought to be working with the Sith.

After some very tense confusion, Vos explained the true nature of his mission to Eennu. He helped Vos with some important local intelligence gathering vital to the Jedi's mission, and the two earned each other's trust. Vos then recruited him for some sort of covert ops team in return for the Jedi's promise that after his term serving with the covert ops team, Quinlan Vos himself would do everything in his power to clear Eennu's name and acquire the resources needed to complete the mission he had inherited from his father... bringing law and order to Nar Shaddaa.

Tuesday, September 30, 2008

Star Wars PC: Lan Cai Terek

Player: Nick

Human Jedi 4/Scoundrel 1

Str 14
Dex 12
Con 12
Int 14
Wis 10
Cha 16

Fort: 17
Ref: 18
Will: 19

HP: 63
Speed: 6
Initiative: 16
Perception: 7
Base Attack: 4
Force Points: 7
Destiny Points: 1

Attacks:
+8 melee (2d8+4, lightsaber)
+7 melee (1d6+4, martial arts)
+5 ranged (3d8+2/2d8+2 stun, heavy blaster pistol)

Skills: (* = trained)
Acrobatics +8*
Climb +4
Deception +5
Endurance +3
Gather Information +5
Initiative +3
Jump +4
Mechanics +9*
Perception +7*
Persuasion +10*
Pilot +3
Ride +3
Stealth +3
Survival +2
Swim +4
Treat Injury +2
Use Computer +4
Use the Force +15*

Feats:
Force Sensitivity
Weapon Proficiency (Lightsabers)
Weapon Proficiency (Simple Weapon)
Weapon Focus (Lightsaber)
Martial Arts I
Force Training
Weapon Proficiency (Pistols)

Talents:
Weapon Specialist (lightsaber)
Deflect
Personalized Modifications

Force Powers:
Force Slam

Languages:
Basic
Binary
Wookie

Equipment:
Lightsaber
DT-57 "Annhiliator" heavy blaster pistol
Com Link (short)
Tool Kit
Power Pack x2
Hip Holster

Homeworld: Rion

History: Lan Cai Terek's life-path took an abrupt turn when Jedi Knight, Kadrian Sey, appeared on his homeworld Rion, a once tropical paradise, at the behest of the Jedi Council. Lan's life to that point had been typical of any Rionian, he learned his father's trade, helped his family in any way that he could, and in his free time he muddled around with anything mechanical that he could get his hands on. Before Master Sey had come to his world, he had only heard tall tales about the Jedi and their tremendous amounts of power. Though her true motives for being on his homeworld were completely unknown to Lan, he took a liking to her immediately and began following her. Seeing something in Lan, Master Sey after a time began teaching him the ways of the force, strengthening his mind and abilities. To say that Lan was amazed at the opportunity to become such a fierce and noble warrior would be an understatement. He took to it immediately and became quite skilled, especially with a lightsaber.

And then the war came, and with it brought the likes of Count Dooku to Rion. Once there, Dooku swayed Master Sey to his own cause, turning her against everything and everyone that she had called friend, including young Lan. Enraged, Lan gave into fear and hate, vowing vengeance against Count Dooku and his former Master. With revenge at the forefront of his mind, he fled Rion, hopping from planet to planet for a year or so. He worked along side many people during this year, namely a Wookie that heldd the same level of contempt for the Sepratists and Droid Armies that he did. Hearing a rumor of Kadrian Sey's appearance on the planet Columex, Lan broke all contact with his Wookie compatriot and made haste for the planet's surface.

Instead of finding revenge though, Lan found himself face to face with another Jedi and his young Padawan. Whether it was a ruse on the Jedi's part or sheer luck or destiny, Lan never found out. His anger unchecked though, Lan lashed out at this pair and though formidable, was ultimately defeated. Sensing the Dark Side at play within him, the Jedi brought him back to the Jedi Temple on Coruscant so he could be brought before the Jedi Council. Beaten and beside himself, he told the Council everything that had happened. Much deliberation took place but it was decided that Lan was a risk not only to himself but to others if he was allowed to continue down his path. Therefore he was assigned a new Master, this time being paired with the Jedi Knight Aayla Secura, as she had some understanding of the things that Lan had gone through.

So it was that he trained with her and fought by her side during several battles during the beginning of the Clone Wars, though he had a hard time keeping his anger and need for revenge in check. With that in mind, and the feeling that if he continued to have dealings with the Jedi and Count Dooku's forces he would ultimately crack under the pressure, he left the Jedi Order after a time. With some shame at not being the kind of person that he had always wanted to be, Lan fell back on his ability to manipulate mechanical devices, offering his services to whomever was handing out enough credits to survive on. In his heart he wanted to be a Jedi, but like his Masters taught him, while there was hate there was always a path to the Dark Side. He had to live with that.

Star Wars PC: Quinn Dawnrunner

Player: Casey

Male Human Jedi 5

Str 10
Dex 17
Con 12
Int 11
Wis 14
Cha 14

Fort: 17
Ref: 19
Will: 18

HP: 74
Speed: 6
Initiative: 16
Perception: 9
Base Attack: 5
Force Points: 7
Destiny Points: 1

Attacks:
+8 melee (2d8, lightsaber (green)

Skills:
Acrobatics +5
Endurance +3
Initiative +16/5*
Jump +2
Mechanics +2
Perception +16/4*
Pilot +10
Use the Force +14

Feats:
Force Sensitivity
Force Training (x2)
Skill Focus (Use the Force)
Strong in the Force
Weapon Finesse
Weapon Proficiency (Lightsaber)
Weapon Proficiency (Simple)

Talents:
Deflect
Force Intuition
Force Perception

Force Powers:
Force Thrust
Mind Trick
Move Object
Rebuke
Surge
Vital Transfer

Languages:
Basic

Equipment:
Lightsaber
Comlink (short range)
Aquata breather

Homeworld: Corellia

History: Quinn was tested at a young age just like all children for force sensitivity. Ki-Adi-Mundi administered the test and was surprised how strong the force was in the future pupil. He was a good student during his training as a youngling. He developed his skill with a lightsaber early on and was poised to become a great combatant. He felt a different calling and started down the path of the Jedi Guardian. His first master as a Jedi Padawan was Master Windu. Quinn's current Master is Quin'lan Voss as Master Windu moved him under his guidance.

Tuesday, September 02, 2008

Game Schedule - September through October

September 5th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
September 12th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
September 19th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
September 26th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)

October 3rd - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
October 5th - Star Wars RPG First Session (Dave F., Dave M., Nick, Jason M., Casey)
October 10th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
October 17th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
October 24th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
October 31st - Halloween - Gaming Off

Tentative schedule for September and October. Jamie and Joe might be out for the 19th, we should know for sure this Friday. Other than that, everybody chime in and let me know what your October schedule looks like, and I'll adjust from there.

Wednesday, July 30, 2008

Game Schedule - August through September

August 1st - Boardgames
August 8th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
August 15th - D&D 4e Group B (Chris, Ben, Dave L., Jason, Steven)
August 22nd - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
August 29th - D&D 4e Group B (Ben, Jason, Dave L., Steven - Chris out)

September 5th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
September 12th - D&D 4e Group B (Chris, Jason, Ben, Dave L., Paul, Steven)
September 19th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
September 26th - D&D 4e Group B (Chris, Jason, Ben, Dave L., Paul, Steven)

The latest revision to the plan: Two groups. One (Group A) is the group that is currently playing D&D Keep on the Shadowfell, and consists of Dave, Dan, Max, Joe and Jamie. We'll try to meet twice a month, as long as everybody's schedules align.

Group B is the modified Wandering Wolves group, consisting of Ben, Chris, Dave Lamplugh, Jason, Paul and Steven, one of the owners of Epoch Coffee, who Chris indicated might be interested. This group will continue D&D Keep on the Shadowfell, with Steven bringing in a new character to join. This group will also meet twice a month, in theory. Sometimes it might be only four people, sometimes it'll be six, ideally it'll be five more often than not. But this seems like a good way of hedging our bets, with everybody's crazy schedule, and playing twice a month.

Wednesday, July 02, 2008

Wednesday, June 25, 2008

Anyone played this?

http://www.boardgamegeek.com/game/15987



Maybe for board game night, possibly?

Monday, June 23, 2008

Power Cards!

Just so you all know, a full set of cool, useful power cards is available for download in PDF format here. These will make keeping track of your encounter and daily powers in 4E much simpler.

Wednesday, June 11, 2008

Hello all

This is Max signing in — I'll be getting together with Dan tomorrow to work on character creation, so I'll be ready to go on Friday. Thanks again for making room at the table!
hey Jason,
Any word on the pirates character sheets.
I can easily create my character again the next time we
play.
Dave

Tuesday, June 10, 2008

hello gaming blog

it's dirty dave here, signing on to the blog. Should I be working on character creation? I've been perusing the live char sheets Randy linked. greek and latin editions....oh well, I'll keep in touch...
it will become clear.

Monday, June 09, 2008

Welcome 4th Ed magic changes

Got to thinking as I was (failing to) fall asleep last night — did they fix counterspells in 4th Ed.? Why, yes, they did. At least, I couldn't find them in the wizard pages in the PHB. I assume they're history. They'd be better handled as Interrupt Actions anyway; maybe there's a power or class feature somewhere that adds it, or will be.

Another massive change: identify is dead! Long live identify. Man, that's such a welcome change. Now you just need a short rest to inspect the object. Well done!

Sunday, June 08, 2008

Game Schedule - June - August

June 13th - D&D 4e (Dave F., Dan, Max, Joe & Jamie)
June 20th - Wandering Wolves: Lure of the Ancient Spells
June 27th - D&D 4e (Paul, Chris, Jason, Ben, Dave L.)

July 4th - Gaming Off
July 11th - D&D 4e (Paul (?), Chris, Jason, Ben, Randy, Dave L.)
July 18th - D&D 4e (Dave F., Dan, Max, Joe & Jamie)
July 25th - Game off, San Diego Con

August 1st - Boardgames (Chris, Ben, Dave L.)
August 8th - D&D 4e (Dave F., Dan, Max, Joe & Jamie)
August 15th - ?? Who's available, and what do we want to play?
August 22nd - D&D 4e (Dave F., Dan, Max, Joe & Jamie)
August 29th - D&D 4e (Paul, Chris, Jason, Ben, Dave L.)

OK, here's a tentative and modified schedule for the summer. The D&D group with Dan, Dave, Jamie & Joe will probably aim for second week, but we'll also probably just schedule by availability at the end of each session.

The rest of it is all down to availability. Paul, let me know what your schedule looks like... if you can make a different week, we'll move D&D 4e around to accommodate, since it'll more than likely be a once-a-month game it should be easy enough to get everybody there for it. Other than that, I am hoping to play a Traveller game (and I know Jason is ready to run one) and maybe after August I'll have time to read up on the Warhammer 40K rules and adventures that I've got and get one of those ready, for anyone who wants to play.

As usual, chime in the comments with availability that you know of.

D&D 4th Edition Character-Building

There are two D&D 4th Edition groups using this blog, but both are games I'm running, so there are the same basic house rules and such.

1. We're using the standard array, as described on page 17 of the PHB 4th Edition.

2. I'm open to someone playing a Warforged, using the article just posted on the D&D Insider site. Not expecting anyone to, or even particularly encouraging, but if you want to, I'm open to it.

3. Characters must be Good, Unaligned or Lawful Good. No evil characters.

4. First session will probably involve finishing up (or building from scratch) characters, but if folks want to build their characters during the ensuing weeks and bring them to the game for GM approval/any fine-tuning, that's cool and will help get the game session going sooner. To that end:

Group 1 (Joe & Jamie R., Dan G., Dave F.) - Currently we have a Defender (Dan's Human Paladin)... so there's room for just about anything. Ideally, someone would be a Leader (Warlord or Cleric), a Striker (Ranger, Rogue or Warlock) and a Controller (Wizard) for a completely balanced party, but you can probably get by without any given role... I'd just recommend not building a party of entirely fighters and paladins, etc. Any questions, feel free to email me. And update in the comments if you decide on a general character idea. Also, we're one person short of a five-person group... not a big deal, but we might add one more person to the group before we start. As for time, is 7 PM a time to aim for with you guys? That'd let us get a good four or five hours of gaming in before midnight, if that cutoff time is acceptable to everyone.

Group 2 (Dave L., Chris, Ben, Jason, Paul) - Currently we have a Leader (Ben's Dragonborn Warlord) and, if Jason decides he wants to stick with him, a Controller (Eladrin Wizard). So you guys need a Striker (Ranger, Rogue or Warlock) and a Defender (Paladin or Fighter), and then you can double up on any particular role. If anyone has particular leanings, post them in the comments. Chris and Dave, if you guys want to do character creation with me sometime in the next couple weeks, let me know... it shouldn't take more than an hour or so.

Saturday, May 24, 2008

Remembrances of the Ice Battle

Not the first time an epic battle has been inspired by a well-painted miniature, and surely not the last. Here, Matay of the Harosh clan charges atop his mastodon mount, accompanied by his pet winter wolf. When Matay fell, he fell hard.

Below, not exactly Xydryk's finest moment. Floating sixty feet in the air, a spell misfired and surrounded him with a stinking cloud. Aereni do not effluviate, the annoyed wizard thought to himself — then spent the next thirty seconds in agonizing nausea.

Of course, things weren't going so well for Xydryk's stalwart companions, either; Lysander, for example, has just discovered that six mirror images of himself don't help much in the face of a charging ten-foot-wide pachyderm. And Brand will shortly make a very surprising discovery regarding the giant on the right... sadly, in an extremely painful way.


Friday, May 16, 2008

Calendar Now Less Sucky

I made the Google calendar at right public, so that you don't have to be signed in to see events. Now with 20% less suck.

Thursday, May 08, 2008

D&D 4th Edition Teases

There's a preview column up at the Wizards site for May.

A little more than a quarter of the way down the page, past the teases for Keep on the Frostfell (the adventure we'll be playing, btw, so nobody buy it!) there's a link to all the teases they've done before on tiers, weapons, classes, etc. Just below that, in the Monster Manual section, there's a .zip file with the three page entry for Orcs.

If all the monsters get this kind of treatment, the new monster manual is going to kick ass. I was very pleased with what I saw.

Friday, May 02, 2008

Game Schedule - May - July

May 2nd - Free Comic Book Day on Saturday - Game off
May 9th - Board Game Night (Chris, Randy, Jason, anybody else?)
May 16th - Pirates o/t Spanish Main (Ben, Randy, Chris, Jason, Dirty Dave)
May 23rd - Wandering Wolves: Lure of the Ancient Spells (Paul, Ben, Chris, Jason, Randy --- Nate?)
May 30th - Pirates o/t Spanish Main (Randy, Chris, Jason, Dirty Dave)

June 6th - Boardgames - Randy, Jason, Ben in? (Chris, Paul out)
June 13th - D&D 4e (Dave F., Dan, Nick, Randy, Joe & Jamie)
June 20th - Wandering Wolves: Lure of the Ancient Spells
June 27th - D&D 4th Edition character-building? (Paul, Chris, Jason, Matt, Ben, Randy group)

July 4th - Traveller? - (Paul out)
July 11th - D&D 4e (Dave F., Dan, Nick, Randy, Joe & Jamie)
July 18th - Traveller? - (Paul out)
July 25th - Game off, San Diego Con

All of this has become rather tentative, but hopefully we'll be able to get schedules worked out and games run on a more regular basis soon. It occurs to me that maybe we ought to move to a biweekly schedule, but given that everybody's week off never seems to coincide, that might cause more problems than it solves.

At any rate, I've modified the May schedule according to availability. It looks like Ben might only get to play one Pirates session (if it's a three-session adventure), and I think Paul, since he'd be out for two of them and doesn't know where his character is at any rate, decided to pass on Pirates this time as well. I have done a bit more planning on Wolves, and I'm now pretty sure it'll take only two sessions to finish, but I want to make sure everybody (save Nate, who is bowing out for a while) can make it for both.

The June and July schedules are more exercises in speculation, and I'd love to hear from you guys about schedule conflicts you know about so we can plan this better.

I'm thinking of doing a once-a-month 4th edition game for the guys at the shop, which *might* be the second week of each month. So I've blocked that out, but that could change to a different week. I'm thinking of running the same adventure series in 4th ed for our group, since everybody seemed interested. That would also allow me to get twice as much out of my prep time.

I'd like to have someone else alternate a campaign at the same time, so that I could have some time to prep Eyes of the Lich Queen for a return in late July or early August, probably after San Diego Con. Jason, anything you're wanting to run? I'd love to play any number of games, including a Traveller game (if you wind up liking the new rules), more Savage Worlds/pulp, or anything else you might fancy running. I'd also love to *play* D&D 4th Edition as opposed to just running it.

And of course I have ideas for a Deadland game, a Star Wars RPG, a return to Spycraft, Warhammer 40K and more... but I don't know when on Earth I'll have time to prep/run them. Warhammer 40K Inquisitors is most likely, since I actually have adventures for that one that I could get ready, but I'm not sure what the interest is in that game.

I'm also not against setting aside a week each month for board games and such. I do own a game store, after all, and see a regularly large number of boardgames I'd love to buy and try out.

Wandering Wolves: Lure of the Ancient Spells (1)

Dravago 16 - Dravago 17

Part One - Action at the Auction House
After a somewhat eventful stay in Stormreach, the next quest for the Wandering Wolves began at an auction held at Von Ruthvek's Splendors of the South Antiquities Boutique on the evening of Dravago 16.

Using the disguises that they had adopted for all of their time in Stormreach, the Wandering Wolves approached Von Ruthvek's boutique as the sun began to fall. They were asked to surrender any weapons, and asked if they wanted to bank any money to bid on the auctions. Lysander gave a small sum to a House Kundarak dwarf, who immediately placed it in a secure carriage that shortly carried it away with other moneys to a Kundarak bank in Stormreach. In exchange, he was given a wooden paddle with his name on it and a letter of credit for the money.

A sign cautioned "By Order of the Storm Lords, there is no unauthorized magic use inside the walls of Von Ruthvek's Establishment." The security seemed relatively light to Pel and Lysander, a half-dozen members of the Stormreach Guard and a couple Medani sentries, as well as a half-dozen dwarves from House Kundarak. They soon discovered that each auction item was held inside a glass case with a glyph of warding, and that the most valuable items were stored in a Kundarak vault at the back of the shop, which seemed impressively impregnable.

The event was catered by House Ghallanda, who served fine cuisine from all of the Five Nations, as well as a few spicy (and borderline dangerous) treats from Valenar and Q'barra and plenty of Kuryeva, the trademark berry gin of Xen'drik. While they waited for the auction to begin and kept an eye out for Kalibar Jenks, the Wolves mingled with a couple dozen people there for the auction. In terms of folks they knew, they spotted Halas Martain, who was representing the Wayfinder Foundation, but went out of their way not to talk to him. They also spoke with Caius d'Lyrandar, the lieutenant of a Lyrandar wind galleon who turned out to be much more than he appeared.

They also met the guest of honor, Professor Greyare, the only surviving member of the original Yaoteco Venta expedition. He was a man in his early fifties, and was clearly a bit paranoid and unsettled after what he had been through in the wilds of Xen'drik. He was quite friendly with Sithov Nagel, the Aundarian sorcerer who had rescued him, and his standoffish half-orc bodyguard Tellus.

There were a number of bidders there for the auction for Seeker's journal, including Sithov, The Library of Korranberg's gnomish bard Gorenof Vanetos, Lord Dassix d'Cannith and Lady Vanessa d'Cannith, representing different factions of the splintered House of Making, an Aundarian wizard named Weldon Noveq and an art dealer named Melveris that many assumed was a Sea Baron of Lhazaar in disguise. The Wolves had seen Lady Vanessa at Lady Elaydren's wedding, but they didn't speak to her in particular during the auction.

While everyone circulated, Pel and Lysander in particular spread their particular charms around looking for information. They found out details on a number of the bidders, including a private confederation of mages headed by Weldon Noveq, and Pel detected some friction between Sithov and Melveris, but was unable to ferret out any further information.

After about four hours of auction on antiquities from throughout Xen'drik, including a 3-foot tall obsidian statue of Vulkoor, the drow scorpion god, Alexa Von Ruthvek came to the stage and asked the bidders on Seeker's Journal to come forward, while asking the remaining, thinned crowd to be quite while the event of the night took place.

The auction began at 25,000 gp, and began as a contest between Sithov and Melveris, until Weldon and Vannessa d'Cannith joined at about the 60,000 gp mark. Lord Dassix d'Cannith joined in at 75,000 gp, and Gorenof entered at 80,000 gp.

At 95,000 gp, the private mages confederation was outbid, and Weldon left the building. Vanessa d'Cannith, who had outbid him, quickly hit her own limit, however, when Lord Dassix bid 115,000 gold, causing Vanessa to curse and storm out, and causing a bit of a stir amongst the crowd. Alexa Von Ruthvek suggested a small break to calm things down, and when the auction resumed, it was clear that Melveris had also been outbid, as he had slipped away during the break.

With only three bidders remaining, Gorenof picked things up at 120,000 gold, and that was too rich for Sithov Nagel, who graciously excused himself and left with Tellus and Professor Greyare. The crowd had thinned out considerably at this point, down only to those who had won an item in the prior auction and the two bidders remaining in the larger auction.

Lord Dassix and Gorenof exchanged bids one more time, and then Dassix extended his hand to congratulate Gorenof on the winning bid of 130,000 gold. The Library of Korranberg had won the journal and all of Seeker's notes, and would be the ones mounting an expedition to the lost giant city of Yaoteco Venta.

While Alexa Von Ruthvek was settling accounts and making sure everyone got their goods, however, some uninvited guests showed up. A band of drow burst in, taking hostages including an heiress who had won a valuable item and Caius d'Lyrandar. Pel managed to turn invisible before he was noticed, and the rest of the Wolves waited, unwilling to risk the hostages.

The drow demanded that Von Ruthvek open the vault, and when she hesitated, they stabbed the heiress severely wounding her. This was enough to push Von Ruthvek to open the vault, and two of the drow rushed inside. Before anything else could happen, Caius d'Lyrandar did something that provoked his drow guard, who promptly stabbed him and left him on the floor. With the hostages out of the equation, Luggoth went into action, and when he shifted forms, he frightened several of the drow. Pel moved to heal the heiress while remaining invisible, and as the drow and the Wolves jockeyed for position, Brand realized that all they wanted was the idol of their god back. He yelled out to them in drow to take the idol and nothing else and go, and they wouldn't be harmed, and they took him up on the offer.

Pel moved over to try and heal Caius d'Lyrandar, but right before he placed his hands on him, the fallen man transformed into a cloud of mist and flowed through the cracks in the floor.

With the drow gone, Von Ruthvek offered some valuable rings to the Wolves as a token of gratitude. However, the Wolves were hoping for a different form of gratitude, namely a place on the Korranberg Expedition. Gorenof Vanetos was sympathetic, but explained that the decision rested with his superiors, and he would message them and ask for permission, and get in touch with the Wolves in the morning. Since they couldn't use their true identities, they couldn't use their reputation, and thus Gorenof was not optimistic about their chances.

Fortunately, being a part of the auction was not the only way for the Wolves to find their way to Yaoteco Venta and a spell that might cure their old friend William. As they left the auction house, a voice called to them from a nearby alley. He presented himself as a follower of the Traveler, and gave Pel sheafs of paper that were clearly copies of the text in Seeker's journal, before disappearing into the night.

Though lacking the maps and context of the journal, these would provide clues that would lead the Wolves to a Giant laboratory in the jungles that promised to have further clues to Yaoteco Venta.

The next morning, Gorenof came to the Ship's Cat to tell them that the Library had refused him permission to add anyone to the auction. However, he did exchange a song of his with a song of Lysander's, explaining that such a thing would make it easier to find each other, if that turned out to be helpful to either of them later.

Monday, April 21, 2008

Gaming Schedule Up-to-date?

Is the gaming schedule up to date?

April 25th - Pirates o/t Spanish Main (Everyone in) - I thought this was going to be Wolves

May 2nd - Free Comic Book Day on Saturday - Game off - Okie doke
May 9th - Wandering Wolves: Lure of the Ancient Spells Part 9 - I will be in North Carolina
May 16th - Pirates o/t Spanish Main - I'm in
May 23rd - Wandering Wolves: Lure of the Ancient Spells Part 10 - I'm in
May 30th - Pirates o/t Spanish Main - I'm in

Also, I made a Google calendar for the group. Maybe it'll be useful, I dunno. Randy could put it in the sidebar, and then we could manage events with the calendar, including sending reminder emails, reporting attendance status, etc. It's Web 2.0, baby.

Monday, April 14, 2008

What's known about 4 Ed.

Being too (cheap|stubborn|smart|experienced -- take your pick) to spend $40 on the 4 Ed. advertising books, I set out to find out what the internuts know about 4 Ed and came across this PDF. It's a compilation of What Is Known (Or At Least Suspected Upon Good Evidence).

I am cautiously optimistic. Looks like it'll play more like Magic: The Gathering than AD&D. Which is probably good.

Friday, April 11, 2008

Vedim Baldirk

Now that Vedim is my cleric instead of Nate's (muah-hah!), I went over Vedim's character sheet more carefully and ensured all his numbers are correct. The version I play from (and which will always be most up-to-date) is on my character site.

It was tempting to build a new cleric of my very own and somehow 'swap' him/her out for Vedim, but it doesn't make much sense. Plus it might have broken continuity, and I know how strongly you comic book nerds feel about that.

Name: Vedim Baldirk
Race: Dwarf
Class: Cleric 6
Experience: 15,668
Alignment: Neutral
Religion: Onatar
Age: 55 Height: 4' 1" Weight: 155 lbs.

Statistics: STR 13, DEX 11, CON 17, INT 12, WIS 16, CHA 13, BAB +4, Fort +8, Ref +2, Will +8, Init +4, AC 18 (touch 10, flat 18) Move: 20', HP 55, Action Points 8

Skills: Appraise +1, Balance -6, Bluff +1, Climb -5, Concentration +8, Diplomacy +6, Disguise +1, Escape Artist -6, Forgery +1, Gather Information +1, Heal +9, Hide -6, Intimidate +1, Jump -5, Knowledge (Religion) +6, Knowledge (The Planes) +6, Listen +3, Move Silently -6, Ride +1, Search +1, Sense Motive +3, Spot +3, Survival +3, Swim -11, Use Rope +0

Class Abilities: Divine spellcasting [Earth, Fire], Turn Undead

Racial Abilities: Darkvision 60', Stonecunning, Stability, +2 on saves vs. poison, +2 on saves vs. spells and spell-like effects, +1 to attack vs. orcs and goblinoids, +4 dodge to AC vs. giants (ogres/trolls/giants), +2 to appraise vs. stone/metal, +2 craft vs. stone/metal

Weapons/Attacks: +6 (1d8 +2, Warhammer +1), +4 (1d8, Light crossbow)

Turn attempts per day: 4
Turning check: 1d20 + 3 (1 Cha, 2 Knowledge (Religion))
Turning damage: 2d6+7

Spells Prepared (typical):

Level 0 (5/day): Detect Magic x2, Purify Food and Drink, Read Magic, Resistance

Level 1 (4+1/day): Bless, Divine Favor, Sanctuary, Shield of Faith, Burning Hands [Fire]

Level 2 (4+1/day): Bull's Strength, Close Wounds, Quick March, Shield Other, Produce Flame [Fire]

Level 3 (3+1/day): Dispel Magic, Searing Light, Summon Monster III, Stone Shape [Earth]

Equipment:

+1 Warhammer, Light crossbow, 30 bolts, +1 breastplate, +1 chainmail (not worn), light steel shield, +1 amulet of natural armor, infinite scrollcase, Scroll: Eagle's Splendor (3), Scroll: Protection from Evil (3), Potion: Cure Light Wounds (2), Wand of Cure Moderate Wounds (27 charges), cleric's vestments, traveler's outfit, silver holy symbol, waterskin, 50' silk rope, backpack, Flask: Holy Water (2), 14 days trail rations, light horse, 508 gp

Feats: Combat Casting, Improved Initiative, Unquenchable Flame of Life
Languages: Common, Dwarven, Giant

Monday, March 17, 2008

Upcoming Schedule for April & May

March 28th - Eberron: Eyes of the Lich Queen Part Three (Nate out, Ben sub in)

April 4th - Wandering Wolves: Lure of the Ancient Spells Part 8
April 11th - Eberron: Eyes of the Lich Queen Part Four
April 18th - Gaming Off (Paul out, Randy out)
April 25th - Pirates o/t Spanish Main (Everyone in)

May 2nd - Free Comic Book Day on Saturday - Game off
May 9th - Pirates o/t Spanish Main (Ben out)
May 16th - Pirates o/t Spanish Main
May 23rd - Wandering Wolves: Lure of the Ancient Spells
May 30th - Pirates o/t Spanish Main (Ben, Paul both out of town)

OK, here are my thoughts for scheduling starting with next week's session and running through the end of May. Obviously, we've had to reschedule or change things several times, so this is all tentative. But my thought is that we've got about two more sessions before we finish the first chapter of the Eyes of the Lich Queen mega-adventure, after which I'd like to take a short break and let somebody else run something while we finish up the latest Wolves adventure. Then when the Wolves are done, we can start up Lich Queen again. If my calculations are correct (and they probably aren't), it'll take five more parts (including this week's) to finish up the Wolves, and Lure of the Ancient Spells should have a pretty impressively grand finale, if all works out as planned. It should serve as a nice coda for the Wolves so we can rest them for a month or two before coming back.

Jason, if you're up for it, I'd love to return to either Savage Worlds or Pirates on the non-Wolves weeks starting the end of April. Matt, if you want to take a break from gaming or come on in and try Savage Worlds, you're of course welcome. If Jason's amenable, I figure the Savage Worlds group would include familiar faces (me, Chris, Nate) and some new ones (new characters from Matt and/or Ben), since I don't think Dave is looking to join a game again at the moment.

Chime in with thoughts on the schedule.

Tuesday, March 11, 2008

Adventure: Eyes of the Lich Queen Part Two

Barrakas 9-10, YK 998


The Temple of Kha'shazul Part Four - Guardians of the Temple Portico

The band used some minor spells and potions of healing before splitting up to investigate the huts of the Blackscale and Poison Dusk Lizardfolk. While Hamba kept watch, Vedim and Sokol searched the huts of the Poison Dusk Lizardfolk they had just killed and found valuable bags of dragonshards. Meanwhile, Ayrmidon snuck over to the huts where they had previously seen the Blackscales, only to find them now abandoned. He did find some kind of white-furred creature howling inside a wooden cage, but was unable to identify it as it roared and shook the cage whenever he got close enough to try and look through the slats.

Ayrmidon reported back to the others, and they all went back to investigate the cage. Hamba suggested that they should let it out, but as he approached the cage, it began to rock back and forth violently, the howling and roaring growing ever louder, and they all determined that this might be a bad idea.

With no further response to the alarm, it was decided to sneak through the underbrush to get to the temple. As they got closer, the adventurers could see a stepped stone platform underneath a stone roof held up by columns. Patrolling on this portal into the temple they saw two Blackscale Lizardfolk. As they snuck closer, Sokol got his foot caught in a vine and tripped, grabbing hold of a large branch for stability. Unfortunately, the branch bent forward and he lost his balance, causing the branch to swing back and thwack him solidly in the face. The resulting din alerted the Blackscales to the approaching adventurers, and the fight was on!

Hamba pulled down his deathmask and rode forward on Ooni's back as Sokol recovered his balance and launched magic missiles at one of the Blackscales. Meanwhile, Vedim moved forward and cast Bless, although Ayrmidon was out of the effect, just a few meters out of reach and readying his bow for a sneak attack.

Unfortunately, his shot went wide, and announced his presence to the Blackscales. While Hamba engaged one of the Blackscales, the other charged into the jungle at Sokol, who continued to pepper him with magic missiles. Then Hamba became aware of another threat, as a creature that looked like half-dragon, half-centaur (later identified as a dracotaur) emerged from the shadows at the entrance to the temple and spit a fiery glob at him. The glob missed Hamba, but it exploded in a shower of flame and sparks that still singed a few of the dwarf's whiskers.

Ayrmidon fired again at the Blackscale attacking Hamba, but was unable to get a clear shot without endangering Hamba or Ooni. Ooni clawed the Blackscale, but she paid for the attack when the Blackscale delivered a crushing blow to her skull, nearly killing her and forcing Hamba to leap off, putting him in the path of the dracotaur's spear, which slid deep into his side.

The other Blackscale reached Sokol and bit him, causing Sokol to draw his sword while Vedim moved in to flank and hit the large creature in the back with his warhammer, causing it to roar in pain and stumble slightly. Sensing its weakness, Sokol fired a burst of magic missiles point blank and killed it, just as two more Blackscale Lizardfolk came around the other side of the temple to join the fray.

Hamba moved to Ooni's side and bandaged her wounds enough to stop the bleeding, and then he stood astride his mount and roared a challenge, flying into a berserker rage. His roar unsettled the Blackscale attacking him enough to cause it to miss, and Hamba slashed into him with his tangat and killed it.

Vedim left the dead Blackscale at Sokol's feet to rush forward and cast a healing spell that awakened the weakened Ooni. Ayrmidon, having cast an infusion to make his bow the bane of Lizardfolk, fired a sniper shot at the Blackscale reinforcements. It was a solid shot right to the Blackscale's chest, but despite its wounds, the creature kept charging, joining up with the dracotaur to close in on the adventurers.

However, Sokol fired a snowball swarm at the dracotaur and the wounded Blackscale, and while the dracotaur dodged most of the damage, the arcane cold spell was enough to finish off the wounded Blackscale. Sokol paid for his bravery, however, as the dracotaur rushed up and stabbed the spear right through his throat, nearly killing the Karrnathi sorcerer. Vedim responded by firing a burst of searing light at the dracotaur, causing it to growl ferociously and turn in the dwarven cleric's direction.

The last remaining Blackscale launched an unsuccessful attack on Hamba, and took an arrow from Ayrmidon in return, but it did get to slash away at Hamba as he rushed to Sokol's aid, slashing into the dracotaur with his tangat. With the Blackscale so close and her defenders gone, Ooni took this chance to swipe her back claws into the nearby Blackscale, hurting it but not killing it.

The dracotaur stabbed Vedim with its spear while swinging its tail fiercely into Hamba, but Vedim managed to recover enough to bestow a curse of slowing on the dracotaur, which slowed him enough for Hamba to finish off the beast.

Meanwhile, the other Blackscale knocked out Ooni for the second time, but before it could deliver a killing blow, Ayrmidon shot it through the chest and the Blackscale fell to the ground.

Vedim moved to heal Sokol as Hamba drank a potion to heal his wounds, and then the group began checking the bodies of the creatures for weapons and treasure. However, while they were searching the bodies, now located in the jungle, they saw a young black dragon fly up and out of the well at the temple entrance. It flew over the jungle, but didn't see them, and then it flew back down into the well.

Not really prepared to attack a dragon after such a close encounter with the temple defenders, the group returned to their campsite a few hours back into the jungle and rested, with Vedim ministering to the wounded Hamba. When they felt rested enough, they left in the middle of the night to return to the temple.

The Temple of Kha'shazul Part Five - The Cult of Rhashaak

The adventurers were pleased to discover that the guard at the temple entrance hadn't been replaced, and so Ayrmidon scouted the well by tying a rope off and climbing down. He discovered that there was a solid floor about 20 feet down, and determined that it could rotate to open, but that the mechanism was clearly located on the other side.

The others joined Ayrmidon and ventured into the darkened temple. Moving down the central corridor, they spotted a bas-relief of a skeletal dragon in victorious battle against a horde of demons, rising like a swarm of locusts from the caldera of a raging volcano. They also heard some kind of beast growling and snarling in an adjacent chamber, and Ayrmidon snuck in, spotting a Blackscale Lizardfolk in a suite of rooms that clearly served as some kind of dormitories. Just beyond, he could hear another of the creatures yelling at whatever the beast was in Draconic.

Ayrmidon pulled back and the group voted on whether to go down the well or to try to find another way in. While Ayrmidon and Vedim suggested attacking the dragon, Sokol counseled taking care of the Blackscales to avoid any reinforcements showing up during the dragon battle, and his course was determined to be the wisest.

Once again, Ayrmidon was given the role of scout and sneak, and he used a Lizardfolk bane on his rapier before Sokol cast a scroll of invisibility on him and Vedim blessed him with Protection from Evil. Ayrmidon snuck into the chamber near one of the Blackscales as Sokol threw a lighted pebble to get their attention.

Much to the surprise of the adventurers, as Vedim cast spells from his god and moved into the circle of light to draw the Lizardfolk out, they heard the Blackscales calling upon their god, the half-fiendish dragon Rhashaak, and protecting themselves from good before moving in to investigate.

As the other Blackscale emerged from the room, Ayrmidon moved in and stabbed the Blackscale in the dormitory with his rapier, piercing the creature's lung. The Blackscale spun in place and slammed its greatclub into Ayrmidon's chest as the other one charged forward into the circle of light and found itself the focus of a burst of attacks from the rest of the adventurers. Sokol unleashed a magic missile as Hamba charged forward on Ooni. The Blackscale adept ignored these attacks, instead swinging his club into the dwarven cleric of a different god.

Ayrmidon stabbed his opponent again, following through on his momentum from his previous attack, and the Blackscale fell unconscious, breathing shallowly from its perforated lung. Meanwhile, the others fell into combat with the Blackscale adept, which managed to avoid taking any hits other than Sokol's magic missile, but was unable to land any attacks either as a result. Vedim and Sokol finished the Blackscale off with searing light and magic missiles. For his part, Ayrmidon finished off the unconscious Blackscale adept with a stab of his rapier.

As the others took treasure and equipment from the Blackscales, Hamba moved into the next room to discover that it was some kind of sacrifice chamber, with empty cages, another well leading down below and a dire wolverine chained to the wall. Hamba calmed the wolverine enough to search its area, but didn't find anything of note there.

Following the faint sound of chanting, Ayrmidon moved through the central corridor and into another room, where he saw a massive altar, a mural behind it depicting a black dragon perched on an active volcano, the bodies of demons littering the base. The room also featured another circular well, and there were three Blackscale Lizardfolk performing a ritual with incense and chanting. One of them was decked out with a gold-inlaid chausible over his robes, clearly the temple's high priest.

Ayrmidon took this chance to fire his longbow at one of the adepts, but it bounced off the heavy armor underneath his robes, and the battle was joined, as Hamba and Ooni rushed in and Vedim cast Magic Circle Against Evil to protect his allies.

Before the Blackscales could do much to react, Ayrmidon shifted his aim up and fired another arrow, this time hitting the adept in the shoulder and causing a spurt of black blood. Hamba charged into the room as the High Priest cast a spell and vanished.

After failing to command Ooni and Ayrmidon with their spells, the adepts joined in combat with Hamba and Ooni. Hamba and Ooni nearly killed one of the adepts, causing it to back off and drink a potion while the other struck Hamba hard with its greatclub.

Sokol unleashed a web spell on half of the room, trapping both of the adepts in the web, and Ayrmidon dropped his bow and moved in with his rapier to attack the wounded Blackscale and finish him off. Hamba began attacking the other one, and Vedim followed up on Sokol's spell by casting burning hands at the Blackscale, lighting the web on fire.

The adept was able to escape the burning web and rush away, but not before Hamba swung his tangat into his fleeing backside. This adept drank his potion of healing, but he was struck almost immediately by magic missiles from Sokol.

Ayrmidon, Hamba and Ooni moved in to attack the adept while Vedim cast an inhibit spell to prevent him from acting, giving Hamba enough time to move into position and kill the adept with his tangat.

Hamba then ordered Ooni to seek the high priest, and was startled to discover that the high priest was only a few feet away, stuck in the vestry next to the altar and unable to escape invisibly thanks to Vedim and Sokol's flaming webs.

Unfortunately, the high priest had taken advantage of the combat to cast a few spells on himself, and empowered by his god's magic, he moved in and swung his greatclub at both Ooni and Hamba, dealing massive, powerful blows to each of them. Sokol opened up with magic missiles, but discovered that the priest was wearing a brooch of protection, and so he instead began preparing to cast a spell into the well if the black dragon were to emerge during the fight.

As Hamba tumbled back to drink a potion, the high priest swung his greatclub into Vedim's midsection, who stepped back a bit to cast a cure spell on Hamba and a quick wound closure spell on the badly wounded Ooni.

Ayrmidon tumbled in to join the fight as Hamba summoned his rage, and Vedim summoned flame into his hands and launched a spiritual hammer to attack the high priest. Sokol, convinced that the dragon wasn't coming, pulled out his bow and began firing at the high priest.

The group concentrated its attacks on the high priest, suffering severe damage from its greatclub and bites in return. Wounds from Ayrmidon and Hamba began to wear down the priest, but a burst of fire and electricity from Vedim that struck just at the right time staggered him, giving Ayrmidon an opening to finish the Blackscale holy warrior off with his rapier.

Badly battered after this battle, the group took treasure and magic items from the priest and his adepts and again retreated back into the jungle. They spent time healing and resting, and as the morning sun rose over the jungle, they resolved to go back into the Temple of Kha'shazul and seek out the black dragon that had made it his home.

XP: 2688

Saturday, February 16, 2008

Vedim updates

Something was screwy with Vedim's character sheet; although he was 5th-level, he didn't have any of his 3rd-level spells assigned, nor did he have any of the bonus feats he should have had if he had multiclassed into fighter. So before we began playing I finished bringing him up to 5th-level.

In the course of the adventure he gained XP, a wand of cure moderate wounds (31 charges remain), a magical breastplate (as-yet unidentified), and the party treasury is now:

2 Masterwork Composite Longbow, + 2 str bonus
Masterwork Longsword
4500gp worth of draconic jewelry
4 small bags containing a total of 42 dragonshards worth 1d8 gp each.
1 small pouch of gems and dragonshards worth 450gp
1 unidentified potion
1 Masterwork Spear
magic greatclub (unidentified)

Vedim's post-adventure character sheet is available for viewing online.

Friday, February 15, 2008

Ultimate pirate!

So yeah, I found this site -- The Isle of Kev -- while trying to discern the duration of Opalescent Glare:

It has all the D&D books in PDF and HTML, near as I can tell. So, yay for pirates!

Don't miss his "dndreference", either. Kind of like d20srd, but it has non-OGL content.

Ben

Adventure: Eyes of the Lich Queen Part One

Lharvion 24-Barrakas 9, YK 998

The Temple of Kha'shazul Part One - Employment Offer
Having recently completed a job in the area of Sharn, a band of adventurers made their way to the city of spires to seek rest, recreation and hopefully future employment. They didn't have time to enjoy the former, as the latter came seeking them.

The adventurers were a varied lot from the eastern coast of Khorvaire. Their negotiator, the public face of the team, was a Karrnathi sorcerer who had spent some time in the military during the war, a man named Sokol Raaft. Their spiritual adviser and healer was Vedim Baldirk, a dwarven cleric of Onatar, forge god of the Sovereign Host. Their "retrieval specialist" was a Valenar elf without a warband, an artificer and rogue named Ayrmidon Dannelorn. And their muscle consisted of a Talenta halfling named Hamba and his bonded clawfoot dinosaur named Ooni.

While walking through the rain-soaked streets of Sharn in midsummer, Sokol received a message from the gnomes of House Sivis in his head. "Your services are requested. Bring your companions to Kern's Rest and Revelry tomorrow morning to discuss arrangements. Be prepared to travel. A House Sivis service."

Following the prospects of a job, the band showed up at the inn the next morning. They found a quiet, mostly empty hostel jointly operated by House Ghallanda and House Thuranni with multiple performing stages. A lone bard played her lute for the few patrons enjoying breakfast, and a perky young half-elf who had, er, "crossed paths" with Ayrmidon previously spotted them and guided them up the stairs and into a balcony room that overlooked the stage below.

A low table, covered with fruits and pastries, was set against the back wall, and several chairs sat at the balcony's edge. A middle-aged human with dark hair and a neatly-trimmed beard stood near the chairs, watching the musical performance. He turned and offered a slight smile to the adventurers, gesturing to the table. "Please, help yourselves. My name is Sur'kil, and we have business to discuss, which is always more pleasant on a full stomach."

After the adventurers had eaten their fill, Sur'kil explained the nature of the job to them.

"I am what you might call an independent researcher. I have recently uncovered hints and rumors of an ancient site dating back to the so-called Age of Demons. I would like to employ you to investigate this location, and to retrieve a relic that I believe might be there."

"This task is not without some degree of danger, which is why I require the services of individuals such as yourselves. The location, while nominally still in Khorvaire, is somewhat remote, and so I would like to procure your services for a period of at least four weeks. You will have free choice of any treasure found at the site with the exception of the relics I seek, for which you will be rewarded in full. I can offer you each a base fee of 250 gp per week plus travel expenses. I will provide half up front."

Sokol attempted to negotiate a better price, but found that Sur'kil was insistent upon the original asking price. However, he did agree to provide them with a larger cut up front, and gave each of them a pouch of 200 gold. He told them to buy any equipment they might need, and to meet him at the lightning rail in the afternoon.

After going out to buy some basic equipment in Sharn, allowing Ayrmidon time for his wandering eye and wandering hands to retrieve a rich student of Morgrave University of his coin purse, the band joined Sur'kil aboard the lightning rail, and found out that they were bound for the jungles of Q'barra. After three days of travel took them to Korranberg, they boarded the Swiftwind, a chartered House Lyrandar galleon headed for Adderport on the Q'barran coast. During the five days at sea, Sur'kil elaborated on their mission.

"The location you will be surveying is in the jungles of the Q'barran peninsula, to the south of the great volcano of Haka'torvhak. From Adderport, you will have a five-day trek inland to the site of the Temple of Kha'shazul. The temple is your destination and the site of the relics you seek."

"The temple is now used by a tribe of lizardfolk worshipers of some half-fiend dragon god. From what I understand, they demand tribute from other lizardfolk tribes in the region, so I would expect them to be armed and capable. However, the temple and its inhabitants are merely an obstacle."

"I believe the Temple of Kha'shazul hides a deeper secret, one unknown even to the current inhabitants. My research indicates the temple occupies a place where an ancient demon was cast down. Such places were guarded, in legend, by half-dragon beasts. Somewhere beneath that temple, I believe that the crypt of one such ancient creature lies, along with relics of that time. Those relics are what I am paying you to find."

Upon making landfall in Adderport, Sur'kil provided Sokol with a map with landmarks charting a course overland to the Temple of Kha'shazul, as well as a pair of sending stones to contact him once they found the relics, or if they were turning back empty-handed. He also handed them a box with five vials of antitoxin "in case you run into local inhabitants."

The Temple of Kha'shazul Part Two - Into The Jungle
After four days of travel through the jungle, they had their first encounter with the locals, as they came across a band of a half-dozen lizardfolk traveling the same path that they were following, only in the opposite direction. The two groups stared each other down, and Sokol attempted to talk with their obvious leader, who simply said in Common "We no want trouble."

The adventurers noticed that these lizardfolk had obviously been in a recent fight, but attempts to talk with them, even with Ayrmidon translating Sokol's Common into Draconic, ended in a wary peace that saw the two groups going their separate ways.

Another day later, as the trail grew wider, they had a much more intense encounter with local inhabitants. Hamba spotted movement in the jungle and saw a small humanoid, nearly perfectly blended with the vegetation, raising a bow to fire, and pulled down his death mask in response.

Reacting to this, Ayrmidon moved into the jungle, just as the humanoid, a Poison Dusk Lizardfolk, released his arrow and hit Sokol, the poison on the arrow sapping his strength. Another arrow, coming from another Poison Dusk concealed on the other side of the trail, narrowly missed Vedim, who responded by calling forth holy fire into his palm, even as Hamba charged forward aboard Ooni, throwing his boomerang into the jungle to strike the Poison Dusk sniper painfully on the shoulder.

Ayrmidon moved forward, firing off an arrow from his shortbow that caught the other Poison Dusk Lizardfolk solidly in the chest, causing him to let out a pained squeak before firing back and hitting Ayrmidon with his own poisoned arrow. Another surprise came as the leader of the band, another Poison Dusk Lizardfolk, fired another arrow at Sokol, who couldn't spot his attacker but did manage to fire his bow and kill Ayrmidon's target with a shot to the chest.

Hamba and Ooni crashed into the jungle, launching tangat and claw attacks at the Poison Dusk that had first shot at Sokol. Ayrmidon exchanged arrow fire with the leader of the band, hitting him once while the leader's arrow found a target again in Vedim, who was an easier target, out in the open on the trail. The other Poison Dusk dropped his bow and pulled out a length of hollow reed with a rope attached at the end and began spinning it, a low whistle beginning to emanate from the reed. Sokol put a stop to that with a burst of magic missiles that killed the Poison Dusk, and Hamba charged at the remaining Poison Dusk, the leader of the band, who tried to run and almost made it, but for magic missiles and hurled fire from Sokol and Vedim, which hurt him badly enough for Ayrmidon to chase him down and kill him with a shot on the run.

The Temple of Kha'shazul Part Three - The Temple
After two of their members had been poisoned, Sokol distributed Sur'kil's antitoxin, and Vedim administered healing magic to Ayrmidon. The adventurers traveled for a few more hours until, at dusk, the jungle gave way to an open space dominated by a huge stone structure. The Temple of Kha-shazul was a mass of vine-choked granite walls and columns, with two stone domes marking either end of its oblong shape, and a columned portion jutting out from the temple's entrance. Steam billowed from somewhere within the temple, venting through high open windows 20 feet above the ground.

The trail leading up to the temple diverged to the left and right, and rather than explore much further, the adventurers backtracked to a safer place in the jungle to rest for the night and heal their wounds.

In the morning, Hamba and Ayrmidon snuck down one of the trails and found a handful of small mud huts set up around a fire pit at the edge of the temple clearing. The huts looked suitable for halfling-sized creatures, with doorways about 3 feet tall. They noted one Poison Dusk Lizardfolk reclining near the fire, his bow within easy reach, a large toadstool serving as a pincushion for his arrows.

They reported back to the others and made a plan of attack, and then Hamba and Ayrmidon made their way back to launch the ambush. Hamba swung his tangat out from the foliage to slash into the Poison Dusk, surprising it by failing to kill it, as Ayrmidon cast Shield of Faith on his armor and waited to see how Hamba fared.

Another Poison Dusk made itself known inside one of the huts, firing arrow into Hamba's meaty left shoulder, which didn't prevent Hamba from slashing into and killing the Poison Dusk near the fire. Another Poison Dusk emerged from the hut and found himself the target of magic missiles from Sokol and a crossbow bolt from Vedim, as they rushed up to join the battle.

The Poison Dusk grabbed his bow and ran back into one of the huts, as the sound of one of the reed whistles began emerging from another hut.

As one of the Poison Dusk continued to fire arrows at Hamba, drawing his wrath and causing the halfling to charge into his small domicile to do battle, Sokol fired a snowball burst into the hut, narrowly missing Hamba but hitting the two Poison Dusk within. The one that had previously been magic missiled and hit with a crossbow was killed, but the other one, clearly tougher than the others, was merely wounded.

Vedim traded his light crossbow for his warhammer and moved in to attack the Poison Dusk who had sounded the alarm, although he found the hut cramped and difficult to fight in. Ayrmidon, moving in to attack as well, had the same difficulty with the small quarters and caught a longsword slash deep in his arm for his troubles. With little room to maneuver alongside Vedim in the tiny space, Ayrmidon tumbled over to the other hut and began aiding Hamba against the tougher Poison Dusk lieutenant.

The lieutenant put his back to the wall and fired two more arrows, but Hamba's fury shattered his nerve, causing him to miss both shots. Sokol turned and fired an ice dagger at the Poison Dusk battling Vedim, which missed but showered shards of cutting ice on the Poison Dusk nevertheless. Vedim launched burning hands at the surprised Poison Dusk, which responded by biting the dwarf on one of his hands.

Ayrmidon, switching foes again as positions changed, rushed back and dealt a cutting blow to the Poison Dusk, which began looking extremely shaky on his feet, although it did manage to exchange a few dodges and attacks with both Vedim and Ayrmidon before trying to flee and finding its skull smashed in by Vedim's warhammer.

In the other hut, the Poison Dusk lieutenant abandoned his bow and began clawing and biting at Hamba. They exchanged a few glancing blows before the Poison Dusk managed to maneuver Hamba into a bad spot and sink his teeth into the halfling's throat, all the while tearing at his chest and abdomen with his claws. Hamba was forced to retreat slightly and drink a potion of cure light wounds, as Sokol opened up on the lieutenant with magic missiles.

Ayrmidon moved in to attack the lieutenant and the two of them parried and dodged until Hamba, somewhat recovered and very angry, took a nasty swipe with his tangat that nearly disemboweled the Poison Dusk. Sokol finished him with another barrage of magic missiles.

The adventurers quickly searched the bodies, and Ayrmidon took what he knew from experience with the past Poison Dusk to be an amulet of natural armor and hid in the foliage, expecting someone to respond to the alarm.

They didn't have to wait long, as a few seconds later, a pair of massive, blackscaled lizardfolk the size of ogres charged in to attack Hamba and Vedim. Hamba was ready for the charge and slashed at the lead Blackscale Lizardfolk with his tangat twice, once at the creature's legs and then at his throat, and as he fell dead to the ground, Ooni turned her claws on the other one, which fell quickly to a burst of magic missiles from Sokol and a blast of fire from Vedim.

The alarm quieted, the camp pacified and the threat momentarily over, the adventurers took a moment to pause. Should they check the other trail, or head directly to the temple, now that the alarm had most certainly been raised?

XP: 1375

Hit Points Remaining/Other Notes:
(10 hp each for 5 minutes)
Vedim 41 hp, Hamba's 25 hp, Sokol 31 hp, Ayrmidon 17 hp

Monday, February 04, 2008

Upcoming Schedule for February and March

February 8th - Eberron: Lure of the Ancient Spells Part Four
February 15th - Eberron: Eyes of the Lich Queen Part Two
February 22th - Eberron: Lure of the Ancient Spells Part Five
February 29th - No Gaming - STAPLE! Party

March 7th - Eberron: Lure of the Ancient Spells Part Six (Paul out)
March 14th - Eberron: Eyes of the Lich Queen Part Three (Paul out, Chris in?)
March 21st - Eberron: Lure of the Ancient Spells Part Seven
March 28th - Eberron: Eyes of the Lich Queen Part Four (Nate out)

OK, here's the planned schedule for the gaming group, which looks like all Eberron, all the time in February and March. Figure in April we can finish up Wolves and start in on another campaign, preferably one that someone else runs so I don't have to prep for a different campaign each week. :)

Chime in and let me know if there are any of these weeks you're not available.

Friday, February 01, 2008

Xydryk Jhaelian

Xydryk Jhaelian portrait(Randy: feel free to reformat this post into your usual "character"-style.)

Xydryk Jhaelian is a tall, pale Aereni necromancer. Xydryk is of the line of Jhaelian, which is deeply spiritual, producing many of the most powerful adepts and clerics of Aerenal. His mother Shaedrin is a member of the noble house of Jhaelian, and though their relationship is close, communication between them has been infrequent since Xydryk began his quest. At age 146, he is still a young man, though he has already lived longer than the average human will. He may live for thousands of years -- he is patient, and calm.

Xydryk is searching for a way to achieve his full potential, in the hopes of being raised to the nobility and eventually to the Undying Court. His chosen path is as one of the undead hunters of the Deathguard. He does not yet have the Right of Counsel, though one of his goals is to achieve that singular recognition from the Undying Court. Accordingly, he traveled to Xen'drik on behalf of a patron in the Court, who, seeking more information about the Aereni's ancient homeland, has asked him to be his eyes in the world beyond Shae Mordai.

As an elf of Aerenal, Xydryk knows that physical appearance is ultimately irrelevant. In fact, in keeping with his Jhaelian upbringing, he has already begun the process of discarding physical beauty in preparation for Transition. Xydryk doesn't judge people by their appearance; while others may be seduced by beauty (or horrified by disfigurements), to him these are simply transitory aspects of life. His face is covered by a skull tattoo, and he has grafted undead bone to the flesh on his torso and shoulders. His long, straight black hair falls to his waist, and his raven familiar Akthryx broods upon his right shoulder.

While many consider necromancy to be the magic of death, for the Aereni it is far more. In studying death, the Aereni wizard learns about life. In studying fear, he learns about hope. To the elves of Aerenal, the study of necromancy is as much a philosophical voyage as a quest for power; the wizard's ability to strike down his enemy with a ray of enfeeblement is a side benefit of his work, not the point of it. The one path that the Aereni avoid is the creation of negatively charged undead: vampires, liches, wraiths, and the like. The Aereni believe that these creatures are anathema to life. According to Aereni lore, the deathless are sustained by the energy of Irian and the devotion of their descendents -- energy that is freely given. Negative undead take the energy they need to survive -- siphoning away the life energy of Eberron itself. Karrnathi necromancers scoff at this belief, but the Aereni take it very seriously.

To an outsider, Aereni often seem cold and repressed. This is not actually the case; the elves feel emotions as strongly as any other race. They simply don't display their feelings as blatantly as members of the younger races, and they rarely reveal their thoughts to strangers. Xydryk does possess a sense of humor, but it is quite sophisticated; his jokes may take an hour or day to come to fruition. Humans generally find Aereni humor to be dull or confusing, while the elves consider the culture of the Five Nations to be simplistic and crass -- though it can be excused on account of youth.

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