Sunday, March 22, 2009

Recap: "Show Me Balls In The Hallway!"

This one is a bit late.

With all four summoning items in hand, we were ready to perform the ritual. That required four of us each taking an item and heading to the four different ritual areas, where the items had to be put down at the same time. Alaric went to the door that it should open, to grab the attention of whatever emerged. Upon dropping the four items, the door very slowly started to open, but more importantly a trap activated in each of the four ritual areas, a green dragon flew up out of the pit in the center of the complex, and a giant spiked ball began quickly rolling around in a track that circled the pit area.

To get everyone out of the traps and back together, we gathered in the central pit area, just inside the deadly rolling ball.The dragon used its maneuverability to the fullest, avoiding the death ball and flying around to the backside of the room using the ball track. It also spit poison and lashed with its tail. Its most effective attack, though, was hypnotism, which it used to make Alaric jump in front of the death ball and Bakun jump into the hundred-foot pit, something that would have killed him if Brynn and Finjaq hadn't jumped down with a rope to save him. Eventually, though, the dragon was killed, and we got the party up out of the pit.

By then the door had opened, leading to a passage filled with mist. We headed through and found a demonic gnoll warlock with wings performing some sort of ritual on two humans in a magic circle, as well as a Bar-Lgura, a skeletal minotaur, and three carnage demons. There were also several giant cauldrons bubbling over with some crap that hid the enemy and were dangerous if we got too close. The fight got pretty nasty, with the carnage demons able to trap Brynn and Quij in a corner and Finjaq going down at one point, but we were able to knock a human out of the circle to stop whatever the hell the warlock was doing, and eventually take him and his crew down. On him we found a silver key that magically told Alaric where the door it fit was, and a letter from one of the mages of the Seven-Pillared Hall tying him to what was going on.

MVPC: Brynn, for saving Bakun in the pit.

Monday, March 16, 2009

Game Schedule - March - May

March 20th - D&D Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
March 27th - Epic Forgotten Realms (Chris, Jason J., Ben, Paul)

April 3rd - D&D Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
April 10th - D&D Open Grave One-Shot (Dan, Max, Ben, Joe & Jamie)
April 17th - Epic Forgotten Realms (Chris, Jason J., Ben, Paul)
April 24th - Epic Forgotten Realms (Chris, Jason J., Ben, Nate, Paul)

May 1st - D&D Pyramid of Shadows (Dan, Max, Ben, Joe & Jamie)
May 8th - Epic Forgotten Realms (Chris, Jason J., Ben, Nate, Paul)
May 15th - Epic Forgotten Realms (Chris, Jason J., Ben, Nate, Paul)
May 22nd - D&D Pyramid of Shadows (Dan, Max, Ben, Joe & Jamie)
May 29th - D&D Pyramid of Shadows (Dan, Max, Ben, Joe & Jamie)

Tentative schedule for March - May, everybody let me know about schedule conflicts in the comments. April 17th is my birthday, but at this point, I don't have any particularly big plans, so I'd just as soon game on my birthday.

Once we finish Thunderspire, I thought I might run a one-off adventure from the undead sourcebook, Open Grave, and you guys could make characters using classes and races from the new PHB2. They'd be the same level as your regular characters, so you could sub them in if you wanted a change or use them as backup characters if one of your characters was to, say, die. ;)

Sunday, February 15, 2009

Epic Realms Recap: 2/13

After resting for several hours in the makeshift magical laboratory under the deserted tomb of Akonhorus I, our heroes prepared for their trip through the portal. Soren took the emerald skull inside which Aeric was entrapped, and each hero took one of the Sigil key coins. Drawing upon the power of Tempus, Rusk performed a godly feat of strength for a rather mundane purpose, and picked up the four 500-lb. pure adamantine hammers left behind by the Tomb Tappers. Gritting their teeth, they all walked into the wall...

...and emerged into a smoke-choked alleyway in a filthy, noisy city. Despite the crowdedness of the nearby streets no one appeared to have noticed their entrance. A bout of vertigo set in as the party noticed how warped the ground was: it seemed to slope upwards in every direction, steeper and steeper, until it actually turned upside-down above them and met, far above their heads. Stranger, buildings covered every inch of the visible surface, yet somehow failed to fall from the vertical or inverted walls; and creatures could be seen far above, like tiny ants, moving about on the ceiling.

And what creatures! Rusk, growling out a warning, grabbed his axe haft and started towards the exit of the alleyway, where he had spotted under a flickering gaslight a pair of mind flayers and a beholder! Fortunately (though the party hadn't yet realized how fortunate), Soren stopped him in a flash of insight, and approached the creatures himself. Pushing aside his fears, he interrupted their conversation by introducing himself by name. After a heart-stopping moment when the beholder turned its central eye on him and all of his various magic items stopped working at once, one of the mind flayers "spoke" with him quite calmly. Beads of sweat beginning to drip down his forehead, Soren returned to the group and reported that his suspicion had been correct: the monsters weren't combative at all.

A bizarre menagerie of creatures were passing by on the street, including many that the party didn't recognize at all. Walking, slithering, floating... the crowd was more than a little disconcerting. Finally the party spotted something recognizable: a pair of elven adventurers passed by, and our heroes caught a snippet of dialogue from the dark-skinned, halfling-like creature who led them carrying a lantern swinging atop a tall pole: "...yes, my Lord, and if you'll just come this way, you'll see the Great Chamber, where the Sigil magistrates..."

Deciding the best course of action was to find another of these diminutive guides, Soren climbed up the nearest lamppost and took a better look around. Spotting a large, well-lit structure a bit further up the "wall", the party set out to what for the sake of convenience I shall call the west.

In front of the huge black marble building, lined with an arched promenade and bearing the inscription "gymnasium" in its facade (which Rusk had to spell out to Soren, not having the word in his vocabulary), our heroes suddenly realized that Kwalu had gone missing. Before they could decide what (if anything) they could do about this, they were accosted by a young orc child, Jax, who had overheard them talking about how they could find a magic shop, and offered to guide them to the market for the mere pittance of 100 gold. Startled by the youngster's brashness, the party offered instead to buy him dinner, which the urchin greedily accepted. After warning them to keep their weapons sheathed or suffer the wrath of the mysterious Lady of Pain, and procuring for them the services of a wagon to carry their adamantium hammers, Jax led them to the Grand Bazaar, a large open space in which hundreds of colorful stalls and storefronts competed for attention, merchants crying out their wares into the throngs of creatures that circulated in and around them.

Jax led the party to a large workshop on the edge of the bazaar, run by a warforged artificer named Maker and his cohort kobold sorceror Meepo. Maker explained that he didn't keep anything in stock, but that he would be happy to take commissions for any sort of armor or weapon. Hearing Rusk's description of his ideal armor, Maker did a bit of computation and announced he'd take the job for "forty." After a bit of confusion the party learned that the medium of trade in Sigil is the astral diamond, one of which could be purchased at Shemesko's moneychanging shop for about 10,000 Faerûnian gold coins. Imagine Rusk's dismay when Soren computed what this would mean to their pocketbooks.

Fortunately, Rusk shrewdly offered the party's 2,000 pounds of adamantium to Maker. This was a windfall beyond imagining; it turned out that raw materials are extremely valuable on Sigil, which has no natural resources of its own and is only reachable by portal, and Maker traded them 500 astral diamonds for the rare metal.

There followed a wild shopping spree beyond description, with Silas bounding back to the party exclaiming his triumph in managing to spend one million gold pieces. Rusk and Soren were not far behind him.

Session ends, 11:45 PM.

Paul and Nate: let me know your status for session six on Feb. 27th. You each have 100 astral diamonds sitting in the party treasury to spend (assuming you manage to rejoin the party before your souls are devoured by insane ancient spirits or living nightmares, respectively). Between now and then we'll do some roleplaying by email to resolve your subplots, if necessary.

Thursday, February 12, 2009

Recap: "Do you think this is a load-bearing pile of bodies?"

We took our newly-gained demonic knowledge and moved farther into the Well of Demons, where we next encountered a trio of spirits. They claimed to be adventurers of song and legend, testing us to see if we were worthy to destroy the champion of Baphomet, but they were actually a group of annoying fuckbags, who wanted us to flex a bunch and tell them stories about how we help old ladies cross the street. Alaric gave them the spiritual finger, but not before they told us a bit about the area in exchange for all our posing and rhythmic gymnastics. There were four items we needed to find, one of which we already had, and when all four were simultaneously placed on four runed circles, the champion would appear.

Setting out in search of the items, we discovered a room which ended in a curtain. On the other side of the curtain was a long hallway filled with mirrored pillars that complled people to look at them, as Alaric discovered when he stepped through, looked in a mirror and was teleported to a small room with no exits containing an angry gnoll who wasn't long for this world. He was joined there soon by Brynn, then Bakun, and finally Finjaq. Meanwhile, the party had been doing some experimenting, finding another curtained area around the corner via another teleporting mirror. In this new area was an altar with a palmprint recessed in it, as well as the item we needed. As angry skeletons attacked him, Quij desperately slammed his hand into the palmprint, bringing everyone back to the first curtained area again. In Alaric's haste to save Quij, he teleported to him and stupidly tore down the second curtain, setting off a chain reaction of teleports that just made getting out an enormous pain in the ass. Eventually, though, the party made it out with the item, a mask.

We then tried to rest, which didn't go so well as a Bar-Lgura appeared from space in our camp. We killed it, and our second rest attempt went better. The next room was filled with a lake of blood, and had two enormous statues holding chains on either side of it. We could see the two pieces of the item we needed, a dagger, on the other side, but were pretty sure that the statues would turn into whirling death machines if we just tried to take them, so Alaric knocked the door down to use as a raft and Finjaq jumped over to a statue to disarm it. It was at this point that all hell broke loose, as the statues did what we expected, except they knocked Finjaq into the blood (which turned out to be poisonous), and three carnage demons came out, all gory and gross. We beat the closest statue to rubble so we'd have a place to stand and so it would stop knocking us into the damn blood, then fought the demons, which were a pain in the ass. Finjaq almost died after being dragged underneath the blood, despite two weak attempts by Alaric to pull him up, but Bakun was able to heal him. Finally, we killed the demons, destroyed the other statue from range, boated over to the dagger on the door, used magic to pick them up, and got the fuck out of there.

The worst was yet to come, however. The last room looked fine- just a room with a bunch of pillars made of stacked, writhing, wailing corpses, no biggie- but when we went in, six carnage demons came out of the pillars and a Bar-Lgura appeared. A serious fight was on, with Alaric drawing the attention of nearly all the demons, while everyone just tried to kill them as quick as possible. Meanwhile, the pillars did weird shit to everyone like grab them, spit acid, throw them around, and more. Bakun made a run for the item, a bell, and the Bar-Lgura went after him, sticking its boot up his ass. When he picked the bell up it shot spikes through his hand, nearly killing him, and he ran for his life back to the rest of us, chased by the big demon. It was at this point, as Alaric was surrounded by demons, barely holding on due to his high AC and HP, that Bakun figured he'd ring the bell and, you know, see what happened.

What happened was everyone went berserk, making them much easier to hit and also do more damage, so suddenly every demon could hit Alaric easily and tear him a new asshole. "I'm bloodied... and I'm pissed!" was the paladin's statement as he dropped from near-max health to 15 in one round. Thankfully, attrition also kicked in around then, as demons started to drop, and some desperate healing and last-minute heroics managed to keep everyone alive long enough to see them all dead. Finally, we have all four items, and it's time to kick some Baphomet ass.

MVPC: Alaric, for his mad tanking skillz.

Wednesday, February 04, 2009

Finjaq Asks (2/4/09)

(per a suggestion from the randy-minded Randy)

“Tell me ‘bout yer first love. Or hell, if ya even believe in love at all!”

Tuesday, January 27, 2009

Finjaq's Beastie-ary, Part 2

It's time fer another round o' scallywags an' ne'er-do-wells, straight from me own life experiences...

Hobgoblin – I never been much for the military (too regimented fer this rascal’s taste) but I give ‘em a healthy respect. An' every time I see Hobgoblins in action I remember why. They fight like soldiers, they do. Got better armor than plain ol’ Goblins, fight in formation with shields locked, an’ they don’t get fazed in all that battlefield chaos. They’re big, too, big as a tavern lout. For that alone you’d never mistake ‘em fer Goblins, but they also got skin colored like dried blood. Truth is, they’re like a whole race a’ soldiers - small wonder they’re the boss ‘round their Goblin an’ Bugbear cousins. Best yeh can do against ‘em is break their coordination an’ try ta split ‘em up. One-on-one (or three on one – that’s Finjaq-style!) ya got a chance. Oh, an’ hey, keep a special eye out fer their shamans. “Warcasters” they call ‘em an’ they’ll be the ones in robes. Got several tricks up their sleeves, an’ the worst by far’s a blast wave that hammers an area big as a house. Knocks every man jack on his ass an’ feels like the worst hangover ever.

Ghoul – Vile. Nasty. Rancid. I ain’t talkin’ ‘bout me table manners, friend, I’m talkin’ ‘bout them nasty cousins ta zombies: Ghouls. They got the same stomach-turnin’ desire fer flesh, but no zombie ever moved so lightnin’-fast as a ghoul. What they look like’s a bone-thin man with rottin’ flesh an’ teeth filed ta cut an’ tear. They’re cunning as the taxman, an’ just a touch more like ta outright kill ya. They’ll come at ya quiet-like from the shadows, cut on ya with claws that’ll make yer legs sieze up, and then comes the bite. They’ll near unhinge their damnable jaw for that big chomp, an’ if it hits…if it hits yeh better pray yer friends are nearby ‘cause then yer whole body’s gonna stiffen. I can’t imagine no worse way ta go. Frozen stiff, but still alive when it gets ta chewin’ on yer insides. I figure you wanna let the archers chew ‘em up a’fore ye even think of gettin’ in close, and if yeh got a holy man who lives ta smite undead bastards back ta their graves, for Pelor’s sake let ‘im!

Homunculus – Alright, here’s the thing – little impish flyin’ beasties, look like they’re made’a clay, right? Kind of bad-things-come-in-small-packages critter only some damn fool wizard would cook up, but far from the worst thing lurkin’ in most underground lairs? An’ yet…an’ yet…they got some tricks up their sleeve that’ll make ya want ta pitch the next wizard ya see into a lake. I suggest yeh do it, I really do. Their first line o’ defense is them bitey teeth – a few good chomps an’ yer walkin’ ‘bout as fast as a cripple. Plus they got some magic lets ‘em get in yer head and rattle ya good so’s ya can’t hit ‘em. They’ll even have ya swingin’ at yer own mates instead! Poor ol’ Finjaq near met his end that way, one dark day. See, this half-elven lass he used to trust near turned him into a pin cushion tryin’ ta put an arrow through one’a them little sodders. To this day I’m workin’ through me trauma.

Sunday, January 25, 2009

Recap: "Be at peace, Robot Boar, Be at peace"

Heading further in to the old minotaur temple that we would later learn was called the Well of Demons, we quickly found some of the gnolls we were looking for, along with their nasty hyena pets. Those things smelled like ass and apparently ate their own shit, but weren't much of a challenge, so after a short battle we moved on, stumbling into a large room that held Longtusk, the dire boar we were semi-looking for. He was in a pen and staked down, being harassed by more shithound hyenas.

Brynn quickly found that there were also four gnoll archers hidden behind a barricade of haybales when they filled her full of holes, so a new plan was needed. Quij filled their end of the room with poison gas and Brynn lit the hay on fire, forcing them out of their defensive redoubt. For the rest of the fight Quij kept the poison gas on as many as he could, damaging them (and occasionally Alaric, who ignored it). Finjaq moved in to take on the hyenas, supported by Bakun and later Alaric, and Brynn moved on to calming Longtusk, which worked until she used the boar for cover and it took an arrow in the ass. Amazingly, it stopped paying much attention to her then. After the enemies were all dead, though, she and Baku were able to calm and heal Longtusk and she rode him around while joyfully exclaiming "PONY!"

After a long rest to recover our strength, we moved on again, looking for the missing slaves, but finding instead a pair of Tieflings. A short parlay later, when they asked us why we were in the temple, Bakun answered "Charge!", so it was on like Donkey Kong. The Tieflings were caught in a corner, so they somehow vanished and teleported away, but we heard them enter a room at the end of the hall. Quij quickly filled the area outside that room with poison gas, and Alaric and Bakun moved to block of the hallway. Some crazy gnoll priestess bitch burst from the door and into the poison, charging at Bakun, and the Tieflings followed, and it continued to be on.

Attempts to keep the enemies in the poison gas failed, and Finjaq went down momentarily, poisoned, but Alaric got him back on his feet and got rid of the poison before it could hurt him. Meanwhile, Donkey Kong himself burst out of a side door and attacked (or maybe it was a Bar-Lgura demon), causing even more chaos. Despite having enemies among us, we quickly pulled our shit together and ruled the day. As we searched the area, a quasit servant of Demogorgon appeared and offered information for money or bits of soul. Alaric wanted nothing to do with this and left the room, but the rest of the group was cool with dealing with a demon and Finjaq paid it for some info in coin.

MVPC: Quij, for his poison cloud, especially when it accidentally killed the Tiefling who was trying to escape during the big battle.
Note: Max's father-in-law had herpes, so Ben played Bakun this session.

Wednesday, January 21, 2009

Finjaq Asks (1/21/09)

Okay, here's the first outing of Finjaq Asks for the Circle of Love D&D crew, with new questions to follow maybe every few weeks or so. The idea is to flesh out our characters a bit between sessions, have some roleplay fun, maybe earn some bonus points from our kindly DM ;)

Just answer in the comments section. You can be brief or be a blabbermouth, but if at all possible, I highly recommending answering in-character. Finjaq's first question is...

"Tell me 'bout yer weapons..."

Monday, January 19, 2009

Epic Realms Recap: 1/16

Having found and surpassed the "false tomb," our intrepid heroes descended into the Tomb of Akonhorus I proper, in search of whatever power had set a trap for Silas and Rusk back at the Golden Fleece in Skuld. After descending long, dark ramps of stone deep beneath the surface, they emerged into a huge hall, lined on each side with the mummified remains of the Pharoah's slaves. Detecting no magical auras, the party proceeded into the chamber.

From out of the darkness in front of them came a shambling sound, footsteps mixed with scraping and wet thuds. Twin emerald eyes speared our heroes, but apart from a slight feeling of stiffness in their joints, there was no effect. Shuffling forward into view appeared two horrible mockeries of the once-noble basilisk: reeking of decay and darkness, these bloated, Hell-touched undead creatures attacked the party.

As if that weren't enough, a huge undead humanoid in full armor and with empty black eyesockets (a Deathbringer) charged into battle, commanding the mummies interred on either side of the chamber to surround and destroy the intruders. The Deathbringer captain did his best to bolster his allies with waves of negative energy, but in the end he and his minions were defeated... though not before giving Rusk a few new scars to remember him by.

At the end of the 200-foot long chamber, the party discovered two side chambers, which held goods and treasure for use by the Pharoah and his servants in the afterlife, and looted them.

Passing through the portcullis at the far end of the chamber, the party next came upon a smaller room, in which stood four huge golem-like creatures. Aeric was intrigued by their age and craftsmanship; each of the blank-faced ebon giants bore an air of ancient magic, and he'd not seen their like before. His reverie was cut short, however, when the Tomb Tappers spoke directly into his mind, booming: "Get out, and bother not the King of Kings!" (At least, that's what they would have said if I'd thought about it a little more at the time.) Swinging 100-pound mauls of pure adamantine and gnashing their bizarre belly jaws at our heroes, the Tomb Tappers waded into battle.

Kwalu decided this would be an appropriate moment to call upon his greatest power, and summoned an Earth Monolith to aid him. This legendary manifestation, far larger than mere Elder Earth Elementals, quickly laid waste to the ancient automatons. Between the Monolith and the rest of the heroes, including a temporarily-empowered Bosco in the form of a Warforged Titan, the Tomb Tappers were quickly demolished; and with that, the final door to the God-King's resting place lay revealed.

Inside, the party found a large sarcophagus on a boat made of petrified wood, shielded by magical traps and wards. In the ship's hold, Silas discovered another treasure horde... and it was likewise looted.

But there's still a problem; no culprit has yet been found. There's a clue, however; the sarcophagus itself appears to be magically trapped, and the 20-foot-wide pedestal on which it sits seems almost to be hinged...

Session ends, 12:30 AM

Saturday, January 17, 2009

Finjaq's Beastie-ary, Part 1

Many a monster's had a cool makeover as of the new edition, and what began as me just keeping a list of everything we'd fought is emerging as Finjaq's Beastie-ary. Simple idea: scurvy but loveable rogue, Finjaq, offers up his own bestiary based on personal experience. For me it's a way to make the monsters more "real," less a collection of stats and numbers. Plus I'm working in any notable info we've acquired on bringing these guys down, so there's some practical stuff, too. (SPOILERS for the alt. D&D group, incidentally)

Here's round one, and I'll add a few more each week. If you can imagine it in Finjaq's vaguely piratical growl it'll probably work best...

Bugbear – Goblins are wee little nasties, so when they want somethin’ flattened, they call in their big cousins – Bugbears. They’re about thick as a tree trunk an’a a full head taller than most (‘less yer a big northman like meself). What they mainly seem ta be into is knockin’ in heads with big ol’ morningstars. Worst part is, they’re not quite so dumb as they look – they’ll come at ya from the side, all sly-like, an’ they actually work with their littler cousins in a scrap. That cunning's how ye’ll know they ain’t just small ogres, that an’ their ratty brown fur. I don’t know no special weakness on ‘em, but if yeh stab ‘em again and again and again they do eventually fall over. I guess that’s somethin’.

Kobold – Ta hear some old-timers tell it, ye’d think these little buggers would die of a stiff breeze. Ol’ Finjaq thinks them old-timers need ta cut back on the Elven wine. Not that Kobolds’re much ta look at. Seem like some wee bastard children hatched from a Dragonborn, but Dragonborn got what they call “honor” and Kobolds got what they call “none.” They run in packs, see, and they’ll jump ya like a pack of bandits – shameful tactics! First time up against I thought a big man like meself would scatter ‘em, but the next thing I knew I was on the ground, all poked with holes from them spears an’ javelins they use. They’re too quick, blast their hides! All scurryin’ about and leapin’ a’fore ya can put ‘a blade through ‘em. Seen ‘em use slings too, throwin’ out burnin’ pitch or some glop ta get ya all stuck in place. Oh, they’ll fall easy enough if ye can hit ‘em and sure as hell bolt if they’re losin’ - even the bolder ones what fight with sword ‘n’ shield - but ye can’t be underestimatin’ ‘em. I guess the wretched things must even have religion, ‘cause once or twice I seen a priest with ‘em, gettin’ ‘em all puffed up ta fight harder. Fair sure I seen one spew out fire or lightnin’ once, too, so maybe them rumors that connect ‘em to dragons got some truth.

Cavern Choker – I’d tell yeh to watch for these beasties in high corners of dark dungeons, but what’d be the use? They hide like nobody’s business an’ their skin changes colors like octopi I seen in me sailor days. Blends ‘em in with the caves an’ walls they scurry up an’ down like bugs, not that ye’d want to see one up close anyway. Bit like a man, but pale as a corpse, not a shred of hair on ‘em, an’ worst of all is them overlong legs and arms they flip around like monkeys on. They bend like rubber, but they’re strong as ship’s rope an’ they’ll stretch out unnatural long ta wrap around some poor fool’s throat. Got little toothy spines all along their palms, all set ta lash ya if they ain’t chokin’ ya. I couldn’t tell ya if they got any smarts to ‘em or even know how ta talk, but they’re cunning, that they are.

PC: Quijlardunk "Quij"

Background
Born Andrew to human parents, his adopted father dubbed him Quij at an early age. His natural father was an adventurer, a fighter/mage torn between two professions and master of neither. He died when Quij was only a year old. His mother found comfort in the arms of an elf, Carric, who eventually made her his mate and gave her four more children.

Being the eldest of five, independence came natural to him. As a human living among elves, he has always been an outsider and has adapted. Still, he is more comfortable around elven kind than men and prefers to speak elven whenever possible.

Not fitting in to begin with, he felt little effect of the traditional lines between elves, half-elves, and the Eladrin. Being free to wander among the Fey, he found himself most comfortable with the Eladrin, and many of their traits have rubbed off on him including a love for magic and a bit of arrogance and detachment. While the Eladrin never accepted him as one of their own, they did bestow better treatment than an older human might have recieved, one who had already developed some of the undisciplined, bad habits of men. He relishes every moment with the Eladrin.

Personality/Skills
Perhaps from feeling outcast, or from too much time with the Eladrin, Quij does tend to be a bit elitist and perhaps even arrogant. Being a jack of all trades, he seems convinced that he really does know everything, or at least a little about everything. He enjoys observing others to learn new things, but doesn't take instruction well. He prefers to just watch, and then practice in private. The one notable exception to this is his study of magic, always willing to take instruction from a more experienced wizard.

He is a bookworm. His first stop in a new town is the library; failing that, the magic shop. As a student of mannerisms (Insight T +6), he knows that people perceive him as arrogant, but he doesn't care (Charisma 10, Diplomacy +2). Finally, he does have a penchant for the dramatic, often choosing the most spectacular course of action, if not the most efficient.

He is slow to make friends, but once a comrade proves himself to be a friend, he forms a strong bond.

Quij is a Wand Wizard but carries a staff. He does this for two reasons: both for the element of surprise, hoping his foes will assume he is a staff wizard, and because it just doesn't hurt that much when someone whacks you in the head with a wand...and you never know when you'll need to resort to violence.

20 Questions
- Why adventurer? To learn quickly, lots of exposure to many things, thirst for knowledge, especially magic
- Training? Elven magical "academy"
- Starting equipment? There isn't much really, staff, wand, robe, Adventuring pack. Saved his copper pieces. His spellbook was a surprising, and perhaps uncharacteristic gift from Carric, his adopted father.
- Worst thing that ever happened? Crappy life, mother and him only humans in family, few in tribe, outsider most of his life
- Best thing? Time with the Eladrin
- Family opinion? Father & siblings supportive, perhaps jealous, Mother disagrees after natural father died that way
- Short-term goals: New spells/rituals, magic wand
- Long-term: Find a ritual to become Fey, earn full acceptance of Eladrin

PC: Finjaaqeen "Finjaq"

Human Rogue
Good-natured scoundrel whose massive northlander frame belies a cat burglar's athleticism.

Born in the far north, the son of a fisherman in a barbarian tribe, Finjaaqeen grew up to find his brash, adventurous spirit a sharp contrast to his tribe's stoic traditions. He ran away from his village in his teens to sign onboard a merchantman, spending the next several years climbing rigging, hauling up masts, and wasting his pay on exotic tattoos from distant lands. He made friends easily with the scoundrels and sea dogs he sailed with and quickly found his named shortened to the more wieldy "Finjaq."

Finjaq enjoyed much of his time on the high seas, but found he was having second thoughts those occasions when he sailed alongside full-bore pirates. There was satisfaction in capturing the ship of some wealthy fop, his galleys rife with slaves, but too often their targets were honest merchants likely to end up in ruins for losing only a single ship. Finjaq had enough of his tribe's noble traditions in him to know he was crossing a line. He was also superstitious enough to fear the god Kord would one day drag his ship to the bottom of the sea in retribution for his actions.

In the end he jumped ship and found himself bumming around port towns and even larger cities. His money dwindled and, old habits dying hard, he found himself turning once again to thievery – this time, however, as a cat burglar who targeted only the corrupt and ridiculously opulent. There was just something about a blue blood twisting in the wind that always warmed Finjaq's barbarian heart.

Several more years passed. In that time, Finjaq, usually a free operator, kept on the move to avoid the wrath of local thieves guilds – no easy task when he was a full head taller than most and sported a faceful of tattoos. Money came and went as fast as he could spend it, but more recently, Finjaq's been looking to turn his skills toward bigger rewards. Maybe adventuring. Maybe something away from bigger cities. Maybe give the thieves guilds time to cool off…

At 6'8", 280 lbs., no one's likely to miss that Finjaq's got barbarian blood coursing through his veins. Unlike most of his countrymen, however, Finjaq worked to improve his speed and agility rather than strength alone. Years of clambering up and down rigging and, later, working as a second story man, has given him a catlike grace that belies his size. He wears a long mustache, but no beard, and his shaggy, chestnut hair hangs at shoulder's length. Tribal tattoos from a score of different ports criss-cross his face, arms and chest, and he prefers wearing leather armor cut to show them off. Finjaq's more the grinning scoundrel than barbarian brute, but he has no qualms about playing up his fierce heritage to intimidate.

In battle he swings a shortsword, usually balanced by an exotic dagger in the opposite hand. Lately he's been playing around with thrown blades, particularly a set of finely-designed shurikens "liberated" from the coffers of a corpulent moneylender with a penchant for collecting weapons.

PC: Brynn

Brynn was born years ago along the coastline to an elfish mother and a human father who belonged to a traveling band of misfit gypsies. Her mother had fallen into the troop when her own family had been killed in a raid and met Brynn's father. The group made its money by performing as musicians and by providing added muscle and numbers to farmers during harvest time. There were periods of feast and famine, but the band always stayed united and through this Brynn learned of loyalty and sacrifice, but also of the avarice of the outside world and of its unpredictability.

While this upbringing was unstable, Brynn always felt comfortable and loved and it instilled in her a wanderlust and keen desire for adventure. She would frequently roam around the land surrounding her family's encampment. The changing landscape would always bring with it opportunities to learn something new. The people she encountered would always bring new perspective and, through necessity, she learned how to best exploit their opinions and weaknesses. She charmed her way into the hearts of many and through these people she garnered skills essential for her to succeed in life. She also made friends in unexpected places.

At a young age, she was taught archery by a member of the band who saw in her the desire for a more independent future than the caravan could provide. The added benefit was that she was able to hunt and trap and provide much needed additional food and income, so her parents encouraged her. This made it doubly hard for them when she decided to go out on her own, because it was through their encouragement that she grew apart from her family and home.

She journeyed north and made her living along the way by hunting and trapping and would trade with people in villages for basic supplies. Occasionally, when the hunting was bad or the weather uncooperative, she would work in the villages as a barmaid or cook where she used her charms and friendly smile to garner her enough money to continue traveling. She fell into adventure this way. Seeking money for food and lodging, she found adventuring companions who promised wealth and excitement in exchange for her skills with her bow.

While she hopes to return to her caravan one day, her wild nature keeps her going on. Now that she has the company of people like herself, who crave adventure. She has little pull to settle into a domestic life.

Brynn is plain and luminous by turns. Not spectacular in appearance, she has brown hair and eyes and is of average height. However, upon close inspection, you see she has some beauty in her delicate features and fair skin. Her beauty is most evident when she speaks, though. She has a soft voice that knows what to say and when and convinces you of her loveliness upon hearing it. Whether this is true or not is up to the listener to decide.

Saturday, January 10, 2009

Recap: "We always hang in a Buffalo Stance..."

This summary is not available. Please click here to view the post.

PC: Bakun-Awa

Bakun-Awa of the kinship Hundred Fires of the Clan Cobre was born and raised in the Dragonborn territory of Raramuri. Raramuri is known as being a "Badlands" type of area, distinguished by a deep, narrow and long canyon which serves as the primary settlement for the Dragonborn who live here. The canyon, which is also known as Raramuri, is bordered by the tail-end of a rugged mountain range on one side and by the beginning of an unforgiving desert on the other. A smaller settlement of dwarves live at the base of these mountains, while another small settlement of humans, halflings and other assorted beings live on the desert side. Both enjoy the protection of the Dragonborn, particularly from the roving tribes of orcs who lead raids out of the desert.

Bakun's immediate family is fairly small, originally consisting of his parents, his grandfather, two brothers and two sisters. His father was a career soldier and his mother is a former shield-maiden turned blacksmith. His grandfather (the father of Bakun's father) was also a career soldier and cleric, but is now very old. Bakun's father was killed in battle when Bakun was still very young, and his grandfather became a major influence on his life. When young Bakun showed an interest and aptitude in healing skills, his grandfather began his training.

At the age of 12, Bakun was considered an adult and began his compulsory military service. He continued his cleric training and also fought on the frontlines, often distinguishing himself as someone the other soldiers looked to for guidance in the field. During formal military excursions he would sometimes fight alongside dwarf and human fighters.

Two years later, orcs launched a massive raid under the cover of a vicious sandstorm. The battle did not favor the Raramuri defenders, and Bakun saw one of his brothers killed and lost sight of the other in the sandstorm. His body was never recovered, and it was assumed that he had been taken prisoner and then killed since the orcs never kept prisoners for long. Bakun was also nearly captured during this battle, but just as he was pinned down by the spear of an orc field commander, he breathed lightning for the first time. Surprising the enemy — and himself — Bakun was able to use the moment to lead a group that pushed back the raiders and eventually allowed the defenders to repel the orc raiders.

Bakun was immediately moved into a command position and steadily moved up the ranks. He had a reputation as an honorable — if pragmatic — leader who was loyal to his soldiers and tenacious in battle.

Finally, after 12 years of service, Bakun decided he had spent half his life in the military and wanted to see more of the world. He had seen larger cities on the occasional supply run and was excited by the idea of new experiences and adventures.In the following four years he has traveled, hiring himself out as a mercenary, bodyguard and field medic as necessary and learning new healing methods when possible. He is comfortable among dwarves and admires the elves, and tends to gravitate toward them in social settings.

Bakun is now 28 years old, but has the wear-and-tear of a longtime soldier. He has various scars, the most noticeable being a bumpy ridge along the top of his left eye, which was the result of a broadsword cleaving through his shield and into his head during a skirmish. The other major scar was from the spear that was driven through his right shoulder; a large, misshaped and discolored circle can be found on both the front and back of his shoulder.

Physically Bakun is actually average for a Dragonborn, weighing 260 lbs and having a height of 6'6''. He has yellow eyes and a dark, coppery color to his scaled skin. When he is breathing lightning the scales around his neck and jaw rise and become a bright orange/red color.

Some more general information:

Worships Erathis

Father: Killed in battle
Mother: A smith, cares for Bakun's grandfather
Grandfather: A former cleric, still respected and sometimes sought out for counsel. Very old.
Brother 1: Killed in battle
Brother 2: Missing in action, presumed dead
Sister 1: Archer and scout with Raramuri military
Sister 2: Trade administrator, sometimes acts as representative for Raramuri. Helps care for grandfather.

Thursday, January 08, 2009

PC: Alaric Banebridge

Alaric's father was a minor knight assigned to guard a bridge on a valuable trade route, and Alaric was raised to be his successor. When he was 15, plague hit the area, killing the rest of Alaric's family and leaving him severely weakened. The lord of the area gave responsibility for the bridge to another knight, leaving Alaric adrift and alone. He found a home with the priest of the Raven Queen who buried his family, finding solace in the idea that death was a natural part of life and that it came to all eventually. Alaric traveled with the priest to a temple of the Raven Queen, where he slowly recovered his strength and learned her tenets. He made peace with his grief, coming to the conclusion that life must be lived to the fullest, with every day enjoyed, because nobody knows when the Raven Queen will come calling. Even so, a life lived without purpose is a life wasted, and in gratitude to his newfound realizations Alaric decided to dedicate his to the Raven Queen.

He began training as a priest, but when the temple was attacked by cultists of Orcus he found his true calling. Imbued with strength by his goddess he took up his old weapons and armor and fought the demon-worshippers off. It was this experience that showed Alaric the way of the paladin, and for the first time he truly felt at peace with himself. He has begun traveling to see the world and observe how others live their lives; finding life in a temple stifling and boring. His first real companion, a scoundrel named Finjaq, has certainly made things exciting, and life in an adventuring group looks to be even moreso.

Alaric is a fairly happy-go-lucky fellow, but he is quite dedicated to his goddess and has no issues with killing if he feels it is warranted. He's not a vicious murderer, however, and likes to spend time alone every once in a while, contemplating the mysteries of life. During this time he likes to occupy himself by sketching, as he is a somewhat accomplished artist, and carries around a sketchbook and pen for this purpose. Alaric rarely shares these sketches with others, but they are usually of simple daily events in villages or landscapes.

Epic Realms Recap: 1/2

The characters approach the Tomb of Akonhorus I in the Valley of the Dead. The sandstorm that was nearby in the first session is now grown to hurricane force and is bearing down on them at over a mile a minute. A thin, dextrous man in black (Soren) pops up near the entrance to the tomb and introduces himself to the party. He's got to be pretty quick about it, as he's only got a few seconds before the storm strikes. Soren explains that he's gathering information on behalf of a third party, has been tracking Rusk, and is now interested in the tomb. Lacking time for a full discussion, Aeric teleports himself, Silas, and Soren back to Rusk's fortress in Anauroch. They're met by Rusk's second-in-command, Aerys, who recognizes Aeric and Silas. She's suspicious of Soren, but he talks to her a bit and gains her trust without much difficulty (he knows she's a Harper, and she assumes he's a Harper too).

The next morning (after praying for spells), Rusk and Kwalu arrive at the compound and shift back to the Material Plane. After a brief pause for introductions and a strategy meeting, the five adventurers teleport back to the Valley of the Dead at the tomb's entrance.

T1. Tomb Entrance

5 Dust Mephits (CR 3, MM)
5 Salt Mephits (CR 3, MM)
2 Bronze Serpents (CR 10, MM2)

Completed; Aeric laid waste to the mephits and threw acidic blood at the constructs, Kwalu called upon Fang, and shifted into a "Sand Elemental" to commence the pummeling, and despite losing his sneak attack ability versus the constructs Soren accounted quite well for himself with his adamantine dagger. Silas bounded around the desert, a flurry of hands and feet denting bronze. Rusk got a few good licks in but became the primary target for the serpents; grabbed by a serpent and crushed, he then had to fight for his life under the sands as the serpent burrowed deep below the surface. Kwalu came to his aid in his elemental form, and the serpents were finally vanquished.

T2. Guardians of the Sarcophagus

(From Book of Challenges, adapted for setting)

2 Brass Golems (CR 10, MM2) healed by fire effects
3 Iron Golems (CR 13, MM) also healed by fire effects

Completed; this puzzle trap was a heck of a lot of fun. Aeric blocked the flammable poison gas vents with a wall of force, preventing much of the mayhem that might otherwise occur when the iron golems walked on the flint floor. Silas triggered the first iron golem into combat, just as Aeric realized that only 5 of the 11 statues were golems (with his arcane sight ability). The dextrous party members leapt around the room collecting keys as Rusk held the golem back. The final two keys were blocked by the fighting iron golem, so Kwalu shifted into dire bear form and "bear rushed" the golem. 8,000 pounds of dire bear crashed into 5,000 pounds of iron golem, but Kwalu had missed his footing and rebounded from the golem, landing on and cracking the sarcophagus. This triggered the remaining four golems, all of whom attacked. The two brass golems promptly banished Rusk and Soren into extradimensional mazes, but Aeric continued to use his wand of lightning to slow the iron golems as Silas, with some quick thinking, solved the key-turning puzzle and deactivated the trap. Denouement: there is now a fog of flammable poison gas in the dip in the corridor outside room T2; the party gained some treasure from this room, including a Rod of Splendor from the figure atop the sarcophagus; the sarcophagus buried itself beneath another shelf of stone, presumably to deter further disturbance; the party realized that this "final resting place" was a facade, and found the secret panel leading to more descending stairs into the real tomb of Akonhorus.

Session ends, 12:50 AM

Saturday, December 13, 2008

"You've been Finjacked!"

Well, we managed to avoid ruination at the hands of the escaped duergar, and moved deeper into the stronghold in search of proof of slavery. Of course, we randomly picked the route the duergar never use because of the undead infestation. Go, us. An ambush by wights later, we learned that Finjaq has some weird problem with sleeping in an unholy shrine filled with the rotting bodies of the undead. Whatever. Moving on, we burst into a room only to find that we had discovered the back way into the slave chamber- and it was heavily guarded. Bakun got into an epic playground pushing contest with one very stubborn (and angry) duergar over who would get knocked into a pit first. Brynn and Quij took on a pair of vengeful spined devils, who apparently have some very strange anatomy, but aren't immune to being knocked down in midair by ice. Finjaq went in and out of pits and ran around the room chasing the duergar caster down, who was throwing poison clouds and fire blasts and all sorts of shit. Alaric backed everyone's various plays, which doesn't sound at all exciting but whaddayagonnado. After freeing the slaves, we made our way back out of the stronghold in hopes of escorting them back to the Seven Spires, but our waiting guide had a problem- apparently he was turning into a werewolf...

Game Schedule - January through February

January 2nd - Epic Forgotten Realms (Chris, Jason J., Ben, Dave L., Paul)
January 9th - D&D Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
January 16th - Epic Forgotten Realms (Chris, Jason J., Ben, Dave L., Paul)
January 23rd - D&D Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
January 30th - Epic Forgotten Realms (Chris, Jason J., Ben, Dave L., Paul)

February 6th - D&D Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
February 13th - Epic Forgotten Realms (Chris, Jason J., Ben, Dave L., Paul)
February 20th - D&D Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
February 27th - Epic Forgotten Realms (Chris, Jason J., Ben, Dave L., Paul)

Tentative schedule for January through February. Not sure if the Epic group is up for meeting on the 2nd, I'm available if everyone else is. Everybody chime in with availability and we'll get any changes that need making made.

Thursday, December 04, 2008

Aeric Twiceborn

I've posted Aeric's stats here, if anyone cares to see. He has so many damned spells, they won't all fit on the page. I'd say that makes him a "Bad Motherfucker" with or without a Bag of Holding.

Wednesday, December 03, 2008

Silas Wyndorf

I've posted Silas stats here, if anyone cares to see. Got everything on there but his gear, which encountered a, uh, transcription problem. I can tell you though that like Rusk, he also has a Bag of Holding that says "Bad Motherfucker".

Saturday, November 22, 2008

That's not in the rules, but it's retarded, so you can't do it.

We finished off the Blood Reavers and moved onto the Duergar. Quij discovered that, unlike Alaric, the Duergar are immune to fire. Dave learned never to borrow my dice. Alaric found a life-drinking scimitar, which he named "Thirsty" and promptly used to destroy a duergar caster utterly. Finjaq learned that Piercing Strike is awesome, but just shanking an orc that someone grappled is its own reward. Bakun was late, so he learned NOTHING. And Brynn... well, aside from discovering that hobgoblin arrows suck and will break easily, she learned that the rest of the table has the senses of humor of ten-year-olds. We all learned to hate invisibility, and next game we're sure to have more duergar coming thanks to the one who got away...

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.