Saturday, May 1, 2010

My Characters - Past, Present, and Future

Currently I'm only playing in LFR sessions. My first LFR character - Voranna, the Eladrin Archer Ranger - recently hit level 5, so I had to make another low-tier character. I just started playing Kryla, the Dragonborn Cosmic Sorcerer last month. I'm really hoping to find another D&D group soon, because I'm tired of DMing, and I have a lot of characters I'd like to play eventually. Most of them aren't optimized enough to survive an LFR session, and would be better for a roleplay group. One thing I always like to think about when coming up with a new character is their primary motivation. I see too many characters designed around a love of money. There's nothing wrong with that; in fact it's a very good motivator, and it probably helps the roleplay when the character and player have the same motivations. But it's also boring. Personally, I think it's kind of neat when a player knows that his character would probably give some gold to the beggar, but the player doesn't want to part with the coinage. I also like the in-party conflict that occurs when they aren't all doing it for the same reasons. When one character wants to go after the treasure, while another character wants to save the orphans, it can lead to some interesting interactions.

When I played Nara Cavell in the Tantris campaign, I made religion her primary motivator. She was kind and caring, and truly wanted to eliminate any suffering she saw - including that of her enemies. The problem was I overdid it, to the point that she was annoying to the party, and sometimes I was actually annoyed at myself when I played her. If I ever have the opportunity to play her again, she will have matured a little, having seen more of the world. She'll still be religious and caring, but hopefully she'll be better at seeing the big picture.

Voranna Elun, my LFR Archer, is also motivated more by kindness than money, but she's not nearly as ridiculous about it as Nara was. But if she came across an injured creature, even of the type usually considered hostile, she probably would tend to its wounds. Being a ranger, she really doesn't have as much use for money as other characters. She tends to live a simple life, sleeping in the forest and foraging for food. She gets claustrophobic in crowded cities, and is much more relaxed in a natural environment. Of course, there's not as much room for roleplay in the LFR sessions anyway, so I haven't found many opportunities to show off her personality. In a couple of levels, I plan to have Voranna multiclass as a Cleric of Silvanus, to represent her dedication to preserving life.

Kryla Bloodfang, my Dragonborn Sorcerer, thrives on attention. She dresses in wild colors and tries to get noticed. She loves studying the reactions of other people when they first see her, and finds it fun to scare people. She likes using her powers of intimidation, but it is just a bluff - she doesn't really intend to do these people harm (most of the time). But again, I don't know if the others at the table will every actually pick up on these traits, because it's so hard to roleplay at LFR sessions. Even when I have an opportunity to show off, my general shyness usually causes me to lock up. I'm a lot more comfortable roleplaying at home games with people I know. What follows are some other characters that I'd like to try someday. I don't know why, but I've been itching to play a red-haired Half-Elf lately. Also, Charisma is my current favorite stat. So I'm expecting my next character will be some sort of Warlock, Sorcerer, Bard, or some combination of the above. So a few of these characters might be a bit similar to each other, while I try to decide which ones I want to play most. In other words, if I play Lynnia first, then I might never play Aria, or at least she might be totally rewritten by the time I get to her.

Lynnia Krynn is my current favorite. She is a Half-Elf Warlock (Fey Pact), or possibly a Warlock/Rogue. Lynnia's primary motivation is information. She is a dabbler, who likes to learn a lot of new things, but she always gets bored before she becomes an expert on any subject. She will most likely multiclass Bard, and will take a lot of skill-related feats like Jack of all Trades or Bardic Knowledge. If there's room she might take the Linguist feat a couple of times. Lynnia always leaps before she looks, and will risk her life just to find a rare book... which she will probably never finish.

Sundra Fane is an Elf Cleric. She hates battle, but likes to help people. She will take every possible healing option available. She might work for LFR games, as long as the other party members can keep her safe. Nobody ever complains about having a healer in the party. If I play this character, I will try very hard not to make her as annoying as Nara.

Zarra D'Argo is a Drow Rogue, or possibly a Rogue/Warlock. I would say her primary motivation is probably exploration. She spent her youth in the Underdark, where the scenery never changes. She's amazed by the variety on the surface world - forests, deserts, cities, tundras; changing weather, day and night, and so on. Zarra is a good person who escaped the corruption of her evil race, but she isn't a rip-off of you-know-who. She's good-hearted, but she isn't "nice". She has a sarcastic sense of humor, enjoys making fun of her teammates, and rarely gets close to people. But when the going gets tough, her party knows they can count on her, and she wouldn't betray them for any price.

Calla Noble is a Half-Elf Battlemind. This one started as a Guardian Fighter. I'm convinced that the majority of people who play Fighters in 4e are doing it wrong. I see them build characters designed to rush in and do the most damage, but in 4e that's really more the role of a Striker. You should let the Fighters draw the fire and keep the enemies busy, while the Rogues and Rangers sneak in and do the real damage. So I want to try a really durable character who can soak up a lot of attacks. I had already statted her out as a heavily armored Human Fighter, but then PHB3 came out and the Battlemind just looked so much more interesting. With Calla I'm planning to take every defensive feat and power. I plan to take a lot of the PHB3's skill-based powers; specifically the Endurance- and Heal-based powers. So she'll play a secondary role as a healer. Oh, and her primary motivation is probably honor.

Vex is an Elf Monk. I just want to try one, they look neat. She moves fast around the battlefield, punching and kicking everything in sight. As you can tell from the portrait, I'm kind of picturing Leeloo from The 5th Element. I would like Vex to be mute, or at least have taken some sort of vow of silence, but I'm afraid I'll be accused of being antisocial.

Vanya Scarm is a Human Barbarian. I don't actually have any interest in playing a 4e Barbarian, so I probably won't get around to this one. But I did give her a big long backstory that I hate to go to waste. She comes from a barbarian tribe called "The Tribe of the Scarred Mountain". The tribal villiage is located at the base of a large mountain in Icewind Dale (or whatever setting-appropriate icy mountainous region). They worship Tempus (or Kord, or other setting-appropriate god of battle), but believe that the Scarred Mountain is a sacred place. They believe that a great battle took place there between Tempus and a powerful enemy, and that their mighty blows created the gorge that gives the mountain its name. Tribe marriages are arranged, based on age. When an unmarried tribe member reaches 16 years, they are usually betrothed to the next youngest tribe member of the opposite sex. When the second one reaches 16, they are married. (They start young because life spans are short in that environment.) Children are raised by the tribe rather than by parents. Before marriage, tribe members must leave the villiage to go on a spiritual journey called a "Kthaya". (Sort of like a Native American vision quest.) This Kthaya includes different tasks for different people, set forth individually by the tribal chieftan. These challenges often exploit a person's specific weaknesses. (If a person is afraid of spiders, part of the test might be to sleep in a nest of spiders or slay a giant spider, etc.) Some Kthaya tasks/rules are universal. For example, participants are not allowed to bring food, and must eat only what they hunt and kill during the journey. All participants must climb to the top of the Scarred Mountain and fast until they hear the voice of Tempus. Most tasks take place on or around the Scarred Mountain. As part of the Kthaya, Female tribe members also ritualistically scar their faces. This tradition evolved from an old tribal saying: "Never marry a beautiful woman, other men will desire her, and she will betray you." So the scarring symbolically makes you less beautiful. It is a sign of betrothal, like wedding rings, but it is also considered good luck for the marriage. Some women just give themselves a couple of simple, understated scars, while others go overboard and practically shred their faces, while still others take a more artistic approach and carve intricate designs and symbols into their skin. (The obvious question is why men don't have the same tradition, but the tribe is sexist in that respect. On the other hand, men who cheat on their wives are executed, while cheating women go unpunished, so the women don't always get the short end of the stick.) When Vanya returned from her tasks, her tribe had been slaughtered by giants. She never found her husband's body. Since he was on a journey at the same time she was, it's possible he wasn't killed, but she searched all the surrounding land and never found him. These journeys take different amounts of time for different people, so he might have returned before the battle. Or he might have been killed during his journey, as sometimes happens. He might have even been involved in the tribe's destruction, though such a thought would never occur to Vanya. Still, Vanya didn't know him very well, so it's possible. Vanya tried to follow the giant tracks, but there was heavy snowfall. Eventually she tried to kill herself with honor. She threw herself from the highest peak of their sacred mountain, in hopes of her reuniting her soul with her clan. She passed out in midair, woke up in a snowdrift, completely uninjured. She doesn't know how she survived, but believes it was her god that saved her. Out-of-character, I really don't know either, and I'm leaving it up to the DM in case he ever wants to expand on it. Vanya has black hair, but is usually bald. She shaves her head whenever she takes a life, so if you see her with hair, it's been a while since she's been in battle. She collects parts of enemies (claws, etc) for necklace. She feels it gives her strength. She fears the undead; they're just unnatural. People of her tribe have no surnames, so she uses "Scarm" (short for Scarred Mountain).

Aria Thatcher is a Half-Elf Bard. Though she is a half-elf, she is the daughter of two human farmers (which was a bit of an unhappy surprise to the father). Literally being a red-headed stepchild, she became a source of friction between her parents, and she left home early to study music in Waterdeep. Aria is very outgoing, and has a tendency to speak without thinking. She is booksmart, but often makes bad decisions. She has a very silly sense of humor, and doesn't understand why others don't laugh at her bad puns. Aria is sort of evolved from a character I once played in Neverwinter Nights, Sillia Aylomein.

Galea Clowder is a Razorclaw Shifter Druid. This is just something crazy I'd like to try sometime. I love cats, so I wanted to make this one totally cat-themed. In addition to her primary animal form being some sort of cat, she will also take any possible cat companion options I can find, such as multiclassing Shaman (spirit companion) making her a Hybrid Ranger (Beast Mastery option) or building her so she qualifies for a familiar feat. I have not figured out a motivation for her yet, but it will probably be related to her love of nature.

Brynwyn Elswyth is an Elf Ranger. Or possibly a Ranger/Rogue Hybrid. She was one of my NeverWinter Nights characters. She's has a bubbly personality, but is prone to periods of depression, due to a tragedy in her past. Her backstory is here.

Dervish is a human fighter; I haven't decided which type. Another NWN character I'd like to try in PnP someday. Her real name is Priscilla, but she hates the name because it sounds too girly. She comes from Cormyr (or setting-appropriate honor-themed kingdom), and was raised as a tomboy. Her father spent years trying to get her to act like a lady, but his repeated efforts just made their relationship worse, until she left home to prove herself in the world. Her expanded backstory is here.

Whisper is a human Rogue. She's based on a character in a sci-fi comic I used to draw. Her real name is Alterra Sarr. She was convicted of a murder she didn't commit, so now she's on the run from the law. She tries to stay in the shadows as much as possible (so she's probably a Shadowy Rogue). She has tattoos on her arms that indicate her prisoner status, so of course she keeps them covered. She is a good person and wants very much to help people, but she has to balance that with the necessity of keeping her identity hidden.

Tao Xiang is a human Sorcerer. Another NWN character, originally named Taochi or sometimes Tao-Chi. She's from Kara-Tur (or other setting-appropriate exotic land). In NWN I played her as a Fighter/Bard/Red Dragon Disciple, but in 4e I'd probably make her a Dragon Magic Sorcerer. But one way or another she'll have some connection to dragons. Tao enjoys reading fortunes - in NWN I would give actual Tarot readings through her.

Pepper Proudfire is a Halfling Fighter. I played her in NWN, where she was a dual-wielding Kukri Weapon Master (and it takes a LOT of feats to accomplish that). In 4e, she would probably be a Tempest Fighter. She has a spunky personality, and reminds me of one of those toy dog breeds that think they're larger than they are. 

Heh. I won an art contest. Me.

By the way, a couple of months ago I actually won an art contest. One of my favorite blogs is NewbieDM, which is a terrific resource for up-and-coming Dungeon Masters. Occasionally they have contests, mostly of the "post a comment to enter" variety. But this time they actually had a game to it - draw a picture of Drizzt and Gwene- Gwhene- Gwhnenne- um... draw a picture of Drizzt and his pet kitty.

Here's where they posted the contest, and here's where they announced the winner. And here is my winning drawing:


....Yeah, I know. In my defense, I hadn't drawn anything in years, and I wasn't that good in my prime. I found out later he only got one other entry. So let's hear it for participating! Whoo-hoo!


Friday, April 30, 2010

Character - Sillia Aylomein


This is a character I've played in two Neverwinter Nights modules. I picked her name using NWN's random name generator, but "Sillia" really did end up fitting her silly personality. She was a total flake, but was really fun to play. I might remake her for a PnP game sometime.

Note, the locations mentioned (Alta, Fertilund, etc) are from my "Itropa" module, names I reused when I started my campaign world of Praktas.

------------------------------

Dear Diary,
It's been a while since I've had a chance to write in you. I forgot to bring you with me to camp, and I've been waiting to write all summer. I learned so much this summer, about singing, and acting, and playing instruments, and everything else that comes with being a bard. My choir director, Mr. Luute, was a real stiff, with no sense of humor whatsoever. Maybe I shouldn't have put blue dye in his hair gel, but it was hard to resist. And the things I got to see! One time a classmate of mine got chased by a bear! And one time, at bard camp, I saw two grazelles fight! And one time, at bard camp, I saw a bunch of fairies fly by! There was so much to see and do, I hardly had time for my classes. I can't wait to go back. I hope this school year goes by fast.
-Sillia

Dear Diary,
Tomorrow I start school at "Virtuoso College" in Alta. I just finished decorating my dorm room; it's really cool. I've painted the walls hot pink and purple... I hope my roommate doesn't mind. I'm nervous and excited about tomorrow. My parents say it's an honor just to be accepted here, it means I have real talent. Mom says she's been putting money aside for years to put me here, so I hope I don't disappoint her. My parents left this morning; they're probably halfway back to Fertilund right now. Back to their humdrum lives of plowing and planting... it used to be my life too. I'm so glad to have this opportunity. I miss my family already, even bratty Chris. I can't wait 'till spring break so I can see them again.
-Sillia

Dear Diary,
I hate this place! I hate it, I hate it, I hate it! Everyone in Alta is so stuck up. They laugh at me for not coming from a rich family. They make fun of my clothes, because I like to wear bright colors instead of their snooty black suits. Today a teacher yelled at me for smiling in class. Everyone's so serious here! Even my roommate hates me.
-Sillia

Dear Diary,
Spring break is almost here. I was planning to go see my family, but now I don't know. I have the chance to go on the "Musicruise"... it's a week-long boatride with a lot of famous musicians performing. I didn't think I'd be allowed to go, because it's during the same week as our mid-term exams. But my classmates told me they're moving spring break up a week to coincide with the Musicruise, and we'll have mid-terms when we get back. It sounds like a lot of fun... but... my family really wanted me to visit them for Spring break. So I guess I have a pretty big decision to make... should I bring the pink dress or the blue one to the Musicruise?
-Sillia

Dear Diary,
It's my second day on the Musicruise, and I'm having a great time. One of my favorite music stars told me I had a voice like an angel! He gave me so many compliments, I swear I was in heaven. Okay, he took some of it back after I refused to join him in his cabin, but I'm sure his compliments were sincere. I'm going to be a star someday, I know it.
-Sillia

Dear Diary,
My classmates lied. I missed mid-terms, and I've been expelled. I can't go home now, to face my parents. They'll be so disappointed with me. I managed to intercept the expellation notice before it was sent to my parents, so as far as they know I'm still at school. I think I'm going to keep it that way. I'm going to travel a bit, see the world, and try to become a big star. If I can make it big before the school year's over, my parents will still be proud of me. And I will make it big. I know it.
-Sillia

Character - Brynwyn Elswyth


Note: Brynwyn Elswyth was one of my first Neverwinter Nights characters. I played her on the server "The Silver Marches", and later used her on a couple of other servers as well. She was a very energetic, spritely character, naive but good-hearted.

Despite her seemingly-unsinkable cheerfulness, she did have a bit of a tragic backstory:

***

The sky explodes with lightning, and for a half second the world is consumed with white fire. A wet, shivering elf takes refuge under an ancient tree. She sits with her knees drawn up to her chest, hugging her calves. With each crash of thunder she buries her tearful face in her knees.

She is young, but not a child. She is naive, but not unintelligent. She knows the thunder won't hurt her. But still, she is afraid. Every rip of thunder punctuates her existing fears.

"How did I get here? Why am I alone? Why did I stray so far?" She asks these questions softly, nestling closer to the scant shelter of the tree. The questions are rhetorical; she already knows the answers, but doesn't dare ask the real question, burning beneath her dread: "Why am I such a failure?"

Her mother's quiver lies in the mud beside her, half-sinking into the muck. She pats it with her hand, seeking the reassurance it provides. It is a symbol of both love and protection. Also beside her is a bow, but she has no love for the weapon. To her, it is the embodiment of death and failure, and she hopes to replace it with another bow soon.

Another clap of thunder, and again she buries her face. In the howling wind is her father's voice, urging her to be strong, and chastising her for disappointing him. The familiar but heartbreaking reprimands actually soothe her, and the exhausted young elf soon drifts off to sleep.

And she dreams.

***

She awakens to the sound of furniture breaking. Brynwyn gasps, and sits straight up in her bedding. In the moonlight coming in through her window, she sees a huge form, smashing everything within reach. It is an orc, and its presence in her hut causes her confusion. She becomes vaguely aware of the commotion outside her window, the sounds of elves fighting off an orc invasion. Brynwyn stays perfectly still, too afraid to move or even breathe.

Brynwyn hears a scream. Across the room, her younger brother has awakened to see the hulking monster. Alerted by the cry, the orc turns and grabs the elven boy by his head, dangling him high in the air. With her brother in danger, Brynwyn finds a reserve of bravery and searches around the floor beside her, never taking her eyes off the orc. She stretches her fingers blindly until she finds the bow and a single arrow. She draws back the bowstring, trying to aim carefully, but her arms shake. She only has one chance at this.

The orc's fingers encapsulate the elven boy's entire head, and the monster delights in hearing his pathetic, hitching screams. Brynwyn has no idea how many arrows it would take to kill this orc, but she hopes one is enough to make it let go of her brother. She aims for the creature's left eye, wishing she had more time to line up and steady her shot. With a quick prayer to Silvanus, she looses the arrow.

But her fingers slip at the moment of release, and the arrow barely penetrates the orc's shoulder. It growls in pain, clenching its massive hands into fists. Her brother's head is shattered like an egg, and Brynwyn's own heart feels similarly crushed. The orc turns to face her, growling and snarling. She doesn't move as the orc lumbers towards her, reaching out with its immense hands. She blankly watches the remains of her brother drip from its fingers. She no longer cares what happens to her. She drops her bow and lets her arms fall to her sides.

Suddenly, it howls in pain. It runs blindly around the hut, beating on the walls with its fists until it finally collapses to the floor, dead. There are several arrows buried in its back. Brynwyn looks up and sees her parents standing in the doorway, bows in hand. Her mother looks at Brynwyn with concern. As she moves to comfort her daughter, her eyes fall on the headless body of her dead son.

And she screams.

***

Another loud thunderclap wakes Brynwyn with a start. The dream fades, as it always does. The memories still linger, still haunt her. The elf slowly realizes where she is... still sitting on the forest floor, in the rain and the mud, hugging her knees and shivering. She wishes she were home... but would not dare to go back.

She pulls her belongings closer to her, and huddles even closer to the tree.

And she weeps.



Character - Dervish


This is a character I've played on Neverwinter Nights. I might remake her for a PnP game sometime.

------------------------------

"You can't join the guard," he said.
"You have to learn how to be a homemaker," he said.
"You're just a girl," he said.
"No daughter of mine is ever going to be a soldier," he said.
"Goodbye," I said.

I was the youngest of seven, the only girl in the lot. My father was the captain of the guard, one of the most respected positions in Cormyr. My mother died giving birth to me. I think Dad always kind of blamed me for that, on some level, though he would never admit it to himself. But more importantly, he didn't have a clue as to how to raise a girl. And he was always busy, training his men and fighting wars. Child rearing in my family was more of a communal effort, with each sibling doing what he could to help out. So in all I had six fathers, and I learned all I could from them.

It was a boy's upbringing. They taught me how to fight, armed and unarmed. Each had his own favorite weapon, and I learned them all. When I was ten, I won my first unarmed fight with one of my brothers. Of course he told me that he let me win, but I knew better. By the time I was thirteen, I could best any of them. By the time I was fifteen, I could beat three of them at a time. And when I turned sixteen, my father finally noticed what had been going on.

It was time to give me away, he figured. I was now the right age to find some nice young man, and spend the rest of my life in his servitude. The thought of marriage made me queasy. Volunteering to become some man's chambermaid and love-whore for the rest of my life? Why? I had no desire to commit myself to slavery, and I told my father so. But it was a moot point, my father said. No man would ever want me anyway, the way my brothers had raised me.

He said he blamed himself. By not getting remarried, he never introduced a strong female influence into my life. So now he tried to undo the "damage" that had been inflicted on me. He hired a governess, a prim, proper woman who was to teach me what it meant to be a lady.

She lasted about a week, which was longer than the next three. Apparently I was unteachable, or I just didn't want to learn. My father was at his wit's end, and very nearly married a woman he didn't even like, just so I would have a mother. I put a stop to that.

I told him I wanted to join the royal guard. We fought about it for over a year, and I finally left. I decided to try life on my own, to prove to myself I'd make as worthy a soldier as any man. I kept limited contact with home, never letting my father know where I was.

And then I received word that my oldest brother, Tobias, had been killed in battle. I was devastated. His last wish was that I would be given his favorite blade, the one which he wielded as he drew his last breath - his prized katana. From that moment on, I swore I would master this blade, that it would become a part of my body and my soul. It has never left my side since, it my constant companion, whether I am fighting, eating, or sleeping. When I place the hand on the hilt, I feel it as if it were the hand of my brother, and we go into battle hand-in-hand.

My former goal - to prove myself as strong as a man - was a silly child's quest to bolster her own ego. My new mission is to master my brother's blade, to let it once again sing in battle. And then, in some small way, it will be as if he still lives.

May your soul rest in comfort, dear brother. Your spirit will live on.

Sunday, April 11, 2010

LFR: Inheritance

4/10/10 - The Game Keep

Module CORE1-1: Sembia: Inheritance (1-4) (Low Difficulty)

Characters:
Kryla (Matt) - Level 1 Dragonborn Sorcerer (Cosmic)
Kadar - Dwarf Warden
Naquami - Elf Druid
Rufio - Deva Artificer
Magnus - Dwarf Shaman

Another first; this was my first time playing two LFR games on the same day. It was a real pain in the back, but it was worth it.

This was not one of the better LFR adventures. The first hour of it was roleplay, which would have been great if the story had been a bit better. Instead, it was mostly rolling skill checks over and over again.

Rufio was our most valuable player. He was the only Level 4 in a group of mostly Level 1's, and his buffs helped out a lot.

In the final encounter, we fought a bunch of enemies who were insubstantial (only took half damage from all attacks) and could walk through walls. At first we thought we were screwed, until Magnus released his daily - a huge burst attack that wiped out all the minions and bloodied some of the others as well. It still wasn't an easy fight, but that move sure made the battle shorter. And a good thing, too - the Game Keep was about to close when we left.

Rewards:
Kryla took 400 xp, 75 gp, and a potion of healing. She's now only 40 points from level 2.

LFR: For Crown and Kingdom

4/10/10 - The Game Keep

Module CORM2-1: Cormyr: For Crown and Kingdom (1-4) (High Difficulty)

Characters:
Kryla (Matt) - Level 1 Dragonborn Sorcerer (Cosmic)
Dee - Drow Rogue
Meleli - Halfling Shadowy Rogue
Jerund - Half-Elf Paladin/Warlord Hybrid
Magnus - Dwarf Shaman
Wu Gan - Kenku Paladin

Well, Bryan and Rick both had to cancel, so this was the first time I went to one of these events by myself. I went ahead and started a new character so that Voranna wouldn't get too far ahead of her companions. Kryla is Rhogar's younger sister. She's best at social skills, especially Diplomacy and Intimidation. In battle, she's a bit squishy so far. In fact, the first time I got hit, I was instantly bloodied. But she did survive, and should be a lot more useful at higher levels.

The standout player this game was Magnus, the Dwarf Shaman with a giant toad for a spirit companion. He was constantly moving that toad all over the board, where it could do some really neat attacks/heals.

The most significant event of the session: The final encounter was a sort of skill challenge/battle, where we fought a group of baddies while trying to convince the big boss to surrender. The boss hit us pretty hard early in the battle, but we did eventually talk him into giving up. However, we still had to deal with his cohorts, who weren't interested in talking. So most of our group accepted the boss's surrender, and continued to fight the rest of the monstrous henchmen. Most of us.

Dee, the party's Drow Rogue, had been hit by the boss's earlier spell and wasn't ready to forgive and forget. While the rest of us fought the monsters, Dee went straight for the cowering, no-longer-hostile boss. Never trust a Drow.

Those of us non-Drow put off worrying about the boss/Dee fight until the henchmen were defeated, but we did wonder - once Dee and the boss were all that was left, which one should we assist? This is the kind of thing that can really divide a party. Luckily (?) it was a non-issue. Dee managed to kill him solo before we had finished off the other baddies, so we just accepted that and collected our reward.

Rewards:
Kryla took 560 xp, 100 gp, and an item reward.

Saturday, March 13, 2010

LFR: Crafts

3/13/10 - The Game Keep
Module DRAG1-7: Dragon Coast: Crafts (1-4)

Characters (from my group):
Rhogar (Bryan) - Level 3 Dragonborn Fighter (Great Weapon)
Voranna (Matt) - Level 4 Eladrin Ranger (Archer)
Krusk (Rick) - Level 2 Half-Orc Rogue (Brawny)

This was the companion module to last month's "Arts" session. The two modules intertwine, but they can be played in either order.

Unfortunately our group got split between the two tables. Rhogar and Voranna were at the "High Difficulty" table, while Krusk played at the kiddie table with the low level characters.

I rolled crap for the first half of the session. I kept rolling threes and fours. However, I did make the killing blow on the final boss. Our party did pretty well - the battles were pretty short, and we finished long before the other table.

At the Low Difficulty table, Krusk didn't do so well. He spent most of the final encounter dazed and prone. I like to think it's because he missed his friends.

Rewards:
Rhogar and Voranna each took 560 xp for playing High Difficulty, while poor little Krusk got 400 xp. Rhogar reached level 4, and Krusk reached level 3.

Saturday, March 6, 2010

Praktas - The Princess and the Dragon

Game Date: 3/6/10

Characters:
Drew Baker (Bryan) - Human Fighter (Tempest style)
Damakos Redhorn (Rick) - Tiefling Rogue (Brutal style)
Tirah (Misty) - Deva Wizard (Wand Style)

The party was hired for a top-secret mission in Alta. The Queen's daughter was missing. Princess Wynnifred the Second is something of a wild child, always getting bored with castle life, and often sneaking off and going on little excursions. But this time she seemed to have disappeared entirely.

And let's face it, every adventuring party needs to save a princess at least once.



The party was required to keep it hush-hush. The government didn't want to announce that the girl was missing, for fear of political embarrassment or phony ransom demands. The Princess Wyn had last been seen wearing a disguise and visiting Fertilund, a small farming community just north of Alta.

The party joined the next grocer caravan to Fertilund, and started interviewing farmers. Along the way they discovered a badly damaged cornfield, with an awful smell in the air.

Eventually some clues led them to a farmer named Delmer Graham, who finally admitted to kidnapping the princess. Long story short:

For the past few months, there had been a few dragon sightings over Fertilund. A few sheep had been stolen, and some crops had been hit by its breath. Delmer had recognized Wyn through her disguise, and theorized that sacrificing a princess could stop the dragon. So he captured her and left her tied up outside what he believed to be the dragon's lair - a cave in a mountain range north of Fertilund.



The party was not happy with Mr. Graham, so they tied him up, and forced him to guide them to where he left the princess. They rode Delmer's horses to the base of the mountain, and when the going got too rough, they tied up the horses and proceeded up the mountain on foot.

During the trip they were attacked by a mountain troll, but they made it through the fight fairly easily. A successful nature check meant Tirah knew about the creature's regenerative ability, and how to overcome it with fire or acid. Finally they reached the cave. The princess was no longer there, but there were dragon footprints around the entrance, and pieces of the rope Delmer had used to tie Wyn up. The party proceeded into the cave.

After a while, they heard snoring. They sent Damakos up ahead, and he sneaked into the dragon's main chamber. There was a lot of human-sized furniture in the chamber, and a young Silver Dragon sleeping on a bed of straw. Another nature check and Damakos suddenly remembered a couple of things he'd read somewhere... Metallic dragons aren't usually as likely to be evil as chromatic dragons... Silver Dragons breathe cold... hmm, those crops didn't look like they'd been hit by cold.

There were also two side chambers closed off by curtains. Damakos quietly peeked into each of the side chambers, one of which contained a very comfortable-looking bed, occupied by a comfortable-looking sleeping princess.

Damakos put his hand over her mouth and woke her up. Upon seeing the devilish Tiefling, she tried to scream, but Damakos quickly explained that he was there to rescue her. He took her back to the party, and Wyn explained that the dragon was now her friend.

The dragon woke up, and Wyn introduced her to the party. The dragon changed to human form and introduced herself as Nyrithia. She was only using this cave as a temporary den while she tried to track down a Black Dragon named Kathernius (though I think I neglected to mention his name during the session), who was an enemy to her family. Nyrithia now knew where his lair was, but she didn't think she could defeat him alone. She convinced the party to help her defeat Kathernius.

Nyrithia had the party get into a large basket (think "hot air balloon"), and in her dragon form carried them to the other side of the mountain range. They landed in a swampy area, where another cave led to the Black Dragon's lair. They left Delmer tied up outside, and everyone else proceeded into the cave.

With sneaky Damakos in the lead, they soon found a treasure room, filled with wooden chests and suits of armor. But when Damakos attempted to open one of the chests, it tried to bite him. They soon found themselves battling a room full of mimics and animated suits of armor.

After the battle they continued down the tunnels until they found the lair. The room was lit by glowing moss, and the chamber's only feature was a large pool of sludge. Kathernius slept under the sludge, but a botched stealth check woke him from his submerged slumber.

It was a decent battle. Nyrithia was right; she would have had trouble beating Kathernius herself, but the party didn't have too much trouble. Well-loved by Alta's citizens for her beautiful singing voice, Princess Wynn kept the party inspired with magical songs. Damakos did the most damage using every rogue trick in the book.

As Kathernius died, he sent off a magical bat messenger, which memorized the party's faces before it flew away. With his last breath, the evil dragon promised that he would be avenged.

After the battle, Nyrithia broke off one of the Black Dragon's talons, so the party would have proof it was dead. Then she took them as far as she could in the basket (she can't get too close to Alta lest she risk getting attacked). Wyn and Nyrithia said their goodbyes, and the party returned to Alta. They turned in Delmer to the proper authorities, got rewarded for returning the princess, and received another reward for defeating the dragon that had been plaguing Fertilund.

Nyrithia has to go away for now, but someday Wyn will be the queen of Alta, and the city couldn't ask for a better protector than a Silver Dragon.


...and apparently they left Delmer's horses tied up at the base of the mountain.

XP Rewards:
Party+Pets Vs Troll: 400/5=80
Party+Pets+Wyn+Nyrithia vs Mimics/Armor: 50x6/7=43
Party+Pets+Wyn+Nyrithia vs Kathernius: 875/7=125
Party Quest Rewards: 500/3=167
Total each: 415

Drew: 5907+415=6322
Damakos: 5682+415=6097
Tirah: 3892+415=4307

Sunday, February 21, 2010

LFR: Arts

2/20/10 - The Game Keep
Module DALE1-7: Dalelands:Arts (1-4) (High Difficulty)

Characters (from my group):
Rhogar (Bryan) - Level 3 Dragonborn Fighter (Great Weapon)
Voranna (Matt 1) - Level 4 Eladrin Ranger (Archer)
Also in the group: Zanater (Genasi Stormsoul Hybrid Artificer), Serina (Cleric), and Larue (another Eladrin Archer).

This was my favorite session yet, mostly because we had such a good group. The other players were very skilled roleplayers. Serina was especially entertaining.

During character introductions, I introduced Voranna with, "Hello, I'm Voranna. I'm an Eladrin Ranger. I enjoy archery, gardening, and men who aren't afraid to cry." That got a good laugh.

The module took place at a prestigious school, which was located on an Earthmote (floating piece of land in the sky, like in Avatar). Students were coming down with a mysterious disease, and we had to discretely infiltrate the school posing as teachers. We got to choose which classes to teach - Voranna picked Animal Husbandry, and Rhogar taught Phys Ed.

One combat encounter involved crossing a flowing river with strong currents and a waterfall. The rules were very confusing, and caused a lot of debate on some turns.

Rewards:
Rhogar and Voranna each took 535 xp, 125 gp, and a healing potion. Rhogar will most likely level next session.

Saturday, December 19, 2009

LFR - Sense of Wonder

12/19/09 - The Game Keep
Module CORE1-3: Nelanther Isles: Sense of Wonder (Low Difficulty)

Characters (from my group):
Rhogar (Bryan) - Level 3 Dragonborn Fighter (Great Weapon)
Voranna (Matt 1) - Level 3 Eladrin Ranger (Archer)
Lia (Misty) - Level 1 Eladrin Wizard
Also in the group: Another fighter, another wizard, and a cleric.

This module has been out for a while, but we missed it the first time. I still don't want to spoil much, but we got to help an annoying Gnome, and we went sailing.

The best part of this adventure was that almost everyone at the table was a Doctor Who fan, and the final battle was against a lot of robot-like enemies. So we were making a lot of Dalek/Cybermen references.

Rewards:
475 xp and 75 gp each. Voranna also took Bracers of Perfect Shot, Lia took a Cloak of Resistance +1, and Rhogar just took the additional gold reward of 50 gp. Voranna reached level 4.

Saturday, November 14, 2009

Praktas - The Temple of Elemental Weevils

Game Date: 11/14/09

Characters:
Drew Baker (Bryan) - Human Fighter (Tempest style)
Damakos Redhorn (Rick) - Tiefling Rogue (Brutal style)
Tirah (Misty) - Deva Wizard (Wand Style)
Dorath (Bryan) - Goliath Fighter (Great Weapon Style)

This is another quest loosely based on one of my Itropa areas. The title is a parody of the well-known classic D&D module, "The Temple of Elemental Evil."

Bryan's Goliath fighter Dorath - who he had only run once for a practice game - came to visit, and invited our heroes to Fist's annual fighting tournament. It was a three day ride to Fist, riding along the base of a mountain range. On the second night, Damakos was woken up by the sound of someone gasping. He got up just in time to see a young man stumble out of the mountains, barely saying the words "Ultimate treasure..." before falling over dead at the tiefling's feet.

Of course Damakos looted him for all he was worth, and discovered some badly damaged journals. There was very little left that was legible. He found this bit of an entry:

As my grandfather gave me these notes, his dying words were “Don’t forget Rob”. Who is Rob? Am I supposed to meet someone named Rob? Or could he have meant “steal”? Was he asking me to steal something?

Even though it killed him, I am determined to pick up where my grandfather left off. I will find this “ultimate treasure” he spoke of.

(Yes, I know that's cheesy. Welcome to my campaign.)

The rest of the journal was written in a different handwriting. But since most of the pages were burnt, wet, or missing, these were the only snippets he could read:


(This is what it would have looked like if I'd had some parchment paper.)

There were also some crudely drawn maps, pointing to a mountain not far from their campsite. Damakos pocketed a small amount of the corpse's loot, then woke up the others and filled them in. They still decided to go to the fighting tournament first, but on their way back to Trasa, they followed the map.

The map led them to a cave. Once inside, the rough tunnel gradually became a fully-finished, marble-tiled, torch-lit passage. They passed a stable area, where a brown-robed man was tending to several horses. Tirah walked up and asked him a few questions. He wasn't much help, but at least he wasn't a threat - as far as he knew, our adventurers were supposed to be there.

The main hallway finally ended in a set of double doors. There was a magical light shaft nearby, which they determined to be a portal. However, this was the exit end, so they couldn't use it from this location.

Through the double doors, they entered a large temple. The basic layout was sort of bug-like, with rounded walls and six side passages. Four of the passages had color themes, and there was a large golden door at the head of the room. The temple was also full of robed people, each wearing one of four colored robes - red, brown, blue, or white. None of them seemed to care about the PCs.


(Come to think of it, it looks like a Spider-Tracer.)


On the golden door, instead of a door handle, it just had a small raised rectangle with four diamond-shaped indentations. The following poem was carved into the door, just above the rectangle:

Four sisters from the dawn of time,
They rule the world and always will.
The first she runs and never tires,
The second eats to comfort or kill.
The third she lies and carries all,
The fourth oft sings with breath so chill.
(I got this from an online page of riddles, which I altered to suit my needs.)

The PCs started to go down one of the colored passages, and one of the robed people ran up to them and stopped them. Looking at their pets, he asked, "Are those animals to be fed to the Weevil? Very good, but that door is only for the faithful." The players quickly realized they needed to get themselves some robes. So they explored the West passage (living quarters) but couldn't find an easy way to steal the robes they needed without risk.

(DM Secret: The cultists don't really "own" their robes; it's all communal property. They're also fairly easy-going unless threatened. If a cultist had caught a PC stealing his robe, he probably would have said, "Take it, my friend, I'll get another from the storage room.")

The PCs then checked out the East hall. There were two doors at the end of that hall. One was full of caged animals, as well as a young male half-orc (also caged). The half-orc begged them to set him free, because he was going to be "fed to the Weevil." They didn't release him yet, figuring it might get them into trouble, but they did plan to do so eventually.

The other door was the storage room. It was full of robes in five colors: red, blue, brown, white, and gold. They hadn't seen anyone in a gold robe so far, but they went ahead and took plenty of robes of all colors. The adventurers then donned the blue robes, and went down the blue hall.

The Temple of Water

They found themselves in another worship room, much smaller than the main temple. The room was chilly, and had a water/ice theme. The room was decorated with ice sculptures, and the walls were painted with images of oceans and sea life. There were a few blue-robed people sitting on pews, listening to another man who was preaching from behind a podium. Behind him, a young elven girl was tied up. When the PCs entered, the preacher thanked them for bringing more animals, because he wasn't sure the girl would be enough to feed the Weevil.

He allowed them to pass through the door behind him, having them take the elf girl with them. Once they were out of the preacher's sight, they untied the girl, but she was too scared to help them in battle.

They walked down some stairs. The room at the bottom was filled with water, waist-high. Towards the back of the room, there was a 3x3 pedestal, on which stood three pushable statues: An Elf, an Orc, and a Halfling. The room's exit was on the wall behind the pedestal, to the right. They remembered their clue: "The Orc is flanked, the Halfling readies his exit." They started pushing statues around, but were attacked by a pair of Water Elementals. The room's aquatic nature made it rough terrain, which made the battle all the more difficult, but they won in the end. Then they continued playing with the statues.


This turned out to be the answer:

Technically, there were two other combinations that fit the clues. But then, these are clues, not answers. Once they found the right order, the door opened. They also found a lever that drained the water in the room. They went down some more stairs, and found the Water Weevil.

This was another room with waist-high water. The players could only move half-speed, but the Weevil could skim the surface and move all over the room. He had several water-themed abilities, throwing tidal waves and jets of water at them. I personally found the Weevil battles to be a bit tedious. I think I gave them too many hit points.

Once it was dead, they found a diamond-shaped blue jewel in the Weevil's forehead, the same shape as the indentations in the gold door. They also found a nest in the room, which looked like it had once held some weevil eggs, but it was currently empty. The room also contained a yellow lightshaft, which they used to teleport themselves back outside the main temple's double doors.

They left the temple/cave and took a nice long rest outdoors. (DM Secret: If they'd stayed in the cultists' living quarters, they wouldn't have been attacked or anything. Still, someone might have made them put their animals in the West hall cages, and the pets might have been taken to be sacrificed while the PCs slept. So overall they probably made the right choice.) The elf girl left their party at this point, taking her chances with the road to Trasa. Now well-rested, the PCs decided to put on the white robes and tackle the white hallway.

The Temple of Air

The white temple's worship area was identical in layout to the blue temple. The only difference was the theme - instead of water and fish, the room was decorated with images of clouds and birds. Using the old "weevil food" ruse, the PCs managed to talk their way through the next door without incident, and soon found themselves on a windy ledge:

D=Door, G=Gargoyle, L=Lever


The PCs started on the left side of the room, "D". Beyond their 2x5 ledge, there was a 5-foot wide, 75-foot long bridge (that's 1x15 squares) leading to the opposite ledge. The floor (purple) was 30 feet down. Not a deadly drop, but damaging - and annoying. There was a ladder on the PCs' side, but not the opposite side. So if a PC fell off the ledge, they could still get back out, but only on the left side of the room.

The bridge was visibly divided into 5x5 square tiles. They remembered the clue: 3, 6, 8, 11, 15. They smartly surmised that since the bridge was 15 squares long, that the clue must be referring to tiles of the bridge. They not-so-smartly decided that these must be the "safe" squares. So they had Drew jump from the ledge to tile 3 on the bridge. He nailed his Athletics check, but as soon as he landed on the tile, it activated a mechanism, and some heavy winds started to blow. Drew made his saving throw, and remained on the bridge.

But that's when the gargoyles came to life. These annoying flyers had the ability to push or pull their enemies when they attacked. One of them also pulled the first lever, which made more winds blow. Dorath was the only one unlucky enough to get pulled off the ledge, and after the second time he just stayed at the bottom and threw weapons at the gargoyles above him.

Eventually they killed the gargoyles, and Drew made it across the bridge. Pulling the second lever deactivated all the tiles, allowing the other players to cross without jumping over the trap squares. They PCs went through the next door, and found the Air Weevil's room.



The light gray is the normal floor. The dark gray is 20 feet higher. The dark gray walls were covered with spikes, which could be used to climb up to the dark gray ledge. Of course, the PCs could also be blown into these spikes if the wind was high enough. There were four control levers, one on each wall, which could retract the spikes on that wall.

The wind had its own place in the initiative order, and would blow in a different direction each turn, pushing everyone (except the Weevil) one square. Of course, the Weevil could fly, and had a lot of wind-based attacks.

After the battle, they once again took the Weevil's forehead jewel, then left the temple and camped. Then they remembered the Half-Orc prisoner. They decided to check up on him, but he was no longer in his cell. So they split the party. Tirah, Damakos, and the animals went to the brown door, while Dorath and Drew went to the red door.

The Temple of Earth


Damakos and Tirah peeked into the Earth Temple worship room, just in time to see the Earth preacher pulling a chained-up Half-Orc through the back door. They quickly followed. Once through the door, Damakos decided to attack the cultist from behind, while Tirah went to get the rest of the party.

Damakos had no trouble taking him out. However, the clue for this area was "Noise awakens the..." Well, noise awakened the. Just as Tirah and the others were getting back, Damakos was attacked by a pair of Earth Elementals.

After defeating the Elementals, they easily followed the other clue: "Always left in the tunnels." The tunnel branched five times, and each time they took the left passage. Note, originally I was going to have them make stealth checks for each tunnel to see if they woke the Elementals. But since the Elementals were already dead, it didn't really matter.

The Earth Weevil was in a large cave room. Several of his attacks hit everyone in the room, such as earthquakes and cave-ins. After he was dead, they took the jewel, left the mountain and, rested. The Half-Orc left the party, and the PCs changed robes so they could hit the Fire Temple.

The Temple of Fire

This one was easy. After talking their way through the worship room, they found themselves in a tunnel with walls made of fire. At the end of the tunnel, there were two door-shaped areas of blue flame, one on the left, and one on the right. So they followed the clue (Right, Left, Left, Right, ?), and went right. The blue flames did no damage, and just felt like cool air. Wash, rinse, repeat, until the final tunnel, which just had a ? in the notes. They had a 50/50 chance, and they chose correctly, so they avoided fighting what would have been a pair of Fire Elementals.

The Fire Weevil used a lot of poison-based attacks. No, wait, come to think of it, he used fire. The room itself also contained some fire traps, which would have shot bursts of flame from holes in the floor, but they quickly found the control mechanism and disarmed it.

Once the Weevil was toast, with all four colored gems in hand, the party rested and went to the Temple of Light.

The Temple of Light

The golden door required the four gems to be inserted in a specific order, the same order as the poem: Water, Fire, Earth, Air. They found the final temple's worship room, but it didn't look like it had been used in years. While the other four temples had elemental themes, this one seemed to have a theme of life, or possibly love. The cultists would have called it "The Temple of Light", but "light" might refer more to enlightenment than actual light.

Next, they found another puzzle room. There were three oval indentations in the door, and seven oval gemstones on a pedestal. The stones were in the colors of the rainbow - Red, Orange, Yellow, Green, Blue, Indigo, and Violet. Bryan figured it out instantly - it was a reference to the "Rob" clue. He put the Red, Orange, and Blue stones into the door, and it opened. (DM Secret: A wrong combination of gems would have triggered a trap, and possibly alerted some monsters.)

As they looked down the final hallway, they saw a strange sight: There was the final Weevil, but it was chained to the wall. There were several goblins taking the Weevil's eggs and placing them into a bag of holding. The PCs also noticed another shape in the farthest shadows of the room, but couldn't make it out at first.

The dark shape turned out to be a Drow. Once the battle began, he made a few hand signals, and four more Drow stepped out of the shadows.

Each Drow had a different specialty. Two were classic rapier/crossbow fighters, one of whom had an Onyx Dog companion. Another was an assassin, using 4e's "Assassin's Shroud" ability. Another was a female with a snake-headed whip. And finally there was a magic user, who could summon a spider companion. Of course, all of them had the Drow ability to use faerie fire (aka Darkfire; gives combat advantage against a target) and to create areas of magical darkness.

The PCs showed some great teamwork and strategy. Damakos started off by undoing the weevil's chains, while the rest of the group concentrated on the goblin minions. Once free, the Weevil spread its wings, grabbed one of the Drow, and flew off down the hallway carrying its prey.

Then a strange thing happened - one of the Drow fighters started choking. He stumbled past Damakos, tugging at the neckline of his chainmail, provoking an attack of opportunity. A hole appeared in the chest of the Drow's chainmail. The chain weave opened on its own, leaving a direct path to the Drow's heart. Damakos made his opportunity attack, and killed the Drow instantly.

This still left three Drow, and they were tough opponents, so the battle still lasted a while. The final Drow was the magic user, who escaped through a magic portal. After the battle, while looting the corpses, Drew suddenly felt a strange calling. He was compelled to examine the Drow who choked. Drew could feel a connection with the Drow's armor - it wanted Drew to put it on. As Drew put on his new chainmail, he felt a presence. He felt more honorable, but also more bloodthirsty. He was itching to find more evil to vanquish.

The next door led to the treasure room. Well, the room formerly known as the treasure room, as all the treasure chests were empty.

Okay, they didn't tie me up, but there was some grumbling. But really, am I actually going to give "ultimate treasure" to a 4th-level party?

There were two more doors in the treasure room. One was just a storage room, but the other had several goblins and an orc playing cards. Drew went into a frenzy, his chainmail filling him with hatred towards the orc. They left one goblin alive so they could ask him about the treasure.

The goblin explained that the Drow had taken the treasure back to the Underdark, years ago. When the Drow first discovered the Weevil cult, they took over the Temple of Light, never letting the other temples know there were Drow in their midst. Since then, they've been farming Weevil eggs so that they could build their own army of Weevils. They kept the other temples going because it was in their best interests - with the cultists taking care of the Weevils, all the Drow had to do was sit back and collect the eggs.

Disappointed, but not completely empty-handed, the party returned to Trasa and did a little more research on Drew's new armor. It is the "Invulnerable Coat of Arnd" (DMG p. 170), a major artifact. It is infused with the will of an honorable cleric, who died long ago defending his town from attack.

Whether the armor will continue to consider Drew worthy to wear it, will depend on Drew's actions. It already betrayed its former master, but of course the artifact would hate to be used by such an evil creature. Drew could very well find his own neck in peril if he commits dishonorable acts while wearing the armor. Hopefully he will remember this... but it will be more entertaining if he doesn't. ;)

XP Rewards:
Note: I'm counting the party as 7 for the Earth Temple, since the Half'-Orc fought. But I'm not counting the Elven girl in the Water Temple, because she just cowered in the corner the whole time.
Water Temple - Statue Puzzle/Elementals - 300/6=50
Water Weevil - 500/6=83
Air Temple Puzzle/Gargoyles - 300/6=50
Air Weevil - 500/6=83
Earth Temple Puzzle/Elementals - 300/7=43
Earth Weevil - 500/7=71
Fire Temple Puzzle - 300/6=50
Fire Weevil - 500/6=83
Life Temple Puzzle ("ROB") - 300/6=50
Drow/Goblins Encounter - 800/6=133
Quest Completion - 1000/4=250

Total Session Reward - 948 Each

And everyone gained a level:
Dorath 360+948=1308 (Level 2)
Drew 4959+948=5907 (Level 5)
Tirah 2944+948=3892 (Level 4)
Damakos 4734+948=5682 (Level 5)

Saturday, November 7, 2009

Hogsmeade - The Village of Hommlet (Part 1)

Game Date 11/7/09

Characters:
Kuna Serpentooth (Matt) - Level 4 Dragonborn Fighter
Gar (Bryan) - Level 4 Shifter (Longtooth) Ranger (2 Weapon)

NPC Companions:
Furnok - Dwarf Bolter
Terjon - Priest of Pelor
Spugnois - Tiefling Heretic

We didn't have a full group, and we were mainly in the mood to let Misty practice her DM skills. So Bryan and I rolled up a couple of level 4 characters. We gave each character 500 gold, one +1 armor, and one +1 weapon. We started on "The Village of Hommlet", a module we received free in the mail for being registered DMs. This module involves the town near the legendary Temple of Elemental Evil, and was written as a prelude to the eventual 4e re-release of ToEE. It's not a full module so much as a mini campaign setting, telling all the details of the town, with a few short quests.

Upon arriving at Hommlet, Kuna and Gar poked around town for a bit, looking for jobs. We met several interesting townsfolk, before we were hired to examine a nearby moat house rumored to be full of bandits. On our way to the moat house we were attacked by giant frogs, which had the ability to swallow us. We each spent half the battle inside the gullets of frogs. And I thought they smelled bad on the outside. On the plus side, Gar found a magic sword in their pond.

At that point we knew we wouldn't be able to tackle the moat house alone, so we headed back to town to rest up and hire some sidekicks. We got three takers, and the five of us headed back to the moat house to kick some bandit butt.

We fought a fairly large battle - 9 bandit archers, 2 bandits, 1 bandit leader, and a drake. But most of the enemies were low level and easily dispatched, so we survived. Afterwards, we explored until we found all possible treasure. We found a set of stairs leading to a lower level, which Gar discovered was full of more enemies. However, we didn't have time for another battle, so we went back to town with plans to return soon.

Since this session was just for practice anyway, we may or may not make that return trip. If we end up in the exact same situation again - where Rick is the only one who can't make it - it's a definite possibility.

XP Rewards:
Frogs - 800/2=400
Moathouse - 879/5=175
Total 575, bringing us up to 4325.

Other Rewards:
Various Gold, Silver, and Platinum (and an ivory box) totaling about 87 gp, which came to about 17 gp per party member.
Frost Longsword +2 (Gar)
Cloak of Resistance +2 (Kuna)

LFR - The Icy Queen's Crossing

11/07/09 - The Game Keep
Module WEEK1-4: The Icy Queen's Crossing (Weekend in the Realms)

Characters:
Rhogar (Bryan) - Dragonborn Fighter (Great Weapon)
Voranna (Matt) - Eladrin Ranger (Archer)
Mindartis - Eladrin Warlord
"Mr. T" - Elf Wizard

This game was a "Weekend in the Realms" adventure, which gave us the option of using pre-generated characters instead of our own. Since we'd already been-there-done-that last time (Worldwide Gameday), and hadn't gotten to play our own characters in a while, we opted to use Rhogar and Voranna.

It was a very fun game. We'd played with Mindartis the Warlord once before (7/25/09 "Silent Streets and Vanished Souls"), so we already knew what to expect. Once again, he wowed us with his excellent battle strategy. Even though there were just four of us, it was a well-balanced party, and we never really got into too much trouble.

It was really funny because because none of the DM's minis had anything to do with the monsters being used. That's not unusual in itself, but the specific minis being used were Undead Orcs and Rust Monsters. Our final battle was against a Wyrmling that looked suspiciously like a rust monster.

Sunday, October 11, 2009

Tantris - Session 9 (Final)

Game Date 10/10/09
Characters:
Rolan Daan (Bryan) - Elf Rogue
Rhogar Burnscale (Rick) - Dragonborn Fighter
Nara Cavell (Matt) - Human Cleric of Pelor
Lia Moon (Misty) - Elf Wizard

Nara's Journal:
I have been given the opportunity to serve Pelor in many new ways. Soon I will leave Tantris, bound for other lands, representing my temple on a variety of missions of mercy. It's funny, just a few months ago I was satisfied with my life in the temple, doing minor tasks for the honor of serving my god. But now that I've seen the world, I find the temple stifling.

I appreciate the simple life I was given. I have nothing but the highest love for the priests who took me in as a poor orphan, and turned me into the loyal servant of Pelor I am today. But I have outgrown those temple walls, and I must find grander ways to serve my god. I can no longer be contained; I must see what else is out there. I wish to spread the Light to other places - darker places where I am needed more.

I will miss my companions.
Lia, my newest friend... still learning of your potential, I regret I won't be around to discover it with you. There is no question that you are destined for something special, and I can't wait to learn what Mystra has in store for you.

Rolan... your tongue is ever-deceptive, but I believe your heart is pure. You have been called both thief and hero, but
whichever side of the law you happen to be on at the time, you will always be my friend. If you ever overcome the darkness in your soul, I know you will do great things.

And I'll miss you most of all, Rhogar! You are truly the bravest of us, always willing to stand between us and danger, without a thought to your own safety. Truly, your courage has saved our lives many times.

May the light of Pelor... and the blessings of Mystra... continue to shine on all of us.

- Nara
Cavell

OOC:
We had originally intended our final session to be a one-shot high-level slugfest using new characters. But with a shortened schedule, we also had the option of running one last session with our regular characters instead. We took a vote, and decided to go with the latter.

Recap - Last time, Rolan finally severed his ties with the Dark Fang Guild, and we ran full speed back to Tantris, in fear of retribution.

We rode the horses hard all the way back to town, unfortunately running a couple of them to death. Upon arriving in town, we went our separate ways - Nara checked in with High Priest Josel, Lia looked into the local Wizard resources, and R&R went back to the seedy side of town to hunt for rumors. We asked around to find out if we were being pursued by the Dark Fang Guild, but didn't hear anything.

However, we did hear rumors about a kidnapping. Apparently a noblewoman had been captured by gypsies. Further details were difficult to find, as noble Lords tend to suppress the spread of such information.

In our last session, Lia encountered an avatar of Mystra, who hinted that something special was in store for her. Now, in the wealthy part of town, Lia searched for information. She asked anyone she could find, and scoured the libraries, learning whatever she could about her master Thordius, and "Silverfire" (a rare blessing of Mystra).

Through a bit of misunderstanding (or divine manipulation), Lia accidentally attended a meeting of the "Righteous Conspiracy", a group planning to radically change the political face of Tantris using any means necessary. After leaving (or rather escaping) the meeting, she went to rejoin our party. Soon after leaving the gates to the inner city, there was an explosion behind her. The official story involved a clumsy alchemist, but we suspected that to be false.

We reported to High Priest Josel, who believed the explosion to have been the will of Mystra. Later that night, Lia was studying in the library when she saw a shadow. It turned out to be an assassin, who threw a dagger at her before stepping through a portal. Lia and Nara went straight to Josel's quarters, which had been ransacked. They then went to find Aeron Cloudmore, the head Paladin. They found him with troubles of his own, in combat with an assassin. They quickly defeated the evil killer.

During the aftermath, Nara ran into Lord De Winter, an old friend of ours from a previous quest. It was his wife who had been kidnapped, and Nara offered to help. Nara and Lia needed to stay at the temple to help sort things out, so Lia sent a message to Rolan and Rhogar requesting they help De Winter.

R&R accompanied De Winter out of town to find the gypsy caravan. The three obliterated the gypsies and rescued the Lady De Winter. The Lord De Winter requested the presence of Rolan and Rhogar at his home, where they were given a generous reward.

Lia and Nara were sent to the temple of Mystra for more information. Afterwards, they encountered an enemy named Darkspell, but Lia's Silverfire manifested itself, allowing Lia to absorb Darkspell's attacks and redirect them in the form of a powerful blast of energy, disintegrating him.

Wrap-up:
Lia has learned some evil rumors about her master Thordius. She returns to his tutelage, but she plans to remove herself from his influence soon. She knows she has a rare gift from Mystra, and wishes to learn more about it.

Nara has been chosen to represent the Temple of Pelor on many future missions, which will give her the opportunity to visit other towns and perform good deeds in the name of Pelor.

Rhogar has learned of more pit fighting opportunities in Tantris. It remains to be seen whether he still finds this a fulfilling activity, or now desires more from life. And will Rolan continue to act as a pretty boy con artist, or did he prefer the title of hero? Only time will tell.

But for now, all of us go our separate ways. Perhaps one day the fates will conspire to bring us back together, but that's a tale for another time.

Note: This was the final Tantris session, as Matt2 is preparing to move out of state. From here on I will stop with the Matt1/Matt2 thing, unless another Matt joins our group.

XP Rewards:
Rhogar - 650 XP (100+250+300) - Total XP now 2849 (Level 3)
Rolan - 620 XP (100+220+300) - Total XP now 2938 (Level 3)
Nara - 600 XP (100+200+300) - Total XP now 2828 (Level 3)
Lia - 650 XP (100+250+300) - Total XP now 1120 (Level 2)

Sunday, October 4, 2009

Hogsmeade - A Cautious Start...

Game Date 10/3/09

Characters:
Trask Razorwing (Bryan) - Dragonborn Paladin (Defending Style)
Barakas (Rick) - Tiefling Bard (Virtue of Cunning)
Lynnia Krynn (Matt) - Half-Elf Warlock (Fey Pact)

Misty is learning to DM, and we are more than happy to be her guinea pigs. For our first session, she is starting with a small adventure from the Dungeons and Dragons Roleplaying Game Starter Set. We only managed to get through the first two encounters before it got too late to continue. Being low on healing surges, we went back to town, and will hopefully resume the adventure at a later date.

All three of us are playing classes we've never played before. And oddly, all three of us are playing Charisma-based characters. Trask is going to be the tank, and the rest of us will be ranged support. We're not very tough so far, but on the plus side, all three of us have at least one healing spell. Nevertheless, we all have a lot of learning to do before we're an effective party.

But we're having fun, and that's what counts.

XP Rewards:
Encounter 1 - 500/3= 167
Encounter 2 - 550/3= 183
Total - 350 each

Praktas - Violence, Robots, and Lust

Game Date: 10/3/09

Characters:
Drew Baker (Bryan) - Human Fighter (Tempest style)
Damakos Redhorn (Rick) - Tiefling Rogue (Brutal style)
Tirah (Misty) - Deva Wizard (Wand Style)

I'm still working on the next actual plot/dungeon adventure. But for this session, I just had them go through three bounties:

Bounty 1: Throk One-Tusk

Throk is a large Half-Orc who was entrusted to guard the home of one of Trasa's wealthiest citizens. But first chance he got, he grabbed the most expensive item he could - a golden egg - and left town. There was an additional bonus if our bounty hunters could recover the missing egg.

(DM Secret: Why did I make it an egg? In my Itropa module for NeverWinter Nights, there is a quest where you are supposed to retrieve an item called the "Golden MacGuffin". In-game, the MacGuffin looked like a golden egg.)

Throk was last seen in the town of Fist, and another guild member offered to teleport the party there. Built in the mountains, Fist is a very brutish town, where might equals right and the weak seldom survive. Their economy is almost entirely built around their arena. Anyone defeated in the arena becomes the slave of the victor (for various amounts of time), so most labor in Fist is done for free.

Since escaping to Fist, Throk had made a fairly big name for himself as an arena fighter, but he practically lived in his fighting cell. The only way the players found to see him was to enter the next fighting tournament. In order to maximize the chances that at least one of them would reach and defeat Throk, all three players entered the tournament. The tourney had 16 fighters, which meant 4 rounds total. The first two rounds were in the morning, and were fairly easy battles. Then there was a six-hour break, so that everyone could get an extended rest, making the final three fights that much more exciting.

After the break, the first match of round three was Drew vs Damakos. This was a good, long battle, but Drew eventually won. The next match was Throk vs Tirah. I fully expected Throk to win this one, and go on to face Drew. Low-level wizards don't usually fare well in one-on-one battles against melee monsters. But to my surprise, Tirah defeated Throk, and he was hers to command.

Of course, Tirah and Drew still had to face each other. They considered just "play fighting", but there was an additional 200 gp prize for the tournament winner, so they fought. Drew won. Since Throk was officially property of Tirah, she ordered him to take her to his cell, where the bounty hunters found the missing egg.

Bounty 2: Alas Mek

Mek was once a highly-respected wizard in the town of Alta. Until one day he was in a horrible accident, which nearly destroyed his body. The other wizards transferred his mind into the body of an Iron Golem. Unfortunately, they didn't realize that this Golem was already inhabited by an evil spirit, and the two minds fought for control of the body. The Golem went on a mindless rampage, finally leaving Alta and heading off into the forest.

Getting to Alta meant buying horses, so now each character owns a horse. Once in Alta, they found it to be a rather snooty town, full of wealthy snobs who looked down on poorly-dressed out-of-towners.

Mek left an easy-to-follow trail, and our heroes found him pretty quickly. They had been given instructions for driving the evil spirit out of the Golem, but of course they had to tire him out first. After the fight, Mek's mind returned to normal, and they led him back to Alta to claim their reward.

Bounty 3: Victoria Vixen

As long as they were in Alta, they stopped by the Guardsman's Guild to look for work. They spoke to Captain Horn, who needed help looking for a con artist. Victoria Vixen had made a living by seducing wealthy men and stealing their life savings. However, no one could prove anything, and the guards sent to investigate had come back with empty pockets and missing memories.

Captain Horn knew exactly where Victoria was - she had taken over a nearby mansion, having charmed the original owner, who had since disappeared. Horn sent a female member of the Alta Guard - Helena Klash - to accompany our heroes. They sent her in first, while Damakos watched through the windows. Unfortunately, the servant who answered the door led Klash into a room that couldn't be seen from the outside.

Damakos continued to peek into each of the mansion's windows, and saw a few servants working in the kitchen, but the rooms they really wanted to see didn't have windows. Damakos then snuck inside and kidnapped a servant, and found her to be under a charm spell. Finally the party decided to all sneak into the house together, and search the remaining rooms. They finally found Victoria in the master bedroom, along with two charmed servants and the newly-charmed Helena Klash.

Victoria fought by using short-term charm spells. She would blow a kiss (CHA vs Will), and her target would attack one of their own allies. Once in melee range, she kissed one of the characters on the lips, causing him to burn an encounter power on a teammate. When she was bloodied, she revealed her true form - a winged succubus. In this form, she still had access to her charm spells, as well as a few fire-related abilities.

When she was finally defeated, the succubus vanished through a planar gate, unable to return for 100 years. With her gone, all her charmed subjects returned to normal.

XP Rewards:
Drew Baker
Tournament Round 1 (vs Brax "The Axe" Clovenhoof) - 125/2=62
Tournament Round 2 (vs Killian Krag) - 150/2=75
Tournament Round 3 (vs Damakos Redhorn) - 175
Tournament Round 4 (vs Tirah) - 150/2=75
Throk One-Tusk (Bounty/Story) - 300/3=100
Alas Mek (Encounter) - 200/5=40
Alas Mek (Bounty/Story) - 300/3=100
Victoria Vixen (Encounter) - 200/5=40
Victoria Vixen (Bounty/Story) - 300/3=100
Total XP: 767 (Total now 4959)

Damakos Redhorn
Tournament Round 1 (vs Kren Starblaze) - 125/2=62
Tournament Round 2 (vs Tarn Gulag) - 150/2=75
Tournament Round 3 (Lost to Drew Baker) - 25
Throk One-Tusk (Bounty/Story) - 300/3=100
Alas Mek (Encounter) - 200/5=40
Alas Mek (Bounty/Story) - 300/3=100
Victoria Vixen (Encounter) - 200/5=40
Victoria Vixen (Bounty/Story) - 300/3=100
Total XP: 542 (Total now 4734)

Tirah
Tournament Round 1 (vs Mordik Morte) - 125/2=62
Tournament Round 2 (vs Skar Redscale) - 150/2=75
Tournament Round 3 (vs Throk One-Tusk) - 250/2=125
Tournament Round 4 (Lost to Drew Baker) - 25/2=12
Throk One-Tusk (Bounty/Story) - 300/3=100
Alas Mek (Encounter) - 200/5=40
Alas Mek (Bounty/Story) - 300/3=100
Victoria Vixen (Encounter) - 200/5=40
Victoria Vixen (Bounty/Story) - 300/3=100
Total XP: 654 (Total now 2944)