Showing posts with label ToEE. Show all posts
Showing posts with label ToEE. Show all posts

Wednesday, August 31, 2011

ToEE: Afterthoughts

Another unnecessary rambling encouraged by my having a week off.

So, our 4e Temple of Elemental Evil campaign is officially over, even though we didn't quite make it to the end.  We finally called it quits after too many cancelled sessions, combined with some of the group's dissatisfaction with 4e.  I also finished the computer game and the novel a while back.  Just for closure reasons, I thought I'd post a few afterthoughts on all three.

The tabletop campaign:
It's probably our fault, but I was expecting more plot.  Based on my meta-knowledge of the campaign, we missed a lot of opportunities to interact with the villains, and instead opted to systematically take out each room one by one.  The difference between being in town and being in the Temple itself was like playing two different RPGs; you could almost hear the *click* as the players switched from roleplay mode to fight mode.

Still, I had fun.  It was a little off-putting at first, but once I realized how it was going to be, I embraced it whole hog.  I even switched to a more front line character so I could get the most out of the action.  But it also made me realize that I needed to try a few other gaming systems.

The novel:
The book was nothing to write home about, it's just your typical cheap paperback.  It had the usual assortment of party member stereotypes, but few characters I actually cared about.  It didn't always follow the same path as the module or computer game, but it was always neat when it would describe a familiar-sounding room and I'd think, "Uh oh, watch out for the skeletal gnolls!"  It was brief, but fun to read, and I will probably read more module-based novels if I find them.  But it didn't have any particular writing style, and it's the kind of book you immediately forget about once you finish it.

The computer game:
The ToEE computer game is a bit dated by today's standards... Okay, fine, it was pretty ugly five years ago.  It's easy to see how rushed it was - it was released in 2003, a full year after the much superior Neverwinter Nights.  While NWN features 3D environments, for some reason ToEE uses pre-rendered static backgrounds and feels like a throwback to older computer games like Baldur's Gate.  Sometimes I don't realize how spoiled I am until I get frustrated over my inability to rotate the camera to see behind the house.

I really wanted to take my time with this one, talk to every NPC, find all the subquests, and pick up all the plot we skipped with the tabletop version.  But that got boring after a while, and I kept screwing things up and/or running into quest-breaking bugs.  For example, I might attempt to join one of the temples and do some jobs for them, but sooner or later a faction script would mess up and the wrong NPC would attack me.  This would either break the quest sequence entirely, or cause the entire temple to go aggro.  So eventually I just decided to kill everything and make my way to the end.

Towards the climax of the game things got really frustrating.  The visits to the elemental planes used SFX that would frequently lock up the computer, so I had to save often.  Keep in mind, my computer is several years newer than the game, and way more powerful than ToEE should require.  Even so, I had to turn down a lot of the graphical settings just to complete those areas.  Also near the end I discovered a Good Bad Bug that I couldn't resist.  Basically, each of the four elemental bosses drops one of the four gems you need to get to the final boss.  Those gems can also be used to summon monsters to help you... but some of those summoned monsters drop additional gems if they get killed.  So you can end up with multiple copies of each of the elemental gems, allowing you to summon lots of crap and cast several of additional spells during the final battles.

But other than a little Save Scumming and Level Grinding, that was the only time I really cheated my first time through.  I beat the final boss, watched the underwhelming ending, and reloaded to try some different options.  There's some choices you can make towards the end that change the ending slightly, but all the endings are equally boring.

Now that I'd played it through semi-legitimately, I decided to go back through and smash the world to bits.  I built a party of five destructive cheaters.  I named them War, Famine, Pestilence, Death, and Cindy.  I used some cheat codes to raise all their levels to 10, set all their stats to 50, unlocked all the spells for the casters, and made them rich.  I used the crafting skill to make some ungodly powerful items, weapons which would often cause instant death, wielded by characters who attack several times a round.  I had them make some uber armor as well, but I quickly discovered that even the best armor couldn't come close to their DEX bonus, so my evil party rampaged au naturale

I made it my goal to kill every single NPC in the game.  Making sure I first spoke to enough people to unlock all the locations I'd need later, my five horsewomen of the apocalypse left a bloody trail of naked horror all across the kingdom.  I actually managed to kill everyone in Nulb, and I probably got about halfway through Hommlet before I got bored (that's a lot of ground to cover).

Yes, I have issues, why do you ask?

Sunday, July 10, 2011

ToEE: Hot Enough For Ya?

Game Date: 7/9/2011
DM: Rusty

The Party:
Artimus a.k.a. "Artie" (Nick): Revenant Hexblade
Calla Noble (Matt): Human Knight
Ember (Leigha): Tiefling Wizard
Eve (Jesse): Eladrin "Lazy" Warlord
Jerry (Nick): Human Cleric
Joanna Winters (also Jesse): Human Archer Ranger
Kossack (Cliff): Minotaur Fighter



The Session:
Short a few players last session, we were forced to surrender to the Air Temple, and agreed to help them assassinate Fire Priest Alrrem.  Calla, Artimus, Ember, and Eve teamed up with Air Temple Priest Kelno, and two of his Gnoll archers.  We ended the session just after killing Alrrem (A).  Today we started right where we left off, with Jerry, Joanna, and Kossack still MIA.

The four of us searched the nearby rooms.  Ember found a book about Fire Elementals (B).  We started to explore the East hallway (C), but Kelno was impatient.  He ordered us to head straight for the Fire Temple (D).  Once we arrived in the Fire Temple, Kelno asked us to dismantle a large bell that was hanging from the ceiling.  As we approached the bell, we saw an altar on which many tiny Salamanders were moving about.

As we discussed our next course of action, our three missing party members finally caught up to us.  Jerry, Joanna, and Kossack entered the Fire Temple from the North door, and were quite surprised to see us in the company of the Gnolls.



Kossack and Jerry recognized the Gnolls as some of the same ones that mugged us back at the moathouse.  Artimus and Calla started to tell them the Gnolls were on our side now, but Kossack would have none of it.  He immediately charged the nearest Gnoll with a bull's temper.  It took a couple of rounds to decide who was on who's side.  Of course Calla and Artimus wanted to be loyal to their friends, but Eve had never seen Jerry and the others before.  As far as she knew, they were enemies.  Jerry was even wearing Fire Temple robes he'd picked up a while back ("because they looked nice").  Eve used some of her Warlord powers to compel Calla and Artie to attack Jerry's group.  Meanwhile, Ember stayed out of it, and just kept watching the Salamanders.

Whenever Calla or Artimus had a turn, they would attempt to calm things down, using Diplomacy checks on different people to explain the situation.  But it just wasn't meant to be, so they allied with Jerry's group against Kelno and the Gnolls.  After the battle, we kept Kelno alive, removing his equipment and tying him up.  Kossack very nearly attacked Eve, but instead he just spit on her and threatened to kill her if she ever attacked him again.

Even though we no longer worked for the Air Temple, we still wanted to desecrate the Fire Temple.  So Joanna and Kossack worked together to get the bell down from the ceiling.  Then Jerry desecrated the altar.  Against (in character) objections from most of the group, Artimus sacrificed Kelno on the Fire Altar.  As soon as he did so, a bunch of the Salamanders jumped off the altar and started dancing around the room.  They kept getting larger and larger.  Not liking where this was going, we started heading for the West door.



After a couple of rounds, the Salamanders started combining with each other, until we faced four large Salamanders.  Then the fight began.  The Salamanders had a fire aura, but Calla and Kossack were both resistant to it due to their equipment.  Once all the Salamanders were dead, Jerry started digging through a fire pit until he found a huge box.  Ember used a cold spell to cool the box down enough for us to open.  Inside, we found a few potions and a Frostfury Battleaxe.  Kossack used the axe to smash the Fire Altar to pieces.

Next we went West, then North, until we found ourselves in a large octagonal room (E).  There we were attacked by a creature called "Agera of the Shadow Face".  This shadow creature was just full of surprises.  It could attack three times per round, or hit all of us with one big blast attack.  Its attacks had all sorts of nasty effects, like slowing us, giving us ongoing damage, pushing us, and making us attack each other.


Early in the battle, Artimus drew a crit card which basically marked the enemy, causing it to only be able to attack him.  This isn't the best thing for a striker, and he barely survived the battle.  But eventually we wore the thing down and killed it.  After the battle, we searched the room and found three secret doors.  We ended the session there.

Sunday, July 3, 2011

ToEE: All About Eve

Game Date: 7/3/2011
DM: Rusty

The Party:
Artimus a.k.a. "Artie" (Nick): Revenant Hexblade
Calla Noble (Matt): Human Knight
Ember (Leigha): Tiefling Wizard
Eve (Jesse): Eladrin "Lazy" Warlord

Notes:
With a small party and no healer at the table today, Jesse decided to try a Warlord build.  He used what is known as the "lazy" style Warlord, where all of the powers involve making other characters hit things.  Eve doesn't even wield a weapon she can actually use.  During the session, she performed rather well, getting the most out of the party's strongest attacks.  We kind of hand-waved how she entered the party, and we've made no mention so far of where Joanna, Jerry, and Kossack were this week.  My theory is that after the abrupt ending of the 6/11 session, we got split up, and we'll rejoin them later.

Click to see larger version
The Session:
Last session ended after we fought a bunch of bandits (A).  One got away, fleeing into another room (C), but we didn't want to chase him without resting first.  We rested in the room with the Minotaur statue (B).  After the short rest, we followed the bandit, but he the room he had fled into was empty (C).  We explored a bit further, finding a very large hallway (D), where we were attacked by a bunch of goblins, bugbears, and bandits (one of which was the bandit that escaped earlier).  This battle started out pretty badly, and things were beginning to look bleak until Ember pulled off one of her brilliant nova rounds.  After she was done throwing lots of fire around, there were only a couple of enemies left to finish off.

After the battle, we found a kitchen (E), then continued South, then West, until we found another room full of enemies (F).  Here we fought several bugbears, and things didn't look so bad until a nearby room (G) opened up and the battle was joined by more bugbears, gnolls, and their Eladrin leader.  We fought valiantly, but there were just too many of them.  With his hit points nearly gone, and all his companions on the ground making death saves, Artimus decided to surrender.



We were all captured, tied up, and allowed to take an extended rest under guard.  The Eladrin leader, who identified himself as Kelno of the Air Temple, questioned us.  We admitted that we were the ones who destroyed the Earth Temple, but this didn't seem to bother him.  When we revealed that we had no love for the Fire Temple either, he was quite pleased.  He asked us to join his cause, to help him eliminate Alrrem, one of the Fire Temple bigwigs.  The alternative being death, of course we agreed.

Kelno gave us some Air Temple robes to wear.  We asked if we could have some extra for our missing party members, but he said that's up to them, if they decide to join the Air Temple later.  Kelno seemed to be attracted to Eve, so hopefully we can use that to our advantage at some point.  Kelno then led us down the hall, along with a pair of Gnoll archers.  As he led us through the great hall, he pointed out some locations, and we were able to fill out some more of our map.  He led us down another large hallway (H), down a side corridor, until we reached a curtained-off room belonging to the Fire Temple (I).



They didn't know what hit them.  Eve pulled aside the curtain, and used one of her abilities to make Calla charge the room's leader.  Calla rolled a crit, and the resulting damage killed the leader instantly.  This left three Bugbears, one of which fled to the next room (J).  With the help of Kelno and his archers, we quickly killed off the other two Bugbears and continued to the next room.  We soon faced a Half-Orc, a flaming Half-Elf, more Bugbears, and a Dragonborn Fire Champion (Alrrem).

We managed to create a bottleneck between the two rooms (I & J), with our most durable combatants blocking the breezeway while our ranged characters fired over our shoulders.  I can't say whether we actually needed it, but Kelno's aid made the battle a lot shorter than it could have been.  NPCs or not, it was nice to have a full party again.   Once the battle was over, Alrrem was dead, and our mission was accomplished, we ended the session.  We're still in that room (J), and we haven't explored the three doors to the North yet.




Afterthoughts:
Whether Jesse decides to stick with Eve or change back to Joanna remains to be seen.  I think it would be neat if he brought both character sheets to the table, and let the plot decide... Maybe Eve could stay with Kelno, and be our own double agent for the Air Temple while Joanna explores with the rest of us to clear out everything else.  If Joanna dies, we go pick up Eve.  Or once we clear out everything Fire and Water related, Eve helps us make the first major blow against Air by assassinating Kelno in his sleep.  Just food for thought.

Sunday, June 12, 2011

ToEE: Lots of Running

Game Date: 6/11/2011
DM: Rusty

The Party:
Calla Noble (Matt): Human Knight
Ember (Leigha): Tiefling Wizard
Joanna Winters (Jesse): Human Archer Ranger
Jerry (Nick): Human Cleric

The Session:
We started the day by playing Dungeon Crawl Classics for a couple of hours.  This RPG is a work-in-progress that currently has open playtests.  I will blog it separately when I have more time.  One player left after the DCC game, leaving us with a smaller-than-usual party and a late start for the regular game, so we didn't uncover too many rooms this session.

Last session, Joanna came into possession of a cursed stone which kept her slowed.  The rest of us have since been wondering why she moves so slowly.  Joanna wasn't very forthcoming in explaining her problem.  That's part of the curse: wanting to keep the stone, not wanting others to see it, and thinking everything is perfectly normal.  Joanna didn't even notice she was slowed.  But with a high insight check, Jerry understood the problem and sought help.

We took her to the Druid in Hommlet, who did a fancy ritual for us.  He told us the magic was too powerful for his skills, and suggested we take her to Mother Screng.  Once in Nulb, Screng had a much easier time lifting the curse, and Joanna is now free.  He headed on to the Temple.

When we reached the Temple, we saw more of those annoying birds on the wall.  We considered fighting, but decided to run instead.  We fled through the tall grass, toward the one door we knew to be unlocked.  A few birds swooped down and did a small amount of damage, but we made it without any actual fighting.  Calla was the first to open the door, triggering an explosive trap.  Ouch!

Inside the Temple, we saw a couple of Ghouls on the top floor.  They didn't see us yet, so we hid behind some columns and attacked.  We did really well against the first two, but four more came charging down the hall to join the battle.  Still, it wasn't that bad a fight; nothing we haven't handled before.  We didn't even bother to use minis.

Towards the end of the encounter, one of the Ghouls started calling for reinforcements.  Once they were all dead, we heard more noises that might have been approaching backup, so we fled once again down the stairs to Level 1.  We took refuge in the Southwest armory, for a short rest.  Then we headed North.  About halfway up the length of the level, we encountered a Gelatinous Cube.  It was difficult to fight, since most of us couldn't even see it.  Joanna got sucked in, but managed to fight her way out.  We finally got far enough away from it that it couldn't keep up with us, and we fled yet again.  With all the fleeing this session, it's a good thing Kossack wasn't here.  He's trying to impress his sentient armor, which punishes him if he flees too often.

We took a different route through the hallways, making our way towards the spiral staircase in the Northwest.  We headed down the stairs, and set foot on Level 2 for the first time.


From the stairs (A), we took the Southwest hallway and found a rectangular room (B).  There was a statue of an evil Minotaur king standing in a dry fountain.  We noticed a secret door to the East, and heard some murmuring from the other side.  We burst through the door and attacked the guards on the other side.  We fought several guards and bandits (C).  One fled into room D, so we finished off the rest of the room before following him.  After the battle, we opened the door (D), and saw another door on the opposite side.  We would have opened the other door and kept following, but we were running out of session time.  Experience has taught us that these bandit rooms just keep going on and on with more doors full of more bandits, and we didn't want to start that just yet.

 As we finished up, we were deciding whether we're going to take a short rest in room B, or just keep following the bandit when the next session starts.

Friday, June 10, 2011

Are We Having Fun Yet?

So, playing the PnP version of the The Temple of Elemental Evil put me in the mood for other media.  I've started reading the novel, and I've reinstalled the old PC game.  It's not that I'm going nuts over the story or anything, it's just that I figure I'm going to read/play them eventually, so now it's the perfect time.  When we're playing the PnP module, it helps me see everything more vividly after playing the PC game.  It also helps me remember the names of the NPCs when I've learned more about them in the book.

I was a little concerned about the possibility of spoilers, and the temptation of metagaming.  But I've always been very good about not acting on out-of-character knowledge.  Besides, at the rate I'm going, I doubt I'll pass our PnP game in either format.  I only get to read for about an hour each week, and I'm taking my time in the computer game as well.

By the way, is it just me, or does Burne look like Nathan Fillion?



Playing the PC game, which is based on D&D 3.5, one thing that's struck me is how much I appreciate 4e.  I've played this game before (though I didn't get very far the first time), and I also put many hours into NeverWinter Nights (which is also based on 3rd edition).  I liked them a lot at the time.  Heck, I still enjoy them now.  But it amazes me how much crap gamers put up with before Fourth Edition.

I've got a wizard in my party, and I can't stand how few spells she can cast per day.  I'm sorry, if you can only cast a few magic missiles a day, you're not really a wizard.  You're just a weak crossbow enthusiast who dabbles a little in magic.  Heck, I didn't even understand it at the time, and I do remember ranting about this well before 4e came out.  If so many pre-4e wizards end up carrying a crossbow, which does 1d6 damage, why not just give them an unlimited-use "magic bolt" spell which does the same damage?  Just work it out so the math is the same (maybe even make it a full-round action to make up for the reloading), and let them have the flavor.  It's much more exciting, and the game loses nothing.

So, I'm adjacent to three enemies, I switch targets, and... I provoke an OA?  What's that about?  I'm required to attack the same enemy each round, even if others are adjacent to me?  Were the designers of 3e actively trying to discourage combat strategy? It's like that annoying rule in checkers that says you have to jump someone if you can.  I despise rules like that, because it encourages people to think less.  When you limit the number of things someone can do on their turn, it's like you're designing a game that plays itself.  If you're really so keen on not making decisions during battle, then stop playing games and watch a movie instead.  It's obviously what you were really in the mood for.

I might be wrong on some of this - I don't remember all of 3e's rules that well, and I might be misinterpreting what I'm seeing in the game.  But it seems like there's an insane number of things that provoke OAs.  Standing up from prone, reloading crossbows, drinking a healing potion, sometimes even just running straight up to an enemy to attack them.  And of course the normal stuff that still provokes in 4e - moving away from an enemy, using a ranged attack or spell next to an enemy, etc.  Even some spells that are designed for close range seem to provoke attacks - specifically Burning Hands, which is a blast attack so it ought to be safe.  Oddly, switching out weapons does not provoke (but it does use up your movement).

And movement gets used up pretty quickly.  There never seems to be enough time in a round.  I don't feel like pulling out the 3e books again to confirm it, but instead of standard/move/minor, it seems more like standard/move (with minors taking up movement time).  Personally, I think I ought to be able to move, reload my crossbow, and fire it in one turn.  I don't care if it's unrealistic; it's heroic.

I've found that some undead can't be damaged unless you have at least a +1 magic weapon, and those magic weapons are pretty rare (at least early on).  So what happens if my level 1 party gets surrounded by undead?  Well, we pretty much have to flee.  Or keep taking our lumps until the one party member who can actually damage them has had enough turns to kill them all.  Yay, that's so exciting.  *yawn*

And healing.  NeverWinter Nights did a smart thing by realizing it was a video game, and letting you heal by resting for about 10 seconds.  But the ToEE game goes a bit more by-the-book.  You can still heal by resting at the Inn, but it often takes a week or more to get you back to full hit points.  This would make sense if hit points represented actual injuries, but - and I hate to repeat myself here - hit points should represent stamina more than damage.  While movie characters often shrug off shots to the shoulder, in real life any significant injury tends to end the battle.  If that first hit doesn't kill you, it at least makes it easier to land the rest of the hits.

Instead, I usually envision you blocking the first few hits, which uses up your stamina.  When you get bloodied, that's the first hit that actually broke the skin.  When you hit 0, that's the hit you were too tired to block, the one that lays you flat.  Again, 4e has spoiled me here, but I have a hard time respecting any system where hit points are supposed to represent lacerations and broken bones.  Unless there's a plot reason to give me a broken leg, I'd like to be able to fight again after a few minutes rest.

Maybe part of that spoilage is that I always expect to start each battle with max hit points.  To me, it's common sense:  max hp means "ready for action".  I suppose in the old days being down a few points is the 4e equivalent of being down a few surges - you keep exploring until they're almost gone.

No matter what you do, some people are going to complain that it isn't realistic.  I'm not a huge fan of realism, as reality has little use in a game where people throw fireballs at bugbears.  Like most people with double standards, I only use the phrase "it's more realistic" when it helps me win the argument.  A lot of the time, people complaining about realism have no idea what realism actually means.  The fact is, everyone has a different reality threshold. Some people want to describe every meal their character eats, but skip things like bathing or using the chamber pot.  Some gamers like to count their arrows, and even roleplay collecting arrows after each battle and fixing them up.  Hey, if that's what you find fun, more power to you.  But other players consider that a waste of time that could have been spent killing things. 

In our current campaign, when the time came to start making a map of our environment, everyone around the table suddenly shouted, "Not it!"  When you have a game element that is so universally avoided, this should be a clue - to players and game designers alike - that something about this game isn't fun.

Note, I'm not saying this to complain about my role as mapper. While there have been some communication issues over the length of some hallways, overall I don't mind drawing the maps. And I definitely think I'm the logical choice, since I tend to repost our progress on the blog.  But it can be frustrating and time consuming.  My ideas for improving our mapping system:

1. Have the DM do it. I don't like giving the DM extra work, but he's got the map right there. If we used some semi-transparent graph paper for our map, the DM could just grab it and trace the next room real quick whenever we look around the corner. It might make it easier for him as well, because he wouldn't have to spend as much time telling us the boring directional details of the hallway, when he would rather be describing the aesthetics of the masonry and architecture.  He would spend less time saying "no, turn it the other way" when we're laying down tiles, too.

2. Just give us the damn map. Maybe early on, our party could find a parchment map of the Temple. The map wouldn't contain any actual info, just the layout of the hallways and rooms, with some letters or numbers here and there. Then we could just tell him, "We're going down hallway H, and peeking into room J." Then he could tell us what we see. Obviously hidden doors and secret rooms wouldn't be on the map.  As we clear out the rooms, we'd put X's or other notes in the rooms we've visited.  I understand this can be a little spoilerific, since it shows us the size of the Temple.  But most of us already have a pretty good idea of the Temple's size.

Some purists might consider mapping to be part of the challenge, but if it's a challenge nobody wants, why is it in the game?  I look at it this way:  my character would be much better at map-making than I am.  For one thing, they're actually there, seeing it with their own eyes, while I'm just having the room described to me.  Also, my character does this kind of thing for a living.  In real life, I'd get lost in downtown Nashville (a city where I've spent most of my life) with a map and a GPS.  So having a simpler, more accurate way of generating our map would actually be more in-character.

Okay, once again I may have wandered away from my point, if I ever had one to begin with. (Point? What's that? Must be something they do on other blogs.)  Oh, yeah, games should be fun.

One problem I have with serious, hardcore roleplayers is this concept of, "It's not supposed to be fun, it's a game!" Okay, nobody actually uses those exact words, but I have run into a lot of gamers who seem to follow the philosophy. For example, I used to play on a NeverWinter Nights server called "The Silver Marches". It was a fun module, with a lot of interesting areas to explore, and it had a large player base consisting of many exceptional roleplayers. The problem was that the owner was a bit anal about realism and Forgotten Realms lore, resulting in a lot of strict roleplay/gameplay rules. I won't go into detail, but these rules made the server a lot more realistic and a lot less fun. If they'd spent a bit of time studying the concept of Acceptable Breaks from Reality, they might have kept more players.

I don't spend $100 on a game and all its expansion packs if I'm not going to have fun. Nor do I give up my Saturdays to drive across town to play D&D if I'm not going having a good time. The #1 rule for all game designers (whether video game or PnP RPG) should be the Rule of Fun. For every element of gameplay, from character creation to boss fights, the designers should test it out and ask themselves, "Am I having fun?" Okay, so some people have different ideas of what's fun, but they should at least try to weed out the stuff that they know everybody hates. For example, it's been universally understood for years that everybody hates escort missions in video games, so I'm absolutely floored when I still see them in new games. I can't tell you how many time I'll get past a certain point in a video game, save my game, and think, "I'm so glad I'll never have to do that level again." Games are for fun; you should never have thoughts like that about any level.

While writing this blog, checked the "Rule of Fun" link above, I was very pleased to find that D&D 4e was listed as an example. To quote, for those who don't follow links (or those who are afraid of being sucked into the TVTropes vortex):

The goal in overhauling the rules for the 4th edition of Dungeons and Dragons was to strip out the tedious elements and focus on the fun simplifying character builds and fight mechanic while retaining options and even expanding tactical opportunities. The debate comes from stripping out mechanics that supported non combat/adventure situations and limiting certain character build decisions. Roleplayers argue that this either removes support for anything aside from combat or frees them from the constraints of things like mechanics based parley.

Basically, if you're a gamist, 4th edition is probably a move in the right direction, if you're a simulationist, you're less likely to be happy.
So apparently I'm not the only one who feels this way.

Confession time:  This actually started out as two separate blogs.  One was going to be about playing the computer game, the other was going to be about mapping the Temple.  I think the "fun" thing tied them together pretty well, but it occurs to me that I don't really know how to end the thing.  So I was thinking, maybe - What the hell is that behind you!  *hides*

Sunday, June 5, 2011

ToEE: Raging Bull

Game Date: 6/4/2011
DM: Rusty

The Party:
Artimus (Rick): Revenant Hexblade
Calla Noble (Matt): Human Knight
Ember (Leigha): Tiefling Wizard
Joanna Winters (Jesse): Human Archer Ranger
Jerry (Nick): Human Cleric
Kossack (Cliff): Minotaur Fighter

1 square = 10 feet (click to see larger)

The Session:
When we left off, we had just found a major haul of treasure while digging through the Earth Temple pyramid.  Among other fine items, we found the Invulnerable Coat of Arnd, which we gave to Kossack.  This is a very nice piece of armor with a lot of great abilities.  However, the armor has a will of its own, and it wants to belong to a hero.  In order to keep the armor happy, Kossack must be a valiant warrior.  So now we're seeing him take a lot of risks in order to be a hero.



Our party (mostly Jesse) was determined to finish this floor of the Temple tonight.  We started by checking out a room to the North (A), where Joanna triggered a tilting floor trap.  It flung her into a pit full of rats swarms.  Artimus and Kossack pulled her back out with a rope, and Ember stepped up to the front.  Swarms are her specialty.  She killed the entire room on her turn, with a Burning Hands, Action Point, and Fire Sphere.

We then explored another NW hallway (B), which ended in a spiral staircase going down.  We now know of three sets of stairs leading down to level 2, so we'll have a tough decision to make in the future.

Next we explored an East hallway (C).  We found some pretty messy rooms at point D (one of which had a rather ominous eye on the ceiling), then went on to E, where we found a magically sealed door.  Artimus and Ember both rolled poorly on their Arcana rolls, so we couldn't undo the magical trap.  We knew it was risky, but Kossack volunteered to take the damage and bash the door down.  The door let out an arcane blast that hit most of us, critting on two of its rolls.  Artimus and Ember were both paralyzed.  Ember made a saving throw, but Artie ended up turning into a statue made of ice.

 
Joanna used thievery to open the door, and we found a crypt full of sarcophagi (F).  Grave robbers that we are, we found some amulets to sell later, and a magic cloak.  Joanna played with the door until she was sure nobody was going to lock us in, and we took an extended rest.  During the rest, Artimus turned back to normal.  Kossack, Joanna, and Ember contracted mummy rot, but luckily Jerry had a lotion for that.

Next we went down a diagonal and found a round starlit room (G), like a planetarium.  In the next room (H), had an evil altar.  Jerry sensed some sort of power, so he started asking the room questions.  "Who is M?"  Answer: "Shun secret artifacts."  We wondered what artifacts it might be referring to, and all eyes turned to Kossack and his new armor.  (Though in retrospect, it also might have been referring to a cursed stone we found later.)  Jerry asked again, "Who is M?" and got the answer, "Oppose the Mystic Being."  Finally Jerry asked, "Are you evil?" and heard, "Possibly."

Through a secret door to the South, we found an Octagonal room full of stirges (I).  There were 2 large stirges, and about 14 small ones.  We debated for a while about whether to fight them or just go around.  But Jerry, or wonderful cleric, wanted the XP.  Joanna started off by using one of her powers that hits multiple targets.  One of her rolls fumbled.  Her fumble card had her hitting Kossack instead, and critting.  Matt: "Did you add your extra die for magic weapon?"  Cliff: "Shut up!"  The attack did a ton of damage, probably the highest single-hit damage Joanna's done in her career so far, and it dropped Kossack.  Which is not good for keeping his armor happy.  (It's even funnier because we use those crit cards, so we don't max our damage when we crit.  But Jesse still rolled the max damage on all his weapon dice.)

After a few turns four ghouls came running up the opposite hallway to join the battle.  Ember took out several stirges with her burning hands, but caught Joanna in the blast, dropping her (karma, thou art a harsh mistress).  There were a lot of crits and fumbles in this battle. 

After the battle, we connected a few points on the map, found an empty library (J), and went back to the Earth Temple to check out the doors we hadn't opened.  The big door was sealed by a powerful magic, and gave us a sense of foreboding.  We decided to come back to that sometime in the future.  We opened one of the small doors (K) and found a small room full of stones.  Artimus picked up a magic rock, and suddenly decided he had to keep it.  We asked to see it, and he said "No!  Mine!" and stuck it in his pocket.  Joanna picked his pocket, and now she won't surrender the stone either.  This cursed lodestone gives Joanna a penalty to her movement speed.

On the back of the door to that room, there was a note written to "Romag", reminding him to pay fealty to the Water Temple.  Or maybe just reminding him to pay his water bill, I don't remember.  We then tried the other small door (L), and found some cloaks.

We walked around a bit more to fill out the map, and finally went to point M to try the one door we hadn't yet tried.  We opened the door, and saw four guards.  We made short work of them, but the rooms behind it had sixteen more bandits, some hiding behind a shield barrier (N).  As the battle wore on, more doors opened, and more enemies joined: a Lieutenant (berserker), a female Commander, Romag, and Hartch.


Joanna managed to shoot some of the enemies through the arrow slots on the shield, Ember did a lot of damage with her blasts, and Kossack fought as bravely as he could to impress his clothing.  When there were just a few left, Hartch, Romag, and two bandits started to flee towards a curtain at the back of the room (O).


Meanwhile, Artimus was down to 1 hit point, flanking the Commander with Calla.  He sustained a Daily power he'd used earlier, damaging the Commander.  Artimus knew this was a risk, because this Commander had a tendency to attack whoever was making her the most angry despite Calla's defender aura.  On the Commander's turn, she critted Artie, which would have killed him due to massive damage.  But not so fast!  Calla's OA is an interrupt, and luckily it was just enough to finish off the Commander before her crit actually connected with Artimus.

We all started to follow the fleeing enemies.  Kossack managed to catch up with Hartch and kill him.  The bandits made it through the curtain and we haven't seen them since.  They probably fled down to level 2, to warn them of our party.  This could complicate things.  Meanwhile, Romag made for the Earth Temple, where he climbed to the top of the pyramid, weeping.  He prepared to kill himself, and we ended the session.

Level one is officially mapped out.  Now we have to decide which of the three sets of stairs to take down to level 2.  We also might consider heading back to Hommlet to do a bit of buying/selling, so we're as fresh as possible for level 2. We plan to work out the rest of the details by e-mail.

Sunday, May 29, 2011

ToEE: Pyramid of Earth

Game Date: 5/28/2011
DM: Rusty

The Party:
Artimus (Rick): Revenant Hexblade
Calla Noble (Matt): Human Knight
Ember (Leigha): Tiefling Wizard
Joanna Winters (Jesse): Human Archer Ranger
Jerry (Nick): Human Cleric
Kossack (Cliff): Minotaur Fighter
Malagar (Bryan): Drow Thief

1 square = 10 feet (click to see larger)

The Session:
Last session, we left off taking a short rest in a rather unhygienic kitchen area.  We proceeded to room A, where we found a torture room.  Malagar sneaked ahead, peeking around the corner to see a torturer and a bugbear administering pain to someone chained to a rack.  Also in the room were two cells.  One held a few human prisoners, the other contained a couple of orcs.  Malagar shot the torturer in the back, and the rest of us joined the battle.

The torturer went down pretty quickly, but the bugbear hid behind the torture rack, and actually turned out to be a pretty good sneak for such a large creature.  Unable to see the bugbear on his turn, Malagar unlocked the orc cell while the rest of us finished off the enemy.  Unfortunately for the orc prisoners, Joanna didn't trust them so she executed them.  But we did free the human prisoners and the torture victim.  The guy on the rack turned out to be Rick's new character, a Revenant Hexblade named Artimus (who we like to call "Artie").  We found his gear nearby, and he joined the party.  The human prisoners agreed to follow while we explored a bit more, and we promised to escort them back to town on our next trip.

Next we looked at corridor B, but didn't follow it all the way to the end.  We were more interested in hallway C, which was full of prison cells.  The three cells on the East wall contained huddling people, but they turned out to be fiendish undead.  We killed the ones in the Southernmost cell (like shooting fish in a barrel), but left the rest alone.  In one of the Western cells, we saw a sack with something moving in it.  Due to our justifiable paranoia, we had Ember use Mage Hand to open the sack from a distance.  It held a Gnome named Wonnilon.  He claimed to be a fighter, so we put him in charge of protecting the humans we'd rescued.

We found Wonnilon's gear behind a curtain in corridor D, and then we found a secret door at point E.  In room F we fought three Bugbears.  Artimus won initiative, and with Rick's first attack roll for his new character, he rolled a crit on an Encounter power.  Let's hope that's a good omen.

During the battle, Jerry fumbled twice in the same round.  Then a bugbear grabbed him and used him as a human shield.  Calla rather stupidly attacked the bugbear and ended up dropping Jerry to 0 with her hit.  A few turns later, Ember used a power that would have hit two bugbears, and fumbled both.  Despite all the bad die rolls, we won the battle and revived Jerry.

We found a big hallway at point G, but we were getting antsy so we decided to head back to town.  We took hallway H to see if it connected to some of the hallways we already knew, which it did.  Once we were out of the temple we found that our cart and horses were no longer where we left them.  We let Joanna, our expert tracker, lead us to the culprits.  We found Mother Screng, the herbalist hag from Nulb, tending to our horses and cart.  She claimed to have defeated some bandits who had tried to steal it.  We believed her, and Jerry even apologized for being a jerk to her earlier.  Screng gave Jerry a coin to give to the church of Hommlet.

We headed back to Hommlet, where we heard some details about gnoll attacks to the South.  Joanna got more info from the village druid, while Jerry took the coin to the church and learned more information about the Temple of Elemental Evil.  We headed back to the temple, and went straight to the big hallway at point G.  There we fought five gnolls (2 War Fangs, 3 Deathpledged).  Afterwards we went to the North end of the hallway, and found a big curtain leading to room I.  In the center of this huge room was pyramid made of dirt, which appeared to be some sort of altar.  Four Earth Elementals rose from the ground, but did not immediately attack us.  Kossack poured some flammable oil on the head of one.

When they finally started to move, we attacked the nearest two.  They had a high AC and did some powerful attacks, and we knew we couldn't defeat all four at once.  But during the battle, we noticed something strange.  The two we weren't fighting didn't join the battle, they just kept walking in a pattern.  So, once we killed the two we'd already engaged, we were able to fight the final two one at a time.  It still wasn't easy, but we managed it.  After the battle we opened a chest at the base of the pyramid.  It was full of weapons and other items, all made of bronze.  Then we started digging in the pyramid, and found a lot of loot.  The haul included a major artifact, the Invulnerable Coat of Arnd.

We ended the session in that room.

Sunday, May 22, 2011

ToEE: Pit Fighters

Game Date: 5/21/2011
DM: Rusty

The Party:
Calla Noble (Matt): Human Knight
Ember (Leigha): Tiefling Wizard
Joanna Winters (Jesse): Human Archer Ranger
Jerry (Nick): Human Cleric
Kossack (Cliff): Minotaur Fighter


The Session:
There's not too much to report; most of this session was simply clearing out more rooms in the temple.  First we heard noises from room A, so we burst open the door and surprised six Ghouls.  The final one opened a door to room B, where two Ghasts joined the party.  Calla came very close to death in this fight.  After the battle we found a treasure chest, which we dragged back to room C (where we had found some prisoners in an earlier session).  We took an extended rest in the cell, and decided to explore the Westernmost hallway.  We saw some bandits coming around the corner at point D, and made short work of them.

Then we went down corridor E, and fought two more Ghasts in room F.  Then we decided to go up hallway G.  Right before the door to room H, we discovered (the hard way) a pit trap.  The pit began filling up with water, as a cover closed over it, sealing a couple of party members inside.  We hacked open a hole in the cover, but that didn't mean our pit problems were over.  Then the door to room H opened, and some bandits started shooting at us.


Ember killed most of the minions with a fire spell, and Calla tried jumping over the pit to finish off the rest.  Unfortunately she fell into the pit, but Kossack helped her out a round later.  Then ten more bandits joined the battle from behind us.  Jerry and Ember went down, while Kossack and Joanna were trying to get out of the trap, and Calla was stuck on the wrong side of the pit with no useful ranged attacks.  For a few rounds things looked pretty grim.  But Kossack finally got out of the pit, threw a healing potion down Jerry's throat, so Jerry could turn around and heal Ember.  The battle didn't last much longer after that.

In room H we found the controls to the pit, as well as to another pit to the South of the room.  We continued to explore, going through corridor I, discovering a secret door (S) that led back to corridor G, and finding a very securely locked door at point J.  We'll have to remember to check that out when we have a thief in the party again.  Finally we checked out room K, where we fought two more Ghouls and a Viper.  After that, we called it a night.

Rewards (As compiled by Nick):
+610xp each

(5/21) Monetary Totals:
PP: 16
GP: 196
SP: 860

(5/21) Monetary share, split between those present this session:
PP: 4
GP: 49
SP: 215

(5/7; Calla, Jerry, Joanna, Ember, Phredd, Inphy, Krusk, Malagar, and Kossack) Party Sack:
SP: 4
CP: 7
Old Cloak 
Boots of Striding (On the corpse of Krusk, next recipient TBD)
Ivory Statue 85       gp

(5/21; Calla, Jerry, Joanna, Ember, and Kossack) Party Sack:
Bronze Medallion 20       gp
Bronze Medallion 20       gp
Brooch (Coat of Arms) 750     gp
Silver Scroll Case 10       gp
Bloodstone 50       gp
Gold chain w/ 3 rubies 10,000 gp
Dirty Ring ???      gp
Magical Large Shield (Fire) ???      gp     Went to Calla
Undead Ward (Ritual Scroll)130     gp     Went to Ember

Sunday, May 8, 2011

ToEE: Mid-Season Cast Replacements

Game Date: 5/7/2011
DM: Rusty

The Party:
Balthazar a.k.a. "Phredd" (Ted): Half-Elf Bard
Calla Noble (Matt): Human Knight
Inphy (Star): Half-Orc Slayer
Joanna Winters (Jesse): Human Archer Ranger
Jerry (Nick): Human Cleric
Kossack (Cliff): Minotaur Fighter
Krusk (Rick): Half-Orc Monk
Malagar (Bryan): Drow Rogue

New Characters:
After helping rescue some prisoners from the Temple last session, Kryla feels that her work here is done. She knew the stars had sent her here for a reason, and now she believes the stars are guiding her somewhere else. Meanwhile, Durbin is thoroughly disgusted by our group's lack of toughness, and is leaving to seek bigger challenges. Nyx and Pixie are is also leaving, for reasons of their own. Jerry, Kossack, and Krusk wondered how to proceed - after all, they were barely surviving already. With more than half the party gone, they couldn't possibly defeat the evils of the Temple.

Don't Laugh, I'm Serious! 
- Jerry's Motto

The Session:
Our session begins in Hommlet.  Jerry was trying to buy an item from Calmert at the church, but didn't have enough money.  Calmert offered the item in exchange for a favor.  He wants Jerry to help him become an adventurer.

That night at Hommlet's inn, Jerry, Kossack, and Krusk were sleeping when there was a ruckus in the hallway.  Jerry and Kossack shared a room, in which they were attacked by a Dajani Tiefling who told them "Lareth sends his regards."  In the hallway, pirates were kicking in the doors of all the inn's rooms.  All the inn's residents gradually woke up and faced the pirates.  Calla had to join the battle without her armor, but luckily they didn't do a whole lot of damage.

After setting fire to the inn, more pirates came up the stairs.  The pirates were easy to kill, but the constantly-teleporting Dajani took a few rounds to finish off.  Once it was dead, we found a contract on the body.  It was written from "H", and was an order to kill the party.  Most of the party went downstairs to put out the fire.  Calla missed that part of the fun because it took her so long to put her armor on.

Later, Jerry visited a shrine, and found a hidden note written to H.  The note was written in Elvish, so he had to get it translated.  It basically said, "The plan is in motion.  I will burn down the inn tonight.  Leave the payment in the usual spot."  He put the note back where he found it, and set a plan of his own in motion.  He had Joanna find a good hiding spot, and wait for someone to retrieve the note.

At dawn, someone eventually came for the note, and Joanna shot them.  Jerry recognized the body as one of the men-at-arms from the Trader's.  This got Jerry in a bit of hot water, and an investigation has begun.  We figured it might be a good idea to leave town for a while.  Requesting the help of his new friends from the inn fight, a new party formed and we headed back to the Temple of Elemental Evil.

The ride was uneventful, and we hid the cart once again.  Once through the gates, we we followed the path towards the temple, and realized we were being watched.  Several flocks of ravens sat on the outer walls.  (Trivia time:  A flock of ravens is called an "unkindness", mostly by people who like getting wedgies.)  There were six flocks in all.  Despite Jesse's objections, we decided it would be better to make a run for the temple, rather than to fight all the swarms.  Of course, it wasn't that easy.  By the time we were halfway to the building, the flocks were all around us.

Note: The Ogre/Troll tokens represent bird swarms.
Calla and Kossack took a stand at the base of the temple steps, encouraging their teammates to run past them and get into the doors.  It was a very difficult battle without a magic user in the party.  Pixie's area spells would have been very helpful.  The birds didn't actually do a lot of damage, but they had a damaging aura and their pecks caused blindness.  We managed to kill a couple of the flocks, and severely incapacitated a couple of the others.  Once Malagar was inside, he stood in the doorway and used his daily power "Blinding Barrage", which helped out a lot.

Once we finally made it through the door, we closed it and rested a little.  Then we headed for the stairs and started checking out some of the empty areas on the map.



First we took a look at area A, which was just a trash room.  We set some of the trash on fire for the heck of it, but it was too damp to burn well.  We heard some rats rooting around, but we didn't bother them.  Then we headed over to hallway B, which turned out to be a ramp going down.  We'll check that out later, once we've seen all of this level.  Finally we headed to room C.

We had our stealthy, dark-seeing Drow tiptoe up and peek inside the room.  Six Ghouls.  We tried our best to arrange a decent surprise round, but we wasted a some of the early rounds with bad die rolls.  Joanna had the first kill, critting for an incredible amount of damage.

Krusk bravely ran into the room, wedging himself in the corner adjacent to three Ghouls, so that he could use Five Storms.  Unfortunately he only hit one of them.  On their turn, the first one paralyzed him, and the second one rolled a crit.  It did a massive amount of damage which brought him nearly unscathed, to lower than negative bloodied.  The monk died an honorable death.



Kossack also went down, and nearly died.  But after a little surgery by Sir Jerry (see what I did there?), Kossack was back on his hooves and continued to battle.  Joanna did a lot of damage on the final pair of enemies, making the most of area powers and crits.  In typical Drow fashion, Malagar was already looting the room's treasure chest before the battle was over.

We called it there for the night. I don't believe we've officially taken a short rest, so there's still the worry something else will come through the other doors.

Friday, May 6, 2011

Character - Calla Noble

This is my new character in the Temple of Elemental Evil campaign.

Name:
Calla Noble

Class:

Fighter (Essentials Knight)

Race:

Human

Gender:

Female

Alignment:

Good

Background:
Calla Felch was born in the slums of Urnst. Her mother was an alchoholic prostitute, and her father was con artist who made a living forging documents. From an early age Calla vowed not to grow up like them. Some local pirates (friends of her father) taught her how to handle a sword, and she learned quickly. As soon as she was old enough, she travelled to Furyondy to join the Swordsman's Guild. Using papers her father had once forged for a con, she joined the Guild under the name of Calla Noble, and eventually became one of the honorable Knights of Furyondy.

During a mission to investigate the rumors surrounding the Temple of Elemental Evil, her squad was attacked by gnolls.  She was knocked out during the battle, and the gnolls probably assumed she was dead.  As the only survivor, Calla should have gone back to Furyondy to report the disaster. However, she is determined to complete her mission or die trying.

Personality, Mannerisms, and Appearance:
Calla is honorable and brave, but she can also be stubborn and hard-headed. She is embarrased by her early upbringing, and works hard to keep her parentage a secret. Though she has truly earned every accolade she has received, she still worries that she's living a lie. She constantly pushes herself to accomplish more great deeds, so she can earn the right to be proud. Her worries are probably groundless at this point. It's doubtful that her superiors continually re-check the backgrounds of each of their troops. As far as they're concerned, a sword is a sword, and they need all the soldiers they can get. Nevertheless, the fear of discovery haunts her.

Calla has black hair and brown eyes. Despite a few battle scars, she has above-average beauty. Her social graces, however, could use some work. She tends to be single-minded, and is often perceived as rude.

Creating this character:
I built a version of Calla a couple of years ago, as a Guardian Fighter.  This was back when there was only one PHB.  She was intended to be my second LFR character once Voranna reached the next play tier.  But by the time Voranna reached level 5, there were more classes out there to choose from, and suddenly a plain ol' fighter just wasn't as interesting.

I have a tendency to play support/ranged characters, but I've been in the mood lately to play something more tanky.  So I'm going to give this a shot, and see how I like it.  If she dies right off the bat, I've also worked up a couple of other characters as backups.

The background is slightly stolen from "A Knight's Tale".
 

Tuesday, May 3, 2011

ToEE: Campaign Rules

These are Rusty's rules for our ToEE campaign.  I will add to this post as needed.

Character Ground Rules

1. Play the character you want.  Tactics can overcome a lot.

2. If you replace a DEAD character with a new character, you take a -1 Death Penalty for 3 milestones.  If you replace a live character with a new character, you suffer it for 1 milestone as a "bad Karma" penalty by your evil DM.

3.  XP totals go with the player, not the character.  If Kryla dies at 5007 XP and Matt decides to replace her, Matts new character has 5007 XP.

4.  Replacement characters can start with Magic Items in the following ways: 1 Level +1, 1 Level, 1 Level -1 and GP equal to an item of your level.  They all must be common items.

Other House Rules:

1. Crits/Fumbles
We're using the Critical Hit Deck and the Critical Fumble Deck. Since this makes crits a bit overpowered, we're rolling normal damage first (along with the extra damage die from any magical weapons), then applying the crit card to that. Monsters also use the crit and fumble cards. These cards were designed for previous editions, so we're having to convert some effects to make them more 4e-friendly.

2. Absent Players and Companion Characters
In order to keep a consistent party in every session, the DM has built a companion version of each character in the group. This is a one-sheet, slightly less powerful version of the original character, to be played by someone else when the player is absent. Anyone who chooses to play a companion character in addition to their own, gets a small XP bonus. Players who are not here get slightly less XP for the adventure. Generally speaking, your character can not die if you aren't present, so companion characters don't have to make death saves.

Sunday, May 1, 2011

ToEE: Bloody Pirates!

Game Date: 4/30/2011
DM: Rusty

The Party:
Durbin (Jesse): Dwarf Battlerager Fighter
Jerry (Nick): Human Cleric
Kossack (Cliff): Minotaur Fighter
Krusk (Rick): Half-Orc Monk
Kryla Bloodfang (Matt): Dragonborn Cosmic Sorcerer
Nyx (Bryan): Halfling Thief
Pixie (Leigha): Gnome Wizard


The Session:
The previous session ended after a three hour battle, in which we fought three encounter's worth of monsters.  When tonight's session began, we hadn't yet taken our extended rest.  As we prepared to rest in the Gnoll room (A), the South door burst open and two more Gnolls came in.  Kryla managed to crit one of them, and her crit card turned it into stone.  As the battle continued, an Ogre and one more Gnoll eventually joined the battle.  Once we were finally sure nothing else was coming through the door, we barricaded ourselves into the safest possible area and took an extended rest.

Now fully healed, we explored a bit of the area to the West.  We passed up one door (B) so we could investigate the large hallway to the North (C).  The hallway was full of bones.  Our two stealthiest party members, Nyx and Krusk, each tiptoed down the hall in opposite directions for a better look.  Soon some skeletons rose from the bonepile.  Eight human skeletal minions rose in the West hall, while 6 Gnoll skeletons attacked from the East.  And that door we passed up?  Two Ogres joined the battle from that entrance (B), which meant we were surrounded.

Despite the large number of enemies, it was not a difficult battle.  Kryla managed to take out six of the minions in one hit.  Jerry critted one Gnoll skeleton, and the crit card had it spend a round suffering from uncontrollable laughter.  We managed to take out most of the skeletons early, so we could all concentrate on the Ogres.



After the battle, we went down a few corridors (D), turned back East at an intersection (E), and finally fought a room full of Gnolls (F).  Durbin was the first to enter the room, and one of the Gnolls quickly slammed the door so they could have him all to themselves.  We got the door back open, but due to the confined space it still took a few rounds for all of us to get into the room.  While we were waiting to get in, some Bandits came running from around the corner (G), and started shooting at us.  Kryla once again put down her Blazing Starfall, killing five minions, leaving just one minion and the Bandit Leader.


Meanwhile the rest of the party pushed their way into the room, and fought their way further into the next room (H), where more Gnolls joined the party.  One Gnoll hiding in the corner attempted to drop a net on Durbin, but fumbled.  Kossack went down, but the final hit triggered his Ferocity attack, on which he rolled a crit.  So he got one good hit in before hitting the ground. 

Back in the hallway, Kryla was annoyed at having to mess with the bandits while the rest of the party was having fun elsewhere.  After killing the final minion, she blew her daily on the Bandit Leader, which finished him off so she could rejoin her friends.

In the Gnoll rooms, five more Gnoll Scavengers and a Hobgoblin joined the battle from the North (I).   The Hobgoblin started by casting a spell which made most of our party members attack their own allies.  Nyx's attack hit the recently-healed Kossack, knocking him back down to 0 again. 

As Kryla joined the battle, the Gnoll Scavengers and Hobgoblin were still clustered.  This was the perfect time to try out her newest encounter power, Swirling Stars.  She was a bit hesitant to waste it, because she was still suffering from a condition that gave her a negative to her attack rolls.  But it was worth a shot.  She hit all but one of them, critting one and killing it instantly.  Unfortunately, her one miss was a fumble, and the resulting catastrophe dropped her to 0.

One of Pixie's spells critted on the Hobgoblin, which caused it to temporarily turn into a large-sized creature.  This didn't affect the battle much, but it was interesting to see.  Once we finally killed the Hobgoblin, we healed the fallen and rested some more. 

We explored a few more rooms (J&K) but didn't find much of interest.  Then we went back West and checked a room to the South (L).  Here we found some prisoners chained to the walls.  They were captured merchants, servants, sailors, soldiers, and wives.  We decided to take them back to Nulb.

Back in Nulb, we haggled with some of the merchants we'd rescued.  They seemed genuinely interested in cutting us a good deal on some of our loot, but they just didn't have the funds to pay us much.  While we discussed it, one of the sailors wandered off.

Durbin was suspicious of the sailor, and tried to find him.  Failing that, he went to the docks to ask around.  He found some pirates and started throwing his weight around.  He managed to offend them (imagine that), and he was attacked by an angry pirate mob.  As Durbin continued to harass them, some of his gold was stolen, angering him even more.  The rest of the party eventually joined him, but they didn't want to take sides on this one.  Remember, they don't know Durbin that well yet, and we're trying not to draw too much attention to the party.

Once we finally convinced Durbin to drop the subject (though he still promises to come back in a few levels to kick some pirate ass), we decided to head back to Hommlet.  We're hoping to get more gold for our loot, and maybe buy some magic items that aren't available in Nulb.


Notes:
Jesse is currently considering switching characters.  After Ashira's death, Jesse built Durbin because he felt we needed another Defender.  However, it wasn't what he really wanted to play.  I have offered to switch to a Defender so that he can play something else for a while.  If it happens, I'm looking forward to the change of pace.  I haven't played a lot of durable front line characters, so it should be pretty exciting. 

Bryan is also wanting a different character.  He's the only one in the party who didn't get to pick his own character, and he's never been a big fan of halflings.  But he might wait and see how long Nyx survives before he changes to something else.

Sunday, April 24, 2011

ToEE: Adios Ashira

Game Date: 4/23/2011
DM: Rusty

The Party:
Ashira (Jesse): Dragonborn Battlemind
Durbin (Jesse): Dwarf Battlerager Fighter
Jerry (Nick): Human Cleric
Kossack (Nick [Cliff]): Minotaur Fighter
Krusk (Matt/Jesse [Rick]): Half-Orc Monk
Kryla Bloodfang (Matt): Dragonborn Cosmic Sorcerer
Nyx (Leigha [Bryan]): Halfling Thief
Pixie (Leigha): Gnome Wizard



The Session:
We ended the last session in a column-filled room, after killing a bunch of Ghouls. After a short rest, we explored the area.  We opened the door to the North (A), and fought four more Ghouls.  Then we went West, then South, and found a room with a pair of Ghasts (B).

Early in the battle, Ashira fumbled, then got hit hard by both Ghasts.  In a single round, she was killed by massive damage.  The battle was a bit harder without Ashira (one of the Ghasts made three crits that encounter), but eventually we managed to defeat them.  Afterward, we found a secret passage to the East that took us back into the room with the columns.

While Jesse ran off to build a new character, the party retreated from the temple and headed back to Nulb.  We wanted to get rid of some of the treasure we'd found.  First we spoke to the smithy, who seemed like a nice guy.  He told us to be careful who we spoke to about clearing the temple.  Then he suggested we go to see a hag named Mother Screng.

We went to see Screng, but she didn't have enough cash on hand to buy our loot.  Jerry pissed her off trying to haggle for more money, so we left her alone and headed for the inn.  We saw the smithy again at the bar, but he pretended not to know us.  After we booked some rooms for the night, we started looking around the inn for potential party members... we weren't liking our odds of getting much further without Ashira.

There we met a burly-looking Dwarf named Durbin (Jesse).  He claimed he was looking for action, so we let him in on our quest.  The next morning we set out for the temple once again.  We went back in the same way as before.  After descending the stairs, we encountered four Ghouls at the first intersection (C).  We had to chase one of them a bit down a hall, but we finally killed all four of them.

Then we went North to the next intersection (D), then headed West.  At the next side hall (E), we were hit by a couple of crossbow bolts coming from the North (F).  At the end of the hallway, a hatch kept opening up, and more crossbow bolts kept hitting us.  Kossack charged the wall and whacked it with one of his powers.  Nick: "...And I push the wall  one square and knock it prone."  DM: "No, you don't."  He did, however, damage the hatch.

There were doors to the East and West.  We opened the West door, and found a room with five Gnolls and a Bugbear (G).  Thinking the two rooms were connected, and wanting to surprise them from the other direction, Kossack opened the East door.  Unfortunately the rooms were not connected, and he now faced five Bandit Soldiers (H).

So now we basically had two encounters going on at once.  Kossack and Kryla worked on the East room while the rest of the party fought the West.  Nyx made a bad fumble on this encounter, giving him a penalty to ranged attacks for a while.  An Arbalaster (a walking crossbow construct, which is what was shooting us through the hatch) came out of an alcove (I) and joined the fun.

Pixie used Fountain of Flame in the West room, while Kryla used Blazing Starfall in the East, making some nice controlling zones.  One Bandit Soldier ran away down the hall.  We didn't want anyone escaping who might come back with reinforcements, so Kryla chased after him.  She followed him down a hallway, until he took refuge in a room full of his friends (J).  Well, crap.



In an effort to keep them from charging her, Kryla threw down a Blazing Starfall, then spent an action point to place a second Blazing Starfall in a different area.  Blazing Starfall creates a zone that damages enemies if they try to leave it.  Since most of the enemies were minions, they were inclined to stay put.  But Kryla knew she was still in trouble, because her enemies all had crossbows.

On her next turn, Kryla had planned to lay down another Blazing Starfall (the zones only last one turn), then hide around the corner so she wouldn't be hit by all those bolts.  Unfortunately, one of her attack rolls fumbled.  She drew a fumble card which caused her to teleport to a space adjacent to her enemy.  She had to use her move action to teleport (Spatial Trip) a few squares away, but she was still too close for safety.  She used her minor action to draw a healing potion, but couldn't drink it yet.  On the Bandits' turn, they took her down with a few bolts.

Kossack ran down the hallway to aid Kryla, but they took him down as well.  Kryla & Kossack spent the rest of the battle on the ground.  Kryla rolled very well on her death saves.  Out of 7 or 8 saves, she only failed one.  Though it still would have been nice to get a 20 in there somewhere.

As the fight against the West party gradually took out the Gnolls, the Bandits (who no longer considered Kryla and Kossack a threat) started running in to join the battle.  Pixie fumbled an attack on a Bandit, and drew her fumble card, but Rusty vetoed it because it would have drawn out the battle even longer.  The original fumble card would have summoned some mirror images of the Bandit.  Instead, Rusty had her draw another card.  This one had Pixie's spell going off in her face, hitting herself with a critical.  That's fine, she was at full health, she could survive a crit.  But it was a crit, so she drew a critical card... and it caused her to summon a mirror image to attack her.  Some things were just meant to be.

It took a long time (the battle took nearly 3 hours in real time), but our party finally killed off everyone, and managed to get to their fallen teammates before it was too late.  They killed the last cowering minion, fed Kryla her healing potion, and we called it a night.