D.T. Pints
Instigator
JACKERCON 2018: WITH GREAT POWER COMES GREAT RESPONSIBILITY June 22-July 1st
Posts: 2,857
Currently Playing: D&D 5e, Pathfinder, DUNGEONWORLD, Star Wars Edge of the Empire
Currently Running: DUNGEONWORLD, PATHFINDER
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Post by D.T. Pints on Oct 26, 2013 8:00:08 GMT -8
It been exactly 12 months with, on average, fortnightly sessions of about 2 to 4 hours (on average and depending how long it takes the bard to finally stop talking (player not PC) it's not what he says it's how loud he is when he says). One of the players has dogs so he can't stay longer than 5 hours or he has to clean up the kitchen when he gets home). It took a long time between the moat house and getting to Nulb because I generated (and plain stole) a raft of related side quests before they were ready for the horrors beneath. Thus included a trip to Emridy Meadows to settle the ungrateful dead, uncovering Temple spies in nearby Penwick (the sherrif was a spy for Elemental Fire) and a short jaunt to Gnarley Wood for the dwarf to met his list brother Montigrim (that one was purely to commemorate the passing if the actor who played Uncle Monty in 'Withnail & I' - my favourite film). Montigrim will figure again in a bit - the Temple is good at finding out secrets and exploiting them <evil grin>. It took the PC's about 3 months to realise that there was much much more afoot than simple bandits and an old moat house. They've pissed off Iuz directly by defiling one of his alters and have have been advised by mysterious figures who refuse to get involved that they know only as Jack (thin anaemic looking not bothered by the snow or cold) and The Hooded Man (think very Norse looking with ravens and crows always nearby). Jarro has been seen conversing with them in his grove but remains very coy about who they are, only that their return signals how very serious things have become. They're actually hierophants 'Jack Frost' and 'The Hooded Crow' (yep I'm a Jethro Tull fan). They've come back from their esoteric studies in the para elemental planes (ice and air) because of the disturbances the nodes under the Temple are creating. All they want is them destroyed - who wins (good or evil) isn't relevant. The brother sister story arc started after they killed Lareth at the Moat House about 2 months (RW) in to the game. Bearing in mind that that story hasn't been the only one . . . She has always been there as the main antagonist pulling strings behind the scenes and setting events in motion - their direct meetings have been few and spaced apart . . . Excepting the times she was right in front if them in disguise and the hints went unnoticed (the old lady in bar, the crone gypsy reading fortunes for a silver piece etc ) Sounds you took the underlying structure of Temple of Elemental Evil and created what I would call a real CAMPAIGN. Not just a story arc or a series of adventures. How are you leveling up the characters ? Interesting to see we both started our current games at a similar time and have played (*quickly googles "fortnight"*) YES! similar number of sessions. My players now have sixth level characters and I plan on having them level twice a year from here on and imagine that the overall campaign will end with them somewhere around tenth level. I reference all the mechanics because of the problematic nature of a 'slow burn' campaign in a system like D&D(Pathfinder) where the characters quickly become VERY powerful. All of those ToEE name drops make me very nostalgic for that scenario. There are just so many wheels within wheels and plans within plans. Trying to tease it all apart is a tad bit dizzying. I've heard Stork complain that there are often games with TOO many story threads and I have to say that I think that this comes from being unable to play a game that runs weekly or every FORTNIGHT and does so for months if not years. I'm not able to do this now, foolish employment responsibilities...But I will post a quick summary of my games story threads (I think it solidifies the game for me to do so) and demonstrate how I too am thriving on moral ambiguity. Cheers for now, Curt J. P.S. When the sister finally does come back for better or worse (most likely worse) That episode should be called "The Witch's Promise"...
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Post by Kainguru on Oct 26, 2013 9:48:43 GMT -8
It been exactly 12 months with, on average, fortnightly sessions of about 2 to 4 hours (on average and depending how long it takes the bard to finally stop talking (player not PC) it's not what he says it's how loud he is when he says). One of the players has dogs so he can't stay longer than 5 hours or he has to clean up the kitchen when he gets home). It took a long time between the moat house and getting to Nulb because I generated (and plain stole) a raft of related side quests before they were ready for the horrors beneath. Thus included a trip to Emridy Meadows to settle the ungrateful dead, uncovering Temple spies in nearby Penwick (the sherrif was a spy for Elemental Fire) and a short jaunt to Gnarley Wood for the dwarf to met his list brother Montigrim (that one was purely to commemorate the passing if the actor who played Uncle Monty in 'Withnail & I' - my favourite film). Montigrim will figure again in a bit - the Temple is good at finding out secrets and exploiting them <evil grin>. It took the PC's about 3 months to realise that there was much much more afoot than simple bandits and an old moat house. They've pissed off Iuz directly by defiling one of his alters and have have been advised by mysterious figures who refuse to get involved that they know only as Jack (thin anaemic looking not bothered by the snow or cold) and The Hooded Man (think very Norse looking with ravens and crows always nearby). Jarro has been seen conversing with them in his grove but remains very coy about who they are, only that their return signals how very serious things have become. They're actually hierophants 'Jack Frost' and 'The Hooded Crow' (yep I'm a Jethro Tull fan). They've come back from their esoteric studies in the para elemental planes (ice and air) because of the disturbances the nodes under the Temple are creating. All they want is them destroyed - who wins (good or evil) isn't relevant. The brother sister story arc started after they killed Lareth at the Moat House about 2 months (RW) in to the game. Bearing in mind that that story hasn't been the only one . . . She has always been there as the main antagonist pulling strings behind the scenes and setting events in motion - their direct meetings have been few and spaced apart . . . Excepting the times she was right in front if them in disguise and the hints went unnoticed (the old lady in bar, the crone gypsy reading fortunes for a silver piece etc ) Sounds you took the underlying structure of Temple of Elemental Evil and created what I would call a real CAMPAIGN. Not just a story arc or a series of adventures. How are you leveling up the characters ? Interesting to see we both started our current games at a similar time and have played (*quickly googles "fortnight"*) YES! similar number of sessions. My players now have sixth level characters and I plan on having them level twice a year from here on and imagine that the overall campaign will end with them somewhere around tenth level. I reference all the mechanics because of the problematic nature of a 'slow burn' campaign in a system like D&D(Pathfinder) where the characters quickly become VERY powerful. All of those ToEE name drops make me very nostalgic for that scenario. There are just so many wheels within wheels and plans within plans. Trying to tease it all apart is a tad bit dizzying. I've heard Stork complain that there are often games with TOO many story threads and I have to say that I think that this comes from being unable to play a game that runs weekly or every FORTNIGHT and does so for months if not years. I'm not able to do this now, foolish employment responsibilities...But I will post a quick summary of my games story threads (I think it solidifies the game for me to do so) and demonstrate how I too am thriving on moral ambiguity. Cheers for now, Curt J. P.S. When the sister finally does come back for better or worse (most likely worse) That episode should be called "The Witch's Promise"... They started at 2nd level and have only just now levelled to 7th. I imagine they'll complete the temple before they level up again. 1e and 2e really cramp the swift levelling after 5th - it took a long time to go to 6th then 7th compared to the early levels. Aaron PS: really looking forward to your campaign notes PPS: I was think of either 'Teacher' or 'Cross eyed Mary'
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Post by Kainguru on Dec 2, 2013 18:05:06 GMT -8
Update:On the way back to the temple the party intercept several gnolls . . . who are headed to Highport in the Pomarj. Because only three members of the party can understand Gnoll the dialogue exchanged is written down . . . translation for the non-gnoll speaking members of the party being at the discretion of the players concerned. The conversation involves the revelation that the gnolls are humanoid socialists and accuse the party of being 'typical judgmental bourgeois oppressors, not content with taking only their lands but in harassing them for being who they are based on unfair assumptions'. They explain that they are headed for Highport for work as it is in the humanoid controlled Pomarj and is a 'workers paradise, a place where humanoids can be free from oppression, a place where the streets are paved in gold, there is a pissing post on every corner and plenty of food share'. They are also upset because the dwarf (who cannot speak gnoll) was attempting to force the eldest gnoll to talk with threats of physical violence when, as the gnolls explained, 'he's dumb, mute . . . he cannot talk even if he wants to, another example of unjust bourgeois tyranny and brutality against the oppressed proletariat'. When quizzed about the Temple the gnolls look blank and then further express their distaste for human oppression and exploitation with the Temple just being another example of this with poor innocent humanoids being coerced or bribed into fighting for the causes of humans and then being persecuted as a result. The party think long and hard . . . obviously the gnolls aren't recruits for the Temple or associated with it - eventually they let them go on their way with a warning not to be seen in the nearby lands again. The issue of preferred diet was raised at one point, ie: 'you eat people', and the gnolls reply 'you eat cows and pigs and goats, how is that different?' . . . PC's: 'but they're not sentient' Gnolls: 'you ever stop to ask the cow?' . . . moot point The party finally penetrate the third level proper: entering by the rear entrance the party have managed to find and thru ineptitude rather than skill (you had to be there) discovered the stasis bound Prince Thrommel and returned him to the outside world. Ineptitude? basically they didn't fall for the illusion because they saw the crypt room as a 'safe place' place to 'camp down' . . . the elf mage claims dibs on sleeping in the 'empty' sarcophagus (that's creepy in and of itself) and promptly finds himself lying on top of an invisible body. If you are familiar with this encounter you know what it actually is. Rather than investigate 'safely' they immediately reach in pull the body out - having to make an impromptu ruling I decide that the body removed thus is removed from the area of effect of both the primary and secondary illusions (GG's nasty trap within a trap. Thus by ineptitude rather than caution this 'trap' is circumvented. Prior to that they had released a babau demon, because the elf mage just couldn't stop himself from immediately reading every scroll he finds in the hopes of a new spell for his spell book. This creepy encounter with a denizen of the abyss has somewhat tempered his previous haste and served as an indicator that things are getting serious now as they come closer to the heart of the Greater Temple. They proceed further (after said prince is returned to the outside world) and encounter a solid metal locked door. The human illusionist wraith forms thru to see an ettin with it's back to him tending to a cooking pot. The illusionist then decides to go material and open the locked door . . . the question is 'how?' . . . illusionist 'I'll get the thief (bard) to pick the lock?' . . . 'he's on the other side of the door' . . . 'shit!!'. That's when the elf mage decides to 'knock on the door' from the outside . . . this of course causes the ettin to turn to answer . . . and incidentally spot the lone illusionist standing by the locked door scratching his head wondering what to do next. The ettin charges the illusionist panics and desperately throws his last paralysation spell in the 'small hope that . . .' - one successful initiative roll and one failure to save later and the 10HD (I repeat 10HD) ettin is stopped dead in his tracks . . . paralyzed. The illusionist then proceeds to pummel the fallen ettin to death with his bronzewood staff - a solo kill by one of the least combative PC's. Pretty impressive. The problem of the door remains . . . the thief(bard) is on the wrong side to pick the lock . . . so the strongest party members set about trying to force the door open. Meanwhile the illusionist, out of ideas and knowing he is a sitting duck because he has 'split the party', fires his wand of wonder (item of absolute last resort . . . having nearly killed half the party with friendly fire on several occasions) . . . the result: stone to flesh. Suddenly the metal portal rips free with the sickening squelch of tearing flesh as the now fleshy stonework surrounds can no longer hold the weight of said door. The rest of the rather surprised party step thru to see the illusionist and his recent triumph. next . . . how to blind the the party with friendly fire and kill oneself with ones own sword . . . Aaron
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maxinstuff
Supporter
Posts: 1,939
Preferred Game Systems: DCC RPG, Shadowrun 5e, Savage Worlds, GURPS 4e, HERO 6e, Mongoose Traveller
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Post by maxinstuff on Dec 2, 2013 22:49:21 GMT -8
Update:On the way back to the temple the party intercept several gnolls . . . who are headed to Highport in the Pomarj. Because only three members of the party can understand Gnoll the dialogue exchanged is written down . . . translation for the non-gnoll speaking members of the party being at the discretion of the players concerned. The conversation involves the revelation that the gnolls are humanoid socialists and accuse the party of being 'typical judgmental bourgeois oppressors, not content with taking only their lands but in harassing them for being who they are based on unfair assumptions'. They explain that they are headed for Highport for work as it is in the humanoid controlled Pomarj and is a 'workers paradise, a place where humanoids can be free from oppression, a place where the streets are paved in gold, there is a pissing post on every corner and plenty of food share'. They are also upset because the dwarf (who cannot speak gnoll) was attempting to force the eldest gnoll to talk with threats of physical violence when, as the gnolls explained, 'he's dumb, mute . . . he cannot talk even if he wants to, another example of unjust bourgeois tyranny and brutality against the oppressed proletariat'. When quizzed about the Temple the gnolls look blank and then further express their distaste for human oppression and exploitation with the Temple just being another example of this with poor innocent humanoids being coerced or bribed into fighting for the causes of humans and then being persecuted as a result. The party think long and hard . . . obviously the gnolls aren't recruits for the Temple or associated with it - eventually they let them go on their way with a warning not to be seen in the nearby lands again. The issue of preferred diet was raised at one point, ie: 'you eat people', and the gnolls reply 'you eat cows and pigs and goats, how is that different?' . . . PC's: 'but they're not sentient' Gnolls: 'you ever stop to ask the cow?' . . . moot point The party finally penetrate the third level proper: entering by the rear entrance the party have managed to find and thru ineptitude rather than skill (you had to be there) discovered the stasis bound Prince Thrommel and returned him to the outside world. Ineptitude? basically they didn't fall for the illusion because they saw the crypt room as a 'safe place' place to 'camp down' . . . the elf mage claims dibs on sleeping in the 'empty' sarcophagus (that's creepy in and of itself) and promptly finds himself lying on top of an invisible body. If you are familiar with this encounter you know what it actually is. Rather than investigate 'safely' they immediately reach in pull the body out - having to make an impromptu ruling I decide that the body removed thus is removed from the area of effect of both the primary and secondary illusions (GG's nasty trap within a trap. Thus by ineptitude rather than caution this 'trap' is circumvented. Prior to that they had released a babau demon, because the elf mage just couldn't stop himself from immediately reading every scroll he finds in the hopes of a new spell for his spell book. This creepy encounter with a denizen of the abyss has somewhat tempered his previous haste and served as an indicator that things are getting serious now as they come closer to the heart of the Greater Temple. They proceed further (after said prince is returned to the outside world) and encounter a solid metal locked door. The human illusionist wraith forms thru to see an ettin with it's back to him tending to a cooking pot. The illusionist then decides to go material and open the locked door . . . the question is 'how?' . . . illusionist 'I'll get the thief (bard) to pick the lock?' . . . 'he's on the other side of the door' . . . 'shit!!'. That's when the elf mage decides to 'knock on the door' from the outside . . . this of course causes the ettin to turn to answer . . . and incidentally spot the lone illusionist standing by the locked door scratching his head wondering what to do next. The ettin charges the illusionist panics and desperately throws his last paralysation spell in the 'small hope that . . .' - one successful initiative roll and one failure to save later and the 10HD (I repeat 10HD) ettin is stopped dead in his tracks . . . paralyzed. The illusionist then proceeds to pummel the fallen ettin to death with his bronzewood staff - a solo kill by one of the least combative PC's. Pretty impressive. The problem of the door remains . . . the thief(bard) is on the wrong side to pick the lock . . . so the strongest party members set about trying to force the door open. Meanwhile the illusionist, out of ideas and knowing he is a sitting duck because he has 'split the party', fires his wand of wonder (item of absolute last resort . . . having nearly killed half the party with friendly fire on several occasions) . . . the result: stone to flesh. Suddenly the metal portal rips free with the sickening squelch of tearing flesh as the now fleshy stonework surrounds can no longer hold the weight of said door. The rest of the rather surprised party step thru to see the illusionist and his recent triumph. next . . . how to blind the the party with friendly fire and kill oneself with ones own sword . . . Aaron I believe the proper term is 'tradesman's entrance'
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Post by Arcona on Dec 3, 2013 2:13:58 GMT -8
Love the gnolls... reminds me of the Monty Python sketch where the king oppresses the masses! youtu.be/rAaWvVFERVA
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Post by Kainguru on Dec 3, 2013 2:28:18 GMT -8
maxinstuff lol true Update Continued: The other doors in this room are unlocked revealing stairs going up behind each one, and a pair of hungry trolls returning from grabbing a 'snack'. There follows a brief sojourn where the Party encounters the hall of shadows and discovers that grabbing 'the shiny' off the wall greedily can result in lots of noise that does nothing but alert the undead denizens that dinner is ready. I forgot to mention that the Elven Cleric, due to RW issues with player, had previously been 'retired' . . . 'volunteering' to seek out further information on the Dwarf Fighters missing, presumed kidnapped, older brother The Richard Griffiths homage, Montigrim Ironhammer . . . a homosexual dwarf engaged to one of the elven defenders of Gnarly Forest: both originally met at the first battle of The Temple and his failure to return from that battle was never discussed by the family. Montigrim had sought out his younger brother, the dwarven fighter, in the hopes that he would be more compassionate and agree to represent their Clan at his up coming nuptials - the additional of bribe of a suit of elven chain from his betrothed swayed said younger brothers favour towards such compassion. The entire party has been invited to the nuptials set for late spring/early summer. Consequently they now have no clerical support . . . lunafeline has stepped up to fill the gap with a half-elven Druid/Fighter ("Leeloo Multiclass"). Unfortunately the party have now lost 'turn undead support' with the clerics absence. Also the dwarven fighter had confiscated the elven mages forth level spell book as punishment for previously attempting to polymorph the dwarf into an elf . . . Recovering from the shadows attack they proceed to the 'key room' and dispatch the trolls therein - either by fire or, the preferred tactic, reducing the troll to negative hitpoints and stuffing the remains into their 'pet' bag of devouring ('chompy') before it can regenerate. A secret passage is found and they follow the narrow disused passage . . . surprising the bugbears in the room beyond. Said bugbears are sat around a brazier preparing their dinner . . . the dwarf fighter and the bard-in-training leap in swords drawn while the druid/fighter casts a pyrotechnics spell from the corridor. The result? everyone, including the attacking PC's is temporarily blinded . . . affording the last bugbear the opportunity to reach the opposite door and pull it open to shout for help before being brutally cut down. As the party disgorge themselves into the main chamber beyond one of several doors open and a worg comes rushing out. The dwarf fighter charges to intercept, slicing thru the worg, to end up standing toe to toe with the hill giant in the room beyond. Before the rest of the party can move forward to support the other doors open followed by several very upset ogres and a couple of leader type bugbears. The illusionist uses his last spell to deal with one of the bugbears, the druid/fighter successfully deploys her staff of the python and proceeds to crush the other bugbear to death. The elven mage is also running out of spells, except for the area of effect ones which would probably wipe out the party as well. The bard in training fends off two of the ogres but taking a pounding in return. The dwarven fighter gets a critical from the hill giant, result? a smashed hip . . . meaning he can only fight from where he is standing and any movement is slow (5ft/round) and painful requiring a constitution check every five feet to avoid passing out in agony. Then things get bad, the bard in training critically fails his second attack in his two weapon attack routine. This results in him striking himself for max damage reducing him to -13hp . . . he's dead!!! Narratively: his secondary weapon shatters during a parry with the broken blade impaling itself thru his left eye. Now things look grim, a possible TPK as hitpoints are approaching single figures, except for the dwarf fighter but he has problems of his own at the moment. The elven mage saves the day with a well placed lightening bolt that ricochets so each ogre is hit twice . . . they explode, literally. The dwarf fighter manages to dispatch the hill giant, despite his injuries. There then ensues the previously mentioned conversation "oi, elf can you fit the bard in your hole?". Battered, weakened and with a fatality the party are forced to withdraw from the Temple to regroup and rejuvenate.The bard, at a cost of nearly all his share of the treasure, is raised (via a scroll) by the Canoness in Nulb (one of Verbobonc's spies on Temple activity). He now has to sport an eyepatch as, being a raise dead, the missing orbit is not restored. Though he is now, with training, a bard proper . . . at fucking last. While the party recover and train, the Temple is recruiting and, it having been once exploited, they don't leave their tradesmans entrance unprotected for long . . . measures have been taken . . . Aaron
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Post by Kainguru on Dec 3, 2013 2:35:25 GMT -8
Love the gnolls... reminds me of the Monty Python sketch where the king oppresses the masses! youtu.be/rAaWvVFERVAThat was the inspiration, they also kept referring to the dwarf with colourful and very insulting adjectives . . . a translation omitted by the elf in order expedite negotiations. Though the player had a hard time keeping a straight face as he read, to himself, what the gnolls were saying . . . Aaron
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Post by Arcona on Dec 3, 2013 7:16:31 GMT -8
I do like your idea of going with writing things down to avoid tempting players to metagame but I wonder about two things... a) Dont you players say 'hey man what gives! Dont you trust us not to act as if we understood? We are good roleplayers here!' b) Does it not delay things down if the conversation is long? Like if you do a written down interrogation or plot story/exposition? In the past I have taken the players involved to the next room and run a quick scene there (while the other players do mock combat to keep themselves entertained ) which has worked but is also annoying if it drags on. Plus some times people get bothered by it and act even though they dont understand the language!
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Post by Kainguru on Dec 3, 2013 8:34:58 GMT -8
Ah well England, the north and winter . . . Outside is too cold and the only handy room - apart from messy bedrooms - is the bathroom. I was honest - I said why I was writing it down but the elf replying just said what he said . . . It was for comedy value more than anything as the other players were only hearing one side of the conversation and trusting the elf to relay stuff accurately. The issue of trust was more PvP rather than GMvP - sometimes I just get to sit back and adjudicate a PvP shitstorm. Aaron
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Post by Kainguru on Dec 7, 2013 2:29:06 GMT -8
Update: Well, not really - though the shit really hit the fan, the Temple has lived up to its name 'Evil' . . . Ah I'll stop there spoilers as I'm passing the next update from last session to lunafeline. Because I'm lazy, it was more about what happened between party members and I'm just curious to read a Players perspective. Aaron
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D.T. Pints
Instigator
JACKERCON 2018: WITH GREAT POWER COMES GREAT RESPONSIBILITY June 22-July 1st
Posts: 2,857
Currently Playing: D&D 5e, Pathfinder, DUNGEONWORLD, Star Wars Edge of the Empire
Currently Running: DUNGEONWORLD, PATHFINDER
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Post by D.T. Pints on Dec 7, 2013 8:51:07 GMT -8
Update: Well, not really - though the shit really hit the fan, the Temple has lived up to its name 'Evil' . . . Ah I'll stop there spoilers as I'm passing the next update from last session to lunafeline. Because I'm lazy, it was more about what happened between party members and I'm just curious to read a Players perspective. Aaron And that is what makes a game summary journal written by the various characters so much fun! 1) The PC gets a chance at a solid, lengthy in character monologue getting to push how they think their character would perceive various events 2) Allows for old, decrepit, senile (US) gamers to remember just what the fuck might have happened just a week ago. 3) Takes some pressure off the GM to help tie story points together. 4) Allows the GM to either cackle with glee and the various plot misconceptions held by the party or shake her head and wonder "Where in Iuz's Anus Did I Go Wrong ?" 5) THERE IS NO NUMBER FIVE! I recall finding (and again the decrepitude thing) a magic portable tower (that goes nicely with a portable hole) in TOEE (Level 3 ?) and hiding out a lone paladin while the forces of Ettin and Hill Giant horrors milled about....and then ducking out whacking a few hill giants (not a euphemism!) and then ducking back in again. This has nothing to do with moral ambiguity I just have a fond recollection of using this strategy to effectively chip away at the temples forces and I really enjoyed (as apparently did cadave, mentioning it on last weeks show...the Temple of Elemental Evil) Examples of my PC's journals from Awakening of the Desert King: (Again I give reroll rewards like soggy biscuits for the amount of effort each of the players puts into these...this is an example of a character interpretation of a PvP event that is still causing a shit sprinkle in the party) From the Journal of Cephas "the Lionheart" Paladin of Sol:“We got scattered, our unity shattered. In the face of overwhelming odds retreat is proper. But, to run and hide in terror is not retreat it is cowardice. Right now, it seems like it’s everyman for himself. Only Guido and I stayed together. Each of us are powerful strong adventurers but, our enemy is strong too. To take on this enemy alone is suicide. We must stay together if we want to have a fighting chance. If we make it make it through till dawn I think we will be OK." Lion Heart belongs to the “Iron Hammer” aspect of Sol because it offers hope and unity for the common man. This is also why he joined the secret society— for unity in defense of all. Lion Heart has dedicated his life to defend law and justice. He believes that the best way to accomplish this is to join forces with others. LionHeart tries to barricade the door. The bloodied, bright and wild eyed paladin bellowed the above so that all could hear him above the agonized moaning and roars that filled the heroes surroundings. Again that sense of calm and rightness with the world seemed to flow from his words. Perhaps this wouldn’t end as badly as it seemed to be heading… The giant of a man heaved the great door ripped from its iron hinges by some force of incredible, fearsome strength in front of the scratched, and shredded entry way to the mining shack. The silver shield of Scion shone (yesss…alliteration is the shit boys!) strangely in the darkening midnight as the last faint glow of the setting sliver of moon disappeared. All would be very, very dark soon. From the Journal of Dim Mak Monk of the Cult of the Ancient OneThe rock that I stole from that bastard Corvis had more power than I thought. It had a very negative effect on Arakasi, which caused some problems amongst the group. I tried to add some of the stone to his food and water, but I was detected. The fool then dumped the dust on his own hand which caused the gem embedded in his arm to shatter and his skin to go pale. I found the entire incident to be very interesting; the group I am travelling with did not. With Arakasi insistent whining and demanding, I figured the group would not notice if anything actually happened to him but alas I was wrong. There was almost an altercation. On an interesting note Arakasi did stop whining and kind of stat there keeping to himself and he will no longer walks next to me demanding things. I am enjoying the peace. I will have to talk with Guido, maybe he can help me understand why the group acted the way they did. I have heard individuals say that it is a small world, I for one never believed them until now. The group against my advice decided to march on during the day under the blazing sun. After the incident with the Arakasi was corrected, Guido asked me to find a place for use to rest until sun down. I did as I was asked and found a nice cool hole that would accommodate the group. As we made our way into the hole, a small group noticed Araski and approached us. I was stunned to see that Crag a honor less dwarf gladiator was part of this small band. He and I squared off in the pits several times and I always bested the weak son of an elven whore. He delivered the most shocking news of my life, The Ancient one is still alive and in the pits. I am not sure how he survived my attack, but by some miracle he has and I most free him from the pits. I most figure out away to get this group to do my bidding and help me free him. I figure the best way to do this is through Guido. At first I thought Val was the group leader, but it seems like the group values Guido advice and input on all things. Now how do I get the dwarf to trust me. Dim’s Journal – Entry – 104 And that is what I call COLLABORATIVE story telling! Cheers, Curt.
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Post by Kainguru on Dec 8, 2013 4:54:16 GMT -8
D.T. Pints - I love it !!! Plus "ooh 'reroll rewards' that's a thought!" I know the tower you are referring to, the first time I ran the Temple (all those many summers ago) in 2e it was 'deployed' in such a manner as to require a structural integrity check for the complex resulting in a minor cave in and several beasties from the upper levels literally dropping in to join the fray Aaron
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lunafeline
Initiate Douchebag
Posts: 20
Preferred Game Systems: D&D 1e
Currently Playing: Pathfinder 3.5, Iron Kingdoms
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Post by lunafeline on Dec 10, 2013 11:21:43 GMT -8
After the Bard was brought back to life, he discovered that all his gear was missing....looted by party members. I took his +2 armor and his ring of fire protection, the dwarf took his +2 dex gloves and the elf took his magic sword for "safe keeping"
Upon learning this he threw a hissy fit and made threats of violence towards myself and the dwarf. I said if he asked nicely he could have it back, the dwarf, true to his character was much more stubborn and refused. The bard asked nicely so I kept my word and gave him back the armor. The dwarf still has the gloves.
Making our way back through the temple with a full party, we encountered a group of duragar who tried to start psionic combat with my druid fighter but I used mind block to shut it down. They then enlarged themselves and used heat metal. This didn't have much time to take effect and the dwarf got quite cocky and sliced his way through, as did the bard.
We then entered a large room without caution, which lead to the dwarf being back stabbed causing a whopping 24 damage to his HP. The offender then disappeared into a mass of fog, the bard then tried to sneak and find the villain. We cast faerie fire and managed to take him down, and foolishly thought we were safe. Unknown to us, our dastardly DM was secretly setting up our demise. The next moment our illusionist turned on us! he was brainwashed by a demon into believing that we were the enemy. He cast an illusion on myself and the elf wizard that we were on fire, I failed my save so took full damage. We had no idea where he was due to the fog and we were being attacked from all directions. The illusionist and the DM were communicating with each other through pen and paper, so we had no clue to what was going on.
After each party member being attacked at least twice, the dwarf finally managed to stop the illusionist by using his brute strength and tie him up. Unfortunately, the dwarf was then caught in the same web so then set about taking out the rest of the party. He attacked the elf wizard who was already in bad shape from the work of the illusionist. He died. He was taken down to -13 HP.
Next on the list was the healer...Ummmm..me. I was taken down to -7 HP but then the dwarf finally managed to overcome the control of the demon. Throughout all this the illusionist was still bound, and probably the safest position of all.
Then the DM throws a bloody Ettin at us! to which the dwarf cried "I am in no mood for your shit!" and thankfully had taken care of him before most of us could react. Battered and bloodied and carrying the elf's body, We scarpered back to Hommlett.
We are now about to start the next session and I firmly believe my name will make an appearance on the DM's gravestone. A pic of that will follow.
Wish me luck :S
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Post by Kainguru on Dec 10, 2013 15:48:36 GMT -8
For the record the Duragar were simply contractors employed to repair the door and arch that had been previously fleshified by the party. The backstabbing thief was Rannos Davl, lately of Hommlet, sent to refit new locks to the doors to replace the ones also destroyed by the PC's on their last incursion. The Bard had successfully sneaked past the hiding Rannos, so their thief abilities effectively rendered them invisible to each other until it was their respective turns to strike. The bard had also noted etched glyphs in each doorway . . . which he *was* going to deface. Shame he didn't as the were part of the binding magics keeping the Demondand bound to this room. lunafeline's druid/fighter didn't see the combat deeper in the fog that involved both the dwarf fighter and the bard toe to toe with the Demodand . . . the Demodand retreated when it had 1hp left resorting to other innate magics that caused the PvP shit storm above. The demodand was finally finished by the bard once he was freed from having to defend himself from the entranced dwarf fighter. The ettin was a wandering monster attracted by the noise of the brutal combat occurring. Once back at Hommlet the restoration of the elf mage was VERY costly as normal raise dead is ineffective with elves. It instead required the calling in of favours owed, vis-a-vis the Celene Nobel's rescued earlier, to procure a very expensive and very rare scroll of True Resurrection (with no guarantee of success due to a reasonable chance of spell failure because of the low level of the cleric casting the spell). This being that the elven mage had discovered that these Nobels were also political allies as they too covertly support the officially disapproved of, and frequently banished, anti-isolationist faction of the Fey Court of Celene. This constitutes repayment in full of obligations owed for effecting their earlier rescue and actually leaves the elven mage now somewhat indebted . . . Many days passed as the Party awaited the arrival of the scroll and for the elven mage to recover from his restoration to life. Temple recruitment continues . . . and they are getting tired of being infiltrated so regularly, the Party have come very close to penetrating the 4th level, it seems reasonable that the resident forces will deploy every advantage they can to prevent this from occuurring . . . This is the headstone lunafeline mentions, I bought it cheap during Halloween . . . it sits next to the DM Screen Aaron
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maxinstuff
Supporter
Posts: 1,939
Preferred Game Systems: DCC RPG, Shadowrun 5e, Savage Worlds, GURPS 4e, HERO 6e, Mongoose Traveller
Favorite Species of Monkey: Proboscis
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Post by maxinstuff on Dec 10, 2013 22:42:50 GMT -8
For the record the Duragar were simply contractors employed to repair the door and arch that had been previously fleshified by the party. Did they use the tradesman's entrance? Also - that's fucking awesome! Brilliant example of the world reacting to the PC's actions.
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