Next game day is January 9th
James' Place
Noon
Emily
Friday, December 18, 2009
Saturday, November 21, 2009
Game history for 11/14/2009
Taken from Bud's comment on the Game History post.
The party started out in The World’s Largest Dungeon. After several weeks spent wandering thru it, they found themselves teleported across the planes to Greyhawk. The explanation they received was that their services had been traded from Anjack to Manzorian, a powerful wizard. Manzorian, acting thru an associate Allustin, requested that the party investigate The Whispering Cairn near a town called Diamond Lake. The party did so but ran into complications which led them to confront a Necromancer named Filge. After defeating Filge, the party found some disturbing items (green worm in a jar of mysterious fluid) and asked Allustin to research them. They also found a note that implicated Smenk, a local merchant and mine manager. He spilled his guts and told the party of a cabal named the Ebon Triad located in a mine nearby.
The PCs confronted the Ebon Triad in their own hideout and discovered that it was in fact a joint effort between followers of Vecna, Erythnul, and Hextor to combine their 3 faiths into one. Defeating all 3 factions in the dungeon, the party also discovered some more clues that made no sense. Meanwhile, Allustin had traveled to Blackwall Keep to confer with a friend about the green worm and the odd goings on at Diamond Lake. During his visit the keep was attacked by lizardmen and other creatures and Allustin was captured and taken back to their lair. The party arriving at Blackwall Keep to visit Allustin happened upon an attack in a thunderstorm. Defeating the attackers they learned of Allustins fate and set off to rescue him. The party tracked the lizardmen back to their lair and fighting their way in, found a black dragon with an Illithid and evil druid cohort. Defeating these foes the party also discovered a egg filled pit infested with green worms. After detsroying the worms and returning Allustin back to his home they rested a few days. Allustin then asked them to go to the Free City to seek the wisdom of a friend of his.
Arriving at the Free City the party contacted the sage Eligos. He stated it would take perhaps a week to research the clues the party provided him and directed them to lodge at the Crooked House. The party was the victim of an unsuccessful frame up by a doppleganger and cohorts. The doppleganger left behind a key with a distinctive symbol making up it’s handle end. The party tracing this symbol learned the location of an abandoned warehouse by the docks and went to investigate.
After 3 days filled with intrigue, horror and death the party has managed to defeat Telakin, the Greater Doppleganger and his hive of Improved Dopplegangers. After defeating Telakin, the party discovered the hidden room with the mind clone device and Telakin’s secret vault. After restroing some comrades back to life using the infernal machine (and hoping there will be no nasty “side effects” later) the party returned to the more civilized parts of The Free City to find lodgings and rest. During the next day the party, after having rested, decided to try to gather information so they could get a better understanding of things and be better prepared for any future encounters.
Turning the tome that contained all the details of the Dopplegangers plans and infiltrations over to Eligos, who in turn made certain to get it into the right official hands, has gained the party a boon of 800 gp each as well as several magic items of value and perhaps most importantly, a royal charter signed by the Lord Mayor Nerof Gasgal himself.
Note: A Royal Charter means that the group is recognized and sanctioned by the government itself. This simple document can carry a lot of weight in certain situations.
The magic items are :
1) Sword of Graceful Strikes (Arms and Equipment Guide, page 120) : Donated by the Lord Mayor himself.
2) Mace +2 Holy : Donated by the Church of Pelor
3) Dagger +2 Speed : Donated “anonymously”
4) Flametongue Longsword : Donated by the Merchants Guild
5) Ring of Wizardry II : Donated by the Wizard Guild
6) Metamagic Rod; Quicken : Donated by Eligos himself
7) Divine Scroll; Raise Dead x 5 : Donated by the Church of Wee Jas
8 ) Manual of Gainful Exercise +1 : Donated by the Monks of St. Cuthbert Monestary
9) Potion of Cure Critical Wounds x3 : Donated by the Temple of Ehlonna
10) Ring of Superb Striking (+1 to all melee attacks) by the Arena
In addition, each party member is given the following magic item donated by Manzorian.
Item Name: Medallion of Soul Containment
Magic Item Type: Wondrous Item
Item Power: Medium
Item Description: This amulet is heavily inscribed with
symbols of protection and capture, its setting is an emerald
of unsurpassed quality. The gem captures your soul if you
die. If the gem containing the soul is used as a focus in any
raise dead spell, it may be treated as a true resurrect spell, on the
original wearer of the amulet. The amulet is destroyed
when the wearer is brought back to life. The gem has 40 hit
points, and a hardness of 20 and a break DC of 48. If the
gem is destroyed while it contains a soul then the life force
is released and treated as if slain by death magic regardless
of the original cause of death.
Information the party has gathered:
1) Studying the other tome found in Telakin’s safe the party has already learned some of the workings the Mind Clone Device but not enough to replicate it. There are a few scant hints that telakin never did work out all the “kinks”.
Combined with the note the party found and the few clues in Telakin’s tome, the party suspects that Telakin was under the direct influence if not outright control of a being more sinister and powerful than he was.
A sage at the Free City wizard’s guild concluded that the symbol found on the note has Illithid characteristics. Divine and wizardly research (spells trying to gather more information) were somehow blocked but not entirely.
The sage is fairly certain that Telakin’s master is an Illithid but one of the wizards who used spells to try and learn more got a slight hint that Telakin’s master is different than a normal Illithid. The information he managed to get before being blocked suggested that this mysterious figure wields more power than a normal Illithid.
2) Telakin was far too organized and his powerbase was already established in Free City. Why would he try to kill a group of adventurers recently arrived in town? Either he was paid handsomely or he and his master are somehow connected to the recent troubles the party has been involved in.
The party started out in The World’s Largest Dungeon. After several weeks spent wandering thru it, they found themselves teleported across the planes to Greyhawk. The explanation they received was that their services had been traded from Anjack to Manzorian, a powerful wizard. Manzorian, acting thru an associate Allustin, requested that the party investigate The Whispering Cairn near a town called Diamond Lake. The party did so but ran into complications which led them to confront a Necromancer named Filge. After defeating Filge, the party found some disturbing items (green worm in a jar of mysterious fluid) and asked Allustin to research them. They also found a note that implicated Smenk, a local merchant and mine manager. He spilled his guts and told the party of a cabal named the Ebon Triad located in a mine nearby.
The PCs confronted the Ebon Triad in their own hideout and discovered that it was in fact a joint effort between followers of Vecna, Erythnul, and Hextor to combine their 3 faiths into one. Defeating all 3 factions in the dungeon, the party also discovered some more clues that made no sense. Meanwhile, Allustin had traveled to Blackwall Keep to confer with a friend about the green worm and the odd goings on at Diamond Lake. During his visit the keep was attacked by lizardmen and other creatures and Allustin was captured and taken back to their lair. The party arriving at Blackwall Keep to visit Allustin happened upon an attack in a thunderstorm. Defeating the attackers they learned of Allustins fate and set off to rescue him. The party tracked the lizardmen back to their lair and fighting their way in, found a black dragon with an Illithid and evil druid cohort. Defeating these foes the party also discovered a egg filled pit infested with green worms. After detsroying the worms and returning Allustin back to his home they rested a few days. Allustin then asked them to go to the Free City to seek the wisdom of a friend of his.
Arriving at the Free City the party contacted the sage Eligos. He stated it would take perhaps a week to research the clues the party provided him and directed them to lodge at the Crooked House. The party was the victim of an unsuccessful frame up by a doppleganger and cohorts. The doppleganger left behind a key with a distinctive symbol making up it’s handle end. The party tracing this symbol learned the location of an abandoned warehouse by the docks and went to investigate.
After 3 days filled with intrigue, horror and death the party has managed to defeat Telakin, the Greater Doppleganger and his hive of Improved Dopplegangers. After defeating Telakin, the party discovered the hidden room with the mind clone device and Telakin’s secret vault. After restroing some comrades back to life using the infernal machine (and hoping there will be no nasty “side effects” later) the party returned to the more civilized parts of The Free City to find lodgings and rest. During the next day the party, after having rested, decided to try to gather information so they could get a better understanding of things and be better prepared for any future encounters.
Turning the tome that contained all the details of the Dopplegangers plans and infiltrations over to Eligos, who in turn made certain to get it into the right official hands, has gained the party a boon of 800 gp each as well as several magic items of value and perhaps most importantly, a royal charter signed by the Lord Mayor Nerof Gasgal himself.
Note: A Royal Charter means that the group is recognized and sanctioned by the government itself. This simple document can carry a lot of weight in certain situations.
The magic items are :
1) Sword of Graceful Strikes (Arms and Equipment Guide, page 120) : Donated by the Lord Mayor himself.
2) Mace +2 Holy : Donated by the Church of Pelor
3) Dagger +2 Speed : Donated “anonymously”

4) Flametongue Longsword : Donated by the Merchants Guild
5) Ring of Wizardry II : Donated by the Wizard Guild
6) Metamagic Rod; Quicken : Donated by Eligos himself
7) Divine Scroll; Raise Dead x 5 : Donated by the Church of Wee Jas
8 ) Manual of Gainful Exercise +1 : Donated by the Monks of St. Cuthbert Monestary
9) Potion of Cure Critical Wounds x3 : Donated by the Temple of Ehlonna
10) Ring of Superb Striking (+1 to all melee attacks) by the Arena
In addition, each party member is given the following magic item donated by Manzorian.
Item Name: Medallion of Soul Containment
Magic Item Type: Wondrous Item
Item Power: Medium
Item Description: This amulet is heavily inscribed with
symbols of protection and capture, its setting is an emerald
of unsurpassed quality. The gem captures your soul if you
die. If the gem containing the soul is used as a focus in any
raise dead spell, it may be treated as a true resurrect spell, on the
original wearer of the amulet. The amulet is destroyed
when the wearer is brought back to life. The gem has 40 hit
points, and a hardness of 20 and a break DC of 48. If the
gem is destroyed while it contains a soul then the life force
is released and treated as if slain by death magic regardless
of the original cause of death.
Information the party has gathered:
1) Studying the other tome found in Telakin’s safe the party has already learned some of the workings the Mind Clone Device but not enough to replicate it. There are a few scant hints that telakin never did work out all the “kinks”.
Combined with the note the party found and the few clues in Telakin’s tome, the party suspects that Telakin was under the direct influence if not outright control of a being more sinister and powerful than he was.
A sage at the Free City wizard’s guild concluded that the symbol found on the note has Illithid characteristics. Divine and wizardly research (spells trying to gather more information) were somehow blocked but not entirely.
The sage is fairly certain that Telakin’s master is an Illithid but one of the wizards who used spells to try and learn more got a slight hint that Telakin’s master is different than a normal Illithid. The information he managed to get before being blocked suggested that this mysterious figure wields more power than a normal Illithid.
2) Telakin was far too organized and his powerbase was already established in Free City. Why would he try to kill a group of adventurers recently arrived in town? Either he was paid handsomely or he and his master are somehow connected to the recent troubles the party has been involved in.
Thursday, November 19, 2009
Monday, November 16, 2009
New house rule
I have come across a house rule used by other gaming groups that I like and would make both the players and my job as DM a bit easier and allow more room for bad dice.
" We are playing with a house rule that allows characters to survive until they reach -hp equal to their Con score."
This would mean that if your character has a Constitution score of 17, he/she would not be dead until they reached -17 hp.
Thoughts? Comments?
If no-one has any objections, this rule will be put into effect at our next session.
Bud
" We are playing with a house rule that allows characters to survive until they reach -hp equal to their Con score."
This would mean that if your character has a Constitution score of 17, he/she would not be dead until they reached -17 hp.
Thoughts? Comments?
If no-one has any objections, this rule will be put into effect at our next session.
Bud
Monday, November 2, 2009
Friday, October 23, 2009
Thursday, September 24, 2009
Thursday, September 17, 2009
Monday, September 7, 2009
Boondock Saints II (All Saints Day)
Check out the link below!!!
http://www.comingsoon.net/news/movienews.php?id=58723
Releases: Oct. 30 2009 (Limited)
http://www.comingsoon.net/news/movienews.php?id=58723
Releases: Oct. 30 2009 (Limited)
Tuesday, September 1, 2009
Mechwarrior Character Creation Priority List
Mechwarrior Character Creation Priority List
Priority | Mech size | Attributes | Skills | Wealth | Equipment |
1 | 100-80 ton Assault | 19 | 15D | Count (1,000,000 per year) must pick affiliation | Small Drop ship with support crew + 20,000 c-bills in gear |
2 | 75-65 ton Heavy | 17 | 13D | Viscount (500,000 per year) must pick affiliation | Spare Mech (1 category lower than main) + 10,000 c-bills in gear |
3 | 55-40 ton Medium | 15 | 11D | Noble (100,000 per year) must pick affiliation | 5,000 c-bills in gear |
4 | 35-25 ton Light | 13 | 9D | Warrior (40,000 per year) | 1,000 c-bills in gear |
5 | 20-10 ton Light | 12 | 7D | Who? (15,000 per year) | 100 c-bills in gear
|
Saturday, August 22, 2009
D&D
I still plan on running the D&D campaign if anyone still wants to continue. I guess we'll discuss it at the next game session.
Bud
Bud
Thursday, August 20, 2009
New game on the horizon.
We plan on switching from D&D to Mechwarrior. The plan is to play D&D on Sept. 5th. Then the next game session after that would be Mechwarrior.
Don will be GM'ing Mechwarrior. He would like to switch it to a different weekend. The current weekend we play on is the same weekend as the new UFC fights. So we'd either play 2 weeks after the last D&D game or 6 weeks after the last D&D game.
Web
Don will be GM'ing Mechwarrior. He would like to switch it to a different weekend. The current weekend we play on is the same weekend as the new UFC fights. So we'd either play 2 weeks after the last D&D game or 6 weeks after the last D&D game.
Web
Saturday, July 11, 2009
August 8th
D&D at Booze's place.
Wednesday, June 24, 2009
D&D - July 11th
Booze's place, normal time.
Sunday, June 7, 2009
Cleric-related feats
The last post got me thinking, "What should clerics take for feats?" There isn't much out of the PHB that makes clerics better at being walking heal-sticks. Complete Divine fixes some of that, to an extent. I mean, what else do you have to do with unused turn undead attempts?
Augment Healing (CD pg. 79): Add +2 points per spell level to Conjuration (Healing) (e.g. cure) spells. Unlike Sacred Healing (PHB2 pg. 89) you don't spend a turn attempt, but by using both you can effectively double the bonus to your healing. Very nice for those tough battles.
Disciple of the Sun (CD pg. 80): Spend two turn undead attempts to destroy turned undead (normally undead are only destroyed if their HD is not more than half the cleric's level).
Empower Turning (CD pg. 81): Turning damage increased by 1.5 after calculating the total.
Quicken Turning (CD pg. 84): Turn as a swift action. Blow up undead and then continue with healing the party. It's great!
Sacred Boost (CD pg. 84): Spend a turn undead attempt and all creatures within 60' get maximized cure spells applied to them until the end of your next turn.
Sacred Healing (CD pg. 84): Spend a turn undead attempt to give fast healing 3 to all living creatures within a 60' burst. Lasts for 1 + Cha modifier rounds.
Now, here is one feat that is interesting but generally only useful if you'll be building a non-heal-stick cleric.
Divine Metamagic (CD pg. 80): Pick a metamagic feat and use up 1 + level adjustment turn undead attempts to use the feat spontaneously. For example, picking maximize would allow you to spontaneously maximize any spell by spending 4 turn undead attempts.
Augment Healing (CD pg. 79): Add +2 points per spell level to Conjuration (Healing) (e.g. cure) spells. Unlike Sacred Healing (PHB2 pg. 89) you don't spend a turn attempt, but by using both you can effectively double the bonus to your healing. Very nice for those tough battles.
Disciple of the Sun (CD pg. 80): Spend two turn undead attempts to destroy turned undead (normally undead are only destroyed if their HD is not more than half the cleric's level).
Empower Turning (CD pg. 81): Turning damage increased by 1.5 after calculating the total.
Quicken Turning (CD pg. 84): Turn as a swift action. Blow up undead and then continue with healing the party. It's great!
Sacred Boost (CD pg. 84): Spend a turn undead attempt and all creatures within 60' get maximized cure spells applied to them until the end of your next turn.
Sacred Healing (CD pg. 84): Spend a turn undead attempt to give fast healing 3 to all living creatures within a 60' burst. Lasts for 1 + Cha modifier rounds.
Now, here is one feat that is interesting but generally only useful if you'll be building a non-heal-stick cleric.
Divine Metamagic (CD pg. 80): Pick a metamagic feat and use up 1 + level adjustment turn undead attempts to use the feat spontaneously. For example, picking maximize would allow you to spontaneously maximize any spell by spending 4 turn undead attempts.
Feats of interest for various characters
I happened to glance through the PHB2 and saw a few feats I found interesting.
Deadeye Shot (PHB2 pg. 78): Ready an action to attack the same opponent as an ally. If they hit, the opponent is denied their Dexterity bonus to AC versus your attack, therefore giving you the opportunity to apply your sneak attack damage.
Penetrating Shot (PHB2 pg. 81): Make a single ranged attack as a 60' line. Separate attack roles against each, but each one you hit takes damage. Note, I've seen some posts where people say it stops if you miss, but there is nothing about this in the feat, the errata, or official post stating this on Wizards site. The intent (and the summary) lists it as an attack against each creature in the line. So, the ranged attack against each is simply taking the place of a save; no luck getting out of it because it missed the person in front of you.
Ranged Weapon Mastery (PHB2 pg. 82): Get an additional +2 bonus to attacks and damage with a ranged weapon that does the selected type of damage. It requires Weapon Specialization, so not the best for rogues but great for fighters focused on ranged attacks. Oh, yeah, the errata says it stacks with Weapon Focus and Weapon Specialization, as if there was any doubt...
Telling Blow (PHB2 pg. 83): Get sneak attack damage when you make a critical hit. Not a terrible choice for rogues with an excellent critical range, or for rogues attacking from ranged (because you always need more opportunities to use sneak attack at range).
Sacred Healing (PHB2 pg. 89): As a swift action, expend a turn undead attempt to gain a +2 bonus per die to healing spells you cast until the end of the turn. A 6th level cleric casting Cure Serious Wounds would get 3d8+12...very nice. :)
Deadeye Shot (PHB2 pg. 78): Ready an action to attack the same opponent as an ally. If they hit, the opponent is denied their Dexterity bonus to AC versus your attack, therefore giving you the opportunity to apply your sneak attack damage.
Penetrating Shot (PHB2 pg. 81): Make a single ranged attack as a 60' line. Separate attack roles against each, but each one you hit takes damage. Note, I've seen some posts where people say it stops if you miss, but there is nothing about this in the feat, the errata, or official post stating this on Wizards site. The intent (and the summary) lists it as an attack against each creature in the line. So, the ranged attack against each is simply taking the place of a save; no luck getting out of it because it missed the person in front of you.
Ranged Weapon Mastery (PHB2 pg. 82): Get an additional +2 bonus to attacks and damage with a ranged weapon that does the selected type of damage. It requires Weapon Specialization, so not the best for rogues but great for fighters focused on ranged attacks. Oh, yeah, the errata says it stacks with Weapon Focus and Weapon Specialization, as if there was any doubt...
Telling Blow (PHB2 pg. 83): Get sneak attack damage when you make a critical hit. Not a terrible choice for rogues with an excellent critical range, or for rogues attacking from ranged (because you always need more opportunities to use sneak attack at range).
Sacred Healing (PHB2 pg. 89): As a swift action, expend a turn undead attempt to gain a +2 bonus per die to healing spells you cast until the end of the turn. A 6th level cleric casting Cure Serious Wounds would get 3d8+12...very nice. :)
Wednesday, May 27, 2009
Possibly playing D&D on May 30th 2009
There's been some interest and talk about playing this upcoming weekend. I realize it is short notice but if everyone or even most are down for it, it could work.
Let Bud, James or Web know if you would like to play May 30th or not.
Let Bud, James or Web know if you would like to play May 30th or not.
Sunday, May 17, 2009
Ninjas and Ghost Step
No relevant errata, but there is this official word from WotC: http://www.wizards.com/default.asp?x=dnd/4ask/20080324a
In short, it is similar to a very limited one round greater invisibility usable a certain number of times per day. Makes me glad my character has a constant see invisibility effect active. :)
In short, it is similar to a very limited one round greater invisibility usable a certain number of times per day. Makes me glad my character has a constant see invisibility effect active. :)
June 13, 2009
Playing D&D again -- game starts at 1:30, who knows when it will end.
Sunday, April 19, 2009
May 16, 2009
Standard stuff - playing at Booze's we start at 1:30 PM.
Saturday, April 18, 2009
Saturday, April 4, 2009
We need the game history!
What do I mean by "Game History?" Well, I'd like to start putting up details of what happened during each game session. This will give players who didn't make it the opportunity to keep somewhat informed.
Want to help? I will put in what I remember happening. Make comments on the post to help me make the history more complete. You will need to register to comment on posts, and they may not show up right away as I must approve your first comment.
UPDATE:
Thought I would put up a little refresher and use this to take care of some stuff that happens in downtime. We will go over it quickly when we play next but it's my hope that having this here can cut down on some of the playtime we would use for fairly mundane stuff.
The updated history is in the comments below.
Want to help? I will put in what I remember happening. Make comments on the post to help me make the history more complete. You will need to register to comment on posts, and they may not show up right away as I must approve your first comment.
UPDATE:
Thought I would put up a little refresher and use this to take care of some stuff that happens in downtime. We will go over it quickly when we play next but it's my hope that having this here can cut down on some of the playtime we would use for fairly mundane stuff.
The updated history is in the comments below.
Thursday, March 26, 2009
April 18th, 2009
Next game session is at Booze's, as usual. We're starting by 1:30PM, so be there or expect explosive character death. :)
The square root of pie is nummy. Don't ask.
The square root of pie is nummy. Don't ask.
Monday, March 9, 2009
March 21st, 2009
We're playing D&D again at Booze's place. We start at 1:30 PM as long as someone's there to play.
If you don't have a backup character yet, it'd be a good idea. :)
If you don't have a backup character yet, it'd be a good idea. :)
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