Thursday, January 21, 2010

AP: An evening with no encounters is just. . .improvational theater?

That's right, last session was four hours of roleplay. There were a handful of die rolls (Insight checks. . .Perception checks. A Nature check, maybe) and a lot of in character talking. A pretty health ratio of in character/out of character, really. The participants were:

Arashi Stormcrow - Genasi Swordmage
Jasper Phinneas Merryweather III - Gnome WizardWarlock
Phedre no Delaunay no Montreve - Elf Cleric
K'rrul - Kobold Assassin

Senzimay (and her difficult to spell name) had left the party, as had Hogorth. Paulic (of the clan Paulic) was a zombie this session.

The session opens on May 16th. Arashi, Jasper, Phedre, and Paulic were preparing to leave the Eladrin city that they teleported to in haste two sessions ago. I missed the intervening session of roleplay, but since I am bringing a new PC. . .I never found out what was learned there. I gather there was some Speak with Dead ritual(s) and some roleplaying, but not much else beyond that.

The party was given two methods of leaving the city. Both led to the settlement of Blackrock, on the coast. One was the long and more safe passage along the edge of a valley. The other was the shorter, but dangerous trek through the unknown wilds. Arashi was all for braving the danger. Apparently he was the only one, because the party ended up taking the longer, safe passage. It is a few day's travel, most of it glossed over.

The one interesting event was the discovery of a coach or wagon that had gone off the road. Arashi climbed down to investigate, but was not able to immediately determine how long it had been since the accident. He found no evidence of survivors, and no valuables. Even though he figured a wagon of this type required two horses to pull it, he only found a portion of one of the horses.

Jasper and Paulic climbed up the hill on the other side of the road. They didn't find much, but a set of what appeared to be wolf tracks. The pack of wolves went up the hill, and their trail was lost as they entered a stony area and there were no more tracks.

While this discovery was *interesting*, the party had no context or motivation to pursue it further, so they continued on their journey to Blackrock. The town was aptly named, being built on a large deposit of black rock. It appeared to be obsidian. The city was bounded on one side by the sea, and on the other by a ten foot wall. The wall extended into the water, and metal gates kept boats out. The tallest building in the city had a structure that the party recognized as an airship dock. It was currently vacant.

As the party approached the gate, they were stopped by a solitary guard. He asked them to give their names, and as they weren't on 'the list', they were required to bind their weapons with silver ribbon. He seemed to indicate that only people with interesting or effective weapons were asked to do this. He recommended they stay at The Knight's Reprise, and sent them on their way.

Once inside the city, the party split up. They had to return to Verithrond, and were in a hurry. Jasper looked for some information on House Orien, to see about getting the teleportation sequence in Verithrond. The party had an Artifact that would allow them to Teleport there, if they knew the right Arcane sequence (think Stargate). Arashi went to the docks to see about hiring transport. If Jasper failed, they would need to get to the mainland somehow, and a boat was the only real way to do that. Phedre asked around about some information they had gleaned during the time spent with the Eladrin. All she found was an old crone tending a shrine to the Blood of Vol. She was pretty much antagonistic and told Phedre to get out of town, and that she didn't belong in the North.

Jasper had little luck, too. He learned that House Orien had little or no presence here, since they had a fierce rivalry with House Lyrandar. Arashi learned that most of the ocean transport here was cargo, but if they wanted to book personal transport they needed to talk to the half-elves in charge. The nature of the town began to become clear. This town was run by the shipping and pirate industries. Fishing was core, too. And it all seemed to flow from the large tower in the center of town.

Jasper, Phedre and Paulic all entered an Inn to look for rooms, and were accosted by a Kobold. He claimed that a seer had told him of the party's arrival. He wanted to join, as the seer had suggested his destiny was with them. Needless to say, there were various levels of scepticism. Despite several signs given by the seer about the nature of the party, for prudence sake they all went to verify things with her.

It was fully nighttime when K'rrul led the rest of the party to the door of Eltar the Sighted. She lived in a cave under the black rock, with her door made of chicken (when knocking, Jasper said 'bok bok bok'. made of chicken). A young half-elf boy answered and said that Eltar, his grandmother, was sleeping. With a bribe, we *encouraged* him to wake her, and after a few minutes he led us inside.

She had taken her seat in a tiny room with a small table and an obsidian 'crystal ball'. Jasper verified that the ball was indeed magical, and the seer represented with some out of the blue fortune telling about Phedre. It turns out that some of the information she had gathered about her nemesis, the Stillborn, was incorrect. Unfortunately, like most things of this nature, Eltar could not be more specific. The party grudgingly accepted K'rrul's presence (for now) and returned to the inn for sleep.

The next day we headed for the black tower at the center of town. Our only option was to take a sloop, a journey of four or more weeks, or to find another option with the folks running the show. A tip the night before had given us a name of a higher up we could ask for. A quick bribe and we were shown into the building. Shortly thereafter, a half-elf with a Mark of Storm over his eye entered the room. Over the course of a few minutes negotiation, we learned of several options. Our list became:
- Hire a sloop and travel to Verithrond. This was estimated to take at least a month, and cost 500 GP
- Hire the airship and travel to Verithrond. This could take only a week, but would cost 5,000 GP.
- Agree to owe this guy a favor, and get the airship for only 1,000 GP
- Attack and kill the captain of the airship and turn it over to him. We would still owe the 1,000 GP
- Double cross him and tell the captain (Koulton D'Lyrandar, this guy's boss) of his plans. No clue what the reward would be, or if we would gain passage this way.
- Blackmail him and hope he'd drop the price
- Attack and kill the captain and take the ship for ourselves

The two seriously debated choices became whether to double cross this guy, or do his bidding. Either choice was bound to anger people. Some information gathering at a dive down at the docks revealed that both men were well liked by their crews. The fight could go either way.

In the end, after long deliberation, we chose to sleep on it. The next morning during breakfast, Jasper was handed a note. It was from our Dragonmarked friend. A sloop was departing that day at noon, and we could be on it, headed for the mainland. It appeared that our choice was made for us, which was kind of a relief.

We finished up and headed to the indicated address. It was an abandoned warehouse. Adventurer senses tingling, we approached with weapons de-ribboned and ready to fight. The session ended there. . .

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Our DM, Jesse, actually ended it by telling us that we were ambushed from the shadows. Nothing like a combat-less week ending on a cliffhanger to motivate players to show up next time, eh?
The half-elf contact we spoke to had a name, I just can't remember which one it is. Anton, or Alton, or Amber or some A name. A hoity toity name.
Funny things this session besides the door made of chicken:
- Star Rubles (a mixup in gem pronunciation) got an impromptu description, with cosmonauts waiting in line to spend their Star Rubles on the moon. . .as usual, my description hardly does it justice.
- Relieve us of our bodily usage.
- Paulic Paulic of Clan Paulic in the house of Paulic, from the Paulic region of . . . .you can see where this is headed.
Next session, combat? And perhaps some sort of decision from the party about where to go and how to get there!
Jay

Friday, January 1, 2010

AP: In which we turn tail and run. . .

So. . .I did not blog about the one session I attended earlier in December. I anticipated the party finishing that story arc while I was unable to game, and figured I would start back in when I joined back up with them. Well, due to typical holiday Shenanigans, they did not play in the main campaign at all. A couple of one shots. So our game this week was a direct continuation of the last session I attended. And did not blog about.

Our investigations had led us to the basement of Alomar's house. His lab held a portal similar to the one in the basement of the Inn we worked in. His was a different color, and appeared to be a key to our way out. We entered.

We exit in a dark and moody jungle. It is nighttime, with washed out colors and the ambient light of the Mournlands. We discovered that Alomar's Crystal Ball was pulling us along, and since we had no other clue as to where to go, we followed it.

The ambush should not have surprised us, since we were in hostile territory, but the Kenku still got the drop on us. Two of them seemed to blend into the blackness so completely that they often disappeared from view after their lightning quick strikes. A caster walked on a path made of inky black feathers 40 feet in the air. The five of them worked together to coordinate their hit and run attacks and split the party in two:
- Paulic, for the second week in a row, rolls to hit on an unarmed OA, and crits. This kills the Kenku. Those of us holding swords look at each other in horror. . .we are being outdone by the Elf's boot?
- Jasper uses the ancient Gnomish art of Hadoken, and blasts Kenku away. He is very effective, as usual.
As the Kenku die, they dissolve into blackness and are either drawn into the Crystal Ball, or away to the North.

As we travel North, we eventually stumble on our goal. It is a large black hemisphere. Thirty or so feet in diameter of, and swirling, menacing blackness. After some study and contemplation, it is determined that this is a veil of souls trapped within some kind of arcane net. In an attempt to destroy it, Phaedra Turns Undead. Then all hell breaks loose.

Another Skill Challenge, only this one had a strong combat component to it. Again, the concept with this Challenge was rock solid, and its execution was perfect. The layout was as a regular encounter. In addition to this, we had the option of making an Arcana, Diplomacy, Religion, or Endurance check. A failure not only counted towards one of the three total failures to loose the Challenge, but each skill had an individual effect as well.

The center of the challenge was the shade of Prince Amir. He was surrounded by spirits, and a few of those became corporeal enough to attack us. Successes and Failures of certain skills would increase this number, and more would appear on their own at certain points in the challenge. This mechanic worked well. Notably, Paulic and Hogorth did not have much skill in the Primary skills required for this challenge. It became a battle to keep the minions away, since their aura applied a negative penalty to the skill rolls.

We totally rocked it, too. We completed the skill portion in the first couple of rounds, getting our five successes, and only incurring one failure. This didn't end the combat, it just made the Shade of Prince Amir more manageable. We then went on to defeat him.

With his destruction, we had a short race to get out of the forest and through the portal before Something Bad Happened. We made it. We appeared in a changed Thrace, with our goal in hand and the bubble destroyed.

The final portion of that session was spent exploring the new Thrace, now exposed to the Mournland. It was devoid of the illusions that had lived here, but the houses and their contents all still stood. We discovered the graves of six people, and deduced that the party we were sent to rescue had died of old age in the time bubble and been buried. We also found Alomar's home, and learned a bit more about the final days of Thrace. Alomar had been close to the Prince, and so it fit that while his research about this mysterious Artifact uncovered more about it's planar properties, he would bend it to aid the prince somehow.

In the final days of Thrace's day to day life, Alomar had activated the cube, stranding Thrace in a bubble apart from the world, and stranding the souls of the Day of Mourning's catastrophe in the bubble as well. I am really not sure I am getting all of that right, and I'm sure there is more there. To be frank, as my *character* is not very interested in such things, I did not devote much brain space to piecing it together. Maybe someone will pipe up in the comments and clear things up.

Last session began with an Extended Rest. It had been awhile since we had been safe enough to do this. Unfortunately, since we were now in the Mournlands again, we were not able to get the full benefits of the rest. In particular, we recovered only 1d4+con mod in surges. During our meager rest in the former lab of Alomar, we began to hear disturbances up in the town. Some exploration revealed a winged female (harpy!) was directing some stone formed allies in the sacking of Thrace. As they were keeping well away from us, we finished our rest and prepared for the day. Paulic soon realized that their loud searching was getting closer, so we hustled up the ladder and into the house. Our quick plan was to hide, while Arashi tried parlay with the Harpy.

His efforts appeared to be going somewhere initially. She was looking for more statues to complement her collection. She had with her a minotaur, a one armed soldier with a spear, and an arbalest. When Arashi did not have any knowledge of statues in Thrace, she said she could also work with bones. Arashi laughingly told her that he did not have any bones.

Combat started when she used some of her innate control over bone to jerk Arashi around. Paulic, crouching across the street and looking through the crack, let loose a shot, and with that everyone jumped into action.
- Everyone on our side gets a Surprise Round except Arashi (obviously in plain sight) and Jasper (cruddy Stealth roll). Paulic uses his to fire the Twin Strike above.
- Hogorth tries to run out from the second floor and across the ruined wall to engage the minotaur, but slips and falls.
- Phaedra is unsure of what to do. She can't hit anything right now, and if she moves she will be exposed. She hides.
- When combat begins in earnest, it immediately gets dangerous. The Minotaur charges the building and rocks it to the foundation. Hogorth and Jasper both try forced movement to keep him away, and he ends up even further inside.
- The harpy, in a pattern repeated many, many times, will fly upward and attempt to use her sorcery in battle. Arashi and Paulic focus fire on the harpy, and she is soon bloodied.
- The animated ballista has a twist that is revealed when it finally fires. It's bolts are blunted and not really deadly. The electric shock that accompanies them, however, is quite deadly. Arashi resists lightning, so it only wastes one shot on him before switching to other, more vulnerable targets.
- The combat on the first floor of the house is brutal and deadly. When the second melee statue joins in, things begin to look grim. Hogorth's last surge is expended, and the only surgeless healing the party has available. Eventually the minotaur goes down, only to be followed by Hogorth.
- We are all saddened when the minotaur rises again.
- We are all angered when the harpy falls to her death, and rises again.
- Hogorth is stabilized, but effectively out of the fight. Phaedra can now focus her healing on the newly bloodied Arashi.
- The harpy is killed again. Breathing a sigh of relief, the party focuses on her cronies.
- We are incredulous when the harpy rises from the dead yet again. Around now, Senzimay (played as a DMPC) grabs the Planar Artifact from Jasper (also played as a DMPC) and starts fiddling with it.
- In a moment of awesome, Arashi triggers his aegis to teleport *above* the harpy in an attempt to grapple her to the ground. He fails, and falls 40 feet to his death. Not dead-dead, just negative HP's. Still, no fun.
- Hogorth and Arashi are both resigned to their deaths, and our poor healer is probably left feeling a bit unwanted. Regardless, she keeps Arashi from death, and despite ourselves the harpy goes down yet again.
- We poop in our pants a little when she rises for the thousandth time, cackling.
- As we put away our swords and prepare our last wills, making sure to cross of Senzimae as she has spent the last two round fiddling with the cube (and, as was suggested, summoning Hellraiser) instead of fighting.
- She opens a portal over Hogorth's body. Everyone runs for it.
- In a last bitch effort, the harpy starts immobilizing folk. Working together, everyone is rolled/tugged/shoved through the portal and to safety in a strange Eladrin city.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jesse did give us two very good handouts that explained both the Cube and the research behind it. I did not study these, and don't have copies to reference. In a nutshell, the cube we found is attuned to portals and planar travel. It allows the use of rituals related to such travel even if the user does not know the ritual. It works as a focus if they do. It has other, more combat oriented functions. It also has functions that were not enumerated, but must be discovered.
Our flight from Thrace was something I thought about on our downtime. We ended the session and Hogorth had 11 HP's and no surges. I did not imagine him surviving a trip of a few days, unless they were encounter free. He recovered two surges at the beginning of the session, and used one to bring himself up to near full HP's. He dropped in the first third of the fight. I don't know what possessed Jesse to have Senzimae use the cube to port us out. According to him, the harpy was using a finite resource to resurrect. Each opponent could do it a number of times, or she could *steal* one of theirs to do it, too. We did not know that of course, so we felt absolutely screwed.
Okay, this we stuff should be clarified. *I* felt a TPK coming, and I imagine the others felt pretty grim about it too. When Jerome and I were both talking about our back-up characters. . .you get the feeling you are gonna be using them soon.
So the session ended with the portal closed, and we have a week or two of in-game downtime to level to 6th, and do some training or magic item creation. Should be interesting to see what the next session holds.
Jay

Thursday, December 17, 2009

World Building: Other Races

Shifters - Shifter blood runs thinly throughout rural communities in some parts of the world. Occasionally a child is born who displays some of these shifter traits. Usually, unless someone intervenes (often the Church) he or she can live a normal life. These shifters are drawn to solitary lives as shepherds or fishermen.

Gnome - As Tieflings influence finances, Gnomes influence Academics. Gnomes are sought after by the wealthy as tutors of utmost quality. The University has several tenured Gnomes, and Gnomes are scattered the world over in schools and research houses. Gnomes have a singular interest in knowledge, and the power that comes with it. Extensive study of archaeology and history has allowed the Gnomes to corner the market on ancient magics, and to introduce some technological marvels as original creations. Gnomes are almost always independently wealthy, and live in large (for them) estates with many generations sharing a compound.

Deva - Although quite rare, Deva do exist in connection with Divine events. Often a Deva will claim to be the Avatar of their God and create a highly devote cult of personality that follows them without question. Whether these actions are sanctioned or not is unknown, but Deva have garnered a reputation as Cult leaders and mystics.

Goliath - These stubborn individualists are perhaps most well known for their rebellion. Goliaths make their home in the high mountain passes, and every generation or so their extreme distance from civilization emboldens them to declare independence. After a hastily gathered army of city guards and wardens is gathered and dispatched, the Goliaths usually back down and see reason. Once in awhile a rebellious young Goliath will leave his home to make his name in the city. These Goliath are highly prized in combat arenas and mercenary troupes, and rarely return home.

Half-Orc - Called Orcs, these brutes are ubiquitous in the more dense urban areas. Their strength makes them ideal for some of the jobs Halflings can't do, and their prolific nature means they breed like rabbits. Bouncers, bodyguards, builders, and other non-skilled professionals in the inner city are often Orcs. Occasionally one will learn a trade and rise to become a genuine artisan, but stigma against buying from a non-Human will always keep them second best in this regard.

Gnoll - Some segments of the world do not regard Gnolls as thinking beings and deserving of the rights that such beings have. As a result, Gnolls are secretive and self serving. Most Gnolls adopt nocturnal behavior to further limit their contact with the public, and crime is common among them. When Dwarves are accused of theft, it is usually a Gnoll that is truly guilty.

Warforged - Occasionally recovered in old ruins, Warforged are without exception very, very old. They are considered property of the state, and kept apart from society in general. From time to time, when a show of force is needed, a squad of willing Warforged will be deployed, and they generally do their job without needing to lift a finger. For most, however, their needs are met, and they are free to spend their days in whatever leisure activity they desire. As a result, there are quite a few very powerful magicians, historians, and physicians among their ranks.

Changeling - Official word is that they do not exist. The truth is that a small population of Changelings does exist. For all of recorded history a clan of Changelings has followed the powerful, shadowing and influencing them subtly. Their goals are unknown, as is their true number.

Drow - The only colony of Drow is under the mountains. Most of their efforts are bent towards excavating and attempting to find their Underdark. While the rest of the world view it as a religious or racial obsession, the Drow are convinced that somewhere under the world lies a second world, and their home is there. While they are nominally citizens, most officials don't bother with them, as they can be extremely deadly on their home turf.

Kobold - Kobolds are commonly considered to be to Dragonborn what Halflings are to Humans. Lesser in number than Halflings, they have also avoided the traps of slavery and poverty.

Goblin - These cunning beasties are found in civilization's garbage piles. Subsisting on scraps and hand me downs, Goblins, like rats, have carved out their niche in the sewers of mankind. Commonly viewed as pests, most civilized people have no desire to associate with Goblins.

Minotaur, Shadar-kai, Revenant, Kalashtar, Genasi - Unknown in the world, if you want to play this race you are from another world, and need DM permission. That goes for MM races, too.

Jay

World Building: PHB Races

Races may or may not have a different flavor in this world. I will include relevant PC races and some MM races.

Human - The dominant race in numbers and influence. Essentially flavorless, a blank slate for you to imprint your character on.

Half-Elf - This true breeding race is labeled Half-Elf almost as a slur. They appear mostly human with some elfin qualities that give them their name. Half-Elves are not numerous, and exist mostly in the shadows, functioning as conmen and grifters. Honorable Half-Elves exist, often rising above their brethren to work in law enforcement, or occasionally as entertainers.

Tiefling - Possessing a reputation as superb bankers and money managers, Tiefling have risen above many of the other non-human races to several positions of power. A loose network of family and professional ties have made them one of the more powerful factions in the world. While certain criminal elements do exist, a majority of Tieflings operate entirely within the law. This relatively recent surge in power has allowed them to dig into their past. Discoveries made there indicate that not only are the Tiefling not native to this world, but they are changing over time to a more 'human' appearance. Who knows what more digging will uncover...

Dwarf - Rather than attempt to integrate themselves into Human society, most Dwarves spend their entire lives in one of several Dwarven enclaves. Living on the outskirts of society, they have earned a reputation as tinkerers and occasional thieves. While it is true that a Dwarf is almost always an opportunist, propaganda and racial tensions are mostly to blame. Dwarves also have a rich cultural heritage, with songs and poems without equal in the world. Their oral history is particularly rich considering they are among the longest living races in the world.

Halfling - The most human-like of races, Halflings are also most numerous (besides Humans, of course). They thrive in urban areas where space is at a premium, and are often exploited for cheap labor. River barges and other small vessels are also filled with Halflings, generally, as their quick feet serve them well on the water. They are, as a whole, a poor and dirty race, with little cultural history of their own. Common belief is that they are descended from humans, and are slaves as their birthright.

Eladrin - The most beautiful race in the world, or so they would have everyone believe. The most visible Eladrin function as attractive escorts for politicians and businessmen. Their dirty little secret is that they are able to use their innate fey powers and their affinity for weapons to function as very effective bodyguards. Eladrin society places high value in martial prowess, and Eladrin boys and girls learn quickly or are weeded out. Children unable to participate in this training are taught in segregated schools, instructing them in Arcane and other mystical training. Like Dwarves, they keep to themselves, but they give the appearance of aloofness, rather than being cast off.

Elf - Feral cousins of Eladrin, Elves are so rarely seen that they are viewed as myth by some members of the population. Almost all Elves live in wooded areas, surviving by hunting and gathering what they need. The few elves that choose to live in society are often mistaken for Eladrin. Elves are fanatical about ancestry, and have genealogies that go back a millenia. These records end abruptly at a time the Elves are reluctant to talk about. Whether this reluctance is due to fear or lack of knowledge is unknown.

Dragonborn - Called Dragons by the populace, Dragonborn are feared for there size and ferocity. Their relative rarity is compensated for by their presence. Dragonborn dominate wherever they tread, and are seen as military commanders (under Human supervision, of course), performers, artisans, and criminals. Their numbers remain small most likely due to their wanderlust. Dragonborn are natural travelers, and rarely settle down. When an opportunity to mate presents itself, they often do, but Dragonborn have a poor reputation as caregivers, and most eggs don't hatch.

Jay

World Building Again

I still have an actual play to write. Motivation is low since I missed that session, and I'll miss two more because of the holidays. I'm not alone in this, I think holidays muck up *everyone's* gaming.

I've been spending my down hours, like driving, showering, and falling asleep, thinking about trying my hand at a real, honest-to-goodness homebrew world. My, that was a lot of commas. I don't have a chance to DM in my future, but honestly. . .that is the best time to work on this kind of thing, right? No pressure? No outside influence regarding PC choice or players or anything? I will be sticking with 4e though, so not an edition neutral build (though that is mostly to accommodate player choice regarding race and class).

This was all spurred by this enworld post on campaigns. I tried to do this with the couple of small attempts on world building in my recent past, and realized they were very, very derivative. Not that derivative is something new for me, it is a major reason I don't write much any more. I get this bug in my brain to write something, and it turns out to be a reflection of some earlier book/story. We'll see if this turns out like that.

For my starting point, I'm taking a theme or trope that I really like and building on it. One of my favorites is the post-apocalyptic world. This is not Mad Max (though Mad Max does exist in this space, as does Fallout), this is more generally a fallen world. One where the glory days have passed. Some good fantasy literature does this, like the Shannara books or the Wheel of Time books. What really got me thinking about it was Lord of the Rings. The book doesn't emphasize this, and the movies don't show it, but at the tail end of the third age, most of the glory days are behind Middle Earth. Relics like Narsul and Glamdring are beyond the ability of man to create, and ruins like Weathertop are all that remain of a great civilization.

I'd like to emulate that, but focus it more. I initially went to far and started in on a Logan's Run style place, where the entire history of the outside world was unknown, and everyone was gathered to one small place. While that might make for an interesting story or one-shot, it has an implicit level of player cooperation. I'd like for this world to be as house rule free as possible, and the smaller I made it the more that became difficult.

So, I have four areas I am working on, with a fifth I try to keep in mind as I go:

Geography

This is one of the simpler questions to work out. In keeping with my original Logan's Run (and The Island, and Aeon Flux) inspired idea, I want the landmass to be small. A single continent. The historical clues point to emigration from elsewhere, but details are lost to the sands of time.

I don't want to get too fancy or crazy with the geography. Ideally the world will have no wilds left, with only the fringes having any sort of mystery. While most or all of the possible races have a home, fantastic beasts like Dragons and Medusas are legend.

One country accomplishes this. No Eberron-like fracturing of the continent. My current plans in this regard are to take an existing map, whether real or fantasy, and work it over to my satisfaction in Gimp. Not far out of the planning stages here.

Races

The most developed section of my world. I'll save a full individual writeup for another post. I worked on races first with the understanding that knowing how so many races fit in a small amount of space helped me to visualize the shape and current state of my world. For example, in this campaign, Tieflings are viewed with a cultural bias as being excellent managers and bankers. Since most non-humans are faced with some amount of discrimination, intelligent Tieflings often exploit this bias as route to power. This results in an old boys network of Tieflings that aid each other in this line of work, and an underground that assists in siphoning off assets from their masters.

Little insights like that help me to guide the rest of my thoughts, and hopefully the end product is better for it.

Class

The makeup of the world has meant that classes are viewed differently. In a traditional medieval fantasy world, there is plenty of room for fighters and their derivative classes. In a world without a meaningful standing army, and with no wilderness to speak of, ruffians who like to stab things are almost always criminals. The integration of Primal classes also impacts this, but I am making headway there. I think this section will get put on hold until I finish my work on. . .

Divinity

I struggled with this, since it is likely the largest amount of work, and will have the smallest payoff. I am tempted to go with Core here, and save myself trouble, and make it easier for Divine PC's, but that feels like a lazy move to me. I still have some thinking to do here.

Plot

I do not want to make an adventure path. I will likely not get to run this world for a long, long time, if at all. Putting work into something like that is folly. However, I do want to consider where the plot can go. This means placing interesting hooks and things throughout the fluff. It means building with an eye towards interesting changes, not making a static world and standing back. It is also the thing I am itching to dive into, but won't waste my time with.

Jay

Monday, November 30, 2009

Where have I been? What is going on?

Not sure what the audience is like for this thing, but an update is warranted for my own sanity.

Two weeks ago we did not game due to low expected turnout. Last week the game was held, but family obligations prevented me from attending. Our excellent DM has posted his writeup on our campaign message board. The specific thread is here.

We will be gaming tomorrow (that's the plan, anyhow) so I will endeavor to remain caught up. Still looking for my 'voice'. We'll see what comes out.

Jay

Monday, November 16, 2009

AP: Double Teamed to Death (nearly)

Arashi - Genasi Swordmage
Paulic - Elven Ranger
Senzamei - Eladrin Wizard
Phaedra - Elven Cleric
Jasper - Gnome Warlock/Wizard
Hogorth - Eladrin Fighter/Warlord

We soldiered onward this session, towards the castle and our goal of ultimate understanding. . .

Unfortunately, because we are just *that* lucky, we triggered two encounters, so the session was one, long, painful fight. I am getting a tad ahead of myself, though.

We got within sight of the castle and saw 11 or so guards gathered outside. Presumably, they knew we were coming and this was their response. We also saw Captain Regal there, and Senzamei remembered that he is familiar to her. He is a character in a children's book, or series of books. Not only does he engage in a series of daring exploits, but he has a pet dragon.

Suddenly a little less cocksure, we discussed some other options. Waiting until dark, or trying to find another way in were the two best options, until Jasper thought it would be a good idea to try and bluff our way in. Senzamei recalled that the nemesis of Captain Regal was the Dread Pirate Roberts (yes, that one?!) and we tried bluffing the Captain, telling him the Dread Pirate was after the Prince.

Captain Regal apparently believed us, and led us into the castle. Once in the courtyard, the trap closed and we were ambushed from all sides. Smart, eh? We bluffed our way into the trap, and past one encounter to take both on at the same time! Hurrah!
So the dragon in the corner is Flamey, Captain Regal's wingless dragon. . .until it sprouts wings of flame. Nice. The large enemy in the other corner is the wolf that we saw the prince riding. Yes, there are archers on the walls.
This is midway through the first round. We had some amount of leeway, since without the first encounter outside to alert them, the dragon and the wolf are still sleeping when we enter the courtyard. At Captain Regal's signal we are attacked, and our retaliation is swift and. . .unfocused. Hogorth and Arashi are both in the lead and take on Captain Regal, since he has a huge target on his back by virtue of being the captain. Jasper blasts a chunk of enemies out of the way and makes a patch of difficult terrain. Now the heavies are up front with the Captain (good) and the soft centered party members are in the back surrounded by solders and about to be attacked by wolves (bad):
- Senzamei is in good form, actually hitting fairly often. These hits are punctuated by a crit even, which is awesome!
- Lead the Attack on Captain Regal felt right, and may have actually been the right call, but he went down pretty quickly to the focused fire. Things did not get noticeably easier when he died.
- The rear of the party was attacked by a Wolfmaster and his two wolves. They did repeated high damage to our softies.
- A round or two in, Flamey and The Wolf both entered the fray. This was BAD. We had two big enemies and two defenders, which is fine, but we were fighting on basically three fronts, without someone sturdy to hold off the eight or so soldiers and their two wolves.
- Things get a bit worse when the Dragon uses a mobility power to shift back and create some zones of damage. With all the melee fighters involved, it is tough for us to keep or stay out of these. Senzamei Fey Steps out, which is good in the short term but leaves her exposed. The Wolf predictably goes for her.
- A slight misread of Senzamei's Guardian Blades power puts a serious dent in the wolf when he makes a series of attacks against her and Arashi, and is dealt Int*4 damage (16) in response. We cheer.
- Phaedra is flanked by wolves and gets beaten down to less than 0. She falls.
- Inspiring Word brings her to positives, but she is hit again before her turn and must make her first death save. She fails.
- A cunning plan involving Hogorth Fey Stepping adjacent to her and Paulic tossing a Healing Potion goes off without a problem, and she is able to roll out of the way while Hogorth holds off her attackers. A shift granted to the entire party puts most of us within range of her healing powers, and she unloads her big guns. Healing is dispensed and appreciated. The two tanks were in single digit hit points for most of the fight to this point.
- Tired of the constant (yet surprisingly ineffective) sniping, Jasper uses Otherwind Stride to pop up on top of the wall. He proceeds with the business of tossing the archers off with Thunderwave. We cheer.
- Things still seem grim, since at this point we have killed only the Captain, but bloodied almost everyone else. A lesson to be learned about focusing fire? To make matters worse, all of these solders grant their allies Temp HP when they are bloodied. Stacking Temp HP.
- Arashi takes on The Wolf, and Paulic disengages from melee. The recently healed Hogorth incurs several OA's (to Phaedra's disapproval) and uses the daily magic item power of his sword to immobilize the dragon. With it marked and unable to move, the most powerful attack available to it seems to be a basic claw attack.
- The Wolf dies.
- In a freak event, one of the wolves draws an Opportunity Attack from Paulic, and he crits. He crit with his boot. Max damage. 5 damage. It kills the wolf. His ego is forever inflated. He states "I am a God."
Better. This is about an encounter's work. They are all bloodied though, so we power through this.
- Jasper crits on the final archer, flinging him off the edge to his death.
- Phaedra pulls out all her healing mojo, granting Temp HP and healing to Hogorth. He takes enough damage to kill him, but does not die due to this. Even though she is upset that nobody told her how *dead* they were, she continues to heal. What a champ.
- Following this, a few members of the party use second winds. With no more real healing triggers to spend, and almost everyone bloodied, it was needed.
- Jesse is frustrated to find several of his attacks over the next round miss by less than two, indicating that the Second Wind's defense bonus saved them from harm.
- Like dominoes, the enemies begin to fall, and we are victorious.

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Horrible note taking. Mostly consisted of writing down the bizarre things spoken by the party:
- One plan for destroying the castle was to concoct the AIDS virus and spread it to the troops. This was predictably suggested by the bloodthirsty Valenar Elf.
- The Wolfmaster sounded like a bad 80's movie. While I initially thought 'bad beastmaster clone', Paulic thought 'bad Die Hard or other action movie clone'. We ended up fleshing out a Road House-like movie, where the protagonist was the Wolfmaster. With Patrick Swayze dead, we would just have to settle for photoshopping wolves into the fight scenes.
- XXY, the genetic condition, was mentioned as causing one to be covered in floppy penises.
- Since everything we kill disappears, and it is looking more and more like the Prince is at the heart of this, a parallel was made to the movie "The Neverending Story". We are the Nothing. The prince is Bastian. How sad.
- Jesse mentioned that this was a "Custom Dragon". We were derailed for a moment describing his hydraulic tricks. There was a cholo standing a few feet away with the control pad for him.
- And finally, splintery wooden cocks of death...

I don't remember where that came from. Jesse was telling us that originally we would have only needed to fight the Captain and his men, and that the fight with the Dragon and the Wolf were the second encounter. It also included some wooden toy soldier minions that could only be killed with fire, so I imagine that is where that last one came from...

This session, denouement. Well, following some final battle against an eight year old or his pet wizard. Or both. Or neither.

Jay