Posts Tagged ‘Game Night

05
Dec
09

Collaborative Results

SESSION ENDING:

An epic battle against Szass Tam was a lot of fun and our first real delve into epic badness. Case in point, our half-orc battlerager fighter hit a monster with a crit (he has a vorpal fullblade) used his action point, and rolled a crit . . . total damage was 312 hp . . . ouch!

The heroes won the day, destroying Szass, but not his phylactery . . .

SESSION BEGINNING:

To set this up I used a lot of the collaborative measures from the DMG2 . . . and it went awesome! The players really bought into coming into the world ‘together.’ We got some interesting characters with some fun hooks out of it. Also, it was like a mini-game session full of roleplay and no dice . . . gamers need that, I think.

Josh as a Halfling Rogue named Pip. This is awesome first off because my players rarely want to play the small races . . . Pip is going to be loads of fun, I can tell. Danny is a dark, knife-obsessed human assassin, Damien. Karun is the honor-seeking genasi, Frost.

Here is what we got from each character from our collaborative approach:

Josh as Pip the Halfling Rogue:

  • Ex-Con Hook – He got caught stealing, the only time ever, from a rich merchant named Malcolm Drake.  It still perturbs him a great deal. He was stuck in Wheloon for six months before escaping.
  • Came to Maloren’s Rest (campaign start) to let the heat die down from his escape and he tends bar for his Uncle Shelby at the Fisherman’s Tale, a decrepit dive bar abutting the Tun River.
  • Pip loves gambling and believes less in gods and fate and more in luck. Luck is a religion to him. He also believes in gold. More to the point he believes in the luxuries that gold can afford him.
  • Pip has recently been seen in the company of halfling lady of the night (his Uncle’s place is a bit of a brothel). She’s fallen for him, but he’s just enjoying the ride. Besides he left his true lady love back in Cormyr proper . . .
  • Pip knows Damien fairly well. Both tend bar at different places and occasionally talk shop, though they leave their past lives out of it. He does think, however, that Damien is not much fun . . . a little too dark and stiff. He kind of knows Frost, the only genasi in town, but doesn’t deal with him much as the icy customer is so quiet. Pip’s only been in town for a month or so and doesn’t know too many people.
  • The last rumor Pip heard came from some men in his bar saying that there was a horde of treasure, belonging to a dead dragon, only a week’s hike from the town up in the Storm Horns.

Danny as Damien the Human Assassin

  • Reckless Youth Hook – Damien use to run with the Fire Knives out of Westgate. However, he had a falling out with them because he thought he wasn’t getting a fair share. He firmly believes his skills demand a higher payment.
  • Trying to leave Westgate was difficult. His friend, Esteban, tried to kill him at the behest of the Fire Knives. Damien avoided that but when he attempted to leave with his brother, the town guard took him under false pretenses. Last Damien heard he was tortured and killed in the city’s dungeon. To this day, Damien’s biggest regret is that he lacked the strength and skill to cut down the entire city that day. He also has a stepfather back in Westgate he some days thinks about visiting . . .
  • He came to Maloren’s Rest to collect his thoughts and escape Westgate. He’s been here 6 months and is a jack-of-all trades for the Slippery Stone Inn.
  • He has a fairly large obsession with knives. He collects, cleans, and sharpens them often. And he talks about them . . . some think too much.
  • Damien doesn’t have too much to say about Frost, but he thinks Pip is a bullshitter and he sometimes hates gambling with him.
  • Damien has heard some rumors from passing bards and merchants that a nest of dragons has begun taking to the skies to the east, near the Storm Horns.

Karun as Frost the Genasi Swordmage

  • Blood Money Hook – Frost used to fight in the pits of Hillsfar for Jorgen Fell a skilled swordsman.
  • Jorgen actually killed Frost’s father in a duel, thereby doing two things – 1) taking possession of the young genasi, and 2) inspiring a desire in Frost to become the best duelist ever.
  • Though he managed to escape after many years in the arena, Frost at times has regrets for not killing Jorgen when he had the chance . . . however, he stayed his hand for he wanted to face Jorgen in duel, not kill him in his sleep. Though still the missed opportunities haunt him.
  • Wanting to practice, and escape the life of bloodshed, Frost came to Maloren’s Rest 2 years ago. He has settled in nicely as a blacksmith apprentice. In town he enjoys the chance to practice in solitude, the town’s fine goat cheese, and the chance to pine for Gemma, the proprietor of the Slippery Stone Inn. Ultimately, though he is much too nervous to make a move.
  • While he sees Damien as a bit odd, he is the only person in town who shares his love of a fine blade . . . Frost does not know what to make of Pip, though he does know he cheats at games of chance.

Sean as a ?

Sean couldn’t attend our game, but he knows that the role of a leader falls to him. I should find out soon what he is going to be.

Anyways this whole session was a lot of fun, especially when the players started to realize that what they say was becoming, to some extent, campaign law.

03
Dec
09

Hooking Them In

Tonight’s the night, tonight’s the night .  . .

Um, yes.

Any who Wrapping up one Campaign tonight and doing character creation ground work for the next. If you’ve been following along and care to see my campaign brief it is attached —-> Starfall. You’ll notice that it is very different from what I had been planning and rumbling on about, but that’s the way the cookie crumbled. At the last second, I got on a 4e Faerun kick (minus the eladrin . . .), and that’s where we will be gaming.

If you like that campaign brief, or if you don’t, and you want some more discussion surrounding that topic and similar DM advice topics check out d20source.

Also, straight from the pages of the DMG 2 here are the following Hooks my PCs may choose:

BLOOD MONEY: You used to fight the pits in Hillsfar. But paid or not, you are no man’s slave. Though he may think otherwise . . .

You gain the following feat: Durable

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DISGRACED LINEAGE: Your family name has fallen into disfavor due to your father’s digression with devils. In dwarven society, no greater disgrace, not even death can out do shunning.

You gain the following feat: Gold Dwarf Pride

Requires Dwarf

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DREAMER: You have a reoccurring dream that you cannot shake. Sometimes at night you awaken, a voice, raspy and deep, calling to you, promising to aid you, if only you aid it.

You gain the following feat: Pact Initiate (Infernal)

Requires Cha 13

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EX-CON: Maybe you did, maybe you didn’t, but the bottom line is you got jailed for it. 5 years in Wheloon is enough to change a man.

You gain the following feat: Grim Promise

Requires Trained in Intimidate

___________________________________________________

INQUISITOR: Through flame and whip the church indoctrinated you in ways they could never tell the public. You are not sure why they chose you, or why they let you go . . . only that fear seemed to guide their hands.

You gain the following feat: Demonbane

Requires Divine Class

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RECKLESS YOUTH: Luck favors the bold, this was your credo when you ran with the Fire Knives thieves’ guild of Westgate.

You gain the following feat: Action Surge

Requires Human

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SPELL TOUCHED: You are one of the unlucky and rare individuals to have been corrupted physically by the spellplague.

You gain the following feat: Student of the Plague.

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STUDENT OF THE ART: You’ve spent years mastering the Art only striking off on your own when you saw what your mentor planned on summoning.

You gain the following feat: Careful Summoner

Requires Con 13, Wizard

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The best thing about these is that based on how the character’s pick these will help me craft the direction of the campaign based on my own plans.

01
Dec
09

Campaign Session 0 – Outline

So on Thursday I will be wrapping up one campaign (can you say PCs vs. Level 35 God of the Dead), and setting the framework for the next.

Like many 4e players, I’ve been very happy with the DMG 2. Taking a cue from that fine book, as well as the many DM-advice oriented blogs, I am going to attempt to instill a level of collaboration for the character creation setting:

My outline/reasoning follows:

1) DISTRIBUTE CAMPAIGN BRIEF – I’ve always been a big fan of the campaign brief. If done well it captures the theme and flavor of an upcoming campaign; this, in turn, helps the players craft PCs that are going to be enjoyable in the game. Obviously, this is handed out first because it will dictate some of the options and ideas available to the players. I am planning on reading this 3 page document aloud, as well. I really want to get the players invested into the roleplaying aspect of this campaign, and there is no time better to start than Session 0.

2) ROLL THE DICE – Each player rolls a die. High die goes first. That person chooses a race/class combo. Then we go down the line. I like doing this because, to some extent, just seeing what other people choose is going to dictate a player’s choice. This helps establish that concept of collaboration.

3) FORGET THE ATTRIBUTES, TELL ME ABOUT YOURSELF – The DMG 2 has some great suggestions that I am going to use. Following the initiative listed above, the player’s will go round-robin telling me the following:

  1. Name
  2. Motivations (example: I promised my mother on her deathbed I would continue her magical research of the planes)
  3. Give me a tie to another PC (example: Ruthgar works for Gregmin’s father and the two often have to work side by side)
  4. Contrast to another PC (example: Ruthgar is annoyed by how lazy Ors the Wise can be)
  5. Give me an important NPC in your life.

4) INTRODUCE HOOKS – At this point I will spread out ten notecards face down. Each notecard will have a hook (Example: Clan Exile – You’ve been booted from Iron Shield Unders, the dwarven mining community beneath Iron Shield for witnessing a murder. When you tried to bring it up, you were exiled for false accusations.) I am hopefully going to work on these a bit tonight and tomorrow before the game. Looking for ideas on how to craft some better ones – care to help?

5) ATTRIBUTES/HOUSE RULES – Tomorrow, I will finally post my house rule list. It has become cleaner and smaller as opposed to growing . . . anyways, I am also incorporating a dice rolling element into the point buy.

6) 3RD PERSON TEASER – I will go into this more when I recap the session, but I want to let them play a game or two of pirate dice. They will each be a fisherman with a specific goal. At the conclusion of this little vignette something happens .  .  .

19
Jun
09

Lessons Learned

Bloggers Note: I’ve had a hell of a time posting lately, so if you are a regular reader, I apologize. Been buys with some other writing projects, getting married in about a month, switching jobs, and a variety of real life stuff.  That being said, I’ve got some stuff in the works for contributing to this month’s blog carnival about Steampunk, as well as a general update to the blog which will organize many of the monsters, feats, etc. that are found within random posts.

Did something in 4th Edition D&D last night that I’ve done only once in my previous 15 years of gaming . . . a TOTAL PARTY KILL.

Now fortunately, and also a likely reason why, is that this was a homebrew dungeon delve one-shot. I handed out some 10th level characters; I put together a fairly difficult dungeon involving Adult Frost Forgewyrms, Ice Gargoyles, Human Mages, etc. And, I learned some things.

Avengers Can Dish it Out, but Can’t Take it In.

They really are Batman. They sprint across the battlefield and completely own one enemy. In a one on one fight they are whirlwinds of destruction. That being said, there inherent weakness is multiple foes. When surrounded by 2 ice gargoyles, the Avenger went down in short order. But, again, not before showcasing his bad ass-itude – a thoroughly fun class for the player who likes to hit things hard to be sure. (Did you know they get to roll twice? This led to two crits on back-to-back rounds and upwards of 100 damage!)

Hybrid Characters are Cool, but . . .

Hard to make unless you totally min-max, and even then you face some tactical decisions that force your hand or you end up feeling a bit watered down. Case in point, our 10th Level Warlord/Wizard. What really hurt him was that his feats were spread out supporting two different styles of play and thus he was unable to fully articulate what he wanted to be good at. This could just be a case of me whipping the build together in 15 minutes, but still.

Ruthless Ruffian is Good

I was wary of this rogue build, but after seeing it in play, I have to say it seems worthwhile. It deals significant damage, and the -2 penalty to attack rolls it imposes is absolutely nothing to scoff at.

Brutes are Fun and Dice Can Kill the Evening

The Frostforged Wyrm was awesome with his pain thrashing, his breath weapon he dealt the damage a brute should. In addition, he was hit every round almost, which is fun for the characters. On the other hands the Ice Gargoyles that ripped the group apart had an AC 26 (Avenger had to roll a 9, Rogue an 11, and Warlord a 12, if I recall. Mathematically those are not bad chances really, but the dice absolutely failed the group in the waning moments of that combat.

It is a reminder of two things:

1) DMs do not be afraid to fudge things . . . ESPECIALLY  in the PCs favor – let your players have fun.

2) D&D is ultimately a chance based game. That damn d20 can do a lot.

01
Jun
09

Session 5.3 – Punchdrunk Wizard

So after losing a game of Pirate Dice, the PCs found themselves 200 gp lighter, still without any solid information regarding why the illusionist had been hired or where the infected was, and in the possession of one severely drunk eladrin wizard. These set of circumstances greatly amused Karzon and his boys, which they made sure the PCs understood.

Paelion’s Bright Idea

Yeah, this guy beat up Paelion . . .

Yeah, this guy beat up Paelion . . .

Tharos, the infernal warlock, let his frustration out first. “Tell us! Why did you hire someone to kill us?” he snarled at Karzon. But the dodgy thief remained cool. “I’m not telling you nothing. You lost the game. Now get lost, before I have to call the guard in here.”

(Perhaps, the PCs forgot they were deputized . . .)

Then Paelion slurs out a few irresistible words, “How about I brawl for the info.”

Admittedly, I, the DM, was a bit wary of having the thugs accept this offer, mainly for metagaming reasons.  . . Karun (player of Paelion) is a crafty player. But Karzon simply put it back on the party, “Fine, but only if another 100 gp are offered.”

Amazingly, the PCs agreed. Paelion and one of Karzon’s thugs cleared a few tables, stepped toe to toe, and began slugging the wholly crap out of each other.

Paelion almost won. He uses a feat, Melee Training, that allows him to use his INT for attacks . . . and it shocked everyone when he landed a few solid chops to the thug. However, at the end of the day a solid 1-2 combo from the thug sent him sprawling to the ground, eyes glassy, face bruised.

The PCs were out another 100gp. And still had no info.

Sensing a level of frustration beginning to rise, and having no real reason to make Karzon more despicable than he already was, I let him be so amused by the story that he gave up the rest of his information . . . for 100 more gold, of course.

“Hey, I’m just a working man, all right. Lady of Shadows, you can find her down a sewer grate at the center of the South Square. I don’t need her no more, but don’t you dare say who sent you, hear?”

Door Jam

The PCs deftly and stealthily made their way through the sewers (really just a rough hewn cavern) beneath South Square and into a small worked stone ‘building’. Here they noticed a few rough and tumble fellows, one was reading, one chatting away, the other doing sit-ups, but they themselves were noticed, as well. A shout of alarm went up and the Guild Muscle baddies retreated further into their small office, only to pounce on the dwarf as he went through the doorway.

Between, Baern’s marking ability, the wall of enemies, and an unwillingness to change tactics. Not only did Baern block the doorway, he took a severe beating, eventually dropping unconscious. This slightly opened up some space, allowing the PCs to move, which in turn led to them ‘losing’ the encounter.

See, Hadarai managed to slip past the Guild Muscle and confront the Lady of Shadows herself. He was quickly put to the floor. The Lady held a dagger to his throat and threatened coup de grace. . .

Just the Facts

So as we leave Session 5 behind, and as the PCs and I get ready for the next session, here is a brief recap of what they know in the campaign to date.

  • The town was raided by necromancy adept goblins and undead.
  • The PCs were hired by the town to hunt down and exterminate these goblins
  • The PCs did this. In the process they also put down the spirit of the long dead Ogre King
  • Of note they took a ritual beyond their comprehension that opens a portal to the Shadowfell and is arguably how the Ogre King was raised.
  • They also found a silver bound book they cannot open
  • On the way back to town the PCs stopped at the site of the Red Coven, a group of wizards building a tower as a base of research. They are rewarded by the Coven’s leader, Scarla, for returning her bodyguard and lover Rodan.
  • That night the group is attacked by cultists later identified as Horned Harbingers. Research shows that this cult wants to raise the dead god Myrkul by finding the artifact, the Crown of Horns.
  • The group is asked to leave the following morning, because there is some belief that the PCs presence is what drew the cultist attack.
  • In addition, some snooping around has revealed that the wizards here are ex-Red Wizards of Thay.
  • Quincy, Scarla’s right-hand man, does not attempt to hide his disgust for the PCs . . .
  • The PCs head for Loudwater with Rodan in tow. Rodan had been struck by a poisoned weapon in the battle with the cultists, and has grown very ill.
  • The PCs arrive in town. Rodan attacks a guard and disappears.
  • When the PCs investigate they are attacked by cocky mercenaries. They then follow a trail that leads them to the Lady of Shadows
  • Meanwhile the guard that was attacked by Rodan is sitting in an infirmary. . .
31
May
09

Session 5.2 – The Game Within the Game

Continued from Session 5.2

A Game Of Chance

The PCs and Captain of the Guard Harrowleaf are drag the illusionist, a smart alec by the name of Winston, into the nearby auction stall for questioning. Winston does not stop running his mouth, but cops to what he knows after being threatened physically.  (Kudos to a Paelion Insight check during the Skill Challenge that clarified Winston’s biggest concern was “damage to his moneymaker”). Harrowleaf hauls the flamboyant mercenary off to a cell, while the PCs mull over some facts gleaned from the interrogation.

A brief summation of Winston’s interrogation: I am just a freelance mercenary; I hire my own men for jobs. A man named Karzon Kul paid me to distract/kill you “heroes” while the ‘infected’ was obtained.

The use of the term infected firmly illuminates the PCs fear that Rodan has been infected with some form of undead plague or virus. This causes them to debate the issue with the guard who was injured, likely by Rodan . . . but ultimately the PCs opt to visit Karzon Kul and find out why they hired a mercenary to kill them.

The PCs roll into the ramshackle Fisher Friends Pub, and Hadarai, who has worked for and with Karzon before, sits down and attempts to dance around the subject. The other PCs scope the area from the bar.

Karzon replies in a variety of ways – I don’t have a damn thing to talk to you about hero; unless, you want to play some dice with that hero gold you got now.” After a bit of a discussion, the PCs ultimately agree to the following – a game of Pirate’s Dice, the stakes being 200gp and information.

Instead of another skill challenge we actually played the following variation of Pirates Dice:

A pitcher of Orcish Rotgut sits on the table. On one end of the table sit 5 PCs each with a die, on the other end Karzon and his cronies. Each team confers and then labels the other team’s drinker, (Paelion for PCs, Karzon for the baddies). The game is played as such. Each team rolls 5 dice. 1s are wild. These dice are hidden from the other team. A 6th clearly visible die is rolled, the higher team bets first. Lowest bet is one 2, highest bet is ten 6s. A team makes a bet, the other team either calls or raises, by which I mean they make another bet, in which the total of the dice named are of a higher value than the previous bet.

Here is a quick example. Team A bets three 4s. Team B must bet a number of die that beats 12 (the total of three 4s); so three 5s would work, whereas two 6s would not. Once a call is made the last bet must have either the amount called or more. So using three 4s again, if it were called and there were three or more 4s between the now shown 10 dice, that team would win; if less they would lose. The team losing the bet then has their ‘drinker’ slam a glass of Orcish Rotgut (Endurance DC 12, each failure results in a +2 DC to the next check). Once a ‘drinker’ has failed three saves, he vomits. The game is over. Hope that makes sense.

The PCs lost, but . . .

29
May
09

Session 5.1 – Following the Trail

Deviant Artist: misericordia

Deviant Artist: misericordia

Session 5

May 28th 8:00 pm – 1:30 am

Players Present:

  • Sean – Hadarai, Eladrin Rogue & played Baern, Dwarven Fighter (Rob’s absent character)
  • Miller – Tharos, Human Infernal Warlock
  • Cooper – Lucan, Half-Elf Warlord
  • Karun – Paelion, Eladrin Wizard

A Brief Recap

When last we left, our heroes were presented with a screaming, blood-splattered town guard telling them their ill companion had just chewed a good part of a guard’s face off. Captain Harrowleaf, the PCs liaison with the town, deputized them on the spot. “We will form a perimeter.  You go put down this . . . cannibal.”

Marketplace Showdown

The PCs sprung into action. Following the young guard and the sound of screams, the PCs ran toward the marketplace. Aside from an gothic fellow (ominously pictured above) running a 3 Card Monty table and torn and bleeding guardsmen the place was deserted; the PCs could still see townsfolk clearing the plaza.

The card player looked up. “The face-eating SOB went that way.” He jerked a thumb towards the marketplace. The PCs spread out, worried of that Rodan, their ill and apparently flesh-hungry companion, would jump out at them from behind a stall.

They were half-right.

Paelion noticed them first; a band of thuggish mercenaries crouching in a nearby stall. He unleashed SCORCHING BURST that destroyed one of the minions. The other shouted, “Now or Never!” Suddenly 8 more of the thugs came bursting out of stalls and booths.

A fight was on!

Despite being outnumbered and suffering a few good rolls, the PCs managed to quickly turn the tide against the thugs. But just as things were starting to get contained, two twin tieflings burst onto the scene in a cloud of inky darkness. One made a beeline for the frontline characters, the other engaged the warlock.

Had this been all, perhaps the PCs would have had an easy time of it. But, a strong crossbow bolt that nearly felled the warlock revealed the presence of a sharpshooting dwarf mercenary hiding behind the auction bin.

To make matters even worse, the 3 Card Monty dealer got up doffed his hat and unleashed a wickedly enchanting illusion that distracted both the wizard and the dwarf.

From here the battle became quite hectic. The warlock was forced to deal with the Tiefling Darkblade and a poison save he kept failing. The wizard had to suffer the fire of Dwarf Bolter. And the frontline was kept busy by the illusionist’s mindbending spells, thug’s seeming unhittable AC 14, and the other tiefling’s teleport and strike tactic.

Despite the odds, and after some big hits to eliminate the tieflings, the heroes managed to corner the illusionist and the bolter atop the auction stand. By this time the PCs were fairly worked up and wanted nothing more than to wet the stones with the ambushers’ blood, especially the illusionist.

However, the town guard arrived, and the illusionist sensing the opportunity offered the party a shit-eating grin and said “I do believe I surrender.”

Part two in a few hours . . .  D&D last night involved much too much Jaeger and beer. My apartment looks like tavern in the wake of two disagreeing barbarians . . . need to clean before I write more.

14
Apr
09

Session 4.2 – Zombies . . . Again?!

Continued from 4.1

Zombies.

The coven had started with 15 capable guards but now they were down to 5.

Quincy turned his ire towards the PCs. They had brought this evil upon them . . . was it not them who’d invaded and fought against the undead? Did they even try to cover their tracks?

By this time of the evening, we had a bit too drink and Sean took the argument to the next level. He moved Hadarai forward to engage Quincy in a war of words, but he quickly attempted to become physical. Quincy delivered a quick shocking grasp to the thief and tempers truly began to flare.

On one hand the PCs were attempting to calm their friend, but getting nowhere. On the other hand Scarla, a powerful wizardess in her own right, was beginning to fret she may have to aid her long-time partner against these heroes. Fortunately, fate intervened.

Rodan stepped forward attempting to beseech Quincy and Hadarai for calmness . . . when a dart lodged into his neck. He dropped like a sack of potatoes.

The heated discussion had allowed for the zombie’s masters to get close. A strike force of two skull-masked humanoids, a quartet of bandit minions and two large and chained zombies moved forward from differing points of the group.

The battle was long and hard fought. However, thanks to absolutely abysmal rolls by both zombies (neither ever rolled higher than a 4) the PCs were able to outlast the enemies.

The Following Day

Despite hot tempers, some discussion was forged that night in the wake of the attack. Scarla feared the presence if necromancy, as she confessed to the group her past affiliations with the Red Wizards of Thay . . . a connection she vehemently swears is sundered.

Meanwhile, thanks to a forthright and diplomatic approach from Rob’s dwarf, Quincy promised to aid Miller and Karun (Tharos & Paelion, respectively) in research regarding their attackers, the crown, and the ritual.

While the research went on Quincy and Hadarai made amends of sorts, and he, Baern, and Lucan helped tend the wounded and bury the dead. They also forged a deal with Scarla to take Rodan (whom they noted was looking very ill . . . a side-effect of a poisoned dart?) to Loudwater. There he could employ more guards.

The research went well with the PCs finding the following information:

  • The crown is valuable only in a monetary sense – it has no magic or significance.
  • The reason people may think the crown is important is because of another item thought to be lost to time The Horned Crown. This crown use to be worn by the dead god Myrkul; he has agents known as the Horned Harbingers who seek to do his unending will.
  • The people who attacked them were likely Horned Harbingers.
  • The ritual is too difficult to use, even for Quincy. Though he does believe it is also crafted by an agent of Myrkul.

Lastly, during the research Quincy’s ugly side reared its ugly head again. And when Tharos and Paelion cornered him about being a necromancer, he threw them out of his tent.

My He’s Bitey

The group traveled to Loudwater with little concern, except for Rodan’s failing health. The cocky youngster (who’d raised the suspicion of Baern based on his ineptness yet importance) grew sicklier by the hour. By the time they reached Loudwater he was pale and coughing up blood. The group met with Captain Harrowleaf to discuss town affairs, while a pair of town guards escorted Rodan to the local healer.

Just as Captain Harrowleaf was debriefing them on the situation in town (things are better, Curuvar is gone . . .) a guard burst in breathless and covered in blood. He looked at the PCs his eyes wide. “Y-y-your friend is crazy! He just bit out Danfi’s throat and bounded off down the street!”

13
Apr
09

Session 4.1 – Zombies . . . again!?

Session 4

April 10th – 8:00 pm – 12:15 am

Players Present:

  • Rob – Baern, Dwarven Fighter
  • Sean – Hadarai, Eladrin Rogue
  • Miller – Tharos, Human Infernal Warlock
  • Cooper – Lucan, Half Elven Warlord
  • Karun – Paelion, Eladrin Wizard

When last we left the group, they stood victorious over the twice risen Ogre King. The group took a moment to lick its wounds and, more importantly, loot. They came across a few pieces of magic and some monetary treasures; however, of more interest was the ritual which the hobgoblin had used to raise the Ogre King, and the PCs had used to put the beast to eternal rest.

Miller and Karun, playing arcane characters, were the two who were most invested in figuring the ritual out . . . but aside from agreeing that the ritual was more religious in nature and that it was quite old and evil, they could find nothing of note.

The group gathered up Rodan, a guard from the Red Coven (a magical merchant consortium they encountered en route to the dungeon) and left the Hall of Helm’s Vigil behind them.

A Warm Welcome

The PCs arrived back at the Red Coven within a day or so; they made for the spot because a reward had been promised to them for the safe return of Rodan. They were not deceived. Upon arriving, and witnessing a serious show of Public Affection between Scarla, mistress of the coven, and Rodan, they were greeted as heroes with food and drink at the ready. Of note was Karun’s character’s crestfallen appearance . . . seducing Scarla was becoming less of an option.

Wine was passed. Beer was passed. And food was, as well. The group retold the tale of goblins killed and undead horrors sent to their final resting place. However, as the tale wound down to the specifics, namely the mention of the ritual and the Ogre King’s crown, a fine golden headdress, things became a bit interesting. Scarla’s business partner, Quincy, became rather engaged in the conversation. He wanted to see the ritual and the crown. He offered his services to investigate the possibility of their magical nature. He was rebuffed, but politely. He took his leave early from the revelry and his actions and interest piqued the curiosity of the group, especially Miller and Karun.

The reward? Well, as the night was coming to an end Scarla produced a series of magical items and asked the group to select two; ultimately they chose the Rod of Corruption and the Exalted Chainmail armor, figuring those items maximized the group’s viability as a whole.

Late Night Nastiness

Late in the evening a disturbance rocked the coven’s campsite  . . . a cry for help along with the sounds of battle and violence sounded on the far side of the camp from the PCs. Before they could fully investigate a quartet of winged horrors beset them . . . a new, personally-crafted homunculus known as the Bonewing Vulture. I’ll show the stats eventually.

The battle proved an inconvenience on two levels:

1) The enemies were stout enough that they delayed the PCs from investigating the cause of concern at the other end of the camp.

2) The homunculi were viciously dangerous when attacking the PCs carrying either the crown of the Ogre King or the ritual used to raise him (in this case Cooper and Miller respectively).

After a short, but savage, battle the group dispatched the enemies and made their way across the camp to aid their newfound comrades.

But they arrived too late.

01
Apr
09

Session 3.2 – A Good Ogre Won’t Stay Down

Continued from Session 3.1 “Now With Tentacles”

This fight was intense and difficult. Arrayed against the PCs were 8 zombie rotters, an elite hobgoblin necromancer, and the risen Ogre King.

After a few quick skirmishes with some of the minions in the doorway, the necromancer made an arcane gesture with his hand and the door slammed shut.

Then things got interesting.

Hadarai as he is known to do fey-stepped in.

He was able to land a solid blow on the necromancer (disrupting whatever ritual the hobgoblin seemed to be casting), but was subject to a vicious blow from the Ogre King that nearly severed him in two.

Knowing their hasty comrade was likely at death’s door, the PCs gritted their teeth and went to work. The zombies, at the necromancer’s arcane urging, made a beeline for the warlock and wizard. Meanwhile, a thrown skull from the necromancer lit the front-liners up in blast of dark, chill flame.

Fortunately, due to some poor DM rolls the casters were able to eliminate the minions and start peppering both the Ogre King and necromancer with bursts of vicious magic. The group stood, bloodied and bowed, victorious.

Tharos, the warlock, noted the presence of strong necrotic energies still saturating the ruined temple. He and Paelion investigated the ritual the necromancer had been working on; meanwhile, the group healed up and gathered what treasure they could.

A gasp from Paelion got all of their attention . . . the ritual had been completed. The Ogre King’s Spirit had been called forth from the Shadowfell.

Roll Initiative.

spirit

The players dropped their head in concern as they turned as one to see the skeletal remains of the Ogre King darken and rise from the floor. A swirling shadow spread out beneath it has wispy tendrils shot out grabbing at random and retreating back into the Shadowfell.

Baern, Hadarai, and Lucan charged the incorporeal spirit in an attempt to bar its way. Paelion and Lucan sought to undo the ritual, each of them frantically shouting out arcane phrases and religious chants as they attempted to cast the ritual in reverse.

The way I incorporated the undoing of the ritual was fairly simple, but the players seemed to enjoy the mix of pace. Either an Arcana or Religion Check DC 22 did 10 points of damage to the beast. For every success above and beyond a 22, an extra d4 damage was done. In addition, each character had to be adjacent to or holding the text when they made this check (a standard action).

In and of itself, not that complicated. BUT, the spirit had a rechargeable attack that allowed for two spirit-chains to shoot out and draw characters into the pit beneath its wraith-like form. These attacks proved to be quite affective at first; each of the casters got caught. However, a good use of fey step freed Paelion, and Tharos’s attempts to escape eventually came through, as well.

At the front line, the group faced the difficult task of keeping the beast pinned down, but thanks to Baern and his variety of pushing powers they were able to wedge it into the doorway and lock it down. The only moment of concern was when Hadarai became charmed and delivered a fairly wicked attack on the warlock.

Finally (at this point it was past 1 am), Paelion unraveled the ritual causing the Ogre King to fall to the floor . . . this time truly lifeless.

As the group caught its breath, only Tharos noted that the necrotic energies still hummed solidly. . .




Thieves’ Cant

- A place for pickpockets AND cutpurses!

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