It's you are dead. Would you like roll a save to see if the gods grant you a second chance?
Thursday, September 6, 2012
Wednesday, September 5, 2012
20 Questions
- Ability scores generation method?3d6 in order. Various non-humans roll differently for some abilities 3d4, d10+8
- How are death and dying handled?After HP is gone start subtracting from Constitution and roll on Death and Dismemberment table. When all Con is gone, probably dead. Roll on the "Dead / Mostly Dead Table". If truly dead you may attempt Haunting.
- What about raising the dead? Death is just the beginning. Make deals with demon to be returned to life. Friends can come "rescue" you from the underworld. Or, if they have part of your body, take it to the clone-vats and get a new, probably not very mutated, you!
- How are replacement PCs handled? Promotion of henchmen or start at 1st level.
- Initiative: individual, group, or something else? Meh, I've tried many, many systems and the all bog down more than they add. Generally players get to go first. If there's some situtation where it matters we roll off.
- Are there critical hits and fumbles? How do they work?Natual roll >= 20 (some times you get to roll d24 or d30 for attack) Effects are made up on the spot based on weapon, situation. Nat 1's break bows, explode firearms, but mostly ignore fumbles except if there's some comedy to be had.
- Do I get any benefits for wearing a helmet?Less death on Death and Dismemberment Table.
- Can I hurt my friends if I fire into melee or do something similarly silly?Requires two attack rolls, if only one succedes you hit, just not what you wanted to.
- Will we need to run from some encounters, or will we be able to kill everything? At low levels you will need to run from many encounters. At all levels you will need to recognize and avoid deathtrap encounters. i.e. by the time you decide to run away it's already too late. At no level will you be able to win every fight.
- Level-draining monsters: yes or no? No cause it's annoying to deal with that particular effect. Instead they bypass HP and drain Strength/Constituion directly.
- Are there going to be cases where a failed save results in PC death? You mean will there be cases where a successful save prevents a PC's wholly deserved death, yes. Saves are truely saves, second/last chances. Bestowed by the fates cause they like you even though you do stupid things and get yourself killed.
- How strictly are encumbrance & resources tracked? Depends on situation, in a desert/deep dungeon with no chance of resupply and resources are big part of the "deal", strictly. Like anything it's fun in moderation.
- What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time? There's a "bing!" sound and you are suddenly more awesome.
- What do I get experience for? Surviving encounters ala DCC. Carousing. Making Referee laugh.
- How are traps located? Description, dice rolling, or some combination? Mostly by springing them (certain classes have trap avoidance). Players could look for them. Magic could find them. No skill to find them.
- Are retainers encouraged and how does morale work?Depends on number of players, less players more henchmen. Henchmen are encouraged for backup PC purposes. Shield bearers, porters, torchbearers, dogs are not hired enough.
- How do I identify magic items? Several classes can maybe id potions. By trial/use. There is also this ritual; rub chicken on item, cut off it's head. After it's done running around if it falls to its right, magic! Also, skilled diviners are able to interpret properties of item from the patterns of blood chicken leaves behind.
- Can I buy magic items? Oh, come on: how about just potions? Sure, anything is possible. But, not readily.
- Can I create magic items? When and how? You'll have to find out through game play.
- What about splitting the party? Two words Scythe Trap!
GameScience vs Chessex
Awesome Dice Blog guy sent me this link to his Awesome Dice Blog d20 Randomness Test. It's full of, like statistics, and charts, and awesomeness.
Zocchi wins! Also shave of the bit of flash, which I thought everyone knew to do? But, translucent plastic is a flippin retarded idea for something you need to read, quickly, accurately from probably farther away if you roll like a spaz, I do.
10,000 rolls later
Zocchi wins! Also shave of the bit of flash, which I thought everyone knew to do? But, translucent plastic is a flippin retarded idea for something you need to read, quickly, accurately from probably farther away if you roll like a spaz, I do.
Tuesday, September 4, 2012
Dungeon Plane
Long ago, in my 3.5 campaign, the party found itself on the "Dungeon Plane". All I knew about that plane at the time was; it was "old school" (so only spells and powers/feats from base (DMG, PHB) books worked) and it needed to be randomly generated endless "mega dungeon". Wanting to avoid distraction of rolling up during game but wanting the dungeon to be unknown even to me I wrote this little DMG Appx A Dungeon Generator program to automate things.
Here's what it looks like running. It's text mode prompting "Adventure awaits:" which I either respond with to generate another "roll" on charts or respond with various commands that roll on specific sub-tables.
Here's what it looks like running. It's text mode prompting "Adventure awaits:" which I either respond with
Random Dungeon Delve. Based off of 1st edition AD&D Dungeon Master's Guide. A tool for DM's to use while generating random dungeons. ? for help.to explore! Adventure awaits: Pit 10' deep with crushing sides. Check again after 30'. Adventure awaits: onward Straight ahead. Check again after 60'. Adventure awaits: onward Straight ahead. Check again after 60'. Adventure awaits: onward 20'x20' chamber with a chance of (1-5 secret door, 6-10 one-way door, 11-20 nothing) per 10' abutting previously explored areas. It contains: Oh no a monster! 250 gold/level in bags secret compartment. 750 electrum/level in sacks with gas strength +1d6 str. Check again after leaving for 30'. Adventure awaits: opendoor 5' wide passage straight ahead. Adventure awaits: trick_or_trap 20'x20' elevator room descends 2-5 levels plus 1 level per unsuccessful door opening attempt and will not ascend for 60 turns. Adventure awaits: Dead end. Chance of a (1-5 secret door, 6-10 one-way door, 11-20 nothing) per 10' abutting previously explored areas. Adventure awaits: Passage turns left 90 deg. Check again after 30'. Adventure awaits: onward Trap door down 1 level to a Door right leading to a 10' wide passage straight ahead. Check again after 30'. Passage continues check again after 30'. Adventure awaits: chamber 40'x40' chamber with 1 exit: In opposite wall a door. It contains a Oh no a monster! Adventure awaits: flee Till next time...
Tuesday, August 28, 2012
Deathguards of K'jore
Long ago I ran a 3.5 campaign and needed "chaos paladins" for the bad guys, K'jore. Without any more explanation than that here's example output of the deathguard generator program I wrote:
Level 7 K'jore Deathguard Fighter (medium abberation) CR8
Hits: 62 / 17
Move: 30'
Str 16 (+3)
Dex 10 (+0)
Con 17 (+3)
Int 8 (-1)
Wis 10 (+0)
Cha 14 (+2)
Fort +7, Ref +4, Will +7
AC: +18, Touch +10, Flat +18
SD: immune fear, disease, polymorph
Attacks: Bab +7, Grap +10
+11 (19-20) Polearm 1d10+5 +1 wound(vampire) [reach]
+6 (19-20) Polearm 1d10+5 +1 wound(vampire) [reach]
Powers:
10' Darkness Despair(-1 actions) DC15 Will
Wall of K'Jore(Chaos)
Feats:
Specialization Series +1/+2
Equipment:
Black Plate [Repulsion 10' (can't approach) / DC19 Will negate]
Level 8 K'jore Deathguard Fighter (medium abberation) CR9
Hits: 69 / 18
Move: 30'
Str 16 (+3)
Dex 10 (+0)
Con 18 (+4)
Int 8 (-1)
Wis 10 (+0)
Cha 14 (+2)
Fort +8, Ref +4, Will +8
AC: +20, Touch +10, Flat +20
SD: immune fear, disease, polymorph
Attacks: Bab +8, Grap +11
+14 (19-20) Demon Axe 1d12+6 +1d6 Purple melt (acid/taint diseased / DC10+dam Fort negate) [opt reach]
+9 (19-20) Demon Axe 1d12+6 +1d6 Purple melt (acid/taint diseased / DC10+dam Fort negate) [opt reach]
Powers:
10' Darkness Despair(-1 actions) DC16 Will
Summon K'jore beasts
Feats:
Specialization Series +2/+2
Equipment:
+1 Black Plate [Repulsion 10' (can't approach) / DC19 Will negate]
+1 weapon
Level 9 K'jore Deathguard Fighter (medium abberation) CR10
Hits: 75 / 18
Move: 30'
Str 16 (+3)
Dex 10 (+0)
Con 18 (+4)
Int 8 (-1)
Wis 10 (+0)
Cha 14 (+2)
Fort +9, Ref +5, Will +8
AC: +20, Touch +10, Flat +20
SD: immune fear, disease, polymorph
Attacks: Bab +9, Grap +12
+15 Tenticle 1d8+6 [auto grapple]
+10 Tenticle 1d8+6 [auto grapple]
Powers:
10' Darkness Despair(-1 actions) DC16 Will
Stop Teleport/etc
Feats:
Specialization Series +2/+2
Equipment:
+1 Black Plate [Corona of Hate (10/heal, 10'r Attack random + Rage(+4 str/con, -2 AC) / DC15 Will negate]
+1 weapon
Level 10 K'jore Deathguard Fighter (medium abberation) CR11
Hits: 87 / 18
Move: 30'
Str 16 (+3)
Dex 10 (+0)
Con 18 (+4)
Int 8 (-1)
Wis 10 (+0)
Cha 14 (+2)
Fort +9, Ref +5, Will +9
AC: +21, Touch +10, Flat +21
SD: immune fear, disease, polymorph
Attacks: Bab +10, Grap +13
+16 (18-20) Pick 1d6+6 or (20) Flail 1d8+6 [+2 disarm, trip]
+11 (18-20) Pick 1d6+6 or (20) Flail 1d8+6 [+2 disarm, trip]
Powers:
10' Darkness Despair(-1 actions) DC17 Will
Contagion Taint disease d4 taint + same damage to random stat/day DC15 Fort
Storm of Vengence
Feats:
Specialization Series +2/+2
+3 wound points
Equipment:
+2 Demon Plate [Corona of Black (10/elec, 10'r 1d12 + shocked(-2 dex/str, 1/2 move) / DC15 Fort negate]
+1 weapon
Level 11 K'jore Deathguard Fighter (medium abberation) CR12
Hits: 109 / 18
Move: 30'
Str 16 (+3)
Dex 10 (+0)
Con 18 (+4)
Int 8 (-1)
Wis 10 (+0)
Cha 14 (+2)
Fort +10, Ref +6, Will +10
AC: +22, Touch +11, Flat +22
SD: immune fear, disease, polymorph
Attacks: Bab +11, Grap +14
+17 Three-piece-mace 1d8+6 clinging [trip, opt reach]
+12 Three-piece-mace 1d8+6 clinging [trip, opt reach]
+7 Three-piece-mace 1d8+6 clinging [trip, opt reach]
Powers:
10' Darkness Despair(-1 actions) DC17 Will
Prismatic Spray DC19 varies
Alter structure of world (move/create walls, + gravity + slow + animate etc.)
Feats:
Specialization Series +2/+2
+3 wound points
Equipment:
+2 Demon Plate [Corona of Purple (10/-, 10'r 1d12 taint + Nauseated / DC15 Fort Sickened]
+1 weapon
+1 ring of protection
Level 12 K'jore Deathguard Fighter (medium abberation) CR14
Hits: 121 / 18
Move: 30'
Str 16 (+3)
Dex 10 (+0)
Con 18 (+4)
Int 8 (-1)
Wis 10 (+0)
Cha 15 (+2)
Fort +11, Ref +7, Will +11
AC: +24, Touch +11, Flat +24
SD: immune fear, disease, polymorph
Attacks: Bab +12, Grap +15
+19 (19-20) Demon Axe 1d12+9 +1d6 Purple melt (acid/taint diseased / DC10+dam Fort negate) [opt reach]
+14 (19-20) Demon Axe 1d12+9 +1d6 Purple melt (acid/taint diseased / DC10+dam Fort negate) [opt reach]
+9 (19-20) Demon Axe 1d12+9 +1d6 Purple melt (acid/taint diseased / DC10+dam Fort negate) [opt reach]
Powers:
10' Darkness Despair(-1 actions) DC18 Will
Animate world to attack foes +12 tohit 2d6 damage
Dictum DC19 Will see chart
Feats:
Specialization Series +2/+4
Whirlwind, attack all in reach
Equipment:
+3 Demon Plate [Cloak of K'jore (+4 AC, +4 save, SR 25 vs Ian, Ian confused 1rnd if he hits)]
+2 weapon
+1 ring of protection
Level 13 K'jore Deathguard Fighter (medium abberation) CR15
Hits: 112 / 18
Move: 30'
Str 16 (+3)
Dex 10 (+0)
Con 18 (+4)
Int 8 (-1)
Wis 10 (+0)
Cha 15 (+2)
Fort +11, Ref +7, Will +11
AC: +24, Touch +11, Flat +24
SD: immune fear, disease, polymorph
Attacks: Bab +13, Grap +16
+20 Razor Chain 3d4+9 clinging [+2 disarm, trip, opt reach]
+15 Razor Chain 3d4+9 clinging [+2 disarm, trip, opt reach]
+10 Razor Chain 3d4+9 clinging [+2 disarm, trip, opt reach]
Powers:
10' Darkness Despair(-1 actions) DC18 Will
Summon K'jore beasts
True Strike +20
Feats:
Specialization Series +2/+4
+3 wound points
Equipment:
+3 Demon Plate [Cloak of K'jore (+4 AC, +4 save, SR 25 vs Ian, Ian confused 1rnd if he hits)]
+2 weapon
+1 ring of protection
Level 14 K'jore Deathguard Fighter (medium abberation) CR16
Hits: 132 / 18
Move: 30'
Str 16 (+3)
Dex 10 (+0)
Con 18 (+4)
Int 8 (-1)
Wis 10 (+0)
Cha 15 (+2)
Fort +11, Ref +7, Will +12
AC: +25, Touch +11, Flat +25
SD: immune fear, disease, polymorph
Attacks: Bab +14, Grap +17
+21 Razor Chain 3d4+9 [+2 disarm, trip, opt reach]
+16 Razor Chain 3d4+9 [+2 disarm, trip, opt reach]
+11 Razor Chain 3d4+9 [+2 disarm, trip, opt reach]
Powers:
10' Darkness Despair(-1 actions) DC19 Will
Contagion Taint disease d4 taint + same damage to random stat/day DC15 Fort
Anti-magic 5' sphere DC19 Will
Feats:
Specialization Series +2/+4
Deflect Arrows
Deflect Arrows
Equipment:
+4 Demon Plate [Corona of Cold (10/fire, 10'r 1d12 + shivers(-2 dex/str, 1/2 move) / DC15 Fort negate]
+2 weapon
+1 ring of protection
Monday, August 27, 2012
Sunday, August 26, 2012
S&W Kickstarter
Speaking of Kickstarter...
You have until Tuesday Sep 4, 5:00pm CDT to get in on the Swords and Wizardry Kickstarter being run by Frog God Games.
I'm in at (of course) the TROLL level! I kind of don't even know why, already owning several copies of various versions of S&W. I guess "it is going to be in brick and mortar game stores" tickles my fancy and augments my purely selfish desire to have more people to RPG with. And Erol Otus art, Also, must have custom dice!
Check out the totally bad ass patch included at >= $30
You have until Tuesday Sep 4, 5:00pm CDT to get in on the Swords and Wizardry Kickstarter being run by Frog God Games.
I'm in at (of course) the TROLL level! I kind of don't even know why, already owning several copies of various versions of S&W. I guess "it is going to be in brick and mortar game stores" tickles my fancy and augments my purely selfish desire to have more people to RPG with. And Erol Otus art, Also, must have custom dice!
Check out the totally bad ass patch included at >= $30
| 4x nerd power while wearing this patch! |
Saturday, August 25, 2012
FLGS vs Kickstarter
There is (or was) a meme? to support local game stores. Maybe this is totally gone now that a generation has grown up not knowing a time before amazon, ebay, et al.
But, I'm old and still have that twinge. And I (believe) I'm pretty supportive of local gaming and Friendly Local Game Shops.
I started Austin's RPG Meetup, current $funder and organizer of Austin's D&D Meetup. There and elsewhere I promote FLGS. I run games (campaigns, demos, newbie one-shots) at FLGS. I created google map of FLGS. I spam everywhere about South/Central TX game conventions. I buy something (OSR related if it's been on the shelves a couple months) almost every time I enter a game store. Which gets hard (to find something interesting) when you game at one every other week.
But, esp with more "indie" games that many FLGS don't believe are profitable to carry is Kickstarter the new FLGS? Why not "cut out the middle men"? I remain "active" in the local game community but lately a lot of my money has gone this way http://www.kickstarter.com/profile/njharman
BTW Norm's FLGS
But, I'm old and still have that twinge. And I (believe) I'm pretty supportive of local gaming and Friendly Local Game Shops.
I started Austin's RPG Meetup, current $funder and organizer of Austin's D&D Meetup. There and elsewhere I promote FLGS. I run games (campaigns, demos, newbie one-shots) at FLGS. I created google map of FLGS. I spam everywhere about South/Central TX game conventions. I buy something (OSR related if it's been on the shelves a couple months) almost every time I enter a game store. Which gets hard (to find something interesting) when you game at one every other week.
But, esp with more "indie" games that many FLGS don't believe are profitable to carry is Kickstarter the new FLGS? Why not "cut out the middle men"? I remain "active" in the local game community but lately a lot of my money has gone this way http://www.kickstarter.com/profile/njharman
BTW Norm's FLGS
- Dragon's Lair - Central - http://www.dlair.net/
- Kings Hobby - Central - http://kingshobbyshop.com/
- Tribes Comics and Games - South - http://www.tribecag.com
Thursday, August 23, 2012
A Tale of Greed, Betrayal and Level Inappropriate Adventure
Being a true account of the shenanigans players from my Temple of Elemental Evil Campaign got up to several months back.
Interspersed between running errands for the chaotic evil, Iuz worshiping witch, the party also manages to do favors for Lareth, EHP of Lolth and favored son of the ToEE. Same EHP that has been attempting to recruit the characters ever since they wiped out his minions garrisoning the 1-2nd level part of this campaign. Recently, the party accepted Lareth's gift of six water breathing potions to be used to "do away with" the barge that "block the view from my penthouse" in the Loose and Easy, Nulb's finest brothel and gambling house.
I was surprised when players started seriously planning an attack on Sithogy. I feared they had mistook last several session's activities with Screng as "story arc" culminating in "raid the dragon" or that my cajoling had unduly influenced them. So, I explicitly out of character reminded them of the barge "adventure" [which honestly was another (less) bad choice]. Also, of the ToEE adventure [the "best" choice campaign success wise]. Finally, reading directly from the Dragon's monster entry "fear aura all creatures less than 5HD must save vs fear or be screwed, suggesting that dragons are challenges ill-suited for 3rd level characters like yourselves." But ended with, "there's always a chance and I've seen y'all pull off the unbelievable. So, if you really want to, don't let me convince you otherwise."
Ah, player choice is beautiful...
I don't remember all the details, I believe handbills were posted. Eventually 2/3rds of Nulb's finest were heading down river towards The Mound. Including;
Notably absent was Tianna river pirate "Queen" or her peoples.
HMS Resource stops shelling just as party reaches shore (to avoid friendly fire and to flee the acid spewing flying lizard). Together 6 of the player characters quaff the potions of water breathing. I ask each for save vs death. They are shocked that a chaotic evil priest would lie and give them poison instead of real water breathing potions. [Actually, someone else switched the potions]. I think four of the players die on the spot. The rest decide to soldier on!
The eventually find their way inside mound and walk into Sithogy's barrels of oil / unseen servant / affect normal fires trap. They watch the dwarves dig deeper into water filled tunnels where they drown or get ate by Sithogy. Sithogy raises his head out of the inner lake and all of the party freeze, having failed their fear save. Including the Paladin of Bahaumot wielding a dragon sword, the party's only hope at victory. Sithogy lunges forward bites Paladin in half, takes halfladin and dragon sword (he now has two) beneath the murky water and back to his lair. Surviving few collect their dead and leave.
As party is limping back to their hideout, Sithogy flys overhead towards Nulb. Swooping low enough to bellow "I'll have you for desert, annoying snotlings. But, first only witch will satiate my rage." [Sithogy only needed avg roll to correctly guess Screng was culpable for raid. His "response" roll was very poor 1-2 So, instead of the expected cold, calculated revenge he flew off in a rage.]
Prolog
Screng the Witch of Nulb manipulates a gullible group of "good" adventures into acquiring the ingredients needed to create a slithering stalker. For the last component, a giant boa constrictor, she promises them aide in looting Sithogy the Black's hoard. This aide ended up being a Gem of Greed. Which supposedly would enable them to easily recruit "fodder" to distract the dragon while they safely purloined its pretties. Screng assumes the no longer useful adventures will be killed. If they somehow manage to best Sithogy, well just one more bit of dirty work the party has done on her behalf.Interspersed between running errands for the chaotic evil, Iuz worshiping witch, the party also manages to do favors for Lareth, EHP of Lolth and favored son of the ToEE. Same EHP that has been attempting to recruit the characters ever since they wiped out his minions garrisoning the 1-2nd level part of this campaign. Recently, the party accepted Lareth's gift of six water breathing potions to be used to "do away with" the barge that "block the view from my penthouse" in the Loose and Easy, Nulb's finest brothel and gambling house.
Player Choice is Beautiful
As referee I provide choices; some good, some ok, and some really bad. As an "evil" referee I frequently attempt to exploit player's (or their roleplayed character's) greed, pride, fear, and vengeance. I goaded them with mentions of how huge dragon hoards are, how long it took me to roll up all the magic items in it, and quick flashes of the long list of its contents [effects of the Gem of Greed, meta-gaming isn't just for players, hehe]. The known evil Screng encouraged and assured them success. NPC agents of good strongly cautioned against messing with Sithogy [both cause they either knew he was "too touch" or cause their agenda was/is to get party to beat down ToEE not dally with dragons].I was surprised when players started seriously planning an attack on Sithogy. I feared they had mistook last several session's activities with Screng as "story arc" culminating in "raid the dragon" or that my cajoling had unduly influenced them. So, I explicitly out of character reminded them of the barge "adventure" [which honestly was another (less) bad choice]. Also, of the ToEE adventure [the "best" choice campaign success wise]. Finally, reading directly from the Dragon's monster entry "fear aura all creatures less than 5HD must save vs fear or be screwed, suggesting that dragons are challenges ill-suited for 3rd level characters like yourselves." But ended with, "there's always a chance and I've seen y'all pull off the unbelievable. So, if you really want to, don't let me convince you otherwise."
Ah, player choice is beautiful...
Round up a Mob
The party decided to propose a partnership with The Dwarves (five bearded fellows who run "Friday Night Croc Fights" outside the Waterside Hostel, and importantly for current endeavor have their own dwarven sized Drakkar). These dwarves had rebuffed the party's previous solicitation to raid Sithogy's lair (for Screng's boa constrictor). Despite party's success with that, they still thought if folly to mess with dragons. Then someone produced the Gem of Greed muddling the Dwarves' minds with glints of gold and sparkling jewels. After that it was a struggle to get the Dwarves to wait till daylight before embarking for Sithogy's Mound.I don't remember all the details, I believe handbills were posted. Eventually 2/3rds of Nulb's finest were heading down river towards The Mound. Including;
- A drakkar of Dwarves, various folks from the Waterside Hostel, and Otis the town's blacksmith (secretly 8th lvl Fire Temple agent).
- Cruella's Water Temple Ally, barge sporting small catapult, two balista, and crammed with 60+ greed crazed neer-do-wells.
- The river galley of Dreadful Captain Roberts, his crew + couple dozen extra, and a couple Water Temple priest "advisers" who had the misfortune to momentarily glimpse the gem of greed.
- Handful of skiffs, flatbottomed fish boats, and one guy paddling a bit of driftwood.
- HMS Resource, a 24 gun frigate and the party's "ride".
Notably absent was Tianna river pirate "Queen" or her peoples.
But We Had a Plan
- Sail into lake surrounding Sithogy's Mound.
- Use water-breathing potions to enter Sithogy's lair (they were told it was underwater, they didn't think to ask where in the mile wide lake though)
- Profit!
As soon as lake is reached chaos ensues. For some strange reason the Chaotic Evil pirate types don't seem interested in following the party's carefully laid out plan. :)
The dwarves and Cruellea race for the mound. Captain Roberts circles his galley around (looking to swoop in after others have beat each other up). The party boards one of Resource's longboats and heads towards mound. On they way Umi, Paladin of Kord, wants to drink the potion of water breathing but the party convinces him to wait so they can all do it together once on shore.
HMS Resources begins shelling the mound which brings Sithogy out. His first acid stream melts most of the passengers and siege weapons on Cruelella's barge. She summons water elemental with "Scimitar of Waves". Dwarves beach their longship and scramble down first hole they find. Otis dies. Sithogy and elemental duke it out underwater. If it weren't for a series of bad roles Sithogy might have bought it. One last acid spewing strafing run and Sithogy returns to his underwater lair.
At some point the Paladin drinks a potion of delusion and askes "what does it do?", "what do you want to do?", "I want to be a black dragon", "you transform into a black dragon". Paladin then jumps into the water and almost drowns.
At some point the Paladin drinks a potion of delusion and askes "what does it do?", "what do you want to do?", "I want to be a black dragon", "you transform into a black dragon". Paladin then jumps into the water and almost drowns.
HMS Resource stops shelling just as party reaches shore (to avoid friendly fire and to flee the acid spewing flying lizard). Together 6 of the player characters quaff the potions of water breathing. I ask each for save vs death. They are shocked that a chaotic evil priest would lie and give them poison instead of real water breathing potions. [Actually, someone else switched the potions]. I think four of the players die on the spot. The rest decide to soldier on!
The eventually find their way inside mound and walk into Sithogy's barrels of oil / unseen servant / affect normal fires trap. They watch the dwarves dig deeper into water filled tunnels where they drown or get ate by Sithogy. Sithogy raises his head out of the inner lake and all of the party freeze, having failed their fear save. Including the Paladin of Bahaumot wielding a dragon sword, the party's only hope at victory. Sithogy lunges forward bites Paladin in half, takes halfladin and dragon sword (he now has two) beneath the murky water and back to his lair. Surviving few collect their dead and leave.
As party is limping back to their hideout, Sithogy flys overhead towards Nulb. Swooping low enough to bellow "I'll have you for desert, annoying snotlings. But, first only witch will satiate my rage." [Sithogy only needed avg roll to correctly guess Screng was culpable for raid. His "response" roll was very poor 1-2 So, instead of the expected cold, calculated revenge he flew off in a rage.]
After several days, curiosity overcomes fear. The party goes to see the devastation wrought by Sithogy. They find none. Nulb, is emptier, but much as it always had been. An evil looking black dog is chained up outside of Screng's ramshackle hut. The druids Speak with Animals elicits nothing but furious barking. Hruda, Screng's daughter, yells from inside hut "Sithogy, shut up!" The dog growls under it's breath a vicious hatred
[I knew the witch would attempt to mislead, connive and lie, also that Sithogy was very truly pissed. Screng did not get the 19-20 roll she needed to "charm" her way out of this mess. Looking over my notes for "what next", noticed she had a devil's True Name (treat as wish more or less) I decided she used that to polymorph and chain poor Sithogy. Now, in back of player's mind is worry that Sithogy will get "free" and come after them, that they should try to somehow slay the dragon while it's still a "dog" or that they might "free" Sithogy themselves in ploy to take out witch, that something I haven't even thought of. More player choices ;)]
[I knew the witch would attempt to mislead, connive and lie, also that Sithogy was very truly pissed. Screng did not get the 19-20 roll she needed to "charm" her way out of this mess. Looking over my notes for "what next", noticed she had a devil's True Name (treat as wish more or less) I decided she used that to polymorph and chain poor Sithogy. Now, in back of player's mind is worry that Sithogy will get "free" and come after them, that they should try to somehow slay the dragon while it's still a "dog" or that they might "free" Sithogy themselves in ploy to take out witch, that something I haven't even thought of. More player choices ;)]
Epilogue
Several player characters, dead. Half of Nulb's residents, dead. Most Nulb NPCs, dead. Otis, Fire Temple's powerful (8th lvl) agent, dead. All of Water Temple's agents and allies, dead. Sithogy, Air Temple's best hope for survival, good as dead. Many other ToEE agents and spies, dead Overall a fairly significant blow to the ToEE. Screng and Hruda make elf ear cupcakes to celebrate.
Tianna, River Pirate Queen, being the only significant "power" left in Nulb quickly eliminates all competition and anyone who does not pledge fealty to her. Renames Nulb to Tianna Town. Being independent, capable and totally uninterested in aiding the temple. The ToEE has lost its local powerbase. Worse Tianna will soon be actively working against Temple interests. She will need to be dealt with. But first, something must be done about these pesky adventures who keep raiding the Earth Temple...
Also, a Slithering Stalker murdered the Archcleric of Veluna.
ChupacabraCon
Table top role playing and board gaming convention to be held on a date to be announced, tentatively in October 2013. We are looking for GameMasters, Game Publishers, and RPG Writer/Designers.
Long ways off. But, spreading the word helping / hoping this one gets off the ground. Austin really needs a RPG Convention.
Long ways off. But, spreading the word helping / hoping this one gets off the ground. Austin really needs a RPG Convention.
| tasty lamb tastes good |
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