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Organized Play Member. 98 posts (170 including aliases). No reviews. No lists. 1 wishlist. 2 Organized Play characters. 2 aliases.


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princeimrahil wrote:
4 episodes out of what, 5 seasons? Pretty small sample size you've got there.

So what is the number required to form an opinion of the quality of a tv show?

When reintroducing yourself to a tv show, how many episodes need to be watched to form an opinion of its quality?

Concerning each episode, how much of the episode do you discard as not truly representative of the show and how much do you keep?

I've never heard of responsible, accomplished men being personally reprehensible...


I watched the first 3 episodes and understood that the show was "Look at the nerds! Look at the nerds!" Characters with atrocious traits and the inability to retain "lessons" learned from episode to episode.

Recently I was trapped into watching an episode where the main characters' were reported to HR for creating a hostile/threatening work environment. Oh the laughs! Another episode of "look at the nerds!"

*hee hee* They don't know they aren't allowed/shouldn't treat women or talk to them that way. (How many years has this show been on now? They still don't know better despite all the previous incidents?)

*yuk yuk* They face minimal consequences for doing so. (Admittedly standard for a sitcom. Handled in a better show ie: misheard, out of context comments etc that are cleared up once those involved explain)

*bwa-ha-ha-ha* The prime offender pawns off his consequence, take online course, onto the very woman who reported him for his behavior. (Not only is lesson not learned, but "in your face" to the one who reported him)

Ok, I've gotta go get some air...before I throw up.

Someone let me know when the show is not "Look at the nerds! Look at the nerds!" anymore.


Bitter Thorn wrote:


"Doing it on the cheap."

According to the article 123,000 employees and $430 million would mean ~ $3,495 for hardware, training and support per employee if every employee had hardware. It's safe to assume that not every employee has one of these radios.

What do you think DHS and TSA are more efficient than?

Again, these agencies aren't just going to Radio Shack and buying stuff off the shelf. There is a contract to be given to a large corporate entity to provide that equipment, maintenance, programming, and training. Many of those companies are only being tasked with one part of this equation. Of course, training can't start until EVERYONE is equipped because our contract is a one-time only, train-everyone-at-once contract. Programming can't start until everyone has a radio. Etc, etc ad nauseum...

It would be terribly against the free market and capitalism to make these private contractors eat it for cost overruns, failure to complete contract requirements, or any other reason they have for accepting a contract they can't fullfil. It is the government's duty to hand over more money to that same contractor or a new one who may or may not do the same thing. It shows trust in the free market.


Bitter Thorn wrote:

How is it a bargain when it's a complete failure?

Seriously!?

Let me guess; they just need more money and power.

BTW what does privatization have to do with this? We were told the only way to keep us safe was to nationalize TSA functions. This is the opposite of privatization.

Not a failure. The project isn't complete. Big difference.

Well, doing it on the cheap as we have so far seems to be getting swift, sterling results...

A lot or work is being done by independent contractors rather than government employess or agents. Nationalizing just meant creating a new agency to coordinate and develop responses. And more efficiently hand out govt contracts to private companies.


Bitter Thorn wrote:

I don't dispute that these are worth while goals per se, but even if we accept for the sake of discussion that what DHS is trying to accomplish is a good idea the fact remains that DHS/TSA has had 11 years and $430 million to get this done, and they have seriously screwed the pooch.

I seriously doubt that anyone will be held accountable for the money that has been wasted in this case. There are plenty of examples of corruption, waste, and incompetence in DHS, TSA, and FEMA, but the billions just keep flowing in without any meaningful oversight.

This just seems to be way...

Privitization and capitalism along with having to deal with the staggering number of local, county, state, and federal jurisdictions add levels of extreme complexity. Unless there is a plan for government agencies to provide for themselves without purchasing from private companies and run roughshod over the locals, it is the best that can be done.

Our nation is big and unwieldy. Agencies are trying to revolutionize the way they operate. And I'm sorry to say that approx $40 million a year to radically transform communications equipment, frequencies, broadcasting, procedures, policies, and resolve jurisdictional issues to create a nation-wide interoperabile digital radio system is a bargain.

On top of all that, communications technology keeps improving and advancing in capability...


This is another issue of people in charge that do not understand communications equipment and systems. Many think that radios are substitute Star Trek communicators and do not require training, skill, or any amount of technical proficiency to operate them.

Another issue with communications systems is that they are usually afterthoughts. Those attitudes are changing. Slowly. The military understands how incredibly important it is by making communications its own section with staff officers and technicians. In the civilian side, commo is usually shunted off for "somebody" to handle for them. Equipment is bought haphazardly and shoehorned to fit whatever needs the agency has.

This is not wasteful spending but it is inefficient. It is vitally important to have a communications system that can be used throughout the nation. The patchwork, hodge-podge system we have now is a critical security and public safety issue that has to be addressed. This is a first step toward that.

I recall when the rollout for AEDs (Auto-Defibrillators) for all public buildings happened. Didn't include training by the personnel occupying the buildings either. Training funding came later.

This is standard bureaucratic, political, and corporate folderol (which I hate too). But nothing new if you've worked in communications.

Oh good grief, I just realized I've been at this biz for 26+ years. I'm so OLD!


They wouldn't be so base as to engage in a vulgar physical battle. They would match wits in a cosmic game of manipulation using lackeys, heroes, villains, and cosmic entities as pawns in thier struggle for galactic power.

Each move calculated, covered by feints, bluffs, and outright cheating that they are never truly able to completely conceal or predict from one another. As the game progresses, plans, countermoves, and a few surprises as they become more reckless in their efforts to defeat one another and win the cosmic prize they are striving for.

Finally, the board is overturned by the rebellion of the pawns. Neither gains the sought for prize as the playing pieces defy them. They shrug, complement each other on a well-played game and agree to meet again for a rematch.


I don't understand the reluctance to use spells. If this was a CR9 monster there would be little hesitation.

Either way you would use resources. You just don't want to.

My favorite solution: "Huh. We can't figure it out. We're leaving." Go back to the Desnans. Tell them the mission could not be completed in the time allotted. Return any payment already provided. If payment cannot be returned, don't go back to the Desnans or offer to go on another mission to repay the debt. Move on.


Umbral Reaver wrote:
No, really. I don't want to read what you're saying the wrong way, but the structure of what you're saying makes it hard.

I'll translate for you.

Shorter 3.5L : Umbral would be SOL in my game.


Bill Dunn wrote:
Here's the thing, you see games with characters with different amounts of XP and other rewards as showing an inter-player competitiveness. I don't. I can accept when someone's PC has done well (or been played more) and gotten rewarded more than my PC has. He was there, he got the benefit of being there. No problem. I can be happy for him.

Nope, don't see it that way. I have no problem with differing rewards. I don't see that as competitiveness unless the players start acting like it. That can be a problem, real fast. However, by leaving the xp rewards OUT of the equation it is easier for players to accept, "I wasn't here, I missed out."

Bill Dunn wrote:
But the trend has been for everybody to have their hands in everything all the time because nobody seems to be willing to be happy for anybody else getting spotlight time without them. There's a middle ground here in which we don't have to sweat differences in rewards, XPs, short term differences in spotlight time, or fun.

One way I circumvent this is by making it plain that sometimes a player will have the spotlight. I also make it my job to make sure everyone gets a spotlight opportunity also. Usually it is a 5min "opening vignette" or "prologue" at the end of session so everyone gets a shot at the spot.


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I tend to see and run my game along the lines of an ensemble cast on a TV show. Geordi may have been in engineering the whole episode (player missed the game) while Riker, Data, and Dr. Crusher went planet-side (players who did make it). Geordi doesn't fall behind the other characters just because he was on a different assignment.

It is the play that is the reward! Loot, contacts, and the gameplay are the important parts! The players get to say, "Aw man, you missed it!" Letting the PC fall behind is salting the player's wound.

Similar to a tv show where a viewer falls behind and decides to stop watching because they don't want to be lost, players will stop if they get behind as well. It is wasteful. If you game with your friends why do you feel like you have to deprive them?

Now if you have a group that thrives on being competitive and likes one-upmanship, no problem. (Been there, done that, got the t-shirt and the novelty photo) Be clear to players that's the kinds of game being run. That the game is a grind where the strong are rewarded and the weak left behind. Not just a game, but A GAME! A GAME that brooks no absences! A GAME that is more important than any RL issues you may have! A GAME to END ALL GAMES!!!! If YOU can't handle that, GO FIND A SEWING CIRCLE WHERE SOMEONE WILL TAKE UP YOUR SLACK WHEN YOU'RE NOT THERE!!!!! BECAUSE WE ARE HARD CORE!!!!

*TRASHES COMMENT BOX, PULLS DOOR OFF HINGES, SPINS AWAY SHOUTING LIKE THE TAZMANIAN DEVIL* :)


Nye Wajid wrote:

"Right then let's get him out of here." Nye nods in agreement and starts to follow the others and then turns back to study the building and the headbags muttering, "Rilevi la magia."

cast detect magic

Nye notices there is more to the headbags than just decoration but without examining them closer he can't tell what.

As the last syllable is spoken Nye can feel the immediate area is awash with the fading magic of a recently cast spell.


Kerl wrote:
I agree speed is best. Kerl leans over and slaps the sleeping human ON YOUR FEET

The ragged man grunts from the blow and his eyes snap open. He looks around, wide-eyed, then he relaxes. He struggles to his feet but never lets go of the head.


Kerl wrote:
What other buildings are nearby?

Most everyone is in front of a small shop that has a sign with a "Z" on it.

To the north are two large cabins joined by a lean-to, the largest building in the Falls which probably makes it the inn. Next to it solid wooden stables that could hold up to eight horses.

Log cabins bracket the north and south between the inn and shop to the west and the tablerock to the east. The inn and shop obscure the view to other buildings further west.


Nye Wajid wrote:
Perception Check (1d20+6=15) ;17 if smell of touch is a factor.

A tingling sensation runs across Nye's scalp. He can feel a very weak assault on his mind that is effortlessly repulsed. Nye notices the others around him either yawning or stifling a yawn.


Kumal wrote:
Kumal nudges the wailing man with his boot. "Quiet, fool," he hisses. "You'll bring all of the hordes of hell down on us! Silence yourself, or by Gorum I'll varnish the floor with your brains!"

The ragged man's breath catches and he stops wailing. One arm cradling the head, he uses his other hand to try to brush the hair off of the face while he weeps.

Nye Wajid wrote:
"Easy Kumal, can't you see the horror this mans faced." Nye approaches the man speaking evenly, Well met freind, we are here to help. What evil has befalen this place."

He starts calming down and begins looking around at the ground. He finds a small stick and starts scratching at the ground. He draws a stick figure and a larger stick figure standing over the first. Then he draws what looks like a large hill over a small hill.

His hand starts to tremble and he scrawls "L A Z". He drops the stick and passes out.

Nye make a Perception check


The ragged man runs in a zig-zag pattern on the Fall's mainway, though it seems more like he is trying to make his mind up rather than pure evasion. He suddenly comes to a sliding stop in front of small building that has a store-front facade. His eyes are fixed on the what looks to be more fetishes dangling on the porch-like covered entrance.

He dashes there and yanks down one of the fetishes. He collapses to the ground, clutching it, and begins a strangled wail.

As you get closer you see that he is holding a bag-shaped human head! The other four hanging on the entryway are heads with stretched faces. Eyes, nose and mouth are sewn shut. Three men and a woman have had their heads turned into bags, now hanging by their hair. The original fetishes are on the ground and the burst contents have been trampled.

I apologize. The H1N1 outbreak has got emergency services pretty busy right now. Thanks for hanging on.


Sully wrote:
We still going? Seems like it's ground to a halt! Everything ok, Vic?

I apologize. The H1N1 outbreak has got emergency services pretty busy right now. I'll get caught up now that I've got a moment.


Jagyr Ebonwood wrote:

I just made 2nd level tonight, so I gain the second level wizard ability that gives me a first level necromancy spell I can cast each day.

So I have to choose 2 necro spells and one other one for this new level. My necro choices are rather limited, but the other isn't. Grease, perhaps? I'm also considering Babau Slime from the SC, to dissuade enemies from entering into melee with me.

I would recommend Chill Touch as one of your choices. Works on undead too.

Another way to keep enemies off of you would be Summon Undead I.

If you try to keep an undead bodyguard, transmutation spells can be useful to enhance them.

3rd level you should take Command Undead as one of your spell choices and Craft Wondrous Item as your feat. Make an item of Command Undead as soon as you can.

Your GM may be unhappy with you after you do this: If you have undead under your control and you want to have a few of your banned school spells memorized, the undead are released. You can use your item to get them back under control for a few days. Then you can drop the banned school before the expiration and renew your control with your necromancer power. Doing this with a wand is better because you have more charges to work with.

Get yourself an extra set of clothes and equipment (with a closed face helm) for a warrior. You get an undead humanoid under your control you can dress it up, equip it, and have an untiring bodyguard. You can use Prestidigitation or other spells to keep it fresh or at least fresh smelling until you are ready to replace the bodyguard.


Kumal wrote:

Kumal, at he fore of the party alongside the wilderness experts Garyn and Kerl, lays a heavy hand on Garyn's shoulder before he drops into a crouching position.

"Down," he hisses. "I don't think they've seen us yet. This could be a trap....wait and watch."

Turning to Klay, Kumal waves him forward. When Klay moves up, Kumal nods toward the grisly scene below.

"Friends of yours?" the barbarian asks.

"By the Scaly Hells!" Klay shakes his head. "Never seen 'em afore."

The trail that has led to Merzel's Fall enters from the Southeast. The tablerock is about 45' away from where everyone has taken cover. The other buildings are to the West of the tablerock.

The dwarf pulls a strip of flesh from his elbow to wrist off of his arm. Holding it up, it darkens and then blackens with rot, as if exposure to the air was the catalyst. He drops it on the tablerock where it makes a wet, slapping sound.

From the midst of your group someone begins to retch. Klay's oldest, unable to contain himself, vomits loudly. The dwarf and the two humans' heads snap up, looking for the source. Seconds later, the dwarf, then the human vanish, leaving the ratty and filthy human alone. Looking around in panic, he begins to run West toward the buildings.


The trail turns north before climbing a small rise. On either side of the trail, cloth dolls and wicker totems of wild beasts hang in the
trees. Black mold spots the dolls’ skin, and one lies on the ground, ripped and spilling its salt innards.

"Supplier families hang these up," Klay whispers, pointing to the dolls and totems. "Hopin' it'll protect the town while they're gone."

Cresting a small rise, the trail empties into a ghost town. A sickle moon casts its light upon the north faces of five abandoned log cabins. Across an open space of scrub grasses and six month old saplings, these cabins face the shadowed doors of five more. Somewhere a door creaks open and slaps shut with the wind. Ice cracking disturbs the silence in between.

Dead smells waft in the air. A wide flat boulder rests like a table atop a cluster of jagged rocks. Upon it sit a human and a dwarf wearing brown pelts. Another human dressed in dirty rags watches in horror as the other two use their swords to flay strips of skin from their own forearms. The seated ones’ faces and arms are bleeding, bloody patchworks.


Cutter, 1E, halfling fighter-thief. At that time in the early 80s halflings were still the jolly fat guys.

Cutter was mean, hated orcs, and a thief (only a little from the party and he never got caught). His tactics were commando style and a vicious fighter. He fought with a short sword and silver dagger.

He saved all his money from adventuring and theft. He would hire raiding crews to head out into the orc lands to kill every single orc they could find until they were too tired, too hungry, or too broke to continue.

The players were shocked at how I played him. No one had every played a perpetually PO'd halfling before. :)


Klay stands up with his mace in hand, "I figger we all oughtta go. Splittin' up just seems like a bad idear. Give me an' the boys a tic and a haf." tic is slang for a minute

With practiced ease, they begin tearing down the camp. He doesn't look wrong about his time estimate either.


Garyn Avery wrote:
Garyn nods solemnly to Klay. "I thank you, friend. A bow may be a mighty weapon, but it's of no use at all if you don't choose your ammunition wisely. I'll put this arrow to good use." He turns it over in his hands. "A fine one this is!" What does it do?

Undead Slaying arrow

Garyn Avery wrote:

"Aye, I agree, but we need our rest first. I say we get some sleep and start out before dawn tomorrow. Anyone in disagreement?" After waiting for agreement or dissention, Garyn volunteers to take first watch since he was uninjured during the encounter with the undead.

Gods, he broods during his watch, alternating sketching in the journal and scanning beyond the firelight with his keen senses, if creatures like these are at the Falls, we most certainly have our work cut out for us.

He let's out a long drawn out sigh, and stows the journal and charcoal pencil and rises to make his patrol around the campsite one last time.

Bartleby becomes alert, ears forward, looking northward. Garyn now hears a faint wail. Ears straining, Garyn hears, "no nO NO!"


Kerl wrote:
This river, does it pass near the town where we are headed?

It's not far from it. A short walk to fetch water. It makes sense though because it would keep refuse from clogging it up.


Garyn Avery wrote:
Kumal wrote:
"Those were the 'Frozen Dead'," he says matter-of-factly. "As a boy, the tribal elders spoke of them. They are evil spirits of winter bound in the flesh of dead men. They feed on the warm flesh and blood of the living. They are abominations."

"Gods, man," Garyn says shaking his head. "those are more than abominations. How did they come to be?"

Doubt it's worth too much as they're undead, but Knowledge(Nature) check on these creatures given Garyn's background.

You can't recall anything. Based on observations though, these things put out enough cold to quickly chillblaine or even frostbite someone.

Garyn looks to Klay and his boys, "Have you been having much problems with the undead recently? I thought Merzel's Falls had been relatively free from these creatures, or any of their kin recently."

Klay looks you in the eye, "No. There hasn't. Matter of fact, folks were startin' to think they were all but gone. Bad luck fer a Rusher to enter the falls first. But I think we need to see what's what afore the Suppliers get there."


Garyn Avery wrote:

Garyn stows his bow with the precise movement of someone who has done it thousands of times. He jogs quickly to Nalan's side. He quickly ushers the young man to the fire.

"Here let's get your hands warmed back up." He glances at Klay. "Are you all right?"

"I'm feelin' fine. My hands don't hurt no more!" Everyone can see that his hands are back to normal. He looks to his father and then to Wulfgar. "I'm not a warrior but I thank the Warrior-God's servant for restorin' my hands."

Garyn Avery wrote:

After seeing to the man and his boys, Garyn busies himself over the fire, setting water to boil and pulling out a small pouch of herbs. He hums a song to himself while measuring out the dried plants and dropping them into the pot. The task finished, he stows the pouch, wipes his hands briskly on his breeches, and goes over to make a quick cursory inspection of the undead.

There's nothing much to them. The clothing was tatters and, despite the freezing, decay didn't leave much to identify.

After the gruesome investigation, Garyn, walks over to Nye's tent.

After a brief conversation, Garyn returns to the fire. Patting Kumal on the back gently, he says, "Good fighting, my brother." He nods towards the pot. "That foul smelling brew is one me Mum used to make for me when I was under the weather. Here in an hour or so it'll be ready. Be careful and just take a sip, for too much'll make you feel like Wulfgar is tap dancing on your guts. There should be enough for everyone there, including you and your boys, Klay."

"Now, if things are calmed down, what in the Nine Blue Hells were those things? I've killed me some undead from ghouls to zombies, but never anything so...so cold."

As the conversation progresses, Garyn pulls out a weather-beaten journal,...

Klay ambles up to the fire, "No sir. Never seen the kind afore. I've seen a shambler or two. Easy enuff to put one thru it's head," he mimics an arrow being fired from a bow. "Last dangerous one I seen was pernt near 20 years ago. Damn brain-eatin' ghoul maker! Fer once the Tyrants were doin' more than pickin' at their scales and give some of us shooters some blessed arras."

He reaches into a half-quiver of arrows on his hip. He pulls out a black arrow, the fire barely reveals the runes on it. Klay smiles, "I only needed one. Mister, take this. I ain't got the eye to do this arra justice." He offers it to Garyn.


Thurgar Drelve wrote:

"By the gods," Thurgar roars as the icy shock hits him. The stalwart dwarf battles onward, doing his best to ignore the chill.

Watching the last foe fall away under the blows of his comrades, he lets out a sigh, "Curse the undead to the hells!"

He stomps out of the freezing water, shivering already.

Thurgar begins shivering so badly an observer might think he was starting to have a seizure. "C-C-c-c-curse th-th-the und-d-d-d-dead t-t-t-t-to th-th-th-the h-h-h-h-hells!" It takes Thurgar nearly a minute for to shake off the bone chills.


Kumal wrote:

Kumal feels immediately energized as a few of the deeper cuts on his arms and neck fade slightly. Recognizing Wulfgar's voice, Kumal smiles grimly.

"Thank you, battle-brother," he grumbles before returning to his butchery.

Kumal will make a 5 ft step to the left to give Thurgar a chance to move and flank the creature.

A sweeping stroke of Kumal's blade opens the thing. Rotted blue-black guts fall into the water and freeze it with a cracking sound. Held still by the frozen water, Nye's bolt unerringly blasts the frozen heart through it's back, stripping the necrotic energy from it. This last undead falls into the stream like a puppet whose strings have been cut.


Garyn Avery wrote:
GM VICTORY wrote:
As the ripples roll forward, splashing footsteps appear in the water from someone unseen rushing directly toward the melee. The splashes stop directly behind Kumal. Kumal feels strength returning to his injured arms and neck. Heal 12hp Kumal hears a voice, "Once more I am called to battle. We strike the foe now and be rid of it!"
Do we see any of this, and if so, what do we see?

You saw the footsteps in the water and Kumal's frenzied swing afterwards. You're pretty sure this is a result of Wulfgar actions.


Wulfgar wrote:
"I said...BACK!!" Wulfgar shouts, holding his Glaive in front of him. An silent surge emanates from him, causing barely perceptable ripples in the air to spread out.

As the ripples roll forward, splashing footsteps appear in the water from someone unseen rushing directly toward the melee. The splashes stop directly behind Kumal. Kumal feels strength returning to his injured arms and neck. Heal 12hp Kumal hears a voice, "Once more I am called to battle. We strike the foe now and be rid of it!"

Kumal swings his blade and connects with both creatures. The head is severed from one and the other hisses in pain. "This old warrior thanks you for the taste of battle."

Garyn Avery wrote:

Garyn sets his sights on the creature his dwarven friend splashed with the alchemist's fire. A solid plan, he muses, but I think we'll need a stronger fire.

Bartleby snaps and growls, the undead creature foul to both his senses and sensibilities. "Easy, my friend," whispers Garyn, "this is no foe to be met with fang and claw." Bartleby stays by Garyn's side, but lets out another series of barks and growls, itching to attack.

Garyn releases two more arrows, sighting down the arrow and accounting for wind and distance in the time it takes most men's heart to beat twice.

Before the chest wound Kumal inflicted can ice over, Garyn's arrows slam into it's icy heart. The blue-black ichor that bursts out freezes the arrows instantly.

There is only one creature left.


Kerl wrote:

Kerl moves along the bank of the river his fingers ourstretched. A cone of flame bursts from his hand at the nearest undead

Kerl will not get in the river. He will fire as soon as he has one of the undead within 15ft

Kumal feels the oppressive cold increase as the ward is lifted, but not enough to impair him. He is quickly warmed by a jet of flame that engulfs the undead before him. Unfortunately, the frozen corpse refuses to ignite.

Thurgar Drelve wrote:

Seeing the pain that Kumal is in, Thurgar draws his warhammer and rushes the creature.

He isn't positive how much it will hurt the creature, but he can see the man is taking a beating and even if he can distract the fiend that is something.

Crashing through the stream water, you inhale sharply as tremendous cold tries to push into your bones. Two Fortitude saves needed It's not enough to stop you from striking a solid blow on the wounded thing. Your hand and forearm stings a little from the attack.


Kumal wrote:
Kumal's muscular frame twitches as the icy numbness threatens to pull him into the black abyss.

Despite the barrage, the cold can't get a grip on him.

To DM: If Kumal has a chance to use Cleave against one of the others, please make my rolls for me.

Using the momentum of his strike, Kumal slashes his blade diagonally across the nearest undead.12hp dmg A spray of ice crystals and blue-black ichor crackle against Kerl's ward in response.

Kumal wrote:

Kumal cringes as the icy, rending talons strike him again and again. Great lacerations suddenly appear on his exposed arms and neck. He responds with a loud grunt and tiger-like snarl.

OUCH!


Nye Wajid wrote:
"The creature is weakening, keep after it. Nye blasts the creature with another wave of his hand and a shout of, "Interrompa non vivo!"

Kumal's powerful strike also severs your link to that undead. You quickly establish a link to the one Garyn wounded and, with gritted teeth, will the bolt to shift over to the new target. The hurried change works but only barely. You can see the blue-black sludge flow more freely from the undead's neck.

Kerl, Thurgar, Wulfgar, Garyn, and Kumal is the order.


Kumal wrote:

Kumal grits his teeth as the numbing cold envelopes him and threatens to smother him in its implacable embrace.

Fort save: 1d20 (13) + 8 = 21

Kumal resists that embrace. Yet two more wintry blasts crash into him. These things must be the "Frozen Dead" of which the elders spoke of only in hushed tones. Two more Fort saves needed

Kumal wrote:

Kumals snarls in anger as the pain washes through him. His barbaric instincts then take over.

After Garyn's action: Kumal will slip into his Barbarian Rage and make a full attack with his greatsword.

Finishing what Garyn started, Kumal's greatsword smashes through the head and neck, removing both. A burst of bluish-black sludge sprays out of the body. The drops sizzle and snap as it falls against the heat aura Kerl has around you.

Disregarding the punishing attacks by your allies the remaining two surge toward you. Both covered in the blue-black sludge of their fallen they swing their fists like twin hammers, battering you between them. A brutal 28hp of damage You feel none of the icy burn from before as Kerl's ward continues protecting you.


Garyn Avery wrote:
Kumal wrote:
Kumals snarls in anger as the pain washes through him. His barbaric instincts then take over.

After quickly eying the situation, the corner of Garyn's mouth twitches upward almost imperceptively. Seems my friend has that situation well under control, or as much as he shows when he's angry. I don't want to spoil his fun.

Garyn quickly knocks an arrow and takes a bead on the next incoming creature. He lets loose an arrow, and before it even strikes its mark another is knocked and buzzing toward the unnatural creature.

Rapid shot, no deadly aim bonus, at the next closest creature to Kumal. If by some miracle, the first drops it, the second is directed at the next creature. Otherwise, both are intended for the same target.

Wow! I nailed the damage rolls. Garyn is a deadeye this combat!

Both arrows drive into it's neck side-by-side, frozen flesh shattering from the impacts. Enough that it's head now lolls to its' right side, a bluish-black sludgy ichor slowly runs from the wound.


Wulfgar wrote:

Un-Delay after Nye's action.

"Back to the cold blackness whence you came. Back, I say, in Gorum's name!!", Wulfgar says, his voice rising to a shout.

Channel Positive Energy from post above, damage of 8 pts.

Rolling away from Wulfgar, the air shimmers, tinged with red and smelling of the dust of battle. Faintly, Nalan and Kumal can hear, "Medic over here!" and feel some relief of their pains. 8hp are healed

The clash of battle enjoined is heard as wounds appear on the thing. Then the clash is heard again, then again. Suddenly, from behind it, two more frost covered bodies surge to the surface of the water, snarling in pain!

Garyn's turn then Kumal's action are next.


Thurgar Drelve wrote:

Thurgar whips the vial of Alchemist's Fire at the creature. "We'll see how you like it hot," he howls.

As the vial leaves his hand he grunts in disgust know it was not his best toss ever.

ranged touch attack = 13 (1d20+7) (6+7=13) -2 for every 10ft over the first 10. I'm not sure how far away ol' Thurgar is. Wow, my rolls have sucked.

Luck is on Thurgar's side. His throw would have come up short if not for the thing surging forward to pursue Kumal. The glass easily shatters and flames erupt. Thurgar roll the fire damage The ferocious cold coming from the thing prevents any splashing of the Alchemist's Fire as it is frozen before it can start burning.

Nye is able to continue "bleeding" the necrotic energy out of the undead. He can sense that it is close to collapsing.


The surface of the water freezes around the thing as stinging cold seems to pour from it. Kumal hasn't felt cold this badly since he was further north and much younger. Kumal make a Fort save

The icy cracks and watery splashes accompany the thing's lunge at Kumal. Blackened, ice-encrusted hands rake down Kumal's back, his armor saving him from being ripped open but unable to stop the icy burns. Kumal is struck for 20hp of damage

Frost begins to cover Kumal but a flash of heat washes over him melting it thanks to Kerl's warding.


Welcome back!

Sorry for the delay this weekend. My home computer totally crashed. I can't even get into Safe Mode. *sigh* I'm at work and will do what I can to get caught up.


Garyn Avery wrote:

Takes place after Wulfgar's turn, but for speed's sake...

Garyn whistles once and barks sharply, "Hold Bartleby! This abomination seems to injure with only a touch!"

Garyn readies his bow(move action) and sights down the arrow at the frozen corpse.

"For Mum," he whispers and let's the arrow fly unerringly at the undead creature(standard action).

Using deadly aim -4att/+4dmg

Attack roll - 1d20+12=25 = 1d20+11+1(Point Blank Shot)+4(Favored Enemy)-4(Deadly Aim)

Damage (if applicable) - 1d8+6=9 = 1d8+1+1(Point Blank Shot)+4(Favored Enemy)

The arrow slams into a blackened eye socket and part of the thing's face shears off in pieces. Narrowly missing the brain, it still stands.You did 13 dmg, with the deadly aim bonus.

Kumal dashes out to the water, grabs Nalan by the back of his clothing, and drags him out of the undead's reach. He gives a quick nod at Thurgar and Wulfgar.


Nye Wajid wrote:
harmlessly disipating it? Does that mean the creature is disipated but not harmed or that the spell disipated and did not harm it. Did I "kill" it?

Garyn's right. The necrotic energy pulled out of the undead was disipated harmlessly. (Hey! I spelled it right this time!) And you did your full critical hit damage too. Sorry for the confusion. I should have waited until I got home to post instead of at work.


Wulfgar, I'm blocked from Invisible Castle at work. If your initiative is higher than Garyn's, you are next. If not, it is Garyn's action.


Kerl wrote:

"Didn't anyone ever tell the kid to shoot dead body from a safe distance before touching it." Kerl shakes his head. "Time to earn my talons."

init 1d20+5=22

Move action Kerl will stand up and ready his shield.
Standard action: If the creature is within 30ft he will use his fire bolt
to hit: 1d20+6=24
Damage: 1d6+2=6

The bolt of fire briefly lights up the area as it races towards the creature, washing over it. The icicles on its body melt from the flames. In the dying illumination, the waterlogged clothing can be seen frosting over. The creature turns to look at you, but then turns back to Nalan.

Nye Wajid wrote:

“Interrompa non vivo!”, shouts Nye in an unearthly voice as he leaps to his feet. A ray of ice blue energy bursts from his hands towards the not so dead corpse.

Cast disrtupt undead
Initiative 1d20+5=21
Range Touch Attack 1d20+5=25
Critcial Threat check 1d20+5=21
Damage 1d6=6
damage if critical = 12

Reaching out with your power you confirm that the creature is undead. Establishing a link to the thing, you rip necrotic energy out of its body, harmlessly dissapating it.


The WotC pdf fiasco closed the messageboards during the only time I can log on while at work. I'll get back to it now. :)


Curious wrote:
It is my bonus from the GM Kerl has a spell like ability to grant cold restistance. I assume it is like spell which means it lasts for 5 hours.

It's an alternate use of your fire bolt. You can maintain the protection or use the fire bolt. I apologize I didn't make it clearer.

Wulfgar wrote:
...and hope Wulfgar can recognize the creature for what it is (possible skill roll? Knowledge (Religion)??.

Yes


Thurgar Drelve wrote:
"Do ye know who built that bridge that you're panning by? Its good work, if nothing fancy. Curious to know what it was doing out here in the middle of no where." he asks of Klay.

"I cain't rightly tell yeh. I think it was here afore Merzal's Fall was called Merzal's Fall."

In the dying sunlight, Nalan calls out from the waterside, "Pa! There's a body in the stream!" The young man sloshes over to the floating body as quickly as he can in his awkward boots. Reaching down, he seizes the dead weight of the torso from the water and flips the body over to face him.

He howls in pain, and it echoes through the wilderness. Dropping the body with a splash, he raises his newly blackened hands and stares at them in horror. He doesn’t notice the waterlogged body quietly rising of its own accord beside him.


Garyn Avery wrote:

"That, old timer, sound like an excellent plan," quips Garyn, helping Klay and his boys collect their belongings. "If we are going to camp here for the night, I'm going to see if I can catch some fresh meat for dinner. Kumal, you wish to join me?" He looks back at Klay. "Save some of that whiskey for me." Garyn gathers his bow and with a whistle he and Bartleby head for the treeline.

Survival check (to hunt some game)- 1d20+13=28

Barring anything happening, Garyn just wants to bag a few rabbits, or maybe a deer, for a fresh dinner.

Between the three, you're able to round up some rabbits pretty quickly before the light gets dim.

Garyn Avery wrote:

If uneventful:

When Garyn returns, he graciously accepts the drink from Klay.

"So, you and your boys live around here?" he asks, making simple small talk for a few minutes. Garyn briefly, and without giving many details, explains the groups task. "Anything unexpected you know of between here and Merzel's Falls? I'd hate for us to be caught unprepared. Any good hunter should know his quarry."

"Naw. We're Rushers. Just waitin' fer the Suppliers to get here. It's bad luck fer a Rusher to go inta Merzel's afore the Suppliers' do. I don't know if Merzel's clear or not. Nalan, fetch some water fer the pot."

Nye Wajid wrote:
Once done he plops down in front of the tent kicks off his boots and asks one of the brothers, "So have you been out here prospecting a long time?"

Jarad thinks a moment, "We've been coming up here with father for a little over five years. I lost my law license and so I joined him."


Dreamweaver wrote:

So I have decided to run it with just my wife as a player. I have not run one with just one player so I could use some pointers.

Do I have her and three NPC's that I control?
Do I have her control all four?
Do I just have her and make the encounters easier and have a lot random clerics running around?

I just don't know how this is done so I could use some help. I know some people have run this with just one player, so any help would be greatly appreciated.

I'd recommend #3. If she makes the effort to recruit help then add the NPCs.

You can scale the fights down if you like or you can designate a "leader" in the opposition. The leader is the one who primarily engages the PC while the others use "aid another" checks to enhance the leader. Once the leader is defeated, the rest flee, etc. Also, slant the fights to the single PCs strengths, infrequently on the weaknesses.

Another advantage is that you can do a lot of in-depth role-playing too. Getting much more involved and dramatic.

What is character is she going to play?


Nye's spell weakens the wolf, slowing it down, while Kumal's timely warning allows Thurgar to withhold his fire.

Garyn, with Bartleby's herding of the old wolf, is able to catch hold of a tent rope as it passes by and bring the whole mess to a stop.

Kerl's soothing actions and words calm the wolf down. Now that it isn't struggling against the ropes, they slacken and fall away. The wolf wastes no time dashing up the path and into the woods.

"My thanks to the lot a' yeh! Pert near everything we owned was in there!" Klay limps his way towards the tent with Jarod's help. With a relieved grin, "Let me fix yeh a drop a' whiskey or two!"

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