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![]() Neville Bluefeather wrote:
It's not so much my newness that was to blame on running the zombies it was my tired state. I hadn't gotten a good nights sleep in a while and was misreading things. At least I gave you the extra XP for it. The first part of the fight though I wasn't using a DR on any of the zombies or undead until the very end of that encounter when Aerelius was already down. That was my mistake because I didn't fully read the entry. The second part of the fight I did give them DR just too much of it. Anyway, so it only affected that last bit of the encounter. But at least I was fair in bumping the Encounter level up by 1 to make up for my lack of attention. I promise this won't happen again. If it does y'all have permission to mutiny! I am glad that even though there have been a few DM blunders that y'all are still enjoying yourselves. Thanks for posting the obits too Neville! ![]()
![]() See, I want a book that is in fact NOTHING BUT FEATS AND SKILLS. None of the other stuff you get with the WoTC books. I mean they did it for the spell compendium why not do the same thing for feats? For a DM it would be great to have ONE book or maybe TWO to carry around instead of 50 million! Not to mention on a college student budget I can't afford to get alot of the books that may contain valuable info. I would buy a book of JUST FEATS. It would be a great resource. ![]()
![]() Eric Garvue wrote: My group managed to subdue both the mother owlbear and they baby owlbear. They sold them both to the Emporium; the baby became another one of the "attractions", the Emporium sold the mother off to the Free City arena. Oh yes, my players will face one very enhanced (fiendish? levels of figher? magical experimentation to make her more powerful? not sure yet) and pissed off momma owlbear in the arena. And when she catches the scent of the adventurers who stole her baby from her...well, you can guess its not going to be a pretty sight :) That is going to be one fantabulous encounter! My party killed Mamma owlbear and then took George as a pet, well the gnome rogue took him as a pet and wants to train him as a mount. I wish they had just sold it although this does make things more interesting. ![]()
![]() I noticed that someone suggested a Campaign workbook compendium but you know what I think would be really great . . . Class Acts Compendium . . . or a Feats and Skills Compendium. How about Sage Advice Compendium organized by question topic of course? Or a Bazaar of the Bizzare Compendium? Just a side note, it would be great if WoTC would consider making a Feat/Skill compendium. They just put out the Spell Compendium not long ago and that thing is great. I would love to see the same type of resource book for Feats and Skills. ![]()
![]() P.H. Dungeon wrote: Well I'm impressed that some people are actually at the Library of Last Resort. I really didn't think there would be anyone out there keeping up. I don't know how you get through so much material so quickly. It's interesting to notice that some people are getting through a module in 3-4 sessions and for others its taking twice that long- different styles of play I suppose. Also depends on the length of the sessions. We will be on our fifth session this week and I am hoping to finish the first module but we only play for about three or four hours assuming everyone shows up on time. That is the real killer in my group, some people show up late and I don't get started without them. ![]()
![]() I told them how much they could get for it by selling it. The gnome rogue wants to train it to be a mount! He didn't seem interested. I should make it a pain . . . hmmmm . . . well they are going to the observatory to seek out filge and Alastor's family's bones. Anyone have ideas of how to make George a nuisance? ![]()
![]() So, I wanted to get everyone's opinion on how to handle this. The rogue in my group, Neville Bluefeather, decided he wanted to keep the baby owlbear in the first adventure. The ranger in the group advised against it but Neville insisted on adopting the damn critter. I told him that at the very least he will have to train it. But how does a 3'5" gnome handle a grown 8' tall owlbear in the future? What would you guys do if a party member decided to keep the owlbear? ![]()
![]() Tatyanna LePierre wrote:
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![]() After defeating the insects that crawled out of the elevator hole in the green lanterns corridor everyone healed up and decided they should take a look downstairs. They manage to get down there and decide it would be a good idea to rest. But not before checking out the nearby rooms. They go into the beetle nest where they find a tub of orangey goo. Neville decides to take a look at it. He sticks his dagger in there . . . nothing happens. He sticks his toe in there nothing happens. He then thinks really hard, scratches his brain and decides the best way to figure out what it is is to taste it. He sticks his finger in and licks it. Right after he swallows he is sickened but is still able to identify that it was once a nutritious substance that would nourish a person by eating just a little bit. Clearly, it has been contaminated with beetle refuse and acid over the years. He checks out the opposing room and sees beds in it, a statue and a corpse in red leather armor. Sylf comes in behind him searching the room for magic. She notices that everything in the room glows except for the floors, walls, and ceiling. Neville then tries to slight of hand the possessions on the corpse but the Ranger sees him. He asks Neville if he can take the red armor. Once he cleans it off it would be great to use. They go back to the southern room where they rest for the evening. Once everything is silent they notice the ripple of water down the hallway. They decide to check it out after everyone has had ample time to rest. Once refreshed they make their way down the corridor. They find the empty alcoves along the way, Neville looking for traps every so often. Then they come to the water realizing that if they go down the stairs that Neville will be completely immersed and the rest of the party will be as well once they reach the bottom of the stairs. Sylf, not needing to breathe, decides to go in first and check things out. As soon as she enters the water she is attacked by the insane water elemental . . .
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![]() So last night was our second session in the Whispering Cairn. I left off with the party, all nice and bloodied up with a headless naked female human corpse slung over the shoulder of Ander (fighter). They travel to the Bronzewood Lodge on their way back to town where they meet a Moon Elf Ranger who is interested in joining them in their adventuring but has a previous engagement. He will meet them back at the lodge on the 24 of Mirtul. While at the Bronzewood Lodge the Ander and Sylf convince Neville that returning the body to a temple of Selune is insane! Not only did this werewolf posing as a cleric attack them but there isn't a temple of Selne around for miles and miles. Neville agrees and they bury her outside of the lodge. The trio, still nice a bloody, continues the long walk back to town. Along the way Ander finds a stream to clean off in but unfortunately for Neville and Sylf their clothes are bloodstained and therefore ruined. They enter in town during the late afternoon and Ander goes to the Barracks to recieve free healing from the Chapel of Tyr. He gets this service for free because he is part of the town guard. Sylf goes to the Church of Lathander in order to buy some healing potions and gets slightly annoyed with Hamaneezer. He keeps asking her questions concerned about her state when she walks in with blood stains on her clothing. She doesn't reveal anything and leaves as quickly as she can. She goes back home to change into fresh clothes and also to feed her familiar, a Tressym (flying cat). Neville goes back to his house, changes into fresh clothes and then hits the gambling scene with his new found gold . . . found on the clerics body that is. While the three friends separate to do their business a half-drow, Talindra, cleric of Selune comes to town. She is the best friend of Mirri, the now dead cleric of Selune that was adventuring with Neville, Ander and Sylf. Talindra has a beautiful body, very petit but with curves in all the right places. She is also a very wise person but VERY slow on the up-take (Int 9!). Weary from travel and trying to save her coin she saunters into the Happy Cow. Upon entering the door the giant (well to her anyway) Half-Orc, Kullen, blocks her way. He inquires as to who she is and what she wants. Kullen recognizes that she has drow blood and therefore is not trustworthy. He wants no trouble on his stomping ground from a Drow! After several questions Kullen sees that Talindra is not the brightest crayon in the box and sends her over to Tirra for a round of dagger throwing. Of course he presents this as being an initiation right to come back to the Happy Cow if you are a new person. Kullen throws Tirra a signal hinting that this drow isn't very smart and to take advantage of that. Tirra explains the game in very small terms. "There is one big circle, it's white. There are three smaller circles in that one big white circle. The first round of throwing you want to hit the biggest circle. The second round you want to hit the medium sized circle and the third round you want to hit the smallest circle on the white circle. You got it?" Talindra understands the game. Tirra then asks how much she is willing to wager. After careful thought Talindra lays 8 gold on the table. Tirra wins on the second round and thanks Talindra for the gold encouraging her to come back later. Now that she has passed the "test", Talindra starts asking after her friend. "I am looking for my friend. Have you seen her?" Tirra replies, "What does she look like?" With hand gestures grossly overstating Mirri's size Talindra says, "About this tall and yay big." Tirra realizes that she will need to pry info about who she is looking for. She asks a series of questions until Tirra finally remembers that yes she had seen a Female Cleric of Selune with brown hair who had a multiple personality disorder. She had last seen the cleric three days ago with a member of the city guard and his friends at Lazare's. She guesses it was a birthday party of some sort. She sends Talindra to the Barracks to see if she can hunt down the guard. Talindra gets to the gate and 4 guards greet her. She gives the guards the same description of Mirri that she gave Tirra. The guards all look at each other with looks of puzzlement . . . thinking to themselves 'how can anyone be this slow, but hey she's cute with a nice rack too!'. One of the guards, after listening to Talindra's description, decideds to go around the barracks asking if anyone had seen a female cleric of Selune recently. Ander at this point is in the process of getting healed by Melinde. She loves hearing stories of adventuring and is willing to heal those with good stories. Ander, having a crush on Melinde, milks his story for anything he's got. As long as he tells stories she will continue to "lay hands" on him (read between the lines here). The guard comes into the chapel and tells Ander that there is a half-drow looking for her friend, a Human cleric of Selune. Ander clearly busy with Melinde tells the guard to send her to his house where she can find Ander's sister, Sylf. Talindra is sent to Sylf and Sylf being the obnoxious b!%@+ she is keeps dropping hints that they had to kill Mirri but Talindra is too slow for this. Sylf comes out and says that they had to kill her and they burried her outside of town and goes on to insult Mirri's character. Talindra becomes very sad and slightly angered by this. She asks why they had to kill her. She wasn't evil, she was good. What could she have possibly done to be killed. Sylf explains to her what happened in a calious manner. Talindra asks to be taken to her grave and also asks if Sylf has any milk. Sylf gives a quizzical look but gives her a glass of milk. Sylf takes Talindra with her to round up the rest of the group just to let them know that they have an unexpected visitor from Waterdeep. She first goes to hunt down Ander. Getting to the Chapel and seeing Melinde and Ander obviously diggin' on each other she makes several nasty comments about Melinde being less than honorable and Ander just being a stupid older brother. The siblings squabble for a minute and then Sylf asks Talindra to wait outside. Talindra taking this literally proceeds to head back out of the entire Barracks complex, getting lost along the way but being escorted to the front gate by a guard. With Talindra gone, Sylf explains to Ander who she is and what the situation is. Ander agrees to take her to the grave of Mirri but first they must hunt down Neville. They figure he is probably at a gambling den and go to the Happy Cow first. The three venture on to the Happy Cow and sure enough there is Neville looking slightly disappointed with a pint of ale in front of him and Tirra counting 10 gp. He just lost at the dagger throwing contest but with evening approaching the Dog Fights are going to begin. He wants to stick around to bet on his dog, Ol' Grey Tooth. Ander and Talindra walk into the Happy Cow with no problems but Kullen is still there and Sylf has an aversion to half-orcs and cowers in the corner and stays as far away from Kullen as possible. Neville bets on his dog and wins his 10 gp back that he had lost earlier. Very happy he gladly sits down with the group and is told about the situation with the half-drow. He agrees that in the morning they will venture back up to the tomb and on the way stop at the grave site. So the 20th of Mirtul dawns and the 4 adventurers start on the road. By the afternoon they get to the grave of Mirri and Talindra asks for a moment alone. She blesses the grave with the milk she had asked for the day before. (It is a liquid used in the rituals of the clerics of selune). Neville mentions to Ander and Sylf that they should ask Talindra to join them in robbing the grave. She is a cleric so she has healing power. They agree that it would be good to have someone with her talents along and they ask. She agrees and they head back up to the tomb (I have located Bronzewood Lodge an hour away from the Cairn's entrance. I couldn't remember where it was supposed to be located so I put it in an arbitrary place making it easy to get to). They get back to the entrace and the hallway where they were attacked by the wolves. Neville goes into the wolf den to search for stuff and finds an armband with a leaf motif on it along with an indigo lantern. He goes into the easter alcove and looks at the fresco with the rest of the party. Pretty but don't really know what it means. Then they come to the staircase with the hallway covered in cobwebs. They go through, clearing the webs away with a quarterstaff and survey the room. Neville checks for traps leading up to the sarcophagus but doesn't find any. He gets to the sarcophagus and checks for traps. He doesn't find any traps and is really confident that there aren't any. So, taking the crowbar out of his pack proceeds to open it. The rest of the party stays out of this and moves back from the area. As soon as Neville puts any pressure on the lid flames come bursting out but only singe the rogue. He looks inside hoping to find something big but all he finds is dust and a few dead spiders. They light all of the lanterns in the room save the red one because it's not there. Ander looks at the sarcophagus and tells the group that he thinks it might move. He tries to move it but can't. The 85 pound half drow cleric comes over to it and gives it a light push and it moves to the hallway with the yellow lantern. An elevator device comes up and the doors open. The party leaves it alone thinking it not a good idea to get split up. They push it again towards the green lanterned corridor and they hear the same noises that the elevator made but then an awful grinding noise and a crash. The elevator falls to the lower floor. The party stands still for a moment listening to see if they disturbed anything. They hear scuttling noises and prepare for battle. Seconds later a mad slasher, giant bombardier beetle and acid beetle swarm come out of the hole in the floor. Combat ensues and the rogue and sorcerer go down during the fight, just unconscious and bleeding but not dead. At this point half the monsters are gone and the fighter and cleric finish off the bugs. They heal Neville and Sylf and need to rest. This is where we ended the game for the evening. So they got through a trap and a fairly large combat session. It was a good game but this one was more focused on roleplaying with just a little bit of combat. The elven ranger they met will be played by my friend but he had a hockey game later in the evening couldn't stay for the whole session. That is why we introduced him but he didn't join the group yet. ![]()
![]() secretturchinman wrote: It was suggested I go to sorcerer studios apparantly the site doesnt exist is there anywhere else? Well, I have been painting minis for a while and do a pretty good job. I am actually trying start up a side business at the moment. I am not as good as the pros but I did win first place in a local contest last year (the only one I have entered in thus far). I can send you some pictures of what I have done. If you are interested let me know. ![]()
![]() Eric Boyd wrote:
Thanks for the response Eric. I was starting to get a little confused about that because there were references to it but I didn't see it posted. Glad to know I am not going crazy. I will look for it in the next few weeks then. ![]()
![]() Ok so I have been reading through the AoW adventures and looking at the recommendations for converting it to Forgotten Realms. Well, in the conversion section there are references to a Waterdeep: City of Splendors Web Enhancement with maps, additional information on Waterdeep (Free City) but the only Waterdeep Web Enhancement at Wizards I can find is on the noble houses of Waterdeep. There isn't anything else I can seem to find. Am I just missing something here or is the web enhancement not posted yet? ![]()
![]() Gwydion wrote: It sounds interesting. I would very much like to see how the party handles the lycanthrope in their midst - in my experience it ends badly. =) It did end badly, she was the one who was killed at the end of the session. The gnome coup de graced her when she was unconscious. She is not coming back either it will take to long to find a temple of Selune (they only have 6 days to resurrect her) and they don't have the gold to pay for it either. The gnome is taking the remains of the Lycanthrope to Waterdeep searching for a Temple of Selune hoping that he will get a reward by turning in an imposter of the faith (he believes the lycanthrope used the cleric role in order to trick them and kill the party members). ![]()
![]() I am a college student at ASU who has been playing D&D 3.5 for the past year and a half. The group I am currently playing with on Sundays is getting to be way too big and unenjoyable for me. There is too much talking and not enough playing. I prefer small groups (max 5 players, not including DM) who are into the game. I am also looking for a group that plays in Forgotten Realms. Currently in the game I DM I run FR as the world but I would like to play in it at somepoint. Because I am a student the only days I can game are usually in the evenings on Tues or Friday. Saturday or Sunday during the day would be fine or in the evening. MWF I have class and try to get homework done and Thursdays I run my game. If anyone is interested please email me. usn_blue_angel@yahoo.com I really would like to put together a new group. ![]()
![]() Hojas wrote: Seriously, anyone is welcome LOL We have 3 players so it would be nice to add at least one more :) Are you still looking for another player? Have you guys started gaming yet? I am in Tempe AZ currently playing at Game Depot on Sundays but the group size is way too big (over 8 players!!!). I feel like we have so many players that we don't get very far into the game. Also there is way too much talking going on and not enough gaming. I am a 22 year old female college student recieving my BA in Anthropology/Archaeology. I have been gaming for about a year and a half (give or take) and I also paint minis. I am currently running the AoW adventure in my campaign but would like to play through it too. I am also looking for a group that uses the Forgotten Realms setting. I am also running that in my games and would like a chance to play in the world instead of running it. when do you play? Where do you play? Do you need an extra person still? ![]()
![]() Last night I was finally able to begin running the Age of Worms Adventure Path. I have been reading the adventures, articles and what not all last semester but I just didn't have the time to run with school. This semester I can actually manage to run so here was our first session: Set in Faerun's Daggerford, a small town in the Forlorn Hills on the 13th day of Mirtul (Ander's birthday). Sylf Stormwind (Female Air Genasi Sorcerer 1) and Ander Stormwind (Male Human Fighter 1) are brother and sister. They are natives of the town. Ander is a new recruit into the Town Guard who just completed his training and has been allowed a week off. Sylf Stormwind is a sorceress looking for some adventure. She is very obnoxious and doesn't get along well with her brother. After getting off of duty, Sylf and Ander head over to Lazare's House to celebrate his birthday. On the way over to Lazare's Ander bumps into a Cleric of Selune. He had seen her a few days before at one of the mines in town healing the wounds of a guard. She just happened to be in the right place at the right time. He invites the Cleric, Miri (Human Cleric 1, Lycanthrope Wolf), to Lazare's. Miri is a shy and quiet person who mostly keeps to herself (the PC's don't know she is a lycanthrope and she also has a multiple personality (teenage male) that occurs randomly and when she changes into hybrid form). She observes more than she talks. All of their friends turn out for the event, Ander is now 21! Lazare is a friend of the family and gives a complementary meade to Ander and discounts the rest of the group's prices.
While at Lazare's, the friends over hear the Waterdeep Adventurers talk about the Stirgenest Cairn in the Forlorn Hills and that they want to investigate it. Ander, Sylf and Neville all know that there isn't anything left in it. It has been pretty well investigated over the years. They also know of another Cairn a days walk from town that kids dare each other to spend the night in. The last two people they have heard of going into that Cairn haven't come back out. They decide it would be fun to investigate it and agree to leave in mid morning the next day but they need a map. Ander, being a member of the cityguard, has access to the cartographer and wants to see if there is a map marking the location of the Cairn. Both his Captain and the Cartographer are very busy today with paperwork, requests, and other town issues that they allow Ander full access to the map room. Ander finds what he is looking for, makes a few quick notes and heads off to meet the rest of the party. They have an easy trek up to the location of the Cairn, which they spot easily. After taking the time to clear away the brush from the entrace they slowly and VERY quietly start investigating the main hall. They look for traps, none to be found, and they come across the broken mirror. Both the sorcerer and rogue take an interest in it. The rogue however seems to be better versed in ancient scripts and is able to tell that the glyphs on the mirror look like symbols relating to transportation, they also resemble glyphs relating to air elementals and the gnome tries to haul off with it (the player didn't realize the part of the mirror was probably as big as his character). Realizing that the mirror is too big, too heavy and has been untouched for a while he decides its an ok idea to leave it where it is and continue to investigate. All of the party members notice the faint flickering green light and slowly move towards the north. Slightly distracted they fail to move silently alarm the wolves nearby. Ander, still pretty much on his toes, initiates combat. While Ander, Neville, and Sylf are fighting the wolves Miri has changed into her wolf form (she was born with lycanthropy) and starts growling at the other members. After Ander has killed the first wolf, Miri (still in wolf form) attempts to grapple Ander without doing damage. This attempt fails but now leads the others to believe that Miri is also an enemy. She is not well known to any of the other members and is not a local of Daggerford. Ander falls unconscious after getting attacked repeatedly by all three wolves and Miri. Neville and Sylf are still focused on the wolves but Miri moves back and changes back into human form so she can cure Ander. She cures Ander but then takes so much damage from the wolves that she falls unconscious. Then Ander again after a few more bites falls again. Sylf and Neville manage to finish off the wolves. Neville, believing that Miri is a foe, coup de grace's Miri before Sylf can stop him. They decide to return to town, walking all through the evening, to heal and tell of the traiterous she-wolf cleric who tried to kill them. They hope to find a Ranger or Druid at the Bronzewood lodge to help them on their journey. Neville, feeling somewhat bad about killing Miri decides to seek out a temple of Selune to return the corpse, the holy symbol and see if any additional info can be gathered. He has to journey to Waterdeep. That was where we ended. ![]()
![]() Dextolen wrote: Have you ever gamed with a DM who's 'soft' on his playing girlfriend or girl he admires? My answer: I am a girl who was brought into the game by my then boyfriend. He was the DM at the time and he was not soft on me AT ALL. In fact he was a huge jerk to me and our last big spat we had before I dumped him was when he snapped at me at the table for no good reason in front of everyone. Some guys I don't think can handle girls at the table and my ex is one of them. I have now played in 5 games over the past year and I have never been soft on anyone I liked nor have any of the male DMs been soft on me if they "admired" me. ![]()
![]() I am currently reading my copy of 333 and just finished reading Scale Mail. At the end of the section Erik asks the question, why aren't there more girl gamers? I am a girl gamer and have my own take on it but before I say anything I was curious to see what others have to say about this, particularly the guys out there. |