| |  | Posted 31st October 2009 at 01:58 AM by MichaelSomething (MichaelSomething's RPG Blog)
A Battle of Wits
Set-Up
Skill Challenge Level: Variable
Complexity:3
Number of Successes:9
Number of Failures:3
Primary Skills: Bluff, Diplomacy, Insight
Important NPCs: Your foe, a mysterious man dressed only in black; the hostage(s)
Let’s suppose you and your opponent were unable to act against each other due one or the other having a hostage. You are unable to reach an arrangement, and therefore, are at an impasse. To break this impasse, your foe challenges you to a battle of wits; for the hostage(s); and to the death. He pours two glasses of wine and then pulls out a small vial before saying the following. “This is Iocane powder. It is odorless, tasteless, and dissolves instantly in liquid, and is among the more deadly poisons known to man.” He then takes both glasses and turns his back towards you. A moment later he returns both glasses to a nearby table. “All right; where is the poison? The battle of wits has begun. It ends when you decide and we both drink, and find out who is right, and who is dead.” Skill Challenge Bluff (DC Hard): A well placed lie is always useful when playing mind games. However, this masked man is no fool and will not be easily tricked. Diplomacy (DC Hard or Normal): Talking is always an option when dealing with people. If the PC(s) use diplomacy in order to discern clues about which cup is poisoned use the hard DCs and limit them to two successes with this skill. The masked man is not willing to give away much if any information. If the PC(s) persue a peaceful compromise to end the impasse use the normal DCs. If four successes are achieved this way, the skill challenge immediately ends due to the PC(s) and the masked man reaching an agreement of some type. Insight (DC Normal): By observing the masked man, you can learn his dispostion and motives. Up to three successes can be achieved this way. After each success, give the PCs one of the followin tibits...
1. The masked man is still willing to persue a peacful solution to the situation. The PC(s) learn that Diplomacy can still be used to achieve a compromise.
2. The masked man is both smart and wise. The PC(s) learn that Bluff is set at the Hard DC.
3. The masked man is quite calm and relaxed for a life or death situation; perhaps too relaxed? Nature (Normal DC): Knowledge about the poison may be helpful. The PC(s) can learn where the posion comes from as well as other trivia related to it. The DM generally should customize the information to suit his/her campaign world. A successful check does not count as a success (or failure) but does add a +2 bonus to the next Insight check made. Streetwise (Normal DC): PC(s) can use their knowledge of local culture (or any knowledge skill, depending on how the PCs justsify it) to figure out the masked man's mindset. A successful check does not count as a success (or failure) but does add a +2 bonus to the next check made.
Of course, the DM can allow other skills to be used if PC(s) can jusify their reasoning for using it well enough and/or roleplay it out in an entertaining manner. Ending the Challenge
Success: The PC(s) successfully aquire nine successes trying to figure out which cup is poisioned, they instead figured out that battle of wits is a shell game. In that event, the PC(s) and the masked man are back at square one. If the PC(s) aquire four diplomacy checks trying to reach a peaceful settlement, then they do so. The terms of the agreement is left up to the PC(s) and DM to decide.
Failure: If the PC(s) have drank from any of the glasses; they gussed wrong. Both cups of wine were poisioned. The masked man has developed an immunity to the posion. By drinking from any wine cup, they fell for the trap. The posion takes its full effect on the PC(s). Experience Points
If successful, the PC(s) earn expereince points equal to defeating three monster at the level of the Skill Challenge. Customizing the Skill Challenge
Based upon a Dungeon Master's needs, the DM may need to alter the Skill Challenge. He/she may remove the option to come to a compromise via diplomacy. The DM should also consider what to do if the PCs complete the skill challenge and return to the previous impasse. Lastly, the DM may wish to alter the effect of the poision. The Skill Challenge assume the poision is strictly instant death but it can easily be changed to do other things like drain healing surges, curse a PC, or be a very slow acting poison requiring a rare herb to cure (and requiring adventuring to find).
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|  | Posted 30th October 2009 at 11:05 PM by Kurtomatic (4E Refactored)
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|  | Posted 29th October 2009 at 04:21 PM by dmccoy1693 (Brazer Blog)
So I quickly finished up my character. Fynkirk Greenhill is the little halfling's name. Arrived (didn't get lost!) on time. Met the guys (good group of guys by the way). And started playing. It should not have been an auspicious sign that someone made the reference "Hide behind the mound of dead bards," early on. ... *dun dun duuuuuun*
First encounter, the druid and I were alone and ran across two baddies. After a failed bluff attempt, combat ensued. The druid: wild shape into a bear. The halfling bard whipped out ... bardic performance. One was fascinated.  Alright, the bard earns his keep. The rest of the party shows up, wonders where the druid is and why this bear that is only attacking those opposed to the group. No one asks my character so I didn't volunteer. It was much more fun to just watch what happens. The two baddies die quickly and now ones show up from two different directions. The bard casts charm person on the first one coming from one direction and I tell him to just not let anyone else in here. So the bard again controls the battlefield by keeping enemies at bay from one direction.
Again the bard casts hold person and hideous laughter. Despite not having access to 3rd level spells like the druid and cleric in the group, the bard holds its own. Later Fynkirk fires off an arrow. He would not have hit if it were not for the +2 from inspiring courage he was singing. So far the bard is performing exceptionally well.
We make our way downstairs where we're in a "lovely room of death" as ace ventura would put it. We open a door and spring a trap that releases poison gas into the air. Everyone saves, except the bard. Drat! Loses 3 wisdom. Ouch. He keeps failing his saves until losing all his wisdom. That's right, a 0 wisdom!  Finally made the save to keep from going negatives. Mind you, full hit points, but out cold. Fortunately, I can get a lesser restoration, but for the next 24 hours, I'm going to be worthless. The group decides to do 1 more rooms, with me tied to the back of the bear (who is wearing a mask they found). The room is teaming with baddies, but a single fireball (and a whole mess of failed saves) take out all but two. The group finishes them off from there and call it a night.
Overall, the bard performed exceptionally well. Staying in the back helped significantly. The only thing I have that is within melee range to do is use a dagger and with a -2 strength penalty, I'm not going to rush in. He fell prey to a classic weakness of the class, but he will recover with the aid of the group. So far, the bard is a wonderful asset to a group and is alot of fun to play.
Dale McCoy is President of Jon Brazer Enterprises. Visit our website to find out about our upcoming Pathfinder Compatable product: Book of the Faithful: The Power of Prayer.
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|  | Posted 28th October 2009 at 10:15 PM by edemaitre Fellow role-players, here is my update for Session Yb-4b.58 of my D&D4e "Vanished Lands: the Faith-Based Initiative" fantasy campaign, which I hosted in Needham Heights, Mass., on 26 October 2009:
In one ancient world, there was a region where strange majicks and demihuman races thrived. The "Vanished Lands" were blessed by the gods and cursed by prophecy. Travelers became adventurers, and adventurers strove to be heroes in the face of many perils and wonders.
After other bands of mercenaries and diplomats fought humanoids in the northwestern borderlands, sailed the pirate-infested Sea of Nagendwa, and wandered the hostile Halmed Desert, the "Faith-Based Initiative " gathered on the Plains of Sathendo to defend the peoples of the barbaric Gusorin Confederation....
" 1 to 10 May 1229 B.C.E.:" The "Faith-Based Initiative" had traveled across several realms and resumed its quest for the Helm of Gunnar, the last of three Barbari relics. The adventuring party departed from the Hifalendorin (proto-Western European) human village of Pledwilt, which "Kurick" [Dave S.C.] had renamed "Stormhold" as his new fiefdom.
About six months after helping defend Neldar from a horde of humanoids from Gokuri, Kurick and company returned to the depopulated village. The Skaevingol (Viking-style) human Warlord went to a fortified encampment across a stream and reported to Sir Remy Hotspur, a member of the "King's Cavaliers."
While "August" [Greg D.C.] reopened his free falafel stand, "Kof" [Alex J.], "Kimo" [Beruk A.], "Val" [Brian W.], and "Tonks" [Sara F.] observed the farmers and local militia. Udz, a peasant, told human Rogue August that the armies led by the nefarious Nannuattan (eastern Dark Elves) had not attacked in several months, possibly because they were waiting for harvest.
Dwarf Paladin Kof treated some sick and injured people, learning of several deaths from illness. Zarendo Islander human shaman (proto-East African Wizard) Kimo and Tiefling (devil-touched) Warlock Val searched for signs of magical interference but found none. Dragonborn Fighter Tonks found the villagers suspicious of her, mistaking her for a Draconian.
The group rested for one night, using an empty set of barracks. The next morning, Sir Remy learned that a patrol had gone missing. Shaggy Kurick offered to check on it on his way to Crontar, a town on Bedoni Lake's southern shore. Riding out, they spotted a wyvern flying away.
At a ruined monastery, the wanderers found the remains of eight soldiers, whom righteous Kof gave proper burials. Scout August (replacing Ranger "Dante" [Paul J.], who had left the group) noticed tracks of clawed creatures leading northeast.
They later split, with a group of smaller Bakemono (eastern Goblins) going south and some larger Wolven going north. The "F.B.I." followed the canine humanoids through a ravine and some woods, catching up to them on the open plains.
August and Kurick fired crossbows, as robed Kimo cast Stinking Cloud. Val missed with his first Eldritch Blast, and Kof and Tonks readied for the Wolven charge. Scaled Tonks rode her horse into battle, marking an opponent. Kimo moved his magical cloud to follow the enemy, suffocating one.
Not far away, "Rache" [Paul] heard sounds of combat and went to investigate. Kof spurred his boar steed and charged toward the leader of the Wolven warband. August held his position, while horned Val marked one of the eight raiders. One of them hit Tonks with a great club, and Kurick readied his hammer.
Mighty Tonks drew her Oath Blade, knocking a Wolfen prone, and Kimo cast Phantom Bolt but missed the swift attackers. Renshai Dervish (Scandinavian-style Barbarian) Rache charged with a combat surge, while Kof smote the lead Wolfen.
Stealthy August shot quarrels at the rearguard, and Val maneuvered, casting Flames of Phlegethos. The Wolven injured Tonks and Kimo with their blades and claws. Kurick invoked his patron Torr and issued a Divine Challenge, as Tonks repeatedly smacked a Wolfen with her enchanted weapon.
Wary Kimo went Invisible, as blonde swordsman Rache rode his white horse to aid Kurick. Kof knocked down another Wolfen and went to Lay on Hands on Tonks. August defended the party spellcasters, throwing shurikens and immobilizing one foe. Val struck another Wolfen, as the pack tried to maul Kof's boar.
Bold Kurick knocked 'em down and invoked Warlord's Favor for Val with the battle cry "Death and taxes!" Tonks slayed one Wolfen, while Kimo cast Path of Daggers. Rache used Avalanche Strike, and mounted Kof defeated another furred fighter that was attacking Tonks. Accurate August badly injured another Wolfen and killed a second prone one.
Val grabbed a mace and struck, as some Wolven circled Kof. Kurick felled another foe and mistook Rache for Roga Far-runner, a follower of his lost in the Therud Forest. Kimo again moved his Stinking Cloud, while Kof turned for another charge. The Wolven hit Rache and Kurick before they themselves were finished.
Kimo supervised the searching of the carcasses for magical weapons and armor. Val found that the Wolven had been carrying the beheaded body of a human guard, which Kof and Tonks laid to rest. August took brooches in the shape of a skull, which Kurick said denoted the Gokuri scouts as members of the Deathwatch Clan.
The "F.B.I." welcomed Rache, a former member of the "Broken Chains" in the distant Halmed Desert. The group later camped by the Bedoni River, where it met four centaurs: Kasaka, Thota, Makion, and Emianna. Kasaka warned the humans, Tiefling, and Dragonborn that they were in Fey folk territory, near the Wisalef Forest.
The centaurs agreed to help hunt the band of Goblins whose tracks August had found and to warn Neldar and Gen. Dreogan in Pledwilt/Stormhold. The next morning, the sometime mercenaries continued on to Crontar. From there, they went to the hilltop stronghold of "Saerek Aesgeirr" [Greg/Non-Player Character], another Skaevingol warlord.
Kurick hailed Saerek and announced his intention to go into the Bamor Mountains (and the Underdark beneath them) in search of the Helm of Gunnar. Previously, the "F.B.I." had retrieved the Spear of Vorod and given it to Saerek, and the Horn of Connor was in Stormhold. All three relics could help reunite the Barbari tribes once ruled by King Cormac more than a century ago.
The Skald (Bard) Ithac noted that Gokuri's dragon armies had not recently attacked the northwestern remnants of the Gusorin Confederation, which were protected by warlords Saerek, "Kyrene of Harsuth" [Angela M.B./N.P.C.], and "Tim-Floyd" [Steve M./N.P.C.]. However, the northern city of Tekugi was still under Nannuattan control, and the southern port of Gisar was ruled by vampires and other Undead.
Cradling his great sword, "the Prosecution," Saerek expressed his desire for the three artifacts, but some of his visitors preferred that they be spread among chieftains friendly to Hifalendor. Saerek offered assistance in finding the Helm of Gunnar, with the condition that it must be brought to his stronghold.
Ithac said he could help Kimo and Val with rituals to find the enchanted helmet, and Rache asked to look at Saerek's maps. Kof and Tonks helped the party resupply, while August inquired about the Grugach (Wild Elves) and Tsucharim tribes.
Apparently, Gen. Shin Kyong-tsu and the Korobokuru (eastern Dwarves) had diverted some of Gokuri's attention north. Chromatic dragons and their legions had continued to gather around the Temple of Elemental Evil in Mount Gruldar.
The group then debated whether to accept Saerek's offer and conditions. Rache, Kurick, and August said that any help in finding the Helm of Gunnar could save time and effort, while Kof, Kimo, and Val were wary of the warlord, who already had the Spear of Vorod and who declined to explain how he would help a ritual.
Rache deduced that Saerek, like Kurick and other chiefs, could be a descendant of King Cormac. Kurick noted that the "F.B.I." would eventually have to pass through Crontar anyway on its way back to Stormhold, and August pointed out that Saerek had a reputation as a harsh but fair protector.
Kof strenuously objected, saying that Saerek didn't share the risk incurred by the people undertaking the quest into the Underdark. Kimo was uncertain about concentrating power in the hands of any one warlord, and Val observed that Saerek was more cunning than most of his peers. Tonks declined to vote.
The travelers eventually agreed to ask Ereval [Steve A.L./N.P.C.], high king of the Waletku kingdom of the Elves, to arbitrate when and if they retrieved the helm. They viewed the Seelie Court as impartial about the affairs of Gusorin warlords and decided to head into the Bamor Mountains without Saerek and Ithac's ritual aid....
Sometime earlier and far to the southwest, [ Pathfinder teleconferencing team] "Holy Steel" arrived at Pi-Ramesses, capital of the empire of Khemet (New Kingdom Egypt). Paladin "Ibrahim" [Byron V.O.] reported on the cult of Set's activities to his superiors at the temple of Amun before returning to house arrest. Rogue "Milos" [Beruk] delivered the Book of Thoth to Prince Khaemwaset and resumed his disguise as a merchant....
> Treasure list [for D&D4e "F.B.I." Session 58, 26 Oct. 2009]
+2 Armor 360gp
+2 Bloodcut Armor 4,200 (840 sell/components)
Armor: Leather, Hide; Enhancement: AC
Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn. (Val has claimed)
+2 Ghostphase Armor 4,200 (840 sell/components) Armor: Cloth
Power (Daily): Minor Action. Become insubstantial until the end of your next turn
-Lifedrinker +2 longsword 5,000 (1000 sell/components)
Enhancement: Attack rolls and damage rolls; Critical: +1d6 necrotic damage per plus
Property: When you drop an enemy to 0 hit points or fewer with a melee attack made with this weapon, gain 5 temporary hit points.
-50 gold pieces for guides; Leaves 832gp in party fund
>What do you know, bloodcut armor is the armor of choice! Well, last nights treasure totals and distribution no prices for stuff distributed:
-Bracers of Defense and Belt of Sacrifice to Kurick
+2 Club of Berzerker rage to Koff
-Bloodcut armor ground to residuum 840 altogether 120 gp each
700 g.p. (100 each)
832 g.p. in party fund.
>By the way, I know we missed a couple of sessions this month, based on last loot list we have 260 gp in residuum due for all of us (know one clamed the cloth armor or necrotic sword listed below). Did everyone add that to their inventory? -Beruk A./"Kimo"
>> D&D4e "Vanished Lands: the Faith-Based Initiative" Boston-area party, as of October 2009:
-Paul J.-" Rache Calistonson"-male Renshai Barbarian (Scandinavian-style Dervish) and former member of the "Broken Chains"; LGn, Lvl. 9
-Alex J.-" Kof" (short for "Marikof Lichbeard"), male Hill Dwarf Paladin of Otih, god of the sun and justice, with boar steed; LGc, Age 71 (35 human), Lvl. 9
-Beruk A.-" Kimo Adele Okono," male Zarendo Islander human shaman (proto-East African Wizard), with monkey familiar Zibu and Kitsune Tsukai (fox-woman Sorcerer) Kirara Swift-tail; NGl, Age 19, Level 9
-Greg D.C.-" August Rilde," male Hifalendorin/Barbari human scout (Rogue); TN, Age 21, Lvl. 9
-Brian W.-" Val Shriboe," male Gokuri Tiefling (devil-touched) Warlock, with Imp assistant Szaboch; LNg, Age ~50, Lvl. 9
-Sara F.-" Tonks Cinderclaw," female Gokuri Dragonborn Fighter; CGn, Age 21, Lvl. 9
-Dave C.-" Kurick Stormborn," male Skaevingol (Viking-style) human Warlord; CGn, Age 21, Lvl. 9; with hirelings Roga Far-runner and Ortol the Grim, and panda steed "Sir Fluffles von Cutenfur" (back in the Gusorin Confederation)
>>Associates and Guests:
-Paul J.-" Dante Nentor," male Hifalendorin (proto-Western European) human Ranger; NGc, Age 19, Lvl. 9
-John C.M.-" Harald Grimson," male Skaevingol (Viking-style) human Warlord; NGl, Age 21, Lvl. 5
-Josh C.-" Guthfrith," male Grugach (Wild Elf) Cleric of Wotan (Odin, the allfather); CNg, Age 31 (16 human), Lvl. 1
-Anna G.-" Jan," male Skaevingol human Cleric of Ismiltar, matron of magic; LGn, Age 20, Lvl. 2
-Dexter V.H. (teleconferencing team)-" Bellanora," female Mountain Dwarf Paladin of Vulkan (Moradin); LGn, Age 45 (21 human), Lvl. 1
-Byron V.O. (teleconferencing team)-" Isen Dukan," male Shan Sao Wu Jen (eastern Halfling Wizard), member of "Gan Fen Dao"; CGn, Age 30 (18 human), Lvl. 1
-Rich D.-" Xit Tuphain"-male Shengtese human Xuitein (eastern wandering Monk); LNg, Age 26, Lvl. 8
>> See other files for the latest party rosters and updates for the following games:
>> Fantasy campaigns
-Gene D.'s D&D4e " Vanished Lands: the Faith-Based Initiative"
-Gene D.'s Pathfinder: " Holy Steel" teleconferencing team
-Gene D.'s D20 "Gaslight Grimoire" (steampunk/fantasy)
-Paul J.'s Pathfinder ("D&D3.75"): " Crossroads of Eternity"
-Brian W.'s Savage Worlds: " Fierce Frontier" and other games
-Dave S.C.'s Dungeons & Dragons Fourth Edition "Attos"
-Lord of the Rings Online multiplayer online game
>> Comic book superheroes
-Gene D.'s D20 Mutants & Masterminds 2e: "Drake's Port" scenarios
-Paul J. and Josh C.'s D20"M&M"2e games
-City of Heroes: " Dimensional Corps Online" supergroup
>> Space opera RPG
-Dexter V.H.'s D20 Star Wars: Saga Edition "Revenge of the Sith"
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|  | Posted 28th October 2009 at 05:55 PM by dmccoy1693 (Brazer Blog)
Updated 28th October 2009 at 06:10 PM by dmccoy1693
With ability scores needing to be rolled, I can't set certain things about my character in stone just yet. Others, however, are independent of anything to be rolled. I'm at 5th level so I have a bit of flexibility in my character creation.
Skill points are the first thing to come to mind. While I don't know what my Int score is yet, I do know that I get 6 skill points per level if I have a 10 Int or an 8 Int with all my favored class bonus put into skill points. So it seems reasonable to lay out the skills with that assumption. I can add more rather quickly should I have a 12 or higher. Unless someone in the group put their points in skill not favored by their class, the sorcerer might be good at bluffing and the paladin might be good at diplomacy. But I want my character to basicly be a con artist (a GOOD con artist) so I'll fully fund bluff and put a little in diplomacy. We're playing in Korvosa so either Knowledge (nobility) or Knowledge (local) would be good. With a bonus of 1/2 my character level to all knowledge checks and being able to make all untrained, I don't have to divide up my skills among a ton of skills. I can instead be an expert in one have just heard a smattering of everything else. I'll settle on that later. Fully fund perform. I want to perform while using my bow so singing is the type I'm going for. Also fully fund Perception, Sense Motive, and Slight of Hand. Hmmm running out of skill points. I'm dividing the rest between Spellcraft and Stealth. I'm not thrilled about this. I normally prefer to fully fund Spellcraft, but I am not going to be a primary Spellcaster since the entire rest of the group can cast spells. And I would much rather have Stealth fully funded, but I'll just have to hope for a high Int.
Next, Feats. Extra performance for sure. I'm taking a bow so having Point Blank Shot will allow me to get Precise Shot eventually. What else? I flip back to the bard section. Distraction and Countersong both require a Perform roll. So cracking out perform might be a good idea. Skill Focus (Perform) is what I eventually settle on. So without my ability score modifier, I currently have a +11 to my singing ability to Countersong and +0 for Distraction. That's not good. Do I REALLY need 2 skill points in diplomacy? Na. 1 skill point in diplomacy and 1 in another type of performance that works with distraction. I'll figure it out later, but just put it there for the moment. So with 1 skill point, that +0 jumps to a +7. Much better. Do I need to specify the speciality for the Perform skill? I'll ask the GM later.
Spells. My spells known are fixed so I might as well choose them all. Must haves: Prestidigitation (yes, an absolute must have), Dancing Lights, Lullaby, Message, Ghost Sound, Open/Close (those last two are great for distracting guards), Grease, Hideous Laughter, and Tongues. Since we're already 5th level, Sleep might not be as readily useful, but having the -5 to perception would be useful nonetheless. Tongues means I don't have to put any ranks in Linguistics. Maybe I should just buy a scroll or two of that instead. We've got 3 people in the group that can cast cure spells so I shouldn't need to take that. Invisibility and Minor Image are also a good choices. Enthrall is tempting. Very tempting. I'll leave the rest for later.
Onto class features. Bardic Performance. Check. Bardic Knowledge. Check. Versatile Performance. Check. WAIT! WAIT! Uncheck that last one. Let me see if I got this straight, I can use my Perform skill with all bonuses in place of other skills?!? AWESOME! What can I use Perform (sing) for. ... *blink* Nothing??? Checks the Pathfinder Reference Document. Bluff and Sense Motive. DOUBLE AWESOME SAUCE!!! Defund Bluff and Sense Motive entirely. I now have 10 more skill points to spend elsewhere. Stealth, max funding. I'll have to figure out the rest later. What should I choose at 6th level, that's 1 level away, I can defund another skill mostly. Percussion is nice. I don't have anything in either Intimidate or Handle Animals so I'll be ok with that. But ... seriously try finding a halfling scary. Wind has Diplomacy and Handle Animals. But then I don't have a Perform skill in something that uses Distraction. Act, Oratory, and Comedy overlap with Singing in some way. Dance is the only one left but it also grants Fly.  Well, you never know when I might be flying. A dancing, singing halfling. Am I circus act or the opening of a bad joke? No matter what, it'll be fun.
I'll have to look at equipment later. I've got to get going. Until then, have fun.
Dale McCoy is President of Jon Brazer Enterprises. Visit our website to find out about our upcoming Pathfinder Compatable product: Book of the Faithful: The Power of Prayer.
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|  | Posted 26th October 2009 at 06:50 PM by edemaitre Fellow role-players, I hope you had a good weekend. The pet cemetery tours that Janice and I helped with for the Animal Rescue League of Boston went well, despite the rain.
Dexter and Paul, we missed you at last night's Pathfinder : "Holy Steel" teleconferencing session! Here is my update for that heroic fantasy game, which I ran using Skype on Sunday, 25 October 2009:
"28 to 31 December 1230 B.C.E.:" The team known as " Holy Steel" had traveled from the " Vanished Lands" to the distant empire of Khemet (New Kingdom Egypt), where they encountered plots perpetrated by cultists of Set. While on a diplomatic mission at the court of Pharaoh Ramses II, Drow Ranger "Faelonia" [Dexter V.H./absent] had disappeared, but her companions had recovered the Book of Thoth from the pyramid of Unas.
The travelers approached Pi-Ramesses (Per-Ramesse) from Bubastis to the south, along the mighty Nile River. Khery-heb (Wizard) "Derek" [Paul J./absent] cast Nondetection on the case carrying the Book of Thoth and noted that he would soon have to return to his world (Paul's Pathfinder: "Crossroads of Eternity").
After some discussion, "Ibrahim" [Byron V.O.] said he would enter the capital first. The pesedjer Ghazi/Khery-heb (human Paladin/Wizard) planned to report at the temple of Amun, accompanied by fellow Ghazi Nebkar, Eseteri Kahin (Elf Druid) Arianna, and Ibu, the officer assigned to escort him while he was on temporary release from house arrest while awaiting a kenbet (trial) for treason.
"Milos" [Beruk A.] reluctantly agreed to bring the Book of Thoth to Prince Khaemwaset, the high priest of the god of knowledge, head of the Medjai (secret police), and the archaeologists' royal patron. The pesedjer khebenti (human Rogue/Gatecrasher) donned local garb with qedeshot (Bard) Nialla and shaman (Cleric) Vian.
Caracal-woman Shikari (feline Ranger) Raziya and awakened cat Rafi stayed outside the city with Derek to search for dragons Quenamun and Thilgatha, as well as Faelonia and her squad. They hoped to stay one step ahead of the evil followers of Set.
Neb acquired a boat for Ibrahim and company, who openly entered Pi-Ramesses' north gate. They noticed an ancient silver dragon and a surprised blue drake guarding the area. Ibu announced Ibrahim's return and got an armed escort to the temple of Amun, god of rulership. Ibu carried evidence for Ibrahim, who was searched.
During the commotion caused by the accused shova (traitor), Milos slipped into Avaris through its southern gate, where he had previously spotted with his spyglass a huge black dragon playing senet, a board game, with an ancient brass dragon. Nialla pondered about what could compel -- and feed -- so many large creatures working together.
Bold Ibrahim and his followers strode right into the temple of Amun before being stopped by priests and guards. The king's charioteer demanded to be brought to Hunumethet, chief ghazi of Isis. She came to him with 12 armed Ghaffir and 12 priestesses, and they went to talk privately.
Relieved to be among friends (for the moment), Ibrahim gave a full report on his findings at the pyramid of Unas, including how cultists of Set had desecrated the tomb. He presented evidence, including Memory Crystals with images of the sacrilege, weapons from summoned monsters, and rubbings taken of altered enscriptions.
The Clerics of the goddess of magic were shocked as Ibrahim, Arianna, and Neb described demonic guards and the dimensional portal installed in a mortuary temple. Most damning of all was a letter linking Prince Sethemwie, the current crown prince, to the illegal activities.
Hunumethet expressed dismay and noted that the items must be shown at Ibrahim's kenbet, both to clear his name and to uncover a potential coup. She also agreed to hold the evidence until the knight needed it, because he would again be searched and interrogated back under house arrest.
Meanwhile, out in the dusty streets, Milos hid the Book of Thoth in a cart of onions and rode past apartments, warehouses, and palaces to the temple of Ptah. The stealthy Rogue covertly notified one of the Medjai of his presence and was led by an old woman to a small courtyard behind the temple of Utu.
There, Milos, Nialla, and Vian found several people preparing fragrant foods, including fresh bread, stews, and roast duck. While making small talk with the old lady, Milos realized that she was Khaemwaset in disguise!
They discreetly discussed getting the relic to safety and Ibrahim's situation. The prince told the khebenti to avoid the villa he had rented previously, as well as the chapel of Isis, because they were being watched by Settites. Learning of a decent hotel, Milos left the artifact in the temple precincts with the disguised high priest.
Before leaving the temple of Amun, Ibrahim swapped his enchanted plate-mail for a less valuable suit and handed over custos (intelligent khopesh) Akhu for safekeeping. Hunumethet said she would send some troops south to Saqqara to secure the pyramid of Unas but explained that she could not yet openly defy Prince Sethemwie.
Amid confused crowds, Ibrahim returned to the custody of the pharaoh's guards, some of whom were doubtless agents of serpent-headed Set. Although the empire was still mourning the deaths of Prince Ramessu and Queen Isetnofret, he hoped for a speedy trial to thwart Sethemwie's plot.
Elsewhere in the port city, Milos cautiously resumed his cover as a merchant and expected to hear from agents of Assyria....
Sometime later and far to the northeast, the [face-to-face Boston-area D&D4e party] "Faith-Based Initiative" stopped by the village of Pledwilt on the Plains of Sathendo. The wanderers helped "Kurick" [Dave S.C.] set up his fiefdom of "Stormhold" before continuing on their way to the Bamor Mountains and (they hoped) the Helm of Gunnar....
As always, please stay in touch with one another and remember to update your Player Character records. Also, we'll all need to review our notes on relevant N.P.C.s in Pi-Ramesses before next weekend! Take it easy, and have a Happy Halloween, -Gene
>> Pathfinder: "Holy Steel" team roster (as of autumn 2009/"winter 1230 B.C.E."):
-" Faelonia Telcontar" [Dexter V.H.]-female Drow (western Dark Elf) Ranger/Aristocrat, ambassador, and champion of Vulkan; NGl, Level 12/2
-" Rellim Dorathan" [Mark M./Non-Player Character]-male Quelanthi Fighter/Cleric of Aerdary (High Elf: Labelas), friend of Faelonia; CGn, Lvl. 5/5
-" Noony..."-male Svirfneblin "scout" (Deep Gnome Rogue) and follower of Faelonia; NGc, Lvl. 8
-" Argentis"-female young adult silver Dragon Sorcerer, companion of Faelonia, along with wolf Facon and hawk Azrael; NGl, Lvl. 5
-" Dalis"- Heart Bow, Protector of the Wild, intelligent artifact currently borne by Faelonia, along with the Bracers of Air Control, NGl
-" Ibrahim al-Sufaia" [Byron V.O.]-male Suthern human Ghazi/Khery-heb (Egyptian Paladin/Wizard) of Isis and former "Dragonslayer"; age 27, LGn, Level 13/3
-" Nebkar 'Neb' Khaneferu"-male Suthern human sailor/Ghazi (Paladin) of Ishmas, former follower of Jaguar Woman Ranger "Grace" [Carolyn M.P.] currently attached to Ibrahim's team; LGn, Lvl. 1/7
-" Arianna Leafsplitter"-female Sylvan (Wood) Elf Druid and follower of Ibrahim; TNg, Lvl. 8
-" Quenamun"-female young adult gold Dragon Cleric of Bahamut and steed of Ibrahim, along with Blink Dog "Bink" [Stuart C.G./N.P.C.]; LGn, Lvl. 6
-" Akhu"-male Custos (enchanted khopesh), former Paladin of Ishmas/Isis and mentor to Ibrahim; LGn
-" Milos Valoren" [Beruk A.]-male Barbari human scout [Rogue/Fighter/Gatecrasher from Ted A.H.'s D&D3 "Solar Gods: the Ether Wars"] and former "Liberator"; age 27, CGn, Lvl. 10/3/3
-" Thilgatha/Rhiannen?"-female young adult copper Dragon Fighter and companion of Milos; CGn
-" Nialla Burkin"-female Suthern human Qedeshot/Battle Dancer (Bard/Monk), former crewmember of the "Dragon's Bane" and follower of Milos; NGc, Lvl. 7/1
-" Vian"-female human Guti shaman (barbarian healer) and follower of Milos; CNg, Lvl. 9
-" Onslow"-male Demi-Elf (Half-Drow/human) Barbarian from the "Crossroads of Eternity" [Paul J.'s D&D3.75 campaign] and late follower of Milos; CNg, Lvl. 8
>> Associates:
-" Lord Mage Derek Ranell" [Paul J.]-male human Wizard from a Prime Material plane parallel to the "Vanished Lands" (Paul J.'s "Crossroads of Eternity"); age 30, NGc, Lvl. 16
>> See other files for the latest party rosters and updates for the following games:
>> Fantasy campaigns
-Gene D.'s D&D4e " Vanished Lands: the Faith-Based Initiative"
-Gene D.'s Pathfinder: "Holy Steel" teleconferencing team
-Gene D.'s D20 "Gaslight Grimoire" (steampunk/fantasy)
-Paul J.'s Pathfinder ("D&D3.75"): "Crossroads of Eternity"
-Brian W.'s Savage Worlds: "Fierce Frontier" and other games
-Dave S.C.'s Dungeons & Dragons Fourth Edition "Attos"
-Lord of the Rings Online multiplayer online game
>> Comic book superheroes
-Gene D.'s D20 Mutants & Masterminds 2e: "Drake's Port" scenarios
-Paul J. and Josh C.'s D20"M&M"2e games
-City of Heroes: "Dimensional Corps Online" supergroup
>> Space opera RPG
-Dexter V.H.'s D20 Star Wars: Saga Edition "Revenge of the Sith"
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|  | Posted 26th October 2009 at 06:38 PM by dmccoy1693 (Brazer Blog)
Updated 27th October 2009 at 03:41 AM by dmccoy1693 (Better Title (not much but still))
After a long break, I'm joining up with a new RPG group (trial basis for the time being). I'll be joining an existing group in the middle of an existing Pathfinder AP using PFRPG rules. After talking with the GM, we came up with the basic concept of me playing a bard. He commented that he was excited about seeing how the new bard worked. I was interested as well; my last bard (3.0) flopped pretty hard. And I figured there were others out there interested in seeing how the new bard played. So ... here I am, sharing my experience.
The AP is Curse of the Crimson Throne. So if you haven't played it yet, there might be spoilers in here. I'm going to try to focus mostly on the bard and how it played, but I can't guarantee that some roll I make might reveal some important info and I report on it.
I don't have info on ability score generation/starting gp, but there are some things I have pretty much decided on. 1) Feat: Extra Performance. It gives 6 extra round of Bardic Music per day. Compared to the other group member, I have two real areas of differentiation: skill points and bardic music. So I should play these areas up. 2) race: halfling. I've played humans before. the new half orc is actually golden for a bard but I don't want to push things that much when I'm new to a group, elves and gnomes would also be good choices (elves for the magic penetration and dex bonuses, gnomes for the cha/con bonuses) but I feel I tend to play a character that can more universally get along with everyone as a halfling so I am going that route. 3) short bow: after a few quick calculations I figured out that a bard really needs to be good at every ability. Cha for bardic music/deceiving, Wis to notice when they're being deceived, Int for lots of skill points (so they can deceive better), Con to survive the hit form someone I failed to deceive, Dex to get away from those figured out I deceived them, and Strength to do damage. Well, of those, I can tank Strength if I only fight with a short bow. So that saves me some ability points right there. Con, sad to say, is probably going to be a 10, if not lower. Besides, the party has a paladin, druid and a cleric (and a sorcerer, but that's not helping nor hurting this point) and they tend to be short range/melee attackers. So Str tank. And give me that short bow, the one where I don't need a Str bonus to use.
I'll give a full description of the character with reasons for the choice once I've gotten that far. Until then, have fun.
Dale McCoy is President of Jon Brazer Enterprises. Visit our website to find out about our upcoming Pathfinder Compatable product: Book of the Faithful: The Power of Prayer.
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|  | Posted 22nd October 2009 at 01:49 AM by pawsplay
Why do electronic downloads need to be cheap? To sell someone a book, you need merely convince someone it is worth the money for the convenience of being able able to read it at any time. To sell someone a PDF, you must convince someone that your book is good enough that its creator deserves to be rewarded for their labors. While there is certainly an ethical argument to be made there, this point is mainly important because of casual infringement. You will never dissuade premeditated crime, and you can ask any reasonable thing of your loyalists. But to sell to a disinterested stranger, you must show them, "This book has value and should be preserved in this world." The legalistic argument is but one, and has limited persuasive power to some. That is why the price point of the digital product is lower than for a physical product.
A PDF must compete against a number of other options: illegal piracy, a different PDF that costs less, other free things on the Internet worth reading, their own labors and activities, etc. The price point of a physical book remains higher than than that of a PDF as long as a book remains of superior value to the typical customer.
| Cat with a Mouse | | Views 327
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|  | |
Well with my first gaze into the crystal ball beyond the darkened veil, I can see a method of combat interaction that neatly draws from the previous three editions; evolving the mechanics of combat into something fresh, interactive and more representative of the to and fro of battle. The following presents the fundamentals of this new system. This will be followed up with the next entry being an in depth discussion of the issues that are being addressed and why these deliberate changes were made. I hope you enjoy this glimpse into the future of D&D (as I would like to see it anyway). INITIATIVE & COMBAT Combat
Desperately swinging a sword to distract some hideous beast from your ally’s prone body, surveying the battlefield before unleashing an eldritch cascade of arcane power or reacting to a giant missing your head by somersaulting through his legs to strike at an unprotected enemy are some of the typical heroics and actions involved in combat.
Combat centres on the careful interplay of action and reaction amongst two or more combatants. The rules for what may be done are carefully structured to not only present an enjoyable gaming experience, but to also simulate the heroics, bravery, magic and treachery that is at the heart of fantasy. Initiative Score
A combatant’s initiative score represents their core ability to act and react in combat. It is a measure of their reflexes and agility, capacity for action, and wisdom and experience in battle. The greater a combatant’s initiative score, the greater is their capacity to react to the actions of other combatants.
In terms of mechanics, a character’s initiative score is not modified by a d20 roll and will remain the same during combat. Occasionally, certain circumstances may provide a momentary increase or decrease to this initiative score such as bonuses when a combat begins and certain combatants explode into action or penalties when a combatant has their wits knocked out of them. The Structure of a Combat Round
Combat is organised into a series of discrete rounds. A round represents approximately six seconds of time in the game world in which combatants have the opportunity to act and react, to gain advantage, curry success and avoid failure.
The quickest combatant (the one with highest initiative score) gets the drop on all the other combatants and gets to act first – be it blasting an enemy with a magical staff, striking an off-balance foe or desperately running for cover. Once the character has acted, they may freely perform reactions for the rest of the round. Reactions are additional actions that may be performed in reaction to something, such as parrying an incoming strike, shifting out of range when a threatening enemy has just been wounded or holding up a shield when the immediate vicinity is blanketed by fireballs.
That first combatant is followed in order of initiative score by all other combatants. Once a combatant has had their initiative turn, they are entitled to freely perform reactions during the rest of that round. This continues until all combatants have acted, at which point the current round is ended, any un-used actions are ignored and a new one begins with the quickest combatant acting first.
It should also be noted that most characters can perform immediate reactions, which may be performed in reaction to any action at any point in the round. However, doing so costs the character more dearly in resources to the point where such immediate reactions may not be viable or even possible. Actions in Combat
Each combatant can act a number of times across a round of combat. Actions and reactions are classed into either primary actions or secondary actions. A primary action represents the major action that the combatant is focused on performing in a round such as charging into melee with a weapon, casting a spell, or even running at top speed. Secondary actions are minor efforts used to augment the primary action or to aid, or also to react to other actions or reactions. Secondary actions may include parrying an incoming blow, blessing an ally, upgrading a strike to a power attack, the drawing in of energy in readiness of casting a spell, making an opportunity or cleave attack, directing a summoned creature or tactically shifting a few steps of movement.
All characters and creatures can perform a single primary action as well as a number of secondary actions in a round. The greater a combatants skill level and experience, the more secondary actions they are able to perform in a round. For example, a wild animal such as a wolf may only have one secondary action to go with their primary action where as a master swordsman may have five or even more secondary actions as well as their primary action. The Structure of a Combat Encounter
Combat is organised in a series of discrete rounds of action but to begin an encounter, there are several different options. First is the surprise round option where one side or another is waiting in ambush to initiate hostile action against any encountered would-be-combatants. Only aware combatants are allowed to act in this abbreviated round using only a single action (be it a primary or secondary action).
Second is the parley mode option where all characters and non-player characters are involved in some manner of discourse that will either end the encounter without hostility, or where the parley mode is used to gain advantage when hostile action begins. This allows certain tactical movement or readied action, bluffing, intimidation or diplomatic communication and is aimed at encouraging some manner of discourse and preparation before certain encounters to gain specific advantages rather than just a headlong rush into combat.
Third is the direct attack option. This is where everyone is aware of all other combatants and battle begins in a regular manner in a normal combat round where all combatants may act according to their initiative. This is usual when the player characters attack a beast with little interest in pre-battle antics or conversation.
Once combat begins, a combatant is considered flat-footed until they have acted. This means they cannot perform any immediate reactions until they have had their first initiative turn. Combat continues as previously mentioned, round after round until one side or the other is defeated.
A combat ends when either the player characters or all the foes they are facing are defeated. Defeat comes in several flavours such as escaping, surrender, being bloodied, maimed or knocked unconscious or in some cases, the ultimate defeat of being killed (and possibly eaten or disintegrated). This takes gameplay out of combat initiative mode and into a different mode of gameplay. Next Time... Catch the next installment, a follow-up discussion of the issues of initiative and combat structure that are being addressed and why I see these changes as the natural evolution of the game. | Wizard of Oz | | Views 292
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|  | Posted 21st October 2009 at 12:33 AM by Erik Mona (Mona's Musings)
There’s something to be said for taverns.
No, I don’t mean the aging, borderline run-down beer-and-burger joints in the side alleys of most American cities, though I’ve a soft spot in my clogged arteries and beer belly for those, too. I mean the bog-standard cliché-ridden hives of scum and villainy that lie at the heart (or at least the opening session) of nearly every fantasy campaign in the universe.
Although I play in a bi-weekly Pathfinder RPG campaign in the spacious and exciting new Paizo offices, I’ve considered myself a GM first and player second ever since I first picked up the funny dice back in the early 1980s. By that token, despite the fact that my barbarian Ostog the Unslain ravages the stunty humanoids of the world of Golarion every fortnight, I still consider myself “between campaigns” at the moment.
My last true game petered out about two years ago. It began as the official playtest of my first adventure for Dungeon Magazine’s Age of Worms Adventure Path, which I conceived and edited with my co-worker James Jacobs. The game started at a crazy time for Paizo, and since it consisted entirely of colleagues who also worked at the office during this crazy time, the game suffered more cancellations that any I’ve ever been a part of. Over time it became maddeningly difficult to rally the eight (!) players together for an evening of play, and somewhere around the middle of the Adventure Path enough employees had moved on that even polishing it off with a final mega-session became an unrealistic expectation.
Irregular as it was, though, it was a hell of a lot of fun, and the group of players became like a second family to me. We managed to squeeze a couple of years worth of bi-weekly (ok, ok, monthly) sessions out of only six magazine adventures, plus all of the random stuff about bullywugs and Wee Jas and the town of Diamond Lake that I added to fill gaps in the main plot and to maintain my players’ interest. As much as I enjoyed the Age of Worms scenarios beyond my own kick-off adventure, my favorite memories of the campaign come from the stuff I invented specifically for my players, and it’s that material I regret not following up on and tying up, far more than the big exciting fights against the dracolich Dragotha and Kyuss himself, which is where the campaign would have ended up had I followed through on its written conclusion.
Last time around, getting the player characters together was easy. After editing Dungeon for a couple of years and putting a huge amount of brain time into getting the party together for a given adventure or campaign when designing “adventure hooks” (which authors often helpfully left out completely), I decided to just say to hell with it and literally started the party at the front door of the opening dungeon.
Sure, I asked each of the players for a bit of backstory and did my damnedest to cobble together some contrived reason why the player characters all knew each other, but in the end I started them at the simplest place I possibly could have: the front door of the dungeon crawl.
But not all campaigns begin with a dungeon crawl, and I am loath to repeat myself. In the years since my last campaign began I’ve often thought about how it all started, and I’ve never been fully satisfied. Next time around, I’m going to have to do something better.
Next time around is looking like it may be sooner rather than later. I’ve got a hankering to get around to running a campaign based off of a huge edifice in the Pathfinder world called The Spire of Nex, a mile-tall tower than juts over the horizon of the fantastic metropolis of Absalom, the City at the Center of the World. Absalom is the centerpiece of the world of the Pathfinder Chronicles, surrounded by the ancient fortresses of the countless would-be tyrants, archmages, and petty dictators who have tried to take the city by force over the last few thousand years. The city itself has never fallen, but it hasn’t stopped the bad guys (or deluded good guys) from giving it a go over the centuries, and all of these ruined towers, castles, extradimensional hidey-holes, and tombs make for ideal adventuring spots just a hop away from the city itself.
I’ve been working on Nex and his tower for a few years now, scribbling hideous traps and ideas for cool NPCs into my beloved notebooks. I’ve always wanted to try a mega-dungeon campaign a la Gary Gygax’s Castle Greyhawk or Ed Greenwood’s Undermountain, and the Spire of Nex is my way of doing a mega-dungeon without all of the problems that can so easily creep into that style of campaign.
The original Temple of Elemental Evil is one of my absolute favorite AD&D adventures of all time thanks to the brilliant Hommlet and Moathouse sequence and some really inventive and challenging encounters and NPCs. I’ve run the first part at least four times during my gaming career, and even new-school players who came into the game with third edition respond well to the challenges and open-ended nature of the adventure. Once you get into the Temple of Elemental Evil proper, however, the real trouble begins, and the true villain of the adventure rears its bestial head. No, I’m not talking about Lareth the Beautiful or even Zuggtmoy the Fungus Queen. I’m talking about the REAL villain in a mega-dungeon: BOREDOM.
Shortly after I joined the staff at Wizards of the Coast in 1999, I received a gift from the gamer gods when Monte Cook invited me to play in his official playtest for his revised third edition version of that adventure, Return to the Temple of Elemental Evil. I subsequently played in Cook’s Ptolus campaign for seven or eight years. I consider Monte the finest DM I’ve ever had the chance to game with, and the lessons I learned watching him over this time could fill a book. I consider his “Return to” the best nostalgic adventure of its day, and a lot of the stuff he added flat-out improved the original module. But even Return to the Temple of Elemental Evil gets boring in parts (how many times do you have to fight gnoll guards before you get the idea?). Even in this vaunted playtest with a vaunted DM running his own vaunted re-take on a vaunted mega-dungeon classic, there was an everpresent risk that things could get a little repetitive and boring.
So why do I want to inflict a mega-dungeon on another group of gamers, when even my own experiences suggest that the format doesn’t stand up well to long-term play? Well, I’m a bit of a glutton for punishment, I suppose, and now that the final Pathfinder rules are out a lot of my friends have been bugging me to start something up. I’ve run a few levels of the Spire of Nex at various conventions over the last couple years, and I really miss the thrill of GMing a semi-regular game. I also have a hankering to run an entire campaign in which the players are trapped in an inescapable multi-dimensional prison with lots of linkages between “worlds,” and to see what happens when a mega-dungeon becomes the total framework for a campaign. What I envision is a sort of Castle Greyhawk meets the TV show Lost, with the PCs essentially marooned on an anchorless amalgam of “stacked” demiplanes that they must explore one by one to find a way out.
My notebooks are filled with scribbled notes about planar mechanics, gateways between realms, concepts for imprisoned demiplanes and the creatures who empower them, and all sorts of other crazy ideas and schemes. I know who the ultimate villain of the adventure will be, many of the key encounters along the way, and the solution to the riddle that binds all of the demiplanes together. I’ve got plenty of notes about fun encounters that I know my players will enjoy. Hell, I’ve even outlined a novel featuring a couple of my fiction characters exploring the dungeon. But it’s all been organic, day-dreamy “fun” design, and only now am I thinking about the adventure in terms of something I will actually play, and will most likely play soon.
Which brings me to the same problem a GM must face every time he sits down to conceive a new campaign. How is it going to begin?
The very first adventure in the Spire of Nex arc, wherein the PCs become imprisoned in the dungeon, is set at level 5. I did this to give the players some practical experience before they set out on a very dangerous adventure, but now I find myself with five levels to fill. Before I figure that out, I’ve been agonizing over how to get them together.
At the same time I’m also writing a big two-round adventure for Paizo’s Pathfinder Society organized play campaign. Getting the party together there is easy, because all of the players belong to the Pathfinder Society, a sort of adventurers’ guild. The four-hour events are essentially missions given to the PCs, and the PCs comply because they belong to the organization. Well, really they comply because they know they only have four hours to get from the beginning to the end of the adventure, which means as little time as possible needs to be taken up by technical stuff like getting the party together.
But a home campaign is not the same thing as a four-hour convention event, and I feel like my players deserve something better than “so you’re standing outside the dungeon” or “so you somehow all know each other.”
In the past I’ve started the action right in front of the PCs, so that they’re all riding in the same carriage when a strange event occurs, or they’re all walking down the same street when chaos ensues. I don’t want to do either of those again, and nor do I want to do the same old trick of “each of you knows this NPC in peril” plot hook that was so popular with Dungeon authors that we started cutting it after a while. For the time being, I am well and truly stumped.
Which brings me back to taverns.
Starting off a campaign with the PCs randomly wandering into an adventure hook in a tavern and then randomly deciding to team up to take on said challenge is a perfectly functional way to start off an adventure or even a campaign. It’s popular (and cliché) because it works. But I’ll be damned to eternal hell if I’m going to use it on the gang of persnickety game designers and professional writers who call themselves my friends. I’d never hear the end of it.
So I’ve got to put some serious brain time toward this issue, and I need to come up with something creative. Sitting here at this desk hasn’t generated any ideas, so perhaps I need to change my environment. I do most of my best thinking in public, and I’ve found that nothing calms the mind like a nice, frosty alcoholic beverage, the dingier the source the better.
In short, I’m off to go solve this problem over a beer.
At the tavern.
--Erik Mona
Seattle
October, 2009
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|  | Posted 20th October 2009 at 06:36 PM by edemaitre
Fellow role-players, here is my update for Session Yb-4b.57 of my D&D4e "Vanished Lands: the Faith-Based Initiative" fantasy campaign, which I hosted in Needham Heights, Mass., on 19 October 2009: In one ancient world, there was a region where strange majicks and demihuman races thrived. The "Vanished Lands" were blessed by the gods and cursed by prophecy. Travelers became adventurers, and adventurers strove to be heroes in the face of many perils and wonders.
After other bands of mercenaries and diplomats fought humanoids in the northwestern borderlands, sailed the pirate-infested Sea of Nagendwa, and wandered the hostile Halmed Desert, the "Faith-Based Initiative" gathered on the Plains of Sathendo to defend the peoples of the barbaric Gusorin Confederation....
"26 to 30 April 1229 B.C.E.:" After encountering warlords, witches, and monsters and wandering across forests, deserts, and seas, the "Faith-Based Initiative" had resumed its quest for the Helm of Gunnar, the third of three Barbari relics. The adventurers rode north from Hesolin, capital of the (proto-Western European) human kingdom of Hifalendor.
After stopping in the villages of Histarnali and Chevroln, the party approached Pledwilt, which "Baronet Kurick" [Dave S.C.] planned to rename "Stormhold," since the Skaevingol (Viking-style) human Warlord had been granted the area as his fiefdom. But first, he had to pass through some wooded hills.
"August" [Greg D.C.] spotted tracks of two giants and crept ahead until he could see their camp. The Hifalendorin scout (Rogue) reported back to his companions. Kurick volunteered to talk with the large humanoids, and "Kimo" [Beruk A.], "Val" [Brian W.], and "Tonks" [Sara F.] went with him.
Bold Kurick introduced himself to the hide-clad giants, who were named Blodget and Piker. They were wary of Tonks, confusing the Dragonborn Fighter with the Draconians of the nefarious kingdom of Gokuri. Val claimed to be a satyr, but the Firbolgs recognized the Tiefling (devil-touched) Warlock as something else.
After Val, Tonks, and Zarendo Islander human shaman (proto-East African Wizard) Kimo went away, the giants shared their stag dinner with Kurick. He learned that they had been poaching livestock from farms rather than fight for the Nannuattan (eastern Dark Elves) of Gokuri. The Warlord offered Blodget and Piker a place in his nascent army, and they agreed to visit Stormhold the next day.
Meanwhile, Hifalendorin Ranger "Dante" [Paul J.] had pitched camp nearby. (Dwarf Paladin "Kof" [Alex J./absent] had stayed behind in Chevroln.) Later that evening, Kimo and Tonks were surprised when three beings emerged from their campfire!
Kimo cast Ghost Sound to rouse his companions, and Val chatted with the three Phoelarchs, who came from the Great Sea of Chaos. Confused, they asked if anybody in the camp was Fey and had summoned them to the Prime Material Plane. The Wizard and Warlock confirmed that the flame-haired folk weren't infernal or abyssal in origin and determined that something in the woods must have temporarily weakened the barriers between worlds.
In exchange for some arcane lore and a glimpse of an old Skaevingol treaty, the robed Phoelarch told Val and Kurick a bit of the history of the Temple of Elemental Evil in Mount Gruldar, an active volcano in the Bamor Mountains. It was once home to numerous elementals (and Tieflings) before being taken over by necromancers and then the Nannuattan and their chromatic dragon allies many years ago. They also said they had heard of Skaevingol worshipping Surtur and Loki as evil fire deities.
The Phoelarch's escort released a Phoera, a blazing bird, to hunt, while the third elemental stood quietly in his armor and watched. Dante noticed the two Firbolgs paying close attention to the conversation. Kimo and new follower "Kirara Swift-Tail" [Sara F./Non-Player Character], noted that their fiery door might be closing, so the Phoelarchs left before dawn.
The "F.B.I." emerged from the woods and approached the village of Pledwilt. Members of the local militia rang an alarm bell upon seeing the two giants, but Kurick ordered them to stand down as his kinsman Gygar welcomed the new feudal lord. Gen. Saverio Dreogan reported that he was in the process of training the Skaevingol and Hifalendorin mercenaries whom Kurick had recruited in Hesolin.
Swift Dante found his father, Tergan Nentor, sitting in the town square with local headman "Tway" [Frank P.D./N.P.C.]. The Rogues were auditioning local women to be "goodwill ambassadors." Kurick approved, but Dante did not.
Robed Kimo and Kitsune Tsukai (fox-woman Sorcerer) Kirara searched for fellow spellcasters, eventually finding a hedge mage, an herbalist, and an acolyte of Yondalla named Matteo. They offered to send two of them to Hesolin's Magisterium (magic school/library) for training to eventually help Kurick.
Stealthy August learned of Schuyler, a Halfling (Hobbit) troublemaker who had once stolen Tway's bed as a prank. He broke into Tway's home himself, carved a dummy from the mattress, and went to Schuyler's burrow to wait.
When the Halfling returned home from the "Curt Skirt" tavern, he was greeted by August's crossbow. The Rogue was pleased to find that Schuyler had a gift for vicious combat and said that he should hone his skills and report to Tergan.
Horned Val was assigned the unenviable task of auditing the county's finances. He was aided by Carl, a scribe from Kurick's troops, and Valerie, a Halfling merchant. Pledwilt was a prosperous farming community with about 700 inhabitants and occasional trade with Elves and Centaurs to the north, but the Tiefling found a shortfall in taxes. Val suspected that some Halflings were holding out.
Meanwhile, scaled Tonks taught self-defense maneuvers to some of the peasant women, aided by Skaevingol shield maidens. Although the Hifalendorin women were reluctant to take up weapons, Tergan noted that they would need to be able to defend themselves as "goodwill ambassadors" gathering information for him and Kurick.
Dante and Emile, head of the local militia, followed the two giants into the woods. The Ranger then sent the Firbolgs back to the leaders' tents, annoying his disappointed father. After a night's rest, Dante later headed west toward Grenville.
Val made an example of one Otto, a Halfling gentleman farmer. The accountant from Hell (literally) found secret stores of wine, trade goods, and even Elven-made arms and armor beneath Otto's burrow! Impervious to bribery, Val declined the offer of immediate payment of 1,000 crowns (gold pieces) and said the Halflings would have to pay their fair share of taxes to support Hifalendor's ongoing war efforts.
Kurick introduced Sgt. Hurn Lucasson to Gen. Dreogan, who agreed to send a few troops in return to Akkon Wotarif in Chevroln. They drew up plans to add a wooden palisade to Stormhold's new watchtowers. The soldiers also planned to test the enchanted Horn of Connor against enemy warbands near the town of Chevka.
In addition, the baronet appointed Emile, Matteo, and Otto to Stormhold's civilian council, where they would sit with military leaders Gygar, Saverio, and Tergan while Kurick continued his travels for now with the "F.B.I." Satisfied that the stronghold was strengthened and in good hands, the wanderers prepared to head to Bedoni Lake and, ultimately, the Underdark in search of the Helm of Gunnar....
Sometime earlier and far to the southwest, the [Pathfinder teleconferencing] team known as "Holy Steel" arrived in Mennefer (Memphis) while on an urgent mission in the empire of Khemet (New Kingdom Egypt). Paladin "Ibrahim" [Byron V.O.] learned that royal patron Prince Khaemwaset had been recalled to the court of Pharaoh Ramses II (from which Drow Ranger "Faelonia" [Dexter V.H.] had disappeared) because of the recent death of his mother, Queen Isetnofret.
Ibrahim, Rogue "Milos" [Beruk], and their followers decided to travel to the capital of Pi-Ramesse to present evidence of a coup plot by cultists of Set. On the way, they fought Ogres riding giant centipedes! With help from priestesses of Bast, Wizard "Derek" [Paul] and company later traveled north to Bubastis, bearing the Book of Thoth....
It was good to see all of you at last week's D20 "Gaslight Grimoire" rules-light one-shot and at this week's games! Paul, please remember to bring my D&D4e "PHB2" to next week's session, and Beruk, do you have the Adventurer's Vault? Be seeing you, -Gene
>>D&D4e "Vanished Lands: the Faith-Based Initiative" Boston-area party, as of October 2009:
-Paul J.-"Dante Nentor," male Hifalendorin (proto-Western European) human Ranger; NGc, Age 19, Lvl. 9
-Alex J.-"Kof" (short for "Marikof Lichbeard"), male Hill Dwarf Paladin of Otih, god of the sun and justice; LGc, Age 71 (35 human), Lvl. 9
-Beruk A.-"Kimo Adele Okono," male Zarendo Islander human shaman (proto-East African Wizard), with monkey familiar Zibu and Kitsune Tsukai (fox-woman Sorcerer) Kirara Swift-tail; NGl, Age 19, Level 9
-Greg D.C.-"August Rilde," male Hifalendorin/Barbari human scout (Rogue); TN, Age 21, Lvl. 9
-Brian W.-"Val Shriboe," male Gokuri Tiefling (devil-touched) Warlock, with Imp assistant Szaboch; LNg, Age ~50, Lvl. 9
-Sara F.-"Tonks Cinderclaw," female Gokuri Dragonborn Fighter; CGn, Age 21, Lvl. 9
-Dave C.-"Kurick Stormborn," male Skaevingol (Viking-style) human Warlord; CGn, Age 21, Lvl. 9; with hirelings Roga Far-runner and Ortol the Grim, and panda steed "Sir Fluffles von Cutenfur" (back in the Gusorin Confederation)
>>Associates and Guests:
-John C.M.-"Harald Grimson," male Skaevingol (Viking-style) human Warlord; NGl, Age 21, Lvl. 5
-Josh C.-"Guthfrith," male Grugach (Wild Elf) Cleric of Wotan (Odin, the allfather); CNg, Age 31 (16 human), Lvl. 1
-Anna G.-"Jan," male Skaevingol human Cleric of Ismiltar, matron of magic; LGn, Age 20, Lvl. 2
-Dexter V.H. (teleconferencing team)-"Bellanora," female Mountain Dwarf Paladin of Vulkan (Moradin); LGn, Age 45 (21 human), Lvl. 1
-Byron V.O. (teleconferencing team)-"Isen Dukan," male Shan Sao Wu Jen (eastern Halfling Wizard), member of "Gan Fen Dao"; CGn, Age 30 (18 human), Lvl. 1
-Rich D.-"Xit Tuphain"-male Shengtese human Xuitein (eastern wandering Monk); LNg, Age 26, Lvl. 8
>>See other files for the latest party rosters and updates for the following games:
>>Fantasy campaigns
-Gene D.'s D&D4e "Vanished Lands: the Faith-Based Initiative"
-Gene D.'s Pathfinder: "Holy Steel" teleconferencing team
-Gene D.'s D20 "Gaslight Grimoire" (steampunk/fantasy)
-Paul J.'s Pathfinder ("D&D3.75"): "Crossroads of Eternity"
-Brian W.'s Savage Worlds: "Fierce Frontier" and other games
-Dave S.C.'s Dungeons & Dragons Fourth Edition "Attos"
-Lord of the Rings Online multiplayer online game
>>Comic book superheroes
-Gene D.'s D20 Mutants & Masterminds 2e: "Drake's Port" scenarios
-Paul J. and Josh C.'s D20"M&M"2e games
-City of Heroes: "Dimensional Corps Online" supergroup
>>Space opera RPG
-Dexter V.H.'s D20 Star Wars: Saga Edition "Revenge of the Sith"
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|  | Posted 20th October 2009 at 04:13 PM by Janx
Here's my methods for describing combat:
be familiar with the types of weapons involved in combat. Not an expert, just be aware that a short sword is more of a stabbing weapon, a longsword a slashing weapon. This will help in your descriptions (and for most swords, thrusts, jabs, slashes and hacks will be good enough verbs).
get a list of all the kinds of verbs to describe an attack. A thesaurus may help. For martial arts, know all the kinds of real attacks most schools teach is useful. One my other blog posts has such a list (as I posted one of the monk schools I wrote up, based on my own background). You don't need to be an expert, but just having a sense of how these weapons are used will help you describe attacks beyond "you hit him for 8 damage"
When a player makes an attack, describe each attack differently, using your newly upgrade vocabulary.
Don't overly describe the damage. Firstly, it gets cumbersome when the GM tries to get gruesome. Nextly, since damage in D&D is nebulous, you don't want to commit to a specific injury, lest the players try to lobby for special effects based on that injury. Additionally, combat is fast paced. Your descriptions should be as well, to invoke that feeling.
Since combat takes place in 2 5'x5' squares, there's plenty of room for side-stepping and moving and jumping, enough to explain a miss, besides just blocking it with a shield, or parrying with a weapon, be bouncing off his armor (which are also good explanations).
Here's some examples of what I tell players during their attacks:
"you jab at him, but he just barely sidesteps"
"he catches a grazing blow from your hammer"
"he deflects your attack with his sword, and readies to return the favor"
"your blade skips across his armor"
In all cases, keep it short, and choppy, just like combat itself.
Never use a description that adds more actual event or action that what happened mechanically. If your hammer attack can't knock somebody out of their current square, than don't describe it as "your hammer blow sends him flying across the room." Additionally, since you'll be describing how a PC avoids getting hit, you don't want to ascribe an action the PC didn't actually take, nor block him from his next action that he can legitimately make.
Using these tips will add flavor, without slowing down the game.
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|  | Posted 19th October 2009 at 06:20 PM by Janx
My last blog article justified the existence of magic shops. I'm going to look at the topic from the opposite.
First off, let's agree that a small community probably doesn't have a shop, as there is not enough demand or money to support it.
Nextly, let's agree that any magic shop is likely limited in its inventory. It is improbable that a shop could exist realistically, that had every item possible. It's even possible that all the magic shops in a region may still not cover all items (items may very likely have regional availability).
Those first two points bound the problem such that a PC should not expect to get whatever they want, whenever they want, just because they have the money. In short, if you are going to have magic shops, there are rational limits as to what they contain.
Let's cover the social barriers a magic shop would have to overcome.
A king might be leery of having unregulated magic items flowing through his kingdom. If he's not regulating them, he doesn't know what they are. If he doesn't know what they are, he doesn't know who has what items that could be a direct threat to him. That alone would encourage a king to restrict and regulate the flow of magical goods and services.
This means our magic shop has even less inventory, due to outlawing of certain products. It also means it can't buy or trade certain items, at least without permits and registrations.
All it takes to make this happen is a king of this mind-set (perhaps warned by a wizard advisor, who seeks to limit any threats to himself even). Then he sets up a regulatory board, maybe requiring a geas from people seeking a permit to posess, and things are rolling.
The church can also have a hand in things. In the real world, various religions considered charging interest on loans to be a sin, as the loaner was making profit, without doing work. At one point in history, the catholic church forced prices to be static on commodities, not yet being aware of the laws of supply and demand, nor the science of economics. It is entirely possible the church can condemn the use or ownership of certain items that it deems harmful to society.
Odds are good, the only things on the shelves of s magic shop would be low-threat items. Anything else would be black-market.
Lastly, let's consider the rogue element. Namely the 5 finger discount, referred to as shrinkage in the retail industry. A magic shop with rows of items on racks, particularly not behind a counter would be rife with stealing. New shop-lifting spells would have to be invented, because there don't seem to be any that can protect an entire store, not just single items. A building built for customers to walk in, would be a target for after-hours break-ins as well. Once again, requiring siginificant steps to protect against. It would take a high-level wizard to run such an establishment (which would justify the high value amount of gear he owns).
It may be possible that somebody is dealing in small quantities of items, sub-1000 GP perhaps. The risk isn't any greater than a jewelry store.
But larger stuff, is more likely to be black market, heavily regulated, or private transactions. All of it low inventory count.
Because you can easily protect that extra longsword +4 you're trying to sell. Not so easy is protecting a rack of wands, rods and staves, a shelf of armors, and rack of swords, a box of rings and a case of potions.
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|  | Posted 19th October 2009 at 04:58 PM by edemaitre
Fellow role-players, I hope you had a good weekend. Dexter, we missed you at last night's " Pathfinder: Holy Steel" teleconferencing session! Here is my update for that heroic fantasy game, which I ran using Skype on Sunday, 18 October 2009:
" 25 to 27 December 1230 B.C.E.:" The adventurers known as "Holy Steel" had journeyed from the " Vanished Lands" to the distant empire of Khemet (New Kingdom Egypt), where they had fought evil cultists of Set. Drow Ranger "Faelonia" [Dexter V.H./absent] had disappeared while on a diplomatic mission at the court of Pharaoh Ramses II, but her companions had retrieved the Book of Thoth from the pyramid of Unas.
"Ibrahim" [Byron V.O.], "Milos" [Beruk A.], "Derek" [Paul J.], and their entourage avoided Saqqara after fighting a winged serpent. They hiked directly to Mennefer (Memphis) to present the relic to Prince Khaemwaset, the head of the Medjai (secret police), a priest of the god of knowledge, and their royal patron.
Pesedjer Ghazi/Khery-heb (human Paladin/Wizard) Ibrahim disguised himself as a mercenary. Neb, a fellow holy warrior of Isis, did likewise, as Eseteri Kahin (Sylvan Elf Druid) Arianna donned nomad's robes. Ibu continued to escort Ibrahim while he was on temporary release from house arrest and awaiting his kenbet (trial) for treason.
With the corpse of Khasti (Barbarian) Onslow in tow, pesedjer khebenti (human Rogue) Milos kept a low profile and headed toward the temple of ibis-headed Thoth. He was aided by qedeshot (Bard) Nialla and shaman (Cleric) Vian and accompanied by three awakened cats, including one named Rafi.
Khery-heb Derek kept an eye out for Settite pursuers, as Caracal-woman Shikari (feline Ranger) Raziya scouted ahead. As they passed the temple of Ptah, they noticed that the pilgrims, traders, and guards in Mennefer seemed subdued.
The wanderers learned from Nefretkep, a priest of Thoth, that Queen Isetnofret had "been called to join the gods." She was the mother of Khaemwaset and his older brother Ramessu, who had also recently died under mysterious circumstances. Khaemwaset had left for the capital of Pi-Ramesse.
Ibrahim warned Nefretkep to beware of cultists of serpent-headed Set and asked for help in quickly returning north. The Clerics referred the king's charioteer to Tabubu, a beautiful priestess of cat goddess Bast.
Smitten, Ibrahim presented Tabubu with a small silver case of celestial holy water and asked her to watch two of the party's awakened cats. The young woman was delighted and began preparing for a ritual plea to Bastet.
Milos got food, horses, and healing potions, while Derek and Ibrahim studied the case of the Book of Thoth, noting that it likely had layers of curses and other magical protections. They decided to tell no one about the artifact until they met with Khaemwaset.
An hour or so later, Tabubu invited "Holy Steel" to join hands in a teleportation circle, and they were swept like a sandstorm to Bubastis. The heroes rested for the night at Bast's temple before taking their leave of the priestesses.
Before dawn, the caravan got on the road following the mighty Nile River. It was soon waylaid by four giant centipedes with Ogre riders! Clever Derek cast Fireball, killing one centipede and injuring the others, and Raziya drew her long bow.
Armored Ibrahim swung his custos (enchanted sword) Akhu, missing, but Arianna's Entangle spell slowed their foes. Neb held his attack, as Ibu watched for enemy reinforcements. One centipede bit Neb's horse, injecting venom into the wound.
Agile Milos used his Flaming Slingshot and his Bag of Boulders, as Nialla cast Pyrotechnics. Vian cast Delay Poison on Neb's steed, and Rafi was held back from the entangling reeds by Arianna. Derek cast Whirling Blade at another rider, and Raziya loosed four arrows.
Ibrahim slayed two of the brutish Ogres, who were wearing Canaanite-style clothing. Arianna fell back and missed with a Precise Shot, but Neb killed one of the multilegged menaces. Ibu blocked a mace blow intended for Arianna and was hit in turn.
Milos checked for more foes with a spyglass and killed an Ogre with his crossbow. Nialla blinded another with Glitterdust, and Derek's Whirling Blade dropped another centipede. Neb layed on hands on his horse, as the others searched the bodies and tied up the last bandit.
Jaamiz spoke strangely, leading Ibrahim and Derek to deduce that the Ogres had been attracted to the Book of Thoth but were not in direct contact with the cult of Set. The party claimed a Lesser Mace of Resist Electricity (+1/10), a Mace of Spell Resistance (+1/+12), a +3 flail, and a Flail of Slay Good Outsiders (which they intended to redeem). Milos also retrieved four suits of +4 hide armor and amulets of Apophis and Set.
"Holy Steel" left the Ogre tied to a tree for local farmers and watchmen to find and rode on to Pi-Ramesse with evidence of a potential coup plot....
Meanwile, sometime later and far to the northeast, the [Boston-area D&D4e party] "Faith-Based Initiative" had decided to leave Hesolin, capital of the (proto-Western European) human kingdom of Hifalendor and ride north on the Plains of Sathendo to resume its quest for the third of three Barbari relics....
Byron, I'm glad that your business trip to Germany went relatively smoothly! Beruk, it was good to see you and Thomas K.Y. at Where the Wild Things Are on Saturday night, and thanks for pointing us toward that online dice roller, which we can use instead of RPGtonight!
Paul, I'm glad you got Skype working, and I look forward to seeing you and the rest of the face-to-face group at tonight's D&D4e " Vanished Lands: the F.B.I." game! Later, -Gene
>> Pathfinder: "Holy Steel" team roster (as of autumn 2009/"winter 1230 B.C.E."):
-" Faelonia Telcontar" [Dexter V.H.]-female Drow (western Dark Elf) Ranger/Aristocrat, ambassador, and champion of Vulkan; NGl, Level 12/2
-" Rellim Dorathan" [Mark M./Non-Player Character]-male Quelanthi Fighter/Cleric of Aerdary (High Elf: Labelas), friend of Faelonia; CGn, Lvl. 5/5
-" Noony..."-male Svirfneblin "scout" (Deep Gnome Rogue) and follower of Faelonia; NGc, Lvl. 8
-" Argentis"-female young adult silver Dragon Sorcerer, companion of Faelonia, along with wolf Facon and hawk Azrael; NGl, Lvl. 5
-" Dalis"- Heart Bow, Protector of the Wild, intelligent artifact currently borne by Faelonia, along with the Bracers of Air Control, NGl
-" Ibrahim al-Sufaia" [Byron V.O.]-male Suthern human Ghazi/Khery-heb (Egyptian Paladin/Wizard) of Isis and former "Dragonslayer"; age 27, LGn, Level 13/3
-" Nebkar 'Neb' Khaneferu"-male Suthern human sailor/Ghazi (Paladin) of Ishmas, former follower of Jaguar Woman Ranger "Grace" [Carolyn M.P.] currently attached to Ibrahim's team; LGn, Lvl. 1/7
-" Arianna Leafsplitter"-female Sylvan (Wood) Elf Druid and follower of Ibrahim; TNg, Lvl. 8
-" Quenamun"-female young adult gold Dragon Cleric of Bahamut and steed of Ibrahim, along with Blink Dog "Bink" [Stuart C.G./N.P.C.]; LGn, Lvl. 6
-" Akhu"-male Custos (enchanted khopesh), former Paladin of Ishmas/Isis and mentor to Ibrahim; LGn
-" Milos Valoren" [Beruk A.]-male Barbari human scout [Rogue/Fighter/Gatecrasher from Ted A.H.'s D&D3 "Solar Gods: the Ether Wars"] and former "Liberator"; age 27, CGn, Lvl. 10/3/3
-" Thilgatha/Rhiannen?"-female young adult copper Dragon Fighter and companion of Milos; CGn
-" Nialla Burkin"-female Suthern human Qedeshot/Battle Dancer (Bard/Monk), former crewmember of the Dragon's Bane and follower of Milos; NGc, Lvl. 7/1
-" Vian"-female human Guti shaman (barbarian healer) and follower of Milos; CNg, Lvl. 9
-" Onslow"-male Demi-Elf (Half-Drow/human) Barbarian from the "Crossroads of Eternity" [Paul J.'s D&D3.75 campaign] and late follower of Milos; CNg, Lvl. 8
>>Associates:
-" Lord Mage Derek Ranell" [Paul J.]-male human Wizard from a Prime Material plane parallel to the "Vanished Lands" (Paul J.'s "Crossroads of Eternity"); contact of Ibrahim and Faelonia; age 30, NGc, Lvl. 16
>>See other files for the latest party rosters and updates for the following games:
>> Fantasy campaigns
-Gene D.'s D&D4e "Vanished Lands: the Faith-Based Initiative"
-Gene D.'s Pathfinder: "Holy Steel" teleconferencing team
-Gene D.'s D20 "Gaslight Grimoire" (steampunk/fantasy)
-Paul J.'s Pathfinder ("D&D3.75"): "Crossroads of Eternity"
-Brian W.'s Savage Worlds: "Fierce Frontier" and other games
-Dave S.C.'s Dungeons & Dragons Fourth Edition "Attos"
-Lord of the Rings Online multiplayer online game
>> Comic book superheroes
-Gene D.'s D20 Mutants & Masterminds 2e: "Drake's Port" scenarios
-Paul J. and Josh C.'s D20"M&M"2e games
-City of Heroes: "Dimensional Corps Online" supergroup
>> Space opera RPG
-Dexter V.H.'s D20 Star Wars: Saga Edition "Revenge of the Sith"
>> Gene's capsule movie reviews, 2009:
-"Coraline" (stop-motion fantasy) ***/B+
-"Watchmen" (graphic novel antiheroes) ****/A-
-"Monsters vs. Aliens" (computer-animated comedy) ***/B+
-"Star Trek" (space opera reboot) ****/A
-"Up" (computer-animated comedy/drama) ****/A-
-"Harry Potter [6] and the Half-Blood Prince" (fantasy) ***/B+
-"District 9" (science fiction allegory) ***/A-
-"Ponyo" (anime fantasy) ***/B+
-"Cloudy With a Chance of Meatballs" (animated comedy) ***/B+
-"Where the Wild Things Are" (fantasy) Oct. 16 **/B-
>>Upcoming 2009 movies:
-"The Fantastic Mr. Fox" (stop-motion fantasy) Nov. 6
-"The Princess and the Frog" (Disney animation) Nov. 25
-"Avatar" (space opera) Dec. 18
-"Sherlock Holmes" (steampunk/action) Dec. 25
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