bowbe
First Post
Warning, Spoilers Ahead
Further Warning: GM's eyes only... this means YOU!
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In other words seriously, if you don't want the fun of COB ruined by listening to prattle about the adventures of the playtest group for COB skip this thread. Don't read it, and if your a player only seriously! DO NOT READ THIS!
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Seriously... Nomylus Al Kabith is Watching!
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Ok. For obvious reasons as I detail some sessions from the game I will abreviate somewhat. Partly because I don't want to spoil any DM's run of this game by trying to replicate our sessions exactly, and partly because my notes are in places incomplete. I'm a pretty busy guy after all!
Background
Our sessions started roughly 20 months prior to publication when I was in the newly opened Black Lion Games in Wichita Kansas one day. Knowing the proprietor from a previous game shop, he asked how the progress was on COB and wondered how/when it would be in his shop. I told him at the time that I wasn't sure (true) but that the MS had been turned in for some time with the exception of a few tweaks but that I wouldnt mind some players familiar with high level faire to give it a milk run and see if it played as I thought it would. A couple weeks later I get a call and the guys who hang at the store are eager to play COB before it comes out!
I make arrangements for a game night and its all set. I email everyone a document on a 34 point buy (which everyone disreguarded) and get emails on "whats allowed" and "what isn't" from most of the crew. One of my personal friends and gaming buddies here-to referred to as Sam Quinton tells me he wants to join but has to wait till his current college semester is over.
We start the sessions with:
Rhy: 12th level fighter... armor and bastard sword specialist: Lawful Neutral (This character's armor class is the epitome of what I dislike about 3.5 splat book shennanigans, but I allow it because I know many will play COB with full use of all WOTC products and am up to testing the Scott/Case design hypothesis)
Konn: Mul (darksun, website based vs. dragon mag based.) Monk3/Fighter8 hybrid who fancies Conan as Lawful Evil and his character as a pastiche of this line of thought. (I have disagreements with the assessment of Conan as LE but let us let sleeping dogs lie for now) This character starts broken and stays that way for the rest of his life.
Elandrin: Elf 12th level Cleric, actually read and followed the directions of the email. (Possibly the only one). The player is fully armed with Complete Devine and Spell Compendium. Already has the future of his character tracked for the next 8 levels easily.
Ard, Leader of Our People: 11th level Teifling Wizard Through backstory caveat, and pre-game chicanery, has managed to make Konn and Rhy his slaves in exchange for staring money he doesnt need. Lawful Evil, chose the name because of the players uncanny ability to mimic the "Ard Leade of Our People" voice from Heavy Metal. Ring of Undetectible alignment amongst his gear so he always seems calm and neutral, despite worshipping the Devil.
Sam Quinton I: Played by a different player than my friend, a very cool gamer who wants to try out the "scout" character class because "it has everything that a ranger has, and everything that a rogue has, and bla bla bla" again, i'm open minded about the non-core stuff, despite what people may read in some of my posts. I know damned well his character is broke, I don't care. Good GMs rise to the challenge right?
Glandrill: Dwarf, Barbarian 12. Straight class, moxie and spunk in those broken stats 3ed gave to dwarves. He wears mountain plate from one of the race books. I dont really care. His con is sick, again I don't see this as any different than 90% of games run under 3.ed. Great guy plays Glandrill tho, so I'm not worried about this character at all.
Still time to turn back if you dont want spoilers!
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In the beginning:
PCs start their sojorn on storm tossed seas in a quick battle with druags from TOH. After the Druags are slain (easily by this group) an angel appears, informs them of a great tragedy in the east. A wrong that must be righted, and asks if they are willing and brave enough to face the tribulations ahead in order to save their world for good or ill. They of course answer yeah... as the ship is attacked a second time by shadows formed from the sailors that had just been killed and continue to reform till the cleric destroys them with a turn check.
The ship lands at the City of Dawaad's pier. Here they find a ghost city and see the Djinn Princes swirling around the gates and walls denying entrance. A Djinn aparates before them and tells of the tragedy. Sulymon has been taken before his "death" by agents of evil. His soul must be delivered onto the great god Anumon or else the keeper of the gates will allow no souls to pass to the afterlife.
The party responds favorably and sets forth to enter the descrated temple. Facing down the bearded devils is no problem for this intrepid band and they figure... cake walk. Crap DM, easy encounters. No sweat right?
Wrong for the first time.
They enter the temple after dispatching the minions in the gardens to find the ash scortched and blasted corpses of the faithful of Anumon, gathered in prayer to celebrate the life of the prophet, only to die in dispair. The horned devil makes his pronouncement... though has used an illusion to present himself to the party, and instead slinks behind them invisible.
The party challenges... though Ard seems less than pleased with the situation and tries diplomatic methods of avoiding conflict. These are for naught and a battle ensues. I admit... I jacked this encounter from the start and the Horned Devil was tossing way better than standard dice of damage with his fireballs and lightning bolts (at HD instead of capped...Woops) forgot here that 3ed reduces that damage to 10d6 and im' hurling 15d6. No matter. The party keeps lining up in lines for lightning, or clustering for fireballs. The monk/fighter and the scout keep evading. The wizard has minor globe up, so he is cool. The barbarian is a damage magnet but can take most of what is dealt to him. Cleric... says ouch a lot, thanks his god for lots of healing spells... and spends round 1 mass healing the party (and himself).
Battle ensues for some time, characters take loads of damage, mr. scout fails some reflex saves and actually suffers a LOT of damage. Scratches his head a bit at being nearly dead. Eventually the Devil is taken down. The cleric and fighter spend time cleaning the temple as others scrounge for loot.
PCs leave the temple and are confronted with the image of the future... a universe imploding on itself and the ancient efreet on the throne describing the end of days drawn to a close by his own hand. At this time they don't quite follow what is going on, but take the path of the prophet, purely for the thought of the unburied dead erupting across the world that they know and love (or wish to dominate and rule as god kings) rising up to eat them doesn't sound too much fun.
After the intro's and getting to know you's its a good evening's game time.
The next adventure.
PCs take off into the desert following the "Path of the Prophet". They encounter a few hazards that characters of their level easily vanquish. They meet refugees from Dawaad and encourage them to return home and rebuild. They search about and eventully find themselves in the dark oasis of the lotus eaters. Here they search about (failing to find the powerful item hidden at the bottom of the lake) but figure out that the leader of the Lotus Eaters is possessed/servant of an efreet who pretends to be a god. A quick battle ensues, most of the lotus eaters are too stoned to notice, and the PCs get the info they need to follow the burning dervishes with the Flask of Sulymon.
The PCs figure out the puzzles and directions to the cavern which holds the planar passage to the Plane of Molten Skies. With stones activated they see a whirling image of the COB in the distance and a planar portal appear. Stepping in they are whisked away too...
The Plane of Molten Skies.
I'll tell you what happened next when I've had more sleep
Case
Further Warning: GM's eyes only... this means YOU!
>>
>>
>>>'
>>>
>>>
>>>
In other words seriously, if you don't want the fun of COB ruined by listening to prattle about the adventures of the playtest group for COB skip this thread. Don't read it, and if your a player only seriously! DO NOT READ THIS!
>>>
>>>
>>>
>>
>
>
>
>
>
>
>
>>
>
>>
>>>
>>>>
>>>>>
>>>>>>
>>>>>>>>
>>>>>>>>
Seriously... Nomylus Al Kabith is Watching!
>>>
>>>>
>>>>>>
>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>>
Ok. For obvious reasons as I detail some sessions from the game I will abreviate somewhat. Partly because I don't want to spoil any DM's run of this game by trying to replicate our sessions exactly, and partly because my notes are in places incomplete. I'm a pretty busy guy after all!
Background
Our sessions started roughly 20 months prior to publication when I was in the newly opened Black Lion Games in Wichita Kansas one day. Knowing the proprietor from a previous game shop, he asked how the progress was on COB and wondered how/when it would be in his shop. I told him at the time that I wasn't sure (true) but that the MS had been turned in for some time with the exception of a few tweaks but that I wouldnt mind some players familiar with high level faire to give it a milk run and see if it played as I thought it would. A couple weeks later I get a call and the guys who hang at the store are eager to play COB before it comes out!
I make arrangements for a game night and its all set. I email everyone a document on a 34 point buy (which everyone disreguarded) and get emails on "whats allowed" and "what isn't" from most of the crew. One of my personal friends and gaming buddies here-to referred to as Sam Quinton tells me he wants to join but has to wait till his current college semester is over.
We start the sessions with:
Rhy: 12th level fighter... armor and bastard sword specialist: Lawful Neutral (This character's armor class is the epitome of what I dislike about 3.5 splat book shennanigans, but I allow it because I know many will play COB with full use of all WOTC products and am up to testing the Scott/Case design hypothesis)
Konn: Mul (darksun, website based vs. dragon mag based.) Monk3/Fighter8 hybrid who fancies Conan as Lawful Evil and his character as a pastiche of this line of thought. (I have disagreements with the assessment of Conan as LE but let us let sleeping dogs lie for now) This character starts broken and stays that way for the rest of his life.
Elandrin: Elf 12th level Cleric, actually read and followed the directions of the email. (Possibly the only one). The player is fully armed with Complete Devine and Spell Compendium. Already has the future of his character tracked for the next 8 levels easily.
Ard, Leader of Our People: 11th level Teifling Wizard Through backstory caveat, and pre-game chicanery, has managed to make Konn and Rhy his slaves in exchange for staring money he doesnt need. Lawful Evil, chose the name because of the players uncanny ability to mimic the "Ard Leade of Our People" voice from Heavy Metal. Ring of Undetectible alignment amongst his gear so he always seems calm and neutral, despite worshipping the Devil.
Sam Quinton I: Played by a different player than my friend, a very cool gamer who wants to try out the "scout" character class because "it has everything that a ranger has, and everything that a rogue has, and bla bla bla" again, i'm open minded about the non-core stuff, despite what people may read in some of my posts. I know damned well his character is broke, I don't care. Good GMs rise to the challenge right?
Glandrill: Dwarf, Barbarian 12. Straight class, moxie and spunk in those broken stats 3ed gave to dwarves. He wears mountain plate from one of the race books. I dont really care. His con is sick, again I don't see this as any different than 90% of games run under 3.ed. Great guy plays Glandrill tho, so I'm not worried about this character at all.
Still time to turn back if you dont want spoilers!
<
<
>
<
<
<
<
<
<
<
<
In the beginning:
PCs start their sojorn on storm tossed seas in a quick battle with druags from TOH. After the Druags are slain (easily by this group) an angel appears, informs them of a great tragedy in the east. A wrong that must be righted, and asks if they are willing and brave enough to face the tribulations ahead in order to save their world for good or ill. They of course answer yeah... as the ship is attacked a second time by shadows formed from the sailors that had just been killed and continue to reform till the cleric destroys them with a turn check.
The ship lands at the City of Dawaad's pier. Here they find a ghost city and see the Djinn Princes swirling around the gates and walls denying entrance. A Djinn aparates before them and tells of the tragedy. Sulymon has been taken before his "death" by agents of evil. His soul must be delivered onto the great god Anumon or else the keeper of the gates will allow no souls to pass to the afterlife.
The party responds favorably and sets forth to enter the descrated temple. Facing down the bearded devils is no problem for this intrepid band and they figure... cake walk. Crap DM, easy encounters. No sweat right?
Wrong for the first time.
They enter the temple after dispatching the minions in the gardens to find the ash scortched and blasted corpses of the faithful of Anumon, gathered in prayer to celebrate the life of the prophet, only to die in dispair. The horned devil makes his pronouncement... though has used an illusion to present himself to the party, and instead slinks behind them invisible.
The party challenges... though Ard seems less than pleased with the situation and tries diplomatic methods of avoiding conflict. These are for naught and a battle ensues. I admit... I jacked this encounter from the start and the Horned Devil was tossing way better than standard dice of damage with his fireballs and lightning bolts (at HD instead of capped...Woops) forgot here that 3ed reduces that damage to 10d6 and im' hurling 15d6. No matter. The party keeps lining up in lines for lightning, or clustering for fireballs. The monk/fighter and the scout keep evading. The wizard has minor globe up, so he is cool. The barbarian is a damage magnet but can take most of what is dealt to him. Cleric... says ouch a lot, thanks his god for lots of healing spells... and spends round 1 mass healing the party (and himself).
Battle ensues for some time, characters take loads of damage, mr. scout fails some reflex saves and actually suffers a LOT of damage. Scratches his head a bit at being nearly dead. Eventually the Devil is taken down. The cleric and fighter spend time cleaning the temple as others scrounge for loot.
PCs leave the temple and are confronted with the image of the future... a universe imploding on itself and the ancient efreet on the throne describing the end of days drawn to a close by his own hand. At this time they don't quite follow what is going on, but take the path of the prophet, purely for the thought of the unburied dead erupting across the world that they know and love (or wish to dominate and rule as god kings) rising up to eat them doesn't sound too much fun.
After the intro's and getting to know you's its a good evening's game time.
The next adventure.
PCs take off into the desert following the "Path of the Prophet". They encounter a few hazards that characters of their level easily vanquish. They meet refugees from Dawaad and encourage them to return home and rebuild. They search about and eventully find themselves in the dark oasis of the lotus eaters. Here they search about (failing to find the powerful item hidden at the bottom of the lake) but figure out that the leader of the Lotus Eaters is possessed/servant of an efreet who pretends to be a god. A quick battle ensues, most of the lotus eaters are too stoned to notice, and the PCs get the info they need to follow the burning dervishes with the Flask of Sulymon.
The PCs figure out the puzzles and directions to the cavern which holds the planar passage to the Plane of Molten Skies. With stones activated they see a whirling image of the COB in the distance and a planar portal appear. Stepping in they are whisked away too...
The Plane of Molten Skies.
I'll tell you what happened next when I've had more sleep
Case
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