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  1. Zad

    Wizardru's Story Hour (updated 11/21)

    That would be correct ;) For me one of the standouts was the githyanki war. (Not that the rescue wasn't fantastic.) We brung the smack and we laid it down. It was a really powerful feeling in both battles. Even though it wasn't as huge for me personally as it was for the AE-spell spellcasters...
  2. Zad

    Wizardru's Story Hour (updated 11/21)

    A Fool's Errand - Chapter 7 A Fool’s Errand – Chapter 7 OOC Notes: Exp is 3000 for 24th, 2500 for 25th. DM Notes: At this point, I will point out for the curious that Wizardru is doing some editing. I’m not even sure what module we’re in at this point – I leave that for Wizardru...
  3. Zad

    Wizardru's Story Hour (updated 11/21)

    And people wonder why you can't build suspense in the story hour.
  4. Zad

    Wizardru's Story Hour (updated 11/21)

    You can gauge by the pieces of True Death sort of. The poem seems to lay out how many there are, and compare that to the two we found so far. Or for the direct approach you can listen to the DM. Wizardru said we were just finished level 1, but level 2 and 3 were smaller.
  5. Zad

    Wizardru's Story Hour (updated 11/21)

    There are plenty of times the story (being, as it is, a story) doesn't really capture the fun or the mood of the night. Shame too since we have such a great time. The staring contest fell right out because of that kind of limitation. I am somewhat saddened that I can't quite convey these kinds...
  6. Zad

    Wizardru's Story Hour (updated 11/21)

    A Fool's Errand - Chapter 6 A Fool’s Errand – Chapter 6 OOC Notes: Exp: For 24th, 1600. For 25th, 1200. Loot: 4 rubies, 200gp ea +3 brilliant energy shortsword +2 small metal shield +2 chain shirt Wand of owl’s wisdom, 17 charges Full plate – Chaosbox - +3, +6...
  7. Zad

    Wizardru's Story Hour (updated 11/21)

    The man has a point.
  8. Zad

    Wizardru's Story Hour (updated 11/21)

    We did a playtest of parts of a module this past weekend, so no action today I'm afraid. It was rather amusing - we'd play half- to three-quarters through an encounter, then go "ok good enough" and move on. ;)
  9. Zad

    Wizardru's Story Hour (updated 11/21)

    A Fool's Errand - Chapter 5 A Fool’s Errand – Chapter 5 OOC Notes: Exp is 2400 for 24th, 1830 for 25th. Handy Combat Tip: As characters go up in level, the game becomes increasingly complex. More magic items, more special abilities, more spell effects, more options, and most of all...
  10. Zad

    Wizardru's Story Hour (updated 11/21)

    Now that's just untrue. I would never omit anything that entertaining where Bolo was involved. The readers would be disappointed and all ;) Some readers might wonder if I make up some of Bolo's antics to enhance the story. As an author, I have no reservations about doing such a thing, but I...
  11. Zad

    Wizardru's Story Hour (updated 11/21)

    No. That was just me looking for a way to tie it up into something that resembled an ending.
  12. Zad

    Wizardru's Story Hour (updated 11/21)

    A Fool's Errand - Chapter 4 A Fool’s Errand – Chapter 4 OOC Notes: Exp is 1300 at 24, 900 at 25. This Week’s Adventure: We stared at the room with noticeable tension. The question was whether it would be more dangerous to move into the room or stay in the hallway. I wasn’t about...
  13. Zad

    Wizardru's Story Hour (updated 11/21)

    A Fool A Fool’s Errand – Chapter 3 OOC Notes: Exp is 2850 for 24th, 2185 for 25th. Changing the title of the adventure to "A Fool's Errand" Loot: We got some! Periapt of wisdom +2 Minor cloak of displacement Ring of electrical resistance – minor Monk’s belt This Week’s...
  14. Zad

    Wizardru's Story Hour (updated 11/21)

    Re: Valanthe's role in the guild - yeah I let that one go by the wayside, as it mostly was covered by the Scorch discussion, and seemed slightly tangential for the purposes of the point I was going for. It's a very interesting role as a safety kill-switch more than a leadership position per se.
  15. Zad

    Wizardru's Story Hour (updated 11/21)

    Leadership is indeed a tricky thing. As PC's gain respect in the world, they get certain benefits that seem to blur the line with the feat. This is, in my opinion, as it should be, and it's up to the DM to maintain the right balance. I think at times people expect too much from the rules and...
  16. Zad

    Wizardru's Story Hour (updated 11/21)

    I think the general statement can be made that "Actions have consequences." True the summoned things don't die, but they can be uncomfortable. Calling up a summoned creature to stall a dragon while you escape is probably an acceptable usage. But recklessly sending them into bad situations will...
  17. Zad

    Wizardru's Story Hour (updated 11/21)

    Which is of course why astral constructs offer a conscience-clear way of solving the problem. I'm still not convinced I want to walk into any module by Bruce "Spawn-of-Satan" Cordell. Actually I am convinced. Convinced that I don't.
  18. Zad

    Wizardru's Story Hour (updated 11/21)

    Wait. Stop. We're done. We're leaving. Now. Turn the ship around. I'm not walking into any Bruce Cordell module without certain... assurances. If you think I'm joking, I'm not. I'd say I'm only "half-joking" but in reality it's more like 20% tops. A quote from a review on amazon Where's...
  19. Zad

    How do you scare your PCs?

    The answer to this question is easily found in several of the Story Hours - Piratecat and Sepulchrave and Wizardru leap to mind for starters. The actual *thing* that scares players will vary but there is one common element - the unknown. "You look into a cave. You see an orc. He's guarding a...
  20. Zad

    Wizardru's Story Hour (updated 11/21)

    We didn't even have the vaguest discussion about it beyond what was mentioned (dragon/fire breath). It was ripe for what I have called "a Destan moment" wherein you tell the story by *not* telling the story - i.e. you skip over a part and back fill it in as needed. As for familiars, they don't...
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