Wednesday, November 28, 2012

Monday Night Pathfinder Pirates: Taking the Zelbinion to Sea

Monday night was a night of answering questions.  There was drinking of rum when it was announced that the Zelbinion had been cleared.  Kroop passed around the story of how he saved the day by disarming the bomb on the lower level.  Kyte called the crew together for time to elect a captain.  Durgen and Kroop were nominated and Kroop was obviously the more popular.  He quickly grabbed Durgen and suggested he take control of the Celestial Kyte.

After the partying was over, Kroop called the officers and select other crew together.  The druid was working on repairs to the Zelbinion bilge pumps and steering mechanism.  Kyte was working on keying the tiller to Kroop's old pocket watch.  Sheena took over cook's duties.  Durgen chose his pyro gunner to accompany him.  Victaerus was assigned to ready the boarding party just in case.

The plan was to sail north north east till they hit the coast and then send just the Celestial Kyte to the squib for repairs, supplies, crew, and nautical charts.  Then, replenished and at full power, they can decide what to do next.

At that point the ship was attacked.  Crimson scourge -- large shell based sea dwellers with long tentacles -- climbed the side of the ship.  One was attacked by the crew and the other two were left for the officers.

Durgen rushed in but was paralyzed by the tentacle.  The druid and mage fought the creature from a distance until the druid entangled it in the plants making up the sails.  Sheena, Victaerus, and a swarm of rats called by the druid fought the other one.  It fell overboard, nearly dead, and the druid dove in after it, changing into a shark to chase it down.

Durgen awoke to find himself tangled in vines.  He tried to break free.  His position gave him a good view as the Druid changed back from shark to human, landing on the main deck with a dead scourge.  "Wereshark," he called out pointing.

The other scourge was dead. So ended the battle and the session.

Saturday Night Pathfinders: What is the name of this town anyway?

A light report from Crayla:

Taking out the goblins impressed the local yocals.  Alderan Foxglove was happy to be saved by us.  I'll see what we can use him for.

We visited the cathedral and the priest Father Zantas.  Everything seemed intact.  I really wish the other guys could allow us to make an appearance without making a negative first impression.

We visited the jail to see if any of the goblins had been captured.  No such luck and the sheriff wasn't around.  We'd try to catch him in the morning.

Ameko Kujitsu caught us in town.  She offered us a week's stay at her inn -- the Rusty Dragon.  Talking to her later I found out she was a former adventurer.  She might be a resource we can call on if needed.  And, her last name matches the biggest crypt in the cemetery.  There is money in that family.

The gossip about the goblin raid showed the stupidity of the attack.  The goblins had no business attacking the town.  It had to be a distraction.

---

On the first night of our stay, I had Kooper meet me in my quarters.  I made sure we made a lot of noise, though I'm not sure if anyone besides Pleon could hear us.  After our alibi was established, we dropped a rope out the back window and went to the local jewelry shop.  Kooper kept watch while I went in all invisible and quiet.  The place was still a mess and the vault was wide open.  I pulled out over 2000 gold, enough for a nice profit and to pay back Kooper for the potion.  No one suspected a thing.  The invisibility potion was probably overkill, but I don't want to get caught it some podunk town over a couple thousand gold.

---

Breakfast the next morning was quiet until the sheriff showed up.  He asked us to escort him to the local boneyard where the old dead priest's crypt was broken into.  Fearing more goblins, he sent us in first.  Two skeletons were hanging around and we made quick work of them.  Pleon was able to figure out a discarded robe in the crypt was the source of the skeletons -- a necromancer's robe of some sort.  It seemed like a thing we could trace, but no luck.  My bet is that it came from the big city that is 3 or 4 days away -- Magnamar.  Good luck finding who bought it there.

We also found out that the former priest's daughter presumed dead in the fire was never really found.  It seems like a suspicious coincidence.

Based on the tracks at the tomb, a medium sized creature took the remains.  So what do we have -- a medium size creature who stole some remains while using goblin tribes for a distraction.  Probably a necromancer.  Great.

I asked about the goblin tribes, but the only person who knew anything was a drifting nuisance adventurer who was not expected in town for weeks.  Gah.  Bad luck.  I would hate to have to track down every goblin tribe in the hills myself, but it may come to that.

Much to my dismay, there is no bank in town.  The Rusty Dragon has a vault for valuables, though I doubt that it would be worth my while.

To find out more, Kooper and I headed to the brothel.  I slipped them a bribe to find the companions that the nobles like.  For a bit more gold, I should be able to get some rumors and info on the hidden side of the townsfolk.  You can always bet that every town has its dirty little secrets.

---

So our little party of misfits is starting to take shape.

Pleon seems calm, smart, and knows the magic hooplah.  He's a little uptight and doesn't seem to be the type to participate in our thieving activities.  Its good to have a brain in the group.

Kooper I'm still trying to figure out.  He goes a bit crazy when he's fighting -- like the way he burned that goblin.  My bet is that is why he is ex-military.  He likes the ale a bit too much, but he's very capable.  He seems a little foolish or a little crazy or a little of both.  I don't mind that.  I do wonder if he really knows what he is doing or if he is just pretending to know what he is doing.  I guess if it works, I don't care which.  I just hope he doesn't get sweet on me.

Saturday, November 24, 2012

Something in the Works


Didn't somebody say something about a keep?

Ultimate Campaign

Even as I am preparing a long post discussing how to potentially generate contacts for Pathfinder, Paizo comes to the rescue and announces "Ultimate Campaigns" (via ICv2)

"Pathfinder Roleplaying Game: Ultimate Campaign is 256 pages, and includes:


  • An extensive system for generating character and NPC backgrounds, history, and family, from the son of the farmer to the king’s daughter.
  • Innovative new story feats that tie your character’s background and experiences into the game, giving players goals to accomplish for even greater rewards.
  • A complete system for tracking what your character does between adventures, from opening a tavern to crafting a powerful magic item.
  • A number of systems to add expand Pathfinder play, including fame, honor, relationships, and more.
  • Rules for building and maintaining a kingdom, from a small town to a mighty nation.
  • A simple system for taking kingdoms and larger armies to war against their neighbors or even incredibly powerful monsters, like ancient dragons or the terrifying tarrasque."


  • I am excited.  Unfortunately, I am going to have to deal with a lot of these topics before April in my campaign settings.  I wish I could get in on the beta.


    Friday, November 23, 2012

    Burning Wheel

    I've just started reading Burning Wheel Hub and Spokes.  For those interested, it is available here on the Burning Wheel website for free (registration required).  "Hub and Spokes" is the core rules for Burning Wheel.

    Saturday, November 17, 2012

    Saturday Night Pathfinder: Invading Goblins

    Report from Crayla:

    I met up with the guys today around noontime and set up plans to meet them back at the Rusty Dragon at nightfall.  I grabbed some grub at the festival.  Kooper had that gleam of trouble maker in his eye when he said he was going to the general store. I followed him and watched him stock up on lamp oil, lots and lots of lamp oil.  This isn't going to end well if he ends up burning down the whole town.  He doesn't seem to be smart enough to handle that stuff.

    I grabbed some rope, a grappling hook, and a crowbar for a reasonable price.  With these items, it gives me a few more options on pulling off a heist.  I mentioned to Kooper that if he could get me a potion of invisibility, I could double his return on it.  He slipped me one, trying to make sure the mage didn't see.  Pleon's (not Peelon) scruples seem to be a bit more bothersome than mine and Kooper's.  Anyway, it was a nice way to sweet talk a 300 gp potion, and I won't owe him a dime if he gets himself killed before this is over.

    I tried to stay close enough to the bell tower but the fates were not with me today.  Goblins came in and came in quick.  We went after three behind one wagon.  My bow didn't fail me.  We went after three behind another wagon and I got charged by the nasty grimies.  My lucky sword and shield helped me hold them off while the mage blasted away at them with a crossbow and spells.  I guess he's handier than he looks.

    Goblins give me the creeps.  And they sing and sing.  Nasty little grimies.

    Kooper went berserko on the second batch of them.  He charged through killing, then got caught be some sortof goblin witchcraft.  It wasn't pretty -- him laughing like a fool when you could see the anger building in his eyes.  When he came around though, he was pure fire vengeance.  He even grabbed one of the goblins and burnt it alive on a wagon they had lit fire to.  It's lucky he didn't blow himself up.  I could see the burns on his hands as we charged into the next courtyard between buildings.

    I thought I had just about lost both little guys in the next fight.  I kept at range with my bow, but the mage and Kooper got pounded.  I called the mage in behind me while I picked off his attackers.  There were a few seconds there where it felt like I couldn't get my pace, but then I started dropping arrows in their brainpans again.

    Kooper was ready to drop and should have pulled back but instead dodged a goblin attack and downed a potion to keep himself going.  There is more to that short stack than meets the eye.

    I think the goblins have cleared out now.  I guess we'll get time to assess the damage to the town and find out what this has to do with everything else.

    Friday, November 16, 2012

    Friday Night Pathfinder: Now Where Did that Rogue Go?

    The party regroups, including Zirul, and the tiger, who now points a way to follow him.  The group searched the remains and finds out the secret of the Pyramid necklaces.  It is a big pyramid scheme for energy.  When one of them dies, the others get the energy.  Don, with his necklace, is becoming so charismatic that he can sparkle like a Twilight vampire.

    The group follows the tiger to a cellar door in a big old building.  Don talks his way mostly out of the fight after it started.  He realizes these are thugs for the Xanathar's Thieve's Guild.
    ---
    Meanwhile Felix awaits, tied to a stone chair in an underground cavern.  Marlowe is one of the guards keep watch over him.  He has been informed that he awaits trial for not completing his mission to deal with the red wizard in Secomber.
    ---
    The party gains access and follows the cellars through cavern after cave until they reach the beholder's chamber.  Don negotiates a price on Felix's head for his dark skull and gets an answer to the question.  He wants to know where the greatest repository of things for him to learn is, and the beholders tell him it is in the Sword Mountains, if he can look to find what cannot be seen.

    Felix is released and the party finishes up their last shopping and role playing sessions in Waterdeep.  Then it is time to head north into the mountains.

    Comment Changes

    Since we've had no problems with spam comments, I am opening up the blog commenting settings a bit to allow anyone to comment.  Comments must be approved (which should keep spammers away) but should otherwise be unhindered.

    Please comment.

    GM

    Savage Worlds: Session II

    So we got together last night, and after a few character tweaks, the Pien Ridge Horror got back underway.  So here's roughly how the adventure went:
    • Found gruesome stuff while hiking.  I fail my fear check.
    • Set up camp.  Get frightenened by a bear escaping one of the sasquatch that we don't know about yet.  I fail my fear attempt.  The bear gets shot.
    • Sasquatch grabs one of our rangers.  Pieces go flying and I fail my fear check.
    • One of the other characters flies up to the ridge with the radio to call for help.  He gets rocks throw at him by the sasquatch, but isn't injured.
    • We sleep overnight and I regain myself after being frightened so many times.
    • We head up the trail and get attacked by a saquatch.  Several good shots protect us from getting mauled by the crazed creature.
    At this point one of the other guys take over as GM.
    • We head up to a cabin lead by an Indian named Crowkiller.
    • We fortify and prepare for sasquatch attacks.  There are bear traps on the front porch, lots of guns, boarded up windows, and an old shed with some sweaty old dynamite.
    • The flying guy takes up position in a tree.  The other player and I take up positions on the roof.  We stick the rest of the guys in the cabin, hoping they will protect us while we pick off the other sasquatch.
    • The sasquatch (2 or them) run right up on us.  We get off a couple of shots before they charge onto the roof.  The rest of the party is too scared to help.  Arg!
    • I run for the shed and get behind it and pound to draw the sasquatch in.  Unfortunately, I mess up royally and don't ready a run away action.  The dynamites detonates and blows me up with one of the sasquatch.
    • The rest of the party just keeps blasting the now 2 other sasquatch (another one slipped in from behind the cabin).
    • I roll badly and bleed out and die.  I guess this is a fitting end in a horror story.
    • The other guys survive and are rescued.
    So here are my takeaways from the system:
    • Light and fast.  We figured it out pretty quick.
    • Combat was really fast.
    • To an old d20 / D&D 3.5 / Pathfinder player I still sometimes get confused with the ace (exploding) dice, where max rolls continue to roll and add.  I forget we are switching dice and try to reroll all sixes.
    • There are quite a few scenarios not covered in the book, like do we get a notice check to wake up?  I'd like to see how these kinds of things are usually handled by experienced Savage World GMs.
    • Everyone wants to try to GM this thing.  I think that is a HUGE plus to Savage Worlds.
    • Characters had some cool strengths and weaknesses right off the character build.  This does a lot for balancing the characters and helping to build a background.
    I can't wait until a game gets started.  In the future, I may use this system for online play.
    ---
    As a separate short session, we played 'Everyone is John'.  I really have no idea how that game is supposed to be played, but we had a great time muddling our way through it.
    ---
    So this is probably my last 'extra' session during the week for a while.  Testing out Lilliput and then trying Savage Worlds was a good experience.  It really showed contrast between doing simple the right way (Savage Worlds) and forcing it (Lilliput).  

    My extra time will probably now go into working on Project Rumeria -- my own game world.

    Thursday, November 15, 2012

    Cut Scene: What Happened to Zirul


    The party killed off the two casters fighting them with Zirul decapitating the second caster since he was nearly dead already.  Zirul charged the group, grabbing three of the other lesser casters and crashing over the side of the mountain with them.  It is unclear where he and they went.
    ---
    Zirul, fueled by the blue flaming fiery energy of Iallanis, Giant Goddess of Love, Mercy, and Beauty, took three of the monstrous necormancer abominations into his arms.  By now the waves of energy had made Zirul start to grow, becoming endowed with the strength and size of the giants.  He crushed them together has he lept over the side of the mountain with them.  Falling for several seconds, casters tumbling, Zirul grabbed the Holy Avenger Longsword breathed in blue flames and began slicing at them.  Divine energy crackled in the air like blue lightning as it swept away their magic protections.

    Hitting the side of the mountain in a first bounce, now Zirul and the casters all were spinning.  A cloud of dust erupted and then a blue flash appeared again, Zirul's blade spinning around him, landing critical after critical against the evil falling with him.  Another second and the base of the mountain appeared.  Zirul slowed and floated, not striking the ground except in a light fall.  What was left of the necromancers that landed was swallowed up by the dry ground.

    Zirul pushed himself up off the ground, blue flames still burning in his eyes, blue streaks running through his hair, blue flames on his sword there for a moment and reflecting off the shine of his armor, and then gone as he sheathed it and fell to the ground.  Zirul let out a gasp and he lay there, a huge lump of giant-sized exhaustion at the base of Mount Waterdeep.

    Wednesday, November 14, 2012

    Everyone is John

    Someone pointed me to this game the other day -- it looks interesting.  We may have to try it on one of our off nights.

    Running the Numbers for a Heist

    So Crayla has a Stealth of +7.  According to the one source, guards (this one or this one) have perceptions in the +1 to +4 range which matches other places I have looked.  So given this, what is the probability of pulling off a heist?

    Some aspects to consider:

    • How many guards will there be?
    • How many guards will actually get a perception check against Crayla?
    • What is an acceptable level of risk?
    • What is the likely reward?
    If you check out the Opposed skill check reference sheet here, you can get the opposed skill check probabilities.

    For Crayla, I am +6 to +3 better than the opposing check skill level:

    +3 -- 60% chance of success
    +4 -- 64% chance of success
    +5 -- 68% chance of success
    +6 -- 72% chance of success

    However, each check is independent.  If the GM is fishing for failures by making me make multiple checks, the odds aren't as good:

    Advantage 1 Check 2 Checks 3 Checks 4 Checks
    +3 60% 36% 22% 13%
    +4 64% 41% 36% 17%
    +5 68% 46% 31% 21%
    +6 72% 52% 37% 27%

    In addition, I may need to make a disable device check against a locked object.

    However, add in a potion of invisibility for a +20 to stealth:

    +23 -- 100% chance of success
    +24 -- 100% chance of success
    +25 -- 100% chance of success
    +26 -- 100% chance of success

    And the table above becomes all 100% chance of success too.  Assuming I can get any payoff greater than the cost of the potion, the heist is a go.

    Tuesday, November 13, 2012

    Monday Night Pathfinder Pirates: Clearing the Zelbinion

    Two players were out (Durgen & the Druid) so I played them through and the crew cleared out the three remaining elementals on the lower ship deck.  While Durgen and the Druid repaired the bilge pumps, the rest of the group searched the rooms, carefully avoiding the alchemists lab which had a reasonable chance of blowing up.  Unfortunately, a bomb was triggered in another room, but Kroop was able to disarm it with Sheena's help before it blew a hole in the ship.  With the Zelbinion now cleared, the crew gets to make all the difficult decisions:

    • Who is the new captain?
    • Where are they sailing to?
    • What ship or ships are they taking?
    • Where are they mounting the weapons?
    • How are they going to get one or both of the ships repaired?
    • How are they going to avoid the Zelbinion becoming a focus for other pirates, privateers, and navies?
    The good news is that the group now has several months of rations, so there are lots of options.


    Sunday, November 11, 2012

    Class Guides

    Here's a link the list of guides for most Pathfinder classes.

    Enjoy.

    Saturday Night Pathfinder: Crayla meets the Party

    On Saturday nights I am now playing in a Pathfinder game.  I'll be recording my adventures from the point of view of Crayla.  So let me tell you about Crayla.

    Crayla is a half-elf level 1 ranger.  She grew up with 10 brothers and a father who was away a good bit of the time acting as a guard for a merchant caravan.  She learned to be tough, quick, and emotionally caustic.  Though she is good looking (fair skin, fiery red hair) her charisma is only average.  She puts people off.  She is quick to insult and quick to anger.

    Crayla is a good shot with a longbow and can spin her short sword in and out of her scabbard and flip it easily across her wrist from side to side (weapon finesse).  She wears a shiny breastplate engraved with various animal markings made by one of her brothers.  It was his way of rubbing in that she had failed her druid training and relegated to just be one of those "woodsy rangers that helps find farmers lost cattle in the woods".  She can sneak around and break into things if needed -- a skill she learned getting her stuff back from her older brothers.  She also has a good eye for trouble.

    As soon as she could get away with it, she left home and headed into the big city.  With no friends and no real way of making friends, she ended up in a lot of bad situations that she had to fight her way out of (favored enemy: human).  With a big chip on her shoulder, she's taken up with an organization that maintains the planes, keeping them from collapsing into oblivion.

    ---

    I'm just back from my previous mission with a day off, so I take up shooting at the organization's training range.  A very short drunken human (or a small halfling with tiny feet?) in uniform with Kooper written across it appears and disturbs my practice.  I tell the short drunken idiot to stay out of my range and he dumps ale all over me.  I try to jump him and pin him, but I end up just pushing him a bit.  Damn munchkins are too slippery.  He eventually falls down.  I get in a few good shots before becoming annoyed with the twerp and heading over to trying my short sword at the dummies.

    He, of course, follows , trying his own hand with a katana.  I get in a few hits and decent shield bashes.  A gnome practices nearby with a dagger.  The drunk eventually lobs his katana off the range.  I point the way so he can find it and head back into the local cheap bar.  One ale I'm not going to drink cost only a copper, which is a good deal -- my funds are getting short.  I sit and wait.  Not many people are around wanting to talk.

    The drunken idiot is around, causing a disturbance, as usual.  I listen in and hear guards talking.  The queen dragon's eggs are being guarded for the next week or so until the hatching time.  A guard complains that there are gaps in the security watch.  I note this -- never know when such knowledge can come in handy.  Maybe a heist... maybe a way to gain favor with the elders.

    I go back home -- an apartment to myself.  The quiet is nice, sometimes.  No more 10 brothers lurking around.  Not anyone around.

    The next morning comes early and I am up and around when a messenger knocks.  I still always open the door with short sword in hand.  You never know.  The note tells of a briefing for my next mission.

    Getting into the room is a chore -- same drunken bozo from the night before is trying to bring a big hulking bear into the briefing room.  I notice he has a fish in a glass tank tied to it.  Bozo's zoo?  A little stab with her sword and it is leaking:  maybe he'll get it out of here now.

    Same little gnome from the range, drunken half-sized human, and her -- great.  Gnome is named Peelon?  I don't need to remember that.  Only a gnome would name their kid something with the word pee in it.

    Apparently a town is having a festival and is about to be invaded - something to do with it is threatening the whole plane.  Blah, blah, blah.  Extended mission.  Crap.  I manage to talk the guy in charge to getting us another 1000 gold to prep.

    Shopping for new stuff is good.  Anything new is good.  I grab a new bow (composite longbow str+2) that matches my strength better.  I grab a better set of lockpicking (masterwork thieves tools) tools.  10 potions of  healing (cure light wounds) are next, since I don't trust these two companions to keep me going in a fight.  And arrows -- I almost forgot to grab arrows.

    Getting to the mission departure is easy enough until I see the shortest one is bringing his bear.  The dragon is going to have to carry the bear and the drunken stump is staying on him.  "100 gp if you drop him... just kidding."  The rider gets  good laugh since he doesn't like this clown either.  Hold on and the dragon and rider are away.  Big flash as we jump planes and then we set down in a woods not far from the town.  Stumpy decides the bear is going, so I am getting a head start.  I figure the town's response to the bear rider might give a clue to the towns response to an attack.

    Once in town, I grab a locally-made cloak for a copper to blend in.  Festivities are underway and I slip into the crowd, keeping an eye out for the other two.

    The town has a few guards, sparse, armed with swords and tower shields.  I glean information.  The Cathedral burnt down two years back with the head priest and his daughter inside.  I got their names.

    Only one high bell tower and its probably locked.  I need to make sure that when the attack comes that it isn't locked.  A bow in the bell tower can take out a lot of whatever grimies (slang for monsters) this job throws at me.

    Here comes the bear with some sortof banner.  Way to be subtle.  At least the guard seems to get him to stable the thing.

    I get their attention as they approach.  We chat and agree to split up.

    I head to the cemetery to see if there is anything to notice.  You can tell a lot about a town by its cemetery.  I get the name of the richest family (at least according to mausoleum size) -- Kaijitsu.

    Chatty guys wonders by and offers to help me find a grave.  I use the old 'aunt' story and get a load of info about a noble who pushed his wife off a cliff and an artist that went mad and killed himself, right at the same time that the cathedral burnt down.  Coincidence -- I don't think so.  I don't believe in coincidences.

    So I get a lead on the town jeweler to see if I can find anything on this artist.  An artist that goes crazy was probably a freak, and people keep close watch on freaks.

    The jewelry store is busy on this festival day and staffed by a wife out front and a husband in the back.  I give the story about trying to match ear rings my aunt gave me made by the other artist.  This gal knows nothing, but I caught a nice tidbit, as she warned her hubby not leave the vault wide open again.  Mental note.

    I find the other two.  It's about noon.  Need to get them set up to meet me at the local inn -- the Rusty Dragon -- at sundown.

    Saturday, November 10, 2012

    Cut Scene: The Fate of Owlbear and Captain Jacen

    Looking through the waves of twisted light, a turquoise jelly fish slowly comes into view.  Not a living creature, inside it a bubble of air sustains two humanoids, grasping a rail that runs across the inside of the bubble.  Their eyes turn upward as the oblong hulls of two ships disappear out of sight.  Looking down, below them, 4 kuo-toa fish men pull the bluish air bubble lower and lower into the ocean.

    Owlbear looks at Jacen with sad eyes and grunts.

    Jacen pats him on the back.  "Don't worry Owlbear; I've been in worse situations than this."

    Slowly a shimmering portal comes into view in the sea waters below them.  

    Unseen to the kuo-toa, a small bottle holding a small piece of paper floats away, heading for the surface.  Jacen watches it just for a second and whispers to himself softly unheard to the others, "A little luck".

    The kuo-toa swim up to the edge and then push the whole jelly fish rig in.  The rig, Owlbear, and Jacen disappear.

    Friday, November 9, 2012

    Friday Night Pathfinder: Escape from Waterdeep

    The party as it now stands:

    • Elf Ranger Corrail
    • Winter Wolf Yuri
    • Corrail's Father (Maiali) 
    • Don The Magnificent, an older human bard
    • Ally the Gnome Sorcerer
    • Elliot, Human Cavalier
    • Felix, Half-elf Rogue / Druid
    • Felix's tiger whose name I forget
    • Zirul, Half-elf Cleric
    Zirul and Felix were unmanned tonight.  Prior to reaching the courtyard with the adult red dragon, Felix and the tiger went missing.

    The party grabbed some potions from a potion cart in the courtyard while Don talked to the dragon.  On a lucky diplomacy reroll, Don was able to calm the dragon.  He demanded food and wine, which the party rushed to get, and ate his fill and then flex off to a hidden cave to rest.  Corrail noticed that the dragon had a bit of trouble exiting the city -- was that some sort of barrier?

    With the dragon gone, a massive tidal wave was seen heading into the city.  With seconds to spare, Don teleported the party to the Bowels of the Earth, a local Waterdeep tavern.  The tsunami wave covered about a third of Waterdeep, killing many people.

    The party got a drink of the bar and regrouped before heading towards the mountain.  There a group of Necormancers from the Kraken Society started casting to raise the dead within the city.  This society is known for its desire to waken THE Leivathan, a great continent-sized monster lying at the bottom of the oceans made of leftover chaos from the time of creation.  At the discovery of the scourge of evil, Zirul changes into a blue-flamed god-like force of reckoning.  The party arranged mounts for everyone and quickly got to the mountain before the dead started to walk.

    Climbing the mountain slowed the parties progress.  Zirul moved quickly and untiringly towards the circle of 6 and the 7th lead necromancer.  Corrail and his father fired off arrows as the party came under attack from two of the lesser casters.  The wand of wonder allowed Don to produce a blast of lightning, a wall of cheese, and an octopus on the main caster's head.

    The party killed off the two casters fighting them with Zirul decapitating the second caster since he was nearly dead already.  Zirul charged the group, grabbing three of the other lesser casters and crashing over the side of the mountain with them.  It is unclear where he and they went.

    The party started firing on the main caster and his apprentice as a flash appeared across the sky.  Halaster appeared on the mountain, mumbling about the disturbance.  He blasted the greater caster with 1000 magic missile while the other caster got away.  He then repaired the damage to the city, pushed back the ocean, and sanctified the dead so they would not rise.  Waterdeep looked the same thought many still lie dead.

    Halaster winked and said "Should you be getting to the mountains?" as he stepped away through a magical door.

    And for next time:  finding Flexis, finding Ziruls, finishing up in Waterdeep, and heading toward the Sword Mountains.

    Wednesday, November 7, 2012

    Savage Worlds

    We decided to get out of the house tonight and stop by the local game store.  I grabbed up my new book of Savage Worlds, a few printed out character sheets, GM screen references, and some dice and paper.  The daughterlings put out texts to gamer friends and suddenly we had a 'how the heck do we play Savage Worlds' session.

    Pine Ridge Horror was the session I grabbed to start out.

    With only one book it took us a while to build characters while learning the rules.  It was nice, easy, familiar. Lots of 'pathfinder-like' things in there.  Not a lot of rules.

    We barely got started into the adventure.  I played a character, so we skipped most of the role playing.  

    I think it was a good first session.  At least one of the players offered to possible even GM it sometime, which seems like a really good sign.

    ---

    I really need to share this link for Savagepedia anyone interest in Savage Worlds.

    Tuesday, November 6, 2012

    A Toast to New Characters

    New characters are dominating my gaming life right now.  I've gotten a spot in a Saturday night Pathfinder game, so I am underway in building my new character.  The party currently consists of a sorcerer and a cleric, so rogue skills are needed.  I don't really want to play a rogue, though.  I don't even really want to play any class.  So my plan was to make up my own unique combination.

    I want to be able to tank.
    I need a moderate number of skill points, so I can cover rogue skills for traps.
    I need feats, because I want to get a prestige class early.

    Rogues really need dex, so I need to be a quick fighter (dex-based).  Fighter is THE class for feats.  Shadowdancer seems like a fun prestige class that one can hit the requirements for early.

    For race, I looked really close at elf and human.  Human's bonus feat is nice, but only a real advantage at first level.  Elf has nice ability boosts, but half-elf gets a lot of the elf stuff and +2 to any (dex!) and an automatic skill focus.

    Half-elf.  Ranger, fighter, ranger, fighter, ranger, shadowdancer.  Medium armor to start, moving to heavy armor, and eventually transitioning back to light armor as a shadowdancer.

    Because we're sticking with core, I plan on fighting melee with a short sword and shield (heavy, then tower), and fighting ranged with a composite longbow.  A spiked chain would be better, but isn't in core.

    Skills: perception, disable device, and stealth at every level.

    Female.  Red hair.

    ---

    On Friday nights, my youngest daughter Sarah is playing a Fighter 5 / Rogue 1 character named Victaerrus.  We're working through her back story and how to fit into the new group.  Her fighter is a melee tank.  She took a rank in every knowledge skill.  In her background, she came from Waterdeep.  Her parents were guards for Waterdeep and she picked up a lot of stories of things from them.  She joined a merchant crew in Waterdeep at 16 as a guard.  On their first voyage, they were overtaken by pirates and she managed to get away on a dinghy.  She was picked up by the Friday night pirate crew.  The captain and first mate treated her badly, but the captain was killed.  Other PCs also have giver her a hard time, as she does what makes sense with little regard for the views of the pirates around her.  Now she tries to find a way to fit into the crew.

    I'm not sure the rest of the officers understands how badly they have treated Victaerrus.  They treat her like a willing part of the crew.  She hasn't been asked to join the crew.  She hasn't been given responsibility.  She has been given little reward.  She has been given no encouragement.  The crew yells at her when she doesn't do what they ask.  How quickly the oppressed become the oppressors.  She is basically a slave.

    Working with Sarah I think we have come up with her plan ahead.  She wants to take power.  With two ships about, it seems like Kroop has a good chance with his influence on the crew of ending up in a position of standing.  Kroop has worked with her, treated her well.  Through him, she can find her place.  Maybe he will grow to like her and help her.  Maybe the crew will like her, even if the officers don't.


    Monday, November 5, 2012

    Monday Night Pirates:: Elemental Problems

    The party continued their exploration of the Zelbinion.  The party found rum rations, rations, and a load of black powder.  In the brig a medium water elemental attacked just after they escaped from a wraith.  One room had forty dead bodies in it.  Another had 4 broken cages, a break in the floor into the hold below, and seven more dead bodies.

    On the lower level, the group awakened two more elementals, a large water elemental and a medium fire elemental.  The battle was still underway at the end of the session.




    Sunday, November 4, 2012

    Friday Night Pathfinder: Froghemoth and Beyond

    The party lined up against the froghemoth.  Elrick charged in and was grabbed up by the monster's mouth.  Several players ran to the nearby stores (Wondrous Items Store and Alchemical Store) looking for valuable items for the battle.  Elrick dumped a mess of fuse grenades down into the monster and lit them up with a fire bomb.  134 damage to the froghemoth left it 2/3 dead.  Thanks to a bit of karma, Elrick was thrown clear.  Yuri blasted it with his breath weapon.  Ally blasted it with magic.  The monster grabbed up Ally and the tiger with his tentacles.  Ally finally took it down with another blast of magic missile.

    The group gathered up and teleported to the Bowels of the Earth where Corrail's father wanted to speak to Mirt.  There the group was attacked by a fire elemental.  All fought hard until Don blasted the elemental with the Wand of Wonder (Wubba Wubba),  shrinking to 10% of its initial size.  Corrail distpatched it by stomping on it.

    Inside the tavern, Corrail's father learned from Mirt that they needed to head towards the castle.  Less than 100 yards away, the castle was an easy run.  Unfortunately the party found their path blocked by a adult red dragon attacking the city.  The group was torn between trying to reason with the dragon or trying to attack it.