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The Monk's Uncle's Key and not the Monkey's Uncle

5 adventurers -- a half-orc rogue brute, a halfling female rogue, a large human barbarian, an elvan wizard, and a half-elf druid. "My uncle, a fellow monk, has gone missing.  He was hired to identify an artifact found by a group of local miners.  If you could find out what has happened I can offer a generous reward.  Most imprtantly, my uncle has a key of great importance to our monastery.  If you can find it, it is important.  You will know my uncle Traylon by his short round stature, his balding head, and the bright sun embroidered on his robes." The group of beginners (level 3) found their way into the mine entrance, an old cave.  Unfortunately it was in use by a group of wolves that attacked the group.  The group overcame them quickly before the wolves injured their party. A few steps down the corridor found a storage room.  The barbarian, Rondo, rushed in without hesitation and found large stones falling from the ceiling clobbering his ...

Pathfinder and Herolab

So we're making the transition to Pathfinder.  To make things easier, I decided to invest in Herolab for Pathfinder.  With secondary licenses, I was able to make it available on multiple computers so the girls can work on their own character sheets without having to dig through tons of books.  Here are my first impressions of Herolab: Positive: Always being updated Extensive content Thorough.  For example, it is easy to generate companion animals D20 integration in Pathfinder so I don't have to leave everything old behind Nice looking character sheets Lots of options for including / excluding extra content (like the Advanced Players Guide) Negative Out of the box, it didn't set the starting gold properly for the level.   I had to look it up. The portrait view cuts off the picture even though the character sheet doesn't. The dossier thing looks like it makes me print everything separately (spell description separate from character sheet).  ...

A Break

I think every gaming group sooner or later takes a vacation.  We've taken a bit of a break lately as spring has come around and the warm weather has drawn us outside.  Still, with rainy weekends ahead, we are getting ready for more gaming.  Some things underway: I bought 3 ogre miniatures that I'll be painting over the next month or so. I passed along this article to the players for review.  I have a feeling some dragon culture is going to be arising in the next part of the campaign and delves. I am brainstorming some new ideas for game play.  I think giving the PCs some new options could be a key part of the next series of dungeon runs. Still looking over Pathfinder to decide how and when to incorporate it.

4E or not to 4E

So yesterday I had the conversation with the girls and my wife. "So D&D 3.5 is getting old and the world is moving on so we need to figure out what direction we're going to go.  We can either switch to 4, which is what we've been watching them play on D&D robot chicken..." "I really don't like the cards and I don't want to have to learn a whole new system." "... or we can switch to Pathfinder, which an extension to 3.5 that fixes some of the problems." I also mentioned that some of the races were changing in 4E.  S, who plays Coco the gnome, was not amused. I also mentioned that Pathfinder adds some new classes and such. I also mentioned that we can get Hero Labs for Pathfinder. The troops were sold on Pathfinder.  So as soon as we can assemble the necessary materials, I guess we're switching over to Pathfinder. -DM Dad

The Box of Knowledge

I have a hard time keeping track of spells and abilities and special items. So the other day in an office supply store I picked up and index card box and a bunch of graph paper 4x6 index cards, along with some index tabs. Now I am having all the players give me a list of their special abilities, spells, and special items.  Each one gets written on a card.  Now when I need to remember how something works, it is at my fingertips without trying to wrestle through books and indices during the game.

The City Beneath the Earth Part 3

So our fearless adventurers start again down their path. The group first must cross a 20 foot wide, 20 foot deep rivine with a slippery board to walk across.  Jerry jumps and the rest balance on the board using a rope tied across for balance. They emerge into the next cavern to find a group of duegar, 6 to be exact. The rogue has smartened up and learned about flanking.  She works with everyone to start flanking opponents so she can backstab.  The crew waylays the duegar group.  Only the ranger seems to have issues with the dice being kind. The final building seems the logical location for the forge, especially since there is a water wheel on the side of the building with a drow chained to it -- the drow is walking like a hamster in a wheel to run something. The rogue, Dahlia, tries the door.  It is unlocked.  She activates her dagger, which allows her to teleport inside invisibly and make one backstab before becoming visible.  She finds a ve...