Thursday, January 25, 2007
Noah's Game: January 24th
* John as Rathnor, a half-orc paladin. Grumbles a lot.
* Tanya as Gadfly, a (male) human wizard. Fashionable, yet assumes all creatures have golden hearts.
* Triften as Arden, a human paladin of law. Only one who has no way of seeing in the dark.
* Jake as Böbō, a dwarven barbarian. Takes care of his pony.
Also With
* Lt. Horowitz, the as-yet undescribed Unfortunates dispatcher. Thoroughly bored.
* Mak-Tak, aka Mak. A kobold trader from Rothgab. A little bossy and callous, with a weird scratchy voice.
* Chief Biren, a kobold chieften. Has a history with Mak.
Summary
Pregame: The party were all recruited into the Unfortunates, and arrived in the city less than a week ago. The date is Throgsday, Grune 14th, Year of the Evil, Evil Monkey.
The party is summoned to see Lt. Horowitz. He tells them they'll be escorting Mak. They meet Mak, and head out of the city, exiting into a mountainous area. The gate vanishes behind them into rock. They escort Mak (& his 20 or so ponies) down to the valley floor, where Mak points out the entrance to the mine they'll be going into. He leads them away from the entrance, saying it's not safe, and into the mines through a crack in the mountain a little ways away. He blindfolds his ponies first, so they don't panic. Böbō is forced to leave his pony outside.
Once inside, everyone can see fine, except for Arden, who can't see anything. Gadfly uses his familiar, a bat, to see for him. At one point, they are attacked by a dire bat, which the party quickly kills. One of the ponies is injured, but is able to continue.
Eventually, Mak leads them to the more developed part of the mine, where there are chambers. He yells at a door in Draconic (which only Gadfly understands, of the PCs), and argues for a while with a voice on the other side. After ~15 minutes, the party is let in, and escorts Mak & his ponies through a crowd of ~50 kobolds to a large chamber, where Chief Biren is waiting for them.
Biren and Mak bicker about the price of the coal Mak has come to buy, and the crowd clears out. After they agree on a price, the chief and his guard clear out, and the party is left alone in the room with the coal and the ponies. Arden helps Mak (actually, Arden does all the work) load the ponies panniers with coal, while the rest of the party waits for the chief's betrayal. Mak tells them that the chief tries to kill him every year. Suddenly, Böbō and Gadfly hear something moving near the sacks, and rush to attack it. It's a grick, which the two of them quickly finish off. The rest of the coal is quickly loaded and the party heads out. After a few rooms, they hear cries of sorrow behind them, presumably for the grick.
The kobolds are nowhere to be found, but the passage that the party took in has been blocked. Mak leads the party out through the front entrance to the mine, where Rathnor is ambushed by an ogre. The ogre manages to knock Arden out, and shrugs off Gadfly's attempts to beat it with his staff. Rathnor manages to kill it, and then revives Arden. The ogre seemed to have nothing of value, so Böbō retrieves his pony, and the party escorts Mak back up to the hidden gate and into the city. Mak parts ways with them, and does not tip. Horowitz gives them each a 1gp bonus for combat duty. Arden goes to a temple for healing.
Saturday, January 13, 2007
One-Shot Game Description
One of the goals of this campaign is to have a game that we can play when not everyone can make it.
I'll be making an effort to tie up each "mission" in a single session, and to design the story so it makes sense
if a slightly different group of characters takes on each mission week-to-week.
If you can't make it Wednesday, that's fine, that's how this campaign is supposed to work.
Whenever you can show up for this game, here's the details so you can be prepared. So, Katie, if there ever is a week where you're feeling up to it, swing on by, it shouldn't interrupt normal game flow.
Character Creation
It's going to be D&D 3.5. You should have two 3rd level characters ready, a primary, and a backup.
Character death will be a reality in this game. Don't take it personally. If your primary character dies, or is otherwise
incapacitated, your backup will become your new primary, and you'll need to roll up a new backup.
NOTE: Triften, John, & Jake - You guys can use your old characters from my Half-Sea game as either
your primary or secondary, if you wish. Tell me if you think I have your character sheets, and I'll look for them.
Stats: You can use one of two methods to generate your character stats. You can use different
methods for different characters.
1) 28-point buy - From pg. 169 of the DMG
Each of your stats costs a certain number of points.
STAT COST
5 -3
6 -2
7 -1
8 FREE
9 1
10 2
11 3
12 4
13 5
14 6
15 8
16 10
17 13
18 16
2) Best 6 of 7
Roll 4d6 and sum the best 3
Do this 7 times, and use the best 6 rolls for your stats, in any order you wish.
I'm trusting you to be honest. :)
Concepts:
Any race/class/alignment combination is legal. (Yes, that includes chaos monks & evil paladins).
I am going to limit the classes for new characters to the ones in the PHB, though.
Character Knowledge:
The characters have all been recruited to be part of the mercenary guard of the merchant city of Rothgab, the city of gates.
Voluntarily. No, they were not drugged, drunk, or charmed into it. The pay is one gold per day, with combat bonuses, and such.
(For a frame of reference - a tradesman can earn 1sp/day on a good day).
None of you are from Rothgab. None of you have been there before. It's merchants are known for going and trading everywhere.
The city itself is in the middle of the desert, though its gates open onto places far away.
The citizens refer to the guard as "The Unfortunates".
All the other residents have been "peace-branded". They can do no harm to others. The Unfortunates have not been peace-branded, but are not citizens.
The most severe penalty for citizens is exile.
The most severe penalty for Unfortunates is peace-branding and exile.
Unfortunates may choose to leave service on their anniversary. Instead of leaving Rothgab, they may apply for citizenry.
The Unfortunates are used as the city's all-purpose guard. (They're not just fighters). They are the hand of the merchant council, the city's ruling body,
and are used defensively and offensively. Common day-to-day purposes include guarding merchants outside of the city, and internal policing and investigation. Special puposes abound.
Equipment:
Shop w/ 300gp.
You may have one +1 weapon or equivalent magical item to start (free, not included in 300gp budget).
Each character is issued a small brass badge as your mark of office. It is a minor magical item, granting +1 to saving throws, allowing you to see the peace-brand, and can be used to issue a summons.
A cheap apartment in the city is 1gp / month.
Thursday, December 14, 2006
Triften's Game: Session n+1
Most of the party is hungover after a night of heavy drinking and grumbling about the Black Talon. Jared wakes first and, using a piece of wood, jams the door to Stetta's cart. Meanwhile, Holostarchander decided hang himself upside down in hopes of inducing a vision to provide guidance for the party. He awakens, inverted and numb, with a splitting headache.
Terrence awakens to find himself in Stetta's strong embrace. Fight-or-flight instincts kick in when Stetta informs Terrence that he has made her a real woman, causing Terrance to fling himself, screaming, at the stuck door. Jared watches and listens from outside. Eventually, Terrance free's himself from Stetta's den of iniquity and retreats to the near-safety of his own cart.
After Terrence's screaming quiets down, Holostarchander regains feeling in his limbs and begins his own bout of screaming. (I can't remember who helped him down from his suspension.)
Jared grants Stetta the day off, suggesting she have a picnic with Terrance, before wandering into town to find an apothecary who might provide a love potion. Terrence desperately searches for alcohol, finding that Jared has moved or emptied all of the stashes. Jared finds an apothecary who asks for a rather high price for a love potion and decides to convince the rest of the party to chip in for it to help smooth over the dynamics.
While Jared is gone, Terrence impersonates Jared to try and convince Stetta that Jared is also interested in sleeping with her. When Stetta sees Jared, after he returns from his trip to the apothecary, she lets him down easy and gives him a kiss on the cheek.
Jared recovers from the kiss and pitches his idea to the others regarding the love potion. The rest of the party is skeptical.
(There may or may not be a session break here.)
At this point, it is nearly mid-afternoon, and Serpentia is nowhere to be found. Flacco and Kurako take a look around in the nearby grove of trees (druids have a habit of wandering off you know) and Kurako discovers Serpenta's snake by itself. The snake is sluggish and lethargic. The twins attempt to sell the snake (rocks nearly fall) but eventually just return to camp with it to show the others.
Before the discovery of the snake, Terrence bumps into Steve in town. Steve also dresses up (wink-wink, nudge-nudge) and has a small traveling act, so Terrence suspects that Steve has stolen Serpenta away from their show.
Regardless, the show must go on and the troupe has already reserved a section of the marketplace in which to perform. After setting up the tent (and having someone with the Use Rope skill check over the work) and getting ready to start, two small birds fly into the tent. The birds alight on Prima's shoulder and, speaking in Serpenta's voice, deliver a message explaining that Serpenta was kidnapped by the Black Talon and being carried off, possibly northward but she is unsure. She provides information regarding the possible location of King Ordna's wizard who might be able to help them. (I can't remember what the second bird did, but it might have told off Prima and Donna.)
The show is excessively average and after the crowd clears out a number of soldiers remain (I think they may have been from another tavern excursion by the twins.) Thinking fast, someone unties the shoddy ropework, collapsing the tent. Thinking homocidally, someone else lights the tent ablaze. In the ensuing havoc, the party is able to slink away into the night, heading northward.
Wednesday, November 08, 2006
Triften's Game: The First n Sessions (n ≈ 3)
The story begins in the capital, unimaginatively named "Talwar". The party has been performing together for a few months.
(Jared's vision happens here, correct?)
(Something happens causing them to head down the road after a couple shows. I believe it may have involved pissing off a Black Talon officer.)
The party heads down the road towards the coast. Portsmouth-on-Lides is known to be a little more cosmopolitan and more appreciative of the arts. Along the way, the party spots an ambush up ahead. A small group of PCs circles around and surprises one of the bandits. The rest of the bandits had heard the PCs' approach and stepped aside, leaving "Deaf Gilroy" to be found. After 3 bandits are taken down, their leader, Rigg, flees, leaving a 4th bandit to be captured. The party gives the bandit quite a scare and, in return, receives information on where to find Rigg.
The party stays in a small village along the road for a few days to hold a couple of shows. Earnings are mediocre compared to the city but passable considering the locale. (NOTE: This may have occured before the bandit encounter.)
Farther up the road to Portsmouth, the party encounters a regiment of Black Talon marching down the road. Taking up the whole road. Demanding the party clear off the road. The oxen, being oxen, move slower than the Black Talon would like and so one set of carts is unceremoniously shoved off the road. Thanks to the sloping terrain, the cart ends up listed a little over 45 degrees. The oxen are used to pull the cart upright once again and, after a bit of swearing, the party continues toward the coast.
It is night when the party arrives in Portsmouth, so they convene on a tavern and get in some heavy drinking (getting sloshed on the slush fund). Flacco has an encounter with some dishonest folk who attempt to drug her. Luckily, Kurako has her back and keeps anything bad from happening. Terrance gets especially drunk and is carried back to camp by Stetta. Stetta and Terrance kiss. (This statement in no way implies that a particular party initiated the contact, just that it happened.) Upon return to camp, everyone heads to their carts, except for Terrance, who is carried into Stetta's.
Additionally, somewhere in all this, it was established that five consecutive days of the week are: Odinswag, Throggsday, Freersday, Gundersog, and Gundersoth.
Wednesday, August 09, 2006
Triften's Game: Intro/Character creation - 8/9/2006
The Kingdom of Talwar spent a few centuries as a mish-mash set of warring provinces, always worrying about the next orc incursion, the next lizardfolk raid, or the next kua-toa encounter. 50-some years ago, through brilliant tactics and diplomacy, Ordna of Lides united the human provinces and he was crowned King of Talwar. King Ordna formed an alliance with the eastern and western elf kingdoms so that when an aggresive campaign by the now-united human armies drove the orcs into the forests, their respite would be short-lived. The few survivors retreated to their old strongholds deep in the western swamps.
Throughout this time, Talwar saw increased trade with the dwarves of the northern mountains. Ordna's diplomats were able to enlist the assistance of the dwarves in the form of the great mountain wyrms. The dwarves revered the great wyrm, Falbjynsthfar, and with his blessing, were able to ride others of his kind. With the help of the dwarves and the wyrms, the Talwar army, led by their elite Black Talon soldiers, swept through the western swamps, bringing death to the old Orc kingdoms. The week of genocide would be known as "The Purge" and, for a time, would be celebrated for bringing a new peace and safety for humans, dwarves, and elves.
As the campaign concluded, General Haldren, Captain of the Black Talons, saw his opportunity and, thanks to the massive military machine Ordna had constructed, seized control of the kingdom. Ordna was executed and martial law was declared, enforced by dozens of newly promoted Black Talon regiments. His lieutenant, Kalrid, was promoted to General of the Black Talon, and served his new king well in the coming reign of tyrrany.
However, King Ordna was no fool and had instructed his most trusted assistants and advisors on what to do if these events should pass. Though Haldren got the crown and the kingdom, there were many secrets that slipped through his fingers. It is hoped that one day, these secrets can be his undoing.
The world:
Generic D&D (magic works "normally"), demi-humans rather rare, with dwarves and elves staying hidden away from the insanity of the human kingdom. Dragons/Wyrms are smaller than regular D&D and the most intelligent specimens are a few notches below elephants.
The players:
I wanted as many people to be at the character creation session so everyone could work together and make sure the characters had a good reason to travel and stay together. Attendance was less than spectacular but Noah and Sean came up with the concept of being a band of traveling performers.
- Terrence and Jared, bards played by Noah and Sean, tear up the stage as the prima-donnas, Prima and Donna.
- Stetta, a fighter carrying the burden of an abused childhood played by Emmy, performs feats of strength to wow the crowds.
- The Great Holostarchander, a sorcerer played by Jake, amazes with spectacular pyrotechnics.
- Serpenta, the snake-charming druid played by Katie, charms more than just animals with her incredible show.
- Flacco and Kurako, a rogue-fighter duo played by Tanya and John, astonish with acrobatics, dancing, and acrobatic dancing.
The characters have pooled their money to start their careers with 4 wonderful carts and two pair of the strongest oxen their money could buy.