Showing posts with label gameday. Show all posts
Showing posts with label gameday. Show all posts

Saturday, June 21, 2008

Gameday Recap: Taking It to the Keep

Charlie, who plays Chewie the as-we-left-it-last unconscious rogue was absent this week. Bad luck or secret plot to emerge from the keep alive? We'll never know.

The rest of us began the game with the daunting task of rescuing Chewie... or not. We were, as a group, fairly undecided. However, Jet Skee, our resident monk, had a daring plan.

Actually, it wasn't much of a plan. Really, it was this: run back into the room with the horror really fast, grab Chewie, and run out again. There was a bit more to it than that. Jet had some oil he'd applied earlier to himself earlier that made him really slippery. Since the horror likes to grapple, he felt he could risk getting nabbed because he could escape.

It worked, though the horror got a lick in before the oil kicked in. I did my part by summoning undead (my character is a necromancer, did I mention that?) to sort of hem the horror in so he couldn't effectively chase us. This also worked and we ran away, Chewie in tow, and headed to town for some needed R & R.

We dropped off Chewie at the local Pelor temple, regained our composure, learned a few spells, scribed a few scrolls, and went back to the keep to give the horror some what-for.

Since we knew how to beat the thing now, it was not too tough a task to dispatch it and we did. We took posession of it's treasure (two wands, some gold, and some trinkets) and headed further into the basement.

We ran into a girl. A girl, GM Brad said, with context. However, that context was the Samaradan girl whom we'd sent to stay in town. We told the girl to blow off. We don't trust any girls we meet alone, standing over slain adversaries, in the dungeon of a keep filled with deadly monsters. I think that's a fair rule of thumb. We'll get her context later.

No sooner had we sent the girl packing than we were attacked by a group of undead. They had the power to fascinate with gay pride inspired rainbow apparitions. This worked all too well on much of the party. I had escaped the issue by using invisibility prior to the encounter. I was happy to sit in the back and send in my own undead minions to do my dirty work. This they did and, as the party slowly rescued themselves from their stupor, we took the field.

More exploring. Pit trap in a kitchen. Some actual empty rooms. Then, just as we were ready to call it a night, some swarms of ice elemental bird things. They're bad news. Tough to kill without area effect stuff we don't have and they do pretty good damage. I'm invisible still and I've dispatched some zombies to, hopefully, soak up some damage, and use their bludgeoning attacks to make some of their own. We ended the night full in the middle of the combat.

Death becomes me...

I'm really enjoying my necromancer. At fifth level, he's really coming into his own. I'm concentrating on summoning undead and, next level, I'll stock up on spells to buff them out and make them even better tanks. Via a feat, I now have access to Animate Dead but I haven't had a chance to use it yet. Soon, I hope.

The party has come to rely on my talents (even our cleric of Pelor) because our barbarian tank (who also missed game night) is usually late so we are often within a high-damage-output meat-shield. Though my minions can't replace the damage output, they do take up space and create opportunities for other characters to maneuver and generally stay out of harm's way.

I will miss this guy when we make the jump to 4e. I'm already pondering what a 4e necromancer might look like.

Tuesday, June 17, 2008

Gameday Recap: Keep on Trucking

The cover of the Dungeon Master's Guide for D&D 3rd Edition.Image via Wikipedia

(Better late than never) Last Thursday, the party continued to explore the Samaradan Keep. We had decided to make for some stairs we knew to exist in a corner chamber and head down to take a look at the basement. However, the corner chamber was occupado with some nasty looking undead.

So nasty, in fact, that they put the fear into Ogg (the fighter-wizard) and Chewie (the thief). Both men fled down the stairs.

We were, for the moment, already short our barbarian comrade so we hightailed it after them down the stairs. Of course, the disturbed, demented undead followed us down.

Out of the frying pan and into the fire.

Waiting for us in the basement was a nameless horror: dozens of eyes, tentacles, and malice floating in murky shadow. It crushed Chewie in its tentacles before dropping him to the ground unconscious. Ogg, still running, moved past the horror and into the next room. It was filled with wights who were working on a mine tunneled into the stone of the floor.

Unable to find someway to put a dent in the horror, we tried to fight off the wights and the other undead and just stay the hell away from Mr. Tentacles. In the end, we survived by using the vertical mine shaft to take on the wights in a tight space in which they couldn't overwhelm us.

We survived. Even Chewie though he's still unconscious. The wights are gone and the other undead driven back but the way back (and Chewie's body) is still guarded by the floating scare-bear.


My Notes

I had a hard time with this game. Brad, the DM, routinely puts us up against the wall with the odds stacked against us. This is the style the group has been playing since time immemorial and, though I don't agree with it, that's the way we play. So the difficulty of the encounters wasn't itself my issue.

My issues were twofold: first, Brad didn't anticipate that the undead would frighten some of the party. However, the save against their fear effect was pretty high (19) given we started the night 4th level. Looking at that number, the reasonable assumption is that at least one character will fail the save. Because of the fear effect, we triggered multiple encounters via the fleeing characters. Any one of those encounters would have been tough on their own but we ended up with three at once.

My second problem was with Mr. Tentacles. Halfway through the combat we realized that, other than via magic, we couldn't hurt it. It had damage resistance 10/good and we didn't have any magic weapons. Brad finally told us meta-game this information but no one had prepared anything for it. Really, only the cleric could have by using Divine Weapon.

This is the kind of loaded encounter that bugs me. We were given no chance to beat that critter. There were no clues to hip us to the fact that this creature was practically immune to all our attacks. There was no way for us to figure it out either. It was only through meta-game information that we found it out.

It bugged me but we did survive to fight it another day and now we know what we need to do. Still, this was more frustrating than it had to be. Thankfully, we made it over the hump.

Zemanta Pixie

Thursday, June 5, 2008

Gameday: Taking It to the Keep

Tonight is game night. In this episode, the group intends to finish what we started last week and clean out the rest of the riffraff squatting in Samaradan Keep.




In other news, I'm still reading through Story. It's a great book but I'm not sure it's a great book for world-building. It's an excellent resource for story-building. It does an excellent job of laying forth the cardinal rules of plot and characterization. However, it really says nothing about setting. It says nothing about building the backdrop to the story. After all, the book is called Story, not World.

I also picked up Guns, Germs, and Steal (also recommended by the Shakespeare and Dragons Worldbuilding 101 Podcast) and I have a feeling it will do more to address world building by describing the trends that can shape cultures and societies.

I think Story is a great book for campaign-building and plot-building but I think it falls short as a great world-building tool. This isn't a knock on the book itself because world building was never its aim. I do think it's a great read chock full of a lot of very good information, just not for creating worlds.

Friday, May 30, 2008

Gameday Recap: Trampoline of Doom

Wednesday was game night. Last week the party had rescued a sleeping-beauty style princess from an island (reaching 3rd level in the process). As reward for her rescue, she gave us her keep. This week began with the party teleported to her keep.

First things first: the teleport spell put us up in the air falling towards a trampoline. We had two snap choices: try to avoid the trampoline and hit the floor instead (taking the requisite damage) or fall onto the trampoline. Those of us who opted for the trampoline were bounced into different rooms within the keep (it was a magic trampoline).

Through the whims of chance, my necromancer and the fighter-wizard ended up in the same room. The thief and evoker ended up together. The cleric, barbarian, and monk were all separated into different parts of the keep.

Two half-ogres confronted my part of the group but, thanks to some expert marksmanship by the fighter-wizard and a late save by evoker who, with the thief, found us, we survived. My major contribution was summoning undead to act as fodder. Three demons confronted the cleric and, via some Harm-like special abilities, laid him lo. When we found him, he was almost unconscious. After a long fight, the demons were defeated.

About halfway through, I was ensorcelled. The thief almost died but, in the end, the demons were beaten back. At that point, the barbarian and the monk finally found us to reunite the party proper. We then set off to explore the rest of the keep.

We found a vault and a secret bedroom with a sleeping ogre (ah, love that coup de grĂ¢ce!) and the dead brother of the princess. Next week, we need to finish cleaning out the keep.