Dave "the Knave " White set up our whole group with this awesome shirt last session (Dave has a thing for t-shirts: Too Many T-Shirts):
The "% Liar" bit is a double joke. Here is the story, per Monte Cook:
The original D&D booklets had a typo. In the monster entries,
instead of saying "%Lair" (for the percentage chance that the creature
would be found in its lair), it said "%Liar." The Arduin books embraced
that concept (I'm guessing without knowing it was a typo): In those
books, that game stat reflected the percentage chance that, if you
talked to it, the creature would lie -- apparently at any given time. It
was a rule to handle the roleplaying of the creature. And along with
the expected "%Liar: 45%," the Arduin books even had monster entries
that said, "%Liar: too stupid." So the monster was too stupid to lie.
(Dragon columnist Ray Winninger has a hilarious story from back then.
His group, who also believed that the stat determined how often a
creature would lie, applied this rule to the elf henchman with the
party. The PCs would ask the henchman if he had enough food, or whether
he needed healing after the last battle, and the DM would roll to see if
he told them the truth. You can just imagine the poor, starving,
beat-up henchman, when asked if he needed any help, feeling this odd
compunction to lie... shaking his head "no" with a look of profound
regret and helplessness on his face.)
(Source)
Showing posts with label Dave the Knave. Show all posts
Showing posts with label Dave the Knave. Show all posts
March 8, 2012
March 10, 2011
Plum Blossom - Rogue/Monk
artwork by the player, Dave "the Knave" White |
Plum, however, was known more for her seemingly endless supply of DM annoyances. And thus, let's begin her career highlights:
- Repeatedly used mundane magic items to thwart supposedly uber tough villains. Cashe in point: she all but nullified a high priest of Orcus during a temple battle with a freakin' tanglefoot bag.
- Used a Quaal's feather token to drop an anchor on an evil centaur's back (while riding said centaur).
- Freakin' tumbled unscathed through a blade barrier cast by a rather high level goblin wizard.
- Impersonated the Great El Goblino.
- Became an alcoholism enabler to the party's resident faerie dragon.
- Was at ground zero for a Necklace of Fireballs malfunction (she was resurrected, but lost just about all her gear in the fire. It was glorious.)
- Pinned a black skeleton to the ground with an immovable rod.
- After years of heckling by the DM and fellow party members for use of shurikens (keep in mind his PC had a strength penalty), scored a triple critical with a shruriken, burying it in a bugbear barbarian's kidney (we use the Critical Hit Deck).
Race: Human
Gender: Female
Class/Level: Rogue/Monk/6/5
Initiative: +3
Speed: 40 ft.
HD: 11, hp: 55
BAB: +7/2
AC: 21, touch 18, 22/19 vs. dodge target, 23/20 vs. traps, 25/22 vs. AOOs provoked by movement, 26/23 vs. dodge target AOOs provoked by movement
Attack: unarmed strike +10/5 1d10-1 (20/x2), or flurry of blows +9/9/4 1d10-1 (20/x2) or masterwork shortsword +11/6 1d6-1 (19/x2)
Attributes:
Strength: 8
Dexterity: 17
Constitution: 12
Intelligence: 16
Wisdom: 16
Charisma: 8
Saving Throws: Fort +7, Ref +12/14 vs. traps, Will +10/12 vs. enchantments
Alignment: Lawful Neutral (Evil)
Skills: Balance +18, Climb +10 (+12 with climbing kit), Disable Device +16 (+18 with masterwork tools); Disguse -1 (+9 with cloak of chameleon power), Escape Artist +16, Hide +14 (+24 with cloak of chameleon power), Jump +18, Listen +15, Move Silently +16, Open Lock +16 (+18 with masterwork tools), Search +16, Sleight-of-Hand +4, Spot +10, Survival +3 (+5 to follow tracks), Tumble +18, Use Magic Device +1, Use Rope +3 (+5 to bind person)
Class Abilities: Evasion, Flurry of Blows, Ki Strike (magic), Purity of Body, Slow Fall (20 ft.), Sneak Attack (+3d6), Still Mind, Trapfinding, Trapsense (+2), Unarmored Speed Bonus (+10 ft.), Uncanny Dodge (never flat-footed)
Feats: Ascetic Rogue, Combat Reflexes*, Dodge, Improved Unarmed Strike*, Mobility, Spring Attack, Stunning Fist*, Weapon Finesse
Equipment:
bracers of armor +3, brawler gauntlets, cloak of chameleon power, Heward's handy haversack, immovable rod, masterwork short sword (cold iron), masterwork short sword (silver), periapt of wisdom +2, ring of protection +1, robe of eyes, rust monster gauntlet
In Haversack: flask of acid (x2), flask of alchemist's fire, flask of ghostoil, flask of gravebane, flask of holy water (x4), flask of oil (x3), potion of cure moderate wounds, potion of flying, smokestick (x3), sunrod (x3), tanglefoot bag (x3), thunderstone (x2), climbing kit, pitons (x9), chalk (x10), fish hooks (x3), fishing net, flare stones (x3), sling, magnet, money pouch (350 gp), masterwork thieves' tools, signal whistle, small steel mirror, snorkel, soap (x2), torches (x10), flint and steel, block and tackle, iron pot, portable winch, silk rope (100'), trail rations (x10), waterskin, wine and cheese (x3), winter blanket
On Heavy Horse: bit and bridle, courtier's outfit, entertainer's outfit, feed (x10), riding saddle, saddlebags
February 8, 2011
The Skull Survival Trophy Passes Hands... Twice in One Night.
As I mentioned in my last post, our last session was particularly deadly. Three characters dropped, two of which had been around for almost the entirety of the campaign.
My group has a tradition: the player whose character has been around the longest gets to possess the Skull. Sam originally inherited the Skull way back at the start of the campaign when we had a TPK. Well, a near TPK. Sam missed that evening and his PC survived by default (our house rule is if you're not there, neither is your PC). Ipso facto, he got the Skull. When Sam's paladin was brought down by spectres in another near TPK, Grim Jim and his ranger, Jocelyn Dawnseeker, inherited the Skull. Dave the Knave was next in line and has been jonsesing for it for years now.
Well, although Dave's rogue/monk, Plum Blossom (illustrated here: link), was brought to negative HP during the battle with iron golems, she didn't actually die. She lay incapacitated on the battle field. Jim's ranger, however, suffered too many full attacks at the hands of said golems and when he dropped, he dropped but good (i.e., way below -10).
Unfortunately for him, Plum was left to rot when the rest of the party beat feet out of the death trap. Sam's wizard, Derbish, was next in line and he now possesses the Skull once again. What a night.
My group has a tradition: the player whose character has been around the longest gets to possess the Skull. Sam originally inherited the Skull way back at the start of the campaign when we had a TPK. Well, a near TPK. Sam missed that evening and his PC survived by default (our house rule is if you're not there, neither is your PC). Ipso facto, he got the Skull. When Sam's paladin was brought down by spectres in another near TPK, Grim Jim and his ranger, Jocelyn Dawnseeker, inherited the Skull. Dave the Knave was next in line and has been jonsesing for it for years now.
Well, although Dave's rogue/monk, Plum Blossom (illustrated here: link), was brought to negative HP during the battle with iron golems, she didn't actually die. She lay incapacitated on the battle field. Jim's ranger, however, suffered too many full attacks at the hands of said golems and when he dropped, he dropped but good (i.e., way below -10).
Grim Jim says good-bye to the Skull. |
At that moment, incapacitated or not, Dave seized control of the Skull.
Dave the Knave finally gets the Skull... but wait.... |
The Skull returns to Sam... they look eerily similar |
Labels:
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Grim Jim,
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February 5, 2011
A Rough Night in Rappan Athuk
Rappan Athuk brought down three more PCs tonight. We just finished playing a half-hour or so ago. It was a rough one. The PCs went down the well, which was warned against from the start. That being said, come on, when you tell anyone "don't do that" it only entices them more. I'm amazed they held out this long.
What is particularly rough about tonight's game is that two of the three PCs to drop had been around for a while. Plum Blossom (Dave the Knave's monk/rogue) and Jocelyn (Jim's ranger) had been kicking around in the game for three years or more. The third, Bonnie's cleric/fighter/hunter of the dead, had been around for quite some time as well.
Despite this, it was a hell of a night of play. The party put up a valiant fight and did what they could. They cut their losses and bailed, but only at the last moment. More than that, it was a fun night. As bloody as it was, the players were laughing and carrying on just like any other session. The usual dick and fart jokes abounded.
I commend my players. I know this loss stung. Jim, Dave, and Bonnie put in a lot of hours in getting those PCs to their current levels. But did they gripe and moan? Nope. My group is awesome. They really are.
What is particularly rough about tonight's game is that two of the three PCs to drop had been around for a while. Plum Blossom (Dave the Knave's monk/rogue) and Jocelyn (Jim's ranger) had been kicking around in the game for three years or more. The third, Bonnie's cleric/fighter/hunter of the dead, had been around for quite some time as well.
Despite this, it was a hell of a night of play. The party put up a valiant fight and did what they could. They cut their losses and bailed, but only at the last moment. More than that, it was a fun night. As bloody as it was, the players were laughing and carrying on just like any other session. The usual dick and fart jokes abounded.
I commend my players. I know this loss stung. Jim, Dave, and Bonnie put in a lot of hours in getting those PCs to their current levels. But did they gripe and moan? Nope. My group is awesome. They really are.
Labels:
Bonnie,
camaraderie,
campaign,
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Dungeons and Dragons,
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rappan athuk,
RPG
January 27, 2011
Videos from the Showdown in the Upper Temple of Orcus
I've been really slacking on posting campaign updates. I hope to do so in depth at some point, but just to catch you up to speed: the party finally finished the Showdown in the Upper Temple of Orcus, explored the dungeon a bit more, and, yes, decided to go down the infamous well (they are still exploring down there).
Back when we first started the Showdown, Rob took a view videos. I figured I might as well share them. They aren't the most action packed, and dear lord, do I sound like a tool, but, hey, what the hell? The party had just entered the temple via a magical secret backdoor. Dave's Roxxxor the Chaotic Awesome half-orge barbarian was still alive and had taken the platform above the lava. You can hear his theme music in the background. For those of you playing along at home, he bit it in the next session, being pushed into said lava.
The videos start with the party wizard, played by Sam, fireballing some priests of Orcus and their thug guards. I'm rolling their saves, saying "ash" for those that were incinerated. I think Sam is the one simulating the screams of the burning priests. Oh, and you can hear me bemoaning the players working the neutral alignment loophole to the bone (i.e., they avoid a lot of penalties in Rappan Athuk because they aren't goodly aligned). Yeah, hot D&D action at its finest. Suffice it to say, D&D is much more fun to play than watch.
Oh, I tend to swear a lot when I DM, so be warned.
Back when we first started the Showdown, Rob took a view videos. I figured I might as well share them. They aren't the most action packed, and dear lord, do I sound like a tool, but, hey, what the hell? The party had just entered the temple via a magical secret backdoor. Dave's Roxxxor the Chaotic Awesome half-orge barbarian was still alive and had taken the platform above the lava. You can hear his theme music in the background. For those of you playing along at home, he bit it in the next session, being pushed into said lava.
The videos start with the party wizard, played by Sam, fireballing some priests of Orcus and their thug guards. I'm rolling their saves, saying "ash" for those that were incinerated. I think Sam is the one simulating the screams of the burning priests. Oh, and you can hear me bemoaning the players working the neutral alignment loophole to the bone (i.e., they avoid a lot of penalties in Rappan Athuk because they aren't goodly aligned). Yeah, hot D&D action at its finest. Suffice it to say, D&D is much more fun to play than watch.
Oh, I tend to swear a lot when I DM, so be warned.
October 22, 2010
My Contributions to the Too Many T-Shirts Project
Dave the Knave is still going strong with his Too Many T-Shirts project. He was starting to run low a while back, so I shared a few shirts to help him out (I’m the “Dan” he mentions from time to time). He wore most of these back in September (yes, this post is long overdue). You can find the project at its official web site: link or at Flickr: link.
Here are some of the gaming-related ones:
This one was given to me by Han Scharler for GenCon 2006 (he wrote about it here: link)
Ok, this one isn’t mine, but it’s too cool not to share. It’s a “Roots” t-shirt designed by Wil Wheaton for J!NX. Dave wore it to one of our Rappan Athuk sessions (on a side-note, updates on those forthcoming).
GenCon ‘97…
…and GenCon '98
Back in the day, TSR put out some nice t-shirts at one point. I always loved the cover for the “Death’s Ride” module, so I couldn’t pass this one up.
Here are some of the gaming-related ones:
This one was given to me by Han Scharler for GenCon 2006 (he wrote about it here: link)
Ok, this one isn’t mine, but it’s too cool not to share. It’s a “Roots” t-shirt designed by Wil Wheaton for J!NX. Dave wore it to one of our Rappan Athuk sessions (on a side-note, updates on those forthcoming).
GenCon ‘97…
…and GenCon '98
Back in the day, TSR put out some nice t-shirts at one point. I always loved the cover for the “Death’s Ride” module, so I couldn’t pass this one up.
October 13, 2010
20-Sided Rhymes
Hipster, please! has posted a free, downloadable album called 20-Sided Rhymes. Dave the Knave did the sweet-ass album art (he also did the art for Hipster-Free Singles Club Vol. 1).
There are a lot of great tracks. I’m still working my way through them all, but “Random Encounter in the Cereal Aisle” and “Roll the Dice” are my favorites so far.
There are a lot of great tracks. I’m still working my way through them all, but “Random Encounter in the Cereal Aisle” and “Roll the Dice” are my favorites so far.
Front Cover:
Back Cover:
September 17, 2010
GASPCon – Rolling dice in da ‘Burgh
The Gaming Association of Southwestern Pennsylvania (GASP) will be holding its annual GASPCon on November 12 –14. Get all the details here: link
I’ll be running some Castles & Crusades (that is a shock, I know) and the oft-mentioned Dave the Knave will be running Lamentations of the Flame Princess: Weird Fantasy RPG (which has to be the longest RPG title ever).
If you’re in the area, stop by. It’s a great, laid back convention.
Labels:
Castles and Crusades,
Dave the Knave,
Gaming Convention,
GASP,
Old School,
OSR,
RPG
September 16, 2010
September 9, 2010
Showdown in the Upper Temple of Orcus – An Overdue Update
[general Rappan Athuk spoiler warning]
[Update: 9/9/10 12:15 PM] After checking my notes again and conferring with my players, I realized I had a few things wrong. I've noted as such below]
[photos compliments of Dave the Knave]
It has been a long time since I mentioned the ol’ Showdown in the Upper Temple of Orcus scenario going on in my Rappan Athuk campaign. The campaign has been on hiatus for a couple months now, but we are firing it up again tomorrow. Dice will roll. Lionshead will be swilled.
Anyhow, here is the second update I promised… back in April.
So after whipping the cadaver collector’s highly-susceptible-to-rust ass, the party added insult to injury, and used it to block one of the doors to the lower-level, hoping to blockade the seemingly unending freight elevator of death. The party had previously used stone shape to blockade the other door, so both were corked at this point. My memory is a bit fuzzy, but I believe the party then healed up, cast buffing spells, and generally prepared for the next wave of baddies.
The party had routed a vampire would-be bad ass last time and he came back with some friends for payback. Here was the hit list:
The battle was a lot of fun to DM, with the vampires harrying the party from the skies, the fumes of the nightmares thwarting various heroics, and such. However, the Phantasm was a bust. It has this cool magic jar-like ability, allowing it to possess people. But damned if that freaking NPC dwarf fighter, Lady Bombis (known to the group as Lady Marmalade) didn’t make every save to resist it.
I can’t remember too many specifics at this point, but the party eventually brought down the vampires and their mounts (although one or both of the vampires might have escaped). [The vampire spawn couldn't breach the antipathy zone, so he was kind of screwed from the get-go. His mount had no problem, though. It's been confirmed both vampires lived to fight another day. Reoccuring villians, anyone?] I believe Bonnie’s Hunter of the Dead was lighting up the undead with her Radiant Sphere (from the Magic Item Compendium). I had a lot of fun, especially with the nightmares. I can’t recall the last time I used that creature in play and I don’t think I ever have in 3rd edition.
There was a rather funny rules debate at one point when Sam tried to make a case for an AC bonus for being prone. Ha, but his wizard was prone under the flying vampire who was about to toss a shortspear at him, so technically he could have received a +4 versus missile attacks. Suffice it to say, DM logic over-ruled by-the-book accuracy at that point. I’m not sure how being spread-eagle beneath a flying opponent warrants an AC bonus. (To clarify, this wasn’t a heated argument, rather Sam tossing out a rule and hoping the DM would go for it. I did not.)
Eventually one of the divine spell-casters, likely Rob’s Shaman, turned the Phantasm, the nightmares were brought down, and the vampires wereslain or routed.
Shortly thereafter, a pair of carcasses (from the Creature Collection III) laid siege to both blocked entrances and finally removed the physical barriers to the room. These things are basically undead transports, being hollowed out giants that carry undead within them. They sound cooler than they are and are kind of a one-trick pony. It was pretty fun to surprise the players and launch black skeletons out of their bellies, though.The carcasses did make attempts to envelope some of the PCs but to no avail. The party made fairly quick work of this assault. [This combat actually just started at the end of the last session, so we'll be picking up with it tomorrow.]
So, there you have it. This Friday we pick up here. This whole showdown has been fun, but I’ve vowed to the group that the next session will be the last encounter. I’ve something special planned for it and have little doubt it will make it a memorable session. I’m pulling out the stops for this one.
Damn, I love this game.
[Update: 9/9/10 12:15 PM] After checking my notes again and conferring with my players, I realized I had a few things wrong. I've noted as such below]
[photos compliments of Dave the Knave]
It has been a long time since I mentioned the ol’ Showdown in the Upper Temple of Orcus scenario going on in my Rappan Athuk campaign. The campaign has been on hiatus for a couple months now, but we are firing it up again tomorrow. Dice will roll. Lionshead will be swilled.
Anyhow, here is the second update I promised… back in April.
So after whipping the cadaver collector’s highly-susceptible-to-rust ass, the party added insult to injury, and used it to block one of the doors to the lower-level, hoping to blockade the seemingly unending freight elevator of death. The party had previously used stone shape to blockade the other door, so both were corked at this point. My memory is a bit fuzzy, but I believe the party then healed up, cast buffing spells, and generally prepared for the next wave of baddies.
The party had routed a vampire would-be bad ass last time and he came back with some friends for payback. Here was the hit list:
- Mr. Vampire Wanna-be Bad Ass,
- his vampire spawn,
- two nightmares serving as their mounts. and
- a Phantasm (from the Tome of Horrors II)
The battle was a lot of fun to DM, with the vampires harrying the party from the skies, the fumes of the nightmares thwarting various heroics, and such. However, the Phantasm was a bust. It has this cool magic jar-like ability, allowing it to possess people. But damned if that freaking NPC dwarf fighter, Lady Bombis (known to the group as Lady Marmalade) didn’t make every save to resist it.
I can’t remember too many specifics at this point, but the party eventually brought down the vampires and their mounts (although one or both of the vampires might have escaped). [The vampire spawn couldn't breach the antipathy zone, so he was kind of screwed from the get-go. His mount had no problem, though. It's been confirmed both vampires lived to fight another day. Reoccuring villians, anyone?] I believe Bonnie’s Hunter of the Dead was lighting up the undead with her Radiant Sphere (from the Magic Item Compendium). I had a lot of fun, especially with the nightmares. I can’t recall the last time I used that creature in play and I don’t think I ever have in 3rd edition.
There was a rather funny rules debate at one point when Sam tried to make a case for an AC bonus for being prone. Ha, but his wizard was prone under the flying vampire who was about to toss a shortspear at him, so technically he could have received a +4 versus missile attacks. Suffice it to say, DM logic over-ruled by-the-book accuracy at that point. I’m not sure how being spread-eagle beneath a flying opponent warrants an AC bonus. (To clarify, this wasn’t a heated argument, rather Sam tossing out a rule and hoping the DM would go for it. I did not.)
Eventually one of the divine spell-casters, likely Rob’s Shaman, turned the Phantasm, the nightmares were brought down, and the vampires were
Shortly thereafter, a pair of carcasses (from the Creature Collection III) laid siege to both blocked entrances and finally removed the physical barriers to the room. These things are basically undead transports, being hollowed out giants that carry undead within them. They sound cooler than they are and are kind of a one-trick pony. It was pretty fun to surprise the players and launch black skeletons out of their bellies, though.
So, there you have it. This Friday we pick up here. This whole showdown has been fun, but I’ve vowed to the group that the next session will be the last encounter. I’ve something special planned for it and have little doubt it will make it a memorable session. I’m pulling out the stops for this one.
Damn, I love this game.
August 30, 2010
August 5, 2010
One Gamer, a Million T-Shirts
Ok, may be not literally a million, but my buddy Dave "The Knave" has a shit load. He is posting a picture of himself in a different t-shirt from his collection each day. Check out his "Too Many T-Shirts" project: link (he also has a Flickr account for it: link). Take a gander...
June 2, 2010
Dave the Knave's Art
As I've alluded to before, one of my players, Dave the Knave, is a damn fine artist. Here is a sampling of his work from his deviantArt page.
This is his rogue/monk character, Plum Blossom. She is second in line to the Survival Trophy.
Plum Blossom again, but an earlier version.
Here is Archbishop Van Awesome. A rather grandiose handle for a 1st level cleric he created for a Castles & Crusades one shot. Dave had a lot of fun playing him and he sounded a lot like Val Hallen of the Justice Friends.
This is his rogue/monk character, Plum Blossom. She is second in line to the Survival Trophy.
Plum Blossom again, but an earlier version.
Here is Archbishop Van Awesome. A rather grandiose handle for a 1st level cleric he created for a Castles & Crusades one shot. Dave had a lot of fun playing him and he sounded a lot like Val Hallen of the Justice Friends.
April 22, 2010
Some Images to Go with Your "What Polyhedral Die Are You?" Results
Okay, I should have worked out some kind of kick-back deal with Dicepool.com, because every frickin' gamer blog out there participated in their "What Polyhedral Die Are You?" quiz after I posted it.
(I'm sure the fact that Jeff Rients did the quiz had nothing to do with that. I mean, who reads his blog? Oh yeah, everybody that owns a d20.)
Dave the Knave noticed some rather appropriate images by Lee Bretschneider on Flickr shortly thereafter (you can also find them at Lee's Adventuring Company site). Be forewarned, a few of his images are artistically NSFW.
Here I am in business attire:
(I'm sure the fact that Jeff Rients did the quiz had nothing to do with that. I mean, who reads his blog? Oh yeah, everybody that owns a d20.)
Dave the Knave noticed some rather appropriate images by Lee Bretschneider on Flickr shortly thereafter (you can also find them at Lee's Adventuring Company site). Be forewarned, a few of his images are artistically NSFW.
Here I am in business attire:
April 9, 2010
The Survival Trophy
So because I run a freakin’ lethal campaign, I figured some reward - some badge of honor- should be bestowed to the player whose character has lasted the longest. Once your character bites it, you must hand over the trophy to the next person in line. When the campaign ends, the last player holding the trophy keeps it for good.
In my first campaign (this is my second Rappan Athuk campaign), the survival trophy was a Magneto bobble head (or, I’m sorry, it was a Magneto Wacky Wobbler, which is clearly MUCH different). I’m not really sure why I went with it. Perhaps because:
I never really thought of it until now, but, rather morbidly, this trophy doesn’t come into play until after the first near-TPK (obviously, if it’s a full-fledged TPK, no one gets it). Along those lines, both of the trophies were handed out early on in both campaigns….
In my first campaign (this is my second Rappan Athuk campaign), the survival trophy was a Magneto bobble head (or, I’m sorry, it was a Magneto Wacky Wobbler, which is clearly MUCH different). I’m not really sure why I went with it. Perhaps because:
- It is vaguely trophy-like
- It is bizarre
I never really thought of it until now, but, rather morbidly, this trophy doesn’t come into play until after the first near-TPK (obviously, if it’s a full-fledged TPK, no one gets it). Along those lines, both of the trophies were handed out early on in both campaigns….
The Showdown in the Upper Temple of Orcus continues tonight. We'll see if Jim retains the trophy.
March 31, 2010
Showdown in the Upper Temple of Orcus – Part II: Grinding
[general Rappan Athuk spoiler warning]
[photos compliments of Dave the Knave]
We left our heroes facing down a hezrou demon. Apart from some pesky green gargoyles, he was the only threat since the party had routed the babau doormen and slaughtered the Orcus priests and their bodyguards. To clarify something, the party had long ago found the magical backdoor into the Upper Temple of Orcus and used it for this assault.
Most of the party knew the hezrou had successfully summoned something in the previous round, given his shit-eating grin. So what had he summoned? Dretches. Lots and lots of dretches. 33 to be precise. Given the party’s fodder count, I figured the hezrou would respond in kind and opt for the dretches rather than another hezrou.
What followed was a real grinder of a session. It was fun, but damn if 3.5 D&D combat isn’t as slow as hell. Thankfully, Sam came packing the tequila to ease the pain….
Rather than bore you with a lengthy play-by-play, here are the highlights:
- The dretches’ physical attacks and the hezrou’s unholy blight and chaos hammer abilities thinned out the ranks of the NPC fodder, but the PC heroes were doing fairly well.
- When the hezrou broke out the ol’ blasphemy, the players started to sweat. All remaining NPCs were paralyzed and a most of the PCs were weakened and dazed.
- Roxxor the “chaotic awesome” half-ogre barbarian did a great Frazetta painting impression by taking to the central platform over the lava pit and chopping down dretches with ease. Alas, he was outnumbered, and, once paralyzed by the blasphemy, was shoved into the lava. He quickly became “chaotic ash.”
- Things looked bleak for the heroes, but here is how they saved their bacon:
1. The cleric cast magic circle against chaos and consecrate, creating a bubble of protection from which the group could operate.
2. The shaman (ala Green Ronin’s The Shaman's Handbook) used his rebuking ability to gain control of the dretches that were within the consecrated area.
3. The shaman sent the dretches into melee with the hezrou, who,so enraged by their insolence, focused his attacks on them rather than the party.
4. The wizard was able to fire off a caster level 16 (!) dismissal scroll (previously procured from a loot stash in the dungeon’s lower levels) and, wham-bam-thank-you-ma’am, the hezrou was sent back to the Abyss, cursing the heroes with his middle fingers in the air.
- On top of that, the dragon shaman’s (ala the Player's Handbook II) vigor aura ability kept many of the disabled NPCs from outright dying, so a few members of the fodder brigade survived the battle.
The party has seized the temple. Now the question is: can they hold it for 24 hours?
[photos compliments of Dave the Knave]
We left our heroes facing down a hezrou demon. Apart from some pesky green gargoyles, he was the only threat since the party had routed the babau doormen and slaughtered the Orcus priests and their bodyguards. To clarify something, the party had long ago found the magical backdoor into the Upper Temple of Orcus and used it for this assault.
Most of the party knew the hezrou had successfully summoned something in the previous round, given his shit-eating grin. So what had he summoned? Dretches. Lots and lots of dretches. 33 to be precise. Given the party’s fodder count, I figured the hezrou would respond in kind and opt for the dretches rather than another hezrou.
What followed was a real grinder of a session. It was fun, but damn if 3.5 D&D combat isn’t as slow as hell. Thankfully, Sam came packing the tequila to ease the pain….
Rather than bore you with a lengthy play-by-play, here are the highlights:
- The dretches’ physical attacks and the hezrou’s unholy blight and chaos hammer abilities thinned out the ranks of the NPC fodder, but the PC heroes were doing fairly well.
- When the hezrou broke out the ol’ blasphemy, the players started to sweat. All remaining NPCs were paralyzed and a most of the PCs were weakened and dazed.
- Roxxor the “chaotic awesome” half-ogre barbarian did a great Frazetta painting impression by taking to the central platform over the lava pit and chopping down dretches with ease. Alas, he was outnumbered, and, once paralyzed by the blasphemy, was shoved into the lava. He quickly became “chaotic ash.”
- Things looked bleak for the heroes, but here is how they saved their bacon:
1. The cleric cast magic circle against chaos and consecrate, creating a bubble of protection from which the group could operate.
2. The shaman (ala Green Ronin’s The Shaman's Handbook) used his rebuking ability to gain control of the dretches that were within the consecrated area.
3. The shaman sent the dretches into melee with the hezrou, who,so enraged by their insolence, focused his attacks on them rather than the party.
4. The wizard was able to fire off a caster level 16 (!) dismissal scroll (previously procured from a loot stash in the dungeon’s lower levels) and, wham-bam-thank-you-ma’am, the hezrou was sent back to the Abyss, cursing the heroes with his middle fingers in the air.
- On top of that, the dragon shaman’s (ala the Player's Handbook II) vigor aura ability kept many of the disabled NPCs from outright dying, so a few members of the fodder brigade survived the battle.
The party has seized the temple. Now the question is: can they hold it for 24 hours?
March 2, 2010
"Rappan Athuk - The Rakshasa Encounter" or "How I Pulled Off a Complex Illusion-based Encounter"
[Updated with some context so this makes sense (I hope) to those without the RA material]
General Rappan Athuk Spoiler Warning
General Rappan Athuk Spoiler Warning
More than anything I posted, this gets a big spoiler-rific warning. This is for Rappan Athuk DMs only. Well, my players can read this too, since they already experienced this encounter. It has some helpful information and should be useful to any DM running an illusion-based encounter.
I originally posted this at the Necromancer Games forums in the Rappan Athuk area under Scramge - Tips for Running this Great, but Tricky, Encounter, but I decided to post it here as well.
On a side note, DMs should really check out the RA forums. There is a ton of useful advice there. Read anything by Greg Ragland (a.k.a. Damien the Bloodfeaster). He is the author of much of the material that was added to the Rappan Athuk Reloaded edition and is a freakin' Rappan Athuk scholar. Actually, he is a freaking dungeon design scholar, period. As for you players out there, do not read that thread unless you are a tool that wants to cheat.
The Scramge the Rakshasa encounter is a classic illusion-based scenario. The party enters a room and is presented with a series of illusions designed to trick the players (and/or their characters) into believing they are saving someone in need, spotting a bunch of treasure, etc. Of course, once the party lets down its guard, the rakshasa lays the smack down. The Scramge encounter is particularly complex. The key part of the encounter is the rakshasa casting an illusion that causes one party member to look like the enemy while the rakshasa cloaks himself to look like that party member. For example, when I ran it, the party cleric was made to appear to be a demon, while the rakshasa made himself look like the cleric. The general idea is that the party will kill one of its own before they discover the illusion.
Anyhow, here is how I ran the Scramge....
The Scramge encounter comes up frequently at the RA forum due to its complexity. As promised, here is how I successfully ran the encounter:
- I didn’t worry about whether he was “legal” or not. As pointed out elsewhere, Scramge is based upon earlier editions of D&D where rakshasa were much more powerful.
- At the beginning of the session, I told the players that this evening was going to be a bit different than the norm. It would rely on some heavy role-playing to make the session a success. Players that role-played well would be rewarded with XP bonuses.
- When the party entered the room with Scramge and he kicks into gear, I described the scene as stated in the module.
- I then gave EACH player a note and told them not to tell anyone what their note said and reminded them of the XP bonus (one die-hard player literally ate his note after reading it).
- The note for the transported and illusion-covered PC stated:
- Instead of the description you just heard [i.e., the one I read to the group of players], this happens to you:
- Suddenly, you are across the room from the rest of the party: you are staring at them and them at you. Where you stood is a person who looks exactly like you! The jackal-men stand nearby you and advance on the party. Try as you might, you can’t seem to communicate with party. They seem not to understand what you are saying. However, you can understand them and it appears they think you are the demon! As you cannot communicate with them, say nothing of this to the group. Furthermore, when it is your turn, move your miniature as if you were fighting the demon. The miniature on the table represents the person who looks like you, and he is attacking the “demon”(you). If your duplicate should die, act as if this has happened to your character.
- The notes for the rest of the group said “Blah, blah, blah, blah…”
- I then ran the combat as is. I made all Will saves in secret and took aside players when needed. I also occasionally took players aside when not needed just to mess with the group and keep up the confusion (players were told not to tell what they talked about with the DM).
The encounter went very smoothly. The players really must contribute for it to do so. Fortunately, I’m blessed with great players who “get it.”
The session was one of the best we had and everyone had a blast with the strangeness of it (e.g., the “Blah, blah,” notes, the code of silence about the notes and DM talks, etc.).
I hope this helps.
Here are links to other threads about it:
January 18, 2010
The Benefits of Having a White Board for a Table Top and an Artist for a Player
One of the cool things about having a white board as a table top is that, in addition to being a miniature map, my players can use it to jot down notes, spell lists, etc. If you have a talented artist in the group (such as Dave White of 741.5 Comics), you also find some pretty cool doodles. Dave has drawn all kinds of things, ranging from Spider-Man to Orko (don't ask). Last session, he drew the great El Goblino, a now, infamous goblin of Rappan Athuk and his character's new arch-nemesis.
December 5, 2009
Semi-Drunk Rant and Post
So, as the title states, I have a bit of a buzz going on. Not so strong that I can't insert a pic or a link or two, but, well, yeah. We consumed a good bit of alcohol at tonight's game. Good ol' Sam brought some Crown Royal (the bag naturally already being used as his dice bag) and Dave White brought some high-octane Belgium beer.
So another great session tonight. The group headed back to Rappan Athuk after a bit of restocking and spell scribing in Bard's Gate. They described to restart from square one (i.e., dungeon level 1) and that allowed me to bring back some of the RA classics, including the Dung Monster and the Green Gargoyles. They also headed to the Red Jester (from Tome of Horrors II), which I use as a substitute for Sacarcek on level 2. That allowed for some great role-playing and lots of laughs.
Anyhow, no real point to this post other than I have a blast gaming. It bothers me that other folks look down on it. They don't realize what they're missing. It's not the game so much as the fun you get from sharing laughs and dice over a table week after week. It's like a poker night, but unlike the poker night, the group is working together. There is camaraderie (thank you spell check for that one).
Any way, damn I like me some D&D.
So another great session tonight. The group headed back to Rappan Athuk after a bit of restocking and spell scribing in Bard's Gate. They described to restart from square one (i.e., dungeon level 1) and that allowed me to bring back some of the RA classics, including the Dung Monster and the Green Gargoyles. They also headed to the Red Jester (from Tome of Horrors II), which I use as a substitute for Sacarcek on level 2. That allowed for some great role-playing and lots of laughs.
Anyhow, no real point to this post other than I have a blast gaming. It bothers me that other folks look down on it. They don't realize what they're missing. It's not the game so much as the fun you get from sharing laughs and dice over a table week after week. It's like a poker night, but unlike the poker night, the group is working together. There is camaraderie (thank you spell check for that one).
Any way, damn I like me some D&D.
Labels:
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