Showing posts with label Grim Jim. Show all posts
Showing posts with label Grim Jim. Show all posts

April 7, 2011

Jocelyn Dawnseeker - Ranger/Horizon Walker

Continuing along with Honoring Dead PCs, (after an overly long delay) here is Grim Jim's Ranger/Horizon Walker, Jocelyn Dawnseeker. (For those who don't play D&D 3.5, a Horizon Walker is sort of an ultra-ranger-like prestige class. It allowed Jocelyn to specialize in various terrains and environments (such as "underground").

Unlike most (if not all) of the other PCs in the Rappan Athuk campaign, Jim's character actually had a background:

Jocelyn is searching for a childhood friend Templeton (who is dead in Rappan Athuk).

Templeton was Jim's first PC in the campaign. I don't mind that the other players didn't bother with backgrounds. We play a beer & pretzels game and the death rate is rather high (sort of sucks to make up an elaborate background only to have your PC snuffed out the next session).  Still, it was a nice touch for Jim to do this.

Here are some of Joclyen's career highlights.
  • Being a critical hit machine. Seriously, he could produce them on demand. I never thought about it at the time, but being an archer lends itself to this.  Simply put, when you're rolling more d20s each round (i.e., one for each arrow), you simply have more chances to roll a crit. Jim made good use of the ol' Critical Hit Deck.
  • Lighting up a troll with one flame arrow for a whopping 49 points of damage.
  • A failed Survival check (ala Wilderness Lore) lead to one of the funniest, ongoing in-game jokes of the campaign. At one point, while exploring the wilderness around Rappan Athuk, the party encountered a stronghold of bugbears. Because the PCs start at 6th level in this campaign, I figured the ranger would have a chance to know what these creatures were.  More often than not, I would have just hand-waved it and said the ranger knows what they are, but I guess I was feeling sassy that evening.  Jim critical failed the Survival check, and so he, and thus the rest of the party, became convinced the bugbears were actually "gnolls."  Now, what do you think happened when the party first encountered gnolls?  I couldn't resist and called for another Survival check.  Yep, the ranger was damned sure these new, hyena-headed creatures were "bugbears."
  • My personal favorite was when the party encountered a maiden in the bowels of Rappan Athuk. Naturally, she was a succubus.  Like everyone else who's played D&D more than a couple of times, Jim suspected as much and when the maiden came towards him, he started to roll for his volley of arrows.  
    • Me: "Uhm, Jim, you're firing on the lady?" 
    • Jim (matter-of-fact tone): "Yes." 
    • Me (laughing): "Jim, you have to at least try to role play this."
  • Naturally, she tried to kiss him next round, and then he brought the pain (although she did escape).
Race: Half-elf
Gender: Male
Class/Level: ranger/horizon walker/10th/1st

Initiative:  +4
Speed: 30 ft
HD: 11, HP: 72
BAB:+11/+6/+1
AC: 20 (22 with shield), Touch AC 14, Flat-footed 16 (18 with shield)

Attack: long sword +14/+9 (1d8+3), dagger +14/+9 (1d4+2), composite longbow +16/+11/+6, with point blank shot +16/+11/+6, with magic +1 arrows & point blank shot +17/+12/+7 (1d8 or 1d10 with broadhead arrows)

Attributes:
Strength 14
Dexterity 18
Intelligence 11
Constitution 12
Wisdom 14
Charisma 11

Saving Throws:  Fort +10, Reflex +11, Will +7

Alignment: Neutral Good

Skills: Climb +8(+10) [-2 AC Penalty], Concentration +2, Diplomancy +5, Jump +5-2AC penalty, Handle Animals +2, Hide +6, Listen +9, Knowledge (geography) +8, (nature) +7, (dungeoneering) +2, Move Silently +9, Ride +6, Search +8, Spot +10, Swim +8 -2 ac penalty, Use Rope +10, Survival +12(+2)(+2).

Languages: Common, Elvish, Giantish, & Abyssal.

Feats: Weapon Focus (longbow), Point Blank Shot, Precise Shot, Rapid Shot, Manyshot, Iron Will.

Class Abilities:
Ranger: Track, Wild Empathy, Endurance, Distracting Shot, Woodland Stride, Swift Tracker, Evasion.
His favored enemies are: Giants (1st), Constructs (2nd), and Undead (3rd).

Horizon Walker: Dark Vision 60';  +1 to hit & damage against creatures with Underground as their terrain location.

Equipment:
Elven Chain +1, Light wooden shield +1, Keen Adamantine Long sword +1, composite longbow +1 w/ +2 Str Bonus, Quiver (magic, 300 arrow capacity) with 75 regular arrow, 45 broadhead arrows, 14 silver arrows, 2 fountain head arrows, 1 sleep arrow, 10 cold iron arrows, 3 subdual arrows, dagger, 2 sunroads, Rations 10days, waterskin, 50' silk rope, flint & steel, 2 vials holy water, 1 everburning torch, 1 piece of chalk, potion remove fear, Ring of Sustenance, potion neutralize poison, potion water breathing, Helm Comp Language, Amulet Vermin Summoning (Centipede).

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). 

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....
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.

The Skull returns to Sam... they look eerily similar

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.

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:
You’ll note that these dudes all could become incorporeal, gaseous, or ethereal, and as such, were able to pass through the party’s blockades.


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 slain 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.

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:
  1. It is vaguely trophy-like
  2. It is bizarre
This time around, I went with something more appropriate (albeit less colorful): a styrofoam skull from Macy’s, of all places (it was Halloween at the time).  The trophy is currently in the hands of “Grim” Jim, who runs the party’s ranger (see below).  To his credit, Jim has held onto it for a few years now (and Dave the Knave has been eying it up for just as long). Jim took it from Sam when Sam’s paladin was dropped like a bad habit by an onslaught of spectres.  Jim fled; poor Sam never got the chance.

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.

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