Showing posts with label Rob. Show all posts
Showing posts with label Rob. Show all posts

August 27, 2012

The Ballad of the Swiftblade

After a long hiatus, my group finally got a chance to play some C&C last Friday.  It was a blast of a session.

Our campaign is set in the Southern Reaches of the Wilderlands, with the party operating out of Sacred Rock. They decided to follow-up on an old adventure lead about an abandoned guard tower outside of town. Quite some time back, they saw a gargoyle floating around there.

A darkwing (notably, not Darkwing Duck).
There was a stable and an armory on the ground level, and the upper levels consisted of  a series of walkways (i.e., upper interior was mostly hollow). After breaking in and battling some zombie guardsmen, they were set upon by darkwings and, later, a gargoyle swooping down from the upper reaches of the tower.

It was a tremendous battle with plenty of "fantasy #@#$! Vietnam"-style play. Thanks to a critical hit dealt out by the gargoyle, the party's wood elf ranger, Ash Swiftblade, bled out at the very end.  The party's bard player posted the ballad below on the campaign's EpicWords site afterwards.

As much as I take pot-shots at bards, there is no doubt this is awesome:


The Ballad of the Swiftblade

To the forgotten tower I did journey
with Wil, Gravel, Ash, and Antonin
through its sealed doors we sought the secrets 
held in darkness within.

The air was thick with dust and must
We found arms and bones of horse
But in its draft we did find 
something much, much worse.

Bold Gravel cried, "I need no help
To vanquish this undead foe!"
But was soon beset by death
taken wing to dive from above to below.

Swift as his blade, Ash ran up,
his companion beset by undead scum
but a rushing, flapping sound from above
foretold of death to come.

Wings violet as night swarm in the dark
trimmed with fangs and claws
that will lift you up to heights so high
that the fall should give any man pause

A swarm so large it should be said
that it could even lift large Gravel
"We must pull back!" the Swiftblade said
"Lest upwards you wish to travel!"

Gravel found the quickest way down,
landing with a sickening thud
"To the armory!" the Swiftblade called
"They'll not have our blood!"

Through a hail of death taken wing
We struggled to the door
When it was slammed and leaned upon
We numbered only four

Potions were quaffed by one and all
both magics and fermented
The door was braced, but slowly gave
under attack unrelented.

As we took stock and readied to fight
to the bold and bitter death
When the scratching and clawing of our foe
eased like a sighing breath.

"This is our chance!" the Swiftblade growled
"We open this door and fight!"
All agreed and so we did,
his blade the first to cut right.

Only a few remained, the rest drawn away
A riddle quickly won
When a voice we heard, Antonio's cry out
"These beasts, they fear the sun!"

Took flight we did for the door we came in,
cutting through the winged lot
seeking the solace of the sun
and its warming rays most hot.

As we did a beast did join, 
larger than the rest
It sought our blood as its favorite sweet
Nearly putting enormous Gravel to his rest.

Wil came up to the giant half-man,
"We make our stand now and here!"
And all did turn to fire upon
the gargoyle without fear.

Know that gargoyles are not the sort to shy
with their stony bodies and hide
Though pelt it we did with arrows and blows
With our line it did collide.

"You'll not have my friends!" the Swiftblade yelled
His sword arced for a mighty blow
But the gargoyle tore with tooth and claw
to lay him bloody low.

As there he lay, his lifeblood spilling
He beckoned me to take his blade
"Take this now and run him through,
before to darkness I do fade."

I wish I could say I did such a thing,
though at least I can say that I tried.
But even as he lay bleeding he save me once more
or else I would have died.

Slick with his blood, I could not stand
And the gargoyle terrible and fierce
Expected with my rise to run me through
With its horns it meant to pierce.

With it low to the ground my companions did strike
They ran it through front and back
And there it fell, beside the Swiftblade
Its blood as Ash's name most black.

"Thank you for that," he sighed me
as he died there in the sun
But he'd done much, much greater for us
for because of him the battle was won.

So when into darkness you must tread
or through trouble you must wade
hope you have a noble friend
as brave as Ash the Swiftblade!



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.





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.

February 22, 2010

A Warning to the DMs of Rappan Athuk


The Spell Compendium (SC) is seeing more and more use in my Rappan Athuk campaign.  Sam, the wizard player, first introduced it a while back and has had fun with defenestrating sphere, but once the cleric player, Rob, picked up a copy, boy, did it start to shine. He has found plenty of useful anti-undead spells and the anti-incorporeal undead spells haven been particularly handy.  Quite frankly, with the help of those spells, the party worked over the big, bad wizard spectre, Nadroj, like a kobold punk.  Ghost touch armor and ghost touch weapon, with a dash of life's grace, and Mr. I'm Going to Drain Your Levels Dry became Mr. Oh My Lord They Can Smack Me at Will and I Can't Do Shite."



DMs, be warned.

Anyhow, I really don't a real beef with the SC.  It has a great book and I haven't seen any really unbalancing stuff.  RA is plenty hard, so I really don't worry about the players having an advantage.  They were expecting the spectre battle, so Rob had picked his spells appropriately.  He might not have that kind of insight the next time.  Still, methinks it's time for this DM to adjust a few evil clerics spell choices.  The players aren't the only ones with a copy of the book.

On a side note, I always find the addition of new cleric or druid spells odd, role-playing-wise.  A wizard or sorcerer doesn't learn new spells unless they level up or, in the case of a wizard, find a scroll.  It flows sort of normally to see new spells introduced that way.  In the case of a cleric, the player gets a new book and suddenly, since he can choose any class-appropriate spell at rest time, the character knows new spells literally overnight. 

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