Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

November 26, 2011

Happy (Very Belated) Thanksgiving!


Here is a link to last year's Thanksgiving Day post and probably the only Thanksgiving-related D&D adventure in existence:  The Feast of the Gobbler 

It's for 3.x, but if you're an OSR guy, you should be able to strip it down anyhow since it is 1.) by Casey Christofferson (the guy behind several great C&C products) and 2.) was released by Necromancer Gamers.

Oh, and this seems appropriate for the holiday:


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.

May 4, 2010

Frog God Games Awakens

Bill "Tsathogga" Webb just announced on the Necromancer Games forums that Frog God Games is live.  You can't buy Slumbering Tsar yet, but they have a place-holder page up.

Ha, and I love this from the About Us page:

"We won't fill your players coffers with millions of gold and powerful magic items either, at least not without great efforts. Our encounters won't be "balanced" to make sure no one dies, and a 3rd level monster may or may not have 50.2 gp (like its supposed to in certain rule books). Death will be frequent, but fair, and players who fail to use their heads will surely lose them."


April 27, 2010

Showdown in the Temple of Orcus – Update 1


Two sessions have passed since my last campaign update.  This is an update of the first of those two sessions. I can be a bit lazy with campaign posts simply because they are more time-consuming than other posts and, quite frankly, I always wonder if folks really read them.

The grinding continues. After the battle with the hezrou demon and his dretch minions, the party was left without the majority of its NPC fodder. The hezrou’s blasphemy spell had wiped out all but two of them.  I had to ret-con that due to some poor math on my part at the end of that session. I had told the party that those 3rd level NPCs were paralyzed, but when I was calculating XP between sessions, I realized that they were flat-out dead. Since that did not change the outcome of the immediate situation, I thought it fair to enforce the ruling.  I tend to let “ties go to the runner… er… player,” and if I mess up a ruling in favor of the players, I usually let it ride. However, considering the power of the hezrou, I thought it best to play this one by the book.  So, apart from some secondary PCs, the party was now down to two NPC dwarf fighters.

Ok, blah blah blah, here are the highlights in more or less chronological order.
  • The PCs gathered up their dead, eight total (sans Roxxxor, who had been consumed by the lava), and used a gemgate (a magic item from Relics & Rituals that opens a temporary, teleportation portal. Think those magic red portals from the He-Man cartoon) to take the bodies back to a dwarven temple in Bard’s Gate. It was sort of a weird pop-in “Here are some dead guys!” pop-out move.  The players were mainly concerned that the unholy magic of the Orcus temple might cause the dead to rise.  Their initial plan was to throw the bodies into the lava pit, but after seeing the NPC dwarves weeping and performing last rites, it dawned on the players “oh yeah, we might want to at least role-play some respect for the fodder.”
  • Snaggletooth, the party’s resident fairie dragon, cast stone shape to form a wall in front of each door (although, notably, the party forgot about the magic backdoor they themselves used to enter the temple)





  • A spectre (who I described as looking like me) started peeking through the blocked doors and, after a magic arrow to his face, battle was commenced.
  • A Vampire Warrior that appeared badass entered through the magic backdoor (so badass that I broke out my Warduke miniature for him), the spectre came through one of the regular doors, and a loud pounding was heard at the other door.
  • The spectre was dispatched fairly quickly and the “oh, I’m a big, bad Vampire Warrior” was put in his place almost immediately by a turn check (unfortunately for him, he had arrived in a consecrated area and, well, the DM forgot his inherent turn resistance.  As I said, if I botch things, I tend to let them slide).
  • The pounding continued and eventually the door and wall blocking the one entrance gave way to reveal a cadaver collector.
iw_cadaver_collector
















    • The party was rather concerned at this point: the vampire, while not doing squat, was still there.  The cadaver collector was trampling the party again… and again… again. (Yeah, he has other attacks, but was being pretty effective just rolling over the PCs).
    • Then the party said, “hmm, the collector is made out of a lot of metal, right?” and broke out two freakin’ magic items, both of which they had acquired in Rappan Athuk itself:
    • Both of these items work via touch attacks (I had to make this ruling for the shield since it wasn’t detailed in the RA material, but I figured as long as the PC wasn’t trying to actually bash with it, the rules for the gauntlet should apply to it as well).
    • Before long, the already ineffective Vampire Warrior was without armor (bye bye +3 chain shirt) and fled.
    • Although the cadaver collector was putting the hurt on the PCs, before long, he was a pile of rust.  Yeah, an AC of 29 is great… but not so great when your touch AC is frickin’ 9.
    • Suffice it to say, the players found the Achilles' heel and worked it like a $2 whore.
    • After combat was over, the wizard successfully cast antipathy versus Chaotic Evil off a caster level 16 scroll and the cleric began his hallow spell.
    • Well-played.  


      April 21, 2010

      Necromancer Games is Back ... in Frog Form

      PhotobucketIt is official, Necromancer Games is back in the game, but now in Demon Frog God formBill “Tsathogga” Webb has announced that the long delayed Slumber Tsar series will be released! The module will be released under the Pathfinder RPG rule set via a subscription basis.  Of the various Necro modules that were frozen in carbonite after the announcement of D&D 4th Edition, this is the one I've really wanted.  The author, Greg A. Vaughan, based it on the original Rappan Athuk back story.

      What I find very interesting is that the release is being handled by a new entity, Frog God Games, rather than Necromancer Games itself.


      Here is Bill's post on ENWorld:
      OK guys--website will be live in a few days froggodgames.com. Greg and I are a go. A few details to still work out---but here is the plan. I have to make it a non-Necro release for various reasons..but Clark has passed me his infernal blessings, so here we go.

      The Sleeper Awakes!
      At last, after languishing in its crypt for an age, the secrets of the slumbering city of Tsar burst forth in all their macabre glory. Poured forth from the eldritch furnaces and crucibles of the Necromancer and Orcus himself comes Frog God Games bringing you at long last The Slumbering Tsar Saga™.

      Something Stirs in the City of Evil
      Over the distant northern hills, beyond The Camp, and past the Desolation stand the pitted walls of Tsar. A hundred armies have crushed themselves against this bulwark in futile attempts to breach the city. Even the combined might of the Heavens and Earth were unable to break through in the final battle of Tsar. So why was the city suddenly abandoned on the verge of victory, and what waits for those foolish enough to enter the Temple-City of Orcus?

      The Black Gates Await
      Only the bravest and most powerful of heroes dare the depths of the Desolation and live to tell of it. But what happens when they penetrate that blasted landscape and look upon the gates of the very center of evil on the earth. Can even heroes of such renown breach the Walls of Death and live?

      The Slumbering Tsar Saga™ began its journey years ago as a single mega-adventure for the masters of Third Edition rules and First Edition feel, then became a trilogy of adventures, then a trilogy of mega-adventures, and now finally comes to you as a monthly series culminating in a massive book with over a half million words of pure First Edition-style adventure. Updated to the Pathfinder Roleplaying Game to accommodate today’s audience of the classic fantasy roleplaying game, The Slumbering Tsar Saga™ brings you 14 chapters, released monthly in electronic format, each chapter the size of a full adventure in its own right (30-50 pages) . Then when the final chapter has been released, the whole will be available in a classic edition, hardcover adventure book.

      The Slumbering Tsar Saga™ will begin its run with the release of its first chapter, Slumbering Tsar: The Desolation, Part 1 —The Edge of Oblivion. Then each month will follow a new chapter in the saga:
      Slumbering Tsar: The Desolation, Part 2 —The Ghosts of Victory
      Slumbering Tsar: The Desolation, Part 3—The Western Front
      Slumbering Tsar: Temple-City of Orcus, Part 1 —The Tower of Weeping Sores
      Slumbering Tsar: Temple-City of Orcus, Part 2 —The Lower City
      Slumbering Tsar: Temple-City of Orcus, Part 3 —The Harrow Lanes
      Slumbering Tsar: Temple-City of Orcus, Part 4 —The Crooked Tower
      Slumbering Tsar: Temple-City of Orcus, Part 5 —Foundations of Infamy
      Slumbering Tsar: The Hidden Citadel, Part 1 —At the Feet of Orcus
      Slumbering Tsar: The Hidden Citadel, Part 2 —Echoes of Despair
      Slumbering Tsar: The Hidden Citadel, Part 3 —The Throne of the Demon Prince
      Slumbering Tsar: The Hidden Citadel, Part 4 —In the Belly of the Beast
      Slumbering Tsar: The Hidden Citadel, Part 5 —The Mind of Chaos
      Slumbering Tsar: The Hidden Citadel, Part 6 —Caverns of the Barrier



      COMING SOON
      Coming May 15th to Frog God Games Slumbering Tsar: The Desolation, Part 1 —The Edge of Oblivion in pdf format for the introductory price of $2.00.


      Each month following, the next chapter of The Slumbering Tsar Saga™ will be released for the low price of $9.99. A subscription option is available to ensure that you don’t miss a single installment. Upon the release of the final chapter, the whole will be available as a hardcover print adventure and is included as part of the purchase price for those how purchase all 14 installments of the series or for a one-time purchase price of $120.00 (includes hardcover). Non subscription hardcover books will be available for $150.00 (when we are all done) at Drive Through RPG (DriveThruRPG.com - The Largest RPG Download Store!) . As soon as Slumbering Tsar Saga™ is complete, look for our next release!


      Don’t miss out

      You have waited long enough for The Slumbering Tsar Saga™. Now it is waiting for you.

      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?

      March 26, 2010

      The Showdown continues...

      [general Rappan Athuk spoiler warning]

      The Showdown in the Upper Temple of Orcus continues tonight.  Last time, the players spent a decent amount of session time prepping for the battle, so we didn't get too far into it.  However, they did make it into the temple with their army of NPC fodder.  Since this is the party's second assault on the temple, its inhabitants have changed.  A sizable portion of clerics and Orcus thugs were quickly wiped out by the party's wizard's well-placed, and empowered, fireball.  Some Green Gargoyles did manage to get the jump on the party's rogue (who took to the air via a potion of flying).

      Also...a Type II demon (a.k.a. a Hezrou) was waiting for them and appears to have successfully summoned something.... the party finds out what tonight.

      February 26, 2010

      Showdown in the Upper Temple of Orcus

      [general Rappan Athuk spoiler warning]

      Tonight’s session promises to be a great one.

      The History:  A long time ago, the party cleared out the Upper Temple of Orcus.  Due to clever preparation and brilliant tactics, the party handled the temple like pros.  However, they got cocky. Shortly after the temple battle, and before the party could sanctify it permanently, a group of specters nearly wiped out the entire party. Only two characters survived.

      Now, after a long time of strengthening new characters and amassing loot and supplies, the party aims to clean out that temple once and for all. They plan on freeing a mass of adventurers they found who were turned to stone by basilisks.  What is the price for being freed?  The adventurers “get” to help cleanse the temple. "Army" might be a better term than "party" at this point. 

      The Problem: The only way to sanctify the temple for good is to cast hallow on it. Hallow takes a day to cast.  That’s right, the party has to hold the temple for 24 hours.

      This is going to be one for the record books.


      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. 

      General Rappan Athuk Spoiler Warning

      Perhaps I should have made this clear from the onset, but this blog will occasionally reference details about my group's exploits in Rappan Athuk.  If you haven't played through it, you may find the occasional spoiler here.  There aren't likely to be many as I'm too lazy to write up big session reports.  I do write small blurbs now and then, though.  A few of my players read this blog (much to my delight), so I won't be offering up anything their PCs haven't already stumbled upon.

      Anyhow, you've been warned.

      December 22, 2009

      "Major Award"


      As noted at Under Siege, yours truly has won a "major award." The Castles & Crusades Society held a contest quite some time ago at their, now defunct, forums. The contest required participants to post a short description of just about anything that could be useful in a campaign world. For example, you could post a write-up of a character, a magic artifact, etc. After you made your post, you provided the title for the next poster. In my case, the previous poster had provided the name "Manistus the Scrivener." After I posted my description, I suggested "The Dark Horse of Winter."

      I thought the guy's write up of "The Dark Horse of Winter" was pretty badass, actually. It was a a great description about how this constellation called "The Dark Horse of Winter" would appear in the winter sky every few years and was seen as an incredibly bad omen.

      Anyhow, my "Manistus the Scrivener" was good enough for sixth place, so that earned me a copy of The Ruins of Ramat, an adventure module that I've heard good things about. Unfortunately, I didn't save a copy of that write up anywhere and I have to wait until the next The DomesdayBook web-zine publishes to read it. I'll be damned if I can remember what I wrote.

      November 24, 2009

      Happy Thanksgiving


      Many years ago, back in the heyday of the OGL and d20, Necromancer Games put out a free Thanksgiving Day-themed module. Yes, you read that correctly, a Turkey Day adventure! To add whip cream to this pumpkin pie, it's written by Casey Christofferson, one of my favorite gaming writers. He has had a hand in some of NG's best work, such as Bard's Gate and the City of Brass. These days he writes great stuff for Troll Lord Games, namely supplements for his piece-meal campaign setting, the Haunted Highlands.

      Anyhow, I thought it was worth resurrecting this beast for the holiday. Behold! The Feast of the Gobbler!

      November 9, 2009

      My Campaign

      As I’ve alluded to earlier, nearly all of my D&D 3.5 experience has revolved around Necromancer Games (NG) products. I have played in a few campaigns that didn’t involve NG products, but I typically DM rather than play. The only campaign I manage to play in currently makes use of NG’s Grey Citadel adventure.

      I did run the first Freeport module, Death in Freeport (by Green Ronin), and that was great fun. However, while I was going through a rough spot in my life, my good buddy (and roommate at the time), gave me a fantastic pick me up gift: Rappan Athuk I and Rappan Athuk II . Why did he pick these ones out? Because of the NG slogan, proudly displayed on their products: “Third Edition Rules, First Edition Feel.” My friend’s only stipulation with these gifts was that I must DM him through them. Oh, the poor fool… little did he know what he was getting into.

      Rappan Athuk (RA) is known as a real meat grinder of a dungeon. Neither I nor my buddy knew that at the time though. The concepts of “level-appropriate” and “balanced” encounters hold no sway in RA. It is a dungeon for players with the testicular fortitude to watch their favorite PCs die a horrible, horrible death. Although, it was created in the vein of Gygax’s Tomb of Horrors, I think RA surpasses that hoary module not necessarily due to lethality, but rather due to its scope.

      Why the hell would anyone want to play in such a campaign? Challenge and curiosity are the main motivations, I think. Every gamer worth his salt thinks he can beat the unbeatable. Plus, when a gamer hears about a dungeon with such a reputation, there is that morbid curiosity to see how tough it really is.

      On a side note, I’ve seen a lot of benefits in playing a campaign as tough as this one. My players’ gaming skills have increased exponentially. It was a damn blood bath for a while, and they still have their set-backs, but damn if they don’t kick some serious tail these days. I like to think it’s because they’ve honed themselves in the fire of RA. I also believe running RA has made me a much better GM. It’s put me through the paces and I’ve had to run some very tough encounters and make some very tough calls. I’ve learned a lot.

      My current campaign is my second attempt at running RA. I ran my first RA campaign in 2003-2004, shortly after getting the modules. This campaign was fun, but I lost focus. I’ll explain that campaign another time, but suffice it to say, it became more than an RA campaign. That campaign ended when I moved out of state for a job.

      The start of the current RA campaign coincided with two things: 1.) my moving back to the Pittsburgh area and 2.) the release of Rappan Athuk Reloaded (RARE). This boxed set contains all the original materials, updated to D&D 3.5, plus additional material (some of it brand-spanking new, some of it having been formerly available as Web support downloads).

      Once back in da Burgh, I rallied up the gaming troops and sent out this introduction:

      “Certainty of death, small chance of success…. What are we waiting for?”

      Let me take you back to ancient times. I was but a boy of 8 or so and my brother brought home this strange book with monsters on the cover… a red dragon in the air, a troll lurking underground, and something called a “roper“ flailing about its tentacles. Thereafter, every once and in a while, my brother would come home from the local drugstore with a new module. He’d “make some guys” for me and we dive into this new world of adventure, full of underground perils, new monsters, and magical loot. There was something almost magical about it.

      Well, folks, I had that feeling again today: my order of "Rappan Athuk - Reloaded" arrived.

      I invite you all to roll some dice, slay some monsters, lose some hit points, and have some fun.

      Ok, enough of the holding hands and far away looks… cue the music…

      <“Let the bodies hit the floor, let the bodies hit the floor…”>

      Let the blood bath begin. This is going to be as straight forward as they come. A straight up, beer and pretzels dungeon crawl. Over-arching plot line? Not here. Quest to save the world? Not here. What’s the plan? No, not nuke ‘em from orbit (you wish), the plan is: Enter the dungeon, kill and loot as much as you can, retreat to the city to heal (i.e., raise the dead), count your money, repeat. That is it. It’s you versus the dungeon.

      There will be no house rules and no big campaign setting. There will be a city of some kind where the party will be able to restock and rest. All resources (within reason) will be available. For example, there will be a priest high enough level to raise your PCs (for a price), healing potions can be readily bought, supplies for crafting magic items will be available, henchmen to hire, etc. Rappan Athuk is hard enough without added difficulties, so we will be playing this stuff by the book.

      Folks, this is Rappan Athuk. You know what you’re getting into. I think the dungeon is freakin’ great, but, as you know from experience, it’s tough as hell. If you sign up to play, please go in knowing that the body count on this is going to be high. On the other hand, when you kick arse, you know you *really* kicked arse.

      The party will consist of 6th level PCs created by the point buy system (the highest allowed by the DMG) with equipment (including magic items) bought as per the DMG guidelines. In all seriousness, I’d advise you create a few characters (if one dies mid-session, I will work in your backup ASAP). Does anyone know of a good PC generator that allows for point-buy?

      If you’d like to play, please let me know what time and days are good for you. Then we’ll figure out a schedule. If you can’t play regularly, you are still welcome to attend whenever you want. Your PC will be there only when you are there to play him.

      Let me know if you have any questions.

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