Monday, April 28, 2014

Dustin (Mautilis) Session Notes 4/27/1

Dustin (Mautilis) Session Notes 4/27/1
1372c Year of Wild Magic, Day 15, Month of Eleint (September)

(ed. Retcon - to ease Greg, the Forest Gnome, Tehtow's entry into the game we shortcut through the RP of the PC's meeting with Wooley the not-as-dumb-as-normal raven, ally of Kuiper.  He is now spreading word through the shire about Jelenneth's abduction and the existence of bandits in the area to the other wardens/allies of the rangers)

Continuing their quest to rescue Jelenneth at the behest of the wizard Towser, Kuiper and Oleanne lead Mautilis, Hawkeye, Felisin, and Houra to the raven in the Thornwood, which has communicated with another ranger, Shiraz, in Eelhold, a dam on the northern part of town (?).  (ed. yep)

We also meet a female gnome, Tehtow, a fellow guardian of Heranshire, who serves as the forward emissary to the gnomes in the area. They have no information as to Jelenneth's whereabouts, but Kuiper is very concerned with the lycanthropic son of a local farmer that has very recently decided to go on a rampage of sorts. Kuiper had been aware of the problem of the son, Maxim, becoming a werebear, and in all the time he's had to prepare for this inevitable rampage, Kuiper surmises that two 10 pound nets and calm words will subdue the beast, a genius plan to which our party eagerly agrees – the caveat: we are under oath to do no harm to Maxim in the process of subduing him. There is no reward for this side mission, but we feel obligated to assist.

Tehtow and Oleanne (who was irritated at how loud we were as we traveled) are able to track the werebear to the head of Hogbrook, a tributary to the Churnett river that flows from the Thornwood. Hogbrook is so named because of the farmers that once upon a time led their pigs to feed on the acorns at the risk of encountering the indigenous orcs, among other demihumans. The tracks show that the werebear has most likely drank from the stream and traveled south into the Thornwood. The party decides to camp overnight, keeping watch. Felisin uses what appears to be a cookie sprinkle named Sparky to help. We forget we have a raven with us that could prevent an ambush, were that to occur.  (ed. Wooley wasn't with you, still spreading word to the edges of the shire) Unlikely. Mautilis removes his armor and sleeps in a tree.

To everyone's surprise, we are attacked in the night by a large group of bloodthirsty orcs. Despite the initial scramble, our heroes manage to overtake the enemies. The orc carrying an unmarked metal shield, who appears to be the leader, sees this and begins to call out to his troops as if to halt the battle. Mautilis valiantly, and nakedly, sacrifices three hit points of his leg to take out the leader, who is immediately stabilized by Hawkeye and Houra with the intention of holding him for questioning. Another orc that had appeared later in the battle was also in stable condition, yet we decide to leave him behind. Kuiper, upset that death was necessary, suggests we search the bodies. We notice the large wooden shields they carry have a symbol of a skull with two arrows through each of its eyes, unknown in these parts. Houra and Mautilis take the silver swords – they may prove useful against lycanthropes. Mautilis eyes the carneliian-encrusted gold broach that Hawkeye removes from the orc leader.


It begins to rain that night and continues on into the morning; Oleanne is upset that these orcs were able to travel through the Thornwood unnoticed, what with all these guardians about, and sets off to investigate further. She asks us to continue on with Kuiper to subdue Maxim the werebear, to which we agree. There is some confusion as to how best to transport our new prisoner as well as what to do with the spoils of the battle.

How will our intrepid heroes find the girl that they had previously vowed to protect? 
From whence do these orcs hail and are they part of a bigger plan? 
When will Oleanne learn Common and stop being so mysterious? 
Whatever became of the prisoner in Milford? (ed. sent to Baldur's Gate for trial last you saw)
Where is the raven? (ed. doing bird stuff)
But really, *who* is carrying these nets? (ed. Susan)
Is Towser really paying us enough, because I did not sign up for this stirge/bandit/orc/werebear stuff? How does the pony feel about all this? (ed. consistently complacent)
Is the pony the actual mastermind behind the plot to foil our heroes' noble quest for very little gold? 
 
Find out next time in... 
“Mautilis finds a better way to not get ambushed in the night particularly if there's a werebear roaming about in said night.”
 
(escort should be stricken through)
 
You skipped the orc's face being lit on fire, while wearing a helmet.
That was pretty wonderful
 
I feel like the recap overstated the helpfullness of having a naked guy mauling the guy we wanted to keep alive.
 
Session Loot Recap:
Golden Carnelian brooch (appraised by Hawkeye at 1250gp)
2 (M) Silver Longswords
4 (M) shortbows
4 (M) battleaxes
4 (M) Splint Mail
6 (M) Large Wooden Shields with orc symbol
1 (M) Medium Metal Shield no symbol
27 SP
 
EXP - Party Rewards
Fought off orc night ambush with Kuiper, Oleanne and wolves (9 dead, 1 prisoner): 150 EXP
 
 EXP - RP and Individual Goals
Maut: 25 EXP for valuable exp gained about the trials of fighting naked during night ambushes
Houdra (or is it Houra/I'm confused): 25 EXP for RP during orc interrogation/transport
Tatertot: -5 EXP for being a tree-climbing forest gnome with no points in climb.
 

Tuesday, April 22, 2014

Chris (Houdra) Session 1 Notes 4/20/14 - 1372c Year of Wild Magic, Month of Eleint (September)

Chris (Houdra) Session Notes 4/20/14 - 1372c Year of Wild Magic, Month of Eleint (September)

In Beregost, at the Burning Wizard, Gordenn (Wizard) hired us on behalf of Towser (Wizard) to escort his (Towsers) apprentice, Genelith (Wizard) to Thurmaster along with a crate of spell components. DON'T OPEN THE SPELL COMPONENTS (ed. - Gordrenn, Jelenneth)

Felisin hit on a 14 year old little girl.
Hawkeye drank a lot.
Mautilis just got out of prison. But we don’t know that. But he wants us to know that. But he didn’t say that. But we probably know that.
We received a signed contract to be paid out upon delivery of the crate and Genelith. (Of course Hawkeye took it)
http://imgur.com/KRgHhDI

We decided to take the long way around the "Don't remember name of forest (ed. Wood of Sharp Teeth)" and stick to the road. We were ambushed by Stirges. (Mautilis still has a dick in his neck.) Genelith is from a small town called Milford, which is on the way to Thurmaster, so we decided to head there to rest and heal up. Her boyfriends (Andren) dad (Barthelew) runs the Inn and we plan on staying there. Just before we got there, however, we were accosted by vagabonds and knocked unconscious. (Hawkeyes fault entirely)

Upon awakening, after not being dead, we interrogated a pony, which Mautilis subsequently fell in love with.  It informed us that a “Wolf lady” and some wolves ate the bandits and left us alive. We found one of the bandits still alive, and tied him up and put him on Susan. (Who wishes that you would respect his life choices.)

We then headed to Milford. (Mautilis still never removed that dick from his neck.)
http://imgur.com/6hgLHmE


When we got to Milford, we meet Garyld, an old lame Ranger that locks up the bandit in the “jail” and sends us to meet Barthelew and Adren. They then send us to Thurmaster to get Towser, to deliver the crate and get his help finding Genelith.

We get to Thurmaster, and find Towser. Everyone makes him mad with how bad they are at protecting people. I talk him out of more money to keep going. Houdra heroically goes and fetch a Ranger named Cooper to assist in locating Genelith, while everyone else drinks too much and sleeps in.
http://imgur.com/KfDmFMQ

We head back towards Milford with Cooper, where we run into Oleanne (Wolf Lady) who informs Cooper that there is a young farm boy that has turned into a werebear and is rampaging throughout the forest. Clearly, we want to kill it.  (ed. - Kuiper)


That is all.
Also, I have maps.
Now that's all.

Nick - You forgot about how much I drank
Chris - " Hawkeye drank a lot. "  
Chrisy - And you forgot to add that I did indeed get laid and NOT WITH A 14 YEAR OLD.
Also Milfordians are ugly.


EXP - Party Rewards
Accepted Stirge's Lifestyle (slew 7 stirges): 100 exp (already rewarded)
Ambushed! (slew two ruffians): 125 exp
Delivered 1/2 booty to Towser: 250 exp
Sought Kuiper's Aid: 75 exp
Met Oleanne and were not eaten: 75 exp

EXP - Roleplaying and Individual
Maut - 75 exp for man/pony relationship / camp RP
Hawkeye - 50 exp for drunken RP
Felisin - 50 exp for getting laid RP
Houdra- 125 exp for Towser/night sneakiness RP

 

Sunday, April 20, 2014

World Flesh

http://www.wizards.com/default.asp?x=dnd/ag/20060607a

 This is Faerun, you live here.  I've highlighted the area you guys are going to be starting in. 

It is the Year of Wild Magic - 1372, you hope the world calms down a bit after all the recent turmoil.  The empire of Shadow has recently reemerged to your northeast and reestablished its borders after being lost in the Plane of Shadow for hundreds of years.  You've also heard tell of a new, progressive kingdom of orcs and other demihumans being founded in the north, the first of its kind.

The most significant cities nearby are Baldur's Gate to the west, and Waterdeep to the north-west.  Amn, to your south, is in the second year of a war with the Sothillisian empire to their east (not marked - near Brost).

Populations are primarily human, with some halflings, gnomes, and dwarves mixed in.  Elves are uncommon, but not necessarily unwelcome in most lands nearby

Characters:

Nick "Hawkeye" - Healer
"Retired" after years of fighting in the armies of Amn to found a brewery in Beregost.  Business was good until the place burned down while you slept off a binge, earning you the hatred of most of the town.  After months of drinking yourself stupid and trying half-heartedly to raise some cash you're nearly broke.  You know the only way you're going get enough booze to get through the day is by selling your skills as a caravan guard and general mercenary.

You dig out your old army gear and throw the third blast of healing energy into your writhing gut today.  The ever-present pain dulls a bit as you take a healthy swig from your flask and you wonder why you still care at all.  Whatever the reason, you pay your final bill at the Feldposte Inn and start the trudge to the Burning Wizard tavern across town.

Chrisy "Felisin" - Wilder
Life has been easier after leaving the streets of Baldur's Gate.  All those memories seem less horrible now and you're enjoying the freedom of the road.  Your whims have led you to the thriving town of Beregost along the Sword Coast.  You take a room at the Red Sheaf Inn and, after asking around for work a bit, are pointed to the Burning Wizard tavern.  You only hope you can keep your secrets and...urges...to yourself this time.

Chris "Houra Ydres" - Binder
You've "collected" many clues to your past and future on your way down the Trade Road from Westgate during the last few months.  Now within sight of your goal in Beregost you're beginning to wonder when you'll receive new instructions...

Dustin "Mautilis" - Warblade
After being sprung from the prisons of Athkatla in 1371 by your childhood friend Caronys you left the country of Amn.  You have vowed to not return until you have the power and wealth to destroy the Denobir trading house that cast you aside and destroyed your life.  After buying some new gear with the scant funds left to you by Caronys before his disappearance, you prepare yourself for your new, temporary, future as a mercenary.

You have each chosen to answer the magical "help wanted" sign of a wizard named Gordrenn who is supposed to meet you at the Burning Wizard tavern today at noon.

We'll pick up there tomorrow.

Thursday, April 17, 2014

Two extraordinarily handy resources for rules minutiae at a glance.

http://www.scribd.com/doc/218831159/D-D-3-5-DM-Screen


And I just invited everyone to campaign dropbox - it has a zip file of a ton of handy reference info

It would behoove you to print it out and keep it handy.

Sunday, April 13, 2014

New Campaign Notes Pt. 1

Books link: https://www.dropbox.com/sh/h10xpvqftvnpci0/Kxsh9g7SA_
Choose one and everyone gets to use it in addition to PHB/DMG.

Nick: Miniatures
Chrisy: Comp Psi and Expanded Psi (treating as 1)
Dustin: Nine Swords
Chris: Tome Of Magic
Chris (char 2): Comp Mage

I want completed character sheets/backgrounds to build on sent to me by Friday at the latest.  I would definitely recommend you guys plan out roles together a bit.
  • Forgotten Realms game setting.
  • 32 point buy  Calculator - http://tools.digitalightbulb.com/pbcalc.html
  • All +0 LA races (except the broke ass PGuide to Faerun lesser races), not book specific.
  • Check with me for +1 LA races, most are likely fine.  Nothing above +1.  No tiny races.
  • No flying races/flying mounts.  Flying otherwise available as normal.
  • One flaw allowed http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm
  • Not the -1 AC flaw, you are boring.
  • Aging allowed

Spellcasting limitations:
  • One summon/group of summons (2d4 wolves, etc) at a time
  • One charm/domination at a time.
  • No long range teleportation (over Dimension Door range)
  • Alter self/polymorph spell lines removed
  • Planar Binding spell lines removed
  • Talk to me about wildshape (don't be a shapechanging focused druid)
  • Most info gathering divinations limited to one per day for the party and no retry on failures.

Mechanical Changes:
  • Can ignore Iron Will type feats for PrC requirements and other feats.
  • Treat PrC required skills as class skills if attempting to enter the PrC (lv 5+ basically).
  • No multiclassing exp penalties.
  • Can continue to advance as monk/paly/etc when multiclassing without penalty.
  • Refluff alignment requirements for classes/PrC's as necessary (check with me first).
  • Fractional BaB/Saves Optional per player (they're beneficial): Explanation here: http://blackmarches.wikidot.com/forum/t-403693/fractional-bab-saves
  • Appraise now 50% sell price untrained and +2% per point.
  • HP on levelup equal to half of HD rounded up+con mod.

Item Limitations:
  • Using standard CP/SP/GP/PP currency, currency treated as not having weight.
  • Carried gear will be important, make an actual list for your bags and factor in encumbrance.
  • Standard gold for lv 1 PC's by PHB/class description.