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<![CDATA[Pen & Paper Games - Blogs - Zaistars]]> http://www.penandpapergames.com/forums/blog.php/5477-Zaistars Pen and Paper Games hosts a very powerful, but easy to seach and join database of players and game masters in the United States and Canada. Our forums are also a great place to find the most recent news, product releases, tips, and rpg discussion. en Wed, 24 Aug 2016 19:48:48 GMT vBulletin 60 http://www.penandpapergames.com/forums/pnpg_style/misc/rss.jpg <![CDATA[Pen & Paper Games - Blogs - Zaistars]]> http://www.penandpapergames.com/forums/blog.php/5477-Zaistars Delving into the mountains depths. http://www.penandpapergames.com/forums/entry.php/1669-Delving-into-the-mountains-depths Sun, 16 Oct 2011 17:37:48 GMT Upon returning from Shadowfell Keep, Lord Padraig and his retinue greetedthe party at the city gates. A massive feast ensued to celebrate their...
Upon returning from Shadowfell Keep, Lord Padraig and his retinue greetedthe party at the city gates. A massive feast ensued to celebrate their wondrousvictory. During the festivities, Lord Padraig approached the party to inquireas to their future. He had a proposition for them. Investigate the slaverproblem based out of Thunderspire Mountain. It seems the Duergar who live deepin the belly are willing to pay handsomely for slave stock and a band calledthe Bloodrievers has been kidnapping Nentir Vale locals and taking them toThunderspire Mountain.

Being the noble adventurers they are, the party quickly accepted the task,for a reward of course.

As the party was readying themselves to leave the next morning Valthrun thePrescient, local sage, approached the party with an adventurous proposition. Itseems good 'ol Valthrun got himself all worked up over some Legend of a lostMinotaur City in the belly of Thunderspire Mountain. Because of this he ascommissioned the players to find this lost city and bring backinformation/relics from there.

The route to Thunderspire Mountain was an easy one. Lord Padraig outfittedthe adventurers with enough provisions to get them to their destination and theKing's Road is well maintained and regularly patrolled so there were noattacks.

Upon arrival in Thunderspire Mountain the party made their through the Roadof Lanterns to the Seven-Pillared Hall. The welcoming party was one Brugg theOgre, local enforcer working for the Mages of Saruun (local ruling cabal). 9'tall, 600bls of pure muscle and poor attitude. After interrogating the party hepointed the way to several local shops and such then moved on his way.

A bit of investigation led the party to The Halfmoon Inn, where a distressedErra Halfmoon can't seem to find her son Rendil. It seems he has taken toexploring the local labyrinth and it turned out he was captured by theBloodrievers. The party accepted the mission and moved out to rescue Rendil.After about an hour of searching the labyrinth the party found Rendil being accostedby a group of hobgoblins. A short scuffle later and Rendil was rescued thentaken back to the Halfmoon Inn. His mother was so ecstatic the players now havea place to sleep while working out of the Seven Pillared Hall.

Turns out Rendil knows the location of the Chamber of Eyes, an ancienttemple the Bloodrievers are currently using for a base of operations. Armedwith this information the players set out to rid the mountain of theBloodrievers.

The Chamber of eyes turned out to be partially ruined but well lit. Duringtheir explorations the party nearly lost their ranger and the Ardent, onevoluntarily falling off a 15' cliff, the other being forcefully bull rushedfrom the cliff by a very large bugbear.

After that, they managed to interrupt a group of bandits,humans and goblins playing games of chance and having chow. One goblin even got thunderwaved into thecooking fire. Good times!
]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/1669-Delving-into-the-mountains-depths
Delving into the mountains depths. http://www.penandpapergames.com/forums/entry.php/1668-Delving-into-the-mountains-depths Sun, 16 Oct 2011 17:36:54 GMT Upon returning from Shadowfell Keep, Lord Padraig and his retinue greetedthe party at the city gates. A massive feast ensued to celebrate their...
Upon returning from Shadowfell Keep, Lord Padraig and his retinue greetedthe party at the city gates. A massive feast ensued to celebrate their wondrousvictory. During the festivities, Lord Padraig approached the party to inquireas to their future. He had a proposition for them. Investigate the slaverproblem based out of Thunderspire Mountain. It seems the Duergar who live deepin the belly are willing to pay handsomely for slave stock and a band calledthe Bloodrievers has been kidnapping Nentir Vale locals and taking them toThunderspire Mountain.

Being the noble adventurers they are, the party quickly accepted the task,for a reward of course.

As the party was readying themselves to leave the next morning Valthrun thePrescient, local sage, approached the party with an adventurous proposition. Itseems good 'ol Valthrun got himself all worked up over some Legend of a lostMinotaur City in the belly of Thunderspire Mountain. Because of this he ascommissioned the players to find this lost city and bring backinformation/relics from there.

The route to Thunderspire Mountain was an easy one. Lord Padraig outfittedthe adventurers with enough provisions to get them to their destination and theKing's Road is well maintained and regularly patrolled so there were noattacks.

Upon arrival in Thunderspire Mountain the party made their through the Roadof Lanterns to the Seven-Pillared Hall. The welcoming party was one Brugg theOgre, local enforcer working for the Mages of Saruun (local ruling cabal). 9'tall, 600bls of pure muscle and poor attitude. After interrogating the party hepointed the way to several local shops and such then moved on his way.

A bit of investigation led the party to The Halfmoon Inn, where a distressedErra Halfmoon can't seem to find her son Rendil. It seems he has taken toexploring the local labyrinth and it turned out he was captured by theBloodrievers. The party accepted the mission and moved out to rescue Rendil.After about an hour of searching the labyrinth the party found Rendil being accostedby a group of hobgoblins. A short scuffle later and Rendil was rescued thentaken back to the Halfmoon Inn. His mother was so ecstatic the players now havea place to sleep while working out of the Seven Pillared Hall.

Turns out Rendil knows the location of the Chamber of Eyes, an ancienttemple the Bloodrievers are currently using for a base of operations. Armedwith this information the players set out to rid the mountain of theBloodrievers.

The Chamber of eyes turned out to be partially ruined but well lit. Duringtheir explorations the party nearly lost their ranger and the Ardent, onevoluntarily falling off a 15' cliff, the other being forcefully bull rushedfrom the cliff by a very large bugbear.

After that, they managed to interrupt a group of bandits,humans and goblins playing games of chance and having chow. One goblin even got thunderwaved into thecooking fire. Good times!

It was at this point we decided to call it a night. More to come in 2 weeks!
]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/1668-Delving-into-the-mountains-depths
First Colorado Campaign http://www.penandpapergames.com/forums/entry.php/1667-First-Colorado-Campaign Sun, 16 Oct 2011 17:33:12 GMT Today we started a new party of adventurers. Really a follow on to a fellow DMs campaign with a few tweeks and changes. 1. Tyspapera, the half... Today we started a new party of adventurers. Really a follow on to a fellow DMs campaign with a few tweeks and changes.

1. Tyspapera, the half orc Beastmaster Ranger.

2. Ashar the Human Hybrid Swordmage/Wizard.

3. Abot the Shardmind Ardent. ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/1667-First-Colorado-Campaign
A New Adventure. http://www.penandpapergames.com/forums/entry.php/1666-A-New-Adventure Sun, 16 Oct 2011 17:29:42 GMT Today we started a new party of adventurers. Really a follow on to a fellow DMs campaign with a few tweeks and changes. 1. Tyspapera, the half... Today we started a new party of adventurers. Really a follow on to a fellow DMs campaign with a few tweeks and changes.

1. Tyspapera, the half orc Beastmaster Ranger.

2. Ashar the Human Hybrid Swordmage/Wizard.

3. Abot the Shardmind Ardent. ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/1666-A-New-Adventure
A sorry day http://www.penandpapergames.com/forums/entry.php/370-A-sorry-day Thu, 14 May 2009 23:27:03 GMT I'm sorry to report we have lost 3 players this week. and with my impending Class which will take me away from the area for a while I have decided to end the campaign.
let it be known that I had a great time DMing for you folks and writing this blog. ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/370-A-sorry-day
New Gear http://www.penandpapergames.com/forums/entry.php/352-New-Gear Thu, 07 May 2009 18:04:14 GMT I forgot to give you guys the loot from the last fight. In addition to some gold we have a few items to think about. totemic Belt (AV 167), Belt of... I forgot to give you guys the loot from the last fight. In addition to some gold we have a few items to think about. totemic Belt (AV 167), Belt of Blood (AV 164), +2 irrefutable chainmail (AV 47), Boots of the fencing master (127 AV). Just something to think about. ]]> Zaistars http://www.penandpapergames.com/forums/entry.php/352-New-Gear <![CDATA[Skipp'n Through The Woods We Go]]> http://www.penandpapergames.com/forums/entry.php/351-Skipp-n-Through-The-Woods-We-Go Thu, 07 May 2009 13:29:06 GMT Today we had our characters traveling from Wraithblight to an unknown location to attempt to deal with the minons of Bel. Their path lead them... Today we had our characters traveling from Wraithblight to an unknown location to attempt to deal with the minons of Bel. Their path lead them through the dark, dessicated forest that mirrors the Guthandor forest on the prime material plane.
After a few hours and several skill checks the players stumble upon a devil encampment. At first they only saw 3 minor devils, and a Pain devil (think leather clad half naked dude with a barbed scourge). With this information they spread out and attempted to stealthly flank the enemy. things were going ok until a loud crunch caused by the wizard's 4 stealth check. This caused the pain devil to bark out orders in supernal to it's 5 minor devils and its 2 lizard folk buddies. One of these lizards was concealed in a tree firing poison globs, while the other was a very large dude with a big stick. Gotta love it.
This fight didn't last too long, but they did find that the devil served Bel (battle cry while in combat). Like before, these devils bodies melted to human form after they were killed (bodies gaunt and eyes carved out of their sockets).
After the devils were killed the players noticed a dark cave entrance. Being adventurers they delved into the cave with a sunrod a blazing. The first chamber they entered was deserted except for a large pile of dead bodies (all with their eyes carved out) in the back and another corridor off to the left.
This corridor wound wide and to the right when the players suddenly heard voices up ahead around the bend. As heroes are want to do they sent a guy up to scout. Luck was on this dude's side as he crept up and came upon a dimly lit room packed with ghouls, a red scaled humaniod shapped devil, two large shadowy hounds and a grey skinned woman clad in chainmail holding a wicked scourge (obviously a leader of some sort). Well of course the scout guy went back to the party and they promptly charged in to battle. Turns out the enemy had some pretty good reflexes and responded as soon as the players came into view, bottle necking them in the corridor. This didn't stop our group. Some creative teleporting, blasting and controlling, our party opened up a hole and bashed, blasted and seared their way in.
the fight was long, and there was a large amount of damage dished out but the group seems to be working very well together and they managed to take out all of the enemies with the exception of the grey skinned woman. She backed out into a rear exit and dissapeared around a corner. The party decided to cut their losses and recover after this fight (and end our game session for the week).

Oh, PING!!! Seventh level here we come!! ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/351-Skipp-n-Through-The-Woods-We-Go
A New Quest and Some New Allies http://www.penandpapergames.com/forums/entry.php/331-A-New-Quest-and-Some-New-Allies Mon, 27 Apr 2009 19:09:32 GMT We had a couple new guys show up today as well as a player change characters. No more shall we have a ranger in our party, he is now a Goliath... We had a couple new guys show up today as well as a player change characters. No more shall we have a ranger in our party, he is now a Goliath Warden. Very interesting character class, even if we did use his mark the wrong way this last game session. Apparently there is no penalty for shifting around a warden. Still suffer the -2 to attacks if you attack someone other than him but unlike the fighter's combat challenge marked enemies can shift possition without penalty. Good times. There is also a very important fact to remember about the Font of Life power. It only allows one saving throw at the beginning of the round.
The other players are the half orc fighter and a deva wizard. This guy is interesting in that he is a staff defense wizard. A 23 AC at level 6, not bad. Plus that handy little interrupt power that boosts his ac by his Con modifier once per encount. Very hand, kept him from getting hit twice this week.
With that, this week our adventurers were commissioned by a cable of Druids based out of Cedarspoke, a hidden town in the Guthandor forest of the dragon coast. apparently these druids want to close the shadow crossing the players traveled in while closing this last gate. To accomplish this the druids want to the players to recover some Necromantic Seepage from the shadowfell. The druids also told the players of two towns relatively close to the location of the shadow crossing that they can get started in. Wraithblight and Nightcap.
On the way back to the Shadow Crossing the players are interrupted by the sounds of dying, ripping flesh and feeding. Closer inspection reveals a number of devils and a gnoll feasting on the fresh corpses of wood elves. Combat instantly ensued, oddly enough being led by our new found wizard buddy. He likes the front lines.
This fight featured a baddy with four arms, each armed with a bone dagger which he used to deal out an impressive amount of punnishment to our newest defender, the warden, then springing back out of combat only to re-engage the next round.
This continued until the players decided to imobilize him, then imobilize him again, then knock him prone, then imobilize him, then he died. It was nuts.
When the players reached the shadow crossing they were greeted by their old friend the ghost girl, which they later found out to be named Sarah. With their small audience the cleric cast his shadowcrossing spell and they started traveling south to Wraithblight.
While traveling to the town the players are surprised by several living vines that spring from the ground, other that fling a blinding acid. :( The fight started with most of the players restrained, blinded, burning (acid) and being crushed by vines. Slowly the players separated from these auras and begain dispatching these horrors.
Wraithblight, as a town, seemed fairly upbeat, at least for being in the shadowfell. guards at the gates, an inn near the front gate and several shops, even a small library. As is custom with our intrepid adventures, they quickly make friendly acquantences with the tavern keeper and secure an audence with the local ruling lord. This lord has some knowledge of the necromantic seepage but asks the players for a favor. He has had some trouble lately with some servants of Bel trying to make a foothold in his provence. The players are promised his information on the seepage information for the routing of the devils. Seems like a good plan for the heroes. After some crafty negotiations for some special sunrods (no penalty in shadowfell) they head out.
Turns out, the newly acquired wizard has been doing some research into the area at the library and thinks he knows where these devils are putting together their little foothold. I wonder if he is right??? Only next week will tell... ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/331-A-New-Quest-and-Some-New-Allies
Arcane Power is Here http://www.penandpapergames.com/forums/entry.php/323-Arcane-Power-is-Here Wed, 22 Apr 2009 22:46:43 GMT Arcane Power is now in my collection. Interesting....
So, our warlock friend my like a new power in this book. Delban's Deadly Attention. Will target, and it does extra damage if you have the star pact.

the new vestiges are cool as hell. I was wondering if they would bring the pacts back. And all for the warlocks, lucky fools!! :laugh:

Some new epid destinies, brought back the familures (but cooler), and loads of new feats. Good times. Oh, and who doesn't think of the old wizard with a musky old tome in his hands while casting spells. Well now you can with the new Tome implements. I have yet to read through the entire book but what I've seen so far has definetly brought some good expandability to the game.
Enjoy, ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/323-Arcane-Power-is-Here
New Guys http://www.penandpapergames.com/forums/entry.php/318-New-Guys Tue, 21 Apr 2009 04:04:40 GMT Ok folks, it seems we have a couple guys to replace the ones we lost. It seems a Dragonborn Fighter and a wizard of some sort (TBD) will be joining... Ok folks, it seems we have a couple guys to replace the ones we lost. It seems a Dragonborn Fighter and a wizard of some sort (TBD) will be joining our ranks. I am just giddy with anticiapation. Wait, this means I have to retool the adventure again....damn. Oh well it should be fun. ]]> Zaistars http://www.penandpapergames.com/forums/entry.php/318-New-Guys Short Session http://www.penandpapergames.com/forums/entry.php/317-Short-Session Tue, 21 Apr 2009 04:03:00 GMT Due to unforseen complications today's session was pretty short.
It started with the players in their little hidey hole taking a nap. At some point during the night (during the dwarf's watch) our dwarven and swordmage fellows disapeared. Upon awaking the party noticed the ground under them (all plant life, vines, and leaves) undulating ( I love that word). With the dissaparance of their comrads and no desire to face the enormous plant creature again they quickly headed off down the twisting, winding corridor.
Very shortly they enter into a large chamber broken only by the occasional pillar and the shattered remains of a once great gate. A sense of great loss and pressing evil beset the party as they entered this chamber and quickly realized the ground was made up of humaniod bodies.
The players begain moving into the room when a great roar accompanied by a bright flash from the chamber up ahead shook them from the their lethargy. Upon scouting they found a decrepid vampire and several creatures clad in full platemail greeting a spinned devil as it emerges from a yawning portal.
The monsters seem to have not seen our heroes so they quickly decide to take action before anything else comes from the portal. with amazing stealth (yes even the cleric with no dex and in chainmail armor) they move almost into the center of the room when they let go with ranged attacks, then the ranger closes for melee.
A furious battle ensues, including the spinned devil taking to the air, the armored creatures (now identified as legion devils) closing for melee and the vampire moving with surprising speed as it skirts the edge of the battle commanding it troops while simultaniously slashing at the tender areas of our heroes.
A few seconds into the battle a poltergiest makes itself known as it summons ghostly claws to manhandle the party. The party does an amazing job of focusing mostly on the vampire, the cleric and warlock working in concert to psychicly devistate the vampire, nearly ending that threat when the vampire suddenly changes tactics. Instead of slashing it uses the minor distraction provided by the legion devils to sink it's teeth into several of the players, thereby regenerating a significant portion of its life energies.
The cleric fell unconsious from this assault and one of the legion devils begain pounding on his unmoving bodie, that's when a piece of the past came to aid the party. Now a scion of ohgma, more specifically an avenger of ohgma, splug the goblin arrived from the shadows and cut down the vampire.
Together with their new ally the party revives the cleric and, now leaderless, makes short work of the rest of the enemies.
As the fight ended the portal flared to life. Instead of ejecting a devil, or worse, an imense head formed around it. All sharp teeth, horns, and blazing red eyes, the image spoke. "Enjoy your tomb interlopers!" Then it reached out with foul energy and sucked up the body of the vampire. Pulling it into the portal caused a loud pop as the portal went inert and the entire complex begain to shake. Bits of mortar, dirt, and stone fell. The colums and supports cracked and our intrepid adventures ran for their lives.
As the exited the house from which the entered a huge sink hole begain forming right on their heels. A long run ended with a small scale Halo 3 syle sink hole and the players at the end of town greeted by a band of half elves apparently waiting for their return...3 years of waiting. What does this mean for the state of the wood, the town Winterhaven? We shall have to see.

Oh Splug. You may remember he was a goblin the party rescued from Balgrod the Fat (or something like that) and the cleric befriended. After much effort, teaching, and folly young splug became a simple convert of Ohgma. Well after the extended dissapearance of his only real friend and mentor Splug took up the study of an ancient sect of Ohgma's faith called the Silent Quills. As such Splug is now a full fledged adventurer who has so far dedicated his time to locating lost treasures for the church, dealing with enemies, and most importantly finding out what happened to his friend. ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/317-Short-Session
Divine Providence http://www.penandpapergames.com/forums/entry.php/305-Divine-Providence Sat, 18 Apr 2009 01:07:33 GMT While resting in the hole o' evil plant life the cleric has a dream:
While walking along the isles of a great library he is filled with a feeling of holy power and peace. Dozens of people wander the stacks pick up books, reading over them, wandering off. Everyone is dressed in comfortable robes and slippers. All is peaceful. As he turns a corner the cleric notices someone vaguely familure. Round head, sharp pointed ears and small of stature. The guy smiles and in a high voice and says, "It's good to see you again my friend. Never fear, Great Ohgma watches over all his servants."
Then the scene dissolves as he awakens in the cave with only his companions and a feeling scerenity. ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/305-Divine-Providence
New Guy http://www.penandpapergames.com/forums/entry.php/297-New-Guy Tue, 14 Apr 2009 01:40:14 GMT Looks like we have a new guy interesting in the defender role. He isn't sure which one but it looks like defender it is. He can't play on the 19th but after that we are golden. Now if we can just get one more (at least) we'll be good. ]]> Zaistars http://www.penandpapergames.com/forums/entry.php/297-New-Guy <![CDATA[D&D on Hold!!]]> http://www.penandpapergames.com/forums/entry.php/268-D-amp-D-on-Hold!! Sun, 05 Apr 2009 23:17:20 GMT Looks like we spontaineously lost 2 players so the game got put on hold for the week. Time to find a couple more players. Let's see.
We did do some Munchkin though. Good times.
Oh yes, don't forget guys, easter weekend have a family function so no game then either. Should give us time to find a couple more players to fill our ranks. Keep your eyes open. ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/268-D-amp-D-on-Hold!!
<![CDATA[And a Kill'n we will go!!!!]]> http://www.penandpapergames.com/forums/entry.php/247-And-a-Kill-n-we-will-go!!!! Mon, 30 Mar 2009 16:54:50 GMT This week started with the players outside of the building of darkness. The building was a three story affair, boarded up and locked. Being a party... This week started with the players outside of the building of darkness. The building was a three story affair, boarded up and locked. Being a party without a rogue, or anyone with lock picking, they decided to bash in the door. First we had some Ranger attempts (he bounced off), then some ranger and cleric attempts (again they bounced off), then the ranger decided to go two-weapon on door (carved out a little bit of wood), all to no avail. That’s when the dwarf decided to show ‘em how it’s done. He got up a good running start and bashed that door into splinters (rolled a 20 hehe).
The door opened into a living room with two exits, hallways leading different directions on the opposite wall. The left hallway had several doors on either side, while the right seemed to lead into a kitchen. For whatever reason the party decided to crowd (except the warlock, he likes to be apart from the party, no one knows why), into the kitchen. This was a pretty standard kitchen of the time; wood burning cooking stove, tables against the walls, cooking utensils, cabinets, door leading to the basement and a door leading outside into the back.
Our intrepid ranger decided to check out the door (locked mind you) leading to the basement. As he was screwing with it several things happened all at once. First, we have the wood burning stove popped open expelling a 2 ½ foot skeleton holding a rotten teddy bear; then we have the door leading outside and the door leading to the basement thrown open revealing a pair of skeletons each with bone spikes growing from their left arms and a wicked looking scimitar lashed to their right arm. Finally the warlock is greeted by a pair of skeletons wreathed in flames and another of the bone spiked skele. The battle was furious, the smaller skeleton continuously tried to bit people’s angles while the warlock was bombarded with fireballs. Only a couple of which did any damage because our tiefling warlock has mad fire resistance. Then things really started going bad. They whole building started shaking and a 5’ section of floor just exploded upward with a column of necromantic energy. The dark power spiked through the ceiling, presumably into the sky from there. The warlock then managed to get out of the way and utilize his Hunger of Hadar power to block off the kitchen from the living room, effectively taking the skeletons on the other side out of the fight momentarily (yes, after the fact I remembered that skeletons have necrotic resistance and would have probably charged right through, but I forgot, it happens). This allowed the players to dispatch the skeletons, heal a bit and then annihilate the remaining bad guys.
And now, with the door to the basement open, they descended into the darkness (again). The stairs were actually a spiral affair leading easily 30’ down. When the players got about 15’ from the end bolts of fire and necromantic energy fired up from the floor at them. Seems their entrance didn’t go unnoticed. Below them resided a tiefling warlock, two deathlock wights, a normal wight, and a pair of ghouls. They quickly began making their way down the stairs to fight off the enemy when the stairs themselves caught fire. This hastened their decent, right into the waiting claws of the ghouls and wight. As the battle raged the entire building and basement area started shaking. Dark energy leaked from the floor under the stairs. Seconds later staircase was enveloped in necrotic power as an even larger column of darkness consumed the only way out and continued to the sky.
To make matters worse, after the fight was over the floor began collapsing. A great hole opened in the middle of the room compromising the integrity of the ground, creating a sloped surface. With nothing to grab onto the party slid into the center of the room and right down the hole. Miraculously they all managed to land on their feet, right next to a 12’ mass of writhing vines. The area they fell into was confined, just enough room for the vine monster and each of them. One exit near where the cleric fell the only way out.
With no time to rest and recoup their powers the party was resigned to combat this menace with quick basic type of attacks. The ranger’s swords spun cutting vines, while the dwarf snapped his hammer down over and over again. Several rounds in the ranger found himself pulled into the creature’s body followed by the cleric at one point and the sword mage.
Many rounds later, the vine creature lay broken and burned on the ground while the party made it his responsibility to burn the remains of the creature down to only cinders. With this area seemingly blocked off from above, and only one entrance the group decided to take a much needed break. Will they be safe with necromantic energy seemingly bursting for at random, and tremors shaking the area?

On a side note, they didn’t get quite as far as I expected this week due to some members not getting the word to level up. We did some of that at the beginning and I had to figure out why my laptop all of a sudden wouldn’t let me keep more than one PDF open. Luckily we were able to figure all of this out and get going with only about a 45 minute delay. ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/247-And-a-Kill-n-we-will-go!!!!
Into the Haunted Fort they go http://www.penandpapergames.com/forums/entry.php/229-Into-the-Haunted-Fort-they-go Wed, 25 Mar 2009 04:30:06 GMT Today the players finally located the keep they were looking for. Little did they know the keep turned out to be a small town that appears to have... Today the players finally located the keep they were looking for. Little did they know the keep turned out to be a small town that appears to have been partially destroyed. There isn't a visible complete building or structure anywhere. To top it off the place seems to be haunted. Phantasms of little girls, a terrier and we can't forget the phantasmal spider crawling up the cleric's leg.
When first coming upon the keep and its surrounding town, the area didn't look much different than any other ruined town; other than the fact that all of the plant life was dead…and…well the dark whirlwind of evil energy above the town. As they moved into the town the ranger's scouting prowess encountered a pack of undead dogs being led by a horse sized shadow K-9. This creature was a pain in the a$$. It had an annoying habit of knocking the players on their back, even when provoking an opportunity attack.
At the completion of this combat the players delved deeper into the town in search of the source of the undead infection.
After some discussion and a bit more travel the players chose one of the buildings to enter thinking they may have found a good location. Turns out they located nothing more than a haunted area. Upon entering the room the players were greeted by a sobbing young girl in the back corner of the room. When the cleric went up to comfort the apparition she turned her eyeless face, dislocated her jaw like a snake and screamed the most inhuman sound any of the players have ever heard and shot toward the cleric. She entered his body overwhelming his nervous system resulting in massive vomiting. As fun as this little episode was, when the players tried to leave the cursed room they turned to a solid wall where a door use to be. Upon further inspection it seemed the wall was charged with negative energy as it began sucking the life energy out of the inquisitive ranger.
With the way out blocked and only a single door at the far corner the players chose to continue on. The next area was a simple 15x20' room. No ceiling or at least not one they could see as after 10' up the area was total darkness, and a floor covered with rubble greeted the party. A pair of doors on the far wall appeared to be the only way out but when they were about 3/4 of the way through the room the ground erupted with swarms of human hands. These things covered almost every inch of the room. They crawled inside, over and under the players. Jabbing sharp nails and crushed their limbs with preternatural strength. Just when things got annoying a freakishly pickled brain happily floating in a jar descended from the darkness and proceeded to dominate the dwarf. Even more entertaining was when the dwarf started bashing the warlock with the ginormous hammer, over and over again. It took a little doing, but when the players realized that blasting the swarms of hands rather than stabbing and smashing them seemed to work better and then finally smashing the brain in a jar, which by the way completely soaked the storm gensai and warlock (don't ask why they were laying in the same square together) with brain pickle juice (the brain somehow ended up in the warlock's mouth). A very thorough search of the room revealed a wondrous suit of battleforged plate armor, right up the dwarf's alley.
After dusting themselves off (and pulling the occasional dismembered finger out of their armor) the players notice there are two exits (in addition to the one they came in) in this tiny room, one on the left and one on the right.
Pretty simple right? Well they chose the left (since the right is never right). The left disgorged them into an alley. Normally this wouldn't be a problem, but this particular ally seems to have followed the theme of the rest of this disturbing town. It continued to the left, as far as the eye could see, and to the right, as far as the eye could see. Our intrepid adventurers chose what they usually do and went left. After about 10 minutes of traveling they noticed their feet squishing on something. The ground and walls seemed to have taken on the form of a wall (and floor) of dead and rotted bodies. There was eyeball smushing, crunching bones, and wet slapping of rotted flesh, all the trimmings. As if this wasn't disturbing enough a few minutes into traipsing through this muck the walls began shivering (yes the dead body walls). Seconds later they expanded out to about 40' apart just as the left wall (yes the left again) burst in with the appearance of a 12' zombie. Simultaneously the air in the area chilled as a zombie covered in ice emerged from the wall, followed by two zombies with bodies so corrupted they actually lobbed chucks of themselves at the party. On top of all of this the walls themselves turned on our players. If they got too close (like the warlock did) they would grab at the poor fellow and haul him up 30 or so feet and proceed to drop him rather unceremoniously back to the squishy ground. I think the most annoying part of this battle was when they thought they had finished off the huge zombie only to have it stand back up a few seconds later and continue 'zombie smashing' the party members.
When the battle was completed the walls shuttered again and snapped back down to the previous alley sized 5' width. Fortunately for our heroes the hole in the wall the huge monstrosity made remained, leading right back out into the street. Chancing moving back into open territory (since going through buildings didn't seem to work so well) the players found themselves a mostly whole building to hole up in. Badly beaten they found themselves an old bedroom complete with armoire and bed. Oddly enough they didn't sleep in the bed; rather they used the bed to barricade the door, and the armoire to barricade the one and only window (which led out to the street). This is what they used as a safe house for a much needed, if not completely restful, adjournment.
PING!!
Upon awakening, the players heard a giggling in the armoire. Strange right? That's when a freakish young ghostly girl showed up on the scene. Now this isn't the same one that jumped into the cleric, no this one seemed to have been a resident of the home our friendly neighborhood burglars were using as an inn. This girl made it very clear she didn't realize she was dead but that (though an expert use of their diplomatic abilities) she was much older than the players and it was her duty the protect the children (them). With that she burst from the room. Not before the players noticed the skeletal army marching outside on the street. This army was identified as King John's army by our young (old, dead) lass.
When the adventurers left the house there was no sign of the army, not even a scuff mark on the road. As disturbing as this was our heroic travelers pressed on eventually narrowing down where they believe the source of all of this craziness was. That's when our ever observant rear guard nearly jumped out of his armor as a loud wet slap hit the ground behind him. Surprisingly the players didn't turn right around; they did so very slowly not really wanting to see what was back there. Turns out our happy little ghost located herself a Death Kiss beholder (an abomination with several toothy tentacles and deadly gaze) sneaking up on the party, so she did her job and 'protected' the children (party members).
Here marks the end of this week’s session. Will they find the source of the undead and haunting? Or will they be pulled forever more into the shadowfell, or even worse Orcus' plane of undeath and decay? Only time will tell. ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/229-Into-the-Haunted-Fort-they-go
Level up Biznatches http://www.penandpapergames.com/forums/entry.php/228-Level-up-Biznatches Wed, 25 Mar 2009 03:30:44 GMT Ok guys, after further review of your xp and since we had an extended rest at the end of the last session I'm going to award your xp for what you have done the last couple of sessions. Each of you gets 1661, which should bring everyone to 7637 (look at me keep'n track of stuff). Can we say PING!!! Enjoy level six folks and be ready for a real challenge next week. :laugh: ]]> Zaistars http://www.penandpapergames.com/forums/entry.php/228-Level-up-Biznatches <![CDATA[Player's Handbook 2]]> http://www.penandpapergames.com/forums/entry.php/213-Player-s-Handbook-2 Sun, 22 Mar 2009 00:06:28 GMT So, I picked up the players handbook 2 this friday. So far pretty impressive. There are 5 new races, 8 new classes and whole host of paragon and... So, I picked up the players handbook 2 this friday. So far pretty impressive. There are 5 new races, 8 new classes and whole host of paragon and epic destinies to choose from. There is also a fair number of feats (many for new classes and races but some for all). One in particular sparked my interest in the heroic tier; implement expertise--gives you a +1 bonus on powers used through a particular type of implement(ie wands, rods, staff, etc). Might be good for our warlock who seems to have a problem hitting. There's one for weapon groups as well but that's not as fun, mostly because I saw the other one first.
I must say though, I'm impressed as to the amount of damage the sorceror can dish out. They have a 1st level daily that dishes out 6d6+mod damage in one hit, granted it doesn't do anything else but still, wow. I was interested to find another defender class. The warden is pretty cool with all of its shape shifting and such.
The invoker brings back something many were missing with 4th ed, summoning. Granted the summonings kind of suck but they are still there.
Well, the phb2 is now officially allowed in the campaign, rock on!!! ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/213-Player-s-Handbook-2
<![CDATA[A Mass 'o Kill'n]]> http://www.penandpapergames.com/forums/entry.php/183-A-Mass-o-Kill-n Wed, 11 Mar 2009 23:18:31 GMT This week started out with a good 'ol fashioned dragon attack. The players first scouted ahead when they heard a great roar. As stealthy as their ranger was it wasn't quite enough to surpass the keen senses of a dragon, even one the size of a draft horse. The thing moved with an amazing grace as it flew overhead, biting the players then moving on. At first it seemed the dragon was in cahoots with some gnolls, as they joined the fight with the dragon shortly after it attacked. But at the end of the fight the gnolls were found to be carrying the dragon's treasure. Strange happenings indeed.
Later, they came upon some humans traveling with a huge gnoll of devilish influance. They were able to gleen the wizard of the groups spell book.
Shortly after this fight they noticed a massive black cloud forming a spiral several miles north east of them. Further travel and the forest around them begain to show signs of decay. Eventually the forest became completely dead. Animals absent, bushes brown and dead, even the mighty trees standing for hundreds of years stripped of all plumage and standing dead.
True to form, when the players spread out a little to get a better feel of the area our friendly neighborhood warlock was ambushed by a pack of ghouls. By the time the party reached the warlock's side the ghouls had their teeth and claws all kinds of in poor soul. The battle ended with the players successfully smiting the ghouls, even one that exuded an odor so foul it clouded the minds and abilities of those around it.
What does this upsurge of undead and the lands being desolated mean for our players? We shall see. ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/183-A-Mass-o-Kill-n
New supplement http://www.penandpapergames.com/forums/entry.php/173-New-supplement Thu, 05 Mar 2009 05:19:34 GMT I now have the Manual of the Planes so i anyone wishes to plan to use one of the paragon classes in that book they may.
Not say'n we're traveling the planes or anything....just saying....its available.
:) ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/173-New-supplement
Kicking some Ass. http://www.penandpapergames.com/forums/entry.php/172-Kicking-some-Ass Thu, 05 Mar 2009 01:30:57 GMT It has come to my attention that there is some question as to why the minions of Asmodius are attempting to access the material plane through the... It has come to my attention that there is some question as to why the minions of Asmodius are attempting to access the material plane through the shadowfell. Well I say this. We are talking about a god of all things devilish. A group of entities who are known for their conniving, fell contracts which tend to glean more benefit for the devil then the poor soul who signed it. Is it too farfetched to think that one of Asmodius' lackeys has found a way to utilize the shadowfell? I think not.

This week started off with the group in town locating someone to raise their fallen comrade. This was fairly easy and they got it done at cost, being the heroes of winter haven and all. It seems Marla from the church of Ohgma was there to meet them as well. She brought their payment and seemed very interested in finding out more about what is going on in the wood. Oh and she brought a special ritual scroll to close the portal opened at the site of the rift. After gaining the scroll, our party of intrepid adventurers moved quickly to the keep to do their damned best at closing the portal. On the way there the party was accosted by some rather strange and painful creatures called spine devils. These freaky assed creatures are covered head to toe in spines that they have the ability to hurl at their opponents. As if this weren't bad enough, the spines catch fire in mid flight and can poison folk. Crazy, well I suppose the real crazy part was when the devils were killed. Their flesh melted off into sickly black goo leaving behind the naked and very dead body of some poor human. To top it off the poor fool's eyes were gouged out. What does it mean???
After reaching the keep and making their way down the cleric, while being suspended in mid air, read from the ritual scroll and to all accounts the portal seemed to close. But then again the players didn't stick around after the reading; they swiftly fled the area and returned to town.
Upon returning to town and reporting to Marla the players ran into good 'ol Valthrun skulking around the blacksmith's shop. Apparently he has found that the waste products combined with the unique soil in winterhaven allow a very special, and I mean special, mushroom to grow. In fact, valthrun seemed to be under the influence of said mushroom even as they conversed with him. He did manage to seem interested in what was going on in the area. Just then they heard a ruckus from the front of town. When they got there it seems some farmer has been all beat up. He says a bunch of dog men attacked his farm, burned it down and raped his wife. He implored the players to help him. On top of this good 'ol Lord Paidrag revealed that he has even more connections then the players originally thought, as he asked the players to continue mapping and exploring deeper into the forest at the behest of the Surveyors guild. No one in the party has ever heard of this guild but so far their gold is good. The players are to report their findings periodically and for that they will be paid.
When they reached the farmer's home they found it burned to the ground and most of the livestock killed, the rest were missing. They did manage to find some tracks leading deeper into the forest. Following these tracks proved to be dangerous as the players were accosted by quite a few gnolls, who they learned the hard way fight very well in packs, much like their hyena pets.
The adventure was left off here, what is in store for our adventurers? I think you'll all like the beginning of next week. What is that smell of Chlorine? ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/172-Kicking-some-Ass
Light http://www.penandpapergames.com/forums/entry.php/154-Light Fri, 27 Feb 2009 19:39:51 GMT Something I just noticed today when looking through the DMG is light sources. Apparently we have been kind of screwing up this whole light source... Something I just noticed today when looking through the DMG is light sources. Apparently we have been kind of screwing up this whole light source thing. Torches we had almost right. the sunrod we cheated like a mo-fo.
torch=radius 5 duration 1 hour
sunrod=radius 20 duration 4 hours
oops.
Lanterns kick some serious ass too.
1 pnt of oil equals 8 hours of fun at radius 10, something to keep in mind for next time. ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/154-Light
Level 4 Here I Come http://www.penandpapergames.com/forums/entry.php/151-Level-4-Here-I-Come Wed, 25 Feb 2009 04:30:39 GMT Good day to you all!!
Today's session started off in the room of traps they overcame last session. Upon kicking in the door they were greeted with a room full of zombies, their ghoul leader, and a strange clay creature called a homunculus. The battle was fierce with the ghoul immobilizing people and the clay creature firing mind rays of all things. About half way through the fight the clay thing decided it had had enough and flew into the darkness yelling for Kaleral.

The players then descended a short flight of stairs and gently pushed in a double set of doors to reveal...a small entry with three more doors, well two and one that has been bashed in. Outside of this entry was an enormous room; an alter to Asmodius spewing blood everywhere. The blood ran though narrow troughs and into a large hole in the floor. On the sides of this hole were 4 chains leading down into the depths. Here the party did something I didn't expect, they separated. The ranger, warlock, swordmage and splug went left, while the cleric and the fighter went straight in. While sneaking around the ranger kind of stumbled into a pair of vampire spawn..oops guess he should have looked through the key hole. Well when this battle was joined the cleric and fighter decided it was time to kick in the door they were standing at, and they were greeted with the good 'ol priest on the far end and their friend the clay homunculus. Oh, and the two human berserkers, two more vampire spawn and a strange shadowy Halfling sized thing, that did a damn good job of occupying the ranger by the way, and then later in the fight two more vampire spawn sprung from the shadows. All in all the fight wasn't all that difficult except for the clay homunculus getting away again. This time, as the fight was closing and all of the lackeys died the scout flew straight down into a large hole in the ground. After this abandonment the cleric fell pretty easily as he was a 'laser' cleric and melee was not his forte.
When the players finished with the cleric they descended, oh so unceremoniously, into the depths of the hole of blood. Two of the party members managed to descend the chains without incident but the rest managed to fall 50' into a pool of blood, very nasty, yet oh so funny. This area was just as large as the other only this time the blood was flowing from the pool into two grates on either side of a magical circle right smack dab in front of a portal to the shadowfell; this would be the rift they've been looking for. This is also the lair of Kaleral, evil cleric of Asmodius. A fight made even more difficult by the presence of the homunculus the players systematically destroyed the cleric's defenders (two skeletal warriors and the clay creature) then attacked the cleric himself. At first Kaleral didn't seem too difficult, he fired rays of dark energy that had a damaging effect and weakened the target. It was when they got in melee with him his true power came out. His rod was as damaging as a great sword and backed up by his magic and command of undead he was truly a power to behold. This was all coupled with his ability to instantly transport himself to his evil circle and fight in concert with none other than the "Thing in the Portal" Apparently the portal to the shadowfell was partially open. Enough to permit the devil on the other side to attack physically through the portal anyone within 15' of it. Fortunately the creature's attack power was only sufficient to annoy the players at first. It wasn't until the ranger and swordmage fell in combat that things got ugly. Luckily for the party the warlock (all the way on the other side of the room) and cleric were able to finish off Kaleral (at least with Splug's help) and in the nick of time pull the ranger from the grasp of the "Thing." The swordmage was not so lucky. The "Thing in the Portal" managed to kill our arcane warrior but failed to drag him in as the party extricated his limp corpse. This only left the dreadlock wight, oh did I forget about him? Well I might as well have, I think the thing hit the party only a total of 3 times this whole battle. Needless to say they dispatched the creature without much problem.
With the battle at a close and the portal only partially open the players decide to take a short rest and return to town. The closing of the portal will have to wait until another day, and some research into the issue. As a final note, the players limped back to town with the dead body of their companion stuffed into the bag of holding in search of a raise dead ritual.
Oh, and DING!!! ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/151-Level-4-Here-I-Come
Difficult Day http://www.penandpapergames.com/forums/entry.php/130-Difficult-Day Mon, 16 Feb 2009 04:59:16 GMT The day started with a couple changes. Seems the party wizard decided to take up an appreticeship with the old sage Valthrun the Precient. Taking his... The day started with a couple changes. Seems the party wizard decided to take up an appreticeship with the old sage Valthrun the Precient. Taking his place is a Storm genasi Swordmage. Isn't life grand.
On to more exciting things. Today the party learned exactly what it means to encounter the disciplined combat prowess of hobgoblins as they returned to lower levels of the keep. The first encounter had the players fighting a small leaderless group group set up as simply guards to the lower part of the keep. the trickey part came when the grunts (hobgoblin lackeys) uncaged the fearsome Deathjump Spider. This thing caused all kids of havock. First springing from it's cage and knocking the ranger flat while digging it's teeth in deep, then leaping around the battlefield knocking party members down, poisoning them then bounding away at amazing speeds. Luckily numbers were not on the creature's side and it was laid low by some expert ranged attacks.
More exploring revealed an outpost of sorts to accomodate a fairly large company of hobgoblins. First, Chizzleface first went south, sprung a porticullis trap designed mostly to warn the hobgoblins then they left. All without actually going into the room. Well all this did was give the hobgoblins time to prepare. The party then moved through a door to the north and awakened the wrath of the local hobgob warcaster. In and of itself the group handled this encounter well. They took out the warcaster and most of the grunts when all hell broke loose. It seems the hobgob Warchief was in that room to the south they woke up. The warchief proved to be a bit more painful than the warcaster was. There was ganging up, tactical deployments and all around mayham. Luckily the party is doing a great job of complimenting each other and managed to take out the Warchief. After that the rest of the hobgoblins fell fairly quickly.
The real fun I think came when the group explored the last remaining area down here. They traveled to the south and encountered a room chock full of traps. The first was a titanic statue of a dude in platemail who spun around at and attacked anyone who got within 15'. The next was a pair of dragon statues who breathed force, and finally a quartet of cherub statues near the far end. After good 'ol Chizelface used a hobgoblin captive to test out the titanic trap the ranger took it upon himself to run through the room and move to the far door. this accomplished two things. First he proved they can get by the titanic trap without being hit if they move fast enough and second he proved that cherubs can be diabolical as they can be angelic. When the ranger went between them a magical field of force sprung up trapping him in a narrow corridor. Following that the cherubs begain spewing forth water into the newly created room of force. Noting this the other caracters quickly moved through the traps to save their companion. The newly acquired swordmage begain magically dissasembling one statue while the other party members smashed the hell out of another one. First one statue fell, then the other but not before the the water filled to 7' and turned into a magical whirlpool smashing the ranger around. Luckily the party overcame the trap, opening the force walls and sending all that pent up water into the room, right into the party members trying to save him. Good times.
With the titanic trap diarmed by splurg, and the cherub trap disarmed by the combined efforts of the party our day came to a close. So close, yet so far away, will this adventure ever come to a close?

We shall see ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/130-Difficult-Day
<![CDATA[Lesson's Learned]]> http://www.penandpapergames.com/forums/entry.php/100-Lesson-s-Learned Thu, 12 Feb 2009 13:11:58 GMT First off let me say we are having a great showing of our regular players. Everyone is more or less on time and showing up, awesome. This week... First off let me say we are having a great showing of our regular players.
Everyone is more or less on time and showing up, awesome.

This week the players discovered some new dangers of dungeon delving. After
much deliberation the players decided to take an easterly trek into the
catacombs we left last week. This proved to be problematic when they
discovered mystical runes drawn upon the floor. At first the Ranger and
Warlock wanted to throw poor little Splug onto the rune to see what would
happen. This didn't amuse our friendly neighborhood cleric one little bit.
Who, incidentally, decided to save Splug the effort by jumping on the rune
himself. Well, as we all know jumping on magical runes in a hostile
dungeon is rarely a good idea, this situation was no different. As soon as
the cleric touched the rune a mind piercing scream erupted from the rune
causing the ranger and fighter to flee south in utter terror, directly into
a room with a triad of concealed ghouls. These creatures proceeded to pound
on the players until they were able to rally and put down the menace.
After this harrying battle, the players were so beat up they were forced to
take a rest. Here's where the problems really started. A quick search of
the areas and they chose an alcove out of the way but with only one exit.
During the third watch (Cleric and Splug) a 10'x10' cube of transparent
gelatin silently moved up on the sleeping party. Luckily, good 'ol Cleric
boy and Splug saw the enemy and were able to sound the alarm. Well, the
thing you have to remember when fighting a large glop of gelatin is that it
likes to snatch people up and melt them inside of itself(can we say acid
damage? Hehe). Well the cube of gelatin did just that, to almost the entire
party. At one point there was one party member plus Splug not being
devoured. After the massive enveloping incidences most of the party opted
to stay inside the cube and attack it from there. There was massive thunder
attacks by the wizard, huge swings of the dwarven hammer, and many laser
burns from the cleric. The fight even got so desperate the Splug-Hater-#1
(ie. The Ranger) threw Splug a hand axe so he could contribute to the fight.
This excited Splug to no end as he charged into combat cut a mighty goblin
sized chunk out of the evil jelly.
After the fight our battered and bruised party decided to limp back to town
rather than continue sleeping in the dungeon. The trip back was uneventful,
at least until they returned to town. As they gimped up to the gates they
were greeted by closed doors and an extra alert guard. From the parapets
good old Lord Padraig reported the dead from the graveyard rising, missing
townsfolk, and a general feeling of spookiness. Luckily the mayor let the
players in to rest and recoup before dealing with the graveyard.
The trek to the graveyard was short and uneventful(a few hundred yards).
The unlocked gate opened to reveal a strange glowing circle, three
mausoleums but no undead. The party spread out and entered to graveyard
only to find a dozen skeletons and a couple zombie dogs spring from ground.
Shortly after the party was assailed by none other than the evil elven
ranger Ninaron, who has been watching the party from day one. The skeletons
went down without too much trouble, whatever ritual summoned them wasn't as
potent as it could have been, but the gravehounds did a number on the party
dwarf. He lost his footing probably a half dozen times to those damn
zombies. As entertaining as that was, the absolute trouncing the party gave
Ninaron was wonderful to behold.
If the battle was satisfying the loot at the end was more so, at least for
one party member. Ninaron was holding on to a magical Rod of Blasting. The
interesting thing about this rod is that it has writing in Abyssal up and
down either side. The top (aiming point) of the rod is carved in the
likeness of a demon's claw holding a deep red ruby. Will this portent evil
in their future or is it simple an item of potent magical power? Only time
will tell... ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/100-Lesson-s-Learned
Enter Alcolyte Splurg, newest convert to Oghma!! http://www.penandpapergames.com/forums/entry.php/79-Enter-Alcolyte-Splurg-newest-convert-to-Oghma!! Wed, 04 Feb 2009 19:26:21 GMT It has been an interesting time with this group and this week have had no problems maintaining that. After the epic battle with the ooze, the party... It has been an interesting time with this group and this week have had no problems maintaining that. After the epic battle with the ooze, the party decides to take much needed rest. After that and a rather intensive search of the area they players found for themselves a good 'ol fashioned goblin torture chamber. The goblin torturer wasn't all that tough but the real fun in this area came from the adjoining corridor. It seems the party has found a goblin captive who goes by the name of Splurg. Splurge claimed to have been imprisoned because he was plotting to take over the clan from Balgron the Fat. At some point in this process he was captured, tortured, and thrown in jail. The party cleric of Oghma has taken on the task of converting and dealing with this particular goblin and so far things seem to be well. Officially a new conscript to the faith, Splurg will provide as much information about this dungeon as he can and will hand out pamphlets for Oghma’s faith when in town. Will he have other duties? Only time will tell, time and the patience of the party ranger. He does like murdering those of the goblin persuasion.
After clearing out the neater sections of the keep basement the party moved into some sort of catacomb. Moments after entering the area the party encountered a modest zombie group. Not so hard at first but by the third round another group came up from behind, attacking the party casters.
The culmination of this fight resulted in the end of the session but not our adventurers. What awaits in the dark recesses of the Keep on Shadowfell? Things are just getting interesting.
The game got cut a bit short with a fairly in depth Fallout 3 discussion before we begain. Good times. ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/79-Enter-Alcolyte-Splurg-newest-convert-to-Oghma!!
The Party http://www.penandpapergames.com/forums/entry.php/75-The-Party Fri, 30 Jan 2009 21:51:31 GMT It has occured to me that I haven't introduced the party yet. For those of you who aren't actually in the group here is our loadout:

First we have John the human Cleric. He follows the teachings of Oghma, Ferunian god of knowledge.
Second is Chizzle Face the Tiefling Warlock. He spends much of his time spouting off smart assed quips as the party pokes fun at his goat legs and possible transvestite nature (his fig does have madona cones).
Third on the list is our Human Ranger, which I don't seem to have a name written down for. he is a ranger of the two weapon variety and seems to have taken the entire world as his favored enemy, as he seems to behead just about every enemy the party manages to capture.
Next is Darvak the Dwarven Fighter. this guy is as beefy as it gets. Hard to hit and even harded to knockdown. Darvak epitomizes the dwarven defender role.
Fifth is Jett. Our newest member, Jett is a Storm Gensai wizard who seems to delight in forcing the enemy into whatever precarious prediciment he wishes whether it be with his sleep spell or cloud of daggers.
Well that's the group as it sits now. Will it change in the future, who knows. But each member does have their own style and unique personality to bring to the group. This will definetly be an intersting campaign. ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/75-The-Party
Session Three http://www.penandpapergames.com/forums/entry.php/74-Session-Three Fri, 30 Jan 2009 21:43:43 GMT This week the intrepid adventurers have arrived and begun exploration of the ruined keep rumored to contain a rift to the Shadowfell. No evidence of... This week the intrepid adventurers have arrived and begun exploration of the ruined keep rumored to contain a rift to the Shadowfell. No evidence of this has appeared quite yet but our players are indeed learning form their past mistakes.
The approach to the keep was handled exceptionally with the party scout (ranger) utilizing his wood lore to exceptional effect by conducting a preliminary parimeter sweep of the outlying keep areas before the rest of the party commited to exploration. Nothing came of it this time as the keep seemed to be deserted, with walls and ceilings smashed in or simply fallen to ruin all around them.

All was not as it seemed however. The party quickly found a hidden stairwell leading underground that did show signs of having been used recently. Turns out some goblins had set up a trap for just such an occasion. A cleverly hidden pit trap filled with a swarm of hungry rats awaited the party at the bottom of the stairs. Oddly enough the heavly laiden dwarf narrowly avoided falling in the pit only to be surprised by a massive goblin ambush. They seemed to come from everywhere, now there weren't many of them, five I believe, but the goblin snipers got a few good hits in while hiding. Sneaky those gob snipes.
After successfully dispatching the ambush party the exploration continued. Turns out one of the party members speaks goblin, just not very well. he tried to imitate the goblin dialect but instead got the party attacked by some fairly viscious guard drakes and goblin warriors. This group wasn't as difficult to deal with partly due to the controlling ability of the newest member of the part, a storm genasi wizard. He was able to almost completely block off the bulk of the goblins while the party artillery and front liners tookout the enemy. bravo group.
The culmination of this encounter included taking one of the warriors prisoner and through some rather violent intimidations the group was able to find a secret door directly into the goblin underboss' bed chamber. Unfortunetly our group as a whole isn't very stealthy and he was ready for them. As they opened the secret door into the bed chamber the lead character (ranger) was smacked fairly smartly by a club.
The combat culminated with a massive swarm of goblins attempting to rush the room and the underboss escaping, at least temporarily. After dispatching with the gobs, the players tracked the underboss into a dark catacomb directly into an oozes lair.
Unexpectidly an ochre jelly and a large number of giant rats fell from the ceiling, quickly followed up by the underboss rushing in from behind for some more good sneak attack action. Fortunetly for the party they were able to overcome this obstacle with some rather spectacular magical and martial maneuvers. There was one giant rat the warlock just couldn't get a bead on but he was eventually recued by the party so all was well. Hey, that's what party members are for right?
Just what will be in store for our wondrous group? Tune in next week for an update. ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/74-Session-Three
Day Two http://www.penandpapergames.com/forums/entry.php/55-Day-Two Wed, 21 Jan 2009 14:56:31 GMT Session two started with the party learning the hard way they should probably do some scouting before running into an enemy lair. The encounter... Session two started with the party learning the hard way they should probably do some scouting before running into an enemy lair. The encounter started off not too bad. A few kobolds, only 2:1 odds, easy day. Then the armored kobolds showed up, and the spell caster, and Irontooth (a rather beefy goblin). First the paladin fell, then got back up and fell again. Next the ranger (melee) joined the land of the unconsious. Then the unbelievable happened. The warlock and cleric managed to kill Irontooth causing most of the remaining kobolds to flee for their lives. A couple of the more hardy ones stayed but were easily dispatched.
After a short rest and a quick looting the party decided to follow the ranger as he tracked the spell caster through the woods (tieing up loose ends and all). They ended up catching up with him (as he was seriously wounded) and a scout kobold in the woods. The scout kobold sacrificed himself so the spell caster could get away.
The players tracked him yet again to a dragon burial excavation site. This time the players decided to do some scouting. The result of which is the ranger ending up flanking the enemy and attacking while the party charged down the opposite side. This caused the ranger to make some very impressive attacks killing the enemy slinger, human bodyguards, and pressing the leader while the rest of the party deals with the guard dogs. The kobold caster was here too, but he ran when the ranger started engaging the leader (gnome sneaky guy).
Theses guys ended up being cultists to Asmodius which lead the party back to Winterhaven for more information and to collect the reward for dispatching the kobold lair.
What will happen next week? One can never tell. ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/55-Day-Two
Day One http://www.penandpapergames.com/forums/entry.php/44-Day-One Mon, 12 Jan 2009 13:52:05 GMT All right, looks like the first session went off with only a couple hitches. We had 4 of our 6 expected players but had a great time. The... All right, looks like the first session went off with only a couple hitches. We had 4 of our 6 expected players but had a great time.

The chacters started off with an ambush of kobolds while on the road to Winterhaven. these were dispatched but with the cleric falling unconsious. Luckily we had the paladin to fix him up and keep the him going. Other than the fact that the kobolds didn't seem to feel or show fear even when getting smacked like little *****es there didn't seem to be anything strange about the enounter. Until they reached town.
In Winterhaven the party discovered the kobold attack was one of many steming from a newly (within the last year) stirred up nest somewhere off the King's Road. Lord Padraig has commissioned the players to rid the area of kobolds, and has offered quite a sum (150gp each) thanks to the diplomatic and blatant lying ability of the party.
Upon investigation the party has encountered another rather large group of kobolds that appeared to be front guards outside some sort of cave. This cave seems to have an entrance behind a waterfall. This was found out because one of the kobolds got away and ran screaming, "Irontooth Must Be Warned!!!"
This marked the end of the night. What will happen next time.... ]]>
Zaistars http://www.penandpapergames.com/forums/entry.php/44-Day-One