Thursday, July 1, 2010

Monday, June 14, 2010

FYI: Summer Session #1

The schedule is set for Sunday, June 27th at 1pm.

Come attend the first session at the new Baier household.   Depending on who is attending this occasion and what game experience those people bring with them, we'll either continue our previous adventure, or do something more spontaneous.  Below are some new details on how the games will go.

Multiple Role Playing Groups
If we get more kids (and parents), I may try to run simultaneous adventures or campaigns on an ongoing basis, with some players overlapping as they are able and willing. It may be easier to satisfy everyone's schedules, that way.

Alternative Sessions
If there's an odd assortment of players that doesn't adequately constitute any one ongoing group, we will have other options. This might mean running a one-session module, either pre-generated or on the fly (randomized encounter tables can be fun!) It could also be a good time to engage in some board game hijinx.  Guest GMs may appear at some point, too!

Hope to see you all there (and you know who you are).

Tuesday, March 30, 2010

Today's Post Was Brought To You By Leaving, Well, Enough, and Alone

Recounting the fifth game session, Sunday, March 28th, 2010.

In attendance:
Jacob/Archer (NG Elf Ranger)
Kenny/Kentar (NG Human Wizard)
Ted/Lagolas (NG Human Fighter)
Matt/Marsh (CN Half-Elf Druid)
Jim/Tim (NG Half-Elf Sorcerer)
Ian/Ga-Ian (Valeros precon)
Brian (DM)

Marsh couldn't see much from his current position. Another stand of trees was maybe 150 yards away. He made a run for it, watching for anyone on the look-out. His eyes, consequently, were less focused on the ground ahead. Before he could stop himself, he hit the side of a well with such impact that his whole body tipped over the rim and tumbled down the hole. Desperately grabbing for the rope, attached to a bucket, which his flailing arms had yanked off its perch and proceeded to hit him in the head as it sailed down, Marsh only succeeded in catching the increasingly damp confines by the various places upon his body which smacked and scraped against the stony curvature.

Water exploded around him as he entered the dark reservoir. Dazed, bruised, and nearly drowned, he somehow managed to keep his head above water. Staying afloat would have to be enough at that point. Meanwhile, he had time to contemplate how his plans had changed so drastically.

The others, refreshed now from the provided meal, were ready contemplate what would come next. Such uncertain planning received more confusion as a Tengu they had not seen yet, came bounding in through a back door, glanced apprehensively, incredulously, at the non-Tengu visitors. He addressed Kowan-Keen, bending to speak at the leader's ear. Archer and Tim caught some mention of goblins, but the other words were in the strange Tengu tongue.

Kentar sensed a brief flash of concern on Kowan-Keen's face. The leader concentrated on the air before him momentarily, rose from his seat, and considered the PCs. "If you would have us permit you to leave this place," he said finally, "we require your aid in a serious matter."

After a flurry of questions from the party, the Tengu elder revealed that a trainee named Toak was captured by those goblin-kind in the forest below. The Tengu would have the party aid them in rescuing the youth. Having so recently experienced the hostile goblinoids, everyone agreed to the request.

The PCs were told to follow the other trainee, Eengarohng, on a tour of the plantation while the Tengu adults discussed the matter further. The only two Tengu not present during the entrance of Chatarak and his ill tidings, were Oadak and Hessial. The former had heard and discovered Marsh after his accident at the well and retrieved the latter to aid him in pulling the wretched Druid from their water supply. As these three were making their way toward the meeting house, each bird man with a sopping wet arm over his shoulder, the rest of the party caught up with them. They couldn't help but offer glib remarks regarding Marsh's misfortune.

The meeting between the other Tengu was completed. It was decided they would be leaving as dusk took hold, descending the East end of the plateau. As collateral, the Tengu having little reason to trust these accidental intruders, Archer would remain behind, up in the valley. At the forest floor, the non-Tengu, now armed, would circle North around the plateau to create a distraction and lead as many goblins as possible away from the camp and Kettle Ridge. During the commotion, the Tengu would slip in a free their fellow.

Monday, March 29, 2010

A Parting of Ways

Recounting game sessions 4 and 4.5, Sunday, January 17th and 24th 2010.

In attendance:
Jacob/Archer (NG Elf Ranger) - both sessions
Jim/Tim (NG Half-Elf Sorcerer)
Kenny/Kentar (NG Human Wizard)
Matt/Marsh (CN Half-Elf Druid) - both sessions
Ted/Lagolas (NG Human Fighter)
Brian (DM)

Sure enough, the goblin camp was far below the Western edge of Kettle Ridge. The plateau was roughly 50 feet across N to S, here, widening as it stretched Eastward. How far it went in that direction was obstructed with thick, hardy tree growth left and center, and an rock ledge following the elevated Southern face.

Two groups were formed to explore beyond the immediate area, an effective dead end. Of the two narrow paths available, Tim, Lagolas, and Kentar opted for the woods, Marsh and Archer for the ledge.

The Wizard, Sorcerer, and Fighter eventually came out into a well-maintained grove a trees, an orchard of the rare gemberry. Turning the first corner, a startled creature appeared before them, small and crow-like, but humanoid. A Tengu. He yelled out and another, larger and more mature-looking Tengu caught one of the party from behind and forced them all out from the rows of fruit-bearing trees.

During this time, the Ranger and Druid found the ledge wide enough to walk slowly but steadily. Trouble did arise where the path had grown over with dry brush. Unable to simply push through the tangle of branches, the two were forced to crawl on hands and knees, cutting away the obstruction as they went. One particularly large portion fell away, followed by a light crash and series of squawks. Unfortunately for the two adventurers, the offending limb had hit squarely the nest of a griffin and his mate. The male began to attack Marsh and Archer, but found it difficult to both fight and navigate so close the the cliff side, especially as the two victims of his ire were nestled behind a bushy shield. After some frightful haranguing, as only a griffin could muster against two unarmed individuals huddled against a cliff face, the bird hybrid's efforts were abandoned and he returned to his equally perturbed mate.

Cautiously, druid and ranger moved onward.

They reached a point where they could climb upward and see beyond. By then, the rest of the party were being led to and interrogated near a cluster of buildings East of the gemberry grove. The two atop the cliff climbed down to a stand of trees below them, inside the small valley where their friends were currently held captive.

After explaining their predicament with the goblins, the Tengu leader, Kowan-Keen, had their bindings cut and made them guests in the larger meeting house. Archer decided to make his presence known and joined the group for a much-appreciated respite of food and drink. Marsh decided he would hold off, leaving at least one of them as a wild card against whatever dangers the situation might present.

Friday, March 26, 2010

And Then There Were Five

Recounting the third game session, Sunday, October 4th, 2009.

In attendance:
Jacob/Archer (NG Elf Ranger)
Kenny/Kentar (NG Human Wizard)
Ted/Lagolas (NG Human Fighter)
Matt/Marsh (CN Half-Elf Druid)
Jim/Tim (NG Half-Elf Sorcerer)
Brian (DM)

Prodded once again by the javelin tips of eager goblins, the party awakened to exit their cage for another day of work in the adamantine mine. The hour early, darkness and cold air cloaking their world, the seven would-be gazillionaires headed within, but with a secret glimmer of hope for escape. If the old miner's ghost was correct, they would mine themselves a way out.

The spellcasters used their first hour to prepare the day's magical needs, while Archer and Lagolas took their pick axes to the rocky point of interest, striking in earnest measures toward their freedom. Repeating his earlier response to intruding bodies, the ghost came out bellowing his protests. Yet again, he soon pieced together the identities of his descendant and colleagues whom he had met and forgotten a few times already. Once the druid, wizard and sorcerer joined the fracas of metal on stone, the cart began to fill more quickly.

Such force assailed that a crack appeared, rapidly splitting lines across the wall face and down to the tunnel floor. Before much warning could be given, the whole section of tunnel gave way into some open space beyond. All but Tim found time to leap aside and avoid the pitfall. The air filled with dust, choking the members of the party.

This new development came as too much for Bob and Monty, who opted to remain captives of the goblinoids, rather than venture into potentially dangerous, unknown recesses. Archer, Lagolas, Marsh and Kentar however, were intent on pursuing this plan of escape and aiding their sorcerous companion. Thus, they worked their way down onto the rocky slide.

Lagolas lost his footing on an unstable patch of debris. Fortunately, he was able to gain some control over his descent on the loose rock to make for a soft landing. Unfortunately, the soft landing was made possible by Tim's scraped and bruised body, the sorcerer's luck continuing to seem as abysmal as the opening into which he tumbled.

After Marsh spread magical light on the matter, a new threat emerged from the shadows. The space in which they stood was home to a spider of inordinate size. Soon Lagolas and Kentar were working to break free of freshly spewed webbing before being hauled into the eight-legged creature's clutches. Marsh, using his special understanding of natures beings, managed to somewhat quell the spider's anxiety against these humanoids who caused such damage to its home. The ghost returned, scolding them for becoming so distracted.

The party proceeded warily from the spider's presence through a passage lined with cavernous formations. Yet another obstacle loomed up as a stony column needed to be climbed to reach a ledge too high to reach otherwise. Tim alone was unable to shimmy up with the rest, so Archer and Kentar went back to look for something with which to haul him. Kentar used his mage hand to retrieve several strands, without having to actually reenter the arachnid lair. It was strong enough to hold the sorcerer, fraying just enough to elicit some worry from Tim.

After climbing for some time thereafter, they finally reached an opening, right beneath the kettle shaped boulder that gave the landmark its name.

Wednesday, August 19, 2009

Yours, Mine, and Our Mine.

Recounting the second game session, Sunday, August 16, 2009.

In attendance:
Jacob/Archer (NG Elf Ranger)
Ted/Lagolas (NG Human Fighter)
Matt/Marsh (CN Half-Elf Druid)
Jon/Bob (NG Half-Orc Barbarian)
Jim/Tim (NG Half-Elf Sorcerer)
Kenny/Kentar (NG Human Wizard)
Brian (DM)

Bob took off immediately and quickly disposed of the fleeing goblin. Archer commented that had the small villain been captured, instead, he could have provided information about the area and its affairs. It took awhile for a simple consensus to be reached on burial of the dead goblins, mostly to hide the evidence. Then, some degree of quibbling took place over the matter of the unconscious form of the sorcerer, whom some call Tim. Bob initially recommended a rather unsavory solution, but eventually relented to the simple task of carrying Tim over his shoulder.

Continuing down the overgrown trail, the party spied a layer of vegetation that didn't look quite right. Marsh sent his viper to investigate and a trap was discovered beneath the foliage. Kentar used his skills in magic to probe the trap from a distance, eventually triggering deadly clamps of spikes to close on that small stretch of the roadway. The party passed by with care.

Not long after, the voices of goblins rose from the woods to the right of the trail. Our adventurers went to hide off the left side of road, but encountered another trap. This time a net was laid to snare passersby, the noisy goblins having made an intentional forewarning. Bob managed to jump clear of the net, but was knocked unconscious by a hobgoblin. Marsh sent his viper to attack and it managed to inflict multiple injuries on the offending goblinoid, but soon suffered its own wounds, the likes of which would be fatal a second time around. Not wishing his animal companion dead, Marsh sent it away to hide.

Captives of the goblins, the party was thrown into a wagon and transported to the main camp outside their destination, the adamantine mine of Kettle Mount. They were forced into a cage which was then suspended by a rope pulley. In the cage were two other prisoners, a human, Lagolas, and a halfling, Monte. Lagolas, claimed to be the rightful heir to the mine, saying it belonged to his great, great, grandfather.

A series of options for escape were discussed, but no one could answer how to bypass the thousands of goblins surrounding them. The wretched creatures seemed to be led by a trio of hobgoblins, who made their intentions known the following morning. Due to the goblins' superstitious nature, they had refused to work in the mines, claiming they are haunted. The new prisoners were given a choice to work or die. Seeing the potential for escape, a newly revived Tim advised they go along with the demands.

Once inside, they found it a very small mine, reaching back no more than 50 feet. There were no other apparent exits. Thinking it would be best to show some product of their time, the PCs began hammering away at a section of wall that had already been mined for a vein of the precious ore. Within minutes, three of their picks flew out of hands to clatter against the wall behind them. Then, a violent apparition flew out of the wall at them, wielding a pick axe before it, screaming at them to get out of his mine. Before anyone could run off, Lagolas stood his ground, addressing the ghost with his own claim to the mine. The ghost was caught off guard and a conversation took place in which they realized this was the spirit of Lagolas' late ancestor who had been killed by goblins, his bones left in a pile of rubble nearby.

The ghost conversed with distracted confusion about his current state, leaving the group and returning with a fervor each time they began striking the wall again. But on each return, he seemed to grasp a little more the reality of the situation. He finally returned with the intention of helping his descendant and his companions escape with their promise that the mine would be reclaimed. Before the PCs could break through the wall he indicated would lead them out, they were called back outside, their captors citing the day's end approaching.

Tomorrow, they hoped, would be their last as prisoners.

Wednesday, July 29, 2009

Updates

Our next session is set for Sunday August 16th at 1pm at the Baier house.

We will be introduced to Ted's character, for whom I'm cooking up some exciting plot integration.

If any of the players would like to expand on their characters' origins, go ahead and imagine away. Let me know what you've come up with and I'll help those ideas make sense in the Lios game world.

Also, if you haven't already seen them, the sidebar to the right now contains:

- Fun & Useful Tools for Our Game (links)

- Maps of the Lios Game World (photo album)

- Some Entertaining Video and Audio (funny because it's true)

Your Friendly Neighborhood Dungeon Master