Oct. 9th, 2005
Saturday HackMaster: Dan's Game
Oct. 9th, 2005 01:44 pmThis week we managed to work out how to move the boulders over an air vent into the Dwarven Mine thanks to my thief's wicked smart brain. Using pulleys and math and shit. Then we rested in preperation for a trek of a day or two down the vent. So of course we were attacked. Giant Canker Worms. Ew.
So Dave's dwarf wakes everyone up and we get to fighting with the half-dozen or so six foot long poisonous worms. I'm actually getting my racial bonus to hit insects in this fight, so I'm pretty happy about our chances. And so when one of the worms goes after Jane's unarmored gnome illusionist/thief I throw my spear at. Sure I've got poor eyesight, but my Dex is great and I get lots of bonuses with a spear.
And I roll a crit! Woo! Nat 20!
Except Dan has me roll some percentiles and says I accidently hit Jane. Boo!
So she gets a massive crit in her shoulder. Blood is gushing out, one of her arms is fried and like 3 of the worms attack her. After a moderately tough fight we manage to finish off the worms without anyone else taking any serious damage. And of course Jane's gnome is the only one to get poisoned. Dave manages to toss some healing on her and stop the bleeding and restore some hit points. But the poison is still running thru her. Misty's archer, the only one with the skills to MAYBE come up with an antidote botches a skill roll and finishes the gnome off.
Not a huge loss as Jane could never really figure out the best way to use illusions. She's always been more of a "Fireball go BOOM!" kind of magic-user with past characters. So she goes off to work on her next character and the rest of us get ready to head down the vent. Well, sure first we loot Jane's gnome. I grabbed her dagger of far reaching vengeance. Dave's Lawful Good dwarf was about to get all annoyed about us looting a dead companion, until I pointed out that my character and Misty's pixie-fairie both already had an 18 or better Dex, meaning his dwarf would be the only one who could get a use from the dead gnome's gauntlets of dexterity. Heh...
The rest of the session was us descending about 2/3 of the way down the vent, to where it starts to slope up again. Which took close to two days of game time. Two days of relaying rope lines on the steep parts and the falling from a botched climb walls check and from a piton not holding on another occasion...
I got to wonder, exactly how long can you make an air shaft, even with a fan to drag air, before it stops doing anything useful?
So Dave's dwarf wakes everyone up and we get to fighting with the half-dozen or so six foot long poisonous worms. I'm actually getting my racial bonus to hit insects in this fight, so I'm pretty happy about our chances. And so when one of the worms goes after Jane's unarmored gnome illusionist/thief I throw my spear at. Sure I've got poor eyesight, but my Dex is great and I get lots of bonuses with a spear.
And I roll a crit! Woo! Nat 20!
Except Dan has me roll some percentiles and says I accidently hit Jane. Boo!
So she gets a massive crit in her shoulder. Blood is gushing out, one of her arms is fried and like 3 of the worms attack her. After a moderately tough fight we manage to finish off the worms without anyone else taking any serious damage. And of course Jane's gnome is the only one to get poisoned. Dave manages to toss some healing on her and stop the bleeding and restore some hit points. But the poison is still running thru her. Misty's archer, the only one with the skills to MAYBE come up with an antidote botches a skill roll and finishes the gnome off.
Not a huge loss as Jane could never really figure out the best way to use illusions. She's always been more of a "Fireball go BOOM!" kind of magic-user with past characters. So she goes off to work on her next character and the rest of us get ready to head down the vent. Well, sure first we loot Jane's gnome. I grabbed her dagger of far reaching vengeance. Dave's Lawful Good dwarf was about to get all annoyed about us looting a dead companion, until I pointed out that my character and Misty's pixie-fairie both already had an 18 or better Dex, meaning his dwarf would be the only one who could get a use from the dead gnome's gauntlets of dexterity. Heh...
The rest of the session was us descending about 2/3 of the way down the vent, to where it starts to slope up again. Which took close to two days of game time. Two days of relaying rope lines on the steep parts and the falling from a botched climb walls check and from a piton not holding on another occasion...
I got to wonder, exactly how long can you make an air shaft, even with a fan to drag air, before it stops doing anything useful?
Saturday HackMaster: My game
Oct. 9th, 2005 02:03 pmSo I leave Dan and Jane's heading home to feed the dog and get ready for the game I run. This week the group was heading back to the lizardman lair, to finish clearing it out and snag any remaining major loot...
So they come in using the sea entrance and avoid the caves where the remaining aquatic mercenaries are. But they do locate the rebel lizardman prisoner. The lone remaining warrior who was loyal to the old chieftan and not the "minister". I also decided the prisoner would be one of the lizardmen they'd met aboard the smuggler ship way back when. So while he had a SOMEWHAT better reaction to Goldy this time, he ended up bonding with Miles' Kendal instead...
Thanks to talking the prisoner they learned that the tribe's aggresiveness was thanks to the advice of the "minister" and that a group of human Bull Gawd cultists were also attempting to get the tribe's treasure...
So they decide that first thing they'll do is have their new ally lead them to the minister's rooms. Which I really, REALLY hadn't intended for them to do. They get to the rooms and actually KNOCK on the door. When the minister opens the door, Goldy attempts to big boot the door on him, hoping to knocking him back, probably as part of some intimidation thing. Except the ELDERLY lizardman minister just reaches out and holds the door open with one hand. And begins to go into a villian speech. Which is when Brendan's Harlan gets his prepped low-level fireball off. Doing only a couple points of damage to the minister, not much but enough to disrupt the cone of cold he would have cast on the group. Which likely saved all their asses. The group then attacks the minister, who tries to Charm Person Kendal, but he makes his save. And the NPC cleric manages to hit the bad guy with a silence spell, keeping him from casting anymore...
So now being ticked off, he assumes his REAL form, and the group is now toe to toe with an angry ogre mage. Who manages to get some good hits against Goldy, but Kendal, being towards the rear of the line, makes some great rolls with several called shots with shuriken to the eyes. So they manage to defeat an NPC I figured would be too tough for them and hadn't planned on them meeting AT ALL...
After that it was merely a matter of them going room by room and gathering up anything left behind and finishing off the few remaining lizardmen. And some Bull Gawd cultists who were attempting to make off with sacks filled with the tribe's treasure. A couple ok fights, which I of course handled masterfully, in spite of the fact that we were watching the So-bad-it-was-amusing Dungeons & Dragons II on SciFi at the same time...
So the lair is finished off, and while they missed a few chances for treasure and eps from stuff that fled, they still got a nice giant stack of phat lewt, Mile's got his 1st henchman and they're now ready to sail up the coast to larger towns (where they can find some higher level NPCs to train under)...
*CUE FINAL FANTASY VICTORY MUSIC*
Next week, back to Noah's Call of Chtulu game...
So they come in using the sea entrance and avoid the caves where the remaining aquatic mercenaries are. But they do locate the rebel lizardman prisoner. The lone remaining warrior who was loyal to the old chieftan and not the "minister". I also decided the prisoner would be one of the lizardmen they'd met aboard the smuggler ship way back when. So while he had a SOMEWHAT better reaction to Goldy this time, he ended up bonding with Miles' Kendal instead...
Thanks to talking the prisoner they learned that the tribe's aggresiveness was thanks to the advice of the "minister" and that a group of human Bull Gawd cultists were also attempting to get the tribe's treasure...
So they decide that first thing they'll do is have their new ally lead them to the minister's rooms. Which I really, REALLY hadn't intended for them to do. They get to the rooms and actually KNOCK on the door. When the minister opens the door, Goldy attempts to big boot the door on him, hoping to knocking him back, probably as part of some intimidation thing. Except the ELDERLY lizardman minister just reaches out and holds the door open with one hand. And begins to go into a villian speech. Which is when Brendan's Harlan gets his prepped low-level fireball off. Doing only a couple points of damage to the minister, not much but enough to disrupt the cone of cold he would have cast on the group. Which likely saved all their asses. The group then attacks the minister, who tries to Charm Person Kendal, but he makes his save. And the NPC cleric manages to hit the bad guy with a silence spell, keeping him from casting anymore...
So now being ticked off, he assumes his REAL form, and the group is now toe to toe with an angry ogre mage. Who manages to get some good hits against Goldy, but Kendal, being towards the rear of the line, makes some great rolls with several called shots with shuriken to the eyes. So they manage to defeat an NPC I figured would be too tough for them and hadn't planned on them meeting AT ALL...
After that it was merely a matter of them going room by room and gathering up anything left behind and finishing off the few remaining lizardmen. And some Bull Gawd cultists who were attempting to make off with sacks filled with the tribe's treasure. A couple ok fights, which I of course handled masterfully, in spite of the fact that we were watching the So-bad-it-was-amusing Dungeons & Dragons II on SciFi at the same time...
So the lair is finished off, and while they missed a few chances for treasure and eps from stuff that fled, they still got a nice giant stack of phat lewt, Mile's got his 1st henchman and they're now ready to sail up the coast to larger towns (where they can find some higher level NPCs to train under)...
*CUE FINAL FANTASY VICTORY MUSIC*
Next week, back to Noah's Call of Chtulu game...