Oct. 2nd, 2009

D&D

Oct. 2nd, 2009 03:56 pm
lurkerwithout: (Cat Jedi)
Thursday night one of the ex-roommate's games finally started up. One of his new roommates was running it. They'd decided on a 3.x Iron Kingdoms D&D game. No major rules differences for the setting. Well except for magical healing which is a bit nerfed. Something I wish I'd known before deciding to run a cleric. The setting also has steampunk elements, with mad-sciencey devices and even guns. Its also apparantly the setting for the War Machine minis war game. Which the Brendan, the former roomie, plays. Meaning plenty of painted minis, at least ones that match with his preferred armies...

The others were running a human fighter, a trollkin something-caller (some kind of yelling more combat oriented bard) and a pair of goblins. One a mechanic, the other a combat alchemist. Who basically can make potions on the fly and then throw them at people...

We didn't bother with any kind of intro, just had the group already together and hired to escort a caravan. Where of course the initial combat shakedown took place with an ambush by goblin bandits. Who were driven off or killed with no losses and only minor damage. Once the caravan had reached its destination we were hired by the town's chief priest (of the same faith as my cleric) to investigate corpse theft from the various graveyards. We stopped for the night part-way into that...

Mystery adventures in fantasy settings tend to bug me. Mostly because unless the adventure's writer puts a lot of effort into the obstacles of it, they should be solvable by any priest with access to 3rd level or higher divination spells. Which means, why hire a band of random adventurers to do something that said local cleric should be able to solve in an afternoon...

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