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Orphizahn Campaign Journal
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JimmySwill
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Joined: 02 Jan 2008
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PostPosted: Tue Nov 11, 2008 1:46 am    Post subject: Reply with quote

Great adventure, Moth. I love the village name of Bloor. It just says it all. The Fog idea was pretty slick. That's rough with so many casters. You should get that party stuck underground.

It's funny, I distinctly recall writing about Creature feats of strength and searched for it. I then remembered that I deleted it halfway through. The reason being that FoS get very difficult as a matter of scale. A titan or dragon is just on another page when it comes to strength. I don't think it'd be worth giving them a +40 or whatever.

As a matter of design, when the mechanics started getting funky, I took it to mean I was stretching the role of mechanics too far. As an aside, the place I am least comfortable with the mechanics of play is proficiencies. These might be the most dangerous part of the game. -It's where a GM really needs to set the tone. I'm not sure I provided warning enough. In fact, I've envisioned a Wayfarers without proficiencies entirely. But then you typically just end up with attribute checks or d6 rolls or whatnot.

IMO I'd just tell the players what happens. If you want the cart over, let the ogre tip it over. If you want to give them a chance to stop the ogre, tell them he's struggling to tip it for a round. You're the Dice Commander after all, don't worry about telling them how it is. However, if you want some randomness, what you did sounds fine to me. -The book could be twice as thick and I'm you'd still be able to find holes in gameplay.

Ah, no horse prices. An early print had no quivers. 15 sc for an old horse sounds good to me!

Thanks for the update. I'm looking forward to those behind-the-scene implications.
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Moth
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Joined: 10 Jun 2008
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Location: Grito

PostPosted: Tue Nov 11, 2008 5:09 pm    Post subject: Reply with quote

Point taken on the monster feats of strength. For all my niggling complaints, I really prefer monsters statted the old school way- just enough to run them in fights. I'm digging how they're still very scalable for differing skill levels- the party thrashed these ogres with iron-shod staffs, but if I'd given them claymores and full plate, they'd be fine challenges for a higher level party.

I'm especially fond of the Kappa for occupying the mechanical role it does. It's pretty much a low level mook monster, but it still has all the things that really draw a groan from players- damage absorbance, multiple attacks, and a freakish appearance.

I'll just leave some spoilers here, below in highlight-to-read text. Of course, if any my players are poking around here, they need read no further... you know who you are.

The shining figure the players fought was none other than the town's mayor. He's got the well preserved corpse of the famous alchemist who founded the previous town (the one ruined in the bog) and he's been using pieces of it in potions, which he hopes will give him the memories and powers of that guy ("Meletus" the eponymous founder of the town of Meletus.) Trouble is, he hasn't got the mixtures down right, and he's ingesting a lot of weird swamp crap, not to mention necromantic corpse stuff, so he's slowly going insane, fracturing his personality and replacing it with bits of Meletus. The magical weirdness is causing him to glow, and he's going into a catatonic/sleepwalking trance at night and using water walk to explore the old town, looking for his spellbooks. Of course, the mayor is starting to suspect what's going on, and he'll likely remember at least where he got those wounds, and that the players are wise to his laboratory, even if they don't know exactly what's going on. Haven't decided how he's going to react once they're back in town. Maybe he'll brush them off, but send some kind of horrible swamp creature after them, which will stalk them in future adventures, always showing up at innoportune moments and seemingly unkillable.

Hm, black doesn't really hide it and I don't see a listing for spoiler tags in the BBC code FAQ. Is that doable on these forums?


Last edited by Moth on Wed Nov 12, 2008 3:03 pm; edited 1 time in total
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JimmySwill
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PostPosted: Tue Nov 11, 2008 5:51 pm    Post subject: Reply with quote

Very cool happenings, Moth.

Font color: 1B1B1B should do it. I'll try it below:

Hell yeah, it works!

I'm looking for a way to add it in the selection. We'll see.
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Gregory Vrill
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PostPosted: Tue Nov 11, 2008 7:40 pm    Post subject: Reply with quote

The mayor and Griswald are just f*ing brilliant. Er, no pun intended. Griswald is a little bastard I'd happily appropriate. Seriously Moth, I'm thinking of just stealing this campaign wholesale if I ever run again for non-YOGCers.
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Moth
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PostPosted: Tue Nov 18, 2008 12:14 am    Post subject: Reply with quote

This was one of those sessions where you spend 15 minutes BSing for every 5 minutes gaming. Nonetheless, we got through another story. My girlfriend, who plays Oliver, was sick and had to miss out this time. Being at zero hit points from the last fight, I ruled that Oliver spent this session convalescing at St. Gretta’s hospital.

The party started off in the swamp at the laboratory, and made their way back to Bloor after resting. They told the mayor what they’d seen, and he wrote a letter to the church explaining what they had found. They rode back to Finzel and collected their reward. The other two jobs were still available (tracking down a criminal or escorting a local lord on a journey to deal with some witch troubles in the north) and they chose to help out Lord Nantes. He told them that a town called Cornella in the northern forests was having trouble with the local witch’s circle, with whom they’d been on formerly good terms.

The party headed north, and after a long journey arrived in Cornella. They spoke with the mayor, who told them that strange creatures came out at night and terrorized the town. He also said this had all begun a few months back when a couple of young boys from the town went missing. The mayor showed them some tracks left by one of the attacking monster, which appeared to be human footprints with moss and flowers growing in them. The footprints went out of town a ways and disappeared. Beatrix used extra-planar knowledge and surmised they were dealing with a creature of the Viridian realms, possibly a faerie. She also suggested the creature might be burrowing, and the party dug around the footprints, but to no avail.

Later that night, a scream came from the village square, and the party looked out the window of the inn to see a man made of moss and plants tearing the night watchman in half. Cecil and Padraic rushed out and attacked, and the creature promptly clobbered Cecil senseless. Padraic, not wearing his armor, grabbed Cecil, ran inside, and bolted the door. Leah leaned out the window and dropped a spider corpse, casting pest and summoning a giant spider. The next few rounds were a chaotic mess of Leah and Beatrix dropping spells out the window, Padraic trying to barricade the door, and Lord Nantes trying to get Padraic to unlock the door, get out there, and just fight the thing. Eventually Padraic was cajoled out and together they finished the monster, softened as it was by force bolts. For reference, it was a green man, like the spell. None of the local witches have 5th circle, I just assume they all have disciplines which let them pool their spell points to cast higher circle spells together.

The next day, the party went into the woods to speak to the witches. They claimed that the god of the forest was angry because the two missing boys had intruded on his sanctum and tried to steal his treasure. They also mentioned he might be placated with some kind of sacrifice, but they weren’t specific.

The party used its lore to find the “god”’s sanctum, and they entered a strange chamber made of roots and emerald colored-sap. There they encountered Baco, the boar god of the wood, who had the boys caught in a tangle spell. He demanded to know what the party was doing there, and they waffled around a long time and tried a lot of unsuccessful, silly stuff, like giving him money. Nantes, a religious man, suggested they just kill the pagan spirit and be done with it, but nobody in the party wanted that. Eventually Baco told them to leave or he’d kill them, so they did. Leah finally decided that maybe Baco would return the boys and cease having the witches attack if she gave him her magic ring (the Witches Ring the party found in the Ogre’s bag.) Baco found this acceptable, and released the boys, and peace was restored without bloodshed. I was impressed that a player was willing to make such a sacrifice. Nantes paid them each ten gold, and they returned to Finzel. For having taken care of the witch problem, Nantes was invested as a bishop of the church.

Despite the lack of focus, the adventure got done, and now I can move the main plot along. Tune in next week! How’s your game coming along, Swill?
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Fluffy
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Joined: 15 Nov 2008
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PostPosted: Tue Nov 18, 2008 12:20 am    Post subject: Reply with quote

Just wanted to say I've really enjoyed reading this.

keep it up man!
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JimmySwill
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Joined: 02 Jan 2008
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PostPosted: Tue Nov 18, 2008 12:39 am    Post subject: Reply with quote

First off, great adventure, Moth. -That was pretty cool of Leah. I'll second Fluffy, I really dig reading these as well.

Moth wrote:
For reference, it was a green man, like the spell. None of the local witches have 5th circle, I just assume they all have disciplines which let them pool their spell points to cast higher circle spells together.


This is very interesting. Early in creation some ritual spells actually could be cast by multiple mystics, pooling their spell points. They were all spells like 'Greenman' that had a long casting time. These were dropped mainly because they were going to be a 'NPC only' sort of thing. Unless you had the league of Mystics party, that is.

I'm very glad that you ran with this. I'll jot this down as a possible entry into an issue of Optional Arcana. Perhaps a few multi-caster ritual spells could be included. It does seem to fit the witch-like nature of ritual magic.

I'm telling you, you've got to get this party stuck underground where you can railroad them a bit. Smile

As for me, it seems we have a group, but everyone is crazy busy and we are trying to coordinate it. It's looking like a tri-weekly thing. Eh. We'll see. Hopefully we will get rolling and move it to bi-weekly. I'll post as soon as we do. I plan to keep a journal as well.
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Moth
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PostPosted: Tue Nov 18, 2008 12:53 am    Post subject: Reply with quote

JimmySwill wrote:
This is very interesting. Early in creation some ritual spells actually could be cast by multiple mystics, pooling their spell points. They were all spells like 'Greenman' that had a long casting time. These were dropped mainly because they were going to be a 'NPC only' sort of thing. Unless you had the league of Mystics party, that is.

I'm very glad that you ran with this. I'll jot this down as a possible entry into an issue of Optional Arcana. Perhaps a few multi-caster ritual spells could be included. It does seem to fit the witch-like nature of ritual magic..


I see it as a 10 point discipline which lets you pool with others who also possess the discipline. You are limited to only one circle beyond the highest circle available to the leader of the ritual. I'd probably toss in some other restrictions, like requiring 10+circle presence from the leader. How did it work in the original? I agree it fits the character of ritual magic. I also don't see PCs abusing it, since magic potential is such a big investment, and you can attatch all kind of setting junk to it.

I also meant to mention that monster feats of strength came up again when the green man was trying to bash the inn door down. I think sometimes the GM really isn't in a good position to say whether something "just happens" or not. Then again, I rolled for him and he got a 20 total, and I just said he didn't manage to breach it. Heh.
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JimmySwill
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PostPosted: Fri Nov 21, 2008 12:44 am    Post subject: Reply with quote

I think making group ritual casting a discipline is a good idea, Moth. That way nothing fundamental needs to be changed.

Originally, some spells were just marked which could be cast by multiple casters. I forget what the Circle restriction was. What you suggest sounds reasonable. However, I'm not sure every spell works. It would take some looking through. If the spell targets the caster, I assume only one should be affected. They could divvy up the spell points, but maybe the casting time should double. I've added this to the Optional Arcana list.

Oh BTW, I've added 'non-living' to the Water-to-Wine spell in the next prints.

If you've any more thoughts on creature Feats of Strength, let me know.
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Gregory Vrill
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PostPosted: Fri Nov 21, 2008 1:17 pm    Post subject: Reply with quote

'Green Man' poses no real problem any way you do it. Maybe the coven had a scroll, or a magic glen or something, that allows them to cast it despite not being high enough circle to do it themselves.

...

'Baco' is great. I think greyfaced is going to dig that too- he kept talking about animal gods some time ago. The name cracks me up.
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Moth
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PostPosted: Tue Nov 25, 2008 1:51 am    Post subject: Reply with quote

This was a fun session all around.

I started by advancing all the players to level 3, so all the casters got 2nd circle. Cecil used some of his newly-gotten gold to buy a spell, phantom sight. He also bought a pole axe. Leah bought a bottle and caught a bunch of spiders.

The party heard some rumors while at the inn. Apparently, there had been some strange murders in the city recently, with people turning up dead and covered in slime. The majority of the victims had been young women. Nobody thought to check the girl in the glass to see if she was ok. (Spoilers: This foreshadows the bunyip that the mayor of Bloor sent after them for messing with his lab in the swamp) The party also heard that Lord Nantes, the man they’d helped last time, was setting up a village in the west. Finally, they heard that a fellow named Kenneth Lovejoy had started a splinter religious sect in the forests nearby, and the church fathers were forewarning all good Immanians against his heresy.

Cecil was approached by a young man wearing a journeyman’s habit from the Azothic Brotherhood. He told Cecil that the local guild master wished to meet him and his associates. Cecil gathered everyone up and they went to the guildhouse. They were brought before Zorus Gladsheim, the local guild master, who told them that he had a proposition for them which involved operating outside the strictures of government and church- in other words, risky and lucrative. The party was all ears.

Zorus told them that about a month ago, a man named Heironymous Swilliger led a team of mercenaries and scholars into the Ghidos mountains in hopes of finding a pass that would provide a trade route to the province of Fyrion. They were unsuccessful, but after hiding in a rocky canyon in order to escape a wyvern, they discovered some strange ruins. Swilliger went back to the capital to put together another expedition, funded by the Royal Academy of Ancient History, but thus far hadn’t been successful. The Azothic Brotherhood, a secretive, secular order of alchemists, heard of this. Zorus believed the ruins to be the Fabled Fane of Nass (the life/death goddess, Abyssal Celebrant of Light and Queen of Candles), and furthermore believed the fane to be the resting place of the Tetractys, a mystical codex containing 4 circles of hermetic and hedge magic, with many treatises on magic and divinity. Zorus wanted the players to enter the fane and acquire the book for the Brotherhood, as otherwise it would be sealed away by the Academy or likely burned by the church. They agreed.

Zorus then brought up the sensitive issue of guaranteeing that the Pcs would bring the book to him once they had it. A journeyman brought five goblets in, and they were requested to drink the contents. They were told it was a potion of binding, which would stay in their blood harmlessly while they performed the quest, and dissipate upon its completion. If, however, they attempted to cheat the brotherhood, the potion would turn to deadly poison, killing them horribly. The players were understandably apprehensive about this, but after hearing the reward (500 gold, some spells, and a few potions) they chugged the stuff.

Zorus assigned a sullen journeyman named “Drennis” to guide the Pcs to the canyon. They traveled across some plains and into the forest, and while traveling along a road, something swooped out of the sky and attacked Padraic’s horse. A fierce fight with a hippogriff ensued, with the party trying to shoot down the monster while it made flyby attacks trying to kill the horse, which would kill Padraic under it. The ‘griff was almost successful, and only Padraic’s riding skill kept him from being pitched off by the panicking beast. Force bolts and crossbow bolts finally brought the avian menace to an end.

The party entered the canyon, which was too rocky for wains or horses, and Drennis stayed behind with the mounts. They traveled deep into the crags, until they came upon a figure in black standing on a precipice. It appeared to be a woman in leather armor, and she whistled, summoning many bandits from surrounding rocks. She told the party to surrender their material goods or their lives. Beatrix tried to bluff her way out of it, claiming that Oliver was the greatest mage in all Galtea. She rolled well, and some of the goons started looking nervous, but their fearless leader asked for a demonstration, and when Oliver couldn’t do any better than spiritual armor, they attacked.

The party was outnumbered, but not for long. Beatrix used summon monsters and called up a war dog, while Leah dumped out some of the spiders she had collected and used corrupt insect to make them monstrous. The party exchanged blows with the rabble for a couple rounds, but the rank and file thugs fled in horror after a swarm of monstrous spiders insta-killed their leader.

The party found their way to the bottom of the canyon and found the door to the ruins. Leah’s engineering proficiency helped them discover how to open the mechanically complex entryway, and into the darkness they went, Oliver using illumination for light. The party found a room with a pool, a statue, and many unlit candles. Skeletons began rising out of the pool, one per round, and everyone really freaked out after they destroyed two and more kept coming. There were only four over all, but the party believed they faced and endless stream of skeletons and fled to the next room, pursued by their bony aggressors. The next room was a chamber full of coffin like cells along each wall. There was a long fight here, but eventually the party destroyed the two remaining skeletons. They decided not to check out the coffins, and missed on some cool and dangerous stuff, which may have been for the best.

They continued on, and came to a fork in the path. One way was paved with crushed bone, the other with smooth marble. They chose the marble pathway, went through a door which slammed shut behind them, and found themselves in a strange room filled with magical darkness. They could see because of Oliver’s spell, and the room looked like a torture chamber. Then I started calling for mental resistance checks. People who failed fell unconscious for ten minutes or until they passed another check if disturbed. When awoken, they felt extremely cold, took 2 damage, and had a cumulative -1 on future saves against the room’s effect. The players spent way too much time stressing, using magic acuity, and trying to wake each other up, and for a while I was really afraid the adventure would end her. Eventually, when everyone fell asleep but Beatrix, she went ahead and found a door in the darkness, and stayed out of the room. Everyone else followed her voice after they came to, and found their way into the next room.

This was the ambulatory, which consisted of a precipice, and then a 10’ wide railless stone bridge over a vast chasm. There was a door on the far side. Halfway across, the party heard a voice telling them to halt, and turned to see Wendell and two of his friends. One was a woman with purple hair, an eye patch, and a rusty gauntlet, wearing what Cecil’s regional knowledge proficiency identified as high men’s fashion from the country of Tarmath. The other fellow wore black leather and scale, along with a jaunty green hat and matching mantle. Wendell explained to the Pcs that he and his associates also sought the Tetractys, and they would kill the Pcs if they had to in order to get it. Leah began casting, and initiative was rolled.

The woman, Maggie, got init and ran up to Padraic, punching him in the chest with her gauntlet, destroying his chain mail. Wendell cast some armor on himself, and the other man, Dougal, drew his sword, explained to the Pcs that it was the famed “Lame Mortel” and they noted that it dripped poison. The sword forces a save or die on a critical hit, and I told the players as much. They didn’t seem very worried, oddly.

A fierce melee ensued, spiders were summoned, and fortunately Padraic didn’t have any more of his stuff completely rusted. At one point, Wendell used a wand to create a wall of fire across the bridge, accidentally blocking his allies off from retreat. Dougal cursed Wendell for his incompetence, and the party did some major damage to him and Maggie. Then Leah blinded Dougal with a spell.

With Dougal blind and Maggie at half hp, the battle looked bad for the villains. Maggie said her only words of the night “Sorry, Dougal” and drank a potion, turning ethereal and walking through the fire back to Wendell. Leah then critted Dougal with her trident, and he fell into the abyss, along with his magic sword, much to the consternation of the players. We ended there.

Whew, I’m tired, gotta do some homework. Thanks for everyone who reads this stuff for the interest, I’m enjoying writing it down. And a happy thanksgiving to all!
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JimmySwill
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PostPosted: Tue Nov 25, 2008 2:13 am    Post subject: Reply with quote

Holy crap, this was awesome, Moth! It is waaaaay too late, so I am going to have to comment in full in the morning. Great story!

UPDATE: First off, I really dig the names, -especially Heironymous Swilliger, of course. Drennis, Zorus Gladsheim, Tetractys, Dougal... all good. I am pretty sure I am going to start a list of names and post it hear as a resource. Would you mind I include some of yours?

I'm not a big fan of spell components, but I am happy about the need for bugs for corrupt insect. -Leah catching bugs is great. IMO, there's a lot of nice qualities about this adventure, starting with the need to quaff that potion. -It's nice to see PCs knowingly put themselves in a bind, and it just creates so many possible points of tension. The misplaced wall of fire, the dropped Lame Mortel, -it just seems like a very nice run. I've got to get my group moving along. This stuff makes me want to game. BTW, I think the fact your players ran from the assumed skeleton generator means you are doing something right!

Thanks again, Moth.
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Gregory Vrill
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PostPosted: Wed Nov 26, 2008 6:14 pm    Post subject: Reply with quote

Yeah, isn't Hieronymous like your uncle or something Swill?

Moth, superb as always. The part where they tried to bluff the bandits with magic, and the best spell he could come up with was Spiritual Armor is classic, so funny.

Sounds like you've got some great players, really into the spirit of the thing- lots of interesting uses of skillchecks too. This whole thing is one of the highlights of the site here.
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Moth
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PostPosted: Tue Dec 02, 2008 12:35 am    Post subject: Reply with quote

Tonight we had the last Orphizahn Campaign session of the semester, a short affair which was meant to wrap-up the plot for now and set up the action for the new year.

The Pcs started out on the bridge in the Ambulatory, the fire wall still burning behind them. They opened the doors ahead and entered the reliquary, where they found strange, ancient clockwork devices. Activating one of these caused a ray of sunlight to enter the chamber, causing gears to turn and reveal the Tetractys. Cecil opened the book up, and though he couldn’t read much of the writing, he memorized the spells therein. The party then retraced their steps out of the Fane, narrowly avoiding another trap.

They camped at the bottom of Swill Pass and healed up, then began their ascent the next day. The encountered an errant monk named Marcel, who asked them to give him the book, but wasn’t violent about it when they refused. He told them that some power in the north was seeking the book for nefarious purposes, and that Wendell and his ilk were pawns of this power. The players didn’t have anything else to say to the guy, so he left them, telling them they’d cross paths again.

The party met up with Drennis again in the forest, and took some cheap shots at him. Together, they traveled back towards Finzel. En route, they were waylaid by a group of religious fanatics, members of the Zhiven Fellowship, a heretical religious sect the party had heard of in a rumor the previous session. The Zhivens told the party they wanted them to come back and meet their leader, and the spokesman, apparently a mage of some kind, used conversational casting to cast sleep on everyone but Beatrix. Only Oliver passed his save, and he and Beatrix had to work quickly to try and wake the others while a pair of women armed with maces advanced on them to knock them out.

A battle ensued, Leah was woken up, and giant spiders were summoned. Oliver used a persuasion spell to make the mage and archer of the opposing party think they weren’t really the people they were looking for. Meanwhile, Leah’s spiders glommed onto one of the women and half killed her with poison (her armor absorbed all of their actual bite damage, but she failed all her saves and took a whopping 9 poison damage.) Beatrix then finished off the woman with a force bolt. The other religious types fled in terror, pursued by three giant spiders and a giant centipede. The party bandaged the woman, who was called Helga. They decided to take her back to Finzel and either turn her over to the inquisition or just ditch her with the Azothic Brotherhood.

Back in Finzel, the Brotherhood received them warmly, taking the Tetractys and giving them gold, potions, and spells. They didn’t want Helga though, so the party ditched her at St. Gretta’s hospital with some gold a note not to mess with them anymore.

After leaving the hospice, the party encountered a robed figure who Cecil identified as an officer of the Inquisition, along with two heavily armed praetorians. He told them they were charged with consorting with heretics and possessing forbidden artifacts. The party waffled a bit, but ultimately chose to surrender peacefully. They are now bound for the dungeons of Cardinal Rozier.

I was surprised by the last move, as I expected they’d fight the inquisition and then have to go ground, either in a trade city in the east or with their old friend Bishop Nantes. The other possible ending was getting abducted or going willingly with the Zhiven Fellowship. A lot of this stuff is player driven, and I have great players. At any rate, next session they’ll be meeting the Cardinal, who doesn’t intend to simply have them executed.

Sadly, this will be the last update for a while. Final exams are next week, and after that a month long winter break, but there’ll be plenty more once 2009 rolls around.

My roommate, who plays Cecil and likes to argue about the applicability of spells like Phantom Sight and Water to Wine, made an amusing remark last week; “These games are about 35% gaming, 15% nerdy references, and another 50% semantics.”

I’m really starting to think the best players are non-gamers. People who are new to the whole thing come in with new ideas and way fewer presuppositions, and seem to have more fun because they aren’t always busy trying to critique the GM’s style. They just interact with the game and have fun trying new things. I’ve witnessed this time and again, and I’m wondering if anyone else has had similar experiences. Thoughts?
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JimmySwill
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PostPosted: Tue Dec 02, 2008 11:05 am    Post subject: Reply with quote

I am definitely going to miss the updates, Moth. So the PCs are on their way to inquisition? That's nice.

Interestingly, I think in the armor section, it's stated that if armor absorbs all damage from an attack, poison associated with the damage is nullified. Just a sec... yeah here it is:

Note: If armor absorbs all damage inflicted by an attack, the wearer is not affected by any poison associated with the attack. For example, if a character wearing chain mail is struck by a scorpion’s tail, but no damage is inflicted, it is assumed the armor protected the wearer from the scorpion’s poison as well.

At the moment, I'm not sure how I feel about it. It can be rationalized both ways, and this was a tough call to make. I guess that leads into the 50% semantics thing. Don't tell Cecil about the poison. Smile To be honest, right now I think I'd rather play it as you did. In the first issue of Optional Arcana, I am going to present a hit-by option for armor absorption. I think this is one of those cases where the hit-by option might work better.

That said, I hope the semantics isn't up to 50%. However, I know what you mean about new players. I think new players are more apt to genuinely surprise the GM, and more willing to accept his judgment. The GM makes rulings. -He doesn't just play the game, he runs it. Tell Cecil the best players will pick their battles carefully. Often the energy wasted arguing the meaning of a few words outweighs the benefits of a favorable ruling. Also, I think a GM is more willing to listen to (and compromise with) the player that only objects on occasion.

Not that I haven't been a thorn in a GM's side. But I like to think I've grown as a player. Smile

Looking forward to the new year. With any luck I'll be posting my own.
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d12

d20

d00

1

2

3

4

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