Archive for September, 2014

but-when-i-do-i-play-advanced-dungeons-dragonsThe joke is that this newly released updated edition of the worlds first and foremost role playing game is the one we will die playing. Like any good joke there is some truth and longing in it as well. I wish we could have one version that continued to grow and evolve over the years (at a sedate pace, mind you) rather than the abrupt and jarring breaks of the past three ‘editions’ of Dungeons and Dragons. This Fifth edition seems to be the one capable of doing that, if it is even a desire or plan of the publishers of the game, which I know not.

Irregardless, while so far this edition is proving to live up to the qualities it aimed to attain, there is always room for, and a need for minor tweaks or improvements to the rules to better mesh with the playstyles of each individual group of players. Thus are house rules created, and below is a list of rules we have adopted for our game group.

1. Critical hit and miss tables – These have been published previously on the blog –LINK–. Fifth edition codifies the idea of critical hit and misses, by giving double damage on a 20, and always hit, and making a natural 1 always miss. That of course does not go far enough. My tables, written around 1983-84, when I was twelve, involve much more gory, embarrassing, and weird affects and were voted into use by due process over the course of many games, many editions, before being finally settled upon once and for all. Any rumours that I may have ‘skewed’ the results of the vote are pure hearsay.The dm gets one vote, and the players get one vote as a group. Ties go to the dm. Perfectly fair process. Moving on…

2. Natural 2 – I have coined a phrase – “natural 2, the only roll worse than a natural 1.” The reason being that a player will still probably miss if they roll a 2, but it lacks any of the pizzazz of a critical fail. So I have a house rule, even less official than the critical hit and miss tables, that on a natural 2, if they miss, they still have humiliating, embarrassing, or weird things happen to their character, just without any actual game mechanical affects. This rule is adamantly opposed by the players (and what player wouldnt jus thate the whole idea of it) so I have to slip it in subtly. One method is to use a natural 2 as a doorway to getting the character to give into the characters flaw, which is a new personality trait in this edition.

3. Skeletons resist piercing and slashing damage.

4. Inspiration point – These can be used to re-roll any roll, rather than to grant advantage or whatever the official rule may be. Why not? Stop being so uptight about things. Also the bard can store a second inspiration point on occasions, but in that case “he is like a race car with its engine running in the red.” Or at least that is what happened the other night.

5. Mounts – If a land vehicle is a horse, then is a water vehicle a hippopotamus? Yes.

6. Hit points – Characters roll for HP at each level but if they roll poorly they may take 1/2 the maximum die roll instead. It’s more or less what everyone did anyway.

7. No multi classing. I have no explanation for this other than a certain “swordlock” who will remain unnamed. It would have been a TPK, it should have been a TPK, and dammit it WAS a TPK, I don’t care what that “survivalist” says.

This is an evolving document, both because I might have forgotten some rules, and because more may come along as the final two core rulebooks are released (and beyond!) and because our temperament may change over time. When I began this article I thought there would be more, but instead we get short and sweet.

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dm cornerFinally Friday arrived. Some weeks seem interminable and this was one of those. Car troubles (on top of more car troubles) have been a major element of recent poverty, so we were especially thankful that a couple of the players stepped up to supply us with food for the night. Khar brought sandwich fixin’s and I was able to make a mouth-watering “Dagwood” and James brought a pumpkin pie (’tis just about the season) and he even brought my favorite food to go with it – whippped cream. So let that backdrop of deliciousness flavor the following story of what happened this week.

One more aside. James also brought a wargame called ‘Ogre.’ which s from Steve Jackson Games, and vame out int he early eighties. This was the classic edition in a small ziplock baggie, with a hex map and a bunch of cardboard cutout counters. We set up for a game = me on defense with a combined arm force against his one ogre. I have never played this game before, so I fell back on traditional combined arms defense for my set up. I put the objective – a command center, in the back corner and built an infantry ring of defense around it and my three heavy artillery. I had three rockets tanks placed near the infantry and on the left flank I had three heavy tanks meant to protect the flank and direct his approach and maybe if I am lucky, immobilize him before he ever gets to my side of the map.

Didn’t work out that way. He took a direct approach and my bullets pinged off his shell. On the third or fourth turn of maximum direct-line movement, he was in range of my command center, and automatically hit and destroyed it, winning the game. It was a sudden and anti-climactic victory, due mostly to my ignorance of the rules, but he did a great job of sloughing off my combined arms layered defense.. It goes to show you that a knowledge of warfare is not always enough to win a wargame. One must also have at least a passing knowledge of the rules. The game really comes down to the ranges – 8 for artillery, 3 for rockets, and 5 for his ogre, so getting him in the 6-7 range is key to victory. Never letting the ogre within 5 of the command post is key to not losing pathetically.

The discussion of Car Wars, also by Steve Jackson, came up, and I will be on the lookout for a retro-release of Car Wars. It is the only other game I ever played as seriously as dungeons and dragons, and I would totally play it again. I waonder what would happen if one game night, everyone showed up to autoduel? I actually still have all my car wars stuff from the eighties, including pages and pages of yet to cut out vehicles and roads. I might own just about every accessory released for Car Wars, up to a certain year,and that includes many Uncle Albert’s catalogs. Enough said.

Dungeons and Dragons Section

Play began with the party standing over the corpse of the blue half-dragon Langredossa in his tent in the center of the raider’s camp. The tent was empty except for a small folding chair and table, upon which a map lay unfolded. It showed the path of the cult heading across the desert towards the far off eastern city of Leucrotta. They now had all the information they needed and just needed to save the slaves./ Looking around, they notice they have not been spotted yet. There are three more commanders, who seem to be in charge, standing by a cave entrance at the back of the ravine. One is a black half dragon in purple robes,the other is a human female in shiny purple armor, and the third is a female blue half-dragon who might be the mate of the slain Langredossa at the heroes feet. The three commanders break up and start walking towards their three tents – the blue one is the one they are in.

The party sneaks out of the tent and of course the dwarf cleric has trouble being stealthy with his elephant mount. He rolls a natural one on his stealth check, with his modifier becoming a zero. This cannot be allowed to pass, so I ask him to roll on the penalty roll table. Thinking that double damage will still be zero, he scoffs at the idea but rolls – and gets knocked unconscious for 2-8 rounds. Not all damage is hit points!

More shenanigans happen, an eventually they save the prisoners and escape up a hidden back staircase just behind where the prisoners are kept. Convenient! Once back at Greenest,they spend a couple days resting and recuperating while doing a little home improvement on their new headquarters – a Sirius Black type mansion near the center of town. The cleric also trades in his big elephant for a pair of easier to handle dwarf elephants.

Once the monk npc whom they rescued is healed from his time in captivity, he comes around to thank them and ask a favor. He is going to his home town of Leucrotta to tell his master what he has learned of the cult, but he needs them to go back to the raider camp and check out what is in the cave. His master will pay them 150 gold each when they make it to Leucrotta. They (eventually) agree.

Heading back to the camp, they decide to use the secret back entrance near the cave mouth. They find the camp to be deserted but can’t see the cave from above, so the dwarf decided to go down to investigate. He chooses to ride his dwarf elephant like a surf board down the ravine’s edge, rather than leave the wide hipped elephant up top. I asked him if he is sure he wants to do this foolhardy thing, but he insists.

Of course I ask him to make a dexterity check on the way down, to stay atop the elephant as it slides down the nearly vertical jagged, rocky surface. Of course he rolls a two with his modifier becoming a one. Oh Joel. You never should have attempted this. The elephant decides to ride the dwarf down the final half of the ravine, and they end up at the mouth of the cave, the dwarf unconscious at zero hit points, with only his boots visible under the elephant’s seated butt. The rest of the party chose to descend using the secret carved staircase. Dwarf elephants have a long memory and the will not forgive the dwarf for his treatment of them. The other one he painted black, by the way. As the dm, I may need to take those elephants away from him.

They entered the cave after killing the guards and reviving the dwarf. They avoided the fungus garden and came to a cross roads. One had lots of feet traveling down it, the other one less so. Then the dwarf, in a scene out of Aliens, had his nose to the ground and said “feet many feet, getting closer. They are right on top of us! Where are they?!?” With his nose to the ground he couldn’t se any o the feet, so one of the players said “I look up” and there were three flying kobolds, six floating feet, coming towards them. It was a short battle, and we might have ended it there,or continued a little further, I can’t remember anything that happened after the feet incident.

Non dnd game night Saturday

Since I started with Ogre I guess I will not end with fantasy foot fetish, but instead go out like I came in, with talk of games other than dnd. On Saturday we had a non-dnd game night (Kind of specific, huh? prejudice one might say) that included the game 7 Wonders, which was a lot of fun to play. We did not use the feature about building your own wonder, which i think is a shame, and I blame losing because we were leaving out that major component.

I started off the game night with a three player round of Smash Brawl for the Nintendo Wii. It was vaguely fun, but not knowing what was going on 95% of the time made me feel like a 95 year old grand ma, so I don’t think I will ever play that game again. I did have much better success as Star Fox than I did as Donkey Kong. But at the end of the game I had 5 kills to my son’s 75 and joel’s 50+.

I had wanted to try out Dominion but it is for 2-4 players and there were around seven of us. Other games choices were Small World, which I won the one time I played,I think as ice barbarians or something. That was a fun game which I would play again. My favorite board game however, is Settler’s of Catan, which we also didnt play. There is only so much time in a game night!

The rest of the group went on to play a game I think might be called Resistance, where two of the five are spies, and they go on missions to succeed or fail (Wil Wheaton can tell ou more…). I had to go to bed, but I heard the rest of them playing that game, and they seemed to really like it, tons of laughter and what not.

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This week the weather broke and it was quite chilly, so we celebrated with chili. It was good. We also continued our new 5th edition campaign with newly minted second level characters. After protecting the town-folk from the raiders, in the cold light of day it was important to find out where they went and where they were going to attack next.

The characters gathered their mounts together – an elephant, a war camel, a warhorse, a mule, and a riding panther. They met some stragglers from the raiding party and slew them and took their stuff, including shiny new leather cult of the dragon uniforms which they put on. They then installed the gold dragonborn as a new general for the raiders and bluffed their way past the rear guard and into the camp. The procesion wound its way through the huge raider camp towards the large leadership pavilion at the back of camp. They strode up to the leaders tent and demanded an audience.

The leader Langredose strode out. It was the blue half-dragon the party had fought the night before drung the raid, and who tricked a blue dragon into thinking he was a big chicken sandwich. Many emotions flashed across the raid leader’s face as he realized his foes were on his front stoop.Combat ensued.

The fight was quick and brutal and the party knocked him and his guard drake out, only to find they were now stuck in the middle of the raider’s camp with no way out. What will happen next? Find out next week, same time same place.

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Landseal Dwarf Fortress 2014

Landseal Dwarf Fortress 2014

This is the story of Landseal, a Dwarf Fortress that overcame extreme conditions not only to survive, but to prevail. In year 125, seven dwarves from a clan known as the Pink Froth decided they would bring civilization to the Mountains of Universal Truth, so they set out with a wagon, a cow, a mule, and a small flock of peacocks to build a fortress to stand the test of time. My dwarves just love peacock eggs.

The area they chose was perfectly situated along the forested slopes of a mountain range, with a wide valley at its feet cut by a fast flowing brook. The dwarves, made up of a pair of miners, two masons, two carpenters, and a cook, wasted no time setting up shop. While the miners began an extensive moat system fed by the brook, the wood cutters stockpiled a massive quantity of wood for future construction, and made a few beds too. The masons began chiseling doors, tables, and chairs, while the cook planted farms, turned the buckets of brought milk into cheese, and began turning the brought fruit into wine coolers.

The fortress was humming along nicely that first summer, and when the trade liaison from the Pink Froth arrived, we had a few goods to trade (mostly mechanisms) for a few bushels of mushrooms. We asked for wood, fruit, metal bars, and beer for next year. The trade caravan left, and the dwarves settled in for a long but mild winter.

The canals outside the mountain home had been dug by this time but now began the more difficult task of digging the canals inside the mountain. Tragedy struck when Lorbam fell into the well he was digging. (Don’t start at the bottom and work your way up, Lorbem! Start at the top and work down!) he was a pile of blood and bones in a deep well, and a wall of water was coming his way as the canals began to fill. His leg and arm were both broken and he was unconscious. Luckily a few migrants had recently showed up, and one of them who had no experience or aspirations other than to raise a family was summarily promoted to chief medical dwarf. He was given a room in the half completed hospital wing, and provided with a bed for his first patient.

Meanwhile the other miner continued mining and discovered that the mountain was riddled with gold veins, hallelujah! Unfortunately, there was no industrial metal found, so everything had to be made of gold. This is good in some ways, but weapons and armor cannot be made from gold, so the dwarves were getting wealthy, but had little to defend themselves.

The hospital wing and initiation chambers

The hospital wing and initiation chambers

The chief doctor was doing medical testing on Lorbem the miner, and eventually after much surgery and setting of bones, the dwarf was released to bed rest. His wounds developed an infection, but that didn’t stop him, and he needed a crutch. We built him a gold one, the doctor presented it to him, and Lorbem took the golden crutch and hobbled off to work – digging out gold. The dwarf had been through the ringer, and he was tired and thirsty by the time he mined out his first lump of gold, so I gave him a chair at the head of the dining room, which satisfied Lorbem greatly. Six months later the infection was cleared up, he was totally better with two scars and he became the fortress’s most legendary miner.

So passed the first year, but early on in the second year a message popped up stating that a human giant of UNPRECEDENTED size had arrived and that the dwarves must fear for their lives. Landseal had the bare bones of a military, with a squad of axe and hammer dwarves and a squad of crossbow dwarves, but very few weapons and armor to go around. The dwarves were basically a bunch of scantily clad wrestlers at this point, and I did not see it ending well for them or for the fortress. Luckily, it did not come to that, as the giant chased the first dwarf it found right into a cage trap. I can only imagine how this massive giant must have looked stuffed into a little bamboo cage, but it worked! The fortress was saved!

The giant cage was quickly installed in the dining room, and glass-blocks built up around it to insure that the giant wasn’t going anywhere, even if the bamboo failed. About this time, the elves showed up without much interesting to trade except for some fruits and vegetables an a gorgeous red cardinal in a cherry-wood cage, so I installed that across from the giant, and now the dwarves have a menagerie in their dining hall. Incidentally, the giant is not considered a prisoner, but instead a “caged guest” who seems to have no complaints about his situation. That was how year two progressed.

The grand dining hall with the caged giant of unparallelled size

The grand dining hall with the caged giant of unparallelled size

About this time, the legendary miner Lorbem hit a vein of tetrahidrite. Hallelujah, copper and silver! It may not be the best quality, but at least armor and weapons can be made from copper, and weapons from silver – hello silver war hammers. So began the long process of mining and smelting the ore in preparation for building up the military. About this time, we also discovered a large deposit of obsidian, and so our craft-dwarves started pumping out obsidian short swords –crude but deadly awesome weapons.

It was late when suddenly, at the worst possible moment, the goblins invaded. It was a siege! I saved, exited, and went to bed.

All that day I spent my spare time wondering how I would overcome the goblin siege. It is a simple thing, really, to escape if everything has been set up properly, and some fortress aficionados will claim that defense against siege is the easiest disaster to avert. Simply by having the correct defenses in place – such as locked doors, cage traps, and draw bridges, one can effectively funnel the goblins to their doom. Landseal had all these defenses, but such is the nature of warfare that it never takes place under optimal circumstances. Three times I reloaded that save file, and three times the fortress was devastated within days of the siege.

(Note – Dwarf Fortress is not meant to be exited without saving. In other words, there is no easy way to revert to previous saves, other than with third party add-ons. Also, it goes against the spirit of the game to replay mistakes in hopes for a better outcome. However, there are exceptions to every rule, and in this particular case, I wanted to find a way overcome a seemingly impossible siege, and so I used the rarely used command “die” to cause the game to exit without saving. I do not do this lightly, or often.)

The first time, I went for the brute force approach. Hunkering down was not possible due to a single door being ajar. Earlier I had noticed that one of my exterior doors was not the blue color that I favored, and I opted to send a dwarf to replace the ugly red door with a proper dacite door. The dwarf completed the work, but left the red door on the ground blocking the new blue door from shutting completely, thereby allowing an entrance for the goblins. I set up a dump and put in an order for the dumping of the red door. Meanwhile I drafted every able bodied dwarf into the military and sent them to the area where the door was.

Battle at Landseal Bridge

Battle at Landseal Bridge

The door never got fixed, and the goblins made it over the moat before the bridge could be raised, so I sent the mass of seventy naked dwarven wrestlers out to attack. It was a bloodbath. The fight took place on the bridge and over a dozen dwarves charged straight into the river like lemmings to drown. When the battle with the 9 invaders was over, only 22 dwarves remained alive.

Exit without saving.

The second time, I had the same door ajar problem, so I set the dwarves to guard it, but did not send them out in mass until the goblins had cleared the bridge. This time the fight looked like it was won with over 50 dwarves surviving, however the last goblin was some kind of hammer lord who slew or injured so many dwarves, that by the time it was over, I was once again down to twenty dwarves when all was said and done. The hammer lord ended up being a dwarf named Ngokang Dreadfuldesserts, who wore a crown of goblin bone, an must have been some type of chief of the goblins. Dwarves were flung all over the yard by this maniac ,devastation ensued.

Exit without saving.

This was looking bad. I walked away. I thought about it. I had dinner.

The third time, I took no chances and raised the drawbridge as soon as I could, while leaving the military inactive so they would have time to do other things – like remove doors ajar! I had hesitated to do this before because there were dwarves outside the moat when the invasion took place and I didn’t want to cut off any dwarves seeking shelter. In the end it worked out, because after the draw bridge closed, the cut off dwarf realized he could climb the slope and jump down into the yard. He did, and escaped, but three goblins followed him into the yard.

Dwarves were going out one by one to confront the three goblins in the yard, and dying. This could not go on. I sent out the army, and they killed the goblins, and I still had 50 dwarves left! It was going to work!

However, the twenty or so dwarves who died caused a huge amount of grief. Dead goblin and dwarf bodies littered the yard in front of the fortress. There were not enough caskets, and so bodies began to decompose. One dwarf became so distraught that he wandered aimlessly, breaking whatever crafted objects he came across.

About this time a fantastic set of events transpired. A peasant rose from the ranks of the unwashed masses to claim hereditary rule over the fortress, and to declare herself the countess of the county of Landseal. It was amazing, and filled the fortress with unbridled joy, and the dwarves all pitched in to give her as much help as possible to make her ascension the miracle it should be. The expedition leader got a fey look in his eye and snuck off to the forge to create the first artifact – a golden scepter, for the countess!

As the countess and her procession made their way through the fortress, they crossed the inner drawbridge to inspect the yard, scene of the epic battle. The angry dwarf who loved to break things reached the bridge at the same time. He was fresh from the gore of the battlefield and somehow managed to destroy the drawbridge, sending the newly minted contessa and her retinue into the moat to drown. O the horror. The fortress could not go on.

Exit without saving.

It was late, go to bed or try again? The fortress was about to be retired, but I thought I might try one last time, with a few tweaks. I loaded up the game, the goblins appeared, and a miracle happened. Just as I was taking every step I could: dumping the red door, locking the outer doors, raising the drawbridge, mustering the army… one little dwarf named Athel, who was not even in the military, wandered out into the yard wielding an obsidian short sword. What was he doing? All the other dwarves were running for the safety of the fortress, but he was leaving?

Even before the command to raise the bridges could be enacted, Athel crossed the outer bridge and confronted the goblins alone with his obsidian blade. One goblin fell, then another, and another! I was calculating in my head how many lives each goblin death would save when I realized all the goblins were dead and Athel fought the evil dwarf Sinisterdesserts. A naked, novice wrestler with an obsidian blade vs warhammer wielding evil dwarf hammerlord goblin-king.

A hero is born.

A hero is born.

A goblin-bone crown sailed through the air to land on the banks of the moat. Athel had saved the fortress single handedly without a single casualty! I instantly promoted him to Captain of the Guard and gave him his own squad to command.

The fortress survived!

Save and exit.

Stay tuned for part two, in which I learn that dwarven babies float.

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Temple of St Cuthbert in Greenest

Temple of St Cuthbert in Greenest

Week 2 of our new 5th edition campaign took place this weekend, and it was just as fun and exciting as the first week. We left off with the crew securing the town Mill. They needed to protect the winter food supply from the riaders until a relief force can arrive. They hold on for an hour and manage to take a short rest.

During the fight to retake the mill, the tiefling pirate was killed by a single lightning strike. Whne the relief force shows uo, the mother of the children theheroes saved is among the militia, and Lianin sees the body of the child-saving pirate, she immediately offers her family’s prized possession – a raise dead scroll.

Aside- I actually called it a reincarnate scroll and thought about making the player roll on the old 1st edition reincarnation table. The player retains all his class skills, but takes on the racial traits of the new species.

Druid Reincarnation Table (1st edition PHB)

Druid Reincarnation Table (1st edition PHB)

(Note, on rolls above 86%, it switches to the Wizard reincarnation table, which is all humanoids.)

In the end I let her keep her species and went with normal resurrection, but it was a fun idea, one I have meant to use time and time again, but never quite managed to slip in. Some day! We are getting ahead of ourselves however. There is a story to tell. Because Khar’s character was dead, I let her run Lianin until her character was revived. Lianin had all the exact same stats as Khar’s fighter,just without any racial or class abilities. (simplified!) It worked out.

So the characters needed to save the tiefling. To do so, they needed to get the body to the priest of St Cuthbert,who was being besieged with a group of innocent townfolk in the temple to St Cuthbert across town. Also, there was a tunnel under the temple that led into the dungeons of the keep, but a monk staying at the temple has the key to the secret one-way door under the temple. If they can greak the siege, raise the tiefling, find the key, and escape with the civilians throuh the tunnel to the keep, it will be a total success. That is what they set out to do.

The temple to St Cuthbert (pictured above) was a stout old fieldstone structure, with a heavy iron-barred doors in fron and back, and a peaked slate tile roof. A cordon of kobolds and their pet drakes had encircled the temple and were cavorting and dancing around it, while splinter groups tried to break in. The back of the temple was shrouded in smoke from an on-going attempt to burn through the rear entrance, while a group of cultists used an improvised battering ram(made from an over-sized pencil sharpenerer) on the front doors.

Above, a group of flying kobolds were breaking the narrow stained glass windows but are unable to get past the metal bars, and they move to the roof, where they begin tearing through the tiles. The heroes have only a few minutes before the temple falls.They head around back stealthily but at the last second the bard kicks a tin can, and one of the babies the npc mother is holding begins to cry (smoke in the eyes.)

Another aside – Our group is legendary for their callous disregard for the livelihood of those they encounter along the way, and there have been more than one encounter which has not ended well for any babies or children involved. It has become a joke thet if there is a baby in the scene, it will most likely end up shish-kebab’d. barbecued or worse. Even last week, there was an ‘incident’ but this time, with the totally absurd idea that a spear maiden would have her babes at her breast while fending off an invasion made us all realize that maybe it is not so much that the players are terrible people that destroy all babies, but that I AM THE TERRIBLE ONE for always putting these babies where they don’t belong, and just daring the players to do something about it. Yes it is true, I am the evil one. And for the rest of the night babies popped up literally EVERYWHERE. I will not document these instances, but let the kind reader insert the imagery himself.

So the party is discovered, but they gain surprise on a group of kobolds led by a produce-flame casting dragon cultist. The bard literally runs into the cultist, and he takes aim and places a hand-crossbow bolt at point-blank range through his left eye. He heard a satisfying thunk as the bolt passed through the cultist’s brain and lodged in the back of his skull, leaving only the colorful feathers where his eye once was. The cultist’s other eye slowly loses focus and he falls in a heap. Reaching a higher level of bloody-mindedness than I thought was possible, I began describing each enemy killed during the surprise round as luridly as I could.

The wizard with a gizzard cast ray of frost, and turned a kobold into a block of crystal ice. One peck of the beak and it shattered into a million pieces which slowly dissolved into a pink paste. The monk did a flury of blows which brok a kobolds neck. He then popped the kodolds head off, and holding the body like a bag-pipe, began fire-hosing everyone down with the spewing blood. The thief requested a clean kill, so she got a pass and took out her foe without a fuss. However it didn’t las long, when she went to unlock the door with her “human hands” as she called them, I reminded her she was a gnome, and so I retroactively described how, as the bard was putting a crossbow bolt into the human cultist’s eye. the little gnome bard was calmly sawing off his hands for “use later.”

No one excaped my bloody-mindedness. In fact when they made it into the temple at last I lost control and screamed that all the innocents were slaughtered, it was a blood-bath. That was not what happened. I called a five minute break, and we continued on with the gore level turned back down to 11. I did not know I had it in me, and was even starting to scare myself, except that it was so damn funny. Moving on.

The monk they had come to find was missing, gone out to save town folk, but he never made it back after his last trip out. The ragonborn monk was sad that his companion was missing, but fond the key to the secret tunnel in the monk’s chambers.

It was going to take 15 turns to do the ritual to save the tiefling (I should have made it 5) so the party split up. One group went to the cellars to lead the people to safety, while the other group defended the hole in the ceiling through which 1d6 kobolds were entering per round. I only rolled ones and twos, so that part was pretty easy. The three skeletons of the founding fathers of the temple, however were not so easily dispatched, especially since I house-ruled on the spot that skeletons have resistance to slashing and piercing damage, as is right and true.

It was getting late, so they made it to the keep and we could have ended it there, but ONE MORE ENCOUNTER and we could finish the scene, and they could gain a level, so they agreed. How bad could it be, fifty dragons? No just one. As they emerged from the tunnel, they saw that the exhausted Governess was wounded but still holding off the raiders with her handfull of gendarmes. she thanked the heroes for all their help, but said she had one last task for them. The dragon who she thought had left, came back and was circling for another attack. Kill him or drive him off! Um, ok.

They thought I had tricked them and this was a suicide mission, but they climbed dutifully to the roof of the tower and prepared to attack as big blue swooped down. The rogue pluckishly tried to talk the dragon out of attacking, bu he was having none of it. They all got a ranged attack as the blue dragon charged, then the monk and fighter got melee attacks as he crashed to the rooftop. Both hit, doing major damage and really angering the dragon, who took over 25 hp damage that round. It unleashed a mighty buffeting of wings, which everyone but the fighter and warlock saved against, who were blown off the rooftop to shatter into bloody heaps on the flagstones below. As they landed, the sun crept over the horizon, the dragon used the powerful buffeting wings to launch into the air and fly away, the raiders withdrew with their booty, the town was saved, and they gained a level.

Great night of adventuring. Great adventure so far.

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More minions of the Dark Priest

More minions of the Dark Priest

Just saying, not by popular demand, but by dm fiat, skeletons resist slashing and piercing damage. (Half damage, rounded down.)

And no, force damage does not count as bludgeoning, good try.

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