DE Session 3: Getting Comfortable

After resting, the heroes re-enter the bog to finish clearing the lair of lizard-men but, are ambushed en-route by four demonic ones & are forced to retreat. Instead of returning to Harting they travel towards the feywynn of Rhanelm to seek the location of the evil sorcerer that must be the cause of Harting’s problems. They assist the forest elves in battling a pair of manticores and are briefly informed that the demonic-lizard-men are the work of a goblin witch-doctor that resides within the hills north of Harting.

After returning home:

Arin receives a Sphere of Toth, to communicate with the wizards guild more effectively.

Jeb notices Dame Celeste’s interest in him & is berated by lord warden Owen (as usual).

Alek is befriended by sire Justin & courts dame Celeste & receives word from his brother Miralec, that the merchant Cales has been released from custody & fled Rasont.

Ra’jinn has a prophetic vision & is “well received” by the local ladies due to his exotic features.

Ves is tutored by master Nisunar about Ra’jinn’s potential for anarchy & acquiring more information about their enemies.

Lord Baron Varant holds a banquette in honor of his son’s & Nisunar’s arrivals as well as the heroes successes, granting them each a gift, a suit of ribbed plate armor, the Gauntlet of Ferotar Xor, property, a shrine of faith & the boots of Ellerah.

Lastly after discovering the location of the witch-doctors abode from the goblins of the Arnt wood the heroes are forced to follow the bloody trail left by a Bowar raiding party before heading off to the goblins abode.

DE Session 2: A New Home

Having arrived at Harting for different purposes the heroes are united to protect the baronies borders. Their first assignment was to track a local murderer & his companion Kodiak bear.

Notes:

They tracked down the killer & brought him to justice.

Using sorcery for extended times draws demonic lizard-men hunters upon them.

They disturbed a Bowar burial cairn which may have caused an attack by one.

They tracked down the location of a lizard-men lair within a small swampish area in the northern forest. & defeated an attack by some of its inhabitants, then rested for the night a mile away or so.

DE Session 1: The Begining

Wherein five strangers gather for the first time at a banquette within the barony of Rasont and head off to Harting, their future, encountering assassins enroute.

Notes:

A merchant named Cales ordered the deaths of Alek Calvert & High Sorcerer Nisunar.

Party Advanced to 2nd level.

The Heroes of Ormaden Adventures Summary

The Heroes:

Alek Calvert, a naive & elitist young noble who dreams of regaining his families lost prestige & honor.

Jeb Hatfield, a troubled ranger sworn to protect a life he is unsure he belongs within.

Arin, an aspiring mage torn between ambition, family & duty.

Nes Ner’ves, a fire-elven sorcerer whom had everything, fleeing some dark secret?

Rae’jinn, an unsure disciple of war drawn to the most unlikely of lands by his own faith?

Manticores

Manticores appear as black striped deep maroon gaunt feral humanoids, their gaping maws are filled with rows of arrow like white teeth & their long thrashing tails end in a ball of long coarse needles that also travel up the creature’s spines as a nightmarish ridge.

Prophetic Vision

You open your eyes to find yourself kneeling in the middle of a busy street. The swiftly floating sky seems almost gray, the bustling crowded street is buzzing with people from all walks of life, surely a sight you had never expected to see.

Suddenly a fight breaks out a short distance away, but it is not long before it spreads to every corner of your sight. Men, dwarves & elves of all kinds brutally slaying each other. Alls you can do is stand there, mouth in a silent scream, eyes flooding with tears, until silence.

All of them, dead & covered in each others blood. You turn in a circle to bear witness to the carnage only to stop, starring at a smirking man bedressed in finery of many cultures.

In a sudden burst of motion you charge the statuesque man, your sword drawn aflame. As you rush onward the sun falls behind him casting a long shadow that stretches over you. As the sun sets lighting the sky in brilliant hues of orange revealing the man to be a tapered square tower and the city around crumbled into overgrown ruins.

DE Newsletter #3

Welcome to the third installment of the DE news letter. The purpose of this letter is to update players on game session evaluations, rule clarifications & updates, campaign setting information & to entice player input. In case you are wondering the last issue of this letter was written about 6 months ago, and boy have things changed.

Our last session began with the adventurers tracking down a local renegade/murderer & his pet grizzly bear. Along the way they encountered/learned that, casting sorcerous magic draws the attention of demonic lizard-men that can sense the magic, Bowar burry their remains into cairns & disturbing these cairns draws their attention and upon it’s death one such creature implied “they would meet again”. The session ended with a battle at the entrance to a lizard-man lair & the heroes resting at the edge of the small swampy area nearby. I hope they had fun.

The first thing to note of the session was of course my lack of preparation. I’m trying to run more tightly scripted adventures, but I’m still having problems plotting proper leads & hooks to draw the players into the story.

I’d also like to discuss the rules in this issue as well. But before I do, I’d also like to discuss the dynamic of player input, ego & game design. Firstly I do enjoy & will always encourage your input on the game, both mechanically & literarily, however I also will always take your observations both subjectively & cautiously. I know this may come across as arrogant, but you also may notice that I’ll often integrate many of those suggestions in time. This is because of the following reasons,
I’ve been designing games for quite a while now & have developed my own theories on how to go about testing & implementing new ideas.
All ideas have to be considered on how they will affect other aspects of the game.
Any additions have to fit within the games’ “design” parameters.
I prefer to play-test/witness any flaws players may point out before I consider changing them.
And with that Cha, Cha Changes;

During our previous session & over conversations with some of you both before & after that I re-evaluated a few game play elements worthy of re-evaluation. Such as, the combat effectiveness of offensive spells, the cost of parrying, excessive dice rolling & chartitis, discontinuity with regards to who rolls dice & when, shield effectiveness, tactics & spell misuse/abuse, magic tactics, character sheet omissions & probably some other stuff.
After putting some thought on the matter here are my conclusions;

I’ve altered the damage/difficulty chart from base four to base two & altered the point to dice conversion system to a one to one ratio instead of one to two ratio. This simplifies things greatly, reduces the amount of necessary dice rolls, is easer to understand & allows more game-element integration.

I’m not going to alter offensive magics or add magic stat bonuses because the new chart above effectively doubles their power without alteration.

Parrying an opponent’s weapon requires the weapons factor (pacing penalty to wield) for all attacks against that weapon, For example,
Your fighting two jackal-brood with two weapons, you attack X with sword(2×2) & dagger(1×1) for a total of 5 pacing, X must pay to parry with spear for each weapon (3) once, regardless of how many times you attack him. When the brood counter attack you’ll have to choose either to parry with the sword (more defense & more pacing) or the dagger (less defense & pacing cost) for each of the broods weapons, not how many times they attack.

From now on combat works as follows,
player declares how many attacks & w/what weapons.
GM declairs how many blocks/parries/fends.
Player rolls to hit for all attacks (your offense score converted directly to a dice roll).
GM determines how many hits & any possible bonus hits (ie special tactics may be used).
Player rolls damage & tactic effects.

GM declairs how many attacks & w/what weapons.
Player declairs how many blocks/parries/fends.
Player rolls to defend for all parries (as per normal).
GM determines how many hits & any possible bonus hits (ie special tactics may be used).
GM rolls damage & tactic effects.

The point being, the players roll more often/ GM less often.

Spells that add bonuses will be limited by the level of magic cast.

Shields are better at parrying.

Tactics have been elaborated upon.

Some spells may use certain tactics.

Added a sections for weapon bonuses on character sheet.

Well that’s all for this issue, till we meet again & your welcome to respond to anything within.

Preparing for the next Campaign

Campaign Brief Description
As I mentioned before, the next Campaign will be an EVIL campaign (oh, fun, fun, fun!). A very common theme to most “good” campaigns (and fictional work, as well) is the rise of some kind evil overlord. This can be an old villain that was defeated many ages ago, and is regaining his power, or a new villain plotting his world domination. It is usual the goal of the heroes to either prevent this from happening or, if it has already happened, somehow find a weakness to defeat the villain.

Well, for this campaign, I am reversing the roles. Instead of being the heroes in defeating the dark lord, you will be the “heroes” in helping him rise to power. This could have a lot of possibilities. Just think back to all the stories about some villain trying to gain power. There is always someone working under him. Not just the henchman mind you, but the loyal followers. These can be the generals that are in charge of there (undead) army, the assassins to eliminate political figures in the way, the elite task force to care of those pesky heroes who keep fowling up his plans.

Read More »

Hey man! What happen to this site?

Real simple: I upgraded WordPress, the Content Management System software that runs this site. Sure, WordPress is really a blogging software, but it’s still a CMS. After I upgraded, my theme was no longer compatible with all the new features in WordPress. So, I went to the original developer of the theme and upgraded that, as well.

That’s when it all fell apart. I had made tons of little “tweaks” to that original theme that, when in it’s initial state, it looked nothing like what I had before the upgrade.

So, instead of spending hours “re-tweaking” a theme, I had decided to go for the minimalist approach. And here you have it. Simple, yet just as effective in presenting the Content, which is really the important stuff.

I’m also taking a different approach to filling out the content on this site. I’ll simply be writing on subjects related to the game in the form of blog posts. You know… as the come out of my head (in that nice chaotic fashion… systematic, but chaotic). It’ll be out there for you all to read, comment, and question if none it makes sense, because you know, it all makes sense in my head. You’ll notice that I have already started this in some of the previous posts. Some are a bit back dated as they were drafts that I never “published”. Once I iron out the final details on the various subjects, I will then post them as “Pages” (the list on the left of this web page)

As far as re-starting the campaign (the new campaign), hopefully we will soon. We can start discussing new characters in the next Dark Eons session.

Oh, and it will be an evil campaign… something different, as a compliment to Dark Eons.

Special Materials

Mithril
Other than being an extremely light weight and strong metal, Mithril has special properties when concerning Mana energy, the foundation to spell casting and enchanting. Mithril is the only material that can hold Mana energy permanently, therefore making it ideal for enchanted items. Without this retainment of Mana energy, the magical properties of an enchanted item will only be temporary (and will expire over time). The is fine in some cases, such as in potions, but for weapons and the like, permanency would be ideal. Therefore, if an object is to be permanently enchanted, it must have Mithril as part of it’s structure or metallurgically alloyed (as in the case of weapons and armor).

Gems
Gems also have unique properties concerning Mana energy, particularly diamonds, emeralds, rubies, and sapphires. Gems boost the potency of the energy, making the spell (or temporary enchantment) more effective. The level of this enhancement depends on the quality and size of the gem. Ironically, the more “raw” and natural the gem, the better. When gems are faceted and polished, they are reduced in size and broken from it’s natural formation. Due to this fact, many of the gems that are sold as jewelry are not the ideal quality for spell casters. Spell casters will find raw gems at magic shops where they are left in there natural “raw” condition.

One drawback to using gems for spells and enchanments: Once the spell or enchantment, is completed, dispelled, or expired, the gem is expended. All that is left behind is useless, colored dust. Given this fact, raw gems tend to be very expensive and rare.