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HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
This one is among the good experiences, mostly because we were so amazed we managed to survive in the end.

A few years ago a friend of mine ran a 2E Planescape game. I was the only poor Prime in a party of Planars so I got run around a lot (my first experience in Sigil was a chase as the Thief stole my Animal Companion). After we ran through the module with the Mercurial we ended up sandboxing a bit and we got led into the world of Greyhawk. The first time we were there we didn't really know what it was both IC and OOC and we were on an island with an abandoned and ruined Mage tower. There was a cracked orb and another orb which was not cracked. Being the dutiful adventurers we were, we stuck both into our packs and didn't really think much of it until later we noticed the unbroken orb starting to fill up with odd parts of Planes we visited. A few bits of wood from Arborea and some metal from Acherus at this point. This would become dreadfully relevant later. The Orb allowed us to travel between planes if we focused on it strongly, as it was filled with lightning.

A quick aside to set up a little bit of context for the next situation. My character, a Half-Elf Ranger/Windwalker (Specialty Priest of Shaundakul, for the ability to dual-wield swords at the expense of no Major access to Necromancy or Element aside from Air) had become a member of a Good organization and through this acquired a Decanter of Endless water. This one was special because it connected to the River Oceanus at a point where the water was very distinctly imbued with Good alignment effectively making it Holy Water. We also had a Modron in the group who was our Fighter. We had managed to convince him and a Wizard to install an Iron-Box of Holding into his head, because a Bag of Holding would puncture horrifically with the small armoury we looted off of people. There was a lid on the Modron's head which could be opened so he and the party could put stuff in.

Anyway, after we ended up so far out into the Outlands we'd accidentally traversed into the Farplane we somehow made a portal into the Cage. Terrified of the horrific retribution the Lady of Pain would undoubtedly visit on us for breaking the Cage we remained in the alley we'd appeared in, which was shadowed and contained a very reliable portal which we took before it got light. This landed us back in Greyhawk again. We had a boat with us this time and so we decided to row to the mainland. This was not quite so laughable considering the Modron had 19 strength and did not really need to rest. Our party eventually made its way into City Greyhawk and discovered that a Mage was looking for us. When we discovered the Mage wanted the orbs we had previously discovered because he was being pressured by Demon Lords we panicked and used Forget to erase the guy's memory. As we were going to leave Greyhawk alarms went off everywhere as the armies of Heaven and Hell invaded. Suddenly our group of around Lv7 adventurers was facing down a horde of Molydeus and Maraliths. We'd split up earlier so my character was with the Modron who had the orbs in his Box of Holding and they wanted them pretty badly. Enough to burn the city to the ground and wage war on the Prime. The Modron ran faster than my character, just enough to keep pace with the demons who were still out of range to do anything lethal but my character wasn't quite so lucky.

Then we hit a fantastic idea. I climbed into the Iron-Box of Holding in the Modron's head, held onto the side and rode in him as he ran away. Furthermore I turned the Endless Decanter of Water I possessed inside out to set it to it's geyser function and we managed to run and pressure hose the demons far enough back to lose them in the woods. Then we used the orb to get the heck out of there. The campaign got even better from then on. We entered into the Astral plane and our Bleaker Mage decided randomly to put the two spheres together. Which was exactly what our GM wanted. As we went to different planes we sucked up parts of them, including the Grey Gem of Chaos from Dragonlance when we broke into that at some point. After this the orb no longer took us where we wanted to go and eventually after the Modron managed to suck my animal companion into it and then try to get it out, he caused it to consume the entire Multiverse.

The culmination of our two years of campaign? We got a choice on whether to destroy or keep the Multiverse when we made a new one. That orb turned out to be the seed to create a new reality. Our unwitting party was just crazy enough to do everything the GM wanted us to do with it which was often fairly random and unexpected without him having to railroad us. So yeah, not only did we accidentally get the armies of Heaven and Hell to burn down the City of Greyhawk, we later on accidentally snuffed it out of existence and remade it with a much less vibrant copy when we tried to avoid destroying the universe. Needless to say, the gods of Greyhawk probably didn't like our group so much. We got to muck around in the new reality as primordial gods for a while which was a fun two session epilogue to the campaign.

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HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Well this one game I played in with a friend definitely counts as the worst thing I've ever experienced.

My friend's housemate was running a one of 3.5 game and his last one had apparently been decent if a little dungeon-crawl heavy (he's not a very imaginative person honestly) and the understanding was everyone was to make high level characters. Most of the group deliberately twinked out because they knew what to expect, I just rolled a Frenzied Berserker because the ability to Frenzy other people sounded hilarious. We had a Kobold that could obliterate a city with hammers, a Psionic worm attached to a girl with a floating teddy which could shoot death beams from its eyes (everyone loves Mr. Snuggles), a Paladin of some sort of Dragon-template persuasion and a Cleric who was even less memorable.

The game got off to a good start when we were arrested in Thay, told they were too busy to deal with some problem and had slave collars enchanted with epic level magic put on us to compel us into obedience. The fact that they could not apparently solve their problem with their epic level magic and needed a level 15 party to solve it for them was not a good start. But we were unceremoniously kicked out and pointed in the direction of our investigation. We walked into a dark and spooky forest for a while until our road reached a crossroad. One of the paths lead to the sounds of a fight, the other one elsewhere. We chose to avoid the fight.

Then we were told the slave collars we were all forced to wear and could not remove (and even if we could we would die) compelled us to walk towards the sounds of fighting. Combat ensued and we won. The next few times we were given a "choice" when we made the "wrong choice" we were told we were compelled to make the choice the DM wanted us to make. Eventually after about 4 or 5 combats we wanted to rest.

Guess what? The slave collars said no to that as well.

The Paladin who had been built by the GM for a friend and was very tanky, had good stats, high AC and high HP refused to actually get into combat until we were on top of the enemy. The result was that my berserker, who had good damage but was low AC ended up soaking all the hits and due to his relatively low AC for the level got hit infrequently. As a result at this point my character finally died. A few of us had been getting a little annoyed and started reading or playing games on a laptop in between our turns, but now I had nothing to do for an hour combat. I guess at least I was free now that my character was dead right?

No such luck. After combat finished I revived on 1 HP. It suddenly dawned on me that we were playing a computer game with the GM. It was like Neverwinter Nights, the GM was the player and we were the characters who had no free will and the only point of the game was repeated mind-numbing combat. I even resurrected like in the games! At any rate we then went into the Plane of Fire and had to fight Fire Elementals, but we hadn't been allowed to rest so we were tapped out of healing and I died in the first round of combat again. Disgusted I actually walked away from the table at this point and most of the rest of the group already had. We ended up watching a movie in the end I think.

The GM is a nice enough guy, just a terrible GM I fear. At least now I have a benchmark to judge how much railroading is going on in a game I guess? I've always tried to draw a positive from that game...difficult as it is.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!

Doc Hawkins posted:

Now now, most GMs who use crap like that that don't want to literally run everything for everyone, they just have no idea how to GM without doing so.

To be fair, as I said the GM is just really, really unimaginative. He was trying to get the party together and have some kind of plot when really all he wanted was to run a dungeon-crawl. He's running World's Largest Dungeon with some of my other friends and it's apparently not too bad, because he's not trying to tell a story at all. And I can sympathise a little, getting a group of different people together with at least a flimsy pretense of narrative integrity isn't always easy. He just botched it horribly.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Honestly your best course is to try and pull the GM aside and explain to him you're uncomfortable about the situation. If the problem player is a friend of a friend, the GM in this case, he's the one the problematic person is most likely to listen to. If the GM is avoiding your PMs, try giving him a call and discussing it. A roleplaying game is a game, you should be having fun when you play it. Escalating it in the game is only going to create an us vs. them mentality, although sadly it sounds like that has begun. If the GM is unprepared to resolve the issue, then you may want to consider gracefully stepping out of the game if you're not having fun. If you have to do that, don't make a big drama of it, just find a quiet way to exit the game.

But ideally that is a last resort. If your friend is a reasonable person you should definitely be able to sort out the problem without that sort of drama.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Poker would become very, very interesting...

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
I was playing in a regular 3.5 DnD game with a friend earlier this year. It was kind of an odd affair as the game was quite bipolar in theme, we would almost abruptly change from light hearted comedy to assassinations. The setting itself was his own making. All of the game took place in a great city run by mages. To the south was a nation of cat people (and subsequently with a few Weretigers once I made my character), an island of Elves somewhere off to the sea, icantbelieveitsnotskyrim a viking themed island to the north and an underground Dwarven civilisation...somewhere. Admittedly parts of it weren't the most original, but it fitted together in a way that wasn't entirely derivative which was nice at least.

The party began at level 1 and consisted of:

Me, a Weretiger Monk with the backstory of having been experimented on by an unscrupulous mage. This was done to explain why I needed to level up to gain features from my template. The mage was trying to cure me of lycanthropy without realising I was a natural lycanthrope.

A friend who was a Warlock. He came from a disgraced house and so while having a name and moderate estate belonging to his family, wasn't really very influential. His family had a reputation for 'dubious magicks' but nothing was ever proven.

A Cleric of the War God for the mages' society. He disappeared after the second session and was ignored thereafter. His only defining character trait was being an idiot.

Later we were joined by a Dwarven Knight whose personality was defined by boozing (of course) and an insufferable need for honour and etiquette. He was pretty good in combat but his real reason for joining the group kind of got derailed by general antics and world ending cataclysms.

The Wizard of the party, who belonged to a reasonably prestigious and wealthy house. Despite being the GM's GF at the time the GM was decent enough not to give her any perks or special bonuses. He just helped her with the character sheet. I guess she did have some inside information, but any metagaming she could have done got swept up by the rest of the party.

Our final cast member was a curious automaton that the Wizard had 'bought'. It was intelligent and very independent, as well as being amazingly naive and a kleptomaniac. The player was one of those people who roleplays so ad hoc and improvisationally that you either hate or love them. Later on this character was replaced by an Elf! Who was a diplomat and an assassin with multiple personalities!

The game ended up with the warlock corrupting the ruler of the city, the ruler getting possessed by a demon and then performing a gigantic ritual. By combining all of the arcane power of the greatest mages in the city the demon wanted to create a great reservoir of magic (kind of like Warcraft's Well of Eternity I guess) and through that taint all magic in the world. The warlock made a play to take control of the ritual and after failing, decided to sacrifice his soul so that a Solar could manifest to combat the demon. Unfortunately the Solar lost and all the magic in the world was tainted, causing arcane magic users to become insane after using it enough. My character became the saviour of the cat people, leading all of the slaves in the city out of the main gate and walking away as the warlock kind of hosed up the world. The dwarf and elf accompanied him in the exodus and he went to make a big fortress in the cat peoples lands, instate the worship of Luna as the defacto religion of the country and create an order of warriors dedicated to killing mages. And then we began a subsequent campaign set 70 years later to deal with the ramifications of us screwing up the world.

Lots of other fun stuff happened along the way, but telling you about the highlights would enter :words: territory for a single post so if you guys want to know more I'll post it later. Really, the cast of characters and our completely unpredictable reactions made the game a lot of fun and a headache for the GM.

HiKaizer fucked around with this message at 04:58 on Jun 5, 2012

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Then a story you shall get! I'll work on it tomorrow, because I have to go to my current not on hiatus game at the moment. It, sadly, is not as awesome as the one on hiatus because two of the players don't know how to roleplay, only rollplay. Maybe the Dwarf Fighter will one day figure out why we don't trust him after finding out he's hearing the voice of his undead evil grandpa in his head as well as being influenced by an artefact axe of a Genie. He thinks it's just so unreasonable of us to be mad and to not trust him after he failed to mention the hordes of undead and group of vampires in the stronghold until after we fought them.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
So continuing our adventures in the land of Mages with too much power, or rather beginning, our group suffered the usual contrivances of getting a party with absolutely no shared backstory together. The basic background to the game was that the Church(es) and the Mage Council often played power games against each other and at the moment the churches weren't doing so well. The city had a local pantheon that was based around each of the schools of magic. We only really saw the Necromancy deity's presence, which was unsurprisingly the Two Faced Goddess of Life and Death (who giveth just as she taketh). The Cleric belonged to the church of the War God who held the portfolio of Evocation, but as I previously mentioned the Cleric basically did nothing with this and he stopped coming after two sessions so we never learned more. The other notable church in the city was for the God of Conjuration, who had an inquisition against demons. This was relevant for the Warlock but we never actually had much dealing or exposition regarding them outside of one memorable evening.

So we were to meet together in the church of the Necromancy Goddess. In my case this was easy, I got tossed out once Dr. Frankenmage decided his procedure was a 'success' and lay bleeding to death somewhere in the city. I got picked up and nursed back to health, and as such had a debt to repay. The rest of the party was there either due mostly to boredom, or for some kind of obscure powerplay. I didn't really pay much attention, and almost every other plot was derailed due to the combined antics of myself and the automaton. Regardless we were informed of our mission:
:catholic:: You need to go down into our crypt and put a stop to whomever is raising the dead.
And so we did. There was some question of why we had to do it and the church that specialised in Necromancy couldn't, but the answer was something to do with vague politics and also go do your party cohesion quest obedient peons. We discovered a number of regular skeletons and one that had been imbued with horrible evil green eldritch (note not capitalised!) runes that could cast Magic Missile. But the Warlock and myself made short work of most of these encounters, the Wizard only having a single Magic Missile prepared, along with some random utility.

We also found some tombs in there, which was plot exposition for the Warlock and the Wizard. The Warlock came back with a new talisman around his neck, having had a good long chat with his 'grandad' and the Wizard just got told not to mess up. Unfortunately, she was in a party with the Warlock, the Automaton and myself and thus she was doomed. We got to the end of the crypt after fighting a nasty ghoul and saw that there was a hooded and robed figure doing something very evil looking with an hourglass. He was shooting arcs of magic the same colour and consistency as that skeleton that had magic had runes carved into it, so my Monk's immediate reaction was to punch the hourglass. The GM made me roll for it and I got a 20, and rolled fairly well on damage. As a result the hourglass exploded into shards and the robed figure stumbled back, revealing a face half dead and half alive. Clearly this meant that the guy was also undead and so the Automaton, Warlock and myself went to town on the young punk's face while the Wizard and Cleric stood on shocked and yelled at us to stop. After a catchy one liner, the Warlock dealt the killing blow. Then the Automaton searched around and found a secret passage. Inside was an altar to the goddess, and being the impulsive creature he was he fiddled around in his sack of stuff and pulled out a lizard. The skink was dead, until the Automaton gave it as an offering and the Goddess returned it to life, with a white marking of a third eye on its head.

Anyway we left the crypt and went up to the priestess to tell her we'd finished the task. Then then king Archmagister rocks up with the Principal of the Academy of Magic (effectively the 2IC of the city) and we found out the identity of the kid we killed! Well, the Automaton and my Monk found out, everyone else knew. Teenage wannabe Necromancer was the principal's son and the kid had decided that becoming a Lich was definitely a promising career move at about ECL 3. The Wizard and the Cleric were fairly cowled by the prospect of political retribution, the Warlock being somewhat disgraced already took the chance to taunt the pair of magically and politically powerful mages, the Automaton got distracted and ran off to the market and I treated the mages like any other person. And as the mages were fairly arrogant and insufferable this was an interesting interplay. After all was done the Wizard ran off to find the Automaton and plot revenge against the Warlock and the Cleric went back to the temple to report in about the results. This was the last time the War God was ever mentioned.

The market had been occupied by the GM's pet NPC, who was to alchemy what Fizzban is to magic. Except flashier and more consistent I suppose. The Automaton on the other hand was amazed and filled with wonder by the showmanship of the alchemist and decided that he needed buy lots of potions. He didn't really care what they did, as long as they looked or smelled interesting. He also away the quest reward, which was 1PP each to a blacksmith in return for a railspike. My character went down to the slums to check out the local catpeople's situation and to find somewhere to sleep. He got accosted by a crazy woman who said he was Moses their destined saviour and the one to lead them out of the city and then proceeded to turn around and go back to the market. The alchemist managed to sell him some salmon flavoured healing potions (even I was technically a human at that point I was still a Weretiger). The Warlock had a chat with his dad who basically told him to be less obvious and more discrete about his stuff and being the bored, but still moderately rich kid that he was the Warlock decided to invite the Automaton and myself to his manor for a chat. As the Wizard 'owned' the Automaton she was also invited and then the Cleric came along...because. Except that the Wizard had gone to the inquisition against demons and blabbed that the Warlock was using illegal and nasty infernal magic. So there were a few other guests and the Warlock had to hide his tome of elder magicks gardening tips and talk his way out of the situation.

Things were pretty fun at this point, because the Automaton and myself, who knew nothing about magic, were the most vocal in discussing the matter. While I was first leading the inquisitors away from believe that he was using demon magic as the debate continued he began to say some somewhat condemning things. It came to a head when we had to describe his Eldritch Blast (again note capitalisation) and the Cleric of all people saved the Warlock. Failing his spellcraft amazingly he managed to convince the inquisitors that the Warlock was in fact casting Magic Missile, to which my monk agreed because he didn't know about these peoples "heathen" (i.e not Divine bestowed by gods he believed in) magic and the cleric did. So after we'd finished the Pheonix Wright scene and settled back down again (I had gotten the first LA component of Weretiger which gave me a bit of Wisdom, NA and the ability to turn into a medium sized Tiger with no stat adjustments or special abilities; so I curled up in front of the fire) an assassin decided to get revenge on the principal's son by casting Melph's Acid Arrow on the Warlock. This had an interesting effect where the Warlock went into ragemode and used some ability the GM cooked up that he had little control over and summoned a terrible Eldritch gate and dragged the assassin's soul down into the abyss. It was a decidedly :stare: moment for the party. The Warlock manifested his increased demonic influence by having smouldering eyes that literally burned in his sockets, which startled myself and the Automaton. Dashing for the nearest vase we doused the Warlock's head which shocked him out of Devil Trigger and stopped his eyes from smouldering. This didn't really help either of our understanding of arcane magic at all!

Then the next day we got invited to have a personal meeting with the Archmagister.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Continuing my story;

We were given an invitation to meet with the Archmagister. I rather, I should say 'invitation' because we would probably meet a Wizard death squad if we didn't. Apparently the guards in the city were about 10x more competent than the assassins. :iiam:
So we met with the rear end in a top hat in charge of the city who basically told us off for killing his buddy's son and said that we had to do something for him or be killed. Then he had some words for my character in particular, being the notable racial oddity (Automaton excluded) and it went something like this:

:smug:: Oh by the way I know what you are.
:what:: That's nice, and?
:smug:: I'm going to send an army to invade you country.
:what:: Okay that's very interesting, can I go now?
:smug:: No, you are forbidden from leaving the city!
:what:: Uh, why? Don't you hate me and want me out of your sight?
:smug:: Now that I've told you my plans I can't let you tell the Kitai (name for the cat people, the GM spelled it differently but I can't remember how as it was odd)
:what:: Okay so why did you just tell me that then?
:shepface:: Just do what I say before I kill you myself.

I know the GM was trying to come up with a compelling reason to keep me in the city (I'm not sure why, as I made it quite clear I intended to find Dr. Frankenmage and punch him to death for what he did to me) but it didn't really work out the way he wanted. The Automaton was also fairly annoying to the Smugmancer, actively getting bored and walking out of the room while the Smugmancer was still talking to him. The guy decided it wasn't worth the headache trying to reason or intimidate him and just let him go. So we got our next task, go investigate some warehouse for...something. It was clearly a test and so the Smugmancer told us nothing useful or what we were actually doing. The warehouse was in the slums where the cat people lived. So there was a lot of staring as we walked through because a bunch of clearly wealthy people from the upper city (the city was on a mountain and arranged into tiers, the higher you lived the wealthier and more powerful you were) were fairly out of place. I was probably the one who fitted in place the most given I only wore simple pants and a tunic due to needing to get naked quickly when I wanted to shape change. Along the way the creepy old cat woman looked at me and I walked quickly by, and a street urchin tried to steal from the cleric. The automaton and I, being the ones with the good spot checks were the only ones to notice. So I followed the kid and demanded to see what he had stolen.

It was the Cleric's holy symbol.

Normally in any other game I would I have taken it back immediately, but in this game my character did not actually believe the local gods really existed. Furthermore a poor kid in the slave slums could pawn off a silver holy symbol for a reasonable amount of cash and so I let the kid go, but told him stealing from mages was a dumb idea. He said thanks and scampered away to go buy all the booze and catnip he could. The Automaton was curious, but after explaining that the kid needed the holy symbol more than the cleric was satisfied with the situation and didn't mention it. On the other hand, this lead to a particularly amusing situation when the Cleric went to cast a spell and found it was there. He didn't seem very happy for some reason when I explained that it got stolen and that he really didn't need it because his magic was all a sham anyway. We were in a city fortunately so getting another one wasn't really a problem. The warehouse was somewhat familiar to my character though, because as I went in I recognised the place. It was where Dr. Frakenmage had experimented on him and left him to die. So I promptly spent the next few minutes smashing it to pieces with a nearby iron bar. When the party asked why I merely explained all the blood on it was mine, to which they were a little surprised and shocked given there was a lot of dried blood. Fortunately while I had my little time alone with the operating table the rest of the group actually looked around. However aside from a collection of nasty and very unsanitary surgical tools the place was empty. As we were leaving I managed to make a very high DC spot check (I could jump, tumble, spot and listen really well and not much else skill wise) and notice the assassins behind us. This time though they were catpeople and thus about 25% more competent than the local assassins.

I got to have a bit of fun chatting to them in Kitai in front of the group. Basically after a lot of avoiding questions on both sides I admitted I was here because the Smugmancer told me but had no loyalty to him. The assassins replied they wanted to kill the Smugmancer and also possibly the guy that had been in the warehouse. Then they talked about a few things which the whole party could hear, and mentioned they planned to kill some mages who were doing bad stuff. The Warlock who had taken a liking to my character decided this was fine with him, because he approved of Dr. Frankenmage getting his just deserts. The Wizard on the other hand was making GBS threads her pants at obvious treason, and the Cleric was...I don't know actually. I think his personality had been overused with the whole holy symbol shenanigans and had shut down before it was used up entirely. As we left the Smugmancer teleported in and was crowing about how he had proof we were treacherous. He also ignored the point that if he could see what we had done he didn't need to have us actually go in. Once again he chose to respond to logic and common sense by making vague threats and being annoyed. I have no idea why the guy didn't just cast slay living at that point, aside from the GM not being a dick.

The party sort of splits up at this point, the Automaton being bored already and going to the church to talk to the priestess about the Smugmancer saying he'd kill people (as in the Automaton's mind only the goddess of Life and Death had the right to do so, did I mention the character was adorably naive at times?) , the Cleric going to get a new holy symbol (and was never seen again, probably a wise move on his part) which left the Warlock and I standing around. The Warlock decided to sass his 'grandad' (his pendant allowed him to speak to him) who responded by making him grow horns, his skin turn read, smell sulphurous and get really mad. The Warlock suddenly angry as heck vents his rage by shooting an infernal fireball somewhere and scaring a poor catkid. Little boy runs off to his mum as the Warlock calms down and returns to normal as some guards teleport in and tell him to stop doing magic in the city. The kid brings his mum with him who gives the Warlock a chewing out and manages to be far more threatening than any character in the game to date. So I decide to take the Warlock for a training montage to teach him stillness and to control his emotions.

Next session he turns into a mini-Balor, and we got our Dorf Knight.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
The start of this session was interesting. The Automaton finally got bored of the city and decided to leave. The player had actually been playing a Kender with a ring that disguised him (mostly so the party didn't make assumptions, although I was the only one who knew about Kender and honestly wouldn't have picked it up, not being that familiar with Dragonlance) and so he brought in his Elf. He had a similar skill set to the Automaton, but was less impulsive and contributed more to combat. The Automaton left by saying goodbye to the Wizard who'd given him the cover story, and then went and found my character specifically because I'd taken him at face value and treated him mostly like a kid. I got given the Skink Avatar as a parting gift which was both very humourous and touching. I proceeded to have a theological discussion with the avatar of a goddess arguing that she didn't exist. Which is always a fun thing to do!

The Elves had a new ambassador in the city and decided to hold a party to celebrate. The Dwarfs had a new ambassador as well and sent him along to represent them. As the other two players were nobility of various forms of standing they were invited as well. My character, however, was more than a little surprised when he got an invitation addressed to the catpeople ambassador. After double checking that yes, it was him, he shrugged and went to the party with the rest of the group. The Elven Ambassador managed to be an hour late to the party, half an hour later than the Archmagister much to his consternation and somehow managed to force the poor man into not only being his personal attendant, but also the butt of his jokes. All of us kind of just went blank when he spoke, because he managed to make such perfect sense that none of us knew what the gently caress he was talking about. Still the evening was pretty dull until the Elf started dancing, and asked my character to dance. Essentially we had a bit of banter and then challenged each other to a dance off. This ended up being somewhat impressive given we both rolled about a 30 for Acrobatics and were dancing on the strings holding up lanterns at some point. Then just as we were bowing and lapping up the applause, the Archmagister decided to fly into the air and become a pin cushion. Or rather a dagger cushion and there were a lot of daggers. Apparently the Elves were displeased that the Mages were more smug and arrogant than they were and decided to bring them back into line (Elves taught humans magic).

So after asking the catpeople Assassins if they were responsible (who were competent enough to avoid being noticed even here, despite not having magic) we figured out it was the Elf. So we congratulated him on offing the Smugmancer and went home. Unfortunately for the party, Smugmancer's replacement was someone even more smug and who was an even greater dick. He decided to have a private dinner with us as he threatened us (I never got why all these powerful NPCs just postured when they could easily just baleful polymorph us or something) and then we went finally asked the dwarf about plot. He had been tracking an heirloom of a family that was stolen and we agreed to help him find it. This lead to us infiltrating a house, killing some bandits and then lead to a hilarious scene of my tiger form avoiding as much water in the sewers as possible. Not to mention the dwarf nearly falling in, which would be bad given his platemail. None of us wanted to swim, let alone drown in that stuff. :colbert:

We got led to a dead end and the Wizard Mafia informed us that they had the item and that we'd have to chase them down to get it. We fought a Minotaur (which traded critical blows with my character, I either killed stuff quickly or nearly died by round 2) and then got home and had a shower. I decided to go find out why I was made an Ambassador and crazy old catlady led me to another catlady who was a prophet of Luna. We had a discussion and a competition at being the more sassy (she won much to my shame) which was basically I was destined to lead all the catpeople out of the city and back home, like some kind of horrible lycanthropic Moses. The Warlock and I met up with the Elf who made some vague illusions to dealing with the Warlock if stuff got out of hand, but we mentioned I was helping him with control and so he got off the hook. Later on though at home he was talking to his grandpa and taunted him to make him more powerful, which his 'grandpa' did by turning him into a lesser Balor effectively. Not being human and believing demons looked like Rakshasa I just yelled at him to calm down and got him back to mostly being human. There was a nasty carpet burn.

Then we did some sniffing around for clues for the heirloom which landed up with the party in the "Prismatic Bar", and half of the party drunk. As you might be able to guess, the special gimmick of the bar was that you ordered colours instead of flavours. Some of the party got the house special which was prismatic, and gave you a heck of a hangover. As well as some 'alterations' that lingered for about half a day or so that were very interesting...

Next session was the finale, where the Warlock manages to ruin the world all on his own at level 5!

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
I played in a session of Shadowrun once. I was playing a Troll Cybermancer that had a drug addiction and was basically a fairly harmless stoner. His style of Cybermancy involved having conversations with any device he interacted with. Only one actually responded in the system, but that was the friendliest lift the group had ever met after I was done talking to it.

We also had, a Yeti so decked out with cybernetic upgrades that it had fibre optic hair and was a walking dance rave, a girl that was essentially Marisa from Touhou and another girl mage that I only vaguely remember what they did.

Needless to say the Elf we were meeting in the arcology was a little unnerved when I talked to his gun. I was sad we never ran a session with that GM again, and I don't know anyone that knows Shadowrun to run it. If I get to play Shadowrun again I am definitely reusing that character because he was fun. :(

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
We finished off, at least for the time being, our weekly Pathfinder game last night. It was a late session and I'm a little dead on my feet at work now, but fortunately I can schedule the next game to be late in the week instead of at the start.

Anyway we were half playing one of the modules available, I'm not sure which one in particular so if you recognise it you can fill me in. We had a party of :psydwarf:s and myself, a now somewhat less human Sorcerer/Dragon Disciple who were trying to take back a Dwarvern stronghold that had been overrun by Orcs. We'd managed to get in and talk the Orcs out into getting caught between the gates and the army, so after making sure that they couldn't get in for a while went down and dealt with stuff. One of the character's, our Fighter/Dwarvern Defender, grandfathers had been a Wizard. He gotten a cursed ring from a Katapeshi merchant that made him very morally ambiguous and granted him immortality or at least extreme longevity. He was less impressed however to discover the effects on his moral compass and the fact that removing the ring nearly killed him. So being a powerful Wizard desiring to avoid death he naturally became a Lich.

Meanwhile all of this coincided with Ravaguk (the evil god of world ending horrors and monsters sealed inside the world) to release his newest progeny. One of his previous ones is the Tarassque, so our party of 11th level adventurers was going to have a hard time. Fortunately the creature was still weak being newly born, by the time it burrowed to the surface it would be impossible for us to face but right now, we had a chance. We killed the creature boring the tunnel for it, or rather I did most of the work with Scorching Ray dealing nearly 250 damage. My time in the spotlight was mostly done after that though, due to the Baby Worldhorror (The Spawn is a lot less impressive a name honestly) having a carapace with an anti-magic field. I didn't really mind though, it's fun to deal massive damage but I like everyone getting a chance to shine and do stuff. Our real problem with Ravaguk's Spawn was that it was going up the tunnel much slower than the creature that was tunneling for it. We had to jump down about 1500 km, which involved timing a potion of Feather Fall. Our Barbarian on the other hand, a slayer (which seems to be relatively similar to the WH:F version, but it came from some Dwarf guide book) decided that he really needed something far more heroic than that to deal with the Spawn. He set his axe and proceeded to perform the Dwarven Slayer Meteor Impact, which was actually effective due to his 20d6 damage to the spawn. Being a Barbarian he naturally had the meat and the DR to actually survive this rather insane manoeuvre.

So the party in a less than tactically sound decision reached the spawn slightly staggered. Everyone hacked away at it with axes specifically designed to ignore its still hardening carapace (essentially lowering it's AC when using those weapons) while I began chanting a fairly epic scroll. The Lich grandaddy had been preparing for the spawn for over 200 years, which meant I had a lengthy scroll to read and to cast a spell to trap the creature's soul in some kind of horrible phylactory. The vessel was made out of some kind of ore that seemed to be good at preventing souls from leaving the world and had the creature's True Name inscribed on it. The Spawn did still have a saving throw though and it was a VERY tense moment at the table to see if we'd have to keep fighting against the thing (which was slowly wearing us down and would surely involve at least one PC's heroic death) and use a Wish from a Luckblade we had to destroy it. Fortunately though it failed that save and got trapped.

Do you remember that ring I mentioned? The one the messes with your alignment and was cursed? I put that on a few sessions ago! We did remove its curse so it wasn't draining my lifeforce if I took it off, but the thing still had its alignment shenanigans power and I frequently failed will saves to not put it on. So you can imagine that the Sorcerer who was, at that moment, holding the soul of essentially Tarassque Mk.II in a vessel and had a ring that made him decidedly morally ambiguous and had a Luckblade with a Wish had a lot of power at the that moment. Fortunately for everyone in the world I did not submit to temptation. I almost did, the GM was doing pretty well at persuading me that I could really do a lot of good with it and that wasting the soul would be fairly wasteful. But a PC saved us with one good explanation. The thing was a tentacle beast. My character from about the third session of the game, back when we were level 3, had suffered periodic abuse and torment from horrifying creatures with multitudes of tentacles. I nearly got swalled and killed by a horrible sand creature early on, there was a horrible extra-planar abberation later. And this thing...the Spawn was like the infernal almighty god of horrible tentacle beasts. So it had to die.

In the most dramatic fashion possible (I am a high Charisma Sorcerer, there has to be style) I lifted the Luckblade above my help and beseeched Bahamut to come and tear asunder the Spawn's soul from the world. He decided to oblige by sending an Avatar to do so. It was a pretty cool moment for the party, well...not so much for our slightly theologically challenged rogue. Bahamut did not take entirely kindly to his command for "Torag's kindly claw" to take the Spawn's soul to oblivion and stunned and deafened him for a week. But we were victorious and the party finally managed to talk me into throwing that ring down the tunnel and into the centre of the world where I couldn't be affected by it anymore. Thanks to the Cleric and Defender my alignment was saved. :toot: We had a big epilogue where we helped the Dwarven army crush the Orcs, reclaim the city and have a massive party for a week (much to the Rogue's chagrin as he couldn't indulge). The Defender tried to play at politics to gain rulership of the hold and...failed. He's not a very creative person and our GM ran circles around him. The Rogue married into the king's family, the Barbarian got pardoned due to being overwhelmingly awesome and started his own clan. This got him onto the Council of Clan Elders, along with the Defender who was his clan's elder. Now the Lich decided he should probably take some influence in things and after it became apparent that his descendants, the Cleric and Defender, were too honourable to actually make use of his massive and gratuitous list of blackmail to seize control he changed plans. He managed to slip the king and the Cleric potions to make them fall in love and convinced the Cleric that marrying the king would help her protect her brother as well as possibly reform things a little.

So the end result was all the Dwarves got power and prosperity, most of them were now related by marriage or blood and almost all sat on the council. I got to go off and talk to the Convocation of Dragons about dealing with world ending horrorspawns and was deemed 'barely Draconic enough' not to result in the friendly Silver Dragon who invited me and my own deaths. The GM may or may not continue the game later, but I'd like to because most of the game has been about two of the party's character goals which are now fulfilled. I've never really had a chance to steer the story so that it is more focussed on something my character personally wants to do, and having a chance to do so would be pretty neat. I deliberately set up the character with quite a few neat story hooks in his background, which never got used due to overwhelming :psydwarf: story time. It was generally a fun note to end the game, whether it's for now or not, on though.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
I don't remember Gandalf hitting terminal velocity and colliding with a world ending horrorbeast but I'll freely admit it's been some time since I read LotR.

As a Dragon Disciple I miss out on a couple of spellcasting levels so at level 12 which we ended on, I only just got level 5 spells. And I don't take stuff like teleport or scry because I can fly if I want to get around and well, scrying isn't really great for a guy that likes to walk around. Our GM is just a little paranoid about high levelled spell effects and SoD effects. I'll see if I can ply a subsequent game out of him, but I want to run a Traveller game for a while first.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!

Agrikk posted:

Wait you mean there's a second one in the world?

'sup Traveller buddy!

Woohoo!

My friend and I decided we wanted to play space opera and discovered Traveller! My first attempt at it involved trading which was kind of boring except for the guy that made an excel spreadsheet and mathed everything. This time they won't be doing that.

I'm going to run a Mongoose module which sounds like fun, it's their current incomplete one which is for free if you want to read into it. As it has a lot of sandbox potential I fully expect my players to ruin everything and everyone, so I'm sure I'll have stories to tell you all soon enough!

Edit: Wushu is kind of nice for co-operative story-telling, although most of my friends that have tried to run it haven't actually done it right. It's a little odd in that dying in combat isn't actually dying, but just losing narrative control, and that you never mechanically improve. But if you can get your head around all of that it's fairly fluid and can be a lot of fun.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
So I've finished the character generation for my Traveller game. We're running the pirates of Drinax module. Suggested books included the Scoundrels expansion (which was ignored) and the Aslan book (which was not ignored). Given that when generating an Aslan you can be one of:

An Aslan who grew up in Aslani sapce (uses Aslan rules for generation)
A human who grew up in Aslani space (also uses Aslan rules for generation!)
Or an Aslan who grew up in Anglic space (uses core, human generation with stat modifiers)

So naturally my group of four players has taken one of each combination. Furthermore, none of them have any questionable pasts which is amusing as the module is all about pirates! :yarr: We have the Aslan (human) Scientist who won the Nobel Space Science Prize, the Human (aslan) Military Officer who become a homeless psychic for a while, the Aslan military soldier who became an officer just before he left the service (and has a history for getting into duels when his officer is incorrect (he got the same event three times!)) and finally the Human admiral from the court of Drinax itself who had a spell at being a diplomat.

In the 15 minutes of session we had after we finished character generation and I set the scene, they already started butting heads. They're too honourable to steal the ship and run, but I have no idea how they're going to actually manage to agree on stealing anything. The Aslan warrior and the human Aslan Officer want to steal from humans, and if they have to steal from Aslan want to let them know first as is honourable. The Human on the other hand wants to be efficient and steal from the Aslan. And the Aslan Scientist just doesn't really care.

I can't wait for this Saturday when they actually have to figure out what to do. :allears:

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Mongoose Traveller, when I got interested in buying Traveller a few years ago it was the easiest to get a hold of and had decent reviews from what I saw. But I like the idea of Traveller so I'm definitely going to look into T5.

I joined a game on RPoL because I wanted to play but I think I have a slightly clunkier and sometimes grubbier vision of the Traveller setting then they do. Everyone else in the game seems to think it's like Star Trek 2010 or whenever it came out, where I see it more like Battlestar Galactica; at least in terms of how technology works.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
So my Traveller game ran yesterday. One of our members had tennis at our normal time, so we ran in the morning on Saturday much to the distress of one of our players.

At any rate we spent a while working out how to get the ship working a bit better. They chose to fix the jump drive so it didn't have a -2 DM to all checks, as well as reduce maintenance costs and improve the hull a little. Once that was done we got to hiring some random pirates for the ship. The crew ended up being:

A Pilot and a Navigator from the Navy (I let the Admiral call in some contacts being, well, an Admiral. He didn't get many considering they're technically pirates right now). From the :yarr: side of the universe they garnered:

A gunner called Jim Cheese who had a network of contacts. Pete the Stench, an engineer with an eyepatch, Belit the Reaver, a marine who has a burning desire for revenge, William Magnus, a sour tempered medic, Scarlet Sal, a gunner with multicoloured hair and Black Jack, a marine who thinks he has Psionic powers.

I also rolled Ramsay Grog, who was an alcoholic. I was sad they didn't take him, I didn't even need to fudge any rolls for him!

So now we had a crew and the Harrier had been patched up a bit so the game needed a bit of direction. The players decided to test their feet by going after an easy target first, flying to the adjacent system. Asim had been recently reconquered by King Oleb the XVI, by following in his ancestor's tried and true footsteps of orbitally bombarding the poor planet into submission. There's probably a reason that the planet is about 1990's level of tech. They went to one of the system's gas giants, figuring that there'd be a good chance of pirates being there and almost blew a poor mining vessel into space dust. The mining vessel mentioned there was a group of pirates there preying exclusively on Aslani vessels that were trying to avoid the pirates in the next system, which was a 2 block jump to the next star.

Considering the group had 2 Aslani and a naturalised human, they decided to land at the local star port and piss off the pirates. So the Human-Aslani and the Aslani took Black Jack with them and went to the local seedy bar, where the human proceeded to recite epic poetry at the group. After the crowd got annoyed at them for being, well, aliens Jack wanted to run off. When the Aslan picked him up, the crowd used this as the excuse to beat up the foreigners that they wanted. The crowd then got punched around by the Aslan and the human, who hid his telekinesis with melee attacks (to a limited success) while Jack proceeded to pick-pocket the crowd. Eventually when Jack got caught with his hands on someone's cred-stick, the players had to step in and try and save him. He got away and dashed back to the ship and the Aslan and Human had to follow chase.

The Aslan that grew up as a Human? Well, he went down to the surface, bought some food in the market and went to the local library. Being a scientist, he was a little annoyed not only to find paper books but also that they were wrong! So he went and bought a ball-point pen and started making corrections until he got chased out by the librarian.

So the Harrier blasted off into space without even clearing departure or anything and then headed to the other gas giant in the system. Sure enough, after their little exhibition at the space port one pirate corsair was hot on their tails. Pretending to be the 'system police' for a pre-spaceflight world they wanted to board the ship. So we got down to space combat as the Harrier shot first, and missed. There was a tense moment as two of the three shots from the corsair were going to hit, but due to the ludicrous tactics bonus to initiative my group has they managed to use their four reactions to dodge the shots entirely. Then they got one solid hit on the corsair.

The corsair is essentially a floating cardboard box with engines and guns. It crumpled losing its engines entirely, taking power-plant damage and losing all of its hull and half of its structure in a single attack. So the crew board the now helpless pirates and then deliver them a surprising ultimatum after getting the location of the pirate's base.

They would permit one pirate to live, either to join them or to choose his death after everyone had fought to the death.

So after all of the :yarr: turned into :black101: they now have a pirate they're going to stick into low berth as they go to plunder the pirate's base and take their last vessel out.

It turned out pretty well. I look forward to getting to develop the NPCs a bit as well, considering the pirates all turned out to have fun little quirks.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
This week in Traveller my group had just disabled a pirate corsair and made the crew fight to the death, recruiting the appropriately named Wulf Bloodaxe to their crew.

Their next endeavour was to use their disabled pirate corsair to lure the other pirate vessel nearby into a trap. Hacking their communications they had both ships send out distress signals, trying to lure the bandits (essentially the only noteworthy presence in the TL7 system) out and into boarding. Their plan was well executed and bloody. They lured the pirates on board by pretending they didn't realise the second vessel were pirates and then used a tranq grenade to knock out most of the boarding party. Highlights of this fight included Black Jack (an NPC being played by a PC whose character had no combat skills) waving his hands at the enemy and winking at the actual psychic on board. Then after they finished with the boarding crew, Jack cheerfully offered to bind the knocked out pirates (for the best chance to pick-pocket them) and the rest of the crew moved onto the corsair and mowed down the non-combatants aboard. Once they had acquired their Trojan horse they set about to landing in the pirate base without being attacked.

After landing in the landing area of the small base on the moon, the pirates immediately rush out to examine the ship. On cue, the crew blasts the pirates to pieces using the corsairs own turrets, melting a significant hole in the bulkhead in the process. After promising the two last pirates in the command center their life if they stop depressurising the airlock and co-operate they go into the base. Black Jack splits off from the group to go loot meaningless trinkets from the dead pirates while the rest of the group finds the vault. After gathering enough matter from the dead pirate captain to actually fool the DNA scanner and hacking it to pass the identity check, they get access to the vault. The vault itself is a little lackluster, but the secret compartment further in has two very interesting things for the group.

The first is a canister of Aslani super-drug, destined to be examined and adapted for use on humans. The second is a strange organic metal that generates an electrical current which they have no idea about. The psychic pockets it figuring (incorrectly) it has to have something to do with psychic abilities. At this point Black Jack rides in on a grav bike and basically goes 'what's up'. The crew loots the base, takes the second corsair with them and jumps back to Drinax. There they exchange the corsair for a bunch of ship shares (selling a ship at anywhere near remotely their true value is a ridiculous profit, so I've told my players quite honestly that if they try to gift ships or trade them for specific things, they'll get more value than just selling it. Also ships are ID tagged and there are other complications to selling them, not the least is finding a fence willing to deal with them) which resulted in fixing up the ship proper. However, they ran into a problem.

They'd mentioned to the crew what the drug was, and that it probably didn't work on humans but just to be safe they shouldn't touch it. Second day in port one vial of the treatment has been used. Now I'm playing it that the Predator Treatment is not just an injection, but whomever has taken the drug either doesn't know that or doesn't care. The crew is convinced it can't be one of their own, as no-one is reacting strangely or has seen the doctor, but yet no-one else outside knew of the drug at that point. So they've got a potentially deadly and probably dangerous mystery to solve right now. Also there's the matter of that strange metal. No-one's been dumb/smart enough to hook it up to a power source yet, but if they do something very interesting will happen. Finally, no one knows whether Black Jack really is pyschic or not yet, not even me. But I plan to keep it ambiguous as long as possible.

The crew is riding high on success right now, but it was an easy first heist. They've not made any friends yet and already some major in the navy has had his pet Aslani trade route piracy ruined, and also his attempt to engineer a super-soldier drug. Admittedly one of the group is an Admiral, but the conspiracy might reach further than they immediately though. Drinax has an extra corsair and they have an extra pocketful of credits, but they've got a long way to go in terms of making their Letter of Marque legally worth the paper it's printed onto.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Since it came up in IRC I got told to post it here. This is the tale of my second ever roleplaying game, and it will amaze you to learn once I have finished reading it that I do not hate 3E DnD.


I was in second year university at the time. It'd taken me one year to stop being kind of nervous of the other nerds on campus and to fully integrate, and I'd joined the roleplaying club. It was pretty useful at the time because I didn't have a group to play with. So I joined a game which sounded kind of cool, it was using DnD which was nice because I'd played computer games and knew how it worked at a basic level and the premise sounded okay: The church of the Good God of Healing wanted us to go purge and cleanse a temple of evil. Standard heroic stuff! The GM was using his own homebrew setting which is probably best described as Fantasy Warhammer with Rokugan tacked onto an island chain in the corner. I'm not even kidding, the GM was using all the clan names and all of their stereotypes and so on that went with them. And he wanted to publish it! He also had tribal orcs living somewhere and there was a desert with I can't believe it's not Egypt and we worship a Sun God. Oh and cockney Goblins. Those last three were the most inventive and thus most interesting things of the setting.

I had three friends in the game as well as the GM's girlfriend and a random extra guy. One friend was going to be a Mystic Theurge at the GM's recommendation and had to sit through the whole game being only occasionally relevant in combat. He never got to level 7 either which was a dick move by the GM. Furthermore almost everything we did was made irrelevant and then pushed into our faces. We fought fights that were basically designed to almost, or outright kill us every fight. We gave some stones to some alchemists to try and figure out what was going on with them. The alchemists became gay evil cultists because of this for...some...reason, corrupting stones and all. The temple we had to clean out was impossible for us to actually clean out as the bottom floors were submerged in acid and we couldn't survive or breathe in them at level 6.

There was also a trap which basically looked like a fireball trap and even left some charred gear of the victim behind, but what actually happened was the GM's girlfriend's character got stabilized at 1HP, teleported to a demonic torture chamber, turned against us and then tried to make my character feel bad for 'abandoning' him despite my character having no rational reason for thinking he could still be alive. Oh and in addition to gaining fire, lightning and acid resistance (the first two for party spells, the last because acid temple) he was a rogue and got given Orc-bane bolts specifically to kill my character because we'd been friends and I'd 'betrayed' him. The GM's girlfriend was in on this the whole time as well.

My friend who was supposedly going to be an awesome Mystic Theurge? Well the GM had a greater reward in mind for him. He was admittedly a bit of a rules lawyer and had annoyed the GM once or twice for various things. The fight with our ex-PC took place on the floor above the levels submerged in acid and we had to make con checks every round or suffer penalties. When we went down to investigate the next level there was lots of clearish but murky liquid. We assumed horrible tainted water, the GM decided it was acid. He made my friend roll to not slip on the stairs and then when he failed, told him he'd fallen into acid and died without a save.

It got better though, when we went to leave the horrible hellish place we'd gone into the GM told us we couldn't leave because the temple had shifted into a demonic plane. We had to hole up in a room and have the cleric pray to her god for intercession to save us. We got to stay in a locked and sanctified room for the next two months in game time for us to get rescued. In this period we had to roll a bunch of sanity checks not to go crazy and flee the room. Only the cleric and my Druid made it, the characters who had will saves. The others died, got raised as zombies to further taunt us from outside our room.

Oh did I mention this game was set in the same world as his long term game? Yeah, we were a side story and got to be rescued by the lvl 18 party. One of them was a half-angel at this point, just further reinforcing just how little chance we'd ever had at succeeding.


The GM isn't a bad person, but it was a bad game and I basically avoided all IRL games with him after. His idea of tuning did not match my own and he liked playing all his games as grim survival horror which I simply didn't care for. The game would honestly have been much worse had I not been playing with two other friends, so there was some good in it I guess as I made a third. But it did a lot to make me realise how flawed 3E was and frame a few perceptions about generally being nice as a GM and not trying to kill my players.

Ironically in hind sight, I really started to like 2E DnD after that game...

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!

Yawgmoth posted:

That sounds like less "survival horror" and more "Let me masturbate to your powerlessness" which for some reason D&D seems to attract more of than other games. That wasn't really 3e's fault (although 3e does have a list of flaws a mile long), that game would have been just as lovely in 2e or 4e or WoD or Shadowrun.

Oh yes I agree so. In hind sight I just thought it was disengenuous to run use a system designed for high-fantasy to run a lethal survival game. Sometimes I think that GM really just wants to run 40k or Warhammer Fantasy and hasn't realised yet.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Fear not Good, Bad, Catpiss, I'm here to save you from the loneliness of Page 3!


Another friend of mine ran an odd NWoD game a while ago. The premise was we were normal people who gained supernatural powers, and there was an option to buy a GM made up Mystery power. It was a lot of fun, two other friends and I played and while I and one other friend originally made our characters with minds to ending up as a Werewolf and Mage, the second friend playing went for a random power. It was one of the more engaging things to the game, so much so that I and my first friend ended up buying the power as well.

I was a big bruiser bikie gangster type character, friend one was a uni student and friend two was an impulsive school-kid who worshipped Naruto.

Things that happened in the game included:

Breaking into the kid's house to try and find out why his entire family had disappeared from reality. We found a different family living there and managed to pull a teddybear with the spirit of the kid's sister from the Spirit-Realm back into reality. Then while we drove away from the house with the cops coming (we'd tripped alarms) mage-friend cast a spell and got us stuck in a perceived time-loop. The crazy thing was my character was still driving, while we thought we were living the same minute over and over. Luckily I snapped out of it quickly and didn't have an accident!

My character got some weird astral projection powers and accidentally managed to transfer his consciousness into a bizarre shadow dimension filled with Eldritch monstrosities. He met a dapper British anthropomorphic lion who was the ruler of the dimension and had a non-Euclidean mansion that he lived in. After my character passed his tests to reach him, he offered me a choice of self-sacrifice and justice, balance and neutrality, and finally power and strength of will. Being who he was my character chose the last option and got a rifle that would fire out his negative emotions.

Later on after making some deals with spirits we went to some weird academy for Mages, because the spirits had told us we could find the kid's sister there. I was nominally a Werewolf at this point and because I didn't have dedicated clothes and had gone into the Spirit Realm in the normal Werewolf fashion, when I got shunted out by the Mage barrier/entrance spell I lost all of my clothes. We proceeded to complete an entrance exam that only Mages should be able to (when I got to a puzzle my character could not complete his astral-projection upgraded into teleportation) and were greeted by the entire school in the dining hall ala Harry Potter. After a few seconds everything went quiet as everyone in the school noticed my character was stark naked.

Mage friend (now mostly a Mage) gained his unique power, which ended up being the ability to see magic. Side effect was that his sight was also a tactile sense for him. This lead to many awkward situations.

Ninja-kid gained Earth Ninjutsu and the ability to meld with the earth by winging his Naruto hand-signs (this was how he used his Ninjutsu!) by adapting the Atlantean the Mage had been using while he was still mastering proper Willworking. Unfortunately while he could meld with the earth relatively easily keeping his flesh separate from the ground proved to be somewhat more difficult for him. For the rest of the game he also had bits of earth and rock in his skin.

The Mage found an ancient Atlantean sword and underwent a trial that nearly killed him to prove he was worthy of it. Later he used the sword to augment his magic to create a separate pocket dimension, cut through any object and magical spell, and even travel through time.

My character discovered that he could accidentally teleport to alternate realities by creating a flawed or inaccurate image of his intended destination in his mind. This introduced him to his alternate selves, a number of which had lives paralleling his closely enough to have similar powers. One of them had picked the neutrality and balance option and wanted to kill my version before he could ruin the world. The other version of him running around had also chosen the power option, but ended up merging with his gun to become some kind of shadow creature. He wanted to eat the Ninja-kid for his powers, as well as eat my character in a scenario reminiscent to The One.

We travelled through time and witnessed:

The fall of Atlantis and the Death of Father Wolf,
Father Wolf ascend to the Supernal Realm with the Archmage of Atlantis,
A Ninja society in the future,
The apocalypse that happened after with roaming bands of Ninja hit squads,
The 1900's where Hunters had a strangelhold on the world. (Here we discovered my character had become so practiced at teleporting he could do it without thinking while Death-Raging. This was very bad for everyone)

And then finally we managed to break reality so much that all the various worlds managed to start being forced apart. The Mage ended up using my character, the Ninja kid and himself to tie all the various realms together in an epic spell that...accidentally compressed time and space into a singularity, rebooted time itself and caused us to be present at the beginning of time. The Ninja-kid was revealed to be the Spirit of the Tree of Life (there'd been hints through the game that he wasn't actually human at all, and he could do lots of stuff in the Spirit Realm easily and spirits loved him) and my character became Father Wolf. So between us, the Ninja-Kid created life, I created the Spirit-Realm and the Mage created the Soul and Magic. It was like a bizarro Holy Trinity.

...and then in the final session the GM made us wake up in an insane asylum. We ran to a point where it was really ambiguous as to whether something had happened to us as we slept after creating the world, or whether we were all just completely insane.



I was really angry at the time. I really loved the game and while I knew the GM wanted to wrap it up, I had expected an ending. Instead I got a lot of unanswered questions and one of the worst plot devices in literature. I'm still kind of a bit bitter about the end to be honest, and hope that the GM will continue it again one day. He said he might and I'm hopeful, but realistically I don't actually expect it to have a proper ending ever. Which is a shame because it was the most fun and engaging game I've played in.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
I wish that I was aware enough to think of all of these different economic and political vectors you're using. It makes for a very interesting read and definitely shows creative thinking, although we already knew that from reading the rest of your campaign so far!

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Your friend may very well make a good GM, as she can clearly think outside the lines and come up with something that's interesting and fun for the group. Which in the end is really the most important attribute for a GM to have!

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Most importantly if your player is having trouble help them out. In my first roleplaying game I had two GMs who pointed things out to me and suggested what I could do instead, it was very helpful and the fact it was a freeform game meant I could focus on learning to roleplay itself. The next game I played, a DnD with a GM who was unintentionally adversarial due to the game being gothic horror, was not forgiving and would use passive aggressive consequences in game to punish characters who irritated him.

Basically like most others I'd just talk with the others about it. A lot about roleplaying is who you do it with and how you mesh together! And more than anything as people have said, different people roleplay differently so you should shop around if this doesn't work out for you.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!

theroachman posted:

To be fair, he did help me out with regards to actual gameplay, albeit a bit reluctantly at times.

My first GM was more suggesting things like "would you know that in character?" or "do you think that's how your character would react?" I wasn't there so I can't really comment or judge, but a good GM helps people beyond just mechanical aspects is what I'm trying to say. So if he did help you with the roleplaying and character immersion stuff that's good, if not he could have done better. That said, after my first two intro sessions into L5R, I've been told by my GM if I make actions that lose Honour I get to suck it up like everyone else as I should know the basics now; so the amount of help may vary depending on GM and system.

HiKaizer fucked around with this message at 00:08 on Dec 6, 2012

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Some people are more comfortable with different levels of for lack of a better word, verisimilitude in their problem solving. For me while I like to figure stuff out as well, I also like having skill checks to help me see things. The GM is my guide, my window into the world my character exists in but he's not a television. I need to prompt him to describe things to me and sometimes describing something can be difficult. Skill checks allow the player to direct the GM's focus on the scene, but also allow the GM to skip describing some things which he may not be able to and just give me the information behind them. If you as a player, or as a GM, can get around this issue that's great but I haven't met many people who can. I don't think skills are supposed to be a crutch, but they're there to help you figure out how you interact with the world.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!

Acebuckeye13 posted:

-An extremely long argument with the party bard about whether he could summon a French Horn and unfurl it to use as a bridge across a spike pit,

A French Horn wouldn't get you very far, are you sure you didn't mean a Tuba or maybe Sousaphone instead?

Also as random bonus trivia: Brass instruments deform really, really easily! They wouldn't support anyone except maybe a Gnome's weight for very long and even then it'd only be a single man across if they were really quick. You'd have better luck with a string instrument.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
A lot of the piping in a French Horn connects onto its valves though, there is a length of continuous piping yes, but it's not something you could actually really unravel very easily.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Playing without shirts on might not be so bad if it's a hot day, people are at least somewhat not obese or ugly looking and, most importantly, everyone is okay with it.

But yeesh. Those games do not sound like fun at all. I don't know if I'd have gone back after session one from what you guys described.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Sometimes you just roll really badly. Besides finishing the priest off was kind of a harsh thing to do, he was basically out of the fight and there were other more dangerous targets to deal with than finishing off that one guy. Considering that you state earlier in your post that you were playing them as inept as you could this just seems like extra dickishness. The guy just seemed to get a bunch of bad rolls and two bad choices, one made by himself and the other by the entire group, and you seem to have singled him out for punishment at the end which honestly seems entirely uncalled for.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
A friend of mine started running a 4e DnD game with myself, a few other friends from our old uni and some of his work colleagues who were interested. Those of us from uni bar one have roleplayed many times before, and the one who hasn't has played PC games and so was trying to get into the spirit. The three work colleagues of the GM sort of don't get in theme so much. One of them is "Antonio DaFag", Vampire bard and he decided in our most recent encounter he absolutely had to have the 'loot' on a wizard's corpse we found. The corpse was that of the mentor of a PC who was being introduced this session, so he took this somewhat poorly in character. The bard's player has a habit of fixating on odd things which is fine and normally is just a source of some laughs, but in this case it was causing a bit of strife. The new PC, a wizard, used a spell to trick the Vampire into thinking he was falling in a bottomless pit and the GM just said the saves failed so that we'd have a bit of time to give him a burial and sort out the situation.

On a slight whim though, I told the group that I was pulling a piece of chalk out of my sack and I drew a circle around the bard then proceeding to walk off. The bard, despite being an Arcane power sourced character OOC didn't really know much about bards in DnD and has mostly assumed he just sings for people. As a result he didn't roll Arcana or try to find out anything about this circle of chalk that I drew. Instead he and the other two work colleagues sat there trying to figure out how to get him out of the chalk circle without crossing it for about five minutes. Eventually after exhausting their options (which were limited due to the fact we'd just ended combat and used a lot of our non-Encounter powers) the bard tentatively says that he crosses the chalk circle and asks what happens.

Of course the chalk circle was just that, a circle of chalk and I hadn't really expected them to become so preoccupied with it. But it was a good laugh for everyone and the bard took it pretty well. The added bonus was that by now the wizard's mentor had been forgotten and we continue through the rest of the session smoothly.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
That would be Final Fantasy IX, which is as a whole based around a play. There are a lot of cues to them in the storytelling and the way the world is set up, plus all the characters really stand out from each other with different personalities and very different appearances. In the part your GM took inspiration from, your party members even have special magic which is called "SFX". None of the spells do any damage and obviously look very fake, but it is a neat little touch.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
More than anything else who cares who the "best" roleplayer is? As long as everyone has fun at the table that is the important thing. Some people have fun differently, but really you should just be there to have a good time. Making a competition like that just sounds like it is asking for trouble...

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!

oriongates posted:

Deadlands Finale, part 2

So I roll a d6, saying that on an even roll he'll live and on an odd roll he's dead.

I roll a six. Jethro's player starts celebrating when I point out that by his previous argument I should roll again to see if the final result is even or odd. He has no choice but to accept that logic.

I roll again another six.

I roll a third time. Six again. Everyone is starting to pull their hair out.

This is pretty clearly a sign, given the PC just blew up that amalgam fallen angel-demon.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
My friend's long term DnD5e game ended a few weeks ago. I would say overall I enjoyed it, but it has been a bumpy ride.

The party changed a few times, we had a Barbarian, Bard, Druid, Paladin and Wizard to begin with. Eventually the Druid dropped out due to scheduling at work and the Barbarian came back as a Sorcerer.

The bard was called Connor although that was not his actual name and we never found it out. His gimmick was mostly trying to impersonate people to see if he could, as he was a con artist, and tended to annoy people but avoid anything truly disastrous with his character. On the other hand, the paladin served the goddess of death and to see he was zealous in fighting the undead would be an understatement. Both he and the bard were humans, while the sorcerer was a half-elf. As for the sorcerer, he was a wild mage who took every opportunity to flirt with a female character, with authority, and with danger. I was a dwarven wizard with a practical view on law, regulating magic, and who maintained a mostly friendly ongoing argument with the sorcerer over the importance of the laws of basics and following the fundamentals of spellcasting instead of just winging it. Everyone except the bard who mostly tagged along for mischief had a personal quest as well. The paladin wanted to recover the armour and weapon of an ancient paladin of his order who had betrayed by his brother. The paladin's brother had then become an extremely powerful undead and he and his followers were barely locked away by the church definitely never to be seen again. The sorcerer railed against the laws of magic and wanted to find a source of primal magic from before the gods applied laws to it. My dwarf had a pirate flag with a dragon skull and crossbones on it as a trinket, so I came up with a backstory about how his family had been the royal guards and the Arkentsone (original I know) had been lost on their watch 70 years ago, before he was born, causing his family and people great shame and loss of face. He was on a quest to retrieve it and stop his family from losing their nobility.

Another source of antagonism between the paladin and I was a matter of difference in religion. Because most of the party was human, or mostly human, I was the only one with non-human beliefs and attitudes. So when the GM said that there was a myth that the dwarf gods stole the spark of life and used it to make the first dwarves, causing the goddess of death to take a dim view to them in general, I turned around and came up with the dwarven version. This was in part due to the ongoing antagonism with the paladin and me feeling kind of frustrated that the paladin might take it as a justification to be more of a dick to my character. So I said that to my character's people, the dwarf gods had created the first dwarf and they were pretty good, and the human gods were jealous. The goddess of death then stole all the unborn dwarven souls and this was why dwarves were so obsessed with mining gold and precious gems. Each dwarf has to pay for their way into the afterlife, because the gold and other precious treasure is tithed to the human goddess to release dwarven souls so that more dwarves can be born.

Later the GM uses this to try and bring the paladin and I closer together in a well-meaning but somewhat disastrous idea. The Arkenstone became a spark of life, which was fortunately left ambiguous enough to not necessarily validate either religion's story and also came from a hold that the dwarves made on the border of human lands. It got abandoned and the border moved later, meaning that it was within the human lands at the start for us to adventure to. The stone itself had been stolen by a white dragon and its deranged dwarves who had invented a magical warp stone steam nuke, whose base we infiltrated. We stole the Arkenstone, killed the evil clan leader, hijacked his prototype airship and magic nuke and got out of dodge before the white dragon got up and killed us all.

Now the paladin had been given a quest by a different god of the human pantheon to his patron, to try and reconcile our two peoples and the Arkenstone was supposed to play a part in this. Being something that could grant life to that which was not alive he considered it to be a holy artifact of his order, despite the fact that it had been dug up by dwarves, been in dwarf lands for over a thousand years and had never been used; to the dwarves it was just a really pretty and incredible rock they lauded over other races. So now the paladin kept trying to get me to give it to him, despite being the focal point of my entire character's quest since the beginning of the game, and also having only a 'my goddess told me so' to justify having it. Which while sufficient to his character, was hardly worth considering for mine. This drew to a head as the airship hurled like a fiery comet to the dwarf capital and he made threats that his paladins would invade and take it by force, or he would get elven assassins to come and steal it. As a result when he tried to brooch the idea that I could keep the stone if I had a church dedicated to his goddess built in the dwarven capital I told his character to get stuffed. In the end I handed the Arkenstone back to the kind, restored the dwarven people's honour and saved my family from becoming peasants. Oh and I got given land and a title as a reward for my deeds as well.

Work has been pretty awful for the last twelve months and the game had been one of my few face to face interactions with people outside of that environment, so as a result the paladin's actions were becoming fairly toxic and making me quite unhappy with the game. However when I broached this to both him and the GM, neither seemed to understand my issues. They both talked about how his character was justified in acting how he did based on his background and religion, and that he couldn't justify suddenly changing his approach. As I was getting pretty unhappy with the game, I told the GM I would rather leave, which made sense given my character had completed his story arc and the toxic relationship with the paladin gave him little reason to continue travelling with the party. They had been rewarded by the king, and so he had no debt to them to repay. However the GM responded that he would rather end the game there, than have me drop out because he liked my character. It made me pretty frustrated and upset, because now I felt like I was holding the other two player's fun to hostage. I am friends with everyone in the game, and just wanted to get out of a situation that was making me unhappy when it should have been fun, so suddenly causing the game to die because of that felt really awful. Later I discussed it with the GM about why this made me feel really upset, which the GM had not understood but was apologetic once I explained it.

The player of the paladin himself out of the game is fine and generally a nice person. He's not perfect but he had no reason to go after me personally. He has a history of playing characters with extreme moral axis, such as a monk and a druid in the past, and then arguing about very obtuse and often irrelevant points. I've played with him before without any personal issues in a lot of games. He did have an argument that lasted an hour and only ended with both the GM and I yelled at him and the other players to shut up. The argument had been about how it was unethical to betray a pack of gnolls because they had not specifically done anything wrong to us yet, even though it was just an alliance of convenience for both sides against a greater threat, yet as soon as we pointed out they were squatting on our patron's lands we were trying to reclaim it suddenly became fine to attack the now lawbreaking gnolls. He's a much better GM, as those kinds of antics are both toned down and also not nearly as bloody minded or game-disrupting.

Ultimately I had to just forgive and forget, and not bring it back up. The game was in its final arc, and we only ran for 5 more weeks after that as it was but it still made me feel a little sour about his whole character. On the other hand, my character took a very personal delight at the game's finale when it turned out that almost everyone in the paladin's church had been corrupted by the order's ancient betrayers, and the church was assisting an invading army of liches and the ancient betrayer himself. Not to mention that the whole thing was actually the paladin's fault all along.

Next time I'll mention how we broke the third temporal law, had to represent ourselves before the gods in a court case where we were facing retroactive erasure from existence and time, and how much later we accidentally created the god of time.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!

Rampant Dwickery posted:

How a Player Character (Almost) Became the Final Boss of Our Game

...Funny thing about trying to leave combat while engaged in DND5: Attacks of opportunity still exist. Which means, since I never tried to disengage, that everyone gets one last shot at hitting me before I leave...

...The crocman interrupts. He has a second attack.

Just so you know for next time, 5th edition rules for opportunity attacks specifically mention you can use your reaction (which you get to once per round) to make a single attack. So while it's probably too messy and too late to retcon what happened your character sounds like they should have successfully escaped that round.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Yeah it doesn't sound like your game is going to be any less entertaining for the rules mix up!

I will post up the shenanigans of my own 5e game in a bit. Things of note have included the fighter accidentally trapping the soul of a dwarfen smith in his sword, annoying both sides of a merchant dispute by forcing them to explain in detail their obstructing tactics and the party druid eating the good half of the soul of the king for a while which became his Stand.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
As mentioned, I started a DnD 5e game for some friends. While it is not necessarily my first choice, they all know DnD3.5 well so a d20 game is relatively safe. After we sorted out a bunch of scheduling issues due to one of the players doing shift work we started running through Skype and Roll20.

Our party is:

Ulfbjorn Valbrandsson, Dwarf fighter and definitely not a wizard. Key traits include a near lethal aversion to pre-planning and rational judgement, being one of two characters capable of coherent and purposeful social interaction and being the only dwarf to be the destined wielder of, an albeit broken, Drow Fateblade; very magic swords forged by one of the three elven deities which have so far been reserved for elves almost exclusively. (I reworked Drow to get rid of the weird slavery, matriarchal bdsm kink and making them evil. They're now just very unfriendly and suspicious guardians of the sacred elven groves in the Underdark, protecting the roots of their trees from the many evil creatures there)
Darrak Lorderr, Dwarf warlock serving an inscrutable and many angled eldritch being. Has a great charisma score, but lacks the wisdom and presence of mind to know when things are a bad idea. Believes his patron is an unknown dwarven god of commerce and wealth and looks to gather followers. Is currently the target of a noble attempting to start an inquisition against him. Player calls his character 'Dwarfthulhu'.
Jazreth Skullcrusher, Drow paladin of balance. If you have seen the Oglaf comic about the paladin of justice, you know what the basis of his character is. Demands 'balance' in everything, including ensuring natural disasters affect all social groups in equal distribution and finding burrowing moles to balance out the sheep grazing on top of the party's flying island. Beloved by dwarf commoners and hated by most nobles, while being perceptive in the most unlikely of circumstances while ignoring almost every normal social cue and norm.
Garreth Blackwood, Changeling druid. Raised in a cult led by a Doppleganger who wants to replace all the world powers with his offspring and drag the world into permanent shadow. His first assignment was to murder and take the place of a druid, who turned out to be expecting him. Now his victim is his spiritual guide as he tries to figure out how to stop his family and how to best serve the balance. Original character concept was a warforged druid, who would be more than meets the eyes.


The campaign is meant to take the aspects of acquiring and managing a keep or fortress from games such as Baldurs Gate 2, Dragon Age Inquisition or Fallout 4. So the intro session was a lot of setting stuff up. My big bad was a fallen knight who was performing a profane ritual the party stumbled across. His henchmen kept the party busy while he summoned a powerful demon within his magic circle, and then absorbed the essence of the demon into himself. By the time he began the process again, but this time, summoning an angel, the party had dealt with the mooks. Seeing an angel being murdered and about to be absorbed, the fighter decided to run head first into the plot and slammed himself against the magic barrier and forced his way inside. While this didn't stop the ritual from finishing, he did manage to be given a sliver a power by the angel before it disappeared. The paladin approved of the balance between eating a demon and an angel. The fallen knight then gloated in his victory, crowing about how he had the forbidden powers gained by harnessing both order and chaos before swallowing the party up into the void. (It's pretty corny and JRPG-esque but it established him as a threat) The warlock's patron was excited by this turn of events, while the rest of the party was somewhat less so.

Waking up on a strange land, the party walks around before finding they are on an island floating above the clouds, alone save for a flock or two of wild goats. There are some buildings that hint that the island was once occupied, but they are mostly in ruins save for one (very plot important) building. They stumbled into the underbelly of it and found a giant magic crystal engine, which the fighter powered with his remaining imbued angelic energy. Going up to the control room, he managed to steer the island back to the dwarf capital by thinking about home. After a day of travel the island arrived at the dwarf capital and an airship flew up to see why the flying gently caress there was an island in the sky. Finding out they'd been attacked and that the city was partly engulfed in black spheres of void. After the paladin was satisfied that the nobles had been affected equally as badly as the peasants, the party moved over to investigate. Discovering they had convenient plot forcefields to protect themselves they wandered into the sphere.

Inside they found a world that was strange and chaotic. The first area was a garden that was in a different place in the city to where they had entered. The world seemed to be unraveling and changing in strange ways. Plants further were growing upside down and inside out, or some had roots of flower petals and flowers of roots. The druid was Braving the gardener's shed they entered the next area, which was of course a forge. The place had flowing pillars of lava through the air and a great vortex of lava underneath, in which dwarves had been caught within it and were slowly metamorphosing into lava creatures. There was a smith inside who had become comical in proportion, with a massive torso and arms atop tiny short legs. His beard had turned into lava that merged with the flow through the room.

What followed was an exceedingly unlikely sequence of rolls where the fighter aced all checks, managing to vaguely understand and communicate with the smith and then decided to try and conjure up the essence of magical metal since this place was clearly some kind of weird metaphorical imaginary place. He then succeeded and asked the smith to repair his blade, which the smith agreed to. During this the smith spoke only in a visible form of rebus. However upon giving the smith his sword to repair, the smith began to glow with blue white fire which engulfed his eyes in fiery orbs. Not so much put off by this as impatient, after a few minutes the fighter tried to take back his sword which looked like it was fixed. This caused an explosion of light which knocked back the fighter and caused the smith to disappear entirely. The fateblade looked completely mended save for the fact it was transparent. A little unsure of what to make of this the party continued on.

In the next area there was a bank, where a banker was looking over a oozing pile of viscous liquid gold and gems. After the party unsuccessfully tried to placate the banker, he revealed he was beginning to transform into a dragon. After being soundly beaten by the party he flew off before they could kill him, transformation mostly complete. Unsure of whether they had done the right thing or not, but unable to really easily carry of the strange liquid gold and jewels with them the party moved on to the next area. This had a pair of dwarves fused into their armour trying to bully another guard into obeying the king. They had also trapped a glowing orb of light in a weird aura of shadow both were projecting, but the appearance of the party and their refusal to leave when requested prompted combat. The two guards dead, they spoke with the third to find out there was a shadowy version of the king ahead. Its orders had twisted the guards. The spirit of light spoke to them warning them to keep an open mind and king heart for the trial ahead, and after realising it was speaking in the kings voice the party decided that it must be the spirit of the king. Healing the party and restoring their energy it waited with the guard for their return.

Advancing forwards they found the shadowy king, who had decided that due to the constant plots on his throne and life he would rule the kingdom with an iron and shadowy fist demanding obedience or death. The party engaged in combat and bantered back and forth with the king who kept telling them about the terrible things that had happened in his life. The paladin (correctly) deducing that this must be the dark side of the king went and dragged the spirit of light back and shoved it into the shadowy king. However instead of causing them to merge together, it caused the shadow to grow stronger and they triggered the true fight with the king who became a giant shadowy figure. While the rest of the party tried to wear down the shadow, the druid went up to the throne which was surrounded in clouds and chains of shadow. The throne tried to play on his fears and insecurities, but the druid forced his way through and seized the light part of the king's spirit. Except, being in bear form, this involved eating it. Suddenly the druid's eyes shone with golden light, he could remember the good part of the king's life and speak in his voice. He also had a glowing apparition of the king standing behind him. Fighting down the king's insecurities he finally forced the king to accept both halves of himself and fixed the break in reality, causing the missing parts of the city to return to reality.

Unfortunately, places where the party had tampered did not quite return the way they had been before. And the fighter's fateblade now spoke to him, with the smith having been trapped inside. However, due to the influence of the drow goddess, he could now only speak in elven which meant the fighter needed the party to translate for him.

Next up the party rescues the pope from a crisis of faith, invent a new species and go to a party.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Character death and its permanency are up to the group to decide ideally. I know a lot of people who get attached to their characters and get upset when they die (myself included); so they avoid it. Other people really enjoy the thrill of nearly dying and making a new character. As long as everyone agrees, is happy and having fun then like everything else in roleplaying that's the important thing.

I personally hope Varis lives again because he sounds like a fun character to play and be around. But if not at least the Lightning Lord has left a legacy behind him along with his ashes.

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HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
In a friend's Princes of the Apocalypse 5e game, our party Wizard keeps hitting on and trying to seduce most cultists we come across. She was most put out when the clearly telegraphed evil water Genasi (there were lots of steam jokes) turned out to be nasty and not charming, but has now agreed to have a drinking contest with a Duergar. The party suggested we interrogate him for information, but all they did was organise a pub night!

We're in the fire cult at the moment and the wizard really likes fire magic, so I'm sure our pub night will pick up a few more participants.

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