Thursday, November 25, 2010

Renaissance Decision Made

I know many of you have been waiting with baited breath to learn which of the Field of Glory Renaissance armies I was going to choose to begin with. No, really? You haven't been? Well, you're gonna find out anyway.

 I am doing an Early Thirty Years' War German Catholic League army. Yes, Count Tilly's merry band of pike and shot in old fashioned tercios. I have my order ready to go to Old Glory to purchase said army, now just waiting for financial clearance from the CFO, also known as SWMBO.

  In other game-related news, I finally finished my second battalion of 6mm German colonial troops, and the first legion of Martians. I am moderately happy with them, but I used GW's clear coat on them, and I don't like it at all. It leaves a very dusty look on the figures. For $15, I expect more from a matte coat. Back to Krylon and ModelMasters for me, thanks! I also finished a base of powered armor infantry in 6mm for BattleTech, and a battery (with limber!) for the Germans.

 Finally, we look forward to hopefully getting another game of D&D in on Saturday or Sunday. Only two sessions down, and we are starting to get antsy. But the reward of making 2nd level is a soothing balm...

Saturday, November 6, 2010

Wednesday, November 3, 2010

The Whispering Cairn, Part 2

  An update from last week's D&D game:

  Having acquired the use (though not title!) of an abandoned house near the Whispering Cairn, our heroes (Sarmek, Degar, and Wren) spend some time and hard won treasure beginning to fix the place up. With the trash hauled out, the outhouse and well repaired, a new door and the broken windows boarded up, they set off back into the Cairn, to finish their exploration.

  On the way, they encounter a dire weasel, who manages to latch his teeth into Degar's throat and greedily suck a few pints of blood before being dispatched by the rest of the party (now including Norman the Interchangeable Mk. 2!). The resulting Constitution loss worries the party, and they return home for a few days to let Degar heal up. Obviously, they are concerned for the short but doughty knight!

  So, after a quick trip into town to pick up a few supplies (including a pair of cure light wounds potions, some torches, etc., again our intrepid quartet venture into the Cairn... It seems unchanged. They place the colored lanterns they have retrieved, but do not light them. The sarcophagus has mysteriously returned to the 'orange' position. Our Heroes spin the arrow about, activating the elevator at yellow, nothign at the collapsed green tunnel, nothing at blue, and a new location, indigo. Another elevator rises out of the floor, and Wren goes to investigate. His sharp eyes detect a sack of treasure in the bottom of the elevator, amidst a large number of bones broken into distressingly small, shattered bits. Snatching the leather sack, he ducks out just before the trapped elevator slams shut. Surely, Wren has narrowly evaded a gruesome death!

  Turning the sarcophagus to point at the violet alcove has no apparent effect, nor does sliding it all the way around to red. Momentarily stumped, Our Heroes investigate the alcoves once again. this time, Norman notices that the blue alcove's ceiling is higher than the others, and there is a shattered skeleton laying amidst the debris collected in the alcove. No treasure, alas, only a broken dagger hilt.

  A quick climb up the chain locates a doorway forty feet above the alcove floor. Wren and Degar follow Sarmek up the chain, climbing safely, if not easily, to the tunnel. No one notices the snaped dagger blade in the stone floor, but all notice several long scratch marks along the tunnel. At the end of the tunnel, an angry face - not-quite-human - is setin the stone. Suddenly, a blazing kaleidescope of mesmerizing rainbow hues comes from teh eyes of the face, and from the mouth, a strong wind blows. The mesmerizing light show paralyzes Degar, and the strong wind (which quickly ramps up to hurricane force) blows all three back down the tunnel. Paralyzed and unconscious, respectively, Degar and Sarmek fall to the alcove floor; Wren manages to grab the chain as he tumbles out. thankfully, Norman had decided the climb was too arduous in his heavy armor, and he was available for some quick healing. Out of spells, the party rests in the chamber overnight.

   The next object of investigation was down the green alcove. An easy climb, Degar still manages to trip and fall, injuring himself. A battle against yet mroe acib beetles, and their queen, a giant bombardier beetle, leaves the party badly banged up again. A potion revives Norman, who then uses the helaing power of Heironeous to restore his comrades. In the room, a few other human remains are located, and some treasure at last! The party climbs out (Degar falls again, is knocked unconscious, and has to be carried up after being stabilized by first aid).

  The adventuring part of the evening was done at this point. Time to do some book-keeping. All party members had enough experience to advance to second level now. Also, Wren's mentor Allustan identified two magical items the party had found: a pearl of power (1st level) and - ironically - a ring of feather falling. Needless to say, the ring now lives on Degar's hand...

Monday, October 11, 2010

The Whispering Cairn, Part One

  When last we left our intrepid crew, they were setting out from a dilapidated mine manager's home to seek fortune in the Whispering Cairn.

  I'll skip the boring bits, and tell you the highlights:
  • Upon entering the cairn, Sarnek noticed several sets of wolf tracks back and forth across the entrance.
  • After the party locates a broken artifact, Wren recalls from his class on History of Air Elementals at Tarth Moor that the glyph on the base is actually the name of a powerful creature of air called a "Wind Duke." [Rolled a natural twenty plus his skill bonus in Knowledge (arcana), total 26! 50 bonus XP for a clutch roll for vital information.]
  • Continuing further in, the party encountered a small pack of wolves. Sarnek successfully used animal empathy to adjust their reaction from hostile to indifferent. The wolves returned to their den, taking a bribe of meat thrown to them. [Dane did fantastic with his ranger here... 50 bonus XP for good roleplay]
  • Minutes later, the party disturbs the wolves in their den, drawing an attack. All three wolves killed. Oh well. However, they do find an important piece of a puzzle: an indigo lantern.
  • Entering the false tomb, they begin to muck about with the turning sarcophagus, discovering all sorts of elevators, and releasing a swarm of acid beetles and a nasty aberration. Wren kills the swarm with one well-placed Burning Hands spell. The aberration is dealt with swiftly, but not before it can kill Norman the Interchangeable, our NPC cleric.
  • With the cleric dead, and most spells used up, the party wisely retreats to Diamond Lake, bearing the remains of their fallen comrade.
End of first night, but not even close to the end of the adventure... we play again in three weeks.

Saturday, October 9, 2010

The Age of Worms has Begun!

  So, we played a little D&D 3.5 last night...
  My buddy Jim has been living in Gulfport, MS, for the last two years since he was called to active duty by the Navy. Anyway, he finally got back home a couple of weeks ago, and he came over last night. To celebrate, we all (Jim, my sons and myself) played some D&D for the first time in, oh, a couple of years! being me, and that meaning disorganized, I didn't really have anything ready to play. I didn't want to go back to the Caves of Chaos again, even though they have never completely cleared those fabled caverns.

  Then I remembered that Dungeon magazine had, a few years back, created an entire campaign, and that I owned most of the issues already, including the all-important first issue with the adventure for 1st-3rd level characters! RESULT!

  The party consists of:
  • Wren Fredericsson, a Human Warmage, recently returned from his training at Tardath Moor, to his childhood home of Diamond Lake. He seeks the guidance of Allustan, the local wizard who helped him enter the Warmage school. Allustan arranges for him to band with other youngsters in an effort to explore one of the local cairns. [Jim]
  • Sarmek of Bronzewood (self-styled 'the Slayer'), a Human Ranger. Sarmek grew up in the Druid enclave in the Bronzewood, not far from Diamond Lake. He has been sent forth to find his place in the world; the Druid Elders arranged for him to act as a guide for a small party of adventurers. [Dane]
  • Degar Stoneface, a Dwarf Knight. Degar hails from Greysmere, the Dwarven stronghold nearest Diamond Lake. He was sent by the HoldKing, Hrogar Greysmere, to Diamond lake as part of his final training as a knight of the stronghold. His mission complete, Degar sought guidance from the head of the Greysmere delegation to Diamond Lake; the head delegate made arrangements for him to join with others through his friend, Allustan. [Greyson]
  • Norman the Interchangeable, a Human Cleric of Heironeous. Norman is the name for all young clerics at the Diamond Lake temple. At the urging of Allustan, the head of the temple has provided one of his lower level acolytes to support the effort to explore the Whispering Cairn.[NPC]
   After meeting at an abandoned mine manager's home near the Whispering Cairn, the party ventured into the mysterious cairn...