Archive for August, 2008

Apparently there’s a carnival in town…

So, Donny began the second edition of an RPG Blog Carnival.  The topic this week: Homebrew.

I read his original post, and then NiTessine’s post on a campaign world I really, really want to play in some day.  And between the two, they inspired me to share my own dip into a homebrew world.

It was when I first started GMing, which was admittedly not that long ago.  I was trying to run the group through the WotC adventure “City of the Spider Queen.”

Now, this wasn’t the first time we had tried to get through this particular adventure, nor was it the last.  Not all that far in we were sick of it again, myself especially.  So we wandered back out of the Underdark, and I switched dimensions on them.

(Note, during this swapping of worlds, before they got to the other one, I also managed to spring a Wight Dragon on them, followed by a Gold Golem.  I also managed to send them through a reality-warping series of hallways on their way.  I realise now that I wasn’t so much bored with CotSQ as bored with standard fantasy tropes in general, and wanted to mix it up a bit.)

This new world had next to nothing written about it, and most of what was written happened after the group arrived there, but I had it all made in my head.  I even made a map within a few weeks.  I dubbed it Generica, since there was nothing specific or extraordinary about it.

But I was wrong.  Looking back now, I see that in my desire to escape from standard fantasy, I had actually created a very different, very unique world.  The portal to this world deposited them in a desert.  As they crossed a dune, they came to an arabian-inspired city… of Dwarves.

The Elves were plainsmen, I believe.  The Halflings, savage jungle-dwellers (if I remember correctly).  I basically took every standard fantasy trope I could think of and turned it on its head.

The main plot was centered around dragons, and could have been quite good with a bit more work.  We stopped playing that game before we got too far, though.

In the time since, whenever musing about where to set the next game, I’ve often gotten had a player suggest Generica.  I always assumed it was in jest, and perhaps it is.  But someday, maybe I should call their bluff, and return them to the land of Generica, where everything is most definitely not generic.

Pathfinder 22-23 – Many options, obvious choice

Phew!  Two sessions to report on this time.  Both took place in the same dungeon.

I said last time that I post faster if I have things to rant about.  That holds true, as the last two weeks were quite good.

If you remember, last time, the party stood at the mouth of a swirling portal, about to enter the demiplane of Runeforge.

Present for session 22:

  • Nonnie, Halfling Sorcerer
  • Reza, Dwarf Cleric
  • Thorbar, Dwarf Barbarian
  • Eretri, Aasimar Warlock

The group stepped through the swirling vortex and emerged in a hallway.  The portal closed behind them, leaving no sign of an entrance of any sort, and no visible way of getting back.

I’ll note that for this dungeon, you are supposed to assign each PC a primary sin.  They then gain bonuses when in that sin’s area, and take penalties in the areas belonging to opposed sins.

This was in-fucking-credibly easy for our group!

  • Nox – Greed (“Lewtz!”)
  • Thorbar – Wrath (Barbarian who likes to smash things.)
  • Nonnie – Pride (If you aren’t sure about this one, wait for the pride section below and it will be clear.)
  • Eretri – Gluttony (Also includes lust for power.  Greed and wrath were also possible, but both of those, for Eretri, are in the search for personal power.  Also, Warlock.)
  • Ristan – Lust (Bard.  ‘Nuff said.)
  • Reza – Envy (This one was difficult, as Reza was actually fairly virtuous, or at least not exceptionally sinful.  Especially not in any one specific way.  But I then ran it by the other players once Reza’s player left during session 22, and we decided on envy, due to, well, comments like this one. :lol: )

They followed the hall to a central room with seven statues in front of seven hallways and a bubbling pool of prismatic liquid in the center.  Thorbar pulled a rat out of his bag of tricks and shoved into into the pool, splashing some of the scalding hot liquid onto himself.  The rat screamed in pain and skittered off once released.  Nonnie’s further examination revealed that the pool was used for enchanting items.  On this, Eretri dipped his mace in, getting splashed with burningly cold liquid, with little other effect.

Hot… cold… sufficiently confused, the group turned their attention to the statues and hallways.

The seven hallways each are valid options from the players’ points of view, and of course they pick the ones that I had spent the least amount of time prepping.  The seven rooms take up 2/3 of the adventure in this book, however, so it’s difficult to adequately prepare.

That said, the hall they chose should really have been obvious.


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Pathfinder 18-21 – Fuck, it’s been a while

Yeah… so it seems that “a day or two” translates to a month, when I’m working 10 hour days.

So, we’ve had 4 sessions in that time.  I’ll go through them as if they were one, and I’ll be fairly quick about it.

One thing I noticed, though, is that I blog much faster when the module really pisses me off, which it hasn’t been doing as much recently.  Huh.  I wonder what that says about me.

When we last left our intrepid heroes, they had finished off an annoying part of Book 4, and were continuing on after a room of zombies.

From there, they entered a hallway with a big inscribed (locked) door at one end.  They ignored it, assuming it to be Mokmurian (Stone Giant leader), and went the other way first.

(I should note, if you haven’t figured it out yet, that my players tend to play D&D like Diablo or NWN.  Perhaps a comparison to WoW raids could be made, but I’m not the one to do it.  Explore and loot everything before hitting the boss to end the dungeon.  This will possibly change once we’re playing 4e and they realise how treasure works in that edition, though that’s doubtful.  ^_^   (Note for my players who read this, most enemies don’t have magical treasure in 4e.  You won’t walk out of a dungeon with 50 +1 rapiers to sell.  You’ll walk out with a smaller number of more useful items instead.))


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