18 November 2012

Inquire Further

08 October 2012

Inquire Further

02 July 2012

Inquire Further

05 June 2010

Vaszura Do'Ar, Chapter 3

And here is the third installment, which will be the last until we play again. The primary purpose of this segment was to get the disparate characters forged into an actual team. Hopefully we interact more smoothly from here on out, but no guarantees. &-:



Zura wasn’t surprised when Belhrys fell in beside her as she walked towards the duke’s palace for her meeting with him. It was broad daylight for a change, and Zura had her headdress and veil firmly in place to block out most of the sun. That wasn’t the only change, though. Belhrys’s good humor seemed to have gone. “There have been a few changes in the political landscape,” he told her. “For now, I’m calling off the job. You performed admirably, but the political climate is not right for trying again. Not right now.”

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Vaszura Do'Ar, Chapter 2

Here is Chapter 2. I tried copy/pasting into Compose mode this time to try and preserve formatting. I hope this doesn't cause loading issues, since I'm seeing a ton of code littered throughout. Anyway, this is where the campaign actually starts. Two of the other player characters are present at the beginning: Gar (the goliath guard), and Allonar (the deva artificer). This is the same Allonar as the previous campaign, but in a former life (since devas simply keep reincarnating). The fourth player character shows up in the battle with the monkeys (he actually had more to do with them than the rest of us, as he was in the ballroom when they first showed up). He appears as an elf bard, but is in fact a changeling bard. None of us know this IC; as far as we're aware, he's just an elf.


The day the transaction was to take place, Zura made her way up the secret staircase and hid in the canopy over the bed. She did not care for there being only two ways out of the room, but there wasn’t much she could do about that. A bookcase in one corner opened out onto the secret stairs when the correct book was pulled out. Opposite that was a mirrored dresser. There was also an armoire that matched the rest of the furniture and an old rickety table that didn’t. Zura didn’t know if the duke’s colors were blue and gold or if the person who had last occupied the room had just really liked those colors, but all the furniture except for the table had been lacquered in varying shades of blue and gold. The canopy was certainly not the only place to hide, but while most guards would look inside and behind things, they rarely thought to look up. She waited quietly, wishing the window in the room were better covered. She was just starting to get impatient when her prey walked in and set a lit candle on the table. The light from the window was adequate, more than adequate, for any sane creature, so Zura did not see the point of the candle. From a tiny tear in the fabric of the canopy, Zura could see that this was the infamous countess, a rather portly woman with an unhappy tendency to wear flimsy white dresses that would look better on someone half her size and age. Blast. A goliath guard, nearly twice Zura’s height, followed the countess into the room. Zura had seen the guard trailing the countess around, but she’d hoped he would be left behind for the transaction. She hoped he was as big and dumb as his size suggested, but knew better than to count on that. She was mildly surprised when he only looked around the room without bothering to look inside any of the cupboards or drawers, and more surprised when the countess didn’t call him on it. She could have chosen a more comfortable hiding spot.


Inquire Further

Vaszura Do'Ar, Chapter 1

We've started Fibonacci's new campaign. It's been interesting. My account is a bit long to put into one post, so I'm going to break it up into several. Parts of this were worked out long before the campaign itself started. Really, the campaign starts with the second installment.

My character is a drow assassin, Vaszura Do'Ar. Vaszura means something like "blood exile", and Do'Ar translates to "Walkers in Poison." I actually generated the name "Zura" first then decided I wanted it to correspond to an actual drow name. I really like playing this character. She is in fact a good drow, but she's one who has had to live and work within the main drow society, so she has to be used to thinking like the more common drow do. This results in some curious notions and attitudes. Note: none of the other player characters are present in this part. Here's Chapter 1:



It was with some trepidation that Zura stepped off the boat onto the dock. Monkey Island was about as far from the Underdark as it was possible to get, and she felt a wave of homesickness pass over her. Gone were the dark spires and caverns of her homeland, perhaps never to be seen again. The sky above her was not nearly solid enough, and the light of the cursed sun made it seem more ephemeral still. Though it was certainly warm enough to go without her cloak and headdress, she kept them on. Both helped hide the ebon blackness of her skin. Her face was still visible through the veil, but she hoped the veil’s mottled colors would keep casual onlookers from noticing the color of the skin underneath it. If nothing else, it gave her eyes some additional protection from the cursedly bright sun. Her fellow travelers didn’t seem to mind the brightness, though Zura noticed she wasn’t the only one wearing more clothes than the weather really called for. Everyone has something to hide, she reminded herself.

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Dissolution and Condemnation

I finished the next two books in the War of the Spider Queen series. As far as I can remember, this is the first series I've read with multiple authors. It can be a bit jarring to go from one book to the next. Each separate author has so far done a good job, but there tends to be a slight feel of discontinuity between books.

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24 May 2010

Dissolution

Wow, long time without posting. Basically, taking over as DM used up most of my creative energy that had been going into this blog. However, my scenario should end this week, and Fibonacci's begin, and I have nearly all the details worked out. A few still need polishing. I'll probably post something on that once I get back into the habit of posting. This post, though, is about a book I just finished reading. It's called Dissolution, and is set in the drow city of Menzoberranzan. I wanted to refamiliarize myself with the drow mindset, as in Fibonacci's next campaign I'm playing a drow assassin. She is not a typical drow, in that she's good-aligned, but she's also not going to be a whiny, angsty "can't we all just get along" drow. She's part of a merchant family dealing in poisons. They travel around the Underdark, and act as a sort of underground railroad for drow misfits. They would like to make drow society more cohesive, and less chaotic (meaning they don't serve Lolth), but mostly do what they can for drow who don't fit into the extant society. Anyway, that has nothing to do with the book other than my motivation for reading it.

The book is not perfect. There were places where I wanted to slap the author for sloppy writing and general pretentiousness. Nonetheless, the book is quite enjoyable for its characters and plot. We have Pharaun, a wizard outcast from his family but now tolerated for his high position in the wizards' school. He's something of a fop. Imagine James Bond as a drow wizard with little concern for bystanders. Then there's Ryld. He's a commoner who's risen about as high as a commoner can in drow society: he trains the city's males as fighters. He could be guard-captain of a noble house, but, as he points out, this would put him under the thumb of a matron mother and her retinue. Then we have Quenthel and Gromph. Quenthel is the high priestess in Menzoberranzan and Gromph is the high wizard. They're also siblings, and Gromph is plotting to kill his sister. This is not particularly noteworthy, other than the rank, as drow take "sibling rivalry" to the extreme; Pharaun's sister is also plotting to kill him, for instance. A few others become prominent later in the book, but it looks like they won't be truly major players until the second book of the series.

The cornerstone of the plot is that the priestesses of Lolth in Menzoberranzan have lost contact with their goddess, and no one knows why.

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24 February 2010

Mystery Sprain

I somehow managed to sprain, or maybe just strain, something in my thumb. It's not the joint that connects the thumb to the hand. I think it may be the muscles/tendons connecting the two other joints. I'm not really sure how I managed to injure it, but I have a few guesses.

It started on Saturday. My shoulder had been twinging, and at roughly the same time, I felt some tingling in the tip of the left thumb. At the time, I figured something in my shoulder was just pinching a nerve. Then Sunday evening, the area between the two outer joints was very sore and tender. By Monday morning, it was noticeable swollen. I made a makeshift splint out of a chopstick (broken down closer to lenght) and the tape from my desk. This was a trifle odd-looking, but it kept the sore part from moving and reminded me not to use that thumb. After I got done teaching, I stopped at the dollar store. No real thumb splints there, but there was some self-sticking wrap (the kind often used when people donate blood) and a package of tongue depressors. From that, I was able to construct a splint that looked a bit more professional, and kept the thumb immobilized for most of the day, and most of Tuesday.

It's quite a bit better this morning, though I'll probably immobilize it before heading to work, and I think I've figured out part of the cause. I'm still missing a piece, though. On Saturday afternoon, I went to Westwood Discount (they get damaged/clearance/overstock goods, mainly, plus some stuff like you'd find at a dollar store) and didn't bother to get a basket. I was holding my items awkwardly, and my shoulder was complaining from it. I suspect I was using the left thumb to put pressure on something to keep it from falling and either overworked or overstretched something along the back of the thumb. As it wasn't swollen the next morning, it wasn't actually injured yet. That morning, I printed out some D&D tiles and spent some time cutting them out with an Exacto knife and a straight edge (tip: get a straight edge with cork backing; they don't slide nearly as much), and probably used that thumb to keep the ruler from sliding. As the pain didn't start until evening, either there was some final thing that sent it from "overused" to "sprained" or it was just very slow coming on. My bet is on the former, but I have no idea what the final trigger might have been.

Ah well. It wasn't a major sprain, since one of the described symptoms is "unable to pinch thumb and forefinger together." I could pinch, it was just painful to do so for very long.

I've discovered a list of things that are much easier to do with a functioning left thumb, now. "Putting contacts in" is at the top of the list. "Putting ice trays in the freezer" is next; I'm much less proficient at that with my right hand and spill a lot more water. "Adjusting the left strap of a backpack." "Wearing gloves." "Buttoning trousers." I'm sure there'd be even more if it were my right hand, however.

And I keep meaning to post some of my self-made dungeon tiles here... I've borrowed freely from stuff I've found, so I might as well add to the available resources with the ones I've made.

09 February 2010

My First Stint as DM

We finished up Jeremiah's scenario last week. I put in a very brief segue to lead into my scenario, and this week we actually got started on my scenario. Everyone knew there would be shopping opportunities, so we took care of those mostly by e-mail, and, to make things simpler, I had a fair going on outside the town we'd be getting to. Among other things, it gave my character an opportunity to stock up on things before she gets disappeared for a while.

The story so far:
As the heroes ran from the halfling wizard's tower, it exploded. Most likely the fire (from the fire-elemental-in-a-stone) caught up to the odd randomizing device (among other things, used to switch John Theta's head with that of a goblin ... and back ... twice). They were far enough away that we were not in any danger. As it was cold and snowy outside, they took shelter in a cave. Inside the cave were some blue veins of stone called isildiril. They learned that this stone had teleportation properties, and was likely the source of many of the halfling wizard's powers, and Dovra found that when she cast her light spell on it, the stone would absorb the light and then emit it all at once.

As the sun began to rise, they heard whuffling and pawing outside the cave, and connected it to the wolf-sign they were suddenly noticing. Four gray wolves, two vicious dire wolves and two wolfogriffs (basically flying wolves) attacked. Dovra, keen to try out some new powers she had, cast a Zone of Avarice and used it to keep pulling the wolves away from the cave, and through the attack area of a Fire Pillar that she cast. The wolves were eventually slain, and skinned, and the heroes journeyed on down a path that led through a coniferous forest and to a water hole. Near the water hole was another cave, a sort of crack in the mountainside, and all the visible stone this time was isildiril. Rather tentatively, the heroes scouted through it and found that it was a tunnel going under the mountain to another forest clearing on the other side. When the scouts were convinced it was safe, they waved for everyone else to come through. As soon as everyone was inside, a magical light began rolling through the isilidiril. It teleported people as it caught up with them, taking them to a rather similar tunnel in a different mountain, but this time there was a village visible through the exit, and a fair going on outside the village.

And, yea, the heroes did go about their shopping with much gusto*, and learned that the volcano visible in the town appeared at the same time as a warlock disappeared, and that an evil warlock was controlling the elf who ran the magic-item-shop. They also met up with a dwarf blacksmith and his eladrin, artificer daughter**, whose experiments with area burst grenades greatly impressed them. The sun was going down as they made their way into the city, and the Captain of the Guard simply assumed they were yet another batch of heroes come to rescue Ridol from its curse*** and made them fill out paperwork indicating their preferred burial arrangements.

Next time, we begin in the cursed city with the sun down. ^!^

*I find it inordinately amusing that the only female character was happy to buy exactly two items, and otherwise stock up on necessities like food and alchemical reagents, and learn a few new rituals, whereas most of the males have gone overboard to get as much as they possibly can, particularly of magical items.

**No one seemed to find this odd, which I find extremely odd.

***The captain was designed to be as uncooperative as possible, but they finally managed to convince him that they really didn't know all about the curse already, and got more useful information out of him than I had planned on. So far they haven't drawn the correct conclusions from it, however, so it will probably still work out.

Final thought: I need to get Dovra out of the scenario as soon as possible. There's an exit planned for her, but I think I may activate it a bit sooner than originally planned. It was a bit disconcerting to be half-cheering at how well the pillar/zone combination worked and half-cursing at it for killing off all my beautiful wolves. Also, I think the group can handle rougher encounters than the one I used last night, so I've got a bit more leeway to ramp things up (heh-heh-heh).