Wednesday, January 13, 2016

A Revelation

Good morning, reader-folk!

So, the other day I had a very minor epiphany:
Without a game group, I don't have much to write about.

Kind of a no-brainer, but it makes sense to me.

As such, I think I will be putting this blog on an extended hiatus until I have something to actually report again.

I don't have any new games to review right now.
I have less time to work on homebrew right now.
I don't have a group to report on right now.

So, I will stop writing on the blog for a while.
But!
I will still be working on my various projects and keeping them up-to-date with anything that comes to my attention.

I'm also going to try to work more on my novels and games.
Because they have been neglected for a while.

So, this isn't so much a "good-bye" as a "see you in a while."

Hope that everyone has some great adventures while I'm away.
Until next time, may the dice fall in your favor :)

Wednesday, January 6, 2016

Chronicles Pre-Alpha Test, Session 1

Greetings everyone!

As I stated previously, I will be posting the test-play of my personal game system here.
So far, we only have one session.
Additionally, the players are the sort that do what they want, when they want.
Which, for testing purposes, makes things all for the better :)
Things will be a little childish.

I won't be putting up any of the rules in this post necessarily, but I will clarify if anyone has any questions.
Both players are human. Their skills, perks, and archetypes... I currently don't remember (and also might end up confusing the narrative a little).
I'm also continuing to work on a playtest document for Chronicles so that you, in the comfort of your own home, can help me develop this game :)

Without further ado...

---------------------------

The scene opened on the town of Riverwatch in the early hours of the morning.
Demigod, a mugger with a penchant for magic, saw what he thought would be an easy mark:
Sparky, a wandering tinker and priest, whose packs seemed laden with goods.

He made his approach...
And...
Successfully knocked Sparky to the ground!
Sparky attempted to roll over and get into a better defensive position, but wasn't quite quick enough.
Now was the moment for Demigod to act.

He attempted to knock out Sparky with a punch to the back of the head, but ended up hitting a shield he was carrying instead.
Then, with some acrobatic-shenanigans, Demigod attempted to kick Sparky but the priest was able to jump up to his feet before the hit could connect.

But, of course, this is when the town guard would happen by and see the scuffle.
Both of them attempted to lie their way out of the situation.
Something about a "friendly sparring match."
The town guard weren't buying it.
So, the two of them were placed into police custody until someone started making sense.

There, they met someone who would forever change their lives.
An old man that was chained in the adjoining cell.
"Chamby."
So called because he smelled and looked like he was a chamber pot.

The party soon formed a bond with Chamby, who quickly revealed that he had some magical talent and could easily escape his restraints at will.
Which got the two to thinking about escape.

So, they formulated something of a plan together.
Demigod used some of his magic to telekinetically lift the cell key off a guard.
And quickly the two escaped.
They also let Chamby out.
Because... you know... honor among thieves and all that...

However, it wasn't long before the guard was upon them!
Sparky tripped the sentinel, knocking him out.
Demigod, seeing an opportunity, snatched up the guard's sword.

Then, to help mask their escape, they decided to perform a mass jail break.
Sparky attempted to call upon his god's power to bend the cell bars, but his deity had no interest in this feat.
So, with just the key, they ended up performing the jail break.

Just as they and their fellow mutineers exited the jail, there was a thunderous roar from overhead.

---------------------------

And that's where we ended the session.

While I haven't had any feedback from Demigod's player yet, Sparky had the following to say:
He liked the simplicity of the system and thought that character creation was fun.
He disliked the lack of loot and felt that while combat was balanced, the guards were too easy to take down.
Overall, however, he says he has no major changes he'd suggest at this time.

But, we might have more down the road :)
Until next time, readers, may the dice fall in your favor!

Tuesday, December 29, 2015

Chronicles

Morning everyone!

Like I said a while back, updates are going to be kind of sparse for now.

However, today I thought I'd share a real treat with everyone.
For the past 10 years or so, I (like many other gamers) have been attempting to create my own completely unique roleplaying game system.
And, for a very long time, I was struggling with getting it just right.

This past year, I decided to really revamp my efforts and dig in to design this game.
The one thing that hasn't changed in that whole time is the name of the game:
Chronicles.

Some of the original ideas that I had were to grandiose or complicated to work out.
As such, they were scrapped for a cleaner, simpler game that everyone could enjoy.
However, I tried to salvage as much as I could in a reasonable fashion.

Chronicles is a fantasy roleplaying game that uses mastery as the key mechanic.
Simply stated, it means that better training in a skill actually makes you better with that skill on average.
Your mastery is measured by the size of the dice that you roll when attempting a certain action.

And that's pretty much the key concepts on how to play.

I don't have anything resembling a playtest document ready yet, but plan to have one soon-ish if things pan out nicely for me.
However, I do have some pre-alpha testing that friends of mine and I had accomplished a few weeks ago. I plan on putting up a summary of what happened then, as well as their initial thoughts about the game itself.

So, until next time, stay classy readers :)

Wednesday, December 16, 2015

Legend of Legacy - A Review

Hello again, everyone! Long time, no post.
Thought I'd try to write something because it has been a while.
So, I have a review for everyone.

For today, I present
"The Legend of Legacy" for the 3DS.

To begin, I was drawn into this game by it's look.
It appeared to be gorgeous and suggested some serious differences in the backgrounds and play-styles of each of its 7 characters (which included a frog prince).
I couldn't help myself.

I booted the game up and had a hard time choosing my starting character.
With a little bit of roulette, I ended up with Bianca.
I was excited.
She had amnesia and was seeking a way for the elementals to help restore her memories.
It seemed like a great start.

And then I actually started playing.

While the game is pleasing to the eye, the rest can only be described as a cesspool of regurgitated JRPG errors from yesteryear.
I've heard that other entries in the "Saga" series have similar issues and are well received.
This game has officially put me off of that franchise. For life.

To begin, after I actually finished the starting area, there was no indicator as to what I had to do next.
No helpful NPCs.
No map icons.
No journal.
Nothing.

I might just be "spoiled" by the "advances" that have been made in "JRPGs" since the "1980s," as some would "put it."
But, SERIOUSLY. Those advances happened for a reason.
And I'm sure that people not being able to finish a game probably contributed heavily to their implementation.

Second big trouble: the "level-up" system.
Works just like Elder Scrolls games. You get better by doing things.
Awesome, right?
WRONG.
In an ES game, you have so many wonderful options to avoid fights where you will simply be murdered.
In this tripe-fest, you can run once you are in a fight, sure, but you also a) get sent back to the entrance of the dungeon (which isn't all that bad, to be fair), b) are treated as having each character faint once (which decreases your HP maximum until you rested in town, btw [kind of ingenious, in a way]), and c) if you want to get back to where you were after this fiasco, you had to walk back through just as many monsters.
"Oh, but you can just keep going!" - True. But you are weaker and therefore actually can't keep going.

Third big trouble: GRINDING.
I've addressed why I hate this once before.
And you would think, with an Elder Scrolls-esque level system, this game wouldn't be too bad.
WRONG AGAIN.
Even plowing through enemies, either my stats wouldn't increase or my moves wouldn't get better.
Which, of course, meant I couldn't do jack against any actual threats.
Except run.
BUT YOU CAN'T RUN FROM CERTAIN ENEMIES. AND THEY WILL WIPE THE FLOOR WITH YOUR PITIFUL MEAT-BODY.
"Oh, but replay-" - Shut up. That argument is garbage.

Overall, I just became disinterested in this game because it was so disappointing.
It started out so well.
But there was just so much about this game that I didn't like.
And it all happened so quickly, too.

Final verdict: 2/5
Visual - 5/5: the graphics in this game were simply beautiful, through-and-through. Particularly the way that the maps "popped-up" like a living story book
Audio - 1/5: there didn't seem to be much of anything in terms of music or sound effects. Maybe I just wasn't paying that close of attention?
Replayability - 1/5: in my humble opinion, even one play through would have been too many. This game is so freaking repetitive, it almost caused me physical and psychological harm. The fact that you can play through with all 7 characters for slight differences in the story is nice, but I couldn't even stand to do the 1st one I picked :/
Controls - 4/5: the actual controls were comfortable and intuitive (A to activate, X for menu, Start for screenshot [okay, that one actually pissed me off], etc.), but weren't any sort of major change-up from what I've come to expect in games recently
Story - 1/5: when I first started playing, I was very intrigued (I chose Bianca's story - she has amnesia). However, very shortly into actually playing the game, I discovered things from JRPGs of yesteryear that really irk me - lack of direction after the story began (I had literally no idea what I had to do to advance the story), requiring complete exploration of an area to have any semblance of an idea as to what is going on

Overall, worse than Lord of Magna.
Don't waste your money.
Don't waste anyone else's money, for that matter.

Catch you later, readers :)

Monday, November 16, 2015

Notice of Intent

Hello everyone!

Due to some changes in my work environment, as well as some difficulties in my life at home, I have decided to take a small break from blog writing.

Not quite sure when I'll get back to typing things up for you all.
Hopefully sooner than I think it will be.

As this is my plan, please don't expect any major updates for the next couple of weeks.
Maybe even until the new year.
But we'll see what happens.

Until next time, readers.

Monday, November 9, 2015

Some Updating

Hello, everyone.

Due to a death in the family, things have been a little hectic for me since the 3rd.
To help assuage some of your embitterment, here's a 5e homebrew that brings something from olden days to new light.

SPELLFIRE

As with everything, a work in progress that needs further help to develop.
And yes: I know it is incredibly strong.
I worked with someone who played 1st edition and has read the novels to get this idea to this point.

It's just one feat, but it takes 2 pages due to complexity.

Feel free to use and abuse as you see fit.


ALSO, I will be writing/working on a campaign setting that I got a hankering to write up.

Until next time :)

Tuesday, November 3, 2015

Tri Force Heroes - A Review

Mornin' all!

Today, I thought I'd do another review for a 3DS game.

This time, the slightly-more-well-heard-of-and-anticipated
"The Legend of Zelda: Tri Force Heroes" for the 3DS

First off, I'd like to state that I completely understood that this game was designed for multiplayer and, as someone who can't spend much/any time online gaming, this was probably a dumb purchase in the first place.
However, I've also played almost every Zelda game made to-date. And I didn't want to pass this one up just because of this minor shortcoming.

And so, I began this game.
Which is very much not a standard Zelda game.
For starters, Zelda isn't even involved in the plot - this game has Princess Styla. Not necessarily a bad thing, just different.
Secondly, while you get access to an impressive arsenal of tools, the main focus of the game is the costumes that you can assemble on your journeys to give Link new capabilities. Which is both odd and neat at the same time.
Third, it's a multiplayer Zelda game focused on puzzles more than adventuring. There is no overworld map, and the dungeons are broken into manageable chunks.

The controls are simple enough to understand: Y uses your equipped item (you only get one, sadly), X takes a screenshot for the Miiverse, L/R is dash, A is activate/talk/Totem (in which you stack Links to solve puzzles [order is VERY important when doing this, btw]), B is swing sword.
And that's basically all you need to know there.

Like A Link Between Worlds, this Zelda game made use of the energy meter instead of finite numbers of bombs/arrows/etc. Which meant that exploring was less limited than in previous entries.
AND I WOULD LIKE EVERY ZELDA GAME FROM NOW ON TO USE THE SAME MECHANIC BECAUSE IT IS PURE FREAKING GENIUS.

-ahem-

So, the first thing that I'd like to point out is that there are 8 larger dungeons comprised of 4 smaller dungeons each (and each of those small dungeons contains 4 rooms).
Which means that this game has 32 dungeons in it.
Which sounds like a lot, but isn't all that bad (keep reading for more on this).
Definitely gives you room to run around and play with your friends :D

I played the first dungeon completely in multiplayer and, I must say, it was a blast. I'd never played any Four Swords games due to not being able to meet with that many friends at the same time. But, thanks to the plug-in-group method used in Tri Force Heroes, I was finally able to see how fun multiplayer Zelda games could be.
To help things out, the tappable icons to communicate were not only useful for chat, but tapping them multiple times allowed you to send some of your emotions through the internet. Very well done, Nintendo.
Working together with players from around the world, I was able to plow through some puzzles that were refreshing and inspired in a series that has often been criticized for feeling stale. It was some of the most fun that I've had playing a Zelda game.

After the first complete dungeon, I decided to play the game in solo mode.
And, while doable, swapping dopples is more of a chore than anything.
Unless you use the games unique (and awesome) Totem feature, moving each dopple individually could take a long bit of time out of your day.
Not to mention, some puzzles simply could not be done using dopples. You'd think that Nintendo would have thought of this, but there are points in the game where you simply have to skip a section of a dungeon using faeries. Which, of course, means less reward at the end of the dungeon :/
Kind of a slip-up, in my opinion.

Speaking of faeries, I discovered around the third dungeon that I could beat the entire game and get its complete story in less than 1 hour.
By skipping around using faeries.
Once you finish the first room of any dungeon, you can spend your three faeries to skip right to the treasure room.
No muss, no fuss.
And, oddly, no boss fights (you can skip them just like everything else).
Did I miss out on anything doing this? In terms of story, no, but I'm sure that I missed at least one really nifty puzzle along the way. Oh well :/

So, if you can beat the actual story mode in about an hour, what else is there to do in the game?
If you are a completionist, you can go back through the dungeons, complete the Tri Force Challenges, gather materials, and build costumes that you'd missed.
Or, if you just wanna beat up things, you can enter the arena with two other Links and compete for the top spot (which nets you some Rupees and a costume material).

But, if you don't want to be that thorough (like me), there isn't really anything to do after you defeat The Lady and save Princess Styla.
Which is kind of a bummer.

If I'd beaten the game in one sitting, I could have turned it back in the same day that I bought it. But, overall, it was a pleasant Zelda experience with some welcome shake-ups to a familiar formula :)

Final verdict: 4/5
Visual - 5/5: great graphics inspired by A Link Between Worlds and the game ran smooth as butter :D
Audio - 5/5: everything that I've come to expect from a Zelda game in my many years of playing that series
Replayability - 3/5: with an arena mode and a plethora of costumes to unlock, there's a lot to do after you beat the game, though only if you are a major completionist
Controls - 4/5: in multiplayer, the controls are just swell, but in solo play, having to swap dopples sometimes resulted in puzzles that could not be solved :/
Story - 3/5: the game has a story, but it is brief and very much not a standard Zelda game (Hytopia? Princess Styla? cursed dress? 32 mini dungeons?)

So, there you have it - the newest Zelda game reviewed by yours truly.

Until next time, my read-folk :)

Monday, November 2, 2015

Final Nail in the Coffin: End of an Era

As of yesterday, I made the executive decision to shelf the 5e Praerus game for the time being.

The actual final nail was Rellon's truck breaking down on the freeway.
At this point, transportation to and from gaming has become an issue for everyone.

So, sadly, we won't be sharing in the adventures of that hapless crew again for some time.
We might pick it back up down the road, but we're not sure if or when that will happen.

And, because things were left at kind of a cliffhanger in regards to who or what stole the prophecy, I've decided to write up an actual "conclusion" for everyone to read.
It is highly rail-roaded and done purely as a work of fiction.

Should have that up sometime this week.
Not sure how much homebrew work I will be doing this week.
Might take some time to work on my novels again...

At any rate, until next time, my fellow gamers :)

Wednesday, October 28, 2015

Readers?

Wow. The last few weeks have just been dead on here.

Do people really miss the tales of my misbegotten gaming group that much?
Sadly, due to scheduling conflicts and other real-life things, it's looking like we might not be meeting any time in the near future. Or at all :/ But, that still remains to be seen.

If that falls apart, I do have another group lined up (in a way), but there's no guarantee that we'll be playing 5e. Which is kind of a bummer, as this campaign is pretty awesome IMHO.

Also, my recent homebrew (the 5e factotum) doesn't seem to have had much thunder behind it. Which I find odd, given that folks seemed to love the original. Any comments or questions on it - feel free to drop me a comment.

Despite a dire drop in readers recently, I will continue writing. Because that is what a blogger does, right?
If there is anything that anyone out there would like to see finished sooner-than-later, feel free to write about it in the comments below :)

So, until next time folks - may the dice fall in your favor.

Friday, October 23, 2015

Surprise Homebrew!

Good morning, everyone!

So, I decided on Monday to homebrew something from 3.X that I really just loved.
But, then I was trying to figure out how to do it.
Over the course of the week, I bashed this thing out and I'm really satisfied with what I've produced.
As always, your mileage may vary and input is always appreciated :)

Here I present:
my favorite class
probably of all time.
Brought back from the mists of time with a tasty 5e twist.

I also have a few other things that I'm working on that I hope will satisfy folks, and I am (as always) working on the soulmeld and psionic powers lists. Made some good headway on the soulmelds, but the powers tend to vex me (they have far more moving parts that need considering).

So, I leave you all to peruse and enjoy.
Until next time, dear readers - may the dice fall in your favor :)

Monday, October 19, 2015

Lord of Magna - A Review

Or "I'm Here to Trade in This Hunk of Detritus."

So, the Sunday gaming group didn't meet, sadly.

But, on the positive side of things, I was able to trade "Lord of Magna: Maiden Heaven" away.
And that led me to this thought: I could write reviews of 3DS games on the blog!
"Why 3DS games?" you might be wondering?
Because I own one and don't have time to game at home. Ever.

SO, here goes:
"Lord of Magna - Maiden Heaven" for the 3DS

Normally, I love JRPGs and when I saw a game from XSEED that combined dating sim elements with JRPG elements with bowling elements, I was kinda big on that idea.
So I bought a copy.

Visually, the game is cutesy, using chibi characters. Which, you know, whatever. No big deal for me. Very vibrant.
The music is great, though. Beautifully scored.
And the combat? Using bowling to fight your enemies? Inspired. Mind you, it wasn't nearly as involved as I thought it was going to be. Mostly just setting up foes to fly into each other. Kind of wished that you actually used a bowling ball in combat.

Where this game fell apart, for me, was playability.
Not replayability.
Playability.

There are simply no choices that you make that actually affect the story.
You literally go from cut scene to fight to cut scene.
Very little to do between those points, except maybe buy healing items.

Worse, is that the box promised fully animated cut scenes, then delivered 3 seconds of animation every hour of play time.
And voice acting?
Forget about it.
You get about one line of that per 10 minutes of play.
In this day and age, and with how simple the rest of the game was, you'd think that XSEED could have gotten full voice acting and fully animated cutscenes.

And the combat, while innovative, was extremely repetitive.
You have special attacks, sure, but only once the story allows you to use them.
And there's only so much of knocking one enemy into another to rack up combos I can take.

Kind of a nit-picking point for me about this game: a near complete lack of 3D support.
For a game that is designed for a system that has been shown to really push dimensional boundaries, this game simply lacked 3D scenes.
Even with my slider turned all the way up, there was almost nothing showing :/
It makes me feel like XSEED dropped the ball there.

The game had a lot of promise, and the story seemed to be going somewhere (maybe?), but I just got so bored with all of the repetition that I made it about halfway into the game and traded it away. The quote at the top of the page is exactly what I told the store clerk when I walked in.

Final verdict: 3/5
Visual - 4/5: would have been better with actual 3D and maybe less cutesy characters
Audio - 5/5: great music and sound, even if voice clips were few and far between
Replayability - 0/5: if I couldn't even stomach playing the main game to completion, I dread to think what a NG+ would have looked like
Controls - 4/5: intuitive overall, but could have used more of the bowling mechanic
Story - 3/5: based on what I had gone through, the story was there, but it wasn't terribly original

And that's all for now!
Still working on older homebrew things (which I actually received suggestions on!) and getting my life in order after my move.

Until next time, gentlefolk :)

Thursday, October 15, 2015

WE MOVED!

So, my wife and I moved into our new house.
And that's pretty awesome.

But, we don't have internet, so that makes things slightly complicated.
Will work on things as I get time.

Chat sooner or later!

Thursday, October 8, 2015

Ask the Audience #3 - What NEXT?

Hello everyone!

So, my move has been pushed back a week. Which means I am another week without any of my books or notes. Which makes working on things a little difficult.

HOWEVER!
I'm still working on all of the stuff that I've posted up to this point.
Nothing else completed just yet, but I have quite a bit of ground covered on several things :)

Now, returning to the title of this post: Ask the Audience!

I just want to know: what would everyone like to see me homebrew next for 5e (previously called NEXT... see what I did there?)
Up-vert old material? Create something new? Bring something from your favorite fandom into the game? WHATCHUWANT?

I would like to focus on 5e D&D stuff (because I'm on a roll there), but I'm open to any suggestions or ideas :)

So, until next time dear readers.

Thursday, October 1, 2015

Happy Start of October!

I love this month.

Also, the following homebrew items are "done":

  • sha'ir warlock pact
  • hybrid class rules
  • incarnate base class for incarnum rules
  • simple tome of magic conversions
Feel free to use and critique at will :)

That's all I had.
Until next time, dear readers!

Wednesday, September 30, 2015

Still Hiatus-y

Hello folks!

So, the Sunday group didn't meet this week.
But might meet this week.
Or maybe the week after.
It seems like I've lost a player...

I'm still on hiatus from creating new homebrew.
But I have been working on the 4e-to-5e races and a few of the class options.

I had some serious "shower epiphanies" about one of my board games for my company.
So that was cool.
Going to revise and implement those decisions when I get time.

I am packing and cleaning my apartment.
And my house purchase has been pushed back one week.

I officially filed my first assessment of someone in my new job.
And I feel great about that :)

So, until next we meet, may the dice fall in your favor.

Wednesday, September 23, 2015

Praerus D&D 5e Campaign Notes, Session 11

Greetings, internet-people!

I have a small announcement before I begin writing up the campaign update you came for:
At the top of the page, you may notice a link to a page called "All-Brew."
This page has direct links to everything that I'm working on (and some stuff that I just like).
That way, you don't have to dig through back log to find a homebrew that you were interested in :)

Now, back to business!
This week, we had Rellon, Agent M, and Trinity in the party. Everyone else was sick or otherwise occupied.
For those of you paying attention, that means that the paladin and cleric were both relegated to "healbot" for this week :)

----------------------------

When we left off, the party had just reached the second floor of the cave complex.
The labyrinth.

When looking over their options, the party decided to travel to Arroh's shrine first.
There, they went through one of the western doorways.

The chamber beyond was largely devoid of features.
An odd glyph was carved into the doors on the northern, western, and southern walls.
Rellon looked them over and recognized them as an older dialect of primordial.
They said "You shall not pass." (shut up)

The party spent a few minutes dividing themselves up among the doors so that they could investigate:
Trinity and Rellon investigated the western door;
the dretches investigated the southern door;
and M stayed as far back as possible.

Trinity and Rellon spent some time with their door, searching for any hidden catches or other triggers.
The dretches were hammering away at the surfaces.

Then, Trinity decided to touch the rune (despite warnings).
And it lit up briefly and emitted a sound like crystal ringing.

Everyone thought this interesting.
Then, with some excellent planning, the party stepped back and assigned three of the dretches to trace the runes at the same time.
They did so gleefully.
The runes glowed and the crystal-sound grew louder and louder.
Just before it couldn't get any louder, it stopped and the doors rolled into the ceiling!

Trinity decided to try to walk through the northern door to check for danger.
She found herself walking back into the room from the western door.

Of course, this was puzzling for everyone.
With some exploration, they found that all three of the doors looped back on the main chamber without much rhyme or reason.
To make matters more confusing, anyone that looked beyond the doorway saw that the room beyond wasn't the one they were standing in.
After some further experimentation (throwing rocks, throwing a severed dretch head from the last session, etc.), the party decided that they didn't want to mess around with this puzzle any longer.

Then, in an out-of-character discussion that turned funny, someone mentioned the possibility of the Tarrasque being in the tunnels.
And Trinity's player is completely new and had no idea why that could be so bad.
So, after some explanation that a wish is required to kill the thing for good, Trinity's player spouted this bit of awesome: "It's the opposite of Tinkerbell."

After that bit of silliness, the party resumed their journey through labyrinth, seeking out the prophecy.

On their way there, they encountered a very long room that was filled with ashes.
Everyone figured that the room would be trapped, but a dretch volunteered to confirm it.
By running across the room.
Fire started shooting out from the walls, trying to incinerate the odd demon.
Somehow, it managed to cross the room and return to the party before collapsing (unconscious, not dead).

Agent M looked over the floor to see what kind of pressure plates might be there.
Once those were identified, Rellon used a mage hand cantrip to push the tiles to see where was safe.
Using this method, he crossed the room with Trinity.
They were curious to see if a door might be hidden on the opposite wall.
With a quick search, they found one and Ulic unlocked it (while on autopilot).

Opening the door, they found a large round chamber with a ladder in the middle and three other exits that had the same rune as the odd chamber earlier.

While the rest of the party decided how to proceed, Trinity decided to run around and be Trinity.
First, she climbed up the ladder and opened the trap door to reveal that it exited onto a grassy plain.
Then, she slid down the ladder and didn't set her brakes fast enough.
To the north, she found a room filled with cages and animal bones. There were three additional exits from here, but she decided to go back to the main group.

Next, the party decided to travel southwards.
They came to a fork and decided to take the right branch.
Then Trinity was nearly taken out by an arrow.
The room had a large "fortress" made of chairs and tables set up on the opposite side.
A quick look told Rellon that it was lizardfolk make.
Putting two and two together, they realized that some lizardfolk were behind the barricade.

Diplomacy was had (by Trinity even!) and the lizardfolk eventually entered the room.
Four warriors that had no idea how they had gotten into the labyrinth.

And then Rellon had to make a minor magical display to keep the dretches in line.
And lizardfolk revere magic and its practitioners.
To show follower score here: Rellon 9, Trinity 0

With their new allies, the party continued southward.
And found a room filled with hieroglyphics and other images.
With a quick history roll, the party realized that this was how the Old Ones recorded their prophecies.
VICTORY!

Rellon used comprehend languages, but the prophecy was encrypted (because why not?).
While the party recorded the images on the walls, the lizardfolk cried out "THEY'RE HERE!" and started firing arrows down the hallway.
Trinity decided that she would try to win them over with a display of bravery and charged in, hammer and shield raised.
M peeked around the corner and saw absolutely nothing.
Apparently, the lizardfolk had been in the tunnels long enough to lose their minds.
The dretches, however, were already slightly mad and took this opportunity for potential bloodshed to charge down the hall.
And no one stopped them.
And they kept charging...
Rellon 4, Trinity 0

One of the lizardfolk acted like he was shot - "THEY GOT ME!"
He laid down and was acting like he would die. M scooped him up and called for medical attention.
Which Trinity provided (she is trained in medicine, after all...)

Rellon tried using sleep to pacify Trinity and the lizardfolk, but they refused to go down. One lizardfolk did yawn, however.
His next plan was to utilize Sabah to cast lesser restoration and fix the lizardfolk.
Which worked beautifully. They all came out of their madness!

With the prophecy secured and the lizardfolk calmed, the party returned to the surface using the ladder they had found earlier.
As they neared the forest outside of Rosewood, they started to fall asleep - one by one.
Except Trinity.
When she turned around to find her companions passed out, there was a shadowy figure snatching the prophecy and making a run for it!

Trinity decided to pursue the interloper.
Despite her party being unconscious and without guards.

She chased the thing through the forest, throwing her spear after it, jumping over obstacles...
And then she tripped!
Just as the shadow was about to get away, she hurled her flask of acid at it.
It made contact, and the shadow vanished.
She searched for the scroll case that the prophecy was in, but it was nowhere to be seen.
Disheartened, she returned to the party.

Just about then, M came around and found a wolf nudging him.
He laid there and tried to not be intimidating.
Suddenly, something came crashing through the trees and scared the wolves off.
Seeing this as a truly bad situation, he jumped up and drew his twin daggers, ready to slay whatever it was or run, as needed (pure rogue stuff here).

Then, Trinity came out of the woods.
M relaxed and the two set about waking the party up.
With a quick search, they found that the prophecy was missing.
The party thought about who or what the shadow may have been. As it could put others to sleep and apparently teleport, it was clear they were dealing with a spellcaster of sorts. Rellon suggested that someone from the Arcanum, who knew about his mission, might have done this. But, that just left more questions than answers.

After some discussion, the party decided that Rellon would set up several alarms near the prophecy chamber to alert them if anyone decided to visit it.
Then, they started back toward town.

----------------------

And that's what happened!
Even though Trinity was present, we got some good plot progress taken care of :) (nothing but love, if you read this Benny)

But who was that shadowy character and what did they want with the prophecy?
Will Trinity be able to get the lizardfolk into town and get them drunk?
What will the party do now that they have lost their hard-won prophecy?

Answers to these and more when next we game!
...
Which might not be for a couple of weeks, as I am moving and still haven't done much packing.
But we shall see!

Until then, dear readers.
Until then.

Thursday, September 17, 2015

Quick Post and A Thing!

What? Two updates in one week?
Surely this is the golden age returning!

Sadly, no.
I'm just dropping in to deliver the rough draft of the

4e-to-5e Race Conversion Guide

which I had said would be up this week :)

I'm thinking that I might take a brief hiatus this coming week to pack my house and maybe work on some of my other projects (such as the first novel in a series of four that I'm writing [part 2 is already finished]).
I am not abandoning the blog or my homebrewing stuff.
But next week will probably just include an update on the adventuring group's shenanigans.
Assuming that we meet :)

Anyway, that's all I had for today.
I'll try to work on that guide and the other homebrew stuff on-and-off for the next few days, but don't expect miracles from me.
When I return to homebrew stuff, maybe I'll write up some 4e class conversions that need doing...

Until next time, readerfolk :)

Tuesday, September 15, 2015

Praerus D&D 5e Campaign Notes, Session 10

Morning, everyone!

Sorry that my 4e-to-5e conversion project is taking so long. Between work and moving into my first real house, things have been hectic. Like I keep saying. However, I should have the roughest of drafts done up for the races sometime by the end of the week.
If all goes well.

Now, onto other things: the Sunday group met up for gaming. This week, Ulic was back in but Trinity was out. Also, the session was kind of short due to other obligations. Even so, we managed quite a bit of ground covering :)

----------------

When last we saw our adventuring companions, they had just re-entered the dark caves below Rosewood.

And, not long afterwards, Ulic awoke on the pew.
After gaining his bearings, he went off to catch up to the group. He took the quicker way into the caves and ended up bumping into the party completely by incident.

Reunited, the party decided to finish "mapping" the first floor of the dungeon complex.

The first chamber they entered was filled with more of the violet fungi and shriekers that they had encountered earlier.
Hek, deciding that some mushrooms would be a great addition to his next dish, started flinging eldritch blasts about. And, given that mushrooms can't move, it was quite literally like shooting fish in a barrel.
When he was done, he entered the chamber to collect the spoils. Surprisingly, he also found 3 pieces of platinum.
M, using his keen rogue eyes, noticed a pouch of something near his feet. Picking it up, he discovered a full bag of dust of dryness. More on that later.

Satisfied with their haul, the party wandered the tunnels once more. This time, they discovered a room that was literally filled with rats. Swarms of them.
The party, having moved ever so sneak-ily into the tunnel outside the room, struck up a pretty solid plan to avoid trouble.
Hek, having the initiative, charged into the room and cast arms of hadar. Twice (using action surge).
Then, Sabah tossed in a fireball.
Between the two of them, they wiped out 18 rat swarms in the surprise round.
Which is pretty magical (pun aside).
But not as magical as Hek's player's next line - "Diplomacy - success!"
And then when we discussed marching order after that - "Hek in front, party in back."

After some hearty chuckles, the party resumed travel.
This time, they wanted to explore the tunnels near the chamber they found all the zombies in.
Down one side of it, they found a path that ended in what appeared to be a waterfall.
Smart adventurer sorts that they are, they decided to test it.
First, they threw a pebble with light cast on it through the waterfall. And it fizzled out. Antimagic?
Then, M stuck the end of "his" spear through it. And the end got melted off. Acid!

And it was then that I regretted some of my earlier DM-ing decisions.
M took five pinches of his dust of dryness and cast them into the waterfall.
He now has five pellets of compressed liquid ouchy.

Seeing no path beyond the waterfall (and deftly dodging a pretty sweet trap, might I add), the party left the vicinity and soon found a broom closet and another tunnel leading off from the room before the zombie chamber.
With some quick thinking, the party realized that the tunnel should come out behind the door that scratched when they knocked. So, they looked for a hidden catch or other lever to open it with.
M, being the rogue-iest of rogues, spotted the trigger before anyone else.
With Hek in place as a meat-shield, they opened the door.

It rolled slowly to the side.
Hek, using his demonically-fueled sight, saw several green, hairless gorillas beyond the door.
Unfortunately for him, they saw him too.
He charged them, they charged him.
And nothing happened.

Rellon, using his expansive knowledge, tried to figure out what they were and was able to come up with a name and origin - dretch, demon.
With a quick look, he also established that there were about 12 of them in the room.
He shouted out "Can we talk?"

Ulic, finding his time to shine, charged one of the dretches and used his smite ability to cleanly sever the head of one from its shoulders. Very epic scene.

On his turn, Rellon dove into the room and flung a lightning bolt through several of the dretches. Despite their lightning resistance, he rolled well enough to atomize all of them.

At this point, we let Trinity grab the severed dretch head. Because, auto-pilot or not, that is pretty much exactly what everyone thought she would do.

This left five dretches standing.
Rellon, dusting his hands off, politely asked "So, ready to talk now?"

Interestingly enough, the dretches decided to listen.
Also interestingly, Rellon was the only party member capable of speaking abyssal.

With some quick smooth talking and promises of slaughter for good behavior (M said something about stringing them along), the five remaining dretches became the hapless minions of the party.
With these new (and possibly soon to be reformed?) demons, the party headed for the second floor, deep within the earth.

--------------------

And that's where we left off!
Not so much actually done in terms of finding the prophecy they were sent to find, but a genuinely bizarre and fun time was had.
But, what will become of these folks that traffic with demons?
And will they find the prophecy they have struggled to locate?

Until next time, may the dice fall in your favor :)

Wednesday, September 9, 2015

Praerus D&D 5e Campaign Notes, Session 9

Sorry for only posting once last week! Things got hectic and I couldn't make as much progress on the 4e-to-5e Race Guide as I had hoped. Should have something workable up later this week if all goes well (but with moving and such... we'll see...).

Now, the Sunday group met and things got kind of... Well, Trinity wasn't absent if that's any indicator ;)

This week, we had Rellon, Trinity, Hek, Sabah, and we introduced... Agent M, as I call him. Multiple names for different reasons. That sort of guy. Ulic was gone due to some mix-up in communication.

-------------------

When last we left off, the party had just gotten Ulic restored at the temple by a priest of Pholtus. However, the magic that cured him also promptly sent him into a deep, deep sleep.

Meanwhile, Agent M had received his next task in a cryptic letter. That's just the kind of man he is.
With those instructions, he slapped together his "wandering Priest of Heironeous" disguise and went to the temple, as instructed.

At this time, Rellon left to have a proper holy symbol of his new god (Trykus) forged to anchor Arroh's spirit to.
Hek, ever the helper, went downstairs to the galley to be "the cook." There, he made fast friends (sarcasm) with a reasonably-stable priest of Erythnul that was the acting chef for the day.
Trinity and Sabah, however, went into spiritualism mode and prayed with the old priest. Trinity would later, very forcefully, ask for help in finding out about the god-shard residing in her (she has a major problem with in-/out-character knowledge :/ ).

Agent M, seeing the act of aggression, figured that this was a signal for a shakedown that he was to be part of, so he locked the door. Very helpful of him.
It was also around this time that a scream issued from downstairs.

Across town, Rellon's holy symbol was being forged and he spent some time attuning with the strange sword he found in the elemental armory.
After some time, it whispered "hello?"
Ah, a truly mysterious thing.

When Rellon returned, he found the door barred and there was a brief conversation about why that might be. Many side-steps and circular phrases were used.

About that time, Hek's beef tongue was finished cooking and the meal bell was rung.
Everyone went and enjoyed the meal considerably. Unlike the dungeon cuisine that was served the day before.

Ulic laid on the pew like a lump.

After the meal was had, Trinity and Rellon went into full-on research mode and went to the archives to research this, that, and the other about their respective deities.
Hek recruited Agent M to clean up with him. And, given M's natural fear of orcs that wear severed hands as trophies, he was more than happy to help!
Sabah... smoked. Tobacco. Outside. She was rather boring.

In the archives, Rellon's background as a sage (and, after a die roll, professor at the Arcanum!) really shined through: he found some books on dead gods for Trinity to peruse and located a single passage that could help him track down more information about Trykus.

I don't remember the exact logistics of this decision, but M heard Rellon mention a prophecy, looted Ulic ("I always loot when I'm sad"), impersonated him, punched out a random adventurer outside, swapped their clothing, and went back into the church. Rather odd.

Back in the archives, Trinity was blaspheming (in Draconic) against every god of the world as she looked through her books and found nothing helpful.
Then, in a moment of pity, Rellon joined her search and, discovering what she wanted to do, he tried something rather intriguing: ink blots and free drawing.
Some dice and magic later, and Trinity actually got an idea as to which god was within her: Bast, a war god that died at the beginning of the Reckoning Wars.

The rest of the day was largely unremarkable, except Hek going hunting with a priestess of Ehlonna and stopping a deer's heart with eldritch blast.

During the hunting trip, Trinity attempted to deface the shrine of Beory and replace it with her own shrine.
Thankfully, a priest in the temple noticed this.
There were a few questions about how to remove him as an obstacle.
Finally, Rellon (or M? can't remember now) helped negotiate the establishment of a shrine to Trinity (going by the divine name of Hammurtym... I know).

That night is when we had to sit Trinity's player down and have "the talk" - more on that shortly.

Trinity decided she wanted to do all of the following that night:

  • break into the temple
  • attempt to deface the holy symbol of Beory on the shrine (made from pure malachite, btw)
So, there are clearly a few things wrong with what she wanted to do.
There was a looooong discussion that mostly involved the more experienced players saying "there are gods in this world that will smite you for something like that."
Thankfully, she saw some reason in that and amended her plan to:
  • break into the temple
  • shout "Beory sux, Trinity rulez!" (direct quote with misspellings)
  • leap out a different window and beat a retreat to her house
Suffice to say, the town guard were at her door in the morning.
Blessedly (or not), M recognized the sergeant of the squad and was able to "negotiate" a "reduced" fine.
And just like that, my attempt at educating the warforged about consequences in the game world fell apart.
But M roleplayed the discussion so well that I literally couldn't argue with him.

After much silliness, the party decided to go after the prophecy again.
They took the sliding path in the field down instead of the goblin tunnels.

Down there at last, they decided to investigate the odd door that Rellon had found.
The one that scratched when he knocked on it.
With some trial and error and a quick conjuring, they were able to unlock the door and open it.
On the other side...

Stone.
The door was set in the wall, but there was nothing behind it.
Rellon used detect magic and saw an aura of conjuration on it.
Trinity searched for a hidden door, but found nothing.
There was some debate about using stronger divinations or dismantling the door, but they decided to close it and leave it be for now.
The whole time, I had my "DM strikes again" face on.

Next, the explored the tunnels again and came across a room that held several stone coffins.
M, keen-eyed rogue that he is, noticed the traps from a mile away and was able to stop anyone from entering the chamber.
10-foot pole in hand, they tapped the sarcophagi and sent darts flying from one wall to the next.

Then, Hek decided to test the mechanisms.
He took the pole and tapped one sarcophagus in a rapid burst.
Darts flew out.
Then, he gathered them, tested their strength, and divided some between his backpack and the holes in the wall to try to jam them.
Trinity was disappointed by the lack of poison on the darts.

And that is, more-or-less, where we ended for the day.

Will they find the prophecy next week? Or will they continue to derail themselves at an alarming pace?
Only time will tell!

Until next we chat, may the dice fall in your favor :)

Tuesday, September 1, 2015

New Job, New Things

Greetings internet people!

I have just started my second day of my new job as a job coach, and so far, so good. Seems like a lot to learn and get into the swing of, but nothing I can't handle.

Now, for the reason you folks read this blog: things related to gaming!

Even now, I'm finding forum posts from people that want to "up-vert" their character from 4e to 5e.
And, so, I have taken it upon myself to work out something for those wanting to do that (even if I'm late to the party lol)

So, later this week, I'm going to start converting 4e races to 5e compatible equivalents.
Due to copyright and what-have-you, I will not be using the same name that WotC used for their race, but I will include the 4e race name as a header to ease conversions.

So, be expecting that in the near-ish future.
Also, I will hopefully be working on/finishing my other homebrew items that need work.

Later on, I will start making assorted conversions to achieve properly converted classes, but I felt that the races would be easier.

So, until next time, may the dice fall in your favor :)