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April 13, 2006

DDM Challenge III - King of the Hill (04/16/06)

The Evil King Tobias has ruled the people too long with an iron hand. His grasp must be broken, so goodness and virtue may bubble forth like bubbling bubbles, with faeries and hobbits and other drivel! Blah blah blah!

Scenario:

Group Battle:

Tobias, commanding the bright and shining forces of evil, will muster 200 points worth of Evil (both Lawful and Chaotic) creatures for each opponent taking part in the challenge.

Each opponent, because they believe in the heinous powers of good and light and all that other junk, will summon forth 225 points worth of good (Both Lawful and Chaotic) creatures: gnomes, dwarves, and other vile and rosy-smelling creatures.

The opponent on the good side who claims the most victory points against the pleasant forces of darkness will be considered the new Lord of Evil, to punish us with the next foul challenge. My Main Commander is worth 50 extra victory points, and whoever kills the last of my creatures gains an extra 25.

Good luck!

lordofevil1.jpg

April 11, 2006

Orsen, last of clan Wellsdigger - Character Profile - Part I

Orsen is our newest party member. My other players are welcomed and encouraged to come up with their own backstories also!

April 10, 2006

Characters

I plan on putting up my current campaign's characters over the next while (read: when they actually get them to me; I only have Feuryia's so far). First, I apologize for the length of them, as I have yet to be able to figure out how to do multiple columns in html. Even just trying to type lots of 'spaces' doesn't seem to work, and it all bunches together.

One may notice some differences in my characters and those in 'regular' D&D. First, I use both Comeliness and Perception as attributes like strength and intelligence. I think Comeliness was in the original Unearthed Arcana (for the Cavalier?), and Perception I got out of a Dragon magazine at least 20 years ago. (at least it seems at least 20 years ago)

(As an aside, I think my first Dragon magazine (by subscription) was something like number 95, and if I remember issue 97 (with a beautiful bridge picture on it and 2 enemies facing off) had a fiction story I remember to this day. It was about a woman who played in a computer adventure game (we would call it a MMORPG), trying to win enough cash to do something or other; she met another powerful player and together they vanquished the killer bad guy (or broke into his treasure chamber) and got the loot which was worth real life cash. I think the article was prescient, as there are hundreds, if not thousands, of players currently making their livings playing MMOG's. This story had to have been at least 10 years before Everquest, and the first big 'gold farmers'.)

Other minor things you'll see on my characters are 'luck points'; I know of at least one other DM who used them once upon a time. It is basically the ability (barring special circumstances) to change one die roll into one other die roll. In prior games, they were most often 'save my butt' points, but now they are usually used when crafting magic items or praying to a character's respective deity.

One may notice that most players only have 1 or 2 good magic items, often minor. (The average level in the party is currently level 7 or so). This is a pretty low-magic (but high-power) campaign, and we do a lot of 'item saves'. In this world, a basic suit of chain or banded mail is a big find. The better stuff is usually crafted by the players ingame or by some of the higher level NPC's. (See Dar Win and Aljamein under the NPC section) Generally, player skills and racial abilities, as well as some modifications to the stat system, would make many 'standard' magic items like Rings of Protection or Bracers of Armor near broken. I also use a lot of 'trinket' type items, either potions, alchemical compounds, and one-shot spell effects. (Dimension Door being the one the party hates the most I think.;)

As Feuryia will be the first character up, you'll notice her 'Elven Racial Abilities'. I will detail them later, but basically there are 4 (maybe 5) elf types in the world, each corresponding to one of the natural elements. (Fire, Air, Earth, Water) In exchange for some pretty potent abilities, they gain experience 10% slower. So far it has seemed to work well, and the elves don't seem quite so overpowering in my current games as they did in the past. I toyed with the idea of lessening the powers of the half-elves as opposed to the full eves, but didn't want to figure out how to do so, especially as I didn't spell out any restrictions ahead of time. At level 10, I will probably start doing new powers at every 2nd or third level. (I've never had an elf get to 10th, but I am guessing this will be the right route)

As mentioned in an earlier post or two, each player is able to learn pretty much any skill, providing they put significant time and effort into it. Generally, time passes at the same time in-game as it does in the real world, so I allow them to be learning things, studying, making magic items, working out to increase their attributes, among other things. Also unlike standard D&D, each character attribute has a percentile after it (like strength in the old days of 2nd edition), and that increases a small amount each level. Additionally, to balance that, a random attribute decreases whenever a player goes below 0 hp.

Personally, I always hated the fact that as a player my attributes were very 'static', when even in the real world I can double and even triple my strength just by working at it. I apply that concept to all the stats, and over the course of a campaign a player may increase 3 or 4 stat points instead of just the ones at 4th and 8th level.

I think that's about it; anyone with any questions, comments, suggestions or constructive criticism is welcome to comment!

Feuryia - Character Profile I - Part I

Vital Statistics

Statistics feur2.JPG
Str---14.97
Dex---7.10
Con---10.84
Int---15.89
Wis---12.40
Cha---18.01
Com---12.14
Per---12.44

Class: Bard 7
Race: Half Alfheim/Human

feur1.jpg

Height: 5' 9"
Weight: 125
Luck: 2
AC: 18
HP: 48
BAB: +5

Alfheim Abilities
Firebolt – 1d4 + lvl – 1/lvl/day
Burning Hands – 1d4/lvl – ½ / lvl / day
Fire Devil – 2d6+2/lvl – 5HD, AC: 16, +5 atk – 10 min – 1/day
Absorb Flame – Absorb from conventional flame up to 10 HP/day + lvl healed
Flaming Sword – 1d6+3 added dmg – 1 round/lvl/day
Fireball – Spend 3-½ temp HP to cast fireballs at will, max 15 HP – 5d6 dmg
Firestorm – 1d4/lvl dmg to all in 30 ft radius & 1 HP/lvl healed – 1/wk – roll for check – 15% to rip hole into fire plane

Spells

O lvl
Dancing Lights – Creates torches & other lights
Message – Whispered conversation at a distance
Resistance – Subject gains +1 on saving throws
Summon Instrument – Summons 1 instrument
Flare – Dazzles 1 creature
Lullaby – Makes subject drowsy; -5 on spot & listen; -2 on will save

1 lvl
Cure Light Wounds – Cures 1d8 + 1/lvl + cha mod
Comprehend Languages – All spoken & written
Sleep – Put 4 HD of creatures into magical slumber (1 min/lvl)
Tasha’s Hideous Laughter – Subject loses actions for 1 round/lvl

2 lvl
Cure Moderate Wounds – Cure 2d8 + 1/lvl + cha mod
Glitterdust – Blinds creatures & outlines invisible creatures
Mirror Image – Makes decoys – 1d4 + 1/3 lvl
Summon Elysian Thrush – Doubles natural healing rate

3 lvl
Cure Serious Wounds – Cure 3d8 + 1/lvl + cha mod
Leomund’s Tiny Hut – Create shelter for 10 medium creatures; uses small crystal; lasts 8 hours

Affinities
Greed +1
Good +2
Bravery +1
Lawful +2
Pervert +1
Extraplanar Knowledge + ½
Min/Max +1-½
Practice Makes Perfect + ½
Mandolin +2
Lyrics +3-¼
Flame Affinity +1-½
Calm + ½
Jokecrafting +1-½
Pun +1
Burn Your Neighbor + ½
Avoidance +1

Items of Note:

Maiphaer (Seeker, Slayerbane) +1/+char level 1d10, x2 19-20 Inscribed with 18 Runes of Presence:
1st Rune = Slayer maephaer.jpg
2nd Rune =
3rd Rune = Evil
4th Rune = Extraplanar
5th Rune = Outsider (Blood)
6th Rune = Enchantment
7th Rune =
8th Rune =
9th Rune = Negative Material
10th Rune =
11th Rune =
12th Rune =
13th Rune = Undead
14th Rune = Air
15th Rune = Earth
16th Rune = Flame
17th Rune = Water
18th Rune = Draconic

Silver Flute of Conjuration (Flute of Valkyr)– Cast Enrage -- +4 atk, +4 dmg, -4 AC – 1/day, 2nd ability unknown

Ankheg leather bracers and greaves -- +2 AC -- +1 acid save

April 7, 2006

NPC II - Aljamein, The Betrayer - Part IV: The Rape of Flowers

Methodically, the Deceiver's forces neatly cut the throats of every male elf in both the Great Hall and the Courtyard Majesta. Over 4000 perished and fed their life, blood and power into Daicraisus. Its stones are said to still carry the voices of the silenced fey, and the ivory towers in certain light glows with a hint of crimson. The elven females were not so easily spared, and to them was done the most vile sin in the known histories.

Each surviving female of the Caeleim, Alfheim and Beorheim was borne into a chamber carved specifically for their race. All but one of them were spared the humiliation which was to come, for Sophix still feared their power and using means both mystical and alchemical, destroyed their consciences. The only elf to retain her will and thought throughout her years of humiliation and torture was Arilyn, Qen Dei Fleur (Queen of Flowers), considered by most to be the fairest member of the fairest race known to all the planes. Sophix presented her as the prize to the ambitious Ogre Mage, Fajdeiman, the only volunteer for the duty of carrying the black flag to the elves, and a Magi of significant power.

Each elf was maintained mystically until and after impregnation by a member of Sophix's army. They were rewards for the demons and humanoids who performed the greatest services and visited the most heinous evils upon the world. For 10 years the bodies of the elves served as incubators, most only surviving the birth of a single child, after which even sorcery could not keep their broken forms alive. Thus were born the Atrocity Feicra, elven abominations imbued with both immeasurable strength of body as well as the power of their elven heritage.

In his masterstroke, Sophix had broken the elves, enslaved their blood, and become supreme among the Demonlords. Twenty-five hundred strong, the Atrocity Feicra dwarfed any power ever brought to bear against the races of man and dwarf, and was fielded twenty-five years after the birth of Aljamein, son of the Queen of Flowers. Although groomed from birth in power, scholarship, art, strength and above all, evil, Aljamein did not ride at the head of the host that conquered the last remnants of mankind. The creature who was to be Mage-General of Sophix's most powerful army chose a different path, one destined the day his mother died bearing him.

The House of Light - Part I (Story Arc)

The small group of humans and half-elves arrive at the edge of the coastal forests and look out on terrain similar to the vision received by the cleric. The temple is not visible from their current location, but signs of battle are evident. Humanoid bodies lay strewn at least every score of rods, as well as several giants with most of their insides out, as if a giant hand had reached in and pulled forth their innards. Uprooted and gashed trees and huge tracks in the earth indicate passage of a Slayer.

Several of the bodies bearing an emblem of eagle and claw are riddled with metal spikes nearly a foot long and an inch wide. Carrion birds feast upon it all, thier mournful cries rebuking the clear blue morning. Among the dead is a single small human female, her hair bleached from sun and perhaps other, more powerful, rays. Her hands are crossed over her chest in repose, and it seems peace was with her; no mark marrs her body.

The land before the party is starkly beautiful; the forest turns to rocky slopes, and then to low mountains. To the west can be heard the faint sounds of the ocean crashing into rocky cliffs, and the air faintly sparkles with the mist from the waves pierced by warm morning light. Far to the east huge plumes of smoke billow from an unknown source, and the Caeleim faintly hear the sound of drums carried occasionally on the wind. The scent of spring blooms is curdled by the overpowering smell of death and burning.

Furia's sword thrums and sparks at the lingering presence of elf, slayer, humanoid and powerful enchantment.