Switch to full style
Join a game of C&C either through Play by Post, email or IRS Chat!
Post a reply

Re: Rhu's Sunday night playest ~ Gnomeworld

Sun Dec 27, 2015 4:02 am

Wow! Lots of catching up on the journal/game action to be done by yours truly! :)

Game on, tomorrow night!!!

Modrons are coming (thanks ssxfx17!)

:lol:

Re: Rhu's Sunday night playest ~ Gnomeworld

Mon Dec 28, 2015 12:56 am

Server will be up in a few . .

:ugeek:

Re: Rhu's Sunday night playest ~ Gnomeworld

Tue Dec 29, 2015 11:29 pm

Session III - Mountain Complex

The adventurers:

Aergraith as:

Sir Elderberry Scrubroot, the wildly bold and audacious gnome rogue
and
Iko Treeblight, gnome wizard whose magical power is ascending

Penny as:

Dame Penny-Whistle Scrubroot, the practical and wise gnome cleric who now has the bloodlust up for evil monsters threatening her beautiful planet Jorde!

Watch out, when she calls upon her Spider Dogs

Gringnr as:

Sir Gringnr, the mighty dwarf cleric with the love of GOLD


The action:

The adventurers bid farewell to Glugnut and begin to follow the switchbacks up the side of the mountain to the entrance cave. They enter and follow the left tunnel. Along the way they encounter and fight a small group of degenerate albino pygmy ghouls.

As they follow the tunnel that ascends north, they narrowly avoid a cave-in caused by minor tremors inside the mountain. Since the tunnel is now blocked and go back down and take the right tunnel. As they approach a cave area, they see a magma man guarding his lair. They wisely stick close to the wall away from him as they pass. At this point, he doesn't threaten and moved back into his cave.

Continuing up the tunnel, the party see more ghouls and the clerics turn them, but a large snake slithers into view and threatens them. They quickly kill the snake and move up into a large cave landing which has six tunnels.

A sign on the wall in the middle says, that Dr. Crayloon's laboratory is up tunnel five. The party enters only to find several large spiders blocking the way. Realizing that the sign is false, they move across the room to tunnel two.

As Elderberry leads them up the stairs, they suddenly collapse and he slides down sustaining minor damage. Using a rope they get up the stairs and find a pool of water. After finding a shark and avoiding its attack, they successfully rig up a rope ladder with Elderberry using his boots of jumping to get over to the other side.

After safely crossing the shark pool, Elderberry scouts ahead to look around the corner. He sees the corridor go north and stop at a dungeon door which is firmly shut. The adventurers realize that they are hurting bad and need to spend the night to heal, rest & pray in order to regain their daily spells.

So they sleep by the pool where they can access the rope across if necessary. Each member of the party will act as sentry while the others sleep. The night passes uneventfully to the good luck of the group.

End session.

Re: Rhu's Sunday night playest ~ Gnomeworld

Wed Dec 30, 2015 4:36 pm

Just saw a giant squid video that reminded me of our sea journey

http://www.theguardian.com/world/video/ ... apan-video

Re: Rhu's Sunday night playest ~ Gnomeworld

Thu Dec 31, 2015 1:22 am

Penny-Whistle wrote:Just saw a giant squid video that reminded me of our sea journey

http://www.theguardian.com/world/video/ ... apan-video


Nice.

Beautiful and prehistoric creepy at the same time. He wasn't that big . . . perhaps a youngin?

I hungry!! :P

Re: Rhu's Sunday night playest ~ Gnomeworld

Mon Jan 04, 2016 12:52 am

Awesome!!

Payton Manning is back for the win!

Game on!

Dungeons & Dragons!

Football!

Castles & Crusades!

Polyhedral dice!

Etc.

:)

Re: Rhu's Sunday night playest ~ Gnomeworld

Mon Jan 04, 2016 10:14 pm

Session IV - The Mysterious Dr. Crayloon!

The adventurers:


Gringnr as:

Sir Gringnr, the mighty dwarf cleric with the love of GOLD

Penny as:

Dame Penny-Whistle Scrubroot, the practical and wise gnome cleric who now has the bloodlust up for evil monsters threatening her beautiful planet Jorde!

Watch out, when she calls upon her Spider Dogs

NPCs:

Sir Elderberry Scrubroot, the wildly bold and audacious gnome rogue
and
Iko Treeblight, gnome wizard whose magical power is ascending

The action:

After breakfast, the party moves around the corner to the door at the end of the corridor. Elderberry checks for traps and finds none. The door open easy and the group enter the room. There is a star in the middle of the round room. As they get closer to the star, suddenly the floor drops and the adventurers slide into the hole and then down a long tube which finally tumbles them out into a cave.

As they get up and get their bearings they see two bone devils (saulds) who attack them. Hideous creatures with large jaws and sharp teeth along with claws and a whip tail. The devils inflict some severe damage and take some back at the same time. The party take turns pounding the saulds and finally kill them.

The group rests briefly drinking water from their skins. They go out of the cave and back up past the magma man and into the cave landing with all the tunnels. One tunnel leads back to the pool room and another leads out to the side of the mountain.

The adventurers again decide to rest up and heal for the night next to the shark pool, before continuing their exploration. All is peaceful through the night.

After their morning meal, they go down the stairs and back into the main landing and decide to move into corridor six.

Sir Elderberry and Sir Gringnr lead the way, being very careful to check for traps. All listen but hear nothing. Peeking around the corner at the end of the corridor, Elderberry sees a stairway going up. The party goes up a level and finds Dr. Crayloon's laboratory where they encounter two gnomes in lab coats working at tables loaded with chemistry equipment.

They don't seem to be surprised to see the party and after a moment, one of them Chauncey looks up and says, "The doctor is expecting you. Go out the back door and cross the rope bridge to get to his treehouse."

The other lab technician, Edgar looks up and says, "And try to be quiet so that you don't upset the losels!"

Chauncey goes to the back door and opens it for the party.

The groups goes out to the bridge platform and begins to cross. The jungle is high and thick around the bridge.
They move carefully and when they get about half way to the other side, all hell breaks loose. Suddenly from out of the trees, losels appear making lots of noise.

At the other end of the rope bridge, the party sees the tribal leader who begins to hack into the rope on one side with his machete and then the other side.

Then you hear a loud whistle from behind the losels and they quiet down and the leader stops hacking. But too late, the rope breaks and the bridge falls back towards the platform. Everyone holds on but Iko, who falls into the rapids below.

A loud gnomish voice calls out in some incomprehensible language shouting orders. Suddenly the losels are on the move . . . many gently grab Penny, Gringnr and Elderberry from the bridge and swing through the trees to deposit them on the other side.

Another large losel swings down above the rapids and jumps in and grabs Iko and grabs a vine from one of his fellows who then pull him up into the trees. Iko is then brought over to his mates, and the party watches as the losels move quickly away, chattering quietly. The tribe knows that Dr. Crayloon will provide special treats after he entertains his visitors.

The group turns to follow the path when they see the doctor appear. He smiles and greets them and shakes their hands and bids them to enter his treehouse.

He pours libations and asks the group if they would join him for a tasty supper. Before they answer he says, "I have the healing serum prepared and you can leave right after meal. I have summoned the Viking Longboats and, [he smiles] - my locathah friends and their eels will guide the longboats past ole Kracky so that you can sail back to the mainland.

The heroes enjoy a fabulous meal along with excellent wine - Chateau Lafite Rothchild 1982 while Crayloon pays particular attention to Penny-Whistle obviously flirting. He asks her if she is interested in scientific research and tells her there is an opening on his staff for a technician and would she like to stay on the island. She would be provided with a luxurious treehouse and have servants.

[I'll let Penny post her replies and/or comments in response to the good doctor] ;)

The party returns to the tinker gnome country and assists in dispensing the healing to everyone. The tinkers recover from the sickness and thanks the adventurers profusely for their efforts. Many special tinker gnome gadgets are awarded to the party members (to be determined soon).

The heroes enjoy a safe journey back to Scandia and of course, make a stop at The Inn of the Dancing Goats to catch up on all the latest happenings and to tell their tales of their latest adventure.

And then back to the Abbey where a huge celebration is had, hosted by Laroo and Gaston and attended by Lord Argentius, King of the Silver Dragons!

Fini

End session.

End mini-module ~ The Island of Dr. Crayloon*

*Crayloon Wilf Talaviir, gnome illusionist was the first C&C character I created for a PBEM game in 2005. He was from Mink Hollow (Todd Rundgren) in the Gnarley Forest. Rigon was in that game! Garl, of course was his main deity.

Well done, all ye players!

8-)

Re: Rhu's Sunday night playest ~ Gnomeworld

Wed Jan 06, 2016 2:16 am

Session II XP . . .

forthcoming.

Sorry guys - will get caught up this week and then we can review before start of next module!

:D

Re: Rhu's Sunday night playest ~ Gnomeworld

Sat Jan 09, 2016 8:54 pm

Session II XP = 387 per PC!

:)

Re: Rhu's Sunday night playest ~ Gnomeworld

Sat Jan 09, 2016 9:34 pm

Session III XP = 272 per player character! 8-)

Re: Rhu's Sunday night playest ~ Gnomeworld

Sun Jan 10, 2016 12:17 am

Journals complete (to the degree that I can remember what the hell happened! I think I may have put some action into the wrong session, but anyone feel free to correct me or point out any cool stuff you did that I forgot to mention).

Session IV XP forthcoming.

Great gaming and again, many thanks to all of you!

:P

Re: Rhu's Sunday night playest ~ Gnomeworld

Sun Jan 10, 2016 1:11 am

Session IV XP = 221!

Total XP = 8725!!!

It's a wrap!

Next mini-adventure . . Valley of the Gnome Queen!

:mrgreen:

Re: Rhu's Sunday night playest ~ Gnomeworld

Sun Jan 10, 2016 11:19 pm

We on for tonight?

Re: Rhu's Sunday night playest ~ Gnomeworld

Mon Jan 11, 2016 12:45 am

Gringnr wrote:We on for tonight?


Yes, game on!!

:D

Re: Rhu's Sunday night playest ~ Gnomeworld

Mon Jan 11, 2016 12:53 am

MT server is up!

8-)

Valley of the Gnome Queen

Mon Jan 11, 2016 4:31 am

Great 1st session of this mini-module!

Thanks!

:)

Re: Rhu's Sunday night playest ~ Gnomeworld

Mon Jan 11, 2016 4:33 am

Session I - In the valley of the Tree Gnomes

The adventurers:

Gringnr as:

Sir Gringnr, the mighty dwarf cleric with the love of GOLD

Aergraith as:

Sir Elderberry Scrubroot, the wildly bold and audacious gnome rogue
and
Iko Treeblight, gnome wizard whose magical power is ascending and he now has a magic sword

Penny as:

Dame Penny-Whistle Scrubroot, the practical and wise gnome cleric.

The action:

After spending the harsh winter safe and warm at Fountain's Abbey, the adventurers are summon to the library by Argentim (really Queen Silvania polymorphed into a half-elf male who is stunning in his beauty). Gringnr, Iko and Penny-Whistle and her grandson Elderberry are greeted by Sir Regis, Laroo and Gaston!

A lavish diner is served and enjoyed by all and then everyone retires to the drawing room for Cognac and longbottom leaf. A roaring fire is blazing and the adventurers take seats on the comfy cozy divans.

Laroo tells the party that he has received a letter with a request from Queen Kristina who resides in the Tree Gnome Valley. She says that her queendom is threatened and that a sacred gnome emerald has been stolen from her royal scepter. The emerald has great magical power, but can only be used by the reigning Queen or King of the Tree Gnomes. But without the gem, her power is lost and her gnomish people live in fear from gnolls, kobolds and goblins who have begun to move into the area.

Her people are peaceful gnomes who harvest their fruit trees which supply the greater part of Scandia, so she is asking for help.

At this point, Gaston gets up and pours some more Cognac to those imbibing and says, "Will you adventurers be willing to undertake a journey to the valley and help to find the emerald?"

The party very willingly accepts the mission and it's clear that Gaston and Laroo are very pleased.

Sir Regis tells you that Freylyn, the snow elf queen and Kayla her pet sabre toothed cat along with a group of her warriors will escort you to the Valley of the Gnome Queen.

The next morning the adventurers leave the abbey and travel to the gnome valley. The journey is uneventful thanks to the skilled guidance of Freylin and her snow elves.

The party is well met by the Queen and she tells what she knows of the stolen gem and the siting of gnolls at the old wizard's residence. The group is shown the location by some of the tree gnomes.

They see and enter the complex. The first room is open and they find a broken statue of a dwarf lord, an old firepit and assorted animal bones. A second room is behind the first and entrance is open as the door is missing.
It's shattered remains are found after they enter the room. There is only a large straw bed with bones and owlbear hair in it along with some broken barrels.

There is a door in the northeast corner. Elderberry checks it for traps and does not find any. The lock is picked but the door seems jammed. After an effort, the door is opened and a 20 ft. corridor heads north. It's clear that the door has not been opened in a long time.

Penny-Whistle in her enthusiasm to explore the dungeon, forgets to let her grandson lead the party moves into the corridor and triggers a pendulum axe trap. She tries to avoid the axe, but takes a slice on her shoulder. She is lucky to be alive. Her grandson gently reprimands her and takes the lead in examining the room beyond.

The enter the wizard's laboratory where they see a large table with burn marks and chemical staining along with broken glass from test tubes and beakers. Around the room are broken chairs, a broken door and other debris including some smashed barrels. There is a bookshelf with only a few history books remainding.

To the left is a shut door and to the upper right there is a room again without a door into what looks to be a barracks. The party can see three rotting palettes and a shut locker in the southeast corner.

Elderberry checks around for traps and other members of the party look and listen. As they enter the barracks rooms, Elderberry is hit with a wet stringy substance on his shoulder, but manages to get away. The adventurers look up and see an insect-looking creature anchored at the junction of the ceiling and wall. It is huge, about nine feet long with six legs gripping the stones and two others flexing claws. It has a long nose and it's mouth is dripping with the stringy substance.

At this point the group discusses what to do. They are not comfortable proceeding east without checking that door at the west end of the lab and decide to go back and see if they can find out what lies beyond.

The door is not trapped or locked so the party opens the door and enters the room to experience a most revolting stench as they see troglodytes moving to attack them. Several members of the group suffer repulsion and nausea as they move into position to do battle with the hideous reptilian humanoids.

The heroes are able to kill the monstrous creatures and then leave the room and shut the door. Later, Gringr remembers the cabinet in the room and the party returns to have Elderberry unlock and open it. They find potions and magic sling stones.

Returning to the barracks, Elderberry attempts to walk around the insect creature in order to pass without battle. Unfortunately, its ability to sling the stringy substance hits him and the monster begins to pull him up towards its mouth.

The party members begin to attack the creature as she tries to claw Elderberry with its sharp forelegs. The heroes are tenacious when one of their members are in harm's way and they finally kill the cave fisher! The daring gnome rogue is released and drops to the floor, but lands safely. He takes a deep breath as does the rest of the group.

They search the room and under a blanket they find a locker. Elderberry is able to open it and finds a magic sword. It's decided that Iko should have it.

Leaving the lab, the party enter the hallway junction and decides to go east. Dwarven runes above a door proclaim, "Enter in peace"! They enter the room and see that it's a chapel. There are three large columns in the middle of the room and an altar to the east. To the south is a fountain which the party discovers is a healing one. They drink and return to the hall and go south.

The group enters the south room to find warrior skeletons. The clerics attempt to turn them and fail, so they know that they must do battle. Their experience with undead skeletons proves useful as they quickly defeat the frightening creatures. They search the room and find a chest which contains a handheld crossbow.

The adventurers leave the room and go north to the door there and open it to find a large junction room. They continue north and east. Again Penny takes the lead and stumbles into a pit trap. Luckily she avoids damage and her fellow party members pull her out of the pit. They then use their rope trick to cross the pit successfully.

Elderberry then takes the vanguard position and moves to the end of the east corridor and peaks around the corner to see the passageway goes 40 feet north and turns east.

End session.

Valley of the Gnome Queen

Tue Jan 12, 2016 3:35 am

Well . . . now that Monday Night Football is over, perhaps I'll be a little more timely and accurate on the journal report and calculating XP and loot!

Session I XP = 231 per PC.

Loot:

1 potion CLW
1 potion CMW
1 potion invisibility
1 bag of +2 slingstones (6)
1 bag 50 gps
1 +1 magic sword
1 handheld crossbow
1 bag of insectoid giblets, gizzards and claw meat
1 gallon of troglodyte liquid stench
1 huge bag of skeleton finger, toe and rib bones to sell to witches, shaman and little halfling chilluns

:)

Re: Rhu's Sunday night playest ~ Gnomeworld

Thu Jan 14, 2016 1:08 am

At Fountain's Abbey . . .

Laroo and Sir Regis enter Gaston's private library ~ and Laroo exclaims, "His royal majesty has returned and requests our presence in the main room!"

Gaston closes his book and smiles, "He usually spends a few days resting before summoning us, it must be something important. Let's be off to meet him!"

The group exit and take the spiral staircase down to the main library. They espy King Argentius sitting in the reading lounge section appearing as Nils and walk over to make their welcomes.

Laroo briefs Nils on situation in the Valley of the Gnomes and the mission of the Abbey adventurers.

"The old wizard's residence! My word, that belonged to my long time friend Malachi the Wise. Of course, you know he is the great grandfather of our Count Rhuvein!" says Nils. "You remember Malachi, I'm sure.

Gaston replies, "Indeed we do, your majesty. We just didn't recall him having a residence nearby the tree gnome tribes. I recall his abode south and west of Helsingborg"

"It was a magnificent complex, but well magicked. I'd be surprised that any gnolls could occupy it . . unless they have stumbled upon one of the secret entrances. But even those were well protected. Hmmm." replied Nils as he tilts his head up in thought.

"Was he buried there?" asked Gaston.

Nils turns to them, "No, he is here ~ in the east cemetary along with his children and some grandchildren. It was his request!

A servant pours wine for all and there are a few moments of silence while they drink - and then,

"Anyway, please summon Torgils, Torger and Torsten! I wish to send a message to Gringnr, Penny, Iko and Elderberry." And Nils looks at Laroo when he finishes his sentence.

Laroo frowns and replies, "my Lord, . . um your majesty - are your sure? Those birds are wacko! ;)
They think more about feasting on carrion than delivering messages!"

"Ye are of little faith, Laroo. They will do my bidding. Do you know why? I will reward them with special treats!", exclaims the king.

Laroo and Gaston exchange glances and both say at the same time, "What special treats?

"Gnome carcasses, of course!!" And Nils begins to guffaw loudly and at this, several sages and scholars look up in alarm, but realize that the King must have made a joke.

The two gnomes and Sir Regis look at him in shock for a moment and then squint their eyes and gaze upon their king and see his wink and smirk.

Gaston asks, "How is it that those vultures can think intelligently and talk? I've wondered sometimes and then dismissed this as one of many crazy things that I've seen in our world!"

Nils smiles and laughs, "Haha . . it was Malachi who magically charmed them! Needless to say, he was a very powerful mage, mebbe one of the best that I have known. Many of his spells have been passed down to his progeny. Count Rhuvein has his great grandfather's spellbook and I suspect he will surpass Malachi in power. This can only be good for our world!"

Laroo signals to an aid, who leaves the room - most likely to summon the vultures.

Sir Regis announces to all that diner is served in the main dining room.

Re: Rhu's Sunday night playest ~ Gnomeworld

Sun Jan 17, 2016 11:18 pm

Game tonight at 7 PM central time.

:P

Re: Rhu's Sunday night playest ~ Gnomeworld

Mon Jan 18, 2016 12:03 am

Alright. Time to fess up. Granny Scrubroot has been doing a little tippling on the side. Maybe the stress of all these adventures is wearing the old gal down! She THOUGHT she was being discreet as she flirted with the vivacious Crayloon but apparently not. Not that there is anything wrong with a little harmless flirtation. But, hmm. All that racing ahead through the dungeon is another symptom that maybe it is time fro an intervention. Hopefully as she sits and knits tonight she will reflect on her recent rash behaviour.

Can't wait to see what you have for us. <3 vultures.

Re: Rhu's Sunday night playest ~ Gnomeworld

Mon Jan 18, 2016 4:06 am

Penny-Whistle wrote:Alright. Time to fess up. Granny Scrubroot has been doing a little tippling on the side. Maybe the stress of all these adventures is wearing the old gal down! She THOUGHT she was being discreet as she flirted with the vivacious Crayloon but apparently not. Not that there is anything wrong with a little harmless flirtation. But, hmm. All that racing ahead through the dungeon is another symptom that maybe it is time fro an intervention. Hopefully as she sits and knits tonight she will reflect on her recent rash behaviour.


Lol!

Hmm, I wonder how many ounces constitutes a gnomish wee tipple? ;)

Re: Rhu's Sunday night playest ~ Gnomeworld

Mon Jan 18, 2016 4:08 am

Penny-Whistle wrote:Can't wait to see what you have for us. <3 vultures.


When I thought up the encounter, I had more dialog that I was going to present and forgot to write it up. I will remember it and post it with the journal!

:)

Re: Rhu's Sunday night playest ~ Gnomeworld

Mon Jan 18, 2016 4:15 am

And . . .

WOW!

Excellent session and the concluding battle with the gnolls!

I thought it would be a slam dunk for the party and it turned into a fabulous combat where they were seriously challenged!

As we all mentioned, it's all about the dice*!!! :D



* [And the timely intervention of the gods based on your PC's faith and prayers]

8-)

Re: Rhu's Sunday night playest ~ Gnomeworld

Mon Jan 18, 2016 6:42 pm

Session II - The old wizard's residence

The adventurers:

Penny as:

Dame Penny-Whistle Scrubroot, the practical and wise gnome cleric.

Gringnr as:

Sir Gringnr, the mighty dwarf cleric with the love of GOLD.

Aergraith as:

Sir Elderberry Scrubroot, the wildly bold and audacious gnome rogue
and
Iko Treeblight, gnome wizard whose magical power is ascending and he now wields the Blue Fate.


The action:

The heroes continue north and then follow the corridor east to a door. They listen and hear nothing. Seeing that there is no lock, the group peeks into room and immediately notice that it's very bright. As they enter and look around, they can see the room was a kitchen. There is a corridor with curtain doors to the east and a large window to the north with a door next to it. Looking through the window, the party can see an arboretum, along with a table and bench. A garden lies to the northeast.

As they look, three vultures fly down and land on the table and appear to be looking at the adventurers. Penny opens the door and walks outside. She pulls some meat from her bag and tosses it nearby to the vultures.
The birds greet Penny and the others and tell you they have a message from King Argenteus.

Torgills starts to flap as if he would fly to the meat, but Torger warns him that they must deliver their message before partaking in the scrumptious meal offered by Penny. Torsten delivers the message, which tells the party about the secret door east and south into the old barracks area. The king thinks that perhaps the gnolls found a secret entrance and broke in from there.

The group thanks the vultures who nod and then thank the party for supplying the meat.

The heroes then move east down a long hall where they discover the hall of statues. As they move closer to the statues, they are surprised to see that each one is an exact replica of themselves. The party discusses this oddity wondering how or what this could mean. They try several things and finally realize after casting a detect magic spell, that the statues are magical and apparently they will replicate any person who walks down this hall.

The continue east listening and checking for traps. At the end, the corridor widens and goes south. Elderberry leads them along with Gringnr and as they look at the walls and ceiling for traps which they don't find, the party notices instead another cave fisher at the south end of the wide dungeon passageway.

Being that corridors are wide in this area, the group is easily able to get past the insect monster. They find two door. One to the west and one south. The door to the west is an old water closet and the one to south opens to a billiards room which has one window to the west and a door to the south.

The adventurers move south into a large room which serves as a dining and entertaining area. There are two large fireplaces at the west and east ends of the room with a large oak table stands in the center. In the southwest corner is a spiral staircase going up.

They continue south and find a secret door, which is opened. A terrible stench fills the hallway coming from a dead end hall to the south. The party quickly moves west and they find several doors. Listening at the first door, they hear gnolls drinking and gambling.

The group drew four gnolls out into the corridor and a deadly fight occurred. The vicious hyena headed gnolls wielding morningstars and flails proved to be very tough to bring down, but eventually the party seem to take the lead. But when they were mixing it up, three more gnolls came out of another room and two were able to join the fight.

Gringnr found himself surrounded and took many blows and finally went down. It was hard to maneuver in the hallway as the gnolls were seven feet tall and were swing their weapons wildly, so Penny was unable to get to Gringnr.

Things were looking grim, but just then the mighty dragon god Mithril divinely intervened on behalf of his faithful cleric Gringnr. The dwarf cleric open his eyes and got up quickly to rejoin the battle. The gnoll morale seemed like it may have been shaken as Gringnr led the party to finish off the nasty monsters.

The adventurers set down for a quick rest and drank thirstily from their skins as Gringnr explained how his deity healed him and brought him back to consciousness. He then said a quick prayer of thanks to which the party added their amens.

End session.

Valley of the Gnome Queen

Wed Jan 20, 2016 3:20 am

Game session II ~ Old wizard's residence = 214 per PC! :)

Re: Rhu's Sunday night playest ~ Gnomeworld

Thu Jan 21, 2016 1:20 am

Question for all ye players . .

Would you be interested in play testing the gnoll combat scene from last session?

It was so interesting the way it went ~ me thinking that you PCs would kick ass due to your great weapons. But as seen, dice rolls can go haywire and great weapons miss and if the medium monster weapons hit you could have disaster.

So, thinking about a couple of things - clerics using more spells, in particular bless and gnomes utilizing illusionist spells for excellent effect.

You guys did the gnome spells to great use early on, but you haven't used them recently.

On the other hand, didja think 8 gnolls were too many?

I'm just trying to present the encounter so that it is even or balanced for any type of PC group.

Thoughts?

Thanks,

Rhu. :)

Re: Rhu's Sunday night playest ~ Gnomeworld

Thu Jan 21, 2016 5:24 pm

Rhuvein wrote:Question for all ye players . .

Would you be interested in play testing the gnoll combat scene from last session?

It was so interesting the way it went ~ me thinking that you PCs would kick ass due to your great weapons. But as seen, dice rolls can go haywire and great weapons miss and if the medium monster weapons hit you could have disaster.

So, thinking about a couple of things - clerics using more spells, in particular bless and gnomes utilizing illusionist spells for excellent effect.

You guys did the gnome spells to great use early on, but you haven't used them recently.

On the other hand, didja think 8 gnolls were too many?

I'm just trying to present the encounter so that it is even or balanced for any type of PC group.

Thoughts?

Thanks,

Rhu. :)


I take full responsibility for the near TPK. Sorry guys.

I'd like to blame it on perfect storm conditions but I know that isn't exactly true. I may be wrong but I think Gringnr went in already damaged and I should have patched him up immediately when I noticed he was down to 2. I made the wrong choice. I also forgot to use my second level spell. I think I had Aid prepared. That could have changed everything ... even if it was The Night of Mad Dice Rolls. (Nearly dying was fun though. Soooo scary.)

If you want to try it again I am willing. The gnome spells are good for distracting and diverting people. I did look at those when we were about to go into combat but dismissed the idea as unlikely to work. Maybe if we had made a group plan with that in mind but combat had already begun before it was my turn. Plus, we might have fooled one gnoll but fooling eight? What a story that would have been to tell around the campfire later that night.

Ooh: I have 9170 for xp. Is that right? Have we levelled up?

Re: Rhu's Sunday night playest ~ Gnomeworld

Thu Jan 21, 2016 7:17 pm

Penny-Whistle wrote:I take full responsibility for the near TPK. Sorry guys.

I'd like to blame it on perfect storm conditions but I know that isn't exactly true. I may be wrong but I think Gringnr went in already damaged and I should have patched him up immediately when I noticed he was down to 2. I made the wrong choice. I also forgot to use my second level spell. I think I had Aid prepared. That could have changed everything ... even if it was The Night of Mad Dice Rolls. (Nearly dying was fun though. Soooo scary.)

If you want to try it again I am willing. The gnome spells are good for distracting and diverting people. I did look at those when we were about to go into combat but dismissed the idea as unlikely to work. Maybe if we had made a group plan with that in mind but combat had already begun before it was my turn. Plus, we might have fooled one gnoll but fooling eight? What a story that would have been to tell around the campfire later that night.

Ooh: I have 9170 for xp. Is that right? Have we levelled up?


Thanks for your input, Penny.

I don't believe you would have been responsible for a TPK, as it's really a team effort and at the height of combat ~ it is sometimes hard to decide what to do.

Oh, and don't blame yerself for Gringnr going down. He probably forgot to check his healing.

Whether those spells work or not, the dice determines that. On humanoid monsters, they usually don't have a mental save so they can be quite effective and yes you could fool all of them, if they failed their save attempts.

Based on your post, I think that instead of replaying that scene - we can just talk about it next session.

Finally, YES the clerics leveled up! Woot! Shiny new spells to pick and look at your WIS bonus to see if you get any extra spells.

:D

Re: Rhu's Sunday night playest ~ Gnomeworld

Sat Jan 23, 2016 12:23 am

I'm thinking of using advantages from the CKG.

I'll probably allow you guys to choose from a short list.

I'm pretty certain that Penny and Aergraith have the book.

Not sure about you, Gringnr. If you don't have it, I will post info snippets and the actual advantages being offered.

:)
Post a reply