Thursday, September 25, 2014

Amira Azurian [5e]

High Elf (Moon Elf Heritage)
Wizard Level 3
Background: Noble Blood
Lawful Good
Age: 215 (40)
Height: 5'9
Weight: ~160 lbs
Eyes: Ice Blue
Skin: Bright white with a slightly blue tinge.
Hair: Curly jet black
"She is a tall older woman who stands firmly with a bright white robe that sparkles like starlight and brown elven boots."
Deity: Tyr
"One must respect fallen enemies, never make sacrifice of a corpse, and slay agents of evil."

Strength:       8   (-1)
Dexterity:     18  (+4)
Constitution: 14  (+2)
Intelligence:  19  (+4)
Wisdom:      10  (+0)
Charisma:     12 (+1)

Proficiency: +2
AC: 16
Initiative: +4
Speed: 30ft.
HP: 17/17
Speaks Common, Elven, Dwarven, Draconic, Sylvan, Celestial, Goblin

Traits:
Calm, but speaks loudly. Stubborn and very Firm. Traumatized and emotionally damaged.
Ideals:
Justice, Honor, but very little trust or respect. Duels will affirm my honor.
Bonds:
My family name, my brother and the robe he gifted me.
Flaws:
Bound to Law and Honor. Rival nobles want her head. She has become accustomed to bloodshed and betrayal. Protective of her honor and the name of her family as well as the name of all elves.

Inventory
260 gp
Component Pouch
[e]Quarterstaff
[e]Robe of Deflection
[e]Azurian Ring
[e]Shortsword
[e]Elven Boots (normal)
Spellbook (White with green trimmings)
Longbow w/ quiver of 40 arrows
Backpack
-Scroll of pedigree
-Bedroll and Blanket
-Tinderbox
-Healing Salve x3
-Book of Lore
-Bottle of Ink
-Ink Pen
-9 Pieces of Parchment
-Bag of Sand
-Small Knife

Back-story:
When the line of inheritance for the Elven Kingdoms came into question, a civil war broke out among the elves, known locally as the Blood War. The participants of this war were a majority of the high noble houses within the kingdom, including the Azurians. A good portion of the houses remained neutral, choosing not to slay their own kind. The wood elves who are not noble also refuse to involve themselves in the fight unless they are given a good enough reason or bribe.
Amira was born under the noble house/clan Azurian. From the day of her birth, she was overshadowed by her brother. As a male he would inherit the family wealth and legacy, and he was a tough fighter/ranger in his own right. Amira treated her brother Malfian with respect and even at her lower station he treated her with much kindness. Amira's mother Ellian was a mage, but not a very talented one. She taught her daughter the basics of magic and helped her learn respect for the art. She did not want to follow her father in paladinhood or her brother in martial combat.
One day Amira awoke and saw the bloodied body of her mother laying in the throne room, and suddenly her entire world changed. Assassins had been hired to kill her and weaken the family as well as being a strong warning.
Malfian sent his sister away, giving her his magical robe as a parting gift, hoping that she would be safe in the human's lands away from the war. Even though her position is almost worthless in terms of the war, he felt it best to remove her from danger.

The Azurian family is a prominent house within elven society. They are known as the House of Judges and their symbol is a blue eagle. The house is responsible for not only training lawyers and judges but upholding law within the kingdoms. Many elves born or accepted into the house become judges or lawyers that serve the house and society at large. Amira has studied such justice and law.
The Azurian family is the key force fighting to end the Blood War, and thus they have become the largest target. Many nobles openly want to use the war as a way to grab more power, and Azurian does everything to halt them. More and more assassins (even including armed nobles) have been found killing those lower and higher in the guild, most recently including Amira's mother.
The strangest thing is that many of the murders were staged with information from the inside, leading those in the know to believe that somebody within the house is not to be trusted. The queen azurian is toppled, the king azurian sits on an unsteady throne, and the pawns fall day by day.

Art by Karl F.G.



DnD 5e: The Birth of Metal: Swamp Shack (Session 4)

We had a very roleplay heavy session, but still had a very fun time! This game is starting to remind me of Call of Cthulhu a bit in the way that it played out (Role play, investigation focused, ect.). Tali and Alexander were not available for this game. They were off with some others played a Spirit based World of Darkness game. I need to find a way to work myself into one of those sometime, I've been itching to play that game for real since my only experience was a botched 1-session Spirit focused game. I've been revising Ignizko (Karl's character) for a new game at some point, but it won't be for a while.

Fakek (Not sure on the spelling) was a half orc we found in the town of Swamp Shack (yes, that was the name of the town) after fleeing the town of winter's grell (or wintersfell, not sure...I keep forgetting to ask for spellings on the spot) but Grell was the name of the leader so it would fit as a nickname for sure.

This half-orc was played by a heavy-roleplayer (I think his name was Michel), and he did a great job with amazing dialogue and actions throughout. He didn't even look at his sheet very much! It was so stunning to watch! He was the star of the session hands down, even earning inspiration for giving a speech so that the squabbling party would shut up.

We entered the town, I got my longbow and deposited my string for glove making and forgot to pick it up the next day. After shopping, we followed a tip that the mayor was looking for mages. He told us the story about how a door in the local crypt would close on its own on a Sunday (it was currently Wednesday).
I pledged that I would use my magic to investigate the door.
 (I'm probably going to use 4th level to learn Featherfall and Identify or probably replace featherfall with something more useful.)
We later learned that the crypt was built by humans and elves as well as fought over, and that it was a refreshed ruin.

Fakek and Thorin (the dwarf) had an epic 14 shot drinking contest, and I bet against the dwarf to win myself 15 gold. It was a good day for me as I started on a letter to my brother. The courier wouldn't arrive until Friday, so she would wait patiently. Karl doesn't do a good job of separating in character knowledge, as he assumed that I cast a prank spell on him, when it could have easily been the sorcerer. The tensions have risen to the point where he is threatening to kill our characters openly. It honestly making me laugh that he thinks he can fight us two-on-one even if he has Silence (which I could literally walk out of the effect of).

Anyway, on Thursday I investigated some strange tracks reported the local farmers. The beast seemed to move around by jumping on hind legs, and it clearly had 4 claws on its feet. I already have a strong guess as to what it is, but I'll be happy to fight it for sure. Besides that, I prepared the last bits of my letter and prepared for a big day tomorrow.

Edit:
I forgot to mention that the Mayor gave us a Bag of Holding for accepting the quest! That was our first magic item! What wonderment! The half-orc snatched it right away, but I was happy to let him have it. He earned it with his awesome roleplaying later on.

Monday, September 22, 2014

Wizards and Hookers (Tears of the Blade) 2

In this session I added 5e backgrounds to the 3.5 characters.
Taylor became a trickster and got himself 15 gp (that he would later have to give up) and some loaded dice.
The Guild Wizard Zantas received a guild membership at the price of 5gp a month (I realized how greedy he was by this point in the session, and due to this selfishness he even transitioned from neutral good to neutral evil at the player's request). The guild provides him with free food and shelter in town along with political protection and resources.

So the Guild Wizard Zantas, in the course of one day of downtime, managed to secure himself an ally. His player mentioned this was something he commonly did:
First he purchased himself a (in his words here) hooker who he described in fine detail. After this, he rellenquished her from ownership of a brothel and brought her into the guild as an apprentice mage.
I didn't mind this much, since it only changed her price from 2 gp a day to 5 gp a month (although math wise, 60gp would be fair). He made a diplomacy check out of game to quickly seal their friendship. So rather than relying on money to keep her tied to him, it is pure social pressure. Either way, he must upkeep something and she will be prone to making more will saves at a penalty as normal for a henchmen. She is unlikely to stay. In a way, it chanced from a monetary contract into a social one...even if that is a bit unfair.

However, she was then charmed (ie: Charm Person) into going towards the castle with Zantas to act as an assistant (now I see why he is Evil). Once there, they discovered Asgall's body and Zantas allowed his maiden of sorts to preform first aid for him while away. The wizard discovered a magical door that, when studied, had a fairly simple password in Dwarven (which we equated to German, since Zantas's player Zane spoke German.)

The password is based on the fact that magic words sometimes define the action taken. In this case Zimmer (which means room) combined with the word Lock to form Zimmerlock means "Lock Room" in a sense. This was something he figured out with a decent Arcana check as well as a half- day of study.

With things like magical activation, I think giving it out as a skill check is fair since expecting players to learn or find these magic words themselves is almost impossible, but the password itself was so simple for a wizard that in-character he would be able to figure it out.

Moving on, he continued down the stairs and found a set of murals which were very similar to stained glass. It featured multiple gods and goddesses with their eyes scratched out as well as vulgar graffiti defacing the walls. Also featured was an underwater scene that featured Sahuagin battling some other merman race (that the wizard could not identify). He headed forwards into the dwarven Hold.

Meanwhile, from last time, Taylor decided to multiclass as a cleric to provide some needed healing to the party. He chose the neutral god of magic, Baccob, since he was neutral himself. He begged the god for use of arcane magic to assist his friend, and with a prayer he entered the dark and fought off a centipede with his dagger and lantern. We also decided that the town of Greyhelm where this takes place (based on greyhawk) would be very magic focused since there is a prominent mage's guild as well as worship of an arcane god.
As a note, his rope is still hanging from the tower from last session. It is worth noting that the temple of Baccob in greyhawk city is a pyramid as well.

After disturbing more centipedes, he ran down the corridor into the northwest side of the dwarven hold (The wizard entered from the south). The dwarven guards ran off to fight them, and Taylor decided to sneak into the Hold. While the guards were distracted, he slipped into a supply closet (that was in fact actually noted on the map, not something I made up) and hid there until the dwarves changed shifts.

Eventually the wizard and cleric/rouge were introduced to the dwarven lieutenent. He told Zantas that he did not want to associate with the dwarven criminal, and that he was free to chase him if they paid a fee to enter the tunnels (50% of any treasure found) as well as paying around 16 gold (a fairly small price) to heal Asgall and get food and rest for the night. The dwarves mention a cave where elves live nearby in passing, but since the wizard is from the surface, he does not understand this. They are not drow, just simply elves living underground.

Asgall was revived by dwarven healers and took a strange interest in Aria (the female following Zantas). Zantas responded with a punch to the face that would have knocked out a lesser man. This showed Zantas how strong the jolly warrior, who took the punch with a laugh, was.

The three regrouped, drinking and resting for the night. Zantas, now established as a greedy lieing drunk, had a few too many drinks and passed out on the stone floor. He ended up getting a hangover for the next day (I use homebrew pathfinder intoxication rules) and will now be Fatigued for 12 hours.

Now the trio plans to delve deeper into the dangerous castle. What will they find? Who knows?!

Sunday, September 21, 2014

Race #2: Gnolls

Why wouldn't you want to play a hyena man? Gnolls are a very interesting race to explore as a player character, much like lizardmen who are also similarly savage humanoid monsters based off animals.
The interesting parallel comes in that lizardmen are swamp creatures and Gnolls are seen as desert or Savannah folk. They are some seriously savage monsters who won't hesitate to rip you apart and wander on.

Jung, one of my players, happened to play a Gnoll named Grandius using a wonderful reincarnation table. He had inherited his sorcerer powers from his past life and became a magic-user as well. This is very rare, as most gnolls cannot use magic, so he was seen as highly talented and even given his own hunting party. Through the game he had been playing an evil character already, so giving him the chance to raid a city with a group of his own guys really spiced up the game.

I find Gnolls interesting because they are described as a hunting, slave-trading, vicious race that wanders the wilderness. Not only do they make interesting villains to play as a DM, but playing them can be very interesting whether they are good or evil. In terms of making them as a PC race, they only have a (+1) level adjustment in 3.5, so they aren't as complex.

In terms of benefits they quickly could be built into beefy characters considering they get high bonuses to constitution and strength (+4 in 3.5, and 2 in pathfinder), as well as a natural armor of 1 (that never hurts, lemme tell ya). If you continue to tweak them with pathfinder rules, they could go feral or even get a great bite attack! This could make them great candidates for barbarians or rangers (their favored class).

For me, Gnolls fill the gap of allowing the players to play seriously brutal and bestial characters that wander the world looking for something to keep them full.

The funny thing is that whenever I think of talking hyenas I automatically imagine Lion King :D


Thursday, September 18, 2014

DnD 5e: The Birth of Metal (Session 3)

Our updated party after we dropped and added people (I'm remembering the characters names based on my character's recollection as well as mine)
(We are also level 3, the dm levels us automatically every few sessions)
Amira Azuran: The High Elven Conjurer (my character, more details will be posted some other time)
Tali  The Black Dragonborn Bard (her high charisma allowed abuse of DnD social skills, but I like her more than the rouge who did the same thing, who left.)
Alexander played by Wes: The Gripli (little frog person, using pathfinder rules) Ranger, who rides atop of Tali's shoulders.
Thunderstone played by Karl H.: The Cleric of Moradin who admitted to being raciest this session.

I was absent last session, but the rest of the party went inside of a cultist's cave and came out telling my character about the goblins, ogres, and trolls inside. We later found out that the human cultists we were searching for had escaped somehow (a secret passage was mentioned, but both me and my character had no clue). Inside the caves we found a Tiefling sorcerer played by newcomer Max. He named the person with a temporary alias (something along the lines of Releth or Ry'leth, It was hard to pronounce). It should also be known that the caves were claimed by Tali and renamed Fort Kickass, though my character debated that she had no legal power over the land...the king unofficially granted it to her after she creeped the hell out of him with her screaming (I'm starting to hate people who play dnd and just spam intimidate like that, just so they can get anything...as a DM I wouldn't really allow that...she just spammed social skills, but she did back it up with solid RP so it's not as bad.)

Returning to town we encountered the strange leader who lived in a mixed up, partly renovated castle that he had stolen from the other local peoples. The DM described it as having mixes of all different kinds of brickwork and random botched statues, it was somewhat interesting. He paid us 200 gold for our efforts in the cave (after I insisted on behalf of the rouge, who had left, who got us the deal in the first place).

Suddenly, a battle horn blows outside and an army formed by the human cultists had returned to attack the city. My lawful good elf offered to fight to defend her new hometown, but the rest of the party wanted to leave. Since the DM had a strict no "splitting the party" rule (which is a fair rule, I just feel it is unreasonable in some situations) we were forced to come to a decision.

The Lawful Good cleric, who already hated my character, decided to try to convince me to stay. I actually have Amira noted in-character and on her sheet as a stubborn woman. This came up both times in the sessions I was in, and it's sorta strange that I have not earned inspiration.

Though this is up to DM's ideals, it is annoying that he only rewards it for doing strange or awkward things that are awesome instead of character moments. For example: he gives inspiration to the bard for saying a short prayer to Bahamut or playing a shredding power chord, but not for me when I risk my life to defend a city, in fitting with my character and exposing a flaw)

Anyway, after I fought against the party, the cleric smashed his warhammer into my knees and dragged me unto his mount as I kicked and screamed. He only brought me down to 3 HP, and I demanded a fair chance to escape (I had teleporting spells), but the DM just forced me along while I was complaining about how the cleric just broke my knees (the DM tried to say it was "just a bruise" but it was serious BS).

The casters torched the city using Fireball spells, and I cried out as I had to watch the city burn from a distance, horrified by the lives lost that I might have been able to save. It reminded her how her own home could have been burned to the ground or the elves around her slaughtered, but she remained mostly quiet until they reached the forest.

We traveled down a Savannah to the south towards the Swamps where Alexander and Tali hail from.
The DM did a very straightforward mode of travel, not even tracking rations or anything even though we traveled for at least two weeks on foot (from what I remember). He also rolled random encounters very openly.
It would be wrong for me to complain about this method, as a DM I use the same exact formula. However, as a player, I felt like several days of time passing in the instant of a second and the clatter of dice was very boring with very sparse location descriptions. Again though, this is what I do, so I won't complain.

The last part of the session took place in a forest at night, a few days out from the swamp. I think we traveled around 4-5 days in here before stopping due to some strange magical energy. Amira could sense teleporting energies (this was her major focus as a conjurer) and eventually the cleric found a Phase Spider in his face. We fought them off easily without much effort and I cast Sleep on one of them so I could examine and study it. My DM said that at 5th level I could have an ability to disrupt transportation (like the 3e spell dimensional anchor) since I understood now how the spiders untethered themselves from the ethereal plane.

The last thing that happened in the session was my character collecting some Phase Spider Silk which I might be able to craft into some fancy gloves (magical or not, unsure) or even a Portable Hole at higher levels (it would require a lot of work, but it is possible).

So overall, my major problem with the session was that I clearly remember our characters traveling at least 2 weeks total between the savanna and the forest, but it all felt so bland and uneventful until the final encounter.
The first part of the session was basically Tali screaming at the leader of the town, which was fun to watch for the most part, and the middle was just boring travel leading into a actually rather uninteresting battle with Phase Spiders for the most part. (they actually posed no threat and fled after only 2-3 rounds). Overall, I like the game, but I feel like the party and the DM could improve in some serious ways. In the end, I'm happy I get to play a game at all. For the record, this is the first time I played 5e outside of the playtest...so my 2nd game overall.

Edit:
The dwarven cleric justified fleeing the city by saying that since Moradin only protects dwarves and that there are no dwarves in the city...he shouldn't care. However, based on what I read, it said that Moradin does not like it when clerics flee from their foes.

The DM's party dynamic of forcing us to stay together is really dumb in this instance because in-character the dwarf was fine (and he said this) with letting me stay and fight even though he knew it was a losing battle (how? we had not seen any of the forces on the other side or how many warriors we had.)
Since the DM had that rule, Thunderstone had no choice but to club me in the leg and force me along.
WHY?! That makes no sense. If anything, like he said, he'd leave me to die...and not take someone he does not like with him.

This also goes back to another problem I had with my last game in college, where in-character the "party" is not tied together. My character Amira just met these people, and would have no reason to stay with this dwarf who has abused her just to stay with a cool bard and ranger (who she has hardly talked to).
The party needs to be established in story and in gameplay.

Edit 2: I wanted to add a few things after talking with the party again.
A, Hopefully I can get to some kind of town, cause the DM said I could make non-magical silk gloves within a few hours.
B. The bard was actually doing a great job roleplaying her intimidate skill. The problem I have is with social skills as a concept or a concept of the d20 system. The fact that she can intimidate someone is fine...but I have a problem with the DICE more than her. The dice shouldn't be able to give you a 24 or some large number, allowing you to bend someone over mentally. What I'm saying is, if I was the DM...and someone asked me if they should roll intimidate and roleplay it out, I say they already intimidated them without any kind of roll. So my problem is more with rolling the skill than anything. Plus, when the bard gets +10 to intimidate to begin with, and (going by the pathfinder rules that I know best) even rolling a 1 would mean that any average person would not rebel against your statement and treat you with neutral agreement. Even a five or six would allow her to theoretically allow her to coerce or befriend any average person easily. So my main point is that the rolls were unnecessary and to clarify the character/player was doing nothing wrong and in fact that she did a great job.

I've read a few articles on social skills in dnd, and I feel like most people agree with this. Now for something like non major NPCs or the like, I think it's decent enough.

C.While this is a bit of a touchy subject I did want to cover it in brief. The DM said that he would show Tali no special treatment due to who was playing her (his girlfriend) the only reason I said that was because I did not understand the nature of their relationship, and I apologize for making such a rude statement.

Castles and Bandits (Tears of The Blade) Session Report

Ran Jung, Zane, and Jarred into a castle module. The funny part was Jarred played Taylor (the thief) who wanted to steal from both players and almost got arrested by a knight. They were tasked by said knight to go to the castle and capture or kill the criminal dwarf named Brekk and his gang of gnoll bodyguards. The apprentice elf wizard Zantas spots a local noble (who had a long complex name) and leaves the bar, hoping not to be discovered by the man who has seen him before. Afterwards his player left, so the fighter (named Asgall) and Taylor headed off. Once they arrived, Taylor tried to use his hook to climb up the tower, failing twice as the hook clangs against the tower. After about three minutes trying to get the hook secured, they are surprised by well-armed bandits. The bandits stab Asgall in the neck and send him tumbling into the moat. The thief used the rope that was secured to the tower to swing and roll into the moat, and yelled up to the bandits that they had no money...so they were left alone. Taylor then had to spend the rest of the day (noon till midnight) dragging the 220 pound man with 80 lbs of equipment across the moat into an opening. He has able to get rest afterwards, and the warrior seemed to be recovering well, although he still needed medical help. Seeking aid, the innocent thief heads into the dark dungeons, not knowing what awaits him. Too bad for him, it's dangerous to go alone.