Thursday, December 15, 2011

DM's notes: Game 8

For this game, Dave had rejoined to play, but #8 was still incapacitated. Due to the fact that the players had saved Tep in the previous game, I gave Dave the option to play Joplin (the older gnome they had fought alongside against drakes), or Tep. He chose Tep. It worked quite well I think - bringing a different flavour to the battles, and of course Dave played Tep as a passionate but diplomatic goblin contrasted perfectly from #8's frigid de-humaned guardian figure. The story opened a bit also - now the party are showing interest in what's going on and how they can influence it - which is interesting. Hammond was meant to seem a menace through his bravado and talk, but was actually just pig-headed and over-extended himself.

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Hammond, Level 4 Gnome Soldier
HP 51, Bloodied 26
AC 20, F 16, R 17, W 16
Initiative +11, Perception +3

At will, Standard: Attack +10 vs AC. Hit 1d8+4 (crit 1d8+12)

Recharge 4,5,6 Standard: Become invisible until next turn, shift 2, make basic attack (as above)

Encounter: when Hammond takes damage - teleport 3, make ranged attack: +7 vs AC. Hit 1d8+4

Daily, Standard: Target 1 enemy who is granting combat advantage
Attack: +10 vs AC. Hit 2d8+8 (crit 2d8+8)

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Tep - Frost Goblin Hexer
(based on goblins taken from monster builder, tweaked by me for use as a character)
I did this on purpose, as I believed that doing it this way instead of through the character builder would give a different style. David gave me the idea to do it this way, and I was happy with it.

HP 55, Bloodied 27, 8 healing surges of 13HP each.
AC 20, F 17, R 17, W 18
Speed 6 (ice walk)
Saving throws +2
Resist 5 cold, poison
low light vision
acrobatics 2, arcana 1, athletics 2, bluff 1, diplomacy 9, dungeoneering 11, endurance 3, heal 2, history 1, insight 3, nature 2, perception 4, religion 2, stealth 11, streetwise 3, thievery 3.

Feats:
Slowed strike - any creature that hits Tep is slowed until the end of their next turn
Frozen fighter - all damage dealt by Tep is cold. On a crit, deal 1d10 ongoing cold (save ends)
Kobold fighter - shift as a minor action
Weight of Ice - If a target is hit by a slow effect by Tep while already slowed, they become immobilized. If slowed again, they become restrained.

At will powers:
Hammer Smash - Melee +10 vs AC. Hit: 1d10 +4 damage
Icicle Throw - Range 10, +8 vs Fort. Hit: 2d6+3, target is slowed (save ends)
Combat Manoeuvring - When missed by a melee attack, can shift 1 square.
Quick Reflex - When targeted by a ranged attack, can change the target to an adjacent creature

Encounter powers:
Frozen lake - Burst 3 within 10 becomes ice, and is considered difficult terrain for all except ice-walkers. Any enemy which starts in the zone takes 1d6 damage.

Recharge powers:
Painful movement (recharge 5,6) - Range 10, +8 vs Will. Hit: 3d6 damage if target moves during their turn.

Daily powers:
Binding ice - Target 1,2 or 3 adjacent enemies. Attack +10 vs Fort. Hit 2d10 +4 damage, restrained (save ends)


Wednesday, December 7, 2011

Game 8: The Plight of Mr. Pump

Bob, Brickface, Graf, and Taka have escaped. Rufus and Altus saw them take to the hills with their own eyes. Hammond, however, was a different story. He had locked the townsfolk in the town hall to burn, set a trap on the water&power plant, and then seemingly vanished into thin air. The Guard of Blackwater fortress did a sweep, but they found no sign of him. The party gathered by the town hall. The last areas in the fortress to be searched were nearby; Carlana's house (for which permission was required to even enter), and Rufus' house (which had been too close to the town hall fire to search previously). The town hall fire was now down to a half-hearted smoulder, and Rufus' house had survived unscathed.

Altus, Enbel & Echo enter Carlana's house with her permission and do not find Hammond - but do find a note that indicates that he had been there:

Dearest Carlana,
You're not worth killing. Your pathetic leadership is what has allowed this to happen. Enjoy rotting in this tomb that you have built for yourself, and all your people that remain here with you. Shame - a kobold is your best asset... but not for long.
Love,
Hammond.

They then check Rufus' house, and find nothing. Tep, standing outside with some of the Guard, notices a glint of light from under Rufus' porch. He tells the others, and on inspection it turns out to be a trap - what looks like a bomb set to fire shrapnel up through the wooden porch. The group manage to disable it before it does any harm - it had obviously been intended for Rufus.

There follows a discussion on the best course to take following the recent events. Rufus and Erik agree to look at #8, and suggest that the others go to the Save Point to see if they can find any information on the operation of #8. Tep offers to come with them, a show of friendship after the consideration shown him by the party, and Altus in particular. He says that he would do well to repay their respect, since Altus saved his life. Tep tells his daughter to do what she feels is best. She decides to go home, and 5 of the gnome guard offer to escort her back. Tep, stamping his authority on the situation, turns to the guards and says:

Tep: " Very well, but if any harm comes to her, I know where you live, and I have broken in before..."

They leave for the Save Point - Tep, Echo, Enbel, and Altus. On the way, Echo stops by the bomb-rigged door they had earlier disposed of outside the fortress, and left a pictogram trying to explain to their illiterate imp friend Clomp that the bomb on the door would cause an explosive and painful death. They continue onwards to the Save Point. When they get there, the door is open. As they pass through, a metal divider - a portcullis - smashes down, sealing Echo, Altus and Enbel inside, and Tep outside. From behind, Tep hears someone approach.

Hammond: "I always have to clean up Bob's messes"

Tep: "When I'm done with you, Bob will have to clean up your mess. That is - the mess that is you"

They begin to fight. The others, trapped inside, attempt to raise the portcullis - but they can't do it by force, and they can't find a switch. Then, their attention is turned sharply towards their own well being as a trio of kobolds stride into the room, menace gleaming in their dark eyes. Although taken initially by surprise, Altus, Echo and Enbel turned the tide in a short period of time - aided by the fact that they have now seen a number of battles together, and are ever more adaptable to each others style. At the same time, Tep fought in a pitched battle that he never looked like losing. Hammond's arrogance had led him clearly to bite off more than he could chew. Despite Tep's usual diplomatic and calm (for a goblin at least) demeanour - he fought fiercely, and true to his word he finished Hammond on the ground, stomping his head and body into a bloody unrecognisable pulp long after the life had left his body.

After the battle ends, they find the switch to open the portcullis. The 4 step into the facility, careful to walk around the kobold bodies and the smoky wreck of a fight which had involved thrown furniture, fire, and one notable oil drum explosion. They comb through the facility, which seems to have been ransacked since the party were last there. A room which seemed equipped for holding magic artifacts was left empty of anything it may have contained. Realisation dawned on the original 3 that the kobolds had likely used #7 to lure them out of the Save Point in order to get at the artifacts. But why hadn't they just killed them while they were in stasis?

Making their way into a control room, they find a small book - Module #8 - what you need to know. It seemed to be divided equally in content between advertisement and actual scientific data. It seemed to be a proposal for the introduction of 'living constructs' into use in Save Points. It pointed out the usefulness of having 'human intelligence' on hand to help, in case anything went wrong with the AI of the other modules. It proposed use of a living construct as Module #8 in every save point. It was signed off by the proposer of the idea - Teksin Rockefeller - the mayor of Firestrong from the time when the 3 went into stasis. Before they had time to finish reading through the book they were surrounded by more kobolds. Younglings - like their initial battle at the door, but in greater than double their numbers this time.

The only way out was through the door they had come through, which was heavily guarded. They had come downstairs to get to this room, so there were no windows - just a huge steel box around them, and the knowledge that they would have to fight to escape or else die in this tin-can tomb. They take the battle to the kobolds with the resolve which can only come with do-or-die situations. Altus hangs back to cast a ritual. His telepathy allowed him to sense a nearby rodent, and his ritual allowed him to send that rodent with a worded message to a nearby ally. Of course, the nearest ally was Clomp.

Clomp, it's Altus.
Dead gnome in save point.
Also lots of animals.
Help us kill some kobolds there, they're yours.
Also - you can eat this rat.

At about this time, the party collectively notice a number of different colour patterns on the floor - at about the same time they notice 2 sealed booths with kobolds, and 1 of them flips a switch causing the red areas on the floor to gush out flame. So red for fire - not very inventive, and easy to remember. Tep uses ice magic to coat the floor with a slippery icy top, hindering his enemies, but not having any effect on his movement. Another blast from the fire floor melts part of it away. Echo, showing her usual disregard for pain and danger, pursues kobolds meticulously while ignoring the floor patterns completely. She is hit by fire, and electrocuted numerous times, but all the while her foes drop one by one, and she moves on. Tep stays mobile, dancing back and forth on the areas of the floor still caked by ice- landing hits on one, then another, then seemingly cart-wheeling across the room impossibly to strike another. Enbel busies herself with kobolds that stand between her and the booth closest to her. She manages to muscle through the crowd and get inside a booth. This seemed to begin to turn the fight in the party's favour. For his part, Altus found a large piece of ground devoid of colour (and therefore of traps), and held the line, viciously defending against any who ran at him. All the while, he could feel the presence of impish minds approaching ever closer.

Clomp appears through the console behind Altus, with 2 of his impish cohort. At this point Altus cedes the safe ground and runs forward into battle with his imp-tourage. The kobolds' courage is flagging and when the party commandeer the second booth, victory seems a foregone conclusion. A lever is pressed opening a huge pit, and a kobold falls in and is trapped. After all the other kobolds are dispatched, Clomp and the other 2 imps open this pit, jump down and finish the kobold, exiting the pit covered in viscera, and slightly wild-eyed.

Altus thanked them for coming so quickly to assist. They finish reading the #8 book, and from this discern that special tablets are used to give #8 its organic power. A quick search and they find a huge bag of these pills. They then decide to make their way back to the Blackwater fortress. For once, the short journey through the once-town of Firestrong passes without an attack - but not without incident. The imps, having taken their leave when the party were searching for the pills, are gathered near to the bomb-door. They lure a goat onto the door, which explodes. The imps celebrate, giving each other meaningful looks, high fives, and generally making noises of satisfied achievement. They then start scavenging the pieces of goat-shrapnel nearby, and eating it. Some of them have pieces of the goat actually land on them, or very near, so they savage it and look for seconds. The party are amused and impressed by their ingenuity.

They meet Rufus and Erik inside the front gate. Tep decides to take his leave, and head back to the goblins before his warmonger brother gets the wrong idea and raises an army against the fortress. Altus puts a tablet in #8's mouth. Rufus asks Enbel for her emberflare moss - a magical moss which will burn endlessly without being consumed. Between himself and Erik, they have retuned #8's mechanical components to run on steampower. With the emberflare moss, this will never require more fuel - just an occasional top up of water to allow for any loss through #8. As the water comes to a bubble, Rufus closes the chestplate on Mr. Pump. Lucidity returns to #8's eyes.

#8/Pump: "Where is Carlana, I'm ready for this meeting!"

*End of Game 8*

DM's notes: Game 7

This game was fun - it had a heavy role play element. I used maps as visual aids, but there was only one proper "encounter" as such. I recycled the prison maps from the previous game for use during the interrogation scene. I also had the map of part of the front of the fortress from the goblin attack during game 5. I added to this by making another map showing a cross-section near the back of the fortress, including a residential area, Carlana's and Rufus' house, the town hall and the water&power plant. I was surprised at the party opting to interrogate all the prisoners, but I think it all played out very well. David wasn't around to play #8, but I had planned to have a game without #8 in it anyway - as part of his personal story development.

Ivan, a friend with a similar enthusiasm for D&D was free on the day in question, so I invited him to come along and he took up the role of Rufus for the game. I think this really changed the party dynamic a lot, and it allowed this game to stand out as a bit different from some of the others. I'll definitely have Ivan play again in future if he's free.

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Items awarded: Game 7

Echo: Armour enchantment
Daily, minor action: You shift 5 squares and must end the shift adjacent to an enemy.

Enbel: Alchemists Fire (x3)
Standard Action: area burst 1 within 10.
Attack: +10 vs Reflex.
Hit: 2d6 fire damage.
Miss: Half damage.

Enbel: Armour enchantment
Daily, minor action: Gain resist 5 to all damage for 1 turn

Altus: Majestic Gauntlets (arm slot)
At will (special), minor action: You may use majestic word an extra amount of times per day equal to your CHA modifier.

Altus: Armour enchantment
Daily, minor action: until the end of your next turn, deal 5 damage to any enemy that starts or moves adjacent to you.

Altus: Cone of silence
Daily, standard action: and area within burst 2 of the cone is completely soundproofed. From the outside the area is completely opaque.

Rufus: Stun Visor
Property: If hit by a daze or stun effect, it lasts only 1 turn, even if the effect is save ends.
Property: If the wearer is stunned, it is downgraded to dazed.
Property: If the wearer is dazed, it is downgraded to slowed

Rufus: Blast Patch (x4)
Standard action: Set the patch in a square.
Trigger: A creature enters or walks adjacent to the square where the blast patch is set
Attack: +12 vs Fortitude
Hit: 2d8 damage
Miss: half damage.

Thursday, December 1, 2011

Game 7: The Jailbreak

While in the prison, Erik came and brought the party some armour he had been working on for them. Carlana reappears and they talk - she asks them to question the prisoners. They agree, and she leaves. #8 leaves to scout the immediate area to make sure nothing else unexpected happens - they've had enough surprises to do them for quite some time.

It was decided that they would question the prisoners one-by-one, starting with the youngest. Rufus led the questioning, but was assisted by Altus and Enbel. Echo had no interest, and allowed her mind to wander while the others occupied themselves with their task. Rufus led every questioning with the same line -

Rufus: "So... how long have you been a part of the plot to overthrow the government?"

Starting the questioning with the youngest prisoner turned out to be a good idea. The young gnome - known as crossbow - insisted that they had no idea that Graf and Taka were planning to attack Carlana, or mount a coup. At first, he even insisted that Graf and Taka couldn't have been the ones to attack her. But he relents as Enbel is quick to point out that Carlana had left Graf and Taka locked up, while they were the ones asked to do the questioning. Carrying out the questioning in the crowded prison was made private through the use of a magic item that Carlana had left with them - a cone of silence. Crossbow went on to tell the party about the exclusive 'group' that the prisoners had all been a part of. They were a group of 5 guards, and 3 army members that would meet up - usually on the 2nd night of the full moon - to escort Graf and Taka to certain locations outside the fortress. He assumed they were meeting someone, but they never saw anyone else. He gives them the list of who is on the team, when prompted by Rufus:

Crossbow, Zepor, Rick, Golden, Shuffels, Brickface, Bob, Hammond

Previous Members: Evron (Golden's Dad), Vincenss - both passed away.

All of the current members were part of the battle and are now incarcerated, except for one - Hammond. The party take this information in stride, but decide to continue interrogating the others, instead of searching through the town for Hammond. Next for questioning is Brickface, one of the army members. He lives up to his name and refuses to talk. The interrogation takes a turn towards torture as Altus gets in Brickface's face, and slaps him. Rufus threatens him, and Enbel and Altus join in mocking his sexuality - calling him homosexual as he has no family. Brickface is resilient, and refers to Graf as "The Boss". He won't give them any more information, except to assure them that there were only 7 in the group (going against what Crossbow had told them, since Brickface did not mention Hammond). Rufus questions the intelligence of lying to your captors, then sends Brickface back to his cell.

The next to be questioned is Golden. Golden is also a member of the guard, and he seems noticeably slow-minded. He tells them that he was a relatively new addition to the team, after his father Evron passed away. Rufus recalls the events of Evron and Vincenss' deaths, and is of the opinion that they were both natural and not as a result of poisoning of foul play. At this point, Altus and Enbel decide that they want #8 to take Carlana a message - but they find him outside the prison, inanimate. They can't get a response from him, or detect what has happened to him.

Completing their questioning with the 'underlings', there seems a fairly obvious split - the guards, who support Taka and seem oblivious to any possible underhanded tactics on Graf and Taka's parts, and the Army members; Brickface and Bob, who seem completely unphased by the idea that Graf was planning a coup. The group then decide to question Taka.

Taka is slightly taller than the other gnomes, although compared to the size of Altus, this was still not to be considered actually tall. He appears well groomed, as though he takes meticulous care of his appearance. This is in stark contrast to Graf, who is more advanced in age, shorter, and appears scruffy and gruff. Taka gives off the aura of a weasel - no real confidence except when hidden behind a row of loyal men. As such, he is in no mood to stand up to a disgruntled Shardmind, Kobold, and Wilden, and he is quite sure that the Mul daydreaming in the corner is not predisposed to coming to his aid either. He therefore opens up to them and is very receptive to questioning. He tells them that himself and Graf attempted to form a truce 10 years ago, but it didn't succeed - however 4 years ago they managed to. The goblins and gnomes signed this truce, and since it was believed that Graf and Taka were the leaders they took on that role - behind Carlana's back. Taka infuriated them - especially Enbel, who referred to him as a stupid second fiddle to Graf. Taka maintained that he had not planned a coup, or known that Graf intended to stage one, but he went on to say that either him or Graf would be a far better leader than Carlana.

Echo is stirred from her reverie as she notices cracks appearing in the walls of the prison. She draws peoples attention, and then they chain Taka back up and run out to see the cause. Rufus, riled up by Taka debates slaying him while he is chained, but then relents, perhaps out of honour - or maybe just deciding that executing a chained-up gnome can wait until they've dealt with the more pressing concern of the building apparently coming apart at the seams. As the first down the stairs and out the door, Echo is the first to see a large drake land near the town square. It touches down and fires a number of warning bolts over the heads of the party. It is mounted by a particularly venomous looking kobold, with a scarred face and patches of discoloured skin - the result of a life spent primarily in the company of drakes-in-training. The drake seems primarily concerned with destroying the front wall of the fortress, and is paying no heed to the prison which is standing between it and its goal.

Altus, Enbel, Rufus, and Echo rush into attack. Altus - ever the diplomat when entering into battles where he does not know the exact motivations of his opponent - pulled his punches, trying to appeal to the nature of the drake and make a new ally. However, the drake did not seem susceptible to this, appearing to be completely subservient to its rider. Also, the pair seemed to draw power from each other as they fought. Rufus was able to use his knowledge of drakes, as well as his kobold 'shiftiness' to get up close and personal and deal some damage. Echo rushed in, unafraid of taking a few knocks. Enbel hung back and attacked from range - her speciality. Noticing the drakes unwillingness to betray its rider, Altus decided that forcibly dismounting the rider was going to be his 'Plan B'. He successfully got onto the drakes back himself, and got into a slugfest with the kobold rider. This went back and forth for a few minutes, with neither combatant seeming to tire, until Echo - through with pleasantries and wanting just to be rid of this oversized problem- promptly set the drake, it's rider, and by extension Altus, on fire.

Not exactly flammable, but not fireproof either, Altus got off the drakes back. The drake and its rider were decidedly distressed at being set alight, and after a number of failed attempts to douse the flames, they flew off to the north, a flaming beacon of warning - not to mess with Echo when she's not in a good mood.

The group noted that there were no people in the town outdoors. No one was walking around, and there were no guards on the walls. Enbel was quick to ponder aloud the stupidity of not having a guard posted, regardless of the fact that Zanster's funeral was being staged. If it had not been for them, one funeral could have become many the next day. Supposing that everyone was at the gathering in the town hall to honour the life of the recently deceased Zanster Trickfoot, the party return to the prison. On arriving, they discover that Graf, Taka, Bob, and Brickface have escaped. The guards have been left locked up, and the female goblin prisoner -daughter of Tep has been beaten up. On talking to them, they work out that it was Bob that committed the assault. At this, Altus specifically decides that enough is enough. Everyone else is quick to fall in line with his opinion. He walks from cell to cell, opening them all, including those holding Tep and his daughter. They then march through the streets looking for the escapees. As they near the town hall, they see that it is on fire. They rush to break it open, and have arrived in time that there are no fatalities. Carlana has marshalled the people inside well enough that they aren't panicked, and they have been trying to fashion a battering ram when they are broken out.

Ranger picks up a scent, and Echo is quick to follow him. One gnome was responsible for locking up the town hall from the outside - and they could only conclude that it was Hammond. Ranger can read the trail of Bob, Brickface, Graf and Taka over the wall, but confuses the trail of Hammond. Without missing a beat, Rufus spiderclimbs up the wall, dropping a rope to Altus who then follows him. Echo and Enbel turn their attentions elsewhere, as there is a trap on the door of the water and power plant - obviously a ploy to prevent any attempt to stop the town hall from burning down.

Rufus and Altus make ground on the escapees, and catch up to Bob, however after some physical exchanges he takes off ahead of them again. A group of kobolds come down the foothills and form a line. All the gnome escapees cross it except Bob. Rufus and Altus think better of persuing. Bob then crosses the line and the kobolds retreat with the gnomes in train. Rufus and Altus make their way back to the fortress. In the meantime, Echo and Enbel (with the enlisted help of Erik) have used their wits and a welding torch to remove the trapped-door, and have brought it a safe distance outside the fortress. The immediate danger had dissipated. But what to do next?

*End of Game 7*