Monday, January 28, 2013

On Antiquated Lands

Here's a bit of background about the world. It is very dry, but I enjoy that type of stuff.

Friday, January 18, 2013

Rules on Running

So, we have mentioned the run rules at the table, but nobody has used them yet.

Running

You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you're in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.

You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.

You can't run across difficult terrain or if you can't see where you're going.

A run represents a speed of about 13 miles per hour for an unencumbered human.

Thursday, November 29, 2012

Withdraw, dismissing spells, and sneak attack damage

There are a few rules I would like to clarify. They did not slow down the game after play, which is awesome. Sometimes rules arguments can ruin games, and I am glad everyone has a "play first, look up rules later" attitude.

Withdraw is a full-round action which allows a character to leave its first square without drawing attacks of opportunity. He may move up to to twice his speed, and if he leaves a threatened square beyond the first he draws an attack of opportunity.

Entangle and grease are both spells that can be dismissed. In the duration field of the spell's description, the symbol "(D)" means that the caster can dismiss the spell as a standard action.

From Skip Williams:
"When you make a sneak attack against a foe with damage reduction [like the grick], roll the sneak damage and add it to the damage from the hit before applying the effects of damage reduction."

We will be playing on Tuesday, December 4th at King's Hobby.
8810 North Lamar Boulevard, Austin, TX

Wednesday, November 21, 2012

Session 2

Safal, Ezra, Thistle, Jigaro, and Wit explored the Crawling Grotto. Here is some of the interesting things they found;

1) The party looked closely at the room filled with manikins. They felt that the room held a secret or trap of some type, but could not determine what exactly.The large door had an inscription that read;



 Before they began to rot
Eight moved like royalty,
Each in place, all in beauty,
  
When they dance, he will be free.”
2) The party found a beautiful dagger. The pearl handle was carved to depict a dwarf woman.
3) The party found a holy symbol of Morodin hidden in a secret compartment of a large table in the meeting hall.

4) The party found a statuette of a kneeling elven woman that was left on an abandoned alter dedicated to Correllon Larethian.

Also, everyone gained 450 experience points. All the characters have 1,070 experience points. They need to gain 930 more experience points to level up.

The next game will be at Kelli's, Tuesday November 27th.

Prologue




I want this to be a game where all the tropes of the genre find a place to live. Treasure chests filled with jewels, undead monstrosities rising from sarcophagi, trapped thrones, sleeping dragons, bound demons, clockwork machinery, and heroes coming back to town with piles of gold tied to the mules. What one person may consider cliché, I consider archetypical. The characters that are appropriate to this campaign are just as archetypal. I want the warrior standing before an approaching horde, his faith in blade and ally. The spell-caster will be wresting the secrets of the gods and the universe from hidden artifacts and moldering tomes. There should be a clever survivor, living day by day on wit, guile, and luck. This campaign needs characters that hearken to the traditions that made D&D.

We will begin at Drafton, a small mountain-town of about 600 people. Most of the residents are self-sufficient trappers, farmers, and goat-herdsmen. There was a road that connected Drafton to the region’s most populace city, King’s Reach, but it was used so rarely that nature reclaimed it. Technically a fief, Drafton is under the vassalage of Sir Ruchard Brines, who has neither visited Drafton nor demanded taxes. The tiny region is simply beneath his attention. The people have carried on in Drafton as they have for decades, uninterrupted by the outside world save for the slow trickle of adventurers who wish to try their luck in the ruins of Yggaril.

Yggaril is an ancient ruin dug into the side of the mountain by a clan of dwarves. The mountainside is pocked with entrances to this dungeon, and horrible creatures are known to crawl out from these hidden places. The most innocuous of these creatures are small, yipping creatures that make frequent excursions into the goat herds. These creatures are little more than pests to the people of Drafton, but everyone knows that more heinous creatures stalk the woods.