Game Results for November 18, 2006

It was game 2 of our Underworld variation of Vampire: The Masquerade, played at our first Thanksgaming Day event.

The Death Dealers set out to execute two enemy mafia leaders, Mariano and Paul Massoli. They raided the house and engaged in fierce battle throughout the first floor. Unfortunately, two Lycans were aiding the Massolis, and Johnny Dean was decapitated.

After clearing the first floor, Hagitha, Ryu and Darren moved up to the second floor, which was filled with mafia muscle. Hagitha and Darren were soon neutralized, but Ryu was able to outgun the opposition. Darren had succeeded in executing Mariano Massoli before he was incapacitated, leaving only Paul Massoli as a remaining target. Ryu stalked down to his holdout and put two .45ACP rounds through his body.

Unfortunately, Ryu showed a bit of mercy and left call girl, Sally Willis, alive as a witness. They group’s plan of framing the Jamaicans failed, because she told everyone an Asian was the trigger man. Confusion about who executed the hit still exists, but there have been no retaliations against the Jamaicans as the Death Dealers’ bosses wanted.

Game Results for November 16, 2006

Game session 18 of the Age of Worms campaign ended with a bang! The party began the evening attempting to traverse a steep passage up into the darkness. Several of the party members found their armor particularly limiting and the going was slow. At the top of the passage, the group found a wide chamber protected by a pair of spear-toting grimlocks. Naturally, they yelled for reinforcements as they attacked the heroes.

After some interesting combat, a flood of grimlocks poured into the room and setup charges and flanks all through the party. The fighting was fierce but eventually the heroes vanquished the enemy. Unfortunately, they were yet to encounter the grimlock chieftain.

This massive, raging grimlock came charging from his cave yelling praises to Bhaal and swinging a nasty greataxe. A single, horrendous blow sent Brutus to the ground searching for Oblivion. Only the quick thinking of Valgen saved his life; the whip-warrior uncorked a potion vial and force-fed his critically injured ally. The blonde elven bombshell, Cam, went toe-to-toe with the chieftain and suffered terrible injuries for his efforts. The spellcasting prodigies, Jimmy and Lyrin, pelted the chieftain with spells while Thoril dropped back to rain arrows from afar.

Finally, spells brought down the axe-swinging behemoth. Little Jimmy Firespark then ran over and bashed its skull with his fearsome quarterstaff.

Licking its wounds, the party has holed up in the chieftain’s quarters in an effort to camp and recover their strength. A single, dark passageway winds down into the darkness outside his chambers. Where will it lead, and what evils await below?

Choker Warlock

In our latest Age of Worms game session, the party encountered a pair of chokers for the first time. Ironically, this week at the Wizards of the Coast website, the Fight Club presents a choker progressing through rogue and warlock class levels.

Game Results for November 9, 2006

It was game session 17 of the Age of Worms campaign this week. A re-grouped party, joined by two new members, pressed further into the caves of Bhaal. The grimlock archers hounding the party at the ledge were eventually neutralized with a barrage of arrows, bolts and spells.

After traversing the cliff face to the cavern floor, the group fought off a pair of chokers intent on turning the band into dinner. After dispatching the chokers, the party turned their attentions to the rope lattice above the choker lair and found it guarded by a grimlock barbarian and three grimlock warriors.

Spells flew, arrows zinged, and potions were quaffed. By the end of the carnage, the entire party remained standing, and all of the grimlocks lay dead. Of course, the party conducted an obligatory search of the bodies and moved on.

Now, the group stands at the top of the rope lattice gazing upward into darkness at a narrow passage winding sharply into the unknown.

Store Merger

Two of the leading role-playing game PDF online stores have merged. The sites http://www.rpgnow.com/ and www.drivethrurpg.com/ are now, in the background, one and the same.

Personally, I’m a big fan of competition; it is better for me, the consumer. However, the good news is that many companies were “exclusive” with one web site or the other. Now it is one big happy pot-o-PDFs.

Player vs. DM

Check out the new Sibling Rivalry column at the Wizard of the Coast web site. It is a bit tongue-in-cheek, but very amusing. It has “letters” written by players answered by DMs and vice versa. Overall, it is funny with some cleverly hidden insights into what really goes on at the gaming table.

Game Results for November 2, 2006

This week, we played a setup entitled “Incarceration” in our Ultimate Showdown campaign. This split the party into three factions, each at war with one another. The Heroscape terrain was in play, and the carnage was intense. Points were scored for slaying members of other factions, and at the end of the night, the Death’s Head Gang reigned supreme. Despite the success of the DHG, the Bloody Axes and Orange County Chompers made a good showing of themselves.

Details of the NPCs are all online. Likewise, a complete description of the setup and rules of last night’s game can all be located under the Memorial of Monsters portion of the Ultimate Showdown campaign web site.

Blood War Preview

Wizards of the Coast has posted a gallery showing all of the miniatures in their new Blood War line. I particularly like the Fire Giant Forgepriest, Horned Devil, Large Water Elemental, Pit Fiend, Fiendish Snake, Green Slaad, Marilith and Succubus minis.

For the entire gallery, click here.

Game Results for October 26, 2006

Thursday’s Age of Worms game presented the party with several obstacles. The party left the labyrinth and proceeded into the caves of Bhaal. They descended into a stalagmite filled cavern guarded by a trio of sightless grimlocks. After a quick skirmish, the party defeated the group and moved further into the caves.

Soon, a second cavern presented itself, also filled with stalagmites and stalactites. This larger room also led to a drop off plunging 45 feet straight down into the darkness. Within the room lurked a pair of krenshars and a grimlock kennel master wearing a dire ape pelt as a cloak and a blood-red wolf skull for a mask. His gleaming axe nearly killed Krismorel, but her renewal saved her. Valgen found himself scared of one of the krenshars and spent some time fleeing from it. Several attacks and spells like spiritual weapon, flaming sphere and magic missile later, the krenshars and grimlocks were slain.

While investigating the edge of the drop off, the party found iron spiked had been driven into the stone wall making it possible (although treacherous) to descend. Unfortunately, Firsta and Lyrin discovered there were archers somewhere down in the darkness, and Valgen had to drag Lyrin’s dying corpse to safety for revival by Krismorel. Unfortunately, Firsta was not so lucky; he was flying over the chasm when the archers attacked, and he plummeted to his death. Krismorel used a precious scroll to unleash her only silence spell upon Valgen who then attempted to use a rope to descend into the darkness. His bulky armor interfered, and he fell. He had 45 feet of rope to play out, and the fall was 45 feet (a little less with the stalagmites sticking up). Valgen slammed into the ground with an absolutely silent crash.

Krismorel attempted to follow Valgen down, but she was hit by arrows from the archers and fell from the rope. She did not survive the impact of the fall. Lyrin stayed back from the chasm to await reinforcements or signs of life from his allies. Valgen quickly searched the bodies of Krismorel and Firsta to collect items to help him escape and fortunately found a potion of gaseous form, which allowed him to return to Lyrin. The pair fell back to a secure area to nurse their wounds and mourn the death of their companions.

Patron Adventures

Long-time game designer Wolfgang Baur has embarked upon an interesting method of creating adventures. He is collecting “patrons” who give a donation for an adventure. Once he collects enough pledges, he then writes the product; the catch is it only goes to the patrons, ever. It will never be published anywhere else, and patrons get to make recommendations about how the adventure is written.

For more details, visit here.