Cancelled Again

This session was cencelled, and things are looking good for the next one either.
Real LifeTM sure is getting in the way.


Thinking about Armags’ Tomb and Dungeon Crawling.

The walls, floors, and ceilings in Armag’s Tomb are
carved from pale stone heavy with iron ore, a feature
that gives the entire complex streaks of oxidized brown,
not unlike long dead f lesh streaked in dried blood.
Except where otherwise noted, the rooms and corridors
are 12 feet high, and the walls themselves are infused
with ancient magic and the tiniest fraction of Gorum’s
wrath—as a result, the walls resist any attempt at
manipulation via magic (such as
passwall, stone shape,
transmute rock to mud). In order to affect the stone
of the tomb with such a spell, the caster must make a
DC 30 caster level check as if attempting to overcome
spell resistance—if this check fails, the spell is wasted
and the magical backlash of energy causes the caster to
bleed painfully from the eyes, mouth, and f ingertips,
suffering 2 points of damage per level of the spell she
attempted to cast.

I can seen why, but it does feel a bit like cheating.
The players have worked hard for a very long time to get all those spells. But now the’re just being taken away.

I haven’t read a lot of APs yet, but is this normal? Is this the example I should be learning from?

Also, as a minor detail: “Thick fog fills every corridor (but not the rooms)“. I’m normally comfortable with the difference between a corridor and a room, even though it’s entirely false. But just how do Paizo define rooms?
I ended up deciding that area D5 was a corridor, not a room. Not that it made much of a difference when Darvan went to work on that daemon.

Nothing Much

It’s been a while since my last post. This is not because we haven’t played but because there wasn’t really anthing much to write.

My players spent a lot of time running around in the hills north of Lake Hooktounge and for Drelev. Yep, they definently did find the Chimeras and the Giants’ Cave. Both of those encounters were defeated easily enough. They’d even found the flooded mine, though nobody had the relevant Profession(Miner) skills to figure out what to do about it.

They finally found the tomb (and the barbarian camp outside it) late last session. So this session was mostly about invading Armag’s Tomb.

It didn’t start out well. My players were unfocussed and there was a lot of impromptu “breaks” to talk about other stuff.

The barbarians were quickly dealth with though, and the hostages made safe. And then the PCs went into the Tomb of Armag.

They really went the long way around. They tried the Test of Strength, then decided to go back and try the Tactician’s Way. Only to miss the secret door to the Tactician’s Way. They made it through the traps, saw the Iron Golem in the Test of Prowess room. And turned around.

Finally they found the secret door. They went through, encountered the daemon, and beat it easily. Paladins may well be overpowered – at least against evil opponents. Of course, they still had to fight through the Iron Golem.

After that point, there isn’t much choice to the Tomb, just dice rolling.

And now for something completely different…

This is not my only campaign, just the only one I DM. That’s why I’m not (much) mentioning those other campaigns on this blog: it was intended to be a tool for me as I foray into DMing.

Still, I have to mention this: Last night, in another campaign, our Barbarian succesfully Intimidated a dragon. One that – as far as I can tell – was supposed to be the Dragon of the campaign. It ran away. Well, flew away.

Yes, that was a dragon, both as in Darth Vader’s job, and in a huge, firebreathing lizard with magic and the ability to breathe acid.


Go west young man!

I’d expected an invasion of Fort Drelev in this session. Or a run through Armag’s Tomb. Or at least starting out on one of those.

I was wrong.

Ok, so maybe that’s a bit of an exaggeration. My players seemed to have forgotten their plan of sailing straight to Fort Drelev and mounting an amphibious assault. Instead, they went straight ahead. almost literally. Now that they had defeated the invading army, clearly it was time to go exploring. Because what else would there be to do?

Instead, they just went straight west, “looking for the barbarian camp”.
No, if they had had a nice way of flying, like the Daddy DM’s party, they might have gone straight to the tomb. But no. Instead, they found the Giants’ Cave and even the Flooded mine, before they decided to turn back east.

No real complaints here. Just… Players never do what you expect them to do. OR is that just my lot?

Before Armag’s Tomb

I was just skimming through Armag’s Tomb.

So what are the Black Sisters doing there? They are clerics of Gyronna, the Hag Queen, goddess of hatred, extortion and spite. Not servants of Gorum. What are they doing here? What is their interest? What sort of vengeance are they working on? Or are they just here to spite the PCs?

Because if so, this seems like a bit of a long gambit.

The C-RPG have replaced them with faeries, which I guess makes sense. But that’s not really going to work for me. I guess I’ll have to think of something. And preferbly quickly. We might be going there soon.

Attacking Harborjoy IV

So much effort, so little effect.

The PoWs arrived at Harborjoy and were interned in a camp.
Menas set about setting up another, new army. Just to have someone to man the barges. Or so I thought.

Less than a minute after realising they might be able to man the barges, my players were talking about pulling an amphibious assault on Fort Drelev – a places they’d never seen and only recently heard about.

Then they remembered that they’d sent the cavalry to Wyvern Bridge, and decided to ride off to rescue the cavalry (sic)

The mass combat rules are… wierd. Way back when, the First Light Horse managed to wipe out an army of trolls in a single roll. Not so this time. It felt like we were rolling dice forever. Only low for attacks and high for defences. Joy.