Sunday, June 28, 2009

Monsterpocalypse Stuff

Ok, this post is dedicated to the new mini's game me and some of my friends will be playing.

Ok guys, heres what i've gathered so far.

Mini wise, we really only need one big monster, you can do more monsters, but a one on one duel is normal. The goal is to kill the other monster, but the big monsters are also capable of destroying buildings and minions to get bonuses for more destruction on following rounds.

As far as minions go, you can bring fifteen to the game. You can only have five of the same type, and can only have five elites in total within your minions. An elite is a special version of your regular minion, and they are painted differently and have different stats. Although the object of the game is to destroy the monster (thats how you win) you use minions to secure locations (3 minions adjacent to a building can secure a location - that gives benefits during certain phases of the game -). Some minions give benefits to monsters too, an example is a repair vehicle that the G.U.A.R.D get that can repair my robot monster by taking an action.

When you come to a game you also have to bring a city. You need 2-12 buildings and you should also bring a map, the buildings are considered your city. The generic map that comes with the starter has eighteen building slots, so you could each place up to nine buildings from your city on it. I'm sure there are larger maps with more or less city slots on it. You dont have to have all the slots building slots filled to play a map, four buildings total in an area is the minimum. (players take turns putting there buildings out at the beginning of the game.) Buildings are important because when you destroy them you get special abilities based on the building type, some buildings also make good hazards when they are destroyed. Some buildings are also useful being not destroyed, thats when you'll use your minions to protect them.

So, we have some buying to do! there are plenty of building packs out there, and i might think about ordering some of this stuff online too, but i haven't decided yet. anyways, we need to get into it, the game looks like alot of fun!

G.U.A.R.D rules!

Monsterpocalypse Stuff

Two Scars -Main Group-

I'll save my gaming post for after we finish the current adventure, which will take at least one more session. I'll dedicate this post to the various members of the main group and how they have progressed up to this point. As always, this post is from Kharask's perspective.


Merric - Merric has been progressing in the troupe fairly well. He can be depended on when the Two Scars is needed for a larger contract, or when pursuing the Cult of Tiamat, but the small halfling does little to better himself or the company when in Caran Has. Kharask has noted that he disapears for days at a time, can be seen at odd, and questionable locations, and usually only returns to the Headquarters or an Inn when needed to sleep. On a positive note, Merric is becoming stronger, faster, and more intelligent when initiating combat. His guile and tactics seem to be improving as he spends more time among the group and he works extremely well when paired up with Baerd and Erantaelik on the front lines. Kharask has noted that he has developed more martial prowess as well, and can pull off some impressive feats of skill when pressed. Kharask has also noted some weaknesses in his small companion. Merric does not see the greater picture in most of his endeavors. Even when rescuing his father from the slave camp merric failed to realize that the other slaves within the camp were just as desperate. When pressed about helping the female halflings who were to be sacrificed he became fussy and upset, as if the act were a waste of time, the same was to be said about rescuing hundreds of slaves from the slave pen. In the end, Merric must one day understand that saving a single individual over the whole is not an acceptable outcome, only by rescuing as many members of his village would he be reminded of home and his past. Now he has a true place to return too, a land he knows that means something, a culture he recognizes, and friendly faces to greet and comfort him. Even without his father and mother, that is just as important, if not more so. His small friend for now will have to learn on his own, his people see the world in a different light, and Kharask has many things that need his attention.

Dalanor - As always, Kharask respects his Silver Elf friend. The wizards information has been invaluable, and his magic has only become stronger over time. On many things the mage and kharask see eye to eye. They both spend a great amount of time within the city tending to both personal and communal business, and spend an equal amount of time searching out ways to empower there cause. Dalanor can be intelligent, straightforward, honest and resourceful. He has been giving and compassionate, especially of late, and has been seeing the overall objective of there cause more clearly. For all of his merits however there are also darker parts to his personality. Dalanor becomes frustrated easily, and although he sees the greater whole of things more clearly than Merric, he chooses to ignore it on some levels. Dalanor cares for his past, his family, and his power, but Kharask still is curious as to the order of his passions. He has expressed an ability to turn from the company should he be forced to protect his daughter. He has spoken to Kharask at times about aquiring more power for use in combat, about honing his skills to be better suited for the battles to come. Kharask has a feeling that he wishes to use some of this power for other objectives, those that might involve the elves homeland. Through it all however, Dalanor has been a very useful ally to the Two Scars, and his morale character seems to be improving, partially due to his memories returning, but also partly due to his membership in the company. Kharask hopes that one day the Silver Elf can shake himself of his darker thoughts, put the horrors of his past behind him, and turn all of his arcane might into securing the future, if that were too happen, Kharask truelly believes they would be unstoppable.

Erantaelik - The drow is worthy ally, and a fierce combatant. Kharask respects Erantaelik's dedication to the arcane arts, and his ability to wield it as a weapon against there foes in combat. When fulfilling contracts and advancing there assault on the followers of Tiamat the drow is an invaluable asset. His response to action is uncannily fast and deadly, his ability to hinder and group foes while holding an entire section of a battlefield is something to behold. His magic becomes stronger day by day, and Kharask sometimes wonder if the two mages of the group are equaled in strength, or if perhaps Erantaelik's sheer focus might someday overtake Dalanor's more ecclectic collection of magic. As a warrior, the drow is a worthwhile member of the troupe. Outside of combat Kharask has spent serious time contemplating the Drows motives. He spends little time with the troupe, is seldom seen wandering the cities and towns they visit, and seems to brood over some slight or past memory. Kharask has noted more often than not that the drow responds to strangers with the same disdain and distance that he uses when speaking with the troupe. It is true he is straightforward with answers, but the drow has twisted words in the past, and Kharask does not fully trust the shadow elf in all matters. There is also a memory that gnaws on the dragonborns mind from time to time. In vadrier's shop, while the troupe lay down to rest, Baerd once spoke outloud about the drow as a race worship some great demon, he also remembered the incredible silence that followed. He wonders where Erantaelik's true loyalties lie, and if the drow is only tagging along with the group to better his own cause one day. Kharask hopes this is not the case. Though most drow are traitorous and worth killing, Kharask would not welcome the day when he would have to turn his great hammer against one he considered an ally. Only time will tell, and as the Two Scars gets closer to an ever growing destiny, the members of the company will be guided by the greatest of lights, or the deepest of darkness.

(ok, thats the main party, i'll do the npc's on a later post!)

Monday, June 22, 2009

Slave Rescue -Complete-

Well, this post is dedicated to our last full adventure, which consisted of three very cool sessions.

After arriving back in Caran Has the two scars took some time to get there own personal affairs settled away. The entire troupe had a great deal on there mind, but it would not be long before they were brought about to action. After meeting up with the secondary branch of the company, Laurelle made his decision to seek out the library in an effort to find a missing member of the secondary troupe that disapeared under some strange circumstances. During this rest period in the port city, merric approached Kharask about his vision, stating that he knew the whereabouts of his father, and that the Cult of Tiamat had an established slave camp far north where they were forcing there slaves to uncover a hidden object. After hearing of this news Kharask gathered his company and prepared for the trek north. Using merrics knowledge the troupe followed the river to get to there destination. The trip wasn't exactly safe, but aside from a few ogres, a giant alligator and a few other delays, the days went by without much grief. The culmination of there journey ended at a slave camp. The slave camp was fairly well fortified, having a watch tower, a temple, a giant statue of tiamat, a slave pen, and the mining facilities. It took some time, a bit of stealth, and some tactical planning, but the troupe took care of the watch tower fairly quick. After saving the halfling fishermen by the watch tower the troupe made there way towards the temple where they were told the cult planned on sacrificing the female halflings. The Two Scars dispatched the guards at the base of the temple and made there way in. Within the temple were more guards and a priest, the company destroyed there enemies, laid waste to there alter, and made there way down to the basement where they destroyed the last of the slavers guarding the halflings. With the females free, Kharask made the decision to free the slaves at the slave pens. This was not a popular decision. Merric was pining to be reunited with his father, and Erantaelik and Dalanor both came to the conclusion that freeing the slave pen would be too risky. The issue with freeing the slaves, was that the troupe had seen a powerful dragonborn fly in on a red dragon, and there was a cave above the slave pens that the dragon was using as its lair. His primary mission being the lives of the halflings, Kharask ordered his troupe into action. Merric made his way carefully towards the pens, unlocked the main door, and with little fuss managed to get the halflings out quietly. Kharask met the halflings mid way, intimidating the halflings into silence and order as he pointed them towards safety. With the rescue mostly done, the troupe made there way up towards the mines. Within the mines the Two Scars ended up doing battle with a large troupe of slavers, some blue scales, and a wizard. The troupe made short work of there enemies and proceded further inside. Before too long they came to the sight of a great cave in, wounded halflings lay about and a powerful dragonborn leader stood behind a handful of experienced slavers. Destroying the heavily armored exarch was no easy task, but the troupe accomplished there goal, destroyed Kathorax (sp?) and put the slavers down. After helping the survivors they made there way to the only alternate channel, at this point they found passage to another flimsy cave where over a dozen halflings where chained to a wall. Merrics father was among them. After merric carefully picked the lock on the workers chains he urged his comrades to make for the entrance, it was at this point that the entire cave and its connecting tunnels began collapsing. The troupe escaped, and with most of the halflings. Erantaelik used his judgement and cut a few of the halflings off there chains as they were buried alive, using his superior knowledge of similar situations to make the best decision, regardless of how grim it might seem. No sooner had the company moved the halflings to the entrance of the cave, did the great dragon Felkyra make her appearance. The powerful red swooped over the troupe several times, then unleashed a blast of powerful flames to start the fight. The dragon was powerful, and although still in its spring scales, this red was fierce. Using all there resources nearly wasnt enough. In the end, the sheer ferocity and strength of the two scars seemed greater than that of the dragon, and in fit of thrashing and hideous roars, the great red dragon died. After consuming the heart of the dragon, Kharask made sure the halflings had enough time to properly bury there dead, and to tend to there wounded and there sick. In the meantime Kharask and Dalanor set about destroying the great statue to tiamat. With thunderous booms and the ripple of magical force the great statue was sundered into hundreds of pieces. After its destruction Kharask once again called out to the evil mother of his people. Another challenge. Shortly after a thunderhead loomed on the horizon in answer to Kharask, the dragonborn nodded in acceptance, knowing that his fate, and the fate of his company, was being lead slowly to some great conclusion.

I'll have more as we play more! next stop Gaming Convention!!

Friday, May 29, 2009

Adventure Complete

The two scars battled there way through the massive library. Every room had suprises, some protected by ancient traps, some guarded with vile fiends, some infested with horrid undead. The two scars saw each challenge in turn, overcoming each challenge, and proving victorious time and time again. The company had its share of troubles to be sure, Kharask himself coming out of several battles wearing deep and vicious scars. Through the course of there searching however the Two Scars also uncovered ancient treasure, lore, and magic. The wizard collected librams containing nearly forgotten spells, and the rest of the company collected some rare and powerful magical relics as well. The drow walked away with some powerful, and very ancient magical armor. Kharask came out of the library with a new set of armor as well, he was also carrying a powerful warhammer, and a magical statue that turned into a great arcane cat. The entire troupe benefited from there time in the library, but after what seemed an eternity, the Two Scars made it to the third floor of the library. At this point they were tasked with finding three hidden parts of a single key that would unlock the libraries inner sanctum. The immortal guardian who told them of this task fell to madness and had to be brought down by the company. The Two Scars wasted little time, scouring the floor for all its hidden passages, and collecting the three crescent key pieces. Merric inserted the key, and the company was lead into the main chambers of the library, or the Library as the sages inside referred to it. There were six sages, five of which brought forth the great collapse of ages past by utilizing forbidden magic. Each sage seemed to come out of a small enchanged mirror, there were also three larger enchanted mirrors in the room. These mirrors were said to be the collected knowledge of all the sages within the library. The Two Scars were instructed to use the mirrors to ask questions pertaining to them or the past, and that the sages would guide there visions. It is not known to Kharask what the others saw, but he saw the fall of his people, or more specifically the fall of great Arkhosia. He also saw the possibility to reclaim that lost glory. Perhaps Arkhosia was lost, but out of its ashes a true leader could come forth and rebuild. He learned the location of two powerful artifacts used by the last great king of Arkhosia, with these relics Kharask would have what he needed to inspire his people into a new age, to bring war against Tiamat and her twisted followers. During his vision he also saw of the tieflings treachery, and how the necromancer they had killed so long ago was still trying to manipulate there destiny. The rest of the troupe finished there visions as well, and although reeling from the intensity of what they saw, appeared ready to leave. They were transported to the first sage at the beginning of the library, at this point Kharask shattered the statue of the traitorous tiefling, and the Recorder opened a portal, whisking the Two Scars back to Volniks tower, very close to Carahn Has.

(The adventure conclude here.) Will have more posts very soon

Saturday, May 23, 2009

Being an Inspiring leader

(Another Character related post)

Kharask is an inspiring warlord. In game terms this means that he uses charisma based effects to heal and bolster his team. This post explains how he does this, and why he is inspiring at all.

Kharask is a powerful figure to look at. He is tall, has a powerful build and wields large, heavy weapons. His very form is naturally intimidating, and he barely has to make a remark at all to cause fear in those around him. Those that speak civil to Kharask quickly realize that the dragonborn is also fairly intelligent and articulate for his race. His words are truthful, and he always speaks in powerful and very audible tones. His body language is expressive, but mostly because he uses practiced and efficient motions. He does not pace or fidget, and most motions he performs are for a specific purpose. A slight nod, a tilt of the head, or a raising of the shoulders are rare, but extremely expressive. His nature is easy to read, and he is extremely reserved as is common for his race, but unlike many members of his race he is trained to take charge of situations that present themselves. He will speak when spoken to, volunteer if necessary, handle events that no one else will handle, and defend those that need defending, either verbaly or physically. It is because of this nature that people are drawn to him, he attracts his followers, he does not call to them. People of all races see something in the dragonborn that they themselves wish to express, perhaps it is his good nature in the heart of questionable times, perhaps it is his heightened sense of honor, or simply because he carries himself with pride. Its because of his reserved nature outside of combat that he is such an effective leader in combat. Once his blood begins heating up in tune with battle, the dragonborn becomes explosive on many levels. His loud voice becomes booming, terrifying to those who have not witnessed it before. Commands are snapped with roars and sharp gestures that are hard to ignore. As allies fall or falter Kharask has been known to blast out roars of such ferocity at there pain, that sheer adrenalin picks the comrade up. When striking out at enemies he seems to become larger than his foes, his very presence suffocating them, making them seem smaller, weaker, and his allies feed on this, able to attack there enemies without a sense of fear and without hesitation. His roars weaken his opponents resolve, and even failed attacks end with ferocious snarls, snapping gestures with his maw, or him burying his weapon into the ground to kick up dust and stone, making even his failures inspiring. During all this he is constantly bellowing orders as well. Although a presence on the battlefield, he uses tactics and positioning just as well as some tactically minded warlords. His commands usually come in the form of arm or head motions to his comrade, or sometimes a gesture with his maul after an attack. In all of these ways is Kharask inspiring, his allies have grown to know his way, and those that travel with him for the first time will not only be terrified, but in awe of his effectiveness.

Some war cries he's been known to bellow out before, during or after killing an opponent.
"May Tovik honor your bones!"
"Your destiny ends with me!"

Regardless, Kharask is not known to insult his enemies in combat unless attempting to bait them. He would rather honor himself and his gods with fair and decent combat, even if his foes are not so inclined.

Kharask inspires his allies in various ways as well. Below are some examples.

Dalanor - The wizard, as always, is difficult to figure out. When in combat Kharask uses verbal commands to dictate orders, as this seems to be most effective with the arcanist. The wizard usually requires tremendous focus to do his spells, and Kharask bellowing roars in his ears would no doubt disrupt that. Hand and weapon gestures along with an occasional verbal command is all he normally needs to direct the intelligent mage.

Baerd - Baerd responds to Kharask's roars and intensity with a deeper intensity. Kharasks control over Baerd lasts only a few moments in combat, and it is usually all the dragonborn can do to direct him to a troubling part of the battlefield, and then hope for the best. Still, Kharasks war cries and posturing do a lot to keep the dwarves momentum going, and Kharask has noted that as the battle goes on, Baerd adds some war cries of his own.

Azriel - Kharask's presence keeps the elf on his toes, keeps him focused and alert. Normally used to the quiet elements of nature, Kharask's bellowing, powerful form keeps the elf full of adrenalin and his mind centered in battle. Kharask uses powerful, loud commands or roars to motivate the elf, jolting him into action. Extended battles with the dragonborn can make the elf edgy and anxious, but also sharper, and more alert to danger and avoiding it.

Merric - Similar to provoking azriel to action, Kharask utilizes roars and posturing to motivate his small friend. Usually in combat it is hard for the dragonborn to keep an eye on his quick moving and elusive ally, so he does his best to simply target enemies that are becoming bothersome, using roars and challenges. Soon after there is almost always a dagger in that foes leg or back.

Erantaelik - Although responsive to most of Kharask's leading techniques due to his military training, the drow and the dragonborn usually have the same tactical mind about most combat situations. Usually Kharask uses roars and gestures towards the drow when he begins faltering, and the drow responds accordingly.

Ok, thats my character post for the week. Going to skip the regular gaming post since its a dungeon crawl, will finish it when the dungeon is finished.