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  <title>brennildandd</title>
  <subtitle>brennildandd</subtitle>
  <author>
    <name>brennildandd</name>
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  <updated>2009-05-14T15:45:36Z</updated>
  <lj:journal userid="16108396" username="brennildandd" type="personal"/>
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  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:8324</id>
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    <title>Use Your Words</title>
    <published>2009-05-14T15:43:21Z</published>
    <updated>2009-05-14T15:45:36Z</updated>
    <content type="html">Great session last night.&lt;br /&gt;&lt;br /&gt;We're doing the Scepter Tower adventure right now, and I'm enjoying it quite a bit.&amp;nbsp; I think that it was the perfect module for me to have chosen, given my goals - it does all the prep for the fights encounters for me, cool terrain and balanced monsters, and leaves all the rp stuff pretty much in potentia.&amp;nbsp; There are lots of interesting NPCs briefly described but nothing to tell you exactly how to use them.&amp;nbsp; Which means that I can do what I like with them.&lt;br /&gt;&lt;br /&gt;Last night the group headed on over to the dragonborn Vannak's camp, since they'd deduced that he was the one holding the elf girl who'd recently seen the Lady.&amp;nbsp; He wasn't adverse to a chat with the adventurers who'd cleaned out the ramparts, but seemed rather morose and low spirited.&amp;nbsp; I added in an NPC of my own, a busybody uncle who wanted Vannak to go home already and stop messing about with this ridiculous quest to talk to a ghost.&amp;nbsp; Some of their clan members had died on this stupid jaunt, and now they were dishonouring themselves with the kidnapping and (admittedly mild) torture of an innocent elf.&amp;nbsp; The party members didn't do very well through the skill challenge and didn't get much out of Vannak in terms of information.&amp;nbsp; Instead they ended up precipitating a quarrel between nephew and uncle. The uncle, having shamed Vannak in front of his men, further exerted his new power by handing the elf over to the party and the lot of them were more or less tossed out the camp.&lt;br /&gt;&lt;br /&gt;The next day, it was all over Spellguard.&amp;nbsp; Vannak had fallen on his sword.&amp;nbsp; The remainder of his party was packing up to go home.&lt;br /&gt;&lt;br /&gt;When I told the group this (I had an NPC come into Clewsoro's camp where they are staying and start gossiping about it) I could see on their faces that a) this was a surprise and b) they actually felt bad about it.&amp;nbsp; I think getting your PCs to actually give a crap about an NPC deserves some kind of DMing gold star.&amp;nbsp; It certainly felt good.&amp;nbsp; Not to mention that we spent the whole first half of the session roleplaying and even my most hardcore hack n slash player seemed to enjoy himself.&amp;nbsp;&amp;nbsp; They had some bad rolls, but they were really smart about how they handled their situation, which is why I ended up letting them leave with the elf anyway.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;I came into the Vannak encounter with hardly any notes.&amp;nbsp; I had three or four ways that it could end, I knew all the NPC's motivations and goals, and I just kind of ran with it.&amp;nbsp;&amp;nbsp; I think that's where my biggest strength as a DM lies, in off the cuff improvisation.&amp;nbsp; The risk that comes with that is the possibility that I might paint myself into a corner.&amp;nbsp; Having the possible outcomes in mind throughout helped with that quite a bit.&amp;nbsp;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:7936</id>
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    <title>You'll Be Stone Dead in a Minute</title>
    <published>2009-04-21T03:02:57Z</published>
    <updated>2009-04-21T03:02:57Z</updated>
    <content type="html">Well I killed my first player last session.&amp;nbsp; Ryan took it pretty well and was rolling up a Shaman to replace his Warden before the rest of us were even out of combat.&amp;nbsp; I still felt bad, which means I suppose that I don't &lt;a href="http://www.penny-arcade.com/comic/2009/3/4/"&gt;make the cut as a DM.&lt;/a&gt;&amp;nbsp; I think what it really means is that neither Shawn nor I were building encounters correctly and that we as players are really sloppy about tactics.&amp;nbsp; I've been trimming the encounters to make up for the fact that there are only four characters instead of five, but they are still having a hard go of it.&amp;nbsp; The adventure gives lots of opportunity to use environment, they just aren't really taking advantage yet.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;My players decided, immediately upon arrival at the ruins of Spellguard, to forgo sleeping or eating or talking to anyone or acting like people who have just completed an arduous trek through the wilderness and just set off through the ruins on the rumor of kobolds.&amp;nbsp; One player who shall not be named, oh let's call him Bob, didn't listen to a word that I said all through my opening scene setting and only looked up from reading his power cards when he heard the word &amp;quot;kobolds.&amp;quot;&amp;nbsp; And then he didn't even remember what they were called.&amp;nbsp; &amp;quot;Let's go - kill the things.&amp;quot;&lt;br /&gt;&lt;br /&gt;Sometimes it's hard being a DM.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:7847</id>
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    <title>The first step is acceptance</title>
    <published>2009-04-08T22:21:45Z</published>
    <updated>2009-04-08T22:21:45Z</updated>
    <content type="html">I should just quit attempting to do write ups for any campaigns that I play in or run, it never has enough steam to make it to the finish line.&lt;br /&gt;&lt;br /&gt;BUT the online DRYH went pretty well, all in all.&amp;nbsp; We wandered quite a bit right at the start until I realized that this particular group needed more direction and encouragement than my previous one.&amp;nbsp; Once I manned up (metaphorically) and started to be more active in moving the story forward, things got more exciting.&amp;nbsp; I feel like all the characters got a satisfying end and a couple of moments to shine.&amp;nbsp; Once again, one of my players ended up dethroning the Wax King and then taking his place.&amp;nbsp; I have to wonder if it's something that I'm doing, or if his amibiguous backstory just lends itself to this kind of interpretation about his intrinsic nature.&amp;nbsp; In my version of the City, he's the Dread Pirate Roberts.&lt;br /&gt;&lt;br /&gt;Meanwhile, back in meatspace, my Tues night group and I were kicking around various ideas about what to do while Shawn's DM battery recharges.&amp;nbsp; Originally I wanted to run some Spirit of the Century, and I still intend to do so at some future time, but what we settled out on was something very basic.&amp;nbsp; I'm going to run an H1 official D&amp;amp;D 4th ed Adventure Module and everyone will roll up new characters.&amp;nbsp;&amp;nbsp; I wanted to do this for a few reasons.&amp;nbsp; I feel like my DMing in 4th ed is weak and I can't really figure out why.&amp;nbsp; Letting the module do all the heavy lifting might shed some light on this.&amp;nbsp; Also everyone is going to choose character classes and personalities that are contrary to their natural preferences.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;I'm hoping this might shake us loose from the rut we seem to be in.&amp;nbsp;&amp;nbsp; Lately our gaming sessions have seemed sort of unexciting and almost drudging.&amp;nbsp; The last session of Shawn's campaign was entirely outside the norm of what we've done before - a well laid out dungeon crawl - and we all really savoured it.&amp;nbsp; Maybe in our desire to present complex and intellectually challenging stories, we've been neglecting the base tenents that D&amp;amp;D is built upon - killing monsters and taking their stuff.&amp;nbsp; More exciting battles, with terrain and traps and interesting monster tactics are definitely the focus of the module I chose, with very minimal overarching intrigue so that should be a refreshing change.&amp;nbsp;I want to run it pretty fast and loose on the roleplaying side, too.&amp;nbsp; I'll be sticking to the flavour text and module descriptions of the various NPCs, resisting the impulse to tart it up with all kinds of political complexity.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Sometimes you just want vanilla, you know?</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:7539</id>
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    <title>The Crazy Doesn't Seem to be Catching</title>
    <published>2009-03-05T21:14:12Z</published>
    <updated>2009-03-05T21:14:12Z</updated>
    <content type="html">We started out with a bang, picking up with Arnold, laying in his bed, listening to the phantom ticking.&amp;nbsp; He finds a clockwork device in his showerhead, and then a series of other devices scattered all through his house, which he methodically gathers up and smashes to shit on his front walk with a hammer.&amp;nbsp; The last one is a larger thing up in his attic which spills out a tickertape-like paper reel with his every move neatly typed up and recorded.&amp;nbsp; While he's burning the reams of paper on his front walk, his neighbors by this time understandably somewhat pissed, he notices those damn kids again, skulking around the side of his house.&amp;nbsp; Hefting the hammer, he follows them out through the back alley, and finally manages a good look at one.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;The kid doesn't have a face.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;And down the alley a ways is what looks remarkably like an unmarked cop car, two inhabitants in the front seat both staring at him.&amp;nbsp; When he gets closer, that ticking sound starts up again.&amp;nbsp; The cops are ticking, and each has a little clockwork key sticking from the top of his head, ticking neatly around in circles.&amp;nbsp; They even have a clockwork radio on the dash, which is ... ticking.&amp;nbsp; Really, it's too much to bear.&amp;nbsp; Arnold puts his hammer through the face of the one who gets out to talk to him, and the other throws the car in reverse and tears away, radioing for help.&amp;nbsp; Before long, sirens start up in the distance.&lt;br /&gt;&lt;br /&gt;Arnold flees the scene, heading for a local convenience store, pursued by the sound of sirens and also the phantom, faceless kids.&amp;nbsp; He steals a truck and manages to run one of the kids over, only to find that once dead, she looks very much like a normal kid, if a normal kid was struck by a vehicle and had her brains dashed out against a brick wall.&amp;nbsp; Arnold gets the truck moving again, knocking the bloodstained windsheild out, and loses his tail of oddly mismatched police cars, only to crash at the mouth of an alley.&amp;nbsp; He's thrown clear, and when he manages to get himself to his feet and focus in on his surroundings, he's not where he should be.&amp;nbsp; The street is nowhere in his neighborhood.&amp;nbsp; From the rooftops all around, he hears the sound of hundreds of doors slamming shut, as the sonorous tones of a clocktower tolls out the hour.&amp;nbsp; Thirteen o'clock.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:7327</id>
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    <title>HossThat Freight, Crawl That Dungeon</title>
    <published>2009-02-26T17:48:58Z</published>
    <updated>2009-02-26T17:48:58Z</updated>
    <content type="html">We wrapped up the second leg of Shawn's D&amp;amp;D 4th campaign last night with a classic dungeon crawl.&amp;nbsp; Lots of fun traps and interesting puzzles, including &amp;quot;one size only fits one&amp;quot; people skins that we had to match up to their former (now skinned) owners.&amp;nbsp; And a nice little battle with a mind flayer to top it off.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;And after all my wah wah about the lack of real rp in the campaign, it was this session that was the most fun.&amp;nbsp; I'm trying to figure out why.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:6956</id>
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    <title>Method in the Madness</title>
    <published>2009-02-24T16:56:55Z</published>
    <updated>2009-02-24T16:57:55Z</updated>
    <content type="html">I got up this morning with the full intent of actually working, but the Mad City wouldn't let me.&amp;nbsp; Instead I spent about an hour looking over character sheets and thinking up Nightmares.&lt;br /&gt;&lt;br /&gt;The one previous game of &lt;em&gt;DRYH&lt;/em&gt; that I ran, I 100% winged it.&amp;nbsp; I had no plan, I had a couple of Nightmares that I'd thought up ahead of time, and I let the City do the driving, as it were.&amp;nbsp; It was a lot of fun, that game, and I think the players had good resolution, but I did feel like the story could have been tighter.&amp;nbsp; There was some random wandering around, some encounters with NPCs that didn't have any actual purpose other than to demonstrate how Very Weird This All Is, which was all good fun but didn't really satisfy me.&lt;br /&gt;&lt;br /&gt;So this time around I want to attempt to streamline things, make sure that whatever is happening to the Awakened is meaningful and important.&amp;nbsp; And at the same time, keep the story free and loose and off that goddamned railroad.&amp;nbsp; This is going to be a challenge.&amp;nbsp; The best way I can think of is to take a look at their sheets and make sure that everyone they meet is interested in them for a particular reason.&amp;nbsp; Which means making some Nightmares just for them.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Lucky, lucky PCs!&lt;br /&gt;&lt;br /&gt;There's a part in the supplemental &lt;em&gt;Don't Lose Your Mind&lt;/em&gt; that talks about drawing Madness talents from the questions on the character sheets, and how each type of question can guide you into choosing a Talent that is really tailored to the person.&amp;nbsp; We dipped a bit into this in our character creation, and it gave us George's Talent of manifesting musicals around him.&amp;nbsp; Can't wait to see that one in action.&amp;nbsp; It seemed to me that this was also an ideal way to create Nightmares.&amp;nbsp; The books don't talk much about this creation process - there's about a page in &lt;em&gt;DRYH&lt;/em&gt; that talks about looking for common threads among the characters and also about manifesting modern fears - and I think that Fred probably assumed that if you'd gotten that far, you could extrapolate from how the rest of the game is described.&amp;nbsp; In a game that's as free form as I really need touchstones like personally tailored Nightmares to prevent the wheels from spinning.&amp;nbsp; And I came up with a doozy.&amp;nbsp; I think.&amp;nbsp; I hope.&amp;nbsp; I guess we'll see.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:6871</id>
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    <title>Back in the Mad City, session 1</title>
    <published>2009-02-24T06:59:43Z</published>
    <updated>2009-02-24T07:03:19Z</updated>
    <content type="html">&lt;o:smarttagtype namespaceuri="urn:schemas-microsoft-com:office:smarttags" name="PlaceType"&gt;&lt;/o:smarttagtype&gt;&lt;o:smarttagtype namespaceuri="urn:schemas-microsoft-com:office:smarttags" name="PlaceName"&gt;&lt;/o:smarttagtype&gt;&lt;o:smarttagtype namespaceuri="urn:schemas-microsoft-com:office:smarttags" name="City"&gt;&lt;/o:smarttagtype&gt;&lt;o:smarttagtype namespaceuri="urn:schemas-microsoft-com:office:smarttags" name="place"&gt;&lt;/o:smarttagtype&gt;&lt;o:smarttagtype namespaceuri="urn:schemas-microsoft-com:office:smarttags" name="Street"&gt;&lt;/o:smarttagtype&gt;&lt;o:smarttagtype namespaceuri="urn:schemas-microsoft-com:office:smarttags" name="address"&gt;&lt;/o:smarttagtype&gt;  &lt;p class="MsoNormal" style="line-height: 150%;"&gt;&lt;i style=""&gt;Rabbit had to bail just as we were finishing up character creation, so it was just George and Mack for this session.&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="line-height: 150%;"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="line-height: 150%;"&gt;Ever since Buddy melted away into nothing, Mack&amp;rsquo;s been talking to the people who used to know him, and finding out that they don&amp;rsquo;t remember him anymore.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Everyone except one of Buddy&amp;rsquo;s (many) ex-bosses, a guy named George who manages the Old Navy outlet in a local mall.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He remembers Buddy and even has some pictures of him from the last office birthday party, but when Mack shows up to see them, Buddy isn&amp;rsquo;t in them.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;There&amp;rsquo;s a weird grey blur where he should be, and the girl he had his arm around has forgotten him entirely.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Within the week, even that grey blur is gone from the pictures, but not before briefly turning into Buddy&amp;rsquo;s screaming, tortured face right before Mack&amp;rsquo;s horrified eyes.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Worst of all, pictures of Mack are starting to look a little&amp;hellip;grey&amp;hellip;&lt;/p&gt;  &lt;p class="MsoNormal" style="line-height: 150%;"&gt;Desperate to maintain contact with the only other person who seems immune to the memory loss that&amp;rsquo;s going around, Mack calls up George.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;George doesn&amp;rsquo;t pick up, but suddenly some odd operator is offering to make the connection regardless.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;All it&amp;rsquo;s going to cost is a summer day.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="line-height: 150%;"&gt;George isn&amp;rsquo;t really in a position to talk.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Taken by a sudden upsurge of loathing for his workplace, and drawn on by a series of green lights that seem to be lighting his way somewhere, opening a path for him, he&amp;rsquo;s driven right by the mall and off into somewhere new and strange.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;As much as he was yearning for something new in his life, being boxed in by bizarre policemen at the corner of &lt;st1:city&gt;&lt;st1:place&gt;Taylor&lt;/st1:place&gt;&lt;/st1:city&gt; and &lt;st1:street&gt;&lt;st1:address&gt;Screaming St.&lt;/st1:address&gt;&lt;/st1:street&gt; isn&amp;rsquo;t really what he wanted.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;His cell phone is accepting calls without his input, he&amp;rsquo;s crashed his car into a cop car and now this alley is trying to eat him.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He makes it to the rooftops, and shouts at Mack, the only familiar thing he has left, &lt;i style=""&gt;help&lt;/i&gt;.&lt;/p&gt;  &lt;p class="MsoNormal" style="line-height: 150%;"&gt;The helpful operator is back on the line, upselling their new product: transdimensional portals, for the low, low price of the fourth year of your life.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;I mean, you don&amp;rsquo;t really remember much from that year anyway, right?&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Not even at the age of reason yet, nothing important. You won&amp;rsquo;t even miss it. Mack balks, and helpful operator lady offers the option of copay.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;George isn&amp;rsquo;t interested in haggling. &lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;Do it! The transdimensional portal turns out to be Mack&amp;rsquo;s phone, which eats him, and then coughs him back out again onto George&amp;rsquo;s rooftop, both of them minus half of the year they were four.&lt;span style=""&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;After a moment, Mack&amp;rsquo;s phone coughs out a receipt, too.&lt;/p&gt;  &lt;p class="MsoNormal" style="line-height: 150%;"&gt;Together at last, they try to take stock.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Doorways and windows dot every surface.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The whole place is laced with walkways and bridges from roof to roof in a seeming unbroken warren of paths and connections.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Oh, and there are hundreds of crashed planes, their shattered fuselages protruding from the roofs and walls around them.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="line-height: 150%;"&gt;Plus, they&amp;rsquo;re being watched.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;A kid in a NYG cap is peering around the stairwell of their roof.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He comes out when hailed, cocky and bratty and about ten.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;According to him, most of the doors and windows up on the roofs lead to places that they don&amp;rsquo;t want to be, but he can take them to a door that leads back to the &lt;st1:place&gt;&lt;st1:placename&gt;Slumbering&lt;/st1:placename&gt; &lt;st1:placetype&gt;City&lt;/st1:placetype&gt;&lt;/st1:place&gt; if they want.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;In trade. &lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;Do they have any knives?&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Baseball bats, maybe? &lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;Mack gives up his belt, which the kid seems to really like.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;And really know how to handle, seeing as his testing blow against the brickwork of the stairwell cracks the bricks.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;George is dubious but Mack suddenly doesn&amp;rsquo;t want to piss off the kid, so they follow him as he starts off across the rooftops.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal" style="line-height: 150%;"&gt;But the sky is going dark, even though it&amp;rsquo;s only midafternoon.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The kid looks up, curses someone named Mr. Time, and starts booking it for their target, a door standing partway open on the next rooftop over.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;The stars are sliding by overhead like a time elapse film, and just as the kid reaches it, the door claps shut with a bang.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;All the doors do, as the bell from some monstrous clock tower begins to toll the hour.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;It&amp;rsquo;s 13 o clock, and they&amp;rsquo;re stuck in the &lt;st1:place&gt;&lt;st1:placename&gt;Mad&lt;/st1:placename&gt;  &lt;st1:placetype&gt;City&lt;/st1:placetype&gt;&lt;/st1:place&gt;.&lt;/p&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:6593</id>
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    <title>Back in the Mad City</title>
    <published>2009-02-24T06:59:00Z</published>
    <updated>2009-02-24T16:58:18Z</updated>
    <content type="html">I'm running &lt;em&gt;DRYH&lt;/em&gt; for some friends online, using this nifty online dice roller designed for the game: http://www.redkingdreams.com/dice/dryh.cgi&amp;nbsp; We had our first session tonight and it went pretty well.&amp;nbsp; It's surprisingly difficult to explain dice rolls without actual dice.&amp;nbsp; It's also been interesting roleplaying when you can't see the other people.&amp;nbsp; I tend to gesture and make faces and use body language a lot, so I have to keep reminding myself to describe that stuff.&amp;nbsp; We got into the swing of things pretty well by the end, though.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;We did character creation together and then one of the players had to bail, so it was a short session.&amp;nbsp; Julian had played before, so I took the other two guys through a little bit of gameplay just to get them up to speed.&amp;nbsp; I'll be using this blog to record the session so I have something to look back at when I (inevitably) start forgetting details.&lt;br /&gt;&lt;br /&gt;Some great powers and paths here, can't wait to start messing with them for real.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;  &lt;p style="line-height: 150%;" class="MsoNormal"&gt;&lt;b style=""&gt;Characters:&lt;o:p&gt;&lt;/o:p&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="line-height: 150%;" class="MsoNormal"&gt;&lt;b style=""&gt;Arnold Ross (Julian),&lt;/b&gt; a misanthropic accountant with OCD, he&amp;rsquo;s being tailed by crowds of feral, ninja, light fearing children and kept awake by the ticking of a clock that doesn&amp;rsquo;t exist.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/p&gt;  &lt;p style="line-height: 150%;" class="MsoNormal"&gt;&lt;b style=""&gt;Exhaustion Talent:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Puzzle solving, pattern resolution, the ability to see things in their proper place.&lt;/p&gt;  &lt;p style="line-height: 150%;" class="MsoNormal"&gt;&lt;b style=""&gt;Madness Talent:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&amp;ldquo;Things Fall Apart / The Center Cannot Hold&amp;rdquo;&lt;span style=""&gt; Chaos is the bane of his life, but also his eager, willing dog.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="line-height: 150%;" class="MsoNormal"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/p&gt;  &lt;p style="line-height: 150%;" class="MsoNormal"&gt;&lt;b style=""&gt;Jim &amp;ldquo;Mack&amp;rdquo; Mackinaw&lt;/b&gt; &lt;b style=""&gt;(Allen),&lt;/b&gt; a slacker suffering from existential angst.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;His best buddy fell asleep and then slowly stopped, well, existing.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Now everyone&amp;rsquo;s forgotten that he ever did exist, and Mack thinks he&amp;rsquo;s next&amp;hellip;&lt;/p&gt;  &lt;p style="line-height: 150%;" class="MsoNormal"&gt;&lt;b style=""&gt;Exhaustion Talent:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Con artist &amp;ndash; he&amp;rsquo;s really really good at making people believe him.&lt;/p&gt;  &lt;p style="line-height: 150%;" class="MsoNormal"&gt;&lt;b style=""&gt;Madness Talent:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&amp;ldquo;Out of Step&amp;rdquo;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He can take a step outside the consensual reality for a period of time.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;People and events can&amp;rsquo;t affect him.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;While this is useful, it&amp;rsquo;s also likely to be fairly fundamentally disturbing, given his concerns.&lt;/p&gt;  &lt;p style="line-height: 150%;" class="MsoNormal"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/p&gt;  &lt;p style="line-height: 150%;" class="MsoNormal"&gt;&lt;b style=""&gt;George Wilkinson (Mike),&lt;/b&gt; a highly upset middle manager.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He&amp;rsquo;s a Negative Nancy, the kind of guy who never gets invited to the bar, and makes his coworkers want to stick a plastic fork in his eye at office parties.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Underneath, though, he just wishes he were happy, that the world was a better place.&amp;nbsp; He just wants to sing.&lt;/p&gt;  &lt;p style="line-height: 150%;" class="MsoNormal"&gt;&lt;b style=""&gt;Exhaustion Talent:&lt;/b&gt;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He&amp;rsquo;s a tough son of a bitch, for such a middle aged office softy.&lt;/p&gt;  &lt;p style="line-height: 150%;" class="MsoNormal"&gt;&lt;b style=""&gt;Madness Talent:&lt;/b&gt; &amp;ldquo;Part of Your World&amp;rdquo;&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;He can make you want to sing.&lt;span style=""&gt;&amp;nbsp;&amp;nbsp; &lt;/span&gt;He wants you to see his vest.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;Say it loud and there's music playing, say it soft and it's almost like praying. Once more, with feeling!&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;/p&gt;  &lt;br /&gt;&lt;br /&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:6188</id>
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    <title>Oh yeah, it's a New Year</title>
    <published>2009-01-01T17:13:17Z</published>
    <updated>2009-01-01T17:13:48Z</updated>
    <content type="html">I don't usually do New Year's Resolutions but looking back at 2008 I can't really say that I accomplished anything major on a personal level, so here goes:&lt;br /&gt;&lt;br /&gt;1) I will finish my nearly completel fantasy novel first draft.&lt;br /&gt;2) I will go to the gym regularly.&lt;br /&gt;3) I will run or play at least three new tabletop RPG systems.&lt;br /&gt;&lt;br /&gt;That last one is the only one sort of semi blog relevant, of course.&amp;nbsp; It's pretty close to the time where Shawn wants to hand off the reins on our mid week sessions, and I'm contemplating running a quick Spirit of the Century instead of the 4.0 scenario I've been planning.&amp;nbsp; Then there's Dogs in the Vineyard, which I have the PDF for, and Erik says he's willing to run some Unknown Armies and I'm invited, so I think I can manage it, if I can convince our group that they want to try new things.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Ryan is usually up for anything, but Shawn is concerned that I'll poach players away from his longer campaign if SotC drags out longer than a couple sessions, and Rob tends to like games in which he gets to hit things a lot.&amp;nbsp; SotC probably fulfills that need, but Dogs?&amp;nbsp; From the look of it, heavy, involved roleplay is a core requirement.&amp;nbsp; All the relationship stuff and the basic premise and so on.&amp;nbsp; And to be honest that's what draws me to the game, so I'm not really willing to try and make it a fighty-fight sort of thing, although the gunfight mechanics look pretty fun.&lt;br /&gt;&lt;br /&gt;I also want to run some more Don't Rest Your Head.&amp;nbsp; That series of sessions was the gaming high point of 2008.&amp;nbsp; If I could find some kind of online dice rolling app I'd even try running it online, over Skype or something, because I know people who don't live in my city who were gagging to play some after GenCon.&amp;nbsp; Any suggestions, oh my multitude of readers?&amp;nbsp; ;)</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:5954</id>
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    <title>I think it's about time, really.</title>
    <published>2009-01-01T16:57:33Z</published>
    <updated>2009-01-01T16:57:33Z</updated>
    <content type="html">Terry Pratchett is now Sir Terry Pratchett, by the Queen's grace, for services to literature.&amp;nbsp; I am so pleased.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.paulkidby.com/news/index.html"&gt;www.paulkidby.com/news/index.html&lt;/a&gt;&lt;br /&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:5855</id>
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    <title>It was fate</title>
    <published>2008-12-21T04:15:51Z</published>
    <updated>2008-12-21T04:15:51Z</updated>
    <content type="html">Fate 3.0, actually.&amp;nbsp; I was out and about and ended up at Imagine Games and Hobbies, where I purchased the Spirit of the Century sourcebook.&amp;nbsp; Very interesting.&amp;nbsp; More complicated than DRYH but somewhat reminiscent in feel.&amp;nbsp; Evil Hat seems to be into cooperative storytelling, which I am also very into.&amp;nbsp; Maybe I'll find a opportunity to run a one-off of this - they advertise it as a &amp;quot;pickup&amp;quot; game.&amp;nbsp;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:5423</id>
    <link rel="alternate" type="text/html" href="http://brennildandd.livejournal.com/5423.html"/>
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    <title>Oh little journal, alone in the snow</title>
    <published>2008-12-20T00:11:49Z</published>
    <updated>2008-12-20T00:11:49Z</updated>
    <category term="d&amp;amp;d"/>
    <category term="roleplaying"/>
    <content type="html">Yea, I abandoned this place as I have done to lo, many online journals before it.&amp;nbsp; Just lost interest.&amp;nbsp; In blogging about the campaign I was running as well as &lt;em&gt;running&lt;/em&gt; the campaign I was running.&amp;nbsp; And instead of copping to my disinterest to my players and putting it out on the table - what should we do about this? - I just went on running it in a distinctly lackluster manner.&amp;nbsp; Sorry, guys.&lt;br /&gt;&lt;br /&gt;Shawn is running a campaign now, based on a 3.5 city build called Ptolus.&amp;nbsp; It's pretty damned fun so far.&amp;nbsp; I've been thinking about why I lost interest in my campaign and what it is about this one that is holding my interest.&amp;nbsp; I think mine just dragged on way too long for the amount of actual plot I had, and I failed to get the players really committed to what was going on.&amp;nbsp; The best part of it was the two sessions that were set in a city, and had the players clashing with local authorities and interacting with NPCs more than once.&amp;nbsp; I spent most of the campaign trying to give my players what I thought they wanted, not what really gets me interested in a game.&lt;br /&gt;&lt;br /&gt;Shawn's story is winding up, or at least the first leg of a longer, more involved story that he has percolating, and he advanced the idea of each of us taking the reins for a short 1-2 session story set in Ptolus.&amp;nbsp; This would give him a break and let the others have a shot behind the screen.&amp;nbsp; Rob's been talking about running a campaign at some point, and a short test run of how the dice roll on the other side would be good practice.&amp;nbsp; And I've been thinking a lot about how my campaign worked (and didn't work) and I'd like to give it another shot.&lt;br /&gt;&lt;br /&gt;If I go on with this journal, I think it'll be more in this vein, rather than recaps of sessions.&amp;nbsp; I'm following the Burning Alpha of the Dresden Files rpg that Evil Hat is developing with interest, I'm attempting to get my friend Erik to run some Unknown Armies, I would like to do some more DRYH if I can get anyone interested (anyone know a good application to roll dice online?).&amp;nbsp; D&amp;amp;D is fun, but there's a whole world of other tabletop RPGs out there that I've hardly begun to see.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:5159</id>
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    <title>Here at the end of all things</title>
    <published>2008-10-02T00:33:45Z</published>
    <updated>2008-10-02T00:33:45Z</updated>
    <content type="html">So my campaign is winding down - or, rather, up.&amp;nbsp; I can see perhaps three more sessions, depending on what the players do or don't do.&amp;nbsp; It's been an interesting ride.&amp;nbsp; I look back and think of it rather like a journeyman novel.&amp;nbsp; Not the best thing ever, but workmanlike in its way, and a fantastic teacher.&amp;nbsp; I think my next campaign will be highly superior, though I have a fondness for the weird little moments this one provided.&lt;br /&gt;&lt;br /&gt;The challenge right now, is to wrap everything up in a climactic and hopefully satisfying way.&amp;nbsp; I have a several ideas about that, which I think will work, but it's still the thing that I've spent the most energy worrying about.&amp;nbsp; As I know from trying to write stories, the ending is always the real bitch.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Shawn has expressed a wish to run our next campaign, which will be a nice change for me.&amp;nbsp; I'm looking forward to playing.&amp;nbsp; I do think, though, that my natural place is behind the screen.&amp;nbsp; And I already have some ideas for the next campaign...&lt;br /&gt;&lt;br /&gt;Seriously, it's like crack.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:4870</id>
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    <title>ARRRRRRRRRRRRRRR</title>
    <published>2008-09-27T01:57:37Z</published>
    <updated>2008-09-27T01:57:37Z</updated>
    <content type="html">As promised, pirates!&amp;nbsp; And some more pirates!&amp;nbsp; And cannons and secret tunnels and a city under siege in a world gone mad!&amp;nbsp; Or something!&lt;br /&gt;&lt;br /&gt;A quick pause to wrap the undead legs in silver and loot the shadar-kai corpses, and the gang heads back up into the city.&amp;nbsp; They get Thing!hand to show them where to go (pirate island chain) then get a good night's sleep.&amp;nbsp; The next day, they arrange passage on the only ship going to pirate island chain, the &lt;em&gt;Sea Bitch&lt;/em&gt;.&amp;nbsp; Her captain is hard but honest and lets them load up their mysterious cargo without complaint.&amp;nbsp; Xenthir goes off to buy an Arcane Lock ritual on the sly from a professor at the local wizard academy, Gaald takes care of the cargo, and Silent and Mok spend some quality time together enjoying a luxurious late breakfast at the Brass Stud.&amp;nbsp; A guard drops by to politely let them know that this is the last day of the three that the Commander granted them to find their evil artifact and get the hell out of his city.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;They're on the ship in plenty of time to catch the evening tide.&amp;nbsp; The trip to Gamon, the pirate port, is uneventful in the extreme.&amp;nbsp; Xenthir takes the time to labouriously lock the large crate that they've gathered all the parts into.&amp;nbsp; The pirates are unfazed by the chanting and the magic circle and the stinky purple smoke - they are worldly pirates, they've seen it all before. &lt;br /&gt;&lt;br /&gt;Gamon is strangely deserted.&amp;nbsp; They find a more detailed map of the islands  and retire to a quiet alley to get the walkin' hand to give them a better idea of where exactly this next body part is...and the hand spiders off the islands entirely and taps what appears to be an empty stretch of ocean.&lt;br /&gt;&lt;br /&gt;The part is on a ship.&amp;nbsp; Headed away from where they are.&lt;br /&gt;&lt;br /&gt;A quick inquiry at an inn reveals that Captain Monterry sailed into port a week or so ago, called an impromptu meeting of all the captains currently in port, and barely an hour later, the whole lot of them were making ready to sail.&amp;nbsp; After some twenty years of futile plotting and bargaining to get a chance at winning back the city that he once ruled, Monterry managed to convince thirty fiercely independent and stubborn pirates to all follow his lead and come with him to Fimilion, to lay siege to the city and oust the son of the man who'd ousted him.&lt;br /&gt;&lt;br /&gt;There are a few ships left, though - captains who weren't at port when the meeting happened.&amp;nbsp; A bag full of gold convinces Killia, captain of the &lt;em&gt;Horizon's End&lt;/em&gt;, to take them after the pirate fleet.&amp;nbsp; Her ship is fast, and since the fleet must sail at the speed of the slowest vessel, she promises to get them to Fimilion within a day of the fleet's arrival.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Two weeks or so at sea gets them to Fimilion, a city built on a high spur of land jutting out into the water.&amp;nbsp; It's blockaded on three sides by the pirate fleet, pounded by cannon and besieged by landed groups of pirates.&amp;nbsp; Killia lends them her longboat and some men to row it.&amp;nbsp; Under cover of darkness they make landfall.&amp;nbsp; The pirates have broken the walls and are sacking the city, giving plenty of distraction to allow a small group to enter the place.&amp;nbsp; A couple of drunken invaders in the remains of a wine shop blab about the secret tunnel that Monterry is using to get into the keep.&amp;nbsp; Quick thinking and a hastily drawn map let the hand show the body part they're seeking on the move up from the shore on the opposite end of the beach.&amp;nbsp; Once they get around to the spot, they see another longboat drawn up onto the shore, and a trampled swath of footprints heading into a scrubby patch of trees.&amp;nbsp; Undergrowth is hacked aside to reveal a door set into the ground.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;The tunnel is well made although somewhat neglected and dusty.&amp;nbsp; The passage of Monterry's party is easy to see.&amp;nbsp; The tunnel leads under half the city, and comes up into the living area of the keep itself, a hidden door in the back of a closet letting out into a wide hallway.&amp;nbsp; Dead guards lie here and there, and the ornate double doors at the end of it are broken in.&amp;nbsp; From inside, shouts and the clash of weapons.&lt;br /&gt;&lt;br /&gt;These are the baron's rooms, and a pirate lies dead among broken furniture and slashed wall hangings.&amp;nbsp; In a corner sits a chest, glowing with green runes.&amp;nbsp; At the far end, in another doorway, a man and a woman are desperately fending off three more pirates and a man in a tricorn hat - Monterry, just as Killia described him.&amp;nbsp; Even as they enter, he runs the man through.&amp;nbsp; As her partner falls, the woman - tall and well armoured, wielding a long glaive with sure competence - calls out to our heroes for aid.&amp;nbsp; Behind her, in the room she is defending, a baby wails.&lt;br /&gt;&lt;br /&gt;The fight is fierce and brutal, as Monterry shows uncanny powers, a shapeshifting hand, and seems to be lending his cohorts strength.&amp;nbsp; when bloodied, he drops his cutlass and begins to howl.&amp;nbsp; Both of his hands grow monstrous, and he begins to attack at random, slashing indiscriminately.&amp;nbsp; At last he goes down, with the help of the woman with the glaive.&amp;nbsp; The minute the last enemy is dead, she drops her weapon and rushes to her fallen ally.&amp;nbsp; &amp;quot;Please,&amp;quot; she cries.&amp;nbsp; &amp;quot;He's still alive - do you have healing?&amp;nbsp; A potion?&amp;quot;&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Very nobly, Gaald gives up a potion, and she feeds it to the man, apparently her husband.&amp;nbsp; And as soon as he's stable, she runs to the child and scoops it up, consoling it.&amp;nbsp; She's the Lady Margot, and the man is the Baron Helut.&amp;nbsp; She thanks the group profusely, promising them any reward that is in her power to grant.&amp;nbsp; The glowing chest?&amp;nbsp; She's never seen it before.&amp;nbsp; Monterry must have brought it with him.&amp;nbsp; They are welcome to the damned thing.&lt;br /&gt;&lt;br /&gt;As they approach the chest, they can hear two things - a low, dull thumping and a whistling sighing sound.&amp;nbsp; Gaald levers up the lid to reveal that the inside is also entirely covered in green, glowing runes.&amp;nbsp; A sick wave of evil rolls out from the chest, making their flesh creep.&amp;nbsp; Inside, the TORSO of the warlock lies in the center of the runes, apparently breathing, the heart apparently beating.&amp;nbsp; Xenthir conjures a magical disc to carry it on, and Gaald and Silent attempt to lift the chest onto it. They wrap their hands in rangs from the wall hangings but it doesn't seem to matter - the minute they touch the chest, the world whites out and they see visions.&amp;nbsp; Horrible things, witnessed from what seems like the perspective of the one committing the acts - the sacrifice of a man, sucking the soul out of a woman and the dreadful glorious rush of power that it brings.&amp;nbsp; And last, an elven girlchild with Xenthir's eyes, Xenthir's jawline, as they drag her, terrified, down a corridor.&amp;nbsp; Then things go black and they find themselves lying on the floor of the room.&lt;br /&gt;&lt;br /&gt;Some debate follows, about tying ropes to the chest, or trying to use Mage Hand, and at last Gaald solves the problem in a time-honoured fighter fashion.&amp;nbsp; He kicks the damned chest over and the mummified torso tumbles out onto the floor.&amp;nbsp; The glow of the runes dies.&amp;nbsp; The sense of evil eases slightly.&amp;nbsp; Feeling pretty good about his applied theory, Gaald wraps the disgusting thing in another length of silver chain and they heave it onto the floating disc.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Mok attempts to hit up the Lady for some reward, and she hands him her baby - &lt;em&gt;to hold for her&lt;/em&gt; while she strips the jewelry off her ears and neck, jeez you guys.&amp;nbsp; The rest of the group loudly protest and make her keep her baubles.&amp;nbsp; They advise her of the secret tunnel and tell her to burn the chest. &amp;nbsp; She thanks them again, glancing out the window at her ravaged city. She hastily summons a maid to take the child and care for the Baron and then takes up her glaive and runs out to try and rally her people.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Goodgers, Inc retreat down the secret passage and Xenthir sends up a shower of magic sparks to summon the longboat from &lt;em&gt;Horizon's End.&lt;/em&gt;&amp;nbsp; They get their undead spoils into the hold, and, as Killia weighs anchor, bend over their maps again.&amp;nbsp; Xenthir animates the hand and they watch it's progress to their next destination....&lt;br /&gt;&lt;br /&gt;...which they won't know until next time because the GM didn't plan that far ahead.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Next time on Goodgers, Inc!&amp;nbsp; I don't know yet but it's going to be good!&amp;nbsp; See you then!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:4845</id>
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    <title>And the hookers are really fucking scary.</title>
    <published>2008-09-24T05:08:45Z</published>
    <updated>2008-09-24T05:08:45Z</updated>
    <content type="html">Back in the Mad City!&amp;nbsp; &lt;br /&gt;&lt;br /&gt;This game is crazy fun to run.&amp;nbsp; I think that from now on when we have a no show for D&amp;amp;D night, I'm just going to run a one-off of this.&amp;nbsp; I'm getting better at pushing the players, keeping them running, using the pain dice to up the ante.&amp;nbsp; I'm lucky in that I have a bunch of PCs who really like to get their teeth into the psychotic breaks.&amp;nbsp; We don't have a long running time each night (2-3 hours) so the thing is stretching into three sessions. I think I can wrap things up next week, if I really bear down on my players.&lt;br /&gt;&lt;br /&gt;The most interesting story thread is evolving from (no real surprise) the player for whom I had the least idea of where to go.&amp;nbsp; Our Slavic mafioso is heading down a really dangerous, really intriguing path.&amp;nbsp; I'm having to make up Nightmares to populate it.&amp;nbsp; Some of them are really disturbing.&lt;br /&gt;&lt;br /&gt;It's going to be a bit weird, being a female GM, roleplaying a Nightmare madame for three male PCs.&amp;nbsp; Granted, one of them is my husband but that's almost worse.&amp;nbsp; No, that &lt;em&gt;is&lt;/em&gt; worse.&amp;nbsp; I have two choices I suppose.&amp;nbsp; Either wimp out or go for it and let it just get as weird as it's going to.&amp;nbsp; I feel like there is enough safety and trust to go for it, but I might hold a quorum before we buckle down to the session and make sure everyone is on the same page.&lt;br /&gt;&lt;br /&gt;It's one of those things that comes up with rping - how gritty and real do you want to get?&amp;nbsp; How far is too far, where does it stop being fun and start being some uncomfortable place that no one wants to be?&amp;nbsp; This game in particular I think forces the issue, since the Mad City is where there are no limits to what can happen, and none of it is going to be nice.&amp;nbsp; I'm &lt;em&gt;not&lt;/em&gt; interested in explicit scenarios or rping sex.&amp;nbsp; No, thank you.&amp;nbsp; But if a character is trying to take over a prostitution ring, well.&amp;nbsp; The Nightmare running the tags is, by the very nature of it's function, going to push those boundaries a bit.&lt;br /&gt;&lt;br /&gt;I'm interested in any advice or anecdotal histories anyone might want to share.&lt;br /&gt;&lt;br /&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:4523</id>
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    <title>Going down</title>
    <published>2008-09-20T18:55:02Z</published>
    <updated>2008-09-20T18:55:02Z</updated>
    <content type="html">This time on Goodgers, Inc!&amp;nbsp; Interrogations!&amp;nbsp; Don't lie to a priest!&amp;nbsp; Mok has issues with authority! Legs from the sea!&lt;br /&gt;&lt;br /&gt;Gaald is rousted at dawn for an interview with the Commander of the guard.&amp;nbsp; There is a priest there, who completes some kind of ritual as he is seated.&amp;nbsp; An experimental lie shows this to be, in fact, a ritual to tell when he is lying.&amp;nbsp; Thus backed into a GM-constructed corner, Gaald spills the beans, keeping back the information that what they are seeking is the undead remains of an evil warlock.&amp;nbsp; The Commander seems reassured that he means no harm to the city, but tells him he isn't yet free to go - the rest of his group must also come in for questioning.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Mok, Xenthir, and Silent enjoy a leisurely breakfast at the inn, and therefore the guards find them before they can find the guards.&amp;nbsp; Mok curls his lip and drags his feet but they all end up in the same office as Gaald was interviewed in, with the same priest.&amp;nbsp; Some few differences; the Commander is now bent over a table laded with lists and maps, and deep in discussion with his staff officers, planning the raid on the undercity.&amp;nbsp; There is also a young priestess, wide eyed and practically bouncing on her toes.&lt;br /&gt;&lt;br /&gt;This interview goes much as the last one, no lying allowed but with some room for fudging.&amp;nbsp; After extracting each party member's vow that they mean no harm to the city, and after the excited young priestess reveals that her god had told her in no uncertain terms that there was evil in the caverns and that it needed to be got rid of, post haste, no dilly dallying thank you, the Commander provides them with a partial map of the dock area of the sewer/cavern system and tells them to get their evil thing and get the hell out of his city with it.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;They take their map and clear out back to their inn.&amp;nbsp; After some debate, they decide to wait til the guard sweeps the sewers and go in after, so as to save themselves some potential trouble.&amp;nbsp; A nice relaxing day follows, as they get their evil dismembered hand to point them to the right area on their new map.&amp;nbsp; They make sure they know when the tides are in, and then the following evening at low tide, they saddle up and head down through a handy grate.&amp;nbsp; A fairly uneventful trip gets them close to their goal, and takes them out of the drier, recently populated areas and into wetter, danker, creepier areas.&amp;nbsp; A mutter conversation ahead alerts them that the guards didn't get everyone that was hiding out in here.&amp;nbsp; Mok attempts to talk to the group of ruffians, but fails a Streetwise check and screws up a countersign.&amp;nbsp; Fight!&lt;br /&gt;&lt;br /&gt;The tiefling darkblade gives the group some trouble, what with the narrow halls and his teleporting ability, and Mok is nearly panting after his cloak.&amp;nbsp; Alas, it's a class ability, not an item!&amp;nbsp; Disappointment is so bitter.&lt;br /&gt;&lt;br /&gt;Finally at the cavern, the group surprises a unit of shadar-kai as they drag a long, low, ironbound chest out of the water.&amp;nbsp; &amp;quot;They must not stop us!&amp;quot; the witch in charge shrieks.&amp;nbsp; Fight!&amp;nbsp; Shadar-kai are slippery bastards, and what with the shadowy, necromantic aura that the witch throws out almost immediately, and the teleportation and the insubstantiabilty and the long reach of the chainbades, well, it's a challenge.&amp;nbsp; Mok goes down and spends a round bleeding out until someone pours a potion down his throat.&amp;nbsp; Xenthir comes pretty close to death, too.&amp;nbsp; Dailies are busted out, potions are drunk, the paladin runs out of &lt;em&gt;lay on hands&lt;/em&gt; and after the last chainfighter goes down, everyone is pretty much tapped.&amp;nbsp; &amp;quot;Raven Queen, I have failed you,&amp;quot; the witch shrieks in despair as she dies.&lt;br /&gt;&lt;br /&gt;The chest is locked, with a lock that has arcane symbols on it.&amp;nbsp; Xenthir makes a successful arcane check and discovers it to be ... an arcane lock.&amp;nbsp; For some reason, probably because it's nearly midnight, this is incredibly funny.&amp;nbsp; Luckily, the shadar-kai witch had on her person a scroll containing the Knock ritual, which can open any lock of any type.&amp;nbsp; Which seems to indicate that the shadar-kai knew exactly what they were coming for and how to deal with it.&amp;nbsp;&amp;nbsp; And, since the shadar-kai go to death willingly, trusting that their goddess will receive their souls, the witch's dying despair seems - odd.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Things are getting complicated.&lt;br /&gt;&lt;br /&gt;In the chest our heroes find - the LEGS of the warlock!&lt;br /&gt;&lt;br /&gt;Next time!&amp;nbsp; Getting the hell out of dodge!&amp;nbsp; Where to next, hand?&amp;nbsp; Pirates!&amp;nbsp; And more!&lt;br /&gt;&lt;br /&gt;</content>
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  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:4168</id>
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    <title>Ok well that was awesome</title>
    <published>2008-09-17T04:22:10Z</published>
    <updated>2008-09-17T04:22:10Z</updated>
    <content type="html">First DYRH went really well, I thought.&amp;nbsp; My group of PCs consists of: a US senator, a computer nerd, and a Russian Mafia enforcer.&amp;nbsp; They've stumbled into the Mad City in the middle of a turf war between the Wax King and Officer Tock, and things have gotten ugly.&amp;nbsp; Both sides are reaching into the City Slumbering for extra resources, since the Awakened within the Mad City have all been ... well, &lt;em&gt;used up&lt;/em&gt; is probably a good term.&lt;br /&gt;&lt;br /&gt;The senator, played by my husband Shawn, is a previous visitor? survivor? victim? of the Mad City, and is none too happy about being reAwakened.&amp;nbsp; He's even less happy at seeing the Vice President of the United States talking with a Wax Knight in the halls of the White House.&amp;nbsp; On the other hand, John the computer guy's parents were apparently seperated, driven mad, and imprisoned by the actions of Tock and his ally, the Tacks Man, so it's going to be tough to choose sides.&amp;nbsp; To make things more complicated, Nikolai's Mafia top boss has also apparently Awakened, and made alliance with the Wax King.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Shit's getting &lt;em&gt;real&lt;/em&gt;.&lt;br /&gt;&lt;br /&gt;No one has gone permanently crazy yet, although there have been some breaks with sanity.&amp;nbsp; Next time will be worse, my friends.&amp;nbsp; Next time will be &lt;em&gt;worse&lt;/em&gt;.&lt;br /&gt;&lt;br /&gt;Goddamn this game is fun.&lt;br /&gt;&lt;br /&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:3865</id>
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    <title>Don't Rest Your Head</title>
    <published>2008-09-16T23:56:23Z</published>
    <updated>2008-09-16T23:56:23Z</updated>
    <content type="html">I'm about an hour away from DMing my first session.&amp;nbsp; A little nervous, I have to say.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:3584</id>
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    <title>The best things in life are free</title>
    <published>2008-09-14T16:36:17Z</published>
    <updated>2008-09-14T16:36:17Z</updated>
    <content type="html">Last session Rob chose to leave his character in a incriminating situation - a city official had decided that the group was a threat to him, and had screamed for help.&amp;nbsp; The rest of the gang fled the scene and Gaald stayed.&amp;nbsp; And was arrested and hauled off to the pokey.&amp;nbsp; I had not planned for any of this to happen.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;I &lt;em&gt;love &lt;/em&gt;shit like that.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;When I sit down and plan out a session, the only things that I have firmly planned out are the combat encounters, the information that I want to give the players in non combat encounters, and some sample NPCs to impart the info.&amp;nbsp; I dislike the DM's Guide method of playing out non combat challenges, so I tend to just wing it.&amp;nbsp; Skill checks where they seem called for - more checks if the person is not inclined to help.&amp;nbsp; I also tend to punish excessive &amp;quot;metagaming&amp;quot; where the players treat NPCs like information slot machines. If the players say something stupid to an NPC that would make a person annoyed, the NPC gets annoyed.&amp;nbsp; For example, back when they were interviewing the old smith from the werewolf village, Gaald tried to tip him for his help.&amp;nbsp; This was a dumb move - the man was an established, successful citizen, who had lost most of his family and friends in the wolf attacks.&amp;nbsp; He was recounting a painful personal memory, and the offer of money was insulting.&amp;nbsp; I had him stand up and leave and the players never got the rest of the info he might have given them.&lt;br /&gt;&lt;br /&gt;I do my best to make conversations with NPCs go like conversations with real people.&amp;nbsp; I try to give each NPC motivations and reactions commensurate with their personal goals and concerns.&amp;nbsp; An example from our last session:&amp;nbsp; Gaald, having been arrested, tried to convince the duty sergeant that he should be let go, because the group was seeking an artifact of evil power in the sewers.&amp;nbsp; This interested the sergeant greatly, since the city guard was about to go on a raid into the sewers to drive out and arrest the criminal element that lived there.&amp;nbsp; But he didn't know Gaald, didn't trust him, and so didn't let him go.&amp;nbsp; Instead he reported to his superiors and an arrest warrent was issued for the rest of the group.&amp;nbsp; It was illogical that the city officials wouldn't treat them as a threat, what with their party showing up in the city and talking about the sewers just as a major purge was about to happen.&amp;nbsp; This has considerably complicated matters for them, if they still want to get to the artifact before the city forces do.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;And I had no plans for &lt;em&gt;any of this&lt;/em&gt;.&amp;nbsp; All I had in my head was a bunch of NPC templates, and a general idea of how the power structure in the city worked.&amp;nbsp; The PCs were in charge of what happened and when.&amp;nbsp; This sort of play means that I have to adlib and invent characters on the spot and come up with consequences for actions that I could not have forseen.&amp;nbsp; It means that I'm scrambling at times to keep up with the PCs and the crazy shit that they pull.&amp;nbsp; It means that &lt;em&gt;I&lt;/em&gt; get to have fun too.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;It also means that my PCs are going to do dumb things now and then, because they're all video gamers and have been trained to expect limited options and railroad plots.&amp;nbsp; Rob's tendancy to tip everyone comes out of the concept of faction, I'm pretty sure.&amp;nbsp; This was only our 6th session, but I expect that everyone will get the concept pretty fast - treat NPCs like real people, because that's how they'll be treating you.&amp;nbsp; This doesn't remove the possibility of deus ex machina if they get themselves into a complete mess, but I'm going to be working really hard to make it seem at least a logical progression from prior events.&lt;br /&gt;&lt;br /&gt;</content>
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  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:3386</id>
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    <title>Behind door number three...</title>
    <published>2008-09-13T17:40:13Z</published>
    <updated>2008-09-13T22:36:54Z</updated>
    <content type="html">...more hobgoblins!&amp;nbsp; Angry ones.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Our stalwart heroes realize the flaw in their plan when the big bad chief and his pet dire wolf bottleneck the door and prevent anyone from getting to the shaman and archers behind.&amp;nbsp; Gaald gets knocked on his ass a few times before the big guy goes down at last, and the fight can be taken into the room itself.&amp;nbsp; The dire wolf gets its ass chopped off - twice! - and finally the archers are mopped up in a throwdown near the fireplace.&amp;nbsp; The last one, staggering and nearly dead, kicks at a fur rug on the floor, revealing a magic circle.&amp;nbsp; Clutching an amulet, the coward jumps in and vanishes.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Gaald is keen to follow, especially after matching amulets are discovered on the bodies of the fallen, but reason prevails, and they gather up the slavers' ill gotten gains and get the kids out.&amp;nbsp; As they leave the fort, the amulets dissolve into dust.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Back in town, everyone is ecstatic to see their lost kith and kin once more, and our Goodgers are feted as the heroes they are.&amp;nbsp; Alcohol is drunk.&amp;nbsp; Food is eaten.&amp;nbsp; Gaald rolls a natural 20 on a &amp;quot;seduction&amp;quot; skill check and winds up in bed with two towngirls.&amp;nbsp; We'll just draw the veil of delicacy and disgust over the rest of the night, shall we?&lt;br /&gt;&lt;br /&gt;Laden with praise, an Amulet of Health and Xenthir's new Ritual of Mend Item, they go on their merry way.&amp;nbsp; A quick stop at the old fort reveals that the magic circle has gone dull and blurred - a sure sign that the reciprocal circle on the other side has been broken.&amp;nbsp; Gaald mutters a bit about lost opportunities, and the rest remind him that there could have been anything on the other side - a hundred more kobolds, a pissed off wizard, anything.&amp;nbsp; He concedes the point, reluctantly.&amp;nbsp; They get back on the road.&lt;br /&gt;&lt;br /&gt;A few weeks journey brings them at last to Amaranth, Mok's old hometown and the largest of the allied cities of the north.&amp;nbsp; Amaranth is a coastal city, with a ruling Prince and several powerful guilds.&amp;nbsp; Mok quickly reestablishes contact with his old networks, starting with Mevid, proprietor of the Red Slipper, a house of &lt;strike&gt;ill repute&lt;/strike&gt; &lt;strike&gt;negotiable affection&lt;/strike&gt; ok they're whores.&amp;nbsp; She lets him know about a coming sweep of the sewer/cavern systems beneath the city, spurred by a gang war in the south docks, the worst neighborhood in the city.&amp;nbsp; The denizens of the deep, destitutes and criminals, are fleeing the place in droves, a more heavy exodus than perhaps the coming purges can account for...&amp;nbsp; They banter a bit, and then she directs them to a local inn, run by a dwarf who really didn't think when he kept the place's previous name: the Brass Stud.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;After making the undead body parts secure in the inn's strongroom (dwarven locks! can't beat 'em!) they head over to Government Hill, where the Royal Library is, and the head librarian, too - Mok's old friend Gregor, a wizard with an interest in maps.&amp;nbsp; Here they receive a very nice city map, obsessively detailed, and a lead on someone with better knowledge of the sewers than can usually be found - Berton, a dwarf in the sewer maintenance department.&amp;nbsp; Apparently he makes a hobby of exploring and mapping not only the sewers, but the connecting cavern system as well.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Their conversation doesn't go well.&amp;nbsp; Some diplomacy failures lead to Silent overdoing it a bit on the intimidation, and Berton faints.&amp;nbsp; They splash water in his face to bring him round, and he looks up at Silent's reptilian features and starts screaming.&amp;nbsp; Silent, Mok, and Xenthir bolt, but Gaald remains, trying to calm the dwarf down.&amp;nbsp; A clerk glances in and then runs for the guards.&amp;nbsp; Gaald stays put, hoping to explain, but the guards, when they arrive, promptly arrest him and march him down the hill to the gaol.&amp;nbsp; The sergeant on duty comes by to ask him a few questions, and listens to Gaald's explanation that there is an artifact of evil power in the sewers, one of a kind that's destroyed whole cities, and it's imperative that he and his friends get to it before the guards.&amp;nbsp; This is - less than convincing to the sergeant, and he's left to cool his heels for the night.&lt;br /&gt;&lt;br /&gt;Meanwhile, Mok, Silent, and Xenthir head back to the inn to regroup.&amp;nbsp; Mok sets up a meet with Brienne, one of his old contacts in &amp;quot;acquisitions&amp;quot; and they meet her after dark in one of the shadier taverns by the docks.&amp;nbsp; She rolls her eyes at their dilemma and advises that they just go down to the guard station, pay their fine and get it over with.&amp;nbsp; The guards won't be likely to want to make too big a deal over Berton kicking up a fuss again, since he's had their attention before over similar incidents, mostly unwarranted.&amp;nbsp; Also, with the sewer sweep coming up, they are stretched thin and not keen to&amp;nbsp; make more work for themselves.&lt;br /&gt;&lt;br /&gt;Back to the inn they go, grumbling.&amp;nbsp; As they pass the Slipper, Mevid calls from the door and lets Mok know that a guard captain, in charge of one of the sewer sweep teams, will be at her establishment tomorrow night, somewhat drunk and possibly willing to talk about his job.&lt;br /&gt;&lt;br /&gt;And so we leave them, Rob sleeping on straw, the rest in their beds at the Brass Stud, contemplating the next day's tasks.&amp;nbsp; Will the guards be as accommodating as Brienne thinks, having heard Rob's interest in the sewers?&amp;nbsp; Will the guard captain have anything to say?&amp;nbsp; Will the next session have some asskicking finally?&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Tune in next time to find out!</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:3278</id>
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    <title>Ok, it's time to blame my laziness</title>
    <published>2008-09-12T04:52:29Z</published>
    <updated>2008-09-12T04:52:42Z</updated>
    <content type="html">Post bone burning, the stalwart heroes got back on the road.&amp;nbsp; Even though they kept to the main highways, they still encountered a Town in Trouble!&amp;nbsp; How surprising!&amp;nbsp; How unexpected! How - inevitable!&lt;br /&gt;&lt;br /&gt;This town, name of Southsage, has been losing people.&amp;nbsp; Farm houses broken into, older folks slain and younger folks taken.&amp;nbsp; This is having a serious impact on the local economy, morale, and teenage angst levels.&amp;nbsp; If all the younguns are kidnapped, who will tell everyone that the town sucks and no one understands them?&amp;nbsp; The Mayor, seeing the GWJ posse ride into town, immediately corners them at the inn and offers a reward for the solution to the mystery, since everyone knows that where money is concerned, alignment don't signify.&amp;nbsp; Paladin needs to get paid, woman!&amp;nbsp; A local halfing hunter tags along to track down the latest missing children, much to Mok's disgruntlement.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;The trail leads to an abandoned, dilapidated fortress, and the gang lurks in the bushes til nightfall.&amp;nbsp; Are they rescuing these kids or hoping to see them through a window in their underoos?&amp;nbsp; (Note to the wise: medieval underwear is not sexy.&amp;nbsp; Imagine thermal underwear made of poorly woven wool that is &lt;em&gt;never changed&lt;/em&gt;.)&amp;nbsp; Once shouded by night's kind embrace, they sneak up to the walls and then mooch around for a while, climbing the wall and then climbing back down again.&amp;nbsp; The only practical way in is the front (only) door, which leads to a main hall whose floor, according to the halfling, fell in a few years back.&amp;nbsp;&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Astonishment!&amp;nbsp; Someone has solved the problem with some crude scaffolding, allowing the heroes (and someone before them, it seems) access to the rest of the keep. The sounds of a fairly loud party can be heard faintly somewhere deeper in.&amp;nbsp; A narrow hall leads to a door, leaving them with some tactical challenges.&amp;nbsp; Displaying the savior faire and cosmopolitan accomplishment common to the half elven, Xenthir uses a cantrip to make the sound of a goat bleating.&amp;nbsp; The door opens. &lt;br /&gt;&lt;br /&gt;&amp;quot;Here goaty goaty goaty,&amp;quot; says a goblin, not the most auspicious last words ever.&lt;br /&gt;&lt;br /&gt;The old keep's first guardroom is occupied by four goblins and a bugbear, who die pretty easy, all except the last goblin who staggers through a door leading further in, ducking an attempt by Gaald to halt him in his tracks.&amp;nbsp; The heroes, furious and high on blood rage, follow.&amp;nbsp; They interrupt the party.&amp;nbsp; And no one offers them an ale.&lt;br /&gt;&lt;br /&gt;This battle is a bit harder.&amp;nbsp; A table full of hobgoblins and humans all leap up at their wounded comrade's entry, and the adventurers lose their chance at surprise.&amp;nbsp; The hobs kick over the table to provide cover for their archer allies, and the humans make good use of their Dazing Strike.&amp;nbsp; Combined with the hob's Phalanx Soldier and the accuracy of the archers, the slavers' resistance forces our Goodgers to burn through a large portion of their Encounter and Daily powers.&amp;nbsp; Even Gaald, die hard &amp;quot;save it for later!&amp;quot; believer, unloads his big guns.&amp;nbsp; They win, but at a cost. &amp;nbsp;&lt;br /&gt;&lt;br /&gt;Tired but resolute, they press on.&amp;nbsp; Are there more enemies below?&amp;nbsp; Have they heard the commotion and are even now putting daggers to the throats of the captured kids?&amp;nbsp; Are the poor kidnappees even still here?&lt;br /&gt;&lt;br /&gt;A staircase leading down and an exceptionally thick door leads into the old keep's dungeon, where four young humans huddle on the cold stone floor behind bars.&amp;nbsp; As the heroes enter, they all look up in fear that quickly transmutes to hope, and also to urgent gestures to keep quiet.&amp;nbsp; &amp;quot;They're in there!&amp;quot; one girl whispers softly and points to another thick door on the east wall.&lt;br /&gt;&lt;br /&gt;Steeling themselves, our Goodgers nod at the captives to make some noise and draw out the foe.&amp;nbsp; The kids obey.&amp;nbsp; The door flies open, revealing....&lt;br /&gt;&lt;br /&gt;That it's almost 11 PM and some of us have to work tomorrow.&amp;nbsp; Time to pack up!&amp;nbsp; Hurrah for digital cameras, which make recreating an encounter a snap.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Next time on Goodgers, Inc!&amp;nbsp; Behind the door!&amp;nbsp; Ranged attack is not a PC-only skill!&amp;nbsp; Amulets!&amp;nbsp; Gaald gets lucky!&amp;nbsp; Tune in tomorrow, when I blog this week's session.&amp;nbsp; Really.&amp;nbsp; I promise.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;</content>
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    <id>urn:lj:livejournal.com:atom1:brennildandd:2861</id>
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    <title>This post is late.</title>
    <published>2008-08-19T17:15:30Z</published>
    <updated>2008-08-19T17:20:31Z</updated>
    <content type="html">I'd like us all to blame Gen Con.&amp;nbsp; Because to blame my laziness would be hurtful.&amp;nbsp; True, but hurtful.&lt;br /&gt;&lt;br /&gt;The Fourth Session!&amp;nbsp; Dead women!&amp;nbsp; Surly blacksmiths!&amp;nbsp; Gaald displays his deep and instinctive understanding of another's pain!&amp;nbsp; On with the post!&lt;br /&gt;&lt;br /&gt;Our heroes, back in civilization and glad of it, poke around Manrie's Point in search of some information about a town that got ruined two decades ago.&amp;nbsp; Also, being PCs, they are in search of some shopping.&lt;br /&gt;&lt;br /&gt;Manrie's Point turns out to be a wizard's town.&amp;nbsp; There is the Tower in the east quadrant of the city, home to a prestigious school and filled with snooty wizards who don't think much of grubby outsiders marching in and demanding service.&amp;nbsp; Xenthir ruffles the fur of a prim potions seller and gets the bum rush, leaving Certis to wag his silver tongue and walk out with a lovely gift assortment of potions for the discerning adventurer.&amp;nbsp; In banana and strawberry/banana flavour.&amp;nbsp; Gaald fails to find anything useful at the local armor and weapon shops yet tips a beefy young smith's apprentice for, apparently, telling him she had nothing to offer.&amp;nbsp; I'm sure she dreamed of him that night upon her narrow maiden's bed.&lt;br /&gt;&lt;br /&gt;When it comes to Helia, the abandoned town, only one person seems to have anything to offer - the City Militia's resident blacksmith, a taciturn type who nonetheless opens up over a mug of ale.&amp;nbsp; An Eladrin woman had come through town and slit her wrists in her bath one night.&amp;nbsp; As they'd been about to burn her and her possessions to purge her ill luck, a great pack of direwolves had swept in, savaging every living creature, breaking through doors and windows.&amp;nbsp; The blacksmith, along with a few others, had managed to barricade themselves in the inn and survive.&amp;nbsp; Over the next two days, they watched through the cracks in the nailed shut door and windows as the wolves ravaged the town.&amp;nbsp; Through it all the beasts never once touched the Eladrin's pyre, backing away and whimpering whenever they got near it.&amp;nbsp; They howled as if in pain, and reared up on their hind legs, pawing at latches and windows.&amp;nbsp; And the shape of their muzzles grew - wrong...&lt;br /&gt;&lt;br /&gt;At last the wolves ran off again, allowing the townsfolk to gather what they could and make for the nearest Militia outpost.&amp;nbsp; Only ten made it to Manrie's Point and of those only the blacksmith now remains.&amp;nbsp; No one, not adventurer or soldier, has ever gone to Helia and come back again since the night of the wolves.&amp;nbsp;&amp;nbsp; The pyre of the Eladrin woman?&amp;nbsp; Still there for all he knows.&amp;nbsp; He did spit on her as he left.&amp;nbsp; Whatever curse caught up with her in Helia cost the life of his son.&amp;nbsp; Let her rot aboveground and be damned to her.&lt;br /&gt;&lt;br /&gt;Gaald, moved by the sad tale, attempts to tip the blacksmith.&amp;nbsp; This does not go over well.&amp;nbsp; Whatever else they might have learned from the man walks out the door with him as he leaves in disgust.&lt;br /&gt;&lt;br /&gt;The next day the group heads out on the road and finds the overgrown track leading to Helia.&amp;nbsp; Wolf bones, deformed in ways that bring the poor disfigured miners strongly to mind, lie along the track.&amp;nbsp; Close to town, a wolf lies dying, starvingly thin and wretchedly misshapen.&amp;nbsp; Gaald ends the creature's pain and they move on, wary and disturbed.&lt;br /&gt;&lt;br /&gt;In the town, the houses lie in ruins.&amp;nbsp; The well is falling in on itself and the long years have reduced the Eladrin's pyre to a rotted, collapsed heap of fragmenting wood splinters.&amp;nbsp; As they touch the pile, her ghost rises out of it, and points in silent warning.&amp;nbsp; Around them, six werewolves slink from the shadows.&amp;nbsp; Things get really - diseased.&amp;nbsp; Gaald tries to throw a were in the well but decides it's too much work.&amp;nbsp; Certis gets caught in the scrum and beat on hard, but tumbles out with a few hitpoints to spare and goes on a tear around the outside of the melee!&amp;nbsp; Xenthir throws out a Burning Sphere and wisely keeps his squishy self out of the way, but can't avoid a few bites - wizards just look so tasty.&lt;br /&gt;&lt;br /&gt;When the dust settles, our heroes stagger back to the pyre and dig through it.&amp;nbsp; A half crumbled spell component bag bears the name "Periana."&amp;nbsp; There is also a health potion, and a cracked canvas knapsack contains the feet of the warlock.&amp;nbsp; No gold, though.&amp;nbsp; The townsfolk apparently didn't believe that the bad luck of a suicide clung to &lt;i&gt;that&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;The ghost hovers, silent but pleading, as they take her bones out, then put them back in.&amp;nbsp; Before they can shake them all about, Mok decides that burning is probably the best course, and the ghost dissolves peacefully into the wind along with the smoke.&lt;br /&gt;&lt;br /&gt;Next time on Goodgers Inc!&amp;nbsp; More stuff!</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:2674</id>
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    <title>Fidelias is a stupid name</title>
    <published>2008-08-05T05:27:43Z</published>
    <updated>2008-08-05T05:27:43Z</updated>
    <content type="html">I made another monster - I took the stats from a fifth level controller and made an uberchoker to marshal up the regular chokers for my mine final battle.&amp;nbsp; He worked ok - I think he needed more special moves.&amp;nbsp; He did great in combat, not so much with helping his underlings.&amp;nbsp; The orc Eye of Grumash I used in the second combat encounter was more of a leader - healing and helping his guys with various auras and feats.&lt;br /&gt;&lt;br /&gt;I think i'm still being too cautious with combat.&amp;nbsp; And I need to mix it up in terms of monster roles.&amp;nbsp; I'm not a huge fan of the random monster mix the DM's guide recommends.&amp;nbsp; I'm trying to tell a story, and three or four different types of bad guy doesn't really work in most of my set pieces.&amp;nbsp; But once I get the hang of monster creation I'll be able to craft a well rounded monster party to really challenge my players.&lt;br /&gt;&lt;br /&gt;Hear that, guys?&amp;nbsp; Worse is on its way.....</content>
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  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:2372</id>
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    <title>So - can I attack the wall?</title>
    <published>2008-08-05T05:07:40Z</published>
    <updated>2008-08-05T05:21:37Z</updated>
    <content type="html">This week our stalwart heroes put 2 and 2 together!&amp;nbsp; Gaald got what was coming to him!&amp;nbsp; Our first death check!&amp;nbsp; And more!&lt;br /&gt;&lt;br /&gt;Still in the mines, Goodgers Inc took a nap 20 feet away from a massive pile of stirge guano. Nevertheless, they awoke rested and continued on down to the second level, which showed a serious drop in engineering quality.&amp;nbsp; Soon the dug tunnels broke into natural cave formations, phosphorescent moss, and increased levels of paranoia.&lt;br /&gt;&lt;br /&gt;On the far side of a small cavern, a rudely dug tunnel continued south, and then bent sharply east.&amp;nbsp; Mok thought it a good idea to poke his head around, and was promptly spotted by one of the missing miners, now mutated into a cavern choker.&amp;nbsp; The choker thought it was a good idea to scuttle forward along the wall and grab Mok around the throat and throttle the life from him.&amp;nbsp; Quickly dissuaded from this line of reasoning by the rest of the party, the choker made to flee and was put hastily down by the irritated rogue.&lt;br /&gt;&lt;br /&gt;The choker was headed for the end of the rough tunnel, where a hole just big enough to admit one human-sized creature was hewn crudely out of the rock wall.&amp;nbsp; Mok and Gaald peeked in, saw five (poorly) hidden chokers, and broke out the "enter one by one and then split up" method of attack.&amp;nbsp; Each was immediately mobbed by chokers, with Mok, out in the middle of the floor, drawing the ire of Fidelias, ex-mine foreman, current badass muted choker.&amp;nbsp; Several throttlings later, after Fidelias brought out some truly fearsome halitosis, our heroes emerged victorious.&lt;br /&gt;&lt;br /&gt;A pile of broken ore carts, bones, and other rubbish and refuse in the middle of the room yielded up a jeweled goblet, some sacks of coin, a few topazes of lesser value and the right hand of the warlock.&amp;nbsp; Evidence suggested that for long years the left hand had also rested here.&amp;nbsp; Careful searching of the room revealed a blocked up opening in the far wall, of extremely skilled Dwarven work, made some 28 years previous.&amp;nbsp; A note in Fidelias's pocket having to do with the mining operation seemed to suggest that the mine had only been started 4 or 5 years ago.&amp;nbsp; Tedious labouring of logic at last revealed to Goodgers Inc (after some fruitless pounding at the rock that after much effort to break down six inches of it only revealed...more rock)&amp;nbsp; that surely one of the heroes who had taken down the warlock 30 years ago had buried the hands here and blocked up the entrance behind them, trusting that no one would have reason to disturb it, but hadn't counted on the human miners who tunneled close enough to be tainted by the seeping evil of the hands.&lt;br /&gt;&lt;br /&gt;Ohhhhhhhhhhhhhhh.&lt;br /&gt;&lt;br /&gt;The heroes, having grasped this slippery conclusion at last, decided to have their original hand point their next destination.&amp;nbsp;&amp;nbsp; It spidered over the map, across the north toward a small town east of the northernmost city - Helia, abandoned for 25 years since a terrible winter attack of wolves drove the townspeople from their homes.&amp;nbsp; Xenthir recollected that the refugees had come to Manrie's Point, the northern city, after their ordeal and that some may still be living there today, able to give them some indication of what might be waiting there.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;Their destination chosen, they exited the mine without incident and set out again on the road.&lt;br /&gt;&lt;br /&gt;And again on the road, orcs!&amp;nbsp; This time a larger band, led by Gurgat, an orc Eye of Grumash, blessed with many strange and fearsome powers, and with three raiders and five minions at his call - all that was left of his bandit crew after the party had clashed with his followers on the way to the mines.&amp;nbsp; "None may challenge me on my territory!" he roared, and of course Gaald immediately stood up on the seat of the cart he was driving and claimed exactly that intent.&amp;nbsp; Gurgat didn't take it well - pointing at the fighter, he told his followers, "Everyone on that bastard!"&lt;br /&gt;&lt;br /&gt;What followed can only be called a beatdown.&lt;br /&gt;&lt;br /&gt;Most of the orcs surged forward and engaged Gaald, who went toe to toe with Gurgat and took a serious beating from the crowd of orcs around him.&amp;nbsp; Gurgat himself was a formidable foe, and with his three raiders all swinging greataxes, it was only a matter of time before Gaald hit the dirt, unconscious and bleeding.&amp;nbsp; Silent stepped up hastily and laid on hands, and after that things mostly went their way - Xenthir's Flaming Sphere burned most of the minions into scorched meat, Mok flanked like it was going out of style and Gaald continued to soak up damage like only a fighter can.&amp;nbsp; When the last orc fled like a coward and was handily burned to death courtesy of Xenthir and his Sphere, our heroes were 360 gold and a pair of lovely Bracers of Defense the richer.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;An uneventful couple of weeks took them to Manrie's Point, where they took rooms at an inn and rested up before taking on the challenges of the city.&lt;br /&gt;&lt;br /&gt;Are there Helia survivors who will tell them of that terrifying night?&amp;nbsp; What dangers will they face in the wilderness that surrounds the abandoned town?&amp;nbsp; Was it really necessary of the DM to stock an entire dungeon crawl with things that grab?&amp;nbsp; Mok feels more than a little molested by the whole experience.&lt;br /&gt;&lt;br /&gt;More intriguing skill checks and deviant monster behaviour, next time on...&lt;br /&gt;&lt;br /&gt;Goodgers, Inc!</content>
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  <entry>
    <id>urn:lj:livejournal.com:atom1:brennildandd:2285</id>
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    <title>The power...the CONTROL!</title>
    <published>2008-07-29T16:35:13Z</published>
    <updated>2008-07-29T16:35:13Z</updated>
    <content type="html">I dipped my toe into the making-monsters pool for our last session.&amp;nbsp; Nothing too drastic, just some stirge minions which worked alright, although&amp;nbsp; I should have made them higher level.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;The way 4th ed has the little "monster card" for each creature makes mix-and-match really really easy once you get the hang of it.&amp;nbsp; Grab the hit points from this guy and the stats from this one... once you understand the way that the different combat types fit together, and what makes an elite an elite and what makes a minion a minion, sky is the limit.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;I feel - so free.</content>
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