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These are my archives of Real-Life D&D Excerpts. As the name suggests, these comes from real D&D sessions with me and my friends, and also as the name suggests these are not full disclosure point by point notes of everything that happened. They focus on what I find interesting or humorous (usually the latter), and they are reliant on my shabby notetaking coupled with my memory (and currently I'm a full week behind on these) so I can't claim 100% accuracy. However, I do my best to represent people in the appropriate light; to capture the intent of and impression given by their comments (which is sometimes not the same thing), and believe me - if I am way off in my version of events, they will beat me with a +1 mace, or a plastic lightsaber, or bombard me with copper pieces or something...

[The following RPG gaming-sessions account use CHARACTER names rather than the names of the actual PLAYERS in order to protect their identities, so that I don't have to ask their permission. You may begin to see why I have no trouble coming up with material to cover in AGC (although, AGAIN, my webcomic's characters do not represent any real individuals, but are mixed up composites using traits and manerisms taken from many RPGers I've gamed with over time, sort of like Shang-Tsung fights using the souls of a thousand fallen warriors)]

Excerpt #1

GM: Before we begin, on the balance front, because some players have concerns about all the combat rebalancing, I am looking into the possibility of making a dramatic increase in the hit points of every monster you encounter, but then letting you make use of all your usual fighter-crazyness that we have been restricting.
Ahzeron: You mean like the ability to attack?
Balcoth: Or the ability to wear armor?
GM: Some of us feel that you are already quite capable of effective attacks. But anyway, what do you guys think of that idea?
Ahzeron: Well, that depends. How much of an HP increase are we talking about?
GM: Probably an increase of 40-65% to the hit points of every mob you ever face. What do you think?
Balcoth: [Stares incredulously for a moment] NO!
Ahzeron: [Silently contemplates, attempting to calculate whether the lifting of certain nerfs would net a profit under that scenario]
Verian Seth: [Keeps his mouth shut, since he is not remotely a fighter type, and also since this plan arose from a suggestion he made to GM, and yet doesn't sound much like his actual suggestion]
Omit: [Sits pensively toying with half a fan casing, trying to balance it on his head like a coolie-hat. He feels that his character has been nerfed, changed, and re-nerfed so many times that there is nothing left but a blob of molten flesh based sadly on d6 hit-dice]
Ahzeron: Oh shit, I forgot my character sheet.
GM: You LOST your character AGAIN?
Ahzeron: Not lost, I know exactly where it is. It just isn't here.
GM: [Sigh] As is tradition, we will start with Ahzeron rebuilding his character who was again forgotten, and we'll begin by asking Balcoth to refresh our memories on what happened last week.
Ahzeron: We didn't play last week. We were at OTHERFRIEND's crazy crap-draft event, where Omit was crushing all of us because he decoded the card-sleeve colors and was able to pick up all the best face-down cards in the auction for practically nothing cause he knew what they were.
Omit: [Shrugs in a trying-not-to-appear-smug fashion]
GM: Whatever. Balcoth, please remind us where we left off by describing what happened last session.
Balcoth: I dunno. I don't remember.
GM: Balcoth will feign ignorance, as usual. Perhaps I can jog your memory by starting with some small questions. Can you give a brief description of your character, Balcoth?
Balcoth: A Dwarf.
GM: Yes. Could you elaborate on that? Are you a skilled archer? A priest who performs miracles of faith? A practitioner of arcane arts, or a master of psionic prowess?
Balcoth: I'm a fighter, with levels in Dwarven Defender.
GM: And how did you come by your proficient knowledge of the wilderness?
Balcoth: What?
GM: You also have one ranger level. How did you come by those skills?
Balcoth: [Sarcastic] Well I didn't misteriously pick is up just because it gave me a bunch of bonuses.
GM: Okay, well what is your motivation? What are your goals?
Balcoth: To kill things and take their stuff.
GM: Do you have any preferences insofar as what kind of things you kill?
Balcoth: Things with better stuff?
GM: Okay, but given the choice of two things, with equal quality stuff and money and such, which would you go after?
Balcoth: The one that's easier to kill.
GM: Alright, perhaps we'll forgo the rest of the questioning. But I need to warn you all that certain individuals - I'm not pointing any fingers here - but certain individuals are going to have to act more appropriately within their characters alignments in the future. Including a Dwarf that is supposed to be "Lawful Good".
Balcoth: What have I ever done that is against my alignment?
Verian Seth: [Laughs]
Ahzeron: [Does a much better job of styfling laughter]
GM: That guy tried to surrender, and you tortured him, lied to him, and then spend minutes hacking and butchering his corpse.
Balcoth: I didn't lie to him! [Yet Balcoth conspicuously knows EXACTLY what GM is referring to] I never said we'd let him live if he talked. I said I was going to kill him, and I didn't care if he talked or not. His talking was just delaying the inevitable.
Verian Seth: [In that previous session, Verian Seth had carefully observed his Lawful Neutral alignment. Knowing that his allies would not allow the evil Priest of Vecna (god of secrets and lies) to live, he had instead tried to shake him into talking by matter-of-factly discussing the state in which we would leave his corpse, specifically vis-a-vis the matter of whether or not we would leave his head intact (allowing the use of Speak with Dead divinations), and whether it would be better or worse for him if we were to leave his head intact for his evil Master to find, who would himself likely cast Speak with Dead and ask some uncomfortable questions of the disembodied skull before deciding whether or not to bind the soul for grievous tortures and such for failing. Balcoth, perhaps missing some of the subtler implications, nevertheless got into the idea with great gusto, loudly voicing his opinion that we should just kill the fellow now, divine what we need, and then crush the head beyond any hope of divination (or ressurection).]
GM: Your goodness, and law-abidingness, as described by your alignment, might actually require you to accept an individual's surrender when he renders himself defenseless and throws himself upon your mercy.
Balcoth: He was trying to kill us! If we surrendered to him, do you think he'd spare us?
Verian Seth: [Launches into a balanced philosophical debate, comparing the practicalities with the responsibility towards lawful behavior felt by our characters. This is acknowledged by the other players mostly by uninterested grunts or grunts of anger, not actually directed at Verian Seth]
GM: There is also the concern that the Heironium, the lawful good cleric who was with you at the time, would have objected and been obliged to fight you had you followed through on your plan to kill the innocents you were trying to save.
Omit: [Suddenly sounding much more involved, some might say outraged] Actually he was chaotic good!
GM: I thought he was lawful. Oh well...
Omit: [Omit actually MADE that cleric, planning to use him as a backup character if he died] No. And you played him like the biggest jerk in existance! I was getting really bitter... You played him like some kind of idiotic holier-than-thou, "O! Bend over and worship the god most high", "Come join the One True Faith" kind of moron cleric. Clerics like that don't survive in D&D!
Ahzeron: Yeah, it's kind of like in that other module, trying to figure out how GM's monk made it up to 15th level acting the way he kept suggesting we should act. The best was when GM's monk asked why nobody ever gave his plans a chance, and Verian Seth said "Because all of your plans involve getting on your knees and having someone stand behind you with a sword so that they can cut your throat before you scream from the pain of ritually disembowling yourself." [This describes the standard proceedure for comitting Sepukku, playing on GM's love of Samurai culture to strike a nerve]
Verian Seth: Yeah, I might remember having said that. [Keeping in mind that the current GM wasn't actually functioning as GM during that particular module, Verian Seth would have preferred not to draw attention to his previous smart-assed comments]
Balcoth: It's your stupid cleric's fault that the other group of peasants died. He wouldn't let us save them.
GM: Well it's possible that the reason Heironium was giving you trouble is that you were going to kill all the peasants you had just rescued... Omit.
Omit: Those peasants had the IQ of PLANTS! They deserved to be left on their own to die in the desert.
GM: You know, you didn't provide them with a whole lot of evidence as to why you killed the priest who led and protected them throughout their pilgrimmage.
Omit: Whatever, I offered to take care of them while everyone else went on ahead to save the first group.
GM: And I wonder why the cleric didn't trust you, since you had been plotting to KILL THEM with Balcoth for AN HOUR.
Verian Seth: Or to leave them to rot in the desert, or to torture them, or to give them AIDS or something...
Balcoth: If they'd just listened to us the other group of peasants could have been saved.
Omit: It doesn't matter. Heironium isn't coming back. I shredded his character sheet into confetti.
GM: But why? I liked him...
Omit: Because you abused him! I created him and you played him totally wrong, like he was a complete jerk!
Ahzeron: Yeah, he got voted off the island.

Anyway, at some point after ALL THAT, we STARTED actually playing, at least for a little while before getting into some other "debate". End result: GM feels he is the only one being reasonable, and that he is being persecuted by everyone else. Ahzeron was falling asleep by the end (which, despite how it always offends GM, is less a factor of game boredom than an inevitability of Ahzeron's schedule). Omit is still heavily disenchanted with the profligance of "nerfs" as he sees them, which have caused him to readjust his characters class levels and feats at least 7 times, including 2 full respecifications where GM allowed him to even change his stats. Verian Seth was busy using his character's massive intellect and mastery of all knowledge skills to extract and justify information which it is highly unlikely (but not impossible) for his character to posess in-game, and Balcoth has adopted the new tactic of proposing that obnoxious monster powers are worthy of banning (specifically those which could penetrate his carefully tweaked defenses) and refusing to allow the game to progress until GM either bans them (which he won't do because it is ridiculous) or at least promises to further investigate the issue at a later date. So here I sit, recording this small part of what transpired, and awaiting the Blue Ribbon Comittee on whether or not the spell Blink should be banned for its ability to ignore the Uncanny Dodge class ability.

Oh, and which one am I? [Since the players are referred to only by character name, and none of them is named Demonac] I'll leave you to guess.

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Excerpt #2


[During the initial startup phase:] GM: So Azheron, as a "Favored Soul of Heironeous" [Ed: a God of Valor] what do you do?
Azheron: I seek out and battle evil wherever I find it, and I, uh, spead the Good Word of Heironeous to those who do not... uh... know of his... Good Word.
GM: And what sort of teachings do you spread, exactly?
Azheron: The Knowledge[Religion] skill isn't actually on my class' skill list, so I wouldn't know.
GM: Ha. Ha. Alright, Balcoth: have you given any further thought to the matter of the Blink spell VS the Uncanny Dodge class ability?
Balcoth: Well, first off, if Uncanny Dodge allows you to be aware of any attacker, even invisible ones, then why would it work against against an opponent who is invisible ALL the time, but not against an opponent who is THERE half the time and only NOT there for half of the time. Secondly, it makes no sense and it's stupid.
GM: Well it would be hard to argue with that. This is your game as much as mine, so we'll put it to a vote. Although in practice, I think it's a situation that is unlikely to come up very often. Okay, what do you all think?

[Ahzeron votes in favor of the change (to make Uncanny Dodge defeat the defense penalties of being attacked by a Blinking opponent), as does Balcoth. Verian Seth abstains, claiming it doesn't much matter. Omit, based on his intimate familiarity with the game rulings and errata, votes against the change, because according to the game developpers, Blink should win out. GM gratiously implements the change based on the voting.]

Balcoth: That's good, because I got this ability and it ought to work: I didn't take like 4 levels of the Dwarven Defender class just to get "Trap Sense: +1".
GM: Yes, because otherwise the Dwarven Defender class "gives you nothing", just Armor bonuses, better hit points and saves, and its just about the best possible class for a Dwarf.
Verian Seth: Unless he'd be better off with Dwarven Cleric Racial Substitution Levels.
GM: [Accompanied by fiersome glare] Unless Verian Seth would like to know what D4s taste like.

(Ed: Racial Class Substitution levels are alternate forms of basic classes tailored to the specific character race. Found only in "less-mainstream" sourcebooks, they tend to be more powerful for no good reason, but the Dwarven Cleric mod was particularly unbalanced in its all-around superiority. Now, GM would obviously just ban such an aberation, but clearly Balcoth is unaware of such things and would probably be very interested - thus GM is much happier if nobody puts the idea in Balcoth's head. BTW: D4s are the little pointy pyramiddal dice.)

GM: ANYHOW, Balcoth, could you tell us what was happening when we left off last week?
Balcoth: No.
Verian Seth: Didn't you say last week that we were going to try to get started faster this time?
GM: This IS going through it faster...

[Later that evening, the adventurers are going through the secret catacombs that they discovered hidden beneath the temple the previous week - yes, we do ADVENTURE sometimes. We come across a room with a 5-foot diameter vertical shaft leading down 120 feet, with ladders down one side. A torch dropped down the hole helped reveal the depth, but struck water at the bottom and went out with a faint splash. Verian Seth (who rarely touches the ground, thanks to his psionic flight powers) and Ahzeron descend most of the way down, and determine that the shaft opens down into a spherical room of about 20' radius filled nearly to the top with water (which our light sources of course do not penetrate).]

Verian Seth: We aren't really prepared for underwater combat and exploration right now.
Balcoth: Can I borrow the calculator? It's a 20 foot radius, or diameter?
Ahzeron: Radius.
Verian Seth: Three-pi r-cubed...
Ahzeron: Actually its 4/3pi r-cubed.
Verian Seth: Oh yeah. Oops.
Balcoth: I think it's had its day.
GM: You broke my calculator?
Balcoth: No.
GM: Arg. What are you guys doing anyway?
OMIT: They're trying to determine the volume of water in the sphere.
Verian Seth: Balcoth has a Dust of Dryness.
Balcoth: Oh here, it's working again. Hey, I paid 1700 gold for two of these; one containing 100 gallons of water in a tiny little marble, the other empty.
GM: You want to absorb all the water into Dust of Dryness.?
Verian Seth: It's like that Brawny paper towel from the Simpsons. [Makes annoying sucking noise]
Omit: It can't hold nearly enough, there's way more than 100 gallons in there.
Balcoth: 1600 x 400... okay nevermind.
Verian Seth: I don't suppose you learned Part Water, eh Ahzeron?
Ahzeron: No, but if I gain two levels, and swap out one of my current spells for it... Not gonna happen.
Verian Seth: Cause it'd be like Moses.
Balcoth: We need a really long vynil tube...
Ahzeron: You can't snorkel more than a foot or two. It's physically impossible. You end up just rebreathing the same air.
Balcoth: But I could just move the tube every few breaths. Besides, I don't have to exhale INTO the tube, just inhale from it.
Ahzeron: No, it doesn't matter. Your lungs don't have to force to suck in air from more than a foot or two away.
Balcoth: I'll just suck harder.

[Naturally, faced with this obstacle, they heroicaly declare "screw that" and decide to search for another path through the dungeon. With Omit and the more solid-ground-loving Balcoth safely up above the shaft, however, we have one more thing to do.]

Verian Seth: I'll position myself 50' up from the bottom and cast Energy Stun into the water. Just to see if anything NOT electricity-immune is in there.
GM: Just before the sphere of energy hits the water, it stops - it simply disappears without effect.
Verian Seth: Okay, what could have stopped it?
Omit: [Shrugs. He really talks a lot, eh?]
Verian Seth: [Is this player talking to himself, or to the other guys?] It can't be a 20' radius Otiluke's Resilient Sphere, because it doesn't stop physical objects like the torch. And it can't be Otiluke's Dispelling Screen because it is banned.
Ahzeron: An Antimagic Sphere?
GM: No, and BTW, it and all its variants are banned.
Omit: [Doesn't actually SAY anything, but shoots a glance that just screams out "SOMETHING IS BANNED? WHAT A SHOCK!"]
Ahzeron: How big is a Minor Globe?
Verian Seth: Die, Minor Globe of Invulnerability! [Dispels the Minor Globe that was shielding the area from low-level spells].
GM: A lightening bolt shoots straight out of the water. Those of you still in the shaft take 36 damage, with a Reflex save for half.
Verian Seth: Ow.
Balcoth: What we need is quick-dry cement. Or we could just pee down the hole.
Omit: Hahaha, that's great. I'm doing that.
Verian Seth: Well wait till we get out!
Omit: Fine. I'll ready my action.
Verian Seth: You're readied to "piss on the monster."
Omit: Yep.

After that, the situation got weird. Ahzeron and Verian Seth yo-yoed up and down the shaft, climbing ladders, having ladders fireballed by the Naga down below us in the water, climbing ropes (dropped down by Balcoth and Omit), having ropes fireballed by the Naga as well, with Ahzeron casting Air Walk on himself to gain elevation, only to have it dispelled again and again. Finally, Ahzeron cast Righteous Might on himself, the divine power granting him increased size (so that instead of falling he more-or-less filled the shaft, allowing him to crawl up or even pause in place without risk of falling. By the time THAT was dispelled, he was in easy range of Balcoth's 30-foot length of heavy chain and the others managed to pull him up. Safely outside the maximum range of the Naga spellcasting, Omit... takes his readied action, and Balcoth... opens the "rear hatch" in his full plate armor.

But that's enough reporting for this week. I need to go to bed.

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Excerpt #3

Here is another in my series of brief excerpts Saturday D&D sessions. I am not responsible for any recurring patterns you may notice.

Here we go again. It is a good idea to get everybody back in the frame of mind and remind people where we were (and sometimes why), since there is a whole week in between sessions.

GM: Okay, Azheron, please refresh our memories of what happened last week.
Azheron: Well, let's see... We fought naga in that pit - well we mostly didn't fight them so much as tried to run away while they tried to stop us. Fairly effectively. They kept fireballing the rope, and Balcoth actually lost like 150 feet of rope.
Balcoth: [Glares at Azheron and shakes his head as though he is making a grave error in his account.]
Azheron: Okay, he lost about 110 feet of rope.
Balcoth: Sixty.
Azheron: Right. Anyway, after we managed to make it out of that, we fought a Mindflayer plus two crap-guards, but we managed to kill him because Omit had a Mindflayer-Slaying-Arrow.
Verian Seth: It wasn't that specific - it works on any aberation[Ed. Creature classified as the "Aberation" type, including Mindflayers].
GM: When did you buy that anyway, Omit?
Omit: Level 7. [Ed. We are currently Level 11] At the time I thought it might come in handy.
Verian Seth: This is the difference between a normal PC and Bruce Wayne.
Omit: I figured I should use it soon, since that DC 20 saving throw won't be good much longer.
GM: DC 20 is pretty good for an item saving throw.
Azheron: Yeah, not like that a Third Eye: Dominate with the DC 12 save, and the item still costs like 120,000.

[Ed: Before doing this writeup I did some fact-checking to make sure, and it turns out that the Third Eye (an item from the Expanded Psionics Handbook) has a more respectable saving throw difficulty of 18 to negate its effect. However, by the time you can afford 120k gp items, most enemies are unlikely to be affected by DC 18 saves, and worse, this overpriced piece of junk only gets to try ONCE per day! Omit's Arrow of Slaying, though only a one-shot item, costs only around 2000 gold.]

Azheron: [Continues] Actually, you can buy a Solar's Bow for 120,000 now. It makes whatever kind of Slaying Arrow you need for each shot. But they're still only DC 20.
Verian Seth: That's not so bad. You're still getting a +5 bow for that price, and that's a pretty good power. DC 20 isn't bad when you get that chance on every shot.
Azheron: Well, a +5 bow would cost 50 thousand...
GM: PLUS the costs of a Masterwork, Composite bow.
Azheron: Yeah, IF you they even bother to keep track of that.
GM: They'd BETTER keep track of that!
Azheron: Well yeah. But you have to figure, at most, a Masterwork bow, with a composite rating of 5 or so would only be like 1000 gold.
GM: That's like TWO PERCENT of the purchase price!!!

[Ed: Apparently 2% of the cost of a magic item sounds like A LOT to some people, and yet seems trivial to others. Nobody argues with GM on this point though, and certainly nobody makes any comment (or stealthily-scribbled changes to their character sheet) on whether they had been properly accounting for the mundane cost of such items, or lazily (and cheatingly) only paying the larger enchantment cost. I know that I certainly paid for my masterwork armor and stuff before paying for their enchantments.]

GM: Alright. Balcoth: could you tell us about your character?
Balcoth: [Surly dwarven tones already kicking in] Why?... Why every week, man?
GM: It helps to set the tone.
Balcoth: I thought we voted this off the island.
GM: ...To get everyone into the game...
Balcoth: ...something about "not swimming back".
GM: Regardless, could you describe your character to us?
Balcoth: I don't know how to say this interestingly. I have 6 levels of Fighter, 1 level of Ranger, and 4 levels of Dwarven Defender.
GM: Well, as a ranger, you have prodigious skills in dealing with a particular type of foe. Which type of creatures do you excel at hunting?
Balcoth: Huh?
GM: You have a 'Favored Enemy' type, against which you receive bonuses to detect their presence, to follow their tracks, to discern their truthfullness, etc.
Verian Seth: And you get a bonus to damage against them.
Balcoth: Yeah, it's Aberations.
GM: But you also get bonuses to all sort of skill checks relating to them, tracking them and stuff, right?
Balcoth: No.
Verian Seth: Mostly +2 damage. [Ed: the ranger's favored enemy power does give all those other bonuses...]
Balcoth: Yeah, +2 damage. [Ed: ...but really, its all about the damage.]
Verian Seth: Because he comes here to smash.
Balcoth: Seriously, this is like being interrogated.
GM: Very much like being interrogated.
Balcoth: Asked the same questions again, and again...
Verian Seth: The difference is that he can't stop you from sleeping during the intervening week.
GM: Well, could you tell us then: what is the most powerful foe you ever faced. [Ed: This is another very common introductory-phase question, though it didn't make the previous posts here.]
Balcoth: Uh...
Azheron: Don't say city guards. [Ed: Some players have expressed annoyance at the way guards have been roleplayed, but they were certainly not powerful. Anyway, Azheron proceeds to take over, and starts listing many of the fights we've gone through over time. This is just the small sampling I remember:] ...the Yuan-Ti Abomination, the Babau, the Vrock, the Dread Wraith, the Hell Wasp Swarm...
Balcoth: Friggin' bug-based immunity to everything. The only one in the entire party who could affect it at all was Verian Seth, and if he'd died we were all gone.
Verian Seth: Or the Cerebrilith on the Astral plane, with its Mindflayer buddy, each blowing away d4 charisma every round.
Balcoth: It was a lot more than d4!
Azheron: Yeah.
Balcoth: Its ridiculous that we could be killed by charisma.
Omit: You can't be killed by charisma loss, only paralyzed.
Balcoth: To die because I'm "not fuzzy enough as a Carebear"? Its a useless stat. It should be ignored... Scratch! Gone. Who cares...
Verian Seth: It is valuable for the classes that use it, for spellcasting and special abilities, but that's all it does. The majority of classes don't have abilities that use it, so for them it's useless.
Balcoth: Spellcasting. Ooh, I'm not attractive enough to screw your mind and drain levels...
GM: Charisma isn't actually your appearance. It represents a poorly defined force of personality.

[From here, I tried to capture a few highlights from later on in the session. My notes are a bit spotty, but I think there are a few bits worth noting. Later on, the topic of Omit's displeasure with certain changes was broached:]

GM: Omit, are you looking forward to the death of your character?
Verian Seth: Actually, I was the one who brought up the subject this time.
GM: But you were looking into backups...
Omit: You'd have to kill me off first.
Azheron: Verian Seth makes more backups than you.
Verian Seth: I just like making characters.
GM: But he refuses to die! I've been so tempted to whip out a Vampire Monk on you, but I restrained myself from doing anything so unfair.
Verian Seth: Well we never fought anything weak...
GM: You f***er!
Azheron: Well, only when "its too weak to be worth XP".
Verian Seth: And whenever we beat something its always "I was robbed, Omit change your character again!"
GM: I so wanted to kill you with a Horn of Valhalla, Verian Seth. [Ed. a mythical magic item which summons barbarians. The 3.5 version summons a greater number than the older ones, but AGC 5-7 and 5-8 feature Joe's Horn]
Verian Seth: I'm unlikely to be killed by any number of non-flying low-level barbarians.
GM: They weren't going to fight you, I was going to drop them on you.
Verian Seth: I'm not sure there are rules for that, I mean, do they have to roll to hit?
GM: I don't know, I'd just drop them all on you in a massive dogpile and have them trip you and yell "It is inevitable!". Ed: SmithBear
GM: [cont.] ...but the Horn of Valhalla is too expensive. I don't want to give you guys like 60k.
Azheron: You mean 30k, since you only let us sell items for half.
GM: Besides, I don't want to have to keep track of like 20 barbarians...

[Anyway, we decided that we needed to retreat from the dungeons to rest and regain spells. Technically, Balcoth still had all his hit points (he doesn't cast spells), and Omit, with his extremely limited spellcasting ability, was also fine to keep going, however Azheron had exhausted the majority of his divine spells (meaning he couldn't heal the others much more), and after 4 fights Verian Seth was "running on fumes", psionically speaking.]

GM: So you all head back up the shaft into the temple.
Verian Seth: Yes. I figure the resting spot I picked out should be a good hiding place. If our enemies are going to use Scrying, they'll find us no matter where we go, however I figure that if they do not use strong divinations, we should be well hidden for the purpose of any mundane search.
Balcoth: We could just block off the shaft. Then nobody would follow us.
GM: Block it with what?
Balcoth: I'll use my +2 adamantine axe to cut off a big chunk from the top of the shaft and drop it down so it blocks the whole thing. They won't get past 3 tons of rock.
GM: Probably not.
Balcoth: They'll actually never come up.
Omit: At least, not with Teleport and Dimension Door banned.
GM: They aren't banned, they just don't work on this plane of existance. If you go to other planes you can use them.
Verian Seth: ...with a 3 round casting time.
GM: ANYWAY, if you block the shaft, how will you get back down there after?
Balcoth: I'll just start from the top and cut through it. I could carve a 3 ton rock in half in like 10 minutes.

[Ed: well, I find that funny anyway. In the end, we did go and hide where Verian Seth suggested (right on top of the temple, hidden behind the smaller second storey so that we couldn't be seen from in front where the entrance was), and we didn't cut off a giant chunk of rock to block the shaft (probably because Balcoth sensed it would result in a lot of argument with GM about his adamantine cutting power). And no, naturally we weren't able to rest unmolested. That would make life too easy. More on that in the next installment... I plan on skipping past the "introductory phase" next time, so maybe I'll get more actual GAME notes before getting tired.]

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Excerpt #4

Here is another in my series of brief excerpts from Saturday D&D sessions. This time, I tried NOT taking notes from the introductory phase, and thus was able to gather some extensive notes from throughout the session before my arm wore out.

In my closing notes from the last report, I mentioned resting. Well, our resting place was discovered, not by the mindflayers but by an NPC who was theoretically neutral, insofar as he said that if we left he would not give us trouble. It took us a little time to decide, but in the end, we had no pressing need to continue in that dungeon at this time (at least, the more neutral-aligned characters managed to convince the goody two-shoes ones that since there were no more hostages to save, we should resume our greater mission). But, by the time we decided this, the NPC noticed that Omit's character had some traces of fiendish blood/ancestry, and changed his conditions. The REST of us could go, but the "Tiefling" (as they are called) could not. So we fought him until he was forced to run, then we left anyway. I mention all this only because GM was particularly non-plussed by the performance of this NPC in combat (even though he was "not supposed to fight us") and seriously considered doubling the number of pursuers. He did, however, relent on this of his own volition because that amount of enemies would not be considered "fair" within the rules.

So we pickup, a little ways into the D&D session, as a pair of Vrocks (vulture-looking flying demons with a variety of potent defenses, and all-around good damage-dealing abilities) have overtaken us and we begin to do battle. Verian Seth and Omit are lurking around the edges of the battlefield (the former remaining carefully invisible), while Azheron and Balcoth are hard-pressed by the Vrocks' attack. Balcoth uses his Figurine of Wondrous Power, which transforms into a full-grown elephant, obediant to his command.

GM: ...I thought it could only use its trample attack in a straight line. Ow. That's it, its life is over. Has "Stampy" taken damage yet?
Omit: Yes, he was hit a few times.
Balcoth: [Dismissing the damage] It's an elephant.
Azheron: I'm wondering if I should heal it. What's it at? [Peers over at Balcoth's records sheet]
GM: [Out loud, but to himself as he looks up the Vrocks' less-often-used capabilities...] Do they have Power Attack?
Verian Seth: [Hyperbole] Everything has Power Attack.
GM: They do...
Azheron: [Mumbled Stampy's remaining hit points to himself, but unfortunately out loud] ...48.
GM: It's DEAD.
Balcoth: [Give Azheron that "you traitor" look] ...putting up this big front...
Azheron: Sorry.
Balcoth: ...bitchslap you man.
Azheron: How many more uses does Stampy have left this month? [Ed. the Statue of Wondrous power that creates the elephant; it is not destroyed when the creature "dies" and can be used up to 3 times per month]
GM: None. He's all used up.
Omit: You should sell it while its cycling...
Balcoth: Can I trade him in for one that has cycled?
Omit: Then you could trade him back after you use it!

The chat continues on, more or less as normal, but with many deviations relating to the players' perception that the Vrocks recasting Mirror Image at will (each time creating 4-6 illusory demons that cannot be discerned from the real ones, resulting in many wasted attacks, resulting in a MASSIVE advantage for the monsters who could keep that up all day long). I didn't note all these arguments because they became increasingly... well... argumentative, and moreover not very humorous. Anyhow, Balcoth was beginning to suffer attrition-based damage, and Azheron was forced to stick close to him, attempting to heal him so he could keep trying to kill them.

GM: Did you take your damage from the spores? [Ed: btw, Vrocks continuously release damaging spores. As a free action.]
Azheron: Yes. I cast Divine Power on myself.
GM: Okay, the Vrock takes a five-foot-step and full attacks you. [Azheron suffers about 40 damage.]
Azheron: Yep, that kills me. Drops my hit points to negative 13 [Ed: down to -9, player characters are considered unconscious but alive, though they may still bleed to death. Once they hit -10, they are dead. In our campaign, there are no raise dead/resurrection type spells]
Verian Seth: [Grasping at straws] Did you count the temporary hit points granted by your Divine Power spell?
Azheron: [Nods yes] I didn't think we could beat them anyway.
Omit: What time do you got?
Azheron: 8-o'clock.
Omit: [Scribbling notes as usual] The last hit did 9 pts?
GM: Your action Omit.
Omit: Can I declare an action to shoot at the [Mirror] images?
GM: You mean ignoring the real one? No! There's no way to tell the difference.
Verian Seth: That would defeat the purpose of the spell. If you could tell the difference, you'd just ignore all the images and shoot the real one.

Omit ponders for longer than usual while Azheron feigns ripping up his character sheet and the rest of us try to figure out how we will survive without his healing powers...

GM: Omit? It's still your action...
Omit: I'm trying to figure out whether or not its worth using a 3300 gp item [Ed: at our level that a HELL of an expensive 1-use item.]. I'll shoot at the one on Balcoth. Yeah. I destroyed 3 images.
GM: Verian Seth?
Verian Seth: Let's see. That one [Indicates the Vrock that just killed Azheron's character] is currently not engaged...
Omit: What an assanine thing to say.
Verian Seth: Whatever, I'm just assessing the situation. You're the one who was recording his "time of death". I'll just turn activate my Ring of Invisibility, then move over here.

Now, I failed to note the exact details of how it started, but inevitably given that he is dead and has nothing to do except work on his next character) someone has gotten Azheron onto the topic of his many character deaths throughout this campaign. Regardless of whether one considers him to have been unfairly persecuted or simply absurdly unlucky (or somewhere in between), it is a simple fact that the vast majority of deaths in the campaign up to this point have been Azheron's characters...

Azheron: What about the time I spawned without gear? [In the instance to which he is referring, his "new" character was inserted into the campaign as a prisoner who was to be rescued from an orc camp. He was subsequently freed by the other heroes, but although his class, a "Soulknife" functions better than most without gear, notably not needing any sort of weapon, he still died in the resultant battle]
GM: You can't complain to me about that; you were killed by orcs with NEGATIVE to-hit!
Azheron: There were about 20 of them, and I had no armor.
GM: It's not my fault you forgot your Protection from Arrows [Ed: spell that was already cast on him, but was forgotten by all until after he died, and it was deemed "too late", rather than try to backtrack through multiple rounds of large-scale combat and reduce all the damage he had suffered from arrows.]
Azheron: There was also a +4 level orc druid!
GM: +3 level...
Azheron: Oh, my mistake.
GM: Anyway, we should get back to the battle that is still going on...

There was actually a lot more discussion of various Azheranian deaths, but this is another subject that has been repeated a few too many times for those involved, so I didn't take notes. It also may be a bit touchy. But Balcoth wasn't about to let go of the GM-bashing quite yet, since it was looking less and less like we'd be able to overcome the regenerating mirror-images of the two Demons.

Balcoth: Its ridiculous that they can just keep doing that. If we even get close to hitting them, they can just recast and we have to start over.
GM: Well you always have a chance of hitting the correct one, but you could always just CLOSE YOUR EYES, in which case you can't see the images and it's just a 50/50 chance like attacking an invisible opponent [Ed: you can only attack invisible creatures if you know what map square they are in, however that is not a problem in this case because the images do not hide their map-location]
Balcoth: Friggin gay... totally negates fighters...
GM: It takes an ACTION for him to recast it, so he's doing nothing during that round! And you could defeat the spell just by closing your eyes!
Verian Seth: Doing nothing except expelling spores for an automatic 1d8 damage. Plus, at the rate Balcoth is cutting through images, the Vrock only needs to cast it every second round. Heck, even if it had to recast twice out of every 3 rounds, it would still net a profit; it gets to act unimpeded for one round out of every 3, which the mirror images eat most of the fighter's actions EVERY round. Forever.
GM: Look, Balcoth and the Vrock are well matched; you are VERY hard to hit, and it has natural defenses. Is he going down Azheron?
Azheron: [Still sitting next to Balcoth, but remembering the earlier gaff about Stampy's HP] He has 307 HP. [Ed: in case you are wondering, that's more than twice Balcoth's max HP, so it was obvious to all that Azheron was being sarcastic.]
Balcoth: [Much more pleased by that version of reality] ...you're getting it. You're getting it...

Balcoth has one enemy pinned down, although it is gradually edging around him, hoping to get nearer to the "softer" targets presented by Omit and Verian Seth (if he would ever stay visible long enough to be attacked). Throughout the battle, Verian Seth was taking advantage of the ability of players to "ready an action", which meant that he could make his attack on the enemies' turn after they declared their actions, thus allowing him to re-invis on his own action. The other players were not thrilled with this, since he was only taking a useful action every second turn, but he had been running on empty for power points since 2 fights ago, and still badly needed to rest. However, despite Balcoth's valiant efforts and Verian Seth's... cautious... whatever he was doing, one demon was free to attack Omit and the other was going to be able to by the next round...

Omit: How much damage did I take from the last hit? [GM repeats the last in the series of to-hit and damage numbers] Okay. I'm going to use my scroll to summon an elemental. Use Magic Item check... yep. Simulated Caster-Level check... yep, I made it. Okay, it takes up 4 squares by 4 squares on the map...
GM: What? What spell are you casting? What level?
Omit: It's a level 9 Druid scroll.
GM: When did you buy that?
Omit: It was back at that city when they gave us a 10% discount on all items to help with our mission. It's worth 3875 gold normally.
Verian Seth: Don't mess with "Bruce Wayne".
Balcoth: It's good that you keep this stuff...
Omit: Yeah, by the way, we really need to get to a city to restock soon. So I summon an Elder Air elemental. Oh, looking in the book it's only 3 x 3 squares.
GM: What's it's DR? [Ed: damage reduction, in other words its resistance to physical attacks. In the case of elementals, they do not normally have very large DR numbers, however they also lack the usual special weaknesses that would penetrate that reduction.]
Omit: Ten-slash, but it doesn't really matter. I'll have the elemental use it's whirlwind special attack.
GM: Ugh. What's the Reflex save DC?
Omit: Difficulty is 28. Then they get a new save every round to escape.
GM: They have a chance... not a good chance... nope, they both failed.
Omit: While trapped in the whirlwind, they suffer a -4 penalty to their Dexterity.
GM: So they get a new save every round, but they're at an additional -2. So they can't make it. How much damage are they taking?
Omit: 2d6 per round.
GM: ...ignoring their Demonic damage reduction.
Balcoth: Can I hit them while they spin by?
GM: No! They are spinning way up in a towering maelstrom of sand and debris. You can't whack at them with your axe.
Verian Seth: Can I target them with the Wand of Ego Whip? [Ed: Technically it's not a wand but a dorje - the psionic version of a wand. And technically, as with all charge-based items in this party, it was borrowed from Omit, who really was running out of tricks by this point...]
GM: NO! Don't have line of sight.
Verian Seth: But its a mind-effecting psionic power. It's mentally targetted.
GM: You still need line of sight and line of effect. The whirlwind blocks all vision.
Verian Seth: Fine.
Balcoth: I could burst my Dust of Dryness pebble into it.
Omit: So it would be a wet tornado?
Balcoth: Well, could I toss some caltrops into it?
Verian Seth: [Noting that Azheron had excused himself from the room momentarily...] Have you noticed the really big-money scrolls only come out after Azheron dies?

Omit assures all that he didn't think the situation was desperate until Azheron was lost. It WAS an extraordinarily expensive item, and not to be used lightly...

Omit: Anyway, they [Ed: the Vrocks] are f***ed. Can we just say that they're dead an move on?
GM: What do you think I'd say to that?
Omit: You would compliment my efficiency?
GM: Up yours!
Omit: Up mine?
Verian Seth: Didn't you say these guys were sent to kill me?
Azheron: As usual, whenever you say something is meant to kill Verian Seth it kills me. Next time, you should say you are trying to kill me?
GM: Verian Seth isn't on the radar anymore... [Stares menacingly at Omit] How much longer is it going to last?
Omit: The total duration is 23 rounds.
Verian Seth: Can we rest now?
GM: [Not actually yelling, just 'mock-yelling'] IT'S ONLY BEEN LIKE 4 HOURS SINCE YOU BROKE CAMP!
Omit: The odds of them surviving 23 rounds of this are... well, its very unlikely.
GM: [Just did the math in his head, comparing 23 x 2d6 with the demon's HP] Can we talk about this? "We'll generously forego the destruction of your summoned creature! We can tell you the location of a secret treasure!"
Verian Seth: Omit is like an engine for converting gold into XP...

Anyhow, we didn't get much further. What we did get was bogged down in a discussion of our need for healing. Azheron had made his last few characters with the intention of providing the party with divine healing - not because he wanted that role, particularly, but because nobody else in the party could heal. After all this, he was going to make his next character something different, which no-one blamed him for, but it brought up the issue: what would we do without a magical healing specialist?

Verian Seth: We're okay without a cleric.
GM: I'm providing you guys with a hench healer. I'll just Deus Ex him in along with Azheron's new character as soon as he's ready, because you are going to need the help.
Balcoth: Healing is good.
Omit: Wait, is he going to take a share of the Experience and treasure?
GM: Of course.
Omit: Then forget it. We don't need him.
Verian Seth: We'll manage without one.
Balcoth: Can I just hire him myself?
Omit: Tell you what, I won't give him any of my XP or treasure, and he won't heal me or interract with me in any way.
GM: It doesn't work that way.
Verian Seth: Then we don't want him.
GM: You need to have a healer. I put all this effort into the campaign, I don't want it to all go to waste.
Azheron: Aren't you the one who was always trying to convince us that we didn't need a cleric?
GM: That was in the EARLY levels. Things are different now.

According to Omits careful notes, GM suggested that a cleric of any nature was unnecessary and/or advised against having one on twenty-seven occasions, the most recent of which included when the majority of the party was level 10, and even when certain PCs first turned 11, often disuading Azheron's continued and selfless selection of divine-casting classes.

Verian Seth: Look, we'll just run it like Survivor island. Azheron won the immunity challenge, so he doesn't have to become a cleric. So other than him, the next person to die has to make a healer.
Omit: I'm up for that. Sounds good.
Balcoth: Can't I just pay for the cleric myself.
GM: Look, he'll only take a half-share of the treasure and XP.
Balcoth: He'll take HALF the treasure! Screw that!
GM: No, a half-share...
Verian Seth: There are 4 of us, so effectively he'll be stealing 1/9th of the total.
GM: You guys will have full control of him in combat, and I'll just control him the rest of the time. It'll be a nice outlet for me to RP with you guys.
Balcoth: Aw f***.

So we are stuck with the healer (and that was the SHORT version of that discussion). The best I could do was to make him myself so that GM wouldn't have to, because if GM built our hench-healer he'd end up with Charisma 12 or higher, 16 strength and memorize god-knows what. GM is going to roleplay him, but actual control (combat and casting decisions) will be passed around randomly to a different PC every week. This assumes that he doesn't mysteriously die in a gorey heap of useful magical items. "Hey! An Amulet of Natural Armor; I was just thinking how much I'd like one of those..."

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Excerpt #5

Here is another in my series of brief excerpts Saturday D&D sessions. This time, you'll have to forgive a certain added level of potential inaccuracies and more paraphrasing than usual due to the EXTREMELY POOR quality of my notetaking last Saturday. This Sat's notes (for the next one) should be much more useful... I think...

GM: First off, I have a couple balance changes to announce. The druid spell Animal Growth is banned.

[Blank looks from Azheron, Balcoth and Verian Seth. The spell has never been cast (and being a druid spell, probably never even looked at) throughout the entire campaign.]

GM: [Continues: ] It was just too insane. Now, after some consideration, I am going to adjust the Vrocks Telekinesis ability to be only 3 times per day, rather than at will. It is a very high level spell for a monster of their CR. That should also mitigate the concerns some of you had about being fly-kited with Telekinesis. Unless anyone has any objections...

[Like the players were going to object to making a hated enemy weaker...]

Azheron: [The character, Azheron, died the previous week. His new character is named Malevaune, however for consistency, I will continue to refer to the player as Azheron] ...okay, while you are balancing things, how about putting a limit on their Mirror Image castings. 3-times, 6-times per day, whatever. Just so there is a finite limit.
GM: I don't consider that power to be a problem. You guys make too big a deal of it. [Admittedly, this is very paraphrased. I can't remember and didn't note exactly how this discussion went...]

Our dedicated band of cohesive gamers is one again embroiled in THE SAME argument about the brokenness VS irrelevancy (depending on who's talking) of Vrock demons and their Mirror-Image-at-will power. You guys don't need to hear that all again. After a while...

GM: I am sympathetic to your plight, but...
Balcoth: No you're not! You said you're not.
GM: [Looks sour] Look, I only make these changes to improve the game for everyone. I've been so tempted to whip out Animal Growth against you guys, but I haven't, because it's just too broken. If a druid ever grew his animal companion, and you guys were being shredded by a Gargantuan bear [Ed: that's actually a technical term for a creature's size class. Humans are Medium. Most bears are Large. An Elephant is Huge. Gargantuan is one size up from huge.]... but I'm banning that spell so it won't destroy the game.
Azheron: Oh yeah, and the armor-enchantment "changes" really helped us lower our Armor Class...

[Ed: I didn't take notes on that part of the discussion, because its old familiar territory and not very exciting. Summary: PLAYERS NO LIKE ARMOR NERF. GM made the change around level 3 because he saw how easily the players could get their AC up high enough that 80% of enemies (of the appropriate levels) from the Monstrous Manual wouldn't be able to hit them. Players think that he slipped through the change with very little complaint from the playes because they weren't yet rich enough for a limitation on expensive magic to affect them much, and now feel that in the level 10 plus game they are being unfairly penalized. GM feels that without the change, the game would now be fairly unplayable as only dragons and elementals would be able to hit certain PCs. And on the argument goes. I didn't expect the discussion to continue on in any direction worth recording, but after a while...]

Verian Seth: ...Removing the dwarven trip bonus... [Saying this, he suddenly realizes how potentially explosive this statement could be, and looks over at Balcoth, the dwarf master. Balcoth does respond, but his mind is on other things and he does not get drawn into a hate-spiral.]
Balcoth: And then suddenly every enemy in the next three sessions has four scrub minions with polearms surrounding me and making trip attacks.
GM: [GM is pondering how to respond; he feels the change is perfectly reasonable (dwarves already have a million powers, and a +4 is a very large bonus, even if it is just to defensive trip checks. However, he is at a loss for how to turn that "negative" into a positive to tell the players.)]
Azheron: [It is difficult to say if he brought this one up with a mind to further provoking Balcoth, who is a consummate full plate user...] Or the full plate change.
GM: [Sees this as an opening...] By changing full plate [Ed: from +8 AC with max +1 from Dex, to +7 AC with max +2] you can still get just as much armor class, plus you don't have to worry about every fighter-type enemy having 12 Dex.

The implication is that, in order to get the same benefit from the modified (actually d20 L5R setting-style) full plate, the enemies would now be forced to spend more stat points, bringing up their Dexterity ability score to 14 for the +2 bonus, instead of spending those stat points elsewhere, such as more strength.

Verian Seth: Except that with the "Magic Armor Nerf", that lowers our fighters' armor class by another one or two, and limits all characters to using either full plate or chain-shirt armor.
GM: How so?
Verian Seth: Well, with the change, armor and shields AC bonus can only be enhanced up to one-half the armor's base AC. Because you round down, reducing the AC from 8 to 7 means full plate can only be enchanted up to +3 under your system, where it would otherwise be +4. But since any other armor that people would wear can only be enchanted up to +2, it means that the only armor other than full plate worth wearing is a chain shirt, which can still be enchanted to +2, allows the most Dexterity, and counts as light armor.
Omit: Also, almost every fighter-type we've fought has been using half-plate. +6 AC and Zero dex allowed, which they can still enchant by +3, and allowing the enemies to use only 10 Dex, which gives them more points to put into Strength or Con.
GM: I like Half Plate. It's efficient. It also sells for a lot less than full plate, and weighs a lot, so you guys don't always haul it with you. It helps me avoid giving you too much treasure.

And the back and forth of "nerf-and-benefit" continues...

Verian Seth: Then there's the Cloaks of Resistance.
GM: You can still buy them at double book-price. And they're still too good.
Balcoth: You just don't want us to have them because you don't want us to cut the head off your [spell]casters.
GM: The spell Silence. You can't tell me that was a positive contribution to the game.
Azheron: Okay, Silence was a little strong.
GM: The power attack change was needed, so that we don't have giants Cleaving Azherons. [Cleave is a feat that allows you to follow through and make a free attack whenever you fell an enemy in melee.]
Azheron: Or vice versa. [Ed: okay, my notes don't tell me what was said there, and I don't remember. But that would have been a really clever answer, since Power Attack (using two-handed weapons) has to be Azheron's favorite feat. And it should be noted that he was already killed by a giant at least once in the campaign.]
GM: I limited the choice of energy type on all those psionic powers so that enemies couldn't use them to get around all your protections as easily.
Balcoth: You mean so your creatures wouldn't all die instantly! [Verian Seth is the only one really affected by this change, which forced him to choose for each of his "nuke" spells only 2 damage types, whereas normally the psionic energy powers give a choice of 4 different energy types. Balcoth is not always a fan of wizard-ey characters and their pansy hide-and-run ways, but he has a certain soft spot in his heart for allies who occasinally vaporise annoying monsters...]
GM: I changed Blink to be trumped by Uncanny Dodge due to popular concensus...
Balcoth: Yeah, AFTER the fact...
GM: And I eliminated certain broken prestige classes, plus I changed all the rogue ones by setting the first sneak-attack increase back by one level, which saved you from running into any enemies with 8- or 9d6 sneak attack. Because that's what everyone would do.
Azheron: Not necessarily a bad change.
GM: NONE of them are bad changes!
Balcoth: Maybe in the mind of a Vrock...

Because GM wants to get Azheron back into the action, and because he percieves us as having a great need for a healer for our group to function, on this rare occasion he is willing to Deus Ex the new additions to the party into the game. Even though we are in the middle of the desert. I designed the hench-cleric to be good at his job, but he will be roleplayed entirely by the GM, while a different player (chosen randomly each week) has full control over the cleric's actions in combat. The last step is to name him. Gnomey McGnome, Gimp, Meatshield and "Portable Hit-Points" were all player suggestions that were vetoed, while the GM suggested some long complex gnomey roleplaying name, which nobody wanted to remember... eventually he ended up with the incredibly and intentionally lame Donner Lifesaver which Omit suggested.

GM: So Azheron, introduce your new character.
Omit: Oh yeah, what time is it?
Azheron: About 8:15, or 8:20. My character is named Malevaune. She's a human-looking female, 'bout 160 lbs, has black hair with a white line just down the front. She has chains wrapped around her waist and one over each shoulder.
GM: Great, a Kyton. [Remember those chain-demons? Well, Malevaune isn't one, but we can see the resemblance...] Alright, so instead of the usual "interrogation", I thought we'd try something a little different. Azheron: if your character was in a situation where Balcoth was going to die, and you had the chance to save his life at the cost of your own, would you do it?
Azheron: You mean I'm committing suicide, or...
GM: If you chose to do it, there is a 100% chance that he will be saved, but a 100% chance that you will die. "ThingX" is firing a lethal Death-ray at Balcoth, but you have a chance to jump in the way.
Azheron: Can it just cast the Death-ray again?
Verian Seth: No, the enemy is just 1 PC short of it's "preset kill-limit", then it will shut down. [He is referencing the Futurama episode where Captain ZAP Brannigan is introduced].
GM: The situation is completely binary. So would you save him?
Azheron: Die to save him, 1 for 1? Probably not, I guess.
GM: Okay, what if its the same situation, but Verian Seth is in danger. Would you throw yourself in front to save him?
Azheron: I've already done that several times...

Everyone has a laugh.

Verian Seth: I think everybody's killed him by now.
GM: I haven't.

All the players stare in shock and disbelief.

GM: What?
Azheron: You made me spawn with no equipment!
GM: Just that one time. I can't believe you are still going on about that. That was like 7 Azherons ago...
Azheron: I died twice in one session!
GM: You did not.
Omit: It was actually two sessions in a row.
Azheron: Well, twice with less than one session of gameplay in between.
GM: Alright. [That is not an acknoledgement, so much as a segway...] What about you Omit? Would you die to save one of your party members?
Omit: We've already been through this. [Apparently GM has already grilled Omit about this in the week between game sessions, but it seems he wants Omit to share his response with the rest of the group.]
GM: Well?
Omit: If I have to die to do it, it depends who it is...
GM: Okay, would you die to save Balcoth?
Omit: No. Not 1 for 1. I would do it to save Verian Seth, because if the situation is that dire, he's the one most likely to be able to save the rest of the party .
GM: [Keeps his tone "enlightened" but provocative] Ah, so you are trying to look at it from the team perspective.
Omit: Yes. If it was 2 for 1, I would do it for sure. Any 2 lives are worth more than any 1.
GM: Verian Seth, would you sacrifice yourself to save Omit?
Verian Seth: Honestly, if its a 1-for-1, my character wouldn't do it. Particularly considering his greater objective. [In "interrogations", long ago, Verian Seth gave his character's goal as immortality. In his words, "It is a quest that can never be won, only lost."] But he would certainly die to save 2 party members. In anycase, its an unreasonable hypothetical. There's a huge difference between certain death and a high risk of death.
GM: Okay. Balcoth: what about you. Would you die to save Omit?
Balcoth: Not now... It wouldn't happen anyway. He always just runs away.
GM: Okay, lets try a different one then. Azheron, if the Death ray was coming at you, would you shove Balcoth in front, or take it yourself?
Balcoth: If that's the case, you'll be rolling up a new character soon.
Azheron: [Balcoth]'s the last of his race. [Ed: would that make it genocide?]
GM: He's not the last of his race, there are lots of other dwarves.
Verian Seth: He's just last of the player character dwarves.

Anyway, the new cleric healed Verian Seth (who revealed that he'd been down to 21.5 hit points for the last 2 fights - a slim margin for survival, which helps to explain his minimal contribution in those battles), then we managed to rest successfully, and the next day we found another demon gaining on us as we travelled. This one was a Glabrezu - a much larger demon, with two large muscular arms, and two more even larger pincer-claw arms. It was flying under the use of a spell, but rather than overtaking the party, it matched speed some 150 feet back and made telepathic contact with us - or, more specifically, Balcoth.

GM: The creature's voice in your head commands "Cease your flight..." [Ed: That's flight in the 'escape' sense, not in the literal aerial sense, since only Verian Seth is actually flying. Omit is running about a foot off the ground, which Azheron could also do if he wanted to, but regardless, he Balcoth and Lifesaver are all riding.]
Balcoth: I'll answer back "Are you a good, mediocre or evil creature?"
Verian Seth: [Finds that very funny] "I'm Lawful Mediocre." [Ed: The three main alignments are Good, Neutral and Evil (with Lawful and Chaotic subtypes). I'm sure there are a lot of "Neutral" beings out there who would feel slighted by the "mediocre" descriptor.]
GM: "I am willing to parlay..."
Balcoth: "Why would we want to talk to you?"
GM: "If you perform a service for me, I will reward you greatly."

We do stop to parlay, since it has demonstrated that it moves fast enough that we can't simply escape it. The towering demon (to summarize) wants us to go back and finish clearing out the dungeon beneath the temple that we just left. Kill the rest of the mindflayers and stuff.

GM: "I will generously forego your destruction, and I can provide you with information crucial to your mission. You," [points at Omit] "what reward would you want?"
Omit: [Ponders carefully, weighing factors in his mind...] "We will do it if you grant us three Wishes."
GM: "You know that what you ask is LUDICROUS. It is NOT a possibility."
Omit: "They wouldn't have to be all at once. One on completion, then one a year from now, and one the following year. We could wait for that." [Apparently, Omit knows exactly what is possible; specifically, that this form of demon, a Glabrezu, has the power - once per year - to grant a Wish in such bargains. Not that it WOULD for something this basic...]
GM: "Do not forget that I could simply smite you all. I am of the Tanar'ri: the Masters of the Universe. I am being gracious to offer you any reward for this.

Play stops for several moments as several players giggle, imitate the He-Man cartoon's theme, and make frivolous comments about the... poor... choice of wording. I make a motion and noise like one of the old action figures; a He-Man villain with a snake's head who sprayed water in a light mist if you depressed his head. Once we all get it out of our system, we resume the serious matter of trying to decide whether to haggle with demon-boy or just fight it (knowing that we'd probably win, but with a high risk of casualties)

GM: "What of you?" [turns to Verian Seth]
Verian Seth: "I'm sure we can come up with the information elsewhere."
GM: [Ominously...] "Not in time. But what is it that you do desire?"
Verian Seth: "What I want is something that you cannot give me."
Balcoth: "Got any Boots of Flying in that sack?"
GM: [Turning interestedly to the dwarf:] "I could grant your request, in exchange for a small additional service from you..."
Balcoth: "What service?"
GM: "There is another individual who I would like to see removed."
Azheron: Your basic assassination mission.
Balcoth: "Who do you want killed?"
GM: "An individual in the city. If you would do that, after destroying the mindflayers, I could provide you not only with the item you desire, but also important information on the plight of your people..."
Balcoth: "What about my people?"
Verian Seth: It's the Quest to "unlock" dwarves as a playable race!

[A common feature amongst computer games is the ability to make available new character choices through play. Don't forget that due to the fact that dwarves are essentially the best playable race in D&D 3.5, GM declared that they were no longer allowed, but that Balcoth, already being there, could obviously stay. The last player-character dwarf. Again, dwarves are VERY good. There was a significant risk that as characters died and were replaced, the party would soon end up being all dwarves.]

GM: "What I know could help you to save the dwarven race from their current plight..."
Balcoth: "The dwarves don't need any help from a demon."

The Glabrezu, already growing frustrated at our lack of enthusiasm, decides to take this as an insult. Beings of infinite self-confidence and massive pride, Glabrezu enjoy making deals with mortals and getting others to do their bidding (a trait more befitting of Devils), but they are still Demons at heart, (not Devils; in D&D there is a strict distinction) meaning they relish havoc, destruction, and above all physical combat. And so it starts combat by backing up and casting one of our favorite spells: Mirror Image.

Wow, that report got long. I'm actually going to break it into two parts. Next time (probably Friday): the Battle Report. Don't worry, even though "battle report" may sound a little bit more like it involves game mechanics and stuff, its still mostly about everybody driving each other nuts.

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Excerpt #6 (Continued from #5)

Here is another in my series of brief excerpts Saturday D&D sessions. This particular installment is the second part of the session started in Excerpt #5 (this past Monday). Once again, you'll have to forgive a certain added level of paraphrasing due to the EXTREMELY POOR quality of my notetaking last Saturday. This part is mostly a Battle Report, so alas there is a lot more narrative and somewhat less of the funny dialogue stuff. I still think it is good for a laugh though!

The Glabrezu, already growing frustrated at our lack of enthusiasm, decides to take this as an insult. Beings of infinite self-confidence and massive pride, Glabrezu enjoy making deals with mortals and getting others to do their bidding (a trait more befitting of Devils), but they are still Demons at heart, (not Devils; in D&D there is a strict distinction) meaning they relish havoc, destruction, and above all physical combat. And so it starts combat by backing up and casting one of our favorite spells: Mirror Image.

Azheron: I'll cast Expansion to psionically enlarge myself, increasing my size by two classes up to Huge. Then I'll attack it with my spiked chain.
GM: Um, Azheron, we changed psionic Expansion. You can't do that anymore...
Verian Seth: He means you can only increase by one size class, just like the magic spell Enlargement from the PHB.
GM: Actually, both powers now only work up to a maximum size of Large in any case, so creatures already Large or bigger now gain no benefit.
Azheron: Hmm. It would be nice if anyone told me. Considering last week [Ed: when he was building his new character named Malevaune, but remember I am still using the name Azheron in these reports for consistency.] I asked if Expansion had been changed and nobody said anything.
GM: I'm sorry, I thought everyone knew. Was your character all built around becoming Huge? [...He asks with some trepidation, as though the prospect is appaling].
Azheron: Well, not enough that she can't function like this. [Azheron is calculating to himself that, while he will be noticeably less deadly, he will be far more mana efficient, spending only 1/3 as much energy each time he Expands himself...] Okay, I'll Whirlwind-attack it with my spiked chain...
GM: You're twenty feet away.
Azheron: The rules for "reach" weapons indicate that the weapon's reach doubles for each category of size increase. So I'll Whirlwind-attack him...

[Ed: we previously ruled that Whirlwind attack and Cleave feats should work on Mirror Images, which makes sense, but is still a house rule, because strictly speaking the images, being illusions, do not count as seperate opponents, and as such would not be affected.]

GM: [Less interested in processing the attack, more aghast at (A) a bad game rule (geometric increases in weapon reach can't be a good thing) and (B) the grand design of what Azheron had built his character to do] I just can't believe that you tried to make a character with a 30' radius Whirlwind attack. [Ed: I highlight "make a character" because while those were the actual words, it sure came out sounding like "destroy my game". FUN EXERCISE: Try the sentence again, making the substitution yourself...]
Azheron: It just lets me make ONE attack per enemy, in place of a normal 2-attack full-attack action. How often do we even fight more than 2 or 3 enemies?
GM: That's not the point! ...and... with the strength bonus from Huge size... ANYWAY, regardless, we can't have the goemetric reach increase. Imagine how much you guys would be complaining if I had Giants attacking you with 40 foot reach spears. Reach weapons will just gain 5' reach per size category, same as natural reach.
Azheron: Okay. Well, I would have placed myself 5 feet closer then. [Moves figure on battlemap] I miss... and miss.

[Azheron takes this okay, and is generally quite good natured about such reasonable changes, but is experiencing some reasonable frustration about "compound nerfs" right about now. And so combat begins for real. Azheron's dice rolls are abominable, resulting in a statistically unlikely streak of misses for his chain attacks (this persists over the course of the entire battle). The gnomish gimp-cleric makes himself useful by casting Prayer to buff the party. GM spends a good minute carefully examining the positioning of the players' models, and trying to plot points on the squares of the map. It should be noted that the demon allowed us to position ourselves however we wanted while talking, due to its supreme overconfidence. After a minute, GM seems a little frustrated but says nothing, continuing to think about the demon's next action.]

Verian Seth: No matter how you draw it, you can't catch more than 3 of us in a 20 foot radius for your Chaos Hammer spell. [Ed: Chaos Hammer is an alignment-based damage spell (hurts Lawful beings more than others). It's not a bad spell, overall, but it isn't reliable enough to be really worth it against heroes of our level unless he could catch a lot of us.]
GM: [Seems even more frustrated, enough so to prove the comment to be precisely right.]
Verian Seth: You could try a Fireball, but it has a 20 foot radius. Or you could cast Word of Chaos, except it's banned... and has a 20' radius.

Well, that may have been funny to Azheron and probably Omit (although he certainly showed no sign of laughing), but the Glabrezu was not an opponent to be trifled with and began demonstrating this immediately. It flew up and back to get out of the reach of the (now Large-sized) Azheron, and overwhelming physics itself with brute force of magic, it entrapped Balcoth in a column of Reversed Gravity - an effect invisible except for the fact that the hardy dwarf began falling upward off the ground. Omit backed off (very far, very fast), and prepared himself to react to things as they happened. In other words, he did nothing.

The next round, Azheron used his innate levitation (a feature of the Elocator psionic prestige class, which he and Omit both have, and which GM momentarily forgot) and his much reduced and yet still significant reach to continue to attack (and miss) the monster. Balcoth struggled to find a way to escape the rapid (and seemingly endless) upwards falling effect - fortunately, his Ring of Feather Falling was ironically slowing his ascent. Verian Seth (who had been holding back a little) Dispelled the magic that was allowing the Demon to fly (it plummetted, suffering trivial and yet embarassing falling damage), and finally revealing himself to be the Demon's preferred target. It used its strongest power (only 1 use per day) to Stun him with an unresistable Power Word, and Verian Seth, who expected this ever since we first sighted the Glabrezu, threw up a powerful psionic shield in response, knowing that it had no effect on the PowerWord, but apparently hoping it would help protect the party against damage spells while he stood helpless for the rest of the battle.

Omit: How badly do you want to play your backup character?
Verian Seth: I'd rather survive.
Omit: Okay. Just trying to decide how much it is worth in items to keep you alive. 'Cause this is going to get expensive.
GM: You saw it coming, eh? Well, after casting it will move around here. [It gets as close as it can to the helpless form of Verian Seth while avoiding the Reverse Gravity spell]
Omit: I cast Wall of Force from a scroll. [He positions the 20 foot high indestructible plane of energy directly between Verian Seth and the demon, extending at least 40 feet to either side.]
GM: A Wall of Force eh? I was going to start whipping out walls on you guys later...

Azheron moves over to protect Verian Seth, then hovers up 20 feet to attack overtop of the wall. Lifesaver (the gimp cleric) attempted to place himself in the line of fire, saving his spells for healing, not even bothering to attack.

Verian Seth: Cleric will cast Shield-Other on Azheron.
GM: Does he have the platinum ring? [Both the caster and recipiant of that spell must wear a platinum ring worth 50 gp]
Verian Seth: Yep.
GM: Who else has one?
Verian Seth: Nobody. Lifesaver only had enough money left for one set. We can get more later. Do you have any Deflection bonus to AC?
Azheron: Um, no, actually.
Verian Seth: Bonus, then you can actually USE the +1 armor class bonus from Shield Other. [The ACTUAL purpose of the spell is that the caster (in this case the Gimp cleric) suffers half of all damage directed at the subject. Gimp cleric might be two levels lower than the party members, but he is built to be tough.]
GM: You couldn't afford another 50 gp?
Verian Seth: He spent ALL his money.
GM: On what?
Verian Seth: [Looks at the cleric's character sheet] Better stuff. And enough diamond dust for 2 castings of Restoration, apparently.

[Ed: Because a different player will be controlling him every week, and I didn't want them to be tempted to do dumb things with him, like make hand-to-hand attacks, I had taken care NOT to give him any weapons, and had gone so far as to spend every penny of his starting money so that GM couldn't just force him to buy one... However, in his infinite generosity, GM had given him a free mace and crossbow, describing it as ridiculous for him to be unarmed, despite his demonstrable lack of physical prowess. Fortunately, though, for this week, Verian Seth was controlling him and he had no inclination to waste any effort attacking (with Lifesaver's pitiful strength of 6...).]

Balcoth: So, if the Reversed Gravity is only 10 x 10, I should be able to jettison my pack to get out.
GM: Why? I think I missed something...
Balcoth: By tossing my heavy backpack in one direction, it should create a force that would propel me in the other direction. Like astronauts.
GM: Astronauts move really slowly. Besides, your pack doesn't weigh that much, it wouldn't create much of a force.
Balcoth: It weighs over 200 lbs! [Ed: It really does. Dwarves move slower than other "Medium" size races, but to compensate, they handle encumbrance very well. In fact, a Dwarf moves just as fast carrying the maximum possible load that his Strength can handle as he moves carrying nothing.]
GM: What the heck's in there?
Balcoth: Everything. [It should be noted that although a bunch of his rope was destroyed by annoying Naga tossing fireballs at Azheron and Verian Seth in a long shaft, Balcoth has a massive length of chain (he's going to phase out rope entirely in favor of it). He also has a half-dozen "backup" weapons, not to mention an impressive aray of situationally useful items - he is a glowing example of the adventurer's mantra: "Be as prepared as your maximum carrying capacity allows."]
Verian Seth: It's Newton's Third Law. Equal and opposite reaction and stuff. The speed is based on the relative mass of the two objects...

Wisely trying to avoid letting too much physics (especially with big arguments over the calculations involved) overtake magic in the game, GM rules that Balcoth cannot free himself from the 10'x10' column of Reverse Gravity just by jettisoning his ludicrously heavy pack and letting Newton's Third Law do the rest. And it is true that the area is not a vaccuum or true zero-G environment, but rather experiences precisely Earth-normal (1 G) acceleration due to gravity, only severed and redirected AWAY from the planet. But GM does rules that by securing his pack to himself with a rope and hurling it out side the scope of the reversal, it could act as an anchor and yank Balcoth out (and thus Featherfall back down to the ground, angry and anxious to chop himself up some demon). He isn't there yet though, and the demon spends its action attacking Azheron. Azheron strikes back and misses.

Verian Seth: [Still stunned for another 5 rounds or so, unable to act and utterly dependant on the party to prevent the Glabrezu from going over the top of Omit's Wall of Force and shredding him...] Um, Omit? Shouldn't you hover up high and shoot it or something?
Omit: My arrows can barely penetrate its damage reduction, and I used my last Align Weapon potion on Balcoth's Axe. [Demon-boy is harmed only by Good-Aligned a.k.a. "blessed" weapons - or more accurately, he ignores 10 damage per hit from any other weapons. Azheron's prodigious damage can still inflict reasonable harm overtop of the protection, but Omit's arrows would have to roll really well to inflict 2 or 3 damage on the Glabrezu.]
Verian Seth: Well if you'd come to within 60' of the cleric, he has a Feat from the "Divine book" that lets him align all allies weapons to 'Good' for one round.
Omit: I don't think it would do that much. The others seem a little baffled at why Omit doesn't think he can do much when his weapon is blessed... the Demon has a high armor class, but Omit's to-hit bonus with his bow is monstrous, since it is based on his insanely high Dexterity score. Omit relents and comes over, hovering right on top of the Wall of Force, but he came from so far away that it took his entire turn to get back.

Balcoth drops his secondary weapon (though it pains him to do so, since it is a Luckblade - a shortsword that grants a bonus to saving throws and lets him reroll a failed die-roll once per day), in order to use his magic Adamantine Dwarven Battleaxe two-handed and capitalize better on the "Align Weapon" potion Omit used on it earlier. He hits the Demon for pretty good damage, but it has barely been touched before now, and has a LOT of hit points left. Donner Lifesaver expends some holy energy to Good-align Azheron's chain and Omit's bow for the round, but Azheron's abominable die-rolls fail him once more. Omit, for his part, activates his Boots of Speed and fires four arrows into the evil extradimensional beast. His rolls aren't so hot either, but he still hits with two arrows for a more-than-respectable 30 or so damage.

Verian Seth: See? If you can do that until the cleric runs out of uses, we can...
Omit: I can't.
Azheron: Why not?
Omit: I only have two normal arrows left.
Balcoth: What? How many arrows did you start with???
Omit: Three hundred normal arrows.
Azheron: You used up three-hundred arrows?
Omit: I haven't had a chance to restock since the last city. It has only been a week or so of "game time", but we have had so many fights... I had 300 arrows because I thought it was enough that I wouldn't have to worry about them. We have to get to a city soon, then I'm buying 1000 arrows.
Verian Seth: Well, how many Cold-Iron arrows do you have? You could use those, I mean, Cold-Iron only costs double what steel weapons cost... [Ed: But Fey creatures and some demons are vulnerable to them]
Omit: No, to make Cold-Iron ammunition it has to be "Masterwork" quality. They cost a fortune - it would actually be cheaper to fire Adamantine arrows.

[Note as he says this that he doesn't consider the use of Adamantine arrows to be an option either. They cost a mint and are the only thing that does full damage to Golems.]

Omit has an array of various other expensive arrows, such as silver tipped or even magical Flaming arrows and such, but such things would also be wasted on this enemy, and the current situation (with Wall still keeping the demon away from defenseless Verian Seth) didn't seem THAT desperate yet, at least to him. The demon, seeing the potential to be beat on by 3-4 (depending on whether or not it counted the gnomish cleric or not) enemies with Good-aligned weapons, chose to recast Mirror Image, which should protect it from most of the next 6 to 8 weapon attacks.

Azheron: I'll 5-foot step over here and whirlwind attack him, knocking off all the images automatically. [Ed: the one saving grace of Mirror Image is that the illusory duplicates are very easy to hit, since they don't benefit from the caster's armor, tough hide, or magical protections.]
GM: Oh right. You hate the spell so much that you built your new character with a Decipher-counter to it.
Balcoth: It's worth it!
Verian Seth: It's also a Decipher-counter to your Horn of Valhalla plan. [The previously alluded to (only semi-serious) conspiracy to dump a horde of summoned barbarians on Verian Seth...]

[At this point, certain players were beginning to complain about the rising physical temperature in the room. The old fan, having been previously shut off in objection to the inappropriate high-pitched noise it had been making, refused to reactivate of its own accord, so with the button set to "Full-On", Omit was attempting to restart it rather like an old biplane - by manually spinning the propeller.]

GM: That's not going to work.
Omit: Sure it is. That's how I got it to start the last time. [This is perhaps the reason that we hadn't turned OFF the fan for months, until someone got annoyed at the sound this very night. However, despite Omit's confidence, he has been spinning the blades for minutes now, without feeling any sign of the decades-old engine picking up.]
Balcoth: Do that enough and it will cool us down eventually.
Azheron: Do you know how to oscillate?

According to The Hitchhiker's Guide To The Galaxy, the term "Decipher-counter" originates from a moderately successful manufacturer of Collectible Card Games best known for its Star Trek and Star Wars licensed games.

The Star Trek game was so bad that the rules were more or less irrelevant. It was noted by those few people inclined to care about the game, that in order to even PLAY as the "Borg" faction, which was the primary focus of one expansion, you needed both the Ultra-Rare Borg Queen AND Borg Cube cards, each of which had a distribution such that you needed to purchase at least 3 boxes (retail $80 USD each) to have a good chance of getting either one.

Now, the Star Wars game was rather more successful since the game could be played without rares, with the caveat that you would almost certainly lose against anyone who DID have the rare cards. This didn't bother anyone too much because most players acknowledge that Obi Wan Kenobi SHOULD be able to beat up as many Stormtroopers as you can fit in a room with him. However, some game balance issues did arise, particularly when they tried to make cards that did anything other than fight. The vast majority of such cards were garbage, but occasionally Decipher would accidentally print one that was NOT garbage, which industrious players would quickly use to defeat all those regular decks that tried to win the game with silly epic battles between Luke Skywalker and Darth Vader. Now the Decipher corporation had a design philosophy that forbade them from Banning or Restricting any cards they previously printed (because they felt that would negatively impact their integrity in the public eye). This left them with two options: they could either try to improve upon their rules to tighten up the overall design of the game and eliminate this sort of problem, OR they could print a card that "trumped" the problem card so thoroughly that those industrious players would be forced to give up and go back to beating each other with Lightsabers.

Most game manufacturers, when engineering a card for such a situation, attempt a degree of subtlety, assuming that clever players will find the new card to be a good solution, and the duller players will see this and copy it until the situation gradually rights itself. Decipher had a rather different view. Thus, if a card called Vader's Tea Party began to dominate the tournament scene by placing your opponent's Vader out of play and making him dress up like a little girl, their response would be a "counter"-card named Earl Gray Side Of The Force, which would probably have 2 powers. The first power would be to Add +1 to something you don't really care about. But the second power of the new Earl Gray card would read something like "If your opponent plays Vader's Tea Party, that card is lost, and Darth Vader returns to play on a planet of your choosing with a permanent +5 bonus to his Lightsaber attacks". However, in rare circumstances, the new Decipher-counter itself becomes a problem card. So if it became such a problem, then in order to rebalance the game-destroying power of Earl Gray Side Of The Force, they would print a new card, entitled Vader Gets Hung-Over, which wouldn't bother even pretending to have a general use, and which would read something a great deal like "If your opponent is so foolish as to play Earl Gray Side Of The Force against you, you may grab his card, tear it up, and then punch your opponent in the face several times for effect while sprinkling his brand-new Earl-Gray-confetti into his cup of tea."

Fortunately, the Star Wars license was soon taken away from Decipher and bought-out by the richer (and thus by definition smarter) CCG manufacturer Wizards of the Coast, who promptly ignored the existing product and produced two entirely new and boring games based on Star Wars, while Decipher kept all their old mechanics, used them to produce a brand new unlicensed game, and promptly printed a card called Up Yours You Moronic Monopolistic Bullies which allowed the player to violently mug any WotC employee they encountered. This brutal robbery card is entirely legal because the so-called Golden Rule of collectible cards games, as all police officers know, is that "Whatever the card says you can do takes precedent over any pre-existing rules or laws." This is and has always been true in the United States of America, because otherwise the Declaration of Independance card would be something of an exercise in hypocrisy. And to suggest that is simply madness.

Finally the fan restarts - the blades are moving only slightly, but they are moving on their own with slight acceleration. GM gives up on Mirror Image since it is useless against Azheron's new character. The demon attacks Balcoth ferociously, and that it inflicts reasonable damage despite Balcoth's impressive armor class is a testament to its prodigious attack routine.

GM: "You insignificant insects. You have no hope!"
Omit: [From atop the wall: ]"There is always hope!" I cast Good Hope from my scroll.
Verian Seth: That gives +2 to die rolls and stuff, but does it give +2 AC?
Omit: +2 to all attack rolls, weapon damage rolls, saving throws, skill checks... everything that you roll, but not armor class.
Balcoth: Good stuff...
Azheron: I'll hold my action until after the cleric blesses the weapons.
Verian Seth: [Feels compelled to do so since Azheron held his action, but obviously would have preferred not to based on the way the dice rolls have been going.] I can't keep doing this all day, I do have a limited number of uses.
Azheron: [Misses AGAIN due to a catastrophic failure of the "Law of Averages"] This would work better if I could roll above a 7 on a d20.

Balcoth paid back the demon with his axe, and the Glabrezu (possibly put-off by Omit's corny counter-speech) cast an area dispel, removing the Good Hope effect.

Verian Seth: The cleric will ready his action in case anyone needs healing later in the round.
GM: Doesn't his weapon-blessing thing affect himself?
Verian Seth: Yeah, it works on all allies' weapons within 60 feet, and lasts until the end of his next turn, so it is technically still running on him.
GM: Then why not attack?
Verian Seth: Because he sucks at attacking.
GM: He's a cleric. Wouldn't it be better than wasting his action?
Verian Seth: He is Small size, with a strength of 6.
GM: Being small gives him a bonus to hit, so it evens out.
Verian Seth: The demon has an AC of like 30. He can't even hit.
Omit: Level 9 cleric that's +6 base: -2 from Strength... non-magic, not even Masterwork mace. No combat feats. With the Prayer spell... Nope, it isn't actually possible for him to hit that armor class.
Verian Seth: Exactly!
Omit: Wait, a small class Heavy Mace... that's 1d6-2 (minimum 1). Actually, when his power isn't running, he can't even do enough damage to penetrate its DR without scoring a critical. No! Even WITH the double damage from a critical he couldn't penetrate its DR.

[Ed: And you wonder why I didn't give him a weapon.] Then Azheron hits twice, and deals decent damage even at -10 per hit. I think Verian Seth was beginning to suspect that based on Murphy's Law, Azheron would hit much better if his weaponry remained un-blessed. A couple more rounds pass. Azheron and Balcoth inflict harm on the enemy - it is starting to add up, but it had a lot of HP to start with, and it would take a while at this rate. For its part, the Demon found it couldn't harm Balcoth too much, and the cleric had plenty of healing left, so it turned to start fighting Azheron, who was much easier to hit. Then Verian Seth unstunned.

GM: You are de-stunned this round.
Verian Seth: Finally. Okay, as my move action I fly up 40 feet. Then I'll expend the psionic focus stored in my psi-crystal to cast a Quickened power. He's only Huge, right?
GM: He is Huge sized.
Verian Seth: Okay good, because I'm not high enough level to entangle a gargantuan creature AND still quicken the power. Yes, I'll hit him with Entangling Ectoplasm. Roll for his spell resistance... good, I beat it. Okay, then for my regular non-quickened action, I'll shoot him with full power Energy Ray: Fire, and I'll expend my last psionic focus on my Spell Penetration feat, giving me +8, so I more or less automatically beat his Spell Resistance. Take 49 Fire damage, no save. [Ed: That's actually just the average for 11d6+11, I don't recall the exact amount he rolled.]

That was about 1/3 of the monster's hit points, and suddenly all the damage dealt by Balcoth and Azheron (plus 1 round of Omit's firepower) had the enemy desperately drinking healing potions. They finished it off just before it could use its Invisibility potion to escape, although Verian Seth pointed out that the Cleric could have cast Invisibility Purge to help us hunt him down anyway.

GM: And you still managed to survive. I thought I had you.
Verian Seth: I have good allies. See Omit, it wasn't that expensive after all...
Omit: I thought I would have to use more Wall of Force scrolls. I had expected it to just climb over the wall.
GM: [Muttering] ...can't believe you tried to make "the incredible growing character". Trying to turn Huge...
Azheron: You just can't stand to see characters deal any relevant melee damage at all.
GM: [Still muttering, doesn't seem to have heard that...] ...never liked that at all...
Omit: So what was he carrying?
Balcoth: I'll check his sack for my Boots of Flying.
GM: There's nothing in the sack except for the corpses of that Thri-Kreen warparty you bypassed earlier. He has a Ring of Protection +3, some potions... potion of Invisibility, some healing potions...
Balcoth: None of that stuff makes me fly.
GM: [Looks at Verian Seth] Psionics is always the problem.
Omit: Hey, we levelled!

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Excerpt #7

Here is another in my series of brief excerpts Saturday D&D sessions. My notes were better for this one, so we'll see if that translates into a funnier report than my "reconstructive" work. Remember that our NPC "hench-cleric", Donner Lifesaver, is roleplayed by the GM, but a different player is chosen each week to control him in any combat situation. This week, the dice chose Omit.

GM: As you know, there were some key changes last week.
Verian Seth: Like turning Azheron/Malevaune's chain into a keychain... [Ed: From now on, I'm just going to use his character's first name, Verian, since he is the only one who bothered recording a last name, and it looks a little odd in the reports. Also, it'll save me 5-characters of typing every time he says something...]
GM: I'm just reminding everyone of the change to Enlarge, and reducing the effect of size-increase on reach weapons. Okay, Omit: describe your character.
Omit: He's an Archer Extraordinaire; there is no one better at shooting things and running away.
GM: No one better?
Omit: Absolutely.
GM: What about you, Balcoth? You are good at shooting...
Balcoth: No.
GM: But you have a bow, right?
Balcoth: I gave all my arrows to Omit after the fight.
GM: Why? You have fighter base-attack. You are good at shooting.
Balcoth: I have lots of things to throw.
Azheron: You could hit them with your elephant.
Balcoth: Yeah, Stampy can throw things too...

[Fast-forward a tiny bit...]

GM: So, last session not too much happened. I apologize for that. But anyway, Donner Lifesaver just delivered the final blow on the Demon...
Verian: No he didn't. He never even made an attack.
Omit: He couldn't beat its DR... not even on a crit.
GM: He can't do 10 damage with a mace? [Ed: on a 2x damage critical hit.]
Verian: He can't even hit that thing's armor class.
GM: [Doesn't miss a beat...] After assisting Balcoth to strike the final blow...
GM: [Speaking for our Gnomish NPC cleric] "So, shall we head out?"
Omit: "I'll scout ahead", and I run 120 feet forwards.
GM: "I'll go scout with him."
Azheron: "He's already gone."
GM: "I'm not sure we should trust him to do our scouting alone... he tends to run away. If he encountered trouble, would he not simply disappear?"
Verian: "He is the most observant, stealthiest and swiftest of us all."
Balcoth: "He's best for scouting."
Verian: Right. Then I turn invisible and fly away.

[Ed: Omit's superior skills, Dexterity and Intelligence allow him to Spot, Search, Hide, MoveSilently and Tumble all with average skill checks of 30+, as well as his initiative rolls. Further, his movement speed is around double that of a normal human, not counting his boots of speed, and running a foot off the ground (with his Elocator hovering power) he ignores all terrain penalties. Verian's Ring of Invisibility has unlimited uses, the only limitation being that it takes an action to activate, and that it has to be reactivated every 30 minutes (so no sleeping the whole night invis). Lacking any such options, poor Balcoth and Azheron are stranded within earshot of the cleric.]

GM: "Well, the light of Pelor has granted us victory." [Ed: the cleric worships the Sun-god Pelor. Not necessarily a bad choice for a gimpy heal-bot, but GM didn't give us a choice of religion for him anyway. And GM loves to roleplay clerics as sermonizing, evangelistic... well, I shouldn't editorialize too much.]
Balcoth: [As unconvincingly as humanly or dwarf-ly possible...] "Right."
GM: "Perhaps this is a good chance to discuss the merits of the One True Faith...
Balcoth: I've got a ball-gag in here. [Referring to his massively full adventuring backpack]
Verian: Does it have a little window with an "8" in it? [Shakes his fist at an empty place around the table, as though singling out the fictional healer] Outlook not so good, b****!

The party progresses through the desert for another day of gametime, and are shocked that they are able to rest (and recover spells) unmolested for the second consecutive night. The next day, they come upon a familiar caravan. It had set out in the same direction as the party at about the same time. We had traveled with them for a while, fought off a necromancer and a rare blue dragon, then parted ways to travel on our own. We move a lot faster than a large trading caravan, but we also got sidetracked by many mysteries and dangers and it was funny that we had come full circle and were meeting up with the traders again.

GM: An outrider has spotted you guys, and he rides back from the caravan to approach you. "Is it? Could it be... Mighty Balcoth and company! It IS you. You must have many tales to tell, come join us, and share in our hospitality once more!
Omit: "And what is your name again, good sir?" [The caravan guy gives his name, and Omit records it in his notes. I don't want to add too many extraneous names in case the report gets too confusing.]
GM: But come, share a meal with us and tell us of your adventures. Truth be told, we have heard of many dangers of the desert since we parted ways, and have encountered some minor hardship ourselves...
GM: [Speaking now for our cleric, Donner:] "Pelor shine down upon you, good sir. It seems we are in good company."
Balcoth: [Mournfully] I only have one ball-gag... The Dufus NPCs are multiplying.
GM: Why can't you just be nice?

So we ride up into the midst of the caravan and journey with them a little further until it is time to camp down once more. They are provide us with a free meal and some extra rations, since we are all very close to the city of Aberia Del'fayr(sp?), the vicinity of which was kept safe by the city garrison and the protection of the wizard's colledge, and the caravan saw very little need for their emergency rations. We thank them for their generosity.

GM: [Caravan guy] You've all done so much for us. Perhaps mighty Balcoth could regail us with some tales of your adventures?
Balcoth: Man, why do I always get volunteered?
Verian: [In a helpful tone] I'm invisible.
Balcoth: The dufus NPCs are multiplying. I mean every time we meet somebody - chances are they're dufuses or badguys I have to kill.
Verian: Yeah, if you count both options you're approaching certainty.
Omit: I think the idea is that you pay with the story.
Balcoth: Can we just give them money?
Omit: Can I get some ammunition from them? I need 1000 arrows.
GM: Sure you can get some, and [the guy] directs you to a quartermaster, but warns there is no way they have 1000 to give you. The quartermaster meets with you: "Arrows? Sure. How many quivers do you need filled?"
Omit: "Three quivers would be great." [A standard quiver holds 20 arrows.]
GM: He sends someone off to get the ammunition from a supply wagon.
Verian: Man, you should have told them "just one quiver" and had them fill yours.
Omit: [Arches an eyebrow knowingly.]
GM: What's so funny?
Verian: You said they wouldn't give him like 1000 arrows, but they offered to fill his quiver. He should have held them to it.
GM: [Now he knows what Verian is talking about.] How many arrows does it hold?
Omit: A lot. [Omit has a Quiver of Elhonna, a magical item which is a lot bigger on the inside than on the outside. It's an extradimensional space with a huge capacity, but it costs less than the traditional Bag of Holding or Portable Hole storage devices because its shape only allows long thin items, such as arrows and crossbow bolts, spears and javelins. It does have the added benefit that when you reach in, whichever item you want is always the first you grab - no more time wasted searching for that small stack of Flaming Arrows or for your arrow of Mind-Flayer Slaying.]

Somebody, probably Azheron, got us back onto the topic of jerk NPCs, and all the usual culprits came up (unattended children are all druids in disguise waiting to Flame Strike us, blah blah, city guards demanding bribes and then complaining when Balcoth threatens to rip off their heads and... you know...). Eventually...

GM: That's not true, you've met many NPCs who were nice.
Verian: [In a "please help me" sort of voice] 'Oh please tell us a story, it will give us +10 on our next check to Scrye you.'
GM: [Gives a frustrated look.] [Ed: Scrying is a form of divination (magic used to obtain information) that lets the caster actually see you, and the area around you, in real time (usually for a short time, say a few minutes). It fails if you can pass a saving throw, but the more information the caster knows about the target, the harder that saving throw roll will be, thus the more likely they are to be able to spy on you. Many of the villains we have faced have obviously scryed us (one group had cast Spell Immunity, an Abjuration which protects against a few specific spells of your choice which must be named at the time of casting, and they had chosen some of Verian Seth's more common debuffs and damage spells).]

Finally, the party reaches the desert "Metropolis" of Aberia Del-fayr. The city is ringed by slums, and as the party rides (and/or flies a couple inches off the ground) through the peasants, one comes up and offers to be our guide for a silver piece per day.

Verian: "I can assure you, we are quite capable of finding our way around-"
GM: "Come on. You gentlemen are so rich, what's a silver to you?"
Omit: "And what is your name?" [The peasant gives his name, and Omit records it in his notes.]
Verian: "It's a fortune for a guide we don't need."
GM: "What about you, good shorty sir?" [Dwarves are less common in these lands, and all shorter races (dwarves, halflings and gnomes) are known collectively here as 'Shorties': not intended as an insult, though it is quite insulting to Balcoth] "Your armor looks really valuable, I bet you have tons of gold. One silver is a bargain for you. I know this whole city."
Balcoth: "We don't need you. Get out of here before I cut off your begging-hand." [Actually, I made this line up; I can't remember what exactly Balcoth said, but this is close enough to show the tone.]
GM: "Hey, that sounds like a threat... are you threatening me in the city? That's against the law." A crowd is starting to gather at the commotion, or for some of them just because you are a bunch of wealthy-looking adventurers. "If THEY here about this, you'll be in big trouble."
Azheron: "Our friend here just has a strange sense of humor. He's from far away."
GM: The kid doesn't look convinced. "A joke? I don't think it was a joke. I think you'd better hire me, for one GOLD piece and for no guide-work. Then I'll just forget it ever happened."
Verian: "That sounds a lot like extorsion. I think that you are the one who underestimates the wizards that rule this city. If they can determine who threatened whom, I am certain that same magic would inform them of your blackmail. I think you'd best leave well enough alone."
GM: The kid doesn't know what you're talking about, but he's making quite a commotion, and there is a significant crowd by now.
Balcoth: Fine, I toss him a gold coin, then ride off.
GM: He lets you off then, but the other kids and peasants start asking: "I'm very sick", "I need money for food", "Please help me!" They are tugging at your ankles.
Omit: I'm going to hover up 10 feet to get out of reach. We need to leave town.
Verian: I will fly up 10 feet as well. Shouldn't we push forward into the better part of the city and ditch them that way?
GM: The crowd becomes more agitated - not like people who've never seen magic before, but it shows them that you guys really are that rich, and maybe dangerous. Donner pipes up: "Should we not help these people?"
Balcoth: "What the hell? No."
Azheron: "No."
Omit: Whatever. Let's just head back the way we can, leave town, then circle around and come at it from another angle.
GM: The people are tugging at your ankles, your pantlegs, begging... those of you on horseback, anyway. "Why not help them? We have so much and they have so little... It's only fair."
Verian: "Fair is a concept which can be defined in many different ways. We have so much because of the risks we take to protect people like them. To divide it amongst them would-" [Ed: he could probably go on like this forever, but nobody seems to care, so they cut him off.]
GM: "Pelor does command that we help those who are in need."
Balcoth: "Then you do it. I don't worship your god." [Truthfully, none of the PCs are particularly devout, but the rest are less forthright with regards that point - at least when speaking to the "guy who makes with the healing." Even if we'd rather not have him in the party at all.]
GM: "Are you forgetting? Through whose miracle were your wounds healed in battle?"
Balcoth: "1/9th share: that's the miracle." [Ah yes, that was the REASON that we'd rather not have the heal-bot in the party. As a henchman he costs one-half share of all the treasure and experience that we garner in our travels with him. Verian and Omit had previously expressed that they preferred to get a cleric through the "Survivor Island" scenario - in other words, first one to die (not counting Azheron) would have to make their next character a healer.]
Azheron: I start looking around for a rat.
GM: A rat?
Azheron: Yeah. If I see a rat, I'll hit it, at which point we'd have to roll initiative, enter combat mode, then Omit would take control of the cleric and we could make him just leave. [Remember: GM roleplays for the henchman, but one of us has full control of him for any combat situation.]

GM ignores that particular suggestion. As we turn around and retreat out of the city, the gimp distributes a gold piece (worth of small change) amongst the grasping crowd, who promptly swarm him, leaving the stingier player-characters alone. Soon (with a few "encouraging" words from Donner) the crowd is gushing praise for Pelor and his generosity. We leave the city, go around, re-enter the slums at a different point and get to the central core with no further trouble. As we approach the boundary between the slums and the city proper (aka the rich part of the city), we are stopped by a city guard. More likely it was several city guards, but we ARE supposed to be good guys, and we didn't really evaluate our combat options relating to assaulting the local authorities. We always wait to see how much they piss us off first...

GM: [Guard] "Hello travellers. You appear new to the city, have your weapons been sealed yet?"
Azheron: "Sealed? I'm not sure I understand."
GM: "We know that these are dangerous lands, and while we hope you are safe in the city, we understand the need to carry weapons for your own protection. However, drawing weapons within city bounds is permissable only in self defense. As such, all weapons must be sealed with a peace bond.
Balcoth: "A peace bond?"
GM: "It is a wax seal, applied where the sword meets its sheath, such that it will break if the weapon is drawn. All weapons must have the seal, or you will be called to explain, so that we may determine that it was used only in self defense. There is also a bond of one silver, which will be returned to you when you leave the city - with seals unbroken."
Balcoth: That's great. [Yes, he is actually enthusiastic about this plan.]
Azheron: You mean they aren't going to try to take all away all our weapons and his armor?
Verian: It's like the 'PC' tax. How many player characters do you think ever get their silver back?
Azheron: You mean leave the city without ever getting involved in any armed combat which they cannot prove to be self-defense? Probably zero.
GM: "We have a saying here: The rights of my fist stop at your face."

Each party member in turn has their weapons bonded, paying one silver (or in Balcoth's case, 1.3 gold, because it is one seal and one silver piece per-weapon). Azheron's character gets away without the bond, because his chains (wrapped around his characters shoulders and waist) aren't recognized by the guards as the exotic weapons they are, being mistaken instead for some bizarre adornment. As we go, the guard records the name and race of each party member.

Verian: "I am Verian Seth..." [Thinks for a little longer than is normal about the "race" question] "... and I was born human."

[Verian Seth (in this case I mean the character, not the player) is not religious, and his morals may not quite mesh with the more Good-aligned party members at all times, but he is VERY LAWFUL. He avoids lying whenever humanly possible. Now, he is smart enough that he is loathe to give out information which could be used to track him or his companions, but if ever he does give his name, he uses his real name. He has been a little secretive about his species - he certainly looks human, but it is well known to his friends that he hails from a different plane. He is in fact an Elan - a race/secret-society of former humans who have given up their humanity to be reborn with new, psionically engineered bodies, aiming towards perfection. They tend to be physically attractive, but the primary upshot of this process is that they are clinically immortal - they age VERY slowly, can sustain themselves without food or water (if necessary) via their mental energies, and their maximum healthy lifespan is indefinite. No hard limitaton. You may not care much about this stuff, but note that Verian found a way to answer the question without lying, but also without providing such personal information.]

Omit: "My name is Timo." [Omit, and once again I mean the character, not the player, is also not overly Good-aligned, but he isn't remotely Lawful either. He has no interest in giving anyone his real name, which displeases Verian Seth, but Verian generally does not complain because he has no trouble understanding the inherent logic of that choice.]
GM: "And your race?"
Omit: "What do I look like to you?"
GM: "I don't know. You don't look like you are from around here. It shouldn't be such a difficult question."
Omit: "In truth, I'm unsure of my parentage. My mother was human..." [Omit is a Tiefling, which is the term for a human with some degree of Fiendish (think demons and devils) blood. They have above-average Dexterity and Intelligence, but often display some minor physical trait that might give them away, and they certainly have something of a stigma attached to their heritage...]
GM: "You don't even know what your father was? Are you half-orc? Half-elf? Half-dwarf? This is just a basic record of the peace-bond, and so that you can get your silver back."
Omit: [SOOOOoooooo doesn't care about 1 silver piece. The scroll of Force Wall he expended last session was worth the equivalent of 11250 silver pieces...] "Just put half-human."
GM: [The guard doesn't seem overly satisfied, and we don't know exactly what he put down for "Timo", but he moved on.] "And you, sir Dwarf? What is your name?"
Azheron: Oh my god, he didn't call you "a shorty"!
Verian: I doubt that fact was lost on him.
Balcoth: "Balcoth. My name is Balcoth, the Dwarf."
Azheron: [With a touch of irony] "And I am Malevaune. I too was born human." [Azheron's new character, Malevaune the chain-mistress, is an Elan, just like Verian.]
Verian: Secret handshake! [Makes a stupid motion, like giving himself some secret handshake]
Omit: "And what is your name?" [The guard gives his name and asks that we call on him if we need any assistance in the city. Omit records his name in his notes.]
Balcoth: "Man, I love your town."
GM: "So, before I let you go, I must ask: What business have you in the city?
Verian: "We need to rest from our journey. After that, I expect we'll do some shopping, and there is someone we have to meet with."
Balcoth: "We have a letter to deliver."
GM: "May I inquire as to whom you intend to meet?"
Balcoth: "Dom Arod." [He runs the wizard's colledge in the city. We don't know too much more about him, although Azheron has some out-of-character knowledge from a previous campaign run by GM.]
GM: The guard looks a little disturbed. "All right then, well, have a good... day." And he walks away.
Balcoth: "Wait a sec. Why do you seem 'disturbed' at the mention of Dom Arod?"
GM: "Hmm? I don't know what you mean. But I really have to make my rounds now. Have a good day." He keeps walking away.
Balcoth: This is great! I actually try to interact with a guard, while you try to get away.
Azheron: That has to be a first in history.
Balcoth: "Why don't we follow with you on your rounds?"
GM: "It's a long patrol, it takes about two hours. I wouldn't want to waste your time."
Balcoth: "Hey, could you take Lifesaver with you?" [Anxious to be rid of the cleric, even for a short while...] "We could give you gold to babysit him?"
GM: Donner thinks that is a bad idea. He needs to stay with you guys. "I'm sure the Temple of Pelor will provide us shelter while in the city."

We progress into the better part of the city, looking for an inn before we do anything else. We are also looking for the Temple district in the hopes of pawning off the hench-cleric for the night. We come upon some other guards and ask for directions, and they help us as best they can (in truth, they aren't very specific, but they at least tell us how things are laid out and point us in the right direction). They refuse Balcoth's attempts to tip them. He couldn't be more thrilled. In the end, we find an expensive inn (bear in mind that far weaker PCs than us are still rich enough to afford expensive everything), and unfortunately Donner chooses to room there as well.

Verian spends the whole next day identifying and sorting the magic treasure we had accumulated (using divinations to discern item command words, quantify the power of enhancements, etc), so that they could used or be sold at accurate market prices. Balcoth starts searching around for a place to acquire some item that would allow him to fly when needed, and Omit sets out to find a fletcher. The best fletcher Omit finds (well it's the first one he found, but he had a nice shop) says he can fill Omit's 2000 arrow order within 2 days. Omit elects to get a mere 1000 arrows in one day instead (almost as though that is what he wanted in the first place...). He asks the Fletcher's name, and records it in his notes. All in all, we have finally reached the city, and nothing has gone wrong on our first night here. We break, to take up the quest again next session.

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Excerpt #8

Here is another in my series of brief excerpts from Saturday D&D sessions. My notes were pretty brief on this session - I seem to alternate sessions between taking good detailed notes, and lazy crap. Great, now I'm stuck doing more writing and creating more of a narrative to string things together (and to jog my memory). Let's see how it comes out:

So the party has spent a couple nights in the grand city of Aberia Del-fayr. They need to make an appointment to meet with Dom Arod (I'm told its actually Harod, by I'm keeping the old spelling so as not to risk confusion), who is currently out of the city, but is due back. However, before we could get to making the appointment, and then properly wasting time until our appointment, we had some details to get out of the way...

GM: Okay, so for control of the cleric this week, somebody roll a die [d6]. On a result of 1 through 6, control of the cleric goes to Balcoth.
Balcoth: Come on man, I don't want to run him.
Verian: Wait, nothing happened last week, or I mean, there was no combat. So it should still be Omit's turn.
Omit: [Nobody really WANTS to run the NPC cleric, but Balcoth REALLY doesn't want to, and Omit would rather 'take the bullet' for him] Yeah. We only control him in combat, while you roleplay for him, and there was no combat. So I didn't really have a turn.
GM: As agreed upon, a different player gets the cleric each week, and not Azheron. [The "not-Azheron" part is understood and accepted by all because Azheron has effectively played healer for the party for many months now, and has died a half-dozen times in that role. He deserves a break.]
Verian: [Taking issue with "as agreed upon"] Hands up everyone who agreed...
Azheron: [Stiffles a laugh. No hands are raised.]
GM: Hand his character sheet over to Balcoth.
Balcoth: Come on man, I really don't want to. I'm tired, okay?
GM: Balcoth, part of the point of this NPC cleric thing was to give you some experience playing something different. With some resignation, Balcoth takes the cleric's character sheet (and the accompanying "cheat sheet" I had made with descriptions of his spells, way back when I built the unwanted gnomish cleric). For the record, Balcoth has been playing long enough that nobody doubted his ability to run the cleric, however the other players were inclined to let him just play the way he likes to play (one man's idea of a "rut" can be another man's idea of fun, after all), whereas GM was very concerned that he expand his horizons, lest the experience grow stale for him. Balcoth, for his part, just wanted to be left alone, right then.

Anyhow, GM was trying out a new form of the "interrogation phase" as it is coming to be known. The new format, designed by GM to prevent it from becoming excessive or out of control - to prevent any one person from feeling picked-on - was that each player would be asked 3 questions about their character: 2 questions by GM, and 1 asked by any of the other players. I would have noted how this went, but the players sadly showed little interest in the innovation. Not even making fun of the excercise with the amount of effort you have come to expect of us. The players just seemed to be trying to ignore it or hope it would go away, and about the most interesting string of questioning seemed to be a couple instances of "Can you get me a cup of coffee?" and a little debate on whether or not that counted.

So Azheron, Balcoth, Omit and Verian set out from their lavish inn rooms, along with the gnomish NPC cleric, Donner Lifesaver. They make their way through the rich central part of the city to the Wizards' Colledge. The facility featured no moving stairways or other Hogwarts references, being part of a setting created long ago by GM before he was aware of the Harry Potter franchise. There was much studying and little magic going on in the courtyard, although certain non-students did appear to be levitating and such as a convenience, and Unseen Servants (small harmless barely visible workers, distantly related to air elementals) were present in some abundance, fulfilling numerous menial capacities. The Dom was booked up from the time he was due back until about two months hence, but the NPC giving out the appointments (who was friendly, helpful, and not in any way a jerk, and is thus unlikely to be remembered by the players in future discussions) bumped us up to a slot 2 days from now, even though the secret nature of our mission prevented us from giving any proper justification for the urgency of our request. Once our time was set, we had two days to waste taking in the city's abundant marketplace.

Balcoth: So, I need to buy an item that lets me fly. What are my options?
Omit: Um, didn't GM say he was adjusting the prices on Flying carpets because they were overpriced?
Verian Seth: And [because] he likes flying carpets...
GM: Oh yeah that's right. Well, they were very overpriced, and they are essentially a form of non-combat flight item... The three grades of Flying Carpet will now be 5000, 10000 and 15000, respectively.
Verian: Holy crap.
Omit: That's quite a reduction.
Azheron: Yeah, we should buy them all, then sell them on another plane at book price. [The Dungeon Masters' Guide lists a 5'x5' Carpet of Flying at 20 thousand, a 5'x10' at 35, and a 10'x10' at 60 thousand gold pieces.]

[Balcoth sifts through the various options for magic items that grant flight. The Carpet of Flying is very tempting at that price, particularly since the carpet has an unlimited flight duration, however, when in use, it can be targetted by attacks, and you'd never want to risk something that valuable being destroyed in combat - particularly when it could result in large amounts of falling damage. In D&D 3.5, all the other flight items have been changed from their long (typically unlimited) durations to much more limited periods. The Broom of Flying (which sounds fruity, but it does fly into your hand on command from up to 100 feet away) lasts for 9 hours, but seems dubious as a mobility item for a melee character and costs 17000. The Wings of Flying (actually a cape) from 3rd Edition is no longer available, and the Cloak of the Bat sucks now, having both a limited duration, and functioning only at night. Eventually, Balcoth settled on the Boots of Flying after all. For 16000, they are usable 3 times per day for only 5 minutes each time, but they function as the Fly spell rather than the slower Overland Flight used by Carpets, Brooms and Verian Seth. As such, they really are the best option for fighting flying enemies.]

Balcoth: Omit, can I borrow 2000 gold?
Omit: Didn't you have a Ring of Featherfall that you don't need anymore? That should sell for almost 2000. [1600, actu ally. GM recently relaxed the "selling tax" somewhat. Whereas we used to get only half book price for all sold items, he now gives us 80% on useful/desirable items (stat boosters, magic weapons and armor, etc), and only sub-par or second tier items sell for half (like if we were liquidating Pipes of Haunting, or an Apparatus of Kwalish or something).]
Verian: He already sold it.
Balcoth: Yeah, I need to sell the Ring and get another 2000 to have 16000 for the Boots.
Omit: Okay.
GM: Wait, why are you still giving them money? Shouldn't they start paying you back for all the money you've lent them before?
Omit: I don't really need anything.
GM: But you've spent how many thousand saving their lives just in the last two fights?
Omit: ... a lot... I'd rather not think about it.
Balcoth: GM, when you lowered the price on Flying Carpets, did you lower the price of any of the other flight items? Like the boots?
GM: No, but I could give you a good deal on an Apparatus of Qualish.
Azheron: [Jokingly] Did we find an elephant depot yet?
Balcoth: [His deadpan delivery is pretty flawless. He always sounds serious unless he's laughing] Do any of the shops have a [Figuring of Wondrous Power:] elephant we could trade Stampy for? One that's recharged.
GM: Actually, as of today exactly one month has passed since the first time you used him, so his uses just reset.
Balcoth: Really? Sweet.
Verian: Here Omit, take 1000 gold. [Ed: if Verian paid Omit 1000 gold per session, he might cover the amount he's borrowed fairly quickly, but would be running a deficit compared to the value of expendable items Omit expends on his behalf.]

The Hitchhiker's Guide To The Galaxy describes the Aparatus of Qualish as "the most advanced magical self-contained trashcan in Dungeons and Dragons", and it is without a doubt at least 10 years ahead of its closest competitor.

The Guide lists the third most advanced magical self-contained trashcan to be Daern's Instant Fortress: a small metal cube which expands into a 20 foot square, 30 foot tall Adamantine tower complete with arrow slits and crenelations. Since the tower is immune to any form of physical or magical repair short of a wish spell (which are listed in the description as healing roughly half of the tower's HP), at 55000 gold it would be far too expensive a bastion to use, but because it expands instantly from a tiny cube into a 20 foot square Rook, its most common use is to crush unwelcome foes out of the way (after which you collapse the fortress to be used again).

The second most advanced self-contained trashcan (magical or otherwise) is a standard suit of Half-Plate armor. Unlike Full-Plate, which is a series of rigid metal plates, with the joints protected by much smaller plates linked together with chainmail, all constructed with care such that the plates rest upon one another, dissipating a good portion of their weight through the legs and feet and into the ground, Half-Plate cuts the assembly costs significantly by prioritizing the most vital or prominent areas of the body, with the plates mostly just strapped together. The advantage to this, appart from a 60% costs savings over full-plate, is that it provides nearly the same degree of protection, while restricting your mobility to the point that you no longer feel obligated to even try dodging attacks. In fact one Gnomish iventor simplified the production even further by simply building a metal cylinder with eye- and arm-holes (and an open bottom), which isn't really any more cumbersome than normal half-plate, and has the advantage that if fighting on higher ground, you can make a quick escape simply by falling over sideways and rolling away to freedom. Which all seemed well and good until in one particular battle, the inventor make a quick escape into a river and discovered that his 50lb steel barrel didn't float. Probably due to the eye-holes.

The Apparatus of Qualish, thus, takes both of these inventions to their natural (magical self-contained trashcan) conclusion. Though at first it appears to be nothing more than an overlarge sealed iron barrel, it is actually riddled with hidden ports from which emerge an array of lobster-like legs and feelers, and a tail. In fact, the Apparatus functions as something of a medieval amphibious submarine vehicle with a 2-man capacity, featuring such brilliant innovations as unlabelled and difficult to manipulate controls, an air supply determined by a random die roll, and pincer attacks which deal respectable damage. Or it would be respectable, perhaps, if not for 2 factors: 1) anyone skimming the Monstrous Manual might notice that all monsters that live underwater tend to be larger and far more dangerous than their land-based counterparts, probably to balance out the fact that players characters are always at a natural disadvantage in underwater combat, and 2) the Apparatus costs an Astounding 90,000 gold, which you would be 'out' if some giant squid crushed it. Compare this price to a Cloak of the Manta Ray (a 7200 gold item that grants you an array of excellent abilities in salt water, camouflages you as a native animal, moves three times as fast and does NOT have a limit on its airsupply), or a Headband of Intellect +6 (a 36000 gold item that would likely cause you to think better of this whole underwater affair).

In fact, for 90,000 gold, you could actually construct a Stone Golem, an unmanned automaton that fights much better than your "lobster-barrel", obeys your commands, doesn't need to breathe at all, and can likely accomplish your sea-bed mission for you whilst you remain comfortably NOT-underwater.

So we showed up two days later for our appointment with Dom Arod, the head of the Colledge (and de-facto ruler of the city), recently returned from business far away.

Balcoth: The cleric's going to stay outside.
GM: He's coming with you.
Omit: I agree. He should stay behind.
GM: This element is not up for debate. Now, as you enter the courtyard, an Unseen Servant glides up to you, holding a sign that says "Azheron, Balcoth, Donner, Omit, Verian". [Actually the sign used Azheron's new character's name, but once again, I'm at least pretending to keep these accounts simple enough to follow]
Azheron: It's like a limousine service.
Balcoth: [Who misheard slightly on account of wishful thinking...] It didn't mention the cleric. He can stay here.
GM: It did mention him.
Verian: I'm afraid it did say Donner.
Balcoth: Darn. So close...

We progressed through the colledge, up a seemingly interminable staircase, where at one point we felt an odd sensation (recognizable only because we'd done it a few times) of being transported to a different plane of existance. Sure enough, the Unseen Servant we had been following was left behind, and we were met by a new one, which we could tell only because it bore a different sign, simply saying "Follow me". There was no obvious change in the environment except for Omit's extreme sense of uneasyness, which indicated (to those characters with the appropriate knowledge skills, Omit and Verian) this to be a plane strongly aligned with the universal forces of Order and Law. We followed the stairs to the top, where they opened into a hemispherical room multiple football-fields in diametre, then headed to the only obvious focal point, a large desk some hundred feet away with Dom Arod and some others gathered around.

We delivered the letter (which we were sent out with back when we were about level 7), and chatted with the Dom, a gnomish local (in heavy, clockwork-adorned plate armor), and 07 (yes, that's pronounced 'Zero-Seven'), a representative of the system that rules the plane of Mechanus, which is where we now were. So our investigation of an interruption in the regular trade caravans led us to the Clockwork Nexus, which sounds a little ludicrous, but actually makes sense looking back at some things we had encountered on the way. All in all, we had some good interesting revelations and roleplaying, which would of course come across as boring here. Suffice to say, the Dom was thankful for our delivery, and though he is very concerned by the cessation of the trade caravans, he has many even greater concerns, but would be happy to grant us any assistance we need in furthering our investigations. Azheron thought of something clever (and conveniently missing from my notes) for which he was rewarded with 50 bonus XP, and Verian (with some difficulty) managed to extract a little useful information from 07, despite significant barriers created by its programming.

GM: So for delivering the letter, you all get 1000 long overdue quest XP. Donner gets 250. [As a henchman, you might recall that he recieves a half-share of all XP and treasure, but although he GETS that much, NPC XP advancement is halved, resulting in the reduced number]
Azheron: Cool.
Verian: So it's 1000 each, and the cleric isn't stealing any? Because he was really there most of the time. [Technically, Azheron's new character has only been with us a brief time, but nobody's going to gyp him out of the XP even if the instance of him who was given the quest died about 6 characters ago.]
GM: No, the Quest XP is per-person.
Azheron: Wow, we should have brought more people. We should each have our backup character with us: "He's my squire."
Verian: Yeah. "He's my twin brother. Exactly like me, but 1-level lower." [With no raise dead or resurrection spells, the death penalty is that your new character has an Experience total equal to your XP, plus the value of the encounter where you died, minus one-half of the XP it took to gain your last level. Normally, this would result in you coming in one level lower, but getting your level back fairly quickly. In rare cases, say, if you were very close to the *next* level when you died, the XP loss might not be enough for you to lose a level.]

Anyhow, Dom Arod escorter us back to the world we started on, in the Prime Material Plane, and offered us various assistance for the final leg of our journey, most prominantly, the service of an old friend of his to speed us on our journey.

GM: A pair of Unseen Servants bring out a large rolled up carpet and unroll it. It is gold tassled, with very elegant gilded and embroidered patterns, and it looks like there are even jewels set into it, around the edges.
GM: [Dom Arod]"I believe Balcoth is right, that flying would be the safest and expedient way to travel."
GM: A voice comes from the carpet: "I thought you had agreed not to pass me around like some possession anymore."
GM: [Dom Arod] "I apologize, but it seems necessary for this. I will arrange for you to be suitably compensated." [To the players:] "This is Sepathula. He can fly you all, making excellent time, but you must treat him with respect. He will bear you only if he chooses to, and if you insult him, you may have a rather abrupt trip to the ground."

Verian and Omit exchange glances, obviously thrilled to have the opportunity to deal with an intelligent item, and apparently one with an elevated Ego score at that.

GM: [Sepathula] "Look at their attire. They don't look fit to travel with me."
Verian: "I understand, Sepathula, my clothing is simple, certainly not befitting of beings of our stature, but that is because we so often encounter crude beings and less fortunate people, where the finest of attire would prove more of a barrier to communication."
GM: [Dom Arod] "Before they set out, I will ensure that they are given proper clothes."
Omit: There's nothing wrong with my clothing. It looks simple, but its of the finest quality.
GM: Worth over 1000 gold?
Omit: Worth 7000. I splurged.
GM: Oh. [Sepathula] "Forgive me, I did not see the fine weave of your cloak. Nevertheless, the rest of you do not look fit to ride me."
Balcoth: "I don't think much of your fashion sense. This armor is worth a lot more than that." [In fact, one of GMs hobbies, whenever discussions of money come up, is to draw attention again to the fact that Balcoth's armor is worth a ludicrous amount. Let's see... Adamantine Full Plate +3 (the biggest plus possible for armor under our "adjusted" system). Only it's a fancier kind of full plate - Sectional Armor, meaning that he can disassemble it, such as stripping it down to a light armor to sleep in, which helps to reduce the obnoxiousness of those constant night attacks.]
GM: [Sepathula] "I will not tolerate this! You insult my fashion sense? I demand restitution..."
Verian: Oh mighty Sepathula, we offer the sacrifice of this gnomish cleric...
GM: [Dom Arod] "Sepathula demands that you treat him with respect. He has his own treasure horde. Will 100 gold do?" [Ed: GM does a good job giving the sense that the Dom is well practiced at dealing with Sepathula's ridiculous ego.]

Carpet accepts the total, and Balcoth (somewhat uncharacteristicly) relents, paying off the uppity upholstry with a 100gp gemstone. Sepathula complains about the cut, but accepts the gem citing that the size is adequate. Balcoth couldn't stop, actually, and made several more comments which any reasonable person would have ignored, but which of course risked offending the over-proud Sepathula. Verian suggested the use of the spell Silence, "except that it's banned." The Dom, however, wisely placated and dismissed the snobbish shag before any further offense could occur. We had a day to prepare and had recieved a good sum of money as well (held for us by the Dom, but actually from another NPC we saved some time ago). So we went shopping for some last-minute stuff.

Balcoth: GM? Can I get my base shield changed, so that I have a Spined Shield with all the bonuses I have on my current one?

We sort out the properties of a Spined shield and how much more it costs than a regular +1 Large Shield, and GM approves it. Effectively, Balcoth will still have a +1 Animated shield as before, but now it can fire spines as a 1d10+1 ranged attack 3 times per day.

Balcoth: So I have a +1 Spined floating shield now.
Verian Seth: Don't forget to Heartening it. [The Heartening property, from the Expanded Psionics Handbook, is a +780 gold shield modifier. Once per day, as an Immediate Action, it grants the wielder +5 temporary hit points. Balcoth's old shield had it... in fact, EVERY shield in the party had it ]
GM: Oh, that reminds me... I've been reviewing the Heartening property for a while, and this seems like a good time to get rid of it.
Balcoth: [Not pleased at all] It's just five hit points! That's nothing!
Verian: [Doesn't look like he thinks "it's nothing", but he sure looks like he wishes he hadn't reminded Balcoth out loud...]
GM: It's VERY good. It's not your fault; I don't fault anyone for making intelligent choices, but their time has come. No more Heartening shields, but everyone that has one can sell the property back for... I'll be generous, DOUBLE the original purchase price.

After much disgruntled muttering, the players get back to spending... Somehow we got on the subject of buying a tent.

Balcoth: I should get a Masterwork tent, get +1 on my "sleeps"...
Verian: That would be sweet, if you could get one that let you rest for 7 hours, and treat it as though you got your full 8.
Azheron: Get like a +5 tent...
Verian: What we really need are the tents from Final Fantasy. Get Full HP and Mana...
Azheron: 'Oh no, we need to find a Save Point'

The next day, we show up at the colledge, and are greeted by some of Dom Arod's men, who clothe us in extravagant finery worth over 1000gp per person (except for Omit, whose 7000 gp basic black hooded "look I'm a thief" fashion statement is apparently the finest backalley burglar garb ever produced by couturiers). Verian seemed happy with his, complementing the carpet's fashion sense, since his kept with his primarily red colour scheme, but Balcoth seemed less than thrilled with the 'regal purple' clothes he was issued. In fact, Verian Seth remained extremely polite and cordial around Sepathula, and the rest of the party found it difficult to listen to his "caving in", though it was probably saving them a lot of problems later on. Balcoth could not help but notice that the gem he had paid the other day (in "restitution"), having been only slightly re-cut, was now sewn in amongst the other gems around the edge of the strong-willed 10' by 10' flying carpet.

We flew for some time over the desert. The trip was estimated to take about 3 days at Sepathula's speed - not blazingly fast, but ceaseless, travelling on through the night without any pause...

Azheron: What about rest stops?
Balcoth: We could just go over the side...
GM: Sepathula makes it clear that anyone who tries to relieve themself over the side is going to meet with an unfortunate end, and when someone Scryes [to find out] who killed them, they will see the ground. [This was actually uproriously funny, a reference to when GM ran us through the old 3.0 Iron Fortress module, but I'll have to leave that as an in-joke for now. Maybe someday I'll write a big report on that, but it's a long story and would have to be all from memory (from years ago).]

We flew for some time over the desert. The trip was estimated to take about 3 days at Sepathula's speed - not blazingly fast, but ceaseless, travelling on through the night, and pausing during the day only for the brief rest stops needed by the party.

Verian: [To the carpet] "Would it be acceptable for me to substitute my Boots of Elvenkind [Ed: magic boots granting +5 to move silently checks, worth 2500 gold] for these fine boots? They appear plain, but their craftsmanship is exquisite: they are valued higher than this entire outfit."
GM: [Sepathula, noting how respectful Verian has been all this time] "I suppose that would be acceptable."
Balcoth: "What about my Boots of Flying?"
GM: [Donner Lifesaver] "Now would be a good time to discuss the benefits of worshipping Pelor."
Balcoth: "It's a long way down."

Actually, before the end of the session we entered a combat situation, but we had to quit about 1/3 of the way through the fight, and this report's taken me too long already. You'll have to wait till next week to find out...

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Excerpt #9

Here is another in my series of brief excerpts from Saturday D&D sessions. I think the notes were better this session... since they took up one-and-a-half full sheets of paper, rather than the usual one-and-a-half SIDES of a single sheet. Let's see if this translates into a more interesting account or not:

If you recall, I cut off the last report just before an encounter, because we didn't get too far into that encounter before it was time to leave. So, I resume where I left off, still the previous week, still flying across the countryside on the self-aware magic carpet, Sepathula.

GM: As you journey on through the night, Sepathula warns, in a hushed voice "Something is approaching. I am going to descend as quickly as possible."
Azheron: Yeah, the carpet wouldn't want to risk taking any damage.
GM: Actually, it's more concerned about you guys falling off. It's a long way down. You can see some dark form descending from the night sky, but it's too far away for darkvision. It's a Huge black silhouette though, it seems to be sort of a bat-winged shape.

Something of a guessing game ensued, regarding the possible identity of the shadowy creature. Suggestions included a Roc (an incredibly large predatory bird), a tyrannosaurus on a glider, Batman, Robin, and a Space Shuttle, although the last suggestion was discounted because, obviously, a descending shuttle's thermal tiles would glow red with a luminous intensity.

In actuality, Omit and Verian Seth already knew what it was, simply by comparing the known features (huge, dark, winged) with our current level, an adjustment because GM rarely pits us against even CR [Challeng Rating] fights, and their virtual "lists" of the most obnoxious enemies in the core books. This had no impact on their initial actions, however.

Verian: I'll turn invisible [Using his Ring, as always], and fly off the carpet over here [Positions his miniature off the carpet on the map].
Omit: I step off the carpet and drop down 100 feet.

With the enemies far out of range of the PCs abilities right now, particularly with the visibility limitations (Darkvision is usually only 60 feet, and without a good light source, Low-light vision is mostly useless), the others "ready actions against approach", and basically do nothing. Not that they have much choice, under the circumstances. The carpet is descending quite rapidly, but the enemy appears to fly even faster.

GM: The large shape descends down to a mere 180 feet up, relative to the carpet. Verian, you are hit with a blast of negative energy - make a fortitude save, DC 21.
Verian: [Rolls his d20] Made it.
GM: Okay, take 19 damage. [Smiles sourly at Verian] That's three times.

This is a reference to a previous campaign in which he cast Finger of Death (this same spell) at Verian's character on two separate occasions. Verian managed to survive both, despite having only a 50% chance to make each of those fortitude saves. This situation was a little different, however, since Verian Seth (the current character, Elan and master of psionics) had very powerful resources available to ensure that he did not fail a saving throw. Nevertheless, as flying solo had made him quite a target, he got his ass back on the carpet right away.

Verian: Well, we know that it sees invis now. [This, and the Finger of Death spell confirmed his and Omit's assumption that the monster was in fact a Nightwing, a very powerful intelligent undead - difficult to harm and possessing a vast array of potent spell-like abilities. Interestingly, if you know a little about comicbook heroes, it also made somebody's "Robin" comment in the guessing game seem a lot less frivolous...]

The darkness rushed past at an insane rate. Malevaune's chains clinked almost inaudibly around her shoulders and waist as she looked around. She was standing, and even though she was at her most comfortable when protected by her enchanted chain shirt, it suddenly felt cold, right through the finely tailored robes gifted by Dom Arod. They were flying without any lightsource to give them away, and even though their presence had obviously been detected, she was hesitant to uncover the heatless perpetual flame of her "torch". Visible only as dim outlines in the near-complete darkness, Balcoth's heavily armored form looked very solid, unmoving. Of them all, he was the least comfortable with flying, although he was getting rapidly used to it, practicing over the last two days with the power his new enchanted boots. But it wasn't the flying that was bothering him now - his neck was craned upwards, and he held his heavy axe and spined shield expectantly, eagerly. What bothered the dwarf was not the height or the speed, but the sense that the enemy was up there - just out of reach. He had pulled off the fancy robes, which he had repeatedly dismissed as worthless foppery, but at the moment Sepathula made no complaint.

Despite plummetting straight down in a controlled fall, the plush sentient carpet felt as sturdy underfoot as solid ground: its beautiful patterns of inlaid jewels and precious metal were all invisible to Malevaune - a dull grey amidst the darkness. She longed to step off the carpet as Omit had, preferring her innate levitation even to the carpet's firm footing, but was not as prepared for full-on aerial combat as the tiefling, and lacked his impressive darkvision to even see the ground approaching.

The gnome, Donner, was silent for once as he gazed upwards, like Balcoth, even though he could see little more than Malevaune under these conditions. He was standing up - they all were, except for Verian Seth who just now rejoined the group on the carpet. He had flown off only for a moment, but as he alighted on the comfortable surface, he did so in a seated position, with an unaccustomed lack of poise and grace. He alone did not gaze upwards in a vain attempt to see the source of the malign presence which they all felt. Malevaune had the uncomfortable sense that her fellow Elan's energies had been diminished somehow in that instant. Turning upwards again, she loosened one end of her chain-like weapon. Was that? For an instant she thought she glimpsed a couple smaller shapes around the large winged shadow, but there was nothing but darkness up above. The air blew by at frightening speed, but the tension only grew. To the finely tuned senses of the Elocator, she sensed the carpet begin to decelerate gently - that meant they would reach the ground soon, and then this sick chase would end. What would follow after that was uncertain.

The carpet had been flying pretty high up, and its descent actually lasted several rounds, despite descending at a rate of about 160 feet per 6-second round. There was a lot of tension amonsgt the players, not just in-character. Though demonstrably faster, the Nightwing simply matched speed, keeping safely out-of-range, while bombarding the heroes with first a Greater Dispelling (area version, cancelling some of the party's buff spells) and then an Unholy Blight spell (to minimal effect). GM accidently let slip that there was 3 smaller forms descending as well, although we shouldn't be able to make them out from that far away. The instant we landed (catching up with Omit, who had maintained an altitude of 100 feet below us until stopping himself just 10 feet off the ground), the Nightwing hit us with a Confusion spell. Azheron, Balcoth, Omit and even Donner saved easily...

Verian: Crap, I rolled a 3. DC 18 Will save? No, I failed it by one. I'll have to use the reroll from my Luckblade... 3 again? Crap. And the Greater Dispelling took out my Greater Precognition buff, so I don't have the retroactive +4 to spend on it. I'm Confused.
GM: Verian Seth babbles incoherently.

Balcoth (if you remember, he was stuck controlling the NPC cleric for that session - a task that he didn't like, but he took it seriously nonetheless) looked frantically through the gnome's spell-list but found him to be sadly devoid of countermeasures with which to un-Confuse Verian [Ed: a failure on my part, since I picked the cleric's default memorizations], and in the end he tried to blast the Nightwing with Searing Light, a potent anti-undead evocation, particularly since Nightwings are weak against daylight, but unfortunately we found out that the hench-cleric, being two levels lower than the Player characters, turned out to have very little chance of affecting this powerful enemy (which was actually 2 levels ABOVE the party according to its CR). This is about where we were forced to break off that session due to time.

Next session we picked up where we left off... but first:

GM: As is tradition, we'll start off with some basic questions to learn more about your characters. Azheron: In what direction do you see your character going?
Azheron: I dunno. Up? Up sounds pretty good.
Balcoth: Better than down.
GM: You know what I mean. What is the direction you see your character developping towards.
Azheron: Up. I'm an Elocator, it makes sense. [After a little more of this, GM gives up and moves on.]
Elocator is a Prestige Class that can be taken by psionic characters who focus on mobility, and its most distinctive feature is allowing characters to levitate at will without even a concious effort, and in fact to walk, run, stand and fight as normal even when hovering one-foot off the ground. Both Omit and Malevaune have Elocator levels.

GM: Omit, where do you see your character going? What is your goal?
Omit: [Being contrary, makes up the most unrealistic goal he can think of] To be able to shoot things effectively from 10 range segments away.
Azheron: What's your range increment?
Omit: Composite longbow, increment 180 feet. [Ed: The range penalty is -2 to hit for each full range increment of distance. The maximum range of thrown or projectile weapons is 10X their range increment.]
GM: [Running some scary numbers in his head, he asks a question on "autopilot" while he thinks...] Um, Azheron, I thought of another question for you. What do you think of the NPC cleric?
Azheron: He is useful... helpful... and prevents me from having to play a cleric.

By now, GM has no doubt calculated what Omit didn't really think about; namely, that Omit isn't actually all that far from his hastily made up goal: he could already reliably hit a man-sized (albeit utterly defenceless - AC 10) target at his maximum 1800 foot range. Not even remotely useful against the calibre of enemies we deal with (most of which are AC 27-32), but scary. Its impossible for us to tell if Omits off-hand (and fairly sarcastic) answer had any effect on the following:

GM: [In a tone that strongly implies "minor" change] There is one change that I wanted to implement regarding bonus movement. From now on, movement bonuses, such as from Boots of Speed, will be calculated AFTER other things like running, charging etc.

This pronouncement created some interest. Initial reactions: Balcoth, having no speed boosting items or powers, simply relying on the innate Dwarf power to carry heavy loads and wear heavy armor without the usual speed penalty (an ability which was introduced in 3.5 to compensate for dwarves' low base movement), didn't seem all that interested. Azheron, whose new character features Boots of Striding and Springing (+10 movement) and is heavily concentrated on maximized mobility, looked somewhat distressed. Omit (one of the few people who viewed the movement bonus from his Boots of Speed as more valuable than the additional haste attack) appeared ashen-faced. Verian looked lost in thought, but judging by the way he was glancing back and forth between Omit and Azheron, he was just waiting to see who exploded first.

Omit: [Trying desperately to rationalize and figure out where we stand] Just for the purposes of charging and running actions...
GM: And double move. Basically, you can only count the bonus once per turn, so it isn't getting multiplied. This won't affect Monks...
Azheron: What about feats? Like Speed of Thought [Ed: a Psionic feat]
GM: No, it won't affect feats or any class bonuses like Monks or Barbarians, or having a higher base movement [from character race].
Verian: [Looking out for himself first...] What about Flight?
GM: No Flight is a separate thing. Flight, Burrowing, Swimming speeds are their own base speeds, not bonuses, so they aren't affected.
Azheron: So basically, it just hoses people who bought speed boosting items.
GM: It primarily affects speed-enhancing items and spells.
Balcoth: It just means he wants to attack us with hordes of Spring-Attack monks.
Verian: What it actually means is that because monsters move fast, player characters simply CANNOT escape enemies. EVER.

This comment drew a more significant reaction from Balcoth, who although personally unaffected (he wasn't going to outrun anything at his dwarven speed of 20), suddenly saw a great matter of principle, because not matter how much he dislikes standing and holding off massive beasts while the more pansy-ish characters run around and slowly annoy his enemies to death, Balcoth still holds to the principle of the heroic "tank"-fighter. It matters to him that if the worst happens, and there is ABSOLUTELY no way out, that he could tie-up the enemy long enough for those pansies to escape before he died, and that they would survive to return and avenge his honorable (absolutely-and-utterly-last-ditch, only-if-there-was-no-other-option -possible) sacrifice. Even Azheron, who had been looking at the change mostly from the narrower aspect of his reduction of combat mobility, appeared not to have considered the greater ramification that all battles were now literally "to-the-death".

GM: We can cross that bridge when we get there. Anyway...
Verian: You just said that we can't. Considering that players move slower by default, and our attempts to increase our speed don't compare to their higher speed base.
Omit: Our speed items are not anywhere near worth it now.
GM: I realize they aren't quite the same now, and I was going to give all items that enhance movement speed at reduction in cost of 25% to compensate.
Omit: Forget that, I'm getting a refund. I wouldn't have bought these Boots of Speed if they worked like that. It's not like its a permanent [Ed: +30, equal to 100% of the base speed of most Medium sized characters] bonus to movement - it only works 10 rounds per day...

At this point, Omit excused (recused?) himself from the room, to go to the washroom... or kitchen... or somewhere to steam about Change-that-negatively-impacts-his-character #0734-02A, and thus to restrain himself from shouting out NEEEEEEEEEEERRRRRRRRRRRRRRRRRF! at the top of the lungs (or whatever it is he yells when he loses his restraint. We don't know because he doesn't usually lose his restraint).

Balcoth: What was so wrong with movement that it needed to be neutered?
Azheron: He doesn't like the thought of PCs getting away if his monsters are winning.
GM: I'm just looking ahead... there are some specific scenarios I'm very concerned about with players that have very high movement scores.
Azheron: Yeah, like PCs getting away.
Balcoth: It also lets his monsters get away. We'll have no way to chase them down now.
GM: Look, not that many monsters are really fast.
Verian: Like that Blue Dragon that escaped us a while back, or the Vrocks or Glabrezu that chased us down, or the thing we're fighting now?
GM: The Glabrezu was using a potion of Flight. Besides, not counting flyers...
Verian: If you look at the monsters around our level, everything either flies, or has higher base movement just from being big.
GM: [Facing an unexpectedly strong reaction, GM still wants to run his game tonight...] Okay, because of the significant resistance to the change, we will have to reexamine it at a later date. I still have interrogation to do. Verian: what is your character's goal.
Verian: His goal is very long term... [The only character who DOES have a stated goal, everyone already knows by now that he wants to live forever. As an Elan, he already has the clinical immortality, and the hard part is everything from then onward...]
GM: Okay, but a goal for the near term. What direction is your character going in?
Verian: Well, having just levelled he has gained some new powers, but he has also discovered the route to acquiring another power - one that raises some ethical concerns for him. This is the kind of power that he does not like other beings to wield; the ability to create Devastation on a much larger scale. He is concerned by the implications, but in the end when he levels I suspect he'll just take it.
GM: [Having received a good, mostly in character answer to his question, GM finds himself with unusualy little cause to complain. However, he does have the new "interrogation phase" procedures to fall back on while he thinks of another question. In his "new format", each player is supposed to be asked 2 questions by GM, and 1 by any of the other players] Does anybody else have any questions? What? Why do you always sigh...
Verian: That counts as a question!

GM quizzes Balcoth (and one more question to Verian) about what interesting fights we remembered, and in what fights Balcoth had personally turned the tide where another arcane caster like Verian Seth would not have (technically Verian is psionic, not arcane, but the effect is similar: a fragile guy who uses spells to defend himself and blow up monsters). Now, there have been many (much complained about) battles where Balcoth has been butt useless - any strong melee character is pretty useless when we start 400 feet away from two powerful casters using long-range spells in a huge subjective-gravity room, on the Astral Plane (where they can cast one spell each round as a free action at no extra cost). But that wasn't the question, and we also came up with numerous battles where Balcoth's ability to "tank" an extremely deadly enemy kept us all alive and where some extra nuking capacity would NOT have done the trick, plus a couple of battles where the enemies were so magic-resistant that Verian's powers and Omit's scrolls and wands were entirely useless, and it was primarily Balcoth's axe that saw us through. Anyway, Omit finally comes back, still not looking too happy.

Omit: So I'm getting a refund on my Boots of Speed, and I'll...
Verian: It's okay, man, he's not making the change today. GM said he'd re-examine the issue later.
Balcoth: Yeah, you can still run away.

Omit still seems a little shaken up about the whole thing, but we have to move on, continuing from where we left off in the battle started the previous week...

GM: Let's see... When last we left, you were all doomed... Now, for this combat and this combat alone, Balcoth will continure to control the cleric.
HISTORICAL NOTE FROM PREVIOUS WEEK PRESENTED FOR ENTIRELY OBJECTIVE REASONS:
GM: Okay, so for control of the cleric this week, somebody roll a die [d6]. On a result of 1 through 6, control of the cleric goes to Balcoth.
Balcoth: Come on man, I don't want to run him.
Verian: Wait, nothing happened last week, or I mean, there was no combat. So it should still be Omit's turn.
Omit: [Nobody really WANTS to run the NPC cleric, but Balcoth REALLY doesn't want to, and Omit would rather 'take the bullet' for him] Yeah. We only control him in combat, while you roleplay for him, and there was no combat. So I didn't really have a turn.
GM: As agreed upon, a different player gets the cleric each week...

Omit: First thing, I'll dispel the Confusion effect on Verian.
GM: Wait, wait. It wasn't your turn.
Omit: Yes it was, we left at the bottom of the round.
GM: Did we? I thought it was Balcoth's turn...
Balcoth: No.
Verian: Omit's going on initiative 38, I'm pretty sure he can act first in the new round.
GM: [Just needs to think about it to remember. He was probably distracted by his glee at the opportunity to kill Verian]
Omit: So I dispel him...
GM: You use a scroll of Dispel Magic?
Omit: No, I have a wand. We got it as treasure a while back.
GM: Did you make your skill checks? [Ed: Omit doesn't have the appropriate casting classes/spell lists for many of the items he uses, and relies instead on the Use Magic Item skill, representing his ability to "fudge it". Of course, with his stats and skill points, it's a lot more like a science.]
Omit: Yes.
GM: You weren't going to do this, until you guys discussed it all over the last week. You were planning on letting the cleric Dispel him, because you thought the gnome had Dispel memorized...
Omit: You're right, I DID think the cleric might get it, which is why I didn't Dispel LAST round... I waited, but the cleric didn't do it (because, as it turns out, he didn't have it memorized), which is why NOW I'm dispelling it.
GM: Yeah, sure. Of course. Anyway, you use your wand of Dispel Magic, and Verian Seth is no longer confused.
Verian: I'm no longer confused!
GM: The shadows [Ed: that is, the incorporeal undead known as "Shadows"] drop down here, here, and here, and the big monster drops down here and casts Cone of Cold. [GM indicates all this on the map as he speaks, with miniatures, and removes the dice we were using to demarkate relative altitudes.]
Verian: As an Immediate action I throw up my forcefield, protecting everyone in a 20' radius. That means not Omit. [Omit has kept himself well away from the main grouping of the party, as is his wont.]

GM: So the 60 foot cone hits all you guys here. Does it get you Omit?
Spells with a cone-shaped AoE are always 90 degree cones, such that the width at the base of the cone is equal to the length.

Omit: Yup.... Nope! 65 feet, 5 feet out of range!
Balcoth: That's excellent.
GM: [Only asked as a courtesy, he thought he had us all] What? Let me see that.

GM recounts the map squares himself, and curses silently to himself. It should be noted that GM does NOT take back his monster's movement (which now appears to have been slightly off) even though it could easily have landed 5-feet over and hit everyone with it's damage spell. GM virtually never takes back any actions, even when he makes a mistake, whereas he is far more lenient with the players' take-backs, IF no more than one action has passed in between, and he even (most of the time) gives players a skill check to change their mind if they decide to do something which their character should know to be stupid (like forgetting which energy types Devils are immune to and wasting a high level spell).

GM: Fine. Everybody else take... [Rolls] 53 cold damage. Half if you make your Reflex save.
Verian: Half again for the forcefield.
GM: Right, so one-quarter if you do save. Then, it casts Darkness as a Quickened spell.
Balcoth: [The man knows what he hates...] That's 20% miss chance?
GM: 20% if you can see in normal darkness... if you don't already have darkvision or a good light source then it's 50% because you're attacking blind.
Azheron: Actually, the 3.5 version of Darkness can't stop you from seeing, in fact if you are stuck in total darkness and can't see anything, you can cast Darkness and see again.
GM: It's Darkness, it doesn't provide illumination.
Azheron: Sure it does, check the spell description. It creates an area of "shadowy illumination", with 20% penalties to visibility regardless of vision modes.
GM: [Reads the spell through] "...Normal lights...are incapable of brightening the area, as are light spells of lower level..." No, if you don't have darkvision or low-light vision you just can't see in it.

Although certain that his interpretation of the rules is correct, Azheron accepts GM's ruling because he's the GM, and also because the spell is really stupid if it works the other way. But it pains him, because "casting Darkness lets you see" is one of his favorite factoids.

This report is getting long, but I don't want to split it and get another week behind my notes, so here are the highlights:

DIALOGUE HIGHLIGHTS:
Balcoth: I'll move the cleric over to heal you. What's his move, 20?
Omit: 15. He's a small character in heavy armor.
Balcoth: Wow. That's slow.
Verian: Yeah, he's not a Dwarf.
GM: [Mumbles] I hate that power.
Azheron: The Dwarf power to move at the same speed as a human in heavy armor?

Balcoth: So the buff from cleric's Prayer spell adds to damage too, right?
Verian: [Completely accurate, and yet still somehow sarcastic...]Weapon damage. Your damage spells won't be improved.
Balcoth: [Even more sarcastic...] I think I'll be okay...

Balcoth: How does this Turning Undead-thing work again?
Verian: [While GM looks up the cleric Turn-Undead charts] Well, it factors in his level, which is low, but his 5 ranks in Knowledge[Religion] give him a synergy bonus to balance that out. Then he rolls turning damage, which is based on his Charisma. His CHA of 10 gives him a very respectable +0 there...
Azheron: What he needs is the old D&D Arcade-Game turning. It just killed all the undead on the screen and cost nothing.

GM: Did you roll your 50% miss chance against the Shadows?
Azheron: All right, even it hits, odd it misses. [Rolls for both attacks. Both miss (odd)]
LATER ON...
Azheron: All right, odd it hits, even it misses. [Rolls for both attacks. Both miss (even)]
Omit: D'oh. I knew that would happen when you called it different from last time...
LATER ON...
Azheron: All right, Five-through-Eight is a hit [On eight-sided dice... Rolls for both attacks. Both hit.] FINALLY!

Balcoth: Fine, the cleric will just double-move this way. Verian, if you can just move 10 feet over this way and stay there, then he can heal you.
Verian: [Calculating his Oak-Body-reduced movement carefully, knowing he can't afford to remain that close to the Nightwing, and desperately looking for an opening to try his Disintegration spell for the third time...] Um, you could have him do a Run move instead. As long as it's a straight line, he could go triple instead of double his movement, but he loses his dex bonus for a round.
Balcoth: Sweet. That's what he'll do...
GM: You can't. We got rid of the Run move some time ago.
Omit: [NOW he's going insane...] RUNNING is not allowed???
GM: It's been that way for a while.
Azheron: When was this?
Verian: Actually, now that you mention it, I seem to remember running being banned. It happened during some conversation about overland [long distance, AKA non-combat] travel.
Omit: So everyone just moves at the same constant speed? Double-move and that's it? You know what this reminds me of... the initial release of the new Warhammer 40k [Popular miniature-based future army conflict game from Citadel]. I move six-inches, you move six-inches...
Verian: Yeah, because everything moved at exactly the same speed the Genestealers [melee aliens] moved up six-inches, and then the Space Marines [ranged troops] moved back the exact same distance and shot them.
A BATTLE IN POINT FORM:
  • Verian casts Oak Body (one of his new powers) He is now immune to the Strength drains of the Shadows, but his movement is heavily reduced.
  • It is a "battle of miss chances", since the Shadows are incorporeal (50% miss chance, not reduceable) and the Nightwing can cast Darkness at will (in addition to 3 Quickened castings of it) for a 20% miss chance.
  • Omit determines the hard way that the Nightwing's Damage Reduction is only penetrated by enchanted silver weapons.
  • Balcoth determines that his magic weapon isn't silver and his silver weapon isn't magic. Also, the Nightwing has 15 points of DR, enough to trivialize his attacks.
  • Verian tries to Disintegrate the Nightwing, but fails (Miss chance from Darkness).
  • Azheron levitates up out of the Darkness spell and engages several Shadows. After a couple rounds, it is obvious that they are no match for him: it is merely a question of how long they can hold out via their incorporeal miss-chance.
  • Verian tries to Disintegrate the Nightwing, but fails (Spell resistance).
  • Nightwing decides that Verian is the one to kill.
  • Omit spends a charge from an EXTREMELY expensive wand (Magic Weapon, cast at level 20) on Balcoth's silver weapon (in this case, the spear end of a Dwarven Urgosh).
  • Balcoth begins chasing after the Nightwing trying to stab it with a +5 silver weapon.
  • Unwilling to risk being slain by the monster's full-attack action, Verian flees like a little girl... a little girl made of wood. The reduced movement from Oak Body means he can take no useful actions if he wants to get far enough out of Nightwing's reach.
  • Balcoth manages to get in one good round of +5 silver stabbing - enough for Nightwing to take him seriously. It dispels his weapon, then goes back to chasing Verian.
  • Balcoth deploys Stampy (the artificial elephant) despite Verian's warning that it would do no good.
  • Verian runs away like a little girl, now trying to keep Stampy between him and the enemy. Unfortunately, the Nightwing is as big as the elephant, and has wings, and thus is easily able to get at him.
  • Now that he knows it is there, Balcoth begs Omit to spend more charges off his wand so that he can keep attacking. Omit is reluctant, because he figures the Nightshade will just dispel it. Omit is currently considering more desperate (and expensive) options.
  • The NPC cleric manages to channel the power of Pelor (the Sun god) to blow up one of the Shadows. Azheron finally beats his way through the others after many incorporeality-inspired misses.
  • Omit spend another (expensive) charge to +5 Balcoth's silver spear-tip.
  • Balcoth beats on the Nightwing for respectible damage.
  • Nightwing Dispels the silver spear-tip.
  • Verian continues to run around the elephant in a Lovecraftian version of "Duck-Duck-Goose", gradually getting worn down by the one attack per round the Nightwing is getting against him.
  • Donner, the NPC cleric, run's his stubby little legs off trying his best to heal Verian, who Balcoth could swear was trying to avoid the healer.
  • Omit Dispels the Darkness. Nightwing recasts it. Lather. Rinse. Repeat.
  • Omit Dispels the Darkness so many times that Nightwing runs out of Quickened castings, and actually has to spend an action casting it. GM forgets to move afterwards, leaving Verian unmolested for a precious 6-second span.
  • Verian contemplates dispelling his own Oak Body so that he could maneuver better, but at this rate he fears he might not get another chance like this. He spends the whole round regaining his Psionic focus, which he needs to power his Spell Penetration feats, dramatically increasing his chance of affecting the Nightwing with spells.
  • The Nightwing swoops in on Verian. Verian backs off, desperately taking cover around a corner of the everpresent magical elephant.
  • Verian tries to Disintegrate the Nightwing, but fails (misses the ranged touch attack - possibly because he was trying to shoot around the corner of an artificial elephant).
  • Stampy, despite his relatively poor To-Hit bonus and its meagre one attack per round, gores at 2d8+15 damage, thus penetrating the Nighwing's DR for 2d8 damage per hit. Over the course of the battle, the elephant proved to be the most consistant source of damage.
  • Donner, the NPC cleric, fails a check to cast on the defensive, thus losing a rare opportunity to heal Verian.
  • Verian desperately buffs himself with temporary hit points and continues to flee.
  • Balcoth convinces Omit to +5 his silver weapon AGAIN.
  • Balcoth and Azheron manage to finish off the Nightwing as it senses Verian's weakness and overextends itself trying to kill him.

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Excerpt #10

Here is another in my series of brief excerpts from Saturday D&D sessions. When my notes are sparse like this I usually end up having to do a little more paraphrasing, and if I paraphrase I tend to go for the funnier version of the responses. However, I try very hard not to change the *intention* of what people said (or at least my perception of what their intention was), and when I do make such a mistake, believe me, I hear about it...

Last week, we the players defeated the undead Nightwing and Shadows. There was no treasure, but they managed to rest successfully afterwards. Technically, after that battle, we continued on to the deserted Dwarf stronghold that our kingdom had lost contact with, and encountered a Lich (powerful spellcastor-turn-undead) and some armored mummies and didn't have enough time for the fight. But now it's INTERROGATION time!

GM: So, Azheron. Of all the NPCs you guys have met but haven't fought - as in, you did not enter combat against them - which was your least favorite?
Balcoth: There haven't been that many. We usually kill them.
Azheron: [Has to think about it for a while...] I'd have to say Heironium.

There were definitely some strong feelings about, Heironium, the cleric Omit complained about in the first of these D&D posts. GM was not so thrilled, since the cleric was on our side, and was simply being roleplayed by GM. As a preachy priest trying to recruit followers for his deity. Balcoth seconded the motion.

GM: Okay, second question for Azheron: of your many characters, which was your favorite?

Whether intended by GM or not, this is regarded as an assinine question by most of the players, along the lines of "Hey buddy, died yet today?" Azheron doesn't know what to say, but Omit generously supplies an answer.

Omit: Go ahead, say it: the one who came in naked.
Azheron: I would have liked to give her a chance...
GM: [Sigh/Gurgle] Guys.... Are you EVER going to let that go? It was just one time... He wasn't naked, he just had no equipment because he was a prisonner.
Omit: He had no equipment because he was a chest-burster. His previous character must have spit on the giant [...who killed him, and thus infected him with an embrio, sort of like the Alien movies.]
Verian: The NPCs in this city haven't even been jerks.
GM: [Sighs] Okay, Azheron, who was your favorite non-recent NPC? Starting from before this city?
Balcoth: There haven't been that many. We usually kill them.
Azheron: I guess it was probably the cleric of Kord [He was with us a while waaaaaay back when we were about level 7. He was more than a little pushy about honor and goodness, to the point that we mistook him for a paladin for a while, but he was always in favor of smashing. And smashing is good.]
GM: [Seems a little put-off that there was only one "likeable" NPC for about a year of realtime] Okay, I've asked my questions, so now one of you gets to ask Azheron something. Anybody?
Balcoth: [Being uncharacteristically cooperative] Azheron, do you have any weapons other than your chain?
Azheron: No.
Balcoth: Can your chain do bludgeoning damage?
GM: While you discuss that, I'll ask Omit a question: Omit, would you like me to shove my knee up your mouth?
Omit: [Who had been smiling or laughing silently about something...] What? I didn't do anything.
GM: Sure you didn't.
Azheron: No. It's a spiked chain, so it does Slashing and Piercing damage.
Balcoth: It's a chain. It should be Bludgeoning.
Verian: They should be omni-weapons, bludgeoning, piercing AND slashing.
Balcoth: Does anybody know what beats the DR on the Lich?
GM: [Stares daggers at the Tiefling-player in question] I'm sure Omit could tell you the it's Bludgeoning And Magic, considering how many times he read through their entry in the Monstrous Manual since last week.
Omit: I wasn't looking at Liches... not that I need to in order to know their damange reduction...
Verian: They're DRrrrrrrrrrifffic!
GM: Right... you were all "Where's the Monstrous Manual?", "Can I see the Monstrous Manual?"
Omit: That's because Verian wanted me to look up Golem construction costs...
Verian: That's true. Man those things are overpriced.
GM: Yes yes. I was right and you were wrong, as is always the case. Okay, Omit, now that Azheron is done, real question for you: how much money's worth in one-shot and charge-based items would you estimate that you have used in the last 4 weeks?
Verian: He's probably happier not thinking about it.
GM: Eh? Omit?
Omit: [In an exaggerated absentmindedness impression] Oh what? Huh? Sorry, my memory must have blanked for the last 10 seconds.
GM: [With the infinite patience of someone who isn't going to continue without an answer:] Then I'll reiterate: how much money's worth in one-shot and charge-based items would you estimate that you have used in the last 4 weeks?
Omit: I don't know. Too much. [And yet, if you asked Omit what percentage of our adventuring party's damage output last week, or three weeks ago, came from magic, and what percentage came from melee combat, he could look it up in his shorthand notes...]
GM: What would you say is the numerical value of the items you expended? More than 20,000?
Omit: No.
GM: More than 10,000?
Omit: [Sigh] Probably about 8000. Little over 8000 gold...
GM: Really? You think that's all... how many charges have you used just off the Wand of Dispel Magic?
Omit: I don't count the cost of that because I didn't pay for it. We got it as loot off one of your mobs...
GM: That's still money value of treasure you're blowing, so how much did it cost? Over 10,000 eh?
Balcoth: [Goes for the save...] Can we skip this next week?
Azheron: Yeah, why are we still doing this?
GM: What? I think it's a good tradition.

So we get back to the battle. It was kindof funny when Omit got to control the cleric and tried to blow up one of the mummies with the spell Searing Light:

Omit: "Pelor smites you!" - wait, I'm not playing him that way...
GM: [Takes up his role, roleplaying for the cleric in a high pitched wussy gnome voice:] "Pelor smites you F***er!" However, the rest of the fight (starting with the start of combat at the end of the session last week) would be best handled in...
A BATTLE IN POINT FORM:
  • Confronted with a set of mighty multi-foot-thick dwarven-kingdom doors, Omit used a charge from a Wand of Blinking that we looted some time back, turning demi-ethereal to walk through the doors, an Enlargement spell to gain sufficient mass to operate the heavy locking mechanism.
  • The Lich and bastard-sword-wielding Mummies finally took notice of him, though the many puny skeletons did not, continuing their mindless menial labor. The Lich casts Haste.
  • The Cleric casts one or two "buff" spells on the party. Verian casts one or two buffs on himself.
  • Using the strength of Balcoth and Azheron, the still-enhanced size of Omit, and the... er... moral assistance of Verian and Donner, the party forced open one of the massive doors.
  • Upon seeing the Mummies, everyone is forced to roll a saving throw against their supernatural fear effect.
  • NPC cleric Donner Lifesaver, the only one able to cast "Remove Fear", is reduced to a trembling mass of uselessness.
  • Verian "lights up" the undead villains with a five foot wide bolt of flame that washes around them all the way to the wall at the far end of the room, incinerating a couple of the animated skeletons who happened to cross its path, but inflicting relatively little harm on the mummies, even though mummies are nomally weak against fire.
  • Balcoth charges and starts fighting, only to find that the armored Mummies have extremely high Armor Class and To-Hit bonuses. It will take a long time for him to wear them down.
  • Azheron levitates up to the 20 foot high ceiling and lines himself up to hit all three mummies with his whirlwind chain attacks. This elevated position is advantageous because the melee enemies can't hit him at all, making it highly unlikely that he would die.
  • Omit hovers up and back into a corner, quickdraws his wand of Dispel Magic and uses it to cancel out the Lich's Haste spell.
  • The Mummies damage reduction of 6/- works well against the fighter types, but even better against arrows, which do less damage per hit, so Omit has no real interest in firing arrows at them. [The "dash" indicates that this DR works against all physical damage. Unlike most forms of damage reduction, there is no "weakness" (like Cold Iron or Holy Enchantment) that will penetrate it.]
  • The mummies reposition, surrounding the melee fighters to make it more difficult to avoid friendly fire from Verian's energy blasts.
  • They attack Balcoth with only limited success, but still demonstrate a rather disturbing ability to hit him when their die rolls do not suck.
  • Balcoth and Azheron get down to work. Azheron's chain flashes back and forth like a ribbon of light, shredding away at the armor and dessicated flesh of the ancient dead and yet leaving his ally utterly untouched in the midst of his attack.
  • Balcoth hacks at them with a methodical precision, striking only when they are commited in their movements, thus leaving them no good openings to strike him.
  • Donner Lifesaver heroically cowers outside the doorway, unable to act for another 6 rounds or so.
  • The Lich - a powerful wizard who long-ago transformed himself into an undead creature to achieve a twisted version of immortality - repositions himself to keep his minions between himself and the heroes.
  • The Lich recasts Haste on himself and his minions, accelerating their normally deliberate movements.
  • Verian snaps off a quickened area Dispel Magic, specifically disrupting the enemies' Flame-Wards, then turns fires off another line of psionic flame, adjusting his aim to miss Balcoth and still hit the Lich along with two of the mummies. He finishes by gliding slowly backwards out the door as if riding the "kickback" of his spell.
  • The shattered flaming bones of more 'worker' skeletons caught in the blast rain down upon the lich, adding insult to injury.
  • GM has ruled that the +50% damage taken by monsters "weak" against fire or cold in 3.5 was too much, so they only take +25% from Verian's spell, however without the Flame-Ward they are still taking appreciable damage.
  • One of the mummies breaks free and uses its accelerated movement to chase Verian out the door.
  • Omit quickdraws his wand of Dispel Magic and uses it to cancel out the Lich's Haste spell.
  • Unfortunately, the monster hunting Verian has passed out of Omit's line of sight, and remains hasted because it is outside the Dispelled area.
  • Balcoth, Azheron and two of the mummies exchange blows.
  • As the die rolls average out, Azheron is having a hard time with their high armor class, but they can't even reach him, so he's okay.
  • Verian fires another fiery bolt, killing the one mummy that was stuck by all three castings (and some spiked chain hits), but leaving the still-Hasted one beating on him.
  • Then Verian drifts slowly upwards, but his Oak Body spell (which toughens his skin, giving him damage reduction and increasing his AC) cuts his movement speed in half, so he isn't out of reach yet.
  • This mummy attacks Verian with its bastard sword, dealing more damage than he would have liked. Particularly since his Oak Body DR is penetrated by slashing weapons - ironically, he would have preferred to risk the cursed disease from regular mummy attacks, since he would have taken 10 less per hit.
  • Frustrated by Omit's continuous dispelling, the Lich changes tactics and casts Mass Cause Light Wounds.
  • The negative energy washes over the battle, healing the undead and harming the living - not for huge amounts, but considering the number of targets it is very efficient.
  • Then the Lich (although back to full health) retreats to the back of the room.
  • Donner, the NPC cleric, finally shakes off the unnatural fear effect.
  • Omit, so used to the cleric being useless, is not sure what to do.
  • Azheron is uninjured, Balcoth brushes off any status requests, and Verian doesn't mention how beat up he is because he'll reach a safe altitude on his next action.
  • Since nobody seems to want healing, Donner runs into the room and casts Searing Light, burning the Lich for 30-some damage with the anti-undead spell.
  • Verian decides that he has expended enough effort on the mummies, and turns his attention to the Lich, who notably hasn't used any of his higher level spells yet.
  • Verian casts Disintegrate, which for the first time since he learned it, does its job. The Lich failed its saving throw, and suffered around 80 damage, collapsing into a pile of dust and equipment.
  • GM is pissed because the Lich (who from full health could have survived the Disintegrate) died in one round... the gnome's Searing Light spell did just enough to put him in death-range.
  • Verian suffers a painful attack of opportunity before finally floating up out of melee range.
  • Cleric begins healing people.
  • Omit and Verian float around uselessly for the rest of the battle.
  • Azheron and Balcoth make short work of the remaining mummies.

Verian: Where are the rest of the skeletons? [The skeletons were effectively non-combattants. The player characters are far too high level to be affected by man-sized undead skeletons.]
Omit: Um, I had the gimp cleric Turn Undead.
Verian: Oh yeah, that was worth it.
GM: I can't believe you disintegrated him. Well, the Lich is now a pile of dust.
Verian: [Corrects him] Dust and equipment... [Back in 2nd Ed. D&D, Disintegrate was a fairly poor attack spell against humanoid enemies, because it had a tendency to disintegrate all the victim's treasure as well. In 3.5 Edition, it is no longer an "instant death" spell, but still does VAST damage, and it now leaves all the target's equipment unscathed and primed for looting.]
GM: [Looks displeased] Well, I lament for my defeated foes.

I'm sure everyone can see where this is going... obviously, it transitions into a discussion about the Mandarin. I feel that perhaps I've been remiss in not recording many of our off-topic interruptions, so here's an example:

Azheron: The Mandarin?
GM: He was the villain from the Iron Man cartoon series. He had all kinds of magic rings, including the Disintegration Ring.
Verian: Which he used in the dumbest possible ways. "Take that Iron Man!" He like disintegrates some of the cliff behind him, causing a small avalanch. Oh no, rocks falling on Iron Man.
Azheron: Right. You wouldn't want to... say... disintegrate YOUR ENEMY.
Verian: He had tons of different rings. Not all rings were created equal. "Whirlwind ring!" "Telekinesis ring!"
GM: He also had a UFO. In the cartoon he flew around in a big UFO.
Verian: "Create Food ring!" [For the D&D impaired, he is comparing the Mandarin to a Beholder - a big round floating monster with many eyestalks, each casting some deadly spell. Until the most recent updates, these extremely powerful and deadly foes featured a Disintegration eyestalk, a Telekinesis eye, a Flesh to Stone eye, and... a Create Food eye. It was always the butt of much humor.]
GM: They never explained WHY he had this UFO. Or where he got it. And he always had the most useless minions.
Verian: "I call forth Living Laser!" He was just an orange guy that came out of one of his rings. His power was to be loyal and not to fight with Mandarin's other minions.
GM: Yeah, he was more useful than Hypno-chick.
Verian: I think he was orange?
Azheron: Well they all sound more useful than the Riddler. "He's like a regular criminal, but he's easier to catch."
Verian: Stupid black horse-guy was always bothering Hypnotia because he liked her. Blacklash: that was his name. He was useless.
Azheron: "The city is being attacked by Black Manta and the Riddler! This looks like a job for... the police!"
GM: Anyhow...
Azheron: Black Manta - how did he get in the Injustice League? His power was to own a boat.

It's possible that Lex Luther could afford a boat or two for the League. Anyhow, getting back on track (as we eventually did), examining our surroundings there were a couple doors and a long spiral stair (ramp actually) heading down. Concerned about the possibility of enemies lurking down the way, Verian suggested that we loose the mine cart (a heavy metal cart apparently hauled up and down the shaft with heavy chains) to clear off any enemies lurking below out of sight. It was pointed out that this maneuver, in addition to not being all that bright, was very random and altogether out-of-character for the ever-lawful Verian Seth. But we did it anyway.

So after Balcoth 'harvested' the chains (to add to his collection, in case we need them), we took the stair down for over an hour, passing and smashing a few skeletal miners as we went, finally coming out in a massive network of mine tunnels. We picked a path and headed down it (for lack of better direction), until Omit pointed out that an ancient dwarven civilization, mining down here for many centuries, the tunnels probably extend for dozens of miles with hundreds of forks, and that exploring at random would take eons. So we trudged all the way back up the stair to check the other doors, while Verian began trying to think of a question with which to cast a Divination (without getting screwed).

Of the other doors, one contained some wounded dwarves, who we were forced to take into our care... unconscious, they could tell us nothing, and would need a couple days recovery before they could. The other contained a volcanic furnace setup used for blacksmithing, populated by two Azers. For anyone who doesn't know, Azers are stocky humanoids from the Elemental Plane of Fire (or some subplane thereof), who look like their heads and torsoes are just a big flame. These particular ones were easily as dumb as their appearance suggests. We could find no trace of magical memory modification, but we were pretty certain that some brain damage or some condition related to planar binding was preventing them from knowing anything except how to smelt ore mindlessly. They didn't know their own names or the definitions of basic words, even though Omit spoke their language (Ignan) fluently. With Verian losing his mind trying (for half an hour, at least) to come up with a question that would not fail to divine the correct direction, Donner had one choice piece of advice for exploring the mines:

GM: [Donner Lifesaver] "Well, under the circumstances, we could split up to... search more effectively... What? Why do you never consider my advice???"

At that point we called it a night.

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