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PREVIOUS EXCERPT: #17

Excerpt #18

After being rebuffed by the Celestials (because Balcoth refused to be suckered into a binding Geas to keep Omit out of trouble, something even Omit advised against), the players found themselves back in the streets of Sigil. Really stumped for options now, they reluctantly opt for wasting more of the Dom's valuable time - the Dom had refunded their 2000 gp bribe to the functionary (explaining this was simply a measure to prevent Dom Arod from being spammed dozens of times per day with requests that were clearly beneath him - the price of being famous), and had been as helpful as possible, but they saw little choice but to get his help in transporting them through some other means. Since that was the only convenient way he knew to get them to the Prime, so the players changed their destination: they decided to head to the Elemental Plane of Earth to return the Stone of Elemental Summoning to Garom-arush-arush-arom-arush, the Elemental Lord. He had told them that he would be very greatful when they did, and they had gotten the impression that once they reached his home plane, they could simply call his name and he would find them. So Dom Arod graciously cast Planeshift and took them to the Elemental Plane of Earth (only the Prime Material Plane was barred to all extradimensional teleportation).

The Elemental Plane of Earth has no sky. It is an endless underground - something difficult to understand for individuals inexperienced in planar transits. Amidst the Platonic "prototypes" for every kind of natural dirt and rock formation that exists elsewhere in the many planes, there were of course many networks of caverns and tunnels that could be navigated by those who knew the way. We of course, did not, and inconveniently, calling the name of the Elemental Lord drew no response that we could tell. Somewhat daunted, we used the powerful magic Stone to summon a local Earth Elemental of moderate stature, who warned that we were very far from our destination, but who knew of, and was able to describe our contact's home in sufficient detail for the unduly patient Dom Arod to teleport us there. Once we arrived in the colossal cavern and were assured that it was the right place, we gave the Dom our leave, assuring him that if we needed to get to another plane, Rhaek's deity could grant him the appropriate clerical spell (once again, we would have tried this right away, were the Prime Material Plane not protected from such modes of transportation).

We were in an EXTREMELY large underground space, but after walking for a few minutes we found the opening of a smaller very-large-cavern which was notable in that the walls were composed entirely of diamond. A mass of white diamond, not carved but simply grown in the desired form. And as the characters entered, feeling already very tiny, a form with two arms and a head (or at least a vertical protuberance featuring a mouthlike aperture) arose from the floor, 75 feet tall and with a voice the rumbled with even more jet-engine-like force and volume than when we had previously encountered the Earth Elemental Garom-arush-arom-arom-arush, which is of course who this massive being of diamond was.

Balcoth: [Holding up the enchanted Gem it had previously given us] We brought your stone back.

We did spend a little time explaining our journey to the Elemental Lord (who it turned out was a being of local deity status, with extremely wide ranging powers on its home plane). That was actually the end of the week which I started at Excerpt #16. And so a new week dawned:

GM: So, Balcoth: what did we do last session?
Balcoth: Nothing in the way of combat.
Azheron: [Imitates one of the previous week's outbursts of song] "Break his gear, smash his equipment..."
GM: Yes, Omit performed a stirring medley. Would you like to reprise your song?
Omit: No, my throat's still sore from last week.
Verian: [To GM] But the anti-dwarf part was you...
GM: Anyhow, have you guys given any thought to the question of "where to go from here?" The default answer is to continue on with my nefarious plans...
Balcoth: We tried to go along with your plans, and you wouldn't let us. [Ed: he is referring to our attempt to use the Celestial's portal the previous week]
Omit: Those damned, prejudiced bastard celestials... if you ask me, they're the evil ones.
GM: You guys reacted differently than I anticipated.
Omit: How did you expect us to react?
GM: You could try to look at the upside of things every once in a while. You're always so negative.
Azheron: Like the time the guards told us to remove our weapons and armor and submit ourselves for processing? [Mock-enthusiastic] "It frees-up carrying capacity: leaving us unencumbered!"
Balcoth: [Much as Balcoth would like to revisit that old complaint, this talk of the last portal has reminded him of another question ] "Omit, what race ARE you?
Omit: [Still very evasive] "I'm half-human..."
GM: You never react that we I anticipate... You sure did react strongly to the mummy.
Omit: He was trying to destroy out treasure!
Balcoth: How did you expect us to react?
GM: I figured that you'd appreciate my efforts to add personality to the mob, and make it a more memorable encounter.
Verian: Oh, it was memorable.
Azheron: That vindictive dickhead... Since most fights give no treasure...
GM: [Sarcastic] That's why you have more treasure than you should.

There is a sharp disagreement about this factoid, drawn down very predictable lines. GM feels that the players have too much wealth relative to the Dungeon Masters' Guide's suggested guidelines for characters of this level, and that he is teetering on the brink of turning into "Monty Haul" campaign, where the profluence of treasure makes it too easy for players to max-out their defenses or blow away challenging encounters with expensive charge-based items. On the other hand, the players see it as very few of their fights dropping treasure, including surprising amounts of Demons, whose equipment all disappears unless, like Bizmatorak's [now Balcoth's] Ring, it was procured here on the prime material plane, as well as treasureless undead and large monsters, and dragons which always carefully fight us far from their treasure hordes, and even retreating (in 100% unpreventable ways) before we can finish them off, allowing them to return and prevent us from resting later. Further, the players complain of the increased cost of various items that are considered essentials in most games (Cloak of Resistance), and the reduced sell values of items (50% of book value for most items, 80% for items for which there is a stronger market, such as ability-score-enhancements and enchanted weapons and armor), even though the book clearly states that masterwork and magic weapons sell for full value, and we have certainly never found any "Used Magic" shops selling discounted gear. Regardless, nobody was happy about the mummy's attempts to destroy Aaron Crash's gear (GM, because the players stopped it from reaching the furnace, which was the only plausible way for it to destroy the magic gear; and the players, because the mummy succeeded in destroying 2000 gp worth of the NON-magic gear, and also for the principle of the thing).

Balcoth: I'm gonna FIX that sword, cause I put f***in' skill points into that! [Ed: Weaponsmithing].
GM: [Not really interested in whether or not Balcoth can spend a day reforging a broken 330 gp sword to restore it up to half value] So where do you guys want to go.
Azheron: [Unhelpful] The land of no vrocks...
GM: [And so quickly, they have exasperated him AGAIN] Why vrocks??? Why do you always have such a problem with vrocks?
Azheron: Apart from the fact that their mirror image at-Will totally defeats melee combat, and the fact that every time we face one somebody dies?
Omit: Yeah, every time we fight Vrocks Azheron dies.
Azheron: [Wavers, certain that the comment deserves a digital salute, but eventually decides that since it supports his argument, he could let it go with merely a deadly glare before continuing]

Moving on - albeit, not very far...

GM: In other notes, the Parrying weapon enhancement from the Psionics Handbook is under consideration...
Balcoth: What? I was just starting to look at that... But it costs +8000 gold for just a +1 armor class bonus.
Verian: ...and saving throws.
Balcoth: No, I was just looking at it. It's just an insight bonus to armor class.
Verian: [To GM] So what, you plan on increasing the cost to apply it to weapons with a bonus below +3 to make sure it is too costly to take?
GM: No, actually, I was considering discounting the price for weapons with a small base cost. 8000 is a little overpriced on a +1 weapon, whereas it seems more reasonable for it to cost more on a +3.
Verian: [Is very confused, clearly silenced as he tries to understand what it going on...]
Balcoth: Have you given any thought to making that magic helm of +1 armor class I suggested?
GM: [Doesn't look like he liked it] It's an Insight bonus... with no slot.
Omit: Head is a slot.
GM: But it's not a slot that normally gives armor class.
Balcoth: So's the Parrying weapon trait.
GM: [After some though] No, I can't have that right now.
Balcoth: If 2000 gold is too cheap, you could increase the cost.
GM: No, I don't think it would be a positive contribution to the game.
Verian: [Still stuck on the Parrying change] So the objective is to penalize people who actually want a weapon, but to keep it available as a cheap option for casters who just want the Parrying bonuses...
GM: That's not the objective, it's just that compared to the cost of a +3 or higher weapon, adding the trait is like nothing.
Azheron: [Very cynical] It hoses melee, but melee is unplayable anyway, so it's okay.
GM: There is nothing wrong with melee; I like melee characters. They are very good.
Balcoth: You like them because they don't inflict damage.
GM: YOU do fine damage!
Balcoth: No I don't.
Azheron: That's why I gave up on building melee characters and made a caster.
GM: Nobody forced you to make a caster...
Azheron: Is melee combat viable again?
GM: For GOD's sake! You guys can't actually think the changes I've made aren't for the better. Melee is much more balanced - it works fine the way I have it. Melee mobs fight just fine.
Verian: Sure, the mobs do.
Azheron: You can tell by how many melee characters the party has.
Omit: It's true that some of your changes have been positive...
GM: ALL MY CHANGES HAVE BEEN POSITIVE! I don't know why you guys fight all my changes. Most of the time you must KNOW that they are right. Why do you have to make everything so hard?
Omit: Well you consider yourself superior to all-
GM: Consider nothing, I am! Did it ever occur to any of you that the fact that I am considering something doesn't necessarily mean "to make it worse"?
Balcoth: No.
Azheron: Not really, no.
Omit: Your original changes to Dispelling were very good - when you first put a cap on how many things could be dispelled, like 3 for Dispel Magic and 5 for Greater Dispelling. Next time I'm GMing I'll be using that.
GM: which changes were NOT good?
Omit: The ones that hose melee.
GM: [To Omit] Out of curiosity, Captain Smartass, when do I make changes that are not NECESSARY?
Omit: Only when lowering things.
GM: What about when I drastically lowered the price on flying carpets? I never hear people bringing that up. We made Cleave and Great Cleave work on images. Because players wanted it, I ruled that Uncanny Dodge should trump Blinking. What about that?
Omit: We just feel like whenever we do something effective, you change it so it doesn't work any more. When I think of all the changes to my character, it pisses me off.
GM: [To Verian] You know what pisses me off? Energy Stun. Intellect Fortress. Everything you've ever done!
Verian: And yet those things never got changed.
Two of GM's Least Favorite Psionic Powers (used by Verian Seth):
Intellect Fortress: Level 4, Immeditate Action. All allies in a 20' radius are protected, taking half damage (and ability damage) from magic/psionics for 1 round. Lasts one additional round per PP Augmenting it.
Energy Stun: Level 2, 5' radius burst. A "nuke" following the usual psionic mold (including choice of energy types), when fully augmented it deals Level -2 dice of damage, Reflex save for half, but any targets failing the Reflex save must make a Will save, and any targets that fail BOTH saves are stunned for 1 round.

Honestly, there was probably much more argument than that, but by now even you readers must be polarized and growing tired of it, so I'll move this report along.

GM: ...You've been chaffing against authoritarian rule for some time! [Ed: yes, those were his words, though to be fair, I'm sure I'm missing the key context here] So, since I didn't get a straight answer earlier, what did you guys do last week?
Balcoth: We walked around Sigil, dealt with unlimited numbers of stupid people, then went to France. France was gay-ass.
GM: Then what?
Balcoth: I dunno, we just sort of wandered around.
GM: That's the problem... you guys need to decide what you want to do next. If you don't know what you want, how can I provide you with the appropriate opportunities?
Balcoth: I knew what I was looking for... but I can't tell you because you'll just twist it and use it against me.
GM: WHY? Where does this come from?
Verian: Yeah... as players, we're supposed to share our characters' hopes and dreams with the GM, so the he can help us find a path to realize them. [Verian collapses into laughter]
GM: [Sighs. He was fully in agreement until the laughter...]
Balcoth: You hate me because you can't trip me.
GM: [Can't hold it in...] ...I really hate that power... makes no sense... [The Dwarven +4 against Trip attempts, which GM had removed long ago]
Balcoth: IT MAKES SENSE!
GM: Then fat people should be harder to trip?
Omit: They ARE!

And so, eventually, we got down to the serious business of roleplaying. It was difficult to determine why, but Balcoth had noticed that both Dom Arod and now the Elemental Lord, Garom-arush-arush-arom eyed his hammer (the one he acquired from the tomb in the dwarven kingdom), and this seemed to be the time to learn why.

Balcoth: So, what's the deal with this hammer?
GM: It speaks in Terran; "It is an important artifact, but the details of it should not be shared with just anyone. I can tell you all that you wish to know, but when I am done, you may not wish to keep it."
Balcoth: So who knows Terran?
Azheron: "I'm tied to the Elemental Plane of Air, not that of Earth."
Verian: "Not I. But I bet Omit does..."
Omit: "Terran? Yep, it's on my language list. I will translate for Balcoth."
Balcoth: "Ask him what's so special about this hammer?"
Omit: I ask him.
GM: [Elemental, in Terran] "Little brother? Why must you communicate through such a vile intermediary?"
Balcoth: Little Brother?
Verian: GM mentioned the first time we met him, that creatures from the Plane of Earth see dwarves as Terran in origin. They feel more connected to dwarves than to the other crummy humanoids.
Balcoth: I don't understand Terran. Can you translate that Omit?
Omit: Absolutely.
GM: [Sigh]
Omit: Here, I'll throw some dust on myself to seem more appealing to it.
Verian: That's it! Blend in with the environment...

SCENE MISSING (something about all attackers focusing on Azheron, and allegations of malicious design behind the "Gauth room" where Verian's last character bought it)...

GM: You have to draw the distinction, okay? Making the encounter; that's me, and I do my best to make it as challenging as possible while still being fair. But running the battle, I have to do my best to act as an impartial third party, so however much I want to try to kill Verian, if Azheron is closer or easier to hit, it may make more sense from the perspective of the individual monster to go after him.
Balcoth: [Without seeming to agree with either side of the argument] And Azheron was ALWAYS closer...
Azheron: That's because at the time, I still believed melee combat was viable.
GM: [Elemental, in Terran, to get the group back on track] "Little brother, you should not associate with such loathsome company."
Balcoth: Still don't understand.
GM: Sigh.
Omit: He didn't have a problem with me before, why does he suddenly hate me now?
GM: [In his Elemental-voice, but one would assume this is out-of-character] "I needed your help then, and so was willing to tolerate his presence. But I have many insulting things to say to Omit while I am in 75-foot-diamond-form."
GM: [Elemental, to Balcoth] "I can tell you much about the hammer, but I must warn you that the knowledge carries with it some risk. There are those who would go to extremes to acquire what you would know...
Omit: THAT's a hint of Mindflayers to come, if ever I heard one.
Balcoth: [Decidedly turned-off] "Maybe I'll find out later then..."
Verian: That's it, always choose the path of least plot-hooks
GM: That's NOT supposed to be your logic...
Balcoth: "I think I'll wait and learn about it at a later time."
Verian: Yeah, don't want to increase the value of your brain to mindflayers. When that value goes up, it's 'time to sell your stock'.
Azheron: [Giving an idea mock consideration] 'Hmm, I wonder if a lobotomy would give me a bonus VS Will Saves...'
Omit: Actually... I've seen one book which has rules for brain damage. It does give resistance to mental powers...
Verian: A head injury could make you immune to mind-affecting spells?
Balcoth: [Sounding just a little too serious...] Damn! Why didn't you tell me. Go to work on me! You should actually be beating the pulp out of my head...
Omit: Yeah. "Don't have to worry about being enchanted anymore... wheee!"
GM: [Elemental] "Although the knowledge may attract danger, it would be inappropriate for me to allow you to carry that hammer without knowing its true nature."
Balcoth: "That's okay. Is it magical?"
GM: [Elemental] "Very much so, but-"
Balcoth: "Good enough. You can tell us the rest later. Like when I'm higher level."
GM: [Elemental, who did not intend to dissuade a player so easily] "You should really know what the purpose of that weapon is, since it could impact you directly even if you don't know."

And so, GM took Balcoth aside into another room to privately discuss the old magic hammer and its secret important purpose. In this case, GM had drastically underestimated the impact that his warnings (about the risky nature of the knowledge) would have on Balcoth. Intended to be little more than flavor text - simply a small point the players could chose either to build upon (by roleplaying a little) or to ignore, depending on their mood, it unfortunately played upon Balcoth's concerns (which had been building for some time as a cumulative response to many small combat adjustments, annoying NPCs and other stimuli). After a relatively long period (where the other players entertained themselves by sitting around and rehashing old complaints without having to contend with GM's "guidance"), they returned.

GM: Okay Balcoth? So it's up to you how much information you want to share with the other characters,
Balcoth: Okay.

Nothing happens.

GM: [Tries to generate some momentum] So what are you guys going to do next?
Balcoth: [To Verian] Do you have any spells to stop Scrying?
Verian: Not currently, although if it's important, I could get a scroll of Detect Scrying next time we're in a city for about 1000 gold. Unless Omit has one...?
Omit: Nope. No scrolls of that one.
Verian: Detect Scrying is a good spell. It lasts 24 hours and Whenever anyone Scryes a target anywhere near me, it would make me aware automatically, and they would have to make a saving throw or else I would get to see them, as though I was scrying them.
Balcoth: Awesome.
Verian: But it doesn't actually block them from seeing us in any way. And the other problem is that while you can do stuff to stop Scrye, and it is the most common and overall probably the most powerful divination, there are tons of other spells that can be used to get information on you or us - too many to stop. Especially since they can start small, using minor ones, and then using that information ask better questions and work their way up until they learn pretty-much whatever they want.
Balcoth: So we're just screwed.

Nothing happens.

GM: "Balcoth, aren't you going to tell your friends anything?"
Balcoth: Not really. I told Omit some.
GM: What about Azheron and Verian's characters?
Balcoth: I don't have any reason to trust them.
Verian: It's basically true. He's only been in a couple fights beside Rikkon [Azheron's new character], which goes a long way, but he still hasn't known her very long. And he met Rhaek [Verian's new character] today, and the ONLY reason he has to trust him is that Omit knew Rhaek really well many years ago.
GM: But you have to tell them something if they are going to go into danger with you and risk their lives!
Balcoth: Not really. It's need-to-know.

And so, after MUCH argument and near-ZERO progress, we broke off for the week. Balcoth kept his information a carefully guarded secret (MUCH more carefully guarded than GM had hoped or in any way anticipated). In any case, GM strongly encouraged the players to decide where they want to go, or what they want to do now, reminding them again that he is open to all sorts of different things - he'll provide encounters and adventure hooks, all we have to do is TAKE one, or choose and objective of our own... as long as we decide to do SOMETHING.

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Excerpt #19

This was a thrilling week where we accomplished so much! ...So much... Let's jump right into it: we left off in the parlor of Elemental Lord Garom-arush-arom-arom-arush, on the Elemental Plane of Earth.

GM: So, I asked last week if you guys could give some thought to what direction you want to go in this week... so that we can get going right away, and try to get back on track to doing something meaningful. What did you come up with?
Balcoth: We should go grind out level 13.
GM: "Grind out 13." That's your plan.
Azheron: This guy [Ed: the Elemental Lord] can summon little elementals and tell them to stand still right? [Jokingly] "Hey, these guys are easy! We're just gonna stay here a while and farm them."
Balcoth: [Sounds the same when he's falsely enthusiastic as when he's serious about it] That sounds good. How much XP are they worth?
GM: [Elemental] I will do what I can to help you, but my time is limited. There are matters of State to which I must attend shortly...
Verian: Melting, condesation...
Azheron: Freezing, vaporisation... [Those two seemed to think it was funny. Thematically, Elementals do tend to have ties to certain states of matter]
GM: Donner pipes in: "Why don't we..."
Balcoth: Donner's DEAD!
GM: [Looks artificially sad for 5 seconds before moving on completely] So your answer is "grind out 13".
Balcoth: We just need 2000 XP.
Ahzeron: YOU only need 2000 XP.
Some MMO Terminology
Grind: The practice of performing some action (usually killing) repeatedly ad nauseum to gain experience or money in a game. Grinding is usually boring, and should not be used as and end in and of itself.
Farm: The practice of repeatedly killing a certain group of enemies (such as a field in an MMO with easy enemies and a high rate of respawn) or repeating the same quest again and again to take advantage of a disproportionate time/reward or risk/reward ratio.
MMO: A "massively multiplayer" online game. Such games typically allow you to create a character (also known as an "avatar") within a persistant game world in which you can make progress in various ways and interract freely with the avatars of people playing on other computers. A computer is a "fancy box" containing wires and other "devilry" that makes things happen on the screen (a device resembling a television set, but with fewer channels and a keyboard instead of a remote control). A keyboard is like a typewriter only thinner and without paper. A remote control is a "clicker-box" that allows you to change TV channels without getting up. Getting up is a physical activity whereby the individual converts from a sedentary or passive state (either supported by a seating device or distended on a flat surface) to an active state whereby they can engage in bipedal locomotion.
Verian: Some of us need a lot more than 2000 XP. [Ed: "Some" being Verian and Azheron, the only ones who have lost XP by dying]
GM: Are there ANY ideas for a course of action other than "grind
Verian: Well, there is a big bounty on Balcoth, set by somebody relatively non-good.
GM: Relatively...
Verian: So I figure we could go hunting the bounty hunters. Track them down - not the ligitimate ones, who take actual law-enforcement bounties, but the ones who take up evil bounties. Since bounties are issued by many different sources, a lot of these guys may in turn have bounties on them, which means we could collect on them. Rhaek would definitely be in favor of that.

Though nobody saw anything particularly wrong with this idea, neither were they too enthusiastic about it. The lack of a really concrete objective may have contributed, but the biggest hurdle was probably the fact that in order to gather information on such unsavory individuals, and to track them down, the party would likely have to operate out of Sigil. And dealing with NPCs in Sigil had (somehow) become about as popular as syphilis, as far as the players were concerned. After reminding Balcoth that Dom Arod had sworn to take care of any dwarves remaining in the old mines, there were no further specific agendas proposed, so the talk moved instead to destinations. The players all preferred to return to the Prime Material Plane (the M-class planet from which they originated), but could not agree on the destination.

GM: What about Grandular?
Azheron: I dunno, what CR is he? [Ed: Challenge Rating (CR) determines the XP value of an encounter]
GM: No, I mean you have not contacted King Grandular about the status of the task that he sent Omit, Balcoth, Verian Seth and one of Azheron's characters on MONTHS ago, as well as sending Rikkon and that NPC cleric who died only weeks ago.
Verian: Actually that was only days ago.
GM: Whatever, he sent some of you out eons ago and now that you found out what happened to the trade routes, you have taken no action to notify him.
Verian: Well, we could head back to his Kingdom on the Prime Material plane...
Balcoth: No, we're not going to be doing that.
Omit: Yeah, the reward he offered us was like 250 gp each. That was okay when we were level 7, but it's not worth the trip.
Verian: I suppose. Verian [the character] would have wanted to fulfill our obligations... but he's dead. Rhaek has better things to do.
Azheron: Yeah, 250 gold is nothing. But we ought to get back to him somehow.
Omit: Just write him a letter. [To the Elemental Lord] "Can you get a letter to him?"
GM: [Elemental Lord, who is a being of Deific power on this, his home plane of existance] "I can have it taken care of."
Balcoth: Okay, we send him a letter.
GM: Sure. What do you put in the letter?
Azheron: All the stuff we uncovered.
GM: Like what? What do you write in the letter?
Balcoth: As little as possible. Just tell him the trade stopped because of undead, and now the machines cut them off.
GM: Just somebody write the letter. Then there will be no ambiguity about what is included and what is left out.
Verian: Look, I'll note it down. But my character wasn't there, so one of you has to tell me what to put in it.
Balcoth: [Greatly reluctant, and yet making sure to take control of the message in this case] Just put in that "The job [King Grandular] sent us for is completed. The dwarves of the kingdom... undead killed them all. Dom Arod is a good friend, he's taking care of any dwarves that are left; restoring lives, or whatever. Secondly was the trade agreement... they're likely not going to get any more from that, since the people they were trading with are all dead."
Verian: And the Plane of Mechanus cut them off because the agreement was violated.
Balcoth: Nah, just stick to the basic details. "Take any remaining fee from what we were going to be paid, and put it towards the common good. Oh, and the local mob boss in Fang is NOT trustworthy."
Omit: That bastard!

With the note completed, and entrusted to the Elemental Lord to transmit, we were finally free of the last vestiges of our old obligations. Free to do whatever we wanted. To simply choose where we want to go, or what we want to do, whereupon GM would construct adventures in that direction.

GM: So, what do you want to do.
Balcoth: No idea.
Azheron: [Non-committal, non-grunt noise]
Omit: Whatever.
Verian: I dunno.

Nothing happens.

GM: Perhaps Balcoth should share some of the information the Elemental told him so that the others could help make informed decisions.
Balcoth: I told you - I already discussed some with Omit.
GM: What did you tell Omit?
Balcoth: [Is unsure what to say...]
GM: I know, you're torn: you know not to trust me, but you know you can't trust him.
Balcoth: I can trust him, he's been there all the time, helping us. There's just nothing they need to know.
GM: If Rhaek and Rikkon are going to be travelling with you, risking their lives, sharing in the danger and such, you have an obligation to tell them a certain amount about any potential dangers they are going into.
Balcoth: They're PCs. They're going into danger - there's nothing they can do about it.
GM: Well then perhaps they could help you decipher some of the information I gave you. One of the adventure hooks I gave you is probably familiar to some of them.
Balcoth: What adventure hooks?
GM: When he told you about the souls of dwarven smiths...
Balcoth: Oh. He didn't say much about that. The souls of some smiths were being redirected by someone or something on some plane.
Verian: Woah, what the? We don't want any part of that! That stuff's retarded for like level 18 characters anyway - we're only level 12!
Azheron: Oh god no...
GM: No, you guys have it confused. It's not the Bastion of Broken Souls. [Ed: Verian thought it was a certain REALLY hard module ]
Verian: [Clues in, recalling some details which he previously forgot because he didn't really connect them with the old module GM is referring to] Oh, oh yeah. Well we still aren't high enough level for that.
GM: It's just a plot hook, something you guys could work toward, if you were interested.
Balcoth: What are petitioners, anyway? He said something about "petitioners"?
GM: They are dead souls looking for a resting place. They have yet to be accepted to a Plane.
Verian: It's like purgatory, like they are applying for Heaven, or the Abyss, or something.
Azheron: We're already better than the example characters at the back of that module [Ed: the module is called Lord of the Iron Throne]. But that doesn't mean we'd have a chance.
GM: Those characters are Level 15! That means they have access to 8th level spells.
Verian: We could still take them. That's how bad they sucked.
GM: And you guys still don't think they could make it through the same module that has them printed at the back?
Verian: Hell no. We have better saving throws NOW than they do at level 15! They would have been wiped by half of the encounters.
Azheron: Everytime something casts Finger of Death they lost another party member.
GM: Well anyway, it's out there in case you wanted to follow it up.
Balcoth: How? I mean, if it was "There's a princess on Lizard isle who needs to be rescued. From the lizards." Then I can do something about it. If it's "Some soul of some dead guy on some plane", I don't know what to do."
Verian: [In character, finally makes a small effort to assist GM in getting Balcoth to share some information] "There are bounty posters of you all over Sigil. Now, I obviously don't put a lot of faith in whoever placed the bounty on you, and since you're with Omit, I'm sure whatever you did wrong was well deserved, or at least very funny, but if we're going to be traveling together it would be good to know why somebody has it in for you so badly..."
Balcoth: [This isn't the secret information that has him all worked up] "Me, Omit, Verian Seth (who you're the replacement for), and... [Looks at Azheron] a whole lot of guys..."
Azheron: F*** you.
Verian: We'll find a line of "petitioners" somewhere that look very familiar: like a warrior, a warrior, a ranger, a warrior, a soul-knife, a favored soul, a favored soul, a cleric, a chain-using elocator... [Very rough descriptions of some of Azheron's unfortunate characters]
Balcoth: "We've been adventuring and..."

Balcoth recounted a brief history of our campaign. In truth, we have done so much over time, and been accosted by SO MANY bounty hunters from across the universe that nobody (except probably GM) can pinpoint exactly when we pissed off whatever powerful demon placed the bounty on our party (and has been increasing it to the point that Balcoth's head alone is worth 25000 gold). In fact, Balcoth is the only remaining party member from that time, since Omit's (the player's) character from the time of the bounty retired, to be replaced by Omit (the character, except that his pre-nerf, pre-respecification abilities, numbers and even base stats were completely different from the way he is now).

Balcoth: ... and now the only one left is me.
GM: So what were all the fates of the different "Azherons"? Which one was the hill giant?
Azheron: Number 3.
GM: Really? Was that before or after the Vrock?
Omit: Before. We were only level 5.
GM: And the one killed by the Vrock, was that number 6?
Omit: I think "Number 6" was the dragon.
GM: We know Azheron died to a Blue Dragon, which was largely Balcoth's fault...
Balcoth: [Vehemently] Bull!
GM: You healed him, causing him to get up and become a target again. If your potion hadn't healed him up to positive HP, the dragon would have ignored him and he would have survived the fight.
Verian: Unless he got caught in a breath-weapon attack.
Balcoth: [Trying hard to remember specific circumstances, but it was a long time ago] Wasn't there some technicality that exonerated me from any blame there...
GM: [His tone makes this sound like a very flimsy excuse] I'm sure when you healed him, your intention was to help him.

Obviously, GM was doing a fine job at encouraging trust amongst the party. Meanwhile, Balcoth had no intention of sharing any more than whatever he had already shared with Omit.

Verian: So where should we go then? We could just head back to the Kingdom of Grandular. That place was okay, and we should be well-received there.
Balcoth: [Very serious] Don't trust Grandular.

Having finally given out this one piece of information, Balcoth clammed up about it, but at least now his insistance on brevity regarding the note made far more sense. Since we were STILL lacking in direction, with nobody willing to suggest any course of action (or at least, not seriously enough to try and convince or coerce the others into going along with it) we packed up for this week, with GM again beseeching us to put thought into where we would go, so as not to waste ANOTHER week sitting around and talking (or not talking, as far as in-character dialogue was concerned).

But before we left, Azheron made reference to an old comic or story, reminding us that we were at least trying to roleplay such concepts as in-character knowledge and trust.

Azheron: [Mock-idiot voice] "Can we trust this guy?" [Pointing-out-plotholes voice] "But he's sitting there on the couch!"

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Excerpt #20


GM: I thought this week we'd try a new format for the Interrogation phase...

The usual moans from all around. The same reception GM gets everytime he announces a new idea for, or actually anything about the Interrogation phase.

GM: [Continues, quite undaunted] This time, I want to give each of you the opportunity to ask questions of each other, such that each of you gets to ask three and answer three. So Azheron; think of three questions to ask Balcoth.
Azheron: [Is pretty quick on the draw] Balcoth, do you want me to ask you three questions?
Balcoth: No.
Azheron: Should we just skip this whole phase and continue on with the game?
Balcoth: Yes.
Azheron: Really?
Balcoth: Yes.
GM: Yes yes, very clever. Well let me ask you this: Balcoth...
Omit: Hey, he already answered three questions; from Azheron.
GM: That's true, but they weren't exactly...
Omit: I think we should get to ask YOU questions!
GM: [Ponders this only a second] Alright... good idea, Omit. Each of you can ask me a question. What would you like to know?
Azheron: Do we have to?
GM: Yes.
Azheron: Well: that's my question.
GM: [Sigh] Verian, your turn. Ask me a question.
Verian: Um... [Looks for all the world as though he is trying to come up with a useful question] Okay, how do you justify that Marilith rendering my cleric unconscious in the Bastion of Broken Souls module?
GM: You are STILL on THAT?
Verian: There is a spectrum of things that can cause one to loose consciousness, ALL of which I was immune to.
GM: You're just never going to let go of that, are you?
Verian: Well I wouldn't have died, and we probably would have done a lot better in the module if you hadn't ruled that its no-saving-throw effect caused "unconsciousness" even to someone immune to poison, disease, sleep and paralysis, effects that impede or restrict movement, critical hits (and thus any critical-like effect dependant on precision damage), and with a Necklace of Adaptation, meaning I did not even need to BREATHE, so that even if the effect of the attack was a non-critical non-paralyzing-or-restrictive suffocation effect, it should do NOTHING.
GM: The book just said unconsious, no save. And YOU were the one trying to destroy the entire module with your DC38-MadnessDomain-cheese-power. And you guys had your munchkined-out Teleport-Redirect-into-Volcano cheese set up...
Verian: That was more just for fun. It wasn't like a serious battle strategy.
GM: [His tone shows that this is a happier memory for him] And then you cast Time-Stop, chain-Dispelled and Disintegrated yourself...
Verian: [Can you hear the sarcasm?] Oh yeah, because the Spell-Reflection tech isn't as broken as anything I tried to do... considering that it's immune to dispelling.

While GM doesn't really have an answer for that (he probably hates those Spell-Reflection buffs as much as or more than anybody else), he also feels that he doesn't need an answer; after all, it was a level 18 module, in the not-so-balanced 3.0 D&D rules, and he is sure that the players were far too reliant on magic spells and magic equipment, despite the fact that NO character of that level with their equipment dispelled had a chance against ORDINARY encounters of that level, and the compounding factor that half the encounters in those modules were utterly ludicrous by normal standards of difficulty.

Balcoth: [Concerned with more important things than some silly interrogation phase] Can we buy stuff here?
GM: [Thrown a little offguard by the question] I'm sure that Garom-arush-arom-arom-arush [The Elemental Lord, who is sort of a local Deity] can make the necessary arrangements.

Instantly, the session loses all direction for half-an-hour as the players crack open arcane tomes and start selling off what little loot they had attained and converting it into loot that is useful, losing 20-50% of the value of each item they sell, whilst all equipment of any dead character has already vaporized (unless somebody wanted a specific item enough to trade their own stuff for it, in which case their old stuff would poof instead). One comment did stand out, towards the end of the marketeering when, trying to get us back on track, GM asked Balcoth a question and got an altogether unexpected answer:

Balcoth: I sold Stampy.
GM: [Shocked. Balcoth LIKED Stampy, the Elephant-summoning Figurine-Of-Wondrous-Power] Why?
Balcoth: I wanted something Stampy couldn't give me.

That particular statement strikes pretty much everyone as oddly funny. What Balcoth meant, of course, was that he needed the money to finance a series of equipment upgrades. He had made the judgement that he couldn't make himself any tougher (or that any further increase in armor class would be exponentially more expensive, and that there was no way to further improve his damage reduction via equipment), and thus he had changed directions and invested in rounding out his character with improved killing ability. With his new Strength enhancing gear and after increasing the power of his magic Adamantine dwarven waraxe, enemies were no less likely to run away from him and attack the weaker party members, but at least it would be harder for them to ignore him completely. A LOT harder. Anyhow, the elephant-related laughter soon died down.

GM: Okay, everybody done shopping? All set? Good. I think we should get on track. You guys have had another week to consider the question, so what have you decided to do now?
Omit: Hey, I never got to ask you my questions for the interrogation phase.
GM: Oh I'm sorry, I must have been distracted - well go ahead then. What do you want to know, Omit?
Omit: The city of Fang: who's the leader? Is it a king, an autocrat, an elected representative, a council...
GM: [Really doesn't see the purpose of this line of questioning] An autocratic leader.
Omit: Does he have a daughter?
GM: [Really baffled now, just making up the answers as he goes whenever the question is something irrelevant] No.
Omit: Does he have a wife?
GM: Yes.
Omit: Any sons?
GM: Yes.
Omit: How many?
GM: [Once again, his tone says "whatever"] Two.
Omit: How old is his wife?
GM: About 40...

The port city of Fang was one of what feels like innumerable cities where we arrived, were harrassed by moronic and corrupt guards, and had to deal with brainless NPCs, who screwed us even when they were supposed to help us. In actuality that there have only been a few, but somehow they still managed t leave that impression...

Omit: [Almost under his breath, though everyone can hear] Acceptable. [Normal volume] Do they have a separate military leader, or a council, or is the autocrat also commander?
GM: They have one military leader.
Omit: Does he have a wife?
GM: [Finally loses patience] Look, unless you have the Bardic Lore class power AND a good reason for this, I'm not doing this any longer.
Omit: [Finally shows how amused he is] Well as long as you were going to keep answering my questions for free, I was going to keep asking.
Verian: So you really want to do it?
Azheron: Take over Fang?
Omit: [Already into campaigning mode] I'm going to stamp out all corruption.
Balcoth: But the guards there will still all be jackasses.
Omit: I'll feed them to the lizards of Lizard Island and import guards from what's-it-city.
Verian: Aberia Del-Fayr.
Balcoth: Yeah, those are city guards.

Azheron had zipped out to the kitchen to get something to drink, and GM had surreptitiously followed along while the others debated the politics of revenge. Nobody liked the guards in the port city of Fang (who all acquainted Balcoth with the local custom of calling all Dwarves, Gnomes and Halflings "shorties", and two of whom tried to extort the party for illegal bribes), and on top of that, a local crime-boss who was supposed to help us in our investigations had BUTT USELESS moron goons who tried to charge us retarded fees to enter his club to meet with him. And when stupid bouncer tried to PHYSICALLY stop us (particularly the "shorty" in full Adamantine Plate armor and armed to the teeth), Balcoth generously knocked him out with non-lethal damage instead of flaying him. Well, asshole crime-boss actually sided with his moron minion, withdrew his help (even though he knew we were there at the behest of King Grandular, whom he had many dealings with), and we ended up having to leave town. For all that, some might still think Omit's diabolical schemes and machinations were a little extreme. Anyhow, Azheron returned to his seat (and GM soon after).

Azheron: [With a smile that says "this was supposed to be secret"] So Balcoth, GM wants me to ask you to reveal all the information the Elemental told you.
Balcoth: [Firmly, looking at GM] That's not going to happen.
GM: [Stares at Azheron the way an overprotective father stares at his daughter's boyfriend after finding out why they were out past her curfew]
Azheron: Oh, and I'm not supposed to tell you that he told me to.
GM: [No sarcasm, but all venom] Thank you very much, Azheron.
Balcoth: [To GM] You're going to find some way to f*** me up the ass somehow.
GM: If you're allies don't know what is going on, maybe they are at risk of being the ones f***ed up the ass.
Balcoth: I think I know what information should be controlled.
Verian: Okay, Cancer Man.
GM: Next time there's secret info I want to give out, I'm going to tell it to Azheron.
Balcoth: He might not live long enough.
Azheron: [Extends a reproachful finger]

Since Omit's plan to overthrow the rulers of Fang (and to exact retribution on some dicks who annoyed us about a year ago in real time) was somewhat far-fetched, and more importantly, would require a fundamental shift in campaign style towards more of a political intrigue, serious roleplaying (and thus less demon-smashing), and since Balcoth deemed the information he had received to be too dangerous to share, the only other option that had been put forward was Verian's suggestion to hunt down some of the many bounty hunters which were after Balcoth. We still wanted to return to the Prime Material Plane, but we decided that on our way, we should set our sights on the only famous evil bounty hunter we knew of: Redbeard.

Balcoth: So how are we going to find him? You can just Scrye him or something?
Verian: Well, I don't actually know Scrye, but I could buy a scroll and learn the wizard version...
Omit: Actually I have a scroll of it lying around. You can have it.
Verian: Excellent. Rhaek opens up his backpack and starts pulling out little sacks of coins. How much is it worth?
Omit: Uh... 625 gold.
Verian: Okay, I pull out five sacks of 100 coins and one sack of 25, count them each quickly just to check (even though every time you reach in the Hewards' Handy Haversack always gives you the exact item you were thinking of). "Here you go."
Omit: Let's see, what other old unused scrolls do I have lying around. Do you need Dispel Magic? I guess you must already know that.
Verian: No, I don't actually know Arcane Dispel Magic, but I always memorize the divine version, so I don't really need it.
Omit: Ahhh. Um, Mirror Image? Identify? Lightening Bolt, Fireball...
Verian: I don't have Fireball - I took Lightning Bolt instead, but that'd be handy to have on my spell list. Rhaek reaches in and withdraws three 50gp sacks and trades them for the scroll. "A pleasure doing business with you."
The infamous Redbeard is a bounty hunter whose name is feared throughout the continent where the cities Aberia Del-Fayr and Fang are situated. He is supposed to be the deadliest type of opponent, but few have seen his face and lived to tell the tale. Contrary to popular belief, anyone who knows a little will tell you that he doesn't have a beard at all (in fact he is thought to be completely bald). The name comes, rather, from the unique way that his victims are killed. It involves two long metal pins and a technique that leaves the victim bleeding out through his throat, leaving a gruesome red "beard."
Balcoth: So you can Scrye him now?
Verian: Well I'd have to rest first to memorize it. But I also need a 1000 gp mirror as a Focus.
Omit: You can use mine.
Verian: You have a six-foot mirror in your Haversack?
Omit: Well I'd need it to have used the scroll. You can borrow it, but I want it back afterwards.
Verian: No problem. All I have is the standard "adventurer'S" mirror - just a small polished silver one. Then again, you don't need a full-body mirror when you shave with a Luckblade; as long as I can see what I'm doing, it comes out smooth every time.
Azheron: [Remembering that his character, Rikkon, is female] I don't have to worry about that. My luckblade is for saving throws only. But I still have the exact same "peering around corners" "gaze attack" mirror. Like EVERY other adventurer.
Balcoth: That thing is kindof a give-away. Like if you're in some guy's place: "Hey, that mirror looks like it's worth exactly 1000 gold; no more, no less." He's like "Umm... I don't know what you're talking about."
Azheron: Unless you're a druid, then all you need is a puddle [Technically it's "a pool of water"]
Verian: Yeah, but then you're a druid... [That last word is spit out with a superior sneer]
GM: I like druids!
Omit: So we can rest for a day?
GM: Yes. You're quite safe here.
Verian: Okay, so next day, I've memorized Scrye twice and the Divine spell Divination twice.
Omit: I just realized; you could have just used the Divine version of Scrye insteading of learning the wizard scroll, because clerics automatically know all of their spell list.
Verian: Yeah, but it's a Level 5 spell, and the Arcane one is only Level 4. I only get one fifth-level Divine spell per day, and I might need it for healing.
[Pause for a second...] Also, I forgot. Anyway, the first thing I'll do is cast Divination: it has to be advice regarding a course of action (to be taken in the next 48 hours or so), rather than a simple fact, so my question is, "What Plane should we travel to if we wish to find Redbeard today?"
GM: [Rolls the percentage to determine if the spell gives accurate information or fails to yield a response] The Astral Plane.
Verian: Okay, so the Elemental-guy said he could send us wherever we want, right?
GM: Right.
Verian: Okay, so we head there, I Scrye (because there's a huge penalty if he's on a different plane), then if we can't find him, I can Planeshift us someplace else. I can only cast Planeshift once per day though.
GM: He [Ed: the Elemental Lord] can do better than that; he summons a Renegade Dao. Dao are evil genies from the Plane of Earth, but this one is repentant. [Elemental Lord] "This one can take you wherever you wish. When you are done with him, or at the end of this day, send him back to me."
Azheron: Does he grant wishes?
GM: No.
Verian: Alright, "Dao: please take us to the Astral Plane."
GM: [Elemental Lord] "There is no need to treat it with such respect."
Balcoth: Okay. "Take us to the Astral Plane"

The penetent Djinn transported us to the Astral Plane, where we stood in the subjective gravity of a three-dimensional field of nothingness, the others on lookout as Verian's character, Rhaek, worked his magic. Sadly, being a Mystic Theurge, Rhaek was a very flexible but not very potent spellcaster, and his lack of focus on any single casting stat meant that his save DCs were not very tough, and not having detailed knowledge of Redbeard, let alone any personal item of his, the Scrying attempts both failed. He cast Divination once more to determine where Redbeard would be the next day, but the answer was still the Astral Plane, so the players gave up the search and commanded the Dao to take them to the City of Doors: Sigil. Everybody's favorite extraplanar metropolis. Now, it should be noted that Planeshift is... well, it is not the most accurate of spells. In fact, it may literally be the least accurate spell in the PHB, since it always misses the target area of a given plane of existence by a random distance ranging from a few miles to some 300 miles away. This time, however, it caused a somewhat heated debate on planar geography (and yes, there is actually a Planar Handbook which describes (in varying degrees of detail the "standard" D&D cosmos.)

GM: You all appear in midair, and promptly begin falling.
Azheron: [In a "it goes without saying" tone] I flap my wings.
Balcoth: I activate my Boots of Flying.
Verian: Boots of Levitation.
Omit: Elocator. [That prestige class has innate powers of levitation. Falling is the least of his concerns, not that it is any more challenge to Azheron's naturally flying Air Mephling.]
Verian: So we're like 100 miles above Sigil?
GM: No, below.
Verian, Azheron and Omit: [In unison] WHAT?
GM: The outlands (which the city of Sigil is in the middle of) lie on a massive plate-like continent, which rests atop a pillar of infinite height...
Omit: We know that, but we can't have missed it.
GM: And yet here we are.
Azheron: Was the Genie even AIMING for the city?
GM: Of course. It's been ordered to obey your commands and help you as best it can.
Azheron: [Who owns our group's only copy of the Planar Handbook] Then it CAN'T have missed by that far.
GM: Planeshift can miss by up to 300 miles. It's about as random as spells can get.
Verian: But the outlands are INFINITE.
GM: Well yes the pillar (which stretches out below you) is of infinite height, but the outlands are just a big disk around the city...
Omit: But that DISK is also infinite!
GM: What, no it's not... I thought it was just a disk, a couple hundred miles around the city.
Verian: No, if buddy could miss by this much, we are actually FARTHER than if we were on another plane. We can't travel an infinite distance out to the edge, and an infinite distance back to the middle... so it would actually take TWO more Planeshifts to get us there.
Azheron: Can the Dao cast Teleport?
GM: No...
Verian: It's like missing Asia... with a Javelin.
GM: I'll not be fooled by your beguiling illusions... hand me the Planar Handbook.

On the subject of extraplanar geography, The Hitchhiker's Guide To The Galaxy advises that you not ponder it too deeply unless you want your brain exploded. It is not so much that trying to understand it will burst your cranium, but rather than an exploded brain is a prerequisite to obtain any appreciable degree of understanding.

The features of individual planes can vary from finite dimensions, to the completely infinite, to selectively infinite (such as a plane with a clearly defined Z-axis, but where the X- and Y- axes are infinite), to even less comprhensible structures, such as that of the Abyss, a plane made up of an infinite number of layers, each of which is of finite size, and which may or may not be a finite distance apart. But the one thing that remains constant in the Abyss is that the geography of individual layers tends to change, even though specific points of interest (such as demonic fortresses) remain the same. Besides which, it is difficult to say which is more maddening; the idea that you are standing on an infinite plain, or to stand at the edge and notice that "Hmm, it seems this dimension ends here."

Now in case you are some sort of mathematician, or string-theory physicist, accustomed to dealing with varrying degrees of finite infinity, some planes are not so easy to understand. Whilst most of us are undoubtedly used to the notion of spheres of varying sizes zooming around a big empty blackboard on the wings of some dubious invisible force called "gravity", some of the planes are composed of massive cubes which careen through an endless breathable atmosphere, where the pull of gravity on the surface is uniformly perpendicular to the side you are on (even when you step across the corner from one side to another). Just try not to be on a cube when it collides with another cube - fortunately this doesn't happen too often. Conversely, the Clockwork Nexus of Mechanus is plane composed of gears (actual, interlocking serrated disks), of sizes varying from city-sized to massive continents, which rotate abruptly in ticks at speeds relative to their overall diamater and the gearing (and possibly the relative size and speed of the connecting gears). In fact the entire plane forms a massive machine; nobody is sure exactly what it does (including most of the locals), but everyone agrees that it is probably something incomprehensibly important, and as such, everyone agrees to ignore it.

Add to this the various relations between the planes; it is possible to travel from one plane to another, which of course makes it tempting to create a sort of map. Would-be mapmakers, however, are often confounded, because while some planes are conveniently tangent to one-another, others partially or wholely overlap (for example, the Ethereal plane overlaps the Prime Material Plane completely, allowing the use of spells which make the user temporarily Ethereal, usually allowing him to avoid obnoxious enemies and spells, unless they have their own Ethereal jaunt abilities or Force spells, the latter being capable of affecting Ethereal and Material targets with equal ease). In fact, the Astral Plane touches every part of every other plane, and since distances therein bear absolutely no relation to our usual concept of distance, it is through the Astral Plane that Teleportation effects function.

Overall, this is just another topic that is best ignored. There's a reason that so many adventurers settle down in the Prime Material plane, concerning themselves only with the various simple-to-understand (and to smite) trolls and owlbears, and making every effort possible to avoid dying, because if they were to die, they would likely be subjected to all sorts of planar politics as beings of deific power tried to determine which plane the poor dead soul should end up on.

After a lot of puzzling over a rather bizarre artist's conception of the plane, then abandoning that in favor of the text description (which was thankfully far more precise), it was decided that the disk was in fact infinite in area, and although we had no way to determine the thickness of the infinite platter atop the infinite pillar, and thus whether or not it fell within the error radius of the Planeshift spell, GM agreed that it was a little TOO asinine (in other words, a vastly larger inconvenience even than that he had originally intended) to be able to arrive beneath the disk via Planeshift, and that if such a thing were possible, Sigil would probably be a far less popular nexus for interplanar trade. And so a mild retraction occured, and we instead arrived in a much more convenient location and were able to reach the city.

Verian: As we're going around, keep in mind that I focus my Arcane Sight on anyone who generates flavor text.

Whether intentionally or not, GM rapidly forgot to tell Verian the number of "buffs" and the highest level spell or spell-like ability available to each NPC who spoke, as he unleashed his usual "roleplaying" assaults, targetted, as always, on the most vulnerable target - Balcoth.

GM: A familiar strikingly beautiful female, accompanied by a pair of massive burly guards, approaches you Balcoth...
Balcoth: Tough, I walk away very fast.
GM: [Succubus] "Is that... it is! The mighty Balcoth. It's so pleasant to see you again..."
Balcoth: I wouldn't know, because I'm already gone.
GM: [Succubus] "It's been so long, surely we could have a little chat... in private?"
Balcoth: That's nice, because I can't hear her, because I'm already so far away! No, you can't sit here...
GM: [Already out of his seat and crossing the room, GM sits down on the armrest of the sofa, right beside Balcoth] She leans towards you to...
Balcoth: I already told you, I'm not letting her anywhere near me! I'm serious!
GM: Her big burly guards run up ahead and get in your way, and they...
Balcoth: They would have had to have chased me down and pinned me down, and had their souls erased. [This was still the city of the Lady of Pain, whose local deity-level powers more-or-less instantly punish anyone who violates the peace, initiates direct physical or magical hostility, etc.]
GM: They restrain you indirectly, with passive resistance (and their unusual bulk), while she comes up and whispers in your ear: [Succubus, and GM is fairly literally whispering in Balcoth's face] "come on, just one kiss..."
Balcoth: No, get away. I activate my Boots of Flying and fly way the hell away!
GM: [Giving up on convincing Balcoth (in character) to accept a level draining kiss] Alright. You fly way up above the buildings, and a couple of winged creatures swing by closer to you. One of them asks "Hello there! How is it that you fly without wings?"
Verian: So this thing is RETARDED. Since this city is full of powerful beings and wizards and junk who fly around; I mean half the buildings in the Wizards' quarter are levitating.
GM: [Sigh] Nothing's ever good enough for you guys...
Verian: This is why we need to get the spell Silence unbanned.
Azheron: I've got to make up a sign that reads "No solicitation or flavor text".
Balcoth: Can you photocopy that for me? I should affix one to my shield, and set my shield to float around me. [Balcoth has one of those new-fangled "hands-free" shields, with magical levitating properties]
Verian: Yeah, then maybe you'd only be harassed by blind men and the illiterate. [Then again, he's the character wandering around wearing what appears to be a blindfold...]

To make a short story of an interesting encounter that would be much less interesting to readers who don't know the full campaign history, we met a Hound Archon in the streets of Sigil who recognized Balcoth. It turned out that it was the same being that we rescued in one of our first adventures - then it had been a Lantern Archon, but it had since been "promoted" in the Celestial order, and was now much more capable of repaying us for the help. Unfortunately, there was one predictable stumbling block:

GM: [Hound Archon] "...of course I will help you find a portal to the Prime. But I must caution you against the unsavory company you are keeping." He glares at Omit.
Balcoth: "What is it with you guys an Omit?"
GM: [Hound Archon] "Are you not aware of his heritage?"
Balcoth: [Repeating the only answer Omit ever gives] "He's half-human."
GM: [Hound Archon, in disbelief] "You don't know what he is?"
Balcoth: "Not really."
GM: Here, I'll whisper it to you.
Omit: GM just wants to breathe on you again.
Balcoth: That's too high a price. [Turns to Omit, trying to prevent it, although GM has already gotten up to cross the room] "What are you?"
Omit: [More out-of-character than in] They call my race 'Tiefling'.
GM: [Gets around all the tables and junk and whispers something in Balcoth's ear]
Balcoth: What the hell is a "Tanari?"
Azheron: They are Devils.
Verian: Is "Justice" really so blind? That they can't see past the details of his birth to all the good things he has done?
Balcoth: [To Omit again] How much are you coerced by others of your species?
GM: Ahhhhh, now Balcoth begins to think more...
Balcoth: You aren't going to screw us later are you?
Verian: Of all the people in this room, who is Omit most likely to f*** over?

This question answers itself instantly in everyone's mind. Everyone sort of looks at GM... because is there's one person who Omit would try to screw over (in the game) it would be GM. And by extension, there is no possibility in anyone's mind that Omit would help GM in any way to screw over the rest of the party. That solves that problem pretty much.

GM: [Trying to salvage some of the distrust that he had generated for a few seconds] "I can help you, but I am not certain I could trust him."
Azheron: "But don't the gods of Good teach tolerance?
GM: Bah, Bible says a lot of things...
Balcoth: Forget it, I'll just walk away.
GM: WHAT?

Even the other players are in shock this time; the polite Celestial who owed his freedom to Balcoth had to be to best (and least likely to screw us) contact we were ever likely to find in Sigil, and apart from the usual anti-Omit biggotry, he wasn't even being an annoying ass. GM decided there was nothing else he could do to smooth this along, and so in the interest of us EVER getting back to our own world, the Hound Archon (who had at least seemed a little uncertain about his biggotry) relented, and led us to a portal. This was not the one in the Celestial-controlled part of the city, but another one, which he assured us led to the Kingdom of Grandular. Balcoth was on the verge of balking at this - he really didn't want to go to those lands for some reason, but the rest of the party prevailed upon him because they wanted so overwhelmingly to get out of this roleplaying hellhole and back to the Prime Material plane, where most NPCs could still be made to respect them out of fear, and where the inns weren't run by mentally retarded musically-inclined ogres.

We arrived in what turned out to be a major trading city (primarily because it featured a portal to Sigil). We were also confronted immediately by some guards (although they may have been tipped off by a lookout), who told us that we were needed for questioning, though we were assured that we were not accused of any crime. As you must expect by now we were EXTREMELY resistant to tis stupidity, and thus allowed Balcoth to do most of the talking while we looked for options, but eventually we went with them rather than start killing guards. We had just gotten back, and didn't want to start out by being kicked out of a city.

GM: They leave you in a room with plain chairs along the walls, and shut the door. The only other person there is a boy holding a brown sack.
Verian: Gee, I wonder if it's a trap.
GM: The boy stands up upon seeing you: "Are you Balcoth, or Veran... Vern... Verian Seph?"
Balcoth: That depends; what's in the bag?
GM: [The boy] "I dunno. They just told me to give it to you if you came to town. Here..."
Balcoth: Woah, woah... I raise my axe. "Don't come any closer... If you want to show us what's in the bag, open it over there."
GM: [The boy, sounding a little panicked] "But they told me not to look at it. Please, just take it sir."
Balcoth: "I'm not taking it unless you open it over there, on the far side of the room."
GM: He's really scared and on the verge of tears now, but he relents, unwraps the sack, drops it on the ground and screams. Poking out of the hemp sack you can see what looks to be a severed head.
Omit: I'll check it out; anybody we recognize?
GM: It's fairly well preserved, like whoever severed it was careful not to bruise him too much. It's Albazcharok.
Balcoth: Who?
Azheron: That cleric from way back at the first tower... he flew in on a pegasus and stuff.
GM: You guys said he was your favorite NPC!
Balcoth: Oh yeah, I know that guy, I just didn't remember his name.
Verian: I'm pretty sure when we voted for him, we voted "that cleric", rather than his actual name.
Balcoth: I grab the kid by the collar. "Who gave that to you?"
GM: [The boy] "I... I don't know! He was just some guy... he said to give it to you, and not to look at it..."
Balcoth: "Who was he? What did he look like?"
GM: He's wailing now, unable to speak from the fear.
Balcoth: "Where did you meet him? Come on, answer!"
GM: At this point the guards come in and see you shaking him. "What are you doing!"
Balcoth: "I'm trying to interrogate him. He gave us a bloody severed head!"
GM: [Guard] "I had no idea of the content, and that is quite concerning, but there is no need to treat him like that."
Balcoth: "We suspect this child of killing my friend!"
GM: [Guard] "That's ridiculous. This child is known to us. He's a poor orphan who leaves down the street... I'm sure that when someone paid him to deliver this thing he did not ask too many questions, but he is no killer."
Balcoth: "I'm just trying to find out who gave it to him. Who gave it to you, boy!"
GM: The kid is really not in any state to respond, and the guards are getting ticked off now. [Guard] "Sir, I must ask you to release him now. If you cannot be civil then I must demand that you leave this city."
Balcoth: GM, nobody's that stupid. He's sentient. Play him right.
GM: Play him right?
Balcoth: He's being totally unreasonable.
GM: The guards hear a scream, then some whimpering, then come into the room and find you practically throttling a boy who is frightened into incoherence! That somebody (who paids them well for a tiny favor) wanted you to have a severed head doesn't really assure them of your righteousness. They are going to escort you out of the city, and they warn you not to return.
Omit: So we're at the edge of the city. What do we do now?
Verian: Well, whoever sent us his head must want to ambush us just outside the city.
GM: You guys never got a chance to take a good look at it, but there's a note in Albazcharok's mouth.
Verian: Is it or any part of the head magical? [Verian reminds GM once more of his character's permanent divination]
GM: No, it's not magical, it's not a Glyph or a Rune... it's just a note!
Omit: Okay, we look at it.
GM: It says, in fine handwriting: "If you wish to avenge your friend, I'll be waiting." On the back of it is a map, with a spot marked on it, what looks to be about 2-3 days travel from the city.
Verian: Three days away? If they really wanted us to kill them why didn't they pick someplace more convenient?
Omit: So do we go?
Balcoth: Bah. I'll shed no tears.
GM: [Put-off by the relative lack of interest] I specifically asked what NPCs you liked, and you all said Albazcharok!
Verian: Wait, so you questioned us to determine which NPC we liked the most, just so you could kill him and deliver us his head?
GM: Not necessarily...
Balcoth: And you wonder why I don't tell you what I want.
GM: What the hell DO you want? What did you want when you were wandering aimlessly all around Sigil???
Balcoth: All I wanted was a portal back to the continent we came from, that wasn't controlled by Nazis or taxing our asses off. But if I told you that, it would be run by singing ogre hookers or something! [Ed: The "singing ogre hookers" are not Balcoth's actual words, but that part wasn't in my notes, so I held a contest to find the best line to end that sentence with; never fear, the sentiment is basically unchanged!]
GM: I chose Albazcharok to try to stir you guys into action! You should be swearing vengeance on those who slew you friend, and... and Azheron, showing his outrage at his former ally's demise, falls asleep. [Azheron's job has him on horrible hours; he can be forgiven the occasional lapse, especially when we aren't smashing anything. From the time he leaves on Saturday night to the time he has to get up for work is usually only about 6 hours.]
Omit: We're just lucky the kid with the head-sack didn't flamestrike us.
Balcoth: I was concerned about that. First kids flamestrike, next it'll be kids with grenades... It's the same f***ing thing! You're the Vietcong!

Apparently Balcoth has discovered a third category of comparison; the simile (using "like" or "as"), the metaphor, and now the accusation.

GM: Enraged by the death of his friend, Balcoth swears vengence: [Dwarf voice] "May my beard grow short and my balls fall off..."
Balcoth: That doesn't sound like something I'd say.
GM: [Continues] "...may my blade grow dull..."
Balcoth: Don't put words in my mouth. If I want to say something, I'll say it.
GM: [Boiling over; half pleading, half accusing] Well how could I know that your "favorite NPC" was just the one you hated least!

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Excerpt #21


GM: Last week was pretty uneventful. If you have nothing else better to do you could avenge your fallen comrade!
Verian: We pretty much all wanted to anyway.
GM: You have a spontaneous raging desire to avenge your favorite NPC ever...
Balcoth: I'm the only one who even knew him. [Omit's (the player's) original character was retired around that time so that he could try out Omit (the character we all know). Not that the current Elocating-Archer Omit bears any resemblance to the original, Shadow-Dancing stealth-assassin pre-nerf character. All other characters from that time have died.]
Azheron: Maybe if there were ANY other likeable NPCs...
GM: I'd like it you liked more NPCs too.
Ahzeron: Oh, of course. That's why you make all guards like "Halt shorty! We wish to take your armor and question you."
GM: It never starts that way! It's always "Hello good sir. What is your business in the city?", to which you respond [Dwarf voice] "I'm going to rip off your head an Sh** down your neck!"
Azheron: Well it definitely never starts THAT way anyway.
Balcoth: That's not how I react.
Omit: I bet there are five people in the room who don't think that's true, GM.
Verian: Whenever any town is handled in a non-abstract way we are harrassed endlessly by every guard, peasant and merchant...
Azheron: And by the clerics of "bow down and praise OUR god..."
Verian: "Join the church of scientology."
GM: Well I'm going to dispense with the usual Interrogation Phase this week. Instead, I want each of you to ask me one question.
Azheron: Are you sure?
GM: Yes. [Then he realizes that Azheron meant for that to be his one question. GM is not so amused.] Balcoth: what would you like to ask me?
Balcoth: You don't know anything about anything. What would I want to ask you about?
GM: [Is speechless for a moment. Balcoth hasn't lost his talent for shocking GM with his apparent and brazen lack of respect.] ...Omit? What would you like to ask me?
Omit: Any particular context?
GM: Use your imagination.
Omit: You don't want that...
Azheron: Okay, I have a real question for you...
GM: Sure, go ahead Azheron.
Azheron: Can you refresh our memories as to what happened last week?
GM: Ahh, very good question...

Although Azheron had doubtless intended this question to have a bit of a punitive edge (forcing GM to do what he had forced us, and by us I mean mostly Balcoth, to do many many times), GM approached with great relish the opportunity to demonstrate a good retelling (with his own spin). The following is just the short version from my notes - his account was somewhat better and more detailed:

GM: You all returned to the [extraplanar metropolis] city of Sigil with the help of the Dao, where the party were presented with every manner of adventure hook, which they assiduously avoided. I went to great lengths to provide the most accessible helpful NPC possible to help you along; the Lantern Archon who you saved so long ago, who had since been promoted to a Hound Archon, and thus an individual with more independance and clout with which to help you, and despite your resistence, you did eventually allow him to help you find a portal back to the Prime. When you arrived there, you were met by some friendly, non-controntational guards who just wanted a half-hour of your time, and after struggling in every possibly way short of attacking the legitimate authority of the land, you did eventually follow them. You went into a lounge, where a little kid holding a bag, who in fact presented you with the severed head of a dear ally from long ago, as part of my struggle to make players interract at all. Enraged by your friend's death, you interrogated the poor child so thoroughly that you got kicked out of town, then did nothing. Good enough?
Azheron: Yeah, that about sums it up.
GM: Okay, Balcoth: you've had some time, have you thought of a good question yet?
Balcoth: I was trying to think of stuff to ask, but I can't find anything.
GM: Okay, Omit? How's your imagination coming along?
Omit: Alright, GM: Can you please refresh our memories as to the changes proposed by Balcoth last week?
Balcoth: [Smiling] Awesome. You can have the rest of my questions, Omit.
GM: [Referring to Omit's request, not so much Balcoth's proposed transfer] Of course...

GM ran through some changes that Balcoth proposed the previous week which didn't make the last report. He had suggested that two new magic items be made available on the market: a Scabbard which bestowed the power to deal +1d3 fire or cold damage per strike on the weapon upon drawing for 10 rounds, and a Helm that would grant a +1 Insight Bonus to armor class. GM liked the Scabbard, though he'd have to consider what to price it at, but he did not like the Helm idea, because Insight bonuses are rare for non-psionic characters (which was sort of the point of it) and the "Head" magic item slot was not typically an location for Armor Class items. Balcoth's other suggestion was actually several possible ways of calculating the maximum extent to which a character could use the Power Attack feat. Somewhat confusingly, GM accepted the entire array of possibilities, even though it was somewhat contradictory and Balcoth had only intended for him to choose a single method. In essence, this lifted all restrictions that GM had placed on the use of Power Attack, without addressing the nerf to damage when Power Attacking with two-handed weapons.

GM: Okay. Lastly Verian, do you have a question?
Verian: Uh... okay. If the ones who killed Albazcharok [Ed: recall that's our "favorite NPC outside of Aberia Del-Fayr" whose head was presented to us last time] wanted us to come and meet their ambush, why the heck did they place it two whole days' travel out of town?
GM and Omit: [Together] Three days.
Azheron: Now that we ranted, are you going to reduce the level of Ass-NPCs?
GM: [Sighs at the descriptor "Ass-NPC"] Considering the degree of rancor associated with the NPCs, of course I'll make efforts in that direction.
Verian: Because it was a disincentive to roleplaying...
Azheron: It's like trying to train a dog by hitting it in the face with a newspaper whenever it performs the desired trick.
GM: [Sighs once more] So what are you guys up to now?
Balcoth: I'm going to look for a horse.
GM: You don't have horses.
Balcoth: That's why we need to go back and get horses.
Verian: Except we got kicked out of town.
Balcoth: [Remembering the unpleasantness in more detail] F*** I'll just walk; I don't want to talk to those people.
GM: [Throws up his hands] It doesn't matter what I do, even when I agree to follow players' suggestions!
Verian: If you're following players' suggestions, it'll be good to know that when we camp out tonight.
GM: As you're riding down the road, after some time, you come upon a servant of Pelor riding up from the opposite direction. He has polished armor, a back banner, and a big shiny symbol of Pelor...

As the traveller flags down the players, the rolling of their eyes is nearly audible. Verian's character, Rhaek (who, based on his prestige class is not only a wizard, but also a cleric worshipping the god Olidamara), carries in his backpack a box of different holy symbols so that he can pretend to be a priest of the most popular religion wherever he goes) is wearing a holy symbol of Pelor at the moment. Olidamara is God of Trickery, Mischief and Luck, and surely takes no offense at such good-hearted chicanery (in fact, the deity probably finds it amusing).

GM: [Priest of Pelor] Hail travellers, you look weary from your journey... Have you opened your eyes to the power of the Sun-God, to relieve you of your burdens?
Verian: I great him in turn with the appropriate greeting from one Pelorite to another.
GM: Sure, make a Knowledge: Religion skill check.
Verian: I take a '10' and get 21.
GM: No problem, you return the appropriate greeting. [Priest of Pelor] "Ah, a fellow servant of Pelor. I hope your journey is going well."
Verian: [Choosing his words carefully to deflect the zealot's attention, under the principle that 'like particles repel one-another'] "Of course, under Pelor's watchful eye we are well-cared-for."
GM: [Priest of Pelor] "And if I may ask, brave sir Dwarf..."
Balcoth: [His sighs have a very deep, almost gutteral tone]
GM: [Priest of Pelor] "I see that you do not bear Pelor's symbol... Have you seen the light of Pelor? His worship would prove better protection than any shield..."
Balcoth: "I'm not interested."
Verian: [Quickly jumping in] "I have tried many times to show my companion the way, but this one is not swayed by words. Still, actions speak far louder, and over our travels together, I am wearing him down with the many small miracles Pelor provides every day."
GM: [Priest of Pelor, still talking mostly to Balcoth] "Your friend demonstrates a very cultured view. I suppose your people tend to be scornful of religion."
Verian: Actually, under normal circumstances 90% of all clerics are dwarves.
GM: [Who barred any new player characters from being dwarves because he finds them too strong, takes one last stab at annoying players] He looks over at Rikkon: "I didn't know there was any large pixie population in this area..."
Azheron: [Who is already getting tired of these barbs] "I'm not a pixie."
Omit: [Who takes pervese pleasure in this...] "That's right, he's a fairy."
GM: "Ah, my mistake. I apologize, fairy."
Azheron: [Rhymes off some of his attack spells with casual menace] Care to try an Orb of Force, or is Cone of Cold more your style?
Verian: [Over-exuberant] Blizzard them, Fairy Queen!

By assuring the rider that Rhaek, a "humble servent of Pelor" was indeed tirelessly trying to convert his fellows to the "true faith", Verian got rid of him, making some unflattering comment about the sungod when the guy was out of earshot. After a day of travel, and not too many NPCs, all the rest being not too annoying, the party turned off the road, moved some distance from it and camped out. The area was a fairly barren flat plains, so there was no good cover available. We figured out the watch order, but an attack was quite inevitable, since we hadn't had a fight in weeks of real-time NOR had we had a fight since Verian's new character was introduced (normally GM baptises any new character with an immediate "random" encounter).

GM: Balcoth is dreaming of glorious battles and victories; nothing prophetic. [For some time, Balcoth was having prophecy dreams. He found them very annoying, but they stopped right around when he found the ancient hammer ]
Azheron: Killing things and taking their stuff...
GM: ...when Omit wakes you for your watch. So you pace back and forth for some time, staring into the night with your darkvision. About a half-hour later, well, everyone, make a listen check. DC... 35. Bear in mind that it's +10 if you're asleep.
Verian: Nope.
Balcoth: I can't make that.
Omit: I can't make that asleep.
Azheron: Nope.
GM: Balcoth, since you're on watch, you can make a Spot check as well. DC... 42.
Balcoth: No, I can't.
GM: Seven Huge-sized Green dragons land right near you... here [Places a model on the map] "I, the great and powerful Alkonomishi, honor you with flavor text." Then it breath-weapons you, breathing a cone of toxic gas... well, it's considered Acid.

While the players exchanged glances, thrilled at being hit by an area attack before having any possible way to avoid it, GM gets rolling dice behind his screen. It isn't actually seven dragons - more like, one dragon which cast Mirror Image - so of course the players are thrilled.

GM: I've never rolled so many ones...
Verian: That's not true.
GM: Well, the total is 13 out of the 8d6 I've rolled so far... [Ed: Mean Avg. value for 8d6 = 28]
GM: [After rolling some more] 21! On 12d6. You all take 21 damage, Reflex 25 for half...
Azheron: You should use those dice for Champions; you'd OWN. [A superhero game system that rewards ones]
GM: I'm sure they'd switch... Roll initiative.
Omit: I got 32.
Verian: Less than 32. Four. [Ed: Initiative is rolled on a 20-sided die, adding your Dexterity modifier (usually between 1 and 5), with bonuses from a very few other sources. The feat Improved Initiative grants +4, but most characters do not have access to ANY further bonuses...]
Azheron and Balcoth: [Not quite simultaneously] 18.
GM: Okay, now everyone make a DC 23 Will save against "dragonfear".

In a game of Battletech, once, GM's mech was shot in the arm. After an utterly impobable series of secondary explosions and failed pilot checks - ones rolled on six-sided dice - his mech was completely destroyed.

Everyone passes. But everyone but Balcoth (who was one guard, and is thus armed, armored and standing) was still prone after being so rudely awakened, and everyone but Omit (who has evasion and was thus unscathed by the breath-weapon attack) was already down a bunch of hit points from the blast of acid. Just, not down as many hit points as GM wanted... [Mean Avg. value for 12d6 = 42]

A BATTLE IN POINT FORM:
  • Omit gets up and puts some distance between himself and the massive green-scaled supernatural mega-lizard.
  • Azheron: Can I just keep flying while prone? [In other words, not spend the move action to get up]
  • GM: Of course not.
  • Azheron gets up, uses his 5' step to get airborne, and Fireballs Dragon (carefully positioned not to hit Balcoth).
  • Balcoth moves right up to Dragon and attacks, destroying one of its Mirror Images but causing no harm to the real dragon.
  • GM: [Dragon] "I accept your invitation to die... and I would have killed you last; the faerie looked like a better morsel."
  • Azheron: [To GM's faerie comment] F*** you.
  • Dragon attacks Balcoth with about six different body parts. Although its lowest attack roll came out to 30, only one wing, one claw and it's bite attack successfully penetrated Balcoth's defense.
  • GM's damage rolls were not too impressive, but he was still shocked to hear:
  • Balcoth: Almost half of your damage is warded away. [Balcoth finally reached sufficient level in the Dwarven Defender class, his Damage Reduction upgraded from 3-dash to 6-dash]
  • GM: Your DR upgraded!
  • Omit: Why do you think he wanted that level so bad?
  • Balcoth: "Your attacks are futile and meaningless."
  • GM: What?
  • Balcoth: "You are feeble and incompetent."
  • Verian gets up and casts Greater Blinking on himself (a powerful defensive spell).
  • Omit fires a volley of arrows, disrupting more of the dragon's Mirror Images.
  • Balcoth attacks Dragon but succeeds only in further thinning the herd of illusionary images.
  • GM: [Dragon] "I'll be using that [axe] to pick my teeth!"
  • Balcoth: "It'll F*** up your teeth pretty good."
  • Verian makes a Knowledge[Arcana] check to represent his character's accumulate knowledge about the monster. His result is good enough to earn him one question:
  • Verian: What's it's Spell Resistance?
  • GM: It's SR 21.
  • Azheron: So we only have about a 50% chance to affect it [with spells.]
  • GM: So, are you going to Focus Strike give up all you additional attacks?
  • Verian: Oooh, yeah... so his one attack can hit an Image... good plan.
  • Balcoth attacks furiously. He completely and utterly fails to harm Dragon... which would sound bad, but on the other hand his three attacks cut away all 4 of the remaining Mirror Images (with the help of the Cleave feat).
  • GM: [Dragon] "You are ineffective and incompetent; powerless before me!"
  • Azheron (now that the false images were gone) was able to fire Scorching Rays into Dragon, and penetrating it's Spell Resistance, he inflicted some fire damage on it. His damage rolls were not as good though... and the third and final ray inflicted a mere 7 damage (from rolling 4d6).
  • Azheron: [To GM] 7? That's almost as bad as your breath-weapon.
The Focused Strike is a combat maneuver which was, in fact, another of Balcoth's suggestions (which hasn't come up since there were no battles for two or three sessions after he suggested it). It is a maneuver available to anyone with Base Attack high enough to earn additional attacks, and allows you to exchange all of your attacks for a single attack with a +2 bonus for each additional attack given up. Counterintuitively, according to GM's rulings, additional attacks from Haste, a Monk's Flurry of Blows power, or the Rapid Shot feat (or similar), are NOT given up (for, one would assume, additional +2 bonuses), but rather THOSE additional attacks remain, and recieve the bonus from the attacks already given up - potentially resulting in multiple high-bonus attacks. Regardless of the details, the feat provides a combat option for skilled combattants to strike foes with dangerously high ACs. One could see this also as compensating a little for our rejection of both natural 1s and an automatic miss, and natural 20s as an automatic hit.
  • Dragon attacks Balcoth some more, but since only half of its attacks tend to hit each time, and each hit deals -6 damage to him, it is not making very good headway. Balcoth has a lot of hit points.
  • Verian casts Haste on the party (except for Azheron, whose character is by now too far from the others, raining down attack spells from afar).
  • Omit fires a highly accurate volley of arrows, inflicting noticeable damage on Dragon.
  • Azheron casts another attack spell, only to have it dissipated by the dragon's SR.
  • Dragon shifts its weight, and with one flap of its massive wings, it launches itself across the battlefield to land beside Omit, leaving Balcoth behind, standing resolutely in the veritable dust-storm generate by its flying bound.
  • Balcoth gets an attack of opportunity, but misses, not having expected his foe to simply abandon him.
  • Virtually landing on Omit (but not actually using its "squash the shorties" attack, because it did not start the turn airborne), Dragon swipes at him, but misses his quite respectable armor class.
  • And now we see the main trend of the battle:
    ~Balcoth runs after Dragon, making a single attack IF he is fortunate enough for it to have landed in range.
    ~Dragon chases down and trips Omit (getting a free attack when it succeeds from the Improved Trip feat).
    ~Omit sneaks out from underneath and flees at top speed.
    ~Verian tries very hard to get out of the way, then takes five minutes every turn (no kidding) deciding which spell to cast out of the 3-5 memorized spells that he claims are desperately needed.
    ~Azheron stays as far away as possible, firing blasts into the 50% failure chance generated by Dragon's SR, and hoping like hell Dragon doesn't notice his character is contributing virtually ALL the party's damage right now.
  • [When Omit complains]
    GM: The objective is not just killing you... that's just the main reason.
  • [Why Balcoth can hardly touch Dragon and why we have no way to escape it]
    Azheron: Its speed is 5 times all our movement scores put together.
  • [How come, if his spells are "all so good", Verian can't turn the battle around]
    Verian: I need a clone so I can cast more than one per round. Why didn't I learn clone? ...Oh ...yeah.
  • [When you shoot something enough times, and write down all your rolls]
    Omit: 31 is its AC.
  • Dragon flew/bounded over and tripped Omit (again).
  • GM: What if it just grappled you?
Using magic to create a Clone of yourself sounds like a good idea, right? Twice the actions, twice the hit points... twice the whoopass?
Well, the modern version of the spell doesn't work that way; it is for creating a non-living clone and transfer your soul to it if you die. But when D&D players think "Clone" they think of the old 2nd Edition version, which created an active clone, capable of doing everything you can do. And then kill you... "If the original and the duplicate exist at the same time, each knows of the other's existence; the original person and the clone will each desire to do away with the other, for such an alter-ego is unbearable to both. If one cannot destroy the other, one will go insane and destroy itself (90% likely to be the clone), or possibly both will become mad and destroy themselves (2% chance)."
  • Omit: I'd rather it grappled me.
  • Azheron: They still automatically pin with their Crush power...
  • Omit: It has to succeed at a grapple first... [He makes it sound like climbing Mount Everest, even though Dragon's size modifier alone makes it a more-than-daunting foe in grappling attacks]
  • Omit levitates upward while prone. Although it sounds as though Azheron was barred from performing similar maneuver, that is because Azheron flies using wings, whereas Omit is using a magical (actually psionic) effect which has little or nothing to do with aerodynamics or orientation.
  • Dragon takes its attack of opportunity, but although it's attack roll (counting the bonus for attacking a prone opponent) comes out to 40, it barely succeeds at striking him, because Omit has a MASSIVE bonus against attacks provoked by his own movement.
  • After casting Mass Cure Light Wounds in a previous round to heal the party each for a whole 15 HP, Verian finally felt confident enough to go more on offense, and began eyeing Dragon... with Arcane Sight.
  • GM: [To Verian's divination-assisted inquiry] It has 3 buffs... no 4... 5. It has 5 spells on it.
  • Verian cast Dispel Magic, stripping away the two highest level buffs.
  • GM: SH**, that sucks! Sh**. SH**. Sh**.
  • After casting Dispel, Verian moved over in Omit's direction.
  • Dragon's breath weapon had "recharged", and it tried to line it up to hit as many characters as possible:
    ~Azheron was so far away it would have to move to hit him at all
    ~Balcoth was all on his own, isolated from the others not so much by distance as by careful positioning
    ~The only two opponents close enough to both be hit by the cone were Verian (whose Greater Blinking spell let him suffer only half damage from area attacks) and Omit (whose Evasion abilities had completely dodged the first breath weapon attack, even though he'd been asleep when it landed).
  • Frustrated, Dragon belched its toxic cloud on Balcoth. This time GM rolled a FAR more respectable 43 points of acid damage.

In actuality, there was some confusion relating to that last breath-weapon attack; originally GM thought he could target Azheron and still hit another character because he momentarily forgot to take Azheron's altitude into account. He had already determined the damage when we realized the error, and he was forced to decide who he wanted to hurt more. In the end, he chose Balcoth because then he could move wherever he wanted afterwards, whereas to hit Azheron the Dragon would have to use up its move action just to position itself for the attack.

GM: You still standing?
Balcoth: [Wouldn't dignify that with more than a grunt.] I'm going to put away my Luckblade so I can two-hand my axe, then I move up and attack it.
GM: So you are going to drop your shortsword?

Its a straightforward question; if the sturdy dwarf wishes to wield his +2 Adamantine Waraxe in both hands (allowing him to put his full strength into every blow), the shortsword (which he uses for two-weapon fighting to shred lower-AC foes, and for the Luckblade's reroll and saving throw bonuses) has to go somewhere... But something very subtle in the way GM had asked disquieted Balcoth.

Balcoth: No, I'll sheath it.
GM: That is a Move-equivalent action, so since you have to move to get there, you won't be able to attack this turn.
Balcoth: [Adamant now, as though GM had confirmed his suspicions] I'll sheath my Luckblade... I'm not going to drop it.
Verian: You're going to lose another turn of attacking? It already doesn't give you many chances to hit it.

Balcoth is really torn now, because as much as he is worried that GM will somehow try to F*** him over if he leaves his 22060 gp sword unprotected for a second, he knows for certain (from his point of view) that whatever he does GM will screw him over with the dragon's movement, kiting him like there's no tomorrow, and with the way he hears Azheron complaining about the Spell Resistance, and with Verian's new character having cast approximately ZERO damage spells (Balcoth notices things like that), he made the difficult choice that killing the dragon was the priority. Balcoth chose to move up to the dragon first, THEN dropped the sword and made ABSOLUTELY CLEAR that he was standing with his foot on the blade. By his math, his attack missed, but GM surprised him by notifying him that he had hit it; apparently all those "Oh SH**" earlier were some Armor Class buffs being Dispelled. That inflicted some damage, but then Azheron got another Scorching Ray spell past the SR.

GM: That settles it... [Dragon bounds across the battlefield to bite at Azheron]
Azheron: Taunt it, Balcoth.
Balcoth: Even if I did, it doesn't matter if it moves.
GM: Well you can't taunt it to just stand here while others shoot it.
Azheron: Oh, so it actually does nothing.
GM: Well for one thing it's Free. And it does serve a
Balcoth: No, it doesn't. The version I proposed served a purpose, but this is nothing like it.
GM: I'd be happy to discuss scenarios later, but not right now, okay? [Rolls Dragon attack and seems disappointed] Hmm, I might have missed. Is AC 25 high enough Azheron?
Azheron: [Looks at his character sheet] That's a hit. [Dragon takes a big bite out of his hit points]
Omit: I'll shoot it with Fire Arrows...
Azheron: Can't you do anything else to help out here? Like use a wall spell or something?
Balcoth: Make a diagonal wall, because that totally F***s with everything...
Omit: No, I'm afraid that the best I can do right now is deal as much damage as I can.

A while back, in the week between sessions, Balcoth put forward a proposal for a new use of a skill that would allow a fighter to "taunt" enemies, effectively provoking them to attack him, rather than ignoring him to attack the weaker members of the party (particularly since enemies tended to attack Balcoth for one round, realize they could scarcely harm him, then simply ignore him no matter what he did). GM heavily revised the ability; the version we have now (which is free; requiring no Feats or other character decisions) allows a skill check, opposed by the target's Will save, to cause an enemy in melee to prioritize the Taunting character over any other character within reach of its attacks. Of course, if the enemy moves such that the Taunting character is no longer in reach, it can simply ignore the Taunts.

Balcoth: Well since Taunt doesn't work, maybe I should just grab Azheron's character, knock her unconscious and carry her around under my arm.
GM: No. [Takes this very seriously, since he already had concerns about it in the Gauth fight ] In fact, we're not going to allow any more players to be occupying the same square. It still presents significant balance issues.
Omit: [To Balcoth] You could take Goad [A feat described in a newer book which allows a warrior to make a more effective Taunting-style action]
GM: I told you, I'm perfectly open to it. Just find it in a book and show it to me. Until then, you have our Taunt action, which your character gets completely free I might add.
Balcoth: This useless thing is nothing like what I had suggested.
GM: It doesn't make sense to let you just immobilize my mobs while your friends blow them up with magic!
Balcoth: It was just an attempt to make up for the ass-uselessness of melee combat, which you nerfed out of existence.
GM: [Going into heavy sarcasm-mode] That's right. I shot Kennedy. I invented Ewoks... [GM hates Ewoks.] Melee is NOT useless... for instance, Balcoth was exceptionally active in the dungeon with the necromancers.
Verian: Those were enclosed spaces where the enemies could not use infinite mobility to utterly ignore him.
Balcoth: But noooOOOOooo, we have to be in Saskatchewan. [For the geographically impaired, Saskatchewan is a province in Canada. It is big. And flat. Very very very flat.]

Anyhow, after a lot of hard work, the players did enough damage that the dragon decided its hit points were too low, and escaped. It simply took off, flying away at top non-combat speed (which is about twice as fast as combat speed, but must be in a straight line and allows no dodge-based defenses), moving far faster than the party could hope to match. Now, when I say "the players" in this case, I mean mostly Azheron and Omit, although Balcoth had gotten in a couple of decent hits, and Verian had run around the entire fight like a chicken with his head cut off trying to keep everyone alive without, say, the ability to do any decent combat healing. Now Verian started casting slow-acting but very efficient Vigor-heals (from the Complete Divine handbook).

Azheron: So do we get to rest now.
GM: You don't successfully rest... more stuff is on the way... potentially...
Balcoth: So we just go back to our watches?
Verian: Spellcasters, for getting spells back, don't get to count an hour that was interrupted... so to get all our spells back, we just have to rest one hour longer than we planned.
GM: Just bear in mind that more stuff may be on the way...
Omit: Well we're going to rest.
GM: So, Omit, I've been keeping track of your consummables - just as a hobby...

GM compares his noted with Omits on what single-use and charge-based items he used during the fight, which tends to annoy Omit a little, even though he keeps pretty good records. In this case, he used very little (except for those expensive Fire-arrows).

Omit: Okay? So can we just call it a night now.
GM: Just let me be clear, more stuff may be on the way... in fact, you will be attacked again.
Azheron: We assumed as much.
Verian: We'd only been interrupted once. The chances of successfully resting, based on previous experience, are near-zero.
Azheron: So we can be AoE'd [Ed: "area of effect" attacked] before we can act again.
GM: [Can't help mumbling to himself] I can't believe how badly I rolled...
Azheron: Oh, so the baseline was you wanted to non-interactively kill 2 PCs before we start to act?
Verian: Because if we start asleep and the dragon wins the initiative, that's what would happen.
Balcoth: When it attacks with no warning or impossible listen checks so that even the person who is actually awake and looking out for it can do NOTHING about it...
GM: [A bit taken aback by the rapidity and ferocity of the unanimous response] This was not the conversation I wanted to have...

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Excerpt #22

GM: Alright guys, let's get started. Azheron: what did we do last session?
Azheron: [Ever the glib one] Play D&D.
Balcoth: [Felt that response was far too acquiescent] Don't give him anything to work with.
GM: Okay then Balcoth, how would you describe the events of last week?
Balcoth: We were sneak-attacked by a green dragon, even though we were on open plains and their habitat should be forests, and it was completely undetectable, even though I was on watch just looking for trouble and somehow there was still no way to see it.
GM: I know... [Not as concerned as Balcoth was with the Spot and Listen checks difficulty, since the dragon was using its superior senses and speed to make a perfect sneak attack. GM's attention was drawn to something more unusual in Balcoth's description] But as a matter of interest, how did you know they prefer forests?
Balcoth: [Dismissive] It's green.
GM: [Begins probing deliberately into a slightly different theory; one involving players looking up their foes in the Montruous Manual between sessions] Really. Then what's the habitat of a blue dragon?
Balcoth: I dunno, what's its breath weapon? It might be water...
Omit: Lightning.
GM: [Letting Balcoth's "common knowledge" go, for this time...] Omit: go ahead, ask me one question.
Omit: [Thinks for a moment, then takes on a very determined expression] What scenarios were you worried about when you proposed to "move Nerf"?
GM: The "move Nerf"?
Verian: Yeah, what was the problem with movement bonuses. You said there were certain specific cases that you were concerned about?
GM: Mostly it was the possibility of engineering a character to go incredibly fast; the ability to outrun and thus kite anything.
Verian: But then how do you explain the incongruous "monk exception"?
Azheron: They have the potential to have the highest move possible...
GM: I really didn't consider monks when I was initially considering the change...
Azheron: But why would monks be allowed to retain it, and not Barbarians [Who have a much smaller innate move bonus when not encumbered], or characters who take the feat [in fact, one of several feats in different books which increase a character's movement]

GM made clear that he never intended his ruling (which we probably shouldn't be debating since he backed down in the face of protest... and yet the very fact that he contemplated it still bothers Omit) to affect those things - that it was intended more to counteract the speed-related benefits of various spells and magic items. After several rounds of the usual back-and-forth, comparing Hasted movement of players against the speed of high-level monsters, and in particular, debating the percentage of monsters the party might face which (under the ruling) could NEVER be escaped under any circumstances even in our current teleportation-free environment. One problem with this is that, apparently, this percentage varies greatly based on whether you are considering ALL enemies of appropriate Challenge Rating, or only the more effective ones, and is affected greatly by whether or not you accept the assumption that a GM (or more specifically our GM) would use anything other the most "effective" monsters - in other words, layer upon layer of subjectives and assumptions colliding.

[You will forgive a little *SNIP*]

Balcoth: I wouldn't mind if I were allowed to have my armor on in the other 90% of encounters. [The implication is that VERY few of our battles occur when we are out searching for things, compared to the number that seem to occur when we are resting to regain spells, and when Balcoth is limited to only the "Medium" section of his Segmented Adamantine Plate armor, which is the most that he can sleep in even with the Endurance feat]
GM: [Exasperated, though he manages to keep his tone light] It just blows my mind... every sentence must be a dig. Well this time, everyone, I want you to really take time and think of a good question to ask me next week.
Balcoth: I see you more often than once a week... if I think of a question I just ask you.
GM: Nevertheless, I would appreciate it if you could think about it and come up with a good question for next week. Consider it homework.
Omit: [Finds the concept... embarassing] Urgh, homework?
Balcoth: [Fixes GM with a glare that says "you have no authority to give out homework"]
GM: Well, you guys defeated the powerful Dragon, despite all your protests. Here's where as an RP opportunity, you should be reacting to the dangerous foe you just overcame...
Omit: We had 3 sessions of nonstop RP, and we only even got XP for one: we aren't desperate for more right now.
Balcoth: It's the middle of the night!
GM: Well you could at least thank the gods for your victory...
Balcoth: Only the weak gods need to be thanked for every little thing, especially things we did ourselves.
GM: It's easy to mock these things...
Verian: YES! [He agrees very emphatically with the first bit of GM's sentence, taken thus out of context]
GM: [A little sour] ...but it's more rewarding if you get into character. I mean, if all we did was smash things all day long it would probably get boring.
Azheron: I have nothing against roleplaying, but every NPC you make is engineered to deter us from any contact.
Balcoth: [Whiny NPC imitation] "Please give me gold, I'm a starving children."[SIC, and no doubt intentional]
GM: [Sighs] I think that's an unfair characterization...
Balcoth: [Whiny NPC imitation] "You're rich; why not just give me your armor." I'd kill his entire F***ing family first!
Omit: [Likes that last part as a method of dealing with NPCS] "Just stand in line, people. Throw yourselves upon my axe!"
GM: You guys never have anything constructive to say...
Balcoth: Face it; all your NPCs are jackass bombs, just waiting to go off.
Verian: [While GM recovers from yet another inovatively- and totally unexpectedly-worded remark] It's like the "boy who cried wolf". If every time we talk to an NPC he's a jerk, pretty soon we're going to stop trying to deal with any NPC at all, and if one happens not to be a jerk, we'll never find out. Except that all happened ages ago...
Balcoth: Every city we go to is just a giant cluster of asshole NPCs.
GM: [Somehow in these situations, GM's incredulity over the players' attitudes usually counterracts his irritation, causing a sort of stalemate which allows him to continue on (albeit, in a temporarily addled fashion)] "Giant cluster of asshole NPCs"?

There is general laughter, not shared by GM.

GM: Why do you never mention all the helpful NPCs? What about all the ones who tried to help you and you pushed them away?
Balcoth: If they wanted to be helpful, they could have been.
GM: The Dom and all the guards of Aberia Del-Fayr...
Balcoth: Nobody's complaining about them.
GM: You know, you KNOW rock-guy was doing everything he could to help you.
Balcoth: What was wrong with the elemental?
GM: That's sort of my point.

Anyhow, I can't record all the arguments we have, and though I often leave out the most petty of them, I do try to include a good cross-section to give the readers some insight into things. So however it happened, just before we really got down to business, GM "accidentally" referred to Azheron's small blue-skinned, winged female character as a faerie. Again.

Azheron: ENOUGH with the F***ing faeries! [I should point out that it looks a lot angrier in print than when he says it, but that is not to say that he in any way condones the characterization]
Omit: [Correcting in a helpful tone] Yeah; he's a pi-xie.
GM: Singing pixie songs...
Azheron: I'm not singing anything! [Apparently this is what Azheron gets for trying something different, even though his character's [Air] Mephling race provides good bonuses, is reasonably costed, and above all, Azheron does absolutely nothing that would encourage these "fruity pixie" reactions]
GM: Okay, who's got the second watch?
Azheron: Balcoth.
GM: Make a listen check... the DC is... 60... no, higher...

Nobody rolls.

GM: Fine then. Four green dragons swoop down and breath-weapon you.[The players all know, like last time, he means one dragon plus Mirror Images. In fact, odds are roughly 100% that this is the same dragon that attacked us earlier in the same night.]
Azheron: You can't move that far and breathe...
Balcoth: [Glad to hear that] HA! BONED!
GM: "Ha, boned"?
Omit: It's better than saw-boned...
Balcoth: Seriously, why do we even have a watch? How do you justify it being completely undetectable until it's attacking us?
GM: Because you failed the listen check against its move silent. It can see 480 feet, so it just lands next to you.
Azheron: [Sarcasm] "Wow, Balcoth, I didn't know you stood watch blindfolded."
Balcoth: Well you should at least have to see which way I'm facing then; at least roll a die.
GM: I'm not rolling a die to see which way you were facing - it's a dragon. It actually sees so well, at night, that it could tell which way you were facing at that distance, and land on another side... IF it even mattered. The dragon makes a breath-weapon attack and lets out a raucous taunt: "Tremble before the great and powerful Alkonomishi, RRRAAAAAAUGH!"
Omit: You taunt first? Okay, thanks for waking us up..."
GM: The breath weapon would wake you up anyway... "RRRAAAAAAUGH!"
Omit: [Taunting it back] "Your mother was a green lizard!"
GM: "True! RRRAAAAAAUGH!"
Omit: "And your father was a mud pile!"
GM: "False! RRRAAAAAAUGH!"
Omit: Alright, I'll move away and Multishot it. I have to roll for the 4 images...
GM: There are five targets.
Omit: I thought there were four...?
GM: I miscounted; there are four images, plus him.

Regardless, Omit shoots off two images.

Omit: I have a question: growth spells are limited to Large size, maximum, but what about shrinking?
GM: You mean 'Can a Tiny creature turn itself into Fine?'
Omit: Not exactly, but what is the limit, if any?
GM: [Growing suspicious due to the lack of specificity] Which context? What is it that you want to do?
Omit: I mean regarding my Shrink power.
GM: You have a Shrink power? How?
Omit: Psionic Shrink.
GM: You have Psionics?
Verian: He's had them for ages. It's an Elocator prerequisite. He has used Empty Mind on multiple ocasions.
Omit: Sure. "Oh, is there a Will save? Okay, I'll give myself +2."

Now, it should be noted that GM knows all about Elocators and other Psionic bric-a-brac. The fact is, Omit has used psionic powers so rarely, and with so little obvious effect, that GM simply hadn't thought about it recently.

GM: I can't envision you spending points on shrinking that could be used on Empty Mind. You're not going to shrink yourself down to a bacteria or something?
Omit: No no. Actually, never mind. I'm going to do something else anyway... [Leaving it mysterious, without GM knowing for certain whether or not Omit even had a plan or not]
SIZE CLASSES IN D&D:
  • Colossal Godzilla
  • Gargantuan
  • Huge
  • Large Ogre/Horse
  • Medium Human/Elf/Orc
  • Small Halfling/Goblin
  • Tiny
  • Diminuitive
  • Fine Bacteria

In case you were wondering, the fight between Godzilla and a Bacterium would probably be a draw; it is unlikely that either one could possibly affect the other.

Azheron Fireballs the dragon, but fails to penetrate it's Spell Resistance (which is high enough to give all Azheron's and Verian's spells about a 50% failure chance against it).

GM: You unleash a potent magical attack, but at the last second it dissipates.

At this point, the dragon fly/leaps over to Omit, trips him, and using Improved Trip for the free attack, scores a critical hit on him for 45 damage. Acting next, Omit stands up, which causes him to suffer another 35 damage from its attack of opportunity, then he moves away and uses a healing potion. Azheron fires off a casting of Scorching Ray, and his roll penetrates the dragon's Spell Resistance, but then...

GM: Your spell fails as though SRed. [Ed: that's pronounced "ess-arr-d"]
Azheron: [Looking understandably displeased, he does a quick mental rundown, undoubtedly coming to the correct conclusion based on the evidence: that the dragon (in between sneak assaults) had cast Spell Immunity on itself, warding it specifically against Scorching Ray, and probably one or more other low-level spells of its choice.]
Verian: [Apparently arriving at the same conclusion] Oh well, you know lots of spells.

Which in fact, he does. Azheron's warmage, Rikkon, is a 'non-memorizing' caster, and can thus use any spell on her spell-list (which in the warmage's case is exclusively damage-dealing spells, but a massive variety thereof) in any of her available daily spell slots, decided at the time of casting. Verian's character Rhaek, by contrast, memorizes few damage-spells, and most of them are Scorching Ray...

And so, as Balcoth tries to grab the dragon's attention, Verian casts Greater Blinking on himself (since it appears that having a 4th level or higher defensive buff is a prerequisite for him to do anything useful), and it's back to the dragon's turn already. Dragon moves one square past Omit on the battlemap, making it less convenient for Balcoth to charge it. Although it is already looking ahead to plan its next move, it would be quite happy to stay put and let Balcoth attack it properly next turn if its chosen victim, Omit, were to remain within its own full-attack range. For now though, it attempts to trip Omit, who (using his prodigious Dexterity for his side of the opposed roll) managed to keep his footing.

GM: [Just as a technicality] You can attempt to counter-trip.
Omit: No thanks.
Balcoth: Go for it!
Azheron: There's no downside...even if you fail to counter-trip it can't trip you back.
Verian: It's acompletely free attempt...
Omit: Okay! [Throwsup his arms in surrender] I'll foot-sweep it off the ground!

Unfortunately, while one can defend against a Trip using Str OR Dex, whichever is higher, offensive trips can only use Strength, and so Omit's attempt to counter-trip a larger, quadrupedal monster with far-greater strength predictably failed - which is why he had initially passed on the idea.

GM: You want to engage it in an honor duel Omit? I guarantee it will accept...
Omit: No thanks. [This time nobody tries to pressure him]

[Another friend, not part of the game, has swung by to watch for a bit, and observes: ]

Friend1: I still remember Verian's thing. "Honor equals Dumb." [He repeats the refrain, a little more tunefully] "Hon-or eee-quals DUMB."
Verian: [Aware that GM's unforgiving gaze is focused on him, rather than the observer] Yeah, uh... I'd prefer if you didn't refer to it as "Verian's thing".
GM: Why do you guys never play honorable characters?
Friend1: [Who thoroughly enjoys watching the players' reactions when he plays Devil's Advocate for GM] I bet I'd probably play one... I'd make a paladin or something.
GM: [A little wistful or mournful] You guys never accept honor duels... What's wrong with behaving honorably?

Normally under these circumstances, somebody would respond "Honor equals Dumb", but every once in a while the players decide to err on the side of caution, rather than further antagonizing GM.

Verian: We don't mind when monsters behave honorably; that doesn't hurt the party.

But getting back on track, Balcoth charges the dragon, though he suffers an attack of opportunity for 22 damage because he must pass through squares threatened by its long reach.

Balcoth: Does [an attack hitting] AC 38 hit?
GM: Yes, it would, but you have to determine if you were attacking the real dragon or an image. [Determining randomly, Balcoth's attack destroys an image, allowing him to cleave another image, but because of the powerful defensive spell he inflicts no damage on the dragon itself.]
Azheron: I'll Fire Orb it then...
GM: You'll have to roll to see if you hit the real one or the last image...
Verian: Hold on, you said there were only 4 images. We've killed 4 images.
GM: Oh sorry, I miscalculated earlier. Based on the dragon's caster level, there should have been a fifth image.
Omit: So we've gone from 5 dragons to 6 now. Interesting.

Instead of the Orb, Azheron opts for a spell with no to-hit roll (thus, not affected by the illusions of the Mirror Image spell), and hits the dragon with an Empowered Magic Missile for 27 damage.

Verian: It [has] used its attack-of-opportunity already this round, right?
Balcoth: [With 22 damage to prove it] Yes.
Verian: Does it have Combat Reflexes? [Ed: the feat that can grant additional attacks-of-opportunity per-round] Does anyone remember from last fight?
Omit: No, it doesn't.
GM: [Trying to cast doubt upon the assertions] What if in the previous fight it withheld extra attacks?
Azheron: [Putting no stock in GM's feeble theory] So only one then...
GM: ...To lull you into a false sense of security.
Verian: Alright, I'll move over this way [So saying, he positions his model on the far side of Balcoth for safety]. I'll hit it with a targetted Dispel, trying to avoid the Mirror Image spell.
GM: It loses its two highest-level buffs... [One of which, as Verian suspected, was Spell Immunity, since dragons this size are unlikely to use spells beyond Level 4. In fact, even that might have to have been from a scroll.]

Omit, finding himself NOT-tripped at the beginning of his turn, uses his superior speed to move very far and fast away from the dragon, landing (coincidentally) on the far side of Balcoth for [relative] safety. The dragon (paying little heed to the other adventurers along the way) dutifuly pursues, an Balcoth strikes it for 11 damage in passing, with his own attack-of-opportunity.

GM: Omit can make an attack-of-opportunity because it's moving past to the other side of him. Actually, Verian can as well for that matter.
Balcoth: [Encouraging] Do it! Cast "Detect AC". [For those who are unaware, Detect Armor Class is obviously not a real spell; it is a term usually reserved for attack rolls which are unlikely to yield any real effect. In this case, most attacks against the dragon so far have been either very high rolls or wild misses, and without some rolls closer to the target number to narrow down its AC, Balcoth cannot calculate his Power Attack/Expertise allocations (trading points of To-Hit for extra damage or AC) with his usual degree of precision.]

Verian, who only carries his Luckblade for the saving throw bonuses and NOT for the +2 pointy-end, normally doesn't like to dirty his hands thusly (knowing how utterly feeble his attacks are) but after goading Omit into the free-but-doomed counter-trip attempt, it would be hypocritical not to try. Rather than targetting the real dragon (which he couldn't possibly hit), he lucked out and got the last remaining image (which would have been difficult, but not impossible, for him to miss). Omit, who actually could not make an attack of opportunity since he is holding a bow and not a melee weapon, was then tripped and subsequently hit on the ground for 23 damage. On his action, he gets up, provoking ANOTHER attack of opportunity from the dragon but this time he lucks out and it misses.

GM: [Getting interested, since he seems to be making some headway] So just how hurt are you, Omit?
Omit: I'm still in double digits.

Omit's level tone and poker face portray nothing; of course, double digits could mean 50 hit points (which is not doing too badly at all) as easily as it could 11 (which would be literally death's door with a dragon pursuing you back and forth across the map, going for the kill). This does bring up the rather delicate topic of hit points and disclosure...

Technically of course, as Game Master (and thus ultimately the final adjudicator of any unclear rules or ambiguous wordings and such), GM technically has the right to ask for any number (or other detail) on any character, including current hit points. However, GM has not been excercising this power, just as he does not usually give clear indication of how injured the enemies are; after all, hit points are an abstract concept, not a direct measure of how bloody your pulp is and so on - it is not a trait which is necessarily visible on players or on their enemies. GM also trusts his players, knowing that whatever sneaky ploys they might use from time to time, or what stonefaced impassiveness they might try to use to cover their concern over damage adding up, or lack of useful spells remaining, he knows that we all play by the rules; if somebody is dropped they will immediately declare that fact (often with some frustration... Azheron usually pantomimes ripping up his character sheet). And one of the things that makes the issue dicey, and that GM has not (thus far) been demanding accurate counts, is that it does influence his NPC mobs' behavior. On occasion, the continued heroic efforts of the players have forced enemies to retreat or take defensive actions, when, were GM aware that Balcoth or Verian was down to his last 2 hit points, he would instead have made a suicide run to finish them off. Once again, though, this is a dicey issue. GM would really prefer to know the numbers, particularly since Balcoth has become so secretive about them, and he would like to deny that knowing players' hit points would alter NPC behavior, but if pressed he is generally forced to admit that he knows what would happen. Players generally counter that if GM knows their exact HP, they should have the same information on enemies, which is of course ridiculous, but proves their point sufficiently to stalemate the issue... for now.

But, with all my notes, I need to speed this up a bit, with a brief...

A BATTLE IN POINT FORM:
  • Someone (who shall remain anonymous) accuses Dragon of being an "assassin mob", offending GM.
  • Omit flees, hiding once more behind Balcoth in the hopes of Dragon allowing him to engage it.
  • Azheron fires off another Empowered Magic Missile spell.
  • Balcoth: "You should just fly up 40 feet every round... We want to fight 30' off the ground."
  • Despite Balcoth's perfectly valid point that the Dragon's poor flying maneuverability would actually make it LESS agile in the air, nobody really finds a good time to lift off (except Azheron's Mephling, who has spent the entirity of this and every fight airborne).
  • Balcoth (frustrated by the lack of Dragon's within axe's reach) applies a Cure Serious Wounds potion to Omit.
  • Dragon gets a really good line, and unleashes a breath weapon attack which (amongst other injuries) drops Azheron to unconsciousness (negative hit points).
  • Players complain about Mirror Image.
  • GM: [Sarcasm] "What a good spell; it gets beaten off by wizards"
  • Azheron: "And the best part is, I'm sure it took its entire treasure horde in potions, so it can just fly back, heal up, and attack again."
  • Omit: ”It probably has a bunch of Clerics of like Vecna or something to heal it. We heard the dragon had moved into some old keep; it’s probably full of them. That would explain how it found us too, if it had them scrying or something.”
  • Balcoth: ”Then that has to stop.”
  • At some point, Verian managed to Haste the party.
  • Omit, taking advantage of Haste and Rapid-shot (the so-called "Flurry of Bows" feat), uses the Focused strike option, and yet is still able to make 3 attacks. His worst roll still hits AC 37, and so on one critical and 2 other hits, his arrows deal 28, 11 and 12 damage respectively.
  • Azheron spends his action unconscious and slowly bleeding to death.
  • Verian asks how long he can hold out before dying, and Azheron shows him, on his fingers, below the table where GM can't see.
  • GM: "Why go to so much trouble to hide the number from me? I truly don't care now that he's out of the fight..."
  • Verian: "Because if it was only 'one round' left, you'd have Dragon camp his corpse." [Mock Dragon voice] "Come over and heal him; I'll even wave my attack-of-opportunity for the round."
  • Dragon hits Balcoth.
  • Omit: "You notice 1/3 of the damage is warded away by his Adamantine armor and dwarven toughness."
  • Azheron: "That never gets old."
  • Omit: "In a few more levels, that would have been about 1/2 of the damage warded away."
  • Balcoth would rather keep GM's mind off that particular upcoming class feature...
  • Verian fires a lucky Scorching ray spell, beating the DR, hitting with all three rays and even having one of them score a spell-critical.
  • Between the lethal volley of arrows and the lucky spell roll, Dragon had NOT expected to suffer so much damage so fast with Azheron out of the way.
  • Dragon attacks Balcoth one last time then launches itself 150' away.
  • Omit notes that on its next action it will take a Run move for 4x speed and wind up well out of our reach.
  • Balcoth notes that we should all commit suicide now, roll up new characters, and add Dragons to "The List"
  • Omit takes a 5-foot step and pelts Dragon with another highly accurate volley.
  • Verian, activating his racial Burst-of-Speed power and taking advantage of his Haste spell from earlier, advances a prodigious distance and Lightning Bolts the Dragon for 36, once again beating its SR.

Verian: It's a pretty feeble Lightning Bolt... the save is only DC 18.
GM: [Rolls and develops a particularly sour expression] It fails. And dies.

Everyone is too shocked to be relieved.

GM: Wait, you're Good-aligned, right?
Verian: Yep.
GM: Nope, it passed its save then. It takes 18 damage and escapes. [The last buff remaining on the Dragon, after being dispelled, was the lowest level one: Protection from Good, and the extra +2 was just enough to save it.]

[Verian had put on all the speed he could, hoping that if the Lightning Bolt failed he would be able to chase on his next action and at least get in range for a parting Magic Missile (a spell with a range of 400+40/caster level), but after the Dragon moved its 600 feet, he finally succombed to the "law of averages" and failed the Spell Resistance check. There was now ABSOLUTELY no way the players could do any more as the Green monster flew into the pre-dawn darkness. In fact that last long-range spell was an extremely dubious affair, if we were to take vision range into account...]

Balcoth: This is why I need my pegasus.

[For a couple weeks now, Balcoth had been flipping through arcane tomes, looking for an appropriate mount for a warrior of his abilities. Most of this research involved the monstrous manual; for a time, he was focused on a relatively gruesome (but the book specifically said it was trainable) flying creature called a Spider-Eater. Much of its attraction (other than being a fast flying mount and not quite as easily slain as a horse) was that its terrifying appearance would frighten away "townspeople"-type NPCs, who would otherwise be engaged in a combination of begging and unwanted solicitation whenever we entered town (often mixed with ill-advised blackmail, where they grossly misjudged our fear of their threats, and where the only thing that actually prevented their immediate and inescapable deaths was our Good alignment). Balcoth was rather fond of the fact that Spider-Eaters would gladly lay their eggs in peoples heads, and became a little wistful when he envisioned using that as a threat. However, his ambition turned away from that particular monster because, firstly, he was concerned that the wrong kind of NPCs (guards mostly) would take undue issue with his mount, despite any assurances on his part that it was "house-trained" only to lay eggs in people if he commanded it to. Secondly, he found something else which appeared much less uncivilized, and...]

Balcoth: It's fast. I could actually get a speeding ticket, flying along on a winged horse at 78mph. [Balcoth had calculated it out based on the beast’s speed stat and the 6-second combat round.]
GM: You know, there was someone else who rode a winged horse like that... who was it? Oh yeah, Sheera.
Verian: Yeah, but she also had a sword that turned into things. “Lasso!”
Balcoth: I’d get a black pegasus.
GM: You can’t just pick any color for them you know...
Balcoth: The book says there are black ones. [Balcoth has clearly done his research, though its possible that he failed to anticipate the degree of mocking reactions]
GM: What if you can’t find a black one, only white ones?
Balcoth: Then I’ll get charcoal and make it black.
Verian: Could she turn her sword into other stuff too?
Azheron: Mostly the lasso.
Verian: Didn’t she eventually marry He-Man or something?
Omit: I should hope not; he’s her brother. They were twins.
Verian: Really? Laaaaaaame...
GM: [Tunefully, mostly to himself] “...the Ma-gic, of Pe-ga-sus...”
Balcoth: [Gives GM a look which is almost as confused as it is displeased]
GM: It’s that Barbie(TM) commercial.
Balcoth: Just... don’t.

Now truth be told, it is unlikely that Balcoth can match GM’s own degree of loathing for many commercials, and when new ones come on he can’t help but note (almost daily) that “girls get really crappy toys [compared to boys’]”. It isn’t our fault that Mattel advertises both their male and female product lines during clearly masculine programming such as Justice League Unlimited. However, GM found it hard to pass up this opportunity to share that loathing.

Balcoth: If I had my pegasus we could have chased that thing down.
GM: ”Onward, pegasus!” Trailing sparkles and little hearts, and...
Balcoth: [Not amused] Stop it. Seriously.
GM: [Changes tone, deciding to get everyone back on track, and back into the proper mindset] Seeing the massive beast flee for its life, Balcoth lets out a triumphant shout.
Balcoth: No! That's so pedestrian...
GM: Well you guys just won a hard-fought battle. You never show any kind of reaction.
Balcoth: I have problems when you roleplay my character...
GM: It's a roleplaying game!
Azheron: Ever heard the adage "To destroy your empire for victory is not a win" [Unfortunately I can only paraphrase, and now I can't even find a similar adage about Pyrric victories online, even though I’ve heard the quote before]
GM: It doesn't matter what I do, there's no pleasing you.
Verian: Maybe that's because of what you do.

The party had an interesting problem now. Although Azheron had a great deal of blasting power left, Verian (who of course, is not a full cleric) having used all his efficient Vigor-type heal spells between combats, AND cast a number of less efficient Cure spells due to the rigors of combat, was abysmally low on healing magic after repairing the damage from this second dragon attack. The party, therefore, still needed an uninterrupted rest before being ready for any more serious battles, but the dragon had established a pattern, and none of the heroes had any doubt of its swift return that same night, after it healed up once more in its lair. So the party’s choices were (as they saw things) either to camp out and await another dragon attack, including another surprise-round-breath-weapon attack (which was actually quite dangerous for the party’s fragile spellcasters), or to attempt to hunt down the dragon and confront it on their own terms (which would both deny it the surprise round, and hopefully allow the players to “buff” a little beforehand to give them the edge they so sorely needed). After discussing various alternatives (Balcoth had an abundance of plans to lay a trap using unoccupied tents as bait - unfortunately, we have had little success with such plans in the past, and eventually we all agreed that against a dragon’s superior senses it would fare no better), the party began heading in the direction of the dragon’s flight to try and catch it in its lair. Verian cast an Alarm spell on the clearing before we set out, so that if it was disturbed (say by the dragon’s return) he would know. A dragon’s range is quite impressive, so some discussion arose as to what we would more than likely encounter along the way.

Azheron: Well we know that we are back in the territory of the SFC. We don’t know how many members are in the Society of Flame-Striking children, but we killed about 3 of them, and if there were that many, they probably had a Headquarters around here somewhere.
GM: [Sighs. He is very familiar with the old complaints about the number of orc druids who magically disguised themselves as children. And while these cases often get mingled in with several other traps set out in the wilderness with doomed children as bait, the whole picture formed by such events became the precursor to more recent arguments about “Why we should never talk to NPCs”.]

Anyhow, as we followed along the side of the road which was heading in roughly the same direction as the dragon, when we spotted a caravan approaching from the other direction, our first thought was thus “how could we avoid it.”

GM: Well you can do whatever you want, but if you want to avoid them you’d better decide fast because they will be in sight of you soon.
Azheron: We could ask them if they’ve seen a dragon pass by.
Balcoth: But then we’d have to talk to them.
Azheron: True. But the question is, are we going to have to pass two-hundred more dick-caravans if we try to avoid them?
Omit: True. [There is a perception (particularly after Balcoth’s misadventures in Sigil) that when GM wants to have a roleplaying encounter, any attempt to avoid it will be punished with more of the same until you give in. Although, from GM’s perspective, it would be more a factor of either “the players aren’t doing anything” or the need to move the plot along, hence the attempts to “activate” us. ]
Balcoth: Well what should we do then?
Omit: I think we should ask them if they have any information.
Verian: I think we should just be abrupt. We tell them we’re hunting the dragon, and ask if they’ve seen anything, and whatever they say, we just keep going. They’re a caravan - they aren’t going to change directions to follow us, especially if they know we’re going after a dragon.
Azheron: Hmm, that might work.

GM said nothing, but he seemed so enthusiastic about this plan that we just had to go with it. And so it started off just as Verian said (although Azheron was using his Invisibility Ring as usual). The response was a little bit different than expected. A well-dressed but rather burly individual (and by burly, I mean a 9 foot tall ogre, who was muscular even for an ogre) rode up to answer Omit. We always make Omit do the talking whenever possible because of his high Charisma (double-digit!) and more importantly his mountain of diplomatic and social skills.

GM: [Ogre] “Huntin’ dragons ye say?”
Omit: ”Yes, a green one. Have you seen it?”
GM: [Ogre] “Green you say. Could you be refering to old Alkonomische?”
Omit: [Intrigued, and yet utterly suspicious] “Yes, I think that was the name he bellowed before attacking us.”
Azheron: With his breath-weapon... in a surprise round...
Balcoth: Completely undetectable, despite having like a 30 foot wingspan.
Omit: We’re still moving by the way.
GM: [Ogre] “Why don’t ye hold up a minute. I’ve been thinking about going after Alkonomische myself, in a bit...”
Balcoth: [Suspicious does not begin to describe it] Aw, for F***’s sake...
Omit: [Still trying to avoid getting us bogged down] ”We don’t want to waste a moment. If you’re interested you’d can run alongside us...”
GM: [Ogre] “Wait up, it can’t be all that urgent. And I’m sure there are things we should discuss before running off...”
Balcoth: I don’t care. We’re moving on. Can’t we just say “In a hurry... talk fast” while moving?
GM: He just wants to have a chat before running off in a hurry on some random quest to attack a powerful dragon. He is walking up to you and...
Balcoth: Well can I “size-him-up”?
GM: Yes, he advances by levels... you can make your check...
Balcoth: Then he’s not the dragon. “Do you have anything else to offer up?”
GM: He walks up...
Balcoth: He’s just timewalking during flavortext or something? What’s his equipment like?
GM: Large sized Half-plate armor, a fine cloak...
Azheron: [Still invisible] I fly up 40 feet.
Verian: [Perfectly visible at the moment] I’ll levitate up 20 feet. He can just keep talking as more of us are leaving the ground.
GM: Balcoth can feel his breath as he leans down for a good look...
Balcoth: I’m NOT RIGHT NEXT TO HIM. He can’t have just walked up to me or I would have done something!
GM: Okay, my mistake. Seeing your attitude then, he stopped about 15 feet away.
Verian: Fine; as long as he doesn’t Walk-a-port up.
GM: [Balking] Walk-a-port?
Verian: Because it should take at least 3 rounds...
Azheron: [Catches Verian’s drift immediately] If it’s even possible on this plane. [Ed: Recall the limitations on teleportation-like effects]
GM: [Ogre] “I thought I recognized you. You see I’ve been looking for the fabled Balcoth and his friend Verian Seth.”
Verian: ”Oh, you’re not going to find him.”
Omit: GM, I’m also levitating up.
GM: [Ogre] “No matter, the bounty on you is still more than that dragon’s hoard is likely worth. If you surrender quietly, I can promise you a quick death. No torture or nothing.”
Balcoth: ”Kiss my ass.”

At this point we roll initiative. Omit, (who usually automatically wins the initiative unless we are fighting an Air Elemental or a being of similar agility) shouting to the innocent people in the caravan to get clear, fires a volley of arrows into the Ogre, who shrugs off the damage. GM, in laying out the caravan on the battlemap, has gone with his usual adage “More scenery is always better”, in this case placing non-combat NPCs all over the bleedin’ place. A more cynical person might think they were there to prevent Azheron from using Area-of-effect spells... Another enemy hidden amidst the carts acted, a wizard firing some low-grade damage spell at Verian.

Verian: Well this guy is really intent on slowing us down. It’s too bad we’re Good-aligned; I could really clear this area with Blistering Radiance. [This spell from the Complete Arcane handbook is not very well known, has been threatened numerous times by Verian and yet never actually cast. He seems to think that it does something very impressive, and yet never finds it useful enough to actually use.]
Balcoth: ”I’ll take care of the big guy, you guys wickedly annihilate the wizard.”
Omit: Yep.

Verian Hastes the party, then Balcoth looses his hovering shield, uses a little expertise to up his armor class, and begins to battle the Ogre. It rapidly becomes apparent that this enemy, while perhaps a formidable warrior in its own right, but being giant-kin, Balcoth gets +4 AC against it, and so it has little chance against Balcoth’s already impressive defensive style. But it does activate its Cloak of Displacement, giving it a powerful defense of his own (50% miss chance) against most attacks. From another cart, a cleric casts some buff on the ogre, who appears to be the leader of their little group. Omit readies against spellcasting. For the enemy wizard’s turn, GM begins lining up spells...

GM: He casts a Cone of Fear...
Omit: We’re too far away... it’s only a 30 foot cone.
GM: Damn. Okay, forget that...
Omit: That’s a good idea though... I’ll use a Fear scroll over this way (sets up his cone to clear out all the nearby civilians).
GM: Okay, they all fail there saves and run away screaming. But the ogre and wizard pass. He’s going to cast Glitterdust...
Omit: That’s only a 10 foot burt. Remember they [indicates Azheron and Verian’s models] are flying at altitudes of 40 and 20 feet.
GM: Damn. [Is trying to think of something better to do, since as fond as he is of the spell Glitterdust, it isn’t worth the action to only hit one target]
Verian: Well, now we know it’s a bargain CR wizard: Glitterdust sucks.

Perhaps soured by that comment, GM finally has the wizard cast Cloudkill (possibly from a scroll). Azheron is well above its range, and Verian with his feet 20’ off the ground, is precariously skirting the edge (the cloud is 20 feet high, but the description specifically states that it sinks, clinging to the ground), but Omit had descended to line up his Fear cone and is caught, with Balcoth, in the nasty green Constitution-draining cloud.

Verian: [Whose restoration spells had turned into Cure Moderate Wounds castings earlier in the night] Try not to lose any Con today; you can lose Con tomorrow.
Azheron: Assuming we can rest successfully.

They each make their saves for half, but still suffer a little Constitution damage, and of course they need to move out of the cloud or suffer its effects again next turn. For his part, Azheron descends at an angle, away from the enemies, and using distance to narrow the angle he is able to get the cart-obscured wizard into view without himself entering the noxious cloud. His character, Rikkon, summons her most powerful air-magic to draw upon and magnify the bioelectricity of the Ogre and the wizard, creating a powerful Arc of Lightning between them. The hulking Ogre is seared, but gritting his teeth he hardly slows down, where by contrast, the wagon is filled with smoke from the blackened corpse within.

The fight is over reasonably quickly, despite Omit's vociferous complaints that GM's "random" movement of the Feared non-combattants had them wandering back into the middle of the fray, which Omit felt was wholly inapropriate behavior for magically panicked peasants. Verian, though hovering safely above the Cloudkill spell, is effectively immobilized, because he doesn’t want to go down, and his Boots of Levitation provide no horizontal movement at all, only vertical. Low on divine spells anyway, he contents himself with hurling Magic Missiles at the cleric. Azheron as well has decided that these foes are beneath our notice, and divides some of his lower level castings amongst the ogre (which really did have a lot of hit points) and the cleric. Omit and Balcoth took got themselves out of the cloud and took care of the rest easily. The cleric did at one point cast Command, trying to enchant Azheron to briefly attack his allies. He easily shrugged off the will save though, as the cleric was also something of a bargain-bin spellcaster. Azheron: What did he say?
Omit: [Who had heard perfectly well] He said “Please hit me harder! ...NO! Don’t shove your axe in there!”

He died soon after, leaving the ogre alone, and knowing it was outmatched.

GM: [Ogre] “You have bested me; I see now that your reputation is well-deserved. I have no desire to die for this... If you allow me to go, I will give you my equipment and all my treasure.” And he drops his large greatsword.
Azheron: ”If we kill you, we get your stuff anyway.”
GM: [Ogre] “You would get all that I have on me, but I have hidden a strongbox containing 2000 gold, plus potions and other valuables. If you allow me to leave freely, I will tell you where it is - in addition, of course, to the treasures I have on me.”
Omit: ”Are there magic scrolls?”
GM: [Ogre] “Yes, several of them, along with the gold and jewels. But you’ll never find them if you kill me.”
Verian: ”Perhaps, but it would be a simple matter to divine the location of your box, if indeed you are telling the truth about it.”
GM: [Ogre] “I know of those tricks. That is why the treasure is hidden within a box incased in lead sheets.”
Azheron: Does lead actually stop Scrying?
Verian: It stops scrying for sure, but there are a lot of forms of divination...
Omit: It stops most of them...
Verian: Anyhow... “That’s all right. I’ll just use divinations to search for the sheets of lead, but thanks for helping.”

GM looks a little stunned, as one can imagine the Ogre would look hearing this revelation. His surrender ploy sounds as though it has been thwarted simply by a little out-of-the-box thinking (or in this case, the outside of the box itself). But the next thing stunned him (and nearly everybody else) far far more...

Balcoth: ”I’ll accept your surrender, on these terms: Leave all your equipment on the ground there and then step back. Then, you’ll go back to the city and from there to Sigil. You will never come near us or take any action against us again, and you will do no more bounty hunting on this plane. Do I make myself clear?”
GM: ”Yes.” Trust me, he doesn’t want anything more to do with you guys anyway. He takes off his armor - which does take about a minute - then he carefully folds up his cloak and lays it down. “I will miss this Cloak. It will be hard to replace... but it is worth nothing to me if I am dead.” He sets down his potion belt (with money pouches) as well.
Balcoth: ”Does he have anything else magic on him?”
Verian: [Unnecessarily reminding GM of his Arcane Sight] Does he?
GM: No, that’s it. The Cloak and the sword are magical, and a few potions.
Balcoth: ”Then tell us where the strongbox is and you can go.”
GM: [Ogre] “It lies underwater in a shallow part of the river, 2 miles South of the Keep to which you are headed.” And he walks away, as the frightened caravanners watch, keeping their distance.
Verian: Not buried? Just in the river?
GM: He knew that some magic effects are unable to pass running water. That’s another thing that he hoped would conceal the treasure. Well, that was the most unexpected outcome of any encounter ever.

And so the Ogre headed back to the city, presumably never again to return to this backwards world. We’d look for the chest next session; for now, going throw the Ogre’s gear, we identified the potions as basic healing stuff, which Balcoth used...

Balcoth: His F***ing potions weren’t even unough to heal me! I should look in his wallet, find his address, and see if his family has enough money for the healing!

And that is the tale of how Balcoth got his Bonus Roleplaying XP.

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Excerpt #23

After a period of expansive blow-by-blow accounts, I think everyone has got the idea, so I'm going to try something a little different. I'm going to try and get back to the essence; just the good stuff (and less damage rolls), which should result in less work for me, but should also give you almost as many laughs in a lot less reading. At least, that's the plan.


Verian: GM, have you decided anything about the Parrying trait [for magic weapons]?
GM: I haven't settled on any particular changes yet, but the ability is definitely strong. I don't like that it's an Insight bonus.
Verian: That's sort of the point of it.
GM: Well I haven't made any changes to it yet. Balcoth, why don't you start us off: what did you guys do last session?
Balcoth: We accepted that bounty hunter's surrender in exchange for all his stuff, the location of his treasure box, and his agreement to never come back and interract negatively with us again.
GM: It was a pleasant surprise; Balcoth showed a little mercy, as befits a Lawful Good individual.
Balcoth: That guy wasn't a threat anyway.
GM: Well, that fight had been planned for some time... he was only level 9, so with his buddies they were CR 11. If you guys had fought him two levels earlier it might have gone differently.
Balcoth: [Completing his account] ...Then I got us some horses.
GM: [With irony] Balcoth did "negotiate" the purchase of some horses...
Balcoth: Why do you roll your eyes when you say "negotiate"?
GM: Your method was dubious.

[Balcoth, as we were getting ready to pack up at the end of last session, rather forcefully negotiated the purchase of two horses from the stunned merchants of the caravan. Although Balcoth's offer was more than fair (double book price), the caravan was unwilling to part with the mounts for their outriders, but eventually he managed to "guilt" them into selling, pointing again and again to how we had saved them from the violent rogues in their midst, and mentioning at least once the efforts that "our side" had gone to in the battle to avoid collateral damage. Though surely it was not the good dwarf's intention, the caravan master may have felt bullied into the transaction.]

Balcoth: The horses are just temporary until I can get a pegasus anyway.
GM: [In the now-familiar refrain] "The magic of pegasus..."
Balcoth: What's your problem with having a pegasus? It's a fantastic mount.
GM: You don't see Barbie(TM) riding around on a Spider-Eater [the other mount Balcoth previously wanted].
Balcoth: That's cause they cost 8500 gp to train.
GM: Oh yeah. When has there been any connection between economics and Barbie? [Letting the pegasus argument go for now] So have you guys rested yet?
Azheron: You already said we can't rest until we kill that dragon.
GM: [Indignant] I never said any such thing! Eh? Tell me when I said that... since I never did!
Omit: You may not have said it, but it's effectively the same thing, if the dragon has clerics back at that fort, so that it can just heal then come right back.
Azheron: Actions speak louder than words.

[GM, able to see the situation from a different perspective is infinitely frustrated by the degree to which the players have taken their guesses and assumptions from a week ago and mentally converted them into facts. At this point, though, he just plain gives up on correcting the players' impressions.]

GM: There is another thing we need to work on... We need to eliminate all the out-of-character comments while we're playing.
Verian: [Dismissively] Okay.
GM: So anything you say while we are playing will be taken as in character.
Azheron: Okay. "Help me allies, I require healing magic as my hit points have fallen below 20!"
GM: And, as such, we need to keep all the game-terms out of it. You know, "In-character".
Balcoth: I refuse to do what you're saying.
GM: [Holds up his open hand, shaking it in anger] Grrrrrr!
Verian: [Sarcasm] I believe that was in character.
Balcoth: Do you actually expect us to say "Mr. Speaker:" every time we talk?
Verian: I believe that's the idea.
GM: Not exactly. We just need to formalize a little; when you speak to each other, you do so in-character. When players speak to the Game Master, me, you suggest a course of action.
Balcoth: [Intent on moving past this] We should look for the [lead] box.
GM: You say "I begin looking for the box."
Balcoth: [Very flatly] I begin looking for the box.
GM: To which I reply: "Of course."

And that was probably the last use of THAT convention. Within minutes the players were back to debating courses of action, heavily couched in game terms. After a little discussion and much to GM's exasperation, the players decided that although there were other pressing concerns (mostly imminent dragon ambushes), the players were carrying a 50,000 gp Cloak of Displacement(Greater) from the ogre bounty hunter, plus some other saleable gear, and so they decided to head back to Synetra and go on a shopping spree. Not at all put off by the fact that they had so recently been kicked out of that same city, Verian got out his various wardrobe cases and switched from his usual 'roguish' clothes to his loose grey-hooded "generic cleric" robes, which fit overtop his usual ostentatiously patterned Cloak of the Arachnida. Azheron, of course, triggered his Ring of Invisibility with a simple act of will, allowing him to fly amongst us unnoticed (and making him a VERY nasty surprise for anyone fool enough to attack the party). Balcoth (as he has done many times before) borrowed Omit's Hat of Disguise: at first he thought he'd become an elf (NOBODY would suspect the gruff and mighty Balcoth of disguising himself as an elf), but that prospect rapidly grew unappealing to him, and so he went with a human "old man" appearance instead.

So adorned, the party got the rest of the way back to town without trouble, and they talked themselves in: a "priest of Pelor", an "old man", a gust of wind (which flew unseen and which would only start launching fireballs if negotiations failed, or if it were referred to as a faerie or pixie), and Omit (who was too skilled at the manipulation of truth and men to even bother with a disguise). When the guards focused some basic questions (surprise surprise) on Balcoth, he gave terse but acceptable replies. However, GM knew how "skilled" Balcoth was at the deceptive arts, such as changing his voice, and therefore did not want to let his disguise get off quite so easily.

GM: [Guard] "Perhaps it is just my ears, but I could swear your voice speaks of youth..."
Balcoth: [Strongly feels that GM is missing the mark here] GM, I'm a dwarf.
Verian: The average dwarf sounds like an old man.
Balcoth: I'm like 80 years old.

Finding it difficult to argue that point, GM let it go. Just once more we were stopped; this time by some peasants seeking Pelor's blessing for a sick old woman. And Verian, in his modest robes and wearing Pelor's symbol prominently on his amulet (his real holy symbol hung down his back on the very same chain) dismounted and followed them back to their hut, where he used the divine magic of his prayer-beads to cure her of disease, and used his multifaceted knowledge of religions to bluff his way through the appropriate Pelorite mumbo-jumbo to ease their minds. Then he got back on one of Balcoth's new horses and headed out with the others to the market, in order to sell off our blood-spattered loot.

GM: [Sarcasm] So, you're here. What are you going to do? Rob street urchins? Pester city guards?
Omit: Yes GM, it's OPPOSITE LAND!
Azheron: We should find an inn where we can rest.

[And so our loot-pawning-and-upgrading rampage is itself delayed by the prospect of possible safe rest. While GM steamed (silently cursing how, in his eyes, his campaign had degenerated into the "rest-every-five-feet" rhythm of an old SSI game), we found a good upscale inn with nightly fees in silver, and only a few copper per horse for stabling, and Balcoth, appreciating the service and reasonable prices, gave the stable boy a massive 2 silver-piece tip. This time, what shocked GM was not the generosity, but rather the disparity: the character Balcoth wouldn't give the slime off his boots to a beggar, and all the players complained no end at the converted dollar values of the fees demanded by outgoing enterprising poor people as would-be city guides... and yet here he was, tipping between $10 and $100 (depending on you assumptions in silver-to-dollar conversions) to some kid with food, shelter, and an easy job (by medieval standards).]

[GM attempted to highlight this percieved discrepancy and to play devil's advocate for the plight of the chronically poor (despite GM's own slightly more fiscally conservative leanings), while Balcoth espoused the perspective that he would rather reward useful members of society than the ones who have annoyed us so much in the past. But somehow, somewhere amongst these points, Balcoth was reminded of another action of the chronically downtrodden, leading to a highly unexpected tangent, as he proclaimed... ]

Balcoth: We should have looting and rioting in Canada. I'm jealous of France. [Once again, Balcoth's flawless poker face and deadpan delivery means it is usually impossible to discern how serious he is] ... burn things down and get stuff done...

Anyhow, after spending a night of game time resting unmolested to replenish our spells, we headed out towards the market to cash in our spoils. GM allows us to purchase any standard DMG magic items as long as we are in a city with access to the interplanar marketplace of Sigil, and so he was mostly ignored as the players flipped through pages and tossed books around looking for upgrades. Balcoth quietly mathed out his upgrades, while Verian and Azheron borrowed money from Omit (who himself was always replacing scrolls and potions that he used, but always had cash left because he rarely purchased any permanent items for himself). Azheron (with a 5000 gp loan) upgraded Rikkon's Cloak of Charisma from a +4 to a +6, increasing her spells' save DCs and her number of daily castings, while Verian used his own share of the proceeds to add the Parrying property to his Masterwork Silver Spiked Gauntlet (which is technically a weapon), claiming that it had nothing to do with concerns GM had raised about that same power at the beginning of the session, and that Rhaek had purchased the gauntlet at character creation with this very upgrade in mind. He then borrowed 500 so that he could afford a scroll of Detect Scrying to add to his wizard spell list. This might have been a good investment, had he ever subsequently memorized it...

Balcoth quizzed Omit about extradimensional storage items, as he looked for a way to store large quantities of equipment and/or loot:

Omit: I use a Quiver of Ehlonna. It can store a pretty much unlimited quantities of long thin items. [It should be noted that Omit has BOTH the Quiver AND a Hewards' Handy Haversack]
Balcoth: So if we found a bunch of adamantite, I could file it down into bars and store them in there?
Omit: Yep, as long as they are narrow enough to fit in it.
Balcoth: Wait, so I could disassemble my ladder and fit it in there.
GM: [Mumbles, mostly to himself] I really dislike the Quiver of Ehlonna.
Omit: What?
GM: It's too open to abuse.
Omit: [Has this look on his face like "You want to NERF the QUIVER?" but doesn't want to voice this concern lest GM really consider it.]
Balcoth: You want to nerf the Quiver?
GM: It's not really under consideration right now. But if there was a D&D 4.0 it wouldn't make the cut.
Balcoth: [To Omit, within minutes] So you could fill it with sausage, and then you'd never have to carry food.

And no discussion of magical storage items would be complete without Azheron brining up another book or module which corroborates the existance of the mystical "beer-hat for potions item."

Azheron: It's like Fast Heal, only more expensive...

But soon enough we were back on the road, ditching out "disguises" and preparing for endless nights of multiple dragon attacks. After a day of travel, we camp out a ways from the road, but the first encounter (during Balcoth's watch) isn't quite the same. A lone horseman hails us.

Balcoth: I wake up Azheron.
Verian: Is that in character or out of character?

Although his relaxed position and closed eyes indicated otherwise, there was enough life left in Azheron to give Verian the finger. Then the rider shed his illusory disguise, and revealed as a massive pincer-clawed Glabrezu demon (we fought one before), it cast a Quickened Mirror-Image spell and Powerword Stunned Rikkon, who was flying 20 feet up at the time.

GM: How many hit points do you have Azheron? [There is no saving throw and virtually no defense works against Powerword Stun, but its duration is determined by your current HP]
Azheron: Like a rough estimate?
GM: Rough estimate my ass! A very precise estimate!
Azheron: 67.
Balcoth: [Sounds a little put-off] That's not many hit points.
Azheron: Well it's kindof hard with my d6 hit dice.
GM: [After rolling some d4s behind the GM-screen] You are stunned 5 rounds. And you take some falling damage. Omit, you had readied your action right? Were you going to do something?
Omit: I was waiting for the rider to do something offensive.
GM: Powerword is pretty offensive.

And so Azheron might as well have gone back to sleep (not that he was asleep in the first place) as he was unable to act and defenseless for 5 rounds, which is a lot like 5 years in combat. Omit started mowing through the Glabrezu's protective illusions with a barrage of arrows, and Balcoth enlarged himself with a potion, stepping up to the muscular dog-faced bipedal demon which loomed over him with two bulky fists and two additional arms with massive crab-like pincers - more than 4 times his normal non-enlarged height and well-exceeding twenty times his usual dwarfy mass. Much as it would like to slaughter the hapless Mephling, the demon's bloodlust and pride could not resist the brazen foe who challenged it thusly. While Verian heroically spent one of his level 5 spells on personal protection, the Glabrezu (after a couple tries) tripped Balcoth and tried to stab him on the ground (with VERY limited success).

GM: Nice of you to heal Azheron, Verian.
Verian: He was too far away. Besides, the damage from falling 20 feet didn't exactly cripple him.

For the next four rounds, the battle continued as such: Balcoth stood up to the hulking monstrosity and they traded blows, neither inflicting all that much damage on the other (the Glabrezu, because of Balcoth's high armor class, and Balcoth because of the Glabrezu's okay AC, it's formidable damage reduction, and it's 3 daily Quickened castings of Mirror Image... actually Balcoth's own Dwarven Defender+Adamantite Damage Reduction was not too shabby either), while Omit's arm pumped furiously as he shredded the false images with arrows as fast as he could, trying to keep them down so that Balcoth could do damage, and Verian would occasionally cast Haste or Dispel some of the demon's non-Mirror Image buffs or something, none of which was impressing Balcoth much as he was effectively soloing a powerful melee opponent. That isn't to say that it was boring:

GM: I wanted to cast Chaos Hammer, but it won't do much. [Although we weren't sure how it could tell that 3/4 of the party was of Chaotic alignment and therefore could not be harmed by that Chaos magic] I could fireball... but I'm just going to beat on [Balcoth] instead.
Verian: Ah yes, Chaos Hammer. When their advertising slogan is "Sometimes it's better than Ice Storm." [Ice Storm, though not wholly worthless, is still a 4th level attack spell which is worse than most 3rd level attack spells.]

[Later...]

Balcoth: [Tired of being tripped, because trip attacks use only his Touch AC] If not for slot and stacking restrictions, I'd have so many +1 rings. [Alas, there's probably some reason they don't want us spending 30,000 gold to get +30 AC]

[When it finally ran out of Mirror Image castings (or quickened ones anyway)...]

Omit: I shoot the Glabrezu. My first shot hits and deals 9 damage.
GM: It inflicts no damage.
Omit: [Having forgotten this minor detail] Shit, needs Good-Aligned [weapons]... uh, that was a shot-on-the-run while I move over here... yeah...
GM: Or not.

[Balcoth just got hit by two attacks, dealing 13 and 6 damage respectively.]

Balcoth: I take 7... Half of one blow is warded away, and I spit on the other. [6 points of Damage Reduction can be a beautiful thing]

[Though far from losing, the Glabrezu soon saw that it was not winning either, so seeking an advantage, it used a scroll to cast Cloudkill on Balcoth and the fallen Azheron in hopes of gaining an advantage. Balcoth, over the course of the campaign, has grown scornful of the power of that spell, simply ignored it and fought on amidst the choking toxins. Azheron (not having had anything to do for the last half-hour) seemed to be drifting off)...]

Verian: Azheron? You're getting Cloud-killed. [Verian farts audibly] That's not what I meant! That was totally unrelated!

But Azheron can do nothing other than make his saving throw, since the Stun won't wear off until the following round. Meanwhile, though unconcerned about the Con-draining cloud, Balcoth is becoming concerned with the fact that he was the only one inflicting any damage on our enemy.

Balcoth: If you guys could take some offensive action if would be good.
Omit: [A little defensive] I put lots of arrows in him... [He was busy pondering whether to risk approaching the beast to use an Align Weapon potion on Balcoth's axe, or whether he'd be better off just Good-Aligning his own bow and continuing to strafe from afar]
Verian: [Also defensive] I've been dispelling and stuff. I lowered it's armor class somewhat, but it had a lot of buffs [Claims the one whose character's Permanencied Arcane Sight allows him to count such things on the fly]

[But the next round, Rikkon regained her senses, much to the dismay of the big brute which simply hadn't found time to run over and smite the Mephling while she was helpless.]

Balcoth: Azheron: your mission is to first move out of the cloud.
Verian: I think he has that covered.
Azheron: [When his initiative comes up] I fly up out of the cloud...
Balcoth: Buff me!
Azheron: With what, Fireball? Okay, if you want it. [Rikkon is a Warmage, remember. His total spell knowledge is approximately as follows: Wall of Force, and 30 different damage-spells]

The demon spun around, reaching as low as it could with its dorsal pincer arms, and it was so large that doing so kicked up a cloud of dust that blew up against the putrid green mass of the Cloudkill spell. Below the base of its kneecaps the dwarf coughed through gritted teeth, and seeing the claws sweeping down towards him he braced himself against that direction. The crab-like carapace deflected off the solid armored wall of muscle and adamantite plates, but the impact, though not even strong enough to make the warrior's feet leave the ground, shifted his weight just far enough that the second claw, striking higher, toppled him as the Glabrezu completed its spin. Facing its grounded opponent, it gave a hideous pulsing laugh so deep that it carried internal echoes from it's massive lungs. The brimstone that sprinkled down from its mouth should have been an ominous portent, but to the dwarf who rolled over, pulled his heavy boots beneath him and struggled to his feet, it was quite the opposite - that he could feel and smell the burning char signalled that the slow pushing of the wind was moving the poisonous magic cloud away from him. As the demon clutched together the fists of its lower, more human-like arms to launch a heavy haymaker while the dwarf was offbalance, that round spiked shield - that infuriating shield, which moved of its own accord, flew in the way and deflected the downthrusting blow before it could strike its owner's little bearded head. His smug bearded head.

As the shield returned to ready position, levitating 4 feet off the ground, around Balcoth's shoulders, he stood up straight and hurled down the gleaming shortsword from his offhand, and moving forward a single step he stomped upon it and planted his foot there.

"Keep your F***ing beady eyes off my Luckblade!" he shouted, grasping his enchanted Adamantine axe firmly in both hands and pulling its head back almost touching his shoulder, waiting for the next attack.

The demon glared down with "beady" eyes which were in truth larger than its diminuitive opponent's head. It had heard the curses of mortals inumerable times and they meant nothing, but usually they were cursing over lost friends, loved ones, limbs... rarely had it met with this sort of bravado. It glared down with focused hatred, and when a lone arrow struck six inches into the dead center of its left eye it did not even flinch. It scarcely seemed to notice as the arrow was pushed back out, dropping free without leaving so much as a mark. Though fired from a magic bow, it lacked the holy power needed to penetrate the unholy protections inherent to the demon's body. It paid no heed to the puny fiendish half-breed who yelped "Shit!" and thought twice about firing the next arrow, or to the spider-cloaked weakling who wielded feeble magics with all the pride and foolishness of mortals who thought they understood a little about the universe. It even forgot about the tiny winged female whose arcane power had been removed from the battle with but a single profane word... it would crush her fragile beauty later. But more than anything right now it wanted to tear that armor apart plate by plate and rend the flesh within - to lay low the hubris of a mortal who thought he could withstand the might of its ancient evil...

Extending it's right arms in a huge backswing, the Glabrezu set upon the dwarf, briging a claw down upon him with the mass of a large cow and the meteoric force of a 30 foot swing. Against a move telegraphed from so far away, Balcoth shifted his far leg behind him to brace and blocked with the haft of his weapon, with both arms locked - elbows straight - commuting the force through his rigid armor into the ground and digging 5-inch furrows beneath his feet. The follow-up blow from the smaller fist he shrugged off with an impudent shoulder check, then (without taking his eyes off his foe) quickly moved the back foot to recover his valuable sword on the ground. The fact that Balcoth could weather its scything blows and still have time to worry about material posessions infuriated the demon further as it brought down the opposite arms. Balcoth's shield flew up and deflected the lower, smaller fist before it even reached him, and his axe flashed out, knocking aside the massive pincer and following through a little ways as the demon's arm pierced slightly into the dirt, then with unexpected speed and visciousness the dwarf spun back the other way, slicing a two-foot long gash across its wrist. Gallons of demonic arterial blood splashed all over the right side of his armor, but only one heartbeat-worth; the impenetrable evil that bound its flesh instantly healed the artery, quenching the flow. But as the arm recoiled, the full length of the wound remained clearly visible - only a little of the cut's depth had healed.

"You see this?" Balcoth declared, very loudly, sure, but with a calm that belied the seriousness of the battle, and he held up his mailed fist, with one glowing red-jewelled ring worn overtop, "I pried this magic ring off your pall, Bismatorak. I suppose he put ya up to this? Well he played you for a fool. You're no more powerful than he was, but I'm a lot stronger than I was when I beat him. When I send you back to him, tell him to quit wasting his time!"

Before the demon could respond, a volley of force missiles blasted it right between the horns, powerful enough to make it look up at the Mephling female which was airborne again, then three more of the levitating Tiefling's arrows hit it in the face - each within three inches of its temple - and this time they struck true, stinging with Good magic. It bellowed at the pain, then looked quickly down to where Balcoth had taken advantage of the brief distraction, with a flight spell emanating from his boots, hurling himself axe first towards the demon's massive chest...

With Azheron back up and Omit's bow treated with the proper magical ointment allowing him to penetrate the demonic Damage-Reduction, the party's damage output doubled or tripled, and the Glabrezu was vainquished in relatively short order. It was already getting late, so after a brief round of traditional "ambushed at night" complaints from the players, we finished up for the week.

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Excerpt #24

GM: Azheron, would you start us off by recounting the events of last week?
Azheron: We got to rest...
Verian: Yeah, what the hell was that? [GM rolls his eyes]
Azheron: A Glabrezu ambushed us...
GM: Ambush is such a harsh term...
Azheron: [Unrepentant] ...attacked us and we killed it.
GM: It allowed you to defeat it, and is currently regrouping to attack again in 99 years.
Balcoth: [Adding his own executive summary] We sold the cloak, got stuff, enhanced other stuff, then killed the Glabrezu that was silly enough to think it could kill us.
GM: Speaking of upgrading items, you've reminded me: how much resistance would there be to forcing you to sell items (at the standard 80% rate) in order to upgrade them.
Azheron: Gee, let me guess.
Omit: What the hell? No.
Verian: Thus eliminating the advantage to upgrading an item instead of buying a new one?
Balcoth: That's ridiculous.
GM: Well as it stands it's an imbalance in the system; you get around the sell value by upgrading.
Verian: You could eliminate the flaw in the system by restoring full sell values.
GM: [After a few moments of bickering, this time GM was the one whose voice provided no information] See? It's set the tone. Everybody against GM.
Balcoth: [Explaining with deliberation] I spent 17000 enhancing some items; one axe, one head of another axe...
GM: I hope this story is going somewhere...
Balcoth: If I had to pay 19000 for it, or 21000 or whatever, it would be annoying.
GM: I'm suggesting a change that would be a positive contribution to the game...
Azheron: And by "positive contribution", you mean "F*** you"?
GM: Why are you guys invulnerable to logic?
Verian: We're as vulnerable to logical arguments as you are.
Omit: [Who for some reason finds the last couple statements hilarious] That's a good one!

Soon, we got started...

GM: You rest relatively uneventfully.
Omit: Relatively? Did something happen then?
GM: No, nothing happened.
Balcoth: Oh - I steal that big horse.
GM: [Rolls his eyes once more]
Verian: The "giant horse of plothole?"
GM: The horse that doesn't exist!

[Backtracking a little; the previous session, the Glabrezu initially appeared in the guise of a lone rider. Rider implying a horse. Initially, it dismounted before dropping the illusion (and popping a Quickened Mirror Image), however, GM soon realized that, being a Huge creature (as opposed to large), even a particularly massive horse would be insufficient to survive the demon's crushing weight. So the horse was retroactively deleted; it wasn't a rider, more of a walker... There were some frivolous complaints at the time, but we really had more important things to worry about (like Powerword Stun, Reverse Gravity, and a four big powerful demon arms).]

Balcoth: Well how good are these horses I bought?
GM: They seem fine... they're horses. Unless you have knowledge of horses...
Balcoth: I do.
GM: Off what skill?
Balcoth: Animal handling.
GM: That doesn't include knowledge of horses.
Verian: "Handling of all animals except horses."
GM: It's Knowledge[Nature]. [There is a knowledge skill associated with each type of creature, and wild animals (which one could presume to include all animals since there is no separate skill) are off Knowledge[Nature]]
Balcoth: I have that.
Omit: He has ranger levels...

We head on down the road, but (due to our rest being interrupted and resuming) we are now travelling late at night, and the patrol of highway guards we encounter treats us quite suspiciously, starting their questioning (as always) with Balcoth.

Balcoth: Timo, explain to these gentlemen what we're doing.
GM: Excellet; good roleplaying Balcoth.

GM rewards Balcoth's good sense in using the pseudonym (Timo) which Omit generally reserves for people he doesn't want to deal with - not so much an XP reward, as the reward of forcing Omit to do the talking instead of him. The guards quiz Omit, who fakes his way through using his Knowledge[Nobility] skill to claim we work for a local Lord (but not local enough to easily check up on us). Because its a sad fact that simply explaining that we are dragon hunting (the truth) would be less likely to succeed.

Omit: I guess we're back to the realm of the ass-mob.
GM: You come to the fabled fork-in-the-road...
Azheron: I pick it up.
GM: [Choosing to ignore that] You have noticed a distinct lack of travelers on the road.
Omit: Cause they've been eaten by the black dragon.
GM: You don't know that.
Azheron: It was actually a green dragon. [Well, they do both breathe acid, their breath weapons just have different shapes]

We head off the road to find the ogre's treasure box. It is where he said, sitting on the bottom of a river (running water to throw off divinations and such); a small lead cubic box, containing 2000 gold and some cheap potions (as promised), although the "magic scrolls" he promised were just a bunch of junk manuscript. GM pointed out that the Ogre (though a good fighter) probably didn't know a scroll from a hole, and we could hardly say we were cheated. Then we set out upriver towards the fortress where the dragon was reputed to have moved in.

GM: You guys are entering light woods now...
Omit: I burn them down.
GM: Really?
Omit: [With the fire reflected in his eyes] Yes.
GM: You realize that is a felony... [All woods and such belong to the King]
Verian: More importantly, it would attract a lot of attention.
Omit: Well I'd rather fight the dragon out here than in the keep.

[Omit and Verian got into a strategy argument, Verian preferring the possibility of finding the dragon before it found us, allowing us to buff first and maybe even get a surprise round. Then all the player began debating with GM, about what constitutes "light" woods, since GM was currently populating the battle map with a very high concentration of trees in preparation for an ambush. He gave us some more DC 40-ish spot and listen checks so we could fail to detect our assailants, and then we rolled initiative.]

With a surprise round, a Gelugon and a Hamatula (there's lots to describe, but if you don't have the monstruous manual handy, just think "Ice Devil" and "Fire Devil") decloaked from what we can only presume were Potions of Invisibility. The Ice devil hit us with a Cone of Cold for 54 damage, and the Fire devil cast a 2-ray Scorching Ray at Verian, dealing another 29.5 damage to him... then we started the first round.

Omit fired off a couple arrows, rolling very good damage against the Fire devil, but still not penetrating its Damage Reduction by much. His bonuses are so high, we should probably let Omit attack WHILE the rest of us are rolling for initiative. But knowing that Verian had a hard time keeping his Demons and Devils straight, after attacking Omit (in character) shouted out:

Omit: "The bug one [the Ice devil] is immune to Fire and Poison!"

In response to his arrows the Fire demon charged Omit but missed, and with a mere sidelong glance it fired a Quickened Scorching Ray spell, hitting Verian for the better part of 30 damage again. When Verian's turn came up, the Xeph Mystic Theurge cast Greater Invisibility, activated his racial burst-of-speed power, and ran 60 feet away, taking him clean off the map...

GM: A little early for you to run off the board... unexpected.
Verian: [Somewhat incensed] Why is it unexpected? I was hit by 3 ambush spells before being able to act!

Azheron fires off an Acid Orb, inflicting some 30 damage on one of them, less their acid resistance (which translated to about 1/3). He was rewarded with another Cone of Cold. We often get into these pythagorean geometry debates about area spells and targets at different elevations, and as often happens, there is some confusion and/or disagreement about how many of the targets can be hit (which is further muddled by the difference between the mathmatical/true geometry of, say, a 60-foot cone which is defined as a cone 60 feet in length and 60 feet wide at the widest point, and the diagrams in the back of the book which map AoE areas onto battlemap squares, which often appear to leave inconvenient diagonal holes, and which don't take into account 3-dimensional target arrays).

GM: [Lining up the cone, GM is open to advice] Any idea that results in hitting Azheron and someone else is acceptable. Any idea that results in not hitting Azheron is not acceptable...

Balcoth advances, drinking a potion of Enlarge Person (if you haven't noticed yet, these have worked their way into his repertoire as a necessity - not for all situations, but he buys enough at every town to ensure that he always has the option). Omit hits two more times, but after rolling max damage last time, he rolls minimum this round, and neither arrow inflicts a point of real damage. The Fire devil then Scorching Rays Azheron for twenty-some damage, and the Mephling (who was fortunate enough to have passed both Cone of Cold saves) activates the Ring of Invisibility and FLIES the HELL away.

GM: So you're running.
Azheron: Yeah, and I'm not coming back.
GM: And Verian's busy plotting how not to die...
Verian: I'm trying to plot how to get back in and help as soon as it is possible. [Still invisible, he heals himself and moves afterward in case they noticed his spellcasting]
Balcoth: Well screw this! I'm not fighting them all alone. I'm leaving...
Omit: I'm still here.
Verian: You just have to hold out for-
Balcoth: Don't try to talk me into doing this!

So after the other players convince Balcoth to hang in there (or more accurately, they sway him just enough to keep him from immediately running, and let momentum take him the rest of the way), he tells Azheron:

Balcoth: I'm thinking of abandoning you. All you ever do is die. You get beat on and then flee...

[Azheron responds with frequent (and slightly heated) references to a lot of his previous characters, and to the ways in which they came to be "previous" characters.]

Omit: [Not really helping] He's totally going to launch your ass into outer space.
GM: Omit, the [Ice Devil] makes his check... he's aware of your Faerie-Dancing-Crap.
Balcoth: He means your Evasion. Of course, if one of GM's mobs used it, it would be Evasion, but because it's you, it's Faerie-Dancing-Crap.
Omit: You're right! So it's named Faerie-Dancing-Crap now. [He gets out his eraser and starts changing his character sheet.]

Omit uses a potion to Good-Align Balcoth's weapon so that he can inflict full damage on the devils, and he begins beating on them (and continues to do so from this point on). Then the Fire devil Scorching Rays him, with the two rays dealing 14 and 20 damage, respectively.

Verian: [Confidently] The majority of your blow is warded away.
Balcoth: [Sullen] No.
Verian: You don't have that ring?
Balcoth: [Glaring daggers at the confused Verian] I sold it.
GM: Ah, in that case it will Quickened Scorching Ray you as well.
Balcoth: No, it's done its action already... you were done. I'm under like 1000 lbs of metal; it can't tell how much I was burned.
GM: It knows its spell wasn't resisted.
Balcoth: It can't see like blisters or anything! There's no skin that it can see.

GM and Balcoth debate the point, which seems quite silly to Balcoth in this instance, though admittedly it is our normal convention that casters are aware of the relative success whenever they cast a spell (whether each target passed or failed their save, Spell Resistance, energy resistance etc...), and then there is the issue of "hit points as an abstract concept" and such. Omit and Balcoth keep battling the devils, though Balcoth is getting very concerned about his health levels, and Verian finally comes back, getting close enough to cass Mass Resist Elements[Cold] on them (and himself), largely negating the usefulness of the Ice Demon's Cone of Cold spell and several of its other powers. As soon as Verian does something at all useful, Balcoth attention falls back to Azheron, who has officially run so far off the board as to be considered out of combat.

Balcoth: I died more than Azheron if you count the total number of HP suffered... I died more than Azheron has ever died if you count all the damage I took just on the plane of fire.
Azheron: F*** you.
Omit: The NPC cleric [who we had for one day because Azheron was unable to attend that session] absorbed half the damage with Shield of Faith.
GM: [Remembering fondly] You just baked in the Walls of Fire.
Omit: And the bugged dragon with the Maximized Breath Weapon - the cleric almost exploded from soaking Balcoth's damage.
GM: Anyway, Azheron, you're up.
Azheron: I continue to fly away.
GM: [Moments later] Did Azheron do anything?
Azheron: I flew away.
GM: Are you just going to abandon them? Aren't you far enough away?
Verian: He can't be far enough away.
Balcoth: [Bitter] Everyone wants my contribution to be "a big meat bag".

Omit gets out a big potion and heals Balcoth for 33, and suddenly GM realizes that Balcoth had been very stressed, concealing how injured he was while trying to secretly signal Omit.

GM: Aw, Verian you Bastard! I couldn't have NOT killed him!

Had he been able to Cone of Cold just once more (another 50 damage, save for half) there was a good chance (in his eyes) that Balcoth could have been knocked down to negative hit points, allowing the devils to stomp over the other players, or at least force them to flee (abandoning Balcoth to die). But GM now realized that the cold resistance from Verian's spell had thwarted him, leaving the Ice Devil to fight the old fashion way, and thus having to deal with all Balcoth's considerable melee defenses. The players took this opportunity to complain about how "focused" and "engineered" the two devils were. As soon as GM let slip that he had swapped out one or more of the monsters' feats (trading the Fire devil's butt-useless Alertness feat for the one that let it cast Scorching Ray as a Quickened spell 3 times per day), accusations started flying wild.

GM: I did not take Empower Spell-like ability for the Ice Devil. I only switched that one feat for the Fire Devil.
Azheron: Oh yeah, "only".
Verian: That's true, if you had taken it you would have Alpha-Striked away Two party members!
GM: Whatever.
Azheron: That's exactly what would have happened!
GM: Up yours!
Balcoth: UP YOURS!
GM: [We get on track for at least half a combat round, until] Azheron, are you just going to sit out the whole battle?
Azheron: Well I can't do anything else; if I use even use a potion I break invis [That's not the official rules, but GM ruled a long time ago that ANY spell (not just offensive ones) including potions should break Invis, and it is one of the rulings that does affect enemies as much as players].
Balcoth: Your best action would be to eat one attack.
Azheron: [Gives a very heartfelt middle-finger to that rather cruel sentiment]
GM: How close [to death] did I get Azheron?
Omit: Single digits.
Azheron: [Displays his index finger some more]
Omit: Okay, single digit.
Verian: There is nothing he can do after getting Alpha-Striked like that; the only reason I was able to get back into the fight, after 3 rounds, was that Rhaek has a very broad array of magic utility stuff. Rikkon is a warmage, so Azheron doesn't have healing options, or powerful defensive buffs to fall back on.
Alpha-Strike: is a term from FASA's Mechwarrior/Battletech universe, referring to a maneuver where you expend all your ammunition in one all-or-nothing strike. GM has taken quite a loathing to our use of the term in describing (usually AoE-intensive) ambush attacks, but then, he doesn't like our frequent use of the term ambush either. I mean, we have a perfectly good DC 40 spot check to detect it! But anyway, it should be noted that the term first cropped up in our D&D sessions with GM describing why, in his opinion, Psions are much more powerful than the spellcasting classes in the basic Players' Handbook.

From this point, the Devils had lost or used up their greatest weapons (Cone of Cold and Quickened Scorching Ray) and although their melee abilities were reasonable, the Ice devil even formidable, they had a difficult time dealing with Balcoth. Omit, as usual, deftly avoided any significant hand to hand attacks, with his armor class more than sufficient to deal with ranged attacks (even ranged TOUCH attacks) - and it helped that his Evasion ability and his high Reflex saves insured that he had taken no damage from the area attacks. And although Verian was forced to play "round-and-round-the-mulbery-bush" with the Fire devil, keeping a large ridge inbetween them as it tried to spot the tiny distorshions from invisible movement to pinpoint where he was, he was finally able to start casting "useful" spells such as haste. As such, they were able to bring the situation slowly under control, and once Balcoth slew the Fire devil, even though it was the weaker of the two, Verian started casting slower (but more efficient) heal-over-time spells, declaring:

Verian: Well, combat is basically over. Time to start post-combat healing."

Soon after, the Ice Devil tried to flee, but with our Hasted movement (and Verian even started using his minor attack spells) it was hunted down and finished.

GM: Another battle where you guys whined and complained, and yet nobody died.
Balcoth: In 99 years, 8 hours, some guy's gonna come back and attack me. In 99 years, 23 hours, another guy's coming back... I'm gonna have a busy day.
GM: If you live that long...

And how could a gaming night be without the old standby, the "pegasus" discussion. I don't remember just how we got here, but I believe GM asked what provoked Balcoth's recent fascination with acquiring the mythical winged horse as a mount:

Omit: Balcoth saw the speed on [the] Pegasus and flipped out.
Balcoth: You get a black Pegasus; it flies at 78 miles per hour. That's faster than the Speed Limit in the US.
Omit: You'd be flying. There's no Speed limit in the sky.
Balcoth: True. But say I was flying down the highway at street level...
GM: Spraying around trails of faerie-dust and butterflies in your wake. [Tries not to break into "the tune"]
Balcoth: [Valiantly ignoring him] I should get a lance for my pegasus too. Get that double damage on a charge...

Balcoth shuffled around in his armor - he'd had a pretty close call, caught between two devils, but the dwarf wasn't the type to show any fear, and perhaps it was that same trait that made him unable to relax after such an event. Destroying monsters and knowing that they simply woke up back in their home dimension - that there was seemingly no risk to them - was unsatisfying and left him... grumpy.

With a shimmering, Rhaek appeared out of thin air as his invisibility spell wore off, though his appearance was still far from substancial, as he was blinking rapidly in and out of the etherial plane from another powerful defensive spell. The man, whose glowing blue eyes remained concealed behind that strange black blindfold, looked over the site from whence the Gelugon's corpse had just discorporated.

"No loot", he pronounced dismissively. He had long ago bound the Arcane Sight to himself permanently, allowing him to scan for enchantments at a glance, so if the devil had left any valuable material-plane items he would have seen them. His words were muffled by interplanar distortions at the moment, but Omit thought he sounded particularly tired.

"That was my kill, Rhaek. I don't want to hear you takin' credit for that, just cause your Magic Missiles put it out of its misery." Balcoth pointed an accusing finger.

"I wouldn't dream of it, and I'm certain that if its filthy body had stayed in this plane, it would have been clear to any observer that the primary cause of death was one of the many gaping axe-wounds. Are you healing well?" Rhaek deftly changed the subject, referring to the powerful, slow acting curative spell he had applied during the fight.

"I'll just walk it off." But Balcoth found it difficult to complain further, as the divine warmth continued to relieve both his cold and burn injuries.

"Omit, have you seen Rikkon? If she found a third devil lurking out there..." Rhaek trailed off, gazing in the direction she had flown off to. In fact, Omit had been scanning the sky for signs of her, and was pretty sure he had seen the telltale ripples of invisible movement a moment ago. Before he could even answer, she broke invis a few feat away.

"Where've ya been? I would have thought you'd at least show yourself after the fighting ended," reprimanded Balcoth. Omit had journeyed with the dwarf long enough to know that he wasn't as cruel or angry as he sounded, but neither was he at his most tactful when coming down from a tense battle. Balcoth had opened his mouth before thinking this time, and his expression changed as he got a good look at Rikkon, whose mail shirt was singed, whose wings bore the ugly bubbling scars of severe burns, and who appeared too weak to stand, let along answer, but she surprised them all:

"There's a man approaching from the direction of the road - a human, I think. He's wearing light armor and a white tabbard; I'm sure he didn't see me, but he is heading purposefully in this direction as though he knows exactly where we are." The mephling sounded like she was at the end of her rope, but she refused to give in to weariness, remaining standing by sheer force of will. Rhaek strode over and with a quick hand motion and a terse prayer, he touched her shoulder, bestowing a moderate cure spell and healing the worst of her burns. His irritating phasing in-and-out paused for only a moment, to resume as soon as he finished casting.

"Omit, perhaps you'd best go scout him out - find out if he's a threat before he's on top of us." He turned back to Rikkon: "I'll do what I can for you now, but I don't have too much healing left in me. We need to rest." As though on cue, after a few seconds more, the last of Rhaek's spell's energy bled off and he fell back into this plane in his entirety. Omit made no move to scout though; in truth, there was nowhere near enough information in her description, and yet, he had a feeling that he knew exactly who the stranger was. Balcoth, though, strode from one end of the group to the other, placing himself closest to the potential threat, and readying his axe once more, he chopped hard at the air a couple of times to show that he was still ready for anything.

After a long moment, the white clad individual emerged from the thick woods. One detail that Rikkon had missed from her safe altitude was the iconic sun of Pelor emblazoned on his tabbard (in fact, symbols of Pelor were embossed all over his armor). He did appear to be human, but then, so did dark-skinned Rhaek, who was in fact a Xeph, one of the innumerable near-human but distinct species that populate the miriad planes. Omit himself, despite his pointed ears and some more subtle traits hinting at his half-fiendish heritage, passed himself off as human all the time with no more than a hood. Now he advanced to the dwarf's side and stopped, standing tall as he watched the stranger, and something about his demeanor told Balcoth to wait.

"Hail to you," pronounced the stranger, pausing about 20 feet away from them. "May Pelor's light shine on this, the day we meet again."

"Meet again? I've never seen you before, and I've been around humans long enough that they don't all look the same anymore. Who the hell are you?" Balcoth, much as he loathed diplomacy, had fallen into the role ever since they had lost Malevaune, after which at least half of the group tended to be flying and invisible at every meeting. Rhaek, meanwhile, not being invisible, straightened to his full height with a flourish of his web-embroidered cloak that concealed his hurried removal of his Pelorite holy symbol. Something about the armor, and the way the stranger held himself, told him this was a high ranking priest of the Sun God...

"I am Umit, a servant of light, who brings tidings to you... brother." Omit continued to gaze intensely at him, until the newcomer broke the silence with a quiet chant. Raising his hand, a glow envelopped Rikkon, and when it faded her remaining wounds were erased; her skin was back to its usual light blue, and her wing membrane was smooth, with no hint of the spell damage from before, and she (who rarely set foot on the ground for so long) reflexively lifted off to hover a couple feet up. Balcoth turned, looking up at Omit, then to Umit, then back again.

"Yer parents weren't much for names, were they?"

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Excerpt #25

"Half-brother", clarified Omit: "Umit and I shared the same mother."

"I have always considered you my brother, in full." This seemed to be an old... well, not an argument, per se, but at least a line of discussion the two had repeated many times. The white-clad newcomer, Umit, was already casting a critical eye over Omit's companions. Omit approached him, and they spoke privately for several moments, while his expression grew more serious and the others looked on questioningly.

Finally, Omit pronounced solemnly: "I knew I wouldn't see you unless things were dire indeed. Will you watch over my... friends?"

"I have sworn to." And that seemed to be the final word on the matter. As the two approached the other puzzled adventurers, Balcoth spoke out.

"Am I to take it ye're leaving us? Right in the middle of it?" However blunt he was, the dwarf was not dull nor slow to catch-on.

"I'm afraid so. It is a personal matter - I had hoped to avoid it, but now I have no choice. With any luck, I'll see you all again before you know it." Rhaek nodded: as a priest of Olidamara, luck was his purview. Omit continued, "My [sigh] brother will take my place. You can count on him." Now that she was back to good health, Rikkon hovered near the newcomer, more curious than anything else, but Balcoth looked less than reassured.

"I dunno, Omit. He seems a little uptight." Balcoth's hushed comment brought a smile, unbidden, to Omit's lips, though the dwarf failed to see what was so funny.

"This has already been a long goodbye... time is against me." And with that, Omit drew up his hood once more, lifted smoothly off the ground (kicking up a tiny circle of dust which settled again almost instantly), and began sprinting away at top speed, with his feet a steady two-feet above the forest floor and his cloak whipping up behind him. And just like that, he was gone... lost from sight amongst the trees

"So," Balcoth began judging Umit, "Ye're all keen to follow us. You know we're headin' to smite a dragon in that fort up there." Hefting the heavy weapon like it was nothing, he pointed his axe off in the direction of the old fortress that lay only a few miles away now.

"Yes, I know everything. Omit and I have been corresponding regularly. Judging by his description, this 'Alkonimische' is not large enough to pose a problem for such capable adventurers... now that I am here." This reassurance did not have quite the desired effect.

"Are you telling me that Omit's been secretly sending you messages this whole time full of all our secrets and... and our location? What an obscene security risk! Anything could be compromised!" Balcoth fumed.

"I trust my brother's discretion and I think you should too." Umit's voice was pretty calm, despite god knows how many hundred pounds of angry dwarf and adamantite his comments had stirred up."Our communication was quite secure, and I'm certain that if anything in your exploits was truly secret that he would not have included it, nor did he give even the slightest description of your whereabouts. However, it was a simple matter for me to scrye my own brother."

This calmed Balcoth quite a bit, though for appearances sake he remained quite stern; if he appeared to give in so quickly, that would be sort of like admitting he had over-reacted.

"Wait," objected Rikkon, flitting over to Rhaek, "Didn't you buy a scroll to learn 'Detect Scrying' at the last town?"

"Well, yes... but we've been pressed so hard lately that I haven't dared to memorize it. Every morning, I look at my spellbook, and think: what if one more combat-spell is the difference between somebody getting hurt or not?" He looked as though he had plenty more excuses lined up, but he trailed off as Umit approached him, raised a hand to Rhaek's face, just inches from his blindfold, and began casting a spell. Rhaek slapped his hand aside, cutting him off. "I'm not blind!"

"I don't understand then; why are your eyes covered?" It was probably the first time Umit had ever had anyone refuse a casting of Remove Blindness.

"He's got you there..." Rikkon smiled broadly. Sighing, Rhaek pushed the black cloth blindfold up to his forehead, revealing the violently blue glow of his eyes.

"Arcane Sight? That is quite a power, but why would you make such a conspicuous spell permanent upon yourself without a means of concealing it?" Umit wins the prize for knowing his spellcraft, but Rhaek seemed less impressed with his deductive skills, pulling back into place the "blindfold" which he'd had enchanted as a Headband of Intellect.

"I've got a question for ya:" Balcoth asked Umit pointedly, "If you are a priest, do you heal better than Rhaek here?"

"Well, I don't know that much about him, or how powerful a spellcaster he is but... Yes, my healing powers are greater." Umit's faith taught humility, so he said this entirely without boast, but still with limitless confidence.

"Good enough; let's go." Balcoth already seemed to have forgotten the brutal battle from moments ago, and was anxious to get back to dragon-slaying.

Predictably, as we started a new session, the players were still complaining about "AoE ambushes", and GM was complaining about the players' continuous complaining.

Azheron: [Trying a new tact to get his point across] Say Omit was the GM, and you were playing your sorceror of "I can't do a point of damage."
Verian: [In that stupid voice people sometimes used to say "spooky"] illlooOOOOOoosion!
Azheron: ...or cast Glitterdust or something...

GM was already not thrilled with this portrayal. He was well know for making arcane casters who avoid the Evocation school of magic (which features virtually all the most common and generally best damage dealing spells) in favor of the more subtle arts. Typically, no matter what he does, his party members remain stuck on the fact that "That could have been a Fireball..."

Azheron: ...And if YOU were down to 3 HP before you got to act, would you say anything?
GM: No.
Azheron: Bulls**t! I've gamed with you...
GM: Well, let's run over the events of last week. Azheron?
Azheron: We were wandering through the bush, when we were jumped by your AoE/timestop combo.
Balcoth: [mutters] It was the stupidest f***in' encounter this week.

By this point, GM was reeling after the continuous and repeated insinuations. Not only does he hate us using the 9th level spell "Time Stop" as a metaphor for the frequent enemy surprise rounds, but Balcoth defames the last fight in a manner which simultaneously implies that we have similarly 'ridiculous' fights all the time.

GM: Does anybody have anything else positive to add to [the recounting of] the encounter?
Azheron: Okay, then what would you do to avoid getting ambush-AoE'd?
GM: [Sees that he needs to do more to quell this 'rebellion'] You could send ahead some kind of scout; someone stealthier than Azheron's character.
Azheron: She was flying and invisible!
GM: But she was only about 60 feet ahead, and she doesn't have any superior senses or anything. By the time you notice anything it is already upon you... Or you guys could use divinations... "Aw! Crappy divinations... haha."
Verian: We can't divine every step, and every spell spent on that is one less we have for combat. And that doesn't help much against being interrupted when we rest.
GM: There are plenty of countermeasures you could take. You could use Daern's Instant Fortress, or the Mansion spell.
Omit: Mordecainen's [Magnificent] Mansion is a 7th-level spell. [Technically, the party is high-enough level to have one or two level 7 castings, but if we did, we certainly aren't high enough that we could spare them for non-combat uses.]
GM: Fine, but there are lower level versions. There's a level 4 version; you could have that...
Verian: The level 4 version is the Hut. It makes a little house, with like Arcane Lock and Alarm or some crap. It would protect us at least as much as our ordinary tents. And how much is a Rod of Security, Omit? 50? 60? 90 k?
Omit: Ninety-one thousand gold.
Azheron: [Misheard, or just clarifying] Eighty-one thousand?
Omit: Ninety-one thousand gold.

As usual, there was little chance of reaching an accord between GM and the players on the subject, so eventually we moved on.

GM: So Omit is subbing in a new character. What's his name?
Omit: Umit. Omit went to visit his mother or something.
Verian: Umit?
Balcoth: Your mother wasn't very creative.
Verian: Well, to be fair, she might have gone INSANE when a demon raped her. [The unpleasant truth about "Half-" races. Well, not Halflings, but... you know, the other "Half-" races.]
GM: Alright, so to learn about his new character, I want everyone to ask Omit [Ed: the player] some questions about... Umit.
Verian: You want us to play Twenty-Questions? "Are you a mammal?" Just cut to the chase...
Omit: He hates undead... despises them beyond belief. He also hates disease, wounds, and stuff... and that drove him to worship Pelor and he has worked his way all the way up. He is one of the top sixteen priests of Pelor. That's what his prestige-class is.
GM: Alright, good. Tell us about Pelor then.
Omit: He hates Hextor [An evil deity; got of slaughter], and would gladly kill him... shove his cudgel up his ass and detonate it!
GM: [Who has suddenly decided not to ask Omit any more questions for a while] Okay, Balcoth: describe Omit's character.
Balcoth: [Taken by surprise by THAT one] He just went through all that, like 10 minutes ago. Less...
GM: Then it won't be hard.
Balcoth: No. I refuse. He just described him.
GM: Well, when you're GM, we'll all have to follow your decisions.
Balcoth: I don't care.
Omit: All he cares about... it's very simple. He asks "Do you heal?" Yes.
GM: I'm sure you do. Verian? [He says the name so as to suggest the task of re-describing what had just been described was up to him now]
Verian: [Choses to answer the more recent, much easier question] I can heal too.
GM: Good to know.

And so the party (with the new substitution) progresses onward. As we approach the old fortress, it does indeed appear abandoned, though its outer walls are still fairly secure. Rikkon flies up high, invisible, to get the lay of the land.

GM: From your elevated position you see the dragon asleep, curled around the lone tower. [Within the greater walled courtyard]
Balcoth: Perfect. Just get out an arrow of Dragon Slaying: problem solved.
Verian: Unfortunately, those aren't any good anyway. They all have a Fortitude DC of 20; the dragon would probably auto-pass.
GM: They have pretty good Fortitude...
Verian: Our problem is, you can't sneak up on a dragon. Especially since Silence is banned.
Balcoth: So then what's the plan? Do we lure him out? Because it can hear me from hundreds of yards away.
Azheron: [Cheerfully helpful] You could take off your armor. [All +11 armor class and 3 points of Damage reduction, not counting his shield]
Balcoth: No... ...and screw you for mentioning it.
Verian: GM; [Way off-topic] The spell Otiluke's Resilient Sphere is not banned, is it?
GM: No.
Verian: Ok.

Suddenly GM is overwhelmed by a strong urge to look up Otiluke's Resilient Sphere in the PhB, and he recognizes it instantly by the first line of text...

GM: Oh that stupid thing. Hell no. That spell does not exist anymore.
Verian: [Sigh]
Balcoth: [Getting us back on track] What buffs can you give me? [Turns to Omit] Do you have like a super-Prayer?
Omit: I have Prayer. But I don't have Good Hope, no.

But after all our preparations, when we venture into the fort, we approach the tower and find that the dragon nestled below is not asleep...

GM: It's dead.
Omit: Really dead?
GM: Yes; you knew it was.
Omit: K. I Gentle Repose it.
GM: You're that worried about it, eh? [The spell Gentle Repose preserves a corpse, with the offshoot that the corpse cannot be raised as undead. We've fought more than one skeletal dragon before.]

"I have sanctified the behemoth." Proclaimed Umit respectfully, after a brief incantation.

"So it won't rot?" Balcoth gave the thirty-foot green lizard a viscious kick, then returned to his prodding and planning, as he tried to determine the market value of his former opponent. "These big scales down the spine 'll make fine armor... expensive armor. Hey Rhaek, what dragon parts make good spell components?"

Rhaek wasn't paying attention though. Although it was no threat anymore, he stood well back from Alkonomische, scanning the interior of the fortress walls and the ruins within... Rikkon was nowhere to be seen, but she made herself heard:

"I'm more worried about what killed it" said her disembodied voice. Rhaek nodded in agreement; he had been thinking the exact same thing.

"How long has it been dead?" He asked. Balcoth (who had worked his way back around to the head) set his armored boot up on the snout and carefully pushed open one of its eyes with the back of his axe-head.

"Less than two days, I'd say. But it's almost cold; that takes hours and hours for a piece a meat this size." He released the eyelid and looked back at Rhaek. "Does freshness matter for spell components?"

Rhaek turned away and with a brief chant he rippled and turned invisible, his black cloak fading seemingly into the shadows.

"He cast Invisibility as a divine spell. No decent deity grants such spells from their domain." remarked Umit without meaning it. He was presumably speaking to Balcoth, the only other member of the group still in sight, as he then got more serious. "They are right, you know: whatever killed the dragon is probably nearby. We should be on our guard."

"I know. But whatever killed this one has got to be a little tired from the fight, and I'm tougher than this bastard." He gave it a little hack, sinking his axe into the green hide for effect. "Let 'em come. In the meantime, I'm going to enjoy skinnin' this one. Now where do ya think it kept its horde?"

A gust of wind blew through the courtyard, blowing up swirls of dust the same color as the old stones. The tower near at hand was structurally sound, despite a few holes, but the larger structure which once filled most of the enclosure had been reduced to a few free-standing walls, with arches and rubble. One might guess that the fort had been torched in a long-ago siege. As the wind blew again, a looming figure emerged from behind one of the wall sections, some sixty feet from the two adventurers. It was not so much robed as layered with black fabric which flapped violently in the blustering as the wind shifted. It was at least eight feet tall, with a dark gap beneath the 'hood', and it looked wide and heavy enough to be a heavily armored ogre, but there was no way to tell what lay within. Even when the breeze lifted up the outer layers around the bottom, there were more layers of cloth within, to the point that not even the feet could be seen. When it spoke, its voice was loud and deep, but spoke with disquieting confidence and patience.

"Pleased to see you, I am...


Omit: He speaks like Yoda?
GM: [The stranger] "I hope you have not endured too much hardship on your journey. I should thank you... Alkonomische was clearly weakened, which I can only assume to have been a result of his encounters with you. And I suspect you also rid me of [somename and somename] on your way here." [The names of the Ice and Fire devil were complex and hard to remember, and I can only take notes so fast...]
Balcoth: I size'em'up.
GM: He's big. [When it appears that some justification is required] He's just a big vaguely human-shaped pile of cloth, as far as you can see. There is not enough for you to analyze his fighting style.
Balcoth: "I don't know what you're talking about. I kick butt, but I don't take names first."
GM: [The stranger] "So tell me, how did you defeat the Glabrezu, [somename]?" [Not Bismatorak, but the more recent one which dueled Balcoth]
Balcoth: "The same as every other one; I beat him with my axe until he died."
GM: [The stranger] "And the ogre, [somename]. Do you happen to have his cloak with you?" [This was the only time we heard the ogre bounty-hunter's name, and it didn't stick]
Omit: "No, we do not."
Balcoth: "We sold it." Wait, you weren't there... how would your new character know?
Omit: Omit [the character] tells me everything.
Verian: You're a security risk, man.
GM: [The stranger, wistfully] "I liked that robe..."
Balcoth: "It's probably still for sale."
GM: [The stranger] "Well, mighty Balcoth, I have been sent by someone who would very much like to meet with you and your allies."
Balcoth: "Who sent you?"
GM: [The stranger] "My master's name should not be spoken. To do so is dangerous..."
Balcoth: "I'm a big boy, I have a good Fortitude save... things don't hurt me much, so just spit it out, Butter."
Azheron: Butter?
GM: You see the elaborate robes turn around and stoop down. It picks up a small stone, writes something on it, then turns back slowly and tosses it gently, underhand, to land near your feet.
Balcoth: I crush it.
GM: What? [You never see THAT reaction in a Sergio Leone movie]
Verian: [GM informs him that Rhaek's Arcane sight sees no magic on the crushed rock] I don't see any, but remember I can't see through illusions or auras that are designed not to be seen... like some magic traps.
Balcoth: "You don't need to write on stones and throw rocks at me you f***in' idiot."
GM: [The stranger, sounding disappointed] "I had hoped to have an intelligent parlay with you..."
Balcoth: "Then PARLAY instead of screwing around with stones and stuff. Just say it."
GM: Silly me for going to all this effort. Far be it for me to try to set up a roleplaying encounter... I only have three pages of potential dialogue. I have this powerful creature - more powerful than I normally would put up against you, but I figured there was very little chance that you'd end up fighting it...
Balcoth: It seemed pretty unavoidable.
GM: [His arms outstretched in a "pleading motion"] No it wasn't!
Omit: Whatever, I cast Holy Smite on it.
GM: Alright, since we are starting combat, we are going to try with no table-talk for this session. You can only communicate to one another in character, on your own turn. So roll your spell resistance check, Omit, and write down what you roll to show me.

Omit obviously doesn't think much of this method (as opposed to just telling GM his result), but he rolls, adds his level as normal, and shows GM the result.

GM: No, it resists your spell.
Omit: Okay, Umit says "He resisted my Holy power of DC 26!"
GM: [Looks disgusted] I'm in shock. I can't believe you did that...
Omit: That was worth it.

In any case, Azheron and Verian (and thus their characters, Rikkon and Rhaek) now know that their opponent is a powerful one... relatively few things have spell resistance greater than 26, and that meant that Verian should avoid wasting his actions on offensive spells (Azheron doesn't have much choice - that's all his character does, and besides, it is vital to the war effort despite the fact that he is facing an effective spell failure chance of greater than 50% against this opponent).

Balcoth: I drink a potion of Enlarge [Person].
Azheron: Although I still think this fight was totally avoidable.
GM: [Still reeling from Omit's disobedience and Balcoth's... somewhat excessive, and yet in hindsight relatively predicatable attitude] You think? ANY other party ANYWHERE could have avoided this fight!
Balcoth: He didn't "parlay", he wrote it on a friggin' rock!
GM: He was even answering your question - he just didn't want to utter the name aloud!
Balcoth: He couldn't just say it? I'm not gonna read what's written on a stupid rock. There's no reason he couldn't just SAY it, with his voice.
GM: YES there IS!
Balcoth: And, if he knows so much about us, why didn't he know I'm always an ass?
GM: [Gets up and heads down the hall] I'm going to take an Aspirin.
Azheron: You gave him a headache.
Balcoth: [When GM gets back] Does he have a weapon?
GM: NO. He's just a big coat hangar. He's an eight-foot high pile of robes. Roll initiative.

Unfortunately, Umit lacked Omit's incredible dexterity (and additional stacking initiative bonuses), so the enemy easily went first, targetting Balcoth with a Silent Quickened Dispel Magic, and then blasting him and Omit with a Lightening Bolt, fired from the dark space beneath its hood.

Balcoth: I save, HA!
GM: Good for you. 37 damage, save for half.
Azheron: Jesus saves... everyone else takes damage.
GM: Everyone make a spot check. [Only Omit and Azheron succeed] Okay, Verian, Balcoth: you guys just talk or say something nonsensical.
Verian: [Confused] When do we say anything nonsensical?
GM: [Ignores the "easy opening"] Just hum or something while I tell Omit and Azheron.
Verian: Why don't you just write it down?
Balcoth: Oh yeah, how many pieces did I break the stone into.
GM: Now you want to read it! [Sigh] Two pieces.
Balcoth: Okay.
Verian: I thought Balcoth was going to argue how many pieces it was broken into. "It's a +2 Adamantine axe, it should be in more than two pieces. It should be turned to powder!"
GM: "Take THAT knowledge!"
Azheron: I hit it with an Empowered Magic Missile... Does 31 beat its SR?
GM: Your spell penetrates it.
Verian: Good, no need to flee... yet. [There are only two things in Monstrous Manual I with Spell Resistance above 30, and either of them could have killed us all by this point]

Verian Hasted the party, which meant that both he and Azheron had cast spells, and thus the entire party was now visible. Balcoth used another potion (since the first had been dispelled), Omit cast Align Weapon on Balcoth's axe (fairly certain that the enemy was a powerful evil being), and the aforementioned evil being area-dispelled Balcoth and Omit (purging them of the Haste spell) and retreated around a large statue.

Verian: Rhaek moves over here, his great cloak whips around him and you see the silvery-white embroidered web pattern glow and appear to drain away upward until it is all focused on his left sleeve, when he thrusts that arm forward casting forth a magic web between this wall and the statue.
GM: Sure.
Omit: Right.
Azheron: Okay.
Balcoth: Yeah...
GM: You're up, Omit.
Omit: "Pelor smites you!"
GM: [Rolling the save] Damn.
Verian: What'd you do?
Omit: Holy Smited him; he's blind now. [And he took about 30 damage]
Verian: Blind?
Balcoth: I move up to it.
GM: You have a powerful urge to make a DC 23 Will save.
Balcoth: ...I failed.
GM: Then you... [Suddenly remembers]...crap. Nothing.
Omit: He's blind. [You can cast targetted spells blind, but even if you know what square your target is in, there's still a 50% chance you'll miss and waste the casting]

Balcoth hits it for 26 with his Good-Aligned Adamantine axe, but roughly 1/3 is warded away. It appeared that the opponent had demonic or devilish DR requiring silver or cold iron weapons... unfortunately, we had no way to tell which. The robed enemy regenerated a little and used a healing potion, which heals double on regenerating creatures (assuming they have suffered both real damage - in this case the Holy Smite - and subdual damage, such as from anything they DO regenerate from, such as the axe). Then Azheron hit him with a barrage from the Scorching Ray spell, which failed to penetrate his SR (leading Verian to remind Azheron of the spell Melf's Acid arrow, which is normally pretty weak, but which ignores Spell Resistance). We all agreed (including GM) that because it was such an excessive and flammable disguise, and also because it was cool, that although no damage was done, the fiery bolts would blast away the fabric in flaming tatters. What it revealed was in many ways the quintessential devil; although its body was roughly ogre-sized, it unfurled its huge wings, like a bipedal horned dragon. Balcoth switched weapons to his Urgosh (a double-weapon; Balcoth's has one end silver-plated, and the other end made of Cold-iron), leading Omit to cast Align Weapon once more. The Cornugon (the proper name for such a devil, though only Omit instantly recognized the genus at the time) struggled further through the magic web, which actually reduced moverment to a more significant degree than you would think, and being blind it wasn't able to do much except to down another potion. Soon enough it was Azheron's turn again.

Azheron: [A non-memorizing caster, Azheron was happy to be reminded of a spell on his list not subject to the 50% or more failure chance from the devil's SR] I'm going to cast Melf's-
Verian: [Concerned that his well-meaning advice might not actually have been good] That might not actually be so good... if it has any resistance at all...
GM: [A little upset at the lack of respect garnered by his "no tabletalk initiative"] Would you like me to drop my pants so you can kiss my ass?
Balcoth: NO.
GM: [Retreating *slightly* from his more emotional response] What I mean is, you are free to rethink your course of action if you wish.
Azheron: No, I'll just Melf's him.
GM: Well, no SR, but it takes nothing. You've successfully dotted it with a DoT [Damage Over Time effect] that it's immune to... well, not Immune, sorry... heavily resistant.
Verian: Technically, when I suggested that, we didn't know for sure that it was a demon or devil...

Omit Holy Smites it, again, and it fails its save and is blinded, again, much to GM's delight. It chooses to use another healing potion. And although the side of the Urgosh Balcoth tried first (Cold Iron) didn't pan out against it's damage reduction, by this time the devil had to be getting pissed off... it had hardly done anything to anyone for the whole battle so far... So now that its disguise had been blown away, as soon as it un-blinded, it made a conscious decision to change the course of the battle.

GM: It Fireballs Omit, Balcoth and Verian for 52, including itself and the webs.
Verian: It's welcome to rethink that course of action, if it wants to hit more web and less me.
GM: He'd rather hit you, in such a way that at the end of its action it's not entangled.

Umit starts healing, Balcoth keeps beating on it (which starts working better, since by process of elimination he's now hitting it with the Silvered head of his Urgosh and inflicting full damage), and Verian and Azheron begin pumping the target full of Magic Missiles. But the fight has gotten serious for both sides, as the Cornugon responds with another powerful Fireball and a Quickened Lightning Bolt. Omit cast Heal on Balcoth, who was impressed by the Level 6 spell's healing power, even though GM had "nerfed" it from 10 HP/caster level down to 7 per level, WITHOUT most of its auxiliary status removal powers (if we want to remove Exhaustion or other such things, we could cast Heal for that purpose and NOT gain the HP).

Balcoth: How many times per day can you do That?

Right about then, two other major changes occurred. First, Balcoth (who was used to hitting a blinded and entangled Cornugon) was now attacking it with its full armor class (that is, WITH its dexterity bonus, WITHOUT the +2 to hit for "attacking a foe who can't see you" and the -2 AC from being Entangled in the web). When he realized that a to-hit roll of 35 still missed, he considered alternative approaches, such as tripping the devil, or shouting obscenities as forcefully as he could manage. GM warned him that the former approach was "unlikely to succeed". The second point was that Verian (who had been failing a few too many of his spell saves) would have been significantly dead (not slightly dead) if not for the strong AoE protection offered by his Greater Blinking spell, and he felt the need to run about 14 map squares in a Hasted Burst of Speed (and that's WITH the 25% speed penalty from Blinking), which unfortunately put him well out of even Umit's prodigious healing range, but fortunately screwed the devil out of any possibility of finishing him off with its next action, thanks to a helpful terrain piece. Even flying, it couldn't get far enough or high enough to see a human-sized opponent hiding right behind the 20-foot wide, 20-foot high wall.

There were still some close calls to go around, but Azheron began trying to Disintegrate the enemy (literally), and though the first attempt failed, Umit healed Verian (who ran back into range) just in time for Azheron to Disintegrate the devil successfully for 86 damage, and for Balcoth to charge and stab it hard with the biting silver tip of his "anti-evil-outsider" custom Urgosh. Just as the Cornugon realized it was in true danger, it used a potion of invisibility, and Verian got his revenge by casting Invisibility Purge and using the last round of his burst of speed to chase it down, effectively operating as a laser-designator, revealing it to Azheron's arcane air-strikes.

GM: [Sounding a little disappointed as it died... if 'disappointed' is the right word] That was a CR 16 mob, and you guys dealt with it easily. It wasn't even meant to be fought...
Verian: It almost killed me!
Balcoth: I couldn't even hit it.
Azheron: Ignoring its [energy] resistances, my spells still had less than a 50% chance of landing.
Omit: Even MY healing couldn't keep up with those AoEs...
GM: What are YOU complaining about? Despite it's FANTASTIC save bonuses it failed, what, five out of seven saves? Worse than that... and out of god knows how many castings you guys rolled ridiculously well. Its vaunted SR stopped only what, two? Three spells? And now I have to give you guys XP...

The one thing that never changes; no matter what happens, everyone feels like they got the short end.

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