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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 <