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PREVIOUS EXCERPT: #25

Excerpt #26

At the end of last session, after the mighty Cornugon was felled, there was an unexpected arrival. Helix, the mount of the late Albazsharok (the beheaded NPC we were supposed to be avenging), flew down into the fortress ground and alighted next to Balcoth. A white pegasus, Helix had chosen Balcoth (whom it deemed to be a lawful warrior pure of heart) to be its rider, should he wish it. I could have written another short fiction thingy about the encounter, but... I didn't.

GM: Before we start, I have some concerns about the spell Heal. Right now, it is too powerful, so I am planning to adjust it down to a mighty 6 hitpoints per caster level, from its current 7.
Azheron: So six per/level, but with all its status removal effects.
Omit: Phhhht. Status removal... in 3.5 it does much much less than it used to. It doesn't get rid of ability damage, or... much of anything anymore. Just like, sickened and...

The standard or "book" version of the Sixth-level cleric spell Heal recovers a multitude of various debuffs or status effects while healing 10 hit points per caster level: a not inconsiderable amount.

Verian: Exhaustion.
Omit: ...and exhaustion and stuff.
Azheron: I think that's actually stronger. [with 6/level AND the status removal].
GM: [This wasn't the direction GM wanted to go at all...] No, I'm not as in favor of that. I mean 6/level and you still get either the healing OR the status effects.
Azheron: Oh. I think we keep it at 7 then.
Balcoth: I say don't change it.
Azheron: [Only half-sarcastic] I say go back to the printed version.

A little more discussion ensued, but no progress was being made; there was an intrinsic disconnect between the two parties. Players' asserted that the damage output (and particularly the burst DPS) of most encounters required significant healing if combat-healing were to remain relevant in upper-mid-level gameplay, and that the dramatic scaling up in effectiveness of the next-highest level healing spell (Level 4, Cure Critical Wounds, which does 4d8+Caster level up to a max of 4d8+20) to that of Heal was due to the inherent weakness of the Cure line of spells at these levels (compared to the damage being dealt by a single enemy spell or full-attack-action). GM, on the other hand, felt that the players' numbers and generalizations about enemy damage output were ludicrously exagerated, and reiterated a basic truth of game design; that it must be easier to deal damage than to heal/prevent it... but the players in turn discounted that as something of a straw-man argument, since (under their assertions and assumptions) the supremacy of damage dealing was not in question. Finally, neither party could agree on the relevance of area-of-effect damage in the equation, with GM calling it irrelevant to the discussion at hand and "not that common amongst enemies anyway", while the players pointed to a number of recent examples (colored by the "AoE-ambush" theorem), stating firmly that as a high-level single target healing spell, a strong Heal was necessary for a primary healer to be able to usefully mitigate the between two and four-fold damage multiplying effect of enemy area attacks, particularly since the area Cure spells (Mass Cure Light Wounds, etc) were at NO risk of "outcompeting" the many area attacks. At least no one was arguing that Mass Cure Light Wounds was overpowered

GM: Well, this is your game as much as mine, and I don't want to change anything until we find a mutually agreeable solution, so we'll leave it as-is for now, but there is no question: Heal IS going to be changed. It is just too strong...

This is met with general grumblings. Omit in particular (whose new character, Umit, happens to be the party's main healer, having completely shown up the half-assed level of combat healing provided by Rhaek, who is really a generalist not well suited to serve as cleric for a whole 13th level party.) felt that the current "adjusted" version of heal was the absolute minimum; that lowering the spell's effectiveness any further at all would compromise its effectiveness as a high-level single-target heal, and that if anything GM had already gone too far. GM's ambitions, however, ran much farther...

GM: The next thing is to cut out the unnecessarily egregious tabletalk. So from now on, I'd like you not to communicate your hit points to one-another. For example, if you are in need of healing, then you would say, on your turn: "I'm low"... not "I'm at 24".
Omit: Yeah, you would like that.
Balcoth: Not gonna happen.
GM: Okay then, the alternative, this great idea I had, is that you each tell me your max HP, and I will keep track of all your hit point totals for you. Then, I will let you know, qualitatively, how much damage you take, and how healthy you still are.
Balcoth: HAHAHAHA... VETOED.[His laughing was mirthful, almost disturbing, but nobody could question the seriousness of his last word.]
Azheron: Screw you.
Omit: [Doesn't say anything, but has the look you'd give if you were at a family reunion and your grandmother blurted out "Our taxes are too high because of all them black people!", or if your doctor told you you were due for a colonoscopy...]
GM: [Reassuring] I'll give you an accurate estimate...
Balcoth: I'll run you over. I will.
GM: Balcoth...
Balcoth: It's cold out there. [On the ground... where he'd be lying after being run over by Balcoth's car]
GM: Well seriously, what's wrong with me keeping track? I like that idea...
Verian: It would be a lot of bookkeeping for you.
GM: Yes, but I'm willing to take that on for you.
Omit: It's a horrible idea!
Balcoth: I need to know my hit points so that I can calculate how much to-hit I need to spend on Combat Expertise [Trading to-hit bonus for Armor Class] and factor that into how much I can afford to spend on Power Attack [Trading to-hit bonus for extra damage].
GM: [Repeating] I'll give an accurate estimate.
Verian: [Mocking tone] "You got hit; it hurt."
Omit: [Ditto] "Azheron; one of your wings has fallen off."
GM: That's the Omit way.

[Omit had run a campaign for a while before we started the current one with GM, and he was infamous for his descriptions of "how hurt" a monster was. He tended to base his accounts (assuming they were based on anything) on how much damage we had dealt to it, with little apparent regard for the actual remaining hit points of the creature. Thus, on some occasions (such as fighting a giant, which of course has quite a few HP) we would get answers like "It has big gashes in its chest, and you can see a bit of its lung pulsing in its chest." Several rounds and over fifty points of damage later, when asked if it was nearly dead yet, Omit replied that "it's lung is hanging out and you can see its intestines" and so on. Usually by the time anything actually died it sounded as though we had performed an improvised colonoscopy of our own, using a bastard-sword, a crossbow, and an array of level-3 damage-spells.]

GM: Look, it's an abstract system. Your character has to make decisions without knowing the exact percentage...
Balcoth: [With finality] GM: your idea is ass.
GM: I like this idea.
Verian: We know.
Balcoth: You know that it's ass.

Maybe he did, maybe he didn't, but the fact is that nobody was going to put up with GM tracking all our hit points (meaning he wouldn't tell us damage numbers when we are hit, so our HP would be a black box, known to us only by GM's qualitative updates). We moved on to the business of us describing the events of the preceding weak, but even this did not get very far. Working together, we quickly summed up our discovery of the already-dead dragon, and the menacing hooded stranger who presented himself to us.

Verian: ...and he made some kind of proposal to Balcoth that was unacceptable. Then he wouldn't say his master's name aloud, so he wrote it on a stone and threw it near Balcoth.
GM: I can't believe you just smashed it...
Balcoth: I wasn't going to let him have his free golem, or whatever...
GM: You could just smash it later... after learning the name.
Balcoth: I did smash it. Why waste time?
Verian: [Enthusiastically] Cut out the middleman!
Balcoth: By the way, I want to skin that dragon.
GM: That's a lengthy process.
A Stone of Earth is a 2000gp single-use item which summons (oddly enough) an Earth Elemental. Balcoth didn't survive this long without a little healthy paranoia.
Balcoth: I don't need all of it, just enough for one suit of armor.
GM: That armor is banned. It doesn't exist!
Balcoth: I don't want to wear it, but it has to have value. You have to kill a dragon to make it.
Azheron: There has to be somebody who'd pay a good price for armor made out of a dragon's scales.
GM: Tough.
Verian: The value of the dragon's hide is factored into the relative difficulty of dragons compared to their CR.
Omit: Along with their treasure horde.

Although few details survived the massive earthquake that struck our building at that point, experts believe that some heated discussion about the ratio of dragons defeated (many) to treasure hordes discovered (zero) may have occured. Regardless, we must skip ahead to the point where records-keeping resumed.

GM: So, Balcoth: you still didn't make you decision about the pegasus, from last week.
Balcoth: Oh, GM... I checked. There are brown pegasus and black pegasus.
GM: This one is white.
Azheron: Boy would you NOT want to live under a pegasus flight path.

The heroes began searching the semi-ruined fortress: after all, a dragon had been roosting here, so any reasonable person (knowing how dragons work) would assume that its treasure horde would be nearby. Searching a pile of rubble, GM informed us that we had a spot check to make. Without Omit (the character) the party's spot checks were a lot less impressive, and whatever we were supposed to spot, we didn't.

Balcoth: Pegasus can make the check.
GM: [To the music of the Barbie commercial] "The ma-gic of pe-ga-sus, hap-py and free..."
Balcoth: That is not cool. NOT cool.
GM: So did anyone make the spot check?
Omit: No.
Balcoth: But Pegasus can make it.
GM: What? The horse refuses.
Balcoth: Just make the check...
GM: It can't communicate.
Azheron: Yes it can.
Balcoth: They understand common.

GM has to check the book, but apparently pegasi [the plural of pegasus] do understand common speech, though they themselves lack vocal cords. Anyhow, we eventually determine that most of the pile of rubble is in fact an illusion; the result of a Permanent Image spell. However, knowing that it is illusionary doesn't let you see through it. Balcoth tossed a small stone into it to try to measure the depth.

GM: Yes, you hear it hit. It's a very short distance.
Balcoth: So did I hear a clunk-clunk, or a clunk?
GM: Uh, I'm not sure what you are trying to determine.
Balcoth: Fine. I'll try throwing one further.

Not getting a lot of information, we eventually delved down the hard way, finding an alcove with a narrow horizontal passage leading under the tower. Our first plan for exploring it, tying a chain around Rikkon's waist and sending the diminuitive mephing to scout ahead, did not meet with Azheron's approval, nor did our second plan (tying a chain around Rikkon's waist and shotputting her to scout ahead). Thus, we began crawling down the tunnel in regular party order. There was barely enough room for Azheron's small character to fly (but she did), Verian's character used his Cloak of the Arachnida to crawl along the ceiling instead of the floor, and when GM suggested for an instant that the girth of the tunnel might impede his heavily armored mobility (particularly with the inhuman amount of gear he lugs in his pack), Balcoth went into "engineering mode."

Balcoth: I can make a skateboard and slide through. I have wheels.
Azheron: What?
Balcoth: I have a hammer, spikes, wheels... all I need is a big wooden plank.
Omit: You could use your shield.
Balcoth: That's a good idea... I'll just put my shield under me and slide on it.
GM: You guys continue on for a ways, but the angle of the passage is sloping down more and more. The floor is getting moist and slippery.
Verian: I'll keep crawling along the ceiling.
Balcoth: I'll drive a piton into the stone, and wrap a chain around my waist.
GM: Well, a little ways further on it takes a steep turn downwards until it is vertical. How much weight can your piton support?
Balcoth: It's a big friggin spike.
GM: You're pretty heavy...
Balcoth: If it was a problem I'd hammer in more spikes. How far down does it go?
GM: Farther than your darkvision can see. [The character Omit had Darkvision to 120 feet, but without him everyone only has 60 foot darkvision, all from Belts of Dwarvenkind (except for Balcoth, who IS a dwarf)]
Balcoth: I'll toss a stone down there.
GM: Okay, the stone drops down into the darkness, and about 30 seconds later you hear it...
Balcoth: So how far is that?
Azheron: Well, acceleration due to gravity is 9.8 meters per second per second-squared...
Balcoth: Actually, we should use a Continual Light stone...
Omit: I'll figure it out... [Picks up his pencil and bends over his rough-work sheet]
GM: What? [As far as GM is concerned, no good ever comes from that]
Azheron: Yeah, does your character have knowledge of advanced math?
Omit: It's not that advanced.
Balcoth: I have the Knowledge:Engineering skill.
Verian: Dwarves are long-lived. Balcoth [the character] probably spent 10 years at the Dwarven Rock-Dropping Academy.

STAR TREK JOKE WARNING:

If anyone is mystified by Verian's comment about the Dwarven "academy", rest assured, he is the abnormal one, not you. The Star Trek Voyager character, Tuvok, was a Vulcan (like Spock). Vulcans are a very long lived, contemplative and industrious race, but the writers, stuck with a limited cast and far too many episodes to fill in, kept attributing more and more skills to Tuvok as time went on, based on his previous life experiences. The critical point insurmountable ridiculousness came when the Voyager crew were stranded on a dangerous planet with no technology. While most of them armed themselves with crude clubs and throwing rocks, Tuvok made himself a bow.


CAPTAIN JANE-WAY: "Do you know how to use that?"
TUVOK: "Fortunately, I served as an instructor at the Vulcan Archery Academy for ten years."

Yeah, fortunately...

GM hates when his players try to get too mathematical/scientific, since it is after all a fantasy game, and also because you can be a perfectly good Game Master without being an expert on physics, geology, or any of the other fields that can come up in a roleplaying game. As such, he tried to steer the game in a more productive direction by changing the topic

GM: It's also a splash.
Azheron: Hmm. We should use a torch so we can see.
Balcoth: Didn't we use a Continual Light stone?
GM: You guys can drop another rock.
Verian: [Sarcastic] "Dammit, this is getting expensive."
Omit: Fine, I drop a rock with Continual Light on it...
GM: It costs 25 gold to cast.
Omit: I know. [We all know how "shy" Omit is about spending money in D&D]
GM: Well it drops, there's a splash, and then it looks like it stops 20 feet below the surface.
Omit: The maximum diffusion-factor of water is fifteen feet.
GM: Tough, you see the light down 20 feet.
Omit: Cool! Continual Light makes better light! [Appears to note this down]
GM: [Sigh] Anyhow, Balcoth's "echo-location" has determined it's a hundred-foot drop to the water...

Balcoth went back up, got out his pulleys and rigged a complex assembly with which to lower himself down, while the others climbed, flew and levitated themselves down (respectively). The water at the bottom was fast-moving, but Umit cast the powerful (but weird) cleric spell Lower Water, reducing the solid stream of water to a mere trickle underfoot, revealing (as we headed upstream) some worn handholds in the ceiling - metal bars inset for the apparent purpose of ascending the usually-submerged tunnel. We followed it into a large underwater chamber which had 4 troughs emanating from a central platform. Only the one we had come from had water flowing, and although the other troughs were empty, we rapidly established an elemental theme.

Azheron: I think to solve the puzzle we need the Fifth Element: Mila Jonavich.

We checked the "air" trough, and found (feeling a tingling in passing) that it opened onto the Elemental Plane of Air.

GM: Make a spot check DC 40. [Heads shake no all around] Listen DC 40?
Azheron: Here comes the "Time-Walk" round...
Omit: [Resigned] We're all surprised.
Balcoth: [Cynical] I'm not surprised.

But whatever we didn't see, it didn't attack. Though there are worse places in the Planes than the Plane of Air, and Azheron's character Rikkon felt quite comfortable there, we retreated rapidly, mostly wanting to establish if we could get back to where we came from. As we headed down the water shaft, we felt the tingling again, and were worried that we had been taken to the Plane of Water.

Verian: What do we see?
GM: You see a fish.
Omit: What kind of fish?
GM: A fish.
Omit: Is it a perch?
GM: I don't know much about fish, okay?
Balcoth: I kill the fish.

At that point GM pretty much gave up. Who knows where that fish came from, but we saw the handholds in the ceiling again, and sighed with relief, that we weren't stranded in "elemental junction". With Umit's Lower-Water spell still running, we found the up shaft easily, with the Continual Light stone at the bottom.

Balcoth: How long does the Continual Stone work?
Omit: Forever.
Balcoth: So it's like treasure? Could come in handy, I'll take it.

Once we made our way back out, we decided it was time to rest (we'd done two expensive fights since the last town). We all decided that the small space beneath the illusionary rubble would be a good semi-safe place, although there appeared to be some miscomunication about its size. The players had somehow got the impression that the illusion covered a sizeable recess (like a 10-foot cube or something), but the way GM envisioned it was actually that the mouth of the tunnel was at ground level, and the illusion of rubble (which works pretty well beside piles of real rubble) was not much bigger than was necessary to cover that entrance.

GM: You guys are resting there anyway? It's pretty cramped.
Balcoth: Who cares, as long as it's safer.
GM: You know that it's completely exposed - if someone did see through the illusion, you would be totally open. [Sigh] What's Helix going to do?
Balcoth: Pegasus can hide in here with us.
GM: Hide in a 6-foot hole? Helix says "screw you"!
Balcoth: I say, listen to what I'm saying. If it stays under the illusion with us, then it's bright whiteness won't draw attention to the fact that we are here.
GM: The space is like 6 feet wide - you guys can barely fit in there, let alone a full sized horse, with wings!
Balcoth: Fine. He can just fly around in a circle...
GM: You hear music start up: [Gets cut off before he can get into the tune]
Balcoth: I said never.
GM: I'm not obliged to follow that request...
Balcoth: Frig! I'll cut its head off! Why are you screwing with me?
GM: Because you want to ride a Pegasus!
Balcoth: Frig, it goes like 78 miles-per-hour!
GM: [Mimes the bugs-in-the-face effect of no-windshield flight]

We begin to argue about setting watches; it didn't used to be so bad, because the two casters used to take first and last watch (respectively) and the other characters (who didn't need uninterrupted rest for any specific game functions) took watches in the middle. It was a little harder now that we had three spellcasters...

GM: I just realized; you guys have three casters now.
Azheron: That's what happens when melee gets nerfed out of existance.
GM: [Sighs with extreme exasperation. He has simply given up on answering to that line of provocative complaints]
Balcoth: [Still scarred by the Pegasus discussion] When I see that [Barbie] commercial on TV, it makes me want to puke. It actually causes the gag reflex.
GM: If you don't like Helix, I'm sure you can find a pink one.
Balcoth: I should get a whole bunch of charcoal; turn him black.
Verian: We don't care if the carpet and drapes don't match.
Balcoth: ...breed that f***ing pink out...
GM: I doubt charcoal would stay very well when flying, let alone impact its offspring.
Balcoth: We could just kill something and get it covered in blood.
Verian: I'm sure Helix will love that.
GM: [Balcoth] Do you ever stop being crazy?
Balcoth: Pink would just be unacceptable. I'd have to go back to the Spider-Eater. [The other flying mount Balcoth wanted before he learned how fast pegasi are; less socially acceptable to NPCs, but a lot more socially acceptable to gamer-testosterone.]

GM tries to get us back on track, and Balcoth confirms which watch he is on; only now, with the Pegasus complaints out of his system does it click in:

Balcoth: Holy s*** you're all spell-casters!
GM: You just figured out?
Omit: [Finds Balcoth's expression funny] Man, you look like you just found out that we're all "pod people".
Verian: It does mean we need an extra 2 hours to rest...
Balcoth: That's unacceptable. I should just take all the watches at night, and then rest on Pegasus' back while we travel. It doesn't matter when I get my 8 hours, as long as I get it eventually.
Azheron: You can't sleep while mounted...
Balcoth: I should be able to.
Azheron: Not even with "the magic of Pegasus"
Balcoth: F*** off...

We were awoken during Balcoth's watch, by smoke in the distance. Rikkon flew up (invisible) to spot the source. At first, he saw a Salamander approaching through the "light woods". Salamander's are fairly powerful creatures from the Elemental Plane of Fire, but even after two fights, we should easily be able to take him. Then, Rikkon spotted another one's smoking trail, approaching the abandoned fort from another compass direction. Okay, two Salamanders... no problem. Rhaek casts Mass Resist Elements: Fire, shielding the party from most of their pyrokinetic abilities; Salamanders were also fierce melee combattants, but Balcoth could take one, and the rest of us could handle another at range...

...but THEN, Rikkon spotted another force approaching from a third side, including multiple creatures, one of which appeared to be a Marilith - a very powerful Demon. Suddenly our perspective changed; even with full spells, this was looking like a fight we would not be able to handle without casualties, and we didn't have full spells. Uttering a collective "screw THIS!", Umit cast Wind-Walk (a very powerful high-level cleric transportation spell), and we screwed off thoroughly, all the way back to the previous town. We were not pursued.

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Excerpt #27

Transmuted into a gaseous form by Umit's Windwalk spell, the players were whisked across the land by a divine wind at 60 miles per hour, until they landed back at the city they had left not long ago, and their bodies resolidified, making the transition back to normal in less than 30 seconds. They landed a respectful distance outside the city (in other words, out of sight) and approached the gates on foot. With Balcoth again disguised (the surly dwarf had been banned from the city earlier), we anticipated no resistance to entering the city. However, the guard told us that no-one was permitted into the city at this hour (apparently it was now the middle of the night). Still quite concerned about the powerful coalition of enemy forces we had fled, we tried to convince the guard that we were in need of shelter, and he merely dug in his heels and began complaining about our unusual appearances (including a blindfolded man, and one of us riding a pegasus).

GM: [Getting a little defensive at the players' increasingly pointed implications that this was another "ass NPC" acting in a ridiculous manner to waste their time and frustrate them] You don't think he would be scared when confronted by a pegasus? Not to mention...
Balcoth: I wouldn't be scared, knowing that pegasus are usually Chaotic Good. [Ed: At least, that's what their entry says in the Monstruous Manual]
Omit: Not to mention this city has a portal to Sigil, which they use all the time for trade; they should be used to every kind of weird creature from all over coming through the portal.
Balcoth: Why are we talking to him anyway. Our diplomat's the pixie...
GM: You'd have to wake him up. Azheron?

[This was around the end of the last week, and Azheron was looking pretty drowsy, although usually when we complain about him sleeping, he really is just resting his eyes and is actually paying attention. On those few times when we do catch him asleep, he manages to maintain a surprising level of situational awareness. If you wake him by saying "Azheron, the mummy hits you for 18 damage!", he will respond by sitting up and noting the damage on his character sheet with no transition - the only sign that he actually is asleep is that he doesn't hear you the first time. Regardless, although Azheron's Mephling (not Pixie), Rikkon, has about as much charisma as the sum total of the other three party members, she usually stays inisible during NPC interactions anyhow, because it just isn't worth dealing with their xenophobic reactions.]

In the end we were stuck waiting for daylight, but we did get to rest unmolested at an inn. And (before we broke for the week), GM offered to set us up a straight-forward dungeon crawl, if we wanted a break from the grand-scaled (but still somewhat mystifying and undirected from the players' less informed point of view) story arc, and we agreed.

I have done some GMing myself over the years, so understand that I am not trying to criticize GM over the fact that the characters are somewhat in the dark as to what the main plot is. I am probably the worst offender anywhere for that sort of thing: the last campaign I did run took place in a world which I created - one where monsters were quite uncommon compared to most D&D, where nations were slightly less stereotypical than the usual strict racial lines, and thus where most of the plot was carried out by slightly less-monstruos antagonists. I had pages of stats for enemies ten levels above the players and whom they had never heard of, and huge amounts of mental notes on the complicated interactions and plots, which tended to manifest themselves to the players only as encounters and scenarious with unknown motivations...

So the next week, we took the vague adventure hook about organised caravan hijackings and a possible greater malice behind them, and began Windwalking into the hills to find the source. Passing high over the trees, we soon began to spot the movements of some undead skeletons in the forest below - the sort of cheap reanimated trash that plagues level 3 and lower heroes in backwater villages. To us, they are no more than an indicator... a clue that we are headed in the right direction...

Omit: [Matter of fact] I have to smash them.
Verian: But you'd have to drop out of windwalk!
Azheron: Well, even if you resolidify, the spell stays on you, so you can go gaseous again afterwards.
Verian: Yeah, but the skeletons are spread out all over the place... it takes 5 rounds to deactivate windwalk [so that you can interract physically], and another 5 rounds to get it going again. So it costs a minute each time.
GM: I'd say it would add about two hours to your trip.
Omit: Good obstacle...
GM: It wasn't actually intended to be an obstacle.
Balcoth: Who cares about skeletons. Let's just keep going.
Omit: I'm scoring points with my god.
Verian: It's something about his prestige class [Ed: Radiant Servant of Pelor, from the Complete Divine Handbook]
Omit: It's something I actually have to do.
Balcoth: [Shakes his head and sounds seriously disappointed in Omit] You're too easily controlled.

Soon (and by soon I mean more than 2 hours later) we saw a cave opening down below, and skeletons moving in and out, so we set down, resolidified and went in to investigate. There wasn't much to the cave, or any sign of anything useful, and the traffic was less than... well, less than traffic. The skeletons we had spotted seemed to have been more of an anomaly than a nexus of activity. There was, however, a large boulder set into the wall which, though heavy, could have been moved by great strength, and may have in fact served as a relatively secure door. But the seal was nowhere near airtight, so rather than try to move it, we reactivated the windwalk and turned gaseous just long enough to pass through the cracks to the other side. We found a large passage going either way, lit by bioluminescent fungi. Returning to solid form (because you can take no actions while windwalking, and are more or less defenseless apart from the speed), we advanced some distance until we found a large cavern. A large cavern full of well-equipped Ogres.

GM: Much initiative must be rolled... [Judging by the amount of time passing, he is rolling a disturbingly large amount of initiatives] Wow did I roll bad... barring one high roll, my best was 14.
Balcoth: At least you get them [Ed: the bad die rolls] out of the way. It's just initiative.
GM: [Depressed] It's not stopping...

Although a number of skeletons are working in the room, they are essentially noncombattants. But there are more than a dozen ogres, all wearing heavy half-plate armor, and two of them standing by the 10-foot statue of Grumsh were outfitted with fancier gear, probably making them out to be divine spell-casters. Omit cast Bless on the party (which is only a level one spell... although we had no evidence of the ogres' capabilities yet, and they almost certainly had class levels to enhance them, he had looked at the map, and the number of opponents, and decided that they wouldn't be a problem). Verian cast Haste on the party and scuttled back along the ceiling...

GM: Although you can't tell what they're saying, it sounds a lot like "kill"...
Balcoth: Is Azheron already asleep? [Remember this was the following week and quite early in the evening. Azheron was lying extended on the couch with his eyes closed...]
GM: [Sounds a little put off] You gotta be kidding me...
Azheron: Hmm? [Azheron opens his eyes and stares at everyone like they are crazy, affirming that he is quite awake]

The bioluminescent fungus provided dim-but-adequate illumination of the massive natural cave, and clearly outlined walls which stretched over a hundred feet to the right of the mouth of the hallway. Balcoth stood, loosed his floating shield, changed his grip on the Luckblade in his offhand, and used the magic of his scabbard to sheathe his axe-head in flames. With a feral shout the nearest ogre charged the dwarf in the heavy, stomping gait of a bipedal creature which was both massively heavy and loaded down with metal armor, and yet strong enough to propel itself with huge momentum. It reached out wide with its broadsword and swung it back with a huge horizontal force, aiming to sweep its heavily armored, bearded foe off his feet. With the slight blurring that gave away magically accelerated movement, Balcoth used the shortsword in his off hand to strike down at the incoming blade, forcing it down into the well-worn stone floor which it glanced off with a spark, losing most of its force before stopping dead when it struck the adamantine greaves. Simultaneously, Balcoth's axe chopped into the monster's upper arm, easily penetrating the thick plates and cutting deeply. The flaming blade unleashed far less bleeding than a blow that deep normally would, but the fires which cauterized caused even more damage in the form of painful burns up and down the arm. The creature looked shocked by the blow which had already diminished it's ability to fight back. Most of the ogres were already moving towards the invaders, but far across the room, two broke away and headed out of sight in the other direction. An ogre priest in finer armor, with one eye gouged out with horrible scarring to show his devotion to Grumsh, deity of orcs and other human-hating humanoids, waved his mace in a mystic pattern while growling out a foul chant, and an invisible wave of energy washed over the dwarven warrior, the only sign of which was faint trails of magic blown away as though by the wind, and Rheak's speed enchantment and the blessing of Pelor were dispelled from him.

Emerging from the background like a puff of smoke, Rikkon's shapely winged form became visible, and now that a priority target had emerged, she whispered a quick verse, and with a motion that seemed to push at the air with both arms and with a simultaneous stroke of her wings, she summoned a baseball-sized ball of flaming gas which streaked across the room and exploded in an air-burst that caught the enemy priest and a half-dozen ogres. As the sphere (which was cut off by the ten foot cieling, making it look like a growing wall of fire) expanded in a second to a forty foot diameter, ogres flinched away, their armor heated to a fleeting orange glow and their exposed flesh blacked by the burst, while the skeletal workers instantly lost the cohesion of the animating magic, their scorched bones driven before the wave of force and scattered to the far walls as light shrapnel. The ogres paused for only a moment though... the flames were expended within an instant and with angered howls they resumed their advance (though several of them pulled out and downed curative elixirs to sooth the pain). The second priest (whose face was even more disfigured by ritual scarring than its acolyte) sought to flush the marauders from the hallway into the room by casting an unnatural darkness over them all. To its dismay, the newcomers were not exactly overcome with terror. From just within behind the curtain of murky blackness, a derisive dwarven laugh rang out.

"This is pathetic. I'll make you a deal; if all of you lay down your weapons, armor, and all your potions now, we'll hold a lottery between ye all, and the one... no, I'll be generous, the two of you that draw the short straws get to live, and if they swear to give up banditry, the winners can walk out of here free men... or whatever." Most of the ogres were confused, trying to work through the proposal and figure out what kind of mercy plea was being made. The priests, however met eyes (having one eye apiece) and sneered fiercely at the utterly condescending and insulting proposal.

Umit chanted a Pelorite rite with the confidence of one who had done so a thousand times, dispelling an area (from his best memory of the distance and direction of the ogrish priests). The heroes were visible to one-another only as faint darkvision outlines amidst the Darkness spell, but Rikkon thought she caught a roguish grin as Rhaek cartwheeled from the ceiling down to the left wall, his cloak whirling around as he positioned himself for a better angle (while still disrespecting the normal rules of gravity as much as possible). His hand motions were just a blur in the darkness and the incantation was one the Mephling did not recognize (something that very rarely happened to the experienced warmage), but an angular flash of light cut the darkness, leaping into his hands, and then another...

"I've been saving this one..." He sounded like he was enjoying himself a little too much. A beam of blindingly white light shot out then, for a brief instant the darkness seemed even more complete as the heroes' eyes tried to readjust. Then the darkness was utterly erased, as a disturbingly silent flash illuinated the large room with a painful intensity. Umit threw up his free arm in front of his face and Rikkon shaded her eyes with her own Luckblade, while Rhaek seemed content with the protection offered by his black "blindfold", and Balcoth's orbiting shield, its magic somehow recognizing that its owner was too stubborn to allow himself to flinch, interposed itself between him and the center of the light. In a second the epicenter of the light dispersed, and the allies (who seemed to be outside of the radius of the magic) could blink and squint and still see alright, but virtually the entire chamber remained unnaturally bright. The ogres (though not vulnerable to light as some subteranean races are) gritted their teeth against some invisible power of the light... something about it that wasn't right, but soon Balcoth and the others noticed a low crackling sound, and saw that the wooden tables, the bones of the already-destroyed skeletons - every unattended combustible in the room was smouldering. Skeletons which had been outside the range of Rikkon's fireball, which had still been working on in ignorance of the battle, seemed to slow down in their motions as any exposed or broken bone ends lit up as embers, and their yellowed bones began to turn a crisp black...

Balcoth extended a metal-booted foot forward, like testing the waters, until he felt the blistering heat. Withdrawing it (but not too quickly), he put his foot out one more time to pinpoint the line where the radiant magic seemed to trail off, then he pulled out and uncorked a small phial, took one swig, and with a sudden noise, like the sound of cracking open a lobster, the dwarf was magically enlarged. He (with all his equipment) was now the same size as the towering ogres (well, a little shorter and broader, as he maintained his dwarven proportions), and he backed up just a little, interposing himself in such a way that there was no way past him. The hallway had turned from an entrance to the lair, into the only exit from the burning light - and in such a way that any ogre wanting to escape, or to reach the more fragile members of the party, would not only have to fight through Balcoth, but to do it while standing in the horrible light. The already-wounded one attempted just that, but without the advantage of height, it ran into a diagonal axe-blow that sank into the ogre's chest between neck and heart, and it fell to its knees, clutching at the wound with waning strength before tumbling aside.

Though for the first time, several of the ogre warriors' conviction seemed to be waning, they all charged forward, drawing strength from desperation. With a steady eye, Balcoth watched the large warriors advance on him across the faintly glowing stone floors, every detail of them crisply visible in the omnidirectional illumination which now held no shadows at all. Skeletons in the background lit on fire and fell down in slow motion as their binding negative energy suffered a gradual failure. Casters on both sides started incantations... the ogre priests growling out discordant tones, against Rikkon's lofty voice, Umit's forceful holy chants, and Rhaek's wide array of bastardised magic words and prayers scavenged from all of the miriad cultures found in Sigil. Balcoth's breathing was steady, his footing stable. His friends could deal with the spellcasters, leaving him to hold a bottleneck against ten-to-one odds. No, ten-to-one numbers. The odds are in my favor...

The only darkness of any kind in the room was the patches of glowing fungus turning black in the heat.


HIGHLIGHTS FROM THE BATTLE:

GM: The ogre casts Darkness.
Omit: That doesn't stop sight, it just creates partial concealment.
Azheron: This is the spell Darkness: if you cast it in the pitch black, you can now see where you are going.
GM: Azheron, I'm not going into this again. If you have darkvision, then you can see but it creates concealment. If you don't, you can't see anything.
[Azheron accepts this ruling (as before) because his own interpretation of the spell's wording makes the spell kindof stupid... NOT because he thinks his own interpretation of the spell's wording it wrong (in the technical sense)]

***

Balcoth: I should get spell resistance because I'm a dwarf...
GM: [Sarcastic] Truer words have never been said.

***

[Once the Ogres start using healing potions, they finally earn Balcoth's undivided attention:]
Balcoth: We should make a deal; we could have a lottery. Two can live, if all of them give up their potions and equipment. [Ed: and YOU thought I made that up in the battle-fiction!]
GM: [Not that his ogres are in any way considering the offer, but he is still intrigued] So what do the others all do? Kneel there while you cut their heads off?
Balcoth: Two chances are better than none.
GM: I didn't build this to be an easy fight. I think you are underestimating these guys...

So Verian cast Blistering Radiance, a fairly unusual 4th level spell. Considered a Light spell (as well as a Fire spell) it counters and dispels any lower-level Darkness spells in its area (pretty much all Darkness spells are lower than 4th level), and its area is massive... a 50 foot radius from the point of origin. Although its hundred-foot diameter was big enough to hit the entire room, Verian could not see the ideal target point without moving into the area, nor did he want to hit the party (who were quite happy using the entry hall as a choke-point), so he settled for hitting most of the room. Causing a -1 penalty to To-Hit rolls and inflicting a mere 2d6 fire damage (Fortitude for half), the spell is not really a killing machine, except that it persists for 1/round per caster level, and so opponents do have to make efforts to get out, lest they, as Balcoth described it "get cooked". There was, however, another entrance on the far side of the room. But only two of the ogres took the far passage, hoping to surround the players, with the rest of them concentrating on killing their way out of the Blistering Radiance the hard way. Of course, the primary effect of the spell (which Verian apologized for in advance) was to give GM a great deal more bookkeeping, since he had to roll a savinng throw every round for each affected ogre, and track the damage (whether full or half) for each of them.

Meanwhile, Balcoth, using his Enlargement potion, managed to completely block off the passage (GM had thought he had left a gap, but checking the map again he found he was thwarted), and even using the "squeezing through" rules, the ogres couldn't get around the "Wall of Balcoth". They had no choice but to fight him, no more than four at a time, and all the while being burned for slight damage over time. In fact, they had a sufficiently hard time dealing with Balcoth's armor class that the rest of the party went into "power-saving-mode"; concerned that there may have been a lot more dungeon to explore, the casters decided that these ogres were no longer much of a threat, and so Azheron and Verian restrained themselves to level 1 and 2 spells, and Omit really didn't have anything to do - as a cleric, his spells tended towards either the utility or the reactionary, and while he is flexible enough that he can do other things, it is usually less efficient, which is not what we needed here.

And that was how most of the battle went. Balcoth kept hacking ogres, who couldn't even trip him let alone cause him significant injury. The arcane casters harassed the enemy casters (in fact, Azheron took to readying his action and using his Scorching Rays to disrupt their casting). Even a poor-rolling casting of Scorching Ray, when combined with the extra few points of continuous damage from the light, was too hard a concentration check for the ogre priests. GM was starting to get frustrated:

GM: I swear, I must have failed half these saves [vs Blistering Radiance], and it takes very little to pass; it's Fortitude. [Most monsters have good Fort saves, including these ones]

The two ogres on the "end-run" were coming up, and to be fair, they surprise Verian and got much closer than he intended before he trapped them in a Web spell. Eventually, they struggled through and because Balcoth was holding back a few ogres on the other side, and Azheron and Verian had been very cheap with their spells, the two ogres did manage to do a little damage before dying.

Omit: Finally I get to heal us...
Verian: It's not much.
Omit: [Somewhat put off] What the hell? I should just sit here and do nothing???
Verian: No, no. Just... don't use a good spell on me.
Omit: I was going to heal us all!
Verian: Really?
Omit: FINE! Then I won't!
Verian: What? No, you can heal me... I mean, it's got to be healed eventually.
Balcoth: His self-esteem is hurting.
Omit: [After having been seemingly spun around and around, he just does what he originally wanted to] I heal all three casters for 27.

One of them, as more-or-less its last gasp, managed to get start its turn within reach of Azheron.
Azheron: [Even before it attacked] I might need healing now.
It hit his character for 20.5, 17.5 and another 17.5, and Azheron was forced to turn invisible and fly away.
Omit: Only I can't see you now, so I can't drop a heal on you.
Azheron: Hopefully neither can they... see, I mean. They're welcome to drop a heal on me...

The last few were indeed taking longer than expected to finally die. It took both Rhaek and Balcoth to finish off the one that had hurt Rikkon, which left the remaining ogre priest (left alive due to its own prodigious struggle to make the best use out of all its spells, but mostly left alive due to the spell-conservation policy of certain arcane casters) annoying Umit. Balcoth shuffled back and switched to two-handing his axe to cut him down as well...

Omit: [Sounding vengeful] Good thing, cause I was going to kill him.
Balcoth: [Not condescending, so much as confused and trying to clarify] You can't even hit him.
Omit: I'll move over here...
Verian: [Finding Omit's tone still a little perturbed] Don't waste anything...
Omit: I'm just going to shoot him with my sling.
Balcoth: Don't bother, it'll just bounce off.
Verian: [Figures it's better to let Omit have his fun then to drive him into using big spells out of frustration] No, that's fine. Sling stones don't count as resources, they're like non-magic arrows...

Just to show everyone, Omit rolled a 20 and scored a critical hit, inflicting 10 damage or so (a ridiculous amount for a sling), and thus was satisfied, even as Balcoth flayed this last ogre with two grievous axe-blows for 36 and 39 damage.

And to the victor go the spoils. Half-plate armor is quite heavy for its cost, but even used it sells for hundreds of golds per set, and armor for large-sized humanoids is worth even more, if you can find a buyer. Balcoth lopped the legs off the one surviving large-sized wooden table (it was in the far corner of the room, missed by the Blistering Radiance area), and began constructing a cart using parts from his portable hole, including his four large pulleys for wheels.

GM: Those are not intended to be wheels...
Balcoth: They're metal. Like solid metal.
GM: The can't support that kind of weight... [We are talking about moving metric tons of armor]
Balcoth: They can support tons of weight; that's what they do. They are big metal pulleys. I can wrap rope around each on to absorb shock... like tires.
GM: Where is this going?
Verian: He wants to make a big-assed cart.
Balcoth: That's the other reason I got them.
GM: You were rapelling earlier...
Balcoth: That's the first use. I've gotta have more paydays... there's stuff I want to buy.
GM: Well you aren't going to be able to transport the equipment like this... those pulleys won't hold up as wheels.
Balcoth: The cart works! ...It does!
Omit: Next time have a Bag of Holding and put the cart inside.
Azheron: If you have a Bag of Holding, you don't need the cart.
Omit: I knw, but he likes the cart.
Balcoth: The Bag has limits... I can't fill up the whole thing just with the cart. That's why I have all the stuff to make a cart with local materials. I had everything all planned out and packed up, so that all I need is a big door or a table or something.
GM: [A little later, moving on:] I guess I must grudginly give you XP.
Azheron: You never "happily give us XP".

Soon we were totalling up all the look, including almost 30 minor potions, plus about a dozen sets of large armor and weapons, which Balcoth was calculating out...

Balcoth: That's like 3000 lbs... okay, the table would break. I'll get a second table to reinforce the cart.
GM: Even if you had your cart working, how are you planning to get all this junk out past the big boulder, then all the way back to town?
Azheron: Even the Magic of Pegasus wouldn't do it.
Balcoth: Just... enough already. Don't say that anymore.

Investigating the rest of the dungeon, we found there was not much else. There were only two passages which sloped down and widened into underground bodies of water. In the smaller area, we could see a glint of metal below the surface, which appeared to be another suit of armor (possibly containing another ogre).

Azheron: Be careful; everything aquatic is about twice as good for their CR [Ed: Challenge Rating] as their non-aquatic counterparts...
Balcoth: I'll attach my grapple to my chain...
Verian: Yeah, that's better than going in yourself. If it turns out the water is electrified, you can just drop the chain.
Balcoth: [Contemplates this for a moment] I'll attach the grapple to rope instead of chain.
GM: [In disbelief, GM says loudly, to Omit and Azheron (who were in the kitchen or something)] Did you two hear that?
Balcoth: It turns out it's a good point...
GM: NO! It's a horrible point!
Balcoth: I don't want to get electrocuted.
Verian: The water's probably full of aquatic template creatures. "It's an Electroctopus!" [There's no such thing as an Elecetroctopus, but templates often make creatures far more dangerous... and aquatic creatures are already far more dangerous... so we probably wouldn't want to face one.]

Balcoth dredges up the suit of halfplate, which does indeed contain an ogre corpse.

Balcoth: Just in case, I'll take the head off.
GM: [More or less cradling his head in his hands at this point] "Thunk."
Balcoth: Then I'll start stripping the armor off.
GM: Why?
Balcoth: So I can sell it.
Verian: I like Electroctopus. It sounds cool.
Azheron: Or it sounds like a pokemon.
Verian: Oh. [Reflects on whether or not it sounds like it could be a pokemon name] Damn.

Finally, we went around to the other side, which also just dropped off into water. This one, though, after a little investigation, appeared to open into a vast underground sea.

Azheron: GM was looking at Lords of Madness, and I think he liked the Aboleths so we should probably get out of here.
GM: Wait a minute!
Balcoth: Good point. We should get out.
GM: GM cries fowl!

Although it was more or less common knowledge that GM had borrowed Azheron's copy of Lords of Madness as sort of bathroom reading, and that GM was very fond of Mindflayers, no one else had really made the connection between that and the water until Azheron mentioned it. The book in question is sort of the definitive compendium on Mindflayers, but also on other Aberations, including some that are similarly Lovecraftian superintelligent mindcontrolling creatures. Aboleths are a particularly nasty variant, a race of rare and little known tentacled whale-sized creatures who some suspect predate the universe as we know it. From a player's perspective, they are more akin to some kind of aquatic template-mindflayers...

Regardless, Verian is hesitant, but figures that if GM bothered to put the water here, there may be some reason to investigate (what Azheron commonly refers to as the "Paperclip-and-Socket Rule"; that anything that a GM bothers to describe, but which appears out of place, must be there for a reason), whereas Omit has no intention of giving up, his enthusiasm only increasing as GM points out more flaws in his underground-underwater-exploration plans, but GM carefully does so without ruling out that there may be something down there. To fast forward more inane GM-exasperating discussions, here is Omit's final plan:

Omit: Okay, Lower Water creates a 40-foot-radius void in any water around me, filling it instead with breathable air. According to my reading of the spell, this still works even if we are below that depth - in other words, it creates a vacant sphere within the water, assuming we could stay airborne so as not to fall to the bottom.
Verian: So we could use that spell to walk along the bottom.
Azheron: But if it's the size of a sea, or even a lake, it will take ages...
Omit: No, I will cast Windwalk, and we can fly around as max speed, self-contained within an air-bubble that follows me, allowing us to explore the entire are in a search pattern traveling miles per minute.
GM: [Aghast]
Azheron: I think we broke the GM.
GM: You guys, I concede defeat. There's nothing in the lake. You walk back out. Is there anything else you want to do before leaving?
Omit: I'm going to start defacing the statue of Grumsh.
GM: With what?
Omit: With Balcoth. [Balcoth's extraordinary physical strength, plus magical enhancements, and his mgically sharpened Adamantine cutting tool, makes a pretty effective jackhammer]
GM: Balcoth [GM has decided that Omit is so insane that it may actually be easier to convince Balcoth... which is really saying something, from GM's point of view], are you sure you want to deface a deity's likeness?
Balcoth: Is the deity wearing shorts?

GM can only deem the evening a loss. His ogres did not live up to expectations (he feels that had the players engaged them INSIDE the large chamber, he could have killed some of the squishier players for sure, but as things stand, the only reason they inflicted ANY damage at all was because the players had deemed them so pitiful that they refused to expend resources). Furthermore, over the last few discussions, his sanity had taken such a beating that he needed time to recover properly. So he let Omit and Balcoth calculate out how many Windwalk trips it would take to shuttle all the lewt back to the nearest town (three legs there and two back, which Omit could squeeze in to one full casting of Windwalk), and then we called it a night.

GM: You guys depress me... I went to all this trouble to give you the least efficient, most heavy armor in existance...

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Excerpt #28

[At this point, even GM would admit that the campaign is beginning to strain under the weight of rules and balance changes, if only because there are so many that it becomes hard for us to keep track. The difference therefore lies in how one interprets the changes as a package; GM sees it as a sign of how badly flawed the (unmodified) D&D system is in the first place, and as proof of his zealous commitment to game balance. The players, on the other hand, see that original system is far from perfect, but it maintains a sort of ugly equilibrium, and the changes amount to a domino effect, where each alteration is likely to throw some other spell, rule or principle out of whack, causing GM to see the need for even more changes. The amount of resistance he encounters has thus increased tremendously, compared to those early days when we were stomping back and forth, to-and-from the same dungeon/tower for four character levels, because each time we were forced to retreat, we returned to find it repopulated with even more dangerous foes. However, that by no means prevents him from trying...]

GM: How would all of you feel about incorporating an honor mechanic into the game?
Azheron: I'm skeptical, but go on... [The others were exchanging looks that were more than skeptical]
GM: There would be no penalties for dishonorable behavior, only bonuses for acting with honor.
Verian: So it's another way to justify giving free bonuses to our opponents?
Balcoth: Forget it.
Omit: Sure, reward stupidity.
GM: You guys depress me... Well, another issue I wanted to deal with is Paladin Save bonus. I want to cap the bonus from charisma at +3.
Balcoth: When you pull something like that, it makes me wonder what you are worried about.
GM: Paladins with gigantic saving throw bonuses for no cost.
Verian: It costs Charisma. It takes a lot of effort and expenditure to exceed that value.
GM: And yet you would always put in the charisma. You wouldn't consider, say, not maximizing your charisma as a paladin...

Verian didn't seem to have an answer to that; high saving throws are simultaneously the main reason people make paladins and the disadvantage thereof, since you are "forced" to concentrate on one of the useless ability scores.

GM: Well, that's not set in stone yet, but we have some time to consider it. In other proposed amendments, I think I have an idea for the problem of Heal... Balcoth: I don't think that just because a spell is really good, that necessitates a change.
Azheron: I think Heal has been nerfed enough.
GM: I'd prefer if you used a less derogatory term than "nerf".
Omit: [Normally Omit lets a lot of things go, but occasionally he picks one to defend] Why? That's the term in common usage now. It's not really derogatory, because it's exactly what this is.
Balcoth: We aren't going to do your spin for you.
Verian: Nerf, as a verb, is to blunt or reduce something's effectiveness in a game. That's what this is.
GM: Well, bearing in mind that something has to be done about it, what do you guys think about making Heal a full-round casting time?
Azheron: What?
Verian: It is a touch spell; with a full-round casting time it would be pretty much useless in combat... you'd have to start your turn within five feet of your target, and almost certainly be casting within a 5-foot-step of enemies who could full-attack to interrupt you. I mean, Umit is about the only priest around who could make any use of it. If he died and we got stuck with a non-weird cleric, the spell would be useless.

Umit has the very good Pelor-based prestige class, but he also has two levels of Heirophant, an almost universally shunned prestige class from the DMG. The prerequisites require a high cleric level, but little else, but the class does not advance your spell progression, giving you your choice of a weird power per level instead. The relevant power in this case is the Umit can cast all his touch spells as ranged-touch with range 30 instead. This is always good for healing, but if Heal were a full-round spell this would be just about the only thing that could make it remotely usable (and even then, it would not be good).

GM: So I'm getting some resistance on this idea?
Omit: [Tersely] It's ridiculous.
GM: Alright, but you guys have rejected every single idea I've come up with for Heal. I'm trying to think outside the box... but if you guys have any ideas, it could be a great help to me.
Azheron: What if you made it a full-round casting time, but restored it to 10 HP/caster level...
Verian: No, then it would look prettier on paper but still become functionally useless (for anyone but Umit).
GM: [Thinks about Azheron's suggestion, but not for long] No, that doesn't solve the problem at all.
Balcoth: That's because there is no problem to solve.
GM: Well I'm not making any change now, because there is no concensus, but make no mistake; a change must come.

There was much quiet grumbling and a general current of dissent, but since nothing was happening immediately to cripple the value of the spell, we moved on to actually playing.

GM: As you guys finish liquidating the last of the treasure you hauled back from the powerful Ogre bandits...
Balcoth: They weren't that powerful.
GM: [Verbally, doesn't lose a step, although he lets slip a brief harassed glance in the direction of the outburst] ...you notice a bounty poster. The face on it is an ugly one, with a massive scar down one side... in fact, you think you recognize it as one of the ogre clerics you have so recently done away with. The poster lists the Ogre Leader's head as a 500gp bounty; body not necessary.
Balcoth: Can I have seen the poster before we went out there?
Verian: [Anticipating GM's response, he satyrises before GM can even say anything] "No retrocognicence!"
GM: [With thick sarcasm] Yes, Balcoth, have more money...
Balcoth: [Don't hold out a hundred-dollar-bill in front of a dwarf, then jerk it away when he reaches for it. Dwarves never forget...] I'll take the poster down, roll it up, and put it in my scroll case.
GM: Paper's expensive you know. Portraits of people are even more expensive...
Balcoth: Well, the ogre's dead, so nobody else is going to need this.
GM: [Changing from mildly argumentative to narrative] As you are taking down the bounty poster, a halfling guard approaches and asks "I'll have to ask you to please not remove the poster."
Balcoth: "We were planning to go looking for this guy." [The others all take the cue from Balcoth that he does not plan on explaining the rather predetermined fate of such an endeavor]
GM: [Halfling] "That's very civic-minded of you, but even so, we can't let everyone take a poster. We only had so many made..."
Balcoth: "I can pay for it."
GM: [Halfling] "I admire your confidence, but we would have to rehire the artist, and it would take time. Surely you can remember such a ghastly visage."
Balcoth: [Relinquishing the poster] "How has he been causing trouble to caravans?"
GM: [Halfling] "Well, a few survivors described him from bandit attacks. Frankly, it's unusual to see any significant bandit activity anywhere withing [King] Grandular's borders. Even way out here on the fringes of his Kingdom, it's a long time since we've seen anything organized. "
Balcoth: "But if we could bring ina just his head, we'd get 500 gold?"
GM: [Halfling] "500 gp... minus a small surcharge." Then he turns his gaze to Rikkon. "Hey there. Don't see many of your kind around here."
Balcoth: "She's elemental... or part elemental."
GM: Hmm, you're a Small size creature, huh? [Halfling] "You're pretty cute... I like'em exotic."
Azheron: [Trying to get rid of him] "I prefer to stay within my own species."
GM: [Halfling] "Aw come on; you never know until you try."
Balcoth: I lean over to him: "You don't want to do that."
GM: [Halfling] "Oh sorry; didn't know she was with you."

Balcoth, for his part, admirably resists the automatic temptation to correct the insipid runt, and the diminuitive guard moves along. We spend some time debating possibilities involving retrieving the ogre's head, since we killed him the previous week (the previous day in game-time), but apart from having to windwalk for 3 hours to get there and back, we would also have to find the correct head, and dig it out of... Well you see, the ogres had a big pit for... waste... and after stripping all their bodies of their armor, we... disposed of them. In the end, we decided it wasn't worth it, and Verian further shot down Balcoth's last-ditch suggestion of faking the head (he did not offend his Lawful Good sensibilities since we had in fact brought the individual in question to justice, and thus we'd be following the general intent of the law, if not the letter). Unfortunately, it was likely that (in these uncertain times) the authorities who pay out bounties probably have means of verifying the identity. Any fifth level priest could probably coax the information from a severed head with a simple Speak with Dead spell. So we changed gears... Balcoth had decided that the newer members of the party (which was everyone else; Rikkon, Rhaek and Umit now) needed to know the secret information that Balcoth had learned concerning vast important things - information that was supposedly dangerous to anyone who knew it.

Balcoth: We need some way to talk privately... we need something to protect us from scrying, like a whole lot of lead. There are too many divinations out there.
GM: This is known, and people actually rent time in a lead-lined room when they are worried about that.
Balcoth: I have a lead box.
GM: I don't think you'd fit in there.
Balcoth: Well I want to find a place with a lead room for rent.
GM: They rent it out in half-hour stretches... it's pretty expensive.
Balcoth: That's fine.
GM: Alright, this is a major city. With a little asking around, you manage to find a place: a grungy shop full of "antiquities" and trinkets. The woman there says they have an old lead-lined room that they reserve. "Hey there fancy-pants, it costs 50 gold per half-hour."
Balcoth: "Fancy pants?" Fancy pants is insulting.
GM: [Obnoxious NPC #NC-1701-C] "With that armor? You obviously aren't hurting for cash. You know, I have to clean out the old room if you want to use it... make it 60 gold."
Balcoth: "You said 50 gold; so 50 gold or forget it. I'll just walk down the street and take the portal to Sigil."
GM: [Obnoxious NPC #NC-1701-C] "Fine, fine..."
Balcoth: [Aside] I hate people.

A little while later, after the storekeeper cleared some old junk out of the old, expensive-to-build and apparently seld-used room (about the size of a moderately large closet), the party gathers inside with a lamp she provides. We leave the lamp outside (in case of "bugs") and use their own lightsources (Continual Flame torches), but when we shut the door and lock it from the inside, we're not even close to talking yet.

Balcoth: Verian, can you see any magic here?
Verian: [to GM] I check the walls; any auras?
GM: No.
Balcoth: One of us should take a magic item outside and move it all around and see if [Rhaek's] magic vision can spot it... to try and locate any holes.
Verian: That sounds kindof labor-intensive and imprecise. You'd have to move it around every possible facing, unless you were going to cast an area spell.
GM: You guys should fireball inside the room and see if any gets out.
Omit: You could just turn out the lights in here and use a bright light-source outside; that might work better.
Azheron: Or we could just take 20s searching the place.
GM: Yes, after searching you are confident there are no gaps in the iron walls. Remember you guys only have half-an-hour in here or she'll have to charge you more.
Balcoth: [Panicked by the thought of having to pay another 50 or 60 gold (sarcasm)] Oh, darn. [To the others] Do you have any spells you guys could use to stop anyone from listening in?
Verian: I know Detect Scrying, but I don't have it memorized, and it only works on Scrye, which is the main thing that the lead room actually protects against anyway.
Omit: There is not much that can be done against some of the other kinds of divinations. The ones that answer questions and stuff... if they know the right questions to ask, they can find out.
Verian: The lead just shields us from the more "direct" spells; the ones they'd use if they wanted to learn what we were up to, but not the ones they'd use if they knew what we were up to.

Thus secreted away, in the relative protection of the cramped lead chamber, Balcoth's paranoia was satisfied enough that he was willing to share with those of us who didn't know (and significantly, with all the new characters who had apparently earned the serious dwarf's trust) the information long-ago shared with him by the deific earth elemental Garom-arush-arush-arom-arush. He tells how the sinister name which some of us have noted several times in our travels (most recently written on the stone tossed over to Balcoth by the disguised Cornugon in the old fortress - the one Balcoth smashed), Cerebromax, is in fact a creature known as a Cathezar - a hybrid between a Devil of moderate power (a Kyton; the one with the chains) and one of the more powerful breeds of Demon (a Marylith). The half-breed is far more dangerous than any off its sires, and in this case the being known as Cerebromax has power over a great number of fiends, counting both Demons AND Devils amongst its followers, which is an extremely dangerous liaison. Balcoth has learned that Cerebromax may be getting involved with a destabilization of the ancient conflict between the two hellish factions, a very grave possibility that no-one wants to see. The other major piece on information, and one which explains some occasional odd behavior on Balcoth's part, is that the dwarven King (of a multi-ethnic nation) Grandular is in fact a disguised Pit Fiend; one tasked to preserving the balance of power on the prime material plane, by preserving the integrity of the ancient magical pact that has (until now) made transit to and from this world difficult (barring teleportation and planeshift, etc)... and this shows how many of our earlier adventures have tied in to this sinister revelation.

Sobered by these revelations, the party nevertheless found that they changed nothing... at this instant. We were sure that the ogre bandits were not the "dark presence" that was rumored to have been directing the recent organized attacks, particularly considering how little actual treasure they had in their lair. And so we set out again, Windwalking past their cave and beyond.

GM: As you continue on past the cave, insubstantial and miles in the air, you notice the flora getting even less healthy as you continue in this direction.
Azheron: Oh, we're moving toward undead...
Verian: Or, they could just be evil druids.
Azheron: Or undead druids!
GM: [Sigh]
Verian: Nah, I don't think so. Everything grows well where a druid dies... it's the Circle of Life.
Azheron: They could be imported...
GM: Guys...
Verian: Yeah. Besides, much as GM likes druids, he likes undead more.
GM: [In flat tone] Much as GM likes druids, he likes undead more.
Verian: Well, by all means: send out druids and not undead.
Balcoth: Or undead-druid-children.

We see some smoke in the distance and follow it, until we descend to the level of treetops over a stand of forest that is in somewhat better health. In a clearing there is a large bonfire emitting quite a bit of smoke. This is unusual enough that we would have stopped anyway, when we see a skeleton walk out of the fire. Skeletons (animated or otherwise) are pretty combustible. We set down, and upon inspection, the fire was not emitting any heat. We entered the illusion to find a 20-foot diameter cylindrical shaft, with a spiral staircase descending into to ground.

Azheron: [Quoting AGC 5-6] "I'll disbelieve the floor, the walls, the ceiling..."
GM: [Sarcasm] I applaud your efforts at roleplaying with my illusion... which can't roleplay back in any way...
Verian: [Once we laid out the miniatures on the map, and GM drew in the contours] I'll climb along the walls here.
Balcoth: I loose my shield.
GM: Oh, that was the other thing I wanted to change; the Floating Shield.
Balcoth: Fighters have to choose whether to use a two-handed weapon or have a shield. Then one really smart fighter read the book...
GM: [Narrating real life] Then Balcoth gave me a look of hatred, followed by horror, followed by hatred... I'm not changing anything right now. I'm just letting you know that I'm looking at the problem.
Balcoth: [In a level tone] It's not a problem.

With Rikkon invisibly peeking around the corner at the bottom of the stairs, there was a broad hallway ending in double-doors, and guarded by two ogres. Nobody felt even remotely threatened by the ogres, but there was some concern about them giving the alarm and triggering whatever enemies lay in the room beyond. The spell Silence had been banned, so unless we had the means to kill or paralyze them in one or two actions they could certainly shout out warnings... instead of trying to prevent the noise, Rhaek stepped down from the wall, walked around the corner and cast a web over them, trapping the two firmly in an array of overlapping sticky cables as strong as steel - in such a way that it immobilized the doors behind them. The ogres struggled and shouted, but could do nothing, and the casters refused to "waste" any more spells on the goons, leaving it to Balcoth to stand outside the web and hack at them. The first one died quickly, but the second was deeper within the web than Balcoth could reach without pushing into the goo himself.

GM: You could drop your weapon, draw your bow and shoot for once.
Azheron: I could also cast Fireball centered on myself; but I won't.

Instead, Balcoth moved one square into the web - it's easy to move IN one square, but any further movement would be a pain in the ass. The others were satisfied with this, because again they did not need to expend any magic.

Balcoth: Then I should get all the XP for this.
Omit: Fine, I'll get out my sling and shoot it then.
Balcoth: [This wasn't the quality of fire support he was hoping for] Omit you're just wasting rocks. Everytime you start shooting, I think "50 gp wasted".
Omit: They're just normal rocks; it would take years for it to add up to 50 gp. It's the adamantine and cold-iron rocks that cost me a fortune.
Verian: You actually bought... [Realizes it is Omit; of course he bought all that expensive ammo in case he needed to affect golems or demons] ...nevermind. I ready against the doors opening.
Azheron: So do it.
GM: You guys are just readying every round?
Azheron: Pretty much.
GM: So Rikkon and Rhaek are poised in cat-like readyness as you slowly pummel the immobilized ogre, who is still shouting bloody murder.
Omit: Hey, my rock scored a crit!
Balcoth: Oooh, a critical rock. "Take 2!"
Omit: [Rolls] Take 9 damage.
Balcoth: [A little surprised] Woah... that's quite a rock.

Soon the miserable ogre was put down, and Verian dismissed his casting of web, releasing Balcoth, but also releasing the doors. The whole party got ready (well, Azheron and Verian were already pretty ready), and Balcoth opened a door.

GM: Magical darkness prevents you from seeing into the room, and you immediately get hit by a stream of acid. It goes through Balcoth and Umit, and hits Rikkon.
Omit: [Rolled his saving throw immediately] I pass, so I Evasion it.
Balcoth: You have Evasion? [That's a rogue/monk/agility-type-guy sort of power, far from normal for priests]
Omit: I have the Ring.
Balcoth: You bought a Ring of Evasion? Those cost like 30 thousand, and they only work if you pass your save anyway.
Omit: 25 thousand, and I made my save this time, so it saved me a whole bunch of damage.
Azheron: [Examining the map] If it's a "line" attack it can't do that...
GM: They were ready for the doors opening, and you guys opened them.
Azheron: Balcoth only opened one door, so you can't draw the line through here. Also, [this latter argument sounded a little more mirthful] if they were readied for the "doors" to open, plural, then their action won't trigger, because only one door opened.

Ignoring that last part, GM drew back in the closed door which he had assumed had been opened, then redrew the line, frustrated that not only could he not hit Rikkon anymore, but Verian's character Rhaek, due to his positioning (standing upside-down on the cieling) still couldn't be hit by the 5x5x100 or so beam-like acid breath-weapon. But, since he was redoing the attack, he ruled that the saving throws needed to be rerolled.

Azheron: That's better. [Observing that he could not be hit this time]
Omit: Except this time I take damage [Umit's Reflex save was not that good, in practice, and so he had failed his save this time. He had gone from suffering no damage, to full damage from the attack]
Balcoth: [To GM] Roll low...

GM started rolling damage dice behind the GM screen... and kept rolling... and rolling.

GM: Take 82.
Omit and Balcoth: Eighty-two?
GM: Yep, 82 acid damage. [Sounding uncharacteristically cheerful] I rolled okay.
Balcoth: Ow. That's too strong...
Azheron: [Looking at his character sheet and very glad he wasn't hit by that] Um, maybe we should retreat. [The other players seemed pretty much in agreement, most of them shaken by the damage (or more accurately, shaken by the idea that it was going to happen again, since dragon breath-weapons recharge every 1d4+1 rounds or so, and by the fact that a dragon with a breath weapon that powerful must be a very big one, and big dragons are powerful.]
GM: [A little apologetic] You know what guys, I may have rolled dice based more on the save DCs than the actual number of breath-weapon dice...

GM rerolled using the ACTUAL number of dice specified, which would be closer to 10 or 12, as opposed to 24 or 26. The damage was less than half of the original reported number, and the players were suddenly much less awestruck and concerned about the attack.

GM: I can see why you were getting concerned... being blown into the Next Dimension. [We're not sure if this is a literal translation of the phrase from Dragonball Z, or if this was part of that censorship period where Cartoon Network could show people dying of explosions in every episode of every show, but couldn't allow characters to say "kill". In the Gundam Wing series, characters thus threatened to "destroy" each other practically every episode.]
Balcoth: To be clear, it didn't blow me into the next dimension.
GM: [Deliberately patronizing tone] Yes, Balcoth, your ego is intact.

[Some weeks not much happens, others contain an explosive combination of attitude and combat. So alas, the combat will have to wait until next report... Time constraints; you know.]

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Excerpt #29

As I broke up the report from last session, GM had revised down the damage on the breath weapons (fired by unseen dragons within the magically darkened room), having realized his error insofar as the number of damage dice rolled. The players still couldn't see what they were up against, as the one open door (of the large double-doors) revealed only a darkness spell.

Balcoth: I should get out my carpentry tools and start reinforcing this door while you fight through the other [open] one.
GM: By what method?
Balcoth: I bought some reinforcing materials. Plus I have my hammers, big thick nails, all my metal spikes...
GM: Yes, yes. You're welcome to start building while the enemies beat on you.

Verian/Rhaek cast Blistering Radiance, dispelling the darkness and filling the room beyond with an atomic fireball of minor damage. The spell was almost immediately dispelled from the other side... followed by another enemy recasting the Darkness spell, but the players got a brief glimpse of the enemy (at least, what they could see through the one open door). There was a small black dragon (well, not Small, the size category, just small as in not very big for a dragon), and at least a handful of ogres similar to the ones we fought before, including at least one of their priests...

Balcoth: I should pop the cart out of my Bag of Holding to block the hall with.
Verian: If you had Helix with you, you could just fly over people and drop carts on them...
Balcoth: [As though his eyes had just been opened] You could, F***!

It soon became apparent that there was more than one ogre priest, and more that one Black dragon (judging by the second consecutive breath-weapon attack). Verian returned from the washroom to learn this:

Verian: So, standard rules: while absent from the room we're not subject to AoEs? [Ed: Area Of Effect attacks]

However, that is not exactly how it works, so Verian cast Mass Resist: Acid to neutralize that particular threat in the future. The first dragon used its Flight movement to cross the large (and still largely unseen) chamber and land next to Balcoth, attacking but missing the dwarf. The "squishies" (AKA casters, AKA "the rest of the party") were scrambling to stay out of its reach and survive the acid breath, and we still couldn't see how much else was in the room or what the enemy casters were doing, thanks to the magical darkness.

Azheron: Dragon flies through the doorway, rips its wings off... it's body hurtling down the hall. [Ed: picture the Nazi airplane in the tunnel in Indiana Jones and the Last Crusade] Of course, this dragon is not old enough to swing them as an attack yet, and since it's fighting PCs now, it probably never will be...
Omit: Oh; I've got a way to get rid of the Darkness. I'll activate my Perpetual Radiance of Pelor. 1/day, it causes me to glow like a miniature sun - like a modified Daylight spell - and with my other class power that doubles the radius and enhances the level of all my daylight spells, the power has an effective level high enough so it trumps prettymuch any darkness spell.
Verian: This sounds like the time.
GM: Okay, the darkness is erased and everything is flooded with light. You can now see ogres here and here, and here's that ogre priest. That's all you can see from your angles - you aren't sure if there is more.
Omit: Hmm...
Azheron: What?
Omit: Umm... Balcoth? Make a Will save...
Balcoth: What?
Omit: I forgot, everything within 10 feet of me when I cast that spell has to make a save or be Stunned. That means both the dragon, and... well, you.
Balcoth: [Stares at him in disbelief]
Omit: I forgot, okay! I was just thinking "how do I get rid of the darkness so that they don't just dispel my spell and recast it again?" Normally it only stuns within 5 feet, but that's effected by the radius-doubling too.
Balcoth: [Sounds quite displeased] I failed. That dragon had better be stunned too.

Omit's save difficulty for this was not so high, since this class ability went off Charisma instead of Wisdom, but GM's luck was as good as Balcoth's and the dragon managed to fail as well, buying us a brief reprieve, instead of giving it a free round to beat on the dwarf with +2 to hit, without his shield and Dexterity bonuses. The stun only lasts one round, but the incredibly bright spell continues, and almost certainly precluded any further Darkness-type spells within its massive (and doubled) radius.

Balcoth: How long does it last?
Omit: ...1 hour per level. So about 13 hours.
Balcoth: 13 hours? Can you turn it off? [Balcoth is already thinking ahead to how the party is going to rest later on]
Omit: No... I forgot that part too.
GM: The ogre priest starts casting...
Azheron: I'll use my readied action to Arc Lightning between him and the dragon.
Balcoth: [Still not happy about being stunned near the beast] Roll max!
Azheron: 41 damage.
GM: It can't possibly make that concentration check, so that disrupts its casting. And that's the bottom of the round, so: Azheron. It's your initiative again.
Balcoth: Fly away. [In case you are wondering, Balcoth does get concerned about his more fragile compatriots; he considers it his job to keep them from being smashed, and their job to heal him and keep him from being fried]
Azheron: There's a distinct possibility...

Rikkon flies back down the hall, past Rhaek (who has managed to find the time to cast one of his powerful defensive spells on himself), and having put some distance between herself and the dragon, she then Fireballs inside the room, finishing off the ogre caster and harming some other ogres who happened to be in the affected area. Balcoth gets up and picks up his dropped weapon, and the second dragon thrusts open the door and makes a trip attack on him.

GM: [Almost jokingly reminds Balcoth of his right on fending off a trip] You can make a countertrip...

Balcoth takes it quite seriously, however, and rolls well. And the dragon rolls much less well...

GM: [With the sort of stunned disbelief that so often accompanies GM's dice-rolling] It gets tripped. It rolled really badly both times.
Balcoth: [Smiling] I countertripped a dragon.
GM: I'm happy for you. [But he doesn't sound that happy. He's sure this ought to be impossible (even in the event of such a bad opposed roll on 20-sided dice). Then he sees the solution] Oh wait, you can't. It's tripping you from reach, and you don't have a reach-weapon. You can't countertrip...
Balcoth: Well I did.
Verian: [Digs through his memory in an almost visible fashion to figure out how the rules work for this, finally stumbling upon a precedent] Tripping with reach weapons, like polearms and stuff. The ones that are designated as "tripping" weapons have the property that if you fail to trip with them, you can drop the weapon to avert a countertrip attempt. It's because whatever you use to trip with; that's what the defender is using in his countertrip. So whatever the dragon is tripping with - it's tail, or its head - Balcoth uses that to knock it off balance.

There was actually a little more genuine debate on this issue, testing the precedents and comparing circumstances, but the eventual conclusion was that the dragon could indeed be countertripped. Of course a dragon should have enough bonuses from its size and prodigious strength that it would normally never fail the opposed checks for both the initial trip, and the countertrip, but GM's poor luck with dice is already legendary. Then Omit returned from a brief rest stop, having missed the whole turn of events.

Balcoth: [Still quite smug] I countertripped a dragon.
Omit: What? Wow, okay!
Balcoth: Omit, do you have any way to daze it while it's on the ground?
Omit: [Shaking his head] I could try to Poison it. [Ed: the spell, Poison]
Balcoth: Don't do that. It's a dragon.
GM: [Glaring fiercely at Balcoth] Oh really? When was the last time you tried poisoning one?
Balcoth: It's common knowledge - it's in 'the public domain'. [Balcoth means that draconic immunity to poison is "assumed to be known to high-level adventurers and doubtless easy to learn from in-game libraries", in the same vein as the knowledge that trolls regenerate. Of course, one could also interpret this to mean "it's in the Monstruous Manual"] Wait, dragons are immune to paralyzation; does Stun count as paralyzation?
Azheron: No, it's separate. [And he thus allays Balcoth's concerns that Umit's bizarre light-thingy might not have been able to stun the dragon.]
Verian: Very few things actually count as paralyzation. Mostly just [the spells] Hold Person and Hold Monster.
GM: Balcoth, your character hasn't read the Monstruous Manual, even if you have!
Balcoth: After fighting fifteen dragons, you notice a few things.

The dragons aren't letting this go so easily. The first unstuns, trips Balcoth (successfully this time), and moves further down the corridor pursuing Rikkon (and Umit, and Rhaek), and a couple of ogre warriors advance into the midst of the players. Balcoth stands up long enough to whack an ogre (power attacking for 7), before the second dragon picks itself up and knocks the dwarf back down. In response to this fearsome onslaught... Umit, moving back past one dragon towards the other (to stay in healing range of Balcoth), drew out his sling.

Omit: I got a critical with my sling!
GM: That's your 1 in 400 chance... again...
Omit: Take 11 damage (ooh, I rolled good).
GM: What I need is a Dr. Doom-style machine to absorb your luck into me and transfer my negative luck back to you... only you wouldn't survive.

Verian cast Mirror Image, and tried to interpose his character between Rikkon and the dragon which seemed to be going for him. With two powerful defensive spells now running, he felt that he could "tank" the dragon well enough, and he moved into the middle of the 15 foot wide, 15 foot high wall (literally the middle, rising up a little ways with his boots of levitation, so that the large creature would not have enough space on any side to pass). The Mephling, for her part, was at the end of the hall (near the tall spiral stair that was concealed at the top by the illusionary bonfire), and was lining up spells to deal maximum damage.

Azheron: Balcoth, do you mind if I Arc you?
Balcoth: I guess. [Obviously he was not thrilled about this plan, but he clarified quickly that (in strategic terms) it was not a problem] I'm good.
Azheron: In that case, I can hit all three and Balcoth.
GM: Hit all five of them?
Azheron: No, the ogre, the two dragons and Balcoth. Not Omit.
Balcoth: Oh sure... [Ed: That is how the lines worked out though.]
GM: [After the damage rolls] The ogre dies from that. Now if this one breath-weapons... line it up like this... I can hit you three, but not Verian... or can I...?
Omit: [As though his friend was contemplating a huge mistake] Are you sure?
GM: [A little irritated by Omit's tone] Yes. [He stares down Omit, trying to figure out what he was talking about, then] Ohhhhh.... that's right, they made their spellcraft checks...
Azheron: Oh that's right, we have Mass Resist: Acid. [Which, though not making us strictly immune to the acidic breath of the black dragons, certainly renders the action to be of dubious value against us]
Balcoth: [As though disappointed by his allies] I wasn't going to say anything...
GM: Instead of using the breath weapon, the dragon's just going to beat on Balcoth.
Omit: I'm going to move way down over here [Ed: past Rhaek down the hall] and cast Cure Moderate Wounds on myself.
GM: Are you hasted?
Omit: No.
Verian: No.
GM: You move pretty fast.
Omit: I'm in light armor, as always, and I'm wearing my Boots of Striding and Springing.

Balcoth continued battling it out, which I point out here only because the continuous beatings he delivers in hand-to-hand are sufficiently consistent that they often fail to make the reports. Readers should assume that any time Balcoth is not complaining about hard-to-catch or hard-to-hit foes, and he has not been recently tripped, he is almost certainly cutting chunks out of any monsters within a 10-foot radius of his model. Anyhow, Rhaek - who now appeared as a hovering cluster of identical Spider-cloaked figures all blinking in and out of existence in unison in the vertical center of the hall - used the information from his Arcane Sight and dispelled 2 buffs from the dragon closest to Balcoth. He braced himself to dodge the nearer dragon's attacks... and it just walked around him, seeming to pass right through many of the illusionary Mirror Images.

Verian: How?
GM: It uses the squeezing-through rules. You can't block off an entire hall of this size; it just costs double movement for those squares where it has to squeeze around you. But you get an attack of opportunity, and it has an AC penalty for squeezing.
Verian: Dammit! [Using "Olidamara's Razor", his mystical Luckblade to CUT things is NOT Rhaek's forte]
GM: The dragon hits Umit... it's a critical... [Disbelievingly sarcastic] 15 damage. Ohh, I'm rolling really well today.
Balcoth: You're rolling well to hit, just bad for damage. You'd be better the other way round.
Azheron: I'll Arc Lightning both dragons, without hitting the party this time.
Balcoth: That's good.
GM: [Rolling some saving throws] Dammit!
Omit: Love those ones and twos...
GM: Yeah, one fails its save this time.

So that one suffers full damage from the spell, while the other takes half. By this time, the dragons are getting fairly worn down. Balcoth sheaths his own Luckblade, changing from two-weapon fighting, to using both hands on his powerful waraxe. I should remind readers again that Balcoth doesn't "just play fighters because they are easy": he is always running the numbers, trying to calculate out the most efficient method of fighting for the present circumstances by manipulating the variables provided by his feats (Power-Attack, Combat Expertise, Two-Weapon Fighting) and other abilities; occasionally to the point that it slows down the game. By comparison, Azheron and Verian (both veteran D&D players also) tend to use a lot of math in building characters, but play more by feel and experience, and Omit, though he can't help calculating every little thing from a lot of different angles, does completely unpredictable things pretty much all the time, making it difficult to tell when he's just screwing around and when he is being his most serious. Regardless, Balcoth set about making fewer, more damaging attacks at this point in the battle, seeking to finish his opponents as quickly as possible (and making his attacks-of-opportunity more deadly, should he get the chance).

Azheron: [Joking] I figured out what you should do instead of sheathing your Luckblade, Balcoth; you should tie it to a string on your wrist.
GM: [Rolls his eyes with an agonized expression]
Balcoth: Actually, we had a long argument about this. A LONG argument about this...

[To make a long story short: Luckblades, in addition to being a +2 weapon, give the wielder a +1 Luck bonus to all saves while they wield it, and allow them to reroll ANY die roll once per day. It is for these powers that pansy spellcasters such as Rhaek, Rikkon, and Verian Seth all lugged Luckblades around, despite having no interest in attempting to stab people with them. But to gain the benefits, one must wield the weapon. Balcoth and GM appear to have discussed at length the logical differentiations of how a magical weapon knows that it is being held in hand, as opposed to hanging from your wrist by a string, or whatever. Balcoth recieved his Luckblade from a Wish a long time ago, and it is in large part because of it that he learned two-weapon fighting, but while he wants the bonuses, he would prefer some way to retain them even when circumstances dictate that he change fighting styles. And GM was ever-so-thrilled that Azheron had accidentally stirred up this topic again.]

Anyhow, Umit jockeyed for position some more, getting hit by yet another attack of opportunity, then he cast Holy Smite on the obviously evil black dragons, and in addition to suffering some damage, the one in the doorway somehow managed to fail the save and be stunned for one round. History does not record whether it was finished off by Azheron and/or Verian with ray spells, or by Balcoth's persistent slicing, but the remaining dragon turned tail, using its immense movement to pass through and almost out of the massive hall which the players had yet to even set foot in. In fact, Rikkon, at the far end of the entry hall, would have to move 70 feet on the map just to get within sight of it (which would preclude attacking in the same turn). In fact, the dragon seemed poised to escape.

Balcoth: I'm going to skin this one...
Azheron: We should kill the other one first! Then we can skin both...
Verian: Two-for-the-price-of-one.
Balcoth: Well I'll move over here... wait, my Boots of Flying are active. Screw that, I fly 80 over to here. [Places himself just past the dragon, although he can't physically block its escape, nor can he attack it after moving that far around the corner.]
Omit: I'll move 40 to here...
GM: Speedy Gonzales...
Balcoth: Do you guys have any indirect cannon fire?
Verian: I don't, and if Azheron did it would hit you too.
GM: [Seeing how close Omit has positioned his character] Ah, you leave me no choice. It will bite Omit. [However, he has underestimated Omit's Hit Points, or perhaps failed to take into account his healing himself earlier. The dragon's kamikazee attack had failed. Oh, and GM doesn't approve of calling it a kamikazee attack.]
Azheron: "If you surrender and give us your treasure horde, we'll allow you to live, and just put you in a zoo."
Balcoth: I am not going to accept its surrender.
GM: [Black Dragon] "If you allow me to live, I can show you to two others of my kind. You can take their treasure..."
Omit: [Sarcastic] "Oh yes; please lead us to our deaths."
Verian: The point of chasing it down was to prevent reinforcements.
Azheron: Yeah, like we need more dragons.
GM: Let's talk about this...
Verian: That's what we get for trying to talk about this.
Balcoth: [*THUNK*]
GM: [After awarding experience points] You get some treasure, though I regret giving it to you...

But there wasn't much... some more heavy-assed ogre weapons and armor (which Balcoth dutifully hauled away, since it was still hundreds of gold worth) and an array of level 1 potions carried by the ill-fated ogre warriors and clerics. So we turned our attention to certain rare animal pelts.

Balcoth: I'll just skin enough from each one for a set of Dragonhide plate armor.
GM: There isn't any Dragonhide armor! We've already discussed this!
Ahzeron: And yet we have all this rare and valuable plate-like hide. Somebody must want to buy it.
GM: It was dirt-cheap full plate that Druids could wear! [Ed: Druids' religion prevents them from wearing any metal armor, but Dragonhide plate isn't metal]
Omit: Dirt cheap?
Verian: It costs more than regular full plate...
GM: You know what I mean! The cost difference is trivial on enchanted stuff! [Ed: About 1500 gp more for Dragonhide Plate. A set of +3 enchanted Full Plate armor costs 10650, while a +5 set is about 26 thousand gold ]
Balcoth: Well I'm going to collect some of its acid and put it in a vial.
GM: [Misheard] You're gonna "collect its ass and put it in a vial"???
Omit: Acid. He said acid.
Verian: Well if we can't harvest the hide for armor, then the value of the armor should be added to the dragonhoard to compensate.
GM: [As though the idea were reprehensible] No.
Omit: We could harvest the meat and sell it.
GM: Who would want to buy dragon meat?
Omit: It could be a delicacy.
Verian: You could open a restaurant. 'Umit's House of Exotic Meats'
GM: No one would buy stuff like that.
Omit: Trolls would want it.
Azheron: [Sarcastic] Yes, cause trolls love acid.
Omit: I'll rip out the heart and kidneys.
GM: [Helpfully sarcastic] Why not take its genitals... make a potion out of it?
Omit: Hmm... [Thinks about it] I cut off its nuts...
GM: I wasn't serious. There is no market for this stuff.
Balcoth: It has to be worth something. It's rare stuff, hard to get. And that woman with the lead room... she was selling some dragon bits in her shop out front.
GM: [Starting to get exasperated] She was selling garbage.
Omit: So are we going to explore the rest of this place?
Verian: Sure, I stil have enough spells.
Balcoth: I'll just contact Helix to let him know we're all right. He's circling in the sky around the illusionary bonfire at the top of the stairs.
GM: [With the tune] "It's the Ma-gic, of Pe-ga-sus..."
Balcoth: I thought we had a talk about that. It's not good.
GM: It's a catchy tune... It's no more offensive than "My little pony..."

Exploring further, although there are more rooms, the complex is again quite small (like the previous ogre den), and there are no more battles. What we do find is a large room, lit only by bioluminescent fungus, that looks and smells like a swamp. With foul, muddy water about a foot deep, it seems to be the lair of the late black dragons, and it quickly becomes apparent that the water is filled with piles of coins. Copper coins.

Azheron: Copper?
GM: About ninety-thousand copper pieces.
Balcoth: Omit, can you cast Part Water?
Omit: Are we going to rest? [Doesn't want to waste a high level spell unless he's getting it back, and figures we won't be resting for a while...]
Azheron: We don't need to rest.
Omit: Well how long do you think we'd have to sift to get it all? Eight or nine hours? [He's counting out how much time is left on our current casting of Wind Walk]
Balcoth: Not that long...
Omit: Well I'm still glowing for 13 hours. We can't really rest until then, so we might as well sift. [Or maybe he was thinking about that...]
GM: It looks like a pain... digging around in muddy water for copper...
Verian: So wait, you are trying to lay out a bunch of treasure in such a way that we don't get it, so you can later claim that you gave it to us?
GM: You know you guys could bring along laborers to help you in all your looting and strip-mining...
Verian: Not unless we could find mute workers.
GM: ...men with carts... Such services are not difficult to acquire.
Verian: Mute cartsmen are not difficult to acquire? Excellent.
GM: [When it became evident that the players would not be deterred, and that they had sufficient strength and extradimensional carrying capacity to manage all those copper pieces] I'll be nice this once, and allow you to convert it all into cash. It's 900 gold. But now nobody can accuse me about my "copper-toting wizards".

[Once upon a time, Azheron and some other friends started a level one campaign with GM - in fact, it took place in the same world, starting in the city of Aberia Del-fayr at the wizards' academy. The misadventures were many, and scarred the participants in ways that still affect our games today whenever giant scorpions are mentioned. But the other gripe which has so often been carried forward (though probably not making the edit into these reports) was the echo of an adventure where several intrepid students were sent into sewers, battled a horrid disease-tentacled Otyugh, and emerging bloody from their wounds and stinking from the filth, they were rewarded with a couple hundred copper pieces by the wizard who felt that a few silver worth of small change was a fitting reward for the youths. Bitter, bitter youths...]

Omit: So what do we do until my light wears off?
Balcoth: How bright is it?
Omit: There is no darkness anywhere near me.
Verian: Good going, Funshine.

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Excerpt #30

GM: Having overcome your foes, and not giving in to their diabolical surrender plot...
Azheron: ...of leading us to more of them so they can kill us?
GM: [Wistfully] I liked that plan. [Snaps out of it] Having overcome your foes, you searched the rest of the caves and plundered everything of any value there, but you find no sign of what you are looking for.
Verian: "Ah, this looks like the place... Nope, it's not. Ah, but THIS one, THIS must be it... Nope, it's not."
Azheron: Just decoy dungeons, like sleeping outside with the decoy tent 100 feet away.
There was a time, out in the desert mostly, not long before the first of these Excerpts, that we habitually set up a fake campsite (with or without fire, depending on circumstances) some distance away and tried to conceal ourselves (sleeping sans-tent, with Balcoth using his wilderness skills to cover our tracks) so that we would have early warning of encounters. Over time, however, this strategy made so little difference that we gave it up - less because we thought it was pointless than because GM did.

[Sometimes, because my notes are just hastily jotted down, often while people are still talking and doing things, it becomes difficult to tell how to bridge the gap between one situation or wayward comment and another. I mention this, because this is one of those times, and I just refuse to try to figure out what happened in between. So, moving on... ]

Azheron: We've got the Magic of Pegasus... sorry.
Balcoth: I'm going to let you die next time.
GM: So you guys windwalk further North over the trees and gentle hills. As you go further on, the plants look even more beat up - and they were already not doing too well where you were. It's like there is some kind of blight upon the land.
Azheron: That means the Undead Base must be around here. [The Undead race in Warcraft III can only build structures on a groundcover that spreads from their main hall, called The Blight. For oldschool Starcraft afficionados, it's the same as the Zerg's Creep.]
GM: Far down below, you hear some crashing sounds, and you can see a tree fall... and then another.
Omit: We'll fly down closer with the windwalk spell, down to the treetops a ways away.
GM: Obviously the smashing is a lot louder from here. Its sort of a periodic crash of a tree going down, with a whole bunch of loud argument in between. There are two voices... one speaking giant, the other speaking in goblin. They, and the crashing, are coming closer to your position, but only very slowly.
Azheron: An Undead Base with a Goblin Shredder... [A mercenary unit from Warcraft III; sort of a lumberjack exoframe... pilotted by a goblin engineer.]
Verian: We could all come out of Wind Walk so that we can deal with the situation. It's moving slow enough that we should be able to escape if we don't like what we see.
Balcoth: But if we stay Wind Walked then we can escape even more easily.
Azheron: Yes, but then we can't do anything at else for at least 5 rounds, like if we want to fight it or something. And if it can harm us in Gaseous Form, we won't be able to respond in any way except by running. We should de-mist.
GM: Well whatever it is, it's very slowly approaching your position. Smashing as it goes.
Balcoth: We should have Azheron scout it.
Verian: [Mild sarcasm] Yeah, we should just wait for the Mephling to do all the work.
Omit: What? He's flying, invisible, fast...
Azheron: After everyone un-WindWalks I'll turn invisible and fly over to scout.

Rikkon thus scouts ahead, and finds the source of the loud crashing and multilingual arguments. An large, ogre-like humanoid with two heads is lumbering through the barren woods. We later learn it to be an Ettin, a creature that could pose no threat to Balcoth, and little threat to even the "less-physical" members of the party. However, from the description at the time, some players take it to be a Fomorian giant, a far more dangerous two-headed foe, although still one too weak to really challenge the whole party without backup, or at the very least the element of surprise. And the element of surprise was firmly on our side, as the creature lumbered slowly through the trees, uprooting or smashing them out of the way thoughtlessly, scarcely cognicent of the destruction it was wrecking. The two heads were clearly arguing about something, but Rikkon didn't speak either language and so she returned to the others. Rather than be consoled by what Rikkon had seen, the party was certain that there had to be more to it, so as they advanced upon the Ettin all were wary of traps, invisible or flying monsters, or anything else they could think of... What could the trick be?

Balcoth did understand the tongue of Giants (like most dwarves he has studied a great deal about the ancient foes of their race), and somewhere in the course of his travels Rhaek had picked up goblin (his best justification was simply that it was a language so easy that even a goblin could learn it), so as we got closer we were able to piece together the conversation.

GM: [Head 1] "Stupid bear..."
GM: [Head 2] "They can't tell us what to do."
GM: [Head 1] "Shoulda smashed 'em."
GM: [Head 2] "We isn't stupid."
GM: [Head 1] "Oughtta smash that bear."
GM: [Head 2] "Where is we? We's going da wrong way!"
GM: [Head 1] "No we ain't."
GM: [Head 2] "Yes we is. We's lost now you idiot!"
GM: [Head 1] "I is no idiot, fathead! Don't make me settle you!"
Omit: They sound like real geniuses.
Balcoth: [To Verian] Can you cast Haste?
Verian: [By way of agreement that the encounter may still be an ambush] Alright, before you reveal yourself, I'll haste us all.
Balcoth: "Pegasus, is it Evil?" [One of the many things that led Balcoth to want a Pegasus mount is their Paladin-like innate Detect Evil power.]
GM: [Replying out-of-character rather than roleplay the horse] Yes, quite Evil.
Balcoth: Kill it.
GM: That's it? You're just going to start killing things on the word of a horse-with-wings?
Balcoth: It's evil.
GM: So next you're going to start wandering around town, checking peasants. "What is it Helix? He's evil? Okay..." SPLAT!
Balcoth: I might! Why not?
GM: BECAUSE IT'S NOT LAWFUL GOOD?
Balcoth: It is if I only smite evil.
GM: Killing people without process is not Lawful - it's not even particularly GOOD! Just because they "detect" as evil doesn't mean they are guilty of any crime, or even that they will necessarily commit any crime!
Balcoth: Well I trust Pegasus more than I trust anything else.
GM: More than your party members?
Balcoth: I trust them more than most, but none of them go 480 feet a round. I Power Attack for minus 7 to hit, [and a corresponding +14 damage on his two-handed strike] and hit him hard.
GM: [Sigh] It takes all that damage. [Monster voice] "AAaarr! Surrender!" [Other monster voice] "Kill him; not me!" It drops its club and raises its hands.
Balcoth: So it's skipping its turn?
GM: Yes. It is not rolling initiative.
Balcoth: So it's my turn again?
GM: [Trying, by way of his audible and visible displeasure, to further enfore the veritably non-combattive nature of this Ettin] Yes.
Balcoth: I full attack. [Some quick dice rolls with his hasted 7-point powerattack against the negligeable armor class of the creature crank out some vast amount of damage]
GM: "Euuuurrrrgh..." It collapses as you slaughter it mercilessly.
Balcoth: I'm looking around for anything else.
GM: There is nothing else!
Omit: That did seem somewhat unnecessary.
Verian: Umit's pretty picky about which evil to smite, considering this is the guy who has to stop for every skeleton.
Omit: They're abominations.
Azheron: [With that familiar helpful-toned sarcasm] Actually they're undead.

Despite his continued jocularity, Azheron did seem a little put-off. While Verian seemed thoroughly unsurprised about the outcome, displaying more sorrow for his wasted Haste spell than the poor helpless flavor-text delivery NPC which had been silenced, Azheron of all the players was the one who did seem a little disgusted at the party's blatantly anti-roleplaying actions. To be fair though, Verian and Balcoth were quite genuine in their distrust of the situation and their preconceptions about the likelyhood of an ambush, and now that the "threat" had passed, Balcoth turned his interest to the belated search for flavor-text.

Balcoth: I search him. Does he have anything?
GM: No, nothing.
Balcoth: Any notes, or anything that might help explain what he was doing here or where he came from?
GM: Nothing like that; just one Ettin, two heads.
Balcoth: I'll smash the heads until they're unrecognizable.
GM: Ooo... kay...
Omit: Where's the invisible bear?
GM: There was only one way to find that out, and Balcoth even made sure you can't Speak with Dead.
Balcoth: [Sounds as though this were a slightly unintended consequence] Well... this way nobody can use that to find out who killed it either.
GM: Why didn't you try talking to it?
Balcoth: It would have wanted something in exchange for info.
GM: You don't know that! And what's even wrong with that! [Sighs] I had like a page-and-a-half of text for him, but far be it for the mighty Balcoth to allow any roleplaying.
Verian: It seemed too much like a trap. And it sounded like one of those two-headed giants, which could have been threatening if it was standing right near us when its friends jumped out.
GM: It didn't have any friends! It was alone. It didn't even fight back - it just tried to surrender. [Turning to Balcoth] You accepted the surrender of that ogre bounty-hunter after he tried to kill you!
Balcoth: We'd already defeated his encounter. We knew he was harmless. [Even this statement is a little frustrating for GM, who had built that bounty hunter as a powerful melee opponent, but the party had outlevelled it, and its weak caster allies had proved little help in balancing the level difference]
Verian: If there were an encounter here, which we had to assume, then we still had no information on what we were up against, so we couldn't assess whether he was no threat or if he was faking us out for an ambush.
GM: [Exasperated] It didn't even try to fight back!
Omit: [Grinning broadly] I think if the ogre had tried to fight back it might have had a better chance of surrendering.

With nothing further to gain from the two-necked corpse (there wasn't much for heads anymore), the players spend the requisite 5 rounds reactivating Windwalk and regained the skies, travelling on another couple hours until they entered a more mountainous region of the vegetally-devastated lands, still searching for the controlling force behind the increased bandit activity. Spotting a hillside cave from far up, the party decides to drop down some distance away and approach on foot, rather than to attempt the 5-round rematerialization near any potential guardians. We landed safely, and set out back uphill through the leafless forest towards the cave, encountering no resistance, but some of us thought we saw large wolves far away around the limits of our vision. Such sights were fleeting however, and after we spotted them once, they either went away, or were far more careful in concealing their presence.

Azheron: Well lets see what our decoy-dungeon is for this week.
Omit: [Making an educated guess] One orc druid, X ogres, X dire wolves, X bears...

We enter the cave, which GM lays out on the grid of the write-erase map table, drawing in the topography (a couple large stalagmites) and specifying the ceiling height as variable, but generally about 25 feet. Suspicious of traps, the party advances with the heavily armored dwarf in the lead, Umit following a steady 30 feet behind in order to remain within his anomalously long healing range, while Rhaek crawled up onto a rock outcropping some distance back and Rikkon flew invisibly. Omit unfortunately chose this time to excuse himself to do something in the kitchen, and sure enough, when Balcoth penetrated a certain distance into the apparently empty cave...

GM: A massive stone hand reaches out of the ground and crushes you... Does AC 44 hit?
Balcoth: Uh-huh.
GM: You take this 45 damage.
Balcoth: Ow.

After the surprise attack we rolled initiative, and fortunately earth elementals have bad initiative modifiers (regardless of size), and so it was unable to capitalize with a second consecutive turn. Rikkon stayed invisibly airborne (and thus out of range of the enemy's tremorsense) and Azheron had her edge back a little ways and ready an action for the next emergeance of the elemental. Rhaek cast Haste on the party, then scuttled back even further towards the cave entrance, which was looking a lot more like an exit now. Both of them were noting that the height of the cave was not enough to provide an aerial "safe zone" outside the reach of even a moderate sized earth elemental, since it could (with a little jockeying) attack from either the floor or the ceiling.

GM: Where are you guys going?
Balcoth: We're leaving. This thing's stupid.
GM: In what way? You haven't even tried to hurt it yet...
Balcoth: No, because a giant fist just reached out of the ground and assaulted me.
GM: So?
Balcoth: If it hits that hard, it must have at least 10-slash DR and over 200 hit points. I'm not going to sit here and get beat on by that thing while they all run away.
GM: I think you're being a bit unreasonable...
Balcoth: You're a tyrant!
Azheron: Why would we interract with it again?
GM: You don't have to flee like the cowardly cowardy coward coward cowards you are!
Omit: [Returns to the room. Though unable to make out the details, he couldn't fail to hear the agitation] What's the problem?
Balcoth: I got attacked by an earth elemental.
Verian: Just a stone fist sneak-attacking Balcoth from out of the floor. It hit AC 44.
Omit: [Accessing memory] How big was the hand?
GM: [Gives Omit the finger]