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PREVIOUS EXCERPT: #38 (Season 1)

Excerpt #1 (Season 2)

After a long time, I am once again in an established, regularly meeting D&D group, and as a trial run I'm going to see what new Excerpts would look like (and how the other players will react).

If you've read any of my other D&D excerpts, it's important to realize that this is a totally different group of people (except for one, of course, which would be me). Some are geeks who know every rule, others have been playing D&D since it's earliest beginnings (but may not be as up-to-date on 3.5 edition), and of course... the Game Master is NOT the same as in the other reports, but will still be referred to by the honorific "GM".

If you haven't read any of the old excerpts, just keep in mind that I don't reveal which character is me, and I try to be as impartial and as faithful to the actual events/dialogue as possible. When a player speaks in my report, the default is OOC (out of character/tabletalk) - when they speak IN character, the line will be presented in quotes and probably italics. And of course, my spelling of place names and NPCs is usually arbitrary and phonetic.


We are a slightly smaller group this time. Other than the GM (who is much appreciated for doing all this work for us), I'll be referring to the players by the names of their current characters. These names are frozen at this time; in the unfortunate event of character deaths, I'll keep using the same name for that player's next character, to preserve the continuity of the narrative. The current characters (all played up from level one and now level 6, and with maximum hitpoints in the 35-40 range) are:

Tree, a Warforged druid. The Warforged are a "race" of self-aware golems built in this game-world to fight in a (recently ended) massive war. Tree was built near the end of that war, and never actually saw combat in that conflict, but was a more unusual design. Most Warforged are made of exotic metals and rare wood, notably "living wood"... but Tree's armor is all living wood and ironwood and such, with no metal at all. Tree has a pet badger, called Badger, and fights in inumerable ways, ranging from scimitar, to conjured flameblade spell, to druidic animal shapeshifting.

3-eyes (Three-Eyes) is a Changeling scout/wizard. In what will surely be a confusing nightmare to read, this character shapeshifts between a number of recurring aliases/appearances/personas, most notably Marco (a tall, wizened old human), Garroth (a squat dwarf with a short-cut beard), and Verne (a blonde, youthful human with trim facial hair). The other characters tend to go by his "current" name... he doesn't ever seem to use his "true" form, which is a human/doppleganger hybrid. He fights more with crossbow than with magic.

Lakshana Tari, a Kalashtar psion. The Kalashtar are a strikingly attractive nearly-human looking race with deep psionic ties, who tend to be cautious and paranoid because of their secret war against the Quori, who are evil incorporeal immortals who steal and control bodies of the living to do as they please. Preturnaturally calm in almost all situations, Lakshana prefers to avoid violence, but when forced into it, she uses her mental powers to end it as quickly and decisively as possible.

Last session, the players had concluded a long story arc full of exciting chases and near-misses, where after traversing half a continent by horse, airship, and technomagical-train ("Lightning Rail"), they finally trapped, defeated and staked a vampire, returning it to the authorities. The pent-up completion XP was so much that although this is the players' first session playing at level 6, they are very close to leveling again already.

Though their band of three is unorthodox (not featuring any heavy-armor "tank" types), they have proven themselves capable, earning the respect of several influential employers in the megacity of Sharn, and it is here that they are spending the spoils of their most recent quest.

GM: After a few days of sun, rain begins to fall again, cascading down the towers and off the walkways of the city...
Lakshana: Oh, of course.
Tree: Beautiful [laughs]

[Currently we are working our way through a series of Modules (premade adventures), and while they've been good, beginning each adventure with a rainstorm in the city of towers has gone from cliche to running gag.]

GM: [grins but continues] You are all relaxing in your usual tavern, with the rain falling outside, when a winged figure with rough, almost stony hide bursts in through the door, dripping heavily from the downpour. He is wearing a House Vadalis signet brooch.
Lakshana: Ooh, a gargoyle... they're so cool.
Tree: Which one is Vadalis?
GM: Let's see, they are the house of... [pauses, searching his memory]
3-eyes: They have the Mark of Animal Handling. They are the ones who make magebred animals.
GM: Yes! That's the one.
3-eyes: I only know because of my backup-character. That's what House he's from.
Tree: [interested] Really...

Our campaign takes place in the recent and popular Eberron setting. It is a high-magic world, where pseudomagical animal breeding, vehicles powered by bound elementals, and the living constructs known as Warforged are all commonplace. The main civilized continent, Khorvaire, is home to a number of powerful Dragonmarked Houses which stretch across national boundaries, their wealth and strength stemming from their magical birthmarks, which grant some members of the main families powers based on their House's bloodline.

3-eyes: ...not that I plan on dying anytime soon.
Lakshana: I really should read up more on gargoyles...
GM: House Vadalis is trying to set up their own messenger service with them, to compete with House Sivis [Mark of Scribing, currently with a monopoly on courrier services]. Anyway, the figure speaks in a deep voice, like stone grating on stone: "Tree, Lakshana, Garroth?"
3-eyes: If we're in the bar, I'm probably Garroth [his dwarven form; he adopts a deep, accented voice]. "Overr here"
GM: The gargoyle trudges over to your table, leaving a wet trail along the floor, and hands you an envelope. Then it makes its way back outside and disappears into the storm.

The letter is short and to the point, directing the adventuring party to meet soon at a private villa elsewhere in the city, and signed "Lady E", denoting the Lady Elaydrin, who had given them their first few big-paying jobs, only a few months earlier. Setting out immediately, the reached the home just in time to be greeted by anguished female cries, and to see shadowy figures moving inside an open and unguarded door. Standing there, in the rain, they moved without hesitation.

Three-eyes cast Haste, Tree and Badger rushed forward to see what was going on inside, and Lakshana approached with more caution, shielding herself with psionic Inertial Armor. The scene that greeted them was a handful of heavily armored zombies, with Lady E backed against a wall. The heroes arrive as she is struck by the sword of one of the undead.

GM: [rolling dice] Oh... oh ow...
GM: Lady Elaydrin screams loudly, and you're just in time to see the zombie's broadsword slice a deep gash across her chest.
Lakshana: Ew!
Tree: Is she dead?
GM: No, but she's looking pretty shaky on her feet...

As Tree conjured a flameblade, Badger and Lakshana rushed to their patron's side, and Three-eyes fell into the familiar combat-pattern of the Scout class:

3-eyes: I move ten feet and fire my crossbow at one of the zombies [scouts gain a damage bonus in any turn where they move at least ten feet]

Badger began tearing at the undead in melee, and Lakshana used her newly-acquired Empathic Transfer power to heal Lady E by absorbing some of the damage herself:

Lakshana: I can transfer 2d10 hp, and I take half of that in damage... should I augment it? I can do another 2d10 per Power Point [also known as PP, Power Points are the "mana" used by psionic characters]

She does augment it up to 4d10 to reduce the chance of a randomly low roll (because d10s are notoriously unpredictable), and proceeds to roll over 30... fortunately (after some quick rereading of the power), the transfer can't "overheal", and so after the target was fully healed, Lakshana only suffered 8 damage. Just in time too, as the zombies' got their turn, and one struck another telling blow against the Lady, leaving her less badly wounded than before, but she would surely have died if not for the psionic healing. Three-eyes and Badger inflicted some more damage, and Tree destroyed a monster from full health with his flameblade [which makes touch attacks, hitting all but the most agile targets easily]. Lakshana joined in the attack, creating powerful elemental bolts with her mind, and the battle was soon over.

Thanking them for the rescue, Lady E explained that the vampire Garrow (a recurring villain from previous adventures) had attacked her home and stolen one of a set of powerful magic items that the heroes had quested for, and (leaving a few zombies to finish her off), had rushed off to uncover the fourth and final piece of the set. She charged them with the recovery of all four of the items (magic Schaemata used to power Creation Forges of the sort that had created the Warforged), promising thousands and thousands of gold, each, and providing most of it upfront to prepare for the dangerous journey to a largely unexplored continent.

Scurrying around the metropolis of Sharn, Tree and Three-eyes picked up new magic gear, and a new extra-fast magebred horse to replace one which was sadly lost in battle while chasing a previous vampire. Lakshana was more subdued, still processing the news that she had recieved when she visited one of the secret comunities of the Kalashtar between adventures. She had learned that the jeweled circlet she had recovered from the corpse of a discarded Quori host-body was in fact a powerful and important artifact of her people. The elders were surprised that such a thing of legend even existed, and concerned that their ancient bodysnatching enemies were after it. So, less concerned than her companions with material wealth, she conserved her resources (though offering the others use of her gold if they needed more), and a few hours later, armed with matching rings of protection, strength-boosting gloves for the robo-druid and a shiny new crossbow of undead-hosing for the unpredictable shapeshifter, the others were ready. The party set out for a nearby port-town.

With speed being critical, Lady E had used her House Canith connections to get the heroes passage aboard a very secret prototype vessel known as the Sea Dart. The grizzled gnomish captain showed them to an unremarkable warehouse containing a small, sleek vessel designed to travel under water. A bound water elemental ringed the outside to power it, and an air elemental within provided the air... but with space at a premium (no wonder the crew were all gnomes), the adventuring party were forced to leave their magebred horses behind - including Tree's brand new shiney one.

The Sea Dart coasted beneath the waves for days. With little space and even less to do, the heroes watched the dark seas pass by via an observation dome (enchanted with a form of clairvoyance that allowed it to focus anywhere around the ship). Then one day, the seas began to light up with the multicolored neon of photoluminescent life on pillars of stone which loomed into view, as though holding up the cieling of the space far out of sigh in the dark above, and reaching down to the sea floor far out of sight below. These were in fact the dreaded "Shargon's Teeth", bane of surface ships in a stormy sea near the dark continent of Xen'drik. Down here, the seas were deceptively calm, and safe...

Spot checks were rolled, and the heroes barely had time to see a large form shoot out of the darkness towards them before the submarine lurched.

GM: The ship is struck by a very large, prehistoric-looking shark. Roll balance checks.

The players roll their checks, the results of which were less than fantastic.

GM: Okay, everyone takes [rolls dice]... ... 7 damage.
3-eyes: Even if we made the spot check?
GM: Yep.
3-eyes: What about tumbling? Can we use it to reduce effective fall distance?
GM: Nope.

The gnomish captain began shouting orders at a frenzied pace, ordering the submarine to surface immediately. The shark seemed to disappear back into the darkness as abruptly as it had appeared, and all of the players were totally convinced that it would not return. Totally. So convinced.

As the submarine ascended though, they were shaken again (not enough to take damage this time) as the ship became snared in something. Using the magical view-port to scan around the ship's exterior revealed that in four places they were snagged on nets that someone had strung between the stone pillars. In order to surface and repair the damage, the nets would have to be cut.

A group of gnomish crewmen prepared to swim out and cut the lines, and Tree, Lakshana and Three-eyes went with them, taking from the ship's supply of Underwater Breathing + Freedom of Movement potions (and Three-eyes had to take one of their modified crossbows that worked underwater). Tree decided that Badger should remain inside.

3-eyes: Seems easier that way. It would be hard to feed Badger the potion.
Lakshana: I've pilled cats... [as in "given pills to"]
3-eyes: Even if you can bring a horse to water, I don't think you can make it swim out of the submarine and fight.
Lakshana: It's a dire-badger druid companion, Tree could feed it a potion.

Badger's intelligence and loyalty aside, Tree felt better keeping it 'safe' inside the Sea Dart, as the heroes cast their many magic buffs and ventured out.

GM: The crew have safety lines to tie around your waist as you go out. You note that each of the gnomes leaving the ship takes a line. Do you want them?
Lakshana: Yes!
Tree: Please!
3-eyes: Actually, I'll pass... I don't want it to interfere with my movement.

The ship was surrounded by light spells, which pushed the darkness out a short distance, but even as far out as the nets it was dim. The heroes were uneasy at the thought that the submarine was effectively a beacon to everything that could lurk below... but there was little choice, the alternative being to work in the dark. The gnomes split into two groups, swimming to two of the snags to cut at the ropes with their knives. Lakshana projected a bolt of sonic energy to another 'corner', severing the nets there, while Three-eyes and Tree swam towards the fourth snag.

Tree got there first, and cut the cables free with his scimitar. One of the gnome-teams got theirs too, but the second team were having some trouble cutting the snares. Three-eyes cast Light of Lunia [a spell which surrounds him in bright light, but which can be discharged to fire small energy bolts], hoping to fire it at the ropes next round, but Lakshana used her wand to blow apart the nets a little ways past where the two gnomes were struggling - the Sea Dart was free.

GM: The Dire Shark bolts upwards into veiw of the lights of the Sea Dart, and attacks... 3-eyes.
3-eyes: [nods]
GM: [speaking out loud as he reads up] ...now, I think it has a 'devour' attack... oh, it's not an action, it's automatic...
Lakshana: [distressed] It's swallowing him whole?
GM: Well, right now it's biting him... what's your AC? [armor class] ...Doesn't matter, it hits. Take 18 damage and roll a grapple check.
3-eyes: [rolls, and without even hearing his opponent's roll, pronounces] I failed.
Tree: [incredulous] So he's inside the shark?
GM: He's in it's teeth... he'll be swallowed next round. This twenty-five foot prehistoric-looking shark shoots up and snatches Three-eyes in it's mouth.
3-eyes: [surprisingly calm] It's a good thing I cast that light spell... it would be bad if it had gone for one of the others.
Lakshana: You're in its mouth!
Tree: Are the gnomes going to help?
GM: They are already heading back into the Sea Dart... being pulled in by their tethers.
Lakshana: Oh, hey! Can they try to pull Three-eyes in?
3-eyes: I didn't take a tether, remember?
Lakshana: Oh...
3-eyes: It's okay. We just have to start killing it.
GM: Go ahead. You're first, Lakshana.
Lakshana: [after a little thought] Can I hit it with Energy Bolt without hitting him?
GM: Yes, sure. It's so big you don't have to aim anywhere near 3-eyes.
Lakshana: What energy type should I use? Underwater, I think "sonic!", but that does less damage... I don't suppose the sound of a sonic bolt could summon Dire Dolphins to help us...

Tree and Lakshana agreed that dolphins are quite effective at combatting sharks in real life, and that it would be very nice if that could happen, but since it seemed unlikely, Lakshana used the other energy-type available to her which sounded like it would be particularly effective against aquatic foes: electricity.

3-eyes: A creature this size probably doesn't have a very good reflex save, and your [Energy Bolt's] save DC is 2 points higher when using electricity...
GM: Yeah... [reads the number of the module]... woah, actually, it has pretty good reflexes... and it saves. The shark shrugs off about half the damage.
Lakshana: D'oh!
GM: Tree, your turn.
Tree: I don't know what to do...

Normally, Tree would deal with this situation by sending Badger in to attack, summoning a flameblade, and beating and burning the monster to a pulp. On land, against a foe with identical stats to those of the dire shark, this would be remarkably effective, however Badger remained safely inside the submarine, and using a flameblade underwater (or another of Tree's preferred attack spells, Produce Flame) was a dubious enterprise at best. Thus, Tree was quite disconcerted until discovering that man-sized sharks were on 'the list' for Summon Nature's Ally III, which he then began to cast. Of course, Summon spells take longer than most spells to cast, and doing this was in lieu of immediately healing 3-eyes, but the shifter (currently in his Verne persona) was putting quite a brave face on the whole 'being eaten' situation.

GM: Alright, 3-eyes, it's your turn. You can attempt a grapple check to squeeze out of the shark's jaws.
3-eyes: Yeah, not going to be doing that... [the shark's overwhelming size and strength made escape in that matter a near-impossibility] I'll use my Abrupt Jaunt ability to teleport 10-feet, out and towards the rear end of the shark.
Lakshana: Oh! I was so worried that I totally forgot you could do that.
Tree: Me too... even though he does it all the time.
GM: [who had known exactly what Three-eyes would do, and hence why the player had remained so calm] Sure. Just make your concentration check and you're out.
3-eyes: Oh... right...

It was at this point that Three-eyes appeared less secure for a moment, realizing that although his power was a spell-like ability which (also being an Immediate action) did not provoke attacks-of-opportunity from nearby enemies... that being grappled was in fact one of the few situations in which he needed to make a concentration check. Also, it became very relevant that Three-eyes had not maxxed-out his concentration skill (as nearly all other casters do), and therefore his odds of success, while not bad, were nowhere near as good as one would want when the alternative was to be digested.

3-eyes:[sounding most relieved] I made it! ...oh, and since that doesn't take an action, I will... uh... cast Ray of Enfeeblement at the shark. I hit it for... [rolls] 8 points of strength-loss.
GM: Eight strength? That spell is so strong...
3-eyes: And random... that's the second adventure in a row I've cast it for max-damage. Prior to that my rolls were pretty abysmal.

The shark, who had so much strength that it didn't really miss 8 points all that much, and who could be forgiven for thinking that bright-glowing morsel had gone down more easily than most, and for not connecting it with the presence of a 'new' bright-glowing morsel behind it, spent it's turn swimming all the way over to Lakshana and eating her. It hit almost-but-not-quite automatically with it's bite attack.

Lakshana: [to GM] I hate you.
GM: Make a grapple-check... oh wait, nevermind, you're grappled.
Lakshana: Wait, you tell me to roll, then I don't get a roll?
GM: Okay, go ahead and roll.
Lakshana: [rolls and reads result]
GM: You're grappled. You take 17 damage, and are now stuck in the shark's mouth.

While Lakshana struggled, Tree completed the summoning spell, and his conjured shark appeared just before his turn, it's sleek muscular 7-foot span utterly dwarfed by the school-bus-sized behemoth. The new shark attacked under the druid's command, taking a good bite out of it's prehistoric cousin, but it was becoming apparent that the dire-shark had hit points of an order previously unseen by the level 6 characters. Tree swam up and managed to get a heal off on Lakshana before she disappeared completely down the beast's maw, and Three-eyes planted a crossbow bolt squarely in the shark's back, which appeared about as lethal as a thumbtack right about now.

GM: [to Lakshana] On the shark's turn you are swallowed. You take 10 damage from the crushing-action and stomach acids.
Lakshana: [who appears so disturbed by the present turn of events that her demeanor has 'wrapped-around' the spectrum of emotions all the way back to a pseudo-calm] I'm inside it's stomach...
3-eyes: I'm going to have to go in after her...
Tree: What? You just got out of there...
3-eyes: If I go in, I just have to be able to touch her, and then I can use my [magic] cloak to cast Dimension Door, and transport us both back into the sub.
Lakshana: I'm inside it's stomach... and I'm supposed to, what, cut my way out?
Tree: Or blast your way out.
GM: [with supportive enthusiasm] 'Kill it with fire!'
Lakshana: Will fire work in here?
GM: [his tone implying a shrug] Sure, why not...

Lakshana, swearing unrelenting wrath upon GM should her character expire in such an unpleasant fashion, unleashes a blast of flame within the shark's gut. Its reflexes useless for dodging an attack from within, it flinches as it automatically takes full damage, losing nearly 30 hit points, which opened a gash most of the way to the outside.

The next round passed quickly, as Tree began summoning another shark, Tree's first shark missed its attack, and Three-eyes missed a crossbow shot as he moved closer hesitently, still glowing brightly from his Light of Lunia spell, hoping the enemy would attack him next rather than the warforged druid. Lakshana took some more "stomach-damage", and running out of time, she created another fiery blast, and this time it was visible from the outside as a gout of flame dissipating into the water, as the Kalashtar struggled and swam out of the hole.

GM: The hole is sealed behind you by muscle action, but the dire shark is not looking as strong anymore.
Lakshana: It took 22 and it's still alive? I blew a hole out of its stomach, and it's still alive?
3-eyes: I knew this thing would have a lot of hit points, but by my count we've done over 100 damage to it so far. I didn't realize it was quite this tough.
Lakshana: This is so wrong...

Tree finished summoning a second shark, which began to strike at the giant one, and the druid then used this round's action to heal 3-eyes. However, with Lakshana free, and seeing the dire shark distracted by the summoned ones (using it's turn to take a savage bite out of one), the changeling decided that being eaten was no longer helpful, and discharged his light spell into the enemy as a weak ray attack. On her turn, Lakshana hit the dire shark with another big bolt of electricity...

GM: Badly wounded, the shark finally senses that it could die, turns tail and begins swimming down into the depths, though at this rate it is probably just going to be food for something else...
Lakshana: You mean there's something BIGGER down there?
3-eyes: It doesn't have to be bigger...
Lakshana: Oh... [being out of the monster's stomach, Lakshana was once again able to empathize with it as a living thing]
3-eyes: It's so wounded that...
Lakshana: Arg! This is so bad...
Tree: One of my sharks hits for 24...
GM: Twenty-four kills it.
Tree: That thing was insane... I can't believe we had to fight that.
GM: Ya, I was a little worried when I started reading the numbers on it... That was a pretty impressive display. It had eighteen hit-dice.
Tree: I thought we were SOoo Dead...
Lakshana: [to 3-eyes] ...and I was so busy at the time I wasn't thinking... but you were willing to come in after me!
3-eyes: Well, I had a way out. And in the end I didn't have to...
Tree: Still, that's so brave!

The heroes returned to the Sea Dart, and the submarine was able to surface safely, finding a rocky islet to anchor beside and perform repairs. Calling the session, GM figured out XP, and sure enough, the characters leveled again already (such was the massive quest XP from last session that they were very close).

Some of the players, around this point, became very interested in what actually happens to summoned creatures afterward, particularly if they are injured (or killed). The simplest answer, of course, would be to declare that summoned creatures were conjured out of thin air. However, this is not the case, because you can only summon creatures that actually exist somewhere - you can't just make them up (as you might for an illusion spell). So, where do they come from?

In fact, they are always summoned from other planes of existance. Demons are summoned from the Abyss, or the Hells, or wherever... in the case of animals from the Summon Nature's Ally spells, they likely come from a nature-based plane filled with "platonic ideals" of the same creatures found in our plane.

And, as Planar scholars know, after a creature is summoned to another plane, it will always return to its home plane, unscathed, when it 'dies' or the summon ends. Whether or not they remember their experience is a trickier question... we're pretty sure demons and devils do.


Tree: We leveled?
Lakshana: I have to figure out all this stuff again already?
3-eyes: Sweet, I can enter my prestige class.
GM: Being level 7 now, you might survive the adventure.

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Excerpt #2 (Season 2)

Standard size for a D&D adventuring party is generally four players, and for some time (with occasional supporting NPCs), we've been going with only three. This week, though, we have a new adition to the group, another longtime pen-and-paper gaming enthusiast who has worked our D&D night into his schedule (or vice versa).

Rohan, a Human artificer. Artificers (a new class from the Eberron setting) don't cast spells in the traditional sense, but their knowledge and mastery of magic items allows them to fulfil a spellcaster's party roll (and also disarm traps and open locks). He gets a pool of points that he can use to pay the experience cost of item creation, and to create temporary items to cast a spell in the next fight or provide other utility. He fights mainly using wands, scrolls, and his Homunculus (a small construct that serves as a familiar).


GM: Getting started, there's supposed to be another encounter, but we're going to skip it so we can get to Stormreach and introduce Rohan's character faster. I think that's the best thing for everyone.

Tree: What are you?
Rohan: An artificer.
Tree: A what?
GM: He's like Skarram [a much-loved NPC Artificer who helped the characters on their first adventure in this campaign, long ago, and who still provides favorably priced magic item services for the players when they are in Sharn]
Lakshana: I'm still unsure what that is...
3-eyes: They use magic in a different way, through items.
Rohan: I have 27 scrolls on me... I get a pool of XP which I can use towards making items and infusions.
Tree: And he's just a regular human? You oddball!
GM: Yeah... if he'd been a Shifter, you guys would have all four Eberron races represented.
Rohan: I was actually thinking of being a Shifter, but humans get the extra feat and skills...

The Eberron setting includes the standard races of modern D&D (humans, elves, dwarves, halflings, gnomes, half-elves and half-orcs), but adds its own unique subset:

  • Changelings (anthropomorphic shapeshifters)
  • Kalashtar (psychic race in a hidden war)
  • Shifters (demi-lycanthropes with bestial powers)
  • Warforged (living constructs created for battle)
GM: So, you guys miraculously aren't attacked by sahaguin shark-trainers pissed-off that you killed their fine shark...

This is met by muted 'ooh's and 'ahh's of the players who were present last-session to fight the shark... not that they were especially worried about fighting the fishmen on land (the flat rock islet next to which the submarine had surfaced for repairs), but there was a certain sense of connecting the dots, and the relation between the shark and the nets which had trapped the sub beneath the waves.

GM: The Sea Dart arrives at Stonereach... well actually, it pulls into a small bay a few miles out from the city, because the sub is top secret, and they don't want to be seen. Captain Byam [the gnomish Captain referred to in the previous excerpt] says the Sea Dart will wait near here for you for up to thirty days before assuming you're dead and returning home.

Stormreach is a large city founded (built out of debris) by survivors of the many shipwrecks caused by the Shargon's Teeth (the big rock spikes in the sea), and over the last hundred years has become a real city and the only major port on the 'dark' continent of Xen'drik. The heroes were provided with travel documents that showed them as part of a university research expedition that had recently landed, but they were cautioned to avoid any actual members of that expedition, who would likely not go along with the charade.

On Byam's instructions, the group heads to a given address where they pick up a letter of credit for transportation, and where an artificer named Rohan was sent to join up with them, bringing his expertise in Creation Schaemas and other artifacts to help complete their task.

GM: Alright, Rohan knows about your quest and everything, but let's go around the room and introduce our characters.
Tree: Well, Tree is a warforged, and was built by House Canith around the end of the war. He was an unusual model, and has no metal parts, only wood. Tree loves Lady Elandry...
GM: [correcting] Elaydrin.
Tree: Tree loves her, but doesn't know her name. But he wants to get in her good graces and to eventually join House Canith. He's an herbologist... he loves to study life. And he wants to build a keep some day, he has it all planned out, with guest rooms, and gardens and fountains. It's going to take a lot of gold though, so Tree has started to be very interested in money.
3-eyes: My character is a changeling, named Three-eyes. But although he could change to look like anyone, he almost always uses one of a small number of personas: Marco, a wizened old man, with grey hair and faded blue robes; Garroth, a dwarf who is much rougher around the edges (and shorter), with a short trim beard and hair because Three-eyes finds long hair harder to form; and finally Verne, a younger human male with blonde hair and a short beard as well.
Lakshana: But you have a female one as well...
3-eyes: Yes... at the masquerade ball, you did find he had a female elven persona, named Lydia. You don't see her often, though.
Lakshana: Lakshana Tari is a Kalashtar - they are a little like the Trill from Star Trek; they have a small number of spirits which are each shared across hundreds of bodies. They actually come from a sort of dream-world, and because of that, she is very rarely surprised, because whatever happens in the "real" world, she has almost always seen something like it many times in the world of dreams. Well, I'm surprised all the time, but she isn't. She prefers to avoid fighting where possible, but if forced to fight, she wants to end it as quickly as possible.
Tree: And you do! You do so much damage now.
Lakshana: [seems anything but proud of the large amount of damage she can deal] ...oh, and I have a crystal that can crawl, spy for me, communicate telepathically with me and others...
3-eyes: She's a psion, so it's a psycrystal.
Rohan: Oh, a psycrystal, right.
Lakshana: Yes. It makes little legs and crawls right now, but it should be able to fly soon.
Rohan: My guy wanted to be a mage, and he tried really hard, but couldn't cast spells. So he tried even harder, and found another way, becoming an artificer. He worked as a locksmith to pay his way, so he's good with locks and stuff.
Lakshana: That's sweet; that he had a dream and pursued it.
Rohan: I also have a homunculus.
Lakshana: A what?
3-eyes: It's a construct.
Rohan: It's a tiny construct I made. It flies and has a poisonous bite and stuff.
GM: Like this: [shows the picture from the Monster Manual]
Tree: It's like an ugly frog with wings...
Rohan: [proudly] It cost me like nine-thousand gold to make it.
3-eyes: Nine-thousand gold? For nine-thousand, you ought to get a homunculus from Full Metal Alchemist [An anime series, presumably involving homunculi...]
Tree: You paid 9000 gold for a perverted frog? [The picture GM showed has it hunched over, and it looks somewhat... unwholesome.]
Rohan: [not at all put-off] It's got five hit-dice.
Tree: "Frogbunny". That's what I'm calling it...
Lakshana: Tree calls my crystal "Skitter".
Tree: It's logical. I'm Tree, I have Badger, it's Skitter [for the sound it probably makes crawling around with its spidery ectoplasmic legs]

The continent of Xen'drik, where the heroes have come to search for the fourth creation Schaema, is largely jungle: unexplored and unpopulated by the residents of Khorvaire (the "main" continent of the player-character races in Eberron). Long, long ago, Xen'drik was populated by an advanced civilization of giants, who were so powerful that the dragons felt they had to be stopped, and "erased" their empire. The elves, who were a mere slave-race to the giants, were freed, and the remaining descendents of the giants are only dumb and vicious shadows of what their race had been, living among the massive ruins of former greatness. The elves who remain on the continent, the black-skinned Drow of Eberron, are also tribal and territorial primitives. And of course, the jungles are full of innumerable other (and generally more evil) monsters...

The party's information indicated that they were looking for a temple, deep in the jungle, about 300 miles up a powerful river. They had been given a letter of credit worth a large amount of money, to be used for travel expenses, amd they set out to hire a riverboat for the dangerous journey, and were directed to a man called Chinxero, Captain of the riverboat Marlow.

GM: Chinxero is a... man, I can't find a physical description of him. Well, he's a tanned human, a scruffy looking guy in... wow, high quality full plate armor.
3-eyes: Full plate, on a boat?
Rohan: Guy's got balls... hehe.
Tree: Does he have a tall, furry copilot?
Lakshana: Ugh...
GM: Well, to continue the Star Wars metaphor...
3-eyes: ...just because she loves it...
Lakshana: Oh...
GM: ...Stormreach is a rough place - never will you find a more wretched hive of scum and villainy. Of course, the jungle is even more dangerous, but Captain Chinxero is supposed to be the best. [Chinxero] "You say you're looking for a riverboat?"
3-eyes: [currently in the personality of Verne] "We are mounting an expedition to a temple, about 300 miles up the river."
GM: [Chinxero] "300 miles... That's too far."
Lakshana: "Too far?"
GM: [Chinxero] "It's well outside my normal routes... it will take too long, not to mention the jungle..."
3-eyes: [unwavering] "How much for 'too far'?"
GM: He pauses, considering more seriously the task being proposed: [Chinxero] "For my crew's time, the distance... risk premium. It'd have to be at least 8000 gold."
Tree: "Eight-thousand gold?" [The credit note we had for transportation was "only" for 5000g]
3-eyes: [to GM, mirthfully] Eight-thousand? We could almost buy our own ship for that!
GM: But who's going to fly it, kid?
Tree: Seriously! We could!
GM: Well, as you guys are discussing, a female elf moves up behind you. She's... [pouring over the adventure module again] What, are there no physical descriptions for these people?
3-eyes: Just a generic female elf.
GM: Oh here we are. Her ornate full plate armor puts the Captain's to shame... [description, description] ...and she introduces herself as Moroni.

The elf steps in and offers to pay the difference, plus a 4000g bonus for the Captain ON TOP of the charter, as long as she can come along and 'observe'. The heroes see little choice but to accept the aid, but they meet with her in private to try to learn her motives. Moroni, it turns out, is part of a sect who follow ancient Draconic prophecies and look for omens, and she claims the four heroes are at the center of one section of a major prophecy, and that she merely wishes to witness it unfolding. Also, she's a powerful priest who will sit back out of combat most of the time, but will provide tons and tons of healing, making it really hard to say 'no'...

And so, the next day, the heroes set out down the river. They are shown to their luxurious 8000g stateroom... er, small cargo hold... and the riverboat Marlow churns down the broad jungle river under the power of its bound water elemental. Only one day down into their journey, they hear the screams of a woman off to one side of the river. Soon she comes into view, far away, but calling out for help (this river is over 300 feet wide here, with the ship right in the middle). Now, the heroes in question are all pretty good people... and they are in favor of rescuing and stuff... but this just seemed like...

Lakshana: It's a trap.
GM: More Star Wars quotes? And from you, Lakshana...
Lakshana: What?
3-eyes: [low-budget Admiral Akbar impression] "It's a trap!"
Lakshana: I don't care if somebody in a movie said it, that doesn't mean anytime anyone says "It's a trap" they are quoting the movie.

Regardless, Lakshana was right that it looked like a trap. Three-eyes was also in favor of ignoring the woman and continuing on, and Rohan seemed at best ambivalent about going out to save her. But when the woman fell into the water, splashing wildly, Tree (though no less suspicious of the circumstances) decided that we couldn't risk letting an innocent person drown, and on the off chance that she was anything other than 'bait'.

Tree: Tree turns into a badger, and jumps in with the badger.
GM: Oh, that won't get confusing...
Tree: Badgers are natural swimmers.

Unfortunately, the writers of the Dungeons and Dragons 3.5 Edition Monster Manual were unaware of the badger's aquatic proficiency, and had neglected to furnish it with a Swim Speed (without which, they need to make swim checks and will move at only a fraction of their speed in the water), so Tree retroactively chose the form of a crocodile instead. Upon reaching the "woman" though, it became apparent that she was less of a woman and more of a Hag, bent on luring travelers in and drowning them. For the fun of it. Because she's a hag.

Unfortunately, most of the other characters were out of range to assist. Three-eyes was giving Captain Chinxero instructions (to slow to a near-stop), then Lakshana giving him better instructions in a subsequent round... the river was actually so wide that the ship had to turn and steam towards the bank to get some of the casters in range. Meanwhile, the hag was inflicting no hit-point damage, but rather strength-draining Tree in order to immobilize (and then drown) the druid-turned-crocodile, while Tree attempted to bite her.

Tree: [seaching for the correct crocodile-bite-damage dice] Which one's the d12?
3-eyes: The dodecahedron. [supremely unhelpful]
Lakshana: What?
3-eyes: Dodecahedron.
Lakshana: Normal people don't know that word.
3-eyes: Well, they do when they're in grade 10... then they lose it.
GM: Sometimes, it's like an episode of Big Bang Theory.

Everyone was concerned about the strength drain, but Tree had massive strength in crocodile-form, and despite the penalties, was acquitting himself fairly well (snapping and biting away). The situation became far less stressful when we realized that, as a warforged, Tree does not breathe, and is therefore immune to drowning. The hapless hag (who saw only a crocodile, even if she knew it was a druid) was dispatched before ever learning her mistake.

The adventure called for random encounter rolls over this leg of the journey, and due to some fortuitous rolls, the party reached their destination without further inconvenience. Soon, turning a bend in the river (which had dwindled over hundreds of miles to a fraction of it's massive estuarial width) a monolithic stone temple loomed into view, built up against a mountainside at the base, but extending far up above the cliff. Built by the ancient race of giants before their fall, the structure was more than intimidating, topped by two thick prongs aimed up at the heavens.

Tree was amongst the first to spot them... a pair of guards trying to hide aboard an anchored sky-skiff (a small levitating craft which currently hovered ten feet off the ground). Actually, Tree was becoming miffed at his own high spot and listen checks so far, which had been truly excellent... and seemingly balanced by poor rolls in combat. He also spotted a third guard, off in the jungle, trying (but failing) to remain out of sight. Confronted with a riverboat (with more than a half-dozen people on deck), the guards in the air-dinghy surprised everyone by surrendering without much provocation.

When questioned, they admitted that they worked for Garrow (our recurring enemy) and the Emerald Claw, and that he had about fifty men, a large warforged warrior, and about a dozen undead skeletons. They were a little put-off at how little the adventurers were concerned about their fifty men, as we ordered the guards to come down and physically surrender themselves. Then, the third one (who had been sneaking close and closer to the temple entrance) made a break for it. Lakshana whipped around and, focusing her mind quickly, lashed out with a telekinetic force which abruptly pulled the man 60 feet towards her - at which point he readily surrendered as well. The men were tied up and given into the custody of Captain Chinxero, and the party prepared to breach the temple. Weapons were readied, buffs (the hours/level duration ones) were cast, and as Tree summarized:

Tree: So I'm a badger, and Badger is a badger, because he's decided to stay that way.

A giant (as in, "built by and for giants") staircase led up to the first level of the temple, but a ten-foot-wide man-sized staircase was carved into the monolithic steps at one side, and these stairs were covered in bodies of more Emerald Claw soldiers, mixed with the bodies of feral black-skinned elves. As Rohan reminded Three-eyes that he too could search for traps (with the added benefit that Rohan could potentially disarm them), Three-eyes stepped onto the stairway. With a rumble, a large boulder rolled down from 50 feet up, and he was forced to make a reflex save to suffer only half of the 38 damage, diving into the corner where there was a little room to survive the huge rock ball. Even as Verne (3-eyes' brash, younger human form) dusted himself off, more Drow elves emerged from pillared nooks at the side of the stairs, charging down at the heroes.

Lakshana: Okay, Star Wars, and now Indianna Jones? The geek references have to stop!
Tree: Why are the drow attacking us, if they fought a battle with the Garrow's men here?
3-eyes: I would have thought that if Garrow continued on, that he would have killed all the Drow. Or any elves left should be chasing him... Unless he was somehow able to convince them to help him AFTER killing all these guys.

As the Drow launch their attack, Three-eyes retreats out of the human-sized stairs, using the bottom giant-scale step for cover to use his magical Healing Belt. Lakshana makes a last-ditch attempt to avoid bloodshed, having her psicrystal use it's telepathy to communicate with the dark elf leader, but he cries out about 'witchcraft' and makes it clear that he considers the party to be no different from the 'other outsiders' who had come to 'burn their [Drow] nests'. And with the elves already beginning to attack, there is simply no time to change their minds, even if it were possible to do so, so Tree (in Badger form) and Badger charge the elves' front line, side-by-side, blocking them off (and inflicting some damage). Keeping the primitives away from the many casters in the party is good, but comes with a tradeoff...

Tree: [to Lakshana] Ohh... we've blocked you again...
Lakshana: I don't know what I'm going to do...

As often happens (it's nearly unavoidable, since even if Tree doesn't charge, enemies tend to charge us), the allies in the field of fire prevent her from blasting energy up the entire staircase, plus there is a sizeable penalty to ranged attacks (and spells with attack rolls) against enemies in melee with allies.

Rohan: I'll cast Deep Slumber on them.
GM: Deep Slumber?
Rohan: Deep Slumber. It sleeps 10 Hit-dice of them. It's a DC 14 Will save.
3-eyes: *cough* Elves...
GM: [sets down his dice] Ya, they're immune to sleep.
3-eyes: D'oh...
GM: How much did that scroll cost you?
Rohan: Not too much...
Lakshana: [after some thought] I'll target the leader, I guess...
GM: Roll spell resistance.
Lakshana: If I spend seven power points and miss, I'm going to cry... I will throw dice at you.
GM: I am aware of the consequences.
Lakshana: [succeeds the roll] ...32 damage.
GM: The leader doesn't appreciate that.
Lakshana: Well we don't appreciate them running down the stairs at us.

Tree and Badger tear into the elves front line, mauling down a couple of them, while the Drow have a hard time inflicting damage in return, and their back ranks can do little but throw shortspears ineffectively at Lakshana and Rohan. Three-eyes moves back around the corner, getting in between the party's front and back ranks and hits the enemy leader with a crossbow bolt.

GM: Rohan, your turn. You going to sleep them again?
Rohan: [laughs] No, I'm going to wand-of-Magic-Missile the leader. I rolled 19 for spell resistance...
GM: [without waiting for damage roll] Okay he dies...

Enraged to see this, the elves rally, attempting to leap over the twin badgers and past Three-eyes as well, to reach the spellcasters who dealt the most (and most obvious) damage to their fallen leader. They suffer attacks-of-opportunity from the druid and his pet, and inflict only a few hits on their targets before dropping.

With the imminent threat over, the heroes are keen to count the Emerald Claw corpses from the battle before they arrived... they know Garrow brought roughly fifty men (or, if anything, the guards would have overestimated), so every casualty should reduce the odds against the players. In this case, they were able to account for a half-dozen men... The group also found some gear on the lead elf; Rohan's exceptional knowledge of magical items allows him to quickly identify whether or not items are enchanted simply by holding them for a minute. Also, if (as in this case) none of the magic gear is of any use to the party, Rohan can also disenchant magic items, taking their essence in order to fuel his own magic crafting abilities.

After the boulder ambush, the adventurers got more serious, using Lakshana's agile, telepathic psycrystal ("Skitter") and Rohan's fist-sized flying Homunculus to scout ahead, around corners, into rooms... entire levels of the temple. The first level, contained some mud structures in which the drow seemed to have been living, and a massive stone door on one side of the structure which was closed tight. Skitter moved around to the other side, communicating everything it sees to Lakshana, as always.

GM: You see the door, which is ajar.
Tree: No, it's a door.
Rohan: Ya, it's a door.
GM: [sighs]

Skitter found an Emerald Claw soldier's body inside (or at least half of one)...

3-eyes: Have it sneak harder.
Lakshana: 'Sneaking harder' sounds funny.

But moving further into the room, what the crystal's eyeless "sight" found was a colossal scorpion. Although the players had little doubt that the monster's stats had been "fixed" in 3.5 edition (in 3.0, such a monster's poison sting had an insurmountable save DC of around 56), they also had little reason to confront it, and so they left it alone.

3-eyes: Whatever treasure it may have probably just isn't worth it.
Lakshana: I don't care about treasure; as soon as I heard 'scorpion' I was done.

What the psicrystal and homunculus found, progressing to scout the next level of the temple, was a landing atop the stairs. There a half-dozen enemy soldiers were working on an assembly of gears and pulleys, trying to pry open another of the gigantic doors. Of course, their work was making some noise, and none of the heroes wears loud clanky armor that would prevent them from moving quietly (the closest would be Tree's living wood and ironwood plates, and even they are more than silenced by a stealth-enhancing device planted in his chest). Thus, the adventurers sneak up to within striking range of the landing, and prepare a deadly volley of area spells (after which Tree and Badger would charge in to mop up any survivors).

Remember the Size chart:
  • Tiny (housecat or a very large frog)
  • Small (halfling or goblin)
  • Medium (human or orc)
  • Large (horse or ogre)
  • Huge (elephant or giant)
  • Colossal (sauropod dinosaur or bigger).

Tree: I wonder how much these guys are being paid...
Rohan: [once everyone was ready...] I cast a fireball aimed to hit all of them but not us.
Lakshana: I like that plan.
GM: [rolls saving throws] Okay, one survives.
Rohan: Nice.
3-eyes: I'll move up there and tell him to surrender.
GM: He doesn't resist.

Some noted that the amount of planning that went into that assault may have been excessive, considering how easily the guards went down. When questioned, the Emerald Clawsman didn't seem to have much information, but he revealed that the men had no idea what lay behind the heavy door, and that the boss (Garrow) had merely ordered them to report anything they found, especially items matching the description of the artifacts. They tied him up in short order, while Rohan figured out how to use the machinery, should we want to open the door ourselves. However, the group decided that speed was more important than thoroughness, since it seemed that Garrow hadn't been down here either. The guard would be left behind, bound and gagged - to be picked up later on the way out - and the team would progress further up through the temple.

3-eyes: I'll feed him a Goodberry [one of Tree's conjured berries which heals 1 hp and provides a full day's worth of sustenance], and put a glowstick in his hand. "Save that for when you really need it. And pray that we win, because we'll come back down and take you back alive. Probably better than what Garrow will do if he finds you here, like this."
Tree: You're nicer than I am... I'd leave him face down.
Lakshana: You need to stop going on in detail about how you're tying him because it's making me more aware of how we just killed five people...

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Excerpt #3 (Season 2)

Another week of IRL slipped by, and we were once again in an ancient temple of giants, hunting for the Creation Pattern, and the four Schaemas, one of which lay hidden somewhere amidst the ruins, and the rest of which we needed to wrest from the hands of our enemy, the ghostly pale vampire known as Garrow. I may have gotten a little ahead in describing our plans in the last paragraphs of the previous excerpt, so I should backtrack a tiny bit. We had overcome the guards on the landing, gently interrogated and then bound the survivor, and needed to decide where to go from there.

Rohan: I figured out how to use the machinery.
GM: Yes. With the winch, using all of your strength, you could open the door. This giant-sized, thick stone door.
3-eyes: Well that's good, but I don't think we need to now.
Tree: The guard made it pretty clear that Garrow hasn't been in there yet. So we could come back later...
Lakshana: But we also need to find the last Schaema before he can, and if he hasn't been in there, it could be.
3-eyes: I'd rather push forward and catch him first if possible. If we take him out, and we don't end up having all the Schaemas by then, we have all the time we want to come back here.
Lakshana: I guess... but if we don't find him by nightfall, he can sneak back here in gaseous form or whatever and we'll have no way to know.
Rohan: Well, I know how to open it, anyway.
GM: So what is the plan? Are you moving forward...
Tree: Yes!
GM: ...through the massive doors?
Tree: No!

Gradually, after some more discussion where both sides had opinions, but neither side was sufficiently certain or adamant to wrestle the others to a conclusion, a semi-concensus was reached to backtrack to the other major staircase which lead further up the temple (this side was a dead-end, other than the heavy sealed doors). After "getting there" (ie. saying they were going there), GM still felt as though he was pulling teeth to get a course of action out of us.

GM: So you guys leave your tied-up... whatchamacallit...
Lakshana: He's human.
GM: Right. So you get to the stairs. Should I just assume you're walking forward until you run into something that kills you?
3-eyes: We should send Skitter ahead to check.
Lakshana: I was just going to suggest that.
Rohan: My homunculus can go too... it flies.
GM: Make a spot check.
Lakshana: Does my crystal do it too?
GM: Yes.
3-eyes: Then it [the unknown thing we are making spot-checks to see] is within 40 feet.

The psicrystal, Skitter, doesn't have sight or hearing of the normal kind, but has "sense" which can accurately and nonvisually percieve the environment out to a 40 foot range. Beyond that, it is totally blind. We didn't spot whatever it was we were checking for this time, but it reminded GM that it is good to be able to make rolls like that without informing the players, because the fact that they are making a roll can be almost as important as the roll itself, sometimes. Of course, players like to roll their own skill checks, so he had a compromise:

GM: Let's get some preliminary rolls. Everyone roll a Spot, Search and Listen check.
Lakshana: I hate that...
GM: That way, when checks are required, I'll just use these rolls, and you won't know if you failed. Okay, so Skitter and the Homunculus head up to the top of the stairs to check out the next floor. Roll Move Silent checks for them.
Rohan: Homunculus shouldn't make any noise, cause it flies.
GM: It still flaps its wings, or something. Anyway, you shouldn't have to worry much, it's Tiny so it should be pretty stealthy.

The two constructs espied a wide open space about 60-feet across between the top of the stairs and a set of massive stone double-doors, one of which was open. Four guards stood watch at the entrance to the room. Sneaking over their heads into the room beyond, the little scouts revealed (telepathically to their respective owners) a large space dominated by an indoor ziggurat - a step pyramid, made of three progressively smaller ten-foot high levels, and topped with a glowing sphere. There was a large makeshift camp in the room, with tents and tables and a number of guards moving around, seemingly under the direction of an unwholesome-looking bandage-wrapped figure.

Since (as noted last week), the party is actually pretty quiet on their feet, lacking the traditional "lead-weights" of stealthy enterprise, the Full-Plate fighter and/or cleric, we began formulating plans for an abrupt assault to silence the guards before they could give the alarm.

Lakshana: Well I'm going to wait and let most of you go first before deciding what to cast. I don't want a repeat of the last group.
Rohan: Ya... a Fireball is probably a little excessive on these guys.
3-eyes: So if they're sixty feet away, we have to sneak almost to the top of the stairs so that Tree and Badger can charge into melee range. Oh wait, Tree has Boots of Striding and Springing like mine, so he has an extra 10 speed.
Tree: Ya, but I can't use them in Badger form because I need my chains for my Gloves of Strength and my Ring of Deflection.[Costing about 3000g each, these chains attach to any other magic item, allowing the item to continue functioning while a druid is in Wild Shape]
3-eyes: Ahh, right. Well... if I cast Haste, we should get there.
Tree: I was torn between buying one more [chain] and saving for my stronghold.

Everyone buffed up at the bottom of the stairs, then Three-eyes would cast Haste at the last instant, giving enough movement to easily bridge the distance to the guards, while Lakshana and Rohan prepared to mop up anyone left standing with their ranged firepower. All that was left was our Move Silent checks...

Tree: [sheepish and apologetic] Oh... Badger rolls a '1'.
GM: You guys noisily move up the stairs, and you hear: "There's someone on the stairs without saying the password!". Another voice shouts "Set up defensive positions."

Stronghold?

Tree (the player) has always been one to formulate grandiose character goals (some might call them "schemes"), and as we began to earn larger and larger amounts of gold and respect from patrons, Tree (the character) began expanding on his dream of becoming a respected member of society and (hopefully) of House Canith, his creators. This was particularly accentuated when Tree discovered GM's copy of the Stronghold Builder's Guidebook, which fueled fantasies of keeps and villages, stone walls and garden courtyards... and a big shiny shopping list detailing how much these things cost, including the price modifiers for building near a small town or river, or on hilly terrain.

Of course, the costs are astronomical... even if you set your sights on something more realistic than a flying cloud-castle, the starting point is still in the neighborhood of one million gold - more gold than the expected value of a level 20 adventurer's magic gear.

Casting Haste anyway, the accelerated heroes moved up to just outside the doors in a burst of speed, but all the guards had retreated and taken cover out of sight.

GM: Rohan, does your homunculus communicate telepathically with you?
Rohan: Up to 5000 feet.
GM: They couldn't just say a mile? Stupid non-decimal measurement systems... Well, your homunculus, hovering over the action, sees the mummy turn invisible.
Tree: Mummy?
Lakshana: So we've had werepigs and vampires and now a mummy?
GM: An invisible mummy.
Tree: Badger and I have Scent, from being badgers. How does that work?
GM: If an invisible creature comes within 30 feet of you, then you are automatically aware that something invisible is near, but you can't pinpoint the square. If you get within five feet of them, then you automatically know what square they are in.
Tree: But I can't talk to tell the others. We'll have to work out some kind of signals. [The Natural Spell feat allows Tree to cast spells while Wild Shaped, but it does so by substituting growls and other sounds for the magic words, rather than allowing the druid to speak]
3-eyes: It's pretty funny if we're advancing forward, and like the leader of a squad of marines, the badger stops and raises it's paw [Three-eyes raises hand straight up in a 'stop' signal]

Tree advanced forward into the room, but still couldn't find guards to attack amongst the apparently abandoned campsite. The other players were also confounded, until later in the round when crossbow-armed Emeral Claw guards ran out from behind the second floor of the ziggurat (meaning they were in an elevated firing position, 10 feet off the ground). Meanwhile, Rohan and Three-eyes both spent their turns casting See Invisible, which turned out to be wasted a round or two later when the mummy broke invisibility by casting Magic Missile spells from the top of the ziggurat (it climbed up there pretty quick). Tree was left trying to figure out what to do, since the enemies were out of melee reach, and climbing up a defended 10-foot wall seemed tactically... dubious. The enemy crossbowmen had very little luck hitting the heroes, but when the mummy reappeared at the apex of the ziggurat, inside a glowing sphere and casting a feeble single-missile Magic Missile attack, Rohan discovered something alarming when he tried to Magic Missile the it right back... the 'bubble' was a Minor Globe of Invulnerability, which would stop any of our spells from getting in.

Unable to do much to the well-protected mummy, Three-eyes attacked a guard with his crossbow, and Rohan's homunculus even swooped down and bit another one, putting him to sleep with its poison. Then Lakshana lined up a pair of them...

Lakshana: I'll hit them with Energy Bolt... Fire. [rolls damage]
GM: One of them is engulfed and thrown backward to collapse against the wall.
Lakshana: Ew...
GM: ... the other dodges most of the fire, but because of the damage bonus [the fire type deals +1 damage per die on psionic "Energy" powers], he doesn't survive.
Lakshana: I have to make a nicer character.
Tree: I like this character.

The mummy Magic Missiled Rohan for another frightening 1d4+1 damage, drawing quips about "Cause Papercut Wounds", and Rohan and Three-eyes took out one more guard, which seemed to be the last straw for one of the survivors:

GM: The more competent guard calls out: [Guard] "For the Emerald Claw! Death to the-" [dropping back out of character] ...are you infidels? Sure, why not. [Guard] "Death to the infidels!"

The more competent (and second-last) guard, who presumably had some added character levels or some such, leaped down from the lowest step of the pyramid and charged the nearest hero, Tree. He was a little overexuberant and missed though, and Tree counterattacked on his turn.

Tree: I hit AC 28, 25, and 27. [reading off his consecutive attack rolls]
3-eyes: And one more from Haste.
Tree: Oh right! I love that spell.
GM: Those all hit, what's your damage?
Tree: 7, 7, 7, and 9.
GM: You make little spagetti-ribbons out of him. I won't go into details...
Lakshana: Thank you!
Tree: So it's going to take... one, two... three climb checks before I get to the top?
GM: Yep, all the while he's hitting you guys for 1d4+1.
Tree: Papercut wounds, like you said.
Lakshana: And we can't do anything to it, through that forcefield.
GM: The forcefield is about 10-feet across, covering the whole top of the ziggurat.
3-eyes: So we could hit it with spells, if we were right next to it in melee range.
Rohan: Homunculus will try to sleep the last guy.
GM: He fails his save, he collapses too.

Though the players were a little concerned about the mummy, the rest was more of a mop-up action. Unable to simply blast it because of the Minor Globe of Invulnerability, Lakshana sent her psicrystal climbing up beside Tree in case she needed to have it touch him to heal through Empathic Transfer, while the druid and his pet met the mummy at the top and began tearing at him, and Three-eyes and Rohan fired up with crossbows. The mummy's 5/- damage reduction (that is, five points of "perfect" DR, working against any physical damage) and a 20% miss chance from a Blurring effect slowed them down significantly, but he was really not all that dangerous. GM later complained that the module's "Sorceror levels on a mummy" really wasn't a good use of resources. The only scare was one slam attack against Badger, which could have given him the horrifying disease Mummy Rot, but Badger saved, and the other one in melee, Tree, was a warforged and thus immune.

GM: [Mostly to Tree and Lakshana] You've gotten very effective.

We looted, and Three-eyes (his one-rank in Rope-Use making him the party's clear expert) tied up the surviving guards (the ones anaesthetised by the poison of Rohan's homunculus).Between the "more competent guard" and the mummy's now perma-dead corpse, we found a magic longsword, magic chainmail, a healing potion and a magic cloak.

Tree: Do we know what the cloak is?
3-eyes: Yes. Someone should wear the cloak, since we know whatit is.
Rohan: I have an infusion [the closest thing the artificer has to spells] that can Identify magic items.
3-eyes: We already know what it is.

Tree only had a limited number of the small magic chains which each allowed one item to continue functioning while shapeshifted, and Three-eyes already had a magic cloak from a previous adventure, so after comparing armor class between her and Rohan, Lakshana eventually ended up with the cloak, which provided an continuous Blurring effect (and a 20% miss chance for all targetted attacks against her).

Sadly, my notes missed what Tree had in mind here:

Tree: Oh sure, dash my dreams...
3-eyes: Your little dreams of minmaxxing loopholes.
Tree: [sweet voice] Yes...
3-eyes: They won't just happen... you have to plan them.
Lakshana: You're going to be a bad influence.

The step-pyramid had some interesting glyphs on three of the four sides, but even with a prodigious Decipher Script check, Rohan could tell only that they were encoded in some way - some kind of cypher-key was needed to make any sense of them. So attention turned to scouting around the rest of this level of the temple.

Rohan sent his homunculus flying around the outside of the temple, while Skitter (Lakshana's psicrystal) creeped steadily and silently in and out of any open doorways. The first find was a burly gorilla-like creature with four arms (like Goro). There was aggreement that it didn't look like he was going to come out and kill us anytime soon, and that it would be rude to do so to him (especially with no indication of valuables in his room). Meanwhile:

GM: Your homuculus spots a pair of apes walking along the outer edge of the temple on this floor.
Rohan: "There's a pat." [short for patrol]
Tree: There's a monkey pat?
Rohan: Let's take out the pat first.
3-eyes: Which way are they going?
GM: Let's say the monkeys are going clockwise.
Lakshana: ...But they aren't monkeys. You said they were apes. There's a difference.

The patrol was moving pretty slowly around the large perimeter of the level, and since most of the closed doors that we wanted to investigate were not on their path, we decided to save some time (and animals) by avoiding them rather than killing them. Homunculus stayed out to keep an eye on them, like our very own Predator-drone UAV. Having two stealthy familiar-type-things which could telepathically communicate with their owners, we were greatly enjoying the extra instant intel.

Previously, we'd been ignoring the heavy stone doors when they were closed, but on this floor of the temple there were so many that we eventually realized that we probably were supposed to open them somehow. Although the party was more or less bereft of physical strength in most circumstances, Tree was getting to be quite strong when shapeshifted, and each person can add as much as +2 to an ally's strength check, no matter how individually weak they were. So we began opening doors. There seemed to be some minor magical preservation on them, because although it still took a lot of strength to get the titanic stone mass moving, once they started to budge they each swung pretty easily on their own momentum.

GM: You open the door, and get a room...
Tree: Nooo! A deadly room!
GM: ...with nothing inside. There's another door on the west wall.
3-eyes: Alright, we'll open the next door.
GM: As you guys approach the door, you have to make reflex saves.
Rohan: All of us?
GM: It takes all of you pushing to open the doors. Did everyone beat DC X [I neglected to note the difficulty]?
Rohan: Yep.
3-eyes: Easily.
Lakshana: I made it!
Tree: Not I...
GM: Tree falls down, through a razorlined chute...
Tree: Am I dead?
GM: The spikes don't do that much... okay, you were hit two times, take 14.
Tree: They have to roll to hit?
GM: It's just how some traps work. It takes into account your armor class. But as you go down the chute, you are ejected out the side of the temple, about 100 feet up.
Lakshana: How much damage is that?
GM: Well, it's 1d6 for every ten feet, so it'll be a lot. [For your information, terminal velocity is 20d6 - the most you can take from a fall]

Fortunately, Tree was able shapeshift into flying animals as well... turning from badger into an eagle, he flew up and around and returned to the room. Unfortunately, he couldn't find an appropriate flying animal that could fight worth a damn, so he unshifted, and was "stuck" in his natural form for a while, saving his last shapeshift of the day in case of an emergency. Rohan disabled the trap, and we tried to open the door: take two!

GM: Working together, you push open the door without further trouble. It opens into a dust-free room, with a pedestal in the middle.
Lakshana: ...And?
GM: A pedestal in the middle.
Tree: I keep waiting for the end of the sentence.
GM: Moving up on the wall for a higher vantage, Skitter [the psicrystal] can see on the pedestal a golden band with a lens inside, about the size of a hoola-hoop. That's all there is, though.
3-eyes: I'll go in slowly, searching for traps. You guys stay back.
Tree: Okay...
GM: You are right about ten-feet from the pedestal when you are hit by a Flamestrike trap which you failed to discover.
3-eyes: [saves, and takes about 15 damage] I'll use my Healing Belt, then I'll move forward again, looking out for another Flamestrike. Since my Abrupt Jaunt power is an Immediate action, and since I'm expecting it, I'm hoping I can blink away if another one happens.
GM: Okay, that sounds reasonable. You move up to the pedestal and... nothing happens.
3-eyes: I'll 'take a 20' searching the pedestal.
GM: You don't find anything.
3-eyes: Then I'll pick up the lens.
GM: Okay, you pick it up. Nothing happens.
3-eyes: Hmm. I'll try looking through it at the pedestal.
GM: You don't see anything unusual.
3-eyes: Okay, I'll look through it at, say, Lakshana...
GM: Okay, make a save VS death.
3-eyes: What???
Lakshana: [looks surprised]
GM: No, no, nothing happens. You don't see anything unusual.
Tree: You are such a brat.
3-eyes: I'll walk out then... still watching to try and dodge any further Flamestrike.
GM: Nah, you're okay. It does reset, but it only triggers upon entering within 10 feet of the pedestal. If you left then went back in again, then it would go off.
Rohan: Interesting.
GM: I cut off a player's leg with a trap once...
Rohan: That was me! Good thing my character was part undead, so he was able to build a replacement.
Lakshana: He's done worse than that... [rifles intensely through her papers] ...he KILLED this character! See? Deceased!

The old character sheet presented did have "Deceased" printed in large merciless letters across the back. Lakshana gets attached to her characters. In any case, Rohan held the large lens (which we started to refer to as the "monocle", since it was built by and for giants), confirming that it was magical. Without time to Identify it properly though, and without any idea what it was for, it was stuffed in Tree's extradimensional backpack and we carried on.

The heroes went all around this level of the temple, opening door after door that they had passed by when we thought they were too heavy to move, but weren't finding much of anything. Most of the group were beginning to tire of pushing heavy doors, except for Tree, who was doing most of the work, but whose endurance was literally limitless. Eventually, we found a staircase leading upwards... a giant-sized spiral stair with (again) human-sized stairs cut out of them on one side. There were still a couple more doors untried though, and (though not unanimously) it was decided that we would try the last few for completeness sake.

The first one (ignoring one door which just led to another door), opened onto a large room filled with piles of dust, rising and falling like sand-dunes, several feet deep in places.

Tree: So what's in the dust?
GM: Dustbunnies.
Lakshana: Like real dustbunnies, or bunnies made of dust that are going to attack us?
GM: Just dust.
Lakshana: Good, cause I have a fear of dangerous bunnies.

However, when the heroes ventured further in and actually began to search the large dustpiles, they managed to disturb something lurking there. It rose up, the dust pouring off of it like water from a hulk raised up out of the sea. It towered over the heroes (size: Huge), and though clearly zombified, its description had Three-eyes fairly worried... it was a zombie Gray Render.

Lakshana: A Gray Render?
3-eyes: It fights like a troll, only it's bigger... not the regenerating part, but the killing part.
Lakshana: It doesn't regenerate though...
3-eyes: I don't think so, but it probably has a ton of hit-points.

Fortunately, zombies have bad initiative (especially really big zombies), and it was big enough to hit safely with area spells even when in melee with other party members. Badger charged it, which Tree (still in humanoid form) cast Flame Blade. Three-eyes hit it with his Undead-bane crossbow (with added Weapon Augment Crystal of undead-killing), and Lakshana let loose a fiery beam angled up through its body and flowing around it and up into the cieling, hitting it for loads of damage.

GM: The air is starting to fill with the smell of burnt zombie.
Lakshana: I'm eating.
Rohan: I'll use my wand of Magic Missile, then hit it with a Quickened Magic Missile [the latter ability is possible because of a feat he has, and costs an expensive 4 extra charges off the wand, but results in a whole lot of 'automatic' damage]
GM: The Gray Render attacks Badger... easily hits. Take 16.
3-eyes: It only gets one attack?
Lakshana: NOooo... don't give him ideas!
Tree: Don't help him!
GM: Yes, it only has one attack, because it's a zombie.
3-eyes: Ohhhhh... Wow, I didn't think of that. Okay, it's waaaay less threatening than I thought.
GM: [nods] Normally they have two claws and a rend attack.
3-eyes: Okay, it should just be a big sack of hit-points then.
Rohan: Oh well, I'm not complaining.

Despite giving us a fright, it went down smoothly after several more rounds, yielding no treasure except a big stash or decaying silver pieces from one of the dust piles. Passing a few more doors, we reach the last room on this floor of the temple.

GM: This room is quite large. Near the middle, arrayed in an arc on the floor, there is a spray of limbs and bodies, which glow with a gangrenous sheen. Beyond, in one corner of the room is a giant-sized door made of metal.
3-eyes: I don't see any reason to mess with this place.
Lakshana: Well I don't want to mess with it, but these are Emerald Claw guys.
Tree: How many bodies are there?
GM: You can't estimate... they are too messed up and... dispersed.
3-eyes: We can't even count the heads, or something?
GM: Alright, after staring at the mess for a while, you figure there must be between five and ten. That's the best you can do without actually searching them.
Lakshana: [trying not to focus on the carnage] So there were fifty at most, minus about six from the first stair, another six at the pyramid...
Tree: Six from the sealed door on the second floor...
Lakshana: ...another five-to-ten here. So there could still be as many as... twenty-seven left?
Tree: What about the three outside the pyramid, who surrendered?
3-eyes: I don't think they were counting themselves, and they said fifty trying to impress us, so that's an upper-end estimate.
Rohan: Plus the warforged.
Lakshana: And the vampire.
Tree: I just don't want to walk into a room with Garrow [the vampire] and like twenty guards.
3-eyes: And the warforged. Seems unlikely though, and even if there were that many of them, the normal guards don't matter much. Past a certain point, they just get AoE'd. Lakshana and Rohan, plus Tree's Flamestrike if it's really serious, should take them out like nothing.
Rohan: Yeah...
GM: So what are you guys doing about the room? And the big metal door? It's the only metal door you've seen anywhere in the temple so far.
3-eyes: I don't want to know what's behind the door.
Lakshana: I'm intrigued, but I don't want to fight whatever did this.
Tree: So are we just going up then?
GM: Come on, Rohan wants to go in. Right?
Rohan: Well, ya. It's magical. My character's kindof obsessed with magic.

Rohan wasn't obsessed enough to go in alone though... the mysterious room, and it's corpses with their "gangrenous sheen", were abandoned to the realm of "things to check out if we hit a dead-end" (and pretty low even on that list). The session was called soon after.

GM: Well, I guess I need to give out XP. You guys are so chicken...
Lakshana: When were we chicken? We went in almost everywhere!
GM: Except the room with the metal door... and the Girallon... and the Colossal Scorpion.
Lakshana: It was a Colossal Scorpion.
GM: Yeah, okay. I can't blame you for the scorpion.

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Excerpt #4 (Season 2)

Having cleared (or at least poked our heads into) every room on the previous floor of the temple other than the big scary metal door, we headed up the spiral staircase we had found. At the top, we arrived in a storeroom full of crates - on a human, rather than giant scale. In case it wasn't entirely obvious that they were put there by our competition, the crates are stamped with the mark of the Emerald Claw.

GM: If you were curious, you are now on the Observatory level.
Tree: Is there anything useful in the crates?
GM: It's all pretty mundane stuff... ropes, ladders, uniforms, rations.
Rohan: If you don't care about making noise, we could toss all their tools and supplies down the stairs.
3-eyes: I'm not sure how that helps.
Rohan: Then they wouldn't have their stuff. Oh man, it'd be hilarious if there was any dynamite in there...
GM: [after reading the module a bit more] There is nothing in the crates worth more than 5 silver.
Lakshana: Greys.
GM: Yep, all 'grey items'. So, there's a door ahead of you. You going to do anything?
Tree: Is it a big door?
GM: They're all big doors.

Many video games, from Diablo to modern MMOs, color code the names of random items found in treasure chests or looted from the corpses of monsters. The color of "uncommon", "rare" and "epic" quality items may vary from game to game, but most games use the common convention of the color grey to signify "junk" items - various monster bodyparts, broken items or weapons too poor to be of any use to the heroes who populate such games.

Tree: We all ready?
Rohan: Ya...
3-eyes: Sure.
Lakshana: Might as well.
GM: Alright, as you heave open the door, you see four soldiers on the other side. [Soldiers] "To arms!" "For the Emerald Claw!"
Lakshana: They're so excitable.
Rohan: We've just started, and already we have to kill people.
Tree: How many of them are left... more than 20? We had 25, didn't we?
Lakshana: My feeling was we were down to about 15...

After running through some figures, with some back-and-forth, the main difference in the numbers seemed to arise from the 'head-count' in the big room with the glowing corpses that we didn't mess with, and where five-to-ten was the best estimate we could get because they were so mangled. This, added to some of the other figures (and whether you count the upper or lower bounds of estimates, or take the average) resulted in somewhere between fifteen and twenty-five guards left.

GM: These guys are pretty confident, each engages one of you in single combat.
3-eyes: We're all lined up, side to side? Oh ya, pushing the big door.
Lakshana: Which means Moroni is still hiding behind the door... [Or around the corner or wherever]
GM: Of course.
Rohan: She can't be "observing" very much from back there.
GM: Well she doesn't want to risk herself, or interfere with the prophecy.
Lakshana: Except healing us.
Tree: Don't complain about the healing.
Rohan: The healing is good.
GM: She doesn't want you to die before fulfilling the prophecy either. Okay, one attacks Lakshana... you don't have your full AC, because you haven't acted yet. But because of your 'Blur cloak', the blow stikes true but misses. [The Blur effect is a 20% miss-chance]
Lakshana: 'Strikes true but misses?' That sounds so wrong.
Rohan: I'm going to cast Bull's Strength.
GM: Alright, the guard next to you gets an attack-of-opportunity... and rolls a natural 20.
3-eyes: Do you have concentration, Rohan?
GM: He didn't cast on the defensive... he may want to in the future.
Rohan: Ya, but I keep forgetting to use it.
GM: He fails to confirm the critical, so you take a whole three damage. You have to make a concentration check at DC 10, plus spell level plus damage dealt, so DC 15.
Rohan: D'oh...
GM: Alright, you lose the spell.
Tree: Okay, badger goes...
3-eyes: Oh ya, walking into your full-attack-range was not bright.
GM: None of you have armor... they see you and think 'kill the squishies'.
Tree: Badger hits him for... 19.
GM: Okay, tree's guy dies.
Lakshana: Well, we know they have less than 19 hit-points. I only have 31 Power Points left, so if they're squishy, I'm not wasting any on them.
3-eyes: Okay, I'm going to use tumbling to roll away from this guy - I'm not wasting a 'blink' use on these guys - and then shoot him with my crossbow. Made the roll easy, tumble away safely, and I'll shoot him. Counting my Skirmish damage, take... 20.
GM: Ouch. Your shot launches him back and he falls clutching his chest.
Lakshana: Wow, it's like Buffy.
3-eyes: Joy.
Lakshana: I wasn't saying you're Buffy... just something that would happen on Buffy. You could be someone cool, like Spike.

With only two soldiers left, they were faced with the very real prospect of dying. While one gritted his teeth and tried to go down in a blaze of glory, the other of them turned tail and fled, narrowly avoiding attacks-of-opportunity, and bolting down the hall and around a corner. The one who stood and fought didn't last long.

Rohan: I'll follow him around the corner, and Magic Missile him with my wand.
GM: [Dirty Harry impression]'You gotta ask yourself;did I fire off five Magic Missiles, or four? Did I feel lucky?' Ya, you drop him.
Rohan: I need to make more of these wands... two or three of them.
GM: You know what we need? Some of those queued spot, search and listen checks.
Lakshana: Spot, listen AND search?
GM: Well, if you don't search, you don't need it. But spot and listen anyway.
Rohan: Hmm... well I won't hear shit. Neither will my homunculus...
Tree: You know, I'm going to have to call him Monkey now... Skitter and Monkey. It's how Tree works.
3-eyes: So, send Skitter to scout?
Lakshana: I was just about to... [sighs] 'Skitter' has so stuck...

'Skitter', as the psicrystal was now permanently dubbed, snuck down the hall, found a door, turned a corner, found another door, turned another corner and saw the hall ended in another door. For some short-term logic (which surely made sense at the time), we skipped one door and investigated the second.

GM: Now you get to face the result of a failed search-check. Everyone make a Reflex save, DC 14.
Tree: I pass.
3-eyes: Pass.
Rohan: Failed.
Lakshana: I made it.
GM: Those who failed take 33 points of sonic damage. If you passed, you take 17.
Lakshana: Are you okay?
Rohan: I'm fine.
GM: Rohan is thrown back by the compression wave, into the wall. You probably have a cracked skull, maybe a concussion...
Rohan: I'll sue!
GM: Moroni walks up to you...
Rohan: I was about to ask how much healing she had left.
GM: She takes out her little wand and starts beating you over the head. "Is this where it hurts? Is this where it hurts?" You heal 7, then 5, then...
Tree: Do you have Goodberries left? I can roll more...
Lakshana: I think I do, but I can't read my thing... it's either a three, or a question-mark.
Tree: You can use mine then...
Lakshana: No, it's probably a three.

Between Moroni's resources (which were becoming strained by this point), and some Lesser Vigor spells from Tree, we finished healing up and investigated the room that was guarded by the sonic trap. And the room was full of... cases of wine.

Rohan: Geez, they put a trap like that on booze?
Lakshana: Ya, really!
Tree: Well, it's like a cellar...
GM: If you want to figure out what it's worth, you could roll an appraise check.
Lakshana: Untrained?
GM: ...sure. Just make an Int-check.

None of the characters were particularly skilled in appraising the value of merchandise, but Three-eyes rolled a natural '20' on the check, and GM revealed it to be worth around $4000g... IF we were to haul it all out with us.

We found a spiral staircase heading further up, but as our constructs saw up there, the next floor was a labyrinthine warren of hovels densely packed with webs. The party collectively declared "pass" and continued to look for other avenues on the current floor of the temple. Not counting the room we had skipped, we were left with one last door to check out.

Lakshana: Okay, a new door. How much damage do we take?
3-eyes: I'll 'take a 20' searching the door.
GM: You don't see anything trapped. [GM seemed to be buried in the module booklet now, which only added to some people's worries about what was to come...]
Lakshana: Again, I say... how much damage do we take?
Rohan: It's probably a smaller room, so the damage would be more concentrated.
Tree: Who let him in? [to Rohan] Stop giving GM more ideas!
Rohan: He just looks in the book anyway, so if it's in there, we're screwed either way.
GM: Sorry guys, just a lot of reading here. [keeps reading]
Lakshana: That's fine... wait, I take it back - it's not fine! We're not going in.
3-eyes: Are we allowed to buff up while you're reading?
GM: Nope, you guys are working real hard to open the door. Man, you really want to see what's on the other side...
Lakshana: Sure, when we're taking time trying to figure out what to do, it's all "What are you doing now? Tick-tock, things are happening"...
GM: [putting down the booklet... mostly] Okay, the door swings open to reveal a gargantuan room...
Lakshana: Oh room.... last time you said 'gargantuan' it was followed by 'scorpion'.

In D&D 3.0 and 3.5, where the majority of actions are adjudicated by rolling twenty-sided dice (hence the label "d20 System"), there are certain circumstances in which players can avoid the randomness of an actual roll for skill checks:

'Taking a 10': In most situations, players can take a 10 rather than rolling on a skill check, provided that they are not under stress. This means that a highly skilled individual doesn't have a random chance of failure on mundane tasks.

'Taking a 20': If you are performing an action on which you could take a '10', but in addition, there is no consequence to failure, you can take ten-times as long as the action normally takes (the book may actually say twenty-times as long, but common sense says ten-times is enough) in order to treat your skill check as though you had rolled a '20', the maximum value you could get based on your skill level and bonuses.

As an example, a skilled thief could defeat even an incredibly challenging lock, given enough time and no interruptions... (by taking a '20') but the same thief could only take a '10' if attempting to disarm a trap (because he has to get it right the first time), and if a battle was going on around him, or he could here a guard approaching, he'd have to take his chances and roll.

As it turned out, it was anything but a smaller room. The door revealed a very wide space, like a canyon between two cliffs. The cliffs were actually separate temple spires (each big enough to contain multiple floors) rising up behind us and ahead of us, and wide open to the air on either side. Looking up would have been wide open, except that layer upon layer of massive webbing blotted out the sky, strung out like huge overlapping nets between the two towering 'prongs' of the gigantic structure.

GM: In the center of the space is a heavy stone throne, on a raised circular dais. There is a table - a wooden, human-sized table beside it, covered in papers, and a roundfaced, rotund woman examining symbols inlaid around the base. She is muttering to herself, but you can't make out what she's saying. As you move a little closer though, she turns and sees you. She looks frightened of you: [Researcher] "I'm working as fast as I can... it's very complicated."
Lakshana: She thinks we're the emerald claw.
Rohan: [jokingly] Magic Missile her!

There was quite a discussion here, a good chunk of player talk trying to decide how to handle the situation. GM is fairly lenient about such discussions, mainly because we have the excuse of being able to communicate telepathically with one-another using Skitter as a central 'node'. The psicrystal can communicate (2-way communication) with any creature within 30 feet that has a language, in addition to being able to communicate directly with Lakshana at distances up to a mile. Now, GM tries to keep us from talking too long in this way, because time does pass, but at least we are able to discuss options without being forced to say everything 'in character' (which often spoils "what should we do about this NPC" talks, if they can hear us).

Since my unreliable note-taking failed to record who said what in this part, here is the gist of the options and reasoning that we went through. This woman had to be either working for the Emerald Claw willingly, or against her will - it was supremely unlikely that she was here alone. Whether or not she worked for them willingly, she would probably give us some information if we pretended we worked for them... we wouldn't say that we worked for them (that would be a lie, and hard to take back), but we could simply demand information/updates from her. After hearing what she had to say, we could reveal that we were not in fact working for them, and if she was a captive or working under some form of duress, we could offer her protection. If she did in fact work for them willingly, well... we'd play it by ear. She gave a strong feel of being a noncombattant, even though we would normally assume a researcher in a place like this was a spellcaster.

Tree: "What have you found so far?"
GM: She looks nervous... [Researcher] "Well... these runes..." She slowly circles the outside of the platform as she talks: "...are very hard to decipher, I need more time and... GUARDS!" She ducks out of side behind the large throne.

This prompted a whole new discussion. Apparently, we didn't seem that much like Emeral Claw guys since we aren't wearing their uniforms. But was she indeed working for them, and thus trying to escape us with their help, or could she still be a hostage, thinking we were with them, but she had somehow made friends with something else in the temple, perhaps more of those Drow? If that were the case, she could be calling for their aid to protect her from the Emerald Claw, making her bid to escape them, and thus mistakenly attacking us. We didn't want to start killing stuff without making sure... But we were forced to roll initiative.

With the portly woman out of sight, Tree shifts advances in badger-form. Lakshana wanted to use her Telempathic Projection to influence the woman's mind, letting her know we were friends so we could sort this out (and, you know, change her mind about calling her allies). But when Lakshana moved into position to see around the throne, the researcher could not be found, and with everyone else tripping over each other to declare actions, the Kalashtar's action actually got lost in the chaos and buffing and readied actions.

One round later, we got some answers, as guards came into view, rushing towards us from a passage on the opposite side of the open space from the where we had come. They were staggered in pairs, ten feat apart, and they were clearly wearing Emerald Claw uniforms. There was still no sign of the woman, even after Three-eyes cast See Invisible.

3-eyes: It seems incredibly unlikely that she found allies in the temple against the Emerald Claw who are coming to her aid disguised as the Emerald Claw.
Rohan: I'll cast Fireball from a scroll, and hit four of them.
Lakshana: Well if he's doing that, it doesn't matter what I do.

All the ones Rohan can fit in the 20' radius die (two pairs), and Tree and Badger charge in, dropping another one. The last guard is wounded by Three-eyes with his crossbow, and Lakshana takes him out using a psionic wand she picked up a long time ago for situations when she's out of power-points. Though that was the end of the guards, it wasn't the end of the fight: they just had the misfortune of moving faster than the bulky, heavily armored warforged covered in spikes.

GM: [to Tree] It sees you, and growls: "Flesh lover!"
Lakshana: Tree's a badger.
GM: [rolls] It can tell anyway, it has a good spot skill. Scimitar, the same female-personality warforged as on the train charges you [In a previous adventure (involving a 'Lightning Rail' train) we had killed her/it, but apparently Garrow had her rebuilt]

There was some more discussion, this time over how the spot skill could see that a druid, shapeshifted into a badger, was in fact a warforged. The thing is, the rules give numerical values to how good a 'disguise' is, including appearance and/or shape altering spells, and with a number assigned (not even a ridiculous number, like the DC 90 check to walk across water with the balance skill), it can be beaten. So apparently, although shaped like a badger and covered in fur, something about the way Tree moves (or possibly the way plates/joints/muscles move under his fur) gives away his mechanical nature.

GM: So Scimitar charges Tree... or, wait, what's your initiative?

Actually, it turns out that both Tree and Scimitar were acting on the same initiative. Since both of them wanted to hit each other, and neither was starting in melee range, GM adjudicated this as them simultaneously charging one-another.

Tree: Do I get all my attacks?
GM: Well... she's charging... tell you what, you both meet halfway.
3-eyes: So you'd each get one attack, both with +2 to hit, -2 AC, so it cancels out... [Except that's wrong; more accurately it means they should both almost certainly hit]

Tree hits, and Scimitar (against all odds) manages to miss, giving the heroes a clear morale advantage. Three-eyes moved up and shot the enemy warforged with his crossbow, only to roll a natural one and miss, Lakshana moved closer in case healing was needed, an Rohan took a shot with his own seld-used crossbow... also rolling a one.

Rohan: I knew I should've used my wand... [He had used well-over half the wand's charges so far though, and conserving them was definitely on his mind]
Lakshana: Do you need healing now?
Tree: No... yes... no...
Lakshana: Well...
Tree: If I go unconscious, you can bring me up later.
Lakshana: O-kay... [positioning herself off the the side of the enemy, she is able to fire off a powerful bolt of electricity parallel to our melee front, without hitting either of the Badgers]
GM: [rolls] Indeed, Scimitar is too enthralled with killing...
Tree: [interjects] A poor little badger?
GM: ...its flesh-loving enemy. It fails to evade your bolt, and takes the full 27 damage. Scimitar steps back and drinks a potion, healing some of her injuries.
Tree: How am I supposed to loot that if he's using it?

"Drinking our treasure" aside, Rohan continues the assault with his wand of Magic Missile, and Three-eyes continues a different trend by rolling a '1' again.

3-eyes: That's THREE consecutive crossbow 'ones' between us.
Rohan: I'm sticking to my wand from now on.

Lakshana finishes Scimitar with one more bolt of psionically-generated electricity, and we hope this time for good (though nobody stands around mutilating the body further). We do loot it, finding another Repair potion (healing for constructs, since normal healing spells like Cure Light Wounds only work half as well on Warforged, and wouldn't work at all on other constructs like Rohan's Homunculus), and also an eponymous magic, adamantine Scimitar. This seemed to be a good find for Tree, who (like most druids) uses a scimitar when not shapeshifted, and who may need it if we encountered a foe with high adamantine-based DR.

Investigating the scene, we find notes about sitting on the throne. Three-Eyes mostly leaves it to Rohan's expertise, since the human was markedly better at skills like Decipher Script and most things arcane. Rohan searches through the papers intently, skimming through reams of almost 'stream-of-consciousness' notes left by the researcher. The woman didn't seem to have figured out the symbols either though...

GM: The most relevant note you find says that "sitting on the throne gives an unhindered view of the heavens."
Lakshana: Oh no... I'm not getting shot into space.
Rohan: I'll sit on it.
Tree: Ooh! I could put a throne room in my keep!
GM: It is giant-sized, so you have to climb up. It's an easy check though, you can probably take a '10'.
Rohan: Okay I'll do that.
GM: As you sit yourself on the oversized slab, with your legs dangling over the edge like a small child, the night sky is clearly visible to you - even though a moment ago it was not quite dark yet, and the webs totally blotted out the sky from where you were. You can see the familiar constellations of the Eberron sky, and the position of all twelve moons. You find that if you focus on a particular star or group of stars, the sky rushes towars you, effectively zooming in.

We all thought this was cool, and probably important, but if there was any further mystery to the giant throne, or any relevant use for it at the moment, it was lost on us. We moved on, heading down the hallway the guards had emerged from, and had several choices of where to go first. Nobody had any compelling reason or preference so...

Tree: We'll pick door at random, 1-2 is East, 3-4 is...
Lakshana: [sarcastic] I know, we could split up!

The first room that we investigated had some much nicer impromptu furnishings. Judging by the more luxurious bed and other supplies, this had to be Garrow's sleeping quarters for the expedition. There wasn't much of use to us, no convenient notes or papers, but there was a chest. After copious amounts of searching and twenties were taken, everyone stood well back, and Rohan popped the lock effortlessly.

GM: Inside you find several bottles of a crimson liqueur.
Lakshana: Ew... and there's a vampire... Sorry, I started roleplaying with Vampire: The Masquerade. My mind goes there first.
Rohan: Maybe I can use it to clone him.
3-eyes: Wait, we don't want to clone him!
Tree: Do we have any way to find out what it is?
3-eyes: I stand by Lakshana's keen deductive skills on this one.
Tree: Wouldn't a vampire prefer fresh blood? The last one [In another previous adventure] went to all that trouble to tie up Eshtu and haul him along in his carriage...
Lakshana: Don't remind me...
3-eyes: Well, the only people he could count on being here to feed on were his own men, so maybe he brought 'rations' in case they didn't find any local victims.

We had rescued Eshtu the cat warrior when we forced the vampire Luecain to abandon the carriage, and he had joined us and fought at our sides for a fair while, but in the last part of our quest to capture the vampire, Eshtu had fallen victim to a massive critical hit from a big zombie-minotaur wielding an axe (a weapon with a critical-damage modifier greater than 2x). His passing was pretty sad (and as so many trajedies, both real and in D&D, it was pretty random).

Not daring to open what most of us suspected to be blood, we took it (to spite him if nothing else), and carried on. We passed through an empty giant-sized stables, then pushed aside a door leading into a small room with nothing inside but another door. Which led to another identical room. And another. And another. And another. But THEN we found:

GM: Another empty room.
Tree: [who loves map duty] There's only room for one more.
3-eyes: I guess we keep going.
GM: Three-eyes, your 27 search check fails to find the lightning-bolt trap. It's a line, so I suppose it can only hit two of you, so... Rohan and Three-eyes are the ones closest. [Because they are the two who are searching for traps]

Once again, Three-eyes makes his reflex save and Rohan fails. The 43 points of damage, coupled with some minor injuries leftover from earlier are enough to knock the artificer unconscious, and Moroni (the perpetually 'offstage' NPC cleric) has to heal him back up from negative hitpoints. He was starting to get very tired of being blasted by traps, and we were starting to wonder about the party's 'search' capabilities, since that search check represented an above-average check (a roll of 13 or 14 or something on a d20) for Three-Eyes, and Rohan's own search skill was slightly lower (though both of them had the ability to find complex and magical traps, and Rohan was also skilled at disarming them).

In any case, the contents of the room consisted of a small giant library (a very small library for giants, thus containing a relatively small quantity of relatively large books). Most were decayed beyond recognition in addition to being written in an ancient giant language, tens of thousands of years old, but one book was magical, and thus both more interesting and a lot better preserved. Using his expertise and facility with magic items, coupled with a casting of the spell Comprehend Languages, Rohan was able to figure out that this was a Manual of Gainful Exercise - a powerful single-use item which, through weeks of study, could grant an individual a permanent +1 bonus to Constitution. Of course, this one was also several feet tall and weighed at least fifty pounds. Anyhow, this was a dead-end, so we began to backtrack towards the last branching.

GM: So are you guys taking the book?
Lakshana: Well, we have prettymuch stated throughout this campaign... if it's interesting, we take it. Well, not everything, like not grey items. But anything interesting.
3-eyes: Ya, we don't take every suit of nonmagic chainmail...
Tree: I pick up (and write down) everything we can sell. I need to save up a lot. [For his keep]
Rohan: I need gold so I can make items. I need to make a new wand... I've gone through like thirty charges already...
3-eyes: Well, we grab whatever's valuable, but we don't usually lower our standards to mundane armor unless we're on the way back and we have space.
GM: Well, the book doesn't fit in your extradimensional bag, so you're going to have to haul it.

The party is low on resources (spells, psionic power-points, etc) at this point, and nightfall is approaching, so there is some discussion about whether or not to continue. On the one hand, time is passing and we don't want Garrow (the vampire) to get the last Schaema before us, so we want to push ahead as much as we can. On the other hand, we don't want to run into a vampire when we are at our weakest, and we don't want to confront him after dark when he can so effortlessly escape us even if we are winning. After some discussion, we decide to try to finish clearing this floor (there isn't much left to explore), so we leave the book where we can find it, in a part of the dead-end chain-of-rooms, to be recovered when we are ready to retreat to the riverboat to rest for the night.

At the nearest branching we found another spiral stair leading upwards. Because the temple at this floor divides into two separate towering structures heading upwards like the prongs of a tuning fork. However, with a brief peak by our miniature "unmanned" spies, we learned that on this side, as on the other, the next floor was a mess of webs and unpleasant looking hovels that we didn't really want to tackle right now. So for our 'last push of the day' (understanding that this was about our third time deciding we would do potentially "one more fight"), we backtracked further to the hall where we found the sonic-trapped booze, and opened the last door down there.

GM: In this very large room, a complicated tile mosaic covers the floor with interwoven patterns. There are two doors on the south side.

After looking around and finding a whole lot of not-very-much, we heave open the first door. Like all the heavy stone doors, it takes a lot of pushing to get it moving, but once it starts it keeps moving on its own. The difference is, once we got this one to budge, it was flung open at us from within, revealing the huge, animated skeleton of what was probably one of the ancient giants who had build and lived in this temple.

GM: Can skeletons roar? I think this one can, sure. It bellows a challenge. Roll initiative.

There was a bit of a dicey moment as Skitter (which had been moving around independant of Lakshana for scouting purposes) became the skeleton's first target. After some frantic looking up of the psicrystal's stats, we found it had a mediocre armor class of 18 (nothing against an enemy this big), and half as many hitpoints as its owner. Fortunately, even though for most purposes the crystal counts as a construct, it has hardness like an inanimate object, and the hardness absorbed enough damage that it was not destroyed in one blow, and it was able to skitter-the-hell-out-of-the-way to be repaired after the fight.

Three-eyes, winning the initiative, casts Haste on the party. Tree and badger charge, but inflict only minor damage because of the skeleton's 5/Bludgeoning Damage Reduction, and because they weren't close enough to make their hasted full-attack actions yet. The giant skeleton, being... giant... is large enough for Lakshana to blast safely at the upper body without risk of friendly fire, but she rolled a paltry 26 damage (which is unusually low, for 7d6+7), and adding insult to injury, the skeleton 'barely saved', taking only half.

Rohan's turn signalled a turnaround, though, as he fired a Magic Missile from his wand and also coaxed a second, Quickened burst from it using his Artificer powers (and burning off a pile of extra charges from the wand), for a total of 40 damage. The undead giant only got in one round of attacks, then Three-Eyes (benefitting from his own haste) shot it twice with his 'crossbow-of-anti-undeadness', and then Tree Flame Striked it for 40 damage and this time it failed its reflex save and disintegrated under the divine fire.

GM: Only a sliver of bone - only one sliver of bone remains.

The giant room and the two empty subrooms contained nothing of interest at all, it turns out, except for the ornate floor. When our constructs flew/climbed up for an elevated perspective (as the giants would have seen it), the mosaic formed the image of a winged humanoid flying up toward a large spider. Which meant nothing to us.

That was definitely our "one last fight", so we prepared to head back to Captain Chinxero's riverboat (remember him? That was a long time ago, wasn't it?). We grabbed the "Book of Con +1" and picked a few choice bottles from the boozeroom.

GM: The best ones you can find are six bottles of wine which Three-eyes appraised earlier to be about 30 gold each.
Tree: I'll take 'em.
GM: Rohan, didn't you note that you took one for yourself?
Rohan: Ya, I grabbed one earlier. We've got no gold yet though...

Retreating unmolested from the temple as darkness falls, we hide out in the ship for the night, where we hope strength in numbers (and who knows, maybe even the running water in which we are moored) will deter the vampire.

Tree: What do we have to identify items?
Rohan: I don't have it memorized. I could use a scroll, but they're worth 175 gp.
3-eyes: I didn't memorize identify either, because I don't have any of the pearls.
GM: The 100gp pearl is an arcane material component, and an artificer's infusions aren't considered arcane magic, so Rohan doesn't actually need the component. We should assume that any Identify scrolls you have were made by you, so yours should only cost 75 gold each.
Rohan: So I get back five-hundred gold? [for his 5 scrolls]
3-eyes: See, now you have gold.

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Excerpt #5 (Season 2)

Having reached the boat to hide out for the night, the heroes get to level up. They actually had enough experience at the beginning of the last session, but it was kindof inapropriate to level right in the middle of a dungeon like that, so now, in addition to resting and regaining spells, they should learn new spells and abilities, gain more hit points and just generally be more effective. Though this is true for all four adventurers, Rohan is suffering a little because his abilities center around the creation and use of magic items, and without some more-significant 'down-time' (and gold) he can't take full advantage of some of his new skills.

GM produces a pair of paper handouts, giving one to Tree, and another to Rohan.

GM: [to Rohan] You may find something useful in this.
Rohan: [reading] Cool.
Tree: [pleasantly surprised] Oh my god... are you serious? Oh my god..
3-eyes: Oh ya, when leaving the temple we should have brought down the guards we had tied up.
Lakshana: Didn't I say that?
GM: Oh, did you?
Tree: Ya, you said that...
GM: You guys brought down the guy you tied up on the second floor?
Rohan: Plus the ones my homunculus put to sleep in the room with the pyramid.
3-eyes: I don't know if we said it at the end last time, but we were pretty clear about our intentions when we tied up the guy.
GM: Alright, you brought the prisoners down with you. Captain Chinxero's crew can take care of a handful of bound prisoners until you get back. So you guys manage to rest through the night, no vampires or anything else attack the ship. It's morning now: is there anything else you want to do?
Rohan: You know that wand that I wanted? A wand of empowered Scorching Ray? [At caster level 7, which is a key break-point for that spell where it gets a second ray.]
GM: Right...
Rohan: I figured out how much it will cost. 7800 gold.
3-eyes: Total, or is that your cost?
Rohan: That's MY cost, so half the retail price, with a 25% reduction for my feat.
3-eyes: Wow. Well, it's pretty powerful... but if you use your quicken-thing [expending extra charges for a higher rate of fire], you're throwing a lot of money at them.
Rohan: Ya, but that's what I do. Look how I've burned through my Magic Missile wand. Now I just need to get some gold...
GM: So, you guys doing anything?
Tree: [finishes re-re-reading her handout about the magic adamantine sword taken from the warforged named Scimitar] I have a named sword! It's a House Canith thing... Okay, Tree's happy. [smiles]
Lakshana: I still need to choose a new [Psionic] power.

One of the choices was a power called Telepathic Maneuver which, though not the most blatant or powerful at the outset, could be used one-per-round for an entire average-length battle and presented a great many options, like the ability to trip, bull-rush [a maneuver used to push an opponent back], disarm and even make a telekinetic grappling attempt, all at range and using the caster's Intelligence modifier in place of the usual stats. There was some discussion trying to figure out exactly how all these options work, and whether the power was worth learning (as one of Lakshana's two new powers).

3-eyes: [on telekinetic grappling] ...Guy's there... 'ghhk, ghhk...' [mimes choking himself]
Tree: It's like Darth Vader!
3-eyes: Don't say that...
Lakshana: Ya, I liked it a lot more until you said that. Ugh.
Rohan: Holy shit, my infusions last an hour-per-level now... I can prepare them way in advance. [half to himself] What do I need here?
3-eyes: You can imitate the Genie from Aladdin now: "POOF! Whatdyouneed? POOF! Whatdyouneed?"
GM: ...SO: you've got four people tied up...
Tree: We're starting a collection. I don't suppose we can sell them into slavery, huh? [looks to Lakshana as though asking (but not expecting) approval]
Lakshana: No.
Tree: Darn.
3-eyes: Alright, we do have to decide where we are going to [go]. What we have left is the second floor (the door with the machines set up to open it)...
Rohan: Which I figured out how to use.
3-eyes: ...the big iron door in the room with the messed-up and hard-to-count corpses. That's probably last on our list of places we want to go. Then there are the two 'towers' at the top of the temple; each of them had the next floor covered in spiderwebs and a maze of drow hovels, made of stone...?
GM: Yep, stone.
3-eyes: Right.
Tree: That place seemed horrible, so we don't have to go up there, probably...
3-eyes: Typically, if it looks bad, that's where we have to go.
Tree: I don't like that.
Lakshana: We reject that theory.
Tree: So what was this second floor again? It's been so many weeks I don't remember...
Lakshana: We found a bunch of lackeys there, using a winch to try to get in. My logic is, the vampire probably isn't in there.
3-eyes: That's the assumption I'm working on.
Rohan: Well, did you guys want to hear what I decyphered from those notes?
Tree: Notes?
Rohan: From the table by the throne.

Rohan explains (based on the contents of his handout) that overnight he's decyphered more the handwriting and stream-of-conciousness notes left by the researcher-woman we found by the giant throne. Most of it concerns the symbols around the circular raised platform on which the throne sits, but several passages reference a hidden chamber of the temple which may be accessed via the throne (in addition to its sky-watching functions), and that the mummy (which we had since slain) had been sent down to investigate the runes on the indoor ziggurat to try and make a connection.

Lakshana: I don't know if this is a stupid idea or what, but would the big monacle we found help with that?
3-eyes: Oh, maybe... that's a good idea. When Rohan got a very high decipher script check on the ziggurat's symbols, all he could tell was that they were in code.
Rohan: And that the code needed some kind of key...
Tree: So maybe that's where we should go...
GM: Do I get to kill anyone yet?
Tree: Not me.
Rohan: Tree's going to be the one who dies so he can [be] GM next time, and GM [the current GM] can play.

We all buff up, including Tree wild-shaping into a brown bear, his new melee form which is even more powerful than her previous dire-badger form. Everyone casts their "hour/level" buffs, Mage Armor, Inertial Armor, etc., and Greater Magic Fang (which tree is able to share with Badger from