DnD
While we were out eating there was a fender bender. It sounded like a
bad crash, but it wasn't. The birds took off like the movies. It
sparked a conversation about past wrecks people had over the years.
Our group is pretty light this time. A bunch of people couldn't make it.
I didn't bring my laptop, so I'm writing this out longhand. I hope I
can read it later.
Ethan starts out with a request about a bunch of items we were supposed
to have had since the last adventure. We did a favor for a high level
mage. When you buy magic items it isn't always money that limits the
items you can get. The items take quite a bit of game time to complete.
I have no idea what to get.
It is a-la-cart today. we get to choose our adventure.
* Diplomatic Kidnapping
* monk Raids.
* Nesman - 100 person caravan destroyed.
* Another caravan problem.
Ethan helped me figure out what to get. I am never able to plan in
advance. I pick skills and items to help me in combat.
It is funny the stuff we get on a tangent with. We cover some Belgium
Beer and private importing in peoples suit cases.
There is a group of traders in trouble. Random encounters are kind of a
drag when you are over tenth level.
There is nothing like the first box text of a new module. We approach a
burned caravan. Many dead. CSI DnD style. We determine it is fireballs,
not dragons. The caravan still has the cargo on board. It doesn't
appear that any one is missing. Some one came in after the initial
blast and killed the remaining survivors. We find some tracks headed
north. Some of them were manacled. We are a good party, but we still
loot the caravan members for magic. "There is no reason to leave it to
the elements." We divvy up the loot. The randomly rolled stuff is oddly
handy. Normally, all the items you role are crap. For example, wand of
endless feathers or something on that par.
Ethan keeps complaining that the random monsters suck. He is scrapping
for a fight. The DM makes us all role a spot check. We all fail. That
must be what it means when you get the hair standing up on the back of
your neck. It takes us fifteen minutes to figure out how much damage we
take because of the special abilities of the enemy caster and our
resistances. The DM had to use a calculator to tally a bunch of arrows
to on of our guys. One trouble with hight level mages is they kick ass.
We are up against a couple of demons that are fire based. They were
summoned by the high level magic user. Again, it takes for ever to
calculate everything.
The girls are working on a puzzle in the living room.
One of the demons died and the other bailed. The wizard surrendered.
Our pet Sladd has him pinned. We nearly lost him. We need him for
information.
I loath leveling my characters. It is allot of work. If I enjoyed
working on this stuff, it would not be so bad. I read too slowly to
keep up.
We map by laying a white board flat on a table. We use miniatures
at a one inch equal five feet scale. I could go on for hours describing
the miniatures and the rules that apply. There are books dedicated to
moving the miniatures around how things interact.
Lucky me, I get attacked while doing a fly by over an ancient wizard's
tower. I hate how the surprise rules work. It never fails, I'm the one
who gets screwed. This time is not different. Our wizard cast
protection from normal missiles to give me a chance. We are up against
rogues who are hight level or something with a good hide ability.I hate
strange battles like this. We are up against gargoyles. I prefer
straight on army encounters or mono a mono. We spend five minutes to
draw the area of effect for a fireball. Something about how thick
some bronze doors are. Brian can sneak. Bryan (different person) can do
100 points of damage in a round. with his six attacks. I managed to do
52 points on a critical hit. Not too shabby. That just isn't good
enough for a twelfth level fighter though. By this time you should be
dishing out massive hurt on just about anything that stumbles into your
path.
Once inside the tower we find a dungeon. We find some spell books. We
get attacked by a beholder. Those are annoying. One of our party is
charmed. Normally that is the worst. The beholder is to lazy to go kill
a cult that we are out to kill ourselves.
The bad guys are always taking over Dwarf strongholds. I mean, why do
the dwarfs abandon all these strongholds. As much as the dwarves put
into these places, you would think they would hold on to them. Now we
have to assault the barracks. The cult has taken up residence there in.
We should probably be careful of the prisoners. We take our time
setting up for the battle. There are only four of us. We need to take
out the big guys quickly. Our wizard is going to cloud kill one large
mass of the lower level bad guys. (I should have brought my notebook.)
I'm taking on some guards. We have a five minute discussion on the
rules of move vs. move equivalent action. I'm not much in to the higher
level characters. Everything has funky abilities and too many of the
rules conflict.
We loose the Wizard on our side. The bad guys surrender. That always
makes things more complicated. It is easier when the enemy fights to
the death.
It wasn't me. You can't prove anything.
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