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Sunday, July 10, 2011

3.5 Rules and Errata

Hey Taxidermists!  I wanted to make a real quick post to let you know, now that we're moving to official 3.5 rules, there are some slight changes to the classes we use.  I'll just list those classes - if you have another class you want information on, let me know (in case you're thinking of multi-classing).

Druid (Naya/Beth) -  Druids get more use out of their animal companion, who will now help attack any melee combatant.  Also, druids can cast a summon nature's ally "X" in place of any of their 1st level or higher spells; clerics can do the same things with cure and inflict spells.  For example, if Naya has prepared contagion, a 3rd-level spell, she can cast summon nature's ally III as if she had prepared that instead, using up that contagion spell.  Naturally, she could replace that same contagion with EITHER summon nature's ally I or summon nature's ally II.  She just can't trade a 3rd-level spell for something higher.

Also, at level 2, she gains Nature's Sense, which gives her a +2 on Knowledge (Nature) checks and Survival checks.

You also gain a new ability, wild empathy.  This allows you to communicate (in a fashion) with animals and attempt to influence their thoughts; if an animal attacks, a druid can attempt to "talk"it down, for example.  A druid can take one minute to do this.  To use wild empathy, a druid rolls a d20 and adds her druid level and her Charisma modifier.  The better the check, the better the influence (either friendly or hostile).  The DM has set levels to follow for these DCs.  Non-sentient Animals, Beasts and Magical Beasts can be affected, but the latter is done at a -4 penalty.  The worg you mauled, although a Magical Beast, was sentient (had an Intelligence score 3 or greater), and so normal Diplomacy checks had to be made (and subsequently failed).  =)

Fighter (Seyer/Wesley) - Fighters don't change much, but they do get access to more feats, as Wes is probably already aware.

Ranger (Raina/Carol) - Rangers change significantly with this edition.  They move down a Hit Die; in other words, whenever gaining a level, they roll a d8 instead of a d10.  Carol, we'll have to shrink your Hit Points just a tad (but you'd never get hit with your Dexterity bonus and size modifier anyway, so you won't miss it.  If your roll was 8 or less for your level 2 advancement, I'll let you keep it (you wouldn't have rolled higher on a d8.)  If you did roll a 9 or 10, I'll just shrink you down to 8.  I'll explain more when we get together.

Although it's a bummer to lose some HP, you do get bonus skill points every level.  I'll go back and give you 8 bonus skill points from level 1, and you'll get two more every level. 

Also, regarding favored enemies, they've changed the way it works.  Now, instead of a +1 bonus on everything dealing with that creature, you receive a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks instead.  I'm also allowing a +2 Knowledge check for whatever knowledge is relevant to give you more a chance of identifying that creature.  In addition, you get a +2 bonus on damage rolls against the favored enemies.  At every 5th level (so level 5, 10, 15, and 20), you can choose another favored enemy to add.  Then, you can choose to increase any of your favored enemies' bonuses by +2.  So Carol, for you, you chose Giants as your first favored enemy.  This means you get +2 Bluff, Listen, Sense Motive, Spot, Survival and Knowledge (Society/Nature) checks regarding any kind of interaction with Giants.  You also hit them for two points of damage harder per successful attack.  At level 5, let's say you pick Oozes.  You get a +2 bonus on them, too.  Then you can pick Oozes or Giants; whichever one you pick gets an ADDITIONAL +2 bonus on all the above stated bonuses.  If you pick Giants, you'd get a +4 bonus on everything listed above, say.  Then, at level 10, you can pick another, like Plant, or Humanoid (goblinoid).  If you do, then you get +2 for the chosen type, then you may choose any of your now three favored enemies, and increase that one by another +2, and so on.

Also, you can now choose your own race as a favored enemy regardless of alignment.  >=)

You get Track as a bonus feat.  This allows you to search for tracks and follow them using Survival checks.

You gain the druid's ability, wild empathy.  There are no changes.

At 2nd level (so, now), you can choose one of two combat styles: archery combat or two-weapon combat.

If you choose archery combat, you get the Rapid Shot feat, regardless of its requirements.  Rapid Shot allows you to take a full round action (so you can't move more than 5 feet), and shoot two shots.  Each shot is made at -2 of your full attack bonus.  So, for you, if you have a +6 bonus to your shot, you can take two shots instead at +4 bonuses. 

If you select two-weapon combat, you can get Two-Weapon Fighting as a bonus feat regardless of its requirements.  Two-Weapon Fighting allows you to reduce your penalties for attacking with both weapons in a combat by -6 for your offhand and -2 for your main hand.  Normally, if you choose to attack with both weapons in a turn, you take them at a -10 penalty in the offhand, and a -6 in the main hand.  With this feat, those penalties are -4 and -4 respectively.  If your offhand is light (one size smaller than you, like a dagger), the penalty is only -2 and -2.

Rangers get an animal companion (like Naya's owl) at level 4. 

Sorcerer (Kale/Drew) - As far as I could see, there weren't any sorcerer changes; however, you can now access the Improved Familiar feat and summon a wider array of familiars, like fire bats and the like.

There is a wide selection of new feats available for everyone to choose.  At level 3, everyone gets a new feat, so you'll want to look!  Similarly, I believe there are also a few new spells in 3.5...

Looking forward to our next meeting.  See you then and happy gaming!

- Matt the DM

Monday, July 4, 2011

Session #4 OOC

Taxidermists -

OOC Time!

Behind the Screens

  • In case you wanted to know, the goblin that was so well armored had a bit of a story.  His name is Tukil, and much of what he carried, including the armor, was stolen from the castle armory.  However, he was one of the few who knew that, and he wore it to make his comrades envious of his feigned wealth.  He was particularly haughty whilst fighting, laughing frequently and cajoling Seyer in his own tongue.
  • The boat that was hastily commandeered belonged to the goblin magician who was slain immediately upon encountering the party.  It was his most prized possession, and it was recently obtained at that.  If someone were to handle or damage it, the magician would order his teammates to attack the vandal; similarly, if it was damaged (as Seyer might have done on another night), he would rush to cast “mend´ on it.
  • The party that originally hid in the bushes was farther downriver at the beginning of the above encounter, but the party created enough noise, they were alerted to the battle and came anyway.  I had to ad-lib the majority of that fight.  XD
I’d also like to announce a DM’s Player of the Session, starting with Session 1:

Session 1 – Raina
           
            Raina’s precision and reliability helped her put down rat after rat.  Also, her Potato Water theft made her a criminal, and who doesn’t like a criminal on your side?

Session 2 – Kalecgos

            After wandering through town and lusting for the out-of-reach staff of frost, Kale was frustrated.  However, he took it out on the worg they encountered, dazing it mercilessly, allowing his surefooted party the chances they needed.

Session 3 – Seyer
           
            The convicting swings of his sword and bravery in fording the river for nothing more than the wealth of his friends was admirable.

Session 4 – Naya
           
            Naya and her owl proved essential in spotting party after party of goblins.  Her visual and aural clarity allowed the party to make successful and well-organized attacks.  She also sustained significant injury in battle but brought Kale to full health, putting him before herself.
           
Quote of the Week:  (after Seyer rolled a 20 on a Listen check) “You critically hear.” - Kale

Next week: The final assault towards the castle…who knows what the party will encounter?  Who was responsible for this heartless attack?  What sinister plan do they have in store?  All this and more…come back and find out!

Once you all have completed your character’s background, etc., I will post them here if you like.  I look forward to seeing them!  Again, you only have to write a backstory if you want to…

Also, in the good news department, I've officially updated to 3.5e!  This means some (slight) changes to your characters, but more importantly, it means a lot more options both in feats, classes and customization.  Kale can get an Improved Familiar now, Naya hits harder with her sling, and her owl can do more, Raina gets a boost to her stats and can select a combat style, and Seyer...well, Seyer gets a pat on the back.  =)  No, he gets access to a lot more fighter feats.

Out next session is currently scheduled for Sunday, July 10th, 2011 at 5:00 PM.  We look forward to seeing you, and a happy Fourth!

Until our next session, happy gaming!

- Matt the DM

Session #3 and #4 Summary

Hello, friends and allies!  Welcome to Worg Taxidermists, the blog dedicated to our first campaign!  Within each blog post, I’ll post an in-game recollection of the session in as much detail as I can remember.  I'll then include an OOC post which will include "Behind the Screens" DM commentary; this will contain an explanation or expansion on events from the session or little tidbits to enhance the story.  The OOC post will also feature a player and quote of the week for your viewing pleasure.  I'll also include announcements and the next day we are planning to meet. 

Thank you all for your continued dedication to the success of our group.  I couldn’t be more pleased!

First things first…

Session 3 and Session 4:

Wednesday, 22 March, NY 931

            “Find my lover…”
           
            Lord Nadmum’s resolute missive broils within your mind.  A man of influence, pride, and passion was reduced to shambles by a horde of malicious goblins overnight.  His mighty castle of Manifang now flies their tattered flag, and they vastly outnumber any local fighting force.  Such hate and wanton destruction is the calling card of the goblins.  Thoroma’s meager militia was at his command, but they would be no match against such a chaotic brigade.  Calling the Prince’s army down from the north would delay retaliation for days, even weeks.  The fate of Nadmum’s town and his citizens was shadowed by an imminent threat.  But you…
He trusts you.  He believes in you.  He hopes that you are up to the arduous task at hand…
Your eyes slide open.  The climb up Gall Ridge and the battle with the vicious worg has left your allies taxed.  Fortunately, the moist grass beneath them has revitalized them, and each awakens with a renewed vigor.  Kalecgos, the ambitious and handsome half-elf sorcerer, rises from his slumber, his mind expanded.  Beneath his fair skin, his blood courses with latent power.  Raina, the pint-sized but deadly halfling ranger, awakens with rested muscles.  The calluses on her stubby fingers are growing harder, and her keen eyes observe the moonlit ridge around her.  Naya, the lovely and graceful elven druid, has already been up for some time, meditating on the rustic power that embraces her.  Her owl hoots calmly; its head swivels around, gazing northwest towards the town of Thoroma, about two miles distant.  Seyer, the oafish but honorable fighter, kneels at the bank of the rushing Gall River, cleaning the blood from his scale mail.  Its scales clink like slick coins in the current.  Though seriously wounded the day before by the belligerent worg, he rallied and slew the creature.  The night brought him healing, wisdom and focus.  The rat bite he suffered two days earlier has swelled, and although he does not feel well, he prepares to lead his newfound friends to the castle.
The slaughtered worg lay idle near their camp, and the party devised a plan to scare the goblins away.  Perhaps wearing the worg’s skin or spiking its head would frighten them, they thought.  After multiple attempts, the darkness and lack of practice did little but eviscerate their target and bloody their hands.  Disappointed, they resigned themselves to advance clandestinely and, when needed, apply brute force.
The party suits up and heads west along the cliffs.  The dim moonlight does little to resolve the shadows behind a tree, the fluttering leaves of a bush, and the skittering squirrel which crosses their path.  Seyer’s hands twitch, ready to draw his greatsword at a moment’s notice.  Naya’s mind is clear and poised, reaching out with her mind to each tree, rock and shrub.  Raina’s nimble mitts message the fletching of a stowed arrow absent-mindedly.  Kale’s right hand lies sunken into his component pouch, groping for the needed reagents for his incantations.    
Suddenly, two hunched and slender creatures appear in the distance.  Their shadowed heads are bulbous and knotted and their arms are twisted and slender like rope.  They are perhaps as tall as Seyer’s stomach when erect, while Raina would be about eye-level with them. Each wields a gnarled, shafted weapon, and they are speaking to each other whilst unknowingly approaching the party.  The party springs into action and defeats each with precision and power. 
Farther up the ridge, another unsuspecting goblin party camps within a small recess in the hillside.  Although not as peacefully, the party quickly defeats several goblins; Seyer creates two halves of one goblin with a mighty swing.
Their weapons bloodied but their minds unphased, the party heads back towards the river from which they had wandered.  It flows more strongly and more widely now – it is likely the river’s mouth is nearby…
Not far up the riverbank, they see another telltale sign of activity; a flickering campfire illuminating three hunched bodies.  At Kale’s suggestion, they quietly approach the party, which resides on the other side of the rushing river.  Kale conjures a magical missile of emerald-green energy, Naya fires a steady bullet from her sling, and the others readied arrows.  At once, they fire, killing one and injuring another.  Neither faction wished to cross the river, but such a feat would certainly be necessary.  The goblins try to heave their javelins across the river.  Their willowy arms could not propel it as well as they hoped, and they fall short into the river.  Persistent, they attempt to ford the river.  Neither goblin was successful.  The party attack the vulnerable goblins at range, and the party claims victory once again.
The glittering gold the goblins carried rests on the other side of the rushing Gall, but Seyer decides to brave its sturdy current.  He removes his cumbersome armor and wades across the river.  Despite his sturdy frame, the loose silt and pebbles underfoot cause him to falter and stumble.  Nevertheless, with the help of Naya’s trusty owl and Seyer’s damp excursion, the party recoveres a measure of coins from their slain foes.
You and the party rest, anxious for a break.  The moon is nearly directly overhead; a few hours have passed since they awoke. 
Ready to complete their task and claim the reward, the party proceeds along the riverbank to the west.  Though trees flank both sides of the river, Manifang’s ominous parapets are still visible about a quarter mile away.   Suddenly, the uneasy noise of clamoring metal emanates from the forest.  It’s on our side of the river, and it’s getting closer.  The party shrinks down, hoping to avoid contact.  Naya peers through the staggered trees – the moonlight affords her little resolution, but she sees the shadows of two squat creatures moving parallel with the party.  One creature moves significantly slower than the other.  The glint of metal shimmers off his shoulders in the moon’s pallor.  The party shifts uneasily, and they motion to circumvent the group.  You and the party agree, but Kale stumbles back, breaking a twig with his fall.  At once the metallic creature and his companion turn towards the party, ready to attack. 
Another battle commences.  The two attackers are goblins, but one is heavily armored.  Raina attempts to get in a nearby tree to get a better angle, but she cannot secure a good grip, causing her to plummet back down the trunk, despite having help from both Kale and Naya.  A spear flies through the air towards Raina, but she hides herself just in time.  She attempts to use the embedded spear to climb, but still could not manage it.  After abandoning her goal of becoming a monkey, she and her allies turn to square off with the goblins face-to-face.  Seyer, brave and eager, charges the armored goblin, prepared to slay him despite his formidable defenses.  They clash in vicious melee, but Seyer cannot land a blow; the armored goblin seems clumsy, but the armor makes up for his missteps.  The tottering goblin laughs, taunting Seyer.  Meanwhile, the others surround the companion, with Naya hammering her staff down, decimating the feeble goblin.  Seyer lands a fortunate blow, slaying the armored invader.  The half-plate armor he wore is unscathed, though none but Raina can saddle the miniature epaulets, breastplate and other fittings.  She fears it will be far too bulky, so Seyer elects to carry the load within his own satchel, hoping its craftsmanship would be of value to someone else. 
The group traverses farther up the river, finally finding a fork; as the river hits the fork, some bends north towards Thoroma, and the rest curls to the east, down the ridge which the party had climbed.  Ahead, three goblins sit engaged in conversation, surrounding a small fire.  A small rowboat lay aground at the fork, and two tents lay opposite the boat, farther inland.  Kale suggests another volley, though Naya’s acute sight discerns that the closest goblin, whose back faces the party, is dressed differently.  He holds a staff in one hand and ivory robes, not leather, cover his back.  The party seals his fate; each launches their weapon of choice;  two arrows and a magic missile connect with the creature’s back, and a stone from Naya’s sling smashes into its head.  The goblin falls forward, dousing the fire with a plop.  The two companions retaliate ineffectively, only slightly damaging Naya’s knee.  They were dispatched as easily as the others. 
The party swells with confidence.  Surely the goblins are growing thin, they thought.  As they approach the fire, however, a rogue javelin sails from the forest beside the camp, striking Naya in the side, but it seemed to issue from nowhere.  Seyer bravely approaches the general direction of the attack and uncovered a total of four goblins, ready to ambush the group from behind a hedge.  Two dagger-wielding goblins lunge forth, but each is quickly put down.  Two others spring out, attacking wildly.  One is felled without a problem, but one clings to his bloodlust, dodging and evading blow after blow.  The party surrounds him; desperate, he thrusts his barbed mace at Kale, piercing him in the chest.  Kale thunders back against the slick pebble shore of the smaller branch of the Gall.  However, the bloodthirsty swing leaves him open, and Raina plunges her sword through the goblin’s middle, exacting revenge.
Naya rushes to her wounded half-kin and kneels beside him.  With a beautiful utterance of divine force, she places her soft, slender fingers on Kale’s bleeding chest.  A breeze arises and her braids flutter.  With a flick of her wrist and a burst of greenish light, the vicious wound closes before their eyes and the blood dries; the druidic breeze brushes the crimson flecks away.  Kale feels better than when he rose several hours before.  Grateful, he thanks her and stands to his feet.  
After gathering the loot and examining the unfortunately worthless staff of the slaughtered magician, the party sets their sights to cross the river.  Though decidedly narrower and shallower than its counterpart branch, this tributary would still be a challenge to cross without help.  Thankfully, the magician’s rowboat is aground nearby.  Seyer mans the boat and ferries each party member across the narrow stream.  Upon ferrying the group, Seyer realizes that the heavy oars could be intimidating and resourceful weapons.  He decides to take the hefty oars, and he strands the dinghy on the shore. 
The castle is within a few hundred feet; dark forest lay ahead, and the faintest hue of the upcoming dawn splashes across the night’s tapestry.  Raina discerns that perhaps only a couple hours remain before sunrise.  You decide to ruminate for a moment and prepare for the final assault.  Soon, the gates of Manifang will be within arm’s reach….

Thursday, June 16, 2011

Worg Taxidermists Unite!

Welcome to the new virtual home base for our D&D adventures! I hope you all enjoy it and feel free to use it as your own. Matt, Carol, and I had spoken about how it might be fun to have a place to have recaps of the most recent sessions (either for posterity or for the sake of remembering where we last left off). I'll be leaving most of the writing to Matt, since he is our current Dungeon Master. But, obviously, if that should change with time and someone else would like that responsibility, we'll work with everything as it comes.

If you have any interest in contributing posts to this page, feel free to email me and I'll be more than happy to give you posting access. Otherwise, comment, poll, and enjoy!

Speaking for myself, I love our group. There are only a few of us and, typically, we haven't ever hung out the five of us before. But I'm really enjoying it and I'm looking forward to many more adventures in our future!

May your worg pelts be easily skinned!
B