We are on schedule for our game this coming Sunday.
I plan on running my Pathfinder game. I expect that we will complete the adventure that I have been running for the last couple of months. I can run either the early or the late session.
I would still like to get a list of what classes the characters advanced in when going to 7th level so that I can update the web site.
Christian should be on tap for his Champions game.
See you Sunday.
Monday, November 30, 2009
Tuesday, October 27, 2009
Game this Sunday
I will be continuing the adventure that I started last month. I believe that I am slotted to run the evening game.
Please remember to pick your traits. The PDF can be downloaded at http://paizo.com/traits.
I would also like to know what class level you increased when you went to 7th.
See you Sunday.
Please remember to pick your traits. The PDF can be downloaded at http://paizo.com/traits.
I would also like to know what class level you increased when you went to 7th.
See you Sunday.
Monday, October 26, 2009
The Head of Vecna
Found this story on the Facebook/D&D forum and decided it was too good to pass up:
Head of Vecna
From Steve Jackson Games website....
Many years ago (back when we all were still playing D & D), I ran a game where I pitted two groups against each other.
Several members of Group One came up with the idea of luring Group Two into a trap. You remember the Hand of Vecna and the Eye of Vecna that were artifacts in the old D&D world where if you cut off your hand (or your eye) and replaced it with the Hand of Vecna (or the Eye) you'd get new awesome powers? Well, Group One thought up The Head of Vecna.
Group One spread rumors all over the countryside (even paying Bards to spread the word about this artifact rumored to exist nearby). They even went so far as to get a real head and place it under some weak traps to help with the illusion. Unfortunately, they forgot to let ALL the members of their group in on the secret plan (I suspect it was because they didn't want the Druid to get caught and tell the enemy about this trap of theirs, or maybe because they didn't want him messing with things).
The Druid in group One heard about this new artifact and went off in search of it himself (I believe to help prove himself to the party members...) Well, after much trial and tribulation, he found it; deactivated (or set off) all the traps; and took his "prize" off into the woods for examination. He discovered that it did not radiate magic (a well known trait of artifacts) and smiled gleefully.
I wasn't really worried since he was alone and I knew that there was no way he could CUT HIS OWN HEAD OFF. Alas I was mistaken as the Druid promptly summoned some carnivorous apes and instructed them to use his own scimitar and cut his head off (and of course quickly replacing it with the Head of Vecna...)
Some time later, Group one decided to find the Druid and to check on the trap. They found the headless body (and the two heads) and realized that they had erred in their plan (besides laughing at the character who had played the Druid)...The Head of Vecna still had BOTH eyes! They corrected this mistake and reset their traps and the Head for it's real intended victims...
Group Two, by this time, had heard of the powerful artifact and decided that it bore investigating since, if true, they could use it to destroy Group One. After much trial and tribulation, they found the resting place of The Head of Vecna! The were particularly impressed with the cunning traps surrounding the site (one almost missed his save against the weakest poison known to man). They recovered the Head and made off to a safe area.
Group Two actually CAME TO BLOWS (several rounds of fighting) against each other argueing over WHO WOULD GET THEIR HEAD CUT OFF! Several greedy players had to be hurt and restrained before it was decided who would be the recipient of the great powers bestowed by the Head... The magician was selected and one of them promptly cut his head off. As the player was lifting The Head of Vecna to emplace it on it's new body, another argument broke out and they spent several minutes shouting and yelling. Then, finally, they put the Head onto the character.
Well, of course, the Head simply fell off the lifeless body. All members of Group Two began yelling and screaming at each other (and at me) and then, on their own, decided that they had let too much time pass between cutting off the head of a hopeful recipient and put the Head of Vecna onto the body.
SO THEY DID IT AGAIN!... [killing another PC]
In closing, it should be said that I never even cracked a smile as all this was going on. After the second PC was slaughtered, I had to give in (my side was hurting)...
And Group Two blamed ME for all of that...
Head of Vecna
From Steve Jackson Games website....
Many years ago (back when we all were still playing D & D), I ran a game where I pitted two groups against each other.
Several members of Group One came up with the idea of luring Group Two into a trap. You remember the Hand of Vecna and the Eye of Vecna that were artifacts in the old D&D world where if you cut off your hand (or your eye) and replaced it with the Hand of Vecna (or the Eye) you'd get new awesome powers? Well, Group One thought up The Head of Vecna.
Group One spread rumors all over the countryside (even paying Bards to spread the word about this artifact rumored to exist nearby). They even went so far as to get a real head and place it under some weak traps to help with the illusion. Unfortunately, they forgot to let ALL the members of their group in on the secret plan (I suspect it was because they didn't want the Druid to get caught and tell the enemy about this trap of theirs, or maybe because they didn't want him messing with things).
The Druid in group One heard about this new artifact and went off in search of it himself (I believe to help prove himself to the party members...) Well, after much trial and tribulation, he found it; deactivated (or set off) all the traps; and took his "prize" off into the woods for examination. He discovered that it did not radiate magic (a well known trait of artifacts) and smiled gleefully.
I wasn't really worried since he was alone and I knew that there was no way he could CUT HIS OWN HEAD OFF. Alas I was mistaken as the Druid promptly summoned some carnivorous apes and instructed them to use his own scimitar and cut his head off (and of course quickly replacing it with the Head of Vecna...)
Some time later, Group one decided to find the Druid and to check on the trap. They found the headless body (and the two heads) and realized that they had erred in their plan (besides laughing at the character who had played the Druid)...The Head of Vecna still had BOTH eyes! They corrected this mistake and reset their traps and the Head for it's real intended victims...
Group Two, by this time, had heard of the powerful artifact and decided that it bore investigating since, if true, they could use it to destroy Group One. After much trial and tribulation, they found the resting place of The Head of Vecna! The were particularly impressed with the cunning traps surrounding the site (one almost missed his save against the weakest poison known to man). They recovered the Head and made off to a safe area.
Group Two actually CAME TO BLOWS (several rounds of fighting) against each other argueing over WHO WOULD GET THEIR HEAD CUT OFF! Several greedy players had to be hurt and restrained before it was decided who would be the recipient of the great powers bestowed by the Head... The magician was selected and one of them promptly cut his head off. As the player was lifting The Head of Vecna to emplace it on it's new body, another argument broke out and they spent several minutes shouting and yelling. Then, finally, they put the Head onto the character.
Well, of course, the Head simply fell off the lifeless body. All members of Group Two began yelling and screaming at each other (and at me) and then, on their own, decided that they had let too much time pass between cutting off the head of a hopeful recipient and put the Head of Vecna onto the body.
SO THEY DID IT AGAIN!... [killing another PC]
In closing, it should be said that I never even cracked a smile as all this was going on. After the second PC was slaughtered, I had to give in (my side was hurting)...
And Group Two blamed ME for all of that...
Wednesday, September 30, 2009
The Unnecessary Nerfing of Spiked Chain
Not that I'm running at game at the moment, but spiked chain will still be a reach weapon in both my campaigns.
That's all you really need to know. If you want the sordid history, keep reading.
Back in 3.5 and Pathfinder Beta, it was possible to pimp the system using spiked chain, Combat Reflexes, Improved Trip, and Spring Attack. It was even worse if you could somehow finagle a character that had reach. It went down like this:
Wait for target to pass thru your threatened area. Ding! AoE! On your turn, 5 ft step to the right, Spring Attack 15 feet away. Lather, rinse, repeat. Double the AoE if you have reach of your own, which means 2 free attacks every turn with Combat Reflexes.
OR
Using the Trip Monkey build, use a trip attack for your AoE, opponent falls. Ding! Another AoE. Standing up in your threatened area? Ding! AoE!
This exploit isnt valid anymore. Combat Reflexes (may only AoE an opponent once, no matter how many of your threatened squares he runs thru) and Spring Attack (must move more than 5ft before and after to use) have been slightly nerfed to stop it. Trip has been significantly nerfed (split into 2 feats) to stop it.
So, no reason to nerf spiked chain, but here we are. The special qualities for spiked chain now are Trip and Disarm. If all you want is a weapon that does Trip and Disarm, get a heavy flail and it wont cost you an exotic weapon feat, plus it will average more damage.
So; my game. Spiked chains keep their reach.
That's all you really need to know. If you want the sordid history, keep reading.
Back in 3.5 and Pathfinder Beta, it was possible to pimp the system using spiked chain, Combat Reflexes, Improved Trip, and Spring Attack. It was even worse if you could somehow finagle a character that had reach. It went down like this:
Wait for target to pass thru your threatened area. Ding! AoE! On your turn, 5 ft step to the right, Spring Attack 15 feet away. Lather, rinse, repeat. Double the AoE if you have reach of your own, which means 2 free attacks every turn with Combat Reflexes.
OR
Using the Trip Monkey build, use a trip attack for your AoE, opponent falls. Ding! Another AoE. Standing up in your threatened area? Ding! AoE!
This exploit isnt valid anymore. Combat Reflexes (may only AoE an opponent once, no matter how many of your threatened squares he runs thru) and Spring Attack (must move more than 5ft before and after to use) have been slightly nerfed to stop it. Trip has been significantly nerfed (split into 2 feats) to stop it.
So, no reason to nerf spiked chain, but here we are. The special qualities for spiked chain now are Trip and Disarm. If all you want is a weapon that does Trip and Disarm, get a heavy flail and it wont cost you an exotic weapon feat, plus it will average more damage.
So; my game. Spiked chains keep their reach.
Monday, September 28, 2009
Looks like it is Christian and Keith running on Sunday
Dave is out as GM for this month so I will be running the other game. If there are no objections, I would like to run the early session.
I will continue with the Falcon's Hollow Pathfinder game. It is the same characters but we will be starting something new as you finished the adventure last session. Your characters should now be 7th level. I do not remember if I told you that last time (back in August).
Besides raising a level, please make sure that your characters have been converted to the new Pathfinder RPG rules. Some things have changed. Some changes a subtle and others are major. If there is something that requires a respec to do the conversion and you have questions please let me know.
Christian will we running Hero/Champions for the other session.
I am expecting Bruce, Dave, Christian, Jon and myself. Brian is a maybe for the first session. I am not sure of Randy's status and Russ will not be attending as it is the last week of Festival.
I will continue with the Falcon's Hollow Pathfinder game. It is the same characters but we will be starting something new as you finished the adventure last session. Your characters should now be 7th level. I do not remember if I told you that last time (back in August).
Besides raising a level, please make sure that your characters have been converted to the new Pathfinder RPG rules. Some things have changed. Some changes a subtle and others are major. If there is something that requires a respec to do the conversion and you have questions please let me know.
Christian will we running Hero/Champions for the other session.
I am expecting Bruce, Dave, Christian, Jon and myself. Brian is a maybe for the first session. I am not sure of Randy's status and Russ will not be attending as it is the last week of Festival.
Tuesday, September 22, 2009
Who is running on October 4th?
I just wanted to check to see who is running on the next Sunday Game scheduled for 10/4/09?
Christian - Champions?
Dave - Pathfinder?
Keith - Pathfinder?
(Jon mentioned to possibility of running again but I am confident that he is not yet ready to take the plunge this month.)
As this is less than 2 weeks away, I need to know if I am running and which characters I need to create and/or update.
BTW can someone post recaps of what has happened last month in the games?
Christian - Champions?
Dave - Pathfinder?
Keith - Pathfinder?
(Jon mentioned to possibility of running again but I am confident that he is not yet ready to take the plunge this month.)
As this is less than 2 weeks away, I need to know if I am running and which characters I need to create and/or update.
BTW can someone post recaps of what has happened last month in the games?
Monday, August 31, 2009
next sunday, sept 6th..
I don't expect Russle, he's 'festing, but I was wondering if anyone else is NOT showing up..
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