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Archive for July, 2009

About Immurements

Posted by MkaY On July - 28 - 2009

I’ve been busy working recently, so a visit to take a look what’s happening around WOTC was worth taking. I noticed that one additional interesting preview from Adventurer’s Vault had been published. Immurements. An immurement is a rare form of magical prison that contains a place that has been sealed away from the rest of the world. The enchantments placed on immurements are fragile; when an immurement’s power is expended in a blast, it releases the terrain and effects contained within it into the blast area for a short time. Each immurement description provides the features of the terrain and effects contained within it. Refer to the illustration of each immurement for placement of specific terrain.

First of all, I like the idea of it. It’s brilliant yet once again one additional way to bring the FUN! in to the game. Terrain altering effects are always nice especially now that they’re available for all characters. These kind of high-level items (that they seem to be, not sure though) are also a fantastic source to be the story item involved in bigger themes.

According to my own playing style and what I have noticed around the game table is, that terrain effects boost the creativity of players. As a DM, there is nothing more fun than to see that players really think what is going on around them and how to get the best out of it. As a player it always fun to use what you can and thus take the advantage, to be creative.

Keeping track however can prove to be a problem since the items dictate a specific area of effect and you have to make that happen around the game table. In my case, I never allow these kinds of things slow us down, so I just adjust. Scissors, printer and some attitude is all we need. It’s not anything that you can’t overcome. Especially, when I see these kind of items as story items more or less. It would be fun to test these, or at least hear thoughts and opinions if someone already has done that! (since they were released for playtest in Dragon Magazine 370)

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The Merchant’s Domain #5

Posted by MkaY On July - 26 - 2009

Today I had the opportunity to actually play my character (multiple dungeon masters and not my turn) so I wrote the session log according to that. This session was the first “one-shot” adventure which had nothing to do with the actual storyline. We began remembering our promise to the priestess of Chauntea.

We left the city immediately in order to get the job done soon as possible. The inhabitants of nearby hovels told us to trudge deeper south, pass the bridge on the main trade-road and then head for the Folklore Inn near the main road. At the Inn, we heard various things about crops being burned and people being vanished. After pinpointing the location where that had happened last time, we knew where to start looking.

It was morning when we arrived to the farm. I remember Gildin telling me about the hysterical woman worrying about his husband who had been wounded last night. These people didn’t know what really had happened last night; they remembered only figures, attackers, pillagers. That however meant, that the source of the trouble was not a single creature so finding the tracks wasn’t so hard. Now that we had my new companion Winter with us, he found the tracks very swiftly. The scent took us to the missing livestock, killed and left rotting. The trail led to all the way to the mountains and eventually we found what we were looking for. The lair…

What happened next was a rich dungeon delving encounter, or several to be honest. There were a band of bugbears and goblins to be taken care of. I was fond especially to the goblin shaman wreaking havoc inside the dungeon. Not to mention the ogre chained to the ground and throwing piles of shit around it. What really had happened to that ogre, none could know. We cleansed the den, saved the damsel(s) and thus solved the problem.

Ah, it was so nice to play once again. I’m not complaining that I have to be the Dungeon Master so often (because I do enjoy it) but still. Opportunity to play the character revealed more skills about Ilyas (since I got the opportunity to actually focus on him) and ability to roleplay Ilyas more. I.e. I believe that Ilyas wouldn’t got his reward from the farmer’s daughter INSIDE the dungeon if Ilyas had been NPC!!! Fun session, lots of laughter. Hours well spent.

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The Merchant’s Domain #4

Posted by MkaY On July - 19 - 2009

The foul stench filled the air as our heroes trudged deeper in Athkatla’s sewers. Sewers were a vast place. Old and treacherous place where only rats and beggars and monstrous beings dwelled (We all remember if you have played Baldur’s Gate II!!!). Our heroes were looking for a hidden portal and they had hazy map given by Master Rolo of House Gemcutter. As I am so fond of Skill Challenges, this was a good spot to insert one titled “Finding Hidden portal in the Sewers” with appropriate skills.

That turned out to go well and they found a place which had a small, but permanent, illusion spell cast on the wall to hid the lever which opened the way to the hall they were looking for. Dabbil, gnome wizard with natural resistance on illusion spells soon discovered what was going on. The way to the vault was a narrow slide and they did what was necessary to reach their destination. When they arrived, they heard a conversation trough the wall and a small gap left for air. What they saw and heard was something strange; Group of people, clearly men of the North talking with three other persons. One cowled wizard, one from House Tolme and one from House Arroc whom also had initiated trade with House Gemcutter. The assumed leader of the northern men was a huge man and he had a smaller companion, a man who somehow resembled a rat.

“The Nashivaar-case was unfortunate. He resisted too much and had to be eliminated.” Said the smaller man standing next to the huge northerner. “We need money and because of that we need our own among that family.” Said the cowled wizard with tired voice and continued “covering tracks starts to be a problem and it is costly because you cannot control your men!” as the wizard finished the huge man grabbed the wizard’s throat in an instant. “The members of my flock are under my control” his voice boomed “I don’t need you to give me advice” and he threw the wizard to the ground with ease. “The young captain is next, we can use him to take control of the city guard” the man finished.

“Master..” the man with the embroidered cloak of House Tolme began. “The Nashivaar are strong in Crimmor, perhaps we should move there and act. Our numbers are growing and maybe it is time for the next phase?” he asked carefully looking to the ground. The smaller man next to the big northerner nodded. “He is right, send Karakas to Crimmor along with few other men, we pay the cowled wizards for now and we can continue also here”. The huge man said nothing thinking what he had heard. “Soon there is going to be some changes” the big man said to everyone. “Go and do as we have today agreed and bring me Phran Reddirge, the young captain of the guard.”

Soon they were gone and our heroes resumed to what they were doing. They felt that they had learned something important which was possibly connected to the murders. After the symbols in the linked portal were copied they headed back to the city. It was morning when they came out and soon found out that there was some new Wanted-posters to be found. Mort, Ilyas, Dabbil, Gildin and Nexus wanted, dead or alive. It seemed that Enok had revealed something before he had died. After they immediately had contacted Master Gemcutter they planned their next course of actions. They were to go to Esmeraltan to spy House Arroc to found out more what is going on. Soon they set their sails towards lake Esmel aboard the Great Ranger, a small ship suitable also for river passages. The days passed slowly aboard the ship until one night;

Our group shared a one cabin. It was a group of five people and a small puppy and not so small direwolf. Everything began when they started to disagree who was going to clean the droppings of the animals. The smell was terrible and they were about to sleep in the same cabin (imagine this whole situation around the game table). When nobody did anything, they decided to get some fresh air on the deck and only Gildin stayed behind not bothering about the smell. It was quiet and only the sounds of our heroes were on the deck. Soon, very soon they were surprised by six big deathjump spiders attacking from the trees. Soon it was all chaos again. The heroes were caught badly by a surprise and they paid the ultimate price for that. Mort, our skillful rogue and three sailors perished during the fight and they had to be let go. Dabbil however knew, that there were possibilities to bring Mort back. They send a pigeon to Rolo, carrying a message which told what had happened during the trip. When the bird came back, they knew where to go.

Priestess of Chauntea was waiting them. Eventually they got Mort back among the living, but it did not happen without a price. The priestess was promised a favor in order to bring Mort back. Something was destroying fields of crops near the city and villagers were left without food because of that. Our heroes were to find out what was the reason behind of these strange events.

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The Merchant’s Domain #3

Posted by MkaY On July - 13 - 2009

A huge statue of smoke emerged from the valley near Cloud Peaks after our heroes had got what they came for; Rolo Gemcutter’s memory sphere containing memories about lost locations of hidden portals within Athkatla. Bloody, torn and exhausted our heroes headed back to the city as quickly as possible. They met their companion Mort who was suffering from high fever. The druid they met had prepared him a medicine to keep the disease at bay, but only for a while. They had to hurry, for several reasons.

They soon heard the thundering sound of hooves when group of armed soldiers (wearing House Vymmars’s coat of arms) approached. Soon our heroes were surrounded by them. After their captain had learned that our heroes were the reason why they had ridden all night, he ordered his men to seize them. It was time for a skill challenge: Escape! Soon the air flashed red with arcane power and everything was in chaos. Ilyas rode his horse with Enok holding tight with the one arm he got. Gildin made way with his axe and they rode to the woods with soldiers on their tail and Dabbil cast his spells and they got the advantage and were able to fled. Mort and Nexus were struggling with soldiers and eventually Nexus got hit and fell to the ground unconscious. Mort and Nexus were seized, others got away.

The soldiers decided to split up, others went after the Dabbil and the others and towards north, while group of ten soldiers stayed behind and took effort to take Mort and Nexus back to the city to be questioned and condemned for their crimes. When the night came, Mort used his hidden blade and escaped. Nexus however was not so lucky and she eventually found herself in the dungeon. Alone. Ilyas, Enok, Dabbil and Gildin luckily found each other and they decided to stay hidden and move slowly towards Athkatla to tell Master Gemcutter what had happened. Mort, alone and sick, also headed for the city.

Our heroes got into the city from various ways. Others came trough hidden passages and sewers, eventually finding themselves amidst the temple district in the Northern side of the city. Nexus came through the main gate with the soldiers and soon found herself in prison. It didn’t last long though. When the tiefling girl was left alone, the jailer found the body of the 15 year old girl too interesting. Soon it was the jailer in the cell, his jacket in flames and girl was releasing other prisoners to cover her escape. Skill Challenge: Success and Nexus won her freedom.

When they finally met Master Gemcutter, Enok was gone missing. Trusting that he could survive on his own, our heroes did nothing. The man needed some privacy, he had lost his arm and was dealing with a lot. Or that is what they thought. Unfortunately when the days passed our poor Enok was hanged among other criminals. Who knows what had happened, but Master Rolo’s news were sad indeed. Our heroes had to lay low and recover. Stock their gear and get ready what was going to happen next. As expected, master Gemcutter trusted them soon another assignment and this time it was about the portals itself. Journey towards the hidden portal in the sewers began…

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Visiting Finncon 2009

Posted by MkaY On July - 12 - 2009

My visit to Europes largest science fiction & fantasy event was swift and enjoyable. Finncon is a science fiction and fantasy convention held since 1986, together with Animecon since 1999. During the last three years the two combined conventions have gathered over 6 000 visitors from Finland and abroad each year. As we arrived you can imagine yourself surrounded by animefolk in both; astonishing and ridiculous costumes. Honestly speaking, I admire those people using lots of efforts with their cosplay hobby. It is as geeky as roleplaying in general so I better just shut my mouth about that subject.

I didn’t go to the con just for debates about was Robert Jordan excellent author or to Book then, book now panels or not even for Lolita-workshop (hrrrr… shivers.) There were many possibly interesting panels and debates, but the reason I visited this ruckus was the interview of Finncons Guest of Honor; Mr George R.R.Martin. That indeed was enjoyable in every aspect. I got my handshake with Mr. Martin exchanged few words and now I have autographed version of Game of Thrones. I have to admit that I felt like a little girl waiting for a signature, since I have never before bothered to get any signatures or to meet any authors for that matter. George R.R Martin and his Song of Fire and Ice is just.. too awesome.

In general the Finncon is not so much about roleplaying or gaming than (to my understanding) it is in the states, but still it is worth a visit. In Finland, we don’t have so much of these kinds of activities so we better go when we have opportunity to. Of course there is Ropecon and that is more about the gaming, but still. I welcome you next year. To learn more, click the Finncon banner.

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CBTS: Meet Master Gemcutter

Posted by MkaY On July - 6 - 2009

Today I’ll be starting new series of posts about various previously happened plots, NPCs, Fantastic, Monsters and etc. etc. appearing in our campaigns: Campaign Behind the Scenes. Maybe this will give you inspiration for your campaign or deepen the gaming experience of my players. This way I can also lighten up some things maybe not known to our players without harming the game. Who knows, I trust my players well enough not to abuse such knowledge if something like that emerges.

Who would be a better character to start the series than the one who had gathered our new campaigns heroes together! He is Master Rolo of House Gemcutter, better known as The Old Bard of the Throne Room. (a shithole-like Inn in Athkatla). But first, let’s see a glimpse from the Story Hour where Rolo Gemcutter is introduced for the first time:

“The western sky was silver and glass as the moon merged over Athkatla. Rolo Gemcutter watched the stars over clear sky, resting his hands on the wooden balustrade outside his window. The moonlight spilled across the floor. His apartment was on better side of the city, but he could still see the docks. White mist rose where the thundering voice of the ocean hit the pier and you could smell the ocean there. Even so, Rolo felt uncomfortably chill. He could feel that the night was going to be cold.
. .He had seen grief and sorrow in Amn for more than decades. Under the rule of Council of Five, their goal only being to keep money flowing through the country at all costs. A lot had happened during the years and Rolo Gemcutter had seen people come and go. It was not like the old days when the Council held six members. The greed for power held the council as it was and right now that was about the only thing the leaders of Amn agreed on; there was no reason to cut the take six ways. Rolo sighed; he was growing old and started to feel that even in his bones. He poured some wine to his decanter and took a zip. The taste of wine was sweet and for a moment he thought that he felt warm again.
. .Rolo wasn’t his real name just like wasn’t many others. He was more commonly known just Old Bard. He never performed anything; he hated poems and didn’t even have the skills to sing. In addition, there weren’t too many persons in the Realms who enjoyed listen a dwarf sing. But he was a skilled player in the game of politics in Athkatla and he had charisma. He knew the right contacts, the right persons just to make sure that almost everything he wanted happened. In the city where the reckoning forces were such dangerous that it was in Athkatla, it was a major achievement indeed”

The old bard is a rare individual like no other. During his years he has been able to establish a good foothold among the 42-Merchant Houses in power at Athkatla. A man with good reputation, he is a benefactor and a skilled merchant like no other. In reality, he is the puppeteer with strings in his hands. No one knows his true name, his true motives or goals. To some he is the true protector of Athkatla, to some he is informant like no other. He hears the whispers of the cowled wizards, knows where shadow thieves act and where to find the most suitable individuals for the job at hand. Putting before mentioned things aside; to most of the people, he is old, foul tempered, cruel bastard who makes a living with his connections and small business that he runs from the Throne Room. He serves everyone and no-one, lives among the poorest and the richest without letting one know about each other. How does he do that, one does not know.

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The 10-minute Background

Step 1: Write 5 background and concept elements that you feel are important to your image of the character
- He is a puppeteer in Athkatla, one serving everyone’s best interests or that is he lets them think.
- During his years he has learned that knowledge is power, but the right people are the way to use it.
- His glory days are past, but he is determined not to let his grip slip.
- He has established a strong position among the 42 Houses in Athkatla.
- He has decided to set on journey on one final adventure before he dies (but he does not tell anyone about it, although sometimes he wants to.)

Step 2: List at least two goals for the character.
- Make changes in the power structure of Amn in order to diminish the power of the Merchant Houses
- A Secret (Campaign still running)

Step 3: List at least two secrets about your character
- He is an orphan, raised among group of adventurers.
- He is seriously sick and feels that he does not have many years left.

Step 4: Describe at least three people that are tied to the character.
- Ilyas Pachera, a man running away his past caring only about the ill of Red Wizards. He has helped Rolo in various tasks in order to gain information about the Red Wizards. Their partnership is strong and Rolo trusts Ilyas to be loyal.
- Lyna Silverwing, one of the few members among cowled wizards with astonishing skills to sense magic. She is a very good friend of Rolo Gemcutter even though she doesn’t know that Rolo runs many kinds of businesses behind the scenes.
- Phran Reddirge, the young captain of the guard. Captain Reddirge has gained lots of support from Master Gemcutter with unknown reasons.

Step 5: Describe three memories that your character has.
- Rolo remembers every funeral of his former adventure companions. He is old, and humans age faster.
- He remembers his first day in Athkatla vividly, all the smells and the realization; that you could do everything in the City of the Coin if you had some.
- He remembers how his adopted young daughter died in fever years ago. He still is unsure about the disease.

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The Merchant’s Domain #2

Posted by MkaY On July - 5 - 2009

Time for really quick recap of the session: Gathering what was left of the goblin attack, our heroes trudged onwards on their journey towards House Vymmars’s non-profitable silver mine in their search for the hidden Memory Hold. Soon they parted from the Trade Way, rising steadily exhausting slopes of Cloud Peaks to reach their destination. Eventually, the party arrived to a small clearing; The unused trail ended here and after looking around a little Mort found a ravine where on the bottom lay abandoned carts. After gathering enough rope for the descent, Mort and Ilyas went down only to see that there were few bodies among the carts. Before they noticed, swarms of rats engulfed them and they had to fight to live. The fight almost turned to be fatal, almost.

Since our heroes knew that the mine was nearby, they decided to search for it. As the sun was going down, a gigantic swarm of bats emerged from the valley signaling clear signs, that the area held big caverns. However, that was not the problem. The valley was covered in unusual mist and there were signs to keep out of the area (former ranger clinging dead on a spear). It didn’t take long to encounter first hostile activity. An arrow with a clear message: stay away

Our heroes of course didn’t and descended to the valley. Soon they were attacked by pack of wolves lead by a fierce shifter druid protecting the area. After she was defeated, she told that she had made a deal with men of the gulley. They didn’t harm the area with their fumes and mining and she did keep the intruders out of the area. After the conversation it turned out that the druid was willing to help our heroes in their task and work as a guide in the area. However, Mort was in bad shape. The encounter with the rats made him seriously ill. With the serious fever and with the little medicine he had, he ventured back the trail and started his journey back to Athatkla before it was too late. Ilyas, Enok, Gildin, Dabbil and Nexus however decided to infiltrate the mines which they already knew to be the Memory Hold they were looking for.

They descended to the gulley after finding the way in with their guide. It was time to act! They found their way to the bottom only to be surprised by a servant of the Hold. The servant was surprised as the heroes were, but concluded was that our heroes brutally silenced the servant (Excellent moment during the session) and moved on. There isn’t much sense to explain what lay hidden behind every corner of the hold, but I can summarize: Being sneaky didn’t work for too long and soon the corridors were filled with blasts of arcane power, dashing of swords and spilling blood. What was the conclusion: Our heroes found what they came for; the memory-sphere of Rolo Gemcutter. However, they incapacitated lots of guards and servants, Enok’s hand was severed off and a huge amount of valuable items were destroyed! End of session.

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