Endless Bag of Games

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Archive for September, 2009

Playtest: Earthdawn 3rd edition?

Posted by MkaY On September - 30 - 2009

We used to play Earthdawn 2nd edition few years back when I lived in Jyväskylä. It left me fond memories about the system and its atmosphere. Now, or it has been some time now, a new edition of Earthdawn has been released. Earthdawn 3rd edition. Since Earthdawn is quite fond to me, I wish that we could try the Misguided Ambitions which is an introduction to Earthdawn Third Edition. In short; Earthdawn is a roleplaying game in a world of high adventure, high magic, and terrible danger. A primary focus of the game is the underlying magical metaphysics that attempt to create a more realistic fantasy world. Magic plays a pivotal role in the Earthdawn society:

Before science, before history, an era of magic existed in our world’s dim past. Magic flowed freely, touching every aspect of the lives of men and women of the Namegiver races. It was an age of heroes, an age of fantastical deeds and mythical stories. It was the Age of Legend. Now, bold heroes from across Barsaive band together to fight for life and freedom against the remaining Horrors and the oppressive Theran Empire, which seeks to bend the rebellious province again to their yoke. Through noble deeds and sacrifice, the heroes of the world forge Barsaive’s future, arming themselves for their daunting task with powerful magical spells and treasures.

Sounds really basic adventuring stuff. That it is, but there’s some exotic factors in races and classes. I remember that I was sceptical first time when I heard about Earthdawn, but when we got the hang of it, it was actually really great. The world is unique and fun. So let’s give it a try shall we? Our Star Wars campaign has a good spot now, so it won’t interrupt anything if we give this a try. I’m willing to host if we give it a try. You can download the Introduction HERE (just make sure you leave out the parts about the adventure)

Opinions? Should we give it a try? It’s not rocket science since there are premade characters and all. If you want to know more with little effort, just read the Roleplaying Pro’s post about it HERE

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Dungeon Master’s Guide 2

Posted by MkaY On September - 30 - 2009

Few days ago, I got my hands on Dungeon Master’s Guide 2 and I have to admit, that in my opinion, it is the best 4th edition release besides the actual Player’s Handbook. In fact, the book is a lot more useful than the original Dungeon Master’s Guide. Right in the introduction it states that; “A Dungeon Master’s Guide isn’t just about the rules, it’s about helping you to be the better dungeon master”. That it truly does.

Chapter I: Group Storytelling. When I was a DDI subscriber, I got the chance already to try some of the stuff that is in the book so I know it works. The section contains good advice and advanced techniques transforming your game a group effort making everyone participate more to the traditional dungeon master’s part. When I first read the chapter through, immediately my mind was full of ideas how to use what was given in the book. In my opinion, when a book makes you exited about trying to enhance your gaming, it has done its purpose. As a player, it also makes me want to invest more to the narrating part.

Chapter II: Advanced Encounters. The second chapter focuses on adding motivation and story to encounters; using various elements as tools in order to make encounters more fluent. Advice covers key elements of a successful encounter and makes sure that your encounter doesn’t make your players yawn. In other words, it explains how to make more memorable encounters.

Chapter III: Skill Challenges. In the original Dungeon Master’s Guide there was a need for revision in the skill challenges part. Here it now stands in the DMG 2, replacing the content in the original book. The rules are revised, they’ve added some tips and advice to the section and also included various skill challenge examples. The internet is full of fantastic use of skill challenges, but it isn’t a waste to see what is included here. A good solid chapter; it takes the concept and really runs with it.

Chapter IV: Customizing Monsters. The next Chapter is about customizing monsters. New templates (oh how I love templates), as well as revised rules for building new monsters. The new tools can make your villains and his minions to present more of that theme you want to implement. Tasty stuff for any DM.

Chapters V-VI: Adventures and Paragon Campaigns. The last chapters of the book consist of Adventure and Campaign elements including also alternate rewards for players; presenting great alternative ideas as a reward. It also focuses on artifacts, organizations (how to create organizations to help or hinder PCs) and has its own section on Campaign Arcs. The book concludes with a chapter on Paragon Campaigns. What it means when character reaches the paragon tier. The book gives examples how to broaden your campaigns horizons.

I’m not the best person to review books, but as you can see the excitement through this review, I believe that the book is worth a look. As a conclusion: Dungeon Master’s Guide II is worth a look when you wish to have more FUN! around the gametable. In addition, this book would have saved my poor players years ago when I was running my first campaign.

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Dark Times #3

Posted by MkaY On September - 27 - 2009

After the dust settled at the jungle outpost, our heroes went back to the village to explain that imperials were not aware of them yet. The village was about to move, but as a token of gratitude, the heroes accepted the Scout offered by the Chieftain and made their way to the prison facility. Dorn considered a direct frontal assault but others were not convinced they could take out the guards and lightsaber open the doors before the AT-ST hit them while they were out in the open. They opted for the secret way in.

Once inside, the party went past the medical bay and almost immediately the battle kicked off when Kiril (our Rodian gunslinger) was noticed by a puzzled stormtrooper. The actual battle did not leave combat rounds until the Adventure was basically over. Tayth (our twi’lek techie) quickly jammed the main blast doors in order to keep them undisturbed. The researcher in the medical bay left the Felucian experiments to guard the door and hid. Because the wounds the party received during the first rounds, they left the medical bay untouched and did not investigate it further. Avan (our Jedi) and Dorn (our Soldier) took the turbolift upstairs with fragmentation grenades ready while Tayth and Kiril rushed inside to the detention block.

The battle upstairs was fierce; the heroes hurled their grenades as soon as the turbolift’s doors opened. The first grenade took down the officer and one of the Felucian experiments and the other did some havoc in the room as well by breaking majority of the communication equipment. The already wounded Avan took a cruel wound from the Felucian and it was up to Dorn to deal with the rest. The soldier managed to live up to his reputation. Meanwhile downstairs, the explosions in the upstairs had malfunctioned the prison cells and were opened to their surprise. As soon as they had admiral safely with them, they left the jailer droids and the prisoners to deal with themselves. The troopers outside were already trying to get in through the blast doors, and just when the turbolift took admiral, Kiril and Tayth upstairs, they broke in.When upstairs, Kiril planted the explosives to the elevator and closed the doors. As soon as the doors opened downstairs to the amazement of several stormtroopers rushing inside, BOOOOOOMM!!! The sheer force of the explosion blasted even the elevator’s doors upstairs and knocked Kiril and Tayth to the ground. One of the most enjoyable moments in the session.

They quickly got a request out to evac and the Banshee picked them up off the roof. As they fled the ship’s guns critically damaged the AT-ST and the exploding facility finished it off. The group met the Captain of the Defiance and conversed with Varth at some length. Dorn and Kiril enjoyed their first free night in ages, with the music at the cantina and heavy drinking. The next day, they did not feel so good when the briefing of their next mission was announced; Off to Cato Neimoidia, the heroes drawn into world of vice and violence to deal with the secrets of the vile crime lord: Darga the Hutt. I also gave a little sneak peak in form of discussion with admiral Varth and Avan about the mysterious jedi whom our heroes experienced in Avan’s vision: The one in the beginning of the campaign.

Few words about the session: I enjoyed the battle at the facility, it was great. Everyone was doing their best efforts to take advantage of cover and tactically defeat each new enemy. I also enjoyed the “night off” period of the session which gave a little more feel of the heroes what are they like in person. I mean, when they have time for themselves from all that heroism. ;) During the next sessions you will experienced more of that “life in the galaxy” feel that I’m trying to infuse in the game. In addition, you might also be experiencing some strange individuals. Who knows… *evil laugh

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The Merchant’s Domain #11

Posted by MkaY On September - 20 - 2009

This session was supposed to be longer but was cut short little, since we started hour later than usual because of some player’s time schedules. For me as a DM the session was a total disaster, I learned that players won’t give up easily or at all! Even if you throw 10 times larger force against them. *muttering to myself* next time I’m going to need some suppressing magic…
Well here’s the Recap of the session:

After spending a chilling night at the forest of Snowdown the heroes headed toward the town to get one of the members (Erol Eethes) in council of five from the mansion Daressin, and to set a meeting in neutral ground between Moonshea people and viceroy of Snowdown Lady Erliza Daressin. Shortly after entering the town they were stopped by Grush Bobba, leader of Mercenary guild and his lackeys. Demanding their surrender, to be arrested for treason and plotting with the Moonshea folk against Amn. Heroes were stunned since they were working personally for Amn’s counsil of five and refused to yield of course. Grush Bobba, a big and tall man shouted out: “Seize them!” and when his men started to close on our heroes chose to attack.

Long bloody battle in the narrow muddy main street of Snowdown followed, fearless guards and berserkers coming from front and rear, terribly accurate crossbow men shooting from the roofs. The situation seemed impossible to win or even get out. Dabbil the gnome wizard contacted Polina Paziah using the communication device on his amulet and asked for help and kept reporting what was going in Snowdown while blasting the mercenaries away with his spells. Kriv, Gildin and Ilyas challenged the leader of mercenaries, forcing him to run away from direct battle. Nexus was focusing on dealing the crossbow men on the roofs. Wave after wave the mercenaries came fearing their leaders wrath if their disobeyed. Slowly our heroes were overwhelmed and beaten to unconsciousness. Nexus managed to flee over the roofs from the battle at the very end when Ilyas, Kriv and Dabbil where down, bleeding to death. Group’s tough dwarf Gildin was the only hero still standing. Bleeding badly, cornered back to a wall and outnumbered finally decided to surrender but, only after the battle had claimed dozens of mercenaries and guards lives. Heroes were revived and shortly after nexus was caught and all of them were carried off to the mercenary guild’s dungeon.

While Gildin was being interrogated about the whereabouts of Moonshae folk’s warcamp and who they had met in the forest and what kind of things treaties they had made with them. Knowing only very little the resilient dwarf took the beating like a true dwarf. Same time in the dungeon, Ilyas, Dabbil, Kriv and Nexus were all locked up in the same jail room, they all experienced miraculous recuperation coming back from deaths clutches to full health of body and mind just in 5 minutes of rest (Thanks to D&D 4E!)

When Gildin was returned from interrogation badly bruised our heroes unarmed and itemless, only the clothes on their back decided to try to charge out of the jail room and managed to disarm and overcome few guards and arm themselves. Alas, one guard managed to flee and alerting others of the prisoners escape attempt. Trapped in the Guild houses dungeon, our heroes beaten but not broken, poorly equipped needing to figure a way out to escape. It was is clear that they wont be spared any longer. End of session.

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Dark Times #2

Posted by MkaY On September - 16 - 2009

Sorry for the delay, but here is the recap from our previous Star Wars session. We were a bit short on time, but session was still worth every minute. Well, that is my opinion, but here is what happened:

It started when our jedi padawan Avan Virai first made provisions to make Switch’s delivery of ale. After they were done, the group was ready to head towards Felucia. Lamek D’em himself came to say his farewells and share his last minute intel that he had to help our heroes’ mission; retrieval of Admiral Varth.

Upon boarding the Banshee and heading for Felucia the party sat down to do their own things while the Captain Okeefe, Crash and Dorn stayed in the cockpit discussing about bit of this and that. The journey was quiet until they came out of hyperspace and were chased down by a Star Destroyer. They were reliefed that Captain Okeefe managed to get them safely to the ground, even though they were bit dazzled about the journey they now should do through the moist and bizarre jungle.

Our rodian bounty hunter had the skills to traverse the forests of Felucia and they made very good time. Although there were few occasions where the natural hazards of the planet came very familiar to the group. Group’s rigger girl got a bad wound from a razor fungi and Dorn got his temperature cloak ruined in the corrosive acids. Midway through the journey the Felucian Scouts attacked them. The scouts surprised them, and landed few heavy hits on our heroes with their skullblades. The group still made very quick work of them with excellent rolls to the point, but our jedi padawan was knocked unconscious.

Then a man came running interrupting the scene. Vazus Mandrake stopped them from killing the Scouts and explained the misunderstanding what had happened. While the jedi was recovering, the heroes quickly befriended the locals after they had learned how things were in the village. While their mission was to save Admiral Varth, everyone was a little concerned with the disappearing Felucians. The heroes were also delighted when they acquired the explosive from Vazus.

When the heroes found themselves spotted by a Scout Trooper they quickly hopped on the Kybucks and gave chase. Most traversed the obstacles with little difficulty. I was impressed with the scene on the whole. When they emerged from the dense fungi, the battle at the Jungle Watch Outpost started out immediately. It was a quick ranged combat, although our jedi demonstrated his moves by rushing in with stunning speed. Just when he was about to finish the terrified trooper, our bounty hunter stole the kill with a head shot. The battle ended with minor or no wounds for most of the heroes.

Next time we continue straight from the jungle outpost and that is 27.9.2009

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Replacement Session?

Posted by MkaY On September - 10 - 2009

Unfortunately, next Sunday I have errands at Jyväskylä so I’m unable to attend the session. Since everyone is willing to have some extra time for replacement session during the week, let’s try to pull this off next Tuesday. So next gaming session is:

Tuesday 15.9.2009 klo: 16.30, Star Wars Dark Times campaign #2

Please confirm your participation to the comments section.

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The session was a stressful event for me, fearing that I had made too little plans and preparation work for Sunday since I only slept for a 4 hours trying to master the chapter’s starting session. The start dream part was fun and easy times, all I had to do is nod the players in the right direction and they did all the talking and interacting themselves from my little notes I had gave them at the start of the session. When it came to the diplomatic scheming my players managed to evade several problems I threw at them with simple rituals. I felt that middle of the session was dragging and some of the players were not pleased to the new direction of the campaign. Less fighting, more scheming. The end part of the session was moving at good pace, no dull moment there, at least not for me. Well I guess you are here to read the session log and not my yabbing so here it is:

After the odd dream the travelers of the five wind woke up, some screaming and roaring demonic growls, some startled by the dream and seeking solitude. They were summoned to a meeting with the nobles to plan the next step of reclaiming Amn. The most important survivors of Amn bloodbathish takeover are: Rolo Gemcutter/Old bard, Tessarch Colwyn Selemchant, Phran Reddirge Captain of Athkatla’s guard, Nobleman Devi, from the house of Mopatis, Nobleman Erol from the house of Eethes, Nobleman Irving from the house of Clast and Polina Paziah high priest of Chauntea from city of Esmeltaran. Also 386 civilians and 153 loyal city guards fled with them on three big Amnian warships. The nobles argued about what should be done first, where to go ask for help, what to do with the large amount of civilians and low food supplies.

House Mopatis, having good relations from trading with Tethyrians suggested to set sail south towards Tethyr to ask their help in this blight. His plan was bold because it reguired sailing past the pirate infested waters of Nelanther to the south.

House Eethes, owning most of the lumber trade on an island of Snowdown, Amnian Colony Suggested that we sail there despite the threat of Moonshae island’s local population’s hatred toward Amnian presence at Snowdown.

House Clast, ruler of a large part of Amnian colony’s in deep jungle of Chult suggested that the pirates of Nelanther could be bought with enough gold to harrash rebel Amn’s formidable navy, while we recover in the jungle colony and get ready to strike back.

House Gemcutter, wealthies of all the other houses suggested that we flee as far away as we can, gather allies from Amn’s Neighbours and use the Shadow thieves as spies for information and sabotage.

Captain Reddirge, former house from Baldur’s Gate suggested that the civilians be taken there and to gather additional troops. Swift return to Athkatla would be too dangerous and it would take long time to gather ally’s and more troops before they could overthrow the lycanthropy infested rebel houses of Amn.

Tessarch Colwyn Selemchant, largest and most influential house owning broad caravan trading routes to east suggested we seek help from powerful military nation Cormyr.

Not being able to agree almost anything the power hungry nobles wasted 2 days before the new council of five was elected by all peoples aboard the ships, even the most poorest commoner had a vote. This radical and new kind of thinking idea was planted by Ilyas using battlefield elocution ritual late at night making all creatures aboard the ships hear of the nobles petty arguments in these hard times and suggested a vote for everyone.

And the next day everyone got to vote and soon the result was clear, Former Tessarch Colwyn Selemchant was cast aside and stripped from power in one night. Apparently his actions before the outbreak of this civil war was considered inadequate. After that he has spent the all his time in his cabin sulking.

Plan was finally drawn to send small group stealthily to Snowdown to gather information if the Snowdown’s current viceroy Lady Erliza Daressin loyal to the rebel werewolf reign in Athkatla or the old Amn. They were given a permission and document signed by all the new council members to negotiate with Snowdown to give refugees shelter and manpower. Also if possible to make contact with the Moonshae island’s king Kendrick and try to stop hostilities between the nations for now. After a quick battle with the large number of rat’s nesting in one of the ships food supply. Our heroes and one council member Erol Eethes having good relations with the lady, embarked to this diplomatic mission hopes high.

Avoiding detection of the three big warships the group landed south of Snowdown 50 miles from the town and had to wander across the once know as a great forest of Snowdown. Now a mere shadow of the name was reduced largely by extensive tree cutting. The group was forced to sleep in the forest few days before reaching the town, in this time they found a paper asking who they were and why they are trespassing in these woods. Our heroes decided to place a ritual to the note, making it speak a answer to the written question activated when picked up. “We are just passing by, we mean no harm.”

Soon reaching the town next evening our heroes pondered what tavern they should pick, “Smoked sturgeon” two story house strongly reeking with fish and smoke or notoriously cheap alehouse “Syphilis gout”. They picked the first one. Again players used ritual seeked rumor’s about what is going on in Snowdown. The next morning after doing some shopping they went, wearing their newly bought suits and 2 bottles of fine calimportian wines, to make first contact with the Lady Daressin. Entering the black iron gates of the estate the group was forced to disarm themself’s before they were granted to see the legendary rumored beauty of Lady Erliza Daressin.

The meeting went well, maybe it was because of Ilya’s gift of prized wines from Calimport or the sheer skill of persuasion by the whole group. Soon the lady seemed to be co-operative toward the old Amn after hearing about the werewolf infested houses. Information were exchanged and our heroes learned of a guerrilla war raging between Snowdown’s mercenaries and alliance of Ffolk and Northerns of Moonshae islands. Also they heard that Mercenary guild guarding snowdown and the King Kendricks guerilla fighters seem to hate each other terribly by the cruelties done in war by the both sides. She also told them that a year ago it had seemed that peace with Snowdown and king Kendrick could be possible but then the deal was canceled by the Moonshae peoples at the last moments.

Many decades ago High Queen Alicia Kendrick was able to unite the two very different cultured natives to fight together the Amnian grasp of the islands. The Ffolk druidic peoples originated from the island of Alaron and the Northerns a nation of fierce warriors and great seafarers originated from island of Norland. Although Moonshae has great power it also has a many enemies, the Amn is holding south side of Snowdown, fey-kind creatures are dominating second largest island the Gwynneth and some other parts of the islands, also the orcs and ogres of Oman have taken the island as their own and inhabited most of the smallest islands in north. Also there is small island of Moray in the south said to be home to wild lycanthropes. The heroes and Erol Eethes, one of the council of five, was then invited to a evening feast where Lady Daressin and Erol made more intimate acquaintances. Leaving Erol to enjoy lady’s hospitality the heroes left for their small inn rooms at the Smoked sturgeon.

At morning after a filling breakfast of porridge they were stopped by a Mercenary guild’s leader a big human man called Grush Bobba. He tried to bully our heroes to stop seeking peace with the Moonshae’s people and to reveal any information about a Moonshae warcamp in the snowdown. Our heroes were not so easily intimidated and showed the man signed document placing them charge of this situation and urging the man to stop hostilities towards the Moonshae people.

Then they parted the town to the forest to contact the Moonshae people, using firework ritual in the evening. They drew a elven word “parley” in the night sky for all snowdown to see. Shortly after this an elf came out of the woods asking who seeks parley with them and then agreed to take them to speak with the king’s son prince Dael Kendrick running the operations in Snowdown. End of hostilities were not yet agreed, but at least the communication was opened again after a long time. Moonshae people warned the heroes about Lady Daressin not being herself since last year after she had withdrawn from the peace negotiations.

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