Zero: January 2009 Archives

Ptolus Session 6

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Everyone played in this session.   You got 457 xp each.

You went back to confront the Half-orc crime boss, Linech, and to recover the statue of Lord Abbercombe. You were without Linech's daughter or the demon possessed watch, which is what he really wanted.  Not surprisingly, he refused to pay you.  
Also not surprise, this started a fight.  You defeated Linech and his bodyguards and thanks to some quick thinking on Cheva's part you avoided fighting the rest of the guards.

On the way out, Linech's Shivvel addicted sister threatened to have her boyfriend a powerful dark elf wizard name Shilukar take revenge on you.


Zavere and Rill were very pleased to have their friend back and you celebrated long into the night.

Later that night on your way home you encountered a group of ogres carrying a large chest.   The ogre, being ogres, attacked you out of hand to defend their chest.
After defeating them, you discovered that the chest was a demon possessed box which can only be opened if you know the name of the demon.

After a few inquiries you found out that there may be a key that will open the chest.   Neveran's All Key is said to be an artifact that will open anything.  Through research, you discovered that the key was last known to be in possession of the Cult of the Crimson Coil, who had taken up residence in an old Brothel known as he Pythoness House.   The Knights of the Pale raided Pythoness House two years ago and chased out the cult but did not do any further investigations of the house.  The reports from the Knights of the Pale stated they did not pull out any significant artifacts.  It seems likely that if the cult had the Key then it is still in Pythoness House, somewhere.  Both the Adventurer's guild and the Knights of the Pale still consider Pythoness House to be very dangerous.

In the meantime, Zavere summoned you back to Castle Shard.   It has proved impossible so far for Rill to free Lord Abbercombe from his paralysis.   (Lord Abbercombe has always been a golden statue, apparently, he was just mobile before.)  The Dark Elf wizard Shilukar contacted Zavere and offered to free Abbercombe from his paralysis, if he were allowed to come live in Castle Shard under the protection of Zavere and Rill.  Zavere surmises that Shilukar must have powerful enemies that he needs to get away from. Zavere does not wish to have the dark elf living in Castle Shard,but due to his curious senses of honor, he is unwilling to hire you to simply go kill Shilukar.   He did mention that he and Rill would be "very appreciative"  if someone were to recover the way to free Lord Abbercombe.   He also mentioned that there is already a reward of 1000 gold for Shilukar.

You went back to Linech's hideout, to find that it had mostly been burned down by the Balcazar crime family.  You found Linech's sister, who was more than willing to spill her guts about Shilukar, who had spurned her.  Shilukar's hideout is underneath an abandoned lot in the Guildsman district.  It can be entered from the lot or from an entrance in the sewers.

Ptolus Session 5

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 Everyone played in the fun filled New Years Day D&D extravaganza!     Including our new Halfling Rogue, Shaena.


Everyone got 500xp.

You were contacted by Mand Sceben, a friend of Yarkblar, and high priest of Asche, god of cities.   Mand put you in touch with his friends, the lords of Castle Shard.

Castle Shard is an oddity is Ptolus, it is older than the city and the lords of Caslte Shard do not recoginze the authority of the current government.   The magical shard within the castle givces the lords incredible magic power.   The lords act in what they think is the best interest of castle shard.   The current lords are Lady Rill a former Paladin, now a sorceress and Zavere, a former Blackguard.

Zavere wanted you to go and take a job being offered Linech Cran, a minor crime lord and brother of Tordian Cran, who you disposed of in your last adventure.

Linech wanted you to recover his daughters coffin from a sunken ship in the bay.  

At Lincech hideout you found that he had a large gold statue in his office and that one of the buildings is guarded by gnolls, who seems to come and go without anyone seeing.

You discovered that Linech's Daughter had become an undead creature not unlike a vampire.   A demonic possessed pocket watch stored in the coffin had brought her back. The pocket watch also held the secret to making "shivvel"  the highly addictive drug being sold in Ptolus. 

You brought both the watch and Linele to Zavere and Rill at Castle Shard.  With their advice you gave Linele to the Society of Redemption and the watch to the Malkuth.

Zavere has offered to pay you to recover the gold statue from Linech's office, which he believes is his friend, Lord Abbercombe.

40k Tourney

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Okay this really isn't rpg related but I wanted to get them archived so I can find them later.


There will be 4 games.  Two on Saturday  and Two on Sunday.   First Game starts at Noon each day.

You will have 30 Minutes to set up and 2 hours to play each game.  If you are in the middle of a turn when time is called you will be allowed to finish.

1800 Point Army.  You will use the same army for each battle.  Please send me your army list before the tournament, preferably in Army Builder format.
In order to be completly fair, I will send out my army list to everyone a few days before the tournament so you can see it before I see your army lists.

Your army doesn't have to be fully painted.  Any Non-GW miniatures must be approved beforehand. 

I will be the tournament judge and administrator.   I'm not going to arbitrate any rules disputes though.   You can either figure it out or roll a d6.  Keep on mind if you argue about rules too much you will run out of time.

Its possible we will end up with an un-even number of players so I will play or sit out depending on how many people we have each day.
Each battle will have a specified Scenario with specific conditions for victory.  
We will be using some scenario special rules so read up on those if you are not familiar with them.
There won't be any full "night-fight" games but there may be a scenario that start or end at night.
I'll email out the scenarios a few days before. 

There will be 4 tables set up, each with Terrain.   Feel free to rearrange the terrain if you like.  One board will include buildings, I'll give a short run-down of the city fight rules for the people using that board each time.  There's not much to them really.

The tournament will be a modified round robin. Everyone will be randomly matched up for the first round, after that I will match you up based on whether you won or lost and who you have played already.

The Overall  winner will be determined by the best record.  Wins are worth 2 Points, Draws are worth 1 point for each player, Losses are worth 0.
 In case of a tie, we'll vote, or flip a coin or see who can throw a sqaut the furthest.  
Winner gets 1 crunchy taco, a handsome certificate, and more importantly bragging rights for a year.

At the end of the tournament everyone will get two votes for their "Favorite army to play against"  There may or may not be a prize for this.

Beer is highly encouraged and recommended.

Please bring any and all terrain you have.  I don't have enough for 4 tables.  We'll also need some extra boards.  I have 1 and am planning on buying at least one more.  

Bring your own Rulebooks, Codex, Measuring Tapes and Dice.  I don't have enough for everyone.

Bring multiple copies of your army list.

Here are the scenarios for the tournament.  They are straight out of the 4th Edition rulebook with a few modifications.  I suggest reading them over and reviewing the special rules for the scenarios.   Also pay close attention to the "Scoring Units" Table under the victory points rule, you'll want to know those.   Let me know if you have any questions about the scenarios.

Game 1

Cleanse 
Rules : Deep Strike, Infiltrate
Victory:  Whoever controls the most table quarters.


Game 2
Recon
Rules:  Deep Strike, Infiltrate, Escalation, Reserves, Victory Points

NOTE:  In an escalation game only troops without transports, scouts, and infiltrators are deployed on the board at the start of the game. All other units start in reserve.   Use the reserves rule as written except that if you always get at least one unit in each turn.  So if you roll and don't get any units you still get one.

Victory:  Most Victory Points (Units ending the game in the enemy deployment zone count their own point value as victory points.)


Game 3
Secure and Control
Rules:Deep Strike,Infiltrate
Victory: Whoever controls the most loot counters.

Game 4
Seek and Destroy
Rules:  Deep Strike, Infiltrate, Victory Points, Night Fighting
The first turn of this game is fought at night using the Night Fighting Rules.
Victory: Most Victory Points.  

More D&D Resources

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Here's a good page of resources that Dre found.


http://www.dragonavenue.com/dnd/resources/