This blog is to summarize my current gaming exploits. Either with games that I play in or am running or both. I like to write the blog from the perspective of one of my characters instead of just telling what happened during the gaming session. I feel this tells more of a story than just telling you what happened literally.
Cool Stuff
Saturday, March 20, 2010
YouTube videos
I have officially been posting videos to YouTube. So, you can find me there. Most of my videos will have to do with gaming in general, so if you want an actual video on gaming, watch them, comment on them and subscribe to my channel. I will then slowly take control of the world. Probably not, but here's to dreaming big.
Thursday, March 4, 2010
East 1-4
I was disappointed that there were only 3 encounters within this module. My Invoker is almost to second level and should be there after just one more module. I don't want to wreck the play of this module, but any player who knows what they are doing can get the mod for themselves and read up. I have played in better mods.
If you haven't played this module, you shouldn't read any further.
We start out taking a job as caravan guards for the Kobold company, we get to Delvenmer, we get paid for our delivery and the Dwarf that pays us tells us to take a bath in one of the local bath-houses, which are free. We then meet the Admiral, who hires us to clear out this warehouse for him. We are to get rid of any squaters and miscreants within. Inside the warehouse(skill challenge), we coerce the patrons to leave and we won't kill them (Diplomacy) and we find a false room (Perception) and within false room find a locked trapdoor (Thievery or Strength). We find stairs leading down, it is dark. Our wizard has his orb light up. We descend into the room below. We find 3 associates who are doing paperwork, looks like accounting. We grab the paperwork after getting them to tell us that the group at the Kobold company are involved in some kind of illegal action. We tell the Admiral, who then inspires us to clean out the other miscreants at the Kobold company. After we take them out, we find a letter telling us that the Dwarf that paid us when we got here is the leader. We locate him at the marketplace(Streetwise). He proceeds to try and give us some time off, permanently. After killing him, we go back to the original Dwarf who hired us and give him the documents we confiscated and we call it a day. Yeah.
If you haven't played this module, you shouldn't read any further.
We start out taking a job as caravan guards for the Kobold company, we get to Delvenmer, we get paid for our delivery and the Dwarf that pays us tells us to take a bath in one of the local bath-houses, which are free. We then meet the Admiral, who hires us to clear out this warehouse for him. We are to get rid of any squaters and miscreants within. Inside the warehouse(skill challenge), we coerce the patrons to leave and we won't kill them (Diplomacy) and we find a false room (Perception) and within false room find a locked trapdoor (Thievery or Strength). We find stairs leading down, it is dark. Our wizard has his orb light up. We descend into the room below. We find 3 associates who are doing paperwork, looks like accounting. We grab the paperwork after getting them to tell us that the group at the Kobold company are involved in some kind of illegal action. We tell the Admiral, who then inspires us to clean out the other miscreants at the Kobold company. After we take them out, we find a letter telling us that the Dwarf that paid us when we got here is the leader. We locate him at the marketplace(Streetwise). He proceeds to try and give us some time off, permanently. After killing him, we go back to the original Dwarf who hired us and give him the documents we confiscated and we call it a day. Yeah.
Star Wars cont.
So, we completed our very first mission that we didn't have any help with. We had to deliver some merchandise to the Empirial Red Guard, which have effectively become a splinter of the Old Empire. After said mission, we received word that we are now being noticed by the Empire, the Dark Empire and anyone else who has their ear to the ground, sort of, in a way. Our droid, Aurora, apparantly is biological and just has a droid exoskeleton, which has the top of her body looking like a protocol droid and the bottom is that of a four-legged destroyer droid (don't know the name off the top of my head). Apparently, she has a sister, who is also a Jedi and she informs us that her sisters tomb has been discovered on Yavin. So we hyperdrive over to Yavin and find a whole Empirial fleet surrounding it. We are hailed, we tell them that we are there to pick someone up from the surface. Aurora informs them that we are Archeologists, which we are not, and we get clearance to land on Yavin. Before we are told this news, we hear in the background of the intercom the voices of Darth Vader and Darth Valdoon (who is actually Luke Skywalker, apparently this isn't like the movies. Luke and his Dad control one side of the known universe while the Palpatine Returners control the other half of the Universe. Luke's side is known as the Dark Empire, while the other side is just known as the Empire. Each side has splinter groups, which makes it even more confusing, but that isn't what makes the game great. It may have something to do with the Star Trek technology which we have on our ship. Yeah, so we are also mixing genres. Awesome).
So we land on Yavin and go into this ruin, which is guarded by like 15 Sith and a bunch of Stormtroopers. As archeologists, we discover a secret door to a tomb underneath the ruins. We enter and retrieve this item, a dual-sided lightsaber, and procede out of the calamity. We are confronted by the Sith, and we pretend to have been trapped inside this hole (a wall having come down behind us silently to block passage to the Evil Jedi spirit and the lava-fall and waterfall) and were just waiting for them to let us out (about 3-4 hours). We get out, but are quarintined on our ship. Now we get to see what happens next time.
So we land on Yavin and go into this ruin, which is guarded by like 15 Sith and a bunch of Stormtroopers. As archeologists, we discover a secret door to a tomb underneath the ruins. We enter and retrieve this item, a dual-sided lightsaber, and procede out of the calamity. We are confronted by the Sith, and we pretend to have been trapped inside this hole (a wall having come down behind us silently to block passage to the Evil Jedi spirit and the lava-fall and waterfall) and were just waiting for them to let us out (about 3-4 hours). We get out, but are quarintined on our ship. Now we get to see what happens next time.
Monday, March 1, 2010
LFR - WTF
So, due to interest by some of my close friends, I have yet again been dragged into the LFR. I don't mind the game, would be better if it was a home campaign, but LFR is just as sound, I guess. The mod is written, usually poorly, and then we play our characters. I still have mine and now that I have updated my info with WotC, no problemo. So, the only thing is the time that I play should really be invested in looking for a job, or doing homework, or even studying for a test. Honestly, i could be doing anything more constructive than playing LFR, but I get to hang out for about 4-5 hours with some buds and play a game and goof off. Its relaxation time. I don't mind playing when its with somebody who gets me. I feel that it is time well spent. Perhaps in the future, after I finally graduate from college, i will be able to run said mods or even a home campaign. I really prefer Rifts, if I am going to do a home campaign though.
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