The bloody bastards have actually almost started. Their storries are currently being typed up and I am forming some story ideas. Each has been given a sheet of questions about their character's past. From this list of pointless questions, I am going to award to the players their weapons,armor,and other equipment acording to how well they answer these questions. This little exercise is going to be used to give the players some depth to their characters, maybe there will be no bone-headed suicide maneuvors, because of how long it takes to make each personality.
6/17/02: The first bit is done. They are all in Ravonloft. I didn't get nearly as far as I had hoped, but people kept disapearing and not doing character sheets, which takes a while. This is fine, but I am going to Europe... uh... tommarow. So this will be put on hold until I get back a few months from now. All but my personal whiping boy Jon is in here. Jon didn't give me a character so as return, he started out naked. Jon by the way is a Swashbuckler. Swashbucklers get some pretty nice things, but they also have the Curse/Blessing. The favored by the gods and goddesses of misfortune, such follows these poor fools. Anyway, enough of this rant, till the fall.
7/05/02: well, so I am not going to stay in europe for a few monthes. I decided that I was spending too much money anyways. Though during my vacation I have gotten a few ideas and as they show up, I am going to post a section deveoted to NPC's as well. Be fair to them. As soon as I get back into town, I am quickly going to get everybody some nice character sheets and post them eventually. You know, once I get the rules all worked out in my head. anyway, i am using up time and that isn't good, so adieu from europe.
9/26/02: Well they have gone through a few sessions now. The first was a travel through a myst warped star cruiser in search for a missing child; later to find out the father was abusive and the kid wanted to stay with the lady on this ship. They found the kid and faught the lady off (enemy #1). After getting off the ship, they found the father, and the father took his kid back. The swashbuckler went to his estate and to make a long story short, killed him. His wife vowed revenge and took the child off (enemy #2). Next they investigated some recent murders, only to find them the work of a vampire. The dead boddies rose and were defeated by the party, but the master with the corpses and a few more of his minions wound arived the next night. They defeated the minions, but were getting royally beaten by the head vampire. Luckly Murray was around to help. They tracked the vampire to the mansion (well temple) that it lived at. They staked it and waited till morning, baring themselves in the cellar of the place until then. The vampire went toasty toasty. They are now confronted with a new quest, find the wife of this murdered fellow that came to them in ghostly form. The place is in Falknovia, place that Hellen was chased out of and is generally wanted dead by the local government, so time to see how they work it out.
12/25/02: Well its been a while, but it took many many sessions to get that little thing done. Figures. So they get into Falknovia and start discussing the official plan to get into the asylum to get the ring to the wife so they can all go home. Somebody suggests to the swashbuckler that he act insane and get himself commited. So his idea is to go running down the steet yelling chicken. So for causing a public disturbance he gets knocked out and starts getting carried off to jail. The noble person comes up to try and help by asking what they are doing to his friend. So for being an acomplice to the crime, he is carted away. The next couple minutes were spent with people waking up and getting knocked out again. Finnally Marshall asks if he can pump all his quintessence into making himself something spectacular. So he did... he was... he died. You can read about him in the Cemetary section. Anyway, so then the ninja breaks him out and they get back to their original mission. Through a long and painful process involving a basket, a pot, and a pipe, two of them manage to get jobs at the Asylum. So the night before the bard sees a blue light coming from the assylum window. She does divination first and sees a dark robed figure standing there looking at the sky, and then a vision of her mother's murder. So she decides in her infinate wisdom to teleport over to the asylum to where the light was. She botches and winds up in a laboratory of the person who runs the place (henceforth known as enemy 3). The good doctor is preforming an experiment on one of the patients (well he was dead so i guess ex patients) and turning them into flesh golems. She throws a dagger at the golem and henceforth becomes captured, stripped of all belongings including clothes and put into a cell with one of the newly entering party members (marshall's new character), a drow priest of Elustrae (or howevery spell it). So the next morning comes, and the monk breaks cufew and gets a fine (unlike the other two, he didn't really resist arrest). So he gets there late while the other party member gets there on time. His punishment for being late is to clean A ward. Lets go to B ward real quick. The ninja, who was the one with the job other than the monk, finds her missing Companion hellen along with the drow. Now back to A ward. This ward is set aside for all the strange and dangerous patients, their order went like this: High level Psion mind flayer, Malkavian, Werewolf (there wolf), goo creature thing, insane shadowdancer, and impossibly telepathic little girl. He survives the cleaning and eventually the feeding process. He then has to let the mindflayer wander around the yard outside his window and to keep him from killing other patients. He does manage to pull this off with difficulty, but eventually distracts him by introducing him to the little girl who stand there and stare at eachother. Eventually he is let on break and he spends it in a tree. The mindflayer comes up out of nowhere and the monk asks the mindflayer to help with his friend's escape. The prices is a bunch of silk. He walks off and purchases the silk at the end of his day of work and the plan is set for the springing of the captured compatriots. The mindflayer during this time had gone into the cell with his friends and loosened the chains, and this is where it started to go bad. The Doctor enter's their cell and asks what happened to the chains. Unfortunatly, the drow told him. The Doctor then goes to ask about why and the monk quickly moves over to the cell of the mind flayer. He asks the Doctor if he can purchase any of the equipment in the storage room holding all the patient's stuff, and the doctor says yes and sends one of the flesh golems. The monk, through all of this picks up the bard's harp and strums a random chord. Hence, a random magical affect, in particular a level 5 entropy effect, and the flesh golem fell to pieces. In a minor panic he runs out of there with a couple things, the drow's cloak and holy symbol and goes to the captive's cells. The Drow with his holy symbol prays to his goddess to help free them, so their chains are undone and the spell holding them there is undone. So the bard tries good old teleport trick and botches, taking a wall, her chains and just herself with her into the cemetary out behind the asylum. Inside the cell the monk and cleric have a small problem with the patient they just let loose and get attacked. They do manage to fight him off, but not without a good effort from the lunatic. So they decide to run for it... out the front door where they knew there was atleast 6 gaurds. So they are in the middle of atleast one being captured when the bard manages to teleport herself back to the room... note without a wall attached. She does divination again to try and see where they are so she can lower the difficulty of her impending teleport and botches, putting herself into a pardox blind. She tries her teleport anyway and eventually gets both back to the inn. So now back to the original mission. The swashbuckler wakes up after being unconcious for a day and a half. They tell the swashbuckler about the woman's sad story and he gets it into his head that he is going to take the ring to the woman. He gets "a" ring from the sith and heads off to the assylum. He walks down to the courthouse, not knowing where the asylum is, but something had changed. The sith, made him look like this peculiar 10 foot monster creature with force illusion. The odd, grotesque, and giant creature walks down the street and eventually approaches a gaurd, asking him where the assylum is. The gaurd with a bunch of his buddies escort him there, *note in the swashbuckler's mind, they are escorting out of respect and they are taking him to the woman so he can give her the ring*. They esscort him right into his cell in A ward. The malkavian pays him a visit, and eventually drains a bit from him, accidentally (by player will) giving him a curse: the curse of Dying. anyway, so he gets out of the cell and goes into the graveyard, because she is none of the cells as was earlier confirmed by the ninja who searched every ward. The Sith, who has used the force to see him makes a glowing and floating name (the name of the woman) apear with the similar force illusion. The name floats over to a gravestone and sits there, and the swashbuckler in a dashing manner puts "the ring" on the gravestone that was there. He then makes an illusion of a nymph and she beckons the swashbuckler into the one and only standing crypt. Inside is a weaping ghost, the ghost of the the woman they have been trying to find. The swashbuckler realizes this and runs back out to get the ring and comes back giving it to her, then finding out that it isn't the ring that belongs to the woman. The nymph though this time is trying to coax the swashbuckler to have sex with him and was quote "starting without him". Then the sith gets an idea and uses illusion to turn him black and have him following a light that goes all the way back to the room, luckly not noticed by the gaurds of the city. The next day the sith goes to the assylum, gets a job, walks to the crypt, opens her section, puts the ring on her finger, and leaves, eventually disembarking from Falknovia entirely. The probably wanted people had teleported away and on the way back picked up another character native to ravenloft, Trista's character the redcap. Once back in Borca in their bar, they see murray and the gang, though murray is depressed. The monk the next day goes out to find a quarterstaff, onslaughts a living scarecrow, and picks up another party member in the process, Kim's character who is Samuel's sister. They also get to meet Eric, the brother, also known as enemy number 4. Evil little man he is... hehe. anyway, they got to start their next quest which envolves a woman who Samuel has fallen in love with. Wonder how long this will take. Till next time random viewers.
2/27/03: A break... :Unlike usual, we haven't been having session after session lately... which has given me time to think up cruel and vile things to do to the players... haha! Well, something new is a Diary section. Something for people to gain experience and develope their characters. You people can use it to put down past storries, current thought/journal entries, etc. It is optional, but can be fun if you like writing fiction about your character. I will be putting things in for NPCs on my whim, but that is aside form the point. As far as the story goes, the party has tracked down the Shadowdancers that stole their money... well technically. They haven't found them. But they should know they are somewhere in the house... in that they are stuck in the House of Lament... and she doesn't play favorites. They have been going through puzzles I have set up to give them help on how to get out of the house alive. If anybody knows anything about the House of Lament, I am actually being nicer than I could be. But the story of the house is left vauge so DM's like me can cause ruckus and have fun with it. The current time is 1 day and 17 hours in the house. Its just being creepy right now. hmm... Just wait. Little ghost occurances... moving toys... things like that... should get another game going soon, but don't know when... well until then... maybe they will figure it out by next section... when the good thing/bad thing I have set up comes.heheheheheheheheheh....
3/16/03 The Calm Before the Storm: They have found their way out of the house of Lament. They completed the word puzzle I set up for them... through much help... Wonder how they are going to do on the next one. And to think I could have made that much harder. But then they got up to the top room of the tower and summoned a ghost of the house. The ghost told them that somebody would need to die before the house would be satisfied. So then they go find a missing piece of the chimney in a secret room and are able to see where the thieves are from there. So Samuel charges to the door, knocks, opens it up with sword drawn, and says prepare to die... The thieves being good thieves naturally surrender. So with a moral delima that nobody could debate their way out of (and they tried), they went with the thieves proposal "let the house decide who it takes." So the first night the sith is awoken to see the lovely young Fairy in the other room just standing their stareing at something. He walks in, the wall closes behind him and he is attacked by 70 little creatures that do a point of damage a piece. he gets knocked down to i think 9 hp before calling upon the power of the darkside to save him. unfortunatly he had rolled a 1 with a previous sword roll and had knocked himself into negatives. Samuel woke up and went and got the fairy who was able to stabalize him. His 1 arm was barely on and his legs were useless. I had Trista do little commentary on what the fake little fairy said. So then it was the thieves turn and one of them was devoured by the house. Then as quickly as possible they get everyone out of the hosue just before it closes again. Then they go to the thieves home town, get put up in moderatly nice rooms for their stay and all their equipment back. Thats when Samuel goes down the bar and sits with the regulars. After a few meads (named Buiness for its taste was about as vile as the stout by Guiness) he stops remembering. He awakes to first nakedness and then to the reality that he has cut through the axles on the metal carrige. So they need to stay in town to fix that. Next game I will tell the story of the House of Lament, possibly introduce somebody, and then the storm. No new enemies though.
3/28/03: And the Dark Powers answered the challenge: Well, last night went a little more rushed than I had wanted. That is fine though. We have another player/character/NPC in the group now played by Mark. I am going to obstain from saying more about that till later. They had helped an old gypsy woman who was being pelted with food/rocks/etc. She then treated to a meal and a story by her campfire. When they returned they were put into custody, tried, and sentenced to be hung. Samuel got his introduction into the Malkavian Madness Network and the fun times that are had on there. Murray was able to hear and come bounding to the heroic battle that woudl insue due to it. Kell and Lilith are becoming closer, its cute. They were then taken out 1 by 1 and tortured by a palidin and a cleric because they were "evil and corrupted" by the vile ghost gypsy woman. In the morning they were about to be hung when the Palidin issued a challenge to the Dark Powers to come and try and save these evil people... so the Dark Powers answered by sending a legion of undead and Murray, Corwin, Leaf, Crag, and Mark's new character. During the fray Kel was taken by his old Jedi Love, and Lilith was taken by Eric to Drax. Drax could smell Hellen on Lillith, refering to her as his "proginy" and demanding that she be returned to them, well in particular to Hellen. Eric walked for a ways and launched her into a building where he saw Kell. So, confirmed enemy count goes up by one and the party is split into two: Kell and Lillith and the rest in the rubble of the old town. The plot thickens...
Confirmed Enemy Count:4