Thursday, February 26, 2009

WARDYN Answers your Questions!

Text from Goodman Games:

As the last of your enemies falls, the gases inside the giant crystal sphere begin to flicker and swirl even more wildly than before. The lights flickering at the base of the crystal dim, then suddenly brighten, nearly blinding you. Almost impossibly, the crystal begins to speak to you in low, rumbling tones that echo throughout the chamber.

“I am WARDYN,” it says in the Draconic tongue. “How may I be of service to you?”


Mendas asks:

So our prisoner here… say, what the Hel is your name anyway?
Krymath.


So Krymath here says you can stop the magic worms that are making the outside Dragonborn go insane. Is this true?
The indigent population is experiencing cerebral interference due to ongoing astral-reflect planetary survey, currently at 35% complete. I can stop this program with command-level authorization.


Are you in charge? Can you command the other Ancients? How about the other constructs, do they obey you?
I serve the crew of the Ashardalon under Captain Merykare Setep. I direct the construction of new automations. I update automation programming each 48-hour repair cycle. I can send startup and shutdown commands to all automations with command-level authorization. I can alter automation programming with command-level authorization.


Do you know how many other Ancients there are in this ‘ship’?
The ship's crew consists of 32 dragonborn. 12 crew members are believed deceased. 1 crew member is recorded as missing but is currently present. 12 crew members are in cryostasis, with original scheduled awakening staggered within the next 45 days. Cryostasis awakening has been rescheduled to begin immediately for all remaining members with command authorization.


Tell us about any immediate threats to our survival.
Standing instruction for all crew and automations is the detention or destruction of all unknown phenotypes. Additionally, all crew and automations have received images and decriptions of all 10 of you, with command-level orders for annihilation.


Tell us about that big white dragon in the other room.
Training simulation Elder White Dragon 03 is based on holographic capture from 40-kilometer distant site seven days ago. Last user to complete the scenario was Captain Merykare Setep.



Command-level authorization, huh? How do we get that?

Only Captain Setep can grant command-level authorization to new parties.



48-hour repair cycle? Does that mean all the automations go to sleep every two days? When does that happen?

The automation force has a rolling repair cycle so that some of the force is active at all times. Each automation spends 1 hour in repair for each 47 hours of normal active duty.



Cry-o’-stasis awakening is ‘beginning’? How long does it take to wake someone up?

The first of twelve crew members currently in cryostasis will be fully awake in 17.2 seconds. All remaining crew members are scheduled to wake within the next fifteen minutes.



Images of us with orders for annihilation, huh? That’s… not good. How hard would it be to fool these automations?


Fooling the automations would involve a redevelop of optical recognition subroutines or the possession of dragonborn skin, normal dragonborn body temperature, mature electro-traits, and the correct subdermal implantation.



“Is there anything you can do without command-level authorization?”

I can answer any queries not restricted by command-level authorization.

Tuesday, February 24, 2009

Talons of the Horned King part 5

Last week we played the fifth part of the Talons of the Horned King. We had nearly a full house, which allowed the party to bring a lot of power to bear! Only Hermiad the elf ranger was absent this week.

We started out minutes from the last game. The party ventured out of the Sword chamber and back to the hallways. The party voted to go to the "Beware - Death Here" room, but on the way there they found a mysterious door. It seemed empty, and Mendas ventured in.

This circular room measures 40 feet in diameter. More humming, strange metal cabinets line the northern and southern walls. In the room’s center are many shelves which reach from floor to ceiling – nearly a dozen in all. The shelves contain several silver-colored boxes.


The boxes were not actually silver, but not steel either. They were unlocked, though. The vikings uncovered eight strange items, mainly in the vein of defensive force fields. The nature of these items was sussed out through a process of putting them on Thargdar the Lizardfolk, turning it on, then attempting to punch him.

Newly outfitted, they ventured down the hall and peered into the Death room. And death indeed...

As you enter this vast circular chamber, you immediately notice something that sends chills down your spine. Sitting on a raised dais in the center of the room is a gigantic white dragon. Mighty chains bind the dragon to the dais. The creature appears to be asleep or unconscious.


The dragon was chained, but the players couldn't tell if it was a guard or a prisoner. The discussion veered towards "prisoner," as it was difficult to imagine a, intelligent elder dragon agreeing to the role of guard dog. Still, no one wanted to wake or possibly confront the dragon unless they had to. They backed off and went to explore the northern corridors.

They found four doors, probably leading to two or three rooms. Picking one, they barged into what appeared to be a lab.

Unlike other rooms in this strange cave, this one is filled with clutter. Amidst all the whirring metal cabinets are several metal tables, located in a circle near the center of the room. Each table is covered with strange objects and scraps of parchment. An octagonal console stands out amidst the clutter near the north wall.

Standing over one of the tables is another of the dragonborn-like creatures. This one does not seem hostile – in fact, it seems startled and scared by your very presence. “Stay back!” says the creature in the Draconic tongue. “I don’t want to hurt you!” It slowly starts moving towards a table at the southern end of the room.


Edgar rushed this dragonborn scientist and intimidated him quite successfully. The vikings forced him on his knees and began to interrogate him. It didn't go on very long... the scientist began to talk excitedly about the ship, how they had been crashed for around 3000 years, etc. Bartix gave him permission to stand, and he made a mid-conversation lunge for his table! Both Rurik and Bartix had an action at the ready... Bartix used Mage Hands to scoop up the scattered papers, revealing a strange hand-crossbow thing. But Rurik flashed out his greataxe, hit for 18 damage, and killed the scientist.

That done, the party searched the room. There were some liquids in vials that could be potions, maybe... no one could tell. There were also some scraps of hide: one sample from a red dragon, and one from a carrion crawler. Intriguing!

The party cautiously went to the next room... crouching as they went, as their sharp ears detected movement in the background. The samples they had found were top of mind, and it was not impossible that the multi-leg-dragging sound could be a carrion crawler!




This gleaming white room is approximately 50 feet wide and 100 feet long. Along one of the far walls are several steel tables and tall, whirring metal cabinets with bright blinking lights. One of the tables is significantly larger than the others, measuring almost 10 feet in height and 20 feet in length. While the rest of the room is immaculately clean, the largest table and a few of the surrounding ones are spattered with fresh blood.

Pacing in the corner of the room is a hideous, insect-like creature with a green hide, measuring nearly 10 feet long. Strange metal boxes appear to have been grafted onto the creature’s back; blood still seeps from the wounds. Hissing and groaning, the creature appears to be in pain.



The vikings set themselves up, and the strange beast charged in from the right!

And from the left, a red dragon!

At the far end of the room is a red dragon! A silver mask appears to be crudely grafted to its head around its horns 30 and its eyes. As it notices you, it roars angrily, and starts to back into one of the far corners of the room. The scarred dragon appears to be quite enraged, and looks ready to attack at any moment.






The dragon charged in, but was hindered by all the laboratory crap and couldn't quite make it. The carrion crawler, however, had other options, and fired a missile from its back into the crowd of adventurers! No one saw that coming! Well, the miniature had a missile launcher on it, so maybe they did, but everyone roleplayed being surprised.

Edgar charged the dragon, and Rurik charged the carrion crawler. These two fighters would stay locked with their monstrous opponents for most of the fight. The rest of the party supported both targets with missile fire, but most quickly determined that the dragon was the greater threat.


Eric cast Shield of Faith on the party (well, everyone but Rurik, who had charged out of range). This was a huge help throughout the rest of the encounter. Mendas circled 'round back of the dragon to start stabbing!

The dragon was my opportunity to remember that solo and elite monsters have Action Points! He blasted the party with his fire breath, modified by the silver mask into untyped energy. It was targeted at five of them, but hit only Edgar. The dragon then put two claws into Edgar. He wasn't bloodied, but I had come close.

Bartix and Varin spread their Magic Missiles and Dreadful Words around the lab, while Oddny charged up next to Edgar versus the dragon. The carrion crawler hit Rurik with a tentacle, slowing him. It then shifted back and used it's action point to blast the viking with its strange metal box.

The party kept trying against the dragon, but not hitting. AC 25, yeah, that's right. They kept playing around at the other defenses, but they were high too. The dragon kept blasting (his breath weapon recharged every time I checked), and took some time to swat Mendas away with its tail.

Rurik had been whacking away at the carrion crawler, but now critted... critting with a magic greataxe is insane. This left the crawler-cyborg with just a few hit points. It could still attack, though, and hit the warlord again, immobilizing him! Rurik killed it the next turn, but how was he going to get across the battlefield?

Well, he needed to save, and Oddny was able to buff that save to get him through two instances. He spent the next round slowly getting across. The rest of the party needed a way to get past this dragon's armor. Finally, Mendas remembered his whetstone! A +2 bonus to everyone that used it! I have been surprised several times now that everyone had decided to save their whetstones, but they had always managed to hit their targets... the dragon was the opponent to break that dam. Nearly everyone magically sharpened up their weapons (or implements, house ruled, natch) and started to hit!

Rurik connected his charge, doing decent damage, but he got bit on the way in. As often as he could, Edgar was making attacks back at the dragon for not obeying the Mark. It's against the solo monsters that the fighter's ability to lock the fight down really shines. The dragon was now bloodied.


At this point we were pretty committed; several party members had used their dailies. Bartix committed with his new Bigby's Icy Grasp for big damage... Mendas followed up with his Blinding Barrage, which blinded it all the way to the grave! Also the dead dragon was still grasped.

Bartix immediately went to town "disguising" their presence by hauling the dragon up on the operating table and removing all of its organs. Good for you, Bartix! Mendas tried to figure out why these experimental beasts were running around loose, and found a depression around a raised area in the back room. The pattern corresponded to a similar depression in the ceiling, suggesting retracted bars, or a magic field of some sort.

The party found some more gear, but it didn't help their bleeding bodies. They knew they needed to bed down for the night, but a few of the party were uncomfortable about letting their guard down in this freaky place. In the end, though, the outside was found to be potentially just as hostile. They retreated to the laboratory, barricaded the two doors with lab crap, and decided on a watch list.

Six hours into their night, a knock came at the door. Some of the party was fully rested, but the two vikings with the first watch were not. "Open up in there!" a dragonborn voice said, "What the hell happened in the lab!" Varin tried to bluff by graveling up his voice, but whomever was outside wasn't buying it. Edgar then tried an intimidation tact, by yelling, "Come in here and I will kill you." This resulted in the normal "god damn primitive" type of thing that we normally hear from these guys. A series of small explosions rocked the doorway, and the door fell down.


We ran the encounter like a skill challenge, trying to get 10 successes before 5 failures. Edgar went first, as he was standing right in the doorway when it went down. The dragonborn had planned to throw grenades into the room, then charge... they weren't expecting someone to rush out! I interpreted this as a difference between modern and medieval tactics, with the filthy primitives winning out this time.

Edgar rushed out into the hallway, swept his blade through two of them, then discharged his lightning sword to all four!

Next, Bartix darted out and cast Sleep on the lot (including Edgar). It was a hit, and a missed save. So now they were shocked, sleepy, and getting sleepier. The rest of the party followed suit, attacking or restraining with rope. At the end of the challenge, we had 10 successes and only 2 failures, with two of the Dragonborn dead and two asleep.

The vikings woke up their two bound captives and began to question them, but flubbed their intimidation roll. One of the guards spit in Edgar's face, so he was stabbed... earning them another intimidation roll! Well, that's why you take two prisoners. This guy talked, and the most pressing information he gave was that a squad of 20 robots would be following their squad if they failed to report in within 20 minutes.

The vikings quickly packed up and ran towards the entrance, with their captive in tow. They heard the metal footsteps of a robot squad, but were now near the ladder. They popped out and disappeared into the jungle, finding their original camp site and bedding down again.

The party had lots of ideas on how to re-enter the dungeon, which we said we'd build out over e-mail. The first action would be an in-depth interrogation of the prisoner.

Thursday, February 19, 2009

Captive Dragonborn Answers Your Questions!

Rurik asks:

Draw a map of the ship.

"I've spent a lot of time on the ship, so I can give you a pretty good map."

"Here's the key:"
3-1: Airlock
3-2: Detention Cells
3-3: Sentry Chamber
3-4: Equipment Locker
3-5: White Dragon
3-6: Laboratory
3-7: Engine Chamber
3-8: Experimentation Room (Carrion Crawler)
3-9: Experimentation Room (Red Dragon)
3-10: Storage Center
3-11: Navigation Center
3-12: Biogarden
3-13: WARDYN
3-14: Damaged Storage Center
3-15: Cryogenic Chamber
3-16: Mess Hall
3-17: Biolab
3-18: Crew Quarters
3-19: Bridge


Outline the guard's plans, patrols, passwords, etc.

"I have the current codes that would give you access past the blast door and to the rest of the ship. The only thing I don't have is access to the bridge."

"We haven't been able to bring our security cameras online, which is making things difficult. We send a small drone to check out every room once each hour. If it finds anything out of the ordinary, it reports back, and we send a combat squad to investigate. This system found you in the engine room, but not in the vivisection lab... I don't know why."


What are your culture's motivating ethos (i.e. honor, power, prestige, etc.)?

"I'm confused by this question. I guess our culture is motivated by power, but what else would it be?"


What is the social structure for the crew of the ship (i.e. military hierarchy, business enterprise, etc.). Can leadership be challenged?

"The ship was a military organization. As far as we can tell, though, the rest of the military hierarchy did not survive for the three-thousand years of stasis. I suppose this brings the legitimacy of our chain of command into question, but most of the crew hasn't had a chance to really consider this. Without the support structure of the officers, what else do we have? Actually, thinking about who might mutiny, it's possible that we're being woken up in order of greatest loyalty."


What are the plans / intent for your people and this land?

"They outlined the plans last week in an all-hands. We'll spend the next week reviving the crew, experimenting on local fauna, and learning about the world as it is now. Then we send robot armies to conquer the surrounding fifty-mile radius. We should be able to use the resulting labor surplus to live like kings while our techies find a way to search for other survivors of our civilization."


Mendas asks:

How are you controlling the magic environment?

"Oh, we heard that manipulation of what you call magic might be a side-effect of our active transmission and receiving system. We are trying to build an over-the-horizon map of the world without launching a satellite, as well as trawl the branespace for signs of civilization. I suppose the nanowormholes could affect the magic environment. But I'm not a scientist or a magician."


What do the various buttons do and is there any way to shift magic more than once per hour? Is there an 'off' button?

"Fire, Lightning, and Sword should increase magic in different ways."
"Water and Shield should decrease magic in different ways."
"Sun should be passive receiving and low-level transmission only, it shouldn't affect magic at all. Although it still affects the primitive's minds, apparently."
"Skull should shut down magic entirely."
"Moon is a rapid shuffle of various operational modes. You would see any number of effects in your magic."
"From the external consoles, no, you can't increase the hour-long cycle length. More direct control is available through WARDYN inside the ship. WARDYN is also the only way to shut the effect off entirely."


What did the shield icon on the prison cells do, the one with the green air?

"It's Cadec gas, and it would have a healing effect on prisoners. We use the shockers much more often."


What's up with these swords?

"The shape is largely symbolic, although the point and edges focus the pan-brane charges through the osmium gas to power the ship. If you've got that sword, then the ship is at half power."


What's up with the other fallen star, the little one?

"I'm guessing you're talking about our crashed satellite. It blundered on our power-reserve transmission after, we think, 3000 years, then homed in on us. We think it crashed, but our signal interaction started a full warm-up procedure and woke us up. If you're talking about the energy sphere on the cliffside, it might be a random energy discharge from 11th-brane, caused by our transmission array."

Monday, February 16, 2009

Talons of the Horned King part 4

Last week we played the fourth game in our Talons of the Horned King arc. We hit the meat of this adventure with the mysterious metal cave full of constructs and, it turns out, explosions.

We had five players in attendance: Marcus playing Mendas the halfling rogue, Marc playing Varin the half-elf warlock, Martin playing Edgar the warforged fighter, Matt playing Rurik the tiefling warlord, and Zach playing Bartix the human wizard. At 4:00 that day I would have thought we'd have all 8 players, but by 7:00 game time we just had five. So thanks to everyone that showed, and thanks for everyone that, on other weeks, puts up with a larger-than-possibly desired assembly. It's this large group that makes us fault tolerant and able to have a good game week after week.

We opened with the Vikings having just descended down a ladder into a strange metal cave. Ahead of them in the corridor was a strange metal cabinet, full of blinking lights and soft whirring noises. The party crowded around poking at it, and Mendas tried to pry it open to see what was inside. But that made the thing explode! Everyone failed their Reflex save and took 10 damage! And for the best, I think. The explosion was the result of a random roll, but the result would keep the game moving. The vikings don't need to break every damn thing, I didn't put power-ups back there!

Backing away from the new smoking hole in the wall, the group examined their map:


Sadly, no-one wanted to go to "Beware Death Here," as if Death doesn't equal Treasure or something in D&D. Whatever, whatever, they went the other way to the prisons. The map turned out to be accurate:

A low but ominous hum fills the air as you enter this long, narrow corridor. The corridor, which measures 10 feet wide and 90 feet long, slopes slightly downward. Located along both sides of this corridor are a total of six bulky doors, evenly spaced apart. The doors seem to be made from some sort of strange, greenish metal, and each door is reinforced by hundreds of rivets. In the center of each door is a small green-tinted window. Immediately to the left of each door is a small panel, approximately 6 inches square.


Rising for a moment above the low hum is the sound of a muffled dwarven voice. “I say!” calls out a cheerful voice from behind one of these doors in Common. “Who’s there? Can you kindly let me out? I need to explore this marvelous machine!”

Looking in, the group saw a dwarf peering up against his cell door, pleading for assistance. He was overjoyed to hear familiar language and to see civilized species. The dwarf explained that his name was Nigel Throtenstoat, a nobleman from Albion. He had found this continent in his one-of-a-kind flying carriage, the "Gilded Gull," but it had been shot down in the mountains. He had blacked out and woke here. For the past few days he had watched strange constructs drag lizardmen and dragonborn to these cells, but his fellow prisoners were always taken away shortly after.

The group talked for a while between themselves and decided to release this foreigner into their care/slavery. They played around with the buttons, and found the way to release Nigel. He looked at them all for the first time and resigned himself to being led around by Norsemen. Rurik handed him a crossbow, which might make him a bit more useful until his gear could be located.

The vikings backtracked and made their way to the point at the map marked "Guards." Obviously, this was where a fight would be. Mendas cautiously looked around the doorway and saw four robots, sweeping the area with a focused red light.

The party quickly planned an assault, figuring that the robots would not listen to reason.

Bartix and Varin are the party artillery, and they took first go, blasting the robots with a Shock Sphere and a Frigid Darkness. The players darted in to the doorway to fire on their targets, then darted out again, leaving the robots without anything to shoot at.

Instead they yelled "UNKNOWN PHENOTYPES DETECTED! OPERATION ANNHILIATION!" and rearranged themselves around the door (taking some damage from the darkness full of mouths.

Edgar was the first of the melee troops to go, which ended up being a bit of a short straw. He charged in and was lit up by both the walkers. Just a tad staggered, he connected his charge with the techno-cat in the corner. It had been reserving an action, so it took his hit and bit him back! These three attacks in a row left the warforged bloodied!

Rurik followed him, and hacked away at the cat. The hammerer now triggered and engaged Rurik in the back.


Mendas then moved past their combat to face the walker in the middle of the room. He used Bait and Switch to stab the walker, then trade places with it. That left it in the persisting zone of Darkness! More chewing little mouths!


With this setup, the combat continued. The mages entered the room and laid down fire without being engaged. The techno-cat fell, and Edgar and Rurik quickly took down the Hammerer as well. Mendas kept up his one-on-one with the walker, as it retreated to fire and was then caught... he finally took it out after three or four rounds. Rurik was first into the fray with the other walker, but it had taken a lot of warlock fire by now. Everyone saved their Dailies, though, as this fight didn't seem too impressive.

With the robots defeated, the path was cleared for death! But the vikings decided to head for the sword on the map instead. Hoping to cure the Horned King by recovering the two swords, they went down the left-hand corridor to find the Engine Room!

Like many of the other rooms in this strange cave, this room is square in shape, measuring some 100 feet across. On the northern and southern walls stand huge metal whirring cabinets with blinking lights; the rest of the walls are covered with flat black metal panels. Each of these panels measures 1-foot square and appears to be bolted onto the metallic wall.

Towards the center of the room is a clear cylinder that stretches from floor to ceiling. The cylinder measures 10 feet in diameter and is full of green mist. Suspended in the greenish mist is a sword, which hovers about 10 feet in the air. Occasionally, blue flashes of electricity spark between the sword and the mist. Red lights located at the base of the cylinder flash brightly whenever these flashes occur.




The three coils pulsed with what looked like lightning. The group approached the cylinder in the center, where they recognized the poisonous gas from the entrace. Bartix used a combination of Mage Hands to break open the cylinder and Thunderwave to clear the gas, and the sword was free! But suddenly, behind them, a hostile party broke in!


A walker and hammerer robot backed up a party of strange Dragonborn, clad in strange garments and armed with shimmering weapons and strange crossbow-like devices. They saw the vikings gathered around the sword chamber, and began to yell in Draconic. "Put that down, you savages!" one cried in Draconic. "You'll break the delicate balance that you can't possibly understand!"

We rolled for initiative, and the two winners, Bartix and Varin, decided to use their opening rounds to antagonize the dragonborn further. A Magic Missile and a Dreadful Word sailed into the coils, causing them to shoot lighting into the squares all around them. Interesting...

Enraged, the hi-tech dragonborn fanned out to engage the vikings. The Specialists fired rifles at the vikings, which were accurate throughout the battle and did ongoing lightning damage after a hit. The Recons had some sort of swords and charged in, throwing grenades when they could.

The vikings responded as they could, engaging the robots and dragonborn. They took heavy damage but were slowly able to whittle their opponents down.


Nobody, however, had time to deal with the walker robot. It continued to walk the periphery of the room and fire opportunistically at the vikings. Finally, Bartix had the actions free. He Thunderwaved the walker back into the coils, still sparking wildly. The robot took enough damage to be bloodied. Some other missile fire caused another coil discharge that shut it down!

The dragonborn left some interesting gear behind. Mendas took one of the guns apart, but couldn't seem to put it back together. The party decided to keep the other one away from him. The party decided to keep going before sleeping, moving on throughout the dungeon!

Here's the map of what has been explored so far:



Casualties:
3 Walker-bots
2 Hammer-bots
1 Cat-bot
2 Dragonborn Ranged Specialists
2 Dragonborn Recon
16 beers, I think