11:23 pm, Thursday, June 29th, 2006

Looks like the Tuesday GURPS game with Martin in Seattle has been greenlit. He found five other players (!). Our first game is scheduled for July 11th, though it might just be character creation since some of the folks are new to the system. I’m excited about the campaign. It’s standard Infinite Worlds, but with a cinematic bent (which means we can take things like Wildcard skills, Gizmos, etc.). We’re playing a relatively low-powered ISWAT team of mundane humans (though we can be from other worlds). Character creation parameters thus far include 200 points and a template the GM has yet to distribute (but will apparently include some level of Luck, Extremely Hazardous Duty, and Legal Enforcement Powers).

Monday D&D game summary: Pat returned this week! He proved instrumental in getting the party across an underground lake inhabited by some really horrible creature(s) with his Spider Climb spell. The people I mentioned previously (David, et al.) turned out to be flakes — never showed up. It’s just as well; things can get hectic with just the five core players we have right now.

So basically we searched the orc’s cave and found a secret passage, a mysterious (probably magical) goo, some more loot, and four slaves (one of which turned out to be the influential Count Montlebar of Seylinvirsin). The party split into two groups — Cloven (Anthony), Shay (Jay), Krieg, and I stayed behind to guard the secret passage and kill any orc patrols that had yet to return and the rest of our adventurers traveled to Seylinvirsin to get healed (the knight had to get his arm regrown), return the slaves, and resupply.

When they returned, we explored the secret passage (the entrance to which was hidden under a disturbingly large pile of bones). Off one branch of the passage we found lava tubes where some of the rock was nearly molten (had a plastic-like consistency). Down another, the aforementioned underground lake. There was another branch, but we never got around to exploring it. At the lake, we found a dock, a sunken boat, and one or two sea monsters — something with the head and neck of a plesiosaur and something else with big tentacles (though they might’ve just been different parts of the first creature). After a lot of planning, we managed to set up a crude rope zip-line across the obstacle.

On the other side we found a tunnel that terminated in a cliff-face opening behind a waterfall about sixty feet up. We all climbed down (well, the knight fell) and made camp on the bank of a little pond that emptied into a larger lake. The area beyond the tunnel turned out to be a valley with four major features: An abandoned village (little more than ruins now), the lake, a huge castle, and an all-encompassing fog ceiling. Some orangey/red light source above the fog keeps the valley lit 24 hours a day. I’m not sure if it’s an extradimensional space, a hidden region in the mountains, or completely underground. During our first night, we were visited by two very large, quasi-sapient, silver-collared wolves. They turned out to be fairly friendly (well, they didn’t attack us, anyway) until we started walking towards the castle the next day. After they turned hostile we killed them and took their collars.

The castle seems to be infested with yuan-ti (snake people). We killed a few of them in the courtyard, then we killed a few more in the chapel after interrupting some kind of nasty ritual where they were torturing an elf to death. When we went to leave that room, we found four archers in the courtyard. It was at this point that Brandon (another player from Anthony’s other D&D game) joined the game as a daredevil monk (he’d been kept in a cage as a future sacrifice, but escaped while we were shooting yuan-ti). Oh, and some elf (?) woman with a blade in her hair showed up briefly to help us with the yuan-ti, but disappeared before we could meet her. Then we stormed one of the towers, killed a bunch of cooks, and fought four warriors. Sometime around there Pat had to leave. After killing the soldiers, we found a chest with beaucoup swag, including a Deck of Many Things.

Keith immediately drew two cards — the first vanished all his material possessions (including one-eighth of our loot), the second gave him a Luck Blade. Then Anthony drew two cards — he lost 10,000 experience points and gained an extremely loyal 4th level fighter. Brandon drew two; he lost three points of INT and changed alignment. I can’t remember if Ian drew any or not. I firmly stated I wouldn’t draw any cards since I’ve spent so much time on my character. But then I found out that the deck would disappear when all the announced draws had been made… and it’s a minor artifact, fer Pete’s sake… so I decided to draw one. It was very exciting; I was sure I’d get something terrible, like Death or The Void. But I actually drew The Throne — +6 to Diplomacy and my own castle!

So that’s where the game ended. I’m going to a wedding in Spokane on Saturday (leaving tomorrow), then on Tuesday I’m driving my sister from Bellevue to the Tri-Cities. I have a doctor’s appointment in Richland on July 5th — turns out my Bell’s palsy might actually be a symptom of Lyme disease.

Here are some pictures of a citadel I’ve been working on in SketchUp. I’ll post some better renderings and the SKP when I’m done. I just found out about this 3D Challenge thing Google’s doing for the program… I want to compete in it sometime, but this week’s contest (design a home theater audio system) sounds pretty dull.

Citadel/castle in SketchUp
(1584×882; 203 KB)

2 Responses to “#696”

  1. Krunk:

    Regardng your project on SketchUp, is it for something or are you designing it just for fun. looks pretty neat, though there seems to be a ton of empty spaces, which I’m guessing you haven’t decided what to put there yet.

    Also, I’m not certain what’s strategically better, to have the wall on the outside and then the moat on the inside (what you have right now) or vice versa. Generally, you have one or the other, but when you have both, it’s hard to say what’s strategically better, since both act as the 1st line of obstacles the enemy has to over come.

    //krunk (^_^x)

  2. hjo3:

    That one was just for fun… it was mostly just a way to to teach myself 3D modeling without getting bored. And you’re right about the empty spaces; I figured I’d eventually fill ‘em in with farms and buildings and stuff. Though knowing what I do now, I’d design the thing very differently.

    As for the strategic merits of moat placement, I think it’s better to have the moat on the outside. That way, archers on the wall can pick off invaders as they come across and there’s nothing they can use for cover. Plus it seems like it’d be fairly difficult to get wall-destroying siege weapons (e.g. battering rams) across the moat.