worthless shit

Sometimes the person who posts this forgets to categorize things. It generally goes here.

  • Pathfinder,  worthless shit

    Pathfinder – City of Perfect Strangers Part 1 (8/18/12)

    (PSA: Update your DND Sheets please)

    Hopefully you all had fun during our last-minute attempt to cover my screw-up impromptu Arkham Horror/Magic: the Gathering draft tournament. Now that that’s out of the way, time to get back to the next Chesapeake Pathfinder game. We’re going to be doing the first of a modified game of the City of
    Strangers module, and I say modified mostly because this module is super-vague on a bunch of things, so I have to add in stuff and tweak the story a bit.

    This module’s less about a dungeon crawl than encounters and a little investigation FYI.

    Setup:

    The Church of Pharasma, clearly grateful for the services you rendered, has paid the lodging costs for you all to stay in a large suite located in a relatively nicer inn in Kaer Maga called the Starry Night, located at the junction of the Widdershins (the quiet neighborhood of Kaer Maga) and the Hospice (a red light/merchant district). Representatives of the church promise that they may know others who have tasks that require the group’s unique set of skills.

    Though a week passes by without incident (or injury) to any of you, there seems something… off about the town. Maybe it’s the increase in hurried glances among Kaer Maga’s strange populace or a general rise in irritation amongst the townsfolk, but it feels like something big is happening under the surface.

    In the midst of all this, the innkeeper your group receives a letter on gold-embossed paper while at the inn:


    On the back of the envelope is a small drawing of an arch and a bit of handwriting that reads: Accept this job. We need to talk. – Cpt. R. D. Alfonse. 

    In addition to this note, the innkeeper mentions he’s received something addressed to each one of you.

    Several reminders:

    – Decide on Facebook what to sell from the last time and buy items. It should be pretty easy to see what stuff you guys probably will never use (the masterwork ranseur for instance). On that note:
    – You can sell scrolls and potions for the half the cost of the highest class/level combination for the base spell. I have an example of this on Facebook.
    – Because Tier 1 City of Strangers (for level 1-2s) has less power behind it than a set of Styrofoam brass knuckles, you guys are going to play on Tier 2 (level 3-4s). I still might do some tweaking and I’m definitely adding in one party encounter that I hope will be at least a little challenging. Stock up on scrolls and potions and tools because I do think some of these encounters are harder.

    Additions to this module:

    – New challenges

    – Secret missions for everyone with special rewards

    – NPCs/locations using the City of Strangers supplement as a guideline

    – Some different encounters

    Time Limit: We’ll set this to 5 hours and see how everyone does and if you want to keep going we can go longer.

     

  • Pathfinder,  Review,  worthless shit

    Pathfinder Godsmouth Heresy Post-Mortem: Package of Double Stuf Oreos Takes 10d10 Damage

    Hi everyone,

    Great job on completing the Godsmouth Ossuary! I hope everyone had a good time despite the loooooooong length.

    First:

    These were the main complaints I got:

    – Monsters were a bit too easy

    – Length

    I’ll work on both of those for the next module. Next time we’ll put 5-6 hours as a cutoff point. Another complaint was that people kinda spent a lot of time acting OOC and getting tied in knots on combat/exploration decisions which is fine up to a point, but it tied into the length complaint.

    People really liked the challenges and not the spot XP system (get a stone for every passed skill check) so much, so I’ll definitely continue the former and discontinue the latter.

    Second:

    Here is the full list of stuff you guys found sans pure treasure/gold items (blue means it was magic, the unidentified forms are in red):

    – cloak of resistance +1 (a silky, grey cloak)
    – phylactery of faithfulness (an odd leather headband with a tiny wooden box inset in the middle)
    – bracers of armor +1 (iron bracers curiously free of rust)
    – Sihedron medallion (a seven-pointed star medallion)
    – set of masterwork banded mail
    – masterwork bastard sword
    – 2 curved daggers
    – stone tablet of Identify (a tablet that reads EVAD TNEMGDUJ)
    – stone tablet of Hold Portal (a tablet that reads DLEIFRAG)
    – stone tablet of Remove Disease (a tablet that reads AKUSA)
    – stone tablet of Shatter (a tablet that reads GOOBLE GOBBLE)
    – 2 scrolls of Delay Poison (a scroll that reads EM DAER)

    – feather token (feather) (a green feather)
    – feather token (whip) (a red feather)
    – scroll of Remove Paralysis (scroll of FOOBIE BLETCH)
    – bag of tarnished silver powder (worth 1 GP)
    – a potion of love (a pink potion that tastes like strawberries and cream)
    – a potion of Eagle’s Splendor (a clear, brown potion with white specks that tastes like old licorice)
    – masterwork ranseur
    – half-plate armor inscribed with the Rune of Wrath (cosmetic)
    – 2 potions of Hide from Undead (a milky potion that tastes of chalk)
    – wand of Disrupt Undead (a wand made of segmented animal bones)
    2 potions of Cure Light Wounds (clear green potion that tastes like lime)
    2 potions of Enlarge Person (dark red potion that has a slight fishy taste)
    wand of Command Undead  (wand made of black iron)
    – 1 flask of acid
    – 2 flasks of alchemist’s fire
    – 2 smokesticks
    – 1 tanglefoot bag
    – 1 thunderstone
    – a set of masterwork studded leather
    – a +1 spear
    – an alchemist’s kit
    – a set of masterwork embalming tools
    – an alchemist’s formula book
    – thieves’ tools
    a scroll of Ghoul Touch (a scroll of SALADBWL)
    a scroll of Mage Armor (a scroll of GUFF)

    Third:

    Here are the full lists of challenges:

    Like I said, people liked these a lot, so I’ll definitely make more next module… and I just realized that I missed a golden opportunity to have a skeleton-centric challenge called ‘Charnel Knowledge.’ Dammit!

    Fourth:

    Here are the Pharasma encounter cards. Initially, the one statue in the Cathedral was only supposed to give you an Aid spell, but I thought that was kind of boring so I changed it into more of a meeting with Pharasma to add drama to the Esme encounter.

    Fifth:

    Rather than a synopsis of the entire module, because that would take a while to write, here’s a list of the encounters you had instead:

    Encounter 11: 4 skeleton archers

    Encounter 12: 3 crawling hands

    Encounter 13: brown mold

    Encounter 14: Erdikhaan (skeletal champion of Wrath)

    Encounter 15: lemure

    Encounter 16: 2 ghouls

    Encounter 17: bloody skeleton

    Encounter 18: 2 tengus (negotiated)

    Encounter 19: lustspawn

    Encounter 20: gasburst zombie

    Encounter 21: alchemical skeleton and alchemical zombie

    Encounter 22: Svilennius Tripe, Mr. Morrow, vat zombie

    Encounter 23: Esme and her 2 skeletal handmaidens (Lulu and Fiona)

    Encounter 24: 4 alchemical skeletons

    Finally:

    Please update your DNDsheets. I’d like to see what new stuff you get and it helps me make challenges. See you all next time!

  • Pathfinder,  worthless shit

    Pathfinder Part 2: I’m Attacking the Dorkness (4/21/12)

    More spiders?

    Alright, it’s been a while everyone, but now with our respective craziness out of the way, it’s time to finish up The Godsmouth Ossuary.

    On my end, I just want to say I had a really good time the last time DM’ing, and everyone seemed to be really on the ball and enjoying themselves too, which was great. We got through a lot of encounters and secret stuff in a relatively short (for us) amount of time. Hopefully everyone will have an even better time this time, and to that end I’m trying to spice things up by making more fanciful room descriptions, think of combat descriptions, etc.

    We’re going to try to start at 5:30 and hopefully not go later than 11 or 12. Let’s try to aim for a break between 8:30 – 9. I don’t have much else to say, so here’s a rundown of some other stuff.

    Firstly, here are the challenges you’ve all completed so far. I got a lot of positive feedback from them, and I’m going to make some new ones for (hopefully) the last session in this particular part of the Ossuary. I have to think of more bad puns though! (Click to embiggenate):

    Challenge set 1

    Second, here is a down and dirty summary of the encounters and things that happened so far. I’ll go over what way you guys went when you get here:

    Intro:
    – Contracted with Church of Pharasma to find out what happened to missing bodies
    – Went into the upper portion of the Godsmouth Ossuary that is normally not open to visitors (this is where bodies are interred for a high price)
    – Church official gives you a Chime of Opening with 5 charges, along with a flask of holy water, a potion of cure light wounds, and adventuring supplies
    – She mentions that you need to save a charge for the way back, since the church has no way of knowing what happened to you if you knock on the door

    Game proper:
    – Went down stairs, reached a chamber with 3 Pharasma-symbol doors
    – ENCOUNTER 1: Darkmantle
    – Went through the middle door using 1 charge of the Chime, into a corridor of alcoves
    – ENCOUNTER 2: 4 skull spiders
    – Went through door and onto a bridge overlooking a large chamber
    – Saw various statues, 7 white and 1 black
    – Went through door at end of bridge
    – Go to a crossroads, heard a thumping noise from the east and determined it was an undead vargouille (floating head)
    – ENCOUNTER 3: Undead vargouille
    – Explored the room with the vargouille, then opened door to next room, whereupon the room went dark
    – Determined with darkvision that the culprit was a dark creeper
    – Managed to calm it down enough to realize that it was trapped in here by something in the room over and by the vargouille. The creeper leaves, leaving behind treasure for the party
    – Leaving the next room (guarded by something snake-like according to Falk), the party goes back to the crossroads and heads down the other corridor going west
    – Party finds two rooms facing each other that emanate a strong magical aura. When a pebble is tossed into one room, it comes back into the other.
    – Party finds another crossroads and heads south.
    – Party heads down corridor, finds a suit of armor and a skeleton. As the party gets close to the armor, a swarm of living cockroaches shoots out
    – ENCOUNTER 4: Cockroach swarm
    – Party heads back to the crossroads after the fight, enters a locked door nearby.
    – Party enters a library filled with stone tablets. As they look up at the various runes, a rune detaches and flies towards them
    – ENCOUNTER 5: Rune guardian
    – Party closes the door and rests. However, something manages to find them.
    – ENCOUNTER 6: Festrog
    – The group heads back down to Falk’s room and opens the other door. They encounter a goblin snake creature named Yrix who offers to explain parts of the Ossuary. It’s evident Yrix is a liar and knows some about Godsmouth, but it’s not an expert. The party pays to pass into the next room.
    – The next room has a staircase leading down, but it’s impassable.
    – Gunnar flips the table over, causing Yrix to attack.
    – ENCOUNTER 7: Yrix
    – Party heads back west, and at the crossroads heads north.
    – Party reaches another T-shaped crossroads, and heads west to the blocked Sihedron door.
    – Party goes east to the Great Pit. As they split up and travel around the pit, something from down below comes out to attack.
    – ENCOUNTER 8: Necrophidus
    – Elorin detects a draft coming from the wall, and it’s a secret room. The room is small and has a sarcophagus, but also a guardian.
    – ENCOUNTER 9: Iron cobra
    – Opening the sarcophagus, the party finds an extremely well-preserved corpse being kept preserved (presumably) by the Sihedron medallion around his neck
    – The party continues to head east into a foul kennel area.
    – ENCOUNTER 10: 2 (3?) Festrogs
    – Gunnar touches the menhir in the middle of the kennel, and is transported for a moment to the Dark Forest, whereupon he sees an Otyugh grappling with a dinosaur, a headless horseman on top a spire, and lights in the forest.
    – End.

    Third, here is a list of the treasure you’ve found so far:

    – adventuring accoutrements from the intro (holy water, cure light wounds potion, backpack, bedroll, trail rations, waterskin)
    – cloak of resistance +1
    – three freshwater pearls (10 GP a piece, known)
    – engraved ivory bracelet (24 GP, appraised)
    – 51 GP in total (24 from Yrix’s hoard, 27 from Falk’s)
    – 32 SP in total
    – phylactery of faithfulness
    – a gold chalice (*Pharasman artifact)
    – a gold bowl (*Pharasman artifact)
    – 2 gold plates (*Pharasman artifact)
    – a large gold holy symbol of Pharasma (*Pharasman artifact)
    – bracers of armor +1
    – Sihedron medallion (Special item: grants +1 resistance bonus on all saving throws, can use false life 1/day, can bestow gentle repose on a corpse)
    – set of masterwork banded mail
    – masterwork bastard sword
    – 2 curved daggers
    – stone tablet of identify
    – stone tablet of hold portal
    – stone tablet of remove disease
    – stone tablet of shatter
    – 2 scrolls of delay poison

     

  • worthless shit

    Pathfinder: Take Me Down to the Ossuary, Where the Mold is Green and the Bones are Gritty

    ROLL INITIATIVE

    Ok, there’s one week left until the first Chesapeake Pathfinder game. I’ve been going over the rules, getting nickel and dimed on miniatures, and starting to formulate flavor text. Everything’s going pretty good but I have some house rule clarifications. Nothing major though, I actually think these will make things easier.

    Please make your sheet on DNDsheets so I can look it over and make challenges for you.

    Players:

    – Bob: Valeria, Aasimar Cleric

    – Jack: Gunnar Halftroll, Half-Orc Hunter

    – Steven: Elorin Hawklight, Human Rogue

    – Eric: Grifflebore Stuzen, Human Paladin

    – Enoch: Shania Casa , Changeling Witch

    House Rules:

    Identifying scrolls and potions – I’m going to use what I call ‘Nethack rules’ on these. You’ll find a potion with a different color/taste/smell or a scroll with an inscription of <RANDOM NONSENSE WORD OR PHRASE>, and once you identify it (using the normal methods) as a scroll of, say, cure light wounds, then any further scrolls of cure light wounds (even ones with +X enchantments) will be automatically identified.

    It won’t tell you whether something’s cursed though, so watch out. This isn’t much of an issue in this dungeon though.

    Divine vs. Arcane scrolls – There’s a rule in the book that in order to read a scroll without a check, you need to fulfill these criteria:

    1. You have to be the correct type of caster (Arcane or Divine) corresponding to the scroll.

    2. You have to have the spell on your class list.

    3. You have to have the minimum ability score.

    4. You have to be at the minimum caster level for the spell (or else you make some easy check like DC = caster level needed + 1)/

    I’m going to discard rule 1. There’s really one room in this dungeon where they specify one scroll as being divine and one as arcane, but  none of the other scrolls in the entire dungeon are identified as such. Rather than label some scrolls as arcane, some as divine, and some as both, all scrolls are going to be arcane/divine.

    Announcing Checks/Looting a Room – Pretty much I’ll give you most of the checks except for Perception in most cases. If you want to search the room for treasure, you’ll have to say you want to search it and I’ll probably have you roll a Perception check.

     

  • Pathfinder,  worthless shit

    Pathfinder: Rolling Bones for Pharasma

    Alright dorklords, here comes the first ever Chesapeake Team Butts Pathfinder game! It’s planned for 1/28/12 at 5:30ish. We’re pretty much well-versed in how Pathfinder goes down already (say we’ll start at 1 PM, start at 5 PM, turn into a scene from 12 Angry Men when it comes time to decide where to eat, etc.), but this game’s going to be a bit different. In an effort to be less work for the DM for the players, we’re going to have slightly different rules. First off though:

    The Module:

    Here is the module I’ll be running. It’s a well-regarded 1st-level module. Here’s the description:

    “The priests of Pharasma in the strange city of Kaer Maga have long sold plots in their ossuary to those rich enough to afford them – a place of honor and stature for one’s bones to lie after death. Yet now, this mausoleum has become full, and it is time to break into a new and unexplored wing of the dungeons under Kaer Maga to create more room. To a band of fledgling heroes, eager to make names for themselves, this represents a singular opportunity – a chance to explore a heretofore sealed section of the Godsmouth Ossuary and perhaps make a fair amount of gold on the side. The only catch is that they’ll need to survive what strange and ancient mysteries lie within! An urban and dungeon adventure for 1st-level characters.”

    So polish up on your boner puns dammit.

    The Players:
    These are the people I have signed up as definite so far:
    Bob – Asaarnian cleric
    Enoch – Changeling summoner
    Steven – Leaning towards magus
    Eric – Some sort of tank
    Jack – Half-orc ranger
    Rules: (more may be forthcoming)
    1. Regarding Class/Race/Archetype – You can be any race/class/archetype from any of the Paizo-published books. No third party stuff. Now you can be that Tengu Druid you always wanted to be but if you pick Kitsune I swear to all the Gods in the Heavens that I will bring all my anime Ore wa baka neko yamate yo onii-chan Japanese down upon your head and play the Revolutionary Girl Utena soundtrack whenever you move. Nobody wants that.

    2. Regarding Alignment – Your alignment has to be above chaotic neutral. This is a conscious effort to promote less waffling on the DM’s part if you decide your character’s just going to start icing quest-givers and orphans better synergy and roleplaying amongst the group.
    3. Regarding stats –  You get 75 points divvied up through the 6 stats. Minimum stat must be 8, no more than 2 stats at 18. This is before racials. This puts us at the ‘Standard Fantasy’ level. When we’ve played at 85 points pre-racial we’ve noticed that our Kroxes cause monsters to burst like they’ve been hit with a cannon, our spellcasters are basically Arks of the Covenant in robes, and watching our gunslingers fight is like watching the Zapruder film: Lord of the Rings edition. Our bards remained comically inept.
    4. Regarding the first level –  You get 1 extra skill rank or 1 max HP at first level.
    5. Regarding backstories –  A backstory would be appreciated, no matter how short. At the very minimum, you have to have a reason why you’re in Kaer Maga and agreeing to do a job like this in the first place.
    6. Regarding traits –  To compensate for the lower stats, I’ll be allowing two traits at start. Try to work them into your backstory (it’s generally pretty easy).
    7. Regarding cards/skill spreadsheets –  Not required but they are very useful and they help speed things along. At least bookmark or keep track of your skills in your books or smartphones.
    8. Regarding buying stuff – Kaer Maga’s a pretty anarchic city and close to Korvosa, so you can buy what you want for starting gear with your starting wealth.
    9. Regarding carrying capacity – Adding up weight and shit and calculating encumbrance detriments is a lot of work. I get that. So to make things smoother I’ll say this: For our purposes our rule is going to be (within reason) use the speed given by your armor stats, but as long as all your junk doesn’t take you over the max med. load, assume no encumbrance detriments. That sounds like a weird rule, but again, since we’re playing with lower stats than normal I’ll allow it.
    10. Regarding character sheetsMake one on DNDsheets and send the link to me beforehand if you would. I might tinker with and add bonus checks/spot checks/rooms etc. if there are some checks that people have that the module doesn’t use. (I probably won’t subtract checks.)

    Also, if you have a snack/drink/liquor/beer preference, send a shout out and I can get some.

  • worthless shit

    Gettin’ Hasty with Hastur: Tatters of the King part 1

    The Players:

    Enoch P. as David Davis, Crown Prosecutor
    Eric S. as Doctor Nikodemus Prosper, German Paleontologist
    David K. as Doctor Rowan Legume, Renowned Psychologist
    Justin H. as Genevieve “Gigi” Genovese, American Socialite by day and Con-Artist all the time

    Notable People:

    Talbot Estus – writer of “Carcosa”, an adaptation of “The King in Yellow” for English audiences; loaned investigators The King in Yellow and Der Wanderer durch den See.
    Jean Hewart – an attractive young dilettante, acted in “Carcosa.” Daughter of Lord Hewart, the Lord Chief Justice of England. Befriended by Gigi.
    Walter Paige – a handsome but sickly young man who acted in “Carcosa”, he’s an art student at University College London.
    Dr. Charles Highsmith – superintendent at St. Agnes’ Asylum for the Deranged in Weobley, Herefordshire. Contacted Dr. Legume with a request for assistance determining whether a rather unusual patient of his, one Mr. Alexander Roby, should be recommended for release.
    Alexander Roby – he and his brother, Grahame Roby, are the only surviving members of the Roby family following the brutal murder of their father and sister. Claims to be their murderer, though he was found in another room soon after the murders, which were committed in such a way that Alexander was eliminated as a suspect.
    Mark Evans – orderly at the asylum who snuck Roby writing implements in exchange for future favors from the powerful Roby family. Was chastised and ceased.
    Price – orderly at the asylum who escorts the investigators around the grounds, to both Roby and Harriwell’s cells.
    Lucius Harriwell – fat mental patient in the cell next to Alexander Roby’s. Blamed for the horrible murder of an orderly, Cuthbert Yates.
    Cuthbert Yates – orderly murdered about a year earlier. Seemed to be an unprovoked, senseless attack. Enough blood covered the room for two men, and there were two blood types found at the scene, though none of the other staff at St. Agnes’ were wounded in any way following the attack.
    Grahame Roby – brother of Alexander, and a prominent merchant banker. In a meeting with Mr. Davis, showed himself to be a blunt and uncompromising man, wholly convinced of his brother’s insanity and willing to make the necessary calls to ensure that Roby remains at St. Agnes’. Suggested David speak with Inspector Stephens if he wished to know more of Alexander.

    The Story Thus Far…

  • worthless shit

    The Story so far… (Nirmathas Campaign)

    Summary:  Our heroes meet up for the first time in a small town called Kassen in the country of Nirmathas.  Everybody except one are outsiders to the town.  In the past, the founder of the town, Ekat Kassen, protected the town from being destroyed by a group of mercenaries lead by a man named Asar Vergas.  In the final battle, Ekat managed to kill Asar but was mortally wounded in the process.  In honor of his sacrifice, the townsfolk buried him in an ancient crypt as well as the invader himself, Asar.  They placed an eternal flame above Kassen’s final resting place, so that all who visited might find warmth in the wilderness.  From then on, every year, the town celebrated the founding of their town by making a pilgrimage to the crypt.  There, they would light their lantern from the flame and bring it back to town.

    Every few years, they would task outside adventurers to make the pilgrimage instead.  The quest was relatively simple at first but soon grew elaborate as the townsfolk start setting up simple traps and puzzles for the adventurers to overcome.  This year would have been no different from the other years.  As the adventurers ventured forth to the crypt, they slowly began to realize that something has gone terribly wrong.  As they reached the crypt, they found slaughtered horses outside and dead human bodies instead.  They were, then, forced into battle with the undead.  After the battle, they explored the crypt, avoiding traps (i.e. nearly getting killed by walking foolishly into them) and solving puzzles (no light or detect magic spells from the casters come onnnnnn).  They eventually stumbled into Roldare, one of the surviving members of the group that went ahead to prepare the crypt with booby traps.  He explains that the group was attacked two days ago by skeletons and his sister was taken by a skeleton in ancient mail armor.  He pleads with them to rescue her and the group agrees.

    After navigating the two-story crypt, they finally arrived to the resting place of the awakened Asar.  They win the battle and secured Rolgare’s sister.  They lit the lantern given to them by the mayor and as they do that, the spirit of Kassen rises from his slumber and thanks the party members for a job well done.  There, the party finds out what really happened in the crypt and Kassen’s relationship with Asar.  Asar and Kassen used to be comrades in arms.  One day, they managed to acquire a great deal of treasure from an ancient vault.  They sealed the ancient vault up and the only way to open it is to combine three amulets together.  The amulets were split between Asar, Kassen, and an elven sorceress named Iramine and they all parted ways.  Asar, who felt cheated out of his share of the treasure, attacked the town that Kassen founded.  There, they killed themselves and the townsfolk buried them in the crypt.  Three months ago, a group of thieves broke into the sarcophaguses containing Asar and Ekat’s bodies.  They only stole the amulets from their bodies and, as a result, stirred the spirit of Asar.  After Kassen told his story, he granted each hero a boon and parts ways.

    The heroes returned back to Kassen to deliver the sad news.  The celebration turns into a memorial of all the fallen townsfolk.  During the celebration, Cygar approaches the party and introduces himself as a Pathfinder.  He tells them that he has an idea of which group was responsible and offers them a job to get to the bottom of this.  The party accepts and they begin preparations to depart for Tamran, the capital city of Nirmathas.  Cygar pays a barge to take them down the river into the town.  There, they meet up with his associate, Renigar Lacklan.  He gives them some information about the cult of Razmiran and confirms that a group of them traveled north some time ago.  Reginar, concerned about the cult’s influence on the town, informs them to start gathering information on the cult.  They will return at a later time in order to plan their next action.  The group decided that the best way to gain information was to join the cult itself.

    After spending a bit of time observing the faithful and their “good works”, the party attended a recruitment meeting at the Ranger’s Lament, a tavern that’s across the street from the tavern.  The entire group gets drugged and everybody wakes up in a cell.  From there, they performed a variety of ceremonies before becoming full fledge members of the cult.  The party was forced to take on missions that ranged from being tedious and mundane to downright criminal.  As they complete their tasks, they began to understand the inner workings of the cult and later on, one of the party members escapes in order to attend the scheduled meeting with Reginar.  Reginar comes to the conclusion that they must destroy the threat the cult represents before it gets out of hand.  He orders them to sneak inside the personal chambers of the high priest and steal any incriminating documents or ledgers so that the town officials can drive the cult away from Tamran.  He wants to get the information by any means possible as the time for subtlety is over.

    Important Characters:
    Ekat Kassen – Famous crusader and fortune seeker.  The founder of the town of Kassen.  Used to be allied with Asar and Iramine until they split off after acquiring a great deal of treasure from an ancient treasure vault.  He used to have an amulet that matched with three other amulet pieces that would open the vault.  Died after Asar mortally wounded him in battle.

    Asar Vergas – An old companion of Ekat who went his separate ways after splitting the treasure acquired from the ancient treasure vault.  Was killed by Ekat after Asar tried to raid the town of Kassen but not before mortally wounding Ekat.  Used to have the 2nd amulet piece that opened the way to the treasure vault.

    Iramine  – The mysterious elven maiden who held the 3rd piece of the amulet.

    Cygar Anravis – Mysterious member of the Pathfinder society who tries to find adventurers worthy enough to join his cause.  He sends the party off to Tamran.

    Captain Welren – Captain of the barge.  Loves fishes.

    Reginar Lacklan – The pathfinder associate who resides in Tamran.  Gives the group vital information regarding the cult of Razmir and gives them a quest to find any incriminating evidence against the cult.

    The Cult of Razmir – The faithful who worships the living god, Razmir.  They aim to corrupt the people and the government of Tamran and to increase the power of Razmir.

    Egarthis – The current leader of the temple and the first high ranking leader the party members meet.  Responsible for overseeing the ceremonies.

    Krant – A brutish priest who is second in command.  He is responsible for overseeing the group and making sure they complete their tasks effectively.  He also enjoys a little bloodsport as he forces the group to fight amongst each other.

    Evlar – A homeless acolyte who joins the cult at the same time the party does.  His father beats him.

    Krox – Doesn’t feel that Nirmathas is big enough to contain him.

  • Annie May,  First Impression,  Review,  worthless shit

    OVA Roulette – Nakoruru

    Vintage: 2002

    # of Episodes: 1

    It must seem like a no-lose proposition to an animation studio: make an anime show based on a fighting game and take advantage of a built-in fanbase. Problem is, even the more well-known fighting games make for lousy shows, and if the franchise isn’t good to begin with, the no-lose proposition soon turns to no-win. Especially when that franchise is Samurai Showdown, oops, I mean Samurai Shodown, and double especially when you choose to make the show centered around one bland character.

    The plot is this: the titular Nakoruru is found walking through the snow with a big gash on her back until she collapses and is found by two even duller characters. They take her to a village, animals start acting up, Nakorururu goes to sleep and has a nightmare, Bland Female Character 2 sings a song, bear attacks and dies, some plague woman comes by, landslide, plague woman cackles ominously.

    That’s it.

    That’s literally the entire show.

    This means either production stopped after one episode because the studio ran out of money, or the other episodes withered away in shame.

    Rating: Don’t have a rating system yet, so I think I’ll start with 2.5 out of 5 and add/subtract points arbitrarily.

    2.5/5.0

    + .5 = show doesn’t look half bad

    + .5 = somehow got character designer from Mezzo Forte so characters look aight

    – .5 = a Samurai Shodown show and no Earthquake?

    – .5 = seriously, no Earthquake?

    – .5 = plot starts a growing conflict but doesn’t finish it…

    – .5 = …but the scriptwriters found time for a 2 minute song

    Final Score: 1.5/5.0