Innocent or Guilty – Session 16b

Hour and a half filler game.

“Behold! The Fully Operational Power of this Dragon Ship!”

 

Players Present:

  • Trista
  • Bekah
  • Conor
  • Nick
  • Matt Keffer
  • *Robert Left*
  • *Kat Left*
  • Calvin

We picked up with the group side trekking to Phelan. They take a ship to the city, only to discover the city is besieged. The Twins try to contact the Ship. Felix is able to communicate with the ship, and the Twins teleport to the vessel, but leave the others behind. They restore the ships power, and in the span of 6 rounds, the ship has traveled the distance back to the party. Meanwhile, some in the party recognize Ro (Trista’s character) and try to talk to her. The entire group is teleported onto the Dragon Ship. Some interesting dialog happens, but the vessel engages in the battle assisting the other forces. Ro learns that the ship doesn’t like being poked. Felix has a custom station on the bridge and learns how to shoot at the ground forces. Harold confronts Ro and convinces her to stop hurting his parents. She joins the others and is a natural with the mounted turret controls. Burgmor spots an old enemy on the view screen and rushes down to confront him. He sends a lightning bolt at the man, only to have a volley of ten magic missiles strike him down. The ship notifies the party and they teleport him back and place him in the sick bay – with Yon and Saelion. Ro is finally convinced to assist as the magic missiles were laced with a poison. We ended with the ship diving under the water.

Ended at 9pm.

Fairy Tales Gone Wrong – Session 4

Glass Slipper?

 

Players Present:

  • Andrew
  • Bekah
  • Calvin
  • Conor
  • Trista
  • Robert
  • Matt Keffer
  • Kat* Guest

Synopsis:

We wake up in a Wagon. We meet Kali who is upset about a missing National Relic – The GLASS SLIPPER. She fears if the commons don’t find it, then the royals will begin searching.

A “MAN IN BLACK” begins killing commoners. We confront and seem to defeat the evil being. A note is discovered, much backstory is discovered… (Trista’s Character) joins up, but no one asks her name. We recover the Glass Slipper from the “Man in Black” and take it to the Prince. The prince is a bumbling buffoon. And erupted into song. We also discover that we seem trapped in a musical. The mere hint of a song and everyone nearby begins singing, lead characters sing counter parts. It’s very unnatural to the non-fairy tale folks in the party, while the fairy tale party members seem to think it’s normal. We manage to convince Prince buffoon to throw a ball to find his “true love”. Meanwhile we canvas the city, Prof. Stark has his familiar searching one half of the suspected area, while the group goes door to door. We find one person trapped here from our dimension and promise to take him back with us. We find two damsels who are perfect for the prince. One unfortunately has taken to the bottle (read: alcoholic), the other thinks herself unworthy. We end up fighting an evil step mother and her PET PANTHER. The true love runs off with the Prince’s older brother, and the unworthy hitches up with his Royal Buffoon. We make like a tree and leave having gathered the information to get home. We do Men In Black Toilet flushing to return to our home. Taking along Trista’s Character (Still no one has gathered her name) and the poor man trapped here.

Trista reaped a wealth of palace goods while the ball was taking place.

 

Game ended at 7:30pm – Andrew filled it with a Innocent or Guilty game.

Chosen Ones – Session 37

This image is of a screencap of the television...

Where'd he hide the Key?

The one with the Epic Engagements

Players Present:

  • Mike
  • Calvin
  • Matt
  • Nick
  • Conor
  • George * Guest

Mike’s Recap

We all teleport to the carnage site, and book it inside.

Green Knight goes to sleep.

Tod and Vince go eat on rooftops. Tod senses a heartless flying, so Vince casts fly on him, and he flies. He finds a medium sized reptilian heartless. He kills it.

Andreas looks to the parapet of the invaders.

He notices the bodies are slowly inching toward eachother and merging.

He tells the guards to burn the bodies with oil. The hearless extinguish the flame.

Malcolm and Barrett go to the headmistress, and Malcolm cannot tap the node for power, so he goes and rests too. Barrett goes to the west wall and rests, as does Andreas.

We wake up the next morning…

GK tells Malcolm to maneuver to their rear and interrupt their supply lines.

GK wants to scry and teleport to destroy supply carts…

The undead from the other side are forming large humanoid creatures.

We teleport out there in front of the wagons. GK halts them.

The driver says he’s from shadowdale (farmlands, beyond Zentil keep)

The driver seems to be honest and not an army supplier. They must be magically supplied.

We teleport to the next one, who recognizes Malcolm and is the halfling that Pip shot so long ago. Malcolm tosses him gold, and tells him to go to Shadowdale.

Back to Phelan, Andreas finds an individual in the midst of the blobular people. He’s walking through them. He points it out to Tod.

GK feels an iron claw clutch at his heart, and an raptor caw in his head.

He mentions the falcon is here. Malcolm teleports to Hilsofar to get simon.

From the Gazebo in town, the Eagle walks out… Malcolm hears this over brainmail, and teleports back.

The eagle wonders about Tod. “You died?” The eagle knows about the Falcon, and came to avert an apocalypse.

He mentions he sent reinforcements about a week ago.

We are in charge of battalions against the army marching toward us. Arky and GK get two battallions each since they’re experienced.

Other chosen ones appear, such as Arky, and (Elizabeth/Bryce’s characters) along with Pip revamped.

We all use our mind link, the sisters of light adapt a spell which mimics the mindspeech.

Vincent/Bryce/Elizabeth’s battalions go interrupt the main front lines.

Tod and Andreas goes against the heartless general. GK goes up against beholders.

Malcolm/Barrett’s groups go to flank around the beholders. Malcolm summons Demetrius as a Chaos Beast. Barrett goes in fighting, and gets hurt more than any of us. He falls back and gets healed.

The battle is pitched.

GK notices the Falcon petting a cat with pure green emerald eyes. GK says “Give me back my soul.” “I like your soul.”

GK’s mount smells a weird yet unidentifiable smell. There’s a crushing weight in Bercilak’s mind as he approaches the Falcon, but resists. Falcon tells GK together they can control the heartless. Falcon also says eventually the heartless win.

The rest of us notice the GK is conflicted and is in danger. Malcolm sends a message to the Eagle telling him the GK is in trouble. The GK offers the falcon a deal but breaks his concentration midway, and drops without broadcasting to the chosen ones. The falcon then walks away with the GK clutching his chest on the floor unable to follow.

The whoosh of the timelord chariot appears, and a person he doesn’t recognize appears. (Matt Smith)

GK asks for the Eagle, walks in the TARDIS and it’s totally different. MS hits some switches, explains there was a distress call. The MS says he hasn’t been called Eagle in a long time. Alarms and things are going off, it shakes, and he rushes out. GK sees Phelan outside, and he follows him. It’s nighttime now for him.

As for the rest of us we feel the GK disappears.

The Eagle tells Vincent to pull back.

Barrett/Malcom are told to double time it to the north side and make a defensive line because the beholders are dead.

Apparently the other friday group space farers join in the battle. Captain Kirkpicard is now here with troops.

The Eagle talks with the captain of the spacecraft asking them to help and giving them tactics.

The normal group hears a boom reverberating, and we see these things coming from the air from the south side of the city, there’s about 12, looks like a mother and babies. Black heartless dragons appear in the sky near the flying squadron.

The big one comes in for a landing while the smaller ones shoot fire from their wings.

A collossal dragon, red with black tinting appears and towers over the army.

The captain sees a gate. He focuses all fire on the dragon (which’s head is as big as the spacecraft) and it spits a fireball back. The shields go back to 50%.

The other reinforcements appear a bit later, along with the Green Knight.

Some Griffons come in. “Where were you?” (malcolm to GK)

“In the past.”

The Zhentarim are pulling in reinforcements through the portal, but not enough to turn the tide to their favor. They are losing the battle surely and slowly.

The non-heartless soldiers surrender, the heartless fight to the death.

The Zhentarim are defeated. The Eagle tells the Captain the assistance was appreciated.

Malcolm makes a note. He wants to be able to summon those metal flying golems later.

GK cannot sense the Falcon

We all rest and recoup… we know somehow that the falcon was thwarted…

A small 3 foot glowy white figure will appear in front of us with a humanoid face but furry ears when we’re waking up from our race. A messenger says the high council summons you. It holds out it’s hand, and we go.

There is a council of nine, and in the center chair rests the progenetor which gave blood and magic to us for our powers.

The red knight is off to the side also, and the Eagle is to another side looking bored.

The one in the middle says “You have done well children. Today’s blow has sorely hurt the Tabarath cult.”

There are other worlds which are threatened as we speak. The TC has roots in them and they cause chaos and mischief, weakening the bonds to their imprisoned god.

He asks us to be his agents to lead others in the cause to become a divine agent in the fight against the Cult.

We would be called together in times of great need…

Andreas accepts, as does Malcolm. Barrett accepts and wants to help.

The dragon looks to GK and says he cannot have an agent without a soul, and the Eagle opens a case and out pops the cat, running to the GK and it leaps into him like a breath of fresh air. The Eagle does seem injured though.

the Dragon also tells Ted that the contract was traded to the Dragon, and there’s now no conflict of interests because… *rip*. Theo agrees.

The Dragon explains the link will transcend the planes now.

The GK says he is not worthy of such a gift, but knows someone who is. He whispers in his ear. “Caleb.”

Someone other than the Dragon must free him. GK wishes to join if he can free Caleb, and he does, joining Lelia.

NEW CAMPAIGN

Human, free floating +2 to any attribute.

12 floating CP for human at first level.

Point buy, Extra feat at 1st level, and every even level.

Chosen Ones – Session 36

The Green Knight about to chop Sir Gawian's he...

How many times have I said to POLISH the brass! Now look at it, it's ALL green. Off with your Head!

Armies, Explosions and Candles?

Players Present:

  • George *Guest
  • Matt
  • Rebekah *for 20 minutes
  • Calvin
  • Mike
  • Nick
  • Conor

Recap by GM

Adventure Synopsis by GM: [This is a bit scattered as the game had multiple things going on at the same time.]

The Green Knight entered the town, immediately he knows that Malcolm is close to death and that Barrett is in the same peril. He rushes towards them. The rest of the party converges to the location. No sooner is the poison expelled from the two crippled characters then an alarm is heard.

///// Attack Candle Mage

Off in the distance, they see smoke and a flames. Rushing to the site they see it’s the Candle Maker Shop, and two adjacent building. Tod rushes in, protected by his Bubble. Andreas sees a Ooze cover the door and begins to hack it. Barrett pulls a KoolAid Man stunt and bursts through the Wall and feels a sudden urge to go “YEAH!”. Tod meanwhile has recovered the body of an “Old Woman” and made his way upstairs. Those outside see a figure dancing wildly on the roof of the Candle Maker Shop. Green Knight flies up to engage him. Battle Ensues with the Candle Mage and the Aku Demon.

The battle is over ina few rounds as the Candle Mage and Aku demon fade away.

/// Explosion East Wall

An explosion is heard, Barrett, the Green Knight and Andreas head towards the commotion. A breach in the wall. They leap over the initial fray and engage the army beyond the wall. Giving the defenders enough time to place walls of force over the breach and patch the damage. Barrett sends his Ferret to go destroy Catapults. Eight Catapults in all are destroyed.

// Collapse the Tunnel

Meanwhile, Tod and Vincent discovered a secret tunnel under the city, and endeavor to seal it off with Malcolm’s aid. They then deal with the sappers that were on their way to use the tunnel. Tod throws the keyblade for the first time and takes out two enemies. They then beat a hasty withdrawal to assist at the breached wall.

/ Crazy Assault on the Shadow Wolves!

They decide to scout out the enemy advancing upon them. They discover a huge distortion field over the center of the army. And whilst out there discover the army has Hearltess Shadow Wolves patrolling the area. They engage a group of 30 wolves and realize these wolves are not weak as first thought. When another 40 converge towards them they decide to retreat and regroup to the safety of the city.

Mike’s Recap:

Barrett and Malcolm were near dying (of poison) and on the floor.

Bercilak rushes toward the group after a hiatus.

Andreas arrives and neutrilizes poison in Malcolm.

Barrett is still dying, and we mentally summon Tod.

Andreas heals Malcolm… but feels like he’s hiding something, less pure.

Vincent shows up out of the shadows.

Andreas talks to Malcolm about his “off”ness.

Tod heals Barrett, and the GK shows up. Tod explains the current situation to the GK.

Barrett tells the group about the Sisters of Perpetual Enlightenment.

Todd heals everyone.

There’s a gong. There’s smoke from the shops that Tod was going to investigate.

Some of the soldiers are manning buckets and trying to put out the fire from the smoke.

The smoke is orange, by the way.

Tod bubble shields and goes into the burning shop. He sees a little old lady on the ground.

It looks like there was an explosion, and he goes up to the little old lady.

After the door shuts from Tod, slime covers the door… orangeish.

Tod detects she’s alive, and he puts her over his shoulder.

Andreas swipes at the slime with his sword, his sword cuts in and the slime reacts.

Andreas broadcasts that we have to get through it…

Kool-aid man (Barrett) punches the wall, it bursts in, and it’s an outline of a barrett.

Barrett tells Tod the flame isn’t hot.

Malcolm asks Demetrius what’s going on. The fire in the middle house is not real.

He summons two water elementals to the real fires to put them out.

There’s a man with tentacles on the roof where GK cast ice storm. GK makes his way up there.

The man seems to be focusing a chant below him in the house where Barrett and Tod are.

Debris comes down and both of them evade, but flaming goop sprays from some of it.

Tod finds the damage neglegible.

Barrett goes to the roof and finds Julius. Tod tries to kill him too.

INITIATIVE!

“What are you doing here Julius?” – Todd.

“Tormenting!” – Julius.

We fight Julius. He’s a flamer.

The Aku demon comes out of Julius (interposed) at one point and throws Bercilak’s mount wolf.

Tod asks about the invasion, Julius is one of the invaders… as is Aku.

A wall goes up and encompasses the rooftop and house, exploding runes from the floor. OW.

Andreas is deaf and blind for a moment until his sword heals him.

Julius explodes when hit a few times, and a cloak is left behind. No sign of Julius or Aku.

Lelia cameos to heal us.

We go to see how the sisters of perpetual enlightenment’s preparation is going.

Barrett finds a trap door in the shop first.

The woman died. The wig fell off. She was a litte bit younger.

In the basement is a table with clay figures. There’s a chest, with string that has wax on it in 3 foot lengths.

There’s also a note. “If you aid us in our conquest, we will let you have access to our power source. The node is protected by the sisters of enlightenment.”

Malcolm takes the woman to a temple for a proper burial.

Vincent and Theo want to go study flesh golems (because Theo is kinda nuts right now)

The rest of the group goes to the entrance of the sisters’ castle.

GK scrys and sees five thousand footsoldiers in an army, camping.

Barrett was pounding on the wrong wall. We go inside, walking through the wall.

The city has a few hundred soldiers.

Someone tells us they’re all outside making preparations at the Mayor’s office.

We go there instead.

GK announces about 5000 formidible pikemen soldiers attacking. Odds are low.

Andreas goes to the tavern (the raging bull), hears things about weird planning. There’s a redheaded lady of the evening there.

He hears there are dragons being brought forth from Zentharim. And conspiracies about a secret government.

Harold researches the history of the town.

Mayor is not at his desk, the headmistress is. Brendig is in the room too.

Vincent can’t find the school of magic without assistance but tries anyway.

Barrett hands the headmistress the note and asks about the node.

He wants to ask the rogues about helping, but they will likely stay out of it.

Barrett finds the GK, and go tavern hopping, finding Andreas finishing up mead.

Andreus detects many evil people in the bar.

Barrett talks to the Redhead (who is in the thieves guild) and figures out they don’t want to be found.

Tod finds a well, and dives down it. “checkmate in one move!” Tod and Vincent argue a lot in the well.

Mel in the tavern won’t tell us where the assassin’s guild is… but we convince her.

Barrett goes there and the door is locked. He jimmies the lock. Completely different room.

Apparently, Vince and Tod find a secret door in the basement of Julius’ place. Nice long tunnel.

it goes down and levels out, angles up again, and they’re outside the city to the north. The sapping team were supposed to come this way.

All they need to do is collapse this entrance? There’s magic in the tunnel. It’s an anti-scrying in the tunnel.

An explosion happens. We all head to it. The opposite wall from where the army is coming from has been destroyed.

Malcolm teleports to the tunnel, and summons an earth elemental to collapse it.

Barrett books it to the collapsed wall, as does Andreas and GK.

Five creatures try to get into the tunnel after Vincent and Tod close it, the creatures are confused and speak goblinoid.

Vincent blasts them…         they roll out of the way, drawing weapons and looking at Vincent. Tod throws a keyblade, and two die, the other two are hit by shardstorm again and vortex of teeth kills them.

Malcolm collapses the tunnel via summon monster – earth elemental.

At the collapsed wall, catapults are flinging flaming boulders into the city.

Barrett acrobatically leaps and goes to the catapults in back of the invading army.

Andreas rides over the rubble into the fray, as does GK.

Barrett’s ferrett runs past to go attack.

The three kick butt, as the wall is rebuilt by mages with fortifications restricting access back in.

The GK is like Sauron over here… he swings and people go flying…

At the tunnel end, the specialists are thwarted by vincent and tod.

Malcolm goes to the headmistress for more command decisions.

Barrett, GK, and Andreas search for more knowledge about the enemy outside.

They find a huge distortion (predator style) that’s magic.

Thousands of troops are behind the distortion with 50 catapults.

The players debate for like, an hour, on tactics.

There are black shadowy blurs of likely heartless travelling quickly along the sides of the troops.

Malcolm casts fireball at a catapult, and not only is it dispelled, 7 packs of 10 wolves head toward us.

He then casts fireball to one pack. Scorched earth, but they keep going.

Tod injures some before they pop out of the ground.

INITIATIVE!

We fight our guts out…

Some of them retreat and slither away.

 

In email, we regroup and teleport to the opposite side of the city.

 

Children’s Crusade – Session 9

LARP: Sternenfeuer group from Germany

Assume the Dramatic Poses!

SUICIDE SQUAD – ATTACK!

Players Present:

  • Annie K.
  • Spencer
  • Rachael
  • Zachary
  • Anthony

Start time: 12:30, end time 4pm

Recap by Spencer –

Adventure Synopsis by GM Andrew:

The group resumes their travel riding the carriage with Roland riding the Bear. Roland Huntley spots off in the distance a three-armed giant creature standing over a toppled wagon, a dead horse and a couple of humanoids. He charges towards the creature after telling the group what he sees. Nikolai gets the carriage into a charge so he can fire his arrows. Tamlin rolls off the carriage onto a stump (Ouch, 5 non-lethal damage). Melinissa jumps off as a Leopard and climbs a tree. Leaving Julia in the carriage.

Battle:

Nickolai is taken down by thrown rocks from the three-armed giant. -2 HP – he’s disabled. Carriage is now driverless.

Roland charges into melee and is promptly taken down as the creature mauls him with the spiked clubs. -2 HP, the bear takes damage, but decides to run away. Bear down to 10 HP.

Tamlin decides to ignore his downed comrades and instead pelts the giant with spells, agitating the creature. It retaliates with well thrown rock. GM NOTE: I crit’d the blow and forgot to double the damage. But Tamlin was taken down by 27 HP, so technically he died during the battle, luckily the GM was distracted and that was the tally from both blows. Total HP -10 of -15 allowed.

Julia remembered that Tamlin had a healing potion in his backpack, administered it and then fled with him on the carriage. They regrouped farther down the road and Tamlin decided that it would be in their best interest to actually heal his friends.

END Battle

Discussing strategies then commenced, the group seemed to think bribing the beast was an option. They finally returned to the scene of the battle to find nothing except the broken wagon. Melinissa conversed with the dead horse’s spirit, it followed her at her request.

During the second night at second watch, Nickolai heard a wailing sound, and followed it for approximately 20 minutes. He discovered the source of the wailing was Wind Chimes. Annoyed, he took it down and then returned to camp to find everything gone! He couldn’t even find the wagon tracks.

Meanwhile, the others groggily woke up in the carriage, tied and gagged. Huntley was able to slip free of the bonds, and freed the others. Tamlin sent sting to paralyze one of the captors driving the carriage. Melinissa took out the other captor with her burning hands. They killed both captors, returned to pick up Nickolai and then headed to the city of Hilsfar.

End Game.

GM NOTES:

Team work was very much lacking in this adventure. The party blindly charged into a situation without knowing what they would find, and instead of falling back when the foe was found to be superior they still tried to take it on head on. Writing the log I recalled the critical blow that would have outright killed Tamlin – I’m not going to retcon the results, but that’s just a big point – Tamlin died. Without Tamlin, the party has no healer. Instead of aiding the others in their endeavor, he abandoned them to their fate, and when they returned badly injured he was more concerned with inflicting the most damage upon the creature instead of assisting the downed party members.

Party Roles are established by virtue of the character concept. The “Tank” character never once engaged the enemy, the ONLY character capable of even surviving the encounter was instead climbing trees and hiding in the forest.

Let’s review Character ROLES:

  • Julia Winters – Arcane Magic Support Fighter. [War Wizard in training]. You cast spells from the safety behind your comrades, and when your magic runs out and the enemy is weakened, THEN you engage them in melee. You’re a weak fighter still, use more magic to wear them down.
  • Tamlin -Divine Magic Support – Party Healer. Divine Casters are better at BUFFING their allies, you aren’t a Tank, you aren’t going to out-do Melinissa in raw tankness, and Julia is going to out magic you in raw damage output. Your strength lies in helping your allies, and ESPECIALLY keeping them healthy to survive the rigors of combat. In order to heal them you NEED to stay close to them. Your healing (Unlike Georgina) is TOUCH RANGE.
  • Melinissa- Combat Fighter Extraordinaire! She takes the fight to the enemy and lays waste to them. She can instantly heal her “host” of any damage up to 1d8+5 (NINE TIMES, that means she can heal 9d8+45 in a single round if she wants and with 41 HP, in her ‘normal’ form she has some serious staying power)
  • Roland Huntley – Scout, Information Gatherer, sneak attack specialist. You NEVER EVER take on a bad guy head on, your strength lies in flanking an opponent, or feinting to catch them off-guard. Leave suicidal charges to the tank types.
  • Nikolai Verburger – Mystical Archer – Flaming Sphere is a nice spell, but slowing or blinding opponents is a LOT more useful when the enemy is vastly SUPERIOR to you. Blinded Creatures have a 50% miss chance in melee combat and CAN’T Target anyone at range. You’d be more ideal sniping such creatures with some sort of cover. If the giant had been blinded, you’re allies would have fared a lot better in the battle.

Now, onto GM critique of the overall combat that took over an hour of game time and was painful to watch – Quoting stats from the monster manual, asking for remaining HP and otherwise not engaging the actual game is

  1. Annoying to the GM;
  2. Means you aren’t focusing on what the character is doing and finally;
  3. Isn’t respecting the atmosphere the Game Master is trying to create.

This is a role-playing game, filled with puzzles, mysteries and the occasional combat to test your mettle against the numerous evil foes that populate the world. Unlike other games, this one is supposed to challenge your intellect, make you think outside the box, and approach situations as your actual character, not the player who happens to control the character. The entire challenge of the ATHACH wasn’t to fight the beast, but to rescue the two people it had captured. Sure, with a concerted effort You MIGHT have bested it, but a suicidal charge with only half the group participating was doomed to failure.  None of the characters has EVER encountered the creature, nor did they have the required knowledge skill to have an inkling of what it was or it’s capabilities. This encounter should demonstrate quite clearly that you need to use TEAMWORK, you need to think before you act, and nothing is going to be a fair challenge in the fantasy world. And who cares if the monster manual says it an ATHACH has 133 HP, or an AC of 20. The book is a guideline for the “average” species of the creature, I bet you didn’t realize that the book also allows you to increase it’s HD to 28 which in turn increases it’s HP, it’s Saves and drat, Size, Damage oh and even it’s attack bonus.  There are extremely dangerous giants, and even deadlier goblins. Quoting Goblin stats would be like me saying Tamlin has only 4 HP and an AC of 11. Well, that’s the default stats of a human right, and obviously Tamlin is an average human? Lesson here – Ignore the book and pay attention to the game.

Point two – Descriptions matter. The group assumed that since they met three robed hooded lizard folk, that the kidnappers that were cloaked were the lizard folk, worse still, they were wondering where the third “monk” was. Wearing Hooded Cloaks is NOT the same as wearing Hooded Robes.

Point Three – Know your character and don’t try to play the other characters for them. Does anyone realize you all spent 20 minutes arguing back and forth over Melinissa’s abilities? Add to the fact, that everything argued over was blatantly FALSE! Wizards can’t heal, Melinissa can’t possess humans and pigs don’t normally fly. I also shouldn’t be waiting 5 minutes for a reply to what a character is doing in the middle of combat, I shouldn’t be interrupted by players trying to act out of sequence when it’s another players turn, I also shouldn’t be hearing other players telling each other what to do during combat. UNLESS the characters have mental telepathy, it’s established that unless you’re TALKING in character, any talking out of turn is not okay. And if you’re giving strategy tips in combat out loud, don’t be surprised when the opponent counters your tactics cause you just blurted out your tactical strategy.

Finally, if you’re going to use spells, KNOW their limitations and effects BEFORE you try to cast them. Asking the GM to look up spell after spell kills the pacing of the game, especially during a combat. All allowed spells are in the Players Handbook I and II, the Spell Compendium, and with permission, The Practical Enchanter. Any other source MUST BE APPROVED by the GM prior to the game session.

Reduce Person – Only Affects Humanoids – Giants and Aberrations ARE not Humanoids; Close Range is 25 ft, +5 ft per 2 caster levels.

My final thought, respect each other. You should all enjoy the game and allow the others to enjoy it too. Let’s have fun, and not bicker.