How to Thrive

This post is mostly for Chelsey, because her emotions have turned against her. But if the rest of you have any major psychological problems, feel free to take my advice. :)

Don't feel Fear. Chose your path, Control your Life. Feed off the happiness of others. Laughter can be your greatest ally or your worst enemy. Do not be bitter, remember that Humans often fail. Do not let others dictate your thoughts and feelings. Guard both your heart and mind. Do not give either freely without regard for the consequences. Do not bottle up emotions, for few can withstand the explosion that is derived from it. Limit Anger, greed, jealousy and misery. Destroy these before they destroy you. Do not attack your friends, remember that everyone can help in a different way.Do not take permanent action under any influence. Make all permanent decisions over time, with a cool and logical mind. Ask advice often. It may come from unexpected sources.

BlAde

I'm on ronnie blog hahahahahahhahahahhahahahahahah
NaCl+H2O

Some Philosophy

What is the Opposite of Fire?
Not water. I thought about it, with the definition of opposite, and it appears that the opposite of Fire is Oxygen. Allow me to explain

If 2 things are opposites they negate each other-when combined, after time, both will cease to exist. So, while Fire needs Oxygen, if both are put in an airtight room The fire will burn all the oxygen until both are gone.

By that logic, Death and Life are NOT opposites, because if something dies it is no longer alive, but Death is still there.

Of, course, Halo and Twilight, are not opposites, because if you put the Master Chief and Edward in an Airtight room, only Edward will cease to exist. Spartan-117 will be totally unharmed.

Declaration of war.

I declare war on the Thrall, Chelsey, and all allied with her. Your defeat will be swift and decisive. Victory is near. You shall fall between my fist.
You did not learn your lesson in the Halo-Metroid Wars. You dared to insult my home plane, read Twilight, breath-air and E-Spam me. We are now in a state of active warfare.

Dreamweavers

Masters of both the physical and mental realms. Weavers of Dreams. Creators of Nightmares. Power subtle enough to lull an elf to sleep. Power great enough to subdue legions of heroes. Ally of the Night. Caster of Midnight. Weavers of Dreams. Creators of Nightmares.

Caldair Laughing Shadow

Caldair Laughing Shadow is a 2nd Level Halfling Rouge, with High points in Dexterity(20), Charisma(15), and Intelligence(14), but low scores in Strength(8) and Constitution(9).

Primary Weapon (ranged): Light Crossbow
Secondary Weapon (ranged): Skiprocks (a type of stone that can be thrown and then hit two adjacent enemies)
Primary Weapon (melee): Elven Thinblade (similiar to Bilbo/Frodo's Sting, except lighter and quicker)
Secondary Weapon (melee): Hidden Dagger

Caldair has good Armor Class, but a low Grapple Mod.
His best Skill Checks are Hide, Move Silently, Bluff, Escape Artist, Balence, Open Lock, and Tumble (+14 to Hide, +12 to Move Silently, +7 to everything Else)

He speaks Common, Halfling, Gnome, and Elven

He is blessed with Dallah Thaun's Luck (+5 to any single save, -2 to the others)

He wears Leather Armor and no shield (unless someone is willing to give me masterwork studded or a masterwork buckler)

Other gear: a 4lb bar of mithril (probably going to turn that into a buckler or something), a Scroll of Change Self, a potion of Cure Light Wounds, a potion of Heal, a ruby about the size of a cherry, a ridiculous looking hat that grants +1 to spot checks, and some Unrippable Leather Pants.

He rides a Dire Weasel mount, who at the moment is unnamed. It knows the Sneak, Perform, Attack, and Come tricks.

The Head of Vecna

The Head of Vecna

From Steve Jackson Games website....

"Many years ago (back when we all were still playing D & D), I ran a game where I pitted two groups against each other.

Several members of Group One came up with the idea of luring Group Two into a trap. You remember the Hand of Vecna and the Eye of Vecna that were artifacts in the old D&D world where if you cut off your hand (or your eye) and replaced it with the Hand of Vecna (or the Eye) you'd get new awesome powers? Well, Group One thought up The Head of Vecna.

Group One spread rumors all over the countryside (even paying Bards to spread the word about this artifact rumored to exist nearby). They even went so far as to get a real head and place it under some weak traps to help with the illusion. Unfortunately, they forgot to let ALL the members of their group in on the secret plan (I suspect it was because they didn't want the Druid to get caught and tell the enemy about this trap of theirs, or maybe because they didn't want him messing with things).

The Druid in group One heard about this new artifact and went off in search of it himself (I believe to help prove himself to the party members...) Well, after much trial and tribulation, he found it; deactivated (or set off) all the traps; and took his "prize" off into the woods for examination. He discovered that it did not radiate magic (a well known trait of artifacts) and smiled gleefully.

I wasn't really worried since he was alone and I knew that there was no way he could CUT HIS OWN HEAD OFF. Alas I was mistaken as the Druid promptly summoned some carnivorous apes and instructed them to use his own scimitar and cut his head off (and of course quickly replacing it with the Head of Vecna...)

Some time later, Group one decided to find the Druid and to check on the trap. They found the headless body (and the two heads) and realized that they had erred in their plan (besides laughing at the character who had played the Druid)...The Head of Vecna still had BOTH eyes! They corrected this mistake and reset their traps and the Head for it's real intended victims...

Group Two, by this time, had heard of the powerful artifact and decided that it bore investigating since, if true, they could use it to destroy Group One. After much trial and tribulation, they found the resting place of The Head of Vecna! The were particularly impressed with the cunning traps surrounding the site (one almost missed his save against the weakest poison known to man). They recovered the Head and made off to a safe area.

Group Two actually CAME TO BLOWS (several rounds of fighting) against each other argueing over WHO WOULD GET THEIR HEAD CUT OFF! Several greedy players had to be hurt and restrained before it was decided who would be the recipient of the great powers bestowed by the Head... The magician was selected and one of them promptly cut his head off. As the player was lifting The Head of Vecna to emplace it on it's new body, another argument broke out and they spent several minutes shouting and yelling. Then, finally, they put the Head onto the character.

Well, of course, the Head simply fell off the lifeless body. All members of Group Two began yelling and screaming at each other (and at me) and then, on their own, decided that they had let too much time pass between cutting off the head of a hopeful recipient and put the Head of Vecna onto the body.

SO THEY DID IT AGAIN!... [killing another PC]

In closing, it should be said that I never even cracked a smile as all this was going on. After the second PC was slaughtered, I had to give in (my side was hurting)...

And Group Two blamed ME for all of that..."

And So it Begins.

Noob Campaign Begins Next Saturday. Be there. Or Die.

Raewyn, the Elven Druid, begins her walk home after a long day of negotiating. She wanders in the darkness, but hears something. The sickening swish of robes. The clang of armor. She breaks into a run. She turns to the right-into an alley. She is cornered. Two Half-Orcs in black armor, both wielding Halberds, stand in her path. A black-robed Necromancer Stands ominously behind them.

A halfling waits in the darkness. His crossbow is ready.
A young Raptoran steels himself, brimming with magical energy.

The battle begins.

Regarding Halfling Psychology

I'm really only making this post to cease the whole halfling=country bumpkins thing with BlAde. Why he/you care so much is beyond me. Anywho-here is my view and understanding of the Little Folk.

The majority (probably around 75-80 percent (Races of the Wild says the number is closer to 95%, but BlAde will never go for that)) of halflings are nomads. They generally wander around the lands, meeting new people, exploring unexplored area and the like. This is due to a couple of their most dominant traits: Curiosity, which is tempered by their complete lack of fear of the unknown (and Death, for that matter). The average halfling just HAS to see what's around that bend, or in that locked chest, or behind that poison-dart-trapped-6-inch-solid steel door. To a Halfling every closed door, every shadow, every unexplored dungeon has roughly the same odds for glory, treasure, and friendship, as it does for misery, Death, and pain. I believe that these halflings are based on a particular hobbit clan-one that comes into play in Tolkien's Lord of the Rings (and indirectly saves all of Middle Earth)-the Tooks. Bilbo himself is Half-Took (on his mother's side), and I believe Frodo is full Took, so to speak (on his father's side, of course), before Bilbo adopted him (and he then became a Baggins). But this is unnecesary. Onto the other branch of Halflingkind.

The rest of the population are "settled halflings". These live in, well any settled area, be it a small pure halfling village to the largest multiracial metropolis. They do not wander around (but many of them DO share the nomadic halflings' curiosity). SOME of these are the more "boring" version-the bulk of Tolkien's hobbit society. Those halflings are the farmers and such.

Halflings are not particularly greedy, as a whole. Yes, the generally enjoy the shine of Gold, the sparkle of gems, but then again, who doesn't? What halflings love more than any wealth, however, is magic items. (I assume this extends to psionic items as well, the two are so similar it's not funny). In fact, this is where Halflings spend the majority of their spending money. Now Halflings don't have any problem with stealing. It's not that they particularly enjoy it (but they don't not enjoy it) it just isn't against their moral fiber. However, larcenists many of them be, they are also Hard-workers, and will help any other races, for a small fee, of course. In addition to the wages, Halflings also gain someting more valuable-a good reputation. They don't steal from everybody they meet. IF they did no one would let them in anywhere. They only really steal from the rich, because the nomadic halflings know more than anyone the gruelling pain of near-starvation.