Archive for March 2012

Photo: Alcove, Nimrod Fortress

Nimrod Fortress, Golan Heights

An alcove in the ruins of Nimrod Fortress, a mediaeval fortress in the middle east built in 1229. The bottom of this room is flooded with water.

Photograph courtesy of Uri Kurlianchik.

Harrington Moving & Storage Pedals Toward a Greener Future

Leading moving enterprise, Harrington Moving & Storage, announces its most recent environment friendly changes.

In an effort to reduce its carbon footprint, Harrington Moving & Storage, starting today, will implement a widespread environment friendly program, entitled Green Wheels.

The Green Wheels program aims to disband the use of Harrington Moving & Storage’s gas guzzling trucks. Instead, for long distance moves, Harrington Moving & Storage will use their customers’ hybrid vehicles. For local moves, Harrington Moving & Storage will transport their customers’ belongings by bicycle with the help of an attached trolley.

“We are discontinuing the use of our trucks and instead we will only cater to hybrid vehicle owners,” said Jeff Harrington, owner of Harrington Moving. “In addition, we are the only moving company to transport belongings by bicycle.”

Harrington Moving & Storage will perform long distance moves using their customers’ hybrid vehicles, the company will only cater to customers who own such fuel efficient vehicles.

When customers request Harrington Moving & Storage services, they will be asked regarding their vehicle type. If they cannot obtain a hybrid car, then Harrington Moving & Storage will refrain from assisting them in their relocation task.

Harrington Moving & Storage has been preparing for the latest changes that go into effect today. Some of the company’s movers have never ridden a bicycle, therefore Harrington created a training course to teach safe cycling and proper handling of the belongings while pedaling on two wheels.

Harrington Moving & Storage’s latest announcement is just one of the many changes the company is undertaking in an effort to go green. Last month, Harrington Moving announced the use of the Green Packer, large packing crates that conserve on using traditional wasteful packing materials.

“Harrington Moving & Storage always tries to offer the best possible service, as of late we decided to expand our notion of good customer service to include our environment,” Harrington said.

About Harrington Moving & Storage
Harrington Moving & Storage has been a leader in the moving business since 1996. Harrington Moving offers high quality moving and storage services of all types. It is the only moving company in its region to initiate monthly charitable services. Its benevolent services have helped various organizations, schools, and even individual community members tremendously. Many non-profit organizations have reviewed Harrington as ‘irreplaceable assets to our community’ and ‘the moving company with the biggest heart’. Harrington Movers is concerned with reducing its carbon footprint, it recently has implemented various environment friendly changes.

Shiny Shiny Boots

So it was a 3 anna half hour flight from Chicago to LAX and they put me next to a 19 year old girl who starts the conversation with “I like your tattoos Are you from California? I’m from Texas I never flew on a plane this big before I’m in the Navy Who does this bitch think she is?”.
So, yeah, I knew immediately I was about to have a 3 anna half hour conversation. Or at least hear a 3 anna half hour monologue.
She alternated explaining (how to properly attach bombs to the bottom of an F-18 Hornet, how to treat your dress uniform if you’re not a fucking dirtbag, how to salute a superior officer if you’re not a fucking shithead, how great her all-marine corps family was even though they didn’t let her join the marines, and what all her favorite (completely emopop damaged) hardcore bands were) with complaining (about: her ex-fiancee, “all authority”, not having had a drink in 5 hours, how hard it is to get in to see bands on the weekends from the base, the inability of her stupid slutty drunk lazy bomb-attaching dirtbag subordinates to follow her Friday quitting time speech re: keeping their shit together on the weekends, her all-marine corps family, how hard it was to get a fake ID). So, basically: the kind of fantasmagoric museum of articulate cognitive dissonance you only ever get in 19 year olds and very inebriated senior citizens.
In addition to the terrifying information that this young woman was in charge of making sure explosive ordinance did not accidentally fall out of the sky onto parts of the state in which I currently reside and type and that she was actually in charge of other people, it occurred to me that this is the kind of individual they are talking about who really needs the whole brassy shindig of the US military to protect her–not from Osama Bin Laden, but from herself.
On the other hand, I once had a drink with Alex Macris–who you may know as the author of the most aggressively researched econocore parts of the Adventurer Conqueror King RPG–and he explained the brevity of his tenure with our esteemed armed forces at West Point on the following grounds:
So, f’r'example: we had to polish our boots all the time. But–well you used to have to polish your boots to waterproof them. That was the point. But now the boots are made of completely waterproof material. There’s no point, it’s just busywork. I could have been doing–anything. That stuff just drove me crazy. I left.
One could make a decent argument that our military could very well use Alex Macris. But he did not need it.
(I ran Alex’s waterproofing parable past the 19-year-old. Her only response was: “Yeah, you gotta keep your boots spitshine. Hey, d’you know Jimmy Eat World?”)
_
Now me myself personally I didn’t ever understand about the army and its rules-obsession until I read about the Civil War. And then I got it: Oh, you have these rules and chains of commands and these lines and orders because 5 minutes into genuine combat you are going to have to rebuild all the wagons out of chicken wire because they’ve been torched, and make new gunpowder out of bacon grease and horse spit, and then eat the horse, and then replace a now-decapitated commanding officer with the closest native english speaker in the next 8 seconds. Because war.
So yes, there are sometimes good reasons for rules–or, as PJFalsemachine says here:
Warfare is very difficult and produces enormous stress in the people who undertake it. As a consequence, the organisations that are directed to warfare develop rituals, manners and structures that are designed to control, displace, channel, and otherwise deal with stress. Because these organisations develop such qualities they then attract individuals who find themselves in personal need of these qualities in normal life. (Italics mine.)((That is, anti-italics representing PJ’s italics . -Z))

In Dixon’s own words “..those very characteristics which are demanded by war – the ability to tolerate uncertainty, spontaneity of thought and action, having a mind open to the receipt of novel, and perhaps threatening, information – are the antitheses of those possessed by people attracted to the controls, and orderliness of militarism. Here is the germ of a terrible paradox.”
And then he goes on to draw the parallel you are probably already expecting to GMing which I’ll try not to repeat too much of.
The most strenuous and obstinate arguments against the games I want to play always end up going “I’ve been playing RPGs for 300 years and the way you want to do it always ends in horrible badness because (someone at the tale who is an idiot or 12 does something only an idiot or 12 year old would do) and the game crashes and burns and everyone is sad and scarred with napalm and cries. The rules need to be like (some whole other boring endless thing about sucking and extra new rules that suck)” and you wonder Where are you that you know anyone who does that and needs to be told not to and why do you play games with them?
Rules. Rules are ok. The kinds of rules shape the game, as the kind of armies shape the war. But there are many other factors at work in a war: the terrain upon which it is fought, the politics that started it and surround it, the objectives of the war, and, naturally, the kinds of people fighting.

Month in Review: March 2012

We might not have published articles every day in March, but the days we hit were chalked full of great 4e D&D content. If you missed any of our articles over the past month then this is your chance to get caught up.

It finally happened; our Iron Man streak ended in March. For the first time since we launched Dungeon’s Master we took a few days off during the March break (see March Broken). However, even with a few days off our numbers continued to climb.

Strong articles that covered topics like how to keep players involved in the game when dice go cold, including a blind player at your table, methods for dividing treasure, a humorous look at what your weapons says about your character, and new pre-gens for D&D Encounters all contributed to another great month at Dungeon’s Master.

We want to thank everyone who visited our site over the past month and encourage you to continue reading. We invite you to comment on articles that you like, hate, or have questions about. And if there’s something you want us to write about send us an email or comment below and we’ll see what we can do to accommodate.

Highlights

DM Resources

Player Resources

D&D Encounters

We began D&D Encounters season 8, The Elder Elemental Eye in March. The PCs are hired to investigate an outbreak of the Abyssal Plague in Easting. Once there they discover that the plague was intentionally spread by cultists. By the end of week 5 they’d discovered the cultists’ hidden shrine and began a dangerous dungeon crawl to discover the source of the Abyssal Plague and possibly a cure.

Visit the Dungeon’s Master D&D Encounters Archive for all of our ongoing weekly coverage as well as other great D&D Encounters articles and resources.

Eberron

The Eberron tab at the top of the page provides easy access to all of our Eberron resources.

A Look Ahead

After taking a few days off in March I realized that the world won’t come to an end if we don’t produce new content every single day. That being said, in April we’ll likely drop down to four posts a week, rather than the usual five. If the creative juices are really flowing we might manage to squeeze in five articles some weeks, but our new benchmark will be four new 4e D&D articles every week.

In April we’re planning articles on using social skills, subterranean adventuring, wild west adventuring in D&D, field reports of the latest Lair Assault, some recommended reading, new adventure hooks and of course weekly field reports from D&D Encounters: The Elder Elemental Eye. We may even manage to sneak in a funny article or two to mark April Fool’s Day. April should be a great month so be sure to visit every day.

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D&D Encounters: The Elder Elemental Eye (Week 5)

After defeating the elemental guardians last week, the party descended the staircase where they disarmed the trap and opened the door to the Sunset Shrine. Before them was a long, downward sloping corridor. On either side of the hallway were statues. The statues nearest the door looked somewhat humanoid, but as the party proceeded downward they noticed the statues became more aberrant.

As the party continued down the hallway they could see light flickering and smell smoke from burning fire in the room ahead. When the slopped passage finally leveled out the PCs stood before a vast room. In the centre were two huge rolling fires, and in-between them stood a Dwarf with fiery red hair wearing yellow robes.

Throughout the room was rubble from collapsed pillars. The party also noted several doors leading out of the chamber, all of which were closed. At the far end of the chamber two scaffolds provide Dwarven crossbow men with clear shots at the party. Between the platforms was an iron portcullis that bared passage to another long hallway beyond. Behind the gate was a Dwarf in Purple Robes who said “Your arrival has been foretold.”

This season we’ve managed to remain very consistent with our numbers and our players, week over week. This week our table had four Genasi and one Halfling and looked like this:

  • Windsoul/Firesoul Genasi Assassin
  • Earthsoul Genasi Swordmage [Earthforger]
  • Firesoul Genasi Barbarian (Berserker) [Ironwrought]
  • Sandsoul Genasi Ranger (Hunter) [Unseelie Agent]
  • Halfling Rogue (modified Merric pre-gen)

The heroes realized that things were about to get ugly so the Rogue tried to convince the Dwarves he was here by mistake. The purple-robed Dwarf rambled incessantly, clearly a bit crazy, and told the PCs that they weree in the right place at the right time. None of the other PCs could think of anything to say to improve the situation and prepared to rush the Dwarves. However, before they could act the Bolters fired initiating combat.

The Dwarf behind the Portcullis stepped back, deeper into the hallway where he pulled a lever dropping a solid stone barricade on his side of the portcullis. Azryg, the yellow-robed Dwarf in the middle of the room used his Wrathful Eruption to blast four of the five PCs still clustered together near the entrance.

The Barbarian then rushed Azryg to get him inside the defender’s aura. The Swordmage ran around the rubble and tried to get to the Bolters, but even with a double move it was too far. As he passed the open passage on the east he heard the sounds of approaching footfalls. Reinforcements were on the way.

The rest of the party moved away from the entrance and out of the zone Azryg created, focusing their attacks on the leader. The Bolters opened fire on the approaching Swordmage (rolled a 20) and the Barbarian in the middle of the room (rolled a 19). Two PCs were bloodied earl in round two. Without a leader on team heroes things could get bad. And they did. Dwarven Warriors accompanied by Norkers entered the room from the east and the doors to the north-east. Four engaged the Swordmage and four engaged the Ranger.

The Barbarian continued to go toe-to-toe with Arzyg trading hit for hit and miss for miss. Meanwhile the Assassin managed to get into the rubble where he had cover from the bolters and a clear line of sight on Azryg. The Rogue also tried this tactic but two of the Norkers saw him and after missing the Ranger moved to a softer target.

The Bolters continued to hit the PCs, nearly dropping the Swordmage and badly wounding the Barbarian. Once the Swordmage finally dispatched the Warriors and Norkers surrounding him, he moved under the scaffolding and managed to pull it apart, bringing the Bolter down from his vantage point.

The Ranger (a Hunter, controller build) managed to take out the rest of the minions quickly, saving the Rogue from more damage. Unfortunately by this point the Barbarian had switched from Defender to Striker leaving Azryg free to go where he pleased. When the assassin’s next attack bloodied the Dwarf he went into Flamerage, growing to large size and gaining reach which he used to pound on the Ranger. Lacking the fire resistance that the Barbarian possessed, the Ranger fell quickly under Azryg’s might blows.

The Assassin heroically used his Heal skill to trigger the fallen Ranger’s second wind, reviving her before she could miss a turn. This was the second time this season the Assassin has done this successfully despite a 3 in Heal.

The Rogue, who until this encounter was the most consistent attacker, missed with every single attack roll. He didn’t hit anything all night. Even with combat advantage and his action point he missed every single time. He even switched dice but that didn’t help. Until this week a strong offense lead by the Rogue made up for no leader in the party. This week they experienced the dangers of being striker-heavy.

The Barbarian and Swordmage managed to destroy both scaffolds and take down the two bolters. Unfortunately the bolters managed to score a few more hits before they were killed. The Assassin and Rogue flanked Azryg while the Ranger fired from a safe distance. It took three rounds, but in the end the Assassin and Ranger managed to drop Azryg. The Rogue was the only one to get hit during the final few rounds.

When all the combat was finished the PCs took a much needed and well-deserved short rest. The Rogue was down 7 of 8 healing surges after two encounters. The Swordmage and Barbarian also spent a lot of healing surges but as defenders they’re still fine. This was the first time in three sessions that the Ranger took any damage at all. The Assassin was the hero of the night hitting on all but one attack and taking no damage.

When the fighting ended the PCs heard cries for help coming from the east passageway. The Swordmage ventured down the hall alone and found a sorry-looking Human in one of six cells. The Human showed obvious signs of torture and abuse. He pled for help and when he told the PCs his name was Malgrym they immediately freed him. They cleaned his wounds and offered him food and water. He showed noticeable improvement almost immediately.

He shared what little knowledge he knew about the Sunset Shrine and the Dwarves. He continually talked about the Amorphous One, a monstrous blue ooze that guards the way deeper into the temple. The ooze sleeps in the form of the high alter in the Great Shrine. Malgrym also talked about something called the Black Cyst, likely a room of some kind. He saw the mad Dwarf stirring a red mass flecked with gold there. The Black Cyst lies beyond the Great Shrine and through the black obelisk.

One of the heroes walked Malgrym back to the door and escorted him outside. The Galeb Duhr was waiting outside and thanked the PC for helping his friend.

The party then searched the rooms to the east, beyond the cells. The Swordmage and Rogue went north where they discovered a chapel. At the far end of the room was a large pool of dirty water. They were cautious but neither could figure out what the pool was used for. They decided to avoid it just in case. From there they proceeded south into the torture room. While searching the implements of torture they discovered a +1 weapon.

The Barbarian, Ranger and Assassin when south and discovered a rune circle on the floor. It radiated faint magic as if it was used recently to summon something. However, it was safe now. The still avoided it, just to be safe. To the east they entered the study where they found many books and papers on oozes and aberrant monsters. In a desk drawer they discovered a potion of healing.

The party regrouped, exchanged notes and then proceeded back to the main chamber were they would decide how to proceed next week.

This was the toughest fight for this party so far. The Rogue’s poor luck really hurt the party’s offence. With more monsters alive longer, the party took much heavier damage than they had in any previous encounter. Their biggest tactical blunder was focusing all their attacks, especially ranged attacks, on Azryg and completely forsaking the Bolters. They knew from the crit early in the combat that the Bolters could inflict up to 20 points of damage on each strike, but it still took six or seven rounds before the first one was even threatened. Their uncanny accuracy and hot damage rolls were devastating.

It will be interesting to see how this party adjusts its combat style to keep the PCs with fewer surges away from harm during the next two encounters.

We continue to record our D&D Encounters sessions and make them available to you for download every week. This season I’m going to try to record the games at both FLGS where I play so that you can hear how two very different groups handled the same encounter. These recordings are made in a loud, crowded game store so at times it may be difficult to hear everyone.

D&D Encounters: The Elder Elemental Eye (Week 5) – Podcast

Visit the Dungeon’s Master D&D Encounters Archive for all of our ongoing weekly coverage as well as other great D&D Encounters articles and resources.

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The Oil of D&D – Residuum as a Natural Resource

Oil. In the real world it is one of the most precious resources on the plant. Those who have it are rich for possessing it. Those who don’t have it are willing to buy it and kill for it. In an industrial world run on oil there’s nothing more valuable. But in D&D oil isn’t important. After all, very few game worlds are mechanized and those with any industry use a more abundant resource: magic.

In fantasy role-playing is there an equivalent to oil? Something so precious and integral to society’s prosperity and advancement as oil is in the real world? Again the most likely answer is magic. But magic isn’t a limited resource. After all, magic is, well, magic. It doesn’t have any real tangibility and certainly doesn’t have to follow any rules or logic. It can be whatever the game needs it to be. But that’s not to say that a campaign world couldn’t be made more interesting if magic was a finite resource.

In this context we’re looking more at magical items rather than spells like the ones Wizards and other arcane characters use during combat. We’re looking at a tangible, physical embodiment of magic. Using what’s in the rules as written for guidance I suppose we’re actually talking about Residuum. In D&D Residuum is basically magic dust (or as we often joke in my home campaign, Pixie dust). It’s the byproduct left over when magical items are disenchanted. Residuum can be used to make new magical items and perform rituals. So in the fantasy settings of D&D Residuum is probably the closest thing we have to oil in terms of physical valuable commodities.

I have yet to see anything that suggests Residuum is in limited supply. I’ve always made enough available in my campaign to advance the plot. But if we assume that there is some kind of limit to the amount of Residuum out there it could open up a whole new set of motives for adventurers. As today’s real-world super-powers send troops to parts of the world where oil is abundant, so to can DMs send PCs to those areas of the campaign world where Residuum is abundant. The only problem is that none of these details are documented.

Have you ever thought about where Residuum comes from? Is it a mineral that is mined like ore or gold? Perhaps it’s grows naturally like a flower or plant? In a world with magic any explanation is possible, but for Residuum to take on the importance in a campaign world to the extent that oil is important in real life these details need to be fleshed out.

I’ve actually give this a lot of thought and I think that in a fantasy world Residuum should be in some way connected to the elements that make your game world fantastic. I’m talking, of course, about Dragons. Like the mythical Elephant Graveyard, I think a Dragon Graveyard should be the source of Residuum. Raw Residuum is created when the scales and bones of dragons decompose. Dragon scales have always been coveted, but now there’s an even better reason to collect them after defeating a wyrm.

By tying Residuum to Dragons you eliminate the possibility of any lesser beings stumbling upon a random field or Residuum plants and suddenly becoming a power base in your campaign. That’s not to say that some ingenious kingdom hasn’t found a way to capture and breed dragons to harvest Residuum, but it makes the possibility highly unlikely.

Dragons are intelligent enough to set aside petty differences to protect the remains of their ancestors. I just don’t see Dragons allowing the races of men to ravage their graveyard and claim Residuum. If Dragons understand the value and power that is literally in their bones they’re likely to keep their final resting places secret and will protect them from would-be thieves and common adventurers.

Tying Residuum to Dragons is just an idea. If your campaign world doesn’t have Dragons or such creatures are exceptionally rare (Dark Sun, for example) then this idea would need to be adjusted. I still think that it should be tied in some way to the organic aspects of the fantastic elements of your games. Perhaps anything that is not found in the real world will break down into residuum when it dies – everything from Elves to Goblins to Unicorns to Beholders. However, looking back to oil as a comparative resource, it should take a considerable amount of time for any of the more common elements of fantasy to produce any useful amount of Residuum. This is why I liked the Dragon example. Given their rarity having their remains become Residuum more quickly (if not immediately upon their death) doesn’t seem like it would break the game mechanics.

Of course, Residuum isn’t the only magical commodity in D&D. In Eberron Dragonshards are already as important as oil. Everything that we would use oil to power in the real world is powered by magic, mostly dependent upon Dragonshard, in the Eberron campaign setting. Wars are already fought over Dragonshards, but imagine how much more bloodshed would happen if the Dragonshards became even rarer.

By creating a physical, tangible commodity that powers your game world you provide new motivation for the PCs adventuring within it. The aimless wandering by random adventurers can be focused towards more significance aspects of the campaign setting. If Residuum is your game-world’s oil then everyone will want it. If it’s tied to Dragons then these fantastic creatures will become even more revered than they would be otherwise.

Changing the way an entire campaign setting works by making magic tangible is a serious proposition and shouldn’t be taken lightly. I see this more as an idea for experienced DMs and players looking for a way to add something new to their game. It opens the door for a lot of political intrigue and open conflict. DMs running campaigns in such a world need look no further than recent real-world history for adventure hooks and plot arcs. Each adventure can easily be “ripped from the headlines” replacing conflicts for oil with battles for Residuum.

Do you think that having a resource as valuable as oil in your D&D campaign would change things for the better? Do you think that Residuum is the right choice for such a resource or should magic just be unlimited?

Related reading:

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The Architect DM: Call for Questions

For those of you that don’t know, there hasn’t been an Architect DM post in several weeks because my wife and I welcomed our first child into our lives in early March and she’s been running things ever since! What this means is that I have a lot of small periods of free time on the internet at random points throughout my day. These short periods of time have made it tough to sit down and write a full post, but I will definitely be back to writing these posts regularly very soon. What I’d like to do in the meantime is help you, yes YOU, with anything you might need help with in your roleplaying games.

Over the last year I’ve gotten some great e-mails from readers responding to my Architect DM posts either with questions or personal experiences. People have asked me for help with their campaigns, adventures, encounters, or just general world building advice. Simply put, I love helping people with their games in any way that I can, but an added benefit is that often these discussions will spark some random chord with me and end up inspiring one or more posts in this series. Basically, I’m begging you to tell me about your character/game/world!

A great example of this in effect is my post about applying the design charrette concept to planning your RPG sessions, which was inspired by comments and questions from previous posts. The post then inspired one of our readers that e-mailed me a story about how he started a whole new campaign with a sit down charrette with his players that led to greater player buy-in for the campaign right from the start. It’s cliche, but I have to say it’s situations like this that make me really happy that I started the Architect DM series.

Down to business, here’s how you can ask me questions! Comment on this post and I’ll respond as quickly as I can, E-mail me here – bartoneus at critical-hits.com, or tag me with your questions on twitter @Bartoneus. While questions about location design and world building make the most sense, really anything relating to RPGs is fine and I’ll do my best to give good advice.

Click here for the rest of the Architect DM Series.


Online Reputation Management Uses its Detective Skills to Uncover Shady Practice

European adult processing firm turns to Online Reputation Management after one of its American clients charges its innocent customers unwarranted fees.

A European adult processing firm recently turned to Online Reputation Management after receiving negative online press when one of its American clients, an adult film store, charged its customers groundless additional credit-card fees.

The adult processing firm, a leader in its field, serves both European and American clients, it specializes in setting up payment processing for adult businesses that need to accept credit card transactions.

Recently, the European firm’s manager, Wagner, discovered during a routine Google search that negative comments were written about her company in various blogs, review Web sites and complaint Web sites.

“I was really surprised to read the comments customers were writing,” said Wagner. “I honestly had no idea what everyone was speaking about, customers kept mentioning ‘unwarranted charges.’”

The unfavorable feedback caused a decline in business profits, resulting in Wagner deciding to change the company’s name and turn to Online Reputation Management.

Online Reputation Management repair specialists created a strategic approach to Wagner’s “complicated” situation.

“It isn’t easy when someone posts negative reviews that stem from no where, the negative reviews tend to multiply into hundreds of negative reviews that eventually lead to a loss of profits,” said Online Reputation Management founder, Ed Eshel. “The Internet is a wild animal, fortunately, we know how to tame it.”

Online Reputation Management used their detective skills to decipher Wagner’s situation. The repair specialists discovered that one of Wagner’s clients, an American adult film store, charged its customers with groundless additional credit-card fees. The adult film store’s customers received their monthly bills and saw the additional charges, so in response, those customers immediately blamed Wagner’s company and posted negative reviews.

“I was shocked and very angry,” Wagner said after learning of the situation. “My company is extremely honest, we charge reasonable varying rates and amounts pending on the service. In this case, the film store charged additional fees to profit on behalf of their customers.”
 
Since Wagner changed the name of her company, Online Reputation Management repair specialists stressed the importance of maintaining her clean reputation, the specialists designed Wagner’s business Web site and implemented a public relations stint to promote Wagner’s renamed adult processing firm.

In addition, the online repair specialists exposed the adult film store’s shady practice, which resulted in all its customers, who were overcharged, to receive a full refund.

“Online Reputation Management saved my company and exposed the truth,” Wagner said.

About Online Reputation Management
Online Reputation Management offers effective solutions for your Internet branding and reputation repair needs. The firm specializes in promoting your reputation in a positive and accurate light, and driving search engines away from negative reviews about you or your business. Online Reputation Management’s repair services surpass that of competitors, in repairing its customers existing reputations on the web, and thus creating positive ones. Online Reputation Management has been working with top companies, and recognized individuals, specifically in the United States, and have achieved tremendous successes in their Internet reputation repair and management services. Online Reputation Management works around the clock to deliver the best results, the firm continuously works to protect your reputation.

For additional information, interview, and image requests contact VirtuosOnline.

Instant Checkmate Launches Expansion Program

Background data provider, Instant Checkmate, initiates aggressive hiring spree.

Background check data provider, Instant Checkmate is extending its business in its Las Vegas, NV, and San Diego, CA locations. The leading company will begin hiring added employees to carry out its growing vision.  

Instant Checkmate is looking to hire back end Web developers, a split testing front end design specialist, a human resources director and front end Web designers, all for its San Diego office. For its Las Vegas office, it is looking to increase its customer service representatives. For more information, potential candidates should visit Instant Checkmate on LinkedIn.

Since first forming in 2009, Instant Checkmate has accumulated a large following of subscribers. Instant Checkmate is affordable, anonymous and fast. Its customers receive their requested results instantly, directly to their own computer screen. Instant Checkmate supplies results from billions of local criminal records and federal state, public records, private databases and sex offender registries.

Instant Checkmate’s expansion plan will enhance its existing features and allow the company to offer better, more helpful service for its users and potential new members.

About Instant Checkmate

The fastest online background check service, Instant Checkmate caters to businesses and individuals alike. Instant Checkmate, formed in 2009, is available to individuals on a subscription basis. Instant Checkmate supplies results from billions of local criminal records, federal state records, public records, private databases and sex offender registries. For more information about Instant Checkmate, please visit our Web site to contact Instant Checkmate.
 

For additional information, interview, and image requests contact VirtuosOnline.

D&D Encounters: The Elder Elemental Eye (Week 5)

After defeating the elemental guardians last week, the party descended the staircase where they disarmed the trap and opened the door to the Sunset Shrine. Before them was a long, downward sloping corridor. On either side of the hallway were statues. The statues nearest the door looked somewhat humanoid, but as the party proceeded downward they noticed the statues became more aberrant.

As the party continued down the hallway they could see light flickering and smell smoke from burning fire in the room ahead. When the slopped passage finally leveled out the PCs stood before a vast room. In the centre were two huge rolling fires, and in-between them stood a Dwarf with fiery red hair wearing yellow robes.

Throughout the room was rubble from collapsed pillars. The party also noted several doors leading out of the chamber, all of which were closed. At the far end of the chamber two scaffolds provide Dwarven crossbow men with clear shots at the party. Between the platforms was an iron portcullis that bared passage to another long hallway beyond. Behind the gate was a Dwarf in Purple Robes who said “Your arrival has been foretold.”

This season we’ve managed to remain very consistent with our numbers and our players, week over week. This week our table had four Genasi and one Halfling and looked like this:

  • Windsoul/Firesoul Genasi Assassin
  • Earthsoul Genasi Swordmage [Earthforger]
  • Firesoul Genasi Barbarian (Berserker) [Ironwrought]
  • Sandsoul Genasi Ranger (Hunter) [Unseelie Agent]
  • Halfling Rogue (modified Merric pre-gen)

The heroes realized that things were about to get ugly so the Rogue tried to convince the Dwarves he was here by mistake. The purple-robed Dwarf rambled incessantly, clearly a bit crazy, and told the PCs that they weree in the right place at the right time. None of the other PCs could think of anything to say to improve the situation and prepared to rush the Dwarves. However, before they could act the Bolters fired initiating combat.

The Dwarf behind the Portcullis stepped back, deeper into the hallway where he pulled a lever dropping a solid stone barricade on his side of the portcullis. Azryg, the yellow-robed Dwarf in the middle of the room used his Wrathful Eruption to blast four of the five PCs still clustered together near the entrance.

The Barbarian then rushed Azryg to get him inside the defender’s aura. The Swordmage ran around the rubble and tried to get to the Bolters, but even with a double move it was too far. As he passed the open passage on the east he heard the sounds of approaching footfalls. Reinforcements were on the way.

The rest of the party moved away from the entrance and out of the zone Azryg created, focusing their attacks on the leader. The Bolters opened fire on the approaching Swordmage (rolled a 20) and the Barbarian in the middle of the room (rolled a 19). Two PCs were bloodied earl in round two. Without a leader on team heroes things could get bad. And they did. Dwarven Warriors accompanied by Norkers entered the room from the east and the doors to the north-east. Four engaged the Swordmage and four engaged the Ranger.

The Barbarian continued to go toe-to-toe with Arzyg trading hit for hit and miss for miss. Meanwhile the Assassin managed to get into the rubble where he had cover from the bolters and a clear line of sight on Azryg. The Rogue also tried this tactic but two of the Norkers saw him and after missing the Ranger moved to a softer target.

The Bolters continued to hit the PCs, nearly dropping the Swordmage and badly wounding the Barbarian. Once the Swordmage finally dispatched the Warriors and Norkers surrounding him, he moved under the scaffolding and managed to pull it apart, bringing the Bolter down from his vantage point.

The Ranger (a Hunter, controller build) managed to take out the rest of the minions quickly, saving the Rogue from more damage. Unfortunately by this point the Barbarian had switched from Defender to Striker leaving Azryg free to go where he pleased. When the assassin’s next attack bloodied the Dwarf he went into Flamerage, growing to large size and gaining reach which he used to pound on the Ranger. Lacking the fire resistance that the Barbarian possessed, the Ranger fell quickly under Azryg’s might blows.

The Assassin heroically used his Heal skill to trigger the fallen Ranger’s second wind, reviving her before she could miss a turn. This was the second time this season the Assassin has done this successfully despite a 3 in Heal.

The Rogue, who until this encounter was the most consistent attacker, missed with every single attack roll. He didn’t hit anything all night. Even with combat advantage and his action point he missed every single time. He even switched dice but that didn’t help. Until this week a strong offense lead by the Rogue made up for no leader in the party. This week they experienced the dangers of being striker-heavy.

The Barbarian and Swordmage managed to destroy both scaffolds and take down the two bolters. Unfortunately the bolters managed to score a few more hits before they were killed. The Assassin and Rogue flanked Azryg while the Ranger fired from a safe distance. It took three rounds, but in the end the Assassin and Ranger managed to drop Azryg. The Rogue was the only one to get hit during the final few rounds.

When all the combat was finished the PCs took a much needed and well-deserved short rest. The Rogue was down 7 of 8 healing surges after two encounters. The Swordmage and Barbarian also spent a lot of healing surges but as defenders they’re still fine. This was the first time in three sessions that the Ranger took any damage at all. The Assassin was the hero of the night hitting on all but one attack and taking no damage.

When the fighting ended the PCs heard cries for help coming from the east passageway. The Swordmage ventured down the hall alone and found a sorry-looking Human in one of six cells. The Human showed obvious signs of torture and abuse. He pled for help and when he told the PCs his name was Malgrym they immediately freed him. They cleaned his wounds and offered him food and water. He showed noticeable improvement almost immediately.

He shared what little knowledge he knew about the Sunset Shrine and the Dwarves. He continually talked about the Amorphous One, a monstrous blue ooze that guards the way deeper into the temple. The ooze sleeps in the form of the high alter in the Great Shrine. Malgrym also talked about something called the Black Cyst, likely a room of some kind. He saw the mad Dwarf stirring a red mass flecked with gold there. The Black Cyst lies beyond the Great Shrine and through the black obelisk.

One of the heroes walked Malgrym back to the door and escorted him outside. The Galeb Duhr was waiting outside and thanked the PC for helping his friend.

The party then searched the rooms to the east, beyond the cells. The Swordmage and Rogue went north where they discovered a chapel. At the far end of the room was a large pool of dirty water. They were cautious but neither could figure out what the pool was used for. They decided to avoid it just in case. From there they proceeded south into the torture room. While searching the implements of torture they discovered a +1 weapon.

The Barbarian, Ranger and Assassin when south and discovered a rune circle on the floor. It radiated faint magic as if it was used recently to summon something. However, it was safe now. The still avoided it, just to be safe. To the east they entered the study where they found many books and papers on oozes and aberrant monsters. In a desk drawer they discovered a potion of healing.

The party regrouped, exchanged notes and then proceeded back to the main chamber were they would decide how to proceed next week.

This was the toughest fight for this party so far. The Rogue’s poor luck really hurt the party’s offence. With more monsters alive longer, the party took much heavier damage than they had in any previous encounter. Their biggest tactical blunder was focusing all their attacks, especially ranged attacks, on Azryg and completely forsaking the Bolters. They knew from the crit early in the combat that the Bolters could inflict up to 20 points of damage on each strike, but it still took six or seven rounds before the first one was even threatened. Their uncanny accuracy and hot damage rolls were devastating.

It will be interesting to see how this party adjusts its combat style to keep the PCs with fewer surges away from harm during the next two encounters.

We continue to record our D&D Encounters sessions and make them available to you for download every week. This season I’m going to try to record the games at both FLGS where I play so that you can hear how two very different groups handled the same encounter. These recordings are made in a loud, crowded game store so at times it may be difficult to hear everyone.

D&D Encounters: The Elder Elemental Eye (Week 5) – Podcast

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