10.23.2008
First - Second Level Campaign History DM Perspective
The party joined together under the banner of the Jupin-Naga Club, founded by Crusio as their sponsor. Crusio leads the party to the Ryosuchi Headmaster, who informs them that their Jupin-naga groups doesn't have the official charter necessary to gain entry into the academy and for that reason much undergo the entrance exam of the Fire Caves.
Ryosuchi informs the party they must find their employer, the Lady of a nearby river mining town which controls the Fire Caves. Ryosuchi seems to be intentionally sparse on the details, and after the Players are kicked out into the hallway, Crusio and Ryosuchi have a heated discussion about Crusio's undisciplined behavior -
Ryosuchi - "What the hell is the deal coming in here with a bunch of snot nosed middle-schoolers, are you trying to get those boys killed?"
Crusio - "Don't crack a scale you old lizard, I'm just having a bit of fun don't worry so much."
Ryosuchi - "Watch your mouth! I don't care who you work for, you'd best remember who is the headmaster around here kid."
Crusio - "Aw, ha ha, but remember there honorable lizard you work for them too." opening the door and finding some of the players attempting to listen in.
Only parts of this conversation actually were communicated to the party because of their checks - but, at this point it won't hurt to have the whole thing laid out.
Crusio exits the Headmasters office and walks the party a little way down the hall before being confronted by another student who challenges Crusio - a battle that ends before it begins with a single thrust of Crusios thumb into the challenger's chest, nearly killing the opponent in a single blow.
A female student (Lissera) arrives semi-scolding Crusio, "You must be more careful I won't always be around to put them back together after you break them."
Crusio - "Oh, you and I both know you will always be around, won't you Lissera?" he says with a stoic face.
Crusio after looking out the 2nd floor window down at a beautiful young girl (Sharina) walking through the school yard says, "I've got some things I need to take care of, good luck on the exam boys, I'll see you around." With that he leaps out the window landing gracefully to the earth and walks after Sharina who is several paces ahead.
Lissera stands from having treated the wounded class men, looks out the window with a longing sadness that Insight checks revealed. She takes the time to explain a bit that battles between class men happen often and so long as they are not fatal are overlooked as skill training. But for the time the Players should be very cautious challenging any of the students. She says, "I would help more but I'm neglecting my duties, please take care of Crusio for me." She too leaps from the 2nd floor and lands uninjured upon the earth walking off in the direction of Crusio and Sharina.
This leaves the players alone in a combat oriented academy to be mocked by the upper-class men. Though the challengers are met with the Players defiance no battles occur on the grounds.
The Players with an obscure directive, lend themselves to the question - does anybody know where we're going. At which point each pursue their own ends, family, library, stableman, cartographer or etc. in pursuit of where is this mining town. The most productive is a Father's directions follow the river out the east gate north, or the copied map from a cartographer.
Then it was "how do we get there and complete this trial in 3 days without horses, because it is a day and a half on foot just to get there?"
Horses is the answer, but the problem soon becomes, I won't rent a horse to a minor, I need and adult to sign for it. The potential answers were bribe and adult to sign for the players, get someone's family member to sign for the players, or less so - steal the horses but don't get caught.
The party having some trouble with what to do end up in front of Crusio outside the school who tells them "why haven't you left yet, if it was my exam I would have already have been gone." when asked "but we can't get horses" he replies "You're ninja aren't you, use your skills find a way. Lets just call it a race shall we, the first one there gets to be the leader."
One Player immediately hearing race and leader takes off at a dead run, making endurance checks after a couple hours, hoping his impetuous RP might pay off.
One Player takes that to mean I know how to steal as a rogue therefore he must mean steal them - which is possibly true of Crusio, but it would be with the stipulation of if you do it you don't get caught, this is the ninja way.
While the Player himself didn't get caught, he stole the horses behind the back of the stable master who was in the middle of negotiations with the rest of the Party. Thus he immediately had the Party detained as accomplices to be brought before the Hokage.
After explaining the situation that they had nothing to do with the theft the Hokage asks them to deliver the message of severe fines and shackles to their party member that stole the horse. To remind that member that the village is lawful and there are consequences for his actions.
Those that were restrained end up renting horses by finding and adult to sign for them and take off after the other party members.
The runner and the horse thief catch up to one another at which point they are soon after attacked by predator panthers stalking the river side. They have a much tougher battle than the rest of the party being only two players.
The two out front choose to rest and wait for the rest of the party to catch up, at which point those with the shackles present them to their party member and convey the notice of the fines he must pay, amounting to about 2 levels worth of wealth.
As the Party continues on that day they discover an overgrown path that leads to an ancient altar ring which they discover to have a trap door beneath the altar, the party rogue refuses to help with the traps without compensation from the party (his way of recouping the loot lost by his fines) and so the party proceeds to use brute force to break the trapped doors and chests of the ritual site. Also because the rogue didn't participate in the trap opening there was differential xp and gold awarded to those players who participated.
Needless to say there was some party cohesion issues arising from the differential and debate both in game and out as to what makes a party function and what constitutes cohesive party behavior.
Both issues finding some resolution with those siding for helping the rogue because of their characters alignment and those that say he is on his own simply playing it out in game and it becoming what it will.
Fortunately the party doesn't fracture and they reach their destination, what is described as a run down deserted mining operation with drunken miners littering the streets with their stuppored bodies. The only thing open in the town is the bar and the manor. The general store and nearby estate house are boarded up.
The party is attacked entering the streets of the town by drunken miners who are looking to get some donations for their dry mouth syndrome. The party defeats this initial encounter by the paladin contributing to their fund. The miners retreat to the bar, and tell them the Lady of the town is probably in the manor.
The party meet with a nearly histerical well dressed middle aged woman who admits to be the Lady of the manor but has no time to talk with the party. The party tells her that she hired them and they need to ask about the mine. She tells them she didn't hire them but because they are there and are ninja perhaps they can help her find her daughter who went missing last night.
The Lady offers the only thing of value her family has left, Dwarven Gauntlets. An heirloom of her current second husband. She says he would be furious if he knew she had used them as payment but she will do anything to get her daughter back.
The Lady informs the party she was the one who shut the mines down do to safety concerns and too many explosive accidents, she couldn't bare anymore of her people dying in the unsafe conditions, and her husband (a dwarf, who lives for mining and drinking) now begrudginly only has his drinking to drown his sorrows.
The Party searches the grounds finding a pair of muddy foot prints in the soft garden behind the house under the daughters second story window. Looking as though someone had been climbing up the wall into the daughters room. The party then tracks the foot prints through the soil over the river and down into the Fire Caves, where all the mining had been taking place until what they deduce to be about a year ago.
The tracks look to be two creatures dragging a third smaller person, then after the river where because of the rocks the tracks became harder to find, it appears that the daughter must have been walking with her shoes on, and then back to being dragged through the dirt entering the Fire Caves. With some sort of scuffle happening outside.
The party enters the caves avoiding a series of webs left by the creatures that presumably now enhabit them. They eventually find the daughter covered in a cocoon of webbing behind a iron-bar cage. Above their head Ettercaps swing from their webs, watching the party as they open the cage and cut the webbing from around the mouth of the daughter.
The party questions the daughter, not certain if they move her whether or not the ettercaps will attack. The daughter beligerently tells them to get her the hell out of there, those creatures are going to kill her. The party deduces if they were going to kill her they would have done so already. She claims that she hired them and they work for her, they have to get her out of there. After awhile of miming with the ettercaps the party deduces that the ettercaps and dwarven miners were once allied and it seems that the ettercaps actually want their dwarven friends to return to mining.
At this point the party doesn't quiet know who their working for or what they are supposed to do, so they decide for now to not chance a battle with the ettercaps in which the daughter might be killed, and head out of the caves to discuss things with the Lady of the village to see exactly what else is going on there.
After exiting the mines a Gnome emerges from the shadows wearing emblems of a mist village shinobi/ninja. "Don't trust that little witch, she would poison her own mother if it suited her purpose. Which, as it happens it does."
Gnome - " you should know that I work for her, she hired me to shut down these mines, poison her mother, and fake her kidnapping. Unfortunately for her I got a better offer from a certain dwarven miner along the way. I had hoped those ettercap would kill her once they found out what she had been up to, but sadly they didn't have what it takes. So here's the thing, you go in there and bring me her head and I'll let you collect half the reward from the dwarf. I trust you'll bring me my half later."
Party - "how did you shut the mines down?"
Gnome - "Easily enough, with a few of these" (explosives disguised as rocks, to set off the methane in the mines)
Party - interparty debate as what to do
Gnome - "just think about it, but do it quickly, we are on a bit of a time crunch here."
While the party debated, the Gnome was able to slip by them and kill the girl. The party re-enters the caves to find the daughters throat riped out by the bit of an animal. The ettercap describe the gnome then it in mime as some sort of dog or fanged creature.
The party immediately gather up the daughter and take her back to the Lady of the town, while the paladin to his detriment, confronts the Lady's husband the Dwarven miner, who says to the paladin that he doesn't answer to him because he is the law of the town (with regard to hiring a ninja to kill his stepdaughter.) This gains the paladin a 10day trip to jail that is resolved willingly later.
The Dwarven husband hearing the Lady's screams as she is presented with her daughter next door in the manor, rushes to her side.
At which point the party tells the Lady of her husbands hiring the gnome to kill her daughter, and he is forced to come clean, confessing he did it to protect the Lady from the truth, that her daughter was trying to poison her. The party tests a few wine bottles and finds the poisoned one, proving the mother was being poisoned, but didn't prove that the dwarf wasn't responsible.
Because it seems the one that has the most to gain from the daughter and the mother's death is the heir to the mines the dwarf who would be working in them still even with the conditions as deadly as they are.
Then while arguing someone bumps the body of the daughter, and a clank sounds as the husbands family heirloom the gauntlets fall to the floor from her corpse. This the party believes would have been the last straw to set the mother and father against one another and perhaps leave only the daughter behind to rule the town. The family seems satisfied with the answer that the daughter was responsible, and true to their word give the party the gauntlets, saying they only wish to start new with one another, and now that the mines can reopen they will bury the past (literally).
The paladin serves his 10 days in jail, the rogue trades the gauntlets as payment to the gnome. The gnome praises his wisdom in bringing it to him so he did not have to hunt down the party for his reward, and splits the value of the gauntlets in gold with the rogue. The rogue on the way back to town finds the bodies of several mist ninja with one missing his emblems, suggesting the gnome wasn't who he said he was.
The party leaves town, not really sure who they were working for or if they did the right thing, but they know the mines are reopened which they see is clearly good for that town, so they return to the village seemingly better off.
The party on the way back to the village encounter a group of mist ninja gnomes who have laid a trap for them, blocking the river with two hidden wire mesh nets to box in a kill zone. At which point I proceeded to misread the invisibility reactive ability of the gnomes and unwittingly cheese the combat, nevertheless the party was victorious and awarded a small extra amount of extra xp for the mistake - with one gnome escaping with potentially rewarding wand of magical loot.
The party reports back to the Headmaster, at which point are berated for not having put together that when the Headmaster said Lady of the town, that there could be more than one, and when the first Lady of the town says she didn't hire you, that the second who said she did, must have actually hired them. So the mission technically ends in failure, because not only did they not work for the person who hired them, but that person was killed in the process.
Crusio tells the old Headmaster to stuff it, because they both know that town is productive again whether or not they did their mission is pointless as they outcome is better for the village anyhow. "just give them their charter you dried up gnewt." The headmaster gives the party their charter and mission rewards.
At which point the Rogue goes to settle up with the Hokage, who tells him sternly but kindly, that those manacles are not for his imprisonment, but to remind him that this village is only as strong as the laws that govern it, the people that support them, and the leaders that bind them together. The links of that chain are a symbol for the unity of the villages common laws, and for the consequences for breaking them. The Hokage reduces the fines to half what they were and accepts what the rogue presents as full payment, forgiving the rest as lesson learned.
This concludes the DM's memory of 1st to 2nd levels, though I'm sure because of how many months ago that was I've left a bunch out.
10.21.2008
David's Dungeons/Dragons 4.0 Anime Campaign Origin 10.21.08
WHILE THIS IS A 4.0 BASED GAME THERE ARE SOME CONSIDERATIONS TO KEEP IN MIND.
This game is a loose rip off of several anime that I enjoy, something I could put together quickly for you guys and it hopefully all tie together from 1st to 30th coherently.
Given the ripped off nature of the game, certain world concepts and flavors are going to come into play.
1. All powers divine, arcane, and martial are all referred to as “Jutsu” and everyone no matter their training have their own capabilities and flavors of “Jutsu“, each manifesting in a different way and from a different source.
Arcane powers are “Ninjutsu” drawn from one’s own inner chakra and expelled into an effect.
Divine powers are “Genjutsu” drawn from the chakra that surrounds everyone and everything then expelled into an effect.
Martial powers are drawn purely from the body “Taijutsu” and use one’s own body to make physics work in miraculous ways.
At times the lines do blur and one may cross slightly into the other but the skill checks will always remain the same regardless of if a martial ability looks like an arcane or divine or vice versa.
2. Like 4.0 suggests magic, or in this case ninjutsu is rare but is still natural, and the populace at large can handle seeing the effects of low level ninjutsu without thinking their whole world has come unglued; however, they nor your characters are prepared to handle the extreme reality of higher level jutsu (Paragon to Epic Powers) and simply cannot believe it is possible at this point. Try to play like you don’t know at your next level you get that cool new I blast your face into the next plane thing.
3. Gods are like gods of our world, individuals have faith in them as they choose, argue, fight and persecute over them just as we do, but ultimately there is no proof of their existence that isn’t debated in some fashion by one side or another. Because the gods are not seen acting directly in the lives of the people at large. You can believe for RP that your power comes from a deity if you wish but it isn’t required, if you are a divine caster you must still have a firm belief in some guiding morality even if you don’t believe your power comes from it.
4. Other races of creatures do exist and even ‘monsters’ but these creatures are not perceived as supernatural unless I tell you otherwise, you should perceive them no differently than some critter you’ve never seen on the discovery channel for the first time – some creatures even if weird simply are natural to this world – while others seemingly perhaps less weird are in fact extremely unnatural for the world and should cause you great alarm.
Anything else just make a role and I’ll tell you how the RP should play out according to it.
SUGGESTED REFERENCE ANIME - for flavor/feel
Naruto - I'm using the concept of kingdoms using 'villages,' or hired military training academy, as the starting point with the abilities of D&D being explained as ninja arts. Also promoting early on a base of operations and a mission by mission setting.
Tenjho Tenge - I'm taking the concept of an inevitable destiny for the world, that the harder you try to prevent something the closer you get to making it happen. Also I'm pulling the four main characters story as the driving plot to resolve from 1st to 12th level. Can you find a way to escape your destiny, or do you even want to?
Bleach - I'm taking the concept of Spiritual Pressures, Artificial Souls, Soul guides, Bonded Weapons, the After life, and the battle between Salvation and Damnation. These concepts will be introduced from 1st to 12th but won't become truly pertinent until Paragon levels.
INFLUENTIAL NPC NAMES & PLACES
PLACES OF NOTE: ANIME TEMPLATE - (Naruto)
Dargenryo - The most influential of nearby Kingdoms because of their military power, that stems from the Kyotenichi Village Ninja.
Dargenichi - The primary state/province of the Dargenryo Kingdom, where most of the campaign action will take place.
Rygenhijo - The Crrent Capital City of the Dargenryo Kingdom, and the birth place of a new Capitalism supported Monarchy.
Kyoten - The Old Capital City of the Dargenryo Kingdom, which never fell during the revolution that over threw the previous monarchy.
Kyotenichi - The Hired Military Village bordering Kyoten City, recognized as the most prestigious military villages among the neighboring kingdoms.
ANIME VILLAGE TEMPLATE : Konohagakure (Naruto)
PEOPLE OF NOTE:
Aderyosuchi - The Hokage of Kyotenichi, sacrificed himself for the village, and plead with it's destroyer to trust in it's people to do what is necessary. (Dragonborn pristine Gold scales, Full plate bears the emblems of Bahamut)
ANIME CHARACTER TEMPLATE : 3RD Hokage (Naruto)
Ryosuchi - The Headmaster of Kyotenichi's primary ninja academy Viso Adestra, Aderyosuchi's younger brother who has always been jealous of his brother's power and ability. (dragonborn scarred silver scales)
Sharina - Buxom youthful woman with silky long straight white hair, nimble movements, with a fox like jovialness that is encumbered by a deeper hidden saddness. Sister to Crusio of the Nobu-naga clan. (Eladarin)
ANIME CHARACTER TEMPLATE : Maya Natsume (Tenjho Tenge)
Lissera - Poised and proper young woman of elegant breeding, brown loosely curled hair, with glasses and fashion concealing her exaggerated femanine wilds. Daughter of Onigar.(Human, with odd hints of glitteringly blue metallic skin tones)
ANIME CHARACTER TEMPLATE : Mana Kuzunoha (Tenjho Tenge)
Cercators - A secret association of religious zealots who follow Bane and the Raven Queen, with their hands in every aspect of the world, these are truly the puppet masters of every major incident on the continent.
Onigar - The current aging co-leader of the Cercators, by will and power alone he seeks the vessel who will be worthy to replace him, the Demi Vaso, or otherwise known as the 'true martial artist.' Lisseras True Father. (Blue Dragon or blue scale dragon born)
ANIME CHARACTER TEMPLATE : Dogen Takayanagi (Tenjho Tenge)
Crusio - The founder of the jupin-naga, a club of students at Vaso Adestra who were assembled unwittingly with the sole purpose of learning from Crusio so that one day they would be strong enough to defeat him in battle, becoming worthy to be the next Demi Vaso. He is known to be the last of the Nobu-naga clan, and the wielder of the Reiki Nodachi (over sided cursed katana) named the Kyonaga. Covers the knowledge of his fated death at the hands of his closest friends with an overt sarcasm, and crass jovialness. Long white hair and unusually feable looking frame, with an eye patch over one eye and a leather bomber type jacket having a silver chinese dragon emblem on the back. (Eladrin)
ANIME CHARACTER TEMPLATE : Shin Natsume (Tenjho Tenge)
Demi Vaso - Bad latin for the Vessel of God. The person the Cercators seek to create to serve as a conduit for their demi-god's works on this plane of existence.
ANIME CHARACTER TEMPLATE : Mitsuomi Takay (Tenjho Tenge)
Labisis - the 4th gate of the Cercator, serving to test and strengthen the ability of the Jupin-naga as the final step before a battle with Onigar and Crusio. Completely willing to die in service of the cercator cause. Young lizard like humanoid male of green scales will blunt nasal cavities and clawed hands/feet. (Githzerai)
ANIME CHARACTER TEMPLATE : Gara of the Sand (Naruto)
Baringo - the 3rd gate of the Cercator, serving to test and strengthen the ability of the Jupin-naga as the final step before a battle with Labisis. Completely willing to die in service of the cercator cause. Adult female with black hair and ravenlike wings, with taloned feet. (Blood fire Harpy)
ANIME CHARACTER TEMPLATE : Temari (Naruto)
Arryota - the 2nd gate of the Cercator, serving to test and strengthen the ability of the Jupin-naga as the final step before a battle with Baringo. Completely willing to die in service of the cercator cause. Crone female with white beleagered features and diseased body under robes of rotted moss. (Howling Hag)
Lotus - the lost sister of Crusio and Sharina, locked away in the Liloth tower of deceit & illusions. Potentially the vessel of the Raven Queen herself. Similar features to Sharina, but sandy brown hair, and more coy innocence with a seemingly programmed flirtaciousness with members of the Jupin-naga. (Eladrin)
ANIME CHARACTER TEMPLATE : Aya Natsume (Tenjho Tenge)
CAMPAIGN STARTING POINT
Players begin the campaign between the ages of 12-16 in the village of Kyotenichi. The players each choose their own backstory fitting into the general concept of a Naruto based world where a major revolution just occurred within the Kingdom of Dargenryo, that caused the capital city to change to Rygenhijo, and potentially shift the village from it's traditional home of Kyoten.
After the players have selected a backstory for their characters, the DM introduces Crusio as described above. He will form the unchartered club known as the Jupin-naga - the club is created according to Crusio so the Players will prove their characters worthy of joining the Vaso Adestra Ninja Academy. The players will be introduced by Crusio to Vaso Adestra's Headmaster Ryosuchi, who will demonstrate a clear disapproval of Crusio's unruly attitudes and behaviors, but will eventually approve the Jupin-naga for their first mission, "Trial of the Fire Caves."
Ryosuchi explains the Players have been hired by the Lady of a nearby rivers mining town, they are instructed to go to the mining town find the Lady and resolve the issue of the Fire Caves. The successful completion of the mission will give the Jupin-naga their necessary Charter to enter the academy as a squad - also rewarding them with 1/4th of 1st to 2nd level's wealth (reference DMG wealth by level table).
END CAMPAIGN OUTLINE TO OPENING.
RESUME WITH OUR CAMPAIGN HISTORY.
10.20.2008
Well, here is the ol' d&d blog
you can insert hyperlinks by using the little icon of the world with the chain link on it (between the italics and quotation icons), and insert pictures or videos by those other icons.
That's pretty much it.
10.15.2006
Nim, the Flying Guillotine!: the sad story of a goblin ninja! in Krynn
Actually, the first character concept was a shuriken-throwing bad egg, but after realizing that ghost step will drop after a single attack, heck, I might as divide my levels among fighter and ninja and use the short bow.
I did drop a few points into animal handling, and a feat on animal affinity, and bought myself a worg mount. I took mounted combat, as well.
Our first, and only, significant combat experience came in the form of 8 goblin archers; 6 of them were level one rogues, two were level three fighters. Nim, the Flying Guillotine! was not able to participate in the surprise round because the goblins were better hiders than he was a spotter. However, his init 19 (improved initiative and a + 4 from dex bonus)saw him act soon enough. By acting, I mean Nim, the Flying Guillotine! jumped off the back of Starbuck (his smartass worg companion), went invis, then pwned a goblin with an arrow and sneak attack-like damage. Second round, same thing. Third round, everything was dead. Starbuck killed two, Nim, the Flying Guillotine! killed two, and I think some other non-uber-goblin ninja party members got lucky and killed some.
Anyways, Nim, the Flying Guillotine! is the awesomest goblin ninja that ever walked Krynn, and possibly the entire 3.5 format.
More to come...
3.15.2006
2.28.2006
Common knowledge -- recent history of hommlet
Twenty-five years ago, the forces of evil and darkness gathered north and east of Hommlet and constructed a huge temple. This was a bastion for their armies of gnolls, bugbears, ogres, trolls, and giants - not to mention the evil human masters of the place and the demons and other foul creatures that served them. From this awful place, the malevolent denizens unleashed earthquakes, storms, fires, and floods upon the countryside. Monsters were drawn to the area like steel to a lodestone. The Temple of Elemental Evil took three years to complete, but even in that short time, the forces of good knew that they could not abide such a place. The lands of Furyondy and Veluna rallied their forces and sacked the temple twenty-two years ago at the Battle of Emridy Meadows. Most of the evil forces were destroyed or driven off. The temple itself was greatly damaged, but the underground levels were extensive and dangerous even for the most heroic folk. So, the Temple of Elemental Evil was sealed with great magic, imprisoning a powerful demon within its confines.
Nine years later, bandits began troubling the area around Hommlet. Evil humanoids and strangely garbed priests were seen on the road. Within the following year, it becaome clear that the Temple of Elemental Evil was rising again. This time, the folk of Hommlet and the surrounding area coordinated and fostered attacks by bands of adventurers against the ruined but still-occupied Temple. The evil was once again overthrown, and the temple's dangerous lower levels were caved in. Since then, the territory has prospered in peace, and common wisdom has it that no more adventures may be had in Hommlet.
Geynor Ton's journal
***
I do not claim to understand fully the workings of the Fane and the Masters of All-Consumption. Their alliance with these foul brutes surprises me. We are favored! Who are these thugs to tell us what to do? No matter. Soon we'll leave this accursed backwater and I will not be cooped up in this mill with the accursed wretches.
***
Annihilation, Hommlet! I do not like it here. The food that Chatrilon brought from the inn was good, however. Venison, cured nicely. What is that seasoning? Perhaps when we have slain all these yokels, I can discover the secrets of its preparation. Exalted will I be on that day! Praise to the Eye!
***
Just as the Doomdreamers proclaimed, the Obelisk is here, under a pool in a cave. We found that the pool was a shaft with a false bottom, sealed for many years. Once breached, the pool drained into a cave rife with the power of the Revered Master of Masters. O great day!
***
Apparently the water from the stream above was diverted into the shaft to fill the pool and hide the cave from unworthy eyes. Truly the Master inspired such a wondrous plan, although it was surely carried out after the advent of the Interregnum. My Lord of Lords, once you are free, I pledge that all shall be made right, and your tormentors shall meet their cruel, cruel fate. Blessed Destruction! Praise to the Eye!
***
I marvel at the skill of our enlightened predecessors who constructed the Obelisk to honor you , O Lord! Those must have been heady days in which to live. Under the wise guidance of Master Thaque, we shall soon have the relics of our lost heritage. Praise to the Eye!
***
Alas! Ignoble beast! What fate has befallen us? It must be a test sent to us from Beyond - we must now endure without Master Thaque, may his soul rest in the cold embrace of dissolution now and forevermore! Oh wicked, cruel fate - I seek not my end in the maw of some worm of the earth!
***
Gungash is dead. I hated him. He stole my lunch two days ago, an excellent boiled egg and some delicious spicebread, may his soul roil in torment!
***
We are trapped. Festrath cannot convince the craven gnolls to attack the dragon - not after what happened two days ago. The dragon laughs at us. A grand joke, beast, but one that you'll pay for with your very soul! Now Festrath hides with the Obelisk and the Thing from Beyond. We continue our work here, but soon we shall run out of food. Perhaps we shall live as the ghouls do. Or perhaps gnoll flesh can be flavored in some way so as to make it palatable. What was that blasted seasoning, O Unmaker?
- end of journal -
2.01.2006
Updating
The brave adventerers left Kae's Keep (aka Keep on the Borderland) under orders from Mathias, Castellian of the Keep, to find out more about the bandits several days journey to the east. Ivan, the mysterious wizard/cleric with a morbid preoccupation for death, discovered that Mathias' son, Stern, had turned his back on his father and joined the bandit's employ. Ivan tried to confront Mathias on the issue, but Mathias refused to talk about it, surprised and shocked that this stranger should know so much about his secret family history, and shamed to face the reality of his son's dishonor.
The adventerers headed down the road, but were attacked by a hungry wyvern. Dispatching it with relative ease, they began plotting on finding the wyvern's lair--when Finkus the Copper Dragon entered the scene. Finkus mislead the adventerers by telling them there was a cave several miles away which housed a fearsome foe. Despite any empherical evidence that they should take the mischevious dragon at his word, they foolheartedly took his advice, while Finkus hungerily devoured the wyvern's poisionous tail. The brave travellers were in for a surprise when they tracked down the lair to find it occupied by an annoyed Dire Bear. Ginna rushed to attack the beast (lacking common sense) and the fight was forced to take place on a steep ledge. After a fierce battle, the bear lay dead, but so did Kade the halfling monk, and Stix the half-orc barbarian. The PC's decided to go find the druid and reincarnate Stix, who, oddly enough, was reincarnated as a full-blooded orc. Kade, however, was laid to rest.
Picking up the bandit's scent, the PC's again left to accomplish their task, and after several days of tromping through the woods were ambused by several bandits. They handily dispatched them, but left a scrappy young woman--going by the name of Wedge--alive. She pointed out Stern's corpse when asked about it by Ivan. She agreed, after the PC's agreed to keep her alive and let her go if she cooperated, to lead them to the bandit's hide-out.
Meanwhile, Stonez the half-orc barbarian (brother of Stix), a human psion named Showbo, and T the halfling bard left Kae's Keep to catch up with the heroes. (Stonez had been incarcerated, but released by order of the Keep's Castellian so that he could deliver a letter to Ivan, who had last been seen leaving town with the other adventerers.) Along the way they too were ambushed by bandits and T was killed, but Showbo and Stonez caught the trail of the PC's. Stonez gave the letter to Ivan. It was a letter pleading Ivan's help in rescuing his son Stern, asking him to make sure Stern doesn't get killed. The letter had come eight hours too late.
The PC's are led by Wedge to the "secret entrance" to the moat house to meet the leader of the bandits, only to discover that a cadre of medusa's were in charge. A short battle followed that ended with eight statues.
Eleven years passed. The PC's were next aware of an old wizard by the name of Spunoir freeing them from their stoney prison. He led them back to his home in Hommlet and introduced them to key NPC's. The PC's then tried to enjoy themselves. The next day they found Spunoir missing, so went to investigate the moathouse. Learning of a blue dragon guarding the front door, they checked out the secret medusa lair and found a secret door leading to the underground chambers below the moat house.
1.25.2006
Maybe I'm not such a smart Pirate.
My pirate name is:
Mad Roger Kidd
Every pirate is a little bit crazy. You, though, are more than just a little bit. Even though you're not always the traditional swaggering gallant, your steadiness and planning make you a fine, reliable pirate. Arr!
Get your own pirate name from fidius.org.
Who wants to be a pirate!?! Meeeee.
If you want to be a pirate then you should go here. Not that anyone reads this thing. But, if you do, you should tell me your pirate name next time you see me, Mad Roger Kidd that is.
Anyway, get ye back ta swabbin that thar deck matie.
And seriously, do something.
12.06.2005
Today's Order of the Stick
This one is very funny. Harry Potter jokes and what have you.
11.20.2005
Chapter 2: A Dragon's Penance
11.19.2005
on dorks and blogs and d&d
And now i are one.
Chapter 1: Kae's Keep
11.18.2005
Chapter I – from the Book of Strength
So began the adventures of Currid, as he armed himself and headed for vast world in search of opportunities to test his strength and bring honor the name of Kord. Currid soon encountered the maiden Dorinda who had been falsely imprisoned as part of a foul plot. Currid fought the three men who had lied in order to pace her in prison, and he killed two of them. The other one fled, and was struck down by Kord as a coward. However, while sailing away, Currid's ship encountered and was attacked by the ship own by the King of Knives, the mastermind behind the plot against Dorinda. Currid singlehandedly cut a path through his enemies, and they eventually gave up and retreated. Currid next visited Skalandar, where he entered a tournament of jousting and martial prowess. He bested all his competitors and as a reward for winning was promised the hand of Princess Sveetru. Currid remained true to his love for Shasta and gave up the opportunity to marry Sveetru, instead requesting she donate the amount of her dowery to the building of a shrine to Kord. Currid returned to his homeland with the riches that had been the remainder of his prize from the tournament. He once again proposed to Shasta, but she turned him down again. She was not overly impressed by the deeds that he had thus far performed, and said that she could not marry him until he carried out even greater feats of heroism.
In Dunsmore far from the city of his home, a dragon was terrorizing the countryside and killing any man who tried to stop it. This dragon was twelve feet high and twenty-nine feet long, and was destroying everything it saw. Currid heard reports of the beast, and went to try his luck. After a fierce battle he emerged victorious, the monster dead at his feet. The King of the Land was so thankful that he knighted Currid. Currid then traveled across the vast sea, to join the battle against a vast horde of orcs, and in doing so convinced the entire city to observer Kord as the cities patron god. Some time later upon his way back home, Currid and his servants were walking through the woods and he came upon sixteen ruffians assaulting a Lord and Lady. The ruffians did not stand a chance. Currid left the bound Lord and Lady in the care of his entourage and chased after the fleeing bandits, getting lost in the woods as a result. Continuing through the woods, Currid happened upon a battle between a lion and a griffon. He decided to watch the fight and aid whichever creature was losing. The lion was getting the worst of it and appeared to be almost finished. Currid stepped in and defeated the griffon. After the fight was over, the lion became his constant companion as a show of thanks. Together the lion and Currid managed after many adventures to escape the woods and return to Currids home. At the gates of the city the lion thanked Currid and left him to go his own way.
After all these acts of heroism, he returned home to Shasta. When he went to ask for her hand in marriage again he discovered that the Lord and Lady who had been set upon by the bandits in the forest were the Dragon Lord and his wife, thus Shasta finally agreed to marry him. In celebration of their marriage the Dragon Lord built a giant stadium dedicated to Kord, which still stands in the Capitol today.
11.17.2005
Convert or Die!!
Behold O ye waywerd folks!! Kord is seeking you! Convert and reap the rewards! Infidels, turn now or forever regret not doing the right thing. Kord is strong, and might is the way to victory. Together we can overcome any foe with mighty deeds of strength and valor!
This month I shall be reading inspirational storys of Kord from the book Kord and the Book of Strength while we travel. In the evenings short devotionals will be held using the Big Book of Kord's Chance, free beer, and a few dice, feel free to convert at anytime and join us.
-Rankin
These are not the droids you're looking for.
It's official: we're dorks
Yep.
Every other Saturday me and seven other guys sit around in Geoff's house pretending we're elves and dwarves living in a world full of magic and wonder. There is no cool way to talk about being a person that enjoys Dungeons and Dragons, and who cares, anyway? While everyone else is sitting and home with their significant other watching the latest summer-smash on dvd, us lucky few get to kick (imaginary) ass! This bi-weekly routine sets us apart. We sit hunched over a table for hours, rolling dice and arguing the semantics of rules, manuvering small painted miniatures, fighting over magic items and trying to stay alive: we are weekend warriors and wizards, and we couldn't be happier.
The Cast:
d-rok / "t", halfling bard
dane / kade, halfling monk
dave / stonez, half-orc barbarian
drew / maril, human cleric
geoff / dairmuid ("DER-mott"), elven ranger
jd / rankin, human cleric
payton / woller, human fighter
rick / stix, half-orc barbarian
sean / dm extraordinare
This blog is intended to record our progress, make disparging remarks about non-gamers which helps increase our self-esteems, provide a place for the players to gloat about killing all my monsters, and giving me a place where to gloat over the corpses of the dead players as an unsuspecting-looking level 20 goblin monk dances over their graves.To sum up: we're cool BECAUSE we game, and there is absolutly no chance that blogging about our imaginary adventures makes us dorky.
Sean, DM