Wednesday, November 24, 2010
Wednesday, October 20, 2010
I'm looking for some dates to play D&D. I know weekends have been tough to organize recently but I'm also open to weeknights as well. Throw out some dates everybody.
Here is some stuff to keep you entertained in the meantime.
D&D World of Adventure
The Dungeons & Dragons Experience
Friday, August 27, 2010
Goldengrass the 24th – 25th, 1845
Outside the tomb of Minress Curthor, Svarnos came up with an ingenious plan to deal with the shadowy undead rats within. He instructed the strong warriors of the group to move some of the marble sarcophagi from the walls of the chamber they were in to create a barrier to prevent the swarm from entering the room. The party could then fight the creatures from on high if they stood atop the sarcophagi. When the doors would be opened he would first blast the swarm with a burning hands spell. The plan worked brilliantly as the flames of the spell consumed the entire swarm and the rats were burned to a crisp.
Inside the now unguarded tomb the adventurers were able to search the carved sarcophagus holding the remains of Minress Curthor. The corpse was just dry bones wearing a rotted cloth-of-gold shroud with wispy strands of golden hair still attached to its grinning skull. Yet, on the skull was a great treasure, a delicate tiara of platinum set with black opals. The treasure was taken and the party decided it was time to head to the long corridor that they discovered. The corridor they believed was the secret passage that led into Castle Riveon.
The 12’ high arched corridor was stoutly constructed by dwarven stonemasons yet time had still taken its toll on it. Water dripped from the ceiling in places and roots had caused the stone blocks to crack and crumble which created minor cave-ins.
They walked the corridor for a long stretch of time when Galifynakus noticed a refection on the ceiling directly ahead of them in the light from their lantern. It turned out to be a patch of green slime growing on the ceiling. The dwarves Gjord and Norgrim both knew of the acidic fungus, as it was a bane to dwarven miners. They also remembered that fire was the best way to destroy it. Using a torch, oil, and Svarnos’ burning hands spell again (recalled by the magical pearl of power) the disgusting slime was eliminated. In the process some of the nasty stuff slopped onto Galifynakus’ boot, destroying it, and burning the barbarians foot underneath.
The party continued on and finally came to the end of the passage where there was a sturdy iron ladder leading up to a solid marble trap door above. The group decided to rest and replenish their spells before trying the trap door so they spent the rest of the day in the underground passage. The next day they carefully ascended the ladder into the remains of a ruined chapel dedicated to Varcan. The heroes were within Castle Riveon!
In a small adjacent room they found a prayer book and some useful clerical scrolls hidden behind a loose brick in the hearth. The old map of the castle that was acquired by Eldan was produced and the party could see exactly where they were inside the stronghold. The plan was (as usual) to use the ever-faithful familiar Jarvis as a scout with Svarnos reporting back what the cat was seeing. Lono picked the long disused lock on the doors that led out of the chapel and the cat slunk through the doors to scout around.
Immediately the sound of a door opening behind the cat led to him seeing a strong-looking manacled dwarf being led by two black orcs through the hallway. The cat hid down another turn in the hall. Doing so caused him to pass a most peculiar door that was made of reddish colored metal with the image of a bearded horned demon-like face in its center. As the cat passed, the mouth of this face opened and said, “Oh! A kitty cat.” Jarvis, having no time for talking doors, ignored this and doubled back down the hall after the orcs and their captive.
Jarvis saw them enter the large wood and iron doors that led to the Great Hall and he was able to peer in after them as the doors were left ajar. The dwarf was led down a many pillared hall to stand before a figure seated on an ornate raised thrown flanked by tapestries. There were several orcs milling about and four armed half-orcs at the foot of the throne. The thin man upon the throne wore clothes of gray with a voluminous cloak and cowl that was drawn over his head keeping his face in shadow. Only his eyes that seemed to glow with a faint blue light could be seen under the hood and a gray beard hung down to the middle of his chest. The man questioned the dwarf and asked him with a mocking voice if he still refused to fight in the arena. The dwarf only glared at him. Angered that the prisoner wouldn’t answer he told the guards, “Feed him to Morgor.” The orcs roughly grabbed the doomed dwarf and began to take him out of the hall towards the castle courtyard. Jarvis ducked out of the way and returned to his master hiding in the chapel.
The adventurers had an argument about whether they should save the dwarf or not. Fionnula, Martijn, and Lono were the most opposed to the idea for they felt that it would alert the guardians of the castle to their presence. Svarnos and Gjord were determined to try to save him however. It was decided that Lono and Jarvis would go to the courtyard doors and try to see what could be done.
They crept to the doors without alerting anyone and looked out. The dwarf was being bound to a statue in the center of the courtyard. The sound of loud clanging metal that the party heard before when they saw the top of the castles High Tower dome peel back began to sound again. The flying monster was to be released!
The thief and the cat returned to the others and more arguing ensued. Svarnos decided he was at least going to try to use his message spell to communicate with the doomed dwarf. He snuck out with Jarvis to the doors but he was too late, for when he cast his spell he found no dwarf to communicate with. Svarnos returned and conveyed what happened to the others.
So, the party determined to continue with their stealthy exploration of the castle. They would try to enter one of the bedrooms and climb up the chimney to the roof of the structure if possible. From there maybe they could find a way into the High Tower.
They made their way to a bedroom that was richly furnished although a bit musty. The fireplace and chimney were large enough for a man to fit through, although it would be uncomfortable and sooty.
Lono was the first sent up and he made it to the bedroom on the second floor. He had to remove a grate that held old chunks of burnt wood that was blocking his progress. He lifted this and set it into the bedroom he was climbing into. To his shock he found that this room was occupied. A comely young woman with black hair and green eyes was sitting bolt upright in the bed with the blanket held tightly in her fists up to her chin and look of terror on her face. The soot covered rogue clambered into the room and said, “Don’t worry, I’m just your friendly neighborhood thief passing through.” The woman screamed, shot out of bed, and ran to the door. She began to cry out and pound on the door but it seemed that it was locked. Now that Lono saw her fully he could see that she was dressed in an immodest slip of a nightdress as if she had been awaiting a lover in the bedroom. He could also see that her back bore the mark of the whip upon it as well. Lono accosted the woman and pulled her away from the door. He treid to calm her but she kept crying out, “Illnath, Illnath!” Lono could think of nothing else to do so he slugged her. It took a couple punches (Lono is a lover not a fighter) but she was finally knocked out. Lono shimmied back down the chimney and told the party what happened. They’re reaction was one of horrified amusement.
The whole group came up the chimney then. Svarnos cast a charm person spell upon the young lady as Fionnula revived and tried to comfort her. They learned that the woman, Shianna, was abducted from her family’s farm near Arrain. From what they could tell Illnath was apparently using her as a sex slave and he visited her almost every night. She was kept prisoner in this room although she sometimes was sent to work in the kitchen with other slaves. The party noticed also that she seemed to have a strange devotion to Illnath and that she did not really speak ill of him calling him her lord and master. It was his servants that she feared. The heroes realized she was already under the effects of a charm spell from the illusionist.
While they were talking there was a knock on the door and it opened with a goblin carrying a tray of food. The creature barely set foot in the room when Gjord brained him with his hammer. They closed the door again.
So now, with a twice-charmed terrified slave girl and a dead goblin lying upon the bedroom floor our heroes began to formulate a plan.
Wednesday, August 25, 2010
Friday, July 23, 2010
Monday, July 19, 2010
Monday, July 5, 2010
Saturday, July 3, 2010
Saturday, June 19, 2010
Friday, June 11, 2010
Sunday, June 6, 2010
I've been on a Robert Howard kick lately since Alicia and Norb both got me Conan/Soloman Kane related stuff for my birthday.
I think this conversation between the pirate queen Belit and Conan from Queen of the Black Coast best sums up what the barbaric character is all about. I don't know why but something in it just resonates with me somehow. Although, on a much lamer level as I haven't done a lot of "slaying" recently and my adventures are just confined to my imagination.
"What of your own gods? I have never heard you call on them."
"Their chief is Crom. He dwells on a great mountain. What use to call on him? Little he cares if men live or die. Better to be silent than to call his attention to you; he will send you dooms, not fortune! He is grim and loveless, but at birth he breathes power to strive and slay into a man's soul. What else shall men ask of the gods?"
"But what of the worlds beyond the river of death?" she persisted.
"There is no hope here or hereafter in the cult of my people," answered Conan. "In this world men struggle and suffer vainly, finding pleasure only in the bright madness of battle; dying, their souls enter a gray misty realm of clouds and icy winds, to wander cheerlessly throughout eternity."
Belit shuddered. "Life, bad as it is, is better than such a destiny. What do you believe, Conan?"
He shrugged his shoulders. "I have known many gods. He who denies them is as blind as he who trusts them too deeply. I seek not beyond death. It may be the blackness averred by the Nemedian skeptics, or Crom's realm of ice and cloud, or the snowy plains and vaulted halls of the Nordheimer's Valhalla. I know not, nor do I care. Let me live deep while I live; let me know the rich juices of red meat and stinging wine on my palate, the hot embrace of white arms, the mad exultation of battle when the blue blades flame and crimson, and I am content. Let teachers and priests and philosophers brood over questions of reality and illusion. I know this: if life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content."
Wednesday, June 2, 2010
Tuesday, May 11, 2010
Thursday, April 29, 2010
I hope they mean that its coming out on October of this year.
Sunday, April 25, 2010
Monday, April 19, 2010
Here was my result (I thought I was answering the questions as honestly as possible).
True Neutral A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
Sunday, April 11, 2010
Monday, April 5, 2010
5) Avoid arguing. While disagreements about a course of action will certainly arise from time to time, players should quickly discuss their options and reach a consensus in order to proceed. Bickering in the dungeon will only create noise which may well attract wandering monsters. Above all, remember that this is just a game and a little consideration will go far toward avoiding any hard feelings . . .
8) Know your limits. Your party may not be a match for every monster you encounter, and occasionally it pays to know when and how to run away from danger. Likewise, a dungeon adventure may have to be cut short if your party suffers great adversity and/or depleted strength. Many times it will take more than one adventure to accomplish certain goals, and it will thus be necessary to come back out of a dungeon to heal wounds, restore magical abilities and spells, and reinforce a party's strength.
10) The fun of a D&D game comes in playing your character's role. Take on your character's persona and immerse yourself in the game setting, enjoying the fantasy element and the interaction with your fellow players and the Dungeon Master.
Sunday, April 4, 2010
This statue of the Immortal known as Varcan the Message Bringer can be seen standing before the doors of his temples. The scene depicted is known as the "Exalting". It shows Varcan taking the soul of a departed faithful cleric to his hallowed realm.
- Always be kind and never cruel.
- Give mercy to those that ask for it.
- Thou shalt never lie and remain faithful to thy pledged word.
- Thou shalt respect all those whom are weak, the poor and the innocent, and shalt constitute thyself the defender of them.
- Be charitable to others and give to those in need.
- Live a pure and noble life.
- Suffer no undead creature to exist for they are a blight and a great evil upon the world.
- Thou shalt be everywhere and always thy champion of the Right, the Good and the True, and forever the foe of Injustice, Tyranny and Evil.
The alluring and potent elven sorceress that lives in a magically protected tower north of the town of Berengel.
Friday, March 26, 2010
6th Day, Goldengrass the 12th, 1845
After she turned down the side street Fionnula accidentally gave her self away by trying to cast a Protection From Evil spell upon herself. The rider that was following her turned his horse about and tried to get back to his comrades. This drove him almost right into the middle of the following adventurers and he had to violently reign his horse in to try to turn about. Knowing that they would never catch up to him on foot Svarnos cast a Sleep spell upon both rider and horse. The cloaked riders warhorse fell to the ground beneath him asleep as the rider jumped clear and landed on his feet. The rider than whipped his longsword from his scabbard to meet the attack of the charging adventurers. Martijn, Gjord, and Tursan took the fight to the single rider as the rest of the party prepared to take on the others that were fast approaching.
The three warriors swung their weapons at the rider but he parried and dodged most of their attacks but Gjord was able to get one good strike in. Suddenly, one of the approaching riders from behind incanted a spell and the three fighters fell to the ground before their enemy overtaken my a magical Sleep spell. One of the mysterious riders was obviously a wizard. Svarnos rushed forward to awaken Martijn and as he did so the rider they had been battling turned his longsword point downward and set it against Gjord's throat! He called out to the party (which were about to engage the other riders) to stop fighting and lay down their weapons. Fionulla came around from the side street then and attempted to use the Wand of Fear that they had acquired in their last adventure. The wands spell washed over the rider but he resisted its power and almost plunged his sword into the dwarf. A tense stand off had begun.
In the midst of the conflict the cowls of the riders had fallen back to reveal their eerie visages. They all had skin of a dusky dark gray hue, gray hair, and dead white eyes showing no pupils. They looked like men that had been drained of all color. There were some townsfolk in the street that were watching the conflict and most of them cried out and fled when they saw the faces of the riders.
The stand off led to a tragic conclusion. The adventurers were at a loss of what to do as the valiant dwarf was at the mercy of their enemies. Martijn had been awakened by Svarnos but continued to feign sleep in hope of catching their enemy unaware. The riders grouped together around the helpless dwarf and one dismounted and kicked the sleeping horse to awaken it. The rider that was threatening to kill the dwarf shouted for the party to get back. One rider that seemed to be the leader (and the spellcaster) proclaimed that the party was being deceived by the elven sorceress Aness and that they knew that she possessed the Shadow Cylinders. Svarnos began questioning the riders in hope of wasting time as he knew that the Sleep spell upon the dwarf would eventually end.
Lono, forgetting about the Geas upon him, spoke up and let slip his knowledge about the cylinders! He felt the spell subtly take hold and he knew he had erred as soon as the words left his mouth. Lono, unfamiliar with powerful magics like the Geas, wondered if he would drop dead at any moment.
NOTE: I can't remember exactly what Lono said. So maybe you guys can fill me in.
The strange riders knew that the wizard was purposely wasting time. They told the party that they were leaving and that the battle was over. The one threatening Gjord shouted for them to get further back down the street. The heroes were at a loss of what to do as they did not want the riders to escape but the at the same time the dwarven warrior's life was hanging by a thread.
Finally, realizing that the effects of the Sleep spell would end soon the one on Gjord shouted for the party to run away. The adventurers, thinking he was bluffing, stood their ground. It was then that evil rider thrust his sword into the defenseless dwarfs neck! Martijn, who was feigning sleep, tried to thrust out with his dagger at the rider but he was not fast enough to stop the slaying of the dwarf.
Horrified and angered the party went into action. The fighters took the attack to the one that had killed Gjord and Galyfinakus destroyed him with a powerful sweep of his two-handed sword. The creature faded away into a cloud of grey smoke leaving a heap of his clothes, armor, and weapons behind. The other riders tried to escape. A furious Svarnos took out a powerful scroll of Lightning Bolt that they had discovered in Gormoon's tower and used it to blast the other dismounted rider (the spell caster). All that was left of him was a smoking pile of his equipment.
The last rider began to try to ride away down the street and Svarnos launched a Magic Missile spell at his horse in hopes of taking it down under its rider. The spell struck but the rider was able to escape.
Gjord was dead and it was soon obvious that the party was ready to do anything in their power to change this dire situation. For the heroes knew that there were powerful magics that could recall a being back from the grip of death. Not knowing what else to do Svarnos wanted to go see Aness to see if she knew of any way to accomplish this. Fionnula and Martijn wanted to find a temple to the Immortal that they worshipped, Varcan. Powerful priests of Varcan have the power to raise the dead.
As the party was discussing this, men-at-arms of the town watch had finally arrived, and wanted to know what happened. The party told them and many townsfolk in the street corroborated their story. The men-at-arms took possession of the horses of the riders and told Martijn how to get to a shrine dedicated to Varcan that was located nearby.
Martijn, Fionnula, and Tursan took Gjord's body to the shrine while the rest of the group went back to the sorceresses tower. Both groups were successful in their endeavors to some extent.
Aness was furious at Lono when she discovered he had activated the Geas and she told him she should let the spell take its hold. She calmed down however, when she realized he had only spoken of the Shadow Cylinders and had not mentioned the passing of the archmage Moandor. She would remove the spell that bound him and then cast the Geas again upon him. Aness also told them that she could recall the dwarf back from death but she needed the proper components. Namely 5,000 gold pieces worth of diamonds. She would cast her most potent spell, Limited Wish, that could mimic the power of even a clerical spell.
Martijn and Fionulla found no cleric of sufficient power to raise the dead at the small shrine. An old priest named Omarth who kept the shrine took pity on the adventurers and their dead comrade. He revealed that there was a trust of treasure that was being attained for the construction of an actual temple to Varcan in Berengel. He said that the high priest that had passed away years ago had the means to raise the dead and there was a cache of diamonds for just that purpose secreted away by the remaining clergy. Fionnula knew this ids what they would need if they found someone to cast the spell. Without hesitation they exchanged the glorious sapphire of Gormoon for the diamonds. They thought that they could find a cleric at the temple to Varcan in Wychton so they went to seek the others.
Eventually the party came together and the body of the dwarf was taken to Aness and her conjuration room. She invoked her most powerful spell and sprinkled the diamonds upon the dwarf which turned into a phosphorescent dust as they fell. The body glowed with an eerie light and suddenly the wound upon the dwarfs neck was gone and Gjord's eyes fluttered open. He was among the living again.
They heroes gave a sigh of relief and they were happy to have the stout dwarf back. Gjord had no memory of what occurred and was surprised to find himself where he was. He was also greatly weakened by his ordeal. Aness comforted him and the party saw a brief moment of tenderness from the usually stern and enigmatic demeanor of the elven sorceress.
She told the party that they should continue upon the adventure that they had meant to set out upon. Riveon was waiting and that possibly another Shadow Cylinder could be found there. This would be one way they could strike a blow against the Shadow Dragon and his minions.
Aness said the mysterious riders were creatures called Shades. Servants of Zorvoath the Shadow Dragon, these were beings that had given over their life essence for that of the demi-plane of Shadow. This shadow essence gave them supernatural abilities and it was a quick way to power. It also enslaved them to Zorvoath's will. These creatures were drawn to things of the shadow plane like the Shadow Cylinders and anyone who bore these was not safe from them.
Aness looked weary and she asked the party to be on with their quest as soon as possible. The sooner that the mystery of the Cylinders was revealed it would be better for them all.
I would also suggest checking out Grognardia itself for a host of great articles on D&D and swords and sorcery pulp fantasy in general.
Wednesday, February 24, 2010
The grigs also left, bounding into the woods, after thanking them all again. The enchanted sleepers continued to sleep. So, our heroes had an extended stay with the druids although only Lono, Martijn, Tursan, Norgrim, and the cat Jarvis would remember it. Though they awoke at different times they did not all awaken until the morning of the 9th of Goldengrass! The druids took care of the sleepers during this time and fed them a concoction of nuts, berries, and milk to sustain them.
Brognor gave Eldan some old maps of the fortress of Riveon once the home of Duke Curthor Malavon and his family. He told of how Duke Curthor had them design and construct an underground tunnel leading from the castle chapel to the family vault in the cemetery as he wished upon occasion to visit and pray among the bones of his ancestors without having to stroll amongst the commoners of the city to do it. Eldan knew he had found a possibly way into the heart of the fortress and his dream of rooting out the evil of Riveon looked as if it could come true.