Friday, May 21, 2010

Genesis Gauntlet - twenty eight centuries later

An excerpt from Zoxcri's notes, from his personal journal in Wraithstone.

I met a particular group the other day, seeking a relic of the past. The far past, in fact, not merely something only a few of their generations ago either. They are seeking the genesis gauntlet, from legends of the world's creation. But at least they know where to look for their clues.

They were specifically looking for Vireem, one of the great changers of the city, the man who made it what it was today. He built the incarcery, and it's predecessors, he locked away the worst criminals, built laws, and changed the city for the better by far. It is a pity I never met him in person, we would have much to discuss I would think.

But, this group of humans I met, I regret what happened to them after they arrived here, with their good intentions. Even the cleric, whose hatred of our kind is obvious put aside his differences with only the intent to be well behaved, and they were attacked, and betrayed, and embroiled in secrecy. Those necromancers give wizards a bad name, alive or undead, with what they have done.

I am glad they survived...

Thursday, April 8, 2010

Session 21


    Our adventurers begun the adventurers journeying into the Fernmire Swamp.  Dragging their boats behind them they headed to the first location on the map given to them by their employer.  As they drew closer they came across many light blue mushrooms with white rings decorating the cap as well as dead lizardfolk.  Some of the lizardfolk were killed by puncture wounds from a spear and other had their insides burst open.  In the distance a pyramid covered in the mushrooms could be seen.  As the party approached the pyramid a figure in full plate wield a stone spear.  He looked to have a strange look in his eyes and his skin was tinged with a hint of blue.  He immediately attacked the party who made short work of him.  Upon reaching the apex of the pyramid the party found a statue of a lizardfolk wearing robes holding a sphere in each hand.  The sphere glowed slightly of quintessence.
    The party collected the valuables of the area and continued on dragging their boats along with them.  As they made their way towards the second point of interest on the map they found themselves upon a series of ponds and a human skeleton with his arm draped around the chest and a hand crossbow held in one hand.  The Zanben disarmed the skeleton of his crossbow and Saloch checked the chest only to find it empty.  Suddenly an arrow fires from the tall grass in the area striking Zanben.  This led to a long fight of the players chasing down a lizardfolk ranger who used the terrain to his advantage.  Specifically using underground tunnels to swim from pond to pond when ever the party would get too close to the lizardfolk.  Not only that but many spiked pit traps littered the area.  Eventually Saloch transformed into a octopus, dove into the water and chased the lizardfolk down and throttled him underwater.  After the fight was over the party found where the lizardfolk hid the treasure (underwater) and recovered it all for a large reward.

Tuesday, April 6, 2010

Genesis Gauntlet Session 2 Recap

Eventually, the kobold returns to the stage, and places his almost comically large instrument on his lap once more. He looks about, and the crowd has grown - there was always draw for stories of the Genesis Gauntlet in this town, it was the whole town's purpose to serve them.

"So, these adventurers had defeated the bears, those who had moved into the lair of what was undoubtedly Vireem. Yes, what was once Vireem's very home. But they reached a dead end, There were no other routes for them to explore, it seemed lost." The music slows to build dramatic tension, "Fortunately, the wise and brave Horace of Pelor made a key observation - there was a secret door near the entrance, and symmetry was sought after in constructions. It only took him a moment to do what none before him had done - locate a hidden passage deeper into Vireem's lair." Another dramatic pause. Billing this story as true, the other travellers in the tavern quickly began speaking excitedly to one another - someone had found a clue!

But Valaquiqui continued to talk, "inside, they found the remains of Vireem's loyal servants, some few undead minions still remaining after all these years. They rise to defend the lair from these intruders. They do not last, though, they were old and faded. The warriors Chint and Chint struck them down as Horace repelled them with the might of his god. Righteous work, of course. They found this area was flooded, and moving forward the rest of the structure was further and further underwater. It would seem, they soon found out, that a river had eaten away at the far corner's foundation, and creatures of the sea had moved into Vireem's library. Chint found himself at the mercy of a giant octopus, only saved by the intervention of the others. But there was nothing there, and they scowled. There was only one door left unopened, and without knowing what untold horrors were within, the group decided to reprepare. They were bloodied from the claws of many rats, the teeth of feirce bears, the tentacles of sea monsters, and even the claws of death itself come for them. They returned to town, seeking refuge for the night, to rest and recover."

He played a quick interlude, interrupting it even as he does. "Now, there is something you should know. There was a man who visited this town, a merchant Lauciman. He was rude, but rich, and had demanded a place on the merchant's council that had run the town for some time. Of course, Ivelillo, the owner of this very fine establishment, is strong of morals, and refused to let the corrupt man into power, lest he run the city into the ground. It was wise of him. When the adventurers, Marresisio, Horace, Chint and Chint returned to town, hoping to trade in what they had uncovered inside Vireem's lair they ran afoul of the foul Lauciman's plot to dethrone Ivelillo."

The music returned to it's normal pace, and the kobold continued, "The heroes had found many things locked within the tomb, gems, gold, lost armor from long dead soldiers. They bartered for them inside town, with the many merchants who would not know for some time what they had bought. They crossed paths with Lauciman, and he attempted to hire them for what he claimed was 'justice'. He had apparently been stolen from lately, casks of fine wine waylaid - a crime especially henious in this town."



"They were sent to locate the missing wine, and the only lead they knew of was our noble Ivelillo, owner of this selfsame establishment. They were agressive, as seekers of justice are right to be, and confronted Ivelillo about the wine. He stated firmly that he was in the right, and wouldn't trust a word Lauciman said. The group returned to the elf - that's Lauciman, by the way - and asked him for proof, which he presented to them. Receipts for purchasing the wine. Not being merchants, the group couldn't tell quite what was wrong with them, though they smelled a rat, and Lauciman knew it. He played them again, telling them to seek out Ivelillo's receipts, if they thought his were forged, and the group did - though they regret it, I am sure. They confronted Ivelillo again, and discovered that his papers were clearly forged - a surprise to everyone involved. Without saying another word, the group went to the law, in this town that means constable Thorgunna, though with the little evidence they had, they were unsure whom they were looking at as the theif. They returned to look for Lauciman, only to find that he had fled the city, an act of a guilty consience no doubt. The group chased after him only to find he had escaped, though he lost everything he had worked so hard to obtain, including Ivelillo's legitimate receipt, prooving Lauciman's guilt. In justice, his things were divided amongst the honest merchants of the town, as well as the heroes. And this was only while they were looking for a bed for the night! Imagine what they can accomplish when they put their minds to it!"

He chuckles, and continues, "But eventully the heroes did lay down and rest, recovering their stamina and putting salve on their wounds. Before long, they were prepared to head out again, and they reuturned to Vireem's lair. They pushed open the last door, and found Vireem's labratory - a tremendous victory for them and all who would come after. But before they could so much as glance at it, what had appeared to be the swollen corpse of a sea monster laying on the wet floor rose to attack them, animated by the lingering magics guarding Vireem's tomb. Or perhaps by the powers the heroes were soon to uncover. Great tentacles rose, each as long as a man is tall, and thick as a blacksmith's arms. The tentacles driped with the smell of death and rot, but the heroes were valliant, and they fought the inhuman beast." Now, the music picks up pace, and Valaquiqi continues, "Back and forth they fought, the brothers chint protecting Horace and Marresisio, each of them absorbing blows enough to kill a half-dozen lesser men, and still they fought. The beast was impossible, it's rubbery flesh immune to all but the most feirce of blows, and it fell to a battle of endurance. Horace and Marresisio collapsed from exhausion during the fight, and the brothers chint staggered, barely alive. The beast had them on the ropes. But ultimately, the heroes prevailed. Just as the borthers were ready to succumb to the cold fingers of death, they succeeded. The magic faltered, and the beast sloughed to the floor once more. Beaten near to death, by the mere lingering magic of Vireem, the heroes had prevailed and survived."

A final chord plays, and a collective sigh of releif comes from the audience - though still there is excited chatter about what this story means for them. Valaquiqui says in closing, without the aid of an instrument, "Zook, visionary of the future has told me these four are destined for great things, and that they uncovered there in Vieem's long-lost lair another clue to the greatest of treasures, the Genesis Gauntlet. But, for Weal or Woe, they are on their way to parts unknown. Have any of you the courage to uncover what they unlocked?"

Wednesday, March 31, 2010

Genesis Gauntlet Session 1 Recap

Sitting around a table at a tavern, you see a small kobold take the stage. He was a curious sight, for barely topping two feet tall, the mandolin he carried with him extended past him in both directions, though it didn't seem to bother him.

"Ah, I see a good crowd tonight. Perhaps you would like to hear something new, a tale still yet unfolding." He begins to pluck the strings, and though his fingers and arms were stretched as far as they would go, the sound was sweet and clear, a subtle undertone to the story he was about to tell.

"I am Valaquiqui, and this tale happened a few weeks past, more advenurers seeking the gauntlet of genesis - though one that ended differently than any so far. You see, this group of travellers did not arrive together seeking the gauntlet, they arrived seperately. An ancient wizard by Marresisio, a devout cleric named Horace, and a pair of curious twins, each as large as a mountain and both named Chint. Odd fellows. They came to yours truly asking for information on the gauntlet, seeking it out after meeting in a drunken party the night before. They asked the right questions, and promptly left the town, seeking the treasure of a lifetime."

The kobold pauses a moment, and plays a more complicated peice on the mandolin, an interlude of sorts. "I understand they found a map on the oblisk, a map leading to a secret place underneath the city. They followed he map, and under the city, they found this building that they suspected to belong to Vireem, buried under centuries of silt from the seasonal flooding. I would have never have guessed the forces of time and nature to be so secretive. Inside, they immediately encountered a thick swarm of rats, using an ancient storage closet as their nest, though they simply stuck their torches to the ground and scared them away. Clever, if I must say. They continued to move through the corridor, only to find that the dungeon had become the recent den of a pair of bear cubs. Deciding they were too close to the town to be safe, they promptly struck them down, only to do so within the very line of sight of their mother bear! One of the Chint brothers was knocked to the ground at the bear's maw, only to be saved by the other. A true tale of brotherhood, indeed. With Horace's help, they dispatched the bears, and I for one am thankful, I did not care to have such lumbering beasts so close to my own doorstep."

Another intermission, and the kobold continues, "Ah, I need a drink. Excuse me for a moment, I shall return once I whet my tongue. Would anyone care to join me?"

Tuesday, March 30, 2010

Characters for the Genesis Gauntlet

Okay, the characters!

Eric - Marresisio Eld'etoresio, the venerable wizard.
Tyler - Horace Viraseth , the cleric of Pelor
Jon - Chint, the self-absorbed human fighter
Kevin - Chint, the self-absorbed human fighter

Session 20 - A Recap (FINALLY)

    This session started out with the group receiving an offer of employment and a request to appear at the towns court for the trial of Bascom Yates.  The party began by doing some investigating and ultimately learning that Bascom Yates killed Emory Steele for a strange item pulled from the ocean which he then sold to Prardo for a hefty bag of coin.  They also learned that Prardo was under arrest for possession of magic items. This information was obtained by visiting Bascom Yates in prison and tricking him into believing that a candle they had would cause him pain if he lied while in it's lit presence. 

     At Bascom Yates's trial the party convinced the judge to post-pone his execution as his testimony may be needed in the future to arrest Prardo.  The judge agreed and sent Bascom back to the prison.

    Later Bl'nx wanted to find out what that evil aura in the ocean was so the party hired a sailor and sailed out to the point where it was strongest.  Saloch cast water breathing on the party and wildshaped into a shark.  The party sank to a depth of 500 feet where they discovered an ancient lizardfolk temple inhabited by Kuo-Toa.  In the main hallways they were forced to fight with some mad Kuo-Toa and defeated them soundly.  Futher into the temple they found a strange ritual being performed by Kuo-Toa clergy which involved chanted around a large suspended light while hitting it with lightning bolts.  Each lightning bolt only seemed to make it bigger.

      The party fled from the temple and decided to investigate the offer of employment they had recieved.  The address marked took them to a house in the upperclass district where they met a man who wanted to hire the party to track down Fernmire's ambassador to the Lizardfolk in the swamp.  While they were searching he also asked them to obtain a strange substance call quintessence for him and offered a large sum of money for any that they could find. 

     The party purchased two rowboats and four oars and set out to the Fernmire Bog

Thursday, March 25, 2010

Session twenty recap

I was meaning to wait and do this one when I had my notes, but it seems that's not in the cards for now.

The characters rolled were:
Eric - A venerable wizard
Tyler - A stout cleric of strength and healing

Kevin and Jon, to prevent needing a second session to roll up you guys too, I'll just ask you to roll your stats next week, before Jon's adventure, and then do the rest of the work on your own.

Relevant information:
You're starting at first level
To roll stats:roll 4d6 seven times, drop lowest die from each set, and then drop lowest set. If you get a crappy roll, you may scrap the entire set and roll a second. However, if you do you will have no choice to keep the second set of rolls, even if they wind up being terrible.
Maximum starting gold.
Your character must have a desire to discover or collect the Genesis Gauntlet.

Tuesday, March 23, 2010

Session 'twenty'

From what I hear, tonight John will not be available to DM, But that's no reason for us not to still meet up and play DnD.

If John isn't available, then tonight, we will be rolling up and preparing for the first adventure in the Genesis Gauntlet series of short adventures - An Obelisk Stands Alone. The only restrictions are: Your character may be neither a total jackass or evil, and your character must have some sort of interest in locating and/or obtaining the Genesis Gauntlet. Everything else is currently fair game.

John, of course, can roll up his character for this adventure during another time he is available.

Saturday, March 20, 2010

A new tale begins!

As John said, there's the opportunity for some temporary fill-in DMing after this current adventure ends. I'm really interested in running some short one-shot adventures I've been writing, so I think this is the perfect time.

The first adventure I will be running will be the start of a series of related adventures on the following premise:

There are many reasons an item might be buried away. It might be dangerous, or powerful, or simply too valuable to otherwise protect. This item, The Genesis Gauntlet, was hidden away to keep from the hands of Vireem. That much is known, but everything else has been lost and obscured by the sands of time.

What little else is known is myth. At the dawn of time, the gods created the world. But doing so was a great deal of work. So, the gods created the Tools of The Genesis, and gifted them to their most trusted servants to aid in the crafting of the world. In the millenia since, all but one of these tools have been recorded to be destroyed, and that one is the Gauntlet of Genesis.

It's specific powers are as forgotten as it's location, but it is said that it had the power to move mountains, the power to treat stone as sand and metal as clay, but the most legendary and critical power was the power to grant the very essence of life to unliving things. For this reason, it is said Vireem searched for it. For the entirety of his life, and for the entirety of his long unlife following it he searched. But he never found it.

The group that controlled the gauntlet knew it was being hunted, and buried it away somewhere, hidden deep within the earth, or perhaps the sea. The group has been forgotten, the gauntlet has been lost, and it exists only as legend.

But all legends are founded on a grain of truth. The gauntlet does exist, and there is a single clue to it's supposed whereabouts. Even now, centuries after Vireem was destroyed, there is an obelisk that stands proclaiming a secret of sorts regarding the gauntlet, and where it might be found. Power, enough to kindle the fires of passion in all but the most meek of people, was there for the taking, if only they had the bravery and cunning to find it.


Time to start coming up with character ideas. Starting level for this adventure will be 1, and the world is generic enough that being in our existing campaign world should be no issue.

Thursday, March 18, 2010

Just Who is this Saloch Fellow, anyways?

Saloch is slightly reserved and quiet, but opinionated when he does speak. Most of his time is spent deciding on how the first few lines of his arguments should go, and that alone keeps him out of more discussions than it keeps him in.

His druidic circle is that of the Sammosan River, not far from (starting town), one of the less common circles of druids that focus on an ecosystem that is not a forest. He enjoys rain, puddles, rivers, and so on. He has few qualms about the eating of surface animals, though he will speak strongly against over-hunting because that might cause the fish to overpopulate which will break *that* ecostystem.

On his padded arm is often his friend and ally, Ellie the Hawk (Hey, she chose the name, alright?). Unlike Saloch, she prefers fish to feild mice, and Saloch is okay with that - after all it's part of the natural cycle. Saloch fitted her with a special breastplate to protect her from hunters arrows or the like, and she has taken quite the liking to it - provided she doesn't have to wear it on more than occasional basis.

Saloch perpetually seems moist, his hair is wet even in the driest weather, and his skin is usually clammy and cold, not that he ever notices or minds.

Sound familliar? A number of you have already read Saloch's orignal backstory, but he's a more complex fellow than this indicates. Below are a series of questions that will let you get to know more in-depth about your favorite moist druid.



1. Who were the character's parents? Did they raise the character? If not, why? If not them, then who?

Saloch's mother (Susua Lartous) was an herbalist in Balterrosa, though for the most part she was simply a mother, having enough children to keep her busy for most of the time. While she did support herself with her herb-gathering before she married, it had never been the same passion as having a family was.

Saloch's father (Samuel Lartous) was a fisherman, and a good one. He always fished for the family, fished some for money, but never more than the river could handle. He was never a druid himself, but was always a friend to the druids of the Sammosan River - which was one of the reasons he always managed to have enough, but not too many, fish for his family.

Together they raised Saloch, as well as his five other siblings, all of whom were encouraged to take to the fields and farms and trades, rather than fishing, and all of them obliged, finding callings in other trades.

2. Did the character have any childhood friends? Any siblings? Where are they now? Does the character stay in touch with them or have they become separated? If separated, why?

Saloch had no particularly strong friends growing up. He has his siblings, and other children of his age in Balterrosa, but no best friend. It was always the river. There were two giant frogs (Bella and Herman) and a turtle (Lallo) that he used to talk to on a regular basis, but they do not travel, and Saloch has moved away, so he does not speak with them any more.

3. What was childhood like for the character?

Saloch was the second oldest of his siblings, and while he had some talents in other areas, his calling had always been the river, and the waters. He played on the riverbank, and caught frogs and small fish with the other children, having a good childhood. As he grew, most children moved on to other things, romances, trades, skills and other things. Saloch didn't, always playing with the other children in the water, listening to it's secrets, and talking at length with the druids who would stop by often to talk and do business with his father.

4. Does the character have any or did the character have any role models? Describe them.

Saloch's father was obviously a role model to him, living so with the water as he did, as was the head of the druidic circle of the Sammosan river, Fantissima when he met her. Of course, Lallo was always fascinating too, being a turtle and so old and... well, worldly.

Fantissima is a half elven woman who is obvious was beautiful when she was younger. Her husband and son were killed some long time ago, and in seeking solace, she discovered the tranquility of the water, the ability to be ever moving, yet ever unchanging save the subtlest ways. She has long come to peace with the loss of her family, and her calmness and cleverness are true inspirations.

Lallo the turtle refuses to tell his exact age, but admits that he is well over two hundred years old, and has travelled the oceans and rivers all over the continent, and even far away, though he never speaks of it. Unlike other turtles, he also speaks the language of humans on his own - which is interesting of itself. Lallo's origin , however, is far from what he is now. Lallo, originally Laillothamendos, was born a bronze dragon, and spent the first century of his life behaving as was standard for a creature of his kind, finding a lair, gathering treasure, and being generally pensive and mysterious. Then, a group of adventurers stormed his castle, and polymorphed him into a large turtle. He retains some, though not all of his knowledge of his past life, and the power to speak the common tongue is one of those things. Still, he does dream of again flying through the sky, perhaps finding vengance, if the perpetrators are not already dead - it was over a century ago. But those desires are secret, and he stays quiet of them, for now.

5. What did the character do before he / she entered the story? Who trained the character to do what she / he does now? What is the character's relationship with his teacher(s)?

Saloch was always a druid, an outdoorsman, a swimmer. He was one with the river since he could walk to it, and as soon as he could, he joined the druid circle of the Sammosan river, where he learned the ways of the world from his teachers, and Fantissima. Now a fully trained druid, Saloch has yet to choose whether he will remain with the circle in his 'journeyman' stage of his druid training, or if he will leave and apply the teachings to other aspects of his life. He has a good, though not personal relationship with each of the senior druids of the circle, and a slightly closer, more mother-son relationship with Fantissima.

6. What are the character's moral, ethical and religious beliefs? What lengths will the character go to defend those beliefs? Who or what taught those beliefs to the character? Remember that a character's moral and ethical beliefs, not necessarily his behavior, define his alignment.

Saloch is a man whose few beleifs are focused around nature. One should defend life and cultivate it. Any that seek to take life for their own gain must be stopped. One must never undo nature, for it is natural. Do not unbalance any ecosystem. In the unending battle of those who seek to bring structure to the world versus those who seek chaos, take no side. He is undecided on a number of things, even major ones like love, and justice; but he knows by now that he is willing to aid those who ask it, should they repay the favor. Furthermore, he has no love for unnatural beasts, demons, or even those creatures that take on a facimile of humanity. His ideal would would be men, and the simple beasts of the land (well, maybe elves and dwarves and such too..)

7. Does the character have any unusual habits or physical traits? What are they? What do they stem from? How do others tend to react to them?

Saloch is a druid of the Sammosan river, and among the traits he has developed over the years, one has stood out. As part of his joining with the water, he became more water than man, and as such is always damp. His clothes stick to him, his breath fogs at all times, and behind him are footprints at all times. Of course, he drinks many times more water than a normal person does too, and will often also simply douse himself with water via magic to keep himself hydrated.

8. What is the general reaction to the character by other characters? Why, in the character's opinion, do they act that way?

Most people feel Saloch is a little odd by merely looking at him. However, once they meet him Saloch is fairly friendly and will always try to help, or at least find an effective compromise in a situation so that nobody leaves unhappy.

9. Can the character kill? When did he decide (or learn) that he could? Why would the character kill? Does he / she have any enemies at all?

Saloch can and has killed men, though he is uneasy with doing so. He has no qualms with killing unnatural beasts and only a few with killing non-humans.

10. What kind of relationships does the character currently have? Does he / she have any close friends? Bitter enemies? If so, who? What are they like? What is the history of the character and this person's relationship?

Saloch has few permanant relationships, as like a river he is currently in motion. He knows his passion lies in being a druid, which is a fairly solitary calling, but he has yet to find a real calling, something that he will definitively do for the rest of his life. Outside of several aquantances in many cities, Saloch's only true friend is his animal companion, the hawk Ellie.

11. Does the character have any mental problems? Phobias? If so, what are they? What do they stem from?

Saloch is mentally stable, thanks.

12. How does the character generally treat others? Does she / he trust easily? Or not? How does the character relate to people? Is he shy and withdrawn or a condescending snob?

Saloch is generally polite and inquisitive, and often helpful when he can be. More often, he will attempt to come to a compromise, if he is asked to help. He trusts people shallowly easily, but nobody completely, as he rarely knows them for long enough to build enough of a relationship with them.

13. What does the character look like? Does he / she have any scars or tattoos? If so how did she / he get them? Obviously this includes eye and hair color, but unusual gaits and accents come into play here as well.

Saloch has dark brown hair which is usally whetted black with water, and blue eyes. He is slightly short, and of average weight, though almost exclusively weighed in the 'while soaking wet' category, for he is soaking wet almost exclusively. While his robes and the rest of his outfits change with the day, he wears a suit of heavy leather armor underneath, and along the topside of his right sleeve, so that Ellie can land without pinching him.

14. What are the character's dreams? Ambitions? Goals?

Saloch is unclear of his goals, and at the moment he only wants to discover them. He is satisfied with adventuring, though not as something he would want to do for the rest of his life.

15. Does the character ever want to have a family of his / her own someday?

Saloch does want to have a family someday, but has yet to discover anyone he wants to have a family with.

Thursday, March 11, 2010

Session 20


Session 20 will be at my place.  You all know where I live so I'm not too concerned about addresses.  I'm free all of Tuesday and as such will be able to start as soon as people want too.  If everyone arrives early we can discuss the guest dm'ing mentioned in the post below.  As a very brief recap of last session (here's the gnome recap for our gnome readers).

    The party arrived in Fernmire.  Areden finished his business.  The party bought some goods.  The party found an inn.  The party fought a ghost.  Areden left for the forests.

Also if everyone wants (AND COMMENT IF YOU DO) we can order pizza.  Bring money for that then.

You too can be a DM


Does designing adventures and treasure sound like fun to you.  Do you enjoy playing monsters that die fight after fight. If this is the life style for you then perhaps you might consider being a guest DM.  What does a guest DM do you may ask.  Well in this case you would run a quick 2-5 session adventure.  Your adventure would be outside the story of the main plot and is essentially a break for me and one of you as well as give other players a chance to try out other classes.  After your adventure is finished we would resume play of the current d&d story line.  For simplicities sake I've broken this down into a who, what, where, when, why and how.

Tuesday, March 9, 2010

Glory Tales (translated from Gnome)

Greetings again Glaindyr''schtmpt! It has been a while since I last regaled you in my adventures, but I have been quite busy indeed! After a daring battle with the defilers of sanctity, the murderous swine, my friends and I were able to continue on our way to Fernmire with a large supply of weapons to distribute across the merchant markets, as well as to finally escorting Eridan to his secret dealer. Of course a dealer in secrets would be impressive, which is clearly why Aridyn asked us to come along; with Garl by our sides we will be victorious!

Our travels were valiantly, heroically, and magnificently boring for the next two days of travel as we approached closer to Furnm'arr. Which is great! More time to fill in your back ''Schtmptsy! Together we will make the world proud of Garl and our ventures; shedding light where there be dark. However, as we approached Fernmyre (I like this one best!) Garl was quick to point out this town is shrouded in the most fiendish of faint glows. Eredan told us all that this place has a strong disposition towards magic and religious: We must be at attention at all times friend. Even at the time of retelling to you, danger is lurking, and mysteries must still be solved.

Monday, March 8, 2010

Tommorow's Session


I'm wanting a little R&R and time to plan the next session much more properly to give you all the fun session you deserve so tommorows D&D session will not be on but next week we can play at MY PLACE ZOMG.  So tommorow (March 9 2010) no D&D but next week (March 16 2010) yes D&D at my place for whenever everyone shows up.  If you guys wanna order pizza or something discuss it in the comments.  Until then I refer you to this link and I'll refer myself to this one.  Also you're all sexy and I wish you all a good day.

Session 19 - Welcome to Fernmire


    This session started with the party looting the bodies of the orc horde and traveling to Fernmire.  One of the things first noticed by Bl'nx was a faint aura of evil that seemed to cover the entire town.  The first thing they did was accompany Areden to the store Unique Tools where the met the gnomes Podpon and Abonwar.  They concluded their business quickly and Areden went to Fernmire's Finest, the finest inn and restaurant in Fernmire.  The party continued to do some shopping and sold all of the weapons and armour they picked off the orcs as well as went to purchase a few items.  The big ticket purchases are Bl'nx's armour coming in at 2300 gold and Saloch's fancy robe at 50 gold.  For some context Bl'nx spent the equivalent of 230 000 dollars on armour and Saloch spent 5000 dollars on a robe.  The party then went to spend a night at The Sparrow's Inn.  Zanben set out to make a deal with the inn keeper to perform in exchange for free room and board and spent his day advertising himself around town.
      Later that night at roughly 8 o'clock an incredibly thick fog covered the entire city.  It soon became almost impossible to see anything in the fog and many of the residents went home.  Unfortunatly for Zanben this meant that there was a very small crowd and he did not net as much money as he thought he would.  Bl'nx decided to stand outside of the inn and wait for anything bad to happen as he was definatly suspicious of this fog.

It was around this time that mike had to go home which is unfortunate because he keeps missing all the fun stuff. 

Tuesday, March 2, 2010

Session 19


Session 19 will be at Tai's place at 6:30.  A full recap can be found here.  A brief recap can be found here.  The party looted the cave of the hag,  They then continued travelling until they got to a horde of orcs.  They challenged the orcs to a one on on fight to avoid paying the toll and ended up slaughtering the lot of them.

Session 18 - Aggressive Negotiations


    Saloch grew weary of waiting for the group to return from the cavern so he set out after them tracking them through the undeground fort and making it to the hags cavern.  He then helped the party loot the room by summoning water elementals to bring everything they could find underwater back to them.  The water elemental returned with a dead Kuo-Toa cleric, scrolls, gold, platinum, crystal starfish, and a squishy ball of tentacles contains in a translucent membrane.  The party decided that they had found everything of value here and left the cavern.  There was a brief argument between Bl'nx and the rest of the party about disabling the traps. 
    Once again the party was on it's way to Fernmire when the unthinkable happened.  A horde of 40 orcs was standing on the road demanding tribute from party in everything that they owned.  Areden cast tongues on Zanben and Zanben headed up the negotiations.  Zanben negotiated witht  the orc chief that if the party's best could beat the orcs best in a game of wrestling then the orc would let them pass for free, if not they would pay the toll.  Eventually this got changed to a fight to the death and the orcs sent out their champion, a large strong beast with a battle axe.   Bl'nx was nominated as the party's strongest though he wasn't allowed to use his horse.  The battle started and the orc quickly overwhelmed Bl'nx.   Bl'nx then retreated behind Saloch and everything went to shit.  The entire party and the orc horde went to arms with Areden disarming people and Bl'nx and his horse chopping and kicking people and Kyler impaling people and Saloch burning people and Ellie scratching people and Dankil hacking people and Areden blasting people.  The fight was quickly won considering the party's numbers and the party now continues on their way.

Tuesday, February 23, 2010

Session Eighteen


D&D is at Mike's place at regular time.  A recap of last session.  The group met a dwarf, dropped off a toy, saved Areden from certain doom and hasn't looted the room.

Sunday, February 21, 2010

Session 17 Part 2

    This session bagan with the heroes leaving Roysail with Areden traveling to Kalmath and then to Fernmire.  They stopped in at Crestways and Kelmen and Stayed at the inn of the temple of Fharlarghn at which Areden began binge drinking.  Along their travels they met with a dwarven rogue name Oskar Dankil who agreed to travel with the party for a while as he had lost sight of his goals and now sought only to kill people with the name Dan.  Finally they reached Kalmath and met with the Duke who gave the toy to his children and rewarded the party with 800 gold.  Bl'nx and Kyler argued over accounting for a while before the players got on their way.  During the visit with the Duke, Areden had gone to the tavern in town and continued drinking heavily.  The visit with the Duke was finished quickly and the players were left on their way. 

Friday, February 19, 2010

ZANBEN UTHRADAR


ZANBEN UTHRADAR (see above)

Born in Mirn, he lived a peaceful life with his mother. He had resented his father for never being there and vowed to stay at his mother's side forever and support her as the family tavern's new proprieter.

Session 17 - An objective review part one

CHARLES NOOOOOOO!

Wednesday, February 10, 2010

Session 16 - A Lesson in Commerce


    This session began with the party leaving the fortress with carts full of loot they had cleaned out to return to the towns to sell.  Along the way the party tended to their healing and Zanben spent time identifying the scrolls.  There was also some tension between Bl'nx and Kyler about Kyler eating some of the trade food which Bl'nx decided should be returned to the people it was stolen from.     

Sunday, February 7, 2010

Session 16

Unfortunately I was unable to get Wednesday off from work thanks to the slave driving tyrants and enemies of joy and happiness that are dollarama management.  To that end we will either have to play Tuesday, Friday or skip it all together.  I will probably be talking with you all about this before the matter.  For a brief recap of session 15 ; the party collected some valuables, killed the big bad and are making off with anything that wasn't nailed to the floor.

Session 15 - A Recap


This session started off with the heroes taking a rest and then looting the shit out of the 1st floor of the castle.  During the ransacking of the second floor the heroes stumbled upon a library.  Inside they found the diary of the new villain.  In it they discovered he was working with Zalon, had been working on enchantments, was tracking the caravan that was transporting Flovale (the doll) and that he had contacts in Roysail.  The party decided now was time to go through the door on the second floor that had been locked.  They let Bl'nx smash the door down with  his battle axe which took the better part of a minute before the door was knocked over.  Inside they found a large garden with a tree in the center.  The roof of this room was torn away exposing it to the elements.  In this room stood the man with the featureless helmet and strange lute and a raven.  He plucked a deep note as the party entered and began talking to them.  He revealed that thanks to the party slaughtering the hobgoblins he was unable to gain re-enforcements as well as Zalon and him were no longer working together.  The party asked him was his contingency plan was and he told them it was to kill them in this room.  At that point the battle started.  Saloch immediately summoned a swarm of bats on him and the man fled into the smaller room to escape the bats.  As the party moved forward the grass they were standing in began to entangle them and an assassin vine from the tree started strangling Bl'nx.  After the bats had dissappearing the man returned from the room and Saloch summoned a barrage of Hippogriffs and wolves to fight off the assassin vine and man while Zanben aided by tripping the man before he could cast offensively.  Officially the man was destroyed but his raven got away.  After the fight the party removed his helmet to reveal he was an elf and while searching through his belongings they discovered he was missing his left pinky finger.  After this the party packed up everything they could in the castle and made for the closest town.

Tuesday, February 2, 2010

Session 15


Session 15 will be at our great and never late host Mike's place.  This week the recap is courtesy of our good friend and fellow adventurer Eric aka Kyler.
didn't that happen the session before. We explored the fortress and encountered a clothes golem of some dort that posessed Kylar and he almost killed Saloch. Saloch's summoned swarm and teamwork with everyone including our new bard friend Ben (disarming Kylar pretty much every round), managed to kill the creature without killing Kylar. Then the swarm almost killed Kylar, and we all leveled. Speaking of which I still need to update Kylar's Con score and saving throws.

Eric
Also it's worth mentioning now that the next week (the 9th of February) and the week after (the 16th of February) Mike's place will not be good for dnd.  I still have to talk to Tyler but if we don't find a place then we will take a break from dnd for a while.  Just giving you folks a heads up.  Hope to see you all there.

Monday, February 1, 2010

Session 14 - Fashionably Fatal

 
Session Fourteen was finished a while ago and here's an EPIC recap.  The session began with the players clearing out some of the rooms they had been in before and generally cleaning house of the valuables.  When they entered the prison however they dealt with a terrible foe.  The room was about 25 feet by 25 feet.  5 feet of it was sectioned off by bars and a door.  Inside the cell where humanoid skeletons in rags chained to the walls and some crates in the corner.  When the party tried to open the door a specter slowly descended from the ceiling and in goblin ordered the party to leave while skeleton lurged in the chains.  Bl'nx immediately began detecting evil and determined that neither the skeletons or the specter were evil.  Passing this off as some sort of parlour trick the party messed around with the voice for a bit before forcing the door to the cell and kicking the boxes over onto a goblin hiding behind the crates.  It turned out to be the goblin Kyler had tied to the wall.  The party decided it had gone through enough and let it escape and decided to investigate the second floor.  

Monday, January 25, 2010

Session 14


Session Fourteen will be at Mike's place at the same time.  RECAP POWERS!!!!! The party charged the lair, the whole time being pelted by arrows while returning fire.  They burst through the doors and slaughtered the enemies that stood before them.  Then they met a traveling Bard who agreed to adventure with them. Then while adventuring down a hallway they discovered a forge where they managed to do battle with 4 Kenku mercenaries.

Races and Class Restrictions


I've prepared a list of proposed class and race restrictions.  I deduced this list from the Player's Handbook.  I'm not too worried about restrictions on prestige classes as one must first be part of the base class.  There stands one problem in this in that we have a gnome paladin in our group which according the the Player's Handbook is
Members of the other common races rarely hear the call to become paladins
This is in no way a finalized list and please comment at the session tommorow or in the comments section provided.  Remember to leave your name.


By Class

Barbarian:  Humans, Half-Orcs, Dawrves
Bard: Human, Gnome, Elf, Half-Elf
Cleric:  All races can be clerics as religion is universal
Druid: Humans, Elves, Gnomes, Half-Elves
Fighter: All races
Monk: Humans, Half-Orcs, Half-Elves, Elves
Paladin: Humans, Half-Elves, Dwarves, Elves
Ranger: Elves, Half-Elves, Humans, Half-Orcs, Gnomes, Halflings
Rogue: Human, Halflings, Dwarves, Gnomes, Half-Orcs, Half-Elves  
Sorcecer: Commonly found in Humans and Half-Elves but all races are acceptable
Wizards: Humans, Elves, Gnomes (Likely to become Illusionists), Half-Elves, Dwarf, Halfling

By Race
Human: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcecer, Wizards
Dwarf: Barbarian, Bard, Cleric, Fighter, Paladin, Rogue, Sorcecer, Wizards
Elf: Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Sorcecer, Wizards   
Gnome: Bard, Druid, Fighter, Ranger, Rogue, Sorcecer, Wizards
Half-Elf: Cleric, Druid, Fighter, Monk, Paladin, Ranger, Sorcecer, Wizards, Rogue
Half-Orc: Barbarian, Cleric, Fighter, Monk, Ranger, Rogue, Sorcecer
Halfling: Cleric, Fighter, Ranger, Rogue, Sorcecer, Wizards

Session Thirteen - That's a wrap



     Our heroes awoke at the fey clearing and returned to the stone building from which they assualted. earlier that day.  When they reached the castle they saw two hobgoblins with longbows standing in the windows of the from of the building keeping an eye out for intruders as well as the body of Voskas hanging from the the walls over the door.  The party then decided to assault the castle head on with Bl'nx using his tower shield to protect himelf, Kylar and Saloch who were following behind him.  Kyler also aided in defence by placing his shield above Bl'nx's.  As soon as they broke the treeline they were spotted by the hobgoblins.  Almost immediatly the goblins began firing upon them but not to any great success.  Kyler was hit once by one of the goblins but Saloch returned fire pelting the hobgoblin several times with his arrows.  As soon as they reached the doors Kyler began pounding on them until finally he and Bl'nx working together broke them open.  Inside there were three other hobgoblins waiting for them and a fight ensued.  The hobgoblin's were no match for armour and teamwork of the party and all but one were killed.  One of the hobgoblins managed to escape into the forest.  All this was observed by a mysterious stranger in the forest.    
     After the party cut Voskas's body down the stranger approached them and introduced himself as Zanben Urthadar but told the party they could refer to him by his nickname; Ben.   The party then continued in through the hallways and discovered the sleeping quarters of the lair though all parties were awake and the room was empty.  They continued further to discover the forge of the building and a bag of gold lying on the floor.  The party was immediatly suspicious and upon looking around noticed a number of humanoid bird creatures (See picture above) crouched in the rafters.  The party deduced this to be an ambush and sent Kyler in first.  As soon as his approached the room Kyler was hit by a tanglefoot bag and anchored to the floor as alchemists fire rained down upon him.  Bl'nx used his gnomish ability of dancing lights to illuminate the area and the bird-like creatures.  Eventually the creatures, which Saloch identified as kenkus, lept from the rafters into combat with the party.  The group battled hard and Saloch summoned two wolves to join the brawl.  Towards the end the final Kenku attempted to flee by casting a darkness spell but was attacked and killed by the party before it could exit the room.

Tuesday, January 19, 2010

Session Thirteen



Greeting my fair adventurers.  Session thirteen is upon us.  Sorry for the late blog posting I had this written up yesturday but I guesse I forgot to hit post.  Tonight will be at Mike's place for 6:30.   For a bit of a recap; you guys fought an ogre, it smushed Voskas and a DARK EVIL MAGICIAN knocked ellie out of the air and took her with him.  The remaining members fled into the forest to chill with pixies.

Thursday, January 14, 2010

Twelve is All Over



Our story continues with the heroes outside the door of the ogre. Kyler decided to enter as the party's consensus was to slay the ogre. The party entered the room and saw the ogre chained to a well in the center of a large room. This room was the enterance of the area they are in. It contains a well in the center as well as stair cases leading to windows on the second story. There is also a balcony that sits in this room where the owner could greet his guests. Saloch started the fight casting flaming sphere on the ogre. The party moved in and killed the ogre without too much damage. During the fight however a small creature attempted to stab Saloch in the back but was killed soon by the combined efforts of Saloch and Ellie. As they slayed the Ogre they could here the sound of a door opening and footsteps. A man in a featureless mask save for two small holes in the side of his helmet stood there with a strange stringed instrument in his hand. He played a deep bass note and began speaking to the party. While he did this Saloch crept up behind him asecending the stairs but blocked by a portcullis. The man confirmed his association with Zalon and claimed that they must be the group that killed his apprententice. He then proceeded to bring the ogre back to life with a strange spell and went to leave before getting ambushed by Ellie and a wolf summoned by Saloch. The strange man cast magic missile knocking Ellie out of the air and dropping her to -1 hp. As Saloch wolf disappeared the strange man picked up Ellie's body and left down a hallway. The party now battled with a vastly stronger zombie ogre who continued to deal a great ammount of damage to everyone. The battle took a turn for the worse when the ogre landed a crippling blow killing Voskas. After a great struggle the party finished off the ogre. They began deciding what to do with the loot of Voskas. Bl'nx wanted to donate it to the church in hopes of the act benefiting Voskas's soul. Kyler wanted to sell the loot and split the gold amongst the party members and let each do with it as they please. As they argued they could hear more enemy's approaching down the hallways. Saloch suggested they grab all the loot and leave the castle to recover their wounds. They decided to flee to the sprites for protection. As the mounted their horses they could see a group of hobgoblins and Zalon exit the castle. Zalon told the hobgoblin captain not to follow the party and when the leader began to argue Zalon struck him down with a lighting bolt. The party fled to the sprites who took them in after making them play games for 4 hours.

Tuesday, January 12, 2010

Session Twelve


Session 12 is at Tais at 6:30 today.  Recap of last session is here.  You will get a bonus 50 xp if you wear a fantasy piece of clothing tonight.  Also if you show up early or if we end a bit early we will discuss some of the rules modifications but it starts at 6:30 provided everyone is here.

Friday, January 8, 2010

Session Eleven - Failure to Launch


The regular scheduled D&D was postponed due to about half the players being unable to make it and the next encounter being one that could be particularly deadly.  Instead Tyler and I beat borderlands and started new characters.  In our old game Tyler played Brick while I played Lilith.  I found our combination as one that worked out quite well and so I am interested to see how our current combination will work.  So far I am playing Mordecai while Tyler plays Roland.  This run through is noticably easier as we are quite willing to use the Bloodwing exploit with Mordecai summoning about 20 or 30 Bloodwings to tear our foes apart.  Also I am looking forward to No More Heroes 2 and have included two trailers after the jump.  Back to Dungeons and Dragons I am considering adding in some new rules.  Things such as class's being restricted to certain races I feel may give those races a bit more character.  Dwarves can't be rangers would be an example of this.  I don't want to force it on you guys though so leave comments giving me your opinions.

Tuesday, January 5, 2010

Session Eleven


Session Eleven will be tonight at Tyler's place.  I'm gonna set it for 6:00 but if people don't all get there until 6:30 that's OK too. A brief recap of last session.  The Party snuck into the fortress killed 5 hobgoblins, killed 1 goblin, knocked out another and decided to fight an orge.