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7/8/2014
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Decisions, Decisions

Spent the better part of yesterday afternoon reading through the D&D Starter Set for the new edition and let me tell you that I like it. I wasn’t too keen on 4e when it came out, I picked up the books and gave it a go as well. I really wasn’t too keen on 4e when it first came out, but eventually warmed up to it. The new D&D looks like it’s gonna be a hoot to run as well.

Though, now I still want to run Powers & Perils campaign since I’ve figured it out and it isn’t as complicated as it looks. So, hopefully maybe once my WFRP has run it’s course with my Saturday crew. I might kick up Powers & Perils, but than I promised I’d run an Airship Pirates session or two for them since two of my crew is interested in Steampunk role playing games.

Decisions, decisions.

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6/13/2014
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Warren of Trouble (Part 2) - A D&D 3.0 Adventure

Cast of Characters:
Roywyn Turen, a gnome ranger (f) (Dave)
Jayce Jaded, halfling wizard (Taylor) - Away
Jace, a human cleric (Nick)
Markis Gramm, human fighter (NPC)
Darries Redleaf, elf fighter (NPC)

When Roywyn and Jayce return to The Hammer & The Forge Coach House, they go about recruiting others to help them. Roywyn approaches Markis and Darries and puts forth the scenario to them and they agree to help.

Jayce approaches Jace and asks if he is interested in coming with them. Jace says he’ll think it over if they have a beer and Jayce agrees. Jace signals the serving wench over and orders two tankards of the finest ale this establishment has to offer. As the waitress plops down the ale at the table, Jace slips something into Jayce’s drink and they have a toast or two. Jayce signals Roywyn over, and Roywyn brings her two new friends over to the table so they can work out a plan of action.

It’s not long afterwards that Jayce isn’t feeling to good at all and retires to his room to rest.

It’s dawn of a new day and the gang is gathering in the pre-dawn to prepare to go to the warren in broad daylight, knowing that goblins do not perfer to be out in the sun. Jayce is violently ill and will not be able to join with them on this quest.

Roywyn, Jace, Markis and Darries head out. Roywyn leading the way to the warren.

They arrive in good time and approach the entrance, with no sentry on duty but as they approach the cave they can hear the sound of snarling coming from inside and a goblins arguing with each other over something trivial. The party enters, and from this point on it’s a dungeon crawl as our heroes explore, fight and discover kidnapping, conspiracy and a dark and dangerous “god”.

warren of trouble 2a

Just beyond the enterance is the Worg’s Den with three Worgs penned up and being tended too by two goblins. A surprise attack failed to take out both of the goblins, while one managed to stagger over to a pen and unleash a worg (or two) and that added fuel to the combat fire!

Next up was a guard room with two goblins arguing over gold coins on the table while an Orc slepted at a bed at the far end. Swords clashed and wounds were taken but the party went on. Discovering a privy and an Orc who was caught with his pants down, but Jace ended up slipping and falling to the ground and the Orc got an attack of opportunity on him good.

They discover a chamber with a pit and a beautiful young lady lying at the bottom of it, she is sleeping. Her clothes are expensive but seemed a little tattered. The band decides not to free her at this time considering looking around the warren a bit more to see what else they are up against.

They discover the goblin den and a few of them enjoying a good meal of a humaniod on the fire spit. Also, a big battle erupts here as the hero take out the goblins who cannot see worth of dam since they had a huge fire going but no air vent for the smoke to escape.

Wounded and weary our heroes travel onwards, after discovering a hidden cache of healing potions, and just in time as well as they discover the orc den. Several bunks align the cavern wall, as a human fighter and the orc leader discuss terms of getting money for the Baron’s daughter they had captured when the goblins attacked a caravan. Our heroes interrupt this meeting with blades and bloodshed.

The heroes explore the warren and discover a gigantic monitar lizard the goblins in a huge carvan. The goblins where praying to it and feeding it whatever they can find in the area to pease their dark god. After a huge battle and the monitar lizard the heroes free the baroness daughter and head back to the coach house to lick their wounds and count the gold they collected.

The End

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6/2/2014
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5/30/2014
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Warren of Trouble - A D&D 3.0 Adventure

Cast of Characters:

Roywyn Turen, a gnome ranger (if) (Dave)
Jayce Jaded, a halfling wizard (Taylor)

It’s the 29th of Maeye, 214 After Chaos

Roywyn and Jayce are traveling together, both are passengers in Gazelle Coach heading to Brendlepott to seek a name for themselves as well as adventure.

Roywyn had been bitten by the adventure bug after hearing tales from her uncle, Namfoodle, regale of tales of swords and sorcery and finding items and loosing it all to an evil dragon! Though, she thinks his tales are just tall tales, she thinks there might be some truths hidden in his stories.

Jayce broke with tradition and studied the ways of magic under the guidance of Andlus the Old, a human who had been showing him how to use the arcane arts. Until, Andlus has stopped visiting his community. So, Jayce went forth to seek out his old friend, only hearing tales and rumours of Andlus having met an untimely end.

Now, here they both are having met several days ago and have decided to journey together because small people are safer travelling in numbers. The Gazelle Coach, operated by Merlle Tagger (coachman) and Barret Glendalen (stage hand), left the town of Copper’s Mill. Two other passengers had disembarked there and there was none getting on, so it left Roywyn and Jayce until they hit the coach house later on in the afternoon.

As the coach rounds a bend, it begins to slow down and then creeps to a stop. Up ahead at the bridge, they find an overturned cart blocking the way. Barret gets down from the coach, tells Roywyn and Jayce to sit still and he investigates. Roywyn sees movement in the woods and let an arrow loose in the direction.

warren of trouble 2

It be a goblin ambush, they set up a cart across the bridge to stop anyone so they can get the jump on them. As the stage hand runs back to the safety of the coach, six goblins emerge from the woods with javelins and morningstars ready. In the process of the battle the stage hand goes down from wounds, but they manage to kill four out of the six goblins while the two flee for their lives.

Roywyn tends to Barrett as Jayce proceeds to search the bodies of the fallen humanoids. Discovering a fair bit of coinage amongst them and also scars on their left arm, which resemble a claw mark on each of the bodies.

They move the cart from the bridge, search the area to discover the bodies of a farmer, his wife and and elderly woman with them along the bank of the creek, they decide to take them to the coach house for identification (if possible) and a decent burial.

They arrive early in the evening at the hostel, The Hammer & The Forge Coach House. There they alert the legionairres to what has happened, and they enter the inn seeking a room for the night. One of the legionairres is a cleric; Pommell Askew. He offers his services to heal anyone who is injured.

warren of trouble 1

In the inn, there is Markis Gramm, a human fighter, sitting at the bar nursing a beer, while his friend Darries Redleaf, an elvin fighter, plays chess with the inn keeper. They had arrived early in the afternoon and decided to spend the night at the hostel.

Roywyn and Jayce each get a separate room and prepare to settle in for the night when Roywyn hears the howl of a wolf. She is curious and decides to go up to the roof and scout the area, and there she sees a goblin riding a wolf in the woods outside the hostel. She informs Jayce who comes up to the roof as well. Roywyn casts a spell to make it sound like there is a lot of people in the courtyard and it works. The goblin rider rears the wolf back into the woods, and Roywyn and Jayce proceed to track where he returns too.

In the woods, they follow the wolf tracks to find that it hooks up with six other goblins on foot and then they return to where they came from. To a goblin warren a few miles away.

Roywyn and Jayce decide to return to the hostel and recruit some help, they think they are going to need it…

to be continued.

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4/30/2014
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photoset

1/30/2014
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okumarts:

So we finished off the 1st level D&D game we started a few weeks ago. Happy 40th D&D! It was an insane night of critical hits, critical fumbles, Hobgoblins, Zombies, Goblins and a Manticore! I can’t believe they got through it. Dave called in via Skype and Dicelog. His elf was a pretty cool addition to the group. I used a modified version of Dyson’s Delve (up to level 4 only). It was a challenge and not all the retainers made it. The crossbowmen were taken out by falling rocks. Still, the treasure was pretty darn awesome at the end. 

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1/20/2014
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theblackstonebureau:

Found this old screen cap whilst cleaning my phone’s picture library. Glad I saved it.

theblackstonebureau:

Found this old screen cap whilst cleaning my phone’s picture library. Glad I saved it.

(via literaryfirearms)

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1/18/2014
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Playing Dungeons & Dragons:

iblamethedice:

What the DM describes as the ‘Mother of Dragons’:

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What the players talk about for the next hour and forty minutes:

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(via mydnd)

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1/18/2014
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chat

1/14/2014
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A Conversation That Happened A Long Time Ago
GM to Don: Why you so late?
Don: My aunt is in town for a few days and staying at the house. When I told my folks I was going out to play some AD&D my aunt pulled a Jack Chick on me.
GM: Huh?
Don: You know those little comics you find at bus stops, dining tables. That Dark Dungeons guy.
GM: I gotcha now.
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12/8/2013
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oldschoolfrp:

In the cave of the umber hulk — It’s even harder to fight while avoiding the monster’s gaze.  (Erol Otus from AD&D module C2: The Ghost Tower of Inverness, TSR, 1980.)

oldschoolfrp:

In the cave of the umber hulk — It’s even harder to fight while avoiding the monster’s gaze.  (Erol Otus from AD&D module C2: The Ghost Tower of Inverness, TSR, 1980.)