Overview

•July 1, 2010 • Leave a Comment

With the break in play and more recent change in players things aren’t so up-to-date. So here is a brief overview of the action so far for a reminder. Also if have a look at the Cast page to refamiliarise yourselves with all the NPCs you have met.

NB. These are kind of notes taken from notes. Some is info you found out or have to do, and some is what you have encountered.

  • A’Saan travels in the north.
  • Calder recruited humans in the north
  • Seward recruits you for delivering a letter and herb order to be taken to his sister Alis in HavenGlen.
  • Bandit attack in Silverwell.
  • Travel north on Brandis Logan’s ship, The Seaflower. Pirate attack. Shipwreck. Brandis dies on shore.
  • Covelny – abandonned village. Site of ancient battle.
  • Travel up drove road  to Quarry Camp. Ambushed at camp.
  • Travel north through wilderness.
  • At the Scar, a deep cleft which the road runs through, panicked horse found belonging to Althort Greensward.
  • Hyena attack.
  • Wolves attack.
  • Find Althort injured in boulder field.
  • Find a spiral symbol drawn on rock.
  • Visit Moorthan, Protector stronghold and halfway point to Huntsford in Rovanna.
  • Take on task to clear out Bandit warren in the hills.
  • Mostly human bandits, but also a cowardly Kobold – Groth, who after some rough handling joins you (much to the concern of some PCs).
  • Make way into warren. Rest up in dormitory after securing it. All appears quiet.
  • Battle with drakes and psuedodragon who is ‘tamed’ and joins you.
  • In prison cell fin Galindan and Malle Navar – halfelf who is giving up on Rovanna and will travel south. Gives you the deeds to Hole-House Farm in Rovanna.
  • Aldoriks experiment chamber. Find Floring Brightflower. Imprissoned halfling from Beaconsfield. Used as slave.
  • Collect up some Alchemists fire and blinding bomb.
  • Find a note to Aldorik from Warnik – tryst at the Clach Ring.
  • Psuedodragon named Lathander.
  • Return to Moorthan. Pick up bounty on ‘Scar’ to capture and deliver to Balasaar in Huntsford dead or alive.
  • Hawk shot by Bevan. Raven image stamped in jesses.
  • Cut across moor to old bridge. Shrine to Bahamut.
  • Kilya camp. 2 protectors. 2 humands (ex-Raven cult), Swithin and Tun, but gone by morning. Said cult were interested in items of power.
  • Ambushed caravan at a ford in the river.
  • 6 adults tied up but kids missing – Tiana and Thomas Hollan
  • Further ambush here.
  • Scar captured. Pushed for information but doesn’t know chain of command.
  • Find note in her backpack – “Exact a toll at the bridge. Take any travellers as slaves and sent north. Astor.”
  • Converstaion with adults. Coming across more magic users than usual.
  • Continue journey.
  • Arrive near Louden Inn with the remains of the rescued caravan but spot trouble ahead.
  • Group of mixed thugs and a couple of halflings at Inn. Innkeeper, Louden, being bullied.
  • Halfings under spell of amulets but fight the effects (tenacious little buggers!).
  • Thugs killed as was Kurnik, the leader. :-0 :-(
  • Chat with Louden who offers board and lodgings for saving his neck.
  • Scar placed tied in cellar. Groth to also ‘keep guard’ but to try and pretend to be on her side and illicit information. (messengers are black hawks, goblins or kobolds.)
  • Evening in Inn. Chatting, eating, drinking.
  • Halfling singing The Ballad of the Lady of Athrad Yanna who was reputedly a witch.
  • Talk by locals of odd things happening.
    • silver circlet stolen from Huntsford Townhouse.
    • Beacon at Beaconsfield not working.
    • People going missing.
    • Brock Ironstone missing – famous dwarf miner and blacksmith.
  • Elf, Eodain Lathar, asks if they are looking for work and wants them to collect rare herbs.
  • Overnight in Inn.
  • Dwarf family (a bit soft) Ungarts arrived quite late. Heading home to Rovanna now news of drove road being cleared. Dellyn hires PCs to escort them to Huntsford.
  • Travel north again. Open woodland and a few small farms.
  • Rik Ungart (son) on own pony gallops off. Falls in old temple to Avandra which has been defiled by Tharzidun cult. PCs rescue after battle with stirges. Off knife found with groove and spiral engraving.
  • Meet Ephelomar who is wanting to rededicate the temple.
  • Galindan with help of Eph, recalls that the spiral belongs to cult of Tharzidun the evil chained God. Eph will head to library in Silverwell to find more about the chained God. Also discussion about Olararius, a lich (???)
  • Lunch at Duggans farm with Duggan and Elspeth who invted them to rest.  Venison and mutton soup. Sat outside to eat. Soup suspicious and made PCs slightly uncoordinated.
  • Farm dog interested in something in tree line. Dog yelps then growls. Elspeth says ” Duggan, no…..”. Changes into werewolf.
  • Wolf attack as do some shifters. Werewolf killed.
  • Scar tries to escape but caught.
  • Lead shifter, Canusa, unconcious.  ??????

Notes appear to be out of sequence here for a while so not sure how connects with Duggans farm, etc or whether Canusa and her cronies ambushed them there or not. Will just note down what I have anyway.

  • Wolf howl on wind.
  • Discussion about rights and wrongs of strining up Canusa.
  • Ephelomar (who must have been with you) does heal on those who took the soup.
  • Weather yuck! Galindan endure elements.
  • Stay in and around the house.
  • Halfelf Eara turns up. Travelling to Huntsford to sell jewellry made outof precios gems. A’Shaan is her mother. Seigfired wants to know about his past.
  • Galindan with help of Ephelomar creates sedative to keep Scar quiet (valarian, honey, chommomile)
  • Tunnel found in house. Heads south then east. Rats. Shadow wolf.
  • Travel onwards. Scar frightened. Canusa strung up on pole to be carried.
  • Arrival at Huntsford. Defensive bank and fences going up. Warder – Bard and Kyler.
  • Glimson’s Inn
  • ???
  • Glimson’s pretence of knowing the famous gnome Glim is sussed out. To keep PCs quiet offer them free board and lodgings.
  • Townhouse. Cells in cellar – Scar there.
  • Canusa tied in stables and guarded.
  • Hobgoblin in stocks – Glum.
  • Fire, alarm bells. Raid to rescue Glum. Lots of Goblins and a couple of wargs.
  • Breakfast. Shopping.
  • Deputy Mayor Ethard, hires PCs to clean rats out of townhouse lower cellar for more cells.
  • Trap. Locked in. Direrats, wererats.
  • End up in sewers.
  • Ethard = wererat. Escapes .
  • Huntsford Chapel. Been attacked.
  • Silane, Keeper of Scrolls unconcious. Scrap of manuscript in hand Quarianta, believed to be work of fiction. Story of Quariant, a powerful Angardian wizard who collected magical items. One relic described in detail – a crystal of amaziong beauty.
  • Undercroft. Hobgoblins trying to get into library / relic cage and others raiding barrels but they get attacked by rats. They scarper into crypt where PCs encounter undead.
  • More Raven coins. Silane finds them interesting. Groth admits they are tracking.
  • Galindan finds bit of labyrinth map.
  • Return to Silane, who is a bit better. She describes a little about the old labyrinth. Collect tokens to make your way through.
  • Gives them Sehanine token.

This takes you as far as the start of the labyrinth. More to follow!

Of Rats and a Trap

•July 17, 2009 • Leave a Comment

The Deputy Mayor, Ethard requested their services in clearing out the townhouse lower cellars of vermin. “We need to clear out the lower Townhouse cellars to build more cells to house the raiders that keep attacking the town.” He offered them 50gp each for this task. The adventurers need to find out where the rats that keep getting into the Townhouse cellars are coming from. The unused cellar needs to be renovated to accommodate more prison cells. There is something more than meets the eye, because as often as they seal the sewer entrance in the old cellar something, or someone is opening it up.

The main cellar of the town house is used for storage and it houses three small prison cells which, until recently were rarely used. They are now full beyond capacity with hobgoblin and human bandits. The two other cellars haven’t been used for a number of years, except occasionally for storage. The cellar has proved to be too damp for most needs. An old escape passage runs from the cellars into the sewers below the village which leads down to the river. The sewers are rather substantial for a small town and are remnants of a larger town from long ago which has passed out of most Rovannans memory. Although the main sewer is still in use, many of the side branches have collapsed or have iron grates across them.

The first cellar is clean and airy, and houses three cells which are full to capacity with hobgoblin and human bandits. The Deputy Mayor leads PCs to the cellar, giving them a lamp each. The PCs request that Ethard goes with them but a row breaks out in one of the cells so he goes to quiet the prisoners down. He drew his short sword and growled at the occupant: “Keep the noise down or I will slice your tongue from you mouth.”
The second cellar:
As you step into the cellar, a rancid musty smell assails your nostrils. The light of a single torch in the wall to your right casts flickering light over broken barrels and crates lying rotting on the damp, slime covered floor. Moss and mould grow on the walls. Some building work on new cells has started, but tools lie scattered on the floor. A rotting door stands partially open, hanging off its hinges.

The a thick door is slammed shut behind them and a bar is drawn across. They have been double crossed. The cellar is seething with Dire, Giant and were rats which promptly attack. This is an unusual combination of creatures. Both Bevan and Thrugg are bitten and contract Filth Fever but thankfully their immune systems manage to stave off any development of the disease.

Whilst the battle is ongoing, Erkai attempts to break open the door by damaging the hinges. The door is solild and well maintained and proves difficult to crack. The only hope of escape appeared to be down the old escape passage in to the fetid sewers.

A short flight of steps leads down into the fetid darkness. A musky smell reaches your nostrils and you hear the scurrying of clawed feet and squeaks and grunts.

You recognize the sound of a rat swarm and know that they inhabit sewers and are aware that they will target one person.You realise these are no ordinary rats. Their fur and skin is hanging off, in places you can see through to the bone. They are Corpse Rats, dead rats, raised to serve an evil master.

Fighting their way through the rats and a rather nasty Crocodile, the adventurers spot a strange rat like humanoid escaping down the tunnels. Both Seigfreid and Erkai recognise it as Ethard the Deputy Mayor. During this subsequent battle, Seigfreid also contracted filth fever. They gave chase but once the sewer came out at the river, there was little sign of the Deputy Mayor in the market place. A few wet footprints led into the town but after that there was no trace.

The Morning after the Fire

•July 17, 2009 • Leave a Comment

Another day has dawned in the small town of Huntsford and our erstwhile adventurers are breakfasted and are generally going about their own business.

Seigfreid is trying to track down A’Shaan with little success, having spoken to an Elf named Feoras, who didn’t know where she was but would try to get a message to her. Whilst still in the Inn, a drunken Macsen verbally abuses Seigfreid… (Can’t remember what was said! FMS)

Erkai discussed the situation with the prisoners with Glimson who reluctantly allowed them to be retained in his stables. Erkai, Thrugg and Bevan headed to the stable to check on the prisoners. Erkai had charged Groth with trying to get information out of the shifter, Canusa, but he was ‘unable’ to find out very much.

In the market, cloaked figure looking at leather work stall whilst ‘listening’ / ‘watching’ to adventurers in the market. – Balasaar

More market stuff!!!

Meanwhile, Scar tried to escape yet again through the window of the stables whilst the others were discussing what to do with her. Erkai had had enough and decided he wouldn’t get anymore information out of her so she was handed to Balasaar who had the bounty on her.

Erkai visited the blacksmith and bought pitons. Erkai received a message from a boy that Deputy Mayor Ethard was back in town so he sent the boy to the chapel to fetch G and S.

Seigfreid and Galindan visited the chapel. S donated 100gp and also spoke to Father Yestin asking about the old temple.

The party met up with Ethard who had a job for them if  they wished to take it on.

Catch up

•July 17, 2009 • Leave a Comment

It has been some time since I up-dated this blog and I am sitting in my Dad’s kitchen near Oxford whilst a thunder storm rumbles overhead. Many apologies. There are several D & D sessions to be covered but as a lot of them are now in the realms of adlib, I might not remember all the details, let alone be able to read or understand my notes. The following post or posts will most likely be in note form rather than a narrative. Do feel free to send me you recollections and I will insert them as appropriate. F

Thrugg’s remembrances

•June 12, 2009 • Leave a Comment

Recollections of Thrugg!

After our meal we went off to bed but before we could get to sleep one of the prison guards came to wake us up (I’m not really sure why) Erkai and Galindan went to the prison and Thrugg waited out side. Once inside they found there had been a break out, Galindan ran back to the Inn to get the others and Thrugg went in to help Erkai find Scar. They found her and the Kolbold in a kind of cellar.

By this time the guards had come back and the group had to find a way of getting Scar, the Kobold and the  Shifter, Canusa, out without anyone seeing, so the group put their captives in barrels and then sneaked them into the stable at Glim’s Inn.

The stable boy and the Inn’s owner were woken by this but (with some gold) soon forgot about it and went to bed.

The group then went to bed, with the help of Erkai, Bevan managed to slip into bed with shiny hair.

In the morning as the group was preparing to leave they heard shouts of fire, running out into the street they see two cottages on fire, everyone but Galindan joins the chain of water carriers and Thrugg goes into the cottages and saved a woman and child.

Shiny hair is struck by an arrow that hits off this Armour, Galindan see’s where it was fired from and teleports into the room, he finds the culprit and throws him out of the window, killing him out right.

Erkai and Thrugg rush to check on their captives in the stable while the others fight off a large band of nasty things, some of the village people get hit by arrow’s and join in the fight. The captives where still in place.

Galindan throws a 2nd bandit from the window of the Inn and Erkai is fired at from the roof but soon takes down this attacker. The fight goes on for a bit, the Warcaster almost kills Thrugg, Bevan got some good shots with both bow and sword. The Warcaster was killed and his beast thing was chased and killed. Eara joined in the fight too.

Erkai bound the Goblin that had been in the stocks and Thrugg sat on one of the injured bandits while Bevan bound its hands and feet.

Arrival in Huntsford

•May 4, 2009 • 1 Comment

A long drawn out howl rose on the wind as the adventurers picked over the bodies. Rain started to fall steadily, the clouds covering the afternoon sun. Erkai and Seigfried have a heated and quite long argument about the rights and wrongs of stringing up Canusa as bait for the wolves that are inevitably coming their way. Hasty preparations were made in case of attack as Galindan performed the ‘Endure Elements’ ritual to protect his colleagues from the adverse weather. Ephelomar and Galindan do a sweep of the area to see of any signs of further attack but all appeared to be quiet. The bodies were hidden and Scar and Groth were placed in the small bedroom. Doors to the house were barred or guarded as the group awaited attack.

There then came the sound of a horse’s hooves on the road and an elf rode up on a fine silver grey horse. She was suspicious and had her hand on the hilt of her sword, but didn’t really show much surprise about the attack that had taken place and indicated that she had thought Dugan was a strange one and didn’t really trust him.

The Elf was Eara and she was travelling to Huntsford to the market to sell some of her jewellery. Erkai wondered whether she would like some gemstones, but she wasn’t interested as she uses wood in her work. Seigfried asked whether she knew of a Half-elf called A’Shaan and in the course of the conversation, found out that Eara was A’Shaan’s daughter. Eara hadn’t heard anything about Seigfried’s past from her mother, but did say “You can try to ask her about your past if you can find her.”  Eara told that her mother is a bit of wanderer, passing through Huntsford occasionally. She travels looking for herbs, and spends some of her time at both HavenGlen and Templeford. Eara planned, after a short rest to ride on alone to Huntsford, but was persuaded to stay and travel with the group.

Galindan, had a bit of an idea … thinking about the tainted soup, he searched the main room to find a variety of herbs on the shelves. He wondered about creating some sort of sedative potion to keep the prisoners quiet but he only had a little knowledge about the use of herbs. He found bother Valerian and Camomile, as well as some lavender, and wild sage (amongst others the DM couldn’t think of the names for). With the knowledgeable help of Earas they boiled up the camomile and valerian leaves in water, until the liquid was reduced, added honey to thicken it. The resulting potion was to be fed to the prisoners but on entering the room Scar was missing, but a quick search revealed she had somehow managed to roll herself right under the bed. She was unceremoniously removed, but proved feisty, tossing and turning to avoid being given the potion, spitting it back out. Erkai has a word with Groth, whilst the others restrained the Goblin and somehow he managed to persuade Scar to take the potion under the watchful eye of Erkai to make sure she swallowed.

Erkai returned to the room and found a trapdoor under the bed which led down a (removable) ladder into a rank and foosty cellar that smelt like wet dog. Thrugg (??) and Erkai very carefully explore the tunnel which was carved through the clay and supported by crude timbers. Small rats scurried ahead of the light of the lamp. The tunnel rose slowly, heading in a southerly direction, then turning eastwards. Light spilled into the tunnel ahead and Thrugg went ahead to carefully check out what was ahead. He stuck his head quietly through the opening to see that the tunnel emerged into a grassy clearing. After checking carefully for any signs of enemies, they climbed out into the clearing. They climbed the rise out of the clearing to find themselves looking back down on the small farm where their companions were preparing to leave and saw three Shadow Wolves attempting to sneak up on them. The alarm raised, the wolves were quickly dispatched.

Before leaving, Erkai did one final sweep of the house, and found a hidden compartment under a squeaky floorboard where he found a parchment scroll which Galindan identified as a spell of ‘Silence’ but he reckoned a few of the words were out of place. There was also a piece of paper on which was written:

Use this to break the wards on the messengers. 

The group then continued on through the late afternoon climbing up a long hill. From the top of the rise, the town of Huntsford can be seen nestled on a river floodplain between rolling hills at the end of a narrow inlet, its waters glistening in the late afternoon sun. A tall beacon rises from one of the hills south of the town. Scar, despite the sedative is becoming increasingly anxious as they get near to the town. She is reluctant to move.

As they get nearer to the town defences, two warders approach them enquiring about their reasons to be seeking entry to the village. They are surly and somewhat aggressive towards Seigfried and the other non-human strangers and are reluctant to let them enter. The Warders, Baird and Tyler eventually let the group in, after Eara, (already known to them) speaks to them. On being asked, they let Erkai know that there are prison cells available at the Townhouse.

Galindan surveys the work being done on the defences. The crumbled ditch and palisade are being reinforced by a number of humans. He remembers something about the history of the town and that at one time it was much larger and prosperous than it now appears to be.

Huntsford, also known as Faroth-athrad is the main town in Rovanna. It is a small town, more village like in most respects, with a population of about 1500. It straddles the Angaduin (Iron River) at the end of a long narrow inlet of water. It is a market town, renowned for its three markets, end of winter, middle and end of summer where the Rovannons trade with merchants and visitors from the southern lands.

At the end of the inlet there is a small dock to which some small boats are berthed. A wooden bridge crosses the river into a large cobbled square at the centre of which there is a fountain. Towards the north end of the square, there is a dirty wooden stage, on which are placed a set of stocks. The bigger buildings in the town are stone built to first floor, then half timbered and thatched. A large inn, Glim’s Inn, is situated on the western edge, the temple to Pelor is on the east. The Townhouse is on the northern side of the square. A row of thatched cottages, punctuated by large deciduous trees runs westwards along the river banks.

At the Townhouse

It is to the townhouse that the group first head. Knocking on the door several times, they find they get no answer. A bell pull is discovered (duh!) and they ring it. No answer. They knock again and through the thick wooden door they hear the sound of shuffling feet. The door is opened by a rather elderly gentleman, Gavan. He is the Mayor’s servant. The group request to place the prisoners in the cells, but Gavan doesn’t really hear them, and he spends his time shouting back at them. He is quite deaf. Eventually the message gets through and he instructs them to go round to the back entrance to the townhouse.

There the group wait for what seems like an age, but the door opens and Gavan waves them in and down some steps into the cellars. It isn’t a prison as such, but has been adapted for the purpose. The cells are occupied and two Warders are on guard. They are introduced as Janan and Ben. A discussion ensues as Erkai requested that their prisoners are given a cell to themselves away from the current occupants, but this doesn’t go down well with the Warders who argue that there just isn’t the space. A bribe or two later and the prisoners are shuffled about, with some being placed in the far cell (overcrowded) and others chained to the wall. Canusa is still drugged and Scar is drowsy and fairly quiet. Groth, due to his ‘task’ is also imprisoned with them. Erkai gives Groth a coin, which he is to give to one of the Warders when Scar deigns to tell him anything. He informs Ben that if the Kobold gives him a gold coin, then he is to come and find them at the Inn. Ensuring that the prisoners are secure, the group then head over to the Inn.

Glim’s Inn

Glimson, the owner of the inn claims to be the great grandson of the famous Glim who along with his companions rid Tarlant of several nasty people and creatures. He regales his customers with tall tales but Seigfried, who knew one of Glim’s companions was aware of the truth of the matter. None the least that Glim was a gnome and Glimson was very obviously human. They negotiated a very decent price for board and lodgings on the upper floor of the north wing – free, on condition they didn’t tell his customers the truth.

It is at this point I have run out of notes for the inn… I know you had various conversations in the Inn and Galindan went up to change into his robes. (and slippers :P ) Please email me you remembrances and I will try to incorporate them into the narrative

More of Saturday’s session will be posted in due course.

Of Werewolves and Slippery Sneaky Goblins

•May 4, 2009 • Leave a Comment

Sometime after mid day the adventurers are hailed on the road by a human farmer whom they recognise as Dugan, having met him last night at the inn. He is heartily pleased to see them and asked if they wanted to join him and his wife for lunch. They agreed as they had been travelling sometime and needed a rest. The dwarves, though, decided to carry on with out them.

Dugan’s farm was situated not far off the Drove Road in rolling grassland punctuated with a few trees here and there. Erkai and Bevan scouted the area in a wide sweep to ensure there were no threats. The farm house was little more than a hut so the group sat outside having their lunch of venison and mutton, and soup provided by Elspeth, Dugan’s wife. Ephelomar and Galindan ate some of their own trail rations and chatted about old times. Dugan’s dog kept wandering off towards the Southwest and the tree line. It was restless and unsettled. Dugan whistled and it reluctantly came back to him. Groth had been given the task of looking after Scar.

There is a howl of a wolf, and Bevan’s sharp eyes spot two humanoids and two wolf like creatures coming in on them from all sides. Scar, Groth, Dugan and Elspeth were quickly shepherded into the house whilst Erkai climbed a nearby tree and Bevan climbed onto the roof of the house for better vantage points. The attackers are recognised as Shifters and Shadow Wolves. A nasty fight ensued with both sides taking injuries, with Galindan, Bevan and Seigfried not helped by the fact that they were now feeling unwell after having some of Elspeth’s soup.

From the house the dog lets out a pained yelp and Elspeth shouts, “NO Dug…….” There is a long drawn out howl and from the door, Groth runs out in fear of his life dragging Scar with him. Leaving Scar he makes a run for it. A large hairy wolf like creature on two strong legs bounds out of the door and is stopped in its tracks by a well placed arrow from Bevan about it on the roof.

As this is happening, Erkai notices Scar is trying to make a run for it so he went after her and tried to make a grab for her but narrowly missed. A second lunge later and he grabbed the rope she is trailing and yanked her off her feet. As Erkai is battling, he is continually distracted by Scar trying to get away but somehow he manages to keep a hold of her rope (Should have had minuses to your attacks… next time! :->). Meanwhile the shifters and wolves are taking some damage, and are fighting to the death. A concerted effort dispatched the creatures, and one of the Shifters is laid unconscious and is dying. The werewolf takes more pummelling before being finally killed.

The unconscious female Shifter was close to death. Rather than let her die, it was decided that she should be kept for questioning. Seigfried stabilised her but only enough to keep her unconscious. Bevan went to check in on Elspeth in the cottage only to find her hanging from a rope tied to a roof truss. She had obviously been complicit in the plot to disable the adventurers, but couldn’t bear losing her husband. Bevan and Thrugg attempted to save her but it was too late. They cut her down.

A search of the attackers produced a silver dagger, longsword, light shield and chainmail. The female Shifter had a fine pair of leather gloves and a letter on her:

Canusa,
Keep people living in fear of the drove road. My masters don’t want too many people travelling to this northern country.
Gundor

Galindan inspected the gloves to find that they were magical and were of good quality and high value. He recognised them as ‘Flaying Gloves’ (Adventurer’s Vault, Wizards of the Coast, 2009)

Erkai questioned Scar again, and asked her about the Shifter and what she knows of Gundor. Despite increasing pressure the Goblin either was reluctant to give up any information or genuinely didn’t know anything. To ensure further escape was going to be difficult, Erkai removed one of her boots. The slippery Goblin surely wasn’t going to get away now!

And this is where we left the group, cleaning up and recovering after an unexpected encounter and a near miss, trusting someone they had only just met.

Onwards and Northwards

•May 4, 2009 • Leave a Comment

From Louden Inn, the road leaves behind the Wilderland and winds its undulating way down through woodland and meadow towards Huntsford some 20 miles as the crow flies. A few farms dot the countryside and the inhabitants view the travellers with some suspicion, wielding the farm tools as weapons. Stocky red cattle and blackface sheep graze the pastures. Each herd / flock is guarded by a herdsman and up to two dogs. To the west, dark woods rise to the even darker cloud shrouded Iron Mountains.

The land is beautiful with rolling hills, green grassy and yellow oat fields and deciduous and coniferous trees. Unusually, though the trees are turning to their autumn colours.

The first few miles with the dwarves was pretty uneventful. Scar was tied to the back of the cart. Bevan scouted ahead and Rik cantered to and fro on his hairy pony, ensuring the party were extremely well noticeable. He was reprimanded a few times but soon forgot the instructions to stay close.

At mid morning, the party stopped for a short rest. Bevan, with a well aimed bowshot, managed to fell a hind that crossed the road, providing them with fresh venison. Whilst refreshing themselves, a shepherd appeared, with his dog. He was looking for some missing sheep. In discussion, he tells that quite a few folk have lost livestock, usually sheep or young cows. There is a bleating, and the dog has found one of the sheep. It is wounded with a claw like injury on its flank. It is no use to the shepherd, so some of the fresh venison is swapped. The journey continues.

Around eight miles from Louden, a small path leads westwards off the drove road heading into woodland. This leads to a small ruinous temple dedicated to Avandra. An old weathered stone leans against an ancient oak tree. A spiral has been daubed on it in a dark ‘paint’ over the symbol of Avandra. Through the trees on your left, you just glimpse the white stone of a building glinting in the sun.

Galindan tries to wrack his memory, knowing he has seen this symbol before ad eventually he recognises it as belonging to a most evil deity.

Rik spurred his pony up the track to the temple, much to the chagrin of his parents. A few shouts and curses ensued, but Rik ignored them. There is a scream and Torm turns the cart up the track as Dellyn is desparate to get to her son. Erkai manages to persuade them to stay where they are whilst the experienced group go to find out what has happened.

They stealthily arrive at a small clearing in which they see a weather worn temple, pillars rising from a hexagonal base to a similar roof. Rik’s pony is quietly grazing when a gruff screech comes from somewhere within the ruin.

Where the ground has collapsed, a worn rough set of stone steps descended into musty darkness below. Light from the sun illuminates the steps and the struggling Rik as he fights off a winged creature that has attached itself to him. Several winged creatures rise out of the underground temple. These Stirges are pests who feed on the blood of their victims. Nasty little buggers!

Thrugg, Galindan and the Pseudodragon Lathander are grabbed by the pernicious creatures as they attempt the rescue of Rik, slowly poisoning. A somewhat protracted battle ensued, both in the chamber and on the surface but, eventually the adventurers prevailed and the creatures were destroyed. Rik, unconscious, was removed from the desecrated shrine. The chamber had within it, a single plain altar. On the floor the remains of a skeleton lay where it fell, dust encroached. Searches revealed a single topaz on the floor in front of the altar and a curved silver dagger was found under the skeleton. The blade revealed little of its origins to the group other than the presence of a faint engraved anti-clockwise spiral on the widest point of the blade near the hilt.  Erkai laid claim to the blade for the time being. He then did a thorough investigation of the altar but regardless of his fine precise skills he managed to trigger a poisoned dart trap (hitting Galindan, Seigfried and Lathander in the process, prior to finding a secret compartment in which a plain gold chalice lay.

Discussion about the chalice ensued, with Galindan remembering that the deity he was trying to remember was the ‘Chained God’. Was the chalice dedicated to a benign or evil deity? Closer inspection revealed a runic inscription which Galindan identified as Avandra, thus it was safe. Further investigation revealed that water placed in to the chalice and drunk from it, would imbibe the drinker with a feeling of wellbeing (Daily, 5 temp hp to drinker). It was argued as to whether the chalice should remain, or be removed, but it was pointed out by ??? that as the temple was desecrated, the chalice would be better of in another temple to Avandra.

The group leave the temple and return t the dwarves and the ain road. Rik, travels on the cart whilst his pony is tied to the back, alongside Scar who is starting look rather the worse for wear.

A few miles later, the group see a hooded figure sitting on a stone by the roadside. He rises and greets Galindan as though they know each other. “You are a hard one to find,” says the Eladrin stranger. Galindan introduced him as Ephelomar Sha’Inadras, his mentor and trainer, a long standing friend of many years. They talk about setting up a temple to Tiamat in the area, and Galindan gives Ephelomar a bag of gold (much to Seigfried’s chagrin). The journey continues, and Galindan finds out from his mentor that the Chained God is Tharzidun. A creature of utmost evil of whom not much is known about.

Overnight at the Inn

•May 4, 2009 • Leave a Comment

Louden Inn is in a clearing. A small paddock and stable block sits behind the inn. Louden has offered you overnight accommodation in the inn in payment for dealing with the thugs.  But first, Erkai ensured their prisoner, the female Goblin Blackblade, is secured in the cellar.

In conversation with Louden, it turns out that Galindan wasn’t the first Eladrin to been seen about these parts, but on questioning he couldn’t give a name, only that he passed through about three days ago. Settling down to a meal, the adventurers divided the money spoils between them.

During the evening, several people arrived for drinks and tales. They came from the outlying farms and regularly spend an evening in the Inn. My mid evening, the common room is fairly busy, with several people sitting, eating, drinking and storytelling. The Lightfoot family, Halflings from Beaconsfield, are heading to Silverwell, having heard tales that the Drove Road has more than few bandits less patrolling it. Coran speaks little and listens a lot, and his wife, Evie, is a good singer. Their children, Jess and Matti are lively and cheeky youngsters. Matti, being bold takes and interest in Seigfried but is puzzled about his long blonde hair and can’t understand why a man should keep his hair so long. Evie later sings of the tale of the Lady of Athrad Yanna, who, reputedly was a witch who took her maid up the River Leathduin and threw herself off the bridge into the Temple Gorge. The maid managed to escape and tell her tale, but despite many a search The Lady was not found. The story tells that she had sold herself to a devil in return for everlasting life and youth.

An elf, by the name of Eadoin Lathar, sits in a corner watching the proceedings, and does ask the adventurers if they are looking for work, but as they are already engaged in tasks way beyond anyone’s comprehension, they turned him down. Some farmers also appeared, Dugan, Garron and Sheoras are farmers who regularly come to the inn of an evening. Dugan tells of a theft he has heard of in Huntsford. On being questioned, he tells that a silver circlet, part of the mayoral regalia has been stolen from the townhouse. He couldn’t elaborate on any further details.

Somewhat later, both Erkai and Bevan hear a noise coming from the cellar and carefully they go to investigate. Thrugg, heads down with the floating lantern to have a look. The cellar doors to the outside have been thrown wide open and there is no sign of Scar. As Thrugg descends, a crossbow bolt narrowly missed him thrunking into the wooden steps behind him. He swiftly dispatched the goblin.

Meanwhile Seigfried had decided on an early night, only to be approached by a rather friendly Bevan who had decided she would rather like to be with the fine bloke in the shiny armour. Seigfried was having none of this!

Bevan joined in the search for Scar, with Erkai on full alert. (Was it Seigfried who then headed in the woods himself?) As the investigation proceeded, a trail was found in heading out into the woods, but two Dire Wolves attacked. Louden, despite his age managed to dispatch one of the wolves. Scar was caught running off but Thrugg managed to drop her to an unconscious state. She was unceremoniously returned to the cellar where Erkai performed a thorough search on her, finding two concealed daggers with a third small one in a boot. She was proving to be a very slippery customer indeed!

Scar was brought round and further questioned by Erkai, who proved he could be even more slippery (and devious :->) than she, yet she was still incredibly reluctant to give up much information beyond denying knowing Astor, then person who had addressed a note she was carrying when first caught. On being ‘questioned’ about how messages were being sent between the bandits and their masters, she let slip that black hawks, goblins and Kobolds were used. Erkai, fed up with her reluctance to talk, strings Scar up and sets up a crossbow which would trigger if anyone tried to get into the cellar from outside. They left her in the darkness to stew.

After a nightcap, the adventurers prepared for bed, but were disturbed by a loud knocking at the inn door. A family of dwarves had arrived from Silverwell, having following the party in their wake, presuming the Drove Road to be cleared of danger. The Ungarts, Dellyn, the wife and strong matriarch had her husband Torm under her thumb and did most of the speaking. Pity the same couldn’t be said of her son, Rik, who was rather unruly and had a mind of his own. The daughter, Dara kept quiet, as did ‘Uncle’ Ock. They demanded lodgings for the night and paid well for it. These dwarves were returning from many years living in Silverwell and were heading back home to Leathforge. They had become rather soft, foolhardy and like their comforts… rather unusual for dwarves.

The Next Morning

After a night’s rest everyone woke to a rather fine morning. Erkai, checking on Scar, found her unconscious, but she was brought round after a little ‘persuassion’. The Ungarts, well Dellyn, speaks to Galindan and offers him (the party) gold to protect them on the rest of the journey to Huntsford. Some bartering ensued and Galindan accepted the contract on behalf of the group. Dellyn Ungart offered them a place to stay in Leathforge if they ever visited.

Meanwhile, Erkai has a quiet word with Groth. Giving the Kobold 2 Raven coins, “let her see the coin, try to trick her into giving up some information.” Groth, not experienced in deception has to try to make out that he wants away too whilst trying to find out:

  • Where she needs to go if she gets away?
  • What message she has if any and what it is?

He is to try sneak food to her when the others aren’t looking. Erkai, informed the others of this subterfuge. Groth was to be poorly treated to try and make out that he is a prisoner / slave.

Interpreting the Rules & DM Frustrations, Thoughts and Fumbles

•April 24, 2009 • 9 Comments

The discussion on Saturday night has got me thinking about the fact that we all interpret words, rules and ideas differently and some of us can relate the role-playing actions to what MIGHT happen in real life, where as others maybe can’t and accept the DnD rules that, incidentally,  have been extensively play-tested over many years.

Yes, 4th edition DnD is quite complex and we are all still getting our heads around it but the one thing (in my humble opinion) is that it feels to me a lot clearer than 3rd ed… in terms of how things are described and / or illustrated. I don’t remember much about 2nd ed of the TWO times (actually it might even have only been once!) I was a PC back in 1991 or 2, but I do know we didn’t have character sheets… the DM must have had them. I don’t claim to be an experienced DM, far from it and have learnt (and am still learning) ‘on the fly’ so to speak. I have relied upon what the boys at school brought with them from the Kirkwall club when they started the group at school 4 or 5 years ago and my reading and re-reading of 3rd and now 4th edition manuals (which I don’t remember word-for-word), D&D Insider, Dungeon Mastering website, and other similar sites including watching games being DMed on YouTube.

In terms of the rules… my confidence as a DM is not great at the best of times and I need the rules as my support and I feel pretty useless at times and can spend hours or days mulling over a situation (but that’s me!). I am prepared to be flexible (like giving Bevan combat advantage when she was firing arrows directly down on top of the werewolf from only a couple of feet or so above) but to enable some sort of consistency, I will try to use the rules as written. Yes, I may let the odd thing go (usually to keep gameplay going) but at the end of the day the structure is there and I plan to use it. When there is some really creative thinking about what you as PCs are doing, then that’s when a DM will have to think ‘outside of the box’. Perhaps there should be a table rule that questioning rules during gameplay (at least not with the view of changing them, so “Why does that happen?” is fine but “I should really get combat advantage for that attack because…” is not). This is certainly crucial for when someone who has never DMed before has a go at this scary, interesting, fun, stressful, nerveracking, etc, etc, role as there is so much to think about. Such discussion of the correctness or otherwise of what is in the manuals can be done during breaks (when I will go and hide in the loo :->>).

“Players get the best enjoyment when they preserve the willing suspension of disbelief. A roleplaying game’s premise is that it is an experience of fictional people
in a fictional world.” James Wyatt, Dungeon Master’s guide: Role Playing Games Core Rules, Wizards of the Coast Inc., 2008, p15

Further thoughts written a week after the above

Talking of table rules, of which there is a good section on page 14-15 of the DM Guide, I think we need to clarify how the game runs. Below is basically what I produced today (edited in the light of some new thoughts and discussions with others) for a young lad at school who is running his first game this weekend based on the DM Guide info. I have included the comments, in italics, that I made as it illustrates some my frustrations that I sometimes feel as a DM running an adventure that I have put many many hours into creating (too many hours if truth be told!). This  is originally aimed at the aforementioned 13 year old.

1. Rules discussions should take place out of game play, eg. after an encounter, or preferably during a break from the table or on the blog or at some such other time. The main thing is to try and avoid any discussion over whether the rules as written are correct or not. This takes (a lot) of time out of gameplay and for a DM who doesn’t like conflict (in real life) is is uncomfortable.

2. Players should try to avoid talk over another player’s turn in an encounter unless it is to do with the game or possibly if your are planning your next move. The other thing I find really frustrating as a DM is when you are trying to run an encounter, and dealing with a PC on their turn, and all the other PCs are having a general chitchat. Try to discourage this. If you are sat playing this game then everybody should be focussed on the game, not on last night’s movie or the latest computer game. This applies also to when you are role-playing the characters, rather than in an encounter.

3. Ask your PCs to plan their next turn in a round as other PCs are taking their turn in initiative order. This helps to keep game play moving and avoids PCs being unprepared when it is their turn (and thus wasting time).

4. Decide how often you are going to have a break, for how and when: eg. 5 mins after before or after an encounter. When do you have a longer break? A longer break away from the table, say up to 20 mins, to have a cuppa or eat food could be an idea. It allows for out of game chatter or, if players wish for them to plan their next moves.

5. All dice rolls to be on the table within view of the DM (We all know this anyway! And after all, if you can’t hit a table with a dice then what chance does your character have to hit the enemy with his/her sword/bow/dagger/mace/axe/crossbow/flail… ;-) )

6. Decide end time for the session and stick to it. I find that even though I may have set a time to end, we often go over it. As DM I have 3 phases of play… 1. Getting going, 2. Middle of the game: a slump, when I feel tired (usually after food), 3. My Second wind when I wake up again: total immersion and involvement when I forget the passage of real time and could probably play forever (or not! :->). If possible I would like you guys to take some responsibility for ending the game. If I have lost track of time, give me a nudge. I think that I might set an alarm during the next session. We would need to decide, though, on what happens if we are in the middle of an encounter when it is time to stop! (Stop and finish, take a photo of model positions for the next session; OR continue to end of encounter? – your choice) Setting the alarm to go off half an hour earlier will allow us to either finish up an encounter or to set up camp (or other suitable ending point).

Different DMs will run their games differently and use the rules as they feel appropriate. If other folk want to have a go at DMing, then it is their perogative to adapt, alter rules to create their own ‘house rules’ as opposed to ‘table rules’. This particular DM hasn’t been put off yet as she likes devising surprises for you guys and can’t wait until you get to your ‘base of operations’ as ANYTHING could happen. Anyway, that has got some frustrations off my chest.

Please feel free to comment in this blog on the issues raised and I will try to deal with them if I feel able to do so and if not I will go and climb a tree and hide…ahh! not possible here! :->

PS. There has been mention of using Fumbles on the roll of a natural 1. What do you think?

“Whenever you make an attack roll of natural 1, your turn immediately ends, and you grant combat advantage to all attackers until the start of your next turn. If the roll is part of a close or area attack, resolve all the other attack rolls before ending your turn.” James Wyatt, Dungeon Master’s guide: Role Playing Games Core Rules, Wizards of the Coast Inc., 2008, p189

It will add an element of uncertainty, random danger into the game and will give an opposite to critical hits.

PPS. To Flank or not to Flank

Some definitions of flanking, which doesn’t really clarify the rule, which if all be told has maybe used the wrong term… I think that is where the ‘confusion’ lies. Maybe it should be called ‘pincer movement’ or ‘double envelopement’ which is basically what the flanking rule does!!! The term, which in reality (dictionary) has several meanings and interpretations, is used in game to describe a particular type of movement which gives combat advantage within the combat structure of the game.

flanked, flank·ing, flanks

1. To protect or guard the flank of.
2. To menace or attack the flank of.
3. To be placed or situated at the flank or side of: Two stone lions flanked the entrance.
4. To put (something) on each side of: flanked the driveway with tall shrubs.

[Middle English, from Old English flanc, from Old French flanc, of Germanic origin.]

flanking

1 a: to be situated at the side of ; especially : to be situated on both sides of <a road flanked with linden trees> b: to place something on each side of
2: to protect a flank of
3: to attack or threaten the flank of (as a body of troops)

http://www.merriam-webster.com/dictionary/flanking

The most effective form of flanking maneuver is the double envelopment, which involves simultaneous flank attacks on both sides (and therefore opposite sides??? FMS) of the enemy. A classic example is Hannibal’s victory over the Roman armies at the Battle of Cannae. Another example of the double envelopment is Khalid ibn al-Walid’s victory over the Persian Empire at the Battle of Walaja.[1]
 
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