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You are here: Home --> Forum Home --> Recent posts by Hammer
Topic: Crimson Crusaders QnA
Subject: Experience Points


Your characters do get Experience Points for posting in The Crimson Crusaders.

It would be wise to do some Back Posting and do some posting on a regular basis to gain Experience Points!

Please put some substance in your posts if you would like to get more Experience Points added from your posts!

Posted on 2010-11-29 at 15:10:14.

Topic: Crimson Crusaders QnA
Subject: Updates Posted for BluddGrinn and Castle Keeper


Okay Gang

I wrote up the posts on Saturday and was only able to get to the internet cafe on Monday Afternoon.

Ghana is 6 hours ahead of Central Time ie 12 noon in Ghana is 6am in Oklahoma, Chicago etc.

You will have to write some Back Posts to fill in the time frames from what the Dwarf Cleric had to say about Human UnDead etc, plus the Botkinburg Update and the Heiroglyphic Map with the 27 points of interest posted that you learn about while at breakfast.

To the left of Area 18 is Area 19 which you might not be able to read on the map.

The Area 24 also has Area 24SM which is a Saw Mill

Please Read and Comprehend the Castle Keeper posts for the Breakfast with Dignitaries sets the stage for the rest of the day and what will also go on for the rest of the week before leaving Botkinburg.

The other post is obviously the info on Botkinburg, the map scratching that I posted, plus info for each numbered Area on the map.

Posted on 2010-11-29 at 15:02:46.

Topic: The Crimson Crusaders
Subject: CASTLE KEEPER Botkinburg Information Over Breakfast


A Few Things Learned About Botkinburg During Breakfast

Botkinburg is located deep in the Barren Wood on a rise over looking a bend in the Hruesen River. Much of the land surrounding the town has been cleared of trees and now serves as pasture and farmland for row crops.

A road leads to Botkinburg from the south and another less travelled road heads off to the north. The town consists of small wooden and stone houses with thatched and shingled roofs. These are clumped around a large stone keep located on the highest point of the rise.

Botkinburg is mostly inhabited by humans but has a sizable halfling population who live close to one another around several large hills on the west side of the village. They interact freely with the rest of Botkinburg's population, though they are viewed with caution and circumspection by some of the human members of the community.

Botkinburg is not a wealthy community. Its inhabitants are mostly farmers or fishermen with a few skilled tradesmen amongst them. It is self sufficient, though trades with other communities for rare foodstuffs or manufactured goods in exchange for salted fish, lumber and dairy products.

Every month during the summer an open market is held at the Oak Grove, a sacred place near the town's square. This usually attracts several outsiders pawning their wares. Other than this, most commerce and trade is conducted between families and individuals and is generally in the form of barter rather than with coins.

The closest Botkinburg has to a store is the Bent Hook, a local tavern. The proprietor stocks a small amount of items imported from the wealthier communities to the south and north which the locals may find useful.

The days of most in Botkinburg are spent in the pastures, on the river, or in gardens with the crops. The pastures have a mixture of sheep and dairy cattle grazing in them during the day. These are brought in every evening and taken out every morning to the cacophonous sound of cow and sheep bells, bleating sheep, mewing cows, barking herd dogs and the calls of herdsmen. Crops are plentiful and cheaply purchased as most have full larders.

Most in the community worship at the Chancel, a temple devoted to the many deities who watch over the lands of man and halfling, fertility, herding, or harvest and the Hruesen River in particular. Rituals and devotionals to the deities are held on numerous occasions and often accompanied by large communal gatherings during which beer and food are plentiful and served freely.

On other occasions, fasting and abstinence are called for. Most of the farmers and fishermen as well as the halflings, also worship at the Oak Grove, a shrine serving the deities of the sun and moon, plentitude and harvest and the fairy queen.

There are many rituals the people of Botkinburg follow on a daily basis to keep the evil spirits away and mollify the various fay that still reside in the surrounding forests.

There are well over 300 people living in Botkinburg with an additional well over 50 halflings. Unless noted otherwise, all the human inhabitants of Botkinburg are treated as humans. In times of conflict, a militia can be called up. It consists of nearly 30 adult humans.

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Area 1. The Bent Hook or Ortolf's House of Sludge
The Bent Hook, locally known as Ortolf's House of Sludge, is the only tavern in Botkinburg owned (but not operated) by Ortolf Heimpel. His sons and daughters, their spouses and children manage the establishment while Ortolf entertains guests and townspeople as he consumes ale and mutton.

The Bent Hook serves as the community's gathering place and Town Hall. The main building is a large, square two story establishment with a stone facing on the lower floor and wooden plank facing for the upper floor.

The roof is made of red slate and steeply pitched to accommodate heavy snows during winter and has a cluster of chimneys and heating pipes poking out of it. The rear of the Bent Hook has a single floored wood planked rear attachment that houses the kitchen and storerooms. Behind the tavern is a large yard, enclosed by a stout stone wall and fence, with a barn and stables at one end and the Heimpel's house at the other.

The door to the common room is almost always open. The room is spacious though the paneling of the interior is so darkly stained from years of collected smoke and grime that it is dark and, without the glow of friendly fires, lanterns or candles, can be brooding or oppressive.

Aside from the large table in the center of the room, there are many other tables and chairs of all shapes and sizes haphazardly scattered about the room and two large stone faced fireplaces at either end of the room. A staircase leads up to the second floor of the establishment while two large oaken doors open on to the brewery and the kitchen beyond.

The second floor is a series of rooms for let. The largest is a common room where several coppers gives one a place to sleep on the floor for the evening. There are 6 other rooms for let at 1sp at night, each essentially the same. These rooms contain four large oak beds that nearly fill up the entire space, a single table and one trunk. A bucket, towel and pan of water is provided for guests to relieve or refresh themselves during the night and are set outside the door to be disposed of by one of the servers.

The Bent Hook is also known as Ortolf's House of Sludge, due to the dark brown, near black brew officially called Kaiseren Bock or the Kings Brew. Its dark and vicious nature eventually became known as River Sludge or just Sludge.

The food served consists mainly of the take from the river which is served fried, broiled, boiled, stewed, grilled and even raw. Meats like cattle and poultry are more expensive. Locally grown vegetables such as potatoes, carrots, spinach, cabbage and legume such as pinto beans, lima beans and red beans augment those meals.

A full meal costs as little as 1sp. Soups and breads are cheaper while more elaborate meals can cost 1gp. The beer is cheap, costing 5cp a tankard.

The common room is almost full and a few guests are staying at The Bent Hook and talk of the strange happenings on the outskirts of town are often exaggerated, although goblin raiders and other more horrid creatures have been seen stealing cattle and pigs.

Some people as well as the Gold and Emerald Crusaders have gone missing in the past few months and there is talk of the return of the Wood Witch who haunts the area with her evil magics deep in The Barren Wood.

The Curse of the Crimson Crusaders is foremost in everyone's minds of late and the people fear that the curse will come upon them if the Crimson Crusaders remain in town for much more than 2 or 3 weeks at a time, but conversely the people are convinced that a blessing upon them will be invoked if they aid or help any Crimson Crusader at any time.

Area 2. The Keep
The Keep is an impressive large square tower with a bartizan (turret for defense) at each corner of the roof. The tower is made entirely of stone and has three floors and a cellar beneath it. It is about 50 feet tall at the roof's peak.

The Botkin family banner, purple over red with eagle claws, tops the keep and is visible for miles around. There is one entry to the Keep on its west side and facing the river. The large oaken doors to the Keep have a smaller inset door that is usually open and guarded by several men-at-arms.

The Keep houses the Botkin family and all their retainers, including Volkmar Botkin and his grandfather Clement. The Lady Marchessa Fabressa and her retainers, including her consort Gideon when he is in Botkinburg, are guests at The Keep because of the social and political importance of entertaining one of the highest ranking emissaries of the Empress Pryzmira.

Area 3. The Chancel
This is a temple where the many gods, whom the locals worships, are paid homage to. It is a large wooden structure with several floors and two tall, thin towers rising from its center. Most of the inhabitants have helped construct one portion or another of this temple, and the town considers it, collectively, their own. The Chancel is overseen by Hermannus Tersteeg and his followers.

Area 4. The Oak Grove and Shrine
Off the town square is a large and sloping hill upon the top of which is a tremendous oak. The ground about the base of the hill is well worn and dusty from many years of use during festivals and markets. The upper portion of the hill is covered in thick and verdant green grass and flowers, all year round, despite any weather. The oak is likewise festooned with bright green leaves year round.

The Great Oak is a holy place where many come to offer worship to the deities of the sun, moon and harvest. There is no cleric or druid which watches over the tree, but many travel to Botkinburg to worship here. The Great Oak is covered in many glyphs that have been seared into its bark. They were placed there by the servants of Mordius, the Lady of the Forests, many centuries ago when the tree acted as a receptacle for the deity's will.

Area 5. Tinker's Caravan
The area at the base of the hill on the Oak Grove is used as the town market or gathering place for festivals. There are 3 wagons drawn up and several families of tinkers are here now. They travel far and wide through the region and collect and sell all manner of items.

Area 6. House of D'Amter
This is the home of Lars and Gisela Haffner, devotees to the deity of healing and curing. They live in a large single story wood framed house with an attached barn. Above the front door is a lintel with a carving of an owl and an inscription on it, 'With my hands, I bring life.' A small smokehouse is located in their backyard along with several milk cows. Their dog, a large white mastiff, lingers in front of the house and barks loudly when anyone approaches.

Area 7. Butcher
Tirten Shodfoot is the only dwarf of permanent residence in Botkinburg. Long ostracized from his kin in the Aneer'rafe Hills for theft, he came to Botkinburg to avoid contact with other dwarves. In this, he has been fairly successful. He took up butchery. He is of very ill temperament, treating other dwarves especially poorly but performs his tasks dutifully and with great professionalism yet with grumbles and complaints all the while.

Area 8. Two Story Farmhouse
This is the home of the Schuler's. Fritz and his wife Lisa live here with their 6 children, all of whom are under the age of 15. Fritz has a large two story, wood framed house and barn. The family lives on the upper floor with the lower floor acting as a barn. Fritz is an affable person but his wife is more like a shrew, constantly complaining about Fritz's laziness.

Area 9. Farm House
A dairy farmer lives here. He and his only son spend much time hunting for food while the wife spends most of her time tending to the few cows they have.

Area 10. Old Man Nester's
Nester is one of the few remaining inhabitants of Botkinburg who can remember when the town was first being settled. He is in his late 90s and usually sits on the front porch of his house whittling away at a stick. He is still spry enough to tend his chickens and gather some food but mostly his neighbors care for him, insuring he is well fed and has enough fire wood during the winter. If Nester is not on his front porch or in his house, he is likely at the Chancel praying, resting or chatting with Hermannus or at the Bent Hook drinking Sludge.

Area 11. Sheriff
This is the office of the sheriff and jail. It is a small wooden structure with several cells along its backside. The current sheriff, Aaron von Bedering spends most of the day here but lives on the outskirts of the town.

Area 12. Farrier
Greden Merkmen hunts the entire range of the Hruesen River looking for beaver, fox or other animals whose hide brings a fair value in Ludensheim or Botkinburg. He is a quiet man and keeps to himself and as such, has earned the distrust of his neighbors and fellow townspeople.

Area 13. Blacksmith
Darmek Veldenman is a general purpose blacksmith and not highly trained in weapons making or armor repair. He can do general repairs on weapons and armor. He is also capable of making all manner of other goods commonly found in farming communities though.

Area 14. Woodsmen
This rambling house and series of sheds belong to 6 brothers who are carpenters and woodsmen. They are a jovial lot who drink too much and work too little. None of them farm and only exchange firewood, cut wood and services for food or other needs. They are often found at Ortolf's House of Sludge drinking long into the evening.

Area 15. Farmer
This family spends most of their time working the garden in the rear of their house and tending several milk cows. They have been here for several generations. The father is not fond of strangers and tries not to have dealings with them. His son and daughter both work in The Keep as cooks part of each day.

The head of the household, Mertin von Stock, is rumored to have a secret past as he is getting on in years and occasionally hints at his secret past. His wife died after the birth of their second child.

Area 16. Farmer
This narrow two story building is home to a friendly and affable family of 10. Well fed, the Keller's have several dozen dairy cows. Much of their time is spent milking the cows and preparing cheeses which they sell locally and send to markets in larger cities once every 3 months. Lately the roads have become unsafe and journeys often postponed or abandoned.

Area 17. Fisher
This fisherman lives with his 2 surviving daughters. He rarely fishes and spends most of his time at the bar drinking away his daughters' catch. The daughters, Gisella and Nina, are very familiar with the river and truly dislike their father.

Area 18. Fisherman
The house of Grunald Horfane hangs halfway into the water. He has a boat attached to his windowsill and spends most of his time on his front porch, the only part still out of the water. The house was built some time ago on the side of a steep hill on the banks of the Hruesen River. Over time it has slowly slid halfway into the water. Oblivious to the eventual collapse of his house, Grunald continues living here, often fishing from atop his roof.

Area 19. Boat Ramp
This was once a wooden bridge, whose remnants jut out into the river about 15 feet. Many of the fishermen gather here in the morning and afternoon before and after fishing. They discuss the days catch, mend nets and sell fish.

Bafler Hill, The Halfling Quarter
Area 20. The Swilling Swan

The Swilling Swan is a small brew house and bar built into the side of Bafler Hill. It is almost exclusively frequented by the halflings in Botkinburg as it is built only to accommodate people of their size. However, some of the humans do gather outside at several tables to partake of the good halfling wines the brew master concocts.

This is usually a jovial place as the owner, Megarin Paracook does this for fun rather than for a living. Megarin lives nearby with a large family of 9. They spend much of the year tending their crops and raising sheep.

Area 21. Carpenter
This is the home of the halfling Befren Needlemire, a carpenter by trade and farmer by necessity.

Area 22. Farmer
Edward Hale raises a few cattle but mostly tends to a large variety of crops in an expansive garden. He has a family of 8 and lives in a two story wood framed farmhouse. Part of the first floor is reserved for a barn.

Area 23. Fisher
This halfling family lives in a small burrow located on top of the hill. Their home is warm and cozy, filled with old furniture and many rugs and carpets. Mrs. Mar Eldon runs the household. Her husband drowned in the river some years ago, a happenstance she talks about constantly, particularly at The Swilling Swan where she spends a good deal of time tipping back mugs of brew.

Area 24. Farmer
Another of the halfling farm families in town and an exception to the general industriousness of that community. This man, Barstow Frizzyfoot, has many children and a large wife whom he calls “BT” but Barstow has never revealed what the initials stand for, though he is often found in The Swilling Swan drinking brew and laughing to himself, all the while muttering “BT” over and over again.

Area 25. Farmer
This family of halfling woodsmen, the Shipps, live in a one story building near the other burrows. They spend much of their time in the woods cutting and hauling wood. They also have a sawmill near their house where they cut and prepare wood for sale and make barrels and boxes as well as furniture and other objects.

Area 26. The Gold Crusaders Barracks
Recently built barracks located in the northwest area of town next to the Hruesen River that holds up to 100 Gold Crusaders who are commissioned to protect Botkinburg. Groups of various sizes are daily and nightly patrolling the north, east, west and south borders of the town and have been sent across the river to the Black Tooth Ridge areas on occasion, as well as into the Barren Wood. Most of the weapons and armor that have been shipped on the 3 river boats are stored and distributed from these barracks.

Area 27. The Halfling Community
A rather new community on the west side of Baffler Hill and below ground, protected by a hedge of thorns 10 feet high and 10 feet thick where most of the halflings have been gathering and preparing for an expected war against the taint encroaching the land from the Black Tooth Ridge and beyond. No one really knows how well fortified this community has become, as Wymon Whitefoot has sent messengers to gather weapons, a few magic items and recruit halfling fighters for the expected war.

Posted on 2010-11-29 at 14:24:22.
Edited on 2010-12-11 at 16:36:26 by Hammer

Topic: The Crimson Crusaders
Subject: CASTLE KEEPER Breakfast with Dignitaries


Botkinburg 10am
The Bent Hook or Ortolf's House of Sludge
May 7, 30awd (After Winter Dark)


The Curse of the Crimson Crusaders was apparently spreading to the ranks of the Gold and Emerald Crusaders. Earlier in the dark hours before the dawn of day, as the surviving Crimson Crusaders drew ever nearer to their destination, they noticed dead bodies floating in the Hruesen River with the same black lightning bolt shafts protruding from their carcasses.

After hearing BluddGrinn the Grim tell his tales of encountering UnDead Dwarves, Orcs and Humans underground beneath the Aratock Mountains, then watching the Dwarf Cleric drag one of the mortally wounded crusaders to the back of the boat to throw him overboard, the remaining Crimson Crusaders (other than the wounded Rhiannon who needed to rest herself before joining the Shaman in a Rain Dance to completely restore her health) hastily stripped the corpses of any items of value that could be put to good use in defending Botkinburg from the evil taint suffocating its borders.

Once those bodies had been dumped overboard, after the War Cleric took a few moments to honor their bravery for joining the Crimson Crusaders in defiance of the rumored Curse of the Crimson Crusaders, while Tohmaz the Shaman symbolically freed each of their spirits to the next life; BluddGrinn turned his attention to Rhiannon as Tohmaz prepared her for the Rain Dance.

Casting a Cure Light Wounds spell upon Rhiannon, the Dwarf War Cleric succeeded in restoring 6 hit points of health to the Monk, aiding her physical ability to join the Shaman Tohmaz in the Rain Dance for the next 2 hours.

Some chose to join in the dance, while others were content to watch the ceremony while keeping a sharp lookout for any more unexpected attacks from unknown assailants.

After the Rain Dance was successfully concluded with the full restoration of Rhiannon and her abilities returned in sharp focus, the Ruby River Boat soon passed under the shadow of the jagged ridges of the now infamous Black Tooth Ridge, but only the sense of a foul taint on the far eastern shore and beyond amongst the hidden crags and fissures could be discerned by the most focused of the adventurers.

There was no sign of life or any discernible movement, only the certain promise of death to those foolish unfortunates who dared to enter those dark foreboding shadows unprepared; those who would be found lacking the grit and tools to overcome any malicious adversaries or predators lurking about in the dark environs of the Black Tooth Ridge.

Turning their eyes from the Black Tooth Ridge, the Crimson Crusaders could see the majestic square stone tower known as The Keep of Botkinburg with its 4 bartizans (turrets built for lookouts and defense) at each corner of the roof pointing towards the heavens.

The Botkin family banner unfurled proudly atop the 50 foot high roof, its purple over red with eagle claws visible for miles around, a welcome greeting to weary travellers, or a marked target for the possible day when unknown armies might gather to invade Botkinburg and the lands beyond.

Soon the town came into view with its quaint buildings and farm houses. The Chancel Temple was an impressive sight as the river turned westward where the Woodsmen rambling house and series of sheds came into view, followed by the Fisher home, then The Oak Grove and Shrine atop a shallow sloping hill, then a Tinker's Caravan at the base of the hill on the Oak Grove.

Next to come into view was the old Fisherman house that was hanging halfway into the water with a boat tied to the windowsill. The only part of the house still out of the river was the front porch. A curious looking old man sitting on top of the roof was fishing with a long pole and line with a bobber.

The old man scratched at his beard intently, glaring and muttering unintelligibly at the group of Crimson Crusaders who were looking back at him from the deck of the Ruby River Boat as it slowly made its way to the nearby Boat Ramp. As they passed by he pointed to the Black Tooth Ridge and shook his fist in the air and shouted something unintelligible.

The Boat Ramp was merely an old wooden bridge, whose remnants jutted out into the river about 15 feet. Usually the area was a haven for other local fishermen, but today the arrival of the 3 river boats and their newly recruited crusaders had postponed any attempt at fishing.

West of The Boat Ramp was a newer building that housed the Gold Crusaders who were sworn to protect the town of Botkinburg, comfortably housing 100 of these elite defenders. Their duty was to patrol the perimeters of the town and the outlying areas for as great a distance as deemed necessary.
It was here that the Gold River Boat was moored and unloading the precious cargo that was magically stored beneath the deck of the boat.

Although 12 of the Gold Crusaders recruits had been struck dead by the black lightning bolts and arrows during their journey up river, the 28 surviving new recruits were already inside their barracks receiving instructions and their payment of 50 gold coins. Each recruit was a Fighter who would be assigned with 3 other Gold Crusaders veterans to patrol the outskirts of Botkinburg, while the other remaining veterans were across the Hruesen River on special assignments to defend the city.

The Emerald River Boat had already arrived in plenty of time for its new recruits to receive word that they were to divide into 4 groups and begin a search patrol of The Barren Wood between Asperdi and Botkinburg to ensure the safety of the merchant wagons along the trail.

They were currently assembled at the other end of town at The Butcher Shoppe to receive generous portions of fresh meat to take on their journey. Ordinarily they would have been allowed to refresh themselves for a few days, but repeated reports of mysterious incidents happening in the woods all along the wagon trail between Asperdi and Botkinburg may be threatening the safety of The Realm.

These new Emerald Crusader recruits had decided to carry their 50 gold coins on patrol with them until their arrival in Asperdi where most have contacts who will either safeguard their small treasure or send the coins to their families. Ironically, the 4 groups were comprised of 6 Rangers and 1 Cleric (each serving a different deity) having also lost 12 of their original members to the bolts and arrows of the mysterious black lightning assailants.

After docking at the Boat Ramp, the surviving Crimson Crusaders were escorted by four members of the personal guard of the Lady Marchessa Fabressa into the center of town past the House of D'Amter on the west side of the lane and the Farrier a bit further south on the east side, before arriving at The Bent Hook located on the west side of the lane across from a Farmer house.

The Crimson Crusaders were escorted into The Bent Hook without much fanfare, save for a bit of curiosity from some of the people from the town bold enough to look upon or draw near to this new group of so-called cursed crusaders.

Once inside The Bent Hook the adventurers were escorted to the main table in the center of the common room where the owner Ortolf Heimpel is entertaining a group of five Botkinburg dignitaries who are waiting to talk with the newly arrived Crimson Crusaders.

These dignitaries include: Wymon Whitefoot (Eva Whitefoot's father) representing the Halfling Community; Hermannus Tersteeg a plump, middle aged human cleric who oversees The Chancel temple where the many gods whom the locals (and other travellers) worship are paid homage; Aaron von Bedering the sheriff appointed by the Botkins;

The fourth dignitary is Baron Volkmar Botkin, a young man in the prime of his life who is more than willing to entertain visitors of some reknown, but he considers the tales of evil doings and evil creatures along the Black Tooth Ridge to be 'the fears of old wives and tales of peasants'; and the stunningly glamorous Lady Marchessa Fabressa.

The Lady Marchessa Fabressa was sent by the Empress Pryzmira as an envoy to reside in The Keep with the Botkins to assess any and all threats to the northern borders of The Realm of New Aenochia. Her consort Gideon also served as her eyes and ears to report any devious activity to the Empress.

As the newly arrived Crimson Crusaders entered the common room the five dignitaries rose to their feet, seemingly almost as one entity; as the Lady Marchessa Fabressa greeted them and bid them to sit down at a nearby table. Her immediate perception of this new group of Crimson Crusaders was an instantaneous knowing that they would be a force capable of disrupting and possibly destroying the growing taint of evil that was spreading throughout the Black Tooth Ridge and quite possibly The Barren Wood.

After the formal introductions were made, the Lady Marchessa Fabressa got right down to business as she addressed the 8 surviving Crimson Crusaders:

"By now I am sure that you are well aware that 12 Gold and 12 Emerald Crusaders recruits were also ambushed and killed by the same type of bolts and arrows with the Black Lightning Bolts insignias etched on their shafts.

This is the first time that the same number of recruits from each of the 3 river boats have been eliminated before reaching Botkinburg. This does not bode well for the safety of The Realm.

In fact, we have already dispatched the 4 groups of 7 Emerald Crusaders newly arrived recruits to search The Barren Wood for any rumored threats; especially these mysterious Black Lightning Bolts, of whom we know next to nothing about, save for their Black Lightning bolts and arrows that have slain other adventurers throughout The Barren Wood over the past several weeks.

You may have noticed the new barracks to the west of the Boat Ramp when you arrived this morning. That barracks is able to house 100 Gold Crusaders, but with the 28 new recruits added to the 12 veterans currently guarding the boundaries of Botkinburg, we only have 40 Gold Crusaders to protect our fair city presently.

50 more Gold Crusaders were dispatched across the Hruesen River to fight against the notorious band of Red Caps raiders who have been plaguing our borders.

These are nasty and vile goblin raiders we call Red Caps or Rottenkips. They wear Red Skull Caps and have been raiding wealthier towns and trade routs for the past decade. Now they are plaguing the borders of Botkinburg and the very Realm itself.

They have a frightful reputation and their very name seems to strike fear into the hearts of most of the men of this region. They are led by the horrid Grallkrug or 'The Rottenkip' as he is most commonly referred to by his frightful minions.

It is reported that The Rottenkip, or Grallkrug, is not even in the area at the present time; but his lieutenant Marglerod, with a countless contingent of vile goblins under his command, is roaming freely about The Black Tooth Ridge and raiding our borders at will.

The beautiful young Molkin twins were abducted about 2 weeks ago on the outskirts of town while tending cattle. We dispatched some 20 Gold Crusaders to rescue them, but they have not been heard from since.

Another 10 were sent out a few days later and then another 10 Gold Crusaders, but there are still reports of goblin raiders being sighted across the river and no sign of any of our Gold Crusaders.

Then 2 days ago a beautiful young maiden from a newly arrived wagon from The Tinker's Caravan disappeared in the middle of the night without a trace. Some of the townspeople thought they heard screams from across the river, but they may only have heard the sounds of night owls.

So we sent another company of 10 Gold Crusaders to find her, but there has been no trace of either the young maiden or the 10 Gold Crusaders send to find her. We cannot afford to send any more Gold Crusaders across the river to either search for the young women or to fight against the Red Caps.

Which brings us to the problem as to what to do with you 8 newly arrived Crimson Crusaders?

Most of the people of Botkinburg have become convinced that the Curse of the Crimson Crusaders will soon spread throughout The Realm, unless you 8 are able to penetrate The Black Tooth Ridge and turn the tide of this evil taint emanating from across the Hruesen River.

There is unknown trouble in The Barren Wood, but hopefully the remaining Emerald and Gold Crusaders can protect Botkinburg while you 8 new recruits prove to the townspeople that this curse is but a mere rumor.

We can see that the 8 of you are far different from any of the other recruits who joined the ranks of the ill fated Crimson Crusaders this past year. In fact, there is a Halfling among you that the local Halfling Community is convinced is the Halfling of Legend foretold of in their prophecies.

But that remains to be seen. What we do need at the moment is for the 8 of you to spend the next 8 days in Botkinburg to prepare to penetrate The Black Tooth Ridge and prove that this so-called Curse of the Crimson Crusaders is but mere fiction spread by the taint of evil threatening The Realm.

Although many of the townspeople are convinced of the reality of this so-called curse, they are also convinced that a blessing will be invoked upon them if they aid you in your quest.

I implore you Crimson Crusaders to wander about our fair city for the next 8 days, talk to the townspeople, let them get to know you, or at least get used to your presence in this city before you embark on your quest.

You are welcome to take lodging in a room here at The Bent Hook, or you are welcome to be graciously housed in The Halfling Community if you prefer to be accomodated in a more suitable fashion outdoors in preparation for your journey.

Arrangements have been made for your 100 gold coins to be placed in safe keeping at either The Keep where your money will be stored in your name by my personal guards, or you can keep your gold deposited at The Halfling Community, which is surrounded by a wall of thorns 10 feet high and 10 feet thick. The choice is yours to make freely.

Two wagons are being prepared for your journey. One wagon to haul back any gold or other treasure that you may find in The Black Tooth Ridge and the other wagon to carry as many weapons and supplies as you decide are necessary for your quest.

Just let my stewards know what you require for your journey and we will accommodate your requests. We also have some items to give each of you to aid you in your quest.

My charge to you in the name of the Empress Pryzmira is that you eliminate all hostiles that you encounter in The Black Tooth Ridge and that you bring back a wagon load of treasure to help the Empress Pryzmira finance the war against the evil taint encroaching upon the borders of The Realm.

All you will be required to do is to bring 20 per cent of any treasure you find to me personally to donate to the cause of the Empress Pryzmira; which leaves each of you Crimson Crusaders a hefty 10 per cent each to deposit for your personal gain either at The Keep or The Halfling Community.

The wagon drivers can help themselves to all the treasure they can carry on their persons as payment for their services, as are each of you free to carry more treasure for yourselves, in addition to the 10 per cent cut from the treasure loaded on the wagon that you bring back to Botkinburg.

A Halfling couple who are refugees from somewhere in the Aratock Mountains have volunteered their services to drive the treasure wagon. Their names are MyrLavNaz and DorSylBra. Peculiar names for halflings to be sure, but they are not from around here and are grateful for the opportunity to help haul any treasure that would benefit the community that took them in when driven far from their home by some nameless terror stalking their land.

Tirten Shodfoot the Butcher is the only dwarf of permanent residence here in Botkinburg. We are sure that he can be persuaded to drive the other wagon full of weapons and provisions that you 8 may require. The lure of all the gold and treasure that he can possibly carry should be enough incentive for Tirten to join your quest and help protect the halflings and the treasure wagon we are sending with you to The Black Tooth Ridge.

Now there is one other task that we must implore you to undertake on your journey to The Black Tooth Ridge to eliminate any and all hostiles you may encounter that may threaten the safety of Botkinburg.

You must find Kruggle the Ogre and either persuade him to fight against the Red Skulls, or eliminate this dangerous creature with extreme prejudice. Kruggle has a taste for pig and has been raiding our farms and stealing hogs to satisfy his monstrous desires.

Kruggle has been seen on numerous occasions fighting the goblin raiders across the Hruesen River. If you can somehow befriend Kruggle and persuade the Ogre to patrol the opposite shore of the river and help protect Botkinburg against the Red Caps, then we will provide Kruggle with plenty of pig as payment for his services.

But if you fail to persuade the Ogre to help us, then you must eliminate Kruggle, because this dangerous creature poses too great a threat to the safety of the people of Botkinburg.

You should have enough time left today to walk over to The Chancel with my stewards to receive your gift from the temple priests to aid you in your upcoming quest 9 days from today. Then you will proceed to the House of D'Amter which is a house of healing to receive another gift to aid you.

Finally you will go to The Swilling Swan which is a small brew house and bar built into the side of Bafler Hill where the halflings of Botkinburg congregate to enjoy their fine wines. There are plenty of tables located outside to accommodate human patrons.

There you will be presented with yet another gift to aid you in your quest into The Black Tooth Ridge. This will give you the opportunity to decide if you would like to be housed in either The Halfling Community or here at The Bent Hook.

Now before you go to The Chancel, please help yourselves to the complimentary breakfast courtesy of the people of Botkinburg that has been prepared in your honor. This will give you the opportunity to get to know one another better, as you will soon be fighting side by side as Crimson Crusaders.

If you have any questions about what I have presented to you this morning, then please feel free to ask any of us here for any further explanation. We will gladly do so for the greater good of Botkinburg, The Realm of New Aenochia and the Empress Pryzmira."


A generous portion of breads, honey, meats, vegetables, eggs and other dairy products are soon placed before The Crimson Crusaders, along with some choice fruits and juices. Sludge or other ales are also available for the asking. Soon the barriers begin to break down between each of the 8 Crimson Crusaders as they dine together, making conversation and asking any questions that may come to their minds in this relaxed atmosphere.

NOTE FROM THE CASTLE KEEPER
This is your golden opportunity for more Role Play and conversational reflections and asking any questions of your new employers.

This is also a Golden Opportunity to do some Back Posting reflections on what transpired during the last hours on the river, throwing the dead human bodies into the river, your participation or reaction to the Rain Dance, plus your impressions of The Black Tooth Ridge, Botkinburg and what you have heard from the Lady Marchessa Fabressa.

You Do Gain Experience Points From Your Written Posts!


Posted on 2010-11-29 at 14:15:49.
Edited on 2010-11-29 at 14:16:51 by Hammer

Topic: The Crimson Crusaders
Subject: BLUDDGRINN Undead Memories


BluddGrinn the Grim kept a wary eye on the dead bodies of the mortally wounded humans. Trossach Graystone had acknowledged his greeting, such as it was from a dwarf who had spent most of his life beneath the Aratock Mountains, so BluddGrinn decided to engage the Barbarian in conversation while making sure the dead humans did not rise again to plague the survivors.

"I Hate Orcs!

Orcs killed my parents!

Orcs killed many of my kinsmen beneath the Aratock Mountains where we fought them for countless years with no knowledge of what was happening on the surface world above us!

During those long years I have personally encountered UnDead at least 5 times. The first time was against dwarf skeletons that an evil dwarf cleric had animated to guard a treasure trove that belonged to our clan.

That was a creepy battle against our own fallen forefathers. That was about the time that The Tinker joined up with our group. He taught me many things about Steel the Dwarven God of War and I watched him turn the UnDead and save us from the axes of our own skeleton kind that the evil cleric had animated to guard that gold.

Our blades were able to prevail against the skeletal blades of our dwarven forefathers and I learned a great lesson that day. So much so that I began to hang around The Tinker as much as possible to learn from his teachings.

Orc Zombies were another matter entirely.

I Hate Orcs!

I Hate Orc Skeletons More!

I Hate Orc Zombies Even More!

A few years later we encountered some Orc Skeletons that were sent to attack our war party by an Orc Shaman. Before they got to us there was a war party of orcs and goblins that tried to ambush us, but a different group of Orc Zombies showed up and started attacking anything living that had the misfortune of crossing their paths!

They would shamble about and gang up as a group to subdue one or more unfortunate souls and devour the living flesh of their victims. That kept the orcs and goblins busy while we fought against the Orc Skeletons blade against blade.

Again it was The Tinker that was able to turn some of those UnDead Orc Skeletons and we managed to hack them to pieces with our axes until they could move no more! Those other Orc Skeletons that did not get turned away gave us quite a battle, but we managed to eliminate them without many losses from our own war party.

By that time the Orc Zombies had feasted upon the living remains of the orcs and goblinoids that had been waiting to ambush us from a secluded cavern off to our right. I do not know where those Orc Zombies came from, but the screams of terror from the orcs and goblins as they were devoured still haunt my memory from time to time.

The Tinker was able to turn those Orc Zombies, but not before their rotting stench filled the cavern where we were fighting for our very lives! Some of us had succeeded in hacking and skewering those Orc Zombies without any of us being harmed, but that seemed to be a combination of mere luck and desperation to keep those Orc Zombies from grabbing and biting into our quivering living flesh.

But the sneakiest and nastiest UnDead that we ever encountered beneath the Aratock Mountains were the Human Zombies and Human Skeletons. They would just lay there in crumpled heaps like relics from a battle lost. They did not seem to move, nor did they seem to stir themselves.

We could kick them and poke them with our weapons, but they just lay there inert and seemingly nothing more than rotting human remains that had the misfortune of seeking dwarven gold deep beneath the Aratock Mountains and meeting only an untimely death.

Then when we would least suspect it, those rotting corpses and skeletal remains would suddenly and unexpectedly come to life, seeking to either slay or devour any living thing in their paths!

The most unnerving thing about confronting those UnDead Humans was that the 3 different times we encountered such monstrosities, it took different periods of time before they decided to attack us.

Not to mention that The Tinker was ironically absent on some other quest in behalf of our clan all 3 of those times!

I think the first time we encountered any UnDead Humans it took about 15 or 20 minutes before they shambled themselves together for an attack against us. In fact, we were debating about how to bury them and where to bury them. We were trying to decide if they should be buried under a pile of rocks, or buried in the ground of a secluded cavern. Even then we could not decide if they should be buried as individuals or as one big group.

So we debated amongst ourselves until one of the lookouts shouted out an alarm and we barely managed to subdue those UnDead Human Skeletons and Human Zombies.

The second time was a few years later and almost similar in many ways, but it took about 45 minutes to an hour before those UnDead Humans arose to take us by surprise. You would have thought that we would have learned from the last time. But in between those years we had discovered several groups of slain humans that did not rise up against us when we had let our guard down.

Dwarves can be very contentious among themselves, especially when seeking gold or craving something to eat with a hearty ale to wash it down. Even in the deep catacombs beneath the Aratock Mountains. We would brew our ales and the aromas would attract orcs and other vermin, including humans, so we laid many a trap for an unsuspecting foe!

There was yet another time when we encountered a group of UnDead Humans, but that time was after a long hard rigorous battle against a war party of Those Hated Orcs!

We fought our way into a large cavern that rivaled some of the great banquet halls that our dwarven kind have carved out of solid rock, or hewn from the natural creations of rock formations deep within the earth beneath the Aratock Mountains.

There were several humans laying about all hacked and splattered in various forms of decay with bands of orcs and goblins feasting and rejoicing over memories of past battles and pillages.

We crept our way into that cavern and used those dead, decaying bodies of the humans as cover and camoflage, sometimes lying there for hours before venturing closer to take our hated foes by surprise!

Almost half a day or more was spent getting ourselves into position to take them by surprise. As our foes feasted and drank themselves silly, we bided our time and then sprang upon them with all the ferocity of dwarven clans seeking revenge for past wrongs at the hands of these foes!

We battled for nearly three quarters of an hour, but finally managed to overcome our opponents who had out numbered us by a count of 10 to 1.

Then we settled in for the night in a nearby cave, far enough from the stench of the battle, although we ourselves were covered with the stink of our fallen foes!

Almost 3 hours passed before those UnDead Humans began shambling their way towards our haven. Once again our battle blades proved more than enough against such UnDead Human monstrosities, but the experience of that final encounter has made me quite wary of the sudden and unexpected appearances of UnDead Humans.

Now this being a fresh kill and upon the surface of this world, albeit in a Ruby River Boat on the Hruesen River, there may be stranger doings taking place than what I encountered with my dwarven brethren underground in those days gone by!

There May Or May Not Be A Real Curse Upon The Crimson Crusaders!

But Dead Humans Make Me Uncomfortable!

Dead Humans Make Me Quite Wary!

Throw Their Dead Bodies Over The Rail Into The River I Say!"


BluddGrinn the Grim begins dragging the body of the nearest dead human towards the back of the boat, keeping a wary eye upon the human corpses strewn about the deck of the Ruby River Boat.

He also notices the Shaman attending to the wounded Monk along with the Rogue, but his concerns about the possibility of the dead humans rising up against the survivors are his main priority.

BluddGrinn will assist the Shaman by casting a Cure Light Wounds spell upon Rhiannon prior to the Rain Dance to help give her the needed added strength to dance with the Shaman, once the dead bodies have been thrown into the river and the possible threat of UnDead Humans has been swept away from the remaining Crimson Crusaders!


Posted on 2010-11-29 at 14:09:45.

Topic: Crimson Crusaders QnA
Subject: Greetings from Ghana


I am currently in Ghana, West Africa serving as a volunteer guest teacher in a Bible School.

Have copied and pasted the replies thus far in The Crimson Crusaders and will type up an intro in a few days and get it posted.

Am at an internet cafe with my laptop, so things are fine!

FOR YOUR INFORMATION the Wizard that got whacked with the bolt thru his neck has nothing to offer in the way of magic items.

He was more of a blow hard boaster and was hoping to get 100 gold coins and then stake himself to some items or find some magic items in some treasure somewhere in the recesses of The Black Tooth Ridge.

I have not read the posts from Odyson, Nomad D2 or Brianna as I am charged by the hour at this internet cafe!

Those posts are copied and pasted into a document on my laptop and I will update accordingly!

Burial at sea into the River is a wise choice my friends and bringing the weapons etc and proof of bolts and arrows from the black lightning bolts will soon prove to be prudent as well when we get to Botkinburg.

Posted on 2010-11-25 at 13:30:11.

Topic: Crimson Crusaders QnA
Subject: Straight Face and ...


..... you seem to have some perception Odyson!

Anyway, Drogo and BluddGrinn are posted so if Brianna's character Rhiannon needs a First Aid and a Cure Light Wounds before we get to Botkinburg then give a shout out to the Dwarf Cleric!

I still have some writing to do for the next Castle Keeper update, so there is plenty of time for everyone else to post their reactions in the Game at The Crimson Crusaders and to post over here in the QnA also if necessary!

Remember that the Cleric has been underground most of his life and just recently arrived upon the surface world a number of months ago!

The Tinker has told him many things, but his interaction with Humans is an ongoing process and his Charisma is rather low, in fact the lowest of all Charisma Attributes in the party!

So he may need some encouragement to cast the First Aid and Cure Light Wounds, unless after a few days as the Castle Keeper it is noted that it needs to be written in the update that it needs to be done by the Cleric!

I will see what Odyson posts and am waiting for some others to post while I prepare the next update!

Posted on 2010-11-22 at 03:35:49.

Topic: Vote for the Inn
Subject: I See ...


..... We Have Fallen Back to the Top 12 now!

Posted on 2010-11-22 at 03:26:41.

Topic: The Crimson Crusaders
Subject: BLUDDGRINN: The Cleric and the Curse



BluddGrinn the Grim had silently wished for a better view of the entertainment near the mast, but had resigned himself to take a seat on the deck and listen to the oratory, while watching those comrades who were also watching with their backs turned towards the left railing.

Suddenly he had a view of the entire deck and it was not a pretty sight, as bolts and arrows claimed the lives of several of his Crimson Crusader comrades. Only 8 of the adventurers remained alive and Rhiannon the Monk was in need of healing and restorative attention.

However, it was clear to him that the Human Shaman Tohmaz was already approaching their wounded human comrade, so the dwarf decided to turn his attention elsewhere if his abilities were not drastically needed at the moment to aid the wounded Monk.

He noted how Karvilo reacted to the surprise attack and decided that he would make an exception regarding his perception of elves, for it was well apparent that given a different set of circumstances, the Ranger would prove to be a welcome ally against any further transgressors.

The Dwarf Cleric positioned himself near where the Halfling Fighter was being assisted by the Half Orc Barbarian. BluddGrinn would not be caught unawares a second time if the corpses of the dead Crimson Crusaders were somehow mysteriously brought back to an undead state of reanimated life by some unseen wizard or worse.

He noted how the Barbarian showed signs of compassion towards the Halfling Fighter as Trossach assisted Drogo out from under the weight of the burly fighter that had fallen over the top of the halfling. He had been amused a short while before and quite interested in how the halfling would deal with the taunts and boasts of the over sized human. He was sure that this Drogo Tulk of the Short Swords would prove to be a valuable ally when the remaining Crimson Crusaders would venture forth into the unknown along the Black Tooth Ridge and wherever else their journey would take them.

BluddGrinn waited to see if his assistance was required to cast a First Aid spell to stop the bleeding of the wounded Monk, or if a Cure Light Wounds spell would be necessary, but he had been studying the Shaman known as Tohmaz and the Dwarf deferred to the Human unless called upon for any assistance.

So he turned his attention back to the Half Orc Barbarian Trossach and watched him survey the scene of the carnage, then stare intently into the darkness beyond the west bank with his bow ready to fell any humanoid or monster that dared betray its position in the moonlit darkness.

After the Ruby River Boat had sailed a distance without any further signs of possible peril, he cautiously approached the fallen body of the burly huge human fighter, noting the black lightning bolt insignias on the bolts and arrows protruding from his body.

BluddGrinn was satisfied upon further observation that the bolts and arrows were not fired from his hated enemies the orcs. He was also quite certain that no goblin or hobgoblin had been among the attackers. The overkill of the huge burly human fighter bore the distinct marks of being targeted by deranged evil humans, who BluddGrinn suspected were sending an unorthodox message to spread fear among the ranks of the Crimson Crusaders and the peoples of Botkinburg.

The Dwarf Cleric was not so convinced that the Curse of the Crimson Crusaders was a curse at all, but merely the machinations of a deeper, darker evil that sought to spread fear and discord among the ranks of any race seeking to oppose the taint of evil emanating from the Black Tooth Ridge or The Barren Wood or anywhere beyond the borders of New Aenochia.

BluddGrinn decided to keep his musings to himself until he could decide upon a proper course of action once he had more time to evaluate the potential of his remaining companions and had the proper time to consult his deity Steel the Dwarven God of War when time and space allowed him to do so.

After studying Trossach the Barbarian for several more minutes, making sure that the dead corpses on the deck remained dead, BluddGrinn cautiously approached Trossach and bellowed what the cleric perceived to be a friendly greeting in the aftermath of the deadly rain of bolts and arrows.

"I Hate Orcs!"

"I Believe You Do Too!"

"That Should Make Us Allies!"



BluddGrinn stands ready for a response from Trossach and anyone else who hates orcs for that matter. He is willing to assist Rhiannon if invited to help her, but the cleric is still a bit wary of the dead corpses strewn about the deck of the boat. He does not want to be guilty of being unprepared if the dead bodies rise up to attack the surviving members of the Crimson Crusaders!

Posted on 2010-11-22 at 03:09:26.

Topic: The Crimson Crusaders
Subject: DROGO TULK: Crimson Flow On Me


Drogo Tulk was just trying to mind his own business while enjoying the songs and poetry from the poetic lips of Shayleigh Bran the Bard as the Ruby Red River Boat made its way through the moonlit darkness up the Hruesen River.

He tried to ignore the more amorous couples as the humans seemed to be ruled more by their passions of the moment than the rationale of true fighters and adventurers.

Besides, they were uncomfortably reminding the Halfling Fighter of his own growing feelings for the beautiful halfling maiden Eva Whitefoot and his desire to marry her. This bothered him just a little bit because Drogo had been sent forth with great feasting from the Sword Studio of his deity Preston Tallfellow to begin his quest for the perfect sword.

He was wrestling with the thoughts of seeking treasure and first collecting his 100 gold coins of the Realm to give to Eva's father as a token of his intentions to marry her, but such thoughts of his were being intruded upon by the burly huge 7 foot tall human fighter whose chest and belly were protruding from a nearly worn out battered armor that did not look to be adequate enough protection for the fighter who was belittling Drogo's own stature and ability as a fighter.

Drogo was determined to try to ignore the big oaf, but the halfling was slowly realizing that the only possible way for him to silence the bellowing boaster may be by his unsheathing his two short swords, dancing around the ankles of the big buffoon, then slapping his fat belly with the flats of his short swords until he could get some peace and quiet and return to his solitary reverie.

But in a matter of moments Drogo Tulk of the Short Swords was denied the opportunity as suddenly his antagonistic comrade was riddled with cross bow bolts and arrows. Before the halfling could react, the burly huge human fighter fell forward, pinning the halfling to the deck as the crimson blood flowed freely from the mortal wounds, staining the trail worn tunic of Drogo Tulk.

As the blood of the dead fighter poured upon Drogo Tulk, the Halfling Fighter struggled beneath the dead weight of his fallen comrade, turning his head to the side to prevent the blood from clogging his own nose, so he would not choke for lack of air to breathe.

After what seemed like a momentary eternity, Drogo was suddenly freed from the dead weight as Trossach the Barbarian pulled the dead body away from the pinned halfling. Drogo blinked as he stared into the eyes of the Barbarian, then stood up and nodded his thanks, before seeking an enthralled gnome to bring him a water pan to wash away the crimson stain as best he could until he could reach Botkinburg and get a proper change of battle garments.

As Drogo waited for a pan of water, the Halfling Fighter surveyed the dead bodies, noted that Rhiannon was alive and in capable hands of healing her hurts, then took a position by the left railing to see if any movement in the forest beyond would reveal the location of the attackers.

Noting the black lightning bolts on the bolts and arrows that claimed the lives of several of his Crimson Crusader comrades, Drogo Tulk of the Short Swords muttered to himself, "I need to get a cross bow and plenty of bolts before we leave Botkinburg if this is any indication of what awaits us along the Black Tooth Ridge and beyond where we may go?"

Posted on 2010-11-22 at 02:59:37.

Topic: Crimson Crusaders QnA
Subject: Rain Dance and Spear


It is about 6-7 hours to Botkinburg so if you all decide to bring the bodies to Botkinburg you can get through the remainder of the night because after dawn you will be in port.

It is quite possible that the other river boats have tossed the dead overboard for fear of the lifeless corpses being reanimated as zombies.

Not saying that is happening here on the Ruby River Boat, but just saying why others may have dumped their dead overboard.

As for the Rain Dance, Odyson is welcome to make up a Rain Dance to completely heal Rhiannon the Monk.

The Spear will not manifest during this Rain Dance for Nomad's character.

The Spear will manifest whenever there is a severe thunderstorm and Nomad's character does a Rain Dance during the thunderstorm.

No Thunderstorms are on the immediate horizon!

Posted on 2010-11-21 at 05:36:52.

Topic: Crimson Crusaders QnA
Subject: Possible Reaction from Drogo Tulk


Since the big burly fighter took all those bolts and arrows and fell forward against the railing covering Drogo, the halfling had to get out from under all that blood oozing down upon him.

He wants to wash himself up and probably would vote for a burial at sea in the river!

Posted on 2010-11-18 at 06:36:52.

Topic: Crimson Crusaders QnA
Subject: Possible Reaction from BluddGrinn the Cleric


BluddGrinn has the ability to cast First Aid to stop the bleeding and then can cast Cure Light Wounds to administer some aid to Rhiannon's hit point restoration!

We may want to consider dumping the dead bodies over the sides of the boat to feed any unknown river denizens, unless you all vote to bring the dead bodies to Botkinburg.

Only the survivors get paid the 100 gold coins and the dead crusaders will not have their intended coin sent to any of their living friends or relatives!

Not sure if any of you had the foresight to bring any bandages (do not remember any bandages being packed by any of the characters from any of our posts!)

However, I assure one and all that stocking up on bandages in Botkinburg before heading towards The Black Tooth Ridge would certainly be wise (no matter what your Wisdom Attribute is!)

Posted on 2010-11-17 at 19:50:55.

Topic: The Crimson Crusaders
Subject: CASTLE KEEPER: In the Heat of the Night


Hruesen River 1am
Ruby River Boat
May 7, 30awd (After Winter Dark)


The second night of the full moon shone eerily upon the brackish waters of the Hruesen River, as silent in its glimmer as the twisted shadows cast upon the waters from the forest on the left bank and the jagged rocks protruding from misshapen boulders on the right bank.

Thus far the journey up river to Botkinburg had proven to be almost monotonous. There seemed to be no signs of threat or danger that first day as the enthralled gnomes brought food and drink to their “guests” and the occasional bucket and pan of water for the passengers to relieve or refresh themselves.

The five women on board were afforded the courtesy of linen sheets hung in the air between the Ruby Dragon prow and the mast supporting the single sail by the magics of the enthralled gnomes. This lent them a bit of privacy from the prying eyes of any of the fifteen men on board; but scarcely shielded any of their grunts, groans or sighs of relief from any listening ears.

The enthralled gnomes merely stared blankly without any note of interest when they retrieved the buckets of waste and the pans of dirty water, which were magically deposited below deck for appropriate disposal when the Ruby River Boat reached its destination.

Botkinburg was now a mere 7 hours journey by enchanted river boat and any thought of disturbance or delay had long ago been dismissed by the most wary of adventurers.

The enthralled gnomes brought bedrolls and blankets for their passengers the first night to spread about on the deck of the boat as it pleased the individual to find a suitable place to sleep without disturbing any of their Crimson Crusader comrades.

That first night passed uneventfully. No unnaturally augmented sounds from beyond the shores of either bank was a cause for alarm. Only the occasional shriek or cry of some type of prey falling victim to a predator cut through the silence, but faded away within moments without further disturbance.

The sixth day of May proved to be no more than a sightseeing tour up the river as the various adventurers struck up conversations with one another and traded tales of valor and other possible exaggerations as the enthralled gnomes served them food and drink to their hearts content.

Occasionally a deer or other wild game good for the appetite would be glimpsed at either shore lapping the water, then bounding or scurrying away before one of the adventurers had time to think about loosing an arrow or a bolt in the direction of a live forest animal to target for wager or mere sport.

In the late afternoon a misshapen hill giant appeared among the rocks of the eastern shore on the right side of the boat, well out of range from any spells or missile weapons, growling unintelligible gibberish as it hurled a few boulders at the Ruby River Boat from nearly 300 feet away.

It was at this point of the journey that the Crimson Crusader adventurers witnessed first hand that the Ruby River Boat was truly enchanted from harm as the well aimed boulders mysteriously fell short of their intended target, splashing harmlessly in the waters of the Hruesen River.

The hill giant beat at a broken rock formation with its giant club and howled in disgust as the river boat made its way unharmed and unimpeded up river, but no other grotesque humanoid or band of evildoers answered or acknowledged the frustrated howling alarm of the hill giant.

A few hearty laughs and more tales of real or imagined adventures settled in upon the merry band as the Ruby River Boat disappeared from view around another bend.

As the day wore on it soon became apparent that some of the party were whispering among themselves that the so-called Curse of the Crimson Crusaders was as much a fantasy as some of the tales of adventure and far fetched exploits being swapped with snickers of laughter among the passengers.

The long shadows of evening soon gave way to welcome moonlight as the adventurers made merry celebration of their anticipated good fortunes for signing on as Crimson Crusaders for 100 gold coins and the promise of untold treasure and glory that awaited them!

Bedrolls and blankets lay unused as many of the adventurers were unusually boisterous at the prospect of having chosen an opportune time to sign on as Crimson Crusaders without any sign of trouble on either side of the Hruesen River, other than the defiant hill giant earlier that previous afternoon.

It was a romantic kind of a night as the Half Elf Bard Shayleigh Bran entertained her Crimson Crusader companions with poetic songs of splendor mixed with orations of inspired poetry, praising her deity Brigit for her skill at war and her beauty. Although no one else shared the Bard's enthusiasm for worshiping Brigit, they did applaud and beg for more inspired poems to help pass the remaining hours of the final night before reaching Botkinburg.

The young Rogue Brenys Darkeyes was using her feminine wiles with all her shapely contours and dexterous talents to toy with the emotions of 2 human fighters who were vying for her affections and attention in a clumsy attempt for a possible threesome if in all unlikelihood they got lucky; while Rhiannon Thunderstorm the Monk glared at any man who even remotely thought of trespassing against her personal space without her express permission, which was nigh impossible for any man during this particular voyage!

Two other human couples were already embracing one another under the light of the full moon, having decided that the next few hours would be better spent together than being alone, yearning for each others company before morning found them in Botkinburg.

One couple standing near the left railing at the middle of the boat were already oblivious to any sights or sounds around them as they pressed their male and female bodies together in smoldering embrace, eyes searching each other and tongues probing and darting as the sweet nectar of passion began to consume their senses.

The other couple near the right railing further down towards the stern of the boat were slowly caressing each another, exchanging nibbles on the neck and ear, stealing sweet probing kisses, swaying together as a man with a woman will do in the moonlight, unaware of anyone or anything else, save their own quickening heart beats as they gently, then fiercely, pulled each other closer with a common goal in mind that burned with mounting urgency.

The Shaman Tohmaz Goodwood sat cross legged on the deck of the ship, first studying the curious Elf Ranger Karvilo the Unseen, who in turn had his eye on the curious Halfling Fighter Drogo Tulk of the Short Swords who was huddled against the left railing near the stern where a huge burly 7 foot tall human fighter, whose chest and belly were much too large for the worn out armor he was wearing, towered over Drogo as he berated the possible fighting prowess of the Halfling.

Then the Shaman looked further to the right side of the stern where the Half Orc Barbarian Trossach Graystone took up a solitary position seated away from the others, his attention focused somewhere along or beyond the shadowy scenery upon the moonlit banks of the east shore of the Hruesen River.

Not far from the Barbarian stood the Dwarf Cleric BluddGrinn the Grim who seemed to be sizing up the potential of the Barbarian as a true warrior, before exchanging perceptive glances with the Shaman, then nodding to Karvilo to whom the dwarf cleric had extended a helping hand as the boat was leaving port, then snorted in amusement at the predicament the Halfling Fighter Drogo Tulk seemed to be having with the burly human fighter, until his personal reverie was interrupted by the boisterous applause that suddenly caught his attention from the 4 other human fighters gathered in a semi-circle around the Bard Shayleigh Bran with their backs turned toward the left railing.

The Bard was making her exit as she dramatically excused herself and took a seat on her bed roll up against the right railing of the boat, as a tall scrawny melodramatic human wizard took her place and began weaving a tale of glory and grandeur that awaited the company of Crimson Crusaders who were bonding together before reaching Botkinburg.

"Furthermore ... there are great treasures to be found around ... and beyond ... the Black Tooth Ridge! The way is fraught with terrible dangers ... bandits and war parties ... monsters of indescribable horror ... lurkers of unknown origins ... but fear not my Crimson Crusader comrades ... I will lead you to glories as yet untold ... I will protect one and all with my powers ... indeed ... my powers will rout out the evil taintin' the land ... and I will UUURRRRKKKKKK ..."

A cross bow bolt through the throat put a swift end to the irritating sound of the self pontificating wizard and his prattling chatter!

Mere moments before, the burly huge 7 foot tall human fighter towering over the Halfling Fighter continued his antagonistic and sarcastic remarks regarding the possibility of the fighting abilities of Drogo Tulk of the Short Swords!

"Don't worry lil one! I be protectin' ye from those who would separate ye from yer gold coins! Jes' look a' d size o' ye! Look a' d blades ye' carry! Ye' do well ta slice d toes o' d enemy! Maybe on a good day d knee caps! An' wha' abou' any treasure ye be tryin' ta' carry? No need ta' fear ya lil bitty runtkin! I be carryin' ur share o' d treasure! 'Cause I be protectin' ye' from all sorts o' danger an' UUUUUHHHHHHH ..."

Suddenly 16 arrows and 4 cross bow bolts simultaneously struck the burly boaster in his exposed chest and belly as he fell forward against the railing, pinning Drogo Tulk to the deck, ironically providing his promised protection from danger!

As the prattling wizard fell lifeless to the deck in a dribbling puddle of blood, his audience of four followed him down into the unexpected depths of death as 2 arrows and a bolt claimed each of their lives! Soon the puddle was an ever growing pool of crimson flowing outward upon the deck.

The Curse of the Crimson Crusaders had seemingly struck again upon the Ruby River Boat.

Both embracing couples died in each others' arms as 2 cross bow bolts struck each of them simultaneously as they groped each other in their unbridled passion of romance under the moonlight.

Their oozing blood mingled on the deck of the boat in a crimson flow, just as they had passionately desired to ecstatically mingle and entwine themselves together in the comfort of one of their bedrolls, now forever denied the pleasure of being fulfilled in this life in the way of a man with a maiden.

Meanwhile, the 2 human fighters failed to make it a threesome with the Rogue Brenys Darkeyes as their futile actions proved to be fatally unlucky as a bolt and an arrow claimed their lives as they crumpled to the deck in a pool of crimson flow!

It was much more than luck for the Rogue Brenys Darkeyes whose worship of Coyote proved to be a life saver! The bolt and arrow meant for her heart sailed harmlessly past either side of her as the Coyote Armband protected her from the missile attack from the silent and unseen enemy somewhere in the forest west of the Hruesen River shore.

Rhiannon Thunderstorm the Monk had no such trinket from her deity to save her life! Fortunately only 2 of the 3 arrows launched her way found their target, as Rhinnona glared at the shenanigans of the Rogue Brenys enticing the 2 human fighters mere seconds ago! She was totally unaware of an attack and had no forewarning to use her ability to deflect the arrows.

One arrow thudded deep into her left shoulder that impacted a sudden burst of unexpected painful light in her mind, that was accompanied at the same time by a second arrow cutting across her right arm, causing her blood to flow a rich crimson!

Fortunately the third arrow flew harmlessly past her head as she was aware of the simultaneous cries of sudden death claiming her unsuspecting Crimson Crusader companions!

She slowly sank to the deck of the river boat as the realization that she had been wounded by unseen and unknown foes, which brought back memories of her slaughtered sisters and her own desire to avenge their deaths! She silently vowed that these unknown devils would somehow someday forfeit their lives for this sudden and unexpected act of cowardice!

As suddenly as the rain of arrows and bolts had burst upon the unsuspecting passengers on the Ruby River Boat, all was eerily quiet with no sign or sound of the mysterious attackers to be seen or heard from beyond the forested shore as the enchanted river boat continued its trek unhindered up the Hruesen River to Botkinburg.

The enthralled gnomes stared blankly at the fallen Crimson Crusaders and the crimson flow of blood that escaped their lifeless bodies. They just went about their business as if the mayhem unleashed upon the Ruby River Boat were merely a dream.

It was up to the survivors to tend to any wounded and to decide what to do with the bodies of their fallen comrades. Sooner or later one or more of the enthralled gnomes would be swabbing the deck and the crimson flow would be removed as it had been done thrice the previous year.

The remaining Crimson Crusaders would soon arrive in Botkinburg without any further incidents from either side of the river. They had learned a costly lesson under the moonlight, but there was much more to learn in the not too distant future.

Their lives would depend upon how they would react and work together against the hidden, unknown and unsuspected hazards that waited impatiently for them and other adventurers beyond the simple borders of Botkinburg.

NOTE from the CASTLE KEEPER
Rhiannon Thunderstorm the Monk has lost 13 hit points and has 11 remaining, so she needs some immediate assistance to stop the bleeding and receive some healing and restoration!

Upon examination of the arrows and bolts you will discover a black lightning bolt insignia on each arrow and bolt shaft.

When comparing notes with one another and upon examination of the dead bodies, you will determine that 50 shots were fired from 20 cross bows and 30 composite long bows simultaneously, which explains why no enemy was detected either before or after the attack.

The attack was launched far out of range of any spell casting abilities of the survivors and happened so suddenly and unexpectedly that every survivor was too shocked to return fire blindly into the silent forest as the river boat continued its journey up river unhindered.

Shayleigh, Tohmaz, Trossach, Karvilo, BluddGrinn and Drogo were the only Crimson Crusaders sitting down on the deck mere moments before the barrage of bolts and arrows were unleashed simultaneously, which accounts for them not being fired upon by the unknown assailants.

Your posts should reflect your physical and mental reactions to the sudden unexpected attack, your inward thoughts as you attend to your fallen comrades (Rhiannon is the only one left alive among the ranks of the fallen adventurers) and any spoken words your character might express in the aftermath of the attack as your journey continues unhindered to Botkinburg.

Of course, you may want to post what you might do in the QnA for any discussion, maybe not so much for this post, but certainly for those to come in the near future!

Also you are free to PM one another about the possibility of certain actions or plot developments between your characters as the adventure develops!


Posted on 2010-11-17 at 19:40:02.

Topic: Crimson Crusaders QnA
Subject: Game Update will be ...


..... posted either later this afternoon or probably tonight sometime after I get home from church service!

Thank You Ayrn for posting your reservation!



Posted on 2010-11-17 at 18:44:56.

Topic: Crimson Crusaders QnA
Subject: Hey Ayrn


Just go ahead and post at the game your character name in the Subject and Reserved in the body and then just edit your backstory in later!

I will get mine updated and post probably tomorrow night so everybody can begin from there!

Prayers are with you!

Posted on 2010-11-17 at 05:36:16.

Topic: Crimson Crusaders QnA
Subject: Gotcha Nomad and Everyone Else


I will incorporate your secondary attribute choice for everyone in an upcoming post once we get to Botkinburg!

Am still writing some of the next post and the one after that, so as soon as Ayrn has posted his backstory and I get my update to the adventure completed then the game will be underway!



Posted on 2010-11-16 at 02:33:15.

Topic: Crimson Crusaders QnA
Subject: Ah No Problem


Ayrn if you could just post your character's name and an opening paragraph that you could go back and edit to add to the storyline of your backstory in a couple days, then I would be able to update a post (as soon as my friend Gandalf the Smooth posts his backstory either tonight or Sunday) that gets us nearer to our destination!

The next post that I make (after all the names and backstories are posted) will allow for some more backstory flashbacks and also some interaction with our fellow adventurers who have signed on as Crimson Crusaders!

Posted on 2010-11-14 at 00:50:51.

Topic: Crimson Crusaders QnA
Subject: Choose a Secondary Attribute Boost Please


If your PC Character could receive a Boost to one of his or her Secondary Attributes then what would you choose?

If you want to leave it up to me then I will just assign an attribute Bonus (like Brianna asked me to do!)

Cleric chooses Charisma.

Fighter chooses Constitution.

Here are the choices for the other PC Characters:

Barbarian chooses Dexterity.

Ranger chooses Dexterity.

Bard chooses Dexterity.

Shaman chooses Charisma.

Rogue chooses Charisma.

Monk chooses Strength.

The boost that you choose will provide a Bonus to that Attribute to improve your character in that area!

THE SIX ATTRIBUTES

STRENGTH:
This attribute reflects physical strength, including the ability to lift or move heavy objects and make powerful attacks. The modifier affects melee combat and damage, and all checks for which strength is the primary influence. Characters can military press 10x their strength and dead lift 15x their strength score.

DEXTERITY: This attribute represents a character’s reflexes, manual dexterity and hand-eye coordination, including the ability to dodge and defend against attacks. The modifier affects armor class, ranged combat and all checks involving dexterity.

CONSTITUTION: This attribute reflects overall health, and also represents a character’s ability to withstand pain, suffer physical damage, avoid fatigue and fight off sickness or poison. The modifier affects hit points, and it applies to all checks involving constitution as the prime influence.

INTELLIGENCE: This attribute reflects mental aptitude. It represents a character’s ability to learn quickly, apply that learning effectively and use deductive reasoning. The modifier affects the number of arcane spells a character can cast each day, the number of languages a character can learn and all checks involving intelligence as the prime influence.

WISDOM: This attribute reflects depth of personal experience, the ability to make well-considered decisions or judgments, and represents a spiritual connection to a deity. The modifier affects the number of divine spells that can be cast each day, attempts to turn the undead and all checks involving wisdom as the prime influence.

CHARISMA: This attribute represents strength of personality, willpower, leadership and attractiveness. It is the degree to which a character is able to influence others. The modifier affects other creatures’ loyalty and reactions to the character, the number of undead the character can turn and all checks involving charisma as the prime influence.

Posted on 2010-11-13 at 17:23:25.
Edited on 2010-11-16 at 02:29:08 by Hammer

Topic: Crimson Crusaders QnA
Subject: So Far So Good Brianna


Read your post yesterday Brianna before Gandalf the Smooth and another missionary friend and I went to see Unstoppable starring Denzel Washington [plenty of train action and a decently good story line by the way!]

I really enjoyed what Brianna wrote!

So now we only have Ayrn and Gandalf the Smooth to finish writing their backstories and I have to do some writing and re-writing to advance the story a wee bit.

Looking forward to the continuance of the Amazon Monk's backstory as well by the way!

Hopefully I will have the writing completed so I can post an update by Sunday night after Ayrn and Gandalf the Smooth post their backstories.

I have a few pleasant surprises in store for the PC Characters once we arrive in Botkinburg before pressing on into the unknown!

Posted on 2010-11-13 at 17:04:22.

Topic: Vote for the Inn
Subject: Moving On Up


Just cast my vote this morning and noticed we are back in 11th place and could gain Top Ten recognition with a surge of voting!



Posted on 2010-11-13 at 16:27:52.

Topic: Crimson Crusaders QnA
Subject: Utilizing the Map


At this point in time the only known continent is what is on the map, including the Isle of Ionus south of Barachia.

If you would like, they could migrate from the Galen Valley via a secret pass between the Nicoleigh Hills and the Red Hills to the far west or northwest on the map.

The main source of slavery has been from the region of Aufstrag as the minions of the Horned One have gone south and west to pillage, rape, destroy and enslave the peoples they encounter.

That was a main focus of the Winter Dark Wars when the minions of Aufstrag and the Horned One sought to enslave and conquer all in their path.

You can note the Blighted Screed, the Black Tooth and Stone Ridges and Aufstrag to the north and east of the Pete Bogs.

Humans, Elves, Dwarves and other races and mixtures fought for their freedoms against the minions of Aufstrag.

There is free trade throughout the continent and the Isle to the south and perhaps there are pockets of slavery scattered about, but by and large the races and cultures have fought for their freedoms.

As for the Monks and their monastary way of life, let us say there are 3 main concentrations of Monks, although some may have migrated elsewhere to develop their own orders or just to have a way of life in the forests or mountains of the continent.

Those 3 cities would be Barachia, Dundador Castle and Conrad City on the Isle of Ionus.

Several Monks have probably migrated to Ratsdorf and possibly Gunz in more primitive surroundings as compared to the main 3 locations.

Heimstadt has pretty much rejected any migration of Monks as the ruling fathers are more focused on emulating Asperdi and Ascalon where the Empress Pryzmira reigns.

Heimstadt and Barachia are competitive against each other economically etc; so the idea of tolerating the housing of Monks in Heimstat the way Barachia openly welcomes the Monks is totally rejected by the merchants there as Heimstadt is building itself up as a tourist region with the two lakes nearby.

Further Note
There is trade by shipping all along the waterways of the various rivers and the coastlines of the seas and the Isle of Ionus.


Posted on 2010-11-12 at 06:57:38.
Edited on 2010-11-12 at 07:03:02 by Hammer

Topic: Crimson Crusaders QnA
Subject: Enjoyed the Post Odyson


Took me a while to read your post as I was posting elsewhere and am ripping some teaching CDs onto my laptop for when I am travelling!

Now we just need Brianna, Ayrn and Gandalf the Smooth to post their character backstories and histories.

When they do I will tweak what I have written already and then post to the game so we can get underway!

GtS is a friend of mine and he will get his done by the weekend. He lost 2 pages of his post and was thinking he had until Sunday to post his character.

We are NOT many days away from starting this adventure!



Posted on 2010-11-12 at 05:31:34.

Topic: How Did You First Find Red Dragon Inn?
Subject: Gladiator Group


I had been involved since the late 1990s with a Play by Mail Gladiator Game originally titled Duelmasters until a certain company yanked their name and forced them to change to Duel2.

One day at the Reality Simulations website I noticed a thread about D&D and Gary Gygax right after he died. Some of my Duel friends were old D&D 2.0 players who no longer had anyone in their neighborhood to play table top games and one guy who still DMs games with his family decided to do a Play by Post at the Red Dragon Inn!

We came over here and I got into the Chat Room and read other games and got involved in a few games that ended up fizzling out (including our Original Adventure) and I continued to get into other adventures that either fizzled or I had to bow out from due to Real Life situations.

That included 2 adventures that I started up that ended due to laptop crashes and another Real Life situation.

I would lurk from afar for several months while I put together a 3rd adventure and when I got my new laptop ordered I used a friend's laptop to get The Crimson Crusaders going here at the Inn.

I enjoy writing and reading some of the adventures here and the InnMates have become Great Friends since that time!






Posted on 2010-11-12 at 05:08:31.

Topic: The Crimson Crusaders
Subject: BluddGrinn the Grim


The following are the reflections of BluddGrinn the Grim during the early hours of May 5, 30awd (After Winter Dark) as the Ruby River Boat made its way up the river towards Botkinburg.

It had been nearly 100 years of long, torturous, difficult battle in the catacombs beneath the Aratock Mountains that stretched their way to the Foothills where BluddGrinn the Grim had been forced to fight for his life at the tender age of 25.

His birth was marked with great joy as his proud parents marveled at his bright red eyes and wide grin, thus the CutterStones named their first born son and only child BluddGrinn.

Little would they know that the harshness of the coming years would multiply a darker meaning to his name, rather than the joyous celebration among the community of Dwarf miners in the foothills of the receding Aratock Mountains.

No one really knows any more when exactly the dark agents of the Winter Dark Wars tunneled their way deep beneath the Aratock Mountains to launch an invasion upon the lands to the south. What they do know is that a courageous community of miners made their stand deep beneath the mountains to prevent such an invasion from ever bearing its malicious fruit.

BluddGrinn's parents were in the forefront of the battle, having been mining for precious mineral ore when a tunnel collapsed to reveal a scouting party of orcs, with death in their eyes and swords in their hands as they spouted oaths invoking the name of the Horned One, as they set about to slaughter the miners who defended themselves with axes and shovels.

His parents shielded BluddGrinn from the initial onslaught of dark invaders, but at the cost of their very lives, affording the young dwarf precious minutes to gain a better vantage point to defend himself.

Somehow BluddGrinn and a few of his mining companions managed to subdue and kill the 20 invaders, but it was soon apparent that in order to preserve their idyllic way of life mining underneath the foothills, a war party of their own would have to be organized to repel any more invaders.

The problem was that most of these miners were more interested in uncovering precious ores and baubles, BluddGrinn included, than in going to war against who knew what type of enemy or how many they would have to confront before peace came to their underground tunnels.

Spurred on by the loss of his parents, BluddGrinn joined a group of volunteers who chose to defend their way of life, rather than to hide themselves in hopes that any invasion plans had perished with the orcs that were overcome that fateful day.

Over a period of time BluddGrinn had left his old way of life behind him, including the worship of a dwarven deity that the miners had prayed to and held great feasts for during his formative years. The young dwarf grew to be one to be feared by the goblins and orcs they encountered in numerous battles, as the group of dwarven freedom fighters chose to penetrate the enemy forces by working their way deeper beneath the tunnels and catacombs beneath the Aratock Mountains to take them by surprise.

Soon the months passed to years and the years to decades of fighting. BluddGrinn had married another freedom fighter and seen the birth of four children, three boys and a girl, who were trained as fighters and died far sooner than they should have, without seeing the light of the surface world above.

His beloved wife died in his arms and the joy he had found underground during the Winter Dark Wars slowly faded from his memory, as the reality of fighting for his life and the way of the life of his people became the only motivation he had to make any sense of the crazy existence that had become his way of life.

He now had no deity and no lover to console his pain and anguish, but the dwarf pressed on with a purpose that no other dwarf of his kind would be subjected to the torture and anguish of the life that he had been forced to live under the Aratock Mountains these many long years of bitter war.

BluddGrinn became reckless and hazarded his life against many unknown foes, his only purpose to bloody his axe blade in vengeance of all that was lost to him, motivated by the dim memory of all that he had once held dear all too long ago.

He would have died alone and unknown in some secluded cavern of battle, had The Tinker not been sent his way to change the course of his life forever, giving the young dwarf a higher purpose in life than just bloodying the heads of goblins, orcs and other nameless monstrosities deep beneath the Aratock Mountain range until he would breathe no more.

The Tinker was an old wizened dwarf, a Cleric of Steel the Dwarven God of War. It was he who brought new purpose to BluddGrinn and taught him the ways of worship in serving Steel.

No one really knew when the Winter Dark Wars hostilities had ceased, being so deep underground and fighting for their lives against a variety of foes, but The Tinker assured BluddGrinn that the dark taint of the Horned One would be evident, both above ground as well as underground, for countless years beyond the cessation of any war by any people.

They returned to an underground cavern near where the Aratock Mountains slope down to the foothills, but chose to remain beneath the surface where The Tinker could train BluddGrinn in the ways of a Cleric of Steel the Dwarven God of War.

His time upon this earth, or under the earth, was inevitably drawing to a close; so The Tinker chose to train another cleric of his order to be prepared to rid the land of the taint of the Horned One, should those defeated minions find a way to regroup and renew their terror against an unsuspecting populace, wherever they may be.

Late one night, a strange occurrence in their cavern hideaway proved to be a major turning point for BluddGrinn the Grim and his mentor The Tinker, as Steel the Dwarven God of War appeared to both clerics in an open vision.

The mighty warrior god spoke with the thrill of battle coursing through his veins, "A great quest against the minions of the Horned One will take place within the year when the Empress of this land sends but one more decree to aid the northern borders of her Realm! Among those answering her call will be a group of unlikely adventurers like none that have ever assembled to overcome a curse in their ranks!"

"This group will venture into the very blackness of the taint encroaching upon the land. They will have need of a Cleric who will not shirk from the dangers ever present, nor from the rigors of war that is sure to come against the minions of the Horned One that are assembling to spread their dark taint across the lands and peoples of this Realm!"

"You young BluddGrinn the Grim! You must journey to the city of Methric after The Tinker has fulfilled his assigned task to prepare you for what lies ahead in your future! Once you arrive in Methric, it will be made known unto you where you must go to join with those chosen, to quell the spread of the plague that seeks to further taint the southern lands!"


Whether it was the shock of his deity appearing to young BluddGrinn and giving him specific instructions, or that Steel had nothing further to say to him directly, the young dwarf cleric no longer beheld a vision or heard a voice of deity giving him further instructions or explanations.

He sat in stunned silence as he observed The Tinker nodding and muttering unknown replies to Steel the Dwarven God of War, as his ancient mentor rocked and swayed in an obvious trance purposely excluding the perception of BluddGrinn the Grim.

Time seemingly stood still as BludddGrinn awaited a response and hopefully an explanation from his mentor. The young cleric sat quietly for nearly three quarters of an hour, until The Tinker slowly emerged from his trance-like state with the following explanatory reaction to what had transpired earlier between himself and their deity.

"It is time young BluddGrinn for you to journey to the surface world and adjust your eyes and ears to the sunlight and the splendors that you will soon fight for against the taint of the Horned One that encroaches upon the northern borders of New Aenochia!"

"You must adjust to the ways of men and other races that you have long been deprived from during your odyssey of battle below the surface of the Aratock Mountains!"

"Most importantly, you must journey to a certain town at a certain place, where at the appointed time you must be sure to locate an old friend of mine who can equip you with some vital knowledge and a few items to help you and your 'companions-to-be' in your quest against the tainted hordes of the Horned One!"


Then pulling a trail-worn flask from his carry-bag, The Tinker further explained that Steel the Dwarven God of War had spoken to him of a long forgotten Steel Shrine secreted in the region where the foul minions of the Horned One were purportedly gathering their forces to strike against the unsuspecting peoples of New Aenochia.

That shrine had been desecrated and nearly destroyed, but hidden in the rubble was an artifact of great power that Steel would grant to BluddGrinn to aid him in his quest against ridding the land of the vermin seeking to spread the taint of the Horned One.

However, the lifting of the artifact required a greater strength of being than that currently possessed by the young cleric. His only hope for wielding the artifact as Steel intended for him to do was contained in the flask that The Tinker now freely offered to BluddGrinn the Grim.

Gaining the required strength will most assuredly cause your charisma to be depleted accordingly, if you are willing and courageous enough to pay such a price for such a gift from your deity.

When the young cleric asked The Tinker what guarantee he would have of successfully finding the artifact of which he spoke, his ancient mentor merely responded: "By Faith Young One!"

BluddGrinn thought long and hard, pondering the consequences of such a choice, but he finally decided after a few hours of prayer, that he would be much better prepared for going to war against the minions of the Horned One with a supernatural increase to his strength at the expense of his charisma ability.

Deciding that now was as good a time as any to undergo a transformation for the sake of his deity and the quest he was appointed to fulfill, young BluddGrinn quaffed the mysterious contents of the flask to gain more strength at the expense of his charisma abilities. (BluddGrinn receives a +3 to his strength attribute for a total of 19 and loses -3 to his charisma attribute for a total of 11).

The young cleric was not aware of any immediate change, but within a few days as he journeyed with The Tinker to the surface world, he was well aware that a permanent new-found strength was coursing throughout his 5 foot 3 inch 150 pound well muscled frame.

It took a few weeks for BluddGrinn to get acclimated to his surroundings in the foothills of the Aratock Mountains. And it took much greater coaxing and coaching from The Tinker for the young cleric to begin interacting with the surface world folk they encountered from time to time.

Soon it became time for BluddGrinn the Grim to make his fateful journey to the city of Methric located east of the foothills. Ironically it was on his 125th birthday which fell on the 17th day of March 30awd (After Winter Dark) that BluddGrinn the Grim first read the proclamation sent forth by the Empress Pryzmira for the Call for Crusaders.

Sitting outside a local tavern drinking a generous mug of Dwarven Mountain Mud, the young cleric spotted a parchment nailed to the wall of the tavern that had many curious onlookers speaking in hushed whispers of a so-called Curse of the Crimson Crusaders.

He pushed his way forward to get a better look at the parchment with total disregard for the protests against his crude rudeness, but the complainers quickly bit their tongues after realizing what manner of creature had invaded their space.

As his fiery red eyes seemingly glowed while reading the proclamation out loud to himself, onlookers curiously surveyed this odd looking silver haired, silver bearded dwarf cleric. He carried a Battle Axe, a throwing axe and a freshly killed homemade hide armor that covered what looked to be the garb of a miner from the nearby foothills.

Once he was satisfied that this proclamation was indeed the one that Steel had revealed to him in a vision, the young cleric set about to readying himself for the journey to Botkinburg via the registration booth south of Asperdi.

Although his journey to Botkinburg would be without the company of The Tinker, his ancient mentor did accompany the young cleric to the city of Ascalon before they parted company, making sure that his young charge was properly introduced to a wagon master in charge of delivering some precious cargo to the town of Asperdi.

Knowing that BluddGrinn would be a valuable asset to assist as a guard against bandits or other desperadoes, plus be well fed and properly housed for his services as a warrior and a healer, the mentor and his pupil parted company for what would quite possibly be the final time either saw the other alive and well on the surface world, or below ground.

A few weeks later, after an uneventful wagon ride and an educational experience in the various forms of social interaction in the town of Asperdi; the young cleric was housed and fed quite lavishly by some local merchants in exchange for his clerical abilities that proved most helpful to those in need of his unique services.

The day finally came when the young cleric ventured south to sign up to journey to Botkinburg, where a young knight named Gideon was explaining to possible new recruits the benefits and responsibilities required for serving as either a Gold, Emerald or Crimson Crusader.

After listening intently to Gideon, the young cleric strode up to the registration booth boldly declaring:

"My Name Is BluddGrinn The Grim!"

"I Hate Orcs!"

"Where Do I Sign Up?"


When asked which boat the young cleric would sign on to serve as a crusader in the service of the Empress Pryzmira, the cleric leaned forward, flashed his fiery red eyes and replied with a question of his own:

"What Color Are My Eyes?"

Posted on 2010-11-11 at 06:58:58.
Edited on 2010-11-11 at 07:18:47 by Hammer

 


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