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You are here: Home --> Forum Home --> Recent posts by Vorrioch
Topic: For Whom the Bell Tolls Q&A
Subject: Stryke's Character:


Name: Anduin
Player: Stryke
Gender: Male
Race: Gnome
Class: Bard
Alignment:
Religion:
Level: 7
Hit Points: 30
Spells: 1st level 3, 2nd level 2, 3rd level 1.

Strength: 8
(Weight Allowed: 35, Max Press: 90, Open Doors: 5, Bend Bars/ Lift Gates: 1%)
Dexterity: 17
(Reaction Adjustment: +2, Missile Attack: +2, Defence: -3)
Constitution: 8
Intelligence: 13
(Number of Languages: 3, Maximum Spell Level: 6, Max Number of Spells/ Level 9)
Wisdom: 9
Charisma: 15
(Maximum Number of Henchmen: 7, Loyalty Base: +3, Reaction Adjustment: +3)

Armour Class: 4

Melee THAC0: 15
Missile THAC0: 17

Weapon Proficiencies:

Dart
Short bow
Short sword

Languages:

Common
Gnome
Burrowing Mammal (Moles, Badgers etc)

Non-Weapon Proficiencies:

Reading/ Writing [14]
Local History [15]
Musical Instrument [Pan pipes] [16]
Singing [15]

Appraising [12]
Hiding [12] - From the Complete Books of Humanoids
Tumbling [17]

Saving Throws:

Paralysation/ Poison/ Death Magic: 12
Rod/ Staff/ Wand: 12 [10]
Petrification/ Polymorph: 11
Breath Weapon: 15 [13]
Spell: 13 [13]

Thief Abilities:

Climb Walls: 35%
Detect Noise: 30%
Pick Pockets: 15%
Read Languages: 5%

110 points to distribute between these abilities.

Race/ Class Abilities:

+2 to saves vs. magic
20% chance of failure when using magic items apart from weapons, shields, armour, illusionist items and items which duplicate thief abilities.
+1 to hit kobolds and goblins
Giants, trolls and ogres suffer a -4 to hit this character
Infravision 60’
Can detect sloping passages, unsafe tunnels and their position when underground.

Perform to influence NPCs’ reactions
Can perform to inspire friends and allies (either a +1 on attack rolls, a +1 bonus to saving throws or a +2 to morale for those involved in close combat). Requires at least three rounds of continuous playing.
Can perform to counter the effects of songs and poetry used as magical attacks.
Gain Reading/ Writing, Local History, Singing and one Musical Instrument as free proficiencies.
Can gain proficiency with other instruments at half the normal cost.
5% chance per level to reveal some of the history and functions of magical items.
Can use scrolls after reaching 10th level.


Equipment:

Bracers of AC 7
Short bow
Quiver of arrows
Short sword
Darts

Backpack
Belt pouch
Pan pipes
Waterskin
Box of matches
Lantern
Flask of oil
Rope (20’)
Crowbar
Vial of Weapon black (can be applied to allow character to safely draw a weapon while hidden, can be ignited) - Complete Thieves’ Handbook
Listening Cone (+5% to Detect Noise checks)

Healing Potion
Antidote to Poison
Spell book

Spells in Spellbook:

1st level:

Grease
Magic Missile
Sleep
Spider Climb

2nd level:

Glitterdust
Mirror Image
Strength

3rd level:

Monster Summoning I


Posted on 2008-03-10 at 15:54:59.
Edited on 2008-05-10 at 15:01:51 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: Places of Interest:


The Village of Lostwithial: A mid-sized farming village in a backwater part of the county. (Further description to follow).

The Town of Bridhvale: Locally famous as home to the county's annual horse-fair, this large market town’s name literally translates as “Bright Valley”. Some years ago a dragon took up residence in the hills above Bridhvale and the good townsfolk have since been menaced by the beast’s demands for tribute. The immediate reaction of the local temple of Pelor was to hire a band of adventurers to put paid to the thing, but the attempt proved a disastrous failure. Fearful of any further retribution that might be visited upon their town the townsfolk have since deemed it wiser to simply pay up and let sleeping dragons lie.

There are further rumours that a band of werewolves, and perhaps a witch of some sort, have made their lair in the overgrown woodlands outlying the town. Some more insidious menace, blighting and gnawing away at the very heart of the forest, is also said to have taken up residence there… though such tales are sketchy at best. What is certain, however, is that though there is much rich game to be found on the outskirts of the woods, those who venture too far inside the sprawling, overgrown forest are often not always lucky enough to make it out alive.

Posted on 2008-03-10 at 15:54:23.
Edited on 2008-03-14 at 13:31:02 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: Dramatis Personae:


The Village of Lostwithial

Father Johan: Faithful of Pelor, this elderly priest tends to the village’s spiritual welfare. A good man by all accounts, though not one of any particular education, the cleric passed on his farm some decades ago to better devote his life to the service of his god.

Stephan Woodshall: County sheriff, an overweight middle-aged man who carved out something of a name for himself serving in the Baronial armies in his youth. As shrieve, Stephan is responsible for the maintenance of order within the county, a relatively easy job given the low propensity of any serious crime. His five sons serve as deputies, doing much of their father’s legwork

Ellen Grenefeld: A young woman rescued by the party from the catacombs under the ruined castle. Her husband and son were not so fortunate, and she is still coming to terms with their loss. For the present, she is staying with Hans Veldon: her brother and a local farmer who has recently started a family of his own.

Hans Veldon: Ellen’s brother. Hans holds a farmstead a few miles to the south-west of Lostwithial. Married last spring, his wife is currently with child and the pair look forward to the birth of their first son or daughter.

The Town of Bridhvale

Bishop Abner: Another veteran of the barony’s armies, Bishop Abner still bears the wounds of the last great goblinoid invasion- an event now some fifty years past. An old man now approaching what must surely be the last years of his life, Abner’s mind has been dulled little with the passage of so many years and the ancient priest still burns with an enormous energy more common in those a half-century his junior. This zeal has, for the most part, been poured into the local church of Pelor, which under the Bishop’s guiding hand has blossomed over the last four decades from a loose-knit confederation of scattered village temples into a unified and formidably-organised bastion of the faith.

The Bishop is well-respected locally, though his gruff demeanour and refusal to compromise have won him few friends outside the faith. He is known to particularly dislike Sheriff Woodshall, who succeeded him in command of his old army unit.

Maria Craythorne: Mayor of Bridhvale by popular election, Maria is currently serving her third term as leader of the town council. A key figure in the trading coster that keeps the town afloat, some might claim that Maria was a shoe-in for the role, though as long as she continues to govern in everyone’s interests it is generally conceded that she does a good job.

Abraham Willowby: A practicing wizard and fulltime academic, Abraham retired from the bustle of city-life close to twenty years ago, and has never once looked back. Once they got over the novelty of having a practicing magician in residence the local townsfolk warmed to his presence quickly enough, though in truth the old scholar is hardly the most outgoing of individuals. For the most part Abraham is content to go about his research in the privacy of his own home, though he occasionally performs divinations for the benefit of the town council and has been known, on request, to write scrolls and the like for adventurers. The old scholar has recently taken on a new apprentice, a girl some years his junior, and if the town rumour mill is to be believed the two may soon be married.

The Bridhvale Dragon: A few years ago, a young red dragon took up residence at a cave in one of the town’s outlying hills. Content with exacting a regular tribute of gold and cattle from the town, the beast tends not to make too much of a nuisance of itself as long as its demands are met. Since the dragon arrived, the local church of Pelor has twice tried to hire adventurers to put paid to the beast, but each expedition ended disastrously and the dragon punished the town for each attempt. On the whole, the town has learnt to make the best of a bad situation, and as the dragon’s toll isn’t exactly ruinous, they generally find it easier to pay up.

Joshua Cayton: A guard in the Bishop’s templars, Joshua is sworn to fight and die in the service of his god and town. The party haven’t seen him much since he helped them recover the stolen tribute money.

Jerome: A trapper the party encountered while en route to the old elven burial mound.

The Old Elven Burial Mound

Gilthaliad: Once king of the land on which Bridhvale now stands, Gilthaliad was felled by the treachery of man and now sleeps in a barrow deep beneath the earth. The legend of his people would have it that the land will call him to life once more when the time is right. There has, however, been no sign of this happening yet.

Elandriel: Gilthaliad’s court wizard. It was he who, when elven dominion over the land had finally been broken, prophesied his king’s return. The wizard’s own fate is uncertain, though if he still draws breath he must surely number among the very oldest of his kind.

Alendar: Gilthaliad’s court minstrel. Alendar’s ghost guards the entrance to the king’s barrow and was able to instruct the party in a few of the “old ways” of his people.

Immuriel: A dryad or tree spirit of some sort. Once a guardian of the woods, Immuriel was raised from some centuries of dormancy by a blood sacrifice. Once a being of great power, the spirit has been able to bestow gifts on those who curry her favour, the strength of which doubtless did much to buttress elven rule over this land in an age long since past.

Location Unknown

Sorudin: A half-drow sorcerer, believed to have masterminded both the attack on Lostwithial’s outlying farmsteads and the subsequent ritual slaughter of their inhabitants.

Jagna Firetouched: A kobold witchdoctor, leader of the band that once nested in the castle ruins. In return for the right to claim Sorudin’s spell book for her own she guided the party through the warrens beneath the keep, providing them with information on their rival and on the dangers to be found below.

Brida: A halfling rescued from the elven burial mound. (Further description to follow.)

Posted on 2008-03-10 at 15:53:54.
Edited on 2008-04-07 at 17:56:14 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: The Party’s Inventory:


Filthy Lucre:

Gold Pieces: 172
Silver Pieces: 7
Copper Pieces: 5

[In various coinage]

Items recovered from the tunnels beneath the castle ruins:

Giant-forged battleaxe: A two-handed axe, too large by far for human hands to wield. This weapon - perhaps forged by the giants- radiates some manner of sorcerous dweomer. [Valued at 50 gp.]

[The axe gives a +3 bonus to its user’s damage rolls, but no bonus to hit. It is capable of damaging creatures not normally harmed by weapons of less than +2 enchantment. Because of its huge size, a Medium creature will be unable to wiled it effectively with a Strength score of less than 18/01, for a Large creature this requirement is lowered to 16.]

Meteoric Iron Flail: A flail, forged from meteoric iron, a rune of enchantment scratched into its side.

[+1 to hit and to damage.] [Valued at 250 gp.]

Demon-skin: The alabaster skin of Sorudin’s consort, shed whole and undamaged from the fight in which she was destroyed. This item too, is alive with magical energy. [Valued at 125 gp.]

[Mechanically speaking: the skin will function as a somewhat weakened version of the Alter Self spell (Wizard 2). It is incapable of bestowing upon its wearer the ability to fly or breath underwater but will last up to an hour, useable up to three times a day. The skin must be removed and allowed to refresh its energies for at least an hour between uses.]

A chainmail hauberk, in good repair.

Perhaps two score books, most written in some obscure dialect of the elfish tongue or more alien languages still. The great majority of these are preoccupied with the movements of the stars, or are histories of the elven peoples.

Items recovered from the hobgoblin ambush in the woods:

Ghostspeaker: This long sword counts as a +1 weapon for the purposes of harming supernatural creatures. It grants no attack or damage bonus. [Carried by Isilifeline]

Items recovered from the excursion to the elven burial mound:

Petitioner’s Medallion: This plain, copper medallion is said to place its wearer in closer accord with his chosen deity, allowing his prayers to be received more easily.

[The Medallion grants a +1 Wisdom bonus for the purposes of granting bonus spells to Clerics and Druids.] [Worn by Emmerus]

An iron bound staff.

A suit of boiled leather armour.

A waterskin.

A backpack stuffed with assorted camping gear [tent, sleeping roll, blankets, frying pan, flint and steel, 3 days' dried rations etc].

An ancient gold-coated cauldron, obviously of elvish make. Thw figures of a group of hunters and of an enormous boar and stag race around its sides, though it difficult to discern which group is chasing which.

Items recovered from the Bullywug encampment and from Black Marsh’s lair:

A large, smooth blue crystal. A small, flickering figure appears to be trapped inside this gem, though its features are too distorted and indistinct to fully make out.

A silver pendant carved in the shape of a running horse.

[The pendant gives +5% magic resistance to its user. This functions against both offensive and potentially beneficial spells.]

An electrum circlet.

[The wearer of the circlet is immune to ESP spells (Wizard 2) and possibly similarly low-powered attempts at thought reading. Once a day its user can focus to try to read a target’s thoughts for a single turn (10 rounds), this requires full concentration and its user can take no further action whilst mind-reading besides walking at up to half normal speed. Taking damage disrupts this effect.]


“Our Light Through Present Darkness”: a mace which glows with a bright, magical energy at your touch.

[The Mace is a +1 weapon. It gives its user a +1 to attack and damage rolls. Once touched, the mace functions as though a Light spell (Wizard 1) had been cast upon it, useable any number of times each day.] [Carried by Emmerus.]

A battered and badly dented iron shield, depicting five faded red chevrons on a white background.

[The shield will give a +3 AC bonus against missile attacks directed from its user’s front. They’ll also take a -3 AC penalty against missile attacks directed from behind. Boulders and other larger projectiles may well be drawn towards a character carrying it.]

Assorted broken weapons and torn, rusted pieces of armour.

From the Gnoll Scouting Party near Olemorton:

A corked vial half-full of clear, amber liquid [radiates magic].

A pair of boots which appear to have been cobbled together from the flayed, and crudely stitched, flesh of some pale-skinned humanoid [radiate magic].

Assorted weapons (two spears, a longbow and sheaf of arrows, three hand axes, two battle axes and five meat knives).

Mangy, flea-ridden furs (deer, wolf and fox pelts)
A tattered sheepskin cloak
Five suits of battered hide armour

A flint and Steel
Twenty feet of rope
Seven torches.
Trail rations (hard tack, strips of dried meat of an uncertain origin, assorted roots and a handful of chestnuts).
Waterskins
Backpacks

Charcoal
Crudely drawn, animal-skin maps of the area.

From the Orcs on the road to Caer Hwarnsvalon:

From the Orcs:

Assorted weapons (axes, clubs, spears and short bows), armour (hide and studded leather) and wooden shields, crudely daubed with the sign of a maw filled with sharp fangs.

From the Warleader:

A much-battered, closed-faced ornamental helm, the visor formed into the visage of a snarling face (radiates magic).

A small bottle filled with a silvery fluid (radiates magic).

A bear-tooth necklace, laced together on a length of knotted leather.

A suit of splint mail, possibly of dwarven make, now pierced by several arrows and scorched through with magical energy.

From the Wizard:

An iron collar and chain, plainly of goblinoid craftsmanship (radiates magic).

A tattered, green and white mage robe (radiates magic).

From the Cocoons in the Spider-Nest:

180 gp in loose coinage, rings, jewellery and gold teeth.

One leather-bound vellum spell book, containing the following spells:

1st level: Armour, Cantrip, Detect Magic, Fist of Stone, Identify, Lasting Breath, Read Magic, Spider Climb.
2nd level: Detect Evil, Glitterdust , Past Life, Spectral Hand.
3rd level: Alternate Reality, Vampiric Touch, Wind Wall.

Three Cleric Scrolls:

Scroll of Cure Moderate Wounds
Scroll of Bless
Scroll of Invisibility to Undead [Carried by Emmerus]

A gilded bronze holy symbol, possibly of some Sendrian god.

A stoppered vial of rancid fat, floating in some manner of viscous yellow liquid. (Radiates magic).

A small, rectangular bottle filled with a sparkling, emerald fluid. (Radiates magic).

A suit of banded mail in good repair.

A two-handed sword, the pommel engraved in the shape of a dragon’s head. A scaled design has been etched up the handle and guard. This blade is warm to your touch. (Radiates magic) (Carried by Iskandel).

Eleven unmarked arrows, preserved perfectly in the webbing. (Radiate magic).

Three One silver-headed arrows, each engraved neatly with a small sigil in the shape of a lightning bolt. (Radiate magic). [Carried by Isilifeline.]

Various weapons, shields and suits of chain and rotting leather armour.

Items recovered from the ghouls in the woods:

A lump of silver ore, a small hole bored through its middle to permit its suspension from a length of knotted rawhide thonging.

Three brass rings

A copper earring, a small garnet set near its base.

Items recovered from the giant skeleton in the tunnel:

A huge, rust-pitted sword, too large by far for a human warrior to wield even in both hands.

Items recovered from Skratta’s chambers:

A heavy, chain mail byrnie, possibly of dwarven make.

A morning star, its handle carved into the likeness of a striking serpent.

A locked, iron-bound chest, perhaps two-feet across. A number of heavy, metal objects have obviously been placed inside, rattling when the chest is moved.

Three small vials which appear to have been filled with a foul concoction of animal blood and herbs, two of an insipid smelling yellow liquid and one of a deep crimson.

Five tablets, which appear to have been fired from a red clay. All five bear eldritch symbols of some sort, presumably of some mystical significance to the hobgoblin people. Your guess would be that they represent scrolls of some sort, though the magics inscribed within are difficult to identify.

Four golden candlesticks, carved into the likeness of slender pillars of flame.

A pile of animal furs, possibly worth some hundred crowns in all.

A collection of beads, animal skulls and similar trophies worn by Skratta as adornments.

Items looted from King Thalgrim’s body:

An amulet in the shape of a wolf’s head hanging from a heavy gold chain.

Five golden rings, adorned with a collection of precious and semi-precious gemstones.




Posted on 2008-03-10 at 15:53:16.
Edited on 2008-05-10 at 15:19:26 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: For Whom the Bell Tolls Q&A


This is the Q & A thread for the game, For Whom the Bell Tolls, which will be run in chat every Friday night from 9 PM to 3 AM GMT.

Lurkers are welcome, I'd just ask that you try not to talk over other players too much once the game's started.

Character Log:


  • Brianna - Valendara [Elven Mage/ Priestess of Corellon]

  • cdnflirt - Vanima Gwen [Elven Fighter/Mage]

  • Dragon Mistress - Isilfeline [Elven Fighter]

  • Jozan1- Iskandel Hessel [Human Paladin]

  • Kaelyn - Emmerus Zane [Human Cleric]

  • Stryke - Anduin - [Gnomish Bard]



Adventure Log:


  • 7/3/2008: Session 1: Return to the Castle in the Mists [Part I]

  • 8/3/2008: Session 2: Return to the Castle in the Mists [Part II]

  • 14/3/2008: Session 3: The Best Laid Plans

  • 21/3/3008: Session 4: Sleeping Dogs

  • 22/3/2008: Session 5: The Primrose Path

  • 4/4/2008: Session 6: Whose Woods These Are

  • 11/4/2008: Session 7: Into the Storm

  • 18/4/2008: Session 8: Seek and You Will Find

  • 25/4/2008: Session 9: Hall of the Mountain King

  • 9/5/2008: Session 10: The Die is Cast

  • 23/5/2008: Session 11: What Lies Below




Posted on 2008-03-10 at 15:52:30.
Edited on 2008-05-23 at 18:03:02 by Vorrioch

Topic: In Memoriam [Recruitment]
Subject: Great…


If I remember correctly, the following people have expressed some interest in playing:


  • Ayrn - Aranel Eärfalas [Elven Mage/ Thief]? Or Devlin Burrberry [Halfling Thief]?

  • Brianna - Isilfeline [Elven Fighter]

  • Kaelyn - Emmerus Zane [Human Cleric]

  • Silent One - Arys Lotusbane [Elven Ranger]



The Characters

Ayrn: Could you tell me whether you’d prefer to continue playing as Aranel or Devlin?

If anyone would prefer to gen up a new character, then please just let me know. For obvious reasons, though, (i.e. you’ve all just struck plot in a big way) I’d prefer to see as many of the same characters as possible. If anyone feels particularly inclined to write up a background now that we’re no longer playing a one-off then please send it on to me… it’s not compulsory by any means but it could be helpful to know as much about your characters as possible.

Oh, and DragonMistress? if you and Brianna would both like to take part in this one, why not just run your characters together on the same computer (like Kaelyn and SilentOne have done for the last couple of sessions)?

The Game

Provisionally: Is it okay to assume that the next session will run on Friday night, from 10 pm to 2 pm GMT? This may change, as it will be my first weekend back home from uni over Easter and I’m still not quite sure if anything’s been planned. Either way I’ll try to let you all know as soon as possible.

Finally, while this campaign (or any of the others I’ve enjoyed playing in over the last ten years) would never have been possible without Gary Gygax, I don’t really feel comfortable with using his name to promote a game that’s no longer connected to GaryCon. Therefore, I’m going to set up new Recruitment and Q&A threads later today in which the adventure can hopefully continue.

Posted on 2008-03-10 at 12:43:35.
Edited on 2008-03-10 at 14:28:28 by Vorrioch

Topic: In Memoriam [Recruitment]
Subject: Echoes down the corridor…


A memorial service was held on the green outside the village church a five-day after the warrens beneath the old keep were finally cleaned out. Twice more the intrepid heroes chanced the labyrinth of dark passages beneath the earth, not resting until every last one of the shambling, restless dead had fallen before their ready blades, spells and arrows and the souls trapped within granted oblivion.

The service was well attended, folk from the hamlets and farmsteads a full twenty-mile from Lostwithial (having lost friends or kin themselves or simply wishing to show solidarity with those who’d suffered loss) flocking to the village to pay their respects to the dead. Five rows of graves, each adorned with flowers or other remembrances, had been dug in the hard ground at the churchyard’s far end and a slow file of mourners proceeded past each as the afternoon wore on to pay their last respects to the dead.

Father Johan, the village priest, an elderly cleric of Pelor, led the service giving a simple, but moving sermon in memory of the fallen villagers. He offers sincere thanks on behalf of the entire village to the company of bold adventurers who had four times risked their lives to put paid to the evil presence in the old ruined keep. Not all the townsfolk seem quite as grateful, many no doubt bitterly remonstrating that more was not somehow done to rescue their murdered loved ones, but little is said openly and on the whole the village seems to desire little more than to mourn for a time, come to terms with the loss and move on with their lives. The county sheriff, having already paid the group their promised two hundred golden crowns has little more to do with the affair, duly attending the funerals but saying little to make his opinions known.

***

The vast ironbound chest hauled from the dungeon’s furthest reaches is finally dismantled and pried apart with the ready use of a hammer and chisel in the home of a local carpenter. Amidst a tangled heap of clothes, boots and other personal accoutrements a vast heap of gold and silver coinage- several hundred crowns in all- glitters in the room’s bright lamplight. Astrological equipment, star maps and other sundry trinkets which the party struggles to identify are to be found amidst the accumulated debris, but though a good many of the more obscure items radiate some manner of enchantment the party is at loss to discover their true purpose.

The mace recovered from Sorudin’s witchly consort, her discarded alabaster skin, and the huge battleaxe pried from the butchered ogre’s twitching paws also radiate some manner of dark sorcery. Father Johan simply advises that the things be consecrated and destroyed outright…. though perhaps the group might find some more profitable use for these ensorcelled items?

***

The evening after the funerals are held, the group are approached by a familiar figure, that of the young woman rescued from the old elfish temple, guided by an earnest looking young man you have been led to understand is her brother. She looks a little better than when you saw her last, but remains deathly pale, her eyes red from crying.

“I… I just want to thank you for what you did back there,” she begins hesitantly, refusing to look up and make eye contact with any in the group. “We’d all have died back there in that awful place if you hadn’t come to help us.”

“We all want to thank you,” her brother reiterates firmly. “A lot of people here in this village… well, they seem to want to put you down and what you did. But I just want to let you know that you’re heroes, every last one of you.”

The pair turn to depart, but not before he presses a small cloth pouch into the hands of Isilfeline, the closest party member. Assuming that this gift is accepted, the group find a meagre haul of coin inside- perhaps five crowns in all- in assorted silver and copper currency.

***

Of Jagna Firetouched and the other kobolds there is no further sign: the group simply vanishing into the overgrown forest, or perhaps journeying on in search of better fortune elsewhere.

Fearful of any renewed undead incursion the villagers heap the bodies of the slaughtered ogre, kobolds and hobgoblins on one great mass pyre out in the forest, charring them away until nothing more than blackened bones and ashes remain.

***

In his dreams Emmerus stands once more in the circular, crystal chamber. A hundred- no a thousand- flashes of pure, molten magical energy shake back and fourth across the broad cavern, bathing it in a searing, unearthly light as the floor burns and smoulders underfoot. Wraithlike, shadowy apparitions, spindly creatures resembling nothing so much as the distorted shadows of elves, spin from the rocks overhead, flying pell-mell in a great, huddling cluster from crystal-encrusted wall to crystal-encrusted wall and chittering in untold dozens of alien, insect tongues.

“Revive!” the shadows scream, in a dark chorus of babbling voices. And though the syllables- some long forgotten dialect of the present elfish speech- are lost to him the cleric can discern their meaning readily enough.
“Return!”
“Rejoin!”
“Rebirth!”
“Revenge!”
“One - Final - Cheated - Moment!”
“We!” “Will!” “Live!” “Again!”

Disappearing into one another, the elf-spirits merge into one great, churning mass: a vast figure of purest shadow that somehow burns brighter than the sun itself, radiant with the unnatural light of the luminescent crystals. “Mine,” the towering behemoth intones, fixing the priest of Pelor with a fiery stare, as its dark visage is burned into the deepest crevices of his mind.

***

Already bleeding heavily from a wicked cut from the ranger, Arys Lotusbane’s, sword the half-drow flickered and faded, his image jolting wildly in all direction in the pale lantern light. Sorudin unleashed another flurry of blows upon Emmerus, but he was already dematerialising and his sword passed harmlessly through the aging cleric’s armour and flesh. There was another flash of blinding azure light, accompanied by what could have been either a roar of triumph, or a cry of utter despair, and the sorcerer was gone.

***

On a barren hillside some distance away, the half-elfish wizard re-emerged, collapsing to his hands and knees on the cold earth as blood gushed from the wound at his side. Had any other been there to see it, they would have perceived a cloud of what could almost have been fireflies- apparitions burning with a pale, unearthly fire- swarming about the fallen sorceror. Sorudin screamed again, but the only sound to issue forth from his gaping mouth was that of a score of competing, chittering voices, the still night air alive with the rapid-fire babble of their long-dead tongues.


If it wasn’t obvious already, I am most definitely interested in continuing this game.

I’d like to thank everyone who turned out to play on either evening again, it would be fantastic to see as many of you as possible again when the adventure restarts. It was also great to see so many people turning up even if just to lurk for awhile (especially RotS, who was probably online longer than I was), if you’d like to take part in the action firsthand next time round, please just give me a shout and we can sort out a character.

I’ll post further details as and when I’ve worked them out myself. Assuming people are still up for it, the best option seems to be to run on Friday or Saturday nights in chat. (Though I’ll generally aim to end each session by about 2 pm at the latest.) If some other day or time would suit you better, or if you’d be free to start before 10 pm GMT, please let me know so we can sort something out.

Posted on 2008-03-10 at 00:03:29.
Edited on 2008-03-10 at 00:17:03 by Vorrioch

Topic: What Dreams Become - Q/A
Subject: Well…


Unless I’ve miscounted, he should still have 7 Essence left. TBH it’s more of an in-character thing, while he’s basically selfish, Hiram really doesn’t much like the idea of using his patients, visitors or staff as a food source… especially when he can theoretically survive without it. Even though he is one, he still doesn’t want to think of himself as being a monster.

If you could find the time to edit your update, it would be appreciated. If not, I’ll just slot it into my next post.

Posted on 2008-03-09 at 21:55:45.

Topic: What Dreams Become - Q/A
Subject: Thanks, but…


I think you misunderstood my post.

Hiram’s not out hunting for people to feed on… yet. He’s not quite desperate enough to sink that far.

Instead, the idea was that once he releases the security guard he’ll spend some time poking around in some of the lesser used parts of the hospital (any basements, cellars, old disused wards that haven’t been re-opened yet) to find any trace of this new ghost/ spirit or whatever it might be anchored to. Unless you have an objection, I’ll just write it into my next post.

Posted on 2008-03-09 at 21:36:02.

Topic: In Memoriam [Recruitment]
Subject: Signing out…


We ran through the second half of the adventure this morning. I’d just like to thank everyone who played, in either night’s session, for making it such a great game. We had a lot of fully fleshed-out unique characters, and a lot of fantastic roleplay… which in my experience is unusual for a one shot.

I’ve thoroughly enjoyed running both sessions, hope everyone else had as much fun as I did. Same goes for everyone else taking part in GaryCon around the world… hope you all had a blast.

And now, before I wax incoherent, I’m off to bed. 4:30 in the morning

Posted on 2008-03-09 at 04:32:58.

Topic: In Memoriam [Recruitment]
Subject: I'm heading into chat now...


Hope to see you all there shortly.

The room name, imaginatively enough, will be: "Return to the Castle in the Mists: Part II".

Posted on 2008-03-08 at 21:55:46.

Topic: In Memoriam [Recruitment]
Subject: Just a reminder…


We’ll be starting in the next hour. I’ll probably be in chat a bit before then this time.

If you’d like to play and haven’t already sent me your character, it would be great if you could do so at some point before the game starts. (Or just send them to me once we’re in the game, but it would be helpful to know who’s in the party when statting up your last few encounters).

Posted on 2008-03-08 at 21:07:04.

Topic: In Memoriam [Recruitment]
Subject: No problem


Ayrn, shouldn’t be a problem if you’re a bit late. It would be good to have you in the party again.

If you do decide to create a new character and multi-class then you would indeed be level 3/3. If you’d like to restat Devlin to multi-class then that’s fine as well, I’ve already given Kaelyn and SilentOne the option of making any changes to the their characters before the game begins.

Posted on 2008-03-08 at 19:33:12.

Topic: In Memoriam [Recruitment]
Subject: Return to the Castle [Part II]


The second half of this weekend’s game will be starting in just under three hours.

If you’d like to play but haven’t sent me a character already then it would be great if you could let me know within the next couple of hours.

For anyone who’d like to join at this point, missing the first half shouldn’t be a problem at all. It would be great to see as many of you along as possible.

Posted on 2008-03-08 at 19:14:03.

Topic: What Dreams Become
Subject: Some rather bad advice...


Hiram froze, uncomfortably conscious of being watched, the frustration of the past few days bubbling up into a cold anger at the unwelcome intruder.

“This is a hospital!” the ghost snarled, the guard's lower jaw unhinging impossibly wide to expell a cloud of icy mist as he turned to face the source of the disturbance. “And I will not have you disturbing my patients. I will not tolerate it.”

Turning back to face Annabell, the same note of indignant anger in his voice (would the girl never stop crying?), the spectre continued: “Now, this may seem rather cold comfort at present but I want you to understand something. Every time that creature appears, every time it vanishes, every time it speaks and every time it pulls some clever trick it is exhausting a small part of itself. Unlike myself, I doubt it has the means to replenish itself. Even if I’m unable to put paid to the thing personally, as this rate it should have burned itself out in a few weeks at the outside. Remember that much and it will put you in good stead to deal with the supernatural.”

“And personally, I’d not give it half as long.” He glanced back towards the wall, “If our uninvited guest proves unable to conduct itself in a manner better in keeping with our surroundings I’ll put paid to the thing in person. I can promise you that much.”

Practical considerations outside, something would need to be done. Once he was done with this present mortal form the hunt would begin: he would either extinguish this noisome trespasser or quit the place himself. The constant intrusions fast becoming simply intolerable.

OOC: I've got a few predictions of my own about what might be going on here. Unfortunately Hiram doesn't have access to the same sourcebooks.

Posted on 2008-03-08 at 17:15:19.
Edited on 2008-03-08 at 17:17:08 by Vorrioch

Topic: In Memoriam [Recruitment]
Subject: The plot thickens...


We played through the first session tonight. The castle ruins were explored, kobolds were massacred. Zombies were encountered and an ancient temple of nefarious powers was summarily fled from. For the benefit of any prospective players who missed the first half, the party will have returned to the luckless village of Lostwithial bruised and battered, burdened with much pillage but with none of the missing villagers in tow. Better luck next time?

They've also gained a level. So, if you're interested in playing again (or if you'll be joining us for the first time tomorrow night) - you're now level 4. Go you.

I've thoroughly enjoyed running tonight's session and we'll be back at the same time [10 pm GMT] tomorrow [Saturday]. Hope you can find the time to join us!

Here's the current party as things stand:

Kaelyn's Character

Name: Emmerus Zane
Player: Kaelyn
Gender: Male
Race: Human
Class: Cleric
Alignment: Neutral Good
Religion: Pelor
Level: 3
Hit Points: 24
Spells: 4 1st level, 3 2nd level

Strength: 12 (Max Press: 140, Open Doors: 7, Bend Bars/ Life Gates: 4%)
Dexterity: 7
Constitution: 16 (+2 HP/ level)
Intelligence: 10
Wisdom: 16 (Will Saves +2, Bonus Spells: 2 1st level, 2 2nd level)
Charisma: 9

Footman’s Mace: THAC0 20, Damage 1d6 + 1/ 1d6
Sling: THAC0 20, Damage 1d4 + 1/ 1d6+1 [2 attacks/ round]

Armour Class: 4 (Chain Mail and Shield)

Weapon Proficiencies:

Footman’s Mace
Sling

Languages:

Common
Old Tongue

Non-Weapon Proficiencies:

Local History [10]
Reading/ Writing [11]
Religion [16]
Spellcraft [8]

Saving Throws:

Paralysation/ Poison/ Death Magic: 10 [8]
Rod/ Staff/ Wand: 14 [12]
Petrification/ Polymorph: 13
Breath Weapon: 16
Spell: 15 [13]

Equipment:

Holy Symbol
Chain Mail
Shield
Footman’s Mace
Sling
Sling Bullets

Backpack
Belt pouch [50 gp in various coinage]
Trail Rations [1 week]
Water skin
Rope [50’]
Lantern
Flask of oil
Antidote to poison
Holy Water x2

Jade Ring
Rope [20’]
Cow bells
Holy Symbol

Spells:

Cure Light Wounds (heals 1d8 hp)
Cure Light Wounds (heals 1d8 hp)
Cure Light Wounds (heals 1d8 hp)
Bless (+1 to hit and to saves for all in range) (duration: 6 rounds)

Flame Blade (1d4 +6 damage, +2 to hit) (duration: 6 rounds)
Aid (target gains +1 to hit and to saves, and 1d8 bonus hp) (duration 4 rounds)
Aid (target gains +1 to hit and to saves, and 1d8 bonus hp) (duration 4 rounds)

Turn Undead:

Skeleton or 1 HD: 4
Zombie: 7
Ghoul or 2 HD: 10
Shadow or 3-4 HD: 13
Wight or 5 HD: 16
Ghast: 19
Mummy or 6 HD: 20

SilentOne's Character

Name: Aryn
Player: SilentOne
Gender: Female
Race: Elven
Class: Ranger
Alignment: Neutral good
Religion:
Level: 3
Hit Points: 22

Strength: 13 (Max Press: 140, Open Doors: 7, Bend Bars/ Life Gates: 4%)
Dexterity: 13
Constitution: 14
Intelligence: 9
Wisdom: 14
Charisma: 7

Long sword: THAC0 17, Damage 1d8/ 1d12
Composite Longbow: THAC0 17, Damage 1d8/ 1d8 [2 attacks/ round]

Armour Class: 7 [Studded Leather] (or 4 with Chain Mail)

Weapon Proficiencies:

Long sword
Longbow
Spear
Quarterstaff

Languages:

Common
Elven

Non-Weapon Proficiencies:

Animal Lore [9]
Reading/ Writing [11]
Tracking [13]
Set Snares [12]

Saving Throws:

Paralysation/ Poison/ Death Magic: 13
Rod/ Staff/ Wand: 15
Petrification/ Polymorph: 14
Breath Weapon: 16
Spell: 16

Race/ Class Abilities:

Hide in Shadows: 20%
Move Silently: 27 %

Dual Weapon Fighting
Befriend Animal
Racial Enemy: +4 to hit when fighting

+ 1 to hit when using bows or swords
90% resistance to sleep and charm spells
Detect secret doors
Chance to surprise opponents
60’ infravision

Equipment:

Composite Longbow
Long swords [2]
Studded Leather Armour (or Chain mail)
Quiver of arrows

Backpack
Belt pouch [50 gp in various coinage]
Trail Rations [1 week]
Water skin
Rope [50’]
Grappling Hook

Ayrn's Character

NAME: Devlin Burrberry
RACE: Halfling
GENDER: Male
ALIGNMENT: Neutral Good

CLASS: Thief
LEVEL: 3rd

STRENGTH: 9
Hit Prob: Normal Dmg Adj: None Wgt Allow: 35
Max Press: 90 Open Doors: 5 BB/ LG: 1%

DEXTERITY: 19
React Adj: +3 Attk Adj: +3 Def Adj: -4

CONSTITUTION: 16
HP Adj: +2 Sys Shk: 95% Res Srv: 96%
Poison Save: 0 Regen: Nil

INTELLIGENCE: 12
#Lang: 3 Bns NWP: 3

WISDOM: 5
Mgc Def Adj: -1

CHARISMA: 9
#Hench: 4 Loyal: 0 React Adj: 0


RACIAL FEATURES

Resistant to magical spells: +4 bonus to saves vs wands, staves, rods, and spells
Resistant to poison: +4 bonus to saves vs poison
Talent with Slings and Thrown Weapons: +1 attack with slings and thrown weapons
Stout Blood: 60’ infravision, note direction of passage (up or down – 75%; NESW – 50%)
+1 DEX, -1 STR


COMBAT STATISTICS

Total Hit Points: 18
Current Hit Points: 18

Current Armor: Leather Armor
Total AC: 4 = Armor (-2) + DEX (-4)

Saving Throws
vs Poison: 9
vs Death Magic: 13
vs Rod/Staff/Wand: 10
vs Petrification or Polomorph: 12
vs Breath Weapon: 16
vs Spells: 11

THAC0: 19/ 18 with thrown weapons and slings

Speed: 6
Initiative: -3


WEAPON PROF: Short Sword, Darts

NON-WEAPON PROF: Locksmithing, Appraisal, Local History, Observance, Tumbling, Juggling

THIEF SKILLS:
Pick Pockets: 35%
Open Locks: 75%
Find/ Remove Traps: 60%
Move Silently: 50%
Hide in Shadows: 50%
Detect Noise: 40%
Climb Walls: 45%
Read Languages: -5%


EQUIPMENT

Magical Gear: Healing Potion

Mundane Gear: Backpack, Thieves Tools, Silk Rope Coils x2, Grapple Hook, Flint & Steel, Mirror, Blanket, Bedroll, Waterskins (x2), Trail Rations (x4 days), Magnifying Glass, Belt Pouches (x4), Torch, Flasks of Oil (x1), Brown Potion (unidentified), Copper jewellery, shiny pebbles, fox pelt.

Armor: Leather Armor

Weapons: Short Sword, Daggers (2), Darts (12)

Brianna's/ Dragon Mistress' Character

Name: Isilfeline
Player: Brianna
Gender: Female
Race: Elf
Class: Fighter
Alignment: Neutral Good
Religion:
Level: 3
Hit Points: 22

Strength: 14 (Max Press: 170, Open Doors: 8, Bend Bars/ Life Gates: 7%)
Dexterity: 18 (Reaction Adjustment: +2, Missile attack: +2, Defence Adjustment: -4)
Constitution: 14
Intelligence: 10
Wisdom: 8
Charisma: 6 (Reaction Adjustment: -2)

Long sword: THAC0 17, Damage 1d8/ 1d12
Longbow: THAC0 14, Damage 1d8+2 / 1d8+2 [2 attacks/ round]
Dagger: THAC0 18, Damage 1d4/ 1d4-1

Armour Class: 1 (Chain Mail)

Weapon Proficiencies:

Longbow [Specialised]
Long sword
Dagger

Languages:

Common
Elven

Non-Weapon Proficiencies:

Animal Lore [10]
Bowyer/ Fletcher [17]
Reading/ Writing [11]

Saving Throws:

Paralysation/ Poison/ Death Magic: 13
Rod/ Staff/ Wand: 15 [13]
Petrification/ Polymorph: 14
Breath Weapon: 16 [14]
Spell: 16

Racial Advantages

+ 1 to hit when using bows or swords
90% resistance to sleep and charm spells
Detect secret doors
Chance to surprise opponents
60’ infravision

Equipment:

Chain Mail
Composite Longbow
Long sword
Daggers
Quiver of arrows

Backpack
Belt pouch [50 gp in various coinage]
Trail Rations [1 week]
Water skin
Rope [50’]
Torches [10]

Posted on 2008-03-08 at 03:24:54.
Edited on 2008-03-08 at 13:20:18 by Vorrioch

Topic: In Memoriam [Recruitment]
Subject: Ayrn


Sorry, but it really would be massively helpful if you could finish statting up your own character.

I didn't quite have time and everyone else is waiting for the game to start.

Posted on 2008-03-07 at 22:08:00.

Topic: In Memoriam [Recruitment]
Subject: Have done


I've opened a room "Return to the Castle in the Mists".



Posted on 2008-03-07 at 21:49:58.

Topic: In Memoriam [Recruitment]
Subject: ...


Dragon Mistress

Sorry to ask this, but are you posting as yourself or Brianna?

I should be able to gen you a character before the game starts, no problem. Any idea where I’m going to find the rules for an “Archer” kit? I’m guessing either the book for Elves or the Fighter’s Handbook?

Do you just mean cut tree branches? If so, then no problem. If it’s some sort of special weapon then it could be helpful to know the rules for it first.

Ayrn

Sure, I’ll stat a character up for you and then PM it on to you for any changes you might want to make.

It’s probably not going to be much of a problem if you’re half and hour or so late. Should we assume that your character had been there all along or do you want to join up with the group en route?

Oh, and everyone. I'd like to start in the next half hour (10 pm GMT), okay?

Posted on 2008-03-07 at 21:33:11.

Topic: In Memoriam [Recruitment]
Subject: Ah, fair enough.


Hope you enjoy wherever you do end up playing then.

In other news Garycon's already made the news in a small way, and there should hopefully be a few more reports as the night goes on:

The gaming community continues to reflect upon the life and achievements of recently departed Dungeons & Dragons creator Gary Gygax, and there are a few weekend activities planned to remember him.

The first idea is one shared by gamers around the globe, all of whom had a similar impulse, and which has blossomed into something called "Gary Con." The idea is to blow the dust off those old source books, find your bag of dice, and invite over a couple of friends. Play some classic D&D, or some other game with a classic D&D-style dungeon crawl, and remember Gary while you have some fun. More details on the Gary Con Facebook page.

Gary's funeral is also this weekend, and is open to the public. Visitation and service on Saturday, March 8, begininng at 11 AM at Haase Derrick Lockwood Funeral Home in Lake Geneva, Wisconsin. There will also be an informal gathering in the evening. More details here.


http://blogs.forbes.com/digitaldownload/2008/03/gary-con-weeken.html

Posted on 2008-03-07 at 19:08:49.

Topic: In Memoriam [Recruitment]
Subject: Okay, then.



  • Admiral [Race/ Class]

  • Ayrn [Elven Bladesinger/ Halfling Fighter/Thief/ Halfling Thief]

  • Brianna [Elven Fighter]

  • Drakar [Race/ Class]

  • Kaelyn [Human Cleric]

  • Silent One [Elven Ranger]



If you’d like to play and need me to stat up a character for you then it would be really helpful if you could let me know in the next hour or so.

If you’re statting your own character up then I’m not going to need anything in until about an hour before the game starts (i.e. about five hours from now).

I’m really looking forward to running this one.

Posted on 2008-03-07 at 16:17:20.

Topic: In Memoriam [Recruitment]
Subject: Okay


I’ve added it to your sheet.

Let’s just say that I’m glad there’s going to be at least one in the party’s inventory.

Posted on 2008-03-07 at 13:29:37.

Topic: In Memoriam [Recruitment]
Subject: Good questions…


Brianna , I’ll stat your character up this afternoon and send her on to you for approval. One suggestion… a 14 doesn’t actually give any bonuses in 2nd ed. it might be worth raising either your Strength or Constitution to a 15 and dropping the other to 13.

Ayrn , multi-classing is definitely possible. You’d just start as a level 2/2 Fighter/ Thief (or whatever classes you chose) rather than a level 3 single-classed character. I’m willing to allow kits provided that they don’t have any special rules we’re going to need to keep looking up in play and that they aren’t horribly overpowered.

1. I’ve just glanced over some of the books and haven’t been able to find a “Wanderer” kit- do you mean the “Traveller” Fighter/ Thief Kit from the Complete Book of Gnomes and Halflings? If so then take it by all means.

2. The Bladesinger seems a little overpowered. I’ll allow it, but we won’t be using the weapon styles from the Complete Fighters’ Handbook.

Regarding equipment… for the sake of simplicity I’m just using the following rules:

1. Within reason, start play with as many non-magical weapons as you’d like.
2. Take any armour up to chain mail [or elven chain if it fits your character], and a shield if you want one.
3. Take as much standard adventuring equipment as you’d like.
4. We’re not using the rules for encumbrance, unless things get silly. You can’t carry ten long swords around in your backpack, and trying to lug around 20 pounds of gold is bound to slow you down somewhat.
5. Begin play with a small amount of gold (I’ve given the characters I’ve statted 30 gp each).

Magic items:

Characters can begin play with either a healing potion, an antidote to poison or any first level scroll of their choice. So that single-classed mages don’t get bored, I’m willing to let anyone who wants to play one start with a wand of magic missile.

Chances are, you’ll find other magic items in play but I don’t want to get bogged down in working out xp/ gp costs before the game even gets started.

Anyhow, it’s great to see so much interest already. If anyone else would like to play then we’ve still got room for a few more.


Posted on 2008-03-07 at 13:15:40.
Edited on 2008-03-07 at 13:18:10 by Vorrioch

Topic: In Memoriam [Recruitment]
Subject: Return to the Castle In the Mists


So far we’ve got…


  • Admiral [Class/ Race]

  • Drakar: [Class/ Race]

  • Kaelyn: [Human Cleric]

  • SilentOne: [Elven Ranger]



Background:

Hidden in the woods beyond the village of Lostwithial lie the ruins of an ancient castle. In some age long since past it was home and fortress to a mighty lord of these parts and his retinue, bastion against the savage tribes of the northern wilds, festooned with bright banners and alive with the bustle of everyday routine, with the ringing of horns and the beat of horses’ hooves. Local folklore would have it that on a quiet night in the forest one can still hear the shouts and laughter of folk some centuries stilled, of the clash of steel on steel in the keep’s parade ground, of ringing toasts to heroes and battles long since forgotten in the ashes of the mead hall. Their age long since past, the tribes defeated and near-forgotten, the lord and his warriors retreated into myth and song. The castle had served its purpose and in time it was abandoned, the embers in its hearth grew cold and the old fortress was finally given up to the embrace of the overgrown trees.

All was quiet until some seasons ago, when a small band of goblin-creatures- refugees from some inter-tribal scuffle in the western mountains- happened upon the old keep and took it for their home. Still, the goblin-folk had sense enough to know their own weakness- content with the theft of an occasional sheep or chicken and exacting a toll from those who ventured too close- and, once the initial shock of their discovery wore off the local peasantry were too prosperous and lazy to risk their lives trying to take the place back. An uneasy truce prevailed until the last new moon, when things took an abrupt turn for the worse. Under the cover of darkness several farmsteads were attacked- their inhabitants murdered or dragged off into the night- and come morning the earth was churned with the tracks of dozens of forked, goblinoid feet. Strange chanting is to be heard around the old keep at night and those brave or foolish enough to chance the forest bring back tales of eerie lights burning through the crumbling keep’s broken windows. Rumours abound too of some far greater creature- perhaps an ogre or troll of some description- accompanying the goblin band though reports are mixed as to whether it leads the group, or is itself a chained captive and slave of the tribe.

Anxious to see something done and to press for the return of the captives while there is still hope the local shrieve has held a quick collection to hire adventurers and scraped the sum of some two hundred gold crowns together. He offers this as recompense for any men or women bold enough to fight their way into the old fortress and put paid to whatever dangers might lurk inside.

OOC: “Castle Mistamere” was the name of the dungeon from one of first ever D&D modules. “Lostwithial” is a town in Cornwall, I just liked the name.

I may edit the above text slightly at some point tomorrow when I finish writing the adventure up.

Anyhow, if anyone else is interested in playing then we definitely have room for a few more.

Posted on 2008-03-06 at 23:58:14.

Topic: In Memoriam [Recruitment]
Subject: Will do!


Do you want to give me a couple of lines of description so that I can stat your character up?

Posted on 2008-03-06 at 21:26:59.

 


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