Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Friday, May 21, 2010

Penny Arcade's Gabe on Role Playing by Email

Penny Arcade does focus on video games, a genre of "wasting time" I've had to suppress in my portfolio. However, those guys are lovers of all games, including the world's oldest fantasy roleplaying game, D&D. Several of their comics have spotlighted their own participation. I found the most recent post revelatory to my game mastering sensibilities:
Mailbag
Wednesday, May 19 2010 - 9:45 AM
by:
Gabe
A PA reader and medic stationed just outside Baghdad sent me a mail this week asking about how I run my D&D games via Email. It just so happens that with the new baby I have not had time to run a proper game for my crew. What I decided to do instead is take them through a little adventure via Email until I'm able to get back to the table.
Email can be a great way to focus on story elements in your game rather than combat. Personally I like to make my Email adventures more about decisions and less about rolling.
For example my players have accepted a job that involves them transporting a prisoner. The road is obviously fraught with danger and the prisoner happens to be a powerful illusionist. So even trapped inside her cage she still manages to screw with the party. They are hauling the prisoner in a cage on the back of a wagon. Eventually they came to a huge chasm that had cut across the path. Here is what I sent out to them:
"After a few hours of hiking you reach a wide chasm that has cut across the path and blocked your path. It is 50 ft across here at its narrowest point and plunges an unknown distance down into blackness. It stretches out to either side winding around the mountain and out of sight. You can see the path continues on the far side of the chasm.
You stand staring across the gaping maw as the cold rain beats down around you.
From the cage comes the unmistakable sound of laughter."
I did not ask for any checks I just presented them with the problem. Here was one of the responses I got from the Gnoll Rogue:
Gnasc leans towards the cage, narrowing his eyes and fixating on the old crone while slowly smelling the air around her.
"Care to let me in on the joke?" he growls quietly to her, then tilting his head and smiling.
**38 insight check against illusion or charm**
You can easily do skill challenge type encounters this way as well. Maybe during the journey they get caught by a storm or a rock slide. I might ask the entire group to make endurance checks. For something like this we use an online roller but if you trust your group there is no harm in letting them role at home and post their results. Combat can be a bit tricky but it is still manageable. Personally I've run combat via Email a couple different ways. You can manage the movement of the monsters and the characters with rough descriptions and then ask for attack rolls. I've also asked for two rolls from all my characters in advance and then used those rolls to write up the combat in the form of a short story.
I've been using the character of the prisoner to really piss off a few of my players. She's getting into their heads and pulling out some bad memories from their past. I've been so successful at this that I've actually got them arguing amongst themselves. Some of them just want to push the cage with the prisoner in it over a cliff while the others are intent on seeing the job through. This has given them a lot of great opportunities to role play their characters.
Good luck with your Email adventures!
-Gabe out
Like my idiosyncratic aversion to online role-playing games, I've never wanted to invest effort learning the nuances of yet another virtual semblance of the "real thing."  Again, I see my gaming time as precious, and there is precious little of it to be squandered on anything beneath my preferred play style, which is face-to-face, around the table.

However, I've never been one to put on blinders.  I should be at least marginally informed about activities I've disavowed.  Through the tiniest crack of open-mindedness there may still be benefit, perhaps even enlightenment.  While I won't say this particular post from Gabe has thrown me into a whirlwind of self-realization regarding heretofore disillusions toward all manner of online gaming, I liked it enough to repost.  It's a short but satisfactory exposition of how to mess with players, applicable to personal interaction both digitally and within spitting distance.

Tuesday, May 18, 2010

My First Time as Dungeon Master

Setting aside the recent decision to use GM (game master) when referring to the one running the show, this post comes about as I do a little spring cleaning in the old hard drive.

I know what you're thinking: "Brian, how can you have time to purge files when you're in the midst of moving?"  Well, I'm tired.  And I was home sick today.  And I like the peace of mind that follows ditching refuse.

It happens that one of the files I decided to retain was named "BB-Magic Gate."  BB indicated it was material of personal design amongst the assorted gaming documents I had accumulated.  For clarity, I have renamed it "BB-Cape Sanvel Scenario" and dragged it into my new folder, "Old Material."  I really intend not to keep the quantity of half-conceived gaming miscellany I once hoarded on 5¼-inch plastic coasters known previously as floppy disks.  This particular file's creation date is November 17th, 2003, when USB drives were still counted in megabytes and cost $100+.

Anyhoo, what I have for you is a snippet of my attempts to be an organized DM.  This scenario ("CAMPAIGN STARTING POINT" - Ha!) lasted a single evening.  It's doom was spelled by my own amateurish notions of the PC-NPC relationship, and one player's pointed resistance to a suggestion I made regarding his elf character.  The last set of parenthesis should clue you to our resolution.


STORY DETAILS
CAMPAIGN STARTING POINT
Cape Sanvel
Tues. 09/16/03:
P     Any elves just arrived on a ship from the north on a diplomatic trade mission.  A high level diplomat heads the venture and is imprisoned for attempting to enter the city with a magical amulet (magical items are banned in the city without explicit permission).  The captain of their ship neglected to inform them of the law.
Ordinarily, anyone with magic items attempting entry would only have them confiscated, but given the relative power of the amulet and the prejudice against his race, the diplomat is being held without bail.  His attendants are left without their superior in a hostile environment, subsequent to questioning and release.

P     Unknown to the PCs, the wizard (Urin Alfgain) in charge of magical item control who confiscated Darwin’s potent holy symbol is actually the elves’ contact in Cape Sanvel.  He was unable to warn Humovust not to bring enchanted items into the city.

P     human NPC (Nikolai) in the city to learn a trade has made a friend (Argyle the Gnome; Erik) but is preparing to head home (Perkwal) after word of Orc attacks.

P     One of the elves (Darwin; Matt) will leave the city, instructed to continue the quest for trade alliances with the region, having no success in the release of their superior.

P     Nikolai and Arygle offer to lead Darwin to Perkwal in exchange for aid they were denied by the sheriff of Cape Sanvel.

P     (Orikalcaum; Carl) has been traveling many months, and while near Perkwal is attacked by orcs.  The travelers from Cape Sanvel soon come upon the fracas.  The whole PC group should now be together and able to make decisions after the conflict.


Tues. 10/??/03:
P     Left Perkwal after defeating orc chief w/tainted magic vest.

P     Found 2 retreating orc groups; killed them.

P     Caught unawares by bandits.  Killed all the bandits but a Halfling (named ____________) who said the group had been hired by an orc tribe to the north, but knew not which.  An orc had been sent to accompany the group, but among the dead.  Halfling promises under Zone of Truth to begin life of a thatcher.


Tues. 11/18/03:
P     Ivelios arrives after searching for Darwin.  He tells him that  Himovust bids him return north with the ranger to the city of Cheresmar.  The links they hoped to establish with the southern populace have been foiled by unforeseen deeds of evil.   Ivellios does not have the details, but the two elves are to embark at once, with the involvement of no one else.  (This will allow Matt to change characters.)

P 

Thursday, November 19, 2009

Pathfinder Fanboy

How did I become such a quick convert to Pathfinder? In short, I was dissuaded by the alternative. The trickling details of D&D 4.0 were not encouraging to my gaming sensibilities. The more combat-oriented structure had not disposed of the role playing element, but it came short of enabling essential character development.

It might be fair to suggest the new edition is hearkening to D&D's roots in its early incarnation as Chainmail, were that game conceived in the age of high end graphics cards and touch screen monitors. There is certainly a place for the war gaming model, but it lacks the emphasis on storytelling, the two of which were combined in Dungeons and Dragons. 4th edition appears to favor the former component, presenting an imbalance.

When I learned about the improvements to D&D 3.5 coming in the guise of a new role playing game, something sparked inside of me. D&D 4.0 felt to me like Star Wars episodes I, II, and III. Instead of preserving what I felt was a solid foundation with room for improvement, something was wrenched away in favor of a product with less depth (character) and more veneer (action). The game dynamic essentially split directions and I chose the one that appealed more to my experience and preferences.

There are other, more practical, considerations when purchasing any new game.

Overcoming the learning curve can mean a considerable investment of time, on top of an already consuming activity. Sure, some people are just stubborn about sticking to what they know (I have a friend who wouldn't even consider using any edition past 2nd). I'm not sticking with 3rd edition out of mere conformity. If I am offered a timely opportunity to play some 4th edition, I will gladly do so.

I’ve discussed with friends the financial burden of purchasing a new set of core books, especially when most players like to have their own copies. Now, I've spent $80 on the Core Rulebook and Bestiary for the Pathfinder RPG (two books containing several hundred pages of detailed information not to be sneezed at). I must simply accommodate any players unable to afford or uninterested in investing in this material. So far, multiple copies have not been needed.

However, the choice to upgrade isn't the same as switching to a significantly new system. At some point I will buy a new computer, once they start making my current one look too dated to bear. I’ll need to save up, but it is usually worthwhile. Also, with Pathfinder RPG all your supplemental 3.5 material is still compatible, which increases the ease of conversion all the more. Backwards compatibility sells.

After purchasing the books, I couldn’t be happier. Who wouldn’t love a blending of Player’s Handbook and Dungeon Master’s Guide, with more pages and a lower price than the two combined. The Core Rulebook is a hefty labor of love at a relative bargain. It offers all the feats, skills, spells, and magic items that I could possibly need. Whereas the old Monster Manuals gave some basic societal information on a few creatures, the Bestiary is a bounty of story-building fodder. Even in the shorter, more concise descriptions, there is such well-written flavor that sketching out an adventure is all the more convenient and satisfying.

The most difficult part will be departing from the brand that started it all. Pathfinder is, for me, the same game with a new name. To avoid unnecessary explanations to the uninitiated, I will still refer to the activity as playing Dungeons and Dragons. Maybe, in another decade, 5th edition will lure me back and I won’t be mincing words anymore.

Thursday, August 27, 2009

Adventure Log #009 & #010 - Lios Campaign: Gathering Forces

#009

Briefly, because I can only remember a summary of the session, the PCs were hurting badly, being outleveled by the undead threat. A flash of light and magic later, the Weaver appeared in all her yet higher levels to easily vanquish the ghastly trio. Also entering the fray was her current assistant, August, returned from a scouting mission in the Deadened lake region to the far northwest. The Weaver's home was stocked with plenty o' curative refreshments, bringing nearly everyone back to full health.

August's report confirmed the extent of necromantic sway over every living thing on his short expedition. The Weaver stated they must leave to retrieve a weapon powerful against the undead. The location of that item, bringing Yurik full circle to his recently adopted family home, was in Plazene. His late uncle Dentin, who left the estate to Yurik (de facto) and his sister, was apparently a companion of the Weaver and others who made up the adventuring group known as the Wide Circle. Dentin became a curator of sorts for the Circle's many treasures.

Again by magical means, The Weaver hastened the newly grown party to their destination. The manor door had been broken in and another mohrg was found inside killing Yurik's sister, Tessae. Tossing her body behind it, the creature engaged its new opponents. The party destroyed the mohrg, but too late for the young woman made its victim.

#010

The Weaver intoned a warning: "There will be others. We must protect the weapon." Leading the PCs up to the 2nd floor (above ground floor and 1st floor), through the breached secret passage, down a long flight of stone stairs, and into a catacomb of narrow halls, they encountered 2 more undead infiltrators as they attempted without success to enter a warded room.

The mohrgs had no concern for the party as The Weaver had cast a spell to disguise them as skeletons. Soon, though, a battle was waged in which hastily crafted fiery weapons eventually found their mark, large marbles were dodged, and the "good guys" prevailed.

The Weaver led most of the party though the second and only other door in that particular hall. Two of the PCs found themselves unable to enter the room, much like the undead. Within, The Weaver spoke to an elven girl and bid those present to enter yet another hidden chamber to retrieve the aforementioned weapon, a mirror submerged in a shallow basin.

Adventure Log #008 - Lios Campaign: Places to go, People to See

Jun 5, 4:28 pm

Where has the time gone?

After fighting off the few undead creatures in the mines, the party was allowed through the portcullis by an odd dwarf with a invested fascination for the non-living. He sent the party along their way through some apparent prisons, escorted by a pair of armored soldiers, past barracks, up a ramp into the open air, ascending a couple flights of stairs, to a meeting room. Once there, explanations and intentions were provided by a small group of authority figures, including the Dwarven King Dajnor and Saille's lifelong teacher.

The reason for summoning Saille and Kenny centered on a long-anticipated need for the skills and abilities their lives were orchestrated to develop. In Yurik's case, his presence was requested more for his relation to his late uncle, Denton Gravelace, than his other capacities. Denton had been intimately involved with these matters from the outset.

The companions of the invitees have been allowed to remain, be briefed, and join the quest if they wish. The main points divulged: 1) There is a really bad lich who wants to spread a plague of undeath across the world, but her powers are currently held in check, 2) Saille was to visit the home of her order, whereupon she underwent a ritual that left her with a smooth jade stone embedded above her brow, 3) the group needed to locate and request the aid of another former colleague known as the Weaver, who is supposed to know of a weapon that might be most useful against the enemy.

In addition to the rather lofty goals thrust upon the party, a contingent of the dwarf community, including Kenny's family, had removed themselves from the kingdom. The official reason was a mining expedition. The truth of their departure was revealed to be a rift in their loyalty to King Dajnor, against whom they have evidence that he secretly a vampire. Nevertheless, the dissidents acknowledge the importance of the mission the party has been given and send them on
their way.

When last the party was seen (in our minds' eyes), they had sought out the Weaver, inquiring of a woman who worked for a church in Jaen's Reach (no Firely jokes, please). The woman's story of being aided by the Weaver after her carriage was attacked had become common knowledge to those with an interest. After obtaining directions to the site of the attack they eventually came across the ostensible home of the mysterious Weaver, a woodland abode shrouded in a variety of woven materials looking almost like cob webbing.

As the session ended, a trio of powerful undead creatures appeared from out of the perimeter, surrounding the group.

Adventure Log #007 - Lios Campaign: Catching Up (Or Down)

Sep 12 2008, 12:04 pm

In attendance:

Kelly
Elise
Karlene
Terry
Colin
Kalan

Catching up from the last two sessions, the party was led by the ale maker Borgiden to the Eastern wall of the mountain home of Brekknor. Through a clearing in the woods appeared a cavern opening into which they proceeded. Stating it would be looked after, Borgiden left his wagon outside. After descending a stone stairway, Borgiden was noticed missing, followed by the sound of collapsing tunnel up behind the party. Borgiden had tricked them and even left a note of apology for the deceit.

Forced to carry on, the PCs discovered mining rails, tools, hardware, and laborers' skeletal remains, all showing the age of centuries. The paladin Kenny discerned the presence of evil down a steep crevasse, where some creature fumbled at the wall, unable to scale its way up. Our heroes eventually left well enough alone, and begrudgingly chose to climb down a shallower opening to the north and west. Passing
through the most natural of cave, stalactites and stalagmites dominating the space, they found yet another mining tunnel, this one occupied by a skeleton sextuplet of several sizes and shapes.

A variety of abilities and tactics, including a magic stone, a jury-rigged flame arrow, a well-placed crowbar impact, and Oberman's surreptitious command of one larger undead, expedited the party's victory. A mysterious mist was seen weaving between the stalactites over their heads back the direction they came, but the party sought first to explore the immediate area. An old storage room provided nothing useful. The way ahead was blocked by a portcullis lowered from an opening in the ceiling, no method of opening it yet discovered.

Most curiously, at the back of a curved tunnel, some gruesome approximation of humanoid crouch hungrily behind the bars of a sturdy cage partially immersed in a pool of stagnant water. The creature spoke in both common and Gnome of a single-minded desire to feed. In an attempt to barter for information, Oberman sent his commanded skeleton to offer a hand, upon which the ghoul began grinding in its grisly teeth. Unfortunately, the undead creature lost all sense at the opportunity to eat something, even dusty old bones.

Glim, disturbed more than the others by this being, left the company to make a closer inspection of the aforementioned storage room. While crossing the larger cavern, Glim suddenly laid eyes upon a new creature from out of the darkness. It was there the we adjourned for another two weeks.

DEEPENING THE PLOT
In planning for the next encounters and events in this adventure, I had to remind myself to maintain some anticipation. No mystery works if you blab all the details or reveal entire situations at once. A little here, a little there, pieces of the puzzle should be given out in good time. Storytelling works when the audience, or participants in role playing, has a chance to figure out what might be going on. Why abandon a mine? Why be forced into a lair of undead? Why are some creatures free to roam and another imprisoned more securely? Questions should be left to ponder and possibly solve.

Adventure Log #006 - Lios Campaign: Parting is Such Sweet Succor

Aug 20 2008, 3:15 pm

Players' whimsy being what it is, I had no idea how long Heran Axeword would be needed, dynamically or rhetorically. His presence was that of the instigator, an NPC who would prod players into discovering their characters' personalities and toward the entire party's ostensible goals. Heran's purpose as an NPC was really only vaguely pre-defined, evolving with the pace of the story and the PCs' interactions.

In attendance: Terry, Karlene, Elise, Kelly, Kalan, and Colin (good gravy, the gangs' all here!)

In our last game night we continued on the trek away from the fun and intrigue of Tiller's Bay to the ever-taciturn dwarves and their home at Mt. Brekknor. Wait, did I just employ a cliche about dwarves? Heran so far had been the sole representative of the dwarves aside from the player character, Kenny. Kenny's player is not bound to the dictates of dwarven personality as I present them, so Kenny doesn't count.

Heran has been generally disliked by player and PC alike, I believe, expressing very delineated opinions of those around him, almost universally impatient and gruff. Again, this personality was gradually formulated to be a firebrand sounding board, allowing players to exercise their role playing skills. It worked, more or
less.

Heran almost took too much of a toll on one character, and failed to adequately engage another. I felt his presence was becoming less interesting and more unsuitable to enjoyable game play. I didn't decide this until after I had another NPC dwarf ready to introduce, incidentally a polar shift from Heran's brusque demeanor. An ale maker by the name of Mantlebrew joined the group and almost at once I saw that Heran could take a hike. The new guy gladly dispensed ale, for frakking sake!

The truth is, I always planned on Heran parting with the company, but lost sight of where and when that should be until the time came upon me nearly by surprise. No one spared a tear at his absence the following morning. No one mourned the loss of his insight or knowledge base. In fact, I needed a break from Heran, until his background and abilities make sense to reinstall.

Some Minor Statistical Analysis

Sep 8 2008, 9:48 am

Out of curiosity, I performed a little research on our peculiar hobby.

Of the 5 people I found in my facebook networks who list "D&D" as an
interest, 4 were "Christian," 3 of which were "Conservative."

Recognizing semantic differences, I found 4 other people who listed
"Dungeons & Dragons" as an interest. Only two of them listed a
religion: Agnostic and Kindness.

So, are publicly Christan facebookers more likely to veil their
activity in an acronym, while still wanting to put it out there? And
then, are a-religious types more forthcoming by spelling it in full,
provided they want anyone to know in the first place?

Incidentally, I only knew one of the people revealed in the search,
one of the 6 people I currently play with.

Adventure Log #005 - Lios Campaign

Jun 11 2008, 12:50 pm

"WILL Saille discover the kind of trouble behind the door of tussling sounds?

WILL Oberman be the one to teach her the "ins" and "outs" of said trouble?

WILL Trevor face the emotional barriers that keep her from Oberman's awaiting arms?

WILL Saille and Trevor find themselves covered in mud while skimpily clothed in a match to determine which of them shall become Oberman's love slave for life before realizing such a blessed position could be shared by them each on alternating nights of the week because Oberman likes a little variety in his life?

WILL I, Gelina Oberman, find the answers to these questions and more, next time... I hope?"

See what I did there?
Brian, DM


Jun 12 2008, 10:46 am

I had to have a little fun. (BTW, yes, it should be Gelinas, not Gelina - I skipped a keystroke)

In attendance: Terry, Karlene, Kelly, and Kalan

After finding herself whisked away to the city of Tiller's Bay, Saille found herself waiting for the message that her sensei told her would come. Something dark and terrible had run through the sky and just before it overtook her dojo, Zaroather threw them both into the lake and subsequently employed some kind of magic to teleport her away, and hopefully himself. As instructed in the brief moment before they departed, Saille waited.

Trevor, a vacationing human woman took notice of the apparent waif near the city park pavilion, as did a local band of halfling slavers. Saille was taken by surprise and dragged to a darkened nook of the sheltered plaza. Trevor moved to aid the younger girl and soon found herself in the midst of arrow, swordplay, magical fog, and a misdirected fireball. After fighting off most of the halflings, a strange party of people informed Saille that she was to go with them to see her teacher, traveling East to the dwarven homeland. Rather than stay to answer questions of the approaching guards, Trevor followed the group and the girl in which she had invested herself.

While staying at a local inn for the evening, they encountered a man, half-drowned by the look of him, rambling about a darkness and people who died but didn't really die. Heran brought him to a quiet room and coaxed what information he could from this crazed fisherman, who inferred that the only reason he still lived was that he fell under water while his companions nearby remained above water as the darkness
fell upon them. Heran then proceeded to divulge some insight to Saille, Yurik, and Kenny, of their roles in things to come. He stated that a change was coming, something to do with the aforementioned darkness in the lake country, and each was expected to contribute to the fight against it. Heran claimed he knew no more and sought only to fulfill the task set to him by his liege, King Dajnor, to bring the
three to Mount Brekknor. Unless any of them proved unforgivably disruptive to his goals, the companions of these three would be allowed to join them.

As it happened, strength in numbers worked to the party's advantage when Heran spotted a dozen halfings tracking them out of Tiller's Bay. He staged an ambush by sending half the party to neighboring ridge. When the halflings followed that group, those with Heran charged down in confrontation. While still outnumbered 2 to 1, Heran managed to intimidate the adversaries into retreating, before Saille
managed to take the head off the individual she recognized as one of her assailants back in town. Indeed, this band of outlaws had come after them with intended retribution for their fallen members and hopefully to reclaim the prized young girl. Unchecked emotion ultimately led to underestimation and a wasted effort.


Jun 12 2008, 2:04 pm

Behind the Screen

As remarkable as it sounds, I came up with more story in the 15 minutes before this last game session than I had conceived of for the previous fortnight. Virtually none of that newly created content appeared during the session, but it allowed me to guide the game with more confidence and plausibility than I would otherwise have managed. The reality of a world in the DM's mind is so vital to convincing storytelling. It's like presenting a good argument: If you don't know the facts and the perceptions you're likely to encounter, you will be trounced by the opposition. In the case of role-play gaming, the assembled forces are more collaborative than competitive. But while players have a vested interest in suspending disbelief for a fantastical setting, the DM still has to "trick" the players into accepting the scenarios their characters are confronted with.

"Driver Charlie Mourned"

Apr 25 2008, 11:16 am

Plazene, Kingdom of Balton

Local woodsman Davim Waxbone journeyed into town yesterday morning with ill tidings. Local carriage driver for Oberman family, Charles Rodskjort, interrupted Waxbone's hunting in the eastern hills when the Rodskjort's left arm came suddenly out of the treetops to strike the earth just between Waxbone and his intended prey, a dire boar the hunter had been stalking for several hours. Of the incident, Waxbone replied "Yeah, of all the damned luck. That beastie woulda made some length of jerky, he was a big one. Course, when I saw what had scared him off, I thought the day weren't all wasted. Somebody might be looking for that arm, maybe even with a reward. Figures I trek all the way back inta town and it's only some gold pieceless servant! Ah well, his wife'll be needin' a new man to step in soon as she stops her sobbin'. Maybe there's something coming for me yet." The arm, though mangled and dirty, was identifiable from the garment remains and a brass ring bearing a Oberman seal of servitude.

Watch the Skies
Charles was last seen taking the carriage with Lord Oberman's son Gelinas and another, unidentified occupant toward the eastbound trail to the Midway. Two mounted individuals, a gnome and a dwarf, accompanied the vehicle. While it has not yet been confirmed, Waxbone asserts Rodskjort's grizzly end was the work of an adult arrowhawk which he claims started prowling the hills in the past month. "Oh,
I've seen them big birds closer to the mountains south of here," Waxbone said. "I'm guessing this one's some kind of outcast, maybe they run out of territory and he's got nowhere else to be. They like the big goats up on the rocks, see. Here he'll have to settle for some smaller beasts, like old Charlie, heh, heh!"

Last Rights
When Mrs. Rodskjort learned her husband's fate, the news was nearly too much, though she was interested in learning that her family had a last name. "Well, [sob] you see, we folk of lesser importance [sob] don't really need to be distinguished with full names, Master Gelinas always says [hyperventilates slightly]. Why, up until I met dear [sob] Charles, I was just 'the inn cook's daughter.' When we were married [pout], I was blessed with the title of 'driver's wife,' as well." A benefit of serving noble families is the polite practice of
issuing full names to those who die violently while in service or when wandering adventures graciously take the time to inquire of their backgrounds. In the latter case, servants of some families may receive subsequent lashings for setting a precedent of issuing unauthorized personal information. Mr. Rodskjort's arm will be buried tomorrow in the town cemetery.

Uncertain Fates
The whereabouts of Gelinas Oberman and the other three travelers remains unknown. Riders were sent today to investigate, but are not expected to return soon, given the slow going incurred by avoiding open ground.

Adventure Log #004 - Lios Campaign

Apr 11 2008, 3:22 pm

In attendance:
Colin ... Yurick
Elise ... Glim
Kalan ... Oberman
Kelly ... Kenny
(Me ... Heran, the current dwarf protagonist, Tessae, and all the other NPCs)

Oberman had seldom been so insulted.

Dismissed. By a some lowly dwarf! After failing to discover an alternate entry to gain his rightful inclusion in whatever business is playing out behind the Gravelace manor walls, Oberman decided to be more direct. He smartly rapped on the front door and bade Yurick, who answered, allow him inside for a moment to search for a missing pair of spectacles in his most sincerest-sounding delivery.

Successfully planting the notion that he had heard every detail of the intended clandestine conversation, Oberman made his appeal to the incidental director of affairs, this menial dwarf Heran. Uncertain what details this pompous human might have discerned, Heran approved his inclusion into the party, if only to ascertain what threat or use he might prove to be. This specious excuse for a man would be easily disposed of, if necessary.

Oberman might have been less insistent that he be included had he heard the ambiguity of Heran's proposition. The dwarf merely stated that King Dajnor of Mt. Brekknor required Yurik's assistance in an undisclosed matter, accompanied by Kenny and Glim who were going there anyway. Heran elaborated no further than to infer something about Yurik's position now that his uncle was dead. He expected to meet the foursome of Kenny, Yurik, Glim, and Gelinas Oberman in three days at the outset of the Midway, an open plain east of Plazene. From there, they would, ostensibly, travel to the dwarven stronghold.

With a final whispered comment to Kenny, the elder dwarf exited the premises.

Gelinas, still wondering inwardly after the secrets of the household, wondered aloud if his misplaced spectacles might be on the second floor. Yurik guided the nobleman up the stairs to the wash room, to placate the man's dubious suggestion. When a clatter arose behind a door down the hall, Gelinas, rushed to inspect. The others crowded up from below. Tessae led them back to the dining area while Yurik
unlocked and disabled the trapped door away from prying eyes. Curiously, nothing was out of place. Only Glim's cat caught sight of room as Yurik secured it once again. There were secrets through that room that neither Tessae or Yurik had yet to grasp. Perhaps phantom noises were related.

Oberman, of course, had his own secrets, which failed to get him into the room in question this time around.

Disappointed, Gelinas took his leave to prepare for the journey and study up on the Midway. Kenny followed the parting instructions of Heran to retrieve a note at the inn. While Tessae and Yurik were privately discussing the odd turn of events, Glim Knackle took his opportunity to investigate. With a simple spell to illuminate
anything of magical property, the gnome discovered first a trap on the stairwell window. Then, peering through a keyhole into the middle room of the upper hall, Glim could see two areas of arcane aura. Moments later, Yurik called for the absent house guests and met Glim on the stairs. The gnome disclosed to the sibling hosts that he had the ability to see magic and offered to reveal his findings.

They found three items, including a Cloak of Charisma +4 and a Heward's Handy Haversack identified the following morning. Glim exhausted her third and final spell of identification for the day on a scabbard of keen edges Kenny retrieved with the note from the inn. Though its more esoteric properties would have to be uncovered another time, the third item, a book entitled "For the Quick of Hand and
Body," contained a good deal of practical instruction Yurik realized while indulging in his ability to read the halfling script.

Once Lord Oberman finally arrived, the party loaded up for the two-day journey east. Gelinas offered the service of his carriage, which Glim and Kenny declined, their own steeds they would conjure out of sight. Seeing a perfect opportunity to advance his appraisal of Lord Oberman, and being without even the cow he rode in on, Yurik accepted the generous gift of transportation. What words might pass between the two aristocrats, one of lifelong privilege, the other completely
unaccustomed to the class? What task or request will the dwarf king ask of Yurik. Will "Lord" Oberman still be around to witness?

Mon, 14 Apr 2008, 7:54 pm

"Glim exhausted (his) third and final spell." I do this during game time, too, misplacing the gender of a character with the gender of the player. It's a good thing we don't have any transsexuals in the player group and/or PC party because I might just have a conniption of clarifications. Even DMs are human, so, forgive me such errors of context.

Adventure Log #002 - Domhanuirlios Campaign (trial scenario)

Mar 25 2008, 10:22 am

Thursday March 21: The fore of a key Christian holiday, the back room of a Christian center on campus, and the execution of a purportedly un-Christian activity. Let the dice roll. In attendance were Kalan, Kelly, Colin and myself. Kalan, who showed just how good a gamer she is, had pages of character planning at hand in her notebook, ready for easy reference. Kelly initiated his inaugural exposure to the rules and roles of Dungeons and Dragons, with apt performance. And Colin persevered under threat of exhaustion with more than ample creative conduct. We tied up the loose ends of character creation and managed a solid dress rehearsal of fantasy role-play and combat.

Kalan rolled some percentages for me to plug into my random adventure tables (some results in CAPITALS) and we got a decent scenario off the cuff. The proper aristocrat sorcerer and his ad hoc traveling companion, i.e. NPC MERCHANT, met a MYSTERY WOMAN while ON THE ROAD between two communities. She besought them to help her get her son back from some men of indeterminable purpose. They proceeded, warily, to the indicated abandoned tower where a SERIES OF VILLAINS launched their attack. The evil monk, the hired ranger, and the indentured commoner who fit the role of victim to lure the travelers into confrontation.

Luckily for the ambushed duo, a rogue bodyguard hired by the nobleman's father decided to make good on his employment by engaging in the battle, as did a righteous paladin moving down the roadway. With the incoming combatants, the monk opted to call in his own reinforcements by summoning a bearded devil of his cult's devotion. This newcomer appeared in blast of dust, heat, and the odor of sulfur right next to the looming paladin, and only moments before the rogue appeared from the back of the tower.

After a procession of nasty wounds and inflictions, among the perpetrators were one gutless devil, a broken-jawed monk, and a trapped crossbow-wielding ranger who had not signed on for this kind of grief. The hour growing late, we ended the night with the aristocrat in negative hit point territory after a series of missteps in the crumbling tower, the meat shield and sneaky man at a fraction of their full health, but victory a certainty.

I'd like to thank the participants for a successful discernment of sword and sorcery. Until next time, keep your nerd on.

Adventure Log #003 - Domhanuirlios (Lios) Campaign

Apr 2 2008, 12:03 am

In attendance:
Kelly ... Kenny
Elise ... Glim
Colin ... Yurick
Kalan ... Oberman
(Me ... Tessae and all the other NPCs)

Dwarven Paladin Kenny Kronos made preparations to return to Mt. Brekknor, his schooling wrapped up early in order to pay final respects to the man that was his patron and adviser while residing in these lands far from home. Kenny knew few details, but his liege, King Dajnor Axeword, held an obvious trust in and respect for the human Denton Gravelace. Kenny believed the acquaintance with this man must have occurred before his time, for, as far as anyone could tell, the Dwarf king never left his mountain fortress and humans seldom gained entry.

In any case, Mr. Gravelace had been gracious and kind, and deserved proper respect upon his recent death.

Accompanying Kenny was the Gnome wizard, Glim, a fellow student who persuaded the dwarf after expressing great interest in visiting the mountainous regions far east and north. Along their sea voyage to the port at Baltonhead, Glim made a brief stop at the coast city of Paafrise to inform his own people of the journey he intended.

Aware of the restrictions on magic use in the kingdom of Balton, both men waited until they were well out of the city before summoning their mounts. Though the Paladin considered his steed less a magical conjuration and more a respectable creature of divine origin, he didn't know to what extent the Baltonians held up their law and acted with prudence.

The two travelers arrived finally on the outskirts of the kingdom at the village of Plazene, a collection of country estates belonging to the wealthier families of Baltonhead. Here, they met the new owners of the Gravelace estate, siblings Tessae and Yurick Cain, the grandchildren of Denton's brother Charvest and only living heirs. Dwarf and Gnome were followed into the estate by a neighbor, Lord Oberman, who seemed to have invited himself along, but that point remains ambiguous.

After an evening meal, followed by a generous campaign of wine and spirits, and a tour of the Oberman grounds the next morning, they returned to the Gravelace estate to see another dwarf sitting near the front door, casually smoking a pipe. First addressing Kenny, who recognized the newcomer, and then the others, he insisted on speaking to them inside about a serious matter. Each of the five but Oberman, anyway.

Who is this dwarf? What business could he have here? Whatever will Oberman wear when he most assuredly attempts to spy on this secretive meeting? These answers and more questions in the next installment!