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Archive for March, 2011

March of the Phantom Brigade

Clericless, the epic battle with the phantom knight Salazar Vladistone and his 4 templar knights was fought by Fargrim the dwarf slayer, Jarren the wizard, Quinn the knight and Erimikus the elf rogue. They advanced through burning Inverness to the hidden graveyard, and there found the phantom Salazar with his ghostly blade against the neck of the town sage Faldyra. She was on her knees before him as he cursed her and demanded to know why he couldnt commune with his dead and buried wife.

After a bit of conversation, in which Salazar laughingly boasted that all he wanted was to visit the site of his wife’s grave, and that if Splintershield had allowe dhiom to pass, none of this would have happened. Oh well, he grinned, and I asked for an initiative roll. With relief, the four players reached for their 20 sideds.

The dwarf went first, and he threw a hammer at the nearest phantom solider, a templar with a men looking morning star. The wizard sent off a round of arc lightning, and the thief began his stabbing dance. The enemy chose to begin with range, and other then the templar engaged with the rogue, the other two swung their morning stars until two ice-balls formed and streaked towards the wizard and the dwarf. They were struck and besides damage, were slowed by the petrifying cold. Salazar then shouldered his crossbow and fired at the dwarf, but missed. Quinn, who was late to the party showed up just in time to charge full bore into one of the templars, hammering him with his hands, and the weapons they held.

One of the templars managed to chase the wizard back into a corner, and he was battered savagely before being knowkced to the ground right at Salazars feet as he charged into the fray. The phantom Vladistone then began a spinning attack the struck everyone nearby, including the unconscious wizard. On his turn, he miraculously leapt up awake, and was promptly felled a second time. By now Quinn was close enough to pour his last healing potion down Jarrens gullet, getting him back on his feet for the second time in the battle. He made good use of his third chance, and blasted a hole through Salazars chest with a magic missile, sending the ghost cackling back into the netherworld. “Fools! No mortal may slay a member of the Phantom brigade!” he shouted as he was apparently slain.

Fargrim charged the last remaining templar, doing massive damage and bloodying the ghost, but when he tried to intimidate, he frightened himself rather than the phantom, and it took Erimkus and a knife in the back to send the last ghost on his way. With their enemy slain, Quinn bent to pick up the sword of Salazar Vladtistone, and it blazed in his hand as he hefted it.

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Session began with a bit of back-pedaling, to describe the last moments of the battle with Finn MacCool and his band of jocks, the Fialla. Amergin mocked them as the giant elves, living and dead, began to fade as the sun rose and the fey snows melted away to reveal the lush jungle greenery. Before dissappearing back into the fairy realm wince they ride forever along the circuit of the Wild Hunt, Amergin the bard said they fought well, and tossed them a bag of loot, the plunder of the last fools to cross the paths of Finn MacCool and his noble crew. He may also have flipped them the bird – he was known as Ghostraven after all.

So there they stood, in a clearing in the jungle. Heat grew intense, the buzzing of insects loud. They bound their wounds and looked about, trying to et their bearings. They were in a c-shaped clearing in a dense jungle, formed by a rocky outcropping, like three walls of a building, but natural. Within the open space a natural stone-walled pool was fed by a natural spring dribbling down the stones. Moments before it was solid ice, and Hex had to step free of the his fighting platform as it melted. (Its a trap.)

Beyond the rock-walled clearing the jungle closed in on all sides but to the north, where a small narrow field stretched towards the forests edge a hundred or more yards away. The tall trees overhung on all sides, and to them the party prepared to climb in order to ascertain their location, for they were lost – not even sure if they were still on the Isle of Dread – such is common among the survivors of a Wild Hunt. As Poppy prepared to climb a tree, she noticed something or someone watching her out of the corner of her eye. It was a creature about halfling sized, who was covered in fur and had a long prehensile tail. She also noticed it wore a necklace of bead and teeth.

Chibi-chib-chibi-Fanaton!

Back in the clearing, Hex was just noticing the pool. He was the glint of something shiny far down in the pool. (The lure.) He moved forward to give the pool a closer look and noticed a that the pool was crystal clear, and looked bottomless. The walls were of natural but smooth stone, and fifteen feet down a solid gold crown hung from a chunk of stone jutting from the wall. He prepared to dive for the crown. (Trap sprung.)

HOWEVER, just then Felipe stepped up to mention that there was no need to get wet, she had the psychic power of telekinesis, thanks to the burning radiation of Dark Sun, and could lift it out. Hex dipped a single finger-tip into the pool, and was surprised to see the tip of his finger turn to gold and drop down into the darkness of the bottomless pool.

Poppy shouted to the creature from the fields edge. It seemed to startle easily on its perch, a fallen log at forests edge, and when they shouted, it retreated along the log on its sharp toes. As Ria prepared to walk towards it with her hands outspread in a peaceful manner, Felipe left Hex at the pool to come to her side, Felipe sidled up to her, and though she couldnt see anything, her whiskers twitched – she knew it was a trap. (It was.) Eventually she found vines stretched across the jungle floor and some were tied into loops cunningly set. She left Ria to speak with the creature as she returned with Poppy to the well so their combined telekinetic strength could lift the heavy crown of solid gold. It did, and Hex was already gathering objects and tossing them nto the well. Each thin turned to gold and sank to the bottom, or broke off from whatever was partially submerged, just as his now bandaged finger-tip had.

Ria called out in the deep booming tones of primordial in an effort to communicate. The creature replied “Chibi-chib-chibi… Fanaton!” and stood on his two legs, shaking his staff. She saw that he had skin stretched from wrist to ankle, like a flyin squirrel. The thought made her glance to the trees, and it seemed some of the leaves shook in response. Just then the golden crown was pulled blazing from the pool and the chibi fanaton screamed “Chibi-FANATON!” and the ambush of the Fanaton was revealed.

From out of the trees five bolas flew – leather thongs with heavy stones on either end, meant to trip and tie up the opponent. Both Hex and Thokk were dropped by these primitive weapons, but the rest evaded. The fanaton who tried to lure them across the field aimed his staff into the midst of the heroes as they stood around the pool, and a globe o misty green flew forth to explode on the ground at their feet. Misty tendrils of vines wrapped up the heroes like thorny cocoons. Poppy, Hex, Felipe, and Ria were all restrained by the vines. Only Hex was able to teleport free, but the bola still had him knocked to the ground immobile. From that position he slashed at the fanaton druid. Hexes arcane pwoer allowed him to teleport his stricken foe a short distance with each strike, and he sent the chibi fanaton close to the golden well.

Out of the trees, the five other opponents revealed themselves, swooping down on their wings in dive bomber fashion. Halfling sized flying squirrels who grasped a pair of javelins in thei hands and feet. They stabbed with each of the javelins as they descended, Ria, Poppy, and Felipe were hit by the fanaton ambushers, who then either swooped back into the trees or landed to fight on foot with their javelins.

It was at this point some one remarked that they were ill-prepared for a full assault. They were spread out, many of their powers expended from their wild night out, and these little creatures were not so cute and inoffensive as once thought. Earlier I had mentioned that some of the battles were not as challenging as I expected, and that maybe some players thought they were too easy, or that their characters were unkillable. That this encounter was an answer to that call added an edge of tension to the battle, and the big double punch of the fanatons opening move reinforced that idea.

Gizmo gets a golden bath

Hex soon sent the leader sliding towards the pools edge. Twice the fanaton was able to hold on without going in, but the third time he became a golden statue quickly sinking out of sight to the dark bottom. Sharia rushed forward to use her lay on hands healing, and stepped right into on of the snares. She was yanked upwards, but still fought, swinging her sword upside down against the fanaton we came to know as Top-hat.

The battle had a sharp first act, culminating in many of the characters near their breaking point. The chibi fanaton would use their prehensile tails to trip their opponents and them stab into them with their poison tipped javelins. Eventually two more of the fanaton were sent to golden death, and the victory swung into the parties favor. As they last of the fanaton were being beaten down, the heroes began to speak of their new-found wealth, they had found the epicenter of their new empire in is small clearing in the jungle.

They also remembered the bag of loot won from the Wild Hunt. In addition to a well that turns anything dipped into it into solid gold, they also found two potions of vitality, Winged Boots, A magicians ring, bracers of defense, a cloak, some gloves and a strange bag containing “dust of creation.”

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This Saturday saw some friends and fam gathered at the yearly Planet Comicon event for Kansas City. It was a great gathering of geekdom, and a big mixed up over-populated auditorium full of fandom, shopping, and gazing in wonder at all the amazing sights. One of my favorite things about conventions are the costumes, and I vow to have one for the next convention, but for now we can look at some of the great costumed characters out and about.

I was going to chat with Supergirl but her boyriend gave me the evil eye.

Who you gonna call? Thats right, it looks like our cleric Ria (short for Maria Guadalajara) is willing to consort with just about anyone to turn the undead, even these fellas. They are looking pretty good.

Here we have a trio of villains being held at bay by a young heroine ensign with her laser sword. That mook on the far left really looks pathetic.

There were droids, and the small child watched them with concern. The laser sword she wields was a big hit and many were the duels fought this day.

The iron men were there that day, escorted by their aid de camp.]

Order was maintained at all times by a stiff imperial presence.

But even among the imperial officer corps, love can bloom.

But there were people of many species, shapes and sizes, like this little jawa.

When I asked to take their picture, this young padawn was with her friend jawa, but she stepped away and then got all bashful when I said I wanted her picture too. Shes in the big leagues now with those jedi robes.

This strange tusken raider turned jedi also claims to once have been an emperor of the galaxy, but Im not so sure about that. Next to him stands my son, dressed as Alexander Anderson.

I always suspected Scarlet and Cobra Commander had a thing – the whole sinister plot to take over the world was merely the by-product of their tempestuous relationship.

I had to ask the father if I could take a picture of his kid with Kickass, it just looked so hilarious The kid was pretty doubtful of the whole situation.

The family that dresses up like star wars…

Does this guy know he’s got a yoda on his back? Yoda, what are you doing back there?

And of course I must show off all the amazing plunder. There was a ton of great stuff to be found. I spent way too much money, but every seller was willing to cut a good deal. No offer we proposed all day was turned down, for the merchandise.

For the artists, and there were a huge amount of artists of all types present, I never bartered. Shown are one of the two auographed Walking Dead prints, which were wildly popular this year, I was happy to see. If I were richer, I would have bought a lot more artist stuff than I did, and at first I was sad, because I wasnt able to buy something from them all, but I found that just talking to them, and commenting on their work was also rewarding. I cant buy your stuff but hey I can tell you how much I like it! Most of the artists seemed happy to talk about how great their work was, and after awhile, I realized we were a just a bunch of nerds hanging out with the stuff we loved. I totally support the many talented artists, and it is good to see that there is a place for them to flourish.

Accidentally left out of my loot photo was the single biggest find of the day, the elusive McQuarrie concept stormtrooper. I have been searching for this for years without luck – until now. I mean, come on, its a stormtrooper – with a shield and lightsaber!

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Burning Inverness

The night was dark, the moon was out, the snow was cold and white, and over it all was an evil red-orange glow of flames licking skyward as Inverness burned. Between the broken walls, the heroes could see their countrymen fighting against the ghosts who set the fires. Near the main gates a large contingent of townsfolk battled against the deathless foe. They knew they had to get in there and save as many as they could.

They merely had to cross the open fields surrounding the town, but ghostly soldiers patrolled the perimeter. The mage went first, stealthily dashing from shrub to shrub. At one point he threw himself behind a bush just as a phantom soldier strode by, apparently oblivious to the wizard holding his breath a few feet away. The thief went next, showing Jarren how its done. He made it ¾ of the way across, but somehow, one of the phantom soldiers seemed to come out of nowhere, and Erimikos stood stock still as the phantom passed. The cleric Valleygirl decided to use her wits rather than her physical skills, and watched the soldiers, noticing they marched in a set pattern. She waited until they were at their furthest away and hurried across the field, robes swishing. She came to a stop just below the banks of the main road leading to the gates. She gave Fargrim the dwarf a thumbs up, and he dashed across the field, throwing a plume of snow like a snow-blower. He felt a cold feeling as he passed directly through a phantom soldier. It did not hinder him, but after he was past, Fargrim glanced back to see the phantom soldier turn and emit a silent scream towards the town wall. A ghost on the wall returned the signal.

Eventually they made it up the incline to link up with Malgram who was escorting a group of civilians as they made a fighting retreat out of the burning city. He looked haggard and worn out, but said that there was another group inside, led by Faldyra, and that the party should try and save her if they could. They could. The heroes entered the city to do battle with the phantom menace.

Sneaking between two homes, the party ran square into a patrol of 9 phantom soldier. They were like the soldiers they fought in the woods, 6 halbardiers, an armiger captain, and with them were a pair of ghostly soldiers wielding huge headed hammers. The soldiers had the drop on them and they were able to swarm forward blocking the characters in the narrow alleyway. The armiger then strode in swinging his pole arm in wide arcs, striking nearly all of the party but for the wizard who was slinking around the back corner of the house.

The dwarf Fargrim was in the lead position, and he took a hammering (literally) from the soldiers who swarmed around him. For the majority of the battle he faced two or more opponents, but his resilience and dwarven nature saw him through the ordeal. His axe chopped and hewed with abandon.

Behind the dwarf the battle cleric Valleygirl swung her mace. The armigers attack knocked her down and a soldier stabbed into her with his shortsword, taking her within an inch of her life. With the cleric down, the party would be doomed, so she did what all clerics know she must – take care of herself first, which she did. Getting up, dusting off, and healing her wounds, she began a wild series of mace swings, javelin throws, and undead disrupting that fended off the enemy and dropped a few.

Erimikos was in his element, shifting and stabbing for massive damage. Only th i8nsubstantial qualities of the ghosts kept his dagger from flaying them. He shifted forward to aid the dwarf, then shifted back to aid the wizard.

Jarren meanwhile was casting arc lightning and magic missile with abandon. His magic took out the majority of soldiers until one of the two ghost-hammerers saw how effective the wizard was and had a trick of his own. Unlike the heroes of flesh, the phantoms could pass through walls, and an armiger did so, coming up right in front of Jarren, forcing him to cast while in the ghosts face. He still managed to get a major hit on the ghost, buts its retaliatory strike bloodied the cloth-wearing wizard.

Thinking quick, the wizard noticed a door next to him, and trying it, found it was unlocked. He shifted into the house, realized it was his own home, and sat down for a spot of tea and crackers let half-eaten on the table. He was wounded but alive, and one more magic missile sent the offending ghost-hammerer spiraling into the underworld.

Meanwhile Erimikus shifted back forward to contend with the main party, leaving the wizard with the hammerer. The rogue ran out into the courtyard and threw a dagger at the other hammerer, drawing his ire. The hammerer dropped the cleric with a well-cast hammer, and the dwarf roared his rage and charged. Then the wizard poked his nose out of his house, noticed the fight was still on, and flicked a magic missile at the last standing ghost, dropping him. The dwarf rushed over and used his surprisingly good healing skills to patch up the cleric.

Erimikus was recovering at the edge of the battlefield, and noticed one nearby burning building. In the building was a suit of armour that was not burning like the house, and the thief risked it all to nab the delvers leather +1.

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A while back I was the lucky beneficiary of a friends box of unpainted minis, stowed away in a closet since the very early 90s. Beside some utterly cool PC miniatures, the big prizes in the collection were a pair of Ral Partha dragons. One was the White Dragon, showed off here, and the other was this huge red, from the age of dragons campaign setting. These dragons were known for having unique looks and lots of personality, since they were meant to be player characters. This miniature is dripping with character, from its glaring expression, grasping claws, and upright position, the malevolence of the dragon is palpable.

Council of Wyrms Red

Here we see it as I got it – partially painted but apart, with some built-up glue buttresses that needed to be removed. I actually had no idea it was a red dragon, and it wasn’t until I did some research that I found out which particular campaign the sculpt recalled – being atypical in its horn and facial formations. Seeing it apart, I was worried the dragon might look strange, sort of like a giant dragon-man, and those huge horny claws – just wow! But my concerns were completely unfounded, as we will see once it is together.

I briefly mentioned my gluing techniques in my article on the white dragon, but to sum it up, I use gorilla glue for most gluing, often with a tiny dot of superglue to hold it in place while the gorilla glue hardens. This dragon is an especially difficult challenge for gluing, as it comes in 7 separate pieces. The gluing process took all of a week to complete, because I made sure one section was FULLY dry before starting on a new section. Word of advice – patience leads to success, try to hurry the process along and I can guarantee there will be issues. On my first night gluing I had both arms together and foolishly decided to push my luck and add the wings – it would have saved me two days! Instead it cost me a day when I knocked off the arms trying to position the wings and had to let it ALL dry, then scrape the glue of and start over the next day. Trust me, do a small bit and move on until it is dry.

Because of the nearness of the wings to the arms and neck, it is important to clean each area of excess glue before starting on the next section. Gorilla glue has a tendency to expand in big bubbles as it dries, but I have found a brand new blade in an X-acto knife is perfect for cleaning up this and any other flash. It is important to keep the blade new and sharp and replace often, as dull blades do not cut or clean as well, and can lead to accidents. You don’t want to put any more pressure on these seams than you have to, so be careful while cleaning up the excess glue. This will expose open areas and gaps that need to be filled, I use a tube of the stuff that looks like model cement in the model aisle, contour putty I believe it is called.

Glued, based, filled, and ready to paint

Once the model was completed, I attached it to a huge base I happened to have thanks to the 43 thousand fey crocodiles I have out of the latest miniatures set – blue dragon, hydra, and catapult will be mine if it takes 43 thousand MORE crocodiles to get! Last time I was using a large base, but these fey crocs are easy to cut off their bases and for such a big, heavy miniature, the stability of a huge plastic base is worth the cost of a trashed huge. Then I added some “rubble” from my WW2 diorama supplies – bricks and broken rocks to make it look like the dragon might be standing on a collapsed wall, and painted it all black. I was originally going to go over the rubble with grey, but for now decided to leave it black. Maybe Ydraiggoch lairs in a coal mine, I don’t know!

Has there ever been a pink dragon?

Then it was time to prime, and I chose fuschia. Part of me wanted to call it quits after the prime coat – that is one swank looking pink dragon.

I used a different method of painting this time, I call it the Layer Method. No washes or drybrushing this time, I simply start with the lowest darkest colors first and work my way up to lighter, higher colors until the whole thing is painted. For example, for the dragons golden breast, after the primer, I covered all areas that would be gold with a thin mixture raw umber. Over the umber I painted classic rich gold, a little thicker mix than the umber, and in the corners, and against the edges, I left some umber showing. This is sort of the reverse of doing a wash. Instead of doing a wash after the main coat, I pre-darken the areas with an under-coat. The result is that the main colors are more vibrant in the end. Finally, I took my lighter titanium gold and lightly touched the raised portions and forward edges, highlighting. For a red dragon, I wanted to keep the vibrancy.

I used a dark red for the under-layer of the dragon, and cherry red on top. For his jewelry, I used copper since I was already using a bunch of gold. I added a choker to the dragon to hide the glue line around his neck, and added the blue gems to the jewelry to help set it off. His claws and horns I did in white, and only his tongue I left in the original fuchsia primer.

The Huge Red Dragon Ydraiggoch in all his Glory

This dragon was a great joy to build and paint. The gluing was difficult, and not without its problems, but it can be overcome with patience and gorilla glue. I think I have improved with this dragon and have become somewhat addicted to building and painting dragons.I may need to go online and find another for my next project. I am not sure of the status of Ral Partha, but I have heard some mighty good things about Reaper minis.

Bohemian defends his territory against huge Ydraiggoch

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Angus Bloodbear, Finn MacCool, and Amergin Ghostraven

Continuing the annual tradition of bringing Irish legend into our St Patricks game session, this time around we delved back further into the Irish myths and legends of their age of heroes. The main characters of our story had just saved the three children of wizard Obitello Amber, Xvart, Ismelda, and Isolda from the hellish fate of the devil infestation in the dungeons beneath Chateau Amber. The completion of the quest required a few days of rest while the enchanter repaid them in magical enchantments to their arms and armour.

One afternoon on the tropical Isle it began to snow. Since the isle was connected to the feywild this was not as unusual as it might seem, but when the death-cattle Camus the catoblepas made an appearance they knew something was up. Camus told them it was Beltaine eve, a magical time in the feywild when many return home for days of revelry. Camus reminded them to stay true to their friends, and also told them cryptically, of the tradition to drive cattle between two bonfires to purify and pacify them.

Soon after the death cattle left, the baying of hounds was heard, then the thunder of the chariots and the squeal of their wooden axles as 4 giant chariots hove into view. One was pulled by a massive white six legged stallion, and from it jumped a smiling elf of giant size. He introduced himself as Finn MacCool, chief of the fionna, or bandit gang. Next stepped out a regally robed and bearded man who rode a chariot pulled by a great wolf. He was Amergin Ghostraven the bard and boon companion of Finn. Old King Conchobar Hounder was pulled by a giant sure footed goat, and lastly, young Angus the Bear, whose wild golden curls and over-powering musk led all the ladies to swoon for him. His chariot was pulled by a great bear of course, a second or third cousin of the primal bear-druid.

They announced Xvart had been chosen to go on the Wild Hunt, and that the heroes may accompany them if they chose. (Aside: a side quest was that Obitello hoped they might recover the philosphers crown) Luckily they (grudgingly) agreed to go!

They first must divide into two teams of three and each team chose their chariot. Poppy, Ria and Hex chose the sure-footed goar, while Sharia, Thokk, and Felipe chose the bear. One acted as driver, one acted as navigator, and the other was the animal handler. Soon they were off and the snow became steady and the temerature dropped. They crossed the lake, then pssed through the bog and were soon into deep dark woods. Finn pulled close and pointed ahead to a star formation. “That be the ladies crown. We go to me cousing Queen Medb who resides at Tara! It lies just below the green jewel thar in the crown! We’ll race to the finish if you’ve the stomcah for it!” He whooped and Finn threw a spear into the wheels of one chariot while old King Conchobar fouled the other chariot. They sped away while the heroes chariots spun to a stop.

So began a race over a river, through woods, they had to jump a ravine and at one point Amergin cast a lightning bolt that opened upo a ravine before them. The chariots wheeled and careened and then the second chariot pulled forward, even with Finn as they came to the straightaway, with the tall hill of Tara looming up before them. It was deemed a tie but Finn MacCool handed out solme gifts for the great run.

When they dismounted before Queen Mebd and her ward young Brigid, Xvart and the maiden exchanged glances and fell instantly in love. When they found a moment together she gave him her ring, but told him to hide it. Meanwhile it was time for the salmon catch at the stream and everyone was invited. As they were getting ready to dive into the water, stripping themselves of excess clothing, one of the PCs noticed old King Conchobar standing near Xvarts clothing, and with his big toe, he flipped open Xvarts purple vest and out rolled Brigids promise ring. Conchobar flicked the ring into the stream with hiss toe and the most amazing thing happened. A salmon leapt out of the water, likely to catch the jeweled fly, and instead swallowed the ring. The PCs finally managed to catch the ring, and that night, Finn MacCool announced he would take her as his wife as she had come of age on Beltaine and had no promised love.

Eventually Felipe returned the ring to Xvart and the two were able to be together, but Finn MacCool was angry and felt betrayed. Brigid gave Felipe another of her rings as they left to continue their hunt. They had to cross a ford, and at the ford a strong but young warrior named Cuchulainn stopped them and would not let them pass until he was defeated. Poppy tried but was vanquished at first blood, but Thokk finished the deed. Now they were lead into small boxed in coanyon, snow and ice covered, where Donn Culaingne, a death cattle much like Camus the catoblepas, though smaller, waited near a pair of bonfires. He agreed to side with the party against the giant elves who were preparing to attack.

The fight was long but intense, as the heroes fought against the four giant elves, and the four chariot mounts who transformed into 4 huge hounds. When Finn was slain, the catoblepas Donn Culaigne decided tostrikle out on his own and be owned by no man, he also betrayed the party by attacking first Poppy then Hex, but Hex drove the cattle back through the bonfires, pacifying the cattle. Felipe went down under the attack of the hounds as she stood at the entrance to the canyon and would not let them pass. Finn went down, then Angus went down, then a hound or two, and eventually old King Conchobar called a retreat with him and Amergin and the surviving hound even as the snow and ice began to melt and the sun rose on the dawn after Beltaine. Strange night indeed.

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A new adventure awaits!

52 weeks of Wednesday night gaming has led us here. On a St. Patricks eve in the corridors of Basement Games, wildly diverse gamers gathered around two tables to explore and exterminate. Team DM JB was out in force, with spry JB Jr leading one table made up of short creatures with high energy and even higher voices. Lazy, head drooping, hairy-eared DM Sr led the table of older, wiser, slower, steadier, elder kaniggets. The table of youngsters numbered six and had a raucous good time, slaughtering their foes with abandon. The other table however, had a different story to tell…

Aldus Splintershield, wounded from his run in with “the 13th axeman” sent Malgram and his team of searchers back towards town, while he joined our party of heroes, made up of Quinn the knight, Jarren the wizard, and a new recruit Brandis the paladin. Together with Brother Splintershields urging, they went exploring northwards into a valley where it looked like the disease may have originated. The bright moon shone down on the white snows of the winter valley, making the shadows under the eaves of the towering trees all the more dark.

The party stumbles northwards towers the steep banks of the eastern hills towards some shallow bear caves. At one such cave, they smell a horrid stench of decay, and investigating, they turn up a pair of dead bears infected with the disease. No recent tracks in or out of the caves, and the bears are undisturbed. This leads them to believe the bears contracted the disease elsewhere and brought it back to the cave with them. The party continues on northeastward, and they come to a pool.
The thick ice covering the pool is broken and black water splashes against the icy edges, where red crystals have formed, keeping the break in the ice from closing. They find a campsite the woodsmen used, and find an old tin drinking cup covered in red crystals. Here is where the axemen became infected.

The pool is fed by a stream, so thy follow the stream to the north until they come to a strange sight. A giant boar-like demon lies dead and decaying across the stream. Long jagged crystals shoot out of him at odd angles, and he causes the stream to pool up and flow under the ice around him. Aldus rushes forward and begins his cleansing ritual to purify the infected demon and hopefully wipe out the worrisome crystal plague. Just as he finishes the ritual, there is a flash and the divine white glow is replaced by a sickly green light, and out of the flash, a number of ghostly warriors step forward. They wear armour of ages past, and look like a troop of soldiers. Two leaders surround Alsud, stabbing him with their long pole-arms (glaives) while six swordsmen create a protective picket-line to keep the rest of the party from helping the poor dwarf founding father.

Reacting quickly, the knight and paladin, shoulder to shoulder charge into the ghostly soldiers lines. Each took out a phantom warrior, who exploded into whisps of shadow when they fell. If a warrior was next to a fallen comrade, he would take in some of the shadowy essence of the dying phantom, becoming stronger for it. The wizard began throwing his arc lightning, frying up the phantom warriors 2 by 2.

Meanwhile, Aldus staggered under the blow of a phantom captains glaive. The blade cut through the dwarfs leather armour, spilling his blood over the red snow, and Aldus went up on his toes with the force of the uppercut. The other phantom captain ignored the party to take a swing at the town founder as well. Aldus went down under the attack, and the rest of the party was unable to get to him. As Aldus creid out and fell to the snow, knocked unconscious by the blow, the heroes saw a bright flash of light in the sky. Not from the attack, the brightness came from behind them, from the direction of town. This was bad.

Time seemed to slow down, and silence filled the night, broken only by the singing blades, the grunts of bodies pressed far beyond their strength. The two phantom captains cackled as the knight, paladin, and wizard hacked through the remaining phantom minions. One of the ghost-leaders took his glaive and dropped it over the dwarfs neck, and with his foot stomped downwards. Aldus’ head rolled free in a spreading field of red. The demonic shadowy ghost warrior looked ot his comrade. The deed is done, they be our reward!” So saying, the second captain strode forward and sung his glaive wide, striking all three heroes as the glaive spun in a complete circle around the whirling warrior.

Soon the second captain joined the first, and both warriors gritted their teeth as they faced the dueling glaives. Quinn was knocked down and back, while Brandis stood firm and got cut to ribbons. Launching himself to his feet, Quinn tossed the paladin his sole healing potion and struck the first captain a mighty blow, bloodying him. Brandis took him in the chest, and the captain exploded into shadowy tendrils as he screamed his last. In pure rage, Quinn struck the head off the second captain, and even as his bloody sword swung free of the ghosts insubstantial neck, his eye caught upon something shiny on the dead dwarfs body. He bent to investigate and found that the Aldus was actually wearing Dwarven Armor +1, which Quinn knew the dwarf wouold want to see go to good use, along with the 75 gold in his pouch.

Behind them lay their home, threatened by loss of the cleansing ritual which died with their founding father, the dwarven priest Aldus Splintershield.

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Encounters started on a blustery St Patricks Day in 2010, a year ago tomorrow. In that year we’ve have had 52 non-stop weeks of D&D Encounters goodness. Lets take a few minutes to look back on a years worth of Wednesday night encounters. In that time, we have gone through 3 separate adventures or ‘seasons’ and are mid-way through our fourth. Each season had its own focus, and so far, each season has lasted for a unique number of weeks. All the seasons have allowed for leveling up of characters, 2nd level for the first season, and 3rd level for each season after that.

Every season also began with beautiful half page full color glossy pregenerated character sheets, of which I am a huge fan. In most cases, the community came together to create leveled versions of the pregenerated characters. Now in the fifth season, we have 2nd level pregenerated characters on the Online Character Builder, which is handy. I still prefer the half page sheets, which are easier for new players to understand than the 32 page character sheets the Online Character Builder spits out.

Season 1, 12 weeks, Undermountain: Halaster’s Lost Apprentice

The adventure began with a back alley brawl, behind one of the most well-known taverns, the Howling Well, in the most well known city, Waterdeep, in one of the most popular game worlds, the Forgotten Realms. This adventure also had a tie-in with a novel penned by the adventures author, Eric Scott De Bie, called Ghostwalker. This adventure was great fun, and the level of excitement for the new Encounters Play program was palpable. There were Wednesday nights during this season where there were over 50 people, and 6-7 DMs playing on a given Wednesday night.

Some highlights of this season included the solo encounter with the eladrin, the myconid chamber (one of my all-time favorites) and a fun skill challenge exploring the dungeons of Undermountain. Actually most of the encounters in this season were excellent, mixing fun and challenge with an interesting locale and monsters. Biggest weirdness: ghost on ghost sexual assault.

Season 2, 15 weeks, Dark Sun: Fury of the Wastewalker
The hype for Dark Sun was intense, and the season started a month before the actual campaign guide released. This meant pregenerated characters were REQUIRED for this season, at least for the first couple of chapters. My group of players had no problem with pre-gens, and when my table grew too large for the 6 included, I had the Free RPG Day pre-gens to add to the mix which included some real classic characters, such as Kindrock and Pak Cha. Eventually they opened up character building for players, but Dark Sun material was never included in the character builder (during the season) so it was difficult.

The season was fraught with issues, mostly of encounter balance. The first 4 encounters were so difficult that many game tables suffered total party kills, especially on the first encounter of the season. (Those darts did MASSIVE damage!) I had a player kill during the battle with dust devils (which rose during that season to be one of my favorite all-time monsters, and became synonymous with Dark Sun, even though the monster actually appeared in the MM3 and was not Dark Sun specific!) In fact, the running joke was that no dark sun encounter was complete without at least one dust devil. At some poin, I plan to do in-depth play reviews of each of the adventures, but I would like to say with a twinge of sadness that Fury of the Wastewalker has been the weakest adventure to date. It was, however, dripping with atmosphere, which is what makes Dark Sun as dark and sunny as it is.

Season 3, 20 weeks, Essentials – Keep on the borderlands: A season of Serpents

This season coincided with my move from Game Café, which was reducing the number of tables they ran, to the newly opened game store nearer my house, Basement Games, where I have continued on into season 4 and beyond. This move has allowed me to grow the encounters program at a new site in the northland of Kansas City, where previously no game was offered. Keep on the Borderlands coincided with the release of Essentials for 4th edition, a re-packaging of the core game with a more ‘old school’ feel. I personally love the essentials products, and feel they have gone a long way towards streamlining the game, especially the classic character classes.

The adventure itself was stellar, and included no less than 3 dragons, city, dungeon, and wilderness encounters, and even a siege! The longest one yet, the adventure also saw us through the holiday season and the worst of winter. The module itself hearkened back to the original classic penned by the author of the game we all play, though the adventure bore little resemblance to that one, other than the keep itself.

Season 4, currently on week 6 of 12, Essentials: March of the Phantom Brigade

Wizards of the Coast continue their old school revival with another adventure loosely based off a classic from the 80’s, this time it is the Castle Invernes. Season 3 saw a change in adventure design, with the developers of the game also designing the adventures for the Encounters program, rather than independent authors used in the first two seasons. It has led to a lot of “pushing the envelope” of encounter design, and so far, the fourth season has upped the ante of its encounters to include MUCH more role-play, investigation, exploration, skill challenges, and even an attempt to lessen the impact of the “rail-roady” nature of encounters by allowing for some alternate encounters. It has wandering monsters.

One year later, we can see the vast improvements in the program, from the way the rewards system works, to the adventure design itself. Here is to another year of fun!

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Who is the better player?Two men enter, one man leaves. Such are the words spoken at the beginning of Thunderdome, a means of settling a dispute between two ultra-violent lunatics with nothing left to lose. But this is much more than a simple arena battle to the death. The adventure is designed to test a pair of players skills against the environment as well as each other. The premise is simple, two PCs and a Dungeon master sit down to play a single session (plus any specatators) the end of which will occur when one of the PCs is triumphant and the other is dead.

Warning – This adventure is meant to be played only by those mature enough to handle intense antagonistic scheming without breaking under the pressure. It is competitive and merciless. It also implies trust between the players and the dungeon master, and each other. A good dose of fun loving camaraderie is also recommended but not required. For these reasons, this adventure is given a Mature rating.

For those who dont know Raistlin, he was an old school wizard powerful and evil enough to challenge a god, in the Dragonlance series. He endured a terrible test to get his wizard robes. He went with his twin brother and they survived only by working together through self-sacrifice. This never sat well with Raistlin, and this adventure is an extrapolation of a testing tower the diabolical mind of Raistlin would devise. A tower not where the love of two brothers could lead to unlikely victory, but a much less subtle test, one that required the violent sacrifice of the other to be successful. With this in mind, he built Raistlins Tower, where one lucky winner can receive a great treasure at the expense of the others life. It worked thusly:

A low stone tower has a walled courtyard, divided in two. In each half of the courtyard a door leads into the tower. There are guards positioned in the courtyard with enchanted crossbows and orders to only allow one victor, he possessing the treasured golden skull, to exit the tower. Around the courtyard are seats for Raistlin and any other spectators. The doors into the tower are unlocked, unlike all other doors in the tower. A short hall leads to the first encounter area, a trap that must be discovered and disarmed in order to escape the chamber.

A doorway in the side is locked (and trapped) and leads to the crossed halls, and area where the PCs are likely to meet. The halls lead to the third and fourth encounter areas, containing monsters that must be dispatched or bypassed. From there, a hallway leads to one end of the final encounter area, with the golden skull on an altar in the center of the chamber. While the two characters remain alive in the tower, a force field protects the skull from being prematurely pilfered. Bonds signed before the duel with blood magic insure the force field will only deactivate when one PC is killed. Likewise no power either PC possesses will work against the force field, due to the same blood magic pact.

This is a rough outline of an idea I have had brewing for awhile. Granted it is overly competitive and would probably lead to huge arguments and possibly even broken friendships, but you have to admit, it sounds fun.

Step 1 – Players agree on PC level, game edition, and any house rules to use.
Step 2 – Players create characters while DM creates dungeon.
Step 3 – Let the game commence.

That is the general sequence of events. Generally the players all need to agree to the ruleset, including which splat books to use. I highly recommend sticking as close to ‘core’ as possible for whatever edition is being used. The dm should be final arbiter of which magic items, spell lists, to use. It is also recommended that players not sacrifice their beloved characters for this, but instead pre-generate new characters for the event. This will help to dilute any feelings of attachment the player has to his or her character as well as being a clean slate without any baggage, such as custom magic items or house rules.

Finally it is worthwhile to think on the nearly limitless variations. The idea of not using a dm, but the players run each others encounters is one such variation worth considering. Another idea would be 2 on 2, or 3 on 3, etc.

I have recently agreed to participate in one such duel. With a DM I have never met, I will play a 10th level character against a friend in a 3.5 edition of the game, using only the core books. I will keep you informed of how the game progresses. Im sure live or die, it will be a fun tale to recount. As a DM of 25+ years, I have very little player experience to call up, except for the experience gained from decades of watching PCs squirm their way out of my clutches, or not. I think I am well prepared. Bwaah-hah hah haa.

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After exploring the peak of the Isle of Dread’s mountain volcano, Teravaku, the heroes must eventually descend to the island at large. Game trails and natural stair-like formations offer four routes down the volcano, each corresponding to a cardinal direction. The northern and eastern descents are rough and rocky, with switch-backs and precipitous falls, while the southern and western pathways wind downward through heavily forested mountainside, with fast flowing brooks and small clearings marking the trails.

The surviving white apes of the mountain peak are unfriendly, and though they do not openly attack, they glare and will attempt to throw chunks of rock when they believe they are not being observed. If the party insists on camping anywhere near the peak of Teravaku, the apes will mount a night raid against the party. 12 great apes (XP value 2,100) will attack from stealth by throwing stones from maximum range (10 squares) as a surprise attack before charging in. if half their number are destroyed, the remaining apes will flee and no longer bother the party. The party begins the next day one healing surge down apiece, due to the nights excitement.

These apes are level 4 creatures, so it is likely they will not perform very well, and could result in a slaughter. That is ok, only poorly prepared parties will suffer the full brunt of the attack, mostly from the initial volley of stones, but also because their armor class will be reduced due to the lack of armor. Careless or imperceptive parties will be automatically surprised by the great ape attack. Otherwise any character asleep or with a passive perception of less than 20 will be surprised. Those actively guarding will be surprised on an active perception of 20 or less. Remember that PCs cannot sleep in armour heavier than cloth.

To the North – The Volcano drops precipitously down many hundreds of feet to the heaving waters of the Jade Sea. The north face of the island is almost all cliff, and the waves roil and splash against the isle, and through the maze of tiny islets and pillars of stone that jut out of the northern waters. Black shapes dart and fly amongst the spray, diving and swooping. There is a twisting, back-tracking route that leads downwards to the waters edge.

After an hour of travelling, the party is close enough that perceptive characters may be able to discern (DC 19 perception) that the flying creatures are in fact manticores who nest in shallow caves that dot the cliffs of the north face. The pathway they are on descends down to the level of one of these cliffs, but not all the way to the waters edge. If the party continues they will be discovered when they are within 100 feet of the cave unless the party takes care to conceal themselves – not likely while climbing down a cliff-side. A manticore will do a fly-by while out of range to determine who the interlopers are, and will then return with its pack-mates for an impromptu lunch.

Level 11 hard combat encounter 3000 xp
3 Manticore Spike Hurlers (2400)
1 Manticore Impaler (600 xp)

Tactics –
The Manticore strikers will stay out of melee reach and bombard the party while trying to cover for the impaler to swoop in and pick off individual characters one by one before dropping them onto the rocky cliffs. If the manticores are winning the fight, the hurlers could land and vent their rage in melee, but they are not stupid and will use their natural flying advantage for all it is worth.

If a character is plucked off the cliff and dropped, or knocked off, they will fall onto the cliffs below. From the upper run of pathway, they will fall 40’ (8 squares) plus whatever height the impaler achieved before dropping the PC, and will land on the nearest square of lower path. If the character is dropped from the lower run of path, they will fall 1d10 x 10 feet (2 – 20 squares) before catching themselves on some outcropping. In either case the character will take the standard 1d10 per 10 feet of falling damage. Climbing back up to the fight requires a DC 14 athletics check each turn of movement, and every square upwards is considered difficult terrain for purposes of movement. Failing the roll means the character makes no upwards gain, and on a roll of natural 1, slips an additional 10 feet down (no damage).This means that a dropped character could have up to 20 squares of difficult terrain to navigate.

If a character is knocked out by the falling damage, they will slip down into the sea 200 feet below on their FIRST failed death save, practically insuring their permanent death. The unconscious character can be described as hanging by a thread, about to fall, to give the players a warning of what is about to befall. This is a dangerous fight.

Treasure – The shallow cavern contains a central area of rough bedding provided by all the uncured hides of the manticores victims. Perceptive characters can recognize the hides of gorillas, large reptiles, and horses (actually centaurs) as well as man-skin. 1d4+1 manticore eggs can also be gleaned from the cave, and their worth is estimated at 500-1,00 gold apiece, for the right buyer. They will hatch in 2 weeks.

Some players may want to continue exploring manticore caves to gather more eggs for instance. Allow at least one more cave within climbing distance, with a similar but slightly harder combat – subtract a spike hurler and add a second impaler and a Sky hunter to the next encounter, as the manticores call upon an alpha sky hunter to help defend the cave. The treasure is the same, or if the DM wishes, it could contain 1d4+1 newborn manticore cubs instead, for a little variety and hilarity of course.

To the East – The trail is rough and tumble. One minute you are skirting large rock formations, the next you are plunging through narrow canyons that wind ever downwards. While weaving through one such box canyon, the sun is blocked momentarily by large black shapes plunging out of the sky. With a sound somewhere between a screech and a lion’s roar, the manticores swoop in to attack.

Any character who rolls an ainitiative of 20 or less is surprised. The manticores get a single surprise action from their starting position just above the canyons edge, approximately 25 feet (5 squares) above. This gives them just enough room to charge or to hang back and use long range attacks. The canyon walls can be climbed with a DC 17 athletics check, and all 5 wall squares are considered difficult terrain for the purposes of climbing.

Level 12 combat encounter 3600 xp
Manticore Sky Hunter (800 xp)
3 Manticore Impalers (1800)
2 Manticore Strikers (1000 xp)

Tactics – This is a straight forward battle. The hunting squadron will deploy to maximum affect, with the impalers trying to pick up and drop PCs while the strikers stay back by perching on the canyon tops and firing down into the valley, while the Sky Hunter goes where he is neede most, not afraid to mix it up with melee.

The canyon walls are 30 feet high, are difficult terrain for climbing purposes, and require a DC 14 athletics check at the beginning of each turn for climbing. The manticores have little treasure other than a couple slaughtered deer which they drop onto the cliff-top before beginning battle. The Sky Hunter wears a gold armband around its front paw that acts as Bloodsoaked Bracers (giving the Sky Hunter +5 damage when bloodied.)

To the northwest is a narrow side-passage which leads to a sheltered area of the map, protected from above by a shelf of rock 15 feet up letting in only a sliver of light along one edge. The manticores will have to squeeze through the passageway to get to the party and will only do so if they are winning the fight. Otherwise the party has found a safe place for an extended rest. In additon, others have camped here before and buried under a large rock near the back wall (with a symbol for ‘gem’ scratched into the rockwall above DC 24 to spot.) The gem is an astral diamond worth 10,000 gold.


To the South or West –
The narrow game trail jogs back and forth along the mountain wall as it descends. The jungle is lush with life and the scents and sounds are overpowering. The path crosses many cold flowing springs and through groves and clearings, until one such clearing seems especially inviting. The floor of the clearing is spongy moss and along iits edges a dark flower blooms. Occasionally it seems like you are being watched, and you catch emerald eyes staring between the leaves, but always they are gone before you can focus on them.

DC 21 Nature to reveal it is Black Lotus and will make a DC 10+lvl will attack to any who come within its aura or be forced to fall prone, save ends. On the first failed save, the traget falls into a magical slumber and must be awakened by another (as a minor action) or sleep for 1d6 hours. A character who makes their save can no longer be affected by the lotus.

The enemy in this encounter, the oblivikon moss mind master, or Ommm, has developed an especially nasty trick. It has spread out its form to be in the center 4×4 area of the tile, and those who are hit by the lotus will attack will sit on the lush moss. The combat will begiin as usual, and characters on the moss at the beginning of their turn take 5 acid damage as they sink into the acidic mossy flesh of the concealed mind master.

Level 11 hard combat encounter 3,700 xp
Oblivion Moss Mind Master (1,400 xp)
4(+) Mossling Hurler Minions (700 xp)
Displacer Beast Pack Lord (1,600 xp)

Tactics – The mind master has prepared the ambush in advance, and has four mossling hurlers prepared. THe master itself will form into its natural large shape as a move action, and then resume combat as normal, trying to create as many minions as possible. The displacer beast will spend the first round of combat invisible in the treeline off-map finding the best area to approach. it intends to target one character and cut them off from the rest. The panther may choose to escape if it becomes bloodied and the outlook of the battle is not favorable. In which case it will continue to hunt the party and spring another such ambush when the time seems right.

The treasure in this clearing is of unusual nature. Once the oblivion moss is dealt with, it will be found on a thorough search of the clearing (DC 24 Perception, DC 17 dungeoneering) that an outcropping of rock broken apart by a baobab tree root reveals a vein of gold. By careful mining operations up to 5,500 gold can be removed from the deep vein. Generally 100 gold per day per person involved is the rate of removal, without creative mining ideas. Alternatively, during an extended rest, each person could collect 1d100 gold worth of nuggets, for a simpler mining experience.

After the encounter – The sun is setting and night falls with surprising speed. Even as one edge of the sky is lit with brilliant crimson, the opposite side of the world goes to sleep under a purple starry night. The howls from the day walking beasts give way to the cries of the night hunters. Pacified, this area seems safe enough now that a camp might be safely made.

Thus ends the first day on the Isle of Dread.

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