Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

Monday, September 24, 2018

Turtle For A Day

            This week brought a fun little adventure to our house. On our way home during our morning walk, Colleen and I came across a very adorable baby snapping turtle, who was unwisely crossing a road. So, we decided to help the little fellow out.

            He was very friendly, though he certainly wasn’t fond of being picked up by his still-soft shell – he used his little legs to push at the fingers holding him until Colleen decided to let him stand on her hands for the rest of the walk home. This led to him walking with us, in a manner, as he began walking on his own as well – with Colleen putting one hand in front of the other for the determined little guy. And he always seemed to want to go in the same direction – towards the sun. To us, this validated our decision to interfere with nature, as his path would have taken him across the road, into a farm field during plowing season, then across a far busier road into another farm field which he would have to cross before reaching something that vaguely resembled safety.

            We got him home and made him a temporary tank to live in until we could safely relocate him. There was some small desire to keep him as a pet, or to keep him around for a few days before returning him to the wild, but he clearly didn’t like his enclosure and he nearly constantly tried to escape. We also decided that he was too young for us to keep him very long without risking harming his ability to survive in nature – he was so young that he still had his egg-tooth and a small amount of whatever the egg-equivalent of an umbilical cord is. Plus, he was an at-risk species in the region, so we needed to get him back out into the wild as soon as we could.




            So, as soon as we had a moment of time, we took him out to where we’d decided he would have the best chance at survival. We considered taking him to a nearby park which had ponds, but we decided that the high-traffic and fishing in the area might not be good for such a little turtle, so instead we took him to part of the trails we walk on where there is a nearby stream, figuring that it was roughly the direction he was heading in and about halfway between the ponds and where we found him – so if his instincts were taking him to the pond, he would have a much shorter journey, and only one infrequently used road to cross.




            We deposited him on the side of the trail, pointed in the direction of the stream, and here his movement stopped. All this time, he had been moving fairly consistently – either walking along Colleen’s hands or trying to escape his makeshift tank, though he never hissed or bit at us, or showed any sign of aggression. He just stood there, his neck stretched out so he could look over his shell at us as we loomed above him, waiting for him to walk off. It was an interesting moment, as he seemed more curious than anything. I couldn’t help feeling that he had some small amount of understanding of what we were trying to do for him, or at least that he was exceptionally confused as to why we were letting him go.

            After this had gone on for some time, we finally gave up on him and lifted him one last time to move him directly into the underbrush where he would be safer, should he decide to continue being statuesque.

            We have no way of knowing if what we did actually helped him, or if he will survive. We very much hope that his interaction with us hasn’t taught him that he has nothing to fear from predators. However, we do believe that what we did gave him a far better chance at survival than his plodding course across busy roads and farms would have. We’ll probably never know – but, on the other hand, perhaps someday we’ll come across a much larger snapping turtle on the trail. Then he’ll let us know what he really thought about our little rescue operation.





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.




Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, October 23, 2017

Endings

            Last Wednesday brought a close to the Dungeons & Dragons campaign Colleen and I have been playing weekly for most of the year. Other games I’ve played in have ended, but this one truly rounded out the story and gave us an ending that was incredibly satisfying.

            Because he knew this game was coming to an end – and that many of the players wouldn’t be returning for future games due to work or other reasons – our Dungeon Master, Jeremy, wanted to make this a night to remember. It’s extremely difficult to arrange a situation like that, especially when other people determine how it plays out in the end, but he certainly pulled it off.

            The game was a high stakes game with a high mortality rate. The beginning of the adventure started off with our heroes finding an item that place them all under a curse. They had two choices: go insane, or assemble an object that would bring about an end to the world. The characters were all willing to accept the insanity, but they learned that if they didn’t complete this task, someone else would. So they decided to assemble the object in the hopes that they could defeat whatever doom they summoned. Bonded together by their common goal, they called themselves the Onyx Order and made their heraldry the likeness of Manny, the mammoth they had pooled together to purchase.


            Their adventures took them far and wide, leaving a swathe of destruction in their wake – usually unintentionally. They were pursued by a cult that, for their own reasons, wanted the item assembled.

            After many months, during which a town, a city, and the village one of the characters came from were destroyed – not to mention the deaths of three of the original Order members and two of the replacements – the item was finally assembled, and the curse lifted.

            Yet, though the curse was gone, the heroes felt obligated to complete their task. They had seen the enormous egg fall from the sky and knew it would hatch into giant worms that would eat the world away into nothing. They had to prevent it from hatching.

            Luckily, the egg had fallen onto a glacier and would need heat to hatch. Unfortunately, the cult had arrived first and had brought fire magic to hatch the egg. This was where the final night began.

            It was an epic battle that lasted nearly the full three hours we played for. The magical cultists were channeling magic into a crystal that was superheating the egg while their backs were guarded by a large number of minions. In the skies, two evil denizens lurked.

The Onyx Order’s druid (played by myself) turned himself into a giant eagle and carried the barbarian into the midst of the spell casters – where he wreaked havoc – then spent the rest of the battle using his speed and size to move his allies into favorable positions while calling down lightning to smite the cultists. The bard opened up with a powerful spell that did massive damage to the cultists’ rear guard, then fought on as best he could – nearly dying. The fighter (played by Colleen) hacked her way through the minions and took down one of the denizens. The rogue stealthily picked off more of the minions, and finished off the other denizen. The wizard helped where he could, then truly proved his worth by trapping the leader of the cultists in a magical sphere she couldn’t escape from.

            With the lesser enemies destroyed, and the fire removed from the egg, it seemed the day was saved. They escorted the cultists as far as they could from the egg before the magical bubble dissipated, healing what wounds they could. The barbarian stayed behind at the egg, packing ice into the hole drilled by the cultists’ fire to prevent further damage to the egg.

            The rest of the party prepared to strike down the cultist leader and released her from her prison, but as they did so, the egg shattered, becoming a portal from which a giant worm sprang to attack the barbarian. The rogue ran to help while the others finished the battle with the cult leader – a battle that took longer than expected. The cult leader did finally fall, and not long after the heavily injured barbarian rent the worm in two.

            But there were more worms swirling in the portal. A book found on the body of the cult leader revealed that only extreme cold could seal the portal. In that instant, the barbarian knew what he had to do. This quest had claimed many of his friends, destroyed his village, and turned his beloved grandmother into a vampire he’d been forced to slay. Failure wasn’t an option.

            Taking a magical ice crystal he had, he leapt into the portal and swung his axe. When the axe struck the crystal, there was an astounding blast of icy magic, and the egg was sealed over the portal – with the barbarian inside.

            The Order was devastated, but they respected his sacrifice. Their long journey over, it was now time for them to return to the world. Each player gave an epilogue for what became of their character.

            The rogue, one of the two remaining members of the original Order, took to roaming the world – reuniting with old friends when she felt like it, sometimes reliving old memories.

            The other original member, the fighter, returned to the city she knew best. Suffering from PTSD that she’d had even before the beginning of this adventure, she took to drinking and fighting until she was banned from all the bars. One night, alone in an alley, she died of liver cancer.

            The wizard built himself a tower of ice on top of the sealed portal, defending it from intruders for the rest of his long elven life.

            The druid returned to the wilderness with Manny the mammoth and Balto the wolf (the former companion of a fallen ally). Together they roamed the boarders of the glacier where the egg resided, slowly collecting more mammoths and forming a herd.

            The bard roamed the world, singing tales of the Onyx Order, with particular emphasis on a great barbarian who had sacrificed himself.

            Jeremy made one addition to these epilogues.

            In the dark alley, where the fighter lay dying, a figure appeared – the same person who had led the adventurers to find the cursed item that set them on this quest. She knelt by the fighter and whispered:


            “Not yet.”




Click here to find the charity anthology containing a couple of my short stories.




Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, August 07, 2017

Swords & Wizardry

            Yesterday I had the delightful experience of playing Swords & Wizardry, which is essentially a revamped version of the very first version of Dungeons and Dragons (available for free from Frog God Games). Aside from being a lot of fun, it gave me a glimpse at what the game was like back in the day. Apparently, back then, Dungeons and Dragons was far more deadly for the characters.

            Before I get into some of what happened in the game, I think it’s important to note some major differences between Swords & Wizardry and modern D&D. The biggest difference is that the newer game is more about storytelling – you put a lot of work into your characters and their back story and the game, and there is a big focus on why the heroes are adventuring as they are. The older game is what we call a dungeon crawl – while there is still some story, the primary goal is to fight through dungeons and gather as much treasure as you can. The difference may not seem very big, but it leads into the second major difference: balance.

In modern D&D, when your characters end up in battle, it is almost guaranteed that you can win – because the game is designed to be balanced. S&W is not so kind. It functions under the more realistic assumption that, were you to go out adventuring, whatever you ran into was what you ran into – it doesn’t matter if you’re level one, you can still encounter something like an ancient dragon that you can’t even hit. This, combined with the third major difference, makes for a high mortality rate.

            In newer games, there are a number of abilities and skills to help your character detect traps, secret doors, and a variety of dangers. Not in the old games – no, you have to specifically say your character is looking at something for you to see it, which means it is way easier to walk into traps.

            So, essentially, in D&D you go into the game expecting to make a character that is not all that likely to die, whereas in S&W you go in expecting that your character will die, so you’re prepared to make a new one so you can rejoin. The way characters’ ability scores are rolled – in newer games, you usually roll four six-sided dice, add the top three together, and then assign that number to whichever ability you want it in. In the old game, you roll three six-sided dice and fill in the stats from top to bottom – making them completely random. As you can see highlighted in red on my character sheet below, that doesn’t always turn out very well.


            For frame of reference, the highest roll possible is 18. Anything below an 8 is really bad, and for something to be useful it needs to be 13 or higher. As you can see, this character’s only decent ability was charisma which, in this game, is almost completely useless. However, the one thing it is good for is having hirelings – extra people paid to follow your character around and do their bidding. And so begins the epic tale of Gorbon the Slovenly, the halfling thief – the character with the worst stats anyone had ever seen, and who, starting with only 3 hit points, we all thought would be the first to die (but we joked he’d be the only one to survive in the end).

            While the four other adventurers were spending their starting money on armor and weapons, Gorbon the Slovenly bought a push-cart, hired two men-at-arms and ten torch-bearers (the cheapest minions around, who can’t even fight – I later claimed many of them were hired from an orphanage). Gorbon paid all his hirelings a week in advance and promised them a share of whatever treasure they helped him carry back. He then climbed into his pushcart and sat back to relax as his minions carted him around.

            The adventurers were then sent to retrieve a book from a temple that had been taken over and desecrated by an evil cult. En-route, they stopped to investigate some desecrated shrines. The statues of gods within had been beheaded – only one head was still around. Gorbon promptly ordered one of his minions to put the head back on the statue. However, the moment the torch-bearer, lifted the statue’s head, he burst into flame and died.

            The amount of damage done by the magical trap – hidden on the bottom of the head an impossible to detect – was enough that it could have outright killed any of our characters except the ranger. It was an eye-opener for the players as to what kind of game this was.

            Gorbon the Slovenly, however, was unconcerned. He heaved himself out of his cart, wobbled over to his fallen minion, and looted the week’s advance pay. He then climbed back into his cart, ready to move on. One of the other players jokingly called the dead torch-bearer “Jimmy” and I resolved to name every one of my minions when they died (you can see the list on the righ-hand side of the character sheet).

            I think I’ve given a good idea of Gorbon’s character by now, so I’ll skim to some more interesting parts. In a secret tunnel, he lingered behind to steal four valuable tapestries that the “lawful” characters wouldn’t take because it would be sacrilegious. When some very powerful spiders attacked the group in a forest, six more torch-bearers died and a seventh (I named him Bilbo) fled into the forest, chased by one of the spiders. Gorbon stayed in his cart, shooting arrows, while keeping his men-at-arms at his sides in case anyone came too close. After the battle, he looted his money back from his dead minions and the adventurers moved on.

            At this point, I started doodling Gorbon being pulled in his cart, along with his dead minions, around the outside of my character sheet. Yes, there is a little corpse for each dead minion – they shall not be forgotten.

            They finally arrived at the temple, thanks to the sacrifice of Gorbon’s minions – of which there were now two torch-bearers and two men-at-arms. That quickly became one torch-bearer when to one Gorbon sent ahead into the temple was killed by another magical trap (on the ceiling we hadn’t thought to look at).

            From this point forward, Gorbon became more careful with his minions, as he needed them to pull his cart. The remaining three survived as everyone fought skeletons, wound their way through a secret passage and into tunnels. However, they came to a place that to proceed forward they had to climb over short walls – the cart had to be left behind. And as soon as they were in one of the parallel tunnels (both with the barricades), an enormous ogre attacked the party from behind.

            When the ogre crushed the group’s other (much better) Halfling thief into jam with one blow, Gorbon took his minions and ran – straight into the ogre’s lair. There he spotted treasure and paused long enough to order his men-at-arms to grab a chest of it, then circled back to his cart via the second of the parallel tunnels.

            By a stroke of luck (a critical hit, for which we had an awesome deck of cards to generate special results), our human fighter beheaded the ogre. Gorbon hid the chest on his cart and assured the others that he had been circling around to attack from behind, not merely fleeing.

            The adventurers found a great deal of treasure in the ogre’s lair, loaded it into the cart, but left it where it was and continued on foot (joined by the paladin that replaced the dead thief) down a side passage – much to Gorbon’s dismay, as he was counselling them to return to town to hire more minions with their treasure. They fought some skeletons, then came upon a wight – which cast a spell of fear that caused all but two of the adventurers to run away. One joined his fleeing companions, while the ranger (having been drained to level 1 by the wight which we couldn’t hurt without silvered weapons) stayed behind and sacrificed himself.

            The spell wore off when they were halfway into the woods. Gorbon convinced everyone to go back for the treasure, then go into town – they agreed on the condition that they run at the first sign of trouble. They collected the treasure and made it back to town without trouble, where they bought silvered weapons. Gorbon opened his secret chest to find three potions, one of which was poison and killed his last torch-bearer who was testing them to identify what they would do.

            Gorbon hired twenty more torch-bearers. All the other characters, being “lawful”, couldn’t bear the thought of hiring people and sending them to their deaths, so they set out again. By the time they reached the temple again, three torch-bearers had fled and another eleven had been killed by orcs and spiders.

            We then took a different route in the temple, that led us to a room that spawned four skeletons every two rounds that a “lawful” character was in it. Gorbon wisely told them to retreat, but the other adventurers decided that there couldn’t be that many skeletons. When the cleric died (leaving only two of the original adventurers alive), the remaining three decided to run to the exit on the far side of the room, the whittle down the remaining skeletons once they stopped spawning. Gorbon, still in the first hallway, had his minions pull him all the way back to the edge of the forest while he fired arrows at the two skeletons chasing them. There he was joined by the cleric’s replacement, who was a “neutral” character (he’d learned his lesson) that helped slay the skeletons.

            Back inside, the other skeletons were killed off, but not before one of the three was knocked unconscious. The new “neutral” character crossed the room to join them, but Gorbon the Slovenly stayed behind – his henchmen were all lawful, and he wasn’t going to go on without them (or his cart), and he certainly wasn’t going to let them spawn more skeletons. He did, however, go far enough into the room to loot the dead cleric.

            The remaining three adventurers carried on until they found a large glowing rune. The two “lawful” characters (one carrying their unconscious companion) stood back while the “neutral” character opened the secret door, breaking the rune and, in so doing, summoning an frog-demon which magically changed all but the fighter (the second last of the original adventurers) into its minions. The fighter dropped his unconscious companion and fled – but not fast enough. The frog-demon destroyed him, and walked deeper into the dungeon with its new minions in tow.

            And so it was that Gorbon the Slovenly, he with the worst stats anyone had ever seen, was the only one to survive the adventure. In the end, the game claimed the lives of five adventurers and twenty torch-bearers. A further three torch-bearers fled home, and one was lost in the woods, being chased by a giant spider.


            We still don’t know if poor Bilbo survived.





Click here to find the charity anthology containing a couple of my short stories.




Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, May 15, 2017

Tales from D&D for CF

            When Jeremy first mentioned he was planning to run a 12 hour Dungeons and Dragons marathon, I loved the idea. I mean, who doesn’t want to play D&D for 12 hours straight? Plus, it was to raise money for Cystic Fibrosis, making it a very fun way to support a cause.

            For those of you who haven’t been following the saga, Jeremy is the DM (Dungeon Master – the person who controls the monsters and storyline of the game) of the weekly Dungeons and Dragons game Colleen and I play. He has a 3-year-old daughter, Avril, who was born with Cystic Fibrosis.
            I will admit that, as much as I loved the idea of a 12 hour D&D marathon, I wasn’t sure how successful it would be. I gladly volunteered to be one of the DMs, but with 4 tables there was room for 24 players and I wasn’t sure we would get that many.

            Every seat was filled within 3 days of registration, and my doubts faded. By the time last Saturday came, I was confident we would be raising at least $1500, maybe even $2000. When laying his plans, Jeremy had been hoping to raise $700.

            Saturday came, the donations were collected... and we had raised far more than anyone had anticipated. $4000! We were amazed.

            The event, itself, was great fun. I couldn’t possibly relate to you all that occurred, but I’ll try to touch on some of the highlights.

            Before we got to playing, the first of the door prizes were raffled off – there were a whole lot of them, donated by a bunch of gaming publishers and, of course, some chainmaille from myself. The first draw was supposed to be done by Avril, but sadly she had been rushed to the hospital that morning with problems caused by her Cystic Fibrosis. As sad as that was, it seemed oddly appropriate to me that, as Avril was in the hospital fighting her illness, we had a room full of people fighting to raise money to cure that illness.

            Before I get into the game itself, I need to point out a couple things we had that aren’t present during normal D&D games. The first was a brilliant idea from the board game cafe that hosted us – they printed off and sold (with all the money going to the donations) cards with special abilities and items to use in the game – from potions to restore health all the way up to a card that let the players take over for the DM for 10 seconds (which basically means they could do whatever they want). The other added element was that the more money players raise, the more in-game benefits they gained. This came in the form of magic items, resurrections for the first (and, for more, second) time their character died and, most notably, Cry Havoc.

Cry Havoc was the ability for a player who had raised $130 to, at any time they pleased, send some random monsters to one of the other tables. If a player raised $200, Cry Havoc was upgraded to Total Havoc, allowing the player to send the monsters to all three of the other tables.

            We raised $4000. There was a lot of Havoc in that room.

            The following is only an account of my own table – the adventure played out very differently on each of the tables – and there are some minor details (such as all the available routes they didn’t take) for the sake of brevity and to avoid confusion. The characters started off waking up in the morning after camping outside some jungle-overgrown Aztec-like ruins, wherein it was rumoured there was a secret shrine to a vampire god of the underworld. As they set out towards the giant stepped pyramid they could see, the ground gave way beneath the adventurer’s feet and they slid a very long way down underground, coming to a stop in a crumbling chamber – the way they came in completely blocked by rubble. Once their cleric cast a light spell so they could all see, they discovered there was a yellowish haze in the air – which turned out to be a poison gas that dealt them damage every hour and cause the torches they later lit to splutter and cast less light than they should.

            While most of the party set about examining the various dioramas depicting Olman (the nation who had built this place) culture and life, the Warlock (one of the people I regularly play with) decided to attack the locked stone doors at the far end of the hall. In doing so, he inadvertently damaged one of the door’s hinges. Seeing this, the barbarian came along and bashed off the hinge – causing the door to fall on top of him.

            But, the party was free of the room! So, they picked up their things and headed out. After triggering a trap that injured four more of them, they came to a muddy room where they saw a giant crayfish standing in front of a giant boulder. Naturally, the warlock attacked the crayfish, causing it to scuttle back to the rock and, in the Olman language (which none of the characters could understand), woke up the boulder – which unfolded itself to reveal it was an enormous crab.

            The crab tried to speak to them in Olman, but, not understanding it, the Party attacked and killed the two beasts. The barbarian proceeded to eat them. Then, after some exploring (during which the Warlock almost got himself caught in a cave-in), they decided on a path that took them to another room, where there was something green and slimy above the far exit. The ranger found herself a small silver pyramid that she took as a treasure while the rogue determined that the green stuff, ominous as it was, was only algae and almost certainly harmless. After poking the algae, the barbarian ate some of it – taking a bit of damage from the residue of the caustic lime on the wall beneath the algae. It burned on the way down, kinda like the hottest hot sauce he’d ever eaten.

            They continued on down a hall until they found a 12 foot tall statue holding a tray. It had gems for eyes and a sword sticking out over its shoulder. The barbarian came up to the statue, wanting the sword. The fighter came up to the statue and set up her dragon chess game on the tray, just in case the statue wanted to play. The warlock, wanting the gems from the statue’s eyes, climbed up onto the statue’s tray, causing the statue to fall down onto the three of them. While it hurt them, this also revealed a secret passageway. They took their treasures and travelled through this and came out in another hall – and this was when the first Total Havoc was called. A pair of hook horrors came lumbering down the hall. The party fought them off, and continued on their way after the barbarian had taken a few bites of them.

            As they approached the door at the end of the hall, they heard a melodic sound – it may have been singing, or just dripping. The rogue tried singing back. They heard a surprised squeal and a splash from the other side of the door. So, they entered to room – which looked more like a crystal-ceilinged cavern, filled with a pale light. The far half of the room had a deep pool of water, with only a narrow, slippery ledge leading to the door on the far side. They saw no signs of life.

            For reasons known only to him, the warlock dove into the water and started swimming. Suddenly, the head of a beautiful woman emerged from the water with a silvery giggle. Most of the party on the shore, uncertain of her intentions, readied their weapons to attack at the first sign of aggression. The warlock continued swimming toward the woman, who, giggling, swam up to him, grabbed him, and kissed him. A moment later, the warlock was gasping for breath that seemed to have been sucked from his lungs. Knowing something was wrong, the party attacked, managing to slay the woman-like creature before she could do anything else (which was lucky, because she had a giant electric eel friend she was going to call in to help). The barbarian hadn’t managed to help kill her, so she remained uneaten.

            Once the warlock got his breath back, they progressed through the next door and into a stairwell. This was the first of five checkpoints the DMs had agreed upon to mark progress through the dungeon. I announced this to the room and, naturally, since my party was the first to get this far, another table Cried Havoc on them. They were beset by two displacer beasts. They killed them, the barbarian ate some of them and made an improvised belt from their tentacle-tails, the ranger skinned one and the warlock skinned the other, each getting a good pelt.

            The party took a brief rest to recover some health, during which the barbarian identified his new sword as having magical properties. Then they headed up the stairs to a large hall with a fresco along one side – and someone called for a Total Havoc. An umber hulk appeared up the stairs. It was tough to pierce its tough hide, but the party prevailed and killed it. The barbarian took a few bites.

            Up until now, the party hadn’t done much in the way of searching around – this was why they were so far ahead of everyone else (they’d missed two rooms and quite a lot of treasure, even from the rooms they’d passed through). However, the traps they’d sprung had made them cautious, so they started searching around. The cleric found a part of the fresco that opened a secret door. Without exploring the hallway further, they crawled through into a hallway with several branches and with several stone statue heads projecting from the wall.

            At the far end of the hall, in the beak of an eagle statue, something gold glinted. Amid protests from her companions, the ranger grabbed it – and the eagle’s beak snapped down on her wrist. The party set to bashing apart the beak, causing her some damage in the process. Meanwhile... the warlock wandered off alone.

            He went down a side passage, saw an alcove with a silver coffer in it, and went straight for the treasure. The rest of the party caught up with him just in time to see the floor tilting on a steep angle, trapping the warlock in and them out. They spotted a lock holding the floor-trap in place on the outside. The rogue picked the lock, and the party used their combined weight to return the floor to its proper place. They discovered the warlock sitting at the far end, hugging the silver coffer to his chest.

            The ranger demanded that the warlock agree to splitting the profits from his treasure once it was sold, as he had been rescued by the rest of them. Before they could discuss it further, though, another Total Havoc brought two trolls lumbering around the corner. The warlock opened the battle by collapsing part of the ceiling on top of the trolls, but it still proved to be a tough fight. The first troll they killed came back to life before they realised that they needed fire to keep the trolls dead. After they achieved victory, the barbarian’s player used a purchased item that restored the whole party to full health. Then the warlock took his treasure and ran.

            The rest of the party gave chase, though they slowed down once they got into new territory. The warlock found an open pit beside a strange triangular wall that made the hall look like a dead-end, but which he surmised was a type of revolving door. He climbed into the pit with a bunch of skeletons, cast an illusion to make it look like the pit was filled with water, and pretended to be dead.

            The rest of the party arrived, saw through his pretence, but were fed up with him, so they decided to leave him be and jumped over the pit, continuing past the revolving door. Along the hall on the far side, they discovered a bar of copper in the ceiling that looked like it could drop down. Unable to discern a triggering mechanism, the barbarian charged forward alone – causing two heavy doors to drop down on both in front of and behind him, leaving him very trapped just in time for the dinner break, during which more prizes were raffled.

            When we returned to the game, the barbarian and the fighter managed to pry the door partway open. The warlock surprised everyone by showing up, drinking a strength potion, and lifting the door high enough for the barbarian to get out. However, instead of coming out, the barbarian insisted that he wanted to know what was beyond the door on the far end. The rest of the party were against it, except for the warlock, who dived under the door and letting it drop, sealing the two inside just as sand started pouring in from holes in the walls.

            The rest of the party, amazed that anyone would go into a trap they had just escaped, gave up on the two. They turned around and started backtracking to an area they hadn’t been to before.

            Meanwhile, between the two doors, the sand continued to trickle out, piling on the floor as the barbarian and warlock struggled to get the other door open. Them a will-o’-the-wisp attacked them materialised through the door and started attacking them. A lucky hit brought the monster down and they managed to lift the door and escape just as the sand started to really gush into the trap. The two were safe for now.

            But what of their companions? They found themselves walking down a hall lined with corpses. They proceeded cautiously, suspicious of the dead bodies, and rightly so. As they got halfway down the hall, the fifteen zombies came to life and attacked.

            The warlock and the barbarian, continuing their exploration, came across a room with a pair of perfectly preserved bodies. The barbarian, hearing the sounds of battle beyond a door, went to investigate and discovered his friends fighting zombies. He rushed in to help, while the warlock stayed behind to loot the room.

            The zombies were vanquished. Of those who had been injured by the zombies, only the ranger contracted sewer plague. However, after eating some of the zombies, the barbarian also caught the disease. They wouldn’t know until an hour later when they started feeling fatigued and having painful cramps.

            No sooner had the zombies gone down than a Total Havoc brought a zombie beholder upon them! Luckily they managed to bring down this dangerous foe before it had a chance to attack them – even the warlock rushed in to help.

            Safe again – at least temporarily – they returned to the room with the perfectly preserved bodies. The barbarian went to the slab between the two bodies where there were two crystal goblets, and a flask containing some kind of powder. He carefully poured the powder evenly into the two goblets and waited patiently for something to happen. Nothing happened.

            The cleric went to take a look through the open door – the one the warlock and barbarian had first entered the room through – while the fighter, ranger and rogue went to examine the one unopened door and, finding it to be safe, opened it.

            And the warlock? He backtracked down the hall with the zombies, leaving his companions behind. At this time, another Total Havoc called in another zombie beholder. This one came around a corner in front of the warlock – my intent being to drive him back to the rest of the party. Did he run or call for help? No, of course not. He decided to cast an illusion that would make it look like there had been a cave-in between him and his companions and go toe-to-toe with a monster that had the potential to kill and disintegrate him in one move (this happened to two characters on the table Colleen was playing at). I was now perfectly happy to kill him off (he had a resurrection scroll and would come right back to life, anyway).

            His companions regrouped by the barbarian and the goblets, unaware of the new threat. The fighter, noting is absence, went to look for him, but turned back at the sight of the rubble blocking the way. The cleric determined that the powder in the goblets was some kind of dried potion and poured water into one of the goblets, mixing the contents. The ranger tasted the potion to determine what it did and discovered it to be a very powerful sleeping potion – she barely shook off the effects that would have put her to sleep for 5000 years. She pocketed the powder from the other goblet.

            The barbarian then disturbed the preserved bodies, which awoke and were very angry about their rest being disturbed. They demanded payment from the adventurers and threatened to kill them if they didn’t cough up. The rogue offered them a healing potion, which they declined as not being good enough. The cleric then demanded of them how they would dare threaten a holy man, filled with the power and glory of his god. The formerly-sleeping monks were sufficiently cowed to accept the potion in payment. However, when asked about this temple, they could give no information on it.

            At this point, someone mentioned the absent warlock. The fighter informed them of the cave-in, but the cleric pointed out that they hadn’t heard any noise that would accompany a collapse. So they went to investigate, and discovered the illusion for what it was (I was both disappointed, because they were going to rescue the warlock, and proud that they had decided to save him in spite of all the trouble he’d caused). They passed through it, though the barbarian had trouble believing the illusion wasn’t real even after seeing his companions pass through. He charged into it, nearly knocking over the Ranger on the other side and crashing into the wall.

            The battle could have been going a lot worse for the warlock. He had started off well, but then the zombie beholder had magically paralyzed him. He shook off the effects only for it to happen again (I swear, I was trying to kill him). With the arrival of the rest of the party, the zombie beholder went down quickly. Then they continued on through the monks’ room and into the new corridor.

            Down a branch off this corridor, the warlock went and opened a set of doors. Inside, a bunch of giant fire beetles were trundling around peacefully. The warlock saw something shiny in a pile of rubbish, so (for some reason) cast a spell at it. Their nest disturbed, the fire beetles attacked in force. They weren’t strong enemies, but it took some time to whittle them down. When there were only two left, a banshee came upon the party from behind – sent by a Cry Havoc from Colleen, whose table had taken the lead (having reached checkpoint 3) and didn’t want us catching up.

            The quick-thinking cleric cast a protective spell on the barbarian who, with his magic sword, finished off the enemy with little help from the others. Once all the enemies were dead, the party decided to take a short rest.

            During the rest, the ranger identified the golden bracelet she had retrieved from the stone eagle as having magical properties and putting it on (unknowingly placing a curse on herself, but not a very bad one) and the cleric found that a rusty dagger he’d found in the fire beetle nest was magical, in spite of its poor condition. The warlock examined a bronze fish-ship figurine from inside his silver coffer, accidentally activating its magic. It took to the air and flew away. Before the party could go after it, a troll from yet another Total Havoc came through the door it had just flown out.

            They knew how to deal with trolls now, but it still did some heavy damage. The long hours of fighting in the poison were taking their toll, so at last they decided to take a long rest – something very dangerous to do with the poison in the air. The cleric used the last of his spells to heal everyone as much as he could so they could survive the night, he cured the ranger’s sewer plague, and raised a skeleton to guard them while they slept.

            Some fire beetles attacked in the night, but were quickly fought off. In the morning, the cleric healed as much of the poison damage taken over the night as he could. The barbarian had managed to recover from his sewer plague. All was looking well.

            The party wanted to go hunting after the flying figurine, but the wise cleric forestalled them and cast a spell to determine how that would go. The divine answer was woe, meaning it would not go well – for the ship-fish had already been wandering randomly through the dungeon for eight hours and could be anywhere and was impossible to catch once activated.

            So, instead, they went through the unopened door off the room and found themselves at a very long flight of stairs leading up. Well, except for the warlock, who, of course, went off on his own to seek the figurine.

            The silly party forgot to search for traps on their way up the stairs. As they neared the top, a huge millstone broke through a wall and started rolling down the stairs. The ranger was fast enough to get to the top of the stairs and rush around the corner before the millstone whooshed past. The rogue ran a little ways down the stairs and prepared herself to heroicly leap over the millstone. The barbarian ran as fast as he could for the bottom of the stairs.

            The millstone crashed through all but the barbarian, who managed to reach the room at the bottom and get out of the way. The rogue failed in her jump, but managed to squeak by with minor injuries. The fighter pressed herself up against the wall and took a chunk of damage, but survived. The cleric, though, got hit full on by the millstone. He fell to the floor, unconscious and close to death, and his mace and holy symbol (which he needed to cast most of his spells) were destroyed. His companions rushed to his side, reviving him with a healing potion. They then continued to the top of the stairs.

            During all this, the warlock had found the corridor he had chosen to take blocked by a giant sandstone block – something quite out of place. He had responded, as per usual, by attacking it. When he got no results, the player used a purchased card that essentially gave him an instant success (natural 20, for those in the know) on anything he tried... and punched the sandstone block. Now, this block was enormous, impossible to destroy with a punch. He did, however, knock a chunk out of a corner, revealing there was a corridor off to the side. Since the block was too big for him to move alone, he kept attacking it.

            Up at the top of the stairs, the rest of the party looked into a new room and were horrified to see another zombie beholder off in the shadows! They acted quickly, wanting to kill it before it noticed them. They hashed together a plan and...! The first arrow the ranger shot killed it. It exploded in a puff of spores that, had they been close enough, may have seeded the party with fungal growths – for this had been a gas spore, which merely looked like a beholder.

            After they had determined the spores were no longer a danger to them, they continued on into the corridor beyond. When the passage branched they turned off and took a twisty corridor that led them to the top of a ramp with a bunch of rollers set into the floor. The barbarian slid down to the bottom, where he found a great sandstone block with a hole in it and, through the hold, the warlock who was nursing his hand from hurting it while punching the block again. The two of them alone weren’t enough to shift the block – and the rest of the party weren’t coming to help – so the barbarian convinced the warlock to take the stairs and rejoin everyone else.

            They all came together and regrouped in the hall, coming to checkpoint two just in time for the end of the night.

            The last of the door prizes were raffled out, Jeremy said his thanks to everyone, announcing that we’d raised at least $3000, and said we were hoping to do this again next year. One of the players at my table lamented that it would be a whole year before she got to do this again.

            It was a fantastic day, and I will happily participate if we do it again next year, in spite of how exhausting it was. And, on top of all that fun, we’re $4000 closer to a cure for Cystic Fibrosis! A huge thank-you to everyone who participated, spread the word, and donated.


            If you want to know anything more about the event, feel free to ask!





Click here to find the charity anthology containing a couple of my short stories.




Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, July 11, 2016

Songs of Khrull

            Unfortunately, Colleen and I have fallen behind on Of Dice and Glen, so this month’s episode will have to wait for another day. However, on a related note, we’ve been having a great time playing D&D with a group at our local board game cafe. Out Dungeon Master has been keeping a blog record of our adventure, so if you’re interested (and starved for our D&D adventures), you can click here to check it out.

            One thing I’ve been having a lot of fun with while playing this adventure is writing songs. My character is a minstrel when he’s not moonlighting as an assassin. In order to subtly gather information about an assassination target, he claimed to be writing a song about them. So, to hold to the character, I actually wrote a song.

            And, since I’d written one, why stop there? Once we completed the first adventure, I whipped together a second one to summarise everything our characters had done. So, here they are!


Livinia the Mage (Sung to a tune adapted from “Ragnar the Red” from Skyrim)

Oh, Livinia the mage was the worst kind of scum,
With her half-orsine offspring, all four of them dumb.

They raided and looted the roads of Chiswell,
Til the King's Guard arrived to bid them farewell.

But Livinia the mage and her sons ran away,
To the south and the bridge leading to Gannaway.

Now, along come our heroes, with some other plan,
Mhurrun, Luna and Lumi, Cididel and Phann.

Evil Livinia, she plans out an ambush at night,
With an old man as hostage, she thinks they won't fight.

Our heroes did charge in and slay all her brood,
They set Livinia running and our heroes pursued.

By the time that they caught her, Livinia was deaaaad...!
With a mysterious arrow shot right through her head.


The Heroes of Tolvir (Sung to a tune adapted from “The Hero of Canton” from Firefly)

Now, Tolvir was a village in trouble,
It lately been plagued by a skulk.
It raided and pillaged the houses,
Everyone stayed inside to sulk.

Then along came some heroes, quite mighty,
They were hired by old Papa Kurst.
They set out to solve all their problems,
Preparing to deal with the worst.

(CHORUS)
The monsters are slain,
The skulks are no more,
The heroes of Tolvir,
It's one for the lore!

Luna's a barbarian tiefling,
She delighted in finding a spoon.
She hacked up some lions in battle,
The map she found proved quite the boon.

CHORUS

[Deleted verse]
[Cididel was really a coward,
Some illusions made him full of fear.
When assassins attacked in the night,
Cididel charged right for the rear.]

When assassins attacked in the night,
It was Lumi who levelled the field.
The elf, with cunning and stealth attacks,
Gave the villains not a chance to yield.

CHORUS

Cididel charged right into battle,
At a ramshackle villa, I'm told.
Blasting monsters with all his magic,
The tiefling proved himself quite bold.

CHORUS

In battle with hideous ghouls,
The elf Phann cut them down with his steel.
Whenever a friend became injured,
He was right by their side for to heal.

CHORUS

When attacked by a whole tribe of xvarts,
Half-orc Mhurren was eager to fight.
He slew goblinoids by the score,
With his maul fling left and right.

CHORUS

At long last they came to the skulk,
Its mind broken and wretched to see.
They took away its glove and slayed it,
Its death was an act of mercy.

(CHORUS)
The monsters are slain,
The skulks are no more,
The heroes of Tolvir,
It's one for the lore!





Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her life coaching website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.