I know fear

September 13th, 2008 by Falco

My Samersand

I knew fear today - the realisation of imminent death, and the fear of all that that means, for we faced off against a black dragon, for the second time. We stood our ground as it breathed its vile breath, held our position as its darkness was banished by our wizardly companion, mustered all our strength of arms, brought the might of our will to bear, and called upon the power of our Gods. When the battle was at its height, and the outcome in the balance, that is when I looked into the dreaded creature’s eyes and knew fear. But it was not my own. My faith sustained me. My life is no longer mine, but Kord’s. I had nothing to fear. No, the fear I saw was his, this creature known as Nightscale. It was its death that was imminent and, also for the second time, it fled.

Can you imagine that, such a mighty creature, and it fled. I was filled with a joyous might. A feeling of strength that I find difficult to describe (maybe my mother would understand it, maybe it was how she felt during the battle at which she gave me birth). But then I think again - can you imagine that, such a mighty creature, and it fled. What must I have become? I realise I do have something to fear - myself.

I miss you my wife, and the kids, and my parents, all. I need you to keep me centred, keep me sane. I will visit soon if I can, if the growing dangers allow.

Til then, I am your Falco

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Chapter 1 Part 2 Getting Cold Feet

August 28th, 2008 by Goonalan

Chapter 1 Part 2 Getting Cold Feet

GAME DETAILS- Outstanding Quests

1) Recover the Green Dragon Hide for Teldorathan (Status: Ongoing).

2) Kill Kobolds and collect their heads for Lord Warden Markelhay’s bounty (Status: Ongoing).

3) Discover what “greater intelligence” is stirring up the Kobolds for Nemozaran- who is the Horned Lord? (Status: Ongoing).

The adventurers creep north, Daja a little discomforted, her feet are freezing but she’s not one to complain.

The chamber ahead is huge, the cracked and broken stone flagged floor seems to circle a chamber in the centre of the room, Vik goes and takes a look in, and is soon spotted, a squawk and a leathery skinned avian heads over to make a meal of the rogue, the others take notice and soon all hell breaks loose.

CRASH

Something immense falls and smashes into the already crushed stone flagged floor, whatever it is it’s enormous, the rumbling noise signals it’s approach, the adventurers scatter as a pair of Kobolds armed with slings stand atop the walls of the central chamber and from there rain down glue, fire and stink filled pots.

If this wasn’t enough another pair of Kobolds descend from a hidden ledge to engage our heroes, while two more heavily armoured kobold warriors guard a shaman of some sort who fires freezing ice-balls at the explorers.

And then there’s the huge boulder which circles the central chamber crushing all that it encounters in its journey.

GAME DETAILS- Encounter Level 4 [976 XP]

Rolling Boulder Trap [Level 3 Blaster], Spiretop Drake [Level 1 Skirmisher], Kobolds- Minion [Level 1 Minion], Skirmisher [Level 1 Skirmisher] Slinger [Level 1 Artillery] (x2), Dragonshield [Level 2 Soldier] (x2) & Wyrmpriest [Level 3 Artillery (Leader)] (including Skirmisher & Minion fled from previous encounter)

The fight is long and hard, and drains almost all of the fledgling parties resources- Vik despatches the spiretop drake with a little help and then clears out the kobold slingers, although one flees and escapes the lair altogether. Falco and Daja mow down the kobold combatants and then head over to deal with the wyrmpriest and his dragonshield side-kicks, Lambrini and Talwyn follow the armoured pair in their circuit providing all the covering fire they need, they easily manage to stay out of the way of the boulder, and thus it is done- the kobolds vanquished, the Skull-Kicker Clan no-more, although Chief Grog declares with his dying breath “… this is not the end.”

Now for the discoveries, firstly Lambrini has a new staff- courtesy of Chief Grog the kobold wyrmpriest, a +1 Staff of the War Mage, war mage- Lambrini likes the sound of that.

Secondly a letter, also discovered on the Chief.

“Chief Grog, Skull Kicker Clan

The Time is Now, launch your attacks, the Nentir Valley will ring with the sound of your steel- make them pay- destroy all that stand in our way. My Lieutenant will stay with you for but a while, to see my word is done… Do not fail me, my lieutenant is not known for his patience.

The Sign of the Bloody Hand is abroad.

The Horned King.”

Which about wraps it up for proof of some greater intelligence being behind the kobold attacks, perhaps the bumbling old mage Nimozaran has not quite lost his wits. However this new piece of information raises more questions than it answers- who is the Horned Lord, and why does he work this kobold uprising, but more pressing is who is his lieutenant, and where is he?

Which leads to discovery number three, Vik notices something in an alcove and investigates, the stone work is all wrong- he calls the other adventurers over and- ohh Daja’s feet are freezing, like blocks of ice. A freezing draft forms a low mist before the wall- whatever is behind it is icy cold.

There forces almost spent the intrepid adventurers decide that whatever lies beyond the secret door will wait until they are recovered, they do their best to make the chamber defendable, set watch, and settle down for a well-earned rest.

Which is exactly what they don’t get, a little under six hours later they are awoken swiftly by Vik, kobolds are investigating the chamber- perhaps a patrol has returned to the nest, actually it is the kobold slinger that escaped earlier that has lead this errant patrol back to the lair, hell-bent on vengeance.

The tables are turned however, the adventurers make a much better fist of ambushing the patrol, they smash through the kobold minions with ease only to be confronted by an electric blue scorpion some six feet long- from the tips of its claws to spike of its stinger.

GAME DETAIL- Encounter Level 1 [508 XP]

Kobolds- Minion [Level 1 Minion] (x8), Slinger [Level 1 Artillery] (x2) & Stormclaw Scorpion [Level 1 Soldier]

The scorpion looks to be a formidable opponent and yet is soon demolished in a wave of metal and magic, the kobolds are once again routed, this time chased and killed- not one survivor.

The adventurers rest again, safe and secure in their dreary surroundings.

A new day dawns, the 8th of the month of Eleint, known as “The Fading”, in the year 2008. Sun shines, birds sing and a cool breeze plays through the leaves and branches of the trees, it’s warm enough to make the ordinary folk feel content, almost happy, with their lot. However underground things are not so “joyous”, the adventurers have little in the way of packed lunch, leaving Fallcrest in a rush, they make their breakfast of curling sandwiches, chewing tobacco, and a packet of slightly soft p’shew nuts.

Replete, who am I kidding, with rumbling bellies they head over to investigate the once secret door, eventually Vik prises it open and leads them down a short flight of stairs. A chilly narrow corridor in which crusts of half-melted ice mingle with rough stone, the adventurers emerge into an enormous chamber, the floor ahead is icy, although still traversable if care is taken.

Those adept in the art of sneakery head in to investigate, and soon discover a half-awake White Dragon, Vik and Talwyn creep back to tell their tale.

GAME DETAIL- Encounter Level 3 [750 XP]

Young White Dragon [Level 3 Solo Brute]

GAME DETAIL- Yes, a dragon.

It’s at this point that the players, not their characters mind, get a little concerned, a dragon, at first level- seems to be the consensus; D&D 4E a change of pace.

A plan is formed, the chamber has two pillars to hide behind and a frozen pool of water at the centre, the dragon is curled resting behind the second, the furthest away, pillar.

The adventurers creep about as far as they can go, taking care to avoid the frozen pool and to make use of the pillars for cover, Lambrini and Talwyn a good distance away from the beast- the artillery, Vik as close as he can get- which is just the other side of the pillar to the dragon, and the tanks- Daja and Falco ready to rush, read slip and slide, into the fray.

The dragon doesn’t hear a thing.

GAME DETAIL- You should have seen the die rolls, culminating in the Young White Dragon’s perception roll “1”.

Action.

The trap is sprung and before the Dragon has a chance to stir the beast takes a backstab attack to the rear courtesy of Vik, two arrows from Talwyn and is scorched and screaming by Lambrini’s Flaming Sphere.

GAME DETAIL- Over the course of the fight the players manage three rolls of “20”, and courtesy of Maptools so no surreptitious nudging, while the dragon hits only three times and spends both of its Action Points. One more thing, the fight lasts only three rounds.

Whether more by luck or good judgement the great beast is soon set upon on all sides, Vik continues to cut and slice at the rear of the creature, Falco and Daja use their holy powers to tear at the beast- head on. Lambrini’s Flaming Sphere continues to burn, make that char the cold loving dragon, there’s even time for Talwyn to abandon his bow and take to slicing at the thing with his dual scimitars.

It’s soon over, and celebrated with radiant smiles, although the dragons last words still echo in the icy chamber, “catch your breath, for it has just begun.” The Young White Dragon, the Horned Lord’s lieutenant, is gutted- literally. Its head removed, hide removed, heart removed, taloned claws removed; all that’s left at the end is a pile of stinking flesh and bone.

There’s also a chest tucked away in the freezing ice chamber, and within gold coins, a beautiful translucent pearl, a green dragon hide in pristine condition, and best of all a beautifully crafted scimitar which proves to be magical, the +1 Lifedrinker Scimitar is claimed by Daja, her new holy weapon of choice, the blade is etched with myriad symbols of the Raven Queen.

Most remarkable, inside the lid of the chest is imprinted one red bloody hand, which generates an awkward silence.

Falco eyes the crowd and shakes his head, he knows the tide is turning.

And so an hour or so later, enough time for the adventurers to stamp the chill from their bones, the five emerge victorious from Gloomhall and into the warm sunshine of the Nentir Vale.

The wind whips through the trees, cooling their backs, all is well in the world, save perhaps for the two individuals that are ruining what would otherwise be a perfect day by screaming fit to burst.

The heroes scramble, the sound is coming from the road, not far off from the ruins in which they stand, the road being the King’s Road, the great byway to Winterhaven and beyond.

Through the undergrowth they charge and into action, ahead two young lads, the eldest no more than fifteen, scream and shout and hare down the road, heading straight for the adventurers, behind the pair charges a mammoth mammal, a Dire Boar, a woodland lord, the huge tusked beast stands nearly six feet tall at the shoulder. The creature is all gnashing fury, the reason for this plain to see, its fur charred and smouldering- clearly someone has been drawing its ire.

The adventurers swing into action, and remarkably swiftly slay the thing, although not before Daja is made to sit down hard to consider her options. But before anyone can affect a hunters pose, one foot on the Boar’s carcass, and proclaim “job done”, racing down the road come a bevy of kobolds and their carapaced comrades.

GAME DETAIL- Encounter Level 3 [750]

Dire Boar [Level 6 Brute] & then Kobolds- Skirmisher [Level 1 Skirmisher] (x2), Slinger [Level 1 Artillery] & Fire Beetle [Level 1 Brute] (x2)

Battle is joined, and the adventurers are soon wreathed in flame, this time it’s a slugfest, although the victory is not in doubt, the beetles are cut down quickly, which buys some time for the kobold slinger who escapes the fracas when things start to look decidedly dodgy. Their enemies vanquished, again, the adventurers calm and care for the two young lads.

They’re from Oakhurst, a good five miles up the King’s Road, further away from Fallcrest their ex-home, towards Winterhaven, they’re sons of the Miller there.

“What’s the rush laddies?” Falco asks, and wags his beard in their faces, when the boys begin to struggle, eager to get on, and so it transpires that a group of kobolds had the temerity to pass through Oakhurst the previous night, smashing and looting while the inhabitants slept. Movan, the eldest of the pair, has enough woodcraft to follow a trail- the pair have followed the kobolds to this spot, they were scared by sounds in the undergrowth. That’s when the Dire Boar caught up to them, made mad by the kobolds and their fire beetle companions.

“Why were you scared? Do you know where the trail is leading?” Falco asks and grips tight their shoulders.

“The Ubler Farm, that way.” Duvan, the youngest points.

Talwyn nods, a large group of kobolds have indeed recently headed in the direction indicated. The young lads look sick, Falco makes a decision, “then we’ll go and pay a visit too.”

Until next time.

GAME DETAIL- Kobold Hall/Gloomhall.

The first scenario presented is of course the scenario in the DMG, no major changes save to add a few pertinent details to graft the thing to the campaign arc of Chapter 1. The incidental encounters were assembled likewise in order to further the story goals.

GAME DETAIL- Experience Points.

1265 XP for each character, total 1963 XP each.

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Rewrite (Precis) Chapter 1. Part 1. Making Enemies

August 25th, 2008 by Goonalan

Apologies but I don’t seem to have the time to write up these adventures in full, therefore I have decided to present a session by session precis of the adventures to date, here follows the first of these.

The Story so far…

Chapter 1 Part 1 Making Enemies

Our five intrepid adventurers are spending time in the Blue Moon Alehouse in Fallcrest; they haven’t met each other yet of course-

Daja, Dragonborn Paladin of the Raven Queen relaxes by the fire with her shoes off, her feet have been playing her up of late, icy cold- she stretches and yawns bathed in the fire’s warm glow.

Falco, Dwarven Cleric of Kord, and erstwhile Potter, props up the bar in conversation with a friendly Merchant awaiting payment for his last shipment of wares, money to take home to his wife and children.

Lambrini, Tiefling Wizard, apprentice to Nimozaran the Green, Septarch of Fallcrest- a bumbling old fool really. Lambrini works the crowd, keeping an eagle eye on the inhabitants of the bar; she’s clearly looking for somebody.

Talwyn, Elven Ranger, devoted to the Raven Queen also; he inhabits a darkened corner of the Inn, away from the smiling, laughing crowd, awaiting his fate.

Trader Vik, Eladrin Rogue, props up the bar also, a little away from Falco and his Merchant friend; he too is waiting for Falco’s payment to put in an appearance.

The door to the bar smashes open and in strolls Otis Benbough, the toughest Halfling in all of Fallcrest, and right-hand man to Stormbeard, Dwarven Crime lord. Otis is not alone, plenty of hired help, a rag-tag bunch of ne’er-do-wells including Thugs, Ruffians and an armoured Mercenary, Yet more Thugs wait outside of the bar in the street, making sure there are no interruptions.

GAME DETAILS- Encounter level 3 [858 XP].

Humans- Thugs [Level 1 Minion] (x8), Ruffians [Level 2 Skirmisher] (x2), Mercenary [Level 3 Soldier] & Otis, Halfling Prowler- [Level 6 Lurker].

The volume in the Inn drops to zero.

“This is a fawkin’ robbery.” Otis proclaims, and then stupidly decides to belittle Falco just to stir things up- it kicks off, arrows fly, radiant light bathes the attackers, a dagger searches out their softer parts, magic missiles arc and loop and a slashing scimitar draws lines of blood wherever it falls.

In no time flat the assailants are on their way, at least those that are not dead or dying, running pell-mell to escape the embryonic adventuring group, Otis is particularly beaten, and burned, and blasted, he escapes only by running head-long into the night, still on-fire, and then plunging into the frothing current of the Nentir River.

The other oddity of the evening is the Ashfall, while out in the street, mid-chase, ash begins to fall from the sky- like snow except more… ashy. The wind and rain that follows quickly erases all evidence of this strange event.

Back in the bar tonight’s entertainment, a knife thrower and his beautiful assistant, forgotten in the fracas scream in unison loud enough to wake the dead, the beautiful assistant has been injured in the melee, the half-undressed young elf holds up one bloody hand for all to see.

Portents over the watch arrive, or rather were here all along, in the shape of Sgt. Murgeddin, a portly dwarven patrolman, off-duty- he suffers for his lack of action when the swords were swinging but eventually cool heads are made to see understand the seriousness of the situation. Otis is dangerous, Stormbeard is lethal, and the gathered adventurers have just made the enemies list of two of Fallcrest’s less enlightened citizens.

Murgeddin introduces the adventurers to Teldorathan, another dwarf, an armourer, but not any old armourer; he’s an armourer with a proposition.

It seems a little while ago a murderous band of Kobolds, the Skull-Kicker Kobold Clan to be precise, lead by Chief Grog ambushed a caravan bound for Fallcrest, the caravan was carrying a precious Green Dragon Hide which Teldorathan was expecting. The armourer has money- he wants the hide back.

Murgeddin adds his voice, there’s a bounty on Kobold heads, Lord Warden Markelhay, Fallcrest’s ruler has set the bounty- perhaps now would be a good time to get out of Fallcrest and head into the wilds, Gloomhall to be exact, the rumoured abode of the aforementioned kobold clan.

Lambrini goes one further, it seems her master Nimozaran suspects that some greater intelligence lies behind the kobold attacks, he wishes to hire capable adventurers to gather intelligence on the subject.

The party consider themselves employed with three quests to complete- kill kobolds, fetch the green dragon hide & find out who is stirring up the troublesome kobolds, they head off into the night.

But don’t get far, there’s more to the wizards apprentice than meets the eye, twenty minutes later the intrepid five are standing within a teleportation circle situated in Nimorzaran’s tower.

Blink.

The next moment they find themselves standing at the top of a ruined flight of stairs, situated in the remains of some great keep, in the dark and the rain- Gloomhall, they head on down.

And into the second fracas of the evening, a rough looking chamber at the centre of which is a large trench full of gloop, a barred passageway heads north, the chamber is also of course inhabited, a gang of Kobolds, some with slings and strange clay pots for ammunition, others with spears and an eye for an opening.

GAME DETAILS- Encounter Level 1 [500 XP]

Kobolds- Skirmisher [Level 1 Skirmisher] (x3) & Slinger [Level 1 Artillery] (x2)

The fight is short but sweet, at least for the adventurers, less than a minute later three kobolds are dead, the fourth is soon to be- drowning in the goo-filled trench, and the fifth has legged it down the northern passage to go and tell his friends.

The adventurers follow after and soon creep into another strange and ancient chamber- ruined suits of armour either side, stone sarcophagi in the centre and at the far end three more kobolds armed with spears ready to take them on.

The adventurers advance and soon discover a pair of dart traps, the hard way, these do not delay them in their blood quest, the third fight is joined.

GAME DEATAILS- Encounter Level 1 [600 XP]

Dart Trap [Level 1 Blaster] (x2) & Kobold Skirmisher [Level 1 Skirmisher] (x4) (including Skirmisher fled from previous encounter)

Once again the adventurers are victorious, the kobolds killed, save one of course, who as usual high-tails it north down another passage. An altar is discovered, dedicated to Tiamat, evil Dragon deity, it is duly despoiled and robbed, the offering of gold confiscated.

The traps are disarmed, just in case a swift exit from the area is required at a latter time. Then the adventurers press on, into yet another ancient chamber, in the centre of which are yet more sarcophagi, another pit filled with gloop, and at the far end a pair of large metal-reinforced wooden doors, there are ledges either side of the door it seems.

They wander forward cautiously, straight into the most ridiculous ambush, kobolds appear on the ledges, one of them has a huge stone on a rope suspended from the ceiling like a wrecking ball, it seems the adventurers are the skittles at which the kobolds aim, battle is joined.

GAME DETAILS- Encounter Level 3 [804 XP]

Skull-Skull Trap [Level 1 Blaster], Kobolds- Minions [Level 1 Minion] (x4), Slinger [Level 1 Artillery] (x2) Skirmisher [Level 1 Skirmisher] & Guardian Drake [Level 2 Brute] (x2) (including Skirmisher fled from previous encounter)

And this time it’s a rout, the thing-on-a-string is less wrecking ball and more child’s conker, it hits nothing. Trader Vik meanwhile Fey Steps onto the ledge and creates havoc, Falco and Daja barrel through the doors, smashing them wide open to reveal the Guardian Drakes, while Talwyn and Lambrini send in the artillery.

A few cuts and bruises later and silence returns to the chamber, two of the creatures escape- one of the Kobold Minions and the newly christened “Running Man”, the same Kobold Skirmisher that has been fleeing from the adventurers since the first fight, the pair head north again down a short passage. One of the Drakes makes a break for freedom but is chased down before it can exit the lair, such is the zeal of the adventurers, and the range of their artillery.

And so part one, actually session one, comes to a close, a pile of heads has been gathered, no sign of the dragon hide as of yet, nor any greater intelligence. There’s more to come yet though.

GAME DETAILS- Method

Just a note to say that the game is played using Skype and Maptools, this seems an ideal way to play D&D 4e as it is at times a board game of sorts. Maptools makes it much easier to present the dynamics of battle- you should try it some time.

GAME DETAILS- Experience Points

A second note to say that we are so far obeying every rule that we’ve read and understood from the 4e Core Set, save one, my players and I are keen to prolong the journey, experience points are therefore rewarded according to a grand (and extremely complicated) method I have developed over 25+ years of playing D&D. Experience points are therefore gained not only in combat or skill challenge like encounters, but also for role-playing, dynamic skill-use and in a myriad other ways. The players require 3,000 XP to make it up to level 2, at the end of this the first session they have 698 XP each to their name.

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We Are One, We Five

August 16th, 2008 by Falco

My Samersand

If there is anyone who should understand fate and destiny it is I. Perhaps even more so than the followers of the Raven Queen that are my companions. I have lived with it for 90 years, having always to explain to others that my birth, so full of auspices, was naught but coincidence. I have heard the tale told on many an occasion - as my mother stood there on the battle field, felling the dreaded Bloodspears, with the rain hammering down, the wind howling, the lightening flashing and the thunder roaring, and still finding the energy to give me birth. It was difficult at first, being pointed at, talked about in whispered voices, and always having to deny charges of destiny and fate. It became easier as the years passed, and nothing happened. It enabled me to have my life with you, and the kids, for which I am eternally grateful.

But I guess the hardest part was knowing that it was all true. And given all that I know, perhaps I should not be so surprised at recent events, at gazing upon an amazing rock carving hundreds of years old. We all stood and stared, for it was us, yet not us. Five figures: Eladrin, Elf, Tiefling, Dragonborn, and Dwarf. My earlier thoughts are confirmed, we are one, we five. Bound together by something greater. I feel it so strongly now, and the others are beginning to sense it too. What Kord and the Raven Queen have in store for us, I know not. But I know we will face it together, and that makes us the stronger. This enemy that threatens our peace, he better beware, for there’s a Storm coming!

Falco

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Surprises

August 14th, 2008 by Vik

I am surrounded by madness, the madness in my head and these benighted Kobolds.

The Kobolds at least are worth something dead to the party, but what darkness lay ahead. I think that there are dark days coming, the tension is beginning to build in the party. The things that surprise me the most are the actions of the party; we, at times, function as a well oiled killing machine, but others we are disjointed and, well for want of another word, chaotic.

As you know, my dear one, I was never the protector, but my actions surprised me, standing between the Kobold mothers and that Elf, Talwyn. I do think he could have shot them with his bow even with me in the way, he has some other worldly accuracy. I am normally the quiet one, the one who gets the job done with a little flair, but I think there is a disturbance coming… It will show us in a new light, and I hope that light will shine my way home. Away from this killing…

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About Wizards of the Coats

This site is tells the story of brave adventurers, bold deeds and random happenings within the Dungeons and Dragons Realm. It is the work of four mortals all adding their own twist to the proceedings beening guided by the one true Dungeon Master.