Tag: Playing D&D

  • Arise & Descend: Entering the Manor House

    Arise & Descend: Entering the Manor House

    If we are to be heroes, we must act with in the faith of ourselves, our gods, and those that look to us for hope. This band of becoming-friends is strong willed and capable.

    We are willing to risk, a bit brash (that may be my fault). Those that oppose us are able to surrender. We will not kill them if they do. There are things we will not tolerate. Those enemies do not live long.

    Together we will free this town and rescue our patron. What happens on the way will happen.

    Spoilers for the D&D Starter Set adventure Lost Mines of Phandelver follow.
    Our adventures started with an ambush by goblins, then a rescue of Sildar in the goblin caves. From there we cleaned up the southern part of town prior to attack the Red Brands at their manor house.

    Have you met my friends? Maybe I should introduce them.

    Krakom is another dwarf. A fierce fighter who will stand shoulder-to-shoulder with me Krakom is sometimes confused by my behavior. While I prefer a big axe, Krakom has mastered the use of a massive hammer — bang-bang.

    Norran might be an elf. I’m uncertain. He can slip through a crowd, or into the dark, and disappear for a bit. An arrow will fly free from where Norran might be and pierce the heart of our enemies. Most often he’s the scout.

    Ambrose is my orc-ish friend. Deft with a hurled spear and willing to enter a fight with two weapons when hand-to-hand combat ensues Ambrose likes to use an axe, which I appreciate.

    Rowan has faith. She’s more than a believer. Tymora works through her. The human helps keep us alive, which is appreciated, of course. Rowan is also a wonder at sussing out information from people who aren’t trying to destroy us. She’s trusted. Hopefully we can all be trusted soon.

    Sorry, I got distracted. You were asking about the manor house. Yes, we raided it. Yes, at daylight. We needed to sleep. No, we weren’t concerned with them being warned by the near dozen of deaths and surrenders from the previous day.

    [mutters under breath: coward]

    No, not you.

    Anyway. We went to the manor. Shortly after entering we dispatched three more Red Brands, found some rations, and a bit of coin. The one we didn’t kill indicated that the GlassStaff would be down a hall.

    While my friends discussed the ‘proper action’ I opened the door to that hall. We knew what to do. Let’s do it.

    Behind that door was a powerful stench of rotting flesh. Someone vomited. No, it wasn’t me [it was me].

    A disgusting monstrosity was beyond the doors. It had one large eye in the center of its head and a massive maw. The hands were large with nails that may as well been claws.

    We destroyed it because talking wasn’t working. It wanted to eat the flesh of peoples. There is no saving those types.

    You want to know what happens next? Fill my mug. I’m out of Elverquisst. Fill the mug. I’ll have more tales when you return.

  • Arise & Descend: Cleaning Up Phandalin

    Arise & Descend: Cleaning Up Phandalin

    Rescuing Sildar with finding Gundran left the group feeling somewhat successful, but there is worry. We know just enough to start tracking down where our patron is being held. First, we must complete the hired mission – delivering the goods to Phandalin.

    Getting paid is good for morale. As our coffers fill we learn that this poor frontier town has little in the way of a constabulary, and rather large department of Protection Racket.

    The group decides that before we rescue Gundran we will help this town live without fear. Time to clean the streets!

    Spoilers for the D&D Starter Set adventure Lost Mines of Phandelver follow.
    Our adventures started with an ambush by goblins and then a rescue of Sildar in their caves.

    One things I’ve realized about Phandolin, as opposed to my home village or the woods where I earned the name Fat Goose, is that everyone is caught up in some kind of tragedy or ill business. Between the Red Brands/Cloaks terrorizing the town, the goblins able to raid with impunity, some kind of haunted house, and a set of mines which a dwarven community is trying to bring back this frontier town needs heroes.

    That’s what we are. The Loragwyn family taught me that. People in need deserve help, even if you fail while you try.

    At Barthen’s Provisions we were paid for the work we’d completed. Unfortunately Sildar demanded his oxen back. I’d grown comfortable with the dumb beasts. Mayhap, I’ll purchase them from him in the future.

    While most of us were concentrating on getting paid for an unplanned return of merchandize, Rowan, the Priestess of Lady Tymora, visited a shrine. In the eve, after a few battles she shares what occurred at that shrine.

    “You wouldn’t believe how it warmed my heart to find shrine to the Lady Tymora in this little village. It made me feel like the Lady’s luck will be following me wherever I go. And the cleric who cares for the shrine, Garael… I can’t wait for all of you to meet her. She’s in need of our help, but I expect she’s going to be a great help to us as well.”

    We learn that there is a coster that is responsible for the rest of the goods we rescued from the goblin caves. There should be a bit of money in returning those goods.

    Money is good, but solving problems is better. I’ve always felt that addressing confrontation straight on is best. The Red Brands have a particular bar that they enjoy.

    We visit it. Or we try to visit it. A handful step out to confront us.

    “What are you doing here?”

    I respond, “We’re here to clean up town.” I cast a basic spell to clean up the poor, dirty bastard’s disgusting cloak.

    My generosity is ignored. Those idiots. It takes a bit for us to clean up the south end of town and this stupid bar. We leave behind four dead bodies, a handful of smarties that surrender.

    Those that surrender let us know of more dangers at the manor house – bugbears, undead, more red brands, a couple of wizards. This is probably beyond our capabilities.

    I toss a gold towards the barkeep. His inn is a mess after our conflict. While my companions interrogate, I clean. This town needs help. We help.

    We take the dead to the edge of town to serve as a warning, their red cloaks hanging over their bodies as a symbol towards those who would terrorize good peoples.

    The living we leave with Sildar overnight. In the morn we are to raid the manor house.

    Life is only worth living if you are to help others. The people of Phandalin will live free, or our band will perish.

  • Arise & Descend Session Two & Three: Goblin Caverns

    Arise & Descend Session Two & Three: Goblin Caverns

    After being ambushed along the trail we learned of a cave from which these goblins raid the civilized folk along the merchant’s road. Within those caverns may just be Gundran and Sildar.

    So we headed out, an attempt to rescue the men responsible for paying us. We mount this rescue operation out of self-interest, revenge, whatever motivates the individual. We aren’t yet a band of brothers (and sister – Rowan), but this is developing.

    Spoilers for the D&D Starter Set adventure Lost Mines of Phandelver follow.

    Repelling the ambush wasn’t hard. My golden flame axe swung powerfully. The bell of death rung hard. These companions fight well. We are noble, and let one poor gobbo live. He told us where to go.

    It meant a hike, and we left the poor oxen and the burdened cart behind. But Sildar was to the north in the woods, up a stream through the woods, and into a goblin-cave.

    time lapse photo of river between mossy rocks
    Photo by Samuel Kalina on Pexels.com

    Outside the cave an outpost tried to ambush us. The wood elf, Norran, took quick care of those. I think Ambrose and Rowan joined that attack, as they have some effectiveness at range while Krakomand I, honorable dwarves, guarded the rear.

    Yeah, we’re also slow and not good with “stealth.”

    Two goblins dead before I could swing my axe.

    That meant the group was a bit inverted when we entered the caverns. Those faster members of the group rushed past a group of guard-wolves.

    The wolves could have been a problem, as they were trying to escape their chains and the uproar meant we would lose all surprise. They died, a couple with burns and blade.

    Krakom and I had to rush to catch the group. The “eating room” created an urgency from the group. In our haste the conflict spread throughout a handful of rooms. The fight was came from all angles and there was much confusing with the screams of pain from goblin and peoples.

    I, me, stopped one pathetic goblin from flooding the caves. I, me, also took a significant blow to the head from some kind of super-goblin. The wretched soul dropped me quickly. I woke a dozen minutes later.

    Ambrose, the ranger, told me of throwing a spear near through one on a bridge. I’m intrigued by spears now. I will not be able to sing with them, but they seem useful. The toothy one can teach me much.

    The stories of the battle are glorious. My friends took out 25 gobbos, a few wolves, and that one thing that smacked me on the head.

    Dear reader, this is where we learn that good Awf is not necessarily a reliable narrator.

    Rowan, by luck of her goddess, or through shear will takes out that jerk that dropped me. What a blessed soul Rowan is.

    Norran and Ambrose rescue Sildar.

    With Sildar, in a room I never saw, was a dark soul. Zardos is quiet. Withdrawn from us, the man offers much power. The others saw him in action, and vouch for his usefulness. His eyes carry knowledge.

    There was a lot of hauling of goods from cave to ox-cart and then the trudge back. Each of us had to make multiple trips. I may hate the goblins more for that then anything else. But when we traverse back towards the caves Krakom teaches me a game that shield dwarves play – golf(?) he calls it. Basically, the goal is to hit a round object (like a goblin head) as far as you can. There are rules, but we just do the long distance smacking, because it’s fun. We have to stop when Krakom sends a head out into an area we haven’t scouted.

    On the journey to Phandalin Sildar tells us about Gundren’s brothers, the goal to re-open a mine, that Klarg’s goblins are working to support someone(?) called the Black Spider.

    Thankfully Phandalin offers a short respite. There we can rest again, sell the goods we have, buy some rations and whatnot, and learn from some dude named Iarno Albrek, a friend of Sildar who is also a member of the Lord’s Alliance.

    I’ve worked with the Lord’s Alliance in the past, as they and the Order of the Shooting Star oft work together. With the Alliance’s goals matching ours, for now, it not only makes sense to help them, it is right and just to work together.

    For now, I’ll bring some joy to the children of Phandalin and whatever their local wines and ales are. Because I’ve got coin in my pocket – we earned our pay delivering the goods that Gundren hired us to bring to the city.

    We also have more goods to try to sell. And clues to discover, and honestly a town to improve. These people are down. Let’s get them up, again.

     

     

  • Arise & Descend Session One: Goblin Ambush

    Arise & Descend Session One: Goblin Ambush

    Awf Hornjaw et Loragwyn, a gold dwarf battleaxe wielding wizard, left his homes because he heard of a goblin threat near Neverwinter. In Neverwinter Awf met some industrious souls in the city.

    Karkom Hammerstone, that wonderful axe and hammer dwarf, knows how to share an ale and those massive arms look like they’d be strong along his side. Rowan Evenwood, the lucky priest, keeps winning at cards, but she cannot match Awf’s skill at dragonchess. She’s a solid companion.

    Favoring the bow, Norran Galanodel reminds Awf of his Loragwyn family. Norran is a bit of a sneak, but his aim is true. Like Awf, Ambrose is prone to The Violence. The dual-axe man has a bit of hate in him — that’s familiar.

    Together we were hired by Gundren to meet he and his guard, Sildar, in a small mining town. Our ox-drawn wagon is slow. The big, dumb oxs are dragging along chests of mining supplies towards the town of Pandelver so that Gundren can profit and our group can earn a few gold.

    Spoilers for the D&D Starter Set adventure Lost Mines of Phandelver follow.

    (more…)

  • Uprising & Rebellion: One Sheet

    Uprising & Rebellion: One Sheet

    This campaign is set five years after the Lorebook Hunters. With the call of magic strong in the Western Wildes, the kingdoms of the Everflow are stressed by magic. The New Peoples (Ken and Kon), the Offspring of Chorl, the elementals in The Ferments, the Haunting of the High Hills, truce at the River Crinth between the Crinth Confederation and Empire of Azsel, the Sundering of the Church of Quar, and the beacon of the Free City of Sheljar are all plaguing the Kingdoms of Daoud and Kirtin.

    Campaign Premise

    You are common people living in and around Kirtin-on-the-Lake who are inspired to free the city from under the rule of Daoud. You may want it to once again be part of Kirtin, or you may want to copy the Free City of Sheljar. The City Guard, a unit of Daoud’s military, and even dragons, who see Kirtin-on-the-Lake as their ancestral home, stand in your way.

    Background

    The Lorebook Hunters secured several of the Lorebooks, returning magic to the Land of the Everflow. In doing so they drew the attention of the Ken (dragons, elves, dwarves, gnomes, and other fey creatures). At the same time the goblins returned to the Land of the Everflow, with their smog-punk teknology.

    Grand Conflicts

    The Proctors of Grace and their other allies want to control access to magic. Certain dragons also want to repopulate Kirtin-on-the-Lake as the Ward of Mighty Trees is the ancestral home of certain types of dragons (at least a Red as that first DragonTree has regrown).

    Daoud will not allow their winnings (Kirtin-on-the-Lake and the Slope) to leave their control after centuries. The rebellion has taken control of the Dock District. What will they free next? While the mayor may be willing to have the rebels help repel the Proctors, he serves at the whim of an empire that refuses to recognize Kirtin-on-the-Lake as anything but its own territory.

    Facets

    • Each of the Peoples has a starting power.
      • Kin start with a Bonded Companion
      • Ken start with the Feat: Magic Initiate
      • Kon start with Tek
    • Exploring the zero-to-hero tropes, rebellion, and who gets to control knowledge.
    • Sandbox play.
    • Player agency creates history.
    • Drop in/drop out, whatever.

    Variant Rules

    • Playable races are Human, Hin/Halfling, Goliath/Firbolg, Elf, Dwarf, Gnome (wood only), Goblin, Hobgoblin, Bugbear.
    • There are seven backgrounds unique to the Everflow available beyond what is in any published book.
    • Use point buy or custom array for starting attributes. If you want something random, the redrick roller gives random point buy valid stats.
    • Start at 3rd level, because power is cool.
    • Long rests require 24 hours within sanctuary. This creates a pace of play more similar to novels than video games.