Friday, October 24, 2014

Wednesday Night Game Night - 5E D&D: Hoard of the Dragon Queen Part 1

Using the Hoard of the Dragon Queen adventure, I set up that the characters were either arriving or had already been in Greenest, a woefully described town with which I had the run of things.   There is a keep, a mill and a temple to the god Chanteau...who, since I don't have a current understanding of the Forgotten Realms mythology is just some god...God of Socks, I believe.

The group started off as two separate groups; the Druid, Thia and the Rogue, Grim arriving in town at sunset after having traveled from the trade town of Scornubel, their concern for a mutual acquaintance making them unlikely traveling companions.  Alvyn, the sorcerer and Garox, the Barbarian are at this point drinking in the local tavern, Garox having just saved the overly talkative and mildly annoying Alvyn from a rather rough looking mercenary, who now sits at the end of the bar nursing a bruised face and ego.

On their approach to the town, Thia and Grim notice dark figures making their way towards the town, coming from all directions.

In the tavern, Garox and Alvyn hear a bell tolling as the bar tender pulls a mace from behind the bar and begins ushering people out, telling them to get to the Keep as quickly as they can.  The town must be under attack.

Thia and Grim slow their approach and watch as the chaos begins to unfold, people being rousted from their homes by torch wielding figures.  Thia catches a scent on the wind, leathery and reptilian, moments before a dark form sweeps overhead.  A bolt of lightning crashes down on the townsfolk, a rumble of thunder rolling out towards the Druid and Rogue as the large blue dragon begins to spread his terror.  They watch him circle in the air, lining himself up for another run and both note that they might well be caught in the next assault if they don't put some distance between themselves and the town.  Instead of doing that, they head straight into town, moving south and away from direct line of fire.

As the tavern empties, the mercenary with the bruised ego hefts his axe and bursts out through the front door, looking up to the sky right before he is blasted out of his shoes by a bolt of lightning.  Seeing this, Alvyn and Garox elect to exit through a window on the side of the building, dropping into an alleyway that allows them to stealthily sneak away from the chaos.

Attempting to sneak into town, Thia is caught out in the open by a small of group of raiders.  She recognizes them as kobolds.  There are only three, but Thia suddenly finds herself alone, as her travel companion, Grim, has melted away into the darkness.  Unsure what she should do, she raises her shield, presenting a defensive front.  The kobolds regard her with disgust and turn back towards town.  Grim reappears at her side and the two quickly make for a small cluster of houses.

Hidden in the shadows, Alvyn and Garox spy kobolds ransacking houses.  Valuables are being stuffed into sacks and dragged out of town.  Sensing that Garox is itching to speak violently with the kobolds, Alvyn comes up with a plan to get them to the safety of the keep.  Casting a disguise self spell, the gnome transforms into a kobold and calmly leads the Half Orc out into the streets, casually strolling and occasionally barking a command on their way through town.

Thia and Grim break into an already ransacked home and hunker down.  Grim is intent on getting more information and wants to sneak around the town more, Thia wants to live to see the sun come up and insists that they lay low.  Grim disagrees and slips out into the night through an open window.  What he discovers is that a ring is beginning to form around the keep, the bandits building makeshift barricades and lean to's as protection from the arrows being fired down upon them by archers on the walls.  High up in the sky, the dragon continues to circle.

Almost to the keep and past the last row of buildings, the Half Orc and his "Kobold" companion have successfully fooled the bandits.  The guards at the keep, seeing them approach, bolster the guard, letting stragglers through.  Recognizing that their brilliant disguise has worked too brilliantly, Alvyn prepares to drop the spell.  Before he can do so, a last group of townsfolk, a family, attempt to break away from where they were hiding and make for the keep.   The family, made up of three children, a spear wielding mother and a badly wounded father are quickly surrounded by a patrol of kobolds.  The mother attempts to keep the kobolds at bay, but with her children caught up in hysterics, she trips and falls to a knee, the spear no longer providing it's much needed protection.  Seeing the kobolds about to attack, Alvyn rushes forward, ordering the group to return to the looting they were there to do.  As added incentive, he points back to the Half Orc, who stands a few steps back, great axe in hand.  The kobolds sneer, spit and leave.  The family sits in fear, the mother regaining her footing and rebrandishing her spear.  The Half Orc looks at her incredulously and then steps aside.  Confused but not stupid, the mother rushes her family through the quickly closing gates of the keep.  They are the last let inside.  Alvyn and Garox look around and begin to form a new plan. 

Grim returns to the house Thia is hiding in and reports what he has found out.  Unconvinced that heading out anywhere at this point is a good idea, Thia continues to preach patience.  Grim reminds her that they both came to Greenest for a reason, their mutual friend, a traveling monk named Leosin.  There is a distant ringing, a bell signaling another part of town has come under attack.  Grim and Thia eventually agree that finding out what is happening in town is preferred to waiting in a pillaged home, hiding in the dark.  Outside, hiding in the dark, the two, guided by the sound of the bell make their way to the southeasternmost part of Greenest and discover a temple, surrounded by bandits.  The front doors have been closed, but a makeshift ram batters at them and they show signs that the bandits will soon be well on their way through.

Alvyn, still in disguise, suggests to Garox that they continue to make their way around the keep, hoping for another way in and to get an idea of the size of the army attacking Greenest.  They make their way south, passing through the camps of kobolds and raiders.  Once on the far side of the keep, they can hear the bell tolling in the distance and begin to make their way towards it.  On their way they come across what appears to be the commanders camp.  A woman dressed in purple wielding a halberd is issuing commands.  A blue Half Dragon watches the keep, resting his hands on a great sword that has been driven into the ground in front of him.  Garox feels an intense need to call out the Half Dragon, but Alvyn very wisely dissuades him of this notion.  The two continue on, following the tolling bell.

Slinking through the darkness, Thia spies two figures approaching the temple.  They are strolling almost casually down the road.  One a Half Orc, the other a kobold.  She relays this information to Grim and the two slip out of view, moving around to the back half of the temple, where they find a small group of bandits attempting to light clumps of dried leaves and grass that have been piled up against the back door of the temple on fire.  A patrol of kobolds lead by blue drakes on chains, pass by, the kobolds throwing stones and flaming torches through the temples ruined windows.  There is much screaming.

Alvyn and Garox continue down the path leading to the temple.  They see the group battering at the front door and the patrol making it's rounds and decide to avoid any direct interaction with them.  Garox suggests sneaking to the back of the temple to see if there is a way to get the people out.  Alvyn notices two figures watching the temple from the rear.  Much to his astonishment, he recognizes one of them!

Unable to stand the screams coming from inside the temple, Thia convinces Grim that they need to take action.  With the odds at two on one, Grim doesn't seem entirely convinced, but agrees anyway.  He silently approaches, Thia casting a spell behind him.  Suddenly the ground beneath the kobolds feet springs to life.  Grasping vines snarling around their legs, two of the kobolds find themselves trapped.  Grim, quiet as a ghost, appears and runs one through with a rapier.  A second kobold, not caught up in the vines, finds himself on the receiving end of Grim's other rapier.  Both die silently.

A third kobold screams in agony as a javelin pins him to the ground.

Not hesitating for a moment, Grim springs on the last kobold and stabs him through the eye.  He whips around to find Garox retrieving his javelin from the kobolds corpse.  They recognize each other from times past.  Both nod curtly.

Alvyn, dropping his disguise, comes racing out of the shadows, attaching himself to Thia, adoration plastered on his face.  Thia is less than pleased.  

Before any discussion can occur, the patrolling kobolds clear the corner of the temple.  The two guard drakes immediately rush the Barbarian and the kobolds begin to pelt the group with bullets from their slings.  Grim disappears in the ensuing chaos.  Thia and Alvyn back away, Thia casting fire at her attackers as Alvyn seeks shelter.

Bursting forth from his hiding place in the surrounding shrubbery, Grim dispatches a couple of Kobolds and then engages the main group as a badly wounded Garox continues to tangle with the Drakes.  Thia continues to hurl fire at the drakes and one of them finally succumbs.   Alvyn, hidden in shrubs, cast his magic missiles at the kobolds engaged with Grim.  His bolts find their mark, raining down in the form of golden cones that drop two of the kobolds and badly wound the third.

Amazed by the magical onslaught, Grim is caught briefly off guard.  In that moment, as a desperate dying action, the last kobold slips past his defenses and critically wounds him.  Grim falls with a gurgle, blood spraying from a slashed throat.

Thia, unafraid of the kobold, is immediately at Grim's side.  Her healing magic brings him back to his feet.  He quickly murders the shocked kobold as Garox finishes off the last drake.

The two remaining kobolds flee for their lives.  Garox manages to bring one down with a well placed javelin, but the other escapes from sight as Alvyn's Chill Touch spell misses it's mark.

Thursday, September 19, 2013

Moving On...

On down the road.

Yep, that's where I'm going.

Moving to Minnesota at the end of next week.
Haven't got a clue what I'll do there.  Looking for work, looking for a place to live.
Raising a kid, hoping he'll be better at making plans than I am.

Minnesota...for three years.  At least that's the plan.

Started another blog just for that.  These blogs...they're addictive.  Not that I write in them all that much (or at all).  Start one, you wanna start another.  Start another, you wanna start a third.  Start a third...

Wednesday, January 30, 2013

Changed. Completely.

Well...one month into the new year.

Time to take this back up.

Took some time off, since roughly November, to have a kid.  I didn't have all that much to do.  My wife did all of the extremely hard work.

My life is completely changed.

Three months in...completely changed.

I'm working on multiple projects still, doing most of my work at work, of all places.
Work helps me maintain my sanity.

Changed.

Completely.

Thursday, November 1, 2012

Bloody Blankets, Barghests and Babies

Been writing a lot lately.  This is a good thing.  Like before, it doesn't always come easy, but I'm muscling through and as always, it feels good.  Great actually.

Okay, not always...but most of the time at least.

Lexicon has been an exciting experiment.  We're taking it slow, but we've got six people writing and that's no small thing.  We've only written our "A" entries so far, but "B" is due tonight and already entries have come in.  Again, no small thing.

I'm working out my entry on "Blood Blankets"...pretty sure what they are, but the narrative keeps turning right on me when I need it to turn left.  Frustrating.

Writing a screenplay for a trailer.  Seems absurd, but it helps and is a somewhat necessary part of the process, especially so early in what we are attempting to do.  I'll probably post more once there is more to be posted.

Got my second "Deadlands" game coming up this weekend.  It was only supposed to be a one shot, but I got really into being "descriptive" and let it run too long.  The players are definitely into it, so I find that inspiring.  Adding a "new" player this weekend.  "New" to the game, but returning in reality.  Be good to have him back.  He gets to be a "school marm".  Says he's up for the challenge.  We'll see...
They'll probably all die anyway...maybe.  Kinda like the life they've brought to the characters, so I might not kill them.  Again, we'll see.

Getting more and more baby stuff as the weeks go by.  Running out of room for the stuff already.
But, yeah.  Baby.

The is a blog about creation, no?

Laters.

Monday, October 22, 2012

Lexicon

There have been a lot of ideas floating around in my head lately.  They've all been trying to get out at the same time, which has given my a real headache.

It takes me way too much time to get ideas down on paper.  I often tend to let them sit and fester.  Painting takes too long, writing takes too long, editing takes too long.  It all just takes too long.

I feel flustered and unfulfilled.

I feel overwhelmed and underprepared for everything.  It isn't just a lack of confidence on my part, though I'm sure that's a part of it.

It just feels like it needs to be better prioritized.  It feels like it all needs to take less time or flow out of me more smoothly.  That's a disgusting image.

Words, images, ideas...all stuck and fighting to be released.

And now I've added the idea of Lexicon...

Too much stuff.  I need to focus.  I can actually feel it in my head.  The lack of focus and the need to...just do it.

Thanks, Nike.

Sunday, October 7, 2012

Deadlands





















It's October.  The leaves have all changed their colors and are littering the streets.  The air has grown chilly, the clouds have gone gray.

Halloween is almost here.

Every so often I like to run a game centered around a horror theme.
It's a one shot.  People are going to die.

This year it's going to be a "Deadlands" game.  I've come up, for the most part, with the story.  I've pregenerated the characters and now I'm working on their identities.  For me, drawing the characters is as vital and important to character creation as rolling the dice and writing up a history is.  It helps me keep them in my head and it gives them a bit more personality.


Some characters concepts just speak to what they should look like.  Sometimes they develop more characteristics from the sketches that I create for them.  The more I draw, the more they seem to breath.
It's world building on a smaller scale.  It's like cartography for people.
People who will probably die horrible deaths in the Weird West.


The One Ring


Roleplaying games.
They give me an outlet for my imagination.
Some games certainly more than others.

Recently I was asked to participate in a "The One Ring' Campaign.
"The One Ring" is an RPG that takes place in Middle Earth some five years after the events of Tolkien's "The Hobbit".

Of the races that are available to play, at least initially, I took a Woodman of the Wilderlands.  I named him Ingvilmar (after much debating and writing and rewriting).  I had very little to go on, besides what I had read in the Hobbit and the Lord of the Rings.  So I sat down at my computer, started up Photoshop and grabbed my Wacom.

This is what resulted...



I will state for the record that this is not a finished piece.  I will also admit that it will probably not progress much further than this.

It was a good exercise and has me working on other things.  It did feel good to pick up a pencil (or Wacom Stylus) again.