(D&D) Small Faroth adventure

Gromet Silvering and Cupola Coglatch are a pair of gnomes living under Faroth mountain in the Rudston Classic tunnels, the first dwarven works on Faroth. This is the tunnel system that Jamnut Fender Works started in. Gromet and Cupola don’t care much about being forge gnomes but live on the sidelines of the forge dwarves of Fenderworks.

Today, a rowdy crowd of human sailors squeezed their way into the Drunken Whaler pub, and started talking rude about the dwarves. Gromet was quick to play both sides and soon the dwarves had flattened the sailors and both the mine police and shore patrol were headed in.

In the last few seconds of the fight, Gromet convinced Knifeswill, the Dwarven barkeeper to pay him to stop the fight. Messaging with Cupola, Cupola impersonated sheriff Ironblock, abd the dwarves were distracted from killing the humans. The next moment, Ironblock himself steps onstage and pounds the handle on his hammer on stage to marshal the attention of the dwarves.

Later, Gromet and Cupola get kicked iff the docks suspiciously watching the Serpent Blue docked with the wounded humans being carried on board. Visibly irritated, a Yuan-ti in a golden robe berates the crew.

Clearly, this Yuan-ti needs his purse lightened, but no good plan arrives until Sarah Tite’nale, a banished faery who doesn’t sparkle, decides to join the fun.

[DnD] Fall Season Adventure Setting

600px-Squid4Shane and I worked up a setting for the Fall season: we’re sailing south! South of Sing’jar we have other kingdoms that have run many races out of their borders. The minotars and many sea elves came from the south seas. What drove them north?

Geography plays a part in separating the west coast of the continent. South of Sing’jar, the Whitechalk Cliffs are an accursed ridge that splits the currents of the ocean and defy overland travel. Kingdoms of ogres and oni defend the the ridge.

South of the ridge there are dramatically warmer currents and climates. Strange sea beasts, like elasmasaur and giant kraken patrol the islands and bays. Escaped lizard folk tell of snake people who held them prisoner. Black bird people and hobgoblins live behind the Ogre kingdom. South of them is an even stronger empire, possibly entire of snake people.

Islands can be traps and prisons. Remnants of previous societies remain isolated on some southern islands, unable to sail off or trade because of the brutal marine animals swiming in the surrounding waters. When Crimskill traveled south, what did he see? Did his giant’s hand play an unfair card to the nacent evil nations in the south?

(D&D) End of the spring season

Last game at BUF this season is 10 June. I know many will not be present. We will be discussing Fall seasons options.

Would like to have a BBQ D&D day sometime on/after 21 July, weekend preferred. Please contact me directly about your availability.

[D&D] Meet Noomi

Noomi Rockslayer, son of Kiven Stormskin, Minotaur fighter, traveler of caverns and heir to the throne of Gorith. Sent adrift through the caves of the world after being denounced by his father for his small size.

Noomi Rockslayer seeks money, power, and to one day…rule the greatest kingdom in the world! That would show his father just how wrong he was. He seeks fame and respect, for these things (that would be his right) have been wrongfully denied him. Noomi wishes not to touch the light of day until he has proven himself worthy of the respect that he desires. He wishes to collect the riches of the earth–and with them build his empire!

Noomi Rockslayer knows about beholder…their twisted minds and forms to match…born into this world literally of nightmares. Beholder horde their treasure deep within the earth where it cannot be found…they spend their days planning contingencies–and at night they dream, horrible terrifying dreams that would kill any sane creature! Yes Noomi knows of them–he knows what they are, how they act…but most importantly: he knows to stay well enough away from them, lest they (in their paranoid insanity) deside that he is a threat…

(D&D) Spellcaster Armors from Gnomes of Faroth

The tunnels behind the iron mines above Rudbay on the East side of Faroth lead to a community of Forge Dwarves and Forge Gnomes. Their workshops produce meticulous magical works.

The Forge Domain of clerics (see Xanathar’s) is a good fit for the community of crafters below Faroth mountain. Their study of metallurgy is spiritual and highly disciplined.

One such company camped below is Jamnut Fender Works: Endowed Protection for Discerning Wizards. They have produced a number of intriguing products:

Wyxel’s Bracers: +1, attunement, holds 1 spell rune per, each side has component pouches, 1/2 damage reduction while spell casting, detect alignment.20171230_173944-302260414.jpg

Magpies Levitating Chain Cloak: +1, attunement, +3AC, encumbrance 0,+5 vs missiles, intelligence as Int 8, Dex 18, Con 16 Str 6, Cha 10, Wis 6 or as wind elemental. Bonus action: cloak can jump to next party member after their attack; limited to attuned alignment of first wearer, so it might jump to only good, neutral or evil party members as matching attuned owner. De-attunement via a visit to negative energy plane.

Peregrine’s Banded Feather Armor: +1, attunement, DR 5 v slashing and piercing, 0 encumbrance, worn under clothes, +1 acrobatics, Cure Greater twice per day after short rest.

(D&D) Lotheric v. Barkar’s Bugbear

The morning after Wiri hired Lotheric, Ville, Ulipa and Alex on a hit contract, they were packed up and walking out of the inn on the Bolitus pavilion–when Barkar, flanked by a huge bugbear and four beefy orcs start jogging toward them. Everyone drops their backpacks and draws their weapons–but unfortunately the party gets separated into two groups.

Barkar and two orcs attack Ville and Alex and the bugbear and other two orcs gang up on Lotheric. The fighting is heavy–Lotheric is unusually slow this morning and nearly hurts Ulipa when he over-swings and misses the bugbear. In contrast: orcs are fresh and cunning, landing piercing and stunning blows to Lotheric and Ville with brutal accuracy. These orcs must be representing for all their fallen comrades, they hit so hard!

Lotheric barely has time to wipe the sweat dripping into his eyes before he is struck again and nearly toppled. This is preposterous. Time for bigger guns, Lotheric says to himself. Putting his left hand to his right, he twists his Ring of the Ram into position and fires a mighty blast into the bugbear–to great effect!

Lotheric has a bit of time to take a few steps back and Ulipa makes it back to him an restores him somewhat. At about half his energy, Lotheric looks over his shoulder and finds that the bugbear, shoved many yards away and tumbling an orc in the process, has gotten up and is shaking himself like a dog to fling the dust off. That orc that should have been killed by a huge bugbear falling on it is nearly back up as well. What the hell?

A little breather is better than no breather, so Lotheric grips his greatsword again. He has a second to look over at Ville, who’s taken a viscious blow and is down, with Alex and Tiberious standing over him, fighting off Barkar and the other two orcs. We’re not winning, Lotheric mumbles to himself. This is bad. Everyone is injured and–amazingly Tiberious lands a killing blow on an orc!

But we’re still out-matched, Lotheric mumbles, and swings at the bugbear again. Finally, a solid hit! But an orc is behind him and strikes at the same time. And Lotheric hears a scream as Tiberious is hit. Ulipa is hit trying to get close to Lotheric. Things are going so rough he barely notices the sound of horse hooves and the jingle of new swords.

Their bouncer orc that introduced them to Wiri was at his side, parying blows from the other orcs! And a half elf ranger he hadn’t seen for months was at his other side–where did he come from? No time to talk…

But the orcs kept hewing at them and the bugbear wasn’t showing any signs of wearing down. Tiberious and Alex were retreating and draging Ville to the mules, but Barkar and an orc were still hewing at them as well. Everyone was going defensive.

Two arrows sang through the air and stuck the orcs before Lotheric, followed by a rough voice, “Hands off! Those people are mine!” commanded Wiri. He stood with his hand on a short sword, and four rouges half orcs on either side of him, two of them with longbows and two brandishing longswords. Before the moment of confusion was over, Wiri was already standing over Barkar, brandishing his sword at his neck. “This one is mine.”

Wiri’s crew pushed away Barkar’s hirelings and they turned and fled, the bugbear crashing right through the leatherworker’s tent to many curses from the vendor.

“Lotheric!” Wiri announced, “That was disappointing. I’m going to have to reduce your rate. I expected more of you and your crew. Don’t hang around here, go do your task, and return promptly–I want to see evidence of your task soon!.”

Lotheric sighed. Day is off to poor start. Getting harassed by evil crime lord is embarassing…

And the team gathered their packs and headed south, looking forward to a short night of rest halfway to Anitus. The offer of 800 gold for their job getting cut somewhat–how much? Very frustrating. If they don’t develop a reputation for working with the crime lords in the cairn towns, though…how will they learn where the evil power in the region actually resides?

(D&D) Adventures in Anitus

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Thorfinn, Eliza, Petal, Arjanir, and Grigor return south to Anitus, passing by the trading pavilions after Lotheric, Tiberious and A__ followed Atala who insisted on freeing the captive elves in the slave caravan heading north.

Our party wanders into the Rock Pub near the south end of the cairn trading pavilion. The half orc bouncers at the door are not impressed with the clean and legal look of our party. At the bar are a cloaked mage, a wiry ranger and a steer sized half orc. The other patrons are mostly humans with service aprons on, tossing coppers on the floor to bet on arm wrestling matches. The wiry ranger teases Grigor about not being able to beat Knuckles (half orc) in an arm wrestling match.

Grigor is so nervous being in this entirely evil place that he jumps the gun on the first match and pins the half orc’s arm in a quick moment. The next round, Knuckles squeezed Grigors hand into a sausage and won. The pressed on with one more round and Knuckles won in a more matched challenge.

Eliza was challenged next by the ranger. Eliza introduced herself and likewise the ranger introduced himself as Daturan. The high-elf and the half-drow were equally matched. Ever the advantage seeker, Daturan surprised Eliza with a leg sweep and Eliza lost her footing off the top of the big wrestling stone—but recovered by spinning and landing on her opposite leg. The crowd cheered and threw more coin on the floor. Eliza dodged a shove, and then did a kick at Daturan’s knee. Daturan swung away from the strick but over-extended, and Eliza threw her off the wrestling rock.

With the winnings, Eliza bought the part another round of hard cider. It tasted like fermented goat piss, which was probably pretty good—by orc standards. Conversation was rather strained between the two parties. The skinny hooded half-orc next to them chipped in with bitter jokes and private out-loud laughs. Thorfinn would ask where to get some good jobs, and Daturan would respond with an evasive answer that showed kind of a patronizing distrust of the party. Knuckles would joke about how Thorfinn and Grigor seemed too clean and smelled like pine cones. Maybe they liked elves?

Time to go, decided Thorfinn. As they walked to the door, the half-orc bouncers were joking about easy marks. Thorfinn, sensing a trap preemptively twisted out of the way when passing the bouncer on the left, but Grigor got struck in the ankle by the opposite bouncer. They fought—but Thorfinn, Eliza and Grigor were subduing the half orcs but really not hitting them effectively. Petal flew out of Eliza’s hair, and started entangling the fight with ground vines and a sleep spell on Knuckles who rushed out to the melee rather late.

Thorfinn and Eliza wrestled free of the vines and finished subduing the half orcs. Daturan and the hooded figure, Allda, started golf-clapping–”Not bad, forest lovers. Grab a hold and let’s sell these suckers to Trader Sam’s”. Grigor, Arjitan, and Eliza agreed that people should not be sold into slavery, even if they were evil half-orcs, and said to meet up with them north of the cairn. Daturan continued to loot the bodies and placed 8 gold pieces into Thorfinn’s hand, saying “I’ll get more from selling these chumps then I’m handing you. Let’s go!” Thorfinn silently but grudgingly agreed—mostly to see the process this place considered normal—and helped Daturan drag the half orc around to an adjacent tent with an orc banner hanging over the entrance. With a few more gold in their purses, they left north.

At Daturan’s camp, the group discussed what they thought the plan was. The evil in the land is the power of a network of curses on a group of cairns around Galentaspar. The whole region is unhallowed. Additionally, each cairn is a desecrated area. The most powerful people in the region are necromancers and unholy clerics. The drow really only admit trade with peoples obeisant to Lolth.

Daturan hates the mayor of Anitus. Not really a yaor—more like a charismatic evangelist. Such a clever talker, Fray Underhof tricked Daturan out of a caravan full of slaves by selling Daturan right to another slaver an opposite route. Daturan has tried to assassinate Fray many times, but had failed repeatedly Fray has only increased his influence and has his own cadre of cairn keepers and henchmen. Fray lives in a tiny gap between the rocks at the base of cairn. According to Daturan, only pawns can now get close enough to Fray to be effective—and Daturan is too well known to get close.

Eliza says it is probably important enough to buy a hawk as soon as possible to let Feltor know what he’s up against. Where would they find a hawk? Should they rather go back to the rock wall? Or should they just continue to infiltrate Fray’s organization and complete Daturan’s revenge?

(D&D) Updated Calendar

Expanded dates due to improved availability!

Meet in the I St entrance hall
from 12pm, ending at 3:30pm.
Bring your own lunch/snacks.

September 17th (after Find Your Place at BUF), and 24th

October 1st, 15th, 22nd,
(Short day 22nd: 2pm)(29th no game)

November 5th, 12th, 19th

December 3rd, 10th, 17th

Faroth: Expect Bad Weather

barrel-headIt’s approaching the end of January in the Faroth Islands and there are sightings of northern ice bergs drifting west from the glaciers to the north. Normally they do not reach as far south as the Faroth islands, but this has been a exceptionally cold winter. There has only been standing (unfrozen) water for one day on the islands since the winter solstice. The chance of the prevailing south winds deflecting the course of any large ‘bergs is low.

The large mountains on the islands make them safe for land lubbers and hence the large population of dwarves and surprising numbers of gnomes on the islands. The geology supports cave systems above sea-level. There are many other smaller islands through the Sing’jar straight that are much more at the mercy of the weather.

Not far north of the Faroth shipping lanes are the Octra Islands, a set of eight small islands arranged symmetrically. Each of these islands is barely a mile wide at best, and barely produces any wood or crops. Most frigates will not approach because there are other rocky reefs in the area. Only an experienced captain, or a crafty one with the local magics (such as summoning a water elemental) could find their way through the Octras.

Many Faroth sea elves brag about sailing the Octras. This is unlikely, because the Octras are populated with Marine Elves (Aquatic Elves) which live a mostly submerged lifestyle in harmony with water animals. Faroth Aquatic Elves keep to themselves and tend to taunt sea elves and minotaurs. Sea elves are ‘lubbers, which is insulting because sea elves live their lives on boats. Minotars are referred to as sea-sows or horned manatees. This completely offends their intelligence and athleticism. In response, any aquatic elf will respond with, “What, are you a better swimmer than I? Can you summon a killer whale or a shark, then ask it to give you a ride? Or are you just standing there so you can poop on my shore?”

Each of the Octra islands is named and has a chieftain, an elf of at least level 10, and usually a sea ranger. The Octra, as they don’t mind being called, rely on the sea life for protection, communication, and food. If you can befriend an Octra, you have demonstrated humility, honesty, and intelligence. You also must have something to offer them.IMG00466-20110528-2057.jpg