The Dragonslayers III Pt. 29: Dueling the Dragon Lord

The Courtyard - 'X' marks the mushroom!
The Courtyard – ‘X’ marks the mushroom!

The great red dragon was at least 50 ft. in length not counting its powerful tail and extra-long neck. Its head was crowned with several spear-long ivory horns which ran along the spine in a ridge of spikes on its back to the end of and studding the tail. Its dark red scales resembled dark red shields battle-worn each but all still true. Three skulls of adult dragons, species unknown, hung clunking about its neck on a necklace alongside a shield-sized golden medallion covered in dragon-scratch. On a single claw was a carved jade ring like the one taken from the steel-helmed juggernaut which Vorwulf wore as an arm torque.

Vorwulf shot a dragon-bone arrow from his longbow which shattered harmlessly on the magic shield that appeared around the monster, its gold medallion glowing brightly. He activated an item gaining a magic shield of his own. Grom as soon as he caught sight of the legendary beast, the one which had wiped out his tribe leaving only him and his protégé, froze in his tracks a victim of his own panic. The dragon’s throat inflated with a hideous sucking sound, its jaws gaped and a white hot blast of fire shot out as it swept the entire area its back to the burgeoning millennium mushroom. Vorwulf took shelter behind the large stones under the ruined archway avoiding all the damage, Grom the shaman and Magiia however took the blast surprised that half of the damage bypassed their protection from fire dealing quite a bit of damage. Mags stopped her charge and drank down a healing potion. The first drake swooped over the rocks near the entrance to the courtyard and snapped at Vorwulf whom parried easily with his superior quality bronze buckler. The third and fourth of the three fire drakes swooped down at Maggi with their claws and caught her off guard as she ran towards the “big one” intent on “tasting his blood”. The flames of battle rose to a rage very quickly, three of the Drakes lashed out at Vorwulf as he tried to keep rounding the edges of the battle field using his bow more on them than on his main target as intended and the other Drake continued to pester Maggi. Grom fought top overcome his fear but eventually had to resort to casting Dispel Fear on himself. The dragon cast Hold Person on Maggi stopping her before she could get a blow in; she fortunately was still able to activate the Shield ability on her Bronze Helm. The dragon then turned and gupled the Ferenoi down following a massively powerful bite. Grom rushed forward eager to join the fray.

Maggi’s shield beginning to waver in the volcanic acid-bath of the dragon-lord’s stomach, Maggi was able to shake off the dragon-magic with a Natural 20 (the ONLY way she could’ve done so). Two of the Fire Drakes continued their assault against Vorwulf who was able to deflect their claws with his buckler. He quick-drew his swords and struck back concentrating his blades on the first of the two dealing some damage to the beast. Grom ran forward towards the dragon-lord and drew his morning star of Supernatural Might. The dragon glanced back keeping an evil green eye on the mushroom. Then as Maggi used all her might to slash with axe into the walls of the monster’s stomach it vomited her up. The Drake that remained near the dragon lunged at the shaman. The other drakes continued after the ranger, he continued to hack and slash at them. Maggi stood up and struck at the dragon-lord causing the second charge of his shield to be knocked down. The dragon stomped on her a great blast of dust mixed with the swirling coal smoke. Mags was able to work her way form under the dragon’s gigantic claw the way greased by the dragon-vomit which she was covered in as well as her own blood which flowed freely from her mouth and nose. The two Drakes fighting Vorwulf finally dropped their black blood spreading over the white ground where they fell. Maggi pulled herself up desperately trying to stay conscious (she made a Recovery check versus the stomp).

Jenn (Magiia’s player): “I’m on K-O points here!”

Grom dropped from the sky to her side with the third Fire Drake on his tail.

Vorwulf knocked an arrow and shot at the dragon-lord finally dispelling the monster’s magic shield for the final time that day. Grom tried his morning-star against the dragon’s hide; he found he was quite ineffective barely scratching a single scale (he did three points of actual damage to it). Maggi activated her shield and let loose a power-attack at the dragon who easily batted the whistling blow to the side. The last drake snapped at the shaman wounding him. The dragon struck at Maggi dispelling her shield with a single blow. Grom again tried his weapon against the dragon-lord (this time dealing about six points of actual damage). Maggi wound her body up and smashed her axe into the last drake felling it in a gory spray of blood and organs. Vorwulf was launching dragon-bone arrow after dragon-bone arrow at the red monster. He activated his boots of Fleet of Foot and the Eyes and Ears of the Dragon ability on his coif. Nearly all his shots at the dragon missed so he shot an acid-arrow at the monster which had little to no effect. In the ensuing struggle Maggi was forced into another recovery check to avoid losing consciousness and Grom used the Heal ability on his mithral open helm to being the Ferenoi back up to almost full health. She was able to counter a claw strike but dealt very little real damage with that blow. Then all of the slayers let loose a united frustrated groan as the red dragon-lord with a wave of its nasty claw summoned four more fire drakes. Its tail swept at both Maggi and Grom, the Dragon-Blood Warrior was able to get out of the way but the shaman took a great deal of bludgeoning damage and was forced into a recovery check to remain standing.

Jenn: “Well at least its shields are down.”

Vorwulf shot an arrow deep into the first newly summoned fire drake. Maggi hacked into the third, the nearest to her, hurting it. The dragon unleashed its horrific breath weapon for a second time sweeping the area forcing Grom to dodge into a nearby pit to avoid it and imminent death, Mags was barely able to absorb the damage she couldn’t avoid. Her life was now hanging by a thread though the bleeding was cauterized. Vorwulf had been just out of the area of effect. The drake on Maggi struck and she countered wounding it blood gushing. The first and second flew after Vorwulf; he was able to avoid their claws and teeth. The third leapt into the pit after the shaman. Grom in mid-fall was able against the odds, to quicken Bestial Might on himself magically morphing into his bizarre winged and furry form. He set himself down on the uneven ground below realizing he was in a high ceilinged vault which was choked with fallen stones and ruin. Up ahead he could see a strange glimmering light where the tunnel intersected with another; he briefly considered trying to seek out the Wasp whom they all believed to be down here somewhere. He ducked behind an amorphous pile of spider-webs, stones, and broken wood as he could hear the snarling of the incoming drake. Above ground the dragon snapped its jaws at Maggi who avoiding the blow lashed out and nailed it dealing it some decent damage. Vorwulf pulled out his great axe, he had run out of dragon-bone arrows, and engaged the drakes that were attacking him. Maggi dueled the dragon and drake while underground the shaman drank down a potion of Barkskin while trying to keep hidden as he could hear the drake trying to sniff him out. Before he stepped out he activated the Mage Armor ability on his necklace and made a run for it running past the beast and leaping into the air while it gave chase. No sooner had Maggi backed off and drank down a healing potion than she felt the claws of the drake raking her ribs (she rolled a Natural 1 versus the blow). The shaman burst out of the pit and swept over Maggi’s position. The drake on his tail was blur as it zoomed out of the pit and attempted a dive attack on him but floundered unexpectedly and smashed face first into the ground (it had rolled a Natural 1) at full speed killing itself.

Vorwulf closed with the dragon-lord, two drakes following him, Maggi struck at the drake still on her wounding it badly, and Grom also let loose a power-attack with his morning star on the same target dealing some damage. The dragon turned towards the mushroom which was now much taller and glowing with a strong and very pronounced eerie white light. The drakes continued their assault. Grom flew up 100 ft. above the dragon. The dragon swept its tail at Mags and she deflected the blow with her axe and countered it burying her axe in its hide. Vorwulf concentrated his attacks against the drakes using the magical speed granted by his boots to deliver a series of power-attacks felling two of the remaining three. The dragon unleashed a Swarm of Magic Missiles to little effect and then a claw at Maggi forcing her to recover. She was again in dire straits. Vorwulf, after dropping the two drakes, drank down yet another potion of healing.

Vorwulf then redoubled his efforts on the remaining drake dropping the already blood-ragged beast before it even had a chance to act. Maggi chopped into the dragon again. The dragon turned itself around to face the slayers and moved forward trampling Maggi then turned its face up unleashing a blast of its lethal breath at the flying shaman who was just able to get out of the way. Grom flew over near the tail end of the dragon struck at it; his weapon glanced harmlessly off of its armored hide. Vorwulf stepped back and exchanged his great axe for his cutlass and the Dragon Bane Longsword with the large rock-crystal pommel stone. The runes on the blade read, “Suck the Breath & Drink Deep the Dragon’s Blood”. Maggi power-attacked the dragon again wounding it and both Vor and the shaman focused their efforts towards cutting the monster to ribbons. It unleashed a Hold Person spell on Vor but he was able to resist, barely. They continued fighting it slowly making headway as its wounds began to multiply, Grom buzzed around striking and moving. The dragon-lord struck out at the flying shaman but missed only due to the constant Displacement spell emanating from the magic robes he wore. Using his magical speed Vorwulf continued to subject the great monster to a death by a thousand cuts.

All three of the slayers battled on for the next two rounds with their greatest enemy, all taking their share of wounds, their armor getting torn and dented. Maggi took the brunt of the dragon’s rage spending much of that time surviving by recovery-check and the shaman expending all of his healing touches per day. Grom found himself underfoot and was nearly crushed to death but fought his way out after struggling for two turns. At the beginning of the ninth round all including the dragon were badly wounded, bleeding, and filthy. All but the dragon were nearly out of breath nearing their threshold for exhaustion. Some of the dragon’s wounds closed and any bleeding stopped.

Cris (Vorwulf’s player): “S#*t! This is the last round and my boots are done. My armor’s nearly gone too.”

Jenn: “I’m out of potions! My girl’s bad, real bad right now!”

Gil (Grom’s player): “Yeah I’m hurt. My helmet’s out of Heal but I got some healing spells left.”

Cris: “Save ‘em. If we survive we’ll need ‘em.”

Grom swooped by the dragon doing a flyby attack dealing only a handful of actual damage. Vorwulf pulled a potion of Healing from his dragon-hide bandolier and downed it. Mags rushed forward again and let loose a powerful blow into the monster opening a deep and bloody gash. The dragon blasted its breath at Grom again and he dodged. Vorwulf moved over to Maggi and she surged forward again laying her axe into the dragon’s side. It reared and rushed forward trampling both Vor and Mags laying them out and leaving them bloodied and struggling to get to their feet in a cloud of choking dust. Grom did another flyby gliding down towards Maggi’s twitching figure. Realizing that it was nighttime Vorwulf activated the Cape of Bat Flight and shot straight up into the weird green night and drank down his last potion of Heal. Grom dumped his last potion of Heal down Maggi’s throat saving her life. The dragon lunged at Vorwulf striking out with its claws and tore into the airborne ranger wounding him badly. Its tail whacked Grom wounding him. Vorwulf, desperate, flew at full speed to the dragon and as he flew above its neck he canceled the cape’s effect and in midair went into a leap attack with both weapons.

Me (the GM): “Um, dude. you’re gonna wind up right next to him and he has an attack left.”

Cris: “S#*t. Damn. I uh…, Yup, he’s gonna kill. Ah..uh..Oh SCREW it, screw it.”

He threw himself towards its long and vulnerable neck with both weapons and as it turned it left itself open to his attack stretching its throat out for the Dragon Bane weapon in the ranger/dragon-slayer’s right hand (it rolled a Natural 1 to auto-parry). The first cutlass struck and laid open the hide to the muscle and the longsword sliced a bared artery, letting loose a virtual rain of steaming red-hot blood. He thumped to the ground on his feet and he, Grom, and the newly risen Magiia all had to dodge the dragon’s corpse as it convulsed in its death throes and fell with a crash. It was then that they saw that the mushroom which huge by then, it was starting to convulse madly jerking to and fro then suddenly it seemed to collapse in on its self, shrinking and shriveling into a nasty black mass then to nothing.

Cris: “Whatever the Wasp’s doing he’s doing it.” The others nodded in agreement.

There was a crack as of thunder and the energy of the leyline which the millennial thing had tied up and was sapping was suddenly freed exploded back into activity. All three of the slayers were injured by the explosion of magical energy. The strange green glow which had flooded the sky began to subside as the green moon began shrink away back into the darkness. The slayers looked about them and then to each other. They were all horribly wounded, completely battle-worn and utterly exhausted. Now all they had to do was travel back to town.

 

To Be Concluded…

The Dragonslayers III Pt. 28: Follow that Wasp!

The slayers had gathered together the booty they looted from the corpses of the Sons of the Dragon including the unfortunate Archer. After Vor shot a few arrows to dispel the shield around the enemy bowman Grom had flown in above the half-dragon and cut his throat. Before the coup-de-grace they had agonized for a while over that decision. Vorwulf checked the juggernaut’s corpse, Maggi was searching the charred remains of Nose Bone, and Grom stripped the gear from the dead archer and flew it down to his companions. Their take comprised of a black lacquered composite shortbow probably with the True Strike ability on it, a large jade bracelet from the juggernaut which Vor was determined to wear as an arm torque, a superior quality spear that was magic but what it did they didn’t know, 4 superior quality throwing glaives which were also magical, a mithral arrow with red fletching definitely magical, 2 potions of Heal, a gold ring with a large emerald, and a pearl ring. They knew the massive mace that the juggernaut had wielded had the Thunderblast ability on it since it dealt quite a bit of damage to Maggs but that they left. They also left the gold medallions bearing the mark of the dragon that each of their enemies had also worn. They didn’t care about the bits of armor and none seemed to be holding any money or jewels. They packed their near gear away and readied to get back on the move.

Grom cast Restoration II on Magiia, she had been hit by one of the Draconian’s envenomed glaives. The shaman also decided to take the time to cast Impervious to Elements (Fire) on both himself and Vorwulf as it had served Maggi well in the battle. They took a look around mainly trying to locate Xanto the Wasp if he was anywhere near. He jumped out from behind a crumbling archway enwrapped in very dry vines.

The Wasp: “Guys! Hey! Over HERE! Let’s go its opening! It’s opening!”

He gestured to the darkening evening sky they could see the green moon was filling the sky with strange, green light and they now noticed that everything had a sickly green pallor cast over it. The Wasp extracted a small crystal sphere with a gold bee trapped at its center. He mumbled a quick spell over the orb and it disappeared with a pop leaving behind the gold be which immediately began to buzz and flew swiftly ahead the Wasp burst after it with his own blurring buzzing wings.

“C’mon Fellas!”

The Blackwings jaunted after the mischievous mage. Vorwulf took the opportunity to down his brand new Heal potion restoring himself to near full health. They proceeded through the weed & vine choked twists and turns of the maze-like ruins at a brisk pace leaping over sudden piles of dirt and stone and jerked to dodge unexpected obstructions and large fallen lichen patched blocks. All the while they were moving towards the pillars of black smoke which were all the more visible and appeared as hideous black pillars against the weird shimmering green sky that crackled with the blue-white bolts of magic energy from the active leyline which ran through the dead-center of the ancient city. They noticed the red-orange glow which began to bow over the shattered battlements more and more, tell-tale dragon-sign or at least the obvious light of a very large fire or fires.

The Wasp rounded a corner through a narrow but very tall archway and suddenly dodged to the side buzzing crookedly through barely avoiding the blade of a fairly large bipennis axe. He had nearly been cut in two by the surprise blow (at least in his retelling of it). Before the slayers stood near identical creature to the juggernaut but more lithe and wearing a polished steel helmet with a red-dyed horsetail tassel at its crown with large deer antlers mounted on either temple. The only differences besides the scant difference in build form the first juggernaut this one also had a jade bracelet on his left wrist and was wielding a long superior quality double-ended heavy bipennis axe. He ignored the Wasp whose buzzing was barely audible and was out of sight and turned towards the 3 slayers and took a fighting stance.

Cris (Vorwulf’s Player): “Ahh! I wondered where this guy was. Let’s do this.”

Gil (Grom’s Player): “Oh yeah, the guy the hunter told me about.”

Magiia charged and power-attacked with her axe but her blow was batted to the side with an unnatural ease and she suffered the very effective counter-attack wounding her badly in the very first exchange of the fight. Vorwulf lunged in simultaneously drawing his paired weapons and struck, the big-guy kicked a blast of dirt into his face but to no effect and he landed his double blows dispelling the magic shield, the half-dragon’s medallion burst with a golden glow. Grom stayed back and used his Rod of Magic Missiles which again hit the medallion’s shield. The half-dragon took a step back and slung one-end of his double-ended weapon at Maggi’s ankle trying to trip her nearly succeeding but ultimately failing to throw her on her back. He struck out with the other end at Vorwulf hacking into his armor and dealing a fair blow to the ranger/dragon-slayer.

Maggi struck out again but was again easily parried. Vorwulf followed with his paired swords and hit wounding the 10 ft.-tall brute and Grom sent another blast of magic missiles dealing no damage. The dragon-son swung at Maggi again but this she successfully parried the end aimed at her and struck back with a counter-attack smashing he axe into him unleashing a gout of red-hot dragon blood. With a roar the monster lashed the other end of his weapon at Vorwulf hitting him again. Maggi struck again wounding her enemy mortally but he was still on his feet. Vor followed up a second later dropping the half-dragon in a shower of gore. They made a quick check for the Wasp but he was nowhere to be seen. What they couldn’t know was that he was heedlessly buzzing along urging on companions who had ceased to follow quite some time ago.

They quickly looted the half-dragon’s corpse with Vorwulf putting on the jade bracelet as an arm-torque. They followed the path they though the Wasp had taken and soon could see his yellow and black striped form buzzing under an archway into a large high-walled courtyard where the ominous columns of black smoke were visible floating above the disintegrating battlements. It was fully dark now save for the weird lights of the green moon and the crackling leyline. The Wasp motioned for them to follow and he buzzed through the arch into the courtyard.

Cris: “Damned Wasp!”

Vorwulf: “HEY! WAIT UP!”

Vorwulf with the other two in tow moved swiftly to follow the Wasp through the tall archway between two half-ruined square towers. The group found themselves in a large triangular courtyard blocked on one side by a high hill of rubble and bush where several ruined buildings were scattered about. There were a few large gaping holes where the ground had fallen in and up ahead the group could see another archway between a pair of capped towers a large but badly defaced statue of white stone stood in front of each representing, possibly, wizard-like figures. Through that arch lay a larger courtyard where the dragon obviously lay as the red glow was shedding a bloody light over the triangular courtyard and a steady rain of fine black soot was raining down. The path under the arch was choked with two very large pieces of pale stone blocks.

The Wasp suddenly turned sharply to the east and buzzed through a large breach in the larger courtyard’s wall. Vorwulf sighed probably tinged with exhaustion more than frustration. He decided to try stealthily creep through the archway into the large courtyard hoping in vain to gain any kind of advantage. He moved around the last block in the path and saw before him a mostly barren courtyard bounded by mostly ruined 20 ft. battlemented walls. There several massive piles of burning coals and wood burning hotly placed at three corners around the place and several large cave-in holes in the ground and between all these at the center lay the dragon with its face peering at a small pale object that had a blinding crackling aura about it. It was the mushroom which seemed to increase in size as he looked on. He shot his eyes ot the east trying to spot for the Wasp. He caught sight of a yellow and black blur through the smoke of a smoldering coal field shooting across a short span of the courtyard and down into a nearby hole.

Vorwulf [more mumbling than anything else]: “Damned Wasp.”

He looked back as the rest of the group caught up with him being only a step behind. Suddenly the bone-white stalk of the millennial mushroom shot up and grew to at least 10 ft. in height in a second and its aura burst with white energy and the crackling energy of the leyline suddenly collapsed in on itself falling into the mushroom and disappearing all the while all sound seemed to just stop and everything seemed to freeze dead still for just a moment. The sky was a uniform dull green dominated now solely by the light of the weird green moon with only the pinholes of stars with which to share the night sky. The gigantic red dragon turned its horn-crowned head, the 3 dragon skulls slung around its neck clunking with strange music, its evil green eyes meeting those of Vorwulf. This was an ancient dragon.

It was also a dragonlord and a hybrid, its blood a mix of a Great Horned and a Chromatic Red dragon. Just as he realized this he heard Maggi’s war-cry echo out from behind him the frantic beating of her feet against the ground as she charged followed. The dragon, which still looked uninterested in them as it believed them no threat, waved a claw casually. Three large Red Drakes appeared near it and with a single beat of their wings they were roaring at the slayers through the air.

Vorwulf knocked a dragonbone arrow.

To Be Continued…

The Dragonslayers III Pt. 27: The Sons of the Dragon

Just in time Grom cast Protection from Elements (fire) on the Ferenoi before she was out of his reach. Magiia dashed between the ruined gate towers and leapt behind one of the large boulders to the side of the now revealed pit trap that had almost claimed Vorwulf. She peaked around and spotted a 10 ft. tall half-dragon partially concealed by a boulder about 45 ft. straight ahead in the cleft that lead via a slightly twisted path to the inner gate. The large guy behind the boulder was a human with vaguely draconic features with patches of bright red scales over most of his visible skin. He was wearing a scale mail shirt with a steel pectoral plate held by a cross-harness over that, a pair of spiked bronze bracers on each arm with bronze greaves on his legs, and a polished bronze open helm on his head which was decorated with a pair of nine-point deer antlers and red horsetail tassel streaming from the peak of the helmets crown. From his neck dangled a large gold medallion bearing the mark of the dragon. He was armed with a superior quality heavy two-handed spiked great mace. She couldn’t wait to sink her axe into him.

Magiia: “My axe is thirsty! THIRSTAAY!”

Grom the shaman stopped and tried to take as much cover as possible where he stood still between the decaying gate towers and by chance caught sight of the hidden archer whom was squatting camouflaged in a large clump of shrubs 10 ft. up on a ledge at the start of the cut-path at the base of a still intact crenulated wall. The archer was another human half-dragon with red scales and equipped with a steel pectoral plate, a wolfskin mantle, spiked bronze bracers on his ropey forearms, and a pair of bronze greaves protecting his legs. He had a gold medallion bearing the mark of the dragon around his neck, a red hip-bag, and a full hip-quiver filled with excellent and a few evil looking arrows. He was currently armed with a composite short-bow which was training on the shaman. Grom shouted and pointed the archer out to Vorwulf.

Vorwulf spotted another ducking behind a clump of woody shrubs just about 10 ft. across from the larger half-dragon, this one appeared to be a human dragon-shaman equipped with a red gambeson, a studded wide red leather belt with a red hip-sack, and a bishop’s mantle. He also bore similar spiked bronze bracers on his arms and bronze greaves on his legs. He was armed with a superior quality longspear with a pair of throwing glaives dangling from his belt. His skin was covered in a layer of red scales and his nose was pierced with a polished half-moon of boar’s tusk. The ranger could see the glitter of gems off of the rings on his fingers and from the gold medallion bearing the dragon’s mark around his neck.

Cris (Vorwulf’s Player): “Oh yeah of course! Of course they do!”

Jenn (Magiia’s Player): “Oh great! Are we gonna be able to hit these guys?” Referring to the cannibalistic barbarian’s they had faced several days previously (see The Dragonslayers III Pt.24: The Mark of the Dragon).

Vorwulf shot an arrow at the Nose-Bone dragon-shaman. The medallion glittered with a magical light and the arrow immediately turned and shot back at Vorwulf who barely parried his own arrow with his magical buckler. The half-dragon juggernaut from behind the boulder surged forward towards Vorwulf’s position. Vor caught sight of a dark feathered shape flapping its wings and slipping from the battlements at the top of a nearby tower atop a 10 ft. bluff to the west. It disappeared from sight as soon as it was clear of the shadows. He could hear something set down lightly on the boulder just behind the one behind which Maggi currently took cover. Nose-Bone stepped from behind the bushes and attempted to cast a spell but failed. The hidden archer took a pot shot at Vorwulf but the black arrow shattered on the ranger’s buckler.

Maggi pushed away from the boulder and charged the juggernaut, her obsession with killing dragons ultimately taking over, with a mighty battle-cry as soon as she reached the half-dragon juggernaut the ground before him exploded in a blast of fire but she was protected from the flames by Grom’s spell; undoubtedly a trap-spell cast by Nose-Bone. She swung but was easily parried. Grom cast mass bull’s strength granting his comrades and himself a badly needed bonus to their strength attributes. Vorwulf shot in the hidden archer’s direction (he missed the arrow zipped uselessly into the thicket) and moved away from the boulder on top of which he knew there was something he couldn’t see. The juggernaut nailed Maggi with his mace wounding her. Nose-Bone moved further back nearing the boulder from behind which Juggs had charged. A glaive flew unexpectedly at Grom whom dodged (barely). It had come from the top of the boulder on which Vor had heard something land. Now however, it was visible having made an attack dispersing the spell that had kept it invisible until now. On top of the rock was squatting a draconian with red-brown scales and with black feathers over its head and its black wings appeared as those of a large black raven. The creature was wearing a bright red gambeson over which was a steel pectoral plate held in place by a cross harness and spiked bronze bracers on its wrists and bronze greaves on its legs. It was armed with a superior quality quarterstaff and from its belt dangled a single superior quality throwing glaive.

Another black arrow with bright blue feathering shot from the thicket at Vor and exploded in a seismic blast which Vorwulf, thanks to his Improved Evasion feat, was able to completely evade. The blast was fortunately far enough out of the way not to catch anyone else in the area of effect. Maggi undaunted swung again at Juggs this time connecting with and dispersing the invisible magic shield that surrounded him his medallion burst with gold light. Vorwulf still armed with his longbow turned and shot at the top of the boulder striking a shield surrounding the feathered draconian. The juggernaut smacked Maggi with a Natural 20 and could’ve killed her in a single blow had she not previously activated the shield ability on her helmet. The draconian replied to Vorwulf’s arrow with his last glaive which Vorwulf masterfully parried with his buckler. Nose-Bone retreated behind the boulder out of sight. Another black shaft shot from the bushes and nailed Vor dealing some damage. Maggi replied the juggernaut’s devastating blow with one of her own which smashed away his final shield of the day signaled by the glow from his medallion suddenly going out with a pop. Grom slung a spell at the thicket in which the archer hid causing it to squirm to life and completely entangling and immobilizing him. Vorwulf tried to get another shot at the feathered draconian but fumbled burying the arrow in the dirt. Meanwhile the juggernaut smashed into Maggi this time as she hadn’t had a chance to re-activate her magic shield and blood gushed. Again Vorwulf shot at the draconian and again struck a magic shield but the light from his medallion also went out with a pop. Juggs hit Maggi again wounding her fairly badly this time.

Magiia leveled a power attack at the juggernaut burying her axe-blade deep in his flesh. Vorwulf buried and arrow with a Natural 20 in the feathered draconian who shrieked in pain. The juggernaut answered Maggi’s powerful hit with his own which only by the breadth of a hair she was able to deflect. Grom moved to the rear of the Ferenoi Maggi and used his healing touch to keep her standing. The draconian flapped its black wings and flew roaring at Vorwulf in an attempt to catch the ranger in its powerful and venomous jaws. Vorwulf dropped his bow, quick-drew his scimitar and cut into the monster with a simultaneous attack killing it. The strange corpse petrified into stone while still in the air and crashed to the ground. Maggi activated the Shield ability on her helmet and let loose with another power attack at Juggs opening another wound. Vorwulf stuck his swords in the dirt and grabbing his longbow back up knocked an arrow let off a wild shot at Nose-Bone pinioning him with an arrow wounding him badly. The juggernaut again tried to finish Maggi with another insanely powerful blow but only managed to smash away the shield spell surrounding her. Grom cast a Heal Other spell on Maggi trying to assure her survival. Nose-Bone peeked around his boulder and cast Fire Bane at Maggi. The Protection from Fire spell that Grom had cast over her protected her fully however Grom forgot to cast it on himself forcing him to make a Recovery Roll to keep standing. Vorwulf put away his bow, snatched up his swords and went for the juggernaut but his single blow was easily swatted away. Maggi leveled another axe-blow at Juggs taking another chunk out of him. Vorwulf now side-by-side with Magiia struck at and hit the juggernaut dealing very little damage. The half-dragon replied with his spiked mace but the blow was deflected far too easily off of Vorwulf’s buckler. Nose-Bone activated one of his rings and a Swarm of Magic Missiles, 5 each, struck the three slayers. Grom called down the lightning from the sky blasting the dragon shaman with the nose bone into a smoking ruin barely recognizable as a corpse. Vorwulf again struck at Juggs but was again swatted away.

Finally with the upper hand, the slayers began hammering away at the juggernaut even Grom after pulling his morning star of supernatural might and tightened ranks with his two companions. It was another full round of bashing, chopping, and slashing before the impossibly tough villain was finally dead. The only one of the slayers not on the verge of death was Vorwulf who was still very wounded.

Cris: “Yeah, I’m about half-way.”

They began swilling potions as the shaman wanted to preserve some of his spells for the dragon. It was then that they turned their attention to the still entangled archer.

Grom (sort of downcast): “I’ll do it.”

Grom cast bestial might on himself and flew up above the head of the half-dragon archer and pulled out his dagger.

 

To Be Continued…

GM Copy of the battle-map
GM Copy of the battle-map

The Dragonslayers III Pt. 26: A Flight of Graylings

It took a couple of hours for the slayers to clear the debris field of the ruined city and emerging from the piles of pale rubble that used to be a city gate they were confronted with a bleak, limestone desert broken sparsely by clumps of woody shrubs. The sun beat down with unrelenting heat but the air and occasional breeze was icy cold. They continued northward for an hour. Vorwulf’s compass proved itself useless as the needle began to spin around its face faster and faster the farther they got from the dead city. After about another hour of travel Vor stopped the group, he was lost and unable to get his bearings back. The landscape was white and flat. Grom the shaman cast Commune with Nature and was able to point the way, they were a lot farther to the east than they should have been. The spell seemed to speed his senses over a vast area. He realized the leyline was expanding the area of effect of the magic allowing him to detect their goal about 2 miles off and an uncountable number of supernatural creatures all around. They started again this time in the right direction.

They broke out their rations on the move, Vor pulled some steaming fresh-baked bread, ripe cheese, and juicy meat from the Bag of Meals. Just after finishing, after about an hour, Vor spotted something moving just at the edge of his vision. By chance (a natural 20) he made out the camouflaged shapes of seven manticores in a ring surrounding the group. He shouted his warning as he pulled his swords.

In less than 30 seconds they had killed all seven only Grom took any damage from their claws and Magiia was sporting claw furrows in her armor. The wasp was nowhere to be seen until the last monster dropped. He buzzed back among the slayers and touched down; he had been hovering about 100 ft. above the fighting.

The Wasp (kicking a dead manticore): “ALRIGHT! YEAH!”

Jenn (Maggi’s Player)[to Gil after hearing him giggle at the Wasp’s antics]: “You really like him don’t you?”

Gil (Grom’s Player)[at the level of a whisper almost dismissively]: “Well, uh, yeah…yeah.”

Grom chopped off all of the manticores’ scorpion tails and stuffed them into his Bag of Holding.

Maggi: “What are you doing!?”

Grom: “They might be magic. Right? They’re different colors. Might be able to use ‘em.”

Each manticore was of a different and brilliant color (red, green, yellow, blue, orange, purple, and black).

They continued on with Grom in the lead and as evening began to fall on the white plain they could see the eerie wall of blue-white energy crackling in the distance yet somewhat too near for comfort. All of their magic items, each was heavily equipped with all sorts of magic stuff, was vibrating. Grom and Maggi felt euphoric from the rush of magical energy flowing through their bodies. They got as close as they dared (within 100 ft. of the line) and tried to sleep, Maggi didn’t feel the need to rest at all so she volunteered to keep watch all night long. Vor would join her for the third however. Before going to sleep Grom decided to try to commune with nature again and got a very strong bead on the true Sons of the Dragon, those that the trapper had told him about (see The Dragonslayers III Pt.21). They were planning on following the leyline north-west until they would come to the city, or so said Grom anyway.

The night passed peacefully under the strange blue glow of the leyline until third watch when Vorwulf was able to spot five adult graylings swooping in at the camp. The battle was another brief skirmish with Grom coming out the worst. The slayers had managed to kill 2 of the dragons; the other 3 were wounded and had flown off. Vorwulf had spent a couple of his precious and dwindling number of dragon-bone arrows. During the battle Grom had cast Bestial Might on himself and whipped out his Morning Star of Supernatural Might and being frustrated that the dragons were strafing them with somewhat effective flyby attacks flown straight at them very quickly finding himself surrounded, realizing his mistake almost too late he flew back to his allies. He had to use a daily charge on his helmet of Heal fully restoring his health.

Maggi immediately fell onto the corpses cutting arteries and filling the empty potion bottles. The dragon-blood was burning hot to the touch. Vorwulf cut out some teeth and claws for trophies.

Vorwulf (Played by Cris): “Damn. Too bad we don’t have time to skin ‘em.”

They ate breakfast and let the shaman warpaint them. Xanto the wasp refused (savages). They got on the move shortly thereafter with Vor in the lead again heading due west along the leyline. At noon a bright green flash in the sky painted everything with a pale green pall for an instant.

The Wasp: “The Green Moon! The Green Moon!” Excited, he immediately picked up his pace and began to buzz far ahead of the slayers.

By evening they reached the ruins which jutted up like broken bones piercing the pale landscape. These were much more intact and the walls and battlements high. Large thickets of pale green bushes and patches of tall golden grass huddled about the fallen stones and broken arches of the city. They could see a cobblestone walkway, an old road, leading right into the overgrown mouth of the city gates a partially intact grand archway between two skeletal towers. Grom cast Impervious to Fire over the entire group (save for the Wasp) and they proceeded cautiously. Vor looked over to the Wasp.

Vorwulf: “Okay Xanto. You want to be here so go ahead!”

Xanto the Wasp: “Um, naw that’s fine lead the way you’re the leader!” He was quaking with excitement obviously anxious to get in there.

Vorwulf (shrugging): “Fine then.”

Vor moved as quiet as a cat through the high broken archway into the overgrown outer courtyard immediately he had to dodge to the side as he had nearly stumbled into a pit trap just 15 ft. past the gate towers. An arrow shot from somewhere up ahead of the ranger aimed at Grom but due to his ring of greater displacement it missed a direct hit but as it thudded into the ground it exploded in a seismic blast visible shockwaves rippled through the air and the earth dealing some damage to Grom though he was able to cast a healing spell on Maggi to bring her back to full health. Maggi was unaffected by the spell, her armor was only slightly dinged by the shockwave. She roared as she charged and Vorwulf knocked an arrow yelling for the Wasp whom didn’t answer back.

 

To Be Continued…

Character Codex IV RELEASED!

Cover Art by Brian Brinlee
Cover Art by Brian Brinlee

The Character Codex IV: Book of Unconventional Character Classes is now available in pdf format via RPGNOW.com and DriveThruRPG.com!

A new Character Codex containing specialist fantasy character classes that are strange and unconventional adding new flair to any Dice & Glory campaign! This book is a great resource for both Players and Game Masters wishing to introduce some eastern flavor into their game! Among those classes that can be found within the new Character Codex’s pages are the Dragon-Blood Warrior, the Leatherneck, the Leopard-man, Skull-Cleavers, Bookworms, High Sages, and Zombie Creepers!

Requires the Dice & Glory Core Rulebook

This book contains:

  • Over 76 Fantasy Specialist Classes with full descriptions of class abilities and level progression tables!
  • Of these, there are 5 Brick classes, 12 Fighter classes, 11 Adventurer classes, 6 Rogue classes, 9 Psychic classes, 22 mage classes, 6 Clergy classes and 11 NPC classes!
  • NPC tables which can be applied to NPC’s to easily apply specialist class levels!
  • 6 forms of stylized Martial Arts forms!
  • …Plus information on Specialist Class Variants along with 15 variants.

The Dragonslayers III Pt. 23: Black, Yellow & Red

The dawn broke over the dewy grass and heather of the East Meadow, the great ringed purple moon began to fade gradually in the West in proportion to the new rays of the sun, and the acrid stench of burnt troll-flesh still choked in the throats of the Slayers as guttering columns of black smoke rose from the improvised pyre. The Blackwings’ morning ritual commenced Grom the shaman applied war-paint to each in turn. Jez their Hill-Giant guide kept his distance finding the “heathen practice” distasteful; he mumbled a quick prayer to Vinshru and to all of the Saints of the hill-people and of the Hyvalians. A little while later Vorwulf the ranger found some elevated ground and began to survey the land with his spyglass. The ranger spotted a column of grey smoke in the distance, the faint remnant of a distant campfire only about 2 miles off to the northeast.

It took about an hour with the speed of the giant and the slayers’ weird craft to arrive at the sight of the smoldering campfire at the top of a hill-ridge. There was no cover in the immediate area with only distant clumps of low evergreen shrubs scattered over the wide undulating grassland. It was obvious to all a fight had taken place by evidence of the torn ground and the ratling corpse and dead riding-boar among the hastily deserted camping gear.

Vorwulf (Played by Cris): “Well, I guess that’s it for the Outrider.”

Grom (Played by Gil): “You think that’s him?”

Vorwulf shrugged his shoulders in response.

The ranger was able to discern that there were tracks moving north and another set going east maybe southeast. The tracks moving north were of 3 boars and 1 goat probably being ridden; those moving in the other direction were the prints of around 10 humans. Maggi stood by keeping an eye out as she was “still messed up from the troll-fight”. The shaman sat down near the corpse of the ratling and began chanting trying to Commune with the Spirits. Jez the giant found this practice distasteful as well and walked away mumbling something about “blasphemy”. The shaman was able to contact the ratling’s spirit after about an hour and asked its name. Bellok fourth-born told Grom that his master and brothers were guiding a mage to the White Heath, a mage that wore black and yellow named Xanto when they were attacked in the night while they were distracted by an apparent battle to the southwest (the slayers fending off the night-trolls) by barbarians with sharpened teeth.

All of the players went wide-eyed, I swear, and all at once hissed, “The Wasp”!

Cris: “It’s that mushroom. There’s something up with that mushroom! He’s after it.”

Come evening the slayers found themselves further to the northeast having traveled the rolling landscape of Norusk keeping north of a small forest of pine and yew that Jez referred to as the Steppe Wood. They were setting camp in a shallow gulley in a glade that ran between the Steppe Wood in the south and a large unnamed thicket to the north a high ridge was visible about 2 miles directly east over lower ground. The shaman used up the last of his magic for the day healing Vor and Magiia and before sleep both of the latter also rubbed on some healing salve. Just before first watch began and while all were just about to settle in Vorwulf decided to pull out his spyglass and take a quick scan of his surroundings. He immediately spotted a large balefire, easily in the gloaming, directly east presumably at the base of the ridge. Activating the Eyes and Ears of the Dragon ability on his magic helmet he was able to spot out those dancing about the fire with some detail, barbarians with the hides about their shoulders dyed red. They also had a prisoner tied to a post where one of them was casually brutalizing him occasionally holding a dagger to the poor soul’s throat. The bright yellow stripes, spattered with blood, of the prisoner’s clothes gave away his identity though Vorwulf couldn’t make out the face through the blood. Squatting on a stone next to the thick wood post and the prisoner was a very large man presumably the leader of the band turning what appeared as yellow silk mask or hood over in his hands inspecting it before ultimately scrunching it up and tossing it into the fire, the steel helmet at his feet which was presumably his own had a pair of deer antlers attached on either side.

Jenn (at hearing the details of Xanto’s situation): “Oh no!”

Cris: “S#*t! The wasp went and got himself captured.”

Gil: “So, we got to go and rescue him?”

Jenn: “Hey! We got a giant don’t we?”

In response Jez the boar-hunter started fake snoring and rolled over so that his back was to the slayers.

Gil: “I’m out of spells.”

Jenn: “Yeah, I’m still kinda hurt, I don’t think my girl can take another battle right now.”

Cris: “S#*t. Well I guess we wait until morning and try to follow them. They’re probably going east – same place as us.”

Morning. They struck camp as quickly and quietly as they could munching leathery trail rations at the same time. Vorwulf kept an eye on the enemy camp. The barbarians were apparently eating human and possibly faunic remains for breakfast. Xanto was still tied to the post and whole from what the ranger could see. After Grom war-painted them the slayers got into the rowboat and Vor activated his helm. They readied for pursuit.

Jez: “Hey guys um I ain’t gunna fight, I wasn’t hired ta do dat. So I’ll uh meet you guys somewhere easterly if’n we get separated.”

Grom: “What!? How about if we pay you some more money, we got alot.”

The GM (me): “He’s only a hunter, just an NPC class.”

Cris (Vorwulf’s Player): “Yeah. He isn’t gonna help us he’s only tough ‘cause he’s a Hill-Giant.”

Both Jenn and Gil sighed in disgust.

The barbarians began to disembark Xanto still bound to the pole, was being carried between the shoulders of two of the hulking warriors. The savages were farther from the ridge than Vorwulf had initially guessed but were heading directly towards it. The group began to make plans as they tried to stealthily follow the enemy party; the landscape broke into a desolate pale rocky mostly flat area with absolutely no cover. The Blackwings pondered waiting for nightfall then sneaking into the enemy camp as they slept, snatching the wasp up, also pondering leaving the wasp with their hill-giant guide as to cover the escape anticipating some immediate “blow-back”. Barbarians had sharp senses after all.

Jenn: “We can’t leave the wasp with the giant, he’s a dumb@$$. The wasp will just talk his way out of it.”

After less than a quarter of an hour it appeared as if the barbarians had reached the foot of the white cliff and were getting ready to surmount it which would make it hard for the Blackwings to follow in their mysterial rowboat.

Cris: “Well, I guess it’s Plan A then.”

Gil: “Wait. What was Plan B!?”

Jenn: “Follow then wait till midnight.”

Cris: “Plan A is CHARGE!”

Before our heroes were able to put their brilliant plan into action the barbarians suddenly turned, every single one of them easily spotting the boat-load of dragonslayers whom had floated dangerously close (within about 600 ft.). The savages snarled showing their sharpened teeth, dropped Xanto to the stony ground right onto his scabby, swollen face and charged. Without missing a beat Jez burst into a run southward towards the trees of the Steppe Wood deserting his sledge.

Jenn: “Stupid giant.”

 

To Be Continued…

Player’s Handbook Released!!!

The new Player’s Handbook has been released and is currently available at RPGNow.com here. A print edition will be available through Lulu.com Aug. 29!

This 114-page supplement reprints chapters 1, 3, 4, 5, and 6 from the Core Rulebook (so GM’s no longer have to share their copy of the CRB) and includes new material to help new and experienced players to create fully realized characters with a full chapter on The Basics (group role & relationships, expanded disposition table, rounding out the details), Step-By-Step Character Creation (a walkthrough of 14 steps), and Character Starter Packages. This book has 9 chapters and a complete index of Specialist Character Classes for all current Dice & Glory publications.

Tabletop Meditations #1: Treading Common Ground

While participating in roleplaying games many times over I’ve found myself sitting with people I’d not otherwise associate with, individuals with whom I could easily creep through dripping sewers infested with giant mutated leeches or fight the ravening hordes of either zombies or orcs side-by-side but with whom I simply could not get along with away from the tabletop. Our only common ground being the table between us.

This may have been such because of either a collision of personalities or by accident of disposition which occasionally, of course, would erupt during the game but not often. Outside of the game we would have very little if anything, besides the game itself, in common our personal interests laying in completely unrelated areas and even in those that were related, mostly mutual interest in fantasy especially in the Lord of the Rings movies (at the time of the longest lived gaming group that I’ve been a part of), our attentions and emphases would be on different areas or our foci would be in completely different places. Over the tabletop however, we were knit together, granted occasionally our characters at each other’s throats but it was as they would do in-game, by table culture and interest in the current campaign even over outside influences such as the overall tabletop roleplaying culture as can be tangentially experienced and engaged for the most part through the tubing of the internet.

The only common ground between us besides fantasy and sci-fi genera was the tabletop and the activity of roleplaying. Even the subject that should have united each member with the others in our group (at the time), heroic fantasy, a subject on which we differed drastically each person with their own particularly strong opinions and preferences on the subject.

A particular sore spot in one incarnation of that gaming group when it came to outside but related interests were Drizzt & the Icewind Dale Trilogy. I hated these finding them particularly pedantic and frankly boring with major scenes ripped off from the Lord of the Rings books (Icewind Dale Trilogy) as the action set-pieces, found in reverse order in these novels from what I remember, blech! When it came to THE dark elf, Drizzt seemed to me a pale copy of Elric of Melniboné and the Dark Elf Trilogy (sensing a pattern here?) was just as lame as the previously mentioned Icewind Dale books and treated characters as devices rather than towards any genuine attempt at using characterization to drive the narrative such as Clacker – the Hook Horror which seemed to just be there to pluck at a heart string or two before he’s done away with.

Another memorable bit from the Dark Elf novels concerns a very out-of-place graphic orgy/demon-rape scene which again is just there to titillate and/or shock especially the incestuous interaction between Drizzt and his priestess sister. Basically all six novels seemed to rely on lazy and cheap hack-writer tactics but one guy at the table, let’s call him Big-H, LOVED these things, in fact in an effort to try to get a better footing on some shared earth between the two of us I read all six of the damned things, needless to say I think our concepts of what constitutes GOOD fantasy fiction differed quite a lot. My suggestions to him, none of which he read, were the “Original Saga” of Elric (consisting of Elric of Melniboné, The Sailor on the Seas of Fate, and the Weird of the White Wolf), bet you didn’t see THAT coming, and the dell editions of Robert E. Howards work, namely The Conquering Sword of Conan specifically due to one of my favorite of the pantherish barbarian’s adventures, Beyond the Black River.

The real trouble would begin when Big-H would insert things he read in an R.A. Salvatore novel (then his favorite novelist, I have no idea if that’s still the case) into the game when he would referee/game-master, a particular incident which nearly ended a campaign was when we openly decided to and successfully took Drizzt out. Taking both mine and Big-H’s fiction preferences as combined examples into account even though both are fantasy and arguably of the sword & sorcery genre they couldn’t be farther apart in style, content, and might I say, originality. At the table though our differences colored our in-game conduct and altered how we constructed our game-worlds & structured our campaigns when we would Game-Master.

In fact another friend, let’s call him Red, that had played for a while had similar but still very different preferences for fiction from either Big-H or myself. He was a devotee for a brief period of the Discworld books; I enjoyed the first four novels (compiled in an SFBC edition called Rincewind the Wizzard which I still own) but had no interest outside of those.

He seemed to more enjoy the humorous, light-hearted side of things as well as the weird monsters, I tend to enjoy the more atmospheric and action-oriented type stories not that I don’t enjoy the humorous side of fantasy; I like the Xanth books as an example, my favorite among those being Castle Roogna, and again my penchant for Sword & Sorcery becomes apparent. Red often described scenes, characters, and incidents that had recently amused him found in the pages of whichever novel in the series he had recently read sometime before the game. Typically prefaced with the statement “I was just reading something really awesome on the toilet”. He was a self-confessed bathroom reader; information I could have done without by the way especially when he would go into graphic detail about an especially memorable poo, yech!

I, again, recommended Moorcock’s Elric books the first of which I loaned him but he didn’t like it due to the anti-heroic nature of the perpetually morose and somewhat unlucky albinic protagonist and the torture scenes, too dark for him apparently. He did express a passing interest in the Fafhrd & the Grey Mouser books when yet another player and I would talk about mutually enjoyed exploits of the daring duo. Unfortunately, to my knowledge Red never got around to reading those. Basically, everyone at the table at any given time seems to have had very distinct tastes in the fantasy that on the surface had brought us all to the table but that vague and general interest by itself certainly didn’t provide much tack to keep us all together in the real world as friends though it did contribute to the overall table-culture as it applied directly to game-play at least allowing us to be “table-friends”.

Table-friends being those individuals that really don’t have a close association outside of the game basically only seeing and interacting with each other in context to game-night. This might result from things as simple as scheduling conflicts or as complex as personal incompatibility. As I’ve been reading both in books and on various message boards/aggregators this is not an uncommon occurrence when it comes to gaming groups.

“Typically, those who participate in fantasy gaming groups develop a social network consisting of other group members; overtime …members of these groups become acquaintances and then friends. However, it appears that these social ties often do not transcend the gaming settings; gaming friends need not be, and frequently are not, friends outside the gaming group.” [Shared Fantasy, Gary Alan Fine, The University of Chicago Press, 1983, pg.237 – emphasis mine]

Experience has demonstrated to me that the incongruity of personalities and disparity of attitude within a group and the consistent minor conflicts that that entails sometimes resulting from gameplay itself is definitely a contributing factor to the disintegration of roleplaying groups. What kept all of us at the table was interest in participating in the shared fantasy and our interest in the game and its elements and of course the desire for fun. A major factor that helped to keep us together so we could engage in fantasy gaming and find our common ground there was the group culture that formed around the table, the table-culture of our group .

This involved the habits and rules governing behavior while at the table and what we found acceptable within the game and at play, behavior and traditions unique to every group around every table gathering members under a single uniting umbrella that shelters only their own table. The roleplaying community as whole consists of common references and special portions of knowledge, its own form of pop-culture, basically a subculture in and of itself but the community overall is composed of smaller cells, each cell a separate and self-identifying roleplaying group and its table culture that contributes to group cohesion as its this sub-subculture that exists at the table among each individual group distinguishing them from the rest of the roleplaying rabble.

“Every group develops a culture…termed its idioculture (Fine 1979). An idioculture is a system of knowledge, beliefs, behaviors, and customs peculiar to an interacting group [.]” [Gary Alan Fine, 1983, pg.136; author’s citation]

Idiocultures transcend certain aspects that appear to be central to gaming groups, especially to those outside since these are the most evident, such as genre and even system preference. Its idioculture that serves as a glue just outside of gameplay (or on the meta-side as it were) to keep a group at a table so that they can enter the game as a unit and form an adventuring party, regardless of the in-game dysfunction or efficiency (or lack thereof) of such a unit. Within this social structure disparate individuals come together for some fun.

This allows individual players to gather and begin to take an interest as they roll-up characters, explore the mysteries and horrors of the fantasy world, seek out and enter into conflicts that test their intellect and composure as well as that of their in-game personas. If it is a general interest in fantasy that can bring individuals together, it is the idioculture that can keep them together long enough to allow them to build a mutual interest, lay the groundwork for an imaginative construct upon which they can produce their own very personalized entertainment.

Of course if the members of a group cannot focus on the game taking interest in its elements in some manner the table-culture will only serve as a bandage holding the group together until something of interest can be found (or happens) or until there’s a clash of wills which can cause a group to self-destruct or simply dissipate without so much as a whimper.

The two major factors in the dissolution of gaming groups, at least in my experience, are the differences between individuals meaning those that are only assuaged by the common ground of gaming and real life occurrences. One cannot do much about life other than to go with the flow so that’s a moot point and definitely should be excused if not wholly understood at the time of departure.

A game IS just a game after all. Conflicting attitudes kept in check by a mutual interest in the game can cause the group to completely disintegrate in the blink of an eye when player interest wanes. When the players are no longer interested in the setting, in exploring the GM’s world, and building a mutual fantasy the framework of the group begins to tumble down, sometimes all at once, like a Jenga-Tower stacked too haphazardly but even this collapse can be somewhat stalled by interest in one’s own character but part of that is of course, testing them against the GM’s world; after all interest in the fantasy world does feed directly into the players’ interest in their own characters.

When interest in the game-world is lost the group will inevitably begin to fall apart as normally incompatible personalities which when interest is high can actually be a contributing force to the mutual fantasy become absolutely destructive causing games to suddenly explode into argument and creating the circumstances ripe for in-game back-stabbing and bad character deaths which can murder the fun that brought everyone to the table in the first place. When it gets particularly bad some may leave the realm of tabletop forever over very REAL feelings of betrayal by those they may have considered friends (the latter statement being based on an actual non-anecdotal incident).

Not to say backstabbing in-game is always a bad thing it is just a very risky endeavor though it can contribute when conducted correctly (and very carefully) to mutual interest (as well as in-game vengeance justified or otherwise). Group interest in the game is key in keeping groups together and at the table rolling dice. Interest is the deepest bedrock of a fantasy roleplaying group on top of which they build their mutual fantasy and sediment new imaginative layers over the old through play to create rich, deep imaginative worlds.

Groups are held, often loosely, together by mutual interest in the game that they are playing, to a lesser extent by group idioculture, and by a general interest in the subject matter shared by its members. These help individuals with disparate tastes, differing opinions & backgrounds, and discordant dispositions to find a foothold on mutual ground in a shared imaginative world, at least in my opinion. But interest and the investment in the fantasy itself and its components is what is absolutely central to any successful roleplaying group even over mutual outside interests, table-culture, and maybe even friendship away from the tabletop.

Ultimately Red and Big-H among others simply drifted away a few had stormed from the table in a huff never to return. All of the groups that they, and I, participated in over a period of about 10-years all fell apart in the end sometimes to come back in a new incarnation but ultimately the last to have at least two of us as members fell apart from a combination of life and personal friction never to reform.

That’s just my rambling meditation on the clash between personalities at the table, the double-edge of fantasy gaming I suppose.

[do_widget id=”cool_tag_cloud-4″ title=false]

Character Codex III Released!!!

The Character Codex III: The Book of Eastern CHaracter Codex III CoverFantasy Character Classes for the Dice & Glory rpg system was released yesterday. The book is 100 pages with character classes drawn from Japanese, Chinese, middle-eastern and to a lesser extent Indian lore & history.

The book has over 50 specialist character classes, NPC tables based on some of those classes for easy NPC reference for Game Masters and 23 forms of stylized martial arts. There is also a large section on the ancient weapons of the east with pre-generated stats for each.

The pdf version is available now at RPGNow and will be available in a printed edition September 1 2014!!!

The Arvan Game Pt. 11: The Horrors of Hornstone

Note: As Hornstone served as a testing ground for certain traps, set-ups and chambers that I’m using for the Obsidian Doom module I’ll be abridging the play-by-play in the ruins though a few I’ll have to mention as the results were just too rich not to mention.
In the trees outside of the ruins of Hornstone they decided to sleep through the day in order to confront the monsters within on their own terms (and sleep in safety as the monsters will probably be aware of them very soon anyway). They spied the ruinous tower which was as white as bone with hollow grayish pocks and pores due to the pecking/burrowing of birds throughout the centuries of abandon. They drank the whiskey they were hauling with themselves and both slept while hidden (luckily for them, no encounters). They woke as dusk approached and prowled (well, Dead-Eye was as quiet and unseen as a ghost, Bers on the other hand, stumbled up in the open making all kinds of racket) up to the sagging and slightly ajar double door, the entrance to the ancient tower.
They carefully, or should I say slowly rounded the tower circumspect to try to find an alternate way in besides the front door dissuaded by the cavernous darkness and musty smell. They found that they front door was the only way in and thus they walked in to the high ceiling octagonal foyer. On four of the walls in the dark and musty chamber were the open-mouthed reliefs of frowning yet laughing satyrs, an eerie and soft moan could be heard from each of their mouths caused by drafts. They proceeded carefully into the center of the chamber towards the only other door, a man-sized door barred by a rusted portcullis. The floor dropped open and they both failed their saving throws to dodge so they fell 50ft down into a lower chamber.
They landed onto a pile of bones that shielded them from the spiked floor as the trap-floor above slammed shut. The chamber they found themselves in was suddenly brightly lit without obvious source of illumination and a magic mouth appeared over the only exit a studded bronze double-door. Basically they stumbled into a labyrinth, a magical dungeon-maze used primarily for entertainment by powerful mage-lords. As I used this part of the campaign to test a few trap rooms and scenarios for the Obsidian Doom module I’m just going to relate a few of the best moments and glance over the rest.
In a one of a few chambers with a door at each of the compass directions under Hornstone Bers went to open a door with Dead-Eye guarding her rear watching an open archway in the opposite direction, of course the door was a trap it swung outward from her attached by a chain to a large solid stone block counterweight which was directly above her head as the door was recessed (the only recessed passage in the room by the way as well as the only door), she made her strength check to keep a hold of the door and found herself in a tight spot, Dead-Eye leapt through the passage into the next room after a successful Acrobatics skill check and splashed into a chamber with a flooded floor (the dungeon under Hornstone was a little decrepit after centuries of no maintenance) only to have two revenants rise form the water. They correctly identified one these as the farmer’s missing daughter, Bers dodged the falling block as she let go of the door latch and jumped backward, Dead-Eye had already immediately leapt back as a dodge from a claw attack. The revenants just went around waiting in the North room as it connected with no obstructions to the flooded chamber. As our duo passed through the North door-less arch Bers triggered a tripwire trap after Dead-Eye had already pointed it out and a barbed spring-loaded spear-trap shot out of a hole and nailed her in the knee crippling her leg, she easily pulled herself off of it after a successful Will-save almost tearing the leg clean off. The revenants attacked and she swallowed down a couple of healing potions, the battle was brief and our heroes easily slaughtered the undead corpses of two young girls. Another trap room which they had stumbled upon with no way back was a tabletop-boulder balance room, I thought I was clever with this one but turns out it’s a classic dungeon trap and one which has now appeared in the game I’m currently playing but with TWO boulders of course my mage has the Teleportation I eldritch ability so it was nothing, but enough with the aside.
Dead-Eye barely made it and tossed a rope to Bers who had to be quickly yanked to the opposite side as she stumbled at about the center of the balance-table-floor and the boulder nearly rolled over her. They eventually made it to the end and were a little disappointed to find an empty and long abandoned observation/entertainment room where a central crystal viewing orb gave the only weak flickering light in the room. They found steps and a wide stone step rising to a secret trap-door under the flags of the chamber above (the chamber behind the rusted portcullis) but decided to sleep in the deserted chamber as they were badly beaten up till the next night (hopefully). They missed the secret door leading to the still secret treasure vaults of the place even after a careful inspection of the area (tee-hee).
They got their timing right and woke at the desired time and continued to the upper chamber. They were ambushed shortly afterwards by a murder of Garkains which dropped on them from the high domed ceiling. They were both enwrapped within the stinking pale leathery wings of the monsters and each had three creatures on them and being drained of blood. Bers even had one of the fiends sinking its teeth into her boot and foot in order to suck blood when it couldn’t get in edge wise between its brothers. It looked like a TPK (total party kill) on my part when both Dead and Bers were able to break loose with Natural 20 grappling checks and quickly won the battle Bers even throwing her axe at a fleeing Garkain as she was a bit miffed about the whole thing. They ascended and were met with dusty ruined rooms, rotting wood floors and disintegrating plaster walls. They made their way up through the upper rooms and seemed to find no other monsters until Dead-Eye fell through a rotted bit of floor into a locked armory in the floor below (they couldn’t get the doors open) and onto the rusted spears still on the racks. As Bers was getting ready to lower a rope the vampire warrior had snuck up behind her and successfully used his Seduction ability on her and began to drain her blood, she was very pale and sickly at this point; ready to lose consciousness. Dead-Eye used a grappling hook he had bought upon gearing up before the leaving Fertum Dreyhawk (Cris, Dead-Eye’s player recognizing a dungeon hook when he saw one) to climb out just in time to save her life and they fought the vampire though this time they were able to land a few more blows chasing him off. They attempted pursuit to a rickety balcony only to run smack-dab into a Skrane (Bizarre Beasties #4 on the Ranger Games Publishing website) which they easily defeated but not before taking a few good blows. They decided to barricade themselves in a mostly empty room without a window as the dawn neared needing another bout of healing and rest.
When they awoke thy heard the same mysterious pipe-song they had heard in the barn several nights ago but were able to shake off the effects this time around and basically charged their way up to the top where they faced the vampire warrior again before reaching the top but were able to easily defeat him looting his corpse of a battleaxe, a gold helmet, spiked gold bracers and the strange black cape which seemed to take the shape of batwings when he flew. They left his dagger (a cursed item but other than that there was nothing special about it, guess that’s why they left it). They also ran into a few giant spiders and a shadow creature but took them out pretty quickly (in about 2 rounds) and ran into the final confrontation with a vampire Satyr, which I had named Manaan but they never did learn his name. The battle lasted 5 melee rounds and culminated with their ramming a sliver of shattered wood furniture into his heart after they beat him down with the hafts of their weapons and stripped off his bronze chest plate. They recognized the final chamber at the top of the tower as an old chapel of some kind though it was obviously desecrated. They quickly vacated the place while they had daylight without inspecting for any hidden chambers (which of course there were) and made sure they were far outside of Satyr’s Grove and near the North Spur before camping.

To Be Continued…