Thursday, December 26, 2019

The Setting

Paladins' Quest is set in the Tellurian Isles, a large archipelago consisting of hundreds of islands amidst a vast sea. Far to the east is the continent of Empyrea, home of the Emperor who is also ruler of Telluria.

The Tale of the Good King
The Emperor sent his son to rule over Telluria as king. The son was betrayed and murdered by Inimicus, one of the Emperor's nobles. However, the son rose from the dead and claimed the crown. He then returned to Empyrea but promised to come back to Telluria. His followers patiently await the return of the one they call the Good King.

Inimicus's War and the Paladins
Since then, Inimicus has seized power over much of Telluria and wages war on the supporters of the Good King. In response, the king's followers have formed havens, sanctuaries where they can escape from Inimicus's repression. To protect the havens, the followers formed the Order of Paladins, brave warriors who form the bulwark of defense against Inimicus's attacks.

Palmyra
Our initial campaign will begin on the island of Palmyra. The isle is ruled by Duke Rodrik, once loyal to the Emperor but who has now asserted his independence. He claims that the King is dead and that the Emperor has abandoned the people. Therefore, he is determined to go his own way, ruling from his castle at Airedale.

There are still loyal followers of the Good King on Palmyra, and they have protested the Duke's defection. In return, the Duke has arrested the most vocal critics and is harassing other royalists. They are now looking to create a new safe haven.

Wednesday, December 25, 2019

Merry Christmas

"And the angel said unto them, Fear not: for, behold, I bring you good tidings of great joy, which shall be to all people. For unto you is born this day in the city of David a Savior, which is Christ the Lord."

Luke 2:10-11 (KJV)


Paladins, raise a hallelujah to the birth of our King!

Sunday, December 8, 2019

Updated Paladin Wish List

Here is an updated list of wanted items for my paladin kit:

Let's start at the top. I like this plastic helmet from Red Dragon Armoury. Apparently it only comes in one size but should fit me.

EDIT
Actually, I really like the entire Red Dragon knight errant kit (helmet, cuirass, pauldrons, vambraces, and greaves). I would still like the greaves below, for Dagorhir, but those are now much lower priority)

I'll need a padded coif underneath. I've long been interested in this one (size S/M) available from Medieval Collectibles.

I already have leather arm armor and a brigandine. I would like some new shirts for underneath, in black and white, size XL. Wish has them at good prices.

I also could use a new belt. Something simple like this works.

I also want another pair of hosen (black size L)


For added protection I am interested in a chainmail warskirt.


I also like these leather greaves (brown size 14)

Saturday, October 19, 2019

Paladin Kit Concept

Got an ad from Medieval Collectibles for a medieval knight outfit. Here is how it looks:


I rather like the look and thought about ordering the package. But then I started ticking off the components:
  • Cloak - got it
  • Tabard - got it
  • Chainmail - got it
  • Belt - got it
  • Hosen - got it
  • Shoes - got it
Really the only thing I don't have is the head wear. Not sure if I want to do a chain coif but would like a new arming coif. And high on my priority list is a helmet, although I prefer plastic, something like this helm from Norton Armoury.

Sunday, October 13, 2019

Dream Stealers

At church today the preacher did a sermon entitled "Overlooked and Underused." During it, he spoke about "dream stealers," those people who tell you that you can't do something, thereby taking away your dream.

Amtgard has become a "dream stealer" for me. So what is my dream? In game, I want to belong to a company of paladins that defends the kingdom against the forces of darkness. But in Amtgard I can't call myself a paladin because I don't have an Amtgard knighthood (and am extremely unlikely to get one). Furthermore, they have corrupted the entire meaning of paladin. Instead of a holy warrior for good it is a status symbol for the high and mighty.

The solution is obvious - good bye Amtgard. But don't worry, there is something better on the horizon.

Saturday, August 31, 2019

My Love/Hate Relationship with Amtgard

Pardon my rant

The more I am involved with Amtgard the more I hate it.

There are some good things about. Personally, I feel their battle rules are vastly superior to any other system out there. Why do I say that? Here are some reasons:
  • No shield bashing or grappling - I feel that this is safer and also focuses on weapons skill rather than just overpowering someone
  • Head shots are always illegal -  again, I think this is safer
  • Tiered armor system - heavier armor gets more armor points
  • No "laser" damage - an arrow that hits a weapon destroys the weapon rather than assuming it would hit the next target in line. This is far simpler to adjudicate.
  • Shields last longer - they take 3 blows rather than 2
Other than that, however, the Amtgard structure just fills me with revulsion. Let me count the ways:
  • Class System - I am increasingly of the opinion that the class system is broken. Spell casters are far too powerful. I'd like to dampen down the magic, which would encourage more swordplay.
  • Crown Qualifications - candidates for officer positions are required to enter an Arts & Science tournament. Essentially, they need to prove their fitness to organize and lead by making stuff. Stupid.
  • Centralization - I've griped about this before. Amtgard is built on a centralized model. Local park autonomy is severely limited. Local parks are essentially blackmailed into joining the local kingdom; if they don't they are denied access to higher level awards.
  • Politics - I think this is a byproduct of centralization, but there seems to be a lot of political BS. And this is primarily at the kingdom level rather than within our local park.
  • Awards Standardization - Sounds good in theory, but this severely limits the ability of local parks (especially isolated ones) to reward their players as they see fit. To me, this is like Wizards of the Coast telling a DM how to run his/her campaign.
  • Knighthoods - I've ranted about this before; the system of knighthood is skewed. Historically, a knight should be lower than a lord, but Amtgard has this backwards. Sadly, this does recreate history in one way - it creates an arrogant, entitled aristocracy. By the way, I much prefer the system used by the Adrian Empire.
Anyway, feeling very frustrated by Amtgard recently. I'd like to drop Amtgard altogether, but then I would not have anywhere to play that's near me.

Tuesday, August 27, 2019

The Wight Stuff

Second Adventure of the Arcadia Campaign

A couple of months after their first adventure, Norha the foxling druid and Gabe the priest of Daeus were called before Hothgar, the chief druid of the Gleamwood. Aenghar was off scouting, but another ranger was with Hothgar.

Hothgar explained that he had studied the remains of the orb that was polluting the Briarwood and remained puzzled. He wanted the party to take the rocky remnant to the elves of Faewood. Their seer might be able to identify it. He then introduced them to Akelyos, a celestialborn ranger, who would accompany them.

As our heroes entered the Briarwood, they came across a polluted stream, much like one they had encountered earlier. However, this one was too wide to jump. How would they get across?

Akelyos noticed a pile of rocks next to the stream. Engraved on each rock was a letter. The party reasoned that they would have to spell out the correct password to get across.

"There's a P, then an E-N-I . . ." noted Norha, "Is there an S?". Her companions were skeptical that she had the correct word. They tried different combinations, but each time the rocks would sink into the corrupted stream, burning their feet.

Finally, Gabe discerned a word that looked promising - "S-A-F-E." They tried it and were able to cross safely.

They proceeded deeper into the forest, but were accosted by a woods shepherd, a large tree person. They noticed that he was covered in greenish ichor - corruption! He cursed them for destroying the forest and then attacked. The party prevailed and the shepherd was felled.


As they approached Faehome, they were assaulted by the smell of burning wood and the stench of death. They rushed to the elven village, only to find it burnt to the ground. Elven corpses lay scattered across the ground.

The heroes were approached by an ursinid, a bear-man. At first he was wary, and ready to attack the party at the slightest provocation. But the party established a dialog, and soon learned that Faehome had been attacked by marauding orcs. Teo the ursinid was simply a scout for his village who had discovered the devastation. He invited the party to rest at the Den, the ursinid village. There they learned that a new source of corruption was polluting the forest.

After a good night's rest, the party set out on a new quest - overcome the corruption. They began following a polluted stream. On the way they were ambushed by an orc warband but soon drove it off.

The trail ultimately led to a barrow mound, an ancient grave site. They entered the barrow, but were attacked by stirges. The bloodsucking bat-like creatures stuck Norha and Akelyos before Norha drove them off with a Calm spell.

Then the party was attacked by the resident of the barrow, a wight. They ganged up on the undead monstrosity and hacked it to bits.

In the barrow our heroes found another orb, oozing polluted ichor. Akelyos picked it up. As the orb burned his hands, he called out for help. Gabe cast a Heal on the orb. Like the other, it shriveled to a dull gray rock. Once again, they had ended the corruption.

As they exited the barrow, a wall of fire suddenly surrounded them. Then a cloaked figure appeared before them. Gabe recognized him - the necromancer of Vykaard's crypt! But they had killed him!

"Yes, I'm back. You should know that you can't kill a necromancer that easily," he laughed haughtily. "I am here to warn you. You have interfered with my plans too many times. Cross my path again and you will rue the day!"

Norha launched a dart at him, but the missile passed right through him.

The necromancer laughed again. "Fools! Do you think I would not take precautions. Trust me, when we do meet face-to-face you won't be able to get to me so easily. So stay away!"

The party began mocking the necromancer for being afraid to face them. He angrily disappeared, muttering curses. With that, the heroes returned victoriously to the Den, where they were feted. Finally, they returned to Gleamwood and Hothgar, informing him of the disaster of Faehome.

Sunday, June 16, 2019

Over the River and Through the Woods

First Adventure of the Arcadia Campaign

Our story begins on Chrysalis, one of the islands of the kingdom of Arcadia.

Norha the foxling (a fox-human creature) druid and Aenghar the Exiled, a half-orc ranger, were tasked by Hothgar, the chief druid of the Gleamwood to investigate the source of the monsters that have been recently plaguing the Briarwood. Hothgar was concerned that it could be a plot by the minions of Erlik.

Needing assistance, they journeyed to the nearby town of Dawnspeek. These disciples of Altarra sought an alliance with the Temple of Daeus, since both deities opposed the machinations of the Dark Lord of Death. Reluctantly, the chief priest Rothgar agreed to send along a representative, one Gabe Godsend.

Armed with a protection scroll, the trio entered the Briarwood and faced the following perils:

  • They fought off a marauding band of goblins.
  • They discovered a river of toxic sludge. Gabe and Norha tried to purify it but they were not powerful enough. They were able to cross the river by making a bridge from a log.
  • After heading left at a crossroads, they encountered a wounded boar. It attacked and wounded Gabe but Norha calmed it with her druidic powers. Then she prevailed on Gabe to heal it. The grateful boar gave Norha a kiss!
  • They passed a plant that flung poison darts at them. Aenghar was hit by darts before the party destroyed the plant.
  • The party came out of the woods where they were challenged by a guard from the King's Legion, who thought that Norha and Aenghar were monsters. Realizing that their mission had not been completed, the party re-entered the woods.
  • Returning to the crossroads, the party took the other path. A giant spider attacked. Its bite temporarily paralyzed Gabe, but the party managed to drive it off.
  • Finally, they discovered a glowing green orb attached to a tree. From it oozed a sickly green ichor that flowed into a nearby stream, corrupting the entire forest. As they were investigating it, a hooting roar echoed through the wood. Then the party was beset by an owlbear! After a hard fight, the owlbear was killed.


  • Returning to the orb, the party tried to move it and to attack it, to no avail. Norha and Gabe tried to purify it; the orb lost some of its power but still spewed its foul ichor. Seeing that aid seemed to hurt the orb, Aenghar grabbed a healing potion and dumped it on the sphere. A keening sound emanated from the orb as it began to shrink. Gabe then cast a healing spell on it; it shriveled into a small, dull rock. The flow of ichor ended and the rock could be picked up. Aenghar pocketed the rock and the party headed for home.

Notes

  • This was the first adventure for Norha (Elizabeth) and Aenghar (Robb). Gabe (Rowan Bishop) previously participated in the adventure of Vykaard's Crypt
  • Thanks for the title, Robb Rodgers.

Saturday, June 15, 2019

The Arcadia Campaign

Now that Rob Rodgers is playing a character I decided to reboot the campaign.

Setting
The new campaign will be set in Arcadia, a kingdom that spans across numerous islands. It is home to humans, elves, dwarves, halflings, and the animen (half animal / half men) along with various monsters.

The characters will begin their adventure on Chrysalis Isle, in the town of Dawnspeek (on the eastern coast).

Political Structure
King Dormand reigns over Arcadia, but it is known that he prefers carousing over ruling. As a result, day-to-day governance has been handed over to the kingdom chancellor, Prelate Reynald.

Recently, there are complaints that Reynald has raised taxes too high. He responds that there is a need to strengthen defenses in the wake of attacks by the Reavers, barbarians from northern waters.

The King's Legion keeps the peace throughout Arcadia. Prelate Reynald presides over an order of holy warriors known as the Templars, who assist the Legion.

Religion
There are 3 principal deities of Arcadia:
  • Daeus, the god of heavens, sky, and sun. Daeism is the official faith of the Arcadian kingdom. Sigil = a sun
  • Altarra, the goddess of the earth and nature. The druids are her priests. Sigil = tree of life
  • Erlik, the god of death and the underworld. Sigil = skull

Sunday, June 2, 2019

The Philosophy of the Enchanted Realms (Part 2)

I previously discussed the reasons why I am reluctant to add a skills system to the Enchanted Realms rules. Now I'd like to tackle the suggestion to include an in-game economy.

I realize that in-game economies are staples of almost all RPGs.  The granddaddy of them all, Dungeons & Dragons, heavily focuses on raiding dungeons, killing the monsters, and making off with their treasure. So why would anyone want to eschew an in-game economy? Well, let me tell you my reasons.

Much like skill systems, an in-game economy adds complexity to the game. Once added, the gamemaster needs to determine what items are available, how much they cost, and how much treasure to provide to the characters. At first, the characters use those funds to improve their gear, making it easier to survive and complete quests. But later, their acquisitions outpace their need for new gear. So now the GM has to find new ways to separate the adventurers from their cash. D&D "solved" this problem by providing rules for characters to build and maintain strongholds. As a result, rules complexity expands dramatically. Therefore, an in-game economy violates my philosophy of simplicity.

Some would argue that an in-game economy is necessary for the adventure focus of the game. After all, why are player characters adventuring in the first place if not for loot? For one, I want to encourage the players to embrace a different motivation than mere acquisition. I hope they seek to be heroes rather than mercenaries.

My inspiration has always been epic heroic fantasy such as Lord of the Rings or King Arthur. The main characters are defending civilization rather than trying to make a big score. In those types of stories how often do the heroes rifle through the pockets of their defeated enemies looking for spare change? Yes, I know there are grittier heroes like Conan who are motivated by money. Even then, how often in the stories do you find the heroes counting their gains, budgeting their expenditures, maintaining cash flow statements, blah, blah, blah? The stories focus on the adventure rather than resource management. I would like Enchanted Realms to do the same.

I must admit that my use of the term in-game economy has been imprecise. I should elaborate that my comments apply to an in-game coin-based economy. I am not opposed to all forms of in-game economy; indeed I do think that one is necessary. Nevertheless, I would like to experiment with a different system, one not based on coin. I'm thinking of a patronage system. In a way, this is more medieval (coin was scarce so barter and favors formed a more frequent medium of exchange). In this system, characters will earn more powerful patronage as they advance in levels. This will give them access to more resources. One aspect of this is already in the rules. Why can't fighters use heavy armor at first level? It's not because they don't know how; it's because the game assumes they don't have the resources to afford heavy armor at the beginning of their careers.

I still need to work out the specifics of the system, although I have in mind that ultimately the characters will earn their own estate of some form. Regardless, I will likely keep it fairly open-ended, giving the Quest Master a lot of leeway in determining rewards. In concept the system is simple. We don't need to keep track of revenues and expenses. Instead, we just track levels (which we are doing already). In addition, it keeps the focus on adventures. Whether the characters want to be heroes or just want to advance in level, they are motivated to go on quests.

This is the underlying philosophy that influences the rules I created for Enchanted Realms. I am very reluctant to depart from this philosophy.

Sunday, May 26, 2019

The Philosophy of the Enchanted Realms (Part 1)

No, this is not a post about the lore of the intellectual life of the Enchanted Realms (ER) setting. Instead, it is a discussion of the philosophy behind the rules. In particular, there are two features about ER that distinguishes it from most other LARPs:

  • Other than class abilities, there is no skill system
  • There is no in-game economy
These factors are causing some debate, but I am extremely reluctant to add them to the rules. I have a very good reason - both of these violate my fundamental design philosophy (two in particular) when I set out to write ER. To quote the rules, these two principles are:
  • Adventure-Focused – we are primarily inspired by old school fantasy stories, where epic adventures are the norm.
  • Simplicity – we hate it when complicated rules interfere with a good adventure. Therefore, we will try to keep the rules simple and easy to remember.
Let me discuss how each of the items in contention violate the 2 fundamental principles, starting with skills.

Skill Systems
One of the suggestions for ER was to create a skills system to complement the class abilities. Players would earn points that they would use to buy skills such as crafting.

My first issue with skills, especially crafting skills, is the added complexity. If someone buys a skill, then the rules need to provide some advantage or benefit for buying that skill. Let's take blacksmithing as an example. If someone has this skill, how would it benefit them? Fighters already have a repair skill, so blacksmithing isn't needed to fix stuff. Would you allow smiths to create items in-game? If you do, what about those without that skill? Do they have to "purchase" their kit from smith? Right now, players can enter the game with whatever weapons they have, aside from class restrictions. Are you saying I can't use that sword unless I buy it in-game? Where do I get the money? If you go this route, you now have to introduce some tracking mechanism to indicate what I own in-game. I hope you see where I am going with this; craft skills just open a Pandora's box!

My other issue is that non-adventuring skills draw attention away from the adventure-focus of ER. I want players going out on quests, not sitting around crafting stuff. Adventures are exciting; crafting is boring. Think about the great adventure stories, movies, and games. The thrilling stuff is in overcoming challenges, whether combat or puzzles. Crafting not so much (aside from MacGyver and a few other exceptions). When I wrote the ER rules, I was heavily influenced by the old school D&D sessions of my youth. Back then, there were no skills. You were just a fighter, thief, cleric, magic-user, etc. That's it. Our characters did not craft stuff; they just went out and bashed the bad guys. And we had a blast! That's the experience ER tries to replicate. In my opinion, adding a skills system will detract from that.

One argument in favor of skills is that they provide a more immersive experience. I guess the idea is that adventurers would also have other skills to fall back on. I disagree with this concept. Most adventurers live short, hard lives and meet violent ends. If you were especially skilled at a craft, you would most likely stay at home, focus on that craft, and not risk life and limb. Adventuring is for the desperate; those who don't really have any other marketable skills. In general, adventurers risk their lives because they have nothing else. It may not seem that way from modern RPGs, but that's because players are pampered today. Try an old school RPG and see that an adventurer's life is cheap. Now, I am not advocating wholesale slaughter of player characters. I don't mind giving characters a little more survivability. That's their talent, after all. What I am saying is that those player characters probably shouldn't have non-adventuring skills! If you want more atmosphere, the Quest Master can add in NPC crafters!

Of course, there may be some general skills that would work within the ER philosophy. I already introduced one - First Aid. All adventurers are assumed to be able to treat and bind minor wounds; in game this allows recovery of 1 life point. First Aid is limited to once per adventure, so it won't replace a priest. Yet it does add a little more survivability to characters. This skill does not violate my principles. It does not really add complexity - essentially it is a non-priestly heal. And it benefits the adventure-focus of the game. It helps player characters accomplish their quests. If ER were to add skills, First Aid is a good example. I would consider a limited list of skills related to adventuring.

That's my 2 coppers on skills. Next I'll talk about money.

Saturday, May 18, 2019

Against the Undead

Part 2 of the Adventure of Vykaard's Crypt

While Friend and Artemis the Deerple investigated the strange urn, the remainder of the party remained in the hallway. From the darkness beyond came the shuffling of footsteps and low moans. They grew closer until our heroes could see the forms of zombies advancing. With Ferrum in the lead, the party engaged, striking expertly and carving the walking corpses into mincemeat. When the threat was neutralized, our heroes decided to regroup and continue. Alas, the mysteries of the locked urn remained undiscovered.

In the next room, our heroes were overwhelmed by a putrid stench. Their eyes watered and they gagged uncontrollably. Suddenly, two ghouls attacked.


"Back to the corridor!" Ferrum urged.

The party retreated, with the ghouls in hot pursuit. Once in the corridor, however, the stench no longer overwhelmed the group. They were able to form a shield wall with Ferrum and Khelled in front. The ghouls struck madly but could not get past the front rank's defenses. Gabe turned one of the ghouls while Friend and Artemis poured missiles into the other. Soon it was down as well; the party could advance.

They wandered down a long corridor until they came to a solid stone doorway. Try as they might, there was no way to gain access.

Suddenly behind them appeared a female figure in a long black gown.

"Ah, another party of heroes wishes to meet its doom in the depths of the crypt!" She laughed and then continued, "would you like to know how to get past the door?"

Warily the party assented.

"If you can guess my riddle, I shall tell you. However, should you answer incorrectly then you shall suffer . . . punishment. Do you agree to my terms?"

Again they agreed.

"Very well. This is my riddle -
Who makes it has no need of it.
Who buys it has no use for it.
Who uses it can neither see nor feel it.
What is it?"
Without hesitation Gabe answered "a coffin."

The lady in black shrieked in anger, and then disappeared. Then the door ground slowly open.

The party was faced with a pitch black corridor.

What will they face next? Find out in the thrilling conclusion!

Sunday, May 5, 2019

Into the Crypt

Part 1 of the Adventure of Vykaard's Crypt

After Gabe and Khelled returned to the Tipsy Tankard, they were joined by three more adventurers - another priest named Ferrum Chase, a Deerple* rogue Artemis, and a mage simply named Friend.

* Deerple are half human and half deer beings. They live on an archipelago, which they simply call Home, that is part of the Shrouded Isles. The humans generally call the archipelago Cervidae.

Shortly thereafter, another figure walked in. He was dressed in simple garb, with a blue tabard over it. Nowhere did he display any indication of his position of authority, but he strode in with an air of command. The party did not realize it at the time, but this was Brother Rufus, Viceroy of the Shrouded Isles.

The viceroy called for volunteers to search the crypt of the long-dead dwarven lord Vykaard, which lay just out of town. For strange tales had surfaced. Travelers have reported strange noises emanating from the crypt. There have even been reported sightings of the dead walking out of the tomb! Clearly these reports warranted investigation.


Our heroes gladly accepted the adventure. They marched to the crypt. Outside, carved into a fire-scarred tree, they found the following inscription:

We descended into the blackest depths of that tomb & none of us returned the same...we became the one with the darkness that dwells there. This fire marks our last footprint before our descent."

The party members looked at each other warily. Then Ferrum took up a torch and boldly entered the crypt.

The entryway was a long hallway of stone blocks. In alcoves along the walls, skeletal remains, with weapons in their bony hands, were propped up. These were long-dead members of Vykaard's bodyguard, continuing their eternal vigil over their commander. As the party passed, the skeletons came to life and attacked. Immediately, Artemis loosed an arrow, but it passed harmlessly through the skeleton's ribs. Likewise, Friend's magic missile proved fruitless. The party realized that they had to hack and slash at the bones. Within minutes, however, the skeletons lay in piles at our heroes' feet.

Artemis then took the point, warily checking for traps as she went. The party soon came to a sizable room where several corpses in various states of decay were scattered. Gabe reached down to check one. Its eyes opened and it struck the priest. The remaining corpses also animated and attacked. There was a sharp skirmish but the party emerged victorious. In the room they found a burial urn. When Artemis opened it a cloud of poisonous gas erupted. Artemis tried to back away, but she inhaled some of the gas, leaving her worse for wear. Fortunately, the urn contained some potions (including healing potions).

Our heroes left the room and traveled further into the crypt. In an alcove, they spotted another urn. However Artemis noticed that the floor in the alcove appeared suspicious. She shot an arrow at the floor; when it hit a spurt of flame erupted, consuming the arrow. She then shot an arrow over the flame - nothing. The party knew they could leap across the trap. First Friend went, but he found the urn lid locked. Artemis came next but she had trouble opening the lock.

As her companions waited on the other side, the sound of scuffling footprints echoed from the hallway beyond.

What diabolical encounter approached our heroes? Find out in Part 2!

Wednesday, May 1, 2019

An Enchanted Adventure Begins

It was a beautiful day on the isle of Chrysalis when the boat hove to at the port of Autumnshearth. Two adventurers disembarked - the priest Gabriel (Gabe) Godsend and Khelled Zaram the sturdy dwarven fighter. They made their way up the main street of the town until they came to the Tipsy Tankard tavern.


Here, they decided to slake their thirst and find out what was going on in town.

It was not long before adventure found them. As they sat at the bar, sipping (or guzzling in the dwarf's case) their ale, in walked a sage. He announced to the patrons that he had a quest and would handsomely reward the bold adventurer who completed it. Immediately, the entire bar rushed forward to volunteer.

Then the sage explained that he was basilisk eggs. As quickly as they rushed forward, the patrons made their way back to their tables. All except Gabe and Khelled that is.

Not long after, Gabe, Khelled, and a mercenary that they met on the way advanced into a secluded glen. Scattered throughout were scores of basilisk eggs! However, they soon spotted one of the parents - a very enraged basilisk. Its glance temporarily petrified the mercenary. The other two rushed into battle, careful not to meet the basilisk's eyes. They both took dire wounds but managed to slay the beast. Gabe then healed the party and prayed over the mercenary, reversing his petrification.

Suddenly, another basilisk emerged! This time, the adventurers averted their eyes as they fought. The beast lashed out with its vicious claws and razor-sharp teeth! It was a long, hard battle.

Alas, as this was going on, a stealthy witch entered the glen. With the basilisk distracted, she managed to gather up most of the eggs and escape. Soon afterwards, the adventurers struck a killing blow. But when they sought their prize, the eggs, they only found a few scattered about. Perplexed, they returned to the Tipsy Tankard, only to see the witch receiving the prize from the sage!

OOC Notes
  • This is a fictionalization of the mini-quest we did at our first event for Enchanted Realms. It was supposed to be a race to see who got the most, but the team worked together. Elizabeth did sneak in as the battle raged and scooped up most of the eggs. She generously donated the prize - a healing potion - to Gabe
  • Note that I embellished the story a bit for narrative purposes. For example, Gabe cannot cure petrification. Instead, I made the state temporary in the game but explained it as a divine cure in the story.
  • Roles
    • The Basilisk - me
    • Gabe - Rowan Bishop, 
    • Khelled - Alex (Rage) 
    • The mercenary - Robb (Xhorja) He was supposed to be another basilisk but I needed another quester so I pressed him into service

Friday, April 5, 2019

Dragon's Dirge - The Second Expedition

Although the first expedition to Dragon Coast resulted in calamity, we still held out hope for the second expedition, which was sent to Dragon's Maw Keep (the old capital of Dragon Coast). A few days later we were rewarded with the sight of a bedraggled ship limping into port. I immediately rushed down to the docks to greet the survivors. Based on the shape of the ship, I expected nothing less than another tale of woe.

The captain of the expedition explained to me that they also ran into a pack of Dragonians and had to cut their way through. Thanks to the fine fighting of one of the warriors, Newlok Blackstar, the expedition was able to defeat the dragonians and reach the Dragon's Eye.

Newlok Blackstar (RIP my friend)
Also like the first expedition, the party was suddenly beset by wyverns. They swooped on the bearer of the Eye. However the party's archers provided cover, allowing the bearer to reach the ship unscathed. Then the remainder of the expedition made a mad dash for safety. Some fell to the wyvern's aerial attacks, but enough made it back to set sail.

The expedition's troubles were not over, however. As the ship sailed away, a dragon swooped upon it.


The crew gathered to repulse the attack. When the dragon reared back to unleash a blast of fire, ballistas loosed a hail of bolts. The dragon then tried a low pass, slashing at the crew with its wicked claws a razor teeth. The expedition fended it off with pikes and arrows. The ship was scorched in multiple places and one mast fell. Still the crew battled on. Finally, the beast took a ballista bolt in the eye. Frustrated by the stalwart defense, the dragon grew tired of the fight and flew back to the Coast. The crew breathed a sigh of relief; they had succeeded.

When the captain finished his narrative, some of the sailors disembarked carrying a a stretcher with a covered body. I asked the captain who it was.

"Newlok." he said with a sigh. "As always, he was in the thick of the fight. This time . . ." He trailed off with a sigh of deep emotion.

I too was struck with emotion. I had known Newlok for several years. He was an excellent fighter, a man of great energy, a great leader, always willing to help, and a boon to the community. It is hard to believe that he is gone. Godspeed, Newlok.

OOC Notes
  • I actually don't recall which team our friend Newlok (aka Cody Burkett) played for. I wanted to mention his name as a tribute. Sadly, Cody passed away a few days after the event. :(
  • The part with the dragon is purely fictional. I considered it as a scenario but decided it would be too complex. However, I feel that it makes a nice, logical scene for the expedition's escape.
  • As I mentioned previously, each team had a chance to play the expedition. Both managed to retrieve the eye but only one made it back to the ship. I don't recall who was the captain or who was on the winning team.

Tuesday, April 2, 2019

Dragon's Dirge - The First Expedition

After the re-discovery of Dragon Coast, I, Brother Rufus, outfitted two expeditions to search for the sacred stones known as the Dragon's Eyes. One expedition was to make its way to the keep at Serpent Springs, in the northern region of Dragon Coast while the other sought out the old capital.

According to the reports I have received, the first expedition quickly ran into trouble. As they pressed inland, they encountered Dragonians - creatures that are half man and half dragon. The Dragonians refused to negotiate with the party; they simply attacked on sight. Nevertheless, the expedition managed to carve its way to Serpent Springs. There they found the first Eye.

But could the party make its way back to the ship? At first, things seemed to go smoothly. The Dragonians retreated, seemingly afraid of the Eye. But then a new horror awaited the party.

 
A swarm of small wyverns descended on the expedition. Their fireballs scorched the soldiers, destroying shields and incinerating the unfortunates. The party scrambled to hold off the aerial attacks, but the wyverns overwhelmed the defenders. The last few survivors dropped the Dragon's Eye and fled back to the ship. Fortunately, the wyverns gave up the pursuit, and the remnant of the expedition was able to sail away from Dragon Coast without further incident.

Thus, the first expedition failed in its quest. But what of the second expedition? I still await word.

OOC Notes

  • On Sunday I hosted a day battle to celebrate the 10th anniversary of Dragon Coast's founding. Naturally, I had to have a dragon theme.
  • The first scenario was sort of Ring the Bell. The expedition had to reach the objective (an Amtgard throwing weapon shaped like a stone) within a designated time. I split the participants into 2 groups. Each group had a chance to play the expedition. Both parties managed to reach the stone. Hollywood's team managed to do it in the least time.
  • The second scenario was sort of Heavy Object. This time the expedition had to bring the stone across the field within a certain time. One of the parties failed; I am using their experience as the basis of the story.
  • In both scenarios, the enemy was an army of dragonians. Dragonians had thick skin so they received a point of bubble armor (ignore first hit). The expedition had a healer. I originally was going to have wyverns attack the expedition in the second scenario. For simplicity I changed it to dragonians, although I gave them fireballs. For narrative purposes, I changed the enemy back to wyverns.

Sunday, February 10, 2019

Dragon's Dirge - The Return

I, Brother Rufus of Freehaven, was attending upon the king at his stronghold of Oblazdt Vaersahw when a messenger arrived for me. This is what the message said:
Brother Rufus, 
I was in command of the galley St Brendan while it was on patrol over the Mystic Sea. We discovered a hitherto undiscovered island. Naturally we investigated. As we approached, I felt that the coastline was familiar. But how could that be? This island had never been seen before. 
Finding a cove, we landed upon the beach. I led a party inland to explore. Again, the feeling of familiarity weighed upon me. But I had no time to ponder the mystery when we were attacked by the native humanoids. They were, however, not human. They had a dragon-like quality to them. We called them dragonians. 
We had a running fight to get back to the ship. As we pushed off from the beach, we were attacked by a wyvern. Fortunately, our archers were able to drive it off. We passed through a gauntlet of fireballs as we escaped from the cove. Rowing out to sea, one of the dragonians yelled at us. "Do not return to the land of the Dragon Lord!" it said. 
That was when I realized why everything seemed so familiar. It was our old home, prior to our escape to Ember Shoals. It was Dragon Coast!
A Dragonian
(Source: http://phaeselis.wikia.com/wiki/Half-Dragon)
I showed the missive to His Majesty. He had not heard of Dragon Coast before so he had me tell the story of its rise and fall. He was especially interested in my story of the recovery of the sacred stones from Crying Heavens. These stones, which became known as the Dragon's Eyes, were renowned for their magical properties.

A few days later, King Xhorja called me to his chamber.

"Brother Rufus, I believe it imperative that we investigate whether the Eyes still survive. Send out an expedition to find them."

And with that, I began preparations for a return to Dragon Coast.

OOC Notes
  • This tale is a little backstory to an upcoming event I am running called Dragon's Dirge.
  • The event commemorates the 10th anniversary of Dragon Coast's founding, which occurred on March 17, 2009.

Thursday, February 7, 2019

The Honey Bear Hunt

The grand tournament had just completed when a messenger approached King Xhorja.

"Your Majesty, an urgent missive from Queen Beatrice of Hive Island." the messenger stated as he bowed before the monarch. Xhorja took the message and read:
King Xhorja, 
I am in dire need. The honey bears have raided our hive and have stolen all our honey. We require assistance. Please send us hunters who can capture the bears and recover our honey. If we don't, our hive shall face starvation. 
With Gratitude,
Queen Beatrice of the Hive 
P.S. I do not wish to see any harm come to the honey bears. Please subdue rather than kill them.
Xhorja called out, "Prepare yourselves, lords and ladies. We are going on a hunt!"


A few days later, King Xhorja's party arrived at Hive Island. Queen Beatrice reiterated that she did not want the honey bears hurt. King Xhorja had the party's weapons ensorcelled so that they could not wound but only subdue. He then gave the instructions:

"Whoever returns with the most honey shall be declared Champion of the Hunt!"

The hunters fanned out across the island, tracking the thieving bears. Soon, many scuffles broke out. Honey bears are not typically aggressive, preferring to snack upon their favorite food than fight. However, when their honey is threatened they can become quite fierce. Many a hunter fell wounded by the sharp teeth and claws of the bears. Fortunately, Orion was prepared with healing spells. He traversed the island, restoring the wounded.

Another tactic of the bears, when desperate, was to throw some of their honey at their pursuers. The honey would temporarily stick the target in place. Some of the bears used this tactic to escape.

Ultimately, the hunters gathered up most of the honey. They returned and had their hauls weighed. Orion had the largest cache, just edging out Artemis.

"Orion," asked the impressed king, "how did you manage to gather so much?"

"Simple, Your Majesty," Orion replied. "I traded heals for honey."

Well, the king found himself in a bind. He merely stated that whoever returned with the most would win. He did not specify how one should get the honey. He had no choice but to declare Orion Champion of the Hunt.

OOC Notes
  • This is the story of last Sunday's scenario. Robb wanted a hunt but Elizabeth doesn't like to see animals hurt (even if they are fictional). So I devised the honey bear hunt to satisfy both of them.
  • There were 2 teams - one of hunters and the other honey bears. After 10 minutes, the teams switched roles.
    • Hunters were allowed to play a class
    • Bears had 1 point of natural armor, 2 short or long weapons (natural), and a "honey shot" spell that worked like Hold Person.
  • Both bears and hunters had unlimited lives.
  • Each bear carried a piece of honey candy (literally). When subdued (achieved with an otherwise killing blow) the bear would hand over his/her candy. The bear could then re-spawn and get another piece of candy.
  • At the end of 10 minutes, the hunters counted their candy. After both sides had a chance to be hunters, the person who gathered the most candy was declared Champion.
  • Orion played a healer and, as noted in the story, won by trading heals for honey.

Sunday, February 3, 2019

The Castellans of the Shrouded Isles

By order of His Royal Majesty, King Xhorja Wladomyr Borghikov I, the following individuals have been granted the title of Castellan. They are to be addressed as Squire by the populace of the Shrouded Isles.

Squire Bishop, Castellan of Evergreen Glen
Squire Bishop describes Evergleen Glen as "a small territory established by the Church of His Light. Capital is the small town built around the abbey "Ivory walls" dedicated to the order of our Martyred Lady. The abbey is located in a large clearing in the deep woods. The land is mostly small towns carved from the scattered forests. The abbey is home to the knights of the Twin Kings, a military order of the faithful. Two large roads run across the land in a cross, these roads are known at Salvation and Eternity and are the primary roads in the territory, often patrolled by the knights of the Twin Kings."

Squire Hexa, Castellan of Frogleggs
Squire Hexa describes Frogleggs as "so obscure and off the map that most people have never heard of it. Another reason is that it is not inhabited by humans, save for one swamp witch. Hexa lives in the middle of the swamp in a little, rickety house with a little, rickety porch. She does not live alone in this dreary, bleak bog: there are also many cats, birds, and Knotters, a race of small, tree-like people. The Knotters--with their little wooden bodies, dark cloaks, and wood knots for eyes--are a race either feared, or entirely unknown by most realms. Luckily, they get along just fine with Hexa, and she garners their help with the making of her potions, herbal remedies, and random knick-knacks of fairy. She sells mostly on AmazonMedieval, the profits of which she donates a portion to KnottersInKneed (a non-profit she incorporated herself, so as not to be taxed on the income)."

Squire Rufus of Freehaven, Castellan of Providence
Squire Rufus describes Providence as "the home of the Wardens, who populated the island after the Faedwyr devastated Ember Shoals. Their stronghold of Heron Hall defends the capital city of Freehaven. Providence features a broad plain on the western side of the island (perfect for farming) and a wide bay (where shipping can find refuge). The eastern side is dominated by precipitous mountains and impenetrable forests. So far, its settlements have been at peace, but there are reports of fell monsters that roam these mountains and forests."

His Majesty Xhorja Wladomyr Borghikov I, King of the Shrouded Isles and Castellan of Oblazdt Vaersahw
King Xhorja describes Oblazdt Vaersahw as "Tucked away in a remote corner of the archipelago, lies a largish island cloaked in a perpetual heavy miasma.

It is home to a single, unnamed overpopulated city with several serf villages that pay tithes to its dark master; the Dirgemaester called Xhorja Borghikov.

A bleak mountain range called "Szczeki Zapomneinia"(Jaws of Oblivion) in the local tongue encircles three sides of the island, eventually giving way to foggy hill country & moors before ending in to the Schwarzervald (an immense forest) & the vast grasslands called Polyaskla("Fields of Glass")...

The most striking feature of the island however is, Thryng Amrhornarskaud. Built into the face of a mountain sides, this place was once a sacred site to the now long extinct dwarves of the isle.

The "Temple of the Shadows Song", is now where all manner of fel creatures attend the court of the Dirgemaester.

Here the blind Kobzhari play the ancient Dumas to keep the people afraid & their master in power. That's the strangest trait of the isle...stories & song hold power, real tangible power. The more they are believed...the more deific their subject becomes."