Showing posts with label Amtgard. Show all posts
Showing posts with label Amtgard. Show all posts

Tuesday, December 14, 2021

The Legion vs. the Lich

From the journal of Kentarch Elias Palatini, commander of the Chimera Legion on Chovoli Island.

The Legion received a plea for help from the neighboring island of Koryfogrammi. It seemed their capital, Epineio was under attack from an army of undead. Although not part of the Empire, we enjoyed good relations with the Koryfogrammoi. Things had quieted down on Chovoli, so I decided to send a detachment to assist.

Given the seriousness nature of the emergency, I led the expedition with my pentecontarch at my side.

Pentecontarch Basilius Akephalos Kydones

After a short voyage we arrived at Epineio. An army had already gathered and was preparing to move out. It had formed into two divisions. Our forces were split between the two. Basilius commanded the legionnaires in the first division while I led our troops in the second.

We marched toward the invading horde of undead. We rushed into battle and smashed into the zombies. But we discovered that they could withstand horrific wounds that would fell a normal man. We learned to strike mortal blows. Our troops were then able to drive deep into the enemy line. But then we were horrified to find that those zombies we had felled had returned to battle! The more we struck down and the further we penetrated, the more we found ourselves surrounded.

We then discovered that the enemy horde was led by what the Varangians call a lich - an undead necromancer.

"Kill the lich!" came the command. It was the only way to defeat our foe.

I lost track of Basilius, but I believe he led a force on the left flank. He destroyed scores of the abominations, but still they kept coming.

I led an attack on the right flank. We managed to cleave our way through the zombies. Lo, there before us was the lich!

"Charge!" I cried, and we rushed forth. We reached the lich, and I even managed to strike it with some powerful blows. However, I believe it had some magical protection, and survived my attack. Then undead reinforcements arrived and pushed my force back.

We continued to battle on the flank, but swarms of zombies prevented us from reaching the lich again. Yet it seems that we provided a useful diversion. Elsewhere, the allied army broke through and slayed the lich. Without its control, the zombies collapsed. Victory!

Game Notes
Last Sunday we drove up to Crest Haven, an Amtgard chapter in West Palm Beach, to participate in their coronation event. I used a Greek translation of their name for the name of the island and capital city:
  • Koryfogrammi = Crest
  • Epineio = Haven
The forces of Crest Haven battled a lich and his army of zombies. Players formed into two teams, with each taking taking turns as the undead army. Josh aka Lord GrRakt played the lich.

Robb and I made the trip up. We were split between the two teams. My narrative represents this by putting us in different divisions. Of course, we did not command any players, but in my imagination, we were at the head of our legionnaires.

I managed to reach the lich once and got in a couple of strikes. Amtgard liches have 4 points of armor, so it takes quite a few hits to kill one. I did not quite get enough hits. Fortunately, my teammates were able to break through and kill him. 

The good guys won both battles. Yay!

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.

Monday, December 3, 2018

The Templar

One thing that frustrates me about Amtgard is that I cannot play a paladin (my favorite RPG class) because I am not an Amtgard knight. I have no ability or desire to pursue a knighthood so I am effectively shut out. I believe that there are likely others with a similar frustration. There have been attempts to remove the knighthood requirement for paladin, but they have (and will likely continue to) fail. I recently had an epiphany - create a new paladin-like class!

Below is my first attempt. The goal is to create a class that can tank, but not as well as Warrior. To compensate, this class gets some holy magic, including the ability to Heal.

TEMPLAR
There are those heroes who embrace the code of chivalry and fight the good fight, but have not had the privilege of receiving the accolade. Yet they continue their quest, regardless of their status at court.

Garb ?? sash
Requirements None
Look the Part Heal 1/Life
Armor 4 points
Shields Medium
Weapons         Dagger, Short, Long, Javelin

Templar Abilities per Level
1st Scavenge (ex) 1/Life
2nd Harden (ex) 1/Life
3rd Heal (m) 1/Life
4th Release (m) 1/Life Charge x 3
5th Flame Blade (m) 1/Life
6th Adaptive Blessing (m) (self only) 1/Life

Class Abilities

Scavenge
T: Verbal S: Sorcery R: Self
I: “Scavenge”
E: Repair 1 point of armor in one location, a shield, or a weapon
L: Kill Trigger

Harden
T: Enchantment S: Protection R: Self
I: “I enchant thee with Harden” x 3
M: White strip
E: Bearers weapons or shield may only be destroyed by Magic Balls/Verbals which destroy objects, e.g. Fireball
L: Will only affect either the weapons or the shield of the bearer, not both.

Heal
T: Verbal S: Spirit R: Touch (others only)
I: “Sword Cut, spear stab, mace smash, arrow jab,
Let the white light of healing descend on thee.
Let the white light of healing stop thy spilling blood.
Let the white light of healing mend thy bones.
Let the white light of healing close thy wounds.
Let the white light of healing restore thy vigor.
The white light of healing hath healed thee.”
E: Heal a Wound.

Release
T: Verbal S: Sorcery R: Touch
I: “From thy bindings thou art released” x5
E: A single ongoing effect or State is removed from the target. Casters choice.
L: Cannot remove Cursed.

Flame
T: Enchantment S: Flame R: Self
I: “The element of fire shall infuse my weapons” x3
M: Red strip and white strip
E: Bearer’s melee weapons are Armor Breaking and Shield Crushing. Bearer and their weapons are Immune to Flame.

Adaptive Blessing
T: Enchantment S: Protection R: Self
I: “I enchant thee with this blessing” x3
M: White strip
E: Bearer becomes Resistant to one of the following Schools: Death, Flame, Subdual, Command, Sorcery. School is chosen at the time of casting. Does not count towards a player’s Enchantment limit, may not be worn with any other Enchantments from the Protection School.

Sunday, August 13, 2017

Paying the Piper

Despite the threat from the Faedwyr, some brave (or foolish?) souls have returned to Lander's Edge. However, during the nights they have been plagued by rat creatures. When the Piper arrived and offered to get rid of the rats, the settlers agreed. When they could not pay his fee, however, he led off their children. The Iron Heart Accord heard their lamentations and we offered to assist. Led by Ferrum, a cleric of the Sentinels, and with me (Rufus) in attendance, our party traveled to Lander's Edge.

We were taken to a long abandoned entrance to the city's sewers. Its grate, rusted shut from decades of disuse, appears to have been ripped from the wall & carelessly tossed to the side. Heaps of debris, old crates, & other trash clutter the catwalk. The air reeking of night soil & sea water. It is here we stopped, just outside of the gaping maw to the under city.


"Here, this be where he led them," wheezed our guide, a scrawny, toothless old rat catcher, "good luck in this fool's errand."

With that he limped off into the fog, leaving our party at the entrance.

Cautiously, we entered the catacombs and made our way steadily through the twisting passageways. On occasion. corridors led off to the right or left, but we continued along the main way. Finally, we came to a gate; alas it was locked! Someone suggested that there might be a key hidden in one of the chambers we passed so we decided to backtrack.

When we entered the first room, we immediately noticed a small chest on the far side. Then a foul stench assaulted our nostrils. We began to gag and our eyes watered. I had to drop my shield and place my hand over my nose in order to function. That's when we heard the skittering/ A swarm of reptilian humanoids crawled out from the murk and rushed us.


Their advance was initially inexorable and we were driven back to the doorway. But then we steeled ourselves and began to push back. We made progress through the room. That's when disaster struck me. A powerful blow knocked my sword from my hand. I had to twist and dodge to recover it. However, I think this setback turned toward out favor. The troglodytes, witnessing my discomfiture, shambled in my direction. Ferrum rushed past them on the other side of the room, grabbed the chest, and made his escape. My compatriots came to my rescue, allowing me to retreat from the room. Once we escaped, the troglodytes ceased their pursuit.

Outside the room, we checked the chest. There was a key, but it would turn out that it was not the right one. There was also a trinket that would prove useful; an amulet that allows one to track an enemy.

In the next room, we were swarmed by goblins. Though we hacked and slashed unceasingly, it seemed that they would not stop coming. We were beaten back and on the verge of defeat. Then I saw Slab the Druid (one of the Sentinels) in one corner chanting. His exhortations seemed to feed the strength of Ferrum,who waded into the enemy and would not be defeated. His example inspired me; I called to my companions "Let's help him!" and I too rushed into the foe. We became a whirling scythe of death. The tide turned and the enemy fled! Our exaltation in our victory was matched by excitement when we found a chest. In it was a key! We ran to the locked gate; it opened it!

We passed through the gate into a large chamber. We were greeted with the sight of a score of rat-faced humanoids.


They were herding another of their kind, but this one was humongous! Behind them was a man (or it appeared to be a man but I believe it was a Faedwyr). He was playing the pipes, which sent the rat-men into hysterics. They madly charged us!

Once again we were locked into deadly combat. The rat-men were not difficult to defeat, but they would not stop. One of our party noted "We need to kill the Piper!" We tried to surge forward, but the rat-ogre would rush into the fray and scatter us.

We had been pushed back to the gate when Ferrum called to me. "Rufus, come with me!" Reaching him, he laid a hand on my shoulder and uttered an incantation. Suddenly, we were transported across the room and faced the Piper. Suddenly, I was fired with a holy rage. I rushed into the attack. Scores of rat-men blocked my path to the Piper but I mowed through them like summer grass. I found myself face-to-face with the rat-ogre. Our battle raged but I managed to say him, and now I faced the Piper.

I heard a roar behind me. Turning, I saw the rat-ogre looming over me! Although bleeding from a mortal wound, it was determined to fight on and take me out! I readied my shield.

Suddenly, there was a mad rampage. The rat-men started rushing from the room in a panic! Their rush got in the path of the ogre. It too was swept out of the room. I then realized that something was different; the pipes had stopped. I looked around and saw that the Piper lay dead upon the ground.

We searched the rest of the catacombs, found the children, and escorted them to safety. I did recommend that the settlers abandon Lander's Edge until we can be sure that the Faedwyr could not return. I am not sure if they will follow that advice.

I am certain that this account has slighted some of my compatriots by ignoring their contributions. In my defense, I can only say that I was heavily engaged in combat and failed to witness all the acts of bravery that occurred. I can assure you that our entire party fought gallantly. In the end, we were victorious and the children were saved. That is what truly matters.

OOC Notes

  • This is a recounting of the "dungeon crawl" scenario from last Sunday's battlegame.
  • There were supposed to be 5 rooms but we ran out of time and had to cut if off at 3.
  • I have occasionally altered events for dramatic for dramatic or narrative purposes. For example, we never made it through the locked gate. Due to time constraints, the scenario was changed so that we faced the Piper in one of the rooms. I changed the narrative slightly because it made a better story.
  • I have been playing "barbarian" but am changing some of the abilities to match my persona better. In this account, I describe Fight After Death as a holy rage.

Friday, June 30, 2017

The Astromancer's Armil

Among the many denizens that have been harassing Ember Shoals since the return of the Faedwyr, the scalor have been a particular nuisance to our seafarers. These fish-men, who live in the shallows along the coast, will often raid ships at anchor. And so it happened a couple of months ago, but this time there was a crucial difference. The leader of the raid carried a driftwood staff with a glowing spherical object on one end. The unfortunate crew identified it as an armillary sphere.

An armillary sphere
The survivors of the raid were rescued by members of the Ironheart Accord. I, Rufus, personally interviewed them. When they told me about the glowing sphere I immediately thought of magic. Could it be the Astromancer's Armil, one of the three Druidic relics that could defeat the Faedwyr? I decided to find out.

I organized an expedition and we set out for the site of the raid. From the coast, we could see the wreck of the victims' ship; It had settled into the shallows with the masts sticking above water like a monument to the tragedy. We used incantations that allowed us to move (albeit slowly) and breath underwater. We then ventured below the waves, and were immediately attacked.

The scalor were upon us like we were minnows. We fought as best as we could but were driven from the waters. But we would not give up. We strengthened our magics and returned to the fray. This time, we were more successful, and were able to make some progress to the scalor's lair. But their defenses stiffened and we reached a stalemate. Beyond the line of scalor, we could see their leader gesturing at us with his staff, the sphere still atop it. He grew so angry that he ripped the sphere from the staff and tried to throw it at us. Nevertheless, the scalor defenses were too strong and we were driven back to shore.

Or so I thought. As I stood dripping upon the beach, an object suddenly was flung from the depths and landed on the sands. I walked over and picked it up. As I touched it, I could feel the magic flow through me. I knew in an instant; this was the Astromancer's Armil. But who was the brave hero who retrieved it and tossed it ashore? I have not yet found that out.

We now have 2 of the relics in our hands. We just need to find the Gardener's Rod and then we can assemble the Faethorn!

OOC Notes
  • This was the Lore scenario for April, organized by Xhorja (aka Robb).
  • The scenario was essentially heavy object, but was set "underwater." The Ironheart Accord had movement restrictions and had to reach an air pocket to breath. This gave a decided advantage to the scalor.
  • Xhorja told me that he (as the scalor leader) threw the sphere at us and it was recovered. I did not see that part as I already had been shattered. That's why I took so long to post this; because I did not witness it I was unsure how to portray it. Ultimately, though, I needed to write something because this was a very important Lore event.

Monday, June 26, 2017

Pirates vs. Pixies

Following their victory over the enemy ship, the crew of the Starbreeze rounded up and imprisoned the captives, tended to the wounded, and repaired any battle damage. That done, they decided to celebrate with a little rum. They opened the hold, and were greeted by a horrific sight.

The rum was gone!

They searched high and low, but could find no sign of the rum. Then, they looked ashore and saw the culprits. A band of pixies were flying into the forest, carrying a cask of rum!

"Get them!" shouted Captain Vandar. The crew raced ashore and tracked the pixies to a clearing in the woods. Scattered throughout was their store of rum. The crew rushed forward to recover their precious cargo. Suddenly, pixies swarmed upon them, stabbing them with slim, sharp swords. Then, the Faerie Queen appeared; she began shooting the pirates with her magical bow.

The Faerie Queen as played by Artemis
Stung by the onslaught, the pirate crew retreated. Then Captain Vandar arrived. With a lash of tongue and the flat of a blade, he turned the crew around. This time, they made methodical sorties, and bit by bit were able to recover most of the rum. Then Vandar ordered a withdrawal to the beach,

But the pixies followed the pirates, continuing to hound them mercilessly. Because of these attacks, Vandar realized that his crew could not make it back to the ship with the rum. As he surveyed the battlefield, he could see the Faerie Queen urging on her pixies. Vandar knew what needed to be done.

"Kill the Queen!" he commanded.

The pirates turned their attention upon the pixie leader. Shots rang out from their pistols, forcing the Queen to dodge and duck. The pirates surged forward, beating back pixie attacks and pressing toward the Queen. Finally, a shot struck her and she plummeted to the ground, The crew rushed her and struck her down. Triumphantly, they returned, only to find the captain bleeding upon the ground. The pixies had rushed him and cut him down.

"Get me back to the ship." he moaned. The crew picked him up and brought him back to the Starbreeze.

That night, as the Starbreeze sailed away from the cove, Vandar rested in his cabin. Though weak, he knew he would recover from his wounds. It had actually been a good day. He had captured a ship and rescued his rum from the pixies. But, would he be able to use the cove again, or would the pixies return to deny him his hideout?

OOC Notes

  • This account reflects the remaining 2 scenarios of yesterday's Amtgard Day
  • First (of the above), the pirates had to rescue bottles and kegs (made from rolls of camp pad). The pirates did well, recovering 1 of 2 kegs and 5 of 6 bottles.
  • The second was a Kill the King scenario. The pirates won this one.
  • The players used their standard classes, but they had additional abilities depending on their side.
    • Pixies also had the ability to fly, but they could use no armor nor could they break shields or armor.
    • Pirates had "pistols," represented by magic balls. Pistols shots worked like Force Bolt.

Battle for the Cove

Captain Vandar, the notorious pirate commander, sailed his ship the Starbreeze into the isolated cove on the coast of Ember Shoals.

Captain Vandar as played by Robb Rodgers
Photo courtesy of Lea Anne Pitt
Suddenly there was a cry from the crow's nest.

"Ship ahoy!"

Vandar started in surprise. Why was another ship using his secret cove? He could not let that stand.

"Beat to quarters! Prepare for battle!"

The drummer beat the alarm. The crew primed, loaded, and ran out the guns. The ship bore down upon the interloper. Vandar could hear the alarm coming from the other ship. But they would be too late!

The Starbreeze sailed within range. "Fire!" called Vandar. A salvo burst from the mouths of the guns, raking the enemy ship.

"Prepare to board her!" commanded the captain. He wasn't going to waste time in a gunnery duel; he planned to take the battle to the foe. His ship surged forward, and rammed the enemy bow to bow. Grappling lines sailed across, drawing the ships close. Vandar's crew rushed forward, but the enemy had formed a shield wall. The crews hacked, slashed, pushed, and shoved, but neither side could make headway.

One of Starbreeze's crew released the lifeboat and brought it to the side of the enemy, Using it as a bridge, the rest of the crew could outflank the rival pirates. Now there was a two front battle going on. The crew pushed forward, determined to take the other ship. But suddenly the enemy broke through and rushed upon the deck of the Starbreeze. The situation was dire, but the crew fought valiantly and defeated the rush. Once again, a stalemate set in.

Vandar suddenly had an idea to break the stalemate. He sheathed his sword, grabbed a shield, and dove into the water. Using the wooden shield as a makeshift raft, Vandar made his way around to the enemy's stern. This diverted attention away from the main battle. With this distraction, the crew of the Starbreeze was able to rush forward and take the enemy ship, including their fine store of rum!

OOC Notes

  • This is an account of the first scenario from yesterday's Amtgard Day. The theme of the day was Pirates and Pixies so we began with a boat battle.
  • I took some artistic license for this account. The scenario wasn't about taking the ship; the objective was to steal the other side's rum. I just thought that a battle of conquest made a better story (and it makes more sense in conjunction with the other scenarios, which will be posted at a later time).
  • The part of Captain Vandar was played by Orion in this scenario, although it was actually Robb who jumped into the "water" and "swam" around the ship. Robb would take over the role of Vandar in the later scenarios.

Sunday, June 18, 2017

Updating the Chronicle

I have been remiss in updating my account. Ever since the formation of the Ironheart Accord, I have been inundated with responsibilities and have not found time to write. We have been clearing out some of the monsters that the Faedwyr have released into Ember Shoals. This has attracted the Faedwyr's notice and now they are hunting us. We have to keep moving from camp to camp, keeping one step ahead of our enemy.

The archipelago of Ember Shoals still remains off the coast of Caligo, allowing us to maintain contact with the Sentinels of the High Forest. We have received reports of their activity. Here is one of the reports:
After a succulent feast of dire turkey, and the successful rescue of Father Wyntor, the Sentinels enjoyed a well-deserved rest. The tidings were good, and the feasts were merry, however such goodness can only last so long in the corrupted land of Caligo. One night during yet another merry feast, a strange visitor stumbled in, and collapsed. To the surprise of the Sentinels their visitor was a wounded Dwarven cleric, when pressed on how he received these wounds, he spun a tale of awe and woe… 
While his people had been mining the darkest depths of the world, they had stumbled upon an ancient kingdom, once belonging to the Nubian spider people. The strange magic of the realm corrupted their king, and forcibly transformed him into the Spider-Lord. In an act of desperation, the cleric had taken his holy weapon Thunderclap, and used its powerful magic to seal away the Spider-Lord. left unchecked, the spiders would eventually find a way out, so the wounded and weary warrior found his way to the Sentinels of the High Forest to beseech them for aid 
Compelled by their mission against evil, the sentinels armed themselves for battle, plunging into the depths of the world to smite unrivaled evil, not knowing how many of them would return.... 
The Sentinels must aid the cleric in retrieving Thunderclap, using it to open the throne room, and smite the spider lord once and for all, putting to rest the unfortunate Dwarven king.
I have since heard that the Sentinels' expedition was a success. One of their allies, a mighty warrior named Raven, struck down the Spider Lord.. The Sentinels recovered then recovered Thunderclap.

While this was good news, I recently received dire tidings. A band of orcs led by one Tarhogg Spearchewer has been raiding throughout the Shoals.

Tarhogg
Their latest raid is an act of horrendous infamy. They crossed a ravine over two bridges and cornered a unicorn in a small clearing. They were attempting to capture the creature when a patrol from the Ironheart Accord heard the commotion. Investigating, they intervened and managed to drive the orcs back across the ravine. But the filthy, corrupted monstrosities refused to give up their foul designs. Spurred on by their venomous hatred of all that is good, they renewed their efforts. They counterattacked, and this time the Accord was forced to retreat. This left the unicorn at their mercy. With the Accord temporarily neutralized, the orcs roped the unicorn and dragged it off to their lair. We are now trying to track the orcs but haven't succeeded yet. Tarhogg is a cunning brute and covered his tracks well. Our quest continues however.

I do have some good news to share, which shall be my next account.

OOC Notes

  • The account of the Spider King comes from Orion. It was a scenario that we ran in January.
  • I don't have accounts of the February or March scenarios. Feel free to send one to me if you have it
  • The account of Tarhogg's evil was from our May scenario. It was essentially a heavy object bridge battle with 2 bridges. The unicorn was the object.
    • Thanks to Artemis for designing the scenario
    • Kudos to Xhorja and Orion for dressing up for their roles as Tarhogg and the unicorm, respectively. Thanks for adding to the atmosphere of the scenario. If anyone has pictures of them, please send them to me so I can add them to this account!
  • Speaking of pictures, Xhorja posted the one above on the Ember Shoals Facebook page. It was so good I had to share it. Please let me know who the artist was.

Wednesday, March 15, 2017

The Ironheart Accord

After reporting my discovery to the Sentinels at Landfall Castle, I Rufus returned to the main island of Ember Shoals and headed toward Heron Hall. I passed ruined fields and the remnants of once-prospering villages. All human habitation was now in ruins. Of people, however, I saw not a trace.

On a couple of occasions, I was attacked by fell beasts. Apparently left on the island by the Faedwyr. These I managed to slay with sword and arrow. I made it safely to the remain of Heron Hall. I strode through the now burnt and blackened corridors. The heron tapestries of the Great Hall lay in ashes upon the floor. All was in ruin, or so I thought.

I next visited the chapel, and found it remarkably preserved. The altar, the chalices, the pews, and the ornamentation were all untouched. I gazed in wonder at this miracle.

"Holy ground. The Faedwyr cannot enter." a voice spoke from the doorway. I whirled around, unsheathing my sword and dropping into a fighting stance. As light shone on the speaker's face, a flash of recognition passed over me.

"Brother Jaromir?"

"Brother Rufus?" he replied. "Is that really you?"

I sheathed my sword, rushed over, and grasped his hand. "Aye, it is me!"

After a very brief, happy reunion, Jaromir grew serious. "Come, let's leave. It's not safe. The Faedwyr keep Heron Hall under watch." He led me out of my old home and into the woods.

On our journey, Jaromir explained what had been happening in Ember Shoals. The Faedwyr had killed or enslaved most of the people, but some had escaped into the wilderness and had formed scattered settlements. The Faedwyr (and their fell beasts) still appeared, seemingly at random, so it was unsafe to travel far. The settlements eked out a meager existence in the shadow of the enemy.

I was greeted warmly at Brother Jaromir's settlement, located in a concealed clearing deep in the woods. It was a ragtag group that included a wide variety of the citizens of Ember Shoals. Wardens rubbed shoulders with corsairs, farmers, adventurers. You name it.

At dinner, I mentioned my resolve to fight the Faedwyr and reclaim Heron Hall (and all of Ember Shoals). My statement was greeted with mirthless laughter.

One of the settlers stated: "We cannot fight the Faedwyr. They have dark, mysterious powers. It's a hopeless dream."

"A dream perhaps," I replied. "But not hopeless." I told them about the three druidic artifacts and the Faethorn. I saw a glimmer of hope in their eyes.

"Come friends, let us band together. Though in the past we have had our differences, let us put those aside and join as one. We will forge weapons of cold iron so that we can stand up against our enemy."

Brother Jaromir interrupted me at this point. "We will need more than iron weapons to be victorious. We will need hearts of iron."

"Yes!" I responded. "And that we have in abundance." I gazed around at the gathering around the fire. I saw a few nods and smiles.

"Therefore, let us form an alliance of the ironhearted men and women of Ember Shoals. Together, we will find the artifacts, fight the Faedwyr, and free our home!"

Cheers greeted my statement. And on that night, the Ironheart Accord was born.

Monday, February 6, 2017

A Surprising Discovery

I, Rufus, have made it a practice lately to ride out from Landfall Castle and patrol throughout the great forest. Last time I rode eastward. Where I would normally turn back after a day or so, something urged me to continue this time. I rode through the forest and reached a coastline. I gazed eastward through the fog, and saw an unsuspected sight.

There in the distance was an island. That's not the surprising part though. I recognized the island's coast How could that be? I hadn't patrolled here before. Then it struck me - it looked like the coast of Ember Shoals!

My curiosity was piqued. I rode along the coast until I found a small, abandoned boat. I clambered aboard and set out. Landing upon this strange yet familiar shore, I strode inland. The landmarks were familiar. I kept going until I crossed some farmlands, apparently ravaged by war. Then in the distance I saw it. Standing upon a dominating hill lay the ruins of once-proud Heron Hall, home to the Wardens! I don't know how it managed to end up off the coast of Caligo, but it was truly there. This was no dream!

I rushed back to Landfall Castle and reported the news. Now that I can reach Ember Shoals I intend to return, and find out what happened to my home.

Monday, December 19, 2016

Terror in the Night

'Twas the night before Winter Festival and all through the castle.
Not a soul was stirring, not even the vassals.
When out in the villages there arose such a clatter,
the Sentinels sprang from their beds to see what was the matter.
What to their horrified eyes did appear
but a demonic figure that filled all with fear.

Yes, it was indeed a horrid sight on that terrifying night. First, the Sentinels spotted a horde of diminutive, scaly creatures scurrying through the neighboring villages.


These gremlins were breaking windows and opening doors. Lord Vibe noticed a pattern; the creatures were attacking homes where children lived. Vibe commanded the Sentinels to race to the villages and rescue the youngsters.

There were three threatened villages. To the west was Twotownes, which used to be a pair of villages on opposite sides of a river that dried up. In the center was the crossroads village of Kaltor's Crossing. Eastward was Foxglove, so named for the abundance of said flower growing near it. Vibe and a strong force rushed to Kaltor's Crossing, where they witnessed a demonic figure crawling out of a window, a child in its clutches.


It was the legendary Krampus!

The Sentinels attacked, driving off the beast without its prize. Vibe scooped up the child and brought it back to the castle.

Meanwhile, the gremlins launched attacks on the Sentinels. Vibe ordered them to push forward and create a defensive perimeter. The sounds of vicious battle pierced the still winter night. Meanwhile, Vibe escorted children to the safety of the Sentinels' keep.

The Krampus tried to make another attack on Kaltor's Crossing but it could not make it through the perimeter. Instead, it moved west to Twotownes, where Silk was maintaining a wary vigil. When she saw the Krampus and its minions approaching, she raised the alarm and prepared to defend the village. The evil creatures approached cautiously toward the stalwart scout, which gave reinforcements a chance to arrive. Together, they repulsed the attack.

As this was occurring, Vibe managed to evacuate Foxglove. With this village empty and the other two heavily defended, the Krampus adopted a new strategy. As its minions harassed the defenders, it snuck past the villages and descended upon an unprepared Landfall Castle. The Krampus had the chance to kidnap some of the children that Vibe thought were safe. Fortunately, eagle-eyed Artemis spotted the beast. She cried out a warning - "Back! Back!" as she rushed to the castle. More defenders rushed back. They tracked down the Krampus and forced him into retreat.

At this point, the Krampus had enough. He and his minions slipped away in the night. Most of the children had been rescued. Alas, two were missing and presumed to be kidnapped. But where did the Krampus take them?

OOC Notes

  • This is the story of the first of a two-part scenario we played at our Amtgard park the Sunday before Christmas.
  • There were 3 villages (cones) placed in the middle of the field. I used paper dolls for the children. Only the captains (Vibe and the Krampus - ably played by Robb) could carry the children.

Saturday, December 17, 2016

Wyntornocht in Caligo

Wyntornacht is the popular mid-winter festival in Ember Shoals, and apparently it has made its way to Caligo as well. As the celebration draws nearer, I am reminded of the traditions of the season. Here is a short excerpt from The Wayfarer's Guide to the Ember Shoals-Customs & Rituals by Phremynn.

"There are two figures central to the Wyntornacht mythology, Greatfather Wyntor & his antagonist, Dur Krommpys [also known as the Krampus]. The pair seemed to be locked in a never ending cycle of battle; with Greatfather Wyntor seemingly coming out on top at the conclusion in the folklore.
Below, I've included my best attempts at depicting these beings."

Greatfather Wyntor

The Krampus

And another excerpt from The Wayfarer's Guide:

"The origins of this holiday boogeyman are mostly unknown. What little information, my brethren & I, have been able to gather is at best...fragmented & anecdotal. Dissconcerting to say the least but, we work diligently with what we have to compile this tome.

Rumor states the this creature is the bastard child of a Faedwyr noble & Dyvaalkin called a Succubi(we're still uncertain about the Dyvaalkin; more on that in a later chapter).

Depised by both it's Fey cousin's & the Dyvaalkin, Dër Krahmpuz, took to wandering the mortal plane. Gaining followers amongst the nascent Fomorach(orc) tribes that once inhabited the archipelago. Revered as a nature diety by the Formorach for millenia, it had found a place that it could belong & cheerfully ruled over it's chosen people.

This changed however. With the coming of the first Krewes, everything changed...forever.
As the orcs numbers dwindled from the diseases & slaughter wrought by the humans, Dër Krahmpuz, found it's strength fading.

Over time, it came to know emotions that it had never known. Sorrow, hate, anguish, envy...the sudden rush of these feelings twisted & warped the creature; slowly driving it mad. In its madness, Dër Krahmpuz, began demanding sacrifices from it's followers. At first animals but, that soon wasn't enough. Dër Krahmpuz hungered for the most precious of souls....children."

OOC Notes:
  • I copied these bits of lore from Facebook. They were written by Robb Rodgers, aka Kettlebaun aka Xhorja.
  • Greatfather Wyntor and the Krampus shall have starring roles in this Sunday's Amtgard scenarios.

Friday, December 2, 2016

A Horrifying Harvest

With voidling attacks petering off, the lands of the Sentinels were able to reap a bountiful harvest. There was, however, something missing - turkey! The Sentinels decided to take up their bows and go hunting. Two parties were formed - one led by Vibe and the other by Beast. Boasting began, and soon the two teams had arranged a contest. Which team could come back with the most turkeys?

The two teams set off into the forest, one to the east and another to the west. I, Rufus, was with Vibe's team. As we wandered through the wilderness we were amazed by the stillness. No birds sang and no animals scurried underfoot. What sorcery could do this?

After a while, we heard a scream in the distance. Shortly thereafter, we spotted a figure rushing towards us. It was a man, fleeing in terror. Behind him came this towering, feathered creature.


Before we could do anything, it caught the man and pecked him to death.

"A dire turkey!" I exclaimed.

"What?" asked my companions.

Briefly I explained. Back in Ember Shoals, the Faedwyr had performed arcane sorcery upon the native wild turkeys. They grew to monstrous size and began attacking the populace. After a bloody battle, we defeated all but one, which fled deep into the wilderness. But that was in Ember Shoals; how did one get to Caligo?

After dispatching its prey, the dire turkey looked up at us, then unleashed a gobble that sounded more like a lion's roar. Our knees quaked in fear. Suddenly, a swarm of the beasts converged on us. We steeled our nerves and prepared to defend ourselves. Then one of them did this:


We covered ourselves with our shields and joined the battle. We hacked and slashed, slaying many of the beasts. More attacked, flying over us and then diving upon us. Still, we put up a brave resistance. After a heated battle, the remaining dire turkeys fled. We gathered up the carcasses of the slain turkeys and brought them back to Landfall Castle. We had 37 of the creatures, enough to feed the settlement for many months. Upon our return, we met Beast's team. They had a similar experience but only netted 36 turkeys. Vibe had won the bet!

Beast would gain a measure of revenge. After our feast, a friendly battle broke out over the pumpkin pie. Beast's team won the lion's share of the dessert.

OOC Notes:

  • For our Thanksgiving weekend battlegame, I pulled out a scenario we ran at Ember Shoals a few years prior - a twisted turkey hunt.
  • Dire turkeys had flight, terror, and 1 fireball spell.
  • I actually was reeving the turkey battle but joined Vibe for the pumpkin pie fight. So he won without me and lost with me. Hmmm.
  • The pumpkin pie fight was a game of Heavy Object, using a shield as the object (a pumpkin pie, naturally). Of course, players had to hold the "pie" horizontally so as not to spill it.

Saturday, October 1, 2016

The Fight for the Flagon

As Kettlebaun wrote about the Fibber's Flagon, " You never know just where the blasted thing may turn up!" Somehow it arrived in the Great Hall of Landfall Castle. I, Rufus, found it sitting upon the table. I picked it up and asked, "Who does this belong to?" Then, the flagon exerted an insidious influence on those feasting within the hall. No one could truly say who owned it but all desired it. Soon, the assembled members began to put forth their claims to the mug. Tempers frayed; the sound of weapons being drawn filled the air. Then, without warning, blows were struck!

The clang of weapons resounded through the Great Hall as former comrades were at each other's throats. The melee was so confused that I could not make out exactly what was going on. Various factions formed and squared off against one another. One by one, however, the combatants succumbed to their wounds. Eventually, only three remained - Lord Lancelot, Beast, and Vibe.

The three combatants agreed to honor duels to decide the fate of the flagon. First, Beast and Vibe squared off. After a dazzling display of swordsmanship, Beast prevailed. Then he took on Lancelot. Again, we were witnesses to some sword mastery. This time, however, Beast was bested. Flush with victory, Lancelot seized the flagon from my hands. I was too flabbergasted by the whole affair to refuse him. Fortunately, no one was killed in the scuffle (perhaps the flagon's magic prevented any killing blows).

OOC Notes

  • This tale is based on a tournament I held at Caligo last Sunday. It was a free-for-all for the ownership of the Fibber's Flagon, a new artifact that we introduced to the realm. Click the link above for a description.
  • I was the reeve for the tourney so I did not participate in the fighting.



Wednesday, September 28, 2016

The Fibber's Flagon

The following passage has been taken from the pages of the journal of Lord Admiral Kettlebaun.

A curious magic item of either halfling or gnomish design; though none can be absolutely certain due to the proclivity of both races play pranks upon larger, stupider folk.
Its properties bear mentioning, whilst beneficial...there can be certain hindrances if more than one is used at a time. Such as rendering a person powerless for a time. Oddly, this only seems to affect preternatural abilities & magicks. Raw martial prowess is unaffected.The first, is it's miraculous ability to remain ever full. A man can drain it's contents to the dregs & the cup will fill itself again of it's own accord.
Second of which are it's restorative powers! A single sip will cure diseases, restore lost limbs, & heal the body whole! A delightful tool in any event.
Thirdly & the most seemingly inconspicuous ability of the Fibber's Flagon, is its power to render the bearer immune to mental dominion so long as the tankard is carried & an old sea shanty is sung or hummed aloud...whether this is an inherent magick placed upon the Flagon or an after thought conjured up by its most recent bearer is yet to be determined.
Speaking of its history & bearers, there have been countless tales of this auspicious mug being lost & found by the most unlikely individuals. You never know just where the blasted thing may turn up!

The Fibber's Flagon (also known as Kettlebaun's Crock) was last rumored to be in the possession of a certain halfling pirate Lord in the Ember Shoals...


OOC Notes

  • The Fibber's Flagon is an artifact that we created as the prize in the recent Caligo tournament.
  • Its powers:
    • Can be used as a heavy throwing weapon (can be used by the owner regardless of class)
    • Grants healing like a Potion of Healing
    • If the owner chants or sings while holding the Flagon, it acts like a Song of Determination
    • If both powers are used, then the bearer is Suppressed for 60 seconds
  • Only the owner is able to use it
  • Robb (the former Kettlebaun) built the flagon, developed its powers, and provided the above lore.

Wednesday, August 17, 2016

Return of the Me'owtzlan

On the southern arm of Ember Shoals is a virtually impenetrable tropical jungle known as the Jungle of Tloth.

Deep within the jungle are scattered stone ruins, clearly the habitation of a race of now-vanished humanoids. Throughout the ruins are many carvings and statues of human figures with feline heads. This fact has given rise to the popular belief that the ruins were the work of a race of cat-people. Scholars scoff at this notion and instead propose that the inhabitants worshiped some kind of jaguar god, who is the subject of the artifacts.

Regardless of who built the now ruined cities, artifacts from this vanished civilization have become very popular as decorations for the rich and powerful of the city of Kyrath. An organization known as the Benevolent Antiquities Lodge was organized to journey into the jungle and recover lost treasures. One of the most prized was a 10' tall obelisk with intricate jaguar carvings. Based on a rough translation of the hieroglyphs along one edge, it became known as the Zcrat Xeen Pozt.

Thus, the BAL (Benevolent Antiquities Lodge) organized a large expedition to carry the Pozt back to Kyrath. Teams of workers had to slash through dense jungle and build causeways across swampy ground. They were followed by wagons drawn by scores of horses. Finally, the archaeologists, escorted by trained warriors, brought up the rear. Once at the site, they were to supervise to ensure that the Pozt remained undamaged.

The trip to the site was uneventful (aside from the laborers and pack animals who fell ill to various jungle fevers). Once there, the archaeologists wasted no time getting to work. Diggers began undermining the obelisk's foundation so that it could be tipped over and then dragged onto the wagons.

Suddenly, there was a blood-curdling screech, like the cry of the lost civilization's jaguar god. After a short hesitation, the archaeologists shrugged and went back to work. So what if it was a jungle cat? That's why they hired mercenaries.

Another roar sounded, this time from the other direction. Then the jungle practically erupted with the sounds of screeching cats. The workers looked around in a veritable panic while the warriors gripped their weapons tight.

"Keep calm! We have protection!" announced the chief archaeologist.

Out of nowhere, a large jaguar rushed the chief, knocking him to the ground. It then stood upright, lifted a large club over its head, and pummeled the archaeologist into pulp. More cats rushed form the jungle into the Pozt's clearing. They stood on their hind legs and were armed with shields and clubs edged with razor-sharp obsidian shards.


"Cat-people!" screamed the laborers as they tried to escape.

They fled in all directions into the dense jungle. Unseen jaguar-headed humanoids pounced on the unfortunate men, dragging them down and dispatching them with blows or powerful bites.

The mercenaries hired by the league kept their heads, however, and formed a defensive circle in the center of the clearing. The surviving archaeologists huddled inside the perimeter. Scores of the cat-men emerged from the jungle, hissing and growling as they approached the human warriors.

Suddenly, one of the men rushed forward, sword and armor shining in the sun. His opponent leapt into the air over the warrior. Landing silently, it lashed out with its club, severing the warriors head. At this, the rest of the cat-warriors charged the defensive perimeter. The air was filled with yells and growls, as neither side would give no quarter,

Despite their superior armor, the mercenaries could not hold off all the attacks. One by one they fell to the feline attacks. Some of the cat-warriors made their way into the center of the circle, killing archaeologists until a mercenary was able to cut down the enemy. Soon, only a small band of humans was left.

"We can't hold out indefinitely." said one of the warriors.

"Then we must fight our way out!" And with a word, the remaining members of the expedition charged forward. They managed to cut their way through the wall of attackers and reach the jungle. But once there, the could not see the pursuit. One by one, they were cut down by sudden and silent attacks as a cat-warrior pounced.

Finally, only a lone archaeologist was left, shivering with fear in the midst of the jungle. He could hear the cat-men surrounding him, but he could not see them through all the foliage.

Then, one of the cat-warriors, the one who began the battle, emerged. He glared at the man, then spoke in broken Common Tongue.

"Go, and never come back. These are our homes."

The archaeologist turned and fled. As he ran, the leader of the cat-men roared a challenge: "Tell your people that the Me'owtzlan are back!"

And thus began the Me'owtzlan War.

OOC Notes

  • The Me'owtzlan War was a series of battlegames that formed the theme of Kettlebaun's second reign.
  • The idea of the Me'owtzlan began when Kettlebaun (Robb) asked what the theme should be and Shroudstar (much to Robb's chagrin) suggested cat-people.
  • Kudos to Robb for giving the cat-people (the Me'owtzlan in Ember Shoals' parlance) a unique and freehold-specific backstory.
  • Some of our members got into the storyline:
Me in some Me'owtzlan garb
  • Others not so much
Robb is not enjoying the cat ears

Thursday, June 23, 2016

The Mystic Glen

Part 3 of the Quest for the Gardener's Rod

After making her decision, Shroudstar led her party down the third path. As the mists parted, they could see that the path made its way through some light woods. In the distance, they could see a glen with a statue holding a staff. The Gardener's Rod!

"Hurry!" one of the members shouted as he ran down the path. Before Shroudstar could stop him, one of the trees stepped out onto the path and clubbed him with one of its branches. The warrior crumpled to the ground.

"Oakens - the walking trees." someone commented.


"Prepare yourself." It looks like we'll need to fight our way through.

The heroes marched resolutely into the fray. The trees converged on the party and battle commenced. Swords slashed and spears stabbed, but the blows seemed to stick into the bark. Then the trees struck back. Heavy limbs crushed shields and bruised the heroes. They were forced back.

As the party retreated, the trees ponderously advanced. Realizing that they moved slowly, the party tried to use its speed to avoid the trees. But as they neared the statue, a man with hair and beard like the foliage appeared. He was a Green Man. He began casting spells and striking with his own weapons. Once again the party was forced back.


Shroudstar used her stealth abilities to approach near the statue. She remembered Rufus's letter: "I have managed to send you the Horn of Hurricane. You will need it to reclaim the Rod." She reasoned that she needed to sound the Horn to claim the Rod. As she neared the statue, she blew upon the Horn and the statue's grip eased, However, the sound of the Horn drew the Rod's defenders on her, and she was forced back before she could grab it.

The battle continued for some time. The heroes fought well but could not overcome the strength of the oakens. Seriously wounded heroes, including Shroudstar herself, retreated back down the path. Finally, only one hero remained. He made a mad dash for the Rod. He drew near, reached out and nearly grasped it, but then numerous branches bludgeoned him to the ground.

By now a heavy downpour deluged our heroes as they dejectedly trudged back to the Brine Slough. Shroudstar wondered, "Did I pick a wrong path?"

OOC Notes
  • Indeed, she picked the wrong path. If she had chosen the second (two's company) then her party would have fought fairies instead of oakens.
  • Hollywood from Crest Haven was the brave hero who nearly reached the Horn at the end. Alas, he was swarmed by opponents before he could reach the Rod.
  • And yes, it poured on us, which prevented us from finishing the quest. I was going to allow the heroes to choose another path and try again. Perhaps they would have been successful the second time around. As it is, I have an idea to wrap up this quest.

Wednesday, June 22, 2016

The Brine Slough

Part 2 of the Quest for the Gardener's Rod

As per the instructions delivered by the mysterious stranger, Shroudstar led her party to the Brine Slough, deep in the heartland of Ember Shoals. Once there, they began slogging through the marshland, looking for clues. What could they be?

Then, in the distance, they noticed a stone marker rising from the mud. It appeared to be broken off at the top. The party to approach when one of the members tripped. He cursed, reached down into the mire, and pulled up a broken piece of the stone slab. He was about to throw it back, when Shroudstar stopped him.

"Look at that!" she said. For on the back of the stone a word had been carved out. Then it struck her.

"It's a clue! Everybody scatter around and search the muck for more stones."

The heroes started searching, but then one member called out a warning. Out of the mists loomed a horde of smallish figures carrying weapons. "Goblins!"


With a rush, the goblins attacked the party. The heroes were driven back from the stone slab with no more clues in their possession. Yet they refused to give up the quest. They hacked and slashed, slowly beating the goblins back.

Then they were rewarded by a cry of victory. "Here's one!" cried one of the party, as he stumbled upon a stone. He pulled it out of the muck and returned it to the back lines. Shroudstar used his stealth abilities and was able to sneak behind the goblins, retrieving more of the clues. Finally, the party had pulled 8 stone pieces from the muck; it appeared that they had them all.

"Regroup!" called Shroudstar, and the heroes formed an impenetrable phalanx. Frustrated by their losses, the goblins melted away into the mists.

But what was the clue? Shroudstar joined the 8 pieces like a jigsaw puzzle. This was the writing that was revealed to her:
'Tis not the loneliest, 
Nor is't magic. 
Choose company and ye'll be safe.
As she read the lines, the mists parted slightly. In the distance, Shroudstar could see 3 paths leading out of the Slough. Clearly, the clue referenced the path she needed to take.

"One is the loneliest number," she reasoned. She was unsure of the second line. But company, she thought - isn't it three's company? With that thought, she made her decision.

"We'll take the 3rd path!"

OOC Notes
  • This was the first scenario of the quest for the Gardener's Rod. 
    • The questers had to retrieve 8 clues (written on a styrofoam sheet that I painted to look like rock) scattered throughout the battle area. 
    • Portions of the battlefield were designated as water; players had to wade through them on their knees or at slow speed.
    • The heroes had 4 lives but the goblins were unlimited. This was to simulate a horde of goblins descending on the party. Once the party was shattered it had to solve the riddle with the clues it recovered. 
    • At first, the questers struggled but we gave them some help (armor points) and they ultimately found all the clues.

Monday, June 20, 2016

Quest for the Gardener's Rod

Introduction

After studying the book I received from Kettlebaun, I was able to determine the path to the Gardener's Rod, the second of the three Druidic artifacts that would allow us to defeat the Faedwyr. But how could I find it, trapped as I was in the land of Caligo?

I conferred with my new allies, the Sentinels. They referred me to a mysterious figure known as the Magus of Dissonance. With some reservation, I approached its home. Would I be unwittingly be dabbling in dark magic; the mistake of the League of Purity? Yet I determined to press on. It revealed that it could transport a package to my world. I knew exactly what to do.

--------------------------------------------------------------------------------------------------------------------------

Shroudstar stepped off the boat at Lander's Edge, the former capital of Ember Shoals. It was now just a ruin. The Faedwyr, haters of daytime, were not present. As Shroudstar surveyed the desolation, a mysterious robed figure approached. Silently, it handed her a package. In it was a horn - The Horn of Hurricane! With it was a letter. Here was what was written:
Shroudstar, 
I have been able to send this to you through magical means. I need you to go on a quest to retrieve the Gardener’s Rod, a powerful artifact that will help free Ember Shoals from the Faedwyr. I am imprisoned on another plane of existence and cannot take on this quest. You are our only hope! 
To begin, you must make your way to the Brine Slough in the center of the island. Hidden in there is a mystical glen where the Rod is located. To find the correct path to the glen, you will need to find clues in the Slough. 
Best wishes on your quest,
Brother Rufus 
P.S. I have managed to send you the Horn of Hurricane. You will need it to reclaim the Rod.
With her consort, Rhadamanthys, Shroudstar found some remnants of the Bilgewater Brigade. She formed a band of heroes to proceed on the quest for the Gardener's Rod.

OOC Notes

  • Yesterday, at the Caligo practice, I ran a quest (using Amtgard rules) to retrieve the Gardener's Rod. This post is an introduction to that quest.
  • The quest consisted of 2 linked battlegames. In both, a party of heroes is trying to achieve its objective while opposed by various monsters.
  • Over the next week, I'll post separate reports for each battlegame.
  • For the quest, I gave Shroudstar a handwritten copy of the letter reproduced above. The letter was on parchment paper. I also gave her a toy horn that served as the Horn of Hurricane.