How can this be? I died. At the claws of an evil black dragon. With no knowledge of how my companions fared after my demise I was left to my own fates. I expected to be reunited with my kin back on my home plane. Instead my eternal being was intercepted somehow. I was captured... tortured... forced to relinquish pieces of my being that would aid the cause of evil. Are those my tears that the forces of evil wear around their necks? And what have they done with my feathers? They didn't fall out due to my torture. They were ripped from my body, forcibly.
And what of my circumstances here in the Abyss? What could this mean for all the planes? If there is some error in the way the planes function then that could spell doom for many innocent lives. If there is some reason why I ended up in the Abyss, then I need to find it and fix it. Because that would mean that creatures from the Abyss, when killed, could find the mistakes between the planes and end up on Mount Celestia. This may have something to do with the fact that part of Mount Celestia is stuck in the Abyss, and vice versa. I will do all I can to aid Korinth in this new quest to fix the planes.
Contributors
Friday, February 28, 2014
Wednesday, February 26, 2014
Shackled City: ECL 10 Korinth the Protector Silverbrow Human Cloistered Cleric 5/ Radiant Servant of Pelor 5: Entry 19
Journal Entry 5250
How can this be?! What a miraculous turn of events. Through all our travels, even coming to a not very well known layer of the Abyss, Pelor has managed for me to connect with Gaje again. However, I'm not sure if it is temporary or not. I don't fully understand the circumstances. Gaje is at a complete loss for how he even ended up here. By all accounts, due to his demise on the material plane, he should have returned to his home plane. Yet here he is, in the Abyss. If it was Pelor that made this possible, then why was Gaje chained and tortured? Was it a miracle, or just coincidence that allowed our group to find him the way we did? Was it his fate to be tormented because of his failures? I don't have any answers. But I will accept the fact that we are back together, and once we retrieve his trumpet- making him whole again- we will continue on our quest to bring the light to those that have been covered in darkness.
How can this be?! What a miraculous turn of events. Through all our travels, even coming to a not very well known layer of the Abyss, Pelor has managed for me to connect with Gaje again. However, I'm not sure if it is temporary or not. I don't fully understand the circumstances. Gaje is at a complete loss for how he even ended up here. By all accounts, due to his demise on the material plane, he should have returned to his home plane. Yet here he is, in the Abyss. If it was Pelor that made this possible, then why was Gaje chained and tortured? Was it a miracle, or just coincidence that allowed our group to find him the way we did? Was it his fate to be tormented because of his failures? I don't have any answers. But I will accept the fact that we are back together, and once we retrieve his trumpet- making him whole again- we will continue on our quest to bring the light to those that have been covered in darkness.
Monday, February 24, 2014
DM Note: Ambrosia Amulets
Ambrosia amulets are spell keys that are crafted from the tears of angels in Mount Celestia. They appear as a golden tear drop hanging from a golden braided chain. Each such spell key is keyed to a single school of magic and allows the wearer to ignore the spell failure chance based on alignment when casting spells of that school on Mount Celestia.
Additionally, an ambrosia amulet can be used as a material component for any spell with the [Good] or [Law] descriptor to increase your caster level by +2. However, this destroys the amulet in the process.
Spell Keys: Each outer plane has its own spell keys. Some may be bought from select merchants. The price of a spell key varies but usually runs about 4,000 to 5,000 gp.
General Spell Keys: A more powerful version of the spell key is called a general spell key. Again, each outer plane has their own specific kind. A general spell key is not keyed to a single school of magic. Rather, they function for any spell cast on that plane. General spell keys generally cost around 20,000 gp, when you can find them in shops.
Power Keys: Another related item is the power key. Power keys, like spell keys, are each specific to a single outer plane. A power key allows a divine spellcaster to ignore the caster level modifier based on alignment, regardless of the plane the wearer is currently visiting. Power keys are crafted by deities and granted as rewards for exemplary service and outstanding adherence to the god's precepts. Even so, they are rare even among those who seem to qualify for them. Power keys have a way of vanishing at the whim of the deity who granted it, and as such are never found sold by merchants. Those who have been honored by such a gift report that the power key never lasts longer than about 2 weeks before vanishing.
Abyssal Spell Keys
The spell key for the Abyss is a feather torn from an unwilling living angel. When used as a focus component for spells cast in the Abyss, the feather has specific effects depending on the school of the spell.
Conjuration: Ignore the percentage chance of summoning only chaotic evil creatures.
Divination: Tanar'ri cannot cast spells on you by channeling through your divination spell.
Necromancy: Undead created do not become possessed by a demon and do not automatically attack the caster.
Transmutation: The DC to avoid warping the transmutation spell is reduced to 15.
Elemental: Protective spells with elemental descriptors do not randomly fail.
When used as a material component for a spell with the [Chaos] or [Evil] descriptor, the feather provides you with a +2 bonus to your caster level.
Special Creation Note: When tearing the feather from the unwilling living angel, it spontaneously becomes keyed to a random spell school, as follows: 1d20: 1-7 Conjuration, 8-10 Divination, 11-13 Necromancy, 14-19 Transmutation, 20: General spell key. The person removing the feather from the angel is telepathically informed of which school it has been keyed to. The identity of the entity transmitting this telepathic information is unknown.
Additionally, an ambrosia amulet can be used as a material component for any spell with the [Good] or [Law] descriptor to increase your caster level by +2. However, this destroys the amulet in the process.
Spell Keys: Each outer plane has its own spell keys. Some may be bought from select merchants. The price of a spell key varies but usually runs about 4,000 to 5,000 gp.
General Spell Keys: A more powerful version of the spell key is called a general spell key. Again, each outer plane has their own specific kind. A general spell key is not keyed to a single school of magic. Rather, they function for any spell cast on that plane. General spell keys generally cost around 20,000 gp, when you can find them in shops.
Power Keys: Another related item is the power key. Power keys, like spell keys, are each specific to a single outer plane. A power key allows a divine spellcaster to ignore the caster level modifier based on alignment, regardless of the plane the wearer is currently visiting. Power keys are crafted by deities and granted as rewards for exemplary service and outstanding adherence to the god's precepts. Even so, they are rare even among those who seem to qualify for them. Power keys have a way of vanishing at the whim of the deity who granted it, and as such are never found sold by merchants. Those who have been honored by such a gift report that the power key never lasts longer than about 2 weeks before vanishing.
Abyssal Spell Keys
The spell key for the Abyss is a feather torn from an unwilling living angel. When used as a focus component for spells cast in the Abyss, the feather has specific effects depending on the school of the spell.
Conjuration: Ignore the percentage chance of summoning only chaotic evil creatures.
Divination: Tanar'ri cannot cast spells on you by channeling through your divination spell.
Necromancy: Undead created do not become possessed by a demon and do not automatically attack the caster.
Transmutation: The DC to avoid warping the transmutation spell is reduced to 15.
Elemental: Protective spells with elemental descriptors do not randomly fail.
When used as a material component for a spell with the [Chaos] or [Evil] descriptor, the feather provides you with a +2 bonus to your caster level.
Special Creation Note: When tearing the feather from the unwilling living angel, it spontaneously becomes keyed to a random spell school, as follows: 1d20: 1-7 Conjuration, 8-10 Divination, 11-13 Necromancy, 14-19 Transmutation, 20: General spell key. The person removing the feather from the angel is telepathically informed of which school it has been keyed to. The identity of the entity transmitting this telepathic information is unknown.
Friday, February 21, 2014
Shackled City: ECL 8 Ix Chel Anthropomorphic Black Bear Druid: Entry 1
This Abyss place... I don't like the feel of it. All of these unnatural creatures attacking us are becoming tiresome. The gargantuan six-legged hippos were especially painful. Poor Circe went down a couple of times. There are no trees here... no running water. I feel so out of my element. The little dretch herder was a minor annoyance. We FINALLY made it to the cathedral of Mount Celestine. The tiger dispatched these strange half-spiderwomen.... I tried sending Circe to aid in his battle, but she really wasn't needed. Now, we are against this.... Succubus and some fire plane creature that looks similar to a Naga. I wonder how long these males will be able to hold out against her wiles. I relish the thought of my claws tearing out her beating heart for trying to ensnare me.
Shackled City: ECL10 Dagon Feral Anthropomorphic Tiger Fist Of The Forest Chaos Monk: Entry 4
Ever changing creature falls
Smells to bad to eat
~growls~
Little demon pets die like rats
But taste horrible
~growls~
Spider women are fun to play with
To crunchy to eat
~growls~
Nothing here tastes good
~growls~
Raccoon looks tasty
He makes purple pain rays
~growls~
Bear didn't let me throw her cat
~growls~
Dagon hates the Abyss
~growls~
Smells to bad to eat
~growls~
Little demon pets die like rats
But taste horrible
~growls~
Spider women are fun to play with
To crunchy to eat
~growls~
Nothing here tastes good
~growls~
Raccoon looks tasty
He makes purple pain rays
~growls~
Bear didn't let me throw her cat
~growls~
Dagon hates the Abyss
~growls~
Shackled City: ECL 10 Korinth the Protector Silverbrow Human Cloistered Cleric 5/ Radiant Servant of Pelor 5: Entry 18
Journal Entry 5249
Unbelievable! Is this how Gaje felt all the time on his home plane? Why would he ever leave and go to the material plane? This part of Mount Celestia that we have found here in the Abyss makes me feel so close to the divine... so powerful. Of course evil has tried to desecrate this place and they will regret that. The forces of hatred and evil have met their match in the might of Pelor that flows through me.
Unbelievable! Is this how Gaje felt all the time on his home plane? Why would he ever leave and go to the material plane? This part of Mount Celestia that we have found here in the Abyss makes me feel so close to the divine... so powerful. Of course evil has tried to desecrate this place and they will regret that. The forces of hatred and evil have met their match in the might of Pelor that flows through me.
Thursday, February 20, 2014
ECL9: Fate Norbard: (wild)human, Duskblade 9: Shackled City: journal entry 6
As I kill the chaos monster in one strike: I can feel my power growing in strength. I feel as if I keep killing these demons that Norril Demoneye will show him self wanting to slay me. But as soon as he steps out of the darkness I will slay him where he stands. He has no idea what power I have, and has no idea that we have a deadly group. That I can call my party.
Monday, February 17, 2014
DM Note: Magic Items on the Planes
The magic effects produced by magic items sometimes have unexpected behavior when used on a plane other than the Material Plane. Here are some noteworthy examples.
Magic Items that use Spell Completion activation (such as scrolls): Behave according to the magic properties of the plane on which it is used.
Magic Items that use Spell Trigger, Command Word, or Use-Activated activation: Behave according to the magic properties of the plane on which the magic item was created. (The default plane of creation for magic items is the Material Plane, unless it is an item that you acquired elsewhere.)
This information does differ from the way I explained things previously. Your potions and healing belts and magic weapons and armor that you brought with you to the Abyss from the Material Plane should behave as they always have, since they were made on the Material Plane. I think the only magic items you have to watch out for is scrolls (which use Spell Completion).
Magic items that you acquire while in the Abyss will not require the Unlock-Payments (if any) but otherwise behave according to the magic properties of the Abyss, even if you take them outside of the Abyss. The only exception to this rule is if you acquire a magic item while you are in the Abyss that actually come from some place outside of the Abyss. Its all about the native plane of the magic item, where it was created.
Example, say you found a potion of cure light wounds that was created in Mount Celestia. When you take it back home to the Material Plane and use it, the healing the drinker receives is intensified (maximized and doubled) just as healing effects are on Mount Celestia.
This should clarify some things for you guys and make things a little bit easier for the next session.
Magic Items that use Spell Completion activation (such as scrolls): Behave according to the magic properties of the plane on which it is used.
Magic Items that use Spell Trigger, Command Word, or Use-Activated activation: Behave according to the magic properties of the plane on which the magic item was created. (The default plane of creation for magic items is the Material Plane, unless it is an item that you acquired elsewhere.)
This information does differ from the way I explained things previously. Your potions and healing belts and magic weapons and armor that you brought with you to the Abyss from the Material Plane should behave as they always have, since they were made on the Material Plane. I think the only magic items you have to watch out for is scrolls (which use Spell Completion).
Magic items that you acquire while in the Abyss will not require the Unlock-Payments (if any) but otherwise behave according to the magic properties of the Abyss, even if you take them outside of the Abyss. The only exception to this rule is if you acquire a magic item while you are in the Abyss that actually come from some place outside of the Abyss. Its all about the native plane of the magic item, where it was created.
Example, say you found a potion of cure light wounds that was created in Mount Celestia. When you take it back home to the Material Plane and use it, the healing the drinker receives is intensified (maximized and doubled) just as healing effects are on Mount Celestia.
This should clarify some things for you guys and make things a little bit easier for the next session.
Saturday, February 15, 2014
ECL9: Fate Norbard: (wild)human, Duskblade 9: Shackled City: journal entry 5
As we fight the demon I feel as though I'm getting closer and closer to Norril Demoneye, the bastard who decapitated my parents right before my eyes and burned my house to ashes.
As we enter the Abyss I can feel the presence of Norril Demoneye the stink of his presence fills the air. I can feel him starring at me around every corner.
His fate will come when I cut his filthy head off those shoulders. The day will come, I can sense it. I'll make him feel as though he was never born.
As we enter the Abyss I can feel the presence of Norril Demoneye the stink of his presence fills the air. I can feel him starring at me around every corner.
His fate will come when I cut his filthy head off those shoulders. The day will come, I can sense it. I'll make him feel as though he was never born.
Shackled City: ECL 9 Osiris Eloah Elf Generalist Wizard: Entry 22
Into the Abyss! Are you kidding me! Of all the places to travel where magic that is performed on the material plane is uncontrollable and random at best, I'm not 100% sure in our ability to survive let alone complete some quest bestowed upon us from someone, or something, we can't truly trust. By skill alone I managed to control a Vroc to aid us in battle. Not a moment to late, as the party was trampled by some six legged Hippo creatures that stink of some foul wretchedness that only the bold, or profoundly stupid, would approach to within 5 feet. Well I can only surmise that if it was easy, everyone would visit the Abyss to vacation. With my magic not functioning or to risky to try without putting us all in danger, I find myself for the first time at a disadvantage. It seems it is time to turn this perceived weakness, into an advantage!
Shackled City: ECL 9 Korinth the Protector Silverbrow Human Cloistered Cleric 5/ Radiant Servant of Pelor 4: Entry 17
Journal Entry 5245
I feel so alone and cut off. Never since joining the services of the Shining One have I felt this far away from the divine. We have followed a fool's errand. I apparently failed in my noble quest to return the Paladin Alec to the church of St. Cuthbert. I'm not sure anyone could have succeeded, the odds were just so overwhelming. And now... Into the Abyss! I don't know a single patron or clergyman of my esteemed order that has gone into the Abyss! And our rag-tag group of "would be heroes" have decided to come here in hopes of changing the very planes themselves. At least that is what we were told we would be doing. My knowledge of history and the planes suggests that what we were told was not only true, but that our quest is actually possible. Of course it is this priest's humble opinion that it will take greater power than we possess.
What foulness with gain in power and prosperity as I divert my energies and beg for spells from anyone willing to grant them, now that I can't actually get in touch with Pelor? I am afraid. Not for my life, but for the lives of my comrades. I am, however, afraid I may never see the holy light of Pelor again. And what will happen to my soul, should I die in this dreadful place?
I feel so alone and cut off. Never since joining the services of the Shining One have I felt this far away from the divine. We have followed a fool's errand. I apparently failed in my noble quest to return the Paladin Alec to the church of St. Cuthbert. I'm not sure anyone could have succeeded, the odds were just so overwhelming. And now... Into the Abyss! I don't know a single patron or clergyman of my esteemed order that has gone into the Abyss! And our rag-tag group of "would be heroes" have decided to come here in hopes of changing the very planes themselves. At least that is what we were told we would be doing. My knowledge of history and the planes suggests that what we were told was not only true, but that our quest is actually possible. Of course it is this priest's humble opinion that it will take greater power than we possess.
What foulness with gain in power and prosperity as I divert my energies and beg for spells from anyone willing to grant them, now that I can't actually get in touch with Pelor? I am afraid. Not for my life, but for the lives of my comrades. I am, however, afraid I may never see the holy light of Pelor again. And what will happen to my soul, should I die in this dreadful place?
Shackled City: ECL9 Dagon Feral Anthro Tiger Fist Of The Forest Chaos Monk: Entry 3
Been eating paladin for days.
Tastes of weakness and broken dreams.
New quests to attend to.
False demon-man takes us to the abyss.
Trials he says.
So far, vile winged creatures and foul hippo beasts.
Not much of a trial so far, but I can't stop puking.
~F*#$%&@ Meow~
Tastes of weakness and broken dreams.
New quests to attend to.
False demon-man takes us to the abyss.
Trials he says.
So far, vile winged creatures and foul hippo beasts.
Not much of a trial so far, but I can't stop puking.
~F*#$%&@ Meow~
Tuesday, February 11, 2014
Happy 40th Anniversary to Dungeons & Dragons
Dungeons & Dragons was born in 1974.
It has been estimated that about 5 million people play Dungeons & Dragons today.
Below is my personal tribute to the best game ever created.
The table top game has gone through 13 versions over the years:
1974 Dungeons & Dragons (original white box)
1977 Dungeons & Dragons (Basic set, 2nd version, blue box)
1977 Advanced Dungeons & Dragons (1st edition)
1981 Dungeons & Dragons (Expert set, 3rd version, light blue box)
1983 Dungeons & Dragons (Companion set, 4th version, teal box)
1989 Advanced Dungeons & Dragons 2nd Edition
1991 Dungeons & Dragons (Rules Cyclopedia, 5th version)
1995 Advanced Dungeons & Dragons 2.5 (Revised player's options, DM options)
2000 Dungeons & Dragons 3rd Edition
2003 Dungeons & Dragons 3.5 revision
2008 Dungeons & Dragons 4th Edition
2010 Dungeons & Dragons Essentials
2014 Dungeons & Dragons 5th Edition (estimated release)
Spawning Various Campaign Settings:
Birthright
Blackmoor
Council of Wyrms
Dark Sun
Diablo II
Dragon Fist
Dragonlance
Eberron
Forgotten Realms
Ghostwalk
Greyhawk
Jakandor
Kingdoms of Kalamar
Lankhmar
Mystara
Nentir Vale
Pelinore
Planescape
Ravenloft
Rokugan (Legends of the Five Rings)
Spelljammer
Thunder Rift
Underdark
Warcraft
Wilderlands of High Fantasy
And Board Games:
1975 Dungeon!
1980 Dungeons & Dragons Computer Labyrinth Game
1984 Quest for the Dungeonmaster
1986 Dragons of Glory
1988 Dragon Lance
1988 Mertwig's Maze
1989 The New Dungeon
1989 The New Dungeon Miniatures and Game Supplement
1990 Magestones
1991 Greyhawk Wars
1991 The New Easy to Master Dungeons & Dragons
1992 Dragon Quest
1992 The Classic Dungeon
1993 DragonStrike
1994 First Quest
1995 Intriduction to Advanced Dungeons & Dragons
2000 Dungeons & Dragons Adventure Game
2001 Clue Dungeons & Dragons
2002 Dungeons & Dragons: The Fantasy Adventure Board Game
2004 Dungeons & Dragons Basic Game
2006 Dungeons & Dragons Basic Game
2010 Castle Ravenloft Board Game
2011 Wrath of Ashardalon
2011 Conquest of Nerath
2011 The Legend of Drizzt Board Game
2012 Lords of Waterdeep
2012 Dungeon Command
And Computer Games:
1975 dnd (on PLATO)
1975 Dungeon (on PDP-10)
1980 Dungeons & Dragons Computer Labyrinth Game
1981 Dungeons & Dragons Computer Fantasy Game
1982 Advanced Dungeons & Dragons Cartridge (for Intellivision)
1982 Advanced Dungeons & Dragons: Cloudy Mountain (Intellivision)
1982 Advanced Dungeons & Dragons: Treasure of Tarmin (Intellivision)
1988 Pool of Radiance (PC, NES)
1988 Heroes of the Lance (PC, NES, Sega)
1989 Curse of the Azure Bonds (PC)
1989 Dragons of Flame (PC, NES)
1989 Hillsfar (PC, NES)
1989 War of the Lance (PC)
1990 Secret of the Silver Blades (PC)
1990 Dragonstrike (PC, NES)
1990 Champions of Krynn (PC)
1990 Eye of the Beholder (PC, Sega CD, SNES, GBA, Amiga)
1991 Eye of the Beholder II: The Legend of Darkmoon (PC, Amiga)
1991 Shadow Sorcerer (PC)
1991 Pools of Darkness (PC)
1991 Death Knights of Krynn (PC)
1991 Neverwinter Nights (AOL)
1991 Gateway to the Savage Frontier (PC)
1992 Order of the Griffon (TurboGrafx 16)
1992 Dungeons & Dragons: Warriors of the Eternal Sun (Sega CD)
1992 The Dark Queen of Krynn (PC)
1992 Treasures of the Savage Frontier (MS-DOS, Amiga)
1992 Spelljammer: Pirates of Realmspace (MS-DOS)
1993 Eye of the Beholder III: Assault on Myth Drannor (MS-DOS, Sega CD, SNES)
1993 Fantasy Empires (MS-DOS)
1993 Forgotten Realms: Unlimited Adventures (MS-DOS, Mac)
1993 Dark Sun: Shattered Lands (MS-DOS)
1993 Stronghold (MS-DOS)
1993 Dungeon Hack (MS-DOS)
1993 Dungeons & Dragons: Tower of Doom (Arcade, Sega Saturn)
1994 Dark Sun: Wake of the Ravager (MS-DOS)
1994 Slayer (3DO)
1994 Ravenloft: Strahd's Possession (MS-DOS)
1994 Al-Qadim: The Genie's Curse (MS-DOS)
1994 Menzoberranzan (MS-DOS)
1995 Ravenloft: Stone Prophet (MS-DOS)
1996 Deathkeep (PC, 3DO)
1996 Dark Sun Online: Crimson Sands (PC)
1996 Blood & Magic (PC)
1996 Dungeons & Dragons: Shadow over Mystara (Arcade, Sega Saturn)
1996 Birthright: The Gorgon's Alliance (PC)
1997 Iron & Blood: Warriors of Ravenloft (PC, Playstation)
1997 Descent to Undermountain (PC)
1998 Baldur's Gate (PC, Mac)
1999 Baldur's Gate: Tales of the Sword Coast (PC, Mac)
1999 Planescape: Torment (PC)
2000 Icewind Dale (PC, Mac)
2000 Baldur's Gate II: Shadows of Amn (PC, Mac)
2001 Icewind Dale: Heart of Winter (PC)
2001 Baldur's Gate II: Throne of Bhaal (PC, Mac)
2001 Icewind Dale: Trials of the Luremaster (PC)
2001 Pool of Radiance: Ruins of Myth Dranor (PC)
2001 Baldur's Gate: Dark Alliance (PS2, Xbox, Gamecube, GBA)
2002 Icewind Dale II (PC)
2002 Neverwinter Nights (PC, Mac, Linux)
2003 Neverwinter Nights: Shadows of Undrentide (PC, Mac, Linux)
2003 Dungeons & Dragons: Heroes (Xbox)
2003 The Temple of Elemental Evil (PC)
2003 Neverwinter Nights: Hordes of the Underdark (PC, Mac, Linux)
2004 Baldur's Gate: Dark Alliance II (PS2, Xbox)
2004 Forgotten Realms: Demon Stone (PC, PS2, Xbox)
2004 Neverwinter Nights: Mobile (Mobile Phone)
2004 Neverwinter Nights: Shadowguard (PC, Mac, Linux)
2004 Neverwinter Nights: Witch's Wake (PC, Mac, Linux)
2004 Neverwinter Nights: Kingmaker (PC, Mac, Linux)
2005 Dungeons & Dragons: Dragonshard (PC)
2005 Neverwinter Nights: Pirates of the Sword Coast (PC, Mac, Linux)
2006 Dungeons & Dragons Online: Stormreach (PC)
2006 Neverwinter Nights: Infinite Dungeons (PC, Mac, Linux)
2006 Neverwinter Nights: Wyvern Crown of Cormyr (PC, Mac, Linux)
2006 Neverwinter Nights 2 (PC, Mac)
2007 Dungeons & Dragons Tactics (PSP)
2007 Neverwinter Nights 2: Mask of the Betrayer (PC)
2008 Neverwinter Nights 2: Storm of Zehir (PC)
2009 Neverwinter Nights 2: Mysteries of Westgate (PC)
2011 Dungeons & Dragons: Daggerdale (PS3, Xbox 360, PC)
2011 Heroes of Neverwinter (Facebook)
2013 Neverwinter (PC)
As well as a Saturday morning cartoon and 5 movies:
2000 Dungeons & Dragons
2003 Scourge of Worlds: A Dungeons & Dragons Adventure (DVD choose your own adventure)
2005 Dungeons & Dragons: Wrath of the Dragon God
2008 Dragonlance: Dragons of Autumn Twilight
2011 Dungeons & Dragons: The Book of Vile Darkness
Several Magazines:
Dragon (currently at issue 430)
Dungeon (currently at issue 222)
The Strategic Review
Imagine
Polyhedron
Living Greyhawk Journal
Oerth Journal
Knowledge Arcana
Plus novels, comic books, miniatures, beach towels, toys, action figures, bumper stickers, keychains, etc, etc, etc.
Happy 40th Anniversary Dungeons & Dragons
Saturday, February 8, 2014
Shackled City: ECL 9 Osiris Eloah Elf Generalist Wizard: Entry 21
At last, we are able to reach the Paladin but he seems a little off. Doing my best, along with the help of the party, we are able to have a break through with him. Out of nowhere, a creature that seems to have come from the depths of hell itself, descends upon us but appears to be more inclined to make a living sacrifice out of the Paladin! When all seemed lost, the Battle Sorcerer took it upon himself to slay the Paladin! Looking back on it, that may have been the only course of action left for us. With his dying breath, we where warned no to return to Cauldron. So if are not to go back ,the only place left for us is forward. But forward into what and to where?
Shackled City: ECL9 Dagon Feral Anthro Tiger Fist Of The Forest Chaos Monk: Entry 2
Mirror trap makes Dagon angry.
The talking heads of the party get us through.
Paladin we seek is at the end.
~growls~ I want to taste his blood ~growls~
Meditation
The cold dwarf steals my kill.
~growls~
Paladin probably tastes bad anyway.
Demon tries to kill Dagon.
~Grrrhahahaha~
No one can kill Dagon.
Talking heads argue on where to go next.
I don't care.
New party member.
~meow~
Druidess should scratch my scritchy spot.
~meow hahaha~
The talking heads of the party get us through.
Paladin we seek is at the end.
~growls~ I want to taste his blood ~growls~
Meditation
The cold dwarf steals my kill.
~growls~
Paladin probably tastes bad anyway.
Demon tries to kill Dagon.
~Grrrhahahaha~
No one can kill Dagon.
Talking heads argue on where to go next.
I don't care.
New party member.
~meow~
Druidess should scratch my scritchy spot.
~meow hahaha~
Friday, February 7, 2014
DM Entry: Even More New Spells in Libram of Magic III
A ton of new spells have been added to the Libram of Magic III.pdf and updated on the google drive. I was going to list the new ones but I figured you guys that have spellcasting characters could just look through there to see if there is anything you would like.
Saturday, February 1, 2014
ECL 8: Fate Norbard: (Wild) human, Duskblade 8: Shackled City: journal entry 4
After slaying the Hill Giants, I felt that the Warlock is gaining in power. But he doesn't know that the Tiger looks at him like he's the next meal of the day. Its kind of weird really. That's not the only thing I've noticed in this group of people. I've noticed that the wizard studies his spell book, I don't understand why he does that. He could memorize them like I do but whatever kills your dragon, right? On another note, I wounder if the Cleric gets enjoyment out of touching his party members; that's why I have my own healing spells. And then there is the Dwarf and his gnome friend, there's nothing wrong with them but I've never seen a gnome be such good friends with a Dwarf.
There's nothing wrong with the party its just I've noticed these weird things about the party, I wounder if the party notice things about me.Weird.
There's nothing wrong with the party its just I've noticed these weird things about the party, I wounder if the party notice things about me.Weird.
Shackled City: ECL 9 Osiris Eloah Elf Generalist Wizard: Entry 20
As the last of the seeming "glass" creatures are defeated, I and the party are now faced with a mind numbing puzzle. How to retrieve this poor soul trapped somewhere in an endless number of alternate glass portals that could take us anywhere! I have now doubt, the colored points in front of this three armed Throne are the key to solving this conundrum. With the Warlock being impetuses as always, it has become even more important to hurry, for who knows what mischief he could and would cause, as his power grows! Maybe we missed something, I'm sure the numbers on the Hegemonic Plate are the key, a pattern even as to how we should navigate these mirrors. 3-4-5-1-2-3, red, orange, yellow, green, blue, purple. Curious, very curious. I must put all my focus into this, If I can't help my party with this simple task, what good am I? My reputation is on the line, and I am always up for a challenge!
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