Sunday, September 25, 2011

Just got a bunch of Mage Knight minis I ordered off ebay. Pretty good selection. Now I just have to rebase them and they’ll be ready to game. Here’s a pic of the minis.



This one will be a good lamia stand in (the WotC 4e lamia sucks and the mini is terrible):
















This one is a good scaladar mini:











Most of the rest are good PC types.

Friday, September 23, 2011

Myth Celeborn - L2

Here is level two of Myth Celeborn.  On this level, there were floating wild magic and dead magic areas.  This made spellcasting a bit...challenging.


Now to explore the final level.  Good luck!

Myth Celeborn

Here is level 1 of Myth Celeborn.  Bellen cleared out all the orcs and owlbears.  The stairs down to level 2 were guarded by two mummies.



This map was made using Jai's Dungeon Tiles Mapper.  I use WotC Dungeon Tiles whenever I can and this is a simple program that lets me make the mapsquick an easy.  (Hunting down the tiles to game with is a bit more cumbersome.)

Next post will be level two...

Thursday, September 22, 2011

Bellen Brigade

Previously in Bellen’s Brigade:
Leaving Waterdeep and heading north, Bellen comes across a camp of elves that are the refugees from Arwen, her home village. Meeting their leader, her uncle, she learns the group has had a hard journey but that the elven queen has sent some ships to pick them up so they may conclude their voyage to Evermeet.

While in the camp, some creatures attacked that, when slain, reverted to missing elves from Arwen. Bellen and Solaris, her henchman, quickly set out to learn what transformed the elf and why he attacked.

Tracking the creature was easy and Bellen soon came to a rift hidden in the Westwood forest. This rift led to a planar prison that held an aspect of Selvetarm. The prison was decaying and Selvetarm was able to transform unwary elves into servants called kehtals. The kehtals then advanced the prison’s damage which would eventually enable Selvetarm to escape. Bellen was anxious to stop the kehtals but was sorry about the slain elves. Unfortunately, the kehtals destroyed enough wards to allow Selvetarm to awake. Bellen attempted to stop him but was overpowered and Selvetarm quickly left the planar prison. Bellen, her companions, and a few surviving elves were removed from the prison by some protectar angels who healed them and returned to the Westwood.

Bellen was unable to track the aspect of Selvetarm and the group made camp. Late in the evening, a moonglow appeared. The moonglow was said to lead to an ancient elven ruin in the Westwood or to the village of Kheldell. The surviving elves followed the moonglow to Kheldell while Bellen decided to explore the elven ruin.

Arriving at the ruin, Bellen was attacked by an evil treant. Bellen and Solaris were able to discern that this was an elven keep called Myth Celeborn. Inside the ruins, Bellen found a tribe of orcs using it as a lair. After clearing out her hated enemies, Bellen learned that Myth Celeborn was used to house elven treasures, magical and mundane, before transport to Evermeet. As the various elves left their homes and journeyed to Evermeet, Myth Celeborn was used to store elven artifacts. Their intent was to remove the items before abandoning Faerun and the keep for good. The elves must have been forced to flee before completing their plan. Bellen found guarded stairs that led down. The orcs could not pass the guardians. Bellen decided to delve deeper into the ruins in search of any relics that can be returned to Evermeet.

In the second level, Bellen found some guardians and undead. Solaris found that the mythal of Myth Celeborn was still somewhat in effect on the second level. Bellen and her henchmen found several items of treasure sealed on the second level. She also rescued a trapped faedorne that had been there for several centuries. The faedorne, Naisal, told Bellen that there is another prisoner on the third (last) level of Myth Celeborn. Finding the stairs to the lower level buried in rubble, Bellen was surprised as an ancient elven spirit gestured her onward.

Several hours of digging later, the party was able to descend to the third level.


This is where we begin…

Friday, September 16, 2011

DM Merit bagdes

I put up the DM Merit badges that denote my style of play on the right side of my blog. This is a great idea. I will soon order the physical pins. You can get those here: Cafepress. Check out this blog to read about it: Strange Magic. Of course there are so many blogs I would never have heard about it without Obsidian Portal’s Haste podcast. Thanks guys.

Orcus

I was behind on my buying but I finally have the God of the Undead - Orcus!!

This is on a 4" by 4" base that is removable. That would make this “mini” a gargantuan creature.
I have the Aspect of Orcus, the mini produced by WotC and a metal mini from Reaper that bears a striking resemblance to Orcus but both are large size and I think gods should be a bit bigger.
Now I just have to figure which campaign will have a dash of Orcus.

Monday, September 5, 2011

Constantine's level

Constantine has made level 7 from his xp from the delve and battle with the Avatar Ulutiu. This is good news because he has also found a Manual of Puissant Skill at Arms. Between these two, he will be back at level 8 in no time. Provided he spends the month in Waterdeep studying and applying his techniques, he can leave Waterdeep at level 8.
Should Constantine remain in Waterdeep and extra 45 days? Akul and Linus will not be waiting.

Saturday, September 3, 2011

Constantine begins

You left Waterdeep on Ches 3, 1370. You spend some 25 days on the Great Glacier. After defeating Ulutiu, you are returned to Waterdeep on Ches 28. Linus decides to return to the Dalelands. Bellen decides to travel north to the High Forest, where it is rumored that a magical spring there could restore her moonblade, Redstrike.

You begin here. Constantine can go off on his own or travel with Linus and Akul back to the Dalelands. (You decide on going back to the Dalelands.) You may take this opportunity to buy supplies in Waterdeep before leaving on the long journey. (You may decide to train with the harpoon while in Waterdeep. I believe you have a slot open and you have Ulutiu’s harpoon. The training will take 15 days and cost 75 gp at a branch of the Order of the Slashing Sword. Also, in Waterdeep, you may have some of your loot appraised and identified. An apothecary can identify the three potions you have that are unidentified. Cost will be 125 gp/potion. Any appraiser will give you a value for the gold mask for 4% of it’s cost or purchase it for 90% of it’s value.)

Friday, June 3, 2011

Miranda Pegason

Here is background and current info for Miranda

Background
Miranda's father is a retired General of the city of Archenbridge and has great hopes for his daughter's success. He demands she improve her training in sword play and general combat so that she will always be ready to defend Archendale.

Miranda’s father spent many hours training and teaching her about the love and care of swords and their uses when he was younger. Now he pays expert warriors to teach her specialized skills. He has her pore over books to see how to correctly map areas. Her father tells of the great battle with a few giants that came out of the Thunder Peaks 20 years ago. How his travels brought him to other giants and what to watch for in any areas she may travel.

On a fateful trip to visit her aunt in Daggerdale, the town was raided by Zhents. Miranda witnessed the murder of her uncle, while she and her cousin hid within a wardrobe, her Aunt was kidnapped and taken to Dagger Falls as a slave. Her cousin now resides with her parents, and her sister who is studying under Stellaga Brightstar in the Temple of Lathander.

She hopes to one day establish her own fortress and perhaps some day mount an attack on Dagger Falls and find her Aunt alive. Fearing the worst for her aunt, she only shares her private hopes with her Father.

After joining this team, Miranda had found some folk that told her, her aunt was no longer a Zhent prisoner. The slaves were freed by Rhuobhe elves that attacked the slave caravan. This gave Miranda a hope to locate her aunt before the Zhentarim recaptured her.

Silnäre, Archmage

Here is background and current info for Silnäre

Background
From a young age, Silnäre was always fascinated with both the practices and mechanics of various types of magic. Over time his experimentation and visible curiosity in the arts attracted the attention of an elven Master of Wizardry, Eralion. After seeing a spark of both wisdom and potential in Silnäre, Eralion quickly tested him for his knowledge and ability. Silnäre was rapidly made into his apprentice for his achievement on his test. For three-quarters of a century Silnäre trained under Eralion. During this time, Silnäre found that his training was always harried, and it wasn’t until the 75th year of this training that he sensed that something was wrong with Eralion. Eralion, at first only began to walk slower than normal, and would need to rest more often throughout the day. Eventually, he even lost the use of his left arm and leg. When Silnäre finally questioned Eralion as to what was amiss, Eralion revealed that he had been cursed long ago by an evil wizard. The curse had lain dormant in his being long before he had chosen Silnäre as an apprentice. Removing his shirt, Eralion revealed that his left arm and leg had both turned to rotting flesh. Eralion reassured Silnäre that although he had but little time to live, Silnäre had ages of his life ahead of himself to learn from even greater masters of magic, and even more importantly the magic which one learns from life the experiences of journeying. A few months later the effects of the evil wizard's curse finally drew Eralion to death's embrace.

As fate would have it, Silnäre returned to his home village, Arwen, only to find a mass evacuation in effect. The villagers were evacuating to avoid the imposing hordes of ogres that were threatening them. Although the elves were ordered to evacuate to Evermeet, the island of the elves, Silnäre decided to stay in the town of Highmoon, a town with a well mixed population of elves and humans. There, he rested for a time, until the rumors of an impending ogre invasion began to spread. Wanting to defend his new home, Silnäre took up arms with the local militia and befriended the noble Paladin Amareth.

Thaimor (owner of the Mysticality) fled Barrow's Edge and joined Rhuobhe in the Archwood. While rummaging through the Mysticallity shop, Amara and Silnäre found an amulet that Silnäre had seen within Eralion's tome. Through extensive study, Silnäre learned that the amulet was protective, but more importantly could be used to access a tower of one of Eralion's associates.

The tower was located in Sembia and was called the Tower of Riddick. Eldamari Riddick was Eralion's associate. He has not been seen in some hundred years or so. Silnäre is keen to investigate this tower. Either to question Eldamari about Eralion's illness or to seek treasure in a ruined tower. Either would be agreeable to him.

Thursday, June 2, 2011

Amara, Feywarden

Here is background and current info for Amara

Background
Amara is a moon elf of Feywarden of Corellon. Amara is very faithful and pious to Corellon and displayed these qualities during her training to become a feywarden.

Amara hails from Arwen. This village of elves was abandoned sometime ago and is deserted. Amara chose to remain when the rest of the village left to travel to Evermeet. Amara was stalked by an elf who wanted to mate with her. It is unknown what became of him after the villagers decided to leave. Amara knows Silnare from Arwen.

Amara joined Amareth and Silnare to in their adventures when Silnare asked her for aid. Soon the group was joined by two more adventurers, Miranda and Lita when the group strived to aid the village of Barrow’s Edge.

With the town saved, Amara returned to Corellon’s Grove, near Highmoon, frequently, to train or provide aid to the priest there. During this time, a notorious elven warrior, Rhuobhe Manslayer, began gathering the left over elves throughout Archendale. Rhuobhe then claimed the deserted village of Arwen and began fortifying it. This act led to an escalation of hostilities between Rhuobhe’s elves and the Swords of Archendale.

Many elves fled south to avoid both factions but have been unable to settle anywhere. Many have set up a shanty town just outside Barrow’s Edge. These elves look to Amara and Silnare for aid.

Amara recently had a vision of glittering armor and a strong compulsion to travel westward. The party followed and found a small lair of goblins and hobgoblins. Outside the lair was an obelisk of black stone. Deeper in the lair, were signs that this was a greater structure many years ago. Also, the party encountered two creatures of great power – a howler and a maug.

The maug stated it was set there to guard over that portion of the “citadel”. The howler was bound to several runes that limited it’s movement. Near the howler, Amara found a chain mail coif. This was part of the armor from Amara’s vision. Both creatures were given a wide berth by the goblins and hobgoblins.

Amara began the construction of a shrine to Corellon in the center of the shanty town near Barrow’s Edge. This is where she decided to keep the armor when it is assembled.

Amara has received another vision from Corellon four days after taking the coif to the shrine. She feels no compulsion…yet.

Ultimate DM Screen













Soon this will be mine. Will you fall before it's gates??


Wednesday, June 1, 2011

Amareth Rathos

Here is background and current info for Amareth

Background
Amareth Rathos was born into a prestigious and wealthy family in the town of Archenbridge. As an heir to the family fortune, his parents had always intended for him to become a master of the fine arts and live a courtly life. However, at the young age of thirteen, Amareth was visited by the righteous and famous Paladin, Gilneas. At that moment, despite his parent's protests, Amareth believed he was destined to devote his life to the ways of a glorious paladin of Tyr.

His training began immediately, and Amareth grew stronger with each passing year. By his sixteenth year, he had taken and succeeded his final test, becoming a full fledged Paladin. The celebrations were short lived, however, for there soon came a day which would alter the fates of both Gilneas and Amareth irrevocably.

A story of a terrible massacre in a small village drew the two Paladins like moths to a flame. When Gilneas and Amareth arrived, the village was in ruins and its citizens laid in pools their own blood. At the center, stood a single man. This man radiated a terrible and evil force that paralyzed Amareth with fear and shook even Gilneas' mighty frame. It was a Death Knight, a being of pure malevolence and evil. In little more than a moment, Glineas and the Death Knight became locked in a bloody combat, as Amareth could do naught but watch from the sidelines. Then, as soon as it had begun, the end came. The Death Knight swiftly ran Gilneas through the stomach. Amareth looked on in horror as Glineas clutched at his mortal wound. Looking up, his eyes met Amareth's and he gave a silent plea: save yourself and run. Then, Gilneas' eyes clouded, as his head was severed from his body and brought into the air. The Death Knight's laughter echoed through the desecrated village as he stalked toward Amareth. Suddenly, as though Tyr himself had shaken him, Amareth's paralysis ebbed, and he ran away.

For years, Amareth trained, vowing to take Gilneas' place and uphold the laws of justice and the code of Tyr’s Paladins.

More recently during his travels, Amareth has joined an adventuring party consisting of an elven mage, Silnäre, and an elven priest, Amara. Soon thereafter, two more member joined the group and they called themselves the Order of the Argent Dusk.


With the Order, Amareth has helped save the small town of Barrow's Edge, becoming a local hero there. Recently raised, Amareth has found a journal of a paladin that lived some 100 years ago. In the journal there is information about a holy avenger. Also, Keldorn, Amareth's trainer, has sent him a message that Gilneas left his keep to Amareth. This was in Gilneas' will but Keldorn did not tell Amareth earlier, thinking it better to wait and see if Amareth was worthy of this gift.

During his last outing, Amareth has been afflicted with a curse that causes great fear within him. He must test his mettle each time he meets a non-human creature on the field of battle.

Monday, May 30, 2011

LawCon is Coming!!

The annual summer con season is starting and my cousins are coming to my house in July. That means LawCon is on!!
LawCon is what I call the 1-2 weeks of almost non-stop gaming I get to be involved in when my two cousins are in town. Since they have confirmed they are coming this summer, I get to dust off the campaign again and run them through some adventures. In the next few days I will be recapping the campaign, the characters and last known hooks.
I started this campaign about 3 years ago. Each year, my cousins have journeyed from New York down to Smyrna. One is very interested in gaming, the other is only moderately in to it. They both are willing to continue a game that they only play once a year. So when they leave, I pack up all the campaign notes and store them for a year. When I hear they're coming back, I take out the file, refresh my memory on all the hooks left out there, and prep any new dungeons the party may be planning on heading to.
This system has worked for the last few years. I am just glad I can keep my cousins interested in a game that keeps them returning here each summer.
Later...