Tag Archives: dungeons & dragons

D&D: The Five Stars: Session 4, 6/29/13: Kobold saviors

While Gemmeli, Moonwhisper, and Button adventure in the kobold’s den, two other heroes approached from outside. Diko was a half-orc fighter and Hallour a dwarf cleric of the Church of the True Path. Two men attacked them, but Diko grappled one and removed his weapon, and Hallour subdued the other.

After being threatened, one man offered what he knew. “Please! Spare me, and I’ll tell you what I know! A man paid me to stop this cleric before he got to a cave. He didn’t tell me why, but I needed the gold, and he was so intimidating. He said it didn’t matter if i killed him as long as the cleric didn’t reach the cave.” When asked to describe him, he said “short, dark hair with some silver. Beard cropped short. He wore a dark overcoat with a gold clasp. Oh! He kept fiddling with a ring on his right hand. Some kind of ruby, maybe.”

Diko and Hallour confiscated their weapons and ventured into the cave, not sure why someone was trying to stop Hallour. They ran into Gemmeli, Moonwhisper, and Button and decided to help them stop the undead presence. With Diko’s brute strength and Hallour’s ability to turn undead, this was easy.

In one chamber, they came across a kobold woman and her son. They didn’t seem to be undead, and they were very scared. Moonwhisper threw a kobold zombie thumb at her to show that he had taken care of the threats, but she just got more scared.

After reaching the final chamber and ridding the remaining undead, the party was surprised to see that the kobold woman had approached without them noticing. Gemmeli tried to talk to her, and while the communication wasn’t terribly successful, the kobold seemed to understand that the party helped, and she was grateful. She offered her boots to Gemmeli. Gemmeli could tell they were high quality and that they had Elven script of some sort on them.

Moonwhisper was excited. “Who’s got fifteen thumbs and just killed a bunch of zombies? This guy!” The five adventured headed back to Harver to claim their reward. Hallour planned to head to the Church of the True Path, and Moonwhisper thought it might be nice to see what that church had to offer since he was becoming disillusioned with the Church of the Five Stars.

This session saw the addition of Anthony and Antonio as Diko and Hallour respectively, creating a much more well-rounded party. With a more balanced party, they should be able to tackle things easier in the future.

Father Darham’s Orphans: Finishing White Plume Mountain

After retrieving Blackrazor, we regrouped outside. Marle the thief, Diedrich, and Stale entered with us this time. Gweneesh, Zarlon, Grogg, and Lichen were there as well of course. We came across a number of interesting encounters, including a black ooze monster with a cursed ring that hurt Grog. Eventually our path opened into a large cavern. Between us and the other side was a huge pit filled with lava at the bottom and circular, wooden platforms suspended by chains. The group slowly made our way across. Some of us jumped from platform to platform while others flew across or were carried across. Stale carried me using his new ring that granted him flying. What we didn’t realize at first were that geysers erupted periodically in this room, causing us quite a few injuries. Marle in particular was hurt and knocked unconscious, but Lichen and Deidrich healed her. Once we made it across, we found a pitch black room that light wouldn’t penetrate that contained some sort of evil enemy that attacked us. We tried to attack it, and one person even made fun of Marle for using a little dagger, saying “you can’t hurt anything with that butter knife.” We managed to dispel the darkness; in place of an enemy, there was a cloud of a sort of gas that flew out of the room and away. Presumably it was a vampire. We never saw him again, but we did find the hammer, Whelm, in this room.

We backtracked and went down the third corridor. There were multiple heavy, metal doors that opened inward and were larger than the doorways. It seemed like they were designed so that pressure couldn’t open them the other way. After we went through these doors, we found ourselves in what we later realized was a giant bubble under boiling water. There was a huge crab-like beast in the room. While we discussed what to do, Stale threw three darts at it. With his tremendous strength, he hurt it quite badly. Unfortunately, he also punctured the room, causing boiling water to flow into the room. Now we realized that the doors’ purpose was to keep water from flowing out of the room and back into the rest of the complex. Without any more time to plan, the rest of us rushed in to attack. Marle, remembering the comment her “butter knife,” attacked with her dagger. The crab died. In the back of the room, we found Wave. We quickly left the room before the flood got any worse.

We made it back to town, where we recovered from our wounds, sold some treasure, and purchased newer equipment. It looks like we successfully retrieved the three artifacts!

– Kyros

This was a great module, and I had a fun time playing first edition. I have to say, there was a lot more variety to the encounters compared to that with which I’m familiar. Was that just this module or a facet of first edition? I guess I’ll see.

Father Darham’s Orphans: Exploring White Plume Mountain

I caught up with some of Father Darham’s other orphans recently – Gweneesh the black-winged human magic user and cat, Thor; Zarlon the human magic user; Lichen the human druid and his staff/snake, Clyde; and Grog the half-orc, or half-human as he prefers, fighter/thief. Of course, I knew them from the orphanage, but I hadn’t seen them in a while. They’ve really changed since I knew them. I suppose the most shocking was Gweneesh’s wings, but she didn’t seem to want to talk about them.

When I joined them, I didn’t have much. I was wearing my simple clothing under plate armor with a shield, bastard sword, and short bow. Of course, I had a backpack with a few small items such as food and water as well. I told them how I was now going by Kyros Beastrunner after outrunning that beast, but they seemed to find it amusing and not believe me! They did, however, have a trade for me. They allowed me to exchange my plate armor and bastard sword for magically enhanced versions of each. I believe powerful weapon and armor enchanters use the shorthand “+1” for each of these.

My companions tracked the weapons to a volcano. After we found a cave leading inside, I followed my friends into the tunnel. Grog found a trapdoor covered in sludge, and he managed to open it with the help of Lichen. Through the trapdoor we discovered a spiral staircase leading us into a watery tunnel. Now I knew this was a bad idea, but my companions wouldn’t listen to me so we proceeded. A few turns later, I slipped and went sliding forward. It was horrible! I told

I reluctantly trudged into the mucky water behind them. Eventually we reached a beast with a cat’s body and human woman’s torso and head. She required us to answer a riddle before we could proceed, and we did it without a problem. The path forked into three ways, and we chose the left one.

We came across a hallway that we couldn’t cross without all of our metal heating to the point that it burned us. We came with an idea; we could put all of our metal belongings in Grog’s Bag of Holding. However, Gweneesh seemed very against it. She was incredibly defensive about leaving her dagger. Something is very strange about it. Grog and Lichen proceeded down the hallway as a test with all their metal in the bag. They entered a large room filled with a vast number of ghouls. Being unable to get ready for battle in time, they ran back down the hallway. When they rejoined us, Gweneesh cast a fireball down the hallway. The explosion stopped mere feet from us. Lichen used a spell to chill our metal, and the five us ran down the hallway as fast as we could. Our belongings began to get hot, but we made it without being harmed. With only the charred remains of the ghouls waiting for us, we continued.

Next we found a very strange room. It was a long room with a door on each side. A few feet in front of each door was a pit spanning the width of the room filled with razors. We experimented and found that we couldn’t fly in the room at all, and worse yet, the ground had no friction! Eventually we discovered that there was friction on the walls of the pit. Using a couple ropes and magical Rope of Climbing, Grog managed to reach the pit, stab the wall with his dagger, and use the Bag of Climbing to continue. Once ropes were set across the whole room, we were able to cross.

Of course, what do you think the next room contained? Something that would call for my unique experience with tracking animals so I could show my friends how heroic I’ve become? No. More water. Levitating tubes of water and boats. Resigned to my fate, I climbed into one two-seat boat with Gweneesh, and the five of us set sail through the flying waterway.

By the time Geneesh and I reached the next room, our friends were already in combat! I jumped out, ready to help. Gweneesh tried to help but never got out of her boat, so she actually continued sailing around. Some humans were attacking us, but I don’t know why. Most were weak, but one was fairly strong. I engaged him in melee combat, and he tried to jump away. I realized he must be using some sort of magic, because no normal person could jump like that. However, we managed to kill him. Examining his body, we found magical boots that Zarlon realized enhanced jumping, magical plate armor even more powerful than mine, a magical longsword and a magical shield. The group decided to let me have the plate armor and longsword for which  I was quite grateful.

The next chamber we discovered was huge and quite odd. It must have been planned by some sort of sadistic, magical zookeeper. The room was shaped like an inverted ziggurat. We could walk in a circle around the chamber on the top level. The next level was some sort of aquarium with aggressive fish of some sort. Next was a level of scorpions. After that was a level of aquatic lions. On the bottom were three manticores guarding a door.

Lichen transformed into a bird and flew down to the bottom level. Almost instantly the manticores began launching spikes at him, and he looked seriously hurt. I began notching an arrow in an attempt to provide what help I could from the top level. Meanwhile Zarlon began to take off his new boots so he could give them to me, hopefully enabling me to jump down. I rushed to help my friends, not paying attention to what I was doing, and ended up making things worse. Not only did Gweneesh with my arrow, but I broke my bow to pieces. I’ll need to remember to purchase another bow. When Zarlon got the boots off, I got them on me and jumped down to help. After we slayed the manticore, we found a safe with some treasure in it, but still no lost weapon. But we did find another room.

This room seemed like a sort of lounge with couches and a hookah. A halfling, or something like one, was in the room. He seemed friendly but odd, and he got into a circular conversation with Lichen. Suddenly, disappeared, and in his place was five large creatures of some sort! At the same time we were hit with some sort of magic. Most of us were badly hurt, and Zarlon and Gweneesh were knocked unconscious. Sadly, Gweneesh’s cat familiar, Thor, perished in the attack. I tried to get a potion down Gweneesh’s throat, but Lichen managed to heal them enough for them to groggily get up. Grog, Lichen, and I proceeded to attack the creatures. As we attacked them, they disappeared. I had a suspicion that each would disappear when touched until only one was left, and that turned out to be true. As we fought the last one, he cast some sort of spell on me.

By now, I’ve realized what happened, but at the time, it went something like this. I was attacking the enemy with my group of friends when all of a sudden, I was in the room my friend who was being attacked by four invaders. I turned to the outsiders and began to battle them, trying my best to kill them. One went invisible, but I continued to slash in front of me where I thought he was. Unfortunately, I couldn’t protect my friend as the invaders slayed him.

And then suddenly I realized that it was my enemy who was in fact killed, and that I was under the effects of some sort of mind control spell. It was like I was a different person. What would have happened if I hadn’t snapped out of it? Was that Kyros killed only for my original personality to be revealed once again?

Regardless, we stumbled across an invisible sword in the room. After some debate, we tried to grab it up. Many of us just couldn’t do it. It was like the sword didn’t want to be gripped by us, and we were powerless to go against our wishes. It tolerated Gweneesh and Lichen, but I don’t know why. Lichen picked it up, and it began to take control of him just as he dropped it into the Bag of Holding.

Blackrazor was found, and now we had only two more weapons to locate.

– Kyros

This was my first session of AD&D 1e ever and my first with this group. They’ve been playing for some time now, so I jumped in at level 5. I had a lot of fun, and so far, this module has been great. Most of the night was spent thinking about how to overcome the rooms themselves rather than slaying enemies. I’m not used to that, but I really enjoyed it.

D&D: The Five Stars: Session 3, 5/11/13: Zombie Slayers

Session 3 of the D&D Campaign The Five Stars, Saturday, 5/11/13.

Now that the group realized that the kobold they were fighting was a zombie, they realized they had to better arm themselves. Their weapons were all for piercing or bludgeoning, and they needed weapons used for slashing. Moonwhisper Johnson remembered that the hobgoblin they killed had a longsword. Not wanting to get attacked while weakened, the group climbed out of the canyon and decided to rest. With a good night’s rest and the healing of Button, Sunshine felt almost as strong as ever, and Moonwhisper Johnson felt perfect.

The party backtracked into the forest, looking for the location at which they fought the hobgoblin. Moonwhisper tried to get Sunshine to spell the thumb he took from the hobgoblin thinking he could track it, but Sunshine simply ate the thumb. They gave up and searched the old-fashioned way. Eventually the group located the site of the attack, and Moonwhisper took the longsword. After trekking back to the canyon, they once again entered the cave.

In was dark and dirty in the cave with two openings in the current chamber, one on their left and one on their right. In the middle of the room, the kobold zombie still stood. The group managed to slay it easily now that they had the right weapons. Looking into the room on the left, they found what must be a dining chamber with three tables and some piles of rotting meat and fruit. Unfortunately, the room also contained three kobold skeletons still standing in undeath. They knew slashing weapons would be of no use, so Moonwhisper readied his warhammer and gave a morningstar to Gemmeli. Gemmeli gave her sling to Button so they could each have something to use against the kobold skeletons.

Gemmeli had Sunshine stay back while the group destroyed the skeletons. After clearing the chamber, Moonwhisper Johnson looked for clues as to what caused the undead but found none. However, Gemmeli found a dagger. Moving into the next room, the party found themselves in a long, narrow chamber filled with rugs and furs – a sleeping chamber. They were immediately attacked by a kobold zombie and two kobold skeletons. Button got injured badly and retreated to the previous room. From there she attempted to use her sling, but one shot accidentally hit Gemmeli! Gemmeli’s first wound on her adventure came from a party member with her own weapon no less! While the entire party was wounded, they managed to overcome the undead in this room as well.

It was nice to see things going well. They solved the issue of getting over the damage reduction. There still remains the dilemma of sleeping to regain health and spells while still guarding against attach. It was also fun to progress into a few rooms of the dungeon!

D&D: The Five Stars: Session 2, 3/10/13: The Kobold’s Terror

Session 2 of the D&D Campaign The Five Stars, Sunday, 3/10/13.

After looting the bodies of the six kobolds, the party waited until dawn to talk to Farmer Jek about what happened. He was quite thankful and told them to come back in the day for their bacon. The party wondered if there could be more kobolds and thought about looking for their nest. Jek let them know that Mayor Renault knew more.

The party went to the mayor’s house to talk to him about the threat. Mayor Renault told them that bands of kobolds sometimes attacked travelers, but that the kobolds hadn’t come this close to town for many years. He said that they lived in the canyon to the south. Moonwhisper made it clear that they’d take care of the problem for a price, but the mayor seemed to think that this was between the party and Jek. Moonwhisper agreed and said that they’d just let the town get attacked and inform everyone that they wanted to help, but the mayor didn’t think it was worth considering. The mayor backtracked at this. The two haggled, and eventually came to an agreement. Mayor Renault would give them 15 gold, backpacks and bags, canteens, flint and tinder, and a tent if they agreed to travel to their lair and get rid of them.

Having stayed up all night at Jek’s farm, the party returned to the Foamy Ale Inn to nap. When they awoke, they returned to Jek to pick up their bacon jerky and then met the mayor’s courier who brought bags, canteens, flint and tinder, and a tent. They spent the rest of the day resting, and in the morning they set out for the canyon. They were told it should be about a four hour work south – two hours through open terrain and two hours through forest.

On the way through the plains, they ran into a hobgoblin and two goblins. Wasting no time, the group immediately attacked the goblins. Moonwhisper got badly hurt, but Button was able to heal him after the battle before the group continued toward the canyon. The march through the forest was uneventful, and they reached the canyon in the middle of the day. Rather than running straight into the canyon, they scouted along the top, searching for a possible lair. Finding a cave, they launched rocks into it. When there was no response, they ventured down themselves.

Cautiously, the group entered the cave. A lone kobold stood unmoving in the cave, and two tunnels led off of the room. The kobold carried no weapons and stared blankly. The party engaged the kobold, attempting to hurt him. Unfortunately, their attacks, even when seeming to connect, didn’t seem to harm the kobold any. Now in close combat, they noticed that something smelled very bad in the room. The kobold hurt Sunshine, so Gemmeli commanded her to stay away. The group continued to gang up on the kobold, but they barely scratched it. Eventually realizing that the kobold was a zombie and seemed to be unaffected by their piercing and bludgeoning weapons, the group escaped.

This was a fun second session. Thinks went decently well, which I can say only because no one died. I wanted it to be a surprise that the kobold was a zombie, but I wasn’t expecting it to be that difficult to defeat. I eventually tried giving clearer and clearer hints, but I probably should have spelled it out earlier. I wanted the kobold to be freshly undead, so there wasn’t a ton of physical signs. The zombie kobold had 5/slashing damage reduction. I hinted at the damage reduction, but when we finished I gave the specifics so they’d know. I think the group also learned to consider their enemies before immediately engaging.

Also, Joe and Steph brought bacon jerky to eat to fit the fact that the party obtained some bacon jerky. Pretty fun!

D&D: The Five Stars: The Church of the Five Stars

The Church of the Five Stars is one of the two primary religions in the human kingdoms. It worships five deities known as the five stars:

  • Lida, the Jewel of Creation, goddess of creation, good fortune, and wealth
  • Azsan’mira, the Great Mother, goddess of life and nature
  • Yandir the Traveled, god of travelers, music, and merchants
  • Palrah the Light, god of reason, logic, and morals
  • Random, Lord of Chaos, god of luck and chance

The church uses a picture of an open hand surrounded by five stars. Their motto is “One must approach the Five with an open hand to receive their gifts.”

The Church of the Five Stars teaches that during the Dark Times the five gods were worshiped independently. Followers of one didn’t believe in the others. Each god demanded respect, and believers, each wanting to bring glory to their god, turned on each other. Many people died. Thanal, a human prophet, was blessed with a vision of peace from all five. He saw that happiness could only be found through the worship of all five.

The Church of the True Path worships the same five gods but believes it is the true path to those gods. Its symbol is a star with five rays of light shining down on a road represented by two wavy lines.

D&D: The Five Stars: Background information and race relations

The Five Stars is the name of my Dungeons & Dragons 3rd Edition campaign, set in a land featuring five deities known as the Five Stars. We began playing on 3/3/2013.

The Land of the Five Stars is heavily populated by three races – the humans, elves, and dwarves. The elves live in the Azsant Forest in the north. From the Azsant Forest flows a river that flows south into Lake Lira with the human city-state of Lira on its east banks. Rivers flow from Lake Lira to the west into the Bay of Geldor along the coast. On the southeastern side of the bay lies the human city-state of Geldor. A final river flows southwest out of Lake Lira to a much smaller lake called Lida’s Step. Water flows south of Lida’s Step into the Karda Mountains.The Karda Mountains run almost the length of the civilized region. In the west, the Karda Mountains are lush, but in the east, known simply as East Karda, they are barren. The area surrounding East Karda is known as the Karda Desert. To the west of the Karda Mountains, between the mountains on the ocean, is a hilly region home to the gnomes and aptly named the Gnomelands. A final river flows west out of Lida’s Step, through the Gnomelands, and into the ocean.

Human-Elf relations

Elves have traveled throughout the human lands and will be familiar with both Geldor and Lara. Lara, being close to the Azsant Forest and home of many magic users, will be very familiar to many elves. Humans stereotype elves as being physically weak and magically strong. While some humans are curious about the Azsant Forest, the elves don’t usually like other sentient races in their land. Humans in both Geldor and Lira will be familiar with elves.

Human-Dwarf relations

The dwarves will be very familiar with humans. Bera has good trade relations with Geldor, so many dwarves will also be familiar with the city of Geldor. Humans will be fairly familiar with dwarves, which can be seen in any major human settlement. In addition, dwarves are extremely populous in Geldor. Some humans of Geldor may also be familiar with their city, Bera, in the Karda Mountains. Humans also know that there’s a second dwarven city-state, and many believe these dwarves to be lower class but don’t know much about them. Dwarves are known to humans for their blacksmithing and gem mining.

Human-Gnome relations

Traditionally gnomes stayed within the Gnomelands or the Karda Mountains. Only recently have they begun to explore the lands of humans. Gnomes are usually curious of humans but some are wary because of humans’ tendency to look down on gnomes. Humans who have been to Bera will be familiar with gnomes. However, gnomes aren’t seen often outside of the Gnomelands or the dwarven territory. Many humans dismiss them because of their size.

Elf-Dwarf relations

Most dwarves that stay in the Karda Mountains won’t be very familiar with elves, although they know of them. Dwarves who live in human cities will be familiar with them. Many dwarves feel on edge around elves, feeling like they’re too formal.

Elf-Gnome relations

Despite tending to stay in their corner of the world, gnomes have begun a relationship with the elves. Looking to learn more about nature and magic, some gnomes look up to the elves. Gnomes are naturally curious and see in the elves a strong sense of responsibility and much knowledge. Elves have let some gnomes into the Azsant Forest to study with them. Similarly elves have traveled to the Gnomelands, but this is less common.

Dwarf-Gnome relations

Dwarves and gnomes have been friends for a very long time. Dwarves consider the Gnomelands to be very rural, while gnomes consider dwarven settlements to be big cities. As such, dwarves don’t travel to the Gnomelands often, but gnomes are quite common in dwarves cities. Gnomes are only other race to be readily familiar with the two types of dwarves, Berai dwarves in the Karda Mountains from Bera and Krarn dwarves in East Kara from Krar.