Also, I'm sure Sleeper would be happy to cover logistics questions.
Last but not least, are there any questions you have for your friendly DM? If you need any clarity on your character, the campaign or rules please ask here and indicate if you are asking Josh, Nat or Don. Of course anybody may answer...
Also, I'm sure Sleeper would be happy to cover logistics questions.
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It wouldn't be Nerd Con without our Nerd Con Blog! I'm not sure how we got away from our online home this year, but I figure we need at least one post to make it official. Today I would like to discuss your motivations. We have talked about our personal motivations: have fun, escape, roll dice, drink beer, wreck Sleeper's septic. We have talked about our campaign motivations: find the Eyes of Bahamut, get the dragon born off your back, defeat the Elder Elemental Eye. But what are your character's in game motivations: get laid, save the world, self-actualization? We are coming up on Epic tier soon and I would be curious to hear what is your end game?
When last we left our heroes a cloud of foreboding enveloped the paragons of justice, liberty and hope on the heels of their heroic victory over the despotic rule of the Wizards Council in the city-state of Illian. What happens next will determine their fate and the fate of the world.
When our last adventure began the army of the Valley of Light had the army of the Wizards Council on the run. A small window of opportunity opened to trap the army and their demented commander the Death Knight Krang outside the safety of the Red Tower, the impenetrable fortress of Illian the City of Kings. The only thing standing in the Valley’s way were reinforcements from the barbarian Chief Eric of the Clan of the Cave Bear north in the Falenkor Range. Reinforcements that was late in coming. Enter our heroes. Tripkin the gnome bard a member of Thoridin’s, a.k.a. the Red Fletcher, net work of spies charged with a mission of diplomacy to ensure the timely arrival of Chief Eric at the field of battle under the Red Tower and to retrieve a clandestine message from a fellow spy at the barbarian camp. Also, Alaric the ranger was charged by his liege the elf queen Syier to check up on her sister Syumi two months gone training with the barbarians. Both men of purpose went under the charge of Maumi the goliath warden responsible for their safe journey along with the rest of his group Tankus the dwarf fighter, Kra’son the fighter and defender of Illian, Roland the prophet-wizard and Usul the shadar-kai avenger. With the benefit of Kra’son’s flying war galleon the party made good time to barbarian lands, but when at the foothills of Falenkor Chief Eric would not go to war before ensuring the safety of the missing children of his tribe. The party accepted the quest to find the children. Maumi and the party investigated the scene of the abductions while Roland researched arcane tomes for answers. Maumi and his crew had little success and Roland, whilst researching was stabbed in the leg by a little tiefling waif. On the second day, though, the answer found them. Alerted to their investigation the abductor and their nemesis from the shadowfell the oni night haunter Shota ambushed the unsuspecting heroes. Caught flat footed the party reeled to respond and protect the overmatched barbarians. In the end, though, the courage and skill of the party overwhelmed the night haunter’s ambush as Kra’son leapt a top her manticore mount and cleaved its head, and Tripkin commanded Shota to surrender. With the evil oni in hand the party found the answers they sought: the children were sold to the half-orc death mage Florn. While her plan failed the children remained at risk. Shota tried to negotiate her escape with her knowledge of Florn’s whereabouts, but the goblin sorcerer Grignak, who aided the party in the recent battle, stepped forward. A slave apprentice to the death mage he was happy to aid the party in finding his cruel master. Expendable the oni was dispatched, and then Roland tracked down the child who stabbed him. He found the child Time an apprentice to the seer and artificer Fortune who, burrowing the same knife that drew the wizards blood into her hand, began to prophecy and scream while pointing at the man, “You are the One!” Haunted and confused Roland and the party equipped themselves for the journey ahead into the mountains of Falenkor in search for the barbarian children and the yet to be found elf princess Syumi. Fortified with supplies and magic against the bitter cold jouney ahead the party set sail into the treacherous winter mountains. First stopping at the haunted Outpost of Cragenhorn the party resisted the enchanted fortress and learned the secret of the Throne of Insanity. In the age of Nerath the Throne of Insanity was secured at the outpost, but eventually all went mad. The throne was then taken deep into the Falenkor range to be put in the care of the Ram’s Head dwarf barbarians in what is now known as the Cave of Madness. Armed with this cryptic knowledge the heroes pressed on to the Cave of Madness. In a ravine leading to the cave, though, they found the barbarian chief’s illegitimate son Florn. As the death mage worked an evil incantation aside the corpse of a recently felled dragon the party snuck into the ravine. Delayed by a battle with orc minions when they finally entered the summoning chamber it was too late. In front of them rose an abomination of creation—a dracolich! Flanked by Florn and the orc champion Stormfury a great battle raged. Roland eradicated the orc warriors with poisonous gas and bursts of fire and dealt the death blow to Florn with the icy grasp of Bigsby. Kra’son, seeing the scalp of his fallen brother hanging from his belt a trophy, chased down a slew the orc champion. Tripkin and Maumi used charming song and the power of the earth to halt the advances of the dracolich. The party was alive, but their only lead dead. Usul communed with the Raven Queen to find what Florn did with the children: he sold them to the scion of Orcus Kalarel for the Tome of the Dracolich. With a new lead in hand, just as they prepared to leave, they were visited by yet another god, the evil five headed goddess of chromatic dragons Tiamat. She offered a blessing for the Tome of the Dracolich. They took it. When the party returned to town they were greeted by the missionary Jashobeam from the Copper Penny Orphanage with a message for Tripkin. While the party rested and resupplied Jashobeam and Tripkin healed and witnessed to the skully dwarves, and Maumi slipped away from the party to pay homage to his nearby homeland. In the morning they set out for the Cave of Madness. At the Cave of Madness the party endured four tests. First, they negotiated a trading agreement with two opposing barbarian tribes, learning that battle is not the only answer. Second, they killed infected kinsmen to stop the spread of a plague, learning the good of the many. Third, they rescued their tribe from a wild fire, learning that leadership is like herding cats. And, lastly, they confronted a superior barbarian tribe who gave them harsh terms of surrender and Grignak called down a doomsday storm to eradicate the threat, learning that sometimes you must make a stand. After defeating the tests and far realm horrors the party stepped through a portal that took them deeper into the Falenkor Range. In the transport they lost Usul and gained Maumi and found themselves in an underground land complete with a river and forest and manor on a hill. Whether real or illusion they pressed on toward their goal. When Tripkin and Jash’s diplomatic excursion failed the party made quick work of a werewolf guard, ransacked the grounds and found in the garden a path to the Throne of Insanity. The throne room was magically darkened making combat treacherous, but the party pressed on in to the terror. They labored long over seemingly impossible odds to dispatch the demons of the dark using might, magic and cunning. Finally prevailing they recovered the children, discovered the throne and escaped the horror that came from the deep. The princess Syumi, though, was dead and had been for years. Who they thought was Syumi was actually a changeling assassin whom Alaric killed with much sorrow for his queen’s loss. Also, they found in the throne room an enormous broken link of chain identical to the one from the chamber of the Throne of Dreams, and, when prompted by his memory of the seer Fortune’s foretelling, Roland sat on the Throne of Insanity. There he received a further cryptic message both messianic and apocalyptic, and was assaulted by the Elder Elemental Eye. Now in possession of the children the heroes used the magic portal to travel back to the now dormant Cave of Madness. They arrived in perfect health and hurried to the battle of the Red Tower. There they returned the children to Chief Eric and joined the battle to route the Wizards Council’s army. Our heroes used their flying war galleon to engage the Death Knight Krang on his dragon Strife and the High Councilor Malcolm himself. Kra’son took out Krang, Maumi faced down Malcolm, Tankus dealt the death blow to Strife and Roland secured the Red Tower to aid the forces of the Valley of Light in their battle. And when all was won, spoils in hand, evil on the run, out of the east rolled a dark cloud. Riding on wings of dragons an army of dragonborn descended on the battlefield. From the back of an ancient gold dragon a scaled paladin alighted and demanded, “Surrender the shadow soul slaves of the serpent goddess Tiamat!” Having worked together with the evil goddess both in the shadowfell throne room and again beside the corpse of the dracolich, the party knew he meant them. Valiantly, though, Chief Eric and General Gunter, rallied their forces and declared, “Only after the valley runs red with our blood will our friends be taken!” Sadly, Maumi knew both the paladin and their allies would be true to their word. And the only way to save their friends and all they’ve fought to gain in the war with the Wizards Council was to submit to the mercy of the dragonborn. So throwing down their weapons our heroes were led away in chains, unarmed, in cages clutched in dragon talons, and shuttled off to the east. And that’s where we pick up our tale... Long ago the Creator made both the Astral Sea and the Elemental Chaos. The gods were to rule the Sea and the primordials the Chaos. But the gods reached down into the Chaos and infused a part of its raw power and energy with the order and beauty of the Sea. The world and its people were formed. The gods and primordials contended for control with the gods winning the day. While the gods gained dominion of the world they could not destroy the primordials and in the end the god’s own infighting kept the world from becoming the utopia it promised. To this day the Creator remains silent as his creation vies for power and peace in His fallen world.
Eons of chaos gave way slowly to the Age of Empires. Many nations held the elusive reign of power for a time bringing order, prosperity and innovation to the land and its people. Among the most prolific kingdoms were the Dragonborn Realm of Arkhosia, the Tiefling Realm of Bael Turath, the Eladrin Realm of the Twin Queens and the Human Empire of Nerath. The last great empire Nerath united dragonborn, tiefling, eladrin, elf, halfling, dwarf and human alike under one flag of justice, peace and prosperity—for an age. At the end of the age, though, the entropic force of time eroded the fabric of society as justice gave way to tyranny and prosperity to insanity. In a small corner of the Empire of Nerath a group of heroes held the line for a time against the forces of evil. The Keepers of Al-Torang descended to the depths of hell to battle the demon Lord Torang and secure peace and liberty for the Northwest Province. While a great victory for the Keepers the war was ultimately won by the evil Wizards Council. The Council trapped the Keepers in Lord Torang’s prison; forever eliminating the only force of liberty and justice strong enough to resist their evil plans. Now in a world free of heroes the Council’s despotic rule crushes hope from all who fall under their shadow. Generations have passed since the legend that those heroes once were protected the land but now new hope has risen in the desperate city of Sparrow Down. Fledgling heroes joined forces with the famous Red Fletcher to stand against the advances of the Wizards Council. Surviving several treacherous ambushes from the evil Black Adder the brave party went on the offensive. Infiltrating the chateau of the nefarious Councilman Mesfert they discovered clues that sent them to the haunted Forest of Mist. Surviving the shadows of the Forest the heroes warned Princess Syier and the elf nation, Gunter and the Resistance and the druid the One. Following the clues the party ventured on into the tomb of Phenor-dyn the Mighty only surviving by the daring sacrafice of the Greatest Rogue Ever Xavier and pressing their advantage destroying the gnoll demonic scourge Farg and the demon Bobo to retrieve the Pipe of the Forest. Now armed with the Pipe the allied forces of the Valley of Light held off the undead troll warlord Krang while the players conscripted the ghosts of an ancient battle to their fight and freed the dragon Xenon from her unnatural hibernation. Their quest complete the heroes returned just in time to push back Krang and kill the dragon Strife’s son. The supernatural veil over the forest lifted and the valley revealed the new heroes and the allied forces of the Valley of Light. The Faith of the Fallen was restored. While a bright moment for the budding resistance Krang’s presence cut short the victory celebration. With the hammer of the Wizards Council threatening from Sparrow Down and gnoll reinforcements arriving daily from the Tomb of Phenor-dyn the fragile alliance faced a dire threat. Our heroes, leaving Syier, Gunter, Thoridin and the One to contend with the death knight’s forces, proceeded into the evil tomb to cut off Krang’s reinforcements. Therein they lay waste their nemesis Marlene the howling hag and her pet otyugh revenging their fallen comrade Xavier, the Greatest Rogue Ever, and pressing their advantage. After cutting through the demon barlgura and his gnoll followers the party ventured into a teleportation circle that allowed reinforcements from a far. The brave adventurers found themselves in the distant swamp of Xorn and with the help of brave young Pooter they saved the maiden Sara and made short work of the Lizard King Garthgang and his dragon. Following the mysterious dark stalker Harlequin into a planar portal the heroes arrived in the shadow of the Black Tower in the Shadowfell. After a close encounter with the oni Shota they restored the honor of the last noble king of Illiian Tobin and incited a revolt against gnoll slavers. Then cutting a path of blood through shadar-kai the party at last neutralized the dark one and made battle with the Skull Lord Bane. Dispatching Bane they found themselves in the presence of the five headed goddess of chromatic dragons Tiamat herself. Escaping with but a warning of a greater evil to come the heroes returned to fortify the Valley of Light with their Uncommon Valor. Back in the Valley of Light the forces of good set out to route the armies of the Wizards Council before they could retreat behind the Red Tower to the safety of Illian, the City of Kings. The heroes sought reinforcements from the barbarians but instead found their old enemy Shota at work. Dispatching Shota they followed her trail of treachery into the Cave of Madness to rescue the children the barbarians were desperate to secure. There they rescued the children and uncovered the Throne of Insanity, returning the children to the barbarians, thwarting the Twilight of Reason and allowing them to join the light. Alongside the barbarians and the forces of the Valley of Light, the party routed the Wizards Council’s army, dispatched the death knight Krang, the high councilor Malcolm and the dragon Strife. But in the afterglow of victory a new threat pounced. Alerted to the party’s dealings with the evil goddess Tiamat, the paladins of Bahamut captured the party and took them to face justice. Now our heroes trapped and at the mercy of Bahamut must become Dragon Lords and tip the scales of power toward the metallic dragons that aid the gods in the fight for light in the world. Come alongside this group of heroes as they uncover the truth: the light shines through the darkness, and the darkness can never extinguish it. It is in these desperate times that our new heroes must culminate their destiny, becoming at last the paragons of hope, valor and justice for which they were born. For in the end only true paragons of truth can triumph over the lies and tyranny of evil. 1 day, 10 hours and 41 minutes to go! Here is the story so far... What should be next for our fresh band of heroic toons? What do you think the next move is?
We are now in the month of Nerd Con! In three short weeks I will be arriving at the Sleeper Convention Center for Nerd Con 6, and right about... now, we'll get'er going!
In preparation for our weekend of make believe warfare and bad personal hygene I am issuing a challenge. The first three people to answer these questions accurately will earn a magic item of their level or lower. Feel free to use the blog or wiki, but no repeat answers. Good luck! 1. Name a good guy NPC. 2. Name a bad guy NPC. 3. Name a PC who is alive and not you. 4. Assuming the character you are currently playing lives through the weekend what will be his Paragon Path and why? 5. Assuming the character you are currently playing doesn't lve through the weekend who is your back up character (name/race/class) and why? Long ago the Creator made both the Astral Sea and the Elemental Chaos. The gods were to rule the Sea and the primordials the Chaos. But the gods reached down into the Chaos and infused a part of its raw power and energy with the order and beauty of the Sea. The world and its people were formed. The gods and primordials contended for control with the gods winning the day. While the gods gained dominion of the world they could not destroy the primordials and in the end the god’s own infighting kept the world from becoming the utopia it promised. To this day the Creator remains silent as his creation vies for power and peace in His fallen world. Eons of chaos gave way slowly to the Age of Empires. Many nations held the elusive reign of power for a time bringing order, prosperity and innovation to the land and its people. Among the most prolific kingdoms were the Dragonborn Realm of Arkhosia, the Tiefling Realm of Bael Turath, the Eladrin Realm of the Twin Queens and the Human Empire of Nerath. The last great empire Nerath united dragonborn, tiefling, eladrin, elf, halfling, dwarf and human alike under one flag of justice, peace and prosperity—for an age.
At the end of the age, though, the entropic force of time eroded the fabric of society as justice gave way to tyranny and prosperity to insanity. In a small corner of the Empire of Nerath a group of heroes held the line for a time against the forces of evil. The Keepers of Al-Torang descended to the depths of hell to battle the demon Lord Torang and secure peace and liberty for the Northwest Province. While a great victory for the Keepers the war was ultimately won by the evil Wizards Council. The Council trapped the Keepers in Lord Torang’s prison; forever eliminating the only force of liberty and justice strong enough to resist their evil plans. Now in a world free of heroes the Council’s despotic rule crushes hope from all who fall under their shadow. Generations have passed since the legend that those heroes once were protected the land but now new hope has risen in the desperate city of Sparrow Down. Fledgling heroes joined forces with the famous Red Fletcher to stand against the advances of the Wizards Council. Surviving several treacherous ambushes from the evil Black Adder the brave party went on the offensive. Infiltrating the chateau of the nefarious Councilman Mesfert they discovered clues that sent them to the haunted Forest of Mist. Surviving the shadows of the Forest the heroes warned Princess Syier and the elf nation, Gunter and the Resistance and the druid the One. Following the clues the party ventured on into the tomb of Phenor-dyn the Mighty destroying the gnoll demonic scourge Farg and the demon Bobo to retrieve the Pipe of the Forest. Now armed with the Pipe the allied forces of the Valley of Light held off the undead troll warlord Krang while the players conscripted the ghosts of an ancient battle to their fight and freed the dragon Xenon from her unnatural hibernation. Their quest complete the heroes returned just in time to push back Krang and kill the dragon Strife’s son. The supernatural veil over the forest lifted and the valley revealed the new heroes and the allied forces of the Valley of Light. The Faith of the Fallen was restored. While a bright moment for the budding resistance Krang’s presence cut short the victory celebration. With the hammer of the Wizards Council threatening from Sparrow Down and gnoll reinforcements arriving daily from the Tomb of Phenor-dyn the fragile alliance faced a dire threat. Our heroes, leaving Syier, Gunter, Thoridin and the One to contend with the death knight’s forces, proceeded into the evil tomb to cut off Krang’s reinforcements. Therein they lay waste their nemesis Marlene the howling hag and her pet otyugh revenging their fallen comrades and pressing their advantage. After cutting through the demon barlgura and his gnoll followers the party ventured into a teleportation circle that allowed reinforcements from a far. The brave adventurers found themselves in the distant swamp of Xorn and with the help of brave young Pooter they saved the maiden Sara and made short work of the Lizard King Garthgang and his dragon. Following the mysterious dark stalker Harlequin into a planar portal the heroes arrived in the shadow of the Black Tower in the Shadowfell. After a close encounter with the oni Shota they restored the honor of the last noble king of Illiian Tobin and incited a revolt against gnoll slavers. Then cutting a path of blood through shadar-kai the party at last neutralized the dark one and made battle with the Skull Lord Bane. Dispatching Bane they found themselves in the presence of the five headed goddess of chromatic dragons Tiamat herself. Escaping with but a warning of a greater evil to come the heroes returned to fortify the Valley of Light. Now back in the Valley of Light much has been decided, but the final act is yet to be played. The elf princess Syier is now Queen of the Valley of Light leading all citizens in a struggle for liberty and justice. General Gunther marshals the allied forces to give chase to the death knight Krang. Thoridin’s recruiting efforts swell the resistance numbers daily. The One fortifies the forest kingdom. Our heroes are in possession of ten mysterious shadow orbs, an awesome war galleon and the arms of Illian. Also, they have knowledge of the teleportation circles, an enormous chain link and the Throne of Dreams. With their enemies on the move the time is now to strike a mortal blow to the Wizards Council. With luck, daring and quick wits they can press to dispatch the vicious death knight Krang and his master the wicked High Councilor Malcolm governor of Illian and score a great victory for light in the land. It is in these desperate times that our new heroes must culminate their destiny, becoming at last paragons of hope, valor and justice. For in this battle they cannot fight alone. They must conquer chaos with justice, rallying the forces of good for valor without justice is short lived. They must marshal their forces. They must step forward to fight against insurmountable odds to thwart the Twilight of Reason! Good god man! Has this been the longest 4 day week or what?! The wait is almost over. This time tomorrow General will be picking me from the airport and we'll all begin to metriculate to the Sleeper Convention Center cite of this years fifth annual Nerd Con 2009!
Two of our men have fallen POL (prisoners of life), but we will be 7 indians and one beligerant DM strong. After loving on Dana and then kicking her out of her own house we'll shoot the shit, tune up our characters, review the house rules and get 'er goin! Before I get there, though, I want to use this opportunity to post the most current House Rules. This will give you a chance to get all of your whinny protests, I mean constructive feedback, out now. In all serious I am always open to feedback so let me have it! While you're in the wiki you could also check out the preview to our adventure Uncommon Valor, or the recap from last year's Faith of the Fallen. See you tomorrow! A blogger once said, "Plot is what a DM contrives to entertain himself while players take snack breaks." While mostly true, the plot does loosly tie together our combat encounters to drive toward an entertaining climax. Kind of like fight porn. Given that let's test our memory, reasoning and creativity. I've updated the narative for our last adventure. It's pretty broad brush strokes and I only got through Friday night's "The Meeting", but read it through and see if its how you remember it. While you're in there add your old characters to your profile so I can reference them in our story. |
Author3 Man an aspiring DM relying on story telling and gracious players to enjoy a little game of dice. Archives
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