Snuggle Nook

New Campaign Again

Hannibal ‘the hard-core’ is due to begin a new campaign presently. We’re currently rolling up characters.

So far we have:

Maud McFinnigan-Reginauld

Sæmus O’Finnigan (playing a an elven rogue)

Valraven Yami (this time playing a human warrior)

Hannibal (as the Universe)

And Maxen, as Tamburlaine

View
Space Jammer

Name: Jay II (Jay junior)
Player: (“Paco-Jay Meadri”)

Character: Aardvarkian Space-Pirate (thief variant)
Title: Marauder (level 6)
Class: Lower-Upper Class
Gender: Male Age: 26 Height: 2’ 9" Weight: 75lbs

Quirks: Loud Boor, Nagging Conscience, Excessive Drooling, Afraid of the Dark, and Near Sighted (-2 penalty to hit with ranged attacks at medium range, -4 at long range).

Hit Points: 46

Move: 12

Cultural Special Abilities: +2 to hit insects, Burrowing, Foreclaw attack (D4 damage, weapon speed -2 bonus), Ambush (Underground 4/10 chance).

Adventuring Career (Occupation) Special Abilities: +2 AC while onboard a ship (also applies to ‘reflex’ saving throws) and can hold a naked blade of Small size in his mouth while climbing the rigging or swinging on ropes (he does not roll to see if he accidentally hurts himself, unless he falls);

Skill suites: Acrobatics, Navigator (33%), Sailor (99%), Shipwright (66%) and First-Aid (73%)

Skills: Nautical navigation, Climb Walls (66% base) [+40% when climbing on board a ship e.g. rigging, et cetera, Tightrope walking, Weather sense, Swim: Doggie Paddle, Swim, Bargain Sense, Begging (84%), Disguise (87%), Glean Information (84%), Observe (85%), Brawling (81%), Jugular Swipe (87%), Endurance (86%), Fishing (87%), Mining (84%), Rousing Speech (85%) and Rope Use (82%); Slip Away Into Shadows (99%), Stealthy Movement (84%), Backstab, Open Locks (71%), Trailing, Escape Bonds; Contemporary Languages: Common (99%) and Aardvarkian-Molemen (100%) (dialect of Underdark-Undercommon)


The helmsman fell asleep at the wheel, our spaceship the Millenia Falcon drifted lazily along, the crew oblivious to her straight heading. Occasionally she drifted into the eddie of a gravity well, at the whims of eliptical orbits, the Falcon was at the mercy of the Universe.

Alerted to the report sounding on the scanner, a giant furry space-hamster crewman tried in vein to wake Alfar the pilot, to no avail. The grey-elf was sound asleep, their was no waking him without injury. Sirens sounded in a crescendo cacophony of bleeps and flashes as the imminent collision warning went wild.

Meanwhile, Valraven Yami practiced his martial arts in the secret holo-suit, oblivious to what was happening elsewhere in the ship. Jay Junior clambered about the rigging, the ringing of the alarms he could hear, but he could not see where he was going. Feeling the Falcon lurch to the left, list and plummet planet-side, he descended the sails and braced for impact. Valraven finally tore himself away from the virtual training chamber, but by then it was took late. Crunch! The ship landed hard, a rough landing, taking substantial damage before being plunged onto this new, untamed, unknown new world.

Having crash landed on an unknown planet: “New Hope” it is not known how precious few crew survived the crash. A giant furry space hamster dusts himself off, emerging from beneath the wreckage. After regaining his senses he notices movement: it’s Ar-Two, the droid. His antennæ span and whirled about to a cacophony of bleeping sounds. In a flash, light showed the hamster a holographic image of the twin-ship, the second Falcon. She’d lost her tethering cord and crash landed elsewhere on the planet, on a small beach several clicks from here. Three-peoh rounded the corner, “I can use Ar-Two’s navicom to find out where we are, and how to get to the lost ship.” It soon became apparent that the Millenia Falcon had touched down in a forested area, the air was stiflingly hot, humid. Though the air was breathable the gravity was slightly higher than so back on Tadisaga, it would take the hamster time to get used to it. The trio took up the trail, wandering through the warm woodland that lay betwixt lacterian lands and monkeyn.

To be continued…

View
Space Jam

In outer-space, orbiting Elfmoon, which in itself turned about Tadisaga – Snuggle Nook, flew a star-ship, the Millenia Falcon. On board was the Nipponese Brother of Mysteries (a level 5 monk) Ezekiel. He trained intensely (levelling up from level 4) in the secret traning holo-suite compartment nestled within the Millenia Falcon, that only the monks of Celestine knew of. Including Valraven a Disciple (a level 6 monk) from Chi-Kung. Who was sleeping at this time flying through the Cosmos, away from Tadisaga. (In this smugglers secret storage space is a collapsable solar-sail, a set of oars, and two Bracers of the Eastern Fist which allows monks to use their strikes as magic weapons, [one] plus one for every ten levels they have). In the opposite bunk slept Loftbruk, the level 1 barbarian from Dænor.

From chryogen’ storage (the ships Hold of Holding, the Meat-Locker) awoke Alfar the level 1 grey-elf battle-mage. Sent from Elfmoon as an emissary, he was the ships pilot, the wizard at the tiller of the Space-Jam’ helm’. The monks of Celestine have been tasked with sending an envoy to the farthest reach of the Galaxy, beyond the outer rim; to find the whispered rumour of an exiled dwarven homeworld , near which is said to exist the halfling-thug pirate planet, as well as the planet of the gnomes.

Onboard the Falcon were Morris Baggins, last of the hobbits of Berenshire. With him was Old Joe Ironhand, last of the Gærdal-Titans. Both on a mission to find their brethren, after the war of the Nook swept throughout Tadisaga.

Only gnome-titans of Tadisaga exist now. Since Pangellia and O’Finniga swept clean the face of the western continent on Snuggle-Nook. No-one there now lived, who was not either Elfæ-kindred, forest gnome, or gnome-titan of Pangrus; and so, the monastic order of Celestine, charged the strangers; the adventurers, to take this space-ship beyond the stars, and find the gnome and hobbit brethren.

Needless to say both these quest-related NPCs stayed in the Hold of Holding throughout this first session, as they were the last of their kind. Alfar’s familiar Mefaustopheles the jet-black cat lept with aplomb about the cryogen’ chamber as Alfar woke up with a yawn.

The small feline explained what the tome that Alfar incongruously stole from his strict school-master at the wizards Unseen University on Elfmoon, namely his Book of Infinite Spells was in-fact one of three powerful grimoires, that when collected together contained more power still, an expoential amount, the whole being greater than the sum of its parts. The black cat Mefaustopheles spoke thus…

“Hold, take this book, peruse it thoroughly:
The iterating of these lines brings gold;
The framing of this circle on the ground
Brings whirlwinds, tempests, thunder and lightning.
Pronounce this thrice devoutly to thy self,
And men in armour shall appear to thee,
Ready to execute what thou desir’st.”

In game-speak: Merge Coin Pile, Fools Gold, all Air Elementalist and Lightning (Air and Fire) spells, and a similar effect to the Horn of Valhalla, except with Knights.

While we were on the subject of the grimoire, the first spell Alfar learned from this Book of Infinite Spells was Cure Light Wounds, as well as any spells beginning with Cure, when he gets high enough level to cast them.

Valraven Yami then awoke from his bunk, meditated, and joined the posse. He and Ezekiel did not have an Honour-Duel as might be expected, thank goodness. Soon after awoke Loftbruk the barbarian and ships navigator. Alfar took the Space-Jamming Helm, mutually they decided to head eastwards towards the outer reaches of the Universe. Two planets relatively nearby flipped up on the scanners, as did a vessel. Giant humanoid space hamsters, who they ignored after an Attitude Adjustment via video link to them by Valraven. This couldn’t have happened at a more fortuotous time, as Alfar fell asleep with his narcolepsy then and there, whilst still piloting the ship. (This happened several times during the session). His sound-sleeper quirk meant he couldn’t wake up, the Millenia Falcon was stuck on a straight course. Eventually the monks woke him up, slapped him about a bit, with temporary damage. Towards the close of the adventure Alfar realized he could resist sleep and charm being an elf.

The one planet nearby was but a rock, an asteroid circling a larger planet of unknown origin. Alfar took them into closing distance of the planet, which, as it happens was a gas giant. On the way there they spied a shoal of placid space Phish, then, as they neared the centre of the planet, a half a thousand magically animated scimitars came flying towards them! Alfar immediately turned about, heading for the asteroid instead.

It didn’t take them long to get there, and after rest, the quartet of heroes disembarked. Slide music from the Bayou sounded akin to Firefly, the dusty planet looked just like somewhere in rural Arizona. A small bar with a Neon sign flashing, which read in Common (Anglyn) “Level 1 Adventure”. Once stepping through the saloon swing doors, the heroes encountered mainly giant humanoid space hamsters, sitting sipping drinks and squeeking. A smattering of demi-humans sat around the bar being served by an elven bar-maid. The owner, a gruff looking human (Ecossæ) polished a glass whilst nervously eyeing his crossbow mounted beneath the beer taps.

A halfling-thug asked them if the posse would aid him in piloting a ship and shipment to a nearby system. Valraven kicked his ass with some mixed-martial arts style moves right then and there. For some reason the juke box stopped playing music. Everybody went silent. The posse looted his body finding the keys to his space-ship, some gold-bars (10k G.p. each) and a starwheel smoke-powder pistol with twenty shots. Ezekiel picked up the pistol, Alfar the gold-bars and the keys. Mefaustopheles told him by meowing that the second grimoire is said to be somewhere about on this planet, that it was last seen with the captain who of late lay slain in just one round.

The posse rounded up the locals (the previous crew of the posthumous halfling-pirate) and pressed them into service after some persuasive talking at pistol-point, into the meat-locker they went, the ones not manning the ship. The second ship (the Kestrel had to be tethered to the Falcon as she had no space-jamming device on-board). The new crew milled about under orders, manned the ships, solar sails and oars, as the posse went out into the rocky planet surface. Not far from the bar, was a cluster of jowæh traders, their lamplike eyes, beneath brown hoods twinkled, diminuitive in size, they traded three droids. Valraven was not interested, but Alfar was. The first driod was red and cream coloured, looked, and sounded remarkably like Ar-too’s counterpart. The second automaton was a glitchy prototype, who obviously was malfunctioning at the time with a crackle and an electric nervous tic, our posse seemed disinterested in that one. The last one was a small rectangular grey driod, whoes purpose was for musicians and spell-casters as he had robotics arms which turned the pages of a manuscript. Alfar bought all three of them, paying them five times the odds. The jowæhs thanked him graciously, bowing, and promptly left. It turned out that Ar-Too-Dee-Two had a double-edged lightsabre bo-staff style, which Ezekiel could make best use of. The jowæhs also left a Forge (for burning magic items to fuel a star-drive in the Kestrel), which the giant humanoid space hamster crew swiftly fitted.

Another ship arrived on the suface of the rock. A larger vessel manned by a charismatic gnome freelancer, who managed to avoid angering the posse. The two crews mingled and talked. It transpired that an ancient crater on the other side of this asteroid that the gnome-captain and his crew had seen, was rumoured to house some sort of legendary grimoire. Our posse departed immediately, swinging round in the Falcon in the planets atmosphere, landing nearby the crater entrance of Vulcan.

Once finding the entrance at the base of the crater, the prototype driod (Sea-three-peoh) opened the tunnelift door bypassing the control pad. Once descended, the posse appeared in a steel-sided corridor with doors to either side of them. The reflective surfaces stood at least eighteen feet tall and wide. From beyond came the sound of someone approaching. Two ten foot tall dimension demons (greys) parleyed with the posse, wanting to sell these human slaves they had captured, or bade them leave there base as they have no further business to conduct with them. Valraven went to free the slaves, to which all hell broke loose.

It was time to roll intitiative! Boom! The monks got the drop on the gagwaller dimension demon slavers, slamming them with a flurry of mixed martial arts style special abilities, wearing them down. Between the two of them they managed to disable the hand of one gagwaller grey, making him drop his laz-pistol, and deal some serious damage to the other. The barbarian waded in there causing fourteen damage to one of them. Alfar cast a couple of Icy Sphere spells. Within a few rounds the dimension demons were either decked or running away. Attacks of opportunity later, the second one was down. The battle-mage dissected one with the Bonesaw of Optimal Yields, sending a lackey or two throw the body in the meat locker Hold of Holding back at the ship.

They looted the laz pistols and investigated one of the adjoining rooms. Inside was a strange device. Sea-three-peoh explained (he knows many languages and has a database equivalent to bardic knowledge at 50%) that this device housed here was known only once by the institute for monster studies. A recorded incident on Tadisaga by the Heroes of Kalaf. However this model here does not match the description of said machine.

Loftbruk sat down in the chair, pulling the visor down, wiring himself in to the seat. This hybrid machine gained him skillsets in gagwaller language, customs and etiquette, in an instant as well as simltaneously changing his gender to that of a comely (plus four) woman. Valraven gave it a go, gaining skillsoft abilites and transforming into a woman. Alfar tried it, he gained similar skills as well as engineering, also becoming a human woman. Loftbruk tried it again. He only gained the one skill this time but shifted back to male, but being changed into an elfæ! (An elvariel, half an elf, half a færie). Alfar changed himself back into a man again, risking the random machine which turned him back into a male grey-elf (who still thinks he’s a wood-elf). Valraven also risked it, transforming himself straight, once again male.

Meanwhile they happened upon a frightened dimension demon in a cupboard, unarmed. They asked him tell them about the place, at pistol-point. He did so under duress, leading the posse to a weapons room. Weapons were handed out between the PCs. They also found the legendary lost grimoire, wherein lay the positions and locations of all the stars in the known Universe, that Loftbruk took to navigate with.

A ten feet tall version of the character in Paul (that movie) kept quiet as the characters could now read fluent gagwaller writing, so could tell what lay beyond each of the remaining three doors. The next room was a teleportation room. The posse order their crew to dismantle it and install it in the Falcon, which they did promptly. After inspection, it transpired that the teleportation device was only attuned to short beaming down to and beam up to the surface of a nearby planet or ship. The only long-range jump through the Flow it could make was to the gagwaller homeworld of LV426.

Another chamber was a disintegration room, with what looked like a warp-core from trek, but actually destroyed items. That was to be taken apart, removed and reinstalled in the Kestrel alongside the Furnace. Loftbruk destroyed some magic items in it once he’d wired it up, earning him two-grand XP for being a barbarian. (Magic items destroyed in the Forge will only power the Kestrel, the new disintegration chamber however allows Loftbruk to gain XP as per the barbarian career description in the PHB).

Whilst down in the tunnels, the gnome captain and his crew had caught up with them, seeing the place looted, they offered to join the posse, who refused, so they flew off. The next door led to a dissection room, with nothing much of interest. Following the suit of the gnome captain, they too dusted off, and sailed back into space, on there way, after freeing the slaves once the coast was clear. This completed the quest, and the grateful slaves, now free men, offered to enter the service of our posse, who accepted.

Until the next time. Fare ye well weary travellers. The gnome planet calls, for the mysteries of the gagwaller power cubes and gnomish starwheel pistol recharge from them, a hybrid weapon, is what the posse need, to return and liberate Snuggle Nook, from the clutches of the leprechaun overlord, miscreant pixies, mischevious færies, grunge elves, and forest gnome-titan allies. Only the eastern continent of Al’qara Tur and Gyptia remain untouched by the axis of Regino-Finniga, Garagorn-Pangellia; hence King Prang-Ying and his council of the Celestine court (oriental spirit-folk from Chi-Kung and Nippon) have a vested interest in reclaiming the Nook in the name of re-establishing mountain gnomes, hobbits and dwarves from throughout the Galaxy, back onto there homeworld of Tadisaga.

At the end of the session:

Loftbruk made level two barbarian.

Alfar is now a level four battle-mage (MVP, by vote from the PC’s)

Ezekiel is a level six monk.

Valraven is now level seven.

(In the meantime here is a song I wrote in 2009 about D&D).

Playin’ the Game

Lyrics and music by Max Latham, Copyright Max Latham, all rights reserved to On the Flex Entertainment.

“Talkin’ ‘bout Airheads: Dungeons & Dragons,
Hey man: I played D&D to!
What’s goin’ down in groove-town?
Gettin’ D6 damage from you.

Played it cool, played it real but you’re gettin’ caught up in the game,
Won’t you chill out there on the side, relax lil’ brother: you’re goin’ insane,
Won’t you turn it down a bit, can’t you see what’s goin’ on?
C’mon now people we just gotta be strong,
Gotta get it together: what’s wrong ‘n what’s right?
There ’ain’t no need, ’ain’t no need to fight;

You live for the game, you’re goin’ insane,
And it’s such a shame it’s caught right up in vein,
You don’t need no fantasy,
Why don’t you get back to your reality?

Heal the world,
Make it a beautiful place,
We can have a good time:
Gettin’ off-a our face!"

Dedicated to the original Underground Home-Grown Crew:

(In order of appearance)

Evil-Overlord Sæmus Regino’Finnigan, Prince Garag Tog, Queen Maud Regino’Finnigan, Mercenary-Sergeant Old Joe Ironhand, Lord-Commander Osbert Torqen, Oligarch Berenger Baggins of Berenshire, Squire Paco-Jay Meadri, Lady Sophia, Sprite-Lady Keera Hemlock, Monks Valraven Yami and Ezekiel.

View
Millenia Falcon

Space Jam’ campaign update!

With the fifty-thousand sceattæ (G.p.) Ezekiel garnered from his days adventuring, the monk from Chi-Kung donated the nest-egg he had accrued unto his monastry, where he may gain further training. Seeing the political situation unfold on Tadisaga, the monks of a higher-order contacted their superiors on the homeworld of imperial Celestine – Wujan (the seventh planet in the Celestial solar system: two jumps from Tadisagan homeworld, via Gronar ) the hierarchy decide to sponsor Ezekiel by furnishing him and his new companions with a spaceship of their own, in a quest to find the gnomeworld of Gildenod, located somewhere between the halfling homeworld and dwarvenrock, found on the far-reaching fringes of Wildspace, the outer rim. Their quest is to relay a message from the exiled gnome mercenary sergeant Old Joe. The non-commisioned officer, who refused to train as a soldier (though it be obligatory for every warrior apart from barbarians and berserkers!) who formed his own army of mercenaries, and founded G.I. Home – the training hub of Gærdal-Titans (gnome titans who did not bow to Pangrus, nor any authority, for Gærdal Titans are rebellious by nature and hardly ever do as they are ordered!) This proved to be the downfall of Old Joe, as his troops were cut of the same cloth as he, insubordination was rife, the organisation was utterly divided. Even their enemies, the gnome-titans of Pangellia-Garagorn seemed to have a military discipline, though they too be wild and untamed. Alas, a long drawn out war ensued. Peace came about only after intervention from Regino-Finniga, who now dominate the face of Tadisaga…

The gods however, saw Old Joe’s cause as just. Though the litiguous soldier could not achieve harmony amongst all gnome-kin, his cause was supported by the dwarven kingdom and indeed the old gods of Færun, the Fading Realms…

As a result, even the gods fear the fate of Snuggle Nook as the Regino-Finniga/Pangellian-Garagorn axis have achieved supremacy over all of Tadisaga. Their conquest is complete, the world is dominated by their legacy. They are even supported by the new gods of Zeleria, the circle of Dragons and the Magus Imperivm: who all share the common goal of not having any space-jamming on or near Tadisaga. Even so, the fate of the Universe hangs in the balance. It is up to these three, those that form a new fellowship.

Finding himself in the company of Alfar the grey-elven battle-mage and Loftbruk the barbarian from Dænor, they inspect their new Space-Jamming vessel the Millenia Falcon.

(The stats for the spaceship are found on pages 21-22 of H.Jammer).

In addition to its normal outfitting, the Millenia Falcon has these additional fittings:

• A Type I minor space-jamming helm. • A planetary locator. • A Hold of Holding (a.k.a. Meat Locker) capacity: 60 human-sized creatures. • The Plank. • Lantern of Continual Light.

All the hardpoints are so far free (keel, rudder, sail, anchor and figurehead) and the craft has three weapons currently armed.

So, until one quarter of the turning monath will this fateful quest begin. Let us wait and see, what the the future brings…

View
No Convention (rpg)

The ebb and flow in the solar tide, the circling spheres spin slowly and speedily across tbe cosmos about Snuggle Nook. We are running a Spell-Jam’ campaign (SpaceH4CK).

A new fellowship is formed. Our new crew of the Millenia-Falcon are:

Ezekiel, Level 5 Monk from Nippon, Al’Qara Tur, The Nook.

Loftbruk, Level 1 Barbarian, from Dænor, Tadisaga (Human) [intends on dual-classing to Transporter] Neutral-Good.

Alfar, Level 1 Grey-Elf Battle-Mage. True-Neutral (Indifferent).

Bævan Wildwander, Level 1/1 Gnome Rogue/Priest of Baravar. True-Neutral (Indifferent). [N.P.C.]

View
Rama
Stagnant

The quietness of the tavern was disturbed by the low growl of a little dog, just as soon as the tavern door swung open, letting in a gust of chilly autumn air, and casting a silhoutte of a shadow upon the hardwood floor.

The place had only a few regulars in, along with the staff, and all eyes turned to peer upon the strange newcomer. An old man, with a tatty cloak wrapped about him stood before the patrons of the Eagle’s Wing tavern in Stockton. The dog barked at the old guy, before the rotund landlord Ken Runesmith said “Quiet boy! Quiet lad!” The hound settled down reluctantly, curling up beside the fire but still casting a watchful eye upon the old man, everyso-often. A storm was brewing outside, but for now, all.was stagnant in the Eagle’s Wing. Aye. It was as still as the sleeping hound…

View
Pub Con Primer

Beyond the Misty Mountains, the Gnomish nations renew hostilities, a spring offensive. Zemiah “The Messiah” Pangelli and Garag Tog lead their armies onto glory. Descending on the helpless Hobbits of Berenshire and sweeping through the once peaceful hillside, the army marches forth, devastating weaker nations in its wake.

From the south, the army joins forces with elements of the infamous McFinnigan racket, which surround the once proud country of Gaerdal Ironhand’s Home. Josef and Matahar escape the assassination attempt, and are now exiled in the Kingdom of Calaf.

With the Daemon-King undefeated in the East, Seamus recalls his army to aid his allies of Pangellia, in the war that threatens to destroy the Faerie Forest, ravage the Pixie Plain, and bring Gaerdal Ironhand’s home to an end.

The guardians of balance, the gods of Krynn do not look favourably upon the cataclysmic events which shake the world of Tadisaga. A new fellowship is formed from beyond the stars, Snuggle-Nook’s last desperate hope to save the shires from destruction, and falling under the yoke of oppression. This group of unlikely heroes are made up of strange alien cultures from the cosmos.

A dracon, giff, lizardman, orc, apeman, aardvarkian, darkman, grunge-elf, half-orc and ogre are Tadisaga’s only hope for survival. Aboard the Freebooter Falcon they head unwittingly towards Snuggle-Nook. Their quest is to foil a royal regicide about to take place at the court of Reginauld. As Seamus’ ship the Santa Maria IV speeds back to commit the heinous act of assassination, these newcomers are charged with foiling the insidious plot to oust the Faerie-Queen. If this event can be stopped, before the next full-moon, then the grisly fate of the world may be avoided…

View
Shortersesh

Grift-meister’s campaign log. Snuggle-Nook. 18th of July 2012.

Valraven Yumi The Human Monk, “Hannibal” the Giff Berserker, (both level one) and Anorpheus Voltaire (played by ‘Dougy’, Maxen’s usual character: level two) went into the Faerie Forest towards the Earth-Daemon, which looked like The Thing from the Fantastic Five, only much more Gargantuan. Alas, the Thing moved-in, missing Hannibal by miles. The Berserker nutted him with a head-but, no effect. The magick Battle-Axe+2 that Hannibal had hacked a chunk out of the Earth-Deamon. Anorpheus played his lyre, calming the posse. Valraven moved in with the magick Long-Sword+1, 4 vs. Deamons taking another bite out of the magickally animated Earth-Creature. Valraven fumbled badly, attacking Hannibal but missing narrowly. The Earth-Daemon cained Anorpheus for some, knocking the maestro backwards. Hannibal waded in there with his Battle-Axe2, and after repeated exchanges, the Giff Berserker put the giant elemental down.

Meanwhile Anorpheus had evaded the foray and scrambled through the thorns towards the elementalist, the controller. After singing a song of gentleness and peace, he bade the wizard to leave the Daemon-Kings service and join these freelance adventurers. After smoking some sweet leaf, some hobbit pipe-weed together, the two chilled out, on the flex, in some other dimension.

Pressing on the trio came to a steep embankment, a ravine that ran for miles in either direction. North and south. Valraven spotted a bridge in the distance, it was guarded by a knot of knights, astride barding-clad warhorses. The summoner and bard took off at this point. The knights asked the remaining two heroes a riddle, the guys failed to answer correctly, Hannibal reached for his axe, Valraven began to meditate, but in a flash they were whisked away to another dimension, or was it a dream? Along a river-boat somewhere amongst the stars, within the Cosmos, the Rock.

MVP: Hannibal
Valraven levelled-up to level two monk.

Max-out.

View
Pub Con on the 20th

Of the many men to and froe, comings and goings, arrivals and partings of Snugglewood, a see-change shift in the mystic winds happened once again. Since the time of Garag’s rage, Ironhand’s anger, and a half-a-dozen other discordant contentious characters, the Nook turns slowly on its axis now, as it hath done before.

When Tadisaga the heavenly sphere revolves with diminished in speed, decelerates, the effect is that the world recovers. A temporal repose of healing natures wounds. That divine reflection undergrowth begins to creep out of the ground and reclaim the land for its own.

So, only annually does time shift at a normal, regular pace; and that time, that place, dwelt in the house of Aphrodite. Not a house of ill repute, nor a constellation, but an amicable ale-house, where gamers meet to throw dice, play cards, and tell stories about the fire. A meeting of minds in a social setting where bards play and storytellers recount countless tales, real and imagined, to eager audiences, who re-live these stories, most of which are only passed by word of mouth. Sometimes they be lost to the ether, sometimes written down and recorded for posterity, but most times are much like an ice-sculpture: appreciated for the moment, before melting from memory, fading slowly, until the story seeps into the ground.

A shady character crept into the ale-house of Aphrodite in the reign of Augustus Decimus, in the morning. This bard was incognito, a surprise, and the highlight of his year was to tell his own tale, and to hear another. At half-past he would begin, and not finish until the last carriage home.

Maxen is headed to a Convention this year…

View
Shortsesh

Grift-Meister’s Game-Log for a short session, Thorsday the 12th of June, 2012 Common Era

    The Posse.

Valraven Yumi (Human Monk from Chi-Kung)
Reaper (Dracon Fighter from outer space)

The hobbit Maxen sat nestled beneath the earth-mound that was his hobbit-hole, snug away in a nook, cranny, underneath the soil, smoking awhile, having a little tipple. The fire had gone out, and the home began to get cold, the rain came down the chimney, extinguishing the once bright hearth. He peered down upon the leaves in his tea-cup, only to scry a scene, of a dracon warrior and a monk from Chi-Kung, strolling about the city of Orphalese. This city-scene was only in their dreams, and they soon woke, to the silence of the wood. Having slept under a canopy of trees within the heart of the forest: Murkwood.

They awoke and gave the order to march towards the village the scouts had spotted a day earlier. The dracon and monk moved swiftly, up ahead with the scouts to investigate the wooded hamlet. Upon arrival at the tree-top village, they came upon a gruesome scene of dead wood-elves, strewn about the place, carved up like Sunday lunch. Reaper the dracon decided to investigate the stone statue of the elves, he narrowly avoided a poisoned-dagger trap which clicked and sprung-out towards him.

The posse moved on, passing by a stagnant pool above which flew a cloud of hovering insects. Floating about the pool was a wooden box sticking through the weeds. Reaper decided to wade into the pool to retrieve the crate. The dracon was bitten by dozens of insects as he waded knee-deep in the muddy pool. After discovering that the crate was full of useless bones, Reaper the dracon began to feel dizzy. Sitting down beside the waters edge, his temperature rose and he was trembling with fever. The mozzy bites meant he had contracted a virulent form of malaria. He failed his saving throw, had to purge his honour and use a mulligan (a fate-point) to re-roll. He made his second throw, thus didn’t die. He was in the ‘Great Honour’ window, so didn’t lose all his equipment.

(Note: Maxen’s house rule, all players are permitted one fate-point per session, but unless your character has Great Honour, they have some grizzly fate befall them. Usually just losing all the equipment they have on them suffices.)

Anyway. The Posse came to a wide clearing in the forest. At the centre of which was a large boulder splattered with dried blood. They decided to wait awhile, to allow Reaper to recover from his bout of malaria. Half an hour later, they saw some figures walk into the clearing. Two dwarves had their hands in fetters, and were bound by a pole at the neck, being pushed towards the centre stone by a group of hobgoblins. One of the dwarves is cut free and was forced to his knees; his head was being pushed down on to the boulder as another hobgoblin began to size up the dwarf’s neck with an executioner’s axe. With only ten warriors, the two protagonists interruped the execution.

An arrow flew true from Reaper’s longbow, striking the axe-wielding hobgoblin in the chest, making him falter. The troops charged in, surprising their opponents. One scored a critical hit, downing a hobgoblin, another fumbled badly, losing his footing, some of the others scored hits, wounding their foes. Valraven ran away (of the ten quirks he has, one of them is multiple-personality disorder: coward.)

The hobgoblins fought back, taking chunks out of the warriors. It wasn’t long before Valraven was paralysed by the Amber Guard, and the eleven archers cut down the dozen or so remaining hobgoblins. The dwarves were saved and joined the ranks of the army, and the Posse continued down the trail, but not after discovering a war-banner, secreted away by the dwarves. The white standard sported a red-dragon within a golden circle. Adopting it as the army’s sigil, the two hundred or so strong battalion marched onwards.

The two protagonists came across some clay statues of women, they decided to ignore them and press on.

After a walking through the undergrowth, they came to a large glen. The ground began to tremble, an earth-daemon appeared, clearing the treetops. Reaper fired his bow: no effect. The ten warrior-scouts closed in, their weapons doing no damage to the elemental-spirit. Valraven ran away again, refusing to let go of the magick sword he had found (the only thing that could affect the earth-daemon). Valraven ran away again. This meant all ten men were massacred, and the session came to an end.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.