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Showing posts from November, 2007

GS: Out of Bounds - Part 3

... waking up the next day, the party continued exploring this ancient underground complex, now recently the home of marauding kobolds. Heading back into the row of jail cells, Arti was interested in exploring the one empty cell from the other day. He determined that there was a magical effect in part of the room, but couldn't tell just what it did. Testing the area on himself, he started suffering as though he were splashed with acid until he left that area. At this point the party went all the way back to the large "trash room" and continued down the other corridor. They came across a statue embedded in the wall that looked similar to one they had previously seen. Before they had a chance to investigate further, several quick moving kobolds raced down a hall and began attacking. The fight was swift but after a few rounds of steel and magic, the kobolds were defeated. The party was now able to concentrate on the statue and noticed that this new statue was more menacing l

Useful DM Links

First in a series of posts on some of my favorite links for D&D. The Hypertext d20 SRD This is without a doubt one of the most useful links I have. I've just recently gotten back into the DM's chair (and my first time running a lengthly 3.5 game) and I find this site useful for so many reasons. The encounter calculator alone is worth this link being at the top of any DM's list, but the hyperlinked SRD content is also valuable when you need to look up a spell, feat, or almost anything else. Granted, not everything in the D&D Core Books is in the SRD, but there's enough to satisfy most of your needs, and if you keep up on what didn't make it to the SRD, you shoudn't get too frustrated when you can't find it there.

GS: Out of Bounds - Part 2

... so the party was able to follow the track marks deeper into the forest. They tethered their horse and wagon before venturing further. After a short trip, the found the tracks going into thick overgrowth. Clearing away the camouflage, they found the remains of what looked like part of an old room built into the hillside. Inside was a heavy, engraved door (that soon turned out to be a false door) and statues on either wall. The door showed what looked like a skeletal man cradling a sick and dying man while feeding him some liquid. It was clear from the engraving that the skeletal figure was not causing, but trying to easy the dying man's pain. The statues on one side appeared to be the skeletal man, while the opposite statue looked like the dying man. After searching the room and trying to figure out where the tracks had gone, Hunter got the smart idea to pour liquid down the throat of the statue representing the dying man. The liquid affected a buoyant mechanism in the statue an

Game Session - Out of Bounds

It had been a couple of weeks since we finished up the first adventure (real life schedules getting in the way) and now we were about to start the next one. In between sessions we exchanged some emails to deal with the treasure, cost of training (they were both now level 2) and some other mundane matters. The party was still in possession of a book ("The Way of the Unspeakable One") that no one could comprehend, and some ceremonial swords cult members had on them (some were sold for coin). The original job that they were hired to do was to deliver some papers to Herrick Mendon, a merchant who worked out of Flotsam and Dun Eamon (aka The Grey Citadel), so they still had that task to complete. Before they could do that, an agent for Herrick approached them with an offer. Delay your trip to Dun Eamon for a few weeks and escort a special item to The Grey Citadel along with the papers, for an additional few. The PCs agreed as they didn't have anything else pressing at the mome

Game Session - In the City

With the PCs back on ship and the Eye of the Sea Dragon in their possession, only one task remained... to return the gem and Captain Fletcher's bones to the Temple of the Pirate God... As the ship sailed into Flotsam and the PCs got to see construction on a nearby island of a large building (they would later learn it will be a massive lighthouse for the port city). At the docks they saw all manner of ships from elven and minotaur ships, to merchant vessels from all around the continent dropping off and taking on passengers and cargo. The ghostly Captain Fletcher gave the PCs directions to the Temple and promptly disappeared, so as not to frighten the general populace. When the party arrived at the Temple of the Pirate God, they found the ghost of Captain Fletcher already there and talking to his old friend, Peg-Leg Peligro, commonly known these days as Father Pete, head of the church. He was glad for the return of the missing item and thanked the party for their great efforts. Lea