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Monday, December 28, 2015

D&D: The Escape

CAMPAIGN SETTING:  Forgotton Realms
SESSION: 2
GAME MASTER: Farseer G
PARTICIPANTS:
Alfard the Half Elven Bard (Ryanbo)
Weed the Human Wizard (Raiz)
Pink the Human Cleric (Vio)
Valenna Denethall the Human Paladin (Me)
Gothmag the Half Orc Fighter (Chaoslord SJ)
Titus the Half Elven Rogue (B)


Introduction:
After fleeing from their Drow captors our intrepid adventurers must now seek shelter to rest and recover their injuries.   Along the way, they run into Gothmag and Titus who also escaped from the Drow.  The party also picked up a few other ex-captives that decided to tag along.
Alfard recognizes the Rogue as his cousin Titus, as they both look quite similar to each other with exception that Titus resembles Alfard after his face got smashed by a treant.   

The other prisoners that escaped with the party includes:

Deldeth - A Female Dwarf
"Prince Darendil" - The Ape-man that claims he is an Elven Prince
Brinjal - A sentient humanoid shroom, Brinjal is now unofficially Violet's pet
Previous session


The Story so far:
The party with the new additions continue to seek out the nearest village as suggested by one of the ex-prisoners.   The party tries to put as much distance between them and their captors knowing that the Drow are not far behind.   The party takes a short rest and discuss their options before continuing with their journey.  By now the Bard has established himself as a leader of the party. 

Valenna's crudely drawn map of the underdark


While traveling through the underdark, our adventurers are ambushed by a swarm of giant Spiders dropping in from the ceiling.    After some fighting, the adventurers emerge victorious once again.   In the process, accumulated small bits of treasure as well as fresh injuries...  With most of their spells expended... the party is growing desperate to find a settlement to rest and replenish their lost resources.

The adventurers finally decide to head towards the closet village by the under ground lake.  The Rogue and Bard decides to scout ahead of the party.   While doing so, the Bard hears a comely feminine voice in his head, beseeching the Bard to deliver the owner of the feminine voice from her predicament.   Intrigued, the Bard decides to investigate, while the Rogue turns around and head back to the party to warn them.

The Bard ventures deeper and deeper into the side cavern and realizes that it may not be prudent to go alone.   Casting a cantrip, he creates a special glowing sign in the darkness so his companions can see it from a distance.  Unfortunately, as the cantrip lights up the dark cavern.  It also reveals another four large humanoids with large canine like heads.    Surprised by the sudden light and presence of Alfard, the four creatures brandished their weapons menacingly while snarling angrily at our fearless Bardic Leader....




Sunday, December 27, 2015

D&D: Captured!

CAMPAIGN SETTING:  Forgotton Realms
SESSION: 1

GAME MASTER: Farseer G
PARTICIPANTS:
Alfard the Half Elf Bard (Ryanbo)
Weed the Human Wizard (Raiz)
Pink the Human Cleric (Vio)
Valenna Denethall the Human Paladin (Me)


Introduction:
After committing murder, Dragonman the Dragonkin Barbarian realize that he has done something wrong and it won't not be in his best interest to stay longer.   Abandoning Alfard, Dragonman fled the village.  Alfard now realizes there are too many ruffians to deal with alone and return to the village to seek aid.
Previous session

The Story so far:
Having return to the village, Alfard meets Weed & Pink a spellcasting human couple.  Weed is mysterious wizard and Violet is a shy and quiet cleric.   It is unknown which pantheon she has dedicated her prayers to.  Alfard also meets Valenia, an aspiring Paladin of unknown knightly order but shows extreme enthusiasm in apprehending the ruffians.

The adventuring party, venture to the ruffian's den.  Outside of the den, they stay hidden and observe the enemy.   Until finally deciding to act, the party manage to surprised the ruffians briefly.  After much fighting, they finally dispatched the ruffians and return to the village victorious, the ears they bring back as proof of those ruffians slain by the party.

While the party retires to rest, Alfard stays the ground floor of the tavern continuing to party and drink to his heart content.  All of a sudden, the lights went out and all was dark.  Alfard was knocked out by an unseen assailant.


When Alfard finally came about, he finds himself in a dimly lit jail cell and is surrounded by many others including his fellow party members.   Everyone has their equipment removed and is clad only in their under garments.   Brief moments later, a drow elf accompanied by another two male drows visits the jail cells.
The female drow is intrigued by Alfard and orders the jail keepers to release Alfard to her custody for soft duties.   While the rest of the prisoners including the party is sent to do hard labor.

Crude sketch of the prison

Hours of backbreaking labor later, the party is reunited back in the squalid and dimly lit jail cell.  They acquaint themselves with other prisoners and devise of a way to break free.  Sometime later, an opportunity arises.  Alfard "befriends" one of the drows who in return, promises them freedom.

Hours pass as the prisoners all fall asleep.  When they awaken, they find the door of the jail cell, slightly ajar.  The prisoners sneak out and hear sounds of fighting echoing down from the corridors.  Seizing the opportunity, they jump two unsuspecting guards and free themselves from the shackles.

In the chaos, the prisoners all flee in separate direction except for our intrepid heroes.  Who climbed up the stairs to reclaim their equipment.  There they ran into more drow guards and dispatched them after some combat and flinging of spells.   Realizing they are in an armory of sorts, the party quickly grab any armor and weapons that they could find before a patrol runs into them.   It is only then do they realize that to regain their equipment, they will have to fight their way through even more Drow guards and patrols.

With insufficient equipment, the party decide to flee in the other direction.   The party finally came upon a wooden bridge held up by rough hemp ropes.   The wooden bridge is their only way across the deep chasm and on the other end, another group of Drow guards.  After much rushing and fighting, the party defeated the drow guards and fled deeper into the underdark.

After what seems like an eternity, the party finally descended into a cavern so vast, that they cannot see the ceiling.  As the party tries to regain their sense of direction a strange vulture like monstrous humanoid with wings swoop from above.    Frightened by the appearance of such an ugly creature, Pink the cocked her Crossbow and fired at the monster.   Threatened by Pink, the monster stomp forward and took a bite out of her.   The sharp beaks tore through flesh and Pink collapse onto the ground on her own blood.

Shock at seeing their fellow companion drop down so easily.  Weed the wizard unleashed his offensive spells, while Valenna charged at the winged monster.  After a grueling battle, the winged monster wounds Valenna before it is finally dispatched.  The party patches up Pink and continue on their way trying to find safer place to rest and catch their breath.


D&D: Prelude to a new adventure

CAMPAIGN SETTING:  Forgotton Realms
SESSION: 0

GAME MASTER: Farseer G
PARTICIPANTS:
Alfard the Half Elf Bard (Ryanbo)
Dragonman the Dragonkin Barbarian (Raiz)



Introduction:
The duo started in a sleepy village somewhere in FR, looking for some quest, adventure or work.
Here we meet, Alfard the lecherous and dashing bard whose good looks come from his lineage.  Joining him is a mysterious Dragonkin Barbarian whom we know very little about.  That is why he is mysterious.


The Story so far:
While the duo is shopping around town for supplies, Alfard hears some scuffling and screams coming from within an alley.  He ventures into the dark alley only to find a lady accosted by two ruffians.  After some fighting, he managed to successfully dispatched the ruffians and rescue the lady.  It turns out that the lady is a barmaid working for the local tavern known as the "Horny Unicorn".

Alfard being the lecherous person that he is, spent 50 gold pieces just to get fresh with the barmaid.    After sometime, they were informed that there were more such ruffians harassing the village.    This time, lead by the barmaid, the duo traveled to the ruffians hideout.  Dragonman heard of how Alfard was swindled by the barmaid, murdered the barmaid to get the gold back.  Unfortunately the gold isn't on her and the duo discovered that they were too few of them to take on the whole den of ruffians.

Dungeons & Dragons: A new beginning

How it all started

Our gaming group knew each other by playing MMO, and stuck together for several year.  The journey started in Ultima Online and we eventually progressed to other MMOs throughout the years.  Dark Age of Camelot, City of Heroes, Star Wars Galaxies, World of Warcraft & Star Wars The Old Republic Online and Guild Wars 2. 

It has been a long journey but finally came to an end when people's interest in the current MMO started to wane and people went their separate ways.   Two prominent members got into WH40K, which I joined about 10 months later.  One of my friend expressed interest in getting back together but since no MMO could hold our interest but WH40K is too cost prohibitive for him to start.   He suggested that we started with D&D and it went from there.  When I heard about it, I was excited, I have not played D&D for almost a decade and was interested to get back into it.





Thursday, December 24, 2015

Imperial Swords: First Cohort

The very first batch of Space Marines I did almost a year ago.  This bunch has accompanied me to battle for the longest period of time.   They were painted as part of the 500 point painting challenge my friends decided to do at that time.


From Left to Right:
1st Scout Squad, Dreadnought Rax, 1st Tactical Squad & Chaplain Dardalion in the center.


Dreadnought Rax
Brother Trendor Rax bravely threw himself in front of his Commanding Officer to shield him from a deadly attack by a Chaos Daemon.  His heroic action allowed his Captain to distract the Daemon Prince while his Sergeant landed the killing blow that slayed the Daemon Prince.

As a result Brother Rax suffered injuries so terrible that even the Apocthecaries could not mend.  For his noble sacrifice, he was interred into Dreadnought Sarcophagus to continue fighting in the name of the Imperium.





2nd Company - 1st Tacticals, Squad Katana
The generation of Tactical Squads to hit the front line after the Chapter rebuilt itself.  Squad Katana has seen the most battles and has new recruits rotated in the fill in fallen Battle Brothers.

They are also known for the most self inflicted injuries within the 2nd Company, earning numerous complains from the Company Apocthecary.  The Circle has since then requested that they spend more time cleaning and practicing with their plasma weaponry to avoid overheating in critical times. 



Squad Katana is lead by none other than Sergeant Callum Fist (Center), one of the first few recruits after the Chapter's near destruction.  Fist is a seasoned soldier and uses his experience to guide his fellow squad members.  Alongside with him is Brother Chassus Skuds (Left), otherwise known by his battle brothers as "Skulls", mostly due to his armor and boltgun adorned with skull symbols.


Assisting Sergeant Fist, is Squad Leader Varkus Trent (Center).    A seasoned Space Marine who survived many battles, he helps to ensure the 2nd element of the Squad provides covering fire where it is needed.