The World of Allusia

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Allusia

This is a fantasy campaign I had started and played only a few sessions and ended before the big reveal could occur. This kingdom was made for an  Advanced Dungeons & Dragons high fantasy campaign where the characters started exploring. Two Kingdoms on the verge of war one to the north of the Chimera Sea and the other to the south, strained relations between them with a powder keg situation. Then you have Stoneface Stronghold where the dwarves are from, Whispering Woods home to the elves, and as well as Adelard Took where the halflings resided. Most of the names of settlements in the kingdoms where a play on words taken from synonyms.

The kicker was that this was just an illusion for a reality television series that the characters were the stars of! The players didn’t know this yet since I wanted to reveal little facts and tidbits here and there as well as show a map of the section where they started off at. Along the way there were little clues left like “a feeling your being watched” and some areas had “reset” to its default settings.

This whole campaigned was inspired by a movie “The Truman Show” and I thought wouldn’t it blow the players mind once they realized that their characters were just part of a reality tv series.

In my notes we played five sessions then we never picked up again since the playing group disbanded.

There was an incident that a player suspected something weird was going on but he never clued in until maybe a year or two when we stopped playing Illusia that he remembered in the first scenario. As they where walking along a roadway from Seeming Falls to Willowby that something fell from the sky and landed in a field next to them. There they had found the body of a halfing crushed by a huge metal black “cauldron” that seemed to be filled with glass. All he before he passed on was “Look out for Fresnel”.

Fresnel they thought was a evil wizard in the area. But, actually it was just a spotlight that fell from the heavens… or a Cloud City over head.

Maybe, one day I will dust this idea off once again and give it another go.

Since I’ve been redoing some of my old maps I had stumbled upon this world tucked away in a box in the spare room and figured to give it the map make over and unleash it here.

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The Engraved Face (Episode 3)

A Dungeons & Dragons 5e Tale of Intrigue Inspired by the 5e Starter Set

Cast of Characters:
Jem Harper, a human barbarian (Nevion)
Ander Heldar, a human diviner (Chance)
Rolen Holiman, a wood elf ranger (Darryl)
Knottsure Yett, a dragonborn fighter (Nathan) away

*GM this is the first time that I used a huge sheet of graph paper and tokens for a game. Thought, I try something new.

After a rest and licking their wounds Jem, Rolen, and Knottsure decide on what to do next. Whether to proceed in the cave or just take a stand outside and  just let them come out and have them bottle necked at the entrance way. Knottsure wants to scout around some first to see if he can find another way but he doesn’t find anything.

Jem spots movement through the woods and our heroes prepare for battle only to discover that it’s Anders who has caught up with them. Other than the rumours that they have picked up he did a little research at the temple and found nothing new. With Anders back they decide to go into the goblin cave and do a clean sweep and maybe, just maybe, clean the area of goblins once and for all. Kottsure says he will watch the entrance way nottsure is dragging the bodies of the goblins and worgs off into the woods so that it doesn’t attract predators to the opening.

Rolen leads the way into the cavern.

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Avon calling!

Where he he discovered two pit traps and marks one and prepares to mark the other when a huge freakin’ ogre comes lumbering out the hall. Jem and Ander come charging in and Rolen doesn’t warn Jem of the pit trap he had marked and she falls into it. Ander stops in time and both him and Rolen face off the ogre.

Ander lowers his staff into the pit to let Jem have a good hand hold and she climbs out.

Just as a goblin is trying to join in on the fray. With the fight in the passage being narrow it makes for a hard combat for the group. Jem goes into rage mode and charges at the Ogre to engage giving as good as she gets. Before she is knocked into the other pit trap, Rolen tries to grab her before she falls but he too is dragged down into the pit. Jem doesn an acrobatic move to use Rolen as a soft target to cushion the blow as they land at the bottom of the pit. With Rolen taken the full brunt of the impact.

Jem still raging jumps up and swings at the Ogre and does severe damage to him, as Ander swoops in for the kill to take the brute down. Jem and Rolen get out of the pit and after a quick heal they proceed onwards. And into a goblin guard room where a few goblins are prepared for combat. And when they didn’t think things could get any worse, a goblin from another area had released two worgs that go charging through.

The goblin shaman tries to get a surprise attack but fails and ends up paying dearly for that mistake. Which our heroes go down a passage into his den where they find a statue that seems to be of importance and could be worth gold if they take it back with them. Our heroes roll it up in a cloth and bring it back to the guard room. That’s when they encounter some Orcs.

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Game Night

Two orc mercenaries that have been alerted due to the huge combat that come in and investigate the area. Rolen is firing from distance and using a “horde attack” which seems to clip two or more in combat. Jem is raging hard and running around like a banshee while Ander strolls about Ray of Frosting critters and beasts left and right.

They proceed to where the Worgs charged from and find the the den and cages they were kept in and there they discover to worg pups. Rolen suggest they kill the pups, Anders argue not to since they are just pups, Rolen argues that they are creatures of habit and cannot be trained. Jem agrees and they proceed to put the pups down while Ander who wants no part of this walks off to another chamber.

Ander walks into a huge chamber where straw mats on the floor and a chamber pot in the corner. It’s where the ogre was staying and to his dismay it appears that there may be another one. And he was right!  The ogre attacks and hits Ander hard but he stands there and takes the attack and doesn’t budge one inch. Which shocked the Ogre… and that’s when Rolen and Jem enter the chamber and Jem jumps into the foray while Rolen stands back and peppers the big brute with arrows.

Ander is seriously hurt and have been standing in combat with only 1 hit point left and he was bound and determined to go down fighting. But, he never did get hit afterwards much to his relief. The ogre is dealt with and as our heroes a catching their breath (and chugging down a couple of potions) a giant rat leaps out from a nest but is put down as quickly as possible.

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Goblin warren o’ doom!

The trio goes into a side chamber and discover two orcs in a bunk room still sleeping, and they find it hard to believe that they would sleep through the Ogre’s death roar, but Jem discovers as she walked into the room that a silence spell is in the room.

Why is there a silence spell in the orc bunk room? But, it’s to our heroes advantage and the orcs are dealt with in a quick fashion and our heroes decide to take a short rest here before they go on.

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My New Year’s Eve Game

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Last night we got together to do some gaming. I had planned on running a convention style event since I didn’t know who’d be attending this New Year’s Eve game.

Basically, to run a game on New Year’s Eve was just sort of an off the cuff remark that was made and it sort of festered into a reality. With a player who wanted to rejoin the group and wanted to know if I was running anything on NYE. I figured what the hell and decided to throw a quick one shot scenario for another game together.

So, when the gang got together on a snowy NYE and we sat around the table to figure out what they wanted to do. And, since the new player around the table for the evening, was planning on coming out each Saturday to game on a regular basis.

Everyone wanted to start fresh with a D&D Fifth Edition game and so there we have it. This new years eve game was suppose to be be a one shot now had boiled into the beginnings of a new campaign.

The Journey There

A Dungeons & Dragoons Boxing Day Adventure

Cast of Characters:
Amara Everglade, Elven Ranger (Bailey)
Tala the Titan Slayer, Gnome Barbarian (Sarah)
Nymura Rose, Tiefling Ranger (Peyton)
Ceri, Dragonborn Ranger (Erin)
Edward Cheery,  Human Rogue (Chance)
Perrin Tosscobble, Halfling Monk (Darryl)

Our adventure begins in the city of Skharon Tor in the Kingdom of Ullta. It is the seventh day of Maiis in which the Festival of Saints is occurring in Skharon Tor. It’s a busy time of the year for the city with a normal population of 8,000+ people but it has swollen in size due to the festivities.

The streets are crowded with stalls and buskers, business are packed full of people taking in the week long festivities in the city.  It is in the Avenue of Running that the story begins as a scene unfolds that draws our heroes together. Ceri (C) is standing around as if waiting for someone, Edmund (E) and Perrin (P) are at a stall together. Down the avenue Tala (T) who is drunk and currently wandering about to find another tavern to drink, She is dressed in a bright yellow robe and looks like the design of pink elephants on it, she had swiped it from a stall. Amara (A) is looking at bows at a stall and Nymmra (N) has just entered the street as well.

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A commotion occurs as a young urchin runs through the crowded avenue, she is definitely carrying something and being pursued by a group of men in white tunics and flowing red capes. The young urchin is quickly running past and dodging citizens, her pursuers are pushing through knocking people aside and clearing a path if those in the way do not move quickly in time. A Clockwork Brawler appears as well, it has a huge flowing red cape as well as it’s breastplate painted white with the same markings of the urchin’s pursuers.

Edward notices the young urchin seems to be in trouble and signals to her that he could help, she acknowledges and makes a bee line for him. Perrin sees that the girl is being pursued by armored men and he sort of stumbles into the pursuers tripping up one of them.

Tala is about to give chase tot he pursuers because one of them bumped into her making her spill her ale on the ground, but then the Clockwork Brawler intervenes. Tala draws her axe and strikes at the Clockwork Brawler and Amara joins in to assist the little barbarian who seems to be up a huge formidable challenge! Nymura continues to walk down the street and also spots a familiar face, that of Edmund down the avenue and she makes her way towards him.

The urchin does a sleight of hand and passes the item to Edward. He makes it look like he’s been pumped into and takes the item into his cloak. The urchin rushes off and Perrin intervenes tripping up a fellow who then apologizes, the fellow gets up and back hands Perrin and gives chase. Perrin turns to a vendor and asks who are the men in the white tunics. The vendor tells him that they are called the “Wightguard”. They are a freelance mercenaries that offer protection to the elite. Ceri lets the girl run past her before she uses her firebreath to deter the fellows and making sure the urchin gets away; and thus combat has been initiated.

Ceri and Perrin taking on the Wightguard while Edward maintains to the shadows and doesn’t want to draw attention to himself now that he has the item in his possessions. He will strike from the shadows with hand held crossbows while appearing to be a witness to the events unfolding.

Tala, Amara and Nymura will tackle the Clockwork Brawler. With Tala giving the beast a huge hit before being picked up and tossed like a rag doll. Amara is dancing around trying to get a shot off with her bow but can’t seem to hit anything. But in the end our heroes prevail and eventually dismantle the Clockwork Brawler and handle the Wightguard.

Our heroes regroup together and decide to head off the streets and head into the nearest tavern, and away from prying eyes. The Inn of the Green Griffon is just such a place, it’s nearly empty and in the establishment. They find a corner table and Edward begins to look over the device. Though, several minutes will pass by and Wightguard men enter the establishment led by a citizen (a stool pigeon) who had spotted our heroes entering the building, the citizen is hoping for a reward.

Elless Fulnan approaches the table and asks them there whereabouts several minutes ago when his men where jumped by strangers who were apprehending a thief. Nymura tells Elless that they were in the in the whole time and has no idea what he is talking about. The gang prepares for battle, but Nymura’s bluff wasn’t called and the Wightguard drag the stool pigeon out. Asking the bartender about a private room, our heroes rent it out and then they unwrap the parcel to find a Puzzle Box using History they learn that it’s called Prima’s Orb. That it’s been in the possession of Magistrate Vikta Ulter for decades and he’s been trying to find a scholar to decode it for him. Rumour has it that inside holds a key to a lost treasure and that it has to be open a certain way.

Edward just taps the device and everyone else looks at figuring on what to do next with it. That’s when the item lights up, a faerie fire glow about it. It seems someone is trying to locate it, and that’s when Edward covers it up with the clothe again. Moments later they hear a voice boom from the main room of the Green Griffon. The Magistrate Vikta Ulter, along with Elless Fulnan and his men have entered the place, as well as a robed gentlemen who seems to be conversing with Elless.

Elless asks the serving wench about anyone in here with an orb like device and she replies that she hasn’t seen anything of the sort. That two strangers who had been sitting here moments ago, a Tiefling and a gnome had got up and left without paying for their drinks. Vikta, Elless and the Wightguard head outside and begin to look around for the strangers.

Our heroes decide to change locals and find a new place to hole up for a bit.

That place is The Silver Disk located a few blocks away and seems to be secluded from the main avenues. The owner is one Hagar Huntersun and he has a suite available for groups that’s where our heroes end up in. They figure the fabric covering the orb is magical in nature and blocks out detection spells. So, when they open it up again they find that the orb is rotating and unlocking itself to the amazement of everyone in the room.

Edward flips it open and discovers a glass scroll with a parchment inside, separated by tube filled with liquid. He is careful to take the scroll and making sure that the glass isn’t broken. With the skills of a rogue he unseals the scroll casing and carefully takes out the parchment. The parchment is a map with strange writings on it and no one can decipher.

Perrin decides to go to the temple to find out anything about the writing, while Edward goes to the library to see what he can find. The others stay at the inn and keep an eye out for the Wightguard. Perrin comes up with nothing, but Edward even has a lead from the librarian who says that there is an elder, Evenia Apricot, who might be able to help. Since she is an elderly elf and has been around for pretty close to a millennium.

They head to Evenia Apricot’s humble abode, a beautiful park and a large home within a giant tree in the city. Evenia greets them and she deciphers some of the words on the map. The language is pretty old and hasn’t been used in 2,400+ years.

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Our heroes regroup at the Silver Disk and discuss there options. One of them unrolling a map of the kingdom and maybe the markings and the landscape coincide with an area. And, sure enough it does. Basically, The Cursed Land to the north is where the map leads our heroes.

So they decide to check it out on the morrow, they head to the tap room to celebrate their good fortune.

The next morning as our heroes prepare to leave the end (and the barbarian tripping over her feet and tumbling down the stairs) our heroes encounter the urchin girl that handed them the device and now she wants it. She had brought several of her associates with her to retrieve it by force if necessary. Edward is all full of giving her the Orb since they had took the scroll out of it. But, the other party wants to put an end to this right here and now and don’t want to be looking over their shoulder as they will hunt for the treasure as well.

There is bloodshed in the Silver Disk as the urchins and the party clash and finally dealt with the problem before it becomes a recurrence. They leave the Silver Disk and head to the north gate of the city so that they can leave, though it seems there is a line up at the city guards as the Town Watch along with a couple members of the Wightguard are there inspecting people as they leave and asking them mundane questions.

They make it out the city with no problem and travel north onward to adventure. Walking away from the city along the road, passing through farmlands and grasslands our heroes arrive at Galen’s Rest. A small community that has a Coaching Inn and Stables as well as a hostel. Our heroes decide to take a rest at the hostel and leave the Inn alone, logic dictates that trouble comes to follow them when they stay at one.

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They get there rooms and then go to the local businesses to pick up stuff they need for their expedition into the Cursed Land. Hopeful to pick up some legends and rumours about the area as well. Our heroes rest for the evening and by dawn’s early light as they awake to prepare to head north, they discover writing that has appeared on the back of the scroll.

Inside the pool
There is a secret lair
Of a secret god.

Fear not what you do not see,
since Secret’s will kill thee.

Tis a riddle and it gives our heroes something to ponder on and to discuss what it means.

As they enter the common room of the hostel, there is talk about the  Wightguard had arrived late in the evening and went to the Inn. There they had dragged out a dragonborn, a gnome, as well as a halfling from the establishment to bring them back to the city. No one knows what they had done, but with the Wightguard leaving the city to drag them back means that it’s not very good news at all.

Our heroes thank the hostel owner for their hospitality and head out the door.

My Christmas Gaming Booty

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This year I got a Dice Bonaza case which had about 60 various dice. Gaming dice, poker dice and a slew of six side coloured cubes as well. I guess my family knows my tastes.

I was very surprise to find High School of the Damned Freshman year Zombie Role Playing Game as well, my eldest had saw it on sale and nabbed it for me thinking I’d get a kick out of it (and I do). As the name implies its a rpg about surviving the zombie apocalypse as it starts out and players are students who happen to be at school when the outbreak occurs.

It seems like a fun little game and I’m going to give it a thorough read through this week.

The other rpg supplement that I manage to get with my Christmas Loot is the D&D 5e module Out of the Abyss! After a quick skim through it’s an epic adventure that takes the characters from First level and end at 15 (that’s if they manage to survive that long). It’s an undertake adventure and the players start with only the clothes on their backs as they have been caught by drow and are in a outpost in the Underdark.

I got other stuff as well but since this is mainly a gaming blog I thought I just focus on the role playing stuff.

 

The Saga of My Fourth Edition Books

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When Fourth Edition hit the shelves my group was currently in the middle of a huge 3.5 campaign and didn’t want to break from it to try the new system at all. In fact, two of my players were adamant of not ever touching the fourth edition books at all.

So, I didn’t bother picking up the books then and there. Though, my family and friends of purchased them for me over the year as birthday presents and Christmas gifts and I was okay with that. I figured I’d get around to running a game with the new books eventually (but I never did). When the 3.5 campaign wrapped up and a nice neat little package due to the fact that some of the players were heading out for bigger and better things in the world. MY daughter and some of her friends were graduating high school and seeking to further their education or employment other than this small town of ours.

That left only two permanent players at the game table when we started back up again, other games were pulled from the shelf and played and when it came for me to crack open the fourth edition book I had a player balk at the idea. Since if we were going to play D&D we could stick to what we know best and “leave that monstrosity alone” as he indicated the fourth edition books.

Within that span of eight years now I have never ran a fourth edition game, and since that time I have ran several sessions of the fifth edition due to the fact that it was a reminder of the third with the combination of the previous editions which appealed to the players. So, my fourth edition books sat upon the shelf, only to be brought down and cracked open by me to give them a read through and see what the changes were made and what other things have changed.

I think I just might have to run a session or two of this just to say that I have ran it.

One Shots Is The Way It Is

It’s hard to get a live action going around the tabletop these days when players don’t show up for a session. That’s why I think I’m going to treat all sessions from this point on like convention scenarios. Wrapping it up at the end of the night and not worry about whose going to show up the following week to pick up where we ended from.

I’ve got two current campaigns that are left hanging like cliffhangers of cancelled television series that will probably never get resolved. Over time I, and players, forget what happened in the session. Like there’s one from a few months back with Conspiracy X in which something was going on in the Antarctic and a really big discovery. The other is a D&D campaign that we started and then it was left hanging due to life events.

There was a time when a grand adventure with take several sessions and the players were back at the table the following week looking forward to see what lies ahead.

But, I guess as we get older, life events happen to waylay the best plans of mice and men. I think my days of epic campaign gaming is behind me as the players at my table are few and far between these days. I should focus more on one shots and convention style playing and wrap the adventure up in the evening no matter what point of the scenario we are at. To give it closure and not leave it as a cliffhanger that might never be resolved.