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Post by grodog on Jan 5, 2018 0:57:29 GMT -5
I ran a solo adventure for a cleric of St. Cuthbert that involved a monetary. His temple had lost contact with the monastery and the last group that went to visit never returned. A demonic spirit that had been trapped in a relic escaped and possessed one of the clerics, summoned some aid and slaughtered the rest. Cedric showed up and got his ass kicked, just managing to word of recall (single use magic item) back to Greyhawk before getting killed. Returned with his henchmen and cleared it out. That reminds me a little of the Lost Abbey of Calthonwey, now I'll have to go look that up again too. Happy New Year, everyone! Allan.
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Post by davegibsongreyhawkdm on Jan 5, 2018 3:19:27 GMT -5
For the background to the adventure, it was Lareth and his humanoid band who fell upon the shrine of Norebo, pillaging it and then burning it to the ground. Surviving bandits holed up underground at the shrine of Norebo pursued Lareth's band to the west with their bloodhounds tracking. The bandits attacked Lareth's encampment days later, killing five gnolls due to their carelessness guarding Lareth's encapment. Due to this snafu, Lareth recruited some bugbears to join his forces at the moat house. Second expedition to the Shrine of Norebo {DMG sample dungeon} notes: Sylvan reached out to add two more PC adventurers to the party. First was Kerd, a true neutral hobbit fighter/Druid follower of Obad-Hai, originally from the Dreadwood Forest hills at the fringes of the Kingdom of Keoland. He had ventured from there to Narwell and established a milling business. Thereafter, Kerd was involved in an unfortunate event involving wine drinking, goat riding, and pipe smoking at the mill, which led to an explosion and significant surrounding area property damage. A warrant was issued for his arrest at Narwell, so he fled to the Gnarley Woods and took up service with Druids there. It is through Sylvan's family contacts with the Druids of the Gnarley Wood that Kerd was reached to join the expeditionary party. Next was Cornelius, a human magic-user from the mages' guild at Narwell. Cornelius originally hailed from the Free City of Greyhawk, and is a chaotic neutral follower of Zagyg. Known spells include shocking grasp, read magic, mending, and jump. He has heavily studied and is knowledgeable with various portentous runes and glyphs. The bandit captive, Bleys, was questioned extensively at the garrison at Ferd. Bleys relayed that the Shrine of Norebo had been attacked, looted, and set ablaze, he knew not by whom? His boss was furious and had, with followers, most likely caught up to those perpetrators by now via his bloodhounds. Bleys had been tasked to patrol with his compatriots until the boss returned. His boss had led an unofficial group that ensured gamblers at the Shrine of Norebo paid their debts, or else...and would not be pleased with any further incursions. Upon receiving a bribe payment, Bleys also revealed that his group uses a concealed entrance along the right hand wall of the stairs leading below ground at the Shrine of Norebo....to be continued
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Post by GRWelsh on Jan 5, 2018 8:58:32 GMT -5
Bleys? Is that a CHRONICLES OF AMBER reference?
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Post by davegibsongreyhawkdm on Jan 5, 2018 13:23:44 GMT -5
Bleys? Is that a CHRONICLES OF AMBER reference? Yes, you got it!
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Post by davegibsongreyhawkdm on Jan 5, 2018 17:43:38 GMT -5
Notes continuation from second expedition to the Shrine of Norebo {DMG sample dungeon}:
The five PCs arrived safely to the burnt-out shell at the Shrine of Norebo site. They tied off their steeds to the stone chimney, but could no longer see the opening that led to the flight of stairs below the ruins?
Cornelius, Sylvan, and Dontae searched while Athyra and Kerd stood guard. Suddenly, Cornelius shouted out and disappeared from the surface. Kerd and Dontae rushed to find that the opening to the underground stairs was now visible, then Kerd lit a torch to head down the steps were lay Cornelius, hurt and tangled in something.
Cornelius had taken two hit points of damage from the fall, leaving him severely wounded with one hit point remaining. They untangled him from the stitched-together camouflaged canvas {having been made to cover and hide the stairs opening by the returned bandits - from the torn sacks the party had left behind during their first expedition} while Athyra and Kerd advanced down the stairs to join the party.
Sylvan and Dontae, with Kerd's torchlight, peered down the remaining few stairs into the room below. There, they saw the eaten-out husk of the large spider's body, swarming with many quickly moving huge centipedes! Estimation by the party was roughly a dozen of the critters.
Sylvan and Dontae elected to creep around following the walls of the room in opposite directions, while Athyra, Kerd, and Cornelius waited upon the last few stair steps.
The huge centipedes, darted out in all directions towards the PCs! Melee ensued. Athyra quickly sliced a centipede in two with her long sword. Kerd slew a second, burning it with the torch. Dontae smashed a third with his quarter staff. Sylvan missed with his attack while Cornelius fled up the stairs back to the surface.
PCs took wounds from bite attacks from the remaining critters, Sylvan and Kerd failed one poison saving throw each, leaving Sylvan with one hit point remaining, and Kerd down convulsing in an unconscious state. Dontae made his poison saving throw. Kerd's torch dropped to the ground as he fell, alighting and burning two additional centipedes to death.
Dontae snatched Kerd up to flee. Sylvan made for the stairs up and out to the surface. Athyra swung out to attack and defend their retreat. She slew another centipede. Dontae took another bite and made his second saving throw.
The PCs fled up the stairs and then Sylvan cast CLW on Kerd, stabilizing him and stopping the convulsions, yet Kerd remained weak and flitting in and out of consciousness.
The party rode back to Ferd, licking their wounds...
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Post by davegibsongreyhawkdm on Jan 5, 2018 18:59:51 GMT -5
Notes from the third expedition to the Shrine of Norebo {DMG sample dungeon}:
After a week nursing Kerd back to full health, the PCs returned for a third expedition.
The underground entrance at the ruins was once again unseen. The party searched with greater caution, probing the surface ahead of them, and founded the stitched together canvas material covering the opening to the stairway. The party descended the stairs and peered into the room at the bottom, seeing an eaten-out large spider husk, and no centipedes!
The party then went back up the stairs searching the walls. Camoflauged canvas was found along the wall approximately halfway up the stairs, screening an earthen shaft with a knotted rope suspended at the center of the shaft.
The PCs descended the shaft, using the knotted rope, until all had reached a narrow, low earthen tunnel going opposite directions until ending with a wooden constructed square in the ceiling at either end of the tunnel.
Dontae pushed on one of the squares, and it would not move. Athyra tried the one found at the other end, and lifted it carefully, peering through the opening and listening. She heard talking and saw pairs of feet so she carefully reclosed the hatch
Dontae moved up to the hatch and slowly reopened, hearing conversation and seeing pairs of feet. He quietly moved the hatch to the side, and saw that he was positioned under a cot in a lit room.
Dontae then sprung up into the room, tossing the cot ahead of him and yelled 'come up now', for his compatriots to follow. The four leather armored bandits in the torch lit room were surprised. Dontae attacked and fell a bandit with his quarter staff, while Kerd, Athyra, Sylvan, and Cornelius clambered up into the room to join the attack.
The three remaining bandits yelled out for help and fought back with short swords. The party took some light wounds while together dispatching two more bandits, including one slain by Cornelius with his shocking grasp spell. Three more bandits rushed from the adjoining room to join the melee.
The melee continued another couple of rounds, with the party slaying the remaining bandits while taking some more wounds, including Cornelius being knocked unconscious with zero hit points. Sylvan cast CLW to stabilize Cornelius, but he was now too weak for any further fighting or spell casting for this expedition. The party then looted the bandits and searched the room and the adjoining room where the reinforcements had come from.
To be continued in follow on post....
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Post by davegibsongreyhawkdm on Jan 5, 2018 23:32:58 GMT -5
Continuation notes from third expedition to the Shrine of Norebo {DMG sample dungeon}:
The party found some unused torches and oil flasks within the two bandits' rooms searched, along with cots.
The party then exited the first room entered, and saw a door straight across from them and also a corridor going to their right. PCs listened at the doorway and then opened to enter a long room with tables, chairs, foodstuffs, and a large stone fireplace. The room ended with two doors at the back wall {this is a modified expanded area per Allan's additions earlier in this thread}.
The party explored the left door and found a stable area {note: I have this underground stable area as a recent repurposing of this area by the bandits, due to Lareth's recent ransacking had destroyed the original Shrine of Norebo above-ground stables} with the bandits' mounts and feed. They tried the other door next and found a passageway with a door further down on the right, and also another door at the far end.
The party went to the end of the passageway, Dontae listened at and then opened the door. The pit trap was sprung and Dontae fell into the pit, now significantly wounded. The party used rope to help him exit the pit.
The party then explored the door they had passed halfway down the hall and found a storage room used by the bandits.
After not finding much more of interest, the party went about exiting through the long dining hall with the fireplace and back out into the corridor, with Dontae leading the way.
Upon exiting under torch light, the party spotted a small band of five javelin armed Kobolds {note: I substituted kobolds for the goblins as the first humanoids encountered in the non-crypt area, due to my desire to decrease the difficulty level for my PCs who are noobs learning 1e AD&D, and also because I wanted to reserve goblins for later use in the dungeon} coming around the corner at the far end of the passageway.
{I quickly asked the PC party for action declarations, and the PC party members did not quickly give me answers, instead they started discussing amongst themselves what to do such as try to parley with the kobolds or not. So I ruled that the kobolds attacked throwing javelins while the PCs dithered}.
Dontae was hit by a javelin and fell to the ground unconscious. Initiative was rolled. The party won and dragging Dontae, retreated into the dining hall, with Kerd emptying a flask of oil from his belt in a wide puddle across the door entrance.
The kobolds charged down the passageway to attack, and rounded into the room entrance as the oil was alighted, setting some kobolds aflame to burning deaths. Some kobolds survived the flaming oil, but were then cut down by the PCs, with the final fleeing kobold chased down and shot through with an arrow from Sylvan's bow before it could get to and alert reinforcements in rooms #7 and #8. The kobolds were quickly looted and the party exited the dungeon and returned to Ferd to heal up once again.
Bleys was interrogated once again at the jail in Ferd, while awaiting Dontae to come out of his coma and both he and Cornelius become fully healed a week later...
Next would come the fourth expedition into the dungeon...
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Post by davegibsongreyhawkdm on Jan 6, 2018 19:38:20 GMT -5
Notes from the fourth expedition to the Shrine of Norebo {DMG sample dungeon}:
Questioning of Bleys by the PCs revealed that the "boss" is half-elven and had recruited the kobolds as additional 'muscle' followers. Also, the PCs asked Bleys what was up with the various creatures found in the area? Bleys relayed that there were various 'critters' in the area, but that the "boss" was capable handling them as needed. There was discussion amongst the PCs if the "boss" might be a Druid of some sort?
The five PCs returned safely to the ruins of the former Shrine of Norebo. They found the opening to the stairs heading below the ruins unconcealed. After descending partway down the stairs, the party noticed a reddish glow and click-clacking sounds emanating from the room at the base of the stairs.
Peering into the room, two fire beetles were observed scuttling about around the large spider husk, bones, and the rotted remains of the huge centipedes.
Sylvan and Kerd fired arrows at the fire beetles, and then Athyra and Dontae moved towards the critters for melee attacks.
Kerd then also joined the melee attacks with the fire beetles, while Sylvan attempted continued missle attacks into the melee. After his arrow attack clattered off of Kerd's armor, Sylvan changed tactics, joining the melee with his long sword.
The fire beetles, with their fairly good armor class, were tough to hit! Sylvan took a major wound from a fire beetle's mandibles. Kerd and Dontae also took a serious wounds before both fire beetles were dispatched. Kerd cut out the three glowing glands from each of the dead fire beetles.
Athyra was unhurt - her chain mail armor and 17 dexterity {AC 2} had protected her well during the battle.
Cornelius had stayed directly out of the fray, casting an unsuccessful exterminate cantrip.
Sylvan used his three CLW spells for the wounded party members.
The party then continued down the passageway opposite from the base of the stairs. A large empty room was found at the end of the passageway. The party searched the walls and found only pairs of notches, one above the other, in the center of the far wall, with some wood splinters found within one of the notches? Confused, the party exited the room, returning to the room at the base of the stairs and took the passageway to their right.
The passage turned left, and the party then took the passageway that branched off from there to their right. Passing another passageway to their right, they continued.
They next found a down portcullis along the right wall with a passageway beyond lined with cells. Bend bars attempts were attempted by all party members, but they failed.
So the PCs continued further down the passageway, following it as it made a turn to the right...
To be continued in next post...
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Post by davegibsongreyhawkdm on Jan 7, 2018 10:41:51 GMT -5
Continuation notes from the fourth expedition to the Shrine of Norebo {DMG sample dungeon}:
The party found room #12 to contain two fire beetles feeding on fungus within the room. The party attacked first with missle weapons, then melee to defeat them. Likewise, three additional fire beetles were found and dispatched next within room #13. There, the passageway ended {note: I changed the location of Allan's illusory wall to 10 feet north of area #14, so the second entrance to room #13 appears to be the end of the line for this passage}, so the PCs traced their steps back to the branching corridor leading towards rooms #7, 8, and 9.
The party entered room #7 taking resting kobolds by surprise in a slaughter. A kobold sentry from nearby room #8 heard the melee and screeched out to call kobold reinforcements from #8. The party took wounds, but were able to slay all of the kobolds.
The kobolds were looted, and each room was searched before the party proceeded to room #9, finding a sloppy mess hall used by the kobolds with remains of a recent rats meal.
The party then went through the door out of room 8, finding a passageway heading to their right, and another {barred from the PCs side} door opposite the door they had just exited.
The door bar was removed and the door opened. Barking was heard and two large dogs were seen charging towards the door! The PCs were able to reclose and rebar the door just before the threatening dogs reached them.
The party then proceeded down the passageway, following a right hand turn to a dead end. The party searched and found the secret door again, returning them back near room #1.
The party was puzzled where to go and what to do next, so they decided to return to the garrison at Ferd.
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Post by davegibsongreyhawkdm on Jan 7, 2018 12:16:46 GMT -5
Notes from the fifth expedition to the Shrine of Norebo {DMG sample dungeon}:
Sylvan reached out through his network to add a sixth PC to the party. Nessabella, a neutral good hill dwarf fighter, originally from the hills in the Principality of Ulek, also with architect/engineer skill, she recently worked in Ostverk to construct a keep there.
The party returned to the Shrine, and descended the stairs, finding guards: two goblins armed with spears at each passageway from room #1.
The party parlayed with the goblins, paying them some coins, and were told by the goblins that the "boss" didn't want any more intruders. The "boss" had tracked down the band that ransacked the Shrine of Norebo somewhere west of the Gnarley Woods, and killed five gnolls in that band, before the remainder of that band fled from the bosses forces.
The party decided then that they had had enough exploring the shrine, and set out overland to track down this band of raiding gnolls and whatever else, to the west towards Ostverk and Hommlet.
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Post by grodog on Jan 8, 2018 1:35:52 GMT -5
It looks like the big reply I was working on yesterday or the day before got eaten, Dave. I'll reply to your Qs again tomorrow! Allan: I am looking forward to your big reply, when you get the chance! Dave---Here's my attempt to recreate my previous, long reply that got lost over the holidays: Allan: what do the 'a', 'b', 'c' key stand for in your several burial niches/possible homes for the ghouls in the lower half of the map? They're different lair areas for the ghouls in the lower half of the level, each originally having been a burial niche/catacomb for the monks of the monastery: - a: standard ghoul nest/hole, no significant treasure, if any - b: concealed ghoul nest/hole; perhaps abandoned/forgotten, perhaps used by the EHP or somesuch? - c: leader ghouls' nest (perhaps a ghast?) - d: empty nest that is also a teleporter to key #11e's cell (which has a broken door; the ghouls are forbidden from/afraid of/whatever the teleporter, which is why they're not WM in the northern half of level 1 3) Allan has noted that #38 entered via secret door has a shrine - would this be previously established by the abbot or else the 3rd level evil cleric, what kind of shrine ideas? My take is that its an evil shrine for the level 3 CLR and/or the higher-level boss of the level 3 CLR (who is, afterall, just a WM). In Henry's game (when I first rekeyed 1-18), I hadn't decided if the evil fungus druidess was serving Zuggytmoy or not; if so, the evil shrine was going to be for a non-TOEE-related figure, but I hadn't had to make that decision yet. I didn't have anyone specific in mind, so probably would have ended up as one of my the more common/known demon prices (ideally, one that would contrast with the druidess/Zuggtmoy too)---Orcus (an obvious choice, given the ghouls), Yeenoghu (ditto, in which case I'd change the hobgoblins to gnolls)---or perhaps one of the evil gods in Greyhawk (Beltar, Hextor, Incabulos, Eurythnul all potentials). In Ethan and Henry's after-school game (for which I used much of the same key, but added the expanded rooms too; they were not present when Henry first encountered the monastery dungeon), the PCs have not yet encountered the druidess, and I was toying with the idea of the evil shrine being to Asmodeus (I don't generally use devils nearly as much as demons), Incabulos (less likely, since I create a holy site for him in The Black Reservoir level), or perhaps Wastri (who's a nice fit for the marshes outside, and I developed some Wastri vs. Daern/Joyhdee animosities). Again, however, I have not needed to decide yet here either Also, I notice that in one of the fire beetle rooms {#12}, that the 10' x 10' square circumscribing the #12 is shaded darker - might this be an indication of a trick, trap, treasure, or low-walled or sunken area? Any ideas? A sunken area fire beetle nest where the evil Druid is feeding the fire beetles in order to harvest their glands? Some other purpose from the original monastery cellars? A vertical shaft to the lower caverns that fire beetles and other critters use? A well starting from the surface above continuing deep to an underground river/lake in the caverns below? All seem like reasonable possibilities, Dave. I've always assumed that the outlining was the edge of the #12 paper/sticker/whatever when it was pasted onto the map during layout. Inserting sunken/open pits or some sort of edged open space sounds cool to me---perhaps the monks lowered salted meats in barrels/tuns into the two holes in 12 and 13 via big chains/winches, which then located them in the underground stream's lower courses (using the stream like refrigeration). The secret door connecting #28, 29, & 30: is it a pivot either way type of door to open from #28 to either counterclockwise #29 or clockwise #30? Or does it first need to pivot clockwise to open #28 to #30, and then need to be activated a second time, by the abbot's key, in order for it to pivot clockwise a position further to connect #30 to #29? Would you envision that the treasure room for the former monastery is yet of unknown location by the 3rd level evil cleric and his hobgoblin mercenaries, perhaps with tricks/traps and/or undead guardian(s)? I've always assumed the pivot was binary: 28 opens into either 30 (most of the time) or 29 (with the Abbot's key). The idea of requiring a second activation seems reasonable to me, and could helps to disguise the 5' wide opening from 28 into 30, perhaps (which, along with the shape of the intersection walls immediately following, may tip-off observant players that there's more to the secret door than meets the eye!). IMC, I the evil clerics have not discovered the entry into the lower level or the treasure room, the 2A map or key. They may know that one or both exists, but don't have them or know of likely locations for them. Given the increased traffic/usage of the upper portion of the first level, if the clerics have investigated 2A, they haven't seen/discovered the bones/scroll tube. (I assume that they use the exit from #39 rather than the entry at #1). I've always assumed that the monastery was a good one, corrupted by evil powers during/after its fall. So I don't imagine undead guardians in the treasure myself, but glyphs of warding are likely, at the least. Are the ghouls in #24 coming up from the lower caverns via this secret entrance, that the evil cleric is yet unaware of? Are the ghouls allied with the evil cleric and hobgoblins, or are they contesting within the crypt area? The ghouls positioned at #24 seem to be in an ideal position to cut off the evil cleric and his mercenaries from much of the crypt area, and also the lower caverns below - perhaps the evil cleric is searching for the rumored huge fire opal, and will attempt to dupe an interloping PC party into cooperating with his minions against the ghouls in order to accomplish his objective? Maybe the evil cleric and hobgoblins originally accessed the crypt from #39, and have since hidden the #39 egress route, and now maintain a strong guard force just east of #24 to hold of the ghouls? Maybe the evil cleric is negotiating with or attacking the bandits and goblins in the non-crypt area in order to gain allies, whether alive or undead, to overcome the ghouls? Perhaps the evil cleric is a lawful evil devil worshipper, a half-orc necromancer, or both? I like your use of two evil factions active in the ruin, Dave: definitely makes the site more dynamic. My original idea was the that evil clerics were in charge of the ghouls, or at least controlled them via turning/commanding them into service. Pitting the evil ghouls (remnants of the original evil forces that corrupted the monastery, or perhaps the site was originally dedicated to an evil cult) vs. the clerics (as a different evil force, opportunistically invading the site to plunder/despoil it) is a good one. If I was to pursue this angle, I'd likely make the evil forces LEs vs. CEs or rival faiths (Orcus vs. Wee Jas, Zuggtmoy vs. Lolth, etc.). Dungeon #84's treatment of the sample dungeon (written by Jonathan Tweet for d20/3e) staged the monastery backstory as originally evil in nature. Might be useful for inspiration. Maybe the evil cleric needs the huge fire opal in order to complete a geas to reactivate/activate a devil statue shrine that has been discovered/created? I wonder if the 1e PHB cover is actually depicting the two people on the devil statue sneakily inserting a huge fire opal into the eye socket, activating/reactivating the shrine unbeknownst to the unsuspecting PC party in the foreground?!!!! It appears from the picture that they may truly be trying to push a huge fire opal into the devil statue eye socket, instead of trying to pry it out and steal it? A nice alternative interpretation!---I hadn't considered that possibility before What kind of traps did you place in #5, 29, 36, & 39? What kind of tricks did you put in #26 & 28? #5 has a poison needle on the bandit leader's treasure chest (fail and sleep for 3-18 hours). I didn't design the others, just flagged them (although 28 is obviously the trick secret door). What kind of magic fruit is on the tree at #16A - is the tree a relic from the former monastery or is it planted and tended by the evil Druid? Both. The tree's fruits have varied random effects, as follows. First, roll 1d6: 1-3 = Table 1, 4-5 = Table 2, 6 = Table 3. Table 1: roll 1d8 1-3 = +1 to random stat for 1 month 4-6 = -1 to random stat for 1 month 7 = +2 to random stat for 1 year 8 = -2 to random stat for 1 year Table 2: roll 1d8 1-2 = save vs. P/P/DM or pass out via feign death for 4-16 hours 3-4 = save vs. P/P or turn to random animal for 1-4 days 5-6 = save vs. R/S/W or turn random colors for 1-4 months 7-8 = save vs. BW or physically change shape (chaos mutations?) for 3-6 months Table 3: roll 1d8 1-2 = take 2-12 damage (1/2 if save vs. poison) 3-4 = take 3-24 damage (1/2 if save vs. poison) 5-6 = save vs. poison or die 7 = save vs. poison; save = gain 1-4 hp permanently, fail = take 2-12 damage, of which 1-4 hp lost permanently 8 = save vs. spells; save = gain 1 level permanently, fail = lose 2500 XP or 1/2 level (whichever is greater) The druidess knows some of the powers of the fruit, and tends the tree accordingly. She sees it as a divine test for herself and others. (Her Wis was reduced by the tree by -2 for a year, and she has been knocked out by it, and also poisoned by it). Who is responsible for placing the various 'learning features' you added: illusionary wall, audible glamor, possible magic mouth, teleporter, concealed door at bottom of the pit in #18 leading to hidden corridor connecting #25 & #34, and pair of portcullises? These were placed by me, to help teach the new players some of the standard features of a Gygaxian/Kuntzian dungeon. Definitely not done by the original denizens with that intent Why is the door at the north end of room #22 barred from the outside? The goblins from 8 and 9 barred it to secure their lair (and escape route via the one-way secret door between #1A and #7). Are those barrels in the hall that approaches #5 & #6 that bandit guard(s) with light crossbows are using to provide cover for opposing missle fire? No, that's a portcullis (controlled from #6's wall lever), as is the similar symbol at #10 (controlled by a lever on the south wall 10' east of #10). The portcullis between #22 and #16 is permanently down, with the lever located in #16 broken off in the "down" position. Is the shrine in secret room #38 established by the evil cleric or is it yet undiscovered by the evil cleric? Who is the secret shrine dedicated to? I haven't decided yet, see above. Allan.
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Post by davegibsongreyhawkdm on Feb 18, 2018 19:50:56 GMT -5
Ok gotcha Allan: my son is turning 24 in February and the age range of the players in this new WOG campaign are 20 - 25. My 1-1/2 year old grandson spotted my 1e PHB cover and said 'dog!' I said 'demon' - wouldn't want him to be confused! My grandson {2 years old in April} is already infatuated with my DM dice...I found one d6 and d8 he had played and left in the middle of the floor, and couldn't find the rest of my dice...then I found one of my shoes filled up with all my remaining dice...I think he is a future AD&D gamer!
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Post by grodog on Feb 24, 2020 21:37:28 GMT -5
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Post by Scott on Feb 27, 2020 22:29:10 GMT -5
Nice work, Allan. I’ve started a bunch of campaigns around there. What settlement are your PCs starting in?
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Post by grodog on Feb 29, 2020 23:30:48 GMT -5
Nice work, Allan. I’ve started a bunch of campaigns around there. What settlement are your PCs starting in? They're in a small logging thorp named Ellorn. Allan.
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