Thursday, August 24, 2017

You guys have no idea how much myself and my two remaining players miss this game. We have been down so long I almost forgot how to roll a 20 sided ..... almost lol. So much has happened with us, I am not even sure where to begin ........ Well, noone is dead thank god all is well, everyone is alive and kicking. Lets start with myself. I have made a major life change, and moved to a brand new location which I am actually very very happy with. I just now got everything together where I can consider myself 100% moved into my new place.
The three of us have decided we are giving up on trying to hold a local group together and have all agreed that we should take our gaming to the digital world and give that a try. None of us have done any type of RPGing online so this will be a first for all of us. We want to start with myself as DM and Joe and Jennifer as players and get the adventure started.

From after the first session I will post our gaming session videos to the public and pick two more players up. Currently we are waiting on my husband and wife player combo to get new fiber optic internet which should be within a month maybe two so stay tuned, we have not went anywhere guys.

Saturday, August 19, 2017

Content Information: The Lost Realms
I have gotten several emails from followers of this blog asking about specific areas in my homebrew setting mostly due to me not having everything detailed myself. So what I thought I would do is do a post with detailed information covering my homebrew setting and what is going on in those areas.

After this initial post, everytime I add anything new to this post, I will delete this post and repaste it with the additional information in a brand new post so everyone gets a notification of new content being added to my blog, so without further delays .......

As of Right Now: Current Map - Right Click/Open New Window (Expands the Map)
Right click above map, open in new window then click the map to enlarge.

This section of land has been greatly inspired by Middle-Earth. I like the idea of a large section of the map having two major cities controlling surrounding lands. Both not really allies with the other yet both threatened by the same evil, which is the lands of Darkhold located within the Dreadlands. The city of Mythos is basically symbolizing what Gondor is within Middle-Earth and Rowin Symbolizes what Rohan is in Middle-Earth, neither being strong enough by themselves to fight off the forces of the Dreadlands.

The Dreadlands is basically a homebrewed Mordor full of Orcs, Elite Orcs and other foul creatures and beasts. A future "epic" campaign adventure will take place here in the future pretty much running like the Lord of the Rings trilogy did but with a different storyline.

A Middle-Earth theme region of land was added to my homebrew simply because I love Middle-Earth and all six Middle-Earth movies and want to let my players experience something similar to the movies for themselves. More details will be added to the map as I develope the setting.

This region is why the Lost Realms setting is pretty much consisting of regions of lands all broken up into sections. Many years in the past the Gods rose up against the One God who was trying to destroy the realms in order to lash out at the other Gods by destroying there children.

The One God was far more powerful than the other Gods so the pantheon formed an alliance and defeated the One God, magically trapping him beneath the massive oceans. The agreement was once the One God was put down, the dieties would no longer get directly involved with the affairs of mortals. This entire event is now known as "the Sundering". More details will be added to the map as I develope the setting.

This region was inspired by the World of Dragonlance. The Darkenwood as shown on this map is basically going to be identical to the Darken Wood on Krynn. The Wizards of High Sorcery will of course not be here, but instead this will be the home to the native Elves of this setting. The Elven capital city is also underground, located inside the mountain range .... I guess you could say it is similar to how the Elves are in Middle-Earth.

Yes I know ... another Middle-Earth reference, but hey, who doesn't like Middle-Earth? After the Sundering was over with, the Elves enclosed themselves within the borders of Darkenwood effectively closing themselves off from the world. More details will be added to the map as I develope the setting.

This section will be consisting of independent cities, towns and villages. Hommlet will be the starting location that kicks off a future epic adventure starting with Temple of Elemental Evil. Possibly including the Slace Lords modules, as well as moving into the Giant trilogy, the Drow Elf trilogy and finishing everything off with Queen of the Demonweb Pits.

This is a work in progress mind you, but it will eventually happen .... and as you might tell, This region will be inspired by the World of Greyhawk setting.

The next section will detail how I plan to run this series of adventures. More details will be added to the map as I develope the setting.

This will be the region that the above mentioned adventures will take place in. In the end I plan to have a large scale war basically set up exactly how the Greyhawk Wars storyline ran. This will be a massive affair orchestrated by the Drow of the Underdark.

The Drow will organized Orcs, Goblins, Ogres, Giants and other mean nasty beats and wage a massive war on the eastern section of the Realms. Many details to still be worked out. More details will be added to the map as I develope the setting. I plan to have the Drow Elves be a major driving force for evil within the Lost Realms, and I have even thought of doing an actual Drow adventure, where the players play Drow Elves that eventually leave the Drow population and flee to the surface, but this is a long way off. The Drow Elf City of Erwyndran is basically going to be a spitting image of Menzoberranzan from the Forgotten Realms. I figure if I want to have Drow Elves, why not model them off of the badest Drow Elves around.

More Information Coming Soon!

Friday, November 25, 2016

As told below ... holding a group together these days is nothing less than pure murder. Jobs, relationships and just being adults with lives makes it near impossible to maintain a steady gaming group. We have went through numerous other people that have come and gone (and don't misunderstand me)
I am glad to have had them be part of our group but in the end there have been two people who have stood beside me since day one and those two people are Joseph and Jennifer Rhoden.

This husband and wife combo has been an awesome pair of people to have the honor of gaming with. It's a rare thing in life when you find people with common interests as you and remains friends for as many years as we have been friends. I figure with all of this being said these two deserve to be able to play, even if it's in a two player adventure, so I have worked up something just for them and we will see if this thing plays out in a fun way. Down the road if others want to join in, we will insert them into the group as we play. Stay Tuned!

Sunday, October 16, 2016

The City of Erwyndran
Introduction Storyline

The Fabled City of Erwyndran is a dangerous place, far from the comforting light of the surface. Treachery and betrayal are the bywords of negotiation, and the Drow demand subservience from all who dare intrude into the subterranean empire of evil. Just over 32,000 Drow call Erwyndran home and the Drow of this city are among the most hardiest, cunning and deadliest living in the Underdark.

The ruling council of Erwyndran is small for a city of this size - Eight houses rule, rather than the more usual nine, twelve, fourteen or even sixteen for a city of this size. On the other hand, Erwyndran are more tightly-knit populace than most, because they all dwell in one vast natural cavern. Most Drow cities have inherent prejudices and rivalries, as citizens grow up in various caverns and linking passageways, and citizens are judged or ranked by where they come from. Even with this large population, the cities population is still a well united.

The worship of Lolth (called "Lloth" in other settings) dominates the city of Erwyndran.

There seems no higher purpose in the lives of most citizens that to rise in the service of the Spider Queen - until she claims each life, in turn. Most Drow develop a bobby or interest to call there own (from mastery of a particular weapon to collecting certain gems or fine books) but these can be weaknesses if a rival can find a way to exploit them.

With Lolth worship comes female dominance. Males of the city tend to excel in the few things they are allowed to excel in: fighting, wizardry and dirty jobs related to trade, building and food. Males who enjoy home or the worship of Lolth turn their efforts to mastering the arts or sculpture and design (and if magically talented, glyphs and House defensive traps) and to excelling at songs and praise of the Spider Queen.

Restless males tend to gravitate to the study of Sorcere (which can involve being cloistered away from most House politics for their entire lives), or towards life as a merchant traveling through the perilous Underdark to and from other cities and trade points within the Underdark, sometimes (although rare) to the surface. (Mantol-Derith, beneath the city of Candledeep, is one such neutral location used by the Underdark and the surface for trading)

On rare occasions it is worth making the long trip to Mantol-Derith, and the destinations great dangers, for the scarce and wonderful wares - such as spell components that can be bought there.

Except for individuals of great beauty, or who show great aptitude in the arts of war, sorcery or artisanship in a valued field, the preceding notes on choices of life apply almost exclusively to Drow nobles: commoners do as they are told, forming the bulk of the drudge labor, House servant, and common soldiering tasks as servants of the nobles Houses. No Drow citizen of Erwyndran is ever oficially the "Slave" of another Erwyndran, but a great many male Drow are slaves in all but name. (Drow battle captives won or captured outside the city can be held openly as slaves).

The commoners only avenues to freedom lie in escape from the city, or in developing skill and reputation (and thereby, work) as Hunters, Mercenary Warriors, or Traveling Merchants. All of these routes to a better life lead into the dangerous wild Underdark, few survive long enough to enjoy any successes. Commoners with exceptional skills are usually adopted by the noble House they serve, or (more rarely) by the first ranked house of Erwyndranto notice there skill and seize them. They receive the House name, sponsorship, and a position - a Precarious one, based on performance and the whim of the ruling Matron of the House.

In the case of a male Drow of great beauty awarded the position of "Patron" (Consort to the Matron), this is all too literally true. Some sadistic matrons take new Patrons every night, having the twisted, disfigured remnant of the last Consort fed to House animals, slain out of hand, or put to menial labor to be slowly worked to death.

Perhaps the best road to independence for a Drow lies in Sorcery. House Wizards (and even more so, House members studying in Sorcere, shielded from daily contact with non-Wizards) are treated with "some" respect by even the most aggressive females. One can never be sure of the power of a Drow wizard - until it is too late. Drow wizards always look to there own defense first, and are able to hide powers and magical preparations even from the watchful Priestesses of Lolth.

Female Drow often throw themselves with energy and zeal into the endless, vicious intrigue and politics of the city. The bodies of many mark every twist and turn in the fortunes of the Houses, and the everchanging favor of fickle Lolth - but for every Drow female who falls, fifteen to twenty males meet doom. If life is so dangerous, and Drow are forced into endless strife against Drow, how does Erwyndran not destroy itself? The answer lies with Lolth. If one believes her faithful, the cruel Spider Queen pits Drow against Drow solely to improve and strengthen her people, making the survivors ever stronger, wiser, and better able to serve her. Lolth also helps her people from time to time (though seldom directly, especially in House vs House internal conflicts).

Matrons can ask for information from her dreaded handmaidens, the Yochlol, but any faithful Erwyndran Drow who calls on Lolth in need may receive a one time Cure Light Wounds, Neutralize Poison, or any other spell-power possessed by Drow even if the supplicant can not yet, or never will be able to, wield such powers or has exhausted his or her daily ration of them. Such aid is always temporary, and accompanied by a spider. Lolth always exacts her price later: often a difficult, dangerous mission or service. Alternatively Lolth may send spiders to attack a foe or some beleaguered Drow and this form of aid does not cost anything.

The Fabled City of Erwyndran is a seething power house of Lolth worshipping, tirelessly evil Drow, striving for supremacy in the eyes of the Fell Spider Queen, "An ant hill of arrogant evil" as some have called it and thus begins the journals of the "Darkness Reborn" Underdark campaign.

The Fabled City of Erwyndran

Erwyndran is a Drow city of more than sixty thousand population. The marble cavern of the city is dome shaped and more than two miles in diameter. A large lake lies in the center of the cavern beneath the main platform of the city itself and is fed by two freshwater rivers and drained by a third. The rivers left large plateaus upon which the Drow dwelt slaves often dwelt in caves along the shores of the lake. The city's three plateaus are each dominated by the eight nobles houses. The city itself is located over two miles beneath the surface. Numerous tunnels lead to the surface allowing the Drow access to the surface throughout the realms.

Erwyndran is located in a huge egg shaped cavern, some two miles wide and over a thousand feet high. The city was mainly carved from calcite and it is filled with a violet faerie fire aura. Buildings are often covered with the city's main motif: the spider, in honor of Lolth. The roof of Erwyndran is covered in paths. Some homes were 1,000 feet above the floor. Ceiling houses have great magic enchanted into them to prevent them from falling, and many are empty. An enchantment in the city cavern reduces echos from all the noise. There are a fixed number of buildings in Erwyndran, meaning that the poorer areas are extremely crowded. Noble houses, once destroyed or abandoned, are not permitted to be reoccupied, meaning that there are a number of abandoned compounds both on the surface and roof of the city cavern.The city has around a hundred gates, all guarded. These gates lead into the myriad tunnels surrounding the city.

The Ruling Houses
Rank: 1st House Duskrym
Matron Mother: Bane Duskrym
House Females: 71
Priestesses: 52
High Priestesses: 19
House Males: 20
Warriors: 5
Wizards: 5

Drow Force: 350 Elite Foot (Female), 700 Archers, 1,200 Foot, 400 Lizard Riders
Slave Force: 300 Goblins, 300 Orcs, 100 Gnolls, 150 Bugbears, 100 Ogre, 75 Minotaur
Rank: 2nd House Rasta'Thal
Matron Mother: G'eldra Rasta'Thal
House Females: 50
Priestesses: 6
High Priestesses: 14
House Males: 17
Warriors: 4
Wizards: 13

Drow Force: 250 Elite Foot (Female), 50 Elite Foot (Male), 500 Archers, 1,000 Foot, 250 Lizard Riders
Slave Force: 200 Goblins, 200 Orcs, 100 Gnolls, 100 Bugbears, 100 Ogre, 50 Minotaur
Rank: 3rd House Khalazze
Matron Mother: Lirial Khalazze
House Females: 45
Priestesses: 32
High Priestesses: 13
House Males: 15
Warriors: 6
Wizards: 9

Drow Force: 300 Elite Foot (Female), 75 Archers, 75 Lizard Riders
Slave Force: 600 kobold
Rank: 4th House Telanna
Matron Mother: Guillara Talenna
House Females: 27 Priestesses: 22
High Priestesses: 5
House Males: 18
Warriors: 12
Wizards: 6

Drow Force: 100 Elite Foot (Female), 200 Archers, 300 Foot, 150 Lizard Riders
Slave Force: 400 Goblin, 100 Goblin Archers, 100 Orc, 100 Bugbear, 100 Trolls
Rank: 5th House Elsparssa
Matron Mother: Faer Elsparssa
House Females: 19
Priestesses: 14
High Priestesses: 5
House Males: 22
Warriors: 21
Wizards: 1

Drow Force: 60 Elite Foot (Female), 100 Archers, 80 Foot, 20 Lizard Riders
Slave Force: 200 Goblin, 100 Goblin Archers, 100 Orc, 100 Bugbear
Rank: 6th House Zaphra
Matron Mother: Jhulae Zaphra
House Females: 16
Priestesses: 12
High Priestesses: 4
House Males: 7
Warriors: 2
Wizards: 5

Drow Force: 100 Elite Foot (Male), 100 Archers, 150 Foot, 50 Lizard Riders
Slave Force: 200 Goblin, 200 Goblin Archers, 100 Orc, 100 Bugbear
Rank: 7th House Yril'Lys
Matron Mother: Kirria Yril'Lys
House Females: 11
Priestesses: 8
High Priestesses: 3
House Males: 6
Warriors: 3
Wizards: 3

Drow Force: 100 Archers, 100 Foot, 50 Lizard Riders
Slave Force: 200 Goblin, 100 Orc, 100 Bugbear
Rank: 8th House Argitha
Matron Mother: Imrae Argitha
House Females: 11
Priestesses: 7
High Priestesses: 4
House Males: 5
Warriors: 2
Wizards: 3

Drow Force: 50 Elite Archers, 100 Archers, 100 Foot, 50 Lizard Riders
Slave Force: 200 Goblin, 200 Goblin Archers

Friday, October 7, 2016

The Village of Eveningstar
Inspired by "Haunted Halls of Eveningstar" but recreated for the Lost Realms setting.

The small, quiet, beautiful village of Eveningstar lies east of Darkenwood and west of the Dragonspine Mountains. Eveningstar is a prosperous farmers market and travelers way-stop, lying within a rocky gorge (known as Starwater Gorge) that carries the river Starwater down from the Gulf of Howling Souls to the north (and provides an easy route up through the northern mountains to reach the coast).
Starwater Gorge is the only major break in the Stonecliff, a craggy limestone area that rises like a wall around the gorge itself. It prevents easy access from the north and is the only entrance to Eveningstar from the north by which mounted riders or livestock less agile than goats and sheep can travel through. The gorge is thickly grown with thickets and shrub trees.

The village of Eveningstar is full of trees and gardens. It rises out of the surrounding farms "like an orchard with buildings in it" as some might say, dominated by the stonecliff and the prosperous farm of the spired temple of Saint Cuthbert in the mouth of the gorge. It is one of the beauty spots of the Realms that was left unharmed by the great cataclysm known for soft, glorious summer skies. Some say Saint Cuthbert himself stood over the village and protected it from harm during the cataclysm.

To Bards and Sages, the area is known as "The Evening Lands", but to the locals, that term is just so many fanciful "Highnose-Words", and evokes snorts of ridicule. The many woodlands and plains of the countryside provide homes for various game, pheasant, rabbits and deer. Boar were hunted locally, but are seldom seen south of the Stonecliff these days.

The nearby woods are mainly Chestnut, Elm and Oak, with a few Shadowtops (giant trees with feathery, vivid green leaves with coppery undersides). Their fibrous wood is useless for carving, but is valued in rope-making and for cooking, as it burns hot and with little smoke. Once plentiful, the Shadowtops have almost been cut down, but the vast wood south of Eveningstar (in which brigands, stirges and worse are said to lurk) has been named for them. To most folk of this region, the central wood is known as "The Lords Forest" but to an Evenor (the old formal term for a native of Eveningstar), it is, and always will be, "The Shadowood".

Maea "Iron Eyes" Dulgassir

Name: Maea Dulgassir
Location: Eveningstar
Trade: Owner of Low Lantern Tavern
Class: Wizard
Race: Human
Alignment: Chaotic Neutral
Hit Points: 16
Level: 4

STR 12 INT 17 DEX 15 CON 15 WIS 11 CHA 12 CMS 13

Languages: Common, Human, Bugbear, Dwarf

Weapon Proficiency: Quarterstaff
Attacks Round: 1/1
Magical Items: +1 Dagger, Bracers of Defense AC4

Arnold Tethyr

Name: Arnold Tethyr
Location: Eveningstar
Trade: Master Harness-Maker
Class: Warrior
Race: Human
Alignment: Lawful Neutral
Hit Points: 14
Level: 2

STR 15 INT 13 DEX 14 CON 12 WIS 10 CHA 9 CMS 9

Languages: Common, Human

Weapon Proficiency: Quarterstaff
Attacks Round: 1/1

Syndair Thorn

Name: Syndair Thorn
Location: Eveningstar
Trade: Dress Maker Shop
Class: Wizard
Race: Human
Alignment: Chaotic Good
Hit Points: 18
Level: 5

STR 11 INT 18 DEX 16 CON 16 WIS 10 CHA 12 CMS 13

Languages: Common, Human, Orc, Dwarf, Troll, Kobold

Weapon Proficiency: Quarterstaff
Attacks Round: 1/1
Magical Items: +1 Quarterstaff, +1 Dagger

Saturday, October 1, 2016

Cyric Blackstaff

Name: Cyric Blackstaff
Class: Wizard
Race: Human
God: Unknown
Alignment: Neutral Good
Hit Points: Unknown
Height & Weight: 5'10", 130 lbs
Level: Unknown

STR 10 INT 19 DEX 18 CON 16 WIS 12 CHA 12 CMS 12

Languages: Common, Dwarf, Human, High Elf, Wood Elf, Dwarf, Draconic, Orc, Kobold

Weapon Proficiency: Quarterstaff
Attacks Round: 1/1
Magical Items: Unknown

Cyric Blackstaff has been a resident of the Village of Eveningstar for as long as can be remembered. He is not at all social and tends to keep to himself. Cyric is officially retired from the Knights of Myth Drannon at this time due to his age making it hard for him to travel great distances. He settled in Eveningstar and has not had issues of any kind with the village and in fact has been seen often dining with Lady Tessaril Winter on many occasions. The two appear to be good friends.

Numerous times Cyric Blackstaff has defended the village against evil and at times has went out and destroyed evil that has threatened Eveningstar. Not much else is known about this Wizard but it is apparent he is very powerful. He resides within a 3 story Metal tower on the outskirts of the village. The tower itself is approx 30 feet high and 20 feet across. Some village folk have gone on record by saying the tower seems to change locations from time to time, always seeming a few feet off what it was the day before and on rare occasions the tower simply vanishes from sight only to return at random times later. Local rumors say it's just Cyric having fun at the village folks expense.