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

ABILITY SCORES
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

ABILITY SCORES
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

ABILITY SCORES
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

ABILITY SCORES
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.

Friday, September 30, 2016


The House of Morning

Much of Eveningstar's prosperity and peace is due to the quiet, diligent work of Saint Cuthbert's clergy who loan needy farmers and enterprising citizens funds, following the creed of the Morninglord.

Adventurers may find hire at the temple as strong arms to guard valuables or important visitors, or to strike at brigands, monsters, and the Black Network. The temple is always ready to heal or raise those who can pay. The twenty eight various russetrobed acolytes always summon the Priest Myrkyr to deal with adventurers.

Name: Myrkyr
Class: Cleric
Race: Human
God: Saint Cuthbert
Alignment: Chaotic Good
Hit Points: 38
Height & Weight: 5'10", 150 lbs
Level: 7

ABILITY SCORES
STR 16 INT 14 DEX 16 CON 18 WIS 18 CHA 12 CMS 14

Languages: Common, Dwarf, Human


Weapon Proficiency: Quarterstaff
Attacks Round: 1/1
Magical Items: +1 Quarterstaff, 2x +2 Ring of Protection, Bracers of Defense AC6

If a situation becomes difficult, Myrkyr calls on Jelde Asturien, a Priest of Saint Cuthbert, (The Temple Seneschal), a wary, sarcastic, retired Knight of Myth Drannon. Jelde began his adventuring career in this region and knows the area well. Any tales PCs tell of their exploits will come to his ears; the truth of these tales will be apparent by his reaction.

Name: Jelde Asturien
Class: Cleric
Race: Human
God: Saint Cuthbert
Alignment: Chaotic Good
Hit Points: 62
Height & Weight: 5'11", 168 lbs
Level: 11

ABILITY SCORES
STR 12 INT 10 DEX 16 CON 16 WIS 17 CHA 12 CMS 12

Languages: Common, Dwarf, Human, High Elf, Lightfoot Halfling


Weapon Proficiency: Quarterstaff
Attacks Round: 1/1

Magical Items: +3 Morningstar, +4 Ring of Protection, Bracers of Defense AC2, +4 Field Plate, Cloak of Elvenkind



Aeryn Silverheart

Name: Aeryn Silverheart
Class: Paladin "Knight of the Heart"
Level: 18
Race: Human
Alignment: Lawful Good
Hit Points: 123

ABILITY SCORES
STR 15 (18/00 Gauntlets of Ogre Power) INT 14 DEX 18 CON 18 WIS 12 CHA 15 (18 Full Plate of Command) CMS 15

Mount: Heavy War Horse - Full Plate Barding

Magical Items: +5 Full Plate of Command, +5 Holy Avenger, +3 Vorpal Longsword, Gauntlets of Ogre Power, Bag of Holding, Ring of Feather Fall, Ring of Regeneration, Holy Symbol of the Heart


Holy Symbol of the Heart: The symbol grants the wearer the combined effects of the Bless & Protection from Evil spells, which can be called on once per day

Paladin Spells: Light, Remove Fear, x2 Cure Light Wounds, Speak With Animals, Silence 15' Radius, Know Alignment, Resist Fire, Dispel Magic, Prayer, Cure Blindness, Continual Light, Detect Lie, x2 Cure Serious Wounds, Raise Dead, x2 Cure Critical Wounds

BACKGROUND
Aeryn Silverheart is the current leader of the Knights of the Heart. She is formerly a member of the Knights of Mythos. Aeryn became disillusioned with the Knights of Mythos. She felt that there should be more attention paid to aiding those who were victims to the forces of darkness, but she got caught up in politics and was unable to lend aid.

Aeryn soon left the Knights of Mythos, searching for the answers to the questions in her heart. Her Goddess visited Aeryn in a dream, in which Aeryn saw a new knighthood – one that was not so much a military organization, but more so a group of guardians and protectors, who were sworn to bring the power of healing to the world.

Aeryn dedicated herself to this vision, and soon the Knights of the Heart were born. Aeryn brought the basic ideals of honor to the Knights of the Heart, while tempering those ideals with compassion.


Lady Olivia Tybressa

Name: Lady Olivia Tybressa
Title: Lady Tessaril Winter's ... "Woman"
Class: Cleric
Race: Human
God: Saint Cuthbert
Alignment: Chaotic Good
Hit Points: 76
Height & Weight: 5'9", 120 lbs
Level: 11

ABILITY SCORES
STR 12 INT 11 DEX 16 CON 16 WIS 18 CHA 15 CMS 16

Languages: Common, Wood Elf, High Elf, Dwarf, Human


Weapon Proficiency: Specialized Quarterstaff
Attacks Round: 1/1
Non-Weapon Proficiency: Alertness
Secondary Skill: Reading/Writing

Magical Items: +3 Staff of Curing, +2 Elven Chainmail, +1 Dagger, Boots of Elvenkind, Rope of Entanglement, Cloak of Elvenkind


Lady Tessaril Winter

Name: Lady Tessaril Winter
Title: Lord of Eveningstar
Class: Dual Class: Warrior/Wizard
Race: Human
God: Saint Cuthbert
Alignment: Chaotic Good
Hit Points: 96
Height & Weight: 6'0", 148 lbs
Level: 10/12

ABILITY SCORES
STR 15 INT 18 DEX 18 CON 16 WIS 14 CHA 17 CMS 17

Languages: Common, Wood Elf, High Elf, Dwarf, Orc, Troll, Human, Chaotic Good


Weapon Proficiency: Double Specialized Longsword (+3 +3), Shortsword
Attacks Round: 3/2
Non-Weapon Proficiency: Alertness, Danger Sense, Foraging
Secondary Skill: Hunter/Gatherer

Magical Items: Amulet of Proof Against Detection and Location, Wand of Magic Missles, +4 Longsword, Necklace of Magic Missles, 8 Potions of Extra Healing, +3 Shortsword of Wounding, +3 Dagger, Cloak of Elvenkind, +2 Elven Chainmail

The Lady of Eveningstar is a beautiful woman, very perceptive, considerate and utterly loyal to the people of Eveningstar. She has dark shoulder length hair and is of slim build. She is agile, and can move silently as an Elf does. She prefers to wear a more simple style robe, lose fitting, and casual when she is not off adventuring. Tessaril has a full arsenal of spells memorized at all times and has access to many more spells from her spell book. When she expects trouble she will be very well prepared.

Tessaril is soft-spoken, quick to find amusement in life, and easy-going. When she gets angry, she is apt to turn whitefaced and quiet. She gave up her adventuring career "for the most part" to serve the village she loves and put away thoughts of becoming a powerful Wizard, but she still enjoys acquiring new spells and using those she knows to keep the peace and seek out evil intrigue.

Tessaril enjoys her work; she is proud of Eveningstar's peace and beauty, as well as her friendships with the locals. The people love her, and she knows it. When not using her spells or wits to keep watch over the village, Tessaril enjoys using spells to help or entertain children. She also enjoys dancing in the evenings, with the men of the village, many of whom are helplessly in love with her (and will fight to the death for her).

Tessaril is fond of fried snake, venison, and the amber firewine of the City of Gateway, but is quite content with more ordinary fare: roast beef or pork, and beer or the semisweet white wine of Eveningstar.

Lady Winter has a soft spot for adventurers, fondly remembering her own career, and is apt to give them the benefit of the doubt. She keeps a close watch on all such types who enter her territory, knowing adventurers can be a source of rapid and ever-growing trouble.

Tessaril owns a powerful magical item of healing: the Iron Helm of Heroes. it has been known to perform very powerful healing to those in need. Tessaril dwells in a large stone house that has a porch running along its entire front. It includes several cozy rooms to house important visitors, and a cupola (her favorite vantage-point).


Eveningstar Guard

Eveningstar Guard
Commander: 8th Level Warrior
• 45 - 1st Level Warriors
• 8 - 2nd Level Warriors
• 5 - 3rd Level Warriors
• 9 - 5th Level Warriors

Monday, September 26, 2016


Local Lore of Eveningstar

Harsh winters are known as wolf winters, named for the wolves that come down the gorge from the Stonelands to hunt in Cormyr. All year long, their far-off, haunting howls can be heard by night.

Of old, when men were fewer and the rule of kings not so heavy of hand and long of reach, many mages dwelt near Eveningstar, in its woods or in small, nowruined towers or caves on the edge of the Stonelands. The spells and magics of these wizards are still sought by many hopeful adventurers, and at least one adventuring band arrives each summer to try its luck at gleaning treasures from the legendary Haunted Halls. (Notably fewer stalwarts arrive to explore the Halls in winter.)

Partway up the western side of the Eveningstar gorge is the entrance to the Halls. The Halls are actually a subterra-nean stronghold built by dwarves long ago for the human bandit lord Rivior, but since have become home to kobolds and worse. Rivior died some two hundred winters ago when Enchara, Warrior- Queen of the fledgling realm of Esparin (since absorbed by Cormyr), knowing Rivior ?s band to be short of food, tricked them out into the winter snows with a false food caravan and slew the bandits to the last man.

The deserted hold soon became home to monsters (lured in to discourage intruders, some say, by evil mages who took abode in the Halls), and was often visited by adventurers. The undead remains of some of these intrepid souls gave the former bandit hold its present name.

One of the most famous tales of the Halls is the titanic battle between the young, unproven Knights of Myth Drannor (exploring the Halls was their first foray) and the evil mage Whisper. Another tale is the explosive encounter in front of the Halls between The Company of the Unicorn and a circle of nine levitating, fireball- hurling, black-robed mages.

Despite continuing patrols, the Haunted Halls remain home to many dangerous beasts. Folks whisper that fell Zhentarim wizards dwell there, and it is their magic that lures or attracts (and heals, and trains) the monsters. There are also ongoing local problems with trolls, particularly to the east, in the caves known as The Caverns of the Claws.

Farther up the gorge from the subterranean Halls is a now-ruined keep that was Rivior?s first home. Most visitors miss the true Halls entirely, thinking this ruin to be the Haunted Halls instead. Rivior wanted them to think so, too. After abandoning this cold, drafty castle, he had the dwarven stonebuilders incorporate many nasty traps into its rooms and passages; most still await the unwary. Locals call this the Killing Keep, and the wind-torn bones of many would-be-rich treasure seekers, caught in its traps, grimly attest to the fitting nature of this name.

Sunday, September 25, 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".

Saturday, September 24, 2016



Known Members of Kayne Enterprises
Some Character Information Kept Private For Game Purposes!

No background was given due to the need for them being an unknown organization to the players themselves. This organization will be interacting with the players during the adventure as they progress. All information and background will present itself as the adventure moves forward.

Name: Elrick Kayne
Title: Leader of Kayne Enterprises
Class: Warrior
Race: Human
Alignment: Chaotic Neutral
Hit Points: Private
Height & Weight: 6'0", 239 lbs
Level: Private

ABILITY SCORES
STR 18/00 INT 16 DEX 17 CON 18 WIS 12 CHA 12 CMS 16

Languages: Common, Human, High Elf, Dwarf, Orc, Halfing


Weapon Proficiency: Double Specialized Longsword (+3 +3), Shortsword
Attacks Round: 3/2

Non-Weapon Proficiency: Alertness, Danger Sense, Foraging
Secondary Skill: Hunter/Gatherer

Name: Vash Kayne
Class: Rogue
Race: Human
Alignment: Chaotic Neutral
Hit Points: Private
Height & Weight: 5'9", 109 lbs
Level: Private

ABILITY SCORES
STR 15 INT 11 DEX 18 CON 18 WIS 13 CHA 16 CMS 17

Languages: Common, Human, Wood Elf, Goblin, Orc, Thieves Cant


Weapon Proficiency: Dagger
Attacks Round: 1/1
Non-Weapon Proficiency: Acrobatics
Secondary Skill: Administration

Name: Unknown
Class: Warrior
Race: Unknown
Alignment: Chaotic Neutral
Hit Points: Private
Height & Weight: 5'4", 90 lbs
Level: Private

ABILITY SCORES
STR 16 INT 14 DEX 18 CON 18 WIS 11 CHA 10 CMS 11

Magic Resistance:Private

Languages: Common, Human, High Elf, Lizard Man, Gnoll, Hobgoblin, Elemental, Draconic, Drow Elf, Lightfoot Halfling


Weapon Proficiency: Private
Attacks Round: Private
Non-Weapon Proficiency: Private
Secondary Skill: Private

Racial/Class Abilities: Private

Name: Draun Benavaghn
Class: Wizard
Race: Human
Alignment: Chaotic Neutral
Hit Points: Private
Height & Weight: 5'11", 160 lbs
Level: Private

ABILITY SCORES
STR 10 INT 18 DEX 18 CON 16 WIS 12 CHA 10 CMS 12

Languages: Common, Human, High Elf, Drow Elf, Orc, Gnoll, Hobgoblin, Elemental, Draconic, Lightfoot Halfling


Weapon Proficiency: Quarterstaff
Attacks Round: 1/1
Non-Weapon Proficiency: Arcana
Secondary Skill: Astrology

Thursday, September 22, 2016


Eveningstar Trade

Eveningstar is rooted in a tradition of farming. The lands around it are all orchards and cultivated fields, and the doings of Evenor folk are determined by the demands of weather, seasons, and crops. They produce wool, wine, milk, cheese, eggs, poultry, mutton, carrots, beans, parsnips, and parchment.

The orchards of Eveningstar are limited to apple trees (clingapple and redsides; winters are too cold for other fruit trees to do well). Evenor produce is a staple of Gateway and even Eastport diets, from the fanciest nobles banquet to a farmer's bread, cheese, and beer lunch.

Evenor farmers grow food crops for trade, keep dairy cattle, and raise the shaggy-furred, long-horned sharrada (small, hardy beef cattle that can survive colder winters than men). Evenors ride ponies and mules, which are bred locally. Evenors also keep sheep in the commonly-held, stonewalled High Pasture on the edge of the Stonelands. Evenors gather every six days for a market, bringing produce that is often snapped up by passing caravans.

The village is a favorite stopover for overland caravans, most of which are led by men who are good friends of Dunman Kiriag, who keeps one of the best inns found anywhere. On many soft, summer evenings, dozens of caravan masters can be seen fishing from the Starwater bridge and enjoying a pipe or two. Their men usually bathe in one of the Starwater's swimming holes to drive off the dust and sweat of the road, put on their best, and slip out to The Low Lantern for some latenight fun.

Back to Work!

Done some rearranging in our gaming room over the weekend and added a 50" Plasma to our arsenal of tools that we use to enhance our AD&D. Got everything running finally and changed up the room with the new addition of the flat screen to use in conjunction with our Roll20 digital battle maps.
This is the layout I have for the moment, it might change slightly as we get closer to game day but for now I am sitting on this. I went ahead and moved my laptop station over to the new location you see in the pics so I wouldn't have to keep unhooking it, moving it for the D&D session then moving it back again. I then took to other small PC desk and put it where I had my laptop formerly set up and Joseph Rhoden finally has his own little laptop station when he comes over to play games and such.

I have also created a brand new overlay for our D&D stream. I hope this makes it easier for my players as well as my viewers to be able to see whats going on better. We have the capability to use a tabletop battlemap along with many miniatures but I think we will use the digital version first and see if we like it better. Jennifer is still sick so we are still standing by before we make a date for our next session. As soon as we get the information, I will get it posted here right away.

Tuesday, September 6, 2016


Social life in Eveningstar

Eveningstar is a location where many have come to relax. People come from all over to enjoy a stroll, a tankard or two at The Lonesome Tankard, and a evening of dancing at The Low Lantern.

More than once, there have been nobles from outside the region moved to shed his or her disguise there, usually overcome with the shear beauty of the village.

Visitors accustomed to the late or all-night hours kept in many cities are often disappointed to find that except for the inns, The Low Lantern, and the temple, Eveningstar completely closes down early at night. Farm folk here eat heavily and go to bed early, to rise with or before the dawn and get out into the fields again. Many nap at highsun (noon), making the early afternoon another quiet time in the village.

Monday, September 5, 2016


The Residents of Eveningstar
Description of what the average towns person of the village is like.

Evenor folk are friendly, easy-going, and peace-loving, with little desire to adventure or roam. They fear the evil said to lurk in the Dragonspine Mountains, and openly hate The Obsidian Syndicate "The Black Network" and others of violence, such as brigands and outlaws.

Evenor folk are proud of the realm to which they belong, and are by and large content with life as it is. They enjoy the news that caravans bring, but don't consider themselves lesser citizens than those of Gateway, Hommlet, or Eastport just because Eveningstar is small. They do enjoy a good scandal; gossip is the chief village sport.

Adventurers provide the chief local source of entertainment, not just by providing villagers with newcomers to bet on or speculate about, but by telling and retelling their exploits, from the destruction of Bandit Lords of the south to the death of Whisper, formerly of the The Black Network at the hands of the now famous Knights of Myth Drannon.

Stirring tales dominate many evenings at the Tankard, but Evenors take delight most when such deeds intersect their own, such as the unmasking and slaying of the evil Priestess some months back, the evil Black Network spy, who lived, know ye, right in Eveningstar!



Saturday, August 27, 2016


Notable Locations

Eveningstar is rooted in a tradition of farming. The lands around it are all orchards and cultivated fields, and the doings of Evenor folk are determined by the demands of weather, seasons, and crops. They produce wool, wine, milk, cheese, eggs, poultry, mutton, carrots, beans, parsnips, and parchment.

The orchards of Eveningstar are limited to apple trees (clingapple and redsides; winters are too cold for other fruit trees to do well). Evenor produce is a staple of the common northern diets, from the fanciest nobles, banquet to a farmer's bread, cheese, and beer lunch.

Evenor farmers grow food crops for trade, keep dairy cattle, and raise the shaggy-furred, long-horned sharrada (small, hardy beef cattle that can survive colder winters than men). Evenors ride ponies and mules, but few are bred locally. Evenors also keep sheep in the commonly-held, stonewalled High Pasture on the edge of the Stonelands.

Evenors gather every six days for a market, bringing produce that is often snapped up by passing caravans. The village is a favorite stopover for overland caravans, most of which are led by men who are good friends of the owner of The Lonesome Tankard Inn, who keeps one of the best inns found anywhere. On many soft, summer evenings, dozens of caravan masters can be seen fishing from the Starwater bridge and enjoying a pipe or two. Their men usually bathe in one of the Starwater's swimming holes to drive off the dust and sweat of the road, put on their best, and slip out to The Low Lantern for some latenight fun.

Friday, August 26, 2016

Character Prep Time!


The Saturday Knights Crew
August 26th, 2016 - Character Prep Time!

Monday, August 22, 2016


The Local Color of Eveningstar
Aside from its pastoral beauty, Eveningstar is unremarkable among prosperous farming settlements in the Heartlands of the Realms.

A typical Evenor home is constructed of fieldstone with a thatched or slate roof and a dirt cellar. An upper floor, if any (there is rarely more than one), is built of rock, stone or timber, covered with stucco against the weather. Farmhouses rarely have upper floors. Instead, they are dug into the earth to escape the worst of the winter winds. These living spaces sprawl over a larger area, with rooms tunnelled into the earth like a giant rabbit warren.

An Evenor shop is constructed like a house, except that its lower floor has large windows with wooden shutters, and the upper floor is divided into smaller, rented rooms, which share a wooden balcony (and outside stairs, roofed against winter snows) to the rear.

Eveningstar is known for it's peacefulness & tranquility and is world renowned as a restful place for adventurers to retire and start a family.


The Companions
Fane of the Drow Roll20 Adventure
Character stats were increased some to give the characters a little more survivability due to the module being a pretty tough adventure for a party of only 4 characters.


Player: Robert Daniels
Name: Elrick Ellestrae
Class: Warrior
Race: Human
Alignment: Chaotic Good
Hit Points: 14
Height & Weight: 5'11", 210lbs
Level: 1
XP: 0

ABILITY SCORES
STR 18/52 INT 11 DEX 18 CON 18 WIS 9
CHA 16 CMS 14

Languages: Human, Common, Chaotic Good, Dwarf Common, Grey Elf

Weapon Proficiency: (Specialized) Longsword, Shield, Dagger
Secondary Skills: Alertness, Danger Sense, Fishing, Weaponsmith

Player: Amy Smith
Name: Farrah Ellyrian
Class: Ranger
Race: Wood Elf
Alignment: Neutral Good
Hit Points: 24
Height & Weight: 4'8", 82 lbs
Level: 1
XP: 0

ABILITY SCORES
STR 16 (+2) INT 11 DEX 18 CON 18 WIS 12 CHA 15 CMS 15

Languages: Common, Human, Goblin, Neutral Good, Dwarf

Weapon Proficiency: (Specialized) Two Handed Sword, Dagger, Longbow
Secondary Skills: Navigator, Forester, Fishing, Armorer

Player: James Fullard
Name: Cyric Stormguard
Class: Warrior
Race: Human
Alignment: Chaotic Good
Hit Points: 14
Height & Weight: 5'11", 214 lbs
Level: 1
XP: 0

ABILITY SCORES
STR 18/00 INT 10 DEX 18 CON 18 WIS 9 CHA 13 CMS 13

Languages: Human, Grey Elf, Common, Chaotic Good, Halfling

Weapon Proficiency: (Specialized) Longsword, Shield, Dagger
Secondary Skills: Danger Sensing, Sailor, Hunter, Alertness

Player: Cindy Hoyte
Name: Crystal Dawnshroud
Class: Cleric
Race: Human
Alignment: Chaotic Good
Hit Points: 10
Height & Weight: 5'8", 125 lbs
Level: 1
XP: 0

ABILITY SCORES
STR 12 INT 12 DEX 18 CON 16 WIS 18 CHA 13 CMS 15

Languages: Common, Grey Elf, Human, Chaotic Good, Gnome

Weapon Proficiency: Quarterstaff
Secondary Skills: Ceremony, Chanting