Category Archives: RPG

Brains!

I came across. Well that’s not entirely true, I was reading my Facebook feed when there was a post by a (non-attending) member of Fenland Gamers on one of the board gaming groups I belong to. The post had photos from a first ever RPG session that their gaming group had been playing. The system they had been using was zombie apocalypse themed, which got my attention. But even more so when I read the brief post that accompanied the photos, and noticed on one of the photos they were using a street map of Wisbech.

What RPG used maps of Wisbech? I was very curious.

So it was off to our spying masters Google to find the answer.

It turned out FFG had published a series of source books themed around the end of the world. Each book was self contained, and dealt with a specific theme. Obviously one was zombie apocalypse themed, another was alien invasion themed (think War of the Worlds), then there was a machines taking over the world as a theme (think Terminator) and finally one called wrath of the gods (think Cthulhu, Four Horsemen).

You could play these books by themselves, or as some weird over arching campaign.

Naturally I got a digital copy of the Zombie Apocalypse rule book.

It’s made interesting reading so far. So what you are getting in the rest of this post are my impressions/thoughts on the rules having not played it yet.

If you are familiar with the Genesys/Star Wars system then a lot of the rules for The End of the World series will be strangely similar to what you are used to. In fact I’d go as far to say it’s a stream lined version of that system.

Like the Genesys system the emphasis is on narrative. But thanks to the stream lining, it’s also a game system that is designed to be picked up quickly. Which fits in with the premise that it’s been designed to be run as a one shot or mini campaign (using the five provided scenarios or just two or three). This isn’t meant to be one of those RPG campaigns that runs for months or years. Although there is nothing stopping it from being so. But if that was your aim I’d probably move over to the full Genesys system, so you have access to such stuff as vehicles.

Character creation is very simple, and quick, compared to other systems. And this is where it differs greatly from other RPGs. You are playing yourself in this game. Or a version of yourself. So when it comes to assigning values to one of the three categories, each with two characteristics (one offensive and one defensive) you are meant to do it realistically. After everyone has done that the group votes secretly on each players assessment, and they are possibly adjusted based on the result of the vote. You also get a chance to add specific features that are personal strengths and weaknesses. Plus there are traumas! You can see this can get deeply personal. And they recommend people only use stuff they are comfortable talking about in public. Your starting equipment is what’s in your pocket and in your immediate surroundings.

The only equipment you need are d6 dice. They recommend having two different coloured dice. This system resolved around a dice pool. You get positive dice and negative dice, hence the need for two colours. Based on the task/activity and the appropriate skills being used you get a certain number of positive dice. The DM will then based on several factors like difficulty of task, conditions, etc add a number of negative dice. These get rolled. Dice with the same number of both types cancel each other out. So a positive two will be cancelled out by a negative two. Then as long as you have a positive die that is lower or equal to the characteristic being tested means you succeeded. The more that did the better you did achieving the task. The number of negative dice left irrespective of value determine just how much stress your character takes because of that task.

That brings me into it is possible to die in the game. Mainly by gaining stress, which can be turned into trauma! But that too can kill you. There is a healing ability to get over the traumas you have. I like how they have implemented this system. It’s not too complicated and can be explained quickly.

This game has the potential to go into areas of a persons life that they will find difficult. The whole setting is your locale. People you know will die. Locations you know will become dark, scary places. That may be too much for some people. It’s here that I feel that a good dialog between players and DM is super important. Players should be communicating where their red lines are, areas that the DM should avoid. After all it’s meant to be a fun experience for everyone.

I definitely want to run this as a one shot. Thanks to my getting stuff ready for Last Days I have some painted zombies to use. I still have other stuff to paint, such as the cars, character figures. But I have bits that will hopefully help add to the experience. I’m so glad I stumbled across this system. It does look fun.

If you too are interested in The End of the World, it’s easier to get the pdf of the rules from the likes of DriveThruRPG. Naturally the physical version is “between printings” and although copies can be found online to purchase, they are tending to fall into the £40 plus bracket. Which is a bit of a mark up reflecting its out of printness.

The only two things in life you can guarantee


I thought in this first part of the post I’d talk about playing Dram.

It wouldn’t surprise some of you to know that I’m a fan of the Dragonlance books, in particularly the Chronicles trilogy that tell the story of the War of the Lance. The actual story itself is told through the eyes of a bunch of adventurers led by Tanis Half-Elven. One of his companions is a Kender named Tasslehoff Burrfoot. Tasslehoff or Tass embodies his race, he’s curious, out on a wanderlust, light fingered or borrowing/looking after the object until it’s rightful owner turns up.

Kenders are the halflings of the Dragonlance universe. Which as we know are the D&D name for Hobbits. From when I first read The Hobbit back in the early Eighties, followed by Lord of the Rings, I’ve been a hobbit fan over other races. So it will come as no surprise that when I read the Chronicles trilogy books that Tass was my favourite character. I loved the childlike innocence of the character, the humour and his affection for his close friends like Flint the dwarf and Tanis.

So when it came to Dram how was I going to play him?

A major influence has to be hobbits and kender from the books and movies I’ve read and seen.

The whole second breakfast, and making sure he eats well comes from hobbits. When they make camp Dram is the first with his cook set out, fire started and cooking his meal.

I wanted to capture a bit of Tass in Dram as well. I didn’t want that “looking after it” side of things. After all Dram was a wizard. So I decided on that curiousness, bored easily, gets into trouble but always somehow lands on his feet element of Tass. He knows no fear. Although Tass unusually did know fear, fear for what would happen to his close friends.

So you see that in how I play Dram. He gets bored easily, goes wondering off by himself. Gets into trouble.

Naturally the character of Dram will grow, especially as I introduce new elements to his character. But having this basic template will make it easier to add them, and make sure that they are consistent.

After this weeks session I did have to research what the beliefs of halflings were. And I’ve fed that into the appropriate spot of this posts dramatic retelling of Dram’s adventures. Maybe I’ll go into all that and other halfling stuff in a future post.

Now for your reading delight I bring you the further adventures of the little wizard himself Dram…

“Typical that tree hugging Ace walks off to look at the building him and Grull saw before the fight. Doesn’t he know we have an important decision to make about where to eat? Ok the others seem to think it might be about something else. But come on casting spells makes me hungry.” Muttered Dram to himself as he started to wander off from the rest of the group.

But before Dram could get too far away from the group Ace returned talking them all into following him back to the building he’d explored.

They all arrive at the building. It looks in pretty good nick considering the surrounding derelict buildings. Obviously this has been looked after by some-one.

Inside it was getting a bit crowded with everyone there. But there was a strange old man in the room also. Funny everyone seemed quite happy to talk with him, and stuff without being introduced! Who was this old white haired guy?

During the boring conversation Drams attention started to wander. Suddenly the decor of the room seemed interesting and worth investigating. Then Drams ears pricked up when the stranger started talking about a green dragon being in Thundertree. There was also mention of some other strangers in the village, but Dram ignored that part of the conversation. There was a green dragon. Here. Dram had never seen a dragon before. He really wanted to see the dragon.

The conversation once again started to get boring. Grull seems to have developed a fixation for tea. And was pestering the old guy about whether he had any? Sarmyar was looking healthier after the old guy had looked over her. Ace had disappeared from the room. “Had he gone to see the dragon without me?” Thought Dram to himself. “That’s not fair, I want to see the dragon too”

So Dram left the room too.

Dram made his way towards the tower. It was easy to spot, it was on a small hill, and taller than anything else in the village.

Ahead of Dram between the wall of a building and some trees were some big cobwebs blocking his way. This was an interesting problem, obviously a big spider made these, and it would be cool to see one. But Dram wanted to see the dragon first. There would be time for spiders afterwards.

As Dram was contemplating the dilemma, and deciding if he should Misty Step pass the cobwebs, the gnome turned up with a possible solution. Apparently Ace knew a way round them. Dram decided to follow the gnome, maybe his problem would look differently from the other side.
As the group made there way round the village Dram saw more of the moving bush/tree things that they had killed earlier. This time they didn’t attack, they just stood there rustling like a light breeze had moved them. For some reason their very presence was sending the gnome into a “sap” rage. He wanted to turn them into kindling. For a fellow vertically challenged person he sure had a big chip on his shoulder about something.

The group eventually get to the other side of the path that was blocked by the cobwebs. It did indeed look a little different to Dram. Ace looked like he too was interested in the cobwebs.

Unusual for Dram he was more focused on seeing the dragon, and continued up the hill to the tower with the rest of the group, leaving Ace behind.

The path led to a small cottage on the side of the base of the tower. Which had the corpses of two large spiders decaying away next to it. Obviously something bigger had eaten them. Like a dragon.

As they stand at the closed door of the cottage Ace appears and pushes his way to the front. The group argues a little about Ace going in first. Dram wants to be the first to see the dragon. But eventually Ace wins, and enters the cottage first. The time between Ace entering and hearing back from him was too long for Drams liking. So he entered the cottage. The gnome joined him. Ace was standing by the door that connected to the tower. Grull shoved past both of the small folk.

Ace disappears into the tower, followed by Grull. “Hey not fair. I want to see the dragon.” said Dram. And followed them in.

Inside the tower stood Ace, Grull, the gnome and Dram. Above them was a young green dragon.

“Wow! You are amazing, so beautiful.” a gobsmacked and amazed Dram said. He was finally seeing a dragon.

The dragon told them to leave. But the gnome in what was now becoming a recent bloodlust shouted words of defiance and what was like a challenge to the dragon.

Suddenly a green poisonous gas filled the room.

All of a sudden Dram was standing in bright sunshine, in the middle of a field full of ripe corn, with a small farmhouse in the distance, smoke drifting out of it’s chimney. He started to walk towards the farmhouse, he could make out an old halfling sitting on it’s porch with a dog sleeping by his feet. As Dram got nearer the old halfling looked strangely familiar. The sun was shining in Drams eyes, he had to squint to see.

Dram opened his eyes. He was back in the old mans room. Dram was not feeling good. He felt like he was going to be sick any moment.

Dram overheard the old man tell the others in the group that Dram had actually been dead for a while, and he had exhausted all of his powers to bring him back.

The dragon was on the move. Something in the South of the village had disturbed it. It was now heading towards the old mans room.

It was time for everyone to make a quick escape and hide in the woods.

As the dragon got closer the majority of the group managed to hide successfully under the cover of the foliage of the trees. A couple were less successful in their attempts to be stealthy, and their clumsiness attracted the attention of the dragon. It was then a game of cat and mouse as the dragon tried to locate the “mice”. Luckily for them the dragon got bored and flew back to his tower.

Dram and he could only assume the others were also doing the same, worked his way through the forest.

The defeated group made their way back to their previous nights camp spot after cleaning themselves up as best they could in the Neverwinter river.

At the camp Dram started to make supper. As folks started to process the events of the day, Grull suggested that Dram May have been dropped on his head, and talked about returning to Phandalin to become an innkeeper. Did he not appreciate how cool it had been to see a dragon, die, and live to tell the tale? This had been an amazing day for Dram.

And that’s where we leave our adventurers for the Christmas break, licking their wounds and getting a good nights sleep.

Killing groots family!


Schedule conflicts, or otherwise known as life, sometimes gets in the way of things. Which meant that we had our next D&D session a week early. We will move back to a fortnightly routine again from this session. But in the mean time it means you get to read some D&D stuff earlier than usual.

And now for your reading displeasure the further dramatic retelling of Dram’s latest adventuring.

Ace went off on a supplies run while Dram and the others had breakfast. Dram had asked Ace if he could get a lump of coal for him and some bat fur. Both vital ingredients to that new spell he’d been given by the necromancer a few days ago.

After second breakfast had been polished off, and seconds and thirds followed the same way, Ace stepped back in to the inn from his little excursion. Ace had got the coal but no bat fur. Although he’d been given a hot tip for getting some.

As luck would have it Alderleaf Farm had a bat problem. Wow an excuse to see my fellow halflings thought Dram.

So after the last morsels of the fourth helping of second breakfast were polished off, Dram and the others made their way to the farm. It happened to be on the way to some other place. Dram was sure the others had said where they were going but something more interesting came up at the time that caught his attention, another plate of food.

At Alderleaf Farm his fellow halfling after exchanging pleasantries did indeed have a bat problem in her barn. And it wasn’t a euphemism either. They were real bats, in a real barn.

Ace offered to help Dram get a bat. So they both headed off to the barn.

Inside the bats were sleeping in the rafters. Too high up for Dram to get to them easily. Maybe if he cast misty steps to appear next to one, grab it, and then cast feather fall. He could get one.

While Dram was pondering over the merits of his plan, and what could be mistaken as looking up at them helplessly, Ace made his way up to get one.

Just as Ace was about to grab a bat, an arrow from nowhere struck one, killing it. The remaining two bats awoke. Saw Ace. Jumped to the wrong conclusion and attacked Ace. Ace responded by grabbing one and snapping it’s neck. The third one Dram dispatched with a magic missile. Overkill? Maybe, but it’s good to remind folks that this little guy is more than he seems.

After the little skirmish, it turned out Sarmyar had fired the arrow. Luckily there were two bats that Dram was able to clumsily skin with his little knife to get that much needed fur.

With a little spring in his step, happy he could now cast this new spell if he wanted, he joined the others outside the barn.

After getting directions, which can never be made interesting, and would explain why instead of listening Dram dug out 5 silver coins from his money pouch. By the time he’d done that they were ready to continue on with this new adventure. As they all left Dram handed the coins over to his fellow halfling.

Apparently they were heading to a place called Thundertree. Which took them by the scene of their first fight together. Oh the memories of that skirmish. Nothing like the smell of rotten horse corpses to bring them to the fore front.

A day or so later the party hit the Neverwinter River, where they decide to make their second camp before heading into their destination.

Ace decided to take a swim in the river. An evil thought for a cool practical joke went through Dram’s mind. Wouldn’t it be funny to apply a little electrical charge to the river? But Dram’s better nature got the best of him, and he resisted temptation.

While Dram was having the inner tussle, Ace had pulled Sarmyar into the river. She didn’t seem too impressed with that trick. Dram had to admit it wasn’t much of a trick. Not nearly as cool as the one he’d thought up.

Sarmyar was by the fire drying off, when a dripping wet Ace walks naked passed her.

A question entered Dram’s head, “do elves like have mating seasons?” Which was quickly followed by another question “is this what passes as sexual tension for elves?”

The next morning after breakfast the party made their way into Thundertree. As they made their way into this derelict town they passed a sign with a warning on it. It said “Danger. Plant monsters and zombies. Turn back now.” As a precaution Dram used his glass staff to cast mage armour to protect himself. You can never be too cautious.

As they all stood at the entrance to Thundertree, Ace and Grull were trying to formulate a plan. Something about checking the outer buildings first, blah, blah. There was little being decided. “That building looks interesting”, thought Dram, “and its on the outside.” So Dram went right to the building that had caught his eye. While at the same moment Grull and Ace went left!

Dram poked his head into the old building. It was an old inn. “Hey folks, matured beer might be here” he shouted. He stepped inside.

“Oops”, as Dram entered the inn, standing just inside the door way he saw four dust covered zombies. Blocking his escape was Sarmyar. So Dram did the only thing he could do. Misty Step. One moment he was standing inside the inn, the next he’s standing behind Grull in the street.

The next thing Dram sees is Grull rushing to the door and dragging Sarmyar out of the inn. She wasn’t looking in a good way, and was covered in a white powder. Dram ran over, used his healing potion on her and washed away the white powder as best he could. There was a little guilt having left Sarmyar to handle the zombies. But he would have been in the way. It was a tactical retreat, that way Sarmyar and the others could more easily fight the zombies without him blocking them. Yeah that’s why he cast Misty Step.

The zombies streamed out of the old inn attacking the gnome and the druid. The druid cast Thunderwave. It was so cute when the druid tried to be like a real magic user.

While everyone is fighting the zombies, and trying to make sure they stay down. Ace shouted something about some trees.

Trying once again to be like a real magic user the druid casts a gust of wind at a zombie.

Just to make sure nothing else was going to come out of the inn and attack them, Dram poked his head through the door and looked inside. Then the druid pushes past Dram and hides in the old inn.

While Dram was confirming no more threats were coming from the old inn. The others went to look at some bushes, that apparently they thought were moving. What weirdos.

The gnome starts going all berserk and attacking the bushes. So Dram fires off a magic missile at a couple.

For his efforts Grull shouted at him “stop dicking about and get here and help out”.

Dram felt a little hurt by that comment, and pointed out he wasn’t dicking about. He was making sure there were no more surprises coming from the inn. And who did he think cast the magic missiles?

The next thing Ace is trying to be a peace maker, and trying to talk to the bushes. But that psychotic gnome was having none of it.

Sarmyar once again collapsed to the ground. The moving bundle of twigs had put her down. Lucky for her the druid had decided to give up hiding and ran over to heal her.

In all of the excitement, and what can be only explained as combat fatigue, Ace decided to hug a tree and started talking to it. Had he need hit on the head?

But before Ace’s delusions could fully kick in the gnome turned Ace’s latest love interest into kindling.

With all the moving bushes now only good for fire wood, Grull decided to lecture us all on staying together and being more careful. “When Grull gets like this he’s no fun. All this talk is boring.” Thought Dram.

And that’s where we leave our exhausted adventurers, being told off and deciding what to do next.

By royal decree


Somehow I missed being in the crowd for the royal visit to Wisbech on Tuesday. Despite having a holiday home not an hour away in Sandringham, we rarely see them or get invites. But us serfs of Wisbech on Tuesday were spoilt by having Charles and Camilla visiting.

Frankly I wish they would visit more often. Since the announcement last week of the impending visit the town has actually seen a police presence on the streets. The teen cycle gang that has been terrorising the centre of the town the last few weeks has been finally tackled by the folks in blue at the weekend. The stone steps and path by St Peters Church and the museum has been cleaned. Coincidence? Apparently the homeless in Wisbech had disappeared for the day. Large sections of the town centre (including car parks) were restricted access. Wisbech for a day only, had become some sort of utopia. Just once I wish the royals got to see the real town, and not some sanitised version that papers over the cracks and flaws.

For weeks (at least a couple) locals have been terrorised by that teen gang. Complaints seemingly falling on the deaf ears of the police. And now as I pointed out all of a sudden the man power has been found to do something about the gang! Let’s see if this high police presence and conviction to tackle the gang continues after the visit.

Wow where did that soap box rant come from? Not exactly the best start to a blog post about D&D.

Ok, time for the dramatic retelling of the latest adventures of Dram and that motley crew. Who if you remember were just about to fight 12 zombies after the necromancer Ace was talking to just disappeared. Shit was about to get real…
Grull rushed in swinging axe at the nearest zombies, that little gnome managed to take out a zombie all by himself. So while the others were going hand to hand with the undead, Dram started firing off one of his cantrips, Ray of Frost at the zombies.

All of a sudden a skeletal hand appears from nowhere and grabs Dram. It squeezes hard around Dram’s chest, getting ever tighter and pushing the air out of his lungs. As suddenly as it appears, the skeletal hand disappeared. Severely winded, it took a moment or two for Dram to get his breathe back. Then realising he was vulnerable Dram decided he needed to relocate quickly. So he quickly cast Misty Step.

One moment Dram was near Sarmyar and Nick who were fighting zombies the next he was gone. The others didn’t see Dram reappear out of sight at the side of the tent. Before he could decide what to do next, black magic missiles hit the others.

“Lay prone, weapons down, and we can talk”, boomed a voice.

Still reeling from that skeletal hand attack, and the casting of his own spell, Dram decided to crawl into the tent and hide. Inside the tent Dram saw a wooden chest. “Look at the craftsmanship on that chest. Like wow.” Thought Dram.

Once again the voice boomed it’s command.

Deciding the only way to appreciate such fine wood work was to sit on it and rest, Dram sat on the chest.

“Can I get up yet?” Shouted Dram.

The next thing Dram heard was Ace’s voice “drop your weapons and give up.”

Suddenly two zombies appeared in the door way and just stood there. Followed by that booming voice once again issuing a command, “leave or he dies”.

“That doesn’t sound good” thought Dram, followed by “I wonder who will die?”

The zombies moved aside and let Dram out of the tent as he made his way to leave. Right next to the necromancer was Ace just standing there not moving. As Dram went passed the necromancer he tipped his hat and complimented him on his magical skills. Dram could have learnt a lot from him he thought.

After joining the others of the group outside the walls of the ruined tower, Dram noticed Grull was missing. ‘Oh well he’ll turn up, something that big never stays lost for long.” thought Dram.

As if from nowhere the necromancer appeared next to Dram and says “if you ever want to join the dark side” and handed Dram a small bone tube.

Before anyone notices Ace also disappears. Maybe Ace and Grull have gone ahead. So Dram and the rest of the group head off back to Phandalin. The depleted group decide to make camp at a previous camping spot.

After setting up camp Dram and Sarmyar took the first watch. This gave Dram the opportunity to examine that small bone tube he’d been given. Wow it was a scroll of Darkness. Dram couldn’t wait to copy that spell into his spellbook back in Phandalin.

The rest of the watch went relatively quietly. That is until Grull suddenly appeared and ran up and grabbed Dram. Sweeping him off his feet, and in a vice like grip, Dram’s natural instinct was to grab Grull and cast Shocking Grasp.

The electric shock got Grull to let go of Dram.

Grull angrily asked “Why did you not fight?” Dram then spent the next few minutes explaining to Grull in little words what happened to him during the recent battle with the necromancer and his zombies. Grull seemed happy with the events and reason it appeared Dram had done nothing in the skirmish.

Nick and the gnome were still sleeping through all of this. They must have been really tired from the days excitement. They even missed Ace trying to convince Grull to drink perfume! Which he goes and does anyway, well a watered down perfume.

Once the hilarity was over. The rest of the night passed away without any incidents. After breakfast the group continued their journey to Phandalin. The following two days of traveling were pretty uneventful, and saw everyone arrive back in good time for the evening meal.

Dram was feeling particularly generous and bought a meal for himself, Grull and the gnome. Do you know how the gnome repaid that act of kindness? By boring Dram to death with a story of how he had come to meet up with this rag tag band of adventurers. Talk about snooze fest. Dram was gobsmacked that Grull was finding the story interesting. Dram was struggling to stay awake. This gnome just didn’t know how to tell a story. ‘Blah blah, betrayed, blah, blah killed son”. So Dram made an excuse needing go to the toilet, and disappeared up to his room.

Back in the room, Dram copied the Darkness spell from the scroll to his spellbook. Dram had only just finished this intricate activity there was a knock on the door. When Dram answered, there was Ace who handed him a healing potion. It was the potion that Dram had paid for before their little visit to see the banshee, and get their butt kicked.

And so dear reader, well done for making it through that dramatic retelling of Dram’s latest escapades. Join us next time when Dram will once more astound you with his magical powers, and reviews of the funniest eating establishments.

The magic behind the wizard

Welcome to the second D&D post. The last one took a while to write, but now we are all up to date on the adventures of Dram and the large folks these posts should be quicker to write.

Naturally when I retell the events of the adventuring that week they will be told from the ground level that is the world that Dram occupies.

But who is Dram?

Dram is a halfling wizard. Think miniature Gandalf. Hence the colour scheme I painted the miniature I found for him.

Dram’s mouth gets him into so much trouble on his wanderlust over the Forgotten Realm. That’s despite the sage advice his pop often repeated to him “engage your brain before opening your mouth” as he was growing up.

Dram from an early age found a love for reading, particularly manuscripts and scrolls. Which luckily the village elder had many of. They told stories of fantastical creatures, and wild and dangerous places full of interesting things.

Then one day a wounded wizard stumbled into the village. The village druid patched up the wizard, and a place was found for him to recover. The days following the villagers dressed the wounds, fed and watered the wizard. It was during this time that Dram while helping his father and mother take their turn looking after the wizard stumbled across the wizards belongings. Which had these strange books and scrolls that he hadn’t seen the likes of before.

This interest in the spell books and scrolls hadn’t gone unnoticed by the wizard in his weakened state. While recuperating the wizard started to teach Dram how to read the magical incantations. It wasn’t long before Dram was able to make a stick create light. He was a natural.

Fully healed the wizard was ready to leave and continue on his journey. But before doing so he spoke to Dram and his parents. He wanted Dram to go with him and continue his studies to become a wizard.

Dram was still too young to go on a wanderlust. But technically this wasn’t one he argued to his parents, he was going off to school, not find adventure. Dram’s parents reluctantly agreed.

Years later a letter was delivered to Dram. It was from his friend Targi. It was fortuitous in it’s arrival. Dram was just about to have his studies cut short due to his mouth getting him into trouble once or twice. It might have been more but who was counting? Oh the senior wizards, that’s who.

Dram decided to head off on his travels looking for adventure and his friend Targi. They needed to talk.

Which is how Dram ended up in Neverwinter, and bumping into the motley crew he’s ended up helping and saving on the odd occasion. They’d be helpless without him.

His current spellbook is…

Before I get onto the latest of Dram’s journal entries. Thought I’d include pictures of pilfering Ace. Naturally outside of the game I can refer to Ace as that, but inside the game Dram currently has no idea.

Now on to the latest adventuring…
It was weird. Dram didn’t know how to exactly explain it. One moment he’s chatting away and then the next he felt all different. He couldn’t quiet put his finger on it. Dram felt like if he tried he could remember more, even last longer trading magical blows with another wizard. Was the staff causing this? No. Dram would have noticed that when he examined the it, wouldn’t he? He started mumbling words he’d never used before.

After the conversation had finished with the nun lady Dram headed back to the inn for a late brunch, while the others went off and did their thing. “Weird”, thought Dram, “why wouldn’t they want to eat now and do other stuff afterwards?”

Back at the shrine, everyone had done their “thing”, and Grull wanted to see this banshee. Which kind of sounded interesting. Dram hadn’t seen one of them before. “Besides without me Grull is bound to get into all sorts of trouble, I better go with him” was the thought process that flashed through Dram’s mind before chirping in that he was going.

After getting directions we all set off to see this banshee.

We set up camp in a familiar spot, and Sarmyar and Dram took first watch. As luck would have it a dire wolf and some wolf friends of it’s turned up. The dire wolf was standing right behind Dram, while the wolves were trying to wake up the rest of the party. Dram decided to show the dire wolf a cool party trick called witch bolt. Which it didn’t seem to pleased about. But luckily it took that frustration out on Sarmyar’s pet panther.

“AGAIN! I’ve done all the work!” exclaimed Dram as Sarmyar finished off the dire wolf.

“Good grief that gnome is sleeping through all this excitement, and there are wolves standing right over him!” Grull and Ace rush over to help the paladin, who wasn’t asleep. But out for the count.

While that was going on Dram turns his attention to the last wolf and mumbles some new words and casts a scorching ray. Which drops dead as it tries to run away.

After the excitement, everyone tries to get some rest in before morning.

The next morning Grull and Dram come to a deal, Dram will make breakfast for Grull, if Grull makes a nice dire wolf blanket. So while Dram is cooking, Grull is skinning and tanning away. Ace smelt the food, and tried begging some free breakfast. So Dram threw him some ol’ jerky.

Over breakfast Grull started hallucinating that he could talk to the panther. Not just the panther but to all animals. Dram replayed the previous nights excitement back in his head. He didn’t remember seeing Grull get hit over the head at any point. “Strange Grull is going completely bonkers. I must keep an eye on him”, thought Dram.

As luck would have it a cart came along that was going our way. It was nice to not have to walk and be able to just relax and take in the scenery as we went along.

The party was dropped off at some ruins that apparently was our stop. It was evening but everyone else thought it would be a good idea to go see this banshee. Even more remarkable we found her woodland lair and she was in. Ace did all the talking with Grull chipping in. Dram thought Ace likes to think he’s a ladies man, and his charm would even work on a banshee. Dram thought it was pretty cool seeing this dead elf hovering there, he could see right through her.

Ace gave her the comb that he’d been given to use with the banshee. But Dram had drifted off now and was bored. “If the banshee wasn’t going to do anything cool like attack Ace, why were we hanging around?”, he thought.

After the banshee disappeared we headed back to the ruined town and made camp. That was uneventful too. This trip was starting to get boring.

The next morning fully rested, the gang headed South.

Late afternoon, early evening the party arrived at a tower. Upon closer inspection from afar 12 zombies came out and started to gather round a human and the tent he was stepping out of.

“Obviously this guy is up-to no good”, and instantly before the others could react, Dram had cast his Scorching Ray and hit the human.

“How is he still standing?” Thought a puzzled Dram. “He should be frazzled.” But he wasn’t, it turns out he was a “fellow” wizard but of that awful necromancy school. Dram don’t trust him. 12 zombies isn’t innocent and self defence.

Ace once again started to try and sweet talk the wizard. Ace is standing next to the wizard trying to bargain for something. When suddenly the wizard disappears and Ace is surrounded by zombies. Dram knew it. You can never trust those necromancers.

And that is where our adventure finished until the next instalment.

The Story So Far…

Thought I’d start talking about the D&D sessions that I’ve been taking part in. It also explains why I have posted more than usual about MtG. This post took a while to write.

Our group of noobs to D&D, returning after a long break players, and experienced D&D players has been meeting since the Summer. My notes have the date of the first session being 10th July. Because of this mix with the majority being in the new and returning camp, we have gone with the the adventure the Lost Mine of Phandelver from the D&D Starter Set as our first campaign but using our own characters not the supplied ones. Oh and yes it is D&D 5th Edition that we are using.

I’ve not been recording the D&D plays in the game plays tracking app I use. Which I may change. Luckily I have the dates noted in my notebook that I use. But I’m still unsure about whether I should be tracking the sessions within the app.

Our party of adventurers is made up of Grull a really tall brutish violent chap (William), Ace “thinks he’s stealthy” (Justin), a gnome paladin (Jacob), Sarmyar the elf (Jess), Nick Smith a clumsy druid (Nathanial) and Dram a halfling wizard (myself). Overseeing this motley crew, and acting as the voice of a higher power is our DM Edmund.

The Story So Far…

Our story started in the sprawling metropolis Neverwinter, where our rag tag group of adventurers first meet, and get hired to escort a wagon to Phandalin by a dwarf called Gundren. On the way we get jumped by some goblins in the woods. After successfully fending them off (read kill and forcibly interrogate a survivor) we head off into the woods along a trail that leads us to the hideout of the goblin attackers.

We end up killing a couple of goblin guards, before entering the hideout through what can best be described as a wolf kennel. Being the animal lovers that we were, the wolves were freed from captivity.

After feeling good about our humane deed of the day, we ended up in a cave room with surprise surprise goblins in. During the combat our Druid managed to knock Dram unconscious while trying to kick a dead corpse! Yeah I know what you are thinking why the heck would he do that? We still don’t know to this day. To ease his guilt the Druid gave Dram 5 gold coins. Which mysteriously disappeared, sorry correction, let’s use the correct terminology here, a thievin’ git stole while we rested up after the battle. However I’m rushing ahead of myself here. Having defeated the goblins, looted their bodies, we had found and freed Gundren’s hired muscle Sildar.

With Sildar providing extra muscle we work our way through the caves taking by surprise (I think) 3 goblins. We then surprisingly for us also launch a second surprise attack on the goblin leader Klarg the bugbear, his pet wolf and a couple of goblins. It was in this battle that Dram used his magic missile for the first time. Somehow no matter which way I read that it doesn’t stop sounding filthy to me.

After the now usual looting of anything that can’t fend off the probing hands of our band of adventurers, we made our way to Phandalin. Before we could get out of the woods those ungrateful wolves attacked us, forcing us to forget that we were founding members of the Forgotten Realms PETA.

Naturally after all this fighting we were cream crackered, and needed a rest. During our sleep I don’t know what we had all been eating and drinking, but we all woke up somehow feeling different, more powerful.

In Phandalin we made for the tavern, rested some more. Went and did some wheeling and dealing (got a cool silver dagger, and fancy spellbook), collected monies owed to us. Listened to local gossip. It’s here we found out about some local ruffians called the Redbrands, and their leader Glasstaff. That an Iarno Albert has gone missing and something about a wizard. Dram was very curious about the wizard, any chance to learn new spells. New spells that could go in his new and expensive spell book that he’s just bought.

On our way to investigate a local manor we bumped into a group of the Redbrands outside a tavern. Naturally diplomacy failed, oh wait we didn’t try. So we ended up fighting them. It was here that we found out our Druid could transform into a wolf!

We ended up in tunnels and rooms under an abandoned manor. It was here that Ace proved he was a master of disguise by putting on a red sash. Which turned out to be a brilliant idea. Mainly because these skeletons we bumped into ignored him and attacked the rest of us without a red sash on! It was here that Dram demonstrated what a great spell Thunder Wave was. It also might have attracted the attention of any hostiles in the area because it is not a silent spell, the clues in it’s name. But Dram did manage to do some grave robbing and find a rather neat platinum ring in a coffin.

Ace and Grull afterwards freed some prisoners of the Redbrands. After a bit more stumbling around we did combat with this one eyed creature that had been corrupted by magic. Sadly there wasn’t anything for Dram to add to his collection of magical knowledge. With no time to recover from the encounter, we ended up fighting some more Redbrands that had 3 bugbears gate crash the end of the party!

After the mega battle, those bugbears were not easy to defeat, Grull made a new friend. This new friend was a goblin! We blocked ourselves in a room that looked like living quarters for the Redbrands, and got a much needed rest.

Fully rested we continued exploring the underground complex. Which lead us to what looked like a wizards laboratory. Searching the room Dram found 3 small vials. In a connecting room that could only be described as a bedroom was a journal that looked like it was written in dwarfish. ‘Who reads or even more important writes in dwarfish these days?” thought Dram.

We made our way back round to the chamber we fought that one eyed creature in, where the others managed to capture the mysterious wizard. Who while captive gave me 2 scrolls, and I think Ace gave me his glass staff. It was Glasstaff the wizard! Guess we know how he got that name. Sadly my comrades failed to tie Glasstaff’s feet, so he managed to escape, casting some sort of invisibility spell.

With that little embarrassing failure casting what other wise was a successful mini adventure, we made our way back into town.

At the inn Dram rented a room for 100 days so Dram had a safe place to use as a base for his magical research. Oh and not have to carry loads of heavy stuff like the journal and spell books.

Our stay in town was spent replenishing stuff, Dram selling these ruby earrings he’d found, and getting a diamond to use with a spell (the ring came in handy offsetting that cost). Grull and Ace committed everyone to going off and killing some orcs. Apparently we would be getting into the property renovation business if successful!

Dram had found some time to study the vials, scrolls and staff while the others drank and were merry! Dram had lucked out. The Glasstaff was a staff of defence/protection, that would be handy. But the scrolls were supper useful. One was a charm person spell (that he copied straight into his spellbook) and a fireball spell (sadly a tad too powerful to go in his book).

It was time to head off on this mission we’d been committed to.

After a couple days walking our party reached Wyvern Tor, home of the orcs we had been hired to get rid of. It would have been sooner if we’d not been led off course a little by Ace.

There was an orc guard outside the orc camp. The big folks tried being sneaky and take the guard out quietly. Which they did, kinda. A badly burnt orc (don’t ask) ran off into the cavern, Ace blindly ran in after him.

And that’s where we join the action.

Last Weeks Session…

“Ace came running out of that cavern pretty quick, I wonder what he saw?”, Dram poked his head round the corner and looked in. “That’s interesting” was Dram’s response to seeing 6 orcs and a blooming big ogre inside the cavern. “It looks like it would like a chromatic orb”.

The chromatic orb seemed to have upset the ogre, who rushed up just short of Dram and roared in his face. One of the orcs ran up and joined him, swinging and missing Dram. Dram moved back and cast a witch bolt at the ogre. It hit, but sadly the ogre lunged forward and knocked Dram to the floor, and out of the ensuing battle.

Dram woke up with the ogre dead at his side, and a bloodied mouthed wolf standing over the corpse. ‘Bloody typical”, thought Dram, “I do all the hard work, and someone else comes along to get the glory”.

Dram rejoined the action by casting a witch bolt at an orc. That once again one of the big people finished off.

That gnome paladin did an impressive single blow kill on an orc before succumbing to a blow himself. Whatever happened to the gnome while he was out Dram had no idea. But whatever it was it had driven him over the edge. After the last orc was dispatched he went round cutting ears off the corpses as trophies.

Ace went looting and found some more vials. Throwing caution to the wind, he swigged one of them. It turned out he has the most flowery breathe of us all now, he’d just drank perfume!

Our journey back to Phandalin was pretty uneventful. Apart from Sarmyar and Nick abandoning their watch and coming back with a panther they’d found trapped.

Back at Phandalin Dram retired to his room to grab a couple hours of resting in comfort.

The next day our party collected its reward for killing the orcs. Apparently that dark gnome wasn’t as dark as Dram had thought. It appears that a necklace of dead orc ears is good proof that the job had been completed successfully. Who knew? Well apart from this gnome?

As a group we visit this sister for information, between her and Sarmyar we find out that the dwarven journal Dram had talked about a lost mine and a mighty magical weapon. Three of the party paid the sister to make some healing potions for them.

Our adventurers were left about to set off in search of some banshee to get the banshees help for the sister.

FOOTNOTE: By the time I finished writing this post I had decided to record the D&D sessions. Just thought I’d mention it, you know in case anyone was remotely interested.