Keyforge Starter Set

Thought I’d continue the bandwagon ride for Keyforge with a brief look at the Keyforge starter set.

It should be pointed out this is not a review, or a commentary about the game itself. Others do that stuff so much better than me. So go find them. I won’t mind.

This image taken off the internet shows basically what you get for your money.

The only thing it doesn’t show is the quick start rule sheet you get in the box, and the little marketing booklet for FFG games.

Unusually for FFG this starter set is everything 2 players need for the game. Technically the other starter sets they produce have been also, however if you wanted to deck build, or construct the decks so you can play without swapping cards between decks, you’d have to buy a second starter set. But this is more due to the nature of the game than anything FFG did on purpose.

I like that they provide 2 “learning” decks, but they will after you have played one or two games be consigned to the box, and only bought out to teach new players with. It should be noted these 2 decks can’t be used in organised play.

Including 2 unique decks to move onto, is a great touch. It gives players that path to grow. It introduces them to the concept of the unique decks, and starts exposing them to potentially more powerful cards and new keywords/mechanics.

This starter set is the only place to get official tokens for Keyforge from. Which has been one of the reasons some players have been buying the set. Although it’s not hard to use alternatives as long as it’s clear to both players what the alternatives represent. I for one will be replacing the ember tokens. But the cardboard used is the usual FFG quality, which is pretty good.

One thing I think this starter set is missing is a couple of player aids summarising the turn structure. Something like this one from MtG.


On the flip side or another card is also a diagram of the board showing areas of where cards go.

It’s not a big thing, and definitely not a costly addition, fractions of a cent for FFG to add them. But it would make that learning and teaching much easier.

Overall I think FFG have done a good job with the contents of the starter set. Decks can be picked up or around £8. So does this starter set represent good value for money? As an introduction to the game for new players, I think just about. Although it’s debatable whether you could realistically give the 2 learning decks the same value as the unique decks. The starters do after all have a limited life. Then it comes down to how much value is attached to the cardboard tokens and token cards.

It should be noted that there was not enough starter sets to meet demand/preorders, however a new printing hits stores in December (just in time for Christmas). So if you haven’t got a starter set and want one, you may find it really hard to come by one until the restock. Although it does appear that there is enough unique decks to meet demand. So if you can’t wait you can buy a unique deck, use alternatives for tokens, download the rules and start playing.

Defending the title

My third Standard Showdown, and the first opportunity to defend my win, and spread the Keyforge love.

In this Standard Showdown there was 8 participants.

Round 1 – Dean

Dean took the first game easily. Well relatively. There was a too and fro, but his deck kicked in and took the victory.

Second game I should have taken a photo of the board. It was getting very wide, I had stabilised at 6 health. But the numbers were in my favour. I had an Assassins Trophy in hand to make sure. Drew a Vraska’s Contempt while looking for my Find//Finality. I was happy to flood the board until that happened. I had the upper hand. Dean swung in. But as expected I came out on top. I finally got my Find//Finality to give me the extra edge as I cast the Finality side. That was enough to give me the win.

The decider between us was a by the numbers win for me using my weenies, my removal and a Steel Leaf Champion.

Result: Win 2-1

Round 2 – Alfie

Dean’s nephew was playing with an improved deck from the previous week (I wasn’t there remember, I was having a good time in Ipswich), that was meant to be fast. But it really was an easy match up for my deck. I was able to control the battlefield through my removal, get my creatures out. To be fair I don’t think I got to see Alfie’s deck working as intended. But that’s the luck of the draw sometimes.

Result: Win 2-0

Round 3 – Andy Hall

Andy is one of those players that goes to GP’s, plays very competitively. I don’t think I’d be wrong in saying he is one of the stores top MtG players. And I think this was the first time I’ve played against Andy. And what a time to play him, battling for the top slot.

It’s not fun being killed by your own creatures. But that is what happened in the 2 games we played. I did some damage to him, so it wasn’t all one sided. The 2 games went this way. I’d do some early damage, then Thief of Sanity would come out, hit me, steal a card (usually one of my big hitters, like Carnage Tyrant in game 1). Then because I didn’t draw into my removal or have enough lands (oh they would be in the graveyard thanks to that awful card) I’d be at the mercy of my own card.

Although I feel I had a moral victory with Andy misplaying my Assassins Trophy. He’d stolen and cast my Nullhide Ferox, then with only enough mana spare to cast the trophy tried removing my Steel Leaf Champion until I pointed out that he couldn’t. The Ferox was stopping him from doing so.

Result: Loss 2-0

The dust settled, results entered and analysed by the WotC website. Which meant that with the way it calculated things I came in third out of the field of 8. If a result had gone my way in one of the other games, despite having the same win/loss record with second place I’d have ended up in second place.

In respect to what prizes people got there is no difference between second and third place. We both got a Standard Showdown pack, a participation pack, and an extra booster for being second/third.

Final standing: 3rd with a record of 2 Wins 1 Loss

This is what I pulled from the Standard Showdown pack…

I was really happy when I opened up the Standard Showdown pack as you might guess. Foil Angrath and plains. Angrath will potentially fit in nicely with the new deck with that +1 ability. Already had Karn, but still what a pull.

Highlights of the 2 boosters (I went with 1 Amonkhet and 1 Hour of Devastation because Guilds of Ravnica had sold out, and they are awaiting stock)…

Once again reasonably happy with the pulls. Aven Mindcensor saves me digging out my playset to use one in the death and taxes deck. A cycle land is always welcome. Hour of Devastation and Razaketh’s Rite also cards that will go well in the new deck.

And I’ll repeat over and over, sounding like a broken record. But the way I evaluate new cards is will they fit well into a deck of mine, or be of use in one I’m building.

There were a couple of games of Commander afterwards. Less said about them the better, one player was using a totally OP deck and just crushed all before him.

I didn’t get to play any Keyforge. I did ask Dean and Andy if they had heard of it, and I might as well been talking to my chihuahuas at that point. The local awareness at my FLGS is literally zero.

Ok the bit for those that are remotely interested, my deck list for the Standard Showdown.

The main change for this version is the addition of a second Vivien Reid Planeswalker to the sideboard, and the 4 Find//Finality (2 in main deck, and 2 in the sideboard). The cards that made way for this were the Silent Gravestone, Status//Statue, Mastermind’s Acquisition.

Creatures:26

4 Llanowar Elves
2 Skittering Heartstopper
4 Vicious Conquistador
3 Dire Fleet Poisoner
4 Steel Leaf Champion
2 Thrashing Brontodon
1 Nullhide Ferox
3 Ravenous Chupacabra
2 Carnage Tyrant
1 Ghalta, Primal Hunger

Spells:13

4 Assassin’s Trophy
2 Find // Finality
2 Never Happened
4 Vraska’s Contempt
1 Vivien Reid

Lands:21

6 Forest
1 Foul Orchard
4 Golgari Guildgate (a)
1 Overgrown Tomb
7 Swamp
2 Woodland Cemetery

Sideboard:16

2 Skittering Heartstopper
1 Dire Fleet Poisoner
2 Kitesail Freebooter
2 Thrashing Brontodon
1 Demon of Catastrophes
1 Doom Whisperer
1 Ghalta, Primal Hunger
2 Find // Finality
2 Ritual of Soot
1 Vraska, Golgari Queen
1 Vivien Reid

Jumping on the Keyforge bandwagon

So from time to time you get boring Star Realms game play videos (like earlier today), I’ve started writing about the D&D sessions (new post imminent). You get some naff write ups of our board game groups meet ups. I totally go ott on the MtG posts. Those posts even have delusions of deck building skills. Finally from time to time I’ve vented on here with the odd rant.

I also think regular sufferers will appreciate by now I’m not one to miss a band wagon once in a while. So I’ve decided to jump on the latest one to hitting the gaming community and start talking about Keyforge.

Technically you could argue I’ve already started doing that with the couple of posts I written or talked about it.

My first experience of Keyforge at the Tabletop Gaming Live non-event was mixed. The first demo I played the deck didn’t gel with me, the second game was more enjoyable because I got the deck. I came away thinking it was ok. But hadn’t been blown away (I think that sums up the post succinctly.)

I’ve also expressed concerns over the FFG organised play kits. I don’t think FFG’s track record is good on this front. For me I think the success of Keyforge will be very dependent on this. I’m not bowled over with what I saw for the Prerelease (lanyards, badges or as our American friends call them pins). The release weekend stuff isn’t great in my opinion. Although the weekly kit looks ok at best.

In a very recent post I inelegantly expressed concerns over the legs of the game based on the nonexistent demand for the game at my FLGS. My FLGS acts as my barometer on games.

So I think the above summarises where I currently am on Keyforge and current “concerns” for the game.

I’m not sure how the coverage for Keyforge will develop. I’ll stumble around until I hit something I like and hopefully others will too. But be prepared to be bored…

Just your good ol’ epic space battle

Unlucky for you all I enjoy putting these Star Realms videos up.

Sometimes the games seem just run of the mill, but still enjoyable. Then other times the game just stands out as one of those games that you will bore non-players with constant retellings of. They won’t have the foggiest what you are talking about, but will nod politely, make the odd comment such as “no way” or “then what did you do?” to feign interest. All the time thinking “god will you just shut up already, I need to go to the toilet” (it’s a similar reaction for when I bore folks talking about MtG).

This is one of those games. After the game, within seconds Scott was messaging me to say this game was definitely one for the blog. A day or two later than planned but who am I to disappoint?

You can visit Scott on his YouTube channel Scott Plays HERE.

Monthly Meetup – November 2018

These meetups come around real quick. Once again our fantastic hosts for the evening were the totally awesome The Luxe Cinema, and it’s amazing staff.

Somehow we managed to squeeze 8 people round the table to play some games. Naturally we split up into 2 groups of 4 for reasons.

Our group of 4 had started off playing 7 Wonders, whilst the other group played Tiny Epic Galaxies.

Not to sound like a broken record but I’ve not played 7 Wonders in 2 years! A new member to the group had said they’d wanted to try the game along with the next game we played. Did I need any better excuse than this to get the game back to the table? Nope.

We were a little cramped on table space. But it didn’t stop us building our empires and wonders.

Myself and the new member dominated the military side of things. Jeff had developed a science community that gave him a massive point injection at the end. But not enough to deny our new member from grabbing the well earned victory.

Next up on the want to try list was a current favourite Azul.

Azul when I’m playing it will always be a 5 round game. I did warn everyone that is my tactic at the start. I like that ticking clock, the pressure it puts on everyone, the focus. It also means I’m not having to worry about when the game will end, or whose ending it.

I thought I’d won. But the end game bonuses when added in gave Jeff the victory.

While we played Azul the other group of players played Deep Sea Adventure. I like this light push your luck game. And so did a couple of that group, who after playing were online ordering their own copies!

Our group finished the evening off with the now out of print Love Letter: Batman (you won’t believe the silly prices the licensed themed copies of the game go for now). While the others played some Rick and Morty card game (can you tell I’m not a fan of the show or the games?).

Jeff once again claimed victory for the game, with myself coming in last. But we had a blast playing the game.

As we packed away, evidence was taken to show that I had been trusted with Diego’s Kickstarter copy of Robin Hood and His Merry Men. Must remember to take it with me next time I see Diego.

But a great evening game, fantastic hosts. A big thank you to The Luxe Cinema and the staff there.

Potential Death and Taxes Commanders

So you remember Tuesday when I talked about when that potato mountain thing happens?

It finally looks like the death and taxes deck idea is getting its moment in the sun.

I have an idea of the cards I’m going or want to include in the deck. Sadly as you will see from the possible candidates of suitable Commanders below running a 5 colour deck isn’t an option. And I’m not sure there is enough justification to put effort into trying to get that option on the table.

So let’s look at the cards I found out about (mainly from a reddit post).


Azor, the Lawbringer – I like the card, the etb is a nice bonus. The whenever attacks is really nice, life gain and card draw. It has 2 of the colours I want access to. If it had black it’d be perfect. One of the 99 I think.

Gaddock Teeg – I really like this card. 2 CMC, shuts down noncreature spells such as Torment of Hailfire or Omniscience. Sadly it’s just white and green. So it’d fit nicely into say my Trostani deck. But regrettably doesn’t give me access to blue or black,

Kambul, Consul of Allocation – punishing opponents for casting noncreature spells really like it. Like Azor it’s short a colour, this time blue. But will make a great card as one of the 99.

Captain Sisay – what a great ability this card has. Tutoring for that legendary creature as and when you need it. Wow. But sadly like Gaddot the colours it gives access to is its drawback for me.

Grand Arbiter Augustin IV – this is a fun card, reduce the cost of your own spells while taxing your opponents. If it had a third colour like black it would be ideal. But I think at best for me it’s one of the 99.

Alesha, Who Smiles at Death – a 3 colour Commander giving me access to red. The ability is cool. But no blue! A great one of the 99 if red becomes an option.

Tymna the Weaver & Thrasios, Triton Hero – I’m not overly sold on these 2 cards as Commanders. The abilities just don’t wow me, or inspire.

Oloro, Ageless Ascetic – now this is a card and a half. Plus it’s the perfect 3 colours that I want in this deck. a very strong contender for the Commander. But I feel the emphasis with Oloro should be away from my death and taxes plan, and more life gain. Which is a completely separate deck.

Karador, Ghost Chieftain – this card might just be going into my Muldrotha deck. I like the ability a lot, gets around Commander tax. But it has no blue. So for me not an option for the deck at all.

Hokori, Dust Drinker – mono white. Sadly this is only a one of the 99 candidate.

Am I placing too much emphasis on blue? If the cards above aren’t good enough to be the Commander, but are great one of the 99 cards. Most of those have blue in their cost. I think they are good enough to make sure whichever Commander is chosen gives me access to those cards.

As I was writing this post I thought I wonder what other partner Commanders are there? So I googled them to find out the answer. And came up with this pairing.


First off it gives me 4 colours. Which admittedly is harder to build a mana base for. But it gives me access to the ideal 4 colours for this deck. That splash of red gets me access to Harsh Mentor and Rampaging Ferocidon, 2 great punishing cards. I prefer red over green as the fourth colour because it gives me a lot more cards that fit in with the plan for this deck. Although being able to play Sisay and Gaddock would be sweet.

These 2 fit more with the plan in my opinion than the pairing above suggested on that reddit thread.

So it looks like for the time being my death and taxes deck will be using 2 Commanders.

Some initial ninja and assassin cards


You may remember a recent post where I hit on the idea of using assassins along side the ninjas in one of my thematic Commander deck ideas for a Yuriko, the Tiger’s Shadow Ninja deck.

So I present the creature cards I’ve got so far (commander in bold). Have I any glaring omissions? Obviously there are considering I’ve only got 12 creatures so far.

Creatures:12

1 Skullsnatcher
1 Thrill-Kill Assassin
1 Adaptive Automaton
1 Darkblade Agent
1 Walker of Secret Ways
1 Yuriko, the Tiger’s Shadow
1 Etrata, the Silencer
1 Ninja of the Deep Hours
1 Higure, the Still Wind
1 Throat Slitter
1 Ink-Eyes, Servant of Oni
1 Silent-Blade Oni

As all decks I’m brewing sometimes I go all out and focus solely on that deck until it’s built. It’s like I have to build that deck, nothing else matters.

Just like Richard Dreyfuss’s character in Close Encounters of the Third Kind (great movie, I even had the Marvel movie adaption of it) and the mash potato mountain he had to make at the family dinner table. Once that “got to build it” bug bites, everything else doesn’t exist.

Or like this one and some of the other deck ideas they are a slow brew, quietly sitting there getting the odd card added to them as and when. That when is usual when I’m watching some deck tech video on YouTube. Naturally edhrec also gives me ideas for cards to use. While the deck is slowly simmering away in the background, new ideas do sometimes jump ahead due to the above character flaw described poorly above. But they are waiting for their turn in the spot light, and to get the star treatment.

One such deck idea nearly ready for prime time and its 15 minutes of fame is the death and taxes deck. The reason this may be the next to receive the hyper focus is to produce a deck that would punish this Niv-Mizzet deck I’ve heard of. I know cards I have would definitely punish that card, or deck entirely. The main draw back is a Commander. At the moment I have no idea which legendary creature to use.

Azor was my initial idea for the Commander. But I want access to black too, unless I can find a white or blue card that punishes card draw of an opponent. It’s time to hit the books as they used to say and see if I can solve the problem.

I’d love to hear your thoughts on this.

Return to the Iron Throne

Yesterday evening I got the chance to play A Game of Thrones: The Board game (Second Edition) again. The last time the game had been to the table was just over a year ago. And if my fading memory isn’t letting me down, my three opponents yesterday were also my opponents that time too.

This time I was the Starks, Liz was the Greyjoys, Dave was the Lannister’s while Justin was the Baratheons.

What was unusual for this play for me was I think this was the first time in a long time that I’ve played just the core game. With 4 players I usually play with the A Feast of Crows expansion. So it felt a bit weird starting off with so few resources and no objectives.

The draw back of playing this way with just the core game was if Liz and I spent all our time fighting over land in the North, then Dave and Justin would be free to run rampant in the South racing each other to get the 7 strongholds/castles. So early on Liz and I made a truce not to fight over the lands to the North, and came to a compromise splitting up of the lands. Thus we were able to turn our attentions towards the South.

I’m not going to apologise for this photo being the wrong way up. It was taken so that I could ask Liz her intentions without letting those of the South aware of potential troop movements.

Liz managed to attract the vengeful wrath of Justin when she invaded and captured one of his castles down on the southern tip of the kingdom. The next turn he committed to recapturing his lost castle. After that, when we failed to repel the wildlings, Liz was the one selected as the loser to get the worst of the punishments for failing by Justin (who held the Iron Throne).

I would have captured the Bartheons home stronghold a turn earlier than I did if Dave hadn’t played a card in our combat that meant he could remove a command token of mine. Which siding with Justin, removed the amassed forces I was going to invade with from that turn. But the next turn I did manage to invade and capture the Bartheons home stronghold. Thus inflicting on Justin the indignity of being the only player to lose their home stronghold. Even after this I still managed to avoid the wrath of his forces, which were still intent on extracting revenge on Liz.

This was a pretty close game really, towards the end I think anyone of us could have won the game. On what was going to be the penultimate turn if I had been able to grab one more stronghold/castle I would have been victorious. I was capturing two castles/strongholds that turn, but there was no way I could work it that I got that elusive third. That was my shot at seizing victory gone. I knew the next round I’d lose 2 castles/strongholds to the Lannisters and Baratheons. Luckily I knew I would be able as a final act of defiance steal from under the nose of Justin one of his unguarded castles as he took one from me.

The final turn of the game saw Justin lose 2 castles and gain 1. While Liz gained 2 castles, and could have gotten 3 if she had not rushed issuing her orders and getting a couple the wrong way round. However she did lose 1 castle to Dave in a surprise attack by him. I lost 2 castles and gained 1. Dave lost a castle to Liz, but gained 2.

In the end Dave marched his Lannister forces to victory and the Iron Throne. Trampling over Liz’s forces to do so meant that his victory might be short lived after they got home.

It was a fun evening with great company, and a great way to end the weekend.

GameAnglia 2018 and a rant about stuff

Yesterday I had to miss the D&D crossover with MtG at my FLGS, and the chance to get one of those sweet lands. I’d like to say I missed the Keyforge Prerelease weekend also. But there was no such interest for the game at my FLGS. We will come back to this later in the post.

The reason I had to miss the one shot taster scenario of the up and coming Guildmasters of Ravnica was I got asked if I would take some students to a gaming conference at the University of Suffolk called GameAnglia.

Now GameAnglia isn’t a big event, say like Develop. But it’s aimed at education. There was a good range of speakers from industry doing workshops and talks. Plus an impressive range of indie/student developers showing off their creations. There was even a dexterity board game to try. Which I didn’t because well I’m not really into that genre. However my students tried it and enjoyed it.


One talk by the Media Molecule community manager and communications manager made me wonder just what life would be like if WotC hired professionals like these. There was a lot of good advice in their talk, especially about not talking about politics. I would imagine it would also go as far as not pushing a social agenda.

I don’t think anyone would disagree that whatever the community it should be welcoming and accepting irrespective of things like race,religion, gender etc etc. And that discrimination, hate, abuse, etc will not be tolerated.

However when the message that seems to be coming out of a company like WotC is that they “hate” 90% of their player base. And that they turn a blind eye to hate, and abuse if it comes from those that they agree with and it’s against those that they don’t like, then there has to be a problem somewhere at their end.

There is a sketch by the late great Bill Hicks about subliminal messages in music and the whole Judas Priest fans committing suicide court case from the late eighties, and a bit of that routine reminds me of WotC!

WARNING THIS QUOTE HAS SWEAR WORDS IN IT.

I’m fucking sick of it, I’m fucking sick of it! Sick of it, sick of it!! What are you sick of? The whole fucking thing…; Touring, making $40000 a night, …free drugs, free booze, stretched limos, penthouse suites, …groupies blowing me dawn to dusk. I’m in a rut and I want out. And then we have a little show’s coming up. I know, it sucks… …unless… Ian, Nijo, come in! Oh shit Nijo get in. Ian, come down! I’ve had an idea, let’s kill the fucking audience. Nijo, go get a soccer ball, Ian, come here… …we’re going to kill them, and then we can get back to our day jobs. We can sell shoes again.

It’s just that at the moment WotC are putting out their version of subliminal messages in records, they are trying to price their player base out of the game! Well banning them, and telling them they are bad people for being the wrong gender isn’t working.

I don’t care what a persons political leanings are. As far as I’m concerned a dick is a dick whether they are on the far right or the far left. Both of those extremes use the same nasty toolset to silence and bully others. Both want to force their political views on others. While the rest of us just want to buy cardboard rectangles, play a game, and the only thing we care about is whether the other person we are playing with is a dick or not.

We shouldn’t be in this mess as a community. But we are, WotC have created a large part of it, they took sides, and started promoting/pushing an agenda.

Diversity is a good thing. It enriches everyone. You can have a product that appeals to a diverse audience without handling it the way that WotC have. Maybe WotC need to look at Plaid Hat Games and learn a lesson or two from them.

In the meantime my advice to WotC, stand back, reassess the situation, employ professionals with expertise in community management and marketing, become apolitical, rebuild and unite the community (well the online side, remember the online stuff is such a minute part of your player base). Simple!

I’m not sure I articulated the above very well, or made a coherent argument. But that was the thoughts, more or less that went through my head after that talk.

So you can see that attending an event like this can be very intellectually stimulating. In the minibus on the way back, there was definitely a buzz from my students. They had really enjoyed the conference, the talks and the demoes.

I did promise at the top of this post I’d talk about Keyforge. Or more specifically the Prerelease and lack of interest at my FLGS.

For me as a player when a game like Keyforge comes out I talk to the owner of my FLGS to assataine if there have been others at the store asking about the game, asking for it to be ordered in. It gives me an idea if there would be anyone to play with if I bought into the game. For Keyforge there was nothing. Apart from me making enquiries.

Now my FLGS is a small store in a small market town in the back of nowhere in the Fens. It’s not one of these stores in a big city like London or Cambridge. A game being popular in a big metropolis or having a community playing it there doesn’t mean the game is a success.

If a game hasn’t broken through to my FLGS it tells me that despite the initial flurry of hype (and there has been to some extent online from those that attended the Prerelease this weekend) that maybe this game doesn’t have legs.

A game for me is a success if it can break into these smaller stores where they are probably more likely to only carry games they know they can sell, and have demand for. These stores have more to lose, so if they invest in it then it means there is a market for it.

Now there may indeed be a “community” for Keyforge in the area. But they are not making themselves known to their FLGS and creating a location they can play and get easy access to OP kits. Having to travel long distances to attend events, or to play tells me the game isn’t popular.

Was that worth waiting for? Probably not. But there you have my continuing thoughts on Keyforge. And in the middle why WotC will never consider me a MtG content creator.

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.