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Thursday, October 30, 2014

Articulations from Arthur - Alignment Change

King Arthur returns from all sorts of misadventure across Mystara, as both a DM and a player.  He wanted to share this with everyone, after some of those hijinks nearly introduced him to the TPK.  As his discovery of gaming in general is really just beginning, it will be interesting to see what he has to say from time to time - to give us old, crotchety folk a fresh perspective that is unburdened with expectation or nostalgia.



In my budding experience, I have encountered an alignment change.  This particular change of heart was forced upon me, for allowing entangled and sleeping enemies to be effortlessly dispatched by a fellow member of my adventuring party.  How wrong of me……

Now then!  Being chaotic is awesome!  All these nitty witty do-gooders and their lawful ways are just such a tedious bunch to fit in with.  Experiencing the change in my alignment, I did take it upon myself to fully enjoy a change to more diabolic demeanor.  The party, who has yet to accept my character anyhow, is now composed of only my targets!

At least, they would have been had they not led me to suffer heavy damage and initially instill a raving insanity within me.  This in turn gave me the perfect excuse to stab a fellow through his heart and take his potion.  Then to make my lil’ devilish plot all the better, the potion made me fly!   I took my leave of these doomed adventurers and flew all the way back home!

You should never trust an evil thief, you silly adventuring companions!  I do give you my thanks though, for the short lived, but highly enjoyable, Dungeons and Dragons session.

King Arthur,
The Jubilant and Carefree

Update: Decos' Wretched Plight (Session 2)

In Through the Out Door

The inner door erupts as the looters run out of the burning, collapsing outpost.  A flurry of missed blows later, several of the party are incapacitated - but the roof crushes in on the party's foes, finishing them off and preventing pursuit.



The party staggers out to the horse and cart, and begin to collect themselves.  They stand guard through the night, and in the morning examine the burnt-out ruin.  Satisfied with what little they could scrounge from the looter's hideout, they take their three living prisoners back to Arbora.

Tabotaku the Wizard offers to examine the trinkets brought back from the tower, and Decos is happy to have a certain sword back.  The party convalesces for a week, before agreeing to meet with Decos once again to discuss the terms for the northmen's continued employment.

It seems that getting rid of the looters was only the first step of a larger design on the part of the old boy.  Oh, it was all for the public good or whatever - but the townsfolk immediately sent miners into the old ruin and started excavating beneath it.  A network of tunnels exists under the old Thyatian watchtower...and Decos is very interested in getting into it.

The northmen are impassive.  They will destroy the enemies of these folk.  They will show them the ways of Odin.

Sunday, October 26, 2014

Update: The Face of Mystara, Part II (Session 2)

From Left to Right

The party, faced with the jaws of so many dragons on the Isle of Dread, elect to seek brighter fortunes elsewhere.  The Drake sets sail for Thyatis City, where they arrive in 15 days with no misfortune.  Everyone is surprised.




Over the next several days, each member of the party searches their soul for the strength to fight the existential dread.  They seek a new job, as they believe their group is powerful enough to brave new perils.  Yet what night brings is much more bizarre...

An entity calling himself The Warlock Charlie Sheen appeared in their dreams, and showed them a vision of what might be the future.  The heroes all stood in the mightiest of positions, and great power for change was theirs.  War seemed to be coming...war in the north.

After all having the same dream, they agree it's pretty weird.  Some of the party was able to figure out the nature of the spell, but not of it's creator...who only seemed human.  The companions begin to suss out a real plan, emboldened by the surety and reality of their shared vision.

Grus Tokerfield is a wealthy landowner in Thyatis City.  He has contracted the party and their ship to hunt down Captain Kronk and his pirate vessel, The Sea Heifer.  Aboard that blighted ship, Tokerfield claims, the party will find a silver, rune engraved box.  They are to return to box to Tokerfield clandestinely at his estate, whereupon 2000gp in gems will be paid to the party.  In addition, the Thyatians want Kronk...and have placed a 700gp bounty on his head.

Dead or alive.

Tokerfield divulges information on Kronk's next port-of-call:  North Island, in Minrothad.  The Sea Heifer and her crew of scum will be there in four to five days.  If they can make it, taking the pirate vessel at their secret base could be a powerful coup for the party's prosperity.  However, pirates are the least of their concern near the islands of Minrothad...