D&D Campaign – Session 4 – May 29, 2011
Posted in D&D Campaign, Game Sessions

We left our adventurers mid-battle, which is something I absolutely hate to do, but we’re on a very strict 4-hour time limit when it comes to the Sunday game. Anyway, we return to a heroic fight already in progress.

The group continues to whittle away at the Maven’s minions. Suddenly, the Maven takes more of an interest in the battle and steps into the shadows of the stage. He emerges behind the lines of his toys, unleashing a wave of psychic energy at the group. Once again, Shayla scrambles to bring her healing power to bear, while Dorn, Lazan, Caelissa, and Kevara tear into the toys desperately. Hell Dolls fall left and right, and two other Carrionettes merge like before.

The Maven reaches out with his hands, fingers stretched forward, and lines of energy rip into the party, holding them in place while his toys make wild attacks. Luckily, the toys are damaged enough that their attacks are ineffective, and the party escapes the attack unscathed. Kevara attacks one of the remaining Carrionettes, and it explodes in a shower of body parts. Finally, all of the toys are destroyed, and the group turns to face the Dark Maven.

The Maven crosses his arms, then thrusts his hands toward the floor. The group suddenly finds themselves completely immobilized as the Maven steps through the shadows once more and reappears at the stage. He recognizes that they are a true threat; he may need to escape rather than fight.

“ENOUGH!” Silas howls. “What are you doing here?”

“We came here to investigate, Maven,” Kevara replies. “Your toys attacked us first – we fought to defend ourselves.”

“Investigate? This town is MINE! All who lived here will forever pay for Terina’s death! I know the blacksmith’s boy killed her, and the village did NOTHING!”

“Really, Silas?” Kevara retorts. “The blacksmith’s boy was a part of the Balar Ha’ja? And somehow the entire village was in on this?”

Silas stops dead. His mouth moves wordlessly, his eyes seeking answers in thin air, where none are to be found. “Oh… oh dear. I believe I have made a terrible mistake.”

Silas releases the party, walks to the steps of the stage and sits down. The party remains on their guard, but for now, the battle has ended. “Once when I was young,” he says, “I became a member of the Balar Ha’ja. I was a different man, then. Full of hate; full of rage at the world. But one day, I rebelled against those beliefs, tired of the atrocities we committed, the blood we spilled during our rituals… I could not live that life anymore, so I left. I left it all behind.” Silas sighs heavily, looking away. “Apparently it couldn’t leave me behind.”

Silas shakes his head and stands. “I must atone. I will release the spirits of the villagers, and cleanse the village. Then I will move on to whatever hell I deserve. I implore you; do good works, and avoid the Balar Ha’ja as much as you can.”

The group asks him about the music box, and the key. Silas explains that the glass keys are the way into the Balar Ha’ja strongholds; if they have one, they must take care to never break it, for the keys cannot be repaired without great risk. Kevara and Lazan cast a meaningful glance at Dorn, who shrugs helplessly.

The group decides to take Silas at his word, and leaves him to his task. They return to Whitehall, giving Terina’s scarf to Aria, and informing Kelryn that the danger in Darkhaven has been taken care of. They stay long enough to relate the full story to Kelryn, and then make their way back to Three Hills.

The group arrives in Three Hills late at night. Sagemaster Volrane asked them to report as soon as they arrived in Three Hills, but the group debates about the necessity of waking him against whether or not it would be alright if they wait until the morning. Caelissa suggests that Volrane would prefer to know immediately that the group has returned alive and well, and of the success of their mission. The group considers this for a moment then agrees, turning immediately for Volrane’s home.

They wake the Sagemaster and apologize profusely for waking him. He waves off their apologies, explaining that they have no reason to worry, and he is pleased that they have returned. The group explains that they have put the threat to rest, and tell him about Silas and the Balar Ha’ja. Volrane is clearly troubled about the information regarding the cult, but there is little that they can do at this point.

Volrane stands and states that they should be well-rewarded for their efforts, and exits the room with his seneschal. Returning shortly thereafter, he returns with several gifts: potions of healing; magic armor for Dorn and Lazan; magic weapons for Shayla, Caelissa, and Kevara. They continue to relate more information to Volrane over tea and cookies (the mere mention of which makes Shayla’s eyes light up like a little kid), and the discussion works its way around to the glass key. Kevara hands over the pouch to Volrane, who examines them briefly, then tries to use magic to put it back together. The spell backfires, throwing the Sagemaster against the far wall and knocking the rest of the group to the floor. Everyone is a little shaken, but no one is badly hurt.

Volrane bids them all a good night, and asks that they return on the following day. He has other tasks for them, though they will have to make a choice as to which they will handle.

D&D Campaign – Session 3 – May 22, 2011
Posted in D&D Campaign, Game Sessions

The specter disappears, and the group agrees that the skeleton must be Terina’s remains. Conferring further, they decide to investigate the house above them before heading to the theater.

Deciding that caution is a much better plan this time around, the group chooses to listen at the door this time before trying to break it down. The group hears nothing, so they kick the door in and let whatever might be inside come to them instead.

This time, nothing rushes out to meet them. Entering the main room, they feel a presence tugging at their minds, but ignore it to investigate the tattered remains of the lower floor. Little in the main room interests them, as well as the kitchen; everything is rusted or broken, tattered and blood-spattered.

Then they hear the music.

This was where I hit play on the music file. I’ve always liked using mood music as appropriate, and the reaction from the group was exactly what I had hoped it would be. They were all sufficiently creeped out; I’ve included the music file so that you can join in the creepitude. Just open it in a new tab, and read through the next few paragraphs (insert sinister grin here).

Maria Kurenai’s Theme

The music then falls silent.

Hurrying upstairs, the group finds a large music box sitting undisturbed in the middle of the upper room. Dorn moves to the box and opens it, and the music begins again, invading their minds, filling them with haunting images, filling them with pain, with rage, with sorrow. Within the music, something tugs at their minds, seeking to control them, to manipulate them. The group shrugs off the effects, and Dorn closes the box.

Kevara enters the room and decides to take a closer look at the box. Dorn offers it to her, but second-guesses his offering and puts the box back down on the floor so that Kevara can inspect it. Unfortunately, she can’t tell very much about it with the box closed. She cautions the others to be ready if something happens, but suggests that Dorn should be standing a little farther back, especially after the rosebush incident.

Kevara opens the box, resisting the effects that tug at her mind. Using her arcane talents, she seeks out the magical power within it, and finds that anyone hearing the music while the box is open is at risk of being controlled; to what end, however, she isn’t certain. A closer inspection of its creation also gives her the idea that the box was built to protect something.

While Kevara is investigating the box, Dorn is unable to resist the effects, and draws his sword. He swings for Kevara’s neck, but misses his mark, the blade whistling past her ear. Downstairs, Shayla has also been taken over, mentally ordering her spirit to attack Kevara, and she takes an unsuccessful stab at Lazan.

Panicked, Kevara slams the lid closed. Dorn blinks, shakes his head, then looks at Kevara and asks her if she’s going to open the box or not. Once everyone has gathered together, Kevara explains what she has discovered about the box. Dorn immediately suggests that they destroy it, but Kevara says that if it was built to protect something, destroying it may not be the best idea. The group confers briefly, and the majority agrees with Dorn – the box should be destroyed, if only to prevent anyone else from finding the box and allowing chaos to ensue.

Two strikes later, the box is broken apart, revealing a secret compartment and the remains of a glass key. Kevara sighs and shakes her head, then gathers up the pieces and puts them in a small component pouch for later.

Unable to find anything else of interest, the group steels themselves and heads for the theater. Investigating through cracks in the boards reveal that it is lighted inside, a single floor with a very tall ceiling. Listening at the door, they can hear faint music playing, but are unable to make it out. Opening the door, the group sees more of the dolls and strange wooden toys dancing on stage with a new addition; marionettes, that upon closer inspection are revealed to be the corpses of the children that the Dark Maven stole. Kevara’s stomach lurches as she realizes that not only were these creatures once living children, but the strings controlling them are made from their entrails.

Yeah, it’s okay. You can say it: there’s something wrong with me. Even more so, considering that while I’m telling them about this, I have the fight music from the Calcabrena battle from Final Fantasy IV playing in the background. Once the icon was dropped onto the map, though, there were a couple people who said, “Oh, that’s just gross, Pix.” These creatures were Carrionettes.

Behind the dancing toys and corpses, the group can see a withered old man swaying gently with the music, hands twitching slightly as he controls the movements of his creations.

The Dark Maven.

“What are YOU doing here?” he croaks, voice raspy and grating. He points at the group, and his toys stop moving, heads cocking to the side simultaneously to look at the party. “This is MY domain, and you are UNINVITED!”

The group moves closer to the stage, weapons at the ready. Halfway from the door to the stage, more dolls come in through the open doors, pulling them shut behind. The party is now surrounded, and a fight seems inevitable.

“Whatnots! Dolls! Carrionettes! ATTACK THEM!” shrieks the Maven, pointing at the group.

The dolls and whatnots move closer, and as the group engages the first of them, the carrionettes lash their arms forward, entrail-strings wrapping around rafters so that they can swing into the fray.

The party fights valiantly; the whatnots are easy to dispatch, and they fall swiftly. The dolls are more difficult; each hit allows them to step through shadows to a new location, and their rogue-like tactics give them many advantages. The party is lucky so far and is taking far less damage than they’re dishing out, but they’re still taking many hits. Shayla patches up the party as quickly as possible, and the group continues fighting. Two of the carrionettes take heavy damage, and the party looks on in horror as the two move closer together, and one appears to absorb the other in a mass of roiling flesh, leaving behind an unblemished enemy.

D&D Campaign – Session 2 – May 15, 2011
Posted in D&D Campaign, Game Sessions

The group has managed to defeat the strange and deadly toys, and they stop to rest and examine the caravan wagons. True to Volrane’s word, the wagons are filled with foodstuffs, now rotting and useless. Some other trade goods, trinkets, and a well made carpet are tucked in among the rotted food; the carpet, the only real thing of true value, is now worthless thanks to stains and a stench that can never be removed.

Turning their attention to the village, they see that the majority of homes and buildings within the village proper are destroyed and burned. Two buildings to the northeast are still in reasonable shape, as well as one building on the northwest side of the village. To the far north is a very large building, and the group surmises that this would be the theater that Silas built. The group decides that they need to seek out more information before heading to the theater, and so they head for the building toward the northwest.

Despite the building being standing, it appears to be in very bad condition. Entering the front door, they take stock of their surroundings. At first glance, they are standing in what was once someone’s home, with shattered furniture and torn curtains cluttering the floor. Two staircases are immediately visible; the one on the right leading up, the one on the left leading down. A brief discussion ensues, and the group decides to head down into the cellar first. The stairs are worn and rotted; Kevara, the last one down, breaks through one of the middle steps, catching herself before she falls through. The lower cellar is empty; there is evidence that it was used for food storage and curing, but rats and other wild animals have cleaned everything out. As the group inspects the cellar, they hear singing. Caelissa determines that the song comes from the upper floors, and is obviously female.

Confused, since they have been led to believe that the village is empty, the group heads upstairs to investigate the source of the song. Kevara once again breaks through a step, and escapes unscathed. Hurrying back into the main room, Lazan and Dorn spot a human figure limned in blue light moving up the stairs. The group follows as it disappears from immediate view and the song fades away. Fortunately, the stairs leading up are in much better condition, but by the time the group reaches the upper floor, the figure is gone along with the singing.

The room is a disaster area; a cursory inspection doesn’t reveal anything interesting, but on a more thorough search, Dorn and Lazan manage to find a red silk scarf. The scarf itself is worn and frayed, and as they pick up the ends, the two of them can hear the singing again. Lazan suggests that everyone should touch the scarf, and as the last one touches the fabric, a female human ghost appears in the doorway, blocking the exit. She is young and beautiful (by human standards), with hair hanging to her waist, and wearing a simple homespun dress. Her song is melodic and sinister:

Silas Mauvais built a house and filled it with his toys
Bringing smiles to one and all, to all the girls and boys
He was well known and was well loved, brought joy to one and all
Until that fateful day of death, that marked old Silas’ fall.

Silas had a daughter, a beauty, young and fair
With eyes of green and lips of red, with long and golden hair
Her father was away that night, he left her all alone
A noise she heard and off she went to check it on her own

Silas found her the next day, a gruesome, horrific sight
Telltale signs, a bloody mess, told Silas of her plight
Blood inside the closet, blood right up the hall
Dripping down the landing stairs, and smeared upon the wall.

No one knows what happened next. There’s no one left to say.
But if you should see Silas Mauvais, you’d better start to pray;
For none will rise, all are dead, here in fair Darkhaven
Doomed in the fall, corpses all, cursed by the Dark Maven.

The song finishes, and the ghost shrieks in horror and pain, exploding in a fountain of blood. At that instant, the group hears a horrifying cackle echo in their ears.

It’s commonly known in the guilds I’ve been in and by many of my friends that I do voices; at the end of Wrath, a visit to the SiB vent channel would have given you a taste of Kermit the Lich King and Hank Hill Fordring making their speeches. These are just two of the repertoire – I also do a decent Sam Elliott, can sing Boris Karloff, and I have a passable Marvin the Martian and Bullwinkle the Moose (along with Dudley Do-Right and Mr. Peabody). You could even hear me talk raid strats with Charles Barkley, Eric Cartman, or mimic the Onyxia Wipe guy. There are two voices I don’t do often, for a couple of reasons. The first is because they really creep people out, and the second is that one of the voices really hurts my throat after a while, and people tend to request it a LOT. These are the Joker voices – Heath Ledger’s, and Mark Hamill’s. That horrifying cackle the group heard? Mark Hamill’s Joker, laughing hysterically. It scared Amber a little bit, and conversation stopped dead for a few minutes while everyone recovered from a minor heart attack.

The group recovers from their brief encounter and begins to head downstairs, satisfied that they will find nothing else in the house. As they reach the middle landing of the staircase, they discover the ghostly image of a young girl’s body, crumpled in a pool of blood an inch deep. The blood is smeared along the wall and running down the staircase, and the group is literally wading through it as they make their way to the door. Once the door opens, however, the vision is dispelled.

The group then crosses the road between the buildings and heads for the nearest building on the opposite side. Eschewing caution for valor, Dorn bull rushes the door, crashing through it and landing in a heap in the middle of the main room. Unfortunately for Dorn, he has landed in the center of a group of dolls, each wearing a pinafore and maniac grin, wielding a butcher knife in each hand. They have the drop on Dorn, and a few attacks later (during the surprise round), Dorn is very badly wounded and in dire need of healing.

The group dispatches the dolls, greatly discomforted by the eerie nature of this place and the enemies they are finding within it. A search of the room reveals a chest. Caelissa investigates, and finds no traps on the box. Opening it, dust explodes forth from the chest, causing everyone to cough and sputter harmlessly. Moving on, Lazan finds an unusual scroll tied with a ribbon and sealed with black wax. The seal is a skull with a dagger through it – Kevara recognizes it from somewhere, but she is unsure where she had run across the symbol before.

Naturally, the group discusses opening the scroll.

Dorn: I’ll open it.
Lazan: Kevara, what do you think?
Kevara: I don’t regard anything involving a skull motif and the color black with much optimism. On the other hand, it could be an important clue.
Lazan: Fine, fine…Dorn, you’re so eager, just don’t tear the damn thing.
Caelissa: Well, the worst thing that happens is we have to kill more things!
Kevara: No, the worst thing that can happen is that we DIE.

Everyone leaves the room save for Dorn, who breaks the seal. The group hears a scream in that same voice they heard before, and they all group together to examine it. Shayla recognizes the script as Elvish, but the words aren’t making any sense. She says that the syllables are strange and guttural. Dorn thinks that perhaps the words are meant to disguise the true speech the scroll was written in, so Shayla begins to pronounce the words phonetically. Dorn and Kevara immediately recognize the words as Draconic, and between the three of them, they are able to decipher the scroll.

It says, “The sacrifice has been made. The Maven will be made to understand-we are forever. We do not forgive. We do not forget. The price has been paid, and He will reawaken in time. Hail the Balar Ha’ja.” Kevara remembers something that her mentor once taught her, that the Balar Ha’ja was an apocalypse cult, dedicated to the destruction of the gods.

Leaving the house, the group sees bloody footprints leading toward the rear of the remaining building they have not investigated. Following them, the group finds that the prints end at a rosebush up against the wall. Lazan grabs the lower stems of the rosebush intending to pull it out, but instead the vines lash out, wrapping him up and burying thorns into his flesh. The group hears a slurping sound, and the bush is getting visibly healthier, blooming fresh roses dewed with Lazan’s blood. Lazan shifts into a crocodile form and pulls away, however not before taking a stab from Dorn intended for the rosebush itself. Kevara breathes fire on the bush, burning it to cinders. The ground beneath the bush, no longer supported by the roots, collapses into the empty space below.

Dorn uses a sunrod to light up the newly discovered passage, finding an empty room save for a skeleton. The form is slight and small, most likely female, and a dagger sticks out from the breastbone. Everyone enters the small room, likely a cellar dug out after the building was built, and goes to investigate the skeleton. Dorn removes the dagger from the bones; the blade is rusted and pitted, and the hilt appears to be made from ebony, carved into the shape of a skeleton with crossed arms, fingers pointed outward.

The group hears a whisper behind them, and they all turn to see the ghost of the young girl they saw before. The spirit gazes sorrowfully at the skeleton, shakes her head sadly, and disappears.

Arms in 4.1, and a Look Ahead
Posted in Arms, Upcoming

So it’s been a while since I’ve had any posts about Arms, and especially nothing regarding the new changes in 4.1. The truth is that a great deal has changed in such a short time, and so far, all for the better.

One-Time Rend

Now that Mortal Strike refreshes Rend, we no longer have to worry about burning a cooldown for an ability that does no damage simply for the sake of adding an extra ability every six seconds. To a certain extent, that “waste” of a GCD counted for a bit of a DPS loss, and actually made Arms DPS very mid-range. It’s not a bad thing, really, to be in the middle, but it was a bit of a balance issue.

Not having to worry about reapplying Rend every 15 seconds is a great benefit, and the damage done by Rend is automatically adjusted with each Mortal Strike, removing the need to keep an eye on your Attack Power for new applications. It also means that you won’t have that odd second left over prior to your reapplication, leaving you with irregular rend tick timers. Anyway.

Overpower Fix

Right now, it’s possible to time your Overpower in such a way that you can hit it, and by the time the GCD has refreshed, Overpower is ready for use again (which, I suspect, is why it’s being given a 1.5 second cooldown in 4.2 – keeps the ridiculousness out of the Arena). It’s not necessarily important to do this, however, so don’t practice it – just be aware that if you can’t always hit Overpower right away, it’s not the end of the world. You have time, and if you get it soon enough, you won’t miss a proc. After 4.2, however, you’ll need to be more diligent; don’t wait for the last second to hit it, or you’ll be stuck with the cooldown.

Stat Priority

I haven’t seen anything that changes the need for hit to cap and expertise to cap, and I’d be hard-pressed to believe that having less of either could be made up by more strength or more crit. However, Mastery has become less important in the face of Crit rating. As it stands:

Hit and Expertise to softcap, then Strength > Crit > Mastery > Haste. I’ve actually started reforging any extra stats to crit where applicable (even Mastery!), and have noticed an appreciable DPS increase. Gemming should be Strength for all red or blue sockets, and Strength/Crit for yellow sockets. Also, if you can find it on your server (and you should be able to by now), be sure to grab the Strength/+3% Critical Damage metagem.

Priority/Rotation

Unchanged. Always try to hit Mortal Strike following a Charge, and make sure Rend is applied. Following that, Colossus Smash -> Mortal Strike -> Overpower -> Slam, and (surprise!) Heroic Strike for excess Rage (though to tell the truth, now that there is only a single Rend application, it is much more difficult to find yourself with excess Rage than before). The only thing that makes Heroic Strike worth it (because I have yet to see a Heroic Strike match Slam for damage) is that Heroic Strike is no longer tied to the global cooldown, and can be used whenever.

Other Shenanigans

A good friend of mine brought to my attention a technique used in one of his heroic groups. If you’re feeling up to the micromanagement, it’s possible to set up a talent spec in such a way that you do the majority of your damage in Berserker Stance, and switch back to Battle in order to use Overpower. I have a few problems with this.

In the first place, it means you’re giving up some very important damage or speed talents in favor of a 5% damage increase that requires micromanagement on an extraordinary scale. Furthermore, the sheer number of boss fights that involve target changes mean that you will be shifting stances far more than typically necessary. Could you imagine having to stance dance on the Omnitron Defense System? Switching with every change in order to Charge and Rend, then back into Berserker again? With Mortal Strike on a 5 second cooldown, the internal 6 second cooldown on Overpower, and the GCD on top of it… if I had to estimate (and I do, since I don’t have any numbers to back it up), I’d say you’d get 1500dps extra out of it. Not worth the micromanagement, if you ask me, but if you’re crazy enough to want to try, be my guest and let me know how it works out.

Arms Guides

Nothing new on these just yet. I’m sure the more observant readers have already noticed that I’ve pruned a majority of the older posts from the blog, mostly those involving outdated Arms data or posts that I wrote that haven’t really been in the true spirit of the blog since the beginning. Nevertheless, I will get the new Arms guides up, but most likely not until the 4.2 changes are in full swing, and I’ve had more time to poke at a low level Warrior to make recommendations.

D&D Posts

If you’re reading these posts, I hope you’ve enjoyed them thus far. I’ll be posting the next session within the next couple of days, continuing the story of our adventurers in the world of Dar na Theria.

So keep on the lookout – plenty more to come, and lots more to see!

D&D Campaign – Session 1 – May 1, 2011
Posted in D&D Campaign, Game Sessions

Our intrepid adventurers, currently in the town of Three Hills, are summoned to the home of one Sagemaster Volrane, known throughout the realms to be knowledgeable, wise in the ways of magic, and a valued advisor to lords and kings alike. Volrane is a retired wizard who keeps an active interest in the world as a whole, and often hires adventurers for investigations or other tasks that have taken his notice.

Volrane informs the group that many caravans from the town haven’t arrived at their destinations, and unfortunately the local lord’s armies are tied up elsewhere. The local constabulary doesn’t have the kind of manpower to deal with the situation, and so he is willing to fund an independent expedition out of his own coffers. He offers the group 500 gold just to make the trip; any information they can bring back will result in a greater reward, and if they are fortunate enough to eliminate the source of the interruptions, Sagemaster promises an even greater reward. The group agrees, and the Sagemaster informs them that the source of the caravan hijackings appears to be occurring around a small village called Darkhaven.

Volrane indicates that some strange fate befell the town of Darkhaven, and only the current residents of Whitehall may have information of what occurred there. Whitehall is a small farming community, located a day’s walk from Darkhaven proper, and Volrane believes the group would be best served by going there first. The group makes the trek to Whitehall, fortunately uneventful, and finds the local inn upon their arrival. A few questions and a promise to return for drinks later convinces the innkeep to direct them to the village elder for more information.

The village elder, Kelryn, is remarkably reluctant to give them any information. It’s obvious that he knows something, but he keeps brushing off the group with vague statements about how they’re better off just not knowing, and leaving Darkhaven well enough alone.

This was actually the start of a skill challenge. For those of you unfamiliar with the new 4th edition and how skill challenges work, essentially the group has to use a series of skills available to them in order to beat the challenge. Depending on the challenge at hand, it could be any combination of skills, but most likely diplomatic skills for bargaining or information gathering, active skills for disarming traps in the middle of combat, or trying to close a demonic portal while fighting off a horde of monsters… that sort of thing. The catch is that you have to have a certain number of successes before you get a certain number of failures, or you lose the challenge.

The group tries to convince the village elder to reveal what he knows so that they can avoid any more missing caravans. Dorn, being impatient, tries to intimidate the old man (which results in an automatic failure, and earns more than a few verbal lashings from the group as a whole). Fortunately, after a little sweet-talking (and guilt-tripping) by the rest of the group, Kelryn is willing to cut them a break, and he begins to reveal some information.

“Darkhaven was once a peaceful place. I grew up there, and lived there until I was a young man. Life was simple, and the village thrived despite being off the beaten path. One day, an actor named Silas Mauvais moved into the village, and decided to build a theater. His idea was that the theater would serve three purposes; a place for him to hold shows, an attraction to bring visitors to the village, and as entertainment for the people of Darkhaven. With the village’s permission, Silas built his theater.

Time passed, and Silas met a local woman and fell in love. They married, and in time, decided to have a child. Silas’ wife, unfortunately, died in childbirth, leaving Silas with a beautiful baby girl that he adored and cherished. Silas named his daughter Terina, and she grew to be a beautiful young lady. When she was in her late teens, Silas was asked by the village council to visit a nearby city for supplies, and he agreed. He said goodbye to Terina, and promised to return as soon as he could.

A week later, Silas returned to the village and his home to discover his daughter dead. Angrily, he sought answers from the village council, and no one knew how she had died or who had done the deed. In his anger, Silas locked himself in his theater and would not come out. Soon after, the eldest children of the village turned up missing, and many witnesses saw Silas capturing them and returning to his theater. Night after night, horrific screams kept the villagers awake. They tried to break into the theater, but dark magic and ghastly creatures prevented their entrance. Many people died.

I left the village in order to try to get help from the king’s army, but by the time I returned to Darkhaven, unfortunately alone, the village was abandoned. The few people that were left were hiding in terror or completely mad. I left Darkhaven and took up residence here in Whitehall. I have lived here ever since.”

Kelryn pauses to collect himself, and then continues. “No one is really sure what happened, but we do know that Venn, the blacksmith’s son, was greatly taken by Terina. I believe that perhaps he paid a call to her when her father was away and perhaps she rebuffed him. That is my best guess, and it seems logical enough, for when Silas returned to Darkhaven, Terina was dead and Venn was gone from the village. At any rate, I do not believe that Silas is still causing trouble – he was in his late sixties when he went mad, and that was more than fifty years ago. If there is anything else you wish to know, you should speak with Aria, our village baker; she is Silas’ niece.”

The group sought out Aria at her local shop. Aria turned out to be a kindly, middle-aged woman eager to provide them with information, as well as rations for the road. She wasn’t able to provide much more information than the elder, but she was able to tell the group that when Terina’s body was found, Terina’s blood was literally everywhere in the house. Silas blamed the villagers and the village council that no one noticed that she was dead until Silas discovered her, and no one had any leads.

The group stayed in Whitehall that night, and decided they would head to Darkhaven the following day. Even from a distance, it was easy enough to see that there was a dark cloud surrounding Darkhaven. Another uneventful trip to the village brought them to Darkhaven’s gates where they found the remains of the two missing caravans. Near the caravans, the ground is dead and sandy, and the remains of the merchants are near the wagons. The corpses appear mummified, perhaps even drained, though there are dark dried pools around the corpses where they have bled out. Kevara searches around and takes a closer look at the bodies, but is unable to find any magical residues. Investigation of the corpses further indicate that the merchants’ throats and wrists were cut, and some even appeared to have been strangled with a heavy rope. Despite the dessication of the bodies, the eyes are intact and appear to be vacant and staring. These merchants have been dead for weeks, but the bodies have not rotted in any way.

As the group investigates, they are attacked by strange wooden toys with razor claws. They dispatch these strange abominations with relative ease, but as each dies, a blue light escapes from the body and a tortured voice screams its horror to the sky.

Character Introduction – Caelissa
Posted in Characters, D&D Campaign

This character is being played by Tart.

More information later. Still working out the details.

Character Introduction – Dorn Deckard
Posted in Characters, D&D Campaign

This character is being played by Mason.

Growing up as the bastard son of a decorated general such as Lord Anthony Correia, Dorn has always had to work extra hard to achieve the respect and admiration of his peers. Dorn, who knew from an early age that he would never inherit his father’s titles, attended a prestigious military academy where he studied hard and excelled among the other students, in order to one day serve his younger sister, the Lady Jessica Correia.

Despite his father being granted the Baronship of the land of Rivia and charged with safeguarding the people and the kings most important gold mine, Dorn found himself constantly persecuted by his fellow academy students for being the bastard son and not a true noble born son of the baron. Despite this, Dorn held his lord father in great regard. Tragically, this proved to be Dorn’s weakness, and resulted in his expulsion from the academy; he killed a fellow student in a duel over his father’s honor.

Lord Anthony, both disgusted and touched by his pig-headed son’s sense of honor, sent Dorn away to join the king’s army and to learn to control his temper. Thus enlisted in the military at an early age, Dorn found himself assigned as a squire to a knight named Hannibal Halleck.

Knight Halleck was no easy taskmaster, demanding much from Dorn and rarely giving praise. Dorn learned Halleck’s unorthodox battle methods well and quickly mastered both the longsword and himself over the course of several years, through wars great and small. At the end of a long campaign in another country, Dorn returned home after ten long years of service. Having attained the title of knight, He was ready to take his place as Master of arms for Lady Jessica.

Dorn’s homecoming, however, was short-lived. Returning to find his family branded traitors and left hanging from the castle walls like trophies, Dorn’s investigations discovered his father’s former friend, Lord Augustine Steakley, seated upon his father’s old throne. Knowing that something is amiss, Dorn left the castle before Steakley’s guards could discover him. Secretly making contact with several friends and servants still loyal to his father, Dorn discovered that the king had been informed that Dorn’s family had been amassing gold from the mines to overthrow the crown. The informant was none other than Lord Steakley, who had obtained the proof from Lord Anthony’s former and most loyal knights, Bruce, Baron of Campwell. Fully aware that this was a betrayal and a political plot and yet unable to provide evidence to clear his family’s name, Dorn went into hiding. Investigating further, Dorn discovered that his family was murdered not by Lord Steakley or the Baron of Campwell, but hired assassins. He had no names, but one clue provided by an old servant; a tunic embroidered with a unique patch.

Personality
Because of his young age, years of military service and witnessing the corpses of his loved ones has left Dorn a rather brooding and prone to bouts of rage and extreme anger. Dorn knows deep in his heart that until his family is avenged he will never know true peace. He frequently has bouts of insomnia which can keep him awake for days. The insomnia has driven Dorn to drinking in excess, often the only way he can silence his nightmares and truly sleep peacefully.

Dorn’s inexperience and need for vengeance has led him to make unwise decisions to obtain information leading to his family’s murderers. His disillusionment with the noble leadership of his own country has fostered a disregard for authority and nobility within him. Unfortunately, Dorn’s new reputation as an adventurer, mercenary, and bounty hunter willing to work both sides of the fence has drawn attention from thieves and knights alike.

Physical Traits
His years on the battlefield have left Dorn disfigured and somewhat unsightly. Battle scars cover his body from head to toe, making him easy to spot and easier to remember. To keep people from staring overlong at his face and also to conceal his identity, Dorn is never seen in public without his helmet: a battered but well serviced Sallet which leaves his lower jaw and a strip for his eyes visible but hides the majority of his face. One may guess from the color of the stubble on his chin that his hair is a dark brown or black.

Tie and contrast to: Shayla

While this is somewhat unusual, it’s not uncommon for your tie and contrast to be the same person. The interesting thing is to come up with something plausible that fulfills both requirements. Mason and Jin worked together on this, and it turned out better than I could have expected.

While traveling through the town of Rashbourne, Dorn picked up a contract to hunt a dire wolf said to be terrorizing the village, stealing various items and disappearing without a trace. Waiting one night in ambush, Dorn ambushed and successfully chased off the wolf. Realizing that his quarry was clearly not a dire wolf, Dorn tracked the creature after its flight. Following it into the surrounding woods, Dorn came across a young elven girl sleeping in a tree hollow.

Dorn ambushed the girl and her spirit companion, the wolf. Dorn took several wounds but finished the creature off, and then turned his attention to the girl. Despite her attempts at resistance, days of starvation and weakness from hunger allowed Dorn to easily overpower her. Dorn returned to his campsite with his captive, offering her two options: live and never return to the village, or die. He left her tied up at his camp with a bit of food, and returned to the village to collect his reward.

The spirit wolf had left its mark, however, and Dorn’s return trip was marred by hallucinations of his dead family, and a fever brought on by the wounds he suffered in the recent battle. Dorn collapsed near a river, and awoke later to find the girl sitting over him. Mistaking her for an attacker, Dorn struggled to move to the attack, only to find himself stripped of his weapons and tied up just as he had left the girl.

“I give you two options,” she said, mimicking Dorn’s words from before. “Live, and let me come with you, or die.” Choosing to live, Dorn agreed and allowed Shayla to heal his wounds; they have been traveling together ever since.

Character Introduction – Lazan Silvershaper
Posted in Characters, D&D Campaign

This character is being played by Chris.

Lazan is a wanderer, a Halfling far removed from his home. Lost, became a druid to survive the wild, and hopes to one day find his way home again, with stories and shinies to show everyone how awesome he is.

Lazan’s mentor, Dareleth, a Half-elf, saved his life after Lazan was separated from his family. Dareleth is very quiet, and usually distrustful of strangers; a complete loner, almost a hermit, in her own right, making her adoption of Lazan rather uncharacteristic. She never once gave a reason for saving the young Halfling, and after a while he just stopped asking why.

In his youth, Lazan made the acquaintance of Tasrod, a grizzled old Dwarf warrior who became a sort of inspiration for a young Lazan. In Lazan’s travels, he ran across a merchant caravan under attack by hobgoblins. Before Lazan had the chance to decide to flee for his own life or attempt to assist the caravan, he saw that a Dwarf had already felled three of the hobgoblins single-handedly without ever putting down his mug. Lazan was instantly enthralled with Tasrod’s fighting prowess, and introduced himself. As their friendship grew, Lazan was forever imprinted with many of Tasrod’s own personality traits, including a love for heroic tall tales, alcohol, and fighting. (Learning how to drink at the feet of a dwarf does funny things to one’s tolerance.)

Ties to: Dorn Deckard

The two met in a tavern and found themselves in a drunken brawl; when the dust settled, they were both taken to jail. They bonded drunkenly post-brawl.

Contrast: Kevara Bloodbane

Kevara’s innate curiosity about everything serves little more than a constant annoyance. There’s also a bit of apprehension inside of him, as he tends to think of Dragonborn and dragons interchangeably, so he’s worried that she’ll “hoard” his share of the treasure.

Character Introduction – Kevara Bloodbane
Posted in Characters, D&D Campaign

This character is being played by Amber.

Daughter of Shysark and Thaina Bloodbane, Kevara Bloodbane is a Dragonborn warlock and student of Alisaadi Urthadar, a Tiefling master of the Astral Path. Seeking to perfect her knowledge of the arcane and driven by the typical Dragonborn desire to be the best in their chosen profession, Kevara left home to make her way in the world. Her father, Shysark, is the Bloodbane patriarch; he disapproves of Kevara’s chosen path. Her mother, Thaina, supports Kevara’s individualism despite her concerns for her daughter’s well-being, and they have always gotten along well.

Ties to: Lazan Silvershaper

Ever one to expand her horizons, Kevara found the Halfling druid a compelling curiosity, something she had not run into before. She feels that they must have some common ground, for surely Halfling druids are looked with as much suspicion as Dragonborn warlocks!

Contrast to: Dorn Deckard

Dorn’s superstitions and prejudices thanks to encounters with warlocks during many battles have left him with the expectation that all warlocks follow a Demonic Path. Kevara is under his constant scrutiny, and she must do her best to convince Dorn that she does not share the dark desires and powers of other followers of the warlock profession.

Character Introduction – Shayla
Posted in Characters, D&D Campaign

This character is played by Jin.

Shayla is a 19 year old Elf shaman who has been called by the spirits to venture out into the world and learn its ways, and to gain a greater understanding of her role in it and the purpose of her existence.

Shayla travels with a spirit companion, a huge wolf who has no given name – at least none that Shayla has shared with anyone. The spirit serves as Shayla’s guide and companion, and she pays special heed to his advice. The spirit wolf’s mannerisms and obvious intelligence suggest he is somewhat more than he seems, but it is not clear precisely what else he might be. He has a wicked, feral sense of humor; he often will make jokes at the expense of those around him that are generally lost on Shayla. This is often the subject of his jokes about her. It is very clear that Shayla is extremely dear to him, however, and he does not generally tolerate anyone else making fun of her.

Shayla makes no mention of anyone from her past, and generally does not speak of her childhood at all even when pressed. At times, however, she will let slip details about visions or conversations she has had with a woman in her dreams. Also nameless, the woman is described as older than Shayla, but similar enough in appearance to suggest a blood relation. Shayla is unwilling to speak about her directly even when she does accidentally mention her.

Ties to: Kevara Bloodbane

Shayla is aware that Warlocks often carry special connections to the Fae and other spirit creatures. She feels a sort of professional kinship toward Kevara in this regard, and respects her as something of a fellow practitioner. Her quest for knowledge is very similar to Shayla’s own task. Additionally, she takes simple joy in Kevara as another girl to keep company with.

Contrast to: Lazan Silvershaper

Shayla does not understand Lazan or his interest in “shinies” as he would call them. Her own past has left her with little knowledge or appreciation of the value of material things. His often apparent dislike of Kevara has not endeared him to her either. Also, her spirit companion believes this tiny person would make an excellent snack, which she has taken to heart.