tag:blogger.com,1999:blog-78827165197178412362024-03-28T06:44:30.259-04:00One Yard HexMaking games, one yard at a time. A blog by game designer and writer Paul Stefko.Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.comBlogger448125tag:blogger.com,1999:blog-7882716519717841236.post-59942955799976131292019-01-06T12:50:00.000-05:002019-01-06T12:50:10.639-05:00Castle Whiterock—Chapter 14: (Near-)Death and Taxes<i>[Note: The holidays kept me from posting this update earlier. We're actually playing Chapter 15 today, </i>1/6.]<br />
<h2>
Characters</h2>
<br />
<ul>
<li>Emmeline Forthwrought, eccentric human wizard, with Jonathan, cat familiar.</li>
<li>Frevia Arden, self-sufficient human druid, with Roberta, snake animal companion.</li>
<li>Imra Shadowmantle, disciplined elven rogue.</li>
<li>Melanie Shadowmantle, aristocratic human fighter, with Angelina, recovered toad.</li>
<li>Emony Steelbrow (NPC), paladin of Justicia.</li>
</ul>
<br />
<h2>
A Dark Omen</h2>
<div>
While on watch outside the stable, Melanie sees a figure approaching purposefully from the rear gatehouse. She steps inside to wake the others and sees that the building is empty. When she turns around in the doorway, the figure is right outside. She recognizes it as Sir Karill of Kitchmon, whom she had beheaded two months ago outside Far Cirque.</div>
<div>
<br /></div>
<div>
Sir Karill blames her for ruining him, stripping him of his duty to his lord, and dooming his people. Melanie responds that they didn't start the fight that ended in his death. The two fight, but Karill proves to be a formidable opponent. Eventually, Melanie throws <i>Treeheart</i> aside and tells him to kill her if that's what he wants. Instead, Sir Karill simply says, "We're coming." Melanie wakes up exhausted.</div>
<h2>
Rescue!</h2>
<div>
While Melanie tells Imra about her dream, they both hear screaming from outside the ruins. Imra sees a shape diving out of the sky. They gather Frevia and Emmeline, and the four run up the road. They see a dark, winged humanoid shape circling in the sky and arrive to see two gargoyles feasting on horses and riders on the road. A third horse is running off, while its rider pulls herself to her feet. This woman is well dressed with a rapier on her belt. One sleeve of her silk blouse is pinned up around her missing left arm.</div>
<div>
<br /></div>
<div>
Emmeline warns the rest that gargoyles' skin is tough enough to turn most non-magical blows and that they can fly much faster than the party can run. She also casts <i>haste</i> on the entire party. The circling gargoyle swoops down at the one-armed woman, who fruitlessly tries to defend herself with her sword. Emmeline casts <i>bull's strength</i> on Melanie as the other two gargoyles advance on the party. Melanie and Imra engage one of the creatures with their magic blades, and Frevia casts <i>produce flame</i> at it. </div>
<div>
<br /></div>
<div>
One gargoyle closes with Emmeline, and the third turns away from the one-armed woman to join its companion. Flanking the wizard, the two tear into her fiercely. The one-armed woman rushes in to distract the gargoyle facing Melanie and Imra, and the two quickly dispatch it. The party deals further blows to the remaining two, forcing them to flee.</div>
<div>
<br /></div>
<div>
The woman introduces herself as Dameri Macleish, an agent of the Royal Treasury. She has been looking for the party for nearly two months to complete an initial audit for their tax records. The party helps her carry her guards back to the stable, and she sets down to begin her appraisal. Using an enchanted jeweler's loupe, she detects and identifies all of the party's magic items. She also takes an accounting of their gold, gems, and other cash. </div>
<div>
<br /></div>
<div>
While Dameri works, Frevia goes into the woods to find herbs and other ingredients for a preparation to preserve the guards' bodies. The party offers to escort Dameri back to Cillamar when they've completed their current venture into the ruins in a day or two.</div>
<h2>
Back to School</h2>
<div>
Before they head back to civilization, the party decides to return to the Clockwork Academy to clear it out and recover as much evidence as they can for Angela Stein. They descend through the ruins' upper levels to the musical cavern and through the illusionary wall.</div>
<div>
<br /></div>
<div>
Following Dameri's audit, Imra remembers the <i>rope of stone</i> she's been carrying for months and decides to "lasso" the animated pushcart in the workroom. She sneaks up behind it and throws the rope around the cart, which struggles unsuccessfully to escape before she ties the rope off to the railing and turns it to stone.</div>
<div>
<br /></div>
<div>
The party explores the workroom and discovers a niche in the wall sealed with glass. It is labeled with Gnomish writing and contains a steel pin in the shape of a beetle. Frevia casts <i>comprehend languages </i>and sees that the label reads "In case of emergency." Imra breaks the glass and takes the pin.</div>
<div>
<br /></div>
<div>
Meanwhile, Emmeline casts detect magic to scan the pin and the rest of the room. Not only is the pin magical, she also spots an aura covering the top half of an entire wall of the room. With time and effort, the party discovers that the wall is illusory and are able to push through it. They find themselves on a stone balcony with three doors.<br />
<br />
Opening the door on the left, they see an office that was probably quite nice once upon a time, but is now moldy and fallen down. Under the desk, the recover a lockbox containing many copper and a few gold coins, as well as an angry letter from the laundry staff to a Headmaster Silverheel. A door on the far side of the office opens into another hallway.<br />
<br />
Continuing to the left, Imra opens the door at the end of the hallway to reveal a dome-shaped room that looks like it was once a faculty lounge. Searching, Emmeline finds a scroll of reduce person tucked into a half-rotted sofa.<br />
<br />
Leading off of this hallway are four more dilapidated offices, none of which contain anything more interesting than a water dish labeled Rusty next to the skeleton of a badger. Finally, a larger chamber probably served as a conference room for the teachers, and it contains a large, intricately carved table that would be worth several thousand gold if it could be removed from the facility.<br />
<br />
Imra examines the door at the far end of the hallway, which is locked. She slips her thieves' tools into the mechanism and begins to work, but a slip triggers a magical trap she hadn't noticed. The hallway fills with strange purple fire. Imra ducks out of the way, and the flames mildly scorch Frevia, who realizes they are mostly illusory. Unfortunately, Emmeline neither dodges nor overcomes the illusion, and the <i>shadow evocation</i> nearly kills her. Frevia activates her <i>healing belt</i> and revives the wizard before she dies of shock.<br />
<br />
Angry at Emmeline's brush with death, Melanie tells the others to stand back. She then cleaves into the door with Treeheart, triggering the trap one more time as she knocks the door clean off its hinges. Between her quick reflexes and strong will, the fighter shrugs off most of the damage, and the party prepares to explore the rest of the Clockwork Academy.<br />
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Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com22tag:blogger.com,1999:blog-7882716519717841236.post-19753929896438749022018-11-28T20:05:00.000-05:002018-11-28T20:05:53.577-05:00Eidol Summoning—PermutationsHere are a few extra rules to fill out the system of Eidol Summoning. One uses stock advantages from Basic Set, while the other is an implementation of Stunts from GURPS Powers.<br />
<a name='more'></a><br />
<h2>
Mental Contact</h2>
When you summon an eidol, the spiritual ally can understand your native language, even if it can't speak itself. Of course, you can only talk to your eidol if it is present with you. Dedicated summoners develop their bonds to the point that they can communicate with their eidols telepathically over any distance and even share the spirit's senses.<br />
<br />
This ability requires the Telecommunication and Mind Reading advantages, and nearly all summoners who learn this ability also have Mindlink, to remove the chance of failure. The cost of Mindlink varies dependingin on how many eidols you can have summoned at one time: 5 points for one; 9 points for 2-9; 18 for 10-99; and an extra +9 points for each tenfold increase.<br />
<br />
<i>Statistics</i>: Telecommunication (Telesend; Accessibility, Only your summoned eidols, -80%, Spirit, -10%) [6]; Mind Reading (Sensory Only, -20%; Spirit, -10%; Telecommunication, -20%) [15]; Mindlink (Spirit, -10%) [varies].<br />
<h2>
Instant Summoning</h2>
You can attempt to summon an eidol without conducting the normal ritual. You must spend a single second Concentrating and spend 2 FP, then roll against Will or Will-based Ritual Magic (Eidol Summoning) at a -4 penalty. You can spend additional FP to offset this penalty, at 1 FP per -1.<br />
<br />
On a success, you summon your eidol, but only temporarily. Each minute, you must spend 2 FP and make another roll or your eidol disappears. On a critical success, you don't need to pay the FP cost for that minute.<br />
<br />
On a critical failure, you cannot try again for 1d seconds, and roll once more against Will. On a failure, all of your summoned eidols disappear. You cannot summon any again for a number of minutes equal to your margin of failure. After that, roll Will each minute until you succeed, at which point your power returns. (If you get a critical failure on this roll, you lose your power for 1d <i>months</i>.)<br />
<br />
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-90639005425009354382018-11-27T19:44:00.000-05:002018-11-27T19:44:00.827-05:00Eidol Summoning—Two Sample EidolsSome of the earliest eidols that many practitioners learn to <a href="https://oneyardhex.blogspot.com/2018/11/eidol-summoning-framework-for-magical.html" target="_blank">summon</a> are counterparts to mundane creatures drawn from various Otherworlds. Here are two such example eidols.<br />
<a name='more'></a><br />
<br />
<h2>
Feyhawk</h2>
This large falcon is used by otherworldly knights for hunting. Summoners who bond with a feyhawk often use rare cuts of meat in their summoning rituals.<br />
<br />
<b>ST</b> 6; <b>DX</b> 13; <b>IQ</b> 6; <b>HT</b> 10.<br />
<span class="Apple-tab-span" style="white-space: pre;"></span>HP 8; Will 8; Per 12; FP 10.<br />
<span class="Apple-tab-span" style="white-space: pre;"></span>SM -3; Speed 5.75; Move 2; Dodge 9; Parry 10.<br />
<br />
<b>Beak (15)</b>: 1d-5 pi+.<br />
<b>Claws (15)</b>: 1d-5 cut.<br />
<br />
<b>Traits</b>: Acute Vision 3; Domesitc Animal; Eidol; Enhanced Move 1 (Air Speed 20); Flight (Winged; Air Move 10); No Fine Manipulators; Sharp Beak; Sharp Claws.<br />
<b>Skills</b>: Brawling-15.<br />
<b>Notes</b>: 75-point Ally.<br />
<h2>
Firecat</h2>
The firecat is just that: a 4' feline shape composed of animated elemental fire. It makes an excellent guard, though the fact that it burns as bright as a torch makes stealth less than feasible. While it cannot speak, the firecat can understand spoken commands, including those of any companions its summoner orders it to follow.<br />
<br />
<b>ST</b> 6; <b>DX</b> 11; <b>IQ</b> 6; <b>HT</b> 10.<br />
HP 8; Will 6; Per 12; FP 10.<br />
<span class="Apple-tab-span" style="white-space: pre;"></span>SM -1; Speed 5.25; Move 5; Dodge 8.<br />
<br />
<b>Claws (11)</b>: 1d-5 cut plus 2d burn.<br />
<br />
<b>Traits</b>: Burning Attack 2d (Always On; Aura; Melee Attack, Range C); Doesn’t Breathe (Oxygen Combustion); Doesn’t Eat or Drink; Doesn’t Sleep; Domestic Animal; Eidol; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Quadruped; Sharp Claws; Weakness (Water, 1d/min.).<br />
<b>Notes</b>: Sheds light like a torch. DR 10 vs. heat/fire. 150-point Ally.<br />
<br />
<i>Domestic Animal</i>: Cannot Speak; Hidebound; Social Stigma (Valuable Property); and Taboo Trait (Fixed IQ).<br />
<i>Quadruped</i>: Extra Legs (Four Legs); Horizontal; and No Fine Manipulators.<br />
<br />Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-11236766796130100222018-11-26T10:03:00.001-05:002018-11-26T10:03:38.484-05:00Eidol Summoning — A Framework for Magical Allies in GURPSI've been putting some ideas down for a fantasy campaign in GURPS with a broad selection of "magic" systems. In addition to the systems from <a href="http://www.sjgames.com/gurps/books/sorcery/" target="_blank">GURPS Thaumatology: Sorcery</a> and <a href="http://www.sjgames.com/gurps/books/divinefavor/" target="_blank">GURPS Powers: Divine Favor</a>, I want to have a few options that draw on other sources like Chi and spirits.<br />
<br />
In 2005, Reverend P. Kitty wrote an article for volume 2 of Pyramid, "<a href="http://www.sjgames.com/pyramid/sample.html?id=5583" target="_blank">Making Friends and Conjuring People</a>," that built on the Summonable enhancement for Allies. He included a meta-trait that allowed for Unkillable allies that disappear when reduced to (-1xHP) and could be summoned again after regenerating. I like the idea of "summoners" being one of the available supernatural options in this world, so I though I'd build on P. Kitty's work for this system.<br />
<br />
The biggest change I made to the Conjured Servant meta-trait is removing Automaton. I prefer the summoned beings to have more initiative, especially at higher point values, and Automaton means that you constantly have to hold the ally's hand. Unfortunately, removing this trait (and with it, Slave Mentality) means that the cost of both the ally template and the Minion enhancement go up.<br />
<br />
With those changes, I've renamed Conjured Servant to Eidol, which is the most common term for summoned spiritual allies in this nascent setting.<br />
<br />
<b>Eidol</b>: Regeneration (Fast; Only when dead, -40%) [30]; Unkillable 3 [150]; Fragile (Unnatural) [-50]; Dead Broke [-25]; Vanishes when dead [0]. <i>105 points</i>.<br />
<br />
Finally, I didn't want to use the full, fickle version of the Spirit power modifier from <a href="http://www.sjgames.com/gurps/books/powers/" target="_blank">GURPS Powers</a>. Instead, I toned it down to be more in line with Magic or Chi. Users of Spirit powers must have a [-5]-point self-imposed disadvantage such as Disciplines of Faith or (in the case of eidol summoners) Sense of Duty (Summoned Allies). Breaking this taboo means that the spirits abandon the character until they are able to atone.<br />
<h2>
Eidol Summoning</h2>
<div style="text-align: right;">
8/16/24/40/80 points</div>
<br />
You have bonded to a spiritual ally called an eidol. You can summon this eidol to assist you through a ritual invocation. Its spiritual nature makes the eidol essentially impossible to kill, though physical harm can cause it to vanish back into the spirit world, where it must rest for a time before you can summon it again.<br />
<br />
Summoning an eidol requires a minute-long ritual in which you chant and burn expensive incense, destroy a hand-crafted effigy, etc. At any point after completing the ritual, you can Concentrate for 1 second and summon the eidol to you. If you are able to summon multiple eidols, you must complete a ritual (and spend materials) for each one.<br />
<br />
If your eidol is reduced to -1xHP, it vanishes in a harmless display of spiritual energy. It cannot be summoned again for (2xHP) minutes. You can dismiss your eidol at will as a free action, but the eidol must be in your presence.<br />
<br />
Many summoners bind to their eidols in such a way that they cannot summon more than one at once. Characters built this way buy multiple Eidol Summoning advantages as Alternate Abilities, paying full price for the most expensive eidol and 1/5 for each additional eidol. Before you summon another eidol, you must dismiss your current one. If your eidol "dies," you cannot summon another before the "dead" idol would be available again (2xHP minutes).<br />
<br />
Level 1 lets you summon an eidol worth up to 25% of your character point total. This increases to 50% at level 2, 75% at level 3, 100% at level 4, and 150% at level 5. You cannot summon an eidol worth more than 150% of your point total.<br />
<br />
<i>Statistics</i>: Ally (Constantly available; Minion, +50%; Preparation Required, 1 minute, -20%; Spirit, -10%; Summonable, +100%; Trigger, Common, -20%) [8/16/24/40/80].<br />
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<span id="goog_894996991"></span><span id="goog_894996992"></span><br />Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-96919596210890212018-11-19T15:20:00.000-05:002018-11-19T15:20:24.609-05:00Castle Whiterock—Chapter 13: Delving Too Greedily and Too Deep<h2>
Characters</h2>
<ul>
<li>Emmeline Forthwrought, eccentric human wizard, with Jonathan, cat familiar.</li>
<li>Frevia Arden, self-sufficient human druid, with Roberta, snake animal companion.</li>
<li>Imra Shadowmantle, disciplined elven rogue.</li>
<li>Melanie Shadowmantle, aristocratic human fighter, with Angelina, recovered toad.</li>
<li>Emony Steelbrow (NPC), paladin of Justicia.</li>
</ul>
Exploring the secret tunnel, Imra finds a similar hidden door on the far end. This opens onto another hallway. To the left, it opens into entry chamber now full of dead piercers. To the right, the tunnel is blocked by a wall of small stones, purposefully placed. The group decides to clear the tunnel and find out what is on the other side.<br />
<div>
<br /></div>
<div>
As Melanie, Imra, and Emony work, Emmeline and Frevia keep watch. Frevia hears movement from the piercer chamber, and she readies a <i>flaming sphere</i> for any fast-moving object that appears. A pair of javelins fly out of the dark, but they bounce harmlessly off the armor of Emony and Melanie.</div>
<div>
<br /></div>
<div>
Melanie steps up near the <i>flaming sphere</i> and taunts the unseen attackers. Suddenly, she is enveloped in a sticky white net. Emory and Imra run up to try and help her out of it. Frevia sends the <i>flaming sphere </i>out into the piercer chamber. Emmeline casts a grease spell at the end of the tunnel just in time to catch two troglodytes who charge at Melanie. One trog falls on his face, but the other reaches the fighter and swings with his club. Then the door to the secret tunnel opens and two more troglodytes rush into the hall, all swinging on the entangled Melanie.</div>
<div>
<br /></div>
<div>
Despite the tight quarters, the party outmatches the troglodytes, and the tide quickly turns. The only casualty is Emony, who is knocked out with a nasty strike to her head. The trog that felled her turns to flee, chased by Imra and Frevia. But he's shouting for help in the troglodyte's language, and the group decides to let the rest flee. </div>
<div>
<br /></div>
<div>
Melanie revives Emony with a potion, and the entire group redoubles their efforts to clear the tunnel. They block the tunnel off behind them with the stones, burying the troglodytes they killed. Beyond the wall, they see a larger cave with a series of rock shelves across from a flowstone formation that has metal pipes and an ivory keyboard worked into it.</div>
<div>
<br /></div>
<div>
As they draw closer, a series of whistles and wind emanate from the organ. Frevia believes she recognizes it as Auran and casts <i>comprehend languages</i>. She hears a being calling for help from inside the organ, and apparently they can understand Common even if they only speak Auran. With Frevia translating, the group learns that the being is named Aeraelith. They were bound into the organ centuries ago and desperately wants out. </div>
<div>
<br /></div>
<div>
The party is happy to help, and Aeraelith tells them that they need three magic instruments - a flute, a harp, and a drum - and the magic notes hidden in the organ's stone bench. Imra and Emmeline, after great effort, figure out the puzzlebox mechanism of the bench and discover three 25-pound stone tablets with musical notes carved in them. They leave the tablets there and lock the bench back up, and vow to find the instruments and free Aeraelith.</div>
<div>
<br /></div>
<div>
While search the rest of the chamber, Imra discovers a portion of wall that is disguised with an illusion. On the other side is a brick tunnel barely five feet tall that ends in an iron door inscribed in an unknown language and marked with a symbol like a set of wheels or gears. The group enters, and Imra unlocks the door, revealing a similarly sized hallway going left and right.</div>
<div>
<br /></div>
<div>
To the left, they emerge onto a walkway above a larger chamber full of worktables, pushcarts full of materials, and an overhead beam with chains hanging from it. Imra goes down a set of stairs to investigate, but the party behind her makes noise. One of the pushcarts springs to life and barrels toward Imra, trying to slam her. She jumps out of the way and retreats up the stairs while Emony and Melanie take on the cart. Unfortunately, its thick iron construction means their heaviest blows barely dent it. </div>
<div>
<br /></div>
<div>
The party decides to retreat from the complex and head back to camp. However, before they can leave, a bizarre stoney creature emerges from the wall behind them and attacks Imra, biting and clawing her. Emmeline identifies this as a minor xorn. Its extremely tough hide and natural resilience means it is extremely hard to kill. Melanie and Emony hold it off while the others move back into the hall. </div>
<div>
<br /></div>
<div>
Emmeline remembers that xorns may be more vulnerable to blunt weapons, which none of the party have. Frevia, however, remembers the clubs wielded by the troglodytes, and she runs back through the organ chamber to fetch one. Meanwhile, Emmeline heads to the room on the other end of the hallway. She sees some broken furniture and rushes to grab a few pieces. From beneath a stairway on the other side of the room, a bizarre wheeled, metal gnome with a long lance rolls toward her and spear Emmeline twice before she can flee the room. </div>
<div>
<br /></div>
<div>
By the time the wizard and the druid return with alternate weapons, Melanie has dispatched the xorn through sheer grit. As the mechanical lancer trundles into the hallway, the exhausted party begins to dispare. Emony, hoping to defend her new allies to her last, charges the machine, which nearly impales her as she closes within its reach. She scores a telling blow, though, and Melanie is heartened enough to follow. A strike from <i>Treeheart</i> causes the lancer's head to nearly pop off, and the sounds of its internal mechanisms becomes chaotic. It seems to lose the ability to act for a moment, and Melanie strikes again, destroying it once and for all.</div>
<div>
<br /></div>
<div>
Imra grabs the lancer's head as proof of what they all assume to be the Clockwork Academy, and the party retreats from the dungeon for good this time. Everyone makes it back to the stables and camps, spending the entire next day recovering their health and magical resources. Frevia lays in a supply of <i>goodberries</i> and even makes friends with a few woodland creatures to serve as spies and informants.</div>
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Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-37776584210355087752018-10-22T17:54:00.000-04:002018-10-22T17:54:03.127-04:00Castle Whiterock—Chapter 12: Return to the Ruins<h2>
Characters</h2>
<br />
<ul>
<li>Emmeline Forthwrought, eccentric human wizard, with Jonathan, cat familiar.</li>
<li>Frevia Arden, self-sufficient human druid, with Roberta, snake animal companion.</li>
<li>Imra Shadowmantle, disciplined elven rogue.</li>
<li>Melanie Shadowmantle, aristocratic human fighter, with Angelina, recovered toad.</li>
</ul>
<br />
The party sets out for Castle Whiterock along with their previous hirelings, Lissa the halfling groom and Gryffidd the mercenary leader. When they arrive at the gatehouse, they find the heavy ironwood gates closed, when they remember leaving them open last they were here. Emmeline casts <i>reduce person </i>on Imra, and the elf sneaks inside.<br />
<br />
Checking the stables, Imra finds signs that someone had searched the building. Further into the courtyard, she sees that the tents left behind by the vanquished slavers had been disturbed: two had been taken down purposefully, but two more had been knocked down violently. With the <i>reduce</i> spell nearly at an end, Imra returns to the group. The party retreats out of the ruins for the night and makes camp further up the caldera.<br />
<br />
The next morning, the party enters the ruins. Lissa and Gryffidd take shelter in the stables, and the heroes proceed to the tents to investigate. In one of the ruined tents, they find the bodies of a half-orc man and a dwarf woman. Their wounds indicate they were killed fighting some kind of oversized arthropod. Emmeline finds a small leather spellbook written Dwarven in a pack.<br />
<br />
Imra spots a trail of blood splatters leading into the ruined building near the tents. Sneaking over, she sees a body partially buried under rubble, softly moaning. Melanie and Frevia rush to help and discover a young human woman with metallic platinum hair, wearing half-plate with a fine shield and sword. Frevia revives her, and she says her name is Emony Steelbrow. Melanie finds something strange and surprising about her, but she can't quite place what.<br />
<br />
The group helps her back to the camp, where she recognizes the bodies. She remembers monstrous crayfish emerging from the lake two nights ago. She thinks they dragged two more of her companions into the water, but she was thrown through the air and knocked out.<br />
<br />
While Imra helps Emony bury her friends, Frevia decides to investigate the lake by wild shaping into a porpoise. She swims the perimeter of the lake and gets a rough idea of the layout of the flooded ruins below. When she descends, she finds a submerged graveyard littered with glints of metal. She pulls one such item up in her mouth, but figures emerge from the silt around her. One bites her and she is momentarily paralyzed. Two more tear at her throat, nearly killing her.<br />
<br />
As control of her muscles returns, she is barely able to slip away from the attackers. She rockets back to shore, shapes back to her natural form, and uses healing magic to save herself. Frevia and Emmeline both identify the creatures as lacedons, an aquatic form of ghoul. The group decides to avoid the lake for now until they have the means to deal with both the undead and the watery depths.<br />
<br />
Emony finishes the burial with a few prayers, revealing herself as a paladin of Justicia, goddess of justice and mercy. In thanks for saving her, she offers to accompany the party into the ruins if they need another sword-arm. The group agreed, and they all descend into Castle Whiterock.<br />
<br />
They make their way to the third level, to the chamber guarded by zombie "statues." Previously, they had discovered a stairway concealed by a secret door. The stairs wind down into the earth, carved stone walls giving way to more natural rock. At the bottom, a chamber is lit by a series of piled rocks topped with glowing lichen. The group examines these rocks, and they are ambushed by a large number of fattened piercers hidden on the ceiling. With support from the others, Melanie easily dispatches the creatures.<br />
<br />
Two tunnels lead out of this chamber, and Imra leads the group down the tunnel on their right. She spots a series of concealed pit traps, and Frevia uses <i>stone shape</i> to create a bridge over the pits. As the group reaches the end of the tunnel, they are attacked by three troglodytes. The stench overtakes several of the group, but the reptilian humanoids stand little chance against the party.<br />
<br />
As they loot the guards, Imra spots a secret door. Opening it reveals another side tunnel...Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-63778512104093498962018-09-10T10:36:00.000-04:002018-09-10T10:36:21.569-04:00Castle Whiterock—Chapter 11: Icy Interlude<h2>
Characters</h2>
<div>
<ul>
<li>Emmeline Forthwrought, eccentric human wizard, with Jonathan, cat familiar.</li>
<li>Frevia Arden, self-sufficient human druid, with Roberta, snake animal companion.</li>
<li>Imra Shadowmantle, disciplined elven rogue.</li>
<li>Melanie Shadowmantle, aristocratic human fighter, with Angelina, recovered toad.</li>
</ul>
</div>
<h2>
I'm On a Boat</h2>
<div>
The party signs on as guards with a river boat captained by a salty silver-haird elf named Framblin. With one final day in Galaron, Imra goes to the royal treasury and registers the group in the tax rolls, making sure their adventuring profits are fully legal. There is some discussion of what the party's official name should be, but no decision is reached yet.<br />
<br />
Meanwhile, Melanie visits the Solethite monastery to say goodbye to her new friend Ella. The monk presents her with a red ribbon choker to remember her training by.<br />
<br />
Framblin's boat is loaded with dry goods and a few dozen oarsmen. Other than the captain, who carries an impressive sword, the party are the only ones aboard that are combat-ready. Framblin tells Imra that he doesn't expect much trouble, but there's always the chance of encountering nasties in the Ice Mire.<br />
<br />
The first day of the journey is quite pleasant. The boat passes through the rolling farmland surrounding Galaron, enjoying the breezy warmth of a summer's day. Early in the second morning, they pass through the very edge of the Ashwood Forest, and Framblin tells Imra that they'll enter the Ice Mire later that day. He plans to spend the night in a waystation within the mire where the Crown keeps supplies for travelers.<br />
<br />
By midday, the boat passes into the Ice Mire, and the air is suddenly frigid and cloaked with mist. Small chunks of ice thunk against the shallow hull. Some time later, the party hears a droning sound from the mist, which Frevia and Imra recognize as the wings of flying insects. Suddenly eight stirges emerge from the fog and swarm the ship. The party dispatches a few with arrows, but soon Frevia, Imra, and Emmeline each have a number of the vermin latched on and drinking their blood. Imra is quite seriously drained, and Frevia also loses a significant portion before the party dispatches the pests.<br />
<h2>
Strangers in the Night</h2>
The boat reaches the waystation by nightfall, and the party goes inside to start a fire while the crew begins to unload some supplies. Captain Framblin covertly passes Imra a potion of <i>lesser restoration</i> to help her recover some of her lost blood. Melanie and Emmeline agree to take watch outside while Imra and Frevia rest. The crew spends the night singing and gambling in the cozy warmth of the stone structure.<br />
<br />
Late in the evening, a crewman named Klev stumbles outside to relieve himself. When he's gone a bit too long, Melanie and Emmeline decide to look for him. They hear suspicious sounds from the darkness behind the building and go to investigate. Emmeline casts <i>invisibility</i> in herself, and Melanie tries to be stealthy as they move. The fighter catches a glimpse of upward movement in the mist and fires a few arrows into the darkness, but she doesn't hear if they connect with anything.<br />
<br />
Suddenly, a hulking, misshapen figure with blue skin, long arms, and taloned fingers drops down before Melanie with a painful crunch. It slashes her with its claws, and freezing cold flows off of it in waves. Emmeline recognizes it as some kind of ice-infused troll, but Melanie doesn't care. She just chops away at it with <i>Treeheart</i>.<br />
<br />
Inside the waystation, Jonathan feels Emmeline's fear, which alerts Imra and Frevia. They head out to find the others, coming on the scene as Melanie is savaging the body to keep it from regenerating. Frevia uses <i>flaming sphere</i> and <i>produce flame</i> to burn the troll to true death. Inside the remains, they find a frozen cluster of gems and coin.<br />
<br />
"Most impressive," says an old woman's voice from the night. The party looks but can see no visible source. "Not very efficient, but entertaining." Cold grips Emmeline's heart as she recognizes the voice as the old witch who cursed her family, turning them all—including her brother Jonathan—into animals. The figure known in Morrain folklore as Lylin, the Twilight Witch. The voice even recognizes Jonathan in his cat form, though she does not seem to know Emmeline is there, as she is still invisible. "Go back to your companions and enjoy the night," the voice says. "You will not be molested further."<br />
<br />
The party retreats to the waystation, to regroup, think, and count their loot. Emmeline tells the others what she knows of Lylin, and they all realize how close they came to being utterly destroyed by the witch. There is some talk of calling themselves the Twilight Valkyries after this encounter.<br />
<h2>
The Road Home</h2>
The rest of the trip on the boat passes without incident, and they arrive at Stonebridge late on the fourth day. The party agrees to give 20 gold from their 100-gold payment to Klev's mother. Captain Framblin thanks them for their service. The party sets out on foot in the morning, and reaches Cillamar safely five days later.<br />
<br />
Imra explains the deals she made in Galaron to Lord Shadowmantle. He is concerned about the arrangements, but he trusts Imra to make it work. It's on her head if she can't however. He urges her to set out without delay for Castle Whiterock to locate the material Angela Stein wants from the Clockwork Academy.<br />
<br />
The party also puts 5,000 gold down to begin reconstruction on Shadowmantle Manor. It's only enough to cover the week of surveying and a week of building, but Imra hopes they can return from the ruins in that time with enough money to keep the teams working.<br />
<br />
The party will set out for the ruins in hopes of treasure and to discover the location of the Clockwork Academy. The ruins beckon...</div>
<div>
<br /></div>
<div>
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Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com1tag:blogger.com,1999:blog-7882716519717841236.post-69801176154285318212018-08-22T09:00:00.000-04:002018-08-22T09:00:09.975-04:00Castle Whiterock—Chapter 10: Summer in the City<h2>
Characters</h2>
<div>
<ul>
<li>Emmeline Forthwrought, eccentric human wizard, with Jonathan, cat familiar.</li>
<li>Frevia Arden, self-sufficient human druid, with Roberta, snake animal companion.</li>
<li>Imra Shadowmantle, disciplined elven rogue.</li>
<li>Melanie Shadowmantle, aristocratic human fighter, with Angelina, recovered toad.</li>
</ul>
</div>
<h2>
It's Just Business</h2>
<div>
Over the next week, Imra asks around about the three merchants she needs to remove from the gem trade with Far Cirque. She discovers that one has recently died after a long and distinguished life. She visits his home to pay her respects and learns that his children are likely to sell his trade charter. She passes this information on to the family to follow up on.</div>
<div>
<br /></div>
<div>
With help from Emmeline and Frevia, Imra puts together a business proposal for the other merchants. The second merchant is impressed by the presentation and offers to cut the Shadowmantle family in on the business if they can help him smuggle gems out of Morraine under the crown's nose. Imra is pretty sure she can sell Lord Elric on this plan when she returns to Cillamar.</div>
<div>
<br /></div>
<div>
The final merchant is Angela Stein, very wealthy and with diversified interests beyond just the gem trade. After giving her presentation to a underling, Imra is invited to dinner at Stein's home, along with the rest of the party. When they arrive, they find the home decorated with many clocks and clockwork devices.</div>
<div>
<br /></div>
<div>
A servant leads the group to the dining room, and soon Stein arrives with her silent but imposing bodyguard. Stein is pleasant but straight to the point. She has heard of the party's success in the ruins of Castle Whiterock, and she wants them to find something for her beneath the castle. Centuries ago, a group of gnomes founded a school called the Clockwork Academy. (Imra recalls a flyer for the Academy that she found in the mines beneath the ruins.) The tales speak of amazing breakthroughs that have been lost to the ages, and Stein wants them back. If the party can recover information from the Clockwork Academy, she will gladly pass her gem trade charter to the Shadowmantles. The party eagerly agrees.</div>
<h2>
Wax On, Wax Off</h2>
<div>
During the week, Melanie spends much of her time at a monastery run by lay followers of Soleth, the god of solitude and peaceful death. The monks provide free self-defense classes and subtly teach against violence and aggression.</div>
<div>
<br /></div>
<div>
While training, Melanie makes friends with one of the monks, a half-elf woman named Ella. Ella was brought to the monks as a baby, the only survivor of a disease outbreak that killed her parents and left her alone for some time before neighbors found her. She shows Melanie the meditation garden she tends, which is an odd collection of large stones set in a clay floor. Melanie doesn't really understand it, but she treasures the connection with this young woman and invites Ella to visit Shadowmantle Manor if she ever leaves the monastery and Galaron.</div>
<h2>
Next Steps</h2>
<div>
With their business concluded in the city, the party looks to return to Cillamar. They know they will be heading back to Castle Whiterock to search for the Clockwork Academy. To get back a little faster, the group decides to hire themselves on as guards on a river boat and head up the Morro River and through the Ice Mire. If all goes well, they can hire horses at Stonebridge or just hike back home.</div>
<div>
<br /></div>
<div>
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Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-19435229623004139272018-07-16T09:28:00.003-04:002018-07-16T09:28:41.797-04:00Castle Whiterock—Chapter 9: The Road to Galaron<h2>
Characters</h2>
<div>
<ul>
<li>Emmeline Forthwrought, eccentric human wizard, with Jonathan, cat familiar.</li>
<li>Frevia Arden, self-sufficient human druid, with Roberta, snake animal companion.</li>
<li>Imra Shadowmantle, disciplined elven rogue.</li>
<li>Melanie Shadowmantle, aristocratic human fighter, with Angelina, recovered toad.</li>
</ul>
</div>
<h2>
Setting Out</h2>
<div>
The party decides to travel to Galaron by escorting a Shadowmantle family caravan. Luckily, a shipment of dwarven textiles is scheduled to leave the next morning. Before setting out, Melanie buys a pair of very fine fountain pens. She gives one to her father as an early birthday present, and the other she gives to Emmeline.</div>
<div>
<br /></div>
<div>
Lord Shadowmantle calls Imra into his office. He tells her that the family has begun negotiations with the gnomes of Far Cirque for their gems, but the town has existing contracts with three merchants in Galaron. He gives Imra a list of names and hints that it would be good for the family if someone convinced these people to break their ties with the gnomes. Imra isn't entirely sure what he's authorizing her to do, though.</div>
<div>
<br /></div>
<div>
The next morning, the party sets out along with six wagons as well as their drivers and porters. The hot summer days pass slowly on the road. But soon, the party can see a wall of mist on the northern horizon: the Ice Mire is a swamp that is perpetually cold as the heart of winter. When the humid air of the surrounding fields hits the frigid air, it creates this cloud layer and the occasional powerful storm.</div>
<h2>
Stonebridge</h2>
<div>
After four days of travel, the caravan reaches a large bridge spanning the Morro River. They stop at the Stonebridge Inn for the night, leaving their wagons in the large walled lot. Inside the common room, they see an interesting sight: a handsome half-orc bard playing for the room, his surly human sister, and her wolf animal companion. </div>
<div>
<br /></div>
<div>
Imra speaks with the bard and learns that his name is Darlok. Frevia finds his sister terse but not unfriendly. Her name is Daria, and her wolf is Arlo. The pair are heading to Galaron to work for a few months before returning to their home of Bone Hollow for the winter. After some deliberation, Imra hires Darlok and Daria for the remainder of the trip to the city for a fee of 100 gold.</div>
<h2>
What's the Opposite of "Ambush?"</h2>
<div>
The next week of the trip goes by uneventfully. Daria returns to the caravan, having scouted ahead of the group for much of the journey. She has spotted a camp of eight armed individuals off the road ahead. She doesn't know who they are or what they're doing there, but she thought it best to alert the rest of the party. Imra decides to check it out, and she tells the driver of the lead wagon to shout if they get into any trouble.</div>
<div>
<br /></div>
<div>
The party sneaks off through the tall summer crops, following Daria's lead. By the time they reach the edge of the field, they are aware that the armed group has taken cover on the edge of a small wood ahead. Melanie strides out to speak with them and is met with crossbow fire. A man in plate armor comes out from behind a large tree and says, "It's not every day that <i>they</i> come to us," before drawing his bastard sword.</div>
<div>
<br /></div>
<div>
The fight goes quite well for the party. Darlok inspires the group with a quick song of courage while Daria and Imra take up firing positions behind low walls at the edge of the field. A dwarf and a few humans rush out from their cover to engage Daria and Darlok. </div>
<div>
<br /></div>
<div>
From the woods, a woman's voice incants a spell, and Melanie is overcome with <i>hideous laughter</i> and falls to the ground. Fevia responds by conjuring a <i>flaming sphere</i> to harry the caster. A few halflings continue to fire crossbows from the treeline, while another human with a heavy mace and the man with the bastard sword try to take out Melanie while she's on the ground.</div>
<div>
<br /></div>
<div>
Frevia gums up much of the battlefield with an <i>entangle</i> spell, which slows down the enemies but also makes Emmeline's spellcasting much harder as she struggles against the vines too. But before long, the party dispatches most of the bandits, including burning the spellcaster to death. </div>
<div>
<br /></div>
<div>
Melanie recovers from her laugther in time for Frevia to drop the <i>entangle</i> and Emmeline to <i>enlarge</i> her. As her size expands, she draws <i>Treeheart</i> and brings it up with incredible force through the plate-armored leader's head, killing him instantly. The party gathers up their gear (including a pair of magic bracers and a few dozen magic arrows) and carries it back to the wagons.</div>
<h2>
Bright Lights, Big City</h2>
<div>
The caravan arrives in Galaron after more than two weeks on the road. The city's gleaming grey and green walls and the high towers of Stormkeep greet them from afar. As the teamsters unload the wagons at the Shadowmantle family's warehouse, Darlok and Daria take their leave of the group. Darlok tells Imra that they'll be staying at the Falcon and Child if she needs their services or "an evening's entertainment."</div>
<div>
<br /></div>
<div>
The party books rooms at the expensive Elven Oak Inn, but Imra leverages the family connections with the proprietor for a discount on the week's stay. Melanie and Emmeline enjoy a fine dinner at the inn, and Melanie convinces the wizard that she needs to slow down and learn to relax. She won't be able to reach her potential and save her transformed family members if she kills herself studying.</div>
<div>
<br /></div>
<div>
The group handles some business the following day. Imra sells the gear they pulled off the bandits for a tidy sum. Frevia purchases a fine darkwood shield and arranges to have her hide armor magically enhanced.</div>
<div>
<br /></div>
<div>
What mischief might the group get into in the city? Find out next time.</div>
<div>
<br /></div>
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Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-91366671195944498112018-05-07T14:08:00.000-04:002018-05-07T14:08:28.787-04:00Castle Whiterock—Chapter 8: The Pits<h2>
Characters</h2>
<ul>
<li>Emmeline Forthwrought, eccentric human wizard, with Jonathan, cat familiar.</li>
<li>Frevia Arden, self-sufficient human druid, with Roberta, snake animal companion.</li>
<li>Imra Shadowmantle, disciplined elven rogue.</li>
<li>Melanie Shadowmantle, aristocratic human fighter, with Angelina, recovered toad.</li>
</ul>
<div>
with</div>
<div>
<ul>
<li>Gryffydd, human mercenary (hireling)</li>
</ul>
<h2>
Trapmaker, Trapmaker, Make Me a Trap</h2>
</div>
<div>
The party explores the ruins of Shadowmantle Manor to get a better look at their possible new home. Frevia and Roberta begin a circuit of the perimeter to make sure nothing attacks the group from the woods.</div>
<div>
<br /></div>
<div>
Crossing the stream from the main guard tower to open area in the northeast, Melanie narrowly avoids falling into a concealed pit trap. That open area may have once been stables, but until recently, it was home to the goblin druid's wolf companion, who lived in a hollow in the stone filled with bones and rotting meat. Emmeline used a prestidigitation cantrip to clean the hovel out.</div>
<div>
<br /></div>
<div>
As they pass through a hole in the wall to rejoin the group, Frevia and Roberta tumble into another concealed pit trap. Melanie helps them climb out, and the group considers productive uses for these pits, including placing the brown mold in them as a form of food preservation.</div>
<div>
<br /></div>
<div>
Venturing into the main intact building in the northwest, Melanie falls victim to yet another pit trap over the only obvious entrance. As the fighter climbs out, Imra discovers a wooden plank just inside the wall of the building that the goblin must have used to span the covered pit. </div>
<div>
<br /></div>
<div>
The building contains an open room with what appears to have been a library beyond. An iron door contains an arrow trap which Imra disables. Beyond, stairs go up to the roof, which was once a second floor, and down into darkness. Another iron door—with another arrow trap—leads to a small room that was clearly the goblin's lair, complete with a nest of furs and trash.</div>
<div>
<br /></div>
<div>
Venturing down the darkened stairs, Imra discovers a trap with a false stair and bulging canvas in the ceiling. Rather than tackle it now, with the party still wounded and tired from fighting the druid, she retreats to the surface. The group barricades themselves in the library, and Imra sets some noisemaker traps to warn them of attack during the night.</div>
<h2>
Who Doesn't Love a Murder Basement?</h2>
<div>
In the morning, the group heads back downstairs. Imra attempts to disable the ceiling trap, but she accidentally triggers it. Bricks and stone rain down on her. While Frevia heals the rogue, Melanie proceeds down the stairs. She sets a torch down on the floor to provide some light. Unfortunately, she discovers a mess of thin, nearly invisible razor wire spanning the corridor, which badly slices her arm.</div>
<div>
<br /></div>
<div>
Imra takes the lead again and disposes with the mess of razor wire. As she steps into the next room, however, she notices the torchlight dancing faintly off a clear, wet wall in the middle of the room—a gelatinous cube! She fires an arrow at the cube and then runs past it, avoiding its swinging pseudopod.</div>
<div>
<br /></div>
<div>
Melanie steps up to engage the cube, slicing it up with Treeheart. Unfortunately, she is quickly engulfed as the cube slides over her on its way after Imra. Still, she does enough damage as it over takes her that one final arrow show from Gryffydd is sufficient to destroy the ooze. </div>
<div>
<br /></div>
<div>
Unfortunately, as the cube releases Melanie, she sinks to the ground right on a patch of razor wire. Imra and Roberta realize that it was only by luck that they made it to either end of the room without being sliced up by a pair of razor-wire traps. Imra disables them and a number of other patches throughout the dungeon. It occurs to the group that the cube may have been trapped between the razor-wire traps as a kind of corral. Had the goblin captured the ooze for his own purposes?</div>
<div>
<br /></div>
<div>
Other than the traps, the rest of the dungeon was hardly interesting. Only a small room at the far end, which bore signs of being the cube's original lair, held anything of value: an assortment of coins, gems, and a pair of quartz lenses which Emmeline later identifies as <i>lenses of bright seeing</i>. After clearing out the basement, the party goes back upstairs to rest for the night.</div>
<h2>
Checking Out the Neighborhood</h2>
<div>
Before heading back to Cillamar, the party decides to patrol the land around the Manor for a day, to get a feel for the terrain and any local dangers. It's a deeply overcast day, and much of it goes by without incident. Frevia identifies a number of animal dens that might house larger predators.</div>
<div>
<br /></div>
<div>
Late in the day, as they emerge into a clearing, most of the heroes realize that a party of orcs lies in wait to ambush them. The party engages the orcs, and with the exception of the burly leader, the orcs pose little threat. As they loot their foes, they recognize some symbols from the orc clans they disrupted in Castle Whiterock. They also collect a number of magic items from the orc leader, including his cloak, armor, bracers, and a ruby attached to the armor.</div>
<div>
<br /></div>
<div>
The next day, the part sets off for Cillamar. Four days later, they make it safely to town. Along the way, they made plans for how they want to rebuild Shadowmantle Manor. They know they will need to hire builders, and that the rebuilding will not be cheap. Frevia suggests that they head to Galaron, the seat of the King, to conduct business they cannot handle in Cillamar.</div>
<div>
<br /></div>
<div>
So next time, it's off to the big city...</div>
<div>
<br /></div>
<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPTqL0Y4ibG8cnJDpSdakdYqtE2zRTEzVVkolMMmBDDlR4G9p-qzmR3QYuDtmBR4r7atOOvsx9ns_BmpmhIiF51oPOU46cV-QVrtqTyyN9VUdkW2R-ZGwFqfXNQzDfaBSHfji8_4Y24jU/s1600/IMG_0717.jpg" imageanchor="1"><img border="0" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPTqL0Y4ibG8cnJDpSdakdYqtE2zRTEzVVkolMMmBDDlR4G9p-qzmR3QYuDtmBR4r7atOOvsx9ns_BmpmhIiF51oPOU46cV-QVrtqTyyN9VUdkW2R-ZGwFqfXNQzDfaBSHfji8_4Y24jU/s640/IMG_0717.jpg" width="640" /></a></div>
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-44440950132242218192018-04-15T10:31:00.000-04:002018-04-15T10:31:50.502-04:00Castle Whiterock—Chapter 7: Journey to Shadowmantle Manor<h2>
Characters</h2>
<ul>
<li>Emmeline Forthwrought, eccentric human wizard, with Jonathan, cat familiar.</li>
<li>Frevia Arden, self-sufficient human druid, with Roberta, snake animal companion.</li>
<li>Imra Shadowmantle, disciplined elven rogue.</li>
<li>Melanie Shadowmantle, aristocratic human fighter, with Angelina, recovered toad.</li>
</ul>
<div>
with</div>
<div>
<ul>
<li>Gryffydd, human mercenary (hireling)</li>
</ul>
<h2>
The Taxman Cometh</h2>
</div>
<div>
The party returned to Cillamar late on August 2nd. When she got home, Melanie learned that her father wished to speak with her. In his office, Elric Shadowmantle told her that her party's adventures (and the accompanying wealth they've brought back from the ruins) has attracted the crown's attention, and a tax collector is coming to make a preliminary assessment for the tax rolls. </div>
<div>
<br /></div>
<div>
Elric does not want an agent of the crown poking around the family's business dealings in Cillamar, so he suggests that Melanie and her companions travel south to the old Shadowmantle Manor, which was abandoned 200 years ago after a great fire. They are free to rebuild the structures and reclaim the surrounding land, which the family has left unused for centuries. Excited at the opportunity, Melanie agrees to leave as soon as possible.</div>
<div>
<br /></div>
<div>
The next day, the group dispenses of the loot they brought back from Castle Whiterock, including trading one of the trollhound pups to Quintus at the Slumbering Drake in exchange for a number of potions. With the exception of Frevia, who is saving for magic armor, the other members agreed to pool the new wealth for use in rebuilding the manor.</div>
<h2>
A Rumble in the Woods</h2>
<div>
After laying in provisions for two weeks' travel and paying Lissa to look after the remaining trollhound pups, the group sets off on August 4th for Shadowmantle Manor, with Gryffydd the mercenary along for extra support. The first three days of travel passed pleasantly and without incident.</div>
<div>
<br /></div>
<div>
On the third night, however, Frevia was on watch when she heard a great crashing in the woods. She moved quickly to wake up the others, and soon three hulking figures appeared, plodding slowly and breaking off lower branches as they passed. These were undead ogres, mindlessly plowing through the brush.</div>
<div>
<br /></div>
<div>
Melanie, unfortunately unarmored for the night, engaged one zombie and took a few heavy blows from the creature's greatclub. Frevia held up another with a <i>flaming sphere</i> and a <i>summoned</i> earth elemental. And a clutch <i>grease</i> spell from Emmeline kept one unlucky zombie slipping and barely able to regain its feet before slipping again. Imra and Gryffydd soon learned that their piercing attacks did little or no damage to the creatures, and they both decided to just keep their distance and help where they could.</div>
<div>
<br /></div>
<div>
With all of the roadblocks, distractions, and magical enhancements from Emmeline, Melanie was able to deal enough grievous injury, and Frevia enough magical harm, that they eventually dispatched the zombies. Melanie dragged the bodies away, and the party laid back down to finish their rest.</div>
<h2>
Shadowmantle Arena</h2>
<div>
Following the map Elric had given them, the group cam across the old Shadowmantle Manor late on the afternoon of August 7. The stream that had once flowed outside the manor's wall had shifted in the last two centuries and now ran through the middle of the courtyard, forming a small pond and splitting off in multiple directions. All of the buildings were in various stages of ruin, with most of the upper floors burned and collapsed long ago. </div>
<div>
<br /></div>
<div>
In the middle of the courtyard, a 30-foot-tall wall carved with memorial figures and animals stood partially collapsed. Imra spotted a wooden box tucked into a niche in the wall. When she opened it, waves of cold poured out, burning her face with frost. Meanwhile, a wire attached to the box pulled taut and heavy chunks of stone fell loose from the wall above. Most of the party was able to avoid the stone, but a piece struck Gryffydd in the head and sent him to the ground, blood everywhere. A quick <i>cure</i> spell from Frevia kept the man from slipping away at the very last second.</div>
<div>
<br /></div>
<div>
The box continued to spew forth arctic cold, and no one could get close enough to shut the lid. Imra went back into the woods to find a long enough stick. Melanie moved around the wall to examine the carvings. From behind her, she heard the sound of claws on stone and turned just in time to see a wolf charging at her from behind one of the ruined buildings. The group fought the creature, and when Melanie took of its head with her greatsword, it faded away in a shower of magical sparks. Frevia recognized the effect of a <i>summon nature's ally</i> spell.</div>
<div>
<br /></div>
<div>
Before the group could do much more, though, Melanie felt her plate armor become uncomfortably warm. Several members spotted a figure on top of a nearby building ducking back out of sight. Emmeline cast <i>spider climb</i> first on Imra and then on herself. They, along with Roberta the snake, then climbed atop that building to find a goblin in furs and hide armor. The goblin turned into an eagle and flew first to the top of the memorial wall and then to the tower at the far corner of the site.</div>
<div>
<br /></div>
<div>
Meanwhile, another wolf emerged from part of the ruins and attacked Gryffydd, knocking him to the ground but thankfully not damaging him enough to knock him out. Gryffydd and Melanie engaged with the wolf, but it proved incredibly cagey and few of the blows managed to connect.</div>
<div>
<br /></div>
<div>
Frevia tried to set a <i>summoned</i> air elemental on their foe, but the goblin was able to use a <i>stone shape</i> spell to trap the elemental in a bubble of rock. Imra, Emmeline, and Roberta gave chase to the top of the memorial wall. Seeing the goblin had escaped to the far tower, Roberta continued across the pond while Emmeline took a slightly longer route around and Imra held back to make better use of her longbow's range. </div>
<div>
<br /></div>
<div>
Frevia ran around the wall and toward the tower. As she came into the goblin's view, he pointed at the space directly in front of her and <i>called</i> a bolt of lightning from the clear summer sky. In Druidic, he warned her to leave the ruin and never come back.</div>
<div>
<br /></div>
<div>
By this point, Gryffydd and Melanie had managed to knock the wolf out, and Melanie shouted out that they would kill it if the goblin didn't surrender. Neither side had any intention of backing down, though, and the battle continued.</div>
<div>
<br /></div>
<div>
Roberta made it to the tower and began climbing. The goblin called another lightning bolt on her, but the hearty snake managed to cling to the side of the building. Frevia then ran into the tower and <i>summoned</i> an earth elemental, which swam through the stone to engage the goblin up top. And Emmeline used her spider climb to run up the tower as well, and cast <i>grease</i> beneath the goblin's feet. From across the courtyard, Imra took up a position on the smaller tower and fired arrows at the goblin.</div>
<div>
<br /></div>
<div>
With the battle so engaged, the goblin looked now to escape. He cast obscuring mist to conceal himself from his enemies. However, Emmeline took out the <i>bag of air</i> they'd recovered from their last trip into the dungeon and blew the mist away. A final blast from Frevia's <i>produce flame</i> caught the goblin square in the face, and he tumbled off the tower, breaking his neck in the fall.</div>
<div>
<br /></div>
<div>
On Melanie's order, Gryffydd killed the unconscious wolf rather than have the group figure out what to do with it. They examined the goblin's equipment and found he had a number of magic items, including his armor, a diamond attached to it that Emmeline had seen grant some protective aura, an amulet bearing an onyx thorn (the symbol of a sect of evil druids called the Blackthorn) and a grey silk rope. </div>
<div>
<br /></div>
<div>
With their enemy defeated and some new loot in hand, the party is ready to see what needs to be done in rebuilding Shadowmantle Manor.</div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbxTsYb5UyarxYlXGdYpXyBFKNStRYsc3pxXGRwcdLLAXQY5Y7BW2O9o328TJ_KTS-GOAQYo_Pzeps83mWhQM3iM3bit3e8hyphenhypheneLKa8eZDdOosKC1-m529DrTKrLCY3O8ByrEBqtgmrJ7g/s1600/IMG_0706.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="950" data-original-width="1600" height="379" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbxTsYb5UyarxYlXGdYpXyBFKNStRYsc3pxXGRwcdLLAXQY5Y7BW2O9o328TJ_KTS-GOAQYo_Pzeps83mWhQM3iM3bit3e8hyphenhypheneLKa8eZDdOosKC1-m529DrTKrLCY3O8ByrEBqtgmrJ7g/s640/IMG_0706.jpg" width="640" /></a></div>
<div>
<br /></div>
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-51291726369033560392018-03-09T09:00:00.000-05:002018-03-09T09:00:14.724-05:00Castle Whiterock—Chapter 6: Assault Under the Tower<h2>
Characters</h2>
<ul>
<li>Emmeline Forthwrought, eccentric human wizard, with Jonathan, cat familiar.</li>
<li>Frevia Arden, self-sufficient human druid, with Roberta, snake animal companion.</li>
<li>Imra Shadowmantle, disciplined elven rogue.</li>
<li>Melanie Shadowmantle, aristocratic human fighter, with Angelina, recovered toad.</li>
</ul>
<h2>
Ambush!</h2>
Halfway through her watch patrol, Melanie heard the sound of several humanoids sneaking up on the tents in which her party slept. Calling out a loud greeting, she approached and saw a pair of orcs with crossbows loaded. The orcs fired on the fighter and then closed into melee with her. Meanwhile, two more orcs appeared from behind a tent and fired on her as well.<br />
<br />
Frevia and Imra awoke to the sounds of battle, but Emmeline remained asleep for a bit longer. Together, Melanie, Imra, and Frevia dispatched three orcs. The fourth, gravely wounded, tried to run. At that moment, though, a bleary-eyed Emmeline stumbled out of her tent and cast <i>daze</i> on him. Melanie then calmly walked up and cut him down.<br />
<br />
After relieving the dead orcs of their spare coins, Melanie commended the hirelings, Lissa and Gryffidd, for staying out of the way and looking after the horses. She gave each a small bonus of gold for good service.<br />
<h2>
Back Into the Hole</h2>
In the morning, the party descended again into the mines below the castle. They made their way to the third level (second below ground) and explored the northern hall they hadn't plumbed before. They found barracks for the bugbears and two such rooms for orcs, all empty.<br />
<br />
In what may have been an ancient temple, the party encountered three orcs using dummies for target practice. They battle there was short after Emmeline cast <i>grease</i> under two orcs and Melanie marched up with <i>Treeheart</i> drawn.<br />
<br />
At the end of the main corridor, Imra found a locked door that stymied her talents. Emmeline offered to use a scroll of <i>knock</i> she'd found, opening the door to reveal a burial chamber. Melanie lead the way, and a good thing, as seven undead orcs shambled forth from niches around the room. Emmeline enlarged Melanie, and she waded through the zombies, <i>Treeheart</i> cleaving great swaths through them.<br />
<br />
With the proper halls cleared, the party delved back into the mine tunnels. Almost immediately, they heard the sounds of a great number of Orcish voices echoing through the tunnels that led to the fallen tower they'd discovered the day before. Rather than investigate the sounds, the party turned the other way.<br />
<br />
At an intersection, someone had scratched the word "Danger" in Orcish on the ground, with an area pointing left down a sloping tunnel. The group turned right. Not far in that direction, Imra, Melanie and Emmeline had to dodge falling rocks, only to discover the cave in was an ambush attack by a pair of crab-like creatures covered in venomous crystalline spines. Imra and Melanie quickly slew one of the creatures, while Emmeline cast <i>blindness</i> on the other, driving it off.<br />
<h2>
At the Base of the Tower</h2>
Down the sloping tunnel, the way was blocked off by a large boulder. With no other way to go, the party decided to return to the tower and find the source of the voices. When they arrived there, they discovered the opening cloaked in a sphere of <i>darkness</i>. Bravely, Melanie strode into the darkness, ready for anything.<br />
<br />
That anything turned out to be seven orc warriors arrayed in the circle, revealed as the <i>darkness</i> dropped. In addition, a very large, bluish-skinned orc woman floated above. Four of the orcs rushed past Melanie to attack the rest of the party, while the others converged on the fighter. Emmeline quickly fell under the assault, and Melanie struggled to hold her own. The floating woman fired a scorching ray down at her.<br />
<br />
As Imra pulled Emmeline's body away from the orcs, Frevia cast <i>obscuring mist</i> to give them cover and then moved to heal her companions. The cloud covered Melanie and her assailants, so the orc spellcaster called for her soldiers to spread out and then cooked a bit of the fog away around Melanie with <i>burning hands</i>. Despite the incredible punishment, Melanie struggled on against the orcs.<br />
<br />
Roused from near death by Frevia, Emmeline looked up at the wall of orcs before her. With few other options, she cast color spray and rendered three of the attackers unconscious. The last then faced the combined attacks of Imra and Roberta the viper, and he was not long for the fight.<br />
<br />
A second burning hands from the orc woman cleared more of the obscuring mist away. Unfortunately, this revealed her to both Frevia's <i>produce flame</i> and the earth elemental she had <i>summoned</i>. These combined to take her down as Melanie killed the final warriors. As her adrenaline faded, though, the fighter passed out among the dead.<br />
<br />
Having barely survived the encounter, the party took only a few moments to loot their foes and <i>cure</i> their wounds before retreating to the surface and heading back to the safety of Cillamar.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_jNORtU1kFoqx7vmP94YQR4z6gXRIfQmdC82sxIpjwMRYj-PANpE5M4VfSsvbxXPbq3R2b-Vlprb0P4mtDSALM6XAsSeUQILIgRyMySyQ0OSY3rWDc9MkPc5zkMYeLO7w5jz1zUIzTkQ/s1600/wall-2601317_1920.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1067" data-original-width="1600" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_jNORtU1kFoqx7vmP94YQR4z6gXRIfQmdC82sxIpjwMRYj-PANpE5M4VfSsvbxXPbq3R2b-Vlprb0P4mtDSALM6XAsSeUQILIgRyMySyQ0OSY3rWDc9MkPc5zkMYeLO7w5jz1zUIzTkQ/s640/wall-2601317_1920.jpg" width="640" /></a></div>
<br />Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-74967106663337340262018-02-23T20:03:00.001-05:002018-02-23T20:03:23.165-05:00My Own Two Hands: Part 23I rescue a resident of Sanctuary Hills from the Federal Ration Stockpile. If you like this or any of my videos, you can help support them by becoming a patron on Patreon: http://ift.tt/2vLk4hg. If you just want to throw me a one-time donation, you can hit me up at http://ift.tt/2FQmjT4 or paypal.me/PaulStefko.
<div style="width: 480px; height: 270px; overflow: hidden; position: relative;"><iframe frameborder="0" scrolling="no" seamless="seamless" webkitallowfullscreen="webkitAllowFullScreen" mozallowfullscreen="mozallowfullscreen" allowfullscreen="allowfullscreen" id="okplayer" width="480" height="270" src="http://youtube.com/embed/P3N9YDJ_S2M" style="position: absolute; top: 0px; left: 0px; width: 480px; height: 270px;" name="okplayer"></iframe></div>
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February 23, 2018 at 08:00PM
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-87700302000599291092018-02-22T20:03:00.001-05:002018-02-22T20:03:33.366-05:00Core Mechanics #21 - Lady BlackbirdI cover basically the entire system of John Harper's Lady Blackbird. You can check the game out for yourself at http://ift.tt/1mAeQLz. If you like this or any of my videos, you can help support them by becoming a patron on Patreon: http://ift.tt/2vLk4hg. If you just want to throw me a one-time donation, you can hit me up at http://ift.tt/2FQmjT4 or paypal.me/PaulStefko.
<div style="width: 480px; height: 270px; overflow: hidden; position: relative;"><iframe frameborder="0" scrolling="no" seamless="seamless" webkitallowfullscreen="webkitAllowFullScreen" mozallowfullscreen="mozallowfullscreen" allowfullscreen="allowfullscreen" id="okplayer" width="480" height="270" src="http://youtube.com/embed/lP9rH6-vNHM" style="position: absolute; top: 0px; left: 0px; width: 480px; height: 270px;" name="okplayer"></iframe></div>
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February 22, 2018 at 08:00PM
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-1760617894767204992018-02-20T20:03:00.001-05:002018-02-20T20:03:08.818-05:00Say Goodnight, Gracie | SR 7I wrap up my Slime Rancher run by getting my slimes settled in their new habitats. ;If you like this or any of my videos, you can help support them by becoming a patron on Patreon: http://ift.tt/2vLk4hg. If you just want to throw me a one-time donation, you can hit me up at http://ift.tt/2FQmjT4 or paypal.me/PaulStefko
<div style="width: 480px; height: 270px; overflow: hidden; position: relative;"><iframe frameborder="0" scrolling="no" seamless="seamless" webkitallowfullscreen="webkitAllowFullScreen" mozallowfullscreen="mozallowfullscreen" allowfullscreen="allowfullscreen" id="okplayer" width="480" height="270" src="http://youtube.com/embed/g4YDe1ahdiY" style="position: absolute; top: 0px; left: 0px; width: 480px; height: 270px;" name="okplayer"></iframe></div>
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February 20, 2018 at 08:00PM
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-30483463392092743632018-02-19T20:03:00.001-05:002018-02-19T20:03:11.427-05:00My Own Two Hands: Part 22Confidence Man, or How Travis Got His Groove Back. (Spoiler: he had to shoot a bunch of dudes in the face.) If you like this or any of my videos, you can help support them by becoming a patron on Patreon: http://ift.tt/2vLk4hg. If you just want to throw me a one-time donation, you can hit me up at http://ift.tt/2FQmjT4 or paypal.me/PaulStefko.
<div style="width: 480px; height: 270px; overflow: hidden; position: relative;"><iframe frameborder="0" scrolling="no" seamless="seamless" webkitallowfullscreen="webkitAllowFullScreen" mozallowfullscreen="mozallowfullscreen" allowfullscreen="allowfullscreen" id="okplayer" width="480" height="270" src="http://youtube.com/embed/g68w1RQBz44" style="position: absolute; top: 0px; left: 0px; width: 480px; height: 270px;" name="okplayer"></iframe></div>
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February 19, 2018 at 08:00PM
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-31761302591025924852018-02-16T20:00:00.001-05:002018-02-16T20:00:46.161-05:00My Own Two Hands: Part 21I clear raiders out of Hardware Town, bring back some civic pride to Diamond City, and make baseball history. If you like this or any of my videos, you can help support them by becoming a patron on Patreon: http://ift.tt/2vLk4hg. If you just want to throw me a one-time donation, you can hit me up at http://ift.tt/2FQmjT4 or paypal.me/PaulStefko.
<div style="width: 480px; height: 270px; overflow: hidden; position: relative;"><iframe frameborder="0" scrolling="no" seamless="seamless" webkitallowfullscreen="webkitAllowFullScreen" mozallowfullscreen="mozallowfullscreen" allowfullscreen="allowfullscreen" id="okplayer" width="480" height="270" src="http://youtube.com/embed/H4j8VQe4nfg" style="position: absolute; top: 0px; left: 0px; width: 480px; height: 270px;" name="okplayer"></iframe></div>
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February 16, 2018 at 08:00PM
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-82427054143924011492018-02-15T20:01:00.001-05:002018-02-15T20:01:28.938-05:00Expansion & Explosions | Slime Rancher: Part 6I expand my ranch and put my pink and tabby slimes out to pasture. I head out to the Moss Blanket to harvest more dangerous stock. If you like this or any of my videos, you can help support them by becoming a patron on Patreon: http://ift.tt/2vLk4hg. If you just want to throw me a one-time donation, you can hit me up at http://ift.tt/2FQmjT4 or paypal.me/PaulStefko.
<div style="width: 480px; height: 270px; overflow: hidden; position: relative;"><iframe frameborder="0" scrolling="no" seamless="seamless" webkitallowfullscreen="webkitAllowFullScreen" mozallowfullscreen="mozallowfullscreen" allowfullscreen="allowfullscreen" id="okplayer" width="480" height="270" src="http://youtube.com/embed/cpF80oNV_Ro" style="position: absolute; top: 0px; left: 0px; width: 480px; height: 270px;" name="okplayer"></iframe></div>
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February 15, 2018 at 08:00PM
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-16460468851254250702018-02-14T20:01:00.001-05:002018-02-14T20:01:21.006-05:00My Own Two Hands: Part 20I encounter Ada, the sole robotic survivor of a party of scavengers, and she teaches me to make robots of my own. If you like this or any of my videos, you can help support them by becoming a patron on Patreon: http://ift.tt/2vLk4hg. If you just want to throw me a one-time donation, you can hit me up at http://ift.tt/2FQmjT4 or paypal.me/PaulStefko.
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February 14, 2018 at 08:00PM
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-75436575799421172432018-02-13T20:02:00.001-05:002018-02-13T20:02:09.518-05:00What About BOb? | Slime Rancher: Part 5I meet a very mysterious rancher on the Exchange. Guy just wants chickens. What could be the harm? If you like this or any of my videos, you can help support them by becoming a patron on Patreon: http://ift.tt/2vLk4hg. If you just want to throw me a one-time donation, you can hit me up at http://ift.tt/2FQmjT4 or paypal.me/PaulStefko.
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February 13, 2018 at 08:00PM
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-79662588373807726492018-02-12T20:04:00.001-05:002018-02-12T20:04:31.607-05:00My Own Two Hands: Part 19I clear out the Weston Water Treatment Plant and earn the loyalty of the robots of Graygarden. If you like this or any of my videos, you can help support them by becoming a patron on Patreon: http://ift.tt/2vLk4hg. If you just want to throw me a one-time donation, you can hit me up at http://ift.tt/2FQmjT4 or paypal.me/PaulStefko.
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February 12, 2018 at 08:00PM
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-70395854840821298692018-02-09T20:04:00.001-05:002018-02-09T20:04:19.871-05:00My Own Two Hands: Part 18I clear out the National Guard base and deal with a surprise infestation of radscorpions at Sanctuary Hills. If you like this or any of my videos, you can help support them by becoming a patron on Patreon: http://ift.tt/2vLk4hg. If you just want to throw me a one-time donation, you can hit me up at http://ift.tt/2FQmjT4 or paypal.me/PaulStefko.
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February 9, 2018 at 08:00PM
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-91095002722325322002018-02-08T20:04:00.001-05:002018-02-08T20:04:08.199-05:00Enter Mochi Miles | Slime Rancher: Part 4I make a deal with billionaire heiress and total douchecanoe Mochi Miles. If you like this or any of my videos, you can help support them by becoming a patron on Patreon: http://ift.tt/2vLk4hg. If you just want to throw me a one-time donation, you can hit me up at http://ift.tt/2FQmjT4 or paypal.me/PaulStefko.
<div style="width: 480px; height: 270px; overflow: hidden; position: relative;"><iframe frameborder="0" scrolling="no" seamless="seamless" webkitallowfullscreen="webkitAllowFullScreen" mozallowfullscreen="mozallowfullscreen" allowfullscreen="allowfullscreen" id="okplayer" width="480" height="270" src="http://youtube.com/embed/yDDvb45_OgE" style="position: absolute; top: 0px; left: 0px; width: 480px; height: 270px;" name="okplayer"></iframe></div>
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February 8, 2018 at 08:00PM
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-75979191363896703342018-02-08T18:09:00.001-05:002018-02-08T18:09:09.280-05:00Core Mechanics #20 - Vortex SystemI go over the core mechanics of the Vortex System, which powers several games including the Doctor Who RPG from Cubicle 7. If you like this or any of my videos, you can help support them by becoming a patron on Patreon: http://ift.tt/2vLk4hg. If you just want to throw me a one-time donation, you can hit me up at http://ift.tt/2FQmjT4 or paypal.me/PaulStefko.
<div style="width: 480px; height: 270px; overflow: hidden; position: relative;"><iframe frameborder="0" scrolling="no" seamless="seamless" webkitallowfullscreen="webkitAllowFullScreen" mozallowfullscreen="mozallowfullscreen" allowfullscreen="allowfullscreen" id="okplayer" width="480" height="270" src="http://youtube.com/embed/vDM4PfSXNK4" style="position: absolute; top: 0px; left: 0px; width: 480px; height: 270px;" name="okplayer"></iframe></div>
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February 8, 2018 at 06:00PM
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-26223519867908823922018-02-07T20:04:00.001-05:002018-02-07T20:04:27.744-05:00My Own Two Hands: Part 17I clean up the neighborhood, fighting off bugs, Gunners, raiders, and super mutants from around my settlements. I also explore the rarely visited corner of the map behind Vault 111. If you like this or any of my videos, you can help support them by becoming a patron on Patreon: http://ift.tt/2vLk4hg. If you just want to throw me a one-time donation, you can hit me up at http://ift.tt/2FQmjT4 or paypal.me/PaulStefko.
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February 7, 2018 at 08:00PM
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0