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You are here: Home --> Forum Home --> Recent posts by Hammer
Topic: Treasure Seekers QnA
Subject: Little Hint

Only Gnomes and Dwarves have Dark Vision to see in the total dark and Mylos is a Bard (he and Elyra have an important function in this phase of the adventure, as does Amur for the same reason!)

There is No Dwarf among the Seekers as Dagger was back at the beach defense the last the Seekers saw him!

Elves and Half Elves with Elven Lineage have the Enhanced Vision from the torch light, which includes Crow and Elyra (Ranger and Bard); while Amur is a Rogue with the Twilight Vision and Areldor is an Illusionist with Human Lineage, so No Twilight Vision for him!

Both Crow and Amur have +2 to find traps as a Ranger and a Rogue with their lineage; but the Ranger is more suited to finding Traps in a wilderness setting (which this cavern is not technically!) and the Rogue does have the ability to detect Traps!

Little Hint
Before removing the rubble, the Seekers can tell that the step is wide enough for 2 characters (maybe 3) but will have a clearer understanding when the rubble is moved to expose the Step and the Seekers proceed to the point where I am able to Post the Map!

Posted on 2013-07-08 at 06:32:11.

Topic: Treasure Seekers QnA
Subject: Good Plan Tuned

Mylos the Gnome Bard is the only character who has Dark Vision (ability to see in the dark).

Amur the Half Elf (Elven Lineage)Rogue has enhanced vision in Torchlight, as does Crow the Elf Ranger and Elyra the Elf Bard.

Once the Blast clears away enough rubble for the characters to gain access to the steps leading down into the cavern, who enters and in what order?

Does Mylos enter by himself to have a look around, or do you send in the Rogue and Ranger (check for Traps) and possibly the Bard Elyra to have a look around by torchlight with their enhanced senses of vision ????

Or does everyone pile inside ??? And in what Order ?????

Once the area has been revealed then I can post the Map!

Posted on 2013-07-07 at 13:46:17.

Topic: Treasure Seekers QnA
Subject: Good Eye Ody

So now you all decide just how you are going to make the Torches with shards of Wood (some of you have Daggers!) and also decide if you will be using any of the Cutlasses for your Torches! ?????

Posted on 2013-07-07 at 04:45:33.

Topic: Treasure Seekers QnA
Subject: Workable Plan

Sounds like a Workable Plan to me!

Of Course, these actions all have to be covered in the game posts!

However, the Seekers need to decide among themselves as individuals if they are willing to use the Cutlasses from the Skeleton Pirates, who were actually former members of Mad Dog Muldoon's band of Stout Hearts!

There is a possibility that someone may be repulsed by the idea of using their weapons, especially now knowing their former identities!

Then again, it May Not Matter at all to any Seeker!

Posted on 2013-07-06 at 22:10:59.

Topic: Treasure Seekers QnA
Subject: Nope Tann

Only thing is that the Cutlasses are about a quarter mile away in a Pile, so someone or a few need to go collect the Cutlsses from the distant pile!

Posted on 2013-07-06 at 19:40:03.

Topic: Treasure Seekers QnA
Subject: Aha Tann

Great Thinking!


So what are the Characters wrapping Bandages around to make a Proper Torch with the Candles?

Posted on 2013-07-06 at 19:07:22.

Topic: Treasure Seekers QnA
Subject: Rags ???

So the Skeleton Pirates were reduced to a Cloud of Dust and Tiny Piles of Bone Splinters!

Good Thinking Tann!

Maybe enough Splinters to Burn! Maybe!

But there was Never Any Reference to the skeletons wearing anything!

It was the Paladin with his Insight from his Light Deity that the Skeletons were Pirate Skeletons!

Otherwise, the Paladin would have yelled "Skeletons!"

This seems to be shaping up as a Lesson Learned by First Level Characters that bringing Torches May Be Valuable!

Posted on 2013-07-06 at 19:04:53.

Topic: Treasure Seekers QnA
Subject: Hmmmm

Do not remember any reference to clothing on the Skeleton Pirates, because it was the Paladin who shouted out "Skeleton Pirates!" which would have been revealed to him by his deity!

But go ahead and discuss it among yourselves!

Tann, I did not realize that 5 Candles listed in Crow's Equipment were 5 Sticks of 8 Candles!

Something I Must Ponder!

In my games, a Healing Potion (which you will be able to purchase back at the Toothless Dragon Tavern, whenever the Seekers return to Level Up and UpGrade Equipment and Weapons!) consists of 5 Measures of Healing Potion per Each Healing Potion bought by any character!

Posted on 2013-07-06 at 18:58:38.

Topic: Treasure Seekers QnA
Subject: Where is the Wood, Cloth or Oil ???

Good Thinking Ody!

But there is Not Much Wood around the rubble!

Where would you get the cloth for makeshift torches?

This is Not a Movie!

No Guarantee of Torches down the Steps or Below!

No Reference of Any Character Having Oil that I can see!

Posted on 2013-07-06 at 18:50:00.

Topic: Treasure Seekers QnA
Subject: Quick Equipment Check from TREASURE SEEKERS CHARACTERS

Okay Gang

1. I do not remember any reference of anyone bringing any Torches from the ship!

2. Several of you have Flint & Steel, but No Torches!

3. Mylos is the only one with a Spell which is Dancing Lights, but it only lasts 1 Turn = 6 Rounds!

4. Mylos does have a Tinder Box to light 10 fires!

5. Crow has 5 Candles!

6. Areldor does have an Open Lamp in his Equipment listing!

7. What to Do? What to Do? If the Cavern does not have sufficient lighting?

Because Every Character Does Not Have the Vision to See in the Dark, if there is no natural lighting below!

Posted on 2013-07-06 at 18:46:10.

Topic: Treasure Seekers QnA
Subject: Something to Consider

Did anyone consider bringing Torches in case their 'Treasure Seeking' led them into some dark places ???

Mylos does have Dancing Lights Spell, seeing he is a Gnome, but the Dancing Lights will only last for 1 Turn (6 Rounds!)

Posted on 2013-07-06 at 18:28:45.

Topic: Treasure Seekers QnA
Subject: Also Ody

All the Cutlasses have been left in a Pile to be picked up later, while the Seekers moved ahead to investigate the sound of the Happy Water!

Characters do not need the Cutlasses to go below!

Posted on 2013-07-06 at 18:25:54.

Topic: Treasure Seekers QnA
Subject: Map

I do have a Map (another crude hyroglyph ) to Post once the characters begin their ascent (Oops! Proper Word is Descent down the steps!) down the steps!

Map shows the layout of the 'terrain' and what is inside, before the characters reach the bottom!

So you all can decide what to do, then post your Role Play in the game thread, before I do a small UpDate and include the Map, so Players can continue their Role Play, while on their way down the steps!

Posted on 2013-07-06 at 18:09:30.
Edited on 2013-07-06 at 18:13:59 by Hammer

Topic: Treasure Seekers QnA
Subject: However Ody

After the Blast, the characters may still have to remove some of the rubble by hand to clear a way to walk down the steps into the cavern below!

Posted on 2013-07-06 at 18:07:06.

Topic: Treasure Seekers QnA
Subject: Yes Ody

The Minor Blast Dwarven Spell by the Cleric will cause him to lose -2 Hit Points, while doing 2d6 Concussive Damage to open the way by dislodging the rubble!

Unless the Players decide that their characters will be removing the rubble one stone or rock at a time?

Posted on 2013-07-06 at 18:05:18.

Topic: A Single Stone... Q/A
Subject: ???

Well Tek, it seems that Salvator has gone inactive from my 'Treasure Seekers' game, but Brundel did post in my 'Treasure Seekers' game this past Thursday!

Perhaps the Players were under the assumption that once the battle was engaged that you (Tek) would have all the combat rounds resolved with the final outcome, before being required to post again?

At least I was at the beginning!

In my own aforementioned game, I am now NPCing Slavator's character for the foreseeable future!

Posted on 2013-07-06 at 18:01:19.

Topic: Pirates of Ratan Player Recruitment
Subject: Take Your Time

As previously stated, the Maximum Number of Players for this Aihrde Adventure is 5 (Five!)

Raven is currently on vacation, so it will be several days before he returns and is able to submit his Character Info!

There is Plenty of Time to develop the Concept of your Character!

However, if you are not currently a Player in 'Treasure Seekers' you will need to PM me your Email Address, so I can send you an Aihrde Map to acquaint you with the Regions and help you develop the Back Story etc for your Character!

You are Playing a Third Level (Level 3) Character, so you must get your current Character & Equipment approved by the Castle Keeper (Hammer) before you go shopping at the Black Market with your 5,000 Gold Coins! [Your Share of the Recent Plunder!]

Posted on 2013-07-05 at 14:21:39.

Topic: Pirates of Ratan Player Recruitment
Subject: Confirmed Cast & Characters

Cast and Characters

1. Raven either an (Half Elf) Fighter/Rogue or a (Human) Fighter/Rogue/Illusionist.

2. Giddy a (Half Elf) Fighter/Monk




Posted on 2013-07-05 at 14:03:03.
Edited on 2013-07-09 at 18:01:03 by Hammer

Topic: Pirates of Ratan Player Recruitment
Subject: Spend 5,000 Gold Coins at the Black Market

Blackeyes Market of Curious Curios
Black Powder Grenade /Range 100 feet /Damage 1d10 /50 Gold Coins
Smooth Bore Flintlock (Musket) /Range 500 feet /Damage 1d8 /250 Gold Coins
Flintlock Pistol /Range 25 feet /Damage 1d6 /Damage Using Handle as Club 1d6 +1 /100 Gold Coins

5 Pound Bag of Gun Powder /5 Gold Coins or 1 Gold Coin per Pound Bag of Gun Powder
20 Lead Flintlock (Musket) Balls /1 Gold Coin
20 Lead Flintlock Pistol Balls /1 Gold Coin

Limit 2 of Any Combination of Flintlock Pistols with Complimentary Bandolier with Straps Across Shoulders and Chest [See Enchanted & Silver Weapons!]

Enchanted Weapons
Enchanted Black Powder Grenade /Range 100 feet /Damage 1d10 +1 /100 Gold Coins
Enchanted Black Powder Grenade /Range 100 feet /Damage 1d10 +2 /250 Gold Coins
Enchanted Black Powder Grenade /Range 100 feet /Damage 1d10 +3 /500 Gold Coins

Enchanted Smooth Bore Flintlock (Musket) /Range 500 feet /Damage 1d8 +1 /500 Gold Coins
Enchanted Smooth Bore Flintlock (Musket) /Range 500 feet /Damage 1d8 +2 /1,000 Gold Coins
Enchanted Smooth Bore Flintlock (Musket) /Range 500 feet /Damage 1d8 +3 /1,500 Gold Coins

Enchanted Flintlock Pistol /Range 25 feet /Damage 1d6 +1 /Damage Using Handle as Club 1d6 +1 +1 /250 Gold Coins
Enchanted Flintlock Pistol /Range 25 feet /Damage 1d6 +2 /Damage Using Handle as Club 1d6 +1 +2 /500 Gold Coins
Enchanted Flintlock Pistol /Range 25 feet /Damage 1d6 +3 /Damage Using Handle as Club 1d6 +1 +3 /1,000 Gold Coins

Silver Weapons do Double Damage vs Lycanthropes and +4 Damage vs Undead
Silver Arrow /1 Gold Coin per Silver Arrow
Silver Bolt /1 Gold Coin per Silver Bolt
Silver Laced Lead Ball for Smooth Bore Flintlock (Musket) /1 Gold Coin per Silver Laced Lead Ball
Silver Laced Lead Ball for Flintlock Pistol /1 Gold Coin per Silver Laced Lead Ball

Silver Laced Black Powder Grenade /500 Gold

Silver Handled Flintlock Pistol /Damage Using Handle as Club 1d6 +1 /1,000 Gold Coins
Silver Handled Enchanted Flintlock Pistol /Damage Using Handle as Club 1d6 +1 +1 /2,500 Gold Coins
Silver Handled Enchanted Flintlock Pistol /Damage Using Handle as Club 1d6 +1 +2 /5,000 Gold Coins

Silver Elf Battle Axe (Wide Silver Pattern Etched in Blade) /Damage 1d6 +1 /1,500 Gold Coins
Silver Elf Long Spear (Wide Silver Pattern Etched in Blade) /Damage 1d8 +2 /1,000 Gold Coins
Silver Elf Long Sword (Wide Silver Pattern Etched in Blade) /Damage 1d10 +2 /2,000 Gold Coins

Silver Dwarf Battle Axe (Wide Silver Pattern Etched in Blade) /Damage 2d4 +2 /3,000 Gold Coins
Silver Dwarf War Hammer (Wide Silver Pattern Etched in Blade) /Damage 1d10 +1 /2,000 Gold Coins

Finely Crafted Armor
Elf Mail Shirt /AC +5 /1,000 Gold Coins
Elf Full Chain Suit /AC +9 /1,000 Gold Coins
Elf Full Plate /AC +9 /2,000 Gold Coins

Dwarf Mail Shirt /AC +6 /500 Gold Coins
Dwarf Full Chain Suit /AC +8 /500 Gold Coins
Dwarf Full Plate /AC +10 /5,000 Gold Coins

Magic Items
Ring of Sustenance /2,800 Gold Coins

Potion of Cure Light Wounds (5 Servings) /1d8 /300 Gold Coins
Potion of Cure Serious Wounds (5 Servings) /3d8 /500 Gold Coins
Potion of Cure Critical Wounds (5 Servings) /5d8 /700 Gold Coins

Wand of Cure Light Wounds (25 Charges) /1d8 /1,500 Gold Coins
Wand of Cure Serious Wounds (25 Charges) /3d8 /2,500 Gold Coins
Wand of Cure Critical Wounds (25 Charges) /5d8 /3,500 Gold Coins

Wand of Cure Light Wounds (50 Charges) /1d8 /3,000 Gold Coins
Wand of Cure Serious Wounds (50 Charges) /3d8 /5,000 Gold Coins

Fire Ball Wand (25 Charges) /1d6 per Character Level /2,500 Gold Coins
Fire Ball Wand (50 Charges) /1d6 per Character Level /5,000 Gold Coins

Note from the Castle Keeper

This is a One Time Deal to Spend All [All Means All] of Your Allotted 5,000 Gold Coins on One or More Items from the List Posted Above!

Choose Wisely!

It May Help You to Read and Read Again, the 'Pirates of Ratan' Intro in the Game Thread, Before You Make a Final Decision on What Items from the 'Black Market' to Purchase!

You Will Not Have Another Opportunity to Purchase Any of These Items!

Again I Say Choose Wisely!

Hammer Has Spoken!

Heed My Warning!

Choose Wisely!

Posted on 2013-07-05 at 14:00:25.

Topic: Pirates of Ratan Player Recruitment
Subject: Basic Character Sheet

Character Sheet will be UpGraded and UpDated as necessary!

Name: ???????
[played by ???????]






Level: Third Level [Unless a Multi Class Character is Approved by Hammer!]

Hit Points: ? (plus Constitution Modifer +?) = ?

World: Aihrde

Place of Origin:

Patron Deity:

Languages (Spoken):




Hair Color:

Eye Color:

Handed: [If Ambidexterity Please List Primary Hand for Primary Weapon!]

Original Numbers (97 points) for Attributes: [Please List PRIME ATTRIBUTES]

Strength: ?? [+?]

Dexterity: ?? [+?]

Constitution: ?? [+?]

Intelligence: ?? [+?]

Wisdom: ?? [+?]

Charisma: ?? [+?]






Coins: None

Treasure: None


Posted on 2013-07-05 at 13:54:33.

Topic: Pirates of Ratan Player Recruitment
Subject: Pirates of Ratan: Another Aihrde Adventure

Pirates of Ratan Player Recruitment

Welcome to the Official Recruiting Thread for 'Pirates of Ratan'.

Intro is already posted in the D&D Game Thread.

This is a Castles & Crusades Siege Engine System game for Third Level Characters of Good or Neutral Alignment (Not Evil, but the Characters Are What They Are!)

Five (5) Players Maximum have 97 points to create a Character, distributing points strategically on Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma attributes.

Ambidextrous Characters (able to fight with a Weapon in Each Hand with No Penalty!) Must Have a 17 Dexterity to attack with Primary Weapon, Off Hand Weapon and then Primary Weapon per combat round without penalty!

An 18 Dexterity is required to attack with Primary Weapon, Off Hand Weapon, Primary Weapon and then Off Hand Weapon per combat round without penalty!

This Does Not Include a Smooth Bore Flintlock (Musket) or a Flintlock Pistol (unless the Flintlock Pistol is being used as a 1d6 +1 Club!) [See Items for Purchase with 5,000 Gold Coins!]

Ambidextrous Characters are able to fire 3, possibly 4 Arrows (18 Dexterity) or possibly 2 Bolts (18 Dexterity) per combat round without penalty!

Multi-Classing will be considered, depending upon credible back story! Remember: Your Character Begins the Adventure as a Member of the Pirates of Ratan for a period slightly longer than One Year!

Hammer will Not be running a Player Character as has been the case with some of my past games!

Classes available to choose from include Fighter, Ranger, Rogue, Barbarian, Monk, Wizard, Cleric, Druid, Knight, Paladin or Bard. [Assassin & Illusionist will be considered also according to a credible back story for this adventure!]

Races available to choose from include Human, Dwarf, Elf, Gnome, Half Elf (Human Lineage), Half Elf (Elven Lineage) or Halfling. [Half Orc will also be considered according to a credible back story for this adventure!]

Weapons, Armor & Equipment
Characters are Level 3 and will already be equipped accordingly (within reason and approval of Hammer!) so, any damage to weapons, armor or equipment will have been restored while in Haven.

However, while in Haven, each character will have 5,000 Gold Coins to purchase one or more items from a predetermined list to choose from!

That list will be found in the Third Recruitment Post, right after the Second Post that provides Players with a Character Sheet to develop their respective characters!

10 Copper = 1 Silver
10 Silver = 1 Gold
10 Gold = 1 Platinum

10 Gold Dwarf Squares (Achum) = 30 Human Round Gold Coins (Crown)
10 Silver Elf Ovals (Eli) = 20 Human Round Silver Coins
10 Gold Orc Plates = 50 Human Round Gold Coins

No Guarantee
There is No Guarantee that the Ship Your Characters are Sailing on will Not be Sunk, or that Characters will Not Die!

These Scenarios Depend Entirely Upon Player and Character Choices; plus the Roll of My Dice!

In Addition to Character Sheet Info
Character Background Information is to be Pmed to Hammer (the Castle Keeper ie DM) along with Appearance, Positive & Negative Character Traits; In Addition to the Character Sheet Info that Includes the Weapons, Armor & Equipment already owned by your character! [Which Must Meet My Approval Before Purchasing the Additional Items with the 5,000 Gold Coins!

Will Not Be As Important in This Adventure as They Have Been in My Other Games!

Unless, of course, your character is a Cleric!

[You Must Have a Credible Back Story for Your Character to be a Paladin!]

Same Goes for Other Classes of Characters who have a deity!

These are Chaotic Times and Many May Have Lost Their Faith in the Light of the Setting Scenario!

Primary Attributes
Primary Attributes do not necessarily need the highest numbers assigned to them as the Prime Attributes need only a dice roll of 12 for a successful roll as opposed to an 18 for Secondary Attributes (plus the Challenge Level for a particular scenario is added to the 12 or 18 to set the bar for the necessary successful roll)

Attribute Modifiers are either added or subtracted depending upon the numbers assigned to Attributes (and modified by Racial Traits)

Attribute Modifiers for this particular adventure
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 0
12-13 +1
14-15 +2
16-17 +3
18-19 +4

For Example
Rextugenous has a Strength of 9 which is a -1 as an attribute modifier so a roll would subtract -1 from the dice total to determine a successful roll.

Secondary Strength Attribute would be an 18 plus if the scenario has a challenge level of 3 it would be a 21 roll that would be needed for a successful roll.

But with the -1 Attribute Modifier it would take a roll of 22 to be successful (Castle Keeper rolls the dice in all situations by the way) as 22-1=21

Were the 9 to be a Primary Attribute number then it would be 12 (Primary) plus the 3 Challenge level = 15 and the successful roll would require a 16-1=15.

Hope that helps in considering your character creation

The Fighter is a warrior with great prowess on the battlefield.
The Ranger is an extraordinary woodsman and warrior.
The Rogue is a rapscallion and an opportunist.
The Assassin is an expert at killing and eliminating targeted enemies.
The Barbarian draws upon vestigial, primal will in combat.
The Monk conditions his body to withstand the rigors of war and the elements.
The Wizard is a practitioner of powerful arcane magics.
The Illusionist magically distorts the perceptions of others.
The Cleric is avowed to a deity and dispenses divine justice.
The Druid owes allegiance to the elemental powers of the world.
The Knight is a natural leader and strong combatant.
The Paladin is a warrior blessed by divinity, a paragon of good.
The Bard influences others through the power of words.

Any Magical abilities will be channeled through a Wand, Staff or Holy Symbol and may also possibly be influenced or enhanced by the particular deity the character worships, depending on the character!.


I prefer characters be either Lawful Good, Neutral Good or Chaotic Good, but for this adventure I will expand the list to include Lawful Neutral, Neutral and Chaotic Neutral alignments!

LAWFUL GOOD: Characters of this alignment are dedicated to following the strictures of society, respecting law and order. They act for the benefit of others and society, placing great value on truth, honor and life.

LAWFUL NEUTRAL: Characters of this alignment place primary importance on ultimate order, structure and regulation of behavior. Good and evil are largely irrelevant for characters of this alignment because everything flows from the order of law.

LAWFUL EVIL: Characters of this alignment value structure and order, and they place no limit on attaining it, especially if the goal is to their own benefit. They do not value life or concern for others. Ultimately, they seek to impose their ideals on others through strict regulation.

NEUTRAL GOOD: Characters of this alignment have a healthy respect for both law and freedom, typically choosing a road betwixt the two in order to achieve benefits and mercy for all.

NEUTRAL: Characters of this broad alignment typically believe in a balance between law and chaos, and between good and evil. Some seek to maintain existing social institutions, while others simply wish to keep to themselves. Some neutral characters disdain the perceptions of other sentient beings, finding that truth lies in nature and its animals. Others follow their own code, which changes with the situation, tending to favor those that benefit them the most.

NEUTRAL EVIL: Characters of this alignment mirror those of neutral good, but they typically follow a road that benefits themselves instead of others.

CHAOTIC GOOD: Characters of this alignment view the greatest good as being attainable through freedom and individual liberty. Thus they place primary importance on individuality and liberty of action over that of any law or societal structure.

CHAOTIC NEUTRAL: Characters of this alignment value individual freedom. They have no qualms in achieving it by whatever means necessary, good or other.

CHAOTIC EVIL: Characters of this alignment tend not to value anything, disdaining others and often seeking to destroy for their own selfish reasons. They seek power and the ability to wield it as they see fit.


FIGHTERS are brave warriors who take up arms to meet their foes in the crucible of battle. Fearless, they don themselves in the accouterments of battle, relying upon their superior martial skills to overcome obstacles.

RANGERS are a lonely breed, expert at surviving in the untrammeled places of the world and devoting themselves to protecting civilization from the depredations and incursions of creatures of evil intent.

ROGUES, rapscallions and the like make their living through nefarious and occasionally dastardly deeds. Living on the ethical edge and spending much of their lives avoiding harsh justice, these fearless villains are found in all walks of life.

ASSASSINS are stealthy and cunning, expert killers who rarely have any motives beyond the collection of payment for a job well rendered. Although not always evil, they are typically utterly indifferent to any suffering and pain they may cause.

BARBARIANS live outside the civilized world. Neither ignorant nor savage, they are, rather, a people who relish freedom, actively despising the urbane for allowing the beliefs of society to codify their behavior.

MONKS are warriors who primarily rely upon the strength of their bodies and will power for survival. They are deadly combatants, having honed their bodies into lethal weapons.

WIZARDS delve into the mysterious worlds of the arcane and wield magic like a weapon of war. They are often possessed of an overwhelming thirst for knowledge and, as often as not, power.

ILLUSIONISTS study the arcane and the nature of man and beast, using powers of oration and sorcery to twist the minds of those around them. They conjure manifestations and dreams, making the unreal real to all but the canniest of observers.

CLERICS are spiritually bound to a deity. They are usually members of religious orders, though some choose to live as wandering hermits. They wield the magic of the divine and, fortified with the armaments of war, become powerful emissaries for their causes.

DRUIDS are called to a primeval spirituality. They turn to the world shaped by nature, and not men, for their guidance and wisdom. Often unconcerned with the needs of man, they simply follow the principles of the natural order.

KNIGHTS are members of warrior-castes. As born leaders, they use their social standing, charisma, gallant actions and honorable codes to set the tone of behavior for those around them. Through their actions, they often inspire people to great deeds.

PALADINS are the holiest of warriors, living lives of purity and good while serving the religious precepts of their deity. They are dreaded by their foes for they serve as the martial arm of religious justice.

BARDS are found in all cultures and societies. Through song, oration and action they inspire men, pass on knowledge of history and tradition and influence the beliefs and behaviors of others.


STRENGTH: This attribute reflects physical strength, including the ability to lift or move heavy objects and make powerful attacks. The modifier affects melee combat and damage, and all checks involving strength. Characters can military press 10x their strength and dead lift 15x their strength score.

DEXTERITY: This attribute represents a characters reflexes, manual dexterity and hand-eye coordination, including the ability to dodge and defend against attacks. The modifier affects armor class, ranged combat and all checks involving dexterity.

CONSTITUTION: This attribute reflects overall health, and also represents a characters ability to withstand pain, suffer physical damage, avoid fatigue and fight off sickness or poison. The modifier affects hit points, and it applies to all checks involving constitution.

INTELLIGENCE: This attribute reflects mental aptitude. It represents a characters ability to learn quickly, apply that learning effectively and use deductive reasoning. The modifier affects the
number of arcane spells a character can cast each day, the number of languages a character can learn and all checks involving intelligence.

WISDOM: This attribute reflects depth of personal experience, the ability to make well-considered decisions or judgments, and represents a spiritual connection to a deity. The modifier affects the number of divine spells that can be cast each day, attempts to turn the undead and all checks involving wisdom.

CHARISMA: This attribute represents strength of attractiveness, willpower, personality, and leadership. It is the degree to which a character is able to influence others. The modifier affects a creatures loyalty and reactions to the character, the number of undead the character can turn and all checks involving charisma.

Primary and Secondary Attributes

There are two types of attributes: primary and secondary. Primary attributes are those physical or mental abilities in which a character is particularly well trained or very experienced in using.

Secondary attributes are those the character uses with only average skill. A player selects the characters primary attributes after choosing a class and race.

Human characters have three primary attributes. Demi-human races (dwarf, elf, gnome, half-elf, halfling and half-orc) have only two primary attributes.

Each class has one primary attribute associated with it that cannot be changed. The player selects the others. So, a human character receives one primary attribute designated by the class and the other two
are selected by the player.

If playing a demi-human character, the player can select only one additional primary attribute. For example, the primary attribute for the ranger class is strength. If the player chooses to play an elf, he or she selects one of the five remaining attributes as the other primary attribute.

If it were a human ranger, the player would select two more primary attributes rather than just one. The remaining attributes are considered to be secondary.

Primary Attributes

Strength: Fighter, Ranger

Dexterity: Rogue, Assassin

Constitution: Barbarian, Monk

Intelligence: Wizard, Illusionist

Wisdom: Cleric, Druid

Charisma: Knight, Paladin, Bard

Primary Attributes will automatically be assigned to the Classes you choose for your Character and I strongly suggest you assign an 18 or 19 to the Primary Attribute for any Wizard, Illusionist, Cleric or Druid spell caster to receive the Maximum Number of Bonus Spells that an 18 or 19 will provide your character. Your Character Will Need Those Bonus Spells!


Race Height Weight
Dwarf 3 10 to 5 2 140-180
Elf, High 4 0 to 6 0 100-135 lbs.
Elf, Twilight (drow) 4 0 to 5 6 90-115 lbs.
Elf, Wild 4 4 to 5 8 100-125 lbs.
Elf, Wood (gray) 4 8 to 6 6 110-165 lbs.
Gnome 3 6 to 4 8 70-90 lbs.
Half-elf 4 2 to 6 2 90-175 lbs.
Half-orc 4 10 to 6 5 120-180 lbs.
Halfling 3 0 to 4 6 45-70 lbs.
Human 4 8 to 6 8 100-200 lbs.

Minimum Starting Age (will be modified by Class and adjusted by Castle Keeper)
Race Adulthood Middle Age Old Venerable Maximum
Dwarf 150 300 450 600 800
Elf, High 200 500 750 1000 1300
Elf, Twilight (Drow) 100 200 300 400 600
Elf, Wild 40 100 150 200 300
Elf, Wood (Gray) 60 150 225 300 400
Gnome 30 75 112 150 210
Half-Elf 20 62 93 125 185
Half-Orc 13 30 45 60 70
Halfling 16 40 60 80 120
Human 15 35 53 70 110

Calendar Year
In the World of Aihrde in this adventure, the Calendar Year is divided into 12 cycles (months) consisting of 30 days per cycle: A Round Cycle of 360 days coming Full Circle:

Janrero (mid winter)
Febrero (late winter)
Marrero (early spring)
Aprero (mid spring)
Mayrero (late spring)
Junrero (early summer)
Julrero (mid summer)
Augrero (late summer)
Seprero (early fall)
Octrero (mid fall)
Novrero (late fall)
Decrero (early winter)

Days of the Week
Mondero = Monday
Tuedero = Tuesday
Wedero = Wednesday
Thudero = Thursday
Fridero = Friday
Satdero = Saturday
Sundero = Sunday

The Second Recruitment Post will be for the Character Sheet that Players are to follow for developing their character of choice!

This Includes the Weapons, Armor & Equipment that your character currently owns as a Third Level Character for this adventure!

The Third Recruitment Post will be for choosing the Items Available to Purchase Additional Gear with your 5,000 Gold Coins!

You Better Gear Up Wisely!

No Telling When Your Character Will Have Another Chance!

Posted on 2013-07-05 at 13:50:07.
Edited on 2013-07-05 at 13:51:52 by Hammer

Topic: Pirates of Ratan
Subject: Pirates of Ratan Intro

World of Aihrde
Beyond the Deepling Channel
Sea of Chaf
On Board the Dragon Hawk
Dawn on Wedero
Aprero 1, 1500awd (After Winter Dark)

The skeletal fingers of the first light of dawn stretched themselves across the rising mists from the deep, frosty waters of the Sea of Chaf; while the prow of the 'Dragon Hawk' bobbed lethargically in the gentle waves, as the faint billow of the listless sails in the nearly nonexistent Aprero 1st spring wind went unnoticed by the sleeping crew, most who were numbed by the effects of their boisterous drinking from several nights past.

Captain Bludd and his Renegade Rovers, aka the Pirates of Ratan (Rah Tahn), had made their way through the Deepling Channel from the city of Haven, enroute to Gareth Castle; after several series of successive and largely successful plunders of Storvik, Nordenosy, Akvuk, Borja and Aesegg.

The dragon and hawk battering rams at each end of the 120 foot longship, were no match for any vessel plying the waters of The Inner Sea, nor were any vessels that sought refuge in the Gulf of Gleiphneer, nor those threading their way through the shallow depths of the Roheisen Straits!

For the Dragon Hawk was a formidable foe to behold, 27 feet wide with a lone mast, boldly displaying the embroidered sail of a a sinister black hawk, spreading its wings and talons, above the fearsome image of the open maw of a black dragon.

Twelve oars lined either side of the Dragon Hawk, with another oar rudder placed strategically near the stern. Although there were no artillery cannons, nor ballistae on board, the current crew of 75, including Captain Bludd himself, were well armed and well versed in the use of force and weapons!

After a long winter of inactivity in their home port of Ratan, these Renegade Rovers were glad to once again set sail and ply their infamous trade at the expense of the merchants of these aforementioned coastal cities!

Especially in the wake of a mild winter, that had urged these Renegade Rovers to set sail weeks earlier than previously anticipated, to relieve many an unsuspecting merchant of their coin, merchandise and intimate company of comely wenches!

But the rumors of the Great Wars raging to the south were disturbing indeed to pirates such as these, who were on their way to Gareth Castle; to trade for the artifacts, weapons and powder promised, in exchange for the goods they had acquired in recent weeks!

Wars in the south that were spreading ever northward towards the lands of the regions of Aachen, Augsberg, Eisenheim, Rhuneland and Zeitz; or so saith the rumors of the dire warnings that were carried by refugees and battle weary warriors, who had forsaken the ways of the mercenary life, seeking peace and safety!

But the whispers of undead legions, hideous monsters and unknown evils, coupled with the struggles of humanoid armies shedding innocent blood on the battlefields of warring factions, were spreading the fear of an ancient evil that would also, sooner or later, threaten the regions of Trondheim and Haltland, where the Pirates of Ratan called home; not to mention the eventual possibility of spreading its evil stench to their favorite raiding region of Holmgald.

Now stalking the lands are the prophesies and hushed whispers of an ancient evil now all but forgotten:

For a thousand years the horned god ruled from his throne in the great towers of Aufstrag. Shaped in mockery of the Great Tree, Aufstrag lorded over the kingdoms of man, elf and dwarf and its master, Unklar, ruled with his iron mace. But time swept him away and into the Void; and upon the ruins of his dark memory new kingdoms have risen, a new world born. An age of heroes is begun, where adventuring crusaders ride forth into the wilderness to reclaim it through the iron in their veins and the magic they too control.

But memories run deep and the stain of Unklars reign is not so easily rooted out. His minions haunt the dark places of the world. They occupy forgotten temples, ruined dungeons, castles on the borderlands; from these bastions they plot the return of their horned master, or at the very least, the terror of men. Here evil resides and thrives; treasures abound, hidden magic lies unused and forgotten.

This is now the world of Aihrde in the aftermath of things dark and unspoken, that once ruled the lands and now threaten to do so again!


It has been 1500 years since The Great Thaw (after Unklar the Horned One was banished from this plane of existence) flooded the lowlands, making the land fertile and ripe.

Forests, valleys, lakes and streams all came to life again. The free creatures wandered the paths as they had in the long ago of yesterday, before the 1000 years Dark Reign of Unklar the Horned One, that had become known as the dreadful and desolate Winter Dark.

During the Dark Reign of the Horned One, heavy snows blanketed both the northern and southern lands throughout the World of Aihrde, stretching eastward and westward with his evil taint of terror; destroying the great cities and lands that fell beneath his cloven hoof, ravaged by his foul servants!

When the Horned One first conquered the lands of the World of Aihrde, it was as restless and troublesome as its inhabitants: the elves, fay of many type and those stalwart men of noble bearing, did not easily bend to his will.

So it was, after many a rebellion and uprising the Horned One turned his armies loose upon the lands of the World of Aihrde; but freedom loving humans, elves, dwarfs and countless others banded together and found a way to banish the Horned One from their world, if not entirely free from his influence!

But the men of the World of Aihrde are like all men, quickly forgetting or choosing to forget, that each new age fosters new challenges and past evils often haunt the hopes of the future!

For there are as many evil fey as good and these creatures thrived in the ruins of the minions who once ruled with the Horned One.

And as in all lands, some of the Horned Ones servants survived and hid themselves away in the dark places, as they waited for the return of their dark master.

In time elves, in search of ancient homelands and shrines, and men, in search of fertile and peaceful lands to farm, returned and settled in the once abandoned lands of Aihrde; the fey awoke as if from a long slumber and the forest assumed the shadow of its former self.

Now many creatures long away from the lands of men and elves, find its fresh fields and peaceful inhabitants easy filling for their gluttonous desires; for they be foul creatures hungry for the easy pickings of the world of man and elf.

The years spun out and those who remembered the Winter Dark were very old and few listened to their tales. They paid no heed to the rumors that the former minions who served Unklar, now sought to rebuild the kingdom of their master, by summoning the Horned One from beyond the World of Aihrde.

A great many orc, goblin and other evil creatures issued forth from the foul pits once ruled by the Horned One, driven by long ago promises of power and a return to the glory of the old days, seeking to lay waste to the lands of the World of Aihrde, driving the inhabitants into the sea, enslaving them or scattering wide the free peoples now populating the lands!

The past 1500 years have witnessed crops, animals and lands multiplying and returning to a prosperous and bountiful life!

People of all races have been breeding and populating the known lands; spreading their communication to other regions that had been cut off and decimated beneath the evil rule of the Horned One.

But in recent years news from the outside world has spread ever northward; mostly speculation and rumors spread by adventurers and mercenaries from the Great Wars, who have told their tales of the dark minions whose evil influence still lingers in unexplored areas of Aihrde.

These Great Wars, raging in the regions to the south, were waged between unknown forces and peoples, to establish their freedom by uniting the lands for commerce between the cities, successfully beating back the evils bearing the taint of the banished Horned One.

In recent years, trade and piracy has grown throughout the lands with Trade Ships spreading northward to port, where the Pirates of Ratan have found easy plundering; while Trade Caravans have steadily made their way to the northern regions, spreading prosperity for the Pirates of Ratan to enjoy looting and sharing with the peoples of the Haltland.

But with their looting, the Pirates of Ratan have also heard of the Tales of Treasures to be found and wealth to be gained in the regions to the south; however, stories of the southern wars filter ever more steadily into the Haltland, with the influx of various Adventurers and Mercenaries of diverse races and abilities, who have entered the region in tatters, with perhaps a few assorted gems or gold to show for their efforts, bringing wild tales of fighting for their lives!

The Pirates of Ratan have also encountered others without anything to show for their long journeys, except more stories of hardships and perils, that cost them the lives of dear friends and loved ones, who were better men and better women warriors than they.

The time has now come in the wake of relative peace and prosperity, even among the members of the Pirates of Ratan, that boredom for some must give way to the blossoming destiny of a world to be freed from the taint of Unklar the Horned One and his Dark Minions, who once ravaged the lands of the World of Aihrde, but now are rumored to be joining the warring factions in the south, infiltrating their ranks, seemingly arisen again to conquer Aihrde anew with their fear and terror!

These were the shared thoughts of a handful of adventurers, who had joined the ranks of the Pirates of Ratan more than a year ago; but who now in recent weeks, were ever stirred in their hearts to venture southward, to help stem the tide of the evil taint of the Horned One and his devoted minions, that were intent upon invading their beloved home lands with their evil poisons!

The crew began to stir this first day of Aprero, as a man in the Crow's Nest of the Dragon Hawk shouted to his fellow pirates below to take heed to the horizon!

In the far distance, just barely discernible above the horizon, could be seen an ominous plume of black smoke, rising from the foundation and walls of Gareth Castle!

Squinting their eyes in the morning sun, the hardened features of the crew were slightly caressed by a gentle breeze, as they stared in disbelief at a most unexpected sight this new Aprero morn; along with an alarming, auditory alert of ominous origin, a message urgently carried aloft by the mid spring wind, the sound of a faint explosion!

Posted on 2013-07-05 at 13:38:47.

Topic: Pirates of Ratan
Subject: Pirates of Ratan

Pull up a chair and enjoy the tale of the 'Pirates of Ratan' as they begin an epic journey in the world of Aihrde fraught with unknown dangers and high adventure!

This particular adventure may contain intense graphic scenes and/or Mature Adult Content that some readers may find to be too sensitive or offensive in nature for their literary tastes!

Please Proceed with Caution!
For the sake of creating a great adventure any tobacco or alcohol related, drug related and/or sexual references are by no means intended to promote or glorify their use in Real Life!

The same should be understood regarding the descriptions of any major or minor graphic violence ... including the use of all other elements in this adventure that are necessary components for an Epic Fantasy Adventure!

SPECIAL THANKS to the Owners and Moderators of the Red Dragon Inn who make the posting of this and other adventures possible for us InnMates to enjoy!

SPECIAL APPRECIATION to Stephen Chenault of Troll Lord Games who gave me permission to use the Castles & Crusades products to help craft an exciting and entertaining adventure!

Posted on 2013-07-05 at 13:35:30.

Topic: Treasure Seekers
Subject: Aftermath

Treasure Seekers
Cast & Characters
Amur 'Nimblefingers' of the Red Buttons
[played by Archangel] a level 1 (Half Elf of Elf Lineage) Rogue worships Hermes
Tohmas Goodwood [played by Odyson] a level 1 (Human) Druid worships Atira
Willem Bariendul [played by Jozan1] a level 1 (Human) Fighter worships Baldur
Maithias Crowmarhte aka Crow [played by Tann'Talas] a level 1 (Elf) Ranger worships Betula
Vincent Wysman [played by Kamina] a level 1 (Human) Knight worships Mars
Bartimeous Dathier [played by Salvator Navaar] a level 1 (Human) Cleric worships Toft
Mylos Goldspinner [played by Brundel] a level 1 (Gnome) Bard worships Amber O' The High Woods
Jaufre Vanvoie [played by Tuned_Out] a level 1 (Human) Paladin worships Cedrus
Elyra Nightshade [played by Angelic] a level 1 (Elf) Bard worships Brigit
Areldor Glanolwath [played by Ziklag] a level 1 (Half Elf of Human Lineage) Illusionist worships Minerva

Previously in Treasure Seekers
The group of Seekers experienced their first taste of battle against a small army of Skeleton Pirates, realizing that each member must develop their fighting skills further, if they plan to survive against the onslaught of any other unknown foes, before returning to the Toothless Dragon Tavern.

What they discovered was that the seemingly strongest of their group had failed to eliminate their foes as successfully as the seemingly weakest of their group!

With the aid of his goddess Minerva, the Illusionist Areldor armed with a Club, had dispatched more skeletons than any of his peers!

Each Seeker had eliminated at least 2 of their undead foes, but it was the Illusionist who had shown his comrades that he would not only stand in the heat of battle, but proved himself to be an unexpected warrior, when his life and the lives of his comrades were on the line!

Although each Seeker had experienced their share of misses when engaging the enemy, they were now ready and more determined than ever to face any new threats this day!

But first, the self inflicted wounds of the Shaman and the Gnome Bard needed to be restored to optimal health, as did the wounds inflicted upon the Paladin, who had suffered the most against their foes!

Rain Dance and Happy Water
World of Aihrde
Island of Tagea
Rubble Battle Field
Early Afternoon on Saturday
Marrero 13, 101awd (After Winter Dark)

In the aftermath of their battle against the Skeleton Pirates, the lack of life was more accentuated than ever, as the Seekers examined and tended to the wounds of their comrades; gathered up the weapons of their foes amidst the decaying remains of the stone and wood strewn rubble; before proceeding to investigate the sound of the Happy Water.

It took a moment for Jaufre to realize he was no longer under siege; the end of the skeleton pirates occurring as quickly as they had arrived upon the adventurers. At his side stood the illusionist, now covered in bone dust and breathing heavily, and, to Jaufre's relief, without a scratch. Though as much as the paladin had spoken as a lone protectorate against the oncoming horde, he fully realized that he would not be standing here now if not for the quick actions of those who came to his aid against the southern flank.

Rebalancing his weight to relieve some of the pain, Jaufre looked to the man who had his back at more than one point during the fight.

"You have my thanks, friend." Extending his hand to Areldor, Jaufre could not prevent a flash of pain from crossing his face as the cut in his side shifted; something the paladin was quick to try to cover up with a grin. "The battle would surely have been different if not for the aid of such stout-hearted companions."

Surely it would have, and Jaufre would have to remember not to second guess his companions on this journey; the illusionist Areldor and the bard Elyra had clearly proven themselves capable of more than idle banter and entertainment. A quick glimpse about the rubble-battlefield revealed to him that indeed all the treasure seekers still stood, now amidst piles of dust and most in better shape than he; a relief on all accounts.

Rain Dance
Any may join in the dance and to give aide is a blessing. Prayers to you Gods may please them as we pay respect to all.

With that Tohmaz started move as rhythmically as he could in wide circle around the rubble, sprinkling the blooded water as if they were the tears of Atira. As the dance started, Tohmaz saw members of the group step forward and to jion in and aide as they could.

In clear baritone voice he began to chant.

Terra Madre diffondere le tue lacrime su questo uno dei vostri figli.
Pulisce il vostro bambino. Guarisci il tuo bambino.
Pulisce il vostro bambino. Guarisci il tuo bambino.

Terra Madre diffondere le tue lacrime su questo uno dei vostri figli.
Pulisce il vostro bambino. Guarisci il tuo bambino.
Pulisce il vostro bambino. Guarisci il tuo bambino.

(Earth Mother , spread your tears on this one of your children.)
(Cleans your child. Heal your child.)

The ceremony continued for a quarter hour and the pain had made the dance starte difficultly for the Shaman, but as Altira's tears healed Tohmass leg he was able dance more freely.

When the Shaman was free of pain he saw the others too were moving smoothly and smiles upon their faces let him know Altiras tears had healed them.

Amur, Willem, Crow, Bartimeous, Elyra and Areldor had been watching this Rain Dance with keen interest, while also spreading out around the perimeters of the ceremony to stand watch against any other unforeseen evil intrusion that might seek to take their lives!

Meanwhile, Tohmas was joined in the ceremony by a slightly wounded Vincent (who later pledged himself to serve alongside the Shaman for the greater good of the Seekers), Mylos (who always enjoyed participating in a good song and dance; but now also needed healing in his physical body) and by a skeptical Jaufre (who was also in dire need of healing, but inwardly conflicted regarding his seeming failure in devotion to his own deity Cedrus).

The ritual complete however, Jaufre could only muster up a simple 'thank you' to Tohmaz, as he still felt out of sorts. As he moved to regain his shield from Areldor Jaufre looked back over his shoulder with a pang of guilt; he should have been more respectful than that to someone so selfless. He'd make it up to the man later.

As the Seekers marveled at what had transpired, each began to look around the group, as they decided upon their next course of action, while examing the rubble and beginning to gather up the weapons that had fallen when the Skeleton Pirates were eliminated in the heat of battle.

While the they were all still gathered Tohmas stretched out his arm and addressed them.

Thank you, for allowing me to aide you, I had come on the this gathering to learn how to help restore the lands that have been defiled by the dark creatures that drove out my ancestors.
I believed I would never have a clan to serve and would only try to do the will of my Goddess to heal her lands and creatures.

As you have come together to help each other I now believe I see the truth of my Training.

When a member of my people chooses the way of the Shaman they are taught to lead, but not to command.

We are not battle commanders, but loyal followers that hold up those around us.
We are taught to help calm the chaos so that the way can be followed.
We are taught to advice, to heal, to comfort, to provide and to defend our clan.
We are taught to do this with the joy in our heart that comes from unselfish service.

So if you shall have me, I pledge myself to this clan.

In the words of my people,

Wimachtendienk, Wingolauksik, Witahemui.

Brotherhood, Cheerfulness, Service.

The Shaman then prepared for the next challenge of find those Happy Waters.

As Tohmas proceeded to rejoin his friend Crow, to confer with the Ranger and investigate the sound of the Happy Water, he was approached by an appreciative Vincent, as the young Knight pledged his allegiance to the Shaman and the Seekers!

Tohmas smiled as he listened to the young Warrior. "Tohmaz Goodwood, Shaman of the Wimachtendienk, I Vincent Wysman, Knight to-be, pledge myself to aiding you, and this group in our mission, your mission, and any other that arises. I would also like to thank you for this dance that has healed our wounds, I feel much better now thanks to you and your goddess."

Tohmas recognized that man felt this was the proper way a Knight should respond to an act of kindness or service. As with all of them the life of learning was now replaced with the real life.

The Shaman raised hand and placed on Vincents chest. Among my people we would call you Kittlelendamwagan, the Earnest One. But to me you are now Elongamat, friend. Vincent Wysman we will become Witawematpanni, the one who aides. Now let us go and find what Mother Earth has in store for us.

Amur Makes a Startling Discovery
As the Seekers prepared to investigate the distant sound of the Happy Water, one by one they began gathering up the weapons once brandished by the Skeleton Pirates, that now lay discarded on the rubble battlefield. They decided to pile them together, rather than carry them, choosing to retrieve them after investigating the terrain ahead, agreeing that they may be of some use to the Toothless Dragon crew.

But as they finished stacking the cutlasses in a pile and began to follow Crow and Tohmas to explore the distant terrain, Amur decided to kneel down for a closer examination of the weapons. As he randomly chose a cutlass to test its feel in his hand, he was startled to see etched inside the hand guard of each cutlass that he subsequently examined, the Maw of a Toothless Dragon!

"Seekers!" exclaimed Amur as the realization hit his consciousness like a ton of bricks, "I Know Why Those Skeleton Pirates Did Not Attack Any One Who Wore Their Eye Patches!"

Seeker after Seeker was stunned by the realization that the Skeleton Pirates had been former comrades of their employer Mad Dog Muldoon!

The Happy Water
After recovering from the shock of what Amur had discovered etched in the hand guards of the cutlasses, the Seekers resumed their quest to uncover the mystery of the distant sound of the Happy Water.

As Tohmas and Crow examined the terrain ahead of the other Seekers, the sound of the Happy Water grew louder and louder!

It was the sound of a river flowing underneath the rubble, but there was no sign of any aquatic life, nor any animal or lizard that would be drawn to the life sustaining water.

Crow put his ear to the ground, determining that the river was not only covered by rubble, but at a particular point seemed to cascade downward into a cavern.

Tohmas also concurred that the Ranger was indeed correct in what he had discovered about the Happy Water.

Meanwhile, the Cleric Bartimeous stood a few yards to the west of the Ranger and Shaman.

Whether by Inspiration or Impulse, it was not clear to any of the Seekers who noticed his actions, the Cleric of Toft placed his left hand to his Holy Symbol and stretched forth his right hand, as he began chanting to himself in a Dwarvish tongue.

Moments later, the Gold Reveal Spell that Bartimeous had cast caused 'faerie fire flames' to glow from beneath the pile of rubble where he was standing!

"There Is Hidden Gold Beneath This Rubble!"

Before Amur was able to examine the area for any traps, the Gnome Bard Mylos swiftly moved a few stones aside, then reached his hand inside the small space, before letting out a scream!

As several Seekers rushed to his side to aid the Gnome, a joyful smile followed his scream, as he pulled his hand unscathed from the small space, clutching a Gold Coin between his eager fingers!

Note from the Castle Keeper:

As the Seekers clear away more rubble, they discover a step littered with more Gold Coins, while the 'faerie fire flames' begin to diminish, as the effects of the Gold Reveal Spell begin to vanish from view!

Time for More Role Play and QnA Discussion!

Hit Points
Amur 'Nimblefingers' of the Red Buttons [Half Elf of Elf Lineage/Rogue] 9/9
Tohmas Goodwood [Human/Druid] 9/9
Willem Bariendul [Human/Fighter] 12/12
Maithias Crowmarhte aka Crow [Elf/Ranger] 12/12
Vincent Wysman [Human/Knight] 13/13
Bartimeous Dathier [Human/Cleric] 11/11
Mylos Goldspinner [Gnome/Bard] 10/10
Jaufre Vanvoie [Human/Paladin] 12/12
Elyra Nightshade [Elf/Bard] 11/11
Areldor Glanolwath [Half Elf of Human Lineage/Illusionist] 7/7

Armor Hit Points
Amur 'Nimblefingers' of the Red Buttons [Half Elf of Elf Lineage/Rogue] 20/20
Tohmas Goodwood [Human/Druid] 20/20
Willem Bariendul [Human/Fighter] 29/30
Maithias Crowmarhte aka Crow [Elf/Ranger] 30/30
Vincent Wysman [Human/Knight] 18/20
Bartimeous Dathier [Human/Cleric] 30/30
Mylos Goldspinner [Gnome/Bard] 27/30
Jaufre Vanvoie [Human/Paladin] 14/20
Elyra Nightshade [Elf/Bard] 30/30
Areldor Glanolwath [Half Elf of Human Lineage/Illusionist] None/None

Missile Arsenal
Amur 'Nimblefingers' of the Red Buttons [Half Elf of Elf Lineage/Rogue] 14/20 Sling Stones
Tohmas Goodwood [Human/Druid] 20/20 Arrows
Maithias Crowmarhte aka Crow [Elf/Ranger] 20/20 Arrows
Mylos Goldspinner [Gnome/Bard] 24/24 Bolts
Elyra Nightshade [Elf/Bard] 40/40 Arrows

Posted on 2013-07-05 at 07:01:24.

Topic: Treasure Seekers QnA
Subject: Well ...

..... as I ponder how to cobble this UpDate together, I am realizing that I will have to take a bit of poetic license with a couple of Characters to help advance the scenario to where it needs to be!

This also includes a couple of revelations that individual Players can address through Role Play with their respective characters, once I have UpDated and advanced the story to another setting!

Posted on 2013-07-05 at 05:24:30.


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