Tag Archives: dnd

ToM Session 09: Carried Away

With plenty of work for Ilgrind to do, the party sets out for the Southern coast, hoping to pick up some diving suits (currently tethered) for Ilgrind to upgrade with pressurized air tanks. They are: Doane Six (ByW): Level 3 … Continue reading

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Biweekly Item-Ring of the Angel Herald

These rings must be crafted by the one to whom it attunes after creation and much contain some kind of symbol linking it to the creator. Its power depends on the goodness and lawfulness of the creator, as well as … Continue reading

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Repairing the Injuries

On Monday, May 12th Year 4, at Matthias’ request a couple of Citadel House adventurers escort he and Barnabas (the head mason working on the temple) to Kite, intending to proceed from there to the knowledge dragon’s temple where Matthias … Continue reading

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ToM Session 08: Supply Chain

As the Vardor new year begins, the opposition to the magic ban works with Ilgrind to plan their attempt to sway public opinion against the ban. They are: Doane Six (ByW): Level 3 Nekolyn Monk Lamila (BiW): Level 3 Half-Orc, … Continue reading

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Biweekly Monster-Soot Horror

Soot Horrors are things of legend and bedtime horror stories, so rare that there are doubts that they exist anymore. It is said they their life is a memory of a Phoenix’s permanent death. They are a hateful and unpredictable … Continue reading

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ToM Session 07: Into the Wilds

On December 19th YV 540, the friendly opposition to the friendly opposition to the magic ban lands in North Shore, a human town on the Southern tip of the gnomish peninsula. Buying a couple weeks of rations, they set out … Continue reading

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Biweekly Item-Fire Beads

Sometimes sold as a fire starter (“fire seeds”) and sometimes sold as sling ammunition (“fire shot”), these sun hardened beads are made in part from Chlamyd dung, harvested at great risk from the geothermally active regions where they reside.

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An Offering to the God of Knowledge

On May 5th, Year 4, a handful of Citadel House adventurers respond to a need to further open up the West Confluence River up river from Kite, in order to produce enough flow to float timbers down the river for … Continue reading

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The Pacing of Fear

I’ve been meaning to do some more writing on game design topics for Game Masters, having touched on aesthetics of play (specifically with traps) and negative possibility space in the past. One aspect of game design I’ve been focusing on … Continue reading

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ToM Session 06: Crabs on a Steamboat

Having taken a train to Requiem, the band of misfits opposing the magic ban buys passage on a steamboat departing that evening to cross the mouth of the Glass Gulf to a port on the South of the gnomish peninsula. … Continue reading

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