A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

21 October 2016

[Inktober 2016] Day 21—Gonk Tribe's Arena

Gonk Tribe's Arena
(Key word: big)

Located in an enormous knob of granite jutting up in the middle of the Sanktar Plains is the arean of the Gonk Ogre tribe.

Two massive stone slabs serve as doors. Inside a narrow (relatively) walkway rings a steep pit. The pit is littered with stones, tree branches, and bones.

The pit serves as a place to resolve challenges and duels, as well as a place of punishment. The tribe will also bring in warriors of other races for entertainment.

The knob is nearly fifty feet tall and the pit another twenty-five feet below the surface. The victors are aided from the pit by means of a rope ladder. The dead rot where they fall.

[Inktober 2016] Day 20—Quirinklauth's Lair

Quirinklauth's Lair
(Key word: squeeze)

The Drake, Quirinklauth, has amassed a tremendous hoard of treasure in his cliff-top lair. Quirinklauth enters through a small cave that leads to a hole in the top of a one thousand-foot-high subterranean dome.

Other creatures must enter through the winding, narrow passageway; the passage is so narrow, in fact—sometimes narrowing to only a few feet—that human-sized creatures can only proceed at a fraction of normal speed. The passage is also, on average, only three- to four feet tall.

The hoard in the domed cavern is dozens of feet deep, and includes weapons, armor, gems, and coins, as well as art objects. The items are both mundane and magical

[Inktober 2016] Day 19—The Airship 'Voidkeeper'

The Airship Voidkeeper
(Key word: flight

The brainchild of the mad Gnome mage, Seglik Glitterfoot, the Voidkeeper is a one-of-a-kind transport.

In addition to Captain (self-appointed) Seglik and his first mate, a female human ranger named Kaet, the Voidkeeper's crew consists of five other mages, a cleric, and crew—an assortment of rangers and fighters.

Suspended from a balloon of delver-skin containing harnessed arcane plasma, the airship has a mage-powered stern propeller for movement. The crew transports goods and people...but is not above a bit of piracy.

Two open decks—one on each side—are dubbed "Mage decks" and are enclosed only by a low railing. The Mage decks are used for the Voidkeeper's defense as well as offensive capabilities.

19 October 2016

[Inktober 2016] Day 18—Brom's Hovel

Brom's Hovel
(Key word: escape)

Brom, a human druid, is well-known in the Sanktar Plains. A hermit, he keeps to himself and guards his privacy jealously Despite his powers, he prefers to flee fro confrontation if possible.
  • Escape #1: a secret door leads from behind his bed to a passage headed northwest, running west for a mile through the rock.
  • Escape #2: a passage leads from E1 to a rough-hewn spiral stairway leading to a hidden oasis on the top of the bluff, 500' above the Plains.
  • Escape #3: a trapdoor beneath the flagstone floor leads north to Brom's storage room. A narrow door and stairs makes for an excellent defensible position.
  • Escape #4: a passage from E3 and from the northeast wall of the hovel lead to a two-mile-long passage through the rock to the southeast.

18 October 2016

[Inktober 2016] Day 17—Barrows of Idet-hur

The Barrows of Idet-hur
(Key word: battle)

A millennia ago, on the fields of Idet-hur, an epic battle took place between two Armies of the Elves. The followers of Queen Kaiannathas and those of King Nyounus met; shields and spears crashed together, swords and arrows flashed in the sunlight. Day after day, week after week, until all lay dead or mortally wounded. Time made barrows of the bodies; grass became their shrouds.

Sample treasure (in addition to coins and mundane items): 
  • +2 buckler (small)
  • +2 warhammer [sheds light]
  • boots of elvenkind
  • robe of bones
  • +1 amulet of natural armor
  • +1 steel shield, heavy
  • composite longbow (+3 STR), MW
  • pan pipes, MW
  • breastplate, MW
  • studded leather, MW
  • +1 longsword
  • circlet of blasting, minor
  • +1 shortspear
  • full plate, mithral

[Inktober 2016] Day 16—Outpost at Ketchum Falls

The Outpost at Ketchum Falls
(Key word: wet)

High above the Ketchum Forest is a meandering trail, which leads to a cave complex behind the grand Ketchum Falls.

The entry to these caves is blocked by a crude iron portcullis, raised by a winch. The portcullis was installed by a band of outlaws led by a half-orc named Joax. The band includes several humans, a half-elf, a dwarf, and a halfling, as well as Joax's Mate, Kedra.

The edge of the main cavern is perpetually wet, slick from the spray of the falls. One wrongly placed step could mean a quick and steep death.

No one knows who else has used the outpost, and for what purposes. Rumor has it, however, that it's haunted.

17 October 2016

Taking the Next Step

After my self-described flagstone disaster—seen here—I sought out the advice of +Dyson Logos  and +matt jackson  about their flagstones...or at least, their pens. Local office supply stores didn't carry any of their recommended styles, so I figured I'd have to shop online.

Then, when I dropped my wife off at school tonight, I thought I'd stop by the college bookstore and check out their pen selection.


I not only found the Pilot Razors that Matt recommended, they had a huge line of Microns. They also had a line of "Le Pen" micro fine pens. The drool started. Unfortunately, all I had on me at the time was a couple bucks, so I grabbed a Pilot and two REALLY small Le Pens. If I get these to work, I'll go back for a Micron or two; the college had them priced twice the amount of either of the other pens. (I want to make sure I can actually make the things do what I want to before paying Micron money. Or, local-college-Micron-money.)

Now...gonna go down some migraine meds and take these puppies out for a spin.

And try to figure out where to get the same level of talent as Dyson and Matt. I know the pens are only a tool.

Wish me luck.

15 October 2016

[The Stronghold 'Zine] Another Shipment Ready!

In case you had forgotten, payday has come around again.

And just in time! Another shipment has gone out, with another stack being prepped and readied for mailing.

Mailing to YOU. Yes, YOU. Right there. I'm talking to you. All you have to do is ask me.

As ever, you can see a preview of the contents here. You can still pick up copies of Issues #1 and #2 as well here. --OR-- click on the link below to go ahead and buy #3 and get your copy (or copies) in the mail ASAP.
When you do pick up a copy, please drop me a line, especially if you use anything from Issue #3—or any issue—in your game.


[Inktober 2016] Day 15—The Waystation

Gah. This post means I'm all caught up for the mid-point of Inktober.

This also represents my attempts at drawing flagstones a la +Dyson Logos-style. I don't think it worked. I think I'll need to bribe him or +matt jackson for some tips.

The Waystation
(Key word: relax)

Located on the edge of the brown sands of the Sanktar Plains, the Waystation is the last safe place of rest for many miles. Manned by a human ranger named Mal, strangers will find three cots and a couple of coal stoves for warmth. A few supplies are also available for a charge.

Under the flagstones, however, are accommodations for friends. Several more cots, a secured secret room for valuables; the cavern is heated by a magical rune, which also provides light to those rooming here.

The river feeding the Waystation's well also provides a means for secret shipments to the small pier as well as an escape route if needed.

[Inktober 2016] Day 14—Kyro Timesong's Forest Home

The Forest Home of Kyro Timesong
(Key word: tree)

The Elven princess Kyro Timesong established her own tree-home following an argument with her mother, the Queen.

Kyro took with her several of the royal servants, her personal guard, and even a few of the lesser nobles. Her little sister, Evthi, went with her in an effort to establish her own independence.

The many-layered system of platforms are joined by ladders, bridges, and stairways, weaving among the massive splayed limbs of the ancient ironoak tree. Kyro's guard are well-skilled with both the bow and the sword.

[Inktober 2016] Day 13—Shrine of Banael

Shrine of Banael, Undergod of Fear
(Key word: scared)

In the middle of the Sanktar Plains stands a tall, solitary knob of rock. As one enters the cavern and follows the steep, curving slope, the actual shrine is reached.

Legend says that Banael himself was last seen within this shrine and that it was his touch that released the flow of dark viscous ooze in the fountain.

The ooze and the altar radiate fear—crippling to most mortal creatures. Dread builds as a creature climbs the sloping passage. A hideous statue of Banael stands in the shrine.

13 October 2016

[Inktober 2016] Day 12—The Worried Goat

The Worried Goat
(Key word: worried)

The Worried Goat is a tavern in Northeast Coldtreath. There is no inn; no rooms are available—this is an eating, drinking, and entertainment establishment only. Information, of course, costs extra.

A good-sized stage plays host to medium- to high-level entertainers of all types. Daan Steele tends bar and doles out information from behind a large ironwood bar that wraps around the kitchen.

Outside, a wooden outbuilding shelters the stairway into the small storage cellar.

11 October 2016

[Inktober 2016] Day 11—Portal of Mystery

Portal of Mystery
(Key word: transport)

There are three entrances to the cave complex. Two come in from the South, from the mountainside. The West entrance joins to a secret door from the lean-to belonging to Rog, the crazy Hermit of the Hill.

The complex is guarded by two massive iron golems.

The portal itself is burined far into the complex, behind a well-hidden secret door that is securely locked and thrice-trapped.

No one knows where the portal leads. Occasionally a gold bar or a bag of silver ore will appear on the steps in front of the shimmering doorway. Not a single adventurer who has ventured through the portal has ever returned.

10 October 2016

[Inktober 2016] Day 10—Joari's Step

Joari's Step
(Key word: jump)

Fifty years ago, Prince Tetaros fell in love with a peasant woman named Joari Pinlean. They carried on a romance in secret for over a year; when Tetaros told his parents, the King and Queen reacted predictably. They put their feet down. Hard. 

Unfortunately for the couple, their love was real. They ignored the Royal edict and married in secret. After two months, a royal heir was conceived. Despite their efforts, the King and Queen learned of the marriage.
Royal assassins were sent to resolve the issue. Tetaros helped Joari elude the assassins; she fled to a small mountain overlook, nearly 1100 feet above the royal preserves. The assassins raced after her; Tetaros followed after. He caught up with them in time to see her jump to her death rather than face the assassins. He pushed his way through the assassins and followed his true love over the edge.
Their ghosts still reenact the chase and the jump to this day.

[Inktober 2016] Day 9—The Bridge to Farth

The Bridge to Farth
(Key word: broken)

The mystical sky-island of Farth is the homeland of the Sky Elves. One majestic stone span anchors and connects Farth with the Swifthalm Mountains: the Bridge of Mists. A century ago, a massive army made up of ogres, orcs, and goblins—led by General Thawn Orcheart himself—laid siege to Farth, catapults launching massive stones into Farth. Many struck the Bridge of Mists, dislodging and pulverizing the 20-cubic-foot stones that make up the span, sending defenders and citizens plunging into the Mists, never to be seen again.

Eventually the siege failed and the army was driven off, but at a great cost. The Sky Elves no longer possess the arcane knowledge to successfully repair the bridge, at least sufficiently to make it safe. They evacuated Farth to found a new home in the Swifthalm Mountains, leaving behind priceless works of art and treasure—ready for the picking by anyone brave foolish enough to attempt to cross the broken span.

Related Posts Plugin for WordPress, Blogger...