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.

Showing posts with label Elves. Show all posts
Showing posts with label Elves. Show all posts

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

15 October 2016

[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.

10 October 2016

[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.


09 October 2016

[Inktober 2016] Day 6: Tomb of the Forest Kings

Another day, another headache, another day behind on posting. I've got the pain to subside enough to upload this one.

As you may know, I usually do black & white maps, with only a little bit of color for accents such as shadow or water. Also, the tradition is to show lower level walls with dashed lines. Because so much of this map is "under" the tree, the surface, and other details, I thought that dashed line walls would get confusing. Instead, I used colors to mean something on this map. The main trunk is colored brown, with the green hashing showing the foliage. the blue lines take the place of the dashed lines on the sub-surface walls.

I dunno...maybe it's too busy. Let me know what you think. I also probably would have outlined the leaf-line in green rather than black. I thought about that too late...


Tomb of the Forest Kings
(Key word: hidden)

The three great Elf-lords—Thoae, Wyn'Anor, and Sellinah were interred in an underground tomb after they fell at the Battle of Arveia. Their grateful people planted above the tomb's entrance a majestic Sehhalhel tree. Over the eons the entrance to the tomb was hidden by the growth of the massive iron-hard trunk.

The Elf-lords' sarcophagi and the treasures buried with them have long passed into legend and rumor, scarcely believed to exist. Forgotten completely are the four tomb guardians.: golems crafted from living Sehhalhal wood, who are eternally vigilant against intruders. Also forgotten are the myriad deadly traps within.

22 August 2016

'SHROOMS!

Game night last Friday.

I was really excited about it; new DM sitting behind the screen, new campaign. Well, technically an old campaign...call it a new old campaign. And I was juiced.

I started playing in '81. But would you believe I've never played through—or DM'd —The Tomb of Horrors?

That was the DM's choice for the new campaign, and I was really excited. Did I say I was excited?

And then, 2 hours before our only chance at a game this month...one of the guys got sick. Really sick.  We were at risk of having to wait yet another month to march to our doom. I—as propmaster—and the DM put our heads together...and he said he had something. A little side quest to get us all to know each other, or at least 3 of us. And then came the request: instead of the previous list of miniatures, he needed a druid, some piercers, and some Myconids.

Myconids? Where the Hell was I going to get Myconids? And on short notice, too....

So I loaded the car with all my other gear and headed out with a little bit of inspiration. A quick stop at Hobby Lobby...and I had my myconids.
As you can see, they look pretty good. They're cast of a heavy resin, fair amount of detail with the stems (at least they're not smooth), and the bottoms are flat and stable enough that they don't really need basing...unless I want to go through the effort.

Even the scale is about correct, at least in our campaign.The small ones are just barely above the top of the human miniature's head, so they're about 6'–6.5' tall. The big ones are about twice that. Both sizes have bases that fit in the 1" squares.


Each package held four small ones and one big one; with a coupon, it was actually quite economical.  It was certainly cheaper than doing it myself.

Hobby Lobby was actually my second stop because the local Michael's was closer. All they had was some tiny ones (scaled at about 2'-3') with floral wire coming from the bottom that were more for wreaths or "fairy garden" use. I actually stopped at Hobby Lobby to grab a pin vise because Michael's didn't have one. I only asked about the mushrooms at Hobby Lobby on a whim. After a pack of those tiny mushrooms, several packages of 1" discs, and some quick-drying epoxy...well, I would have spent more—especially with conversion/prep time—than I did on the packs of the big ones.

Come to think of it, I could base the bigger ones, and use these tiny ones to add detail to the bases. I was going to return them...but.... Hmm.... I'd need some bases bigger than 1". Dang it. I should have stopped thinking while I was ahead.

The big ones represented a series of shrieker guardians in the lair of an anti-druid. The small ones saw double-use as some smaller guardian 'shrooms as well as a group of Myconid warriors captured, caged, and used as a food source for the anti-druid's Beholder companion. None of the characters had any idea what these things were; I was actually the only player at the table that, in meta-game, knew what Myconids were. They didn't register as "evil" to my character, so he risked life and limb to release these things that were speaking to him telepathically. As a result, the three PCs were named "clan brothers" to this group of Myconids. The photos were taken as we returned to the cave from a quick jaunt back to town, post-Myconid rescue but pre-anti-druid confrontation. (A dozen of them returned from their cave to aid us in our quest to destroy the anti-druid.)

The DM actually ran several test-runs of this scenario—both the beholder fight and the anti-druid fight—and it ended in TPK Every. Single. Time. Somehow we pulled both off; the only casualty was, of course, our elf, who was turned to stone. [Aside: I say "of course" because in our group, somehow, the elf is always the first to die. It has been that way for 16 years. The player who routinely plays our elf has had at least as many characters over this time as the rest of us have had...put together. No joke. We go through elves like they're made of Mountain Dew and Doritos. End aside.] My trap-finding and lock-picking skills and rolls were STELLAR and the DM kept rolling Critical 1s...so the dice were falling in our favor on every side. All in all it was a good night.We found the Crown of the Gods where the anti-druid had hidden it and returned it to the local temple, only to be offered the chance to go on several more quests to find teh powerful gemstones that accompany the crown.

So now we're left with the choice: go after the gems? or head to the Tomb of Horrors?

Choices...choices...choices.... Either way, the next month won't go fast enough!

07 August 2014

Bilingual Stronghold

Just sitting here, typing away at my desk, when my e-mail buzzes at me. It's an e-mail from my 13-year-old son, who rarely messages or e-mails me so I dropped everything to see what it was. Now I want to share it with all of you.


Apparently, it says "The Dwarven Stronghold" in Elvish. Now, I have to take his word for it, as I have not sullied my pure, Dwarven mind or tongue with anything Elvish (except that one half-Elvish ranger lass that once, but that's another story for another time). I need to find out from him how and what he used to translate and write it, but it looks like it may have been by hand. No matter. I still wanted to share his handiwork.

It warms a Gamer Dad's heart, y'know?

08 April 2014

[A to Z April] G is for Ghostcall, Eroutoa (npc)

Many know the elvish armorer called Eroutoa Ghostcall, but if anybody truly knows her, they’ve yet to be discovered. She is a tall, gangly elf with alabaster skin and long, straight, golden blonde hair. She’s attractive, despite missing her left eye; her right eye is a pretty honey color.

Stories abound about her background; in the absence of the truth, any of those stories could be the truth. The most prevalent story is that she is on the run. From what? No on is quite sure. Even though she knows all of the gossip, she has neither related the true story to anyone, no has she let it affect her personality. She remains polite and helpful to all, especially her customers.

The few people that have seen her hidden storerooms will attest to her nature as an inveterate packrat. She loves to tell stories and will often keep customers well past their transaction’s close, just to tell “one more story.” In spite of her loquaciousness, she lives a secret life. She has no close friends, only acquaintances and customers. No one is even sure where she sleeps; there’s no apparent living quarters attached to Eroutoa’s Arms and no one has ever seen her spend the night elsewhere.

One thing that is for sure, any who know her know of her paranoia against the gnomish race. Her paranoia lends her a mild bias against the short folk. She doesn’t let it affect business; she’ll sell to them just as readily as any other individual. Finally, Those that consider her a friend are extremely loyal. No one wants to believe the worst of her and will fiercely protect her, her store, and her reputation.

Eroutoa Ghostcall, ELF Expert (Armorer) 16CR 8
XP 4,800
CG Medium humanoid
Init +1; Senses keen senses; low-light vision; listen +10; spot +1
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 88 (16d6+32)
Fort +7, Ref +6, Will +9
Immune: Sleep; Resistance: Enchantments (+2)
OFFENSE
Speed 30 ft.
Melee longsword +17 (1d8+5/19-20)
Ranged longbow +13 (1d8 x3) range 100
Full attacks longsword +17/12/7 (1d8+5/19-20) or longbow +13/8/3 (1d8 x3) range 100
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 17, Dex 13, Con 10 (+4 = 14), Int 12, Wis 9, Cha 8
Base Atk +12; Grapple +15
Feats: Armor Proficiency (Heavy, Light, Medium), Combat Reflexes, Martial Weapon Proficiency, Persuasive, Simple Weapon Proficiency, Weapon Focus (longsword)
Skills: Appraise +20, Bluff +20, Craft (Armorer) +20, Handle Animal +8, Hide +4, Intimidate +22, Knowledge (Nobility) +12, Listen +10, Profession (Merchant) +18, Ride +12, Search +3, Spot +1
Languages Common, Elven, Sylvan
EQUIPMENT
Bracers of Armor (+2), Cloak of Elvenkind (+5), Longsword +1, Chain shirt (Mithral)
Buffing Spells Pre-cast: Bears Endurance (CL 16)


**Many thanks to Birosca Nerd for the image.

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Previous "G"s:
2013: G is for Grey Spirit Blade (item)
2012: G is for Green, Mage (item)
2011: G is for Grick

04 April 2013

[A to Z April] D is for Duk (npc)


Duk’s earliest memory was of a ferocious battle in which her parents were brutally killed by a band of filthy dwarves. The fact that her father was human did not deter the dwarves; the simple fact that he was living with elves was his crime. The marauding dwarves would likely have killed her too, but a more powerful being intervened: she insists to this day that her life was saved by an angel.

Above her in the air she saw a female elf of blinding beauty: bronzed skin, black hair, and eyes the color of the night sky. This figure towered over her, red and aquamarine robes fluttering in a non-existent breeze. The figure held out her hand to Duk and lifted her from the ground, encircling her in her arms, and before Duk knew it, she was alone in a glade of trees. The angel pointed and Duk saw a village. This village, a conglomerate of outcasts from various races, became Duk’s home.

The people of the village were considered barbarians by those in the nearby cities. It was a difficult existence; farming was nearly impossible and animals were nearly non-existent for hunting. It was a dirty, spare, hardscrabble existence. But they survived, largely by their worship of the dark elven goddess, V’rixus. In fact, although Duk has not yet realized it, it was V'rixus herself that saved Duk from the dwarves.

Duk’s talent with hunting and thievery has brought her great respect and trust within the small community. She has grown to love V’rixus and entered the service of the Goddess of Avarice, Strength, and War with great fervor. However, she is sought after--with a price on her head--by members of the Hammer and Shield guild. She finds protection within the arms of the village; her neighbors warn her, hide her, and lie for her when strangers come into town.

Her hatred for dwarves and extreme avarice drives Duk in her daily life. She fears all that is Good-oriented. Her cynicism has amplified that fear; she will now flee if confronted with too much Good. Despite her fear of good, her experience has made her an easy mark for individuals in distress.

She remembers a massive gemstone that belonged to her parents. Her mother would set it in the window and let Duk “chase” the rainbows cast by its prisms. She is convinced the gemstone contained magic; unfortunately, when she returned as a young woman to the ruins of her family home, the gemstone was nowhere to be found. She knows in her heart that the dwarves took the gemstone with them. More than anything else in her life, she wants that gemstone back; not only does she seek its magic, she seeks to recover that connection with her mother. She also believes that between that gemstone and her devotion, V’rixus will somehow restore her mother to her.

Duk is considered to be mildly attractive; she is nothing that would start a riot, but neither is she homely. Her brown eyes are deep pools of pain set off by her striking blonde hair. She is average height, thanks to her father, but stands out in a crowd because of her unusual thornbush-like tattoos that wind their way up both arms and up her neck turning into mystic shapes that appear as lines of power on her face.

Duk CR 7

Female Half-Elf Barbarian 5/Cleric 4
Chaotic Evil Medium Humanoid
Init: +1
Senses: Low-light Vision
Languages: Common, Elven
____________________________________
AC 15 (Dex +1, Hide +4), touch 11, Flat-footed 14
hp 68 hp
Immune: Sleep
Resistance: Enchantment +2 save
Fort
+10, Ref +3, Will +6
________________________
Speed: 40
Melee: +12 Scimitar 1d6+4 or
Ranged: +9 Sling 1d4
Full Attack: +12/7 Scimitar 1d6+4
or +9 Sling 1d4(range 50)
Space/Reach: 5/5
Base Atk 8; Grp 11
Atk Options: Rage (+4 Con, +4 Str, +2 Will save, -2 AC) 2 per day; Turn Undead (3 +Cha bonus / day)
Combat Gear: Scimitar, Sling, Hide Armor
Spells Known: (CL 4)
2nd — (DC 13): Bulls Strength*, Silence, Sound Burst
1st — (DC 12): Bane, Doom, Enlarge Person*, Entropic Shield
0 — (DC 11): Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light
*Domain Spell. Domains: Strength, War
_________________________
Abilities: Str 17, Dex 13, Con 14, Int 11, Wis 12, Cha 9
SQ: Fast movement, Illiteracy, Improved Uncanny Dodge, Trap Sense, Uncanny Dodge
Feats:
Blind-fight, Combat Reflexes, Dodge, Heavy Armor Prof., Light Armor Prof., Martial Weapon Prof., Read/Write Languages, Shield Prof., Simple Weapon Prof., Weapon Focus (Scimitar)
Skills: Climb 6, Concentration 4, Diplomacy 1, Gather Information 1, Heal 3, Intimidate 5, Jump 5, Know arcana 0, Know history 0, Know religion 2, Know the planes 0, Listen 6, Search 1, Sense Motive 3, Spellcraft 0, Spot 5, Survival 6, Swim -3
Possessions: Combat gear plus Acid (flask), Bag of Holding (1), Boots of Elvenkind, Flint and steel, Potion of Bull’s strength, Potion of Cure light wounds, Potion of Cure moderate wounds, Waterskin, Whetstone, 207 gp, 9 sp, 9 cp

**Many thanks to WotC's "PC Portraits" Archive for the image.


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Previous "D"s:
2012: D is for D’leth Inemas
2011: D is for Drake, Carrion




24 October 2011

The Master Thief

After posting pictures of my namesake's miniature representations, I felt that I had to post up images of his closest ally, the Master Thief: Simon.

Simon and Boric have been through Hell and back with each other--side by side and back to back. Because of their joint heroics, Boric has been named Elf-Friend and Simon has been named Dwarf-friend. They've travelled through 2nd. Edition AD&D, Third Edition, 3.5E and now "epic" 3.5E.

Like last week, I will not bore you with tales of the characters' in-game deeds. There are other times and places for that.

10 April 2010

The First Step

"Who are you?"

Well, that's a long story. So far as this blog is concerned, and so far as the interest of time allows, suffice it to say this: I am a Gamer.
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