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Showing posts from August, 2013

September D&D Challenge Gaining Traction!

I now know of seven blogs listed for participating in, or trying to participate in, the challenge. Thanks to Anthony Emmel on this first blog, who brought this to my attention. Polar Bear Dreams and Stranger Things The Other Side dngns&drgns The Semi-Retired Gamer Realms of Chirak Weird Opera And of course this site that you are currently on: A Life Full of Adventure. An overachieving blogger could pull the daily posts together from these blogs and throw them up in a post of it's own. Probably won't be me.

September D&D Challenge

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Anthony linked this cool challenge over at Polar Bear Dreams and Stranger Things . I think I want to give it a go. I'm not sure I can think of something right now to fit each day's theme, but I'll give it a shot. I did enjoy my time playing D&D, and it's one of the games I want to start again once Warhammer winds down. We'll see what I can have ready for Sunday!

[WFRP 2e] Morrslieb's Shadow 17

Last Thursday we played the seventeenth sitting of our WarHammer 2e online campaign. My PC Mordrin Skorkinson, Giant Slayer. He is still looking for a giant to slay, as he doesn't feel the last giant was quite giant enough. He has also slain some daemons, though none of note. He has now slain a wyvern, but decided it was too small to count as a dragon. He is the bemoaner of the doom that got away. His chosen weapon is a magical two handed war-hammer taken from a slain priest of Sigmar, its once faded runes now burn bright due to Mordrin's great deeds. So far, it's original name has been lost to time, but Mordrin has taken to calling it Drung Azgul, or Smashing Death. My companions: Tibalt - A Brettonian Knight Udrin - A High Elf Scholar Gustav - A Human Initiate of Verena Ato - A Wood Elf Wizard Apprentice (Absent) From Mordrin's Point of View From last time: Mordrin opened a door to face a large wyvern. As it stands now:  Mordrin commmented, "K

[WFRP] Meet Acquisitions Unlimited!

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On the first night of character creation and adventure, my group came up with a party name and logo: The characters, what they may have learned, and what kind of traveling companion may help them: Ryan the Entertainer - Knife Thrower The Oldenhaller Contract adventure may have shown him that it is harder to hit moving targets than it is to hit the kinds of targets he is used to in his performances. His ballistic skill is not bad, but he may profit from a follower who can help him practice. Possibly someone who could also catch (Dex) and throw (BS) his knives elsewhere in a fight. Ex. Entertainer - Knife Thrower, Rat Catcher, Trapper Meliot Took, Halfling Hypnotist (no relation to Pippin) Meliot's first adventure likely showed her that it is difficult to hypnotize someone who is in the midst of battle. It would be much easier to hypnotize a captive. She may profit from a follower who specializes in capturing people unawares, to be saved for later questioning. Ex.

[WFRP] Oldenhaller Contract Assumptions

Assumptions the party can make about the Oldenhaller Contract, after talking with each other further and reviewing what they found out: Kurt Holder of the Schatzenheimers had the gem (the guy missing the arm in one of the first rooms), which does indeed carry the power of chaos. His body was corrupted. Kurt was killed by the Valentinas over some old, ongoing dispute between the two gangs. Emilio Valentinas took everything of value after the attack. The gem might not have been the reason they were fighting, but the influence of an item of chaos in the complex may have pushed strained relations over the edge. Emilio did not have the gem long enough for its chaotic powers to start to effect him. The leader of the Huyderman gang wanted Emilio dead as sort of a preemptive strike, fearing his gang would be the next that Emilio attacked. Thus he sent an assassin, hence the severed head: proof of the deed. Nobody in the Valentinas recognized the assassin because he was hired from the outside b

[WFRP] The Oldenhaller Contract Recap

The party was hired by Councillor Oldenhaller to retrieve a valuable stone that another gang was hired to retrieve and was never brought back. They were led to an underground complex inhabited by 3 separate gangs. The first part of the complex was inhabited by Schatzenheimers. This gang had been completely destroyed by the second gang, the Valentinas, only hours before the players arrived. One Schatzenheimer survived, telling tales of the gem his leader had and how the gang next door game in, killed everyone, and took everything. The second section of the complex was held by the Valentinas. The guards stationed just outside their part of the complex were none too willing to let the characters pass (they didn't know anything about a gemstone, and if there was one, they weren't giving it away). The characters fought and killed 3 Valentinas guards. They set a trap and started attacking the Valentinas in the next room...who were obviously packing up shop for some reason. Afte

[WFRP] Warhammer Begins Sunday

Events have aligned recently to make a bi-weekly game possible at my house. I haven't played in a regular game at the table for quite a few years now. It has me really excited. This summer I was able to get a couple sittings together to try out some scenarios/adventures I had wanted to run for a while now. These adventure could potentially be convention games, and I wanted some practice. First we played Crossing the Border , and then we played The Eagle's Eyrie . Both times, some of the players mentioned they could do this regularly. I'm going to go with published adventures, since school will take up most of my free time. I'm going to start out with The Oldenhaller Contract from WFRP 1e. Then some overland adventure. Then hand-wave Crossing the Border since this group has already played it. Then we will embark on the Doomstone Campaign (assuming we last this long)! Here are some notes for The Oldenhaller Contract: The first hour Sunday will be group character c

The Manor, Issue #1

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I read the first issue of The Manor on Saturday while at the beach. The great thing about this little 'zine is that it can be used to grab-n-go for the times your adventuring party is between quests, or if they are on the way from one location to another and aren't under a time crunch. It is perfect for the game nights when you haven't had time to come up with anything for your game this week. Grab The Manor, Issue #1 , give the party an encounter while traveling through the woods (there are 20 to choose/roll from) then run them through the short adventure at the beginning of the book (The Salt Pit). It is a great way to support an independent producer of gaming content!

[A&A] The Eagle's Eyrie Dungeon

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The Eagle's Eyrie Dungeon is part of the setting offered in Greg Christopher 's The Last Candle module. If used along with the module, the characters likely come to the dungeon in search of historical scrolls on behalf of the priory. This is the task I set my party with. Here are some notes: The goblin player didn't want to start with party. He wanted to be a captive found during the first encounter. This was his excuse/justification for traveling with the others. It took a while, but he was found with the Dark Elves holed up on the other side of the frost maggots.  The first door the party went to was locked and scrawled with a warning "STAY OUT". The dwarf cultists used the spell Peek to look into the room and see the Ghouls walking around the pillar. Since the spell was relatively long-lived, he also looked into the sitting room. The human sorcerer knew what she was looking for right from the get-go and cast Detect magic. The spell pointed beyond ghoul

[WFRP 2e] Morrslieb's Shadow 16

Last Thursday we played the sixteenth sitting of our WarHammer 2e online campaign. Here's a relatively quick rundown. My PC Mordrin Skorkinson, Giant Slayer. He is still looking for a giant to slay, as he doesn't feel the last giant was quite giant enough. He has also slain some daemons, though none of note. He is the bemoaner of the doom that got away. His chosen weapon is a magical two handed war-hammer taken from a slain priest of Sigmar, its once faded runes now burn bright due to Mordrin's great deeds. My companions: Tibalt - A Brettonian Knight Udrin - A High Elf Scholar Gustav - A Human Initiate of Verena (Mostly absent due to technical problems) Ato - A Wood Elf Wizard Apprentice (Absent) Mordrin's Experiences From last time:  Mordrin was covered in daemonette goo, as they inconveniently explode when slain. The party was heading to the academy or the tower, wherever they could get to most conveniently.  As it stands now: The academy was full of elves using s

Of What's to Come

On Thursday I played an online game of Warhammer Fantasy Roleplay 2e. I have some stuff to write up from the game, I just haven't gotten to it. Last night I ran Ambition &Avarice here at my house. It was an amazing time. I want to get that write up posted, too, but it will probably be rather long. Hopefully they will be up in the next couple days, or sometime this week. It's a busy week.

Random Wizard's 10 Questions

It's never too late to get in on a meme, right? Right? Apparently Random Wizard posted these 10 questions that everyone's been answering. I read enough answers, let my answers percolate long enough, and figured I'd take a crack at answering them, too. (1). Race (Elf, Dwarf, Halfling) as a class? Yes or no? As much as I like the original Red Box, I'm going to have to say no. Every once in a while you want to play a dwarf but not a fighter. Very few probably want to play Halfling fighters. I say let the players mix and match as long as the result makes sense in the setting you're running. (2). Do demi-humans have souls? I'd say they kind of need to for equality in the clerical/spiritual aspect of D&D. Any spell that targets a "soul" would need to work equally for all races. Also, in regards to death and dying, demi-humans have deities, so they should have souls. (3). Ascending or descending armor class? Descending . I was raised o

[A&A] The Last Candle Review

The Last Candle is an OSR-compatible introductory module for low level characters. Much like the Keep on the Borderlands, this module provides an urban setting set around a priory (The Last Candle) and a nearby dungeon setting (The Eagle's Eyrie). This module is a step up from the classic Keep, however, because it offers numerous adventure opportunities in the surrounding lands. There are five plot hooks set in the priory allowing for multiple different adventures. There are 20 wilderness encounters detailed for the surrounding areas. There are 11 areas of interest, further detailing the surrounding areas. Finally, the Eagle's Eyrie dungeon has 64 keyed rooms. The combinations of encounters, areas, and adventure opportunities should be more than enough for any group to adventure even past the 1-3 character levels listed on the front cover. Your group should get a lot of miles out of this product for only $4. A bit more from the product description: The Prieuré de Chauril