domenica 30 luglio 2017
Field Support, Roguish Archetype (D&D 5th Edition)
Making it short, You can find everything here.
Etichette:
5e,
Archetype,
Filed Support,
Rogue
sabato 10 dicembre 2016
Giants in the playground (5e)
This article would try to gather all the material published on the net regarding giants, an huge community of ill-tempered creatures scattered among every kind of environments.
I will start publishing the open-gaming stats found on Monster Manual, grouped under their kin, continuing adding more creatures later on on every occasion I met (or create) one of their kind.
For every entry listed here you will be able to download a D&D Monster Maker version of the creature from this Dropbox shared folder.
For every entry listed here you will be able to download a D&D Monster Maker version of the creature from this Dropbox shared folder.
Hill Giants
Hill Giants are selfish, dimwitted brutes that hunt forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength.
Primitive. Hill giants dwell in hills and mountain valleys across the world, congregating in steadings built of rough timber or in clusters of well-defended mudand-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the sun. Their weapons are uprooted trees and rocks pulled from the earth. The sweat of their bodies adds to the reek of the crude animal skins they wear, poorly stitched together with hair and leather thongs.
Bigger Means Better. In a hill giant's world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants equate size with power. Hill giants don't realize they follow an ordning. They know only that other giants are larger and stronger than they are, which means they are to be obeyed. A hill giant tribe's chief is usually the tallest and fattest giant that can still move about. Only on rare occasion does a hill giant with more brains than bulk use its cunning to gain the favor of giants of higher status, cleverly subverting the social order.
Voracious Eaters. With nothing else to occupy them, hill giants eat as often as possible. A hill giant hunts and forages alone or with a dire wolf companion, so as to not have to share with other tribe members. The giant eats anything that isn't obviously deadly, such as creatures known to be poisonous. Rotten meat is fair game, though, as are decaying plants and even mud.
Farmers fear and loathe hill giants. Where a predator such as an ankheg might burrow through fields and consume a cow or two before being driven off, a hill giant will consume a whole herd of cattle before moving on to sheep, goats, and chickens, then tearing into fruits, vegetables, and grain. If a farm family is at hand, the giant might snack on them too.
Stupid and Deadly. The hill giants' ability to digest nearly anything has allowed them to survive for eons as savages, eating and breeding in the hills like animals. They have never needed to adapt and change, so their minds and emotions remain simple and undeveloped.
With no culture of their own, hill giants ape the traditions of creatures they manage to observe for a time before eating them. They don't think about their own size and strength, however. Tribes of hill giants attempting to imitate elves have been known to topple entire forests by trying to live in trees. Others attempting to take over humanoid towns or villages get only as far as the doors and windows of a building, taking out its walls and roof as they attempt to enter.
In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of villagers cover themselves in blankets and stand on one another's shoulders holding a giant-paint€d pumpkin head. Reasoning with a hill giant is futile, although clever creatures can sometimes encourage a giant to take actions that benefit them.
Raging Bullies. A hill giant that feels as though it has been deceived, insulted, or made into a fool vents its terrible wrath on anything it encounters. Even after smashing those who offended it into pulp, the giant rampages until its rage abates, it notices something more interesting, or it grows hungry.
If a hill giant proclaims itself king over a territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim.
Here is presented the stat block of the base Hill Giant, found on 5th edition Monster Manual, page 155.
Contributions from the Web
Following his desire of having more choices, Demetrios1453, a dare user of the ENWorld community started creating higher challenge level creatures. We present here some of his creations, the Hill Giant Chief and the Hill Giant Priest of Grolantor. You can find his original post on ENWorld here.
Hill Giant Chief
For hill giants, bigger is better. Each hill giant wants, above all things, to be the biggest and fattest hill giant there ever has been. Most hill giants, being little more than stupid brutes, simply eat what they can, when they can, and have no deeper strategy beyond that to achieve this goal. However, some hill giants, being stronger and (slightly) more intelligent than the rest, are able to wrest food away from their counterparts, either through guile or sheer strength. These hill giants quickly become the biggest in their tribes or settlements; and the other hill giants, equating mass with superiority, acknowledge them as their leaders. Once placed in a position of power, these hill giant chiefs rapidly become even larger (and, thus, even more revered) as they can now demand even more food from their subjects as a sort of tax.
Protection Through Bulk. Being able to demand or seize food from other hill giants means that a typical hill giant chief quickly grows to immense size. This hinders their ability to move around, as well as making their actions slow and ponderous. However, what they lose in speed and dexterity due to their obesity, they make up in sheer bulk - the immense rolls of fat make it difficult for the weapons of their foes to cause any real harm to vital areas. Swords might draw blood and clubs may bruise a hill giant chief, but these will do little more than enrage the creature. Only by slowly wearing the hill giant chief down through blood loss from these superficial wounds, as well as the periodic lucky shot that actually cuts through the fat to hit something vital, can the giant be truly hurt.
Demanding Tyrants. A hill giant chief typically sits on a crude "throne" (usually a re-purposed item such as a wagon or conveniently-shaped stone dragged from some building or ruin) in its dwelling in the center of a hill giant settlement, surrounded by filth and refuse. Its leadership usually consists of no more than demands for more food to feed its ever-growing hunger. Should such an order be refused, or out of sheer boredom or malice, or simply to make an example of one of its subjects, the hill giant chief is able to bring the full weight of its bulk to bear when dealing a blow with its greatclub. The offending object of such a massive blow is often knocked senseless to the ground, where it is either summarily dispatched, or dragged away as an object lesson to others.
Hill Giant Chief, Priest of Grolantor
A select few hill giants, both ordinary and chiefs, having particularly excelled in their gluttonous endeavors, have pleased the hill giant deity Grolantor and have been blessed with divine spell use.Limited Spellpower. The few that do gain such powers never grow exceptionally powerful in them, for two reasons. First, hill giants are not naturally disposed towards such matters; and, secondly, any hill giant that actually reaches the ability to cast 3rd level divine spells gains access to a giant-sized create food and water and rapidly eats itself to death. This, as any hill giant will tell you, nodding sagely, is the way all of them would want to go.
Craving Casting. Do to their nature, the spellcasting routine of a priest of Grolantor is almost predicatable and repetitive.
They start their combat trying to command the most armored of their opponent to bring them as much as food as possible, with a simple request like "Feed me to death".
If this tactic will fail, due to a succesful save from the spell of a simple misunderstanding regarding the REAL meaning of the command received, the second spell that the priest will try against the same target will be an hold person, followed by a recast of the command until someone start to bring him an huge amount of food, either taken from the party reserves or conjured by casting create food and water.
In the latter case, the primary target of the priest of Grolantor will turn to be the character who casted the conjuring spell; indeed, tales among hill giants tell that eating a caster will transfer its spellcasting ability to the creature who consumed the victim, so they never give away an opportunity to increase their limited spellpower.
Personal Homebrew
Here follows my personal additions to this project.Hill Giant Champion
After many unsuccesful tests, I finally created my version of the hill giant's elite warrior. Its intended purpose is to disencourage parties to go forth beyond him, to secure areas where visitors or scavengers are not welcome.Highly skilled in two-handed weapons, hill giant champions consider their maul as a companion, never leaving it unwielded. Devoted to exercise in combat between every meals, hill giant champions developed two powerful abilities they never miss to adopt in combats.
Clever Combatant. Brute force is only one of the keys of success for them. A decent amount of dexterity turned these creatures into deadly killing machines; every time they hit with a blow, not only the target is forced a Strenght save to avoid falling prone, but their opponents are at risk of being hit a second time with a bonus attack they take using the advantage they gained, exposing their opponent to an incredible amount of damage dealt.
Opportunity Blow. Approaching an hill giant champion is all but safe; due to their weapon great reach, these creatures can try to hit - and thus stop coming forth - an opponent they consider too dangerous to stand too close to them. The same fate is reserved to opponents trying to stand up while being yet into their reach after being hit, and found themselves prone, by a previous attack.
Age Stat Block Mods
I here introduce a mechanic that will be repeated for every step of age and kins. For every step younger the creatures will show stat block modification as follows:Alignment one step toward True Neutral
Size and Hit Dice one category smaller
STR -4 CON-4 DEX+2 INT+2 WIS(-2) CHA+2
Skills added Acrobatic and Athletic
Expertise on all presented skills
Challenge -3 steps
Actions* Cunning Action as a bonus action (as Rogue)
Weapon damage -1 weapon dice
*Requires to be of child age; young ones don't benefits of this ability
The path to adulthood
Here are presented the Hill Giant (Young) and the Hill Giant (Child), an unpreceded view on the giants society that I tought is worth the knowledge.Hill Giant (Young)
Prior to be full grown, giants are untamed adolescents, still not completely evil but yet enough chaotic. Since they are not fully absorbed by the clan's rituals and dogmas, young hill giants spend a lot of time exercising at combat.Young hill giants reach the adulthood upon reaching their 12th birthday, leaving them 7 full years to exercise at combat.
Due to their skin and size, young hill giants are often mistakenly recognized as ogres. An opponent trying to devise their nature must make a succesful Survival or Nature (DC 12) check. The first rock they throws at You allows a failed save to identify them to be repeated.
Pact Tactics. Their preferred tactic is to approach a target and use their mates to gain advantage on their opponents. If caught surprised, opponents could end literally surrounded by young hill giants before being able to realize the danger that are about to face. Due to their size, they can use this advantage even if the allies are at 10 feet from their target.
Hill Giant (Child)
During the first year of life hill giants reach the size of a medium humanoid. Completely unaware of their true nature, hill giant childrens are neutral beings with an innate desire to eat and combat.Due to their skin and size, young hill giants are often mistakenly recognized as ugly humanoids. An opponent trying to devise their nature must make a succesful Survival or Nature (DC 14) check. The first rock they throws at You allows a failed save to identify them to be repeated.
Hill giants children reach the young age at 5 years old, giving them 4 full years of cops and robbers play, game they are encouraged to perform by their parents between every meal.
Cunning Action. Quick thinking and agility allows hill giants childrens to move and act quickly. They can take a bonus action on each of their turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
lunedì 18 novembre 2013
What kind of D&D character am I?
I Am A: Chaotic Neutral Human Sorcerer (6th Level)
Ability Scores:
Strength-12
Dexterity-13
Constitution-14
Intelligence-12
Wisdom-11
Charisma-12
Alignment:
Chaotic Neutral A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
Ability Scores:
Strength-12
Dexterity-13
Constitution-14
Intelligence-12
Wisdom-11
Charisma-12
Alignment:
Chaotic Neutral A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
mercoledì 30 ottobre 2013
Heroes of the Greyhawk Wars: Andrew Greyson
During Winter 582 CY, towards the end of the Greyhawk Wars, the Scarlet Brotherhood had conquered a large part of the peninsula of Onnwal and, circumvented the domains of the mountain dwarves of Irongate, was about to conquer the lower slopes of the South Province of the formerly Great Kingdom, now completely disrupted by internal strife linked to the struggles for succession to power in view of the imminent end of the war.
At that time the ruler of the province in the south was Chelor III, known for its hardness and unconcern for the common good, as it was voted mainly to the maintenance of the advantages that his rank reserved to him. Threatened within his borders by the advance of the troops of the Scarlet Brotherhood, Chelor then turned to his advisers, ordering them, under the threat of death, to find a cheap and fast way to stop the advance of their enemies.
You should know that even then, the most distant regions from the central government were entrusted to the management of counts, barons and marquises that somehow had won control of small portions of the Great Kingdom through favors, subtle political machinations or military field actions of strategic importance for increasing the power of Chelor itself. Among the latter was baron Andrew Greyson, commander of the Silver Gryphon, a unit of heavy cavalry paladins devoted to Pelor - under the control of the Knight Protectors - whose headquarters was located in a fortress 70 miles south-west of Trennenport, in the hills near the town of Chirpetev.
The idea that solved the problem of Chelor, and that somehow turned the tide of this front in the war, came from commander Llarenden Valender, the military hand of Hextor’s church bishop in Zelradton. Evaluated the proposals received, Chelor III instructed Valender to proceed in person on his behalf, giving him a special warrant so that he could act of authority, and arrange for its execution even if by force.
The plan of Valender was simple and subtle at the same time, because it could achieve the purpose and free the church of Hextor from an awkward opponent who would not hesitate for a moment to wipe from the face of the earth all traces of the cult he represents. Through the use of a powerful evil artifact, known by the name of Dread Forge, together with the collaboration of the Hidden Sickle, the secreting leader of Midnight Darkness, he had to proceed to create a unit of undead so devastating by forcing the enemy to renounce to advance. The only prerequisite to succeed in this endeavor - through this necromantic process - was to get not a bunch of mindless walking corpses, but motivated warriors able to control their own actions and, if possible, those of other troops under their control.
What was needed by Chelor were Death Knights, and Valender was able to give them to him. It would just be enough to convince Andrew Greyson and his Silver Gryphon, by will or by force. Greyson's first reaction to the proposal of the representative of Chelor was returned to sender, ignoring the authority of which he was invested, by virtue of the precepts of Pelor, showing undeath as the first of earthly ills to defeat and exterminate. The next day, claiming the warrant in his possession, Valender conscripted all the male inhabitants of age and older of Greyson’s barony, and marched them against the armies of the Scarlet Brotherhood armed only of pitchforks and scythes found in the surrounding agricultural areas.
Reached by a messenger at his fortified citadel only the day after the battle, Greyson could not help but rush to the site of the battle to watch the carnage at the hands of the enemy. Stuck in the ground with a pitchfork, a message left by the master of the Scarlet Brotherhood quoted verbatim "Thanks for your steel, soon we will take the wheat and women too." A couple of weeks later, a second visit to Valender at the citadel of Greyson found the latter much more sympathetic, especially when faced with the threat to post on the front of the women and the children of his barony, if the response of the Silver Gryphon continues to be negative. After sending a brief message to his life-long friend and comrade Atanas Midenov, commander of the infantry units based in Chirpetev, Andrew Greyson and his Griffin rode away with Valender, missing since then from the history records.
A month later, an undead army, led by Dark Knights mounting Nightmares, was reported riding south in sightings reported by both Yudolzok’s and Stevoksal’s fishermen, but had never been confirmed by anyone else. The agreement reached between Valender and Greyson was based on the false promise, made by a dark figure known to them only as the Hidden Sickle, to undo the necromantic transformation once reached the goal of stopping the enemy and drive him back far beyond the borders of the Great Kingdom. Meanwhile, Chelor III, secretly informed by Valender of the successful transformation of the Silver Gryphon in a necromantic army at his command, gave orders to the Midnight Darkness to hide the Dread Forge in a safe place, outside the boundaries of the kingdom, and then to disappear without leaving any trace of their involvement, hiding everything to everyone, including the same Valender.
At the same time, Trenrast of Trennenport, directly responsible for the territorial barony of Greyson within the county of Tren (now Nasavta), was informed of the desertion of the Silver Gryphon, AWOL from the fortress for over a month. Trenrast, as an immediate reaction, erased any right of Greyson on the barony, by sending a messenger that would communicate this decision to Baroness Jennifer Tanner Greyson by his home at Treborne, administrative seat of power of Greyson’s family, a village situated at the crossroads of the old south trading route, the coastal road of Dunhead Bay and the track that connects the county to the Kingdom of the Iron Hills. The message also gave order to give away all the wealth of the family to the commander of the infantry garrison stationed in Chirpetev, Atanas Midenov - as a compensation for the image damage done to the County - and his fortress into the south-eastern hills dismantled, burned and razed to the ground. Already decimated by conscription and deprived of any administrative power, the village of Treborne became shortly semi-abandoned, while the few surviving women and their father’s orphans children found refuge in the countryside farms abandoned by the victims of the massacre ordered by Valender.
Few months later, back from the victorious expulsion of the armies of the Scarlet Brotherhood from the Kingdom boundaries, Andrew Greyson found his citadel destroyed, his village empty and his wife held captive by his friend Midenov by order of Trenrast. Unable to reappear in public claiming his true identity and heritage, Greyson requires a meeting with Chelor because it honors the promise of Valender to return him to life, along with his faithful companions who followed in this foolish mission. But Chelor does not respond to his request for the hearing, but rather sends a messenger to inform him to find shelter in the Iron Hills as long as the war is not over, waiting for further orders from him. For Greyson this is proof that Chelor do not want to honor his word and that there will be no future for him as long as Chelor live. But fate is sometimes mocking, and Greyson’s revenge takes place at the hands of others.
Few months later, back from the victorious expulsion of the armies of the Scarlet Brotherhood from the Kingdom boundaries, Andrew Greyson found his citadel destroyed, his village empty and his wife held captive by his friend Midenov by order of Trenrast. Unable to reappear in public claiming his true identity and heritage, Greyson requires a meeting with Chelor because it honors the promise of Valender to return him to life, along with his faithful companions who followed in this foolish mission. But Chelor does not respond to his request for the hearing, but rather sends a messenger to inform him to find shelter in the Iron Hills as long as the war is not over, waiting for further orders from him. For Greyson this is proof that Chelor do not want to honor his word and that there will be no future for him as long as Chelor live. But fate is sometimes mocking, and Greyson’s revenge takes place at the hands of others.
During Spring 583 CY, Herzog Chelor is condemned to the Endless Death by Overking Ivid V, Reydrich of Naelax is pronounced ruler of South Province, while Greyson had no opportunity to rip Chelor the location of the Dread Forge, nor the identity hiding behind the Hidden Sickle and the procedures to restore him to life.
* * * * *
I used this story to define the background of one of the main NPC for my Ehlissan Campaign, started 4 years ago in Coldeven 597 CY and currently running Reaping 599 CY (it is a dense and complex campaign).
By 2009 late summer, after re-reading Oerth Journal 16, I followed one Scott Casper's suggestion found in his article (Ahlissa, A Greyhawk Gazetteer), where he was wondering about epic subjects to start a campaign in Ahlissa.
The paragraph that lit my brain was the following, found at the end of the section about Adventure in the Principality.
“An even more unusual tact for an epic adventure would be to restore the Principality to the Flan. It may be slightly less impossible than it would seem, for the last Flannae herzog of Ahlissa slumbers in a crypt under Icespire, long since protected by a divine pact between Beory and Telchur. That herzog, if awakened by powerful magic, knows the secret location of Queen Ehlissa’s Marvelous Nightingale. And if the Nightingale were to sing again in the lands of Ahlissa, then Ehlissa’s silver palace would reappear and the queen of old and her castle full of loyal retainers would stir again. Any attempt to return Queen Ehlissa would attract the attention of her old nemesis, Acererak, and that insidious horror has never entirely turned his gaze away from her lands.”
Thanks to this, I started to arrange things to bring down Prince Reydrich Naelax from his seat, involving in the project in some way all the major groups of power of the Principality, lots of NPC driven by obscure plots, many secret cults and sects, competing adventuring parties driven by NPCs of great power to slow down the main campaign plot, hidden locations and artifacts source of great arcane and divine power, and of course, my player’s party.
All this ended up in a very exciting project that involved me almost 16 hours per week, not counting playing sessions, ran on a regular basis on Monday evenings from 9.30 PM to 01.30 AM every week since then.
If You liked this article, I’ll continue to post abstracts from my Marvelous Nightingale campaign on a regular basis. You will find copies of all material I’ll post also on this Blog, The Ineffable Lure of Magic, currently almost empty due to the fact that until now I organized all the playing materials using Google Drive and a dedicated Google Site.
I posted this here because, like the most of You, I’m a long time player and, being also a seasoned GM, I wanted to start sharing with the community the work I developed in my many years of Dungeon Mastering.
Hope You’ll welcome me as all of You are welcome to me… and excuse me if my english is not perfect: I’m italian, and this is not my mother language.
Fabio “Monty” Montanari
aka PaleMage
mercoledì 9 giugno 2010
Another Blog was really necessary?
Hello World.
I decided to open a Blog because this afternoon I had nothing better to do...
It is a long term commitment I take with myself, but I think I'm ready to bear it.
First of all, I had to choose a name for it, and i got to decide among my interests what kind I'd would like to share with the rest of humankind.
Since I'm a long time player of role playing games, I decided to start sharing my personal 25 years experience as a magic user, a privilege I owe completly to his majesty Gary Gygax, who introduced myself to Dungeons & Dragons 1st Edition in 1985.
Well, wasn't himself in person - I only had the luck to meet him in 1999 at a Con my Association hosted - but the effect this had on my life has been devastating.
At that time I was studing engineering at the local university (UniMORE), and my first contact with Role Playing Games was a welcome party for the new students.
From that day I never stopped playing Dungeons & Dragons for more than a month (yes, sometimes you have to go on holidays with your family, isn't it?)
What fashinated me from the very first time was "the ineffable lure of magic" the game is inspiring.
Forget Knights wearing shining silvery armors, riding white horses to save a lost Princess... the real showmen are magic users, and I've been trapped to play them for the rest of my lifespan.
Here I'll try to recap a life of subterfuges, research of new spells, craft of magic items of ultimate power, with few real friends running this path alongside me, sharing the magnificence of my final resting place after a life of adventuring, not yet coming to an end.
Here You will learn of Kantrip the Pale Wizard/Cleric of Relmor Bay, Hattilus the Giant Slayer Champion, Joel Hallenback the Pious Templar/Cleric of Tyr, Deckard Kaine the Wicked Ranger/Druid and his Dire Companions, Ralesia the aasimari Servant of Pelor and her ultimate betrayal in favor of Kyuss, and moreover about the heroes who walked the lands of Greyhawk and the Forgotten Realms with them.
All of this will be stuffed with my experience as a seasoned Dungeon Master, with lots of Campaigns, Adventures and House Rules I personally wrote for the sake of my fellow players.
What next? I still don't know. My 6th session of "Expedition to Castle Ravenloft" Campaign is awaiting me this evening, and I have to read some paragraphs well to be prepared to face my players mad choice, as usual.
Stay tuned. More to come.
Kantrip the Pale
===
Ciao a tutti.
Ho deciso di aprire un blog, perché questo pomeriggio non avevo niente di meglio da fare...
Si tratta di un impegno a lungo termine che prendo con me stesso, ma penso di essere pronto a sopportarlo.
Prima di tutto, ho dovuto scegliere un nome, e ho dovuto decidere tra i miei interessi quale tipo avrei voluto condividere con il resto del genere umano.
Dal momento che sono un giocatore da molto tempo di giochi di ruolo, ho deciso di iniziare a condividere la mia esperienza personale di 25 anni come utente di magia, un privilegio che devo completamente a sua maestà Gary Gygax, che mi ha introdotto a Dungeons & Dragons I edizione nel 1985 .
Beh, non era lui stesso in persona - ho solo avuto la fortuna di incontrarlo nel 1999 in una Con che la mia associazione ha ospitato - ma l'effetto di questo fatto per la mia vita è stato devastante.
In quel periodo stavo studiando ingegneria all'università locale (UniMORE), e il mio primo contatto con giochi di ruolo è stato ad un party di benvenuto per i nuovi studenti.
Da quel giorno non ho mai smesso di giocare a Dungeons & Dragons per più di un mese (si, a volte devi andare in vacanza con la tua famiglia, non è vero?)
Quello che mi ha affascinato dalla prima volta è stato "l'ineffabile richiamo della magia" che il gioco ispira.
Dimenticate i Cavalieri che indossando armature argentee e lucenti, cavalcando bianchi destrieri correndo a salvare una principessa perduta... i personaggi di spettacolo vero e proprio sono gli utenti di magia, e sono finito intrappolato a giocare questi ruoli per il resto della mia vita.
Qui cercherò di riassumere una vita di sotterfugi, alla ricerca di nuovi incantesimi, la creazione di oggetti magici di potere assoluto, con pochi veri amici a seguire questo percorso accanto a me, che condividono la magnificenza del mio luogo di riposo dopo una vita di avventure, sebbene neppure lontanamente vicina al termine.
Qui scoprirete le gesta di Kantrip il Pallido Mago/Chierico di Relmor Bay, Hattilus il Campione Uccisore di Giganti, Joel Hallenback il Pio Templare/Chierico di Tyr, Deckard Kaine il Malvagio Ranger/Druido e dei suoi compagni selvaggi, Ralesia la aasimari Servitrice Radiosa di Pelor e il suo tradimento finale in favore di Kyuss, e per di più circa gli eroi che calcavano per le terre di Greyhawk e del Forgotten Realms con loro.
Tutto questo sarà farcito con la mia esperienza di esperto Dungeon Master, con un sacco di campagne, avventure e regole della casa che ho scritto personalmente per il bene dei miei compagni di gioco.
Cosa verrà dopo? Io ancora non lo so. La mia 6° sessione di "Spedizione a Castle Ravenloft", la campagna, è in attesa di me questa sera, e devo leggere bene alcuni paragrafi per essere preparato ad affrontare le scelte folli dei miei giocatori , come al solito.
Rimanete sintonizzati. Altro a venire.
Kantrip il Pallido
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