The adventurers rested, either leaning against the altar with weapons in hand, or scrambling around the spare furnishings of the temple. The Shadows moved faster than Folk did, and they didn’t have much time until the ten of them that were released found the way up and out of the crypt. Ander and Jethro found glass bottles in the Undertaker’s apartment and filled them with water for their skins, setting the bottles and some of the silver they gathered from the Keep in front of Hugh, who performed a ceremony to bless the water. Holy water seemed to be a potent ally in the fight against what was to come. Clouds gathered over the temple, and the adventurers prepared for a fight. As the sky darkened, the adventurers scrambled to the squares of sunlight made by the overhead windows; shadows didn’t usually exist in daylight, and the adventurers needed all the help they could get. The Shadows ascended the crypt stairs in groups of two and three, met by eldritch blasts, sacred weapons, and holy water. Now, with time to prepare and adequate supplies, the adventurers drove back the Shadows with only a few wounds and a little strength sapped. Not yet ready to return to the crypt, Hrive went outside the walls to retrieve his mule, and the group foraged old abandoned gardens for food. Sleep came easier in the keep without gnolls to harry them, but the adventurers were still wary.
After several futile attempts to put a gaming group together, my boyfriend and I decided to try a 1 on 1 game. I’m going to take a moment here and discuss the way we approached this game. We have friends who are a boisterous collection of identities and preferences. This game is an attempt by us to explore identities that don’t correspond to our own, to step out of the safety of our projections of ourselves. At the same time, we recognize that this experience can never be complete because this is being done in a safe environment and they are identities we can shed when we’re done playing. The point is empathy. Aaron’s character was born male but does not identify that way. This is an epic tale of adventure, magic, and identity.
Welcome back to Adventure Log! Our heroes have scoured the city of Glebhavern, and are turning their attention to underground, where opportunity awaits. However, mysterious crypts and undead foes give characters plenty of chances to really step in it, and the Glebhavern Crypt is no exception. When things go south, do the characters breathe their last, or does the DM step in to keep the party going?
DeGauss stepped off the bus and shouldered his backpack, another day at Halcyon City High School #5 behind him. The house he walked towards was a curious one, first of all because it looked more like three identical houses joined side-to-side. More curious was that one section looked brand new, a second was currently under construction, and a third looked like it would need repairs soon. Just as DeGauss reached the doorway a desktop computer was thrown through the bay window of the soon-to-need repairs section, followed by a torrent of sulfurous cursing, causing DeGauss to roll his eyes; it must be payday again at Collateral Damage Demo and Construction Co. The young man let himself in and started to make his way to his room when a sultry voice piped up: “Ah, young DeGauss. What did the establishment try to drill into your head at school today?”
Boer the dwarf awoke under musty blankets. He had remembered leaving with the smugglers, and remembered the storm, but that was it. Now, as his other adventuring companions gently kicked the dwarf-shaped lump he was making in the old bed, he found himself in a large bedroom in a castle somewhere, with no recollection of how he got there. There was a vivid dream, with tall trees, thick bushes, and a woman laughing . . . but then he awoke in a strange place.
Two weeks ago, a group of ragtag wanderers and students of the road met in the basement of the Widow’s Walk Inn in Port O’Rock. Run by a group of fearful elders, Port O’Rock did not open its gates to travelers very often, and warned against leaving the few times that it did. When two smugglers, Alstern and Renard, offered passage out of the city, there were seven who paid their fee.
“Welcome to the Halcyon City MegaMall. We are currently experiencing a metahuman event. Please evacuate. Welcome to Halcyon City MegaMall . . .” The standard prerecorded warning announcement echoed through the wide corridors and plazas of the MegaMall, abandoned packages here and there on the floor. The only person in sight was a single extremely bored-looking security guard sitting at an information kiosk, idly flipping through a magazine, apparently heedless of the warning announcement. Aside from the lack of shoppers and scattered goods there was no sign of what sort of event might be going on – until the glass storefront of a shop exploded outwards as CryptoHertz and Spitfire were sent flying backwards through it.
It was a normal enough day at Arasaka Base, a hobby and game store located in one of the suburban areas of Halcyon City. Prospective buyers walked the aisles, a few gamers were trying out a new card game, and proprietor Chase was manning the front counter and reading a magazine. A breaking news report on the counter’s television caught his eye, though: the Vespamancer was apparently attacking the Halcyon City Eastern Bank. Somewhat half-heartedly looking around to see if anyone would be able to hear, he reached over and picked up a landline phone: “Hey, guys, think you’ve got some work to do.”
Welcome to Adventure Log! While the Borrowed Time may have finally run out, there are still new adventures to be had around every corner. Today, we move from a long time ago in a galaxy far, far away to a distant world, where empires have crumbled and the planes themselves are opening passages between dimensions. There may be dungeons, and there may be dragons, but not everything is as it seems.
The cargo hold of the Sleight of Hand looked more like the mustering area of a troop transport than a light freighter or smuggling vessel. Nearest to the rear hatch Lt. Averre’s small SpecOps team were professionally checking their gear and charging weapons in a small circle, mostly quiet. Most of the deck was taken up by the infantry squads that had come from Bolthole Station and trained with Shikte and The Wookiee; they were either playing cards, sprawled out sleeping, or working on a blade or a scope depending on their mentor. The recruits from the Sullustan Resistance were mostly checking and assembling grenades, Dohl Che’qy’to overseeing it from a tall crate while eating a piece of fruit. Meanwhile, up in the crew area and the bridge, the so-called crew of the Borrowed Time tensely waited through their journey to the Mustafar system.