Posts

Phone Stuff

Here goes- checking date on iPad and phone - should just be up in the corner -  https://www.reddit.com/r/ipad/comments/163dy5d/different_dates_in_system_and_status_bar/?rdt=58379 - updating to the right time zone  check other things while on the phone - swipe up from call, open other things  how to turn things on/off such as airplane - status bar - https://www.youtube.com/watch?v=qfyoZMAZvRc how to make a message,  Imessage - https://support.apple.com/guide/iphone/send-and-reply-to-messages-iph82fb73ba3/ios Or  Facebook Messenger - https://www.facebook.com/help/messenger-app/154917244574299/computer-help/?helpref=platform_switcher&cms_platform=www&_rdr   get new numbers in and dead ones out, - https://support.apple.com/guide/iphone/edit-contacts-iph89a9c71d8/ios how to delete things,-  https://support.apple.com/en-us/104953  Turn off Phone - settings, general, shutdown  Group Threads Settings > Notifications > Messages  ho...

Broken Spire Keep Part 1

In game dates: Brezen 19 and Brezen 20 (Spring Equinox) Gist: Party had Kuiper reach out to Oleanne to find a cure for the rotting illness, then set out to Broken Spire Keep. Part 1: Resting overnight at Kuiper's cabin (Ranger). Kuiper was hospitable, and sent birds to track Oleane for a cure. Oleanne is the druid the party has worked w/before. Kuiper expects her to come to the cabin by the 22nd. Part 2: Approaching Broken Spire Keep The trip itself was fairly quiet - and the party pushed hard to get there before nightfall on the 20th. From there, the part observed Broken Spire Keep from a distance for some time. They learned of a sentry in a watch tower, and saw scouts return to the keep who took a strange path in. Based on the odd path, the party surmised traps were likely. Part 3: Assaulting the keep The group approached under nightfall, using the silence spell and find traps to hide the approach. Then, the group belly crawled across the roof, charmed ...

Recent recap

In general, the group has continued building a name for themselves in the region, and learned of a wave of kidnappings and it's origin in a ruined keep deep in the woods. In the most recent session, the party finished leading a caravan to Parlfray's Keep, taking their earnings for caravan duty.   At the Keep, the party met Parlfray, informed him of some recent goings-on, found him to be a bit shifty, and met his son - Lyntern, an eager 18 year old lad looking for adventure. Lyntern suggested that he could show the group the way to the keep, so long as the party gives him soem adventure. The group decided to not take Lyntern directly to the keep in the woods, instead, taking him on a lesser (but still paid) adventure to seek pilgrims lost on the moors.   On the way out to the Moors, the group encountered and defeated some ogres, before finding the slain pilgrims.   The pilgrims appeared to have fallen prey to terrifying, two headed dogs - who descended on...

Session 2 - New Companions, Thurmaster, Hog Brook

Players Attending: Aaron - Abraxa - Priestess of Baba Yaga + Casimir Rachel - Ra-Shon the Ranger Tim - Zastrasz - Gnome - Cleric/Illusionist + Michah - Dwarf Fighter Chris - Anton - Half Elf - Transmuter During the session, the initial 4 couriers found and rescued 2 new party members, a gnomish cleric/illusionist, and a half-elf mage. Then traveled together to Thurmaster. On the way, they met Andren, and learned of Jenneleth's dissapearance. In Thurmaster, the party delivered their payload, and spoke with Tausta. Tausta enlisted their aid in finding Jenneleth, which sent them to meet with Kuiper the Ranger, and Oleane the Druid. While Searching Hog Brook, the party was attacked by a group of Blood Skull orcs. They defeated the orcs through strength of arms and the power of magic. Timeframe: Brezen 10 to Brezen 14 Campaign Choices: Spheres for Baba Yaga - Protection, Chaos, Necromantic, All Volos - similar, but elemental as a major Sphere Things Learned in Play: Th...

Slavic Gods

 Largely stolen from a post on EN - World, with a couple additions Greater Deities Svarog , the Smith of Creation, Lord of the Universe, the Bright One - symbol: a triangle with an anvil, hammer, and tongs surrounding a white flame – N –air, artifice, creation, fire – warhammer  Perun , the God of Thunder, the Striker - symbol: a six-spoked wheel – CG – air, good, strength, weather - greataxe  Svantovid , the Strong Lord, the God of War and Prosperity, the Four-Faced Lord of the Seasons - symbol: a white horse – LN – earth, strength, sun, war - longsword Dazbog , the Giver God, the Sun Personified, the Clear-Sky God – symbol: sun surrounded by twelve stars - LG – good, law, protection, sun – mace  Volos , the Horned God, the Lord of the Underworld, the Bearded Shepherd - symbol: cow skull with horns – CN –animal, chaos, death, magic – scythe (patron of bards) Stribog , Grandfather of Winds, the Scatterer of Wealth – symbol: whirlwind – CE – air, chaos, evil, weather ...

Session 0 - decisions - Ambush in Haranshire

 Players Attending: Bill - Micah - Fighter and Goat Farmer Aaron - Abraxa - Priestess of Baba Yaga Rachel - Ra-Shon the Ranger Rick - Casimir the Thief During the session, we built characters for 4/6 players, made some choices about the campaign, and then played for about an hour, setting off into Haranshire to deliver a package to Tausta, a Wizard in the town of Thurmaster. Campaign Choices: Party accepted the following optional rules -  Specific Critical Injury (on a crit (18+ on die, hitting by 5 or more), do 2x damage, then the injured party must save vs death - if they fail, we look at a chart for specific injury that could disable a limb, cause bleeding, etc. The Heroic Fray - Players fighting opponents of 1-1 HD or less, or opponents of 10 HD less than their level can double their attacks Players settled on a low/default weirdness quotient to begin, with a party of 3 demihumans and 1 human. Lines and Veils Lines (what will not happen) - Intraparty conflict, Sexual Ass...