Archive for the 'Dungeons & Dragons' Category

It Wasn't Obvious Enough

Friday, September 16th, 2005

One of the players gets his character sheet back after having someone else play for him when missing the previous week. He scans it front and back to look for the tell-tale changes that indicate he's missing several limbs, has some interesting new diseases, or has beneficently bought everyone in the party a magical weapon […]

Still on Full Health

Friday, September 9th, 2005

Dashing and bold adventurers that we are, we encountered three ghouls and a ghast, and a poo monster recently. What with the successful turning attempt and a couple of big hits by our Fighter against the poo monster, as well as it's poor disorientation, the party as a whole has yet to be hurt or […]

The Easy Way to Remove a Spell

Thursday, September 8th, 2005

Delving further in to the cave system, hoping to find out more about the missing ships and where the crews and cargo are, we tread down some winding corridors, all of them at least a few inches deep with water. At the end of one corridor we find a couple of rooms, inside one of […]

Lenwë: Unharmed and Dangerous

Thursday, August 25th, 2005

We have heard some rumours that a fishing town has had some disappearances and is in a spot of bother, so we make the couple of day journey there to offer our services. We learn that whole boats have gone missing, along with their crews, with only a little wreckage found. Along with that, the […]

R.I.P. Dinendal the Elf

Thursday, August 18th, 2005

It wasn't looking good. Bang, our Mage, had sent his brother to block the corridor on his own, as myself and the Paladin were trying to kill a Vrock. The Rogue then got surrounded by evil Clerics of Orcus, held by Hold Person, and set up for several Coup de Grace attacks. We then spent […]

Absent Bravery

Friday, August 5th, 2005

Our Rogue, when hearing that there may be a large monster in this room of cultists, sneaks in to the room, past the Obscuring Mist that we have cast, and tries to spot this beast. He spies something big and scary, a cross between a vulture and a human. However, with its keen senses it […]

They Seem Nice Enough II

Thursday, August 4th, 2005

Faced with these cultists wearing black robes, standing in front of what looks to be a sacrificial altar above a pit of lava, in a room behind a pair of doors with demonic figures carved in to it, our Paladin wonders if he should cast Protection From Evil. 'Are these evil?', he asks.

Be Prepared

Thursday, August 4th, 2005

We first take stock of our position and find that after the previous skirmishes with the Ogres and undead we have most of our health and, apart from large area-of-effect spells like Fireball and Lightning Bolt, most of our spells to hand. The Paladin decides that we are healthy enough to move on, not needing […]

Treasure/Trap Duality

Friday, July 15th, 2005

Defeating the evil (yes, evil) tendril-palmed undead and moving on, we find ourselves weaving back to the water-filled corridor, albeit from the other side and thus now with access to what we bypassed before in fear of getting the Paladin's feet wet or drowning a Gnome. Following the carved corridor along, and passing through a […]

They Seem Nice Enough

Thursday, July 14th, 2005

We leave the dead Ogres behind and explore the many tunnels that lead off from the cavern. Only a few lead anywhere, so we pick a direction and off we go. We find a smaller cavern that has mounds of dung in it, and a couple more exits. Whilst picking a new direction we are […]


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