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Saturday, February 18, 2017

A Dark and Stormy Knight...

Given that snake-mystic and her dog-naga vanished almost as suddenly as she appeared, it was perhaps not unreasonable drow priestess and posse off away in hover ship. However, the ship unexpectedly bore east rather than southwest to suspected drow enclave.

Our heroes followed the drow hover ship's path as a steady rain began to fall. After a full day's march west, and needing to rest for health and spells, adventurers pitched a cramped tent for the night, setting order of the watch. During half-orc barbarian's turn hearing soft thud, three winged monkeys peering in... with Medusa heads!

Flying Medusa Monkeys

These beasts and four more of their brethren violently attacked wielding glowing, magical scimitars and a horrific stoning ability (barbarian within hair of petrification), but elfin thief-wizard's fireball succinctly repels - unfortunately destroying party's only shelter from the storm.

Thief-wizard envisions terrific plan, reducing the barbarian to fine-size, where man-with-no-name can send barbarian aloft with arrow from his longbow. 500' above the treetops barbarian can spy for signs of light... civilization... then gently to earth by way of feather fall ring..

Plan comes to fruition with barbarian sighting ten miles east a bright glowing fire-light above the treetops - perchance a tower in the forest! Also barbarian see'd against the moonslight masses more flying Medusa monkeys scattering toward the east.

Barbarian's view from an arrow
Man-with-no-name experiences consternation realizing path of the hover ship led nearly back to where they escaped Orcus merely a day prior, two miles south of said dungeon. They had backtracked as far as their prior day's traveling!

Being without shelter from rain for thief-mage to study, and as barbarian peeked some low lying sharpened hills directly south, the band ventured there hoping for some craggy overhang shield to the elements. Striking through the night up wooded hills to promising outcrop, mesmerizing bird-song echoed unil suddenly the trees above reveal evil half-bird enchanters!

Harpy Archer
Three harpy's challenge using frosty bow-shots from above, but gradually succumb to thief-mage's fireball's, blasters from Paladin and reptile-priest, and return arrow volleys from man-with-no-name. Resulting damage required more urgent rest even than spells, so group sleeps rest of night and half-day 'neath the stony crag.

Reptile-priest's search for the harpy's nest found naught, they march through afternoon sun twelve miles in the direction of lit tower from night afore. Along way strange dwarf in crystal armor and fiery elfin hybrid join yet again the party. And fiery elf drifts up above forest tress to inspect if tower is visible. Lo, while fiery elf does spot a tower-like apparition, he also takes note of many, many flying Medusa monkeys circling the construct in clockwise pattern out about 300 yards radius.

Moving closer, the now-larger assembly saw arrayed out about the purported tower, a number of metal men, motionless at attention bearing blasters and swords.

Metal Men
As adventurers debate, metal men attack with blasters. Crystal dwarf charges lancing the metal men as he passes, where spell casters pepper with fireballs and ranged fighters with tech blasters. As the metal men are destroyed each self-disrupts in a 60' diameter concussive force which wounds crystal dwarf nearby. Gradually metal men in the vicinity are defeated, but adventurers expect more soon at hand, and what of Medusa monkeys overhead...?


Wednesday, February 8, 2017

Cyberhell...

http://www.dundracon.com/
DunDraCon Game #102 - Cyberhell
Friday, February 17, at 6 PM in 163 for 8 hours, Room Map
GM: Matrox Lusch
System: Dungeons & Dragons 1st/3rd Hybrid
Players: 8, Players provide their own characters
Power Level: 10th-15th
Variations: Will accomidate 1st, 2nd, 3rd, 5th Ed chars
Rules Knowledge: Useful
Game Content: Mainstream

Sigil, center of the Multiverse, has vanished.
The Astral Plane has become Evil-aligned and corrosive, literally dissolving the Mutiverse where connections open at points in Outer Planes or Prime Material. Rumors abound the Arch-Fiend Lucifer, Prince of Darkness and Evil, is free from his icy, Inferno prison.
A band of heroes magically appears before an odd-looking, robed person who whispers,

'You must go DIRECTLY to Hell...'

       Cyberhell is inspired and skinned over portions of Geoffry O. Dale's 'Journey through Malebolge' which is, in turn, Dale's modern imagining of his old 1980 Judges Guild product, 'Inferno' - believed deadlier even than the original 'Tomb of Horrors!' My 'skin' of Cyberhell is loosely based on a home brewed scenario from the mid-1990s by my good friend Sick Rick and his pal Deangul Bunsen Burner.
       I will run the adventure with my own blended 1e/3e hybrid rules which, in general, utilizes d6 'party' initiative, and de-emphesizes skill checks in favor of race and class abilities. Otherwise, the saving throws, magic, and combat rules are essentially 3rd/3.5 edition.
       There is no need to update your character sheet into a new rules version. In this game I'll mostly translate where necessary on the fly into my hybrid rules. However, I will accommodate 3rd Ed. and 5th Ed. skills where appropriate, as well as potential 1st/2nd Ed. saving throws and abilities. The goal being to give adventurers best possible chances versus an EXTREMELY deadly environment. 
       Situationally, if you can pull an imaginative idea from any set of rules that might save the party, we'll roll with it!
       That said, please make sure yours is a high-level character you yourself have run, from 1st level to whatever. It may be that the character has collected dust, but we'd like as least some memories as to the limits of what your character can do existing somewhere in the old noggin.
       Also, please bring whatever rule books you use to run your character including Players Handbook and DM's Guide. I will bring my old 1st Ed. AD&D books, my 1e/3.5 Hybrid rules, and the 5th Ed. Basic Rules for my own reference.
       Lastly, please bring your own set of dice. A character miniature would be cool, but not required.