Category Archives: Damp;D4e

Neverwinter Review: The Gem of the North Still Shines

I was really more of a Dragonlance fan back in my high school years, when I was first discovering Advanced Dungeons & Dragons. All of my friends were the ones fawning over Drizzt and Elminster and the rest. I never saw the appeal. I played games they ran set in Faerun, but I�ve still never read any of the novels, despite an earnest attempt. Really, it wasn�t until the third edition of D&D and the Neverwinter Nights PC game arrived that I discovered an interest in the Forgotten Realms. I collected many of the books, and played through all three Nights campaigns, multiple times. So when the Neverwinter Campaign Setting was announced, despite my skepticism about an entire campaign contained within a single city, my curiosity was nevertheless piqued.

It�s made clear from the first page that there is a focused premise to this setting. The city is in chaos. Or doing some teetering very close to it, at least. It�s being torn apart from the inside out, and there are hands on the outside helping it along as well. With the conflict necessary to move any story forward established, the stage is set for the PCs to move in and make their mark. Oh, and that�s been well thought of, too. But I�m getting ahead of myself and the book.

Because this is a somewhat unique beast, the book starts out by giving you a framework to build on. The authors are straightforward in telling you how this campaign setting is different from others, what they believe its strengths are, and how all of that applies to being a Dungeon Master or a player. This is a smart move. While the ideas are not necessarily new, putting them up front to help guide a new player (or someone like me who�s not immediately sure about how to approach a campaign in a city) is a great idea.

Even if you don�t want to spend every game session within the confines of the walls of Neverwinter, there is plenty of room to stretch your PCs legs. Much of what is covered in the Neverwinter Nights video games is covered and updated, here: from Port Llast south to the Mere of Dead Men, from Helm�s Hold east to Old Owl Well. Each of 20 locations apart from Neverwinter proper are given just enough attention to whet the appetite for adventure. The history of the region (especially important to a couple of the factions presented), and specific advice for Dungeon Masters on ways to approach the campaign is included as well.

Some of the juiciest bits in the book, though, are the new options presented for players. Thirteen new themes begin the PC chapter, and I think there�s something to appeal to almost every player here. Each theme is tailored to the setting, giving the characters immediate buy-in to the intrigue and strife going on in and around Neverwinter. The Harpers are finally given some love with their own theme (and a Harper pin!), the Red Wizards make an appearance, and we are given more options for players who wish to play spellscarred PCs. For those who wish some more direct ties to the city, there is a Neverwinter Noble theme, and one for the drow of Bregan D�aerthe. Many of these can fairly easily be re-skinned for use in non-Realms campaigns.

For extra added Realms flavor, the dwarves and elves of Faerun get six variant racial rules to distinguish them from their core rules cousins. Shield dwarves, moon elves, and wood elves are all here. I have to admit here that I�m not really familiar with the Essentials classes, and as such I�m not terribly familiar with warpriest domains but there are four new options in the book: Corellon, Oghma (seems an odd choice, but the god figures prominently in the campaign), Sune, and Torm.

Finally, there is the infamous Bladesinger, making its debut in 4e. It bears a striking similarity to the Swordmage, but some interesting twists distinguish this class. The Bladesinger is a Controller, and has access to typical wizard implements (and can use melee weapons as implements, too). Perhaps my favorite part of the class is its homage to previous editions. There are… tables! Spells learned and prepared! The details from here get a bit tricky, but the short version is that Bladesingers get three At-Will powers, and prepare a selection of Encounter powers as Daily powers. There are also additional class abilities gained as you level up, and both Paragon Path and Epic Destiny features but I�ll let you discover those. Overall, I like it and would love a chance to play one.

The rest of the book from here on is dedicated to running the campaign. There is a full chapter detailing over a dozen factions, their goals, relationships with other groups, and new monsters for each as well. Devils, wererats, and shades, oh my! And that�s just scraping the surface. Aboleths, anyone? Cult of the Dragon? Eladrin reclaimers? Yep, and more.

Oh, and then there�s the Gazetteer. Otherwise known as Chapter 4. Almost 100 pages long, the Gazetteer goes into great detail exploring �present day� Neverwinter. For those who have played the video games, there are some familiar locales: The Moonstone Mask is here, as is Castle Never, and the River and Blacklake Districts. But Neverwinter is a changed city. There are floating islands along the shoreline, now. One of which includes the aforementioned Mask. A huge chasm has torn through a quarter of the city. Two of the three bridges crossing the Neverwinter River have collapsed. Several establishments and locations of interest are given attention here, as well as countless sidebars with adventure hooks and suggested ties to PC themes.

Outside of Neverwinter itself, Helm�s Hold, Neverwinter Wood, and the lost dwarven city of Gauntlgrym await the PCs attention. The Hold harbors plaguechanged victims, while werewolves lurk outside its walls, and dangerous things roam the tunnels and crypts beneath the surface. In the Wood, eladrin work at restoring an ancient empire, Thayans work at nefarious purposes, and a remnant of once-mighty Netheril stirs. Those who find their way to the doors of the legendary dwarf city will find its interior populated by dark creatures, remnants of a once-great civilization, and more. Plenty of things to keep brave PCs busy!

Finally, there is Evernight. If the politics, threats, and pervasive, persistent peril of everyday Neverwinter isn�t enough to sate you, a quick trip to the Shadowfell should fix that problem right quick. Almost a caricature of evil, Evernight is Neverwinter�s reflection in the plane of shadow and death. And it has both in spades. The entire city is populated by undead, some intelligent and others mindless, and many willing and able to bring �food� over from Neverwinter.

I know I said �finally�, but that was before you make the connection between the Red Wizards and Neverwinter. Ten pages are given over to expanding the campaign to include Thay and the conflict between Szass Tam and the Netherese shades. A fine way to grow the game beyond the Heroic tier, which is the primary focus of the campaign.

All in all, it�s very impressive. The focus is tight but leaves room to breathe, the details lay a great foundation, and the new crunchy bits presented look like they�ll be fun to see in use. Oh, and I would be remiss if I did not mention the lovely dual-sided poster-map included at the back! Although I acquired my copy as a benefit of running D&D at Gen Con, the $39.95 MSRP is worth it. While I do have my quibbles (which are more qualitative than quantitative), this is a great book. And, yes, this is just one part of a marketing drive from Wizards of the Coast that includes the Neverwinter video game and novels by R.A. Salvatore, but I�ve already seen some popular D&D bloggers saying they want to start a Neverwinter campaign, and I can�t say that same bug hasn�t bitten me!

Note: All images are owned by Wizards of the Coast and are featured in the Neverwinter Campaign Setting book.

Lost Artifacts: Skullshield of Kalenax

This entry was written by Aaron, for the June Contest: Lost Artifacts. He can also be found on RPG Musings and twitter under @wolfsamurai.

Entry
In life, Kalenax was an unholy terror. Even though he was not very old, this red dragon carved a path of destruction and violence across huge areas. His lust for violence and riches drew the attention of Tiamat, who blessed him with even more power. The devestation was incredible, but eventually even such a powerful creature might fall. And so Kalenax did, hunted and killed by a group of adventurers who died to the last in their effort to bring the dragon down.



But even in death, Kalenax was not finished with his rampage. Tiamat-worshipping kobolds of the Poison Scale tribe eventually found the broken and skeletal remains of Kalenax years later and immediately recognised, though signs and portents, that Kalenax had been divinely blessed by their own patron. Not ones to pass up a bounty, the kobolds broke down teh skeleton and fashioned tribal relics from the bones. Kalenax’s skull was fashioned into a shield, banded with iron and blessed twice-over by Tiamat, for the chieftan to use.

The kobolds themselves ran afoul of adventurers later and so the Skullshield of Kalenax came to be in the world at large, where many fought over it. Consecrated with unholy power and still containing the whispering remnants of Kalenax’s spirt, the shield is an artifact of incredible power. The ablility to blast white hot flames that can melt metal or stone and protect the user from the same is powerful enough, but the shield also grants the wearer the power to sense nearby magical items and perform certain rituals like a master. Dragonkin of all kind are instinctively unsettled before the sight of the shield, though followers of Bahamut may instead be enraged at being near a relic of their hated foe.

July Contest: A Day In The Life

I wanted to start 2011 off with some contests and hopefully we can continue to run various contests each month here on the Wastex Games website. I now present the July Contest…

A Day In The Life

Pick a creature that players are generally unsympathetic toward (drow, gelatinous cube, whatever) and create a “day in the life of…” story exploring the creature’s motivation and worldview.



Not the beatles from the monster manual…

There is no minimum or maximum word count required and it is open to anywhere Amazon.com will ship, unless noted on the prize item below.

Submit your entry below and tweet the following on Twitter:
I just entered the July Contest at @WastexGames! http://bit.ly/pJvykx #dnd #rpg

If you wish to include any images, include a link to them in the form below. If you do not have a file sharing service, I highly recommend DropBox. It is free and if you use my referral link (here), both our accounts will receive an extra 250 MBs of storage.

The winner will get their choice of one of the three following items:


Lords of Madness – Miniatures 6-pc Booster Pack

OR

Custom made, hand dyed Dragon Chow dice bag.
(Subject to available colors once winner is announced.)

OR

A free character commission by @thedandmom.
Examples can be seen on her Deviant Art gallery.

Use the form below to submit your entry, submissions will be accepted until Sunday, July 31st at 11:59 PM EST. If you have any questions or comments, ask away here in the comments! Good luck!

Contest closed.

Lost Artifacts: Contest Winner!

June’s winning entry was written by Brent Newhall, for the June Contest: Lost Artifacts. He can also be found on his website Brent P. Newhall’s Home(page) and twitter under @brentnewhall.

Entry
I hereby present the Bladed Sandals. These nasty little shoes have blades woven or otherwise worked into the sole, allowing a simple side-step to draw blood.

BLADED SANDALS
Item Slot: Feet
Property: When you shift, perform a free basic melee attack, dealing 1d6 + half level damage.

Now, give these out to a bunch of kobolds. This basically gives each kobold an extra basic attack every turn, provided there’s a square for them to shift into. Watch your players tremble at the sight of kobolds again!

Anachronisms: The Veil of Crow

This entry was written by Alex Melchor, for the May Contest: Anachronisms. He can also be found on twitter under @Alex_Melchor.

Story
The sentries had done their job and the alarm had sounded in the camp before the orcs attacked the camp. The savages had certainly taken them by surprise, but Sir Roderick was not worried; his small unit had trained extensively for this situation.

His squire helped him quickly into his chainmail, the horns of the orcs now splitting the night with their horrid bleating. Normally, he would dispense with his plate to face the ambush, but he nodded at the squire to begin helping him don it. His men, with simpler armors, were following suit, not requiring as much help as he did.

The squire worked quickly, pulling the straps to secure the pieces of plate and simply letting them stick together by virtue of whatever magic made them work, saving precious time with each pull.

The men-at-arms were fully armed and armored when the orcs finally breached their camp’s perimeter, surprising the orcs with their preparedness and handily routed the raiding party.

What had the wizard called this miraculous strap that had probably saved their lives? The Veil of Crow, or something…

digitaldraco unboxes: The Witchlight Fens Dungeon Tiles

After talking with @digitaldraco on Twitter and in the at-will web chat, we’re collaborating on a video series called…

digitaldraco unboxes

Anachronisms: A Brutal Summer

This entry was written by Terrence van Ettinger, for the May Contest: Anachronisms. He can also be found on twitter under @LandrasGembar.

Story
It was a hot day in the midst of high summer. Garya’s face was streaked with sweat as she trudged along the road that led from Greenvale to Ventar. Her endurance for such things was being pushed to its limits, and she feared she might be in danger of passing out at any moment. This summer was, without a doubt, the most brutal she had ever faced, unnaturally hot and extremely dry. Gilleth, learned in matters of weather, had expressed concern that it might indeed be the result of something beyond normal influences.
It was while she was contemplating this situation that Garya caught sight of something–a large, bright yellow something–just sitting at the side of the road. It looked, for all the world, like some sort of odd carriage, but with no horses, and no apparent way to hitch them up to it. The wheels appeared to be made from some strange material, and most of the carriage was metal, not wooden.
“Look at this, will you?” she said, addressing her traveling companions. “I’ve never seen anything like it!”
“It looks like it should be movable,” Quaraz observed, his large Gnomish eyes taking in the sight with undisguised curiosity. “But if it’s some sort of carriage–it seems to have no way to hitch it up.” He walked directly up to the contraption and began examining it more closely.

“Quaraz, look!” exclaimed Sheliya, who had come up beside him. “It’s got these handles on the side!” So saying, Sheliya reached out a slender hand and pulled up on the handle, marveling as a catch thunked from inside the thing, and what was now clearly a door opened up. Six pairs of eyes peered into the thing’s interior, with its plentiful seating, made from fabrics none of them had ever seen before, and, inthe front, its massive wheel which reminded Gilleth of a sort of modified ship’s wheel.
“Let me ensure that there aren’t any traps on this,” Sheliya proposed. �If not–at the very least it could perhaps provide us some shade for a moment. It looks like there’d be plenty of room for all of us.”
“But wait,” broke in Sivenna, her learned cleric’s eye catching sight of some writing on the inside of the door. “There’s some writing here–Quaraz, can you make sense of it?”
As Sheliya began her investigation of the structure for any sort of traps, Quaraz set to work casting the ritual that would allow him to make sense of the writing. It didn’t take long for Sheliya to declare the vehicle safe to enter, and while everyone else piled into it, Quaraz completed his ritual.
“These letters here,” he explained. “seem to translate to–� here his eyebrow raised in puzzlement. “Dodge. But why someone would write that on the inside of the door, I can’t figure out for the life anymore than I know why the wind blows.”
“What about this panel?” asked Garya. In her years growing up in the caverns, and in the time she’d been adventuring, she’d never seen anything that remotely compared with it. “Seems there’s writing here too.”
Quaraz and Sheliya both moved to examine what the stocky warrior woman was referring to. While the elf’s lithe frame allowed her to examine the panel easily while sitting in the seat in front of it, it was necessary for Quaraz to stand to his full height in order to gain access to all the various dials, switches, and other bits that covered one side of the panel.
“What are these vents for?” Sheliya asked him. “If I had to guess, I’d say they had something to do with air flow for some reason. Perhaps that’s how it runs?”
“Let me see,” Quaraz replied, casting his bright blue-eyed gaze upon the area to which the rogue was pointing. By this time the others had all gathered themselves and their gear inside and had closed the door. Sevenna, who normally stood six foot nine, was forced to hunch over significantly in order to fit, but she vowed that the shade was well worth the extra effort. Especially when Quaraz suddenly flipped a small lever on the panel–and to everyone’s amazement, cool air began to blow from the many different vents, not just up in the front, but all along the sides as well.
“What manner of strange magic is this?” Gilleth mused, half to himself and half to the rest of the group. “Well, it seems harmless enough.” Just about that moment, a loud honking noise came from the vicinity of what they had decided must be the driver’s area. Everyone jumped in surprise as the sound took them completely off-guard.
“Um, I believe that’s my fault,” Quaraz confessed. “There was a big pushable piece here,” (he gestured to center of the large driving wheel.) “And I think we now know what that does.”
“Quaz, what’ve I told you about doing things like that?” Fiarak admonished, calmly yet with a slightly stern edge to his voice. “You’ve been lucky so far–but one of these days–�
“Aye I know, Fiarak,” Quaraz answered the red-haired, leather-clad ranger. “But I just had to know.”
“You Gnomes and your inquisitiveness,” the Eladrin muttered. All through this conversation, Sheliya was still examining the panel, and now returned to the compartment she’d seen when she first went over the carriage before. Taking another look at the actual contents, she came across a ring of keys.
The six of them continued to investigate the various parts of the strange carriage for a while longer, and eventually, between Sheliaya’s defts, Quaraz’s Gnomish fascination and his skill in understanding how things were put together, they eventually figured out just how to control the thing. They found that, even without draft animals to pull it, the thing could, in fact, move. It took some trial and error, but with experimentation and suggestions from Quaraz, Sheliya began to figure out just how to control the thing’s movements, which were far faster than any carriage they’d ever seen. It was clear that, if they could keep it going, they could bein the next town far ahead of schedule, and avoid much of the brutal heat that had oppressed them thus far. Quaraz, reading through some documents he’d located, came to learn that this fast-moving, self-propelling carriage was known as a bus in the language of the strange writing, but one thing was certain: it sure made travel much more bearable.

June Contest: Lost Artifacts

I wanted to start 2011 off with some contests and hopefully we can continue to run various contests each month here on the Wastex Games website. I now present the June Contest…

Lost Artifacts

Craft a unique magical artifact that would give a dangerous boost to a normally (mostly) harmless enemy. Tell how this might change the monster’s tactics and lead it (and possibly its allies) to victory.



There is no minimum or maximum word count required and it is open to anywhere Amazon.com will ship, unless noted on the prize item below.

Submit your entry below and tweet the following on Twitter:
I just entered the June Contest at @WastexGames! http://bit.ly/lzWZG4 #dnd #rpg

If you wish to include any images, include a link to them in the form below. If you do not have a file sharing service, I highly recommend DropBox. It is free and if you use my referral link (here), both our accounts will receive an extra 250 MBs of storage.

The winner will get their choice of one of the three following items:


Lords of Madness – Miniatures 6-pc Booster Pack

OR

Custom made, hand dyed Dragon Chow dice bag.
(Subject to available colors once winner is announced.)

OR

A free character commission by @thedandmom.
Examples can be seen on her Deviant Art gallery.

Use the form below to submit your entry, submissions will be accepted until Thursday, June 30th at 11:59 PM EST. If you have any questions or comments, ask away here in the comments! Good luck!

Contest is closed.

Anachronisms: Contest Winner!

May’s winning entry was written by Jim White, for the May Contest: Anachronisms. He can also be found on his website Wombat’s Gaming Den of Iniquity and twitter under @twwombat.

Story
What if the adventurers find a full-color collating photocopier?

Consider: They open a cartography shop, able to recreate any map in mere moments. Since it’s so easy, they take a copy of every map they reproduce, eventually compiling the most accurate atlas in the world, with every treasure clearly marked with an X.


Literacy rates will shoot upward since the bottom fell out of the book market, even though books are now bound with only a single staple in the upper left corner. Everybody earns training in history and geography, and many children learn the ways of the world with purloined copies of the bawdy (and graphic) “The Piercer and The Beholder”.

When war comes to the kingdom, the party is put in charge of a generating and distributing propaganda leaflets which eventually end hostilities and lead to the annexation of the enemy country as a vassal state.

And don’t get me started when they figure out the ink formula so they can photocopy viable magic scrolls. They’ll have an unstoppable magic school where even apprentices can cast any first-level spell because scrolls are effectively free.

So it’s not so much a party advantage as a world-changing device, but I still wouldn’t want to be the gnome who has to keep it clean and free the paper jams all the time.

Tribes of the Land: The Stone Raiders

This entry was written by Wesley K. Hall, for the April Contest: Tribes of the Land. He can also be found as Illustrator of the Nameless PCs Webcomic, on his sketch blog and twitter under @wesleykhall.

The Story
The Stone Raiders

Paths all throughout the forests are littered with horrifying statues. Women and children with faces in terror, warriors screaming with swords drawn and shields raised in defense. These are considered to be the lucky victims of the �Stone Riders�. The unlucky victims are men and women who wander naked into town missing arms and legs, with empty spaces where noses use to be or with their eyes scratched out.




The Stone Raiders are a small group of goblins mounted on cockatrices. They are known to ambush travelers (especially the more wealthier looking ones) and quickly neutralize the major threats of the group with the bite power of the cockatrices. After petrifying a few party members, a large goblin named Kreush offers the travelers a simple exchange: the antidote for the cockatrice bites for all the traveler�s treasure and weapons. Those who accept the exchange are happy to leave alive. Those who do not accept the bargain, end up as statutes or are found wandering naked into town missing limbs with horrible scars left on their bodies when they became statutes and that remain when they are released from the cockatrice�s bite.

Kreush, is a tall brown goblin who wields a war hammer that appears to be dwarven made. He uses it to crush recently petrified foes in a single blow and is the only voice ever heard from the Stone Raiders. He is rumored to have left his goblin tribe to find the most difficult mount to ride and is rumored to have killed over 1000 foes. He has been heard to speak a wide range of languages from goblin, to dwarven, to common, to elven. Many believe that he is collecting a stockpile of weapons and money to build up a goblin empire lead by him and his Stone Raiders.

The Stone Raiders are said to be handpicked by Kreush and are picked for their veracity and their willingness to follow orders. They all mount cockatrices and are covered in leather armor; the cockatrices are covered in pieces of handmade armor mostly covering their heads and sides of their bodies. A few wield crossbows circling the travelers and keeping them pinned down, the others wield warhammers for the smashing of foes be them petrified or a bit squishier.

Tribes of the Land: Gaspak’s Clan

This entry was written by James Lawson, for the April Contest: Tribes of the Land. He can also be found on his website and twitter under @blackengorge.

Story
Gaspak’s Clan

Gaspak’s Clan is a small tribe of Xivorts (see MM3, p.208) that have taken refuge in the world and are waiting for the day that they become strong enough to exact their revenge on the giants and ogres that they see as their oppressors.

Distant cousins of gnomes, Xivorts have been changed and ravaged by fell magic and torture by formorians in the Shadowdark. Many xivorts are still slaves to the formorians, but a lucky few have managed to escape into the feywild or the world. However, for some this escape was at a price – bargains with cabals of hags to help them escape left them with gross exaggerations to their twisted features as they escaped through the Shadowfell. Many xivorts harbour hatred towards larger creatures, such as goliaths and half-orcs, but reserve their fiercest ire for ogres and giants.

One such xivorts that managed to flee the formarians’ servitude through the Shadowfell is Gaspak, who’s journey through that plane has transformed him into something stronger than normal. He saw opportunity for revenge when he was released by the hags and made further deals with them. The hags would continue to free xivorts and hold them for Gaspak in exchange for riches and treasures from the world.

Gaspak steadily built up his clan, starting with those that escaped with him, and gradually adding to his numbers with gifts and offerings to the cabal of hags that freed him.

The main tactic the clan employs is to find caves or hideouts fairly close to small villages and towns. Time is spent fortifying these places with traps and hazards, and then they begin small raids – more intent on terrifying than any real destruction. These raids are disguised as best they can as goblin or kobold raids, with the hope that the village will employ any wandering adventurers to solve the problem.

When adventurers arrive the xivorts use their traps and hazards to waylay them and then attack in swarms. The intent is to relieve the adventurers of any items they have that the hags would like. Gaspak takes his share of the items, picking and choosing those that will ultimately help him reach his goal of being powerful enough to take on giants and ogres, before meeting with the hags at pre-arranged times and places to offer them the remaining riches.

Gaspak stays in the location for as long as he deems it safe and the raiding disguise holds, or until adventurers stop coming. The clan then leave in the night to find a new base of operations.

This process has been repeated over and over again for more than three years, and their leader has gradually accumulated items that he believes will help him in his crusade. His clan now numbers over thirty, with new xivorts from the hags helping bolster his numbers, or replace those that have fallen.

Gaspak is a single-minded and determined Xivort, the thought of revenge all he truly has to rest upon after years of suffering and torture. Clever and decisive, he has thought of many of the traps that the xivorts employ – the tinkering skills of their distant cousins, the gnomes, present in his bloodline. He leads battle from the front when he has to, using the weapons and armours he has taken from past adventurers to his best advantage.

Sample Encounters:
Level 1 Encounter (550xp)
– 2 Xivort Slashers (MM3, p.208)
– 1 Shadowhunter Bat (MM, p.27)
– 1 Xivort Darter (MM3, p.208)
– 1 False Floor Pit Trap (DMG, p.87)

Level 3 Encounter (750xp)
– 3 Xivort Slashers (MM3, p.208) mounted on…
– 3 Giant Rats (MM, p.219)
– 2 Xivort Darters (MM3, p.208)
– 1 Xivort Netcaster (MM3, p.209)
– 1 Spear Gauntlet Trap (DMG, p.87)

Level 5 Encounter (1,025xp)
– 3 Xivort Slashers (MM3, p.208)
– 1 Xivort Darter
– 1 Xivort Netcaster
– 1 Xivort Shadow Caller
– Gaspak (see above) mounted on…
– 1 Dire Rat

May Contest: Anachronisms

I wanted to start 2011 off with some contests and hopefully we can continue to run various contests each month here on the Wastex Games website. I now present the May Contest…

Anachronisms

Pick a single piece of modern technology and have an adventurer find it. Assume that whatever magic brought it to the DnD world keeps it fully functional, even if it normally needs electricity, network connections, etc. Show how it could provide an advantage to your adventurer and his or her party, whether a combat advantage, or through being able to avoid conflict altogether.



There is no minimum or maximum word count required and it is open to anywhere Amazon.com will ship.

Submit your entry below and tweet the following on Twitter:
I just entered the May Contest at @WastexGames! http://bit.ly/jReaRy #dnd #rpg

If you wish to include any images, include a link to them in the form below. If you do not have a file sharing service, I highly recommend DropBox. It is free and if you use my referral link (here), both our accounts will receive an extra 250 MBs of storage.

The winner will get their choice of one of the three following items:


Lords of Madness – Miniatures 6-pc Booster Pack

OR

Deluxe Dungeon Master’s Screen (4th Edition D&D)

OR

Dungeons & Dragons Fantasy Roleplaying Game: An Essential D&D Starter (4th Edition D&D)

Use the form below to submit your entry, submissions will be accepted until Tuesday, May 31st at 11:59 PM EST. If you have any questions or comments, ask away here in the comments! Good luck!

Contest is closed.

Tribes of the Land: Contest Winner!

April’s winning entry was written by Tony Mastrangeli, for the April Contest: Tribes of the Land. He can also be found on twitter under @DnDHelper.

Story
The Anher Haunt

Sevron was a necromancer of some renown in his day. Legend has it that he worked in a liar built into the Nadam mountain range, just outside the town of Anher. Sevron’s goal, of course, was Lichdom. However, as powerful as he was, he wasn’t able to complete the ritual properly. The result was a magical mishap the kept his brian functioning, but destroyed his body.

Trapped in his own dead body, he wait for months until a unfortunate peasant boy from the town of Anher stumbled into his mountain lair. Using his mental influence, he quickly dominated the boy and set him to do his bidding.

Once the boy had Sevron’s brain safely interred into a jar, his use came to an end. Sevron had the boy kill himself and then proceeded to raise him as a ghoul.

Now with his most pressing need taken care of, Sevron began to think about the danger this nearby town might pose to him if they came looking for the boy. So he ordered his new ghoul servant to take him to the nearby graveyard for the town of Anher.

They went down into the deepest crypt and setup shop. With a massive supply of “raw materials” Sevron knew he could build his tribe up quickly. Using the first ghoul as his hands, he ordered him to start by bringing him a few corpses, to which he quickly raised in to skeletons. So over the months, Sevron managed to build up his tribe into a fierce band of undead.

He had thought about creating more ghouls, but knew they would be much harder to control then the simple-minded undead. So he deiced to work on experimenting with different types of zombies and skeletons. In addition to old corpses, anyone unfortunate enough to walk near his graveyard was quickly “recruited” into the tribe.

Thus, over the months, Sevron was able to create himself the Tribe of the Anher Haunt as he calls it. Locals know something isn’t right and steer clear of the graveyard. Sevron knows it’s only a matter of time before a group of adventures decides to come bother him, so he diligently is working on increasing his tribe.

This day his tribe consists of the following:
Sevron, Brain in a Jar
Level 6 Controller

Unfortunate Boy, Ghoul
Level 5 Elite Soldier

5 Skulk Zombies
Level 3 Skirmisher

4 Hulking Zombies
Level 4 Brute

10 Skeletons
Level 3 Soldier

5 Skeletal Archers
Level 3 Artillery

April Contest: Tribes of the Land

I wanted to start 2011 off with some contests and hopefully we can continue to run various contests each month here on the Wastex Games website. I now present the April Contest…

Tribes of the Land

The world is a big place, and when you include all the other planes of existence, the possibilities of what you may find are endless. Create a tribe of monsters (any kind), include their leader, some background of how they came to be, and some interesting lore.

There is no minimum or maximum word count required and it is open to anywhere Amazon.com will ship.

Submit your entry below and tweet the following on Twitter:
I just entered the April Contest at @WastexGames! http://bit.ly/ei77aN #dnd #rpg

If you wish to include any images, include a link to them in the form below. If you do not have a file sharing service, I highly recommend DropBox. It is free and if you use my referral link (here), both our accounts will receive an extra 250 MBs of storage.

The winner will get their choice of one of the three following items:


Lords of Madness – Miniatures 6-pc Booster Pack

OR

Deluxe Dungeon Master’s Screen (4th Edition D&D)

OR

Dungeons & Dragons Fantasy Roleplaying Game: An Essential D&D Starter (4th Edition D&D)

Use the form below to submit your entry, submissions will be accepted until Saturday, April 30th at 11:59 PM EST. If you have any questions or comments, ask away here in the comments! Good luck!

This contest is closed.

Minions Encountered: Chamber of Fire

March’s winning entry was written by David Flor, writer for BrainClouds.net, for the March Contest: Minions Encountered. He can also be found on twitter under @BrainClouds.

Chamber of Fire, a.k.a. Goblin Go BOOM!

You enter a massive underground chamber that appears to be some sort of temple. At the far end is the goblin leader performing some sort of ritual to a large idol of Bane. In between you and the altar are two narrow bridges of stone that hang over a deep chasm of flowing lava. The goblin leader turns to face you and begins shouting, motioning several goblins in front of him to attack.

Download the full encounter here: Chamber of Fire, a.k.a. Goblin Go BOOM!

Fantastic Locations: Temple of Geryon

Geryon was once the lord of Stygia, the Fifth Layer of Hell, a position he gained right after the demotion of Levistus.

Known for his staunch loyalty to Asmodeus, Geryon was the only one to support the Lord of Nessus upon the Hell-wide revolution known as the Reckoning of Hell. But, in the aftermath, his faithfulness was apparently useless, as Geryon was demoted and banished to Avernus with his court by Asmodeus himself.

He was at one time a commander of a Stygian fortress known as Coldsteel, only to later lose that position as well. His physical form has ultimately been destroyed and his life-essence was given to power up Glasya, Asmodeus’s daughter.

After Geryon’s short reign over Stygia and his swift demise, his occult followers began to wander aimlessly in search of another dark deity to follow, abandoning the temples built in Geryon’s honor and most of the treasure and magical items within them. One such temple is buried deep in the jungle and has been overrun by creatures both from the local habitat and those left behind, used in various ceremonies and rituals done in worship of Geryon.

Geryon’s temple was once a bustling metropolis of dark dealings and charismatic denizens. The minotaur faithful ran the city with a strict, ironclad hierarchy, though allegiances were not as orderly as they may have seemed. Physically twisted and fanatically loyal, the Priests of Geryon were the unquestioned rulers within the temple walls, and guarded their positions jealously. They were a web of despots, each with his own small domain to crush under his iron heel.

After Geryon�s fall and destruction, the priests tried to hide the change in circumstances from the rest of the city. They were used to their privileges and their power, and intended to keep them. Eventually, it became obvious that Geryon was no longer manifesting, and the truth eventually reached the ears of the general population. The other races in the city banded against the minotaur priests, and both fought each other to near extinction. What few remained wandered off to find better fortunes elsewhere.

For decades, the temple was a quiet place. The jungle has reclaimed much of what was the surrounding city. The temple itself remains barren, as if even the jungle plants can feel the taint of the terrible things done there, though the stones have begun to collapse in on each other, making the maze of rooms treacherous. The more dangerous fauna of the jungle tend to gravitate to the temple, drawn instinctually to the place.

In recent years, minotaur sightings have become more plentiful near the old ruins of the city. They wear metal armor, tinged with a whitish blue sheen that evokes the eternal ice of Stygia. Whispers and rumors abound of a new High Priest taking residence in the inner sanctum of the temple. The Priests of Geryon Resurrected work tirelessly toward uncertain ends, going about inscrutable errands in the ruins of the city and in the surrounding jungle. Only one thing is certain: since the priests returned, nobody who has entered the temple has ever been seen again.