Posted by: Wilz | September 5, 2007

High Company and Lowly Hideouts

On our way to New Sporigal, we were attacked by a small band of elves who were unresponsive to conversation. The reason became apparent from the note we retrieved from their corpses – a man with the signature E.D.L. had sent them to kill us. A pentagon shaped seal was on the letter, and in it the symbol of a hand held upright within a circle. It appeared that our movement was known to the enemy.

As the walls of New Sporigal slowly rose in height over the horizon, our pace quickened, anticipating rest and most of all some measure of security. It was the first time I’ve ever seen this city. The walls are six-sided, with a moat running all around it. As we passed under one of the huge gates, the Princess gave us directions to Prince Magtaroth’s abode.

The trip there took us past several bustling city marketplaces. Although such places are not new to me, this was the first time I’ve ever had any significant money of my own to spend. I was always shopping for someone else in the past, usually for the church. My eyes rested on the sign of a blacksmith. Perhaps it is time to get that suit of full plate I’ve always wanted. I also checked with a passerby for the location of the Temple of Pelor.

As we approached the center of the city, our eyes were drawn skyward to the ships floating above us. Flying ships! Impressive as they are, they look no different than a normal ship that sails the waters. One has to wonder at the imagination of the makers of these ships – if they were meant to take to the skies, they hardly needed to adhere to the shape and form or a normal sailing ship. We were later told that the ships kept major shipping lanes open between our nation of Silverhawk and the nations of Annuit and Forestglen.

We reached the Prince’s home and was greeted by Donar, the Captain of the Guard. We were quickly escorted to meet the Prince himself, who greeted us warmly and was absent-mindedly ignoring his own sister. Later he realized that his sister was standing right nearby and quickly gave her a hug. (OOC: DM focused too much on PCs lol) We recounted to him our adventures thus far. It appears that our villain is not a complete mystery to the prince.

The tattooed man we had encountered in the goblinoid lair is called Eldarrmirri – a known criminal who has been convicted for the crimes of kidnapping, arson, and the misuse of magic among others. The Prince is of the opinion that this man is an imposter, and not really a representative of the nation of Dol’guldur. The Prince has friends in Dol’guldur, and from his information, he doubts that they were responsible. Eldarrmirri is the last surviving member of the noble family of Gryphonheart, and was an orphan. This fact softened my view of him a little. A child, left alone in the world. Had circumstances been different, he might have ended up at my old orphanage and known familial love despite not having blood family.

Eldarrmirri is also a member of Artamous, a known criminal syndicate that operates around these parts. We showed the Prince the letter, and he confirms that our road attackers were commissioned from Artamous. Perhaps that is where we should start our search.

Before we began, I visited the Temple of Pelor to offer prayers. I managed to purchase a moderately powerful healing wand from one of the clergy who had a few to spare. I then followed my party mates around the city as they shopped. I purchased a suit of full plate from the blacksmith, and a magical heavy mace. I also purchased myself a light brown robe to cover the armor. Perhaps disguising how well armored I am would serve as an excellent surprise tactic when faced with the enemy.

Our party’s quiet dwarf wizard helped me pay some of the cost of my weapon. Perhaps constantly saving the party’s life have increased my worth in his eyes. Of all my party members, he appears to be the one most actively haggling with the shopkeepers, demanding lower prices, and meticulously going through every item available to ensure that he only received the best.

Later that night, we approached a seedier part of town as suggested by the Prince. The Murder Row proved to be a place that thrives most when the guiding light of Pelor is absent. I stepped warily in the alleys of this district, the clanking of my armor all too loud in my own ears. We were not very surprised when we were ambushed yet again. Considering that the Princess is not with us at that point in time, we can only assume that we have become assassination targets of our own. I smiled lightly at that thought. Let the darkness know well the wielders of light!

After a light battle, we overpower our would be assassins. I stood aside as Marcus and Elrion wrung information out of one of the kobold spellcasters that attacked us. Apparently, the secret sign of the Artamous is a flapping motion, followed by a diamond symbol, and then a clenched fist. How odd. We were also told of the Severed Finger, a tavern around these parts which serves as the entrance to the Artamous base.

As the others were debating what to do with the kobold, I gave it a solid whack on the head, ending it’s life. We had no way of making sure that the kobold did not escape, and it had shown no signs of remorse for goodness knows what foul deeds it has carried out within its lifetime. It is best if I sent him to rejoin his God, whichever it is that he may serve.

The kobold’s information proved to be true however. It gained us entry into the cellar of the Severed Finger. We managed to convince the barkeep that we were aspiring members who have learned the password from a sponsor within their organisation. Twisting the third bottle on the top row of the third wine rack in the cellar opened a secret passageway.

Our ruse quickly ended there however – the Artamous members within the base itself have been given our descriptions and recognized us as targets instantly. We fought our way past a myriad of Artamous members from every race – goblins, elves, dwarves, humans, kobolds, and even ogres, not without sustaining some serious injuries ourselves. I thankfully clutched the healing wand close to me and provided aid where it was needed.

The Artamous are quite well equipped, a fact with some of my companions noted with glee. I found it quite amusing however that two weapons we found in some of the room still had a price tag attached to it, with a clear description of their magical properties. (OOC: DM accidentally said, “You find a +1 rapier…”)

We also found several flat metal symbols located in some bird-sized cages in the complex. A maze in a circle in a triangle, and a tree in a triangle in a square. A letter attached to one of them admonished the holder not to lose the key in order to be able to access the Master’s chamber. Some ways into the Artamous base, we managed to extract the name of this ‘Master’ from another kobold – a spellcaster named Vilmar who kept a pet spider, and is preceded by three of his generals. When asked if the man was bald or tattooed, the kobold recognized our description as one ‘Eldy’ who is the “master’s good friend.”

Considering that both myself and the wizard were out of spells, the party decided to retreat and return once we have gained some rest. We should have taken a significant chunk out of this Artamous organisation. But whatever it is, we were now quite familiar with most of their base. I was tempted to kill this second kobold. However this one was cooperative and begged for his life. Mercy is a lesson I have learned the hard way. We tied him up and threw him into one of the pit traps instead. Let his friends find him. If he chooses to walk away, then he may keep his life. If we see him again in battle however, my mace would still be just as heavy…

Posted by: Wilz | August 21, 2007

Almost Certain Death

The rogue peeked into the room we’ve been eavesdropping on, and let loose a bolt from his crossbow. I hear him curse under his breath. A miss, I assume. A quick kick threw the door wide open, and we were greeted with the sight of a bald man tattooed with arcane runes sitting on a throne, flanked by two worgs, one in each corner of the room. A huge tapestry with the symbol of Vecna hung on one side of the room. The subject of his disapproval is a bugbear standing in the middle of the room, clad in breastplate, with a greatsword slung across his back. “The goblinoid captain,” I heard Marcus mutter.

Even as we charged into the room I grew uncertain. We had vanquished many a band of goblins, however these two before us appear clearly a class above the norm. Despite the fact that our fighting abilities have improved, myself and the wizard have not had the chance to prepare our spells, rendering us practically at worse than half strength even if fully healed. The man I presume to be the necromancer cast a spell and vanished into thin air. We later saw the stone panel behind the throne slide open. The man must be escaping. Even as the righteous warrior within me shouted out indignant pursuit, I felt relieved for surely we could not handle one with power such as he.

Despite the necromancer’s absence, the bugbear captain and the pet worgs quickly proved too much for us. One by one my companions hit the floor as grievous injuries gush their precious lifeblood onto the ground. In the face of what is clearly certain death, I found myself frozen for a split second. “I can still run…” the thought kept crossing my mind. “Any sane man would run! Caution is the better part of valor!” Instead, I kept on fighting, using the wand to judiciously heal my recently met comrades.

When the blow came and I found my vision fading to darkness, I wondered, is this the end? “Why didn’t I run?”

Our luck held it it seems. Daro, the only one among us who didn’t pass out from an injury during the entire battle with Marcus, whom I revived earlier, managed to take out the bugbear and the worgs, through a series of very lucky events. The bugbear dropping its weapon for instance.

Upon recovering from the fight, we quickly withdrew, not bothering to pursue the wizard lest we meet a premature doom. We have accomplished our objectives after all. The goblinoid army was vanquished.


When we returned to the city, we were told that other farming villages have also been hit by various creatures – goblins as well as kobolds and gnolls have been showing signs of organized movement. Something is afoot. I was anxious to discuss the symbol of Dol’guldur and Vecna that I saw in the goblin dungeons with the St Cuthbert clergy. They too were quite shocked, but could not offer any further insight.

We returned to the inn and reported our findings to Torgan, Princess Azalea and Gorak before retiring in exhaustion. By the next morning, the three of them have already paid a visit to the goblin lair to check out the tunnel through which the necromancer made his escape. They found a puzzle-like mechanism with 9 pressable buttons at the end of the tunnel, but they could not solve it. That appears to be a dead end for note. Time to find explosives, highly skilled rogues, or a very high level spellcaster. Perhaps we will encounter these later.

The next step is to escort Princess Azalea to New Sporigal as per our original plans, so that she may consult with her brother there, a Prince named Magtaroth.

Before we began our journey, I scrubbed the breastplate I looted off the bugbear clean, shined it up nicely and donned it. After the last brush with death, a little extra protection is always nice. We also visited the various tradesmen in town to pawn of the items we had retrieved from the goblin lair. To my astonishment, the reason the local blacksmith bought the weapons we were selling him is to melt them down to forge armor. I understand creating more armor out of old weapons if there was a shortage of metals in a time of war. However, the weapons that we sold him were all in serviceable condition, and it does not make economic sense to pay for another craftsman’s work just to melt it own for raw materials! Isn’t it much cheaper to buy ore!?

The precious mugs with jade inlays that we found we sold to an enthusiastic Trogan. We later found him drinking ale out of the mugs as we prepared the caravan for New Sporigal. Gorak parted ways with us to survey some of the other locations that were attacked. I question the wisdom of that, considering Princess Azalea’s safety may be at stake, but it is not my place. There is also the matter of Marcus’ obvious attempts at ‘striking up a conversation’ with the Princess, now that the half-orc is gone. He has become a lot more ‘friendly’ after finding out that Princess Azalea is unmarried. What improper behavior towards your charge!

We set out once again.

Posted by: Wilz | August 16, 2007

Bigger Goblins…

All these ruminations will have to wait. I will probably never come to an answer for them anyways. Lives are at stake as I continue to drift in my own thoughts!

It appears that this is not only a goblin lair. I recognize the numerous hobgoblins that appear to live here, but this is the first time I’ve seen a bugbear. Rather dangerous creatures, and considerably larger than their goblin cousins. We are lucky to have caught most of them by surprise – we came across several who are still sleeping. Our luck ran out eventually though. More and more we encounter groups which are prepared for our presence. Considering the amount of beating we took, we’re quite thankful for that healing wand. (OOC: Although its placement is less than desirable…)

It also begins to appear that this is no mere goblin lair. The whole thing looks more like a military operation – hobgoblins, bugbears and goblins, or so I have heard, don’t really get along too well. The fact that they’re all living in one place, and moving in such organized groups is surprising.

The place is also riddled with traps. It’s like someone decided to trap the place as a lifelong project. Every other door, every other passageway is covered with traps! Who can live like this! I wonder how many of their own have died thanks to accidentally stepping on the wrong stone. Our poor rogue Elrion is definitely not having a good day. He’s grown quite paranoid (and us with him) with every sprung trap, especially when they almost took out his errr… women pleasing implements.

Despite the fact that this series of hewn passageways and rooms are not entirely that large, coming out into the world and acting on our own is quickly teaching us many important things about combat. Already it is clear that we are fighting better and better, and gaining confidence in the face of difficult enemies. If only I had the time for some peace and quiet to pray. I have so much to discuss with the Radiant One. (OOC: Levelling up as a spellcaster -twice!- in a dungeon sucks!!! WTB time for preparation of spells. Grrr.)

As we fought our way deeper into the dungeon, we came face to face with a door inlaid with the symbol of the nation of Dol-guldur. Few have not heard the name of the vile necromancer clan, although this is my first time seeing their crest – a gaping skull with red eyes, and some runes on the forehead. The two wizards quickly identified it though. Indeed, there’s more than meets the eye here.

Through the door, we could hear an argument. A human voice, speaking to a goblin, berating him for attacking Freehaven and destroying the bridge too early, before the ‘caravan guards’ could escort the king’s sister out. It looks like my party have made a difference in this necromancer’s evil plans. Torgan my caravan leader and the paladin Gorak are apparently quite famous names on their own, being veterans of the Mage War. It appears that this necromancer also helped build the goblin army for this purpose.

I wonder whom he serves. Only one way to find out – ask him. May the light destroy all that choose to lurk in the vile darkness!

Posted by: Wilz | August 2, 2007

Uber Healing in D&D 3.5e

My DM and I have been going through my attempted munchkin-ing of my character, as I attempt to build the ultimate healer. I’ve done my online research about this, but most people simply go back and forth between saying that it is possible or not without quoting much from the actual rulebooks. I’m typing out this post to organize my thoughts (and rules lawyer to myself more effectively). Portions bolded and in quotes below are quoted from the rulebooks.

Since this post has become a little long, a quick summary up here. The Uber Healer (everyone on the net seems to agree) in DnD now is the Radiant Servant of Pelor prestige class. They get to empower and/or maximize domain spells from the Healing Domain without using a higher level spell slot. Adding in the feat Domain Spontaneity, which allows a caster to expend a turning attempt to convert a prepared spell into a spell from a selected domain, the Uber Healer can basically empower and/or maximize an additional number of healing spells equal to his number of turning attempts a day.

The question is, do the rules allow this?


The superb healing ability of a Radiant Servant of Pelor (RSoP) is the ability to apply Empower (at level 2), Maximize (at level 6) and later both Empower and Maximize (at level 10) when he “casts a domain spell from the healing domain” without taking up a higher level spell slot. This would normally mean that he gets to cast a maximum of 9 spells at day (one at each spell level) which is affected by Empower and Maximize if he prepares Healing Domain spells inside his domain slots.

The first question is if a prepared or spontaneously converted cure spell (which is in the Healing Domain list) is also a domain spell. We refer to the description of domain spells in the Cleric class description:

From spells: “A cleric also gets one domain spell of each spell level he can cast, […]”

From Deity, Domains, and Domain Spells: “Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, […]”

Even these two early statements contradict each other if some flexibility is not applied to to the term ‘domain spell’. The first says he gets one, but the second one says that each domain gives one (and he always has at least two domains). The first refers to the allotment of slots for a list of spells, the second refers to the actual list of spells that can be prepared into these slots. For the sake of this discussion, lets refer to the first meaning as ‘domain spell slot’ and the second as ‘spell in a domain list’.

” With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.”

In these two sentences, domain spell is used to refer to the spell in a domain list, whereas domain spell slot is spelled out.

“The cleric can ‘lose’ any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower.”

This is ambiguous. If it means a spell in a domain list, a cleric with the Sun domain would not be able to convert any prepared flamestrike spells into cures simply because flamestrike is in the Sun domain list. If it means a domain spell slot, then the said conversion would be possible.

The spell descriptions guide in the magic section says that “The Level entry also indicates whether a spell is a domain spell and, if so, what its domain and its level as a domain spell are.” This obviously refers to the spell in a domain list definition.

The PHB glossary defines the term domain spell as “A divine spell belonging to a domain.” This is again the ‘list’ definition.

With such interchangeability of usage, it is impossible to properly rules lawyer this, except by commonly understood convention. Since that flamestrike is convertible to a cure spell even if a cleric has the Sun domain, then domain spell, when its meaning cannot be determined from the context (as is the case with the empower/maximize ability description), must be assumed to refer to only spells prepared in the spell slot. In the case of a RSoP, the extra appearance (domain spell from the healing domain instead of spell from the healing domain) of the word domain would not be necessary if the designer didn’t mean it to only apply to spells prepared in that slot. Of course, it would’ve been clearer if he had put “spells cast through the domain spell slot which are from the healing domain.”

So I think we can safely assume that a RSoP cannot empower and maximize all cure spells simply because they appear on his Healing domain list.


A feat in the same book (Complete Divine) called Domain Spontaneity allows a cleric to choose a domain, and expend a turning attempt to “convert prepared divine spells into any spell from that domain.” The feat also mentions that this is in the same way that a cleric normally spontaneously converts prepared spells into cure spells. So the question is, can a cleric who have taken this feat for the Healing domain, spontaneously convert prepared spells into healing domain spells. Do the spells that is converted in such a way by Domain Spontaneity count for the RSoP’s class ability (to empower/maximize)?

If allowed, this in effect, allows a player to empower/maximize healing spells not in the domain slot as many times a day as he have turning attempts. A character with three “Extra Turning” Feats and 16 charisma would be able to do this 18 times a day, assuming that he does not have any Nightsticks (a rod from Libris Mortis that through possession alone increases your turning attempts a day by 4).

The problem here is that suddenly the extra phrase “domain spell” as appears in the RSoP’s empower/maximize description is no longer used, but the phrase “from that domain” is used instead. If the feat says that you can convert “into any domain spell from that domain“, based on earlier reasoning, we would be able to conclude that it is referring to the slot definition, and allow RSoP’s empower/maximize healing without hesitation. The fact that the extra word domain is missing doesn’t actually prove or disprove anything. At this point, it is up to interpretation, and I doubt anyone is 100% right.

For myself, I think it applies. We can examine the spirit of domain spells and their slots through the example of Domain Spontaneity being taken for the Sun Domain. What is a 6th-level spontaneously converted fire seeds spell? It is not a cleric spell, but it is a Sun Domain spell. The only virtue by which the cleric could cast fire seeds was due to his domain, representing his connection to his God’s specialty. Hence, it makes sense that fire seeds should be considered a domain spell (arbitrary definition).

In terms of mechanics, there is the question of designer intent:

  • both the prestige class and the feat appeared in the same book
  • there are endless threads about this issue and no errata or clarification (for three years now)
  • the feat right above Domain Spontaneity in the book is Domain Focus (adds +1 caster level to all spells cast from a domain) which specifies that the added caster level does not apply to “a spell from one of your nondomain spell slots […] even if the spell also happens to appear on your domain list” The question of whether Domain Focus can be applied to Domain Spontaneity is the exact same problem this overlong post is meant to address, and that they didn’t bother putting in language to specify that the the former cannot be applied to the latter
  • nobody seems to have concluded that Domain Focus and Domain Spontaneity cannot work together, suggesting that the only reason some cry foul in the RSoP’s case is because of numbers, not actual game mechanics.
  • there is no distinction between a wizard’s prepared spell and the same sorcerer’s spontaneously cast spell (other than the application of metamagic feats)
  • there is no distinction between a prepared cure spell, and a spontaneously cast cure spell (other than the application of metamagic feats)
  • there should be no distinction between a prepared domain spell, and a spontaneously cast domain spell (other than the application of metamagic feats) (Erm, btw – when the RSoP casts healing domain spells they are affected as though by said metamagic. He is not actually applying a metamagic feat, so the full-round requirement of applying metamagic to spontaneously cast spells don’t apply to him. Heh.)

I think I’m comfortable assuming that the designer intends to have the the feat work with the prestige class’ ability.

Of course, rules lawyering should not dictate what finally happens – the DM should be the final arbiter of what he wishes to allow or not, after considering gameplay mechanics and what it entails. I hope this bit of discussion can give them an idea that there is no official answer right now, since that the errata for Complete Divine does not address this, and neither does the official game FAQ from Wizards. So what are the implications of allowing this?


Implications as a player: WOOT. UBER HEALAH ZOMG!

Implications as a DM: WOOT. UBER HEALAH ZOMG! More baddies and more room for error on overpowered encounters! OR Shit – did that cleric just heal off all the damage I did again?

Personally as a player, my opinion doesn’t matter – I obviously would want the rules to allow this. As a DM though, I still would allow it. It lets the cleric do more total points of healing. I already routinely drop in healing wands in my campaigns for my clerics/druids so that their lives do not have to revolve around preparing and casting healing spells out of combat, and because I like to run a game without being too restricted by the 4 encounters a day the D&D encounter/session engine is balanced around.

The mechanic that this truly affects occurs in combat – the number of actions you can take in a round in combat can be considered a resource. The ability to empower/maximize a healing spell for a turning attempt is effectively increasing your power as a healer within a standard action. But I am sure that as a DM I can come up with challenges that make the players blink even with a (very) strong healer around. This is only a guess though, but it will be an interesting test for my DM and I.

Once we get further information on whether Ordanil will be overpowered, I’ll post here! Do comment if you have prior experience playing this build.

P/S – The other special ability my cleric will have is Divine Metamagic (Quicken) – giving up 5 turning attempts to quicken a spell without taking up a higher slot. He has zero combat feats, so essentially, he is a caster oriented cleric. (Yeah I know that Divine Metamagic is another issue all its own. But there is no rules lawyering involved. It’s a simple DM decision to allow it or not allow it. I personally don’t think it’s overpowered, and my DM is allowing it so… we’ll see.)

Posted by: Wilz | August 1, 2007

Deus Ex Machina

… is the absolute worst element to introduce into a campaign. It literally means “the God on a Machine” referring to how old Greek storytellers lower God characters on mechanical cranes to affect ridiculous plot changes in their plays.

One of the cardinal rules of running an RPG campaign is always that the DM should stay out of the picture. But to have the DM present himself as clouds in the shape of a middle finger, and a portal with hands and kicking feet that sticks healing wands in ears… is just ridiculous. Read the entry below this one if you don’t know what I’m talking about. What happens to the character’s reality then? Yes, story is an important part of it, having fun is an important part of it, but considering that it is a game, the rules are also an important part!

If we’re going to play by the rules of deus ex machina, we might as well just play the, “because-I-said-so” game of 5 year old kids.

I’ve got this sword, and it can slice a bunch of stuff.

Oh ya. I got this shield that your sword can’t slice.

Yeah, but I also have this whip which can whip off that shield you have so that my sword can cut you.

But my shield is attached to my arm. See this arm strap I have? It’s magical and cannot be loosened.

I have a scroll of dispel magic that can get rid of the magic on the strap!

I burn your scroll with my staff-of-burn-that-specific-scroll-you-have!

You can’t do that!

Yes I can!


It’s quite a different story if the DM fudges dice in favor of one outcome or another – the characters that we are role-playing in the game can still perceive their reality in a way that makes sense for them. I’ve made the clouds rumble in fury every now and then in my own campaigns, but weather changes nothing. Introducing ridiculous, but hilarious situations (an artillery wardrobe of arrow firing, a pool of estrogen) is completely plausible – magic exists in our world after all. As long as it doesn’t turn reality for the characters upside down. But in all situations the player must always be given options when it comes to interactions with these situations.

When the player has no choice, and things simply happen to him, it is no longer a game. It is an ego-tripping GM because-I-said-so session. Unless that’s one hell of a story that’s being told, not a lot of players will want to stick around. We’re just listening after all.

Yeah sure, it is always possible to come up with some in-game explanation for deus ex machina used without much forethought. A female God may have the hots of me and wanted to fondle me, but erased my memory to avoid embarassment. Rubbish like that destroys stories, no matter how good they are, because once that sense of realism is lost, it is lost, no matter how good the cover up is.

A piece of advice to DMs – be properly aware of how you choose to handle absent players. If he’s absent for a whole session, it may be plausible to explain it by him falling sick, or deciding to stay at the tavern. But if the player is merely late not by his own mistake, and will join the session halfway through, using in game elements may end up in disastrous and unfair results.

Like, having the villain kidnap the character halfway through battle. Not only are the other players disallowed from reacting, and is therefore robbed of choices in a game about choices (no AAO, nope there needs not be a grapple check, the villain enters superpower mode and just picks up the target and disappears, and for some reason the kidnapped person doesn’t scream to give a hint as to which direction he might be going), the late player ends up sitting around waiting to be discovered and rescued, wasting half his playtime. Not to mention that he loses all his gold and his spellbook for no good gameplay reason whatsoever other than to have it ‘make sense.’ In short, the player gets punished quite heavily for doing absolutely nothing wrong, other than informing the DM early that he cannot make it on time for a game.

I cannot say this enough, sometimes it is best so simply let the character disappear and reappear later without any in game explanation or ridiculous description. It’s not as though the other players aren’t keenly aware of the player’s absence, and once he arrives, that you’re only employing excuses to put him back in the game…

Posted by: Wilz | August 1, 2007


I do not even know where to begin, but I feel the need to write this down before I lose my mind completely. My world has been thrown into chaos yet again. The closest I’ve ever felt to divine intervention was the loss of St Cuthbert’s favor after some actions of mine which I cannot say I am proud of. But the incidents of today cannot be explained any other way.

How to put it. I felt a hand grab me from behind, and before I could react, I was pulled into nothingness. The next thing I know, I was kicked from… nowhere, into a dungeon room with my party mates already fighting some goblins. As I later found out from my party members, who were witnesses to the whole thing, a portal appeared behind me and dragged me in before it closed, after which storm clouds formed above and coalesced into a fist showing the middle finger…

Several hours later, after my party have decided to move on to the goblin lair to attack the problem at its source, a similar portal opened from which I was kicked out of unceremoniously onto the ground. With a piece of wood stuck in my ear no less. The party wizards later identified (without the usage of spells) the piece of wood they pulled out of my ear as a wand of cure light wounds. I remember nothing of the time in between being grabbed and being kicked.

Since when have the deities or whatever powers that be taken such a direct interest in human affairs? What is the meaning of the insult – the middle finger, being kicked back into existence, and being stuck in the ear? If I had transgressed some divine law, why was I not called to answer for them? Instead, I remember nothing of the whole ordeal. What is the meaning of the wand – why the gift after the insults? Am I some plaything? Some insignificant creature to be toyed with without an explanation?

I attempted two healing spells on my injured party mates, and it seemed to work – Pelor have not forsaken me, and I do not think I have done anything to give him reason to. I could even use the wand. Why did He not intervene if another deity was toying with his follower? Have I not suffered enough in this mortal coil? Have I not made effort to come out a good man despite it all!?

What is disconcerting is that my party mates appear completely oblivious to the significance of what just happened. If the powers that be can alter reality in any way they please, what rules then do we have left to play by? What prevents the same, or worse, to happen to any of us?

What is happening to this world?

Posted by: Wilz | July 29, 2007


I don’t think I’ve seen this many goblins in one day. My party alone vanquished nearly 40 of them. But I get ahead of myself.

Trogan Grimbooze, our bald caravan leader got us a new job today, to escort the sister of the King of New Sporigal. Gorak, a paladin of St. Cuthbert was escorting her, and an old friend of Trogan’s. The first thing that came to my mind was that we were too light an escort for someone as important as her. I thought the sister of the King would have her own honor guard. However it is not in my nature to ask too many questions. The woman herself was stunning with her auburn hair, dressed in a black robe with gold trimmings.

The caravan was attacked multiple times by goblins on the way to New Sporigal and soon it became obvious that we were not coming across the random goblin. We discovered that the bridge we must take on the road we’re on have been destroyed, and we were forced to return to Freehaven to take another route.

We arrived back at the village only to discover that it was under attack from goblins! The small green creatures are typically not this brave so as to attack a human settlement so directly without provocation. With some advice from tavernkeeper Smitts, we escorted a carpenter to patch a wall in the village wall that is the point of entry for the goblins. Goblins, which are quite talkative I might add. The silly creatures kept laughing at each other for failing their attacks, right before we smashed their heads.

The village seems to have calmed down now, as we take a rest at the tavern from our day’s exertions. The king’s sister (I seem to have forgotten her name) appears to have sent an animal off somewhere with a message. I only hope that it will bring reinforcements to defend the village from future attacks.

My party appears to be quite competent at combat. Although it does disturb me greatly the way Marcus kept muttering to himself about how his clan built a wall out of the corpses of their defeated enemies. Perhaps he read one too many fantasy books containing ridiculous, invincible warriors. (OOC: who fight in only underpants and a red cloak. 300 of them to be exact.) He also seemed to have a strange fondness for the highly inefficient shield bash…