Sunday, June 21, 2009

Hopscotch Camis GIVEAWAY!!!!

Hopscotch Camis GIVEAWAY!!!!

Another awesome giveaway at Grosgrain! These camis are so cute!

Friday, June 19, 2009

Table of Contents

Prequel: Quinari's Key

Chapter One: Finding the Key

Chapter Two: The Mystery Unfolds

Chapter Three: The Shattered Temple

Chapter Four: Across Sand & See

Chapter Five: Far Less Kender

Chapter Six: The Peak of Malystrx

Stat Points

Hilarity

Tuesday, May 19, 2009

Recap: The Mikku Tribe

The group find themselves on a four to five day journey. Much of the journey takes them through dessert, jagged rock, mountainous terrain. They find themselves getting into much trouble running into monstrous scorpions and other desert dangers. They assist a pair of eagles in search of "dragon men" who stole their eggs. Fortunately, the group finds the eggs and returns them to the eagles.

On their second day, they run into the Mikku tribe who set camp in the desert. They are a nomadic tribe of performers (and thieves) on their way to the annual Khur festival. They welcome the group with open arms and offer food, drink, and merriment. Even Laralis finds herself enjoying the company of the tribe leader's son, Malat. Tetra finds the training she desires from one of the performers who also wields a war fan. Sang attempts to seek Malat's expertise, but fails to gain his attention due to Laralis' womanly charm. Alakar, the tribe's leader, divulges all information he knows about the temple and the valley, a place forbidden to the their people.

In the early hours of the morning, the group is once again visited by the spirits in the form of a young Mikku girl. She tells them that they must hurry and keept the key safe. They must find the shard of light, which shall lead them on the path they've chosen to walk. After battling air elementals, they find out from Alakar and Asmara, the tribe's seer, that the girl is Uleena, Alakar's daughter who was training to be a seer. She had passed way near a month ago when a earthquake struck that reopened the valley to the temple.

Convinced that the gods favor the group and their quest, the tribe sets off to escort the group to the valley the next day. With their assistance, the group gets to the valley of Hurim.

Thursday, May 7, 2009

Recap: Finding the Key

Our adventurers last left off at Pegrin's bandit camp outside of Pashin with Quinari's Key in hand. The monk, Tetra, took off in the morning in search of a coveted weapon, a war fan. Nearly getting herself into trouble, she runs into the lone bandit that was returning back to camp that morning. Adverting trouble, though, she finds herself robbed of a minor object while in town alone. In the meantime, the rest of the group meet the lone bandit and capture him swiftly. At which point they head back into town. Having bound the bandit and the mage, they are confronted by town guards. They get promise from the two men to amend their wicked ways and are let go by the group.

In the meantime, a shadowy figure seems to escape Tetra and Sang who were in pursuit. Giving up on this somewhat meaningless chase, they decide to get answers about the key. It wasn't before long, though, that trouble found them in the form of an old woman. Through cataracts in her pale eyes, she throws herself at the group and in a trance begins a prophetic dialogue.

The stars are set into motion, a plan both cunning and divine; beware of the specters in the night, beware the unseen designs; the key you hold, others desire; protect yourself from obsession's fire!

The old woman falls back and is swarmed by blue and white flame causing the her body to fall to dust. Immediately, people yell out claiming the group killed her. The group runs for it, not wanting to be captured for a crime they did not commit.

As they run, Sang takes cover in a nearby building while the rest of the group keeps running. It seems to be a neverending chase as the Dark Knights horns billow closer and closer. Sang underestimated the abilities of the Dark Knights and was captured. The rest of the group find sanctuary in an old, abandoned warehouse.

Not long after arriving at the Dark Knights Enclave, Sang is encountered by an elf. The first he had seen in a long while. Without much of an introduction, he explains that he is getting Sang out and taking him to see Shaylin. In the meantime, the rest of the group is also encountered by an elf who leads them underground into the sewers to meet up with their lost member, Sang. After retrieving his things, Sang and the elf escaped and head underground.

Reunited in the sewers, the elf bids his farewell to assist his comrades who created the distraction which aided Sang's release. Only given the orders to head south and a symbol to look for, the group heads out.

The sewers reek of refuse but are large and roomy. The ceiling arch up high above. The murky water could cover a kender. With only one objective in mind, the group waste no time in trying to find this symbol, which marks the entrance to the elven colony. A few of them nearly lost their lives facing two ghouls which haunt the sewers. Laralis demonstrates her extreme obsession to rid the world of evil in a twitching rage against some goblins. Ultimately, the group finds the symbol, but struggled to figure out how to open the hidden passageway. After speaking the words "ael ura k" and drawing along the symbol with their finger, the passageway was revealed to them.

They find themselves in an overfilled underground colony of elves, who were driven out from their homelands by the Dark Knights and the minotaurs. They meet Shaylin, the leader of these elves, and again are visited by spirits that possess her.

There is a pattern, you cannot see. Instead you must set your spirit free. Take the key to the shattered ruins, through the sands and over the dunes. Seek the answers in the sands of time, search your souls and find the sign.

With a full days rest, the group is escorted to a secret passageway within the sewers. The passageway leads them safely away from the town. After emerging from the passageway, Tetra finds herself yearning to go back for more adventure. The group, resolved to going through the desert to the ruins, decides against Tetra's desires and pushes onward.

Thursday, April 23, 2009

This one is better

hugo weaving
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We interrupt this program

I saw this and thought it was just hilarious...

spongebob squarepants and patrick star
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Monday, April 6, 2009

Recap: Quinari's Key

(Sorry for the late recap - it has been very hectic as of late and there was just a lot to type up. I think I'll be a bit more brief with my recaps from now on, as I already have another one to do and we've decided to play weekly).

Our adventure starts in the large town of Pashin , a major trading center for Khur nomads and the ogres of Blode. Pashin is one of the few permanent settlements of Khur, settled near the border of ogre lands and the newly minotaur-occupied Silvanesti Forest . Only ten days into winter, the ground is covered with snow. The Dark Knights have spilled into Khur, settling in Pashin, from the Silvanesti Forest because the minotaurs overran them. What used to be a somewhat lawless town, Pashin is now under somewhat of a martial law because the Dark Knights almost outnumber Pashin's citizens. In fact, the Dark Knights have enclave on the east side of town where they hold the most control over Pashin's citizens.

It is in this town where our adventurers embark on their journey. While sitting down to a mug of mead, the group enjoys the beautiful melodies of Athena's lute. She quickly took front and center stage entertaining the guests at the Five Dragons Inn. The sweet melodies were soon interrupted by a drunken man making threats a Kender named Kelwick and his daughter, Mayleaf. "She's stolen my coin purse!" The quarrel quickly gets the attention of Tetra and Laralis, who head over to assist. Asking what the problem is, they find out that this man is claiming that he has been robbed. Impatient with Kelwick and Mayleaf not coming forth with his money, the drunken man reaches out in attempt to snatch the Kender girl. He fails as Laralis attempts to pull him back and Tetra snatches the girl from his reach. Seeing that their buddy is outnumbered, two of the drunkard's friends come out to confront Laralis, Kelwick, and Tetra. While brandishing their clubs, Sang quickly steps in to intervene yielding his crossbow. Demanding they restrain themselves and put down their weapons, one of the two men began to charge Sang. Sang fires at him. He dies instantly from a direct shot to the head. Witnessing the quick takedown, the drunken man and his friend quickly submit. Sang demands that they leave, to which they instantly obey.

Kelwick thanks the group for their assistance. Claiming his daughter is innocent, he reveals that the drunk is just someone down on his luck looking to blame an innocent Kender child of thievery. Kelwick quickly offers that he can return the favor should the group need it. After their departure, the group then sits down to enjoy. Tetra decides to get some fresh air and heads out side. While outside, she sees several small groups of people running away from the Inn yelling, "Let's hurry, the Herald will be starting soon!" In the meantime, the Five Dragons Inn is quickly found to be desserted with the exception of our party members and two other patrons. Athena remembers that the Herald, a reknown bard known for his brilliant storytelling, is at the the Wounded Crow, a prestigious inn and tavern in Pashin. The group decides to head out to the Wounded Crow so Athena can satisfy her idol fix and the rest can pass the time.

The Herald tells the tale of the War of Souls and Mina, who as a prophet of the one god, led an army of the Knights of Nerakas to take down the Dragon Overlords and help Takhisis, who is "the one god". His tales; however, begin to upset the masses in attendance, especially the Dark Knights. As he begins to tell of the Dark Knights demise to the Minotaurs, a full riot breaks out and our adventurers are caught in the crossfire. Tetra immediately steps up to aid the bard and get him safe from harm. Sang, upon seeing trouble, throws caltrops upon the ground, near the entrance of the tavern. He and Laralis leave the tavern and avoid the riot. Jacob, in order to assist Tetra and Athena, uses his shield to bash through the masses. Shortly after getting the Herald safely in the kitchen, the local authorities break up the riot. It is then that the Herald recognizes our adventures, claiming that they are meant for the key. After Sang and Laraliss arrive back to the tavern, the Herald recognizes them as well. Sang reccomends private quarters after the Herald talks about a key that has been stolen, one that is meant for them.

The Sylvan Key, of the Silvanesti, is "not really a key" says the Herald. He dreamt of our adventurers and that they were meant for it. He knows that it has fallen into the hands of an ex-Dark Knight, Pegrin, who has turned to petty thievery and leads a group of bandits. Tetra, remembering that Kelwick promised his assistance should the group need it, heads to the Eastern district with Laraliss. It is there they learn that Pegrin has a camp east of town and he offers to scout the bandit camp. The group decides to retire for the evening while Tetra waits up for Kelwick. He returns with plenty of information such as where guards he has seen are located and positions of all the tents. He warns Tetra that it would be difficult to retrieve anything without getting into an altercation and she should proceed with caution. Tetra offers her share of dinner and retires for the evening as well.

In the morning, Laraliss and Jacob head to the temple to pay their respects and seek out more information about the key. Tetra heads to Kelwick and Mayleaf with half of her breakfast and makes sure they are doing fine. Sang pays the stable boy to retrieve more caltrops and find out how long the Herald intends to stay in Pashin. Athena sleeps. When everyone regroups, Tetra shares what she has learned. The group quickly begins to comtemplate their next move deciding that dusk would be most advantageous. With time to kill, they all head to the Wounded Crow to listen to the Heralds stories, now with the Dark Knights in a much better light. It is there that Tetra overhears two brute looking men talking about loot and the days spoils; the larger man is called Derg. As they begin to leave, she offers to buy them a drink; however not falling for her guise (and shortness) they leave the inn. Tetra and Sang follow the men who eventually leave town heading east. Sang, who is faster, manages to disguise himself within his cloak and later startle the approaching kender. Tetra heads back to the Wounded Crow to tell her comrades, while Sang returns to the Five Dragons Inn paying the stable boy to take his cloak and have it washed.

When the day begins to wane, the group takes to east in search of Pegrin's camp. The group finds a spot to hide off the beaten path while Sang and Tetra scope the place. Believing they have a more accurate view of the camp they head back to the group to discuss tactics. They eventually decided upon a more direct tactic. Sang and Tetra attempt to sneak in from the side and assault the sentries while Jacob, Athena, and Laralis head directly to the camp. Pegrin and his gang were not happy with the late evening visit and immediately attacked the group. What ensued, however, was a brutal fight. The group sustained a bit of damaged before the tides turned in their favor. Laralis, Sang, and Athena bring down a bulk of the group and make two others captive.

After the slaughter, they decided to stay for the night and also look around the camp in search of the key (and other loot). What they found was an elven music box with a note saying Quinari's Key hidden inside.

Sunday, April 5, 2009

The players

Last night we officially started our game. Everyone began to roll in around 5:30 or so and three of the five players had characters to make. Armed with pizza, soda, dice, and our Player's Handbooks we all sat around chatting, creating characters, and just goofing off.

So, before I do my first recap, I'd like to introduce the characters.

Here they are in no particular order:

Athena - Halfing/Kender - Bard - Lawful Neutral
Don't underestimate this little one's power. She's not only a skilled musician, but has proven that she can pack a punch in combat.
Tetra - Halfing/Kender - Monk - Lawful Neutral
True to her character, this little klepto is all about two things: gold and loot. When she isn't about getting her hands into something, she's skilled at deductive reasoning and tracking down information. She is not about wasting her resources.

Sang - Human - Rogue - Lawful Neutral
Watch out for this rogue. He will do things only if they will eventually benefit him. If he can gain from a situation, he will do it. He is also not afraid to let someone else do the dirty work for him.

Jacob - Human - Cleric - Neutral Good
This cleric says he is all about keeping the peace. However, it may be more of keeping things quiet and peaceful by knocking out and bashing his opponents. He will do what he can to help others where it is deemed necessary. However, his appetite for food and drink are like none other and he has an awesome, yet quirky zeal for life.

Laralis - Human - Paladin - Lawful Good
Our enforcer of all that is good, this paladin will be what keeps this group in check and from going awry. She is the protector of the group and is deadly in combat.

So, this is our group. I have to hand it to the players as they've done well playing true to their characters. I am quite surprised that we only have halflings/kender and humans in our group - but that may prove useful. The group is pretty diverse, not really heavy with magic, but a strong group with many useful skills. They work well together, but aren't afraid to go off and do their own thing (it is usually quite annoying when a group just sticks together the entire time and does everything as a group - kind of like the borg with a collective mind). So far, it is a good group in the making.

Wednesday, April 1, 2009

An explanation please

Welcome, to my gaming blog.

Recently, when cleaning out the bookshelves, we came across all of our old gaming books. They've been collecting dust for over three years and I fear it may be much longer than that. What happened? Life. Kids. Work. Kids. You get the picture. Be that as it may, dusting off our old books brought back some fond memories of late nights rolling dice, eating junk food, drinking caffeinated beverages, and just hanging out. That was the life. I loved gaming so much back then that I even worked at a game store...no, not a video game store. A real game store. One that had that gamer funk, especially on Friday nights when folks came to play Magic the Gathering. I dabbled in all sorts of gaming goodness. I played the CCG's, the RPG's, and the MG's (okay, I made the last acronym up - miniature games - but it sounded cool, right?)

Anyway, here I am today, a mother of two (yes, I was and still am a gamer chick) with a need to find my inner gamer. My husband, Scott, asked me if we should run the campaign I bought a few years back. After some thinking, I thought "Why not? What have I got to lose?" It just so happens that I know someone who also has been wanting to get back into gaming. And it just so happens that she has friends who would also love to play a game. Do you see a pattern here? Our gaming group is starting to form.

Out of this rekindling of my gamer spirit and my love of blogging (check out my profile to see my main blog - but I warn you - it is mostly boring ramblings of a mommy who loves to show off her children), The Loaded Die is born. Mwah-ha-ha-ha! It's alive!

In all seriousness, I created this blog for my gaming adventures. My gaming group can use this as a means to learn some campaign information, perhaps a role-playing discussion between sessions, and to see recaps of previous sessions. Maybe I'll take some pictures here and there (I love taking pictures) and maybe I'll find some cool tidbits from the internet (videos, comics, etc).

This week (either Friday or Saturday) our group will embark on an fun adventure. I will be running the DragonLance Key of Destiny campaign setting using Dungeons & Dragons 3.5 edition. It is my hope that we will have fun and enjoy the campaign. So far the campaign seems to have a lot to offer and can use a variety of skills from a variety of classes. Later this week I will post a bit about the campaign setting to start us off.