The Dragonfyre Association is a collective of unique individuals who share a deep and abiding passion for several things. Beer, games, and movies are primary among these. Formed in 1995 under the less-than inspired name of The Red Dragon Club, it morphed several years later into Clan Linnorm (taken from the linnorm dragons found in the 1st Annual Monstrous Compendium for AD&D). Somewhere around 2000 or 2001 the name was changed to the Dragonfyre Gaming Association, or DFGA for short. We are a closeknit group of friends living in the western suburbs of Minneapolis, MN.

Wednesday, September 17, 2008

Corn Maize! MAIZE! Get It?!?

'Cause it's a play on words, you know. Anyhoo ...

Always on the lookout for something different to do, I'm curious to see who would be up for a trip to a Corn MaIze. There are a few in Minnesota, including one in Delano, but a better one seems to be in Hastings. http://www.aftonapple.com/corn_mazes.htm.

It's about an hour's drive from my house in Mound. Here's a link to the mapquest directions: http://www.mapquest.com/maps?1c=Mound&1s=MN&1a=2401+Chateau+Ln&2c=Hastings&2s=MN&2a=14421+So.+90th+St.

It's $9, or $8 with a $1 off coupon on the website. They're open until October 31st, Friday & Saturday till 10:00 pm and Sunday till 6:00 pm. Who's up for a trip to a Corn MaIze!?! C'mon people, it'd be fun!

Monday, September 8, 2008

Age of Worms Campaign Update 9/7/2008

CHRONICLE VAULT 20080907, FROM THE LIBRARY OF RHAVUS THE FIEND-SAGE ...

Date Unknown, Year Unknown
The Kings of the Road, having dealt with the orc pirates and their captain, stood upon the rocky, wind-battered shoreline of Tilagos Island staring into the ruin-dotted interior. With Argo in the lead they set out, not knowing what was in store for them on the path ahead of them but knowing that they had to walk it.

Traversing the blasted interior of the island took several hours but with the skilled halfling ranger in the lead the band of heroes eventually reached what appeared to be the center. There they found an obsidian disc set into the ground, sheltered by a half-shell of broken ruins. Three stylized eyes were set into the disc as well, and Duke could make out faded runes in an ancient dialect of druid. He read them as "return my blood to me and pass through the eye of the storm."

After a bit of debate they decided to pour some of the blood they had from Christine Deasseana into each of the eye sockets in the obsidian disc. Duke carefully distributed the blood into the holes and the heroes watched as something amazing happened. The disc on the ground began to rotate slowly, picking up speed, and as it did the whipping wind around them began to form into a funnel cloud above the round piece of obsidian. The wind picked up speed and with it the tornado became stronger, and after only a moment everyone could see that the center of the whirlwind held a strange vision. Through that vision they saw a lush landscape full of life and vibrant with color - and then they realized that they were looking at Tilagos Island but from a different time.

Duke pondered this new development, considering all options. In the meantime, the rest of his companions leapt headfirst into the portal. When the dwarf turned around he found his party gone and the portal dissipating. Shrugging to himself he stepped through and joined his friends on the other side.

The trip through the portal was jarring, but after a few moments everyone caught their bearings. They were standing in the middle of Tilagos Island and the winds no longer whipped about them, replaced by a gentle breeze and the sounds of insects and birds in the distance. To the south and east was a forest, shrouded in heavy moss and possessing a dark quality to it. To the north and west a foreboding mountain range rose, jagged peaks reaching towards the sky. The air around them felt stale and they felt more than knew that they were no longer on the Prime Material Plane.

After a few minutes of gauging their surroundings Kong noticed movement amongst a few of the nearby lonesome trees. They had only a moment before strange beings emerged from the trees themselves. There were four of them, man-sized, and they carried about them a strong feeling of the elements. Each carried four flapping standards strapped to their back, each representing one of the four basic elements. Their feet barely breezed over the waving grass as they approached.

The lead being identified himself as Tylanthros and welcomed them to Last Resort. Fin explained that they were seeking the secret of the dracolich Dragotha's phylactery, and Tylanthros replied that they were seeking the Fountain of Dreams. In order to gain access to the fountain the companions had to prove themselves to these aging watchers by passing the Trials of Tilagos. Each of the watchers identified one of the trials.

Tylanthros identified the first trial as the Claiming of Krathanos' Golden Belt. Beskawahn stated the second trail was the Silence of the Doomshroud's Mournful Song. Thadimar relayed the third trial as the Death of the Thorn Vale Nightmare. And Sayren-Lei spoke of the Harvest of the Living Feather of the Roc King.

The four watchers then disappeared into the trees from whence they came, leaving the heroes to puzzle over their fate. Drake was especially confused - Tylanthros had indicated that they were the "heroes of old returned" but he certainly made no claim to being a hero. After a bit of discussion they decided to look around, and Argo identified four sets of tracks leading away to the mountains. Three of the tracks were clearly humanoid, while the fourth were bipedal but much larger - and they scorched the earth. With little else to go on they decided to follow the tracks.

Many hours passed as they entered the jagged mountain range, leading inevitably towards the tallest peak of the mountains. Luckily the companions were skilled climbers, especially Kong who grew up in the Griff Mountains. A few falls and scrapes were endured but nothing serious, and eventually they scaled the tallest peak (which they later learned was Bloodfeather Peak). The wind and the cold whipping about them they reached the large crest - and found the dead body of a massive roc.

They puzzled over this discovery. They looked around and could see no other rocs, so they deduced that this creature was the Roc King. But who killed it? Fin pointed out that the trial was to harvest the LIVING feather of the Roc King, and without means of resurrecting the magnificent beast they were left with stealing the feather from whomever killed the creature. But where to go from there?

The companions decided to rest in a nearby outcropping and consider their options. As they rested they realized that the sun, if there was such a thing hidden by a perpetually overcast sky, never set. It never got dark in Last Resort.

After resting they decided that Drake would use one of the gifts from the Deck of Many Things to "solve a dilemma." The large fighter squeezed his eyes shut and asked where Krathanos' belt was. He got the distinct impression that it was somewhere on the southeastern coast of Tilagos Island, and so Duke gathered everyone about and cast his teleport spell to take them to the shore. The teleport was a bit jarring, but the heroes found themselves standing on the shore of the island.

A short distance away they spotted a crumbling keep, worn with age and apparent conflict. Before they could react they were surrounding by four huge gargoyles, who welcomed them to the realm of "Krathanos the Conquerer, exiled by the gods for his designs to rule all of creation, and shackled by the treacherous druids of Tilagos until such time as brave stalwarts arrive to free him." It was where they wanted to be anyway so they let the gargoyles lead the way to the keep. As they walked Duke remembered hearing something about a being named Krathanos - a titan whose murderous reign ended abruptly fifteen centuries ago.

There they were brought into the broken ruins and presented to the titan Krathanos. The titan was clearly insane but he wore a massive golden belt studded with emeralds. The belt, he said, was more precious to him than anything. But he was willing to trade the belt for one of the heroes. This sparked a lively discussion over who would sacrifice themselves and what exactly Krathanos wanted with one of them, but the titan eventually seemed to snap and raise his hammer in anger. Suddenly he called down a meteor swarm against the heroes, wounding everyone.

As Kong charged the titan to engage in melee, it became apparent that after the meteor swarm the companions were in a world of hurt. Everyone was teetering on the brink of death, and with no other options Drake decided to use another gift from the Deck of Many Things - he wished that he and his companions were restored to full health. The whims of fate decided to let this pass and suddenly everyone's wounds were healed.

The fight raged on but the combined might of the heroes eventually triumphed over Krathanos, who collapsed with a mighty groan. The golden belt around his waist weighed over 120 pounds but there was enough room in people's holding sacks to carry the item. One trial complete, three left to go.

Without so much as a rest the heroes decided to venture into the forest, which they identified as the Doomshroud, and see if they could silence the forest's mournful song. Whatever that meant. Argo again took the lead, after several hours of hiking through the dark gloomy forest they started to hear something.

It was soft and low, and tugged at the heartstrings, but only Argo, Fin, Drake, and Kong heard the tune. The four of them stopped in their tracks and listend intently - and suddenly their eyes glazed over as if in a trance and they started to shuffle away into the heart of the forest. Duke, not hearing the song, thought of ways to stop his companions. But after a few minutes the dwarf heard the song and he was entranced by the music. The five heroes of the Kings of the Road marched into the heart of the Doomshroud, helpless and compelled by a force beyond their control.

They awoke in a bad position. They were lined up in front of a giant black tree that possessed a sort of malevolent intelligence, and they were being whipped by the strong branches of the strange tree. And then it expelled a gust of forceful air that knocked most of them down and things were not looking good. Kong used his greatsword to great effect while Duke and Fin crawled away avoiding the creature's whipping attacks. Drake and Argo were in bad spots, and after only a short amount of melee they both found themselves facing death.

But the clever halfling had a few tricks up his sleeve and he decided to use his own gift from the Deck of Many Things when he saw the tree's limb come hurdling towards his face. Fate shifted Argo to a different spot and the blows fell against the hard earth. Drake, however, had no such tricks and was pummelled to death.

Drake the Slayer died after being beat repeatedly by an ancient night twist on the demiplane of Last Resort.

It was Duke's orb of acid hurdled against the tree that finally felled it and they all breathed a sigh of relief. Duke needed a bit of time before he could use his reincarnation magic on the fallen Drake, and so they rested in the large grove that held the night twist. As they rested they noticed that the Doomshroud Forest around them seemed to hold less darkness, as if some great evil had ended. Which it had. Two trials complete, two left.

After the rest Duke prepped the reincarnation, and after a short time Drake's spirit returned in the body of a freakishly large dwarf. It was Drake, who had been returned as dwarf and was not happy about it. He had three wish gifts left but decided to give the whole bearded thing a try. Kong especially was still very wounded and requested a more rest and so the heroes continued to rest, contemplating their next action.

On the third rest period Argo noticed movement amongst the trees on his watch. Stepping into the clearing came four individuals and the halfling found himself paralyzed and unable to take any action as they approached. A large efreeti - a genie from the Elemental Plane of Fire - walked casually, flanked by a pair of tieflings who seemed to follow the path of a monk. Leading them was a man in purple robes whose right arm ended in a twisted, undead hand.

The man, with a bemused look on his face, circled the sleeping companions. Luckily Fin was on his guard and awoke, shouting to awake his friends of the newcomers. Everyone awoke and they realized they were facing the man with the Hand of Vecna, the man Lashonna warned them about. He introduced himself as Darl Quethos, Hand of the Lich-Lord, and his retinue of followers: the efreeti Malhazaar and the Sinfire tiefling twins.

Darl didn't make any threatening actions, and opened a dialogue with the heroes. He proposed joining forces in accomplishing the final trial. He did confirm that it was his band who killed the Roc King, and produced the living feather as proof. He also knew that the companions had completed two of the remaining trials, and suggested that joining forces to defeat the Thorn Vale Nightmare would be in everyone's best interests.

Nobody was happy with the arrangement, but they reasoned that they would have to defeat the Vecnan priest and his followers would eventually, so why not use them to complete the final trial. With much trepidation they agreed and Darl's smile was like a wolf looking upon a field of sheep. He indicated that they had no idea to the location of the Valley of Thorns, and suggested to Duke a spell that was not in his repertoire - find the path. The dwarf was only vaguely familiar with the spell, but after a bit of research they came to the conclusion that this spell would point them towards the valley. Duke needed some time to prepare the spell, and so they decided to rest and prepare.

During the rest period Darl's followers kept their distance but made no threatening actions. On his watch Kong caught movement in the forest and awoke Drake, but the movement did not happen again. The barbarian was on his guard but nothing else untoward happened, and after the rest period Duke cast his spell.

He knew instinctly that the Valley of Thorns was located to the west of Bloodfeather Peak in the jagged mountain range, and so Argo and the dwarf took the lead. Darl and his followers were watched and flanked by the rest of the companions but the trip was uneventful if tense. Crossing into the mountains required the help of everyone, a task made all the more difficult as no one took their eyes off the other forces.

Eventually they reached what could only be the Valley of Thorns - a long, narrow enclosed valley filled to the brim with twisted briars and thorns. Fin identified a cave entrance at the far end, their only lead as to whatever the nightmare was. Duke used his spellbook to cast fly on his companions while Darl used the power of the Hand of Vecna to enchant his own band. The group of nine took to the sky and flew over the valley with ease, approaching the cave entrance cautiously.

Drake and Kong took the lead, entering the cave slowly while everyone else hung out at the entrance (which was set sixty feet above the valley floor). Suddenly a low roar came from the back of the cave and a monstrous creature burst out of the darkness. It was beast from their worst nightmares, resembling a massive boar but with something far more insidious and evil. The nightmare beast trampled over Drake and Kong and leapt out into the air - and flew in step with the rest of the foes!

Combat was engaged, but not in the way people were expecting. One of the tiefling Sinfire twins turned on Fin, wailing on the elf rogue with his deadly fists, while the efreeti Malhazaar, the other tiefling, and Argo faced the nightmare beast. Duke and Darl held back and prepared spells while Kong and Drake picked themselves up.

Then the Hand of the Lich-Lord pointed his clawed finger at the beast - and with a pop the nightmare beast imploded on itself. New lines were drawn, and the heroes faced against the followers of Vecna in an instant. It was a tough combat, and early into it Darl snapped his hand and teleported away, though not before flipping Argo his middle Hand of Vecna finger. The tiefling twins were tough combatants and Kong faced against Malhazaar in a blow-for-blow melee that came down to the wire.

But eventually they triumphed over the three Vecnan followers. They looted the bodies, finding many magical items - including the living feather of the Roc King. With all four trials complete they set their gze on returning to the sight of their appearance on the island to face their fate.

Session Updates
Hoody hoo! Good session, and we got a lot done. Charge ahead with full steam!

XP Recap
14th-level 26,880
15th-level 21,600
16th-level 15,360
18th-level 8,640

Until next, Game On!

"Weird" Dave Olson
Dragonfyre Gaming Assocation
weird.dave.dfga@gmail.com

Tuesday, September 2, 2008

Rippers: Campaign Start

The Rippers campaign will begin with the characters already a bit experienced in the world and the ways of the Cabal. Come up with a way for your character to have met and been involved with the Rippers through any of the famous personalities (Abraham Van Helsing, Johann Van Helsing, Jonathan and Mina Harker, Tara LaGrange, Father Angus McBane, etc.).

With that in mind, your characters will begin with the basic understanding of the Rippers and their history. We'll start with an abbreviated history as is known amongst the general Ripper community ...

The monks of the Hospital of St. John, also known as the Hospitallers, were dedicated to healing and providing shelter for pilgrims on their way to the Holy Land. One day they took in a pilgrim who happened to be a vampire, who slew many of the monks. After the vampire's defeat the Hospitallers re-dedicated themselves to the destruction of the undead. They became an order of monastic knights, but were ill-equipped to deal with the monsters spawned from teh horrors of the Crusades. They were driven to the island of Malta after losing bases in Jerusalem, Cyprus, and Rhodes. The Hosptiallers of Northeastern Europe broke away from the main order and formed the Teutonic Knights, though after the horrors of the Inquisition this Catholic faction died out in most places.

Everything changed in 1582 when Doctor John Dee, court astrologer to Queen Elizabeth of England, had a chance encounter with a werewolf, accidentally slaying it with his silver-tipped walking stick. Dee brought the body back to his lab for study, and with the help of his research partner Edward Kelley, they started dissecting the body of the werewolf and implanting the parts into other animals. These animals assumed many of the werewolf's characteristics, gaining strength, speed, and a cannibalistic ferocity. Kelley christened the invention rippen-transferre, roughly meaning "tear and transfer."

Queen Elizabeth wanted nothing to do with the horrible process, but Dee and Kelley were not so easily disuaded. They went out and recruited like-minded individuals, organizing them into a secret fellowship of wizards, alchemists, and astrologers. They named the organization "The Brotherhood of the Rose Cross" to remind its members of their dedicated to both peace and faith.

Angered by what he viewed as weakness in Dee, Kelley abandoned the Rosicrucians and later died under "mysterious circumstances." Dee went on to live a full life pursuing his dream, and after his death others took up the mantle. Though not everyone who did so had so altruistic an outlook. Students of the Rosicrucians included Victor Frankenstein, Dr. Henry Jekyll, the now infamous Dr. Moreau, and Dr. Abraham Van Helsing. Van Helsing was the one who identified the madness of the "ripping psychosis" as a very real mental disorder that came from using Rippertech and he fought against his use.

It was Frankenstein's expertimentation with the reanimation of dead tissue that brought things to a head. A horde of failed experiments were sent rampaging across northern and eastern Europe, and so the Rosicrucians turned to both the Hospitallers and the Teutonic Knights for assistance in fighting these terrible creatures. The two orders joined forces, calling themselves "The Order of St. George," and helped the Rosicrucians defeat the monstrous threat. Dr. Van Helsing took command of this larger organization, re-organized it, and christened the new secret society "the Rippers."

The Rippers first true challenge came in 1876 when Van Helsing and a team of amateaur vampire slayers attempted to defeat the notorious Count Dracula. Though the ancient vampire managed to escape the men and women who stood against him that day would be forever changed.

The killing spree of Jack of Ripper has been attributed to the mysterious figure known only as Dr. Jack, and he has eluded capture for many years. Hatred of the Rippers drove Dr. Jack to create the Cabal as a means of catalyzing the horrific forces of the world against the forces of light arrayed against them.

The campaign begins with the heroes being summoned by Johann Van Helsing to the great London Ripper lodge on a matter of the utmost urgency. A dark and stormy night awaits the heroes in foggy old London town ...

Rippers: Character Concepts

The Rippers world is similar to the real world, so the number of potential character conepts is virtually unlimited. With so many choices, you might feel overwhelmed, so the list below provides you with some common character types to get you started. This is not an exhaustive list from which you must choose. Rather, it is to give you some ideas about your hero's background and what he or she did before joining the Rippers.

Acrobat: Circus acrobats and athletes sometimes don disguises to fight both crime and the terrors of the night. Dressed in colorful costumes and brandishing simple weapons like staves and throwing knives, these agile heroes defeat their enemies with a combination of speed, strength, and deadly skill.

Alienist: These doctors specialize in handling the criminally insane and healing the mind through the use of mesmerism or the recently developed technique of psychoanalsis. Their understanding of the fragility of the human mind can be of great use to unstable Rippers. Dr. Seward is one of Van Helsing's original vampire slayers, and an alienist of considerable skill. A few alienists have discipled themselves to the point where they can affect their surroundings through sheer willpower. These people are known as "sensitives" or "psychics."

Clergy: Men and women of the cloth normally live lives of quiet contemplation. Sometimes, however, the forces of evil loom large, and these holy men are forced to take up the sword and do battle against the creatures of the night. Drawn from many different religions and denominations, these holy Rippers have hte power to perform miracles through the strenght of their faith.

Cowboy: Gunslingers, card sharps, lawmen, and other folkds from the fading frontier sometimes make their way into the ranks of the Rippers in search of adventure. The most famous Ripper cowboy was Quincy Morris, an amateur vampire slayer and one of Van Helsing's first recruits. Morris was cut down in 1876 during an unsuccessful attempt to destroy Count Dracula, but others of his ilk have joined the struggle.

Detective: While detectives might seem outclassed when confronted by vampires, werewolves, mummies, and similar terrors, their investigative minds are always an asset. Also, their keen eye for detail and ability to work in public as legitimate officers of the law gives them much more latitude than the typical Ripper.

Doctor: Because their specialized training allowed them to perform Rippertech implant surgery, medical doctors were once at the core of the Rippers. Since Van Helsing introduced strict limits on Rippertech implantation, their importance has declired somewhat, but they are still valued members of the organization, and they perform vital research work.

Explorer: Adventurers and explorers of all types can be found among teh ranks of the Rippers. Some come from "civilized" countries like England or the United States, while others hail from more isolated regions of the world like the deserts of Egypt, the Amazong Jungle, or the mountains of Tibet. Expert at tracking, survival, and other wilderness arts, explorers have proven an invaluable asset when stalking creatures of the night.

Officer: Britain and the other great imperial powers have military bases located around the globe. The military officers in these places frequently take it upon themselves to aid the Rippers. Some have a degree of autonomy and can bring the soldiers they lead with them.

Scholar: Archeologists, historians, and other scholars are vital to unlocking the secrets of the past and learning the forgotten lore necessary for victory. Far from being cloistered academics, many of these scholars are more at home crawling through forgotten tombs and dodging ancient traps than they are in a library or research facility.

Scientist: The Rippers employ many experts in electricity, mechanical engineering, gunnery, and related technological fields. Their expertise makes them excellent researchers and planners, though they sometimes struggle in the field.

Slayer: When some thinks of the archetypical Ripper, they picture the slayer. Training from early age to hunt vampires by Abraham Van Helsing's adopted son Johann, slayers are fast and athletic, but are also well educated and strong of spirit.

Vengeant: Men and women who have lost loved ones to creatures of the night always make willing Rippers. They often with a righteous fury that can only come from a burning desire for vengeance and a total disregard for their own lives.

October is Horror Month!

September is here, which means the leaves are going to start turning gold, the winds are going to get chillier, and October is just around the corner. I love horror roleplaying, and for several years I've wanted to get a Victorian-era horror game going in October. Well this year I'm doing it.

Starting on Friday, October 3rd, I'm going to get a short Rippers game going for the month. Rippers is a setting for the Savage Worlds system that takes the ideas and characters behind classic monsters - Dracula, Frankenstein's Creation, Dr. Van Helsing, John and Mina Harker, etc. - and creates an atmospheric world of horror and madness. It's set in the Victorian-era (1890's).

The setting is hooked around two organizations - the Rippers and the Cabal. The Rippers are the good guys, formed and led by Dr. Abraham Van Helsing, who hunt the monsters and evils of the world. They're called Rippers because of an ancient secretive technique that rips the power out of supernatural creatures and bestows it to a willing subject. This "Rippertech" eventually drives men and women insane but it is often the only edge they have in their fight against the darkness.

The Cabal is a loose organization of that darkness. Led by a mysterious man known simply as Dr. Jack, the Cabal is made up of disparate factions each with their evil agenda and nefarious schemes. They are united in their hatred of the Rippers. All manner of terrible creatures are found within the loose ranks of the Cabal, but Dr. Jack has yet to secure the support of the ancient vampires (led by Count Dracula).

It's a world where a secret war between the darkness and the light has been brewing for centuries. The disciples of Van Helsing, brave men and women, know they fight for not just their own lives but for the safety of the entire world. But they also know that the edge they sometimes need to confront the darkness will drive them ultimately towards madness, death ... and worse.

I'm going to make another post with PC suggestions, but I'll have character information packets available in a week or so. Also - EXTRA EXPERIENCE POINTS will be awarded for anyone who dresses up in costume on Halloween. Or any day really.