Main Index

Greetings and Welcome to my web blog. Currently this is housing Campaign information and session logs from games we are in progress with. I’ll be adding more content as time permits.

Please take time to look around and if you have any questions feel free to ask.

Eclipse: The Codex Persona –> <– That’s Paul Melroy’s site.

Happy Gaming.

Lord Robert – Arcane Resettler

NOTE: These are examples and not the actual characters (The players like having their secrets and mysteries while the game is in play).

Previously we had Melinda, a personal assistant and bodyguard. Well, we need someone to for her to guard and assist…

Lord Robert has 156 CP to spend as a level 4 PC – Base Level 4 is 120 CP, we add 8 CP for Duties (To his house and people), another 10 CP for taking 3 Disadvantages (GMs love to throw a twist in for fun), and 18 CP for bonus feats (Levels 1, 2 and 4).

The concept is pretty simple. We have a visionary leader with a plan, and underlings to help achieve that. He needs a place to lead, resources to trade for wealth and power, and people.

Since it would be weird to not be born in the same realm, we are also giving “Bob” the Order Birthright.

For Purchases:

  • At Level 1 d10 HD (6 CP) and then Levels 2-4 d8 (12 CP) for a total of 18 CP and HP formula of 10 + 5 + 4 + 5 = 24 Base HP
  • He spent 12 CP for saves – Fortitude +0 (0 CP), Reflex+1 (3 CP), and Will+3 (9 CP)
  • He is granted 14 Skill points for the Birthright Specialized Fast Learner
  • He also opted to go for a Campaign setting Bloodline theme with the other Bonus Feat from his Birthright.
  • Weapon Proficiencies: All Simple (3 CP) and all Martial (6 CP)
  • Skill Emphasis for a Martial Art (3 CP)
  • Reflex Training (STR used for Combat Reflexes Variant) and specialized for the primary weapon (3 CP)
  • Empowerment, specialized and corrupted (decreased cost) for two innate enchantments (2 CP)
  • Adept for reduced cost on 4 themed skills (6 CP)
  • Reflex Training (3/day variant) with +4 Bonus Uses, specialized and corrupted, (7/day) only for full attack action and retaining a move. (6 CP)
  • Finesse, Use Intelligence in place of Charisma for three skills – Diplomacy, Handle Animal and Bluff. (6 CP)
  • Opportunist, Corrupted (Decreased cost), uses an AoO to Aid Another for Defense when Ally is targeted. (4 CP)
  • Wilder Progression Level 7, Specialized for Theurgy, corrupted for a focus that could be removed from the character. (14 CP)
  • Mastery – Take 10 on 3x Intelligence Skills (Opted for Theurgy Skills – the six Verbs), a wise choice
  • Create Relic, corrupted and specialized (decreased cost) time to craft is time consuming (GM has the option of weeks to months instead of the typical 72 hours) (2 CP)
  • Double Enthusiast, specialized (increased effect) and corrupted (decreased cost) only for Relics, attuning to a relic takes much longer than 72 hours (weeks to months at the GM’s option)
    • Hopefully the player will pay off those restrictions as weeks to months can have a huge impact.
  • Fast Learner for keeping adept skills maxed out is the Birthright, but we shave 2 CP back. (4 CP)
  • Reflex Training / Specialized (Reduced Cost) only on the first round of combat after initiative to use a move action for power words. (3 CP)
  • Reflex Training, (3/day variant) specialized and corrupted (reduced cost) only to assist in Theurgy’s full round casting further restricted to immediate effects that end after a round. (2 CP)
  • Eldritch, this allows for colorful thematic changes but has no mechanical impact. (0 CP)
  • Triggering (Power Words), PC makes a CON check with a DC to not expend a use of the ability in question. (6 CP)
  • Mana x3, (Typically 18 CP, but the player is doing some weird pool selections to decrease the cost to 9 CP.
  • Occult Skill for Applied Spellcraft (3 CP)
  • Companion (Animal Companion) with Might (12 CP)
  • Privilege, gain next wealth level perks for the Animal Companion. (3 CP)

The player thinks sanctum to populate their claimed area to support the population is a good move. In fact, sanctum is great for boosting either personal power or a good boost in general. Since magic items don’t exist, getting long term settlement boosts are harder. This plan is sound.

The player’s selections of Relics, talismans and charms, and their innate enchantments will make some very interesting variations.

— More to follow later.

Melinda the Personal Assistant

Note, this character is made for the D&D 3.5 System Rules, in conjunction with the supplemental rule books of “Eclipse: The Codex Persona” which provides the d20 Classless Point Buy system & ‘The Practical Enchanter’ for additional rules of Spells and Wealth Levels, both are published by Distant Horizons Games, authored by Paul Melroy and Patrick “Stanley” Bryant.

When coming up with a character concept, an idea of what function they will serve is important. In the case of Mel, the purpose was quite a laundry list. The character had to be a capable bodyguard, but able to function in high society, which meant being educated. The campaign set the characters to start at level 4. A rather reasonable level where you are competent in a few area and have staying power.

We have a few world laws the GM has established:

  • Half-Cost for Self Development
  • Automatic Self Development gained every even level
  • Blood of the Dragon – Allows a character to permanently decrease a stat (Str, Dex, Con, Int, Wis, or Cha) up to -5 to reduce a spell effective level by the same. (This is important as the world does not allow any spells over 3rd level)

Race: Everyone starts as a Human, but where they are born actually grants a “birthright” an imbued set of powers based upon the land itself – Atheria is a quilt work of domains, which embody some aspect of the cosmos. Order, Shadow, Blood, Purity/Solar, Elemental, Totem, Dimension, Life, Death, Ice/Cold, Illusion, etc.

That said, let’s build out this character:

Base CP for Level 4 is 120, Duties to the house grants +8 (+2 x Level), Feats are granted at Level 1, 2, 4 (and every even level thereafter) for 6 CP apiece, (+18 CP), and 3 Disadvantages for a net of +10 CP. This gives us 156 CP to work with, 36 CP are bonus and outside the Adventurer Framework.

We selected Order, which has been established for 6,000 years, giving a very established old world feel, and rather stagnant, but that is the nature of the Alarian Imperium. Melinda has the Order Birthright which grants her:

  • Assistant (Their “Aid Another” actions provide a +4 bonus rather than +2, 6 CP)
  • Privilege/Imperial Patron (6 CP. Exiles may substitute a bonus feat)
  • Innate Enchantment. Specialized: only works with a high-ranking in-empire patron to channel the magic of Order to the user, double effect (6 CP/10,000 GP)
    • Enhance Charms and Talismans (L2 spell effect, increasing the effects of Charms to L1 and those of Talismans to L2. Personal charms only, 8400 GP)
    • Inspiring Word (personal only, +1 Morale bonus to Saves, Attacks, Checks, and Weapon Damage, 1400 GP)
  • Fast Learner (may be specialized, 6 CP). The player opted to focus this for Skills, which neatly grants the Adventurer Framework requirement for 2 Skill Points per level. And as a bonus, since this is part of the race, the character gets x4 by 1st level, netting 14 CP worth of skill points to spend at level 4.
  • A bonus feat worth 6 CP. The player opted to put this towards Fast Learner specialized and corrupted for triple effect, BAB for weapons with a Martial Art.

It should be noted that there are no standard magic items in Atheria, which leaves the PCs with wealth levels for charms and talismans. This power of Order effectively boosts those up by one whole level. Charms grant Level 1 effects (Spell equivalents) and Talismans are Level 2 effects!

Another interesting perk unique to Order, they can sponsor anyone not of Order and bestow the Innate Enchantments of their birthright.

Attributes were gained via standard 3.5e 28 point buy rules:

  • Strength: 10
  • Dexterity: 14
  • Constitution: 14
  • Intelligence: 15 (20)
  • Wisdom: 14
  • Charisma: 08
    • Self-Development was spent towards Intelligence for Level 2 and 4, and purchased +1
    • Wealth +2 Bonus applied to Intelligence


  • 12 CP was spent to buy Fortitude+1 (3 CP), Reflex +1 (3 CP) and Will+2 (6 CP)
  • Self-Development applied to Intelligence +1 (6 CP)
  • Occult Sense: Danger Sense – Senses poisons, ambushes or other threats (6 CP)
  • Reflex Training 3/day variant with +4 Bonus Uses, specialized (half cost) for protective maneuvers 7/day total (6 CP)
  • Luck with +4 Bonus Uses, specialized (half cost) for saves only 5/day (6 CP)
  • Bought up Innate Enchantments (6 CP)
  • Double Enthusiast, specialized (double effect) for relics (4 CP of Relics)
    • It should be noted relics are a power multiplier for many character. 1 CP nets a 6 CP boost. Another note is this allows for a relic to be easily swapped out or replaced if lost/stolen/destroyed. Most GMs do not do this, but CP spent on Relics are lost, unless the GM allows retraining.
  • Adept (6 CP), another boost. Since skills are easily replaced by spells, allowing characters to get them cheaply is nice. This allows Melinda to select 4 relevant skills and get a price break on them
  • Leadership with boosts (30 CP) Melinda can field several trusted bodyguards for her charge, have a support staff and multiple lackeys and gophers that are competent. As an added perk, any level 0 child recruited she can easily boost to 1st level after spending a week to make them her follower.
  • Since the game has Innate Enchantments and Shimmer Mail, it rarely makes sense for any PC to invest in Armor or Shield proficiency (There are exceptions though). Likewise, many characters use a small number of weapons in their lifetime, so selecting a handful makes sense. In Melinda’s case she has a very narrow focus – Dagger (Ranged and close quarters) for 1 CP and a Greatsword (3 CP). Mind you, for 3 CP, you can have a small group of weapons, so that could actually be Greatsword, a bow or crossbow, and a few more weapons. (4 CP for proficiency)
  • Improved Augmented Bonus: Specialized/Corrupted (Reduced Cost) – Add Dex to Int for Skill Points for the first six levels. This takes the normal cost of 18 CP and drops it to 6 CP. By level 7, the character should have sufficient CP to pay off the restriction.
  • Finesse, Replace Charisma with Intelligence for the purposes of Leadership. (6 CP) This makes the leadership much more effective.
  • Augmented Bonus – Adds Int to Dex for the purposes of AC (6 CP). This trick allows the player to put those brains to use.
  • Improved Augmented Bonus, Specialized/Corrupted – Adds Int to Con for the purposes of HP but only till Level 6. (6 CP instead of 18 CP)
  • Mana x3 for (18 CP) – Mana allows for some great effects later on (Reality Editing, Resiliency and Unskilled Magic all offer great effects if harnessed correctly!)
  • Shaping (6 CP) allows for minor cosmetic or flashy effects. Effectively keeps the character clean and allows for changing eye/hair color on a whim.

An astute reader may realize we have CP left unspent. That is quite alright, if the player wants to learn something later, then that is perfectly acceptable. The beauty of Eclipse is you can save those points for later and then spend them when you need to learn something.

At this point the player has 4 CP worth of relics they can purchase, since this can be swapped out easily, I won’t bother putting those down. (Note, they’ll need to acquire relics. Either someone else creates them or they find them.)

Innate Enchantments are great little boosts. Since there aren’t any magic items, this is about the best method to get several low level spell effects in a constant state, a couple standby life saving effects, or anything that fits a concept. Normally, you need to be careful about stacking, but the lack of magic items in the campaign neatly does away with that concern.

Common effects include:

  • Personal Haste (+30′ Movement and an extra attack at Full BAB) – Popular with martial warrior types
  • Force Shield (+4 Shield AC, and immunity to Magic Missiles)
  • Force Armor (+4 Armor AC)
  • Martial Mastery (+4 Competence Bonus to BAB with a specific weapon, again popular with martial focused types)
  • Immortal Vigor (12 HP + (Con Bonus x2)) – Popular with just about everyone!
  • Enhance Attributes can get a +2 to any of the attributes.
  • There are Skill bonuses of Circumstance, Competence and Luck
  • Luck bonus to Saves
  • Morale Bonus to Attack, AC and Saves
  • Fast Healing or Healing (Again instant heals are good to survive much longer!)

The only thing left would be to select a Wealth Level (Found in The Practical Enchanter). Now, give a good backstory and the wealth level can start off as high or low, as you wish. The wealth level dictates number of charms and talismans available. Those are also easily exchanged, so listing them out is pointless as they can be changed for any given situation. But recall, Order have the effects of 1st and 2nd level spells for charms and talismans respectively, so their selections can mimic spells, much like innate enchantments.

For the purpose of this example, I’ll make a few assumptions on selections.

For Mel, this is the final results as written:

HP: 66 (Levels 1-4 are a d4, (4+3+2+3 = 12) + Con bonus (+7 x4 = 28) + Immortal Vigor I (12+14) 26

AC: 23 (Base 10 + Stat+7 (Dex+2 and Int+5) + Armor+6 (Order Shimmermail Talisman)


  • Fortitude +4
  • Reflex +4
  • Will +5

Movement: 30′ Ground, depending on selections could increase to 60′ or 90′

Greatsword +8/+8 (Stat+0, BAB+3, MM+4, Morale+1) 2d6+1

Skills, the player will need to select them, but social skills of diplomacy, bluff, intimidation, gather information. For being a reasonable bodyguard, spot and listen. I would also recommend at least one martial art. The free perks and boosts cannot be overlooked!

This character is a reasonable generalist and depending on selections will increase their effectiveness. Overall, the character has a lot of potential and options during most scenes. They can take a hit or two while getting their charge away, and have several bodyguards assist. Since this is d20, the charge shouldn’t be a helpless victim.

5e – Saturday misfits (Elemental Evil)

Recap: Group ventured forth, and found a magic fountain, fought two Nothics, and then poked a lizardfolk den. They were chased by lizardfolk, ogres, and a sea hag! Leesha fought valiantly to save the party, but with her dying breath ordered Grog to run. The group fled, regrouped and returned after their long rest. Returning with a new recruit (Keegan) and a couple of mercenaries, they docked near the Lizardfolk again. Their boats were destroyed by a Dragon turtle. The group withdrew while Tep was making nice. Keegan attacked the beast and got roasted alive for his effort. The noise alerted the creatures living nearby, attracting a few trolls, a couple of ogres, and the sea hag… we ended with combat about to begin, and the group surrounded.


Awarded 220 XP to present players

Micah, Joshua, Ben, Rachael, Brandon



Game Session 3 & 4

Megan, Jeff, Mitch, Wendy, Rachael, Robert

Our adventure picks up with the Howling of the worgs in the distance. Though unarmed, the Worgs charging towards camp would cause anyone to quake in terror for their lives. Seeing no other option, the group quickly defended itself, driving off the brutes and the riders.

The rest of the trip to the keep was uneventful, except for the howling in the evening. The fortress was a ruin, though evidence suggested that something was occupying the ruins. Stairs led down into the lower levels, which were surprisingly intact. Scouting the way, the entrance was found to be guarded by vigilant goblins that failed to notice the party approach, or the halfling rogue.

Rue put on an imposing air and convinced the goblins to lead them to the master. They escorted the group to another stair going down into darkness. Feeling uneasy about the enemies nearby, the group decided to investigate the rest of the area after the guide had left them.

They stumbled upon the shuffling gait of the undead zombies seeking fresh meat. The party handily slaughtered the foes… End Session 3.

Session 4::

Megan, Jeff, Robert, Rachael.

Picking up where they left off, the group investigated further to the south. They discovered a crypt of sorts with stone sarcophagi lining the walls. The group counted ten, and quickly discovered the peace of death was not here. Clicking and scratching noises were heard. They got into position to disable the creature when the entire crypt came to life at once with the lids burst open and skeletons leaping out. In a heated battle, the party fought a fighting withdrawal. Heavily injured, the party attempted to toss the dwarf into their midst, but found the close quarters did not help. The dwarf charged into the midst and successfully knocked down the entire group. This turned the tide of battle and the party dispatched the remaining undead.

Proceeding onward, altars were found. Searching, seven small dragon statues were discovered in a hidden compartment. Beyond double doors, the party found the remains of the old commander of the keep. He tasked them with dealing with the taint of the creatures occupying his keep and to make sure Orcus could not come into the world through a sealed breach below. He bequeathed his sword to Jora to redeem it.

After a much needed rest, the group continued back towards the entrance. They found a torture chamber with a goblin being tortured. Rue convinced the torturer that she worked for the master and would inflict untold agony upon the creature. Happy to see the helpless prisoner in for untold horrors, the prison guards happily gave the prisoner into Rue’s custody.

The group found the chieftain, a rather large goblin, who had his underlings escort the group to the excavation site. We ended with the group investigating the dangerous and alluring natural caverns….

[5e] New Beginnings… (Session 2)

GM: Andrew M.


  • Megan Thun, playing RUE, a Female Tiefling Warlock (Abyssal)
  • Jeff Thun, playing JARO, a Male Air Genasi Witchhunter
  • Mitch Holand, playing Zeed, a Male Aarakocra
  • Wendy Holland, playing PSEUDO, a Female Halfling Rogue
  • Rachael Maitland, playing a Female Pseudodragon (pet)

Summary by Andrew Maitland:

Recap of last game. Introduced new mechanic “Inspiration Points”. Emphasize the morality system, and how the encounter with the goblins was perceived to murdering innocents (unarmed, non-threatening)

This adventure, the group decided not to follow the goblin tracks. Next day PSEUDO came across a roaring noise and a loud thud. She reported back and the group investigated. Finding a bird creature, they brought it back to the camp and revived it. The creature identified itself as Zeed, an Aarakocra. The next day the group happened upon a broken down wagon, they helped the person fix it, and then Rue befriended a pseudodragon watching them.

The group arrived in town, chedked out the job postings. Rue wants to continue with the caravan, but Jaro wants to do a research and retrieval expedition (3 days there, 3 days back, unknown duration at some ruins). He convinced the group to do the expedition and met with Professor Xerces, who would pay them well for escorting him there and back. He mentioned several failed attempts in the past, and is getting a buyer who is impatient with the failures.

The group set out, first night Pseudo hears wolves howling…

-End session-

[5e] New Beginnings…

GM: Andrew M.


  • Megan Thun, playing RUE, a Female Tiefling Warlock (Abyssal)
  • Jeff Thun, playing JARO, a Male Air Genasi Fighter (Gunslinger)
  • Mitch Holand, playing ZERO, a Male Dragonborn Fighter
  • Wendy Holland, playing PSEUDO, a Female Halfling Rogue
  • Rachael Maitland, playing ELVENCLERC, a Male Dwarf Bard
  • Chris Thun, playing Mardarai, a Male High Elf Warlock (Fey)
  • Daniela, playing VIN, a Male Halfling Rogue
  • Mike Mason, playing BELDAC, a Male Human Cleric
  • Ashley Miller, playing Asylyn “Lyn”, a Female Aasimar Paladin

Summary by Mike Mason:

Megan – Rue – Tiefling warlock street urchin (Secretly saved an orphan in the past) (Wants to kill her father for selling her into slavery – but if she does morally evil acts she’ll lose a part of her soul, and if she succeeds in killing her father she’ll become a permanent slave of the demon.)
Jeff – Jora – Genasi (blue) (wind/thunder/lightening elemental) – gunslinger (agriculturally useful/ help farmers) (Only while present, the effect goes away after he leaves) 6′, 150lb, Blue skin, white hair, unkempt hair,
Ashley – Lynn – Aasimar – Paladin – keeps Rue out of trouble. – human (increase of business whenever she enters a building) not liked in the angel community for helping a tiefling. 5’6, 140lb
Chris – Moderai – warlock – likes to travel (wandering spirit) (overly friendly) (insulted bounty hunter) Short, effeminately hansome. Blond. Eladrian, blood red eyes, pale skin. Wears lots of blue.
Rachael – Elvenclerc (male) – dwarf – Bard – Divine level of joy playing music (people feel violated not being able to stay mad for long) 4’1, 150lb, blue eyes, golden brown hair that’s braided, likes to play dulcimer, pan flute, tries to bring upbeat tunes.
Mike – Beldak Darkeyes – Cleric – human – scale mail, foresty type (saved a pack of squirrels from starvation.) (Strange odors) 6′, 162lb, wears heavy armor, carries big stick, casts magic.
Wendy – Pseudo – rogue – 3’3, 20yrs old, 40lbs, green eyes, red long hair single braid. Female. (Robin hood) (soft heart – won’t steal from those that’ll suffer) (Have to duck when she gets her daggers out – team killer?)
Mitch – Zero Lite – bronze dragonborn – 6’6, 240lbs. The fin on his head rises when upset. weathered soldier – very militant. tall. long sword. Protector. (Protects weak people) (fails at smiling)
Daniella – Vin (male) – halfling – Rogue – elven steel – Intense turquoise eyes. Knows Elvencleric. (Always has sweetest eyes) (She likes to steal cleaning supplies, especially personal hygeine items) Short silver wavy hair. Two different color eyes, 3’1, 35lbs, torn up hoodie scarf & other torn clothes.

Zero comes into town, and his funds are low. there is Contract work for caravan guard duty. They’re looking for a group to handle the caravan. The cargo is furs and silks. They want more soldiers. His friends were recruited too. Lynn, Beldak, and Joria are recruited just like Zero. The caravan master is looking for about 12 guards in total – and will pay for specialty skills/abilities. (people that bring more than just fighting.) 4 guards ‘are left’ from the previous events. Lynn is a good armored field medic, Moderai can wield destructive magic, Beldak can cast healing magic. We have gathered in the town square, mid morning, an elegant fountain is trickling, and everybody’s waiting to meet Zero.

He asks who we can recruit. We talk about our skills and who we know. Beldak talks about Jora, Moderai talks about two halflings he knows (Vin and Pseudo) and the bard (Elvenclerc.) Lynn talks about a tiefling with magic SHE knows (Rue). Eventualy everybody’s in. We meet at the courtyard. We go to the village. Talk to the Caravan master. 8 wagons, 2 drivers per wagon. Zero negotiates that everyboy’s approved. We also get supplies. We set up a marching order. Lynn, Zero, Vin first, Moderai, Jora, Pseudo, and Beldak last, Elvenclerc and Rue in the middle. Zero is the de-facto leader due to nobody else speaking up. The halflings scout. 4 npc guards, a quartermaster, and 2 cooks.

The first day goes uneventfully. We come to a clearing, we circle the wagons, campfire in the middle, hanging lanterns around benches. We get back into formation the next day and roll out. Early in the day Pseudo sees some dust coming from behind the group – likely horses. She tells Jora, who tells Elvenclerc, who tells Zero. By the time Zero comes back to investigate he sees five soldiers (2 new, 3 experienced) in uniforms on horseback quickly overtaking us. We pull to the side of the road. (no they don’t ask for license and registration.) They ask if suspicious people have passed us. We ask what they look like, and they have a paper with a drawing. Zero figures out the picture they’re looking for is the new cook (17yo girl, the main cook.) Zero tries covertly telling the people in the back about the situation. We decide not to out her. The soldiers say she is the daughter of the duke. Zero asks about reward, it’s 500 gold. They don’t find her and ride on. We decide to question her later at night after the caravan stops. Zero then tells the bard to let the back know they need to hurry up. The rest of the day until lunch goes uneventfully. She asks Jora at lunch ‘what did the soldiers want?’ He told her they were looking for someone. Zero pulled everybody out during shutdown and re-issued new orders for watches, and what we’re doing tomorrow just to get everybody in the middle of the caravan. Rue complains about discrimination because Lynn does not want her to approach the cook. The bard recalls stories about the kingdom which has shaky relationships before during and after a 3-or-4 year war with other kingdoms. Zero was a part of those wars in the military. Marriages afterward weren’t all happy. There’s been no political instability though, the Duke has been in power for 10 years. The princess should have been married off by now, but the rumor is the princess had an eye for someone she’d never be able to marry, who lives in the city we’re going towards. So, she didn’t run away due to politics, likely she ran away due to love. We have no incident, and make it through dinner. We have no problems at all until nightly rest time. We keep the same watch no matter what. Jora discovers the sound of rocks hitting eachother under the wagon. A small goblinoid is reaching it’s hand into the wagon which has trade goods, the last wagon. He sounds a thunderclap. Everybody wakes up.

The bard quickly kills it with disonant whisper. Pseudo plays shish-ka-goblin giggling maniacally. Two other goblins say something that Moderai translates as ‘squishpuddle’ (it’s name) and shouts back at them trying to imitate squishpuddle to the others, he says ‘run fast run far beware of the dragon.’ and one shouts ‘thanks!’ and runs, the other says ‘what? what dragon? what happened to your voice?’ and Moderai casts mage armor on Lynn. Lynn smites the unbelieving goblin and kills it. Beldak throws a guiding bolt and kills the running goblin. The goblin under the wagon had a silk pack from our caravan. And 4 gold pieces. The other two had no weapons or valuables. Jora looks for tracks. We found the trail, not knowing what to do with the information. Yet.

-End session-

[5e] Rise of Thunder – Session 4

GM: Andrew


  • Andrew B.
  • Rachael M.
  • Rebekah M.
  • Calvin B.
  • Guest –

After the almost total party kill from our last session, we find our heroes in the city. Those whose souls had departed found charity and a promise to aid the temple of Lathander in the future…

Our fearless charismatic leader went and recruited new faces to join his quest. And discovered the others he thought dead. After convincing everyone to continue, we traveled to a remote location where they discovered a tower, with no windows or doors… after hours of searching and realizing they lacked a key, their leader begged for some time to think.

After making camp, the DOOR opened…


[3.5] Epic Quest – Session 1

GM: Andrew M.


  • Andrew B. (?)
  • Rachael M. (Gabby)
  • Rebekah M. (?)
  • Parker (?)

Summary: Created the characters, using eclipse classless d20. Most of the session was discovering the system for the new player.

Adventure synopsis:

Runt Ogre with an intelligent rune battle axe, traveling with a draconic winged elf. a human rogue that doesn’t like to kill, and a human arcane duelist…

The group started traveling the road and came across a couple of covered wagons on fire. Using their heads, they quenched the fire and saved a lady. She pleaded for the group to find her children. The group followed the sounds of screams and encountered a couple of full grown ogres. The runt used his witchcraft to stop a child from being killed and then proceeded to knock out the first ogre. The second was dispatched by Gabby. Mother and children reunited, the party was rewarded when they arrived in the town.

The group found several job openings, but decided to hire on as caravan guards. One of the group uncovered the fact that the caravan was being spied on and alerted the taskmaster. With such steadfast alertness, the group was not completely surprised by the dogwatch ambush, and successfully defeated the mercenaries who tried to take them down.

5e – Rise of Thunder (Interlude)

GM: Andrew Maitland


  • Andrew “MercedOgre” playing Corian
  • Bekah playing Glendora
  • Rachael playing “La” Kila or Fila
  • Dan playing Jaryn

Ran a quickie adventure module to break our newest player into 5e mechanics…

SUMMARY: Started off on the road, with our adventurers having been recruited by Corian. They dealt readily enough with some monsters that attacked them on the road. Finally Corian revealed he was going to grab an unclaimed inheritance and wished to share in the treasure. The group was leery about the elusive story, but eventually agreed. The plan was overheard by a Raven that Corian recognized as belonging to his rival, Mr “V” or “Vort”. Eventually they found a farmstead, but it had been savaged by enemies. Only rotting corpses were present. While burying the corpses, Vort calls out and the corpses animate. It was a brutal chaotic battle as the zombies and skeletons made short work of the group. Corian through down his prized possession, only to have it stolen by an Imp. Only Corian and Glendora recovered from the battle…

5e – Rise of Thunder (Session 3)

GM: Andrew


  • Rebekah
  • Rachael
  • Jeff
  • Megan
  • Dan

Absent: Calvin, Ashley, Chris

Summary: Having recovered some amulets from the bodies. The group hears the call from below, a gnome has entered the complex. Tim and Jaryn exchange an interesting conversation, and then allow the little gnome to join the group. They find another man in a deathly sleep, discover more traps, and an antidote recipe to the poison. Making a large batch, they wake the man who is a leader of a Sect that believes Lathander will return as an avatar to lead the armies of light against the darkness foretold. He is able to describe the layout and trap locations to them, after they show him that something evil has happened in this once holy temple.

After investigating the temple basement and first floor, the group ascends to the top floor, where they confront the JACK-O’-LANTERN  high priest, and his scarecrow minions. A small shrine flares with orange lightning as a Skeletal image of a turkey infuses the scarecrows to life! A battle ensues as the party fights valiantly, but when it seems all hope is lost, the PALADIN points out a great source of evil animating the scarecrows is the SHRINE, the dwarf dashes in and smashes it. Causing the strawmen to collapse. Leaving the JACK to face the crew…