Our party pushes deeper into the lower caverns of the Glacial Rift of the Frost Giant Jarl, taking on two rooms of guards and pushing them back to retreat. Unfortunately, some runners fled and escaped and now all hell is about to break loose. What happens next? You decide!
Let’s Draw Maps for the next episode! We lay out rooms 5 and 6 from the lower caverns of the Glacial Rift of the Frost Giant Jarl, going over process, line weight, shadows, light sources, furniture, natural rock formations, water sources, and topography to bring even the most basic of rooms alive in this classic adventure.
In our last episode of Season 2 - "The Grand Entry Hall" our party battled a pack of 9 Frost Giant guards, but had to retreat and make camp in the White Dragon cavern. Using the map they found in Season 2 - Episode 3 - "The Dogs of Wars" they now have a choice as to where to go next? North, West, or South?
Go North! Kill all the guards up top! 0
Go West and head and find the Frost Giant Jarl (2 votes)
Go South, a quick detour to cover the flank.0
Poll ended Nov 6, 2018
WINNER = Go West and head and find the Frost Giant Jarl
2 votes total
Our party barges into the Grand Entry Hall of the lower caverns and battles it out against six Frost Giant Elites with battleaxes ready! Everything is going like clockwork until reinforcements arrive. Both Xoleras and Mercede almost die, but Antola lands a pair of perfectly timed Heal spells.
Vaeringjar demolishes a mated pair of White Dragons.
Our party came face-to-face with an Ancient Obsidian Remorhaz, a 14HD and 100 h.p. beast!
Despite the enlisted help of a pack of Winter Wolves and a brutal battle, the beast retreated down the sinkhole to the lower caverns! As the snowy walls of the sinkhole collapsed, three of the party's Winter Wolf allies and Faoltiarna fell down into the blackness.
Is she hurt or even alive?
Where did she go?
What are we going to do next?
Here's is your chance to decide. Choose carefully.
Decide by Wednesday at NOON on Halloween!
Without hesitation, everyone jumps into the sinkhole after Faoltiarna.33%
Stay up top. calling out to Faoltiarna. Is she OK? 33%
Set up a rope and rapel down, but quickly!
Poll ended Oct 31, 2018
Percentile Die roll it is, then. 33% for each option!
WINNER = Set up a rope and rapel down, but quickly!
Here is a peek at just the ground floor maps from G1 - Steading of the Hill Giant Chief. Our party cleared these areas before heading down to the dungeon level (not shown) Going to have to get a flat file!
Season 2: Episode 4 - "Stopping for Directions"
Our last episode, the party recovered a detailed map of the Glacial Rift, labelled in an ancient Dwarven dialect like Duergar. The words uses Svinfneblin tongue, noted slave-miners for Drow construction.
Although this is all Obscura and Antola can decipher, the labels seems to reflect what's in the chamber with words such as "giants", "wolves", and "magi", and "beds." (Hint Futhark Font)
The group comes up with 4 plans of action.
YOU DECIDE WHAT HAPPENS NEXT!
Poll closes Tuesday, October 24th at 4:00 p.m. CST
Go due South down the narrow passage. 0%
Go counter-clockwise and clear the Rift from 12 o'clock to 6 o'clock. 0%
Go down to the frozen lake (Rift floor.) Investigate the snow mound and then work back up using the sloping ramps at the south end. 100%
Stick to the upper cliffs, heading to the next cave on the East side, but make it a goal to head straight down. 0%
Poll ended Oct 23, 2018·2 votes total
Winner = Go down to the frozen lake (Rift floor.) Investigate the snow mound and then work back up using the sloping ramps at the south end. 100%
While spreading the word of the Classic_DM Show on the Dungeons & Dragons Facebook groups I'm a member of, I realized that most folks are not familiar with the cast of characters or the backstory. This article works as an introduction for just that.
Unlike most adventures, family binds our party of seven together. Our tale takes place in western Greyhawk, between the nations of Ket and the Tiger Nomads in the towering Yatil mountains.
Marriage that Binds
The marriage between Aden, the Arch Mage Prince of Ket and Mara, the Chakyik Princess of the Tiger Nomads, stabilized the northwest region of Greyhawk, bonding both nations, tribes, and families.
When their first-born child, a male heir to the throne of Ket vanishes, Chakyik Shamans and Priests from Ket divine the name Zinzerena as a whisper on the night wind.
Ket military patrols scour the region, looking for clues as to the child’s abductors. Two days pass and a night patrol discovers a grizzly scene in a obscure canyon between the Tusman Hills and the Yatil mountains. An entire encampment of Hill Giants lay slain, far from where their normal raiding fortress sits.
Among the corpses is a single dead Drow elf, his head splattered beneath a boulder. Tucked inside his crushed chain-mail jacket is a map on human skin to the Hill Giant fortress, instructions to deliver the child there marked with the letter “E.”
Around his neck hangs a black amulet bearing the insignia of the house Eilservs. With this lethal information in hand, both Prince Aden and Princess Mara reach out to their family for help. Answering the call are four Baklunish-Tiger Nomad siblings of Mara and three siblings of Aden who act as noble commanders from Molvar. The seven join forces, to recover the child.
Mercede is the bold, bossy, and confident leader of the group who feels it is her personal responsibility to recover the stolen child. Over the course of the first season, she's grown to trust her new found Tiger Nomad partners and appreciates their stoic perspective and perhaps their willingness to let her maintain control.
Xoleras is a quiet, confident, front line fighter, wielding a beautiful burning glaive. He is often at Mercede's side, ensuring the two of them control the forward field of all battles. Less interested in leadership, he provides dependable and consistent martial punishment.
The youngest of the group, Elafonissi is a skillful and powerful Monk who has come into her own over the course of Season One after a number of critical mishaps. Her open hand stuns have completely shut down fleeing adversaries and silenced enemies that might raise the alarm. Her movement speed, agility, and self-confidence has brought a unique dynamic to the group which has functioned primarily as a melee-train.
The oldest Chakyik tribals of the group, Vaeringjar is a walking wave of silent death. His ability to slip into the shadows and eviscerate powerful adversaries turned the tide of multiple large group encounters. He one-shotted the gruesome Keeper in The Steading, breaking the morale of his Bugbear lackeys. He often works side-by-side with Elafonissi remaining silent, hearing noise, and of course, hiding in shadows to ensure success.
The Tiger Nomad Druid and older sister to Elafonissi, she epitomizes the balance between nature and the animal kingdom. Her command over animals, both natural and summoned, changed the landscape and the outcome of multiple situations. Her weakness is perhaps her concern over her younger sister's safety, which means she is often close at hand and overly focused on Elafonissi as opposed to the group. Even so, she is a willing team player, and has served as a voice of reason for many party decisions, despite the forceful and sometimes controlling voice of Mercede.
The oldest of the Ket siblings, Antola serves his role as front line healer and scholar. His mastery of legends, lore, and mystical knowledge has helped the group decipher many clues as to the location of the abducted nephew. His powerful heal lands at the right time when swords and glaives meet strong resistance.
Quiet and reserved, the youngest of the Ket siblings keeps to the back lines at all times, reserving her mastery of illusions, sight, sound and tricks of the mind for those situations where force simply won't do. Her scholarly intelligence when paired with her older brother Antola, truly helped the group keep hot on the heels of the House Eilservs Drow abductors, intent of sacrificing the stolen child to Lloth.
G1 - Steading of the Hill Giant Chief
Under the cover of a sleet-filled storm after midnight, the seven worked their way into the timber built, mountain fortress of the Hill Giant Chief, Nosra. If you missed this first season, check it out with 8 episodes, covering 15 hours of play sessions.
With their enemies dispatched and valuable clues in hand, the seven arrive at the outskirts of the Glacial Rift after using a Drow artifact, the Infinity Chain. At the time of this writing, our party is just barely working their way into this frozen and icy rift complex. For the first time, this season includes opportunities for you to make critical decisions about where they go next.
So there you have it! Hope this overview helps new folks get a sense of where the show is, the cast of characters, and the story so far! Be sure and keep an eye here for updates!
The Belt of Fire Giant Strength goes to Vaeringjar. Good Lord, can you imagine him rolling two natural 20s on a back stab? Say he rolls (2) 8s one for each hand on a Frost Giant. Here's the damage.
(8 + 13 x 2) = 42 damage (x4) 168 total EACH HAND. That's a maximum of 336 on a pair of natural 20s
Bare minimum with no natural 20s, but a successful backstab. Say he only rolls a 1 for damage for each hand.
(1 + 13) = 14 damage (x4) is 56 each hand for a bare minimum of 112 if both hands hit.
112-336 backstab damage means someone will be slinking around and one shotting plenty.
Jeweled Belt - Girdle of Fire Giant Strength: +7,500 pound weight allowance, +10 damage bonus, Bend Bars/Lift Gates 80%
At the end of our last Episode - "The Dogs of Wars" our party successfully recovered the following magic items from the ice block encased dead adventurers in the G2-Glacial Rift of the Frost Giant Jarl. It seems the jeweled belt was actually a Belt of Fire Giant Strength.
Who gets the belt?
Scroll of Protection from Elements: +5 to all saves involving elemental damage. duration 1 day.
Ring of Fire Resistance: Fire Opal 10,000 g.p. value +5 to all saves vs fire, -10 damage to any fire damage.
Cold Wand: 16 charges, Cone of Cold 6d6 damage, Range 60', 45 degree frontal cone/arc
Jeweled Belt - Girdle of Fire Giant Strength: +7,500 pound weight allowance, +10 damage bonus, Bend Bars/Lift Gates 80%
But for our poll, who gets the belt!
VOTING CLOSES SUNDAY OCTOBER 21 at 6pm CST
Belt to Mercede 0%
Belt to Xoleras 30%
Belt to Vaeringjar 70%
Belt to Elafonissi (But give her the damage bonus as a rule exception, even though Monk's don't normally get one from Strength) 0%
Belt to Faoltiarna 0%
Belt to Antola 0%
Belt to Obscura 0%
Poll ended Oct 21, 2018 Winner = Belt to Vaeringjar 70%
4 votes total
One of the unique elements of Classic_DM is story. So far, I've tried to bring the characters to life with personality, decisions, heroic choices, interpersonal relationships, and even attitudes.
What if YOU made these decisions?
In the TellTale games, a defunct game studio who pioneered story-centric Walking Dead games, players made periodic moment-to-moment decisions, which were meaningless, but each episode always included 2-3 powerful story decisions, like when Clementine learns about Lee's bite or when Clementine shoots Kenny in the snow.
I'm thinking of exploring a variant of this general idea in the show as a way for players to direct the story, at critical moments that matter and change the course of the show!
Here is one idea
Each episode ends with a critical decision. A story branch. Patreon readers, no tier needed, get to vote on these, which changes the course of the story in the next episode.
Things like we saw in G1 - The Steading of the Hill Giant Chief, when the party found the Drow Letter (see image below) or freed the Dwarf Engineer from the prison, or even tonight's episode where we had the party make a decision on how to deal with the Winter Wolves.
Those could be your moments.
I'll put some ideas together and send out some feelers to Facebook groups I'm in. It's early days on the show, so maybe this is the perfect time to pioneer fun that let's your savvy as a player, drive the direction of our living journey through G1-D3 and across Greyhawk.
It's 40 years later and the story is really the differentiator in my opinion.
Let me know what you think? Leave a comment below!
Delving further into The Glacial Rift of the Frost Giant Jarl, our party uses some rather crafty methods of outsmarting a pack of Winter Wolves without a scratch or drop of blood spilled. The true power of a Druidic Wall of Flame makes the slow melt of frozen adventurers a pleasure rewarding loot galore and maps!
Our party pushes into the first few ice caverns of the Glacial Rift of the Frost Giant Jarl and takes on the Frost Giant guards head on!
An snapshot of last season, how we got here, the story so far, paired with an introduction to our party as they arrive at the Glacial Rift of the Frost Giant Jarl.
Prep work for G2 - The Glacial Rift of the Frost Giant Jarl. Shooting for Sunday live show. Keep an eye here or on Twitch for show time. Grugnur would be proud. Note: these are all 1-1/2" fender washers for Large enemies.
Here is a highlight from Season 1: Episode 7 - "The Infinity Chain"
The joy of quad backstab with natural 20.
The Keeper is AC 3, without any flat footed bonus or anything. Vaeringjar steps up to the plate and tosses a main hand natural 20 roll. Offhand of 14 on THACO of 9.
1d8+6 base each hand
Main hand rolls an 8 + 6 = 14 doubled for 28, THEN QUAD. = 112!
No need to even roll the offhand damage. I even did the math wrong. Carry the 3, not the 2, but hey, who cares when you absolutely eviscerate a Hill Giant from behind, one-handed style.
Dead Keeper. So much for being the big man in the room, all ghastly, hunchbacked, and twisted! Pfft.
EXP Bonus for that one!
This was a great moment in Episode 8 - "Clean Sweep!" The party pushes into into the Bugbear Guards in Room 4 of the lower dungeon level of G1 - The Steading of the Hill Giant Chief, and rolls a pair of natural 20s. Then rolls 7 total for stun (1d6 segments per stun for a total of 42 seconds) and even with the crap damage rolls of 3 and 1 for her 1d10+3 roll for each open hand, nails the chump in the kidneys for 10 x 2 = 20 total damage and crumples him on the spot.
Our party slaughters swarms of Bugbear guards in the dungeon level of the Steading of the Hill Giant Chief, but along the way, free a dwarf prisoner, an engineer from Ket.
With the information gleaned from him, they work their way back to Chief Nosra's secret treasure cache and make a leap of faith with the Drow Artifact, The Infinity Chain and arrive at G2-The Glacial Rift of the Frost Giant Jarl.
Elafonisi redeems herself this episode with multiple epic NAT 20s, nasty open hand stuns, and running down morale broken Bugbears before they can alert more guards.
The party discovers Chief Nosra's treasure trove and the Drow artifact, The Infinity Chain.