Gaming Group Turns 21! (OT)

Silver Moon

Adventurer
My Dungeons and Dragons group had its first game on May 24, 1982, so today is it's 21st Anniversary. Tomorrow we begin our 22nd year with Game #862. Four of the founding players and four of the original playing characters are still active in the campaign.
 

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four of the original playing characters are still active in the campaign.

Lemme guess?

25th level Magic-User
27th level Fighter
32nd level Thief

...and the barbarian is finally up to 9th level?
 



Cedric said:
Lemme guess?

25th level Magic-User
27th level Fighter
32nd level Thief
...and the barbarian is finally up to 9th level?

Surprisingly no, because each player has between 4 and 10 different characters who they alternate from module to module. Of the original four characters the druid Serita is 12th level (the highest level character of the entire group), the fighter Narg is 9th, the cleric Timothy is 7th and the magic-user Kharole is 7th.

The Story Hour for our first six modules can be found at the following link:

http://www.dfforum.org/forums/viewtopic.php?t=1481

While our current adventure (Module # 117) is at this thread:

http://enworld.cyberstreet.com/showthread.php?s=&threadid=37644
 
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I haven't even known the players in my group that long (17 years being the longest friendship in our crew), and one player is not yet 21 himself!! What a cool anniversary/birthday to celebrate -- CONGRATS!!

BTW, would you care to share some of the highlights (and lowlights) of those 21 adventuring years with curious minds?
 


Quickbeam said:
IBTW, would you care to share some of the highlights (and lowlights) of those 21 adventuring years with curious minds?

Wow, what a loaded question! I'd say the highlight of our gaming group's history would be my wife's wedding & mine. While not actually part of a game, our rocky courtship probably wouldn't have survived without the weekly gaming group. Most of the group was also in the wedding party. 14 years and 3 children later I would say it has been a success.

As to our best modules, they would be:

Module #1, "Search for the Rod of the Seven Parts" (1982-83). Our first module, which can be found at the link in my above post (as Chapters 1-22).

Module #34, "Dwellers of the Forbidden City" (TSR Module I1) (1986). It concluded with the party establishing the city and its island as their home base.

Module #51, "Return the Rainbow" (1989-90). The world becomes black-and-white and the party must venture into a mystical realm to find and return the Cup of Color to restore it.

Module #64, "What if Denny Had Lived?" (1992). Our 10th Year Anniversary module. A villain had gone back in time and prevented the events of the first game night from happening, simply by killing a single orc. Six of the heroes, who were dead in the new alternate reality, had to go back in time in spirit form (as per the D.C. Comic "Deadman") and re-right history.

Module #83, "Chariots of Water" (1996). The party is transformed into aquatic humanoids to recover an artifact lost in a shipwreck. It concluded with an underwater version of a Ben Hur style chariot race.

Module #94, "The Ghost of Mistmoor" (Dungeon Magazine #35) (1998). An excellent ghost story, which all of the players thoroughly enjoyed.

Module #100, "Chinese Take-out" (2001-02). It combined the Forgotten Realms Kara-Tur gaming suppliment and the Darkhold Castle gaming suppliment. The climax battle took place on the Abyss, using Planescape information found on the Intenet. The Story Hour is posted at the following link:

http://enworld.cyberstreet.com/show...42&pagenumber=1

As for 'low-lights', that would be Module #6, "The Caves of Thibaultia" (1983). The group almost broke up during this one, due to a combination of a heavy-handed DM, an excessively deadly module and a male player making inappropriate advances to a female player. I am currently posting that disaster (with assorted side notes) as Chapters 28-33 of the same 'Early Years' thread posted with our first module.
 
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