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Milo's Homebrewed Story Hour (Updated 7/9/03)

Milo Windby

First Post
Hey everyone!

This will be where one of my players will be posting a story hour based on my first attempt at DMing. The world is home-brewed and very young. Feel free to post away here once we get the stories posted. I don't know how well our story hour author will take criticism, but as a DM I'm always open to suggestions. The thread title will change once a story gets put in here.

I hope you all enjoy!

group2.jpg

This was done by a friend of mine at work, Jon Maki. Very nice, very free, I'm very grateful.
Starting from the left:
Ramzina Fnippermore (played by my beautiful wife who is known on the boards as Brigit Deeperdown), Arwen, Luxar, Ulfgar, Zul, and Hurrell.
 
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PC Stats

After seeing how long one PC stat block turns out, I've decided to move the PC stats to the Rogue's Gallery. They can be found here.
 
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PC Bios

Here are most of the bios. For reference the party is as follows:
Ramzina FnipperMoore - Gnome Illusionist
Arwen - Elf Rogue
Luxar - Half-elf Cleric of Pelor
Ulfgar - Dwarf Barbarian/Fighter/Battlerager
Hurrell - Elf Ranger/Deepwoods Sniper
Tat Hathu - Elf Bard/Fighter
Zul - Human Druid

Ramzina FnipperMoore -
I am a gnome from the town of Biffur. I ran away after being told from the head mage that I was useless and would not amount to anything. Now I am out to prove that I can be the best wizard ever. And I will not return home until I can show Biffur what I have become. I miss my family and friends terribly. But I made a vow to myself to not return home until I can knock some sense into the head mage.

Arwen -
I grew up in the streets of Summural. My parents died in a factory explosion in the Alchemy District. I learned to survive on my own in the streets. I've refused repeated offers from the theives guild and eventually decided to join the militia to escape their increasingly violent overtures.

Luxar -
Luxar is a half-elf that never meant to be a cleric. Pelor came to him in a dream after a heavy night of drinking and fooling around with the local tavern owner's daughter. Pelor spoke to him and showed him visions of what the rest of his life would be like if he continued wasting it on women and alcohol. Luxar awoke from this dream in the arms of the beautiful daughter of the tavern owner. At this point he did not take heed to Pelor's visions and started to close his eyes. Then right as he was about to fall asleep again the tavern owner broke in to the room with an axe and almost killed Luxar. Luckily he was able to make it out of the room alive and with all his important parts still intact. He knew that this had not been a coincidence and that what had happened was one of the visions of his future that Pelor had showed him. Ever since that day he has quit drinking and sworn his life to spreading the word of Pelor. It is hard for Luxar to stick to being a man of god since he still enjoys the opposite sex very much. This at times tends to get him in to trouble with the local men in the towns he visits. At present he has been sent by his order to retrieve a stolen artifact of his church. This artifact is known as the Talisman of Pure Good and can be used to cast evil beings into the center of the earth. His quest has brought him to the city of Simmur. He has heard word that the Talisman has passed through the streets of this city. He decides to join the militia to get help on his quest for the Talisman and to spread the word of his god Pelor.

Ulfgar -
Ulfgar, son of Ulfgeret, comes from a long line of Dwarves who dwell within the Drakor Mountains. Mountain Dwarves are rather quiet and reticent, but as solid and dependable as the rock from which they carve their homes. They are strong and brave, and have great liking for strong drink. Their chief love, however, is precious metal, especially gold. Even so, a mountain dwarf will never take anything he has not earned.
Ulfgar was taught from a young age how to mine the caverns. Ulfgar continued his father's work up until the age of 70 when he was released from the mining due to his foul temper. Ulfgar would break expensive equipment in his rage and clumsiness. He worked until his father began to notice the profits were low in their family and demanded that Ulfgar leave the mountain in order to learn to control his anger. Ulgeret told him that he could return home once he had accomplished that goal.
Out of the mountain he went in search of a way to release his rage. The first town he came to was Ildaris, City of the Moon. After one week of searching, the town council demanded that he leave the city at once; he had made the mistake of tearing down the local tavern while drunk one eve. On his way out of town he ran into a little gnome who introduced himself as Lit. "A chance meeting," Lit said. "I suggest you enlist into a militia, an active one at that. Head for Simmur, I've heard they are in hard times these days." Ulfgar took his advice and set on the South Road towards Simmur hoping to put his anger to good use and to understand himself better so that he could one-day return to his family. It was also his intention to bring home a fortune to repay his debt with his father.

Hurrell -
Hurrell was born and raised in the Elvish city of Lothlohan, approximately three weeks southeast of Simmur. Growing up he was the only child of elderly parent, a woodsman and his wife. He'd been allowed free reign of the nearby forest when he showed a keen interest in it as well as the neighboring woodland animals. He'd seemed to have a natural talent for the bow, as well as the patience to spend hours in stalking his prey in order to get the surest shot possible. He'd always seemed to have a tie to Ehlonna and her followers, even before he'd started his training as a Ranger. Some of his first lessons were learned through watching the elven hunters. They being at first amused at the young boy's attempts to follow them, then eventually pleasantly surprised as he grew able to do so unseen.
Hurrell had even impressed one of the hunters enough to take him under his wing. At first he was used as something of an errand boy when needed, then aiding in the hunt as he showed growing skill. Over time he'd grown bored with life around the small hometown he'd known and on the day after his 100th birthday he started his journey to Simmur. He left most of his belongings beyond his simple long and short swords, a pendant engraved with the image of an oak tree as a parting gift from his parents, and his bow. He trusted to his own woodland skills to find food through his journey to Simmur. Upon reaching Simmur he spent the first few days getting accustomed to the larger city and the variety of different people before enlisting in the local militia in hopes of making his fame and fortune.

Zul -
My father was a woodcutter and my mother was an herb woman. Our family made our living on the edge of the elfin forest selling wood and herbal concoctions to passing travelers and people from the nearby village. I like to wander in the forest as I was growing up and came to befriend a few small animals and birds. One day as I was late returning home I heard a band of orcs pass by me. I started to run home when an elf, seemingly out of nowhere stepped out in front of me and said "Its too late young one. The orc attack has ended. Your home and the nearby village has been destroyed. As we speak the elfin warriors are dispatching the orcs. Return with us to our forest and we will see what is to be done with you." Once in the Elfin forest I was befriended by and old (even for and elf) druid. He began to teach me the way the forest and how nature truly works. As my studies progressed I felt the increasing desire to travel west and see the human lands again. After long discussions with my elfin teacher it was decided that I should leave and find out what is drawing me to the west. During my travels I heard of the reopening of the mines even though the elf's who raised me had warned against it. There are uneasy rumors about gnomes killing miners and people disappearing around mines. The woodland creatures are avoiding the mining entrances and don't know anything of what is happening below. I meet and spoke with Captain Patina of Riddick, the town closest to the mine opening, about this and he informed me that a group had been put together to find out what is happening down there and they had left the city recently on their way back into the mines. So I hurried out of town to meet up with the adventurers before they re-entered the mines.
 
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Setting the Stage

Thanks Piratecat! I'm happy to hear that. :)

Below is the write-up I handed everyone at the beginning of this campaign to set the stage. I'm going to try to get the map I handed out scanned as well. Please excuse the breathless quality of the piece, I was trying to compress as much info to as little space as possible in order to keep the attention of the less-interested players.

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Simmur is a bustling metropolis surrounding Castle Simmur. The city sits on the bay of Simmur, so named for the late, benevolent king. His rule had lasted almost a century, during which he defeated the drow hordes of the north and built the kingdom in which you now live. He is long lamented. Black banners still hang from the central city light posts as well as black curtains in the windows of those that can afford such a luxury, though more than a year has passed since his death. He died peacefully in his sleep. His son, Simmur the 2nd is too young to take the throne. The king's steward, Philian, has taken the affairs of the kingdom in hand and rules in his stead. Philian is well loved by the people and was the most trusted advisor to the late King Simmur. There are many that would rather see Philian retain the throne. Simmur the 2nd is a spoiled child doted on by would-be advisors that try to bend his ear to their interests.

The court wizards are comprised of nearly 50% gnomes as well as humans, half-elves, and elves. The Head Wizard Gralman is a good man and he keeps the infighting in check. There is also a strong gnome faction in the court. They are vying for access to closed mines in the nearby Spine of Ezekun mountain range. The court consists of every good-aligned race in the known world, including peaceful forest elves petitioning against the pollution opening the mines would cause. The gnomes have been generally good willed in their attempts to gain the mines, but there are those that believe they will stop at nothing to gain access.

The known world is generally peaceful, but the drow are always scheming. Beasts and creatures roam the countryside but stay off of traveled roads. To the northeast is the dreaded Darkened Forest, filled with orcs and other goblinoids. It is a place that is very unfriendly to outsiders. North of that is the Spine of Ezekun Mountain Range, leading to the enormous Mt. Ezekun. Mt. Ezekun is home to an ancient gold dragon, though he has not been heard from in recent years. East of the mountain are the Foothills of the World mountain range, dominated by evil dragons led by an ancient chromatic dragon who also hasn't been heard from in recent years. The River of Intem pours from Mt. Ezekun, becoming Dragon Rapids. The rapids lead to Lake Evida, a body of water rarely traveled by boat. Another river leads from the Darkened Forest to the Simmur Bay, The River Eld which becomes the Simmurian River before it reaches the bay.

Much is not known of life to the far north besides the ever-dark kingdom of the drow. Near Simmur to the east are the Farming Plains, vast fields of grain and livestock that supply the kingdom. South of Simmur is the city of Simmural, the capital's daughter city. It sits at the mouth of the bay and is a thriving port town. Across the mouth of the bay is Trope, the half-elf settlement. The half-elves broke off from Simmur years ago and created a bustling port tow. North of them is the gnome capital of Biffur. They are tinkers as a people and are very interested in the mysterious ores that can be mined in the Spine of Ezekun range. Farther east of the farm plains, across the river, is the Elven Forest. Home to, of course, the forest elves, they are unhappy with the pollution that will flow down small tributary rivers that stem from the River Intem if the mines are re-opened. To their east is the halfling home, Dumbled Shires. The barbarian tribes roam the Fam Plateaus to the shire's south.

Your home, Simmur was built section-by-section radiating out from the castle. A fortified wall divides each radial section. The city developed over King Simmur's reign and had to be defended from wave after wave of the drow. Marketplaces are abundant and almost anything money can buy can be found. There are suburbs of the city consisting of huge manor homes built by wealthy citizens and wizards. The kingdom militia easily repulses occasional raids by orcs and goblins. An increasing plague of kobolds has been noticed in the past months. There have always been bandit attacks on the roads, but only in the less traveled areas, the kobolds are a break from the norm.

You each decided to join the city guard for your own reasons. Each of you has been training in your respective fields and has excelled beyond your trainers' expectations. You have received recognition for your quick advancement in your areas of expertise. Your training has now come to an end and you are preparing for your graduation ceremony and the ensuing celebration. Tomorrow you will be full-fledged members of the guard. You are aquatinted with each other from award ceremonies and passing each other in the halls. As you are preparing for the ceremony that day you are each called into the luxurious offices of General Corwin, master of arms and general of His Majesty's army. You are told to dress in your new field gear rather than your uniform. Curious, but not questioning orders from the general himself, you hurry to dress and pack for your appointment.
 

Re: Setting the Stage

Milo Windby said:
The king's steward, Philian, has taken the affairs of the kingdom in hand and rules in his stead.
Usurper! Violator of the throne! Stone him! Stone him!
 

Re: Re: Setting the Stage

Nail said:

Usurper! Violator of the throne! Stone him! Stone him!
Heh heh, no Nail. This is a good thing. Everyone likes Philian. Or do they? Mwah hah hah hah!

Still nothing on the writing front. I'm beginning to despair. Any ideas for motivating a writer? I've got to find some way to light a fire under him.

Hmmmm, fire, that could work...
 

Writer's block

...in some cases: some people just don't like to write stories.

In my Eaglesford Campaign I asked if any of the players were interested. I got a universal, unequivical "No!" for an answer. So...now I'm writing it up. I've asked a player to help with the note-taking, though. Still thinking about trying that "tape-recorder" idea.

Then again, other potential writers just need a little nudge. Upside the head, with a club. One tender love-tap later: insta-story hour writer! :)
 

I look forward to reading about your efforts as DM, Milo.

Besides your wife, any more familiar faces from the "other" story hour? I'm curious what sort of plans you have for Frog if he's on the recieving end of an inspired, fiendish DM mind.

As I've never bothered to write up any campaign I've been in, I'm probably not the best person to offer insightful suggestions. Would an XP bonus serve as sufficient incentive?
 
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Besides your wife, any more familiar faces from the "other" story hour? I'm curious what sort of plans you have for Frog if he's on the recieving end of an inspired, fiendish DM mind.

No Frog, Mazi, or Jer in this game. Right now I barely have time to DM the one game, let alone play in another. I would love to play and I actually have a standing invite to yet a third game...but I just never seem to have the time.
 

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