Well Met, Adventurers!

Welcome to “Children of the Ampersand.”

As with any newly discovered dungeon, you will want to tread softly so as not to awaken the monsters inside. Light a torch, unsheathe your dagger, and make sure you have plenty of snacks for the expedition.

Disclaimer: Children of the Ampersand is not responsible for the consequences of splitting up the party, swimming in a Elder Brain pool, trying to seduce the dragon, eating lunch with the Fey, failing an Ability check by 10, or casting a Fireball while in the Phlogiston.

Proceed with caution.

Fallout Wasteland Survivors

I’m painting some 54mm toys for use with my Fallout RPG demo. These are two Civil War soldiers from BMC that I bought at Hobby Lobby.

Fallout Super Mutant Brute

I’m painting some of the 54mm Toynk Nanoforce plastic toys for use in my Fallout RPG demo.

Fallout Super Mutant

I’m painting some of the 54mm plastic toys from the Toynk Nanoforce. I’ll be using them for my demos of the Fallout RPG. I’m using slapchop and dry brushing.

2: AGAINST THE WIND

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To reach a port we must sail, sometimes with the wind, and sometimes against it. But we must not drift or lie at anchor.” — Oliver Wendell Holmes

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The World Orrey


The Orrey of Worlds is an ancient, powerful device linked to the Prime Material Plane and its nine worlds. It allows for travel to and from these worlds.

1. Toril

2. Krynn

3. Oerth

4. Eberron

5. Athas

6. Nehwon

7. Mystara

8. Theros

9. Ravnica

Mutated Cow for FALLOUT

Spelljammer 1:7



NIGHTMARES

Less than 24 hours ago, your world was destroyed, and your life turned upside down. Since then, you have been informed of the bizarre history of a race of Space Elves, who kill other planets to keep their sun alive, including yours. You have discovered that there is a vast and complicated multiverse beyond your small planet, and you have been thrust unwillingly into a position where you must try to save your world and prevent other worlds from being compromised by the Space Elves. Needless to say, you are tired. As you turn in for the night, your mind and body happily shut down, and you fall into a deep sleep quickly. However, your sleep is not peaceful, and you experience strange nightmares that seem all too real.

In your nightmares, you wake up floating naked in a glass vat filled with viscous blue fluid. You notice that your companions are also floating in similar glass tubes. You instinctively try to break free, but no matter how hard you try, you cannot shatter the glass. Even the spellcasters among you seem unable to call upon their supernatural abilities. As you look around, you see a cat lying on a long rug in front of your vats, which are lined up in a single row in a large, richly decorated room. The cat opens its eyes, arches its back, and then yawns, showing its pink tongue and sharp, white teeth.

At that point, you jolt awake, fear lingering in your stomach. Daylight streams through a nearby window, indicating that it’s morning, and you realize that you’ve slept throughout the night.


GLITCHING IN PHANDALIN

You find yourself standing on the deck of The Lucille, taking in the breathtaking view of New Phandalin. The sun is shining brightly, casting its warm glow over the town. The townspeople are bustling around the town square, going about their daily business. Children are playing on a lush green field at the edge of town. Meanwhile, further out, workers are busily constructing log houses for the many new inhabitants of the frontier town.

As you gaze upon this idyllic scene, something strange happens. The colors blur and glitch before your eyes, and the world around you seems to stretch, shrink, and jump. Suddenly, you realize that New Phandalin has changed significantly. The log houses in the town center have expanded from fifty to sixty. Flowers and grass have replaced the packed dirt landscape in seconds. The muddy streets have been replaced by cobblestone pavements. The children playing in the field are gone, and instead, there is a vast cornfield. In addition, the ticky-tacky log houses have extended beyond the original town core, spreading several miles.

Gareth and Rania watched as Morkax and Arlen descended the walkways from the dock to the town. Arlen smashed in the door of one of the ticky tacky houses using his mighty wrench. Nothing happened beyond nearby workers coming to investigate the vandalism. He scolded the workers on shoddy craftsmanship then as they hurried off to get materials to repair the door, Arlen mended the door with a touch of his magical wrench.

Afterwards, they visited the lumber mill and ordered a few cords of wood for The Lucille. With that, the two returned to the ship.

At that moment, the Helmsman’s voice echoed throughout the ship, “Captain, we’re ready for departure. We should be in orbit at Toril in roughly 2 hours.” From the other end of the ship, you hear Captain Solomon’s voice shout, “Take us out!” The ship begins to shiver and hum slightly as it slowly lifts away from the docks positioned high above the town. You instinctively grip the railing for support as you prepare to set sail on the Astral Sea at dazzling speeds.


JARNATHAN AND PRISONER 13

In the frozen north of the Sword Coast on the world of Toril, there is a fortress prison called Revel’s End built to hold the most dangerous criminals of the region. One of the earliest prisoners of this prison is a dwarf named Korda Glintstone, also known as Prisoner 13. She has been in confinement for three years, and now as Magistrate Jarnathan departs The Lucille, she is escorted by armed guards onto the ship. Her destination is the brig, a special cell designed to hold powerful beings for transport.

Korda is a dwarven woman with tightly muscled body, red hair cut short, and wearing a simple white prisoner’s uniform. She has bronze skin covered in tattoos that stretch from her collarbone to her ankles. As she is led away by the guards and some of the crew members of Lucille, she surveys them with unimpressed eyes.

After a while, the guards of Revel’s End depart, and the Helmsman calls out to Solomon, “Captain, our course is plotted, and I’m ready to take Lucille out. We will be in Athasspace at the coordinates for the derelict Illthid ship in approximately 8 hours.” The Captain responds through the crew communicators from somewhere below decks, “Take us out. Alright, heroes, we’re on our way to salvage your ship!”


SALVAGE OF THE LUCENT EDICT

Eight hours later, what would be about 9 in the evening if you were on a world rather than in the Astral Sea, you feel the ship begin to slow and vibrate, indication that you’re reaching your destination. The Helmsman speaks to the crew in a disembodied voice that softly echoes through the interior of the ship: “We are arriving at the derelict ship known as the Lucent Edict. We’ll be in orbit around Athas, the homeworld of our guests.” A few seconds later, Solomon speaks through the communicators with a yawn: “Alright, heroes, it’s your time to shine. Meet me on the deck in ten.”

The Heroes of Athas boarded the Lucent Edict and slowly cleared the derelict ship room by room. They discovered several beheaded Mindflayers, killed within the last few hours by someone else who must have explored the ship. Heading down into the lower decks, the group was surprised by young Psurlon beasts that resembled spiders. These creatures are often kept as “guard dogs” by Illthid. The beasts must have escaped death by hiding, and attacked the crew due to their hunger.

After clearing the ship, Arlen discovered a Time Chest, a treasure chest that was bolted to the floor of the Lucent Edict’s lowest deck. The chest exists in all times at once: past, present, and future. Using it, items can be placed within the box and transferred through time. They were unable to open the chest until Breeze used his magical doorknob, easily opening the box.

Inside, Breeze discovered two items: a small diary and a metal scroll case. He quickly pocketed the diary, recognizing the carved symbol on the leather cover as his own personal symbol for signing documents. He handed the metal scroll case to Arlen who opened it, finding coordinates to a nearby location identified as “Tooplah’s Tower.” Arlen noticed that the document was written in his own handwriting, so he quickly stashed it without comment in his belt.

With the Mindflayer ship cleared and secure, the crew of the Lucille made ready to tow the derelict to The Rock of Bral. Solomon explained that he knew an old friend named Mirt who runs a “Spelljammer Academy” at Bral that would be able to retrofit the Lucent Edict for use by sailors other than Illithids. “He’s the only one I trust to do this,” explained Solomon. “He’s a good man, and he’ll do the work for a good price. Even run a tab for you until you can get enough gold together.”

It wasn’t long before the Lucille was soaring through the Astral Sea again, towing the Lucent Edict behind it. Solomon said that he would drop the Heroes and Prisoner 13 off at New Toril, and then continue towing the Illithid ship to the Rock of Bral.

“Deliver that prisoner to Thornton at the Miner’s Exchange. Collect the fee, but remember I get half of that. You keep the rest to put towards fixing up that ship. Arlen, Rania, and V can make use of the Second Wind and meet us at Bral in a few days. Dock in High City and look for the rest of us at the Happy Beholder.” He paused and shrugged. “See if you can’t get Commodore Krux back into the swing of things. I think he could be helpful in the fight against the Space Elves.”

“Captain,” the Helmsman called out. “At present course we will be in Realmspace and New Toril in roughly 8 hours.”

Solomon winked at you. “Get some rest, you lot.” He smiled. “You’re gonna need it.”



DuB

“Are you in need of some Med-X? There’s a ruined city called DuB, located approximately 100 miles south of The Pitt, that might have some. It’s a small town with no rulers, and most people avoid it due to the risks involved. However, the rail line between the Big Apple and The Pitt runs through DuB, making it a point of interest for some. The city is infested with dangerous critters, and most people say it’s not worth the risk to explore it, regardless of the treasures that might be hidden within. But if you desperately need Med-X, you could try your luck in DuB. Just remember, it’s your call. After all, it’s your neck, not mine, stranger.”

that70sgame FALLOUT REBLOG 2

that70’sgame FALLOUT REBLOG

Strikeforce Grey Investigations

Strikeforce Grey Badge

Khef, Nadarr, and Mikael spent nearly a full day after their First Watch as Neverwinter Peace Officers investigating various key points of information.

Khef visits the six Royal Families in Bluelake District. He discovers that these 6 families are “old money” within the Neverwinter hierarchy of nobility. Meaning that these families were the surviving noble families from the founding of the city, thus referenced as “The Royal Families.”

The other ten or so noble families in the city were “transplanted” within the hierarchy by Lord Neverember when he came to power in 1467. Neverember brought these noble families with him as “campaign” supporters. The noble families donated large sums of money to help Neverember rebuild the city of Neverwinter in return for granted lands and titles. All of the noble families reside in the Protector’s Enclave district.

Bluelake Royal Families (link)

Khef also interviewed the surviving adult heirs (who are thought to be the next possible victims) within the Royal Families, namely the Blacksmith (Owen Hawkwinter) and the Scribe (Malcom Brokengulf.) Both men are under careful watch by the Neverwinter Guard.

Khef carefully asks them several questions regarding the murders and kidnappings not mentioning Vecna in any way. This turns up these key points:

1. Owen and Malcom both seem to be very fearful that they are the next targets for the murderer. However, Malcolm seems much more dramatic and less sincere in his fear, hinting he’s not really as afraid as he’s putting on.

2. Owen and Malcom both have one skilled laborer who assists them in their work. Both assistants were uncooperative during questioning and kept asserting they knew nothing of the murders beyond what they have read in the newspaper.

3. Malcolm Brokengulf seems to be a heavy drinker and smelled strongly of alcohol.

4. Owen and Malcolm both said that the family nannies often took their missing child siblings to the park at Broad & River to play. All six of the Royal Family kids loved playing at the park. Both admit that their parents probably have no idea about this fact because they aren’t as involved as loving parents as they should be because they are busy with politics and business. They nannies still take the remaining non-adult children to the park every Thursday around 3 in the afternoon.


Mikael investigated the flowers left on the pillows of each kidnapped child (under 18) heir to the Royal Families. At the Hall of Justice, he spoke to a Tiefling Investigator and uncovered some interesting information regarding the flowers.


Nadarr does some scouting and stakeouts at the Park and the Feral Dog pub.

The Park is rather small. It features an elaborate flower garden featuring petunias, roses, and tulips; a playground; and two large Ash trees that are protected by iron fencing. The two trees have grown together creating a beautiful natural work of art. A sign on the iron fence explains that these trees are the only surviving trees planted by the Elven founders of the city over 1500 years ago.

The Feral Dog Pub is located in the Chasm District of the city. This District has a tragic history. The Chasm occupied what was once the districts known as the Arcanist Quarter, destroyed during the cataclysm that followed the eruption of Mount Hotenow a little under 50 years ago. Because of that, the surrounding areas were in utter ruins, a maze of destroyed buildings and clotted streets.

However, in 1487, Lord Neverember focused his efforts on rebuilding the city including sealing off the Chasm. With the efforts of several powerful wizards led by Lady Cattie-Brie of Luskan, the Chasm was sealed in 1489.

Now the District is still the poorest and least repaired District in the city. Dwarven workers are slowly repairing the ramparts and outer walls. The land and buildings within the city are considered “open settlement” for anyone who wishes to occupy and develop. Many of the structures remain in ruins, abandoned, or simply inhabitanted by squatters who live there but aren’t rebuilding their “homes.” The main feature of the district is a huge tent city of homeless, poor, and destitute citizens of Neverwinter.

The temples of the city send “missionaries” into the District to provide care to the inhabitants. These missionaries are low ranking initiates of the temples. The only “official” temple in this district is that of Helm.

The Feral Dog pub is a ramshackle two-story building. It serves meals free of charge three times a day to citizens of Chasm District in the al fresco (outdoor) seating.

Paying customers are permitted inside. It costs a Silver Coin to enter and then customers are limited to the first floor but can choose from the daily menu that features four decadent featured meals daily cooked by the resident chef. The most popular feature if the Feral Dog is the immensely strong Dwarven Ale important from Icewind Dale. The Feral Dog is the only place in town that serves this drink. (It’s illegal everywhere else in the city as it’s considered too strong for legal drink.)

From the looks of it, the pub feeds about 800 meals to the inhabitants of the District city three times a day. It’s constant work to provide the “soup kitchen.”

Lastly, it’s well known that Doctor Filge operates his office in the second story of the pub. Filge provides medical care to anyone who is a paying customer at the Feral Dog. Additionally, once a month at the end of the month, he makes rounds through the tent city offering free medical care to those in need.

Nadarr notices that the pub has a constant flow of paying customers throughout the day, including Malcolm Brokengulf who arrived at the pub around 8 in the evening.

As of the next session, none of the Playing Characters have actually entered the pub … Yet. That’s set aside for next session.


NEW TORIL


Spelljammer Planet Types


New Toril is a newly colonized Earth World with only one true settlement, named New Phandalin. The world is about half the size of Toril, the planet it was named after making is a spherical Size D earth celestial body. The planet is approximately 71% land and 29% water. It is located in the Realmspace system.

The majority of the planet’s biomes are forests and jungles. New Toril was chosen for colonization for its rich mineral and timber resources.

Native species of creatures are numerous. The main humanoid inhabitants appear to be mainly Goblinoid. New Phandalin’s location was chosen in a sector of the planet that seemed to be uninhabited by these native Goblinoids.

CRIME SCENE EVIDENCE


MURDER VICTIMS:

1. Maximus Ammakyl (Jeweler)

2. Arlene Agundar (Tinkerer)

3. Leif Deepwinter (lawyer)

4. Damile Spencer (Florist)

INFORMATION:

Perkins (Priest of Torm and City Coroner) was unable to use Speak With Dead on the corpses of the victims. His reports specifically say: “It appears that some strange enchantment is preventing them from speaking, almost as if they are unable to share their secrets.”

He sent word through the Message Station to a cleric of higher rank in Baldur’s Gate named Priam. Perkins report for each victim is straight forward and simple, but holds the following point of interest: each victim had an identical tattoo on their left  interior arm: a purple hand holding an eye.



Priam’s documentation is extensive and uses more complicated, professional jargon. He reports that each victim had the same response when he questioned them under the Speak With Dead spell: “I can’t remember. My secrets have been stolen from me by HIM.” He adds that when questioned as to the identity of “HIM” the victims each answered: “I dare not speak his blasphemous name for fear that he will gaze upon me.”

Priam also notes the identical tattoo on the underside of each victim’s left arm. He comments that placement seems to allow for concealment of the tattoo. Priam writes that he with speak with his associates to research the symbol further.

The report about the suspect that was killed on the playing character’s First Watch was inspected by Coroner Perkins. The report says that he is a unknown male of approximately 24 years of age. He is missing his left eye and the socket was healed naturally with significant scar tissue. Cause of death is listed as a mixture of lacerations and supernatural injuries inflicted while fighting with city peace officers. A point of interest is that the victim smelled strongly of alcohol and it is presumed that he was a heavy drinker. His feet were found to be mildly infected by a fungus common with inhabitants of the city sewers.

Perkins comments that many times the destitute and homeless make their home in the city sewers and this infection is commonly seen. The results of Speak With Dead were inconclusive. Perkins notes that this phenomenon is a new one and disturbing. The man’s response to all but one question was: “The Whispered One watches and so I dare not speak his name.” When Perkins questioned about the missing children, the dead man replied: “Agatha has the children. Seek the tree where Broad meets River.” Perkins comments that this intersection of streets is near a small park in the River District.

Private Green and Detective Woods interrogated the prisoner. Woods used a combination of Friends and Zone of Truth to loosen the prisoner’s lips. In addition, a dose of Truth Serum had to be injected before the prisoner would comply. He identified himself as Scott Kerns. He said that he lives at a pub called The Feral Dog near the city’s tent city. He refused to give sny details about his employer, religious affiliation, faction, or part in the murders of the royal family victims, instead repeating the same phrase: “The Undying One watches with his untiring eye and I dare not speak his name lest I draw his attention.”

He confirms that he assisted in killing the two Peace Officers found at the scene of his arrest. He explained that they were in the wrong place at the right time. Prisoner Kerns affirms he and his slain accomplice were assisting someone named “Filge” escape detection by getting the attention of the arresting Peace Officers. Information regarding “Filge” is he’s a physician who provides care to the poor from the Feral Dog pub.

Sergeant Knox would like Strikeforce Grey (the playing characters) to forgo their patrol duty and instead follow up on information regarding The Feral Dog and Filge. In addition, investigate the park regarding the missing children and the suspect “Agatha.”


EVE OF RUIN NPCS

These are the important Non-Playing Characters for the campaign:

Sergeant Alphonse Knox: Leader of the Neverwinter Guard

Mordenkainen, Lord Mage of Greyhawk

Tasha, The Witch Queen

Elminster, Sage of Shadowdale

Alustriel Silverhand, High Lady of the Silver Marches

Laeral Silverhand, Open Lord of Waterdeep

Dagult Neverember, Lord Protector of Neverwinter

Sergeant Alphonse Knox, Neverwinter Guard

Delvin & Kevori Feanhart, Neverwinter Guard Investigators

Perkins, Neverwinter Guard Coroner

Priam, Medical Examiner from Baldur’s Gate

Agent X, Lord’s Alliance Secret Agent in Neverwinter

Starting Magic Items

These are the magic items available for selection at TIER ONE. Although The Wizards Three and Elminster have the trust of Open Lord Laeral Silverhand, you have yet to earn her confidence. While she is willing to provide you with magical items from her vault, she understands the importance of caution when dealing with unknown adventurers and will not distribute powerful weapons to unproven individuals. Therefore, you may choose 2 Uncommon and 1 Rare item from the following list:

UNCOMMON:

A +1 weapon the type of your choice, standard material

A +1 armor of your choice, standard material

A silvered weapon of your choice. It is otherwise normal.

A wooden or metal shield embedded with a Ruby of the War Mage

A Bag of Holding

Bloodwell Vial +1 (You can’t choose this if you chose the Rare Version)

Googles of Night

Lantern of Revealing

Periapt of Health

Wand of Magic Detection

Ring of Swimming

Rope of Climbing


RARE:

Any Armor of Resistance (light, medium, or heavy)

Moon Sickle +2

Feywild Shard

Astral Shard

Bloodwell Vial +2 (You can’t choose this if you chose the Uncommon version)

Chime of Opening

Bell Branch

Dagger of Venom

Portable Hole

Bracers of Defense

Ring of Spell Storing (contains a single use Mass Cure Wounds stored in it, after that it is empty and you’ll have to store spells in it)