Shard Hunters

The Adventure Log and You!
A blog for your campaign

Here’s the deal:

I’m going to try and do what we have done and slacked on before with our actual adventure log, but here. Someone will be assigned to write up what goes down as we play (fun game moments, story, characters met) and then they will use their notes to update the adventure log. Feel free to write in whatever style you want. If you want to write from your character’s perspective, that’s cool. If you wanna just write in your notes, that’s hella cool too. If people want to tag team and have multiple people write up what went down in different posts to make them more complete, that’ll be good too.

Basically, just have fun with (doing my job for me) it!


Episode One Teaser
The Story Begins...

On the Pilot Episode of Shard Hunters…

We find our as yet unnamed group of Shard Hunters on the trail of an artifact known as Kobek’s Cube, which is said to lead it’s possessor to the Blue Shard. They enter a quaint, somewhat odd, town.

Where did our group get this lead? Where did they get the Black Shard that they clutch with such a white-knuckled grip? Better yet, how did they even become a shard hunting group to begin with? Or what do they plan on using the shards for once they get them?

Find out on the first episode, The Cube.

Prologue: The Rise

Our group of Shard Hunters stand in front of a glowing black hole, pulsing and writhing on the ruined wall ahead of them. One of the Hunters reaches out, black shard in hand, and slides it into the hole. It’s mad sexy.

Behind them, atop a small ledge against the wall, a blue hole begins to glow in the wall. Another Hunter climbs the short ladder up, as bird-like creatures begin to swarm into the room and attack. The Hunter pulls out the blue shard and places it in the hole in the wall.

A new glow begins in the middle of the ground. This one is red. The closest Hunter pulls the red shard from his or her pouch and throws it into the hole, dodging a swooping attack. The room begins to shake, and rocks begin to tumble down on top of the Hunters. The ceiling falls apart in pieces and the ground begins to rumble and rise up. More flying creatures attack. The ground rises higher and higher, teetering on top of something.

The Hunters continue to fend off attacks in the quiet of the sky. Suddenly, a giant hand comes from around the edge of the ruined piece of ground they stand upon and smacks down atop the Hunters.

The Rise

Things I Can Still Remember About Episode One: The Cube
Answer: Not Very Much

Let’s see.

Our intrepid group of Shard Hunters found themselves atop a cliff that overlooked the peculiar town of Rubik. This town was completely square, everything was cubes, and it was all on a grid and such. Our group, who still has no name so it’s kind of hard to write about them all as a group, was there is search of Kobek’s Cube, an artifact said to lead it’s possessor to the blue shard.

Los Cazadores descended the cliff and ran into the ruined, empty town. Literally ran. Arion decided to just run straight into things, and they ran directly after the first people they saw: a little halfling guy hanging out with a giant. And this giant was holding a huge chunk of metal.

They chased these assholes into an abandoned, ruined building and questioned the shit out of them. Eventually, more and more little halfling guys showed up, and a fight ensued. I believe it was just because they were pissing the small guys and the giant off. It happened to be that they too were Shard Hunters, and they had a lead on the shard in that they had this giant hunk of metal that they believed to be a key. They were called [[David, David, David & Goliath | David, David, David & Goliath]]. At least they had a catchy group name. Maybe I’ll make a wiki page for them.

So let’s see. Those dudes died. No sweat. Arion ran around some more and found a grocer within the town. Arion, through the graces of God and maybe some meta-gaming, decided to wait for the rest of Hunters Inc. to show up. Eventually, the grocer revealed to them who Kobek was and showed them to a secret room that he had kept hidden from the other Shard Hunters that had driven the citizens of Rubik out by their crazed search for the secret Kobek’s Cube. Apparently the giant metal thing they had with them could open it.

Meanwhile, the sociopathic bit of The Party of Crystal decided to set fire to the grocer’s store. Also, his name was Cecil. Just remembered that now.

So, what ended up being the coolest bit of gameplay almost the entire episode was the nice guys versus the assholes in trying to either set this place ablaze of stop it from burning down. As always in real life, the bad guys won and everyone was happy.

So, the secret door in the grocery store opened up to a stairwell which led down a long passage. Down this passage was a giant, cube shaped room filled with color, splendor, and spikes. And a lever. Which someone pulled. And that’s when the shit went down.

Colors burned, the room rotated, spikes hurt, blocks fell out and slid. It was magical. Eventually, the group solved the room and entered into the locked door in the middle of the front wall. This contained a chest with a letter from Kobek, a gray bag of tricks, and the Blue Shard. The letter read as follows:

“You’ve solved my cube, and as such deserve more than the meager contents of this chest. You will find another shard of crimson hue buried in a farmer’s field to the north on the outskirts of Vorpar, where the Lawrence and Nefarious Rivers meet.
Don’t worry. There’s no crazy cube puzzle surrounding that one. Probably.
-Ira Kobek”

Episode Two Teaser

On the next episode of Shard Hunters, we find our group walking along the long road to a farm near Vorpar in search of the red shard.

Things take a turn for the worse – and very, very different – in The Ambush!

Also, our own Ron steps up to bat in a special co-DM position for the episode!

Episode 2 - The Ambush

So, the Shard Hunters adventured in their First Mini Adventure down a pathway going towards the location of the next Shard. They stopped at an overturned cart (that looked exactly like their own) and saw nothing of note beside a mysterious blood trail (which was not Goblin). Cautiously (well, partly-cautious), the group followed the blood trail to an abandoned house.

Cascaedia had decided to walk alongside the group in the stream which ran parallel to the path, but, as he did not formally declare that he was no longer in water-form but had returned to human-form, the DM remarked that Cascaedia was not with the group initially at the table, that he had instead been lost in a lake, to which Mower protested:


After the issue of lake/no lake had been discussed ‘ad infurium’, the group decided that after exploring the house to the fullest and finding nothing but dust bunnies and detritus, that they would eat a meal at the fully-functioning dining room table. Soon enough, they heard mysterious noises outside…

The group in real life looks outside and they see a mysterious figure walk past the window in the real-life dining room… And the mysterious figure was Liz!

Jeremy remarks “Poor Liz, waiting around outside all that time whilst we were dicking around”
Crockett, who was making a guest appearance as well, had just roused from sleep and asks, “Did Liz get any scones or anything?”
Jane, hearing only part of this query, “Oh, they’re on the table in the living room”
Oh, tables, Cruel reminders of Brykenia (Liz’s character from back in the day could not succeed on an athletics check to jump onto a table, it was the first DnD Insider Joke)

Completely at a loss for what to do now, the fourth wall having been shattered by a teensy hammer, the group looks around at each other, until Ron, who was in cahoots with David for this episode, volunteers that “Maybe we should go look outside?”
“We should go outside, then?”
“Yes, we should ALL GO OUTSIDE.” Ron says, then racing downstairs to the basement and returning to meet us on the steps of the RZ hotel with lovingly-crafted cardboard weapons. A short sword for Cascaedia, a Cloud-style two-hander for Karasht, and two curved blades for Mu-Ahn. (Dekuuna, your faithful scribe, does not have a cardboard weapon. He fights with only his fists—BA)

Jeremy: “We’re LARPing. I’m so embarrassed. Can we get out of the front yard?”
Ryan: “Did you know that Erik was in a real LARP troupe once?”
All: “He was?!”
(And so we lamented Erik’s absence, trapped in the foul dungeon of RSL’s)
Ron (laughing): “Seriously, I think we picked the busiest time in Worcester”

Cars drive by, looking at us as if some circus side-show had been misplaced.

Ryan: “But guess what I have in my car!!”
Ryan emerges with a totally-befitting black opera coat, and dons it.
Ron decides to loot Liz’s bag which had been left on the stoop as she assumed her position on the lawn, menacingly clutching a frog and looking quite fierce. He finds Liz’s glasses, which he dons and is awarded a +1 bonus to perception by the DM as long as he continues to wear the glasses. Also in place on the lawn is Crockett, who is having a grand-ol’ time with that creepy puppet thing that David loves. There’s a solid five minutes of obscene puppet gestures, and then initiative order begins
And then Jeremy needs his cards
And then we all need pencils
And then David needs his white-board
And then…we start for real, rolling David’s giant red D-20 (purchased at PAX, of course).

We begin to move down the steps, counting steps as squares. After attacking both of the enemies for a round, it dawns on the Shard Hunters that they had never really ascertained that these fellows were hostile. Dekunna takes pity on Xanadu and asks what is going on and is given a sob-story about how he (Xanadu) had only been protecting his frog friend from the mean and clearly violent Shard Hunters who had been attacking him. Dekuuna asks for Xanadu’s word that he would not be attacked if allowed to walk by, which Xanadu gives…
And then attacks Dekuuna.
Oh, so naieve and trusting! That’s right, character, development

We valiantly strike out at our opponents and walk around the side of the house, where suddenly there are no more enemies… We continue to walk around until we reach the kitchen windows, where we are attacked by Drou raiders, who shout at us that we have stolen their shard (the black shard, in Mu-Ahn’s possession) and they are coming to get it back. But they all die, slowly, and laboriously.

In the midst of battle, Ryan hears the dulcet tones of steel drum music coming from what seems to be the crazy-backyard neighbor’s house. I come back from getting sweatshirts for Liz and I (it’s gotten cooler outside), and we hear it again, right near the house! We traipse into the front yard, still in our “battle gear” and discover A SHAVED ICE TRUCK! This is clearly the most awesome thing ever. AND, for the price of an extra-large, you got a FREE lei. To think, there are other people whose jobs involve dealing with idiots and wearing Hawaiian shirts! They also had a “flavor wave” station on the side of the truck, allowing you to mix-and-match many different flavors of sugar syrup and add as much as you want. And, they even had sugar-free styles (but Crockett was still in the backyard, so he missed out) Liz and David got a Cotton-Candy popsicle and a ChocoTaco respectively,

With shaved ice in hand and ultimate happiness radiating from our hearts (or at least mine, since shaved ice is one of my most favorite things ever), we vanquished the Drou raiders and then entered the house, ate chili and delicious rolls (totally unbiased recounting) and then retired to the game room for a rousing match of Halo. Later, reunited with the group after Halo, Jane and David played (old-school) Tetris competitively and then Jane and Jeremy played Dr. Mario with Ron and David serving as sports commentators, with Crockett as the “man in the field” who was sitting on the rug playing Minesweeper. After a tense series of “THIS IS THE LAST GAME” games, Jeremy switched off the Nintendo system and David and Jane went downstairs to play a game of Scrabble with words including “triaged” “voids” “cuvee” and “ilk”, which Jane denigrated into “milk”, because it was a 20 point word.

Good times were had by all. If I missed anything, feel free to add it in, or if I totally botched the recounting of things.

Episode Three Teaser

I know that the Adventure Logs for the prologue, first episode, and second episode have not been posted. But that’s not stopping me. You guys should try and get on writing those up.

Our Shard Hunters have experienced an epic adventure in a small town. They’ve experienced something completely different that has minutely hinted at the true goings-on and their backstories.

Now, get ready for a complete opening up of the mythology in the most revealing episode yet, part one of The Shard!

Very Mildly Important Announcement!

Just announcing the subtitle of Episode 3, The Shard. The full title is:

Episode 3, Part 1 – The Shard: Up, Up The Mountain

Episode Three Teaser Again
Not a board game.

Whether having ridden his donkey or having been saved by a fellow Shard Hunter, our heroes find themselves at the top of Makyne Mountain, directly outside the ruins of The Makyne.

What will they find inside? Why is it even a tiny bit important that I’ve sent them back in the past in this flashback episode? Do I even believe it’s a flashback episode? Well, no, because a flashback is when some one person remembers something from the past and then this is presented as such, whereas this is more just another adventure but taken out of order. I guess I answered that one. Umm, what else?

Also, if this is the past, what ever happened to Voltag and who is this Sizer fellow?

Find out next time on the completely board game-less third episode, The Shard, Part 2!

Up, Up the Mountain

So before I get into the adventure log for this week, I wanted to mention that “Up, UP the mountain” is funny to the group because of a non-DnD moment involving one of us (it was prolly me) insisting that Crockett needed to play the original Zelda in order to be a fully-formed human being— I mean, it’s the original Zelda… Anyway, Crockett is playing this and gets to the part in the upper right corner of the map where he must follow the advice of the old man in the cave and go UP, UP the mountain. Hilarity ensues as our notably-brilliant Crockett cannot seem to execute this order. *cue the Zelda secret noise

OK, so here goes.
Episode 3- Up, Up the Mountain
Present: David (DM), Jeremy (Cascaeda), Erik (Voltag), Ryan (Mu-Ahn), Jane (Dekuuna), Ron (Karasht)

The nameless group (DM “Seriously, you guys need to come up with a name… I’ve complained about it like, four times now…”) sits around a blazing fire in the dead of night (insert some beautiful poetic language describing the fire and the mountain behind the group). There’s a giant genasi with metallic wings walking around the fire, Sizor (not related to the other Sizor from Jeremy’s campaign). Voltag, a StormSoul is sitting cross-legged next to one of you guys. DM: “And it totally isn’t weird”

“We might be able to find shards hidden within the mountain, or clues to where more shards might be.” Sizor says, “Ready to go, then? No objections?” Up to the Makyne! (The Makyne is the fortress on top of the mountain by the same name, from where the shards originated.)

DM: I guess I should mention, you’re in a flashback episode. So, you’re playing at level 3 characters.
Jeremy groans alongside his printer as we re-print level 3 characters after just finishing getting our level 6 characters ready.

Jeremy (recapping): We are working for a watersoul named Sizor (not related to the other Sizor), and we have Voltag, the StormSoul ( Jeremy: I thought you wanted to be a PlagueSoul? Erik: I said I wanted to be the aspect of smelly dog farts)

We sit around for a while as things print off on attractive multicolored paper.
Erik brings in a giant red-tape Nerf bat “boffer” upon returning from a cigarette break: “So, how cool am I?”
Ryan gets the brunt of the abuse, followed by Jeremy.
Note: Did you know that “nerf” is an acronym for “Non-Expanding Recreational Foam?” Well, now you do.

DM: I need a sheet of that graph paper.
Jane: rips a sheet of graph paper
DM: Design your mounts. (One square) Everyone cries.
Ron: You needed a whole sheet ripped off for five squares?! Wasteful bastard.
We design our mounts as directed. Ron makes a goat, labeled goat. Ryan makes the electronic dog from…crap…who remembers? Erik makes a Segway (compete with speed lines), Jane makes a yak, labeled yak.
Jeremy: “This was supposed to be a giant frog but came out as a retarded umbrella.”

*Tabletalk “Ryan: It’s like salmonella just jizzed on my hands”

Ron: What other magical hoops are we going to have to jump through, DM?
DM: I’m asking you to play AND make the campaign so I don’t have to do anything…I’m kidding

David reveals a crazy looking map. There are circles, there are squares. There are all sorts of squiggly lines.
We roll initiative. FOR THE WHOLE DAY.
The order is:
Ryan, Jane, Erik, Jeremy, Ron
DM: We’re playing a board game. A DND board game. We’ll go over it as we play.
Each of your mounts gives you 1d4 of speed added onto half your speed. (3+1d4)
Mu-Ahn: Red dot NOOO!
Red dots are encounters It’s a chance space on green dots. There are cards for chance spaces and encounters. We all have different donkey cards with different stats.
DM: Each encounter space takes an encounter card, and a map, randomly.
Jeremy: It’s the magical card of shut-the-fuck-up.
DM: People on the same spot are in the same encounter. You get the same mini-map, and etc. (or ect, ect, ect) “S”s on the map are where you start. The mounts have to stand adjacent to you as well.You can give people help who are lower than you on the mountain but not higher (because then you’d be moving up on the mountain which wouldn’t be fair).

The encounter cards prove to be a bit of a struggle as we all seem to be unable to roll for crap. We dream longingly of reverse battles, but then quickly snap out of that, too.
There is difficult terrain on some of these maps, filled with mud and snails.

Mysterious yellow squares = trap. Roll d6 for a trap. FUN! We proceed along at a pace only slightly faster than actually scaling a mountain with donkeys, but receive a kind boost from the DM when he realizes that Ryan needs to leave at 8.
Holy Crap! The donkeys are powered up to d12s!!!

DM: No, I want the actual sound of this ghost sound, not a description!
Erik: And the ghost sound is… “Great Googley—Moogly” and the guy is confused.
We finally made it to the top. And by “we”, I mean Voltag and Mu-Ahn.

The Makyne is at the top of the hill.

In addition to gameplay, there was apple cake, there was apple cider. There were “apple jacks” and a momentous occasion as we finished off the Dewar’s that has been a function of our kitchen for the past year or so. Jeremy and Erik had a dueling-banjo laptop link-fest as we watched epic examples of comic timing “No, we just sell shoes.” and “ect, ect, ect”. There was also Scrabble which was almost as cursed as our D20 rolls for the day (dismally low and full of difficult letters at inopportune times, or at least the first part) and the exciting arrival of Fallout 3 New Vegas.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.