mirkwood

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  1. Like
    mirkwood got a reaction from JohnsonJones in Priesthood timing   
    disavow: deny any responsibility or support for
  2. Like
    mirkwood got a reaction from askandanswer in Priesthood timing   
    disavow: deny any responsibility or support for
  3. Like
    mirkwood reacted to NeuroTypical in The Hobby Thread   
    I keep all my stuff in boxes, so when the grid goes down and society collapses, I'll have something to teach the youth to occupy them during their downtimes.  
  4. Like
    mirkwood got a reaction from LDSGator in The Hobby Thread   
    Played again last night.  Lots of trolls, evil treants, weird plants and ghouls.
     

     

     
  5. Like
    mirkwood got a reaction from NeuroTypical in The Hobby Thread   
    Played again last night.  Lots of trolls, evil treants, weird plants and ghouls.
     

     

     
  6. Like
    mirkwood got a reaction from zil2 in The Hobby Thread   
    Played again last night.  Lots of trolls, evil treants, weird plants and ghouls.
     

     

     
  7. Like
  8. Like
    mirkwood reacted to mikbone in Countdown to presidential election begins   
    I’m torn about voting.
    I greatly dislike both options.
    Also, since I live in CA my vote does not matter.
    Thrilled with 2/3 of Trump’s Justice picks. 
    Democrat supreme court nominees are the pits.
    I’d rather that foreign nations deal with Trump than Biden or Kamala Harris.
    Since Pence was on the ticket voting for Trump was less nauseating.
    Fingers crossed that Trump picks a good VP.
    I have no hopes for the Democrats…
  9. Like
    mirkwood reacted to mikbone in Great News!   
    Figured we needed a positive thread.  
     
    My son freakin loves his mission.  When he got called to Farmington NM I sighed. 
    I hate NM.  Got like 3 speeding tickets going thru a 30 mile stretch (NE corner of the state) back and forth from Texas and BYU during undergrad.  Total speed trap 65 MPH on Texas side and 55 in MN - and no one lives along the road, its totally abandoned other than dirt, weeds, scrub trees and cops dispensing citations!
    Anyway, he has been in the Zuni Pueblo for 3-4 months and absolutely loves it.  Lots of service (mostly chopping firewood).  Confiscating alcohol from the members and the occasional dime bad of cocaine.  Had to explain that we don’t take possession of illegal substances.  And teaching the gospel.  
    His letters are great.  And his attitude is spot on.  The ward Sunday attendance has gone from < 10 to over 40.
    Once again the Lord knows best.
  10. Like
    mirkwood got a reaction from NeuroTypical in Ezra's Eagle   
    Interesting.  Though I'm always leery when people place dates.
  11. Like
    mirkwood got a reaction from Traveler in Ezra's Eagle   
    Interesting.  Though I'm always leery when people place dates.
  12. Like
    mirkwood reacted to The Folk Prophet in Countdown to presidential election begins   
    This sums up reality quite nicely.
  13. Haha
    mirkwood reacted to Vort in Countdown to presidential election begins   
    If that's the case, then how can you think that Trump vs. Biden 2024 is "the same thing" as Trump vs. Biden 2020?
    (I didn't see that TFP had already made the same observation immediately after your post. If I had seen that, I would not have made the comment. Another lesson to me about how I should read the whole thread before responding. But it's not my fault that I don't learn. If the list gods wanted me to learn, they wouldn't keep giving me the same ineffectual lesson. They must be insane.)
  14. Like
    mirkwood reacted to Vort in Countdown to presidential election begins   
    Do you hear yourself? "Even if the election actually was stolen, it's a losing issue for Republicans, so they should quit bringing it up."
    Are we as a nation truly so cynical and jaded that we would accept such a thing? "The issue of our fundamental freedoms doesn't poll well, so let's change the message."
    I am sure there was widespread fraud in the election, as there probably has been for at least twenty years, likely longer. I am absolutely sure that absentee and mail-in ballots are insecure, and have little doubt that's why the Democrats push for them so hard. I do not know if such fraud actually changed the election outcome. I choose to believe it did not, because if it did, we're screwed. But to say that we shouldn't talk about the issue because it doesn't poll well is breathtaking, and not in a good way.
  15. Like
    mirkwood reacted to Vort in Countdown to presidential election begins   
    A reasonable summary of my feelings.
  16. Haha
    mirkwood reacted to Phoenix_person in Countdown to presidential election begins   
    You sure about that? 😬

  17. Haha
    mirkwood reacted to Vort in The Hobby Thread   
    At my best, I could turn the machine over pretty regularly. (Of course, playing that much often made me want to turn the machine over in a more literal way.)
  18. Like
    mirkwood reacted to LDSGator in The Hobby Thread   
    Have you ever seen someone who is really really good play Defender? The little ship moves so quickly around the screen back and forth! It’s actually quite impressive.
    I’m awful at that game. 
  19. Like
    mirkwood got a reaction from MrShorty in The Hobby Thread   
    We had a good six hour D&D session last night.  Players are currently in a massive caver in the Underdark with a strange corrupted forest.  They spent most the night fighting strange trolls and strange plants.  
  20. Like
    mirkwood got a reaction from NeuroTypical in The Hobby Thread   
    A sample of the current area my players are exploring.
     
     
     
     
    The Verdant Cavern
     
    This massive cavern is warm and humid.  There are several points of interest, all of which must be encountered to assemble the key into the final areas leading to a confrontation with the evil druidess.  The dark Ranger will be encountered again in this adventure.  The cavern is about 1.5 miles long and wide.  The evil druidess Marisil inhabits and controls this sub level.  She has ties to one of the apprentices of Halaster, to be determined later.  Druid spells function normally in this cavern, as though the PC was outdoors.
    The lighting in the cavern is like that of sunlight behind clouds.
    The entrance to Masil’s cavern is locked.  The broken parts of a stone charm are in four locations in the cavern that must be located, put together and placed into the “lock” of her front door.
     
     
    The areas are numbered, but can be encountered wherever the DM chooses in the cavern.
     
    1.  “The temperature of the tunnel has been slowly getting warmer.  Ahead of you some sort of light source begins to appear.  You walk out of the tunnel onto a shelf above a massive cavern.  Sweeping away from you is a massive forest, one like you would expect to find on the surface.  A fine mist obscures your view about a mile outward.  The walls stretch out of view into the mist as well.”
     
    The shelf has a “trail” that leads down into the forest.  If the PC’s check, they will notice an absence of animal sounds.  There is a deathly still in the air.
     
    “The trail brings you towards the floor of the cavern.  Shaggy trees reach uncomfortably close as you descend.  A sense of menace emanates from the shadows as you reach the floor.  On the edge of the forest is a small clearing, surrounded by stone menhirs, each about three feet tall and carved with spiral patterns, creating a roughly circular area about one hundred feet across.  You will have to pass between two of the menhirs to leave the shelf onto the cavern floor.
    Inside the circle you can see thick vegetation — rich green shrubs, some of which bear succulent berries or bright white or red flowers; small trees, their branches thick with fruit; thick growths of fern; and near the center is a great willow-tree, its ancient trunk black and gnarled. Its green and leafy branches seem to protectively surround a small hut with a round door and a stone chimney.”
     
    This is the only “safe” area within the cavern for the PC’s.  It was the home of the original inhabitant, a powerful underground druid, who was slain by Marisil.  While Marisil was able to slay the druid, she has been unable to break the power of the menhirs, which function as a giant circle of protection from evil.  The creatures of the evil woods can penetrate the barrier, but suffer the effects of a protection from evil spell.
     
    Inside the hut are a few house items, a bed, a table and two stools.  There is nothing of value here, except a “safer” place to sleep.
     
    Sleeping here creates only a 25% chance of attack during the night/rest period.  The sentry PC’s will know that they are being watched by malevolent creatures outside the circle.
     
    The watchers are either twisted trolls (4), twisted treants (10), or twisted gnomes (11).
     
     
    2.  “As you strike deeper into the forest, the trees become older and larger. Their bark is black, their branches thick and forbidding. Undergrowth is thick in places, and in others, entirely absent.  Mushrooms sprout from rotting logs, and some trees are covered in thick growths of shelf fungus. The shadows are deeper here as well. On occasion, you are startled by sudden movements, only to look and see nothing. Even so, the persistent feeling of being watched never goes away, and grows only more pronounced the farther you go.”
     
     
    3.  “A rocky clearing lies before you down a short rocky slope. It contains a number of old, crumbling walls and ancient columns, and in the center is a low, table-like altar. Surrounding the altar are at least 20 robed figures, all chanting in unison. Beside the altar, bearing a wavy-bladed dagger is an elven woman, dressed in a black hooded cloak and a fearsome demon-mask.  A rush of movement catches your eye, and out of the sky overhead, two winged figures flutter down to land atop two of the columns, where they perch, chattering excitedly.  Bound to the altar you see a goblin, staring in horror at the cloaked woman who steps forward, brandishing the dagger.”
     
    The PCs will have to act quickly. If they hesitate too long, the cloaked figure will sacrifice the goblin and use her dying life-force to summon a vrock.  The vrock will immediately sense the party and attack.
     
    DM's note:  my party attacked before the cultists could kill the goblin. 
     
    1 hooded figure AC 8 HD 5 hp 55 AT 1 D 1-4 THACO 15
     
    20 cultists AC 8 HD 3 hp 35 AT 1 D 1-6 THACO 17
     
    2 quasit  AC 2 HD 3 hp 50 AT 3 D 1-2x2/1-4 SA/SD see below mr 25% THACO 17
     
    The wounds caused by its claws drain 1 point od dexterity unless a saving throw versus poison is made. Dexterity loss remains for 2-12 rounds.  DT good, DT magic.  Regeneration 1/round. Invisible at will.  1/day 30’ aura of fear.  Immune to cold, fire, and lightning.  +1 weapon to hit.
     
     
    Vrock (tanar’ri) AC -5 HD 15 hp 200 AT 5 D 1-4+7x2/1-8+7x2/1-6 SA/SD see below mr 70% THACO 10
     
    Vrock’s are the birdlike demon.  They can attack once every three rounds with a spore attack. A spray of spores automatically inflicts 1-8 damage on all opponents within 5 feet. Once the spores have hit, they implant themselves just below the surface of the skin and begin to grow and sprout. Victims suffer 1-2 damage per round from spore growth. The spores continue to grow for 10 melee rounds, at which time the victim is covered with thick, vine-like growths. The spores can be killed by a bless, neutralize poison, or similar spell or by being sprinkled with holy water. Slow poison stops the growth.
     
    Deafening screech1/day: everyone within 30’, stunning them for 1 round (Constitution check to avoid the stun).
     
    Vrocks have the following spell-like powers at 10th level of spell use: darkness, infravision, detect invisibility, detect magic, dispel magic, mass charm, mirror image, and telekinesis. They can attempt once per day to gate in 2-20 manes, 1-6 bar-lgura, or 1 nalfeshnee. There is a 50% chance of success.
     
     
     
     
  21. Like
    mirkwood got a reaction from mikbone in The Hobby Thread   
    A sample of the current area my players are exploring.
     
     
     
     
    The Verdant Cavern
     
    This massive cavern is warm and humid.  There are several points of interest, all of which must be encountered to assemble the key into the final areas leading to a confrontation with the evil druidess.  The dark Ranger will be encountered again in this adventure.  The cavern is about 1.5 miles long and wide.  The evil druidess Marisil inhabits and controls this sub level.  She has ties to one of the apprentices of Halaster, to be determined later.  Druid spells function normally in this cavern, as though the PC was outdoors.
    The lighting in the cavern is like that of sunlight behind clouds.
    The entrance to Masil’s cavern is locked.  The broken parts of a stone charm are in four locations in the cavern that must be located, put together and placed into the “lock” of her front door.
     
     
    The areas are numbered, but can be encountered wherever the DM chooses in the cavern.
     
    1.  “The temperature of the tunnel has been slowly getting warmer.  Ahead of you some sort of light source begins to appear.  You walk out of the tunnel onto a shelf above a massive cavern.  Sweeping away from you is a massive forest, one like you would expect to find on the surface.  A fine mist obscures your view about a mile outward.  The walls stretch out of view into the mist as well.”
     
    The shelf has a “trail” that leads down into the forest.  If the PC’s check, they will notice an absence of animal sounds.  There is a deathly still in the air.
     
    “The trail brings you towards the floor of the cavern.  Shaggy trees reach uncomfortably close as you descend.  A sense of menace emanates from the shadows as you reach the floor.  On the edge of the forest is a small clearing, surrounded by stone menhirs, each about three feet tall and carved with spiral patterns, creating a roughly circular area about one hundred feet across.  You will have to pass between two of the menhirs to leave the shelf onto the cavern floor.
    Inside the circle you can see thick vegetation — rich green shrubs, some of which bear succulent berries or bright white or red flowers; small trees, their branches thick with fruit; thick growths of fern; and near the center is a great willow-tree, its ancient trunk black and gnarled. Its green and leafy branches seem to protectively surround a small hut with a round door and a stone chimney.”
     
    This is the only “safe” area within the cavern for the PC’s.  It was the home of the original inhabitant, a powerful underground druid, who was slain by Marisil.  While Marisil was able to slay the druid, she has been unable to break the power of the menhirs, which function as a giant circle of protection from evil.  The creatures of the evil woods can penetrate the barrier, but suffer the effects of a protection from evil spell.
     
    Inside the hut are a few house items, a bed, a table and two stools.  There is nothing of value here, except a “safer” place to sleep.
     
    Sleeping here creates only a 25% chance of attack during the night/rest period.  The sentry PC’s will know that they are being watched by malevolent creatures outside the circle.
     
    The watchers are either twisted trolls (4), twisted treants (10), or twisted gnomes (11).
     
     
    2.  “As you strike deeper into the forest, the trees become older and larger. Their bark is black, their branches thick and forbidding. Undergrowth is thick in places, and in others, entirely absent.  Mushrooms sprout from rotting logs, and some trees are covered in thick growths of shelf fungus. The shadows are deeper here as well. On occasion, you are startled by sudden movements, only to look and see nothing. Even so, the persistent feeling of being watched never goes away, and grows only more pronounced the farther you go.”
     
     
    3.  “A rocky clearing lies before you down a short rocky slope. It contains a number of old, crumbling walls and ancient columns, and in the center is a low, table-like altar. Surrounding the altar are at least 20 robed figures, all chanting in unison. Beside the altar, bearing a wavy-bladed dagger is an elven woman, dressed in a black hooded cloak and a fearsome demon-mask.  A rush of movement catches your eye, and out of the sky overhead, two winged figures flutter down to land atop two of the columns, where they perch, chattering excitedly.  Bound to the altar you see a goblin, staring in horror at the cloaked woman who steps forward, brandishing the dagger.”
     
    The PCs will have to act quickly. If they hesitate too long, the cloaked figure will sacrifice the goblin and use her dying life-force to summon a vrock.  The vrock will immediately sense the party and attack.
     
    DM's note:  my party attacked before the cultists could kill the goblin. 
     
    1 hooded figure AC 8 HD 5 hp 55 AT 1 D 1-4 THACO 15
     
    20 cultists AC 8 HD 3 hp 35 AT 1 D 1-6 THACO 17
     
    2 quasit  AC 2 HD 3 hp 50 AT 3 D 1-2x2/1-4 SA/SD see below mr 25% THACO 17
     
    The wounds caused by its claws drain 1 point od dexterity unless a saving throw versus poison is made. Dexterity loss remains for 2-12 rounds.  DT good, DT magic.  Regeneration 1/round. Invisible at will.  1/day 30’ aura of fear.  Immune to cold, fire, and lightning.  +1 weapon to hit.
     
     
    Vrock (tanar’ri) AC -5 HD 15 hp 200 AT 5 D 1-4+7x2/1-8+7x2/1-6 SA/SD see below mr 70% THACO 10
     
    Vrock’s are the birdlike demon.  They can attack once every three rounds with a spore attack. A spray of spores automatically inflicts 1-8 damage on all opponents within 5 feet. Once the spores have hit, they implant themselves just below the surface of the skin and begin to grow and sprout. Victims suffer 1-2 damage per round from spore growth. The spores continue to grow for 10 melee rounds, at which time the victim is covered with thick, vine-like growths. The spores can be killed by a bless, neutralize poison, or similar spell or by being sprinkled with holy water. Slow poison stops the growth.
     
    Deafening screech1/day: everyone within 30’, stunning them for 1 round (Constitution check to avoid the stun).
     
    Vrocks have the following spell-like powers at 10th level of spell use: darkness, infravision, detect invisibility, detect magic, dispel magic, mass charm, mirror image, and telekinesis. They can attempt once per day to gate in 2-20 manes, 1-6 bar-lgura, or 1 nalfeshnee. There is a 50% chance of success.
     
     
     
     
  22. Like
    mirkwood got a reaction from mikbone in The Hobby Thread   
    I was really good at Defender.  Better at Galaga.  Best at Xevious.
  23. Like
    mirkwood got a reaction from LDSGator in The Hobby Thread   
    I was really good at Defender.  Better at Galaga.  Best at Xevious.
  24. Like
    mirkwood got a reaction from LDSGator in The Hobby Thread   
    Haven't heard that in ages.
  25. Like
    mirkwood got a reaction from LDSGator in The Hobby Thread   
    A sample of the current area my players are exploring.
     
     
     
     
    The Verdant Cavern
     
    This massive cavern is warm and humid.  There are several points of interest, all of which must be encountered to assemble the key into the final areas leading to a confrontation with the evil druidess.  The dark Ranger will be encountered again in this adventure.  The cavern is about 1.5 miles long and wide.  The evil druidess Marisil inhabits and controls this sub level.  She has ties to one of the apprentices of Halaster, to be determined later.  Druid spells function normally in this cavern, as though the PC was outdoors.
    The lighting in the cavern is like that of sunlight behind clouds.
    The entrance to Masil’s cavern is locked.  The broken parts of a stone charm are in four locations in the cavern that must be located, put together and placed into the “lock” of her front door.
     
     
    The areas are numbered, but can be encountered wherever the DM chooses in the cavern.
     
    1.  “The temperature of the tunnel has been slowly getting warmer.  Ahead of you some sort of light source begins to appear.  You walk out of the tunnel onto a shelf above a massive cavern.  Sweeping away from you is a massive forest, one like you would expect to find on the surface.  A fine mist obscures your view about a mile outward.  The walls stretch out of view into the mist as well.”
     
    The shelf has a “trail” that leads down into the forest.  If the PC’s check, they will notice an absence of animal sounds.  There is a deathly still in the air.
     
    “The trail brings you towards the floor of the cavern.  Shaggy trees reach uncomfortably close as you descend.  A sense of menace emanates from the shadows as you reach the floor.  On the edge of the forest is a small clearing, surrounded by stone menhirs, each about three feet tall and carved with spiral patterns, creating a roughly circular area about one hundred feet across.  You will have to pass between two of the menhirs to leave the shelf onto the cavern floor.
    Inside the circle you can see thick vegetation — rich green shrubs, some of which bear succulent berries or bright white or red flowers; small trees, their branches thick with fruit; thick growths of fern; and near the center is a great willow-tree, its ancient trunk black and gnarled. Its green and leafy branches seem to protectively surround a small hut with a round door and a stone chimney.”
     
    This is the only “safe” area within the cavern for the PC’s.  It was the home of the original inhabitant, a powerful underground druid, who was slain by Marisil.  While Marisil was able to slay the druid, she has been unable to break the power of the menhirs, which function as a giant circle of protection from evil.  The creatures of the evil woods can penetrate the barrier, but suffer the effects of a protection from evil spell.
     
    Inside the hut are a few house items, a bed, a table and two stools.  There is nothing of value here, except a “safer” place to sleep.
     
    Sleeping here creates only a 25% chance of attack during the night/rest period.  The sentry PC’s will know that they are being watched by malevolent creatures outside the circle.
     
    The watchers are either twisted trolls (4), twisted treants (10), or twisted gnomes (11).
     
     
    2.  “As you strike deeper into the forest, the trees become older and larger. Their bark is black, their branches thick and forbidding. Undergrowth is thick in places, and in others, entirely absent.  Mushrooms sprout from rotting logs, and some trees are covered in thick growths of shelf fungus. The shadows are deeper here as well. On occasion, you are startled by sudden movements, only to look and see nothing. Even so, the persistent feeling of being watched never goes away, and grows only more pronounced the farther you go.”
     
     
    3.  “A rocky clearing lies before you down a short rocky slope. It contains a number of old, crumbling walls and ancient columns, and in the center is a low, table-like altar. Surrounding the altar are at least 20 robed figures, all chanting in unison. Beside the altar, bearing a wavy-bladed dagger is an elven woman, dressed in a black hooded cloak and a fearsome demon-mask.  A rush of movement catches your eye, and out of the sky overhead, two winged figures flutter down to land atop two of the columns, where they perch, chattering excitedly.  Bound to the altar you see a goblin, staring in horror at the cloaked woman who steps forward, brandishing the dagger.”
     
    The PCs will have to act quickly. If they hesitate too long, the cloaked figure will sacrifice the goblin and use her dying life-force to summon a vrock.  The vrock will immediately sense the party and attack.
     
    DM's note:  my party attacked before the cultists could kill the goblin. 
     
    1 hooded figure AC 8 HD 5 hp 55 AT 1 D 1-4 THACO 15
     
    20 cultists AC 8 HD 3 hp 35 AT 1 D 1-6 THACO 17
     
    2 quasit  AC 2 HD 3 hp 50 AT 3 D 1-2x2/1-4 SA/SD see below mr 25% THACO 17
     
    The wounds caused by its claws drain 1 point od dexterity unless a saving throw versus poison is made. Dexterity loss remains for 2-12 rounds.  DT good, DT magic.  Regeneration 1/round. Invisible at will.  1/day 30’ aura of fear.  Immune to cold, fire, and lightning.  +1 weapon to hit.
     
     
    Vrock (tanar’ri) AC -5 HD 15 hp 200 AT 5 D 1-4+7x2/1-8+7x2/1-6 SA/SD see below mr 70% THACO 10
     
    Vrock’s are the birdlike demon.  They can attack once every three rounds with a spore attack. A spray of spores automatically inflicts 1-8 damage on all opponents within 5 feet. Once the spores have hit, they implant themselves just below the surface of the skin and begin to grow and sprout. Victims suffer 1-2 damage per round from spore growth. The spores continue to grow for 10 melee rounds, at which time the victim is covered with thick, vine-like growths. The spores can be killed by a bless, neutralize poison, or similar spell or by being sprinkled with holy water. Slow poison stops the growth.
     
    Deafening screech1/day: everyone within 30’, stunning them for 1 round (Constitution check to avoid the stun).
     
    Vrocks have the following spell-like powers at 10th level of spell use: darkness, infravision, detect invisibility, detect magic, dispel magic, mass charm, mirror image, and telekinesis. They can attempt once per day to gate in 2-20 manes, 1-6 bar-lgura, or 1 nalfeshnee. There is a 50% chance of success.