Visualizzazione post con etichetta AD&D. Mostra tutti i post
Visualizzazione post con etichetta AD&D. Mostra tutti i post

lunedì 15 giugno 2026

Le avventure di un gruppo di sprovveduti

 Mentre si dirige verso l'Ergoth, il gruppo si imbatte nel paese di Torlynn, notando che nonostante la primavera sia inoltrata, vi e' anora parecchia neve in giro e la temperatura e' decisamente invernale. 

Qui gli avventurieri vengono avvicinati da un giovane di nome Eric che li conduce dal borgomastro del paese.


Questi, avendo visto che tra loro c'e' un cavaliere, li esorta ad intraprendere l'esplorazione delle vicine rovine, spiegando che qualche maledizione da li proveniente, deve aver causato il perenne inverno che ormai attanaglia il villaggio da piu' di tre anni.

Il gruppo di prodi avventurieri si intrufola nelle rovine e, dopo aver combattuto un gran numero di rattoidi ed aver rischiato di perdere un suo membro a causa di un ragno gigante, una vedova bianca dei ghiacci, riesce a sconfiggere il ratto mannaro a capo digli occupanti delle rovine.

Dopo questo, un grupo di elfi (avventurieri inviati dal borgoastro quasi un anno prima nelle rovine), viene salvato da una prigione di ghiaccio. Il capo di questi elfi spiega che la sua spada magica (congelata nel trono di ghiaccio del ratto mannaro) e' la causa della maledizione.

Grasie a dei misteriosi poteri magici, l'elfo estrae la spada dal trono di ghiaccio che si frantuma.

A questo punto i frammenti del trono si uniscono formando il corpo di una sorta di golem di ghiaccio ed il gruppo deve, sfinito dalle precedenti battaglie, cercare di sormontare questo ennesimo ostacolo.

Dopo aver sconfitto il golem e riportato gli elfi al villaggio, i personaggi vengono nominati eroi di Torlynn e si possono riposare per qualche giorno godendosi l'ospitalita' locale. 


Una volta recuperate le forze e goduto dei frutti del loro lavoro, i personaggi ripartono alla volta dell'Ergoth.

Giungono sulla costa e vengono accolti nel paesino costiero di Kleine. Giungendo in paese, il gruppo ascolta un proclama del consiglio cittadino che chiede l'aiuto di valorosi avventurieri per una missione di vitale importanza. 


Un recente raid di goblin provenienti dalle rovine della roccaforte del famigerato ladro "Raven", ha sottratto dal municipio uno scettro magico di vitale importanza per il paese. Si tratta di uno scettro incantato in grado di riconoscere le menzogne, oggetto molto utile per una cittadina commerciale come Kleine.

Il gruppo accetta l'incarico e, dopo una breve ricerca, trova l'ingresso del sotterraneo.

All'interno, dopo aver sventato numerosi attacchi di goblin e moltre trappole, il gruppo sconfigge gli hobgoblin al comando dei goblinoidi e trova Raven addormentato in una stanza con una strana aura magica.

Grazie a Cir Hutz ed il suo fidato diavoletto della polvere, gli avventurieri riescono a disattivare un quadro magico che causava un magico sonno a chiunque si addentrasse nella stanza del ladro.

Dopo aver recuperato lo scettro, una granq uantita' di refurtiva ed equipaggiamento, i personaggi tornano al villaggio dove, per il loro aiuto, ottengono un passaggio gratis in nave verso l'isola dove sono diretti.

Nel prossimo post si racconteranno gli eventi di un'epica avventura che ci porteranno quasi al pari con la storia corrente.

sabato 30 maggio 2026

Un nuovo inizo

 Dopo la brutta fine fatta dal gruppo originale, Biondo si è diretto verso Solanthus in cerca di una vita migliore.

Sulla strada ha incontrato alcuni viaggiatori con cui ha fatto amicizia, uno dei quali, il giovane Parsifal era diretto verso la Torre dell'alto Chierico per la sua nomina a scudiero dell'ordine della Spada presso i Cavalieri di Solamnia.

I personaggi del gruppo sono, a questo punto:

- "Biondo", mezzelfo ranger

- Wyrrander, elfo ladro

- Parsifal, umano cavaliere di Solamnia (per il momento scudiero)

- Castore, umano paladino seguace di Kiri-Jolit (zio di Parsifal)

- Cir Hutz, nano napoletano sacerdote di Reorx

- Bayaz, apprendista invocatore umano


Il gruppo giunge quindi alla torre ed il giorno seguente assiste alla cerimonia di nomina a scudiero di Parsifal.

Durante la notte seguente, la spada di Sturm Brightblade viene rubata dalla cripta della torre. Tutti gli aspiranti cavalieri appena insigniti del titolo di scudiero, vengono incaricati di indagare sul furto ed hanno tre giorni per risolvere il mistero e trovare il colpevole.

Questa e' una prova per ammettere i nuovi arrivati nell'ordine, ma le cose non vanno come previsto dei capo dei tre ordini della cavalleria.

In realta' il cavaliere di nome Crownguard, nipote del famigerato Sir Crownguard che aveva gettato una cattiva luce sugli ordini di Solamnia durante la Guerra delle Lance, per venidcarsi sulla memoria dei Brightblade, ruba la spata e uccide il cavaliere che aveva l'incarico di custodire la spada dopo il finto furto.

I personaggi, seguendo gli indizi trovati nella cripta, si recano a Solanthus dove, in seguito ad ulteriori indagini, scoprono l'intrigo e affrontano il Cavaliere rinnegato.

A causa del coinvolgimento di un gruppo di gnomi con una macchina da guerra a vapore, il castello di Sir Crownguard inizia a crollare. Nel momento cruciale, Sir Crownguard utilizza la magica Brightblade che, percependo la malvagita' del suo portatore, si frantuma ed aiuta il giovane scudiero a sconfiggere il malvagio cavaliere.

Recuperati i resti della spada, i personaggi tornano all torre dell'Alto Chierico con le prove dell'accaduto.

A questo punto Parsifal viene insignito del titolo di Cavaliere della Spada e riceve la sua prima missione: viaggiare verso l'Ergoth, untima posizione conosciuta di Theros Ironfeld, il fabbro dal braccio d'argento, l'unico in grado di riforgiare la Brightblade.

giovedì 28 maggio 2026

Ci riprovo?

 Buongiorno a tutti, sempre che ci sia qualcuno che legge.

Sono tornato in Italia in pianta stabile, ormai da nove mesi e, dopo poche settimane, ho ricominciato a giocare di ruolo con due gruppi che avevo lasciato qui quasi 10 anni fa.

Uno e' il mio gruppo piu' "serio", tutti giocatori esperti, con cui ridiamo e scherziamo (la base del GDR), potendo comunque fare campagne impegnative e lunghe, tendiamo a giocare a giochi piu' moderni e un filo piu' complessi dei classici di una volta.

Il secondo gruppo, quello piu' "leggero" si trova in genere una volta ogni due settimane e con esso giochiamo esclusivamente a D&D vecchia scuola.

Prima della mia partenza giocavamo al base (BECMI), ora siamo passati ad Advanced D&D seconda edizione, con ambientazione Dragonlance.



Con questo gruppo e' un po' piu' difficile avere costanza e portare avanti campagne lunghe e gloriose, ma ci proviamo lo stesso.

Uno di questi giocatori si era offerto di scrivere su questo blog per raccontare le avventure del party, ma alla fine non si e' sentito di prendersi l'impegno, allora provero' a farlo io, vediamo se questa ennesima incarnazione del blog riesce a portare qualche risultato duraturo.

Stiamo ormai giocando da qualche mese con cadenza piu' o meno bisettimanale, quindi siamo riusciti a macinare un discreto numero di avventure.


L'inizio della campagna e' stato un po' inusuale: La storia incomincia alla fine della Guerra delle Lance, i giocatori hanno tirato le caratteristiche base di tre personaggi a testa, senza avere un nome, classe, razza, livello o equipaggiamento. 

Questi personaggi rappresentavano un gruppo di progionieri in un campo nei pressi di Neraka che tentavano la fuga durante il caos che ha seguito la sconfitta dei Signori dei Draghi.

La fuga e' risultata, ovviamente, molto difficile e pochi dei personaggi assegnati ai giocatori e' effettivamente sopravvissuto al tentativo.

Dai pochi rimasti sono poi emersi quelli che sarebbero diventati i personaggi di primo livello che i giocatori avrebbero usato per la campagna.

Durante la fuga il gruppo di superstiti ha incontrato un mercante che ha offerto loro aiuto, cibo ed equipaggiamento in cambio di un "favore", il recupero di un libro da una torre diroccata nel pressi della capitale dei Signori dei Draghi, un diario contente gli appunti di un mago scomparso decenni prima.

Per questa parte di avventura ho modificato un modulo della TSR che trovai tanti anni fa, "The accursed tower" di R.A. Salvatore. Originariamente il modulo e' ambientato nei Reami, ma io ne ho preso unicamente il dungeon e l'ho usato per i miei scopi.


A questo punto e' necessario fare una precisazione prima di andare avanti. I giocatori che ho al tavolo sono famosi per essere enormemente penalizzati dai tiri di dado, la maggior parte di loro ha delle medie di tiri per sessione terribili (ne tengono traccia), quidi e' molto difficile tenerli in vita, soprattutto essendo di primo livello. 

I personaggi coinvolti erano: un mago elfo, un paladino umano, un chierico nano, un ranger mezzelfo, un giovane aspirante cavaliere di Solamnia, ed un ladro elfo.

Il primo a perire fu l'elfo mago, ucciso dal morso di un ragno velenoso nascosto in un comparto segreto di un libro che i pg credevano fosse quello da loro cercato.

Dopo aver preso un sacco di botte e perso un mago, il gruppo e' tornato da Peddywinkle, il mercante che li ha ingaggiati, per cercare aiuto. Un giovano umano studioso delle arti magiche, si e' aggiubnto al gruppo ed il mercante, dopo aver saputo del ritrovamento della torre e della concreta possibilita' di ottenere il libro ricercato, ha acconsentito a fornire qualche arma in piu' e del cibo.

Ha inoltre lasciato indietro un suo aiutante, mentre lui e la sua piccola carovana, si allontanavano dalla zona della citta' che stava ormai diventando sempre piu' caotica e pericolosa.

Al suo ritorno alla torre, il gruppo ha proseguito l'esplorazione che si faceva via via sempre piu' pericolosa, ma anche ricca di tesori, equipaggiamento ed oggetti che potevano anche sembrare magici.

Purtroppo, pero', in un giorno nefasto, il gruppo, soprattutto grazie ad inesperienza e mancanza di saggezza nelle sue decisioni, imbattutosi in un singolo ghoul, e' stato sterminato nella sua quasi totalita', con l'eccezione del Ranger che, rimasto fuori dalla torre (il giocatore non era presente alla sessione) ha deciso che entrare da solo a cercare gli altri sarebbe stato troppo pericoloso.

A questo punto, nella frustrazione generale, abbiamo deciso di tenere gli stessi personaggi, cambiarne il nome, e ricominciare con una nuova campagna.

L'unico sopravvissuto, il misterioso Mezzelfo ranger, conosciuto come "biondo", si e' diretto a ovest in cerca di nuovi compagni e nuove avventure.

Nel prossimo post iniziero' il racconto della "nuova" campagna dal titolo "Il braccio di Theros"

domenica 24 marzo 2019

We moved to Toril, new Forgotten realms campaign

So, tonight the second session of the new campaign will take place.
We already met twice for this new adventure taking place in Toril, the first time was just to roll characters, the second was the first bite of  this new world to see what it tastes like.

I had a few experiences in the past with the forgotten realms, mostly as a player and once, a couple of years ago as I was telling a few posts back as a DM.
 So I started familiarizing with the setting, I red a few novels in the past, always useful to get the feeling of the place and I have been reading a sourcebook that came out in 1990 to update the setting to the 2nd edition of AD&D, its title is Forgotten Realms adventures and it contains a mountain of information about religions, spells, cities, magical items and all the rest that can give the game a more "forgotten realms" flavour.





With the informations of this book, especially those about speciality priests, we rolled the characters and the party is composed by the following characters:
- Paddy Byrne O'Shay, a half elf bard played by Doyle
- Floggin, a human fighter with a hint of barbarian, played by Will
- Rootin, Floggin partner, a huge female fighter, occasionally played by Taryn, otherwise a NPC
- Aref Sayyad, a speciality priest of Gond from the southern lands played by Cyrus
- Aurelius, a specialist wizard, a conjuror, played by Max

The party should gain a new member tonight, so I will introduce a new character in the next post.
I will also try to get figures painted for everyone and take a group picutre soon.

The adventure I decided to start with is "Doom of Daggerdale", I already played this adventure in my previous Realms campaign and I very rarely have the occasion to play an adventure twice, it is very interesting to see how differently it plays with a different party.


The adventure started with the group on the road to Dagger Falls, most of the would be heroes already knew each other after a little bit of adventuring together (everyone starts the campaign with 1.000 XPs), except fot Aurelius, a dalesman from Shadowdale, met on the road who was going to Dagger Falls to help his cousin who got  strange sickness called the "dream fever" and can't seem to wake up.

The group, almost at destination, met some freedom fighters on the run, but managed to briefly talk to them and learn that their leader is Rendall Morn, the rightful leader of Daggerdale, who is fighting agains the usurping constable Tren, a servant of Zenthil Keep who took his place in town.

After an uneventful night in the inn the party was summoned, the next morning, by an emissary of the constable and led to his tower where everyone was enlisted to solve the problem affecting the town by investigating the ruined local temple of Lathander.

The group decide to tale care of some personal business before starting the investigation and Floggin, Rootin and Paddy went to by some suplies and to fish in the river, while Aurelius decided to go visit his sick cousin, accompanied by Aref.

When the night came, all the heroes met back at the inn and all but Aref decided to have a fish barbecue in the woods in order to save a bit of cash.
Unfortunately they were attacked by a strange couple of creatures with the aspect of dwarfs with brown skin, dry leaves and twigs in their hair and beards and wearing kilts and vests made of vines.
Not without a few problems the adventurers defeated these creatures and managed to get back to the inn.

It is at this point that the session ended, so until next time for the next episode of the story.

domenica 17 marzo 2019

Chapter 2: Disaster and end

Here I am again, with more stories for you.
Unfortunately, before I could get up to date with the posts, my players screwed up and the campaign came to an abrupt end.

Last session was disastrous, some very very bad decisions were taken and followed past the point where me, as DM, could try to save the whole thing and the party ended up being FUBARed.

I will briefly report where the campaign had gone until now and then, next time, will start with the chronicling of the new campaign that will start tonight with the generation of characters and a brief introduction of the new setting we will be using.

Continuing from where we left the story last time:
the party went to Nolivari, a small town east of Darokin city, to find the city had just fought off a Norker's invasion.
The characters also found out that the invasion had been lead by Grakhirt, the true identity of Peddywinkle, a wizard that disguisde himself as the merchant that hired the party to find the tower.

The town Prince asked the party to find the wizard and capture or dispatch of him with the help of Ainz, a pries of Halav that helped in the defence of the city (Doyle's new character).
After exploring the norker's lair the group found the wizard and confronted him in a fight to the death and then returned to the village.

Here the heroes were appointed as "wardens", given a house and a new mission.
They were supposed to reclaim an abandoned temple of Chardastes near che village, but they failed miserably, Bill died and they were stripped of their title and sent away from the town.

On the way back to Darokin city in search of a job and some more fortune, the party ended up saving a "girl in distress" who asked to be brought to Orb lake.
On the way of the lake the group met Stephen, a halfling thief (played by Will) who joined the heroes on their way through the forest to the mointain lake.

Once at the lake, the lady disappeared in its waters before flying out and fading into another plane as a white spirit stag without saying a word.

Close to the lake the characters found an ld abandoned dwarf mine that they tried to explore with little success and losing the newofund halfling who was dvoured by some giant beetles.
Just after this a tio of dwarves, a priest of Kagyar named Yarvin Tombhammer (Will's third character) and his assistants "the brewer" and "the butcher" appeared at the lake and joined in the exporation of the cave where they found a magical blacksmith hammer that they had to bring back to rockhome.

After this the characters decided to split and meet again in a few months, so that everyone could get some rest and deal with personal business in their respective places of origin.

When they met again, the heroes were unwillingly transported by some weird mists into a swampy unknown land and they spent few days in a village cursed by the walking dead and a zombie lord.






This adventure was actually played on boxing day as a one session affair, it took about 10 hours, but worked out quite well.

Returning to Mystara from the demilane of dread, the party followed Magnus in his search for the lost valley of Hutaaka in order to stop his recurring nightmares, but found the way blocked at the town of Threshold by an army of orcs trying to overcome the city and its defences.

In an effort to help, the group agreed to be polymorphed into orcs and infiltrate the orc citadel of Kirimba-Hai to recover a captured general and a mysterious megilac object called the Silver Key.


Unfortunately this is when disaster struck, the party managed to get the the city and enter it, but the sheer chaos of an orc citadel revealed to be too much for them to handle and some poor decisions spelled doom and death on half of the party, with no chance for the remaining members to get back to civilization without their mind succumbing to orciness and despair.

And so ends the second attempt of a long term campaign with this goup of players.
Tonight we will start a new one, from roughly level 1 and set in the Forgotten Realms, let's see where this one go.

Wish the players all the luck you can, they definitely need it.
Until next time

lunedì 4 marzo 2019

Chapter 1, The acursed tower

And so the new campaign begins, in the most classic possible way, in a tavern.
Since all the palyers are new to the game, I didn't need to come up with new ways to start the story, the classic call for a job with a meeting in a tavern worked very well.

The different characters were introduced to each other at the moment of discussing the job.
They all started in Darokin city, every one of them for a different reason.
I'm not a big fan of backstories, I believe that the story is made as the game proceeds, so all I needed from the players was a reason to be there.

The characters and their motives are the following:
- Billston Bearcharger, a half elf ranger with his dog Ralph was raised by a druid on the border of Elfeim, land of those who would never fully accept him.
When the Elfeim was overrun by the shadow elves, Bill had to flee and ended up looking for adventure and wealth in Darokin city.

- Tayla Naleana, a very young rogue who grew up an orphan in Darokin city and learned to steal in order to survive.

- Magnus, a former warrior who saw his life destroyed when a man killed his dog with a strange looking weapon that could give death at a distance, emitting a lot of noise and smoke. After this terrible experience, on the brink of insanity, the man was visited in a dream by Pflarr, a divine creature with the head o a Jackal, who gave him magical powers and the mision to find the killer of his dog and spread his word and faith all over the world.

- Aemilianus, a young Glantrian wizard who managed to survivive the war with Alphatia and fled his land in search of magical knowledge and power.

The party, from left to right, Bill, Tayla, Magnus and Aemilianus.

The job that the party took, from a merchant named Paddywinkle, consisted in finding and exploring a lost tower in order to find the diary of e wizard rumored to be researching a salve to cure all diseases.


During the trip to find the tower, Magnus and Tayla started to be haunted by horrible nightmares involving a misty and scary land that none of them could recognize.
The actual "mission" was a real grind, it took longer than expected and it involved fighting many undead and overcoming sunk and mud filled rooms.
 





The last part of the adventure involved entering a collapsed tower half sunk in mud.
Aemilianus, not the strongest member of the party, didn't manage to get into the tower and had to leave his companions and stay behind.
Durig the exploration, Tayla suddenly had interest picked by a statue partially submerged in mud, but as soon as she touhed it, the stone figure started moving and turned out to be a gargoyle.
A terrible fight started, Tayla fought with a magical mace she had recently found, while Magnus and Bill realized their mundane weapons were useless against the monster. Ufortunately the thief's efforts to overcome the monster were shortly interrupted by claws, fangs and horns and she perished in a very un-heroic manner.
Using the magical weapon that she dropped Bill managed to kill the gargoyle and him and Magnus could finally reach the last room where they found a strange looking undead wizard sitting with a big tome on his lap.


The undead, wielding magical powers, teleported the disturbing adventurers back to the main part of the tower, where they reunited with Aemilianus and had to figure a new way to approach the evil creature and obtain the diary.

Once they managed to get to the wizard room again, the heroes fought bravely and, one by one, were put out of action until, with a last, might blow of his mace, Magnus overcame his foe and obtained the goal of their quest.


Magnus managed to drag the badly wounded bodies of Aemilanus and Bill to a more secure area of the tower, but in the meantime had to fight the re-animated body of Tayla that had turned into a disgusting zombie.

After yet another couple of days, the remaining members of the party were fit to travel back to Darokin city. Unfortunately, upon returning to the capital, the characters found out that Peddywinkle had left the city and left a message telling them to find him in the town of Nolivari.

This is it for this post, the story will continue in future ones, and as we get closer to the present it will be more detaild and complete.

domenica 27 gennaio 2019

First start

I guess I chose a bad moment to start writing the blog again, I will go back to Italy for the whole month of February, so I wo't be playing or blogging for the next four weeks.

But before I leave, I decided to start writing about how I started playing again here in Edmonton and what happened until now. This should hopefully take a few posts, just to catch up with where we are now.

The group of players I play with now is actually not the first I tried to DM since moving here. The first try at starting a campaign happened over a year ago with my friends Garner, Adrian and Jeff, we started a Forgotten realms campaign, we managed to complete an adventure, "Doom of daggerdale", and to start another one, "The accursed tower", but we never got past the first half of this.


During this adventure, that I have to admit is not the best one I've ever DM'd, the interest kind of faded away and we stopped playing.

For the subsequent months I tried to find some other people to add to the previous group or to start a new one, until, talking to some people at work, I foiund someone who had never tried any rpg before, but was willing to give it a try.

To make things simple I started a trial campaign set in good ole Karameikos (in the "Known world" or Mystara setting) using the basic D&D rules, to keep things simple for beginner players.
We started with a classic "Castle Caldwell", a simple adventure to give the players a taste of the game without overwelming them with rules and options.






The first adventurers group was formed by:
- Billston Galarauth, a cleric of Halav, run by Will,
- Thror Brewhammer, a dwarf run by Doyle,
- Inquisitor Milhouse, a magic user run by Cyrus.

They managed to survive and complete their first adventure, with a mix of luck and cunning, but taking much longer that they should have, so they ended up almost empty handed, but certainly more experience, even if they still didn't make it to second level.

After this adventure they were engaged to investigate Eddistone point signal tower, in an adventure of the same title I found on an old issue of Dungeon magazine.
There has always been a shortage of starting level published adventures, but I finally found pdfs of old issues of Dungeon magazine that are full of interesting little adventure, many of which are for beginning level characters.

For this adventure the party was accompanied by Mich Buchannon, a thief that was supposed to act as a guide and as a support to make sure the adventurers made it through this mew mission.
The group did pretty well unti they faced the final fight of the adventure when disaster struck and the whole party was wiped out.

We used this event as an excuse to start anew and this time the players decided to move to the Advanced version of the game to be allowed more options in terms of character classes ad races.
At the same time the group gained a new player, Max, that brought the total to 4 players, which, even if in my opinion is barely engough to run a proper campaign, still works quite well and allowed me to start running more challenging adventures.

In general, since I don't have a ton of time to write adventures, my habit is to use published adventures which usually end up being tweaked and changed to fit my needs and to appear as parts of a major story plot.

I offered the players the option to chose which setting they preferred between:
- Forgotten Realms
- Mystara
- Dragonlance
- Greyhawk

I can mix adventures from all of them together and the differences between all these settings, but I wanted the players to set the general mood.

They decided unanimously to keep playing in the same setting they first tried, Mystara, they liked the amout of magic present and the easily perceived medieval feel.
The only diference I decided to include is the timeline, the first trial campaign was set in the "classic" yeat 1004 or the first publications of the basic game, this new one would be set after the "Wrath of the Immortals" events, so there were some reasonably major changes in the geography and political asset of the area where the campaign would take place.
I also planned to include as many visits as possible to the demiplane of terror (Ravenloft), which Ireally like.
Another idea that I had, was to include, after a while, some 3D miniatuers battles and skirmishes, just to have the opportunity for some change of pace in the campaign and to be able to have the players take an active role in major setting changing events while their characters were still relatively low level.

After setting all this we generated the characters, obviously first leve, and ended up with the following:
- Tayla Naleana, human female thief run by Doyle,
- Bill Bearcharger, half elf raner, run by Will,
- Magnus, human priest of Pflarr,
- Aemilianus, human wizard, run by Max.

The first adventure was "The acursed tower", but this time i decided tu ust run the main tower and not the trip to it, so I changed the beginning of the adventure and the party was hired in Darokin city by a merchnat to go and find a diary in the tower.

And so the new campaign began, I named it "The holy wars campaing", but this happened way later and so it might not make sense now. I will sitll use this name as a tag for the posts telling that story starting from the next.

I guess it is all for now, I'll be back posting as soon as possible.

domenica 20 gennaio 2019

Back to life

I finally decided to try and resuscitate this blog.

Since last time I posted something I had some major changes, I now live in Edmonton Alberta, Canada, and have a new job and a quite different life.
One thing that didn't change, though, is my passion for RPG and miniatures and, after two years, I finally have a new stable campaign going and I decided should try to chronicle it again.

The main differences are, first, that I play and DM in english, hence the choice to change the blog entries to this language, second the ruleset, now we are using second edition AD&D.
The main reason behind this choice is that I mainly own material for this edition and it is the one i know and like the most.
I could spend hours explaining why I'm not into newer editions, but to cut it short, I'm old and still like the stuff I started playing with ages ago, so if the players are ok with it, why change?



With a couple difficult starts, we finally managed to get a campaign going and now all PCs are third level or so, in the next post I will briefly explain where we started and where we are now and then, same as years ago, I'll try to make a small post after every session explaining what happened and where the story is at.

I hope the few paople that once followed this blog will start again and that this campaign will go on at least as long as the previous one.

for now it's all I have, let see where we go from here.