A new game is a-foot!
In downtown Khaboom, a lowly dwarven wizard narrowly avoids bumping into an irascible fellow dwarf. He cannot help but utter a word of displeasure - and promptly find shimslef suspended upside down, 2 feet above a very dirty puddle. His fingers flicker, as do his lips, as he reacts savagely with the thought of a Take That You Fiend! but he gets a bad feeling and the spell dies before it sparks. This other dwarf is Souza Fortescue, once trapped under the Goblin Crag Mountain and recently enrolled as a member of the High Council of the Wizards' Guild in Khaboom.
Before Souza can decide what punishment is most fitted to the offence, a bird descends from the clouds and bursts into flame some 10 feet above the pair. It is a Flame Bird and it drops a small scroll into Souza's hands which he unrolls and rapidly scans, snorting with derision as he does so.
Once the junior wizard, Pywhch by name, has aplogised and they both think better of losing their tempers so early in the morning on such a public thoroughfare, Souza bids Pywhch accompany him to the Guild building on Pentagram Square where he has a business proposition to make, one which he prefers not to be overheard by street gossips.
After a brief detour to Mrs. Miggins' Pastry Parlour - a sin for a dwarf who is meant to be watching his weight - they arrive at the Guild headquarters, today shaped utterly preposterously as an enormous bulbous nose.
A so begins what is most likely a tale of epic proportions....
In the meantime, here is the Wizards' Guild doorman, somewhat surprised and what is coming his way after he makes the mistake of asking Souza for some ID:
Monday, February 29, 2016
Saturday, February 13, 2016
The Great Khaboom Derby (aka Death-Totopoly)
A
horse race for those not afraid to die for their Guild!
Competed
for by novices selected to ride for the Warriors’ Guild, the
Wizards’ Guild and the Merchants’ Guild.
Only
natural magic permitted. Each rider shall possess a riding crop and a
dagger. Murder is allowed.
Four
horse per team; riders shall be connected telepathically.
Teams
shall have their riders drawn by lot as follows:
Kindred
|
%
|
%
Dice Roll
|
Human
|
45
|
1-45
|
Dwarf
|
12
|
46-57
|
Elf
|
12
|
58-69
|
Hobbit
|
4
|
70-73
|
Leprechaun
|
2
|
74-75
|
Uruk
|
4
|
76-79
|
Ogre
|
2
|
80-81
|
Minotaur
|
2
|
82-83
|
Vampire
|
1
|
84
|
Were
|
1
|
85
|
Living
Skeleton
|
2
|
86-87
|
Gorgon
|
1
|
88
|
Ratling
|
2
|
89-90
|
Kobold
|
2
|
91-92
|
Goblin
|
2
|
93-94
|
Gremlin
|
2
|
95-96
|
Gnome
|
2
|
97-98
|
Pixie
|
1
|
99
|
Other
|
1
|
100
|
Players ger four jockeys each and play one of the three Guilds. All is fair in war and racing in Khaboom! Jockeys attributues will only be rolled when a saving roll is required. Daggers may be freely used on opponents and their horses.
It is expected that the start will be utter mayhem!
Friday, February 12, 2016
Here is Nerdlingler countering the thule spell of the other wizard with the little-known 'Focus Sunlight Through My Palm' spell. While effective, it is very painful for several days after casting and leaves the mage unable to drink water from streams and lakes very easily. Sadly, Nerdlinger has tortoise-like reactions and by the time he cast the spell, the thule spell had already eaten his up to the abdomen, along with much of his left arm.
Not being able to cast a second spell without a bit of recovery time, Nerdlinger bled to death before he could cast his 'Poor Baby' healing magic.
The hunt is on for the culprit who throws thule magic so callously...
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