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Monday, June 2, 2025

The Verdant Passage - My First Experience with Dark Sun

 In June of 2024, I read the 1991 novel The Verdant Passage by Troy Denning. I have read many of his novels set in the Forgotten Realms, but this was my first time reading anything in the Dark Sun campaign setting. Over the years I have explored these other D&D settings, such as Dragonlance and Greyhawk. Dark Sun is different from these, and the Forgotten Realms, for (as the name implies) the setting is rather dark.


The Verdant Passage is book one of The Prism Pentad, of which I have the first three. As of writing this, I have also read the second book. Denning was one of the key designers of the setting, which was blessed with artwork by Brom.


Dark Sun is a low magic dying earth setting, where sorcery has drained the world dry, like a much bigger version of the Forgotten Realms' Anauroch. The setting therefore relies psionic powers and it feels more sword & sorcery than the high magic of other D&D settings. There are also things like the insectoid thri-keen and 2 moons over Athas, the planet that give it some flavor.


In a dark city in the midst of desolation, named Tyr, a being named Kalak has ruled for a thousand years. But the tyrant is about to meet his end at the hands of three unlikelies. 


The story introduces the king and a Templar named Tithian. Tithian is a great character, serving as priest to the god-king that is frail and powerful all at once. Tithian is in an interesting predicament and will play an important role in the future of the realm.


Sadira is a nubile half-elf woman that is the least interesting. She has some free love ideas but besides that she is largely dull. Though her magic is interesting.


Agis was the childhood friend of Tithian. He’s almost the opposite of him, having the drive but not the greatest cunning, rather he is romantic and has humanistic values and intelligence in ways most others don’t. Rikus and Neeva are gladiators, slaves bred to fight. They are dangerous and hope for freedom. They often fight in the arena as a pair and are meant to breed together too. 


Then there is the very alien Gaj. It is very deadly but interested in understanding the characters readers should connect with easier. There are also dwarves, halflings, and elves, but all under a crimson sun. I also thought the divine magic of D&D was unique in this setting. Overall, it still feels like D&D fantasy over sword and sorcery, but darker than most settings. 


Overall the book felt consistent, I’ve seen some say the end fizzles or the beginning is the best but I think it’s a fun short D&D novel that does fine and manages to be more entertaining along the way than some other Denning novels I’ve read. 

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You can track my current progress here.

Monday, May 19, 2025

Thorass in D&D Honor Among Thieves

I was not in love with the 2023 D&D movie when I saw it early in theaters. But I love it now, while my complaints still stand, it’s a remarkable movie. One thing that I adore is how much it brings the world of the Forgotten Realms to life. 

This included in some props using the made-up script/alphabet that we have looked at before, Thorass. This is very popular, like the Latin is in our world. I am a philologist outside of these digital walls, and I always get a kick out of the codicological exercise of reading a manuscript. Maybe some paleography skill helps here?

This first one says, in English, “The High Sun Games.” The other two are bit blurry for easy deciphering. The second likely says something similar, though I believe the bottom one is for Korinn’s Keep.

Enjoy, amarast!



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You can track my current progress here.


Monday, May 5, 2025

Little Realms Things - Elminster’s Sigil on a T-shirt


 This is an item I’ve had for a handful of years now. I was wearing when I spoke with Ed in 2022. It is a lot more worn now, I’ve thought about buying another from Red Bubble, which is where I got it. It’s a favorite for a couple reasons. 

First, it is the Sigil of Elminster. He is a character dear to my heart. Second, it is obscure. Most people don’t recognize it as a D&D shirt. 

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You can track my current progress here.

Monday, April 14, 2025

Session Recap: Cormyr Goblin War Act 3, Session 2

Read Act 1 and Act 2 recap and session 1 recap.

The first watch goes to Whitehead. Piper is largely unresponsive and ill looking. Feek dreams of a pleasant scene with the family, except it is not his, it is Proster Obarskyr's, now long dead. Hjalmar dreams of Clangeddin wrapped in a tentacle. Feek takes the second watch and spends the time talking to Nana Opal, who has rested only a little. She says she is going to her home and talks about the friend's home she watches over. Feek asks if this is Elminster and she says it is! And that she has had a good and congenial, and sometimes conjugal, relationship with the old mage since her retirement.

In the morning the party hikes a few more bells to the base of the ledge the College of Rune Magics sits upon. They decided to add it to their itinerary and begin the hike up the many stairs. At the top the encounter illusions and an old Rune Adept, Edwood. Edwood berates them and tells them to leave. They draw weapons upon him but decide he is not worth the trouble and promptly leave without exploring the largely ruined campus.

At the bottom of the stairs they find Nana Opal, who has caught up after their detour. She invites them to Elminster's Castle for a pot pie after their trip to Volkumburgh. But in conversation she lets slip that she is a retired member of the Zhentarim. After a heated exchange (only on the side of the Purple Dragons), they punch her in the face and continue on to the College of Shaping Magics.

At the top of the stairs Feek touches a runestaff embedded in the stone. He teleports to a round chamber with eight doors. The rest of the party decides to camp and see if he comes back. He opens three doors, is tossed around and the room starts filling with sand, before he opens a door to an old storage room. He finds four magical items. Another runestaff which does not do anything obvious, a set of leather armor as heavy as plate, and a tenser's flying disk that seems dysfunctional.

He then receives a sending from Hjalmar asking him his whereabouts. He responds and says it is safe. Everyone else touches the runestaff and meets him in the room before the head outside to the college campus. 

Once outside they quickly encounter undead denizens roaming the grounds. Five zombies and one wight, which they don't recognize, only notice its hateful glare. They are able to ward off the undead without any harm done.

As the shortly settle into camp, Hjalmar consecrating the ground, Stardust takes the first watch. The second watch goes to Feek who has been sleeping poorly, dreaming of a place of madness far from the material plane. He enjoys Selune high in the sky, the wind calm. When clouds cover the moon and her train of tears, a figure walks into came. It is a tabaxi. It does not deign to acknowledge Feek until he aggressively calls it out.

 The tabaxi apologizes, and says he is here to talk, calling Feek by name. He introduces himself as Stream Runs Dark and tells Feek his friends will not awaken. Feek tries to wake Hjalmar and discovers he cannot. The tabaxi then pulls out a yarting and sings a beautifully magical song. Feek is seemingly transported body and soul out of space and time, and sees a maddening and dark scene, full of loss and despair. The tabaxi stands and says he would like to speak again. Stream invites Feek to seek out Black Ice near Thunder Gap.

When the tabaxi leaves, Feek is shaken. He wakes Stardust and shortly everyone else and recounts what just happened. He does not sleep the rest of the night.


Monday, April 7, 2025

Pages Behind the Pixels: The Eye of the Beholder Trilogy and the Sparse Fiction that Accompanied It

 Eye of the Beholder released in 1991. Developed by Westwood Associates and published by Strategic Simulations, Inc. for MS-DOS. It was later released on other systems and also spawned two sequels. The first, The Legacy of Darkmoon released in 1991 and developed and published by the same companies as the first. The third game, Assault on Myth Drannor, released in 1993 and was developed in-house by SSI.


All three take place in the Forgotten Realms, the focus of this blog. The first two are set in Waterdeep but the third is far to the east in the ruins of Myth Drannor. While all three were popular enough in their day, they received relatively little fiction compared to some other games (like Baldur’s Gate). In fact, there is only one story for the games, and it’s for the third. “Moonrise Over Myth Drannor” by Ed Greenwood has been reviewed on this site before. It can be read only in the game’s guide. I’m not sure if it can be found online, I cannot find it. Beyond purchasing a copy of the game with the manual, or maybe just the manual, maybe finding someone willing to share from their copy is an option?
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You can track my current progress here.

Monday, March 31, 2025

How I got into TTRPGs

 I didn’t start with Dungeons & Dragons. I want that to be clear. I became exposed to the Realms via video games first and then novels and then I played Lost Mines of Phandelver beginning in March 2018. But I had already been playing TTRPGs for years at that point. One, really, though I had tried one other.


Let's go back to the Summer of 2013. I was visiting Illinois for the first time since I had moved away in 2008. It was my childhood home, almost all my family is still there, including my eldest brother. I had not seen him for about a year, since we moved from Florida, and we were living in Texas at the time. If you note the year, Fifth Edition, my first D&D edition, was not yet released. At the time I played a decent amount of Magic: The Gathering. That feels so long ago as I haven't played it at all in several years. But we were going to the local game stores, and we stopped by a favorite of my older brother's, Armored Gopher Games. I'm not sure on the state of it now, but at the store my older and younger brother found something. 

It was a beta test for a forthcoming Star Wars TTRPG. The way the guy-behind-the-counter spoke about it sure made it sound exciting, and guess what? The full thing had just released. Star Wars: Edge of the Empire, hot off the presses. We were broke teenagers, I think my older brother pulled through and we got the massive tome into our hands. We took it back to my friend's house, who we were staying with, and what ensued?

an ad for the game store in Saints Row IV, made by a local developer
Surely some mediocre and garbage roleplaying. We didn't know what we were doing. But I do very strongly remember that I felt like the possibilities were endless. Not in a shallow way lost in some tagline, but truly I had the world at my fingertips, uninhibited. I often felt there should be more to MTG, and now I had it.

I'm not a big Star Wars fan, but my brothers were. We played Edge of the Empire almost exclusively for five years. In 2015, when I went back to Illinois, I received a gift of the Pathfinder box starter set. I tried that out and didn't like the gaminess, the rules. Even though I'm generally more of a fantasy fan, it didn't stick. I haven't played it since. I have tried many other systems though.


But those are asides. The world of TTRPGs was opened to me more than a decade ago. I did not know they existed, I did not know what I was missing. My mother had apparently played 2e when she was in high school, but that was her friend's hobby, not hers. Well, this became a big hobby of mine. I felt like I had found a treasure trove, endless and overflowing. I still feel that way. It is why I have this project. 

I am curious, how did you get into TTRPGs? If you want to hear my brothers and I discuss our discovery of this amazing genre, check out the video below. Thank you!


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You can track my current progress here.

Monday, March 24, 2025

Session Recap: Cormyr Goblin War Act 3, Session 1

On February 2, 2025, my group kicked off act 3 of our campaign in Cormyr. You can see recaps for acts 1 and 2 if you want. 

Only two characters from act 2 remained: Hjalmar the Red from the Earthfast Mountains, a cleric of Clangeddin; and Faelivrin, a half-elf servant (Castles & Crusades pacer class) of House Huntcrown that goes by the name of Stardust. 

We also had three new characters. First is Feek Bolb, from Saerb, a reformed follower of Loviatar that was an in-house priest for Ilmater at the College of Shaping Magics during the reign of Proster Obarskyr. When the college fell, he went into stasis and awoke at the present age with a king's tear stuck in his forehead. There is also Piper, a bard/warlock. He somehow found a patron with a much reduced in power Myrkul. His origins are not clear. Lastly, we have Whitehead Rallyhorn Joyner, a skald from Hultail and a bastard child of House Rallyhorn.

At the end of Act 2, the survivors from Vast Swamp made their way to Hector Crestfallen's camp in the Thunder Peaks. This camp is just north of Hidden Vale, a gnome village in the High Dale. The winter lasts longer at higher climes and the party waited out the rest of Mirtul waiting for the passes to be more accesible. Feek wandered into camp, and even though he is a Sembian, he was recruited to aid in the cause of the Goblin War. Whitehead and Piper were recruited for camp bards. Hector misses Magnus Trumpettower, who is busy down in Dawngleam, and so has been looking for a suitable replacement musician. He hired these two and wishes to see which proves the better, so maybe one will get fired.

Hector sent out three scouts when the weather started turning brighter, Kythorn approaching. One went to the northern passes, one in the middle north of Thunder Gap, and the last south of Thunder Gap to the borders of the High Dale and Archendale. Only the one from the north has returned, though he retrieved minor reports from the other valleys and peaks on his return. Another setback is this: Hector's forces were reassigned elsewhere. While quite a force had been recruited, the same that moved against the Norgath in Vast Swamp, Oversword Wolfwinter ordered them stationed to Thunderstone to guard the secret way through the High Dale and to Thundarlun to ward Thunder Gap. Only the player's party will be on missions in the mountains proper, to root out oppurtunists and threats to Cormyr's sovereignty during this crisis.

The biggest rumors surround giants in the vales and dragons on the ridges and peaks. These latter are with the Cult of the Dragon and the name Sibilant Shade, that mysterious figure, is still being whispered. The party eats from the mess tent and then meets with Hector in his tent.

He confirms the rumors, introduces the two prospective bards, and gives more information. He also introduces a local gnome, Gnomo, from Hidden Vale. He wants the group to show him the ropes, and to protect him.

There is a brief encounter of Hjalmar attempting to remove Feek's gem from his head, but even though he gets a great grip on it, he does not succeed. Instead, he sees a dark scene of twisting shadows and otherworldly stares. The party then heads north to Volkumburgh, with plans to stop at the College of Shaping Magics on the way. After acquiring provisions, they hit the road.

After some hours, they reach a bridge, only about 15 feet across, spanning a stream that runs into the Thunder River west of the reaches. At this bridge is a bent-with-age halfling woman berating three kobolds. These scaly fellows are pressing her for a toll to cross. The party, led by Feek, rush in to assist. As they are dispatching the three kobolds, a score more appear over the ridge across the bridge, and Whitehead is the first to meet them while Piper sings a constitution increasing song. 

But behind these kobolds comes a figure in black robes, masked to the point where it looks like the figure has no neck. He immediately casts Cloudkill. The kobolds gasp out there last while Gnomo, not knowing what is happening succombs as well. While the haze continues, choking the party, an explosion comes from in their midst. The bridge is gone! 

A voice sounds in everyone's head, the mage calls himself Khalgixer, Scion of Aurgloroasa.

Hjalmar is able to make it over to Whitehead as another fireball rocks them, pushing Piper to the brink of death. A weakened Myrkul sends him back with a spell and a scolding. Stardust and Feek have avoided the explosion by teleporting with Stardust's magical sword, Maltanecel, to the ridge where the mage lies. Feek is able to stagger him with two blows of his fists before the figure teleports to another ridge and sends a personal fireball at the two brave Purple Dragons. Stardust is brought low, but stays conscious, as a voice speaks once more: "The Sibilant Shade controls these passes, this is your warning. You are beneath me."

The party camps for the night, Hjalmar providing healing and everyone licking their wounds and mourning Gnomo.