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Dungeons and Dragons at the Library – Tavyn Highlander!

One of the players in our D&D group, Vana, has created a Tiefling magic user. (Art by Vana.) This is his backstory…

Adopted into an Elven noble family at the age of four, Tavyn Highlander came from old money. He was strange looking for a Tiefling, as he carried a very reptilian appearance. He showed a talent for evocation magic, as well as a love for trickery. He was raised with Lord’s training along with his older sister, Levanne, the blood daughter of his adoptive parents. By his early teens he was fluent in Common, Undercommon, Infernal, and Draconic, despite his parent’s distaste for the ‘lesser’ languages.

As he reached his late teens, he began to dream of a world outside his family’s house, escaping out of his window at night to explore the criminal underbelly of his home town.  He revealed to his sister Levanne that he had been leaving the house in the night, and she told of his escapades to their parents. Tavyn’s parents flew into a rage, and as punishment arranged his marriage to a fellow noble. That night, Tavyn escaped his house with a hefty amount of gold and left town, turning to the criminal underground to hide.

He now travels to escape his adoptive parents, discover the identity of his birth family, and find out who he really is.

Interested in playing D&D? Let us know! We have two spots open in our teen game that meets Tuesdays from 7-9pm.

Digital Dungeons and Dragons- Ragnar’s Story

On Tuesdays from 7-9pm there is a 5th edition Dungeons and Dragons game for teens that takes place in the Brighouse branch Launchpad. Each game is run by Digital Services Tech (and author) James McCann.

Interested in joining? Spaces are limited, so click here to sign up!

Ragnar’s story…

THE BACKSTORY OF RAGNAR

Ragnar was born in an old draconic settlement called Volskyyge. His family was one of the warrior class families, and Ragnar was taught how to fight from the moment he could hold an axe. His mother, a high-ranking scholar at the local college, also taught him languages and problem solving. By the age of 15 he was not only fluent in Common and his native-tongue, but he was also proficient in two-handed-axe fighting and possessed respectable marksman abilities.

He was sent off to join the army at the legal age of 18 and, though he was discriminated and distrusted of by members of his unit, he quickly became a valuable asset to his platoon; proving himself at the battles of Doublecross and High Rock. His draconic heritage also proved useful to his unit as he could defeat large amounts of enemies in a short period of time. His platoon quickly ascended to a high position in his battalion, and the Legate in charge personally referred his unit for promotion to Special Operations.

Ragnar soon became a war hero, and was sent on many successful missions. However, dissent grew in the ranks, and an enemy spy planted deceit and traitorous thoughts in the ranks and minds of his men. Not knowing whom to trust, Ragnar acted too slowly and the traitors slaughtered his forces. Only he and a handful of loyal troops managed to escape. As the commanding officer, Ragnar was sent back to his family in disgrace.

His family, disgusted with him, sent him to the far off lands. His other squad members were given the same treatment, and all have connected with one another since. He has since made his base of operations in the Ruins of Giva, and has since done many mercenary jobs under the name “Rurik.” He has recently been accepted into a party that has set off for the Citadel of the Vampire Lords. The outcome of their quest still unknown.

THE END…

FOR NOW.

written by Sam

Dungeons and Dragons – the Story So Far…

On Tuesdays from 7-9pm there is a 5th edition Dungeons and Dragons game for teens that takes place in the Brighouse branch Launchpad. Each game is run by Digital Services Tech (and author) James McCann.

Interested in joining? Click here to sign up!

The story so far…

A farmer’s cart has broken down on the road and wolves have attacked!

The world of Aloric had always been plentiful and peaceful, and stories of old wars and rivalries were just legend. Those who trained as soldiers did so to protect the lands from raiders and highwaymen, but wars between nations had not existed for more than a century.

Over the past few months, water in Aloric had been getting scarcer. Wells were running dry, and the water witches had not found new sources. The roads were becoming rife with bandits stealing not gold—but water from those who travelled.

Ragnar, a dragonborn fighter, and Ratath, an elfin warrior, had answered an ad posted all over town for adventurers willing to seek out water. As they sat in the inn they noted the tables full of wannabe adventurers.

“Welcome!” the mayor said. “Thank you for coming. This quest is of utmost importance…for we will be out of water within the year.”

“And what is this quest?” a halfling shouted from the back of the room.

The mayor cleared his throat uneasily and said, “To journey to the Citadel of the Vampires. To bargain a treaty with them, as they are responsible for the last of Aloric’s water.”

Even before the mayor had finished his words beyond “vampire,” the inn had cleared out. Except for Ragnar, Ratath, a dwarven mage, and a goblin rogue.

“They call me Brikt,” the goblin said to those who were left. “My king has sent me here to also bargain. But we believe that war is imminent with the vampires, and only those wielding the Five Magical Weapons of Lore have a chance at defeating the creatures of dark.”

The mayor sighed and started to speak. His words mumbled until he gave up altogether. He sat, slumping in a chair and looking tired.

“This is a chance for me to redeem what I have done wrong,” Ragnar whispers. Then out loud: “I will do it!”

“As will I,” said Ratath. The dwarf, Baulder, added something about going where he might learn better magic.

The mayor looked at the troupe and nodded. “Where you go will be dangerous. But we are thankful for your willingness.”

And so their story began!

To be continued…

Where Does the Dungeons and Dragons Game Take Place?

Dungeons and Dragons takes place in fantasy worlds like Lord of the Rings, Elves of Shannara, or King Arthur. These worlds are made up by the Dungeon Masters–sometimes from scratch or perhaps with a little help from other Dungeon Masters.

Where will the Dungeons and Dragons game that will begin January 9, 2018 take place? The World of Aloric! An original fantasy-scape created by digital services tech, James. He created the map using an online world generator called donjon, and the rest was generated from his own imagination.

The Ruins of Minas Govi is where the characters start. This city has existed on the brink of desolation for several generations, but now faces its most serious threat: the desert is running dry of water wells.

This is going to send the would-be heroes (played by YOU) on a quest to those who control the waters in the west, the Vampire Lords. However, along for the journey is a goblin raider who tells the tale of five mystical weapons that just might mean the difference between life and death — if the vampires choose to be less than helpful. But can this goblin be trusted?

Join our Dungeons and Dragons game and find out!

How Do You Play a Character in Dungeons and Dragons?

The key with having a fun time playing Dungeons and Dragons is understanding that you must role play your character. That means you make decisions based on what your character does and knows.

Above we have the white character pieces that represent each person playing. The goblin, the ranger, the dwarf, and the warrior. The purple and green pieces represent the characters played by the Dungeon Master (see previous post on who that is!) — whether the characters are friend or foe depends on the story!

Physical pieces placed on a grid map allow you to know where your character is in relation to monsters and each other. Each grid box is five feet of space, so the bridge (as an example) is 25 feet long. If your character can move 20 feet per turn, your character can move four squares per turn.

The green fighter above, using a longsword with a 10-foot reach, would be able to attack the ranger. The ranger and purple mage cannot battle, as there is a tree in the way. The goblin and dwarf have to get around the river to help their companions and need to get to that bridge! If their speed is only 10 feet per turn, they can only get two squares every turn!

And what happens when battles take place? How do you know if the green fighter hits with his longsword? You roll a dice.

Dungeons and Dragons uses what’s called polyhedral dice. The most common are a 20, 12, 10, eight, six, and four-sided die. Depending on your character, you may have bonuses to add to your rolls (or minuses!). And that determines who wins and who loses each skirmish! (This also works with feats of athletics, such as jumping or climbing.)

The battle between the ranger and the green fighter may look like this:

RANGER STATS: Armour class: 16, +2 hit with arrows.
GREEN FIGHTER: Armour class: 19, +3 hit with longsword.

Dungeon Master: “The green fighter eyes the magical orb attached to your belt and demands that you hand it over.”
Player Ranger: “Never! I load my bow and shoot an arrow.” (rolls twenty-sided die, but only rolls a four. Even with her +2 to hit, she has only scored a six!)
Dungeon Master: “You miss, and the green fighter swings his longsword.” (rolls twenty-sided die, and rolls a 15.) “With his +3 to hit, the green fighter rolls an 18! That’s a hit!”

And the action continues…

Interested in playing a game of Dungeons and Dragons? Keep reading our blog for a weekly post on how the game is played, or you can sign up for our weekly Dungeons and Dragons Gamers Club for teens starting January 9th, 2018.

 

Stranger Things are Happening at Your Library!

If you’re a fan of Stranger Things, you have seen them play and talk about the game Dungeons and Dragons (also known as D&D). By the time the kids in the TV series started playing it, since the show takes place in the 80s, Dungeons and Dragons would have already been around for more than a decade.

Did you know that Dungeons and Dragons, created by Gary Gygax and David Arneson, started in 1974? Or that it was inspired by war combat reenactments with plastic toy soldiers and by Lord of the Rings? Maybe you’re not sure what Dungeons and Dragons even is…

Stranger Things

Whether you realize it or not, your gaming and literary world was heavily inspired by D&D. World of Warcraft, Diablo, Skyrim, and many other video games are descendants of the game you see the characters playing in Stranger Things. The difference is that the action in D&D takes place in your imagination and not on a computer screen.

How does that work? Think of it like reading a book. The author, known as the “Dungeon Master,” or “DM,” tells you the story by describing what you see, except with D&D you get to play the character and choose where the plot goes. Kind of like this:

DM: You walk into a cave. It’s dark, but you smell the putrid stench of someone who has not showered in weeks.
Player: I light a torch!
DM: The room ignites in a soft amber glow, and hiding in the shadows you see a goblin with a treasure chest in his hand.

And so the story continues, with you as the hero!

Starting in January, Richmond Public Library will be putting together a Dungeons and Dragons game  just for teens! Dungeon Mastered by James, Digital Services Tech (and author), we’ll be using much of our in-house tech to enhance the game. 3D printed figures, maps displayed on our media wall with six screens, characters generated on iPads, and much more!

Watch this blog for more information and our website for registration in this program! (Registration opens December 18th!)