Battlestorm Online Ragnarök — Livestream Dungeons and Dragons Campaign Play, Character Profiles and Video Archive

This blog contains an archive of live-streaming games for the Battlestorm Online, Ragnarök campaign. It also introduces you to the heroes of Ragnarök — Slade, Amuriel, Agmundr, Justice, Nerium, and Sanna. Ragnarök is part of the larger Battlestorm Online (BSO) game. A campaign played as a virtual reality death trap in a Dungeons and Dragons MMO, BSO Ragnarök is GM’d by myself and originally streams on Twitch through Ted Burgess’s profile.

Within this world, Ted and I are co-GMing two separate Battlestorm Online games. Ted’s game — Valhalla — follows the main story arc and occurs weekly on most Thursday nights between 9:30 PM and midnight EST. The game I’m running — Ragnarök — is a follow-on but equally critical storyline. It will livestream on Friday nights 1-2 times per month. A separate Valhalla archive of streaming games along with character profiles is here.

Adventure Opening Story

Our heroes log into Battlestorm Online only to find that they are trapped! Their Ghost Gear is rigged to emit rapid flashes of light that trigger brain aneurisms for those wearing this deadly gear if they die in-game, if they try to log out, or if someone tampers with their headgear. All gamers are thus trapped and forced to defeat the challenges laid out in the virtual fantasy world of Valhalla. If their avatars die while fighting monsters in Valhalla or exploring its hazardous environment, the Ghost Gear sends out its vicious strobe and kills their real bodies.

The players are not initially aware of their predicament until a few hundred unfortunates — who attempt to log out, have their avatars slain by monsters, or have their Ghost Gear tampered with — are instantly killed. The game’s psychotic-genius creator, Gema Masuta, then makes an announcement to every player, explaining their situation and the stakes involved. Players are trapped until they win the game or are killed. If the final boss monster in the last dungeon is slain, then the game is won and all the players are freed. From that point forward, adventures in Valhalla take on a dire edge.

Rather than join the forces of adventurers on the front lines, the characters of Ragnarök are initially reluctant. For whatever reason, they are unwilling to risk their lives as adventurers. For a month, they spend time becoming vital members of communities within Home Towns, doing what they can to contribute to the game-win effort indirectly. However… events soon catch up to them as the safety of all players within BSO starts to fall under threat.

Character Profiles

What follows are the character profiles for Slade, Amuriel, Justice, Nerium, and Sanna. Presently these heroes are all level one. The party has only just completed its first adventure and is still trying to suss out the shifting threats of the Battlestorm Online world.

Agmundr — is a Human Twilight Cleric in-game. Run and conceived by Eric, Agmundr keeps to the shadows during roleplay to disguise his true nature and intent. He has, however, taken more of a shine to the other players after experiencing a few adventures with them. A powerful healer and spell wielder, Agmundr acts boldly in combat by stepping up to help when his companions are in trouble.

Agmundr’s Token

In real life, Agmundr’s player is Kevin Larson — a 35 year old park ranger who’s been diagnosed with terminal melanoma.

Until he was diagnosed, Kevin worked as a park ranger at the Voyageurs National Park in Minnesota. Reserved and quietly intense, Kevin’s eyes reveal a deep, emotional intelligence. A man of few words, but many thoughts, he enjoys the contemplation and solitude afforded by his work as a park ranger. Kevin was never deeply religious, but, if pressed, would describe himself as spiritual.

Throughout his life, Kevin lived in peace with nature. He befriended animals — fellows he would often see taken by the natural circle of life. These deaths disturbed and saddened him. Though he accepted such partings as an innate working of the world, he never fully pondered his own mortality. That is, until he was diagnosed with stage III melanoma. With a 50% chance that he’d succumb to the cancer within 5 years, he was now staring what had once seemed an abstract cycle of life and death directly in the face.

It’d gotten personal in the most real way imaginable. For the first time in his life, Kevin was angry. He raged at the god/gods/deities. He didn’t care which, what, or who. Kevin was consumed by an emotion he’d never felt before — hate.

The diagnosis came 2 years before BSO. As the years passed, Kevin meandered his way through the stages of grief sometimes stumbling backward but mostly moving forward. He began to live again; camping, fishing, and hiking as often as possible – against doctor’s orders, of course.

Kevin finally accepted himself in that circle of life and death he’d witnessed so many time in the past. He pondered the transition he’d likely make in the near future. At last, he’d made his peace. That’s when the cancer started metastasizing again, even through the seemingly constant rounds of chemo, and Kevin was told that he would need to undergo a serious and very dangerous round of surgeries. It seemed he faced a choice. One more battle, or acceptance and peace.

After embracing his likely impending transition to death, Kevin was hesitant to go forward with the proposed treatment. However, his parents were not ready let him go. They pleaded with Kevin to accept the surgery and risky follow-on treatments. Feeling a great debt to his parents who’d stood by him his entire life, Kevin at last agreed.

As Kevin lay on the cold, hard hospital bed preparing himself for the anesthetic from which he was not sure he’d awake, his doctor and friend of two grueling years presented Kevin with a gift. Instead of the usual anesthesia, Kevin’s doctor offered Kevin a spot in the new and very exclusive BSO game! The VR gear would block Kevin’s nerves effectively acting as an anesthetic and Kevin would not lose consciousness during the procedure – unless something went wrong, of course. Swayed by the promise of running through woods and fields of wildflowers during the procedure, Kevin agreed and logged in.

Amuriel — is an Aasimar Conquest Paladin in-game. Run and conceived by Niki, Amuriel is a tough tank front liner who focuses on melee attacks while wielding a shield. Also an off-healer, Amuriel isn’t shy to help her team mates. In roleplay, Amuriel takes on the role of a kind, grandmotherly figure. A stark contrast to her character’s imposing avatar.

Amuriel’s Token

In real life, the person behind Amuril is Muriel Lebowitz — an 89 year old retiree presently living in Bocan Raton, FL who’s enjoying her golden years with her husband Eustice (see Justice below). She fell in love with Eustice long ago in her New Jersey hometown at Hoboken High School. Following graduation, Muriel received an early childhood education degree at NYU while Eustice fought in the Vietnam War. She married Eustice when the Vietnam War ended. Eustice got a job pouring concrete then started his own business in the trade ten years later. During this time, Muriel had four children, taught the 4th grade, and wrote a mildly popular modern teen fantasy series set in New Jersey. Some of her titles included: “Hobgoblin in Hoboken,” “Triton in Trenton,” and “Kraken Attack in Hackensack.” In total, Muriel’s career lasted for 40 years before a happy retirement.

Muriel and her husband never had much interest in electronic games or RPGs. However, they were avid fantasy buffs — with bookshelves filled with the likes of C.S. Lewis, J.R.R. Tolkien, Roger Zelazny, and R.A. Salvatore. So when one of their many grandchildren handed them a copy of BSO — offering them a chance to spend the last of their golden years in a heroic video game based on the setting they so deeply and passionately loved — they jumped.

For Muriel, there was some confusion during the character creation process. When Muriel was asked her name, she responded “Uh, Muriel” which the game’s character creation engine recognized as Amuriel.

Justice Cleverwits — played by Greg, is a Wood Elf Drake Warden Ranger in-game. Both a melee and a ranged threat, he really leaned into the front-liner role during the first session. This is quite generous. But it also shines a light on the fact that the party includes a lot of squishy-types. Like Amuriel, Justice takes on a mentor role during RP and gives off an bit of an Obi-Wan vibe.

Justice’s Token

In real life, Justice is Eustice Lebowitz — aged 91 years. Eustice now lives with his wife in Boca Raton, FL after spending much of his life in Hoboken, NJ. Eustice fell in love with is high-school sweetheart Muriel. But the Vietnam War intervened to separate them. While she went to college at NYU, he served in a combat engineers company. Justice survived the ordeal, returned to the states, and married the love of his life. A hard worker, he started out after the war pouring concrete. The anti-war sentiment of the time spilling over onto the troops didn’t bother him. “People sometimes have their fears exploited. It’s not about me,” he said at the time. In just ten years, he’d earned enough to start his own concrete company and stood at its helm for 35 years until his retirement. In the intervening time, he and Muriel ended up with four children whom they love dearly. Now, in retirement, Eustice’s joy is enhanced by his numerous grandchildren and great-grandchildren.

An avid fantasy reader, Eustice spent much of his retirement enfolded in many books both new and old. When one of his young scions introduced Eustice to Battlestorm Online, he was enthralled by the notion of spending the rest of his days as one of the fantasy heroes he so deeply admired.

Like Muriel, the name generation engine ended up mangling Eustice Lebowitz’s name — turning it into Justice Cleverwits. Eustice finds this new moniker to be surprisingly appropriate.

Nerium Senicle — is a Yuan-ti Pureblood College of Lore Bard in-game. Played by Chauncey, Nerium uses his broad base of skills and magics to enable his friends, uncover various mysteries, and foil his enemies. Nerium has a well known affinity for snakes and is one of the few players who has a good working relationship with snake NPCs. Also a former teacher, Nerium has taken on the role of helping other players develop their skills.

Nerium’s Token

In real life, Nerium is James De La Cuesta, Age 35. He hails from Boston, Massachusetts.

A professor of Conservational and Wildlife Biology, James is obsessed with poisonous plants and venomous snakes. Highly regarded if rather eccentric, James is well-known for frequently exhorting his students to become herpetologists (those who study reptiles and amphibians). One day, after giving what would become a famous lecture on the under-utilization of medicinal plants, a group of students blind-sided him by recommending he play the new BSO game.

James had oft spoken nostalgically of his youthful forays into Latin America to research venomous snakes. Alas, during his final project, he was bitten by a tiger snake — resulting in a debilitating leg amputation. Even worse, this trauma triggered a phobia that kept him from venturing into the field thereafter. James never lost his love for the research, though. When his students confronted him with the odd notion of fulfilling his lost passion for researching snakes in BSO, it grabbed hold and wouldn’t let go.

James found himself compelled to explore the new VR world and all its wonders. But he was worried the experience could lead him back to the dark times following the snake bite incident. Losing his ability to walk was a nightmare. Adjusting to a new existence of endless physical therapy and learning to live with a prosthetic leg nearly ruined him. It was finally his students, who formed a helpful online support network, that tipped him over the edge and into BSO. With their help, James could maintain a positive mental state while also overcoming his IRL limitations.

The game afforded James a number of surprising options. He chose the Yuan-ti race for their poison immunity and ability to befriend snakes. The bard class’s ability to focus on lore and its diverse skills mirrored his own deep knowledge IRL. However, the bard’s jack of trades nature provided extra appeal. A professor’s life is often so narrow — focused on just one field but sacrificing a wealth of generalization. His new life in-the-making instead offered a little bit of everything.

The resulting month-long confinement in BSO was oddly liberating — granting the freedom James as Nerium had always longed for. James was enabled to pursue his passion for research, with a touch of magic in his back-pocket. He filled his days by venturing out near safe zones to gather herbs, to speak with his beloved snakes, and to search for that perfect someone. A snake companion. Neri, as he’s called in-game, is now well-known for his numerous snake associations. The herbs, meanwhile, earn a little money the game’s markets. Though Neri/James mainly gives the helpful herbs to his student-players at break-even prices. Meanwhile, he never really left teaching. Moonlighting as an in-game trainer, he helps players learn nature, history, perception, and other helpful skills — occasionally treating them to one of his famous lectures.

Before his most recent adventure, Neri spent what free time he had listening to the latest gossip at inns, tea houses, and coffee shops. Now, he finds himself well-informed as he takes on a new passion for adventure. One that, thus far, has overcome his fears.

Sanaa — is a Rock Gnome Artificer in-game played by Ravi. A conjurer various cool tricks, Sanaa is a cunning combatant. Outside of combat, she has quite the bag o’ options to help the party with exploration, investigation, and making new arcane discoveries. Sanaa has her own special goal in-game. She seeks a person important to her who’s recently been lost, possibly kidnapped as a result of the invasions coming from Svartalfheim.

Sanaa’s Token

In real life, Sanaa is Emily Hooper. She resides in Columbus, Ohio and is presently a Computer Science student at MIT. Emily is 21.

Since age 5, Emily wanted only one thing — to be an inventor. Yet, for reasons unknown, her skill seemed to lag behind her enthusiasm. Despite all the great ideas she had, bringing them into the physical world never worked. They either couldn’t get off the ground, like her leggo buildings crashing down in mid-construction. Or they’d go everywhere but the ground, like her automated soda dispenser that led to very sticky walls and ceilings.

Sadly, her ideas didn’t help her get along with other kids in the neighborhood and at school. Either put off by her eagerness to try a new experiment, or afraid of disastrous results, any child who tried hanging out with Emily withdrew after a couple playdates. An only child, Emily’s malfunctioning contraptions ended up as her only friends. So she led a lonely, if intellectually rich, childhood.

Events came to a head around the 9th grade. Emily was attempting to make a house-cleaning robot out of old car-parts, discarded motion sensors, and a butane-powered propeller. The result was a catastrophic explosion and that burned down half the garage. The fire then leapt to the neighbor’s house before it was at last put out. If not for her father (one of the best carpenters on the coast) and mother (the mayor’s head of PR with incredible diplomatic skills), the repercussions could have been ugly. Emily’s parents had always been supportive of their daughters drive to invent and innovate. They now figured a different tack was needed. Not wanting to stifle her desire to learn, they bought Emily a computer and a beginner’s guide to programming. Emily was happy enough to explore this new avenue of invention, where the materials were logical concepts rather than physical pieces. Everyone was relieved. Now, her experiments would only be a source of chaos for the VMs of her personal cyberspace.

At back of her mind, however, Emily never forgot the frustration of failing to bring the ideas in her head to the material world. By the time Emily graduated high school, she had become a skilled programmer, and enrolled in MIT. Academically, she was a star. Social life was still… challenging. The lack of peers growing up made it difficult to interact with fellow students. Feeling awkward outside the virtual environment, Emily instead immersed herself in schoolwork and games.

Then, in her sophomore year, Emily stumbled into the world of hacking when she discovered a website exploit while browsing the internet. To Emily, this discover opened up a whole new world of possibility. Unlike others, Emily didn’t become a hacker for malicious or selfish reasons. Instead, hacking became a wondrous new avenue for exploration. If an occasional hack gave her a bonus item in a game, no biggie. It was around the same time she met Peter Smith, a fellow comp sci major who transferred from NYU. Despite Emily’s shyness, the two became friends. Peter introduced Emily to the graphic novel series The Gaslamp Saga. Gaslamp depicted a world run by Sparks — mad-scientist-style savants with globe-spanning ambitions. Emily quickly fell in love with the series. The heroine of the story, Sanaa, had a history similar to hers: — a struggling inventor since childhood. But what truly drew Emily in was how Sanaa later overcame her hurdles, both within and without, to become one of the setting’s greatest Sparks. Gaslamp relit the old flame of invention in Emily’s mind.

Emily was thrilled to receive an invitation to join the deep-dive VR world of BSO. Having a passing familiarity with D&D, she was intrigued by the fantasy version of the inventor: the Artificer. A chance to combine her dual loves of programming and inventing in a reality that felt like the real world? It was a dream come true!

Now that the dream has become a nightmare, Emily will need to harness all her knowledge in programming, hacking, and inventing to survive this deadly adventure. Only fitting that her avatar is based on a girl who has five deadly adventures before breakfast: Sanaa, the Gnome Genius!

(This character is inspired by Girl Genius, which Ravi loves. Check out this amazing web comic series here!)

Slayde — run by Ted, is a High Elf Order of Scribes Wizard. In combat, Slayde provides a lot of the arcane oomph. A versatile generalist, Slayde can often find the right tool for the job. Out of combat, Slayde lends his expertise and considerable innate knowledge.

Slayde’s Token

In real life, Sladye is Enzo — an interpreter for the US Department of State, fluent in English, French, Italian, Spanish, and ASL.

Eighteen months before logging in to BSO, Slayde’s wife, Jane, tragically passed. He now survives with his daughter — Sofia — who attends NYU. While Sofia continues to live with Enzo, coming home to crash or scarfing down a hurried breakfast, she’s mostly away from home.

Enzo took up playing MMOs to help pass the time and assuage his loneliness. More recently, he started playing D&D in AL when invited by a co-worker. He hadn’t played D&D since 2nd edition during his time in the Navy. When BSO was announced, it was the spell-casting system that really caught his attention. Actively using your hands and spoken words to cast spells really intrigued him. So, logically, he chose the Wizard class.

Stuck on picking a name after choosing to be a high elf, he’d considered Merlin and Gandalf but expected they’d be denied. Instead, he went with a variation of a more obscure reference from an anime he loved back when he first started playing D&D — Slayde.

A month into the game, Enzo spends most of his time in the Grand Guild Hall where he’s been interviewing players about quests, events, maps, and dungeon details to help create guides for other players. With the tales he’s heard describing the game world’s dangers, he’s been timid about going anywhere outside the safe zones. At game start, he’s not yet met the other party members.

Episodes

Episode 1 — Ominous Signs Before the Breach I. In this episode, our heroes uncover a startling mystery as a strange new star comes to light in the night sky above Midgard.

Episode 2 — Ominous Signs Before the Breach II. In this episode, our heroes learn more about Mio Elysse’s shrinking safe zones. Then, venturing to Yggdrasil, they discover what’s happening to Midgard’s missing monsters.

Episode 3 — Astrid’s Prophecy. Undertaking a perilous journey through the Winter Wood, hunted by Skoll and Hati, our heroes attempt to reach Astrid and learn her prophecy.

Episode 4 — the Chambers of Grief Part 1. Returning empowered with the knowledge of prophecy, our heroes move to confront Killz4LULZ in the Chambers of Grief.

Last Notes

For now, we conclude our gaming archive and related character profiles for Battlestorm Online — Ragnarök. Return for updates and new video archives occurring about 1-2 times a month. Also, I’ll be updating our character profiles when the situation warrants.

If you’re interested in using our campaign materials for your own games take a look at the Battlestorm Online Player’s Guide and our fourteen original Battlestorm Online Backgrounds. In addition, the first module is now available for free here. I’ll be posting more Game Master materials for this campaign over the coming weeks which you’ll be able to find in the Gaming Studio.

Thank you for stopping by!

BSO Ragnarök 1.20 — Ominous Signs Before the Breach Part 1

Dark shadows bring ominous signs…

This is The Deep Dark of Svartalfheim adventure module’s first chapter for the larger BSO Ragnarök campaign. You can find all chapters for The Deep Dark of Svartalfheim in the Gaming Studio under the Battlestorm Online Ragnarök header. These adventures are original, unofficial, and unaffiliated Open Gaming License content for Dungeons and Dragons 5th Edition and they are provided to you, written by your scribbler here free of charge, in this format, on this blog. Please feel free to use this material for your own Dungeons and Dragons games as you see fit.

In this first chapter, the PCs begin their journey as unlikely heroes in the BSO Ragnarök setting. To make this chapter less cumbersome as a blog post, it is broken into two parts. Part 1 deals with major campaign events. Part 2 covers quests the players may wish or need to undertake.

Part 1 is below.

A game master collaboration…

The larger Battlestrom Ragnarök campaign is run in the Battlestorm Online Campaign Setting. This setting is being designed as a collaborative effort between myself and Ted Burgess. Ted is running his own Battlestorm Online game, which is the original game in this setting. You may find Ted on Twitch and you can find the campaign archive for Ted’s Battlestorm Online game here.

Live Play of Ominous Signs Before the Breach, Part 1

This module was run by me on January 7th and streamed on Ted’s Twitch feed. I will be posting the video archive of the first game along with player profiles in the Gaming Studio soon. The next BSO Ragnarok game is scheduled to stream from Ted’s Twitch feed on January 21st, 2022 and games will run once every 2-4 weeks on a regular basis. Please feel free to join us at 9 PM EST on these Fridays. I’ll work with Ted to post more frequent gaming schedule announcements. These announcements will be posted from my Twitter Feed and set up on my Twitch page. Games, though, are sometimes canceled at the last minute. In any case, they can be viewed later here in the BSO gaming archive and on my YouTube page.

(If you are a player in the Battlestorm Online, Ragnarök campaign. WARNING: SPOILER ALERT. Do not read further.)

CAUGHT IN A VIRTUAL DEATH TRAP

After the players create their characters read the following descriptive text to kick off the adventure:

“The widely-publicized global launch of Battlestorm Online was a heady affair that captured the attention of millions of gamers across the world. One of the world’s foremost gaming geniuses — Gemu Masuta –had birthed a virtual reality masterpiece. A Dungeons and Dragons game in which players could use special equipment called Ghost Gear to fully dive into a fantasy VR environment. Now the dreams of gamers everywhere had been realized. They could experience their favorite game not at tabletops or consoles but with their senses and body fully immersed.

“You were one of these gamers. Dynamic swordplay, magic, and the amazing mobility of fantasy characters was no longer just at your fingertips — it had full mind and body. It was another life outside of real life.

“Millions clamored for access to the beta-test version of this full-dive Dungeons and Dragons extravaganza — open to only ten thousand lucky players. Perhaps you waited in line or a relative with connections snagged you a copy. Whatever the case, you logged in to BSO, took the vertigo-inducing dive generated by the Ghost Gear, and landed on the world layer of Midgard. At first, you were captivated by this amazing setting and its host of wonders. You took time to familiarize yourself with your skills and powers. Perhaps you even fought a few monsters. You had a blast.

“But your joy of new discovery was short-lived. If you tried to log out, you received the following alert — WARNING LOGOUT WILL RESULT IN PLAYER DEATH, CLICK YES TO CONTINUE. If you saw this message, you were wise enough not to click ‘yes.’ Many were not. You may have also heard the ghostly cries of a player dying in game — their avatar consumed in a burst of blood-red pixels, their eyes flashing with a freakish strobe like a pair of twin flashlights rapidly turning on and off.

“These events only hinted at a much larger horror of which you would soon become aware. After only an hour logged in, a wind began to blow. It carried the sound of a wolf’s howl across the land of Midgard. Tattered clouds raced across the sky which took on a crimson hue. Your teleportation crystal flashed with blue light and you were instantly transported to an arena carved from the heart of the mountain fastness of Nidavellir. Your arrival at the stadium was accompanied by thousands of similar blue flares as your fellow players instantly materialized.

*********

Odin Wotan by Herman Hendrick

“All the game’s remaining players turned eyes toward a titanic figure arising from the area floor in the form of a forty-foot tall shadow roughly taking the shape of man. He glared down at you with his single massive blue eye. The eye was offset, hinting that the other eye was closed or lost. Two large shadows in bird form sat on his shoulders. ‘Welcome to Battlestorm Online. I am Odin. But you may also know me as Gemu Masuta. I’ve summoned you here into the great arena of Nidavellir to deliver this warning. You are trapped here. Not in Nidavellir, but in the game. There are now only two ways out for you — death, or winning the game. You may have noticed that your logout screen now contains this alert.’ The figure waves its shadowy hand and you again see the logout warning message. ‘If you logout, the Ghost Gear will send a strobe light pattern to your eyes that will cause a brain aneurism. This is no accident. It is intended. Also, if you die in-game, your Ghost Gear will send the same signal. Similarly, if the gear is tampered with in the real world, it will kill your body and you will die both there and in-game.

“‘Already, 321 players have perished due to death by monsters, due to accidental tampering with the head gear, and due to suicide by voluntary logout.’

“The 9,679 remaining players stared in stunned astonishment. Cries of outrage and anguish echoed through your fellow players. Terror rooted you to your hard, virtual-stone bench. You came here to enjoy your favorite game up-close and in-person. Not to die at the hands of a terrorist madman in a death trap. Disbelief and denial washed through your fellow players. But somehow, what Gema Masuta as Odin said rang true. He did strike you as the type who was capable of carrying out such a murderous, if creative, coup.

“‘You have now been granted a gift beyond compare,’ Gema Masuta as Odin continued. ‘Another life. For without death, there is no life. And in this life you have the real opportunity to be the heroes of a magical world. Whether or not you choose to take that opportunity is up to you.’

“The shadowy figure continued to speak for a few more minutes. But its dark philosophical assertions only deepened your terror. Gema was clearly a fanatic — willing to carry his twisted vision through to the bitter end. When the cries of disbelief rose up, you’d already grown numb with shock. The tense words of outrage bleeding into the background of your racing thoughts. You had to focus. Your first goal — survive and return to your life. You had things to accomplish. Loved ones waited for you. Important business and work was delayed that must be returned to. Others could fight through the game while you decided to wait in safety.

“For weeks after your capture, after that fateful announcement by a virtual god of monsters, this was your plan. And, for weeks, it worked. Heroes rose, formed adventuring parties. They scoured the surrounding lands of monsters and began to delve into dungeons. Some died. Others rapidly gained power. The adventuring parties coalesced into organized guilds. And, for a time, it seemed to you that your plan had worked.

“Seemed, because events have taken an odd turn of late… You’ve heard rumors of shrinking safe zones. Frantic quests have been issued by the game’s most prominent guilds. Quests not related to typical game-clearing activity. And last of all an annoying guild representative — a Warlock named RubyNight — keeps following hold-outs like yourself into local bars and inns. She keeps asking for help. Keeps calling for a second line of adventurers to confront the new troubles. She’s persistent. But sometimes you detect a note of pleading in her voice.

“This new turn of events makes you worried. Perhaps your plan to stay safe while others take the risks for you won’t work out after all. Maybe this death trap you’re presently caught in is about to spit out a new set of surprises. If so, resting on your laurels will only make you more vulnerable, will just result in more slaughter. Now might be the time for you to step up. To take on the role of a hero. “

********

Discuss with your players what connections they might have with each other — IRL or in-game. For example, players might have worked together, gone to school together, or shared a favorite hobby IRL. In-game, all the players also had a reason to hang back from the initial wave of gameplay. This may have thrown them together in various non-adventuring activities as they passed the time waiting for the front liners to win the game. Also have the players agree on a hometown as the adventure starting point. When they do, proceed to the next section.

ODD EVENTS, ODD QUESTS, AND AN ANNOYING GUILD REPRESENTATIVE

The following is a series of quests and in-game events designed for 4-6 level 1 characters. The events, listed first, happen to the players and the world of BSO on a timetable regardless of which quests they choose. The quests are voluntary and happen between the events. In this section, run game events 1 and 2 first. You may then decide to proceed to game event 3 or to then proceed on to the quests. Once players gain enough experience to reach level 2, a new series of quests and events will open up, leading to the next chapter — The Mystery of Yggdrasil’s Roots. However, you may wish to allow players to complete the quests listed here before proceeding. If you do so, player advancement to level 3 is locked until at least one quest from The Mystery of Yggdrasil’s Roots is completed.

Event 1 — A Strange Star Occluded By Darkness

The first night of this adventure begins with a strange celestial event.

“As the sun sets on Midgard and a darkness jeweled by millions of twinkling lights rises to cover the night, a strange star begins to blossom. Its light first appears as an orange glow that back-lights what appears to be black clouds of dust — casting gargantuan shadows covering what must be thousands upon thousands of stars. The glow intensifies until a star roughly the size of a full moon and bright enough to cast shadows bulges into a shape like a large blue eye. The eye looks down on Midgard, shining its light on all who walk there.”

Whether the strange star’s coming is a herald to further events or simply a stunning, if ominous, outgrowth of the vivid yet striking Battlestorm setting remains a mystery.

Event 2 — A PC Quest Giver is Born in Thunderale Tavern

Thunderale Tavern is a popular haunt for adventurers and non-adventurers alike. It exists as a storefront in all Home Towns in Midgard. However, it opens to one common internal space. The same tavern thus opens to all Home Towns simultaneously. Its proprietor — a lively NPC named Abigail Barnwallow — regales customers with tales of recent heroics on the front lines, rumors about local happenings, and gossip over famous persons in-game. The setting is warm, bright, and comforting. A roaring fire blazes in a large hearth above which two golden flankards of ale collide in front of a pair of crossed silver lightning bolts.

The players, still reluctant to join the ranks of adventurers, have gathered in Thunderale Tavern to collect gossip about the strange star now shining high above Midgard. They’ve all seen the new star and decided to drop by Thunderale Tavern to try to learn more.

(An Inkarnate Tavern Map that we are using for Thunder Ale Tavern gameplay provided by patreon.com/talemaps)

While talking with other tavern patrons or with Abigail, each player learns one rumor about the strange star or hears of an odd happening that someone speculates may be related to the star. Choose one rumor or speculation that each player learns from the table below.

D8 Rumor/Speculation

  1. “The ground beneath Yggdrasil has made strange groans and rumblings lately. Perhaps the star is somehow related to the tree’s odd noises.” The player hears this rumor from #GinSing7 an elven bard/rogue.
  2. “People in Mio Elise have been disappearing near a lamp post in a back ally that emits darkness instead of light. Why is this happening at the same time a new star appears?” Question asked by a daughter gamer with an elf Divine Soul Sorcerer avatar named Thalia who lost her mother in Mio Elise and is looking for her still.
  3. “The star is just a bright light in the sky. It’s a fantasy game. Why are we surprised about it?” This from BiGdumBfighteR.
  4. “I suspect this star signals some major new game event. More adventure is afoot.” From Maven Silverstream a Dwarf Ranger.
  5. “When the star appears, we should take the opportunity to drink and sing praises to the gods of battle as our lord Odin would want.” From a Tempest Cleric of Odin named ChiefThunderPants09.
  6. “Fear! Fear! For doom is on us all. The star is a harbinger of Ragnarök, the The Twilight of the Gods! The end is near!” A non-adventurer doomer named BlackDaze who jumps up on a table next to one of the players shouts this.
  7. “Take comfort and companionship, good friend. We may not know what this star will bring, but we can sing, eat, and drink tonight without fear.” From Abigail Barnwallow to a player sitting at the barn. The player who hears this gains the benefits of a free long rest the next time they come to Thunderale Tavern.
  8. “My bet is it has something to do with all the monsters wandering around outside of their typical spawning grounds. If I had more time off the front lines, I’d definitely go to investigate.” Morgen Schnee an Aasimar Paladin who’s a well known front liner.

Allow the players to circulate through the bar while describing each new rumor and speculation to the group. After you feel satisfied that you’ve sprinkled enough story hooks and related game flavor, read the following to the players:

“Concerned about the new star and all the odd happenings in Midgard, your information gathering in Thunderale has only added to your apprehension. You’ve retreated, drink in hand, to ruminate on your findings when a commotion in front of the fireplace draws your attention. RubyNight — a Genie Warlock with a puffy mane of red hair — begins to lurch back and forth grabbing patrons as she stumbles. Falling to the floor, Ruby’s avatar flickers. Bright strobes of light flash from her, causing those near her to shout and cover their eyes. A garbled electronic wail rises from her as her body jolts back and forth. Finally, the ordeal ends. Ruby lurches up, grabbing hands offered to help her stand.

“‘Steady lass,’ JenPak a Dwarf Barbarian says to Ruby. ‘Thought you’d suicided there for a second.’

“Ruby shakes herself off, then begins to make for the bar. She’s heading toward your table when you notice something odd about the icons floating above her head. One of them is the diamond symbol usually reserved for Quest Givers. Just as she comes abreast of your table, Ruby seems to notice the symbol too. Without asking, she pulls up a chair at your table, then waves her hands, briefly obscuring her new icons.

“‘It’s OK! I’m all right. Just a glitch!’ she shouts. ‘I’ll be fine. Just going to take a drink here with my friends!'”

*****

The players have run into RubyNight (typically shortened to Ruby) before at Thunderale Tavern. She’s a member of the Guild called Stella Requiem. Lately, she’s been trying to get players who are reluctant to adventure to help take part in fighting monsters or investigating recent strange events. She’s become a bit of a pest and non-adventurers have taken to avoiding her. Her sitting at the players’ table should be a somewhat awkward affair.

Ruby’s demeanor, however, is friendly. She genuinely likes most other players and this attitude is infectious. Ruby’s recent cajoling of non-adventurers is more out of a fear that those currently engaged on the front line won’t be enough. She’s also seen some odd things lately — having recently witnessed monsters wandering from place-to-place in small but organized bands. She also has more knowledge about so-called safe zone glitches. She’s seen and investigated weakening safe zones in all five Home Towns.

Ruby also now has a new set of items listed in her menu. These are quests. Apparently, she has just become the first PC quest giver. Even more strange, her quests are related to the recent strange events. You can now have Ruby give the three new quests to the players — imploring them to act. These quests are provided in part 2 of Ominous Signs Before the Breach.

Event 3 — Safe Zone Failure in a Dark Back Alley

As the players leave Thunderale Tavern, when a player receives Rumor/Speculation #2 on the rumor table in the last event, or at any time of your choosing, have the players meet and talk with Thalia about the disappearance of her mother in Mio Elysse (See Midgard Campaign Map). This event is a mini-adventure that is pivotal to the main story line.

Thalia Winterclaw is a Silver Dragonborn Divine Soul Sorcerer 2 (see stats in the Appendix). She dabbled in adventuring with her mother Raven Blackhorn a Tiefling Whispers Bard 2. Her mother disappeared two days ago after meeting with her class trainer. Thalia has learned that her mother walked near a back-alley in Mio Elysse where other players have also recently disappeared. In the alley is a single lamp-post that emits a shroud of glooming shade which seems to obscure a section of the back alley. Thalia investigated this far, but was too afraid to venture further.

Clues of a Kidnapping

When the players talk with Thalia they can learn the following clues by asking questions or making the appropriate Persuasion, Perception, and Insight skill rolls:

  1. Raven Blackhorn was a smith of no small skill.
  2. Raven had frequented the black market to gain access to special materials (Persuasion 14).
  3. If asked what the materials are, Thalia lies saying she doesn’t know (Insight 14).
  4. If asked nicely, Thalia reveals the name of Raven’s black market contact — Bresson Squint Eye.
  5. Thalia wears a dagger made of a strange black crystal material (Perception 15).
  6. When scanned with Arcana, the dagger radiates an aura of necromancy (Arcana 15).

Thalia is conflicted. She knows that some of the information she holds will help find her mother. But she also innately senses that what her mother has done may be seen in a negative light. Deep Shard is a substance that NPCs refuse to forge into weapons and armor, claiming it is cursed but providing no further explanation. Thalia worries more and more that this is true. She knows her mother was collecting Deep Shard near Yggdrasil and more recently near the alley where players disappeared in Mio Elysse. She has not witnessed its formation directly and does not know it forms when players die.

Thalia’s Dagger is a Major Deep Shard Weapon — an uncommon magic item forged by Raven Blackhorn of Deep Shard. Deep Shard are dark crystals that form when adventurers die in or near Svartalfheim. The slain adventurer’s pixels resolve to form a block of material that a PC smith can then forge using smith’s tools proficiency and rolling a 17 or higher on the dice. See Deep Shard Items and Thalia’s Dagger in the Appendix for more information.

Investigation in Mio Elysse

Whether or not the players question her, Thalia begs them to accompany her to Mio Elysse and to find her mother. If the players decide to help Thalia, they can use their Teleportation Crystals (see the BSO Player’s Guide) to teleport to Mio Elysse or they can simply take the Mio Elysse doorway out of Thunderale Tavern.

When the players journey to Mio Elysse, they can follow one of two leads. The first and less obvious lead is to meet with Bresson Squint Eye. The second, more obvious, lead is to investigate the Dim Alley and its dark damp post.

Bresson Squint Eye at Hot Perks

If the players learn about Bresson Squint Eye from Thalia, they may wish to try to find him in Mio Elysse’s black market. Having followed Raven to his illicit store and workshop on numerous occasions, Thalia knows exactly where to go. She swiftly leads the players through Mio Elysse to a small coffee shop called Hot Perks.

Hot Perks Coffee House made with Inkarnate

The owner, Bresson Squint Eye, a Gnome Artificer 2, bought the shop with money gained from selling items he forged using his blacksmith skill early in game. A cook, Bresson also brews delicious coffee and bakes delectable scones. Hot Perks serves as a front for an illicit trade in magic items crafted from Deep Shard. These items are made in a basement workshop beneath the coffee shop. These items are sold from Hot Perks as special ‘black mugs.’ The mugs are actually skins that when smashed on the ground reveal the contained items forged from Deep Shard.

Bresson was the first to discover Deep Shard as special material drops near Yggdrasil. The material had a smith tools proficiency icon over it and when he used his smith tools skill he was able to create a magical axe. He soon enlisted the help of other PC smiths, including Raven Blackhorn and another smith by the name of Giles Gilfeather, to work the material. As Deep Shard was banned by NPC smiths and had the cursed alert icon on it, Bresson was forced to sell items forged from it through the Black Market. Bresson considered the cursed icon to be questionable at first as Deep Shard items produced no obvious ill effect.

When Giles disappeared, Bresson was alarmed. But he didn’t immediately suspect a connection with Deep Shard. He and Raven kept working the profitable and seemingly-helpful Deep Shard. They were also delighted to discover a new nearby source in the Dark Alley behind Driftglobe Inn. Why ingots of Deep Shard began to appear in the alley remained uncertain. Though Bresson’s alarm grew when he learned that players were starting to disappear behind Driftglobe and that one of the lamp posts there had begun to emit darkness rather than light.

Then Raven disappeared and Bresson began to panic.

When the players arrive, they find Bresson packing his things. If questioned about why he’s packing, Bresson says that ‘business has gone sour, becoming too risky.’ If pressed or persuaded (Intimidation 15 or Persuasion 15), Bresson reveals that he’s ‘been selling special items made from Deep Shard and forged in a workshop beneath his coffee house but that his fellow smiths have gone missing near the Driftglobe Inn.’ If questioned further, Bresson says he’s going to leave town because he fears for his safety.

Bresson has two magic items made from Deep Shard that he’s willing to give to characters who treat him well — a short sword and a spear. Both are minor items. If the players ask to have them, he reluctantly gives them away saying — ‘The NPC smiths say they’re cursed. I didn’t believe them at first. Now, with everyone disappearing, I wonder.’

Bresson knows little else. Though he can guess quite a lot, he’s not willing to share his speculations with the players.

Treasure: Minor Deep Shard Shortsword, Minor Deep Shard Spear (see Appendix).

The Dim Alley and the Dark Lamp Post

Regardless of whether the players talk to Bresson, Thalia ultimately leads them to the Dim Alley behind the Driftglobe Inn. The Inn itself has a bright front. Its namesake Driftglobe floats in the air out front, casting bright light into the street and over passersby as it languidly floats back and forth on its silver chain.

The shadow-filled alley to the left of the Inn is another story. Most residents avoid it. Now and then, an adventurer may enter the Alley in search of a lost companion or to investigate a rumor. Most emerge with little to show. Some disappear. Since this is a safe zone, folk aren’t don’t voice their concern. But its presence provokes fears many are not willing to name.

“Shadows seem to bend and twist in odd fashion, spilling out from the alley like a pool of unlight. Passersby on the street give Dim Alley a wide berth. For you and for these residents, Dim Alley creates a kind of dissonance — seeming to contradict the safety that the Home Town of Mio Elysse represents.”

When the players enter Dim Alley, all light sources are considered one category dimmer. Bright light becomes dim light, dim light becomes darkness and so on. Upon entering, the players immediately notice the source of the darkness — a lamp post with a globe of pitch black atop it in the place where its lamp light should be. They also see the following message in their Head’s Up DisplayWARNING: LEAVING SAFE ZONE. The cobblestones around the lamp are buckled. In cracks between them, the players can see tree roots. These roots are outrunners from Yggdrasil. A DC 20 Nature or a DC 20 Arcana check can reveal to the players that the roots are from Yggdrasil.

If the players search the Alley, they are able to find two ingots of Deep Shard if they succeed in a DC 15 Perception check. One rests directly beneath the Dark Lamp Post. The other sits atop a pile of broken cobble stones stacked near the Alley’s west wall. If the players Investigate (DC 15) the areas near these shards, they notice small disturbances that indicate signs of struggle. The Duergar Flinderflick, his Death Dog Render, Benderfleck the Drow and Flinderflick’s Goblin slaves recently leapt out of their lair in the Yggdrasil Root Pocket behind the Dark Lamp Post then ambushed and killed two low level players in the Dim Alley. When the players died in the darkened rift area between Midgard and Svartalfheim, their pixels coalesced to form Deep Shard ingots.

If a character holds a Deep Shard or an item crafted from Deep Shard and approaches to within ten feet of the Dark Lamp Post, they can see space bend and shift around the Lamp Post — forming an open entryway. Read the following:

“Holding the ingot of black crystal before you, space bends as you approach the lamp post capped in darkness. The distortion forms an opening into a chamber of expertly worked stone. Precise blocks neatly fitted form a floor that leads through an archway formed by expert hands. As within the Alley, the light is dim and cold. Your vision quickly terminates. Although you can see clearly enough to make out runes on the archway.”

The runes are dwarven and read — Stranger Beware.

Svartalfheim Node

A player holding a Deep Shard or an item forged from Deep Shard may pass through the archway. They can also hold hands with one additional player to cross under the archway. Thalia, having possess the Dagger Raven forged from Deep Shard, has been exposed to the magical energy of Svartalfheim long enough to pass through the archway as well.

Dim Alley, Dark Lampost, and Svartalfheim Node. Map made with Inkarnate.

1. Node Entry

“Passing through the archway, you enter a chill, shadowy chamber. Where you stand, roots curl around the distortion in space leading to the alleyway behind you. Shadows from the dark lamp post pool around you. Stepping from the pool of shadows, you notice the light of two braziers at the end of a narrow well-worked hallway ahead.”

The first ten feet of this hallway is under the same darkness effect as the Dim Alley. But when the characters step out, the lighting conditions return to normal. The players are now within a node broken off from the dungeon realm of Svartalfheim that exists in a space between it and Midgard caught up in Yggdrasil’s roots.

The braziers at the end of the hallway have had the Magic Mouth ritual cast on them by the Drow Benderflek. If anyone but Flinderflick (Area 5), Benderflek, or the Death Dog Render (Area 2) pass between the braziers, the Magic Mouth triggers and utters the words “Naughty, naughty!” loudly in elfish and then in dwarven. A Detect Magic spell focused on the braziers reveals an aura of illusion magic. Close examination by someone trained in Arcana (DC 20) will also reveal traces of illusion magic.

2. Death Dog Foyer

This foyer has been scoured clean by the Goblin (Area 3) slaves under the meticulous eye of Flinderflick. Light flickers from braziers near the walls. A Death Dog (Render) contentedly grinds a thigh bone down to pixels. After a minute, it reforms only to be ground down again. Render immediately attacks anyone he doesn’t recognize who enters this chamber. He also terrorizes the Goblins and Raven by continuously growling and snapping at them when intruders are not present.

3. Goblin Barracks

Each of these barracks is occupied by four Goblins. Flinderflick has instructed them to rally to the foyer if the Magic Mouth alarm sounds. That said, the Goblins are reluctant, ill-treated, and have low morale. If the alarm does sound, one group of four delays, not arriving until round 3. If the alarm does not sound, the Goblins ignore noises in the foyer and stay in their barracks. If a character enters their room, they attack. If a character speaks to them in Goblin, they listen with weapons ready, then ask to be set free.

Treasure: Each Goblin holds a Minor Deep Shard dagger.

4. Forge, Workbench and Gateway to Svartalfheim

This chamber contains a forge (A), a table with smiths’ tools arranged across it, and an archway veiled in mist surrounded by Yggdrasil roots (B).

The forge is used by Raven, under the tyrannical eye of Flinderflik, to craft Deep Shard weapons and other items. With Giles and Raven (Area 6) as his slaves, he’s managed to equip his entire force in the Svartalfheim Node with these dangerous items. He sets ambushes in the Dim Alley for unwary adventures. He also uses the Drow Benderflek, who can roam freely about in Mio Elysse, to collect information about smiths as targets for possible kidnapping. The Goblins can also pass into Midgard. But they are too untrustworthy to let loose in Mio Elysse. Flinderflik is, so far, unable to pass beyond the Dim Alley. But he knows that this situation will soon change.

The archway is a gate leading to Svartalfheim. But it presently is not passable by anyone except natives of Svartalfheim and by those who’ve possessed a Deep Shard item for more than ten days. Flinderflik intends to use the gateway to send captives back to Svartalfheim as gifts to his King Doomshallow. He has already sent Giles Gilfeather as a slave gift. He intends to send Raven as soon as he can find a suitable replacement smith.

The Drow Benderflek occupies this area when the players arrive. He responds immediately to any commotion. Benderfleck possesses a Minor Deep Shard rapier which he uses in melee instead of shortsword (+4 to hit, 1d8+2 damage, critical 2d8+2+1 necrotic damage). His statistics are those of a Drow (Monster Manual, 128). He has also managed to learn the Magic Mouth ritual.

Benderflek serves as Flinderflick’s spy and scout. As a Drow in possession of a Deep Shard item, he can move freely about in Midgard. Flinderflick thinks this is a special talent of Benderflek alone and has not yet discovered that this is a Drow trait.

Treasure: Smith’s Tools are arranged on the work table. Benderfleck’s purse contains 5 platinum, 15 gold, 20 silver and 21 copper. He also holds a Minor Deep Shard rapier.

5. Flinderflick’s Chamber

This chamber is occupied by Flinderflick’s bed, a small desk, and a dresser. His Deep Shard battle axe hangs from pegs on the wall or is strapped to Flinderflick’s back.

Flinderflick the Duergar occupies his chamber when the characters arrive. He was separated from Svartalfheim when a portion of his fortress was ripped away by Yggdrasil’s roots and cast into the gap between it and Midgard two weeks ago. When first separated, Flinderflick could only occupy the Node or venture out into the Dim Alley. Eventually the roots ripped a second gate into the forge area which now allows him to pass back and forth between the Node and Svartalfheim. Though other residents of Svartalfheim are not yet able to cross into the Node.

Flinderflick believes the Deep Shard materials and weapons can help the Duergar and Drow of Svartalfheim invade Midgard. He has already gained the attention of King Doomshallow who is plotting to conquer the unsuspecting inhabitants of BSO’s first level. Neither Doomshallow, nor Flinderflick realize that this breach into Midgard from Svartalfheim through Yggdrasil’s roots is but the first of many. That said, Benderflek does. For his people, the Drow, have been finding paths through darkness to areas around Yggdrasil for some time now. The Drow have kept this secret from their Duergar allies for now. Their leaders rightly believe Doomshallow would act on this information too-soon.

Flinderflick is meticulous in the extreme and burns all communications between himself and his King. He is also loyal and will take his secrets with him to his death.

If the alarm sounds or Flinderflick hears a commotion, he readies his weapons and ventures out — ready to do battle.

Treasure: A hidden compartment in Flinderflick’s desk (DC 15 Perception, DC 14 Investigation) contains a pouch with 2 black onyx (25 gold each), 1 garnet (25 gold), 5 platinum, 40 gold, and 100 silver. Flinderflick keeps his Major Deep Shard battle axe on his person or on the wall pegs. He also possesses the key for room 6 which hangs from a cord around his neck.

6. Prisoner

The door to this room is locked. It is a reinforced door. A character with Thieves’ Tools proficiency can open the door by picking the lock with a successful check (DC 17).

Inside is Raven Blackhorn. She is Thalia’s real life mother. In game, she’s a highly skilled smith and a level 2 Tiefling Whispers Bard. As a captive slave of Flinderflick, Raven has been forced under threat of death to forge items made of Deep Shard.

Raven is overwhelmed with gratitude if she’s rescued and reunited with her daughter. Even though she knows it’s a game, she now harbors a deep hatred for the slaver race of Duergar and their allies the Drow. Raven knows the magical gate in room 4 leads to a place called Svartalfheim — a subterranean dungeon realm ruled by Drow and Duergar. She also knows Flinderflick intended to send her there to be a slave to the King Doomshallow. Raven, though terrified by her close brush with death and slavery, seeks to do all she can to prevent others from becoming enslaved and to free Giles Gilfeather whom she knows is now a slave in Svartalfheim.

Combat Tactics

The monsters’ combat tactics largely depend on whether or not the players set off the Magic Mouth alarm. This alarm is loud enough to immediately alert everyone in the Node and compel them to act on Flinderflick’s previously issued commands. If the players do not set off the Magic Mouth, the barks and growls of Render along with sounds of fighting ultimately alert those in the Node but their actions may be delayed for various reasons.

Magic Mouth alerts the Node:

Round 1: Render the Death Dog begins barking and rushes out to attack any intruders it can see in area 1 and 2.

Round 2: Four Goblins pour out of one barracks room (area 3). They attempt to flank enemies — focus firing to take the players down one at a time. They start with the apparently weakest player unless they are threatened by a more serious danger (like a tank-type swinging a massive weapon in their face).

Round 3: The Four Goblins from the second barracks rush out. Benderflek the Drow arrives. He casts Faerie Fire on his first round of combat, then engages players who are illuminated with his hand crossbow from a distance. If a player threatens him in melee, he draws his rapier. If Flinderflick falls and more than half his allies have been defeated, Benderfleck uses his next action to cast Darkness and then attempts to flee through the Gate in area 4. Flinderflick moves into area 4 and Enlarges himself using his special Duergar ability.

Round 4: Flinderflick arrives. He attacks whichever player appears to be the greatest threat or a player under the effect of Benderflek’s Faire Fire. Flinderflick is a fanatic who believes in his superiority. He fights to the death.

Render alerts the Node:

Round 1: Render attacks intruders he can see.

Round 2: The Goblins in area 3 cower.

Round 3: Benderflek’s actions are the same. Flinderflick’s actions are the same except that he shouts furiously for the Goblins to attack.

Round 4: Four Goblins from one room in area 3 burst out and attack. Flinderflick’s actions are the same.

Round 5: Four more Goblins creep out and reluctantly attack so long as their morale isn’t ruined.

Goblin morale: If four Goblins are killed or incapacitated, the rest surrender. If Flinderflick is killed or incapacitated, four Goblins surrender the round this happens and any remaining Goblins surrender the following round. If the players kill Render, the Goblins cheer as the Death Dog breaks into pixels but keep fighting.

Deep Shard Weapons: The Goblins and Benderflek possess Minor Deep Shard Weapons (see Appendix) and deal +1 Necrotic Damage on a critical hit. Flinderflick possesses a Major Deep Shard Weapon and is +1 to hit and damage for all his attacks while also dealing +1 Necrotic Damage on a critical hit.

APPENDIX

This module includes new magic items in the form of Deep Shard Crystals — cursed magical items that link Midgard to the dungeon realm of Svartalfheim and to the shadowy gap-world in between. In addition, the stats for a key O(PC) — Thalia Winterclaw — are included here.

Magic Items

Deep Shard Crystals (Common, Magical Material, Cursed)

A Deep Shard Crystal forms when a player character (PC) dies while within 1,000 feet of Yggdrasil or in the Dim Alley in Mio Elysse. These crystals are linked to Svartalfheim — the dark dungeon realm now being breached by the growing roots of Yggdrasil. They are also empowered by the shadowy gap between those two worlds. A PC who possesses a Deep Shard or an item forged from Deep Shard for ten days may pass from Midgard and into Svartalfheim through a Node Gate. An elf (of any type) from Midgard who possesses a Deep Shard item may move freely between and within these two realms immediately. A monster or NPC from Svartalfheim may only move into Nodes, the Dim Alley, or emerge in areas within 1,000 feet of Yggdrasil. If they possess a Deep Shard or an item forged from it for ten days, they can then move freely about Midgard. A Drow who possesses a Deep Shard item can move freely between and within these two realms immediately.

Cursed — Anyone possessing a Deep Shard or an item made from it for more than ten days receives the following status alert: WARNING: SAFE ZONE SETTING TURNED OFF. Thereafter, the player can now be attacked by other players, NPCs, or monsters who have their safe zone setting turned off. This effect is cumulative. So if a Deep Shard or an item made from it is held for one day, then set aside only to be picked up again later, the count continues on to two days and so on.

Deep Shard may be forged into magical weapons by those proficient in Smith’s Tools and having access to Smith’s Tools and Forge. Roll a Smith’s Tools proficiency check to determine the outcome.

Modified Proficiency Check Result:

1-10 Failure. Deep Shard Crystal is destroyed.

10-15 Failure, no result.

15-19 Produces a Minor Deep Shard Weapon.

20+ Produces a Major Deep Shard Weapon.

If a Deep Shard Crystal or a weapon made from it is exposed to daylight in Asgard, Alfheim, or Vanaheim, it is destroyed and all its effects are removed.

Minor Deep Shard Weapon (Common, Weapon, Cursed)

A Minor Deep Shard Weapon can be any melee weapon, a javelin, or 20 pieces of ammunition (arrows, bolts, sling stones, darts). They possess the same properties of the Deep Shard Crystal from which they are forged. In addition, they are considered Magical Weapons. When a critical hit is scored with a Minor Deep Shard Weapon, it deals an additional 1 point of Necrotic Damage.

Major Deep Shard Weapon (Uncommon, Weapon, Cursed)

The rules for a Major Deep Shard Weapon are the same as those for a Minor Deep Shard Weapon and a Deep Shard Crystal. In addition, these weapons are +1 to hit and and +1 to damage.

Companion OPC Game Statistics

Thalia will join the PCs if they welcome her. She is desperate to find her mother and will use her abilities and powers to help the PCs. Technically a Player in BSO, Thalia fulfills the traditional role of NPC. For our purposes, we’ll label Thalia an (other player character) OPC. An OPC is thus technically a player in Battlestorm for story purposes.

Thalia uses her powers to support and heal the players. She casts Mage Armor at the start of an adventuring day, then immediately burns her two sorcery points to regain a spell slot. She casts Bless on her allies during round 1, then uses Cure Wounds to heal anyone who looks like they’re in trouble. If anyone is down, she casts Spare the Dying. If no other option is available, she casts Firebolt on her foes. Thalia will use her dragon breath only as a last resort.

*********

THALIA WINTERCLAW — 5e stats

Medium Silver Dragonborn, neutral good

Armor Class 13 (16) (mage armor)
Hit Points 14
Speed 30 ft.

STRDEXCONINTWISCHA
8 (-1)16 (+3)14 (+2)10 (0)16 (0)16 (+3)

Saving Throws Con +4, Cha +5
Skills Persuasion +5, Arcana +2, Insight +2, Religion +2
Damage Resistances cold
Senses passive Perception 10
Languages Common, Draconic

Magic Weapon. Thalia has a Major Deep Shard Dagger (attack stats adjusted).

Font of Magic. Thalia has 2 sorcery points (See Sorcerer Class).

Spellcasting. Thalia is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following Sorcerer and Cleric spells prepared:

ACTIONS

  • Firebolt. Spell Attack: +5 to hit, range 120 feet, one target. Hit: 6 (1d10) fire damage.
  • Deep Shard Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4+3) magical piercing damage. Critical: +1 necrotic damage.
  • White Dragon Breath. Breath Weapon: creatures in a15 foot cone. DC 12 Con save. 7 (2d6) cold damage. Save for half.

DESCRIPTION

Thalia is a dragonborn bedecked in glistening silver scales. An iridescent frill runs from the top of her head to her tail, casting rainbow hues in direct sunlight. Though ready with a smile, she is sad at the loss of her mother and is desperate to find her.

Battlestorm Online Valhalla — Livestream Dungeons and Dragons Campaign Play, Character Profiles, and Video Archive

This blog contains an archive of live streaming games from the Battlestorm Online campaign GM’d by Ted Burgess and originally streamed on Twitch. It’s also an introduction to the Heroes of Battlestorm Online Valhalla — C’rra, Indignatio, Katsunori, Morgen Schnee, Umarekawatta, and Valkirie. Ted and I are co-GMing games for two separate Battlestorm Online campaigns. Ted’s game follows the main story arc and occurs weekly on Thursday nights between 9:30 PM and midnight EST. The game I’m running, called Ragnarok and dealing with a follow-on but equally important storyline, will run on Friday nights once per month. I’ll post a second and separate archive of Ragnarök’s streaming games along with character profiles here on the Scribbler’s Fantastical Workshop blog.

Adventure Opening Story

Our heroes log into Battlestorm Online only to find that they are trapped! Their Ghost Gear is rigged to emit rapid flashes of light that trigger brain aneurisms for those wearing this deadly gear if they die in-game, if they try to log out, or if someone tampers with their headgear. All gamers are thus trapped and forced to defeat the challenges laid out in the virtual fantasy world of Valhalla. If their avatars die while fighting monsters in Valhalla or exploring its hazardous environment, the Ghost Gear sends out its vicious strobe and kills their real bodies.

The players are not initially aware of their predicament until a few hundred unfortunates who attempt to log out or have their avatars slain by monsters are instantly killed. The game’s psychotic-genius creator then makes an announcement to every player, explaining their situation and the stakes involved. From that point forward, adventures in Valhalla take on a dire edge.

Character Profiles

What follows are the character profiles for C’rra, Indignatio, Katsunori, Morgen, Umare, and Valkyrie. Presently these heroes are all level four. The party is a bit further along than the video archive would indicate — as before starting our livestream, we completed about 4 campaign sessions. For your continuity, I’ve provided a brief synopsis of the campaign’s events in the Episodes section below. It’s also worth noting that this group developed a strong sense of player camaraderie as most of the present members played through Ted’s Dark Plots campaign prior to Battlestorm over the course of about seven years.

C’rra is a Tiefling Celestial Warlock in-game. Run and conceived by Lovis, C’rra focuses on heavy ranged attacks (Eldritch Blast) and party support through healing. C’rra’s spells are often well-chosen and devastating. She’s also not afraid to move to the front and lash foes who hit her with Hellish Rebuke and Armor of Agathys.

C’rra’s token

IRL Background and character concept pending.

Indignatio is a Fire Genasi Circle of the Moon Druid in-game. Nano’s original creation, Indignatio is clearly hot with a capital Haaa, he also lays down some serious smack in his wolf and bear forms. Indie typically wades into combat with abandon — tearing big holes through enemy formations in battle as a bear or leveraging his wolf form to set up trip attack bites while attacking with a flank-buddy. Also an off-healer, he’s brought back the party from a number of sticky situations already.

Indignatio’s token

IRL, the person behind Indignatio is Wesley Elaschuk. Small in stature at 5’2″, he’s been a gamer for most of his 36 years. His vocation is electronics sales. He’s a hard worker and a hard player — spending his extra hard earned cash on gaming and dedicating much of his free time to these made worlds. As a loner who keeps a tight circle of friends, Wesley has quite a lot of free time. So his gaming background is quite extensive. VR development, in particular, has long been an interest. But Wesley didn’t take the leap until BSO. The full-dive Dungeons and Dragons game ignited a keen interest and Wesley took a full two weeks off to experience it. In game, he wanted to be the confident person he never got to be IRL and he’s carried this personality style through to his gameplay successfully in BSO. Wesley as Indy has taken a kind of wild west approach to Pking — not holding back if Pkers come after him and treating them like monsters despite the fact that in game death for Pkers would result in IRL death.

Katsunori is an Elf Soul Knife Rogue in-game. Run by Tyrex, he’s the party’s badass archer. A specialist in ranged death he can employ his superior mobility, ability to hide, various poisons and sneak attack to rain death on foes. A versatile combatant with surprising party enablement, Katsunori brings a combination of serious ranged heat, amazing group communication, and a lot of sneaky tricks.

IRL, the person behind Katsunori is Tatsuo. He was born to Mark (later called Makito) and Natsuko Imura. Mark, now deceased, was a Japanese-American Marine JAG officer. He retired after serving at the U.S naval base in Okinawa — overseeing disciplinary cases where U.S. personnel clashed with local law. Stern of demeanor, Mark was known to be strict but fair. As a father, he could make his disappointment more savage than any amount of anger. Mark met Natsuko while serving in Japan. At the time, she worked as a translator between the U.S. military and the largest ISP on Okinawa. Once they married, Natsuko took a promotion as a multi-media localization expert for the gaming industry. Tatsuo’s early love of computer games stemmed from the many titles she kept at home — as she worked to translate them for publication in the West (or, for Western titles, in Japan).

Katsunori’s Token

Mark was never particularly thrilled with Tatsuo’s gaming hobby, but he tolerated it so long as grades were good and chores were done. Throughout high school, Tatsuo prepped for a college program that would lead to game development. Something shifted after his father passed away. He attended the University of Tokyo, and did study Computer Science. However, he then went on to pursue a Master’s degree at the prestigious Keio Law School. Gaming was still a part of his life, but he had also taken up his late father’s passion for the legal world. Tatsuo now works as an intellectual property and patent lawyer for Rikkeisoft (a blockchain development firm). Driven by his own sense of ethics, he also seems to be chasing his father’s posthumous approval. That program code and legal systems both have similar loop holes, contradictions, and unexpected interactions is a continued source of intrigue and challenge. When Tatsuo can leverage these “glitches” to the benefit of his employers he does. However, deep down, he believes strongly in the spirit of the law over the letter.

For Tatsuo, gaming has become a way to cut loose — to harmlessly abandon his ethics and principles. A way to engage in escapist fun, poking insecurities and triggering overreactions. If the letter of rules might be exploited to further his ends, fantastic (especially if it further enrages the gamers he’s griefed). If poorly written game code has produced something unintended (but not explicitly against the rules) that can be exploited, even better. All his discipline, maturity, and drive to have his father’s approval –forgotten for a few hours while crushing others without scruple. Their rage on the forums, the vitriolic in-game messages, cries of anger over voice chat — all fodder for the gleeful feeding of Tatsuo’s adolescent demons. It is this childish delight in griefing that inspired his now-infamous account name in numerous games over the years. Shino Shin’iri… “death of the noob”.

Tatsuo logged into the new megadungeon of Battlestorm with similar intentions. He created his account, knowing its much-hated reputation. One he crafted and nurtured over so many years. That was part of the fun! His first character name was deliberately, excessively innocuous: Shujinkō… “protagonist”. Over the years, he’d used dozens of such character names to join parties: Īyatsu… “good guy”, Shinraidekiru… “trusted”, Mikata… “ally”, etc. After the grief was delivered and his account name revealed, the anger of his victims was all the sweeter. Then, everything changed in a blink for Tatsuo

The realization that people were really dying, that this was not a game, cut to his core. His playground ruined — a place of horror. His joy in griefing — gone in an instant of terrible realization. But also something more. Perhaps a haunting sense of guilt. Perhaps a strange dismay when others like him did not adjust to their terrible new circumstance. It was time to set out a marker. To fix his own shift in intention. For the first time in all his years of gaming, he’s used precious currency for an extra name change: taking on the moniker Katsunori... “victory through the law.”

Morgen Schnee is an Aasimar Paladin of Vengeance. Run by yours truly, Morgen’s in-game avatar is a melee-focused dexterity build that relies more on mobility and positioning in combat than direct brute force. Able to nimbly flank and deliver punishing smites to the big bads, Morgen also doesn’t hesitate to use her positioning to aid her companions, distract foes, or deliver heals when her companions go down.

Morgen uses her IRL name in-game. She’s a reluctant-celebrity gamer (background) whose play style attracted attention through various gamer media streams. She’s also ardently passionate about the heroic nature of gaming itself. Her defining quote is “Real life sucks because the dark side is hidden. In games, it comes out — even in the players. When it does, you can fight it. That’s badass.” She’s college age — taking courses in both the humanities and game design. 

Morgen Schnee’s Token

Her parents are corporate executives. Her mother (Hansha Schnee) works for a financial firm in Tokyo; her father (Mark Dragas) for a well known search engine giant in California. They are separated and Morgen, though she identifies better with her father, has taken her mother’s name (Schnee) for her own.

Her mother strongly disapproves of Morgen’s gaming interests, viewing most gamers as social deviants. This is, at least in part, due to the fact that Hansha is half Gaijin and had to fight for recognition in conservative Japanese business culture.  Morgen has bargained a path forward so long as she continues to make top grades and forge success for herself. In the gaming community Morgen is well known. Gamer media writes about her frequently and camera motes often follow her in-game. She uses her IRL name as her in-game name. This draws further attention to her Celebrity Gamer stream.

Morgen could care less. She didn’t seek the attention when gaming. For her, gaming was a way to externalize her in-born desire to overcome evil. In games, this turned into a passion for direct action, a tendency to help others — particularly newbs — and a fulfillment of her desire to strive for justice. This attracted a lot of troll attention early on when Morgen started to become a serious gamer in middle school. Morgen took it on the nose by challenging PKers and griefers directly, by finding the best guilds for newbs, and by eprinting newb player guides complete with maps and warnings in various games. Morgen was particularly passionate about taking on griefers — “You don’t know how your malice as play affects people in real life,” she would say. “And when you play maliciously, you’re building up some serious bad habits. It’s like practicing evil in a mind-training exercise. Sure, there are exceptions. People who think it’s all a joke. But getting high on inflicting negative emotions like rage on others is seriously messed up.” This altruism, combined with her unintentional flare for the dramatic in game, became a magnet for game media.

In Battlestorm Online, Morgen has chosen Aasimar as her race. This enabled gamer media types to use her helper spirit Nuri as both her deva advisor and as a camera mote. The guide would typically communicate heroic visions to Morgen. But this one happens to act more like an annoying reporter half the time — providing suggestions that are more helpful for outsiders seeking to sow ‘interesting’ drama into the game than as an actual assist to game play.

Morgen’s avatar is agility (dex) and charisma based. She tends to focus on melee speed builds and she’s going to try this with a dex based paladin in BSO. Her build at level 1 is not that optimal. But it has some serious potential as it levels. At start of game, she does her best to help new players that get into trouble. Swiftly learning about the game’s inherent lethality, Morgen is even more determined to save less experienced players from very real death.

Umarekawatta is a Minotaur Champion Fighter. Run by Cody, this dual-wielding juggernaut toting a massive battle axe in each hand takes to combat in BSO with a wild abandon and reckless joy that disappeared for most when the game became lethal. Umarekawatta is probably the toughest member of our group of heroes. He can be counted on to go straight for the enemy jugular — drawing aggro while his allies set up for kill shots.

Umarekawatta’s token

IRL, Umare’s name is Date Taizō. He is presently 22 years of age and suffers from the terminal illness — Acute Lymphoblastic Leukemia.

Taizō lives in Ginza,Tokyo. Coming from a fairly prominent family in the fashion industry, he was in line to take over the family business. However, just before graduating high school tragedy struck. Still only a teenager, Taizō was diagnosed with Acute Lymphoblastic Leukemia. A severe tragedy that brought his normal life, hopes, and aspirations to a screeching halt.

The past few years of Taizō’s life have been spent in a grueling series of difficult treatments and stints in the hospital. Over time, his condition has only grown worse. The terrible physical toll and rising hopelessness caused Taizō to spiral into depression. Permanent confinement in the hospital was the next step in the spiral for Urame. A place that has been his permanent home now for nigh on a year.

As a last bid to help get him out of depression his family bought him a copy of BSO. They hoped it would at least liberate his mind and spirit — allowing him to experience something outside of the four sterile walls of his room and a grinding countdown to death.

Valkyrie is a Human Paladin of the Ancients in-game. A great weapon wielder run by Keerith, she delivers severe punishment to her foes through heavy hits and radiant smites. Often, her explosive melee attacks leave enemy forces reeling in shock. Valkyrie expertly combines her shock-trooper style attacks with friendly magical buffs from highly effective spells such as Bless. She is also often ready to help her allies when they go down through off-healing.

Valkyrie token

Valkyrie’s IRL name is Klaudia Holberg. Klaudia came to Tokyo some years ago as a college exchange student and immediately fell in love with the city. Once she received her BA, she transferred to a Tokyo University for postgraduate studies and has never looked back.

In Tokyo, she worked as an interpreter for several companies while pursuing her further education. She eventually joined the Foreign Studies faculty and, as a younger professor, she quickly gained a reputation for an easy-going style. She’s often both patient and mild-mannered when teaching her subject matter. Outside of class, though, she can take on a more brash and outspoken demeanor.

Klaudia’s also engaged in athletics. Often arriving on campus early most mornings — sponsoring and advising for various school clubs. Only her closest friends know how much she enjoys relaxing with video games after a long day of athletic activities, herding students, and grading papers. Her roommate was in on the secret and got her hooked on MMOs. Ever since, she’s always played as part of a group — enjoying the comradery and team play.

Klaudia found her preference for jolly cooperation and sharing the fun of exploration over things like PvP or competitive raiding. Her gaming group has been playing a lot of sci-fi games lately, so she was particularly excited for BSO’s world of swords. Both Klaudia and her roommate shared a love of old samurai movies. Klaudia felt there was something especially majestic about the romantic fantasy of the warrior wandering jianghu — carrying a sword in their hand and justice in their heart.

In most games, Klaudia typically goes by “Valkyrie.” If someone beat her to the name, she’ll typically pic random name of one — like the “Valkyrie Thrud” tag she used in her last major game. Luckily, Klaudia got first dibs on her favorite moniker in BSO.

Episodes

For episodes 1-4, our party of heroes ventured into the deadly virtual fantasy world of Valhalla. Immediately taking on a force of half-ogres, the group didn’t realize how close they came to death until the game creators made their fateful announcement in a Home-Town arena. Rather than succumb to fear and paralysis, the party decided to venture north out of Mio Elysse on a quest to retrieve the idol key of Neb-ankh. On the road, the party took out a goblin settlement then nearly perished fighting a group of Yuan Ti kidnappers. However, they were able to survive and free a number of fellow gamers triggering a hidden quest award.

Returning to Mio Elysse, our heroes decided to officially join together as a party and start a guild — Stella Requiem or In Memory of Stars. In their guild hall they keep a list of all those lost to the deadly game. Before they rest, members of Stella Requiem light a candle of remembrance for all the fallen.

Picking up the threat of their quest to retrieve the key of Neb-ankh, our heroes journey at last to a dungeon north of town rumored to house the key. Fighting through a hoard of undead and troglodytes, the party at last retrieves the key — only returning to town to discover that their quest giver is corrupt. When returning the key, the party is refused their reward even as they are ambushed by a Lamia, her cultist followers, and a number of vicious Jackleweres… which catches us up to our live streaming episodes.

Battlestorm Online 5 — Ambushed by a Lamia in which our heroes encounter a treacherous Lamia who first sends them on a quest and then attempts to kill them.

Battlestorm Online 6 — Sailing on a Ship of Ghouls in which our heroes Morgen, Val, Katsunori, Umare, Indie, and C’rra confront a hoard of ghouls inhabiting a wrecked ship on the coast of Midgard.

Battlestorm Online 7 — “They mostly come at night… mostly…” in which our heroes venture to a region north of Ashkelon where a Necromancer’s Tower spews forth foul undead to terrorize the lands.

Battlestorm Online 8 — Stella Requiem ventures further into the Necromancer’s Tower. Morgen and C’rra take a nasty tumble.

Battlestorm Online 9 — Stella Requiem confronts the Shadow Demon, then discovers something troubling about the game’s AI NPCs.

Battlestorm Online 10: Stella Requiem prepares to confront a Stone Gaint. Some rapid character building ensues as the party expands to deal with a very dangerous monster.

Battlestorm Online 11: The battle against the Stone Giant commences. Meanwhile, residents of a town near Lake Mimisbrunnr are poisoned.

Battlestorm Online 12: Stella Requiem enters the roots of Yggdrasil to confront hordes of monsters — mainly kobolds.

Battlestorm Online 13 — Stella Requiem continues to delve deeper into the dungeon beneath Yggdrasil’s roots.

Battlestorm Online 14 — Stella Requiem gets cornered and decides to beat a hasty retreat.

Battlestorm Online 15 — Stella Requiem returns for some sweet kobold revenge.

Battlestorm Online 16 — As Stella Requiem delves deeper into Yggdrasil’s roots they discover that the kobolds are still everywhere.

Battlestorm Online 17 — Stella Requiem continues to battle hordes of kobolds.

Battlestorm Online 18 — Stella Requiem delves deeper into Yggdrasil’s roots.

Battlestorm Online 19 — Stella Requiem gets a much needed level up, then returns to enact furious vengeance upon their kobold foes.

Battlestorm Online 20 — Stella Requiem encounters an unexpected twist.

Battlestorm Online 21 — Are two parties really better than one?

Last Notes

For now, we conclude our gaming archive and related character profiles for Battlestorm Online — Valhalla. Return for updates and new video archives occurring about once a week. Also, I’ll be updating our character profiles when the situation warrants. Thank you for stopping by!

If you’re interested in using our campaign materials for your own games take a look at the Battlestorm Online Player’s Guide and our twelve original Battlestorm Online Backgrounds. I’ll be posting Game Master materials for this campaign over the coming weeks which you’ll be able to find in the Gaming Studio.

Final note — I’ve fixed the screen resolution issue on twitch, so it shouldn’t be an issue for upcoming games in the stream or in the archive.

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