View Full Version : World of Thindacarulle

01-02-2008, 01:11 PM
The Greyhawke Gamers are seeking players at this time.

Enjoy face to face social role-playing adventure in a 30 year-old fantasy world (D&D variant) that has seen constant play since 1976.

All current gamers are on the mature side with an even mix of all major genders. Gamers of any experience level are welcome from old grognards to those new to the hobby.

We are located in Dearborn, Mi. We play Saturday nights, twice a month. We play from 7 to 11 or midnight. Our next sesson as of this posting will be January 12, and will follow that pattren.

01-04-2008, 11:52 PM
The current game.
A bit of history. Back in the dark ages of the late 70s my late wife wrote a Dungeon called "Abba Sanctuary". Since that time "The House" as it has become known has been a staple of my game.

However it has become long of tooth. Very long of tooth. The key was sketchy, and lacking many (heck all) of the modern refinements. Most monster stats had not been updated since the Zero edition of D&D.

I just finished a long overdue and complete update of the entire thing. It now weights in at 158 pages. There is a far more complete back story and it is fully compatible to my current game.

The key? Sorry, I have to keep some secrets. I don't put things out where my players might find them. However, I will include the prologue.

Abba Sanctuary

Or: The House of that Crazy old Wizard.

Legend of the House

Seventy three thousand years ago the world was in chaos. The population was still on the rebound from the holocaust and the elves had not yet recovered. Onto the shore of Anadorlintoro came a band of Humans and their god Avix the Kite. The Humans put up temples to their bloody god and subjugated the people into a nation.

The leaders of these people called themselves the Abbas. Over the years they built themselves a house, then a palace and as it grew a complex. This became known as Abba Sanctuary.

The House protected the Abbas, often from the wrath of those they screwed or the consequences of their behavior. As a family went the Abbas had more than their share of the vile, the freaks, and weirdos and less than their share of the saints.

Then the family turned away from Avix. They closed the sacred aviary and the Temple. Avix cursed them and the lady gave birth to a Phoenix destined to destroy the Family. Avix did not realize what he had done. Abba Cadabba, later known the world over by the name he took, Abba Eecreeana never forgot. Avix is the forgotten one and the Abbas are remembered and revered, not for what they were, but for what they now are.

But the House? Eecreeana did not love it. It stood abandoned, or rather, that would have been a preferable fate. Squatters moved in and pretenders moved in. The Kingdom of Janorda or those that used the name came and went. The magic within the House was strong. The things done there also left strong impressions. Periodically Eecreeana had to clean the place out. He made caretakers to watch the House. Some worked well. Others were corrupted by the forces within the House itself.

Then came the seven thousand year madness. Eecreeana retreated into the House, nurtured it, let it grow wild beyond the reason he lacked. The very nature of the House changed from a queer place to one that seethed with mischief, and Eecreeana in madness aided that. His researches into the planes and dimensions twisted and extended the House even further.

By the time Abba Eecreeana had been cycled back into sanity the damage was irreversible. The House was spoken of in fear and quiet whispers as a place to gain great power, a place to find death, and worse a place to find madness.

Thus it stands today. Abba Sanctuary stands open to those brave, or foolish, enough to seek power within it's walls.


It's DONE, the thing is at last DONE! Anyone that wants to play in it? Well I am looking for players.

01-10-2008, 11:32 PM
Game Saturday the 11th. The above being done.

01-12-2008, 08:45 AM
I am only 1701 miles away.


Jay ~Meow!~

01-20-2008, 12:47 AM
Next Session January 26.

We still have two slots open.

01-20-2008, 06:42 AM
Interesting. You're getting closer. Now you're 1700 miles away.

I am an online player with Garry. If he lived within 100 miles, I'd be on the road to his game with glee.

Garry does NOT suck as a GM.

Jay ~Meow!~

01-20-2008, 01:49 PM
Interesting. You're getting closer. Now you're 1700 miles away.

I've heard the world was srinking, but really!

And thank you for the kind word.

01-20-2008, 06:14 PM

02-04-2008, 05:43 PM
Nest session Febuary 9. We still have one slot open.

02-18-2008, 09:55 PM
Next session Febuary 23. We still have one slot open.

02-25-2008, 04:11 PM
Good session. They fought a fireball, and some Eyrian/Nazi troops. Found a few magic items and a snarfed a load of potions.

Raul killed the fireball by dumping 250 gallons of water on it. This after it damaged about half the party.

The Eyrians were in the hall and these was shom shooting, a lot of stone skins bit the dust. However only two the soldiers were injured to any degree. One got in to a hand to hand with Hiru (I am not a Ninja) and
the Female Lieutenant ate a couple of shirikin and Raul beat the crap out of her. The Major was pinned by Dravon. The rest either ate a sleep or a hold spell. Everyone was captured alive.

The found sixth level. A little deduction in the crypts led them right to the right one to find Floor Please. They almost ended up in the giant hen house. However they managed to save that one. Abba Tendacious (The house Lich) told off the Corvids, so they left the party alone. They was polite and held the board he was trying to cut, so he helped a little. Even an evil dead bastard can have a good day.

The cleaned out the closet getting the magic in there and finding Abba's Belt, and the key to his office. They left James, the flesh Gloem alone. The got the Apparatus of Kabosh, the Top Hat of Rabbits and the Cloak of Drama.

Coming out of the improbable creatures model room, the bearowl, McGuffin, and other things, they encountered the fireball. It burned
about half the party and got extinguished.

The junk room the found Judy the broken sex doll and fixed her.

Raided the potion storeroom.

Found and opened the Fishing Pool. Wisely did not mess with it.

Got into Abba's office. They brought all the papers to Molly. She took them off to have a long cry.

Encountered the Eyrians and that was the night. All the Eyrians were captured. Good for the Major. If the Emperor found out he was mucking about in the house it would be skinned alive (literally).

Session ended here.

03-04-2008, 08:41 PM
We will play again March 8th.

03-10-2008, 06:50 PM
The party was given the option of performing a mission for Molly other than searching The House. Being the place has been getting to them they took the option.

They are introduced to Mr. Johnson, an unassuming gent with green tinted glasses and little hair. He informs them that a tube of soul gems is being held by "The Scowler" an antisocial magician holed up in the bad part of town. He plans to use the gems to cerate an item of power to keep people from bothering him, mainly the corporation that want every wizard under their thumb.

The arrive in the neighborhood and start casing the area. They spot a car disabled. Four hitters and a driver, who has his head under the hood. They hang back and watch. They also note other types back hanging also.

Shortly a police van makes an appearance. A rare thing this end of town. Ten cops and a Knight, in power armor, inquire as to the cause of distress.

As the Knight is making nicey nicey with the stranded pretty little rich girl a cop spots the party's largest and least stealthy member and orders him out.

Darvon the Minotaur begins to argue with the cop. Hagitha hits the cop with a destroy gunpowder spell. The cop gets fed up weith Darvon's back talk and 'click'. Cop retreats bawling for help.

The Knight takes notice. He is quickly targeted by a second destroy gunpowder. Handy since he spends lest time talking and 'click'. Knight draws his sword, and get nailed with two hold person spells. One takes, but it only takes one. The Knight is down and swarmed. The cops bail then and there.

The four hitters have meanwhile dumped the girly girl back in the car and are ready for a rumble. The party doesn't give them one. A bit of talk and Hagitha mends the broken connection in the car and off they drive.

Then the other people who have been watching come out. The local gang of toughs take them to a bar and much talk is done.

The party gets the trust of the toughs. The Scowler is a problem. He brings his own gang into the hood, and they are mean. He attracts the corps, and they are careless. If the party wants the Scowler, they will help. Heru is fitted with the Knight's power armor.

That evening they bring a George to the party, he is a kitchen and domestic worker for the Scowler. For a bribe big enough for him to vanish he gives them the layout of the house and the key to the back door. (Work on your employee loyalty people, it could cost you if you don't.) They do a bit of scrying and planning. Within the hour, in they go.,

Invisible and carrying a silence they sneak past the guard, and open the door, gaining entry. Having clavoyed the location they sneak in past the magic mouth which goes off. Silence is golden, it is also a spell they have on their persons at the time. So much for the warning.

Up to the study door, wham! The door is open and four spells go off. Two hold person spells (fail) a feeblemind (did not fail) and tingling limb (a ranged touch) With his mind muddled and his throat asleep the Scowler is tacked by the Minotaur. He put up a good fight but was grappled and tied up for Christmas.

The party heads downstairs and gets the tube of gems, making sure the gems are in there. They sack the house for all goodies and get out. The Gems turned over to Mr. Johnson a tenth of the treasure (A cool 15,000) to the gang that helped and 1000 each to the girls that just lost their job.

They also ask their patrons to clear the house of protective magics (wizard locks mostly) and the gang takes over the location.

Kirt in clearing the house also learns that the Scowler's men have been keeping girls prisoner for their pleasure. He like totally blows his cover. they are so dead and/or scattered. The gang gets all three houses.

Ajax Inc shows after the fire works are over. They shrug and leave.

Conclusion: Party nets about 90,000gp. They also get a magical accumulator engine. An ancient artifact that can recharge magic items. XP for the night 20,000 (2e tables)

The scowler's pet, a woman that admittedly had broken into his house was freed from his domination and is hanging around for now. The Scowler was deemed unworthy and placed in stasis. The Knight was judge by Kirt, a real Knight of Eryie, as trash and had his head popped off.

03-17-2008, 11:10 AM
Thindacarulle will play again on Saturday March 22 at 7:00 PM. Be there or be square.

04-02-2008, 05:20 PM
Thindacarulle will play again on Saturday April 5 at 7:00 PM.

We still have one sopt open.

04-18-2008, 03:33 PM
HI, I am sean, a 37y/o experienced fantasy gamer looking for a group to enjoy some lod fassioned face to face social interaction with. If the spot is still available, i would sincerely be interested in hearing from you. My number is 248-860-1195.

04-22-2008, 03:46 PM
We have one place left. (That is literal, there is room in the living room for one more player.

If you would like to join is Saturday for a look see that would be fine.

Please reply by e-mail.

05-02-2008, 09:21 AM
We play again Saturday, May 3 at 7:00PM.

We are looking a the conclusion of the Shadowrun Thindacarulle segment and back to a more typical fantasy. Also the end of the dungeon crawl.

05-13-2008, 01:17 AM
We play again Saturday 17th.

Last time: The party was faced off with a "Mad Abba" in the egghold itself.

Mad Abba striped them reducing ACs all around and they proceeded to pummel him for everything they had. Raul made his save vs the disintegrate, but still died. His amulet of life assurance gave him the auto raise dead and broke.

Twary failed to get a noose over Mad Abba's head, but her flight carried her into Eecreeana and she dislodged him, he warned her to get out.

She screamed to the entire party. Mad Abba tried to lock the door but Hagitha got open in time for people to get out just as eecreeana cycled and the door booted them in the ass slaming shut.

Mad Abba made a second appearance and killed three of them in another room with a cold of cold. Save vs 40d6 cold damage. At that point they dog plied him and made good their exit via Floor Please.

At this point that are back at World Top. Eecreeana has fixed everyone, and rewarded them. They will return to their own world shortly.

05-14-2008, 01:10 PM
Extremely interesting! If only you were closer. It would be both a pleasure and honor to play a character in any of your games.

05-23-2008, 11:43 AM
Returned from the crazy Shadowrun World they had fallen into the party found itself back in the same inn room, with the guy that tossed the D-bomb running away. They caught him and flayed his mind for information.

They got the whole layout the place. The town was not running in any kind of paranoid mode. The party moved to action at once. They got into the castle and took out the senior leaders. Iron John they literaly tied to his bed as he slept.

Having failed to raise the alarm they moved ot the temple and when to the Senior priests. Again caught cold they didn't put up much fight.

The High priest they caught had a deathguard on the knowledge, they tried to get it, he died. However their patron (King of Coranth) had the bastich raised restored and then questioned psiconically. They now know the truth of the matter. Which solved the mystery of how a dead god was powering priests. The lower priests of the Cult have no clue they are backed by a demon. And frankly would not believe it if told. Better than half the party fall in the "kill before sighting" category so they have good reason to appose them.

*White Cult: Human supremacists. A fairly basic hearth and home type religion with the exception that people fall into three categories. Human: Worthy and good people. Pure non-Humans: Unworthy but fit to be slaves. Half breeds: Abominations that need to be destroyed. They have a curious definition of half breed as well. While it is clear that Half Elves are such, Centaurs and Minotaurs are not, but are treated as half breeds by the cult. Anything that looks like an Exotic (animal-humanoid cross) is doubly disgusting. Hey, it's an evil cult, they don't have to be reasonable.

Yes evil cult, but that is the deal, Hearth and home religion. The kind of thing you go to Church on Sunday to do, but twisted with loathing and hate. Most of the people following this cult are decent folk, not foaming at the mouth loons. Makes it harder to run through the village like a cleansing fire when you know the women and babies didn't ask for it.

The cult has taken to supporting the people in the Weirdling Lands. An area of out of control magic and creatures that was lost to civilization during the Undying Wars. So they are doing good, and twisting it towards evil.

05-28-2008, 01:54 AM
We play again Saturday May 31. We have one slot open.

05-28-2008, 08:27 AM
* whistles *

06-05-2008, 11:18 AM
Having wrapped up their business in "investigating" the White Cultists the party was surprised with Iron John, the leader of the wall town they had taken came to thank them for their actions. A Paladin that had fallen away from his faith and was lead away by deceptive forces they brought this to light, and now he can begin the long road to cantonment.

The cleared out their atonement of stuff but gifting the swords of legend they had found to the Son of Heaven, thus improving the Honor of Hieo and his clan by association. All the party even the Gagin are now Samurai.

They then took ship to for the island nation of Minar so that Twary can report to her elder about the chaotic and uncontrolled magic that his the house. In route they encountered a ship burning and stopped to investigate.

Using the magically driven pumps on their ship they put out the fire. And dropped in to aid the passengers of the now disabled vessel. A quick head count proved that one Balzak was missing, further divination proves that the fire started in his cabin. A careful investigation of his luggage in the hold proved it to be a trapped chest of gunpowder meant to detonate when opened. Suspicion was aroused.

Further question and divinations later it was learned that this Balzak was hired to destroy the ship to kill one person, a Markian woman of seemingly unimportant status. She refused to answer the direct qustion of Hieo an Imperial Magistrate and is currently under arrest.

At this point the Markian frigate that Raul had teleported back to Markia to get (to repair the ship) arrived by gate at the same time a pirate did like wise. Battle was joined. Hagitha, wit hthe aid of Raul made serious inroads to the pirates abilito to fight by casting "destroy gunpowder" to the limit of her ability on the pirate's loaded guns on one side. With their near broadside disabled they quickly fell to the Markian ship.

The Captain of the pirates was located, then the rest of him found. The bits were pieced back together, rasied, and he was questioned. Someone is willing to spend great gobs of money to make this little girl dead, and she will not say anything as to who it might be or why.

We next play Saturday June 14.

Elf Lover
06-26-2009, 11:35 PM
Don't know if you are still even playing or looking for players or not. Let me know. You can contact me at Superwoman422@comcast.net.

07-16-2009, 12:44 AM
Are the seats filled? My email starjmmr3@yahoo.com