Wednesday, November 17, 2021

Playable Classes
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Acolyte
Acrobat
Arcane Bard
Ascetic
Assassin
Barbarian
Bard
Beast Master
Cavalier
Changeling
Chaos Knight
Cleric
Drow
Druid
Dryad
Duergar
Dwarf
Dwarf Brewmaster
Dwarf-Cleric
Dwarf Runesmith
Elf
Fighter
Forester
Gargantua
Gnome
Goblin
Half-Elf
Halfling Hearthsinger
Halfling Reeve
Halfling
Half-Orc
Hamadryad
Hobgoblin
Illusionist
Knight
Mage
Moon Drow
Necromancer
Oracle
Paladin
Ranger
Rogue
Rover
Sorcerer
Svirfneblin
Swashbuckler
Thief
Warden
Warlock
Wood Elf
Wizard

Saturday, October 23, 2021

We Focus on TTRPG's Here
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

As far as real world issues goes, we've never had to address these issues here and for that I am extremely thankful. We are not anything special here, just a group of gamers trying to have a good time and I think we've grown quite a bit which makes me happy. I hope that we can continue to grow and expand as time goes on! However there is a lot of turmoil going on in the outside world and I want to make something clear here.

We will not discuss matters of justice and equality here. We (and I, specifically) believe firmly that heroes of high fantasy settings would have never looked at anyone or anything and wondered . . . what do they identify as, are they gay or straight, what race, color or sex a person is/was, no, they wouldn't because it never would have came up and it will not come up on this blog or within my games. None of that matters here because we are all adults here and we treat people like adults.

We don't care about any of that silliness here, this is a Dungeons & Dragons campaign blog . . . it does not matter who you are, what you believe in, what color you are, what sex you are or were, none of that matters here and it will not be discussed here, so keep it to yourself.

If you feel the need to push any of that in peoples faces where this campaign is concerned then please go somewhere else, we are here to play tabletop games and nothing that happens in the real world matters here. You won't find people yelling at the world about what pronouns they use, or if they identify as a lamp shade in this group. We are not for it or against it - we simply don't care. This is a GAMING BLOG covering a Dungeons & Dragons setting and the stories that it holds. No one here cares about any of the above mentioned things, keep it to yourself and let us focus on the adventures that happen here.

If you disagree with this, feel free to leave this place and never come back. I hope you take the time to reflect on your beliefs and understand that what you believe in, should be none of anyone elses business, and people will not be forced to address you by your silly pronouns - keep it to yourself. Once again, this is a Dungeons & Dragons campaign blog and that is all that should matter to anyone who visits this website.

The people that sit around our table or virtual table are all grown ass adults and we don't give a damn about your pronouns or your real world politics & agendas & if you're a man and want to play make believe that you're a woman . . . . do that shit some where else. Now, with all that out of the way, we hope you enjoy your visit here and please feel free to say hello in our comments sections. We would love to meet you.

Friday, October 22, 2021

Critical Role Falls Short For Me
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Before I get into this, I am sure I will be vastly outnumbered by all the little critters that worship Critical Role and I'm ok with that. I started watching Critical Role during Campaign One but due to work it was hard to stay with due to lack of time. I endured the Tiberius Stormwind episodes where Orion Acaba nearly pushed me away from them with his stupidty and eventually got to around the halfway point of the first campaign.

By the time I got the first half of Campaign One watched I was starting to get a little burnt out and Campaign Two had started so I started watching the second campaign and got to a little before the half way point of this campaign as well. One thing I started seeing in both of these campaign was the amount of B-Rated acting going on.

Sure, I get it, they were trying to put on a show for the audience but still, it was just cringe to watch at times. It got to the point where I just stopped watching them all together. I simply was not feeling it anymore. The Vox Machina released as a series which I've watched in its entirety and I am probably watching the Mighty Nein when it releases.

I don't see the animations as a D&D show, they are more like a regular animation to me and I'll admit, Vox Machina was a fun watch as I am sure the Mighty Nein will be. The D&D live plays however "for me" are just not feeling like Dungeons & Dragons any more.

While I refuse to play 5th edition, "some" live plays are "ok" to watch but Critical Role "imho" has lost its way. It doesn't even feel like D&D any more, it is more like them being B-Rated actors acting out a script. I still adore Laura Bailey, I mean, how could you not? Marisha Ray's acting just makes my skin crawl lol.

I've watch clips from Campaign 3 and I can see how they have changed for the worse, it's not even about the TTRPG experience any longer, it's more about bad acting and money. I don't hate them or anything, I am just not interested in them like I was at the beginning. I still wish them all the best of luck though.

Thursday, October 21, 2021

Rest in Peace Charilie Kirk
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Charlie Kirk's life was marked by a passion for ideas, a commitment to civic engagement, and a determination to encourage young people to participate in the public square. Through his work, he inspired countless individuals to take an active interest in their communities, their country, and the principles they believed in. Whether one agreed with him or not, few could deny the energy, conviction, and dedication he brought to his mission.

As the founder of Turning Point USA, Charlie helped build a movement that reached millions of students and young adults across the nation. He believed deeply in the importance of free expression, open debate, and the exchange of ideas. Throughout his career, he traveled extensively, speaking directly with audiences and encouraging thoughtful discussion on issues that mattered to him. His willingness to engage in difficult conversations became one of his defining characteristics.

Beyond his public achievements, Charlie was remembered by friends, family, and colleagues as a devoted husband, father, and friend. Those who knew him personally often spoke of his generosity, his loyalty, and his genuine interest in the lives of others. While the public saw a confident speaker and activist, those closest to him saw a man dedicated to his family and committed to living according to his values.

The loss of Charlie Kirk was felt deeply by many people across the country. Supporters, colleagues, and admirers gathered to honor his memory and reflect on the influence he had on their lives. His passing prompted an outpouring of tributes from individuals who credited him with inspiring them to become more engaged citizens and more confident in expressing their beliefs.

A lasting legacy is not measured solely by organizations built or speeches delivered, but by the people whose lives are changed along the way. Charlie's work encouraged a generation of young Americans to think critically, participate actively, and believe that their voices could make a difference. For many, his message was one of courage, conviction, and perseverance in the face of challenges.

Today, we remember Charlie Kirk not only for what he accomplished, but for the passion with which he pursued his purpose. His voice may be gone, but the conversations he started, the lives he touched, and the principles he championed continue to resonate. May his memory be a source of inspiration to all who seek to make a positive impact on the world around them.

Sunday, October 17, 2021

News & Updates
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Date Posted News Title
9/10/2025
Rest in Peace Charlie Kirk
8/25/2025
Critical Role Falls Short For Me
4/6/2025
We Focus on TTPRG's Here

Sunday, October 10, 2021

Thursday, June 24, 2021

The War of the Skull God
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

The War of the Skull God stands as the most devastating, era-defining conflict in the history of the arctic frontier. For centuries, the malevolent deity known as the Skull God ruled his frozen domain with an iron fist, radiating malice from his seat of power. This tyrannical reign was characterized by complete subjugation, as the dark entity demanded bloody tribute and absolute obedience from the mortal populations struggling to survive the harsh tundra. The war itself did not begin as a sudden explosion of violence, but as a slow, creeping dread that eventually united the desperate factions of the north against a singular, cosmic threat.

As the Skull God’s ambitions expanded beyond his historical borders, his horrific armies began to march across the mountains and into the desolate wastes. These forces were not merely comprised of mortal soldiers, but were a terrifying amalgam of ravenous undead monsters, corrupted regional beasts, and fanatical cultists who viewed the deity as the ultimate arbiter of death.

The early years of the war saw entire settlements wiped from the map, their populations either slaughtered to feed the necrotic war machine or dragged away into the dark to serve as forced labor and sacrificial offerings. Against this seemingly unstoppable onslaught, a fragile and desperate coalition formed among the surviving cultures, remote settlements, and remaining imperial holdouts of the northern frontier. Bound by the shared threat of total annihilation, these disparate groups pooled their dwindling resources, magic, and manpower. The war devolved into a brutal, grinding conflict of attrition fought across unforgiving icy battlefields, jagged mountain passes, and windswept tundras where the environment itself killed as many soldiers as the enemy blades. The turning point of the conflict finally arrived when the coalition forces managed to push the theater of war directly to the steps of the tyrant's stronghold. Perched precariously on the arctic frontier, at the stark border where the jagged peaks meet the endless wastes, loomed Castle Thar-Gannon.

It was here, within this colossal fortress of black stone and ice, that the Skull God directed his campaigns from a blackened throne. The siege of the castle became a legendary testament to mortal endurance, as the attackers braved dark sorcery and supernatural blizzards to breach the outer walls.

The fall of the Skull God was achieved during a final, apocalyptic confrontation that shattered the grand armies of the dark deity. While the exact details of the final blow vary depending on which bards tell the tale, the result was absolute: the Skull God’s physical manifestation was broken, and his spiritual grip on the region was forcefully severed.

Deprived of their master’s driving will and dark magic, the remaining legions of undead and cultists fell into chaotic disarray, turning the final hours of the siege into a desperate, chaotic rout. In the immediate aftermath of the entity's defeat, Castle Thar-Gannon was hastily abandoned by both the fleeing remnants of the dark army and the exhausted, battered survivors of the coalition. The fortress, once a radiant hub of absolute malice, fell completely silent, transformed into a massive tomb buried under shifting snows. Though the war was officially won, the cost of victory was catastrophic, leaving the geopolitical landscape of the northern frontier thoroughly fractured, depopulated, and scarred by lingering curses. The twenty years that followed the fall of the Skull God have been defined by a tense, fragile peace and an era of desperate scavenging. Without a central tyrant to fear, the old alliances quickly dissolved, leaving the region's surviving towns and cultures isolated and disconnected from one another.

Meanwhile, the grand ruins of Castle Thar-Gannon have sat largely undisturbed for two decades, holding centuries of accumulated, unclaimed riches and dark artifacts waiting for those brave enough to look for them.

However, the fall of the Skull God did not mean the permanent eradication of evil from the forbidden north. As a new generation of adventurers steps forward in Year 20 A.S., death still actively lurks within the deep shadows of the castle's ruins. The vacuum left by the dead deity has allowed a new, ancient doom to slowly stir and arise from the depths of the sprawling underworld, threatening to plunge the scarred arctic frontier right back into darkness.

Sunday, June 6, 2021

Archives
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Friday, June 4, 2021

Gods of the Forbidden North
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

The Forbidden North is a land of ancient mysteries, forgotten kingdoms, and untamed wilderness stretching far beyond the reach of civilized realms. Towering mountain ranges, frozen tundras, dark forests, and windswept plains dominate the landscape, creating a harsh environment where survival itself is often a daily struggle.

Few travelers willingly venture into these distant territories, for the North is a place where legends remain alive and ancient evils still stir beneath the earth. Every ruin, valley, and lonely road holds secrets from ages long past, waiting to be uncovered by brave—or foolish—adventurers.

Long before the current age, powerful civilizations flourished throughout the North. Mighty empires rose and fell, leaving behind shattered cities, crumbling fortresses, and forgotten temples buried beneath snow and stone. These lost realms wielded magical powers and knowledge far beyond what most modern scholars can comprehend. Today, explorers scour these ruins seeking relics of immense power, though many never return. The remnants of these ancient societies serve as constant reminders that the North was once the center of events that shaped the world itself.

The gods hold a unique and powerful influence over the Forbidden North. Unlike many lands where divine intervention is subtle, the presence of the gods can often be felt directly through miraculous events, sacred sites, and prophetic visions. Ancient shrines hidden in remote locations continue to attract pilgrims and zealots alike, while forgotten cults worship entities that civilized lands have long since abandoned. Some of these deities are benevolent guardians of civilization and nature, while others embody darker forces that seek to reclaim dominion over the mortal world.

The wilderness of the Forbidden North is as dangerous as any dungeon. Massive beasts roam the forests and mountains, many of them older than recorded history. Dragons nest in isolated peaks, giants rule hidden strongholds, and creatures born from ancient magic stalk the frozen wastes. Travelers must contend not only with monsters but also with brutal weather capable of killing even seasoned adventurers. Blizzards, avalanches, and supernatural storms are common hazards, making every journey an expedition into the unknown.

Scattered throughout the region are isolated settlements struggling to survive against overwhelming odds. Frontier towns, fortified villages, and hardy clans cling to existence amidst constant threats from monsters, raiders, and the harsh environment. These communities often rely on adventurers to defend them from dangers lurking beyond their walls. As a result, heroes can quickly become celebrated figures in the North, earning the trust and gratitude of people who have little hope of outside assistance.

Beneath the surface of the North lies an even greater realm of mystery. Vast networks of caverns, ancient dwarven halls, and forgotten underworld passages stretch for hundreds of miles beneath the mountains. Many of these subterranean regions remain unexplored, harboring strange civilizations, hidden treasures, and unspeakable horrors. Dark powers imprisoned in ages past continue to whisper from their underground tombs, tempting ambitious souls with promises of forbidden knowledge and unimaginable power.

At its heart, the Forbidden North is a setting built around exploration, discovery, and survival. It offers adventurers the opportunity to uncover lost histories, battle legendary foes, and shape the fate of entire kingdoms. Every expedition beyond the safety of civilization carries the promise of great reward and great danger. In the Forbidden North, the unknown is always just beyond the next horizon, and the greatest stories are written by those willing to venture into the darkness and return with tales no one else would dare believe.

Tuesday, June 1, 2021

House Rules
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Level One Hit Points: We give all level 1 characters max hitpoints. This is done "only" for level One. This gives the characters a fighting chance, especially the Wizard who could easily have 1-2 hit points. Yea I know, it is babying them at level 1. We try to make sure our players have a good time and not worry about tripping and taking lethal damage from a pebble. From level Two and higher, hit points are rolled normal.

Clerics & Level One Spells: With our more classic classes, Clerics do not normally start out with an opening spell at level One which I find a bit harsh so we have house ruled in that Clerics will gain one level One spell at level One. Level two and beyond the Cleric follows the spell chart as it is written. Basically we are following the rule from AD&D on Divine spellcasting for the Cleric class.

Death & Unconsciousness: We use the official rule in AD&D 1st edition "with a slight twist" that says—a character becomes unconscious at 0 hit points (HP) and begins to die, losing 1 HP per round if left unassisted "in our game instead of losing 1hp per round until death, we do 1d4hp per round until death at -10". Death occurs when hit points reach -10. If a character takes enough damage that takes him to -10 hit points or below, he/she is just dead. Our house rule we've added for recovery is, if a character is brought back to consciousness using non magical healing, that character requires one week of bedrest for recovery but if that character is brought back to consciousness using magical healing, that character needs to rest for eight uninterrupted hours before returning to full strength.

Playable Classes: A complete list of classes that we use are found here.

Wizard Starting Spellbook: The way we handle a Wizard's starting spellbook is, the player chooses one spell (any spell) from the 1st level list of Magic-User spells in the 1st edition Players Handbook as the starting spell for that character. The DM "gifts" the following spells to add to the starting spellbook—Write, Detect Magic & Identify which gives a new starting Wizard four spells to start with.

Elves Resistances: In our class system that we use, the Advanced Dungeons & Dragons rule is not included, so this will simply be a house rule for us. Elves, Drow and Moon Drow have a 90% resistance to spells/abilities that charm or unnaturally cause sleep. Half-Elves & Sylvan Elves have a 30% resistance to spells/abilities that charm or unnaturally cause sleep.

Elves & Resting: Elves, Drow, Moon Drow & Sylvan Elves do not need to sleep in the traditional sense. Instead, they engage in a meditative state called a "trance" for four hours, which provides them with the same benefits as eight hours of sleep for other races. While they can technically sleep if they choose, they rarely do, and it wouldn't provide them with the same restorative effects as their trance. Half-Elves however do require sleep.

Detect Magic Skill: The "Wizard & Sorcerer class" can detect magic on an item by concentrating for 1 full turn. This procedure is repeatable.

Identify Skill: The "Wizard & Sorcerer class" can identify a magical object by studying it for 3 full hours. They then have a 3-in-6 chance of successfully determining its effects. This procedure is repeatable.

Disadvantage/Advantage: If you have Advantage on a D20 check (DC), roll two d20s, and use the higher roll. If you have Disadvantage on a D20 check (DC), roll two d20s, and use the lower roll. "This is a house rule that may or may not be used, we are still deciding on this one".

Fighter Class Combat: Gain one extra attack on a critical hit (nat20) & Gain permanent +1 to hit & +1 to damage with weapon of choice.

Sunday, May 30, 2021

The Herald
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Saturday, May 29, 2021

Organizations & Groups
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Friday, May 28, 2021

Independent Towns & Villages
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Thursday, May 27, 2021

Keeps, Strongholds & Castles
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Wednesday, May 26, 2021

Independent Cities
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Tuesday, May 25, 2021

Kingdoms & Nations
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Monday, May 24, 2021

Locations
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Sunday, May 23, 2021

Links, Tables & Charts
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Coin Conversions
Difficulty Checks
Old-School Essentials Initiative
Starting Money

Saturday, May 22, 2021

Pantheon
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Friday, May 21, 2021

Race/Class
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Thursday, May 20, 2021

Stuff Page
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman

Wednesday, May 19, 2021

Playable Classes
The Forbidden North & War of the Skull God
The current year for our Forbidden North campaign is 20 A.S. (After the Skull God).
Inspired By Robert Alderman