Showing posts with label map. Show all posts
Showing posts with label map. Show all posts

Saturday, January 12, 2019

New World Meets Old World

Naoidheamh 36-Dara 9, 6639 (this includes waiting for some magic teeth to be built and, er, installed)

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, bat familiar
    • Clench, Wardog War-Badger
    • Midnight, Panther
    • Noona, Lion
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
    • Gimli Trollriver, Dwarven Fury
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
    • Herman Thorpe, Ectomancer
      • Baelnar Grimtor, Dwarven Sapper
  • Crolack, Thrassian Gladiator
    • Kurt Steinbacke, Dwarven Deep Monk
  • Mor Gibs, Wonderworker
  • Saphira Moonstone, Gold Skinscribe
    • Pentzkin Singletossle Pocketspringer, gnomish beastmaster
    • Alun Tsornyl, Sylph Ranger
  • Te'a Tsuki Megumi, Elven Polydoctorate
    • Harvey Usagi, Rabbitwere
  • Fayleen Ross, Darklord
    • Zai-car, Zaharan Ruinguard
  • Aingeal Bàs Eleonara, Witch

Crolack, overjoyed in his newfound wealth, quickly spent every last penny to order some +3 teeth; while waiting around, the others talked with the Council, asking about the true Elf Vampire and the Brass Dragons of the desert. The brass dragons were gone, and the tower empty; the vampire hadn't been heard from, but was assumed to be out and about somewhere.

(This is a holder for the rest of the writeup - went to the Old World, met a fellow who offered to be their guide, visited a museum, and the Council of Three; also got anti-magic wards and sacks)

  • XP from Encounters:
    • Time Guardian (800)
  • XP per PC (Rig, Caranthir, Laurita, Crolack): 107
  • XP per Henchthing (Noona, Llarm, Rhea, Elenora, Herman, Baelnar Grimtor, Kurt): 53

Monday, September 24, 2018

Curses! (Foiled Again)

Naoidheamh 14, 6639; next holiday is Beastnight, 9/35

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Noona, the Lion
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
    • Gimli Trollriver, Dwarven Fury
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
    • Herman Thorpe, Ectomancer
      • Baelnar Grimtor, Dwarven Sapper
  • (As-yet-unnnamed), Thrassian Gladiator
    • Kurt Steinbacke, Dwarven Deep Monk
  • Mor Gibs, the Wonderworker
  • Craydos Silverskin, the Gold Skinscribe
    • Pentzkin Singletossle Pocketspringer, gnomish beastmaster
    • Alun Tsornyl, Sylph Ranger
  • Te'a Tsuki Megumi, Elven Polydoctorate
    • Harvey Usagi, Rabbitwere
  • Fayleen Ross, Darklord
    • Zai-car, Zaharan Ruinguard

Some of the party still having things to do, the remaining members decided to investigate the map they found. Incidentally, the map lead them to the same location that the Fae treasure map lead...

After some discussion, the group made an educated guess, and teleported to the vicinity of where they believed the treasure lay. It was a good guess; they landed in the correct hex, near a small village. A dusty farmer type wandered out to greet them. They asked if he knew where a certain hill was found; he laughed, and answered, "Well, it was nice meeting you, seniors, senioras, senioritas, but no one leaves that place alive. It's a tourist trap - literally. I wouldn't go in unless I had a deathwish!"

Still, the party pressed for the location, so he lead them to a low hill. Part had collapsed, leaving a low cliff of sorts; a bright red line was drawn in front of the entrance, and a fence surrounded the entire area. Several signs, in various languages, mentioned that stepping over that line will kill you, the local government can't be held responsible for you doing that, and if your religion or home country prohibits or regulates suicide, this counts if anything does. Shrugging, the party assured the man that they would be able to pass through the traps. Fayleen, using her new Gnomish Joke Book, summoned a bug, which was hit with a flurry of arrows as it entered. And then a scything blade, which bisected it. Following the traps in, and trying to disable or avoid them, the party slowly moved inside. They removed a high-powered Cancellation trap, avoided a pit full of yellow mold, dispelled an anti-magic shell and double lightning trap, blocked a slamming wall trap, crawled under a spinning blade trap, then dispelled yet another cancellation trap. The next slamming wall trap, though large, seemed poorly repaired; after that, there were only two pits, covered with blankets. Finally, a pile of stones were stacked over a trip wire; that trap didn't even reset after use.

At the end of the traps, they party reached four fearsome skeletons, clad for battle! Two skeletons held out their polearms, losing the head of one polearm, and the head of the other skeleton in the process. The first skeleton lost its armor; the fourth skeleton, already missing an arm and a leg, tried to raise its sword, but only managed to pivot a full 360 degrees. The priestess turned them easily, though frankly, a loud shout could have put those fellows down. They were a single hit point each, and likely would have killed themselves trying to wield their own weapons. Interestingly, the skeletons were not human, but orcish.

The wooden doorway was trapped with two magical sigils: a 12d6 fire trap, and an enervate trap, both of which were dispelled.

Inside was a somewhat homely room, with three occupants. First was what was obviously a mage of some sort, wearing rotting robes, sitting in a broken wooden chair, his feet propped on a casket. Second was a huge orc, crammed into a defensive position. The third, after some investigation, was inside the casket - a desiccated priestess. Additionally, there were a number of items in the room; a large rug, a fold-up table, and a huge pile of various items, from swords and armor to boxes, bags, and brooches. Most importantly, there was an anti-magic field that filled the entire room...

The entombed priestess was wrapped in some sort of ritual-level binding, a black rag with fine text written on it. The party attempted to communicate with her, but learned something else important: the Staff of the Dead has a 25% chance of raising the corpse as a zombie. The corpse stood, moaning, and began to lumber towards them. Laurita quickly Turned the corpse, and it was blasted into dust... or, rather, it started to blast into dust, but the magical bindings held the corpse together, so it was merely un-zombified. The second cast worked much better, and they asked the dead priestess three questions, which I should have written down but did not. The priestess answered Gróin's suspicions: she was Ajeela!

Meanwhile, the other party members managed to find a pair of secret exits, one of which was a deathtrap, and the other of which lead outside. After successfully triggering the deathtrap and plummeting to his doom, Harvey was rescued and healed by Gróin and company. Using Rhea's Gloves of Curse Prevention, the party gathered the various rings (including the two on the hands of the huge orc), dropped them into a bag, and lugged them through the secret tunnel. Gróin and Laurita, left in the room to talk with the corpse, found themselves suddenly very interested in some of the treasure; Gróin picked out a dashing pair of glasses, while Laurita picked a lovely amulet. After a bit of back and forth, the rest of the party returned, and found that they, too, wanted to grab some items for themselves. Rhea, still wearing the gloves, found that none of the items satisfied her; she picked through them all, finding nothing. Finally, irritated, she tried on a belt, and finally felt relief. Curious at what it did, she crawled out through the exit, stepped away from the anti-magic field. She read the word written on the belt, presumably the command word: "Behold!"

In an instant, the belt activated, and she found her clothes flung open! Startled, she quickly re-dressed, and looked up to see a small child staring open-mouthed, and a pair of very large rabbits rolling on the grass in laughter. Embarrassed, she rejoined the group. The belt, by the way, is enchanted with the Knock spell, self-targeting, usable three times per day. The others chose magic items as well: a scroll for the polydoctorate, a smooth rock for the ruinguard, and so forth.

In the chamber, Laurita had asked Ajeela's corpse if she wanted Atonement; she agreed. Laurita placed her hand on the corpse's forehead to begin the spell, but before she could even start, she found herself suddenly switched into Ajeela's body! And, worse, Ajeela herself was in the priestess's body! (As an aside, this was actually an ideal situation; Ajeela, being a 14th level priestess, and Laurita, being a 9th level priestess, were able to keep all their spells and such in each other's bodies.) After much consternation and accusation (from both sides), they figured out a possible method to return everyone to normal: go to Ajeela's church, and return her eyes, and from there cast the Atonement spell.

Gathering up the various magical items, they stuffed them all in a bag, sorted out which ring was the anti-magic field, and stuck it back into the chamber. Additionally, they added a few more traps, and re-hid the secret exit. They told the farmer, and he didn't seem as shocked as they expected... He rushed back to his house, and returned with simple NDAs for them to sign - non-disclosure agreements. Adventure-tourists frequently came by, and the village made a significant amount of money from them, from selling goods and from recovering their gear if they all snuffed it in the hill. The non-disclosure agreement ensured that the party wouldn't tell anyone that they actually managed to escape the traps... there had been a number of adventurers that had actually made it through, but it was much more mysterious if he could say that none had ever returned. The party was a little leery, until he explained that the signs were there to keep people out, and if anyone went it, it was their own dumb fault; he couldn't stop an adventurer if he tried. They agreed, and signed.

In Foreston, they visited a church of Alehim, and restored Ajeela's eyes; she and the priestess swapped back into their proper bodies, and she healed Gróin's eyes... though he did get a bird-foot out of the deal. Oh well. Ajeela decided to stay at the temple, for now, but said she would be willing to return if the party had a great need.

While that was happening, the rest of the party took their items to a sage, who looked them over. It was a fairly fast job - most of the items were cursed, and his great tome of reference material meant he didn't have to do much study. Here's the list he came up with:

  • Cursed and evil:
    • Rug of Curse Attraction, which causes anyone who touches it to yearn for a cursed item.
    • Amulet of Infection: once per hour, curses a random item (this is what the priestess chose).
    • Deck of Many Thongs: cursed. Oh, gods. A deck of cards in the style of "nekkid lady" playing cards, except it's all pictures of men in thongs. And orcs. And ogres. And trolls. The curse is the after-effect of that image, burned into your brain...
    • Cursed coins: a bag of 1000 gold coins. Each one causes a point of (one of) STR, INT, WIS, DEX, CON, or CHA damage. Cumulatively.
    • Clown Doll: a freaky doll that always teleports to just ahead of the user any time it is discarded.
  • Cursed, but not evil:
    • Ring of Flight: causes you to be weightless
    • Ring of Unebriation: immune to drunkeness... but not hangovers. May actually be evil.
    • Leather Armor of Hunger: +2 armor, but must eat 4 times a day.
    • Gauntlets of Meager Power: grants strength of 8 (-1) or -5 points, whichever is less.
    • Arrows of Returning: return upon being fired. Instantly. Before hitting the target.
    • Sword of Sarchasm: a sentient sword. "Oh yeah, great job, picked the cursed sword that can talk to you in your sleep, nice work, idiot."
    • Grind Stone: when used for any task, that task must be continued for the next 24 hrs. You will get an XP or stat boost from it, though!
    • Box of Fun: a brightly colored box. When opened, randomly tosses 1d6 cursed items at everyone within 15'.
    • Scroll of Chainmail: reader must make 10 copies and distribute them to his friends, or be at -4 for all actions.
    • Lenses of Powersight: you see everyone as lesser than yourself, and easily defeated.
    • Goggles of Science:
    • Mask of Misplaced Identification: causes anyone within 20' to hear the description of an item in the best light (if bad) or worst light (if good).
    • Belt of Opening: actually has a 3/day knock spell, self-target only, command word "Behold!" Oh, yeah.
  • Evil, but not cursed:
    • Sword of Corruption: deals corruption points instead of damage
    • Bag of Glitter: as dust of appearance, except it curses everyone within 10', and anyone they touch, making invisibility and stealth impossible. Note that it isn't cursed, but casts curse when used.
    • Staff of the Greater Demon: command word 'destroy'. Nothing else is known about the object.
    • Packrat: a stuffed rat. Turns any object it is placed inside into a bad of devouring.
  • Neither evil, nor cursed:
    • Ring of Unsleeping, aka Ring of Paranoia: (the second ring the orc was wearing) grants +2 bonus to AC and saves, and constantly warns you of danger
    • Amulet of Kitten Immunity: immune to all kitten- or cat-based magical effects.
    • Seven League Boots: each step carries you seven leagues*.
    • Helm of Allure: You are irresistibly attractive to anything even vaguely living; automatic success on seduction.
    • Sword of Decay: if it hits a target (0 AC regardless of armor), there is a 25% chance to cause rust as a rust monster.
    • Sword of Healing: causes 1d6 healing on the target. On top of the 1d6 damage it does as a sword. Handy against undead!
    • Sword of Retaliation: magical bonus equal to the number of times the creature hit you; does no damage if never hit.
    • Effreeti Lamp: rub to collect three wishes!
    • Potion of Age Reversal: causes the imbiber to age in reverse.
    • Bag of ???: looks like a normal bag. Has some sort of acid in it. If someone puts something into it, then hands it to another person, the object is gone; holding it again returns the object to the bag. It's magical, but the sage would need to do some intense study to actually figure out what it does.

While Rhea was interested in the corruption-causing sword, Fayleen was adamant that she destroy it. Luckily, the Packrat had caused the bag they stuffed it in to become a bag of devouring, so they stuffed all the cursed items and the sword into the bag, erasing them from existence. Handy, that! As a note: let me know if there were any uncursed items you got rid of, or cursed items that you kept.

*Seven leagues: a league is the distance a man can walk in an hour; in ACKS terms, seven-league boots essentially cause you to travel a full day's journey in a single step. I mean that literally - these boots are based on your normal (land-based) movement speed. You can take a step in the boots once per hour.

There wasn't any XP to be gained this time, from treasure or enemies, but the party did gain a powerful new friend, and a bunch of dubious magical items. As before, starting XP is 137,669 XP.

Thursday, May 24, 2018

Wyrm Welcome

Ochdamh 19-21, 6639; next holiday is Beastnight, 9/35

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Noona, the Lion
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
    • Gimli Trollriver, Dwarven Fury
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
    • Herman Thorpe, Ectomancer
      • Baelnar Grimtor, Dwarven Sapper
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Sorvald, Thief
    • Kurt Steinbacke, Dwarven Deep Monk
  • Mor Gibs, the Wonderworker
  • Craydos Silverskin, the Gold Skinscribe
    • Pentzkin Singletossle Pocketspringer, gnomish beastmaster
    • Alun Tsornyl, Sylph Ranger

Gróin had invested in a couple of scrolls of stone-to-flesh, and picked the map-holding man to unstone. Craydos read from the scroll, and instantly, the stone flaked away, revealing a startled looking man underneath. He jumped back, wildly looking for the monsters that had turned him to stone, but was quickly calmed. It seems that he and his friend were on their way back from the city of Endereise when they were waylaid by the creatures; thankfully, it had only been a few days. Gróin offered to shorten their journey in trade for the man's map; the man agreed, and Gróin teleported the two, along with Craydos, to the Mejastan city of Cuidado Mercado. Craydos, hoping to have his injuries restored, went with Laurita to a temple of Alehim. She cast Restore Life and Limb on him, and in an instant, the aches and missing finger were restored to normal! Unfortunately... there was a side effect. His injuries were healed, but his body was... changed. To that of a female, to be precise. Craydos was now a woman!

Returning to the others, Craydos reintroduced himself. Herself. Whatever. They moved on, and found the corpses of a number of giant scorpions; Pentzkin managed to get 405 XP worth of scorpion parts from them.

The city of Endereise was very different from the other deep dwarven city; for one, this city was built in a huge bowl, easily a hundred yards deep. They were met by a group of hooded dwarves; the spokesman welcomed them to the city, and relayed their message of the sorcerous spheres they found. That duty done, they explored the city. Craydos, wondering about the religions in the city, found three different churches, later explained to be the Church of the Flame, lawful followers of the cleansing fire; Church of the Clay, neutral followers of the warm earth; and Church of the Light, chaotic followers of the fickle, blinding light of the overworld. He was barred from the Church of the Flame when he asked about the Wyrm, but managed to have a short conversation with a minor obviate at the Church of the Light.

It seems a group of very deep dwarves hold a shadowy sway over all the churches, and indeed the cities of the dwarves; a sort of Praeumbrati, if you would, the dark version of the Illuminati. He and the strange gnome with him explained how the Wyrm was hated and feared by all sects of the churches - and how the scale the party was seeking was found in a deep cave in the center of the mountain. Interestingly, the dwarf mentioned a phrase that was not translated by the helm of comprehend languages; a truly dead language, perhaps?

The party teleported to Caranthir to pick him up, then teleported to within a day's journey from the deep cave. After some head scratching as to which way to go, the party settled on a direction, and continued on. After a day of marching through the soft sand, the party reached a well - or rather, a well-shaped hole. Well-cut stone steps lead into the hole. Shrugging, the party followed them down... and down... and down.

Hardly a few steps into the well, the globes of Continual Light went out! The torches managed to illuminate the steps, but even they burned dimly, as if some force was acting against the light itself. Other spells seemed to work, so the party merely pushed on. At the bottom of the well, the torches finally gave up. No light was visible. Only the infravision of the gnomes, dwarves, and dragon managed to pierce the blackness. The rest of the party followed them down a well-carved hallway, they began to hear the sound of chanting - countless voices, far away, chanting in an unknown language. Suddenly, the acoustics of the cavern changed - the party had stepped out into a large room. Caranthir could see a few figures, at the edge of his senses; stepping forward, he saw a semi-circle of beings, wrapped in thick cloth that hid their heat signatures and limited his infravision. Suddenly, a group of four dwarves moved towards them; the lead dwarf asked their purpose there.

Craydette, stepping forward, introduced himherself and their party, and why they were there - to destroy the Scale of Darkness. Immediately, the dwarf on the right chimed in: "Finally! Someone who understands! If you'd ask the Seeker over there, he'd say we should save it and study it! Destroy the blighted thing, before it's too late!"

As Craydette blinked in surprise (in the utter darkness, mind you), the dwarf on their left spoke up. "Certainly we should study it. Without study, how can we attain knowledge? We know not what will happen when the stone is destroyed..."

The dwarf standing behind the others spoke, his voice deep and course. "They cannot choose unless one receives the gift."

Sorvald, standing a few paces behind, started waving his hand. "Ooh! Pick me! I volunteer!"

Caranthir, shrugging, agreed. The party watched as the young thief was lead beyond the circle of chanting dwarves, and was lost to sight in the center of the circle. There, Sorvald felt the other dwarf grab his hand, and place it on the edge of a wide bowl - he estimated it to be about a yard in diameter. Feeling towards the center, his hand brushed something smooth; immediately, a light began to glow around him. He laid his hand on the stone - a small, shield-shaped pentagon of pure black. The dwarf warned, "Do not look up. Follow me."

Sorvald followed the dwarf back, casting furtive glances left and right. The room was well-lit, as if by daylight; the cavern was vaguely oval, with a ring of easily over a hundred dwarves sitting around the scale, chanting softly. When he reached the others, the four dwarves surrounded him. Behind him, the dwarf that had escorted him (wearing a charcoal-gray outfit), which I called the "Actor"; in front, the Speaker, dressed in simple white clothing; to his right, the Seeker, wearing green and gold; to the left, the Instrumentalist, wearing red and silver. They performed a ritual of sorts, asking Sorvald what he saw, and finally directing him to look up. 150 feet above his head... he saw an enormous face, hanging from the ceiling! Teeth, easily as long as his arm, protruded from the slightly open mouth of the great dragon-like creature over him! It was, as the others suspected, the Wyrm - asleep, as he had been for ages untold, and watched by the Deep Dwarves.

Now knowing the stone was indeed the Scale of Darkness, Caranthir asked the Speaker if they would be allowed to destroy it. The four dwarves huddled together, and after much deliberation, reached a decision: yes, the party could take the stone, but only if they bring a representative with them. If the stone is not destroyed, then the party must return it, and never return.

The party, along with the young dwarf picked to accompany them, teleported to the peak of the Northern Tower. In the thin afternoon light, the scale began to sizzle, pitting and slowly, slowly shrinking in the light. As the light died, however, the scale ceased to shrink; quickly, the party teleported to the opposite side of the world, where the sun would just be rising. Gróin cast Iron Platform, and the party flew up to it, looking down on rolling plains and a lovely lake to the north-west. As the day wore on, the light from the sun burned away the scale... only a thin scrap remained when the sun, once again, began to set. Meanwhile, however, Gróin and Craydette spoke with the young dwarf, who introduced himself as Kurt Steinbacke. Kurt was blind, and had been so since birth; however, he was skilled in combat, and had trained hard to be a protector of the scale. Gróin offered to heal his eyesight, but Kurt politely refused. "Perhaps, but for now... I am satisfied to feel the sun on my face."

The party teleported back to the Northern Tower, and in the midday sun, the scale finally cracked in half, then vanished into smoke. The scale had been destroyed. Kurt sat in silence, then spoke. "My duty is complete. I... would like to see, good dwarf." Laurita cast the spell, and Kurt opened his eyes, seeing this unfamiliar world for the first time in his life. He couldn't help but grin. Of course, only his eyes were healed; his depth perception was terrible, as one of the first things he tried to do was reach up and grab a cloud. The party teleported back to the dwarves to tell them the scale was destroyed. Kurt, however, stayed on, deciding to stick with Sorvald as a henchman.

  • Experience from encounters: none
  • Experience from treasure: none
  • Experience from destroyign the scale: 5,000
  • XP for Caranthir, Craydos, Gróin, Mor Gibs, and Sorvald: 588
  • XP for Gimli, Laurita, Herman, Baelnar, Pentzkin, Alun, and Kurt: 294

Kurt Steinbacke is a Dwarven Deep Monk, level 5, with 28,308 XP (that includes the XP this session). His class sheet is found here. (I would suggest making him his own character sheet, rather than marking him in the tiny space on a henchman sheet - Monks and Mystics have a lot of associated information). His stats are as follows: Neutral; Str 13, Int 14, Wis 10, Dex 13, Con 13, Cha 13; Class Profs: Unarmed Fighting, Lay On Hands; General Profs: Survival, Theology (Church of Clay), Mimicry, Eavesdropping; a mundane warhammer, a collapsing spear, Miner's Robes (which provide +1 AC armor and Fire Resistance: -1 damage per die and a +2 to saves vs any flame attack), and a few smooth rocks worth 8,000gp.

Wednesday, May 2, 2018

Oneshot: The Dead Enders

Còigeamh 3-4, 6639 (about 4 months before the current events)

Party: ...unknown?

Around town, a number of people began to awaken...

A young woman awoke, pain washing over her. She had fallen through the roof of a barn, and though her helmet saved her life, it hadn't saved her life. Drifting in and out of consciousness, she managed to remove the chunk of wood from her face and stop the bleeding, but her eye was long gone. Once she rested, she was able to find her sword, and make a dress from some cloth. Hearing footsteps outside, she quickly left, hoping to find healing at the medical clinic up the street.

Scared, hiding in the dark, a young mortician - Jesper Sharpe - listened to two men as they argued with his boss, then murdered him. Gathering a set of armor, and the coins from a dead man's eyes, Jesper fled to the safety of his friend's shop - George Weapon, a dwarf. The dwarf suited up in armor and grabbed a massive hammer, but by the time they returned, the murderers were gone... as was the corpse!

Who, only minutes before, had sat up with a groan. Again, with no memory, he grabbed what he could, and tried to run to the church for help. The church was locked; turning, he found the front entrance of Mr. Lloyd's Mortuary and Clinic. Inside was the body of the proprietor, and naught but a tangle of medical tools on the ground, scattered through his blood. A single footprint marked the killer's passage. Through the door, he ran into an angry dwarf and a shaking mortician; and, in the middle of arguing with the two, a young woman entered the shop, still in some pain, and seeking medical attention...

A thief gingerly sat up, trying not to jostle his aching head; his "friends" from the thieves' guild had tried to murder him, but did a rather bad job of it. Not that he knew that, the blow from behind had ended his memory. Finding a knife and a note, he stumbled to his feet and wandered down the hill, to check out the barn. Inside, he searched around, seeing a few footprints, and high above... a helmet, impaled on a beam, with a shred of cloth fluttering in the breeze. Looks like someone took a tumble through the roof. He searched the hay, and found a sword - and as nice as it looked, it wasn't, because it zapped him, badly! Leaving it, he wandered into the pub across the street.

Meanwhile, a cleric of a dark god came to, and fell off his chair with a crash. He spent a few minutes trying to remember where and who he was; the potion he had imbibed was meant to kill him, but he managed to survive, losing only his memory. Shrugging, and gathering a broken chair leg to use as a weapon, he decided to head to the pub. Why not?

The third actor in this play is undoubtedly the saddest. Awakening in immense pain, the once-guardsman drank his last health potion, stabilizing himself, though at the cost of his memories. The stroke he had left permanent damage that would never be healed. His memory gone, he could only struggle into his old armor, and go in search of answers. He reached the Mangy Cow the same time a handsome young man, clothed in plate, arrived. The barkeep, recognizing the old man, greeted him by name. "Hey, Burl! You don't look so good..."

He poured some ale, and handed it to the fellow, refusing payment. "You can always drink here for free, good man. You've earned it."

Behind them, a smelly fellow wearing a hyena-skin jacket wandered in. The barkeep frowned. "You, however, pay double."

The thief saw a young woman, who introduced herself as "Sin" - short for Cynthi, the name on his note, perhaps? "What? Cynthia? That witch!?! No! It's short for Sinda'alellechna, my great-grandmother's name!"

The well-armored man set off for the inn; the old man followed, and the thief brought up the rear. They arrived just as another unlikely three were heading upstairs to their rooms - a thin, pale man, a frightened mortician, and an injured woman, missing an eye, but still carrying a sword.

The group retired for the night. In the morning, the thief went for a stroll, looking for some nicer clothes with all the money he had. Walking past the thieves' guild, he was recognized by the two members, who attempted to kill him again. They failed, and lost their lives for the trouble... but he gained a few more knives, a bow, and a handful of arrows, so there's that, right?

Back at the inn, they met with the others. Confessing they had lost their memories, they began working together to find out what was going on. The only clue they had was the thief's note, which lead them to a woman named Cynthia. Still wondering what the sword did, the thief suggested the well-armored fellow try it out. The armored man, reaching to pick it up, felt a jolt of energy, twice as powerful as the one the thief had felt; he nearly fainted, then and there! Dropping the sword, he suggested no one ever do that again.

The group moved to the church, to speak with the vicar; the cleric felt a case of the willies upon entering, and the vicar demanded the ex-corpse leave immediately. He kept his eye on the thief, but reacted with surprise and happiness upon meeting the swordswoman. They seemed to share a connection of some kind. That symbol of the church - a rising sun or starburst - seemed familiar...

Recognizing the design from the sword, the thief suggested the woman try it out. As she lifted it, a flood of warmth and happiness suffused her. Not only was this sword her own, but she could wield two swords at once!

The six descended on Cynthia's. Distracting some guards, they allowed the thief to slip around behind, where he found Cynthia! He threw a knife at her, and she returned in kind a magic missile, and the battle was begon in earnest. The two guards at the front went through the building; the party ran around the sides, charging in. The ex-corpse, having cast a spell into his weapon, swung at the first guard. His blade cut deep, tearing the mail, then blasting the female warlock, her imp familiar, and the other guard with burning fire! The first guard crumpled to the ground, dead, as the others - ineffectually - swung and missed. Cynthia fired another magic missile, striking the thief again, but then the greataxe of the Ruinguard - for that is what he truly was - sliced again, the blade passing through her familiar, the other guard, and finally embedding in Cynthia's spine.

Cynthia dealt with, the party moved into the shed, where they found a great cauldron, guarded by a young girl. The girl took the arm of the Ruinguard, and began to lead him out, but the mortician - really an Ectomancer - began casting a spell, and she changed form. No longer a little girl, but a desert ghoul! All but the ruinguard were paralyzed in shock; she clawed at him, but her touch was not paralyzing, oddly. The others shook themselves from their shock and attacked, the old guard finally stabbing a hole cleanly through the ghoul.

Outside, two more foes were waiting: a bulky barbarian fellow, and a pale-skinned man in a cloak. Between them was Lt. Mangrave, of the city guard - and Cynthia's lover. The fight began as the barbarian began to shift into a werewolf...

Mangrave managed but a single strike before he was brought down. The blade-dancer, two swords flashing, struck down the werewolf, and together, they brought down the cloaked man - a vampire! The cleric struck last, jamming his broken chair leg into the heart of the foul creature, and in a moment, the campire was naught but ash on the wind.

They turned to the casualty - the old guardsman, fired for doing what was right, now struck down by the vampire. A good death, after a long life, full of hardships...

The ruinguard's memory came back slowly. He remembered a conversation; the men who had kidnapped him had said they were going to control him, then swap him for someone he looked like - a lord's son. However, he was that man! The son of a lord of Zahar, sent to earn his battle-scars.

The thief was part of it from the beginning; he had kidnapped the young lordling, and his "friends" turned on him, hoping to be paid more for it. The cleric, too, had assisted with the ritual in bringing the dead man to life again, though none had counted on the man having a bloodline from ancient Zahar, and becoming not only more powerful, but retaining his independance.

The guard, old and tired, had overheard the plot, and tried to stop it, and was fired for his troubles. His suffered a stroke because of it.

The young Ectomancer, Jesper, learned his true calling from his master; his master had put in a call for help from the church...

...Who sent the blade-dancer to investigated. Pursued by corrupt guards, she hid on top of Mr. Bodb's barn, only to fall through the roof. The injury damaged her brain; while she eventually remembered most of her life, there were always parts that would escape her.

Finally, the cleric never really got his memory back. While a simple Neutralize Poison would have sufficed, he never really got around to figuring that out.

That leaves only the black cauldron, the tool of the enemy, to account for. But, I think, its story may not quite be told...

Wednesday, April 18, 2018

Win Some, Lose Some

Seachdamh 22 - Ochdamh 7, 6639; next holiday is Beastnight, 9/35

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Noona, the Lion
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
    • Gimli Trollriver, Dwarven Fury
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
    • Herman Thorpe, Ectomancer
      • Baelnar Grimtor, Dwarven Sapper
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Sorvald, Thief
  • Mor Gibs, the Wonderworker
  • Craydos Silverskin, the Gold Skinscribe
    • Pentzkin Singletossle Pocketspringer, gnomish beastmaster
    • Alun Tsornyl, Sylph Ranger

Wrapping up some business in the Fae lands, Craydos decided to hire a Fae of his own, a Sylph Ranger. He also began his tower - a 40' high, 20' diameter tower worth 22,500gp. Or rather, almost worth that, except Gróin opted to spend a good week and a half donating materials. Hey, what's a wizard tower that isn't made of magical rock, right? The tower itself will be finished 8/22, and the men that show up will need to roll to see if they stay on 10/22. Of course, as long as he was constructing a tower, Craydos decided to start building a dungeon, as well. Once it's complete (on 8/22), monsters will start showing up and moving in.

While he and Gróin were working on towers and dungeons, Caranthir decided to search around the city of the Summer Fae for a wish. He heard some evidence of a powerful... well, something... and finally summoned enough courage to go visit. The building he found was a strange place; it looked like a hunting cabin, just planks and animal skins, with bones and leather straps holding it all together, but it somehow managed to do all that and have towers and multiple floors, too. It had a very, very Fae feeling to it. Ducking through the animal-skin-door, he stepped into a dim, smoky room, easily 60 feet in diameter. At the far end, a blue-skinned man wearing nothing but an elaborate moose-antler headdress sat on a wood-and-bones throne. Around the campfire in the middle of the room - more of a bonfire, really - sat a dozen similarly undressed men, staring into the great flames, unstirring.

Oberon, Husband-King of the Fae, and SPOOKY-POWERFUL

Seeing them enter, the man on the throne - obviously a Fae - stood, and walked towards them. It was only then that those present realized how big this guy was... easily 12 feet tall, the man cleared the huge room in only a few steps. He greeted them, asking their names, which were provided readily. He, in turn, provided his: Oberon, Husband-King of the Fae. Not the Summer Fae, no, but all Fae. He was, in fact, the husband of both the Queen of the Winter Fae, and of the Summer Fae. Caranthir, suitably impressed, mentioned that he was looking for a map of the known world. Oberon smiled. "And would you be willing to trade for it? Perhaps... 12?"

Caranthir was a little confused. "12 gold pieces? Sure, I..."

"Ah, no. Twelve."

"Twelve... like the number?" Caranthir pulled out a sheet of parchment, and wrote the number 12 on it. "Like that?"

Oberon inclined his head. "The bargain is made."

In return, he pulled out a parchment of his own: a map. A really big map, in fact.

The World, where everything is big. Find Mor-Thir!

After handing over a few magical items for information on the world at large, the party decided it was through. Oberon, however, pointed at Sorvald. "And you. Have you anything to trade me for this bag? A... coin, perhaps?"

Sorvald shrugged. Why not? He handed the creature a random coin, but when Oberon tilted his hand towards Sorvald, Sorvald could see that it held his two-headed coin. "And is the bargain made?"

After a moment's hesitation, Sorvald shrugged again. "Sure. Why not."

When the others stepped out, he took a peek in the bag. Inside was a... kitten? Hmm.

Shopping over, it was time to visit some friends. And just in time, too; the party teleported to visit Lady Dracul, and found her armed with a sword, and holding her child. The boy looked fairly normal; there didn't seem to be anything to suggest he was anything other than a normal child. However, as Lady Dracul explained, the lords that had previously hired the party were certain this child was the product of an obscene union between human and dragon. Lord Dunstan Kirkhill and Lord Evan Elpus were already present, and Lady Christiana Vascelles and Lord Vincent Aldervat were due to arrive any day. Lady Dracul's father, Lord Tomas Cordova, was camped beside the manor, ready to provide what little assistance he could for his daughter. After a short parley with Kirkhill, it was quite obvious that the lords were willing to utterly destroy anyone who stood between them and the extermination of the "abomination" - the child.

The plan was formed: Reah and Sorvald would sneak into the camps of Kirkhill and Elpus, respectively. Reah, invisible and moving silently, crept into the tent of Lord Kirkhill. His snores echoed through the room. She checked for traps, and finding none, walked to his bed, and raised her dagger... only to realize that the lord was not in his bed! The covers were cunningly heaped over a pillow! Gritting her teeth, Reah searched the room, finally finding the lord, sleeping under his own bed, wearing full plate mail, and grasping a battleaxe in his hands. With a quick flip, Reah tilted the bed away, and slit the lord's throat. She slipped off into the night before the alarm was raised.

Meanwhile, Sorvald tip-toed (also invisibly) towards the tent of Lord Evan Elpus. Pausing outside, he could hear deep, rhythmic breathing from inside. Steeling himself, he ducked under the edge of the tent... and found himself staring at a grey dragon! Wait... grey? Those scrying on him scratched their heads. No one could remember any stories of grey dragons. How odd. Sorvald, meanwhile, heard the faintest cough behind him... as what he thought was the lord's armor revealed itself as a man in a pointy hat, wearing a robe! Sorvald quickly drew his arrow of dragon slaying, bounced it off the hide of the grey dragon, grabbed it off the ground, and noped out of the tent at high speed. By the time the wizard woke the dragon, he was on his magic carpet and headed out. The few crossbowmen that managed to get a shot off were too late, and missed.

The next morning, Kirkhill's army was in an uproar, but Elpus was on the warpath. He challenged Caranthir to a battle of champions (which was usually the way battles were decided in this area - armies were expensive to replace). Caranthir agreed, and soon, he was facing the grey dragon. Both were hastened, blessed, and variously magically protected; in an instant, they sprang at each other. Caranthir opted to slash and bite, while the other dragon breathed... stones? His breath was like a stream of gravel, blasting against Caranthir. However, in only two rounds, Caranthir destroyed the dragon. Elpus, true to his word, packed up and left, leaving the chest of battle-treasure for the victorious party.

While the party scoured the camp for additional resources, the other two lords - well, lord and lady - arrived. Their flag-bearer seemed rather more professional than that of the previous lords'; he didn't flinch when Caranthir turned into a dragon, and merely insisted that they be allowed to destroy the babe-in-arms. Refusing, Caranthir counter-offered the same terms, which were accepted: a pair of duelers, two from each side.

On the one side, Gróin and Craydos; on the other, a nautical-looking fellow, in a light (non-armor) leather jacket, and... the same mage that had the dragon! It appears that he had defected to the army of Lord Aldervat! The wizard cast some sort of protection shield on himself just before the battle. Gróin and Craydos, meanwhile, coated themselves with dust of disappearance. The battle began, and Gróin fired a cone of cold against the two. It seemed to bounce off the fighter! Craydos summoned a hydra, dropping it on the ground, and the fighter strode over to it, drawing his swords. Two quick slashes later, and the hydra was down three heads!

Gróin feather-fell to the ground, hoping to break through the wizard's defences, but the wizard blasted him with a cone of earth! The fighter, meanwhile, slashed and stabbed, destroying the hydra entirely. Gróin activated his flames, but only managed a few points of damage against the mage. Craydos fired lightning at the fighter, only to see it bounce back up against him! Luckily, he had protected himself from 1-3 level spells, and the bolt didn't hit him. Gróin, seeing that he was not long for this earth, took to his heels; the fighter, meanwhile, jogged over to the mage, who cast Fly on hi, just before Craydos zapped them both with yet more lightning. The wizard was shaken, but the fighter reflected the spell back once again. He flew to where those lightning bolts had been coming from, and with a single mighty punch, knocked Craydos out. Gróin, invisible and retreating, only made it so far... the mage cast "Find Object", and found Gróin. He directed the fighter to his position, and with two strikes, Gróin was laid out cold.

Defeated, Caranthir realized that the only way to keep the Lady and her son safe was to take them home. With Elenora using the god-staff, the party (sans Gróin and Craydos) teleported back to Caranthir's land. Gróin, once he and Craydos were (roughly) awakened, fled to the north, to the Summer Fae, and Craydos's tower. On the way, they found another of the trader's treasures - a scroll of light. Yay. Craydos did find a new friend, however - a Bluecap, who agreed to work for him.

Alun Tsornyl (Male, level 2 Elven Ranger), 15 hp, follows the Elven Ranger table, with the following differences: he has Knowledge: Fae, cannot wield steel or iron weapons (he has his own silvered blade and wooden bow), and hates the Winter Fae with a burning passion.

  • XP from Encounters:
    • Lord Kirkhill, lvl 10 fighter (2250)
    • 10 HD Grey Dragon (2950)
    • Oberon (peaceful)
    • Bluecap (peaceful)
    • Earth Mage Shale Argillaceous (lvl 12; didn't lose!)
    • Monk Johnny Lightning (lvl 12; didn't lose!)
  • XP from Treasure (spoils of war):
    • 1,000 gp
    • 2,000 sp (200 gp)
    • 1 opal (3,000 gp)
  • Total XP: 9400
  • XP for Caranthir, Gróin, Sorvald, and Craydos: 1175
  • XP for Rhea, Elenora, Gimli, Laurita, Herman, Baelnar, Pentzkin, and Alun: 588
  • Gold, each: 1050gp

Thursday, December 14, 2017

Kill Them All

Deicheamh 12 - Deug 6, 6638; next holiday, Wintermas, Dara 1

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • [name], the Lion
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
    • Gimli Trollriver, Dwarven Fury
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Sorvald, Thief
  • Mor Gibs, the Wonderworker
  • Gianna, a Gnomish Trickster

The party journeyed to both cities of the Northern Dwarves, aka Mountain Dwarves; in Dundrende Klippe, they sold the Eyes of Petrification and the library staff for a pretty penny. Caranthir picked up a henchman, a Dwarven Fury named Gimli Trollriver. Then, off they went, following the wise words of an elder dwarven librarian - one of the Seekers. He pointed them to the locations of a good few items, and told them a bit about the Instrumentalists. Eventually, the group set off for Norston, then from there to the capital of Mareten, Slohaven.

After murdering some wild goats along the way ("I said herd, not hurt them!"), the group made it to Slowhaven, albeit with a few stops due to bad weather. In Slohaven, the King rewarded them with 50,000 gp (which was scoffed at by Caranthir), and a pair of amulets. The amulets will safely teleport anyone to the location of the other amulet. He thanked them for a job well done, and the group let once again, this time for a quick jaunt across the sea to the (much warmer) island of Malvados.

Once there, the group took a few hours to rest and relax, then headed inland. They found a haughty man directing groups of workers; after a brief verbal battle, Quetgar turned him into a fine pink mist.

A few other workers sounded an alarm; as the battle was joined, most of the group used dust of disappearance to vanish outright, and crept in among the soldiers as they advanced. Mor Gibs, meanwhile, wished for a spell. A "Summon Battle Kraken" spell.

The battle, predictably, did not go well for the unprepared Instrumentalists. They were woefully outmatched, even with their high-level casters nuking hexes with fireballs, and getting off a lucky disintegrate on the Princess. Even so, they managed to wear down the party; when two tall, well-built men in white robes arrived and began firing both arcane and divine spells, Ms. Gibs decided to use the second of the wishes she had collected, and wished for everyone to be at full health and power. Instantly, the party - including the not-so-disintegrated Princess - were at full health, though stripped of any previous magical health or might. Gróin grumbled about losing health from that wish, but the others were pleased to be alive.

The battle continued; one of the dark Nobiran wonderworkers (for that is what they were) fired off a spell and mired the attacking bunker in sludgy mud, blocking exit or retreat; the other created a wall of flesh, which terrified poor Gibs until the Laurita Turned it, forcing the grasping hands to retreat back into the ground.

At this point, the wonderworkers were on the offensive. They were confident in their spellcasting, and had plenty of spell slots to fire off. And then... tragedy. From about 300 yards in the air, Mor Gibs summoned four berserkers. He aimed them at the Nobirans below... and struck his mark. With a scream and a splash, one of the wonderworkers was permanently mixed with the poor barbarians. The other wonderworker was dispatched by a renewed Quetgar, and suddenly, the battle was turned.

The remaining mages tried to run, but were all captured and eaten by Caranthir. A few soldiers managed to escape, and one of the high level clerics used some very expensive jewelry to protect himself, restore one of the wonderworker, and teleport away, bringing another, lower level cleric with him.

Shrewfully, the party realized that the disintegrated-then-restored princess was likely out of her contract a little early. Indeed, she was; death tends to do that. However, due to her not unpleasant handling, she decided she would stay on and assist them, at least for the time being, or until something better came up. Besides, that whole "ocean" thing really freaks her out, and she'd be glad to get a ride back across. Fae and water... don't mix. Except for trolls, but trolls are just weird.

The battle over, the party gleefully set about looting the ruins. The ruins, as it turned out, weren't as ruined as they might have seemed; though the outsides looked as if they would crumble away at a touch, the insides were surprisingly well maintained. Apart from a number of sleeping quarters and storage areas (which were ransacked for their contents: jewelry, gems, and other treasure, including of course cold, hard, cash), they discovered a number of heavily secured treasure rooms. While locks and metal doors might have slowed the team down, with no one left to harass them, they could take their time and really destroy those doors. Inside, they found piles of magical loot. Helpfully, most items were well labeled! That is, apart from a large room with a sign over the door: "Unsorted Magical Items". The items found are below. Every item listed is magical, and did not detect as evil, apart from the very first item on the list, which seemed to be quite chaotic:

  • Special Items:
    • The Motherlode stone (the gray scale)
    • The Pen of Artemis
    • Elrik's Water Boots
  • Weapons:
    • War Hammer +2
    • 2 War Hammer +1
    • 2 Sword +2
    • Sword +1, light 30' radius
    • 3 Sword +1, +3 versus summoned creatures
    • Sword +1, +2 versus spell casters
    • 7 Sword +1
    • Crossbow Bolts +1 (Quantity: 19)
    • 2 Bow +1
    • 3 Axe +1
  • Armor:
    • 4 Shield +1
    • 2 Shield +2
    • Plate Armor +2
    • Plate Armor +1
    • Leather Armor +2
    • 2 Leather Armor +1
    • Chain Mail Armor +1
    • Banded Plate Armor +1
  • Staffs and Wands:
    • Staff of Healing
    • Wand of Detecting Magic with 17 charges
    • Wand of Detecting Magic with 14 charges
    • Wand of Detecting Magic with 9 charges
    • Wand of Detecting Magic with 5 charges
    • Wand of Detecting Magic with 17 charges
    • Wand of Detecting Magic with 5 charges
  • Rings:
    • 3 Rings of Command Plant
    • Ring of Protection +1
    • Ring of Regeneration
    • Ring of Spell Storing, containing:
      • lvl 2: Glitterdust
      • lvl 3: Protection from Normal Missiles
      • lvl 5: Contact Other Plane
      • lvl 6: Disintegrate
    • Ring of Spell Storing, containing:
      • arcane lvl 2: Stinking Cloud
      • divine lvl 3: Cure Blindness
      • divine lvl 5: Create Food
  • Misc. Items:
    • Amulet versus Crystal Balls and ESP
    • Boots of Traveling and Springing
    • Crystal Ball
    • Cube of Frost Resistance
    • Drums of Panic
    • Elven Cloak
    • Flying Carpet
    • Medallion of ESP
    • Rope of Climbing
  • Potions:
    • Potion of Animal Control
    • Potion of Clairaudience
    • 2 Potions of Clairvoyance
    • Potion of Climbing
    • Potion of Diminution
    • Potion of Dragon Control
    • Potion of Fire Resistance
    • Potion of Giant Control
    • 2 Potions of Giant Strength
    • 2 Potions of Growth
    • 2 Potions of Healing
    • Potion of Heroism
    • Potion of Human Control
    • Potion of Levitation
    • Potion of Polymorph
    • 3 Potions of Speed
    • 2 Potions of Sweet Water
    • Potion of Treasure Finding
    • Potion of Water Breathing
    • Oil of Sharpness
    • Poison
  • Scrolls:
    • Scroll of Arcane Spells (Written in Ancient Zaharan): Sleep (1st lvl), Magic Mouth (1st lvl)
    • Scroll of Arcane Spells (Written in Nobiran): Levitate (2nd lvl)
    • Scroll of Arcane Spells (Written in Nobiran): Remove Curse* (4th lvl)
    • Scroll of Arcane Spells (Written in Nobiran): Wall of Iron (6th lvl)
    • Scroll of Arcane Spells (Written in Old Elven): Protection from Normal Missiles (3rd lvl)
    • Scroll of Divine Spells (Written in Common): Restore Life and Limb (5th lvl), Find Traps (2nd lvl)
    • Scroll of Divine Spells (Written in Dwarven): Snake Charm (2nd lvl), Glyph of Warding (3rd lvl), Detect Evil* (1st lvl), Flame Strike (5th lvl), Detect Evil* (1st lvl), Bless* (2nd lvl)
    • 4 Scrolls of Ward against Elementals
    • 8 Scrolls of Ward against Lycanthropes
    • 2 Scrolls of Ward against Undead
  • And 5 Treasure Maps.
  • Additionally, in the room of unmarked items:
    • 6 Crossbow Bolts
    • a Shield
    • Plate Armor
    • 4 Staffs
    • 3 rings
    • a Crystal Ball
    • 4 Helms
    • a pair of Bracers of Armor
    • 3 Potions
    • 2 Scrolls

Near the Motherlode stone was a sheaf of notes; most of it was quite illegible, but a few sections seemed at least slightly readable. The few readable lines say:

  • Odd interaction with metal/magic
  • [indecipherable] properties of magenetics?
  • Interaction with [smudged] HIGHLY reactive, suggest caution, and keep the blasted thing away from storms!
  • Impossible to attain samples, exterior is impervious to instruments
  • Copper?
  • Reversing the neutron flow doesn't even make sense, you [torn from attempted erasure] simple-minded [page is torn completely]
Additionally, there are a few piles of various alchemical supplies; glass jars, copper wiring and tubing, and shavings of various metals.

Gróin, eager to collect the full set, pulled on Elrik's boots. They fit snugly, warm and dry. As he stood, he suddenly found himself looking down on Elrik again. This time, Elrik was aboard a ship; a storm tossed it about, flinging it headlong into a rocky shore. Battered by the waves, Elrik clung to the ship's mast as the ship foundered. As the ship turned on its side, a huge wave caught it, slamming it through the shoals and tearing the ship into pieces! Elrik didn't wait for another wave; as the water streamed past, he ran through the shoals, jumping from jagged rock to jagged rock... and sometimes, it seemed, onto nothing but the water itself. Finally, he reached the shore, and threw his arms around a boulder. The wave crashed against the rocks behind him, leaving naught but a gentle splash by the time it reached him. For just a moment, as the tip of the wave touched the boots, there was a blue glow...

Elrik's Water Boots: provide Water Walking at will; additionally, provide complete immunity to magical water damage.

  • XP from Treasure: (weighing in at 762.5 stone)
    • Money:
      • 4000 Electrum weighing 4 stone
      • 5000 Gold weighing 5 stone
      • 5000 Platinum weighing 5 stone
    • Gems:
      • 2 Black pearl worth 2000gp, weighing 2/6 stone
      • 1 emerald worth 8000gp, weighing 1/6 stone
      • 1 ruby worth 1000gp, weighing 1/6 stone
    • Jewelry:
      • 18 amethyst cylinder seals depicting religious scenes, worth 1200gp, weighing 3 stone
      • 14 carved ivory netsuke and figurines worth 1000gp, weighing 2 2/6 stone
      • 2 emerald regalia worth 14500gp, weighing 2/6 stone
      • 1 topaz-studded gold regalia worth 5000gp, weighing 1/6 stone
      • 8 opal cameo portraits and intaglio erotic tableaux worth 800gp, weighing 1 2/6 stone
      • 6 platinum reliquaries with crystal panes worth 3000gp, weighing 1 stone
      • 1 diamond-studded platinum regalia worth 13000gp, weighing 1/6 stone
      • 1 ruby regalia worth 8000gp, weighing 1/6 stone
      • 1 Wrought orichalcum regalia worth 1000gp, weighing 1/6 stone
      • 199 jade carvings of heroes, monsters, and gods worth 39,800gp, weighing 33 1/6 stone
    • Other treasure:
      • 6 2HD monster carcasses worth 240gp, weighing 6 stone
      • 6 6HD monster carcasses worth 720gp, weighing 6 stone
      • 6 8HD monster carcasses worth 960gp, weighing 6 stone
      • 10 barrels of fine spirits or liquor worth 200gp, weighing 160 stone
      • 2 bundles of rare fur pelts worth 1000gp, weighing 10 stone
      • 2 crates of armor and weapons worth 450gp, weighing 20 stone
      • 2 crates of glassware worth 400gp, weighing 10 stone
      • 2 crates of monster parts worth 600gp, weighing 10 stone
      • 133 ingots of precious metals worth 39900gp, weighing 266 stone
      • 2 jars of spices worth 1600gp, weighing 2 stone
      • 350 monster feathers worth 1050gp, weighing 14 stone
      • 12 pieces of ivory worth 780gp, weighing 8 stone
      • 102 rare books worth 15300gp, weighing 51 stone
      • 5 rolls of silk worth 2000gp, weighing 20 stone
      • 117 typical fur capes worth 11700gp, weighing 117 stone
  • Total Treasure Worth (once sold): 232,200 gp
  • Total XP from Treasure, currently applicable: 57,000
  • XP from Encounters:
    • 13 goats (65)
    • 1 lvl 5 fighter (500)
    • 100 lvl 1 fighters (1600)
    • 10 lvl 6 mages (13200)
    • 5 lvl 9 dark clerics (12500)
    • 2 lvl 13 mages (10800)
    • 2 lvl 13 neutral clerics (8800)
    • 2 lvl 10 shamans (5900)
    • 2 lvl 12 Nobiran wonderworkers (13200)
  • Total experience: 123,565
  • XP per PC: 14,537
  • XP per Henchperson: 7,268

The rest of the experience will, as always, be rewarded upon the sale of the treasure.

Friday, February 3, 2017

Temples and Towers

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Zarc, Thrassian Gladiator
    • Laurita Gomez, Priestess
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Loriel Straight Arrow, Elven Ranger
    • Little Bandit, ferret

Picking up from last time, the party approached the blacked temple. The gouts of flame seemed to erupt every 10 minutes or so, blasting from the top and several window-like holes around the outside. After some discussion, several members entered the temple. The temple itself is a large, round structure, set on top of a hill; inside, a second wall formed a shell. The party moved north, and ran into a group of zombies! These creatures looked like normal zombies, but for a tongue of flame, dancing over their head. And the fact that they unsheathed longswords from within their torsos. Not that it mattered; the zombies were quickly dispatched or Turned. Pursuing the fleeing zombies lead the party to a second set, guarding a doorway into the next ring; those zombies were also quickly dealt with. As the ranger held back attacked the zombies from a clockwise direction, the rest of the party continued pushing them counter-clockwise. Eventually, all the zombies were turned, and crushed as they cowered in a corner.

The second layer of corridors were filled with fire elementals - easy enough to deal with, especially when all those in combat had rings (or spells) of Fire Resistance. After destroying two of the creatures, they ran around the circle again, trapping the remaining two elementals and finishing them off. During all of this, Caranthir managed to traps the spirits of three of the creatures in his sword, joining the dragon and the poor lizardman. He felt the blade gain in power - it's now a +1 sword!

Sunday, January 15, 2017

Lord Dracull

It's a new year, but the same ol' campaign, and it started out with a doozy! Though a few players didn't make it, there were just enough to keep everyone from dying horribly. Barely.

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Zarc, Thrassian Gladiator
    • ???, Priestess
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Airsen Birdmaster, Airwalker (stayed at Falach a'Bhaile)
    • Erik Stein, Dwarven Vaultguard
  • Loriel Straight Arrow, Elven Ranger (temporarily away)

As the group was finally leaving Falach a'Bhaile, they were stopped by a pudgy, panting gnome, who handed them a letter; they quickly read through it:

To Whom It May Concern:
We, the Undersigned Lords of the Western Plains, bid you Greetings. We require the services of an Investigative Party, one capable of protecting itself, while also discerning the Truth. We have set out Barrister to select a group of cunning and capable adventurers, such as yourselves.
Should you accept our offer, we are willing to pay handsomely: not only may you keep any goods attained during your investigation, but we are willing to invest G5,000 in your preparation, and at least double that amount upon the completion of your duties, and depending on the outcome of your efforts.
The task we set forward is this: The surreptitious investigation of Lord Dracull of the western Wild Plains. His actions have begun to disrupt the smooth political operation of land neighboring his own. Furthermore, his life has been suspiciously long, and though he has been married a number of times, he has yet to produce an heir. Several lords suspect his success has been fueled by Dark Magic. If it is found to be so, the Church would be pleased with the destruction of such a reprehensible creature - as would we all.

The letter was signed by Lord Vincent Aldervat, Lord Evan Elpus, Lady Christiana Vascelles, Lord Tomas Cordova, and Lord Dunstan Kirkhill.

Additionally, there was a second letter, and a sealed envelope. The second letter was from Lord Cordova, and read:

To Whom It May Concern:
I beseech you, whatever comes of Lord Dracull, see that no harm comes to my daughter, Lady Dracull. Please deliver the sealed letter to her; it is for her eyes only. And spare no cost in protecting my Consuela; I will gladly refund any expense you incur. Money means nothing over the safety of my family. Respectfully, Lord Cordova

Unfortunately, as Rig was reading the second letter, Caranthir tore open the envelope, realizing his mistake half way through. After some discussion, the party decided they might as well finish opening the letter, as long as it was already damaged, and hope to repair it later. The letter, written by the same hand as the second letter, read:

My Dearest Consuela,
If you can find it in your heart, please forgive me. I pray daily that no harm comes to you because of my own hot-headed, stubborn pride. I know that our last interaction ended in harsh words; I am afraid our passionate Majastan blood prevails over your mother’s clear head far too often. Nevertheless, I beseech you to trust these adventurers; I have instructed them to protect you at any cost.
Your loving father, Tomas Cordova

Tuesday, December 27, 2016

One Shot: Rise of the Beastmen: Battle for the North

My kids, ages 7 and 9, have been begging me to play an RPG with them; having a few free days around Christmas, I finished fleshing out a bit of lore, and built a one-shot campaign for them. It, too, is set in this world, a few short years before the age of the beastmen truly begins. It's a bit long, as it was actually three sessions, stuck in between shopping, presents, and general holiday spirit.

The Emissaries

It is the year 3781, 7 years before the Wall of Mareten is completed, and 19 years before the Age of the Beastmen. The Council of Five - that is, the top diplomats of the Humans, Elves, Dwarves, Halflings, and Gnomes - called two of its last heroes to begin what may be the most important mission of the century. Beastmen activity was increasing; incursions were digging further into civilized territory than ever before. The Elves (that is, the True Elves) in the West were pressed to the breaking point; already, the southern city had closed its gates. Roads were not safe. Worse, rumors began to filter in of a danger to the North. If the Northern Tribes were conquered, their precious knowledge would be lost.

Thus, the Council summoned Gimli Thorson, Dwarvish Craftpriest, and Evindal Elaric, Elven Enchanter, to begin a perilous journey to warn the people of the north.

Tuesday, December 20, 2016

One-Shot: Ancient History: The Dwarves

The first in what may well be a series of glimpses into the past; a reliving of the origin of Dwarves.

Prologue: A Book Is Found

In the hidden city of the gnomes, while the others were off digging up a great scale, Llarm decided to take a look in the library. The gnomish library is, in fact, one of the greatest libraries in Mor-Thir, provided you have a Stack Guide. Llarm poked about, and with his innate Librarian skills, discovered a small secret area. Inside, he found an ancient book - not even a book, but a carefully carved slab of stone, covered in runes. Bound to it with a strap of leather was a scroll, written in Mountain Dwarf. With the help of Groin, Llarm deciphered the scroll. On it was written the following tale:

Monday, December 5, 2016

There and Back Again

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Zarc, Thrassian Gladiator
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Airsen Birdmaster, Airwalker
    • Erik Stein, Dwarven Vaultguard
  • ???, Elven Ranger

In Roundrock, while the ranger found a trainer for her ferret, Gróin went looking for henchmen. He found a priestess, whose name I forgot to write down (typical). She does, however, speak both Common and Mejastan, which should prove useful if the party were to journey further south.

The ranger attempted to hire a sage to determine just what, exactly, the strange magical globe actually was. She forked over 250 gold, but when she handed over the globe, the sage quickly handed both back. "I don't work on items that far outside my power level," she explained; the globe is immensely powerful, but beyond that, the sage had no further information. That left only hiding it away forever, or actually staring into it; with a deep breath, the ranger held the globe aloft, peered into its depths...

Friday, November 25, 2016

The Planets

There is no session today, so instead, you're going to get an extra, special (and also extra special) blog: the planets!

Mor-Thir is a popular continent (why is that? All will be revealed... eventually), but there's more to the universe than just one continent. Ignoring, for the moment (and for the sake of the plot), the other continents surrounding Mor-Thir; allow me to introduce you to the other planets in the solar system.

Now, even without magic, sages and wise men can chart the celestial bodies in the sky. Add in even a little bit of magic, and the other planets can become clear. While little is known about what inhabits these other planets (if anything), sages at least know about them.

Monday, November 7, 2016

Dungeon Bash

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Zarc, Thrassian Gladiator
  • James Morthor, Warlock
    • Doggan, Tiny-Sized Dragon familiar
    • Iodberta, Fighter
    • Frauuara "Frauline", Fighter
    • Leah Thewend, Airwalker
    • Encarna D'Cruz, Priestess
    • Alice, human child (age 10)
  • Airsen Birdmaster, Airwalker
    • Sara, Airwalker
    • Erik Stein, Dwarven Vaultguard
  • Sneakily, Spy
    • Dzixud, Thrassian Assassin

Caranthir and Airsen returned to Wallace to fetch their companions; since Morthor, Rig, and Llarm's players weren't present, they were left behind in Wallace. As long as they were there, they scoured the area for henchmen, and ended up hiring two: a Thrassian Assassin named Dzixud for Sneakily, and a Dwarven Vaultguard named Erik Stein and an Airwalker named Sara for Airsen. They also borrowed Elenora, the white mage, as they knew they would need some healing. As a special note, that makes Erik the third humanoid male this party has hired, beside Zarc and Faufe. There are still no human male henchmen...

Wednesday, October 26, 2016

Knowledge Sought is Knowledge Found

A while back, the warlock Morthor was given a letter by an old woman, and told, "Knowledge you seek? Knowledge you find!"

The front of the envelope was blank but for the world "Knowledge"; the back was sealed with wax, with a strange symbol for the stamp.

Inside was what appeared to be a page, torn from a book; page 117, as written at the top. The page contained two things of note: first, a poem, and second, a map.

The poem reads:

Knowledge sought
   is knowledge found,
An Orb of thought
   deep underground
A hidden spot
   near Gnomish Mound
Knowledge Sought
is Knowledge found

The map is reproduced to the left. It appears to be a maze, with the entrance either at the bottom of the page, or near the top, next to a group of brightly-colored houses. At the top and bottom left of the maze are two trees, each with slightly different fruit. In the middle of the map is a strange image of a brownish blob with a yellowish cone on its top, next to a blue ^ over a grey v.

Last, and perhaps most importantly, there is a section that appears to be closed off; inside is a symbol: a circle with a dot in its middle, very similar to the wax seal.

It is slightly odd that the area under the poem is blank, while the maze takes up the margin to the left; naught but ink-stains mark the rest of the page.

Tuesday, June 21, 2016

Mareten

The nation of Mareten is the oldest surviving nation, apart from the Dwarves; even the Dwarven cities were hard-pressed during the Age of the Beastmen. But how best to explain this ancient nation? A map, of course!

Saturday, June 18, 2016

Making Mor-Tir

The continent of Mor-Tir is home to humans, elves, dwarves, gnomes, lizardmen, and various other creatures both pleasant and foul; I have a lovely map of the area, but it didn't start in nearly such a beautiful way.