Showing posts with label places. Show all posts
Showing posts with label places. Show all posts

Friday, November 8, 2019

It Takes A Village (Out)

Treas 7, 6640

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 Dragon
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
    • Gimli Trollriver, Dwarven Fury
  • Laurita Gomez, Priestess
    • Herman Thorpe, Ectomancer
      • Baelnar Grimtor, Dwarven Sapper
  • Crolack, Thrassian Gladiator
    • Kurt Steinbacke, Dwarven Deep Monk
  • Saphira Moonstone, Gold Skinscribe
    • Pentzkin Singletossle Pocketspringer, gnomish beastmaster
    • Alun Tsornyl, Sylph Ranger Red Dragonborn Ranger
  • Aingeal Bàs Eleonara, Witch
  • Wendy, Terrifying Clown Bard
  • Aria Balakdo, Gnomish Librarian
    • Emily Emerald, Librarian Guard
    • Gunilla Sandström, White Mage
    • Lautaro Rodriguez, Explorer

Treas 7, 5540

After much discussion about the map, where it could lead, and exactly what they should do first, the party collectively decided to teleport to near the location on the map. They still had a great deal of ground to cover, however; the map was only precise to about a hundred miles. And teleporting into the largest forest on the planet probably meant a little searching...

Upon teleporting into the forest, they peered out into the darkness, and after some careful investigation, realized they were standing in a village - a goblin village! But these goblins were no cowering, mewling pushovers - they were scary goblins, with long, sharp teeth and dangerous looking claws. Wendy, the terrifying clown, challenged their leader to a fight; out of the darkness stepped an obese man, towering over the goblins. He strode forward, and as the fight began, transformed! He was a demon boar, a were-boar of massive size! He tanked though several solid strikes from the clown, but dished out a fair amount of damage in return. Finally, the boar fell to the ground, his insides burning from within. The goblins, enraged that their leader was dead, attacked; with some careful manuvering, the party was able to protect its casters and mow down the goblins. Injured but still standing, they felled the last of the goblins as it tried to flee. As they went about looting the village, they heard a squeak; charging forward, they discovered three bulky goblins and two goblin casters, who managed to survive a single round before being turned into goblin paste. In the wagon they were dragging away were two shapes - humans, bound and gagged!

The two introduced themselves as Lautaro Rodriguez, a level 1 explorer, and Gunilla Sandström, a level 6 White Mage. They explained that they had been kidnapped by the goblins, and then... nothing. They couldn't remember what happened after that. However, they were on a quest to find a place of power - and the map they were using seemed to match the one the party carried! Lautaro boasted that he could lead them all the way there. Using every bit of his wit and charm, Aria convinced Gunilla to work for him; as Lautaro was already working for Gunilla, that means Aria has two new henchpeople!

  • XP from encounters:
    • 1 village of
      • 48 super-goblins (15 XP each)
      • 12 super-goblin champions (20 XP each)
      • 3 super-goblin subchiefs (35 XP each)
      • 1 super-goblin shaman (59 XP)
      • 1 super-goblin witch-doctor (47 XP)
      • 1 absolutely massive Demon Boar (5,400 XP)
  • XP from treasure:
    • 1000 Copper weighing 1st, worth 10gp
    • 6000 Silver weighing 6st, worth 600gp
    • 10 bone fetishes and figurines, weighing 1.7st, worth 300gp
    • 3 rolls of cloth weighing 12st, worth 30gp
    • 8 rugs weighing 48st, worth 40gp
    • 2 barrels of preserved fish weighing 16st, worth 10gp
    • 3 barrels of beer weighing 24st, worth 30gp
    • 6 cord of hardwood log weighing 48st, worth 30gp
    • 5 ingots of common metals weighing 10st, worth 5gp
    • 6 gallons of lamp oil weighing 12st, worth 12gp
    • 3 pouches of wolfsbane, weighing 0.5st, worth 30gp
    • 11 bone fetishes and figurines, weighing 1.83st, worth 66gp
    • 1 shells trinkets weighing 0.167st, worth 110gp
    • 1 bronze trinkets weighing 0.167st, worth 100gp
    • 1 Fine wood trinkets weighing 0.167st, worth 800gp
    • 3 Glass trinket weighing 0.5st, worth 300gp
    • 1 Bloodstone weighing 0st, worth 50gp
    • 1 turquoise weighing 0.167st, worth 25gp
    • 1 Agate weighing 0.167st, worth 25gp
    • 1 jasper weighing 0.167st, worth 50gp
    • 1 lapis lazuli weighing 0.167st, worth 25gp
    • 1 tiger eye weighing 0.167st, worth 25gp
  • Total XP from encounters: 6571
  • Total XP from Treasure: 2186 in coins and gems, 487 in other treasure
  • XP per PC: 1251
  • XP per Henchthing: 626
  • Gold per PC: 546.5 gp
  • XP once you reach civilization and sell treasure: 487 (total)

Additionally, there were a few items of armor and weapons that belonged to the two adventurers, including a treasure map to the place of power:

  • Treasure Map (to the place of power)
  • Shield +1
  • Crossbow Bolts +1 (Quantity: 7)
  • Dagger +2, +3 versus beastmen
  • Potion of Heroism
  • Potion of Sweet Water

The two adventurers are:

Gunilla Sandström (Female, level 6 White Mage, 26 HP)
Str: 13 (+1), Int: 10 (+0), Wis: 9 (+0), Dex: 11 (+0), Con: 11 (+0), Cha: 12 (+0)
Plate Armor (AC 6), Bola, Sling, Water skin, Ink (1 oz)
General Proficiencies: Healing, Collegiate Wizardry
Class Proficiencies: Transmogrification, Apostasy
Languages spoken: Nobiran


Spells:
Lvl 1 (2)Lvl 2 (2)Lvl 3 (2)
Cure Lt WoundsMagic MouthWater Breathing
SanctuaryChoking GripGlyph of Warding

Lautaro Rodriguez (Male, level 1 Explorer, 7 HP)
Str: 11 (+0), Int: 7 (-1), Wis: 13 (+1), Dex: 12 (+0), Con: 13 (+1), Cha: 5 (-2)
Chain Mail (AC 4), Shield, Flail
General Proficiencies: None
Class Proficiencies: Ambushing
Languages spoken: Nobiran

Friday, May 3, 2019

Fast And Luce

Treas 4 - 6, 6640 + 90 days PTS (post time stop)

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
  • Laurita Gomez, Priestess
    • Herman Thorpe, Ectomancer
      • Baelnar Grimtor, Dwarven Sapper
  • Crolack, Thrassian Gladiator
    • Kurt Steinbacke, Dwarven Deep Monk
  • Saphira Moonstone, Gold Skinscribe
    • Pentzkin Singletossle Pocketspringer, gnomish beastmaster
    • Alun Tsornyl, Sylph Ranger
  • Aingeal Bàs Eleonara, Witch

The party returned, briefly, to Mor-thir, to pick up Caranthir and Aingeal, among others. From there, they continued on their search for Old Gods, this time teleporting through the Endless Desert. After visiting an ancient, still-active volcano, and finding nothing but ash and igneous rock, they explored the ridge of mountains in the center of the desert. That night, a group of travelers found them, and offered them some shelter in a huge cathedral, built in the center of the mountains. After staying the night and sharing their food and water, the party offered to teleport the travelers to their destination - Lushea, far to the south. After a short day of shopping in the tiny village, they teleported back to the mountain ridge. They dropped off some supplies, and the travelers spent a day cleaning and sorting. They also shared a bit of wisdom - Sof Zamd was not fond of visitors, and would likely drive them off in a sandstorm, if he didn't try to kill them outright.

That night, Caranthir felt a hand on his shoulder, and quickly turned and snapped at whoever tried to wake him. Luckily, he missed; he blearily opened his eyes to find Luce! Wait... Luce? Caranthir blinked in confusion - he had seen Luce only two days before, when he left his kingdom! How could she have traveled all this way?

She explained: I was supervising one of your armies, skirmishing against a nearby landowner, when suddenly the battle halted, unmoving. Everyone was frozen. At first, I though it was some kind of spell - Timestop, maybe - but then it just kept being stopped. After a while, I went looking for answers; it took two years of searching, but I finally found you!

She broke down in tears, but quickly found her composure. She went on to explain that while she wasn't affected, everyone else was; she could touch things or creatures or people, and they would "wake up" for about 12 hours, but then stop again. She traveled the world by foot, stealing food and trying to avoid cities... because cities held strange, dangerous creatures. Eventually, she found her way deep into the desert, and located the spires. She was hungry, tired, and miserable.

After unfreezing their group, they attempted to teleport to the northern continent... only to find that the staff no longer functioned! Instead, Caranthir carried Luce on his back, and the others took their various flying contraptions. It was a long flight - roughly 90 days - but eventually, they made it back to the anti-magic continent. Luckily, they found that a good "night" of rest brought back their spells, even without an actual passage of time.

In one of the cities, they fought some strange shadow-creature; deeper inside the city, they found more and more of these creatures, larger and larger, until eventually they met a towering, skeletal monster that called more creatures to it. After a long, difficult combat, they finally managed to bring it down, though the party was badly hurt by the end. At the very end, an old acquaintance showed up - the sneaky fellow that sold them the "magic-hiding brands"! Who, as it turned out, was none other than the Old God Gyda Dyn (Glance Left, Glance Right), patron of thieves, conmen, charisma, and Get Rich Quick Schemes!

He told them about the most ancient of gods - Chrona, Goddess of Time, who gave movement to the universe. Gyda Dyn had been doing some local research to figure out who was responsible, and was fairly sure that the culprit was somewhere in the continent... but where, he wasn't sure. Moreso, he hoped that it was merely a ritual or something that could be unwoven, rather than an outright slaying. In that case, well... it was goodbye world. The best place to start looking would be the capital, where it all began...

List of Old Gods known and met (c'mon guys, figure it out!):

  • Lawful Old Gods
    • Old Mother, supposedly a six-legged cow, and Goddess of Earth, Strength, and Cattle
    • Chaos, God of Order and Intelligence
    • Odin, God of Wisdom and...?
    • Burli, God of Health, Constitution, and Manliness
    • Hiezlie, Old God of Dexterity, speed, and defense
    • Gyda Dyn (Glance Left, Glance Right), God of Thieves, Con men, Charisma, and Get Rich Quick Schemes
  • Neutral Old Gods:
    • Manu, The Hand of God, god of labor, construction, and work ethic
    • Hinengaro, God of Mathematics, Science, and Truth-Seeking
    • Moenga Moe, God of Dreams, the Elderly, and Judges
    • Therapeftis (Thera-pef-tis), goddess of Stability, Healing, and Bed-rest
    • And, likely, two others
  • Chaotic Old Gods
    • Wairangi, the Fool, Old God of fools, pigs, and ignorance
    • The Decorated Tortoise, Old God of Stubbornness, Slowness, and Grumpiness
    • Sof Zamd, God of Sand, Feebleness, Heatstroke, and Dehydration
    • And, likely, three others
  • Additional not-so-old-gods
    • Ooze Becky, Cubic Grace, Who Digests The World, goddess of... well, whatever gelatinous cubes are goddesses of
    • Görünmez, the Unseen One, god of Invisibility, Minding Your Own Business, and Staying Home.
  • XP from encounters:
    • 4 5hd Time Guardians (3200)
    • 6 7hd Time Guardians (11040)
    • 1 30hd Time Guardian (26500)
  • XP from treasure: (none)
  • Additional XP from meeting Old Gods: 1000/PC, 500/Hench
  • Total XP per PC: 4704
  • Total XP per Henchman: 2352

Thursday, March 21, 2019

Here's Mud In Your Eye

Treas 3, 6640

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
  • Laurita Gomez, Priestess
    • Herman Thorpe, Ectomancer
      • Baelnar Grimtor, Dwarven Sapper
  • Crolack, Thrassian Gladiator
    • Kurt Steinbacke, Dwarven Deep Monk
  • Saphira Moonstone, Gold Skinscribe
    • Pentzkin Singletossle Pocketspringer, gnomish beastmaster
    • Alun Tsornyl, Sylph Ranger
  • Aingeal Bàs Eleonara, Witch

The trek to find the Old Gods didn't take as long as they had hoped, so the party spent the rest of the time hanging around a while. Having spent 6 weeks for Saphira to get her tattoos finished, they were ready to go, and decided the next place to visit would be the scattered islands at the south of the large continent.

They headed for the capital city, and found the largest temple they could: a temple of Therapeftis (Thera-pef-tis), goddess of Stability, Healing, and Bedrest. The temperature was brain-meltingly hot - a rarity, but not unknown. After a lovely nap in the cool temple, the party attempted to teleport away... and realized that inside the temple, that was not possible. Outside, they managed to teleport to the other large island. As a note - the priest there spoke Majasten.

There, they eventually found a temple of Moenga Moe, the God of Dreams, the Elderly, and Judges - who owned the bone staff Aingeal tried to swipe. They set up an appointment with an ancient secretary, who asked that they come back that evening, at 1:30 AM.

Killing some time in a shop, they found a few water-based spells, items, and tools. After spending some money, they realized the entire city had a bit of a nautical flair - all the buildings looked like they were built from ships, down to billowing tarps as roofs.

That night, when they returned, they were directed to a large room, full of cots, one each. Falling asleep, they found themselves in a dream, and were soon able to speak directly with Moenga Moe. After filling him in on their adventures, and reassuring him that his staff was safe with Chaos, they asked about other Old Gods. He mused for a moment, then suggested a possible location, deep in the sea...

With the henchmen staying above the water on a lovely raft, the others swam beneath. It didn't take too long until they found the bottom; it was smooth and well-kept. Moments later, a number of mermen arrived, speaking, well, Mer. For a few tense moments, the mermen seemed intent on bringing them to their city, but when someone mentioned and Old God, they were suddenly all smiles. "Oh! Sure, we can take you there!"

Along the way, the four glimpsed shadows in the water - more mermen, at least one of which was riding a giant rockfish!

They lead the four to a steep incline, and pointed down into the murky water. "He's down there. Good luck!" - and with that, went on their way. Sighing, the group swam down into the depths. At the bottom of the incline, they found a hill, about 40 feet across. Crolack swam around it, looking for any possible entrances or portals, and was about to give up... when suddenly, an enormous head shot out! He kicked to the side, and the sharp beak of the enormous turtle slammed shut just inches away. His battle-reflexes kicking in, Crolack swung his sword, jabbing the turtle in the eye!

Realizing that... maybe that wasn't the best idea... Crolack quickly swam towards the others, hoping they could all teleport away. The turtle shook itself, revealing the previously-mud-covered hill was, in fact, its shell - covered in brilliant colors, every patch different! It rumbled, and a spell tore through the water! Only Saphira managed to avoid it - the others found themselves slowed. The turtle - actually the chaotic Old God, the Decorated Tortoise, readied another spell, but Laurita teleported them away, as quickly as her slowed action could.

Sitting on the raft above, miles away, they heard the voice of the tortoise growling at them...

List of Old Gods known and met:

  • Lawful Old Gods
    • Old Mother, supposedly a six-legged cow, and Goddess of Earth, Strength, and Cattle
    • Chaos, God of Order and Intelligence
    • Odin, God of Wisdom and...?
    • Burli, God of Health, Constitution, and Manliness
    • Gyda Dyn (Glance Left, Glance Right), God of Thieves, Conmen, Charisma, and Get Rich Quick Schemes
  • Neutral Old Gods:
    • Manu, The Hand of God, god of labor, construction, and work ethic
    • Hinengaro, God of Mathematics, Science, and Truth-Seeking
    • Moenga Moe, God of Dreams, the Elderly, and Judges
    • Therapeftis (Thera-pef-tis), goddess of Stability, Healing, and Bedrest
  • Chaotic Old Gods
    • Wairangi, the Fool, Old God of fools, pigs, and ignorance
    • The Decorated Tortoise, Old God of Stubborness, Slowness, and Grumpiness
    • Sof Zamd, God of Sand, Feebleness, Heatstroke, and Dehydration
  • Additional not-so-old-gods
    • Ooze Becky, Cubic Grace, Who Digests The World, goddess of... well, whatever gelatinous cubes are goddesses of
    • Görünmez, the Unseen One, god of Invisibility, Minding Your Own Business, and Staying Home.
  • XP from Encounters:
    • Mermen (none, escaped from)
    • Giant Rockfish (pets of the mermen) (none, escaped from)
  • XP from treasure: none
  • Special XP: 1000 XP to each PC for discovering the Decorated Tortoise
  • Special XP: 2000 XP to each PC and 1000 XP to each Henchman present for learning about Therapeftis and speaking with Moenga Moe
  • Special XP: 1000 XP for Crolack, for stabbing an Old God in the eye, and living to tell the tale! Also... remind me to tell you about something new and interesting that your weapon can do...

Monday, March 4, 2019

So Two Old Gods Walk Into A Temple...

A'chiad 17, 6640

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
  • Laurita Gomez, Priestess
    • Herman Thorpe, Ectomancer
      • Baelnar Grimtor, Dwarven Sapper
  • Crolack, Thrassian Gladiator
    • Kurt Steinbacke, Dwarven Deep Monk
  • Saphira Moonstone, Gold Skinscribe
    • Pentzkin Singletossle Pocketspringer, gnomish beastmaster
    • Alun Tsornyl, Sylph Ranger
  • Aingeal Bàs Eleonara, Witch

In the strange BNaaN city at the point of the 'arrow', Crolack, Laurita, and Rig (along with their henchmen Herman, Baelnar, Noona, and Kurt) investigated the reports of an Old God being worshiped there. They found a temple - later known to be a temple to Wairangi, God of Pigs. The cleric outside freaked out at the sound of Laurita's talking club, and the men inside the building seemed loathe to give out any information, preferring to communicate via unanswered questions. Moving on, the group spoke to a cleric of another nearby temple - again to Wairangi, but this time Wairangi, God of Fools. Narrowly missing a face-full of pie laced with a rather nasty spell, they moved on.

They found a pub, thankfully rather more normal than the strange priests and worshipers of Wairangi, and ordered some stew, beer, and information (and learned that the local economy used Shells, worth about 2 copper each). The barkeep directed them to a local, who lead them to a house at the edge of the city - the house of a shaman, an elderly woman. She told them the way to Wairangi's main temple, but warned that the priests there were real, and likely to cause quite a bit of trouble for them.

Instead, the adventurers decided to head to the mountains, where another Old God was rumored to be worshiped. Teleporting near where they heard the temple was, they were quickly met by a group of griffons; Rig managed to talk his way out of fighting them. That night, they set up camp, but were interrupted near midnight as the sky rumbled and... cracked! The clouds sheared apart as if a massive earthquake were taking place! Rig and Baelnar were deafened by the roar, though thankfully only for an hour or so.

Traveling on in the morning, the keen eyes of the party spotted a handful of bugbears waiting to ambush them! They spoke, managing to communicate through spells, and convinced the bugbears that they were very powerful... through using the Godstaff to turn a pile of rocks into gems. They were lead inside the mountain, where they realized this was no small encampment - there were over 200 bugbears inside! They were taken to King Egrim, Dragon Slayer (with the skull of a dragon to prove it), an enormous bugbear - Dire Bugbear, actually. The king offered them a deal; he would help them on their mission, if they would help him kill a pair of storm giants. The party quickly agreed, and left... intending to never go near the giants at all! Hopefully they would never see the bugbears again...

After about half a day's walk, they finally made it to the temple, a massive structure on top of a mountain. The moment they stepped into the path carved up the side of the mountain, the wind stopped; somehow, through the shape of the path, the wind naturally blew around them. The dwarves marveled at the intricate details carved into the solid stone; everyone marveled at the impressive steps, carved at different heights, so everyone was comfortable walking up them. Even though the steps went on for nearly a mile, the walking seemed easy.

At the top of the steps, they found two massive doors. Knocking, they heard a gong-like boom; the doors were built such that even the lightest knock was amplified. Moments later, a small window in the doors opened, and two eyes peered out. After a moment of hemming and hawing, the voice greeted Laurita in Mehastan! She was somewhat startled, but quite happy to hear her native tongue. The man at the door then proceeded to greet each member of the party in their own native tongue - no mean feat, since Dark Dwarf is hardly well known! Satisfied that they meant no harm to the place, the man opened the doors. The doors rolled sideways, easily enough that he could move them with a single hand, even though they were easily 30 feet tall and 40 feet wide stone doors.

Inside, he asked that they store their weapons and magical items, as those were not allowed inside the temple. They did so, making sure to remove the items from the bag of holding just to show off. The man didn't seem terribly impressed.

Inside, they saw countless creatures, all steadily working on projects - carving, building, lifting and carrying all over the temple. Not only that, but beside the humans, elves, dwarves, and gnomes, there were numerous beastmen - goblins, orcs, even bugbears and trolls! The man lead them to a Hall he called the Hall of History, and hurried them through, explaining bits and pieces of the Hall to them. It was, as the name suggests, the stone-carved history of the temple. The beginning depicted the split from the mainland, well over a thousand years before; it continued, every 15 feet or so a full year of events. Some events were large, stretching into multiple years, while others were tiny, a few square inches of wall-space. They walked on for nearly 45 minutes as the hall wound around and down (that's 3 miles, if you're interested). Finally, at the bottom, they came to a dead end, where a group of workers were tunneling out the next portion. They were directed by a large man - a giant, really, at 10 feet tall, though without the proportions of a giant. He was swinging a massive hammer, though through careful flicks of his wrist, he controlled the impact beautifully, carving rough shapes out as he tunneled! A loud gong sounded as they reached the workers, and they put down their tools, packing up and cleaning the area. Their guide introduced them: Manu, The Hand of God, neutral god of labor, construction, and work ethic.

Somewhat stunned, the party greeted him, not having expected to meet an Old God working in a mine shaft - even one as beautiful as this. He laughed, and explained some of his work. With a mighty clap, he teleported everyone to the surface, where a huge meal was already prepared. He introduced them to another Old God: Burli, Lawful Old God of Health, Constitution, and Manliness. He was dressed in... well, traditional lumberjack attire. It seems he and a few of his followers had been clearing trees, farther down the mountain. Together, Burli and Manu explained why the Old Gods were so... well, small. The other gods the party had met were huge, towering creatures.

The Old Gods were the prototypes, extensions of the very foundation of the world, individual personifications of characters themselves. They built the world, and shaped its foundations, but left the actual development and oversight to others. They gave up their mighty forms for something a little more practical, and gave up their hordes of righteous followers for the chance to actually be a part of the world. Unlike the gods the party had met previously, the Old Gods can act directly on the world, rather than being forced to act through their followers. As evidenced by the huge Temple that Manu is still building. Unfortunately, some of the chaotic Old Gods refused to give up their power, and stuck around causing trouble. Wairangi was one, but Manu and Burli kept him in check.

After a long discussion, where the Old Gods asked after Kaos (and if he still had Manu's Pick), and told stories of some of their old friends, they had a restful night's sleep in the temple, then said their goodbyes, gathered their stuff, and teleported to Nock, the more civilized city at the far end of the arrow... in the midst of a huge storm!

List of Old Gods known and met:

  • Lawful Old Gods
    • Old Mother, supposedly a six-legged cow, and Goddess of Earth, Strength, and Cattle
    • Chaos, God of Order and Intelligence
    • Odin, God of Wisdom and...?
    • Burli, God of Health, Constitution, and Manliness
    • Gyda Dyn (Glance Left, Glance Right), God of Thieves, Conmen, Charisma, and Get Rich Quick Schemes
  • Neutral Old Gods:
    • Manu, The Hand of God, god of labor, construction, and work ethic
    • Hinengaro, God of Mathematics, Science, and Truth-Seeking
    • Moenga Moe, God of ...?
  • Chaotic Old Gods
    • Wairangi, the Fool, Old God of fools, pigs, and ignorance
    • Sof Zamd, God of Sand, Feebleness, Heatstroke, and Dehydration
  • Additional not-so-old-gods
    • Ooze Becky, Cubic Grace, Who Digests The World, goddess of... well, whatever gelatinous cubes are goddesses of
    • Görünmez, the Unseen One, god of Invisibility, Minding Your Own Business, and Staying Home.
  • XP from Encounters:
    • 8 Griffons (3520)
    • A huge village of bugbears (none; escaped)
  • Additional XP from (knowingly) meeting Old Gods: 1000 XP each PC, 500 XP each henchman
  • XP for each PC (Crolack, Laurita, and Rig): 1704
  • XP for each henchman (Herman, Baelnar, Noona, and Kurt): 852

Friday, March 1, 2019

The Fifth Horseman

A'chiad 16 - Treas 3, 6640

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
  • Laurita Gomez, Priestess
    • Herman Thorpe, Ectomancer
      • Baelnar Grimtor, Dwarven Sapper
  • Crolack, Thrassian Gladiator
    • Kurt Steinbacke, Dwarven Deep Monk
  • Saphira Moonstone, Gold Skinscribe
    • Pentzkin Singletossle Pocketspringer, gnomish beastmaster
    • Alun Tsornyl, Sylph Ranger
  • Aingeal Bàs Eleonara, Witch

Continuing the exploration of the strange rooms, Aingeal moved to the room full of items. As she was looking, Laurita used a Rod of Cancellation to un-freeze poor Saphira. After perusing the displays, she grabbed a wand, then a staff; and, spying a rather old, twisted staff made of bone, picked that up too. She and the others looked over some of the other artifacts further in - an ancient pick, a strange flask (which Saphira kept), and a number of other objects. Eventually, having found all they could find, they sighed and moved towards the darkened doorway. After trying a few things, like Continual Light and Dispel Magic, nothing seemed to work, so they shuffled forward, feeling their way through the darkness. It continued for a short way before a trench; they bottom was only about 5 feet down. After some careful climbing and jumping up and down to make sure there was no trickery at work, they each climbed down... and the trench immediately began sinking into the ground!

After a few minutes, a band of light suddenly flashed into the room; a moment later, and they were stepping out into a lush garden, full of... tomato plants? The various vegetables seemed well taken care of, orderly and free of weeds or damage. On the other side of the garden was a doorway, and a man stepped out, greeting them somewhat reservedly. Seeing the staffs in Aingeal's hands, he asked if he could have the ornate staff, then immediately spent a charge from it to Command Aingeal to return the two staffs where they had come from. She did so, though grabbed another wand on her way out, the sneakthief.

After some polite conversation with the young man (who introduced himself as Ronnie, though mentioned that he was also known as Kaos, Ancient Old God of Order, and one of the Horsemen of the Apocalypse), the merry band was sent on their way, teleported to BNaaN, a strange, magical continent...

As long as they were there, Saphira decided to have her tattoos replaced... a process that would take six weeks. While they wait, Luce, Elenora, and Crolac have had birthdays... And, some information: two Old Gods are known of on BNaaN, one that lives in the mountains, and one that lives in the far village. One final thing of note: as the days pass, the weather changes, but the weather in BNaaN is... strange. Winds blow that give flight, for instance. How odd.

  • Old gods found or heard of thus far:
    • Kaos, God of Order and Intelligence
    • Old Mother, supposedly a six-legged cow, and Goddess of Earth, Strength, and Cattle
    • Gyda Dyn (Glance Left, Glance Right), God of Thieves, Conmen, Charisma, and Get Rich Quick Schemes
    • Hinengaro, God of Mathematics ,Science, and Truth-Seeking (it was his flask)
    • Moenga Moe, God of ...?
    • Sof Zamd, God of Sand, Feebleness, Heatstroke, and Dehydration
  • Additional not-so-old-gods heard of:
    • Ooze Becky, Cubic Grace, Who Digests The World, goddess of... well, whatever gelatinous cubes are goddesses of
    • Görünmez, the Unseen One, god of Invisibility, Minding Your Own Business, and Staying Home.
  • XP from Encounters and Treasure: None
  • XP from finding an Old God: 1,000 XP each, and 500 XP per henchman.

Wednesday, January 16, 2019

One God, Two God, Old God, New God

Dara 9, 6639 - A'chiad 4, 6640

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 (retired)
  • 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

In Dimhaven, Rig, Crolack, Laurita, and Caranthir (and henchbeings) explored the museum for a while, learning a little more about this strange new world. Specifically, they learned a little about the old gods: one that looked rather a lot like Thor; another that looked like a 6-legged cow (named Old Mother, and still worshiped today); one known as the Unseen One, or Görünmez (also still worshiped, with a surprisingly large following); and finally, a fragment of one that was only ever represented as a disembodied hand. They also learned a little of the surrounding area, including where a few ancient ruins were: one at the end of the long river (a great citadel), one in the far north (rumored to have great riches), and one in the middle of the plains, once a great city.

After the museum, they went looking for a ship, hoping to get out into international waters and do a bit of teleporting. They found a merchant-adventurer, one Captain Alphonse Calleel, who agreed to take them out to sea. The journey was fairly easy, as the Captain's ship (a huge galleon named the Etcetera) was outfitted with strange, fire-spitting weapons. They encountered some pirates early on, and easily blasted them to pieces.

Their first stop, still within the bounds of the weird magic-eating area, was to an island a couple hundred miles off the shore. As the ship restocked and the captain made a few purchases, the adventurers went exploring again. Crolack got in an arm wrestling contest with another lizardman, and lost. They found a church, and attended the rather generic service, then spoke with a Father Lorden about his order. The Order, actually, as that was the name of his religion; he refused (though not unkindly) to explain too much, as his was a fairly secretive religion, and only those who were members could join. As they left, one of the Order pressed a religions icon into Rig's hand - a stone toad.

After much more traveling, they were finally in safe waters, and teleported south, to warmer climates - but not before asking Bear a few questions:

  • Are the cataclysms related to the old gods? No, but yes (Bear sounded as if the question could, perhaps, be asked a different way)
  • Does anyone in Lushea have knowledge of the nature of the cataclysms? Yes! (emphatically)
  • Does anyone in the Dark Continent have knowledge of the nature of the cataclysms. Yes... (much less emphatically)

Their next visit was to Dinas Masnach, the City of Trade of Lushiea; Crolak got high on red fish, and the party learned that these people were far more magical than those up north. The people were a group of tribal, blue-skinned Elves, similar to the True Elves, but apparently much more violent and much less civilized, as they had recently attacked another tribe and returned with about 300 slaves!

The party asked about research opportunities, and were told to go to the capital. Dyffryn, capital of Lushea, turned out to be... essentially Las Vegas. Tall buildings, bright lights, and noisy people filled the streets. Rig found an information booth, and was able to get directions to the local Mage Guild (guild? Yep, guild, not college), which was in charge of much of the city's magical light display. After taking an elevator ride to the 5th floor, they met Elias Wibblethorn, Esq., Theological Archaeologist, and paid him 500 gp to research the old gods of Nobira. He was, of course, happy to oblige, and said he should have something by the next week. The party left to look at the temples of the city, and find out what they could about other gods. Their finding are detailed below:

  • Old Mother, a six-legged cow, Old God of the earth, strength, and cattle
  • Gyda Dyn (Glance Left, Glance Right), Old God of thieves, conmen, charisma, and Get Rich Quick Schemes
  • Moenga Moe, an islander god of ...?
  • Sof Zamd, god of sand, feebleness, heatstroke, and dehydration - not so much worshiped as cursed, in the desert to the north
  • Görünmez, the Unseen One, god of Invisibility, Minding Your Own Business, and Staying Home.
  • Oose Becky, Cubic Grace, Who Digests The World, goddess of... well, she's a gelatinous cube, draw your own conclusions. You can pet her for two copper pieces.

Along with the temples above, there was one further temple. Or rather... one missing temple. It was the Temple of Chaos; where it should have been, there was left only a placard, on which was engraved:

The Path to Chaos
Starts with the end of you
Continues with the first of nothing
Makes way for the eye
Places only the start of foundation
Appends that which is found inside you
And inscribes the cry of a pirate
To finish with the end of calm 

A series of letters and numbers followed the inscription:

123456qwerty
asdfghzxcvbn
7890uiopjklm

No XP was gained during this session; anyone starting a new character starts as King, with 620,000 XP and 815,000 gp, because that's how we roll.

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, October 15, 2018

The Final Scale

Naoidheamh 35, 6639: Beastnight!

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

Their armies teleported in, the party quickly organized both the battle and the strike team. With Rig Bigny commanding the battle, they launched their attack...

The units under Rig's command destroyed a unit of bloodhounds, a (terrifying) unit of death chargers, a unit of zombies, two skeleton units, and a flight of wyverns. The dwarven troops, a unit of archers, and a unit of infantry were lost.

The units under Ajeela's command destroyed a unit of bloodhouds, a unit of necropedes, a unit of ghouls, a unit of zombies, and a bone dragon (carrying a commander). She lost her barbarian troops.

Fayleen Ross, commanding the lizardmen, destroyed three units of skeletons.

The war raged back and forth, until Herman Thorpe managed to Hold the majority of the skeleton armies. Shortly afterward, the strike team entered the tower, and quickly (through Locate Object, Detect Traps, and a pile of other spells, wands, and magical objects) managed to race through the magical maze with little effort. They arrived at the scale, and quickly dumped more magic (and holy water) onto the black altar holding the evil scale; those on the battlefield felt its powers weaken. After some quick thinking, Te'a cast Remove Curse on the scale, Saphira quickly wrapped it in a temporary Bag of Holding, and Gróin teleported the lot of them to the main temple to Thor, in the Mountain Dwarf capital.

The evil sinkhole removed, the remaining undead were quickly cut down, while the living creatures routed, fleeing to the hills and forests. Even the general and his unit of manticores fled.

XP is a little weird, so bear with me. Hopefully this isn't too unbalanced.

  • XP from destroyed units
    • 1200 Skeletons (15600)
    • 240 Ghouls (6960)
    • 240 Zombies (6960)
    • 120 Chaos-zombies (9600)
    • 120 Wights (9600)
    • 20 Necropedes (16400)
    • 240 Bloodhounds (11280)
    • 60 Death chargers (8100)
    • 1 Bone Dragon (12800)
    • 60 Wraiths (11400)
    • 240 Harpys (75 of the 240 killed, the rest routed: 15600)
    • 20 Wyverns (22800)
    • 60 Manticores (5 killed; the rest routed: 40800)
  • Total XP from units: 187,900
  • XP lost from friendly losses
    • Berserkers (60 died) (2520)
    • Paladins (0 died) (0)
    • Green Men (2 died) (0)
    • Bladedancers (4 died) (0)
    • Clerics (11 died) (0)
    • Heavy Infantry (98 died) (600)
    • Longbowmen (60 died) (600)
    • Dwarven Heavy Infantry (60 died) (1200)
    • Lizardmen (40 died) (0)
    • Gnomes (0 died) (0)
    • Roc Lobbers (1 died) (0)
  • Total XP lost: 4920
  • XP for Rig Bigny (General): 91,490
  • XP for Rig Bigny (Commander): 22,110
  • XP for Fayleen Ross (Commander): 2,340
  • XP for Mor Gibs (independent hero): 5115
  • XP for Llarm, Ffaufe, Alun, Herman (commanders/lieutenants): 2557

Of course, that's not all. There is also treasure! Hooray! The surviving troops collected 1/2 of the battlefield treasure as payment (or final gifts for the family of the dead); the rest, as well as the treasure in the tower proper, will be split up as desired. With a little bartering, I'm sure you can trade items for cash, so I'll just tally it all as if you got 100% gold.

  • 1,231,200 gp worth of supplies, equipment, and other battlefield treasure was recovered
  • The tower contained the following (well-labeled!) treasure:
    • 81,700 gp in silver, electrum, gold, and platinum
    • 12 jasper (600gp)
    • 8 shells (240gp)
    • 6 citrine (300gp)
    • 4 onyx (200gp)
    • 5 wrought silver studded with moonstone (25,000gp)
    • 23 jade carvings of heroes, monsters, and gods (4600gp)
    • 1 wrought gold necklace (100gp)
    • 1 porcelain curio (200gp)
    • 1 Bone curio (24gp)
    • 1 wrought copper curio (110gp)
    • 1 moonstone curio (3000gp)
    • 1 Fine wood curio (600gp)
    • 6 jars of spices (4800 gp, 6 st)
    • 2 vials of rare poison (2200gp)
    • 1 coat of chimera fur (19,000 gp)
    • 4 rolls of silk (1600 gp, 16 st)
    • 33 rugs of wolf hide (990 gp, 6.534 st)
    • 24 pieces of elephant ivory (1152gp, 11.52 st)
    • 1 metamphora of preserved special components (600 gp, 99.6 st)
  • XP from captured/killed commanders:
    • Hakan Soroush, Zaharan Ruinguard/Mummy Lord: 8200
    • Chulcx Bloodbather, Thrassian Assassin/Vampire: 6600
    • Abigail Rojas, Bladedancer: 3900
    • Geoffrey Wells, Mage: 4800
    • Kharajit, Rakshasa: 3650
    • Porco Chefe, Demon Boar: 2000
    • Sisskt, Arane: escaped
  • XP from treasure: 762616
  • XP from enemy heroes: 29150
  • XP for destroying the final scales: 10000
  • Total character XP: 801,766
  • Total gold for Rig, Caranthir, Gróin, Mor Gibs, Saphira, Te'a, and Fayleen: 108,945 gp
  • XP for Rig, Caranthir, Gróin, Mor Gibs, Saphira, Te'a, and Fayleen: 66,814
  • XP for Faufe, Llarm, Rhea, Gimli, Herman, Baelnar, Pentzkin, Alun, Harvey, and Zai-car: 33,407

Also recovered were the following well-labeled items: Leather Armor +1, Potion of Climbing, Oil of Slipperiness, Scroll of Arcane Spells (Written in Old Zaharan): Invisibility (2nd lvl), Scroll of Ward against Elementals, 2 Short Sword +1, Potion of Sweet Water, Ring of Protection +3, 15', Ring of Wishes (1 wish remaining), Scroll of Divine Spells (Written in Old Nobiran): Angelic Choir (1st lvl), and a Treasure Map to 20,000gp. Additionally, the mage's library was rigged to explode if he ever left the area; the dark knowledge within was lost.

Along with the magical items in the tower, there were some found on those killed or captured: Hakan Soroush (captured) was carrying a greatsword, four bone-vials, a crystal ball, and a wand. Chulcx Bloodbather (dead) was wearing chain armor. Abigail Rojas (captured) was wearing a helm, leather armor, and a cloak, and carrying a sword, a knife, and a scroll. Geoffrey Wells (captured) was carrying a staff, a rod, and a wand. The Rakshasa and the Demon Boar had no special items, and were both killed. The only survivor was the arane...

That's a LOT of XP, so I will remind you that you can only advance one level at a time; if you got enough experience to level up more than once, you must cut it off one XP below the next level. However, the XP for the final scales trumps that, so if you're about to go over, you can keep at most 833 over the next level for PCs, or 417 over the next level for henchmen.

Wednesday, October 10, 2018

Beginning Of The End

Naoidheamh 23-34, 6639; tomorrow is Beastnight...

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

Before I start, I'd like the point out that when we started, we had a total of four players. Now, we have nine, plus another three that have retired. That said, the current major story arc is beginning its inevitable turn towards closure. Even so, this world still has a lot of stories left in it. There are still a number of continents to explore; they may not be as detailed as Mor-Thir, but they still have their stories. There are still planes (aka planets) to find; the [REDACTED] homeworld, which will kick off a rather large storyline, and possibly even a journey to the [REDACTED], which (some of?) the players have (maybe?) visited before (or have they?). And then there's the huge planet with 8 moons... And even beyond all that, I have two different "years later..." storylines. Seriously, there is a lot of wear left on these treads.

But enough of that, back to the present! After hanging around a little - and picking up another party member, Aingeal Bàs Eleonara, a witch - the party decided the best next course of action would be to visit all the various countries they had stayed in before, and try to convince the leaders to send a unit or two their way. While they began, Aingeal and Crolack went to hunt down a dangerous thief. After intimidating a group of men, the two headed to the bad part of town. A little more intimidation later, and they found who they were looking for; or rather, where. The Thrassian "knocked" on the door, sending it crashing to the floor, and the two wandered in. Aingeal decided to try to seduce the guard, which sadly didn't work. The thrassian, not to be outdone, roared angrily, scaring the guard enough to fire his arrow down the hall; the Thrassian charged the door, knocking it off its hinges and thumping the guard pretty soundly.

Their target was sitting, terrified, on a soft chair; after discussing how best to torture the man, they killed his companion and dragged the fellow off to claim their reward: a whole 20 gp!

Meanwhile, the various party members were teleporting around all over the place, talking with the Winter and Summer Fae, the True Elves, the king of Mareten, the Hill, Deep, and Mountain Dwarves, the Northern People, and even the Gnomes, as well as a number of other associates they had found along the way. They tried to contact a few old friends, but they seemed... oddly out of touch. They couldn't find the silver dragon they had freed from the tower, for one.

Caranthir sent Rhea to investigate the Spire; she and Gróin teleported there, and she spent some time creeping through the area. She managed to learn some about their troops, and found that there was at least one living person there, likely a mage. She explored the first two levels of the tower, then left, safely.

After returning, Gróin again teleported away, this time to speak with the gnomes, taking his henchmen, Aingeal, Crolack, and Saphira and her henchmen. Aingeal was suitably freaked out by being turned into a gnome, and Gróin quickly lead them to sample the GodBrew. Baelnar and Alun managed to stave off its effects long enough to reach the god's pub. It was empty, save for a barkeep and a single drunk. The drunk happily sloshed over to them, burbling stories and trying to offer them a drink; he mentioned that all the gods were off planning "shomeshing shooper mmmmportant," which is why they weren't there. As the two felt themselves being pulled back to Mor-Thir, he called after them, "Come back shum time wi' shum frens! An' tell'm Bacchus sent ya!"

Once recovered, the group approached the judge-of-the-day. It was a younger gnome; Aingeal once again attempted to seduce him - not her finest seduction, but... well, this gnome was easy. He fell in love with her immediately, and began gushing sweet nothings to her. When she asked if he'd get her an army, he agreed: the Queen's Guard had returned just a few days ago, and he would be just the right man for the job! Irritated at the prospect of only a single gnome, Aingeal attempted to intimidate the gnome. As it turned out, the gnome was into that sort of thing, and offered his Furry Handcuffs. Not fuzzy handcuffs, oh no. Handcuffs for furries. Aingeal, repulsed, took the advice of the nearby scribe, and quickly left to visit the queen. The queen treated them to tea, and listened serenely to their story. Afterwards, the party decided it was probably best to leave town immediately... before the judge ended his shift!

The gnomes, and everyone else who volunteered to send units, were told to collect their men at a central location, where Gróin could teleport them a unit at a time to a staging ground, then from there... directly to the tower.

Speaking of volunteered units, the results table for the diplomatic unit requisition looks like this:

  • 2-: Hostility: lose favor
  • 3-5: Apathy: no troops, but at least you don't lose favor
  • 6-8: Grudging Support: lose favor, but gain units anyway (melee/ranged)
  • 9-11: Support: gain units (melee/ranged, plus leaders for each)
  • 12+: Enthusiastic Support: gain units, (melee/ranged/special), plus leaders

Each faction had different numbers and types of units; some had no melee and/or ranged (the mages, for instance). Diplomatically speaking, most factions have a -2 modifier, because... well... they don't want to get involved. The Northern People and the people of Grove are especially anti-evil and anti-undead, so they didn't have that modifier. Due to being physically near, the Northern People and the True Elves had a slight positive bonus; the Gnomes, Mountain Dwarves, Hill Dwarves, and jungle lizardmen got a positive bonus from talking with people of their own race. However, the Hill dwarves are trying to build up their army, and the Mountain Dwarves, Deep Dwarves, True Elves, and Gnomes are somewhat insular, so they all got slight negative bonuses. Adding it all up...

The Northern People (rolled 11, modified to 12), the Summer Fae (rolled 17, modified to 15), and the Grove (rolled 11, modified to 12), and the Gnomes (rolled 12, modified to same) all pledged Enthusiastic Support. The Mage College of Riverbend (rolled 12, modified to 10) and the jungle lizardmen (rolled 11, modified to same) both pledged Support. The King of Mareten (rolled 10, modified to 8) and the Hill Dwarves (rolled 11, modified to 7) pledged Grudging Support, though the party's reputation with both kingdoms has dwindled. The Church of Alehim, under Ajeela's efforts (rolled 9, modified to 5) had an Apathetic reaction, as did the True Elves (rolled 7, modified to 4), the Dark Dwarves (rolled 9, modified to 5), and the Northern Dwarves (rolled 9, modified to 5). The Winter Fae, who already hate you... still hate you (rolled 8, modified to 2).

The resulting units you've been given loaned are as follows:

  • Northern People
    • 120 Berserkers (1 unit), lead by a 5th level barbarian, Forest Leaf
    • 120 (lvl 1) Paladins (1 unit), lead by a 5th level paladin, Johan Gustafsson
  • Summer Fae
    • 30 Green Men (heavy melee), lead by a sylph, Bryn Silveroak
  • Grove
    • 120 (level 2) Bladedancers (1 unit), lead by a 5th level bladedancer, Lori Grove
    • 120 (level 2) Clerics (1 unit), lead by a 5th level priestess, Julia Williams
  • Mareten
    • 240 heavy infantry (2 units), unlead
    • 240 longbowmen (2 units), unlead
  • Riverbend Mages
    • 2 lieutenants (5th level mages), Herbert White and Rees Haley
  • Hill Dwarves
    • 120 Vaultguards (1 unit), unlead
  • Jungle Lizardmen
    • 240 Lizardmen (2 units), lead by two sub-chieftans, Bas Mnosh and Ra'kaka Portann
  • Gnomes
    • 120 gnomes (1 unit), lead by the Commander of the Queen's Guard
    • 5 Roc Lobbers (1 unit consisting of 5 sets of 4 level 2 Gnomish Tricksters and a level 2 Gnomish Beastmaster driver, all mounted on a Roc), lead by the eldest of the Roc Prepper Sisters, Gnomish Beastmaster Marakkalani Twistspackle Torqueslip. Her other four sisters drive the other four Rocs.

I will, of course, print off all the information for the armies, the leaders, and some info for how these large-scale battles go, so everyone can pick-and-choose who controls what. While you don't need a lieutenant for each unit, it may help. PCs can take part as officers or independent heroes, if they are able. This is a battalion scale battle, so an average unit is 120 men.

Finally, you know from Rhea's recon that the tower has one, possibly more, living creatures. Rhea saw skeletons, zombies, wights, necropedes, death chargers, bloodhounds (the undead ones), wraiths, harpies, wyverns, and manticore in the area - over 2,000 individuals - as well as a huge bone dragon. Chances are, there are more troops elsewhere, if for no other reason than undead are easy to store. Knowing about the harpies allows you to equip friendly units with earplugs. That will allow the units to ignore the effects of the harpies' singing, but each unit costs an extra activation point to activate. You also know a foul darkness lays over the area, blanketing the skies with clouds, and darkening the hearts of any who dare tread that unholy ground; most likely a Forsaken Sinkhole of Evil. That means Turn Undead will not work! Additionally, reversed/necromantic spells cast 2 levels higher, while lawful divine spells cast 2 levels lower, and the undead will be tougher...

XP from encounters: Aingeal and Crolack each got 113 XP, from taking down a vile thief and his accomplice.

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.

Friday, June 1, 2018

Agents of SHIELD... Breaking.

Ochdamh 21-22, 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

On a roll with the scale-destroying business, the party decided to next go to Mareten, and see the king about his shield. After teleporting to the gate, passing through, then teleporting to Slowhaven, the party waited until they could receive an audience with the ruler of Mareten.

After a bit of negotiation, Caranthir was able to convince the king that they had, indeed destroyed the scales, and were intent on finishing their quest. They king's spies had already reported on the other scales' destruction (though he hadn't yet heard of the Scale of Darkness being destroyed), and the truthful verification put him at ease. He recommended the party meet him later that evening to discuss the particulars. After a bit of shopping, the party returned to the address indicated, and found themselves in the king's private entertainment chamber. After a light supper, the king got down to business: he would provide a champion and equip him with the shield, if the party would face him and defeat him in one-on-one combat. Caranthir agreed.

In the morning, Caranthir arrived at the battle, buffed and blessed; the fighter he was to face stomped out, raising the white shield to cheers from the crowd. The enormous man charged forward, slamming into Caranthir; Caranthir returned the blow, but both fell short, their swords parried away. Strike after strike fell, and neither was even winded. One of the opponent's blows finally made its way past Caranthir's armor, and Caranthir was forced back from the strength behind it! Enraged, Caranthir shift into dragonform, and blasted the fighter with his breath, then again, and a third time. The fighter was visibly faltering from the blasts, but doggedly kept swinging his sword, connecting a second time. Finally, Caranthir found a chink in the big man's armor, and tore out his chest.

The party turned to the shield... which remained whole and unblemished. Confused, they turned to the king. The man beside him was visibly pale; as the king slapped him on the shoulder, he flinched, the remaining color draining from his face. "Your champion lost, sir Mayor. And now you must keep up your end of the bargain..."

In a moment, the mayor, clutching a very similar shield, was thrust into the arena. Caranthir leaped forward, and in a moment, the mayor was dead - as was his warlock's familiar! The shield in his hands cracked down the face, then blasted into tiny slivers of shining glitter, before vanishing entirely. Caranthir bowed as the king thanked him for ridding his kingdom of a malicious plotter...

After the fun with the shield, the party decided to move on to the Jungle Tower, hoping to gain some strength before facing the final scales...

They teleported out immediately, arriving as another group was finishing performing sacrifices. After some chatting, they found the secret opening again, and began their descent into the tower. The first floor was filled with swarms of flies; Kurt managed to kill a few, but Caranthir slashed through six in a single blast. The rest fell quickly, and no one was harmed. They found a little treasure, and moved on. In the next level, they did not quite disarm a trap, and ended up watching two very large gems get crushed under a pile of rocks. Oops. They killed a few crab spiders to make up for it. Gróin was knocked over by a swarm of rats, but managed to splatter most of them, burning the last few. Realizing the Caranthir had not yet stopped to rest, the party immediately decided that this was the best place to stop for the night, and (after sweeping away the rat guts, I would immagine), set up camp for the night.

  • Experience from encounters:
    • lvl 9 fighter, Breaker (3100)
    • lvl 10 warlock, Mayor Eustace Molebeak (3650)
    • Shield of Armies (5000)
    • 15 giant flies (300)
    • 4 crab spiders (152)
    • 4hd rat swarm (135)
  • Experience from Treasure:
    • 4 statuettes of superior quality (280 gp, 0.6668 st)
    • 11 bone fetishes and figurines (7 gp each) (77 gp, 1.8337 st)
    • 4 sets of engraved teeth (1 item each, 70 gp each) (280 gp, 0.6668 st)
    • 1 set of superior thieves tools, worth 200gp (1 item) (200 gp, 0.1667 st)
    • 837 gp, 3.3335 st
    • 1 emerald (2500)
  • Total gp when sold: 3267
  • Total gp now for Caranthir, Gróin, and Sorvald: 279gp
  • Total XP now: 128740
  • XP for Caranthir, Gróin, and Sorvald: 2146
  • XP for Ellenora, Gimli, Laurita, Herman, Baelnar, and Kurt: 1073

I'll keep track of what items haven't been sold, and where the XP goes, and will insert that once you do sell it off (do tell me if there's an item you don't want to sell!). As a final item of note, Craydos's tower has finally been completed as of 8/22, and his recruits are ready to begin their studies.

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.

Friday, May 18, 2018

Gnome Gnowledge and Phearful Spheres

Ochdamh 12-18, 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

The group teleported back to the main path, and continued their search for the bandits. After a day's travel without encountering anyone, they found a forest of tall mushrooms, some of which glowed dimly in the darkness. Ahead, they heard the sounds of an approaching group - someone was calling, "Company, march! Two, three four..." into the darkness ahead.

After some deliberation, the party decided to face what was coming. Ahead, they heard a voice shout, "Company, Halt!", and a moment later, a single gnome, well-decorated in military attire, marched up to them. Introducing himself as the commander of the Queen's Guard, he inquired their business; the party responded in kind, asking him where he came from, and where he was headed. He shouted back down the passage, "Preseeeeent... MAP!", then turned, pulled a map out of his pocket, and turned back to the party.

As it turned out, the entire Redoubt of gnomes was but a single commander. Luckily, he realized he was heading the wrong direction, and decided to accompany the party.

As they journeyed on, the gnome lustily shouted that there seemed to be a lair of basilisks ahead, and that his "company" only barely made it past last time. The five basilisks were quite alert by the time the party arrived; after a short battle, the creatures were dead. Oddly, there were no statues about; either the creatures had eaten everyone who had happened past, or something had cleaned them out. Interesting.

A day later and further ahead, the party passed a large lake; wondering what was inside, the wonder-fairy summoned a kraken, plunging it into the inky water. It swam down, deeper and deeper, until it encountered a number of mermen, riding large, albino sharks; the kraken attacked, but only managed to kill four of the sharks before the rest tore it to shreds. Shaken, the party continued on.

Two days later, they reached a branch in the trail, and chose the less-traveled. The gnome strode off, then returned, scratching his head. "Aha! Yes, here we go." He followed them as they reached a thicker forest of mushrooms. Heading off the trail, the party tracked a number of footprints to a clearing - where a strange creature covered with eyes and tentacles stared down at them! It began chanting a spell, and the party quickly cast a few spells of their own. The creature summoned berserkers, and a shield for itself; another strange floating globe, not far from the first, revealed itself and began doing the same.

The berserkers were taken down quickly, but the creatures fired spells from memory and from their wands and staffs, whittling down the party; Craydos dropped, as did his minions, and Gimli soon followed, just after the first sphere fell. The second was finally defeated, and Gróin set fire to its corpse. While they treated the wounds of the fallen, the second sphere suddenly rose again! It cast a spell, and was gone...

On the corpse of the remaining sphere, the party found two wands and a staff (the staff cast Cone of Cold, and one of the wands cast Fireball; the other is unknown). Further into the forest, they found two statues - travelers, it looked like, frozen by the basilisks. One seemed to have some sort of map, but the stone writing is entirely illegible. Craydos managed to collect 400 XP worth of parts from the dead sphere.

  • XP from Encounters
    • 1 Gnome (peaceful)
    • 5 basilisks (4900) (harvested 2450 XP or parts from them)
    • 18 Great White Sharks (4400, only killed 4)
    • 18 mermen (unharmed)
    • 2 Sorcerous Spheres (9600)
    • 6 berserkers (78)
    • 3 hydras (4650)
  • XP from Treasure: none, again! How strange!
  • Total XP: 23,628
  • XP for Craydos, Gróin, Mor Gibs, and Sorvald: 3375
  • XP for Gimli, Laurita, Herman, Baelnar, Pentzkin, and Alun: 1688

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...