tag:blogger.com,1999:blog-71005903491849125162024-03-13T06:47:25.085-04:00Archive of the Rotted MoonA collection of notes and other ephemera from the author's role-playing game campaigns. The current campaign is <i>Metamorphosis Alpha</i>.Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.comBlogger180125tag:blogger.com,1999:blog-7100590349184912516.post-68817306026172306122014-02-06T13:16:00.001-05:002014-02-06T13:16:06.962-05:00Player Map of the ValleyThe players began the campaign as life-long residents of Thrayorb village, a hunting and primitive agrarian community. As such, it was reasonable to assume they has some knowledge of the area immediately surrounding the settlement. I provided them with this map at the start of the campaign. Each hex is 2 miles. So far, they've not done much to add to the map in their travels. That will likely come back to haunt them in the future.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-MBxjBi8dTbU/UvPPylBJMbI/AAAAAAAAEEw/9bgezqSMGJU/s1600/player_map_web.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-MBxjBi8dTbU/UvPPylBJMbI/AAAAAAAAEEw/9bgezqSMGJU/s1600/player_map_web.gif" /></a><br /></div>
Rather than give directions as "north" and "west," The map is aligned with "Sunrise" located at the top of the map and "Sunset" at its bottom. There are six other compass points amongst the Tsali, demonstrated on this really sketchy compass rose.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-A5meeUSaFxg/UvPQPEjjdiI/AAAAAAAAEE4/XCB8Ojommsw/s1600/compass.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-A5meeUSaFxg/UvPQPEjjdiI/AAAAAAAAEE4/XCB8Ojommsw/s1600/compass.jpg" height="320" width="315" /></a></div>
<br />
The wind always blows from "Windward," pushing the regular rain clouds in the direction of "Stormend." The rest of the compass is self-explanatory. It's hardly world-shaking creativity, but I hope it conveys the primitive level of society the PCs are products of, while remaining easy for the players to mentally translate and remember.Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com2tag:blogger.com,1999:blog-7100590349184912516.post-57672511073961667072014-02-06T12:59:00.001-05:002014-02-06T12:59:24.485-05:00Life in the Valley Session #2 (1.26.14)<div class="MsoNormal">
<i>I’ve had a boatload of
work to do prior to the beginning of the 2014 convention season (which starts
on February 20<sup>th</sup> for me at <a href="http://www.totalcon.com/">TotalCon
28</a> in Mansfield, MA. Stop by if you’re in the area!) so forgive the delay.
Our next meeting is going to be a playtest of the <a href="http://garycon.com/eventdetails.php?eid=615">adventure I’m running</a> at
<a href="http://garycon.com/index.php">Gary Con VI</a> in Lake Geneva, WI. As
such, I won’t be writing a recap of that for fear of spoiling it for anyone
planning on playing it in March. The regular campaign resumes in March and
recaps will follow. Now, on to the tale already in progress…<o:p></o:p></i></div>
<div class="MsoNormal">
<i><br /></i></div>
<div class="MsoNormal">
The band moved through the early morning forest, slipping
stealthily through the grand ferns and moss-covered stones that littered the
forest floor. Pushing on in the direction of Risingwind, they hoped they would
reach the foothills said to hold the House of Silent Men by nightfall. Each
knew that today was a rain day, and the skies would unleash a torrent at
midday. It was time to cover ground.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Scarcely an hour had passed when Xamot/Tomax’s sensitive
ears detected the tread of light footsteps trailing behind them. A duo of
bipedal creatures was in pursuit of the group, moving quietly but quickly
through the underbrush. The band turned to face their pursuers, prepping for
battle. Jackbo scampered up the bole of a great tree as Joe used his innate
camouflage to hide amongst the ferns. Shadow attempted to emulate Jackbo’s
climb, but the damp, slimy moss that ringed her chosen tree’s trunk prevented
her from climbing. Xamot/Tomax readied his illusion-creating powers, as Shadow
decided to forego here climbing to hide behind the mossy tree.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<o:p></o:p></div>
<div class="MsoNormal">
The great fens of the forest erupted with movement as two
figures burst from cover. Human in shape, but altered by radiation, these
humanoids had tremendous maws filled with twisted teeth, and only shallow
divots of flesh in place of their eyes. They were Teeth People! Dressed in
preserved killdeer-hide jerkins and carrying spears, the two looked hungry for the
meat that walked on two legs.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The cannibal hunters’ hands snapped back, loosing their
spears at their chosen targets. One slammed into the tree trunk beside Jackbo,
quivering in place from the force of the throw, while the other sailed through
the forest gloom to strike Shadow hard in the shoulder. The Tsali human grunted
from the impact and stared in shock at the shaft protruding from the wound. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Xamot/Tomax called upon his power to affect others’ minds
and conjured up a fierce piercer in his place. The two hunters turned in his
direction, drawing knives and gnashing their teeth in anticipation of mutant
bear meat. Uh-oh! This was not what the dual-headed mutant had intended!<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
As the Teeth People descended upon Xamot/Tomax, Joe darted
through the underbrush, powering up his electrical capacitors like a small,
furry dynamo. The otter closed on the cannibals and launched himself into the
air, striking one with the snap of electricity and the sharp smell of ozone.
The Teeth Person stumbled, his hair askew and on end, but recovered, ready to
fight. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
In the tree above, Jackbo pulled the spear from the trunk
and then slithered back down to the ground. He charged the non-electrocuted
Teeth person, thrusting the spear at the cannibal’s hide-covered body without
effect. The engaged Teeth Person had much better luck in return, lunging in to
bite Jackbo’s arm with his oversized mouth. The cannibal began worrying the
bitten mutant like a dogoid with a bone.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Behind the tree, Shadow pulled the spear from her shoulder
and blood began to flow from the fresh wound. Looking about, she saw a plant
with broad, puce-colored leaves growing amongst the green ferns. Plucking a
large leaf from the plant, she pressed it against the wound, staunching the
blood with steady pressure.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Back at the fight, Xamot/Tomax’s second brain conjured up
the illusion that it was not one piercer the Teeth People hunters faced, but six!
Such a ferocious number of opponents was enough to send the cannibals into
flight, but their retreat would not be so easily accomplished. Xamot/Tomax and
Joe surrounded the hunter by them, jabbing at it with spear and snapping at it
with sharp teeth. The other hunter dashed into the forest, but Jackbo, now
enraged by the wounds he suffered, sprinted after the fleeing cannibal. The two
dodged over fallen logs and broken stones as they ran, one attempting to reach
safety, the other berserk with rage and craving vengeance.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Xamot/Tomax and Joe brought down their foe after a
protracted fight, dropping the cannibal’s body onto the forest floor. The duo turned
to see Jackbo disappearing into the forest shadows and quickly sprinted after
their friend. Shadow, her wound only now ceasing to bleed, remained with the
slain Teeth Person hunter.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Jackbo’s fleet feet ran down the Teeth Person, who turned to
fight for his life. With gnashing teeth he lunged at his opponent, but Jackbo,
moving faster and stronger than any normal humanoid, dodged the snapping attack
to plunge his spear into the cannibal’s side. The tide of the battle turned
against the Teeth Person, once a creature of horrific myth now proven all too mortal.
Joe and Xamot/Tomax rushed into the fight, and with three-against-one odds, the
outcome was assured.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Meanwhile, back at the site of the original confrontation,
Shadow was surprised to hear the sound of someone (or something) clearing its
throat with a guttural cough. Whirling around (and wincing at the fast turn),
she gasped at the sight of three 7’ tall Wolfoids standing at the verge of the
forest gloom. Two bore bows with arrows knocked, while the third carried the
longest knife Shadow had ever seen. All three were dressed in stiff panels of
plant fiber woven together in complex patterns.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
“You are not welcome here,” said the knife-wielding Wolfoid.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
“Alright, I’m leaving,” Shadow replied, already backpedaling
away from the furry trio.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The Wolfoids wouldn’t let matters end so quickly, and
questioned the Tsali human about her and her friends’ presence in the forest.
The other three, noticing the sudden arrival of the newcomers, sprinted back to
join in the conversation.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
As the two groups parleyed, it was discovered that the
Wolfoids were also experiencing a strange illness amongst their kind, but not
nearly as serious as that afflicting the Tsali. Like the sickness plaguing
Thrayorb, the disease appeared in conjunction with the loud thunderclap that
occurred three days ago. The Wolfoids informed the travelers that the lands to
Sunset were held by the mutant wolves and they were not welcome there, but the
canine trio helpfully informed the band that they had wandered slightly
off-course and must correct their journey if they were to arrive at the House
of Silent Men. The Wolfoids warned the group that if they had continued in the
direction they were traveling, they’d leave the forest and stray close to “land
that kills.” <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The two groups parted, the band pleased to escape further
bloodshed. Before heading off in the correct direction, the Tsali villagers
stripped the slain Teeth People of their goods, acquiring two strange outfits
of stiff killdeer hide and a pair of knife. The cannibal hunters also carried
dried meat, but Shadow and the mutant humanoids were wary of eating jerky of
unknown provenance from the Teeth People. Joe, harboring no such qualms,
nibbled at the dried meat and announced it tasted like frog. The band brought
the dried provision along, ostensibly for Joe’s consumption.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Traveling along their new route, the group passed a few
hours without event, finding a large, gray-green fir tree with broad skirt just
before the rainfall began. The four rested beneath the branches of the tree,
safe and dry amidst the torrential rains and rested in preparation for the
latter half of their trip. If all went well, they expected to arrive at the
House of Silent Men by nightfall.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Once the rain ended, the group resumed their trip and, after
a few more hours, found themselves facing a 60’ high escarpment that rose
before them like a wall. Neither the Knower of Things nor the Wolfoids had
mentioned such an obstacle. Trees grew both atop the cliff and at its base, and
it seemed to extend from Settingwind to Risingstorm as far as they could see.
With their path limited to either scaling the escarpment or following it, the
group chose to keep their feet on the ground and headed toward Risingstorm
along the base of the cliff. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
After a half hour of walking and night fast approaching, the
escarpment showed no sign of ending. Joe elected to scout by climbing one of
the taller trees in the vicinity. His sharp claws and nimble body soon saw him
atop a great tree looking in all directions. The escarpment did continue a vast
distance, but entered into a clearing not far from where the group now stood.
From the treetop, the otter could also see a broad swath of foothills on the
tableland atop the cliff. It was these hills which they sought! He clambered
down to inform his friends.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
A quick conference decided the group would investigate the
clearing ahead, for no other reason than a change of scenery and perhaps to
find a means to scale the cliff. Pushing forward, they reached the edge of the
clearing and the broad meadow it contained just as the sun slipped below the
horizon. In the gloaming, the band spotted a herd of killdeer grazing in the
meadow. Numbering over a dozen, the herd contained several bucks, known by the
tribesmen to be armed with venomous antlers.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Joe, being smallest and able to camouflage himself, was sent
ahead, scurrying close to the cliff wall. The killdeer, at some distance away,
paid no attention to the small mutant otter. Joe discovered the escarpment made
an abrupt turn after a short distance and a cave mouth pierced the cliff at
that point. It was a very odd cave, being comprised entirely of straight lines
and right angles, but at the very least it presented shelter for the night. He
returned to his friends and the group moved towards the cave.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
As the quartet entered the meadow, the killdeer bucks
smelled the tribesmen on the wind and moved to defend the herd. Nine
poison-antlered deer leaped through the meadow intent on impaling the Tsali
with their toxic horns. Xamot/Tomax, knowing that if the alpha buck could be
startled into flight it would take the rest of the males with him, threw a
powerful illusion of a brushfire at the largest male in the group. The realism
of the mental image turned the buck in its tracks and it darted off into the
woods, the rest of the herd following close behind.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Joe probed ahead with his telepathy, scanning the cave for
active minds. Dimly, at the edge of his mental feelers, he detected the angry
thoughts of a creature: “They’re coming into my home. I hear them. I’m going
shoot the first one I see!” Strangely, Joe found himself intensely loathing the
creature whose thought he intruded upon, more so than even its desire to harm
him could account for. Joe spread the word to his fellows and the group sprang
into action.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Xamot/Tomax, warned of the creature and his weapon,
nevertheless decided surprise was the group’s greatest asset and leaped directly
into the mouth of the cave, screaming! There was the twang of a bow string and
an arrow whistled by both of his heads into the meadow beyond. He, too, felt
himself gripped by a fierce hatred of the cave’s occupant. The rest of the
group, seeing the mysterious creature was now holding an empty bow, rushed into
the cave to dog-pile on their opponent.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The group discovered a small, perfectly rectangular space
beyond the cave mouth. Standing in the middle of the weird cavern was a bipedal
feline with tawny fur and dressed in shorts and vest. The tall puma creature
struggled to reload his bow as the party engaged him. Something about the
mutant cat aggravated the band and each felt themselves give in to a
deep-seated hatred for the beast. In short order, the cat was laid low by their
attacks.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Their opponent slain, the band examined the bizarre cave and
discovered the floor and walls were constructed of fitted ceramic tiles. A
rectangular groove and smaller square studded with depressed circles occupied
the rear of the cave. Xamot/Tomax and Joe busied themselves with examining the
odd grooves and depressions, while Shadow and Jackbo stripped the dead mutant
of his gear. Aside from the bow and quiver of arrows, the duo found a woven bag
tied to its waist and an unusual bracelet wrapped around its wrist. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Joe discovered a small black rectangular slot next to the
depressed circles at the same time Jackbo examined the bracelet. Made from a stretchy
cloth and secured with a metal fastener, it bore a rectangular patch of brown
material stitched into the cloth. Shadow claimed another knife from the bag and
discovered a square box filled with small spear heads of a type the group had never
before seen.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
After some consultation and experimentation, Joe and Jackbo
discovered that placing the brown part of the bracelet into the rectangular slot
caused a hidden door to open in the rear wall! Beyond it was a small, square
room brightly lit by shining rods in the ceiling. Moments later, hidden
musicians began playing a soft, jaunty tune (<a href="http://tinyurl.com/ls5m2q4">http://tinyurl.com/ls5m2q4</a>). Joe
scampered inside only to be surprised when the door closed behind him, trapping
him in the small space! Jackbo fumbled with the bracelet outside, reinserting
it into the slot and causing the door to reopen. Joe rushed out rejoined the
band.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Xamot/Tomax, with his amazing hearing, entered the small
room to discern the location of the hidden musicians. The strange song came
from the ceiling of the tiny chamber and Xamot/Tomax jabbed his spear into the
metal roof, trying to get the musicians to reveal themselves. His efforts
caused a small panel to pop open, showing darkness beyond. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Outside, Joe puzzled over the box of spear heads Shadow had
discovered. After pondering the box’s design, he announced the box was part of
some spear-throwing device and was useless by itself. The group agreed to keep
a sharp lookout for such a wondrous item in their travels. As the hour was late
and the band tired, the mysterious door in the small room’s ceiling would be
left for the morning. Kindling a fire in the tile-lined cave, the group bedded
down for the night.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The group awoke refreshed the following morning, but were
anxious to locate the House of Silent Men. Their supposed two day journey had
stretched into three, and the group needed to acquire the potent medicine for
their sick fellow tribesmen and return as fast as possible. Gathering their gear,
the quartet opened the small room and climbed through the tiny hatch in the
ceiling.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Beyond was a tall shaft leading 60’ straight up. A single,
amber-hued light provided illumination and a number of horizontal rods set into
the wall led in an upwards-fashion towards the top of the shaft. Xamot/Tomax,
with Joe on his shoulders, began the climb up the horizontal rods, with Shadow
and Jackbo following behind. As the keen-eared mutant climbed, he detected the
sound off drumming and chanting coming from the top of the shaft. Intrigued, he
climbed closer as Joe extended his telepathy outwards.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The combined extraordinary senses of the two identified the
chanters as Teeth People who were whipping themselves into a feeding frenzy.
Four of the cannibal waited off to the side of the shaft’s apex and were
excited for a meal that was about to come. They had captured a poor wanderer and
were in the processes of preparing him for eating. The band agreed that the
Teeth People needed to be dealt with before they devoured their captive.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Springing into action, the foursome reached the shaft’s top
and discovered a closed door on the right wall. Xamot/Tomax pried the door open
as Joe leapt inside, snapping his jaws and charging up his electrical glands. Shadow
and Jackbo rushed in behind them.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The space beyond the door was a ruined building, the roof
partially collapsed and granting a view of the sky above. Four Teeth People
lurked inside, surprised at the interruption. One of the cannibals banged away
on an all-too human skin drum, while another turned a large spit set up above a
low fire. Strapped to the spit was a creature made unrecognizable by the
restraints and BBQ rub that covered his body.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<br />
<div class="MsoNormal">
The surprised cannibals put up a stiff fight, but victory
ultimately went to the traveling tribesman. As the last of the cannibals fell,
the four turned their attentions to the would-be meal still lashed to the spit…<o:p></o:p></div>
Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-78485979273164290302014-01-20T15:08:00.000-05:002014-01-20T23:47:34.538-05:00Life in the Valley: Session #1 (1.12.14)<div class="MsoNormal">
Play began centered on the village of Thrayorb, a tiny
collection of timber buildings surrounded by a wooden palisade on the banks of
the River. Thrayorb is home to a tribe of True Humans known as the Tsali and
serves as the trade hub for several allied mutants dwelling nearby. The Tsali
and local friendly mutants enjoy a symbiotic relationship, assisting one
another for mutual survival. If something were to happen to the residents of
Thrayorb, not just the Tsali tribe would be affected.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Two days ago, a loud thunderclap occurred far to the
direction of Windward. One sharp-eyed hunter claimed to have noticed a thin
column of puce smoke rising in that direction, but distance made it difficult
to confirm. The following morning, a number of the Tsali woke suffering from a
mysterious illness. Purple-black pustules oozing green pus dot their flesh,
their bodies are wracked with pain, and they suffer from an insatiable thirst.
The Knower of Things and several of the herb-wise tribesfolk began treatment of
the sick, but none had seen these symptoms before. The following day, even more
of the tribe became ill and it was clear that the infected would not survive
the disease.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The Knower of Things called together the few healthy
residents of Thrayorb and the environs. This small group included Shadow, a
young Tsali who had not yet undergone the trials of adulthood, Xamot/Tomax, a
two-headed mutant human who dwelled in a cave near the village; Jackbo, another
mutated human who acted as liaison between the village and the local mutants
and is renowned for his ability to get that diverse group to cooperate; and
“Joe,” a mutant river otter who appears otherwise identical to his Earthly
ancestors.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The Tsali shaman gravely informed the group that drastic
measures had to be taken if the tribe was to be healed. Someone must travel to
the distant “House of Silent Men,” a place known to possess powerful medicine
which had helped the tribe in the distant past. The House was only two day’s
journey in the direction of Risingwind, but it lay on the far side of the lands
claimed by the Teeth People, the Tsali ancient enemy. The Teeth People were
cannibals and the stuff of nightmares to the average Tsali tribesman, but there
was no other choice if the tribe was to be saved. Should the group of young
adult succeed in their quests, Shadow would be raised to full adult status in
the tribe and the rest of the mutants would be owed a mighty boon by the Tsali.
The group accepted their charge and prepared to depart immediately.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
With the directions given to them by the Knower of Things
memorized, the group left the village, following the Rive toward the direction
of Windward. They were to travel until the River met with other waters, then
cross to the forest on the other side. There, the land of the Teeth People
began and it was suggested they not tarry too long. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The group had only been traveling an hour when Xamot/Tomax’s
superior hearing detected something heading in their direction on the opposite
side of the River. Identifying the noise as a lumbering piercer, the group
decided that caution was the best course of action. Joe and Jackbo enacted
their chameleon powers to disappear while Xamot/Tomax and Shadow clambered up
trees to hide. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The fearsome mutant bear broke from the forest on the
opposite shore, staggering on two legs and sniffing the air. Scratching its
back with its deadly quills, the piercer sought the air for the scent it
thought it detected, but the wind was blowing in the party’s favor and it
failed to pick up their scent. Pausing to drink from the River, the piercer
soon ventured off in the direction from which the group had come. The young
explorers breathed a sigh of relief before climbing back down to the ground or
allowing their camouflage to lapse.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The band resumed travel and reached the meeting place of the
two waters an hour after their encounter with the piercer. The River and
another waterway came together in a “Y” before continuing in the direction of
Sunset. In the fork of the waters was a grove of reeds and cattails. The
cattails bore brilliant orange punks at their tips and the reeds were topped
with a collection of thistles. Shadow gathered a stone from the rocky shore and
lobbed it into the grove, hoping to startle any creature lurking in ambush. The
only visible result was that the thistles atop one of the reeds vanished from
view, seeming to disappear entirely. The party puzzled over this for a moment,
but seeing no obvious danger, began contemplating how to cross the water.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Joe dove into the waterway to see if he could locate a
shallow stretch that would be easily fordable by his less-aquatic comrades. As
he swam in the water, however, his tiny limbs began to be wracked with pain. Swimming to the surface, Joe saw a number of rising welts under his sleek fur
and was alarmed to notice the lumps seemed to be moving as if something was
boring through his flesh. Back on shore, Xamot/Tomax had begun to approach the
reedy grove when his muscles, too, began to ache. He was suffering from the
same symptoms as Joe.</div>
<div class="MsoNormal">
<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The group rapidly gathered together and Xamot/Tomax began
digging under his skin with a knife, cutting towards the objects burrowing
through his flesh. Amidst the blood, the bicephalic mutant discovered a tiny
thistle identical to those atop the reeds. Two more also coursed through his
flesh towards his torso. Having identified the culprit, knives appeared in the
groups hands as they went to work on Joe and Xamot/Tomax, slicing into their
skin to remove the burrowing nettles. A few less than deft cuts were made as
untrained hands tried the delicate operations, resulting in larger wounds than intended.
Both Joe and Xamot/Tomax blood splattered the rocky river bank, but the troublesome
(and potentially lethal) thistles were removed before they could burrow too
deep beneath the skin to be extracted.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Having identified the plants as a threat, the group retreat
100’ back along the River before crossing to the far side and returning to
where the waters met. On the far side of the wide waterway stood the ominous
forest of the Teeth People, but how to reach it? Shadow unslung here wicker,
killdeer hide-covered shield and place it atop the water’s surface. The concave
object floated gently in the water and, seizing upon this idea, promptly
employed the shield as an impromptu flotation device/boogey board. She reached
the far shore easily with Joe merrily swimming along beside her.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Jackbo waded into the river and began tentative strokes as
he paddled his way through the current. Xamot/Tomax two heads turned to look at
one another, shrugged his wide shoulders, and plunged into the current behind
him. Unfortunately for the two (three?)
mutants, the current soon got the best of them and begin pulling them
downstream. Jackbo strove against the water, finally overcoming its drag and
staggering to the shore. Xamot/Tomax had no such luck and the party raced along
the bank and the current dragged him along.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
To complicate matters, Shadow’s eyes caught movement in the
water as a 6’ long shape swam towards the stuggling mutant. She called out a
warning and Joe plunged back into the river, gracefully swimming towards
Xamot/Tomax. Alerted by his companion’s cry, one of Xamot/Tomax heads turned
downstream to see a long, silver-green river eel with three eyes and a long,
sharp horn rapidly approaching with the intent to make a meal of him.
Xamot/Tomax called upon his ability to create illusions in the minds of the
weak-willed, confusing the eel’s brain with the sight of a piercer swimming
through the depths towards it. Alarmed (and somewhat befuddled), the horned eel
turned and swam downstream in search of an easier—and less confusing—meal. Joe
reached the struggling mutant and managed to help tow Xamot/Tomax to shore.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Now on the verge of the Teeth People’s lands, the group
recalled the Knower of Thing’s instructions: Travel in the direction of
Risingwind and before the end of the first day they’d encounter a trail running
roughly Sunrise to Sunset. Roughly a day beyond that was the edge of the forest
and the hills that held the House of Silent Men. If they were lucky, the group
would achieve the hills and depart the Teeth People’s lands before they were
discovered. The band pushed into the utterly unknown forest, their senses alert
for danger.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Some hours passed as they navigated between the boles of
great trees and across rocky, fog-laden gullies. Once again, Xamot/Tomax’s keen
hearing detected something approaching, the sound of feet padding softly
amongst the mosses and ferns of the rainforest. The band prepared to meet this
new threat, readying spears and axes as Joe and Jackbo camouflaged themselves. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Bursting from the ferns some 60’ away came a pair of
bobcats, sparks glittering in their eyes. The pair closed the distance swiftly
as Shadow hurled her spear at the predators. The missile scraped along one of
the cat’s sides, producing an angry screech but little actualy harm.
Xamot/Tomax conjured up an image of a Dark Mean, one of the sky demons that
plagued the Tsali tribe, and drove the flying beast towards the cats. Joe snuck
through the underbrush to flank the cats while Jackbo, still concealed, stepped
up next to Shadow, axe in hand.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The illusion of the Dark Mean was enough to startle one of
the bobcats into flight, but its mate showed no such fear. Blasts of
electricity leaped from its eyes towards Shadow, but her body, trained by the
hunt, dodged the shocking bolts. Jackbo swung his axe, but the cat jumped
aside, causing Joe’s own assault from behind to miss as the otter leapt upon
the place where the beast had been milliseconds before. Shadow drew her
remaining weapon, a knife hanging from the killdeer sheath on her belt, and
tossed the blade savagely at her assailant, but her attack also missed the now-cautious
cat.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Xamot/Tomax, one head still driving the Dark Mean at the
bobcat with narrow misses, used his other mind to create the illusion that he’d
grown 20’ tall and now towered threateningly over the cat. Have suffered a
wound and beset on all sides by enemies, the cat bounded back into the forest,
taking an axe blow from Jackbo in its retreat. Several minutes passed and the
forest once again grew peaceful, the sound of birdsong replacing the noise of
pitched battle. Shadow collected her weapons as Xamot/Tomax banished his
illusions and the band pressed on.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Not long after the battle, a break in the trees was spotted
and Joe advanced to investigate. Before him, as he was told, ran a trail of
packed earth winding through the forest. This was the pathway the Knower of
Things had told the party to look for. They seemed on course and, with an hour
remaining in the day, crossed the path and continued in the direction of
Risingwind.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The sun dove towards the hills and night rapidly fell in the
Valley. The group debated on the best way to pass the night in hostile
territory, suggesting they climb into the canopy above and secure themselves
with vines, but the creepers proved too thick and not pliable enough to be
utilized as ropes. Xamot/Tomax discovered a small cavity between two stones and
it was then decided to use the gap as a camp. Joe slid into the underbrush to
make himself scarce and the group kept watch in shifts throughout the night.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The sun rose the following morning without danger falling
upon the band. As the sun rose, the same question echoed in the mind of each of
them: Would they reach the House of Silent Men before the Teeth People found
them? They gathered their things and departed their camp site, fading from view
into the forest mist.</div>
Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-29164865849297385722014-01-20T15:01:00.000-05:002014-01-20T15:01:10.014-05:00Xamot/Tomax<div class="MsoNormal">
Mutated Humanoid<br />
Played by: Scott<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Home Location: Thrayorb Village<br />
Height: 5’ 11”<br />
Weight: 160 lbs<br />
Age: 16<br />
Sex: Male<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Radiation Resistance: 9<br />
Constitution: 8<br />
Dexterity: 14<br />
Strength: 8<br />
Mental Resistance: 13<br />
<!--[if !supportLineBreakNewLine]--><br />
<!--[endif]--><o:p></o:p></div>
<div class="MsoNormal">
Hit Points: 26<br />
Armor Class: 1 (Heightened Dexterity)<br />
<!--[if !supportLineBreakNewLine]--><br />
<!--[endif]--><o:p></o:p></div>
<div class="MsoNormal">
<u>Physical Mutations</u><br />
Double Vision (D)<br />
Heightened Dexterity<br />
Heightened Hearing<br />
Multiple Body Parts (2<sup>nd</sup> head) <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<u>Mental Mutations<br />
</u>Dual Brain<br />
Illusion Generation<br />
Poor Dual Brain (D)<br />
<!--[if !supportLineBreakNewLine]--><br />
<!--[endif]--><u><o:p></o:p></u></div>
<br />
<div class="MsoNormal">
<u>Equipment<br />
</u>Stone axe<br />
Knife<br />
Food<br />
Water<br />
7 bundles of demonbane plant<u><o:p></o:p></u></div>
Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-59663862263348765812014-01-20T14:59:00.002-05:002014-01-20T14:59:59.085-05:00Shadow<div class="MsoNormal">
Human<br />
Played by: Mary<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Home Location: Thrayorb Village<br />
Height: 4’ 10”<br />
Weight: 100 lbs<br />
Age: 16<br />
Sex: Female<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Radiation Resistance: 13<br />
Constitution: 7<br />
Dexterity: 12<br />
Strength: 7<br />
Leadership Potential: 8<br />
Mental Resistance: 9<br />
<!--[if !supportLineBreakNewLine]--><br />
<!--[endif]--><o:p></o:p></div>
<div class="MsoNormal">
Hit Points: 36<br />
Armor Class: 7 (wicker, killdeer hide-covered shield)<br />
<!--[if !supportLineBreakNewLine]--><br />
<!--[endif]--><o:p></o:p></div>
<br />
<div class="MsoNormal">
<u>Equipment<br />
</u>Knife<br />
Spear<br />
Food<br />
Water<u><o:p></o:p></u></div>
Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-15206972472564642772014-01-20T14:50:00.001-05:002014-01-20T14:50:13.020-05:00“Joe”<div class="MsoNormal">
Mutated Creature (Otter)<br />
Played by: Dan<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Home Location: Down By the River<br />
Height: 2’ 4”<br />
Weight: 25 lbs<br />
Age: ?<br />
Sex: Male<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Radiation Resistance: 9<br />
Constitution: 12<br />
Dexterity: 13<br />
Strength: 13<br />
Mental Resistance: 18<br />
<!--[if !supportLineBreakNewLine]--><br />
<!--[endif]--><o:p></o:p></div>
<div class="MsoNormal">
Hit Points: 46<br />
Armor Class: 6 (small size)<br />
<!--[if !supportLineBreakNewLine]--><br />
<!--[endif]--><o:p></o:p></div>
<div class="MsoNormal">
<u>Physical Mutations</u><br />
Chameleon Powers <br />
Electrical Generation<br />
No Resistance to Poison<br />
Regeneration <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<u>Mental Mutations<br />
</u>Epilepsy (D)<br />
Heightened Intelligence<br />
Telepathy<br />
<!--[if !supportLineBreakNewLine]--><br />
<!--[endif]--><u><o:p></o:p></u></div>
<br />
<div class="MsoNormal">
<u>Equipment<br />
</u>Blanket<u><o:p></o:p></u></div>
Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-84461410392517238192014-01-20T14:39:00.000-05:002014-01-20T14:39:03.776-05:00Jackbo<div class="MsoNormal">
Mutated Humanoid<br />
Played by: Tom<br /><br /><o:p></o:p></div>
<div class="MsoNormal">
Home Location: Thrayorb Village<br />
Height: 5’ 11”<br />
Weight: 180 lbs<br />
Age: 16<br />
Sex: Male<br /><br /><o:p></o:p></div>
<div class="MsoNormal">
Radiation Resistance: 10<br />
Constitution: 12<br />
Dexterity: 9<br />
Strength: 13<br />
Mental Resistance: 15<br />
Leadership Potential*: 11<br /><br /><o:p></o:p></div>
<div class="MsoNormal">
*LP abilty due to Genius (Economic) mental mutation<br />
<!--[if !supportLineBreakNewLine]--><br />
<!--[endif]--><o:p></o:p></div>
<div class="MsoNormal">
Hit Points: 35<br />
Armor Class: 7 (wicker, killdeer hide-covered shield)<br />
<!--[if !supportLineBreakNewLine]--><br />
<!--[endif]--><o:p></o:p></div>
<div class="MsoNormal">
<u>Physical Mutations</u><br />
Chameleon Powers <br />
Double Effect of Physical Forces (D)<br />
Regeneration <br /><br /><o:p></o:p></div>
<div class="MsoNormal">
<u>Mental Mutations<br />
</u>Anti-Reflection (D)<br />
Genius (Economic)<br />
Life Leech<br />
Mental Control Over Physical States<br />
<!--[if !supportLineBreakNewLine]--><br />
<!--[endif]--><u><o:p></o:p></u></div>
<br />
<div class="MsoNormal">
<u>Equipment<br />
</u>Stone axe<br />
Knife<br />
Bag of Red Moss (5 uses)<br />
Food<br />
Water<u><o:p></o:p></u></div>
Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-11767741745750359082014-01-18T11:59:00.000-05:002014-01-20T23:48:39.740-05:00Background Handout for the Players<div class="MsoNormal">
<i>Although the players are well-aware we’re playing Metamorphosis
Alpha, their characters have no idea they are aboard a starship. As far as the
PCs are concerned, they live in a verdant river valley in a temperate rainforest.
The following is the handout they each received prior to making characters. It
reflects what they’d know about the Valley, their tribe, and other information
that might be pertinent to survival.</i><o:p></o:p></div>
<div class="MsoNormal">
<i><br /></i></div>
<div class="MsoNormal" style="text-align: left;">
<b><u><span style="font-size: 12.0pt; line-height: 107%;">Starting Player
Handout<o:p></o:p></span></u></b></div>
<div class="MsoNormal" style="text-align: left;">
<b><u><span style="font-size: 12.0pt; line-height: 107%;"><br /></span></u></b></div>
<div class="MsoNormal">
The Tsali Tribe lives in “The Valley,” a forested river
valley rich with wildlife and with excellent conditions for growing crops. The
climate and environment is that of a temperate rainforest (think the Pacific
Northwest). The tribe consists of roughly 200 true humans living in a small
village along a river. A wooden palisade protects the village from both
aggressive rival tribes and dangerous animals. The Tsali survive by hunting
both the “blue eaters” (azure squirrels the size of pigs and dumb as posts) and
the “killdeer,” large and potentially lethal herbivores. Food is supplemented
by fields of robust corn that is harvested twice a year.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
A handful of mutants, both humanoid and animal, live close
to the village and are on friendly terms with the Tsali. These mutants
regularly help the tribe during the corn harvest, serving as guards and
lookouts while the tribe’s weaker members (the elderly, children, and the
non-warrior women) reap the fields. In return for this and similar service, the
allied mutants receive a share of the bounty.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-size: 12.0pt; line-height: 107%;">Hierarchy<o:p></o:p></span></b></div>
<div class="MsoNormal">
<b><span style="font-size: 12.0pt; line-height: 107%;"><br /></span></b></div>
<div class="MsoNormal">
The Tsali have two leaders, Omar the Chieftain, who oversees
the survival and well-being of the tribe, and the Knower of Things, the clan
shaman. The Knower is responsible for all religious ceremony, the
interpretation and implementing of laws and punishment, and protecting the
tribe from illness and the Dark Means, vicious sky demons that sometimes carry
off wayward tribe members. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Beneath these two are any adult who provides for the clan: hunters,
gatherers, bakers, craftspeople, and the like. They have the right to speak
openly at tribal gatherings. Adulthood in the clan is achieved by undertaking a
rite of passage upon reaching one’s sixteenth year. The rite varies from year
to year and person to person as deemed appropriate by the Knower of Things.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Below the tribe’s adults are the unproven. This social level
consists of young adults who’ve yet to undertake their rites of passage, adults
who’ve failed their rites or for some reason cannot be productive members of
the tribe, and allied mutants. On rare occasions, allied mutants who’ve
demonstrated themselves as great friends to the clan are adopted as full adults
by the tribe, but these are exceptional cases. Unproven may attend, but cannot speak
publically at, tribal gatherings.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Beneath the unproven are the tribe’s children and the
occasional slave capture in battle. They may not attend tribal gatherings and
have no say in the daily workings of the Tsali.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-size: 12.0pt; line-height: 107%;">Religion<o:p></o:p></span></b></div>
<div class="MsoNormal">
<b><span style="font-size: 12.0pt; line-height: 107%;"><br /></span></b></div>
<div class="MsoNormal">
The tribe worships two goddesses: the Queen of Dawn and the
Queen of Twilight. The existence of these deities cannot be doubted, for they
have appeared in the sky on numerous occasions. When the Queens wish to make
their divine decrees known to the residents of the valley, one or both of their
faces suddenly appear in the heavens as ghostly apparitions and they speak
cryptic messages. The Knower of Things then meditates upon their odd words,
deciphers their meanings, and reveals to the tribe the goddesses’ commandments.
The Queens never appear for long, vanishing immediately after voicing their
demands. Some belief that one of the Queens wishes ill for the tribe, while the
other protects them. Which deity is which is left open to debate.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
There is also a legend in the tribe that a dark day will
come upon the Valley in some distant time. When this day arrives, the great
wolf, Ojuc, will descend upon the Valley bringing with it fire and destruction.
It is widely believed that Ojuc has come at least once before as ancient signs
of massive fires are still encountered in far-flung areas of the Valley.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The tribe believes that each person is judged by the Queens
when they die. Those who’ve led productive lives, served the tribe, and obeyed
the clan’s laws are allowed to go to the Underworld, where paradise awaits.
Those who’ve shirked their duties or disobeyed the tribe’s customs are banished
to the Upperworld, a horrible place filled with demons even more terrible than
the Dark Means.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The tribe’s dead are cremated, their ashes scattered amongst
the corn fields or in the forest as desired by the deceased’s survivors. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-size: 12.0pt; line-height: 107%;">Technology<o:p></o:p></span></b></div>
<div class="MsoNormal">
<b><span style="font-size: 12.0pt; line-height: 107%;"><br /></span></b></div>
<div class="MsoNormal">
The Tsali are a simple people. They know of the wheel and
can make fire, but do not know the secret of working with metal. Some steel
objects, specifically knives and mirrors, are found amongst the tribe, but
these were obtained by trade. Hunting is done with spears and bows &
arrows. In battle, warriors use wicker shields covered with killdeer hide to
defend themselves.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-size: 12.0pt; line-height: 107%;">Other Residents of the Valley<o:p></o:p></span></b></div>
<div class="MsoNormal">
<b><span style="font-size: 12.0pt; line-height: 107%;"><br /></span></b></div>
<div class="MsoNormal">
The tribe lives a secluded existence and doesn’t often
encounter other groups of humans or mutants, but that doesn’t mean they’re not
there! The most often encountered group is a tribe of mutant humans called the
Teeth People. The Teeth People dwell in the forest on the far side of the river,
and are the sworn enemy of the tribe. The Teeth People have raided the tribe in
the past, carrying off members to meet a horrible end in the Teeth People’s
stew pots. The Teeth People get their name from their great, oversized mouths
filled with razor-sharp fangs. The Teeth People have no eyes and are blind
without exception, but possess an unearthly sense of smell that not only
compensates for their lack of eyes but allows them to track prey with unerring
ability.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Towards Sunrise are two other tribe: The Salmen People and
the Ghost Tribe. The Salmen People are mutants that dwell along the shore of a
lake (and if Derik the Far-Traveled can be believed, sometime in the lake,
itself). They are neutral in regards to the Tsali. The Ghost Tribe are another
clan of true humans. They get their name from their custom of decorating their
bodies with chalk and wearing bleached accouterments. <o:p></o:p></div>
<div class="MsoNormal">
It is said that a tribe of Wolfoids lives far towards Sunset,
but no Tsali currently alive has ever encountered them.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The worst enemy of the Tsali are the Dark Means. Dark Means
take the form 10’ long hornets of black and crimson coloration. They possess
human-like hands on two of their limbs. They dwell somewhere towards Stormend,
always descending upon the village from that direction.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Lastly, it is known that Outsiders, members of strange
tribes beyond the Valley, sometimes visit here. Where exactly they hail from is
unknown. These rare visitors come to a place far in the direction of Sunrise
known as the “Mootplace.” There, news is shared and goods are traded. Very few
of the Tsali have been to the Mootplace and only Derik the Far-Traveled has
been there several times.<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b>Things You Know <o:p></o:p></b></div>
<div class="MsoNormal">
<ul>
<li>Deer in the Valley are good eating and their hides useful for making many things. The antlers of the bucks are extremely poisonous, however, and capable of killing a grown human or mutant.</li>
<li>The red moss that grows on the sunset side of trees in the Valley can be brewed into a tea that helps counteract poison if administered soon after exposure.</li>
<li>A yellow, low-growing shrub known as “demonbane” can be dried and wrapped into long, torch-sized bundles. When set aflame, these bundle burn slowly and the smoke they produce keep the Dark Means away.</li>
<li>It rains for two hours every other day in the Valley at high sun. Every other day. Without fail.</li>
<li>Wind always blows from the same direction (Windward), pushing storm clouds in the opposite direction (Stormend).</li>
<li>A terrible and greatly feared creature lives in the Valley. Never seen, but known by its bloodcurdling screams in the night, this fearsome monster is the Lorg. It is said to be a hairy beast capable of eating a person whole. You have heard its screams and would know them if you heard them again.</li>
<li>Dimpled fruits and berries, especially those colored purple and green, are highly toxic.</li>
</ul>
</div>
Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-5901185657859350292014-01-18T11:48:00.002-05:002014-01-18T11:49:01.784-05:00Dusting off the Archive<div class="MsoNormal">
Hello, there! <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
It’s been over two years since I last posted anything here
on the Archive. It seems that I’ve been a victim of my own success, and I’ve
spent a lot more time writing adventures and running convention games than
refereeing a regular campaign. That’s just one of the drawbacks of working in
the gaming industry. Your recreation becomes your vocation. <o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I made a promise to myself that I’d have more fun in 2014,
however, and as part of that resolution I decided to run a game that has
absolutely nothing to do with the elves, dwarves, and other fantastical
creatures that make up the majority of my day-to-day gaming work. In short, I’m
running the classic 1976 version of <i>Metamorphosis Alpha</i>. <i>Metamorphosis Alpha</i>
(or “Metalpha” as I like to abbreviate it because that makes it “metal”) shares
a lot of the same imaginary topography as the original three little booklet set
of <i>Dungeon & Dragons</i>. Metalpha is all about exploration, discovery, and
often sudden death, with everything you need in a skinny rulebook. After
carting both <i>Pathfinder</i> and <i>Dungeon Crawl Classics</i> tomes with me to gaming
events, a softcover 36 pp. rulebook is a dream come true!<o:p></o:p></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I also decided to give Metalpha a go based on my experiences
with the OSR. Although I had been playing D&D since 1980, I never had much
experience with the original White Box rules. Participating in the OSR taught
me the value of returning to the roots of game to discover where certain rules
and creations originated, thereby giving me a greater understanding of the
game. I’ve been a big fan of <i>Gamma World</i> since 1981 when I was introduced to
the original boxed set, but have never run Metalpha. I theorize that by doing
so, I’ll be rewarded with a deeper appreciation and understanding of my second-favorite
RPG. So far, that assumption seems to be true.</div>
<br />
<div class="MsoNormal">
I’ve reorganized this blog to accommodate a new influx of
<i>Metamorphosis Alpha</i>-related material. Like before, I’ll use this venue to post
after action game reports, PC sheets, house rules, rule clarifications, and
newly created material for Metalpha. All the original Labyrinth Lord campaign
posts are still here; I just bumped them down the sidebar a bit. In time, you’ll
hopefully get as in-depth a view of my <i>Metamorphosis Alpha</i> game as you did my
Labyrinth Lord Stonehell campaign. I hope you enjoy the ride and find
entertainment, inspiration, and things to outright steal here. So let’s visit
the depths of outer space where a generational starship, forever changed by
calamity, drifts through the vacuum…<o:p></o:p></div>
Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-16047272530641901212011-08-30T22:34:00.003-04:002011-08-30T22:44:21.164-04:00Watchfires & Thrones Session #45After an almost four month recess, the players gathered around the table to explore the depths of Stonehell Dungeon once again, but first there was some old business to attend to.
<br />
<br />Aieglos and Anwar had completed their training and were looking to occupy the time until the rest of the party returned from their trip upriver to destroy the last vestiges of the Hobgoblin armies. Having been gone just over a week, their absence was not yet cause for alarm. However, Templeton Naz, the proprietor of the Mad Manor was beginning to hint rather strongly that someone needed to take care of the putrefying corpse of Rondo Fleagle that remained in the boarding house’s cold storage space. As the party had sworn to return the dead dwarf to his former home of Dro-baan Khaz, Aieglos and Anwar arranged to join a caravan heading towards the heart of the dwarven kingdom. After three days of travel and a few minor encounters (boulder-hurling apes in the mountain passes and a giant gar that ate one of the caravan’s mounts as they crossed a river), the duo arrived in the subterranean mountain city of Dro-baan Khaz.
<br />
<br />Upon their arrival, they sought assistance in what to do with Rondo’s body and were put into contact with one of the dwarven heralds to ascertain what Vein the slain mercenary belonged to. That’s when difficulties arose. Fleagle is not a dwarven name and there was no record of lineage existing for him. It was only when the coffin was open and the herald glimpsed the rotting face within that the reality of the situation became apparent. A look of shock burst upon the herald’s face and Aieglos and Anwar found themselves ushered into an out of the way chamber while a great commotion occurred outside. Several hours passed and there was still no sign of the clamor dying down. Finally, the two were sent for and a quartet of dour-faced dwarven soldiers escorted them out of the room and deep into the inner halls of the dwarven city. As they traveled, they noticed the same sad faces and black mourning bands strapped across shields. It was only when they found themselves escorted before King Tobben of the Underhalls that they learned the truth of what had occurred.
<br />
<br />“Rondo Fleagle” was actually Randle Flowstone, the king’s second son. Years ago, an argument between the two led to Randle being declared a “mortdwerg” which effectively made him dead in the eyes of his father. Randle left the city, assumed another name, and sought to prove to his stubborn father that the surface races were worthy of the trust of the dwarves and that without dealings with them, the dwarves of the Kinan-M’Nath would continue to stagnate and die. Randle was a well-liked prince and his ostracism was a great travesty to most of the residents of the city. With his body returned and now no hope of reconciliation with his father, the entire city of Dro-baan Khaz was in mourning.
<br />
<br />Once appraised of the situation, Anwar and Aieglos had a quick pow-wow and produced the resurrection ruby they had claimed weeks ago. Informing the king of its power, the duo summoned the great dwarven clerics and proceeded to place the gem upon Randle’s dead chest. Moments later, the magic of the gem came to life, the stone shattered, and Randle Flowstone was once again amongst the living.
<br />
<br />Rejoicing at the return of their prince, the two found themselves honored guests of Dro-baan Khaz and feted for several days. They had earned a place of respect amongst the dwarves and were welcome to return at any time. Randle announced he would remain with his people to try and open their eyes as to what their role in the future of the Kinan-M’Nath would be and to reacquaint himself with his position and with his father. As a gesture of thanks for returning his son to a stubborn old king, the two were gifted the Ring of the Hastanes, a magical ring entrusted to the dwarves when the Hastane line vanished 500 years ago. Its powers were unknown since no wizards existed amongst the dwarves, but clerical magic had determined that it bore a powerful magical aura. Taking the ring, the two returned to Blackpool to see if their comrades had returned from their mission upriver.
<br />
<br />Back in Blackpool, they were dismayed to learn their friends were overdue. Reports from the Warden Rangers confirmed that the hobgoblin and goblin forces had been routed and were slinking back to their caves. Kaldar had returned and told of the rest of the party entering a crumbling monastery on the western bank of the river while he kept watch on a prisoner outside. When two days had passed and the river boat, the Otter, was due back at Fort Wolf’s Head, Kaldar returned to the river and caught the ship back to Blackpool to report. Anwar and Aieglos decided that if no word was heard in the next week, a rescue mission would be arranged and they would head upriver to discover what happened to their allies.
<br />
<br />In the meantime, their coffers would need replenishing and they turned their sights back on Stonehell. With many of their numbers training or missing, the two decided to recruit some fresh members and hire on more mercenaries. Two new candidates for membership were found in the Mad Manor: a dwarf named Helgsvar Dragonsbane and a human cleric with the unlikely name of Chuck of Amencia. With stalwarts Dirk Sodbuster and Rolf Sheepminder once again on the payroll, the group headed back to Stonehell intent on exploring the southeastern portion of the uppermost level. It was not to be.
<br /><br><a href="http://4.bp.blogspot.com/-sofUqv9o2iQ/Tl2eSiRaaKI/AAAAAAAABlQ/Xv8ZYsa2q-Y/s1600/sh_playersmap.jpg"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 300px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5646843549067143330" border="0" alt="" src="http://4.bp.blogspot.com/-sofUqv9o2iQ/Tl2eSiRaaKI/AAAAAAAABlQ/Xv8ZYsa2q-Y/s400/sh_playersmap.jpg" /></a>
<br />Entering the dungeon without incident, they unrolled their map and ventured off towards the route that would take them around the pit trap that had annoyed them for so many weeks. Almost immediately they discovered that changes had occurred to the dungeon in their absence. The “voice room”—the chamber where a ghostly voice and a rush of wind calls out strange portents—had acquired a short flight of stairs that ended in a pillar of fire. The flames seemed real, cooking rations thrown into it, and leaving the party uncertain as to what this mysterious new addition meant. Deciding to leave it alone for the time being, they headed to the west, passing the fountain room and the catacombs that lead to the skull shrine.
<br />
<br />Arriving in a room where they once battled centipedes, they discovered a door in the west wall where none had stood before. Also, the southern corridor out of the chamber had acquired a mysterious western turn. Deciding against venturing into new territory before they got their bearings, the band headed north.
<br />
<br />The corridor headed straight as far as even infravision could see, but at least two doors and a side passage were visible along its length. Venturing down it, the party bypassed the side corridor (but noticed a door on its north wall), and pressed on towards where Helgsvar’s infravision had detected a series of niches in the wall just past a door on the eastern wall. Helgsvar forged ahead to investigate the cavities, and after finding them empty, called the rest of the party forward.
<br />
<br />As they did so, a secret passage opened in the eastern wall and three of Stonehell’s berserk deviants poured at to attack the party. Two charged poor Dirk and Rolf while the third advanced on Chuck. Simultaneously, another seven emerged from the door in the side passage to attack the party from the rear. Chuck and his pet dog were slain moments after the ambush began, but Rolf and Dirk held their ground long enough for Aieglos’ arrows and Anwar’s sleep spell to cripple the berserkers and allow the party to carry the day.
<br />
<br />The threat neutralized, they party entered the secret chamber to the east and found a guard room and pantry. Several fresh humanoid corpses hung from the ceiling, and one was found to be extremely fresh—still alive! They cut down the meal-to-be and met Felix Fartouch, a human archer that had been destined for the stewpot until the adventurers came along. They welcomed Felix to their ranks and scooped up a dozen copper trinkets they discovered under a pile of cleaned skulls.
<br />
<br />Deciding that south might prove better than the north did, the party stopped to see what the room the rest of the berserkers had emerged from contained and found it to be a general quarters. A chest inside the room contained several hundred silver coins, but also a needle trap that Helgsvar barely avoided.
<br />
<br /><a href="http://3.bp.blogspot.com/-y36XlKL_Fic/Tl2eSikBiuI/AAAAAAAABlI/yXnoNsVGocE/s1600/barrelroom.jpg"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 300px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5646843549145205474" border="0" alt="" src="http://3.bp.blogspot.com/-y36XlKL_Fic/Tl2eSikBiuI/AAAAAAAABlI/yXnoNsVGocE/s400/barrelroom.jpg" /></a>
<br />Back in the southern chamber, they entered the mysterious new door to discover a room filled with empty old barrels. Helgsvar entered and began pounding on barrels, stirring up a quartet of centipedes as he did so. He fled from the room, but Anwar smelled treasure and the party cautiously reentered some minutes later. They searched the room, defeated the centipedes, and Aieglos’ elven eyes discovered a loose flagstone that held three ruined leather sacks holding one hundred gold coins apiece! A mighty haul, indeed.
<br />
<br />Feeling better about the changes to the dungeon, the party took the southern passage and found it almost immediately debouched into a bare room. Only a layer of purple powder covered the floor, and this was highly suspect. Sure enough, Helgsvar prodded the dust with a 10’ pole and it erupted into a gaseous cloud that he barely avoided. Poison was the likeliest result from breathing it. Anwar decided to try and burn the dust with torches, but his attempts to throw them around the bend in the corridor produced laughable results. The party was just about to attempt to wet the powder down when Aieglos noticed a glow coming down the hall from the fountain room.
<br />
<br />A wandering fire beetle was out scavenging for food and with memories of the carnage the beasts had caused them in the Quiet Halls, the party wasted no time in attacking. Unfortunately, their assault did little to penetrate the carapace of the beetle and it was soon upon them. Helgsvar took a grievous wound and Rolf and Dirk exhibited great battle acumen before the beetle was finally slain.
<br />
<br />The party decided that enough was enough and they’d go back across the damned pit again to get south. When they reached the corridor on the far side of the pit, however, they discovered that the corridor no longer ran south. Frustrated, they speculated that the catacombs and skull shrine might now contain a southern route, but headed to the Wheel of Fortune first. The door to the Wheel room was unusually stubborn, and when Helgsvar yanked hard on the door, a pit opened beneath them, dropping Felix and Helgsvar (Aieglos played an avoid taps card to escape the pit) into a 10’ shaft. Injured, but not slain, the party recovered their own and took a wine break.
<br />
<br />With their wounds bandaged and their spirits restored, the party returned to the catacombs and stood before the massive stone double doors…and found them locked. Suddenly recalling that they had picked the lock the last time they explored this section of the dungeon, Anwar produced a magical scroll. Reading it aloud, the words ignited a blue fire that limned the portals. With a groan, they swung open and the party entered cautiously. All the crypt doors along the corridor were closed, so the band moved swiftly to the door at the far end that would lead them to the skull chapel. Passing through, they found the shrine empty and left Rolf and Dirk to watch the doors as they began searching for secret egresses.
<br />
<br />Their hard work discovered a secret panel in the eastern wall, but it unfortunately did not lead deeper into the dungeon and instead concealed a small cavity that held old clerical robes and a large coffer. The party hemmed and hawed over the coffer until Felix lost his patience and opened the container with a flick of the wrist—and promptly died from the poison needle that protected it. The rest of the party found several thousand silver, some small pieces of jewelry, and two potions.
<br />
<br />As they began to pack the treasure, a light appeared behind them and they turned to meet a human dressed in leather armor. Introducing himself as Gustaf Bickers, he claimed to be a “procurement specialist” that had been planning on breaking into these catacombs for weeks, only to find them open after he bought a skeleton key from a shifty character to bypass the lock. The party apologized and offered him a position with them since they now had an opening. Gustaf accepted.
<br />
<br />Still unable to head south, the band decided to check every crypt along the entrance to see if a new door had appeared in them or if they held a secret portal they had missed. One by one, the party threw open the doors to find many of the crypts empty. One held four skeletons that the party quickly dispatched, finding a potion of flying for their troubles; another held a swarm of giant rats that almost overwhelmed the party. In the end, the rats were slain and a scroll of magic missiles was found in their nest, but not before poor Gustav was bitten and contracted the Sumatran Flu. Taking this as an omen, the party left Stonehell to return another day. Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com1tag:blogger.com,1999:blog-7100590349184912516.post-4285272593471603362011-08-28T23:15:00.004-04:002011-08-30T22:21:05.280-04:00Gustaf BickersLevel 1 Human "Procurement Specialist"
<br />Played by: Mark
<br />
<br />STR: 9
<br />DEX: 15 (-1 AC, +1 missile, +1 initiative)
<br />CON: 12
<br />INT: 9
<br />WIS: 8 (+1 save vs. spells)
<br />CHA: 7 (+1 reaction)
<br />
<br />Hit Points: 4
<br />Armor Class: 6 (7 surprised)
<br />
<br />Special Traits/Abilities: Pick Locks 17%, F/R Traps 14%, Pick Pockets 23%, Move Silently 23%, Climb Walls 87%, Hide in Shadows 13%, Hear Noise 2/6, Backstab (+4, x2 damage)
<br />
<br />Languages: Common, Thieves Cant
<br />
<br />Weapons: Short bow, short sword, dagger
<br />Armor: Studded leather armor
<br />Magic Items: <i>potion of healing</i>
<br />Objects of questionable value: Thieves tools
<br />
<br />Experience: 961 (+5%)
<br />Last Update: 08/21/11Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-28787638692280480212011-08-28T23:05:00.003-04:002011-08-30T22:20:11.567-04:00Helgsvar DragonbaneNeutral Level 1 Dwarf
<br />Played by: Kurt
<br />
<br />STR: 17 (+2 to hit, damage, open doors)
<br />DEX: 11
<br />CON: 9
<br />INT: 14 (+1 languages)
<br />WIS: 15 (+1 to save vs. magic)
<br />CHA: 5 (+1 reaction)
<br />
<br />Hit Points: 5
<br />Armor Class: 4/3
<br />
<br />Special Traits/Abilities: Infravision 60', detect traps, false walls, hidden construction, and sloped passages 2/6. Natural linguist
<br />
<br />Languages: Common, Dwarven, Gobbelty, Gnome, Kobold, Hobgoblin, Ogre
<br />
<br />Weapons: Longsword, throwing axe
<br />Armor: Splint mail & shield
<br />Magic Items: <i>potion of healing</i>(x2)
<br />Objects of questionable value: None
<br />
<br />Experience: 1,008 (+10%)
<br />Last Update: 08/21/11Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-35611566573762057722011-05-08T20:10:00.000-04:002011-05-08T20:12:13.257-04:00Watchfires & Thrones Session #44[Cue flashback music]<br /><br />On the late morning of the 25th of The Bloom, a few short days after the stalwart members of the Society of Plane-Walkers departed Blackpool to confront and defeat the hobgoblin menace, a party of would-be adventurers arrived at the end of the Last Hard Road and entered the frontier town. This cadre of fortune hunters had journeyed to the Kinan-M’Nath from the quiet horse town of Shy Kimoor, some few days’ travel to the east. Drawn by the legends of Stonehell, the party was a most unusual mix of men and not-men.<br /><br />Amongst the unnamed group’s ranks were Clausius Clapeyron, a dwarf and former brewer’s assistant renowned for his constant state of intoxication; Lordarain Brigmore, a cleric of Father Moon and former merchant; Sir Octo Puss III, a disowned octopus noble fallen on hard times; Ronald Crump, entrepreneur and magic-user; Tarfuhl, a Hurg and former military officer; and Trevor, outlaw magic-user. Having heard of the fantastic wealth that lay inside the former prison for the taking, the six had come in search of their own share of treasure. But first, they decided that stout men-at-arms were needed to help ensure their survival in the dungeon’s depths.<br /><br />Directions from the local constabulary led them to the Dead Dragon Inn, the sole traveler’s rest house in town. Inside the common room, the group encountered a quartet of idle caravan guards and a much-maimed and cantankerous former dungeon delver. The latter was an abusive, if not completely unhelpful advisor and the former became hired hands in the party’s first foray into the dungeon. With little time to waste and plans to come back rich by sundown, the group, now assisted by Ivan, Merk, Chogah, and Lou (the men-at-arms), set off for the famous death trap.<br /><br />The group arrived without incident, pausing to decipher some of the faded graffiti scrawled on the crumbling gatehouse wall. One phrase spoke of gold nuggets the size of apples beyond the Living Caves, and it was upon this obscure clue that the band set their sights. The party, throwing caution to the wind, strode brazenly through the gatehouse’s underpass, but Ronald Crump halted the back two ranks of the company in mid-stride to see if fatalities befell the rest of the group as they passed the murder holes and arrow slits. This action was noticed and unappreciated by those put in harm’s way. Apologies were made and the group continued into the box canyon.<br /><br />Ignoring the ruins and caves of the canyon, the party followed the largest grouping of tracks directly to the dungeon’s entrance. Lighting torches and assembling with men-at-arms at front and rear, they descended down the long, winding stairs to arrive in the dungeon’s “H Room.” The eastern door proved stubborn to open, so the band made their way through the ogre arch and down the northern passage (after taking the map away from the perpetually drunk and Wisdom of 3 dwarf fighter).<br /><br />A stout door stood past the archway and the band gathered about it in preparation for their first big score. Pulling the door open, they discovered a sunken floor and an atmosphere stinking of sulfur. In the center of the depression stood an intricately wrought brazier from which a score of 4” long frogs were leaping forth to cavort about the floor. This odd enough phenomenon was made odder still by the fact that each frog (and the brazier itself) burned with purple flames!<br /><br />Clausius and Sir Octo entered the room. Clausius, without a beat, whirled his flail down on the closet frog, causing it to explode in a blast of fire, killing the animal and setting his own clothes afire. Sir Octo watched as four of the closest frogs turned their attentions on the burning dwarf and launched themselves at the drunken warrior. In seconds, Clausius was dead and burning brightly on the dungeon floor. The campaign had a new record for shortest-lived PC, a title former held by Pip Haggleham. Attempts were made to draw the frogs away from the burning dwarf (so that his gear might be scavenged) with a torch, but the fiery frogs had no interest in normal orange-red flames. The party closed the door and continued north.<br /><br />Passing a wide corridor with bridge-like overpasses and avoiding a door that sounded of rats, the party reached a T-intersection and proceeded left. They swiftly came across a square chamber adorned with carvings of human faces, their mouths open wide. Attempts to cross the room revealed that the floor was pressure sensitive, firing darts at those who mis-stepped on its cracked surface. After half the party had made it across (and killed a spitting cobra attracted by their hot torches), the rest of the band learned that they could cross unscathed by climbing the carved faces and the room was safely bypassed.<br /><br />Only a short distance beyond was another square room—this one adorned with large eyes carved in the walls. Sir Octo, using his natural climbing skills, hauled his body up one wall and across the ceiling to scout ahead. The rest of the group crossed with caution and were either extremely lucky or the room was untrapped—there were no injuries this time.<p><a href="http://2.bp.blogspot.com/-ZG_KDWl0pHw/TccnyF2IF5I/AAAAAAAABd0/it-uBpzawqQ/s1600/ancient_elvis.jpg"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 354px; DISPLAY: block; HEIGHT: 400px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5604492002802014098" border="0" alt="Weird Stonehell Hologram" src="http://2.bp.blogspot.com/-ZG_KDWl0pHw/TccnyF2IF5I/AAAAAAAABd0/it-uBpzawqQ/s400/ancient_elvis.jpg" /></a> Beyond the eye room, the corridor turned south and was marked by eight small niches, each large enough to hold a decorative bust. The sixth niche seemed to hold one such carving: the head of a human male with oddly-upswept hair and wearing a cape some two-hundred years out of fashion. The party attempted to collect this piece and discovered that it was a hologram. No other signs of secret doors, hidden mirrors, or out of place details could be found. A mystery, indeed. Perhaps it points to other secrets waiting to be found.<br /><p>The party continued on, forgetting to probe their way with 10’ pole. This meant that both Ivan and Sir Octo blundered into the trap waiting for them. With an explosion of white, glaring light, the duo found themselves adorned with thousands of pieces of glowing glitter, each of which provided ample illumination to nullify any chance of them sneaking about in the dark dungeon. To complicate matters, as the two walked, unearthly music arose from no visible source to accompany their movements:<br /><br /><iframe height="349" src="http://www.youtube.com/embed/KXnz-64n4t4" frameborder="0" width="425"></iframe><br /><p>The two had become walking dinner bells.<br /><p>Attempts to wash the glitter off with water proved futile, but the band discovered a small storage room not far from the site of the trap. This chamber held the accumulated detritus of a hundred failed adventuring bands, most of which had deteriorated in the dank dungeon environment. The party decided to hole up, search the room, and see if the dinner bell trap would wear off.<br /><p>The party passed the time digging through the ruined equipment, finding several useful items—bolts and arrows, torches, a ladder, iron spikes, a shovel, a crowbar, and vials of oil. Amongst this mundane gear were two small glass vials holding red and green liquids. The party paused to experiment and learned two things: 1) the glowing glitter was oil-solvable and the two afflicted members were cleansed of their musical decorations, and 2) the red and green liquids were both deadly poisons. Alas, this lesson was learned when Ronald Crump and Sir Octo Pus III sampled from the bottles. Both died in agony.<br /><p>With half the party dead (and the referee’s sore back causing him much pain), the party exited the dungeon—weighted down with the wealth of their slain comrades—to try their luck another day.Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com2tag:blogger.com,1999:blog-7100590349184912516.post-52782544939030628592011-05-05T19:58:00.001-04:002011-05-08T20:39:07.908-04:00Tarfuhl<a href="http://2.bp.blogspot.com/-4XcOJMirnwI/Tcc3nFsMGgI/AAAAAAAABd8/tVeaj84cflo/s1600/tarfuhl_web.jpg"><img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;width: 226px; height: 288px;" src="http://2.bp.blogspot.com/-4XcOJMirnwI/Tcc3nFsMGgI/AAAAAAAABd8/tVeaj84cflo/s400/tarfuhl_web.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5604509405967817218" /></a>Lawful Level 1 Hurg<br />Played by: Pete<br /><br />STR: 16 (+2 to attack, damage, and open doors)<br />DEX: 11<br />CON: 16 (+2 hp)<br />INT: 10<br />WIS: 9 <br />CHA: 12<br /><br />Hit Points: 10<br />Armor Class: 6<br /><br />Special Traits/Abilities: None<br /><br />Languages: Common, Hirgish, Elven<br /><br />Weapons: Two-handed sword, light crossbow<br />Armor: None<br />Magic Items: None<br /><br />Objects of questionable value: Instant Hurg tent kit<br /><br />Experience: 617 (+10%)<br />Last Update: 5/08/11Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com1tag:blogger.com,1999:blog-7100590349184912516.post-86257576595453331432011-05-05T19:55:00.002-04:002011-05-08T20:39:40.091-04:00Ivan<a href="http://3.bp.blogspot.com/-VgDVsvLSGwg/Tcc3w7B6arI/AAAAAAAABeE/XYxR0pSIxmg/s1600/ivan_web.jpg"><img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;width: 236px; height: 288px;" src="http://3.bp.blogspot.com/-VgDVsvLSGwg/Tcc3w7B6arI/AAAAAAAABeE/XYxR0pSIxmg/s400/ivan_web.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5604509574904834738" /></a>Neutral Level 1 Fighter<br />Played by: Jack<br /><br />STR: 12 <br />DEX: 7 (-1 to missiles/intiative, +1 to AC) <br />CON: 10 <br />INT: 11 <br />WIS: 6 (-2 save vs. spells)<br />CHA: 15 (-1 reaction) <br /><br />Hit Points: 6<br />Armor Class: 6<br /><br />Special Traits/Abilities: None<br /><br />Languages: Common<br /><br />Weapons: Long sword, shortbow<br />Armor: Scale mail & shield<br />Magic Items: None<br /><br />Objects of questionable value:<br /><br />Experience: 107 <br />Last Update: 5/5/11Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-83059517553573765362011-05-05T19:50:00.000-04:002011-05-08T19:54:31.874-04:00TrevorNeutral Level 1 Magic-user<br />Played by: Jud<br /><br />STR: 7 (-1 to attack, damage, and open doors)<br />DEX: 8 (+1 to A.C./inititative, -1 to missile) <br />CON: 12 <br />INT: 16 (+2 languages)<br />WIS: 8 (-1 save vs. spells)<br />CHA: 11 <br /><br />Hit Points: 11<br />Armor Class: 5<br /><br />Special Traits/Abilities: None<br /><br />Languages: Common, Anatic, Elven<br /><br />Weapons: Daggers x2, silver dagger<br />Armor: Fine silk robe<br />Magic Items: None<br /><br />Spellbook: <em>Charm person, magic missile, read magic, sleep, continual light, locate object</em><br /><br />Objects of questionable value:<br /><br />Experience: 117 (+10%)<br />Last Update: 5/9/11Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-73719056803265071082011-05-05T19:45:00.003-04:002011-05-08T19:54:54.416-04:00Lordarain BrigmoreLawful Level 1 Cleric of Iaestis, Father Moon<br />Played by: Matt<br /><br />STR: 12 <br />DEX: 10<br />CON: 11 <br />INT: 6 <br />WIS: 11 <br />CHA: 16 (-1 reaction)<br /><br />Hit Points: 2<br />Armor Class: 3 (4 w/o shield)<br /><br />Special Traits/Abilities: Natural climber (87% chance to climb walls)<br /><br />Languages: Common, High Vertias<br /><br />Weapons: Mace<br />Armor: Slpint & Shield<br />Magic Items: None<br /><br />Objects of questionable value:<br /><br />Experience: 106<br />Last Update: 5/8/11Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-10203247986881033402011-04-24T22:03:00.003-04:002011-04-24T22:07:34.107-04:00Howling Wilderness MapNow that the party's adventures in the distant North have come to a fiery conclusion, resulting in their map becoming a gentle rain of ash in a dragon's lair, I thought I post my surviving copy as a reminder of all the fun we had under Hob's Hill.<br /><br /><a href="http://4.bp.blogspot.com/-Bi4vSxfVpiQ/TbTXGYmsGHI/AAAAAAAABcs/CkEe7dTvno0/s1600/howlingwilderness_map.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 313px; height: 400px;" src="http://4.bp.blogspot.com/-Bi4vSxfVpiQ/TbTXGYmsGHI/AAAAAAAABcs/CkEe7dTvno0/s400/howlingwilderness_map.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5599336741412280434" /></a><br /><em>That sound is my players lighting torches, sharpening pitchforks, and howling for my blood.</em><br /><br />Next week: It's new 1st level characters back in Stonehell. The dungeon has some surprises in store for these hungry young adventurers. I can't wait to see what we come up with this time around (other than the octopus that is).Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-28504251168902792672011-04-20T20:12:00.000-04:002011-04-20T21:03:33.157-04:00Watchfires & Thrones Session #43After their brief but ferocious encounter with the giant killer shrews, the party headed south down a newly discovered tunnel. Before long, the fetid smell of mold and large carnivore was detected in the air, under which was the scent of fresh water, and Grumble and Kejair, as the demi-humans of the party were sent ahead to scout. The party had come to believe that water would lead them out of the caves underneath Hob’s Hill and were now dedicated to finding that precious liquid.<br /><br />Grumble and Kejair progressed a short distance before coming to a cave, one which seemed to have a small grotto located behind it. The smell was thicker here and the duo crossed the cave cautiously towards the smaller opening. Their progress was halted by the snuffling, growling hulk of an owlbear who emerged from the cave and hooted at them menacingly. The two turned and ran; the owlbear dropping to all fours in pursuit. As the dwarf and elf reached the party, the owlbear’s claws tore apart Kejair, splattering the walls of the tunnel with gore.<br /><br />The owlbear was a tough opponent, but volleys of arrows and the fact that it could not connect with both its claws to rend the party to pieces led to its ultimate defeat. The party returned to its lair and found a small clean pool of water inside, the source of the smell they had detected, but not a way out. Taking a new path, the party found themselves once again near the throne room of King Don III and decided not to deal with his madness again unless absolutely necessary. They returned to the octagonal entry chamber to pursue one of the few remaining paths left open to them.<br /><br />This tunnel brought them south, past were a side passage branched off from the main path. The party trudged along, intending to continue down the main thoroughfare when a translucent pseudopod emerged to swipe at Baragkus. The blow missed, but a large cubic form followed close behind, threatening to envelop the entire party. Gelatinous cube!<br /><br />The band turned and fled, but poor Baragkus was overtaken by the cube and devoured. Hoping to retrieve his corpse before it was completely dissolved so as to raise him from the dead, the party turned to battle the beast. Axe blows, arrows, and a finely time flask of oil and thrown torch defeated the beast, allowing the party to recovered the fighting man’s body and collect a score or two of gold coins. Hardly an equal trade.<br /><br />Now burdened with Baragkus’ body, the party turned down the side tunnel and again detected the smell of water, although this time it bore a slightly sulfurous taint. In a small cave adjacent to the passage the party discovered a mineral laden pool of water, which again provided no egress from the caves. Continuing along, they became excited to see a doorway ahead of them, the first they had encountered outside the eight that stood in the octagonal chamber. After examining the door, the party opened it and almost began to cry.<br /><br />It was an octagonal chamber.<br /><br />Luckily, the party noticed that this one lacked the “N” they had inscribed on the northernmost door way in the first octagonal room they had found themselves in. This led them to suspect they had either encountered a second such chamber or that the door had been replaced in their absence. Either was a likely scenario at this point. They sat scrutinizing Mars’ map and concluded that unless there had been grievous errors, they had indeed found a second chamber.<br /><br />Deciding to finish their explorations before tackling a new batch of doors, the party headed towards the main tunnel, only to hear the heavy sounds of footfalls. They ran into the two ogres they had previously encountered, who expressed their distress of coming to watch over them only to find them gone after their initial encounter. The party explained that they had gotten lost and the ogres offered to lead them back, but the party dismissed the help. The ogres shrugged, filled their waterskins from the sulfurous water of the cave, and departed.<br /><br />The party took a left at the side tunnel-main tunnel junction and found that the main tunnel terminated in a dead end, exactly as the ogres had told them it would. Some poking around revealed another false wall, one that led back into the grotto that held the slain wizard and the treasure trove. The party decided to rest again in this sanctuary before exploring the doors in the second octagonal room and rested without incident.<br /><br />Healed and prepared for new challenges, the party ventured back to the octagonal chamber, encountering a quartet of flying piranha birds as they went. After dispatching the avian killers, the party found that the door to the chamber was open, as were three of the doors within. From one came the smell of water and the sound of churning rapids. Could it be?<br /><br />Yes, it could. The party found themselves on a rocky beach, a roiling subterranean river heading to the east away from the labyrinth of caverns. Knowing the river they had crossed to reach the hill lay in that direction, the party followed a narrow rocky ledge that abutted the water and came across another rocky beach and wide tunnel some 500 feet down the watercourse. They ventured into the tunnel with both caution and exasperation. Would this underground hell never end?<br /><br />Taking one of the tunnel’s forks by whim, the party headed on an east and southern route that took them to the site of a large rock fall. The tunnel continued on at the top of the rocky incline and the fall appeared to be relatively stable and climbable. Seeing as up was the direction they wished to go, the band elected Gareth to scale the slope first and the dwarf began his ascent.<br /><br />Halfway up the slope, a giant rattler was disturbed by the climber and struck out at the dwarf. With no weapon at hand and poison fangs in his face, Gareth threw himself back and into the air, tumbling down the slope and damaging himself in the fall. The great snake advanced on the party, slithering down the rocky course, but was slain by arrows and daggers before it got close enough to strike. The snake dead, the party scaled the slope without incident and continued along the tunnel that awaited them at its apex.<br /><br />As the group followed this new tunnel, exhaustion had taken its toll on their senses and they were surprised by an old and hated foe: the crab spider. Dropping from the ceiling above into their very midst, the arachnid sank its fangs into Grumble, pumping poison into the wrestler’s bloodstream. A blown saving throw later, the dwarf lay dead on the ground and a <em>potion of human control</em> in his gut, the last ditch effort of pouring unidentified potions into a dying party member having failed a second time.<br /><br />Now down another fighter (and burdened by his corpse as well as Baragkus’), the party continued down the passage, praying for the sight of daylight. They instead found a large cavern occupied by the motionless forms of two large iguana-like lizards. The reptiles lay stretched out; their eye shut tight, and taking no notice of the party. So the adventures naturally decided to kill them.<br /><br />To do so, Korlack drank a <em>potion of invisibility</em> and his <em>elven cloak</em> was given to Cullen. The plan was to sneak up to the lizards and stab them in their sleep. The two crept forward (assumingly) and Korlack plunged his dagger into the slumbering lizard, which immediately awoke and was peppered by arrows. As each struck, the beast’s back grew redder and redder and waves of heat flowed off the animal. One last arrow struck home and the lizard died, expelling a blast of fiery breath into the air as it collapsed onto the ground.<br /><br />That’s when the party noticed that the second lizard remained unmoving. “Cullen,” they called out, but not reply came. That sonofabitch! He had taken the cloak and snuck off, obviously thinking that he had a better chance of getting out of this place alone with a magical cloak than with these trouble magnets. Oh, the party was pissed.<br /><br />At the far end of the lizard cave stood a stone, slab-like door, which the party pried open despite its great weight. In the small cave beyond it lay a decrepit living quarters. A skeleton dressed in plate armor lay slumped on a creaking chair, a longsword near it bony hand. A quiver of five arrows hung on its back and a broken longbow lay under an ancient table. The party helped themselves to armor, arrows, and sword and continued to search the room, finding a secret door in one wall. This led to a narrow, slightly upward heading passage that ended in a blank wall. Further searching found the secret door at this dead end, and the concealed portal was opened to reveal an awesome sight beyond it.<br /><br />A great cavern stretched out before the party. At the far end was a wide tunnel from which the dim light of the surface world shone. At long last the exit had been found! One problem: Between them and the exit lay the great form of a red dragon!!!<br /><br />The party returned to the skeleton’s room and planned their egress as best as they could. It was decided that Mars Markus would cloak them all in a silence spell to cover their crossing. Marlowe would bear the magical arms they had found and equip himself with one of the <em>rings of fire resistance</em>. If all turned bad, Marlowe would try and fight the beast while the others ran with their slain comrades, hopefully buying them time to escape. The party rested fitfully and then prepared. Slinking back up the tunnel, they entered the cavern.<br /><br />The party followed the southern wall, slipping past the dragon’s body until they reached the midway point of the cavern. That’s when the dragon’s head rose, its neck pivoting to place the party directly in the wyrm’s line of sight…and more importantly, breath.<br /><br />The dragon inquired as to whom was sneaking into his home and the party was forced to try and talk their way out of their dire predicament. Shedding the silence spell since it no longer did them any good, the band began to tell the dragon their story—their arrival in this world, their exploits in Stonehell, their involvement in the Hobgoblin War—anything to keep the beast’s attention and win mercy from it.<br /><br />As Mars recounted their tale, the dragon listened with interest at first, but as the story dragged on, it became less entertained and began to drum its talons impatiently. The party pressed on, hoping for a streak of luck that would save them. The dragon, eventually deciding that these interlopers needed a reminder of the prowess of its kind, shifted its great bulk, inhaled, and incinerated the party.Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com5tag:blogger.com,1999:blog-7100590349184912516.post-28899621010242066752011-04-20T13:32:00.005-04:002011-04-20T18:17:02.698-04:00Watchfires & Thrones Session #42Baragkus, Grumble, Marlowe, Lyrax, and Kejair tumbled down a long, twisting slope, their bodies battered by the stone walls and floor of the slide. Their descent ended abruptly when they fell through a hinged door to land on the floor of an octagonal room shrouded in darkness. As they collected themselves and nursed their new bruises, Grumble and Kejair were able to determine that the chamber they now resided in contained a series of eight identical doors, one set in each wall. The party began to kindle a light so that its human contingent could see as well.<br /><br /><a href="http://2.bp.blogspot.com/-auRW3cA4T5Y/Ta8beSzbLMI/AAAAAAAABcc/q4dvcHWQN8U/s1600/octagon.jpg"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 299px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5597723069102369986" border="0" alt="" src="http://2.bp.blogspot.com/-auRW3cA4T5Y/Ta8beSzbLMI/AAAAAAAABcc/q4dvcHWQN8U/s400/octagon.jpg" /></a><br /><br /><p>Meanwhile, back above, Mars, Korlack, and the rest began to plan how to extradite their compatriots from the shaft. From the faintness of their voices, it seemed as if the unlucky adventurers had tumbled hundreds of feet and the boys upstairs had a mere 50’ or so of cord amongst them. They decided that they needed to cross the 20’ wide chute mouth and reach the hobgoblin storeroom they had discovered earlier. At least 700’ of stout hemp rope awaited them there.<br /><br /><p>The upstairs group managed to string a line across the open chute mouth and started crossing over. Mars, Fisk, Cleopos, and Cullen had reached the far side when a trio of bugbears appeared from out of the gloom and charged down the corridor. Fisk and Mars did their best to defeat the hulky brutes, but Mars was knocked to the ground and wounds began to accumulate. Rather than perish, Mars dove into the chute, followed swiftly by the other three, leaving just Korlack and Gareth in the hallway—but on the far side of the cute from the bugbear menaces.<br /><br /><p>While this pitched combat was taking place, the boys down below had managed to get a torch going and started to examine the chamber in more detail. Their search was interrupted by two pale, wild-eyed madmen who charged into the room from one of its many doors and attacked the newcomers, jabbering gibberish and frothing spittle. The fight was brief, but painful for the party who found themselves nursing new wounds on top of their recent bruises.<br /><br /><p>The downstairs group proceeded to examine all the doors, opening each in turn to see what lay beyond them. Each stretched off into darkness: long twisting tunnels that vanished into the gloom without a clue of where they may lead. Grumble and Kejair took the chance at venturing down one to scout ahead and discovered it eventually lead to a large cave; one that their infravision determined was occupied by at least three dog-sized heat sources. They retreated back to the octagonal chamber just in time to witness Mars Markus, Fisk, Cleopos, and Cullen come crashing down the chute to join them.<br /><br /><p>Upstairs, Korlack and Gareth watched as the bugbears slinked away into the gloom and were forced to decide whether to join their companions or continue with the rescue effort. This debate was interrupted by the sound of large, running feet that herald the charge of the largest of the bugbears attempting the leap the chute and slay the two remaining interlopers. The hulking beast launched itself into the air, broadsword held high to chop down its first victim—only to miss the far end of the chute’s open mouth by three feet. Tumbling, ass over teakettle, the bugbear disappeared out of sight down the slide. Fearing this to be the first of such assaults, Korlack and Gareth sighed, pulled out the mage’s bedroll and proceeded to use it as a sled as they too entered the chute to rejoin their companions.<br /><br /><p>The party below was busy watching the doors for danger when one dropped right into their midst. The bugbear surprised all of them, but was too stunned to take advantage of his literal drop on them. Getting to its feet, it was quickly engaged by the rest of the band, dying under their blows as Korlack and Gareth came sliding into the room to reunite the party once again.<br /><br /><p>Battered, lost, and uncertain of their next step, the party chose to drink wine and bind their wounds as they planned. This rest was unfortunately interrupted by two more subterranean madmen charging into the room via the door closest to Fisk, making the much wounded hired sword their first target. Their hacking attacks were more than enough to slay the injured fighter and the party suffered their first death beneath Hob’s Hill. It would not be their last.<br /><br /><p>The party was able to defeat the two madmen in the moments afterward, but they had lost a valuable ally and were still horribly injured, tired, and desperate so they again chose to take time to bind their wounds and recoup. THIS rest was interrupted by the tramp of heavy boot steps and yet another door opened to reveal TWO ogres!<br /><br /><p>Marlowe stepped to forefront and engaged the ogres in conversation using their own tongue, an effort the giants appreciated. They revealed that they had fallen down the very same chute some time ago and were currently working for King Don III, the lord of the Underworld. They were in fact on their way to report to him right then and the party could follow them if they wished. Suspicious, but with no better options, the party joined the ogres.<br /><br /><p>Through another door and down a new tunnel, the party was brought into the audience chamber of King Don III, a pale and obviously insane potentate who sat upon a stone chair and wrapped himself in an unraveling purple rug. The party tried to gain assistance from the so-called king, but they were unable to decipher his twisted thought process and treaded very close to outright treason to the king’s thinking. He offered to allow them to rest in the octagonal chamber with the ogres as watchmen and told the party to go back to that place and await the return of the two hulking brutes. King Don III had to speak with the ogres first…<br /><br /><p>Suspecting their doom was being plotted, the party returned to the octagonal room and departed immediately after leaving Fisk’s body in the center of the room and an “N” inscribed on the northernmost door. In the hours ahead, the party would wind their way through several corridors, finding nothing but empty caves, bugbears who were willing to fight them to the death over the ownership of their pants, and a dead-end cave where ghouls were dining on the (later revealed) corpse of Fisk. All these passages eventually lead back to the octagonal room!<br /><br /><a href="http://4.bp.blogspot.com/-xusy2HsBFRI/Ta8bd5bfpKI/AAAAAAAABcM/VN_kpebqvGQ/s1600/jackmap2.jpg"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 299px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5597723062291113122" border="0" alt="" src="http://4.bp.blogspot.com/-xusy2HsBFRI/Ta8bd5bfpKI/AAAAAAAABcM/VN_kpebqvGQ/s400/jackmap2.jpg" /></a><br /><br /><p>A side note: Jack, the player who runs Mars Markus and Anwar, loves to map out any and every subterranean space the party explores, sometime to the point of distraction. One of the reasons I decided to run <a href="http://en.wikipedia.org/wiki/Horror_on_the_Hill">Horror on the Hill</a> (which is the basis of this part of the campaign) was because this part of it is a twisting labyrinth designed to make mappers crazy. All my directions and descriptions were vague and rapid-fire, leaving poor Jack to try and keep up with my narration of the labyrinth. At one point the rest of the group was in hysterics at Jack’s frantic effort to draw my verbal account of the dungeon. Some swear steam was actually seen rising from his ears.<br /><br /><a href="http://3.bp.blogspot.com/-1_4cWpuay8Y/Ta8beIIlTHI/AAAAAAAABcU/RWehdtGHISI/s1600/jackmap1.jpg"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 299px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5597723066238323826" border="0" alt="" src="http://3.bp.blogspot.com/-1_4cWpuay8Y/Ta8beIIlTHI/AAAAAAAABcU/RWehdtGHISI/s400/jackmap1.jpg" /></a><br /><br /><p>The party’s exploratory efforts were finally rewarded when they discovered a dead-end tunnel, one that appeared a little too dead-end if you catch my drift. Sure enough, Grumble’s inspection of the stone revealed a false wall and the almost empty cave beyond it. In this obviously undisturbed grotto lay a long-dead wizard clutching a spellbook and bag. A page of the spellbook contained his last message to the world:<br /><br /><em><strong>6th Day of The Blaze, 1098 GCR</strong></em><br /><br /><p><em>To think that it ends this way: Prydaree Kuhlth, Master of Wands and Agent of the Cerulean Flame, perishes in a gods’ forsaken cave beneath the site of his greatest victory. Should anyone find my missive, please let it be known that I was successful in my task and bury me where I shall not be found and my grave remain unriled. </em><br /><br /><p><em>Four days ago, I was summoned into the presence of His Exalted Supremacy,Draz Stephan Hastane and tasked with a great service to the empire: the recovery of the Hypnopsychomachina. This device, a creation of His Supremacy’s debased but genius sister, Isodore, had fallen into the possession of the Whelps of Tsathoggua and was spirited away to their noxious fane in the hinterlands of the Empire. With the Retreat to occur in less than three faces, it was imperative that the device be recovered before the Hastane dynastic line vacated this mortal realm for good. As the most trusted agent of the Imperial Secret Watch, it fell to me to recover it. </em><br /><br /><p><em>The journey northeast into the Howling Wilderness took but hours with the Modi Goats and I located the profane temple in short order. With no time or desire for subtlety, lightning was my harbinger and the lower initiates of the Great Sloth-Bat fell twitching before my assault. Their faith was no match for my spells and I hewed them down like wheat before the whirlwind. </em><br /><br /><p><em>Locating the High Foulness’ inner sanctum was no more difficult, but I nearly underestimated my opponent. Our battle—my spells against his prayers—was fierce and I nearly perished in the combat. Nevertheless, I prevailed, albeit injured, and took possession of the Hypnopsychomachina. I prepared to return back to His Supremacy in triumph. </em><br /><br /><p><em>In my hubris, I failed to detect a simple trap that sent me tumbling in this subterranean hell. My abrupt descent was arrested by a collision with the rocky floor that shattered my left arm and right leg. Drained of spells and lacking healing draughts, I crawled about in the darkness for a seeming eternity before finding this small refuge. There are other things down here with me and it is only a matter of time before I’m found or I die from my wounds. Even if I could rest and replenish my spells, my injuries make it impossible for me to make the intricate gestures needed to perform all by the slightest of magics. </em><br /><br /><p><em>I’ve produced one final spell, a simple illumination cantrip by which I might pen this final message on a blank page within my traveling spellbook. I hope the light lasts long enough for me to finish my work. </em><br /><br /><p><em>If another practitioner of the Ineffable Path finds this, my work is given unto you free of geas or curse. Use what you may with my blessings and I regret I leave but a minor tome to you rather than my master workbook of spells. Oh what mysteries I have in those pages!<br /><br /><p>It is likely that the Retreat will have passed before this is found. If such be the case, I also entrust the Hypnopsychomachina to whomever finds my remains. Its power is ingenious if subtle. When used correctly, the device<br /></em><br /><br /><p>It appeared that poor Prydaree’s light spell did indeed expire before he could complete his missive.<br /><br /><p>While this was being deciphered, Marlowe opened the bag to find an iron skull, one the size of a nine year-old child’s. Ten indentations where arranged around the skull, five to a side, and the object has black glass-like lenses for eye. Placing his fingers in the indentations and staring into the eyes, the world fell away from Marlowe…<br /><br /><p>The next thing he knew, he was standing along a roadside with various other highway men, awaiting a fat priest and his load of church gold. Robbing the cleric, the freebooter’s vision shifted to a dingy bar tavern where a fight erupted over a stolen pouch. Next he experienced a knife in that back at the hands of an “ally” and died in a pool of blood, only to find himself again plundering a chest from aboard a burning merchant ship. These visions were indistinguishable from reality and the freebooter seemed to pass several days of his life engaged in his chosen career. Then, without warning, Marlowe found himself back in the cave with the skull in hand. Less than a second had passed, but Marlowe was now a more experienced freebooter, having been trained to second level. From the skull came an indistinct voice that said “fourteen.”<br /><br /><p>The rest of the party was suspicious about Marlowe following this, but didn’t press the issue and the freebooter took full possession of the skull. The party rested, confident (and correct) that they’d be undisturbed in the cave, allowing them to heal and regain spells for the first time in seemingly forever. The next morning, Grumble discovered another false wall in the cave that led to a hidden treasure trove of coins, jewels, objects d’art, magical plate mail, sword, a <em>ring of fire resistance</em>, and <em>potions of healing.</em><br /><br /><p>Rest, armed, and feeling confident, the party left the cave and returned to the octagonal room. They were running out of doors and tunnels and so decided to proceed down the path that Grumble and Kejair had explored much earlier. This led to back to the cave and they learned that the heat-producing forms were in truth giant killer shrews that proved to be more dangerous than they initially seemed. Baragkus took several mean wounds in the fight, but the three vicious beasts were overcome…which unfortunately meant the party had orphaned the naked, pink offspring they discovered immediately afterwards in the shrews’ nest. Despite an attempt on Mars’ part to adopt and raise the newborns, some poison was dispensed and a quiet murder in the dark settled the issue in time for the session to come to a close.</p>Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com1tag:blogger.com,1999:blog-7100590349184912516.post-55862331347408101682011-04-16T18:19:00.001-04:002011-04-20T18:26:25.088-04:00Compiled Session Recaps #31-40<p>Unless I periodically compile the list of session recaps into a single location, they'll eventually end up overtaking the sidebar to the right. This is the fourth of those compilations. <a href="http://rottedmoon.blogspot.com/2010/07/compiled-session-recaps-1-10.html">The first can be found here</a>. <a href="http://rottedmoon.blogspot.com/2010/09/compiled-session-recaps-11-20.html">The second can be found here.</a> <a href="http://rottedmoon.blogspot.com/2010/12/compiled-session-recaps-21-30.html">The third can be found here.</a><br /><ul><li><a href="http://rottedmoon.blogspot.com/2011/03/watchfires-thrones-session-40.html">Session #40 (March 20th, 2011)</a> <br /><li><a href="http://rottedmoon.blogspot.com/2011/03/watchfires-thrones-session-39.html">Session #39 (March 6th, 2011)</a> <br /><li><a href="http://rottedmoon.blogspot.com/2011/03/watchfires-thrones-session-38.html">Session #38 (February 28th, 2011)</a> <br /><li><a href="http://rottedmoon.blogspot.com/2011/03/watchfires-thrones-session-37.html">Session #37 (February 20th, 2011)</a> <br /><li><a href="http://rottedmoon.blogspot.com/2011/02/watchfires-thrones-session-36.html">Session #36 (February 6th, 2011)</a> <br /><li><a href="http://rottedmoon.blogspot.com/2011/02/watchfires-thrones-session-35.html">Session #35 (January 30th, 2011)</a> <br /><li><a href="http://rottedmoon.blogspot.com/2011/01/watchfires-thrones-session-34.html">Session #34 (January 23rd, 2011)</a> <br /><li><a href="http://rottedmoon.blogspot.com/2011/01/watchfires-thrones-session-33.html">Session #33 (January 16th, 2011)</a> <br /><li><a href="http://rottedmoon.blogspot.com/2011/01/watchfires-thrones-session-32.html">Session #32 (January 9th, 2011)</a> <br /><li><a href="http://rottedmoon.blogspot.com/2010/12/watchfires-thrones-session-31.html">Session #31 (December 19th, 2010)</a></ul>Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-80484263124354200372011-04-11T12:34:00.005-04:002011-04-11T12:38:01.250-04:00“Give Us Your Pants!”True story: The party had a run in with a trio of bugbears during yesterday’s session who attacked them solely because they were jealous that the party owned pants when they themselves were pantsless. <br /><p>I’d like to thank <a href="http://www.otherworld.me.uk/">Otherworld Miniatures</a> for putting this idea in the back of my head some time ago when they released their line of <a href="http://www.otherworld.me.uk/dmseries1.html">old school pantsless bugbears</a>. I think I know what my next Otherworld purchase had to be now that I’ve completed my set of OW Hobgoblins. <br /><p><a href="http://2.bp.blogspot.com/-1NJsIbP_yBw/TaMtwsJKlFI/AAAAAAAABcE/Khopfl9hzmw/s1600/bugbears1paint.jpg"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 261px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5594365476630860882" border="0" alt="" src="http://2.bp.blogspot.com/-1NJsIbP_yBw/TaMtwsJKlFI/AAAAAAAABcE/Khopfl9hzmw/s400/bugbears1paint.jpg" /></a>Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com2tag:blogger.com,1999:blog-7100590349184912516.post-4643772667452172162011-04-09T17:00:00.005-04:002011-04-09T20:16:53.382-04:00Watchfires & Thrones Session #41<a href="http://2.bp.blogspot.com/-xgI0dMzwPWI/TaDJAClblcI/AAAAAAAABb8/4XYU0JoD_J0/s1600/referee_choochoo.jpg"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 299px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5593691739725206978" border="0" alt="" src="http://2.bp.blogspot.com/-xgI0dMzwPWI/TaDJAClblcI/AAAAAAAABb8/4XYU0JoD_J0/s400/referee_choochoo.jpg" /></a>The band made it back the evil priest’s hidden quarters without encountering any opposition. The Citadel seemed quiet—perhaps too much so. Once they closed the secret door behind them, the party collapsed to the floor, exhausted. It had been a long and draining day. Mars and Korlack tucked themselves in for a long sleep so they could recover their spells while the rest of the band divided up a watch schedule. <br /><p>Grumble was on alert first and towards the end of his vigil he heard the sounds of hobgoblin voices from seemingly on the other side of the priest’s western wall. For a brief moment, he heard what sounded like a voice speaking Common, but it was abruptly cut off. The voices faded as quickly as they had appeared, and the dwarven wrestler woke Lyrax to take his shift. <br /><p>The human archer sat quietly in the dim room, his eyes and ears sharp to catch the sound of any approaching danger. His watchfulness was rewarded at the middle of his shift when he heard a “click” come from the western wall of the room. A section of wall swung open on concealed hinges to reveal a pair of very surprised hobgoblins coming to fetch their priest. A party of hardened adventurers was not what they expected! <br /><p>Before they could raise a hue and cry, Lyrax nocked an arrow and fired. His first shot rammed its way through the lead hobgoblin’s right eye, slaying it on the spot. The fighting man immediately nocked a second missile and sent it into the remaining hobgoblin’s heart, dropping him to the ground with the clatter of splint mail. His actions failed to awaken his exhausted companions. Dragging the two dead hobgoblins into the room, he shut the secret door and barricaded it with their corpses. <br /><p>An hour later, Baragkus awoke to take his shift and was surprised to find the room a bit more crowded than it was when he went to sleep. Lyrax filled him in on the events that took place during his watch and then settled down to catch some rest in the corner by the room’s only visible door. <br /><p>Baragkus leaned against his great sword and proceeded to count the minutes until it was time to wake the rest of the band and get back to slaying hobgoblins. The gods, perhaps sensing his impatience, were kind enough to send another band of hobgoblins, this time accompanied by a pair of goblins, to the priest’s quarters. The previous duo had been dispatched to fetch the evil cleric and someone was beginning to wonder what happened to them. <br /><p>The door to the room swung open and Baragkus charged towards the opening portal, catching the two hobgoblins off guard. The opening door thumped into Lyrax, jostling him awake and he looked up to see Baragkus swinging a sword right above him. Wiping the sleep from his eyes, he too caught sight of the hobgoblins and shoved the door fiercely back at the orange-skinned intruders. <br /><p>Baragkus wounded his first foe and Lyrax’s shove sent the second off balance. From behind the hobgoblins, one of their goblin lackeys hurled a knife into the fray, but missed. It clattered to the floor, awakening Cullen, who sprang to his feet and readied his short bow. <br /><p>The melee in the doorway continued, but the noise was insufficient to wake most of the party. Mars looked up for a moment before turning over and drawing his blanket over his head. Korlack snored away. Grumble nuzzled closer to Cleopos, dreaming of hairy, short women. Cullen and the goblin continued to exchange missiles and the thief finally dropped his target. <br /><p>At this time, Baragkus slew his own foe and Lyrax climbed to his feet and drew his sword, backing up the burly warrior. The remaining goblin stepped up to close the gap and was swiftly dispatched, leaving only the second hobgoblin. That poor soul barely had time to consider retreat before it too collapsed in its death throes in a pool of blood. Baragkus and Lyrax dragged the corpses into <a href="http://www.youtube.com/watch?v=8ZvugebaT6Q">the increasingly crowded room</a>, mopped up the blood in the hall as best they could, and waited out the last remaining hour of the “night’s” watch. <br /><p>The rest of the band woke up shortly thereafter and wine was drunk, spells prepared, prayers said, and weapons readied. Once set, the band departed the room through the newly revealed secret door and found themselves in the temple they had recently stumbled upon. Their map indicated that unopened door stood waiting in the hall outside and the party vacated the fane to continue their search for the hobgoblin command. <br /><p>Out in the hall they found the first door locked, but Cullen was able to pick the simple security measure. Behind the door lay a dining hall, gloomy and empty. Half the party had ventured into it when the sound of a door opening at the room’s dark southern end was heard. This was immediately followed by a yelp of surprise, the dropping of crockery, and the sound of the door slamming shut. Goblin servants, the party surmised. <br /><p>A moment later, Gareth shouted, “Dere makin’ a ruun for it!” and pointed down the hallway. A second door had opened south of the party’s position and a quartet of goblin servants were running down the corridor. Gareth, torch in hand and murder in his eyes, took off after them and the rest of the party swiftly followed. <br /><p>The four goblins reached a third door and began shouting for aid. The door swung open and they vanished inside with the party hot on their heels. Mars and Gareth reached the door first and saw that the chamber beyond held four hobgoblin guards in addition to the goblin servants. The two clashed in the doorway with the first pair of hobgoblin guards while the rest of the group fell into position behind the cleric and dwarf, readying missile weapons or moving to strike around the two combatants. <br /><p>The party’s missiles quickly dropped the goblins, but the two remaining hobgoblins flipped a pair of tables over and took cover behind their thick oaken tops. Gareth took a near fatal blow and was forced to retreat, allowing Grumble to move forward and press his own attack. Moments later, Mars and Grumble had cleared the doorway and the party slowly edged into the room, eyes peeled and weapons ready. <br /><p>Fisk and Baragkus were the first to catch sight of the two remaining hobgoblins crawling across the floor behind their impromptu barricades, making their way towards a door on the opposite end of the room. They fired and killed one of the slinking guards, but the second reached the door and rushed through it with the party close behind. The door opened into another north-south corridor and their quarry turned south, reaching another closed door just a short distance from the guard room. As the hobgoblin threw open the door and tried to escape, he was cut down and the party stood triumphant yet again. Plus, they now suspected that their ultimate goal, the hobgoblin warlord and his inner circle, lay to the south in the direction of the guard’s flight. <br /><p>The party collected themselves and continued along to the south. The corridor split and they took the southern fork before finding themselves in a long east-west corridor. Two side passages split off from the main corridor. The northern one ended in a single door, one held shut by a wooden wedge kicked under the portal, and the southern one terminated in two doors on either side of the hall. The wedged door seemed the more interesting and, after making sure it was quiet beyond and untrapped, the party burst into the room ready for anything. <br /><p>Anything except of a pair of gagged prisoners tied to two chairs, that is. <br /><p>The party freed the duo, a human freebooter named Marlowe Freemann and an elf named Kejair. The two had been hired by one of the local homesteads to determine where the spate of current attacks against the frontier forts had come from. The two arrived on Hob’s Hill to find that the knoll was alive with hobgoblin patrols. Someone had stirred up the hornets’ nest and they were themselves captured by one of the search parties. They were dragged back to the Citadel and question by the hobgoblin warlord before being stowed away in this room while the hobgoblins awaited the Citadel’s evil priest to come and assist their questioning. But, for some reason, the sinister minister never showed up… <br /><p>Passing out weapons to the armored but unarmed adventurers, the party learned that the warlord’s throne room lay just down the hall and that he was there holding court with a half-dozen or so other hobgoblins. A rough sketch was made and the party, now two members stronger, left the room and headed back to the main corridor. <br /><p>Fearing a rush of reinforcements at their back during their assault, the party turned down the southern passage to see what lay in those rooms. Both turned out to be barracks, but only one was currently occupied. A six-count of sleeping hobgoblins lay in the bunks of the manned quarters and they were quietly dispatched with knives across their throats. With that bloody work finished, the party headed to the hobgoblin court and, plan prepared, threw open the room’s massive double doors to rain holy hell down on the unsuspecting occupants within. <a href="http://1.bp.blogspot.com/-zIlUX1E2hA0/TaDI_tt4MQI/AAAAAAAABbs/EUkGW0mWp88/s1600/warlord_fight2.jpg"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 299px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5593691734123491586" border="0" alt="" src="http://1.bp.blogspot.com/-zIlUX1E2hA0/TaDI_tt4MQI/AAAAAAAABbs/EUkGW0mWp88/s400/warlord_fight2.jpg" /></a> <br /><p>The party rushed in to confront a quartet of hobgoblins who stood around a fire pit in the center of the cross-shaped room. At the opposite end, atop a great stone and wood throne, sat a hulking, scarred specimen of hobgoblinkind that could only be Warlord Zoka; a pair of brawny bodyguards flanked his throne, spears clenched in calluses hands. <br /><p>Baragkus, Grumble, and Kejair charged up to face the quartet of hobgoblins while Korlack and Mars intoned magic words to drop incapacitating enchantments upon the hobgoblins. Mars successfully held Warlord Zoka as he sprung to his feet and pointed at the intruders; Korlack’s sleep spell put three of the hobgoblins—and the elf, Kejair—into supernatural slumber. <br /><p>One of the Warlord’s bodyguards raced into the fray and another pair of hobgoblins appeared from the southern wing of the room where they had been drinking draughts of fearsomely bad rot gut from a large keg. The other bodyguard stood his ground to defend his motionless commander. <a href="http://2.bp.blogspot.com/-kXCsvmBHoL8/TaDI_jz19wI/AAAAAAAABbk/etAqS8F1-HM/s1600/warlord_fight3.jpg"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 299px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5593691731464156930" border="0" alt="" src="http://2.bp.blogspot.com/-kXCsvmBHoL8/TaDI_jz19wI/AAAAAAAABbk/etAqS8F1-HM/s400/warlord_fight3.jpg" /></a> <br /><p>Lyrax and Fisk began sending flight after flight of arrows towards the Warlord, many of which struck home with bloody thuds. Gareth, nearly incapacitated from his wounds, and Korlack, now spell-less, waited in the hall outside, shouting encouragement to their companions. Marlowe and Cullen slinked into the room, looking to position themselves for the best sneak attack. <br /><p>The bodyguard kicked one of the sleeping hobgoblins awake as he reached the battle and the other two charged in to clash with the two fighting men and the spider priest. Blows were exchanged with ferocity and accuracy, and the floor was soon awash with blood hobgoblin, dwarf, and human. Marlowe approached the inert commander and was blocked by the second bodyguard—and he soon found himself in trouble! The bodyguard was more than a match for the highwayman, and only by sacrificing his shield did he survive a blow that would have surely slain him. Baragkus and Grumble both downed their foes and rushed to their new comrade’s assistance. Mars held his ground, keeping the remaining hobgoblin from slaying the sleeping Kejair, while Cullen, off in one corner, began lobbing shafts at the hobgoblin commander as well. Soon, Warlord Zoka looked like a porcupine, but still refused to fall (I wonder why?) <br /><p>The combined forces of Baragkus and Grumble were enough to drop the second bodyguard, saving Marlowe, and Mars downed his own foe immediately thereafter. When the last of the remaining hobgoblins fell, the party approached Zoka with the intent to dispatch or capture him. They then learned that he was very dead, having been slain by an arrow sometime ago, but unable to collapse due to Mars’ magical hold. Victory! The Hobgoblin Menace was no more! <a href="http://2.bp.blogspot.com/-VBGw1kAjLdc/TaDI_dwOQoI/AAAAAAAABbc/fDt067R_wNE/s1600/warlord_fight4.jpg"><img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 299px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5593691729838359170" border="0" alt="" src="http://2.bp.blogspot.com/-VBGw1kAjLdc/TaDI_dwOQoI/AAAAAAAABbc/fDt067R_wNE/s400/warlord_fight4.jpg" /></a> <br /><p>The party searched the room, finding both the Warlord’s and the bodyguards’ chambers attached to the throne room. Coin was located, a necklace looted, and a curious crimson ring adorned the Warlord’s finger. Yet, something was missing. <br /><p>A renewed and more intensive search finally uncovered a secret treasure vault containing two very trapped chests. The Warlord’s key easily bypassed their protections, however, and a bevy of coins and several muddy brown and gray potion bottles were found within them. The party encumbered themselves with this loot and started back towards the surface, looking forward to the trip back to Blackpool with word of their victory. <br /><p>It was about that time when the floor opened up underneath Baragkus, Grumble, Marlowe, and Lyrax, sending them tumbling down a concealed chute in the corridor outside the throne room. Mars and Kejair teetered on the edge of the precipice before them for a moment before the elf went tumbling after the foursome. Mars, his own plunge arrested by Korlack, looked first at the mage, Cullen, Gareth, Fisk, and Cleopos, and then down at the long, dark, sloping chute in front of them…</p>Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com1tag:blogger.com,1999:blog-7100590349184912516.post-75887945404371939812011-04-09T14:07:00.006-04:002011-04-09T20:09:13.447-04:00Gareth Ironhead<a href="http://3.bp.blogspot.com/-H6ZImLf6dxs/TaCiBV5D40I/AAAAAAAABbU/S6502EteMf8/s1600/gareth.jpg"><img style="MARGIN: 0px 0px 10px 10px; WIDTH: 263px; FLOAT: right; HEIGHT: 305px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5593648881134199618" border="0" alt="" src="http://3.bp.blogspot.com/-H6ZImLf6dxs/TaCiBV5D40I/AAAAAAAABbU/S6502EteMf8/s400/gareth.jpg" /></a>Level 2 Dwarf of the <a href="http://www.youtube.com/watch?v=pc_UPHjWPGE">Ironhead </a>Vein <br /><br />STR: 13 (+1 to hit, damage, open doors) <br />DEX: 12 <br />CON: 16 (+2 hit points) <br />INT: 10 <br />WIS: 9 <br />CHA: 8 (+1 reaction) <br /><br />Hit Points: 13 <br />Armor Class: 8 <br /><br />Special Traits/Abilities: Infravision 60', detect traps, false walls, hidden construction, and sloped passages 2/6. Blacksmith, weaponsmith, and Ferrumic smith. <br /><br />Languages: Common, Dwarven,Gobbelty, Gnome, Kobold <br /><br />Weapons: Big hammer, small hammer <br />Armor: Leather apron <br />Magic Items: None Objects of questionable value: <br /><br />Experience: 3,045 (+5%) <br />Last Update: 04/09/11Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0tag:blogger.com,1999:blog-7100590349184912516.post-59172639327870387952011-04-09T13:58:00.005-04:002011-04-09T14:07:02.079-04:00Cullen D'Filch<a href="http://1.bp.blogspot.com/-joPw5rrO1jk/TaCfFOeK_lI/AAAAAAAABbM/TcvC4_sIol0/s1600/cullen.jpg"><img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;width: 267px; height: 314px;" src="http://1.bp.blogspot.com/-joPw5rrO1jk/TaCfFOeK_lI/AAAAAAAABbM/TcvC4_sIol0/s400/cullen.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5593645649326964306" /></a>Level 2 Human Thief<br /><br />STR: 10 <br />DEX: 16 (-2 AC, +2 missile, +1 initiative)<br />CON: 9<br />INT: 8<br />WIS: 13 (+1 save vs. spells)<br />CHA: 10 <br /><br />Hit Points: 7<br />Armor Class: 5 (7 surprised)<br /><br />Special Traits/Abilities: Pick Locks 28%, F/R Traps 22%, Pick Pockets 32%, Move Silently 32%, Climb Walls 93%, Hide in Shadows 22%, Hear Noise 2/6, Backstab (+4, x2 damage)<br /><br />Languages: Common, Thieves Cant<br /><br />Weapons: Short bow, short sword<br />Armor: Studded leather armor<br />Magic Items: None<br /><br />Objects of questionable value: Thieves tools<br /><br />Experience: 2,666 (+10%)<br />Last Update: 04/09/11Michael Curtishttp://www.blogger.com/profile/13217338828086458862noreply@blogger.com0