Thursday, February 6, 2014

Player Map of the Valley

The 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.

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.


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.

Life in the Valley Session #2 (1.26.14)

I’ve had a boatload of work to do prior to the beginning of the 2014 convention season (which starts on February 20th for me at TotalCon 28 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 adventure I’m running at Gary Con VI 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…

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.

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.

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.

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.

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!

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.

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.

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.

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.

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.

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.

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.

“You are not welcome here,” said the knife-wielding Wolfoid.

“Alright, I’m leaving,” Shadow replied, already backpedaling away from the furry trio.

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.

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.”

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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 (http://tinyurl.com/ls5m2q4). 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.

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.

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.

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.

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.

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.

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.

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.


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…

Monday, January 20, 2014

Life in the Valley: Session #1 (1.12.14)

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Xamot/Tomax

Mutated Humanoid
Played by: Scott

Home Location: Thrayorb Village
Height: 5’ 11”
Weight: 160 lbs
Age: 16
Sex: Male

Radiation Resistance: 9
Constitution: 8
Dexterity: 14
Strength: 8
Mental Resistance: 13

Hit Points: 26
Armor Class: 1 (Heightened Dexterity)

Physical Mutations
Double Vision (D)
Heightened Dexterity
Heightened Hearing
Multiple Body Parts (2nd head)

Mental Mutations
Dual Brain
Illusion Generation
Poor Dual Brain (D)


Equipment
Stone axe
Knife
Food
Water
7 bundles of demonbane plant

Shadow

Human
Played by: Mary

Home Location: Thrayorb Village
Height: 4’ 10”
Weight: 100 lbs
Age: 16
Sex: Female

Radiation Resistance: 13
Constitution: 7
Dexterity: 12
Strength: 7
Leadership Potential: 8
Mental Resistance: 9

Hit Points: 36
Armor Class: 7 (wicker, killdeer hide-covered shield)


Equipment
Knife
Spear
Food
Water

“Joe”

Mutated Creature (Otter)
Played by: Dan

Home Location: Down By the River
Height: 2’ 4”
Weight: 25 lbs
Age: ?
Sex: Male

Radiation Resistance: 9
Constitution: 12
Dexterity: 13
Strength: 13
Mental Resistance: 18

Hit Points: 46
Armor Class: 6 (small size)

Physical Mutations
Chameleon Powers
Electrical Generation
No Resistance to Poison
Regeneration

Mental Mutations
Epilepsy (D)
Heightened Intelligence
Telepathy


Equipment
Blanket

Jackbo

Mutated Humanoid
Played by: Tom

Home Location: Thrayorb Village
Height: 5’ 11”
Weight: 180 lbs
Age: 16
Sex: Male

Radiation Resistance: 10
Constitution: 12
Dexterity: 9
Strength: 13
Mental Resistance: 15
Leadership Potential*: 11

*LP abilty due to Genius (Economic) mental mutation

Hit Points: 35
Armor Class: 7 (wicker, killdeer hide-covered shield)

Physical Mutations
Chameleon Powers
Double Effect of Physical Forces (D)
Regeneration

Mental Mutations
Anti-Reflection (D)
Genius (Economic)
Life Leech
Mental Control Over Physical States


Equipment
Stone axe
Knife
Bag of Red Moss (5 uses)
Food
Water

Saturday, January 18, 2014

Background Handout for the Players

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.

Starting Player Handout

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.

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.

Hierarchy

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.

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.

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.

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.

Religion

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.

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.

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.

The tribe’s dead are cremated, their ashes scattered amongst the corn fields or in the forest as desired by the deceased’s survivors.

Technology

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.

Other Residents of the Valley

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.

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.
It is said that a tribe of Wolfoids lives far towards Sunset, but no Tsali currently alive has ever encountered them.

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.

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.

Things You Know
  • 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.
  • 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.
  • 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.
  • It rains for two hours every other day in the Valley at high sun. Every other day. Without fail.
  • Wind always blows from the same direction (Windward), pushing storm clouds in the opposite direction (Stormend).
  • 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.
  • Dimpled fruits and berries, especially those colored purple and green, are highly toxic.

Dusting off the Archive

Hello, there!

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.

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 Metamorphosis Alpha. Metamorphosis Alpha (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 Dungeon & Dragons. Metalpha is all about exploration, discovery, and often sudden death, with everything you need in a skinny rulebook. After carting both Pathfinder and Dungeon Crawl Classics tomes with me to gaming events, a softcover 36 pp. rulebook is a dream come true!

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 Gamma World 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.

I’ve reorganized this blog to accommodate a new influx of Metamorphosis Alpha-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 Metamorphosis Alpha 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…

Tuesday, August 30, 2011

Watchfires & Thrones Session #45

After 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.

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.

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.

“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.

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.

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.

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.

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.


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.

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.

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.

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.

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.

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.


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.

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.

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.

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.

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.

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.

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.

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.

Sunday, August 28, 2011

Gustaf Bickers

Level 1 Human "Procurement Specialist"
Played by: Mark

STR: 9
DEX: 15 (-1 AC, +1 missile, +1 initiative)
CON: 12
INT: 9
WIS: 8 (+1 save vs. spells)
CHA: 7 (+1 reaction)

Hit Points: 4
Armor Class: 6 (7 surprised)

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)

Languages: Common, Thieves Cant

Weapons: Short bow, short sword, dagger
Armor: Studded leather armor
Magic Items: potion of healing
Objects of questionable value: Thieves tools

Experience: 961 (+5%)
Last Update: 08/21/11

Helgsvar Dragonbane

Neutral Level 1 Dwarf
Played by: Kurt

STR: 17 (+2 to hit, damage, open doors)
DEX: 11
CON: 9
INT: 14 (+1 languages)
WIS: 15 (+1 to save vs. magic)
CHA: 5 (+1 reaction)

Hit Points: 5
Armor Class: 4/3

Special Traits/Abilities: Infravision 60', detect traps, false walls, hidden construction, and sloped passages 2/6. Natural linguist

Languages: Common, Dwarven, Gobbelty, Gnome, Kobold, Hobgoblin, Ogre

Weapons: Longsword, throwing axe
Armor: Splint mail & shield
Magic Items: potion of healing(x2)
Objects of questionable value: None

Experience: 1,008 (+10%)
Last Update: 08/21/11

Sunday, May 8, 2011

Watchfires & Thrones Session #44

[Cue flashback music]

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.

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.

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.

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.

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).

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!

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.

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.

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.

Weird Stonehell Hologram 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.

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:


The two had become walking dinner bells.

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.

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.

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.

Thursday, May 5, 2011

Tarfuhl

Lawful Level 1 Hurg
Played by: Pete

STR: 16 (+2 to attack, damage, and open doors)
DEX: 11
CON: 16 (+2 hp)
INT: 10
WIS: 9
CHA: 12

Hit Points: 10
Armor Class: 6

Special Traits/Abilities: None

Languages: Common, Hirgish, Elven

Weapons: Two-handed sword, light crossbow
Armor: None
Magic Items: None

Objects of questionable value: Instant Hurg tent kit

Experience: 617 (+10%)
Last Update: 5/08/11

Ivan

Neutral Level 1 Fighter
Played by: Jack

STR: 12
DEX: 7 (-1 to missiles/intiative, +1 to AC)
CON: 10
INT: 11
WIS: 6 (-2 save vs. spells)
CHA: 15 (-1 reaction)

Hit Points: 6
Armor Class: 6

Special Traits/Abilities: None

Languages: Common

Weapons: Long sword, shortbow
Armor: Scale mail & shield
Magic Items: None

Objects of questionable value:

Experience: 107
Last Update: 5/5/11

Trevor

Neutral Level 1 Magic-user
Played by: Jud

STR: 7 (-1 to attack, damage, and open doors)
DEX: 8 (+1 to A.C./inititative, -1 to missile)
CON: 12
INT: 16 (+2 languages)
WIS: 8 (-1 save vs. spells)
CHA: 11

Hit Points: 11
Armor Class: 5

Special Traits/Abilities: None

Languages: Common, Anatic, Elven

Weapons: Daggers x2, silver dagger
Armor: Fine silk robe
Magic Items: None

Spellbook: Charm person, magic missile, read magic, sleep, continual light, locate object

Objects of questionable value:

Experience: 117 (+10%)
Last Update: 5/9/11

Lordarain Brigmore

Lawful Level 1 Cleric of Iaestis, Father Moon
Played by: Matt

STR: 12
DEX: 10
CON: 11
INT: 6
WIS: 11
CHA: 16 (-1 reaction)

Hit Points: 2
Armor Class: 3 (4 w/o shield)

Special Traits/Abilities: Natural climber (87% chance to climb walls)

Languages: Common, High Vertias

Weapons: Mace
Armor: Slpint & Shield
Magic Items: None

Objects of questionable value:

Experience: 106
Last Update: 5/8/11

Sunday, April 24, 2011

Howling Wilderness Map

Now 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.


That sound is my players lighting torches, sharpening pitchforks, and howling for my blood.

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).

Wednesday, April 20, 2011

Watchfires & Thrones Session #43

After 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.

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.

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.

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!

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.

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.

It was an octagonal chamber.

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.

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.

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.

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?

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?

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.

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.

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 potion of human control in his gut, the last ditch effort of pouring unidentified potions into a dying party member having failed a second time.

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.

To do so, Korlack drank a potion of invisibility and his elven cloak 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.

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.

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.

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!!!

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 rings of fire resistance. 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.

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.

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.

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.

Watchfires & Thrones Session #42

Baragkus, 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.



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.

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.

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.

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.

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.

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.

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.

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!

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.

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…

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!



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 Horror on the Hill (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.



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:

6th Day of The Blaze, 1098 GCR

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.

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.

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.

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.

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.

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.

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!

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


It appeared that poor Prydaree’s light spell did indeed expire before he could complete his missive.

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…

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.”

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 ring of fire resistance, and potions of healing.

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.