Showing posts with label maps. Show all posts
Showing posts with label maps. Show all posts

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.

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 #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.

Saturday, February 12, 2011

Scuttlehole

This is the rough map I did of Scuttlehole. I didn't expect the PCs to come ashore on this trip, but it pays to plan ahead. In my mind, the swamp village is a mix of Mos Eisley, Innsmouth, and Port Royal, and my description of the place in play reflects that. One player asked some probing questions about the physical appearances of the locals, undoubtedly caused by the way I described Scuttlehole and the fact that I'm connected with a certain Lovecraftian rules supplement for Labyrinth Lord. I refuse to reveal whether his suspicions are true or not at the present time.

Map Key
1) Inn
2) Boarding House
3) Enforcer's Post
4) Woolly Gator Pit
5) Boatwright
6) Provisions
6a) Storage
7) Tavern/Gambling House
8) Punishment Post
9) Warehouses
10) Bordello
11) Fish House
12) Butcher/Smokehouse/Hide Trader
13) "Sundries"
14) "Old Witch"
15) Temple
16) Weapons Shoppe

The dots in and around the harbor area are pilings for boats to moor to when visiting town. A series of elevated walkways and bridges connects the buildings and keeps them high and dry above the River Phol and the swampy riverbank.

The village has a lot of possibilities and I expect that it may become a frequent launching point/destination for adventures in campaigns to come--maybe even in my current one...

Wednesday, February 9, 2011

Watchfires & Thrones Session #36

With almost a year under our belts, the guys know that I like to throw what I call a “spectacle game” every once and a while. Nothing gets them ready for a game better than to come in and find some special surprise set up on the game table, be it a city street, a cliffside cave, or a spinning maze of death. Since the theme of the campaign is the steady rise to power and influence, I thought it was time to both give the players a taste of mass battle and to pay homage to role-playing’s wargame roots. Thanks to the information provided in Night’s Dark Terror, this session saw the players taking on the roles of armchair generals. Everyone had a great time and it made a nice diversion from dungeon crawling—although they are anxious to get back to Stonehell.

Special thanks go to he who managed to get me a copy of the battle map from Night’s Dark Terror. I have the module in a second-hand, incomplete form and it was missing. I would have gladly paid the $5.00-$10.00 for a PDF of the module and just printed out the maps from that, enriching the coffers of Hasbro a little, but they still remain convinced that hoarding the PDFs of their products makes the best business sense. I think I’ll go buy a Pathfinder PDF on general principle.

As the gates of the barbican slammed shut behind them, the party beheld a young woman with a face streaked by soot and whose hand clenched a bare dagger in a white-knuckled grip. From the roof overhead came the leather-clad man as his zipped down a ladder to the ground below. The smell of smoke grew as the first flames began to spread from the burning barn to the wooden gatehouse in which they stood. The man pointed across the muddy courtyard before them, indicating a two-story hall and hearth made of stone and timber. “Run!” he cried, indicating the stout oak door that stood in the face of the main hall.

The layout of the settlementAs the party crossed the courtyard they could see a three-story stone tower attached to the hall that peered down at them with crenellated eyes. To their left, the settlement’s barn was now an inferno and the palisade that connected it to the tower and gatehouse was a sheet of flame. From out of the smoke came more high-pitched cries and a half-dozen goblins charged through the flames and smoke to cut off the party’s run to safety. Green-skinned and clad in crimson from head to foot, the chittering humanoids were thirty for blood and battle.

While the man and woman continued their run towards the hall’s main door, the rest of the party angled to meet their attackers. Lyrax fired the first of what would be many arrows that night, taking down two of the attackers with arrows through the throat. Raijek’s crossbow dropped a third, and Baragkus, Grumble, and Mars Markus made fast work of the remaining three. With their assailants dead, the rest of the party reached the hall and the warriors held a quick debate over whether they should hold their ground or let themselves be bottled up in the (possibly flammable) hall. Grumble, Mars, Baragkus, and Fisk decided to hold the line while Lyrax, Raijek, Korlack, and Kaldar headed inside to take position atop the stone tower that kept watch overhead.

As the courtyard warriors prepared to dispatch the next wave of goblins, they heard more screaming coming from the smoke around them. The sooty clouds parted briefly to reveal ten wolf-riding goblins racing their way. Then, the slavering fangs and serrated blades of their enemies were upon them.

After Grumble was bitten and stabbed, and Mars Markus took a serious wound, the fighters determined this was one melee they had little chance of winning. Their own attacks had only slightly injured the massive wolves and the goblins’ spears were all too sharp. Mars and Fisk broke and ran through the hall door while Grumble and Baragkus covered their retreat. The spider cleric and hired fighter reached the hall just as the panicked inhabitants of the settlement were closing it, stout locking bar held at the ready. A cry of warning was shouted and the dwarf and fighting man in the yard retreated with haste, taking more wounds as they turned to run. Despite these new injuries, they dove into the hall just before the door was sealed and barred against the invaders.

Inside the rough timber hall, the party made the acquaintances of “Fort” Wolf’s Head’s residents: Pidar, the patriarch of the clan, his wife, Darya, his 10 winters-old son, Matthias, and their aging manservant, Steg. Also in attendance was the weeping, recently widowed, Masha, and her infant daughter. The young couple they had met at the gatehouse was Tars, Pidar’s eldest son, and his wife, Allana. Pidar’s mother, Kumuk and her granddaughter, Irina, were also in the settlement, but were currently cloistered in their room in the tower above.

Pidar explained that two tribes of goblins had attacked the settlement at dusk, striking from out of the woods without warning. There seemed to be two distinct tribes: the orange-skinned wolf riders and the green-skinned, crimson-clad goblins. This attack was one of several which had occurred along the frontier over the last two days. Pidar was hopeful that with the party’s help, the settlement could hold out until dawn, at which time it was likely that the sun-hating goblins would slink back to their lairs. With this information in their possession, the party began making preparations for the long night ahead of them.

Strategy!

Mars originally suggested that everyone retreat to the tower for fear of the goblins torching the hall. But the tower would be a perfect death trap in the goblins broke in so fortifying the hall was undertaken as the next best option. Tables and chairs where broken up to barricade three of the main building’s entrances while the armory was opened and stripped of arrows. Lyrax and Raijek ascended to the tower’s roof to keep an eye on the goblins. Once there, they discovered that full night had fallen and the wan light from the crescent moon mixed with the smoke pouring from the now-charred remains of the barn, gatehouse, and palisade provided limited visibility. In the woods to the north and east they could see a score of small campfires burning, the shadowy bodies of goblins passing in front of these blazes with great frequency. The sound of drumming and chants filled the night air as the goblins prepared for their next attack.

Jud's Grasping Hand!

In the hall below, the party hustled the settlement’s non-combatants down to the tower’s secured lower storeroom. The rest of the family was armed with bows and slings, and then stationed about the building to overlook the north and south courtyards. Baragkus dragged the hall’s largest chair to in front of the main door and sat with sword in hand to wait the inevitable attempt to break in. Kaldar and Korlack kept watch from the hall’s second story on the courtyard to the south. Grumble and Mars took up position in the tower armory, but not before learning that Pidar’s mother was a cleric of the Sovereign Flame when she healed the spider priest of his wounds. Fisk prowled the halls, a free safety ready to run where needed.

An hour after dark, those on the tower found themselves under attack by goblin snipers, slingstones smashing against the stone walls and battlements surrounding them. The darkness and cover made missile fire difficult for both sides, but when Grumble’s shortbow finally picked off one of the hidden snipers, the barrage of slingstones fell quiet.

As the night crept closer to midnight, the sound of drums ceased and a stillness filled the air. Then, from out of the gloom came a charge of goblins. Two wolf-riders led a half-score of infantry across the wooden bridge as another ten skulked through the shadows to take up position in the smoking ruin of the barn. As the wolf-riders and their soldiers laid siege to the hall’s kitchen door (which had been barricaded stoutly), the barn-hiding goblins began letting loose a fusillade of slingstones at any visible defender.

Lyrax dropped a pair of flaming brands into the courtyard, which allowed the defenders in the tower and those in the room above the kitchen to see their targets easily. Lit by the flames, the two worg-riders found themselves under concentrated attack by missile fire and they only managed to strike the door a few times before they fell to ground dead. Their underlings’ morale broke upon their deaths and they fled for the bridge that brought them.

Korlack rushed to one window, taking a vicious hit from a slingstone when he revealed himself. With his lack of protective armor, the warlock paused to wonder why it was that the plate-mail clad spider cleric was the one positioned behind an arrowslit while he was put on window detail. Deciding enough was enough; the sorcerer turned and entered the tower, finding shelter with Kumuk and Irina. The matronly cleric took pity on the injured magic-user and used her last curative spell to heal him.

Kaldar, despite seeing what happened when Korlack revealed himself, cautiously worked his way to a window that overlooked the barn below. Conjuring up a magical slumber, the elf took out most of the hiding goblins and the barrage of slingstones dropped off to a patter. Unfortunately, one of these stones struck Allana, knocking the woman senseless.

With most of the goblin slingers asleep, the defenders were able to concentrate their attacks on the few remaining snipers and it wasn’t long before they too fled back into the darkness. Raijek and Fisk went out to quickly dispatch the slumbering goblins.

The party took the opportunity to further shore up their defenses after this attack, plundering iron stock from the settlement’s forge to lay a series of obstacles about the hall. The unconscious Allana was turned over to Kumuk to attend to, and new positions were taken up around the hall. There came a period of anticipation an hour later when the drums again stopped, but they resumed after a half hour’s pause. The goblins were well-versed in psychological warfare.

It was deep into the night, midnight several hours behind them when the next attack came. Grumble, Lyrax, and his dog companion stood on the tower roof, watching the woods around them. Grumble’s bushy ears detected the sound of great leathery wings in the air above, and the dwarf glanced up to see three warm bodies dropping out of the night sky to attack. Within moments, the rooftop trio found themselves under siege by giant vampire bats!

Meanwhile, down in the hall, Kaldar’s keen ears detected the sound of breaking glass. He cautiously crept forward with bow in hand…

Back on the roof, the first bat landed atop Lyrax’s dog, delivering a painful bite and causing the canine to begin twitching and frothing out the mouth before falling motionless. Grumble and Lyrax glanced at each other and mouthed “Poison” as they fought against the flying menaces, now with a heightened sense of fear.

In the corridor below, Kaldar peered around a corner to see two more of the giant bats awkwardly climbing through a broken window. “Crickey!” he cried. “Look at the size of those beauties!” That was enough to draw Baragkus’ attention and the so far unneeded fighter dashed up the stairs to take on these new foes. Unfortunately, Kaldar’s cries also attracted the attention of Darya who had been stationed in the room across from where the bats entered. As she opened the door to see what was amiss, one of the creatures launched itself at her and the two combatants stumbled back into the room out of sight.

Up on the roof, Grumble managed to dispatch one of the bats, but the remaining two put up a stiffer fight. The dwarf took a bite for his efforts, but was able to resist the bat’s paralytic enzymes. Lyrax’s arrows dropped a second bat just as Grumble launched a flurry of axe swings at his own opponent. With a solid “thunk,” the axe met meat and the flying assailants were dispatched completely. In the hall below, Baragkus made short work of the bats with his great sword, but not before Darya had succumbed to the bite of the bat and fell into a deep coma. She too joined the unconscious Allana under Kumuk’s care.

Dawn was fast approaching and the defenders, although tired, found their spirits on the rise. Just another hour or two and victory would be theirs. They were injured, half-delirious with exhaustion, and completely out of spells, but the sun would be their salvation. It was with these thoughts in their heads that the sound of drums stopped one final time.

To the east, Lyrax and Grumble saw a horde of goblins appear at the tree line, a score and a half in all. Great, tall ladders were held in their green hands and they stared with undisguised menace at the unprotected windows along the halls’ eastern flank. With one last chant, the mass of goblin attackers charged out of the woods and headed towards the hall.

The goblin horde prepares to charge!

Lyrax and Grumble began firing at the charging horde, with the human archer cutting down goblins like a scythe. Arrow after arrow connected to send his targets falling to the ground to be trampled by their comrades. Grumble kept up a steady rain of death as well, and soon found himself to be on the last of his arrows.

Inside the hall, the defenders scrambled to meet the goblin charge. Kaldar and Raijek bravely fought against the first of the goblins to reach the wall while Mars and Fisk raced down the stairs to support them. Korlack, with no spells remaining, grabbed a sling and pouch of stones to join Grumble and Lyrax on the tower. Baragkus remained seated near the main door, suspecting this might be a feint.

As the goblin ladders were thrown up against the walls, the party found themselves locked in one last, desperate melee. Goblins were cut down as they topped the rungs, ladders were pushed away to send their climbers falling to their deaths amongst the horde below, and all the while, Lyrax, Grumble, and Korlack continued to rain destruction down upon the screaming masses. Under their hellish hail, more than half the goblin’s numbers perished within the shadow of the hall’s eastern wall. Grumble unleashed his last arrow before throwing his bow at a goblin’s darting head and then rushed down the stairs to join the melee.

Several of the goblin attackers managed to clamber through an unguarded window and stabbed at the unarmored Raijek while others clashed with the armored form of Mars. Down on the hall’s ground floor, Baragkus finally heard what he had been waiting for—the sound of axes hacking at the main door. Gripping his sword in hand, he took up position next to the barricaded portal, Pidar joining him on the other side. After thirty seconds of hewing away at the valve, the door gave to admit a trio of the largest goblins Baragkus had ever seen, each clad in crimson and led by a battle-axe swinging warlord. The fighting man clashed with the humanoid potentate as Pidar slashed at one of his henchmen. Raijek abandoned the battle upstairs to bolster the defenses at the front door as Grumble arrived from the tower.

Outside, the last of the goblins perished under Lyrax’s arrows and the scattered numbers inside the hall were cut down by Kaldar, Mars, Fisk, Grumble, and Tars. The last goblin stared at the steel wall arrayed before him…and dived out an open window to land on the hard ground below with the sound of snapping bones. Struggling to his feet, he limped away, straining to reach the safety of the forest. Lyrax nocked one last arrow and sent it barreling through the goblin’s chest, dropping him to the muddy ground with one arm still outstretched towards the forest’s gloomy sanctuary.

In the main hall, Baragkus and the goblin leader remained locked in battle. One of the goblin’s bodyguards moved to flank the towering fighter while the other pressed his assault against Pidar. The clan patriarch lost his footing on the blood-streaked planks of the floor…and his goblin opponent ran him through with his blade, dropping the stout frontiersman to the cold, bloody floor, dead. With his host slain, Baragkus went into a rage and started to hack through the goblin king’s defenses. Raijek arrived just in time to stem off the bodyguards’ counteroffensive.

Jack ponders the final battle. How can I ensure I survive?

Moment later, the goblin king’s head sailed across the hall, tumbling to a halt in a dusty, forsaken corner of the room; his bodyguards fell dead in the doorway soon after. The defenders were victorious!

As the sun rose above the trees, the party stared wearily about at the destruction surrounding them. This would just be the beginning of their quest to end the hobgoblin threat to the Uncertain Lands.

Recaps will resume in two weeks. See you then!

Sunday, January 16, 2011

Map of Blackpool


Blackpool Map Key

Places to Stay
1. The Dead Dragon Inn
2. Toilers’ House (rooming house for itinerant laborers)

Places to Worship
3. Sanctuary of the Sovereign Flame (Temple of the Sovereign)
4. Chapel of the Square Deal (Temple to Chadem)
5. The Fortunate House (Temple to Chance)
6. The Tabernacle (Non-denominational worship house)

Places to Play
7. Mother Thums’ (house of ill-repute)
8. The Pit (games of chance)
9. Progo’s Theatre and Song Hall (performance hall)
10. Goodwife Esbah’s (2 in 6 chance of beer for sale)
11. The Begging Bandit (rough and tumble tavern)
12. Tobben’s Tilbyr (dwarven brauhaus)

Goods & Services
13. Chast the Scribe (spellbooks decoded, maps for sale)
14. The Quiet Repose (undertaker)
15. Japh Nidg, Silversmith (jewelry and gemstones bought and sold)
16. Fleetfoot’s Messenger Service (letters & parcels delivered)
17. The War House (fighter’s college)
18. Hortuuk’s Hides & Skins (leatherworker & furrier)
19. “Cheap Scrap Timber”/Doran the Wondersmith (lumber scraps [ground floor], artificer [second floor])
20. The Chortling Ghost (magic supplies & sundries)
21. “Gud Horsus” (stables & saddles)
22. Conundrum of Steel (blacksmith & part-time weaponsmith)
23. The Mother Lode (provisions, outdoor gear, & mining supplies)
24. Ferritixmus the Wheelwright (wagons repaired & sold)
25. Strongbow Arrowsmith (bowyer/fletcher)
26. Flora’s Remedies (herbs & folk medicines)
27. The Sacred Forge (Ferrumic smith – 2 in 6 chance of being open)

Civic Sites
A. Grain Silos & Cisterns
B. Watch Barracks
C. Council Hall
D. Assayer & Claim Office
E. Common Well

Monday, January 10, 2011

A Partial Map of the Kinan-M'Nath

After months of real time in the campaign world, the players finally got their hands on a map of the region. The Kinan-M'Nath is largely based on the Outdoor Survival map so any similarities are intentional. The acquisition of a map arrived just in time, as I'm foreseeing several overland journeys in the weeks to come. The hobgoblin citadel (not pictured) is a likely candidate for sacking and looting, and there is the matter of returning Rondo Fleagle's earthly remains to his people in Dro-Baan Khaz. And you can never be sure when or where a giant turtle will strike. They are amphibious after all...

Monday, October 18, 2010

Watchfires & Thrones Session #25

The party, now safely back at the Mad Manor, began casting about for rumors relating to the revival of the recently dead. Having spent a sizable fortune on returning Mock to life, they needed a cut-rate solution to their dead Grumble problem. Luckily for them, they heard a tale about a ruined monastery just down the river from Blackpool. They bribed a local fisherman to take them downstream to the base of the rocky promontory upon which the Groaning Ruins stood and, before long, found an entrance into the catacombs below.

Anwar had taken the precaution of turning himself invisible the night before the party left for the ruins. However, always a team player, he was more than willing to continue being the party torch-bearer and mapper. This lead to the inclusion of a floating torch to the party’s ranks and a miniature-less base to the party’s figures on the battle map. His role as torch-bearer would be short lived, however, when Fanta gave him grief about his chosen role and Anwar thrust the flaming brand into the Old Blood’s hand.

For the sake of complete disclosure, I must now reveal that this week was a busy one and I didn’t have the time to craft the entire session’s adventure from scratch. Standing in for my own imagination was James Maliszewski’s “The Ruined Monastery” from Fight On! #1. James has been kind enough to use parts of Stonehell Dungeon in his Dwimmermount campaign; it’s only fair that I return the favor. There be spoilers ahead…

Down in the catacombs, the party found a crumbling meditation chamber, its wall scarred by the excavations of previous adventuring bands and other less seemly creatures. A band of ravenous rats scurried forth to defend their lair once the party moved into the chamber but, aside from an unfortunate nip suffered by Krunk, the rodents were swiftly dispatched. A search of the chamber turned up a tarnished candelabra and the 2’ tall wooden statue of the goddess, Amencia. The statue seemed to have put to one side and then forgotten, and, although it was not crafted from precious metals, the party decided to drag it along with them. A wise decision as it would turn out.Past the meditation chamber lay a circular room with a sunken pool. The basin was filled with dirty water and the floor and walls of the room were covered by a massive colony of that pernicious dungeon threat, green slime. This led to some humorous arguing by the party. The metagaming faction posed that there had to be treasure in the pool—the presence of the green slime as a barrier could mean nothing else. The other faction argued that they weren’t going to mess around with the stuff but if the metagaming thinkers wanted to do so, that was fine by them. A dead rat was tossed into the pool and a crowbar slightly dissolved before the party left the room behind them, unexplored.

The winding corridors brought the party to a barrel-making woodshop, a place where the monks made containers for their wine (“This is a monastery! You know what monks keep in their cellars?” exclaimed Anwar, the Diet Coke of Evil™, at one point.). Upon entering this cave, the demihumans chose to examine the area with their infravision and kindly asked the Fanta and the invisible Anwar to outside and down the hall so that the torch Fanta carried would not spoil their infravision.

As the rest of the band scouted the cave, the two magic-users stood waiting to be called back into the company of their armored companions. As they did so, the sounds of padding feet was heard from directly behind them. Turning around, the two found themselves staring at the leanest, largest-headed wolf they had ever glimpsed. The beast growled and leaped towards Fanta, as he was the only visible target.

Fanta was lucky enough to fire of a magic missile, but the bolt inflicted only minor damage upon the beast. The wolf counteracted with the lightest of nips and the fight took on a certain mincing quality as the melee turned into more of a slap-fight than brawl. This continued until Krunk and Waren, alerted by the sounds of battle, arrived to put down the beast. A search of its corpse turned up a crude leather collar around the wolf’s neck. Somebody owned this thing.

Pressing on through the treasure-free workshop, the party found themselves back in the winding halls of the catacombs. A short distance away from the workshop stood an unusual section of corridor. In a wide alcove stood a stone pedestal, bare of any decoration. Immediately, the party decided to place the wooden statue atop the podium to see if that had any effect. Upon doing so, Hoover’s keen ears caught the sound of grinding stone coming from somewhere to the north. The party headed in that direction.

A choice of passages presented itself and the band continued northwards, coming out in a ruined scriptorium. The shelves had collapsed, a pool of inky water covered the floor, and the ceiling looked as if collapse was imminent. A pile of fuzzy yellow books stood in the corner, inviting exploration, and Hoover, Waren, and Anwar headed towards that while the rest poked the black water with their pole. Hoover, clutching his specially-built, collapsible 10’ pool in hand, extended the rod and prodded the pile of ancient texts. The piled collapsed and a gout of yellow mold spores erupted in a fatal cloud. A cloud with a 10’ radius. It seems they make poles that long simply for this kind of an event and the party escape unharmed from the deadly spores.

The inky pooled turned out to be exactly that: ink from the scriptorium mixed with rainwater. At this point, the party was ready to return back to their choice of passageways, but a small cadre decided to check a northern alcove for secret passages. As they did so, the remaining party found themselves accosted by another one of the large-headed wolves who appeared on the far side of the inky pool. Charging at Hoover, the wolf was almost sent flying into the pile of killer books, but ranger’s shield bash/deflection maneuver failed. It was a good try, though, and a reminder that just because the rules don’t have feats or explicit rules to adjudicate something like that doesn’t mean it’s not allowed. In fact, it’s even encouraged by yours truly. The rest of the party rushed from the alcove and the wolf was swiftly slain.

With the scriptorium a bust, the party did indeed return to where the passages diverged and followed the wider of the paths. This brought them to another crossroads and a prolonged discussion about which way to go. All the time, I was snickering and shaking my head (“My blood pressure goes up when you do that, Mike”), for their choice in this matter determined whether or not we’d be able to conclude the day’s adventure in a single session or extend it to next week. I fully expected the longer choice to be made, but Krunk’s insistence that something was to be found to the north took the party that way.

There, some of the party found an opened secret door; the rest were unable to comprehend that a passage existed. Despite efforts to physically guide them into the concealed passage, only three of the band possessed the proper philosophical outlook to pass through it. In the chamber beyond, a slain monk with an ancient key was found (and looted). While this was occurring, the rest of the party had a run in with slinking spiders. The poisonous predators were overcome, the party reunited, and deeper they went into the catacombs.

Another intersection was encountered and could have derailed the “Let’s get this done by 4 PM” train, but the party detected a faint light coming from one tunnel, so the invisible Anwar was sent down the corridor to discover what was causing it. From around a corner, the turban-wearing sorcerer caught sight of a cowled figure attempting to open a stout iron door. A quartet of skeletons stood at rapt attention, their empty eye sockets focused on the entrance to the chamber. The mage tiptoed back to the party to make his report.Preparing for battle, the party moved down the corridor as quiet as they could, but the clanking and jingling of their armored fighters alerted the cowled figure. “Dispatch whoever is making that noise,” he commanded and the skeletons rushed around the corner and into the party’s line of sight—and immediately spun back around and fled under the effects of two clerics’ turning attempts. The party followed in the wake of the running bones.

Confronted by the party, the cowled figure commanded them to go elsewhere and leave him be. He had as much right to be in the catacombs at they did. Fanta approached to negotiate and get a better view of the locked door, suggesting that the party’s mages might be of assistance in opening that portal. With both sides planning to betray the other as soon as possible, a truce was forged—and immediately broken by Krunk’s sword. The cleric put up a token defense before succumbing to the party’s attacks. The skeletons were herded out of the chamber by Aieglos and Waren, and the party discovered that the key Fanta had found did indeed unlock the heavy iron door, reveling a spiral staircase beyond.

The party proceeded down the stairs, descending deeper and deeper into the earth until they passed the 150’ mark. There, the stairs emerged from the roof of a tremendous cavern, its center holding a circular labyrinth. From their vantage point on the stairs, they could see there was a red glow emanating from the middle of the maze.

At the bottom of the stairs, the party approached the labyrinth’s entrance. Walls of 10-foot height, crafted of brass, composed the maze. It was decided that Anwar, being still invisible, would enter the maze and try to reach its center, for that was there the party believed they would find the goddess’ blood. Tapping carefully ahead of him, the sorcerer stepped into the labyrinth.The sorcerer soon discovered that the labyrinth had a strange property: every time he moved, a horrible groaning arose (thus giving the ruins its name) and the two innermost sections of the maze turned at different speeds, alternating the maze’s layout. Despite this constant motion, Anwar could not foresee any difficulty reaching the maze’s center, provided he had enough time. Which, of course, was not about to be given to him.

As he closed in on the blood’s resting place, there was a sudden clap of thunder and Anwar caught the glimpse of an animated suit of armor appearing atop a glowing rune carved at one of the labyrinth’s dead ends. This constructed guardian made its way toward the magic-user, seeming to be in no way affected by his invisibility. Luckily, every time the animated armor moved, so did the maze. Even its guardians affected the labyrinth’s layout.

A cat-and-mouse game quickly evolved between the magic-user and the animated armor, with Anwar getting close to the center of the maze. There, he could see a blood-red gem floating at eye level and glowing with a crimson light. His move to snatch up the bauble was thwarted when the gem’s guardian suddenly stood in his path thanks to a turn of the wheel. To make matters worse, there was another crack of thunder and a killer frog appeared in the maze and began to hop towards the mage.

Now surrounded, Anwar moved to escape the labyrinth while Rondo Fleagle, seeing both the mage in danger and the only sizeable treasure so far discovered, entered the maze. With now four creatures moving about, the labyrinth was in constant motion. Sections of it became veritable turntables, whisking the adventurers and the maze’s guardian past one another with barely enough time to exchange blows. Anwar found himself boxed in during one of the maze’s rotations, flanked by both the deadly frog and the sword-wielding suit of armor. Both struck at the sorcerer and succeeded in bringing the now very visible mage to Death’s door.

With Anwar downed and the guardians’ attention on his now-recumbent form, Rondo was able to charge through the middle of the labyrinth, snatching the gem from the air. This attracted the guards’ attention. At the same time, there was another thunderclap and an albino ape appeared in the maze, sniffing about for prey.

With their own members outnumbered, the party took action to try and rescue them (or at least the gem). Aieglos climbed up the stairs to try and pepper the guardians with arrows, but discovered that an invisible barrier prevented his missiles from hitting inside the maze. Hoover and Krunk entered the maze to try and take some of the heat off Rondo and to pull the bleeding Anwar to safety. With so many intruders inside, the labyrinth spun even more, increasing the chance of more guardians appearing. And appear they did. In short order, a zombie was summoned, followed by a second killer frog, a pair of stirges, and even one of the dreaded Tomb Herd. Things were looking poorly for the party.

A lucky turn of the maze, however, brought Rondo and Hoover close to one another and the dwarf, aided by the ranger, leapt to safety. Meanwhile, Krunk was trying to reach the unmoving Anwar with the guardians closing in. Another revolution of the wheel brought the near-dead mage past Hoover and Rondo, but he sped past too quickly for either to grab him. Waren stepped towards the mouth of the labyrinth as the zombie approached Hoover and Rondo and managed to turn it…but another revolution or two of the maze had the repulsed zombie fleeing back towards the duo. The two took it down as it reached out to attack them.

Krunk was meanwhile dodging the guardians and reached Anwar. Throwing the magic-user over his shoulder, he carefully maneuvered himself. Having by now figured out how the maze rotated and what to expect, Krunk stepped just enough to get himself lined up for a fast run for safety. As the labyrinth spun one more time, the berserker weaved his way down a twisting path and jumped free of the spinning maze. Free of the shifting pathways and bearing the relic they came to acquire, the party fled the cavern. A quick but cautious journey back through the catacombs brought them back to daylight in time to meet their ride at the dock. They headed back upriver, intent to bring Grumble back from the grave…

Sunday, July 4, 2010

Company Headquarters

After the party experienced a shortage of inn rooms (and the price hike that accompanied that) during the Festival of Erion, interest was expressed to purchase or rent larger, more permanent quarters. I quoted the players the price of buying a home, which turned them in the direction of leasing one. Thanks to Habdazar's high charisma, they managed to find a good price on a structure that suited their needs: a two story building with at least three-to-five rooms, possibly a stable.

Experience in the Watchfires & Thrones campaign largely comes from treasure and monsters, but I do award bonus points for the occasional great achievement or for contributing material to the overall "shared world" experience. This seemed like a pefect time to introduce one of those opportunities, so I offered a bonus of 200 xps to anyone who came up with an interior map of the new building. Pete showed up with not only a map, but with a drawing that subscribes to the unofficial motto of everyone but Tom in our group of "Any picture's better than no picture!" when it comes to art.


After I gave the players this option in an email, I never heard back from anyone stating that they were wanted to take a shot at it. I therefore assumed it would have to be me to come up with the building's layout. Since I've used fold-up buildings in the past during trips into town, I wanted to find something suitable to depict the former stables that the PCs are now living in. This was the result.




As it stands, the map above is accurate as far as the layout goes, but the exterior looks more like the photos than the drawing. A happy mixture of both player and referee input, which is what every campaign involving a shared world should be.

Saturday, May 29, 2010

World Map

The actual item will be making its debut at tomorrow's game (and is only 90% complete anyway), but here's a snapshot to whet the appetite and to get you guys thinking about world domination.

Saturday, May 8, 2010

Players' Map

A general map of the five mile hex in which Rhuun is located. Labeled are A) Rhuun, B) The Tomb of Athkul, and C) the dry river that heads into the Hills of Scowling Bones and leads to the Temple of the Goat.

Traveling on foot through rough terrain with party members in metal armor means you can cover a mere 8 miles a day (Base overland movement rate is equal to turn-based movement rate divided by 5 in miles, so a movement of 60' [metal-wearing PC movement rate] divided by 5 equals 12 for 12 miles per day overland. Desert, hill, and mountain terrain reduces that by an additional 1/3 which becomes 8 miles/day). This is why it takes a day and change to reach the Temple of the Goat. On horseback or muleback, you can cover the distance in less than a day (something to think about now that your coin purses are flush).

Due to the rough terrain of the Hills of Scowling Bones, it would be difficult, but not impossible, to reach the temple via wagon. Hiring a teamster to drive the wagon would reduce the chance of mishaps but you'd have to find one willing to risk his life and possibly his team to journey to the temple. Organizing a mule train is another possible method of retrieving the sizable library from the pyramid and returning it to Rhuun. At bare minimum, which would require the PCs to carry their own gear so as to free up Gladys and Doris to haul nothing but books, you'd need at least one more mule. This would mean that each animal would be bearing their maximum load of 400 lbs. each and leave no room for error in case one gets injured or eaten. Additionally, they'd have a movement rate of 60' (the same as you on foot), meaning it'd be a day plus trip back. Purchasing three more mules to bring the party total up to five would allow the mules to make the trip back in under a day but would still leave you no room for error in case one mule became injured. You'd also have to provide mounts for yourselves if you wanted to keep pace with your pack animals!

This is a continuation into the neighboring hex to the north. There is a slight gap between the two which is indicated by the blank northernmost hexes in the first map. I'll have a better version together before next Sunday's game.