Thursday, September 28, 2017

Dragon Me Down

Naoidheamh 18-24, 6638; next holiday, Beastnight, 9/35

The Party:

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

The party flew onward... two flying characters, a mage and a thief, crossed their path; they also broke bread (well, whale blubber) with a caravan of 30 men. Later, a group of 21 skeletons was quickly turned. A group of bugbears wandered past, but didn't see their camp. 15 hoarfrost zombies were destroyed, and finally, they reached the edge of the blasted wasteland around the tower.

They were able to fly a good way in, close enough to see the tower... but a raging storm kept them earthbound. Gróin, with his fancy wind-proof hat, managed to get a little farther, but in the end, even he had to turn back. That meant traveling through the maze on foot...

Inside the maze, they found 15 mastodons; a cheerful conversation with Rig convinced them the party was no harm to them, and they were able to get a general idea of how to get out of the maze. They warned the group of a huge dragon, and a "bitey bat man". Rig thanked them, and they once again moved on.

A group of 10 thoghrin were camped in the maze; they were put down quickly, leaving a fair amount of treasure behind. Continuing on, they fought two frost salamanders, a pair of cave bears, and found the tunnels of a number of remorhaz. Finally, their trek was complete - they had made it to the tower.

Inside was nothing but a winding stair; up and up it went, finally coming to a stop in a room full of illusionary treasure. A huge stair lead upwards, and a door opened to the outdoors. The stair, unlike the others, was well-worn. And at the top... waited a dragon. A massive, 120 foot long, white dragon. Giana, alarmed at the creature, immediately went for her go-to, and tried to seduce the beast. Unfortunately, her finger-guns must have misfired, as the dragon was absolutely unimpressed. It probably didn't help that the dragon was female, either...

After some whispered conversation, the party decided that they could take the beast. They began their assault; the dragon breathed a blast of frosty breath at them, and Giana fell! The thief fired an arrow of dragon killing... and missed. Quetgar, being Quetgar, dashed around to the back of the beast and dug under its massive scales, trying to destroy it from behind. The dragon turned, raining down blows, but managed to land only one. The party pressed their advantage, and in only two rounds of combat, the monster lay dead atop its treasure.

Of course... that wasn't the only thing in the room. Caranthir, wondering at the lowly amount of gold, asked everyone to search for hidden doors; and, indeed, a door was found in the ceiling. Quetgar leaped up, caught the latch, and opened it, causing a ladder to extend. At the top, he found piles of dusty boxes. Turning to tell the others, he barely missed being shoved out of the loft! He spun to see a man in a tattered cloak, sporting some rather interesting teeth... a vampire!

Quetgar had a bit of experience with vampires, and quickly slid down the ladder to the ground...

  • Experience from treasure:
    • 2,000 Silver (2 st, 200gp)
    • 1,000 Platinum (1 st, 2000gp)
    • 1 crates of monster parts (5 st, 300gp)
    • 1 crates of terra-cotta pottery (5 st, 100gp)
    • 2 pouches of saffron (30gp)
    • 3 crates of armor and weapons (30st, 675gp)
    • 3 crates of glassware (15 st, 600gp)
    • 6 pouches of wolfsbane (60gp)
    • 12 rolls of garishly dyed cloth (48st, 120gp)
    • 208 animal horns (42st, 3160gp)
    • 6 amethyst cylinder seals depicting religious scenes (7,200gp)
    • 63 typical fur capes (63st, 6300gp)
    • 1 jar of dye (5st, 50gp)
    • 30 bundles of bear pelts (90st, 450gp)
    • 1 Agate (25 gp)
    • 1 citrine (50 gp)
    • 1 lapis lazuli (25 gp)
    • 1 malachite (10 gp)
    • 1 Facet cut imperial topaz (4,000 gp)
    • 1 flawless diamond (4,000 gp)
    • 1 topaz (500 gp)
    • 1 alexandrite (500 gp)
    • 1 bronze jewelry (160 gp)
    • 1 jacinth (1,000 gp)
    • 2 lapis lazuli (50 gp)
  • Total experience from treasure (once sold): 31,565 XP (which is 4,509 XP each for Caranthir, Quetgar, Gróin, Sorvald, GQ, and Gianna, and 2,255 XP for Elenora and Laurita.)
  • Additional treasure from before: 80,916 (which is 16,183 each for Caranthir, Quetgar, Gróin, and Sorvald, and 8,092 for Elenora and Laurita.)
  • Total weight of treasure (not counting magical treasure, counting previously gained treasure): 322 st
  • Experience from encounters:
    • 2 NPCs (ignored)
    • caravan of 30 men (traded)
    • 21 skeletons (273)
    • 17 bugbears (ignored)
    • 15 hoarfrost (1200)
    • 15 mastodons (friendly)
    • 10 throghrin (800)
    • 2 frost salamanders (4200)
    • 2 cave bear (640)
    • 1 massive, venerable, white dragon (20250)
  • Total experience from encounters: 27366
  • XP per PC: 4561
  • XP per henchman: 2280

As a note, a Bag of Holding: is large enough to fit an object that is 10' x 5' x 3'. Regardless of what is put into the bag, it weighs a maximum of 6 stone but holds up to 100 stone. I'm going to assume the 10' x 5' x 3' measurement is the size of the object that can be placed into the bag; nothing that doesn't fit within that space can fit into a bag of holding. However, any amount of treasure can fit, up to 100 stone. At the moment, the treasure available is 322 stone; while the original amount (66 stone) fit in the bag just fine, the new treasure just isn't going to fit, unless you can source two more bags of holding.

Next, magical treasure! Not all of it has been identified; one item was identified as cursed, and all items are magical.

  • 3x Treasure Maps; one to a cliffside in the Wild Plains, one near the Mountain Dwarves, and one in the desert, just over the Ridge.
  • 7 potions, yet to be tested
  • Scroll of Ward against Elementals
  • Scroll of Ward against Undead
  • 3x Rings, untested
  • 2x staffs, untested
  • A bag, untested
  • Boots of Traveling and Springing
  • A shiny helmet, untested
  • 3 swords, one of which is cursed, untested
  • 3 arrows, likely +1
  • 1 dagger, untested
  • Ring Mail Armor, untested
  • 2x shields, untested
  • Leather Armor, untested
  • A black box, wrapped in cloth; locked and untested

Last but not least, new characters starting at this point will begin with 64294 XP and 160,000 gp, which can be traded for magical items. Remember that you can "frivolously spend" gold (donating it, burying it, throwing it in the river, burning it as an offering, sending it home to your family, etc. - anything that essentially wastes it to no benefit to yourself) to build up bonus XP for your next character.

Tuesday, September 19, 2017

Hot and Cold Running Encounters

Naoidheamh 6-18, 6638; next holiday, Beastnight, 9/35

The Party:

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

After a night of flying, the adventures landed to begin setting up camp. However, before they could manage it, the ground beneath their feet began to sink! Most of the crew took to flight immediately, leaving the ever-capable Quetgar and the inexperienced Sorvald to fend for themselves. Quetgar waited until one of the sinkholes revealed a multi-legged monster, and struck - only to be burned by the intense heat radiating from within it! Already down to half hit points, Quetgar headed for the others. The beasts followed; before Caranthir could fly down and pick him up, one of the monsters swallowed him whole! Laurita used a distance healing spell to heal him and a good thing, too, as the intense heat from the monster was cooking him quickly! Between the boulders and other spells from Gróin and the freezing breath attacks from Caranthir, the monster was quickly dispatched. Quetgar was snatched away by Caranthir... which left poor Sorvald alone with the monsters. It was barely one hit before the poor thief was laid out on the ground. As the three remaining monsters tried to split the poor fellow, Gróin fired more rocks in their midst, and eventually, the creatures were dead.

Once their white-hot skin had cooled, the party ripped them open, lugging out the treasures the huge beasts had devoured. Inside, they found a veritable treasure-trove, including some magical objects (listed at the end, for space reasons).

Flying on, they encountered four frost giants, who used their shelter as a lovely chair for an hour, and a few days later, managed to outrun five wraiths. And then... they met three dragons. After some quick thinking, Caranthir managed (somehow) to convey to Elenora that he was willing to trade the lives of a few of his compatriots for free passage. Alas, the dragons didn't get their meal. The two sides attacked simultaneously, the dragons managing to cast a fireball and some buffing spells. Quetgar leaped onto the back of the largest dragon, and did some heavy damage; the other two dragons attacked, but were unable to budge the lizardman, and soon, the eldest dragon was plummeting to the earth. Caranthir promised to heal the dragon, if the others would not pursue them; the dragons agreed, and the party flew off into the night once more.

They passed over three frost salamanders, and then, during a windstorm, they caught the sound of singing on the wind. Someone was singing "A Whole New World" - and moments later, they caught sight of a good-looking gnomish woman, riding a flying carpet beside a snake wearing a turban. She plowed into Caranthir, and, sliding across his back, pointed at Quetgar. "How you doin'?"

Quetgar, taken aback, was enchanted by the gnome. Quite literally; her words charmed him! Caranthir was not as impressed, but the rest of the party seemed happy enough to let her join their motley crew. Flying on, they encountered a group of 80 hoarfrost zombies, which Gróin happily Turned. On they went, finally coming to the marked treasure: a cube of frost resistance. Quetgar, unused to the bitter cold, hugged the device to himself and refused to let it go.

Now, as for treasure... There were two swords, one a +1, and the other a Sword +1, +3 versus summoned creatures Sword +1, light 30' radius; an Axe, tested to be at least a +2; two Scrolls of Ward against Elementals, a Scroll of Ward against Undead, a scroll of Scroll of Ward against Lycanthropes, Boots of Traveling and Springing, a Potion of Treasure Finding, and of course, the Cube of Frost Resistance. Other treasure is detailed below.

  • Experience from treasure:
    • Clothing, 4 stone total:
      • 1 rich fur cape (1,300gp)
      • 1 rich fur cape (1,400gp)
      • 1 rich fur cape (2,100gp)
      • 1 rich fur coat (6,000gp)
    • Jewelry and Gems, 1 stone total:
      • 1 Black pearl (2,000 gp)
      • 1 emerald (1,000 gp)
      • 1 Alabaster jewelry (700 gp)
      • 1 chryselephantine jewelry (400 gp)
      • 1 emerald regalia (13,000 gp)
      • 2 Fine wood jewelry (900 gp)
      • 1 ivory jewelry (700 gp)
      • 1 scrimshaw jewelry (16 gp)
      • 1 sapphire regalia (5,000 gp)
      • 1 opal jewelry (3,000 gp)
    • Carvings, statues, etc., 11 stone:
      • 3 platinum reliquaries with crystal panes (24,000gp)
      • 12 alabaster and jet game pieces with jeweled eyes (10,800gp)
      • 21 jade carvings of heroes, monsters, and gods (4,200gp)
      • 1 statuettes (1 stone) (800gp)
      • 3 statuettes (4 stone) (3,600gp)
  • Total experience from treasure (once sold): 80,916 (which is 16,183 each for Caranthir, Quetgar, Gróin, and Sorvald, and 8,092 for Elenora and Laurita.)
  • Experience from encounters:
    • 4 remorhaz (19,200 xp)
    • 4 frost giants (avoided)
    • 5 wraiths (evaded)
    • 3 dragons (10,670 xp)
    • 3 frost salamanders (avoided)
    • 4 frost giants (ignored)
    • 9 hoarflesh (720 xp)
  • Total experience from encounters: 30,590
  • XP per PC (except the Trickster): 6,094
  • XP for the Trickster: 120
  • XP per henchman: 3,047

The treasure haul is quite large; most of it should sell in the village of the Northern People, but some of the larger items may need a different city. The reliquaries, especially, will likely need to be sold to a church. The XP for those items will be given out once the items have sold.

Additionally, new characters starting at this point will begin with 62014 XP and 160,000 gp, which can be traded for magical items.

And one final note... things are beginning to happen in Mareten, and across Mor-Thir; actions and reactions. The party has gained some significance, and are fairly recognizable now, at least the core group.

Friday, September 15, 2017

Hark, A Quest!

Ochdamh 2 - Naoidheamh 6, 6638; next holiday, Beastnight, 9/25

The Party:

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

The party bought some supplies at the Guard's Day celebration, then moved on to visit the King, hoping to destroy the Scale in his keeping...

Upon visiting the king, Caranthir noticed Luce was acting strangely. He had a suspicion... and it was confirmed. Luce was, in fact, a princess, the daughter of the king. Hypothetically, she was staying at some resort, but surely that ruse wouldn't last much longer. Her 18th birthday is in January, and quite a lot of important stuff happens then. Caranthir promised to keep her secret.

The king refused to allow them access to the scale. He did, however, mention a quest that may strengthen his trust... a quest to the Queen of the Winter Fey. However, the party was given a letter of passage; no Winter Fey were allowed to harm them, as long as they did not harm any Winter Fey.

Along the way, they met and killed three wyverns, avoided a couple of basilisks, and found an 8 headed Hydra, which Quetgar decided to bomb. While his aim was true, the hydra was, unfortunately, a regenerating hydra! Beheaded in a single round, only a couple rounds later, it sported new noggins, and continued sprouting replacements until it had a total of 12 heads! After many rounds of combat, and a few lucky strikes by the bothersome beast, Caranthir decided to call it a day. He and Quetgar took off, leaving the now 12-headed hydra alive.

The next night, they were attacked by another fearsome creature - a frost salamander! Its intense cold aura injured several of the party, but it was eventually vanquished. Not long after, they came across 16 zombies, trudging wearily through the snow, and ended them quickly. They camped near a village of trolls, but parted peacefully.

  • Experience from treasure: none
  • Experience from encounters:
    • 3 wyverns (4800)
    • 2 basilisks (avoided)
    • 1 8 12 headed hydra (escaped)
    • 1 frost salamander (2100)
    • 16 zombies (464)
  • Total experience: 7364
  • XP per PC: 921
  • XP per henchman (excluding those that remained behind): 460
  • XP for new players: 64557

Thursday, August 31, 2017

Shenanigans

Seachdamh 16 - Ochdamh 2, 6638; next holiday, Guard's Day, 8/3 - tomorrow!

The Party:

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

While making their way through Roundrock, the party ran into two interesting people - the young man Sorvald, a thief who had recently definitely not run away from home, and Good Question, a Nobirian Wonderworker, servant of Coyote. Having heard of their exploits, the two newcomers were interested in joining the party. The Nobirian happened to own a map, which she happily offered to share; Caranthir, his dragon-like greed bubbling to the surface, offered to fly the two of them to the site of the treasure, while the rest of the party, fueled by Gróin's pleading, headed to the Mareten Wall to buy some more of those amazing mini-potions.

Thursday, July 27, 2017

Bilkthistle Wanderthrust's Magical Funhouse

Seachdamh 8-15, 6638; next holiday, Guard's Day, 8/3!

The Party:

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

Finally, the party reunited. Rig, having spent some time hanging out around town, relayed that there was an interesting new dungeon discovered somewhere nearby; after some discussion, the party decided that they would take a look. As it turned out, the dungeon was... well, an interesting place. A funhouse, actually. Created by a mad Gnomish wizard.

Let that sink in a moment.

The rooms, it seems, were full of jump scares, puzzles, and various horrible tests. Two different tests included "basically doing nothing," in fact. One room sported a portion of a chess board; scraping the pieces across the board, the group managed to awaken a level 1 fighter by moving the pawn out of order, and a level 5 fighter, mounted, by moving the knight out of order. They didn't manage to awaken whatever was behind the queen and the bishop, much to my dismay, and their joy.

Not long afterwards, the party came across a room with a table full of potions; each person was to choose a potion, then drink it. Choosing from a rainbow of odd potions - none of which were anything the dwarf or gnome had run across - the party chose the following colors:

  • Rig choose green; upon drinking it, he turned a bright shade of purple.
  • Llarm chugged a solid black potion; his eyes lit up, projecting a 90' beam of light.
  • Faufe drank a smokey potion; his health suddenly fluxuated. His max health will change by 1d8-4 each day.
  • Caranthir drank a white potion; something happened, but he wasn't quite sure what.
  • Rhea drank one of the invisible potions, and gained a familiar - an undead snake! (As a giant python)
  • Elenora chugged the infrared potion, and was suddenly able to speak and understand Draconic and Nobiran... but forgot Common.
  • Gróin drank a shimmering potion; his beard began to grow - so quickly that he must shave twice a day, or suffer a -1 to his attack throw!
  • Laurita, finally, drank a purple potion; she realized that the taste of meat was unpalatable, and can now only eat fruit or vegetables.

Wandering through yet more puzzles, they party managed to gather some magical treasure! Though two items were damaged, they did gain a pair of Eagle Eyes, a potion of Restore Life and Limb, a wand of Lightning Bolt, and a wand of Fireball. Eventually, the party made its way to the exit, where Luce was waiting. Happily, they found a small trove of treasure - piles of mundane items, along with a Staff of Wizardry, a Wand of Fear, a Helm of Teleportation (with no teleportation spell active), a shiny helm they decided was likely a Helm of Change Alignment, and a Necklace of Adaptation!

  • Experience from treasure: none
  • Experience from encounters:
    • 1 knight (lvl 5 fighter: 200 XP)
    • 1 pawn (lvl 1 fighter 10 XP)
  • Total experience: 210 XP
  • XP per PC: 38
  • XP per henchman: 18

Sunday, July 16, 2017

The Temple of Thul-Gaal

So, last week I had a dream. No, seriously, it was a real dream of GMing an RPG. The rules were a bit fast and light, and there weren't any dice rolls... more of an interactive cinematic sort of thing. But that's beside the point. I have, in the course of the last week or so, come up with the beginnings of a one-shot. Or some-shot. A short campaign.

When I first started writing it all down, I was pretty excited - this would fit into the current campaign, and be a lot of fun. For me. Because I would kill everyone. I realized that maybe, just maybe... that wouldn't be fun for everyone else. So, I took a step back, and decided that I would tweak a few things so it would become a one-shot, where people wouldn't care if their characters get absolutely slaughtered.

Now, I still have some tweaks left, and a few puzzles to work through, which is perfect, because you guys have some work to do, too. You need to make up some characters.

Your character must follow these guidelines:

  • Roll up character stats
    • Roll 3d6, five times, to make a column of stats; repeat to make 5 total columns
    • Choose a column; you may use the chosen stat column in any order
    • You may trade 2 points from a non-primary stat to add 1 to a primary stat
  • Choose a character - any character class from the original list
  • Your character starts with:
    • 620,000 XP
    • 815,000 gp
  • You may trade gold for:
    • Normal equipment, mounts, etc.
    • Any magical item, at its base price
    • A chance for random magical items
      • Trade 1,000gp for a 15% chance of two magic items of a random type.
      • Trade 3,000gp for a 25% chance for a weapon or armor, a 25% chance for a potion, and a 10% chance for a miscellaneous magic item.
      • Trade 10,000gp for a 50% chance for four randomly determined magic items, one random potion, and one random scroll.
      • Trade 30,000gp for 1d4 random potions, 1d4 random scrolls, and a 50% chance for six randomly determined magic items.
      • Trade 100,000gp for 2d4 random potions, 2d4 random scrolls, and a 75% chance for each of the following: 1d3 swords, 1d3 armor, 1d3 miscellaneous weapons, 1d3 wands/staffs/rods, 1d3 rings, and 1d3 miscellaneous magic items.
      • Note: You may trade a (random) scroll or potion for two (random) recipes.
      • If you have the core rulebook, you can roll up your own magical items; however, I have a spreadsheet that does it instantly, so if you want to trade for magic items, let me know and I can do it automatically. If you want to trade scrolls/potions for recipes, tell me before hand, so I can roll recipes instead.
    • As many henchmen as you'd like
      • Roll up each henchman as a character
      • Trade 1 gp for 1 XP (a henchman with 100,000 XP costs 100,000 gp)
      • While henchmen can have henchmen, you cannot exceed the number of henchman your character is allowed in total (4, plus Charisma bonus, plus any proficiency bonus)
    • Creating magical items, new spells, ritual spells, constructs, etc.
      • To create a magical item (etc.), you must:
        • Purchase a library
        • Spend the money for the item/scroll/potion
        • Make any rolls required for research, etc.
        • Note: failed rolls still use money!
  • Mages and other studious casters begin with 50% of their spell list generated randomly, and the rest chosen.
    • Researched spells (see above) count as a chosen spell
    • If you want to replace a randomly chosen spell, it costs 1,000 gp per spell level to replace; you may choose any spell you have as a scroll or recipe.
    • If you do not have the spell as a scroll, it costs an additional 500 gp per spell level to buy the spell. Only spells in the spell list may be purchased; spells not on the spell list must be researched (see above).
  • Wishes will be neutered for this one-shot. They are allowed to be cast as any spell, or the reverse of any spell, instantly; they also allow a character to be resurrected, returned from another dimension, or cured of an affliction (insanity, possessed hand, etc.), but they cannot be used as an open-ended "true wish".

Whew! What a list! If you have any questions, let me know. I'll wait to run the one-shot until everyone has a character rolled up, spells and all. Also, if you want to roll up any number of backup characters, that would be awesome. I'll have some upper-level characters created, probably, so nobody is left out, but if you want to make your own backups, go for it.

Long ago, in a land far away, an ancient temple was built in the wastelands...

The temple belonged to an ancient race, the Thrassians, cruel, dark creatures, with scaly skin and terrible claws, with great leathery wings and horrible sharp teeth. These Thrassians ruled the land with iron fists, but like all terrible rulers, they were vanquished, and their ways were lost to history.

These days, the Thrassians of old are but legends; stories told by old soldiers to frighten the new recruits, and told by parents to get their children to bed or to eat their vegetables.

Nonetheless, the stories (at least most of them) are true. And, deep in the Desert of the Dead, our heroes gather to face the greatest threat these ancient monsters ever built: the Temple of Thul-Gaal. Undead - and worse - prowl its dark hallways, and magical traps pervert the very earth on which the temple stands. The tower is hidden behind a ridge of mountains; inside is an ancient volcanic desert, devoid of life. During the day, wind blows through the desert and shifts the sands, obscuring the path to the temple, but never burying the temple itself; that site juts out of the landscape like the hellish claw of an enormous demon...

Few have returned from the voyage; the dizzying heat, the blinding dust, and the unforgiving rocks have claimed countless lives. Only those who turn back from the temple's gates have survived, and even those have faced staggering casualties. No one who has entered the temple has returned to tell the tale.

Even so... stories persist of a treasure in the temple, unimaginable wealth. For ages, adventurers lost their lives in pursuit of that treasure; soldiers, mages, clerics, and thieves left and never returned. And yet, they must; as the adventurers stop coming, the undead grow restless. Like a cat sharpening its claws, if there are no adventurers to lay them to rest, the undead creep forth, raiding villages and destroying lives and livelihoods. It has come to the point that those nearest the temple feel they must step in and destroy the temple, or die in the attempt...

Friday, July 7, 2017

Zaharan Thieves and Grek Trieb

Siathamh 9 - Seachdamh 8, 6638; next holiday, Guard's Day, 8/3!

Special intro: Sorry for the late writeup - I've been very busy working and writing other blogs!

The Party:

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

The party elected to continue their journey by sea, without stopping to repair the ships. After avoiding two octopodes, they reached the southern port of Cehennem Limani. Selling the treasures they had pilfered from the pirates, they decided again to not keep their ships. They remained docked, but aboard the ships; the city seemed somewhat hostile...

It was a good decision. During the first watch, two dwarves and a human, all thieves, boarded the ship. They were successfully intimidated by the dragon, realized they "were on the wrong ship," and left the way they came.

During the second watch, a second group of thieves arrived; two elves, two humans, and a dwarf. The elves and humans were killed quickly, and the dwarf was pinned by Caranthir in dragon-form, and surrendered.

After a bit of discussion, Caranthir suggested the ships cast off immediately. The four pirate ships (manned by ex-slaves) were able to oar their way out quickly, but the sailing ship was a little slower to leave port. As it was creeping away, a voice called out of the darkness. A group of four men and women stood on the dock. The leader called, "No one escapes from Semih Iravani!", and the fight was on.

These men and women were much stronger than the others; as the leader walked out onto the water, another vanished, and a third took to the air on a broom! The fourth began fiddling with something in his hand. The nightblade on the broom flew over the ship and tossed a bottle of military oil onto the deck, then pulled out a bow. The leader stepped forward and flung a stone at the spellcasters, ending the priestess's spell before she could cast it. The man on the shore finished his ritual, summoning a djinni! Caranthir, in dragon form, took to the air, making it as far as the nightblade and loosing a breath of freezing air. On the deck, the priestess took an arrow from the shore, while Gróin took a slingstone to the helmet, losing his spell!

The party was beginning to get worried as the high-level thieves took them on. Suddenly, a figure appeared on the bow - the man who went invisible! With a grin, he swung his sword! The white mage fled for safety, injured by yet more sling stones, as the thief battled it out with Gróin. The djinni turned into a whirlwind, hurting Gróin and the others, but of course, Luce was unharmed by the magical wind. Caranthir managed to down the flying nightblade, and grabbed her broom as she fell; Gróin injured the thief on the boat, and he dived overboard. The leader took a Dispel Magic to the face, which turned off his water walking - he fell into the water with a splash.The djinni, meanwhile, was destroyed by Gróin's magical attack.

Even as the leader reactivated his water-walking (as it turned out, he had a ring), Caranthir flew down and blasted him with his freezing breath, killing him on the spot. He returned to the ship and reverted to human form, only to be chopped to within a single hit point by the invisible, back-stabbing thief! He turned and cut him down. Back on the shore, the lone survivor drank a potion of Gaseous form and fled, leaving his stuff behind.

As it turned out, the thieves were quite well-armed, with plenty of magical items; most of them were identified on the spot, with others being identified at Cliffport later.

Two days later, the party landed again in Pueblo de Puerto, then continued on. A day after leaving the port city, Caranthir and Rhea split off from the party to fly due east, towards the islands. They landed on Fuega, a tiny island with a tribal nation on it; the natives welcomed the visitors, especially when they learned that they wouldn't be stealing from them. The next day, Caranthir and Rhea circled Vulka, an inhospitable island littered with sharp rocks. Invisible, they swooped over the island... and found a dragon turtle! The creature lived on the island; it fired a cloud of steam at them, but they were too high to be touched. After spending a few more hours searching the opposite side of the island, the duo found a treasure, and carted it back to the ship.

Meanwhile, the ships encountered yet another two octopi, which fled, and four giant squid, which were quickly killed by well-aimed catapults. Finally, they landed in Cliffport, just in time for the Brightest Day celebrations (for those that weren't there, any light or healing-based spells were 3/4 the price, so a Healing potion was 187 gold instead of 250). Arnborg Anvilaxe, the dwarf Caranthir restrained, left the party here, to continue on her own way.

As the celebration ended, a skinny, dirty ogre walked up to Caranthir and handed him a letter! While somewhat difficult to read - the entire letter was written in what looked like a child's handwriting, and was also stained with something somewhat greasy - it turned out that the party was summoned to aid a tribe near the river, who were being harshly treated, accused of a crime they didn't commit. They were willing to give an artifact of some power in trade for assistance. So, Gróin, Caranthir, Rhea, and Laurita flew to their aid.

First, however, Caranthir wanted to make a wish; he found a wish, and did so, meeting 6 clerics along the way.

As luck would have it, they were off by a few miles, and happened to land near the home of none other than Lady Dracull! As long as they were in the neighborhood, they decided to drop in. The Lady was pleased to see them, and offered them a meal; interestingly, the Lady also seemed to be quite pregnant. Hmm...

After leaving the Lady with an offer of help, should she ever need it, they party once again journied toward the river, and the Grek, er, Trieb. As it turned out, the tribe was a tribe of ogres! They seemed friendly enough, though, and Caranthir was happy to help in trade for magical items. They went to visit the "bad guys"...

...Who turned out to be human. A cleric, a mage, a thief, and a fighter had banded together to drive the "evil" from the land. The cleric, Brother Dellus, is on the warpath to recover a holy relic of great significance for his order; it was stolen from their temple not long before, supposedly by a group of rampaging ogres. The fighter, Sir Tainly, was possibly even more obnoxiously full of his abilities than Caranthir; the two did not hit it off well. In fact, that evening, Caranthir sent Rhea to assassinate the knight in his sleep; she only managed to awaken the mage, a dour, gaunt man by the name of Graybeak, and learned that he was really, really powerful. As the four were leaving the camp, they met a rogue named Wag Lightfoot, presumably the leader of the thieves. The camp seemed to be about 75% fighters, a handful of mages and clerics, and the rest thieves. An odd lot, to be sure.

The next morning, Gróin and Laurita flew off to find the cleric's temple, while Caranthir and Rhea left to confront the knight. Caranthir demanded a trial by combat - if he won, the knight would leave; if the knight won, Caranthir would leave. The knight snubbed him into accepting a duel "to the death" (or close enough), and the fight began. As the two hacked at each other, the knight managed to land several blows, doing considerable damage; Caranthir, however, had the better armor, and eventually knocked out the knight. Clerics rushed in to save him, and Sir Tainly was able to recover after a night of bedrest. Brother Dellus, however, flew into a rage; his holy mission was to save the relic, the promise of a knight be damned! The mage, somewhat eager for a rematch, backed him up. Caranthir left the camp, irritated that the knight reneged on his word.

Meanwhile, Gróin was having much better luck. He found the temple - a tiny building with barely a path near it - and was invited in for bread and water. Brother Al explained the real story of the holy item:

Some time before, the old cleric had left on vacation, and had taken Brother Dellus with him. As the old cleric left, Brother Al and Brother Bodh made a bet. Brother Al said, "I bet you thirty silver that every time the old relic [meaning the head cleric] wobbles out the door, everybody freaks out, and nothing gets done until he gets back. Write that down, Brother Bodh!"

Brother Bodh, having the flowery language of someone with too much time and ink on his hands, wrote the following: "When the holy relic leaves its seat of power, chaos will grip this place, and all tasks will fail until the relic is returned."

When Dellus and the "old relic" returned, Bodh and Al were out drinking. Apparently, the old cleric went to town to pick up some supplies, just as Sir Tainly arrived, invited himself in, and asked if anything valuable had gone missing, as there were ogres in the area. Brother Dellus checked, and indeed, a sacred cup was missing! Dellus panicked. He tried to look up what the chalice was for, but only managed to find the pages Bodh had written, which drove him into an even worse panic as he put one and one together to make twenty five, and thought the missing chalice spelled the end of the world for heir monastery. Just as he was having a breakdown, Al and Bodh arrived. Seeing Dellus upset over the missing chalice, Al nudged Bodh and muttered, "Thirty silver."

While this remark was intended as a means of settling their bet, Dellus took it to mean that he was a traitor and had sold out his friends. Dellus swore not to return without the relic, and took off with the knight.

The holy relic, however, was nothing more than a gilt-covered cup with fake gemstones on it. The holy words written on the bottom of the chalice, "In campis feram", meant nothing more than "Made in the Wild Plains", poorly translated into Nobiran.

Gróin and Laurita found the nearby village that sold the chalices, and bought six of them. The shopkeeper immediately shut and locked his doors, and fled out the back, holding more gold than he had ever seen in his life. Six pieces! They returned to the knight's camp, and Laurita discovered the true thief - one of the thieves under the employ of Mr. Lightfoot, in fact. They guided Brother Dellus to the room, and managed to catch the nimble (if quite smelly) thief moving it around a few times. It's hard to pocket a chalice when someone is watching its location, magically. Mr. Lightfoot persuaded the fellow to give it up, and Brother Dellus nearly broke down in tears. Ignoring the rest of the camp, he immediately fled home, to restore the, er, cheap knockoff trinket to its rightful place. Next to the magnet in the shape of Mejasta, the shot glass with a picture of the King on it, the spoon with a painting of Cliffport, and other trinkets collected by the old cleric on his journeys.

The ogres, meanwhile, were jubilant, and true to their word, they offered the party two magical items. The first was a helmet; the ogres let the children play with it. The children would climb a tree and leap off, floating to the ground like a feather. When Gróin tried it on, he was rewarded with a vision! He watched Elrik, the world's greatest explorer, climbing a cliff; he lost his footing, but somehow, he managed to land on the ground unharmed. His back to a howling wind, he dusted himself off and kept going. The helmet, it seems, not only allows the wearer to cast Feather Fall at will, but is also immune to all wind-based damage! Additionally, there is no penalty to attacks when levitating or "gyrating" in the air (Elrik, as you recall, is the owner of your magical map, and the world's most famous explorer).

However, that wasn't all. The ogres began chanting, something that sounded like "Ooga Chaka, Ooga chaka!", and the town elder slowly walked towards the group, holding a ring. As it turned out, the ogres were actually chanting "Ogre Chakrum", a heavy throwing blade. This chakrum was blessed by many shamans, resulting in a magical +1 bonus. The heavy blade can be used by anyone with strength +0 or better, and the ability to throw darts or knives. The blade is quite heavy, and thus deals 1d8 damage, but requires two hands to throw.

Whew! What an adventure!

  • Experience from selling stuff, from last time: 1504 for PCs, 752 for henchmen
  • Experience from encounters:
    • 2 octopi (escaped)
    • Level 3 Dwarven Delver, level 4 Dwarven Delver, level 1 thief (283 xp)
    • Level 6 Dwarven Delver, level 5 Nightblade, level 4 Nightblade, 1x level 1 thief (1523 xp)
    • Semih Iravani, lvl 10 thief (1550 xp)
    • Juan-Pablo Aguilar, lvl 9 thief (1300 xp)
    • Eluned Melruth, lvl 9 nightblade (1900 xp)
    • Brin Eveningfall, lvl 6 nightblade (820 xp) (fled)
    • 2 octopi (fled)
    • 6 roc, ignored
    • 4 giant squid (2280 xp)
    • 6 clerics (passed)
    • 3 werebears (avoided)
    • Sir Tainly, lvl 10 knight (2250 xp)
  • Experience from treasure: 6834 xp
    • Total experience (give or take): 18740
    • Experience per PC (Gróin and Caranthir): 4685
    • Experience per henchman (Luce, Rhea, Elenora, Laurita): 2342
    • Special experience:
      • Caranthir: 10000 (stealing gold!)
      • Rhea: 5000 (helping steal gold!)

    • Mundane weapons: 33 arrows, 19 bolts, 28 bullets, 1 Arbalest, 2 Battle Axe, 1 Bola, 1 Composite Bow, 1 Dagger, 3 Leather Armor, 3 Nets, 1 Sap, 1 Shortbow, 1 Sling, 2 Staffs, 2 Swords, 3 Whips
    • Mundane stuff: 2 pints Ale/Beer, 3 Backpacks, 1 lb Belladonna, 4 Blankets (wool, thick), 2 lb Candles (tallow), 1 lb Candles (wax), 1 lb Comfrey, 2 pairs Dice, 3 Flasks of Oil (common, 1 pint), 2 lbs Garlic, 2 lbs Goldenrod, 1 Grappling Hook, 1 Hammer(small), 1 Lantern, 1 Rations (Iron), 3 Sacks (large), 1 Sack (small), 3 Thieves’ Tools, 6 Torches, 1 Water/Wine Skin, 5 lb Wolfsbane
    • Magical stuff:
      • -2 Leather Armor (cursed)
      • Arrows +1 (quantity 24)
      • Broom of Flying
      • Elven Library scroll
      • Gauntlets of Ogre Power
      • 2 Holy Water(1 pint)
      • Horn of Blasting
      • Ring of Invisibility
      • Ring of Water Walking
      • 2 Shield +1
      • Shield +2
      • Spell Book (Burning Hands, Hold Portal; Continual Light, Alter Self)
      • Spell Book (Choking Grip, Floating Disc, Hold Portal, Magic Mouth, Protection from Evil; Continual Light, Deathless Minion, Detect Evil, Detect Good)
      • Spell Book (Darkness, Burning Hands)
      • Spell Book (Light, Magic Missile)
      • Sword +1 / +3 versus summoned creatures
      • Sword +1 / light 30' radius
      • Wand of Detecting Enemies (11)
      • War Hammer +2
      • Ogre Chakram (+1 throwing chakram; 1d8 damage)
      • Elrik's Air Helm: Immune to wind-based magic; additionally, wind does not affect the wearer, there is no penalty from levitation/gyration and the wearer may feather-fall at will.