Showing posts with label adventures. Show all posts
Showing posts with label adventures. Show all posts

Friday, August 14, 2020

A Star Wars Scenario and Campaign Setup

  This is based off an idea cooked up by a friend of mine, Keith, in 1993 but never fleshed out or used by him, but used well by others. I fleshed it out with specifics and a flow. Feel free to use as you like, it is just an extended sketch.

Setup: The PCs need a starship, preferably either a fast one or one that can blend in. Stock freighters are always best. Get it explained why the PCs are together before the session or roleplay out their meeting. It is important that no PC be already active as an agent of the Rebellion but that all at least dislike the Empire.

Monday, November 4, 2019

DM Report: Expedition to the Barrier Peaks

  As I have mentioned before, over the years I have very rarely used a published module and, when I do, I heavily modify it. The exception has been that over the last few years at Halloween the players all make one-shot characters and I run a classic module.
  Then there is Expedition to the Barrier Peaks.
  For a variety of reasons that could fill a novella in the Winter of 1980 through the Summer of 1985 I DMed Expedition to the Barrier Peaks about 8 times, never for my own "main group" and never canonical in my own setting. Just one of those things.
  So this year the Halloween adventure was Expedition!
  The players all took last Friday off of work and we started Thursday night and played 4 hours. Then 6 on Friday, 6 on Saturday, and 4 on Sunday, wrapping up the module in a grand total of 20 hours that included breaks for meals (I got a new smoker and we blew through a LOT of meat).

Friday, November 9, 2018

Ravenloft, Buy-in, Style of Play, a Sort of Review, and Birthdays.

  As I have mentioned before, October is one heck of a month for my family because we have 4 birthdays and a Holy Day of Obligation in just 15 days. Toss in that I am teaching this year, the teenagers want lives (the jerks), and the fact that I am working on my own OSR clone and, well.

  I'm back.

  Another family tradition is the Annual Halloween Classic Module; I run the Clan through an old-school module. We've done Tamoachan, Ghost Tower, Castle Amber, and more. 
  This year?

  Ravenloft!

  
  The crew had never read the module in any of its forms, but knew about it (of course). Everyone was pumped and looking forward to a killer dungeon with a high body count.
  Each player (five people) made three 7th level characters using 3d6 in order, swap 2, and being equipped via the charts from the DMG on making instant characters and Magic Items for Everyman in Dragon #45. They divided into three teams; Scout, Strike, and Emergency, and we started play on Saturday evening, a bit late.

Spoilers for the module follow

  I had Ravenloft digital on two tablets and the maps printed out for notes and references. I had tweaked the module a bit (explained below) and had a modified deck of cards at hand. I had already run the Fortunes of Ravenloft as per the module. 

  The entire group of 15 PCs travelled together into Barovia after getting the call for help. They encountered the dead body that showed the call for help was fake, and continued. They had a random encounter with Barovian woodcutters and travelled with the men to the village, learning a great deal from them via high charisma and roleplay. They ignored damn near everything in the village and headed straight to the church, meeting the priest well before sunset.

        My modifications: The villagers explained that every few years more people, sometimes adventures and sometimes merchants. were lured into Barovia to ensure the village always had a certain minimum population and could still get clothing, food, etc. The gypsies also brought needed items. The priest at the chapel was convinced that God was protecting the people because there was always a cleric for the church in town, all through the ages.
  I also introduced Father Gabriel, the priest of the church in the village when the Curse of Strahd first struck. Inspired by the phantoms of dead adventurers and the 'helpful spirits' encounter I had Fr. Gabriel as a "mechanic"; his spirit was invisible and undetectable. He would travel with the party and if they failed report all that was seen, heard, and done to the survivors. Thus player knowledge after character death was explained.
  The party slept as the cleric prayed, and set out the next morning. Straight on target, the party headed directly for the castle. They hit the gypsy camp fairly directly and, after a lot of party discussion, went for the fortune telling. We played out the Fortunes of Ravenloft with the party taking careful notes, and then before too long they reached the entrance to the castle at nightfall (taking the carriage, after a wrangle).

  They entered and heard faint organ music. Focused on one of the fortunes (that of the Tome, which the Fortunes had placed in the tower) they decided up was best. They went straight, more organ music. Turned right, louder. They saw the double doors with the organ music obviously on the other side (I was playing Widor) and the spiral stairs up opposite the doors...
  ...and took the stairs. Jack said the organ music was 'over the top' and 'too obviously a trap, illusion, or something'.They went to the next floor, opened a door into the throne room, checked their notes, went to the throne, and recovered the Holy Symbol. Travelling to try to define the dimensions of the castle they found the chapel overlook, killed the zombies in a round, and descended with a Rope of Climbing, finding the Icon of Ravenloft. They uncovered the altar, left the Icon, and took the stairs up a tower.

        Let the Dice Roll as they May: I really strongly favor letting the dice roll and stand as they land. I don't fudge a number, re-roll, throw in five more monsters or have 2 run away, etc. Party curb stomps kobolds? Sure. Bunch of kobolds curb stomp the party? Sure. I have found that the results of this are far more dramatic than anything I can railroad.
  All this time I rolled zero random encounters. 

  At this point we broke it off for the day. All the talking and walking in Barovia ate up some time. We reconvened the next day with a large volume of snacks and drinks for a long session.

  They continued up, up, up, then found the bridge to the other tower. Midnight and Strahd sent 40+ bats. The party locked themselves away in a room, waited 10 minutes, then came out with a Potion of Fire Breath, wiping out the bored stragglers. They crossed to the other tower, it animated, the party used a Wand of Lightning Bolts, the tower's heart shattered, and the party inexplicably (to me; they insist it made sense) abandoned their plan to find the knowledge in the tall place and headed straight back to the Chapel. They finally had a random encounter, a group of 4 gypsies. The gypsies were cut down in 4 rounds, the party healed minor damage, and they kept on to the chapel. 
  Just at the Chapel they had another random encounter. Roll, cascade, roll, and - Strahd himself! He leapt out, struck the toughest fighter, and drained two levels while the party was surprised!
  He won initiative and struck the fighter again, effectively crippling him, as the cleric fumbled in her bag. The rest of the party was trying to get to where they could fight. Third round the fighter, who was weakened where any blow would kill him, missed - and the Cleric activated the Holy Symbol....

   ...and rolled a 10 on a d10.

  Sunlight blazed from the Holy Symbol, instantly rendering Strahd immobile and helpless. In short order the party staked him, cut off his head and stuffed his mouth with holy wafers, and let the 10 rounds of sunlight annihilate him, hitting the combo that kills a vampire the first time every time.

  The storms broke, the mist cleared, the sun rose shining and bright, and the party headed to the chapel with only 3 of 15 characters taking any damage. The party cleric read a scroll with Restorations on it and the drained fighter was good as new.

  The session ended so fast the pizzas weren't done.

My History with the Ravenloft Module
  When Ravenloft came out there was a fair amount of buzz. My friend Brice, who had his own D&D group, invited me to guest DM it in return for food and my own copy of the module. I did, we had a ton of fun over a 4 day weekend, and lots of characters died before Strahd went down.
  A month later I ran it for my own group. George's group asked me to run it for them, etc. The year after it came out I ran it at least 5 times. I ran it at the Presidio of Monterey in '86 and at Bragg in '88, twice in '89, and at an airbase in '90. So this was at least the 10th time I have run the module making it the classic module I have run most often, very easily.

My Opinion of the Ravenloft Module
  ...I don't like it much. The setup is odd, the optional 'girl reincarnated, brother in love past the grave' is clumsy, the timeline of the curse versus the status of the village requires the DM to fix a ton of things, the 'mist' mechanic is lazy DMing of the first water, and I really, really dislike the maps. While iconic and eye catching, the maps are damn hard to use at times. And I think the 'assume an identity' motivation is ridiculous and possibly outside the rules.
  And the tone is so uneven! The big sell is 'Gothic Horror' yet the tombs are chock-a-block with terrible puns that would make Piers Anthony roll his eyes.
  I do like the Fortunes concept, although the assumption that modules will be played over and over is... odd, to me.

Tone, Buy In, and Style of Play
  I think that my most recent party was actually the one to finally match the Gothic Horror tone of the main module. My party is rather 'murder hobo avoidant' - they slam through dungeons with a time limit because they seem to have time-suck radar, they often start with parley, and avoid all combat they think is a waste.
  When they were in Ravenloft they got the Fortunes, which are direct clues that are meant to lead the party to the tools they need to defeat Strahd. The party focused on the Fortunes and they basically led them straight to the tool they used to defeat Strahd on the very first night in the castle. I believe this is more 'true' to the idea of the party being a force for good versus evil rather than looters searching for high-value swag.
  Looking at the module after the 'cleared Ravenloft with a dead Strahd in 270 real-world minutes' sessions and I realized the castle is a murder hobo graveyard. Don't open every tomb in the vault? Suddenly a huge number of undead aren't to be encountered. Carefully follow the clues and get the sword, holy symbol, etc? You have multiple tools that can kill Strahd quickly in the group. 
  Again, the style of play of my party (heroes opposing evil rather than bandits looking for loot) plus the tone of the module may have very well allowed them to skip a lot of death.

  But at the same time, the players did not buy into the Gothic Horror part. At all. Empty house with the sound of a woman weeping drifting out in the village?
  "If I was trapped in a vampiretown I'd cry, too."
  And they walked on by.
  Learned that the daughter of the burgomeister was adopted when she was found wandering the forest as a very young child?
  "A reincarnated woman from the vampires past, obviously. Who has bets on mother, fiancĂ©e, or unrequited love?"
  The players weren't in a Wuthering Heights mood.

  Don't get me wrong, they emotionally invest into adventures. I have had them actually panic for real and have been told that my description of a subterranean lake with the sound of someone singing in the distance over the water gave players nightmares.
  Just not Ravenloft.

  But they played like it. 

  I think I need to write more about this!

Sunday, March 25, 2018

The Fall of the Temple of Gruumsh

Yes The Background
In my 1e campaign the Orcish City-States of the West spend a lot of time fighting each other, more than they do fighting Men or Dwarves. But every few generations the shamans prophecy that the time for an Overking has come and orc begin questing in the Stone Hills for the Regalia of the Orcish Overking. Any one item is said to be enough to make an orc the unrivaled leader of a city-state. All items? Every orc in the region will obey you. This has occurred 5 times in the past, and each time the lands of Men and their allies have trembled on the verge of destruction.

A little of Orc society in Seaward
The Orcs are in 5 great tribes, the Dripping Blade (with the devil-lord Ilneval as their 'patron'), the Broken Bone (under Baghtru), the Blood Moon (under Shargaas), the Pale Hand (under Yurtrus), and the Black Cave (under Luthic). The sixth 'tribe' is the Vile Rune, the shamans and witch-doctors, whose ultimate allegiance is to Gruumsh. The bearers of the vile rune travel freely among the Orcs.

Orcs brook no hereditary nepotism; the sons of a chief are just orcs. All are born level at the foot of Gruumsh's hellish throne and all positions must be won via effort. When an Overking dies his body is taken by shamans to the long-hidden temple of Gruumsh hidden deep in the Stone Hills and buried, his regalia scattered and hidden. Then those shamans are murdered to hide the locations.

But after the Fifth Overking the prophecy changed; all of the regalia was kept in Gruumsh's temple and the next Overking could find them at once.

Recently
The Baron of Wyvern Keep warned that orcs were crawling the Stone Hills during the Winter 7 years gone. Patrols and adventurers soon found that the vile tune had announced it was time for a new Overking. The players confirmed this...
...and promptly spent years assaulting Skull Mountain, dealing with the bandits of the borderlands, venturing to Banath, and wiping out foul demon cults!

But finally things were getting very bad, with organized orcish warbands cooperating between tribes to drive back patrols! The call went out the the Company of the Dark Moon sent a team.

Players and Characters
Nick played Owen (5th level magic-user human)
Sam played Konrad (4/5 fighter/cleric dwarf)
Jen played Ingrid (6th level fighter human)
Jack played Seamus (5th level druid human)
Alex played Starfalcon (6th level ranger half-elf)
Henchmen - ten total, including Octavius, the 5th level half-ogre fighter

Adventure Overview
With divination, help from a genie (long story), sage research, notes from a book found in Skull Mountain, ranger work, and some luck the party was able to get a rough location of the entrance to the temple complex. Getting there involved fighting two orcish warbands, one with a leveled half-orc commander, the other with a brace of tough ogres. A third warband, much larger than the first two, began pursuing them but they were able to find the illusion-cloaked entrance.
They were attacked by a grizzly bear (an enchanted bearskin akin to a Figurine of Wondrous Power they left behind because of its bulk). In the maze-like upper levels they found many zombies and skeletons. As they went deeper into the complex they fought a number of dretches and strange devil-dogs (based on wild hunt hounds from the old Deities and Demigods) in a series of skirmishes. At a great stair they had to answer the questions of a spectator. Realizing that they had to think like an orc, they passed the test.
Deeper still they fought two massive algoids and a ju-ju zombie who was obviously formerly a Broken Bone chief (the fate of those who fail to become Overking!) and finally were attacked by an invisible stalker guarding a door.
Exhausted, they rested and recovered spells.
The pause was also to prepare for the next cavern, a massive space larger than the Cavern of Herds -  a cyst within the earth a mile across and half a mile high filled with a fungus forest. They descended a 1/4 mile ladder after learning the mobats were only interested in flying creatures. While odd tracks were visible in the fungus forest, the trail was clear. After a half-mile they came to a chasm; at the base was a roaring river riddled with obsidian rocks a quarter of a mile below. The 50 yard long rope bridges (with no guide ropes!) stretched from the edge to 2 rock spires and finally to the massive orcish temple on another rock spire. The rope bridges were such that only one person could safely dross at a time and a slow walk - otherwise the oscillations would pitch people into the river.

The Temple
Within the gigantic temple the party was immediately attacked by 5 ju-ju zombies. Moments later the former Overkings shambled from their tombs to stop the invaders - each as a mummy! Since the last rope bridge was now only mist the party went all-out, releasing Golden Lions, a Quartz Warhorse, and using spells and items with abandon. The weaker henchmen without magic weapons all lit torches and prepared oil flasks for a last stand.
The ju-ju zombies bought enough time for the mummies to close and the fighting was fierce, lasting a total of 10 rounds. With careful battlefield maneuvering, the use of oil on closing mummies, and some hard fighting the party prevailed with no deaths (although mummy rot was had by quite a few!).

The Aftermath
The statues of the various orcish devil patrons all collapsed because non-orcs had desecrated it. The party found the five tombs of the Overkings with their symbolic burial goods (4,000 electrum pieces and 5 amethysts each), and teh regalia of the Overking, which they took with them.
The orcish warband that had been following them was within the fungus cavern, but they had found a passage to an iron boat on the rver. They cut free the last bridge and left, eventually reaching a landing (the enchanted boat returned to the temple after they left it).
The trip back to Wyvern Keep was easier than anticipated - all shamans and witch-doctors had lost their spells and the inter-tribal truce was off. The party force-marched to Wyvern Keep and met with Bishop Alturin (visiting from the Four Counties) and the Royal Magister (dispatched from the capitol) and with their aid destroyed the regalia! The kept their loot and received rewards from the king.

Thus ended a 7 year adventure arc.

The Regalia
These items are meant for orcs; if used by anyone else they slowly warp that person's will until they seek out an orc shaman and volunteer to be a slave to the orcs.

The Ring of Yurtrus- Grants Leadership.

Bands of Baghtru- Grants strength and endurance.

Shargaas' Amulet- Grants great resistance to poison and disease.

Luthic's Armor- Grants incredible protection from physical harm.

The Dripping Blade- This scimitar rivals the greatest elven and dwarven weapons of power.

The Eyepatch of the Chosen of Gruumsh- Grants resistance to magic and light.


Monday, January 1, 2018

Retro Adventures - Devil's Rock

  I have been DMing a looooong time. Like all DMs I worry about getting stale and predictable. You know, getting tot he point that the players know what to expect.

  So I dug into my archives and found - my folder of adventures from 1981! I am running one now called Devil's Rock

  Spoilers: Players Stop Here

Monday, September 4, 2017

Quick Take: The Orcs of Seaward

West of the Stone Hills stretch the Orcish City-States. Five times in the past they have been united under and Overking and each time have threatened to conquer the human, dwarven, and elven nations that surround them.

Gramak Kor- Broken Bone cult. The closest and largest. Known for fielding disciplined pike formations. Counting allies and slaves the city is said to have up to 29,000 humanoids in its walls

Hranath Kor- Dripping Blade cult. Ancient rivals of Gramak Kor. Their king is said to be a master swordsman. Allied with a large ogre tribe.

Turrkan Kor- Vile Rune cult. Distant and mysterious, but known to be feared by other orcs for their magic.

Sharmat Kor- Leprous Hand Cult. Only orcs known to have cavalry. Foes of the Horse Keshi to the Southwest.

The Orcs of the Evil Eye- With very, very few exceptions all orc shamans, witchdoctors, and hedge mages are members of the Cult of the Evil Eye. This cult is focused on orcish domination of other races and its members strive to get orcs to work together.

The Panoply of the Overking- According to sages and legends when an orc chieftain can gather 2 or more items from the Panoply of the Overking he can “bid” ot be Overking of all the cults. This typically involves conquering the other tribes with the powers of the items. But any chief that gains all 5 will be proclaimed the Overking and win the immediate loyalty of all orcs, an even that has happened only one other time.

According to tales when an Overking dies if he has no worthy heir the devilish patron of the orcs hides the items so that the next Overking can prove his worth by finding them.

Saturday, September 2, 2017

DM Report: Battle in the Ruins of Karkosi

I am going to try to summarize about 3 weeks of notes, talks, and short sessions and today's long session!

The characters:
Ursula 3rd level halfling thief
Athanasius 3rd level human cleric. has a 1st level paladin henchman named Edward and a 1st level    monk henchman named  Chun
Starkiller a 3rd/2nd/3rd half-elf fighter/magic-user/cleric
Greystar a 3rd level human mage with a 1st level fighter henchman named Karlsson
Telnar a 6th level human cleric and party leader
Greystar also has 4 hireling spearmen

Monday, August 28, 2017

GM Report: Champions on the Street

  I have been making noises about starting another Champions campaign for years. The last three I ran were all high-point supers games, one akin to the Legion of Super-Heroes where every character had to e capable of surviving deep space and FTL travel somehow.
 This time? Street level!

  I sat down with  he three players, Jack, Sam, and Nick, and we agreed on a point range (175 points, 50 complications), Normal Characteristics for no points, and no equipment points for PCs. We also decided we wanted a gritty, hardcore vibe, like Punisher. I finally get to use the amazing supplement Hudson City: The Urban Abyss. If you do any game set in the contemporary world, get that supplement!

Characters
Warlord- Jack made a melee combat specialist that uses sword, akin to Deathstroke, but lower points. The usual 'vigilante mix' of stealth, streetwise, etc. Minor contacts. Background of being a professional killer.

Wyvern- Sam made a former sniper with a drinking problem (inside joke) with the 'vigilante mix' of skills, minor contacts, etc. No real melee ability, but excellent sniping and pistol skills.

Wizard- Nick went toward a Dove build and is subverting the system; very skills heavy, all defensive martial arts, not killing attacks, etc. He's a normal guy that wants to make a difference. He has a top-notch police contact.

Background
  The various members either returned to their home or always lived in Hudson City. Warlord is obsessed with his mission, so he lives rough in empty warehouses, etc. Wyvern crashes in a flophouse. Wizard has a small condo. Their various contacts, streetwise checks, etc. pointed them all to a potential showdown between street gangs near Club 20, a nightclub popular with Hudson University students in the Forsythe neighborhood.
  The Carp gang (once the Carpenter Street Warriors) and the 21 gang (once the 21 Chains gang) had been engaged in low-level feuds over the drug trade around the club for months and both were facing the spectre of being too small to continue, so they were planning a final showdown.

The Adventure
  Each player told me in the pre-game that their character was going to scout the location of the probable fight in the afternoon, about 2. I have never seen a meet-cute come together on its own so smoothly!They all made excellent perception rolls so they all spotted each other! They also saw 4 Carps and 4 21s lurking in alleys across Moss Street from each other, probably prepping for the fight.
  Wyvern tried to snatch a lone 21 who was a block away, but his total lack of martial arts led to him getting stabbed before he shot the 21! The crew in the alley ran out and brought their comrade back, but the Carps took the opportunity to prepare an ambush. The vigilantes moved in, too. As the Carps faced down the 21s, Wyvern sniped a carp, initiating a firefight between the gang members.As the gang members wounded each other or downed each other Warlord waited, then leapt from the roof he was on among the 21s - his first blow severed the gun arm of a 21 and put him down.
  Wyvern downed another Carp and drew fire from the last one on his feet as Warlord gutted the last 21. Wizard closed with the last Carp and easily disarmed him, then kept him engaged with dodges, etc. until Wyvern put him down.

Post
The PCs met up, exchanged contact info, and set up some meeting points. Since they crippled two gangs at once, met without the super-cliched 'superheroes always fight when they first meet' I gave them 2 character points each.

Overall
A ton of fun was had for an intro adventure. We will be working on out-of-band activities and such for a week.

Monday, August 21, 2017

Mapping the Briars: A Really Big Day

The party has been working really hard to do something never before done in 38 years of the campaign: develop a detailed map of the Briars.
  To explain both why this is a Big Deal and why it has never been done before, the Briars is hilly to very hilly terrain covered in thorns, briars, thickets, and thick copses of locust trees about 500 square miles in area. Between the trees often blocking clear sight of the sun or distant landmarks, the lack of clear trails in 90% of the area, and the short sightline (20 yards at most in the high briars!) parties get lost, on average, in 3 days. Clean water is limited, especially in the high briars, and food is wary and scarce. In Summer the weather is very hot and in Winter it is very cold. Travel is slow regardless. On foot, most parties get lost the first week, run out of water in the second week, and die of hunger, thirst, and exposure before they find the Old Road again.
  Then there are the monsters: kobold raiders, small ogre tribes, trolls, and the hippogriffs and gryphons always watching. On top of the commonplace poisonous spiders and asps the place is littered with corpses.

  The party continued, using their communication helm to stay on track, using magic items for food and water, and using the broom to confirm distant landmarks. Between the Saturday and Sunday sessions they spent 3 game months in the high briars, mapping. Here is what they encountered on Sunday:

  • Another kobold war band, quickly dispatched.
  • A group of 9 trolls (!!). A very dicey encounter that was almost as bad as Ol' One Fang. If hadn't been for their Marble Mastodon Figurine it would have been a TPK! As it was, it was a long fight that no one escaped with more than single digit hits. The party had to rest for a few days after, but they did get a Frostbrand from the nearby troll nest.
  • They saw the famous Red Horseman near Grandmother's hut
  • One night near the mountains the sentry spotted the Red Maiden and her massive owl watching them from about a mile away. He alerted the camp and they prepared for something Very Bad to happen with the two Scouts in full Prepared Ambush mode as the religious brother Byron warned them evil was approaching. A chimera burst from the briars right into the ambush and was quickly slain. During the fight the Red Maiden seemed to vanish so Seeker scouted where she had been - and realized she was merely watching while Invisible! After a time she flew away. He found a candy wrapper from a famous candy maker in Adrian with orange fur and black fur stuck to the toffee remnants. The Chimera reverted back into a kobold in an iron slave collar. Close inspection revealed that the collar and been bent into place by a being of incredible strength whose thumbs were on the 'wrong side'...
   Close to Skull Mountain and considering taking a rest, they realized - they had never scouted the mountain's exterior! They did so and mapped the trails around and over Skull Mountain. Nearby they found a campfire with the bare footprints of a human. They found a steep trail that led to a pass to High Morath and the land approach to the Deep. They also found a boulder with a small "cabin" inside it. A cabin that looked a bit like this:


  They eventually figured out how to activate a scrying device that had three different views. With Tongues and such they realized one was the Lunar News Network (whatever that means) and another was the General Education System. They also saw a brief bit that mentioned a wax that 'made swords immune to rust monsters! Special offer, order now! Just send the proper glyph to the second moon!"

  They returned to the Briars and a few days later found the dead body of Erena the Gorgeous, killed by repeated punches and kicks from a human with bare feet....

  On a whim, Seeker donned the communications helm and, at midnight, looked at the second moon and said,
  "I would like to speak to a sales representative."

  In the morning the Man in Purple had a tent nearby and was sitting at a table with the Man in Green. The party spent a prodigious amount of money to ask some questions. So many they were told they had to wait a year to ask more! They learned:

  1. No one knows what the Lurker is, just that Disintegration and lightning seem to cause it pain.
  2. Skull Mountain was originally ruled (and first dug) 8,000 years previously by the Titan of the Mountain. He vanished long, long ago but his brother, the Titan of the Volcano, still looks for him every Midsummer.
  3. Inside Skull Mountain is something called the Contraption that controls the various natural portals to the many elemental, para-elemental, and quasi-elemental planes natural to the mountain.
  4. The Sleeping Princess at remote station #1 is a Marid in a genie pact who is the centerpiece to making the Montanic lances work.
  5. Ol' Knobby was once an ogre, but he has lived in remote station #1 near a broken ward so he is bathed in intense magic while he lives and sleeps there. It has warped and changed him, making him bigger, stronger, smarter, and stealthier
  6. The Men in Colors trade with the royal family of the elves once a year; only the elvish royalty know about this.
  7. The battle they saw in the sky was mind flayers being driven off by the navy of the Duke of the Third Moon.
  8. Lord Whitehill works for the same person that commands the Red Maiden; the Red Maiden is, in fact, a rakshasa. The mysterious commander of them both wants them to create civil wars in Banath and High Morath.
  9. Rupert is a Claric//Magic-user vampire bound about with Geases, Quests, and curses so he is trapped in parts of Skull Mountain, but he could potentially be freed just by having the right conversations. In fact, he once was contained to one tiny room.
  The party learned that the Man in Green's special introductory offer for non-magical weapon wax was limited to 10 jars of the normal wax or 5 jars of the deluxe wax! Brigid bought 3 jars of the deluxe wax (enough for about 3 years) and is treating Mor Altach with it to protect her sword from rust, lightning, and magnetism.
  The Man in Green gave a few prices for skyships (hideously expensive) and mentioned that if they were to light the beacon at Midsummer a skyship would take them to the Third Moon for a per-person fee. The Man in Green gave Seeker a device that would allow him to place an order at will once. he also mentioned that if they wanted armor, weapons, etc. they would need to talk to the Man in Red.

  We broke for the weekend.

Saturday, August 19, 2017

Mapping the Briars: The Party Meets "Grandmother"

Today's game was about 5 hours. The party was using the tools seen here (using mapping, oculars, and magical communication to stay on track, etc.) Musad the genie is still collecting their reports, etc., too. The late Summer weather is much better (if freakin' hot) so travel was a touch easier.

Today they played through 6 weeks of game time. In addition to the asps, giant spiders, and rats they encountered:
- Many instances of hippogriffs, gryphons, etc. flying by
- A tribes of ogres (12 total) fleeing from Ol' Knobby's ambition. The party put them all down in 9 rounds and relatively low damage. The survivor accepted a parole to go to Goblintown after explaining the Ol' Knobby, no longer held back by Ol' One Fang, has ambitions of ruling the Briars.
  The party was also told that Ol' Knobby was horribly changed by some power and is a powerful, twisted creature.
- They fought a group of brigands and took out a 10th level mage with backstabs and spells and a 10th level fighter with Hold Person and a barbarian. The survivors accepted a parole to turn themselves into the baron of Esber.
- A war party of 17 kobolds totally surprised Brigid with 2 segments of surprise. Then the party slew them all.
- The met a brushman named Wilson. They spent the night in his cabin. In the morning Vasilissa traded a pie for one of Wilson's hams. The party spoke more with Vasilissa and WIlson explained how to be properly polite with Grandmother.

- They met Grandmother.

  The tiny old woman with fangs jutting up from her lower jaw almost to her eyes was 'rowing; her giant mortar with a giant pestle while an animated broom erased all evidence of her passage. She paused and spoke with the party.
  The party was very polite and deferential and gave her the traditional gifts: spices, fabric, and clean water. She praised them for their politeness and said she would welcome them for tea some day. She also told them to give Vasilissa a message that Grandmother would be late.
  Hours later they found a clearing. A circle of dragon femurs topped with human skulls (that followed the party with their gaze) surrounded a clearing 120 yards across with a small hut in the middle. Vasilissa was trimming roses by the hit and called a greeting, The party gave her the message, and she thanked them and said it was good they did as they were told.

  They left immediately. The general attitude was


  Things they learned from Vasilissa while at Wilson's include:

  • Grandmother is evil, maybe the most evil thing ever, but she has rules: she won't kill children unless they are 'naughty'; she won't harm the polite; she won't destroy cities unless their rulers have insulted her; etc.
  • Never, ever ask her a personal question: 'how do you do?' or 'would you like some honey in your tea?' = OK; 'how old are you?' or "where are you from?" = she eats you. While you're alive and screaming.
  • Vasilissa was sent by her stepmother to serve Grandmother as a servant because her late father owed a debt and Grandmother will forgive it in return for honest, loyal work. Vasilissa has been serving Grandmother for 4 years; in 2 more years, when Vasilissa turns 16, Grandmother will release her and 'reward her as is fitting' which means she might get gold, a powerful magic item, and a blessing. Or a prince for a husband, Or she might be cooked and eaten. It depends on how honest, loyal, and clever she was as a servant.


  We broke for the night and hope to continue tomorrow.

Thursday, August 17, 2017

Gingersnap's Medicine: A Guest Post Play Report on 4e by my oldest

Ever since the game came out, nearly our whole family has entertained an on-again, off-again fascination with the 4th Edition of Dungeons and Dragons. On the one hand, it is completely and utterly not DnD, and is, in fact, a tabletop adaptation of MMORPG and other video game paradigms so completely that it barely qualifies as a role-playing game. On the other hand, it is an excellent game with well-made rules and a deeply entertaining gameplay process. Our consensus is that it is what it was designed very, very well, even if that design goal may have been suboptimal, and so we've come back to it briefly time and time again.

Our most recent revisiting of the system actually led a small group of us to play it, and we recently finished the first adventure of our odd little 3-man campaign. In order to fit the need for many characters on the field with only two actual players, we're running 3 PCs each, taking advantage of the more tactical and less in-character nature of the game to make this work. The individual encounters we faced, even the large and extended ones, were actually fairly short and sweet, so we were able to slip them in over the course of our day in small doses. The result was actually quite entertaining and fairly interesting at a theoretical level.

The player disposition was as follows:
N-the Gamemaster.
J-running:
   Killroy Killigan, human fighter. Killroy is a polearm specialist with well-rounded stats and a power selection focused on the survivability of himself and his allies. What little characterization he has is centered on the fact that, while he is of good alignment, he likes fighting far, far too much.
   Archibald "Archie" Dickens, half-orc rogue. Archie is totally centered on doing as much damage as possible, with a very high dex, the Brutal Scoundrel class option, and Backstabber as his first feat all allowing him to do high damage with either dagger or shuriken. As a character, Archie is, despite growing up a lonely half-orc orphan, unstoppably cheerful, painfully chipper, and convinced of the power of positive thinking.
   Genericus McGi, elf druid. Genericus is a wildshape specialist who has stacked racial and class abilities to achieve an utterly ludicrous amount of battlefield mobility. He has sacrificed some damage potential to do so, but is still a very workable controller. His dedication to protecting nature and revering the power of the untamed wild totally clashes with every other character's personality, allowing him to act as the straight man of J's group.
S-running:
   Erobern, dragonborn warlord. Erobern's charisma score of 18 makes him a terrifyingly powerful inspiration-warlord. His power selection allows him to fight on the front lines with the other warriors, but still causes him to shed combat buffs on all nearby allies on a continuous basis. The only character in the party not of good alignment, Erobern entertains ambitions to one day conquer the world, though he's careful not to let his allies get too wise to this.
   Tordek Valladwarf, dwarven paladin. The culmination of a years-long running gag about a character who fulfills the party role of, "Wall of Dwarf," Valladwarf has selected all of his abilities and feats with the double goal of making himself as unkillable as possible and of making himself as much of a target as possible. He does both excellently. He also has even less characterization than the other PCs, in keeping with his role as the Wall of Dwarf.
   Stark, human sorceror, AKA, "The Swoleceror." As a sorceror, Stark has a high charisma score, but his most important stat is his 18 strength, which the Dragon Magic class feature allows him to use for spellcasting and armor class in addition to physical damage. His area of effect damage potential is enormous, even at first level, and the combination of a feat that allows him to turn any spell into a melee attack with his Dragon Magic feature allows him to literally muscle through any problem. As expected, he speaks with a, "surfer dude," accent, and is obsessed with physical perfection.

Through some bizarre, convoluted chain of events yet to be touched upon, all 6 of these characters somehow became fast friends before the first adventure. So, when Stark's estranged uncle died and unexpectedly left him the deed to his enormous mansion in a walled frontier village, the entire party decided to move in together as roommates to seek out the nearby adventures rumoured to exist all around the Village. 

When they arrived, they were greeted by the Village Elder, who turned out to have been so thoroughly briefed on the legal situation of the Mansion that he basically served as the executor of the Uncle's will. He showed us to the Manor and gave us the keys, and we were able to explore it and take stock of what was inside. The Manor was rundown and semi-abandoned, as the Uncle was just reclusive enough to not keep any servants to care for it; but the house was still far and away large and well-furnished enough to serve as a comfortable base indefinitely. 

While exploring, Genericus' preposterously high perception check triggered, and he noticed a secret door. Behind the door were stairs leading down into a large, bare room, with a jail cell-like door in the opposite well that led to another large, bare room. The second room, however, contained an inverted pentacle engraved on the floor, which contained an enormous iron snake with glowing purple eyes. Simply entering the room was enough for Erobern to become dazed and slowed, so we beat a hasty retreat.

We decided to leave this alone for now.

After we finished our tour, we were called to the stable by the Village Elder, and informed of the other part of the will. It turned out that the will also contained strict and sternly-worded instructions that Stark was to take extremely good care of his Uncle's horse, Gingersnap, which had served as a beloved pet who comforted him greatly in his last days. Obviously, he also informed us that Gingersnap had become gravely ill with an unknown disease just a few days earlier, and, after our druid rolled a 1 on his nature skill check, the only hope for the horse's survival was the eccentric herbalist Hermit who lived on the edge of town.

So, keen not to trigger any negative contingencies that might be hidden in the will, we set out to meet the Hermit. We arrived to find his hut battened down, closed tightly and surrounded by wolves, and nearly caused a severe faux pas when Genericus used a high nature roll to dismiss them into the forest, only for us to find out that the wolves were actually his tamed pets. Luckily, the Hermit was a friendly, absentminded fellow, and we were easily able to fast talk our way out of that particular problem. Unfortunately, he then informed us that Gingersnap was sick with an extremely rare disease that required many esoteric and rarely-gathered herbs to cure. Obviously, he was also currently out of said herbs due to using them to cure a nobleman's prized steed just a few months prior. The only way he knew to get more was through negotiations with a friendly tribe of lizardfolk that lived in the Baneful Swamp, a nearby landmark. He assured us, however, that this tribe was very friendly and their chieftain knew him by name, so as long as we sought out the lizardman with the large, blue headdress, we'd be fine.

With this advice behind us, we set out, and, later that same day, arrived at the outskirts of the Baneful Swamp. Not long after that, we found a forward picket for the lizardfolk tribe with a couple of guards manning it. However, unexpectedly (for our characters, at least), these guards turned out to have a xenophobic hatred for outsiders, and attacked us despite our efforts at diplomacy.

Luckily, our initiative rolls were superb, and the entire party was able to act before them. With the opening move, Archie did a shuriken sneak attack for more than twenty points of damage, bloodying one of the guards instantly. After that, all 3 martial fighters advanced in short order, and engaged the battle fairly successfully, although Valladwarf was cursed with unluck for the whole battle, and rarely landed a hit. Genericus was shouldered out of the way somewhat by this, but moved to flank regardless. Stark opened up a barrage of acid orbs and stormwalk thunderbolts, but similarly missed with his first few attacks. Luckily, the guards also had some accuracy problems, so we were dealing with them handily.

To complicate matters, however, reinforcements came shortly after the battle began. These consisted of a pair of enormous lizardmen with greatclubs and spines on their tails that dripped poison, which left us a little worried. They joined the engagement quickly, and we found ourselves in a massive brawl. Killroy and Erobern fought hard and did significant hand-to-hand damage, though Killroy was poisoned for a worrying amount of damage, and Valladwarf did his job of sucking up attacks for the rest of the party beautifully. Unfortunately, a slight mismanagement of positioning prevented Genericus and Stark from using their area of effect attacks without hitting Valladwarf, forcing Stark to use only his at-will powers, and Genericus to continue to hang out at the edge of the fray. Archie, however, proved to be the MVP of the battle. By maneuvering behind the main engagement, he was able to continue to sneak attack, and since his main at-will power targeted reflex rather than AC, his accuracy was excellent.

Before long, we noticed that another lizardman had stealthily made his way to the edge of the combat, and was loading a dart into a blowpipe in a perfect flanking position. Sensing he finally had an opportunity to contribute, Genericus charged the newcomer in wildshape form, and pounced on him. Unfortunately, it was only after he hit that he heard the dart sniper cry out in Common, "No no! I'm on your side!" Both mortified by this, the unexpected allies moved on to join the fight for real, with Dart Guy immediately starting to take potshots at the club-wielders, and Genericus finally getting a chance to do some real damage.

Not long after that, the battle was won. The same guard that got sneak attacked in the first 3 seconds of combat had also been hammered by Killroy and Stark, and was on death's door. The other guard wasn't looking too good, either. Furthermore, while one of the club users still wasn't bloodied, the other had sucked up a sneak attack and multiple hits from Erobern and Valladwarf. The real cinch for the engagement was when Archie closed to near-melee range and used the daily power Blinding Barrage to make a shuriken attack against every present. The high damage of this attack, combined with a sneak attack-ferocious strike combo against the injured club user and the attack's blinding effect, dropped half of the enemies and left the other two so vulnerable that the other characters were able to finish them with impunity. This satisfying success led me to shout, "I am an orc ninja!"

Afterwards, Dart Guy led us down a masterfully concealed path, from which we were able to distantly observe the lizardfolk village, where we could see the poison-tailed lizardfolk, led by an enormously tall and heavy-set blue-scaled chieftain, oppressively leading the bulk of the tribe as slaves. At the end of the path was a hidden gazebo where we were able to rest long enough to recover our full hit points and daily powers. While we were there, Dart Guy explained to us that his tribe was once a peaceful, friendly one led by a deeply spiritual shaman-chief. However, not long before, a human had come to their village, and led the rebellious warrior Bigscale astray, causing him to ally with the rival Poisonscale clan and conquer his erstwhile tribe. In order to maintain a hold over his new slaves, Bigscale kept the chieftain and his top men hostage rather than killing them, which was the only ray of hope for Dart Guy, who was the only warrior to escape with his freedom. In exile, Dart Guy had obsessively scouted out his village, and worked out a route that could take him with a small force right up to the prison where the Chief was kept without them being spotted. He believed that we were the just the chance he had been looking for, and promised that if we helped him save his tribe, they would certainly give us whatever supplies we needed.

We agreed to this deal, for the sake of both Gingersnap and the lizardmen themselves. Early the next morning, we set out for the attack, and before long, we sprang our sneak attack on the prison guards. Unfortunately, the somewhat difficult terrain of the boggy village area restricted our movement enough that our surprise was wasted in making a partial approach. After that, we fared poorly for the first couple rounds of combat. Archie, Stark, and Erobern all repeatedly missed with everything they tried, and the others barely fared any better. And, while the guards luckily missed with all of their encounter power Javelins, they had freakish accuracy in hand-to-hand, and did good damage to Killroy, Genericus, and Valladwarf. 

Things started to look up at the end of the second round, though. Dart Guy successfully busted the prison where the chief and his men were imprisoned, and they broke out equipped for battle to engage the nearby guards, allowing Genericus and Archie to break of their attempted flanking to focus on the force the rest of the party was engaging. Immediately afterwards, however, with the alarm being raised, two more guards arrived to fight the chief, and Bigscale himself came crashing out of the brush behind us, charging the party!

The final part of the battle consisted of all 6 PCs in a climactic confrontation with Bigscale, the one, slightly wounded guard who was near him, and the lizard-priest that led the guards, set against a backdrop of an enormous lizardfolk brawl. The sequence of events of the battle was interesting. Bigscale missed with every single attack he ever made, but the guard was freakishly accurate, and did significant damage, while the lizard-priest tied up multiple PCs for an extended period of time. At the start of the battle, things were looking fairly grim: Killroy had been repeatedly hit and poisoned, and was dangerously low on hitpoints even as he engaged Bigscale; Genericus had prioritized taking down the guard, but his low AC and HP made this much more dangerous than he anticipated; Stark had ended up in melee range when Bigscale charged, and was unable to use his ranged powers; Archie and Erobern were both trying to deal with the priest, but remained bizarrely unable to land a hit on him; the best performer was Valladwarf, but his damage output was so far rather low. Things reversed pretty quickly, though. Stark's Bladechanneling feat let him use his best powers as melee attacks, and while he missed with and wasted his encounter power, he then hit with his daily power for massive damage. Even more than that, Killroy then missed with a Comeback Strike, but used an action point to try it again and scored a critical hit, healing up and doing massive damage to Bigscale in one stroke. Unfortunately, he ended up poisoned again shortly thereafter, and continued lucky hits from the guard ultimately downed him. Meanwhile, Genericus tired of the licking he was taking, and used an encounter power to do some damage to Bigscale while shifting away, where he used an action point to take his second wind. Stark and Valladwarf continued to pound on Bigscale, but he just had too many hitpoints to be brought down quickly. Meanwhile, Erobern missed with an encounter power against the priest, and remained unable to do high damage to him, while Archie similarly remained on a miss streak. Eventually, however, his orc ninja powers returned, and he was able to take the priest from unbloodied to dead in a single enormous sneak attack, freeing up Erobern to charge Bigscale and speak an Inspiring Word just in time to get Killroy back on his feet. Against the combined firepower of a warlord, a paladin, a fighter, and a sorceror, Bigscale finally went down in a storm of arms, and, with the main body of guards routed by the Lizard Loyalists, the guard we'd been fighting surrendered, bringing the conflict to an end.

In the wake of that, the newly restored chief thanked us with a sizeable donation of herbs, as well as several magic items that belonged to his tribe and a promise of friendship in the future. Equipped with this, we returned to the Hermit, only to find that he had absentmindedly forgotten the other important ingredient of the antidote he was out of, setting the stage for us to begin the next adventure by travelling south the City to buy the remainder of the cure from the Hermit's friend, the Noble.

J's Observations:
One of the beauties of 4th Edition is that the rules are actually quite simple. Combat flows quickly and smoothly, contributing to its easy-to-use fun.
Rogues are an interesting class. We crunched the numbers, and Archie did more than half of the damage done by the entire party in the first encounter, and didn't exactly fall flat in the second, either. However, they are somewhat volatile, as they can be neutralized, at least temporarily, with ease. Furthermore, looking at their future progression, it seems they may lag behind at higher levels.
I was previously fascinated with the Wildshape-focused druid, but now I'm having second thoughts. It turns out that a character with controller stats focused on engaging foes in melee isn't the best combination. It may be that this build falls into the, "Difficult, but Awesome," camp, but it will take more analysis to be sure.
With a large party, 4th Edition combat is immensely flexible. You can fight one overlevelled monster, a mob of underlevelled monsters, a party of equivalent monsters, or anything in between. The variety also contributes to the fun of the combat.
The randomness of the combat system also gives it an enjoyable dynamism. No matter how well you lay your plan, you never know when a missing streak is going to derail it, or when a random guard suddenly becomes the boss of the encounter. Bizarrely enough, it almost gives the gameplay an Old-school feel!

It turns out that Orc Ninja is a surprisingly viable build, and it's hilarious that one of the basic druid powers is, "pounce." All I can think of is Tigger when I use that power.

It turns out that the Mighty Muscle Wizard is a viable build, too.

N's Observations
On the one hand, monsters are pretty weak for their listed level. On the other hand, the book encourages you to use overlevelled monsters. In the end, it's a wash.
Also, any monster not listed as, "solo," or, "elite," simply cannot fight a PC without being part of a mob. This seems to be by design, but is an odd dynamic.
It turns out that minions balance striker PCs. A rogue may be able to do 30+ points of damage in a single blow, but this is useless against 20 1-hitpoint monsters. This redeems the minion concept entirely in my eyes.
Designing a combat-only adventure is incredibly simple and easy, but adding skill sequences is another dimension that must be kept in mind for correct adventure flow.

S's Observations
Even though each class is listed with 3 prime stats, you can get away with only using one or two, which enhances the customization process immensely by giving you varied options.
Because of the nature of the encounters, it's very easy to break up an adventure over multiple days. This is a point in the game's favor, because you can slip the adventure into a busy schedule.
The game turned out to be very fun. 

Friday, July 14, 2017

Strange Things Afoot in Skull Mountain

As recent posts have indicated, the crew have been busy cleaning out level three of Skull Mountain, thoroughly searching level two, and scouting around the entrance to the Deep.
My oldest had the day off, I had the afternoon off, and we did a marathon session.
Also, I'm beat, so - bullet synopsis!

Thursday, July 13, 2017

Notes on Cleaning Skull Mountain

As mentioned when discussing the aftermath of the big throwdown, the party decided to clean the main hallway to prevent disease and the spread of russet mold.
People have asked 'how?'.
Good question!

Interestingly enough way back at the beginnings of the Briar Mapping Expedition Seeker passed on instructions to the hirelings at the Skull Mountain base camp to begin making lye soap and vinegar.
Yes, really. If anything can be said of the style of play of the party 'paranoid', 'prepared', and 'OCD' should be included.

After the battle a team of speakmen, porters, cooks, and the healer trouped down to level three and cleared away the bodies, taking them to the fire pit in the center of the Plateau. The goblin dead were burned, taking a day. While that went on the team returned to the site of the battle and (using water from the goblins' cistern heated in their kitchen)  sluiced the hall, then scrubbed with lye soap, sluiced again, then rinsed with strong vinegar, then sluiced again. In each case the slope of the floors tends toward the Deep and the hirelings helped it along with mops.
Of course the party had supplied brooms and mops a few real-world months ago!
This took another day, during which the party thoroughly explored level three and part of level two, eventually deducing that one wall near the Study is covered with a permanent illusion.

The party gave me fetailed notes on the cleaning process, BTW.

Wednesday, July 5, 2017

DM Report: Skull Mountain, Level Three Continued

Part one here, part two here.

The party rested, rememorized, and returned, pausing in The Study on level two where they found - a cookie jar with a note that said 'take one'.
Many did. Ginger snaps. Delicious and fresh.

Monday, June 26, 2017

DM Report: Skull Mountain, back to Level Three

The party and initial foray can be found here.

The party spent 3 days healing and recovering spells. It took so long because the spear they found had a curse on it (it is a kinslayer - on a natural 20 it hits and does maximum damage to an ally). They were able to free Ingrid from the spear since she had not yet dealt a killing blow with it.

Monday, June 12, 2017

DM Report - Skull Mountain: Level Three

The crew started a foray into Skull Mountain on Saturday. only a short session this weekend due to Life, but a good one.
The party was:
Jen: Ingrid (5th level fighter)
Jack: Seamus (4th level druid)
Alex: Starfalcon (6th level ranger, half-elf)
Sam: "Clint" (6th level paladin)
Nick: Owen (5th level magic-user)
Various henchmen, including Octavius the 4th level half-ogre fighter and Bertold the 6th level religious brother. And Mortimer the brownie, of course.

Thursday, June 8, 2017

A Night in Skull Mountain: Level Zero

A big gaming night!
As my regular readers (all 4 of them - hi, kids!) know the party is doing a big, big hex crawl mapping expedition and have found - weirdness. Jack, my oldest boy, had been working second shift at a job 40 minutes away. This week he started is new first shift job 1/2 a mile away so we celebrated with Thursday night D&D.
Through a series of events, accidents, and such the party found a hidden door to what they call 'level zero' behind the eyes of Skull Mountain. While Team Thief (all the PC thieves in the campaign) are mapping Team Paladin (led by Clint) decided to examine Level Zero.

It freaked them out!

The night started with Team Paladin bringing 4 months of food and candles to the mountain for the holding force (Team Henchmen), along with a huge amount of tea (to keep morale up). The cartographer had been mapping the North Area and the surrounding mountains. He had gone to the scree slope on the 'back of the skull' (the players have seen it several times but never explored) and saw a crevice going intot he mountain, but approach was too dangerous. They then used a Helm of Languages and a book of lore to temporarily disarm the Glyphs on the door and went in.

Long story short, it was a corporate office block. Bedrooms, sure, but also a large bathroom with modern stalls; a break room with a 'box that heats food' and a 'magic kettle that heats water'; posters of rock stars on the walls. But the images, the mugs, etc. were for people with five fingers, like the Man in Purple....
They also found remote monitoring stations for Remote Stations #1 and #2 and a room called Tactical Control. Almost everything was depowered and shut down, but the main tactical control was on maintenance power, letting them realize that 'tertiary target acquisition' means 'whatever the binoculars on the mountaintop can see'. The system indicated that Remote Station #1 has a "containment breach" in the 'magma power chamber' but is otherwise online.
They also deduced where a secret door should be, found it, opened it, and - 'animated armor' attacked. It was looking grim until Clint showed the access card he found on level two, when the 'animated armor' announced 'clearance level recognized'.
They found out that the armor, Security Unit 9, would only allow people with Black clearance to go further. Since it was close to tactical it could answer questions by 'querying the database', although it warned the database had not been updated in 175 years and was partially corrupted. With patience and time they learned that many years before the "Elder" (who all have black clearance) had been hired to come to Skull Mountain and protect it from attacks from space. The "Elder" had created the dock on the peak and level zero and had gained power for their base from 'the Contraption' deeper inside the mountain and built local power systems near the montanic lances.

The party realized that some of the things they were learning seemed connected with old folk tales from the Kesh in the area. They also learned that kobolds have 'white clearance' - they had been used as cleaning staff by the Elder.
Security Unit 9 seemed to get agitated when questions veered into security topics and the more often he accessed a corrupt part of the database the more aggressive he became. The party left him guarding the lone door deeper into level zero and struck out for Remote Station #2, AKA Ol' One Fang's cave. Using a copy of the partial map they got there quickly with only a minor skirmish with wild pigs. Going into the hidden chamber Clint inserted his access card and uttered the phrase Security Unit 9 had mentioned and - the turbine engaged. Soon the panel reported that Montanic Lance #2 was powered! They looked carefully, but the crystal horn was not extended. They used the card and phrase to deactivate the turbine and returned to Skull Mountain, passing Team Thief on the road.

Once there they decided to look at the crevice. Seamus used his Boots of Levitation while 3 party members used ropes to position him while avoiding the loose shale that could dump them into the crevice or over a cliff.
Looking down, Seamus saw that the opening, about10' x 20', opened up to be about 60' - 70' across and went down, down, down.... And there was a metal ladder going down at least part of the way! He began to descend to get a better look. He noticed a metal door virtually identical to the one to level zero along one wall when metal shutters snapped open to reveal three turrets that began to point towards him. Calling to be pulled up he ascended as fast as he could and was narrowly missed by the bolts of lightning spitting from the turrets.
Once he was certain he was safe he hovered over the crevice again and dropped a metal rod with Continual Light cast upon it and counted as it fell.
He saw a door about 50' below and a bridge perhaps 300' feet down. And at about 1,200' the rod hit water and sank. Then something swam over the rod. Then the something burst out of the water to fly up the shaft, roaring as it came!
Seamus was pulled aside and in just a few rounds the turrets could be heard firing, driving the creature back down the shaft. Later Seamus again hovered over the opening, watching the creature (which resembled a jellyfish and a beetle) swimming far below before it vanished pop! like a soap bubble, revealing it was Conjured.
The next day the light rod was gone.

---------------------------------------------

The party is catching on that Skull Mountain is vast and Skull Mountain is old. They now believe that the Temple was added by cultists after the fall of the Lord of All Evil who moved in after something else, etc., back to a time before any of the races that live in Seaward now lived even close to these mountains.

Jack admitted that the science fiction stuff is terrifying him. He said,
"Orcs? Dragons? Demons? We know them, we understand them, we can make a good threat assessment. Aliens? Robots? Cyborgs? We can't even figure out if they are dangerous! For all we know, we all have radiation poisoning right now and we will think it is a curse!"
Good times.

Early in the session, when talking about how they plan on going deeper soon they joked that 'Skull Mountain needs an elevator'....

They will continue to map the Briars, but exploring Level Three is suddenly WAY up in their priorities!

I will edit tomorrow

Tuesday, May 30, 2017

DM Report: Phase I of the Briars Mapping Expedition

Over Memorial Day weekend we got in about 16 hours of table time. Earlier breakdowns are here, here, and here and my guesses are here.

More Adventure: After recovering from the near-fatal for several members fight with Ol' One Fang and using the Broom to ferry the freed slaves to Skull Mountain the party mapped for 3 more days then headed to Skull Mountain where they met - their other characters. Because the mapping will take so long other adventures are going on at the same time. All of them were at Skull Mountain for Midsummer and, as per tradition, they used the pre-sets on the mountaintop oculars and saw:
-Pyrotechnics over High Morath
-A flying swanship land in Timberlake
-An 80' tall humanoid climb to the rim of the Demon's Eye and wave at them
-A space battle between a dozen dragonfly ships and what appeared to be a massive snail ship. Clint thought that the oculars briefly put a red circle around the snail ship

Team Thief returned to complete mapping the western Upper Briars. The grind of mapping continued. As a group we discussed how mentally exhausting the mission would be: Constantly climbing through rocky, hilly terrain covered in briars; your clothing wearing out rapidly because of the constant wear and tear; limited sight lines meaning you are under constant threat of ambush so you can never relax; meals a constant cycle of one type of magical paste to another. Rough living.

While travelling they correctly guessed the command word tot he Ring of Raven Control they found and before too long Seeker was giving shiny coins to the various ravens of the Briars and contemplating becoming their new king.
Three or four times they witnessed a bright light from the Low Briars, always from the same spot.
One night they saw the Red Maiden on her owl chase a griffon, then transform it into a chimera and order it to follow her before she returned over the mountains.
They saw Ol' One Fang;s daughter, armed with a massive great sword but she ran off. The ravens told Seeker she gave Manbreaker to Ol' Knobby and that her name is Erena the Gorgeous.
And near the end they met the man in Purple with his travelling fortune telling tent. Just like the legend says, he answered 6 questions for them.
Total in-game time to map the western High Briars? 112 days. The eastern portion is larger. The Low Briars is much larger but the terrain isn't as bad.

Notes: It took about 50% longer than they expected because of bad weather, Ol' One Fang, and wanting to be at Skull Mountain for Midsummer. They hope the eastern portion will go faster. and they really hope they can get out of the mountains and hills to the Low Briars before Winter!
With the thorough map they are able to travel through the Briars they have explored much faster and, most importantly, without a real chance of getting lost!

What I Got Wrong: Almost everything! When bad weather hit the party just hunkered down so they avoided the flash floods and the tornado and the worst of the rest. The immediately fled from Ol' One Fang and then carefully counter-attacked and ambushed him. Although the party does admit - if O' One Fang's first blow had not been a miss at least 2 party members would have died - it was that close.

Next Steps: The 'other team' will try to get to the portion behind the eyes of Skull Mountain and then try to get to Remote Station #2 - the paladin has a weird metal plate that might fit the slot in the side panel.... Team Thief will continue their mission to the east while looking for Ol' Knobby, the new owner of Manbreaker. They will continue to hide from the Red Maiden whenever they see her.

Questions?

Monday, May 29, 2017

Mid-Session Report: Briars Expedition - Ol' One Fang Is No More!

After the last session we woke up to a hearty breakfast and 4 pots of coffee, talked a bit, and sat down for the early session.

The party learned that Ol' One Fang (OOF) had put a stone over his lair's entrance. Seeker cast Audible Glamar to mimic the sound of the party falling into the pit trap nearest cavern and OOF charged out, boulder ready and the fight began.
Brigid pulled out her rarest of weapons, a Wand of Lightning Bolts, and blasted OOF for - very little damage after he saved. Godfrey, Nigel, and Thorin used the last of their enchanted arrows, pouring on fire, and Seeker engaged in hand-to-hand. OOF missed Seeker!
Then first thing in the second round, OOF tagged Seeker for minimum damage vs. a non-human - 15 points. Seeker fled. Godfrey and Nigel used their last enchanted arrows and Sparrow - engaged the female hill giant that had been this close to ambushing the party. Sparrow is a thief, but was using a great sword one-handed (magic items!) - he was overmatched. Brigid confronted OOF as OOF chased Seeker, who was running for his life. She struck with Mor Altach and hurt OOF. Then OOF hit Brigid with Manbreaker for 36 points, below average, and put Brigid well inside 'minimum damage kills you' range. She held firm.
The third round was the same with the party pouring everything into OOF while Sparrow held off the female hill giant by himself. Brigid got in a mighty blow with Mor Altach as Nigel, Godfrey, and Thorin all had excellent, top notch rolls with mundane arrows and Seeker fired his bow, also hitting and...
...OOF went down.
  Brigid began a coup de grace  as the female hill giant broke into a dead sprint for OOF. The archers shifted fire to her, Sparrow hit her (finally), and even Thorin tried to block her, but she kept racing for OOF, crying out 'Father!' in giantish then - snatched up Manbreaker and kept running! The archers got off another salvo before she slid down a steep slope and vanished into the thick briars. Godfrey pursued her (as the party called him back) and hit a pit trap on the prepared escape route that damn near killed him! He hobbled back to camp with 3 h.p.
  The party found 3 slaves in the lair and spent 3 days healing, clearing traps, etc. The cash loot was tremendous and they got a few nice magic items. They also found a Skull Mountain style door. A door that had been forced, then hidden. They found more of OOF's loot in the vestibule, and a narrow corridor went further back.
In the back room was a metal wall covered in 144 small hemispherical piece of crystal that flashed various colors, each one with a rune by it. The ceiling was a sort of smoked glass that lit up as they entered. On a side wall was a panel of metal that had weird glass plates on it with writing. The writing was in the ancient tongue used by wizards and looked like this:


There was no key hole, although there was a narrow slot off to the side.

At this point the players threatened to murder me over the female hill giant getting away and the fact they now feared blanketing the Briars with fallout if they messed with the panel too much.

The players rested and healed then resumed mapping after sending the slaves to Skull Mountain via broom. After a few more days they encountered a band of brigands and kobolds hired by the kobold king to find the exile by searching Skull Mountain. The party rushed back and prepared, but the brigands came, inspected the eyes, and left.

The party now suspects the g6 key opens the door in the back of the eyes.

They decided to have the party rest at Skull Mountain for a week and we took a real-world break, too.