I know, it hasn't been very long since my last magic item, but this is a new one the kids came up with this week.
The Figurine of Hematite Badgers appears to be a small puzzle ball about 3" across. Close inspection reveals the ball is made of 5 small badger figures that interlock. When activated the Figurine of Hematite Badgers transform into 5 badgers of maximum hit points that obey the commands of their owner. If 'killed' the badgers revert to figurine form.
The Figurines of Hematite Badgers may be activated once a day for up to an hour at a time.
A blog for Rick Stump, gamer since 1977. Rants from my fevered brain about Old School Gaming, the state of the industry, my ongoing campaign (it began in 1979) and the supplements created by Harbinger Games
Saturday, November 16, 2013
Wednesday, November 13, 2013
Useful Magic Item of the Week - Tinker's Hammer
I love the Mending spell; useful out of combat, sneakily important if you want a homunculus, and a spell no magic-user with an Intelligence under 16 would waste a slot on. I am half convinced that spell was put in the Player's handbook just for me.
But of all the magic-users you know, who ever takes it?
The tinker's hammer is a small tool hammer weighing less than 1/3 a pound. In desperate circumstances it could be used as a weapon, but things need to be pretty bad (speed 2, damage: 1 h.p.,, -2 to hit chain armors, -4 to hit plate armors, proficiency as club). It is, pure and simple a light tool.
Once per day the Tinker's hammer can cast a Mending spell as a 12th level magic-user. The Tinker's Hammer may only repair metal items. If used by a skilled person (in 1e someone with a secondary skill like blacksmith, in 2e the appropriate non-weapon proficiency) the effects of the Mending are increased (and DM's discretion) to repair greater damage or to even restore hit points to full plate armor.
If wielded by a spell caster that knows the Mending spell the Tinker's Hammer can be used an additional time each day by uttering the word 'damn' while using it. No Tinker's Hammer may be used more than twice in 24 hours.
Similar items (the Seamstress' needle, the Leatherman's Awl) exist to repair items not made of metal.
But of all the magic-users you know, who ever takes it?
The tinker's hammer is a small tool hammer weighing less than 1/3 a pound. In desperate circumstances it could be used as a weapon, but things need to be pretty bad (speed 2, damage: 1 h.p.,, -2 to hit chain armors, -4 to hit plate armors, proficiency as club). It is, pure and simple a light tool.
Once per day the Tinker's hammer can cast a Mending spell as a 12th level magic-user. The Tinker's Hammer may only repair metal items. If used by a skilled person (in 1e someone with a secondary skill like blacksmith, in 2e the appropriate non-weapon proficiency) the effects of the Mending are increased (and DM's discretion) to repair greater damage or to even restore hit points to full plate armor.
If wielded by a spell caster that knows the Mending spell the Tinker's Hammer can be used an additional time each day by uttering the word 'damn' while using it. No Tinker's Hammer may be used more than twice in 24 hours.
Similar items (the Seamstress' needle, the Leatherman's Awl) exist to repair items not made of metal.
Friday, October 25, 2013
Quote of the Week
"I believe we should follow a 'you Polymorph it, you buy it' policy"
Followed by
"which means we own a cow"
Followed by
"which means we own a cow"
Tuesday, October 15, 2013
DM's Log: Blackstone Campaign Group 1- The Pack parts 3 & 4
Part 1 &2 can be found here
After moving to a new camp site and resting the party picked new spells and headed out, again, in pouring rain [I will put weather rules here eventually!].
They re-crossed the river in their stolen longboat and decided to bypass the fortress this time. They were soon on the path leading through the valley toward the mountain. The theif made her danger sense roll and was on the ground when the first telephone-pole sized arrow slammed into Doomsman. After a bit of confusion they took cover from the sniper. Stardust and Mournglow slipped off, invisibly, to look for the attackers and a duel between the two invidible characters and the invisible female jungle giant stalking them began! After a fair amount of maneuvering, cover, use of Stardust's Gem of Seeing, etc. they were able to attack the jungle giant and were almost surprised by the mountain giant with her! Luckily Mournglow had been communicating with the rest of the party with his Arcane Servant familiar, so the rest of the party was close enough to save their bacon.
After some healing the party continued until they saw a rather large bonfire ahead. Moving cautiously they saw a massive fire giant tending the fire. While the party was still far off he laughingly challenged their champion to a duel to the death, prompting Doomsman to begin to trot forward. When Soomsman was within range the fire giant reached into the fire, pulled out massive iron bolas glowing red with heat, and hurled them! With an excellent (read: lucky) throw Doomsman was entangled and taking fire damage while the giant charged the rest of the party, hurling boulders as he came.
Mournglow and Darkwalk made short work of the giant with spells and Doomsman had freed himself by the time the party arrived. After more healing, they continued.
After a time the party was on the long switchbak up the mountain. By mid-day the rain had stopped and they were above the treeline and heading into the clouds by mid-afternoon. Hoping to pierce the layer of clouds before camping, they stopped when they heard a rumbling - a boulder was coming down the trail. This began another encounter; fighting in the clouds with a fog giant. he rolled boulders down the trail, released rock falls on the party, had rope snares to toss party members off cliffs, erected barried that the party had to climb but that he could step over, etc.
The party began to call out to him, bantering a bit and when I replied I did so in a posh British accent - I have no idea why. The party enjoyed the banter during the duel (I did, too) although it ended when Stardust was able to locate the giant in the fog and use her rope of climbing to get Doomsman behind him and the party in front. After it was over the kids told me that they now envision ALL fog giants as mannered, polite British types who just happen to be trying to kill them.
The party pierced the clouds right about sunset and saw that the cloud island was attached to the mountain by a bridge arching 100 yeards over a sheer drop. A 10' wide bridge. With no rails. Beat up, tired, and out of many spells they healed up and then camped in the fog.
The party took a 1 week break in between session, finishing with a short session.
When they returned they crossed the bridge,\ - carefully - and passed through the outer clouds to see a massive castle (I used a picture of the Disney castle) in a lush, garden-like setting 2 miles on each side, a square with gardens, fountains, orchards, etc. all 4 times normal size. Massive oaks lined the gravel path between the bridge and the castle entrance, although there was a large grove of normal sized oaks by the entrance, where they were.
As the party was discussing their possible actions the local grove transformed into a squad of 20 Verbeeg with a frost giant leader.
My son, J., immediately slapped his forehead,
"Massmorph! The normal sized trees should have warned me!"
That's my boy.
The verbeeg opened with a salvo of giant-sized heavy crossbow bolts (2d8+1 per bolt) with a LOT of hits - everyone in the party but Doomsman was hit with Mourglow and Ember reduced to single digits and Darkwalk close to it. Doomsman closed with the frost giant leader, trading blows, as the verbeeg split - 1/2 drawing swords and charging, the other half reloading. Mournglow and Stardust went invisible to get some distance while Darkwalk drew his weapon and Ember decided to go ahead and cast.
A Fireball from Ember wounded many of those with crossbows and Darkwalk surprised me by using an item to erect a semi-circular Wall of Fire between the party and the verbeeg crowwbowmen. Stardust realized another giant, a fomorian, was coming across the bridge behind them and prepared for that. Mourglow killed the frost giant with a Chromatic Orb allowing Doomsman to wade into the verbeeg like the incarnation of Death.
The fomorian had one arm just 1' long and another 25' long - carrying a halberd. Heavily armored he was a hideous sight. Mournglow tried to Ploymorph him - the spell failed and a bolt of electricity from the fomorian hurt Mournglow down to single digits. The fomorian finally closed with the party and attacked with his halberd. Because of his massive reach and height he coul strike virtually anyone within 30'.
Stardust opened with a backstab, only to learn he had an eye on the back of his shoulder and being just missed by the halberd. 3 rounds of combat ensued with more damage being doled out and the fomorian going down.
During this time Stardust noted that the cloud the fortress was on had turned into a thunderhead and was drifting away from the mountain. The party healed up as fast as they could and prepared spells for when the Wall of Fire went down.
When it did the space beyond was filled with more verbeeg and the leader of the Pack - Lord Thundercloud. A huge cloud giant dressed in black plate mail with a shield and sword. He greeted the party politely, if coldly, and asked Doomsman to duel with him, to the death, with the party to go free with 3 boons if Doomsman won, the party to be enslaved if he lost. Doomdman accepted.
[If you aren't familiar with Player's Options: Combat and Tactics, I suggest you get it for ideas if nothing else.]
The duel went on a LONG time. Doomsman and Lord Thundercloud were high enough level and had enough bonuses that misses were uncommon. Doomsman had more attacks and did more damage per hit but Lord Thundercloud had a free parry from his enchanted shield and his weapon was an Unholy Drinker - every point of damage he did to Doomsman healed him the same amount. Pretty soon both were parrying as often as attacking in an attempt to wear down the other.
In the end Doomsman's grand mastery won through and he squeaked out a victory - again.
The boons the party received were; a letter from the leader of the Drow to Lord Thundercloud; the return of Starwing (Darkwalk's henchman) from capitivity; a rocback ride back to their fortress.
The letter (plus research and divination) releaved a few key facts - the Drow leader is actually an exile from the Drow capitol; she has a great deal of influence over the leader of the Redcaps; she essentially tricked Lord Thundercloud and the pack and the 3 giant Lords into starting a war with Blackstone; the Drow leader is a high priestess of the Lord of Evil Earth Elementals; Lord Thundercloud was an anti-paladin of the Lord of Evil Air Elementals; the Flaming Skulls tribe of hobgoblins to the far West are worshippers of the Lord of Evil Fire Elementals; some as-yet-unkown group in the sea follows the Lord of Evil Water Elementals; these groups are attempting to destroy all Human kingdoms.
This ends an arc that has been the focus on 20 real-world months of gaming. When I first started dropping hints on this arc my son N., who plays Darkwalk, was nine. Because of the high average level we are probably going to mostly retire the entire party except for political intrigue and the occasional high-level adventure.
After moving to a new camp site and resting the party picked new spells and headed out, again, in pouring rain [I will put weather rules here eventually!].
They re-crossed the river in their stolen longboat and decided to bypass the fortress this time. They were soon on the path leading through the valley toward the mountain. The theif made her danger sense roll and was on the ground when the first telephone-pole sized arrow slammed into Doomsman. After a bit of confusion they took cover from the sniper. Stardust and Mournglow slipped off, invisibly, to look for the attackers and a duel between the two invidible characters and the invisible female jungle giant stalking them began! After a fair amount of maneuvering, cover, use of Stardust's Gem of Seeing, etc. they were able to attack the jungle giant and were almost surprised by the mountain giant with her! Luckily Mournglow had been communicating with the rest of the party with his Arcane Servant familiar, so the rest of the party was close enough to save their bacon.
After some healing the party continued until they saw a rather large bonfire ahead. Moving cautiously they saw a massive fire giant tending the fire. While the party was still far off he laughingly challenged their champion to a duel to the death, prompting Doomsman to begin to trot forward. When Soomsman was within range the fire giant reached into the fire, pulled out massive iron bolas glowing red with heat, and hurled them! With an excellent (read: lucky) throw Doomsman was entangled and taking fire damage while the giant charged the rest of the party, hurling boulders as he came.
Mournglow and Darkwalk made short work of the giant with spells and Doomsman had freed himself by the time the party arrived. After more healing, they continued.
After a time the party was on the long switchbak up the mountain. By mid-day the rain had stopped and they were above the treeline and heading into the clouds by mid-afternoon. Hoping to pierce the layer of clouds before camping, they stopped when they heard a rumbling - a boulder was coming down the trail. This began another encounter; fighting in the clouds with a fog giant. he rolled boulders down the trail, released rock falls on the party, had rope snares to toss party members off cliffs, erected barried that the party had to climb but that he could step over, etc.
The party began to call out to him, bantering a bit and when I replied I did so in a posh British accent - I have no idea why. The party enjoyed the banter during the duel (I did, too) although it ended when Stardust was able to locate the giant in the fog and use her rope of climbing to get Doomsman behind him and the party in front. After it was over the kids told me that they now envision ALL fog giants as mannered, polite British types who just happen to be trying to kill them.
The party pierced the clouds right about sunset and saw that the cloud island was attached to the mountain by a bridge arching 100 yeards over a sheer drop. A 10' wide bridge. With no rails. Beat up, tired, and out of many spells they healed up and then camped in the fog.
The party took a 1 week break in between session, finishing with a short session.
When they returned they crossed the bridge,\ - carefully - and passed through the outer clouds to see a massive castle (I used a picture of the Disney castle) in a lush, garden-like setting 2 miles on each side, a square with gardens, fountains, orchards, etc. all 4 times normal size. Massive oaks lined the gravel path between the bridge and the castle entrance, although there was a large grove of normal sized oaks by the entrance, where they were.
As the party was discussing their possible actions the local grove transformed into a squad of 20 Verbeeg with a frost giant leader.
My son, J., immediately slapped his forehead,
"Massmorph! The normal sized trees should have warned me!"
That's my boy.
The verbeeg opened with a salvo of giant-sized heavy crossbow bolts (2d8+1 per bolt) with a LOT of hits - everyone in the party but Doomsman was hit with Mourglow and Ember reduced to single digits and Darkwalk close to it. Doomsman closed with the frost giant leader, trading blows, as the verbeeg split - 1/2 drawing swords and charging, the other half reloading. Mournglow and Stardust went invisible to get some distance while Darkwalk drew his weapon and Ember decided to go ahead and cast.
A Fireball from Ember wounded many of those with crossbows and Darkwalk surprised me by using an item to erect a semi-circular Wall of Fire between the party and the verbeeg crowwbowmen. Stardust realized another giant, a fomorian, was coming across the bridge behind them and prepared for that. Mourglow killed the frost giant with a Chromatic Orb allowing Doomsman to wade into the verbeeg like the incarnation of Death.
The fomorian had one arm just 1' long and another 25' long - carrying a halberd. Heavily armored he was a hideous sight. Mournglow tried to Ploymorph him - the spell failed and a bolt of electricity from the fomorian hurt Mournglow down to single digits. The fomorian finally closed with the party and attacked with his halberd. Because of his massive reach and height he coul strike virtually anyone within 30'.
Stardust opened with a backstab, only to learn he had an eye on the back of his shoulder and being just missed by the halberd. 3 rounds of combat ensued with more damage being doled out and the fomorian going down.
During this time Stardust noted that the cloud the fortress was on had turned into a thunderhead and was drifting away from the mountain. The party healed up as fast as they could and prepared spells for when the Wall of Fire went down.
When it did the space beyond was filled with more verbeeg and the leader of the Pack - Lord Thundercloud. A huge cloud giant dressed in black plate mail with a shield and sword. He greeted the party politely, if coldly, and asked Doomsman to duel with him, to the death, with the party to go free with 3 boons if Doomsman won, the party to be enslaved if he lost. Doomdman accepted.
[If you aren't familiar with Player's Options: Combat and Tactics, I suggest you get it for ideas if nothing else.]
The duel went on a LONG time. Doomsman and Lord Thundercloud were high enough level and had enough bonuses that misses were uncommon. Doomsman had more attacks and did more damage per hit but Lord Thundercloud had a free parry from his enchanted shield and his weapon was an Unholy Drinker - every point of damage he did to Doomsman healed him the same amount. Pretty soon both were parrying as often as attacking in an attempt to wear down the other.
In the end Doomsman's grand mastery won through and he squeaked out a victory - again.
The boons the party received were; a letter from the leader of the Drow to Lord Thundercloud; the return of Starwing (Darkwalk's henchman) from capitivity; a rocback ride back to their fortress.
The letter (plus research and divination) releaved a few key facts - the Drow leader is actually an exile from the Drow capitol; she has a great deal of influence over the leader of the Redcaps; she essentially tricked Lord Thundercloud and the pack and the 3 giant Lords into starting a war with Blackstone; the Drow leader is a high priestess of the Lord of Evil Earth Elementals; Lord Thundercloud was an anti-paladin of the Lord of Evil Air Elementals; the Flaming Skulls tribe of hobgoblins to the far West are worshippers of the Lord of Evil Fire Elementals; some as-yet-unkown group in the sea follows the Lord of Evil Water Elementals; these groups are attempting to destroy all Human kingdoms.
This ends an arc that has been the focus on 20 real-world months of gaming. When I first started dropping hints on this arc my son N., who plays Darkwalk, was nine. Because of the high average level we are probably going to mostly retire the entire party except for political intrigue and the occasional high-level adventure.
Monday, October 14, 2013
New Magic Item - Mage Gauntlet
I invented the mage gauntlet waaaaaaaaaaay back in 1983 - 30 years ago! It was later part of the loot from my adventyre 'The Island of the Gauntlet Mage' about the ruined fortress of a powerful magic user that mafe many unique gauntlet and glove items and spells. I referred to this as a 'metamagic item' when I first made it because of its function.
Mage Gauntlet: These are always found singly; 80% are for the left hand. Typically a mage gauntlet appears as a common leather glove for riding, but some (less than 10%) are either richly decorated with wmbroidery or resemble a battle gauntlet with metal plates over the knuckles (DM's choice). Whatever the appearance, the gauntlet has no effect on A.C., spellcasting, etc. A mage gauntlet will magically change size and shape to the fit the hand of any humanoid from halfling to ogre size. The gauntlet fits snugly and comfortably
The wearer of a mage gauntlet may wer three magical rings at the same time; two on the gauntleted hand and one upon the other hand.No more than one mage gauntlet may be worn at a time. Attempting to place more than two magical rings on the gauntlet will cause it to cease functioning for a full day (i.e., only one magical ring can be worn on the gauntlet during that time).
Mage Gauntlet: These are always found singly; 80% are for the left hand. Typically a mage gauntlet appears as a common leather glove for riding, but some (less than 10%) are either richly decorated with wmbroidery or resemble a battle gauntlet with metal plates over the knuckles (DM's choice). Whatever the appearance, the gauntlet has no effect on A.C., spellcasting, etc. A mage gauntlet will magically change size and shape to the fit the hand of any humanoid from halfling to ogre size. The gauntlet fits snugly and comfortably
The wearer of a mage gauntlet may wer three magical rings at the same time; two on the gauntleted hand and one upon the other hand.No more than one mage gauntlet may be worn at a time. Attempting to place more than two magical rings on the gauntlet will cause it to cease functioning for a full day (i.e., only one magical ring can be worn on the gauntlet during that time).
Friday, September 6, 2013
Custom Spell - Lesser Fireburst
I have seen a ton of Fireball variants, some good, most bad. But some of the best were from Hackmaster, 4th edition. Since the character of Brian from the comics it was derived from was fireball happy they had a TON of variants.
Mostly unbalanced.
But my kids loved more fireballs, I love more fireballs, so I made some variants of my own. This spell uses the magic missile mechanic I discussed here.
Lesser Fireburst
Level- 1 Range- 60' + 10'/rank
Casting Time- 3s Components- V, S, M
Area of Effect- 5' r. sphere Duration- Inst.
When cast a spark streaks from the caster's extended fingertip until it bursts into a sphere of flame 10' in diameter at its destination. All creatures within the area of effect take 1d3 h.p. of damage per rank of the spell caster, save for 1/2 damage.
While otherwise similar to Fireball the Lesser Fireburst differs from that spell in important ways. The flames of a Lesser Fireburst are not as hot, causing spells such as Protection from Fire and items such as a Ring of Fire Resistance to be twice as effective in reducing damage from this spell. Also, the Lesser Fireburst does not expand within confined spaces and items exposed to the heat of this spell save vs. normal fire with a +1.
Mostly unbalanced.
But my kids loved more fireballs, I love more fireballs, so I made some variants of my own. This spell uses the magic missile mechanic I discussed here.
Lesser Fireburst
Level- 1 Range- 60' + 10'/rank
Casting Time- 3s Components- V, S, M
Area of Effect- 5' r. sphere Duration- Inst.
When cast a spark streaks from the caster's extended fingertip until it bursts into a sphere of flame 10' in diameter at its destination. All creatures within the area of effect take 1d3 h.p. of damage per rank of the spell caster, save for 1/2 damage.
While otherwise similar to Fireball the Lesser Fireburst differs from that spell in important ways. The flames of a Lesser Fireburst are not as hot, causing spells such as Protection from Fire and items such as a Ring of Fire Resistance to be twice as effective in reducing damage from this spell. Also, the Lesser Fireburst does not expand within confined spaces and items exposed to the heat of this spell save vs. normal fire with a +1.
Wednesday, September 4, 2013
DM's Log: Blackstone Campaign Group 1 - the Pack parts 1 & 2
Having returned from the large battles to the East the party wanted to settle down and focus on completing their large, combined stronghold. Through a combination of experience points and an arcane book the party fighter and leader, Doomsman, is now 13th level and the cleric/mage, Darkwalk, is 8th/9th. Unfortunately, the Redcaps still pose a major threat.
The Redcaps are the spiritual descendants of the rebellious humanoid legions that brought down the last Human Empire a few centuries before current game time. The have a mysterious leader and employ mainly humanoids and giants. Typically they have Goblin scouts/skirmishers and Hobgoblin infantry/etc. with Bugbears as shock troops. Above all that, however, is The Pack.
The Pack is a group of exceptional giants (one each of Hill, Mountain, Fire, Frost, Fog, Fomorian, Desert, and Jungle) with a Cloud Giant leader that act as the best of the best troops for the Redcaps.They are supported by an army of Verbeeg and have Ogre troops, too.
The party is building their fortress to command the only so-far unprotected pass between the West and the Redcaps and the Blackstone region. They have a lot of attachment to the area since from 1st level to about level 5 they adventured heavily in the region and pushed the Redcap-allied Goblins from the same pass.
Concerned about an attack on the in-progress stronghold by giants, the party decided to take the fight over the mountains. After a long discussion/argument Mournglow convinced everyone to leave the hippogriffs at home and travel by horse. This led to only Darkwalk bringing a henchman (Starwing, a 3/3 cleric/magic-user).
Travelling north along the Old Mountain Road the party soon ran into something they had encountered before - animals acting oddly with a single eye glowing green or red. After three days of dodging these creatures and scouting the thief, Stardust, found something odd; two human guards speaking in bored tones as 5 other humans sat crouched over glowing stones, insensate. After a relatively quick skirmish three thinsg happened;
1) The lead guard was Charmed
2) The other guard was dead
3) The insensate people were bound
The charmed guard talked, of course, revealing that there were two other groups hunting for the party and that the men with stones were controlling/diving through the animals as scouts. Because the party was a bit split up and there was combat with some animals and undead, they did not get back to the bound diviners for several game hours. By the time they did the diviners had been devoured by a pack of... somethings.The charmed guard was sent away. The guard did sketch a brief map and give the players a run down on the pack, leading to a 10 minute argument about going back for the hippogriffs.
They pressed on.
Two game days later they encountered the second party sent for them, a group of humans that were 'on loan' to the Redcaps. The battle lasted longer than I expected, mainly because of the '2e monk' that I made with Combat and Tactics and his magic items. In the end, though, the party prevailed. They finally reached sight of their destination, a walled town protecting the only river crossing for miles. While they knew from their interrogations that the majority of troops were gone, they realized that they still had to somehow deal with the left behind. The portion of the village on their side seemed largely empty but with hobgoblins, the far side with Verbeeg.
The also realized the Pack's fortress, in the mountains beyond, was probably on a cloud island. Between that and the river there was a heated discussion with Mournglow about bringing the hippogriffs.
After resting the night they left Starwing at camp with the horses and gear and set out. Darkwalk used a Rainbow spell to cross the river near a small waterfall (and its rainbow). With a combination of items and spells they then scaled the walls of the fortress on the far side of the river to eliminate a strongpoint behind them.
While creeping along the outer walls towards the main fortress a roc flew by overhead with a giant riding it. They could hear the faint screams of a woman from the roc, too. Puzzled, they pressed on.
They made it to the main fortress from the outer walls but drew the attention of a guard. Before too long the alarm was sounded and battle was engaged. Stardust just avoided an attack by a Marilith (!); she got away and Doomsman engaged her in melee, cutting her down in just 2 rounds (!!). After temporarily sealing the stairs behind them with a Wall of Fire (and leaving a set of Explosive Runes behind) they engaged about 25 Verbeeg, including a shaman, outside the door leading from the base of the tower. Between spells and combat they killed or injured all the Verbeeg there but were driven off by giant-sized heavy catapults from the main keep hurling 120 gallon barrels of flaming tar.
Returning to the tower they decided to go all the way to the top. Once there they were engaged by the invisible Hill Giant member of the Pack who wielded a massive war club of stunning. In a scene far too familiar Doomsman cut him down in short order. While this was going on, though, the roc returned and dropped something. The party dove through the trapdoor and fled down the stairs as a massive barrel of vitriol burst, eating away at the top of the tower and damaging the stairs further down another floor.
It was looking a bit grim, I thought. The main keep (400' tall) had the ability to hurl more flaming tar; the roof was effectively gone and with the stairs above gone they couldn't go up. The only other exit, on the ground floor, still had a large tar fire on the other side of it. I started moving in the Verbeeg and the roc rider circled lower.
Being careful and taking minor damage Stardust used her Rope of Climbing to get the party to the level with access to the walls. Darkwalk then used a Fireblast to destroy the catapult from the keep that could fire at them and the party moved to the walls. The were engaged by 2 Verbeeg (including the one that first noticed them and raised the alarm) but Ember hurled a Lesser Fireblast which seemed to drop them. The party rushed onto the wall as the roc swooped in, the Fog Giant on its back preparing to hurl another barrel of vitriol. Darkwalk rolled a good initative, though, and hit the giant with a Flamestrike and the barrel failed its save (with a 1) shattering and coating the giant and the roc with vitriol. The roc and its rider flew away as the party scrambled down from the wall, commandeered a longboat and recrossed the river and fled toward their hidden camp.
When they reached camp, though, it was destroyed; tents gone, horses missing or bitten in half, all their gear missing, and Starwing nowhere to be found. Looking at the massive claw marks they realized the roc had been there and that the screaming woman they had heard earlier was Starwing being carried to the fortress in the clouds.
There was a moment of sheer terror when Mournglow and Darkwalk realized their spell books were missing. Then Ember told them he had stashed copies of their travelling books in his Portable Hole. There was also some anguish about Doomsman's warhorse, Spanky II, meeting such an ignominious end.
The party is now on foot deep inside enemy territory (walking back to the closest safe place, their own stronghold, is at least 8 days assuming no encounters, they are travelling in the open, and the weather is perfect), they have 1 day of food and water on them (although water is plentiful nearby), their enemies know roughly where they must be, and a beloved hencman is captive of the enemy.
The Redcaps are the spiritual descendants of the rebellious humanoid legions that brought down the last Human Empire a few centuries before current game time. The have a mysterious leader and employ mainly humanoids and giants. Typically they have Goblin scouts/skirmishers and Hobgoblin infantry/etc. with Bugbears as shock troops. Above all that, however, is The Pack.
The Pack is a group of exceptional giants (one each of Hill, Mountain, Fire, Frost, Fog, Fomorian, Desert, and Jungle) with a Cloud Giant leader that act as the best of the best troops for the Redcaps.They are supported by an army of Verbeeg and have Ogre troops, too.
The party is building their fortress to command the only so-far unprotected pass between the West and the Redcaps and the Blackstone region. They have a lot of attachment to the area since from 1st level to about level 5 they adventured heavily in the region and pushed the Redcap-allied Goblins from the same pass.
Concerned about an attack on the in-progress stronghold by giants, the party decided to take the fight over the mountains. After a long discussion/argument Mournglow convinced everyone to leave the hippogriffs at home and travel by horse. This led to only Darkwalk bringing a henchman (Starwing, a 3/3 cleric/magic-user).
Travelling north along the Old Mountain Road the party soon ran into something they had encountered before - animals acting oddly with a single eye glowing green or red. After three days of dodging these creatures and scouting the thief, Stardust, found something odd; two human guards speaking in bored tones as 5 other humans sat crouched over glowing stones, insensate. After a relatively quick skirmish three thinsg happened;
1) The lead guard was Charmed
2) The other guard was dead
3) The insensate people were bound
The charmed guard talked, of course, revealing that there were two other groups hunting for the party and that the men with stones were controlling/diving through the animals as scouts. Because the party was a bit split up and there was combat with some animals and undead, they did not get back to the bound diviners for several game hours. By the time they did the diviners had been devoured by a pack of... somethings.The charmed guard was sent away. The guard did sketch a brief map and give the players a run down on the pack, leading to a 10 minute argument about going back for the hippogriffs.
They pressed on.
Two game days later they encountered the second party sent for them, a group of humans that were 'on loan' to the Redcaps. The battle lasted longer than I expected, mainly because of the '2e monk' that I made with Combat and Tactics and his magic items. In the end, though, the party prevailed. They finally reached sight of their destination, a walled town protecting the only river crossing for miles. While they knew from their interrogations that the majority of troops were gone, they realized that they still had to somehow deal with the left behind. The portion of the village on their side seemed largely empty but with hobgoblins, the far side with Verbeeg.
The also realized the Pack's fortress, in the mountains beyond, was probably on a cloud island. Between that and the river there was a heated discussion with Mournglow about bringing the hippogriffs.
After resting the night they left Starwing at camp with the horses and gear and set out. Darkwalk used a Rainbow spell to cross the river near a small waterfall (and its rainbow). With a combination of items and spells they then scaled the walls of the fortress on the far side of the river to eliminate a strongpoint behind them.
While creeping along the outer walls towards the main fortress a roc flew by overhead with a giant riding it. They could hear the faint screams of a woman from the roc, too. Puzzled, they pressed on.
They made it to the main fortress from the outer walls but drew the attention of a guard. Before too long the alarm was sounded and battle was engaged. Stardust just avoided an attack by a Marilith (!); she got away and Doomsman engaged her in melee, cutting her down in just 2 rounds (!!). After temporarily sealing the stairs behind them with a Wall of Fire (and leaving a set of Explosive Runes behind) they engaged about 25 Verbeeg, including a shaman, outside the door leading from the base of the tower. Between spells and combat they killed or injured all the Verbeeg there but were driven off by giant-sized heavy catapults from the main keep hurling 120 gallon barrels of flaming tar.
Returning to the tower they decided to go all the way to the top. Once there they were engaged by the invisible Hill Giant member of the Pack who wielded a massive war club of stunning. In a scene far too familiar Doomsman cut him down in short order. While this was going on, though, the roc returned and dropped something. The party dove through the trapdoor and fled down the stairs as a massive barrel of vitriol burst, eating away at the top of the tower and damaging the stairs further down another floor.
It was looking a bit grim, I thought. The main keep (400' tall) had the ability to hurl more flaming tar; the roof was effectively gone and with the stairs above gone they couldn't go up. The only other exit, on the ground floor, still had a large tar fire on the other side of it. I started moving in the Verbeeg and the roc rider circled lower.
Being careful and taking minor damage Stardust used her Rope of Climbing to get the party to the level with access to the walls. Darkwalk then used a Fireblast to destroy the catapult from the keep that could fire at them and the party moved to the walls. The were engaged by 2 Verbeeg (including the one that first noticed them and raised the alarm) but Ember hurled a Lesser Fireblast which seemed to drop them. The party rushed onto the wall as the roc swooped in, the Fog Giant on its back preparing to hurl another barrel of vitriol. Darkwalk rolled a good initative, though, and hit the giant with a Flamestrike and the barrel failed its save (with a 1) shattering and coating the giant and the roc with vitriol. The roc and its rider flew away as the party scrambled down from the wall, commandeered a longboat and recrossed the river and fled toward their hidden camp.
When they reached camp, though, it was destroyed; tents gone, horses missing or bitten in half, all their gear missing, and Starwing nowhere to be found. Looking at the massive claw marks they realized the roc had been there and that the screaming woman they had heard earlier was Starwing being carried to the fortress in the clouds.
There was a moment of sheer terror when Mournglow and Darkwalk realized their spell books were missing. Then Ember told them he had stashed copies of their travelling books in his Portable Hole. There was also some anguish about Doomsman's warhorse, Spanky II, meeting such an ignominious end.
The party is now on foot deep inside enemy territory (walking back to the closest safe place, their own stronghold, is at least 8 days assuming no encounters, they are travelling in the open, and the weather is perfect), they have 1 day of food and water on them (although water is plentiful nearby), their enemies know roughly where they must be, and a beloved hencman is captive of the enemy.
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