Tuesday, December 26, 2017

Expedition to the Shrine of Aesclepius-Apollo

(don't know what was wrong with the format, but I fixed it)

SEEK OUT the shrine of Aesclepius-Apollo, dual deity of HEALING and WISDOM to help Emma Brighteyes sacrifice there and regain her drained level!

In NEED of healing? Add your sacrifice to Aesclepius alongside Emma's and cast off diseases, deadly wounds, terrible curses, or lost levels ... hopefully!

In NEED of an oracle or some kind of insight? Delve into the shrine of Apollo to seek for ancient diviniatory magics!

The Party:
Barnabus Sleet (muscle wizard)
Emma BrighteyesShareneRakka (the "witchlings", human, Elf, and orc--all Sleet's apprentices)
Dale the Valet (Sleet's fighting-man follower)
Magic Meryl (halfling, former magic-user)
Pitwin Spryneedle (gnome orphan, Meryl's semi-apprentice)
Galahad (newly acquired orc mastiff)
Mario de Parma (fighting-man)
Brutal Pete (insane dwarf)
Fulvia (NPC cleric)
Livia (NPC animal herder)
and two dogs and rather a large number of goats and such headed for the dungeon for sacrifice ...


The party FLAILSNAILED into Sweetwater, a town about a week southwest of my "regular game" set in the city of Calpurnia. To the northwest of Sweetwater, about a week's travel into the wilderness, lay the old shrine of Aesclepius-Apollo, once a pilgrimage destination for those seeking healing or wisdom from the dual Lawful Good deity. Emma had previously been drained of a level of life energy during a delve into the Vaults of Vyzor (when she unwisely wrestled an orc-succubus), and now the party had gathered to help her regain said level in the healing shrine of Aesclepius.

To that end, Emma and company (Sleet, Sharene, Rakka, Dale) acquired the required means for a sacrifice--incense, wine, animals (goats), an offering represented whatever healing was needed, and a Good cleric who could perform the sacrifice properly. They spent the minimum of one thousand gold on it all--more might have guaranteed the favor of the god, but Emma didn't have enough money.

Meanwhile, Magic Meryl was interested in seeking wisdom from Apollo, and heard that if one sacrificed the right animals at his altar, their entrails and livers could be read with the help of certain divination charts and thus answer questions posed to the god. To that end, she acquired several excellent, single-colored goats and then paid a fair amount to copy the local Law cult's divination charts, a certain scroll of Vegoia's Hepotomancy.

The party then bought some of the war dogs ubiquitously for sale along the north-south trade road on which Sweetwater lies, hired Livia to herd their animals, and then set out.

I rolled truncated wilderness encounters--just one per day--and the only thing that molested them on their way out descended on great scalloped wings that overshadowed the road--a dragon! Pretty much everyone ducked for cover as it landed before them, terrible and majestic, but Barnabus strode boldly forward to converse with the worm.

It declared itself to be Ekleriath, and expressed an especial interest in the feast of goats trailing the party. Barnabus bought time by flattering the dragon, which responded by preening and showing off its magnificence; then Barnabus brightly asked if it was strong enough to lift a cow.

Lift a cow? the dragon bellowed. You think I can't, with these huge wings? Ekleriath can lift a cow as well as any roc! With that, the dragon spread its vasts wings, blew up a cloud of dust and took off, circling through the sky looking for cattle, muttering to itself, Lift a cow! Hmmph, I'll show him!

Barnabus then cast invisibility 10' on the party (everyone crammed in close), and they all proceeded invisibly for the remainder of the journey.

The shrine itself is mostly underground, a double shrine with the western half dedicated to Apollo and the eastern to Aesclepius. An above ground temple exists, built in a Greco-Roman style with great columns and a roof, but the place is a ruin--the columns and the roof barely stand. Inside, one finds staircases down, one to the east and one to the west. The party went down the eastern stair first, finding themselves in a chamber with a southern corridor and a stream flowing across it, east to west.

They were wary of the stream, but unnecessarily--though knee deep (Pitwin had to be carried by Mario), the water was otherwise harmless. The corridor led into another chamber with three further exits, with mists rolling lightly from south and east; but the party spied a number of still stone figures in the room, all finely detailed and seemingly caught in a moment of surprise or horror--worried about medusas, the party got out mirrors and continued to the east.

Following the mists east, hoping for hot springs, the party indeed found a large room with a bath fed by hot springs taking up the center. A number of doors stood along the walls--one on the west had scorch marks on the floor around it--and another corridor opened east into a chamber with an idol of a god bearing a snake-twined staff over the altar before him, which was engraved, AEΣΚΛΕΠΙΟΣ.


Fulvia identified this as the altar of Aesclepius and got down to the business of the sacrifice: incense was burned to perfume the idol, wine was poured out (and drunk), goats were sacrificed--their entrails and fat burned on the altar, their thigh meat roasted for everyone to feast on--and hymns were sung to Aesclepius ... the entire rite would take one hour, and because of the noise of it all, I rolled an encounter check for each of the next six turns. Only the third roll turned anything up, and so arrived a woman, beautiful and robed, and followed by five humans--three men and two women.

The lead woman introduced herself as Meledeia ... I fumbled through the dialogue of her trying to ascertain the party, but ultimately she zeroed in on Emma Brighteyes and rubbed up against her seductively, from which Emma lost a point of Wisdom permanently. (meanwhile, Meledeia's followers were happy to partake of the wine, though they weren't much into conversation)

Seeing Emma a bit befuddled, and he being rather protective of his apprentices, Barnabus Sleet stepped in and turned Meledeia around to face him. She wanted to feel up his muscles, but he suggested they go out alone to the other room (reactions roll) ... Oh yes, let's! she answered.

Barnabus had Meledeia stand on one side of the hot spring and told her that he was going to leap into her arms from the other side; but what he was really doing was an Anime Leap Attack, some FLAILSNAILS shenanigans that lets him do excessive damage on an attack from thirty feet away--and he hit Meledeia with a good wallop, and then was a little concerned when I informed him that she'd taken the damage, but was not only not dead, but now shedding half of her human form.

Indeed, the illusion around Meledeia dropped, revealing the lower body of a scorpion topped by her here-to-for attractive female human top. She attacked Sleet with scorpion claws and sting, but wasn't able to pin nor poison him.

Magic Meryl got the drop on the humans and slept the lot of them, and then Mario and Brutal Pete charged out to join the melee against Meledeia. Between that round, a critical hit from Pete, and a winning initiative the next round, the party managed to slaughter poor Meledeia, cutting her fully in half, and she died with a wail, scorpion-half writhing, and then lay still.

Then the sacrifice continued, while Magic Meryl tied up the sleeping followers.

Nothing else bothered the party until the rites were complete, and then Emma had to "incubate" in the healing airs of the hot springs for a while (until the end of the session, I ruled), and so the party briefly looked into the doors around the springs. They found yellow-moldy robes behind some, and behind the scorched door, several chests full of treasure (lots of gold, plus a tafl board and pieces). The treasure also included a suit of mail, which Mario hastily donned, and immediately regretted it as it shrank over his frame, becoming heavy, tight, and awkward.

Everyone then agreed to head to the western shrine to help Magic Meryl find some oracular answers from the wisdom god. They went back up the first stair and then down the western stair, and immediately found a chamber with four exits (N, E, S, and W), and decorated with images of a lyre-playing god, one image of him riddling a sphinx, the other playing for animals.

They went north and found a room with a sphinx statue. At its base was an inscription: "Reaching stiffly for the sky, I bare my fingers when its cold, in warmth I wear an emerald glove, and in between I dress in gold." Tree! Barnabus blurted immediately (and correctly), but nothing happened. The party got a leaf and touched it to the statue, but to no avail.

It's probably some sphinx that got stoned by a medusa here, and then some adventurers carved a riddle into it for fun, Brutal Pete opined.

With a shrug, the group continued. Inside a room that was once a barracks, they found an old chest with a music book inside; then, at the door back to the corridor, they heard voices speaking in orc ...

They agreed to send Rakka out to talk (she's an orc), and when she stepped out, she heard the orc-voices complaining about some Werewolf-Lord taking their loot from their raids as "tribute" and how mad it makes them. There were eight of them, not quite orcs, but with horny, calloused fists and thick hides. Rakka hailed them and talked them into letting her companions help them destroy the werewolves. The orc-things were taken aback by Rakka's comrades, but the ever useful reactions dice suggested helpfulness on the orcs' part, and so they gladly led the party south.

There, they passed through a large chamber with a pipe organ along the west wall, and intrigued, the party stopped to play it. Pete set out the music book and tried to play a song, but he couldn't make sense of the notation (and no yellow mold came out of the wheezing organ, to everyone's relief). Meanwhile, Magic Meryl and Dale positioned themselves in the middle of the room in a good vantage to magic anything coming up the hallways--and lo! from the south came four figures, wondering about the noise of the organ.

That's them! the orc-things hissed, and Meryl and Dale blasted the four oncoming figures with a lightning bolt each. The poor creatures were instantly killed; the man-skins they were wearing split open, and out spilled four cooked and very dead wolves.

Inspecting the chamber whence they'd come, the party found some more loot (a gilded chariot among other things); but the Lord of Werewolves was out, it seemed, so the orcs were cajoled into leading the party to the shrine of Apollo (after a brief confusion that led to the fabled Well of Memory).

This shrine was similar to the one to Aesclepius, except it lacked a hot spring; rather, the ceiling was worked with images of constellations, and the inscriptions on the lyre-holding idol read, AΠΟΛΛΩN


Fulvia again sacrificed some goats, thought it was a much shorter ritual as she only needed to look at their entrails and the lobes of the livers and to cross-reference their appearance with Meryl's copied charts--thus to answer the questions brought by Meryl and Pete.

Asked Meryl, How might I regain the full magical powers I lost when I was reincarnated as a halfling?
And Pete, How might I escape the curse laid on me by the armor and warped soul of Ule Oakenballs, to go mad when I reach my limit of experience as a dwarf?
(the answers to these questions need deeper thought, and I a still mulling them over)

Their goals all met and our time nearly out, the party then set out for Sweetwater once more, not neglecting to collect Emma and to haul out their lucre. Emma rolled a success on regaining her level and her lost Wisdom; six of the eight orc-things agreed to accompany the party back to Vyzor, to avoid the wrath of the Werewolf-Lord; and the party led the erstwhile followers of Meledeia back to town, once they ascertained that they had been her slaves (and they found on the way back, moreover, that these individuals can barely take care of themselves and seem as naive as children and muddled in their thinking--it seems all of them had their Wisdom drained pretty badly).

They went invisibly as before, and managed to avoid any further encounters--though they did note a number of wolves howling in the distance, and coursing their trail (to no avail). Finally back in town, they sold their loot, and set the former slaves up with the local Lawful Good Cult of St. Ursula (founded not long ago by Lailith, a character from my "regular game"), with Pete giving a "bounty" of 500 gold for whichever adventurers are willing to take the five back to the temple to be healed by Aesclepius, while Meryl donated money for their care until then.


All in all, a rather successful expedition ...



Saturday, December 23, 2017

Greyhame Mountain Dungeon Expedition 15

Orcs have returned to the caverns of the Glimmervaults;
the Goblin King and the Lord of Werewolves have renewed their ancient alliance beneath the Howling Tower;
and the secret treasury of the ancient Bronding Kings is said to lie somewhere behind the Brokenbrand Falls, haunted by enchanting naiads ...
...
and Jaer the Windlord is said to look down on the world below from the Eyries of the Eagles on Greyhame Mountain itself ...

... but for this session, the local Thieves' Guild hired Baby-Face to attempt a heist in the dungeons of Oakridge Castle ...


18 December's roster:
Baby-Face (thief 5)
with Frita (hireling) and Whesker and Wilmerand (giant weasels)
Finbar (half-Elf druid 4)
with Heisenberg (charmed wolf)
Aethelfwulf (paladin 2)
with Hauka (giant weasel)
Blackleaf (Elf 2)
with Johann Haybaler (hireling)
Koko (woman-ape 1)
Aria (Elf 1)
with Kaaraak (eagle)
Lead (cleric 3)


Baby-Face's local Thieves' Guild contact is Jaybird Jenny--I'm afraid I haven't actually told this to the players directly yet, because I almost always forget one or two things I mean to bring to the table each session, alas.

Anyway, Jabybird Jenny approached Baby-Face with a job offer: We have information about a secret entrance into the dungeons beneath Oakridge Castle, she said, and more than that we have a target. Word is that Morholt-Lord has turned to the secret worship of Chaos in the dungeons beneath the castle, and that there is a secret treasury near the shrine ... and we've heard that an item in the cache there is a rare glass serpent, for which we have a buyer, if only we can get someone brave (foolhardy) enough to sneak into the castle ... anything else you steal is yours to fence as you can, of course ...

Naturally, the party was for it, and not just because of the potential payout, but also because they hoped to free Rendorsheeg (Elf 2) who has been locked up in the dungeon for seven weeks, pending his payment of a large fine of 4000 gp after getting into serious trouble with the law while carousing--trouble like slandering Morholt, who's a bit touchy given his precarious position as lord of the demesne.

Preparation-wise, the party did several things. Baby-Face bought a bottle of Mead of Poetry from the local market, as well as 4 sprigs of wolfsbane (with the idea of poisoning folks in the castle); Finbar went into the nearby wilderness looking for poisonous plants with the same idea as Baby-Face, and found some deadly nightshade. The party gathered information about Morholt and learned that he loves to go hunting and is often riding out after game; but that this week, Morholt was planning on holding a feast (hence the poison idea). They were also reminded that Morholt is a usurper, and that he holds prisoner the widow of the former lord (Lady Sonora, widow of Albrecht III.), hoping to acquire a love potion with which to force her to marry him and thus legitimize his claim to the local lordship.

Now, the Thieves' Guild described a particular gully to the north of Oakridge Castle wherein a secret door was to be found, and the party set out in the night to seek this entrance. The moon shone, but somewhat obscured by clouds, and the guards on the castle walls did not see them ... but the party did note that the stars sing, a strange, faint, sad and nostalgic song. It is in no language that any speak, but the Elves in the party recognized vaguely Elvish phrasings in the eerie star-song. This has been going on for about two weeks now, and is a new development that nobody in town can say anything about ...

Anyway, a secret door was found at the end of the gully which led into a dead-end corridor; this corridor contained a further secret door at its end, which opened onto a room with stairs leading up into the castle, and two doors. The party went for the western door and found a long south-leading corridor with one western door. Listening at the door, they heard conversation of bored guards, and opted to follow the corridor south.

Ultimately, the corridor turned east, then north, but as the party headed north, I rolled a wandering encounter. Three guards--a sergeant and two underlings--came around the corner from the north. Finbar cast charm person or animal on the sergeant and he failed badly, and so charmedly greeted Finbar as a friend. Some fast talking and showing off of many wineskins by Blackleaf led the sergeant to note, I forgot about the wine shipment for the feast in four days, but you're clearly it. Here, let me show you to the wine cellar. Despite the strange looks from his underlings, the sergeant then showed the party through to the wine cellar (well stocked with barrels of wine and beer and fine bottled wines). They talked to him about the possibility of freeing a prisoner, but ultimately he had a task in the dungeon that he had been distracted from.

When the party felt they had used this poor fellow to the best they could, Baby-Face attempted to backstab him and failed; and before anything further could occur, Blackleaf slept the three. Baby-Face then poured some whiskey over the guards and left an empty whiskey-bottle with them, intending to frame them as drunks ...

Further exploration revealed a series of tombs of the former lords of the castle; Aethelwulf tried in vain to prevent their looting, but the rest of the party ignored him. They then went through an eastern door and found a shrine to a Chaotic god with a huge grin and torture implements, containing four Hieronymus Bosch-type tapestries depicting chaos and torture. Here, Aethelwulf toppled the clearly Chaotic and Evil idol, and then the party headed back out to the corridor and ultimately to the west, where they'd heard the guard-muttering.


Lead "disguised" himself with the armor of the sleeping sergeant, and while the party waited around a corner, he alone went into the room whence the voices came--and found eight guards playing cards around a table. He attempted some fast talking about being a new guard-captain, but when he dropped his name, Lead, the guards recognized him as the companion of Baby-Face, who had insulted Morholt and Morholt's son while carousing, and the guards drew their weapons.

Lead retreated to the door and called for help.

A chaotic melee ensued as the rest of the party came up to join the battle. Lead held the door, whacking guards with his warhammer while the rest of the party did what they could from behind or muscled in around Lead and against the guards to enter the melee. Aethelwulf decapitated one; Baby-Face's weasels humped into the room and killed another; Koko the woman-ape broke the neck of yet another guard; and the rest were killed by arrows from Blackleaf and Aria and a variety of melee attacks.

Off of this guard post, the party found two different sets of cells; the first contained a group of 12 men-at-arms and 3 former-officers, all men loyal to Albrecht III. and imprisoned by Morholt, grateful to be released and sent out of the dungeon; the second set of cells included Rendorsheeg and a number of other bums, drunks, and local criminals, again set free by the party.

The party then returned to seeking the secret treasury of the Chaos shrine and the rumored glass serpent, but going to the eastern section of the dungeon, they found only another number of tombs of the old lords, including the recently created tomb of Albrecht III. Alas, our time was running out, and in our last ten minutes, the party agreed to return to town (and the castle only looks over the town, not even a day away). In their frustration, they at least looted the shrine of its tapestries and made out with 200 gp worth of tapestries for the lot of them.

No wandering guards molested them on the way out ... so back in town, Finbar and Rendorsheeg both elected to carouse ... and Rendorsheeg rolled the very same mishap as last time, "major misunderstanding with the law," that originally landed him in jail! But as an escaped fugitive, this is clearly no mere fine, but a search by Morholt's mercenaries for escaped prisoners!

And so next session will involve some kind of trouble with the law to be played out in-game ... There will be a reckoning ...

------

Remembrance for the Fallen
Arrow (pack dog), Freyja (normal woman), Nameless Dog (1 hp cur), Hot Dog (mastiff), Cross (mastiff), Orion II (lion dog), Bacon (boar hound), Tore (half-orc fighter 1/cleric 1), Jimmy the Snitch (dog), Orion (lion dog), Harambe (man-ape 1)

And for those Enchanted Away
Dol (fyrdman hireling)



Tuesday, December 19, 2017

Greyhame: Twenty Questions

I saw this post over at Coins and Scrolls, about 20 questions for his game, which was of course piggy-backing off of Jeff Rients' "20 quick questions for your campaign" posted several years ago. So naturally, I thought I'd give it a go for the Greyhame Mountain Dungeon game.


1. What is the deal with my cleric's religion?

You tell me--whom do you worship? What alignment are you?

2. Where can we go to buy standard equipment?

Page B12 of the D&D Basic Rulebook, or a handout that I have printed. If anything is locally of a different cost or unavailable, I'll tell you

3. Where can we go to get plate armor custom-fitted for this monster I just befriended?

That custom armor will cost twice or more the usual cost in gold, plus a week or more in labor at any smithy/armorer's shop. I'll adjust cost and time according to what seems reasonable.

4. Who is the mightiest wizard in the land?

Axxl the Mask or Morla of the Mists (an undecided contest between equals ...); but they're semi-local--there are probably more powerful wizards further afield--and there's almost certainly an Elf-Queen of tremendous power in the Dwimmerholt forest to the east, but good luck finding her

5. Who is the greatest warrior in the land?

Locally, Morholt, usurper and current overlord of Brakeridge and the surround; he has a castle full of mercenaries loyal to him, and is seeking a love potion wherewith to overwhelm the resistance of the former lord's widow to marrying him.

6. Who is the richest person in the land?

Dusty Tam, a merchant-lord in the northern freetown of Bardastead. His epithet used to be "the Dusty" because he was always on the road, making money trading north and south along the trade road, but now that he's old, fat, and rich, obviously his "dust" is now gold-dust. He lends credit to several of the lords around here, probably including Morholt, definitely including Vialar, the king.

7. Where can we go to get some magical healing?

Normally I'd say, "To your friendly party-cleric, otherwise nowhere," but around Greyhame, folks have the advantage that Lailith, a Lawful Good cleric of high level, has recently set up a shrine in town. She is a player character; she represents what PCs are ultimately capable of at higher levels, and is also a personality with her own motives in allowing/disallowing magical healing on her part.

8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?

Again, Lailith at her shrine--according to her own prices (e.g. raise dead she's willing to do for 300 gp, whereas I'd charge 5000 gp at any other shrine as referee ...); as for alignment change, each character would have to take that up according to their particular alignment and the nearest competent figurehead of such, which I would have to write up ...

9. Is there a magic guild my MU belongs to or that I can join to get more spells?

No, sorry. MUs are jealous of their spells, books, lore, and powers. You might manage to apprentice yourself to a higher level fellow for the price of demeaning tasks ...

10. Where can I find an alchemist, sage, or expert NPC?

Axxl the Mask and Morla of the Mists double as alchemists/sages as well. Other experts can be hired in larger towns, north or south a few days' travel.

11. Where can I hire mercenaries?

2-7 are available for hire every session, plus 2-5 war dogs for sale. These are at local taverns, caravanserais, fighting pits, etc. In Brakeridge, they congregate at John's Place

12. Is there any place on the map where swords are illegal, magic is outlawed, or any other notable hassles from Johnny Law?

Back in highschool, in the Carolinian Empire, I would have characters secure their carried weapons with "peace bonds" that prevented their being drawn. But the Carolinian Empire is far to the west. As for magic--don't be a dick. Egregious charm person spells will probably elicit a bad reaction from townsfolk, but the occasional sorcery is not illegal

13. Which way to the nearest tavern?

Every town has one. The Black Dragon's Meed is rumored the best new tavern in Brakeridge.

14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

First, the Orcs in the Glimmervaults.
Second, the Goblin King and the Lord of Werewolves under the Howling Tower
Third, Morholt, current lord over the local area, ruling oppressively from Oakridge Castle.
Fourth, Vialar the Cruel, supposed king over all these lands.

15. Are there any wars brewing I could go fight?

Not at the moment. Besides, wars are more fun when you're higher level (and you're instigating them).

16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

Not in these parts; mostly, one goes into dungeons for glory and gold. In some parts of the world, though, the Mourners do hold gladiatorial games ...

17. Are there any secret societies with sinister agendas I could join and/or fight?

Sure! The Evil cult might be one. There's probably a thieves' guild. Maybe even assassins. Probably other secret societies--but they're secret. Ask around (discretely!)

18. What is there to eat around here?

5 gold buys you 7 days of rations. I've never yet met an adventurer ostentatious enough to spend gold on anything fancier food-wise

19. Any legendary lost treasures I could be looking for?

The Red and the Black Crowns of the Getae
The White Crown of the Brondings
The Sword-That-Was-Broken
The secret treasuries of the Brondings behind the Brokenbrand Falls
Tales also tell of old shrines to Chaos deep in the Glimmervaults, filled both with undeath and treasure

20. Where is the nearest dragon, or other monster with H type treasure?

There may be a dragon down in the depths of the Glimmervaults; also, there's old rumor of some kind of ancient king interred with his excessive wealth high on the mountain behind the Brokenbrand Falls, but who awoke from death into undeath (not the Bronding kings, but an older king, perhaps from before even Thidrek's time and the wars of the Getae)




Sunday, December 17, 2017

Greyhame Mountain Dungeon Expedition 14

Orcs have returned to the caverns of the Glimmervaults;
the Goblin King and the Lord of Werewolves have renewed their ancient alliance beneath the Howling Tower;
and the secret treasury of the ancient Bronding Kings is said to lie somewhere behind the Brokenbrand Falls, haunted by enchanting naiads ...
...
and Jaer the Windlord is said to look down on the world below from the Eyries of the Eagles on Greyhame Mountain itself ...


10 December's roster:
Kord (half-orc fighter 2/cleric 2)
with Ham, Livy, and Lysimmachus (normal men)
and ArrowOrkie, and Fang (dogs)
Finbar (half-Elf druid 3)
with Dorcas (normal woman)
and Walter and Heisenberg (wolves) and Cornelius and Rub-a-Dub (dogs)


This expedition started with Kord alone in town preparing himself for an expedition to the Greyhame Mountain. Alas, during Expedition 13, Kord's former hireling Freyja was killed by the venom of a viper on the way back to Brakeridge, and so this session started with Kord's attempt to have Freyja raised from the dead by Lailith at the shrine of St. Ursula--but Freyja's spirit had passed on forever beyond the pale, and she could not be returned to life.

After that, Kord paid 100 gold to raise an idol of his god, Kord, the Chaotic Good god of strength, and for his money, got a well-carved image with a little altar for offerings at his feet, placed in the village square somewhere nearby the image of Adonai earlier raised there by Aethulwulf.

He then turned to hiring and outfitting an expedition, taking on the services of Ham once more, and then additionally hiring and equipping Livy and Lysimmachus from John's Place. He also bought a number of dogs, including an orc mastiff, promptly named Orkie.

All ready, he and his crew set out for the Howling Tower (which howls no longer). As he and his party moved through the wilderness toward the Greyhame Mountain, they found that under the light of the stars there came from on high a faint sound of singing--a wordless or alien song, softly coming down from the winds that blow about the stars, filled with a sense of loss, of sadness, and of yearning for home. This thing seems some new development--it has not been heard by any other expedition yet.



Other than the eldritch star-song, Kord and his crew broke a spear on the second night when trying to move a log out of their way; and then on the third day out, they were ambushed by goblins, and lost a shield, a week of rations, 12 arrows, a handaxe, and damage to both Kord and Ham, both injuries healed by Kord after the goblins were driven away.

And on the next day, the party arrived atop the spur whereon stands the Howling Tower. The pyre containing Begor's remains had been blown over by the storms that roll through the area, and not rebuilt; Kord picked through it, but found nothing other than blackened weather-beaten wood and bones. The party then entered the tower and made their way north and then west through a series of rooms, seeking the stairs down. They saw bloodstains on the floor from the last time Kord had entered the tower, and then at a further door, heard the noise of goblins chattering on the other side.

It was here that Finbar joined the party, and he gamely agreed to Kord's plan to throw open the door and attack the goblins. They threw the door open quietly (using my door rules) and managed to surprise the nine goblins in the chamber--these goblins were sitting around a fire, roasting rats on sticks and gossiping--and on their surprise round, the party sicced their dogs on the hapless creatures. Goblins died, and the rest surrendered, and Kord and Finbar both knowing the Goblin tongue, pressed them for information about the Goblin King.

Unfortunately, they didn't get much specific info--the Goblin King dwells in the dungeons below the tower, he lives in darkness and has shadows and magic at the beck of his fingertips, he is tall and a powerful fighter like an Elf-lord, and he has the allegiance of all the free goblins escaped from servitude under the Elves in the Dwimmerholt.

After hearing this panegyric, the party sicced the dogs on the goblins again, and the poor wretches got slaughtered by canine tooth and claw.

The party then continued south and found the stairs down, but behind them, they heard the chattering of apes from the hall beyond--around the corner came Okok the ape king, with two rock baboons. They were come to poke their heads into the goblin room, curious at the noise, and they recognized Finbar and exchanged some words with him (Finbar himself knowing the language of Apes). I do not care for the goblins and wolves that live below, Okok explained to Finbar in return to a question about the goblins. I do not go down there; they do not come up to my domain; and as for the Goblin-King, I know his reputation, but little more. Finbar gave Okok a holy water, calling it "magic water" and Okok drank it off promptly. It does not taste magic, he averred. Then Finbar re-explained that it was for use against evil spirits, and gave him another flask; and then Okok and his baboons went into the goblin-room to scavenge the bodies while the party headed down the stairs.

Below, they found a hallway that T's north and south with a number of doors, and a figure at the end of the southern branch. The figure proved to be a marble statue like the Venus de Milo, except depicting an Elf-queen, and badly graffitied in Goblin ("Ass-tora" instead of Astora, "Suck my nose!", etc.). A former expedition had carried off her head and arms ... Checking the doors, the party found at first an empty tomb; at the next door, they heard bones cracking beyond, and throwing open the door, they surprised a pair of pallid, gaunt humanoids chowing down on old bones. The dogs made short work of them--literally a single surprise round--and then the party found a cache of silver in one of the sarcophagi.

Continuing on, the party found another empty tomb, and then headed through a west door and surprised two insectoid horrors feeding on a paralyzed goblin. These horrors had segmented bodies and heads with a gaggle of writhing tentacles. The dogs were sent in once again, and one of the horrors was killed outright, but the other managed to touch two dogs attacking it with its tentacles, and both dogs locked up in paralytic rigor. But the rest of the pack closed in and slaughtered the thing; and after twenty minutes, the paralyzed dogs returned to full movement (whimpering as blood flowed again through their limbs).

This chamber contained an altar topped by a multi-armed goddess idol, and as the party search the altar and idol, they discovered a secret cache of electrum behind a false stone on the altar.



A doorway to the southwest out of the chamber led into a kind of corridor with burial niches all along its south wall. The party searched these; in the westmost they found a tunnel that seemed to lead up and out; in the center niche, they found a secret door that opened onto a narrow hallway to the south. Going single file through this hall, they discovered a small secret room with a larger idol of the multi-armed goddess, bedecked with glittering jewelry and surrounded at her feet with a hoard of gleaming gold. But they noted that as they moved toward the room, their light became dimmer and paler, and then when they entered the room, the shadows seemed to come alive at their feet and dance and waver, and two shadows animated and began to attack them.

Attempts to turn these animated shades by Kord had no effect; Finbar hurled holy water at one, and it too had no effect; weapons thrust into the shadows seemed just to slide through the oily darkness without causing any damage; and the few attacks against these things with torches all completely missed. As for the shadows, when they struck Finbar and Livy, they did damage with the coldness of their touch, but also seemed to sap something of the strength of the one touched.

Unable to do anything to these creatures, the party fled headlong without any of the gold or jewelry. Time was running short for the session, so they elected to exit the dungeon ... but as they climbed the stars back to the first tower level, they were surprised by a gaggle of goblins at the top of the stairs, who threw torches down to light a pool of oil on the stairs. The first rank, all dogs, was lit up, killing poor Arrow; meanwhile, two ranks of goblins hurled missiles at the party, knocking Livy out with a lucky sling bullet.

The party then sicced the dogs on the goblins and charged up the stairs, and they slammed into the goblins with a vengeance (though Dorcas passed out from heat damage from the still-burning fires as she charged through). As the first goblins dropped, the rest panicked and routed, their retreat semi-covered by their wolf-companions that elected to go with the goblins rather than continue the battle. Kord and his crew cut down about half of the fleeing goblins while Finbar cast animal friendship on one of the wolves and successfully entranced it ... with the goblins all gone, the party had to wait for 6 turns (3 wandering monster checks) until Finbar's spell was finished, but fortunately they were not disturbed, and they managed to get out of the tower without further ado.

On the way back to town, a group of wolves attacked on the first night, but were driven off with a broken axe, shield, lost rations, and some damage to Kord. Then, on the third day, right before getting back to town, a nasty storm blew in and the party lost a shield, spear, rations, leather armor, and 50' of rope.

Then they were back in Brakeridge, and Finbar was eager to carouse--and failing his save, spent an additional 900 gold on a huge gambling binge. Meanwhile, Kord paid out huge amounts of gold to Ham the normal man, trying to get him enough xp to get him an actual class level; with the addition of Ham carousing with his newfound wealth, he managed to garner the 1000 xp I wanted him to earn before becoming a full-fledged character, and he is now a level 1 cleric with 300 or so xp (I've never done 0-level characters before, this was me making things up on the fly!). Alas, in drinking himself to wine-madness, Ham also managed to earn the enmity of the local Thieves' Guild, and will now have to weather vendetta from them ...

------

Remembrance for the Fallen
Arrow (pack dog), Freyja (normal woman), Nameless Dog (1 hp cur), Hot Dog (mastiff), Cross (mastiff), Orion II (lion dog), Bacon (boar hound), Tore (half-orc fighter 1/cleric 1), Jimmy the Snitch (dog), Orion (lion dog), Harambe (man-ape 1)

And for those Enchanted Away
Dol (fyrdman hireling)


Friday, December 15, 2017

Play Report from Jeff Rients' Vaults of Vyzor 3

Got another chance to play in Jeff's game in the Vaults of Vyzor on 8 December. I suggested I could play another character than Laurantha if we wanted to avoid the geas to enter the Azure Vaults, which suggestion was endorsed, and so I rolled up a level 1 cleric, Kat Eumeleia, devotee of the Cult of the Beautiful Life ...

------

Down at the (newly rebuilt Drooling Thoul?), Kat Eumeleia, newly arrived cleric following the Star Goddess, was seen carousing raucously with several orc floozies after her first expeditions into the Citrine and Verdant Vaults. Over the course of the night, she composed this pastiche of one of the religious hymns of her cults, singing it as well as she could without the advantage of autotuning magic (this is written to fit generally into the melody of Kesha's song “Rainbow”):

'Descended down into Citrine halls
looking for an orc brothel
and once there
couldn't help but stare
Walls covered with red velvet drapes
orc ladies with the leering faces
we had no coin
but I brought some wine

Trading swigs with the orcs, we
made some friends as we partied
with our charms,
won over even the madame!
Learned that not all there were happy
working girls, they were trapped, yeah,
so we brought them all
out of that brothel

We had a party
down in the dungeon, yeah!
With hard-A
drinking wine and dancin'
So seize your freedom now, girls
And come and dance away from here
tonight

Yes, Mario had some fun
with a couple of orcish doms
while they played
we had it made
And Emma found an Elf-lass
hiding back in the darkness
we sang, “Come on, girl,
come out to the world ...”

Saved them all from the darkness,
from a world cold and heartless
but back in the brothel
with dominatrixes from Hell
When Mario had ended,
they found the brothel abandoned
they sprouted horns!
demonic in form!

We had a party
down in the dungeon, yeah!
With hard-A
drinking wine and dancin'
So seize your freedom now, girls
And come and dance away from here
tonight

Emma sprang on one orcubus,
wrestling hard that seductress,
got an evil kiss
that left her listless
Yeah, our swords had no power
to defy them in that hour
so we fled
rather than end up dead!

We had a party
down in the dungeon, yeah!
With hard-A
drinking wine and dancin'
So seize your freedom now, girls
And come and dance away from here
tonight ...'

Asked by other patrons concerning further recollections of her expeditions into the vaults accompanying one Emma Brighteyes of the Jarrod Memorial Library and fighting-man Mario de Parma, she had more prosaic things to say:

'Yeah, we had a couple of gnome lasses with us--Babis was one, I don't remember the other's name--hired by Mario on his promise that they could get some orc-stabbing revenge down there. They weren't really sure what to make of the brothel, but don't worry; when Mario went off with those girls that ended up being orcubi, I took the gnomes under my wing and gave them some wine to take the edge off. But when those demon-babes revealed themselves, the poor gnomes almost got left behind in our haste to retreat. Only Emma's cool under duress allowed her to duck in and drag the two out under the demons' claws …

'Well, after we got out of the Citrine Vaults--and only barely ahead of the demons!--there was no way in Hell we were going back for the treasure we left behind. So we decided to try the Verdant Vaults--apparently some local Elf-chick here has some kind of a thing for bees, and there were supposed to be bees down in the Verdant Vaults ...

'And sure enough, we found them, and Emma used that Elf-chick's spell to charm the bees. We then used them to help us battle a few orcs fully intent on impaling a few helpless gnomes in some huge chamber that Emma said used to be a gnome-wrestling arena. The gnome lasses got their vengeance here--you can't imagine the glee with which they chopped off all six pairs of hands of the orcs we killed …'

Beyond this point, Kat, continuing to drink her wine, became semi-incomprehensible. She drunkenly proselytized the cult of the Star Goddess to the local women, going on about something called “the Beautiful Life” without explaining much … and then was later seen partying hard with Hilda, wife of Heinrik Gem-Eyes, alternately downing shots and goblets of wine, and then engaging in deep, seductive, philosophical conversations …

------

Kat Eumeleia was rolled up using Jeff's "Insano-Libs Cleric Advancement" rules ... she almost advanced to level 2 during this last session, but alas, not quite. Naturally, with her being a cleric follower of Ke$ha, I will have more to say about the Cult of the Beautiful Life as time goes by ...




Thursday, December 14, 2017

New Class: the High Orc

A friend at work was telling me about his playing of the game Shadow of War (2017) a couple weeks back, and regaling me with all the variety of orc nemeses he'd run into (sounds like the game has a pretty cool means of randomly generating orc NPCs that recur and actually try to hunt you down as you play). "The Rhymer", "the Singer", "the Deranged", etc.--it all sounds immensely amusing--but it got me thinking about orcs ... and if there are High Elves as well as wood Elves and dark Elves; and High Men, as well as barbarians and nomads; why not have High Orcs, civilized a notch above the rest? And why not write them into a new B/X class?




So after a while sitting on this and letting ideas do their distillation, it's time to give this a shot.

Far to the east under the great mountains, those ramparts raised against heaven like the Kush or the Himalayas, great cities of orcs have been carved through the hearts of the hills. These are no simple orc-holes, but full cities, vaster than even the greatest of dwarf-holds, cruder in craft, but sublime, perhaps, for the brute functionality of their forms. The orcs that built these cities are the High Orcs--civilized and even Lawful of alignment--and they maintain empires of tribute from the seats of their power, demanding goods, wealth, and slaves from their subjects in return for the lawful protection of the orc Sârs and their armies.

Slaves? Of course--these orcs may be civilized and Lawful, but many Lawful human societies maintain slaves, including of course the Roman and Persian empires. And these are the best analogs to consider when thinking about the orc empires, especially Rome because the orcs can furnish armies of orcs (attended by multi-national/racial auxiliaries) with the same war-furor as the Romans, using similar legal systems to ensure/enforce conscription of orc-citizens.

Even High Orcs, being orcs, hate the sun and fight at -1 "to hit" beneath its relentless light, so one might well wonder how an orc empire can exert its power over a surface realm of subject-kingdoms. First, and more simply, the multi-national face of their empire, in which the High Orcs can conscript legions of men or hordes of gnolls to fight their wars, or hire mercenary companies of dwarf halberdiers and halfling slingers. Secondly, perhaps more importantly, the High Orcs are excellent miners and machinists, and this makes them unstoppable siege engineers. Not only do High Orcs have an affinity for machines--crossbows, ballistae, catapults, trebuchets, etc.--which allows them to construct city-destroyers (helepolises); but being superb miners, it is a simple task for a team of orc sappers to dig mines beneath the walls of a city, fire them, and thus collapse the walls, allowing their armies to easily storm the city.



But how did an entire empire of orcs turn to Law, when almost all their brethren of raiding warbands are Chaotic of alignment? (forget about the 2E Monstrous Manual entry for "Orcs" unless you want to read Lawful Evil orcs as High Orcs ...)

The civilization of the High Orcs and their empire is obsessed with the power of Law which they saw in human societies ... Whereas most orcs, confronted with the demand to give up some portion of their wealth, would say, "Come and get it!" so that only the strongest orc could take his fellows' gold, and then only as long as he maintains a coalition of support within the tribe/warband ... the first High Orcs became enamored of Law when they witnessed a human tax-farmer demand gold from a human community subject to the King-of-Kings--and when the tax-farmer produced a sign of the King, the community, without a struggle, offered up tribute which was then taken back to the court of the King!

What wondrous power this Law must have!--and so a number of orcs from an entrepreneurial tribe were sent to the court of the King as "hostages" to learn the ways and means of human Law, and then brought back rituals and philosophies with which to enforce Law upon their fellows. A great war among orcs followed between the Lawful and Chaotic tribes, in which the Lawful tribes managed to drive out the Chaotics and to establish their own empire within the mountain caves, and thus was the beginning of the empire of the High Orcs.

--Chaotic orcs, of course, remember this ancient war, and hate the High Orcs as traitors, hating them more fiercely, perhaps, than even their hatred of Elves or dwarves ...--

------

That's the backstory, so what about the class?

The HIGH ORC
Strength is the prime requisite of the High Orc, with a 13+ STR earning 5% extra experience, and a 16+ STR earning 10% more experience (non-cumulatively). High Orcs should be of Lawful alignment, and may not be of Arcane or Natural alignment ("should" means that High Orcs can be of other alignments, but that they won't gain their full class abilities otherwise). (and this intending my alignment rules)

Level 1  -- Foulspawn -- 1d6 HD          -- 0 XP
Level 2  -- Gargun      -- 2d6 HD           -- 2200 XP
Level 3  -- Orc            -- 3d6 HD           -- 4400 XP
Level 4  -- Uruk          -- 4d6 HD           -- 8800 XP
Level 5  -- Orog          -- 5d6 HD           -- 17,000 XP
Level 6  -- Olog-Hai   -- 6d6 HD           -- 35,000 XP
Level 7  -- Satrap        -- 7d6 HD           -- 70,000 XP
Level 8  -- Warlord     -- 8d6 HD           -- 140,000 XP
Level 9  -- Sâr             -- 9d6 HD           -- 270,000 XP
Level 10-- 10th Level Sâr -- 9d6 +2 hp -- 400,000 XP
Level 11-- 11th Level Sâr -- 9d6 +4 hp -- 530,000 XP
Level 12-- 12th Level Sâr -- 9d6 +6 hp -- 660,000 XP
High Orcs may advance no higher than 12th level.

High Orcs fight and save as fighters of the same level. They may use any weapon, armor, or shield, and any magic items that fighters may use.

Moreover, High Orcs, given their affinity for machinery, receive a +1 "to hit" with crossbows (and guns, if your game includes them), as well as a +1 "to hit" or otherwise operate any type of siege engine. AND, presented with any kind of machinery, High Orcs may tinker with it to fix what's broken, to break what works, or to change its function in reasonable ways. This tinkering takes 1 ten-minute turn at minimum, but likely more depending on the complexity of the machine, or the extent of the tinkering.

As orcs, High Orcs have infravision out to 90 feet underground; but in direct sunlight, they suffer a -1 penalty to all "to hit" rolls, and to any kind of save against fear effects. Also, given their expertise in mining and tunneling, High Orcs have abilities equivalent to dwarves to detect sloping passages, new construction, etc.

Finally, Lawful High Orcs are initiated into the mysteries of Law, and through those mysteries learn how to command their lesser brethren with special signs, words of power, lawful formulae, and other such esoteric rituals. It is by these formulae that the High Orcs subject various other tribes of orcs, goblins, gnolls, etc. to accede to their imperium, to join their legions as auxiliaries, and to offer them tribute ...
A High Orc, presenting a Lawful symbol and uttering a Lawful formula, may compel one HD of "giant" class creatures per his level per day (e.g. 3 HD at level 3; which could be 3 orcs in one room, or 2 in the first room and a hobgoblin in the next, etc.) to do his bidding, per a command spell (save at -2), per a charm spell, or per a suggestion spell (save at +2).
"Giant" class creatures are per 1E AD&D rangers, so bugbears, ettins, giants, gnolls, goblins, hobgoblins, kobolds, ogres, ogre-magi, orcs, and trolls--plus or minus whatever seems appropriate to the referee

At Name Level, i.e. 9th or Sâr, a High Orc may establish a stronghold and begin to carve out his own domain of Lawful orcs. When he establishes his stronghold, he attracts a body of 10-60 orcs who will fight for him and serve him, enamored of his wealth. These orcs will likely require slaves, wealth, and constant reminders of the power of Law to remain loyal; otherwise, they might seek the aid of the nearest Chaotic orc warband to overthrow their Sâr and take his wealth for themselves ...

------

Just a last thought--I know representations of orcs have grown to bizarre proportions (literally) in recent years, with orcs becoming giant greenskinned berserks half again the height of a man ... but my own understanding of orcs is that they're weak, crooked folk, going about with bandied legs and awkwardly long arms. Stooped at the shoulders, an orc's head should be no higher than an average man's breast--and as for High Orcs, who stand up just a little straighter than their crooked Chaotic brethren, even they do not raise their faces higher than a man's shoulder, on average.

For all the faults I may find with the Peter Jackson Lord of the Rings movies, the Mordor orcs were always a redeeming factor--they're almost exactly the way I picture orcs, with grey skin and stooping gaits. I don't give a damn about his Uruk-Hai, but the Mordor orcs in The Two Towers were spot on.

By the Lawful power of the Red Eye, I conjure thee
not to touch the halflings!




Wednesday, December 13, 2017

I've Been Doing Werewolves Wrong

Well, not completely wrong, I mean they're creatures that change between the forms of man and wolf, struck only by silver or magical weapons; and yes, one of the characters that semi-recently faced off against werewolves ended up needing a cure disease spell to prevent his becoming a werewolf himself (that was Kord during Expedition 12, just for the record).

But wrong for my game. I actually have a backstory as to what these werewolves are and how they came to be werewolves, and both times parties have encountered them in the Howling Tower, I've completely forgotten that backstory and just described super basic werewolves. "... And he transforms into a wolf-creature and attacks you ... Your silver arrow strikes him in the heart and he falls down, slain, and the wolf-form sloughs away as he returns to his man form." That kind of thing; and technically, that is the description in the B/X books.

But my werewolves were supposed to be slightly more elaborate!

So hopefully by writing this out, I'll force myself to remember the difference the next time my players run into werewolves in the Greyhame Mountain Dungeons.

------

It is well known in Brakeridge, as well as the other remnant realms of the old Kingdom of the Brondings, that there is a great stone in the forest of the Dwimmerholt, called Anduril Rock, around which gathers the annual Thing of the Wolves. During high summer, under a full moon, the packs of the Dwimmerholt congregate there, howling their ancient paeans to the moon and the night, passing gossip and information from pack to pack, and trading members from one group to another. Hunters do not pass near Anduril Rock during the summer, for fear of attracting the attentions of the wolves, or perhaps ending up as a ritual feast on the rock itself.

Not only do the wolves use Anduril Rock as the landmark for their Thing, but it is storied (and sometimes corroborated by tales from unwise hunters or adventurers who stray too near) that the goblins of the Dwimmerholt meet in its shadow under the darkness of the new moon to plot against their masters, the Elves. Free goblins often join their enslaved brethren there to offer aid; and it is well known, too, that the wolves and goblins are ancient friends, and that the wolves will be there to scheme as well.

Now, during the reign of Durand-King, last of the Brondings, Durand was corrupted by his love for a serpent, and made war against his staunchest knights, those of the Galad-tribe and others, and had many men put to death and crucified for high treason, or even mere alleged "conspiracy" against him. Dozens were impaled and crucified on the slopes of the Greyhame Mountain itself to intimidate the remnants of the Galads, whose holdings included that mountain.

This might have ended with mere rebellion and death, but that the rise of Chaos in the realms included the coming of one of the Wolves of Drand, terrible spirits anciently bound to the world which possess the bodies of wolves and knowledge of dread magic. This Wolf came to his lesser brethren in the Dwimmerholt, and taught them to take down the crucified bodies men and to take their skins, and with terrible rituals and sorcery, to don the skins of dead men and to live in them among men as wolves in sheep's clothing. And this is the origin of the werewolves in the Howling Tower and the Dwimmerholt.

No one remembers why the huge stone is called Anduril Rock--it's probably a name passed on by the tribes of the Getae who ruled the land and the Dwimmerholt before the coming of the Brondings. (I can say though, that despite my clearly cribbing "Anduril" from Tolkien, the accent I place on it is different, so "AN-du-ril Rock", rather than the canonical sword "an-DU-ril" that Aragorn wields.)

------

Clearly, this doesn't have any huge ramification for game rules, but is more of a cosmetic change. The main thing I keep forgetting is that these werewolves are wolves wearing the skins of men, and so when transforming, they should literally be ripping these skins away (as often portrayed in movies for a body horror effect), but also when slain, they should remain as wolves (transform into wolves if in man-form).



The Wolf of Drand (or Greater Werewolf) of course has completely different stats, but I'll be keeping them closer to my chest until my players encounter it, of course. (and just like I cribbed "Anduril", I took the name "Drand" for a kingdom of Chaos from some blog many years ago, and I've forgotten whose blog ... if anyone knows whence it comes, I would be glad to credit the author)


Monday, December 11, 2017

Greyhame Mountain Dungeon Expedition 13

Orcs have returned to the caverns of the Glimmervaults;
the Goblin King and the Lord of Werewolves have renewed their ancient alliance beneath the Howling Tower;
and the secret treasury of the ancient Bronding Kings is said to lie somewhere behind the Brokenbrand Falls, haunted by enchanting naiads ...
...
and Jaer the Windlord is said to look down on the world below from the Eyries of the Eagles on Greyhame Mountain itself ...


5 December's roster:
Aethulwulf (paladin 2)
Little Bob (traveling-man 4)
Finbar (half-Elf druid 3)
Baby-Face (thief 4)
Lead (cleric 3)
Aria (Elf 1)
Koko (woman-ape 1)
and a veritable army of dogs and hirelings


With seven players, set-up took a good hour of crosstalk, dog-buying, and hireling-hiring. Baby-Face snapped up a unicorn horn and a Ring of Unseen Servant, as well as buying a couple dogs; his party alone was himself and seven hirelings/dogs. Lead hired the other available hireling, Aethelwulf acquired two of the dogs, and Aria nabbed the lone orc mastiff for sale.

Recalling the offer by Jaer the Windlord of a wish for the party if they could clear the Glimmervaults of the nuisance of orcs, the party naturally elected to head there.

On the way out, my dice indicated an attrition encounter of undead on the second night, and the party was able to drive them off using two flasks of holy water, one week of rations (got burned on the fire while driving the udead off), a use of turn undead by Lead, and Baby-Face took 6 damage, promptly healed by the cleric.

Nothing else accosted them, so as they drew near the northern entrances to the Glimmervaults, the party found a secluded copse in which to secret the wagon and horses they had acquired in town, guarded by one of Finbar's wolf friends and the hireling Freyja.

The entrances to the Glimmervaults are two: to the west, a stone grotto recessed into the slope of the hill at the back of which yawns a cave entrance; and to the east, a higher opening flanked by spears and spikes driven into the ground and onto which the heads of various humanoids--humans, Elves, and a surprising number of orcs--have been impaled. The party briefly considered taking some of the heads to inflate their "kills" in their report to Jaer, until they recalled that Kaaraak the eagle accompanies Aria, and that he might snitch. So instead, Baby-Face took but one moldering head and six functional spears.

They then entered into the eastern entrance and headed immediately east at the first "T", as that way was least explored by previous expeditions. Going east, they stumbled almost immediately into a chamber containing six orc guards only sleepily guarding; nevertheless, the size of the party made enough noise to alert the six, and those awake wakened their companions. They got one round of hurled missiles off at the party's advancing dogs, and then, seeing the number of intruders, took off to the east calling, Intruders! Intruders!

The party sicced their dogs and weasels on these six and also advanced right behind in pursuit. Three of the dogs dragged orcs down by their ankles and then savaged them to death, but the other three managed to get all the way into a large eastern chamber filled with fifteen orcs. The orcs had been in varying degrees of repose, but alerted by the shouting, they were all waking each other up and arming themselves. The party charged directly in, dogs out front, and just started cutting orcs down.

Despite old school combats being much quicker and smoother than Pathfinder or 5E combats, this was still a slog, given that there were seven players, most of them commanding several dogs or hirelings. I believe this is where one (or maybe two?) dog was killed, but I didn't scribble it in my notes, alas.

Altogether, the party overwhelmed the poor orcs (I should note, by the way, just to stave off any "orc baby" nonsense, that these were all adult male orc warriors--this whole outpost is a warparty outpost); after twelve of the eighteen had fallen, the remaining six orcs threw down their weapons and offered surrender, but the players' blood was up, and, ignoring the pleas of Aethulwulf for mercy for the orcs, the six surrendering orcs were cut down. All the orc heads were then gathered for presentation to Jaer, and the party discovered 200 gold scattered throughout the room.

Continuing south-east, the party decided not to investigate the corridor that smelled of shit, but elected to go south, which ultimately turned around to the west. They passed a chamber in which a beheaded orc was impaled on a spear and set up against the wall, and then heard chanting from a chamber further along. Finbar, using speak with animals asked one of the weasels to go check it out sneakily, but alas! the weasel did not do a good job of sneaking and quickly humped its way back to the party before the orcs in the chamber could attack it.

There was some dithering as to whether to oil the hallway and lure the orcs out into an inferno, or just to attack, but ultimately the party just charged on in. In this chamber, they found a great orc-captain leading a ritual sacrifice to Agrol Orc-Father, a great wooden idol crudely carved with a terrible grimace, its feet piled with heaps of skulls and broken weapons.

But with a grimace, draped in snakeskins, and
surrounded by skulls, broken spears and bent swords

There were nine other orcs accompanying this captain, and they were in wait for the party, and hurled missiles at them as the party's army poured into the chamber. A general melee then ensued. Much like the last battle, the dogs made short work of a number of orcs. Koko the woman-ape crushed one orc's face, but then, overeager, forced her way through the melee to the orc chief's side to attack him, and was herself cut down. But the orcs were overwhelmed; and in the chaos of the fight, Aethelwulf the paladin managed to work his way around and thrust his own sword through the orc chief's breast, silencing his battle cries forever.

From the orc chief were looted a large shield decorated with a red hawk and a waterfall sword (both likely magical), as well as three gems appraised by Aria to be worth 200 gold each. The party cut off and collected the orc heads, and then tore down the idol and dragged it bodily out of the dungeon. Having slain everything they encountered on the way in, there were no encounters on the way out, and outside, after hacking off the huge head of the idol with axes, they set the great idol alight in a huge bonfire.

They then returned to the copse, loaded their wagon with sacks of orc heads (thirty-two, plus the wooden idol's head), and made their way back to Brakeridge. On the return trip, a storm blew up on the first night, destroying a spear, ruining a week of rations, and blasting Lead for 8 damage (two dice). Then, slogging through the rain and the mud, poor Freyja was bitten by a viper on the last day, and succumbed to her wound.

At last returning to town, the party sold what they could, and agreed to spend the 300 gold Lailith asks of those seeking for a companion to be raised from the dead, and so Koko was returned to life, albeit at -1 intelligence from the lingering effects of the wound. Then Finbar and Baby-Face caroused, spreading the tales of their daring. Baby-Face in his drunken exuberance promised to adopt Hilda, a 10-year-old orphan girl hanging around the Black Dragon's Meed, and now she won't leave his side as he goes through town, she telling everyone how grateful she is to finally have someone to look after her again.

------

Remembrance for the Fallen
Freyja (normal woman), Nameless Dog (1 hp cur), Hot Dog (mastiff), Cross (mastiff), Orion II (lion dog), Bacon (boar hound), Tore (half-orc fighter 1/cleric 1), Jimmy the Snitch (dog), Orion (lion dog), Harambe (man-ape 1)

And for those Enchanted Away
Dol (fyrdman hireling)

Sunday, December 10, 2017

the Chaos Spawn

Another installment from Master of Magic, the Chaos Spawn, an obvious rip-off of D&D's iconic Beholder:

I actually like this design better than the Beholder,
with its weird mouth and bite attack ...

A terrifying creature summoned by a wizard with Chaos spellbooks, the Chaos Spawn is a thing with virtually no melee capability, and which nevertheless cuts through units of normal men with ease using its various gaze attacks ...

Probably a couple months ago, my wife asked me why she and her brothers-in-law, who all play a semi-weekly game in a non-Greyhame dungeon, have never encountered a beholder before. I expect the question was prompted in part by the appearance of the beholder (and thri-kreen, lich, and dragon) on the cover of the 2e Monstrous Manual, which I was perusing at the time.

My first basic answer was just that they're still not at a level where an encounter with a beholder would make any sense--with its death gaze, stoning gaze, disintegration ray, antimagic cone, etc. etc. they just wouldn't stand a chance. And yes, I want dungeons to have high level things that will destroy the party if they just blithely attack it ... but beholders are just so dangerous, and their highest level character is 8th level.

But honestly, that isn't the full answer--as I gave it, I also realized that I just don't like beholders much. They're iconic D&D, sure; and I like the idea of a thing with eyes that each project a different kind of ray or magic effect (especially if the effects aren't the same for every monster!); but I just think they look terrible, with that great gaping mouth (and I also remember all the frustrating fights I've had against beholders in Baldur's Gate 2 or Icewind Dale, and I just don't quite want to inflict that frustration on others ...)

So I don't like beholders much; but I do remember liking the aesthetic of the Chaos Spawn of Master of Magic (pictured above), so I thought I'd give a look at them to see if they might be a beholder rip-off that I could stomach to use in my games.

Per MoM the Chaos Spawn has stats: Chaos Spawn -- Magic (Chaos) -- Upkeep 12 (mana/turn) -- Melee (1) -- Defense (5) -- Resistance (10) -- Hits (15) -- Movement (1 Flying) -- Special (Death Gaze -4 save; Doom Gaze strength 4; Stoning Gaze -4 save; Poisonous Bite strength 4)

Death Gaze -- in melee, each figure in the unit opposing the Chaos Spawn must save at -4 or die without any chance to deal melee damage
Doom Gaze -- in melee, the entire unit opposing the Chaos Spawn automatically takes damage equal to the strength of the gaze, without any chance to resist or defend; figures killed by the gaze do not receive a chance to deal melee damage
Stoning Gaze -- in melee, each figure in the unit opposing the Chaos Spawn must save at -4 or be petrified without any chance to deal melee damage
Poison Attack (bite) -- in addition to melee, the unit opposing the Chaos Spawn must save with their resistance once per each point of strength of the poison attack or take that damage; figures killed by poison still deal damage during melee

------

So, the Chaos Spawn
AC 4
HD 8
THAC0 12
attacks: 1 stinger, 5 gaze attacks
damage: stinger 1-6 plus poison (save v. poison at -2 or die in 1-3 rds)
movement: fly 90'
special: death gaze (save v. death ray or die)
doom gaze (take 1-8 damage, no save)
stoning gaze (save v. petrification or be turned to stone)
fear gaze (save v. wands or affected as by a wand of fear effect)
confusion gaze (save v. spells or confused as per the spell)

considering gaze attacks, each gaze affects one character in melee, determined at random (there's no guarantee any particular character will ever meet any particular gaze, regardless of the creature's intentions); otherwise, characters in melee may choose to fight "from the corners of their eyes" taking -2 on their "to hit rolls" and taking a +2 penalty on their AC, but receiving a commensurate +2 bonus on saves; OR, characters in melee may choose to fight blind (blindfolded, eyes closed, fighting backwards with a mirror, etc.), attacking at -4 "to hit" and with a +4 penalty to AC, as if against an invisible creature, but also not vulnerable to the gaze attacks

------

It's still a pretty nasty monster, and not really all that different from a beholder ... but I'd be slightly more likely to use it in my own game.


Monday, December 4, 2017

Greyhame Mountain Dungeon 12.5

During the same week that Kord ventured forth alone to the Howling Tower, Blackleaf sought out Lailith, high-level cleric of St. Ursula, and the two were seen rising from the grounds of the Shrine of St. Ursula on the back of a flying broomstick and set out toward the east where looms the silhouette of the Greyhame Mountain ... but even as they set out, the sky darkened ominously with the beginnings of a summer storm ...


28 November's Roster:
Blackleaf (Elf 3)
Lailith (cleric 8)


A number of people in town, especially fellow adventurers at the Black Dragon's Meed regaled by Mizer with the tale of his adventure with Blackleaf, have heard that Blackleaf was confused and somewhat distressed by the reactions of others to the news that she had beaten and robbed the philosopher turtle; and moreover, for several days, she was seen speaking at length with Lailith at the Shrine of St. Ursula, especially concerning the nature of goodness, and how an Elf might acquire a soul.

So it was generally presumed that this setting-out of Lailith and Blackleaf together had something to do with seeking restitution for the turtle.

As they flew off, people noted the ominously storm-yellow skies which gradually darkened until the afternoon seemed evening, and the evening was pregnant with darkness until ultimately lightning flashed, thunder rolled, and heavy summer rains were unleashed below. This seemed to bode ill for a pair riding the back of a broomstick, but nothing was seen of the twain straggling back to town--where they killed by a stray thunderbolt? Pressing on regardless?

The rains continued for the rest of the week--and four days after first setting out, Lailith, wild-haired and weather-beaten returned to Brakeridge, supporting a badly drained and injured Blackleaf on the back of her broomstick. The twain descended to the grounds of the Shrine of St. Ursula; a few of the devoted congregants who have been won over by Lailith's constant ministrations of healing and curing of diseases saw the pair enter into the shrine, and Lailith make room for Blackleaf to rest in Lailith's own humble cell.

Some few rumors were learned by these devoted at this time, which of course spread through town after being spread to the local watering holes (though nothing like the boisterous regalings of adventurers returning to town flush and ready to spend and drink and boast all night long).

The pair did indeed seek the turtle-philosopher in the pool of the Brokenbrand Falls, and they found him, and Lailith cured him of his last hurts. They learned that his name is Khelonius, and that he was brought to the falls by Caliburn, third of the five Bronding Kings, and bedizened in recompense for his excellent learning and playing of chess with Caliburn and his sons.

Moreover, they seem to have won a truce at least, and perhaps a chance at forgiveness for Blackleaf, if she can bedizen him with new jewels ("Not that I'm vain," Lailith quotes Khelonius, rolling her eyes slightly, "but they were gifts of some sentimental value ...")

No, Blackleaf was not slain by the turtle; rather, she and Lailith disturbed the crown of the skeleton throned above the pool, and a party of misty-ghostly knights rose up and challenged for possession of the crown. Blackleaf was slain by their cold misty swords, but fortunately, Lailith was able to raise her. Now Blackleaf requires one full week of rest before she can do any further adventuring, and so she will likely miss the next expedition to the Greyhame Mountain Dungeon.

That's all the devotees can gather before they're shooed away. Blackleaf needs her rest, Lailith admonishes them, and shuts the door behind her to let Blackleaf rest while she herself goes forth to lead the evening round of prayers in her shrine.

------

Remembrance for the Fallen
Hot Dog (mastiff), Cross (mastiff), Orion II (lion dog), Bacon (boar hound), Tore (half-orc fighter 1/cleric 1), Jimmy the Snitch (dog), Orion (lion dog), Harambe (man-ape 1)

And for those Enchanted Away
Dol (fyrdman hireling)


Sunday, December 3, 2017

Greyhame Mountain Dungeon Expedition 12

Orcs have returned to the caverns of the Glimmervaults;
the Goblin King and the Lord of Werewolves have renewed their ancient alliance beneath the Howling Tower;
and the secret treasury of the ancient Bronding Kings is said to lie somewhere behind the Brokenbrand Falls, haunted by enchanting naiads ...
...
and Jaer the Windlord is said to look down on the world below from the Eyries of the Eagles on Greyhame Mountain itself ...


26 November's roster:
Kord (half-orc fighter 1/cleric 1)
with Freya and Ham (normal hirelings)
and the armored mastiffs Hot Dog and Cross


Only one player showed up for today's session, and so the expedition was short, but surprisingly sweet.

After hiring and outfitting Freya and Ham, the only two mercenaries available for hire; and purchasing a second mastiff; Kord elected, alone, to brave the Howling Tower, of which he heard that it howls no more, and that the upper floors have been mostly looted.

On the last night before arriving at the dungeon, I rolled a nasty wilderness attrition encounter; it was wolves, according to the dice, and the party elected to lose a shield, 12 arrows, an axe, a week of rations, Hot Dog's armor, and still take 3 damage to Ham. Fortunately for Kord, he's an AD&D cleric, not a B/X cleric, and so even at first level he has access to a spell, and so cured Ham of his wounds.

Arriving at the tower the next day, Kord and company find a pyre standing outside the tower (the same pyre found earlier by another expedition); while inspecting this pyre (and finding only ogre- and wolf-sized bones), Freya indicated to Kord that they had company--a pack of eleven wolves came wandering around, sniffing for prey.

Kord bellowed at them; I rolled a morale check in response, and the wolves backed off in a hurry, uncertain what to make of this bellowing half-orc. Nevertheless, they didn't withdraw entirely, just kept their distance, and the party quickly headed for the relative safety of the tower itself.

Once inside, Kord turned north in the first T of the corridor, intending to head for the stairs down to the dungeon. At the first door, though, he heard noise of something canine within that first chamber; opening the door, the party was confronted with a woman in a shaggy grey cloak with three wolves around her feet. She didn't immediately attack, though seemed wary; but when she asked who this intruder was barging into her room, Kord announced that he was an adventurer come to gather loot and rid the place of werewolves.

To which the woman responded, Well then, you have your chance! Howling, she transformed into a large wolf and, with her lupine companions, charged the party. Kord and company backed off into the hall to constrain their opponents; the woman-wolf went straight for Kord; and fortunately he had earlier purchased a large silver mace, which now he wielded to good effect, while his hirelings and dogs fended off the wolves.

Many shields were broken, and the combat seemed to be going poorly for Kord until one of his dogs critically hit and killed a wolf; and then Kord, after whittling the woman-wolf down in health, got a final solid blow on her, braining her with his mace. As she fell back dead, her body transformed back into a human body, leaking brains across the floor. On her corpse, Kord found a gold serpent torc, and a key; and inside the chamber, he and his companions discovered a chest hidden under some furs, inside of which was some couple thousand silver pieces, as well as three books of deed-songs that were ultimately worth a fine bit of cash.

Kord magnanimously shared this wealth with his hirelings, and then suggested they all head back to town to reequip, which offer was heartily agreed to--but the large pack of wolves still lurked outside the dungeon.

The party then considered the dangerous proposition of camping within the dungeon, but were dissuaded from that course of action by the arrival of a party of goblins and wolves on a wandering monster check. Once more engaged in the hallway, already slick with the blood of wolves, the party faced stiffer odds--both Hot Dog and Cross were slain, one by a critical hit from a wolf, the other from a critical hit by a goblin. Fortunately for the party, though, goblins are creatures of poor morale, and after about half their number were slain, they rolled badly, panicked, and fled back the way they had come.

Dogs dead and Kord and Ham both injured, the party made a hasty retreat to the entrance of the tower. Kord bellowed at the wolves again, and the few that remained without sauntered away. Alas for the party, it turned out they hadn't gone far--that night on the way back, they were again attacked by wolves, and now lost 12 arrows, a shield, Ham's suit of plate armor, a week of rations, and 4 more damage to Ham (healed, again, by Kord).

Returning to town, the party members outfitted themselves again, but Kord found himself feeling strangely ill, with an excessive amount of hair growth on the backs of his hands and arms, and with a curious craving for raw meat. Guessing the nature of this malady, he went to Lailith at the Shrine of St. Ursula for a cure disease spell, and for 100 gp was cured.

Lastly, Frey and Ham elected to carouse with their newfound wealth (Kord was more than generous with them, essentially giving each several hundred gold, and I decided to allow them to receive xp, and to advance toward the possibility of rising up from being mere 0 level normal men). Freya had a distressing religious experience as a result of drink, and will not earn xp on her next expedition, but Ham held his liquor well ... and as for Kord, even giving his wealth away, he retained enough xp to level up both of his classes.

As I said, it was short, but sweet

------

Remembrance for the Fallen
Hot Dog (mastiff), Cross (mastiff), Orion II (lion dog), Bacon (boar hound), Tore (half-orc fighter 1/cleric 1), Jimmy the Snitch (dog), Orion (lion dog), Harambe (man-ape 1)

And for those Enchanted Away
Dol (fyrdman hireling)





Saturday, December 2, 2017

Play Report from Jeff Rients' Vaults of Vyzor 2


"Laurantha the Unbeautiful to the Sorcerer of the Blue Mask, and to my comrades at the Jarrod Memorial Library:

O! puissant one! My companions and I have delved deeper into the Azure Vaults than any have yet dared to go, and yet our expedition there was cut short by the appearance of a fearsome enemy beyond our strength. This is my account:

Compelled by the geas that you have lain about my shoulders (along with the estimable Barnabus Sleet and Rose Royce) to seek and slay the Elf-King Elexus within the Azure Vaults, I sought about for bold companions for a sortie deep into his very lair. Three were found: the dwarf warrior Brutal Pete, the ever weirder Sapphean Gratchit, and the promising fighting-man Mario de Parma. To swell our ranks for this foray, I also retained the pathetic creature known as Ralph, whom I equipped with new plate armor, while Brutal Pete hired the services of Baguette, a young halfling woman.

Thus assembled, we entered the Azure Vaults. Now, on my last sortie into these vaults, I and my then-companions almost fully explored the second level. But just before setting out this time, we were apprised by one Magic Meryl, my sometime adventuring-companion, that she and another expedition had ascended from the second level through the room where formerly had been witnessed a dragon chained to the wall (and from which my own expedition had thus reasonably fled).

My first intent, therefore, was to corroborate on my own maps this means of ingress and egress to the second level, and so rather than descending immediately through to the library on the second level, I guided my companions north along a different route. North from the entry-stair, we observed a kind of terrarium containing an ooze and a black pudding, which we did not overtly disturb; then, coming around a corner to the north of that, we found ourselves suddenly trapped as a cage fell around us, and the bars of an adjacent cage opened into the one we found ourselves within.

Now, this other larger cage was not empty--indeed, it contained three inhabitants, two gaunt and pallid humanoids which I surmised to be ghouls, and a scaly humanoid creature with wings, claws, and a horn upon its head, which thing I have never before observed. These attacked us immediately we were trapped with them, but Brutal Pete and I stepped forth, weapons bared, and made a good account of ourselves. While I slew the first ghoul, Pete held off the scaly humonculus. Mario stepped forth into the opening of the slain ghoul, but found himself paralyzed by the second ghoul's bite (this confirmed my suspicion as to their nature); I stepped up to prevent the ghoul from killing paralyzed Mario, and while Pete slew his foe, I decapitated mine.

Sapphean, grown ever weirder in each subsequent appearance, now stepped up and spat into Mario's mouth, which both set the poor man alight, yet also cured him of his paralysis. I confess, I intend never to be affected by any sort of curse in the company of this man, such that I should require his "ministrations".

These creatures slain at our feet, we easily broke open the cage that had trapped us with them, and continued our journey. To the east of this cage, we found a corridor that curved around to the south, sloping down the while, and which did ultimately enter into the very chamber where before I and other companions had seen a dragon chained to the wall (this dragon, of course, is the very one now delivered unto you, o! puissant sorcerer, and so was not present).

From this room, it was known to me that we must travel south into an east-west corridor, and then travel west past a couple cross-corridors, and then find a northern corridor that sloped down to level three. This path we followed, and found ourselves upon the third level of the Azure Vaults, our ears assaulted by a great tumult.

To the right, almost immediately east from the corridor opening onto the level, was a wide alcove to the north with a great double doors on the north wise, currently opened wide. A pair of lion-man guards flanked the door; I was able to peek sneakily around the corner without their noticing me, and did descry through the door some kind of court proceedings within great throne room of the Elf-King. An orc and a morloi, backs to the door, seemed to be involved in some dispute before the throne; and upon the throne itself, Elexus himself, almost one of the fair-folk in stature, and yet possessed of black eyes blacker than the dark between the stars, darker than the wings of Anglamorath the Black Dragon of Night. Even I was shaken, glimpsing these terrible orbs.

Turning away from this tumult as a party, we quickly explored what we could of the third level, and discovered first a great feast hall, well set with service of silver and gold, all prepared for some soon-coming banquet--and yet, all empty of people. While my companions set about quickly stealing what they could of the silver and gold, I myself poured out the wine at the high seat, and replaced it with my own enchanted mead, which can render a man wobbling-drunk with a single goblet. We may hope some brawl of drunkenness may ensue ...

Enriched by loot, we all quickly returned to the second level of the dungeon and deposited our jangling sacks behind the dung heaps in the emptied dragon-room; we then returned below to continue exploring. North of the banquet hall, we found a room with a cold door--Pete warned of possible brown mold, but opening the door, we found a cold meatlocker. The door north of that was heard to have rats behind it--a pantry perhaps? And the kitchen lay further north; turning south of the banquet hall, we discovered a sloping corridor down ... down to level four of the Azure Vaults. Stepping onto this level, we found a south-branching corridor immediately to our right, and rather than stepping further into level four, we decided to be bold and descended ever further, down to the fifth level of the Vault. Here, we found a cross of four corridors; to the east, we listened at a door and heard a tumult of some horde of rats; but when we sought to the west to explore further, we observed three pairs of red-glowing serpentine eyes swiftly approaching from the north.

I cast a web across the corridor in an attempt to block its approach, but the beast tore through like a man tearing aside cobwebs--and as its claws rent the fibers, we saw three draconic heads burst through, one red, one blue, and one white. Confronted by this horror, Mario preferred the better part of valor, and as we all withdrew in good order, Pete and I held the rear, slowed as we were in our plate armor. Here it was that Pete proved his excellence as a comrade, for he was variously prepared for pursuit.

As we went up the slope back to level four, Pete poured greased lard behind us, and we heard well the scrabbling of claws fighting for purchase. But the beast was swift, and presently its foetid breath washed over our backs again. On the slope back up to level three, Pete then poured out a sack of caltrops, which served both to slow the thing, and to enrage it--and it gave forth a terrible shrieking bellow that shook the walls! And alas, it was still coming swiftly after us, panting death, and at the last, Pete poured sovereign glue upon the floor, hoping to catch the creature's belly fast--and it worked! As we came around the corner and ran for the upslope back to level two, the dragon bellowed again behind us, and we heard a tumult from the throne room ... but we went swiftly back to the erstwhile dragon-room, collected our ill-gotten gains, and exited the dungeon.

Thus it is that we companions penetrated deeper into the Azure Vaults than any others yet have; and that is also how the markets around Vyzor have been flooded with the silver and gold service-wares imprinted with the Elf-King's marks.

Your lieutenant in the War Against the Elf-King,
Laurantha Akala"