Wednesday, February 14, 2018

Greyhame Mountain Dungeon Expedition 19

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 Bronding Kings is said to lie hidden behind the Brokenbrand Falls, haunted by enchanting naiads ...
...
and Jaer the Windlord looks down on the world below from the Eyries of the Eagles on Greyhame Mountain itself ...
while the Stars themselves are singing an eerie, eldritch song, night after night ...


5 February's roster:
Kord (half-orc fighter 3/cleric 3)
with Blade and Boar (wolfhound and boarhound), and Gram and Thaddeus (normal men)
Ham (cleric 3)
Baby-Face (thief 5)
with Whesker, Wilmerand, and Wallaby (weasels) and St. Bb (st. bernard), and Frida (normal woman)
Aethelwulf (disgraced paladin 3)
with Hauka (weasel)
Little-Bob (traveling man 4)
with Marlo and Panzer (cur and orc mastiff), and Rolf Rolfson (normal man)
Blackleaf (Elf 2)
with Johann Haybaler
Koko (woman-ape 2)


The last time Kord adventured into the Greyhame dungeon, he emerged with a huge haul of treasure after a desperate fight with goblins, but when he caroused, he and his companion Ham got involved in some kind of an Evil ritual--they were both badly drunk and don't remember who or what instigated it, or what the nature was exactly--and both were consequently denied their spells by their Good god, Kord.

Going to Lailith, local high level Good cleric, Kord and Ham each received a quest spell from her to go and save the children that remain the captives of the goblins beneath the Howling Tower. Further, when that deed is done they will have to pay 500 gold for a small Good liturgy, and then they will be restored to their cult and their spells regained.

So that was the purpose of this expedition, but first preparations had to be made. Kord threw his weight around with his new won gold, buying a dog for himself and hiring two mercenaries, Gram and Thaddeus, and then buying a weasel for Baby-Face (who is broke from the last time he caroused and threw the biggest party ever seen in Brakeridge--he owes several thousand gold now to the thieves' guild ...). Kord fully equipped his new hirelings, and then continued throwing money about as he bought two plots of land, one on which he ordered the construction of a new temple to Kord, his good god of strength, and the other for eventual farming plans. Lastly, he acquired 3 healing potions from Lailith, at a whopping 300 gold each. And I believe he still has money left over.

Aethelwulf, meanwhile, is disgraced in his paladinhood while he was carousing, he acquired a slave--Hastia, a young woman--whom he promptly freed, of course, but being Good, the acquisition of a slave in the first place was very bad. So he may no longer act as a paladin until he atones, for which Lailith has commanded him to pay for a 2000 gold liturgy for the Good cult.

And Baby-Face, as mentioned, is badly in debt to the thieves' guild. In an attempt to start paying it off, he took on a job attempting to smuggle goods for them (using the monthly hijinks from Adventurer Conqueror King System)--but alas, he failed at his task, and was unable to meet the contact who would transfer the goods to him.

So ... with Kord, Ham, and Aethelwulf all clamoring to free the captive children, the party set off through the wilderness seeking the Howling Tower. On the way out, attrition destroyed another axe chapping firewood (they must be poor quality), and lost a dozen arrows in a poor attempt at hunting.

Arriving on the ridge where the tower stands, the party observed a much larger pyre beside Begor's pyre, the new one filled with small crooked bodies about the size of goblins--Baby-Face laughed, recalling the expedition on which he and the company slaughtered dozens of goblins.

Entering the tower, the party almost immediately ran into Okok the Ape King and seven of his baboon minions tearing apart the corpses of another couple goblins and eating. As Koko was with the party, they were able to communicate with Okok, who declared that his fire had gone out and that he was very disappointed. By promising to give him a tinderbox, flint and tinder, and more torches, the party enticed him into joining their attack on the goblins below, and he sent his baboons away to follow with the party.

Moving quickly through familiar territory, the party spooked the goblin guards at the head of the stair down to the dungeon, but they chose not to pursue the half a dozen creatures that scrambled quickly down the stairs. Maintaining their order, they descended more slowly and found themselves again in familiar territory in the catacombs. Little Bob pointed out that the western part of the dungeon was unexplored, and so the party looked into a couple of empty tombs before the group complained that they might have a better shot at finding the children if they explored nearer where they knew the goblins dwelt.

So they backtracked that way and entering into a large pillared hall, they surprised about a dozen goblins on guard outside a door. Battle ensued, and the goblins were killed, but they put up a decent fight, hurling missiles from the back rank that managed to kill Wilmerand the weasel and St. Bb the Saint Bernard. The goblins were led by one of their kind who seemed more capable and perhaps a little magical, but she was killed by an arrow to the eye.

The last goblin the party captured. This Nogg as it called itself pointed out that the children were behind the door--those that hadn't yet been taken down to the next level by the Goblin King. As this was all the party wanted to know, they killed Nogg and then went through the door to find two doors, one to the right, one to the left. The right door was locked; Baby-Face unlocked it and opened it and behold, seven miserable children were revealed in the torchlight, scrawny and malnourished and crying from the sudden torchlight. The other door turned out to be storage and a larder.

The party debated what to do next--take these children out now, or leave them under guard and explore deeper, seeking the other children? The question was made moot, however, when they opened the outer door and found a small army of goblins and wolves had filled the pillared hall behind them.

Goblin arrows thudded into the door as the party closed it to consider their options. As they continued to dither, more goblins showed up ... eventually they decided just to charge in.



This battle was going poorly for the party--the goblins and wolves killed the dogs Blade and Boar, and got in a few good hits on characters--and there seemed to be more goblin leaders in the back ranks, getting ready to throw spells--but at this point we were out of time (as summarily decided by our venue), and we had to wrap up. Fortunately, as the first of the wolves had just gone down, I rolled a morale check, and it failed--so reasonably fairly, the wolves' rout became the goblins' rout, and the werewolves that were with the group elected for discretion rather than valor.

So the party made it out of the dungeon with the children saved and in tow, and proceeded back to town without any incident.

------

Remembrance for the Fallen:
Wilmerand (weasel), Blade and Boar (dogs), Hubert the Peacock and Lysimmachus (normal men), a nameless mastiff, Livy (normal man), Orkie (orc hound), Fang (boarhound), Droopy and Snoopy (mastiffs), Dream Destroyer (ghost hound), Arrow (pack dog), Freyja (normal woman), a nameless cur, Hot Dog and Cross (mastiffs), Orion II (lion dog), Bacon (boarhound), 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 mercenary)







Monday, February 12, 2018

Expedition to the Shrine of Aesclepius-Apollo 2

During a showdown against the Elf-King who dwells in the dungeons beneath the Azure Tower of Vyzor, in his own throne room, Barnabus Sleet was attacked by the Elf-King's guardian creatures and had his right foot ripped off and a life-energy level drained from him before the throne room collapsed and the battle ended as both sides retreated. Laurantha also had her left hand mangled, and you can read her account of the battle here.

Because of these grievous hurts, Barnabus Sleet gathered a small company with him to go and seek out the Shrine of Aesclepius-Apollo where, on another expedition, his apprentice Emma Brighteyes had been cured of her malaise from a lost life-energy level.


the Party:
Barnabus Sleet (muscle wizard)
Jaina, Son of Folg (thief)
with Dale (fighting-man valet)
Magic Meryl (halfling, formerly magic-user)
with Tiberius (normal mercenary) and Galahad (orc mastiff)
Frigga (a witch)
Fulvia (NPC cleric of St. Ursula)
Laurantha (B/X Elf, my own character, but she was just along for the ride)
various livestock being taken to the shrine to be sacrificed
and some lackwits formerly enslaved by a lamia


The party started off in the city of Calpurnia, because IRL the plan had been to go to the Old Forest Keep, until the battle with the Elf-King happened and Barnabus needed healing. In Calpurnia, they acquired what they needed for the sacrifice to Aesclepius--Barnabus spent 1000 gold on flawless oxen, good wine, and fine incense, as well as a little bronze foot and another token to represent what needed healing. Frigga purchased a sheep and a chicken because she was interested in sacrificing them to Apollo and divining places to learn more arcana.

They then set out for Sweetwater, a town south west of Calpurnia on the King's Highway, and the town nearest the abandoned shrine. This journey took a week, so I rolled once on my On the Road table ... and in the middle of the week as the party was traveling along, they were suddenly attacked by insectoid horrors that burst out of the ground to attack Tiberius and Laurantha. But the attacks missed, and Meryl cast phantasmal force to create illusions of more party members with the intent that the illusions be attacked by the insects and the party could flee. But I rolled a morale for the insects being suddenly confronted with so many more things than expected, and they actually started digging themselves back into the earth. And so the company continued on their way.

In Sweetwater, Barnabus hired Fulvia from the local shrine to St. Ursula, as the sacrifice to Aesclepius requires a cleric of Good alignment to do it; they also picked up the lackwits left at the shrine last time, intending to take them to the shrine and have them healed of their lost wisdom (lost from the lamia's touch). The party then set out for the shrine; and immediately discovered that two weeks of their rations had spoiled (it was a random roll on one of my wilderness encounters charts), so they had to go back to Sweetwater to pick up more rations. They also considered casting a curse on the merchant who sold them the bad rations, one Thidrek of Calpurnia.

The only other encounter I rolled on the way was with hippogriffs, which meant merely that the party happened to see a herd of the creatures cavorting in the air over the hills to the east.

I did also mention the dragon that dwells in those eastern hills and mountains, which they glimpsed at a great distance only as a shadow of a serpent soaring through the air on great wings.

What I failed to mention was that the stars are singing--even this far south of Brakeridge and the Greyhame mountain, people can still hear the stars singing at night, though it is fainter.

Anyway, the party arrived at the shrine without trouble and looked on the old ruin of the shrine above ground, which is essentially a shell of classical-style columns and carvings, with a stair down in the far east wing where is depicted a man bearing a snake-twined staff; and another stair down in the far west wing, where are carved images of a handsome young man with a lyre charming birds and beasts or riddling with sphinxes and old gods.

There was some confusion as to which stair to take, but Fulvia ultimately pointed out that Aesclepius is the healing god, and that his accouterments include the snake-twined staff. So down the eastern stair they went. Meryl had a map from the last expedition, and so they quickly traversed the first rooms to the great hot spring pool where supplicants incubate to receive healing from Aesclepius. To the east of the hot spring is a smaller room wherein stands the altar and idol of Aesclepius; but looking into this room, the party discovered that another idol had been erected behind the altar, a crude idol carved from a great tree trunk with one thick limb in particular jutting up with a clear resemblance of an erect phallus.

Barnabus took down the new idol and had it chopped up to burn (to use in the fires required for burning the sacrifices), and then Fulvia took over and began the sacrifices. These are like any classical sacrifice, with the oxen slaughtered, their thigh bones, entrails, and fat burned on the altar while their steaks are cooked up and eaten by the supplicants and priest. Wine is poured out over the fire and then drunk in great quantity, while incense is burned and its smoke blown over the idol to please the god. All this takes a while, so I rolled a few wandering monster checks--alas! nothing came by to check out all this noise.

After the sacrifice was completed, Barnabus, Laurantha, and the lackwits still needed to incubate at the hot spring for a while, and so the rest of the company took their leave--Frigga, Meryl, and Jaina all set out back for the stairs to head down the west side and seek out the divining room of Apollo. Meryl had some trouble reading her map and took the party into a room labeled as having an Apolline statue, only for the party to find themselves confronted with a giant and his cronies and a large pack of wolves.

"What are you doing in here, man-things?" the giant boomed at them. "Come to raid this place, eh? Well get out, before I crush you!"

But as the giants approached to do just that, Frigga piped up, declaring herself a witch of the north, come to look for lore in the divinations through entrails.

"You know some lore, then, do you?" the giant asked, and a light came into his eyes. "Well--perhaps you can divine something for me then, too?" The party agreed--Frigga had brought an extra animal just in case she needed extra entrails--and the giant introduced himself as Vargir, son of Vanr, and then started leading the way to the proper chamber (not the one Meryl had just led them to). Along the way, some of the wolves peeled off and went in another direction, boding ill ...

Soon enough, the giant showed them into a room with an altar and an idol to another god, the handsome young man with the lyre, and a ceiling set with glittering stones in the shapes of the constellations at night. The giants gathered along the west wall and eagerly awaited to see some sacrificing and entrails-reading. "Tell us how to slay Yamir," Vargir ordered Frigga (who then had Fulvia do the sacrifices).

The answer to that question was, Fulvia declared, "A sword of truth." To which answer the giants fumed and stamped their feet. "We already knew that! That is his doom--but what is it?"

Frigga then stepped up and tried to read the entrails for more information, but found nothing. But she agreed to "read the entrails" of the other animal for the giants while secretly telling Fulvia to answer her question, which was, "Where can I find more witch-arcana to learn?"

So Fulvia did the whole ritual again, with Frigga "helping" and ultimately Frigga declared that a sword of truth must be made from the teeth of the dragon in the mountains that they had seen, as dragons are very ancient and powerful, and because of their ancientness closer to the truth at the moment of creation, or some such humbuggery. "Eklereath's teeth?" Vargir grumbled. "He seems rather a young dragon for such a thing ... still, if that's what you say ..."

Meanwhile, Fulvia whispered to Frigga that she had read something about "nine eyes" and "crows in the forest" and "an old castle", from which clues the party came to the conclusion that Frigga could learn her crow-summoning arcana from the crows that dwell on or around the Old Forest Keep.

Now, while all of this was happening, Jaina son of Folg was pickpocketing Vargir. She (yes, she, I don't remember the particulars as to why Folg's son is a girl, but so she is) pulled out a couple handfuls of gold with successful checks and but then decided to go big, because Vargir's bag looked like it contained quite a lot of coin. So she started emptying her own backpack and large sacks in the background, comedia dell'arte style, while everyone else was paying attention to the sacrifices. She then slit the bottom of Vargir's bag and, with another successful check, managed to gather 5000 gold in her sacks.

A great howling began to ring through the stone corridors of the dungeon at this point, and Vargir pricked his ears and then declared, "Sounds like Navitnir has got wind of your presence. You'd best be out before he catches you." Because the party had done him a good deed, he allowed them to flee out the door--and just in time, as a huge pack of wolves came surging out of the darkness to the west. The party fled, wolves panting at their heels; at the top of the stair, Meryl used her halfling stealthiness to hide nearby while the party fled down the eastern staircase. Then, as the wolves boiled up, howling, Meryl cast phantasmal force creating illusions of the party fleeing down the hill, out into the wilderness ... and the wolves howled and went straight for them. Meryl then fled down the east staircase after her fellows.

Returning to the hot springs, the party found more than just Barnabus, Laurantha, and the lackwits--with them now, was a great turtle, its shell mossy but with glittering gold inlaid below the growths, pontificating about esoteric metaphysics and turtlian dialectics; and interrupting the lecture constantly with crude jokes or bad faith arguments, and shrieking with weird laughter at the turtle's discomfiture, were a gang of yellow-eyed hyena-headed creatures--obviously gnolls.

The party was confused by the presence of these things: "You guys weren't here last time!" Meryl said to the gnolls, to which they laughed and responded, "Sure we were!" It came out that the idol that the party had destroyed was theirs, and now they needed a new one, so they sent their human slaves out to collect a tree and drag it back in, down the stairs to the hot springs. The party was content to wait and kind of play along, but when they saw that the slaves were just going to hack out a crude image, taking even more time, Meryl decided to try to scare the gnolls off. With another casting of phantasmal force, she created an image of Melodeia, the scorpion-lamia from the last expedition, rising from the hot springs.

In response to this, the gnolls got spooked, but rather than running turned menacing. Their laughter became eerie and forced morale rolls for NPCs (who all failed and started to try to flee), but the party got the drop on the gnolls with high initiative and Barnabus leapt to the attack. He and his floating fists (he has two or three that follow him around anymore) killed four gnolls in his round alone, while Meryl cast sleep over another four gnolls. These losses were enough to scatter the gnolls, and the party then elected to depart the dungeon, as their healing was complete, and they had managed to acquire a fair amount of loot.

Through the use of invisibility 10' they returned back through the wilderness without incident, and that was that--Barnabus had a new foot and had regained his level, the lackwits were (mostly) restored from their idiocy, and Laurantha was healed of her wounds (though her lost fingers she actually replaced with magic fingers created by powerful wizard Pete Loudly).



Saturday, February 10, 2018

Play Report from Jeff Rients' Vaults of Vyzor 4

(my 4th report, not the 4th session ... go to Jeff's Gameblog to find the preceding 30+ sessions)

"Laurantha the Unbeautiful to the Sorcerer of the Blue Mask,

"O! puissant one! We, your lieutenants and servants, have confronted the Elf-King, Elexus Starchild, in his own throne room and come away without victory and badly scathed for our troubles. This is my account:

"I write this missive in great pain, only barely dulled by the strength even of my own mead--for my left hand has been mangled, leaving only a bloody mess without fingers. It throbs without end, and I fear as to my future spell-casting faculties; and Barnabus Sleet, muscle-wizard unparalleled, has returned from the depths with a stump where his right foot once firmly trod the earth; and Kat Eumeleia, a companion on the delve, has not even returned, but was captured by the Elf-King's lion-men during our headlong flight.

"I tell you, the company we gathered was good. Barnabus had with him his manservant Dale, as well as the wolf-demon Astonac; Pitwin Spryneedle was with us, a sapling who has grown as proud in prowess even as Magic Meryl, and he commanding the mushroom-demon Xasu; and Lobat the Laserer was with us, accompanied by trusted gnomes-at-arm Jade and Blondie. For myself, I had heard the Kat Eumeleia, cleric of the Star Goddess was considered a Champion of Vyzor, and so I enlisted her as my henchwoman, much to her ill fortune. Rose Royce, said to be kin to the Elf-King was also intended to accompany us, but alas was unable to join our ill venture ...

"And lastly, the creature Man-Rider was with us. [Man-Rider is weird. ~Ed.] This thing, said once to be a goblin--and now a weird blue thing with tentacles and too many eyes and a door in its breast--proclaimed itself a tracker faultless through its own eldritch faculties, and so we enlisted its aid to seek out the Elf-King in his dungeons below the Azure Tower. For this we required an article once possessed by the Elf-King himself, and Kat Eumeleia, after wooing Laurela--the estranged niece of the Elf-King, freed by the deeds of Kat and others--that is, Kat received from Laurela a dress she had once gotten as a gift from Elexus, which Man-Rider took (and wore himself, a most hideous sight), and declared that he knew where the Elf-King was.

"Therefore, Barnabus took the Man-Rider upon his shoulders (as was only appropriate), and we set out into the depths beneath the Azure Tower, following the directions of the misbegotten Man-Rider. On the first level we dithered for a while, finding orcs and goblins captive in the Elf-King's Agony-Machine cages. Suffice to say that the goblins were freed and the orcs all slain, save one charmed by Sleet.

"Thence we descended through the second level down to the third, and unto the very bronze doors of the Elf-King's throne room, those doors emblazoned with his ancient deeds of wonder. 'Through there,' Man-Rider indicated, and Barnabus Sleet hesitated not a moment before he burst open the great doors. Not a moment even to plan ...

"And there was Elexus, seated formally upon his throne, eyes like black holes, face made up in full Starchild makeup, wearing a robe of lucky charms and a cloak of the still-living-and-grimacing faces of inept servants--and attended by a host of lion-men! Without a thought, Barnabus leapt across the throne room to confront the Elf-King himself with but his fists, leaving the rest of us behind to fend off the lion-men.

"And this we did! Pitwin slew many with a wave of acid; Man-Rider, thrown into the melee by Lobat, incinerated others with his fiery burps; Blondie and Jade threw a tube of hair gel into the midst of the guards and shot it with their lasers, causing the tube to explode; and myself, I sent a line of lightning crackling through their ranks. Many died.

"Meanwhile, Barnabus's own lightning spell, cast through his connecting fist, was merely caught in the hand of the Elf-King, ready to throw back at us. Only good fortune saved us, in that Lobat then turned his laser rifle on the Elf-King and blasted a hole in his right arm, causing the lightning to ricochet around the room (incinerating one of his own guards). Still, the Elf-King lived--

"--and summoned an elemental of earth from the floor of the chamber! And the eight pillars around the room smoked and then transformed into horrid creatures with ebon skin, terrible claws, and red-burning eyes!

"Lobat rolled a keg of black powder at the elemental and shot it, causing the powder to explode and the room to shake, but failing to destroy the creature. Man-Rider sought to inject new strangeness into the melee, first by growing a great shell, and then by summoning a serpent-demon which proceeded to attack and dominate him; and while Barnabus continued to rain fists upon the Elf-King to little avail, I advanced to attack one of the pillar-demons with my sword. It should be noted of Pitwin that he showed conspicuous gallantry in throwing an interdimensional knife at Elexus, which he followed through the planar gap to stand beside the Elf-King himself, and to stab Elexus in the posterior with his knife, literally enacting the thing he had intended merely to spraypaint upon the throne room's walls.

"But this is where the tide turned against us. The pillar-demons struck out, and their attacks against myself and Barnabus Sleet caused grievous bodily harm. And here the Elf-King drew his sword, which I am to understand was forged from a single hair stolen from an angel, and stabbed at Barnabus--and only the sudden collapsing of the chamber's roof and the mutual surprise of everyone involved interrupted his incipient death!

"As the chamber shuddered, weakened by the explosions within, and the Elf-King hesitated, wondered at the shivering walls, we all fled headlong, uncertain of aught but that our doom lay within if we remained there. In the flight, Kat was lost and captured by a new contingent of lion-men coming to reinforce the first bodyguard, and one of the gnome lasses following Lobat was smashed in the hip, ever after to walk with a limp--but otherwise carried to safety out of the deeps.

"So it was that we, your lieutenants and servants, assaulted the Elf-King on his own ground, and were badly repulsed. For myself, I fully intend to return to the dungeon as soon as I am able and recovered of my wounds, thereby to deliver Kat Eumeleia from captivity, and to redeem my honor as the one who enlisted her aid ...

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





Thursday, February 8, 2018

Jungles of Chult: River Mist and Flask of Wine

Using the "Into the Unknown" ruleset from +Anders H, which is a Basic hack of 5e D&D, for running WotC's Tomb of Annihilation.


Of course, I screwed up the above "boxed text" because the published book of ToA contradicts itself. Jobal is described on the one hand as giving out information including the whereabouts of River Mist and Flask of Wine; while their descriptions (later on) contradict that information flatly. Alas, because Jobal was the first of these characters that the players interacted with (and I was several beers in and blithely trusted the book), I had Jobal citing River Mist and Flask of Wine as employees of his. Fortunately, this "situation" resolved itself somewhat when the players did something else before returning to Jobal for a guide, so by then Jobal and the Tabaxi could have had a "break" and terminated their relationship. And my players elected to hire the twain specifically because Jobal said they were untrustworthy ...

Anyway, I'm writing these NPCs up because the "stock" 5e NPCs are bags of enormous hps but worthless skills (9 hit dice, but +2 to hit, i.e. the same as a 1 hit die first level character? why don't bonuses scale with hit dice??). I'd rather they have a fair chance of dying, but also of being useful--and I'm going to give them to the players as "characters" for them to run for the duration of the expedition, to lessen my load (and if their player characters die, maybe they take over as the guides).

------

River Mist
STR 11
INT 7
WIS 12
DEX 16
CON 14
CHA 12

Fighter (Deadeye) 4
hp 26
AC 15 (2 studded leather, 3 dex)
proficiency +2
equipment: studded leather, longbow, handaxe, shortsword, backpack

referee fiat abilities: herbalist -- has a nose for useful/valuable flora in the jungle (subject to further fiat for what precisely that means); track -- double proficiency bonus for tracking creatures through a wilderness

River Mist is a tabaxi female who wears an eyepatch over her right eye. She is evasive about the cause of her missing eye, sometimes alluding to a long-ago accident. River and her brother, Flask of Wine, have been acting as jungle guides for those leaving Port Nyanzaru and its environs for an expedition into the jungle for several years. Mostly, they act as guides for those wishing to hunt or capture large jungle beasts like shield-heads or dagger-backs, but they have also led several expeditions up the River Tiryki all the way to its source in Ataaz Ahiya, the Weeping Gorge.

River (as you might call her for short) is the face of the twain, the one actually willing to converse with strangers and to put herself out there. Nevertheless, she is at home in the wilderness, and is happy to be out among the trees, seeing and smelling new things, and hunting strange new creatures.

------

Flask of Wine
STR 10
INT 13
WIS 12
DEX 16
CON 9
CHA 8

Rogue (Thief) 3
hp 8
AC 15 (2 studded leather, 3 dex)
proficiency +2
equipment: studded leather, shortbow, handaxe, machete, backpack, deck of cards

referee fiat abilities: gambling -- double prof for games of chance; trackless step -- double prof for being stealthy in forest

Flask of Wine is a tabaxi male, brother of River Mist. The twain have acted as guides in the jungles of Chult for several years, and feel they have a general grasp of the dangers in the jungles.

Flask (as he is known for short) is a laconic creature who rarely utters more than a sentence at a time, if he speaks. He isn't shy, per se, and is more than glad to join in a bout of drinking and carousing, going mug-for-mug of palm wine with any others--though palm wine doesn't make him any more lugubrious, and perhaps rather quieter--he just doesn't offer much verbally. Perhaps he heard the old Viking advice that those who say nothing, though they know nothing, may seem to be wise; while those who say much, though they know much, will certainly seem foolish.

Flask of Wine had taken a liking to Sound of Distant Rain to play card games with him, gambling small amounts as they traveled. Alas, their games were cut short by the death of Sound in the Sailback Shrine, killed by a mysterious psychic emanation from the creepy monkeys they battled in the catacombs. On return to Nyzanzaru, he took much of the wages paid him by the players and paid with them for a small sacrifice to the Cat Lord for the spirit of dead Sound ...



Monday, February 5, 2018

Jungles of Chult Session 2

Beware the crocodiles of the Tiryki River ...

The crocodiles will eat you


our intrepid heroes:
Sound of Distant Rain (cat-man rogue)
Terahn Atzi (human priest)
Nugiri (lizardman monk)
Takashi Kaga (human magic-user)
Nebin (halfling barbarian)
Chiratidzo (human druid)
with River Mist and Flask of Wine (cat-man guides)


The last session ended just into the expedition up the River Tiryki, after five days of travel following the river, the characters led by River Mist and Flask of Wine and porting a rowboat with them through the jungle (despite the river being right there ...)

Picking up where we left off, on the morning of the sixth day, Chira noticed a strange little creature at the edge of camp as everyone else was breaking things down. The thing looked like a root knotted into a six-inch high humanoid form, with pebbles for eyes and mouth, eagerly watching the party. It was sitting on a mess kit. Chira informed the party as to its presence, and Takashi, miffed as he realized that the thing had taken his mess kit, mage handed the kit up and as it rose through the air, the little creature jumped off and ran away.



Takashi discovered an empty wasp nest left in his bag in the mess kit's place; and Chira informed everyone that the thing was a Chwinga, a kind of nature spirit that is generally harmless though sometimes mischievous.

Continuing on, through the evening, the characters noticed eyes watching them from the river--insectile eyes from rocky carapaces. Asking their guides after these sightings, River Mist informs the party that these must be Aldani, the lobster-men the haunt the waters of Chult. "Don't take what's theirs, and they won't bother you," she says, and then continues the hike.

Day 8 -- morning -- Chiratidzo heads down to the river as camp is breaking to wash his face. As he crouches there, he gives a shout--"There's something in the water!"--as what looks like a waterlogged tree drifts toward him and the rest of the party comes nearer. Then the log surges out of the water with a huge splash, and a giant crocodile's jaws close around Chira, snap his back, and the crocodile beings to drag his body back into the river. The rest of the party threw missile weapons at the crocodile, but to no avail, and the reptile and its prey both disappear under the waters of the lake ...



River Mist and Flask of Wine shrug. "The jungle is dangerous," River Mist says, and then she and Flask continue to lead everyone on.

Day 9 -- diseased bite -- Sound of Distant Rain saves

Day 10 -- morning -- the party comes across Quinsela, or "Quin", another druid, now out hunting alone. He agrees to accompany the party, knowing that the crocodiles along the River Tiryki are deadly things to contend with ...

Later, the party comes across a kind of idol rising out of a series of rocks in a kind of calm area of the river. The idol is an obelisk, vaguely carved, dedicated to Olokuna, other than a maze-like vulva and stone phallus rising from near the water line. An altar of flat stone lies just under the water, covered at the moment with worked stone offerings (stones with carvings of hands, crabs, phalluses, mazes, vulvas, etc.); Sound of Distant Rain deposits a flask of palm wine on the altar for deceased Chiratidzo, further offering a prayer to the Cat Lord for the man's dead soul ...

Day 11 -- physical barrier -- the party runs into a cliff blocking their path; they decide to backtrack for a day rather than attempt to climb or circumvent it

Day 13 -- morning -- Flask of Wine calls Sound of Distant Rain forward to look at something--it's a dead body, half-eaten by a mouth-dragon and now abandoned in the bole of mighty tree-roots.

Day 14 -- morning -- The party enters a small mango grove and Flask of Wine (from scouting ahead) comes back with broken fruit on his shoulders. "There are mad apes ahead," he says and brushes himself off; he is immediately backed up by the sound of screaming apes from behind and another thrown fruit. Nugiri steps out and catches some thrown fruit, and also grins broadly at the two apes he can see.

The apes interpret that as a threat and charge into combat. One runs all the way forward while the other throws rocks from behind; but Sound of Distant Rain hates monkeys, as do the rest of the party, and they quickly kill both apes (though one does knock Nugiri out with its fists before dying from other melee attacks)

River Mist then points out that the swamp containing the Sailback Hill/Shrine is within a day's travel, if anyone were interested in checking it out. Everyone agrees that it sounds interesting, and so the party moves to the east bank of the river (they've been hiking down the west bank), and they find a wide swamp with both stork-men and sail-backs lurking in its midst.

The stork-men with the evil-eyes


Almost immediately, the party spies a group of stork-men between them and the sail-back hill; Sound of Distant Rain and Flask of Wine sneak out to (bag?) them, but Sound decides to talk instead. Fortunately, one of the several stork-men speaks the Common tongue, though hissing like a swan; "These are our swamps! What do you offer to move through them? Give us shiny things!" The party gave a mirror and a disassembled mess-kit, and I rolled an 11 for reactions, so that was enough. "I am Sssra," the lead stork-man declared. "You may travel our swamp. And let me say, the best place to rest is beneath the banyan outside the mouth of the sailback shrine," it adds.

---

The party deposited the boat in the banyan "grove" matching Sssra's description; they felt a supernatural sense that it would be "good" to camp there, indeed; then they headed for the dungeon in the open mouth of the sailback hill.

The mouth opened onto a stairway down (the gullet); this led down to a three-way fork; the party went west and found themselves in a stairway that ended in water. Nugiri checked under the water and didn't seem to find anything. The party then glanced down the east way, but ultimately went down the south way into a large chamber with stone pillars rising up that look like they support the stone spines of the hill that make it resemble a sailback. There were pit traps around these pillars; then entering the main chamber, the party saw a ruby, pulsing slowly, in the jaws of a small stone sailback on top of an altar against the south wall; the other walls were carved to resemble up-curving ribs. The altar was dedicated to SUCHOS, a god like an animal-headed Egyption god, but with a dimetrodon head.

A small swarm of mosquito-bats attacked the party here, but were easily dispatched ...

Furthermore, there were four other exits from the room ... the party checked one and found a collapsed corridor; checked another and found a closed door; but looking down the south west corridor, they found a series of natural caverns, of which one held a crevice in its floor filled with glittering coin. The party went for the coin, but were surprised by a "nest" of creepy monkeys with blood-red hands hanging from the stalactites on the ceiling of the chamber. Sound of Distant Rain was foremost in the party seeking the coin in the crevice, and he suddenly keeled over dead, clutching his head; Takashi also fell over, blood pooling from his nose, but not quite dead.

The creepy-monkeys with blood-red hands


While Nugiri saved Takashi and Flask of Wine ran forward to save his friend's (Sound's) body, the party elected (after a first intuition to run), to fight--and because they killed one monkey and injured two others with a variety of spells and attacks, the creepy monkeys fled deeper into the cave after failing a morale check.

"Let's loot this thing and get the hell out of here!" Nebin cried, and then the party quickly grabbed what they could of the coin (including 2 scrolls) and then fled back to the large room with the pulsing ruby-heart. They pitoned the little sailback statue's mouth open and took the ruby, but heard the grinding of stone nevertheless--the mouth of the cave had closed! Placing the ruby back re-opened the closed jaws. The cat-men thought they might be able to run fast enough to grab the gem and then make it out ahead of the jaws, but the party balked in the end and elected to return later.

So deciding, they checked one more room and found a tomb filled with sarcophagi for sailbacks. Opening the most ornate one, Teran forced open the sarcophagus and breathed in a poisonous cloud, but lived ... inside they found a sailback skeleton plated with gold, which they took ...

With a couple thousand coin (from the monkeys) and a gold-plated skeleton in their possession, the party went straight for the river with their rowboat and began to row their way back down the River Tiryki toward Nyanzaru. On the river, flowing downstream, their movement doubled to 10 miles per day (one hex per day).

---

Day 16 -- evening -- rare plants, zabou, 4 "doses" of zabou mushrooms which the party collects (Quin as an herbalist can pick them without trouble)

Day 20 -- evening -- croaking of giant frogs ahead--the party decides to accept another roll on the encounter die in the future to avoid the frogs now ...

Day 21 -- morning -- as Teran hauls the boat down into the water of the river, a giant crocodile surges out of the water with a high initiative and snaps Teran up in its huge jaws. Teran is instantly killed and dragged away into the water, leaving the party bereft of a third member ...

Except the hindquarters are Tehran's, not a zebra ....


Day 22 -- back in town! (now everyone can get XPs)

In Nyanzaru, the party went to Jobal, whom they know collects hunting trophies, to sell the gold-plated skeleton to him. Jobal is sad to hear of Chira's death, but is glad to buy the skeleton off of them for 250 gold. During this conversation, Nebin brings up the mosquito-bats they killed (and the bodies they saved) trying to sell them to him too, but Jobal shows his colors, racist against "lesser" folk by "belittling" Nebin. "What, did you step on that? How cute!"

The party then also sold their 4 "doses" of zabou to Jessamine, who has been interested in rare plants.

And in the end, Nebin and Takashi caroused. Nebin ended up in debt to Jessamine 100 gold and in love with Talara, halfling wife of a local halfling merchant, Haban Widewater; and Takashi ended in debt to Jobal for 400 gold, and furthermore beaten and robbed so that he starts the next adventure slightly injured ...


------


Remembrance for the Dead
Tehran Atzi (human cleric of Ubtao 1), Sound of Distant Rain (cat-man rogue 1), Chiratidzo (human druid 1)




Sunday, February 4, 2018

Alternative Treasure -- Value as Experience, not Gold

I sometimes daydream about writing my own treasure tables ... tables in which the category of "Jewelry" is not merely a number of items whose value is each 3d6 x 100 gp, but which includes a wider variety of values, and a number of specific and evocative items that are valuable, though not necessarily obviously so.

I dream of such things, but I tend to put my mind to other uses for the game, like designing new dungeons, new monsters, and new tricks; for treasure, I usually faithfully roll out the percentages per "treasure type", adjusting on the fly as seems to be needed. If I'm really motivated, I'll describe the pieces of jewelry--a gilded panoply, or a golden death mask, etc.--or replace the 1000s of gold or silver pieces with some other form of wealth, like ingots of copper or crates of trade goods.

So I was recently looking through a dungeon of mine, its hoards rolled up faithfully according to the B/X treasure charts, and I saw an excess of pieces of jewelry, all notated as JEWELRY: (1000) (600) (1400) (1300) etc. according to gp value rolled on 3d6 ... and a thought came to me as I tried to imagine what these pieces were--what if some of them were in fact not worth that amount of gold, but could be donated to the right cult or other party for their value in experience instead (as a limiting factor in the amount of gold I'm giving out ...)? I suppose these are basically "quest" items that grant "quest" xp--except their use would be to reduce "excessive" wealth from a rolled up hoard, yet to still grant xp for those characters willing to do a little extra leg work outside the dungeon.

Here are a few examples I came up with for a d12 roll--obviously just scratching the surface of what could be:


1) an altar service of wood and ceramic plates, cups, platters, etc. These humble items are of little value on the open market (maybe 25 gp if you're fortunate), but their very humbleness is sacred and symbolic to the Good cults. Returning these items to a local Good cult will net 3d6 x 100 experience

2) an oriflamme of Law, topped with a bronze Hand of Sabazios. Though interesting enough to be sold for half of its value (3d6 x 100), returning this battle standard to a local Law cult of Sabazios will earn its full value in experience for the party


3) a lead-lined cloak of penance, of literally no value on the open market (who wants a cape that literally weighs you down?), it can be turned over to the Good cult for a full 3d6 x 100 experience.

4) --slightly different--a charter of incorporation or a grant of monopoly over certain goods, unfortunately dedicated to some defunct guild or party, or otherwise outdated so that it has no market value. Nevertheless, it is of recent enough vintage that a Thieves' Guild or other such nefarious organization would be willing to buy it for 3d6 x 100 gold in order to use it as a basic standard for forging such documents for their own use

5) the acorn of a dryad's oak, or a sapling/clone of an Elfin aspen grove. It might have some gold value to certain individuals, decided by referee fiat, but otherwise it could be given over to a local Nature cult for a full 3d6 x 100 experience reward (yeah, I played Baldur's Gate II)

6) a simple wooden or ceramic chalice, a relic of a humble Good saint; perhaps surrounded by gaudy gold and jeweled chalices purporting to be the actual relic, but which are really all trapped with contact poison or a magical curse a la Indiana Jones; regardless, the chalice itself is worth next to nothing except to its relevant cult, earning 3d6 x 100 experience--OR to one who knows its value, in that it fills with water as good as a potion of cure light wounds 1/day when filled with simple water and blessed by a Good cleric



7) a sword of blood (or other metal-dependent weapon, like an axe or mace)--it's a +1 weapon, but because of its origins from iron drawn from the blood of sacrificial victims, Good characters wield it as a -1 weapon instead; but if a character decides to turn it over to the Good cult to redeem the item's inherent evil, they will receive at least 2500 experience

8) a trivial magic item--a cloak of minor comfort or a pot of cleanliness that cleans itself, or maybe a singing candlestick; such an item could be sold as a curio for 2d6 x 100 gold, but if turned over to the Arcane cult, will net the same gold plus 2d6 x 100 experience, or a cool 4d6 x 100 experience if given freely

9) a leathern, earthenware, bronze, or smoothed-stone phallus; if you know the right people, the Evil cult will gladly accept it as a "relic" and invite you to an orgy and a mockery of another cult's ritual practices, possibly involving said "relic". The "relic" alone nets 3d6 x 100 experience, but attending the orgy doubles the experience and initiates you into the Evil cult. They'll even let you pet the cat.



10) a collection of river rocks or smoothed over stones. Not just lying around--these are in a chest or some other vessel, clearly important in some way, clearly organized with some sense of size and color, none of them magical or remarkable in any other way. They are the "grok rocks" of the local dwarven Clannish cult (they use them for divination by casting stones, playing marbles, etc.); there are 2-7 of them, each worth 1d4 x 100 experience, not depending on color or size, but on something ineffable about the stone itself

11) any holy symbol or other piece of religious imagery from another cult--rather than sell these for half their value in gold you can remand them to your own cult for the full value in experience instead (100 gold maximum--higher value pieces should be treated as "jewelry", saleable as close to cost as the referee allows, no bonus if given to your cult); Chaotic characters receive double this bonus

12) a ceremonial two-handed sword or other exaggerated weapon, so large and "intimidating" in its construction that it's worthless in battle. Because of the fine materials used in its construction, it can be sold as a typical piece of jewelry (3d6 x 100 gold), but if a Chaotic character takes it to their cult and offers it to their god, they gain 3d6+6 x 100 experience

"It's definitely a giant's sword ... Yeah, I definitely killed it single-handedly
... now I'm dedicating it to the Chaotic Temple of Self-Glorification with a
memorial plaque dedicated to me for sweet, sweet XPs ..."
------

The placement of such items in a treasure to replace those worth gold AND experience is, of course, rooted in that age-old advice of Gygax to limit the amount of gold to which players have access. I don't tend to be anywhere as extreme as his advice suggests one be, but I do worry sometimes about being a kind of monty-haul referee if I'm not careful (exacerbated, no doubt, by the fact that I've played in a few monty-haul type games where I've gotten vast sums for next to no work)


Thursday, February 1, 2018

Greyhame Mountain Dungeon Expedition 18

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 hidden behind the Brokenbrand Falls, haunted by enchanting naiads ...
...
and Jaer the Windlord looks down on the world below from the Eyries of the Eagles on Greyhame Mountain itself;
while the Stars themselves are singing an eerie, eldritch song, night after night ...


29 January's roster:
Aethelwulf (paladin 3)
with Hauka (snake-killing weasel)
Baby-Face (thief 5)
with Frida and Hubert the Peacock (normal mercenaries)
and Whesker and Wilmerand (weasels) and St. Bb (a st. bernard)
Lead (cleric 4)
with Astia (normal woman) and Sparkly the Mule
Blackleaf (Elf 2)
with Johann Haybaler (normal man)
Koko (woman-ape 1)


Lead the cleric was eager to get back to the Glimmervaults to kill orcs and take more heads for Jaer the Windlord, a powerful creature of air who dwells with the eagles at the summit of Greyhame Mountain. In the past, Jaer has promised a powerful wish for a group who would rid the mountain of the orcs that are always hunting and torturing his friends, the eagles, and Saul-style, set the price for this wish at fifty orc heads brought to him on his mountain. (On an earlier expedition, the party gathered a mere 31)

Before setting out, they had several items to attend to.

First, Baby-Face acquired a sending bone and a bottle of Laurantha's mead from the local procurer of oddments. He used the sending bone to send a message to Jaer, asking whether the wish was for the group entire, or one wish for every individual, and the spirit arose from the bone and whisked away on the wind toward the mountains. On its return, the sending took on an imitation of Jaer's visage: One wish! it declared. But one wish for the company--even my powers are limited.

Meanwhile, Aethelwulf had a couple of things he wanted to do. First, because the party would not be following through with the rescue of children kidnapped by the goblins on this expedition, he sought out the captain of the guard, Cairn, Knight-Captain of "the Citadel" (the watchtower in town), and implored him to guard the town's children better against goblin kidnappers. "If all the children are taken away, Morholt won't have any populace left within his realm," Aethelwulf pointed out.

But Cairn basically just shrugged him off--"We guard the town. It's the fools in the country who can't keep their children safe. And what, a dozen farmers' nits carried away? Good riddance."

After this ineffectual audience, Aethelfwulf went to pray at his small shrine to Adonai, god of justice, in the market square. There, he found Aldir, Blackleaf's blacksmith-squeeze, who has been more aloof with Blackleaf in the past week, while going on about how he wants to be Good and a hero, like Aethefulwulf. So at the shrine of Adonai, Aldir got a little more instruction in the mysteries of Good from Aethelwulf.

Finally, we were ready to adventure. The party gathered rations and supplies and set out from town. The trek to the Glimmervaults proved easy, with but a single broken axe when Baby-Face was cutting firewood.

Looking up a the two entrances into the Glimmervaults--a western grotto that leads into a natural cave system, and a built-stone entrance to the east with spears and impaled heads placed out before it--looking up at these entrances, and then down at the maps drawn by their some-time companion Little Bob, the characters were paralyzed by confusion. This was a moment of great amusement for me, the referee, as the players pored over their actual artefact of play, unable to make sense of the three maps. It was a perfect moment of a kind of 1:1 identification between the characters and the players, of actually poring over a map in confusion as to what it means, where to go?

Finally, they elected to enter the grotto and explore an unexplored side-corridor just to the west inside the entrance. In they went, and were immediately surprised by a roar and with Lead getting swiped by the claws of a huge bear. A short melee followed, short because the bear was overwhelmed by the party's numbers. It put up a good fight--damaged Aethelwulf's hawk-shield and mauled both him and Lead (mauled Lead because the man was still wearing his old green-slime-burned plate armor from the first session!), but ultimately it was put down by two simultaneous critical hits.



Aethelfwulf turned out to be proficient at skinning animals, and so he proceeded to remove the bear's pelt, which was mostly undamaged other than the melee-mangled head. This would prove to be their only real treasure for the session.

When the bear was skinned, the party continued southeast through a series of large irregular caves, deeper into the Glimmervaults, seeking a great chasm on the first of Little Bob's maps. Entering into a chamber with stairs leading up to a flowstone formation, they searched for secret doors and found one--but heard the noise of moving things from the other side. Fearing undead, they cracked the door open and balanced a flask of holy water above, to drop on anything passing beneath--but the noise turned out to be a group of orcs passing by.

Lead insulted them and their mothers, and the orcs shot back with a lame retort and then charged through the door. The holy water didn't do much--but the "army" facing them were too much, and two orcs went down on the first round, and the other two were shot down as they attempted to flee. The party hacked off their heads and then moved on.

They found a chamber with statues, their faces all knocked off by chisel and hammer, and with an iron plaque on the west wall reading in part, The tribe of Galad is destroyed root and branch; let jackals crush the bones of his heirs, let their spirits never rest. This place is accursed.

The party poked through a number of tombs in the vicinity of this room, and in one chamber with three tombs, they disturbed a colony of yellow mold within the tomb. Blackleaf, Hubert the Peacock, Frida, Wilmerand, and Whesker all failed their initial save and began to wheeze as their throats filled up with spores. The rest of the party then frantically tried to help clear their breathing with heimlich maneuvers, forcing them to gag and throw up, or even an dagger-tracheotomy for Frida! Out of all those affected, only Hubert the Peacock ended up dying.

Continuing on, the party ultimately emerged through another secret door to a passage just west of the large chasm they'd seen on the map. They skirted it along its western ledge, noting a broken bridge that would lead to a door on the east wall if still intact; but ignoring that, they headed northwest into another series of chambers, including a set of rooms with scummy wells, and an orc armory. Along the way they encountered a further six orcs, but these were slept by Blackleaf and killed without incident. The party looted the armory of spears, mail, and shields, and then headed back to town (out the way they'd come) because we were running out of time.

Back in town after another easy journey (only one more broken axe for attrition), everybody caroused. Baby-Face caroused especially hard, racking up a tab in excess of 4000 gold and landing him in debt to the thieves' guild by some 3000 gold! Aethelfwulf drunkenly bought a slave-woman, one Hastia, and awoke hung over and no longer a paladin until he frees her and atones for his crime against Goodness. Koko, meanwhile, had a religious experience, and is now of Good alignment herself!

------

Remembrance for the Fallen:
Hubert the Peacock and Lysimmachus (normal man), a nameless mastiff, Livy (normal man), Orkie (orc mastiff), Fang (boarhound), Droopy and Snoopy (mastiffs), Dream Destroyer (ghost hound), Arrow (pack dog), Freyja (normal woman), a nameless cur, Hot Dog and Cross (mastiffs), Orion II (lion dog), Bacon (boarhound), 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)