Showing posts with label Wince. Show all posts
Showing posts with label Wince. Show all posts

Saturday, April 19, 2014

"From Wince We Came" Chapter 14 of the Xanthus River Campaign

First, an announcement.

For the past few weeks, I have sensed some discontent among my players regarding the Dungeon Crawl Classics rules. Yesterday, Bill announced that he was going to sit out the rest of the campaign because he was not having fun with the current rules. So when everyone arrived tonight I had a referendum on DCC.

The group indicated that the DCC rules were great for short-term games, a few dangerous dungeon crawls (hence the name, I suppose) but it wasn't being conducive to long-term campaign play and character building. They felt the player character rules didn't provide enough player control over the character's design or destiny and that rules led to gloriously short character lifespans that, although fun in the short run, were detracting from the type of long-term story-building the players were looking for.

On top of that, the players found the random nature of the spell-casting system infuriating and discouraging.

I was a little disappointed but not at all surprised. I like the DCC rules but I was seeing the same problems creeping in.

So we discussed alternatives. I briefly considered some retro-clones such as Legend of the Flame Princess or Swords and Wizardry or Labyrinth Lord. I also weighed them against plain old D&D Rules Compendium and AD&D. I wanted something old-school and nostalgic. For the BRIEFEST of moments we entertained the idea of trying Pathfinder or even returning to 4E.

In the end, I decided on AD&D for no other reason than everyone has the books (not everyone has D&D and none of my players have even heard of the word "retro-clone") and everyone wanted race separated from class.

With that choice, everyone became excited and reinvigorated. Lucinda practically squealed with nostalgic delight. We set about converting the DCC characters over to AD&D.

The conversion was pretty simple.
Strength = Strength
Agility = Dexterity
Stamina = Constitution
Intelligence = Intelligence
However, I allowed players to choose if Personality = Charisma or Wisdom.
Luck, therefore, became whichever they didn't choose.

Level = Level.

I calculated the percentage of experience points to the next level in DCC and applied that percentage to the next level in AD&D and gave each player character that many XP.

Everyone re-rolled their Hit Points.

After that, it was determine your AD&D abilities, saving throws, etc.

One slight change I made (the first of many house-rules, I am sure) was ascending to-hit bonus and ascending AC. It's just so much EASIER and I don't understand why Gygax didn't write it that way to begin with!

Level Cleric, Druid Fighter, Paladin, Ranger Magic User, Illusionist Thief, Assassin
0 -1 -1 -1 -1
1 +0 +0 -1 -1
2 +0 +0 -1 -1
3 +0 +2 -1 -1
4 +2 +2 -1 -1
5 +2 +4 -1 +1
6 +2 +4 +1 +1
7 +4 +6 +1 +1
8 +4 +6 +1 +1
9 +4 +8 +1 +4
10 +6 +8 +1 +4

Monster HD = To-Hit Bonus
Monster AC = 20-Original AC

When we were done converting characters, we had:
  • Valerius (Level 3 Paladin)
  • Absalom (Level 2 Cleric of Justica)
  • Babu (Level 2 Thief)
  • Jalani (Level 1 Cleric of Amun-Tor)
  • Knott (Level 1 Fighter)
We picked up where we left off last week. The party had killed Explictica Defilus, God-Queen of Serpents and Avatar of Set, once and for all and emerged from the hidden underground temple.

It was around noon. It had been raining hard for nearly twelve hours. The town was wet and muddy. Shafts of sunlight supported the ceiling of clouds like luminous columns. Survivors began to tentatively emerge from their hiding places from the previous night's massacre. Blood was everywhere. Windows were smashed, buildings burned, doors hanging loose int heir frames, animals slaughtered, wet clothing lay in the mud. 

The false archon had fled the city during the chaos. The magistrate was murdered. Most of the town guard had collapsed into masses of writhing snakes, the vile magic that created them having been extinguished. 

One of the remaining guards called out from the gate house, "The Archon approaches!"

Soon, another guard called out, "No, there's the Archon!" 

Two identical archons were approaching the city simultaneously. A group of villagers gathered. Valerius ordered both archons held. Both archons claimed primacy. Both declared the other the impostor. Valerius had each archon recite the phrase, "Ka nama kaa lajerama". One archon complied. The other archon protested his innocence and refused to comply. 

The guards looked to Absalom. The magistrate was dead. The priest of Justica was dead. Absalom was the ranking member of the order of Justica and thus had the legal authority to make a ruling. Absalom ruled in favor of the archon that complied. The archon, thusly empowered, passed judgement on the impostor and called upon Absalom to declare the punishment. The crowd called for blood! They wanted to burn the impostor. Absalom looked to Valerius. Valerius reminded Absalom of the atrocities committed and suggested that Justica's will called for a swift death. Absalom agreed and sentenced the impostor to death by beheading, to be immediately carried out by Valerius.

The impostor was dragged screaming and struggling to the raised platform in the center of the town square. A chopping block and wicker basket was produced. Valerius carried out the judgement. The impostor's head rolled into the basket, the head of a large boa constrictor! The body that remained was thick, ropy, sinuous, like a snake, with clawed limbs. 

Afterwards, the archon proclaimed his thanks to Valerius and offered to elevate Valerius to the rank of armiger. As an armiger, Valerius would become a nobleman. He could require others address him as "Sir Valerius". He would be granted land and provided with the income generated by that land. He would be allowed to create a heraldric coat of arms to be kept at Wince and passed on to his offspring. In exchange, he would be expected to come to the defense of Wince when summoned and would be expected to join the archon at court on the vernal and autumnal equinoxes. Valerius agreed and was immediately elevated during an impromptu ceremony in front of the entire village. He was granted the land farmed by Dunth, currently owned by Patrician Umok. Dunth would continue to be the steward of the land. 

In addition, the surviving acolytes of the pantheon urged Absalom to become the new priest of Justica or to take them as his students. Absalom declined both and noted that ten-year-old Helise had been chosen by Justica. He anointed her as the new priestess of the temple. The teenage acolytes bristled at the idea of serving a ten-year-old girl, but Helise quickly too control and established discipline under her holy authority.

With that, the party spent the day helping the town recover and re-build and slept soundly through the night. The next day, they arranged passage on one of the river boats going up-river. 

When the river boat approached the confluence of the Atrous and the Xanthus, a pirate long-boat blocked their way. The party formulated a plan. Absalom cast bless upon his comrades as they hid themselves under the deck planks of the river boat and allowed the pirates to come along-side. As soon as the pirates boarded the river boat, the party leaped out of hiding, taking the pirates by surprise.
Avast ye, scallywags!
A brief battle ensued. The party quickly killed the pirate captain and overwhelmed the crew. The remaining four pirates surrendered. 

The prisoners were lashed to their oars and forced to follow the river boat. The pirates were an uncooperative crew, however, and made the journey slow-going. The river boat had to slow itself in order to not leave the captured long-boat behind. The poor progress caused the two boats to dock at the pitiful town of Dribble.

Dribble was a depressing run down village with a few hundred inhabitants. Its dock was old and in poor repair. The inhabitants were dour and unpleasant. The archon's keep sat menacingly atop a cliff overlooking the town. The lone inn in town served pasty gruel and bland watery beer made with dirty river wash and some meat that everyone hoped was least fox or wolf. When the innkeeper, an abrasive ugly troll of a man with hairy warts on his face, told everyone that "...if the archon invites you to dinner, you better accept it.", everyone decided to spend an uncomfortable night on the boats. 

That night, before dawn, a drunken patron of the inn stumbled to the dock and shouted belligerent insults at the party and the crew before urinating at them and defecating on the dock in their direction. Knott but a warning arrow into the dock and the drunkard crawled away, slipping in the mud several times.

The next day, the party made it to the base of the Argent Falls. They transferred from the boats to the funicular and eventually arrived in Swallow. 

Knott immediately trotted off to find a whore-house.

Babu and Jalani explored the city.

Absalom and Sir Valerius delivered their prisoners to the temple of Justica. They accepted the bounty offered for pirates but immediately donated it to the temple. 

Sir Valerius then began interviewing young warrior-trainees at the temple, looking for a potential squire.

Afterwards, while shopping, Absalom ran into Kedrith, the merchant that hired them in Duirndown two months ago. After exchanging pleasantries and catching up, Kedrith related to Absalom that Duirndown has gone downhill fast. A pall has fallen over the village. No food is growing. Stores are wilting. The people are starving. They have no energy, no will to live. Kedrith said he could feel some supernatural force draining the strength from him, so he left as soon as he arrived.

TO BE CONTINUED

Post-Game Analysis
The players were already having more fun with the AD&D rules. Other than increasing AC and to-hit bonuses, and maybe a few other house rules, I'm going to try to run it RAW. 

Morale took me a minute to figure out. But once I grokked it, it was simple. 

We're going to use one-minute rounds, segments, weapon speed, morale, the whole thing. I may or may not use variable attack bonuses vs. different types of armor. That one makes me cringe a little. 

In this regard, OSRIC is a great help. It recapitulates the AD&D rules into an easier-to-read and understand document. It does a much better job plainly describing the AD&D rules without having to jump around between different books. 

Hopefully Bill will come back next week. I think an Elf Fighter will suit his play style much better. 

Monday, April 14, 2014

"You Wince Some; You Lose Some" Chapter 13 of the Xanthus River Campaign

Our party consists of:

Valerius (Level 2 Warrior)
Absalom (Level 2 Cleric of Justica)
Gwen (Level 2 Elf)
Babu (Level 2 Thief)
Jalani (Level 1 Cleric of Amun-Tor)
Knott (Level 1 Warrior)
Helise (Level 1 Cleric of Justica)
Burk (Level 1 Thief)
Hadrud (Archon of Wince)

After escaping from their imprisonment in the swampy dungeon of the serpent cult, and killing Explictica Defilus, AGAIN, the party returned to the village of Wince, this time with Archon Hadrus. However, weary of their ongoing battle with the agents of the serpent cult, they sought shelter in one of the several farmstead compounds within sight of the walls of Wince. 

The first few farms refused to answer. Eventually, they were welcomed by a farmer named Dunth and his wife Luretia. Dunth allowed them to stay for the night and share a common peasant meal of barley gruel and beer. The party was welcome to sleep in the barn with the animals on one condition: No matter what you hear or see, do NOT go into the root cellar! When asked why, he simply replied, "It is a private matter!"

Late at night, of course loud noises came from the root cellar. Thumpings and bumpings as if something or someone was trying to escape. Remarkably, the party kept their word and did not go near the cellar door. Suddenly, the door burst into splinters. Into the courtyard emerged a frenzied-looking girl in her teens with wild hair, pallid skin, and frightening eyes. She cast about wildly for an exit. Valerius caught her while Absalom went to fetch farmer Dunth. Jalani woke the others. Farmer Dunth was soon out of the house with a lanthorn and pitchfork.

Dunth explained that this was his daughter, Fransca, and that she had recently come under the sway of the vile serpent cult. For the past few weeks, she had left the farm to join the cult in town. He followed her one night into the village temple, but lost her after that, finding nothing but an empty temple within. He said that the cult had changed her, that she had become rebellious, wild, and preternaturally strong. 

Fransca thrashed about in an attempt to break free, "Let me go! Infidels! My mistress calls to me! My brothers and my sisters need me! I must go to them!"

A freak magical storm was brewing over the village. Clouds swirled and eerie green lightning flashed, some striking the temple. Something was obviously going on.

The party decided to tie to a post and keep watch over her, with Dunth's permission. They thought about interrupting whatever was happening in the village, but Fransca cried, "No! No! Leave them be!" After soe debate, they decided to wait until morning. Fransca, hearing this, shouted excitedly, "Yes! YES! Good! Sleep well! My mistress returns! When next you face her, she will be MORE POWERFUL than you can possibly imagine! Ha ha ha ha!" At that point, the party decided to put a gag on her.

The dawn brought a pouring rain. The party had a breakfast of porridge, curds, and milk with the farmer and formulated a plan. They would go through the gate and head straight to the temple and kill anyone that tried to stop them. 

Valerius took the farmer aside. He told the farmer he would like to pay him for his assistance. The farmer requested a paltry sum of 1 silver per person. Valerius paid the man 500 gold coin! Dunth was dumbfounded and confused. 500 gold coins was more money than the farmer would see for a hundred harvests! Valerius assured him of the gift, admonishing him to keep it hidden and secret and to not spend it all at once. 

Leaving for the village, Valerius asked Dunth if they could borrow a wagon, an animal, and some cloaks. Dunth said that all he had was a rouncey merychippus and a cart, but that the party was welcome to take them and keep them! Heck, you could take the daughter, if you wished! The party, silencing Knott, politely declined but took the merychippus and the cart. 

The party, clad in simple homespun hooded ponchos and carrying a bundle in the back of a cart, approached the village gate. The gate was mysteriously closed and no other farmers were seeking entry. At the gate, they called out. A strange voice answered, "The village is shut! Go away! You are not wanted here!"

While Absalom and Valerius distracted the gate guards, Babu and Burk slipped away from the group and scaled the wall beside the gatehouse. They slipped down and Babu activated his short sword, Scute, creating an impenetrable zone of darkness. Babu easily killed the two guards behind the gate, then climbed the ladder and slew the other two guards upstairs as they fumbled about looking for the alarm gong. When the darkness ended, Burk opened the gate and let the others in. 

The party made a dash down the town's main street. The town seemed deserted. Several of the entrance doors of the village shops were torn off their hinges and windows were smashed. Streaks of blood ran out of the entrances and across the covered boardwalks in front of shops. An alarm gong soon sounded from one of the other guard towers. The party turned right and made for the temple. Archers atop the gatehouse of the archon's keep began firing arrows, inuring a few of the slower members of the party. 

Once inside, the party made for the rear of the temple. They checked on the priests' quarters. Three of the four were scenes of violence and bloodshed, but no bodies were to be seen. They went downstairs to where the acolytes lived. The library was burned, the holy relics were desecrated. The acolytes' quarters held evidence of a struggle and bloodshed. The door to the senior acolytes' room was battered but secure, and braced from behind. Absalom called out and was answered by the young acolyte that summoned him in the middle of the night. The acolytes removed their barricades and opened their door. There were four survivors. 

Continuing their search, the party found a scene of charnel hell in the kitchen and dining halls. Several of the bodies of the villagers and acolytes had been prepared and eaten, their carcasses left on the tables, entrails spread across the room, bodies hanging from meat hooks, and other gruesome horrors!

So far, there was no trace of the cult. However, the party followed a trail of bloody footprints on the floor to a secret door hidden in the store-room. Stairs led down.

The party rushed headlong towards righteous vengeance, bursting through the door at the bottom of the stairs! They made short work of the four cultists standing guard at the entrance of the narthex.

A Traffic Jam of PCs!
They opened the door to the right to reveal four ophidian ghouls and four ophidian zombies, the corpses of the dead animated by muscles comprised of living serpents, feasting on the body of an acolyte! The squamous undead left their gruesome meal and rushed the doorway. Valerius, Knott, and Jalani held them at bay, killing each one at a time as they tried to exit.
A blurry shot of Serpent-Ghouls and Serpent-Zombies

When there were but a few left, they pushed into the room so that the remaining creatures could be surrounded and killed. 

Searching the room revealing nothing but a coat-room and simple storage. 

Across the hall, the party found a prison with four cells containing villagers and acolytes. When told of the atrocities committed in the village, one of the prisoners called out "By the Gods! I may be to blame!"

When asked for details, he revealed himself as Karzun, a sage and expert in ancient cultures. He had come to Wince searching for ruins of the ancient empire of Nagina Samrajya. Nagina Samrajya was the empire of the serpent ones, who ruled the earth millions of years ere the rise of man. He found the buried ruins of a city in the swamps a day's journey southwest of town. He even found what he believed to be the buried remains of the god-king and god-queen of Nagina Samrajya. Unfortunately, he was betrayed by the men he hired for the excavation. They stole the remains roughly six weeks ago. Later, he was captured by agents of a sinister serpent cult! They were led by at least two surviving members of the ancient serpent race. Apparently, the serpent race can cast illusions and can make themselves appear human, even specific humans! However, they have a weakness, because of the shape of their mouths, they are unable to pronounce the phrase, "Ka nama kaa lajerama", by this you can know who is human and who is ophidian.

The party asked Karzun about Babu's sword. Karzun said the sword was named "Scute" and was an ancient weapon of Nagina Samrajya. He said that Scute was the only weapon that could permanently kill Explictica Defilus.

The party release the prisoners but admonish them to stay back and be safe. They continue on and find a large room, the chamber of the serpent cult!

Explictica Defilus... AGAIN!!
 
The God-Queen of Serpents on her Throne


The room was large, nearly seventy feet per side with a twenty foot ceiling. A narthex on the west wall gave the room two entrances. A large raised platform dominated the east wall which was dominated by a large frieze and symbol of Set, God of Serpents. Lounging atop the dais was Eplictica Defilus, the undying God-Queen of the ancient Serpent Race, flanked by two priests wearing green robes: the priest of Justica known as Wethis and the elusive priest from the excavated dungeon whose name was Garliss. In the room were six snake-human hybrids, each armed with two scimitars, and two human acolytes of Set. A mysterious pit sank into the floor in front of the platform.

The party advances... cautiously with eyes closed.
The party split up, with Valerius, Gwen, and Jilani taking the left flank and Absalom, Knott, Babu, and ten-year-old Helise, truly a brave little princess, taking the right flank. Burk stayed behind in the narthex with the acolytes.  Gwen, Babu, and Helise, being ranged fighters, stayed back, avoiding the hypnotizing gaze of the naga queen. The rest blindly rushed forward, literally, their eyes squeezed shut against the effects of the charm. Gwen summoned a magic eagle which flew up and harassed Explictica for much of the fight before being bitten and dying from venom.

The battle bogged down at the stairs leading up to the dais. Valerius was caught in a magical web spell cast by the naga but managed to pull himself free. Shortly thereafter, Valerius, Absalom, and Knott were all three paralyzed by the effects of a dark incantation from Wethis. Unable to move or attack and only partially able to defend themselves, the charge was stopped.

Jilani rushed to the aid of Valerius but was of little help. Helise moved out from behind cover to likewise aid her allies, but in her haste did not close her eyes and was charmed by the queen of serpents. Explictica teased Helise, taunting her with descriptions of the torment of her people, forcing her to look into the well. The pit was clogged with the dying victims of the serpent cult's atrocities. Villagers were flung, living, into the deep pit. Their bones broken. There the poor wretches were left to die, heaped on top of one another like living garbage. Their pitiful moans and feeble cries for help  could not be drowned out by the din of battle that filled the room.

Knott fell to Garliss. Wethis, confident that the north flank was secure, moved over to the south flank and began to slowly choke the life out of Absalom, taunting him and declaring Justica a dead goddess and that all justice was false. Valerius had lost all faith and was ready to declare defeat. The battle seemed lost.

Babu activated the darkness of Scute and rushed forward to Absalom's aid, only to be covered in another web spell. The darkness was apparently ineffective against the dark-vision of the Naga Queen and her minions. However, Babu made it to the steps of the platform and Wethis, confused by the darkness, was killed by Babu and Scute. Babu, however, was cut down on the steps by a snake-human hybrid.

However, killing Wethis ended the paralysis. Valerius and Absalom broke free. Absalom rushed the north steps of the platform, followed closely behind by Jalani and now Burk. Jalani uttered a prayer and paralyzed Explictica Defilus. At the top of the platform, Valerius drew Duirn's Dwarven Dagger and began stabbing the naga in the head. Burk was charmed by the Naga and began attacking Valerius. Valerius was finally able to blind the Naga. Jalani crawled over the twisting coils of the blind Explictica to reach the other side of the platform, where she grabbed Scute. With a final blow from Valerius and Jalani, Explictica Defilus was killed.

Explictica Defilus' corpse slid off the platform and into the pit, where it exploded into a geyser of glowing blood like liquid sparks that rained from the ceiling of the chamber.

The god-queen of serpents was dead!

Meanwhile, during the confusion of the final moments, Garliss, who had been constrained by webs and ignored, managed to transform himself into snakes and slither away, again.

TO BE CONTINUED!

 Post-Game Analysis
My original plan was to use the teenage girl to provide the party with some intelligence on the cult, and bait to get them to destroy the cult once and for all. You see, Explictica Defilus had to be resurrected by Garliss each time she was killed, each time requiring a human sacrifice. The party had a small window to destroy the cult while Explictica was still "dead". Had they taken the bait, the assault on the temple would have been quick and easy. Two priests and a few acolyte guards.

Unfortunately, the party didn't take the bait and played it safe so I amped up the planned encounter as well as the consequences of their inaction. Explictica was returned, and this time more powerful than before, with a bigger hit die and +1 to her spell check. Emboldened, the cult then went on a rampage throughout the town, killing and pillaging most of the villagers. Garliss reanimated many of the corpses of the villagers into snake zombies to guard the walls.

The fight itself was very touch and go for the party. Paralyzing Valerius, Knott, and Absalom was almost a game-ender. I rolled REALLY well! Fortunately, paralysis is very loosely defined in the DCC rules. I gave the PCs the same benefit I gave the monsters when they were paralyzed by Absalom or Jalani: they could not move or act, but they still got their AC, minus their Agility bonus. In retrospect, I should have treated their Agility as 0 (-3).  Anyway, the paralysis was very demoralizing for the players and I had to encourage them to keep going.

Later, I looked up how paralysis worked in 3rd edition, and had I used THOSE rules, it would have been game over for the party. My paralysis is more forgiving, but I apply the same rules to the monsters, so there.

Gwen was a non-participant in the fight. She's still at -5 to all actions after losing Cake, and as a result Gwen's player was disengaged. I gave him Helise to play, but that was a mistake since no one wanted to endanger the ten-year-old orphan princess, despite her now being a first-level Cleric.

Finally, Scute's darkness ability is over-powered. The ability is poorly defined in the DCC rulebook, saying only that the wielder can create 20' of darkness at will. Can the wielder see in the darkness? Do creatures with darkvision see through the darkness? We decided that Babu could see fine in the darkness and that creatures with dark-vision could see fine. However, I am reconsidering changing that so that Babu can't see in the darkness but neither can darkvision.

Finally, the players are very concerned with the death spiral of taking on a permanent -1 penalty each time they are rolled over from death. We are having fun with these characters and the death-spiral mechanic is not fun.

I'm all about my players having fun. So I'm replacing that mechanic (we kept forgetting about it anyway, so it's never been implemented) with a permanent disfiguring scar table. Each time you survive a mortal wound, you receive a gruesome scar.

Finally, my players are worried about getting Luck back. As a result, I will be implementing the Luck guidelines from Kill it with Fire. However, I will be using the guidelines to make flat awards of 1-5 Luck per session, rather than forcing them to roll for them.

Does that make me a more forgiving GM? Yes. I'm not quite as harsh on the PCs as DCC suggests. We are telling a fantastic story, having fun, and enjoying our characters. If I need to increase the survival rate a little bit so that the players are having more fun, then I'll do it. If they're not having fun, I'll stop.

Monday, March 31, 2014

"The Lair of the Serpent Lord" Chapter 11 of the Xanthus River Campaign

Our party consists of:
  • Valerius (Level 2 Warrior)
  • Absalom (Level 2 Cleric)
  • Gwen (Level 2 Elf)
  • Sausage (Level 1 Dwarf)
  • Babu (Level 1 Thief)
  • Jilani (Level 1 Cleric)
  • Knott (Level 1 Warrior)
  • Wheezy (Level 1 Halfling)
Last week, the party had explored the lower level of the secret base of the cult of the Set, the god of serpents. They were nearly wiped out by hybrid snake-humans but were saved by Valerius and Cake the Rat. 

They had just found a large natural cavern flooded with water. The cavern was supported by eight tall phosphorescent pillars emerging from the middle of the lake. A small flat-bottomed boat rested on the shore.


It's a big dark cave!
The party boarded the boat and poled across the deep lake. 
Boarding the boat
They heard a hissing voice from the darkness, "Who dares disturb the fane of the lord of serpents? Who dares disturb EXPLICTICA DEFILUS?? Tell me your names that I might know you!"

The party engaged the sibilant voice in the darkness by answering its questions. Explictica Defilus recognized Valerius, "YOU! You are the one that killed by mate!"

Valerius was confused and consulted with his companions, "Um.. I am?? I don't recall."

Enraged, Explicta rose out of the darkened depths, revealing a large red and black snake with the head of a hideous human! Explictica was a Naga, one of the noble god-kings of the ancient empire of the serpent men!
Who dares disturb EXPLICTICA DEFILUS??
Valerius cautiously ordered the rest to pole the boat back to the muddy shore and disembark. There they waited as Explictica arrogantly closed the distance, unsuccessfully attempting to cast fireball spells. Gwen called upon the aid of the King of Elfland, imbuing her arrows with the spell of slumber. Her arrows failed to find their mark and she found herself under the enchanted charm of the naga queen. 
The naga approaches!
Explictica attacked the party, biting Sausage who survived the naga's venom by luck alone.  Explictica was soon overwhelmed. As a final act before dying, Explictica disappeared into a sulfurous ball of fire, leaving no trace behind and knocking everyone to the ground. 

The party soon regained their wits and poled the skiff to the far side of the cavern where they found the naga's treasure horde. After gathering up the treasure, the party decided to leave the dungeon and return to Wince to rest, divide loot, and resupply. 

On their way out, the party encountered a small pack of giant rats which were quickly dispatched.

Outside of the dungeon, the party saw that it was midday. They began hiking back through the swampy terrain. While passing near the sunken ruin of an ancient colossal statue, the party was attacked by a giant snapping turtle! 
Okay, an ankylosaur is the closest thing I had to a giant snapping turtle.

Does anyone else notice the humongous statue?
The turtle posed little threat and was soon killed.

The party arrived in Wince at sun-down, covered in mud and gore. A large crowd of villagers, nearly the entire town, had gathered in the town square to hear a message from Archon Hadrus. The villagers were much confused as to their state. It seems nearly everyone in town had amnesia and could not remember the last six or seven weeks!

Archon Hadrus appeared with his magistrate and Father Wethis, priest of Justica. He reassured the town, informing them the town had been placed under the spell of an evil warlock named Kn'Tor, and that he had sent his finest warriors to hunt down Kn'Tar and dispatch him. Kn'Tor will be made to pay for his evil crimes! The villagers were dubious but trusted their leader. They returned to their lives.

The party attempted to book a room at the Green Tiger Inn but were turned away until they had bathed and acquired new clothes. They were directed to the bath-house next door. After refreshing themselves, they returned to the inn and ate dinner and rested. Gwen decided to sleep in the forest instead and Knott returned to his own home (he is from Wince).

Absalom overheard some merchants exchanging rumors about Kn'Tor. Absalom contributed a rumor of his own, that a naga had placed the town under its spell and that the naga had been killed. 

That night, while sleeping in their private rooms, Absalom heard a gentle knocking on his door. The knock was the secret code used by clerics of the holy order of Justica. He answered it and was greeted by a young acolyte carrying a paper lantern. The said that Father Wethis wished to see Absalom in private and that Absalom was to follow the acolyte to the meeting. Absalom did so. 

The acolyte led Absalom to a darkened chapel in the village basilica. The hooded and robed Father Wethis stood on the raised dais in the apse, illuminated by a candle. Wethis asked Absalom about his travels and where he was the past few days. Absalom answered evasively. Wethis said that he has heard that Absalom was spreading rumors of a naga, thus undermining the Archon's story and authority. Absalom was to stop immediately. In addition, Absalom, being a traveling mendicant, should be on his way, unless he has in interest in settling down and joining the hierarchy here in Wince. Absalom answered that he planned on leaving soon. Wethis replied, "Good". With that, Absalom was escorted back to his room without incident.

The next day, the party spent the morning dividing loot and treasures. Absalom was able to identify each magical item through intense prayer. Afterwards, the party consulted with a local alchemist on the properties of various potions they had obtained. They then purchased additional arrows, torches, food, and other equipment and prepared to return to the dungeon.

Before they could leave, they were met by representatives of the town guard who informed them that they were invited to an audience and lunch with the Archon. They politely agreed. 

The Archon was a gracious host, talking up the towns trade facilities and many services. Apparently, he had heard that the party was flush with coin and was hoping to get them to spend it in Wince. He gave a tour of the village's defensive capabilities while his younger sister provided a tour of the dock and warehouses.

Afterwards, they were brought into a fine dining hall equipped with many victuals for lunch and conversation. Each of the party members were poured goblets of wine and offered a toast to their good fortune. Valerius politely declined, creating a breach in etiquette and offending his host, the Archon. Everyone else drank to the toast. Sausage and Wheezy immediately passed out. Everyone else became groggy and disoriented. Valerius drew his sword as men-at-arms rushed into the hall with halberds brandished.

A dry hissing voice came from behind a curtan, "Foolish mortal! It takes more than that to kill EXPLICTICA DEFILUS!"

TO BE CONTINUED!

Monday, March 24, 2014

"Knock Knock! Who's there? Your DOOM!" Chapter 10 of the Xanthus River Campaign

Our party consists of:
Valerius (Level 2 Warrior)
Absalom (Level 2 Cleric)
Gwen (Level 1 Elf)
Sausage (Level 1 Dwarf)
Babu (Level 1 Thief)
Jack (Level 1 Warrior)
Knott (Level 1 Warrior)
Wheezy (Level 1 Halfling)
Last week, the party cleared much of the first level of the secret lair of the serpent cult near Wince, getting as far as a flight of stairs descending down before they decided to retreat to a defensible position and rest.
They moved all the cots into a single cell, formerly used by cultists guarding the entrance, and closed and barred the door. Valerius had the first watch.

Before resting, Jack made two announcements to the group. First, Jack was not a man at all. He was a woman who had been pretending to be a man! Her name was Jilana, and she fled a live of servitude and arranged marriage back home. Also, she was not a warrior but was, in fact, a cleric of Amun Tor! The party was shocked for a moment, but glad they had another cleric, hoping this one would be proficient in their craft.
Settling down for a rest
About an hour into Valerius' watch, there was a gentle knocking at the door. Valerius woke everyone and they positioned themselves around the door and prepared for battle.
Valerius queried, "Who is it? What do you want?"
The voice responded, "Open the door! I must tell you something!"
Valerius dubiously countered, "Can't you tell us through the door?"
The voice said, "I don't have much time! Open the door else I must leave."
Valerius, wary of a trap, slowly opened the door.
The figure beyond was clad in black robes and leather armor, his bald head, lack of eyebrows, pallid complexion, and sinister countenance bespoke of a member of the serpent cult. The figure was holding two clay flasks of oil with burning wicks, which he promptly tossed into the room.
One grenade shattered and burst into flame, catching Knott on fire, while the other failed to shatter.
As the figure turned to escape, the party quickly rushed him, surrounding him. He was quickly stabbed to death before he could even act.
"Ahh! My Initiative was lower than I anticipated!!"

 The party saw that the hall had been barricaded at both ends. One end was completely walled, the other left a small gap open to allow exit one at a time.
Another cultist wearing armor and carrying the weapons of a warrior called out to them from beyond the gap, taunting them. He dashed back towards the guard post near the entrance. The party gave chase, only to encounter a devious trip-wire+clothesline combination trap. The armored warrior continued south down a corridor, trying to lure the party deeper into the dungeon. Valerius, wary of more traps and an ambush, had everyone stop and withdraw.

"Come and get me, COWARDS!"
Gwen asked her lazy familiar Cake the rat to scout down a hallway. Cake responded, "Well, I WOULD, but it's all the way over there I'm way over here!"
The group retreated to their cell and re-barred their door to continue their rest. Gwen, perhaps unwisely, allowed Cake to take a watch. Cake immediately fell asleep, meaning there was no one to wake the next on watch, or the next. Luckily, the remainder of the rest was uneventful.
"Nope! We're not falling for it!"

Waking an unknown number of hours later, the group continued their expedition. They travelled west the south, cautiously retracing the path of retreat made by the mysterious warrior, searching for traps at every doorway and intersection, sometimes unsuccessfully.

They passed through the large columned chamber and travelled west, then north, to a heavy wooden door which was barred from within. It took Valerius maybe fifteen tries before he was able to kick the stout door down, given anyone within plenty of warning and time to prepare.

Inside was a sitting room with overturned chairs and upturned tables. Behind the table was the mysterious warrior.
The overturned chairs were very nice. They were upholstered in velvet with brass hobnails and fancy arm-rests.
 The party rushed in with Sausage at the lead followed by Valerius. As Knott came through the doorway, he was attacked from behind by an assassin that could have been the twin of the cultist who earlier knocked on their door. The assassin was cut down in a single stroke. The warrior was soon felled by Sausage and Valerius.
"Curses! I am undone by my lack of Hit Points!"
A brief search indicated that the assassin bore a magical short sword, an ancient looking weapon with a curved sinewy blade. Written on the blade in a curvilinear script was the word "Scute". When Babu took the blade, he was overcome with ambition and paranoia. He knew then that he would one day rule Nagina Samrajya- the ancient kingdom of the Serpent People! He will eliminate all the fools who oppose him through the subtle art of assassination! Wait, what? Whoah! Where did that come from?

Anyhow, they continued searching, finding a room shared by the twin assassins, a room for the warrior, and a room for one other, as yet unaccounted for cultist, apparently a spellcaster for within his room was a chest protected by a glyph of warding. Babu failed to disarm the chest and was paralyzed until Jilana uttered a prayer to revive him. Within they found clerical robes, a mace, and a scroll with two "cure light wound" prayers written to Set, god of the serpents.

Exiting the chambers of the cult lieutenants, they took the west passage, noting that the way south was blocked with mud and dirt from a ceiling collapse. Northward took them into a large flooded natural chamber supported by a column.
Valerius: "It's a flooded cavern. So I'm going in alone then?"
Valerius trudged through the wet sticky muddy bottom to inspect the door to the east. In so doing, he was attacked by a large killer frog.
Valerius about to get french-kissed by a giant carnivorous frog.

When Knott came to help, he, too, was similarly attacked. The frogs were swiftly dispatched and it was soon verified that the east door joined up with the main entrance.

The party turned back and retraced their steps, south then east then south through the secret door. They took the boat to the west passage from the crocodile cavern and found the way blocked by mud and debris from the ceiling collapse. Wheezy the halfling scrabbled through a narrow gap and explored the way south, finding a flooded cavern filled with rotting decaying bodies and the putrescent stench of the dead. Disgusted and repelled, wheezy returned to report. The party elected not to follow up.

The party then took the boat back to the south corridor from the crocodile cavern. They explored the south passage and found that excavations had ended abruptly. They backed up and explored the west passage until they located the den of the giant weasel. Searching the mud, they found coins of all kind littering the muck, plus the tattered clothes of the Archon of Wince!

Afterwards, they returned to the hybrid guard post and decided to descend to the lower level.

A = Assassin Fight
B = Lieutenant Chambers
C = Giant Frogs
At the bottom of the stairs, the party encountered a labyrinth of natural caves and passages. At Valerius' instruction, they kept left, heading west.

They soon explored a small empty room only to be attacked by a giant spider!
Gwen: "Nope! Nope! Nope! Nope!"

Sausage became pinned, impaled by the spear-like pedipalp of the humongous arachnid. Luckily, the spider's poison had little to no effect and the spider was soon killed. Gwen, whose player is apparently upset by spiders, stayed far far out of the room, repeating "Nope! Nope! Nope! Nope!". One of the prayers of Set soon returned Sausage to health and vigor.

Continuing to explore, the passage turned north. After finding an empty room, the party continued north until they encountered a huge chamber lit by dim torchlight. The chamber was thirty feet wide but over a hundred feet long and curved to the east at the far north end.

A large creepy cavern!
Within the chamber were several large masses of what appeared to be amniotic sacs. Within each was the silhouette of a human being transformed into more of the snake-human hybrids the party encountered in the guard post upstairs.

Trust me, each pile of skulls was an amniotic sac.
Before they could act, they were set upon by eight hybrids who had camouflaged themselves and were blending in with the muddy walls of the cavern!
The party is beset by snake-human hybrids!
Two threw small cages containing venomous snakes, one at Sausage and one at Valerius, which burst open on impact. Sausage was bitten and fell! Each of the others bore spears and scimitars upon the rest. Babu fell, then Jilana, then Wheezy. Absalom moved to Jilana and restored her to health using the remaining prayer to Set, but Absalom was soon cut down himself, quickly followed once more by Jilana, and then Knott! Gwen and Sausage took down a serpent but were themselves removed from the fight, leaving only Valerius! And wait? What about Cake? Yes! Cake too!
Valerius and Cake the Rat have left the serpent-hybrids bereft of names!
Valerius was surrounded by seven serpent-hybrids. He became a cyclone of flashing steel, with Cake nipping at their heels like a rabid dog! After a gory melee of serpentine death, Valerius and Cake had defeated all of the hybrid abominations! Valerius checked on his companions. All had survived, even Knott who survived by sheer luck alone!

Valerius was so impressed with Cake's fighting ability, he declared Cake his own familiar, ordering Gwen to find a new one! Cake pointedly reminded Gwen that he had yet to receive his cheese!

Cake sitting on Valerius' shoulder after the battle.
After a short rest and some restorative prayers to Justica and Amun Tor, the party was ready to continue. They continued to take the far left passages, which now led east.

The party then entered a small cave containing a carnivorous theropod the size of a large bear chained to the north wall, the jawbones of its victims jammed into the mud walls like prizes. Noticing that the chain only allowed the beast to within five feet of the south wall, the party's ranged fighters moved forward, only to comically retreat as they realized that being within five feet of the beast put them within reach of its snapping jaws!
"Look, it can't come near the wa... OH DEAR GOD! RETREAT!"
Instead, they pelted the poor beast with arrows and sling stones from a safer distance until the monster was dead.

With that, the party moved into a very large cavern containing an underground lake. The cavern ceiling was supported by eight glowing pillars of natural stone, giving the chamber an unearthly green cast. A flat-bottomed skiff rested on the shore near them.

D = Giant Spider
E = Snake-Human Hybrids
F = Bonesnapper
TO BE CONTINUED!

Afterthoughts
I got to use my Dwarven Forge cavern pieces a lot that night, which was a lot of fun. I don't get them out very often. They're pretty but they're kind of a pain. The walls are too high and block visibility. I'd much rather have shorter cavern wall pieces like my dungeon walls.

Speaking of the dungeon walls, I can't recommend them enough: War Torn Worlds Fat Dungeon Walls.

Almost all my pictures feature them. They are fantastic! I own two packs. My players agree that they're the best investment I've ever made on gaming. They're way more flexible and visible than tiles, and easier to arrange. They're shorter than minis so they don't block visibility or hide the action. They're also made of rubber so they won't break or shatter if you drop them, they're light weight, and won't chip.

What I WISH I had were cavern walls like those dungeon walls: rubber, short, and just walls. I don't need the floor, I have a game mat (several, in fact), or tiles. Cast dungeon floors are a waste of poly-resin, or rubber.

So, given that, I took a stab at making what I want. I made them out of clay, so they're not EXACTLY what I want, but they're short and will get the job done.


Next week: Against the Cult of the Reptile God, Part Three! "The Lair of the Serpent Lord"

Monday, March 17, 2014

"Against the Cult of theReptile God" Chapter 9 of the Xanthus River Campaign

Our party consists of:
Valerius (Level 2 Warrior)
Absalom (Level 2 Cleric)
Gwen (Level 1 Elf)
Sausage (Level 1 Dwarf)
Babu (Level 1 Thief)
Jack (Level 0 Man-at-Arms)
Knot (Level 0 Rope Maker)
Wheezy (Level 0 Halfling Gypsy)
 
Meanwhile, back in Wince:
Nip (Level 1 Cleric)

Last week, while en-route to their home in Duirndown, the party stopped in Wince to recruit some men-at-arms. While there, they decided to investigate the cult activity they discovered the last time they were in Wince. They soon found some secret tunnels and a map leading to a hidden cult base of operations twelve miles away in the forest. They found the hidden base, an area of the swamp that had been drained to reveal ancient stairs leading underground to an entrance protected by four cult guards, which were quickly dispatched, but only after the death of two of their men-at-arms.

Heading East
The group was presented with three passages to the east, south, and west, and chose the east passage. They skipped a passage filled with doors and found another shorter passage that sloped down and ended in a door. The passage in front of the door was filled with wet mud. The thief inspected carefully and noticed a greenish hue to the mud. Fearing green slime, they poured oil on the mud and set it on fire.

The billowing smoke soon filled the corridor. One of the doors in the untaken passage opened and a female cultist popped her head out, saying "Where's that smoke coming from?" then, seeing the party, shouted, "Intruders! To arms!"

"Intruders! To Arms!"

She rushed to wake the other cultists sleeping in one of the other rooms while her three companions poured out to defend their base. A battle ensued in the hallway with Valerius and Sausage holding the front line and Gwen, Wheezy, and Babu firing bow, sling, and crossbow, respectively, from the rear. Four unarmored cultists, roused from their slumber, soon joined the fray.
Cultists poured into the hall
 
Fierce battle in the hallway
 The battle soon ended with eight dead guards littering the hallway.

After quickly searching the bunk cells, they tried the remaining unopened door, only to find it locked. Valerius kicked it open and surprised the four sleeping guards on their cots.
Sleeping Cultists
Gwen tried to summon forth a dire wolf but failed, miserably, resulting in a sickening amalgamation of inside-out wolf guts, muscles, bones, and fur falling with a sickening splat onto the floor. The rest of the group rushed in and stabbed, chopped, and bludgeoned the unarmed and unarmored cult guards before they could even get out of their cots.
Moving on...

The party then explored the passage to the north and found a kitchen. In the rear of the kitchen was a hall that led to a door. No matter what they did, the door could not be opened, yet it did not appear to be magical. Valerius pulled heroically on the door to no avail. The party concluded that the door was false, set up as a devious practical joke for purposes no one could fathom.

The party then travelled down a southerly corridor, finding two empty but partially collapsed rooms, a westerly passage ending in a flooded cave, and a southerly corridor ending in a door.

They opened the door into two large adjoining chambers with high arched ceilings supported by columns. A ghostly yet beautiful voice echoed from the far chamber, beckoning them forward. Everyone was enchanted by the voice, save Gwen, Knott, and Absalom.

"This looks bad..."
 
"Enter with caution."
Those enchanted by the magical voice walked slowly forward, as if hypnotized, into a deep pit of mud that separated the two rooms. Those with clear heads soon saw the harpy that called to them and began loosing arrows and sling stones at the creature. Absalom, frustrated at the situation, tried to plug Valerius' ears with the only material he had at hand, his bag of night soil, but to no avail.
"Crap! Harpy!"
 
As soon as the enchanted party members had become stuck in the mud, the harpy flew forth to attack them. The harpy ineffectually grabbed at the victims with her claws while she was peppered with arrows and bullets.
"Charmed party members stuck in the mud..No worries the Harpy died"
 Some critical arrow hits quickly brought the harpy down. The enchanted party members soon regained their wits. Babu was able to climb the walls carrying a rope and bypass the mud pit. Soon everyone was across and searched the harpy's nest, where they found fabulous treasure.

After that, they skipped the flooded cave and went all the way back to a westerly corridor they skipped earlier. They found a larder stocked with supplies and a southerly corridor with a collapsed wall, revealing a flooded cave. They followed the corridor and found a trapped door protecting a room filled with casks of wine and beer. They loaded the men-at-arms with the smaller portable casks. Around the bend to the west they located a large entrance chamber supported by four stout columns. Along the walls were bas reliefs depicting an ancient kingdom of serpent men who worshipped giant snakes with humanoid heads.

After confirming that a northerly corridor linked up with the entrance, they backtracked and continued west. At a right turn, Gwen found a secret door. Behind which was a natural corridor that opened to the flooded cavern, and a boat.

The party took the boat across the flooded cavern, taking notice of the albino crocodiles resting on a shore on the north edge of the cavern. Spotting three exits, one west, one east, and one south, they decided on the southern exit. The exit led to a corridor and a four-way junction. The westerly and southerly corridors were covered in mud. Suddenly, a giant angry weasel scurried from the western corridor and attacked! After a brief fight, the party killed the weasel and decided to go east.

Giant Mud Weasel
 The corridor turned to the south and ended in a stout primitive door which was barred from the other side. Valerius busted it down and the party engaged three guards, strange serpent-human hybrids, each carrying two scimitars, in battle while a fourth ran to an adjoining room to summon four others.

Snake-Human Hybrids
Pitched Battle!
 After a pitched battle, all but one hybrid cult guard was killed. The remaining one fled, but Babu and the rest gave chase. As the guard ran down a set of stairs, Babu killed him with his crossbow.

A snake-man fled for his life!

He was followed by Babu and the others!
 The party was exhausted. Though they had spent barely an hour exploring the dungeon, they decided to retreat and rest. They back-tracked to the sleeping cells of the guards, where they left the eight bodies in the hall. They arrived to find a giant lizard feasting on the carrion. The lizard took notice and charged the party in an attempt to defend his find. The party set upon the lizard and it was soon put down.

"Aww... He's CUTE! Who's a cute lizard monster?"
Having secured their rest area, the party pulled all the cots into one room and set a watch while they rested.


TO BE CONTINUED!

Next week: Against the Cult of the Reptile God, Part Two!


Afterthoughts

No real comments this week. Just a lot of fun dungeon crawlin.

Lucinda joined us again. She plans on joining us next week.

The fake door cracked me up. It was fun to see the players put so much thought into it. I finally broke down and told them the truth so they wouldn't spend any more time obsessing over it.

Lucinda, playing Babu, did a great job checking every door for traps, eventually finding the trapped wine cellar.

Absalom and Gwen were out of spells so the group decided to take a rest. We'll see if they get a full eight hours of rest. Ha, right!

After the final fight, all the zero level men at arms leveled up to first level. Absalom and Gwen hit second level.

Explored This Week:
1. Green Slime
2. Fight with Cult Guards
3. Harpy
4. Weasel
5. Snake-Human Hybrids
6. Giant Lizard