Showing posts with label ToEE. Show all posts
Showing posts with label ToEE. Show all posts

Thursday, August 23, 2012

A Tale of Greed, Betrayal and Level Inappropriate Adventure

Being a true account of the shenanigans players from my Temple of Elemental Evil Campaign got up to  several months back.

Prolog

Screng the Witch of Nulb manipulates a gullible group of "good" adventures into acquiring the ingredients needed to create a slithering stalker. For the last component, a giant boa constrictor, she promises them aide in looting Sithogy the Black's hoard.  This aide ended up being a Gem of Greed. Which supposedly would enable them to easily recruit "fodder" to distract the dragon while they safely purloined its pretties. Screng assumes the no longer useful adventures will be killed. If they somehow manage to best Sithogy, well just one more bit of dirty work the party has done on her behalf.

Interspersed between running errands for the chaotic evil, Iuz worshiping witch, the party also manages to do favors for Lareth, EHP of Lolth and favored son of the ToEE.  Same EHP that has been attempting to recruit the characters ever since they wiped out his minions garrisoning the 1-2nd level part of this campaign. Recently, the party accepted Lareth's gift of six water breathing potions to be used to "do away with" the barge that "block the view from my penthouse" in the Loose and Easy, Nulb's finest brothel and gambling house.

Player Choice is Beautiful

As referee I provide choices; some good, some ok, and some really bad. As an "evil" referee I frequently attempt to exploit player's (or their roleplayed character's) greed, pride, fear, and vengeance. I goaded them with mentions of how huge dragon hoards are, how long it took me to roll up all the magic items in it, and quick flashes of the long list of its contents [effects of the Gem of Greed, meta-gaming isn't just for players, hehe].  The known evil Screng encouraged and assured them success. NPC agents of good strongly cautioned against messing with Sithogy [both cause they either knew he was "too touch" or cause their agenda was/is to get party to beat down ToEE not dally with dragons].

I was surprised when players started seriously planning an attack on Sithogy. I feared they had mistook last several session's activities with Screng as "story arc" culminating in "raid the dragon" or that my cajoling had unduly influenced them.  So, I explicitly out of character reminded them of the barge "adventure" [which honestly was another (less) bad choice]. Also, of the ToEE adventure [the "best" choice campaign success wise]. Finally, reading directly from the Dragon's monster entry "fear aura all creatures less than 5HD must save vs fear or be screwed, suggesting that dragons are challenges ill-suited for 3rd level characters like yourselves." But ended with, "there's always a chance and I've seen y'all pull off the unbelievable.  So, if you really want to, don't let me convince you otherwise."

Ah, player choice is beautiful...

Round up a Mob

The party decided to propose a partnership with The Dwarves (five bearded fellows who run "Friday Night Croc Fights" outside the Waterside Hostel, and importantly for current endeavor have their own dwarven sized Drakkar). These dwarves had rebuffed the party's previous solicitation to raid Sithogy's lair (for Screng's boa constrictor). Despite party's success with that, they still thought if folly to mess with dragons. Then someone produced the Gem of Greed muddling the Dwarves' minds with glints of gold and sparkling jewels. After that it was a struggle to get the Dwarves to wait till daylight before embarking for Sithogy's Mound.

I don't remember all the details, I believe handbills were posted. Eventually 2/3rds of Nulb's finest were heading down river towards The Mound.  Including;

  • A drakkar of Dwarves, various folks from the Waterside Hostel, and Otis the town's blacksmith (secretly 8th lvl Fire Temple agent).
  • Cruella's Water Temple Ally, barge sporting small catapult, two balista, and crammed with 60+ greed crazed neer-do-wells.
  • The river galley of Dreadful Captain Roberts, his crew + couple dozen extra, and a couple Water Temple priest "advisers" who had the misfortune to momentarily glimpse the gem of greed.
  • Handful of skiffs, flatbottomed fish boats, and one guy paddling a bit of driftwood.
  • HMS Resource, a 24 gun frigate and the party's "ride".

Notably absent was Tianna river pirate "Queen" or her peoples.

But We Had a Plan

  1. Sail into lake surrounding Sithogy's Mound.
  2. Use water-breathing potions to enter Sithogy's lair (they were told it was underwater, they didn't think to ask where in the mile wide lake though)
  3. Profit!
As soon as lake is reached chaos ensues. For some strange reason the Chaotic Evil pirate types don't seem interested in following the party's carefully laid out plan. :)

The dwarves and Cruellea race for the mound.  Captain Roberts circles his galley around (looking to swoop in after others have beat each other up).  The party boards one of Resource's longboats and heads towards mound.  On they way Umi, Paladin of Kord, wants to drink the potion of water breathing but the party convinces him to wait so they can all do it together once on shore.

HMS Resources begins shelling the mound which brings Sithogy out.  His first acid stream melts most of the passengers and siege weapons on Cruelella's barge.  She summons water elemental with "Scimitar of Waves".  Dwarves beach their longship and scramble down first hole they find.  Otis dies.  Sithogy and elemental duke it out underwater.  If it weren't for a series of bad roles Sithogy might have bought it.  One last acid spewing strafing run and Sithogy returns to his underwater lair.

At some point the Paladin drinks a potion of delusion and askes "what does it do?", "what do you want to do?", "I want to be a black dragon", "you transform into a black dragon".  Paladin then jumps into the water and almost drowns.

HMS Resource stops shelling just as party reaches shore (to avoid friendly fire and to flee the acid spewing flying lizard).  Together 6 of the player characters quaff the potions of water breathing.  I ask each for save vs death.  They are shocked that a chaotic evil priest would lie and give them poison instead of real water breathing potions.  [Actually, someone else switched the potions].  I think four of the players die on the spot. The rest decide to soldier on!

The eventually find their way inside mound and walk into Sithogy's barrels of oil / unseen servant / affect normal fires trap.  They watch the dwarves dig deeper into water filled tunnels where they drown or get ate by Sithogy.  Sithogy raises his head out of the inner lake and all of the party freeze, having failed their fear save.  Including the Paladin of Bahaumot wielding a dragon sword, the party's only hope at victory.  Sithogy lunges forward bites Paladin in half, takes halfladin and dragon sword (he now has two) beneath the murky water and back to his lair.  Surviving few collect their dead and leave.

As party is limping back to their hideout, Sithogy flys overhead towards Nulb. Swooping low enough to bellow "I'll have you for desert, annoying snotlings. But, first only witch will satiate my rage." [Sithogy only needed avg roll to correctly guess Screng was culpable for raid.   His "response" roll was very poor 1-2 So, instead of the expected cold, calculated revenge he flew off in a rage.]

After several days, curiosity overcomes fear.  The party goes to see the devastation wrought by Sithogy. They find none. Nulb, is emptier, but much as it always had been. An evil looking black dog is chained up outside of Screng's ramshackle hut.  The druids Speak with Animals elicits nothing but furious barking. Hruda, Screng's daughter, yells from inside hut "Sithogy, shut up!"  The dog growls under it's breath a vicious hatred

[I knew the witch would attempt to mislead, connive and lie, also that Sithogy was very truly pissed. Screng did not get the 19-20 roll she needed to "charm" her way out of this mess. Looking over my notes for "what next", noticed she had a devil's True Name (treat as wish more or less) I decided she used that to polymorph and chain poor Sithogy. Now, in back of player's mind is worry that Sithogy will get "free" and come after them, that they should try to somehow slay the dragon while it's still a "dog" or that they might "free" Sithogy themselves in ploy to take out witch, that something I haven't even thought of.  More player choices ;)]

Epilogue

Several player characters, dead. Half of Nulb's residents, dead. Most Nulb NPCs, dead. Otis, Fire Temple's powerful (8th lvl) agent, dead. All of Water Temple's agents and allies, dead. Sithogy, Air Temple's best hope for survival, good as dead. Many other ToEE agents and spies, dead Overall a fairly significant blow to the ToEE.  Screng and Hruda make elf ear cupcakes to celebrate.


Tianna, River Pirate Queen, being the only significant "power" left in Nulb quickly eliminates all competition and anyone who does not pledge fealty to her. Renames Nulb to Tianna Town. Being independent, capable and totally uninterested in aiding the temple. The ToEE has lost its local powerbase. Worse Tianna will soon be actively working against Temple interests. She will need to be dealt with. But first, something must be done about these pesky adventures who keep raiding the Earth Temple...

Also, a Slithering Stalker murdered the Archcleric of Veluna.

Monday, July 2, 2012

Slithering Stalker

[mwschmeer has been collecting these "Sithogy" posts into a Google Doc, cause he's awesome like that.]

Evil cultists, witches and sorcerers may learn the profane rituals required to create Slithering Stalkers, a sort of undead snake assassin. Any snake or snake like creature can be turned into a Slithering Stalker. Source creature's Hit Dice determine stalker's HD and must less than or equal to the HD/level of the ritual's performer. The ritual requires days of preparing ingredients, cursings, vile acts, and the like.

Ingredients required to construct Slithering Stalker

  • Snake skeleton
  • Hair, personal item, etc of victim
  • Blood of Elf
  • Hag's head (the monster not a crotchety old lady)
  • The usual, relatively easy to acquire bat wings, grave soil, etc.

Being Stalked

Once completed the Slithering Stalker will relentlessly seek out its victim. Supernaturally able to track them over any distance. Stalkers are masters of silent movement and concealment. Stalkers generally ignore distractions, but if forced, will attack and kill anything preventing it from reaching its victim.

Stalkers are undead constructs and have the typical immunities and resistances of those creatures. Assume Thief skills as level equal to twice Stalker's HD. Higher HD 6+ proly get to be invisible or ethereal, etc. A single touch by stalker will slay it's victim (PC's proly should get a save) or perhaps use assassination mechanics. Other stats should scale by HD, the source snake stats good place to start. AC should be on high side.

In my Temple of Elemental Evil campaign the party unwittingly provided Screng the Witch of Nulb with the ingredients required to construct a giant (from 30' boa constrictor) Slithering Stalker. [This was one of my greatest DM deceptions, spanning half dozen sessions over more than 6 months real world time ;)]. The party learned of their culpability and sent warning just before this stalker murdered The Arch-Cleric of Veluna. Casting Veluna's war with Iuz into further chaos. Something like this (background machinations, time pressure (warn victim before snake gets there), etc), rather than just straight up "kill the monster" is what stalker is good for.

Friday, June 29, 2012

Bottle Ship

[mwschmeer has been collecting these "Sithogy" posts into a Google Doc, cause he's awesome like that.  This item recovered from Sea Hag's treasure hoard in my Temple of Elemental Evil campaign.]

The HMS Resource

Is a 28 gun frigate of the Royal Navy.  Orded in response to the American Situation.  She was completed in 1778 at Deptford Dockyard.  Armed with 24 × 9-pounder guns amidships and 4 x 3 pounders on the quaterdeck.  Her compliment of 200 includes 9 officers and 24 Royal Marines.

In April 1781, subsequent to several hours of exchanging cannon fire, HMS Resource recaptured the 20-gun post ship Unicorn off Cape Blaise.  Completing transfer of the prize crew, HMS Resource continued south.  Five days later encountering a bizarre tropical storm.  In reality she had sailed (or been lured?) into a bottle.  Trapped within the bottle, ship, and crew traversed space and time.  Ending up as part of a Sea Hag's treasure hoard and from there into the hands of a somewhat bumbling party of adventurers.
Art by balint4 
Peering into the bottle ship the party could see miniature sailors manning a strange looking miniature ship.  They immediately shook the bottle causing a week long, raging storm for the hapless souls on HMS Resource.  Stymied by the unremoveable cork they argued for hours.  Finally with much DM prodding, a frustrated Paladin of Bahamut smashed it against some rocks.  Luckily this occurred near a large water feature for in less than a minute the miniature ship grew into 120' of Royal Frigate.  

The magic of bottle ships is such that whoever releases its ship has influence over captain and crew. Similar to Charm or Suggestion spells.  In this case, the captain is a commissioned officer of the Royal Navy and acts accordingly.  But, is happy to help out.  For instance ferrying the boatless (theirs having suddenly sunk) party and their Soggy Sea Chest ;) up river to Nulb.

Shortly thereafter HMS Resource's first action on Oearth was bombarding Sithogy's Mound NE of Nulb. Due to ever worsening leaks (the acid spewing dragon might have been also been an influence) she withdrew down the Imeryds Run. Making it as far as the great Velverdyva before the flooding forced Captain Fotheringham to order her run-aground. Officers, crew, and contingent of musket armed royal marines have found work in the City State of Dyvers while searching for a way back to King and Country.

Tuesday, June 26, 2012

Soggy Sea Chest

[mwschmeer has been collecting these "Sithogy" posts into a Google Doc, cause he's awesome like that. Item recovered from Sea Hag's treasure hoard in the Temple of Elemental Evil campaign I run ever other week. It led to the sinking of a comical amount of ships. Also, I found this very cool chest while looking for pics.]

Cursed Sea Chest of Sinking

This small chest has obviously spent many years underwater. Remains of barnacles and bits of seaweed dot it's aged and waterlogged wood. The metal straps and fittings are corroded but intact. No matter the environment the chest never dries out and drips a small puddle wherever it rests.

Opening the simple clasp reveals a blue velvet lined interior. Perfectly dry and in like new condition. As much as the exterior remains ever soggy the interior is kept magically dry. Even if the chest is submerged or liquids splash into interior.  Wet things placed within will rapidly dry out. Note: liquids in bottles or other containers are safe.

Surely a useful item to have onboard!  Except any boat, ship, or other water craft on which the Soggy Sea Chest spends more then a few minutes will sink. The sinking occurs slowly, starting with a few leaks, which gradually grow more frequent and larger. Depending on efforts to of crew it may take up to a week for a large ship. Once sunk the ships wood, rigging, sails will rapidly rot and it's metal fittings will quickly corrode.  This process is inexorable, continuing even if the chest is removed. If vessel is beached, dry-docked, or similar the materials will still slowly decrode until there is nothing left.
Fun to fill with cheap treasure and give to your least favorite local pirate.

Friday, June 22, 2012

Dragon Swords

[mwschmeer has been collecting these "Sithogy" posts into a Google Doc, cause he's awesome like that. These swords come from my semi-weekly Temple of Elemental Evil OSRIC Campaign. A player rolled up a Paladin of Bahamut we decided he was searching out the fabled Dragon Swords. Tracked down party cause the Scimitar of Dragon Control was in fact one of these Holy Weapons. Another Hateful Seeker, was nearby in the black dragon, Sithogy's hoard.]

Long ago the progenitor races (human, dwarve, elf, orc) crafted holy weapons of great power to bring about the end of the Dragon Age.  The orc and elf swords have survived.

Hateful Seeker - Orc Dragon Sword

Despite lack of artistic skill I make cards for all magic items.
Large two-handed sword of supreme orcish make. Pommel is carved dragon's head, grip is wrapped in red and gold dragon skin, the cross guard is made from two actual dragon claws.

A +2 sword. In the hands of a paladin this holy sword has the following properties:
  • +5 to hit and damage
  • +5 to hit and +10 damage vs Dragons, dragon cult priests, and the like.
  • 50% Magic Resistance to dragon magic
  • Dispel magic in 5'r at will
  • Slays dragons on natural 20 to-hit roll
  • Detects gems, precious metals, and other treasure 120'

Restraint - Elf Dragon Sword

Old business cards make handy magic item cards.

Elf style mithral scimitar. A stylized coiled, dragon forms the cross guard and continues up around the blade which is etched with it's fiery breath weapon.

A +2 sword, with limited ability to "control" dragons (as Suggestion spell).  In the hands of a paladin this holy sword has the following properties:
  • +5 to hit and damage.
  • +5 to hit and +10 damage vs dragons, dragon cult priests, and the like.
  • 50% Magic Resistance to dragon magic.
  • Dispel magic in 5'r at will.
  • Subdue one dragon, save at -4 to negate.

Thursday, June 21, 2012

Sithogy the Black

[mwschmeer has been collecting these "Sithogy" posts into a Google Doc, cause he's awesome like that. This was an (optional) side adventure in my semi-weekly Temple of Elemental Evil OSRIC Campaign. The party raided the mound, successfully capturing Sithogy's Boa for a witch (they should not have been doing favors for). Later; (at avg 3rd level!) the party, various local personalities, most of Nulb the pirate town's residents, a couple pirate ships, and the HMS Resource returned to slay the dragon and loot its hoard. Things didn't work out exactly as planned ;)]

Sithogy

Is a very old, smallish Black Dragon 6HD, 3AC, 36HP, d4/d4/3d6, 50' acid BW, Fear < 5HD, +2 saves, speaks, breaths water, 30% detect hidden, 50% asleep, has memorized Comprehend Languages, Affect Normal Fires, Unseen Servant, Invisibility.

He spends most of the time invisible. 60% in lair, 20% lounging around his lake, 20% abroad.

His true lair is deep underwater and unlikely to be penetrated. If cornered he's not that tough on paper. Played right, he should never be cornered. Sithogy is very smart, extremely cunning, selfishly evil and cowardly. He has survived for more than 350 years. Aided by spells and allies he employs traps, deception, misdirection, hit-and-run assaults, and "let's you and him fight" tactics. He regularly trades intelligence with Air Temple Priests, Screng the Witch of Nulb, a Sea Hag (before party killed it), and various swamp creatures (via spells). He will be aware of any threats to him in the region.  And many in this evil area are very willing to get on his good side by doing him a favor such as dealing with PCs who become too interested in dragons.

Rumors


  1. Sithogy collected most of the treasure left behind after The Battle of Emerdy Meadows and the Siege of ToEE.
  2. The Elemental Air Temple is attempting to recruit Sithogy.
  3. On the Winter Equinox Sithogy and Screng the Witch of Nulb perform vile rites atop his mound.
  4. Sithogy employs illusions and other arcane trickery to confuse those who shall soon be his supper.
  5. To safeguard their ships the Pirates of Nulb pay Sithogy tribute.
  6. Sithogy does not like the taste of Dwarve. 


Elevation and tunnel map of Mound Lair

The Mound

Sithogy's abode is a large, muddy mound of an island at the center of a mile wide lake he has dredged from the swamp far NE of Nulb. Numerous holes potmark its surface. Seventeen of which Sithogy has dug out into long twisting tunnels. These tunnels are roundish, muddy, slippery, and filled with roots, twists, and steep elevation changes. Nine of the holes lead to one of Sithogy's three pets (below). The other eight pass right through the mound. This "maze" should confuse and (ideally) provide food for his pets. Causing intruders to waste time futilely searching for the "one tunnel" leading to Sithogy's lair. Delaying them long enough for Sithogy to wake up and take notice.

Tunnel Encounters 

(roll once per tunnel or as desired)
  1. Big Boa looking for something to squeeze or G. Leeches looking for something to suck.
  2. Ceiling Snagwort 3HD, 6AC, 10' sticky tentacle, d6 strangle.
  3. Poisonous snakes or frogs, G. mosquito's, similar normal swamp creatures.
  4. Slip & fall, lost/broken item, mudslide, similar environmental damage.
  5. Swamp gas goes boom, 4d6 plus tunnel collapse.
  6. Punji sticks, ye old swinging spiked log, neck high wire, or the like. Remember Sithogy is smart, cunning and evil!

Boa's Lair

A big, 30' long, Boa Constrictor curls up here when it's not out hunting 50% of the time.

Leeches Lair

Gaggle of Giant Leeches suck it up here abouts.

Fungamoth Lair

Fun times. Fungamoth: 8HD, 7AC, only +5 to-hit, d4/d4/2d6, starts off bruise blue. In addition to tentacle touches and mouth bite it does one of the following every round:
  1. Changes Color; burnt range, lime green, radiant purple, flesh pink
  2. Static Charge, d6 to anyone who hits this round
  3. Spews spore pods, those hit save vs poison or confused d4 rnds
  4. 10'r 3d6 Lighting Ball
  5. 15' wide 30' long 3d6 Cone of Fire
  6. Hacks up ;disgusting blob of slime/mold/ooze of DM's choice
4, 5, 6 (and 2d6 bite attack) require a mouth. The Fungamoth has two of these at the ends of long "stalks". Looking very much like they can be cut off with a lucky or targeted slice.

Air Shrine

Surmounting the mound are the recently erected (by ToEE Air Temple) stone monoliths and sacrificial alter to Akadi, Air Elder Elemental Goddess. There is 1 in 6 chance of observing Air Temple Priest arriving or leaving via air elemental. If not, 1 in 6 chance of catching several Air Temple Priests performing some profane ritual under the open sky.

The Shaft

In the center of the air shrine a 10' dia shaft descends into darkness. Reminiscent of air shaft in ToEE a narrow staircase winds around its edge. The air temple is very weak and has few resources to spare for recruiting Sithogy despite it being their best gambit. Along the shaft are a few rooms containing four Air Temple Hobgoblins, Two Air Temple Priests (2nd, 3rd level) and several Steam and Smoke Mephits (likely encountered in the shaft itself). Very little treasure. It is all given to / demanded by Sithogy.

There is 2 in 6 chance of Kelno, Air EHP, being present as well. Busily attempting to bribe / convince Sithogy to commit to the Air Temple. Something Sithogy will not do for as long as he can milk Kelno. In fact, he's currently attempting to reach out to other Elemental factions (something party could help with) hoping they will ply him with bribes as well. ;Or, at least / eventually pay for Kelno's head.

Inner Cavern

This large (big enough for Sithogy to fly around) cavern is two-thirds filled with a swampy lake. The other third being boot sucking mud and quicksand filled swampy land. The roof is pierced by The Shaft. ;Its stair terminating in a metal catwalk 50' above the water. Numerous casks of oil are concealed throughout the cavern. Sithogy uses these in conjunction with Unseen Servant and Affect Normal Fires to "welcome" invaders who penetrate this far.  

There is small chance of encountering guests (Air Priests, Screng, other CE personalities) awaiting an audience or being entertained by Sithogy.  No other encounters will occur. Sithogy eats or scares away everything else.

After much searching deep in the murky lake (requires water breathing) one of two tunnels may be located. One leads 100's of feet to outer lake. If discovered and every year regardless Sithogy redigs this, his main, entrance tunnel. The other tunnel leads to Sithogy's Cave. The silt filled water in these tunnels and Sithogy's Cave have but 1' visibility.

Sithogy's Cave

Deep underground past a long, dark, twisty, muddy water filled passage lies Sithogy's water filled cave. He maintains a small pocket of air for his scrolls and other treasures that would otherwise be damaged. The bulk of his hoard is sunk into and piled up on the muddy floor. He enjoys squirming and rollicking through it all.

The Hoard

Even with ability to breath water it would be difficult and very time-consuming to locate all of this.
  • Scrolls for memorized spells
  • 13 other scrolls
  • 1 scroll of explosive ruins
  • Recipe for creating slithering stalker (undead snake assassin), notable for being the same items party has delivered to Screng the Witch :) :) :)
  • Map to ToEE
  • Map of ToEE dungeon lvl 3 North
  • List of ToEE faction symbols and leader names
  • Letters from Air EHP confirming their attempts at recruiting Sithogy
  • Magical self-lighting lamps
  • Breastplate conferring immunity to wooden weapons
  • Heavy Iron Gloves, require 18+ STR, provide 95% bend bar
  • Firbolg Bag, opens into a coracal boat
  • Coffer of d6+6 feathers, each does d10 and automatically hits if thrown
  • Bag of Crushing (fun times!)
  • Necklace of Life Keeping
  • Bread of Invulnerability in wax sealed tin, think fruit bread (100% immunity to damage for d4 rounds)
  • "Hateful Seeker" two-hand Holy Dragon Slayer sword (detailed in future post)
  • "Dragon's Claw" scimitar Holy Dragon Slayer sword (detailed in future post)
  • Dwarven Hammer +2, returning
  • Elven Plate (elf multi-classed mages may wear without casting penalty)
  • +2 LE Longsword 6 ego, 17 int, speaks Angelic and Diabolic, locate object 120', detect silver, cold iron, good 20', purpose "destroy weapons of good or devil destroying"
  • Bracers of Armor
  • Book of Infinite Spells
  • Ring (roll randomly)
  • d12 potions (roll randomly)
  • 19 gems, 8750gp total
  • 7 jewelry, 17500gp total
  • 43,000sp
  • 13,000ep (elf made electrum coins)
  • 15,000gp
  • 112,000cp
  • 4 idols, 6 holy symbols 5 ornate boxes/chest, 4 statues, 1 vase, 6 sculptures, pair ivory tusks, silver tureen, antique sword, gold key

Wednesday, February 22, 2012

Classic D&D Computer Games

GOG, Good Old Games, packages up classic games (scanning manuals, stripping out DRM, etc) and sells them for very reasonable prices, $3-10.  I've bought several games from them and have been nothing but impressed.

Until Feb 27th they are having buy one get one free and including Temple of Elemental Evil as free bonus.



Monday, July 25, 2011

T1-4 Temple of Elemental Evil Session #3

I've replaced the T1-4's moat house with modified Caves of Chaos featuring swamp, boglings, Cajun ogre, 20' tall Storks, a baby Dragon Turtle, and lately undead.  (or at least that is what the players have encountered so far).

This session was at my house a nice group of six players.  Next Sunday we're back at FLGS, King's Hobby. Couple player's reports/emails on group list below.



After the Death of my dear brother, Ander. I was visited by the visage of Saint Cuthbert of the Cudgel. He told me to join the band of adventurers that were mucking around in the swamps. Revenge against the chaotic forces that dwell in the caves and filth. Determined and enraged with the great spirit of Cuthbert. I set my sights on the swamp, though the party felt the need to chase their tails in the woods all day. We entered the swamp, and a provided a nice gift to Januc, he might be a gross looking Orge, but he heart and belly mean for the better. He was in danger with a large crocagater (Must be a swamp term for alligator). After to disposed of the beast and ate some food and rested. We planned to take out the Idol of the Boglings. This would not be an easy task, we had a Dragon Turtle to dispose of, which was causing the mass amount of fog in the swamps. We pulled up to the small island where the Idol stood, and our selfish, dimmed witted thief climbed up and popped out the humongous eye ruby. Which was the plan, but I don't trust thieves. The bogglings began to croak and the beast of the swamps drew near. Luckily we prepped and lit our circle of fire. Though it didnt really stop the bogglings, he proved to be most effective on the dragon turtle. We were able to defeat the best along with countless bogglings. We retreated, but one of the bogglings took the ruby right from my grasp. Kitty sent the surviving swamp dog [Angeline] after the boggling with a command in that filthy language of the orcs. When we arrived to town, wouldn't you know... that ugly dog had the ruby. Our journeys will take us to Verbonoc next to sell this ruby. Cuthbert will be most pleased with the offering that I have for the church.

-- What's his name, Acolyte of St. Cuthbert


Well, Januc is certainly more than he seems to be. When we were leaving the boggling camp after killing the [baby] dragon turtle, my character heard him chanting a spell (couldn't say what it was, nor whether arcane or divine). Not to mention the fact that apparently the shield  [see below for stats] he made for my character, using the skin of that gator we helped him kill, is apparently magical. [It isn't] So he's not just your run-of-the mill ogre. In fact, he may not even be an ogre at all. We know of one other instance where a halfling is apparently becoming an ogre. That halfling/ogre (can't recall the name right now) is using his power to lead a band of human bandits [Jets as in the black gem]. It could be that Januc is actually some other race, and is using magic to take ogre form.

Or he could just be a magic-using ogre (which is also interesting). We also don't know what Ostler meant by the message he gave us to take to Januc. It was something like "We need more of them/that". Januc seemed impressed that Ostler would entrust us to carry that message, cryptic though it was. He never explained, though, and never gave us anything to take back to Ostler. Of course, we weren't really able to chat while retreating from the bogling hoard. Come to think of it, anyone think it strange that he volunteered to help us wipe out the boglings?  Maybe he just wanted to get rid of the [baby] dragon turtle, as it would be a threat to all the swamp denizens, including him. But maybe he had another angle.

...do ogres typically speak orc? [yes] I've been wondering why the swamp dogs respond to commands in orc. Any ideas?

After leaving the swamp, we saw what apparently were gnoll zombies emerge, and move towards us. We lured them back towards the swamp before giving them the slip, so they wouldn't head into Hommlet. Want a wild-ass guess? What if Januc is actually The  Master? What if he doesn't mind us killing gnolls and xvarts and boglings because he's just going to animate them into an undead army? What if the undead soldiers were the "more of them" of Ostler's message?

Maybe I'm way off the mark, but there are a lot of questions out there. I think we need to do some investigation.

-- Bowie Ftr/Mu/Cl of Kord

That, esp last line, warms my DM heart. Getting players to think and wonder about the world, characters, places I have created is my highest goal.


Crocogator Shield
Few have remembered the old ways, such as how to craft a sturdy shild from the back plates of a Giant Crocogator. It acts like a normal large shield and if prepared properly is surprisingly resilient to blows. Crocogator Shield's most amazing feature is providing +4 to saves vs most breath weapons.

btw it's a crocogator cause I kept switching back and forth from crocodile and aligator when describing it.

Tuesday, July 12, 2011

T1-4 Temple of Elemental Evil Session #2

I've replaced the moat house with modified Caves of Chaos featuring large swamp and Januc the Cajun Ogre.  This session played out at FLGS, King's Hobby, and had TEN players.  One player's report follows.



Our adventurers were getting their crunk on in the Welcome Wench and attracted the attention of a few scruffy-looking schrees at the bar. These newbie neer-do-wells had the audacity to suggest they should be allowed to join the party.  For a few under the table favors their dreams of professional skull-thuggery were realized and they took off toward the Swamps of Chaos to kill smurfs [Xvarts].

Many steps were retraced through the cave maw and many Detect Trap checks were fumbled until, once again, our heroes faced the inpenetrable bulk of a highly electrified door. After numerous probes, prods, and sensual strokes, Ftr/Mu/Clr of Kord began to perceive this as a situation in which size really did play a crucial role. Casting Embiggen on the door caused it to shatter into a half dozen gnarled panels, sending a shower of sparks dancing across the party's shiny helms.

They wandered up dark stone stairs, careful to stay in the newly clean-swept areas of floor where some poor blue soul had recently been dragged. Salty kicked in a barred wooden door and stormed into the room beyond with Steve, the apprentice fighter, near at hand, sword gleaming in the tepid torchlight.

The sound of puppies had tempted them, and had especially peaked the interest of one H.C. Johnson; but only death waited. Death, not cute puppies as "guy who got killed latter" would discover. The adventurers were quickly overcome by an unending stream of gnolls and gnollettes. A haunting laughter echoed off the walls behind as the trap was sprung. Surrounded, "guy who got killed latter", pious Cleric though he was, found no sanctuary as he was torn assunder between the slobbery, dulled jaws of a dozen angry gnolls (whose blasphemous coupling had most likely just been disturbed by the party's untimely arrival.)

Thursday, June 16, 2011

OSRIC Suprises

Reading over my OSRIC tome in prep for a T1-4 Temple of Elemental Evil campaign this Sunday I came across some surprising, to me, rules.  Assuming I'm not reading them wrong.

[btw excellent thematic (list of spells, list of monsters, etc) TOC.  Even though I found few things still vague I still give mad props to the OSRIC crew.  This book is bad ass.]



Dex does not modify initiative, except with missiles, but it does reduce surprise.  Grrrrr, beginning to remember why I like simple Labyrinth Lord.  I'm gonna try the whole segment initiative system as written.  If it bogs down combat it'll have to go.  Expected individual initiative at least as an option.  I prefer group, so yay.

Multiclassed Elves the less restrictive class requirements apply.  (except thieving).  So armor and spells are go, swords and clerics (this is allowed for any races multiclassing).  Rules mention limiting this to elfin chain which I might do otherwise elves seem darn uber.

Multi Dwarfs suffer most restrictive and Multi Gnomes can were leather no better.

Racial level limits seem way low.  Very view multiclass chars would be suitable for 8-12lvl modules.  I didn't see anywhere bonus for being single classed demi-human, maybe it's a UA rule, but I'm gonna allow single class demi-humans 150% max level restrictions.

I never liked Assassin class, but this one seems unsucky enough that I'll allow it.

No monk class :(

Traps spring 50% of time.  Similar rule in D&D/OD&D(I believe).  As DM I've totally missed this and have always had traps "fire" 100% of time (unless, of course, they are disarmed).


pg 121 When Closing Into Combat neither combatant may attack that round.

pg 121-122 Creatures with multiple attacks are considered one "routine".  They all happen on creature's initiative and they all attack same target!  Unless creature description says otherwise.

pg 122 Melee targets are random!  Players can't choose their target.  Not sure how I feel about this.  Having everyone beat up on the same target is time honored tactic.

pg 122 Melee range is 10'

Monday, June 13, 2011

Starting OSRIC(AD&D) T1-4 in Austin, TX

Play one of the classics T1-4 Temple of Elemental Evil. OSRIC (same as AD&D but currently available in PDF or printed). Raise your characters from lvl 1 schmucks to heroes who can take on and defeat a demi-god! Experienced and new players alike are welcome.

Bonus: By popular demand, campaign will include Caves of Chaos action.




Inaugural session Sunday June 19th 11:00am at DM's, Norm's, house in south Austin (near Mopac and William Cannon). email [email protected] for info directions. Possibly moving to King's Hobby* for future sessions. Probably 1or2/mo depending on groups availability desire.


*Went by Kings Hobby other day and they mentioned having space for and desire for people to run games.  Which is awesome.  And great news as there's was a dearth of decent public game space in Austin.

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