Saturday, June 2, 2012
NDT 22 Play Report: Ochre Jelly
Wednesday, May 23, 2012
NDT 21 Play Report: Hutakaan Temple
Our group left the scene of the battle, and allowed the Traldarans to escort us back to one of their encampments. Like their lowland brethren, the Traldarans are a stiff-necked lot, coarse, bad-tempered, and unreceptive to wisdom, more likely persuaded by displays of power than reason and insight. They do not know of any way out of the Lost Valley, and hope to achieve secure freedom by eliminating their Hutakaan overlords. That campaign began three seasons ago and they have had considerable success, including the take-over of the Hutakaan temple about a month ago.
The Hutakaans have tried several times to re-capture their temple. And, various evil undead things have been coming out of it. So our group proposaed and the Traldarans agreed that we should go inside, find out what’s there and destroy it.
The temple was a large stone rectangular building with a dome roof and, according to the Traldarans, an extensive network of underground chambers, most of which they had not explored. Roger climbed up on the roof and, peering through a hole in the dome, confirmed that the main Temple room was safe to enter. The Traldarans opened the main doors and our group entered, accompanied by two of the Traldarans. The most notable feature in the Temple room was a pit surrounded by blue flame and with a person-sized cage hanging over it. Roger climbed on top of the cage so that he could peer into the pit. Darkness.
Leaving the Temple room, we immediately encountered a large group of re-animated skeletons and walking corpses. Pavel and Nitely, calling on Halav, Petra, Zirchev introduced the formerly benighted Traldarans to their powerful and benevolent gods and obliterated the undead horrors.
Beneath the temple, our group discovered a Hutakaan crypt containing still more of the restless dead. Not just skeletons and zombies. But also “fast zombies” whose mere touch will kill most mortals, and who gave the stalwart Olimarus a little cold taste of death. And, in a disgusting pantomime of life above, a long-dead, jackal-headed Hutakaan despot, his mummified remains most unnaturally preserved and animated with evil, lorded over the other undead. Like the flesh-and-blood Hutakaans, this mummy was something of a coward. Late to join the battle, it was destroyed by Martin’s magic fire, by Olimarus’s hammer, and by Roger’s well-timed shot with a vial of holy water.
In searching the crypt, we claimed the mummy’s crown and scepter, and found a narrow unworked tunnel descending still lower into the earth. Eager to share news of our success with the Traldarans, we resealed the secret tunnel and returned to the surface.
Tuesday, May 15, 2012
NDT 20 Play Report: Traldaran National Congress
Monday, May 7, 2012
NDT 19 Play Report: The sun has rised the sun has set and we are in the lost valley yet.
The “city” on the other side of the gate turned out to be a small settlement of not more than a couple dozen stone buildings. We followed an ancient road out of that village of passed through a couple others of similar size and construction. All blissfully empty of people. The ancient Traldaran architecture is magnificently durable and well-designed. Except for the carvings of jackal-headed people. Pavel reasons that sometime after the Traldarans left the Lost Valley, some other beings entered to make the weird jackal carvings. Many of them have been restored to their original undecorated form, and Pavel has done some restoration work of his own.
Although they haven’t seen any other people, they have encountered signs of life. After we tossed a light into one of the shrines that stand by the road, the inhabitants— hundred of small green lizards— scurried out, swarmed all over the outside of the building and then rehid themselves in its nooks and crannies. Another shrine was home to evil, fire-breathing dogs. The blast of heat from their furnace-bellies would have killed, cooked, and charred a lesser man, but Pavel stood fast and slew the monster. (With some help.)
After two or three days travel we came to a clear lake surrounded by rocky cliffs and with a small stone house next to it. Again, this seemed to Pavel a good place to spend the rest of his days. If something could be done about the other party members.
Thursday, May 3, 2012
NDT 18 Play Report: We find the lost valley
We followed the road and the road led us deeper into the ravine and then, as roads do, it ended, and left us to find our own way across the ravine to the door on the other side. To the bottom of the ravine they lowered Pavel on a rope and then they lowered Knightley but the rope broke, and so Martin struck a deal with the spirits of the air and on an invisible throne, lowered the rest of them one by one. We made our camp on the floor of the ravine, on the grassy banks of a bright and gurgling stream where Pavel asked himself if this was the lost holy place that he’d long sought, the secret treasure of Traldar. But in the gray hour before dawn, a pair of metal-eating monsters assaulted him and disabused of his naïve dream—the world was not right, even in this secret pocket. He awakened his companions who drove the monsters away. And then, after a quick breakfast, they began their ascent to the other side of the ravine. And again, Pavel marveled at what his ancestors had accomplished, having crafted a pair of stone doors set between two mountain peaks as a portal to the hidden valley belong. Martin once again called upon his magic to lift the party members first up to the narrow ledge before the doors and then over the doors to the other side where a small valley contained a well-crafted, but seemingly deserted city.
Tuesday, March 13, 2012
NDT 17: Above Foamfire Falls
http://www.obsidianportal.com/campaign/bigharas-ndtb10/adventure-log/3rd-soladain-yarthmont-ac1000
Tuesday, March 6, 2012
NDT 16: wasting time in a dumpy fishing village outside an overgrown logging town
In our last Night's Dark Terror Session, the party arrived in Threshold, a walled logging town and jumping-off-point for expeditions into the mountains. Because of an attack by members of the Iron Ring while we were in Kelvin, we were cautious about how we should enter and argued about how to enter without attracting too much attention-- especially because of the dwarf. We decided that Martin should cast an illusion to make Olamris look like a human-- like a dressed-down version of Golthar (the weird wizard with the dragon bone bed) in particular. The guard was friendly but wanted us to give up our weapons. Pavel, hoping to cut the conversation short, asked the guard about his religious beliefs, but to no avail, and then Martin lost concentration on his illusion.
Who likes towns anyway? Not Pavel.
So we went to the little fishing village outside Threshold and found an inn there. We ate fish and we talked to Mischca, a crazy old lady with a crazy old cat who told us stories about the giants who live in the mountains and the lost valley beyond the firefoam waterfall. Or something. And on the one hand, I think all the players were wondering, "What are we doing? I could talk to a crazy old lady on my own time." But for me, at least, it was really great. It's the prosaic details that help distinguish D&D from pokemon.
Wednesday, February 15, 2012
NDT 15: Raise dead and continual light
5,000 g.p. and a system shock roll, followed by two weeks of no-adventuring and no-spellcasting. Pavel spent the downtime casting Continual Light onto rocks. (And also finding deserving families to hold onto his share of the hoard before he went in search of the lost city of Hutakaa. (In Swahili, Hutakaa means “You will not stay.” Hmm. Prolly coincidence.))
We, the players, also talked about what a world changer continual light should be. Streets and houses should be lit up just like in our modern day real world. Dungeons might look more like shopping malls.
One of the great luminaries of our hobby would chide me for being a DM who wants to "crock magical effects he's not competent to deal with" and there are plenty of people eager to agree with him. Here are some of the "reasons" why continual light rocks are not a world changer:
• They’re inconvenient to extinguish when you want to sleep (no bushels)
• They cost 500 g.p.! (The DMG says so!)
• The thieves’ guild likes things shadowy and so they steal them all and hire magic-users to extinguish them so that they go back later and pick people’s pockets. (This is why they all still live with their moms.)
• People stay up a little later, so what, they still need heat.
• It would be a sacrilege. (This one had a really nice description of a Greek Orthodox festival featuring special candles that “people don’t use in their privies.” )
The last two are ok, except that a world where every family who lives within a couple miles of a parish church should have a little niche in their home where they keep a little glowing icon. Of course they still need fire for cooking, and they don’t (necessarily) throw their glow sticks into holes to see whether they contain coins or snakes—but they are a prominent feature of life. And the village priests who won’t hand them out are as lonely as the adventuring-priest who won’t use his cure light wounds on party-members who torture goblins.
My thought. Magic is almost by definition something that cannot be predicted. Cleric magic (miracles!) maybe even more so. God(s) made the world in a particular way and don’t allow it to be futzed with except for particular reasons. Continual light works when a cleric is going into the dungeon because he or she is going to do battle against the forces of evil. It is both a practical and a spiritual aid. In the village or the city, people just need to huddle together around their fires and talk about how to invent electricity.
Minor wrinkles to figure out: can Pavel cast continual light on lots of rocks while safe in his room in anticipation of going into the dungeon? If Pavel creates a continual light rock while in the dungeon, can he bring it back and give it to someone to hang up over the bar? Major wrinkle: If people are getting murdered in a particular alley, isn’t that serious enough to warrant a continual light spell? Wait, is this theology class?
Ultimately, I guess whether we speak of the gods of tough-love or the thieves’ guild photophobia, it’s really just a matter of one's preferred flavor of DM-ex-machina. Right?
Tuesday, January 31, 2012
NDT 14: Area hermit, dwarf nearly bite it
His quick thinking companions, following through what one explained “was the whole plan all along” assaulted their gelatinous foe with burning oil and magic fire. Stefan, an area horse-trader whom the adventurers had found tied to a chair on the third floor of the weird guy’s tower (Related story in Life, D5) explains that this wasn’t metagaming since, “It’s just common knowledge or even logic that a sword just isn’t going to do much to something that lacks a skeletal, circulatory, or nervous system. But fire—or heat of any kind— will affect most any substance, whether causing rapid oxidization or a state change. In this case, it was the latter, and the liquid form proved to be entirely inert. Again, I want to thank Pavel, the dwarf, and their thoroughly capable friends for extricating me from what was starting to look like an inextricable situation. Now if they can help me find my lost tapestry.”
Tuesday, January 24, 2012
NDT 13: Rescue!
Surely we are a holy scourge of law. Entered the old library with the two giant black widow spiders: zip, zip! Spiders dead. Cut through the cobwebs and up stairs to the back entrance to the tower and encountered the hobgoblin chief and his frost-breathing wolves: full-on magic assault and they’re dead. Then up the tower. Yes, the minotaur made Pavel feel something he hasn’t felt for a long time: pain. But only for a minute. Now let’s go get that wizard!
Thursday, January 19, 2012
NDT 12:
Resuming the quest for Xitaqa, the party spied a tower on the top of a ridge with a road cut into the escarpment. They avoided the obvious approach, and instead climbed the ridge several miles to the west and approached the tower from the side. They reached the outbuildings—small houses carved into the sandstone in the dry rivulets radiating out from the base of the tower.
This area was inhabited. The party came upon a group of goblins and baboons. The party killed the goblins—and despite Pavel’s attempts to win some simian allies—drove off the baboons. After poking around some of the buildings, the party at last found the monumental stone doors that appeared to lead into the tower itself.
Wednesday, October 20, 2010
TPK[1]
This adventure took place at the ruined gatehouse near Hommelet (Yes, that Hommelet.) on the continent of Alyan (my own faux-Europe/Middle Earth kind-of-place) which is on the other side of the world from Zipang, Zhou Dang, and Khanbaliq. Three of the five players created new first-level characters. One of the players was playing for the first time, and two had never played in this part of the world. Bubu Singe was playing Rahm Sabine, a fighter who had previously explored the moathouse, but was still first level. White Bear played Aurelia, a cleric who had reached 3rd level in other adventures. The travelers met, as if by chance, at the taven of a well-known inn.
The trip out to gatehouse was uneventful; entering the moat house provided the first major challenge. Although Rahm had prepared his companions for the giant frogs in the moats, he was surprised by the pack of rabid dogs who had taken up residence in the courtyard. Rahm himself was severely mauled and they all had to return to Hommelet to rest before making their second sortie.
Once inside, they proceeded efficiently. Rahm helped them avoid the green slime as they entered the dungeon level and the new player (a thief) was a skilled mapmaker. They found the secret passage into an area of the dungeon where the uniformed soldiers of an evil cult made their quarters, surprising and dispatching two sentries. But not before the sentries raised a general alarm. The party retreated and organized a defense; they eliminated the first wave of attackers with nothing more than minor wounds. But when they stepped into a doorway, making plans for a barricade, they were surprised by the crossbowmen waiting just outside. And although this second and third wave of attacking cultists sustained heavy casualties, they provided sufficient cover for a spellcaster to incapacitate the party. Rahm himself and his henchman Dexter were killed; Aurelia, Chiara, and Mapper were held, and Ausric, a magic-user, surrendered, asking to join the evil cultists.
Lots of decisions for the DM. What do evil cultists do with captured prisoners? Do they have need of new minions? For what purposes? How do they test their loyalty? Some of the answers could be pretty nasty and others pretty boring. (Or both. i.e. latrine duty.) Is that the game we want to play, or is it easier to just call this a TPK?[1]
Friday, August 13, 2010
Cheating Death
Tuesday, July 27, 2010
nobody here but us rats
Pavel and his companions returned to the Keep, sold some jewelry and recruited some new hirelings. And then they returned to the Caves.
We’ve re-entered the hobgoblins lair, but so far it seems to have been abandoned. Hoping to evade any sentries, we entered through the chimney and found a small flock of blood-sucking birds nesting there. The ashes in the fireplace were cold. The dining hall tables had been broken up to barricade and booby-trap the front entrance. We returned to a secret room we’d located in our last expedition, and found nothing inside but half-starved rats. In what we guess was the former sleeping chamber of the hobgoblin chief, we met and destroyed a ghoulish, undead monster. By its features, this may have once been the chief himself.
