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Friday, 17 February 2017

Company of the Hardened Anvil PT 6 b


The party settled into the back of the unit, but two dwarves immediately walked behind them as they came up to the front of the Tower. From just a few hundred feet away, it looked like a solid grey stone wall, but this close, they could see the many colours of the stone meshed together,

There was a group of black armoured human soldiers at attention there, elaborate weapons at the ready. One of the Keranites greeted the Dwarf First Axe commander and his herald shouted the proper responses, and the guarding soldiers stepped back, letting the party through.

Almost immediately there were in a large high room, filled with weapons rack, armor and crates. The circular room was more than 500 feet around, no pillars or other support networks, ceiling was fifty feet high, and three  stairs lead up to differing parts of the upper levels.  A dozen or more triangular windows streamed light in, yet there were no windows on the outside of the Tower, certainly none less than 400 feet high.

There were around a hundred human men, most wearing armour in the various colours of their faith. The Black Kerintes, Gold Quannians, Purple Casnians, and Orange Japethians mostly kept to themselves in their groups, all huddled around a ladder, in four ends, each directly opposed to each other. Most of the soldiers were not at attention, they were laying down or sitting, playing card games or drinking, doing what soldiers did everywhere.

The Dwarves headed to the Orange Coloured followers of the god Japeth, Holy Knight and Defender of the Weak. His followers were the strictest of the good aligned gods, many of them strove to be Paladins, but even those that did not abide by the rigid code, still tried to be dedicated to good causes. One of the Orange suited human soldiers came out and greeted one of the Dwarves, and then a few others came out and did the same, shaking hands and having polite words. No one said anything to their company who were among the Dwarves.

Vasano knew who each of these groups represented and why they were here; every soldier, knight, or even priest and many others often came to the Obelisk churches in the city for healing or curse removal, most often they would be sent to these locations to serve in lieu of coins. If not for the formality, he could strike up conversations with probably a dozen of more of the men here, who like him served one of the gods - yet among the rigid formality, he could not, they could not. Peace was more important than arguments, even polite ones. They served together because they had to, in case anything from below the tunnels again. They each had their role, and out of formality tried to avoid making any kinds of political waves. There was magical energy here, but unlike most he was exposed to, it was not aligned, it was a chaotic, uncontrolled, and a taint of evil.

The sorcerer realized what this place was, and it overwhelmed him. In every city, there were two or more obelisks that provided the magical energy from the gods, these were the centres of faith.  All magic users used this energy, whether as the faithful clerics, or the mages that usurped the energy, or even sorcerers that was gifted access. But this Tower brimmed with more energy than any place he had ever experienced...he could cast his spells repeatedly without losing them in his memory, exactly like clerics in large cites. The question came to him. if this placed exploded with such magical energy, why were there no spellcasters here? He looked around, and he saw a few clerics or paladins here, but where were the Wizards?

Some of the Dwarves pulled out coins and threw them down the hole beside the ladder, they were gifted with magical light, and they began to go down the stairs. Even before their party reached the ladder, the dwarves were already at the bottom level, and began to move in a rhythmic manner, going thru the pathways, towards another ladder. They moved into another room, another tunnel, another ladder. Their train went on, and on, a dozen times. The entire party going through the steps.following the Dwarves who knew this path.  Sometimes the ladders descended twenty feet, other times, more than a hundred feet. The rooms, the floors, the ladders, no patterns but the Dwarves knew where to go without delay.

Eventually, going down one of the larger ladders, the party noticed the dwarves had remained firm, circled around the ladder until everyone came together, The leader, the First Axe spoke to them. `That was two hours to get here, it will take us three to go back. There are other ladders, but this is the quickest path, and you wont get lost. Get back here in five hours, and you can travel back. If you deviate, you will get lost. We won`t go looking for you, and I doubt your employer will either.`

Rillo, the smallest of the party had already taken out her two daggers, placed them at her side as she looked around, `So, if we see something - we can kill it? If we find something - we can take it?'

The First Axe nodded his head, 'I would give you more precise suggestions, but I know you won`t listen. Don`t take anything nasty or evil out, leave it down here - those soldiers above won`t just kill you...they can do much worse. Trust me on this...anything more than a trinket they will confiscate it.`

Rillo nodded, and so did the rest of her party in agreement. Almost in unison the dwarves lifted their axes and pushed out an 'ooph' and then began their route.

As soon as the Dwarves left, Unnos spoke up, `You may not feel it, but there`s mana here. Pools of raw magic. Unlike anything I've ever felt. Do you feel it Vasano?`

The cleric looked at him and shook his head, `Do you understand, Freecaster,` using an old pejorative term for any magic user not dedicated to serving the gods, 'This isn't mana. This is Not from the gods. It is chaos from the depths, from the Darkness.` He took out his holy circlet, his connection to the divine, without it he could cast no spells or affects. Anytime he was around divine energy, it would glow, to indicate the magnitude of the energy. If Unnos was correct, it would sparkle with energies, but it was blunt, no sparkle, no light. 'Any divine energy, I would feel it. This is dangerous... Avoid casting spells.'

Caventh grabbed his hammer tightly, and looked away from the others...he was sensing something, what was near them?

'So..`' Rillo said, `'You have less energy' she said pointing at Vasano, 'And you`re drunk with it.' motioning to Unnos. She shook her head. `'We have two missions in six hours. We find the guard Renthok, and if we have enough time we... look for what we came here for. we are not engaging unless we have to.`

`Tracker...'  Rillo motioned to Caventh who had already stepped away, looking for signs of movement.

Roll # 1 Track Check +8 (vs DC 16)
Roll # 2  Random Monster Check # 1    4 / 20 (2d10)
Roll # 3  Encounter A - 15% Location
                                 B - 15%  Monster (2d10)
                                 C - 50% Location
                                 D - 20% Monster (2d20)

*  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *
DMs Note: Up until now, I haven't been using the characters actual skill scores for checks, they are only in use while in dungeons / gameable situations. Also, the way I use them is each time a character succeeds in a check, they get a -1 for the next identical skill roll by that character in the same day. 

Example: Caventh the Ranger has +8 in his track skill. If he attempts to simply identify a set of tracks and succeeds, then on his next roll, he gets a +7, etc for the remainder of the day. If, on his roll he fails, but tries immediately (5 rounds or less) thereafter on the same check, he would get a -5 penalty assuming everything else remains the same.



Sunday, 12 February 2017

"Company of the Hardened Anvil" PT 6 a

"Company of the Hardened Anvil" PT 6 v1

Roll # 1  Meeting the Patrol Leader (DC 11)  +5 - Result 9 (Fail)
Roll # 2 First Level In (DC 12)  +4 - Result 6 (Fail)
Roll # 3 Stairs Down (DC 14)  +3 - Result 14 (Succeed)
Roll # 4 - Any other suggestions?

At the appropriate time, the party made their way toward the Tower, trying to ignore all the distractions on the path. There were many, anyone with coin in their pocket or longing in their heart or a dry mouth, could find something to better capture their attention. But the early moon was out, it was early evening and they had somewhere to be.  The Tower knights paid them little attention, but a few of the marching soldiers looked directly at them.

A hundred feet outside of the site, a group of well armed and heavily fortified Dwarves, around twenty or so, stood ready, but not in attention, their flag had the markings they were looking for. All of them had very similar weapons, an axe, hammer and crossbow, and their armors mirrored each other in precision. This was not a rag-tag bunch of volunteers = these were soldiers, professional ones. They looked old and rugged and marking of experience across their faces.  A few of them looked over, but there were no welcoming shouts.

The party stopped, and Rillo stepped forward, looking for someone who looked different, someone who looked in command. None of them spoke, or lifted a hammer, the most traditional way for Dwarves and their allies to greet one another. Rillo wasn't sure what these men, these Dwarves were told, if anything. 'Is there a Lead in this group?' She waited for a sound, but a few guffaws greeted her, but they all stood silently still, looking at the party.

'Wee're heere to elp ye in yer search.' Rillo spoke again, changing her accent to the Spirelands, the mountains of rock that bolt up from the earth to high above the sky, hoping that this would get a better reaction from them. Again nothing.

The ranger, Caventh came up to her, and put a hand on her shoulder. 'First Axe' he said in Dwarven. His people the Jahlen were called Stone Brothers by their mountain Dwarf kin, in many places, he hoped they would recognize him as an ally.

'Ye be Raiders?' came the reply by one of the Dwarves in the same tongue, who stepped out. No weapons in his hand, but his armor semed a little different than the rest.

"No. We're working for Vorrecknos the Bull" A bunch of the dwarves jeered and turned away. The leader said nothing and did not move, at first.

"Your first mission for him?" the fighter asked... Caventh nodded. "Do you know his reputation?"

Caventh hesitated, "We're new...here. We need to get below, he was..."

The Dwarf commander finished his sentence, "The easiest way to get below."  The jahlen froze, he could tell the Dwarf disapproved. The First Axe commander turned away, but spoke, "Follow us. Don't get in our way...when we get down to the 20th floor,  you'll have five hours, maybe six. Whatever you want done, do it. No slaves, no undead...If we get bounty, you don't get a share."

"Got it." Caventh said slowly. He wanted to go up and shake the dwarves hand, but hesitated. The commander wasn't angry, but his contempt was heavy. So the dwarves weren't allies, probably knew they wouldn't turn them away,

Ennoss stepped forward to speak with him. 'They cast belief spells...they don't trust us.'

Their leader, Rillo said bluntly - 'First steps. We may stumble but we need to get down there.'

*  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *

Saturday, 4 February 2017

Company of the Hardened Anvil PT 5

"Company of the Hardened Anvil" PT 5

Roll 1 - Required DC 15 (+6) = Getting to Vorrecknos; Rolled 22 - Success
Roll 2 - Required DC 20 (+4) = Dice Games; Rolled 8 - Strong Failure

The entire party started making their way through the camps, filled with the soldiers and rogues from across the region. Most of these men were here for short periods and did their honour bound duty. Others came for the pitiful pay or a chance to make it rich down below. The most desperate were these scoundrels, not used as explorers or guards but a living barricade, thrown into the mass combat, if something were to re-appear out of the Tower or its catacombs. Most served a few years and saw no action, then returned to a normal prison having served a substantial part of their sentence. For others, there was no return, if they did face an encounter from the caverns most likely they would be dead.

The Casnian guards were very light around here, a few soldier standing in groups of three or four, paying little heed to anything except their conversations with each other. If one didn't recognize the purple flags, one could almost assume they were regulars, here fighting for glory or wealth. An assortment of creatures, Dwarf and Human were the majority of the prisoners and a few others like Tender, and Minotaur, and some more that couldn't be immediately identified. Some had small

Vorrecknos sat at a table with a group, who he pushed away with a snort when he saw the adventurers approach. The whole party started to come closer, and he put up his hand, to say that only one need come forward.  Caventh did, and the two had a brief conversation, the Minotaur told his Jahlen associate what to do, deliver a package to a guard, and return for half the pay tomorrow evening. Nothing was really illegal, just frowned upon as Vorrecknos explained it. Caventh left for a moment to speak with his group.

Unlike the rest of her party, Ennos was hard to recognize, she deliberately dressed in dark cloaks to limit potential recognition. Few non-casters would ever know of her people, but she had been accosted many times in cities before having to flee, and didn't want her party to suffer with her, especially among the most technical and lawful, the faithful of Casna. She did her best to get a view of the Minotaur, but what she saw was the bold red skin and hair, a paid of magnificent white horns - Vorrecknos was Knothian Minotaur, a true-born. His grey skin and black feeble was horn was probably due to poisoning. This was a bad sign... she explained it to Unnos, but he sushed her, not a point right now, but certainly intriguing.

Rillo asked if anyone had problems accepting the deal, and all but Vasano agreed immediately, while they all wanted to get below, the cleric was unsure. He still didn't trust the Minotaur but the others were trying to convince him to take the risk. The cleric looked down at his holy symbol circlet, which had a slight brown glow emanating from it, there was danger but he was unsure if this Minotaur bastard was what he felt ... he nodded agreement, they had to get below.

The ranger stepped back and said the group consented. Immediately thereafter, the Grey Minotaur dropped two bags down. One he explained is half the payment, the other was to be delivered to Renthok, a Dwarf guard on the 20th floor. The best way to get below was with one of the patrols, he gave them a badge that would enable them to work with one of the Dwarven patrols. All of the party knew this wasn't strictly above board, it skittered the lawful structure in the Tower guard - probably not enough to get arrested though.

As the party headed back to their camp, Rillo noticed a small tent outside the prison area, a place with considerable movement. She slowly made her way closer and recognized this as a small gambling den. She made careful observation of where the watchers were, and who the patrons were, a majority of Tender, Elves and human soldiers. The dealers she couldn't recognize, but she was sure that this was a place of action. She made her way there but was stopped by two guards in black armor, long tall black feather, they carried flails and elaborately decorated crossbows; they were obviously from the Church of Keran, one of the largest lawful groups in the realm, strictly lawful and usually very evil.

They asked her about the third moon...and she had no proper reply, she didn't know the correct passwords, so they dismissed her and said it was a busy day and she couldn`t make it into the gaming tent. She knew if she had the time she would find the passwords by talking with enough people in the area, Was this a casino of Fatanus she wondered, but why would the Keranites be guarding this? This was something to remember for another day.

Roll # 1  Meeting the Patrol Leader (DC 11) +4
Roll # 2 First Level In (DC 12)  +3
Roll # 3 Stairs Down (DC 14)  +3
Roll # 4 - Any other suggestions?

Thursday, 2 February 2017

Fleshing out the play-by-post characters

"Company of the Hardened Anvil"

Rillo (Rillonius D'Zamat) A short haired heavily tattooed, human female in red leather armor, can appear as a male if she needs to. Very quick with short blades, she has a great tumbling ability that she utilizes in combat.  Raised as a former slave in a Mandorrian city, far to the South. Has many city and sailor contacts. Utilizes a weapon that was absorbed into her body, that appears as a tattoo that she can summon into her hands. Found a book of spells that Unnos wants to have, and she has promised that eventually he will be able to look through its pages. Was apart of the 3-Silvers Guild, a notorious thieving group, until she gave them up realizing they were being manipulated by a dark cult. Role: 4th level Finder (Rogue); Align: CN

Vassano D'Aquarra - Young, male, naive face, very studious and faithful. Raised in great temples, where his presence brought heavenly admirers. At certain times, a glorious halo surrounds his head, which is only known celestial heritage. His mother was an adventurer with strong local connections to many adventuring parties, his father was a heavenly consort that he has not been able to find. Was long courted by the faithful of Quanna, but he has always been more connected to the city knights, followers of the Lord of the Poor - Darras. He serves because of favors secured by Rillo, a scoundrel that has helped him and his church out. Role: 4th level Cleric; Align: NG

Caventh Zore - Jahlen ranger, without his golden horns,  looking for a way to them to be reborn, has a helmet that copies his innate shape. From the Eastern spires, a hunter that has long helped with tracking criminals, both with his people and the Phaetox peoples. One of his jobs took him into a Cult of Vilrice that took him prisoner, that started torturing him and eventually lead to their removal of his golden horns, the worst possible sentence for a Jahlen. He now hunts evil cultists, which was his connection with Rillo.  Role: 4th level Ranger; Align: CG

Unnos - Mystic, bald human male with a prominent mustache from the Spirelands, a remote area where humans and Phaetox are the only ones in the area. Unnos was first hired to travel in the jammers, then later learned he could make much money funds by going into dungeons.  Nyssian Sorcerer types switch spells at any church - for him, it is the churches of both the Light (Quanna) and Dark (Keran) but must pay the equivalent to a spell study to switch. Has a winged snake for a familiar that never leaves his arm: Role: 4th level sorcerer; Align: LN

Ennoss - Blue skinned humanoid female with white hair, she is a Vottinna, who are magic nulifiers. She uses her thin rapier, two daggers and her martial arts monk training in combat.  Her people have long been heralded for removing cursed magic and stealing the same artefacts alike, to her people all magical items are dangerous and should be destroyed.  Connected strongly to the Sorcerer as they were both captured by the Dacian Phaetox for crimes, and when they were imprisoned together found out that they could work together for incredible benefits to their abilities. She changed her name, and now follows the male around in a subservient role, helping him achieve his goals, to complete hers - hunt down dangerous items.  Role: 4HD Monster + Rogue; ; Align: LN~LE

Sunday, 29 January 2017

Company of the Hardened Anvil Pt 4


1. Implore the tent of Darras for permission to enter the Tower in one of their patrols? (DC 12) +4  Roll # 1 - Required DC 12 (+4) = 8 = Result Fail

2. Can they find a way to sneak into the tunnels or Tower? (DC 15 / 18) +3 Roll # 2 - Required DC 15 / 18 (+3) = 5 = 8 = Result Fail

3. Can they make a connection in one of the pubs? (DC 18)  +2 Roll # 3 - Required DC 18 (+5) = 22 = Result success

4. Any other suggestions?

The night went quiet, only the lone bugle of formation broke the otherwise silence. All of them, focused on their goal, did not go out until early morning, all intending to get sleep.

The spell caster and his ally went out before the screech of the cochin, the early morning soldier ritual. They wanted to scan the Tower in different light, to see if there was any not-so obvious way into the Tower or tunnels. A group of early morning clerics, from an assortment of the churches made their way round the Tower, stopping at designated points to do both shared and quiet prayers. Unnos, the Sorceror and Ènnoss, went with them. Their path was obvious so the two could hop out of line easily enough, do their scans and head back into order without raising too many questions. Again, like their previous scans, nothing in the Tower or the path grabbed their attention, nothing sparkled with magic or energy or possibility. This was a closed point. People, not magic or energy came from the Tower. Both of them were perturbed, neither had seen anything like this in any of the town or dungeons they had been to in their career. By the time the prayer circle was over, both were even more determined to investigate the Tower from within. (Roll 2, failed)

Just before the two returned to their tent, the cleric Vassano made his way back to the stables of Darras, hoping to make a connection to get into Tower soon. Again, fairly quickly he was greeted by Lei-Lanna. She explained that she had not found a suitable group for them to accompany into the Tower. There were soldier squads they could join, but they all had missions away from the Tower. She assured Vassano she had connections, but it would take a few more days. He noticed there were many more followers there today, many of them in brown cloaks or tunics, but others as well, many in military uniforms.  Most were there to arrange transportation of items to or from the location, he tried to weigh everything in his mind, could he come up with a deal that could help his party out. (Roll 1, failed)

Rillo and Caventh went to some of the large feeding tables, group meals for some of the poorest assigned to the Tower. While many of them were sponsored by the churches or militia groups, others were much smaller, and this one with a purple circle surrounding a tower, distinctly different then the Tower here. Purple represented the colour of Casna, Lord of Laws, the strictest church with ever-exacting laws, rarely known for forgiveness. These were convicted criminals...not the best sort for most things, but, perhaps for what the group wanted, a chance to get inside.

Caventh asked around, and found that one of them, a convicted warlord by the name of Vorrecknos, was looking for some volunteers. Asking around, he saw the brute of a Minotaur, a grey skinned beast, bulging muscles, who looked like he could tear a human apart...except for the glowing purple tattoos that proclaimed him a criminal, he would want to share an ale with him. When asked what the job was, the monster smiled and said delivery inside the Tower tonight, the pay was 100 crowns. (Roll 3, Success)

The ranger and rogue didn't entirely trust Vorrecknos, but did any of the others have a better chance at getting them inside? They returned to their team, and they each explained their findings. At least right now they felt the grey Minotaur offered the best chance. Caventh explained what most of them already knew, his people, the Jahlen were blood-kin to Minotaurs, not exactly allies, but not blood enemies either. His people were of the spires, tall mountains in the north. He didn't recognize this type, if it were a true type. The standard Knothian type had red flesh and many of them lived near the Western Seas or High Forest, nowhere near here. They all seemed to be willing to meet Vorrecknos to hear what the job was and could it help them get inside?

Roll 1 - Required DC 15 (+6) = Getting to Vorrecknos
Roll 2 - Required DC 20 (+4) = Dice Games
Roll 3 - Any other suggestions?

Sunday, 22 January 2017

Company of the Hardened Anvil Pt 3

"Company of the Hardened Anvil" Pt 3

1. Investigate the tent of Darras for details on patrols? (DC 12) Roll 1 - Required DC 12 (+2) = 24
2. Can the wizards gain any inkling into the area, tunnels or Tower? (DC 12 / 15 / 18) Roll 2 - Required DC 12 / 15 / 18 (+2) = 11
3. Any weapons or equipment they can find that could be useful?  Roll 3 - Required DC 15 (+3) = 20

Vassano was excited as Caventh told him that there was a tent belonging to his church. His faith more so then the others was not an adventurers one, most of the clergy spent their lives in the towns and cities, serving the needs of the common citizen. They helped to organize and protect, or, that's what his brethren did. Churches, even those worshiping the same deity, often focused on different aspects of the god's portfolio, so not every priest had the same list of prayers or spells or rituals. While rarely enemies they did not always help each other. Certainly the other good faiths had much more specific requirements from their members, even for the visiting clergy from afar, but his, at the very base of belief, was to share, so he believed that many of his own parties most common simple needs would be covered.

The young celestial man made his way towards the small tent that was the centre of the Brown Lancers, the organizing militia group for his faith. Brown, was the colour of the faithful, as all gods had a colour associated with their groups. He realized that the tent was so much farther out, as there were large stables surrounded it. The first soldiers he saw around it wore gold and purple in their insignia, followers of Quanna and Japeth, other Quadrane, or good-aligned gods.  The stables had large openings near the top, griffon stables.

He dropped a small offering into a pot placed near the opening of the shared tent as he entered the tent that help fewer than a dozen men, far smaller than many of the others around the Tower.  A young priestess, Lei-Lanna, dressed in a simple brown tunic came over to welcome him, and after a short discussion he realized their job here was but to serve the other groups near-by, especially the couriers. Their conversation drifted and he learned bits more about the customs and processes of the various groups, with her help, he could find someone to help them skip the queue, get into the Tower relatively quickly. In the middle of the talk, both of their holy symbols, universally worn as neck medallions, both glowed brightly, he looked around to find something  or someone different coming into the area, something of considerable power, Lei-Lanna closed her eyes and smiled. She promised that she would give him the names of contacts in a day or two that would assist.

After being told bits about of the area, Unnos the Sorcerer and Ènnoss, the monk were both nervous, something was very wrong about this place. Unnos was a student of spells, and the other, an eater of magic, someone that could steal mana or magic energy from items, they worked together for longer than any of the others in their group.  Spellcasters should be more obvious, as there was no Obelisk to act as a central focus. In cities, even without magical academies, wizards could utilize the magic being emanated from the churches obelisks to cast their spells, even if they never came physically near one, the magic was everywhere. Here the energy was everywhere, the same as being on holy ground, but there was no central focus. It would make sense if it came from the Tower,  but it should be glowing brightly with the spiritual or even arcane energies, but it wasn't, there was no signs. So where was this mana coming from. And was anyone controlling it?

They made their way around the various compound, as Unnos had cast detect magic, hoping to find another large obvious sources in the camps. While he found dozens of sources, but they were like him, low level spouts, there shouldn't be enough mana here for him to recast his spells continuously, yet even without an obvious source, he had the energy. Ènnos came to the conclusion that if there were any cabals of spell-casters, they were inside the Tower, as none of the tents, none of the humanoids emanated the energy required.  They decided to keep the facts to themselves, they needed to get deep inside to learn more.

Rillo and Caventh did their best to scout around looking for some vendors selling more rare items. As soon as they saw the three red ogres outside a delicate silver tent, they knew they had found what they were looking for. They came in to see a copper coloured dwarf, dressed in scarfs covering his body, a small axe by his side and a whistle around his neck. In most cities, a Zinth, or Sand Dwarf was often the best source of magic, but there was usually a catch, they only traded enchanted items, they cared little for the gold or silver pieces most others groups used. Jor-Cannah spoke at length, about places from far and wide, of the deals he had done. But his conversation was slanted, asking questions about them and their needs.  They settled on two magical items, an Astral Stone (which opened portals) and a Scream Stone (which screamed in the presence of predetermined objects, such as gold or myricke) and the payment was five bright feathery plumage of Zaooriche, an elegant land avian they had hunted in the Zoork desert. Their last question for him, left them bewildered, as he wouldn't state when he would stay in the spot, travelling was his response.

By the early evening the team regathered at their tent, to share their info and plans. They needed to get below, they didn't have many days before their opportunity was lost.
 
What next steps should the party take:

1. Implore the tent of Darras for permission to enter the Tower in one of their patrols? (DC 11)

2. Can they find a way to sneak into the tunnels or Tower? (DC 15 / 18)

3. Can they make a connection in one of the pubs? (DC 18)

4. Any other suggestions?

Thursday, 19 January 2017

2nd monster listing

Here is my most recent listing in the last year and a bit. Many of them were created for a local con in which I intended to run a series of my version of Candyland Adventures, a mixture of silly and dangerous creatures. It didn't end up going the way I wanted to, but I did get some sessions in, so that was fun. Much of the blog are updates of creatures that fit into my game world or to update them to various HD levels so I can use the monster in a more varied way than the standard beast.


Spire Giant - The most typical Giant in my world
Novarin - Dungeon Caretakers
Maedar - Male Medusae with HD levels
Iron Salamander - In replacement of the Fire Giant
Ferrasil - Forest neutral aligned Minotaur,with horns that grow and do higher damage
Heeler - Healing Snake
Jackalla - Undead Hunter
Inhuman Subtype
Aether Mist - Powerful Hunting Mist that can be summoned
Dral - Shadow Elves, Good & Honourable Dark skinned Elves
Oompa Loompa - Candyland Theme from Roald Dahl's Willy Wonka
Cupid - Small Angelic Figures & Candyland Theme
Eggston - Egg Man; Candyland Theme
Winged Monkeys, Wizard of Oz; Candyland Theme
Tin Man - Wizard of Oz; Candyland Theme
Teddy Bear Golem -  Candyland Theme
Bon Homme  - Candyland Theme
Gourd Men (Scarecrows) - Wizard of Oz; Candyland Theme
Pinnochio - Candyland Theme
Munchkin - Wizard of Oz; Candyland Theme
Card Soldiers - Wizard of Oz; Candyland Theme
Care Bear - Candyland Theme
Candyland Witch - Wizard of Oz; Candyland Theme
Thorne-Kin  - Sentient Plant Humanoid
Fiddling Cat - Candyland Theme
Zunnel - Hair Beast (Rapunzel`s Daughters) Candyland Theme
Night Gremlin - Candyland Theme
Moother Goose  - Candyland Theme Boss Lady
Strangling Jack - Candyland Theme
Nighttime Lurker - Candyland Theme
Little Piggies - Candyland Theme
Advanced Flumph - Flumph with monster HD levels
Phaetox - Powerful Lawful Aligned Humanoids with fire wings
Candibodies - Magical Dr Who / Sci-Fi Themed Version
Clockwork Clicker - Wind-Up Clockwork Animal
Nyssian Choker - Creature with humanoid levels
Blue Bees - Magical Bees
Smurfling - Candyland Theme
Vined Soldier - Low Level Plant Creature
Jann - Advanced Version with HD levels
Snoopy - Candyland Theme
Infected Lycanthrope Template
Chund - Hunger Beast Head with tentacles
Doposylla - Dr Who / Sci-Fi Themed Version
Fuul - Pokemon / Candyland Theme
Restless - Undead Template
Nyssian Sylph - Leveled Fey Humanoid with wings
Displacerus - My Displacement Beast
Snow Cloakers - My snow version of a cloaker
Nutcracker - Candyland Theme
Aspect of Bacchus - Magical figure representing the musical god

Sunday, 15 January 2017

"Company of the Hardened Anvil" Pt 2.

Play by Post Game
"Company of the Hardened Anvil" Pt 2.

Roll 1 - Required DC 12 (+2) = 22
Roll 2 - Required DC 15 (+2) = 7
Roll 3 - Required DC 18 (+3) = 15

With very little prodding, Caventh was lucky, finding some old friends of his in one of the few small tent pubs set up to serve the soldiers. Bowyers he fought with years before, who gave him a good inkling of the groups found here. Officially the Savinyon Kingdom required every family to send no fewer than two male children to serve for two months (100 days) every Cycle (Year) in the military. Almost half served with the religious groups that came, from all of the good and lawfully aligned faiths. The Quadrane, the four holy gods of good alignment were the most worshiped and represented here, and Vassano, one of his own group served, Darras, Lord of the Downtrodden.

After the human churches, the dwarven military consisted of the next highest in number and might.  Apart of a multitude of families and clans, coming in here in equal numbers to serve a Power or to collect a pay - unlike the human volunteers who served their kingdom. Many of them hundreds of years ago were the workers and warriors that were stationed here. Their tents were larger in size and stayed to themselves mostly. Unlike the humans who helped to patrol both the tower and the ground around it, the dwarves stuck to the lower reaches. Considerably smaller in size, an elven and tenderfoot (halfling) and jahlen (ram-humanoids) also sent soldiers to serve alongside either dwarven or human counterparts.

Lastly, there were the scum, the lowest file, the mostly human mercenary bands that came for the legendary hordes of riches found in years past. Quite a few of the bands had an open place on their ranks, but most of them would have conflicting views with his own party members. There were dozens of these groups, almost as small as his own, that found a way to wedge themselves into the patrols and hunts.

If stuck, Caventh believed the faithful of Darras were the most obvious way to get permission to enter the Tower.  They would probably have to wait from two to three weeks on their own before being permitted to go into the Towers below...unless they could make some sort of arrangement.

Many stories have long been told of the Dark Tower as it has been a source of both legends and struggle for more than two hundred bloody years. soldiers first came to fight creatures that periodically emerged, then once the initial waves were pushed back, they mortals went inside, only to find more otherworldly creatures, which would eventually come back out in hordes. This up-down struggle kept on, as the mortals have never been able to find the primary portal to end the eternal dance. Students of the magical arts came here, some seemingly able to cast spells without effort, without losing the spell in their memory, but other times, in other places, lost spells or unable cast anything at all. Finders came with both of these, to find the unlost magic trinkets from other worlds. It was Bards that were favoured here in camp and in the tunnels, as songs were often heard in many of the rooms with no apparent musician or instrument. In camp, it was unlucky to refuse a favour. The musicians often called this place the Tower of Song. Clerics often came to the site, but many preferred to stay outside in the camps to care for the faithful instead of inside the Tower.

Rillo and Vassano go to the soldiers logs, where postings and messages were listed. This was where different groups were looking for servants or soldiers to join their ranks. None of them showed promise to get them closer to their goal  to enter the tunnels beneath the Dark Tower. Most were to run patrol or messages on the outside, not their preferred task. They gave up rather quickly, to have a few ales.

What next steps should the party take:

1. Investigate the tent of Darras for details on patrols? (DC 12)

2. Can the wizards gain any inkling into the area, tunnels or Tower? (DC 12 / 15 / 18)

3. Any weapons or equipment they can find that could be useful?  (DC 15)

4. Any other suggestions?


Sunday, 8 January 2017

Company of the Hardened Anvil - Play By Post Style Game

"Company of the Hardened Anvil"
Twenty days to get through the Lair of Sancgen

A small company hired to find a new entrance to the Sancgen, an infamous dwarven site, abandoned years ago for an unknown reason. Dark, evil creatures are rumored to infest the site. The Tower is an infamous site of many battles, but it is the mountainous lands underneath that the party is much more interested in.

Party

Rillo -short haired human female, can appear as a male...quick with blades, heavily tattooed, a former slave with city contacts. Role: Finder (Rogue)

Vassano - male, naive face, halo around his head at certain times, comes from a noble family. Follower of Darras. Role: Spiritual and Combat

Caventh -Hunter - Jahlen ranger, without his golden horns...looking for a way to them to be reborn, has a helmet that copies his innate shape. Role: Animal Trainer and Pathfinder

Unnos - Mystic, bald human male, robed, snake for a familiar that never leaves his arm: Role: Sorcerer

Ennoss -Slender, blue skinned humanoid female with white hair; thin rapier, two daggers. Role: Combat

*  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *

The Black Tower loomed high over the cascading camps - dozens of organized groups of soldiers hunkered down in their tents. War had come again and again for the soldiers here, as each generation a new monster, a new threat emerged from the depths. Each city and many other had sent small groups here, both to help in the defending and the reaping, to find the unlost treasures among the hordes.

The town of delvers concerned itself with the comings and goings into the Tower, to the Sancgen, where the lost riches of the Dwarven peoples reside. This was the center of the Trade, trails into the heart of the mountains. The tunnels is where many an adventurer are pulled to make their name and find riches.

This party, this small circle of five, came to search, using secret knowledge known only to themselves, of a cache of riches. They assigned themselves jobs here on the surface to learn what they need before going below. The only one among them who had been here before, Caventh, went among the ramshackle tents, to see if he could find a tavern, or a place to find rumours.  Rillo and Vassano went among the soldiers, looking for any contacts or connections. Ennos, the otherworldly wanderer and Unnos, the sorcerer, stayed behind in their wagon, trying not to cause commotion.

What next steps should the party take:

1. Find a contact to learn about the camped soldier groups

2. Learn more about the legendary Dark Tower

3. Look for an ally

4. Any other suggestions?

*  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *

Tuesday, 3 January 2017

Fuuls Running - Quick Adventure Path

Was going to run this at a local pop-up gaming session that fell through, so here it is.

My Pitch
Fools Running - Your team have been hired to find the Fool, a famous elven mascot, lost in a woodland maze. With rumours of undead, ravenous beasts and far worse haunting this local; is your team you hardy enough, brave enough or foolish enough to complete the fool's run? It was intended to be run as a Pathfinder Adventure for 7th level adventurers.

Background
The Maze is a hedge, maintained by the elves for holidays and other special events where they chase the Fool around in a drunken revelry. The Fool is a celebrated elven mascot, a small pink winged cat-like creature, (think Pokemon) that has multiple teleport jumps to elude hunters. Only the Fool can teleport into or around the Maze - those who capture it, are given a great feast and then release it before the next morning.

But something has gone horribly wrong, and teams have gone missing in the woods for the last month. After sending in multiple groups, the Elves have hired you all - brave and noble adventurers to find the Fool or at least, survive the maze and rescue anyone lost inside.

What`s Really Going On
A blood hag witch known as The Collector has captured the Fool and is trying to drain the creature of its magic. Should be the last action the team completes. Some of the other fey creatures

Rumours
For quick games like this, I don't bother with a specific listing of rumours. Instead, I generate them as players interact with the creatures in the maze, if they do charisma or knowledge checks on the monsters.

How to Run: Roll 2d6 for first encounter; then 2d8 and add to the last result for the second encounter, then 2d10 for all others. Regardless of what the team does, they will run into the Collector with 20-30 minutes left in the session.

No exact number of monsters for the listing - adjust to better enable the players to get past the threat

Fool's Wandering Monster
2. Glade of Moss and Flowers, with dozens of sleeping warriors, all standing around DC19 to realize they are cursed.
3. Very Large Wagon, too large to fit into the maze or go through it
4. Waterfall that begins from no where, flows into a small pond
5. 40 ft Ivory Stone Tower; DC 30 to climb,
6. Red Bee Swarm    CN, AC 15, Fly 40, HD 7 (35), F +5, R +3, W +5; Swarm (1d8 dmg, Fort 14 to avoid welts), Fly / Perception +11                                                
7. Brownie, NG, AC 17, Spd 20, HD 5 (20), F +4, R +8, W +6; +8 Stick (1d4+3), Spells: Dancing Lights, Confusion, Dimension Door, Mirror Image; Bluff, Escape, Perception +8, Stealth +20
8. Redcap goblin      CR 6 / PF 2 / NE
9. Zunnel (long haired fey) -   CN, AC 17, HD 11 (60), F +5, R +11, W +10, Resist 10 elemental, +9 Hair (1d6+5 / 15 ft reach), Spells as 9th lev bard, +12 diplomacy, Bluff, Perception +16, Perform +18, Stealth +12
10. Gremlins  HD 16, In +3, Spd 30, AC 16, +6 Bite 1d4; +5 claws 1d6, F +5, R +6, W +0, Escape, Perception +5, Stealth +8, Short Teleport (50 ft / 2 day)
11.  Living Topiary  - CR 4 / PF 4 / N
12. Vazenne Vines  - Zig-zag vines on trees, strong natural magic, plant know DC 13. Make Cha / Wis DC 17, to create one type of temp art or msg
13.  Scarecrow       AC 13, Init -1, HP 42, F +1 R +0 W +3, Scythe Atk +6 2d4          
14. Peryton      CR 4 / PF 2 / CE
15 Pit, 20 ft down, Ref DC 16                                              
16 Purple pseudodragon - Treat as normal, except add +10 to animal empathy rolls once a day         
17. Tin Man      AC 15, HP 35, Init +1, DR 1, F +1, R +2 W +1, +6 Axe (1d6+2), Survival / Perception +4, Align LN, Belief: Dwarves are dangerous, Hunters are very bad                                     18. Spider          N, AC 15, Climb 40, HD 5 (35), F +7, R +3, W +1; Bite +6 (1d8 +6 dmg, Fort 17 Poison dbl dmg), Climb +20                                      
19. Giant Walking Mushroom - Treat as Treeant; CR 8 / PF 1 / NG
20. Green Minotaurs    N, AC 15, HP 11, F +4, R +0, W +0, Spd 30, BAB +5 Heavy Axe (1d8+5), Horns 1d4+3, Survival / Perception / Handle Animal +5                                      

Collector - Blood Hag, AC 23, Init +10, AC 23, Touch 17, HP 90, F +6, R +14, W +11, DR 5 / cold, SR 19, Bite +18 (2d4+4), 2 X Claw +18 (1d6 +4+grab), Blood Drain (1d2 Con), Spells: inflict moderate wounds, scorching ray, spider climb, 3/day deep slumber, CMB +18, Acrobat +18, Bluff +16, intimidate +18,  Perception +18,stealth +18, (fiery form, mask evil)