Friday, January 11, 2019

Terrinoth #22 - The Haunted City

Guests of The Hollow Way Inn are besieged!

Campaign Diary

Entana, Gio, and Percy made their way south to Nornholt, where they ran into Strigoi at an inn - the orc fighter had heard of the tale of Gio the Gnomish Hero from bards in Tamalir, and had journeyed to the town in hope of picking up their trail.

(Click here for PC profiles)

In the months he was apart from the group Strigoi had tracked Shaglot down and vanquished him in combat. The party brought Strigoi up to date on their quest, but conveniently left out the rewards promised to them.

Now one stronger, our heroes made their way westwards to Nerekhall, where they hoped to find the hidden laboratory of the Mad Mage Kovac. Three days after leaving Nornholt, they arrived at the Hollow Way Inn, a roadside establishment a day's travel from Nerekhall. Despite it being in the middle of winter, the small inn had a few other guests: Louj and Lerj, gnomish merchants on their way to Nerekhall, Elvahn, aspiring elven opera composer, also traveling to Nerekhall to apply for a place in the Academy, and Khertral, a steel merchant from Forge on his way home.

Louj and Lerj recognised Gio from the bards' tales, and became quite excited. As they asked Gio for more tales of his adventures, Elvahn became inspired, and decided to compose an opera based on them. While Gio regaled his fans with stories, the rest of the party learned from Khertral that the magistrates of the city had put in an urgent order for high quality steel, but were unable to determine the reason for the urgency.

The guests retired to the upper floor of the inn after a night of drinking and singing. Late at night Percy was awakened by the smell of smoke. Looking out of the windows, she saw the orange glow of flames - the inn was on fire! She quickly roused the rest of the party and the guests.

Someone had put a cart each against the front and back door of the inn, piled firewood on them, and set the whole on fire - the guests were all trapped inside the building. When they tried to exit through the windows, they found that the inn had been surrounded by a dozen archers, who stood ready to shoot those who tried to exit. Strigoi spied a floating, glowing skull watching them from across a stream outside the inn: Mondock has returned!

The party donned their gear, and herded the other guests to the ground floor. Seizing a chair as his shield, Strigoi burst through one of the windows, followed by Percy. The pair was immediately set on by the archers who were outside. Mondock closed in, shooting beams of sickly green light from his eyes at Strigoi, which caused him to feel ill and weak. Strigoi tried to push the burning cart to block the bridge across the stream to prevent more attackers from joining the fight, but in his weakened state he failed to do so.

Entana and Gio leapt through the window and joined the fight even as more attackers closed in. Entana was struck by Mondock's green beams too, which made him feel faint. The undead necromancer and his minions surrounded the party and slowly closed in on them. Things looked bleak for our heroes.

Then Gio called on Fortuna's help and caused Mondock to be seized by an irresistible urge to laugh. Seeing the attackers all close together, Percy called upon Kellos to strike them with a thunderclap, which caused several to fall to the ground.

Strigoi summoned his reserve strength and set about with his great axe, and a few more enemies fell.  Seeing the tide of the battle turn against him, Mondock decided to flee, but was struck by spells from Percy and Entana, and destroyed. However, his minions would not surrender, and fought to the last man.

With their foes vanquished, the party, with the help of the other guests and the inn staff put out the fire. Afterwards, they gathered the pieces of Mondock's skull and ground them to dust, and for good measure split the dust between them, and threw part of it into the stream. When they were done it was dawn, and the party continued their way to Nerekhall.

The city of Nerekhall was small compared to the likes of Tamalir, and it had a brooding air about it. As they passed through the city gates, their names and purpose of visit were logged by a clerk. On the corners of the streets stood Ironbound, silent sentinels. The party lodged at the Moonshade Inn, recommended by Khertral the dwarf, and there they planned their next move.

The next morning they went to the Blasius Trading House, where they learned that the person who had paid for the letter of credit (see here) had a description that matched Markos of Nerekhall, and that he was a student at the faculty of Medicine at the Academy.

Not wanting to alert Markos to their presence, our heroes decided against enquiring at the Academy, and chose instead to visit the black market to see if they could learn if anyone was buying contraband magical items - something which they suspected Markos would have been doing. Unfortunately for them, it was obvious to the locals that they were from out of town, and they learned nothing of value. Just then, they saw the sign to "Arnan's Rare Bookstore", which they decided to visit. Inside, they found the proprietor Arnan the dwarf, but no rare books. They did learn from the talkative dwarf that Markos had previously visited the bookstore and bought volumes on anatomy and (strangely) metallurgy. He also revealed that Markos frequented The Green Dragon, a tavern popular with students of the Academy.

As our heroes made their way across the town square to the Green Dragon, they saw a procession of the cult of Kellos. As Percy looked upon the worshipers, one of the priests turned towards her and she was stunned to see that his eyes glowed with a bright light. Leaving the rest to go to tavern she joined the worshipers as they entered the church, but once inside she could not find the priest.

At The Green Dragon, Entana managed to find a couple of students from the Academy, who revealed with much schadenfreude that Markos had been expelled a few months ago for obtaining cadavers illicitly from a grave-digger. With this lead, our heroes proceeded to the undertaker's guild and learned that the grave-digger in league with Markos, one Karpel, had also been expelled from the guild and now spent most of the day drunk at the The Brown Bottle, a tavern in the poorer part of town. With the sun setting soon, our heroes hurried there, only to find many drunks matching the description of Karpel in the taproom.

Strigoi called out: Karpel!

Several drunks lifted their heads to look at the new arrivals... and then one stood up and bolted for the backdoor!

Our heroes chased the man down the winding alleys. Karpel tried his best to shake his pursuers, but soon they closed in one him... but just as they were about to reach him, a dark form jumped from the surrounding rooftops and landed before him. In the dim light of the alleys our heroes spotted the glint of metal...


Prepping and Running the Game

This was the first game of the year and I was looking forward to having Strigoi's player rejoin the group.

This session was loosely based on The Haunted City, the official FFG Realms of Terrinoth scenario available on their website. I had taken the name of the inn and its guests (as well as their motivations), and the module also contained a lot of description of Nerekhall which I used in my game.

The mentions of Gio's fame is by now a bit of an in-joke for the party - Gio's long term goal is to become a household name in Terrinoth, and for a while now Gio's player had him asking those whom he had helped to remember his name; I thought it would be nice to show that his efforts have borne fruits. Of course, to a GM, a PC's fame can be a double-edged sword that can be turned against him and his party...

The only fight of the game took place early in the game, and nearly resulted in a TPK. The bad guys were a formidable force, with a boss with powerful ranged attack that imposed a 'poisoned' condition on those he attacked, and the large number of minions demonstrated the effect of the 'action economy'. The players responded well to the challenge, focusing on first disabling Mondock before he could do more harm, and then using area-of-effect spells against the weaker minions.

They also acted in a suitably paranoid fashion when they decided to grind Mondock's skull to dust, which is as well - left alone he would have regenerated after an hour. I was hoping to save Mondock for the boss fight in the next session, and so made him flee when he was at 80% hp level - but the players were relentless, and I did not want to cheat them of their well-earned victory.

From the plot point-of-view, killing Mondock and his minions give the PCs a huge advantage as Markos now has no certain knowledge of their arrival in Nerekhall.

The second half of the game was an investigation. I decided to keep things loose and have more than one way for the PCs to track Markos down. To do this I began by thinking about what Markos had been doing after he trapped Wilfred in his tower. I decided that he would need a supply of corpses, and perhaps even a 'deactivated' Ironbound. This meant that someone would have had to obtain these for him, and so I knew I needed a grave-digger NPC, and an engineer/mechanic.

The grave-digger and the illegal body-snatching would be the perfect reason for Markos to be expelled from The Academy (and go literally underground), and the theft of an Ironbound would of course put Nerekhall's ruling body in a bit of a panic, which resulted in the urgent order of steel for the manufacture of more Ironbound and arms/armour.

Although I had the University faculty demand that their quest be executed in utmost secrecy, I was fully prepared for them to blow their cover and march right into The Academy or The Iron Tower (Nerekhall's government building) and spill the beans and ask for help. There were too many options available to them for me to prepare for every possible encounter, so I just made short notes of a few places of interest in Nerekhall, and left the rest to them. Other than those mentioned in the module, I also added a few locations from the Streets of Zobeck supplement by Kobold Press, and was rewarded when the players decided to visit the Rare Bookstore - the fact that there were no rare books in the store was supposed to be a joke: the 'rare' part referred to a bookstore owned by a dwarf.

This session was notable to me in a couple ways: I had to RP more NPCs than I usually do, including a dozen named NPCs, and the session did not end with a fight.

I realised a few days before the session that almost all of my games ended in a big fight, followed by a quick denouement. This is of course a rather classic structure for RPGs, and was reinforced during my Space Opera campaign, which almost always had three fights per session. The B Team games are all self-contained and thus also follow a similar structure, but with the continuous narrative of A Team's play, I can afford to change things up a little, and end a session on a cliff-hanger.

The next session will be in two weeks, when the PCs will finally come face-to-face with Markos, and the "Necromancer" arc of the campaign will end. I plan afterwards to tie up some loose ends, and then let the players pick which region of Mennaras they wish to visit in the next arc - hopefully they choose somewhere 'exotic', like Al-Kalim or Isheim.

Tuesday, January 01, 2019

2018 in Review and Looking Ahead

2018 had been a leaner year for wargaming than 2017 was, but on the flip side I played around a hundred hours of RPG, and look set to play around that same number of hour in 2019.

As regular readers will notice, the focus of this blog has shifted from wargaming to RPG in the past couple of years, especially from the middle of 2018, when I decided to document what went on in my gaming sessions, as well as my thoughts during the preparation and the running of the game. It's a way for me to keep track of what happened during each session, the story hooks that I have dropped, and also a way to remind myself of why I made certain GMing decisions.

I am very happy with the way my Terrinoth campaign (more accurately campaigns) have turned out; having two teams of PCs in the same game world and time-line has allowed me to use more setting and module material, and gave us all more flexibility in the scheduling of the game.

Having two teams of PCs also means I now have a larger stable of regular players, three of whom are GMs themselves. This, added to the more open, sandbox nature of the B Team campaign meant that the storyline for B Team has developed in a more organic fashion, prompted mainly by how the PCs have interacted with the NPCs and the setting. There are multiple story threads which I am weaving together to tie up loose ends which were left over from earlier sessions.

B Team will also benefit from Matt Colville's Strongholds and Followers supplement: two of the PCs have earned "strongholds" during the course of the game, and if time and inclination allow, we may pursue this aspect of gaming in the future.

On the A Team front I am close to completing the story arcs for two of the PCs, and hope to develop and close those for the remaining PCs over the course of this year.

I started GMing more than thirty years ago, but really it has only been in the past decade or so that I approached it as more of a craft than just a game. One of the things that I have adopted is to incorporate the PCs' backstories and their goals and motivations into the story. This can be difficult in a campaign where there are (currently) 9 characters, but it's also rewarding.

The Terrinoth adventures are scheduled to continue for at least the first four months of this year, after which I may switch to a Sorcery! campaign from the last week of April to the first week of August (projected 13 sessions) - this spans the June school holidays period, during which many people with school-age children go on vacation, so we may be seeing a new line-up of players for this short campaign.

The Sorcery! campaign is just one of those "bucket list" hobby projects for me (like the 10mm FPW project which we completed a few years ago, and the Arab Revolt project which I still hope to one day do). For the plot of the campaign I am planning to stick to the premise and basic structure of the original Steve Jackson story: a quest to retrieve a stolen crown, taking the party through a series of villages in the borderlands, through a lawless city, through the dangerous wilderness beyond, and finally into the Archmage's fortress.

I have not yet decided on which set of rules to use for this campaign, although I am rather keen to stick to a magic system that requires specific components, as in the original gamebook rules. The Advanced Fighting Fantasy rules are probably too simple for my tastes, but I look forward to recommendations from my readers.

From the middle of August to the middle of November I hope to switch from fantasy to sci-fi and run a short campaign (again of around 12 sessions) using the upcoming new edition of Savage Worlds. I backed the boxed set edition of this new edition, which is scheduled to deliver in June 2019; factoring for delivery and delay, I think a mid-August start is reasonable.

I have still not yet decided the subject of the campaign: it may be Season 2 of our Space Opera campaign we played in 2017, or a mash-up of the Shadowrun campaign we played in 2016 and the Gamma World mini-campaign we played in 2018. The first will be based on the Seven Worlds campaign, a Savage Worlds campaign (albeit in the by-now older edition), while the second will be a homebrew campaign set in a post-apocalyptic world where the cities are populated by humans ruled by mega-corporations runned by vampires, and where the wilderness are populated by wasteland warriors and mutant animals and plants. Both campaigns will see the return of characters from the previous campaign/s, and both excite me, but I imagine eight months is a long term in the hobby world and who knows what other setting will tempt us between now and then?

Amidst all this I am hoping to get more painting done. Among the kickstarters that my friends and I have backed together in 2018 are West Wind 15mm Dark Ages and Fireforge 32mm fantasy figures; I have pledged to paint up 3 units of Gothic Heavy foot to supplement wahj's Late Roman force, which hopefully will give us the impetus to get back to some historical wargaming soon.

I am also looking at some 48 castings of undead foot, horses and dogs to be added to the 19 Rune Wars castings I have primed... I had best get started.

Monday, December 31, 2018

Tuesday, December 25, 2018

Terrinoth #21 - Rescue Wilgold Part 2

(image from Heroic Maps)
Campaign Diary

It was late when Professor Wilfrey led Entana, Gio, and Percy to the Council House. Despite the lateness, the University Council was summoned, and our heroes quizzed over the events of the evening and the past few months. Having given their accounts, the trio were dismissed, while the council deliberated over what course of action to take.

(Click here for PC profiles)

At dawn the next day our heroes were once again summoned to the council chambers. There, the council offered them a quest.

It was the council's belief that Markos had come under the service of Waiqar the Undying, and that his theft of the Diaries of the Mad Mage Kovac could mean only one thing: Markos plans to continue Kovac's work and create undead versions of the Ironbound!

Our heroes' quest, if they chose to accept it, was to travel to Nerekhall and hopefully find Kovac's laboratory. If they did not find Markos there, they are to destroy the laboratory; if they did find the necromancer there, they are to kill him, and seal the laboratory.

"What if he surrenders?" asked Percy.

"He is a necromancer - he is too dangerous to be left alive." Wilfrey replied.

"Should he not be brought back to face justice?" Percy persisted.

"He is too dangerous to be left alive." Wilfrey repeated.

Markos has had some forty days of head-start on our heroes, and during good travel season. Adding to the difficulty of the mission was the requirement that it be conducted in strict secrecy - if word of the loss of the diaries under the guard of the University reached the Barons, there would be grave consequences, the Council warned. The mission will also need to be kept secret from the rival Academy in Nerekhall, which meant they could expect no aid at their destination.

In return, the Council let our heroes name their rewards if they succeeded in the mission.

Entana asked that the mission be considered his dissertation for his Master's degree, in practicum.

Gio asked for a reward of 1500 Gros, the sum owed in weregild for his family's freedom.

Percy asked to study wizardry at the University, and was offered a full scholarship upon her return.

The party was given horses and travel expenses, and sent on their way. Even as they made ready their mounts at the University stables, they saw a dozen riders being sent out - the Council had made plans in case their mission was a failure.

Prepping and Running the Game

As I mentioned in the previous post, the conclusion of this session set the stage for the completion of the character arcs for all three PCs: Entana must face an enemy from his past to succeed in his short-term goal; Gio has a chance of completing his short-term goal if he survives, although the fact that he had been sworn to secrecy means this quest will not help his long-term goal of becoming the most famous gnome in Terrinoth; Percy has a chance to learn rune magic.

The next session will see Entana and Gio reunited with Strigoi, and over the next two sessions the climax and resolution of this campaign arc.

Thursday, December 20, 2018

Terrinoth #20 - Rescue Wilgold Part 1

Gio is trapped in the room by the Ironbound

Campaign Diary

Five days after leaving Nornholt, Entana, Gio, and Percy find themselves in Greyhaven, home to the famed University, where Entana had learned the magical arts. Entana led the party through the outer city into the university grounds, only pausing for a pint at his favourite pub, before meeting up with his mentor, Professor Kroft.

(Click here for PC profiles)

Kroft's face grew grave when Entana related the party's tale and showed him the purple runebound shard which he had taken off Mondock, and he bade the party to seek the opinion of Emeritus Professor Wilfrey, who had his residence at The Tower, an ancient building located about an hour north of the city.

Percy asked if it would be customary for them to bring a gift - at this Kroft noted that Basil, Wilfrey's manservant, had not come to claim his master's stipend for more than a month. The party bought some food and beer at the local store, and made their way to The Tower.

The origins of The Tower had been lost in time, although local legends said that it was built by Timorran himself. Now it served as the official residence of the Emeritus Professor of the University, and housed the most precious of the university's collection of books and scrolls. To protect this collection, The Tower was protected by powerful magic.

It was close to sunset when the party reached the tower. Right away the heroes noticed something was not right - light shined from the windows of the tower, but the snow on the path to the front door had not been cleared for many days. Approaching the heavy double-doors, Entana made the glyph of unlocking, and pushed the doors open.

There in the foyer was the prone form of a man. Entana recognised the man as Basil, Wilfrey's manservant, from his clothing and build. Instinctively Percy rushed through the doors to aid the man, and as she passed the threshold she felt as though she had moved through an invisible curtain - right away a stench assailed her senses - Basil had been dead for many days. Percy crouched down next to the body, hoping to find out what had killed the man. As she did so the corpse reached out a bony hand and attacked her. Entana and Gio rushed to Percy's aid. Entana attempted to cast a spell of fire, and when it failed to work he recalled that a spell put on The Tower prevented the use of fire within it. Gio decapitated the undead, and Entana crushed its head with his staff, for good measure.

Entana called out to Wilfrey, but there was no answer. The trio searched the ground floor of the tower - the interior of the tower was lit with magical lights - but found no sign of the professor. Gio pocketed the coins he found in Basil's quarters - while Percy looked on with disapproval.

A search of the second floor revealed that the professor and a guest had been interrupted mid-dinner several weeks ago. A search of the professor's quarters revealed no further clues, although Percy, inspired by Gio, decided to take a detailed map of Terrinoth that she had found there.

Climbing up to the next floor, the library, the party was confronted with a terrible sight: the library was in disarray, with books and scrolls strewn across its floor. Standing almost motionless in the room were eight skeletal warriors. On the ground laid what seemed to be a full suit of plate armour, and piled around it were many more skeletons, crushed and broken, as well as many rusty weapons.

Our heroes decided to tackle the problem head on. Gio called on the power of Fortuna to conjure up an oil slick in the midst of the skeletons, and the party revealed themselves. The skeletal warriors charged towards them. A few of the undead slipped on the slick and fell, and Entana summoned a thunderous wave to throw back those who reached them. In such a fashion they prevented the skeletons' superior number from bearing down upon them all at once, and Gio's sword found the joints between their bones and one by one took them apart.

After the battle the party surveyed the room. The suit of armour turned out to be an Ironbound, a magical construct that acted as guardians. With still no sign of the professor, the heroes ascended to the next floor. Opening the locked door to the fourth floor with a key he had found in the library, the party saw a large room with glowing magical patterns upon its floor. On two corners were two pedestals, with arcane patterns carved upon them. Standing motionless at each end of the room were two Ironbounds. The room, Entana reasoned, must hold the runebound shards that powered the lights and the magic that protected the tower.

The party closed the door to the room, and made their way to the top floor of the tower, where Entana knew the observatory was located. Near the top of the staircase, Percy struck her head against an invisible barrier. A voice called out:

"Who is there?"

Entana recognised the voice - it was Professor Wilfrey.

A disheveled man appeared at the top of the staircase. The elderly wizard explained what had happened:

Some forty days ago, a former student of the University, one Markos of Nerekhall, expelled for cheating - and caught in the act by Entana no less - several years ago, appeared at his door. He had with him a runebound shard, he said, which he hoped to show the professor. When he produced a rare, purple-coloured Necromancy shard, the wizard's curiosity overcame him and he lowered the magical barrier guarding the tower and invited the former student in to join him in his dinner. However, in the middle of the dinner, skeletal warriors entered the tower and attacked his manservant. Wilfrey fled to the rooftop observatory, activating the tower's protection as he did so. In his sanctuary the wizard was safe from the undead, but he was also trapped there until the magical force field could be deactivated by an ally. There he heard the intruders ransack the precious library, and when no help from his manservant came even after they had left, he assumed the worse. For the next forty days he survived on rain and snow - for water and air could still pass through the magical barrier. Now he needed the party to enter the room in the floor below, and remove the Force runebound shard which powered the magical barrier in the tower from its pedestal and free him; the other pedestal held a Light runebound shard, which provided the tower with its light. Unfortunately for the party, the Ironbound were charged to attack anyone but Wilfrey or Basil if they entered the room; fortunately for them, he revealed, one of the Ironbound was actually just a plain suit of armour!

Knowing the power of an Ironbound, our heroes was unwilling to risk a confrontation. Climbing through a window was not an option, even though Gio was small enough to pass through one, as the magical barrier also covered the windows. Eventually they decided to use speed as their strategy: Gio and Percy would run into the room simultaneously, grab one of the crystals each, and then run out again before the Ironbound could react.

That, at least, was the plan.

So Entana unlocked the door, and Percy rushed headlong to the pedestal in the far corner, while Gio ran for the nearer one. But as Gio passed the Ironbound by the wall, it moved with surprising speed and swinged its two-handed sword at him. Gio ducked under the weapon, and continued to the pedestal... and then the whole room, and indeed the whole tower plunged into darkness - Percy had removed the Light runebound shard from its pedestal.

Entana cast a spell of light on his staff, illuminating the room. Percy ran back through the door. Entana cast spells of attack on the Ironbound, but they did not seem to affect it. Gio lifted the Force runebound shard from the pedestal, then eyed the Ironbound, hoping to duck around it and run back to the door when it moved against him.

But instead of moving towards to rouge, the Ironbound stepped in front of the doorway, and blocked his escape.

For a minute all four figures were still and silent.

Then Entana had a thought: if the Force shard had been removed from the pedestal, then the barrier across the window would have been lowered - Gio could jump through the window, and simultaneously he would cast a spell to slow his fall so he would not come to any harm.

Gio agreed. Entana cast his spell, and Gio made a running start, ducked under the Ironbound's sword once more, dived through the window... and floated safely to the ground fifty feet below.

The party returned to the now-liberated wizard - the ham that they had with them turned out to the best gift they could have brought. Even as he chewed on the first food he had for weeks, Professor Wilfrey asked to be brought to the library. After some frantic searching, his face turned grim as he declared that it was as he feared: Markos had taken the diary of the Mad Mage Kovac, who experimented on fusing dead flesh with steel to create constructs - essentially undead versions of the Ironbound, more powerful and resilient than zombies and skeletons, and proof against magic. When news of his unholy experiments leaked, the wizards attacked Kovac in his laboratory in Nerekhall and killed him. His dairies and plans were taken, and would become the basis of the Ironbound later. His laboratory was sealed, and all records of its location deleted... except for the diaries.

Wilfrey replaced the Force shard in its pedestal, and gifted Entana with the Light shard. Then, the four made their way back to the University, where Wilfrey planned to summon the Council.


Prepping and Running the Game

This session was based loosely on the module Rescue Wilgold by Dragon Turtle Games. The basic idea was that a wizard had been trapped in his own tower, and the PCs must rescue him.

For the layout of The Tower and the battlemats, I used Heroic Maps' The Wizard's House, adapting the adventure to the map, instead of vice versa. This required a bit of a thought, as one of the problems with any tower adventure is that the PCs can essentially just go from the ground floor to the top floor by taking the stairs, bypassing all the floors in between, or climb up or even fly to the top.

To make sure that they had to go to the two floors with the "monsters", I built in a couple of fetch quests: the force field had to be disabled by entering the runebound shard floor, and the key to the floor was located in the library, where the skeletons were.

As it turned out I did not really have to worry: after their experience in the B Team game, the party decided that the prudent way to clear a tower was to go floor-by-floor, so they would not be caught by enemies both before and below them.

I had expected the fight with the Ironbound in the runebound shard room to be the boss fight of the session - the plan was to show them how powerful an Ironbound was, so they would realise the level of threat an army of undead Ironbound posed. However, the players simply assumed that it was a formidable foe based on the lore, even before the fight began, which was always gratifying for a GM. The way they overcame the challenge was classic PC, and made all the more cool by this passage about the Ironbound from the Realms of Terrinoth book:

"The Ironbound lack initiative and drive, though, and can often be defeated through cunning and ingenuity."

The conclusion of this session sets the stage for the conclusion of the character arcs for all three of the PCs - in the interest of length I will discuss this in a subsequent post.

Tuesday, December 11, 2018

Terrinoth #19 - Blood of Malar

Fight at The Golden Lion
Campaign Diary

Therion Lakemane was closing up his store ('Lakemane's Luxries') for the day when he heard a knocking on his door. Looking through the glass of his door, Therion saw a bald, middle-aged man with a salt-and-pepper moustache, dressed in the clothes of a merchant.

Therion opened the door, and the man introduced himself as Weiss, a shipping merchant, and asked if he could enter the shop and speak with Therion. He had found Therion through the blacksmith to whom Therion had sold the good-quality chains he recovered from the ruined keep in Blackwing Swamp a month ago. The chains, he said, were stolen off his barges, presumably by his rival, one Aris, and he had hoped to learn more about the circumstances of their recovery, so he could bring a formal complaint to the merchant's guild.

Therion played dumb and claimed that the chains were recovered by his employees, and that he himself did not know where they were found. Weiss then offered to buy Therion and his employees a round of drink the next evening at The Golden Lion tavern, as a means to thank them, and also to learn how the chains were recovered from them.

The next evening found Therion, Giso, Whisper, and Risvir at The Golden Lion. Tom, busy with tending to a new wave of red mist victims and the temple, was unable to join the party.

(Click here for PC profiles)

Therion related his encounter to the party. The name Weiss immediately stood out for Whisper, who recalled coming across it when the party investigated traffickers of the drug red mist, under the employment of one Lazar. The name Weiss was a common one in Terrinoth, and Therion had not managed to find any more information on his visitor, but our heroes decided to continue to play dumb in the hope of making Weiss reveal more about himself.

Weiss arrived at the appointed time and began to politely ask our heroes about the chains, but was met with feigned ignorance. Just then, Whisper noticed a carriage coming to a stop on the street outside the tavern - it resembled Lazar's carriage. Moments later four tough-looking men entered through the tavern's door, scanned the room, and then started to move towards the table where our heroes were seated.

Therion bade Weiss to move to a table further away from the front door, and signaled for the others to move to block the new arrivals. As our heroes sought to distract the men, they heard a cry, followed by a clatter, behind them. Turning around, they see that the serving girl had left a dagger in Weiss' back, and was drawing another dagger from inside the folds of her clothes. Whisper and Giso leapt into attack, driving the assassin away, while Therion and Risvir blinded the men with a combination of mind tricks and enchanted fog to cover the party's escape.

Leaving with the gravely wounded Weiss through the side door, the party soon realised that the snow on the ground would make it easy for their enemies to track them. Summoning what remaining strength he had, Weiss asked them to enter the sewers, and from there make their way to the outlet to the river, where he had a boat stowed for just such an eventuality. With no other option, the party entered the next manhole they found, and entered the sewers.

Now the old city of Tamalir was built upon the old city that was devastated during the Dragon Wars, and its old streets now served as the sewer channels of the new city. Risvir summoned up a magical platform formed of shadow, that floated a few feet off the ground. Onto this they placed the now-unconscious Weiss, whose wound would not stop bleeding despite the healing spells our heroes cast upon him. Desperate, they eventually took the risk and removed the dagger and cauterised the wound with a heated dagger. The bleeding slowed to an ooze. Therion examined the dagger - it had a triangular profile, and upon its blade were carved arcane runes. Was it a cursed blade?

With Weiss seemingly stabilised, the party followed the flow of the sewage towards the river, Therion opting to ride upon the floating disk so as to avoid soiling his shoes. For a while it seemed that they were alone in the sewers apart from some rats, but half an hour after they started their journey, they could hear footsteps echoing though the tunnels behind them.

Then they came upon a channel in the sewers which was too wide for them to cross easily. While they pondered over how to cross the span with the aid of the floater disk, a giant lamprey broke the surface of the foetid water and attacked them. Our heroes drove the beast off with steel and spells, but the din of battle had drawn the attention of their pursuers - there was need for haste now.

Whisper noticed a thieves' sign marked upon a wall - they were near the river now. As they continued south there was a change in the air, and light coming from ahead.

Whisper scouted ahead. Not far from where they were the sewer tunnels widened and opened into the river, and there two boats were moored. Here the ceilings were taller. Several ruined houses had new doors on them, and standing outside these, as if on guard, were a few armed persons... one of whom was the serving girl from The Golden Lion! The area was lit by a few torches set on brackets on the walls, and the moonlight reflected off the surface of the river.

With pursuers not far behind them, the party decided to launch an assault on the guards and seize one of the boats. Whisper led the attack, shooting off arrows from her bow and then rushing out from the tunnel... only to be ambushed by an attacker she had not seen hiding just around the corner. Giso moved forward to aid Whisper, but the other guards also moved forward, trapping the party at the mouth of the tunnel. Missiles and magical energies were exchanged. The party could not break through. Behind them the pursuers were getting closer. Risvir cast an enchantment upon his dagger, whereupon it became a spinning cloud of blades that blocked off the passage - but the spell would only last one minute...


In the sewers of Tamalir

One by one their enemies fell, and the serving girl from the tavern abandoned her comrades and fled in one of the boats. The party rushed forward to seize the remaining boat, with Risvir carrying Weiss on his back.

But as they were passing by one of the room, Weiss moved himself off Risvir's back, grabbed a torch from its bracket on the wall, opened one of the doors, and threw it in. Inside the room was crates and boxes, which quickly caught alight. Before the surprised eyes of the heroes, Weiss calmly walked to the remaining boat, and asked them to join him.

The party rowed out into the river, and was soon taken outside the city walls by its flow. Not long afterwards, Weiss pointed out a spot on the south bank where they could land. Our heroes accused Weiss of being less than honest in his dealings with them, and he wryly replied that they had been less than honest with him regarding the circumstances of the discovery of his chains. Now seemingly completely well, Weiss stepped off the boat, and disappeared into the nearby woods.

The next day a sum of 200 Gros was delivered to Lakemane's Luxuries, which Therion split equally with the others.

Prepping and Running the Game

This session was a natural follow-on to the last B Team game - my players came up with the idea of investigating the origins of the chains which they found on the beings at the ruined keep, and I reasoned that the person who had the chains made would likewise try to find those who took the chains via the same means. The sewer-crawl idea came from the module Blood of Malar, which involved the party escorting a merchant through the sewers while he was being hunted.

I will not yet reveal the true identities and purposes of Weiss and Lazar, but it is now obvious to the players and PCs that they have been employed/used by both sides in a conflict, and that the drug red mist was somehow in the middle of all this.

In the post-game talk they speculated that Weiss was perhaps an undead - maybe even a vampire - and that red mist was perhaps made from vampire blood. To prove this hypothesis, they wanted to find someone who knew more about undead and vampires, someone who could put their hypothesis to the test.

At the same time, they also asked to investigate Lazar, and to track down the serving girl-assassin who had twice eluded them.

This gives me fodder for at least three more sessions. The players are now so determined to get to the bottom of the mystery they are not asking about reward for what they are going to do next. On my part I have promised that the truth will be revealed in the future. But for now, I shall not spoil it for them or for my readers here.

This was again a light-prep session - light to the point that once I had the basic ideas and the maps chosen for the session, I had little else to do on game day.

The maps that you see in the photos above are from Loke Battle Mats. These are A3 sized spiral-bound books with gridded battle mats which can be laid open to form an A2 size playing area, or even an A1 size area with two books. There are around 60 different designs per book - I got two of their fantasy ones and a sci-fi one off kickstarter.

You can find a place to buy a copy by googling "giant book of battle mats".

The glossy surface of the maps are a bit too reflective for photography, but they are dry-erase, and durable. They are not as flexible as the Heroic Maps tiles which I buy and print myself, but they are a lot more convenient, especially if you are a traveling GM.

Tuesday, December 04, 2018

Terrinoth #18 - Bad Moon Rising Part II

Percy encounters the werewolf

Campaign Diary

Entana, Gio, and Percy watched A'bomb'we's wolf form disappear as he raced north, tracking the scent of the ferrox, and then they ventured into the woods.

(Click here for PC profiles)

Percy led the party westwards, guided by her sense of direction honed from years of living in the wilderness. After an hour, the brambles gave way to a clearing. In the daylight, the party saw that in the clearing there were shallow mounds of bare ground, aligned in a single row. Each bare patch was about four feet long and two feet wide, with one being only three feet long.

With a sense of foreboding, Entana summoned up a magical servant to excavate one of the mounds. When about two feet of earth had been removed, the stench of decay became apparent - lying in a shallow grave was the body of a gnome, perhaps not two weeks dead. His clothing suggested he was a merchant, and the injuries on his body were those made by weapons and not the claws or teeth of a werewolf. Percy searched the clearing and found human tracks leading north.

Entana ordered the magical servant to rebury the gnome, and the trio made a promise to have all the bodies relocated for a decent burial, and they continued westwards on the trail of the second ferrox.

After an hour the party arrived at the cave which Percy had seen the ferrox take refuge the night before. Inside, they found the wounded creature and slew it.

As they returned to Nornholt with the carcass of the ferrox they were met by the burgrave's guards. A crowd gathered around them as the hideous form of the ferrox made its way to the towerhouse. The party was met by Gleeson the Steward, who paid them the reward promised, and the young burgrave, who declared a feast in the trio's honour.

Over dinner Gio regaled the guests with the heroic deeds of the party, while Reynard, the burgrave's half-brother and chamberlain, tried to seduce the shy Percy, without success. After his performance, Gleeson took Gio aside and handed him more silver, and bade him to keep the news of the slain gnomes a secret and leave the town the next day and not return to the woods.

After the dinner the party made their way back to the inn where they had taken rooms. There, Gio noticed that they were being watched from afar by the burgrave's guards.

The next morning the party made a great show of leaving town, but once out of sight of the town walls they returned to the woods followed the tracks from the clearing north. After an hour, they came upon smoke from a cooking fire rising from the ruins of a tower.

Sneaking closer, Gio found six armed men sheltering in the ruined tower. Around them were crates and barrels of goods. They grumbled about the cold, and spoke of "doing one last job" before returning to town.

Calling upon the magic of Fortuna, Gio took the form of a gnomish merchant and approached the men, pretending to be a lost and asking for their help to find his way back to the road and his cart. So convincing was he that the bandits fell for his ruse. However, as Gio led them closer and closer to the clearing, they grew nervous and drew their weapons on him. But Entana and Percy were laying in ambush, and after a short fight the leader of the bandits was killed, and the others surrendered. Our heroes disarmed the bandits, and a quick interrogation revealed that they had targeted gnomish merchants and had buried their bodies in the woods while spreading rumours of werewolf attacks. The party bound the hands of the bandits and began to lead them back to Nornholt to face justice.

The sun had set when the party emerged from the woods, where they found themselves met by a patrol of the burgrave's guards. After hearing their story, the guards offered to take custody of the bandits... and when they were handed over, the guards cut their bonds and passed them weapons, and together they turned on the party!

Although already wounded from their early encounter and outnumbered, our heroes fought with a fury, and soon overcame their enemies. Two of the bandits fled back into the woods - Percy gave chase, but before she could catch up with them, a large, dark, shape emerged from the undergrowth and mauled them. Under the light of the waning gibbous moon, Percy saw a towering creature, half-wolf, half-humanoid, blood dripping from its claws and jaws - she turned and ran back to the party.

When she had regained her breath and her composure, she told Entana and Gio what she had seen. But to their relief, the werewolf had not pursued her.

As our heroes pondered over whether they should return to Nornholt or just continue on their journey to Greyhaven, they spotted someone approaching from the direction of the town - it was Gleeson, alone, but clad in armour.

Gleeson surveyed the scene with a look of frustration, and asked why the party had returned to the woods despite his words. Our heroes in turn accused Gleeson of conspiring with the bandits, a charge which he angrily denied. The steward once more bade them to leave town, promising give the gnomes a proper burial, but would not say more than that he had acted to preserve the honour of the burgrave's family.

Unable to get more from him, our heroes decided to continue their journey to Greyhaven... but they will cross paths with Gleeson again...


Prepping and Running the Game

As mentioned in the previous post, this post covers the second half of the session.

I had expected that the players will track down the bandits immediately after they have killed the ferrox, and so had to improvise a whole feast scene, which actually gave me the opportunity to flesh out the NPCs.

Again, I am impressed by how the players have decided to seek justice for the gnomes even though it would mean further delay to their main quest.

I had expected them to attack the bandits in their lair instead of luring them out, which was a creative touch. Gio's player's original plan was to lead them to the burial ground, hoping that it will lead them to reveal their involvement in the murders, but unfortunately the dice meant the bandits became suspicious of him before they arrived - had he been successful, I thought it would be cool if he took the illusion of the dead gnome to spook a confession out of them.

Once again I was able to dupe the players and put them in a disadvantage at the start of combat, this time by having the guards free the bandits. I fear they may become paranoid after this encounter.

The whole story behind Gleeson's involvement is still not revealed to the players (and to the reader either - I must apologise) and there are speculations to the identity of the werewolf. I hope to return to this mystery in a future session, so stay tuned!

Sunday, December 02, 2018

Terrinoth #17 - Bad Moon Rising Part I

A'bomb'we is ambushed by a ferrox

Campaign Diary

Nine days after they left Dawnsmoor, Entana, Gio, and A'bomb'we were traveling on the road to the town of Nornholt when they heard a commotion ahead of them. Moments later, a riderless horse came charging towards them. Entana caused a burst of light to appear before the horse, which caused it to panic and run into the brambles on the side of the road, where it became trapped. A'bomb'we calmed the frightened animal and led it back onto the road, and our heroes found that it appeared to be a draught horse.  Proceeding down the road with the horse, they found a cart tipped on its side. The contents of the cart were spilled onto the road, and a gnome was pinned under it; another gnome was standing next to the cart, looking helpless.

(Click here for PC profiles)

Gio approached the gnomes and offered the party's help. Together, they lifted the cart and pulled the gnome out from under it, but he was severely wounded. A'bomb'we's offer to heal the wounded gnome was met with doubt by his companion, but Gio "explained" that the orc was his servant and could be trusted. Calling on the healing powers of Nature, A'bomb'we mended the broken ribs on the gnome's chest. The gnomes were profuse in their thanks. They explained that they were merchants from Nornholt who have decided to leave the town for good after a spate of attacks in the recent months on gnomish and human merchants traveling to and from the town. The attacks were blamed on werewolves, although there have been no survivors or witnesses to the attacks. The gnomes informed the party that their horse had been jittery all afternoon, and that something in the woods seemed to have spooked the horse just now, causing it to bolt and upsetting the cart.

Even though they were by now close to Nornholt, our heroes (being heroes) decided to accompany the gnomes back south towards the nearest village.

Later that night, as A'bomb'we looked out of the window of the inn where the party was staying that night, he felt a strange presence in the woods outside. The party ventured out of the inn to investigate. A'bomb'we caught the scent of death as he entered the woods, and it became stronger as the party traveled deeper in. Then suddenly, a humanoid form glided from the side of a tree nearby and landed onto A'bomb'we and attacked him with its clawed hands. Entana and Gio raced to help A'bomb'we, but two more of the creatures leapt down from nearby trees and engaged them. After a short, sharp fight our heroes slew one of the creatures, but the other two escaped by climbing onto trees and gliding from tree to tree. One had torn a lock of hair from A'bomb'we's head before it fled.

Under the light of the gibbous moon our heroes saw that the dead creature had pale green skin and hook-like claws at the end of its fingers. Thin membranes which stretched between its arms and torso had allowed it to glide. Entana recognised it to be a ferrox, a creature said to be a servant of Waiqar the Undying, but which was seldom seen outside of the Mistlands. A'bomb'we was anxious to hunt down the ferrox which had taken his hair, fearing that dark magic would be done to him with it, but it was impossible to track the swift creatures.

Our heroes decided to continue their journey to Greyhaven the next day, and arrived at Nornholt that evening. Chatting with the locals at the inn, they soon realised that the people of Nornholt were a superstitious lot who seemed to attribute every good or bad thing to supernatural causes.

The cause of the recent attacks on merchants was attributed by many to the prophecy that bad things would happen to the town if the position of the burgrave was not passed on to the eldest son of the previous burgrave: the previous burgrave died two years ago, but as his only son had died before him, leaving only an elder, illegitimate son and a younger, legitimate son, the position had passed on to the younger son; some townsfolk believed that the elder grandson should have been made the burgrave, as the previous burgrave had recognised his grandson after the death of his son, but others argued that the prophecy referred only to legitimate sons.

The next morning our heroes sought an audience with the burgrave to inform him that the so-called werewolf attacks were in fact committed by ferroxes. When they arrived at the towerhouse they were conducted into the great hall, where they were met by Gleeson, the burgrave's steward. Gleeson listened to their tale with concern, and then told them that the young woman also in the hall had arrived before them with the news that she had spotted a creature matching the description of a ferrox entering a cave in the nearby woods. Steward Gleeson offered the party a reward for the carcass of the ferroxes, which he hope would convince the townsfolk that the culprits of the attacks had been eliminated.

The young woman introduced herself as Percy Hazard, and claimed to be a servant of Kellos. She told them that she had traveled to Nornholt from the north the night before, and had spotted a strange creature in the woods which she trailed to a cave. Wary to entering the cave alone, she decided to bring her account to the burgrave, and now she offered to lead our heroes there. As our party was about to leave the hall, a young man dressed in rich clothes entered. He introduced himself as Reynard, the burgrave's half-brother and his chamberlain. He asked about their story and listened with interest, and his eyes lingered on the face of young Percy, before he wished them good luck on their journey.

The party left town and made their way towards to woods. Just outside the woods, A'bomb'we picked up a scent on the road leading north: it was the same scent of death he had met two nights ago. Hoping that it was the scent of the ferrox which took his hair, he took the form of the wolf and turned to track it, leaving Entana, Gio, and Percy to hunt down the other ferrox in the cave.

Prepping and Running the Game

This campaign diary actually covers one-and-a-half session - I have decided to cover the first part of the second session for better narrative flow.

The scenario is based on Bad Moon Rising, from Frog God Games' Quests of Doom compilation. The module has a rather interesting background, which I have more or less adopted 'as is', but the bulk of the session we ran was focused on the ferroxes.

I had introduced the ferroxes not just as an encounter combat, but to impress upon the players that their characters have now earned the attention of the dark forces.

I had initially assumed that the party would continue on their journey to Nornholt after they helped the gnomish merchants, and had planned to launch the attack on them when they were closer to the town. I did not expect them to go the extra mile and accompany the gnomes southwards, effectively losing a day of travel time - I had earlier impressed upon them that winter was closing in and that they had a narrow window to reach Greyhaven and/or Nerekhall to pursue the plot-hooks. I had to adjust things a bit to make sure the attack still took place, but I was proud of their decision.

I had one of the ferroxes grab A'bomb'we's hair as I was planning to curb the character's Wild Shape ability - the original plan was to have the bad guys utilise some form of voodoo magic to perhaps enchant a collar, which when placed on the beast form of the character would "lock" it in its beast form; finding a way to remove the enchanted collar would then be a challenging side-quest for the party, and an interesting (I hope) roleplaying opportunity for the player.

Unfortunately, A'bomb'we's player had to drop out of the A Team, so the whole hair thing became a plot device to separate him from the A Team. At the same time, Whisper's player asked for a spot in the A Team too, which helped me fill up the roster.

So far A Team has suffered three drop-outs, but I am happy to announce that Strigoi's player will be rejoining the table in January next year, which will add some much-needed melee power to the party.

Wednesday, November 14, 2018

Terrinoth #16 - Moonspike Tower Part II

Dalkon holds Therion hostage
Campaign Diary

In the month of Hailag, at a time when most sensible folks would not venture into the wilderness on account of the cold, we find our party wading through the frigid waters of Blackwing Swamp.

Having learned about the long-forgotten causeway through the swamp, Therion Lakemane, entrepreneur and adventurer, had put together a crew to explore and claim the use of the causeway for himself. Joining him on the expedition were Whisper Blackmane and Risver Tellir, elven adventurers, and Tom Kelloson and Giso Meyer, priests of Kellos who had come along on the prospect of setting up a shrine long the route. They had need for haste, as soon snow would arrive and render all travel impossible.

(Click here for PC profiles)

Following the marks left by Whisper on their last foray into the swamp, the party arrived at the causeway just as the sun began to set. From here they planned to strike out northwards to the ruined keep where they battled goblins and a wyvern, and then to the northern end of the causeway, to see where it ended, before turning south again to find the other end.

Arriving at the ruined keep the next day, they found the wyvern still roosted at the top of the tower, warming its wings in the morning sun. The party waited until the wyvern had flown off to hunt before they entered the keep. There were no signs of the goblins - their carcasses had presumably fed the wyvern over the past weeks. Whisper laid a bear trap in the wyvern's bed of branches and anchored it to the floor below, and disguised the scent of the party using swamp mud. Our adventurers laid in wait inside the tower, hoping to take down the creature once it was caught.

Eventually the sound of flapping wings announced the wyvern's return. On the floor below, our heroes waited with bated breath. They heard a sniffing sound, followed by shriek as the wyvern took off into the air again - it had detected the trap! The party scrambled to the rooftop, eager to catch the creature before it can flee again. The wyvern defended its nest fiercely, but this time it faced more foes, and it was felled by an arrow as it tried to escape once more.

Therion had the wyvern skinned for its leather, hoping to recover part of the cost for the expedition by selling it off later. Exhausted from the fight, the party spent the night inside the relative comfort of the tower.

The next day they followed the course of the causeway northwards. As the afternoon wore on they found the ground now drier and the tree cover more sparse. Here, towards the edge of the swamp, the water gave way to boglands covered by moss and ferns. As the sun began to set, they saw the remnants of a tower by the side of the causeway, this one without a curtain wall, and in worse state of disrepair - only the first storey of the tower remained, and someone had laid a thatched roof over it, and smoke emerged from one corner of it. As the party observed the ruined tower from a distance, the form of an old woman emerged - it seemed that she had made a dwelling out of the tower.

Therion strode to the dwelling and introduced himself to the old woman, and asked permission for the party to be admitted to her home. The old woman introduced herself as Mama Peat ('on account of my using the peat for cooking and smoking lampreys, you see'), a 'wise woman' who had been living at the tower for years, living on smoked lampreys, moss and other plants, as well as other food and items which folks from the nearby villages would bring to exchange for potions which she would brew.

The party were given lamprey stew for dinner as Therion tried to interest Mama Peat in his business, but she replied that she had little use for money but had an interest in magical items, and asked if our heroes had any they were willing to trade for her help. Tom offered his throwing knife, but it was turned down. As the evening wore on Tom fell into a deep slumber. Talk continued to revolve around the subject of magic. Mama Peat began to tell our heroes of a tale of an evil witch who lived in the swamp and claimed the lives of babies born before the full moon... and revealed herself to be the sister of the witch whom our heroes have slain several weeks before! She demanded that the gem that Whisper plucked from the body of her sister to be returned to her, and in return she would leave their business with the causeway alone. Before Whisper could give a reply, Therion drew his rapier and attacked the witch, but instead of staying and fighting, she stepped into the fireplace and vanished in a blaze.

Our heroes searched the rest of the dwelling and found little else besides smoked lampreys and dried herbs and moss. They set watch and spent a fitful night in the dwelling.

The next day they found the northern end of the causeway a short distance away from the dwelling, and turned south to find the other end.

On the fifth day of their expedition dark clouds rolled in from the north. Late in the afternoon they came upon the remains of yet another tower by the causeway, this one so worn that only the foundations of the tower remained. As they approached the tower they saw that its floor had given way and now opened to a basement some ten feet below. They heard the jingling of chains, followed by voices crying for help.

Whisper crept close to the edge and saw that two men and a woman were imprisoned inside there, each chained by their ankles to an alcove in one of the four corners of the basement floor. Tom leapt onto the floor below and started to question them.

The three gave their names as Dalkon, Feck, and Tilsa, and claimed to be residents of Tamalir who woke up about a week ago to find themselves chained there. They had no knowledge of how they came to be there, nor who had brought them there or for what purpose, and they begged our heroes to free them from the chains.

Whisper cast a rope down and climbed down, followed by the others. As Giso examined the chains around Tilsa's ankles he noticed them to be of good quality steel, and that the manacles were not locked but forge-welded shut. Setting the chain against a rock, he set to work with his hammer, and after some effort broke one of them.

Meanwhile, the rest of the party grew more and more suspicious of the circumstances the prisoners were in: despite not having a source of food or water, the trio had remained alive for a week in the middle of winter, and indeed there were no signs of waste or excrement there. Whisper sensed magic on the three prisoners, but could not make out its nature.

Tension began to rise as our heroes pressed the prisoners for answers, and were met only with protestations of ignorance and increasingly desperate pleas to be freed. Eventually patience wore thin and Risver drew his knife and approached Dalkon, thinking to cut him and see if he bled. As he came within reach Dalkon struck out at him, throwing Risver several yards back. Enraged, Giso charged at Dalkon with his hammer. Therion stepped before Dalkon, shielding him from Giso's attack... and felt Dalkon's hand close around his neck in a vice-like grip.

Release him and the other two, he demanded, or he would kill Therion.

But the party was in no bargaining mood - they attacked Dalkon, even as he shielded himself with Therion. Unable to break himself free from the strangle, the bard passed out, only to be revived by Whisper chanting a healing word. Seeing this Dalkon cast Therion aside and seized Whisper by her neck instead. In the confusion that followed Whisper was struck by Giso and passed out, but her companions were able to wrest her from the grasp of Dalkon. As the three prisoners strained against their bonds to try to grab at our heroes, they one by one climbed out of the basement, and from the safety of their vantage point above called down holy fire against the now-defenceless trio.

When the prisoners were vanquished the party recovered the chains, noting the maker's mark upon them - they might solve this mystery yet!

Leaving the ruined tower behind, the party trekked on southwards, until they came to the end  of the causeway. Their journey had come to an end.

***

Having returned to Tamalir, Whisper recovered her gem from the vault of a merchant house where she had deposited it. Holding it in her hand, she called out silently to Mama Peat, but received no reply.

Then one night she awoke in her room at the Leaky Tap, and found the witch standing by her window. The witch repeated her offered to leave the dwelling in the swamp and not interfere with the party's business in exchange for the gem. Whisper in return told her that now that she has learned of the nature of the gem, she did not want it in her possession. She handed the gem to the witch, who stepped back into the shadow... and vanished once more.

Prepping and Running the Game

I apologise in advance if I blow my own trumpet too much in this post, but I feel the session was a good example of how an 'improv' style of GMing can work with experienced and engaged players.

This session was the first in the Terrinoth campaign that I did not base off a specific module, but rather the elements of the scenario came from loose threads left over from three previous session. There was very little to prep for in the specifics - I prepared the monster stats, a couple of terrain mats, and did some reading on peat, lampreys, and smoking lampreys with peat.

To begin with the whole reason for this expedition was based on an idea supplied by the players themselves. As the GM all I needed to do was to make up some reasonable challenges to provide more information on the causeway and its history (indirectly).

The first part of the session was to me the most straight-forward, so I was a little surprised when the players took a long time trying to decide how to tackle the wyvern. Eventually I decided to make it fly off to hunt for food so they could get close to it without being detected.

The second encounter was a follow-up to the session where they encountered and killed an evil hag. I had wanted to introduce the idea that the hag was once one of three hags in a coven, and when I needed to populate another location for this session, I decided to make use of this thread, I left the encounter very much unscripted, hoping to react to how the PCs acted instead. I had actually a model of a purple worm (painted in flesh colour) on my table to use as a giant lamprey ally for the hag if a fight broke out, but it didn't seem to fit the feel in the room at the moment, and I decided not to use it.

I had imagined that Whisper and the two priests of Kellos would want to attack the hag once they learned her true nature, and that Therion would rather strike a bargain with her, so I was rather surprised when it was the other way round.

The third encounter was my favourite. The mysterious nature of the prisoners and their reluctance to provide answers, and their physical prowess displayed later really puzzled the players. I will not spoil the story here, but this location is tied to the Blood & Gold scenario. One of the players even asked if his character knew if this was in anyway linked to the Cult of Nordros - as a GM it is always gratifying to have bits of lore you told the players thrown back at you in a later game.

I could feel the tension and the frustration (a good kind, I thought) at the table rise as the players and PCs started to disagree on what to do and then each went ahead and did what he or she felt was right - it was a little like the scene in The Avengers when they started to turn on each other. But as in the movie, once the enemy showed himself, the team acted together and defeated their foes.

When Therion's player placed his figure in front of Dalkon to shield him from Giso, I saw the perfect opportunity to raise the stakes and took it, actually physically moving to behind the player and passing my hand in front of his neck (which unfortunately meant I could not see the look on his face when that happened). The player was so traumatised by the event that after the game he told me that Therion's alignment had shifted from Neutral Good to True Neutral after this.

Despite the fight being fought on a fixed location on account of Dalkon being chained, it was actually one of the more tactical fights in the campaign as the PCs tried to rescue their comrades without hurting them, trying instead to pry them loose from Dalkon's grasp. I thought I did rather well too when I made Dalkon take the risk of letting go of a hostage and grabbing the healer instead.

Once the PCs were all out of reach of the prisoners, it was basically shooting fish in a barrel as they had ranged-attack cantrips. It was however fitting for the prisoners to not have any ranged attacks, so I allowed them their victory.

Once again the players were experienced enough to bounce off elements I had included in the scenario without much thought, in this case looking for a maker's mark on the chains, which I had described as well-made. This will allow them to trace the buyer of the chains (presumably the person who imprisoned the trio there), but in fact it will be the other way round: allowing the person to find those who have killed his prisoners!

All in all this was a very enjoyable session, and it has given me more confidence in running a less prepped game.

Thursday, November 01, 2018

Terrinoth #15 - Retribution

The heroes fail to stem the tide of zombies...

Campaign Diary

Giso and Tom's recent adventures had earned the attention of Abbot Kostel, who decided that it would be best if the two priests did a spot of penance at St Olfryc's Priory until after the Winter Solstice mass. They would be accompanied on their journey to the priory by Whisper Blackmane, who had been employed as a guide.

(Click here for PC profiles)

Our reluctant priests headed north from Tamalir, with a mule carrying winter supplies in tow. St Olfryc's Priory, our priests knew, was founded as a hermitage several centuries ago, and was later expanded to a priory when a childless noble obtained permission from the Baron to bequeath the land to the church upon his death. For a period the priory was home to a sect of the church of Kellos known as the Order of the Cleansing Flames, whose members practised self-mortification by branding themselves. The practice gradually fell out of favour, and had stopped in the past few decades.

On the third day of the journey, as the party climbed the hill to reach the priory, a snowstorm began. The trio struggled on, but found their path ahead blocked by two large wolves. The wolves growled menacingly at the party, but would not attack. Faced with a long trip back to the nearest village or a long detour, the party chose to attack, and after a hard battle managed to kill the wolves and continue on their way.

The winter sun was close to setting when they finally arrived at the priory. They were welcomed into the compound, and introduced to the monks who lived there: Prior Ruan, his assistant Dean Leland, Brother Rosen who ran the scriptorium, Brother Enthel who did most of the cooking and cleaning, and the young novice Brother Malven.

The party reported their encounter with the wolves, and were told that the woods had been strangely quiet the past week. With the storm showing no signs of letting up, Whisper was invited to stay at the priory until the weather improved. Giso and Tom were assigned to work with Brother Rosen to copy scriptures during their penance, while Whisper volunteered to help around the place.

Th next morning when the monks left their dormitory for morning services, they found five dead ravens on the snow-covered garth in the middle of the priory. The birds were frozen solid, with no signs of injury on them, and there were no tracks leading to or from where they were laid.

At the scriptorium, Tom did his best to impress Brother Rosen with his calligraphy, while Giso, protesting his exile to the priory, deliberately did a mediocre job, and earned the disapproval of Dean Leland. Whisper meanwhile earned the attention of the dean when he found out that she was not a follower of Kellos, and found herself being proselytised to at each meal time.

Later that night, Giso and Tom were awakened from their slumber by a repetitive knocking sound. Tom dragged the reluctant Giso from the warmth of his bed, the two followed the noise to the door of the scriptorium, where they found a dead fox hung by its tail over the door - the winter wind slammed its frozen body against the wooden door periodically, creating the irregular knocking sound. Closer examination of the carcass showed a jagged wound on the chest of the animal, and that its heart had been ripped out. Again, there were no tracks leading to the door. Giso recalled from his reading that cultists of Nordros removed the hearts of the animals that they sacrificed to the evil god of Death and Winter. Tom and Giso alerted the other monks, but with no clue as to who the culprit was, there was nothing to do but to return to bed.

The mood at the refectory was subdued the next day. Dean Leland behaved coldly to Whisper, perhaps suspecting that she was responsible for the events. Brother Melvan suspected the villagers, whom he believed to be protesting their tithe to the priory.

Work continued at the scriptorium for our priests, while Whisper took a walk outside the priory walls during a lull in the storm, eventually chancing upon a nearby graveyard, where the deceased monks and worshipers were buried.

Thankfully, nothing strange happened that night.

On the third day, the priests were interrupted in the work at the scriptorium when Prior Ruan came to ask for help: someone had left the window to his chambers open, and the snow had blown in, wetting the floor and furniture. While the party helped the old man clean up, they noticed that he had brand marks over his forearms. Prior Ruan revealed that he had been an adherent of the Order of Cleansing Flames in his youth, and that he had been a zealot who forced self-mortification onto novices, which eventually resulted in his transfer out of the priory. It was only with the death of the previous prior of St Olfryc's that he had been reassigned to the priory. Age, he said, had mellowed him, and he now regretted his actions.

When they asked Prior Ruan about who had access to his chambers, the party also learned that the monastery had been missing some gold and silver candlesticks and goblets, and that the remainder had been kept under lock by the Prior.

At this point they all heard a loud sound followed by a scream coming from the nearby kitchen. Rushing there, they found that the lintel over the kitchen door had fallen, nearly missing Brother Enthel, who spilled the pot of pottage he was holding. Examination of the broken pieces of the lintel showed signs of sabotage, and our heroes volunteered to help investigate, which would also conveniently take them away from their duties in the scriptorium.

The next day our trio kept a close watch on the monks. Giso spied on Dean Leland from outside his office, Whisper feigned interest in the scriptures to spend time with Brother Rosen, and Tom watched Brothers Enthel and Malven from a discrete distance.

In the middle of the morning, Tom noticed Brother Enthel leaving the compound surreptitiously. While he trailed Brother Enthel, he noticed Brother Malven behaving around the tool shed in a suspicious manner. Making the decision to check on Brother Malven first, Tom crept next to the tool shed and saw the young novice rummaging in a corner. After Brother Malven left, Tom entered the tool shed to search it, and found the lost gold and silver items buried behind various tools in one corner. Leaving them in their place, Tom left to try to track Brother Enthel, but the falling snow had covered his tracks.

By now our heroes were on edge and suspected something bad was going to happen. They knew not what it was, but they resolved to keep a watch over the priory all through the night. Whisper stood watch in the scriptorium, while Tom and Giso guarded the two entrances to the priory: the door to the antechamber that led to the garth and the prior's chambers, and the door to the chapel respectively.

At around midnight the storm abated. Then Brother Enthel opened the door from the garth to the antechamber and walked in nonchalantly. Surprised but not suspecting anything sinister, Tom thanked him for the nice dinner he made earlier. Brother Enthel walked slowly over to the door and replied:" I'm glad you enjoyed it... because it was your last meal."

Then he lifted the bar across the door, opened it, and zombies spilled in.

Tom's cries alerted Whisper and Giso, who rushed to aid him. In the confusion Brother Enthel managed to slip past our heroes to enter the chapel and open the other door to the outside - more zombies entered.

While Whisper and Tom fought to contain the zombies in the antechamber and Giso faced off against several zombies alone in the chapel, Brother Enthel led a few zombies into the garth, heading towards the prior's chamber by a different route. The party despatched the zombies, sustaining grievous injuries while doing so, and chased after them.

Tom threw the throwing knife he had found in the wyvern's lair at Brother Enthel, imbuing it with the holy flames of Kellos as he did so... the knife missed its target and stuck in the door to the scriptorium, setting it alight. Tom called out to Brother Rosen, who had thus far been hiding in the dormitory with Brother Malven. Alerted to the fact that his beloved scriptures were in danger, the monk overcame his fear, rushed out, and began shoveling snow onto the burning door, eventually extinguishing the flames!

While Whisper and Giso held off the zombies in the garth, Tom entered the kitchen to find Brother Enthel strangling Prior Ruan - like the older man his forearms bore brand marks too. Tom struck at Brother Enthel's neck, killing him. Searching his body, they found more brand marks, and a tattoo of a skull, marking him as a worshiper of Nodros.

As the party gathered around him, Prior Ruan revealed that Brother Enthel suffered under his tutelage when he was a novice and was made to brand himself many times. When the two met met again on Prior Ruan's return, the older man had apologised and asked for forgiveness, which was given - but now it seemed that Brother Enthel had never forgiven his erstwhile mentor, and had plotted a terrible revenge.

In the aftermath of the chaos Tom took Brother Malven aside and questioned him about the stash in the tool shed. The young monk, already shaken by recent events, spilled the beans: he was a wanted thief who had joined the priory to escape from the law, and was plotting to return to civilisation now that he thought things had blown over. Tom flipped the young man a Gros, and ordered him to depart, which he quickly did.

With only three members left, Prior Ruan realised that the priory could not sustain itself any longer. Packing their scriptures and as much supplies as they and the mule could carry, the monks and our heroes left the priory, and made their way to the nearest village.

Prepping and Running the Game

As this was the Halloween game, I thought it would be a good time to run Retribution by Raging Swan Press, a mystery-horror scenario. This is probably the third or fourth time I have run a "stranded in a monastery in the middle of nowhere in a snowstorm with suspicious monks when murder and fire happens" scenario. It is not an innovative premise, but Retribution excelled in laying out how the GM can slowly rack up the tension in the game.

The original scenario has more content than the scenario I ran, with some details on the village near the monastery, and a whole dungeon section which I left out. It also has more combat encounters and a larger cast of villains and NPCs. The scenario as written would probably require more than the three hours we had, so in the interest of time and make it easier for me and the players to keep track of the NPCs I cut out most of the combat encounters, locales, and trimmed the list of NPCs down to five.

With a mystery scenario it is always difficult to strike a balance between giving the players enough clues to allow them to pinpoint a suspect, and not giving them so much information that the solve the mystery in the first hour. Retribution takes this into account, and has advice on what to do in case your players correctly identify the suspect early in the game.

In this case I think I did too good of a job making Brother Enthel low-key, such that the players suspected Brother Rosen, Dean Leland, and even a Prior Ruan with a split personality, but not Brother Enthel. The last one is an interesting idea which I may actually use for my next monastery mystery game.

For the layout of the priory I chose to use the beautiful 30" x 30" St Olfryc's Priory from Heroic Maps, specifically the winter-themed one, which was perfect for my purpose. I adjusted the plot to the map, which almost proved catastrophic at the critical moment in the game: there were only two main entrances into the priory which Brother Enthel could let the zombies in, and they were each guarded by a PC! If a PC attacked Brother Enthel before he could open the door, the game's climax would not happen.

The scenario had not predicted that the PCs would be guarding the route by which the zombies would attack, no did I expect them to stand guard all night. I literally stood hunched over the map with the figurines placed on them for a whole minute before I decided to let the dice fall where they may be and let Brother Enthel make his entrance. The seconds when I casually moved Brother Enthel's figure across the antechamber to the door and then uttered his line was the high point of the game for me.

I think the players were genuinely surprised by the suddenness of the zombie attack. Giso's player was so taken off guard that he did not think to turn undead until several turns into combat, when the PCs had all taken heavy damage.

The comic moment of the game happened when one of the players noted that the flaming throwing knife might set the scriptorium door on fire. I went with the suggestion and had Tom's player roll for fire damage. When they called to Rosen to help put out the fire, I decided that the natural thing for him to do would be to shovel the snow on the ground onto the burning door. I rolled to see how effective he was, and rolled high: he was a human hurricane, as one of the players put it!

I had not thought about how to end the game, but when one of the players made the remark that the priory would probably be too understaffed to continue, I went with it and had them abandon it for the season. This actually provides me with another site for a possible "holdings" campaign, so if either Giso or Tom's player do decide they want to "settle down", we have a site which they can feel a certain connection to.

Over all it was a fun session with plenty of opportunity for roleplaying. If you are looking for a horror-mystery scenario based in a monastery, I recommend you check Retribution out.