Yeah, so the Labyrinth Lord campaign I ran I did this weekly episode notes thingie. I'm not doing that with DCC. I started out that way but rolled a 1 on my spellcheck.
Here's what's going on in the campaign in a nutshell:
The PCs are working for a devil woman named Hella Nor. One PC, named Oryx, has taken Hella as a patron to his wizardly ways. Hella has sent the PCs on a couple of missions to reclaim her lost crystal balls.
In the second mission to retrieve a ball they ended up on a magical ship that dropped them on a purple planet. Trapped in a prison beneath an arena of warring kith the PCs freed a witch named Irene and piloted another ship off the purple planet. Things went awry and now they have crashed and are stranded on a hostile jungle island in an unknown world.
The meta plot seems to be unraveling the doings of the War Wizard, who seems to have more tombs and ruined fortresses than you can shake a lightning spear at. And the few PCs who survive from the funnel know that their entire memories prior to that first adventure are somewhat suspect. It seems they lived in a bottle city, possibly because of the machinations of the War Wizard or a mysterious figure known as the Mind Master.
Current roster of characters:
Artifus (level 2 botten): Once a brave squire named Ammet, Artifus died in the War Wizard's tomb and was brought back to life through sorcerous science as a cyborg...a botten!
Oryx (level 2 wizard): The son of the ill-fated heavy drinking monk Voss, Oryx has become a fanatical devotee of Hella Nor and...unfortunately...a terrible wizard whose spellchecks never seem to break 7. He is the PC most likely to die, by all reasonable measures. Yet he lives on...
Parsley (level 2 cleric): This happy-go-lucky girl doesn't have an ability score higher than her shoe size but she was chosen by Shul, god of the moon, to be his earthly troubadour. Hey...she killed the Master of Eyes almost by herself.
Jo Bobbius (level 2 ranger): Not too bright, not too strong...this ranger's arrows strike true.
Billy Bobbius (level 2 druid): Nearly as smart as his brother, the druid feels nature in his veins and possibly other body parts.
Bishop (level 2 warrior): This sea-faring salty dog hitched a ride on the ship that carried the PCs away from the destruction of the underground ziggurat of the Master of Eyes. He's tough and has a way with the ladies (ships).
Smoke (level 2 thief): She's tough as nails and silent as a mouse. She's thick and smokey and badass...can she keep these other guys alive on the island of certain death?
Cezra (level 2 paladin): He's got a strange and storied past and a zealous devotion to the ways of mighty Cthulhu. His paladin's blade strikes true against the enemies of his god!
Showing posts with label Episodes. Show all posts
Showing posts with label Episodes. Show all posts
Saturday, May 2, 2015
Sunday, March 1, 2015
DCC #4.5
The B Team
As a spur-of-the-moment thing I ran a short DCC adventure funnel for some 0-level nobodies. I used a severely truncated version of Purple Sorcerer's Perils of the Sunken City, specifically Madazkan's dungeon. But instead of Madazkan, I used the War Wizard alluded to in Portal Under the Stars.
The PCs wake up in a dungeon, chains lying all around. Skeletons lying about. They remember being captured by the War Wizard to be used in sport. They do not remember falling asleep. And things look different...much time has passed. What happened?
Exploring the dungeon they battle chain-toting skeletons and eventually come into the chamber of Malloc. Razz Snagglesnatch the lizard man is pulled into the tree and ripped apart...blood satisfies Malloc and he offers his blessing. Only one PC refuses...Jera Syn's loyalties lie with other gods!
This was a very short crawl for 8 PCs. 5 characters made it out alive, thanks in part to some healing waters.
Fun times. Now we have some B-listers that might come into the main game as needed.
Also: I decided that gnomes of the city of Seapath (where this campaign is focused) take great pride in their pointy hats. Those with a hat: +1 to Luck. Those without a hat: -1 to Luck. One player refused the hat for his gnome...she ain't a team player and ain't wearing no stinking pointy hat!
As a spur-of-the-moment thing I ran a short DCC adventure funnel for some 0-level nobodies. I used a severely truncated version of Purple Sorcerer's Perils of the Sunken City, specifically Madazkan's dungeon. But instead of Madazkan, I used the War Wizard alluded to in Portal Under the Stars.
The PCs wake up in a dungeon, chains lying all around. Skeletons lying about. They remember being captured by the War Wizard to be used in sport. They do not remember falling asleep. And things look different...much time has passed. What happened?
Exploring the dungeon they battle chain-toting skeletons and eventually come into the chamber of Malloc. Razz Snagglesnatch the lizard man is pulled into the tree and ripped apart...blood satisfies Malloc and he offers his blessing. Only one PC refuses...Jera Syn's loyalties lie with other gods!
This was a very short crawl for 8 PCs. 5 characters made it out alive, thanks in part to some healing waters.
Fun times. Now we have some B-listers that might come into the main game as needed.
Also: I decided that gnomes of the city of Seapath (where this campaign is focused) take great pride in their pointy hats. Those with a hat: +1 to Luck. Those without a hat: -1 to Luck. One player refused the hat for his gnome...she ain't a team player and ain't wearing no stinking pointy hat!
Wednesday, February 25, 2015
DCC #4
In our fourth session the PCs make
their way deeper into the war wizard's tomb, discovering a strange
shallow pool of water. The floor of the pool is dotted with small
gems arranged in the pattern of the night sky they saw outside. A
shattered robot lies in the pool. Brave (or stupid?) Jo Bobbius
climbs into the pool to test the gems and discovers the robot's
bronze spear. Messing around with it he gets lucky and figures out
the spear can issue a blast of energy to strike distant targets.
Soon a procession of weird men of metal
come into the room. In the lead are two broken and busted up robots.
They are followed by what can only be described as men half of metal
and half of flesh. The PCs realize suddenly that they are looking at
their former allies...now dead...now walking around again!
A few of the re-animated have a flash
of awareness and memory upon seeing the faces of their allies. They
shake off the strange magic working to assimilate them into the robot
matrix. Battle ensues as the other bots realize what has happened.
The PCs are victorious against the bots
and in the end Ammet, Aiken, and Arble rejoin the party...albeit with
robot parts. Can the day get any stranger for these poor schmucks?
A door is opened and down they go to
discover weird treasures. Oryx, opening an arcane looking book, is
blinded by it. His father Voss, considering Oryx to be a weakling,
essentially abandons his son for dead. Only a fool would let himself
get blinded. And where is the booze around here?
They discover an army of over 60 robots
standing in silence in the lower chamber. Leading them is a giant
figure similar to the war wizard's statue upstairs that burned so
many of them to a crisp! Previous battles with bots demonstrated that
water causes them serious harm. And wait...what is that sparkling on
the ceiling? The gems from the pool above!
Voss shoves his blind son into the room
in anger, then rushes up the stairs to pluck the gems from the floor,
hoping to flood the chamber with water. The robots awaken! They begin
to ambulate.
The team rush up to help with the gems,
poking and prying at them furiously. Soon they have removed dozens
and the floor begins to crack. They run, though it is too late for
Voss, Einstenius, Wandius, and Calliope. They fall through the floor
helplessly to their doom.
The flood of water takes it toll on the
ancient robots and they begin to pop and crack and explode. The army
is defeated! And Voss, tough old bastard that he is, climbs out of
the wreckage and up upon the throne of the war wizard at the head of
the room...there is the crystal ball Hella Nor sent them to fetch!
Upstairs the team faces a few robots
that made it out of the pool and defeat them with surprise and force.
Voss rubs the ball and Hella Nor's face
appears in it.
"Nice work, losers. But see I only
need to bring out the guy holding the ball. Why would I waste energy
on the rest of you?"
Oh no. But wait, these poor bastards
can offer something surely. They agree to help Hella with a future
project and she then whisks them all out of the tomb and plops them
down on the roof of the Four Winds Bar in the great city of
Seapath...a place as alien to them as anything can be.
What will become of these disparate
bandits? What of their fields of corn back home? What is home? Hella
said their home city was a sham, an illusion, a "city in a
bottle"...what does that mean?
No time to think about it. That crazy
devil girl will return in a few months and expects them to do
something even crazier. Best get ready...
Saturday, February 21, 2015
DCC #3
The party of newbs, having found their way into the war wizard's tomb, faced spear-throwing statues and a fire-spurting statue of the great wizard himself.
They discovered a room which appeared to be a workshop with piles of metal and wire and half-finished men of metal. Along the walls in 7 alcoves were colorful buttons...some flashing. Naturally some buttons were pressed. Soon a group of 3 metal men entered threateningly and cut down one of the PCs after a valiant battle. One lone hero named Calliope bested two of the robots on her own.
Enter: the Surgeon. This tall robot, named Sararug, was the war wizard's surgeon. He lead the PCs to his chamber and assured them that he would "transform their frail bodies into perfection". No one accepted his invitation to become immortal men of metal and the Surgeon grew angry. A very well placed spear by big-boned Wandius took the Surgeon down and Einstenius the sage discovered an alien weapon in Sasarug's possession. Could this device be usable?
Ammet, Aiken, Yosemite, and Harry all met their makers in this week's episode. Mostly by fire.
They discovered a room which appeared to be a workshop with piles of metal and wire and half-finished men of metal. Along the walls in 7 alcoves were colorful buttons...some flashing. Naturally some buttons were pressed. Soon a group of 3 metal men entered threateningly and cut down one of the PCs after a valiant battle. One lone hero named Calliope bested two of the robots on her own.
Enter: the Surgeon. This tall robot, named Sararug, was the war wizard's surgeon. He lead the PCs to his chamber and assured them that he would "transform their frail bodies into perfection". No one accepted his invitation to become immortal men of metal and the Surgeon grew angry. A very well placed spear by big-boned Wandius took the Surgeon down and Einstenius the sage discovered an alien weapon in Sasarug's possession. Could this device be usable?
Ammet, Aiken, Yosemite, and Harry all met their makers in this week's episode. Mostly by fire.
Sunday, February 15, 2015
DCC #2
In the second session we were joined by
a fifth player. Luckily, 4 more characters were alive in that foul
pantry and made their escape as well.
In this session the PCs discovered that
a beautiful horned woman named Velma Nor was trapped inside the blue
gem necklace of the man-bat leader. Her sister, Hella Nor, was
trapped in the scepter on the man-bat altar. First they must free
Hella, then Hella would free Velma. Sure, they said.
Hella was freed and the red, naked,
devil woman was not really happy about it. Right off the bat Han the
outlaw, feeling plucky, hit on Hella Nor and lost his head in the
process.
So Hella, rather than killing all the
fools, sets them to a mission. Retrieve her crystal ball from a tomb
of one of her old lovers.
Entering the tomb was not easy. Arble
the butcher was burned to ashes as a result
of tampering with the
door. But Atticus cleverly figured a way in and the team of hooligans
now stands before four statues threatening them with spears.
During this session we also say goodbye
to Bowteesta the woodworker and Jethro Cobblepot the parsnip farmer,
who were lost to the 2000 foot drop from the aerie of the man-bats.
It is too early for me to give this
campaign an official name, so I won't do it. I'm gonna wait and see
what happens next. The players may take me into areas I didn't
anticipate. Who knows?
DCC #1
The new DCC campaign kicked off a few
weeks ago. Started with 4 players, the crew from the Frimmsreach
Labyrinth Lord campaign, each with 4 PCs of fabulous zero level.
In the first session the PCs awaken to
find themselves caught in some sort of sticky, tough webbing inside a
weird sphere composed mostly of tree branches and hides. Many bodies
are strung up on the ceiling in a similar fashion. It appears to be
some kind of storage area for live meat.
The captors are man-bats! And the
monsters are engaged in a battle of their own against little metal
men with strange blasting weapons.
Escape and investigation ensues. Poor
Moloch the rutabega farmer was eaten by a flying worm before he could
make his escape. And the exotic Xaius Fe, outlaw, was blasted by a
man of metal's zapping spear.
The 2-hour session ended with the party
being held by the men of metal.
Saturday, February 7, 2015
Frimmsreach Episode #42
EPISODE
#42
SUMMARY:
Game
Date: 01-12-15
Cast:
Sparruu, Frothgar, Argus, Azmooth
Blood
on the altar! A portal of unknown portent! And the wizard Blart on
the stairs...what is going on in the Shrine? Where are the captive
villagers? Is this THEIR blood?
And
why is Blart acting so weird?
"A
fine mess." he says. "Do you know how hard it is to summon
a terror worm? I did all the rituals. But we're short by one piece on
the list...the blood of a king. Or at least the descendant of one..."
With
that, Fjarlneski the giant slayer whirls around and slices at Argus!
His blood splatters into the pit...what treachery is this?? And is
Argus the heir of a throne??
The
retaliation is fierce. Uul Ulu, Fjarlneski's companion, is stunned as
well. He is not on the side of evil after all.
A
few sword swings and spells later and the two worm villains take
their final plunge into the abyss, satisfied they have pleased their
dark mistress...for the ground begins to shake and rumble! The stairs
crack, the well portal swells...and out of it emerges the great black
terror worm!
The
heroes flee as the temple crumbles. But there is no where to go. And
then they see it...the dwarven hammer Thrumbok! Churned up in the
rubble, lying near the beast. Argus and Frothgar run to reclaim it.
Meanwhile the others engage the monster.
Soon
the hammer is in Frothgar's hands and he lands a mighty, mighty blow!
The hammer's head, already cracked, shows another crack. The lore
says the hammer was damaged when it was first used against the worm
gods. Frothgar knows it has but a few blows left in it. He must make
his strikes true.
Argus
lends aid with the mighty Haverok and between the two combatants the
terror worm takes much damage. From a distance Azmooth punctures the
beast with her arrows. Sparruu, lacking other options, decides to
become a gnomish hero and stab at the thing with is own sword. Uul
Ulu strikes with his staff while Falki the hunter hurls a javelin.
Moments
later the beast snatches Falki by its teeth, crushing the happless
hunter!
Another
thunderous strike from Frothgar crushes the middle of the monster. It
begins to thrash about, rolling madly in its pain. And in this
thrashing is caught the brave trickster cleric Sparruu, jungle gnome
far from home! He is pulverized by the giant body and rejoins Miana
Musina in his/her paradise.
Having
no time for sorrow, the heroes redouble their efforts. Sword, staff,
arrow, and hammer come to bear and Argus lays the finishing blow by
cutting the monstrous thing in half.
The
heroes gather the body of Sparruu and flee the temple by the way they
came...
As
the sun rises the remaining shattered townspeople of Frostmyr hold a
ceremony to celebrate Winterturn and to celebrate the gnome who so
recently aided them and paid the ultimate price. Frothgar speaks
highly of Sparruu, invoking the names of Frimm and Miana Musina.
During
the festivities Azmooth and Quilliam are not to be seen, something
about "inventory" at Bjarns.
Argus
displays an occasional tear for his friend trickling down his sinewy
cheek. But Aggi Migloden the healer is quick to wipe them away.
And
so ends the saga of the Shrine of Worms. Our adventurers can
rest...for now.
End
of Episode #42
Frimmsreach Episode #40
EPISODE
#40
SUMMARY:
Game
Date: 01-12-15
Cast:
Sparruu, Frothgar, Argus, Azmooth
Our
heroes stink! The foulness of nobberlochs is all over them. Standing
in the small ice house with Aggi Migloden this fact quickly becomes
overwhelming. They make their way toward Bjarn's to clean up and
change clothes when sounds are heard to the north. Azmooth stealthily
speeds into the darkness to investigate. Sparruu returns to Aggi and
the children to watch over them.
As
Argus and Frothgar stand in the night snow two arrows thump into the
barbarian's back, bringing him to his knees! The arrows came from the
south. The two take refuge behind the nearest house and soon the
voice of Luud the hunter rings in the night.
"Gimme
that sword, boy. It belongs to me. Drop it and walk away. Nobody has
to die."
Argus,
himself on the edge of death, disagrees. Somebody has to die.
Meanwhile
Sparruu has discovered something in his pocket. The cleric's
instincts light up. It is a gift from Miana Musina! She is not happy
about being shut out by the dark goddess K'lixtra. A magic ring.
Putting it on, he uses one of the ring's powers and calls up the
illusion of a great red dragon to harrow Luud and his cronies.
Taking
full advantage of this ruse Argus and Frothgar rush the hunter, who
promptly drops to the ground and begs for his life. But to no avail.
Argus ends the conflict with Haveroc, the sword Luud came to steal.
To
the north Azmooth has discovered the sounds are that of Fjarlneski
Itti and Uul Ulu, her sorcerous companion. They are traveling with
the local hunter Falki, hunting orcs and giants.
The
two groups join forces.
And
Frimm, god of the north, speaks directly to Frothgar...filling the
cleric with healing magic and power. Frothgar's touch restores his
companions to health and vigor!
Soon
they are joined by the spirits of dead dwarves...another gift from
the gods! There stands Brickwallow Stormshot, Tankfellow Stormshot,
Bruiser Barrackbomb, Boomer Earthcleaver, Zapper Earthcleaver, Shank
Earthcleaver, Urfnozzle Doorbreaker, Nabby Doorbreaker, and even
Silverchain.
Brickwallow,
default leader of the dead dwarves, offers his axe on this dreadful
night.
The
gang of heroes, following the obvious trail left by marauding
monsters, traverses the ice lake. But it is not to the island at its
center that they go, but rather past it. On the far shore...where
waits a gang of drokks to harass them.
Battle
ensues and the dwarven spirits take lead, allowing the heroes to
continue the journey into the darkness.
End
of Episode #40
Thursday, January 8, 2015
Frimmsreach Episode #39
EPISODE
#39
SUMMARY:
Game
Date: 01-05-15
Cast:
Sparruu, Frothgar, Argus, Azmooth
Varlix
is dead! But nobberlochs approach in vast numbers. The team flees up
through the sarcophagus bottom and back into Varlix’ tomb.
A
nasty surprise…just outside the door stands another serpentine
figure reading from a scroll that turns to dust in his hands.
Nobberlochs surround him, pushing the door closed to seal the victims
inside. What magic is this serpentine man working? The tomb
seems…changed somehow. Darker. More evil.
Azmooth
looses her arrow to no avail, Sparruu uses his red dragon dagger,
breathing a cone of flame on his enemies! The nobberlochs are burnt
to a crisp and the serpent man feels the heat as well. But he quickly
slithers off to escape. Argus slams into the door to keep it open and
the crew piles out of the room to engage the enemy as more
nobberlochs enter the next chamber from the broken wall outside
Varlix’ tomb.
Despite
their efforts, Sparruu and Frothgar are unable to hear their gods or
feel their presence. No miracles are granted during this fight. The
tomb has become sacred to a dark power…Frimm and Miana Musina are
unwelcome here!
In
the melee a nasty nobber gets its wormy mouth on Argus’ bare chest!
That sucks. Now he feels the pain and pressure in his gut as
something…nasty…grows inside. This could be bad for our muscled
marauder.
Once
the nobberlochs are put down and before more can rally the team
retreats back through the tomb, through the sarcophagus rooms of
Lumix and Rumix. But wait! Lumis is not in his tomb! The snake
man…was Varlix’ brother. Could this mean Lumix will seize the
title of high priest? What of the Terror Worm?
Up
the intrepid heroes go and all the way to the front door. Heave,
heave, and the door gives way. The heroes stumble out and back to
Bjarn’s store where the fiasco began. Once there, Sparruu feels the
presence of Miana Musian again. He prays and is able to heal Arugs,
removing the thing growing inside him. The barbarian will live. The
cellar door is locked and barred.
But
what of Quilliam? What of the village? The night is silent and deep.
Snow has fallen nearly 4’. No one is around. Sings of
struggle…blood on the floor.
Moving
outside, they find a silent village. Bodies lying like humps under
the snow. What happened here!?
Moving
to a house with a light they discover the healer Aggi Migloden hiding
along with two children.
“Monsters.”
She says. “Many monsters came…took the people, dragging them
across the ice…or killing those that fought back.”
This
shall not stand!
End
of Episode #39
Labels:
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Frimmsreach Episode #38
EPISODE
#38
SUMMARY:
Game
Date: 12-29-14
Cast:
Sparruu, Frothgar, Argus, Azmooth
Down
in the Tomb of Lost Children the black blood of worms slickens the
floors and the smell of foul nobberlochs is never too far away. Alix
warns the others that if Varlix is allowed to escape he will fully
establish the Shrine of Worms anew and raise the dreaded Terror Worm,
eater of villages!
The
heroes chew the worm, spit its foulness upon the tomb’s door and
the door responds by opening. Cultists are gross.
Inside
lies the sarcophagus of Varlix. They examine it closely. The only
image on its top is that of a great snake with four black eyes. Alix,
the would-be assassin of the high priest, seems to know little about
how to actually get the job done. It seems very little real planning
went into this venture. Steeling up his nerve, he reaches forth to
find a way to open the sealed lid. The risk is high…and he pays the
price! A zap of lightning fries poor Alix in an instant and his body
is disintegrated!
Reeling
from the shock of losing their companion, the intrepid tomb raiders
say a prayer for the fallen hero. It is then decided that more
investigation is needed. The entire room is closely examined for
clues. And one is found…a cryptic notation written into the base of
the sarcophagus, barely detectable:
The
right hand of Rumix
And
the left hand of Lumix
The
eyes of Varlix
For
the love of the Deep Mother
A
plan is made. The diamonds on the lids of the other sarcophagi are
harvested and placed in the lid of Varlix to fit into the snake’s
dead eyes. The eyes light up, the lid is shoved off. The heroes
immediately fall upon the coffin’s occupant with terrible fury!
Sword
strokes, prayers to the gods, arrows to the eyes! Varlix drops the
false bottom of his sarcophagus to make a hasty retreat into a dark
tunnel. The heroes pursue with all intention of ending this evil high
priest before he can fully awaken the Shrine of Worms.
Soon
the deed is done and the heroes stand victorious. But wait…a horde
of nobberlochs approaches from deeper in the cave! Dozens of them…
End
of Episode #38
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Saturday, December 27, 2014
Frimmsreach Episode #36 and #37
EPISODE
#36 and #37
SUMMARY:
Game
Date: 12-15-14 and 12-22-14
Cast:
Sparruu, Frothgar, Argus, Azmooth
Inside
the sarcophagus chamber our heroes see more lovely paintings on the
wall. Monsters, chaos, and death seem to be the theme. This time the
images feature a serpentine warrior wading through battles until a
fireball from the sky destroys a temple (Shrine of Worms!).
The
serpent guards begin speaking through the walls, hissing and
laughing.
“On
behalf of myself and my brothers I thank you for the entertainment.
The trick with the magic knife was particularly pleasant. It’s nice
to see that tomb raiders these days have not lost their spirit.
And
that’s good news for at least one of you because when I awaken my
master he will be hungry before reclaiming the Shrine of Worms. And
he only feeds on the best of the best. Your defeat of the two
decrepit guards in the hall was enough to demonstrate the minimum
degree of prowess required. So choose your weapons and steel your
nerves. You are about to meet your makers, the impotent fools you
call gods.”
And
so, trapped, the team starts looking for a way out. Sounds in the
walls indicate the guards are doing something, turning a mechanism.
One of the diamond eyes on the sarcophagus lid lights up. Then
another. This lid is coming open.
Azmooth
tries to brace it with a long spear but is shocked painfully.
The
lid opens! Up rises a serpent man. As the party begins to assault
this threat it speaks, appearing somewhat weakened. "Wait! I am
not your enemy!"
Turns
out he's not. He replaced the serpent guy who was supposed to be in
the coffin. His plan? To kill the head honcho, the high priest of
K'lixtra, the last of the serpent brothers...Varlix!
The
serpent guards are not happy about this. They rush in and all hell
breaks loose. A few moments and many decapitated serpents later the
party is panting and asking questions.
The
new ally, Alix, says his only goal in being willfully put to sleep
for a thousand years was to gain access to Varlix' tomb and kill him
before he could awaken.
"For
if Varlix returns the Shrine of Worms to its former glory he will
summon the Terror Worm, devourer of villages."
This
cannot stand. "How do we find him?" Asks our heroes.
Alix
reveals a secret stair way down under his sarcophagus. It leads down
to a room identical to the one they just left...including another
sarcophagus. This one too is beginning to open up. Alix, desperate,
says "Do not let it open!"
What
to do? The lids are trapped. But Alix remembers a way to reverse the
opening process and, by turning a certain gem on the lid, the
sarcophagus goes silent again. Phew!
Alix
lowers this sarcophagus revealing yet another flight of stairs. Down
they go into the darkness to a dead end. But not a dead end...for
here is a secret door. Once inside they find a 5' tall column of
stone topped with a weird face. The hollow eyes of the face are
filled with squishy, wet worms. Behind it is another wall.
Alix
takes a worm and bites into it. Gross! Then he spits the chewed worm
onto the back wall. Grosser! But the door is revealed and opens
easily. Sparruu takes a mental note.
They
step into a long room with s small pool or well at the end of it. The
left hand wall has collapsed and the smell of nobberlochs is strong.
Be careful, guys.
Alix
examines the walls. "Here." he says. The back wall. He
pulls out another worm. This time Sparruu takes it. "I'll chomp
a worm!" exclaims the short priest of Miana Musina. He takes a
bite, chews the foul thing up, and spits it on the wall. The door is
revealed and opened...
Inside
this next room is another sarcophagus. Simpler-looking than the
others. Sinister. No treasures lines these walls. No weapons. Only
bones.
Alix
is ready to plunge in. But Azmooth and Argus are both badly injured
from their travails with the trapped coffin lids and the serpent
guards. Time to rest.
The
party falls back to the worm statue room. It seems the most secure
and easily defended. They set up with Alix taking first watch. But no
sooner have their weary heads hit the pillows before Alix, noticing
something stirring in the statue's eyes, is struck by a snake-like
black worm dripping with foul ichor!
No
rest yet. Battle time. More worms come. Alix is bitten, Argus is
bitten, serpent heads fly. These little savages are slick and hard to
get a hold of!
When
all the worms lie dead and drooling their black blood the party takes
stock of its condition, cleans up the mess, and finally finds a spot
to bed down. A good night's sleep will refresh them...then they might
take on the challenge of destroying this evil Varlix joker.
End
of episodes #36 and #37.
Monday, December 8, 2014
Frimmsreach Episode #35
EPISODE
#35
SUMMARY:
Game
Date: 12-08-14
Cast:
Sparruu, Frothgar, Argus, Azmooth
Trapped
in the tomb! Frothgar prays to Frimm for guidance and Frimm reveals
that the tomb is riddled with deadly traps. Stairs and statues and
doors...all trapped. This place was not built for guests.
Vek
seems to be mad. He's reading the walls, muttering like an idiot
about the "deep mother". Meanwhile Sparruu approaches two
twin doors upon which are the faces of serpents. He holds up the
serpentine statue head and lo and behold the doors react...the locks
and traps seem to lower with a click.
Vek
grins at this. "The children are free! See their beauty..."
Azmooth, sick of Vek's inane ramblings, clocks him, knocking him out.
Beyond
the doors Sparruu hears the grating sound of stone on stone and loud
thumps...lids being removed from coffins? The doors open and out step
emaciated, mummified snake men! They slither toward the party,
hissing their disapproval at being disturbed. The battle ensues.
And
it is a short one. The mummies seem weakened by time. Though Argus,
bravely taking lead, takes a serious slash from a scimitar the team
is able to put arrows and fire to the creatures, battering them down.
Vek, seeing this, attacks the party, crying "Blasphemy!"
And
so Vek must die. By fire. And in his final moments it is as if a veil
is lifted and he returns to normal. "You must not open the..."
But
he dies before finishing the sentence.
Searching
the tombs reveals sarcophagi laden with treasures. Gold and silver
rings and necklaces. And perhaps a cursed brooch.
And
a secret door...which the wolf headed mace that Sparruu wields easily
opens as if it were a key. Stairs leading down, down into darkness.
But wait. The heroes shut the door. It is unwise to go deeper into
this labyrinth at this point. Better to check the other doors that
were not opened already. Trapped, they must find a way out!
Another
door is checked and opened and reveals a room with 5 serpentine
statues. The statues speak, asking the business of these intruders.
"Do you have the key?" They ask. And indeed Frothgar
produces the mace as a sign that he has the key. "Show us a
sign. Slay your weakest member in the old way of the Deep Mother."
Sparruu,
remembering how Vek raised his brother from the dead with the magic
dagger, raises Vek. The animated demon slayer does as Sparruu wishes
and poses as a helpless victim as the party slays him before the
snake statues. A foul scene, but perhaps necessary to pass the guards
without a fight.
A
secret door is revealed and the party enters yet another tomb bearing
a sarcophagus. But as they hesitate the snake statues realize they
are being fooled. They close in to attack! Sparruu lets the door slam
shut...
Now
our heroes are sealed in a tomb within a tomb in a room with a rich
sarcophagus and their only way out is through a room with five
serpentine guards.
The
life of an adventurer is never dull.
End
Episode #35
Labels:
Actual Play,
B/X,
D&D,
doomslakers,
Episodes,
Frimmsreach,
Labyrinth Lord,
OSR,
RPG
Monday, December 1, 2014
Frimmsreach Episode #34
EPISODE
#34
SUMMARY:
Game
Date: 12-01-14
Cast:
Sparruu, Frothgar, Argus, Azmooth
The
door is ancient and sealed shut by time. Peering at it, Vek suddenly
notices faint traces of letters...the door has writing on it! The
script, he says, is tong tet,
one of the necromantic languages. He cannot read it...but his dead
brother Lor can.
Pulling
out his brother's black and silver dagger he cuts his palm, dripping
blood on the burnt body and calling forth his brother's spirit. The
body jerks to life, walking like a zombie.
What
is with this Vek??
The
corpse of Lor stands before the door and whispers in an ancient
tongue the writing he sees there. Vek works it out, mouthing the
words:
Oblivion
is the warmth we crave
Beyond
this door is our grave
We
cease our wicked ways
Until
again the light of day
We
are lost children
Vek
commands his brother to then rip open the doors. He does, and a spray
of black needles pepper his burnt corpse. "You are free now, my
brother." Vek whispers, turning his brother's body to ash.
Inside
is a long corridor flanked by statues of snake men. Cautiously they
are checked and found to be trapped by Sparruu's prayers to Miana
Musina. But how are the traps sprang? Azmooth whips out a boomerang
and throws it down the corridor. All the snakes lower their swords
and shoot black needles fruitlessly! Ancient traps. Mechanical in
nature, requiring to be reset by hand.
The
blue gemstone eyes are pilfered from the heads of the statues. The
last one has red eyes. After knocking off its head Frothgar attempts
to pry the eyes loose...and a beam of scorching light sears his
hands!
An
idea...he holds the severed head forward and pokes at the
eyes...beams of read shoot forth. Is this a new ranged weapon? We
shall see.
Further
into the tomb they go. Vek makes cryptic comments about the "lost
children".
"Long
ago a king's sons went missing and he offered a great reward for
their return. But no one could find them. They are the lost
children."
Sounds
legit.
Sparruu's
miracle of trap-seeing lasts a few moments longer and they see that
the place is riddled with traps. It will be slow going.
Along
some of the walls are murals depicting the evil of vile monsters. One
of them seems to depict the Shrine of Worms! Could all of this be
connected?
After
using a long pole to acquire a wolf-headed mace, which only Frothgar
was able to wield without electric shock, they notice the stench of
nobberlochs approaching. Azmooth sees them entering. Then a woman in
red and black robes commands them to seal the doors. Two arrows fly
from Azmooth's bow and one of the finds purchase in the female before
the doors slam shut, sealing them in the tomb...
End of
#34
Frimmsreach Episode #33
EPISODE
#33
SUMMARY:
Game
Date: 11-24-14
Cast:
Sparruu, Frothgar, Argus, Azmooth
Supporting
Cast: Quilliam
Once
more into the cellar! Our heroes dive into that dank place upon
hearing the demon-slaying brothers in peril. But poor Quilliam has
taken too much abuse at the hands of spectres and nobblerlochs, he
cannot proceed and must stay behind. Not to worry, Sparruu the
intrepid gnome forges ahead.
Below
in the cellar Argus and Azmooth proceed through the broken wall to
aid Vek and Lor in their battle with the stinking nobberlochs.
Frothgar arrives soon and the battle is joined.
What’s
going on with these foul beasts? Their flesh is soft and weak, their
attacks weak and pathetic. They fall like wheat under the scythe. But
poor Lor…his neck riddled with wormy
holes…undulating…pulsating…burning! Could it be that the bite
of a nobberloch infects you with their disease?!
The
tunnel outside Bjarn’s cellar leads down through a shaft to a dead
end where a slew of nobberlochs works tirelessly to uncover some
ancient door. The heroes make a stand at a collapsed wall, picking
off the nobberlochs one at a time through the bottleneck. Arrows,
spiritual hammers, and stones decimate 30 of the monstrous stinkers
until they are no more.
Azmooth,
barely escaping the bite of a nobberloch, notices the worms crawling
from Lor’s neck. Time to act! Sparruu burns the neck, hoping to
cure him. But the result is the death of the demon slayer. And yet
the thing in his neck still wriggles. Azmooth “accidentally” sets
the body aflame, raising the ire of Vek. This hurt will not go away
soon.
But
the door…the ancient door is mostly uncovered. Argus and Azmooth
finish the work while Sparruu checks the door’s integrity…and
trappiness.
End
of Episode #33
Frimmsreach Episode #32
EPISODE
#32
SUMMARY:
Game
Date: 11-17-14
Cast:
Sparruu, Frothgar, Argus, Azmooth
Supporting
Cast: Quilliam
Camping
out next to Blart’s place the crew are surprised to meet 4
strangers upon the morning. Fjarlneski Itti is a giant-slayer. Her
traveling companions are the demon-hunting brothers Lim, Lor, and
Vek. Over a breakfast of gariboo steaks they discuss the happenings
in the area, with Fjarlneski commenting that she has spotted or
killed many more orcs and giants than would normally be encountered.
The
brothers are immediately transfixed by the group’s story about the
Shrine of Worms and offer to go down with them. Though grim and
mirthless, their assistance as experienced demon hunters is welcomed.
But
other matters must be attended to before a descent into darkness.
Frothgar and the grim brothers head back to Frostmyr where he will
meet with General Ktrakster and the brothers will attempt to hunt and
destroy the dreaded spectre haunting Bjarn’s place. Meanwhile the
others hoof it to Frimmsreach where they purchase needed goods,
wanted goods, and slaves. The slaves, purchased with the majority of
Bjarn’s riches, are then set free! Sparruu, holy gnome of Miana
Musina, believing the treasure to have been cursed anyway, has pulled
a fast one on the slavers and given 37 people their freedom.
While
some slaves immediately rush off to make their way back home some
agree to come to Frostmyr and perhaps join that community, helping to
rebuild and repopulate the devastated town. Higgi, default headman of
Frostmyr, is very pleased.
In
Bjarn’s place things look a bit grim for the grim brothers. Lor is
found dead and the sounds of battle emanate from below, in the
cellar.
Sparruu
flings open the door to be met with the full force of the
nobberloch’s stench! While he yaks heartily, Quilliam casts light
on a spear tip and Argus plunges in. Let’s hope the 10 gp spent on
nose plugs in Frimmsreach was well spent…
End
of #32
Frimmsreach Episode #30/31
EPISODE
#30 & #31
SUMMARY:
Game
Date: 11-03-14/11/10/14
Cast:
Sparruu, Frothgar, Argus, Azmooth
Supporting
Cast: Quilliam
Further
searching of Bjarn’s place reveals a plethora of items that may or
may not be useful to our heroes. Sleds and tents, pants, shoes, hats,
costume jewelry, salt, salted fish, rare spices, lanterns, oil,
goblin oil! But what of these foul smelling creatures lurking in the
cellar? It is decided to attempt to battle one of the nobberlochs and
test their abilities.
Argus
and Azmooth descend into the cellar and quickly lure the creatures
out of the hole in the wall. Battle ensues. But upstairs some
mysterious force slams the door shut, locking it. Sword blows and
flaming oil are dispatched and Sparruu masterfully jimmies the hinges
of the door to get it open, freeing the party from the stinking
cellar.
The
door is sealed again with more creatures lurking below. Upstairs
Quilliam is found passed out. Soon the fourth spectre makes herself
known. The combat is fierce and the ghostly apparition flees,
seemingly back down into the cellar.
During
the fray Azmooth discovers a secret door in the floor. Soon the party
uncovers Bjarn’s stash of treasure! Inside the two chests are many
gold and silver coins as well as ample jewels and gems! But how much
should go to the village? How much to Quilliam, as the new proprietor
of Bjarn’s place? Are these moral questions too heady??
The
team decides enough is enough and its time to get on with the plan.
They gather the supplies they need and, along with a drunken
Killminster Barrackbomb, they exit the premises and head to Blart’s
place to camp for the night before heading back down, down, down to
the depths of the Shrine of Worms where the great dwarven hammer
Thrumbok was lost.
End
of Episodes #30 and #31
Thursday, October 30, 2014
Frimmsreach Episode #29
EPISODE
#29
SUMMARY:
Game
Date: 10-27-14
Cast:
Sparruu, Frothgar, Argus, Azmooth
Supporting
Cast: Quilliam
Sparruu
leads them to the chest. But alas, though the four black and red
robes remain, along with the statue of a worm-faced demon, the
sacrificial knives are missing!
Curious.
What’s that weird sound…like whispering?
“The
Deep Mother moves upon you…”
Frothgar
prays to Frimm for vision and peers around the place. An evil figure
floats above the ground! What apparition is this?
The
figure zooms across the room. Argus tries to tackle it and fails.
Azmooth hurls a dagger, missing. Her dagger sticks into the opposite
wall and then comes zooming back. Magic!
All
heroes assault the creature as it pulls out one of the wicked knives
and throws it. Argus summons the power of his newfound sword, the
blade called Haverok, and cleaves the ghostly thing in two. It’s
hiss and howl dissipate into thin air.
But
more apparitions remain. Down in Bjarn’s cellar…where the
foulness of the stinking creatures remains – creatures Azmooth
called “nobberlochs”. Two more spectres are joined in battle and
once again Haverok comes to bear, cleaving one in two. The third
spectre is promptly dealt with as well. Is there yet another down in
the darkness? Four cloaks and four spectres?
End
of Episode #29
Labels:
Actual Play,
B/X,
D&D,
doomslakers,
Episodes,
Frimmsreach,
Labyrinth Lord,
OSR,
RPG
Frimmsreach Episode #28
EPISODE
#28
SUMMARY:
Game
Date: 10-20-14
Cast:
Sparruu, Frothgar, Argus, Azmooth
Supporting
Cast: Quilliam, Gul’Daryh
The
toll of the battle is high, most of the villagers are dead or fled.
Over the course of several days Frothgar and Sparruu help with holy
rites, healing and other Clerical matters. Hunters and fishers
trickle in from other areas to help or, in some cases, to leech off
the remains.
Gul’Daryh
takes it upon himself to step into the role of sheriff for the poor
local sheriff was killed. He also plans to restore the temple on the
lake as a shrine to the elemental gods. His path of adventure with
the party has come to an end, for now.
Quilliam,
having come so close to death, holes up in Bjarn’s old place to
study his books and improve his craft.
Among
the newcomers to the village are some seedy hunters. Frothgar prays
to Frimm for the vision to see evil and is able to stroll about the
village, noticing those folks who may be up to no good. He notes one
in particular, a surly hunter named Luud who has been eyeing the
impressive sword Argus took from Urk-Kak the Swine. He and Argus have
a mutual dislike, though Luud attempts to play nice with a thin
veneer of courtesy.
Frothgar
meets with Krakster Farznickle, the dwarven general. Krakster says
“The
hammer that fell into the pit…it was not other than Thrumbok! The
very hammer of the north! With that hammer in our hands we could deal
a deadly blow to the wicked norg who stole our city so long ago. But
I cannot go after it. There is much to do…might you and your
capable friends do this deed?”
Frothgar
is eager to go after the mighty artifact. But can he convince the
others?
Meanwhile
a new face in town…she appears at the south end and has a short
exchange with the hunter Frimlod, who is on watch. It is Azmooth, a
wilderness-ready woman from a bit to the south. Her daggers and bow
mark her as an adventurer or hunter of some kind.
And
it turns out she knows Quilliam…perhaps intimately?
Soon
the crew is sitting in the common room having a biscut and drinking
bark brew. The food is not the same without Edda’s hand in the
bowl, Frimm rest her soul.
Sparruu
enters, a bit addled. He has discovered something in Bjarn’s place.
A locked and trapped chest bearing accoutrements of cultish design.
Could Bjarn have been in on the Shrine of Worms? It seems unlikely.
Plans
are discussed. To go once more into the Shrine of Worms in search of
Thrumbok, the dwarf hammer? It is to be seen. First, a quick trip to
Bjarn’s place to see what sort of supplies may be acquired…and to
check out those cultish accoutrements.
End
of Episode #28
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