Wednesday, July 30, 2014

Frimmsreach Episode #17

EPISODE #17

Game Date: 07-29-14
Cast: Sparruu, Gul’Daryh, Frothgar, Argus
Supporting Cast: Quilliam, Skat, and 7 armored dwarves

The crew set out to investigate the cyclopean slavers’ meetpoint, an estimated day’s march through the slave tunnel. Bart Barrackbomb and Loots Doorbreaker remain at the stronghold to repair damage and make the journey back to the Rock Hardies to report. Brickwallow Stormshot and his dwarven companions Tankfellow Stormshot, Hulktall Stormshot, Bruiser Barrackbomb, Killminster Barrackbomb, Urfnozzle Doorbreaker, and Nabby Doorbreaker join the gang on their journey to foil the slavers.

Backtracking to the battle site is not difficult. The frequency of passing orc bands has thinned the inhabitants of this 20-mile stretch of tunnels. Upon reaching the battle site they discover three cyclopean orcs lying in wait. The pools of dark water bubble dangerously. A plan is executed and Quilliam puts the monsters to sleep. They dispatch two of the orcs and Sparruu attempts – unsuccessfully – to charm the survivor. Instead, the intimidation of dwarves forces the orc to reveal directions to the meetpoint along with timing for the meet. In 2 days time he says…turn right at the deep, deep pool he says.

Behind them the bubbling water begins to slosh…the creature of the black depths stirs. Leaving the orc tied and bleeding and unable to run they move ahead…his screams abruptly cut short behind them.

Miles pass and the crew comes upon a large cavernous opening in which the ceiling and walls glow orange, like a large lit candle. Sparruu’s curiosity leads him to approach some of the glowing goo clinging to the wall…and it promptly leaps onto and INTO his hand. Frothgar lays down a half-moon of oil and commands everyone to back up behind it. The orange goop, stinging, leaps from Sparruu to Gul’Daryh and then Argus.

The clumps of glowing globs slip down and coalesce into two humanoid figures of 10’ height! The semicircle of fire has no effect…sling stones seem to plop into goop. But Quilliam’s magic missile and Gul’Daryh’s ray of frost cause major malfunctions and, when followed up by Argus’ powerful axe…it is curtains for two of these globular goliaths!

Sparruu seeks the wisdom of Miana Musina and is convinced that retreat is the wisest choice. But the gang press on, Brickwallow grabbing the gnome and pulling him forward to rush past the beasts and continue on the journey through these dark tunnels.

Sparruu’s dark omen bears fruit as Nabby Doorbreaker, bravely charging the last of the orange beasts, is crushed between its massive fists. The dwarves are enraged. But soon Gul’Daryh compels the cursed sword of Orinth to slice an arm off the monster and Argus’ axe dispatches the last creature in a mighty blow that splits it in twain.

Shaken, the party collects the body of Nobby Doorbreaker and prepares to quit this foul cavern.


End of Episode 17.

Saturday, July 26, 2014

Frimmsreach Episode #16

EPISODE #16

Game Date: 07-21-14
Cast: Sparruu, Gul’Daryh, Frothgar
Supporting Cast: Argus, Quilliam, Skat, and 9 nearly naked dwarves

Summoning their courage and resolve our heroes give chase to the ganguth, led by Frothgar’s temporary ability to detect evil. What few spells the party has left are flung and many spears and axes are chucked. A sack of flour is thrown, but the sack explodes too far from the beast to lend visibility.

Once the ganguth joins battle it becomes visible again. The wounds caused by the blows of our heroes begin to heal right before their eyes…

A wolf summoned by Gul’Daryh – the effect of a small wolf statue – is slaughtered by the beast after giving it a nasty bite. Soon the crew of dwarves, gnomes, barbarians, and half-elves brings the beast down! They continue to hack and slash at the monster for Frothgar still sees evil stirring in its seemingly-lifeless corpse.

Gul’Daryh quickly extracts a single rib from the monster – the component needed to lift the curse from the old witch’s granddaughter back at Frimmsreach. Then he makes a fire upon the monster, finally sending it off in ashes. But Argus has already lugged the creature’s head away from the battle to the dark, sinister pool of water and tossed it in…a meal for some foul beast.

Will this truly be the end of the ganguth?

Three dwarves lie dead amid the remains of orcs and nine draw breath. Among the living are Brickwallow Stormshot, Tankfellow Stormshot, Hulktall Stormshot, Bruiser Barrackbomb, Bart Barrackbomb, Killminster Barrackbomb, Urfnozzle Doorbreaker, Loots Doorbreaker, and Nabby Doorbreaker.

Among the dead are Boomer Earthcleaver, Zapper Earthcleaver, Shank Earthcleaver…the brothers were struck down together in the battle.

The party carefully places the dead dwarves on stretchers for transport to a more fitting place of final rest and they take a long rest themselves, regaining some strength, praying for strength, and readying themselves.

Brickwallow explains that the cyclopean orcs are part of a network of slaving teams all bent on gathering as many dwarf slaves as possible and joining together at a meetpoint in a few days. Their leader, the notorious Ur-Kak the Swine, plans to move all his slaving bands north of Frimmsreach to a mysterious place called The Shrine of Worms where “the Elf” is waiting to accept them.

What sinister plans are afoot? What darkness could this Elf be dabbling in?

The crew return to the dwarven stronghold down the tunnel to the east and find weapons, armor, food, and a place to gather strength and make plans.


End of Episode #16

Friday, July 18, 2014

Frimmsreach Episode #15

EPISODE #15

Game Date: 07-15-14
Cast: Sparruu, Gul’Daryh, Skat, Frothgar
Supporting Cast: Argus, Quilliam

The cyclopean orcs approach…a well-laid illusion disguises the sinister cave pool…our heroes lie in wait.

Two one-eyed orcs approach the bait. Seeing the girl lying on the ground they cannot help but approach. Screams of fear and agony as they fall into the pool and are immediately turned into lunch by whatever evil lurks beneath.

The illusion is broken, the orcs turn to regroup. The party presses its advantage. Frothgar calls upon his fallen dwarven brethren of days gone by and summons two fighting dwarf spirits to join the cause. With Frothgar and Argus leading the assault they push through the narrow passage, wading into the orc’s front line. Orcs go down to the left and to the right.

Behind the front line is a group of nine hostage dwarves headed for the slave blocks. Behind them are more orcs, orc champions, a sinister-looking orc shaman, and the dreaded ganguth lurking at the rear.

The battle is short, our heroes are in force. Qillium the wizard, perhaps urged by necessity, casts a brilliant, sun-like light upon the axe of Argus, temporarily blinding the enemies (and Sparruu). Those one-eyes can’t seem to take the brilliant light.

Just as the orc shaman is about to weave his magic Skat hurls a well-placed dagger, thumping the orc to the ground. Soon the dwarves are freed and join the fray. The orcs are routed and what remains of them flee the scene. The heroes take on the ganguth, its malicious eyes focused on those enemies it has fought before: Sparruu, Gul’Daryh, and Argus.

Axes and swords slash at the beast but it seems to heal nearly as fast as it is hurt. Overwhelmed by numbers, the creature runs, slashing Sparruu out of its way and nearly killing the gnome. The thing vanishes, as it did before.

But Frothgar calls on Frimm to point him to evil and discovers the monster is not gone…just invisible, and running away!

Do the heroes have it left in them to pursue or must they call the battle finished?


End of Episode #15

Wednesday, July 9, 2014

Frimmsreach Episode #14


EPISODE #14


Game Date: 07-07-14
Cast: Sparruu, Gul’Daryh, Skat, Frothgar
Supporting Cast: Argus, Quilliam

With the longotha threat ended and the izzuri quite happy about it the team prepares to go after the cyclopean orc slavers. The izzuri tunnels, they are told, can lead them ahead and in front of the orcs. But there’s a catch. The tunnels are izzuri-sized…very small! The team would not make good time hunched over and crawling.

Solution: the izzuri wizard can transform them into izzuri for a short time. With some creative sales-pitching to Argus by Sparruu, they decide this is the best plan. The magic is wrought, the party becomes 2’ lizards. Their clothes and gear disappear into the void (or someplace known only to sages and great wizards). They run like the wind through the izzuri tunnels in an attempt to head off the orcs before they arrive beneath the city of Frimmsreach with their dwarven slaves.

Given the hatred for the dwarves displayed by the norg it is a disturbing thought to ponder how these captives will be treated in that icy city.

While running through the tunnels the heroes begin to discover that they, like the other izzuri, possess unique abilities. Gul’Daryh discovers he can move objects with his mind. Sparruu makes lights with his hands. Frothgar is able to shield himself from some degree of harm. Quilliam can put people to sleep.

But Skat can’t seem to identify any special talents. Poor Skat!

The heroes make it to the main artery of the labyrinth, a tunnel leading to the city of Frimmsreach frequented by the orc slavers. They spend the next hour or more exploring the area and making plans for an ambush while waiting on the spell to wear off.

The terrain provides some assistance. Stalagmites abound. A large side cavern provides a hiding place. And a pool of dark water (home to…things…) gives Sparruu quite an idea. With the aid of Miana Musina’s trickster nature he will make the pool seem to be nothing more than a safe path and upon that path a helpless female form lying prone. As the orcs approach, drawn by the helpless figure, they will discover too late that they are stepping into a pool of water and come face-to-face with the pool’s unknown occupants.

Then all hell will break loose as the crack unit of adventurers unleashes their combined melee, magic, and missile might!

End of Episode #14

Friday, July 4, 2014

Frimmsreach Episode #13

EPISODE #13

Game Date: 06-30-14
Cast: Sparruu, Gul’Daryh, Skat, Frothgar
Supporting Cast: Argus, Quilliam

Plans are discussed. Is the monster sensitive to smell? Sounds? Does it breathe? No one really knows and the izzuri do not seem to know much either. But Zoom and his buddy Cracker (who has the ability to make firecracker noises) decide to lend a hand by leading the team to the location through the painfully cramped izzuri tunnels.

When they finally draw close to the lair of the tentacle beast Gul’Daryh steals ahead using the sounds of a lit torch to sing his Firesong and lull the creature into a trance. They are uncertain what affect this has so Sparruu and Skat sneak into the chamber of the seemingly-sleeping monster and peer into the holes in its rocky pillar home. Inside sits the potato-looking thing, peacefully asleep.

The strike of a spear and dagger riles it up from slumber and the melee is on! Frothgar, drawing on Frimm’s hatred for all manner of creepy monsters, strikes fear into the beast and it withdraws its tentacles. The heroes stab and poke, failing to land significant blows due to the rocky protection the monster possesses. But Gul’Daryh downs a potion that grants the wizard-bowmaster the strength of a giant! Taking up Frothgar’s hammer he pummels at the stone pillar, cracking it open.

Argus plunges in, axe-first, and reduces the monster to pulp in a frenzy of barbaric blows.

The beast is dead! And inside its lair the gang finds some gold, a brass unicorn, a sword, and a scroll case with a clever needle trap…inside which is a scroll of magic spells.

The izzuri warns the team of the mouthy mowgar, sinister dark monsters lurking nearby who also fear the longotha. They go forward past the lair and to the edge of an underground cliff to investigate the mowgar’s fascination with the area. Jutting out from the cliff 30’ down is a sword…and a partial skeletal knight clinging to it. Gul’Daryh is lowered by Argus and pulls the sword from the wall with his heightened strength.

A winged helm, which Argus dons. A bastard sword bearing the inscription “Blade of Orinth, Slayer of Evil". A pair of thick gloves that seem to grant strength. And a shirt of mail. All of this taken as the intrepid heroes catch their breath after defeating the longotha.


End of Episode #13

Wednesday, June 25, 2014

Frimmsreach Episode #12


EPISODE #12


Game Date: 06-23-14
Cast: Sparruu, Gul’Daryh, Skat, Frothgar
Supporting Cast: Argus, Quilliam

The team makes their way down and round a rough-hewn flight of steps until they hear the unmistakable sounds of orcs arguing. Argus rushes forth, the others following behind him. Battle is joined in a very large, natural cavern.

Behind the cyclopean orcs comes a surly looking, angry dwarf who stops short of the fight and commands by divine right of Frimm that one of the orcs lie down and go to sleep…which is does.

Soon 3 of the orcs are dead from arrows and sling stones while the sleeping orc is tied up by the dwarf. Introductions are made. The dwarf is Frothgar, cleric of Frimm. The dwarf is angry for a good reason. He was traveling with 12 dwarves to join a dwarven stronghold in the underground of the north, part of a larger resistance to the norg of Frimmsreach. The cyclopean orc tribe, slavers, had raided the stronghold and then slaughtered his companions. He had fallen down a hole and was trying to make his way back to the battle site, which seemed to be above this cavern.

The tied up orc is questioned, threatened, and – when he kicked Frothgar’s knee and tried to escape – ultimately killed. Such is the short, crude life of evil creatures.

The group explore the room and find little of interest. They take the tunnel that the orcs came through and eventually come to the main vein of this underground network fully 100’ above the current location. Here they discover the battle site with scattered dead orcs and dwarves. Frothgar gives last rites to his brethren and burns their bodies with dignity, aided by Gul’Daryh’s simple fire cantrip. Sparruu grants last rites to the dead orcs…cursing them to a tormented afterlife.

Argus thinks he spots a critter…something small. But nothing is seen. They travel on, following the tunnel northward on the trail of perhaps 40 cyclopean orcs and their dwarven captives…all destined for the slave market at Frimmsreach.

Sparruu, granted the ability to detect evil for an hour by Miana Musian, spots orcs lying in ambush! The battle is short but an alarm horn is blown ahead. The orcs are alerted to the presence of enemies.

A small creature resembling a bipedal lizard steps out of the shadows, beckoning the PCs to follow. Sparruu detects no evil and happily concedes. The team is led down a small passage that the humans must crawl through until, after many twists and turns, they come to a room with other lizards. These lizards, who Gul’Daryh knows to be called the izzuri, are of various colors with crests and spots and other markings. Their leader seems to be one with a great red crest.

The izzuri who lead them down, who seems to be called Zoom, chats with his friends in a different language then asks the heroes (in common) if they would do a favor for the lizard folks in exchange for help stopping the orcs.

The team is asked to slay the longotha…the tentacle monster hiding in the stone pillar they encountered earlier. It could be the same one, or it could be a different one…the team is not sure. But the izzuri fear this monster and cannot seem to get rid of it. They are attempting to make the tunnels safer for their kind by carving more passages, more steps, and getting rid of dangerous monsters. They have cousins in the south who want to move north…can’t live with longathas.

An agreement is reached. The team will try to kill the monster.

But how?

End of Episode #12

Saturday, June 21, 2014

Frimmsreach Episode #11

EPISODE #11

Game Date: 06-16-14
Cast: Sparruu, Gul’Daryh, Skat, Quilliam
Supporting Cast: Argus, Sideth

The rat-things surround our heroes in the old, circular library room. Argus, having been attacked first, is flat on his back and out of the fight. Daggers are thrown, darts are thrown, and arrows are loosed. The melee commences with most of the party taking hits, some of them significant. Sparruu, praying for help from Miana Musina, finds his deity rather silent over and over again. Could it be that he/she wants no part of the Temple of Vell? Is this a message that Sparruu is on the wrong path?

Quilliam is confronted with one of the automatons and his dagger is shattered by the creature’s powerful bite. Skat is quick on his feet, dispatching the threat with a well-placed backstab. Gul’Daryh’s arrows go wide but eventually the team manages to destroy their enemies and end the fight none-too-soon.

Licking their wounds they suddenly realize Sideth, the rather quiet witch, is no long with them. Did she enter the room at all? Is she on the other side of the door? A mystery.

Searching the library they find a long-dead body dressed in simple robes and carrying a large, blank book. Lying next to him is a pair of spectacles. Putting them on they suddenly see words on the blank book. Quilliam and Gul’Daryh surmise the book is a large treatise on the casting of one particular spell…the nature of which is not known.

They find a book of spells that nearly kills Sparruu upon picking the lock holding it shut. They find a ring that allows them to read and understand many languages…but as Quilliam learns the ring creates such a hunger for reading that it is a struggle of will just to take it off and stop. Best left in the pocket for now.

Further searching reveals a hidden door. A bookshelf swivels to reveal a small reading room with a shelf of more unusual books. The back of this room was breeched. The wall is in ruin and a crude stairway has been carved on the other side. In this room Gul’Daryh discovers a strange spellbook of unknown contents.

The heroes decide to rest. Gul’Daryh lights a torch and sings his firesong to bring much-needed restoration to the tired party.

The next morning sounds emanate from the reading room. Upon entering they find nothing but it seems the books are in disarray. Someone was there. They head through the broken wall and down the steps to a deep underground pool in which Sparruu recognizes there is great evil. They press on past the pool, deeper into this labyrinth…


End of Episode #11

Friday, June 13, 2014

Witch (another revision)

Took one more stab at creating a witch that felt right. My thing is I like to keep a character class limited to less than 500 words, in the spirit of B/X. Or as close as possible. And, in that same spirit, I like to use elements that already exist. So here's the latest witch revision...

WITCH

Requirements: Wis 12, Cha 12
Prime Requisite: Wis, Cha
Hit Dice: 1d4

A witch is a female practitioner of ancient magic. Witches live alone or with other witches. They commune with natural spirits, create magic potions, and cast a variety of spells. Witches with a score of 13 or greater in both Wisdom and Charisma gain a 10% bonus on experience earned.

Witches may not wear armor and may only use the staff, dagger, and other small weapons (sling, blackjack, etc.) when casting spells.

Witches progress in saving throws, attack values, spell progression, and levels as magic-users. They are able to learn magic-user, cleric, or druid spells of the following types: summoning, divination, charming, and transformation. Witches rely heavily on prepared components for their spells and do not require the use of spellbooks. The casting of a spell represents the use of prepared components which must be replenished before the spell can be cast again. If a witch fails a saving throw against a physical attack or trap she must also make a saving throw for her spell bag, magic sack, or whatever she carries her components in. On a failed roll one of the components to a random spell will be lost and the spell cannot be cast until she has a chance to prepare another batch. Witches are good at cobbling together components from found items and from the wild.

SPECIAL ABILITIES

Commune with Spirits: Once per day a witch may attempt to summon an otherworldly entity into a magic circle, gaining the ability to question it exactly like the spell contact other plane. To summon, the witch must pass a saving throw vs. spells, adding her Charisma modifier. The entity, usually a spirit or minor demon, is trapped in the circle and cannot affect the world outside it. The witch may adjust one of the three conditions of the spell to her benefit by an amount equal to her level (knowing, truthfulness, or chance of insanity).

Familiar: A witch may summon a familiar, per the spell, at any time when she does not already have one. The familiar will arrive within 1d4 turns and will have HD equal to 1/2 the witch's level.

Flight: In addition to all other spells, witches of any level may cast the magic-user spell fly once per day and an additional time per day for every 3 levels of experience (3, 6, 9, etc.).

Potions: A witch can create a number of potions per month equal to her level + Wisdom modifier. The player may select potions from the Labyrinth Lord Potions table, or from other sources made available by the LL. A witch has a 10% chance per level of being able to identify a potion.

Grimoire: A witch may create a grimoire or "book of secrets" that only she is allowed to read. Having a secret book gives the witch a 2-in-6 chance of being able to cast an additional spell per day or she may create 1 additional potion per month (player choice). If the book is discovered by anyone else and opened the witch loses these benefits as well as suffering 1 permanent hit point loss. Creating a new book reverses these effects, but takes 1d4 days to complete.


Skyclad: When naked, the witch is wrapped in natural magic. She gains saving throw bonuses equal to half her level (rounded down). In this mode the witch may wear no more than 1 piece of jewelry or other accoutrement.

White Wailer

When your PCs are in the colder lands...

White Wailer

No. Enc: 1
Alignment: Chaotic Evil
Movement (flying): 150’ (50’)
Armor Class: 6
Hit Dice: 2+1
Attacks: 1 (touch or wail)
Damage: Special
Save: F2
Morale: 10
Hoard Class: None
XP: 90

Sometimes the wind itself can take on a living form...often unpleasantly. The white wailer is a living cloud of ice and cold desperate to suck the life out of mortal creatures. Some say they merely want to know what it feels like to be alive.

The wailer can approximate the shape of a human face, arms and hands. The touch of a white wailer causes 1d4 cold damage and the target must save vs. spells or be frozen in place exactly like the effect of a hold person spell. The duration of this effect is only 1d4 rounds and the target may attempt a save vs. spells at the start of each round.

White wailers get their name by issuing a terrifying wail. This wail can be heard from 500' away, though its nasty effects only occur within a cone starting at the creature's mouth and extending out 20' with its end being 10' wide. Those within this cone must save vs. breath attacks or be frozen (per the touch attack) and lose 1d4 points of Constitution per round that they remain frozen. If this drain results in a reduction of the character's Con modifier then their maximum hit points are reduced accordingly. This draining makes the PC feel immediately fatigued and disheartened. Drained Con will return naturally at a rate of 1 per hour without magical intervention. The white wailer's tactic is to fly down, make a wailing attack, then fly away and return to do it again in 1d6 turns. In this way they can whittle their enemies down over time.


Those whose Con scores are reduced to 3 or less must make a saving throw vs. death or die. Those whose Con is reduced to zero are dead. Magical fire deals triple damage to a wailer.

Wednesday, June 11, 2014

Frimmsreach Episode #10


EPISODE #10

Game Date: 06-09-14
Cast: Sparruu, Gul’Daryh, Skat, Quilliam
Supporting Cast: Argus, Sideth, Bolgart

Sparruu is being dragged into darkness by an unknown threat while Argus chases after. The others scramble down the rope to the cavern floor in pursuit.

The tentacle pulls our gnomish hero to a cavern room with a pillar of stone at the center. Various tentacles wiggle from holes in the pillar, seeking to drag prey – broken if necessary – into a cavity at the pillar’s heart. Inside the cavity lurks the potato-like body of this fiend! Blades glance off the stone and cut into the tender tentacle flesh. Argus cleaves a tentacle in half. Quilliam zaps it with a magic missile.

With the help of the barbarian’s muscles the team is freed from the grasp of the creature. Sparruu tosses oil at one of the holes, splashing over the surface of the column instead. But no matter…Skat tosses a lit torch and engulfs the column in flame! The crew flee the room, Argus lingering long enough to take a barbaric (and stupid) swipe at the stone pillar.

Our heroes rest for a moment back on the broken stairs before descending further to a series of zig-zag landings bearing ancient reliefs of Vell the Night Owl…a god of the West. This zig-zag leads them to a very long, wide temple chamber that appears to be abandoned. Each side is lined with sets of ornate columns revealing ancient stories of Vell’s exploits against the rat and mouse gods. Running along the center of the room are three small pools of still water. Argus, being unwise, drinks from one. But the others do not notice anything strange…the water seems safe?

At the end of the room is a ten foot tall statue of Vell at the base of a set of stairs leading up to three shut doors of stone and iron. The statue’s eyes peer to the right and a single odd feather sticks up in the middle, pointing behind the statue.

The heroes approach the third door, the half-orc Bloggart, following along at the behest of his master Lara the Sky Reader, seeming uninterested. The gnomes look the door over and see nothing amiss. Sparruu reaches out to turn the handle…and a ghostly owl swoops down from the ceiling toward him, attempting to rip out his very soul! But Sparruu is quick and lucky.

They back away from the door, uncertain how to proceed. Argus strolls up to the first door and grabs the handle after Sparruu suggests drinking from the pool may have made him immune to the traps. Nothing happens, though the door is locked. Skat applies his craft to the lock and the door comes open, leading the party into a hallway that appears to be of dwarven design. Strange in these parts…

Nothing is found among the dwarven rooms, though the hall ends abruptly.

Back on the landing, they consider the middle door. It comes open easily and seems to lead down a hall similar to door #1. But something is not right. Sparruu holds Argus back from entering. He has a funny feeling about it. He decides to climb the statue of Vell and mess with that odd feather.

The feather moves, the doors shut. A click is heard from the third door that previously summoned the ghostly owl. Gul’Daryh bravely opens the door…and it leads up and into a large round room filled with books.

And rat-like automaton guards that come to life and menace the party!

Bloggart the half-orc runs back down the steps to the door, which has shut on its own. He grabs the handle and the ghostly owl re-appears, ripping the soul from his body.

Our heroes have been placed in a dangerously precarious situation!

End of Episode #10