From Steph:
Spucky and Agartha follow the maps to the east, looking for the way out marked on the map. Suddenly, the distant thud of hooves is heard. Two skeletons on skeletal steeds thunder into view. One of the horses breaths a noxious gas at Agartha, causing her to be sick for a long time (the maximum possible rounds, in fact)... which is really bad, because Spucky's not much of a melee fighter, and while the skeletons aren't that accurate with their attacks, the horses are, and they're tough! Spucky gets kicked by a horse, and Agartha runs to give her a potion (splashing her with a little puke in the process). But the gnome is still being attacked. I decided to risk casting a healing spell, but got attack-of-opportunitied and Spucky wasn't any better off -- she did get the spell off, but after being attacked her HP wasn't any better. And Agartha was still going to be sick for a while. It was looking dire! I really thought we were going to die!
I decided the best chance was to try and fight defensively until Agartha got better, so Spucky took a few swings at the skeletons while attempting to dodge their attacks. Nobody hits anybody, but the rounds pass, until one of the horse belches out another poison cloud. Spucky has to move, and manages to get a short distance away from the horses, where she's able to cast Magic Stone while the skeletons focus on the poor heaving barbarian for a moment. Then -- amazingly enough, on the last couple of rounds before Agartha would have recovered and demolished them anyway -- Spucky gets off two Magic Stone hits in a row, killing both undead with a single bullet each. It was an amazing turnaround!
Without their riders, the horses become docile. Docile enough for us to get on their backs and ride! The tunnels fly by in a blur as the adventurers transport their still-unconscious captive. We round a curve and head north, hoping to reach the spot the map indicates is home to another Grim.. but before we get their, we run smack into Drusiphia, fleeing the other direction. She's being followed by Junior, and apparently hasn't copped to the fact that she controls him yet, because she's firing arrows at him. Before she can figure it out, Agartha grabs her, and Spucky grabs for her pouch, managing to recover the amulet and regain control of Junior. WHEW. Drusiphia is just about dead from exhaustion, and we tie her up with the whips and put her on a horse... good thing we've got the horses. And good thing the Grim is just ahead - although we don't know how the magic evil-destroying owl will react to our captives, we really need to rest and recover...
... Except the Grim, and the entire cavern its in, have been roasted to a crisp by something. The Grim's spirit arises and explains about a something called the Flame-Walker that's roaming around. Something we definitely don't want to run into! The party keeps heading north as fast as possible, hoping to make it to the exit, and we do. The door stands in front of us... sealed shut.
DM's Very Important Note: I didn't decide the door was sealed this way until they got to it. I was, in fact, stalling, because I had nothing particularly special planned for the end of this dungeon crawl, and no clue what was on the other side. I thought a stock moral dilemma would buy me time... and it did. But it also causes an unintended and amazingly dramatic sequence to occur. When I confessed to Kitty that I made the door up last minute, she wanted to hit me.
Drusiphia helpfully explains that you have to sacrifice someone to make it open, and suggests the other captive,who she recognizes as someone called Trevor, and who she claims killed someone to gain entry in the first place. It may or may not be true, but should she really suggest killing someone at this point, after she tried to rob us? It sure wouldn't be Trevor who got stabbed! Of course, we wouldn't kill helpless prisoners anyway, and Spucky is just considering whether one of the skeleton horses would count when the tunnel to the west lights up. Junior moves into action, shielding the party - just as an enormous fireball crashes into him. A fireball big enough that the rest of us would have been vaporized on the spot if he hadn't been there. Then... the flame walker appears, a scythe-wielding skeleton with a core of fire. Spucky decides to stay back with the horses and let Junior handle it, but Agartha bravely steps forward to confront the creature.
Junior gives the flame walker a light pummeling, but the skeleton responds with a single deadly swing of its scythe -- a quadruple-damage critical hit which is enough to destroy even him. His noble sacrifice (okay, he's just a construct, but I'm anthropomorphizing, dammit) causes the door to swing open at the moment of his death, and the party escapes out the door, the horses crumbling into dust as it closes, trapping the flame walker in the caverns. We're out of the caves at last -- but where are we now?
DM: I'm endlessly in love with the effect of dice on a game. Seriously, almost nothing but a critical hit with a magic scythe COULD have killed Junior. And if that hadn't happened, the door would never have opened until one of the PCs died or killed someone.
Sure, Junior was a construct, so you might think he shouldn't count towards the door. My logic was that the door actually responds to the emotional connection to the sacrifice - the PCs certainly thought of Junior as part of the party at this point.
Showing posts with label Carrow Campaign. Show all posts
Showing posts with label Carrow Campaign. Show all posts
Monday, January 10, 2011
Tuesday, December 21, 2010
Play Report 5: The Chase
I don't have a lot to offer this time, except to toss up the maps they found. From Steph:
Drusiphia offers to take the first watch, and she seems like she might not be that trustworthy. Hmm. But Spucky tells Junior to keep watch too, and to stop her if she tries anything sneaky. Also, she sleeps on the medallion to make it hard to steal. And surely even a thief wouldn't rob near-penniless adventurers in the middle of a dungeon when she's been promised a share of the treasure they're owed when they get out, would she?
Well, it turns out she would! Dan-dan-dan! Drusiphia steals the medallion and Spucky's pocket change during the night and runs off with Junior. Oh dear! She leaves a note saying not to follow her, but come on -- as if! For one thing, she's probably headed to the exit. Plus, she just guardian-jacked us, and that's not cool! I was gonna give her part of my treasure, too! Although in fairness to her, the medallion might have been worth the lion's share of it anyway.
First, I recover my spells. This time I pick Magic Stone instead of Goodberry ... I don't think we're going to find any berry bushes down here! In fact, we are totally out of food. That might be a problem! Drusiphia said the purple mushrooms growing everywhere could be eaten "in a pinch", but that they cause hallucinations, and anyway, who knows if she was telling the truth?
We follow her trail for a while and eventually find somewhere where she seems to have lost one of her horns and fallen down some stairs. Spucky takes the antler, maybe she can sell it to a wizard? Further on, we hear the sounds of a fight. Spucky tries to sneak up an see what it is (not that she has any ranks in Sneak, but it's worth a shot.) A big black dog appears, growling!
But it's not here to attack - it's one of those padfeet that the owl mentioned, another Grim. It reports that Drusiphia ran by with Junior, using him to protect her from the Grim. Ah, now it begins to make sense that she didn't want to travel with us, she would certainly have run into trouble here if she had. And even though she managed to get away, the Grim took a nice big bite of her anyway. I like this Grim, he reminds me of Chops.
There's a dwarf skeleton covered with orange mold here, too. The Grim says that the spores of the mold are deadly. Spucky leaves it alone and we continue on to the south, following the trail of the thief. Soon we hear something in the distance, fwoosh, fwoosh, fwoosh. It gets closer and closer, screeching and screaming. It's a gigantic bat! Aaa!
Our attack kept missing and I started to get a bit worried - maybe we should run? I think I was a bit nervous because of Chris' vivid description. It was very scary, like a big wingy train barreling down the tunnel! However, we eventually manage to land a few hits - as usual, Agartha does most of the damage. And the bat is killed! After checking it for poison, we cook it. So much for being out of food - for now at least.
A crazy-looking person dressed in rags appears from the way we came, covered in orange dust and laughing hysterically. Looks like mold spores! Spucky uses Create Water to wash them off, and it seems to work, but the weirdo attacks anyway. We knock him out (he's not very tough). Chris asks if we want to eat him - ha ha. No, but we do go through his pockets and find some old maps written in Dwarvish shorthand. Looks like our nutty friend was messing around with that dwarf skeleton back there. Luckily, Spucky can read Dwarvish (along with Common, Gnomish, and Sylvan) and can read the directions on what places to avoid and how to get to 'the Crypt', which seems like the way out.
Spucky takes along a lot of bat meat, in case we can't find anything else, and we also carry along the crazy mushroom spore guy, in the hopes that when he wakes up he'll be less insane. He's tied up, though, just in case. He got past the Grim all right, so he's probably not evil. Alternately, he could be evil and very powerful! We'll just have to hope he doesn't turn out to be another bad egg!
Drusiphia offers to take the first watch, and she seems like she might not be that trustworthy. Hmm. But Spucky tells Junior to keep watch too, and to stop her if she tries anything sneaky. Also, she sleeps on the medallion to make it hard to steal. And surely even a thief wouldn't rob near-penniless adventurers in the middle of a dungeon when she's been promised a share of the treasure they're owed when they get out, would she?
Well, it turns out she would! Dan-dan-dan! Drusiphia steals the medallion and Spucky's pocket change during the night and runs off with Junior. Oh dear! She leaves a note saying not to follow her, but come on -- as if! For one thing, she's probably headed to the exit. Plus, she just guardian-jacked us, and that's not cool! I was gonna give her part of my treasure, too! Although in fairness to her, the medallion might have been worth the lion's share of it anyway.
First, I recover my spells. This time I pick Magic Stone instead of Goodberry ... I don't think we're going to find any berry bushes down here! In fact, we are totally out of food. That might be a problem! Drusiphia said the purple mushrooms growing everywhere could be eaten "in a pinch", but that they cause hallucinations, and anyway, who knows if she was telling the truth?
We follow her trail for a while and eventually find somewhere where she seems to have lost one of her horns and fallen down some stairs. Spucky takes the antler, maybe she can sell it to a wizard? Further on, we hear the sounds of a fight. Spucky tries to sneak up an see what it is (not that she has any ranks in Sneak, but it's worth a shot.) A big black dog appears, growling!
But it's not here to attack - it's one of those padfeet that the owl mentioned, another Grim. It reports that Drusiphia ran by with Junior, using him to protect her from the Grim. Ah, now it begins to make sense that she didn't want to travel with us, she would certainly have run into trouble here if she had. And even though she managed to get away, the Grim took a nice big bite of her anyway. I like this Grim, he reminds me of Chops.
There's a dwarf skeleton covered with orange mold here, too. The Grim says that the spores of the mold are deadly. Spucky leaves it alone and we continue on to the south, following the trail of the thief. Soon we hear something in the distance, fwoosh, fwoosh, fwoosh. It gets closer and closer, screeching and screaming. It's a gigantic bat! Aaa!
![]() |
Front: |
A crazy-looking person dressed in rags appears from the way we came, covered in orange dust and laughing hysterically. Looks like mold spores! Spucky uses Create Water to wash them off, and it seems to work, but the weirdo attacks anyway. We knock him out (he's not very tough). Chris asks if we want to eat him - ha ha. No, but we do go through his pockets and find some old maps written in Dwarvish shorthand. Looks like our nutty friend was messing around with that dwarf skeleton back there. Luckily, Spucky can read Dwarvish (along with Common, Gnomish, and Sylvan) and can read the directions on what places to avoid and how to get to 'the Crypt', which seems like the way out.
![]() |
And Back. |
Sunday, December 12, 2010
Play Report 4: Exploring the Underworld
And now on to the megadungeon. Using Maptools, I did this an unusual way. I made a large scale map of the tunnels, with each square representing an hour of walking. Each hour, there was a 1/6th chance of an encounter. I had previously made a chart of possible encounters - some vicious, some innocuous. So it was sort of like an old 16-Bit JRPG video game - walk around the map until there's a sound and you're in a battle!
This way, the story evolved very organically. The Grims were on the list, as was Drusiphia (one of my favorite NPCs) and some other characters. There's a lot I designed that was never even approached, or rolled. This is, of course, good - it means I'm kept on my toes just as much as the players, and it means their choices and luck really have an impact, instead of stuff just thrusting its way in front of them.
Here's Steph's report:
Mostly this one was a series of dungeon encounters as we followed the tracks of the mine cart. People digging up rocks usually want them brought to the surface, right? Or at least to some sort of city. So we head along the tracks. First, we encounter a large talking owl called the Grim, who informs us that it's a guardian placed to help cleanse the dungeon of evil -- and that, as good creatures, we're safe around it. That's good to know! There are other Grims in the dungeon, including some "padfeet", but it doesn't know the way out. Too bad!
Traveling on, we find some mysterious things on the ceiling. Spucky throws a rock and skeletal bats swoop down to attack! We make short work of them, especially with Junior around.
Farther along still, we come to a watery area with a lot of puddles. One of the puddles hulks up into some sort of humanoid form made of living blood, and here it comes! Agartha and Spucky bat at it a bit but the real heavy lifting is done by Junior again, who hits it once and splatters it messily. Junior makes things a bit too easy, truth be told, but since I don't have Chops with me, I'm glad to have him! Spucky saves some of the blood in an empty flask (from a healing potion, taken off one of the gang, which Agartha chugged earlier). You never know what might be useful.
The tracks end at a vast underground lake, where they seem to have collapsed. Whoops! I guess we're not getting out that way. The cavern is huge - we can't see the ceiling, and we're too high up to get to the lake. Agartha chucks a rock, and there's a flash of something mysterious and humanoid in the lake. Then, suddenly, the lights go out, and Agartha is almost stabbed from behind by a mysterious assailant. She manages to grab them instead, though - turns out that it's a woman named Drusiphia with horns on her head. Even though she just tried to attack us, she seems to be stuck in the dungeon too - she claims to have been on the run from flying heads for a while. Hmm, can we trust her? Spucky probably would -- their aren't many evil gnomes, and she hasn't been in big-people land too long. Besides, when lost in a dungeon, we can use all the help we can get, and Drusiphia says she knows the way out. So she comes along, even though there are some suspicious things about her. For instance, when Spucky shows her the bottle of blood, she grabs it and drinks it!
DM: Specifically, Dru has two deer horns on one side, and a ram's on the other. I introduced her because I wanted another living being lost in the caves, but she became so interesting to me that I'm basing a novel around a (un-DnDified) version of her.
Soon the flying heads Drusiphia mentioned catch up with the party. Vargouille attack! The tiefling puts her fingers in her ears just before they let out a paralyzing screech. Sheesh, thanks for warning us about that! Agartha is frozen, while Drusiphia and Junior each take out one vargouille each, and even Spucky manages to down one with a couple of bullets from her sling. It doesn't take long, and when the battle is over Agartha is angry at having missed it.
We decided to end the session here, so the party prepared to make camp. It was still late afternoon in-game, but we'd been hiking around all day, and Spucky was totally out of spells, so we agreed to stop for a while and eat our rations.
She's right about Junior making things too easy. It's a good thing they rolled Drusiphia when they did.
This way, the story evolved very organically. The Grims were on the list, as was Drusiphia (one of my favorite NPCs) and some other characters. There's a lot I designed that was never even approached, or rolled. This is, of course, good - it means I'm kept on my toes just as much as the players, and it means their choices and luck really have an impact, instead of stuff just thrusting its way in front of them.
Here's Steph's report:
Mostly this one was a series of dungeon encounters as we followed the tracks of the mine cart. People digging up rocks usually want them brought to the surface, right? Or at least to some sort of city. So we head along the tracks. First, we encounter a large talking owl called the Grim, who informs us that it's a guardian placed to help cleanse the dungeon of evil -- and that, as good creatures, we're safe around it. That's good to know! There are other Grims in the dungeon, including some "padfeet", but it doesn't know the way out. Too bad!
Traveling on, we find some mysterious things on the ceiling. Spucky throws a rock and skeletal bats swoop down to attack! We make short work of them, especially with Junior around.
Farther along still, we come to a watery area with a lot of puddles. One of the puddles hulks up into some sort of humanoid form made of living blood, and here it comes! Agartha and Spucky bat at it a bit but the real heavy lifting is done by Junior again, who hits it once and splatters it messily. Junior makes things a bit too easy, truth be told, but since I don't have Chops with me, I'm glad to have him! Spucky saves some of the blood in an empty flask (from a healing potion, taken off one of the gang, which Agartha chugged earlier). You never know what might be useful.
The tracks end at a vast underground lake, where they seem to have collapsed. Whoops! I guess we're not getting out that way. The cavern is huge - we can't see the ceiling, and we're too high up to get to the lake. Agartha chucks a rock, and there's a flash of something mysterious and humanoid in the lake. Then, suddenly, the lights go out, and Agartha is almost stabbed from behind by a mysterious assailant. She manages to grab them instead, though - turns out that it's a woman named Drusiphia with horns on her head. Even though she just tried to attack us, she seems to be stuck in the dungeon too - she claims to have been on the run from flying heads for a while. Hmm, can we trust her? Spucky probably would -- their aren't many evil gnomes, and she hasn't been in big-people land too long. Besides, when lost in a dungeon, we can use all the help we can get, and Drusiphia says she knows the way out. So she comes along, even though there are some suspicious things about her. For instance, when Spucky shows her the bottle of blood, she grabs it and drinks it!
DM: Specifically, Dru has two deer horns on one side, and a ram's on the other. I introduced her because I wanted another living being lost in the caves, but she became so interesting to me that I'm basing a novel around a (un-DnDified) version of her.
Soon the flying heads Drusiphia mentioned catch up with the party. Vargouille attack! The tiefling puts her fingers in her ears just before they let out a paralyzing screech. Sheesh, thanks for warning us about that! Agartha is frozen, while Drusiphia and Junior each take out one vargouille each, and even Spucky manages to down one with a couple of bullets from her sling. It doesn't take long, and when the battle is over Agartha is angry at having missed it.
We decided to end the session here, so the party prepared to make camp. It was still late afternoon in-game, but we'd been hiking around all day, and Spucky was totally out of spells, so we agreed to stop for a while and eat our rations.
She's right about Junior making things too easy. It's a good thing they rolled Drusiphia when they did.
Tuesday, December 7, 2010
Just some stuff I drew.
The Carrow Campaign: Play Report 3
The following events were a perfect, glimmering gem of what makes me love DMing, and makes others loathe it. Here's Steph again with the player's POV:
It's the next morning and guess what? We grew a new level overnight. Suddenly Spucky has another hit die (8... a nice one!) and can cast more spells. I decide on Light and Goodberry as the added default spells to renew every moonrise (plus Summon Nature's Ally, for that extra spell slot I forgot about). Look out world, we're Level 2!
And by "world", I mean "little girl's shins", because it's time for the interrogation, medieval style. Two of the gang members had their memory erased by the black moss, but the third might still yield some info. Carrock unties her, warning not to try escaping across the grassy field unless she remembers where all the bear traps the gang laid are. The little girl hesitates and then makes a break for it. But Carrock moved the traps anyway. OH, SNAP. No, literally, "SNAP!"
With a big bear trap on her leg the kid loses her composure and starts cursing and yelling about the Culler - who it turns out is the evil boss of the gang, who likes using handheld sickles to kill people with. It's a nasty gang, hmm? Then she passes out. I think Spucky was a little shocked by all this -- human-style medieval police procedures are a new thing for her!
One of the Awlstones offers Spucky and Agartha 30% of the treasure in the barrow for their help in fighting off the gang (Agartha tries to bargain for more, but it doesn't work). The first order of business is to go down and get a little money to hire people to help haul the rest of it out. Chops is lowered into the barrow too, but Carrock says she's lived this long by staying out of holes. A detect magic spell shows that there are a few magic items in the hoard and something big under the bones. Hmm. Now, I was getting a serious Cave of Wonders vibe here - there's no way you get THAT much treasure at level 2! But from an in-character perspective, Spucky wouldn't know that, so she grabbed the treasure and WHAMMO! An enormous armored figure, wearing a medallion like the one on the statue, bursts out of the bones and gives her such a look! It's time to fight!
Chris: Now, some background. What we have here is a few second level players against a level 8 Shield Guardian. It could conceivably kill one of them in a single round, and is almost impossible for them to hit. Am I insane? Am I just trying to kill them off? No. I've got a plan... as we are heading into Halloween at this point there's a themed "dungeon" planned, in which they will constantly be on the run from this unstoppable Jason Vorhees of a monster....
Agartha swings at him ... no effect. Chops bites, to no effect. Spucky summons a dire rat and it chips a tooth on the thing. Even Carrock jumps into the hole after all and can't get past the armor. This thing is tough! Then the thing smashes Agartha with one massive fist for a large chunk of damage. Ouch!
Chris - Okay, about time to pull the cork and drop them into the dungeon....
About this time I was thinking maybe we should be retreating (Spucky was going to drop the gold, and see if that stopped it from attacking) -- if Carrock, who's tougher than we are, was having trouble hitting, this thing could absolutely smoosh us! But Agartha went into her rage and went onto the offensive with a mighty strike at the creature's neck and... it works!
Chris - Wait, what? She specified that she was aiming for the neck of something that was already almost impossible to strike effectively... and she hit. And she rolled a lot of damage. Well... huh. My thinking is that it would be unfair to say the chain of the medallion isn't broken....
The medallion chain is severed, the creature stops moving, and the floor of bones begins to sink. Uh-oh! Spucky and Agartha both try to climb onto the solid platforms, but don't make it. Chops does, and Carrock makes it to the rope. Then the two junior adventures get down into the pit in a maelstrom of bones and coins....
Somewhere deep underground, they come to, alone. Except for the guardian, which now is not moving. This could be trouble for Spucky -- Chops has most of her equipment, and does most of the fighting! Plus ... Spucky didn't bother to hunt for berries before going into the hole, so she can't use Goodberry, although she is carrying a day's worth of rations.
Chris - What the hell, my whole "unstopable monster" plan is up river. Why not give them a secret "spot" check to see if they notice the medallion among all the bones. Let's say it's really hard... hell, 20 even.
However, Spucky is about to get SUPER LUCKY, because she trips over the severed medallion, and as it turns out, whoever holds the medallion controls the guardian!
Chris - She rolled a natural 20. A natural 20.
Suddenly we've got a very good bodyguard, which Spucky dubs 'Chops Jr.'... to be shortened to Junior, to prevent confusion. The party heads down the tunnel along some mine-cart tracks, on the assumption that they might lead outside. Some skeletons appear... at first, we thought this all might be part of the same complex, and whoever controlled the guardian would also control the skeletons. Are they friendly? NO. Skeletal miner attack!
It turns out we hardly have to do anything because Junior wipes them all out handily, taking multiple attacks per turn and beating the skeletons into powder. We stopped the session here as the party prepares to search for a way back to the surface.
Chris - Well, that turns the entire campaign inside out, doesn't it? The thing I planned to terrorize them with ends up being their pal through sheer chance. Sure, I could have said "No, the necklace didn't break" or "it's lost in the bone pile, no chance to find it," but is that seriously the most interesting way to go about things? I prefer knowing everything could go up on its head. In fact, I knew at the start they may have decided the treasure was most likely cursed, or they may have escaped the barrow before it collapsed under them. Likewise, they may have pressed the assault on Junior and all died. When you nestle into the little world you've made for a new session, you never know what it will look like when you leave. That's what I love about this game.
It's the next morning and guess what? We grew a new level overnight. Suddenly Spucky has another hit die (8... a nice one!) and can cast more spells. I decide on Light and Goodberry as the added default spells to renew every moonrise (plus Summon Nature's Ally, for that extra spell slot I forgot about). Look out world, we're Level 2!
And by "world", I mean "little girl's shins", because it's time for the interrogation, medieval style. Two of the gang members had their memory erased by the black moss, but the third might still yield some info. Carrock unties her, warning not to try escaping across the grassy field unless she remembers where all the bear traps the gang laid are. The little girl hesitates and then makes a break for it. But Carrock moved the traps anyway. OH, SNAP. No, literally, "SNAP!"
With a big bear trap on her leg the kid loses her composure and starts cursing and yelling about the Culler - who it turns out is the evil boss of the gang, who likes using handheld sickles to kill people with. It's a nasty gang, hmm? Then she passes out. I think Spucky was a little shocked by all this -- human-style medieval police procedures are a new thing for her!
One of the Awlstones offers Spucky and Agartha 30% of the treasure in the barrow for their help in fighting off the gang (Agartha tries to bargain for more, but it doesn't work). The first order of business is to go down and get a little money to hire people to help haul the rest of it out. Chops is lowered into the barrow too, but Carrock says she's lived this long by staying out of holes. A detect magic spell shows that there are a few magic items in the hoard and something big under the bones. Hmm. Now, I was getting a serious Cave of Wonders vibe here - there's no way you get THAT much treasure at level 2! But from an in-character perspective, Spucky wouldn't know that, so she grabbed the treasure and WHAMMO! An enormous armored figure, wearing a medallion like the one on the statue, bursts out of the bones and gives her such a look! It's time to fight!
Chris: Now, some background. What we have here is a few second level players against a level 8 Shield Guardian. It could conceivably kill one of them in a single round, and is almost impossible for them to hit. Am I insane? Am I just trying to kill them off? No. I've got a plan... as we are heading into Halloween at this point there's a themed "dungeon" planned, in which they will constantly be on the run from this unstoppable Jason Vorhees of a monster....
Agartha swings at him ... no effect. Chops bites, to no effect. Spucky summons a dire rat and it chips a tooth on the thing. Even Carrock jumps into the hole after all and can't get past the armor. This thing is tough! Then the thing smashes Agartha with one massive fist for a large chunk of damage. Ouch!
Chris - Okay, about time to pull the cork and drop them into the dungeon....
About this time I was thinking maybe we should be retreating (Spucky was going to drop the gold, and see if that stopped it from attacking) -- if Carrock, who's tougher than we are, was having trouble hitting, this thing could absolutely smoosh us! But Agartha went into her rage and went onto the offensive with a mighty strike at the creature's neck and... it works!
Chris - Wait, what? She specified that she was aiming for the neck of something that was already almost impossible to strike effectively... and she hit. And she rolled a lot of damage. Well... huh. My thinking is that it would be unfair to say the chain of the medallion isn't broken....
The medallion chain is severed, the creature stops moving, and the floor of bones begins to sink. Uh-oh! Spucky and Agartha both try to climb onto the solid platforms, but don't make it. Chops does, and Carrock makes it to the rope. Then the two junior adventures get down into the pit in a maelstrom of bones and coins....
Somewhere deep underground, they come to, alone. Except for the guardian, which now is not moving. This could be trouble for Spucky -- Chops has most of her equipment, and does most of the fighting! Plus ... Spucky didn't bother to hunt for berries before going into the hole, so she can't use Goodberry, although she is carrying a day's worth of rations.
Chris - What the hell, my whole "unstopable monster" plan is up river. Why not give them a secret "spot" check to see if they notice the medallion among all the bones. Let's say it's really hard... hell, 20 even.
However, Spucky is about to get SUPER LUCKY, because she trips over the severed medallion, and as it turns out, whoever holds the medallion controls the guardian!
Chris - She rolled a natural 20. A natural 20.
Suddenly we've got a very good bodyguard, which Spucky dubs 'Chops Jr.'... to be shortened to Junior, to prevent confusion. The party heads down the tunnel along some mine-cart tracks, on the assumption that they might lead outside. Some skeletons appear... at first, we thought this all might be part of the same complex, and whoever controlled the guardian would also control the skeletons. Are they friendly? NO. Skeletal miner attack!
It turns out we hardly have to do anything because Junior wipes them all out handily, taking multiple attacks per turn and beating the skeletons into powder. We stopped the session here as the party prepares to search for a way back to the surface.
Chris - Well, that turns the entire campaign inside out, doesn't it? The thing I planned to terrorize them with ends up being their pal through sheer chance. Sure, I could have said "No, the necklace didn't break" or "it's lost in the bone pile, no chance to find it," but is that seriously the most interesting way to go about things? I prefer knowing everything could go up on its head. In fact, I knew at the start they may have decided the treasure was most likely cursed, or they may have escaped the barrow before it collapsed under them. Likewise, they may have pressed the assault on Junior and all died. When you nestle into the little world you've made for a new session, you never know what it will look like when you leave. That's what I love about this game.
Thursday, December 2, 2010
The Carrow Campaign: Play Report 2
![]() |
Agartha, by Steph Cherrywell |
Spucky and the monks are headed to town to find someone who can cure Toby's poisoning, when the way is blocked by a somewhat deranged guard. His name is Sven, and he's not letting anyone through, not Spucky, not the monks, and not Agartha, the human barbarian who's also here. Before the situation can escalate too much, another guard, Carraton, appears. It turns out Sven is just total bonkers nuts, and has been ever since he went to investigate a nearby farm. With Sven subdued and sent off to town with the monks in the hopes that the healers can help him as well as Toby, Carraton hires the two adventurers to investigate the Awlstone Farm. I finally got around to picking Spucky's spells (detect poison and magic, create water, and cure light wounds) somewhere in here, which was good, because they came in very handy later!
DM: Enter Kitty’s PC Agartha and my first hopefully reoccurring NPC, Captain Carraton of the Gibbering Gap Guard. What’s a Gibbering Gap? “It’s a rock formation” Sven told them, while Carraton told them it was the last major trading post between here and the great city state of Carrow.
Agartha is a human barbarian. She is very big, and very strong. As we soon learn, even a level one player can do massive amounts of damage with a great axe and a rage-enhanced strength.
![]() |
Old MacDonald had a farm... OF DEATH |
Spucky comes out from behind the woodpile, hoping the girl will surrender. She didn't -- instead, she fires a crossbow bolt. What a brat! Spucky tries to bonk her with the sling, but not kill her. (But as I was quickly learning, at level 1 it's pretty hard to hit as it is!) It's a miss! Fortunately, Carraton had been busy stampeding cows, and one of them lumbers right over the obnoxious little punk and knocks her senseless.
Another child, a twin of the first, appears and runs up to shove some mysterious black moss into the unconscious girl's mouth. The sole remaining adult enemy also doses herself with the moss and immediately drops like a rock, but Chops manages to keep the second little girl from taking a dose by non-lethally chewing the hell out of her legs. We've got three prisoners now, and search them to find a few blue potions and some more of the black moss as well as some crossbows and daggers and whatnot. Also, one of the cows wanders into the tripwire and gets itself killed with a crossbow bolt. [Actually the bolt just poisoned it with a sleeping drug, but there was no way to tell unless you examined it. - DM]
![]() |
This is DnD so the treasure is completely safe to touch. |
The cow is brought back safely to the surface. Everyone enjoys a nice home-cooked meal, except for the gang - we're going to interrogate them tomorrow morning!
Thursday, October 21, 2010
The Carrow Campaign: Play Report 1
![]() |
"David, kill the Queen!" |
Without further adieu, here's Steph Cherrywell's report from her first session - which also happened to be my first session in a long time:
"Here is the journal of Spucky Conkerbucket, gnomish druid. Dungeons and Dragons has been a very different and rewarding experience for me so far. I play World of Warcraft on an RP server, and while I enjoy it a lot , the fact is that the "roleplaying" element and the "gameplay" element are entirely divorced from each other. You can make up any story you want, but your character is never in danger of (really) dying or being arrested unless you decided that's what you want happening in your storyline. And you can go through a dungeon with friends 'in-character', but at the end you have just one choice -- "kill the boss". You can't arrest him and drag him back to the city in chains, or infiltrate the pirate crew and then steal his ship, or decide you agree with him and throw in your lot with his gang, or anything else, gameplay-wise. So it's very exciting to get to try this out!
Spucky, level 1, is walking along with her animal companion, Chops the riding St. Bernard, when she hears the sounds of an argument. It's two monks - Sputnam and Ham - who are arguing about the location of a third, Toby, who went off in the woods to use the bathroom and hasn't returned. Spucky, being a Neutral Good meddling do-gooder sort, offers to help find him, and off we go in the woods. Lucky, Spucky's first feat is Track, and soon we found ourselves at the base of a fallen tree. No sooner did Spucky get up close to look at it than a giant spider popped out and bit her with a surprise attack! Luckily, she didn't get poisoned. Since this was the first session and I didn't know what I was doing, I hadn't chosen any spells beforehand, figuring I'd just decide on what to have when I needed it - just a wee bit against the rules, there! For future sessions I would decide on a 'default' list of spells which would be the ones Spucky had prepared at the start of the adventure unless I said otherwise. I also didn't even consider the possibility of trying to use Charm Animal until Chops had already given the spider a good return bite, and of course, it wouldn't have worked anyway because spiders are Vermin rather than animals. So two ignorants made a right, there! There was an intense combat with Chops biting, Spucky swinging with her quarterstaff, and the two monks doing rushing punch attacks. One of the monks was knocked down and took damage, and Spucky used her sole first-level spell (another little error -- I was supposed to have an extra one due to Wisdom bonus!) to Cure Light Wounds. Yay, my first heal!
[And a major one - he was actually dying. Being behind the wheel of the spider, I almost felt bad for her - it was like that scene at the end of Shaun of the Dead where they are all standing around in a circle screaming and beating on the zombie while Queen's "Don't Stop Me Now" blares from the juke box.]
Eventually the spider is defeated without too much trouble, and Spucky and the older monk descended into the hole to look for Toby. I got a little nervous on Spucky's behalf because Chops couldn't come down with her, not being very good at rope-climbing, and at Level 1 most of her attack potential came from his mighty bite and not from the little junior-sized attack staff wielded by a 40-pound spellcaster. The logistics of dog-down-the-rope would come up in the next adventure too -- but he's still a good animal companion to have because he can easily carry a lot more than Spucky herself can. [Chops is like our mascot now. When his turn comes everyone is like "Go Chops!"]
Inside the hole were lots o' webs, some of them with mysterious lumps. We decided to cut loose the most promising lump and see if it was Toby, but in the middle of cutting, scuttling sounds were heard from the darkened part of the room. It turned out there was another spider in the nest! I started to be very paranoid about having Spucky take on an enemy with just one other person and no dog, so we got the bundle out as quickly as possible. However, the spider (which could talk) was actually happy that the other spider was dead. Turns out she was going to mate with and then kill him. I was still a little antsy, probably more than was strictly in-character -- something I need to work on. I am still expecting to do something wrong and get a Choose-Your-Own-Adventure style YOU HAVE DIED. I probably will at some point, too, but I bought the Manual of the Planes, so there are lots of nice afterlives Spucky could pick from.
[Steph doesn't give herself enough credit. I had no idea how worried she was about her character getting killed. This was a fun little reversal for me, where there was a massive amount of tension while they knew the spider was there watching them try to get out as fast as they could, all for it to turn out it was as frightened as they were. This was a way to show that immediately attacking everything isn't always the best solution. Oh, between the talking male and the venom-less female I sort of invented a new species of giant spider.]
There seemed to be other things going on in the spider pit, but I didn't want to explore it alone [there were, but they aren't going anywhere], so Spucky went up the rope as quickly as possible and we cut open the web-lump. Toby was inside, and using Detect Poison I was able to determine that he was paralyzed but apparently not dying [I said the female was venom-less. The male still has a role in preparing the nest, like it or not]. We still thought it was a good idea to get him to a healer as quickly as possible, though, and I wasn't going to cut it! The recently-widowered smaller spider ran up out of the pit and scurried off, while we took Toby back to the cart and set off in search of someone who could cure him! Also, I would find out later that the spider's poison glands were apparently worth something. Oops. This may be why I still have barely any money, even a couple sessions later! [No, you don't have any money because I'm a jerk and make barrows full of gold collapse on you. More on that in a later report] I need to learn who has expensive things growing in them, and how to get at the goodies. You can see that I still have quite a bit to pick up, but it's all been very fun so far!
Next time, Spucky meets Agartha the barbarian, and an expedition to the Farm of Doom!"
Subscribe to:
Posts (Atom)