Trollzine!
I find myself in the editor's seat with the intention of unleashing old no.9 early in 2018, in the long Aotearoan summer holidays.
I have picked up quite a bit of material from Gaptooth and have already elicited a heady mix of more offerings and promises of goodies from the shining stars of the Trollworld heavens.
I shall not be able to stop myself from lobbing a few T&T hand grenades into the cauldron and there are others in New Zealand marching militantly towards D Day (delivery day).
Your Trollworld needs you! Heed the call to arms, a place where the Muse descends and kisses the brow of writers and artists alike.
You've got it in you, now let it out...
Friday, September 15, 2017
Sunday, July 23, 2017
The Bower of Bliss
Charlie and rolled up 2 L1 wizards, Volipiter the Gusty and Saruman, and they have been adventuring in a couple of solos. The second is KStA's Infinite Adventure. We stumbled across a puritan called Kyle on a beach and he's rowing us to a place called the Bower of Bliss after we declined to pay the 1,000 GP fee to just get there effortlessly.
Unfortunately the solo's paragraphs ran out before we got there and before we worked out if Kyle is a friend or not.
We have been plotting and ferreting about, asking the dice key questions and now we know that Kyle is a L11 wizard with what looks like an untamed deluxe magic staff.
The Bower of Bliss is utterly evil but not very dangerous. It is run by one of the Arch-Demon Ashgoleth's lieutenant's, Terju, the lord of a realm of fire and hatred.
The danger will come from rolling a critical fumble and we have to survive 10 life or death challenges.
In determining all this, we both rolled critical fumbles twice in a row. I estimated the odds of this being 10,006 to 1 and it actually is 104,976 to 1 so I scored about 95% for my estimate.
The Bower of Bliss is a 16th century poem by Edmund Spenser.
Unfortunately the solo's paragraphs ran out before we got there and before we worked out if Kyle is a friend or not.
We have been plotting and ferreting about, asking the dice key questions and now we know that Kyle is a L11 wizard with what looks like an untamed deluxe magic staff.
The Bower of Bliss is utterly evil but not very dangerous. It is run by one of the Arch-Demon Ashgoleth's lieutenant's, Terju, the lord of a realm of fire and hatred.
The danger will come from rolling a critical fumble and we have to survive 10 life or death challenges.
In determining all this, we both rolled critical fumbles twice in a row. I estimated the odds of this being 10,006 to 1 and it actually is 104,976 to 1 so I scored about 95% for my estimate.
The Bower of Bliss is a 16th century poem by Edmund Spenser.
Thursday, July 20, 2017
More Sightings of Monsters and Delvers in Hawaii
I didn't go looking for trouble and I wasn't seeking adventure but I certainly found it...
Fairies go surfing in Hawaii.
Imps like drying their wings at dusk at Waikiki.
The do tend to stalk the fairies.
But they can't catch them so they try to catch waves instead.
The dice do appear to be loaded.
The skeletons get spooked easily.
Not surprising given how fierce the warriors are.
Wednesday, July 19, 2017
Friday, July 14, 2017
The Blunderbus Adventure
Here is the recently constructed dome, replete with dwarves mutated into gharg guards, at the neck of the Undead Peninsula where the Blunderbis adventure is taking place:
The game has 7 players and all the pcs are dwarves. 4 of the players are new to T&T. They have taken to it like ducks to water. For me, it has the makings of the Best Group Ever :)
Meanwhile, do some clearing out, I rediscovered these:
The game has 7 players and all the pcs are dwarves. 4 of the players are new to T&T. They have taken to it like ducks to water. For me, it has the makings of the Best Group Ever :)
Meanwhile, do some clearing out, I rediscovered these:
Sunday, June 18, 2017
The Shrouded Hall of Makadee
This is my contribution to a collaborative L3-6 dungeon being brewed at the Trollbridge...
It's rather AR Holmes, I think, gothic and dangerous!
The door to this room (5’ wide and 15’ high, 3” thick) has a
steel, virtually indestructible, clock set into its bronze surface. The hands
of the clock are not moving. Magic can be detected from the clock – it has a
‘duration’ spell on it. Skulls are embossed around the edges of the door.
The door can
be opened only if the hands of the clock – currently at 6.30 – are moved
to 12 o’clock. If this is done, a ‘click’ will be heard which signifies the
lock mechanism being sprung. Once started, the clock winds anti-clockwise. An Omnipotent Eye spell will now reveal
that anyone not passing through the door will have a Hell Bomb Bursts go off inside their head when the clock completes
its cycle back to 12 again. [Note for GM – if the pcs do not use Omnipotent Eye and then Glue
You, they will really be racing against time.]
The hands are moving at a speed that will allow them to get
back to 12 in 30 minutes. A further OE spell will reveal that the clock can be
slowed by a Glue You spell to give
double the time.
Beyond the
door, the room is 50’ wide by 120’ long, with a ceiling covered with spikes some 20’ above the floor, which
is a sheet of heavily oiled steel –
very slippery so L1 DEX for physical
activities requiring moderate movement, L2 + for more ambitious manoevres. The
spikes will only fire downwards if the ceiling is struck hard (eg by the statue in a fight perhaps) – each pc would
be hit by 1d6 spikes doing 2d6 damage each directly through armour with the
level of a SR made on their choice of LK, DEX or SPD reducing the damge by 2
per level.
The walls
are mirrors and the room is filled with musky mist, coming from large
braziers burning in each of the 4 corners. Visisbility
is no better than a half-moon, cloudy night. The braziers could be overturned
with L4 SRs on STR. The mist saps
those breathing it in so that SRs become
1 level higher every 5 minutes (L2
INT to notice, GM to get players to roll without telling them what for).
In the
centre of the room is a statue of a 6-armed
spider-eyed humanoid monster. The statue is 10’ up on a pale blue cube of rock, 10’ for all
dimensions. The statue is itself 8’ tall and carries 3 bows and has a large sheaf of arrows on its back, as well as
having 2 scimitars on each hip. It
is magical and cannot be affected by magic
less than L10 while un-animated. Its many eyes are rubies which can fire
heat rays when it is active. The rubies are worth 2000 GPs in total.
The statue
activates when a mirror is cracked. If this happens, the pc breaking a
mirror must make a L7 SR on LK or appear to become instantly unlucky – a black cat tattoo appears on the back of
each hand with the number 13 beside it (permanent). In fact, the pc just suffers the next SR being 13 levels higher
(APs to boot) unless a critical fumble
was rolled in which case the unlucky run is 13 SRs.
When a
mirror is broken, the room begins to fill with thick green slurry from the place where the
glass broke. The slurry smells very nasty. PCs need to make a L1 SR on CON of fight at 50% combat
adds until washed off. If it is consumed,
it reduces all physical attributes by 1d6 permanently. The slurry can be used
to hide from the animated statue – or be hurled at it (the slurry will make bow
shots harder by 1 level and the monster fights
at 50% effectiveness if knocked into it – as do the pcs unless they make L3 SRs on the average of STR and DEX).
The monster
has MR600 and cannot be harmed by magic or physical assaults until activated. Makadee will fire at the unluckiest
3 pcs each round until forced to join melee combat. It needs only avoid a critical fumble to be on target
and does 4d6 damge directly through armour per hit. PCs can reduce the damage
taken with successful LK SRS – L1
reduces by 25%, L2 by 50% and so on. The monster resists direct magical attacks
if the caster’s WIZ is less than 60.
It will attempt to slash ropes thrown about it once animated (its SPD is 20 if this is needed should the
pcs attempt to topple it). The mosnter’s
eyes can also do damage – it will target the smartest pc and do 2d6 direct
damage unless that pc is able to make a L2
SR on either DEX or SPD to evade the attack.
The block of
stone the monster stands on has 2
secret doors, one facing the pcs aas they enter, the other at the rear.
They take an Oh There It Is spell or
a L3 SR on any of INT, LK or DEX to
find (the GM should listen carefully to what the pcs say they are doing rather
than give an easy choice). The door at the front is unlocked and teleports pcs out of the room.
The rear
door in the stone is also unlocked and contains a slim silver headband with the words, “Don’t Think To Possess Me”. The crown
is magical but gives off a zap doing 2d6
damage if anyone attempts to cast magic on it (eg Omnipotent Eye). To possess the power of this artefact, a pc must fail a L1 SR on INT – the gain is to be
able to cast the equivalent of Hold That
Pose with one’s eyes (need to lock onto the target’s eyes) - the immobilising effect lasts for 30 seconds
and impacts on creatures with MRs up to
10 times the wearer’s INT (or not
greater than the caster’s INT for npc, etc).
All this against the clock! GMs might adjust the time allowed if it seems clear it will be too short but the screws should be turned! Any pc surviving this room should be awarded 600 APs.
Saturday, June 17, 2017
The Games People Play
The Fun Boy Three and Bananarama once sang that "it ain't what you do, it's the way that you do it."
Fair call.
We just has a skype game with my mum, 4 of us. We played D&D mechanics - there were no fights and it felt just like T&T.
It's just a matter of how much freedom a GM allows the players and if he/share is prepared to skip happily off into the unknown.
Of course, it was T&T really - a rose by any other name.
This Charles II - he is a life domain cleric. Apparently, the party's composition means he should be in the front line fighting but Charlie thinks in Ebony and Ivory - as Paul said to Michael, "I'm a lover, not a fighter." So he's going to stay back with my wizard and do what healing he can, refusing to be a war-gamer.
Fair call.
We just has a skype game with my mum, 4 of us. We played D&D mechanics - there were no fights and it felt just like T&T.
It's just a matter of how much freedom a GM allows the players and if he/share is prepared to skip happily off into the unknown.
Of course, it was T&T really - a rose by any other name.
This Charles II - he is a life domain cleric. Apparently, the party's composition means he should be in the front line fighting but Charlie thinks in Ebony and Ivory - as Paul said to Michael, "I'm a lover, not a fighter." So he's going to stay back with my wizard and do what healing he can, refusing to be a war-gamer.
Monday, June 12, 2017
Appearances Can Be Deceptive
I look here and see no activity - shame on me!
Beyond the surface, if not beyond the pale, several GM campaigns continue and a new one has begun involving a party of dwarves travelling home on the 'Blunderbus' who get sidetracked by a shanty town of vampire dwarves alongside the construction of a dome fortress at the head of the Undead Peninsula.
I have also finished the first section of 'Ocean's Edge', a seafaring solo where players can advance from apprentice to captain, joining the crew of either a merchantman, a naval man of war or a pirate. The first section dealing with the adventures of the apprentices weighs anchor at 405 paragraphs.
I recently made a friend in Joel at a session for TOG players. hee quickly decided T&T and he were a match made by Swan Vesta in heaven and abandonned involvemnt in wargamer mechanics for role-playing frivolity - he has already written a solo which will soon see the light of day!
Beyond the surface, if not beyond the pale, several GM campaigns continue and a new one has begun involving a party of dwarves travelling home on the 'Blunderbus' who get sidetracked by a shanty town of vampire dwarves alongside the construction of a dome fortress at the head of the Undead Peninsula.
I have also finished the first section of 'Ocean's Edge', a seafaring solo where players can advance from apprentice to captain, joining the crew of either a merchantman, a naval man of war or a pirate. The first section dealing with the adventures of the apprentices weighs anchor at 405 paragraphs.
I recently made a friend in Joel at a session for TOG players. hee quickly decided T&T and he were a match made by Swan Vesta in heaven and abandonned involvemnt in wargamer mechanics for role-playing frivolity - he has already written a solo which will soon see the light of day!
Sunday, May 7, 2017
Wednesday, April 26, 2017
New Game On
"Chain Gang" by Sam Cooke came on the car stereo. It inspired a chain gang game.
The motorway sign read 'Walmsley Road' so Walmsley entered Trollworld.
I had in mind a game of attrition. We rolled Walmsley up with 8 rolls of 3d6, the attributes in strict order.
The dice had a clearer plan that I did - triples came up for CON and he emerged as a wizard who is a CON specialist.
With a rating of 24, the automatic doubles rule made L5 SRs easy. He casr no spells and manned up to every brutality the guards and the warden served up. He won money from inmates taking punches from big dudes.
I think an escape is on the cards...but maybe the dice will determine otherwise.
The motorway sign read 'Walmsley Road' so Walmsley entered Trollworld.
I had in mind a game of attrition. We rolled Walmsley up with 8 rolls of 3d6, the attributes in strict order.
The dice had a clearer plan that I did - triples came up for CON and he emerged as a wizard who is a CON specialist.
With a rating of 24, the automatic doubles rule made L5 SRs easy. He casr no spells and manned up to every brutality the guards and the warden served up. He won money from inmates taking punches from big dudes.
I think an escape is on the cards...but maybe the dice will determine otherwise.
Tuesday, April 25, 2017
I Played D&D at the Weekend
I went to a D&D day at Auckland university with Charlie on Saturday - my character got killed and resurrected in all 3 sessions, as did the whole group. It was good to meet new people and I appreciated the friendliness and the effort put in but...
...there was zero role-playing, mechanical dice rolling and it had about as much to do with T&T-style play as Monopoly!
Then I found this on Google:http://angrydm.com/2014/08/three-shocking-things-you-wont-believe-about-dd-combat/
Not just me then.
I agree very much with the writer in not regarding combat as a separate game and not liking it to be so formulaic and stuck.
It seems to me that 'initiative' is the problem - and what a misnomer :)
...there was zero role-playing, mechanical dice rolling and it had about as much to do with T&T-style play as Monopoly!
Then I found this on Google:http://angrydm.com/2014/08/three-shocking-things-you-wont-believe-about-dd-combat/
Not just me then.
I agree very much with the writer in not regarding combat as a separate game and not liking it to be so formulaic and stuck.
It seems to me that 'initiative' is the problem - and what a misnomer :)
Monday, April 24, 2017
The Trollgod has Fallen to Pieces!
Yesterday my new set of miniatures arrived - complete with a Trollgod in four pieces! Time for a Glue You spell.
Darcy has done a great job again as you can see in the photos below...
Darcy has done a great job again as you can see in the photos below...
You can also see the character sheet for my fun-loving dwarf warrior, Meaty Mutt.
There two are Souza Fortescue, dwarf wizard, and House Elf, human wizard. Much written about and featured in the Deluxe T&T rulebook, last seen skiiing...
Random characters from the streets of Auckland.
Man having problems with broken glass.
A submerged countryside my way after a wet summer and a very wet start to autumn.
Monday, April 17, 2017
The Eye of the Kobra
Here's the gist of a T&T game I ran for 7 (mainly D&D) players on Sunday...
The Eye of the Kobra
The Kobratov family’s ancestral estate has lain in ruins for
many years. Family members hire the pcs to journey there from Nesstlehaven to
search for a diamond they believe has never been removed from their lands which
will restore the family to greatness.
The two brothers, Dimitri and Sergei, and their two sisters,
Irina and Katerina, buy the pcs tickets on the barge, the Rock Bottom, run by
the dwarven captain, Dugmore Graves (L4, +36 adds). Some pcs are hired by one
sibling, some by another, all for a handsome fee, trebled for success. The pcs
are provided with amethyst amulets which allow communication with the Kobratovs
– but it is the Kobratovs who control the amulets and who can see through them.
The journey through the underground canals is some 7000
miles and should take 45 days. The one-way ticket price is 1000 GPs. The
contract price per pc varies according to who hired them but is in the range
500-1000 with board thrown in, with the expectation that up to 2 weeks
searching of the ruins is part of the agreement.
Graves has mate, Mason Dixie (L2, +12 adds), to help him run
the barge. Dixie is a gemcutter and Graves trades in gems as well as carrying
passengers (the fare is GPs one way). Dixie is mute. The other crew member is
Gnarla Root (L2, +1 adds), an elderly woman who acts as cook and cleaner. She
is reputed to know a range of spells but will be very slow to warm to the pcs.
Graves has been warned of trouble on this trip, for he has a
particularly valubale diamond he has transporting to the Lord of faraway
Portree. For this reason, he has hired two minotaurs as extra secuirty, one
named Hornpipe (L3, +30 adds), the other Bullwhip (L3, +30 adds), as well as
their controller, a leprechaun called Biddlecombe (L2, +20 adds).
The truth if this voyage is a little different. The Eye of
the Kobra contains the spirit of the first Kobratov, Uri, who is quite mad and
who can manifest in semi-physical form. The Eye has been in the possession of
the family matriarch, Olga, who has hired Graves to take it home to the
ancestral estate. She believes once there, Uri will regain sanity and solidity
and will join with her in forging a realm to surpass Portree itself.
Her children have learned of her plan. They either wish to
take control of the Eye and Uri themsleves or see it destroyed or made safe.
Uri has managed to separate from the Eye – although – he
cannot go far from it - but has kept this from Olga. In fact, the Eye can be
used to control him. Graves has realised some of this and has driven Uri into
the very bottom of his boat but the strain has told. Finally, fearing Uri is
becoming too strong, he has given the diamond to Dixie to hide amongst all the
others he is working on, thinking it best to prevent Uri from taking possession
of the Eye himself.
All this has happened before the Rock Bottom leaves
Nesstlehaven.
Episodes
- The
mission – being hired in the Crippled Sphynx Tavern by the half-uruk,
Gratz Fulmer, receiving the amulets; each pc receives a contract from a particular
Kobratov
- Meeting
the captain and seeing the boat
- Attack
by goblin archers from a bridge (need 13 to hit from bridge, 3d6 damage)
- The
captain falls into a coma at the tiller
- The
pcs find out about the Eye from Biddlecombe (who has limited telepathy)
after 2 shivans attack (MR70), climbing onto the boat from the wate
- The
traps set in the captain's quarters – gas, darts and a ferrethog (MR30)
under the bed
- Losing
control of the boat - the rapids (flat but fast and dotted with dangerous
rocks)
- The
amulets speak
- The
race for the diamond as Uri stalks the Rock Bottom – WIZ SRs to use Eye to
control Uri, CON SRs to survive his touch, INT/CHR SRs to survive his mad
wails and hypnotising eyes, LK SRs to strike him while partially solid
Saturday, April 8, 2017
Gm Games on the Go
Not sure I can keep a grip on what is happening all around me...
1 -Over at Castle Orinthos, the Duck Wizard is trying to restore his castle and needs to journey to the Jungles of Phantog with his trusty, reexcavated living statue servant, Ronina. After two big run ins with bands of trolls, they are after the very rare chickenite which is reputed to be good for restoration masonry.
2- Leaving the town of Blaghas, the dwarf Maxwell (a mayo fanatic), the second rate alchemist Omuga and the former-L9 wizard-now-talking-Scooby Doo-dog Pawbone are on the trail of Pawbone's cyclops friend, Jawbone. Once again chickenite is in the mix. They have just left the town of Roundsquare with another former-wizard-now-creature, Slowcoach the Snail - who has been enlarged and whose tardis-like shell they are now travelling in. Despite several almost-moments, they never quite entered the annual bowling contest in Roundsquare, despite taking out mutant skinheads, a clackerman et al...
3 - Qadouche - with Studley now king and Runey prince, things would be looking good but there's always a but... van Persie still can't get it together as the new ponifex and has just destroyed the Staff of Rains and the old pontifex at the small town of Bodrun. They are unpopular in Qadouche because of the ongoing drought and are off to the Pyramid of Kafacaca to find the next pontifex down the time chain - but they find a cult of hermits who have all taken his name. Confusing!
4 - Vulgaria - out of the Palace of the Silver Princess with the precious ruby, My lady's Heart, the group are now faced with a take-ever by Lady Dognes of Gulluvia who has hired an army of mercenary ogres. With the Bear Cult in the background, Colin, Conan, Aldeross, Big Hobbie and Dominia need to find the means of stopping Dognes and her ogres.
5 - Deep Space 9 crossover: Garrick flies through a Higgs-Boson field to escape a Dominion ambush and finds himself stranded without technology in a massive forest before befriending a simple jelleton family.
6 - 50 years into the future, just before First Contact: smuggler running forbidden goods through the US/Mexico forcefield wife gets entangled with Government scientist, trying to leak the news of alien threat to the outside world, a fastfood ordinary joe - and then dicovers his lovely Mexican wife has been transferring 90% of his income to her extended family.
And there are more... but I won't remember them until they just resurface of their own volition :)
1 -Over at Castle Orinthos, the Duck Wizard is trying to restore his castle and needs to journey to the Jungles of Phantog with his trusty, reexcavated living statue servant, Ronina. After two big run ins with bands of trolls, they are after the very rare chickenite which is reputed to be good for restoration masonry.
2- Leaving the town of Blaghas, the dwarf Maxwell (a mayo fanatic), the second rate alchemist Omuga and the former-L9 wizard-now-talking-Scooby Doo-dog Pawbone are on the trail of Pawbone's cyclops friend, Jawbone. Once again chickenite is in the mix. They have just left the town of Roundsquare with another former-wizard-now-creature, Slowcoach the Snail - who has been enlarged and whose tardis-like shell they are now travelling in. Despite several almost-moments, they never quite entered the annual bowling contest in Roundsquare, despite taking out mutant skinheads, a clackerman et al...
3 - Qadouche - with Studley now king and Runey prince, things would be looking good but there's always a but... van Persie still can't get it together as the new ponifex and has just destroyed the Staff of Rains and the old pontifex at the small town of Bodrun. They are unpopular in Qadouche because of the ongoing drought and are off to the Pyramid of Kafacaca to find the next pontifex down the time chain - but they find a cult of hermits who have all taken his name. Confusing!
4 - Vulgaria - out of the Palace of the Silver Princess with the precious ruby, My lady's Heart, the group are now faced with a take-ever by Lady Dognes of Gulluvia who has hired an army of mercenary ogres. With the Bear Cult in the background, Colin, Conan, Aldeross, Big Hobbie and Dominia need to find the means of stopping Dognes and her ogres.
5 - Deep Space 9 crossover: Garrick flies through a Higgs-Boson field to escape a Dominion ambush and finds himself stranded without technology in a massive forest before befriending a simple jelleton family.
6 - 50 years into the future, just before First Contact: smuggler running forbidden goods through the US/Mexico forcefield wife gets entangled with Government scientist, trying to leak the news of alien threat to the outside world, a fastfood ordinary joe - and then dicovers his lovely Mexican wife has been transferring 90% of his income to her extended family.
And there are more... but I won't remember them until they just resurface of their own volition :)
Tuesday, April 4, 2017
Caves of Nerja - artwork finished
Yay! Addicted to writing solo paragraphs instead of watching YouTube or being on Facebook so I've started the next one - a rollicking pirate adventure (more later).
Here's a recent illo for Caves:
Here's a recent illo for Caves:
Sunday, April 2, 2017
Games Galore
I've been quiet since I got back from Thailand because I've ust been running too many games! Is this a bad thing? Can't be, can it :)
Here's some artwork doodled recently by a player as the game went along. Pretty cool...
Here's some artwork doodled recently by a player as the game went along. Pretty cool...
Saturday, February 11, 2017
Monsters at the palace in Bangkok
This guy and his mate prompted an in-depth conversation spun out of a Trollbridge debate on whether a warriors' bonus is excessive at 1d6 per level as against +2 per level. The contention was that at L15 it would be. We saw this guardian with MR200. The L15 warrior we imagined was pitted against two of them. They would have been the victors with the +2 bonus because of spite while on the extra dice basis things were evenly matched. Conclusion: the extra dice per level shouldn't ruin your game at that high level.
We agreed that we had not had any significant palace game as castles had dominated. Then again, I've never seen a palace like this one anywhere else.
This monster seemed pretty quirky but not one to underestimate.
We suspected this guy was wielding a Thai knobwhacker.
Now she seemed ready to charm delvers into a false sense of security.
I didn't know they had leprechauns in Thailand...
Friday, February 10, 2017
End of Day 6 Standings
(Just the front runners.)
1 - Dworphi: 3 clues solved, getting close to mountain #4
2 - Souza: 3 clues solved, on the way to mountain #4
3 - Grawp: 3 clues solved, stuck on the mountain for Day 7 after falling foul of yetis
4 (equal) - Mr. Jenkins and Meaty Mutt, both struggling to solve the third clue
6 - Sir Geoffery: fumbling about trying to find the third clue
Most of the others are on their way to the third mountain. At the back of the field are Cuddles, Rooney and Pencilvania, all failing to crack the second clue, while Chi Chi is having disaster after disaster and hasn't even got their yet. Having established a Chaos Cult shrine on the first mountain, Lepacin is now taking things more seriously.
At the end of Day 5, Gibby and Bad Boy found themsleves camped out together overnight and composed I rather endless drinking song consisting of verse after verse of all the things they'd like to see f*cked up.
1 - Dworphi: 3 clues solved, getting close to mountain #4
2 - Souza: 3 clues solved, on the way to mountain #4
3 - Grawp: 3 clues solved, stuck on the mountain for Day 7 after falling foul of yetis
4 (equal) - Mr. Jenkins and Meaty Mutt, both struggling to solve the third clue
6 - Sir Geoffery: fumbling about trying to find the third clue
Most of the others are on their way to the third mountain. At the back of the field are Cuddles, Rooney and Pencilvania, all failing to crack the second clue, while Chi Chi is having disaster after disaster and hasn't even got their yet. Having established a Chaos Cult shrine on the first mountain, Lepacin is now taking things more seriously.
At the end of Day 5, Gibby and Bad Boy found themsleves camped out together overnight and composed I rather endless drinking song consisting of verse after verse of all the things they'd like to see f*cked up.
Thursday, February 9, 2017
Ski Race Standings
After 3 nights in the mountains, the leaderboard looks like this:
1- Dworphi (grew to immense power in the fabled Goblin Crag dungeon) - 2 clues solved, streaking on to the third mountain without raising sweat thusfar
2- Grawp (human) within striking distance of his old friend (also a Goblin Crag veteran)
3- Souza Fortescue (dwarf wizard, rescued many moons ago from enforced servitude in GC) - camped overnight on the second mountain but ready to race for the next peak on the morrow
4 (equal) - Minster (minotaur of Rainbow Castle fame), Meaty Mutt (mercenary dwarf with a 'take it on' attitude to life), Sir Geoffery de Boyks (animated suit of armour powered up in a Boozer solo), Bad Boy Bernard Michaux (human engineer-warrior, co-founder of Pythagorax and infamous bridge-saboteur) - all these fell foul of yetis after solving the second clue
8 (equal) - Mr. Jenkins (human pyromaniac four-armed servant of the demon Zorgoth) - stuck overnight on the second mountain without having solve the clue yet; Sentinel (centaur) - trying to prove that quadrupeds are fine on skis, also stumped on second clue
10 - Shoppie - businessman/politician not quite at second peak yet after breaking skis on Day One
11 - Lucky (dwarf owner of continent-wide transport business) - finding roads to be easier than snow
12 - Pencilvania (vampire animations artist) - the ban on magic has left him without any aces to play
13 - Donald Neuf-Trump (human wizard with Control ring) - again, the barring of magic is proving a big hurdle to overcome
14 (equal) - Reccardio (elf archer and all round social pariah) - not being able to shoot people leaves little left up his sleeve; Cuddles (human) - being as nice as Reccardio is obnoxious is yet to pay dividends
16 - Kangaroo Jack - bound to pick up sooner or later...
17 - Nux Fractor (ball-breaking human) - done nothing to interest spectators thus far
18 (equal) - Chi Chi (famous for escaping from Khosht and consistently annoying Reccardio) - not finding it easy to make progress in this company and now missing Day Four after falling foul of yetis; Spontanous Combustius (bad-tempered human) - troubled by ski problems on Day One and now set to miss Day Four after failing to deal with yetis (probably best not to ask for autographs at the moment)
20 (equal) - Gibby (co-founder of Pythagorax, divorced by a With-Goddess and using just one ski to go with his axe leg) - failed to solve first clue and entirely indifferent; House Elf - thoroughly distracted by Gibby at the first peak - didn't even find the clue; Lepacin (jelly-blob leprechaun high-priest of the Chaos Cult) - hasn't been able to solve first clue yet after taking more than a day to find it; Rooney (he of the magic socks, now Prince of Qadouche) - couldn't solve first clue and not in a good mood
1- Dworphi (grew to immense power in the fabled Goblin Crag dungeon) - 2 clues solved, streaking on to the third mountain without raising sweat thusfar
2- Grawp (human) within striking distance of his old friend (also a Goblin Crag veteran)
3- Souza Fortescue (dwarf wizard, rescued many moons ago from enforced servitude in GC) - camped overnight on the second mountain but ready to race for the next peak on the morrow
4 (equal) - Minster (minotaur of Rainbow Castle fame), Meaty Mutt (mercenary dwarf with a 'take it on' attitude to life), Sir Geoffery de Boyks (animated suit of armour powered up in a Boozer solo), Bad Boy Bernard Michaux (human engineer-warrior, co-founder of Pythagorax and infamous bridge-saboteur) - all these fell foul of yetis after solving the second clue
8 (equal) - Mr. Jenkins (human pyromaniac four-armed servant of the demon Zorgoth) - stuck overnight on the second mountain without having solve the clue yet; Sentinel (centaur) - trying to prove that quadrupeds are fine on skis, also stumped on second clue
10 - Shoppie - businessman/politician not quite at second peak yet after breaking skis on Day One
11 - Lucky (dwarf owner of continent-wide transport business) - finding roads to be easier than snow
12 - Pencilvania (vampire animations artist) - the ban on magic has left him without any aces to play
13 - Donald Neuf-Trump (human wizard with Control ring) - again, the barring of magic is proving a big hurdle to overcome
14 (equal) - Reccardio (elf archer and all round social pariah) - not being able to shoot people leaves little left up his sleeve; Cuddles (human) - being as nice as Reccardio is obnoxious is yet to pay dividends
16 - Kangaroo Jack - bound to pick up sooner or later...
17 - Nux Fractor (ball-breaking human) - done nothing to interest spectators thus far
18 (equal) - Chi Chi (famous for escaping from Khosht and consistently annoying Reccardio) - not finding it easy to make progress in this company and now missing Day Four after falling foul of yetis; Spontanous Combustius (bad-tempered human) - troubled by ski problems on Day One and now set to miss Day Four after failing to deal with yetis (probably best not to ask for autographs at the moment)
20 (equal) - Gibby (co-founder of Pythagorax, divorced by a With-Goddess and using just one ski to go with his axe leg) - failed to solve first clue and entirely indifferent; House Elf - thoroughly distracted by Gibby at the first peak - didn't even find the clue; Lepacin (jelly-blob leprechaun high-priest of the Chaos Cult) - hasn't been able to solve first clue yet after taking more than a day to find it; Rooney (he of the magic socks, now Prince of Qadouche) - couldn't solve first clue and not in a good mood
From Stars to Snow
The Space Olympics turned out to be a triumph for the original Star Trek series - the Klingons got gold fairly comfortably with the Romulans pushing ahead of the pack for second place.
Now back to Tunnels & Trolls and a skiiing in the Mountain Kingdom. The challenge is to ski to 12 different mountains, find and solve a clue there, ward off yeti attacks without harming the yetis and make it back to Dobby's palace. The first one back might not necessarily win if they have not solved all the clues.
We have 23 contestants and the mechanics work like this:
Now back to Tunnels & Trolls and a skiiing in the Mountain Kingdom. The challenge is to ski to 12 different mountains, find and solve a clue there, ward off yeti attacks without harming the yetis and make it back to Dobby's palace. The first one back might not necessarily win if they have not solved all the clues.
We have 23 contestants and the mechanics work like this:
- there is a set distance to each mountain
- each contestant can ski a distance equal to the lower of a STR and CON saving roll
- instead of using full attributes, a modifier is given based on the full attribute with a maximum of +10; 2d6 DARO are rolled and the modifier applied
- each clue has a level of difficulty set to find it; the SR is on LK with the modifier for LK added
- each clue has a level of difficulty set to solve it; the SR is on INT
- on each mountain yetis attack; the yetis get different numbers of dice on different mountains, ranging from 2-4 (no DARO); contestants get 2d6 no DARO and may add in a DEX, CHR or SPD modifier to deal with the threat; losing to yetis means a day lost
- critical fumbles on STR relate to ski damage; those on on CON relate to health problems - possible skiiing distance is reduced to just 1d6 after a c/f
- No magic is allowed
The contestants are:
Warrriors: Dworphi, Grawp, Lucky, Mr.Jenkins, Kangaroo Jack, Meaty Mutt, Sir Geoffery de Boyks, Rooney, Bad Boy Bernard Michaux, Minster, Sentinel
Rogues: Chi Chi, Gibby Honeydew
Wizards: House Elf, Souza Fortescue, Donald Neuf-Trump, Cuddles, Nux Fractor, Spontaneous Combustius, Lepacin
Citizens: Shoppy, Pencilvania
Kindreds entered: human, dwarf, elf, hobbit, vampire, minotaur, centaur, kanga-kin, leprechaun
Monday, February 6, 2017
Space Olympics
Made it out of the badlands to Krabi and the English tourists. No mvies on the flight from Chaing Mai so we started a simple game using a dice roller ap to save crawling about on the aircraft floor after misthrown dice.
We choose 10 races - Humans, Klingons, Romulans, Vulcans, Trill, Bejorans, Betazoids, Telaxians, Cardasians and Ferengi - and are working our way through from Troll-wresstling, chess, javelin, persuading miners to abandon their settlement, poker, etc.
We just assign a value to each attribute and then set about appropriate saving rolls, normally over 5 rounds.
After 5 events, the Klingons are looking good with a pure strength contest still to come while the Vulcans and Telaxians are languishing at the bottom of the heap.
C'est la guerre!
We choose 10 races - Humans, Klingons, Romulans, Vulcans, Trill, Bejorans, Betazoids, Telaxians, Cardasians and Ferengi - and are working our way through from Troll-wresstling, chess, javelin, persuading miners to abandon their settlement, poker, etc.
We just assign a value to each attribute and then set about appropriate saving rolls, normally over 5 rounds.
After 5 events, the Klingons are looking good with a pure strength contest still to come while the Vulcans and Telaxians are languishing at the bottom of the heap.
C'est la guerre!
Friday, January 27, 2017
From Nerja to Ban Piang Luang
Just finished Secton 35 of 45 of the Caves of Nerja as I sit in the small northern Thai town of Ban Piang Luang. My Thai is limited to 'hello' and 'thank you' as it is sooo much harder to learn a language with no anchor points than, say, Italian, which I made a decent stab at last year. Makes you wonder at those amazing delvers who learn goblin or naga or urukish before they set about trashing dungeons.
Visiting a refugee camp on the Burmese border has prompted me to script a refugee GM-run campaign for the near future. I didn't know the Shan people existed. This camp is well-run, friendly and pretty decently supported in Thailand. The monks gladly accept Westerners for a game of football.
Here we are after an English class...
Visiting a refugee camp on the Burmese border has prompted me to script a refugee GM-run campaign for the near future. I didn't know the Shan people existed. This camp is well-run, friendly and pretty decently supported in Thailand. The monks gladly accept Westerners for a game of football.
Here we are after an English class...
Saturday, January 14, 2017
Escape from Khosht
If you go down to the Trollbridge website, you will see that the author of this solo, Andrew Greene, and I have been part of a thread concerning a solo for a group of pcs (contradiction intended). We had a great Gm game using EFK as the base script and now it is rearing up again for a game I am playing by email with Mad Roy Cram.
Here's the description of the earlier game:
The others made to Noseblow, a village to the north, where they along with a local - a Gnome wizard of delicate frame - were hired by the Cult of the Death Goddess to follow a map of the sewer system under the city to get into the museum's basement, where the real Eye, was kept securely, with the option of getting into the jail first to add Riccardio to their number. The price for obtaining the Eye for the Cult was 100,000 GPS.
They descended down a well in the abandoned village of Ardvark, outside the western wall of Khosht, discovering that it was abandoned when it became the home of a poltergeist who enjoyed hurling rough tiles.
The dwarf warrior, Romano, was tough but having his head opened up by one of these roof tiles, then being half eaten alive by sewer rats and later taking the full force of a spear thrust through his helm left him doubting the wisdom of taking the novice delver along with him, even if he was the one with the magic arsenal.
They gained a charm from a slain museum guard which Chi Chi used to calm the mega-beast guarding the Eye and they finally overcame themselves stepping out from an enchanted mirror as the finally got hold of the real eye at the end of the second day. In the last gasp, the gnome, Loft, had roll 8 or better to avoid being instant mash neath one of the beast's tentacles and the dwarf had to pray that 1and 2 did not come up when Chi Chi brought her whip down on replica of the the rogue whom he was grappling with.
Lots of NPCs and locations pulled out of the hat, a hastily invented dice pub game - a gripping epic if ever there was one!
Here's the description of the earlier game:
Escape from Khosht
Four of
us had a crack at Andrew Greene's Escape from Khosht this weekend. In
the first session I GM'd it, staying fairly close to the script. One player
chose to take the character of Chi Chi, an NPC in the solo, while the others
brought their owner characters. Two - Chi Chi included - escaped via the
postern gate (empty handed) but the last lingered to long and failed in his
attempt to pretend to be a member of the City Watch. He's in jail, slated for
execution tomorrow (he did kill a fair few, mostly gratuitously).
The others made to Noseblow, a village to the north, where they along with a local - a Gnome wizard of delicate frame - were hired by the Cult of the Death Goddess to follow a map of the sewer system under the city to get into the museum's basement, where the real Eye, was kept securely, with the option of getting into the jail first to add Riccardio to their number. The price for obtaining the Eye for the Cult was 100,000 GPS.
They descended down a well in the abandoned village of Ardvark, outside the western wall of Khosht, discovering that it was abandoned when it became the home of a poltergeist who enjoyed hurling rough tiles.
The dwarf warrior, Romano, was tough but having his head opened up by one of these roof tiles, then being half eaten alive by sewer rats and later taking the full force of a spear thrust through his helm left him doubting the wisdom of taking the novice delver along with him, even if he was the one with the magic arsenal.
They gained a charm from a slain museum guard which Chi Chi used to calm the mega-beast guarding the Eye and they finally overcame themselves stepping out from an enchanted mirror as the finally got hold of the real eye at the end of the second day. In the last gasp, the gnome, Loft, had roll 8 or better to avoid being instant mash neath one of the beast's tentacles and the dwarf had to pray that 1and 2 did not come up when Chi Chi brought her whip down on replica of the the rogue whom he was grappling with.
Lots of NPCs and locations pulled out of the hat, a hastily invented dice pub game - a gripping epic if ever there was one!
And just maybe the elf bowman will get rescued from the cold hands of the
law...
For
reasons quite unfathomable, Chi Chi decided that - having stolen the Eye of the
Beast and got the payoff from the Cult was not enough – she wanted to rescue
the only known elf with a talent for being obnoxious. Romano, her dwarf
accomplice, had no interest in saving Riccardio’s skinny red neck from the
hangman’s noose so they part company, considerably richer… but wiser?
It was
now 4 am. Chi Chi decided she should have some help and was prepared to pay (maybe
Riccardio would cough up later, she somewhat optimistically thought) and so,
being a rogue, she hotfooted it down to the Rogues’ Guild, careful to conceal
her death-dealing whip, this being the obvious means of identifying her as one
of the gem-thieves. The Guild was open 24/7 and she flashed her token to get
past the yawning door guards. When she told the front desk clerk her business
she was taken through one of the eleven doors ringing the atrium and she was
left to sit in a very comfortable padded armchair to wait. Not for too long,
fortunately, given the elf bowman’s execution scheduled for the day just about
to dawn.
A middle
aged woman with silver hair wearing a deep blue velvet dress entered through
the room’s only other door and soon showed she was easy to do business with.
Chi Chi’s willingness to pay could have been a telling factor - 600 gold pieces
to have the Guild find within, the hour, a wizard, an expert in traps, someone
good at sewer fighting and a fourth talented in causing distractions. Chi Chi
had given quite some thought as to what she wanted at her disposal. Her luck
held and within forty minutes the silver haired woman returned with the four
potential recruits. Chi Chi thought better of asking where they had been found
or what they were doing in the small hours when decent folk should be a-bed.
The first
was an aged yet novice elf wizard, quaintly named Wizzie, who professed some
knowledge of traps. He filled two of Chi Chi’s needs in one and was quick to
accept her terms – 100 gold pieces if they brought Riccardio out alive, 50 if
they brought him back dead and 25 if they failed in that but escaped with their
lives. Next was a dwarf by the name of Jim who was a janitor who had frequently
to deal with leaky pipes in basements, more often than not ending up knee deep
in water. He too took the price and shook hands, triggering the curse the
Rogues’ Guild had in place for any deal broken that was initiated under their
auspices. Following on from Jim was an interesting specimen: a living statue of
dark grey hue who clearly had a formidable constitution and who claimed a knack
for distractions. Yamato, too, was hired and Chi Chi’s shopping list appeared
to be filled.
The last
fellow paraded in front of Chi Chi was a hobbit, a warrior of sorts. More
likely out of sorts, since he had not the strength even for a kukri, that
standby of so many desperate delvers. This Paddon could offer no talent he
chose to name and, unlike the others, quibbled over the price, notwithstanding
there being nothing obvious Chi Chi might gain by his employment. The rogue was
anxious to get going so the hobbit too was hired.
The
Guildswoman made two more offers. Firstly, the sale of a healing potion for a
further hundred gold, which the team were pleased to see their leader pay up.
Secondly, rather than having to trace their way out of the city and round the
walls to the abandoned village of Aardvark, where she and Romano had previously
entered the sewer system, the party would be allowed to descend into the bowels
of the Guild, there to find quick ingress into the tunnels. Chi Chi gladly
accepted this too.
The woman
authoritatively summoned another elf, not young in years, but junior enough to
Wizzy for him to give a slight bow in deference. This rogue led the party out
into the atrium and through another panelled door. This led in its turn to a
thickly carpeted corridor, lit with dripping candles, which ended abruptly in a
staircase of stone, spiralling downwards.
Events
now began to unfold as they would continue. Badly. Stupidly. Wizzy tried
blowing a candle out. The elf rogue didn’t like it and told him so sharply
before leading them down the stairwell. ‘Don’t’ was all he said . Wizzy then
tried to bump his way down the stairs on his backside and tried opening one of
the regularly spaced doors they passed by. ‘Stop’ the elf told him, fixing him
with a stern stare. He was shot another warning but carried on aggravating the
guide. Enough was more than enough. The elf cast Hold that Pose and then sliced
Wizzy’s right ear lobe off – 2 points of CON gone for no good reason. The
wizard, now chagrined and down to CON 9, pulled himself together and shrugged
off the night’s drinking.
By now,
both Yamato and Jim had been set a bad example. As the rogue led them down and
out into a rough stone cavern with a manhole cover leading to a ladder down
into the sewer system, the statue tried opening the last door on the way down.
‘No,’ the elf instructed. Yamato ignored the punishment meted out to Wizzy and
pushed the elf out of the way to get to the manhole cover. A final warning
didn’t suffice so the rogue cast a spell to show the statue who was boss – he
gave him shocking yellow hair as a permanent souvenir of his transgression. Jim
scratched his head and wondered if a living statue could cut his hair off.
The elf
left them, admonishing Chi Chi to take control of the group and telling her
that they would not be able to return via the Guild’s sewer entrance. Wizzy now
decided to start earning his fee by checking out the manhole. When he saw there
was an iron ladder running three metres down to the sewer, he scuttled down and
began testing the depth of the water. ‘One metre, no problem,’ he called up to
Chi Chi, who was on her way down, now blocking out most of the light from the
cavern above.
Now
things went seriously wrong. There was no danger, no reason for Chi Chi and
Wizzy to worry. However, something snapped in Yamato’s brain - whatever it was
transmitted itself instantly on to Jim. The living statue hurtled past a
nonplussed Paddon and leapt down the manhole. Jim flew after Yamato, not far
behind. The outcome was clear - injuries accrued to three of the party, two
serious. The living statue was extremely heavy. Chi Chi heard him coming,
looked up and twisted desperately as she saw him coming straight at her. She
twisted in a futile effort to avoid harm but took the full weight of Yamato on
her shoulder. Not before she hit the warrior with a Hold That Pose spell
though.
She was smashed savagely against the stone side wall and the crack of
breaking bone echoed in the well. Her shoulder was badly broken and she had to
make a L1 SR on her current CON (7 down from 29 as she took 5d6 damage). She
made the roll thanks to her level and now it was Wizzy was in dire trouble. The
rogue crashed down on top of the wizard, with the statue and the dwarf
providing the crushing force. The 2d6 damage that Wizzy suffered reduced his
CON to zero and he slipped out of consciousness. Jim took 2d6 damage as
retribution for his idiocy but, being a dwarf, he scarcely noticed.
The four
delvers were now underwater in the sewers and in near total darkness. Chi Chi
struggled to her feet and cast Poor Baby on herself, using up all her remaining
khremm. The bones rippled under her shirt as they knitted themselves back together
and she breathed easier with CON up to 15. Yamato was still held by her spell
but it would elapse in a few seconds. Jim got to his feet, up to his broad
chest in the foul water but little troubled given his talent. In the gloom, he
went to draw his katar with the intention of taking the map of the sewers from
Chi Chi which he knew to be in her pocket. The rogue was too quick for the
dwarf and brought her whip slashing down on the hilt of the punch dagger. She
made the L5 DEX SR required to hit the target. The whip had magically toughened
glass shards embedded throughout its length and the force of this lethal weapon
was enough to sever Jim’s hand left hand at the wrist. He bellowed, spurting
blood in the darkness, falling into the water for a second time.
Meanwhile
Yamato had risen and picked up Wizzy’s still unconscious body. He sensed Chi
Chi mounting the ladder back to the Guild cavern and threw the elf in what he
hoped was the direction of his employer. Jim was now reaching for his lantern
with his remaining hand. And what of the hobbit? Paddon had decided he wanted
nothing to do with this crew and was struggling to push the manhole cover back
in place. His strength of 5 made this a slow process. Wizzy crashed into Chi
Chi’s legs but she was strong enough to retain her grip on the iron ladder and
she entreated Paddon to let her back up to safety.
The
hobbit thought about it and decided she was the only other sane one so soon he
and Chi Chi had closed the manhole with its snug-fitting cover. Being thrown
some violently by Yamato had finished poor Wizzy off. His corpse sank under the
oily water. Jim failed to locate his severed hand, instead fastening his
fingers around the blade of the katar, taking another cut. At this, he threw
his head back and began singing. Yamato ripped the ladder from the wall in
frustration and then leapt away from a wheezing, rasping sound he heard behind
him. He stumbled over Wizzy’s body and knocked Jim over. Reaching down for
Jim’s lantern, he instead pulled up the dwarf’s hand, which he threw away in
disgust.
The
breathing was now in Jim’s ear. Yamato got to his feet and surged powerfully
off into the pitch black sewer. Jim stopped singing and felt teeth puncture his
neck before strong arms encircled him and he was carried off, helpless, into
the tunnels.
Chi Chi
remained determined to get Riccardio out of prison and to save him from
execution scheduled for a few hours time. The fiasco that had been the first
attempt did not deter her. This time she sent for Loft, the little gnome who
had helped her steal the Eye of the Beast with Romano; Paddon the Hobbit was
prepared to stick with the job if he got paid again. The Rogues’ Guild took
some responsibility for the buffoons whom they had sent to Chi Chi only hours
earlier so they took greater care in supplying more mercenaries eager for a pay
off.
There was an ogre of little brain, depressingly named Shrek, a goatman of
only marginal greater cerebral activity named Rougvie, a very capable elven
wizard called Nympie and a elven rogue, Cuthbert by name. This group seemed to
carry greater chance of success and clearly had more muscle. Chi Chi heeded the
chiding from the venerable elf who had got so upset when Jim the dwarf and
Yamato the living statue had opened doors and generally goofed about before
getting their come-uppance in the sewers below the Guild building during the
aborted rescue mission #1.
With
terms agreed, the party descended into the sewers without the farce of the
first expedition. Loft did not fancy swimming and his height would have given
him no other option without help so he requested a ride in Nympie’s backpack.
Nympie generously agreed, quite forgetting what he had stored within, which
would come back to haunt him. Paddon didn’t fancy being up to his chin so got
piggybacked by the goatman who was eager to try out the one spell he knew,
Super Butt, which tripled his normal three dice attack. The ogre took the lead
and the party set out, following the map Chi Chi clutched securely in one
gloved hand.
Before long the disconcerting sound of sewer rats floated over the
oily water towards the party. Both Cuthbert and Nympie were familiar with
rodent language and speak/squeak a little. Understanding the intentions was
extremely heartening. Even though they were not friendly and involved the
summoning of a wizard, the delvers were able to stay several steps ahead. They
also learnt that the dwarf, Jim, was the subject of keen interest to the rats
when they heard them wondering if other humanoids would provide such sport.
Their
first encounter was with another former companion of Chi Chi and Paddon: they
heard Yamato splashing his way towards them. They had the choice to get on with
their mission or to take him out and the overwhelming wish was to give him a
good seeing to. Yamato obliged them with battle but was no match for such
overwhelming numbers. His constitution was rapidly brought down from 160 to the
point that Chi Chi’s whip could decapitate him. Coming away with only spite
damage against the ogre, the party were swelling with testosterone. They made
short work of finding the entrance to the prison complex (where they had no
idea of what they would encounter) but were slowed down by their failure to see
that the low tunnel roof presented no problem with reach – put it down to
over-excitement.
Loft was
keen to find the red moss he remembered from his first visit to the sewers. How
long ago? This same night – incredible to think!
The others were interested to
hear of it’s acidic properties. When the manhole cover was eventually raised
the ogre was slow to realise that he had encountered the tilting of a fulcrum
point. A crash above confirmed what he’d done: upended a heavy statue which
shattered on impact with the stone floor, releasing a great number of
scorpions. Six promptly dropped on him and he failed to respond until they
began stinging him, What good fortune that his metabolic system proved invulnerable
to their venom. This made him think of swatting them off him into the water
which in turn caused the scorpions to resort to biting their unlovely host.
The
ogre’s constitution of 20 was on the slippery slope downwards.
The gnome
cast a Fly Me spell from the safety of the elf’s backpack thus enabling him to
join his protector in the scorpion chamber above. Once a Will-o-Wisp had shed
some light on the matter, the pair located a giant scorpion lurking in the
depths of the cavern. A Level 3 TTYF did no more than knock a chunk of
exoskeleton from the arthropod but then Paddon had the notion that alcohol
might prove deadly to the monster. As luck saving rolls would have it, three
members of the party had spirits with them and were willing to forego them.
The
aerial attack began. Bomber command took off and pursued its target. A small
disagreement ensued as to whether the whisky should be poured or thrown, shaken
or stirred, but once that was settledt it turned out that the hobbit was right.
Greatly weakened by its shower, the huge monster was easy prey for the two
wizards. That felt good!
The rest
of the party then felt bold enough o enter the cavern. The goatman leapt
through the manhole, squishing small scorpions as he landed. Some of the red
moss was used to repel the creatures but they were not hard to deal with for an
armoured group such as this.
Two ladders, running up to the ceiling and to
further manhole covers 20 metres (65 yards) above were spotted. The two ladders
were some 50 metres apart and Loft suggested the party split up. Agreement was
reached with surprising rapidity. The gnome stayed with Nympie - Chi Chi and
Cuthbert preferred joining their splinter group, leaving Rougvie, Paddon and
the ogre to climb the second ladder.
The
smaller group immediately hit a problem. Hooves. Rougvie was not designed for
climbing ladders. He resorted to hooking his forelimbs over the rungs and used
his powerful hind legs to propel his bulky form upwards. There seemed some risk
that he might not hang on, putting the hobbit in unwelcome danger beneath him
but the goatman managed the climb in inelegant style. There was nothing above
these two manhole covers so opening them did not present any difficulty.
However, Loft’s desire to separate was evidently futile as the upward thrust
heads of Chi Chi and Shrek blinked at each other in the cavern above. Oh well,
at least they weren’t being attacked. Yet.
To their
left they saw one end of the cavern. It consisted of a pair of doors,
surrounded by rock, with a huge portcullis in the centre. The portcullis was
down. In front of each door they could see a group of four coloured rods –
emerald, vermilion, indigo and lemon, as they soon read. To their right, off
towards the unseeable other end of this cavern lit by wall torches, was a huge
gong with the striker lying beneath it, positioned close to another ladder
leading up to a manhole cover. It seemed safe enough…so one by one Chi Chi’s
band of mercenaries emerged into this great cavern.
So far,
so good, certainly compared to rescue mission #1. But it was now that the
ogre’s computational difficulties exploded into life. He might be a towering
mountain of muscle but he was also an intellectual pygmie. Seeing his
companions 50 metres off to the left, he bellowed a greeting at the top of his
lungs. This brought cries of dismay as his shout reverberated around the
cavern. It really did not seem likely that only the party would hear him. He
then turned his attention to the big, shiny gong. Why, yes, surely a gong is
made to be struck? And with a big, hefty striker like that one lying there,
free for the taking…Shrek rushed past Paddon and Rougvie and hit it hard.
Howls of
protest met this act of wanton stupidity. Shrek bounded across the cavern to
see what his companions wanted. He was instantly intrigued by the coloured
rods. Chi Chi and her group were rather more occupied by the portcullis which
was now rising, coupled with the sound of heavy footsteps. Wanting to see what
wicked thing was coming their way, they paid no heed to Shrek’s delight in the
coloured rods. There were holes in front of them, just the right size to fit
the rods into…A lightbulb flashed in the ogre’s brain. It happened maybe once a
month. The names of the colours were written boldly by each rod. Not that Shrek
understood a word like ‘vermilion’. But he did see that the first letter of
each word, much larger than those following, could be arranged to make a word
he knew – ‘LIVE’. He picked up one rod after the other and slotted them home.
Nothing had happened so far as he could tell but he wasn’t about to stop in
full flow.
By now,
Chi Chi and Nympie had seen what was coming – a Cyclops with a big bunch of
keys and two beefy barbarians armed with broadswords. She had a vorpal blade on
her own broadsword and stood ready to strike. Loft jumped from the backpack and
he and Nympie retreated to where the watching Cuthbert stood. From this vantage
point they could observe the ogre’s follow up action. Loft threw a Hold That
Pose at the Cyclops but a protective charm froze the caster instead of the
target. Just as well he didn’t opt for a TTYF, too bad no one ever thought to
take the charm later on. Shrek moved over to the right hand rods. This time it
occurred to him he could make a different word from the same letters – ‘EVIL’.
‘What a good idea!’ he thought and immediately slammed the rods home in the
necessary order. Still nothing…
Chi Chi
brought her blade sweeping down on the first barbarian, cleaving him in two
from shoulder to waist. Not bothering to retrieve the sword, she backed off and
readied her deadly whip for an assault on the huge Cyclops. Loft ande Nympie
were now testing the left hand door, probing it with a Knock Knock spell
without success. Nympie was also having to explain the blue dress Loft had
found in the backpack but, saving Nympie’s blushes, no one else heard the
gnome’s question. Shrek had run back to join the goatman and the hobbit,
possibly keen to have another go at the gong.
The sheer length of the whip
meant that Chi Chi had time to strike at the Cyclops before it could reach her
or anyone else and the deadly lash brought the monster jailor to his knees,
grunting with surprised pain, severely lacerated.
The
surviving barbarian confronted the ogre, goatman and hobbit and engaged them in
a finely balanced combat, where spite was the governing factor. Cuthbert at
last made the decision to act and fired a TTYF at the Cyclops just as Chi Chi
lashed the monocular monster for the final, life stealing blow. The four by the
portcullis left the other three to their fight with the barbarian and some
began exploring the lair of the jailor while Cuthbert beat Loft in a race to
the keys. Chi Chi found nothing of note beyond the portcullis but when Nympie
opened the left hand door all hell broke loose.
The
brighter members of the party might have thought the rods through. The ogre was
never going to do that. One set released the force fields securing the ‘normal’
prisoners in the cells beyond the two heavy, locked doors either side of the
portcullis. The rods had to be inserted in the holes in the order which would
indicate ‘LIVE’ just as the ogre had worked out. The other set could release
the really nasty captives, the natural born monsters, and using the order
‘EVIL’ did exactly that. One of Shrek’s companions exacerbated his folly by
unlocking the left hand door and within minutes it exploded off its hinges as a
minotaur and a particularly ugly demon made their bids for freedom. Next the
right hand door disintegrated and a medusa and a dragonman appeared. Everyone
made their saving rolls to avoid looking into the gorgon’s eyes and Nympie
staggered the bullman with a vicious TTYF. What could make things worse?
Sooner or
later the prison guards were going to get reinforcements – bang a gong, get it
on. At least twenty came pouring down from above. Paddon took a nasty head cut
just as Shrek and Rougvie were getting on top of the barbarian and a spell from
Loft brought that battle to an end, with just more spite damage suffered by the
ogre and the goatman, while the hobbit was contending with a stream of blood
running down his face. Loft then sprinted for the manhole escape down to the
scorpion cavern and Paddon and Rougvie decided his thought was a good one. Chi
Chi retreated beyond the portcullis with Nympie joining her. As the guards
chased after Rougvie and Paddon, the vertically challenged gnome realised his
short little legs weren’t going to get him to safety in time and so he swerved
back and hurtled towards Chi Chi.
The rogue leader figured lowering the portcullis
was a good bet and Cuthbert ran to join her and Nympie rather than be on the
outside looking in.
This was
getting confusing for everyone. Loft avoided the eyes of the medusa but reached
the portcullis too late. Shut out, he attempted to wriggle his way through the
bars. Chi Chi and co had found no way out beyond the Cyclop’s quarters and it
began to dawn on them that they had really done the prison guards job and
trapped themselves. Duh! Paddon climbed up on to Rougvie’s back and the goatman
jumped down the manhole, just as the guards caught up with him, forgetting that
there was a 20 metre (60’) drop below him.
As the grim prospect of a crash
landing penetrated his none too sharp mind, he banked on truly being as sure
footed as a mountain goat is alleged to be. The guards then saw a wounded
minotaur, a demon, a dragonman and a medusa homing in on the most obvious
escape route and found they had a very different job on hand – fighting off
monsters for their lives rather than recapturing humanoid fugitives.
Guards
began to petrify under the medusa’s stony gaze but still more were fighting
their way to the portcullis. There was an argument going on now behind the
heavy grates – should they stay put or break loose? The stay put argument
crumbled and the ogre wound the great portal up again. Now things took on an
even more chaotic guise as a banshee made to escape, wailing devastatingly as
it came. The delvers were fast enough to react and spent the next few minutes
with their fingers in their ears whilst the majority of the guards fell foul of
the fateful cry. At least more monsters escaping meant no more prison guards
for the party to worry about.
Rougvie
took damage from his jump but his goat nature meant it was minimal and Paddon
landed unscathed. Hearing the demon coming and smelling its disgusting breath,
the two danced over a few more scorpions, crunching them underfoot or hoof, as
they sprinted for the exit to the sewers. They dropped into the water and
pushed against the walls until all the monsters had made good their getaways.
They had no light source and no map but felt confident that they knew their way
out. They were wrong and were soon wandering about hopelessly lost in the dark.
Before long the rat squeaks returned…
Chi Chi
and Loft decided the coast was clear to search the prison cells. They, unlike
Paddon and Rouvie down below, were right. They ignored the cries for help from
the other prisioners, most too weak to move, and found the elf – the much
unloved Riccardio at last. He was in a bad way, no doubt, but Chi Chi cast a
Poor Baby which revived him enough to be able to walk independently. He was
quickly updated and, characteristically, didn’t seem very grateful towards his
rescuers. Perhaps the four fingers missing from his left hand from the second
knuckle explained his disgruntled mood. His days as a master archer seemed
over.
Paddon
and Rougvie heard creatures approaching from both sides now. In total darkness
even the goatman’s vision did little to help. He somehow got his Super Butt
spell cast despite his low intelligence and took out the first attacker but the
pair were quickly overwhelmed, bitten and dragged off to a fate that Jim the
Dwarf could probably described accurately to them had he the opportunity.
The
mayhem above was resolving itself. Chi Chi had the map and she and the rest of
her party salvaged weapons from the fallen before getting out of the caverns at
the double. Their route through the sewers was simple and uneventful. They
returned to the Rogues’ Guild manhole since they had quite forgotten that they
were told it would be sealed and so had to make their way to the perimeter of
the sewer system, back to the abandoned village of Aardvark. Nympie
contemplated knifing Chi Chi as they climbed up the ladder inside the well but
Cuthbert was between the two and, in any case, Nympie realised that Chi Chi
would not be carrying the riches she had received as her share of selling the
Eye of the Beast to the Death Cult.
So they
were out into the poltergeist-infested village at about 9am and there we will
leave them with Chi Chi paying wages and Riccardio silent on the subject of
reimbursing the rogue who strangely chose to save him twice over.
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