Idea for a Campaign

Idea for a Campaign

The Setting

The campaign begins in an immense city, which is know by many names. Most call it Hell.

The City

A city of staggering buildings, some large and wide, others narrow towers reaching to great heights and sharp points. The humans that inhabit the city live in settlements built on the rooftops and upper levels of the towers and buildings, closing their gates and sheltering behind their walls when night falls.

For when night does fall, the other inhabitants of the city come out into the darkness. Chief amongst these are the Dwellers, who live underground and in the boarded-up lower levels, mortally sensitive to the weak sunlight. They may once have been human, but are now cannibalistic degenerates, ape-like, with a crude intelligence and savage cunning; then there are the lost and forgotten gods who wander the streets at night, preying on the Dwellers and anyone foolish enough to venture out at night.

The day is not much safer, as beasts of the city roam the concrete, steel and wooden wilderness, seeking out creatures to eat. Living embodiments of the city’s landscape are sometimes encountered, as are hunting parties from the settlements, religious fanatics on some holy quest, and scavengers looking for supplies.

It is a wild and dangerous place, and stretches out as far as the eye can see. It is not an infinite city, bordered on one side by a thick jungle, by the dark sea on another, and by towering mountains on the remaining sides. Few have ventured to these distant lands, however, and the remnants of the human race who once ruled and lived in this great city now survive as best as they can in their settlements and rooftop towns.

Architecture

The city is a chaotic mix of different architecture, as if someone had reached a hand into other worlds and times and snatched away the buildings in that era’s cities. All are worn, eroded, decayed and often crumbling. The more stable ones are where the settlements are found, and these are all built upon the rooftops and upper stories, linked by bridges to other rooftops. Crude lifts reach from dizzying heights down to the narrow and shadowed streets below, and hot-air balloons can be seen drifting across the sky.

Settlements are enclosed villages and towns, a hodgepodge of buildings seldom more than a couple of stories tall, with streets as narrow as needed. They are frequently crowded, noisy and suffer from sickness and crime. At night silence reigns, and the lights are dim, as no one wants to attract the attention of the things they roam at night.

The churches are often the most extravagant buildings to be seen, varying in their gaudiness depending on the region in question. Smaller shrines and temples are hidden all over the place, some very simple affairs, others more elaborate. All have a tendency to idolise their gods, sculpturing statues and icons of the deity they worship.



Religions of the City

There are numerous cults and small churches dedicated to strange gods and demons, but the most powerful and prolific religions are the church of consumption, the church of fleeting dreams, and the church of the cleansing light.

Gods of the City

There are numerous gods, and all exist and are flesh, living in the city in some fashion. Some are lost and forgotten, wandering the streets and preying on those they come across; others are trapped in churches and temples, caged in shrines and worshipped by their faithful; while some lead their cults, attempting to increase their power and prestige. All recall a day, distantly, when they were in some other realm, their Heavens and Hells, but all were cast out when some great crisis forced them into the mortal realm. There are some gods who long for a return to these realms, and seek the means in which to ascend (or descend) to the home they were forced to leave.

The Church of Consumption

The Church of the Consumers of the Divine Flesh, its faithful known as Consumers or the Gluttonous, worship a deity that is ‘cared for’ in their mighty temple that lies in the heart of the city. This god, known as the Divine Flesh, the Corpulent God, or the Everlasting Feast, has fed its worshippers for centuries. The clerics (or Divine Butchers, Holy Diners or The Lesser Corpulent) consume the flesh of their god to gain a spark of divine power; said flesh being indigestible and lodging in the cleric’s stomach, intestines, or bowls, sustaining them with divine energy that fuels their ‘miracles’. Only those worthy of such power are allowed to consume the flesh, with lesser clergy instead following the lead of their betters by eating, drinking and consuming as much as physically possible, becoming large and fat and unable to walk without aid. The more powerful or higher ranking the cleric, the larger and less mobile they are; they are often carried around on luxuriant chairs lifted by slaves or devoted worshippers, or else float around on balloons harnessed to their bulks, driven by wind-up propellers that move they slowly through the streets and across the rooftops.

The Corpulent God is chained up and in a magical slumber, trapped beneath the temple, its flesh cultivated and cut to feed its clerics.

There are splinter groups that have formed from this religious sect; mostly those of the lesser clergy that do not have the political power to feast on the god itself.

The Thin Men

One sect has gone against the nature of the church, in the opposite direction in fact. These are the Thin Men, thought by the true clergy to be heretics and blasphemers. The sect practices abstinence, fasts regularly, and adopts an attitude that ‘being thin is closer to godliness’. They are generous, supportive, and always helping their fellow men. However, this is simply a means to an end. Their true motive is to rise in power, in order to be allowed access to the god-flesh; it is likely that as soon as they taste it, their doctrines of thinness will disappear down the drain.

The Devourers

Another sect made up mostly of the lesser clergy, these are led by a somewhat insane cleric who has tasted the divine-flesh and has become fat and powerful. He rides around on a plethora of balloons, and believes that it is not only the flesh of gods that grant power, but the flesh of any living creature, including that of man. This sect are secretive cannibals, praying on the people of the city, testing out their lord’s theories on the consumption of flesh being the path to true power.

The Church of Fleeting Dreams

Dreamers, artists, poets and storytellers; these disciples worship the Sleeping Goddess, who forever sleeps in their temple. They believe that dreams are visions, but that these prophecies can, and often should be, changed for the better. They also believe that life is fleeting, that reality is in a constant state of flux, and that nothing lasts forever. As such, they are also historians and keep a library of ancient lore, updating it constantly, to keep some record of all that has come to pass. The clerics have a low attention threshold, spend a lot of time sleeping and dreaming, and the rest of the time seeking lore to add to the library.

The Church of the Cleansing Light

Also known as Light-Bringers, these are the self-appointed  guardians of the city. They carry vials around their necks, a mote of Light encased in glass, and their power flows from this holy symbol (and without it they are powerless, unable to use any ability or spell). They seek out agents of the Void, confront Shadows, and do what they can to bolster the failing morale of those that dwell in the slums or dungeons of the city. They are often fearless, dedicated, kind and generous men and women devoted to bringing Light to the city. Their deity is not a being, but Light itself.

Some of these ideas have been posted before, with regard to the religions any how.

Part of the RPG Blog Carnival: Fantastic Locations.

Hosted by KJD

Eternal Empire: Session Twenty

Eternal Empire: Session Twenty

The Journey Home: Part Two

(Part One)

[Day 64] After a restful night in the shrine of St Katherine, the party (consisting of Iral the Elf [L3], Gideon the fighter [L3], Alvis the cleric [L3], Armis the specialist [L1], Tomlinson the henchman [L1] and newcomer Trustyson [specialist, L1]) continue on toward Jainesville and home. They travel on through the night, and arrive just after midnight, unmolested and safe. They head straight to the keep, where Morris (one of their guards) hails them and lets them know that all is quiet.

[Day 65] In the morning they send for the constable and over breakfast tell him about the hordes of undead they have seen heading this way; whilst avoiding telling him that it was their actions that released the evil. He believes them, since they have proven themselves trustworthy, but informs them that the Sargent in charge of the soldiers needs to be told, as this sort of thing technically falls under his jurisdiction. Sargent Norris is told, and doesn’t really believe them but grumpily agrees to send out some scouts; constable Calhoun sends his men out too, knowing that the soldiers are the dregs of the Empire, sent out here to rot. He also sets in motion plans for the evacuation of the village, for all the villagers and ample supplies to be shipped over to the keep at the first sign of trouble.

Meanwhile, Gideon goes out to collect lots of firewood with the three guards (Morris, Dingle and Bart), while Trustyson, Armis and Tomlinson [now played by my Uncle Neil] go into town to buy as many supplies of oil and arrows as they can gather.

By evening the scouts return, but have seen nothing.

[Day 66] In the morning, while Gideon goes off to collect more wood, the rest of the party head down into the temple below the keep, to cleanse it of its evil, using the relic they recovered from Death Mountain. It’s a six-hour ritual, involving lots of chanting and incense, and as it reaches its climax the shadows and evil of the place coalesce into a giant (horse-sized) white fly that immediately attacks Alvis. It is quickly slain, with Tomlinson having the killing blow. The temple is now cleansed.

As evening falls, Alvis takes some barrels of water into the temple, with plans on starting to create lots of Holy Water to use against the coming waves of undead.The scouts return, but still see nothing. The soldiers decide it’s a waste of time and refuse to go out again, but the constable is still willing to believe the party and Iral agrees to go with his men in the morning.

[Day 67] Iral and the constables men go scouting, but return after five hours, having not seen anything. Alvis buys the only warhorse in the village, while everyone else finished what preparations they can and rest.

[Day 68] In the afternoon the constable’s men run up to the keep, clearly terrified. There are literally hundreds of undead coming towards the village, only four or so hours away. The constable starts the evacuation, and over the next couple of hours all the village with as much supplies as they have, gather in the keep. Those non-combatants are sent down into the temple, for safety, while everyone who can fight takes a weapon and stands guard on the battlements and towers. They give the innkeeper, Barney, Alvis’ new horse and give him orders to ride as fast as he can to Appleby, the nearest town, to both warn them and bring back help.

And then they wait.

End of Session

Tallies

Total Kills: 1 monster, 34 bandits, 1 dead man, 9 mosquito-bats, 1 giant spider, 6 ghouls, 1 troll, defeated a party of three adventurers (but let them go free), 1 gelatinous cube, 1 ape-creature, 5 ogres, 1 plant, 1 hideous undead thing, 1 vampire; 1 giant white fly;
PC deaths: 1 (and 1 lost an arm);
NPC deaths: 3 (Bran, Oswald and Geoff)
Shields Splintered: 11;
Total XP: 31,624.

Aargh! Zombies!

Aargh! Zombies!
Image by Nelson Daniel

Image by Nelson Daniel

So, last night the party managed to get back to their home and warn the village of the impending doom. The soldiers sent out scouts, but found nothing after a couple of days and came back; the constable sent out his own men, and they came back terrified, because the dead were walking straight towards the village and were but a few hours away.

Meanwhile, the PCs had been preparing their keep for a siege, and the villagers were all ready to evacuate to the keep and its hidden temple.

Which gives me a week to prepare.


Now, what to do? I have at my disposal 13,000 undead, consisting of zombie, skeletons, ghouls and a small number of more powerful and intelligent undead. Not all of them are going up against the PCs, as many have scattered throughout the valley or gone in a different direction, but there will still several hundred to throw at the party.

I need to work out some guidelines for the undead advance, what tactics they can use, how commanding the intelligent undead can be, and what other fun things I can throw at the party. Also, what rules do I conjure up for breaking down the gates and portcullis, lobbing zombies over the walls, climbing the walls, and how best to handle the mass combat (currently thinking of making the villagers and undead into squads, basically running them like monsters), and I’m thinking I need some sort of Morale type check for the undead being distracted…

This is being discussed over on G+ too, but if anyone here has any ideas, suggestions, or experienced such event, let me know.

Thanks, Simon the Evil DM.

House-Rules & Me

House-Rules & Me

I have a confession to make: I don’t use a lot of house-rules, and in the past never used any for any length of time. Sure, I’ve dabbled, but few caught on. Today I use three house-rules and that’s it: one is the infamous shields shall be splintered rule (which my players seem to have forgot about), the even more infamous 1d30 rule (which has proven useful and always gets remembered), and my own hit point sacrifice rule for recasting spells (open to abuse and possible overpowered, but we’re sticking with it for now).

But that’s it. Most of the games I’ve ran were mostly by the book, and if we didn’t let a rule we tended just to ignore it rather than house-rule it. Even D&D, which I really started on in the AD&D days and played mostly during the AD&D2E days.

Is that odd? Seems like everyone else who plays these games have house-rules coming out of their ears. I spend my time writing adventures and making maps instead.

Thoughts?

Eternal Empire: Session Nineteen

Eternal Empire: Session Nineteen
Day 63

After defeating the vampire and picking up some rations (and a spear for Iral), and with new companion in tow (Trustyson, played by my dad), Gideon, Iral, Alvis, Armis and Tomlinson head off on the journey back to Jainesville; fully expecting to bump into undead on the several day trip.

Four hours in, as they are just about to leave the dead forest, this is exactly what happens; but despite being ambushed by a couple of ghouls and their entourage of zombies and skeletons (four of each), they were sent scampering away by the might of Alvis’ turn undead spell he had memorised that morning before setting out.

They travel for another six hours, over hills and skirting the mountains, avoiding the trail left by the hordes of undead. In the distance, on poking over the horizon they spot the ruined gatehouse they saw on their way to Death Mountain. Thinking that it might be a good place to find shelter, as it is getting dark and overcast and they need to rest, they head towards it. Stopping nearby, they send newcomer Trustyson to scout the place out: this he does, finding nothing more than a ruined gatehouse with a loose flagstone inside, leading to something below.

He heads back and informs the others and they all hike over and start to explore, finding a tunnel beneath the flagstone. Leaving Armis and Tomlinson on guard, Gideon and Iral take the lead and head into the tunnel, closely followed by Trustyson and Alvis. They emerge into an old and debris-ridden wine cellar with animal bones scattered about and large piles of dung (some fresh) in the corners. Three stone doors, all half-hanging from rusted hinges and standing ajar lead out. There are no noises they can hear, and the place is damp, musty and a bit smelly.

Through one door they discover a room littered with bones and offal. As Gideon sneaks in to have a look, a large insect with bulbous eyes on stalks jumps out and take a swipe at him with its claws. He swings back, and the others all pile in, mostly missing, but slowly chipping away at it while it scratches a few lines on Gideon’s arm. As they fight, Alvis spots something moving in the room beyond and turns to see a nine-foot long furry snake slithering up: he yells out a warning to Iral, who spins round and lets loose a powerful magic missile [d30 rule] that blows it to pieces! Good shot that elf.

The insect dies soon after, with no one particularly injured. Alvis does a curative spell, and they continue searching. They get Armis and Tomlinson down to stand guard in the wine cellar, in case anything else pops out. Further exploration reveals an old shrine dedicated to St Harriet, patron of soldiers, and a lair full of bones. A stuck stone door leads out of the room, which takes a bit of effort to open. Foul, stale air gusts out and sends everyone but the elf coughing. Inside, hanging from a rusty chain in an otherwise empty room, is a golden bell the size of a head. Trustyson gets on Gideon’s shoulders and uses his turban to muffle the clanger, then unhooks the bell. They stuff it into a sack and carry it back to the shrine; where they make camp, and bed down for the night.

End of Session

Tallies

  1. Total Kills: 1 monster, 34 bandits, 1 dead man, 9 mosquito-bats, 1 giant spider, 6 ghouls, 1 troll, defeated a party of three adventurers (but let them go free), 1 gelatinous cube, 1 ape-creature, 5 ogres, 1 plant, 1 hideous undead thing, 1 vampire, 1 insect monster, 1 furry snake, turned undead (2 ghouls, 4 skeletons, 4 zombies);
  2. PC deaths: 1 (and 1 lost an arm);
  3. NPC deaths: 3 (Bran, Oswald and Geoff)
  4. Shields Splintered: 11;
  5. Total XP: 33,049.

Zak’s GM Questionnaire: reposted with answers

Zak’s GM Questionnaire: reposted with answers

I’m bored at work, so I’ll bite. Was going to post this yesterday, but thought I’d wait a day due to the Blackout.

Repost and answer. Or, if you don’t have a blog, answer in the comments. Or be a big rebel and do neither. [from Zak's blog].

 1. If you had to pick a single invention in a game you were most proud of what would it be?
I never used house-rules much, and those I did weren’t all that memorable. I have one in my current game where casters can expend hit points to recast spells, but I think it’s a bit too powerful. I’m working on my own RPG rules, which, if it all works out, I’ll be proud of :)
2. When was the last time you GMed?
Monday night, running a LotFP WF rules-based game, latest session report coming up tomorrow.
3. When was the last time you played?
Sunday, see here.
4. Give us a one-sentence pitch for an adventure you haven’t run but would like to.
PCs wake up naked on a stone slab, no idea where they are or who they are. Go!
5. What do you do while you wait for players to do things?
Sit back and watch/listen to the fun; and/or think ahead so that I have some ideas of what happens next (and then throw away all the ideas when the players do something else instead).
6. What, if anything, do you eat while you play?
Sweets.
7. Do you find GMing physically exhausting?
If it’s for 3.5/Pathfinder or the like, then the whole statting up and ‘balancing’ monsters & NPCs. Otherwise, it’s designing maps (since I have an annoying tendency to do it all on Inkscape, and it can take ages).
8. What was the last interesting (to you, anyway) thing you remember a PC you were running doing?
Actually, the last really interesting thing for me was in a campaign a few years back when my ranger used a combination of a jump spell, a swan boat feather token and sheer guts to throw a boat into a dragon’s mouth (which worked!).
9. Do your players take your serious setting and make it unserious? Vice versa? Neither?
They all (both groups) tend to take them seriously, even when my goblins aren’t.
10. What do you do with goblins?
Lots. I love the little fellows. Most times I have them as neutral folk who PCs can find in towns and the like (such as the Torchbearer’s Guild), but my current game has them as humanoids to slay. I like my goblins to be a WoWish, technically advanced but with a lot of things going wrong with the stuff they build; either that or alchemists.
11. What was the last non-RPG thing you saw that you converted into game material (background, setting, trap, etc.)?
The animation Dragon Hunters, which an excellent animation film and full of ideas I plan to use in some capacity (mainly the different types of dragons, for the moment).
12. What’s the funniest table moment you can remember right now?
First thing that pops in my mind is when I have a kraken grapple a PC and suddenly realises that it had a grapple of +64 or something stupid like that, and I laughed madly because I thought it was so dam funny. As a player, the thing that pops into my head was when my hopeless ranger was trying to track some enemies by rooftop, and promptly fell off right in front of them.
13. What was the last game book you looked at–aside from things you referenced in a game–why were you looking at it?
RPG Creatures Bestiary 1: While not technically a game book, it was made with gamers in mind, and the illustrations and descriptions of the 50 monsters/races are great inspiration. For true game book, it was Cthothnian Star, which is Traveller meets Cthulhu, and is something I want to run as a one-shot next time I get a chance (and rip-off/pay homage to Alien).
14. Who’s your idea of the perfect RPG illustrator?
Someone who captures the essence of the game they are illustrating for, and paints beautiful pictures of monsters that make you want to throw them at your players (such as the RPG Creatures mentioned above).
15. Does your game ever make your players genuinely afraid?
Not recently, other than the usual paranoia of dungeon exploration; but back when I played CoC I did manage to build the atmosphere and tension so that when the phone rang, everyone (including myself) jumped.
16. What was the best time you ever had running an adventure you didn’t write? (If ever)
Playing through The Grinding Gear. It worked really well on the players I had.
17. What would be the ideal physical set up to run a game in?
A quiet pub, with a private space, somewhere neutral with access to drinks and food. Although, playing around a good-sized table at someone’s house can work well if there are few distractions. I actually prefer playing in a pub (which I on the Sunday games, usually in its basement).
18. If you had to think of the two most disparate games or game products that you like what would they be?
I’m going for Star Wars and Dungeons & Dragons, whatever editions. Star Wars, for me, is just pulp adventures in space, fighting against the tyranny of the Empire and involves lots of covert missions and battles against stormtroopers; whereas D&D is really about exploration, looting and killing the monsters that are in the way. While you can play either time in the same ways, the style I tend to prefer differs a lot.
Mechanically, I’d say something like Traveller and Sword Noir, very different.
19. If you had to think of the most disparate influences overall on your game, what would they be?
My love of exploration and storytelling (ok, so sometime they work together, but if the chief different between classic sandbox play is the emerging story in-game, then my desire to tell a story does clash at times, and can be considered opposites of a sort).
20. As a GM, what kind of player do you want at your table?
Ideally, someone who likes to explore, investigate and role-play; someone who plays the game not just to gain XP but because they are having fun playing their character in the setting. Pretty much the kind of player I am, I guess. Instigators rather than passive watchers.
21. What’s a real life experience you’ve translated into game terms?
I play such games to escape from real life, and I don’t think I’ve ever translated anything into the games I play. I case the recent spree of history books I’ve been reading are influencing certain aspects, but that’s all.
22. Is there an RPG product that you wish existed but doesn’t?
How about a Pulp Adventure RPG based on Tales of the Gold Monkey? I’d buy that.
23. Is there anyone you know who you talk abotu RPGs with who doesn’t play? How do those conversations go?
Only my girlfriend, and she mostly nods and humours me. I tried to get her to play once, but she didn’t really get into it (despite being a geek and enjoying most of the same stuff as me, the RPG side doesn’t click with her).

Porthus Goes Bee-Hunting, Gets Stuck in a Fortress, and Stabs a Werewolf with a Silver Fork

Porthus Goes Bee-Hunting, Gets Stuck in a Fortress, and Stabs a Werewolf with a Silver Fork

Day 68

Five days are leaving the orcs, we finally arrive in Grimmheim and head straight to a village, where a humble tavern sits. As we approach I notice lots of large bee hives, and the idea of eating a GIANT BEE pops into my head. I ask the barkeep if I can have one, to roast and eat, but he’s having none of it. He’s grumpy because the Shadow Elf Princess in charge of the realm has put a tax on beer and there’s only elf wine to go round. Doesn’t bother me, as I like milk. The others, Sister Jag and Bod in particular seemed rather put out.

Night fell and I convinced everyone but Jag to goo bee hunting. I really, really wanted to cook a giant bee. Turns out they were merely LARGE BEEs, so we all went back to bed.

Day 69

Arrive at the capital of Grimmburg, which is a fortified town with a windowless fortress where the Princess lives, a couple of temples, a tavern with nothing but wine, and a market. On the way we are told by fellow travellers that there is a new order from the capital: everyone riding to it must out their saddles on backwards. We ignore this, and are stopped by the guards at the gate, but a brief argument gets us through. As we head off to the local temple, a herald starts putting up notices declaring a state of war between Grimmheim and the dwarves of Rockholme. All dwarves have an hour to leave, or else be arrested, ritually shaved in public, and then stretched on a rack to make them ‘normal’ size. As Bod is a dwarf, we think this might make us unpopular with the locals. Sister Jag starts pulling down the notices, but the guards don’t like that and attempt to arrest her!

Foolish guards. I send several of them to sleep, and Ratty holds up our seal from the baron and tells them we our envoys with diplomatic immunity. It seems to work, so we head off to the temple and learn that the Princess is issuing odd orders and some people think she is mad. Their god, Grimm, is also unhappy, so we are told. We decide it would be a good idea to visit the Princess and see what’s going on, and learn that the only way to do that is by talking to the Captain of the Guard, Draco. We decide to spend the night at the temple, and visit him in the morning.

Day 70

After a hearty breakfast cooked by my good self, we head off towards the barracks. We met some guards, who want to arrest us because we have a dwarf in our party. We don’t comply, and they make a move on us. I send another bunch to sleep, while the others wade in. They are dealt with quickly, and Sister Jag ensures none of them die. She then commandeers a hovel, and stuffs the bodies inside.

And then I come up with a brilliant plan: “I can get in the fortress without going to see this Draco” I told them. I had a potion of gaseous form and one of invisibility and planned on sneaking in and throwing a rope down over the rear battlements, allowing everyone else to climb up. It sounded like an excellent plan, and everyone said so.

Misted and sneaking, I made my way into fortress by slipping through the cracks of the door; and quickly discovered that there was no way to get the others up by rope. So instead I made my way to the front door, materialised and made myself invisible. I started to unbar and unlock the front door, but someone heard me and before they arrived I conjured up a rope trick and scurried up it.

Meanwhile, it turned out, the others had gone to the rear and found nothing, and were making their way round the front when they heard the door being tried. Thinking it was probably me, they decided to (recklessly) attack the two guards on-duty, hoping that I would, at any moment, swing open the doors and let them in.

Both guards turned into werewolves, and the guards on the battlements started firing arrows. Inside I heard the fighting, and hurried down intent to open the doors, only to be caught by two magic-using Shadow Elves.

It was a close thing for me, stuck inside with two powerful wizards; but I took their heat rays and magical darts, and managed to fell both of them with several well-placed scorching rays and my own flurry of magic missiles; outside, the fight was worse. The werewolves were immune to most of my friends weapons, and although they were managing to slowly injure them, the werewolves took out Sister Jag (who was quickly revived by Asbo glugging a potion of healing down her throat), and poor Bod, who we had barely gotten to know, was literally torn apart.

By then I had the doors open (thanks too to Asbo, who was doing the same outside). I surmised that my help was needed, and threw the pot of fire blossoms (exploding flowers) one of the werewolves, killing it in a blaze of fire. The others piled in, except for Ratty who kept the other werewolf busy. I got suddenly brave, and seeing that Asbo had been using a silver sword, I rummaged in my pack and pulled out one of the silver forks we found. I stabbed that werewolf and made it yelp! I felt very proud.

At least until it bit me and I fell to the ground. When Jag roused me with some of her divine magic, Ratty had slain the beast. Before we were discovered and had to face anymore of the monsters, we hurried into my still standing rope trick and got our breath back.

End of Session

Eternal Empire: Session Eighteen

Eternal Empire: Session Eighteen

Player Characters

Iral Darkstar (elf L3) / Gideon (fighter L3) / Alvis (cleric L3)

Henchmen

Aemis (Level 1 Specialist); Geoff, Oswald the Brave, and Tomlinson (all Fighters, level 1).

The Game

Death Frost Doom: Part Three (Parts One and Two, and Three)

With no way out, they decide to head back and deal with the vampire; one way or another…

…but they divert and check out one of the tombs, while Cyris watched them with a smug smile. He even manages to charm Tomlinson, who stands by his new master as Armis [played by my Dad, who is joining us now] checks out the tomb and declares it is safe. Gideon goes in first, seeing just a plain old sarcophagus. As he steps in, some hideous undead thing lands on his back!

As Gideon shrugs it off, slashing into its desiccated corpse with his magic sword– Ghostcutter, which both harms and attracts undead– Armis and Alvis enter the fray, leaving Iral to get his bow out, aiming for a clear shot. Quickly turns out that only Gideon’s magic sword can harm it, so the other keep is distracted as he cuts into it again and again. It falls dead (again), and Gideon’s minor wounds are healed by some divine magic.

Cyris is getting weary of their constant delays, and starts to threaten them. They initially ignore him, opening another tomb only to be attacked by a ghoul, which is quickly dispatched. They find some loot, then Cyris grabs Tomlinson and gets ready to kill him (oddly, the charm still holds). They reluctantly agree to help him get out, seeing no other option. The vampire takes them to another tomb, wherein another undead monster lurks, but is commanded by Cyris to keep an eye on the party. On the lid of the coffin inside is an oath, and the vampire explains that speaking that oath makes any deal binding. He threatens them again, and all but Tomlinson (charmed anyhow) and Alvis (who made himself invisible to undead and is keeping out of the way) make their oaths. Cyris mentally commands the swarming undead pounding on the doors to back off, and gets in his coffin. Gideon and Iral pick it up, and everyone heads out into the main dungeon.

There are hundreds of the walking dead. Child zombies, skeletons of priests and commoners; more than they imagined. The hordes part for them, then follow them as everyone makes their way out to the entrance shaft. Using rope and magic, they haul the coffin out into the night. Alvis goes first, and sees that not only are there lots of undead about (some fighting others), but that their camp with their horses, supplies and their loyal henchmen (Oswald and Geoff) are all dead.

They head north, carrying the coffin carefully and slowly, the undead going south under the vampire’s command. Alvis takes off ahead of them, to warn the nearest town and doesn’t stop until he reaches it just before dawn. The others make camp just after midnight, feeling somewhat disheartened.

At the nearest town (a small market town called Fallows Tor) Alvis wakes the local clergy and tells him everything. Being a cleric of the Prophet has some advantage, and soon the entire town is woken and preparing to evacuate. He then gets some holy water together, and grabs forty-winks while he waits for the others to catch up.

Next day, the rest of the party carry the coffin to the town, but despite Cyris telling them it is far enough and that they can stop, they carry on. As soon as they reach the town, they feel the binding oath come to an end.

So they put the coffin in front of the local church, in broad daylight, and armed with holy water, spells and Gideon’s magic sword, they open the lid and expose Cyris to the sun.

They gain initiative and unleash everything they have: Iral fires off a magic missile, Armis pours holy water on the vampire, while Gideon swings his sword. Tomlinson, still charmed, defends his master and attacks Gideon. The vampire, smouldering under the sunlight, tries to fight his way clear, but it is no good. A powerful magic missile hits him hard [d30 rule for damage], followed by a final and finishing blow from Armis [another d30 roll].

The vampire dies, turning to dust.

Now all they have to do is get home before 13,034 undead reach it.

End of Session

And a horde of undead have been released (see, Paths of the Dead).

Notes: I decided to let them have a go at the vampire, and with some quick planning and good use of house-rules, they slew him. I was considering using him as a nemesis, but the hordes of undead are enough to work with. Fun session.

Also, they are now joined by a new PC: Trusyson, my Dad’s new character, a Level 1 Specialist (and ‘son’ of his original D&D character, way decades back; who was a halfling, and Trusytson is a human, so what does that tell us?)

This Monday: a journey through undead infested lands ;)

Tallies

  1. Total Kills: 1 monster, 34 bandits, 1 dead man, 9 mosquito-bats, 1 giant spider, 6 ghouls, 1 troll, defeated a party of three adventurers (but let them go free), 1 gelatinous cube, 1 ape-creature, 5 ogres, 1 plant, 1 hideous undead thing, 1 vampire;
  2. PC deaths: 1 (and 1 lost an arm);
  3. NPC deaths: 3 (Bran, Oswald and Geoff)
  4. Shields Splintered: 11;
  5. Total XP: 31,549.

Now day 63 of the campaign.

Paths of the Dead

Paths of the Dead

Last night we finished Death Frost Doom, and while no one died and they defeated the vampire (play report to follow), they have also unleashed 13,034 walking dead into the world.

So I took my area map, decided on what direction the dead would take, and put this together:

Paths of the Dead

Paths of the Walking Dead

The colour-coded arrows will tell me which ‘wandering monster’ chart to use, with each colour also telling me what the chance in 6 is of an encounter occurring, on all arrow-hexes and all adjacent ones too. Haven’t worked out the charts yet, but will have done so before the next session on Monday.

Now just got to wait and see what the PCs decide to do, stuck on the opposite side of the valley from their home-base.

Also, worked out (roughly) that the masses of undead are moving at two hexes every day over difficult terrain (hills, forest), and four hexes per day over plains and trails. By this estimation, it will take about 11 days until the hordes reach the town, including stopping along the way to split off and eat people. The PCs have already been holed up for a day, so the clock is ticking, and the other undead are heading their way (top green arrows). They’ll reach the PCs if they don’t leave the small town they warned straight away.

Looking forward to seeing how things develop from here.