Showing posts with label gameplay. Show all posts
Showing posts with label gameplay. Show all posts

Tuesday, September 13, 2016

GotWK Campaign Part 9: An Eye For An Eye


This is an account of part 9 of my ongoing campaign set in my homebrewed wild west setting, Guns of the Western Kings.  Get caught up with the previous parts here.

When last we left our heroes, they had chased a drow raiding party down into the Sunbeam Silver Mine.  The drow had attacked the mining camp at the surface, surprising both the miners and the elven rangers who had been waging a guerrilla campaign against the mining company.  As the party descends into the mountain in pursuit of the drow, they discover the wounded leader of the elven guerillas.  Bemoaning his failure, he says that if the drow have not seized control of the evil now, they surely would soon, and he implored the adventurers to destroy the evil before the drow can use it.  He is maddeningly unclear what he means by "the evil".  Nevertheless, the party fights its way through a hostage situation, kills a giant spider, and ends up hanging in its web above a seemingly bottomless hole deep into the depths of the mountain.

And now:

The Sniper in the Dark
One single passageway breaks into the side of the bottomless pit - a square entrance large enough that two men might march abreast through it - just above the level of the giant spiderweb.  Heather, Theodore, and Rusty pull themselves free of the sticky webbing and tightrope-walk to the passage.  Gudguníis, the blinded sharpshooter, has considerably more trouble extricating himself, and by the time he makes it to the entrance he is wearing the equivalent of a new suit of clothes in tangled spider silk.  The passageway is freshly carved and climbs steeply down, spiraling roughly around the outside of the bottomless pit.  They follow it for untold hours - possibly days - in the sunless dark before it opens up into a natural cavern.  It is a long cave full of stalagmites and stalactites, obviously carved by water at some time though now it is drier than a coal miner's cough.  Brandishing the lantern, Theodore takes the lead, only to be shot right through the breastplate.

Sunday, April 10, 2016

GotWK Campaign Part 8: Shut Your Drow Hole


This is an account of part 8 of my ongoing campaign set in my homebrewed wild west setting, Guns of the Western Kings.  Get caught up with the previous parts here.

When last we left our heroes, they had rescued Heather (the party healer)'s young daughter Annabelle from the fey realm.  There were some complications, of course.  For one thing, due to the fey realm's interesting relationship with time, Annabelle was now 17 years old instead of 8, which came as a surprise to Heather.  As did the revelation that Heather was a half-fey changeling (a homebrewed race currently in the playtesting stage), which went a long way toward explaining her ability to cast suggestion once per day as a spell-like ability.  During the process of rescuing Annabelle, the party managed to blow up an ancient tower by igniting a room full of a magical ammunition called firecorn, thereby thwarting the goblin king Hizendis' plot to conquer the fey realms, or whatever that little dude was trying to do.  But all of that has little bearing on this chapter of our adventure.  What you do need to know is that Theodore procured a snazzy new mithril great falchion from Annabelle's ogre guard, Heather's dryad mom gave everyone a magical oak leaf that will transform into a tree when they speak her name, and the party rogue Gudguníis is blind now, which makes him fairly unreliable as a sniper.  Also, when the party left the fey realm, they discovered they were an undisclosed amount of time in the future.

And now:

As the party emerges from the mighty oak tree, heads still spinning from the interplanar journey, they notice that, though they had left the woods at the height of summer, the trees are now bare and the ground marked by drifts of snow.  They have little time to absorb the change in surroundings before a hideous yowl smites the cold air.  A hungry mountain lion lopes out from the trees, picking up speed as it charges at the startled party.  Gudguníis takes a blind potshot at the big cat but manages only to scrape some bark off a nearby tree.  Heather opens fire with her own rifle and, thanks to her working eyes, fares much better than the blind rogue. Rusty hurls one of his alchemical bombs and scorches the cougar, and Theodore leaps into the fray with his mighty trident and finishes it off.  Our heroes are back in their home plane and ready to kick some ass.  And Fate, as usual, will soon present them with some ass to kick!

Monday, January 11, 2016

The Chaining of Krampus Play-Through

The following is an account of a recent game session where I ran a party through The Chaining of Krampus, last month's holiday adventure.  Don't read it if you don't want spoilers for that adventure!

Deep in the Candy Cane Forest, with Christmas fast approaching, a party of adventurers awaited the arrival of Santa Claus.  They were: Kevin McCallister, a dwarven cleric obsessed with Santa; Holly Goodcheer, The Fist of Christmas, a festive monk who spoke like an old Jewish grandmother from New Jersey but who could overwhelm any enemy with a flurry of blows from her cold iron nutcracker nun-chucks; Missile Toebreaker, a half orc druid who loved fire; Candycane McClane, a tough-as-nails halfling barbarian who could punch well above his weight class; and Roger Dudley, aka "The Gingerbread Man", a dashing rogue who wore his heart on his sleeve.

When Santa arrived, he explained the dire situation.  Krampus had begun stealing any children he could get his hands on, naughty or nice.  He had become a liability and needed to be stopped.  Santa explained that the Holiday Spirit Accords of 943 prohibited him or his helpers from entering Krampus' lair, but with a knowing wink he suggested that the adventurers could certainly seek out Krampus and bind him in chains, if they wanted.  He also, conveniently, dropped a set of magical chains that someone could use to bind Krampus once he was knocked unconscious.  After explaining that Krampus had taken up residence in Mount Krumpet, Santa gave them the name of a dwarf who could tell them more: Nunavut Octavius, an old prospector who was washed up on the Island of Recalled Toys.

With that, Santa set the party on their way.  They traveled via ice floe (as everyone seems to do in the Arctic Ocean) to the island and were greeted by a plushie owlbear with pink polka-dots, who showed them around the ramshackle town.  They saw strange toys walking those gingerbread streets: dolls with too many arms, rolling toys with square wheels, toy knights wearing wizard hats, Elmos that refused to be tickled, and other such rejected playthings.  They asked the owlbear what was wrong with him, and he just grumbled a disparaging remark about Inspector #27.

He showed them to The Windup, the only bar on the island, which Nunavut Octavius was known to frequent.  The dwarf, nursing a misprinted commemorative lead mug full of winter ale, told them that he had once prospected Mount Krumpet and found that it was full of caves and tunnels.  He said there were two entrances he knew of, one to the south near the village of Whomburg, and one to the north, guarded by an abominable snowman.  He warned them to avoid Whomburg, which, he said, was full of Gruunsch worshippers.  While he told them about Gruunsch, the green orcish deity that was said to have stolen Christmas, Kevin tried to order several plates of roast beast and a gallon of mulled wine.  The bartender - a tin monkey with a wind-up key in his forehead - would only move for a few seconds each wind, so Missile got behind the counter and continuously cranked the barkeep while it fixed Kevin's hearty repast.

As they prepared to head out, Nunavut told them once more to avoid Whomburg and go the northern route.  He told them that his brother, Northwest Territories Lucinius, had been killed by an abominable snowman, and he asked the party if they could bring back his pickaxe.  The party, however, had already decided to head for Whomburg.  They crossed the strait and followed the road down south until they were overlooking the halfling town.  Then the party had an idea.  An awful idea.  Based on what they had learned of the Gruunsch from Nunavut, they decided to dress the half orc Missile Toebreaker up as a devotee of Gruunsch and ride into town.  Roger got out his disguise kit and dressed Missile up in an I Heart Gruunsch T-shirt with some Gruunsch-grunge flannel and ripped jeans, and stuck some antlers on his head.

Sadly, the T-shirt was two sizes too small.

Monday, September 14, 2015

GotWK Campaign Part 7: Cold Iron and Hot Lead

This is an account of part 7 of my ongoing campaign set in my homebrewed wild west setting, Guns of the Western Kings.  Get caught up with the previous parts here.

Previously, in Guns of the Western Kings, our heroes were trying to make their way back to Fort Crawdon and the Sunbeam Silver Mine after an unusual subterranean steamboat ride took them far off course.  They fought off a bandit gang of coyote-folk who were trying to rob their train, only to arrive in Fort Crawdon and find they were wanted by the Deuclair Mining Company for failing to carry out their end of a bargain they had made earlier.  They fled into the woods and encountered a group of elves that they had also tried and failed to help, but were interrupted by a patrol of Deuclair Co. soldiers.  They fled deeper into the woods and were surprised to meet Heather's mom, a dryad, who told them that Heather's daughter was in grave danger.

And now:

Before Heather can absorb the fact that her mother is a dryad and her daughter is in the fey realm, the dryad has everyone link arms and pulls Heather, Theodore, Gudguníis, Face, and Rusty (and their horses) through her oak tree into the land of the fey.  They emerge, slightly dizzy from the experience, in a majestic wood.  The dryad introduces herself as Dervenn and explains that Heather's child, Annabelle (whose disappearance was Heather's reason for adventuring) has been living with her in the fey realm.  Because time passes differently in the land of the fey than it does in the mortal realm, Annabelle is no longer a child of eight, but a girl of seventeen, and quite the favorite at the Seelie court.  Unfortunately, her popularity has also made her a target; the goblin king Hizendis kidnapped her and took her to his lair - an ancient tower in the Forest of Twilight.  The tower, built by the ancient Dark Elves long ago, is reputed to have a corrupting influence on the fey, so none from the Seelie court have dared try to rescue her.  Hence why Dervenn had to reach out to the mortal realm.

Still reeling from the news that she is a changeling and her daughter has aged nine years since she last saw her, Heather heads off with the others across the fey realm.  After trekking for some time, they come to a patch of woods where the sky is dim and a foul yellow mist hangs in the air.  Above the treetops they can make out two towers.  They advance, but are distracted by a commotion to the right - two unicorns have wandered into a nearby swamp and become trapped in the sucking mire.  Suspicious of the trapped beasts, Face the pigtailed paladin detects their evil intent and the party simply walks away.  The evil unicorns, loathe to let their prey slip from them so easily, teleport out of the swamp and gore Face and Rusty.  They manage to fend them off, Face smiting them with her twin sawed-off shotguns and Rusty blasting them with fiery bombs, until the nefarious beasts are nothing but crispy, perforated corpses.  Rusty seems to recall that shadhavar horns can be very valuable evil spell components, and Theodore is all for taking them, but Face and Heather overrule Theodore's business plans and have the black unicorns burnt, horns and all.  Face makes camp there, unable to go further before she fully recovers from the shadhavars' poison.

Monday, August 10, 2015

GotWK Campaign Part 6: Chugga Chugga Choo Choo!

This is an account of part 6 of my ongoing campaign set in my homebrewed wild west setting, Guns of the Western Kings.  Get caught up with the previous parts here.

Previously, on Guns of the Western Kings: The party was caught in a conflict between a mining company seeking to re-open the Sunbeam Silver Mine and a tribe of elves who  guarded the mountain and claimed that mining there would unleash a great evil on the world.  In the midst of this, they took a side-quest to investigate a mysterious ore coming out of a Dwarven settlement.  There they met a new party member, Theodore the adventurous businessman, but they also discovered what it was like to careen down a subterranean river on a broken-down paddle-boat.  They ended up in the desert far to the south, and worked their way northwards via an exciting and dangerous cattle drive.  As they approached the city of Templeton, where they intended to catch a train, they noticed they were being followed by a group of canine-headed humanoids who always stayed just outside of rifle range.

And now:

Wikimedia
After selling a load of accumulated goods in Templeton, including gnomish grave goods and a giant rattlesnake skin, the brave band of adventurers buys train tickets up to Fort Crawdon, hoping to finally get their plans back on track.  Heather especially was looking forward to it, since their adventures had taken her far away from the area where she was hoping to find her missing daughter.  It is a short train - two boxcars, two passenger cars, and a caboose.  Theodore's horse, Bucephalus, rides in one of the boxcars. Bjorn and Falco ride with the incapacitated Dawne and Ash in the frontmost boxcar, as the railroad wouldn't allow the tomb-cursed duo to sit in the passenger cars.  Heather, Theodore, Gudguníis, and Rusty take their seats in the passenger cars and the train chugs northward through the prairie.

Rusty was the first to notice a rider out the window - a lithe humanoid with the head of a coyote, armed to the teeth and riding with purpose.  He recognizes it as a wayaha, a race of roguish tricksters native to these lands.  Although the wayaha are a tribal people, they are quick to take up new ways of life, and many have been drawn to the way of the gun and become bandits and rustlers.  Gudguníis grabs his rifle and rushes to the back of the train, hoping to pick them off from the caboose, but as he passes into the second passenger car he sees the door to the caboose slide open and a coyote snout poke around it.  The wayaha bandit steps into the train car, brandishing a pistol, and calls out, "Your money or your life!" before Gudguníis blasts him with his rifle.  The coyote-man slumps back against a train bench, clutching his chest wound, fires off a shot at the half-elf rogue that misses by a foot, and collapses to the floor.  The door to the car slams back open and a burly, tough wayaha warrior, bristling with orangish fur, muscles his way in and blasts at Gudguníis with his shotgun.  Heather rushes into the car behind the half-elf and dives for cover behind a bench, calling out to the cowering civilians in the car to stay behind cover or flee to the next car.

Monday, June 15, 2015

Sandbox Campaign Part 15: Assault on Castle Drenn, Part 1

This is part 15 of my ongoing Sandbox Campaign, also known as the Graverobbers Campaign, after the appellation of the group whose adventures it chronicles.  

When last we left the Graverobbers, they had attacked a prisoner of war camp run by the sadistic succubus Galvessa.  Monty, the armor-plated dwarf, had fallen under her sway and been granted an infernal boon to his strength, but soon broke free of the evil demoness' influence and turned his axe on her.  She teleported away, abandoning the POW camp to the adventurers.  Among the rescued prisoners were Sir Hugo of Granz, a Kaldish knight, and Cole Diaz, an old acquaintance of the twins Kat and Daphne.  He had been captured while trying to search them out in hopes of impressing Daphne with his wizarding abilities.  Armed with a crude map of the general area of the bandit queen Thalestra's domains, the party decided the best course of action would be to turn south and assault Castle Drenn.  Long ago, you'll remember, the Kaldish Emperor had charged the Graverobbers with retaking that very castle, promising the knight Sigrid and her paladin husband Hardrig lordship over the fortress and any surrounding lands they could conquer.

After resting and reaching level 10, the party heads south along the road to Castle Drenn.  They reach the bridge that they bypassed last time and decide to cross it, partly because they feel sorry for the lonely bridgekeeper, partly because they now have a small force of 16 freed prisoners of war trailing behind them.  The bridgekeeper comes out, eyes them appraisingly, and asks ten gold per head to cross.  Kat tells him, "Look, we're heading to Castle Drenn to kick Thalestra's butt.  My friend Sigrid back there is gonna be, like, queen of this whole place!  If you let us cross, we'll make you a baron."  Sigrid instantly objects, saying she won't make a promise she can't honor.  Kat backpedals, using her foreign accent to feign misspeaking.  Hoping to hurry things up, Rikkette walks up to the bridgekeeper, reaches into her coinpurse, and pulls out "SURPRISE COLOR SPRAY!"  The blinded bridgekeeper reels back, fleeing toward his hut and calling for 'Trillby'.  From beneath the bridge, a hulking river troll pulls itself up onto the wood, growling menacingly.  "You pay now or Trillby smash!" it growls in Kaldish.  Rikkette runs off, clutching a gem, then slumps over, apparently passed out with fright.  What she did not tell the party was that she took magic jar when she leveled up.  Unaware of Rikkette's plan, the party lays into Trillby.  Monty and Sigrid fire flaming arrows.  Zel enlarges Cameo, and the now elephant-sized bird swoops in and claws at the troll.  Kat casts dancing lights in the troll's face, and Cole hits it with as scorching ray.  When Rikkette's mind finally finds its way into the troll's body, the monster is unconscious.  Cameo drags the troll off the wooden bridge so they can properly blast it with fire.  One flame strike later, Rikkette wakes up in her gnomish body, having experienced death for a second time.  The party passes on, leaving the bridgekeeper to mourn his monster.

The saddest scene in Return of the Jedi, © 20th Century Fox and Lucasfilm Ltd.

Tuesday, June 2, 2015

GotWK Campaign Part 5: Desert Dungeon and Cattle Drive

This is an account of part 5 of my ongoing campaign set in my homebrewed wild west setting, Guns of the Western Kings.  Get caught up with the previous parts here.

When last we left our heroes, they had just crashed their bedraggled steamboat in a desert canyon, far to the south of anywhere they wanted to be.  Narrowly escaping a swarm of flesh-eating giant freshwater crabs, they found themselves facing the steep wall of the canyon they were trapped in.  Following a crumbling staircase carved into the rock, they came upon a cave, littered with shards of pottery, but large enough to rest in.  Before them looms a circular stone door ringed with strange glyphs.  In its center, a carved skeletal figure hanging upside down over a river, its dark maw open wide, as if waiting to swallow something.

We now return you to the adventure already in progress...

Photo: Tigerhawkvok via Wikimedia
Intrepid Theodore leads Big Bjorn, Falco the Flexible, Rusty the prospector, and the half-elf rogue Gudguniis in scaling the face of the cliff.  Ash the sharpshooter, Heather the hedge witch, Face the pigtailed paladin, and the newly-adult sorceress Dawne, meanwhile, attempt to figure out how to open the circular door.  They figure something needs to go in its gaping maw, but what?  Dawne shines a light in its mouth, revealing only a fist-sized smooth stone concavity.  Ash tries sticking his hand in, and when that doesn't work, he cuts his finger and rubs the blood inside.  Finally, he pours some whisky in there, and the door slowly rolls open.

Monday, April 27, 2015

Sandbox Campaign Part 14: Mappa Mundi

This is part 14 of my ongoing Sandbox Campaign, a campaign which, for a long time now, has totally not been an actual sandbox campaign.  But that will be changing soon, as our brave heroes begin this next phase of their adventure.

When last we left The Graverobbers, they had succeeded in overrunning a forward outpost of Bandit Queen Thalestra's barbarian hordes in Highfrost Pass, preventing the guards from lighting their signal fire.  Kat's cohort, Ryder, was slain during the fight, and Kat and Daphne nearly were as well.  After interrogating some captured archers, the party learned that there was a prisoner of war camp up by Barrow Lake, near where they had defeated Uli Blackeye over a year ago.  They decided to free the captured Kaldish soldiers and use them to take Castle Drenn.

Montilore "Monty" Bearbriar, CN Dwarf Fighter 10
After her near brush with death, Kat returns to Castle Morbis to send a letter to Björn, Sigrid's youngest brother (not to be confused with Big Bjorn Gundersson from my other campaign).  The contents of the letter remain unknown, but probably have something to do with how they really 'hit it off'.  Ryder, after actually dying and being reincarnated as a gnome, realizes that none of his magical armor and weapons fit him anymore, and begins to reconsider his life of adventure.   He does not return to the party when Kat does.

The Graverobbers descend Highfrost pass into the snow-dappled foothills on the other side of the mountains, following the ill-kept road right down to a palisaded encampment.  Zel wild shapes into a hawk and flies over the camp, spying enough tents to house 15-20 men and a tower topped with an unlit beacon fire.  The inhabitants of the camp turn out to be an unlikely combination: trolls and dwarves.  The camp is divided down the middle, one half housing the neat and orderly dwarven mercenaries' tents, the other playing host to a scattered assortment of ramshackle dwellings thrown up by the mercenary ice trolls.  Zel reports back to the party and they form a plan.

Monday, April 13, 2015

GotWK Campaign Part 4: The Underground Steamboat of Death

This is an account of part 4 of my ongoing campaign set in my homebrewed wild west setting, Guns of the Western Kings.  Get caught up with the previous parts here.  

When last we left our heroes, they were hired by the dwarven trading concern House Dent to investigate the source of a mysterious glowing dye being traded by their rivals, House Fleckstone.  Their investigations had led them to an underground warehouse housing a secret lab, which in turn hid a secret passage deep below the mountain to a subterranean river and - of all things - a steamboat.  Back up at the warehouse, the party got into a firefight with two dwarven guards, quickly dispatching one of them.  The other, finally figuring out what was up, called out that he too was working for House Dent.  We now return you to the blogpost already in progress:

via Wikimedia
The dwarf said his name was Quentin Plumbum, and explained that he had been hired to infiltrate Fleckstone, but hadn't yet been able to get inside the secret lab.  Ash told them of the underground steamboat he and Gudguníis had discovered, and Quentin suggested hiding the party inside the food shipment bound for this mysterious outpost that both he and the party had heard mention of.  He would cover for them by explaining that subterranean raiders had attacked the warehouse, wounding him and killing his partner before retreating in the face of Quentin's fire.  The party agreed.  But before he would put them in the crates, he insisted on bringing in his employer - a businessman who had been hired by House Dent, and had in turn hired Quentin to do his dirty work.

Quentin burst into his hotel room, still bleeding, and explained the situation.  Theodore was up immediately.  Adventure - just what he had been waiting for!  He grabbed his "go bag", his twin .577 revolvers, and his trusty melee weapons: a whip and a trident.  In a flash, he and Quentin were back at the warehouse.  They hardly had time for introductions before being shoved unceremoniously into the shipping containers.  Heather pocketed a few potatoes for a later stew.  Rusty, meanwhile was really enjoying his time in a pickle barrel.  They waited a few uncomfortable hours before being picked up and loaded onto the boat.

Monday, February 2, 2015

GotWK Campaign Part 3: Bored at the Board Meeting

This is an account of part 3 of my ongoing campaign set in my homebrewed wild west setting, Guns of the Western Kings.  Get caught up with the previous parts here.  


Top row: Face the paladin, Heather the witch, Bjorn the barbarian, Falco the acrobat
Front Row: Rusty the alchemist, Skip the warpriest, Dawne the sorceress, Ash the ranger
The party was understandably pretty horrified that the wizard Ixander Cleve and the railroad were massacring orcs, but there was little they could do against a man who could control what one party member described as 'machine gun golems' - larger versions of the gun sentry they had fought earlier, but armed with gatling guns.  In the end, all they could do was accept Cleve's offer to take the other rescued captives back to Fort Crawdon while the party set off with Deuclair Mining Company representative Hanc Growlon to investigate the Sunbeam Silver Mine.

Monday, January 26, 2015

Sandbox Campaign Part 13: Blood on the Snow

This is part 13 of my ongoing Sandbox Campaign, a campaign which, for a long time now, has totally not been an actual sandbox campaign.  

Before I get started on the adventures of the Graverobbers, I have some news!  My good friend Kent Hamilton, official illustrator of d20 Despot, has launched a companion site called d20 Doodler, where he will be posting daily warm-up sketches of characters, monsters, and scenes from my campaigns or just D&D/Pathfinder-inspired stuff.  I'll be using a lot of these as preview images for my posts, but there'll be plenty more over at d20doodler.com!  Let's check out today's preview image - a sketch of Rikkit, the Graverobbers' lovable goblin sorcerer:

The Death of Rikkit Nightingale - Kent Hamilton
Oh.  That doesn't bode well.

Monday, December 29, 2014

GotWK Campaign Part 2: Blood on the Rails

This is an account of part 2 of my ongoing campaign set in my homebrewed wild west setting, Guns of the Western Kings.  Get caught up with part 1 here.  


Vulture-Tribe Orc Berserker - Kent Hamilton
When we last saw our heroes - Face, Blair, and Heather - they had vanquished a bandit gang of hobgoblins and kobolds in the Sunbeam Silver Mine and discovered that the old mine, long thought to be played out, was still producing silver.  That night, Blair struck off on his own, still convinced that he was evil inside and hoping to save his companions from himself (translation: Blair's player wanted to play a different character).

The next morning, Face and Heather sat in the sheriff’s office.  Sheriff Flant sat across from them, his dirty old boots propped up on his messy desk.  Two of the hunks of silver ore that they had liberated from the Sunbeam Silver Mine rested atop a stack of coffee-stained papers.  Flant took another puff from his pipe, then wheezed, his grey moustache bouncing along with his rattling cough.

“I have to say, everyone in town is mighty pleased that you found silver in that mine, seeing as we was all told it was played out.  Silver was the lifeblood of Sunbeam; without it we been withering up, fixing to expire.  Problem is, that mine is still property of the Deuclair Mining Company.  Mr. Deuclair bought up the whole damn mountain less’n a year after the first silver strike.  Course, weren’t two years after that the mine up an closed, citing a lack of ore, which we can clearly see is no longer the case!”  He laughed and tapped the ore with his foot.  “We cain’t draw none o’ that silver out without oversight from Deuclair.  Our town’s got hope again, but hope’s gotta go through a whole mess o' clerks and lawyers afore it can reach the people.”  He paused and took another puff from his pipe.  “Course, being as the silver ore you liberated was already mined, that’ll fall under spoils of war.  No need to notify Mr. Deuclair on that account,” he winked.

Monday, December 1, 2014

Sandbox Campaign Part 12: "We're Getting the Band Back Together!"

It's been a while since we last saw The Graverobbers, the famous adventuring party in my sandbox campaign.  You may want to refresh your memory.  As it has been over a year since the last session of this campaign, I thought it fitting to rejoin the party members a little over a year after Sigrid and Hardrig's wedding.  

Kat awoke, as she so often did, to the noonday sun right in her face.  She grumbled death threats to whatever hotel architect put a skylight right above the penthouse bed.  She looked over and saw a man sleeping in the bed next to her.  She didn't remember his name.  All in all, a normal start to the day for one of the most popular bards in Karcerinburg, capital city of the Kaldish Empire.  As she rubbed the sleep from her eyes, she spotted a note that had been slipped under her door.  She ran over to read it.

It said, in a practiced, lunate hand:

The note:

Kat - 

You are in grave danger! Gather the others, meet me tonight at the center of the hedge maze, before the Moon Maiden reaches her height.

-C

Kat was elated.  The note must be from Chernyx, the undead rogue/cleric of the Moon Maiden who had befriended the party, and whom Kat had killed and raised from the dead.  She ran to the bed to kick the mystery man out of her room, but as she did so she saw a shadow fall across the bed.  Seconds later, the leaded glass panes shatterd and a black-garbed figure leapt nimbly down onto the bed, brandishing two shortswords menacingly.

Monday, November 10, 2014

Conquistador Campaign

We awoke to the smell of smoke, one of the scariest things you can wake up to on a ship except for the feeling of rushing water or the lookout's cries of "KRAKEN!"  We ran abovedecks and saw, to our relief and astonishment, that the smoke was not coming from our ship.  Before us loomed the coast of the New World, and the horizon was on fire.

"Go back to sleep, they're just burning the jungle back," said one of the crew dismissively.  "We'll be at Paradiso in the morning."

Our party consisted of three people: Scoria Stoneturner, a dwarven archaeologist who was coming to find her missing thesis supervisor, Professor Alfonse Stonescribe; Pico de Gallo, a foppish changeling swashbuckler with delusions of glory; and Quetzalcoatl, a brightly coloured tengu ranger who would be our native guide.

Pictured?       via poohadventures.wikia

Regardless of our personal goals, we (well, we two non-natives) had been drawn to the New World with the promise of streets paved with gold, glory and riches free for the taking, and, most importantly, absolutely no snakes or spiders.  As we stepped off the dock that morning, we realized that the New World might have been oversold a little.  Paradiso was a grimy town dominated by massive smelting furnaces constantly belching acrid smoke into the air.  No matter how many Perception checks we made, we couldn't detect a single gold paving stone.  But we did see an army of downtrodden workers collecting charcoal from last night's jungle burn to feed the insatiable furnaces.  The main conflict in our homeland and its colonies was between the rationalist mages, who want to study the treasures of the New World and investigate the natives' magic system, and the Church of Horus, which seeks out native magic items, disenchants them, and melts them down into relics for the glory of the Church.  It was clear which party held sway here in Paradiso.

Monday, August 11, 2014

Guns of the Western Kings - First Play Session in a Brand New Campaign Setting

I've been working on a secret project for a while now: a Wild West campaign setting for the PFRPG.  I'm calling it "Guns of the Western Kings" (formerly: "Gunslinger", but that is a little too close to some other trademarked names.  Plus Pathfinder has since come out with an ill-conceived class of the same name).  Here's a picture I drew when I first came up with the idea about 4-5 years ago, which still gives a pretty good idea of what this whole thing is about:

(No longer called Gunslinger and no longer being developed for D&D 3.5)
I thought maybe the best way to introduce you to the campaign setting was to tell you how my first playtest of it went.  But first, I feel I should clear up a few things.  This is a campaign setting for the PFRPG, not a new roleplaying game system.  It uses the same rules and has many of the same races, classes, and monsters.  It is not steampunk, it is not Eberron, and it is not Deadlands.  It is an original fantasy world, not a magicked-up version of the late 19th century American West.  The world of GotWK is one of kings and presidents, dragons and locomotives, wizards and six-shooters.

But I'll tell you more about it later.  For now, let's hear how the first play session went!

Wednesday, September 11, 2013

Sandbox Campaign Part 11: Dénouement

This is part 11 of my ongoing account of the sandbox campaign I am currently running.  Updates are frequent, if irregular, and at the end of each post I talk about one or more subjects pertaining to the adventure but more broadly applicable to all campaigns.  You can find the previous parts here.

With the dreaded Blackhide dead, the party began to loot the goblin den, during which time Zel and her roc Cameo rejoined the party.  They took the flaming morningstar and rat-hide cloak off of Blackhide's corpse, and combed the rest of the dungeon for treasure.  Behind one door, they discovered a mining operation powered by slaves, whom they freed.  One of the slaves, a dwarf, turned out to by Monty's long-lost son Jonnal, whom the giant orc Grathwar had carried in a cage at his hip for years before growing bored and selling him to Blackhide.  The party also looted a passel of potions from the goblin alchemists' "laboratory," picking them out of the more unsavory and mysterious devices and concoctions therein.  The other rooms surrounding the large open chasm that was the goblins' stronghold were less rewarding - only a few hundred silver and a few thousand copper came from ransacking the various caves and cavelets where the goblins slept en masse amongst filthy hides and furs, and nothing of value was turned up in the various wolf dens or the accurately named "meat room."

Finally, however, they came to Blackhide's private chamber and found it brimming with gold and jewels and treasure.  Rikkit was particularly interested in a stout, gilded scepter ("Just the perfect size for a goblin pimp cane") that turned out to be a Rod of Wonder.

As the party left the goblin den, they encountered a hunched old man in a rough brown cloak.  "You have slain Blackhide?" he asked of them.

"Yes, we have.  He will trouble this region no more."

The old man threw back his cloak, revealing shimmering garments of red and blue, a cunning face, and a long beard of black and white.  "You have killed one of my pawns.  For that you shall pay, in time.  But for now, know this: I have my eyes on you, and where my eyes go, my servants follow."  With that, he vanished in a cloud of green smoke.

Sunday, September 8, 2013

Sandbox Campaign Part 10: Nemeses



This is part 10 of my ongoing account of the sandbox campaign I am currently running.  Updates are frequent, if irregular, and at the end of each post I talk about one or more subjects pertaining to the adventure but more broadly applicable to all campaigns.  You can find the previous parts here.

Monty, Sigrid, Kat, and Daphne set out into the wilderness in search of Grothmagog, or Greypeak, supposed location of the dreaded Blackhide's camp.  After a day or two of trekking, with early autumn snow falling around them and catching in the trees, they saw in the distance a mountain peak comprised mostly of sheer stone faces which rejected heavy snow accumulation.  A grey peak amongst white ones.  They headed toward it.  The trees began to shake rhythmically with tremendous footsteps, more and more snow sloughing off the branches as the source drew nearer.  Soon, they heard two voices speaking in slurred, booming words:

"Oy, Filk, 'ow much longer we gotta haul deeze little guys around for?"

"Buck up, Wallitz, it's ee-sen-shull for da war effort!" the second voice replied.

"But our back 'urtz!"

"Well dat's da price we'ze gotta pay in order not to get jumped by packs of greasy, disgusting 'umans, innit?"

Then there was a loud sniffing sound, and a third voice cut in, "Quiet, you two! I smell sommat wot I 'aven't smelt in years..."

"Wuzzat, boss?"

"Turnips!"

At that, Monty charged toward the sound of the voices and footsteps.  As he broke out into the clearing made by a dry streambed, he saw a hunch-backed, two-headed giant brandishing twin flails and with a crude wooden howdah strapped to its back from which three goblin scouts peered over the trees, surveying the land.  Two ogres marched at its side, and leading them all was a brutish, orcish-looking giant in splint mail armour.  

"Grathwar!" shouted Monty.  "You'll pay for what you did to my family!"

Thursday, September 5, 2013

Sandbox Campaign Part 9: Cheating Death

This is part 9 of my ongoing account of the sandbox campaign I am currently running.  Updates are frequent, if irregular, and at the end of each post I talk about one or more subjects pertaining to the adventure but more broadly applicable to all campaigns.  You can find the previous parts here.

Armed with new intelligence on the bandit problem here in the north, including the whereabouts of the goblin chieftain Blackhide, the party decided to undertake a long journey southwards to resurrect the fallen Sir Hardrig.  But first they had to stop off in Castle Morbis again.  They met with Guard Captain Husker to inform him of their success and collect the bounty on Uli Blackeye's head and a sizable collection of bandit scalps, then retired to the Rusty Glaive for some well-deserved rest and relaxation.  In the common room of the establishment, they met a familiar sight; a mysterious cloaked stranger sat in a shadowy corner of the bar.  It was Spider, the Death-worshiping, undead-hunting ranger.

Friday, August 30, 2013

Sandbox Campaign Part 8: "This One Time at Bandit Camp..."

This is part 8 of my ongoing account of the sandbox campaign I am currently running.  Updates are frequent, if irregular, and at the end of each post I talk about one or more subjects pertaining to the adventure but more broadly applicable to all campaigns.  You can find the previous parts here.

Leaving Zel and Rikkit to rest in the bloodstained ogre cave, the rest of the party headed back to explore the underground dwarven trade road.  After following it for two days, they reached its end: a door disguised as the face of a cliff.  It opened into a trackless forest north of the Frostspines, a favourite haunt of bandits and savage tribesmen.  Chernyx returned to report their findings to Zel and Rikkit while Monty, Sigrid, Daphne, and Kat sought out Castle Drenn, Castle Morbis' sister castle, now long occupied by the barbarians.  They were soon ambushed by a sizable group of bandits and, after struggling against the bandits' nets for a few rounds, agreed to throw down their weapons and come with them.