james_davis_nicoll: (Default)
The party begins to suspect the negotiations with the ogre will not go well when the ogre interrupts Patience to grumbles "I prefer food not to speak."

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james_davis_nicoll: (Default)
From email, QWP:
We are go for gaming. I can no longer remember who was there at the last
session. Here is my (dim?) remembrance of where we got to:

- Reynaldo annoyed a submerged giant frog by poking it in the eye with Mage
Hand, in a cavern that had a large pond in the middle of it (on one side)
and a big iron door at the other end. There was a kafuffle. The Toad was
handled, and Reynaldo extracted from the pool before he drowned.

- The door was opened (Knock? Brute Force?); this led to a thin tunnel
through the rock that T'd into another thin tunnel underneath a large-ish
sinkhole about 200' below the side of the mountain (you can see the light
filtering down); there are lots of flying rodents here and maybe other
flying things. You went left.

- The tunnel got even thinner and then cracked open into a large cavern: To
your left a long crack in the wall of the cavern opened like a mouth to
another cavern beyond. To your left-and-forward, next to the mouth, is a
tunnel with a rocky occlusion in it. To your right-and-forward is a tunnel
with some roughly carved stairs heading down -- this lead to a dead-end
cavern filled with rats nests (no rats that you could see). To your right
is a large, kidney shaped sink hole, about 15' across with a rough,
disturbed earth-and-rock floor, and beyond a tunnel.

- You went across the sink hole, carefully, discovered the tunnel beyond
seemed blocked off; you searched it, and found a hidden handle. You pulled
it, and 'ka-chunk'. You waited a few moments, and then you pulled it, and
'ka-chunk'. You waited a few moments, and then you pulled it, and
'ka-chunk'. You then decided to go back across the sink-hole, and almost
made it safely to the other side.

- The ankheg attacked from under the rough dirt; it took you a while to
dispatch it, but dispatch it you did. No-one was very seriously injured,
but healing magic was flung around. The ankheg's thrashing revealed a
tunnel, hidden under the dirt, about 3" in diameter; you sent someone in
(Otho?).

- The tunnel travelled for about 15', and then you saw iron bars across the
tunnel. Someone pulled the handle again, and 'ka-chunk' the iron bars
retracted. An ankheg swarm did NOT come out from the tunnel when the bars
were lifted.

- You followed this thin tunnel for "a while", down into the dark.

- Eventually the tunnel popped you out into a rough, natural cavern, shaped
like a stylized elephant seem from the side. You came out a tunnel that
would be the elephant's hind legs. Around his belly, and another tunnel
where the front legs would be stretch off into the dark. Where his head and
trunk would be, his trunk is another tunnel stretching off into the dark,
and quite narrow. Where the elephant's behind would be, you can see that
about 15' up off the cavern floor is a mouth-like opening like a sideways
"O" ellipse, about 6 feet wide, and about 3 to 4 feet tall.

- The darkness and damp in this cave is oppressive. There is an
undercurrent of dread that's palpable here, and the hair on your arms and
back of your neck prickles. Without a doubt this is a Champion Level
Environment. (You have been warned.)

That's where we halted.
james_davis_nicoll: (Default)
This was mostly - pretty much entirely - one big fight.

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james_davis_nicoll: (Default)
Yeah, I suck. Holidays and stuff kept me from writing all this up.

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james_davis_nicoll: (Default)
Present:

Sage Renaldo Hashton Bryce
Scout Otho
Vault Guard Iatro Sirequake (NPC)
Former Legionnaire Titus
Cleric Patience (NPC)

This session was mainly book keeping but we did do some ant nest poking
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james_davis_nicoll: (Default)
Back to the caves of doom, or How the party was forced to fight one more time because of game mechanics.
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james_davis_nicoll: (Default)
As previously explained, the cave system the party was in migrated, stranding most of the party far from their home base.
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james_davis_nicoll: (Default)
Except the GM wanted to change to 13th Age so we spent part of the evening translating the characters from ACK to 13A. As it turned out Otho translated reasonably well (except I bet he isn't half as good at hiding in the woods as he was). Couple of significant differences: he has a lot, and I mean a lot more hit points and he was able to pick up the feat that lets him fire into melee. In theory.

Not changing the title of these, though. So there.

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james_davis_nicoll: (Default)
Why did I pick this numbering system? A fence post error is inevitable.

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james_davis_nicoll: (Default)
As the session opens, the group is still in the keep. Given their wounds, this may not be a good idea.
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james_davis_nicoll: (Default)
I missed session six. What happened was my character Otho was sent off to scout what the enemy are up to. He managed to walk into an owl-bear, an encounter he survived only because the GM didn't want to kill my character while I was gone.

Also, there were stirges. So very many stirges...

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james_davis_nicoll: (Default)
When we left the characters, they were facing off against a trio of gnolls.

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james_davis_nicoll: (Default)
Bar-hopping! Gossip! Stable-cleaning! Feel the white heat of RPGING!

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james_davis_nicoll: (Default)
This is a D&D-like system with a Harn-like post-combat table. The region is a bit like the Carolingian Empire: the Old Empire is vanished from this region (although it still exists) and the new society has not quite jelled enough to maintain the roads or deal with bandits effectively.

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