Age of Worms Adventure Path – Game Session 84

Game summary for May 20, 2008; present characters included Lyrin Sinbal (simian incantatrix/ring sage/warmage), Mael Gabrian (human cleric), Morak Beardfist (shield dwarf fighter/rage cleric), Ranulph Wathbater (human berserker/fighter/hellreaver/paladin of freedom/rogue), Saedd West (human fighter/pious templar/wormhunter), and Stormwind Abthek (illumian soulknife).

With Mael converted to a favored spawn of Kyuss, the situation looked bleak for the Mercenaries. The newly evil priest immediately dispelled the flight and protective wards from Saedd, dropping him into the cave below and relieving the pressure on the wormdrake. He followed it up by dumping massive healing power into the monster, recovering it from all damage suffered. The worm-dripping convert then told the dragon the party’s defenses and indicated killing Lyrin was paramount to victory.

Ranulph maintained his assault on the dragon from midair, while Morak began a steady barrage of divine spells against the writhing wormdrake. The party’s old ally, Stormwind Abthek, arrived as reinforcements and charged down toward Mael. The wormdrake unleashed a blast of freezing acidic breath, which killed Stormwind instantly. Saedd began ascending the stairway back up into the fight while Lyrin moved into the cage room and blasted Mael and nearly obliterated him. Seeing Lyrin as the greatest immediate threat, the wormspawn Mael charged up the ledge and began a spell duel with Lyrin. His opening gambit was a feeblemind, which Lyrin shrugged off. He prepared to flick a Kyuss worm at him, but preceded that with a destruction. Lyrin was unable to withstand the demolishing power of Kyuss, and all his items clattered to the ground as the warmage was utterly destroyed.

Mael returned down the ledge and plummeted Ranulph into the rocky ground by dispelling his flight ability. Seeing an opportunity to land, the wormdrake lit upon a ledge, right where Saedd was coming up. Mael pumped another surge of healing energy into the dragon and blasted himself with unholy negative energy, recovering from most of the damage dealt by Lyrin. Meanwhile, Morak battered away at the dragon with blast after blast of negative energy.

Saedd went toe-to-tail with the slithering wormdrake, and its slashing claws and piercing teeth tore him asunder. It roared in satisfaction as Saedd’s hot blood poured into its gullet. Ranulph used the last of his flying magic to close with Mael and slaughtered the undead mockery upon the ledge before charging the worm-fused dragon. Morak succeeded in blasting the wormdrake into unconsciousness, and Ranulph—using Saedd’s silver weapon—killed the beast with a coup de grace.

The two surviving Mercenaries picked up the bodies of the dead and the gear of the obliterated and returned to Longsaddle. The dead were restored, and Mael came back to life as his normal, human, self. After a bit of recovery, they came back and looted the lair of the wormdrake. Near the bottom, they found a tunnel leading to a shaft filled with green rain. Using wind walk, the team went through the life-draining slop and ascended three hundred feet to a dark tunnel with a flowing green river.

The team engaged a trio of nightshade nightcrawlers almost immediately. As the battle was joined, a booming voice told them they were too late, Lashonna had already stolen away with Kyuss. The voice also indicated they should come closer so it could vent its frustrations. The Mercenaries fought against the black undead worms, with Ranulph bravely occupying the maw of a couple with his body so as to spare his allies the grim injuries those teeth could cause. He was very fluid in his efforts. Meanwhile, Saedd was forced into a strategic withdrawal, and Lyrin used his magically harnessed sunlight to blast two of the three monsters into nothingness. A final flame strike from Beardfist dropped the last of the worms.

What lies around the next bend? The voice came from very close. Are the Mercenaries at the door of Dragotha himself, or is the angry voice that of another Kyuss minion?

May Day 2008 Results

Game summary for May 17, 2008; present players included Casey S., Colby W., John O., and Shane B. We played a custom-written adventure I designed for All Flesh Must Be Eaten set in the Weird West called Diablo Gulch. We spent 5 hours playing and successfully concluded the adventure.

The characters, Brock Hollis, Jed Pinard, Jose Cortes, and Wyatt Wells rode into Diablo Gulch, New Mexico Territory after riding for over a day to escape a Ute war party. Exhausted, out of supplies, and low on ammunition, they sought a shot of whiskey and a night’s sleep. Entering the town, they spotted a man tottering around with his pants down around his ankles. As they approached, the man turned around and revealed a bloody torso, buzzing flies, and swarming maggots all over his body. He waddled toward them hungrily. A young woman shouted at them from the upper floor of the undertaker’s office to get their horses safe into the stable; she said it was vital the horses survive so they could escape.

The group hurried into the stables and found a body lying face down with a shovel rammed through the spine. They quickly searched the stable and found a pair of zombies within. Jose shot the walking corpses through the head, but it kept coming. Brock began beating the creature with his axe handle, while Wyatt knee-capped the shuffling, pants-down zombie and locked it in a stall. The group discovered that the spinal column must be severed to kill the creatures, and the zombies could function fine without a brain. During the scuffle, Brock took a nasty bite as the creature gnawed through his boot and nibbled his big toe.

With the creatures dispatched, the four crept (in broad daylight) across the street and over to the undertaker. Several climbed upstairs and in through a window to talk to the woman, Marley. She revealed that the creatures appeared close to a week ago, and she had not seen a living human in a couple days now. Marley told them the creatures seemed to sense living people and could find you even when they cannot see you. Meanwhile, Brock stirred up a bunch of zombies around back and came running around to climb up the front of the building. From the upper floor, the group shot the zombies dead and looted the bodies.

In the marshal’s office, the group found the zombie of the deputy marshal and a prostitute. Jed lost an ear to a munching zombie and was deafened when Wyatt put a gun in the zombie’s face and shot it while it chewed on Jed. Next door, in the grocery, Jed discovered the zombies can spit some kind of acidic spray that dissolves flesh. A face-first dunking in a water trough got it off of him.

Later, in the dry goods store, two zombies were killed, and lots of ammunition and dynamite was discovered. Grinning, the group ran over to the bank. Within, they discovered the mutilated corpse of the bank manager, along with the vault key. Opening the vault revealed five zombies, one of which sprayed acid into Brock’s eyes. Wyatt and Jose slammed the door shut and locked it, but not before they noticed money bags and a golden amulet on one of the zombies. Leaving for a time, they explored the saloon and found a shotgun.

With only the brothel left to explore, the men went in and cleared the building. Within, they found a journal that described a prospector’s finding of an Indian burial mound, which he pillaged. Included was a golden amulet, which sounded suspiciously like the one in the bank vault. The group went back to the bank, setup in strategic locations and let the zombies out. Using superior position, the men destroyed the zombies with ease. They took all the gold in the vault but left the amulet. A cluster of dynamite brought the bank down and destroyed the amulet, which de-animated all the remaining zombies.

With bags laden with golden coins, and sporting some interesting new scars, the four men led their horses out of Diablo Gulch without once looking back.

Age of Worms Adventure Path – Game Session 83

Game summary for May 13, 2008; present characters included Eolas Windmaster (moon elf duskblade), Lyrin Sinbal (simian incantatrix/ring sage/warmage), Mael Gabrian (human cleric), Morak Beardfist (shield dwarf fighter/rage cleric), Ranulph Wathbater (human berserker/fighter/hellreaver/paladin of freedom/rogue), Saedd West (human fighter/pious templar/wormhunter), and Syvarius Strongbow (moon elf archer-ranger/peerless archer).

With backsides still smarting from the rump-stomping the wormdrake delivered, the Mercenaries seemed reluctant to return. They took their time debating what equipment, if any, to buy and where to return within the temple of Kyuss. Lyrin used the time to enchant himself with permanent arcane sight. Five potions and a scroll were also picked up to bolster the arsenal against the dragon. The Mercenaries spent some time buffing themselves with magic spells and teleported back into the room with the mysterious green cage. Lyrin created numerous everburning coins for Mael, and the troop headed back into the lair of the wormdrake.

The party crept along the ledge while the wormdrake, from above, dispelled protection after protection. Finally, the party was split up into three groups—folks on the outer ledge, folks on the main ledge, and folks on the window ledge. The wormdrake summoned a trio of worms onto the window ledge to engage Eolas, Morak, and Lyrin. Eolas blasted a purple worm apart with a mighty flurry. Lyrin was attacked by a frost worm but protected himself by securing himself behind a prismatic sphere. The worm was petrified, but Lyrin decided to play it safe and stayed within. Meanwhile, Morak slew the other frost worm, causing a powerful explosion of frozen entrails and gore.

Then, the wormdrake dropped into view, its terrifying countenance shaking several of the Mercenaries. The hovering beast began biting and slapping Mael, isolated on the outer ledge. Ranulph and Saedd used flight to close in on the dragon and started hacking away, Saedd with a silver weapon. The wormdrake sucked in its breath and blasted out thousands of Kyuss worms over Mael. The cleric was eaten alive by the creatures, which tore through his eyes and into his brain. In a moment, his screams abruptly ended, and a grinning, wormspawn, Mael turned toward the party.

Can the divided Mercenaries focus enough power on the dragon to bring it down? What role will Mael play in the next few moments? Can the Mercenaries stand their ground against a slavering wormdrake and a full-fledged cleric at the same time?

Age of Worms Adventure Path – Game Session 82

Game summary for May 6, 2008; present characters included Lyrin Sinbal (simian incantatrix/ring sage/warmage), Mael Gabrian (human cleric), Morak Beardfist (shield dwarf fighter/rage cleric), Ranulph Wathbater (human berserker/fighter/hellreaver/paladin of freedom/rogue), Saedd West (human fighter/pious templar/wormhunter), and Taravin Truesilver (human gray guard/paladin of honor/pious templar).

Within the cage chamber, the team discovers Saedd West, a wormhunter seeking to destroy Kyuss. They team up with him and proceed through a secret door leading toward the Writhing Sanctum (based upon Morak’s find the path). Behind the secret door, a spiraling stone ledge descended into the darkness. The chamber, massive in size, revealed layer after layer of ledges and outcroppings, making plenty of places for enemies to lurk. Taravin discovered an illusory section of walkway and fell to a ledge below. His allies quickly joined him.

On the ledge, a purple worm and three frost worms appeared from nothingness and attacked. The frost worms breathed blasts of cold, and all bite with gnashing teeth. Soon, a massive green wormdrake dropped from above to hover next to the ledge. The horrific eyeless monstrosity unleashed a breath of freezing acid that killed both Mael and Morak instantly. It also attempted some spell-like abilities that were shrugged off by the party.

Meanwhile, Ranulph, Taravin, and Saedd began slaying the worms. To their surprise, the frost worms exploded in shards of ice and bone when killed, injuring everyone even more. Then, Ranulph found the wormdrake breathing a line of thousands of Kyuss worms at him. Somehow, the agile flying man dodged the blast all together! The team, realizing their severe tactical disadvantage, scooped up their dead and used the greater skeleton key to flee to Longsaddle.

In Longsaddle, the Mercenaries received the attentions of Agath Harpell, who restored Mael and Morak to life. Saedd quickly headed to the market and purchased half a dozen potions while Taravin bought some winged boots. Lyrin headed off to the library to research the wormdrake, and the team now prepares to face the fearsome beast again. What supplies will they gather? Will it be enough? If Dragotha’s pet is so deadly, how terrible is the lichlord dragon himself?

Age of Worms Adventure Path – Game Session 81

Game summary for May 1, 2008; present characters included Grim Firestorm (shield dwarf barbarian/battlerager/frenzied berserker/warmain), Lyrin Sinbal (simian incantatrix/ring sage/warmage), Mael Gabrian (human cleric), Morak Beardfist (shield dwarf fighter/rage cleric), Ranulph Wathbater (human berserker/fighter/hellreaver/paladin of freedom/rogue), and Taravin Truesilver (human gray guard/paladin of honor/pious templar).

After assessing their remaining mana and stamina, the Mercenaries decided to attempt an 8-hour rest in the southern corner of the temple of Kyuss. Lyrin, Morak, and Mael stripped out of their armor and laid down to rest while Grim, Ranulph, and Taravin made a defensive ring to protect them. Within thirty minutes, a half-dozen strong avolakia death squad assaulted the group.

The wormspawn opened with a series of curses and crippling waves along with blessings and prayers for themselves and allies. Bolts of wicked flame and columns of unholy fire rained down on the Mercenaries, rousing the casters from sleep. A brutal onslaught rocked the Mercenaries back on their heels, and Lyrin bought some time with a blade barrier. Although the whirling steel kept the monsters a distance away, they still unleashed divine magic at their leisure. Blindness afflicted several Mercenaries, fell curses in response to the Kyuss priests’ prayers. Two of the avolakias were laid low, but the other four kept up a relentless stream of deadly evil magic.

The Mercenaries tried to further ward themselves, but the avolakias hamstrung the efforts with a barrage of dispel magic effects. With their melee fighters separated from the wormspawn and casters very low on mana or stumbling around blind, the team felt a tactical withdrawal was necessary. Taravin whipped out his greater skeleton key, but he could only take himself and four of his five allies. Frenzied Grim was selected as the “man behind” and left to fend for himself. The Mercenaries teleported a half-mile away and quickly took cover. Meanwhile, the avolakias held Grim and blasted him with curses and mindworms until his went comatose.

The Mercenaries hid themselves in a hole in the cavern and recovered their strength. Wasting no more time, they returned to the temple to find no sign of Grim or the avolakias. They slipped down a stairwell and found a pair of worm doors. Using blade barrier again, Lyrin slashed his way into a large room overlooking a cavern. A deep whole spewed forth green mist, and a twisting cage hung above. Where does the hole lead? What horrors creep in the dank, dark cavern?

Age of Worms Adventure Path – Game Session 80

Game summary for April 24, 2008; present characters included Grim Firestorm (shield dwarf barbarian/battlerager/frenzied berserker/warmain), Mael Gabrian (human cleric), Morak Beardfist (shield dwarf fighter/rage cleric), Ranulph Wathbater (human berserker/fighter/hellreaver/paladin of freedom/rogue), and Taravin Truesilver (human gray guard/paladin of honor/pious templar).

With the door to the temple of Kyuss destroyed, the team followed in behind the cloudkill. Within, they discovered a vaulted ceiling supported by pillars and a large fountain of thin green slime. Broad stairs lead down in one direction, and a worm-like door leads the opposite way. With a brief flash, several niches along the walls disgorged half a dozen loyal minions of Kyuss—a disciple, two dark ladies, an advanced wormcaller, an advanced sword of Kyuss, and a disgusting avolakia priest. The creatures wasted no time before trying to defend the temple.

A dark curse was laid across the party, weakening their abilities. This was followed with evil, sinister prayers to the dark wormgod, which granted a boon for the cultists but further diminished the heroes. With their curses laid and protective charms invoked, the battle was joined. Ranulph bravely charged into the fray and drew the attention of the sword of Kyuss and one of the dark ladies. Together they dealt grievous wounds to the brave warrior, but the power of Mael kept his injuries from being fatal. Grim grappled the wormcaller and pinned the monster to the ground. Morak called upon the power of Moradin to aid his allies, while Taravin put pressure on the disciple and other dark lady.

The avolakia and disciple did what the could to destroy Mael but were ineffective. Ranulph succeeded in chopping down the dark lady and sword of Kyuss. Spells and determination eliminated the wormcaller tangled with Grim. Finally, the remaining foes found themselves outclassed and overrun. The heroes made short work of them, finally burning up the avolakia for its wounds kept regenerating.

After the skirmish, Grim snatched up several items to replace the gear he lost to the green slime minutes earlier. Prayers were invoked, granting healing to injured Mercenaries. Now the team, already short on mana, must choose a direction. What other horrors of Kyuss lie within the temple? Can the team reach Dragotha, and will they have the strength to slay the great undead wyrm when they get there?

Age of Worms Adventure Path – Game Session 79

Game summary for April 17, 2008; present characters included Eolas Windmaster (moon elf duskblade), Grim Firestorm (shield dwarf barbarian/battlerager/frenzied berserker/warmain), Lyrin Sinbal (simian incantatrix/ring sage/warmage), Morak Beardfist (shield dwarf fighter/rage cleric), Ranulph Wathbater (human berserker/fighter/hellreaver/paladin of freedom/rogue), Syvarius Strongbow (moon elf archer-ranger/peerless archer), and Taravin Truesilver (human gray guard/paladin of honor/pious templar).

After the previous encounter with the Kyuss chimeras, the team pressed on into the cave, following it down for about a mile. Eventually, it opened into a vast chamber holding a oozing lake of green slime. Viscous waterfalls of the stuff cascaded from up above, while the shore was lined with millions of green worms munching on the drying slime, their mandibles filling the air with a constant click-clack. In the middle of the lake stood a huge stone formation like a castle. Six natural pillars supported massive 70- to 80-foot long Kyuss worms gazing “blindly” about the cavern. A pair of massive doors could be reached by crossing a huge rock archway spanning the river.

Using their magical key and hat, the party transported themselves to the door. They discovered it appears to be made of stone, but it rippled with the undulations of thousands or more worms within. They attempted to tug on the door with telekinesis, which triggered some kind of summoning—a massive overworm appeared on the bridge and tried to eat Morak! The team tore into the vermin, and Beardfist tumbled back down to the bridge as the worm slide off into the slime and was dissolved.

The group began tinkering with the door, trying to discern its secrets. Repeatedly, overworms appeared on the bridge and sought to consume the party. Grim tried to hack through the door, dealing it a tremendous blow, but where the stone split, dozens of worms sprayed forth and burrowed into his flesh. He moved back and engaged the latest overworm and was slapped by a flailing tail sending him hurtling into the green slime below. Somehow, he managed to use his flying armor to extract himself, but not before a large amount of his equipment dissolved into nothingness.

The team triggered and fought seven of the overworms while Lyrin used a blade barrier to reduce the door to pulp. His cloudkill prevented the spraying worms from infesting the party. Meanwhile, Morak healed Grim of his damage and infestation. With the last overworm destroyed and the doors torn down, the party stands at the entrance to Kyuss’ most unhallowed temple. As the cloudkill drifts through the opening, what horrors will the team see revealed? Did anyone notice the half-dozen battles that took place on the front porch?

Dead Witch Walking

Last night, I finished reading Kim Harrison’s Dead Witch Walking, book 1 of the Rachel Morgan series (also called the Hollows series). I picked the book up at the store because it sounded vaguely interesting, and I was wanting something with a similar feel to the Dresden Files series. For some reason, I did not expect to enjoy this book. Sometimes, I’m happy when I’m wrong!

I found Dead Witch Walking to be a well-written work of fiction with some very creative ideas. It did not take long for me to become hooked on this intriguing version of Earth, where supernatural and the mundane walk side-by-side. The write-ups about the book had not done it justice and even came across as a bit cheesy. I found the ideas remarkably original and exciting, every bit as fresh and new as what the Dresden Files series was delivering.

In a quick summary to not reveal major details, Dead Witch Walking explores the first few days of Vampiric Charms, a “detective” agency run by witch, Rachel Morgan, and living vampire, Ivy Tamwood. They have a rocky start with assassins in the shadows and a corrupt councilman causing trouble. The book sets the stage for an entire series of books by developing the personalities of the main characters, establishing a business and relationships for them, and revealing how Harrison’s version of Earth works. While certainly a solid standalone novel, Dead Witch Walking makes a perfect introduction into this exciting new world.

I particularly like contrasting the writing styles of Kim Harrison and Jim Butcher (author of the Dresden Files). Harry Dresden is a snarky hero from an obviously male author. Harrison’s Rachel Morgan is just as intriguing and just as obviously written by a female author. I really believe a fan of either series would greatly enjoy the other; therefore, there are numerous books to keep the most avid reader occupied for a time between them.

Dead Witch Walking is an easy read that goes quickly due to all the action. I highly recommend giving it a try. It’s a good story on its own, and if you like it, it opens the door to a whole series about these exciting characters.

Novels

Age of Worms Adventure Path – Game Session 78

Game summary for April 10, 2008; present characters included Eolas Windmaster (moon elf duskblade), Lyrin Sinbal (simian incantatrix/ring sage/warmage), Morak Beardfist (shield dwarf fighter/rage cleric), Ranulph Wathbater (human berserker/fighter/hellreaver/paladin of freedom/rogue), and Syvarius Strongbow (moon elf archer-ranger/peerless archer).

Once in Longsaddle, the troupe went about re-equipping themselves with new magical weapons and charms. After a while, they arranged an audience with Malchor Harpell through his associate, Cymria. The Mercenaries summoned forth Balakarde and reunited him with his old ally, Malchor. The group discussed tactics and the implications of Lashonna’s involvement with the cult of Kyuss. Eventually they decided that killing Dragotha was still a priority and returned to the Wormcrawl Fissure near the Tabernacle of Worms.

The team crept forward in the oppressive darkness of the chasm and found themselves attacked by a gaggle of Kyuss chimeras. The four monsters tore into the Mercenaries and flung worms about, trying to infest them with the taint of the Wormgod. Syvarius wasted no time unleashing a hail of arrows upon the beasts, while Ranulph brought the fight in close. Lyrin and Morak released a barrage of spells, and Eolas strode into the midst of the undead to flail about with blade and spell. In short order, the creatures were cut down.

Continuing onward, the team found a faintly glowing cave opening with tracks of slithering creatures and chimeras all about. Standing in the opening, Lyrin began summoning forth a small army of elementals to assist in the assault; however, another gaggle of Kyuss chimeras came upon the group and attacked. Lyrin stopped his summoning and engaged the creatures along with his allies. Ranulph wasted no time getting into the fray, charging through the air with his fly effect to meet a chimera head-on. He, and the chimera, discovered milliseconds later that a chimera cannot easily stop during a sweeping dive. The two crashed into one another and felling into a heap on the ground.

Again, the Mercenaries brutally slaughtered the Kyuss spawn, leaving great rotting corpses of worm-writhing hide littering the ground. Ranulph suffered from a burrowing worm but was rescued by Morak. The worm was destroyed by yet another magic missile blast from Lyrin.

With the monsters destroyed, the team prepares once again to consider entering the cave. What causes the green glow? Can Lyrin summon an elemental platoon for assistance? Is Dragotha waiting?

Dresden Files – Blood Rites

I very recently finished reading Blood Rites, book six of the Dresden Files novels by Jim Butcher. I got interested in the books after watching the SciFi Channel’s TV show The Dresden Files. Although the series was canceled, I discovered it was based upon a series of novels about the same character. I started reading them sometime in January, and I’ve been hard pressed to put them down since.

Blood Rites, like the others in the series, picks up and continues the ongoing saga of excitement and tribulation that is the life of Chicago’s only professional wizard, Harry Dresden. From the opening line, I was hooked; Butcher starts the story with action, and it does not relent throughout the book. Of course, this book details a new case for the wizard/detective that leads into more supernatural turmoil. Harry’s previous troubles with the Red Court vampires are well-documented in earlier novels, but Blood Rites reveals much more on the Black Court and mysterious White Court.

Along the way, threads from previous books are woven together, including more information on Harry’s family and his relationship with his mentor. Old enemies raise their stinking, rotting heads once again, and unexpected allies appear. All of this happens to the narration of the witty, sometimes over reactionary, Wizard Dresden. Jim Butcher continues to improve with each novel, and Dresden’s unique personality and humor have completely come into their own. Sometimes you think, “Harry, don’t behave that way”, but you already know that he won’t be able to help himself.

The novel ends, like the other Dresden books, with lots of loose ends and looming threats. Butcher has mastered the subtle cliffhanger—you know your questions will be answered, but Butcher does not simply plod along revealing secret after secret. Each is woven into the background, and you discover your answers throughout the novels, not just from one to to the next.

I highly recommend this series for anyone interested in a modern supernatural thriller. Dresden has a sense of style and humor unlike other “heroes” you will find. It reminds me of a combination of Spider-Man’s sarcasm and biting wit meshed with the stoic determination and drive to do the right thing, no matter the cost, of Batman. The books are not for a very young audience, including lots of violence and some sexual content. It seems Wizard Dresden cannot help but attract the murderous attentions of flying purple-furred flaming-poo-flinging monkey demons. All in a day’s work.

Novels

DVDs