Age of Worms Adventure Path – Game Session 49

Game summary for August 16, 2007; present characters included Ashkor (lizardfolk barbarian/battle sorcerer/dragon disciple/fighter), Frank Urthadar (human evoker/sorcerer/ultimate magus), Iapetus Hasur (hu-charad giant rogue/vigilante), Lady Aridarye Phylund Brokengulf (human aristocrat/harbinger/ranger cohort), Lyrin Sinbal (simian incantatrix/warmage), Morak Beardfist (shield dwarf fighter/rage cleric), Syvarius Strongbow (moon elf archer-ranger), Taravin Truesilver (human gray guard/paladin of honor), and Thoril Songsteel (human thug).

The Mercenaries moved up the stairs into the ziggurat and were assaulted by two eviscerator beetles and a Kyuss knight. The undead monsters tore into Iapetus, causing him to retreat by flying and turning invisible. After a few moments of intense fighting, including a flurry of smites from Taravin, the undead were destroyed. Realizing they were weakened by their fight with the trolls earlier in the day and the brutal attack from the undead, the team pulled back and made camp in the jungle.

The next day, the team returned to the ziggurat and entered the central chamber. As they investigated a gaping hole in the floor, a flood of creatures spilled into the room, causing a riot of violence and carnage. A pair of angels of the worm, their arms turned to flaming swords and their feathery wings dripping worms, spearheaded the attack, followed closely by swarms of Kyuss worms. A worm-drenched ghaele eladrin entered the battle and used destruction to annihilate Frank. Seeing his ally destroyed, Lyrin fired back with a disintegrate, which completely eliminated the eladrin. The Mercenaries then finished off the remaining foes with stunning efficiency. As the last of the worms wriggled and died, another vision overtook the team.

Again the party sees a man they believe to be Kyuss. This time, the man is wearing robes and accepting a golden box from a six-armed rotting insect creature. He opens the box and extracts a single Kyuss worm with a pair of tongs. Taravin saw an even deeper vision, revealing a two-armed insect creature looking down on the proceedings holding an identical box. The paladin believes this matches an ancient Netherese depiction of Jergal, Seneschal of the Dead.

Ashkor used some of the remaining minutes of the fly spell Frank had cast to go 80 feet into the vapor-filed central hole. He then returned to the temple proper and the team investigated a side room the enemies had burst from. They discovered it to be an abandoned torture room with rusting equipment which Taravin quickly pocketed. Now the Mercenaries face a serious problem. Swarms of Kyuss worms cover the ground between the ziggurat and the obsidian ring, and Frank was the one who could make the party fly. If they leave the temple to recover, they may be unable to return; however, if they stay, they may be too weak to continue.

Age of Worms Adventure Path – Game Session 48

Game summary for August 9, 2007; present characters included Ashkor (lizardfolk barbarian/battle sorcerer/dragon disciple/fighter), Frank Urthadar (human evoker/sorcerer/ultimate magus), Iapetus Hasur (hu-charad giant rogue/vigilante), Lady Aridarye Phylund Brokengulf (human aristocrat/harbinger/ranger cohort), Lyrin Sinbal (simian incantatrix/warmage), Morak Beardfist (shield dwarf fighter/rage cleric), Syvarius Strongbow (moon elf archer-ranger), Taravin Truesilver (human gray guard/paladin of honor), and Thoril Songsteel (human thug).

Some of the Mercenaries opted to drink from the Fountain of Fortune’s Folly, while Taravin and Lyrin abstained. Ashkor’s drink produced greater strength, but his left arm withered into uselessness. Frank’s physical frailty amplified even further, but his force of personality greatly rose, making his sorcerous talents even more impressive. Iapetus discovered new insight and understanding with an increased intellect, but he found himself unable to naturally heal injury and resistant to magical healing. Lady Aridarye’s physical resistance to damage decreased, but her sharp mind became more able to repel mental influence. The dwarven cleric, Morak Beardfist, found his reaction times greatly slowed, but his profound wisdom deepened, making him a divine caster of phenominal strength. Syvarious found much of his physical wealth turning to vapor, but his fluid grace to avoid damage amplified. Finally, Thoril’s body surged with new strength, but his reaction times declined.

After their preparations, Malchor Harpell revealed a magical painting that looks in on Kuluth-Mar. Unfortunately, the party had no means to transport themselves magically to the city. Malchor used a powerful spell to send them to the city, and Morak was prepared to use word of recall to get back home later. Once within Kuluth-Mar, a vision filled their minds. They saw the jungle city in its heyday filled with humans bowing before a bethroned man. The chant of “Kyuss” roared from the crowd as the black-armored man stared out across the throng.

The Mercenaries set out cutting a swath through the overgrowth toward the Spire of Long Shadows. Before long, a trio of trolls assaulted the team. The Mercenaries had little difficulty bringing them down and burning their bodies. The most resistance was encountered by the female troll druid who entangled the group.

Finally, the Mercenaries arrived at an obsidian ring rising 30 feet high with the draconic inscription of “Kyuss Forever Bound” around the rim. Syvarious and Thoril flew up to the top and looked out at the ziggurat and rising Spire about 100 feet from the inside of the ring. They noticed a worm-covered figure walking on the ziggurat. The creature seemed to notice them and quickly went inside.

Now, the Mercenaries are all flying at high speed from the obsidian wall toward the ziggurat. What horrors await?

PlemCon III Results

Saturday, August 4th, was a celebration of 5 years of our gaming group getting together to play role-playing games. I dubbed this event PlemCon III. Several friends came over to participate in a gaming event that started at 11:00 a.m. and lasted until a little after 7:00 p.m.

The first game used the Dungeons & Dragons 3.5 Edition rules with a Masters of the Universe setting. We had a good time having the Heroic Warriors such as Ram-Man, Teela, Man-at-Arms and Fisto brawl it out with Evil Warriors like Stinkor, Skeletor, Clawful, Evil Lyn, Tri-Klops, Trapjaw and Two-Bad! The setup was a variation of capture the flag, which turned out in the end to be a little less exciting than was hoped. I think a good time was still had, but the game went downhill toward the end.

Things picked up with the second game session, though! We played an adventure called Road Trip of the Damned using the Unisystem rules from All Flesh Must Be Eaten. The players fought a horde of zombies (including zombie cows) in the sleepy town of Wherewith, Alabama. The group did a good job finding weapons, including baseball bats, tire irons, flashlights, shotguns and even a rifle. Several zombies met a second death at their hands, and one of the characters turned into a zombie. Most of the group seemed to escape on a motorboat across Lake Martin only to be executed by the military later on. The handful of characters who had not been bitten were able to get away and live to party another day.

Lock Up the Dungeon

When I first read about it, it seemed so far away… in a few months, the last print issue of Dungeon magazine would ship. Where the time went, I know not, but this afternoon, for the last time, I opened the mailbox to find that final issue waiting. I have enjoyed the pages of Dungeon since I was about 11. Every issue has brought excitement and anticipation as I flip through the pages reading the adventure ideas of some of the most creative people to ever play Dungeons & Dragons. Soon, the “online model” of Dungeon will premiere, but the nostolgia is gone.

And so tonight, as the last page was read, and the cover closed, I could hear the lock and key click as the Dungeon locked for the final time. Our near twenty years of adventure come, as all things must, to an end.

Age of Worms Adventure Path – Game Session 47

Game summary for August 2, 2007; present characters included Ashkor (lizardfolk barbarian/battle sorcerer/dragon disciple/fighter), Frank Urthadar (human evoker/sorcerer/ultimate magus), Iapetus Hasur (hu-charad giant rogue/vigilante), Lady Aridarye Phylund Brokengulf (human aristocrat/harbinger/ranger cohort), Lyrin Sinbal (simian incantatrix/warmage), Morak Beardfist (shield dwarf fighter/rage cleric), Syvarius Strongbow (moon elf archer-ranger), Taravin Truesilver (human gray guard/paladin of honor), and Thoril Songsteel (human thug).

While awaiting the return of Malchor Harpell, the party relaxed in the Gilded Horseshoe. Cymria came by and informed them that Malchor would see them that night in his Twilight Tower. Frank, Aridarye and Morak engaged in a day of heavy drinking in the meantime. The Mercenaries headed out of town toward the tower when night fell.

Not far from town, a group of two barbed devils and four bone devils accosted the party demanding they turn over their fragment of the Shattered Scepter of Calim. Naturally, the Mercenaries refused and drove the devils back into Hell with a brutal fight. Several of the party members were badly weakened by the bone devil poison, but there were no casualties among the Mercenaries.

When the party spoke to Malchor about the attack, he asked to see the fragment. After verifying the authenticity of the item, the archmage retrieved a number of power magic items from his vaults. He offered to trade the Mercenaries these items of power in return for the fragment. They agreed after deciding the fragment would be safer locked away in the vault of an archmage.

The powerful Harpell went on to talk about the origins of Kyuss in the far-off city of Kuluth-Mar in the jungles of Chult. His one-time companion, Balakarde made several trips years ago to the ruins of the city and found it still contained the Spire of Long Shadows where he believed Kyuss ascended to godhood. Kyuss’ power seems to have receeded from the city, although it still teems with the remnants of his followers. Balakarde was unable to penetrate into the Spire and disappeared after leaving some of his notes with Malchor.

It is Malchor’s belief that there are important secrets to find in Kuluth-Mar, perhaps in the Spire of Long Shadows. The party now prepares for an expedition to the ancient city. Before they set out, Malchor has offered them the opportunity to drink from the Fountain of Fortune’s Folly, a powerful relic that grants both a permanent boon and bane. Will any of the Mercenaries partake? Will the choice really result in fortune, or is the use of the device pure folly?

Age of Worms Adventure Path – Game Session 46

Game summary for July 26, 2007; present characters included Ashkor (lizardfolk barbarian/battle sorcerer/dragon disciple/fighter), Iapetus Hasur (hu-charad giant rogue/vigilante), Lady Aridarye Phylund Brokengulf (human aristocrat/harbinger/ranger cohort), Lyrin Sinbal (simian incantatrix/warmage), Morak Beardfist (shield dwarf fighter/rage cleric), Pitamian Kalal (human yang monk), Syvarius Strongbow (moon elf archer-ranger), Taravin Truesilver (human gray guard/paladin of honor), and Thoril Songsteel (human thug).

With the artifacts of Icosiol exposed, Moreto made his play to claim them as his own and rebuild his undead army with the corpses of the party. He attacked with a vicious lightning bolt while his mohrgs attempted to paralyze the group with their deadly tongues. The wicked Marquis took several hard hits and arrow shots, and his lesser globe of invulnerability stopped Lyrin’s initial assault completely. The mohrgs met with no initial success against the party, and Moreto’s body was soon damaged to his physical destruction; however, as his body hit the ground, his spectral spirit remained standing.

The party fought valiantly against the undead, eventually destroying the mohrgs. The spectre of Moreto was incorporeal and difficult to damage, and his deadly touch ripped through the lifeforce of those it brushed against. However, the Mercenaries proved victorious against this ghostly enemy as well. After the brutal battle concluded, the team looted the body of Moreto and took his head as proof of his death. They then rested and used spells such as air walk, the flight ability of the lightning sword, and the power of the cloak of the bat recovered from Moreto to escape the waterfall.

Once back into the catecombs, the team returned to the lair of Cornerweaver and presented the head of the Marquis. True to his (its, their?) word, the spider showed them to the “shiny things” they had missed. Laden with gold and jewels, the Mercenaries returned to the portal and went back to the Whispering Cairn.

A quick stop in Daggerford allowed the group to catch up with Delfen “Yellowknife” Ondabar and find that he had contacted his mentor Malchor Harpell. He urged the Mercenaries to make haste to the town of Longsaddle and meet with his former mentor about the Age of Worms. Setting out to the north, the party encountered a group of refugees from Waterdeep whom they helped with food and protection. Then, they set out toward Secomber to avoid traveling by the chaotic City of Splendors. Several more days of travel moved them through Red Larch, Triboar and up to Longsaddle.

The party discovered Longsaddle to be a bizarre town filled with strange magic. They crossed the upside down bridge and discussed magical theory with a number of residents, including one who offered them a spell to allow them to toot their own horns. The insanity of the place put the characters a bit on the defensive, but they discovered Malchor had made arrangements for them at the local inn, the Gilded Horseshoe.

Soon after, some old acquaintances, Celeste and Dagsumn, arrived along with an elven apprentice of Malchor, Cymria. Dagsumn explained that his and his wife’s bodies were brought to Longsaddle by Celeste and raised back to life by a man named Agath Harpell. Cymria, an eldritch knight known for being the eyes and ears of Malchor when he is away, asked the Mercenaries a number of questions about the Age of Worms. They were standoffish and refused to divulge a lot of their information, which set Cymria in a foul mood. However, they did show her the Apostolic Scrolls, which caused her much concern. She then bid them goodnight and went to communicate with Malchor about the party.

Now the party awaits the return of Malchor from the plane of Arcadia for an audience. Until then, they have room and board at the inn and fairly free run of the town.

Age of Worms Adventure Path – Game Session 45

Game summary for July 10, 2007; present characters included Iapetus Hasur (hu-charad giant rogue/vigilante), Lady Aridarye Phylund Brokengulf (human aristocrat/harbinger/ranger cohort), Lyrin Sinbal (simian incantatrix/warmage), Morak Beardfist (shield dwarf fighter/rage cleric), Pitamian Kalal (human yang monk), Syvarius Strongbow (moon elf archer-ranger), Taravin Truesilver (human gray guard/paladin of honor), and Thoril Songsteel (human thug).

With the air elementals defeated, the Mercenaries searched the room over. They lowered Taravin 340 feet into the fog and still found no bottom. With no more rope, they gave up that route. Eventually, their elven tracker, Syvarius, discovered an indention on one of the pillars. When the Mosaic of Icosiol was placed within, the party found the route up into the true tomb of the fallen Djen general. Within the room floated a seemless stone sarcophagus carved with images of Icosiol on top and bottom. The bottom depicted him with a pair of swords, while the top held out empty hands.

Soon after entering the room, they were assaulted by a powerful oculus demon from the foul layers of the Abyss. The hulking creature wielded a deadly sword particularly deadly against good creatures. Dark rays of negative energy blasted forth from the eyes covering its body, and those who met its gaze for too long found themselves paralyzed by the sight. The arcane casters, Lyrin and Moreto, found their spells rolled off the creature more often than not, and flaming arrows seemed not to phase it. The fighting was brutal and bloody, but eventually, Lyrin began a barrage of lesser sonic orbs capable of inflicting devastating wounds. The simian caster ended the battle with a well-placed orb that exploded the demons head like a melon.

After nursing their substantial injuries, the party turned to the room. They searched it top to bottom and eventually placed the Mosaic of Icosiol into the upreaching hands of the sarcophagus. This caused the slab to flip over, lower down and the top to melt away. Inside were the dusty and bone remains of General Icosiol as well as his weaponry, preserved through the ages to fight rising evil when needed. The spirit of Icosiol washed over the group, filling them with its anger and jealously at their living state, but once it divined their intent, his blessing settled up them. In addition to the treasures within the sarcophagus, the ring of the Djen, a lightning sword, the sword of Teshyllal, and a fragment of the Shattered Scepter of Calim, Icosiol’s blessing also awakened the full power of the party’s talisman of the sphere and the diadem of Icosiol.

The rejoicing was short-lived however, because the hiss of a drawing blade filled the air, and a wickedly grinning Moreto boldly told the Mercenaries, “I’ll take those.”

Age of Worms Adventure Path – Game Session 44

Game summary for July 5, 2007; present characters included Ashkor (lizardfolk barbarian/battle sorcerer/dragon disciple/fighter), Iapetus Hasur (hu-charad giant rogue/vigilante), Lady Aridarye Phylund Brokengulf (human aristocrat/harbinger cohort), Lyrin Sinbal (simian incantatrix/warmage), Morak Beardfist (shield dwarf fighter/rage cleric), Pitamian Kalal (human yang monk), Taravin Truesilver (human gray guard/paladin of honor), and Thoril Songsteel (human thug).

After spending some time examining the doors, the party decided they needed to try using the strange seal to open it. They had to revise their deal with Moreto, however; in addition to their normal deal, he asked for three shares of any treasures found beyond the doors. With no other options, they agreed, and Moreto whispered the command words to Taravin. Holding the seal aloft, Taravin uttered the words, and the doors swung open.

Beyond was a large room with a high ceiling and a plunging pit for a floor. About fifty feet down, blue swirling flog obscured everything else. Across the rooms (about fifty feet away) stood two more identical doors. Between the party and this door was the gaping pit and a series of stone pillars. With astounding agility, Ashkor lept from pillar to pillar, skipping some entirely, until he made it to the other doors. Following suit, Pitamian made the trip across. Unfortunately, a pair of greater air elementals came up from the depths and assaulted the party.

The clash was epic in scale, with the party divided and the air elementals buffetting the team with vicious blows. One even took the form of a tornado and swooped up several of the party. The Mercenaries threw everything they had at the creatures, from melee, to ranged attacks, to spells. Moreto and his mohrgs joined the fray, although the mohrgs appears fairly useless agains the airy monsters. The Marquis, however, revealed at least some arcane might, as he blasted away with lightning bolt after lightning bolt against the creatures. He even used a black-rayed wand to weaken one of them.

Tarravin attempted to smite one of the elementals only to discover he could not. Pitamian, from within the tornado unleashed a flurry of punches and kicks. Thoril rained punishing blows from the edge of the pit while Aridarye peppered the elementals with moonsilver shards. Dwarven battlepriest, Morak, ran about healing his companions and Ashkor joined Pit in the swirling vortex. Even Iapetus got into the fray, abandoning his hit-and-run tactics for some solid flail-bashing. Eventually, spell and steel won out, eliminating the elemental threat.

With several of their resources depleted, the party must now decide how to figure out the room. Just moments before the elemental onslaught, Ashkor had discovered the far doors to be fake. Is there anything else of interest here, or is it just one big elaborate trap?

From the Ashes…

We are in the waning days of the luminary Dragon and Dungeon magazines. This summer, their pages will grace our mailboxes no more. It shouldn’t be surprising that replacements loom. Paizo Publishing is set to release Pathfinder, which looks very promising. I am a charter subscriber. Wizards of the Coast has this thing now called Gleemax. What an abhorrent cup of crap that has been. I hope that is not the “replacement” for my favorite magazines, but I am afraid it is. Dragon had some style and class. Maybe the replacement should have attempted to follow suit? Oh well, another boat missed.

Today I found that veteran game designer, Wolfgang Baur, is creating a quarterly digital magazine called Kobold Quarterly. It looks promising as well. I’m a long-time fan of Mr. Baur. In fact, I’m running my gaming group through his “A Gathering of Winds” adventure in the Age of Worms campaign right now.

Visit the website and check it out. A subscription is only $12.00. At $3.00 an issue for material from gaming professionals, it is really a steal. Jump in this boat and help the mighty kobold rise from the dragon’s ashes.

Banner for Kobold Quarterly

Age of Worms Adventure Path – Game Session 43

Game summary for June 28, 2007; present characters included Ashkor (lizardfolk barbarian/battle sorcerer/dragon disciple/fighter), Iapetus Hasur (hu-charad giant rogue/vigilante), Lady Aridarye Phylund Brokengulf (human aristocrat/harbinger cohort), Lyrin Sinbal (simian incantatrix/warmage), Morak Beardfist (shield dwarf fighter/rage cleric), Pitamian Kalal (human yang monk), and Taravin Truesilver (human gray guard/paladin of honor).

After some discussion, the Mercenaries began to free climb the waterfall chasm. They traversed around outcroppings, narrows, and mini-lakes for about 1,800 feet. The going was slow and tedious, and they used Pitamian, tied off to a couple of ropes, as their plumb and scout. As he found “safe” ledges, the others would make their way to him, and then he would be lowered further into the darkness.

Eventually, Pit discovered the end of the waterfall in a massive room filled with crystals in the ceiling. A strange green light refracted off the water and crystals to cause a twinkling like starlight above. The Mercenaries all went into the room and swam toward shore. There, they were greeted by a well-groomed man with pale skin and dark black hair. He wore no armor but carried a massive sword across his back. In his hand rode a green-lit lantern that cast cool rays about the chamber.

Although leary, the group spoke to the man, who introduced himself as Moreto, Marquis of Ravenstone. Taravin used his paladin senses to determine the man, if he is indeed a man, as evilly-aligned; however, Moreto made no aggressive moves or threats. They discovered Moreto seeks to do some undisclosed research on the surface but ran afoul of Flycatcher above. The party revealed they made a deal with the spider to kill the Marquis. At this, Moreto laughed and made a counteroffer. He wished to reach the surface and would help the team back up the waterfall and engage the spider as well as give them a strange crystal he had stolen from the spider. Lack of trust made the team debate for a long time, and they finally reached an agreement. Moreto’s companions, a pair of mohrgs, were of particular concern to Taravin. They agreed the mohrgs would accompany them up to the chambers above, but they would have to stay within and not go through the Daggerford portal. Moreto agreed to this stipulation only because the Mercenaries offered to protect him until he got to a surface library.

In a show of good faith, Moreto gave the crystal, wrapped in cloth, to Taravin but warned that unless one spoke the correct words of power, touching it would cause monsters of air to appear and attack. When the portal is reached, Moreto will give the command words allowing safe handling. The Marquis then cast levitate on the party and then shifted into the form of a bat. Approximately a third of the way up the waterfall, Taravin noticed the glowing outline of a door that only he could see. He and the team investigated and found a massive staircase. As Moreto and his minions arrived, the team climbed the stairs to discover a pair of gigantic 50-foot-tall metal doors of gleaming black metal.

What riches, and dangers, lie beyond?