Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. Show all posts

Thursday, March 29, 2018

The Wasteland of Gath: Ambush! (Rowan); Labyrinth Lord

After stocking up on grenades at Turtleneck Joe's (see The Tolling of the Great Black Bell no. 31), Rowan (played by +Stuart Robertson), Kerg and Bedlowe headed down the old highway in the Miller Family's all terrain vehicle. With "Fantastic Voyage" bumping through the stereo, they soon came across a roadblock.

     A burned out car blocked the highway. Behind an old washing machine adjacent to the car was a drooling, lumpy mutant. It demanded the vehicle stop and Rowan obliged. Not able to keep their cool, two additional mutants soon revealed themselves. One was hiding in the car's trunk, while another lurked inside a barrel near the washing machine. 

     The cursed trio approached the party's vehicle and demanded food. Without skipping a beat, Rowan stealthily popped the pin on a grenade, dropped it into a bag of Cheetos and handed it to the mutants. He stepped on the accelerator and zoomed off. The mutants were gleeful for about three seconds before they were engulfed in shrapnel and cheetle.

     Bedlowe hit replay on "Fantastic Voyage" and the trio continued their trek through the wasteland of Gath. 

XP for Rowan: 30 for mutants

Treasure: Coolio CD

Rowan's Melee Stats 
No. of Attacks: 5 
Hits: 5 
Hit Percentage: 100%
Damage Inflicted: 2, 5, 4, 8, 2, 5, 4, 4, 7 (41) (Flaming oil results in damage in excess of hits)
Average Damage per Hit:8.2
Kills: 9 
Average Kills per Hit: 1.8  (Kills per hit higher than 1 due to use of flaming oil and grenades)
Initiative Rolls: 7 
Result(s): 4, 3, 4, 3, 4, 2, 5 
Average Initiative Roll: 3.6
Damage Sustained: 0
Spells Cast: 1
Spells: Sleep


Sunday, July 9, 2017

The Wasteland of Gath: The Pit (Fenra); Labyrinth Lord

Fenra the temporarily displaced (played by +Andrew Byers), left the bus with Kerg the Dwarf in tow. After a time, Kerg had to relieve himself and rushed forward to a massive pothole in the road to do so. Something he saw within alarmed him and he loudly exclaimed, "Jesus Christ!"

     There came a terrible moaning from the pit and out of it emerged three nightmare creatures. Despite the tar on their bodies, their pinkish-gray skin could be seen. They were about 3-4' tall with long, spindly limbs. Their fingers ended in sharp claws where the bone grew through the skin. They had dropping facial features, long floppy ears and a small mouth full of pointed teeth. Fenra vaguely recalled that the monsters were somehow related to witches, but the exact detail eluded her for the moment.

     Several rounds of melee ensued. It began with Kerg - his pants still at his ankles - grievously wounding one of the beasts with his crossbow as it emerged from the pit. The remaining two drew near and a fierce fight ensued. After several furious blows, both fleshlings were cut down.  

     As the melee drew to a close, Fenra and Kerg saw an awful little mutant run down the road. It had been hiding in a bush, watching the battle. It dropped a bucket as it fled. Kerg looked to Fenra for direction and she ordered him to fire. Kerg shot and wounded the wretch, but it continued running. Fenra then drew her short bow and fired. The arrow hit the mutant in the back and blew straight through him. The mutant dropped face first into the gravel.

     Afterward, Fenra investigated the pit and found it to contain quite a bit of tar. Within the tar were the skeletal remains of various humans and humanoids. She also found a bucket containing severed hands and feet that the mutant had dropped. Was that freak feeding the monsters? Also found was a skull of unusual properties. This one was about 60% bone and 40% smooth aquamarine. The slain mutant was searched and all that was found were three sling stones, a sling and a folded up page from an old pornographic magazine. Fenra tore up the page in disgust as Kerg sadly watched the pieces blow away in the wind.

XP for Fenra : 15 from fleshlings + 5 from the mutant + 175 from treasure = 195 xp

Treasure: Aquamarine encrusted skull worth 175 gp

Fenra's Melee Stats 
No. of Attacks: 7
Hits: 5
Hit Percentage: 71%
Damage Inflicted: 7, 9, 5, 3, 5 (29)
Average Damage per Hit: 5.8
Kills: 5
Average Kills per Hit: 5
Initiative Rolls: 5
Results: 2, 6, 7, 5, 2 (22)
Average Initiative Roll: 4.4

Saturday, July 8, 2017

The Wasteland of Gath: The Tin Shack (Righteous Rude); Labyrinth Lord

After scouting the tin shack and getting an idea of who was within, Righteous Rude (played by +Brutorz Bill) stepped forward to issue a challenge. He called upon the twisted, mutant cannibals within to present themselves for judgement. He did so under the shadow of a nearby billboard featuring a waifish, ethereal looking young woman. Beneath her photo text read, "Everything's Going To Be Okay in 15 miles." That may be true, but everything was NOT going to be okay for the freaks in the shack.

The mutants approach!
     It didn't take long for something to happen. Emerging from the hut was a frightening mutant. From the chest of a large man grew a small, baby-like creature, as if two twins were fused in the womb, but only one grew to adulthood. In this case, the baby contained the intellect, while the man it was conjoined with was a puppet. The baby-man howled and gibbered, "Why did you scare my boy!? Get on down the road before something bad happens to you!"

     Righteous Rude ignored the wasteland mutants gibbering and presented the charges against the man. As this occurred, a young female mutant with a tragic cleft lip emerged from the doorway. In her hands was a pristine doll who bore the likeness of the young woman on the billboard. When the girl spoke to the doll, "Pwease pwotect me Pawppy," she was covered momentarily in a lavender glow. Later, she would be rescued by the pair when it was revealed she had been kidnapped by the mutants. While her cleft clip might cause her to look like a mutant, she is not.
The Poppy Doll

     In short order the large mutant rushed out. Kerg unleashed a crossbow bolt that tore into the man-baby. The warped combo doubled over as Righteous Rude hurled a rock from his sling. The rock finished the job by exploding the infantile head that controlled the large man. As David slew the giant of Gath in the Old Testament, so did Rude vanquish a mutant patriarch of the Wasteland.

    Lem the cannibal, who had been feeding the fleshlings, lost his mind after he watched his father die. He rushed out and began beating Kerg without mercy. Kerg went into his turtle pose as he often does. As Lem punched at Kerg, Righteous Rude stepped up from behind and laid him low with a mighty blow from his warhammer.

     Inside the shack mama was found on a bed, her under-developed appendages flapping wildly. She fussed, fumed and spat. Again, Righteous Rude condemned her for her crimes against humanity and the down came the hammer of judgement!

     The house was a disgusting mess with a toilet overflowing with the kind of foul waste one might expect from mutants who ate other mutants. Still, there was one fascinating development. Near the house a hatch in the ground was unearthed. It was assumed that the hatch would open to a tunnel to some underground complex.

     Before descending into the shaft, Rude and Kerg met an interesting pair who were rolling by in a wagon The first fellow was wearing a blue turtleneck and dirty coveralls. He introduced himself as "Turtleneck Joe." The wagon itself was large, packed with trade goods and was being pulled by a massive, six-legged, shaggy load-beast. Also present was a well armed and armored warrior named Bedlowe. After introductions were made, Turtleneck Joe revealed that he was going to convert the bus from a previous encounter into a trading post. Rude liked the idea and decided to travel with the pair for a bit to recover.

 XP for Rowan: 15 for ma and baby-man mutants + 1,000 from ring = 1,015 xp

Treasure: Ring of Protection +1 (a gift from Kerg)

Brother Rude's Melee Stats 
No. of Attacks: 6
Hits: 6
Hit Percentage: 100%
Damage Inflicted: 2, 6, 3, 4, 4, 1
Average Damage per Hit: 3.33
Kills: 5
Average Kills per Hit: .83
Initiative Rolls: 5
Result(s): 3, 6, 5. 6. 5
Average Initiative Roll: 5
Turn Attempts: 1
Successful Turn Attempts: 1
Turn Attempt Success Rate: 100%
Spells Cast: 1(Cure Light Wounds)
Damage Sustained: 4

Friday, July 7, 2017

The Wasteland of Gath: The Bunker (Rowan); Labyrinth Lord

Play began with the intrepid Rowan, Bedlowe and Kerg peering down a shaft leading into the earth. (This was the fourth time +Stuart Robertson and I have explored the Wasteland of Gath.) Fifteen feet below, the crumpled body of a dead wasteland mutant could be seen. After descending the shaft they could see that it had been slain by a quarrel to the chest. Of note was the fact that a large quartz crystal was growing out of its skull. Perhaps all the wasteland mutants had skulls with ingots of gold or encrusted with crystal?
The Miller family attacks!

     A thorough exploration of the underground complex was undertaken with many curious objects found. The trio discovered a tracked all terrain vehicle, preserved rations, clothing and all manner of survival gear. It was quite the cache! The group was careful to pack up things like cans of Mt. Dew (Rowan insisted the Mt. Dew would be good for Dandelion's teeth), beef jerky, freeze-dried apricots and spare clothing. Kerg even found a massive crossbow in a closet.

     Things took a dramatic turn when the explorers entered the bunker's bed-chamber. Within were the skeletal remains of a family, who lie their bunks. A photo of the family when they were alive and happy identified them as The Millers. Bedlowe remarked that the mom was kind of hot. Kerg scolded him for such a crass observation.

     A note on a bed read, "It's too terrifying out there to hope for a better tomorrow. Forgive me." Next to the note were four empty syringes. As Rowan finished reading the note, a skeletal hand grabbed his and the family rose in their beds. Startled, the group retreated into the hallway.

     Rowan dropped a flask of oil in the hallway, which deterred the skeletons from advancing. While the skeletons pondered moving through the flame and smoke, Rowan threw daggers and Kerg unloaded with his crossbow. One skeleton was felled by such blows.The remaining three skeletons rushed forward, but erupted into flame and smoke as they crossed the fiery pool.

     With the skeletons slain, a thorough examination of the room was completed. In a closet the party found new sets of clothes. Rowan claimed for himself a pair of workboots, jeans and rugged shirt. Kerg found a beanie he liked as well as clothing for Dandelion (the mutant adopted by Turtleneck Joe).  Bedlowe stuffed a few pair of Mrs. Miller's panties in his pocket. Rowan also found and kept Mrs. Miller's romance novel as well as a prayer book to Dagon.

     As the group exited the bunker, they noticed that the sky overhead was black. Rowan investigated and saw a terrifying sight. Far down the road near the pothole where the fleshlings were slain he could see an RV, like a Winnebago. Rather than resting upon wheels on the ground, the vehicle was perched atop a massive pair of mechanical legs like some kind of wasteland Baba Yaga hut. The hut let forth a roar from a powerful air horn combined with a scream of pure fury and rage. Was the occupant enraged at the death of the fleshlings? Was this an ambulatory home for a witch?

     The group hid below until the danger passed (Kerg had passed out from fear), then returned to Turtleneck Joes to trade. Before departing, Rowan removed Ma and Pa Goren's heads, hoping they contained gold.

XP for Rowan: 13 for skeletons + 50 quartz crystal + 100 from trade goods = 163 xp

Treasure: Quartz crystal worth 50 gp

Rowan's Melee Stats 
No. of Attacks: 4
Hits: 4
Hit Percentage: 100%
Damage Inflicted: 2, 5, 4, 8, 2, 5, 4, 4 (34) (Flaming oil results in damage in excess of hits)
Average Damage per Hit:4.25
Kills: 6
Average Kills per Hit: 1.5  (Kills per hit higher than 1 due to use of flaming oil)
Initiative Rolls: 7
Result(s): 4, 3, 4, 3, 4, 2, 5
Average Initiative Roll: 3.6
Damage Sustained: 0
Spells Cast: 1
Spells: Sleep

Sunday, July 2, 2017

The Wasteland of Gath: The Bus (Fenra); Labyrinth Lord

Fenra Jotunsdottir entered the cave with the simple intention of sleeping while a storm raged outside. When she exited the following morning, she was in the desert wasteland of Gath. People had come to the wrecked land by various means, but to date no one had entered in this manner. For our session +Andrew Byers and I employed Labyrinth Lords from Goblinoid Games. To add a bit of spice to the mix Andrew empl0yed the Chainmail Chick character class by James West.

     Soon after setting out upon the road, Fenra encountered a dwarf named Kerg sitting at the wheel of a burned out car, banging his head against the steering wheel. Kerg was surprised to see Fenra and could not believe she was real.

     And so gorgeous.

     The two conversed and Kerg bared his soul, telling Fenra that he hoped to find either death or redemption on the road through Gath. Fenra listened quietly and chose not to press Kerg about the brands upon both cheeks.

     After a time, the pair came upon a ruined metal hulk once used as a conveyance by an older, reckless society. "You maniacs! You blew it all up!" They approached with caution as they could hear a rattling of chains coming from the front of the vehicle. They were correct to show caution because two skeletons emerged from the front of the bus, where the engine might once have been. When alive, their names were Donnie Rowe and Ricky Dubose. They were clad in orange jumpsuits and swung their chains and shackles like flails.

     Melee erupted and poor Kerg was quite ineffective. His attacks missed and he was relegated to being flogged by a chain from an enraged skeleton. Fenra to the contrary was a she-demon on the battlefield. In short order the skeletons were obliterated. Kerg clapped his hands wildly and shed tears of joy. He miracled himself out of the squalor of his previous life and this was his grand reward.

     A search of the bus followed and within were ten more skeletons, still shackled to their seats. They writhed and jerked, but could not get free. The front of the bus was also searched and two skeletal guards were found. They were not animated. Each was wearing a gold ring that Fenra and Kerg split.

     They searched the area and found a skull with 2 gold ingots embedded within. (In modern day Mozambique, bald men have been ritually killed because witch doctors believe their heads contain gold. Weird.)

     With the encounter over, the two companions continued down the road.

XP for Fenra: 10 from slain skeletons + 60 from treasure + 70 xp

Treasure: 1 gold ring worth 20 gp, gold-encrusted skull worth 40 gp

Fenra's Melee Stats 
No. of Attacks: 3
Hits: 2 
Hit Percentage: 66%
Damage Inflicted: 7, 9
Average Damage per Hit: 8
Kills: 2
Average Kills per Hit: 1
Initiative Rolls: 3
Results: 2, 6, 7 (15)
Average Initiative Roll: 5
Turn Attempts: 1
Damage Sustained: 0

Saturday, July 1, 2017

The Wasteland of Gath: The Pit (Righteous Rude); Labyrinth Lord

Righteous Rude, standard bearer of THE Metal Gods (played by +Brutorz Bill), left the bus with Kerg the Dwarf in tow. After a time, Kerg had to relieve himself and rushed forward to a massive pothole in the road to do so. Something he saw within alarmed him and he loudly exclaimed, "Jesus Christ!" There came a terrible moaning from the pit and out of it emerged three nightmare creatures. 

     Despite the tar on their bodies, their pinkish-gray skin could be seen. They were about 3-4' tall with long, spindly limbs. Their fingers ended in sharp claws where the bone grew through the skin. They had dropping facial features, long floppy ears and a small mouth full of pointed teeth. Rude would eventually recall that the monsters were witch spawn, or fleshlings. On the night of a new moon, witches squat in damp holes and lay clutches of eggs. The witches often return at a later date to see how their brood has fared. The strongest are brought back to the witch's lair to serve as guards. 

     Several rounds of melee ensued with Rude closing to melee after scoring a lethal blow with his sling. Kerg did his best to keep his distance by relying upon his crossbow. During the course of battle Rude sustained a terrible wound that nearly slew him. By sheer strength of will, he called upon the Metal Gods and smote the beast who wounded him. Meanwhile, Kerg - his pants were still at his knees - managed to slay one fleshling with his crossbow.

     As the melee drew to a close, Kerg and Rude saw an awful little mutant run down the road. It had been hiding in a bush, watching the battle. It dropped a bucket as it fled. The pair debated killing it, but decided to track it later on account of Rude's serious injury.

     Afterward, Brother Rude investigated the pit and found it to contain quite a bit of tar. Within the tar were the skeletal remains of various humans and humanoids. He also found a bucket containing severed hands and feet that the mutant had dropped. Was that freak feeding the monsters? Also found was a skull of unusual properties. This one was about 60% bone and 40% smooth aquamarine. Kerg and Rude also investigated the car door and found a bottle of hooch with two belts remaining. The hooch has healing properties and can restore 1d4 hit points. Score!

XP for Brother Rude: 20 from fleshlings + 225 from treasure = 245 xp

Treasure: Aquamarine encrusted skull worth 175 gp, Healing Hooch worth 50 gp

Brother Rude's Melee Stats 
No. of Attacks: 4
Hits: 4
Misses: 0
Hit Percentage: 100%
Damage Inflicted: 2, 6, 3, 4
Average Damage per Hit: 3.75
Kills: 3
Average Kills per Hit: .75
Initiative Rolls: 3
Result(s): 3, 6, 5
Average Initiative Roll: 4.7
Turn Attempts: 1
Successful Turn Attempts: 1
Turn Attempt Success Rate: 100%
Spells Cast: 1(Cure Light Wounds)
Damage Sustained: 4

Friday, June 30, 2017

The Wasteland of Gath: The Tin Shack (Rowan); Labyrinth Lord

After the unpleasantness with the Fleshlings (session report here), Rowan (played by +Stuart Robertson) and Kerg (aka Gat) returned to the bus (session report here). They were surprised to find that the bus has been turned right side up. Working feverishly was a man in a set of work coveralls. He was wearing a blue turtleneck and introduced himself as "Turtleneck Joe." Near him was a large wagon packed with trade goods that was being pulled by a massive, six-legged, shaggy load-beast. Also present was a well armed and armored warrior named Bedlowe.

     After introductions were made, Turtleneck Joe revealed that he was going to convert the bus into a trading post. Consistent with that intent, Joe offered to trade with Rowan. In exchange for some gold, Rowan became the proud owner of five flasks of incendiary oil cleverly disguised as incendiary grenades. Properly armed, Rowan and Kerg set on down the road.
   
     As they departed, the warrior - Bedlowe - asked if he might accompany them. He had fled from the same sterile and oppressive mega-city that Rowan had left. Bedlowe was a former law enforcement officer who was willing to risk death in the Wasteland in order to live freely. He had grown weary for arresting people for such offenses as "Thought Crimes." Rowan and Kerg were happy to have a new companion so they agreed.

     Eventually, the trio came upon a tin shack near a billboard. Upon the billboard was a waifish, ethereal looking young woman. Beneath her photo text read, "Everything's Going To Be Okay in 15 miles." Bedlowe could not decide if he was attracted to her or not. The shack was of interest because a blood trail indicated that the mutant slain near the pit (last session) had been drug here. It didn't take long for something to happen. Emerging from the hut was a frightening mutant. From the chest of a large man grew a small, baby-like creature, as if two twins were fused in the womb, but only one grew to adulthood. In this case, the baby contained the intellect, while the man it was conjoined with was a puppet.

     The baby-man howled and gibbered, "What did you do to my boy! Why you cut off his head!?" A bizarre exchange followed. As the baby-man was wailing, a young female mutant with a tragic cleft palate emerged from the doorway. In her hands was a pristine doll who bore the likeness of the young woman on the billboard. When the girl spoke to the doll, "Pwease pwotect me Pawppy" she was covered momentarily in a lavender glow. Rowan decided he needed that doll and and haggled for the purchase of the girl and her doll.

     The baby-mutant agreed. He was sick of his boy (Lem) murdering passer-bys to feed to the Fleshlings and girls were too much of a hassle to raise, so for a gold ring she was handed over. With a mutant in tow, the trio returned to Turtleneck Joe's trading bus.

Poppy in all her glory
     At the bus, Rowan managed to trade Dandelion (the mutant) a rag doll in exchange for the Poppy doll. If properly prayed to, it allowed the owner to cast Protection from Law and Chaos one time per day. Turtleneck Joe agreed to accept Dandelion as a junior shop assistant and said he could do something about her terrible disfigurement.

     The trio once again departed for the shack. This time they were ready for damage as Bedlowe said, "There's one thing I cannot abide and that's a cannibal." (Baby-man mutant had revealed that they occasionally ate some of the travelers that Lem snared.) Upon arriving at the shack, Bedlowe kicked in the backdoor and Rowan tossed in a grenade, er, flaming flask of oil. Blown to fiery bits was mama mutant, a wretched creature with no limbs.

     Baby-man was understandably upset and he came charging out with a machete. Kerg - armed with Rowan's advanced teaching - shot the baby portion of the baby-man right in the head and it died. (Insert "Quaid, start the reactor!" joke here.) The house was a disgusting mess with a toilet overflowing with the kind of foul waste one might expect from mutants who ate other mutants.

     Still, there was one fascinating development. It was discovered that the whole house sat on rails. When the house was moved on the rails, a set of massive steel doors were found underneath. Near the house a hatch in the ground was unearthed. It was assumed that the hatch would open to a tunnel to some underground complex. Once underground, the purpose of the massive steel doors might be uncovered. But that will have to wait until next time.

     Finally, out of gratitude for being such a decent leader, Kerg gifted Rowan with a magic ring he had pilfered from Ashabenford Mountain.

XP for Rowan: 6 for ma and baby-man mutants + 1,000 from ring and 500 from Poppy Doll = 1,506 xp

Treasure: Ring of Protection +1, Magic Doll that bestows Protection from Law and Chaos 1x/day. Also, I assume Rowan took back the gold ring given in exchange for Poppy.

Rowan's Melee Stats 
No. of Attacks: 3
Hits: 3
Misses: 0
Hit Percentage: 100%
Damage Inflicted: 2, 5, 4, 8 (19)
Average Damage per Hit: 6.3
Kills: 3
Average Kills per Hit: 1
Initiative Rolls: 5
Result(s): 4, 3, 4, 3, 4
Average Initiative Roll: 3.6
Damage Sustained: 0
Spells Cast: 1
Spells: Sleep

Thursday, June 22, 2017

The Wasteland of Gath: The Bus (Righteous Rude); Labyrinth Lord

With a thundering metal riff playing in the background, Righteous Rude; The Wrecker of Dunkelgrau, Sledgehammer of THE Metal Gods, Defender of The Faith, stepped out onto the blasted highway through Gath. For our session +Brutorz Bill and I employed Labyrinth Lords from Goblinoid Games.

     Soon after setting out upon the road, Brother Rude encountered a dwarf named Kerg, sitting at the wheel of a burned out car, banging his head against the steering wheel. The two conversed and Kerg bared his soul, telling Rude that he hoped to find either death or redemption on the road through Gath. Rude was impressed by the drwarf's honest and forthright nature and asked him to come along. Kerg was grateful and pledged his crossbow and sword to the cause.

     After a time, the pair came upon a ruined metal hulk once used as a conveyance by an older, reckless society. "You maniacs! You blew it all up!" They approached with caution as they could hear a rattling of chains coming from the front of the vehicle. They were correct to show caution because two skeletons emerged from the front of the bus, where the engine might once have been. When alive, their names were Donnie Rowe and Ricky Dubose. They were clad in orange jumpsuits and swung their chains and shackles like flails.

     Initiative was rolled and the skeletal inmates won. The undead shambled forth, but could not close the distance on their rickety legs. Brother Rude knew that those who died in Gath during the cataclysm rose as undead if they have not confessed their sins to whatever deity they kneel before. Brother Rude raised his hammer high and rebuked the miserable sinners and they began to flee. Kerg fired his light crossbow at a skeleton and shattered its head. Brother Rude let fly a bullet with his sling and severely damaged the remaining skellie.

     For round three Brother Rude rushed forth and blasted the skeleton into dust. Victory!

     A search of the bus followed and within were ten more skeletons, still shackled to their seats. They writhed and jerked, but could not get free. Brother Rude smashed them to bits in short order, putting their long-suffering souls to rest. The front of the bus was also searched and two skeletal guards were found. They were not animated. Each was wearing a gold ring that Rude and Kerg split.

     They searched the area and found a skull with 2 gold ingots embedded within. (In modern day Mozambique, bald men have been ritually killed because witch doctors believe their heads contain gold. Weird.)

     Brother Rude built a pyre for the skeletal prisoners and performed rites so that their restless souls could reach their proper destination. The two guards were treated with more care and dignity, deserving of their position in life. With that accomplished, the two companions continued down the road. 

XP for Righteous Rude: 60 from slain skeletons + 60 from treasure + 25 for saving souls = 145.

Treasure: 1 gold ring worth 20 gp, gold-encrusted skull worth 40 gp

Brother Rude treated Kerg kindly so there will be a -1 on the next Morale check.

Brother Rude's Melee Stats 
No. of Attacks: 2
Hits: 2
Misses: 0
Hit Percentage: 100%
Damage Inflicted: 2,6
Average Damage per Hit: 8
Kills: 1
Average Kills per Hit: .5
Initiative Rolls: 1
Result(s): 3
Average Initiative Roll: 3
Turn Attempts: 1
Successful Turn Attempts: 1
Turn Attempt Success Rate: 100%
Damage Sustained: 0

Tuesday, June 20, 2017

The Wasteland of Gath: The Pit (Rowan); Labyrinth Lord

Rowan the Magic-User (played by +Stuart Robertson) and Kerg left the bus behind them and continued down the road. Rowan gave Kerg a history lesson designed to improve his aim with the crossbow. Rowan explained that in ancient times, a crossbow-like weapon was referred to as a "gat." Since Kerg already had an "A" and a "T" branded on his face, why not add a "G" to his forehead? Kerg was willing to try anything and consented to having a greasy letter inscribed. After a time, Kerg had to relieve himself and rushed forward to a massive pothole in the road to do so. Rowan stopped him, yelling, "No, Kerg, use the bushes! You don't know what's in that hole!"

     Kerg entered the bush and exclaimed, "Jesus Christ!" Through the creosote bush, Rowan could see a 4' tall humanoid with a rather lumpy and mis-shapen build. At the same time there came a terrible moaning from the pit.

     Rowan decided he had had enough and after winning initiative, he dropped a Sleep spell. Everyone on the board passed right the heck out. Rowan walked about happily removing heads from shoulders, humming an old ditty by Cypress Hill.

     With everything - except Kerg - dead, he was able to have a closer look. In the pit that was several inches deep with tar were three nightmare creatures. Despite the tar on their bodies, their pinkish-gray skin could be seen. They were about 3-4' tall with long, spindly limbs. Their fingers ended in sharp claws where the bone grew through the skin. They had dropping facial features, long floppy ears and a small mouth full of pointed teeth.

     Rowan recognized these as "Fleshlings." They are the terrifying spawn of witches, who lay clutches of eggs in damp places during the full moon. It was good they were dead. Very good, indeed. The lumpy freak was a wasteland mutant of some kind, with rows of actual teeth growing down his left arm. Ew.

     In the side pocket of a car door Rowan found a bottle of hooch, with two belts left. Each belt can cure 1d3 hit points of damage. After you get yer face uglied up in a fight, have a belt, dust yerself off, and get back in there. Rowan also found a skull of unusual properties. This one was about 60% bone and 40% smooth aquamarine. Score!

    At this point, Rowan and Kerg decided it was best to retreat for now and returned to the safe confines of the town they had left.

XP for Rowan: 40 from witch spawn and mutant + 225 from treasure = 265 xp

Treasure: Bottle of Healing Hooch worth 50 gp, Aquamarine encrusted skull worth 175 gp

Rowan's Melee Stats 
No. of Attacks: 2
Hits: 2
Misses: 0
Hit Percentage: 100%
Damage Inflicted: 2, 5, 4 (11)
Average Damage per Hit: 5.5
Kills: 2
Average Kills per Hit: 1
Initiative Rolls: 3
Result(s): 4,3,4
Average Initiative Roll: 3.7
Damage Sustained: 0
Spells Cast Attempts: 1
Spells: Sleep

Monday, June 19, 2017

The Wasteland of Gath: The Bus (Lextor and Elora); Labyrinth Lord

In yesterday''s final session, Lextor the Bear and Elora, an elf, set out on the lonely highway through Gath. Lextor imagined that fair maidens must be in distress in the blasted wasteland, while Elora was driven by a desire to see how humans had managed to annihilate themselves in a cataclysm.

     After walking for a while they happened upon a shame-filled dwarf named Kerg. The poor fellow wove a tale of woe involving adultery, branding, beard shaving and exile. Lextor was happy to have the dwarf at his side, but Elora was ambivalent. She was not sure that an adulterer and exile was an ideal companion. She demanded a pledge of loyalty and insisted that Kerg carry her pack.

     The trio pressed on, with Kerg gushing non-stop about his gratitude toward the elf and human. Soon, they arrived at the ruins of a metal hulk once used as a conveyance by an older, reckless society. "You maniacs! You blew it all up!" They approached with caution as they could hear a rattling of chains coming from the front of the vehicle. They were correct to show caution because three skeletons emerged from the bus - two from the front and one from the rear.

     Elora and Lextor quickly converged on the skeleton at the back of the bus. Their blows were blocked by the skeleton, who whipped lengths of chain about him like flails. Meanwhile, Kerg fired his crossbow, then bolted for cover behind a creosote bush across the road.

     The second round was more fruitful as Elora and Lextor quickly felled their opponent, then scurried across the road to assist Kerg, who was under assault by the other two skeletons. The undead prisoners whipped him furiously, but his dwarven mail withstood the onslaught. As they whipped him, though, he cried out, "Oh, Gods, I deserve this! I am a miserable wretch!"

     On the third and final round of melee, Lextor and Elora cut down the skeletons with little effort. Victory!

 They searched the area and found a skull with 2 gold ingots embedded within. (In modern day Mozambique, bald men have been ritually killed because witch doctors believe their heads contain gold. Weird.) Elora explained that the elves believe that corrupt energies unleashed by an apocalypse may have caused mutations in the region. Lextor grew glassy-eyed during the dissertation and eventually exclaimed, "Look! A jackrabbit!"

     The skull was kept for later research and attention turned to the bus.

     Lextor entered the bus from the rear and lopped the heads of skeletons who were still shackled to their seats. Meanwhile, Kerg and Elora entered the front of the bus and found two skeletons in a heap on the ground. Based upon their brown uniforms, it was assumed they were guards. Gold wedding bands were found on each of their ring fingers. Elora opined that perhaps the guards were married to one another and spent their final moments spooning. Kerg desperately wanted to take the gold, but was scolded.

     The party then concluded their investigation and continued down the road.

XP for Elora: 40 from slain skeletons + 13 from treasure  = 53

Treasure: 1 skull embedded with two gold ingots worth 20 gp each. (Not yet divided)

Kerg is grateful for redemption (-1), Elora is female (-1) but he did not receive a share of treasure (+1) so the next Morale check is at -1.

Elora''s Melee Stats 
No. of Attacks: 3
Hits: 2
Misses: 1
Hit Percentage: 66%
Damage Inflicted:2, 7
Average Damage per Hit: 4.5
Kills: 1
Average Kills per Hit: .5
Initiative Rolls: 2
Result(s): 5,4
Average Initiative Roll: 4.5
 Damage Sustained: 0


XP for Lextor: 40 from slain skeletons + 13 from treasure = 53

Treasure: 1 skull embedded with two gold ingots worth 20 gp each. (Not yet divided)

Lextor's Melee Stats 
No. of Attacks: 3
Hits: 2
Misses: 1
Hit Percentage: 66%
Damage Inflicted:10, 4
Average Damage per Hit: 7
Kills: 2
Average Kills per Hit: 1
Initiative Rolls: 1
Result(s): 2
Average Initiative Roll: 2

Friday, June 16, 2017

The Wasteland of Gath; The Bus (Rowan); Labyrinth Lord

Rowan, a Magic User played by +Stuart Robertson (an incredible 5e DM), was second to leave the
safety of home and hearth. While others warned that Gath was a blasted wasteland full of Bad Things, Rowan was convinced that this was not the case. The dire warnings were simply lies that the elites spread to keep all the good things for themselves.

     For our session we employed the Labyrinth Lord rules from Goblinoid Games. Soon after setting out upon the road, Rowan met Kerg, a dwarf of low self-esteem and great lust. The wizard cheered Kerg up, telling the fellow that he, too, felt like an outcast and that out upon the road great things awaited them.

     Soon, the pair came upon a ruined metal hulk once used as a conveyance by an older, reckless society. "You maniacs! You blew it all up!" They approached with caution as they could hear a rattling of chains coming from the front of the vehicle. They were correct to show caution because two skeletons emerged from the back of the bus.

     When alive, their names were Donnie Rowe and Ricky Dubose. They were clad in orange jumpsuits and swung their chains and shackles like flails. Initiative was tied so a lot happened all at once. Rowan stepped forward and lobbed a flask of oil at a skeleton, scoring a hit. The creature went up in flames! Kerg fired his crossbow and missed. He cursed himself bitterly.

     The skeletons closed, but their move was rather limited at 20' so they could not close the distance. Initiative was rolled and this time Rowan won. He dropped another flask of oil on the ground to form a barrier between himself and an advancing skeleton. Kerg fired again...and missed. He again cursed his rotten luck. On the skeletons' turn one succumbed to the flames. The second whipped at Kerg with his shackles but could not penetrate the dwarf's mail.

     Another initiative roll resulted in a tie! Rowan threw another oil flask - he started the adventure with five - and the skeleton went up in a bonfire. Victory!

     They searched the area and found a skull with 2 gold ingots embedded within. (In modern day Mozambique, bald men have been ritually killed because witch doctors believe their heads contain gold. LINK) A search of the bus followed and within were ten more skeletons, still shackled to their seats. They writhed and jerked, but could not get free.

     Kerg and Rowan ignored these and instead went to the front of the bus where two skeletons lie unmoving. These two were clad in brown clothing. Upon the skeletons the intrepid explorers found two gold wedding bands. Satisfied that there was nothing else to be gained, Kerg and Rowan continued down the road. As they did so, Rowan tried to give the dwarf advice for better accuracy. "It's all in the wrists and the knees, Kerg!" Kerg was impressed, unaware that Rowan had no idea what he was talking about.

 XP for Rowan: 10 from slain skeletons + 60 from treasure = 70.

Treasure: 2 gold ingots worth 20 gp each and 1 gold ring also worth 20 gp.

Rowan was quite supportive of Kerg, so the next Morale check will be at -1.

Rowan's Melee Stats 
No. of Attacks: 2
Hits: 2
Misses: 0
Hit Percentage: 100%
Damage Inflicted: 2, 5, 4 (11)
Average Damage per Hit: 5.5
Kills: 2
Average Kills per Hit: 1
Initiative Rolls: 2
Result(s): 4,3
Average Initiative Roll: 3.5
Damage Sustained: 0

Thursday, September 5, 2013

That Can't Be a Good Omen


Wyndon, always the nervous one, wondered aloud, "Three graves by the side of the road? There are three of us! That can't be a good omen."

     "You worry too much," grumbled Kander. Kander had a lot of patience, especially for a dwarf, but the halfling's incessant fretting bothered him.

     "You don't worry enough, my dwarven friend," replied Wyndon. "Not nearly enough, I think."

     "Kander's not the one who lit a sheep on fire," quipped Bedlow, an imposing human warrior.

     Kander guffawed as Wyndon stammered, "I...I thought it was a wolf! It was dark!"

     "Seriously, Wyndon," continued Bedlow. "You have got to stop setting things on fire when you get nervous. It's kind of disturbing."

     Still chuckling, Kander began walking down the road with Bedlow trailing.

     After fretting a bit longer about the three fresh graves, Wyndon ran after his companions. "It's not a good omen, I tell you!"



Wyndon o' the Flaming Flask; Level 1 Halfling; Str 9, Dex 15 (-1 AC, +1 to missile attacks, +1 initiative), Con 13 (+1 hit point), Int 10, Wis 11, Cha 12; Armor Class 6 (leather armor, Dex bonus); Hit Points 5; Atk 1; THAC0 19 (17 with missiles); Dam 1d6 (long sword) or 1d8 (flaming oil); Move 40’; Alignment Lawful; Special Abilities +1 to missile attacks, +1 to initiative when alone, 90% ability to hide in wilderness, can hide in subterranean shadows on a 1-2 on a 1d6, -2 to AC against giant-sized creatures; Treasure: 1 x 20 gp gem,15 gp; XP Value 25.


Bedlowe; Level 1 Fighter; Str 16 (+2 to hit and damage), Dex 12, Con 13 (+1 hit point), Int 10, Wis 10, Cha 10; Armor Class 4 (splint mail); Hit Points 8; Atk 1; THAC0 17; Dam 1d8+2 (long sword); Move 30’; Alignment Lawful; Treasure: 20 gp; XP Value 10.


Kander the Patient; Level 1 Dwarf; Str 16 (+2 to hit and damage), Dex 10, Con 16 (+2 hit points), Int 11, Wis 13 (+1 to magic-based saving throws), Cha 10; Armor Class 3 (splint mail, shield); Hit Points 18; Atk 1; THAC0 16; Dam 1d6+2 (war hammer); Move 30’; Alignment Lawful; Special Abilities Infravision (60'), Treasure: 1 gold ring worth 10 gp, 20 gp; XP Value 16.

Sunday, July 28, 2013

Order of the d30: Tybalt’s Bountiful Belt Pouch

During his long and lucrative career as an explorer, Tybalt the Halfling acquired many rare and wondrous items.

     One of his more quirky finds was an enchanted belt pouch. It’s only possible to open the pouch twice a day - once before noon and once after noon. The pouch cannot be opened twice in the morning or twice after lunch. As for the nighttime, the pouch is stubborn and can’t be opened without damaging it. It’s magic only seems to work during daylight hours.

     Upon opening the pouch, a random item will present itself. The item found can be determined on the table below. While coins and other objects can be placed in the pouch, they will disappear and be forever lost.

Roll 1d30
1. Ripe, juicy apple
2. Seven sticks of cinnamon
3. Six oz. flask of whiskey
4. Ink and quill
5. Packet of oats for oatmeal (1 serving)
6. Fishing hook, line and float
7. Brass key (1 in 6 chance of opening the next locked door the PC encounters)
8. Small tin cup
9. Small round of goat cheese
10. Handful of rock candies
11. Small metal mirror
12. Three silver coins
13. Needle and thread
14. Signal whistle
15. Sharp paring knife
16. Five glass beads worth 1 sp total
17. Spicy pork sausage link
18. Live, squeaking mouse
19. Pair of ivory dice
20. Croaking frog
21. Small bundle of seeds (sunflowers)
22. One iron spike
23. Perfumed handkerchief
24. Lacy underpants
25. Pipe with tobacco
26. Small vial of perfume
27. Piece of ginger root
28. Pair of thick wool socks
29. Wax candle
30. Shaker of salt

Thursday, July 25, 2013

Freecity of Haldane: Kallas the Shameless

"Baseless lies," he says. 
“It’s not polite to stare at a man when he’s doing his business.” 
     Kallas, as he urinates in the street

Wanted for various crimes, some violent, Kallas the Shameless is rumored to be hiding out in a rather filthy brothel called The Laundry.

     Kallas has been described as being tall, with long, greasy hair and a rather serious face. Kallas prefers to wield a shortsword as it is easily concealed. It is fairly well-known that Kallas enjoys the company of prostitutes and often urinates in public, which he feels adds to his roguish reputation

     The church of Risa the Bountiful is offering an impressive 500 gold piece reward for his capture. It is alleged that he used a potion of Charm Person to lure an impressionable, yet highly regarded, acolyte of the church into a night of debauchery. Church officials are understandably upset and want the fiend brought to them for justice.

     Via intermediaries, Kallas has insisted that he would never waste a magical potion on a love conquest and that - in fact - the young cleric spent an unforgettable night with him willingly. No one outside the church has been able to speak to the cleric regarding the veracity of this defense.

     This fact has fueled speculation that perhaps the 500 gp reward is meant to appear as if a great wrong has been committed when - in fact - the church is merely trying to save face. Only time - or a Detect Lie spell - will tell if Kallas is a foul debaser of clerics or the victim of a smear campaign designed to cover up a youthful indiscretion.


Kallas the Shameless; Level 3 Fighter; Str 16 (+2 to hit and dam), Dex 12, Con 13 (+1 hit point), Int 9, Wis 9, Cha 9; Armor Class 11 (+1 Cloak of Protection); Hit Points 18; Atk 1; THAC0 16; Dam 1d6+2 (short sword); Move 30’; Alignment Chaotic; Treasure: 1 x 50 gp gem, Potion of Charm Person, 30 gp; XP Value 50.

Tuesday, July 9, 2013

The God that Sleeps Below

The god-creature hatched from an egg that fell from space a century ago. The heat of entry into the atmosphere and ensuing impact caused it to hatch. Upon hatching, the creature burrowed into the earth. It possesses a genetic memory, so the god-creature is aware of its heritage, homeworld, ancestors and language. It hopes to either escape this planet (unlikely) or attract others of its kind to this place so that it can mate, reproduce and expand its influence.

     A town has grown up around the spot where the creature hatched. It sent out psionic waves to the surrounding area, attracting a variety of creatures to itself. It finds the humans to be the most easily manipulated, so they are the most represented in the population. The entire town worships the creature, whom they believe is a slumbering god. They call it, “The Master of Dreams.” Of course, they are unaware of its true form and origins. Any who do suspect something is amiss are ostracized and often forced into exile.

     The alien being appears in their dreams as an angelic being with golden skin. It tells the townsfolk that it sleeps beneath the town in an exquisite tomb for an eternity and wishes to protect and serve those who live above. In light of this, a temple has been built in the middle of the town, with a large shaft descending into the bedrock. All manner of offerings are deposited into it. The great worm uses the offerings to curry favor with other sentient creatures it has encountered beneath the surface.

     The creature is telepathic, able to project its thoughts to others and to read theirs in turn. It also has considerable psionic capabilities that manifest in a manner similar to many magical abilities. (The creature can cast spells as a 9th level cleric.) Through repeated psionic manipulations, it can also unlock psionic powers in others. In this way, the creature can empower individuals who function as Clerics with a level limit of 3.

     The town is ruled by the great worm’s clerical order. Under their leadership, the town is law-abiding. Those who ask too many questions or who worship other gods are politely asked to leave. After a night in the town, newcomers will have pleasant dreams in which an angelic figure with golden skin and a flaming sword appears atop a white mountain. The angel promises safety and prosperity if they live in the town and pledge themselves to the clerical order.

     The worm often uses its spell-like abilities to benefit the town, occasionally using Raise Dead to restore life to its deceased followers. As a result, the citizenry is fanatic. Zealotry is often needed to repel those who are drawn to the town to investigate tales of the sleeping god and who hope to plunder its great wealth.

The God That Sleeps Below; Alignment: Neutral, Movement: 6o’ (20’ tunneling), Armor Class: 6, Hit Dice: 15, Hit Points 90, Attacks: 2 (bite, sting), Damage: 2d8/1d8, poison, Special Attacks: Spell Use, Spells: Level 1 - Cure Light Wounds x2, Detect Evil, Protection from Evil; Level 2- Know Alignment, Hold Person, Speak with Animals, Resist Fire; Level 3 – Animate Dead, Cure Disease, Remove Curse; Level 4 – Cure Serious Wounds, Neutralize Poison; Level 4 – Raise Dead, Save: Cleric 15, Morale: 10 Hoard Class: XIX, XP Value 4,200 (1,500 HD, 900 swallow whole, 900 spell casting, 900 poisonous stinger).

     The body of the worm is 10’ in diameter and 100’ long. It has a poisonous stinger in its tail. The worm may attack with both a bite and its stinging tail in 1 round. Anyone stung by the tail must also succeed in a saving throw versus poison or die.

     If the worm’s bite attack roll is at least 4 higher that the roll needed to hit (or a 20 is rolled), a victim is swallowed. A being that is swallowed takes 3d6 hit points of damage per round inside the worm’s belly. The damage stops when either the character dies or the worm is killed.

Monday, December 10, 2012

Iron Rations Part XIV

by Matt Borselli

Devon looked around the well-lit tavern room and lifted his mug of Basilisk Ale to his lips, paused, then put the mug down. Glancing briefly at the empty chair next to him, he turned to his two companions seated with him at the table.

     "I still can't believe he's gone. It's only been a few weeks but ...." he trailed off.

     Aithne of Far Isle said nothing while Apris the Wonderous bowed her head and weeped silently.

     Devon thought back on that day ....

     The door to the cabin exploded inward and a bedraggled and dirty trio surged in. Aithne of Far Isle, with her bow held ready and an arrow nocked, quickly swept the sparse cabin, seeking the old man who sent them into that deathtrap below. Devon supported a near-unconscious Apris, dragging her into the cabin and placing her gently on the rough cot.

     "He's not here," said Aithne, as Devon secured the door and set about lighting a fire in the fireplace. A quick search found the disguise that the man had used and the clay jar of coins that, when counted out, was only 3 gold.

     "Abel ..." Devon whispered, "He ... he could have made it out. After we got separated, he could have made it out!" His voice shivered and gained some strength then returned to a whisper. "Couldn't he?"

     Aithne shrugged and said nothing. The gold inlaid stone that stretched across the floor of the exit tunnel had somehow prevented the ghouls from following them but there was no knowing if Abel made it that far.

     Apris stirred on the cot as the paralysis from the ghoul's touch was starting to wear off. Devon moved to her side and started bandaging her wounds. She turned her head away from him and began to softly cry.

     "I'm sorry about Abel," Devon told the weeping mage, "I'm so sorry ...."

     Aithne looked grimly at the pair and said "We've got a man to find and kill. Slowly."

...

     They had spent a week recovering in the cabin but saw no sign of the man or of Abel. They spiked the stone door in the cellar shut and painted warnings on it in as many languages as they could think of or remember. Hopefully that would keep out any curious folk. At least until they were strong enough to return and find their friend's bones and finally destroy the ghouls below.

     With no leads and few prospects, they started the search. Two weeks later, still nothing. Devon pounded the table. NOTHING! Surely someone knows something! And that 3 gold was spent long ago. They could barely afford the ales before them and definitely not any dinner.

     While the trio was deep in their thoughts, an old man stepped in front of their table. He rapped his knuckles on the rough wooden surface, bringing them out of their reverie.

     "Drunk or asleep?" the old man gruffly asked. When he got no response but dull looks, he took a seat in the empty chair. Abel's chair. The furious look on Aithne's face did not deter him or he, just as likely, failed to recognize ready murder less than an arm's length away.

     "You're strangers here, ain't ya? And adventurers?" he continued, "Have you eaten? Looking for work?"

     Devon cleared his throat and said thickly "Uh, yeah. Work ...." Surprisingly, Apris responded clearly "Sir, we are looking for work and we are hungry. Buy us a meal and we'll hear your tale." She calmly put her hand on Aithne's arm, a gesture which, a few short weeks ago, would have never happened.

     "I've got a private room over there. Let's repair to it and you'll have your meal. And your tale," said the old man, standing up. "I'm Burke, Burke Linderstead, by the way. The mayor, sheriff and miller of Westfield. Come along."

     Once in the room and with steaming plates of food and filled mugs in front of them, Burke told the adventurers "We've got a grave robber and that black heart stole my daughter's body. Her name is Sara and I want her back and I want to know who hired the robber. I want justice! And you, my friends, are going to get it for me."

****

     The thorpe of Westfield has a problem. Someone is stealing their dead from the small cemetery that the village shares with their neighboring (2 mile distant) village Eastfield. So far, only Burke Linderstead, the miller (and nominally mayor and sheriff), suspects the truth. While he has no definitive proof (he hasn't raised the alarm, yet), he's pretty certain that his daughter's grave was plundered and, as he's spent some time in the cemetery, realized that her grave wasn't the only one robbed. Not only Westfield's graves, but some of Eastfield's have been robbed, too.

     He has no idea who the grave robber is but figures he's a local. He doesn't know how long it's been going on but guesses that it's been over a year. Not wanting to make wild accusations, and fearing that he'll be thought a grief-addled crack-pot, he wants the PCs to investigate for him. He'll pay them well but wants the culprits returned to Westfield for justice (and the corpses for proper re-burial).

     Burke tells the PCs that there is a funeral tomorrow, the Widow Gainnes, and he believes the thief will strike tomorrow night. He wants the blackguard caught but he also wants the man responsible for it, too, so he's OK with them chosing their methods, either capturing the grave robber to question or following him to the trade point.

     The cemetery is located between Westfield and Eastfield, about a mile from each village. The cemetery contains a small shrine to the spirits and there are several stands of trees around which will provide cover.

     Burke takes the PCs to the cemetery and points out the graves he believes were disturbed (about 12) but there is little to discover, except that the new grave for the widow is freshly dug and waiting for tomorrow. The grave was dug earlier in the day by several Westfellian farmers, none of whom are involved in the robberies.

     Burke offers the PCs a fairly comfortable night's stay in his mill, as it will be easy to slip out unseen from the rest of the village when they go about their business.

     At the funeral the next day, if the PCs attend, there seems to be no ready suspect, just a bunch of grieving people. Assuming the PCs stake out the cemetery that night, they catch the grave robber, Merrick, in the act.

Merrick the Grave Robber, Normal Human; Alignment: Neutral; AC 10; Hit Dice: 2; Hit Points 6; Attacks: club (shovel, d6); Move: 60'; Languages: Common. 
     Merrick will only fight to defend his very life and prefers fleeing if confronted.

     If the PCs capture and questioned Merrick as to who hired him, that trips the Hidden Message spell (Iridia #28) that Merrick has been carrying with him for these many months. The Hidden Message simply states "So you're interested in who this worm works for? Fools and meddlers! Come seek me at the ring of ancient standing stones three leagues north of Toril's Grove on the eave of Midsummer and earn your doom!"

     Whether the PCs capture him to interrogate or follow him, Merrick leads them to a nearby ruin, where he waits for his buyer. The buyer, however, does not show up. Instead, an undead trap is sprung! 6 zombies rise from the ruins and attack!

Zombies (6); Alignment: Chaotic; Armor Class: 8; Hit Dice: 2d8, Hit Points: 15, 12, 10, 9, 8, 6; Attacks: club or rusty longsword (1d8); Save: F1; Morale: 12.

     Assuming the PCs are victorious, they've got one prisoner and 6 corpses. The zombies were from the cemetery and, while pretty badly hacked, are gratefully welcomed back by their kin for proper re-burial. Burke's daughter Sara isn't among them but the PCs still earn their reward. The rendezvous with the mastermind behind this evil scheme is left to the GM to determine.

****

     Devon's short sword bounced harmlessly off the zombie's tough hide as he ducked under his opponent's outstretched hands, narrowly avoiding being grappled and crushed to death. Around him, Apris was casting her magic and Aithne of Far Isle was firing arrows as fast as elvinly possible into the zombies, while that useless rat-faced coward Merrick was curled up into a ball, screaming like a little girl. Things looked pretty grim!

     Then from the darkness, a howling battle cry cut through the night and Abel Artone lept into the ruins, sword flashing in the torchlight, chopping one, then another of the zombies down. The shock of Abel's appearance even caused the zombies to pause briefly but soon the combat renewed.

     "Devon! Apris! Aithne!" cried Abel, "To me!" '

     Soon Abel and Devon were fighting back to back against a pair of zombies. Devon, bewildered by his friend's sudden and unexpected resurrection, focused hard on the enemy before him - after all, even with Abel here, they could lose! When the last zombie dropped, the trio turned to their good (and alive friend) Abel, and mobbed him.

     Abel raised his hands "Peace, peace! Let me tell my tale! I made it out of the ghoul's nest, I don't know how, but I was found by a friendly hermit who (with his mountain lion companion) patched me up and took care of me for two weeks. By the time I made it back to the cabin, you were gone, so I've followed you since. I arrived in Westfield late tonight and when I asked around, Burke told me where you'd be. I followed that one screaming" he continued, pointing to Merrick, "and here I am!"

     Turning to Apris, he handed her a wand and said "I'm sorry I frightened you but I hope this makes up for it. I found this trifle in the ghoul's lair. Perhaps it's useful?" Apris squealed with joy - a Wand of Magic Missile!

     Gathering up the prisoner, they soon were on their way back to Westfield. Devon looked at his friends and smiled. "We came for a corpse," he thought, "and found one of our own, alive!"

Thursday, December 6, 2012

Iron Rations Part XIII

by Matt Borselli

The companions were standing at the side of a dusty road, looking at a crude wooden sign posted on a tree. The sign in part read "Hiroz want'b" with more script below and an arrow pointing to the left. Devon Ashwood scratched his head. Abel Artone just looked baffled. Apris stared intently at the sign. Aithne of Far Isle was watching the woods.

     Apris said, "I think I know what it says: Heroes Wanted."

     Abel interjected, "That's an arrow, pointing that way. I can read that much."

     Devon asked, "Is that a three or a five?"

     "A five, and I think that's gold. I think," said Apris.

     "Are we done here?" asked Aithne. "I don't trust these woods. I feel we're being watched. Besides, 5 gold isn't much," she finished.

     "Well, it's more than we have right now. I say we check it out,” said Abel. He wrenched the sign loose from the tree and he started walking, following the arrow's direction. The rest of the group followed him.

     "What if it's only three gold?" asked Devon.

*****

     A series of signs lead them through the woods to a rough cabin made of old stone blocks and timber. It appeared that the cabin was built on the ruins of a tower, with one of the cabin walls made up of what remained of the tower wall. A raven and a songbird watched from a high pine tree.

     Abel loosened his sword in its sheath and muttered to himself, "I hope this is a serious job offer."

     Devon walked up to the door and hammered on it. Apris sat down on a large stone block next to Abel, resting her feet. The door remained closed, and Devon looked back at his friends. "Maybe nobody's ho-," he started to say as the door opened.

     A greasy old man, stooped with age and not smelling too good, stepped out. A scowl seemed permanently etched upon his face. "Well? What d'ya want?" he growled.

     Devon stepped back, not quite out of smell range and said, "Uh, well, uh. We saw that," pointing to the sign in Abel's hand.

     "Ah! Ye must be heroes! Yes!" a gap-toothed grin appeared and the old man motioned to the companions, "Come in, come in!"

     The interior of the cabin smelled of old fish and beans. A table with two chairs stood in the center of the room and a barred door was against the back wall, right next to a curtained area with an unmade bed beyond.

     The old man said, "I've got me a problem. I kin pay, if'n ya kin fix it for me." He hurried to a shelf and pulled down an old clay jar. He spilled the jar on the table and started counting out grimy coins, "1, 2, 3, .... Well, I think I have 'bout 5 geld here, in coppa and silva, if that's to yer likin'." He stopped and covered the coins with his hands and said, "But ye got to finish it, first. I'm not payin' up front!"

     Abel started to think this was a waste of time so he threw the sign down on the table and angrily asked, "What's your problem, Old Man?"

     "I've got somethin' livin' in me cellar. Kin ye handle it?" came the angry retort. "Or do ye get out?" The old man's eyes flashed fire!

     Devon stepped forward, holding up his hands. "Stay calm, everyone. Yes, we're here to help. What is it?"

     The old man grinned. "If I'da known that, I'da handled it meself! It's been makin' some noise fer some time. I don't like to go into the cellar no more." He went to the cellar door, removed the bar, and opened it. Taking a battered lantern down from a shelf, he lit it and held it out to Devon.

     "Thar's an old stone door at the bottom o' the stairs. I've ne'er open'd it but the noise is comin' from behind it. Ya suppose it'd be a Troll?" he said, pointing into the darkness.

     Devon and Aithne stuck their heads into the cellar and looked down the stairs. "Pretty rickety," thought Aithne. "I'm more likely to break my neck going down them than get hurt by whatever's there." Out loud she said, "Lead on, Devon. You have the light."

     Devon stepped into the cellar and slowly walked down the stairs. They swayed but did not break. The cellar was full of boxes and bales, tubs and barrels. Root vegetables hung from the ceiling and the smell was earthy. A large stone door was set in the far wall. Devon stepped up to it and listened, but didn't hear anything.

     Aithne, Abel and Apris followed him, but the old man didn't come down, instead watching from the top of the stairs.

     "Well," Abel said, pulling out his sword, "Let's go kill some beasties!" and the group marched through the door.


The Cabin and Dungeon

1. Cabin 
     The cabin is made of stone blocks and timber, with one whole wall part of the former tower. The inside is none too clean. A simple table with two chairs is in the center of the room. Behind a curtain is the old man's sleeping quarters. The walls are hung with lots of junk, shelves filled with old tools, rusted chains, jars with odds and ends. The old man's treasure consists of 5 gold, mostly copper and a few silver, in a clay jar. A barred stout wooden door leads down to the cellar.

2. Cellar 
     The cellar is original to the tower. Rickety wooden stairs lead down to a room with root vegetables and barrels of brackish water, weak ale and other stale foodstuffs, and broken furniture. A single stone door exits the cellar to the maze. The door is one-way into the maze.

3. The Maze 
     The door clicks ominously closed, locking the PCs in the maze. A bunch of passages lead off in different directions. The smell here is of deep earth with a faint touch of decay. At each location (A) is a dead (and devoured) adventurer. Mostly they are skeletons. Rooting about the body will result in:

     Roll 1d8
          1. 1d4 gold pieces
          2. A disease! GM's choice
          3. 1d4 silver pieces
          4. A broken weapon
          5. A useful piece of equipment. GM's choice
          6. A dagger
          7. A sword
          8. A broken lantern.

4. Ghoul! 
     A ghoul (hp 7) waits here, listening for the door to open. He'll follow the party for a while, looking for an opportunity to attack a lone PC.

Ghoul: AC: 6, HD: 2, Move: 90’ (30’), Attacks: 2 claws/1 bite, Damage: 1-3, all + special, Save As: Fighter 2, Morale: 9, Alignment: Chaotic.
     A successful attack by a ghoul will paralyze any creature of ogre-size or smaller (except elves) unless the victim saves versus Paralysis. The paralysis lasts 2-8 turns unless removed by a cure light wounds spell.

5. Open Cavern
     An open cavern. There are 2d6 giant rats (2 hp each) searching for food here. They will attack a lone PC but may not attack a large party. If the rats attack, the ghoul from location 4 will attack as well, hoping to get a tasty snack!

Giant Rat: AC: 7, HD: 1-4 hit points, Move: 120’ (40’), Attacks: 1 bite, Damage: 1-3 + disease, Save As: Fighter 1, Morale: 8, Alignment: Neutral.
     Anyone bitten by a giant rat has a 1 in 20 chance of being infected. This chance should be checked each time a rat successfully hits. The victim may still avoid the disease by making a saving throw vs. Poison. If failed, the victim will either die in d6 days or the victim will be sick in bed (unable to adventure) for one month. Roll 1d4: the disease is only deadly on a result of 1. The disease may be cured magically.

6. Ghoul Lair 
     This is the main Ghoul lair. The remaining two ghouls (hp 12, 6) are resting here. There is a wand of magic missiles (7 charges) in a pile of bones and about 62 gold pieces, in various denominations, scattered about. A crude secret door is against the back wall as an escape route if necessary.

7. Blessed Stone
     A gold inlaid piece of stone, blessed by some unknown holy god from the past, stretches across the tunnel here. The Ghouls cannot pass this holy area.

8. Exit 
     Exit to a small cave a fair distance from the cabin.


*****

     The old stone door clicked shut and the cellar was plunged in darkness again. The old man stood at the top of the stair with a slight smile on his face. He waited a bit, then slowly closed the door and barred it again. Walking to a basin filled with water, he washed off his face, removing the thick makeup, then he slowly straightened up, stretching his arms and back. The wig went under the bed and so did the smelly clothes. The now much younger and taller man put on a blue robe and pointed hat, put the false teeth into his pocket and picked up a staff hidden by the curtains. Returning to the cellar door, he listened at it, then satisfied that no one was coming out of there, past the one-way door he had rigged, he calmly walked out the door, closing it silently behind him.

     Finding the abandoned hut was a stroke of luck and the ghouls there made for an excellent trap. Those few other adventurers that happened by were wonderful test subjects until his true quarry wandered in. His contact in Haldane would pay him well for finally getting rid of those meddlers.

     The raven landed on the man's shoulder as he left the cabin. The smiling wizard and his familiar quickly walked out of the clearing into the woods, with only the songbird left to see them go. Night fell and the songbird flew away.

Wednesday, December 5, 2012

Iron Rations Part XII

Despite their comfortable accommodations, Abel was furious.

     He, Apris, Devon and Aithne had found a quaint village and decided to stay a few days for rest and recuperation. Although they did not speak of it, the encounter with Olwyn the Cleric weighed heavily on their minds. They had booked some nice rooms at a cozy inn and were settling down for a nice evening.

     That’s when the local wizard walked in. Charismatic, intelligent and worldly, he wasted no time in attempting to charm Apris. (Aithne found him boorish and retired to her room.) Apris was awed by the wizard’s exploits and hung on his every word. They sat by the fire, sipping brandy, while Devon and Abel looked on from across the room.

     “Who the hell does this guy think he is?” hissed Abel.

     “I think he said his name was Arkon the Enchanter,” replied Devon.

     “I don’t care what he calls himself. I’m going to kick his ass.” Abel got up and walked toward Arkon, fists balled.

     “Oh, Abel, I’m so glad you joined us,” said Arkon, looking up from his glass. “I was just telling Apris that you and your friends would be perfect for a task I need completed. I can pay you well.”

     “What?” asked Abel. Impatient, he continued. “Listen, friend, I don’t care about your task or your gold. I just want to go to bed and I’m taking Apris with me.”

     Looking to Apris, he said, “Let’s go.”

     “You are being rude!” exclaimed Apris. “Arkon has a lot to offer us and you are spoiling everything!”

     His voice rising in anger, Abel spat, “Apris, get your butt upstairs. I’m not in the mood for this.”

     Embarrassed, Arkon stood up and said, “I’ll leave you two to your dispute. Perhaps we’ll talk in the morning.”

     “Don’t bet on it,” shot Abel.

     Ignoring the comment, Arkon walked for the door. Apris and Abel’s argument grew more and more heated and Devon could only shake his head in disbelief. Hoping to salvage the night, he hurried out after Arkon, calling as he went. “Wait! Wait! I assure you that we can complete any task you need! Please, wait!”

Arkon the Enchanter, Level 5 Magic User; Alignment: Neutral; AC 9 (ring of protection +1); Hit Dice 5; Hit Points 12; Attacks: dagger (d4); Move: 90'; Languages: Common, Elvish, Dwarven

Abilities: Str 11, Int 16, Wis 15 (+1 on magic-based saving throws), Dex 12, Con 9, Ch 14 (+1 adjustment to reactions)

Spells: Sleep, Shield, Invisibility, Web, Fireball;  

Equipment: Ring of Protection +1, Wand of Paralyzation (5 charges), dagger, 20 gp.

Tuesday, December 4, 2012

Iron Rations Part XI


Devon could no longer contain his curiosity. He finally worked up the courage and asked, “Aithne, why are you willing to help the halflings? Charity isn’t normally something that motivates you.”

     “I could really care less about the halflings, Devon. I simply want to learn more about the human called Olwyn, who protects the spiders.”

     “What do you mean learn more about?” asked Abel.

     “What do you think I mean, Abel?” Aithne flatly replied.

     “I think you want to torch her like you did that freak we met in Haldane.”

     “Perhaps.”

     The four companions wandered on in silence, each pondering the events to come. Apris seemed especially worried, wringing her hands and anxiously looking at Abel.

     “Abel, why does Aithne want to fight the cleric?”

     “I’m not sure, Apris. I can’t say that Aithne wants to fight, but if it comes, she certainly won’t walk away.”

     “I feel that by helping the halflings we’re really helping Aithne to further her own agenda.”

     “Yeah, that’s pretty much it.” said Abel.

     Meanwhile, the cleric Olwyn sat on a stump, watching intently as a spider wrapped a hafling in a silk cocoon. The halfling had stopped struggling and a stream of blood now oozed from the poor fellow’s mouth and nostrils. Olwyn was detached from the event, simply viewing it as the ebb and flow of life. She had no idea that very soon an elven woman would engulf her in flames and would look at her charred corpse with equal apathy.

Olwyn, Level 2 Cleric; Alignment: Neutral; Hit Dice: 2; Hit Points: 9; Attacks: sling (+1 to hit, 1d4 damage); Move: 90’; Languages: Common; 

Abilities: Str 9, Int 12, Wis 15 (+1 magic-based saving throws), Dex 14 (+ 1 to hit, -1 AC bonus), Con 11, Ch 12; AC: 6 (leather armor, -1 dex); 

Special Abilities: +1 on initiative, turn undead; 

Spells: Light;

Equipment: sling, 12 sling stones, leather armor.