Showing posts with label dwarven forge. Show all posts
Showing posts with label dwarven forge. Show all posts

Wednesday, 14 October 2020

Selling Dwarven Forge terrain: large tower

EDIT: sold all of these!


<shameless plug> If you've read some of my session logs, you'll have seen photos of cool 3D Dwarven Forge terrain. I'm selling off a bunch of those kits to make space in the hobby room. If you're in the EU, buying one of these sets saves you the massive shipping and tax hike you take via the Dwarven Forge store. 

Drop me a line in the comments or to oorlof at gmail if you're interested!

CONDITIONS

In almost new condition. Factory-painted packs, easy to touch up if the mood takes you. I ship internationally from the Netherlands and combine shipping. Payment via paypal. 

Price as below + shipping; we can definitely discuss a discount if you buy multiple packs. I figure about €10-30 for shipping costs within Europe, €30-70 to the US - can give more detail if you know your order and location.

  • 1x Watchtower set (+ additional set of crenellations), $320* 
  • 1x Alternate floors, $38 1x Big buttresses, $40* 
  • 1x Castle stairs pack, $62 
  • 1x Cube spacer pack, $48 
  • 1x Large ruined tower, $30 
  • 1x Large tower balcony & bridge base, $35 sold
  • 1x Large tower - palace, $90 sold
  • 1x Stone Bridge pack, $24

* lower price because some of the accessories went missing during a move: 

  • Big Buttresses: 4x Gargoyles
  • Large Watchtower: 2x Battlement Blade, 1x Arbalest, 1x Wooden Pole Stand, grappling hook

Photos!

Alternate floors; for half-open towers you can look into from the side.

Big Buttresses

Cube spacers (2 inch blocks) with one magnetic side - useful to quickly build up height.

Large Balcony and Bridge Base; turns a tower wall into a balcony or into the connection point for a bridge

Large Tower - Palace pack: 2 full floors with large open windows and stairs

Large Tower - Palace pack put together

Castle Stairs, including square and rounded wall blocks

Large Ruined Tower - use these wall pieces (and rubble) to break a tidy tower apart after an earth elemental hits it, or place in a forest to show a tower once stood here. Pieces connect to each other magnetically.

Large Ruined Tower, put together (they fit perfectly into a round tower wall; I've left gaps here to show the individual pieces.)


Stone Bridge Pack. Works standalone to cross a river, or as a connector between side-by-side towers with balcony/bridge connectors.

Large Tower Accessories: siege gear, flags, stairs (more in the other pic) and a LED glowing arcane artifact as a quest objective.

Large Watchtower, assembled. Comes with two sets of Battlements, so you can make two towers for the price of one (add the Palace Pack to make them extra high and connect them through the Balconies & Stone Bridge!)

 

Sunday, 20 September 2020

Belswick 23: kill all the elves

Last session in Belswick, our band of luminaries got rid of the Brent-clones infesting the Tomb of the Serpent Kings, and killed the original Brent the bandit where he lay in the fungal cloning chamber

This game, they get a loredump, find a scroll that would cause the Church of the Authority to eradicate all the elves, vandalize a priceless world map, and deal with a bound succubus and a talking alchemist's apparatus.

PLAYER REACTIONS 

SHAMS
Hilarious interaction in the party. Lomin on brand with an eye for loot and Tilbørd shaking his head about Lomin ruining the info on a priceless antique map.
The local potion maker trapped in this dungeon for a year and noone misses her. For shame.
If we keep on hitting necromancer / serpent folk tombs, people will start to talk.

MORTI
Our Dwarf has been impressive with the smart use of her Imp 👍🏻👍🏻👍🏻
Cool dungeon, lots of variation, great options for characters to shine. interesting fun hooks and most importantly: fun 👍🏻
Morti is spoiled for choice! 🤣🤣

TILLY

YESSS, sending Ricky after Tilly was excellent! And a nosy Elf at the door 🤫👍
Morti missing some parts - 👀👀👀👀 all eyes immediately swivel to Lomin. 😇 'what?!'
An absent-minded talking pestle and mortar, a succubus who is a bit rusty in the seduction department, an easily distracted flesh golem...and a mofo-ing Lich! 😮🤤

DM
Let me tell you, it's pretty hard to seduce someone with your wife sitting right next to you 😅
Nice highlights, thanks! Lich: too much? 😇 ...I mean, I'll be happy to turn it into a beholder or a dragon...

LOMIN
Holy Authority protect us.....
One big highlight. I think I hit my role perfectly, and so did the rest of the group. Loved the tinkering Gnome and the dealmaking priest.
(Me: I think it's a succubus. Tilly: Great. Time to take confession.)
And of course the Frankenbeast. After all the effort we took to go around it, Tilly points it straight for us. Nice cliffhanger though 🤔😉

 


All the OSR blogs I read say to Jaquay the dungeon with multiple entries and exits - this one is very linear except for the twin stairs leading from the round library/lab spaces below to the square lair on top. It's just easier to plan when using Dwarven Forge - I don't have the material to make more extensive complexes :)


LOREDUMP IN THE CLONING ROOM

Morti the gnome Artificer is fooling around with the fungal cloning chamber (hey look, it's got all kinds of other options!) with the help of his Green Book of Inventation. He's seriously considering turning the dreadful thing into a cabin for a mech. It does seem to be missing some parts though, and full functionality will probably only be possible after those control gems are reinserted.

It is a this point that Lomin, while prying gems out of a wall, gives the performance of his life trying to convince Morti that no, he'd never take any gems that weren't his. Especially not from that funky fungus machine.

Player is pleading for a mishap table. Soon.

Meanwhile the party's two humans Tilly the cleric and Guy the wizard currently a psion investigate a bunch of scrolls and frescoes the bandits shoved into a corner. Working together, they discover that this entire complex was once a last outpost of the Du'van Serpent Folk that ruled the world before the Authority struck them down and turned their homeland into the haunted Nightlands. 

A great search check uncovers a list of the six Du'van lords and ladies that traveled far from the Nightlands to set up a colony here:

  • High General Cyris Maxiumus
  • High Mage Xiximanter
  • Dark Priest Umtak Ktharl
  • Mistress of Spirits Til Zheng
  • General Daevis Vek
  • Striking Shadow Idzara

Another scroll explains their goals. High Mage Xiximanter sited this specific complex to research ways of bringing the Du'van back to life. To keep their race's souls safe and out of the grasp of hell and heaven, he manufactured a new race to house the Du'van souls. Sketches make it abundantly clear: the scroll is talking about the elves. Enough information to start a crusade, if given to the wrong people.

Tilly's grin is positively ghoulish as he looks over to their elf buddy Lomin, who is busy prying gems out of a wall map that seems to depict the entire world. (Which is valuable information for rulers and traders alike!)

  • gems: green sphere big as your eye, 23 facets, 500 gp; two grape-sized gems worth 350 and 100 gp (because of chipping); three smaller gems worth 100 gp each 
  • scrolls: 250 gp for their age alone, much more to the right party 
  • world map: 3x2 yards, chiseled into the living stone - needs serious labour to get this out of the dungeon. A perfect copy would be worth upwards of 750 gp. Dito for the other wall map the party found in Umtak Ktharl's tomb.
  • fungal resurrection chamber: uses a programmable fungus to clone whoever is inside. Looks to have other options as well, such as "enhancing" subjects. Worth 5000 gp, weighs a ton and a half: 40 inventory slots


HOW ABOUT THE SINGING?

Shams the Dwarf is getting curious about the last hints of activity in the dungeon. She can hear something heavy stomping around to the north (the other party members have encountered a big snake-themed stone golem here), sporadic singing to the west, and beyond that bubbling sounds and rattling bones. Time to get the party moving.

In a long room turned into a grubby theater, Annabelle the deerling potion maker is manacled to the wall - for weeks now, she says; which must mean she's been down in the wonky time flow of the dungeon complex for over a year. So who is the Annabelle the potion maker the group have met in the village of Crossroads?

The group interrogate poor Annabelle and don't seem to trust her. She breaks down and explains she's been forced to dance for the bandits - and the goblins before them - for weeks now. Can they please free her from this totally innocuous rune-covered manacle around her ankle? Morti plays his Wisdom 4 to the hilt, and picks the lock. The manacle opens, sputters some last binding magic and Annabelle gives him a hug and a kiss...Lomin's player looks on with bated breath, but nothing untoward happens.

Tilly isn't very surprised when Annabelle asks to give confession before returning to Crossroads. She explains to the young priest all the things she was forced to do...until he calls her on her bullshit five minutes in. The deerling shrugs, drops an illusion to reveal a succubus called Baltoplat, and it's time to talk in earnest. Lomin glues himself to the door but can't make out the exact words; he does pick up surprise, confrontation and then the unmistakable sound of Tilly giving a spiel and making a deal.

Morti wanders off to tinker with the fungal cloning device some more. If he takes apart his mechanical "unicorn" (miniature rhinoceros), he should have enough gear to slap some crab legs on the damned thing and have it walk itself out of the dungeon...


DEAL WITH THE DEVIL

"You don't seem troubled by dealing with a devil like myself, young priest."
"Lady, I have zero qualms about unleashing anyone or anything on the world. Let's do business."

It's about that point that Tilly asks Shams' invisible imp familiar Ricky to join the discussion. Damn that low stealth roll...

It turns out that the real Annabelle is a middling potion maker at best; she deals with someone in the dungeon who makes most of her brewings. Tilly suggests that Baltoplat take Annabelle's place in Crossroads, which she will agree to do until she's no longer interested. No formal soul-bargain is made; Baltoplat is happy to be released. (Counting his two browbeaten spined devils, there are now three devils in Tilly's employ. He's level six and has scared me to no end since the first session of play. 💟)

Ricky having heard the discussion presents a complication. The little imp has been caught in a Du'van trap since way before the Du'van assaulted Heaven and murdered the Creator; he behaves more like an army scout than a tiny tempter, and he's let Tilly know before that he doesn't understand all this temptation business. Who needs mortal souls cluttering up the Fort Below when there's a war against the Outsiders to fight? Ricky would love to find out, but can't plane shift to hell on his own.

Tilly wouldn't be Tilly if he couldn't make a deal out of this. In return for Ricky keeping mum, he will persuade his master Shams to spend one of her Six Questions to Hell, allowing Ricky to plane shift there and do some recon on the side. The deal is off when Ricky decides any of this could harm Shams, though.


LET'S HAVE A BREWSKY

Confession and deals complete, the party heads for the last unknown in the dungeon: skeletal bone rattling and weird bubbling sounds. They uncover a mini-dungeon run by a sentient alchemist's apparatus. 

I finally get to put on the personality I've been looking forward to since session 1: a happily condescending and forgetful horcrux-type that greets any non-Du'van with a cheerful "Hello, bipeds! My, aren' you splendid-looking mammals. And an inheritor (elf) as well!"

The cheerfully condescending pestle and mortar at the heart of the contraption introduces itself as Xiximanter the Alchemist, a soul fragment split off by Xiximanter the Wizard to take care of mundane affairs in the dungeon. The alchemist has been happy to brew all kinds of potions for visitors in return for livestock and test subjects. (Explaining nicely why Annabelle the potionmaker often takes a pig along when she visits her herb garden near the dungeon entrance.)

Xiximanter chatters along and convinces Morti to become an apprentice. ("Who's your owner? Yourself, you say!? Wonderful, what a joke! Now make a note, we'll need to research a new kind of grammar to distinguish between myself and Xiximanter the wizard. That's just too much of a mouthful.")

The players chats a bit about how Xiximanter could still be alive. Ghoul, wraith, vampire? I just smile at the camera when they say "lich".

Entrance from the larger dungeon top left; then stairs down to the alchemy lab, library and meat locker.

 

Patient conversation with a 5000 gp alchemy lab shows the group that Xiximanter split his mind and soul into multiple parts to multitask more efficiently. The body and arcane soul are busy working on the cloning and resurrection of the Serpent Folk. Meanwhile the alchemical intellect and social skills are stuck in the alchemy lab - happily so, the Alchemist confesses: he's lukewarm about the whole resurrection thing anyway. Much cooler to invent new potions.

Behind the Alchemist's back, Shams, Guy and Lomin are exploring. They find a big staircase to a hall with green-glowing cobra statues and four seemingly lifeless bodies in large glass vats. The place turns out to be boobytrapped; as Ricky the imp flies in, four giant claws lift the cilinders and a wall of fire springs up at the end of the hall. The bodies flop to the floor - four mutations of Brent the bandit, bred for stealth, brute force and something else, it seems; they must've died when Tilly promoted Brent Prime to another plane of existence last session. 

The wall of fire is still active, though. Asked how to pass beyond it, the Alchemist says that Xiximanter the Wizard doesn't like company; the only way in is with an amulet around one of their servitors' necks. Sure enough, in a meatlocker behind the alchemy lab is a flesh golem with a beautiful amulet around its neck. Morti turns invisible to steal it, Tilly does a "behind you!" in Du'van as the golem grasps for the invisible thief - and off the golem is, to a stairway leading directly to Lomin, Shams and Guy. We'll pick up right there next session!

I don't know why the players want to bother a clone-happy lich, but I'll be happy to oblige once they get past the golem guard and wall of fire...


Friday, 1 May 2020

Belswick 18: blood sports

Another session via Skype, with a separate laptop calling in to run the battlecam. Worked fine for us, except that I couldn't see all the players' video feeds and the sound kept glitching on me. Looking back, I hardly remember that. Roll20 or Fantasy Grounds? Maybe at some point. Skype is fine for now, and allows me to keep playing with paper minis and Dwarven Forge terrain.

OUR PACK OF MISCREANTS

Currently entered into the Devil's Ring pit fight as the "Children of Winter". We'll see if it sticks.
  • Tilbørd "Tilly" Miven Björnsson, human bard and knowledge priest of the Authority. Survivability of a wet paper towel and arguably the most dangerous of the entire party. Fervent maker of deals with warlock spirits, lich-priests, devils, ghouls, faeries and more
  • Mike, human druid with mild psychic powers after a nightmarish cult sacrificed his entire village to raise their star god
  • Shams, dwarf fighter/arcane knight from the Principality of Stone, opening a trade route with Belswick now that there's war brewing with the southern kingdom Arrayne
  • Mr. Lomin Mor / Lady Olga, Elf from Arrayne who has been impersonating the (deceased) Lady Olga of the fief one over
  • Guy, human diviner wizard with mild psychic powers after a nightmare-filled youth as heir to a lord in Arrayne

LAST SESSION

Last time in Belswick: Three months of winter, with the characters each taking care of their own affairs. Tilly undertook a pilgrimage to get his soul de-necrotified, Mike cut deals to regrow his left arm, Lomin/Lady Olga disguised their magic sword and arranged a marriage to head off a challenge to their rulership, Shams met with local rulers to talk about continued trade with the Dwarf Principality of Wild Stone, and Guy got information about his missing sister.

The group met up again at the winter festival of Candle Night / Devil's Dance. They got ready for the noble tournament, browsed the Candle Market and stepped into the illegal and possibly heretical Devil's Ring pit fight. The warm-up round saw the party take out a vicious manticore.


HIGHLIGHTS

I've asked the group to send in their high and low points for the session. Find the below by character name, as I'm keeping player names private. First, some comments that really made me proud:

Tilly: It was 'just an evening at the arena', but it had social encounters, background, depth, challenges, winnings and consequences.


Shams: Kick-ass setup by the DM. Session had everything from battle to social to background, with heartbreak and mystery, seriously cool!


Mike: Good setting of the scene by DM, never dull, always something happening.



THIS SESSION

"All contestants participate of their own free will", as the halfling barker Rennis keeps saying. The party druid seems relieved that any beasts they face in the Devil's Ring aren't forced to fight. Only later does it sink in that the barker was talking more about the adventurers stepping into the deadly fighting pit!

Shams: The best thing about the fair are clearly the snacks, and the wares on sale were really amazing. So much to see and do, when is the next one?

DM: you tell me!


Overview: are the ruined towers and cave bigger somehow than last night & session? On the night of Devil's Dance, they sure are.

PRE FIGHT

  • Some shopping at Master Hildebrand's in Walden town. Mike orders a Bag of Beans, Guy buys a Wand of Binding.
  • Shams asks about Lionel the Raven's magic ability boosting tattoos.
  • Mike and Lomin take out bets on their group winning the Devil's Ring.
  • Tilly is eyeing the sleepy looking cleric on the VIP balcony.
I'm getting a lot of mileage out of Dwarven Forge's mountain cliff pack.
The cave face was a handy way to screen my minis from the webcam. I shouldn't have bothered, the resolution was so grotty :)


Lomin's highlights: Shishkebabbing 2 heads with 1 arrow, leaving the goat’s head bleating miserably. Also seeing Mike jumping for a Frost Giants shield, like: What!? (Gonna miss that char.) Low point: Mike dying, good death though.

Guy highlights: fireballs :-), Tilly almost getting possessed, giant fight. Low points: Mike dying. Seeing a Vrock and a Slaad step into the ring. We're not ready for that.

Mike's highlight: Tilly trying to sell his soul, cool part of the session. Also: poor Mike, but great exit and we will meet again!



DEVIL'S RING SYSTEM

I'd planned out a three round structure against increasingly difficult opponents. Last group(s) standing split 2000 gp. Originally this was just going to be a couple of fights to fill this session-via-skype. Of course then I had to sit down and think about the history of the tournament, add some NPCs to chat too, and so on.

NPC groups have a fighting die and need to roll over the round number to win convincingly. Rolling equal to the round number means they get a strike (-1 to next rounds' rolls), rolling under means increasingly horrible defeat.

  • Hateful Hammers: d3 - three guys with a hammer theme: Ordek, an oiled a dwarf barbarian; Clovis, a human cleric of the Black Hand order, and the green dragonborn fighter Radantor. RIP, you idiots.
  • Autumn Shadows: d4 - a sneaky fishling rogue called Neftis, the two houndling fighters Frig and Bran, and the brash evoker Ermin.
  • Grey Whispers: d6: a tactically minded bunch of veterans led by a noble eagling called Tyaak from barony Ballumbie, an elf and magpieling rogue and fighter working closely together, and the very careful abjurer Teybrand.

ROUND-BY ROUND


ROUND ONE

  • Autumn Shadows handily defeat a two-headed crocodile (hello Dwarven Forge mini!)
  • Grey Whispers take out a Bulette by careful positioning
  • Hateful Hammers get hammered (ha) by a Helmed Horror
  • PCs get to go up against three Carrion Crawlers. Guy vaporizes them via firebal straight out of the gate, then Mike and Shams use Thunderwaves to finish them off
Partial paper mini line-up from printable heroes. Subbed a Blue Dragon for a Wyvern. Star of the show was the frost giant in the back, truly a beast. RIP Mike.

All groups advance to round two, with the crowd going wild after first blood. Tilly notices a supernatural attention focused on the Devil's Ring, egging on the crowd.


ROUND TWO

  • Grey Whispers manage to protect themselves and drive off a Wyvern
  • PCs spot the Chimera spiraling out of the sky. Fiery breath from the dragon head rakes the group, but clever spells and arrows take down the monster without too much trouble
  • Autumn Shadows just barely manage to fight off three winter wolves with icy breath

The crowd is blood-mad right now. Something's definitely up and Tilly senses an other worldly presence, waking, paying more and more attention.

  • Hateful Hammers, still a bit wounded from last night, get surprised and curb stomped by a vulture-like Vrock demon. They roll incredibly poorly and I rule that not only does the Vrock surprise them, it paralyzes them with its wicked screech and Tears. Into. Them. Blood runs down the tower steps as the crowd suddenly wakes up from their blood-crazy chanting.

Tilly comments: Sure, we'll join your fight club. What's that, it was set up to feed blood to a sleeping elder spirit/god/monster? Let's talk to that spirit.

Lomin comments: not sure if that Vrock demon thing was a high or a low point, but definitely a showstopper.


INTERMISSION

Crowd, fighters and players try to recover from that mood whiplash. Mike spots the sleepy VIP cleric walking around backstage and walks up to her. Tilly, being Tilly, goes straight for the spilled Hateful Hammers blood and dips in his hand to try and commune with whatever is behind the magic bloodlust. Shams and Guy follow their deal-mad cleric.

Mike chats up the nature cleric Josella, a Sleeping Priest who keeps a godling of Nature Red in Tooth and Claw bound in her dreams for most of the year. Only at Candle Night does she let it wake a bit, so that it can slake its bloodlust and sleep easier the rest of the year. Mike is alarmed, but manages to weedle some info about the final round out of the priest: things that are not what they seem and can turn invisible, and something big and brutal.

Meanwhile, Tilly has gathered most of this by straight-up shoving his mind into the drowsy presence of the bound godling. While he's protected by creative use of charm person, he thinks he's communing just fine. Top-side, Shams and Guy look on in rising alarm as Tilly is choking on his own tongue and chanting dark bits of scripture. Lucky him, Shams is there to slap him out of it with mailed glove, and Guy has a circle of protection prepped to break the connection.

Shams: It was all a bit weird in hindsight, especially with the cleric doing - what I gather from my time with this group - his regular thing. Was great fun to slap him around a bit.

In the fighters' tent, Lomin is trying to psych the Autumn Shadows by playing on their insecurities. Sadly, the party's evoker has an ego as big as Lomin's, and isn't easily swayed. Too bad - could have saved their asses.


ROUND THREE

  • Autumn Shadows went first, bunching up and making themselves easy targets for a cone of cold-spell from an invisible, flying Oni. They survive, because the demon-ogre thinks it's more interesting to knock them all out and steal their precious weapons.
  • Grey Shadows went third, getting flustered and routed by a chaotically casting and teleporting Green Slaad.

The Children of Winter, our heroes, had been dreading their own opponent. Demon? Spellcaster? None of the above. With booming footsteps, an ice-blue frost giant strode onto the field and dared them to do their worst. In return, it broke the towers the group was hiding behind, kicked them across the field, hacked with its titan axe and weathered a fireball to the face. Bearing the brunt of this was Mike - I'd tried to kick him out of the way so the giant could focus on other targets, but the druid insisted on tanking the monster.

And so it killed him, hacking the guy across every column of my Death and Dismemberment chart. Mike saved the party: him keeping the giant occupied meant that the others could pile on the damage from afar. Earlier in the campaign, the PCs had some favors to cash in and save their skins, but this time, Mike was in debt to the Faerie Sisters of Winter. Player did a great job RPing his character's demise, as he described shifting into the shape of a giant wolf with an icy left paw and slinking off into the dark woods.

Tilly's highlight: the Giant fight. She started overconfident, kicked around terrain and characters alike, died just in time to prevent two more fatalities. Mike was tanking like a boss, got an emotional death scene.


I could've ended the session there, but then we would have missed out on Shams intimidating the bookie into giving her Mike's payout (even though he hadn't placed a bet this last round). We'll do denouement over Mike's death next session.

Sunday, 12 April 2020

Belswick 17: online edition

Country's mostly locked down, so we moved our Belswick campaign online. Session 17 took place over two solo sessions, a bunch of emails and a group session via skype (my first ever!). Below is a session report, and I'll write a quick post about I'm moving the game online while trying to keep a tabletop feel later this week.

update: added Ulrike's Vision Brew shop at bottom of the post

HIGHLIGHTS

Lomin Mor's player: "Back in the dress at last! And nobody recognized me...and I'm getting married! 😁 Also some nice fighting, long live uncanny dodge. And it was just cool for all of us to play again. RPG via skype is different, but fun 👍"

Tilly's player: That moment where you ask "can I swing onto the manticore's back" and the DM goes "you can certainly try" and you make that roll...shite, shite, shite! 😂 Great mix of world building, building relations with PCs and NPCs, setup and even some combat"

LAST SESSION

Our stalwart heroes fought off a bunch of devils who had enslaved the One True Hydra and sent it to steal the King's Spear together with the royal shieldmaiden. NATURALLY this fight involved the druid hugging and freeing the firespewing dragon, losing his left arm in the process.

Meanwhile the party cleric banished the devil Count Naberius (reskinned Hobgoblin Warlord with dominate powers), took his skull and magic whip as souvenirs, then turned around and made a deal with the Count's servant spined devils to serve him for a year and a day.

These guys are barely level 5, by the way. You don't have to have tons of hit points or special powers to have epic adventures. Actually, the fact that the characters are still fragile only adds to the excitement when they take on these grandiose challenges.

Home base: Crossroads in the east of the barony. Big festival and pit fight: Walden town in the west - about 20 miles distant.

CHARACTERS

  • Tilbørd "Tilly" Miven Björnsson, human bard and knowledge priest of the Authority. Survivability of a wet paper towel and arguably the most dangerous of the entire party. Fervent maker of deals with warlock spirits, lich-priests, devils, ghouls, faeries and more
  • Mike, human druid with mild psychic powers after a nightmarish cult sacrificed his entire village to raise their star god
  • Shams, dwarf fighter/arcane knight from the Principality of Stone, opening a trade route with Belswick now that there's war brewing with the southern kingdom Arrayne
  • Mr. Lomin Mor / Lady Olga, Elf from Arrayne who has been impersonating the (deceased) Lady Olga of the fief one over
  • Guy, human diviner wizard with mild psychic powers after a nightmare-filled youth as heir to a lord in Arrayne
  • Aju, sharkling barbarian: formerly a shark from an underwater kingdom, now under a fading spell that turned him into a person for about a year  (real life got in the way and Aju's player had to bow out of the group for the time being. I'll arrange a proper send-off for Aju.) 
Remote play rig for this game: one laptop for my notes and my own skype connection, and a separate laptop with a webcam on a tripod to be a battlecam and to share images. Ran the entire thing over skype with physical dice. Might consider moving to Roll20 or somesuch if we end up remote gaming more often, but for now this worked just fine.

THIS SESSION

We're time-skipping through the entire winter, to keep the in game and table calendars sort of synced. Lots of downtime + two solo sessions means that there's quite some secret goings-on. Select to read if you want. I'll write up the group session first, solo dealings after that.

Group session:
  •  The big event of the season will be the midwinter Candle Night celebration, with a tournament and airing of griefs for the nobility, a big Candle Fair for the barony, and the dark rural Devil's Dance with a shady market and illegal (possibly heretical) fighting ring.
  • The group heads to Walden town and lose themselves in the fair. Lomin(Olga) and Tilly talk to the wizard Hildebrand, purveyor or magical goods and owner of Hildebrand's Arcana. The wizard has many items for sale, like scrolls, wands and other tools. (List at the bottom of the post).
  • The bard Denmir is very curious to hear about the group's exploits. Tilly leaks some information from a letter between a nun and her superior in the secret-keeping Order of the Moth, but keeps the truly juicy bits to himself. He does confide that his friends and himself were behind solving the riddle of the cursed water in Corsewall.
  • Shams takes in the sights, wandering the fair and looking at contests of strength and archery, sampling the many foods (much more diverse than those found underground!). She hears Lomin's voice and turns, but only sees the Lady Olga. The lady is not as spry as she used to be, but her frame still shows her old warrior strength. (Lucky check to hear a shade of Lomin's familiar voice, but then the insight check to pierce Lomin's disguise failed!) 
  • Lomin travels as Lady Olga and meets with her neighbour Lord Kerjules to discuss a political marriage: both know that Olga is old and frail, without heir or family to take over. What's more, there's a contestant of her rule from her late husband's side of the family: Sir Drake Selbern intends to challenge for fief Culfield during the Candle tourney. The pair decide to try and head off this challenge by each gifting 1000 gp to Baron Walden to allow them to marry. Fief Culfield will then fall to Kerjules should Olga pass away. That is, if Baron Walden accepts this plan!
 
I had a pit fight planned, but with two players dropping out, we decided to postpone that to next session. Ran a mini combat at the end of the session which was great fun.

  • Meeting up, Tilly, Shams and Lomin decide to visit Devil's Dance in the woods outside Walden town. Between the trees is a dimly lit fair with a potion brewer and fortune teller, a chuckling and whistling ravenling tattooist, and of course the barkers for the Devil's Ring gladiator fight! I stole the idea of a fighting pit from Critical Role. Normally I'm quite conservative with encountering 'weird' beasties like oozes, undead and mythical beasts, but in a dedicated monster fight, anything goes.
  • The real three round, 2000 gp prize fight against various creatures from the dark ("all of their own free will!") will take place one night hence. 25 gp per fighter to join the ring: the group discusses and decides to join! 
    • We decide that we'd like to run this fight with more players present than the current three. Shams does send her imp familiar Ricky into the Devil's caves where the opponents to the fight are housed. Ricky returns, having seen a giant two-headed crocodile, a raging armor-plated bulette, three giant creepy caterpillars and an empty armor with hellish red light coming from its visor. And that's just the possible opponents round one! Deeper in the caves, Ricky spotted a chimera with dragon, goat and lion's head. 

  • Tonight, there's a warm-up with all the contestants:
    • the brash Hateful Hammers have a rough time fighting a minotaur. Their dragonling fihgter is hurt badly, but they manage to take down the warrior. A cowled cleric from the Devil's Ring heals the minotaur and sends it back into the holding caves.
    • the slick Autumn Shadows decide to bide their time and do not enter this round
    • the proud eagleling noble Tyaak and his Grey Whispers manage to outwit a minor basilisk. Again, the beast is healed by the two cowled healers of the Devil's Ring.
    • my players have to pick a name for their group! They go back and forth - the Crossroads Killers, the Frosty Five, the Crossroads Chosen - finally they settle on the Winter Children. Their opponent is an enraged manticore! The beast flies over the frontlining Shams the Dwarf to shoot iron tail spikes at Lomin. Lomin's arrows hit home, Mike fails to hurt the beast's wing, Shams sends fiery blasts into the sky, and Tilly manages to jump on the thing's back as it rakes him with its claws. The Manticore plans to take the priest high into the sky, but Tilly is faster and burns the life out of the beast with an overclocked Inflict Wounds. The spell is so much more than the manticore could take that it plummets out of the sky, lifeless; not a usual outcome with two dedicated healers present, but also not unheard of.
Crowd ready for blood

Side events:
  • I harrass the group with costs of upkeep and lodging: 24 gp for four months of living poorly, or 120 gp for a modest lifestyle. The group decides to liquidate the few art pieces they found on their adventures to pay for winter lodgings. (Mike has bought his own terrain as an animal sanctuary. His tenants on their cottage farms that provide decent shelter and food, so Mike pays nothing!)
  • The first omens of war make themselves known. Lomin and Tilly both encounter prisoner escorts on the road; proud Arraynian warriors with a Griffon tattoo are taken north for interrogation and possibly hostage exchanges. There's a scuffle as a seedy gooseling sergeant and rabbitling corporal try to fill their roster by drafting the village smith Lambert, but both Shams and Tilly offer a minor bribe and convince the pair that the smith is better off crafting tools and weapons.
  • Lomin gets taken aside by his elder brother, bishop Urael, who wants to inspect the holy sword Lomin found in the tomb of Umtak Ktharl. Urael informs Lomin that the Order of Saint Kurelda would be very interested in the blade. Lomin wants to keep the find a secret for now. Urael replies that once the Authority puts such a relic into play, it is hard to keep hidden.
    • Lomin contacts his old guild master of the Violet Cloud thieves, the owlling Aran Linvail. The pair meet up in the Gilded Goose in Badlesmere and talk of old times.
    • Aran can arrange for a pommel gem that hides Lomin's conspicuous sword with an illusion. In return, he wants 500 gp and Lomin's promise to take on a few tasks for him; nothing wildly illegal, but there is a safe house that has fallen silent and could bear checking out. Lomin will ask his friends to join in for 250 gp.
  • Shams gets an audience with Baron Radnor, which is just one of the titles of Young King Cedric the Meek of Pembroke. They sketch the outlines of a trade agreement: Pembroke agreed to stop trade with the Dwarves 30 years ago to win peace with Arrayne. With the king's last peace negotiation failed, the Dwarves stand ready to trade again. A trade house will be set up.
  • Shams receives a speaking stone from her partner Dan deLion, sage and future master of the Dwarf trade house. The stone allows her to talk for 2 minutes with its partner stone, owned by Shams' mentor and aunt Tole in the Marble Library. Tole is proud of Shams for escorting (most of) the trade delegation to Pembroke, and sends her mighty warhammer as a gift. Both Dwarves can summon the thing to their hands from any distance, and they can even put small items (as big as a thumb) in the handle for transport.
One one one sessions:

Tilly the priest: 
  • donates 50 gp to Father Eustace of the local church
  • goes on a pilgrimage to get rid of the necrotic energy still coursing through his body. Death & Dismemberment table + nearly killed by necrotic energy = much win. Tilly actually seeks out the Radiant Maiden, his warlock patron who has been curing an outbreak of plague in the halfling settlement of Hay. The Maiden is sad that Tilly didn't manage to "free" (kill) the Hydra, but cures him of his affliction anyway. She truly cannot abide suffering. But if a chance presents itself to end the Hydra, rumored to be an elemental keystone to the Authority's power, she does expect Tilly to take it...
  • talks with Sir Kerjules (of Tilly's fief Culfield) and writes to Lady Liselle (newly-wed daughter in law to the local Baron) about setting up The Open Book Orphanage, a cloister school / orphanage where Tilly can teach kids to read and write and send them out to learn from local craftsmen. Offer applauded and for a mere 500 gp, building of the 50 5ft^2 structure can begin. Revenue after all upkeep, wages and taxes is a mere 5 sp a month, unless Tilly adds another 500 gp to get himself appointed as abbot, in which case he can rake in 100 gp a month.
    Liselle added that she likes the idea of someone she can trust close to the neighbouring fief Witmarrow (lord Vennax was involved in a kidnap attempt against her).
  • gathers information on the knight who summoned Count Naberius, Dread Sir Ulric and Sir Vennax by sending his two spined devils flying into the region
  • talks to Orbat the inn keep and arranges a secret site to drop his more heretical property; Tilly has let the widow Tillinghast's unused shack in the woods south-west of town
  • chats with Jacques Cousteau the ghoul and travels with him through the ghoul tunnels to the monthly ghoul market, where he sees many marvels and asks about turning Naberius' skull and horns into magical items.
    Both Vespero the Antiquarian (an ancient man wearing a plague doctor outfit) and the morbidly pale and obese demon thing called the Skinsmith can arrange for the crafting. The Skinsmith also offers the option of bringing the deceased back to life - in return for getting to add a modification to their body of his own choice.

Mike the druid:

  • performs a rite to regain his left arm by contacting the three winter fae Sorya, Kata and Illyria. At midnight on the new moon, he calls their names thrice and sits in his cabin as the temperature drops far, far below freezing. The sisters agree to build an arm out of freshly wept snow, ice shards from a frozen brook and fresh blood - if Mike agrees to pay them.
    • Daugher Illyria wants Mike's love: he is now cursed and cannot love or be loved.
    • Mother Kata wants his warmth for the winter: keeping warm will twice as much food and wood for the fire. 
    • Grandmother Sorya wants Mike to perform a service: he is to steal the food stores of a local lord and distribute the food to the common people. Sorya loans Mike a small burlap sack which is bigger on the inside to transport the food.
    • Payments agreed and made, the three winter fae weep snow for muscles, gather ice shards for bones and draw Mike's blood to bring the new arm to life. After the grueling ordeal, the druid has a left arm again!
  • rumors about Mike regaining his arm turn ugly. People no longer love the folk hero, even if they admire his prowess. One-legged Father Eustace makes the trek to Mike's animal sanctuary to see what's what. The former soldier becomes convinced that Mike made a deal with some eldritch power, but also sees the druid's good heart. Eustace lets Mike know that there will always be shelter in the church, and informs his congregation that Mike was blessed with a healing miracle.
  • Arm restored, Mike goes to Annabelle the potion maker and asks her to brew a potion that can transport something huge and valuable out of a room too small to pass. His goal is to free the basilisk of the Tomb of the Serpent Kings, but the 1000 gp dimension door potion is too rich for him; he'll settle for Reduction potions. Annabelle will have to gather ingredients first, she says.
    • Thinking to scout ahead, Mike makes it to the Tomb, only to find that a pack of bandits has moved in! They've even cleared the blockage that the party made in the tomb's back entrance. Then Annabelle shows op with a pig in tow, passes some coin to the bandits and heads inside to come out an hour later with two potions in her satchel. Mike rushes back to town to buy them off of her.
    • Mike returns to the tomb, shivering in the mildly cold air because of his deal with the winter sisters. He evades the bandits, takes the tomb's main entrance and sees the hammer trap restored. Trying to disarm it, he's ambushed by a wailing, glooping black ooze and an enraged snakeman skeleton with a vicious battleaxe. Summoning mist, he manages to evade the pair and sneaks in further to the basilisk room. 
    • The titanic beast recognizes Mike's smell from earlier contact and allows him to feed it a reduction potion. Reduced from elephant to dog size, it can easily slip its enormous adamantine chain and collar. Mike carries the tiny earth dragon outside and helps it evade the bandits by running off in Elk form.
    • Returning to its regular shape, The One True Basilisk finds itself in the open for the first time since a thousand years. It plays with the nearby trees, then strains and focuses - and on the horizon, a single tree on a hilltop turns to stone. Rumbling in elemental, the Basilisk tells Mike it will make its way to the high mountains. It will remember the smell of this tiny thing that set it free.

LOOT, STRANGE SHOPS AND THEIR STOCK

Hildebrand's Arcana
Master Hildebrand of Walden can craft magic items up to Rare level.

  • spell scrolls of abjuration, divination and transmutation: 50 gp x spell level
  • Xanathar's Guide: boots of false tracks, cloak of billowing, dread helm, horn of silent alarm, rope of mending: 100 gp
  • shield +1: 350 gp
  • weapon +1: 500 gp
  • ring of swimming or ring of jumping: 400 gp
  • wand of detect magic, secrets or magic missiles: 500 gp
  • boots of the winterlands: 375 gp
  • circlet of blasting: 600 gp
  • armor +1: armor cost + 500 gp
  • weapon +1: weapon cost +750 gp
  • wand of binding: 750 gp

Ulrike's Vision Brew
  • 5 sp for a fortunetelling by Ulrike
  • 50 gp: potions of comprehension, false life, hate, healing 2d4+2, love
  • 100 gp: energy resistance, giant size, glibness, healing 4d4+4, levitation, mirror image, shrink, silver a weapon or 10 pieces of ammunition, water breathing
  • 500 gp: deep sleep, ethereality, flight, haste, transformation: rat

The Ghoul Market
Prospero the Antiquarian can obtain anything and everything ancient and magical - for a price.
The Skinsmith is a master of taking bodies or body parts and turning them useful and strange.
The other vendors change from market to market.
If you're strapped for cash, you can exchange 1 ability point for 250 gp at the Ghoul market.

Prospero and the Skinsmith had ideas on how to alter Naberius' remains:

From Naberius' skull:
  • Goggles of Night 400 gp, OR
  • Helm of Telepathy 500 gp

From Naberius' horns: (two horns, need one horn per item:)
  • carve into Pipes of Haunting 350 gp
  • grind into Dust of Choking and Sneezing, 2 doses for 2x100 gp
  • ignite into Eversmoking Bottle 250 gp
  • reinforce into Horn of Avernus (reskinned silver Horn of Valhalla - 2d4+2 berserkers) 1200 gp

Party's magic items
See also

From last session:
  • Slavetaker, 700 gp: the commanding whip of the devil Count Naberius (Tilly)
  • Waveheart, 700 gp: necklace that allows water breathing, fast swimming and summoning a wall of water (Shams)

Earlier:
  • bronze scrying bowl that shows a target's deepest fear (Guy)
  • cloak of fire resistance (Mike)
  • Ebon Codex, book that opens route to extradimensional library (Tilly)
  • Hand of the Oathbreaker Backstabber - advanced Hand of Glory (Tilly)
  • Torch of Saint Kurelda, +2 sun sword (Lomin)
  • throwing dagger of returning (Aju)
  • Spellbook with 6 wizard spells (Guy)
  • The Injector Pike with 3 doses of acid (???)
  • 2x potion of stone to flesh (???)
  • potion of mellowjuice: deep sleep / hallucinations (???)
  • boots of elvenkind (Lomin)
  • stone of good luck (Tilly)
  • potion of flight, 1hr (???)
  • scroll of rope trick (???)
  • red bottle imp, rumor spreader (Tilly)
  • longbow +1 (Lomin)
  • twin daggers: parrying dagger, dagger of sneak attacks (Lomin)