Perils of the Sunken City Part II

Perils of The Sunken City play report part I

So when last we left our intrepid heroes they had just been transported by the sending stone to the arena ground. Now the scripted fun is about to begin. This post will not be as long and not as detailed as I don’t want to give away secrets of the adventure.

After arriving and the arena grounds the PCs decided to head towards the arena from the stone. The took a straight line approach to the arena from the stone. They encountered some creatures along the way and again all survived the journey to the arena itself.

Current party size: 15/16

Upon arrival at the arena they began to cautiously explore, I think they were waiting for the shoe to drop so to speak. They eventually make their way around to Mandrak’s private “luxury” box and have to find a way up the 10 foot wall. They decide to make a human pyramid and have the halving climb up them. The first attempt ended in failure, and the second attempt the pyramid was shaker but they tossed the halving to give him a head start. He was launched almost to the top of the wall, after reaching the top he tied off the rope and they climbed up.

The looted the dead spectators, and the VIPs. I put a diamond inside the skull of Manadrak. Ishmael Ibn Ayshid (wizard apprentice), studies the diamond and failed his save. A wierd image starts to swirl inside the diamond, and it eventually ends up burrowing into his skull and melding into his brain. Sleepy Bone Harding, goes after Ishmael but somehow Ishmael cast a hold person spell on old Sleepy. Ishmael states he wants no trouble and then starts to come too, not sure what is going on other than he feels ok for the most part. After this display the party decides to not try to kill Ishmael again. They boldly start to explore the arena with a devil may care attitude but just don’t seem to want to venture onto the arena floor. Eventually they do and some wild and hilarious times ensue. They eventually find their way into the dungeon

Current party size: 6/16 (Player 1: 1 character remains, Player 2: 1 character remains, Player 3: 3 Characters remaining, Player 4: 1 character remaining)

For the players that only had one character left I provided an opportunity to enlist the some Opposummen they encountered, as well as 1 human/per player that arrived via a strange sending stone accident. The characters that survived received enough XP to hit 1st level.

Time was running short for our session so not much exploration of the dungeon took place. They survived the first two encounters, with only loosing one 1st level character, and 1 zero. It will be interesting to see how the party fairs the rest of the way.

Current party size: 10

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Hand drawn maps

As my campaign is currently in flux as to what is going to be happening as far as setting goes I am shelving Friday’s Notable Neighbor posts. I am instead going to post my submissions for the Google+ and Twitter, Friday five minute map events. So with out further delay my submissions.

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M&MM: Shiny-spined Turf-Hurdler

Durning the Peril of the Sunken City funnel I am running my PCs went off book and decided to venture into the swampy morass surrounding the path out to the Sending Stone. (see Perils of the Sunken City play report part I) They encountered the feared Shiny-spined Turf-hurdler at the time I ran it on the fly, well now I have had some to think. The turf-hurdler they encountered was newly spawned and new to acquiring food. The stats and strategies are for more an “adult” turf-hurdler.

Shiny-spined Turf-hurdler: Init +1; Atk leap +2 (1d6/10′ of leap) or bite +2 (1d4); AC 15 (spiny scales); HD 2d8+2; MV 40′ walking 60′ leap (max height 40′); Act 1d20; SP immune poison, infravision 60′; SV Fort +2, Ref +1, Will -2; AL C.

Some say that the Shiny-spined Turf-hurdler is the of a giant toad or frog eating a creature that is tainted by demons. The toad/frog is then corrupted into this new hideous creature. Other scholars say that it is the mutated porcupines that make their home near two crumbling towers deep in the swamp that glow green in the night. Adventures say I don’t care where they come from just get me out of here.

Shiny-spined Turf-hurdlers will lay in wait under the water for days at time for prey to come with in range. When they sense prey nearby they will spring from the water and attempt to crush it by landing on it. It will bite at opponents but only if it can not jump at them. It’s jaw is not strong so after it crushes its prey it will open its mouth and scope its prey into its gullet. One man size meal can last it forth a month. It hisses and its spines lay will flare out when in close combat. Any who fumble and roll the max on their fumble check while in melee range stumble into the Shiny-spine Turf-hurdler and get stuck on it. Take 1d6 damage and Str check to pry yourself free.

I am not much of an artist but here some rough sketches.

I am not much of an artist but here some rough sketches.

 

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GM Appreciation Day, Thank you all

I would like to thank all the GMs who have run games for me over the years.  A special shout out to John at Age of Ruins.  Thank you all for the good times, and hard work you put in so we can have hours of fun.  I present to you all this Golder D20 or at least a picture of one anyway.

 

Golden D20 of fun providing and PC slaying.

Golden D20 of fun providing and PC slaying. Picture form Awesomedice.com

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Perils of the Sunken City play report part I

So today I ran Perils of the Sunken City, by Purple Sorcerer Games for my current campaign group and the game master of my play group. (Check out his blog, Age of Ruins). I put down on the table five face down sheets with four pre-generated 0 level characters on them. After the picking process happened I had everyone roll up one 0 level so we could all go through the process. I let them choose one of the four 0s to cover over and off to funnelville we went.

I started them walking down into Mustertown, they quickly made their way to the Soiled Dove. After forming their Free company, they were sized up for gambling purposes by No Legs. The PCs placed some bets with No Legs about their survival. I also gave them a chance to buy any supplies they may have wanted and as a group they chipped in for a 50′ section of rope. As they were about to start down the path I added in a little girl that was selling bobbles that would provide good luck. The little girl is favored by the Lady, maybe a daughter or just a girl she likes (More on this later). Shark Tooth Nigel (halfling dyer) had his slave Ursala Rotmeat (slave) buy him a polished stone, Sleepy Bone Harding (dwarf chest maker) bought a twig that had the bark whittled off and was died red with swamp water, Smudge McUrchin (14 year old orphan) bought a broken Daisy.

So they set off down the path about half way between the start of a the path and the Lady’s hut another group of adventures were heading down the path. One of them spots a chest half buried in the muck of the swamp (again something I just threw in for flavor). He makes it out to the chest and from 10′ away a giant frog rises up out of the swamp. The giant frog’s tongue whipped out and sucked the unsuspecting fool to his death. The frog hopped away legs still dangling out of his mouth. Now his four remaining friends shocked turned and headed up the road.

After seeing this the PCs first thoughts weren’t maybe we should stay on the path no it was, hmmm what is in the chest. Enter the first unscripted chance to thin the herd. They begin to discuss ways to get the chest or distract the frogs with “bait.” They cry out to the party that just lost one party member. The guy at the end of the line turns as the PCs say they want to help him get revenge and the chest. He leaves his other friends and walks down to meet this group of 16 PCs. Murder-hobo mode engaged as Smudge McUrchin lethally clubs this stranger over the head to provide the bait the party needed. Smudge now declares his name to be Smudge Chump Slayer. The party ties up the body with the rope and and the four strongest all grab a limb and start swinging the corpse. They fling him out into the swamp and start reeling him in to catch a frog so they can make a play on the chest while it is distracted. Now the adventure mentions snakes, bigger snakes, crocodillos, two-tonged mud wumpers, and even the occasional shiny-spined turf-hurdler as swap creatures. Now I don’t know what a shiny-spined turf-hurdler is but me and the PCs where about to find out. No stats were provided so I just made it up as I went. I described a giant geyser of water erupting from the swamp and suddenly landing near the body the beast standing about 9 feet tall (6 feet of leg and an armless 3 foot body) it is covered in spins that are laying flat against its body. (Imagine a barrel with legs) It blinks its 3 eyes and and then screeches and flares out its spins.

No legs and the crowd come down the path and start placing bets on the party’s chances. Initiative is rolled and the party wins and they descend on it. In all about half of them go down to fight it. They are lumping it up critical hits are flying everywhere. The party strong man Jadongo (animal handler) yanks the rope with all his might and slams the body into the turf-hurdler and it gets stuck on the spines and before it can attack once it is stuck down. Two PCs run to the chest and pry it from the ground, one is bitten by a snake but makes his Fort save and lives to fight on. The check the turf-hurdler for loot but there is none they untie the body (which they never looted, tisk, tisk) they get back on dry land a start in on the chest. The crowd is pissed that no one died and disburses. A two tonged mud wumper surfaces briefly and swallows the bait corpse, and then I point out they never looted it. A massive group face palming occurs and the chest is busted open. They find a bag with 75 copper that have corroded together and a book that has turned to slop.

So the party has gone off book in the first hour of game play resulting in wild adventure, free form problem solving, murder hobo style attacks, fought a wild swamp spawn monster that had no stats forcing me to make it up on the fly. Damn I love this game, it has delivered everything I was hoping for and they haven’t even gotten to the “adventure” part of the module.

They get to the Lady’s hut now and see that it is surrounded by the bobbles the little girl was selling. As they approach closer the curtain style door is pushed open revealing the Lady’s beautiful body she swings her hair away revealing a withered hags face. The party’s nameless dwarf (dwarven stonemason) says to Sleepy Bone that they should attack her, now mind you the two are about 3′ apart. The Lady moves each eye independently so that one can look at each dwarf. This freaks them out and nameless dwarf says, that it would be a bad idea.

Shark Tooth Nigel offer up his bobble to the Lady she examines him poking his checks checking down his mouth and finally grabbing his crotch. She tells him he has more balls than most halfings and dots his forehead with with three ash marks in the shape of a triangle. Next she heads over to Sleepy Bones who is holding his twig out, she looks him over and takes the twig. She reaches in the ash pouch and swings her hand out slapping Sleepy Bones across the face. She now steps over to 14 year old orphan Smudge Chump Slayer she gently rubs his shoulder slides her hand down his back pulls the daisy from his back pocket and squeezes his ass. He looks at her and he sees her lips coat over with ash and she plants a long and disgusting kiss on him leaving Smudges lips and face covered with ash and spittle. Now Ishmael Ibn Ayshid (wizard apprentice) tosses her a copper and asks what is the fate of the party, Lady says they stand a good chance of finding their fate in the sunken city and that they are touched for the killed a shiny-spined turf-hurdler. She then places a hand his chest leaving an ashen mark.

The group now ventures down the path to the Sending Stone and Proving Stone and this is where we have our first death. As they gather around the stone and are observing it the Proving stone starts to crackle in energy as it prepares to return a group of adventures. After the first NPC appears form the proving stone, the nameless dwarf says he is going to ambush the next NPC that appears. Suddenly a bolt of lightning rips out of the Sending Stone vaporizing the nameless dwarf leaving behind is only his possessions. His death taught them that whatever makes these stones work doesn’t like ambushing those that use them for travel.

In part two I will pick up with their arrival at the Arena grounds.

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Bandit Caves

I have been doodling a series of maps while I try to find the mojo to start on a much bigger dungeon system.  Here is one I did today detailing a series of caves used by a local group of bandits.  It is going to be generic no DCs, bandit stats, or treasure list use it to fit your needs.  Trying to get the old school feel pumping through my veins again.

Cave described left to right top row first.

Cave described left to right top row first.

Cave 1: Large room three cots, small fire ring, three barrels, Smaller room: makeshift desk (planks on barrels), three barrels, empty barrel seat, papers on desk detailing manifests of recently robbed caravan.

Cave 2: Two cots, both side chamber are made to look like cave in piles.  If removed each room holds three chests or crates or a combo of the two.

Cave 3: Small crate, three barrels

Cave 4: Two cots and make shift table (boards on barrels).  Larger room with fire ring:  two logs and fire ring, 14 barrels, surface of underground lake (what mysteries do its depths hold, mwahahahaha).

Cave 5: The Hideout

This cave system serves as the main base of operations for the bandits.  The first defensive item is a series of 4 large boulders that will role out and down hill towards the entrance crushing all that are in their path till they pile up in the choke point.  You can apply a ref save or whatever you wish to avoid them.  The boulders are triggered by a lever which is behind the log wall.  Two bandits operate the lever they should be equipped with ranged weapons.

Next item is a pressure plate (DC or notice check or trap sense, etc to detect), if triggered it releases a concealed steal spiked gate.  Damage as per your system of choice and reflex save to avoid if you wish.

The “Doghouse” contains a massive (large scale canine, demon dog, etc) it is on enough chain to reach anywhere in the room.  If party falls back to ranged attack it it will seek shelter behind the doghouse or just down the corridor they are not occupying.

The room of pillars contains 3′ high stone pillars set about 18″apart.  They will slow the movement of all that pass through to half except halfings, or gnomes.  They can be walked across (dex, agility, acrobatics etc) at 3/4 or full speed your choice. The room itself has a 15′ high ceiling with three archer positions, they floor of the archer opening is 10′ off the ground.  If the PCs crawl through the pillar area it should afford cover but slow them further.

In the large cave after the defenses there is a kitchen area with fire pit and hanging pot, plank table on barrels with barrel chairs, and a barrel prep table.  It has a archery range consisting of 3 round hay bail targets 3′ around.  The bunk room has cots for 9.   There is a secret room which holds high value treasure, 3 large locked chests,  7 large barrels.   Behind a wooden door is the bandit leaders room.  It contains a large hay mattress on top of 6 crates, a plank desk on barrels, a locked chest and two barrels.  Under the crates of the bed is a tunnel that leads back out to the surface.  I thought of this after the map was scanned, and I am still knocking the rust off.  You can decide it the PCs stand any chance of discovering the secret tunnel.  Only the bandit chief and his two Lieutenants know of it, and they will only talk if tortured.   Feel free to change, add, subtract whatever you wish.

Admittedly the final cave is really set up to make it hard on the PCs.  I may turn this into a DCC funnel since it is a meat grinder. MWAHAHAHAHAHAHAHA.

 

 

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Mighty deeds done dirty cheap

So I am getting ready to play in my first DCC RPG funnel and I am ready to role play like it is 1974. I am excited for Conan the Barbarian to meet Heavy Metal. Now I am not sure that is how it is going to be but I am envisioning that it will feel that way. I am absolutely psyched to play this and hope to the Gods that on viable fighter type makes it through the funnel. I am looking forward to unleashing mighty deeds all over this campaign world.

Also I have not been able to get this song (Dirty Deeds Done Dirt Cheep by AC/DC)out of my head so I present to you Mighty Deeds Done Dirty Cheap!

If you’re havin’ trouble with the captain of the guard
He’s givin’ you the blues
You wanna escape but not in his bed
Here’s what you gotta do
Pick up the Ram’s horn, I’m always home
Call me any time
Just ring 36 24 36 hey
I lead a life of crime

Mighty deeds, done dirt cheap
Mighty deeds, done dirt cheap
Mighty deeds, done dirt cheap
(Mighty deeds and they’re done dirt cheap)
(Mighty deeds and they’re done dirt cheap)

You got problems in your life of love
You got a broken heart
He’s double dealin’ with a devil
That’s when the teardrops star fella
Pick up the horn, I’m here alone
Or make a social call
Come right in, forget ’bout him
We’ll have ourselves a ball hey

Mighty deeds, done dirt cheap
Mighty deeds, done dirt cheap
Mighty deeds, done dirt cheap
(Mighty deeds and they’re done dirt cheap)
(Mighty deeds and they’re done dirt cheap)
Yeahhh

If you got a lady and you want her gone
But you ain’t got the guts
She keeps naggin’ at you night and day
Enough to drive you nuts
Pick up the horn, leave her alone
It’s time you made a stand
For a fee, I’m happy to be
Your murderhobo man hey

Mighty deeds, done dirt cheap
Mighty deeds, done dirt cheap
Mighty deeds, done dirt cheap
(Mighty deeds and they’re done dirt cheap) yeah
(Mighty deeds and they’re done dirt cheap)
(Mighty deeds and they’re done dirt cheap)
(Mighty deeds and they’re done dirt cheap)

Medusa head made statues, Bebilith poison tipped darts, Molotov Cocktails
(Done dirt cheap)
Garroting, contracts, lightning bolts
(Done dirt cheap)

Mighty deeds, done dirt cheap
Mighty deeds, done dirt cheap
Mighty deeds, do anything you want me to
Done dirt cheap
Mighty deeds, mighty deeds, mighty deeds,
Done dirt cheap, ahhhhh

Original song by AC/DC.

Not a reflection of mighty deeds of arms but the song needed to get out of my head (to make room for new voices). I am just excited to play woke up a 6:15 am EST and can’t get back to sleep. Is it 9 yet so we can meet at the Cracker Barrel and eat and get ready to start.

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