Showing posts with label 5e. Show all posts
Showing posts with label 5e. Show all posts

Monday, March 19, 2018

Crashing the Sea King's Party in a Yellow Submarine

Imagine this underwater
Our 5e Land of Azurth campagin continued last night with the party hearing a desperate plea for aid from Old Freedy, the kaleidoscopic tophat-wearing frogling ambassador from the Land of Under-Sea. It seems the utopia of Under-Sea has been overrun by the evil toad people from beyond the Blue Wall. Kully's father, Cory, and the cat-man Calico Jack were in Under-Sea at the time and are now aiding the froglings in finding champions.

The party quite reasonably wonders what they can do against a toad people army. Old Freedy explains that their are not actually that many toads, but that are too tough for the froglings to handle. The party was suggested by Cory Keenstep and Calico Jack (who had heard of them through his sister, Calico Bonny). Freedy discloses they have hired the party's old friend, the steam-powered  Commodore Cog to command the submarine craft they brought from Under-Sea.

This is all pretty incredible, but the most adventurous members of the party are eager to do it, and they overrule the more strictly avarous members. The first step (Freedy now reveals) is rescuing Cory Keenstep from the Sea King's folly. It seems he beat the libertine old merman in cards too many times, and the King won't let him go until he has gotten his money back.

The party traveled down a tube of airy water to the Sea King's palace. Only the female members were allowed inside by the sahuagin guard. They learn that the Sea King is sulking in his sanctum to avoid his ex-wife Cecaelia, who had taken over the second floor lounge. She was monopolizing Cory's attentions there. On a tip from some sea elf party-girls, Shade drugged an octopus body guard so that the males in the party could sneak in the back door. Unfortunately, the sahuagin and his four sharks caught them in the act and a bloody underwater melee ensued. The party was victorious, but at least 3 were seriously wounded.

Monday, February 19, 2018

The Unfathomable


Our 5e Land of Azurth game continued last night with the party undertaking a journey to Subazurth and the uncharted region of chaotic, wild magic called "The Unfathomable." This was an adaptation of Jason Sholtis's Operation Unfathomable with a modification of backstory as presented yesterday.

The party journeyed via boat on an underground river from Rivertown in Yanth Country to Troglopolis in Subazurth. From there, they were guided to the entrance to the Unfathomable, separated the Troglopolitan region by a chasm spanned by a tongue bridge from the devil-visaged entrance. The took the admission for stealth and monster-avoidance to heart. They were also, pretty lucky with random encounter rolls.

The crossed the seemingly never-ending googlopede. Everyone but Waylon the Frogling demured from trying the fungal offerings of the mushroom folk, and he got a gray growth that made him decidely less charismatic until it healed. They met a strange, depressed cyclops, who they tried to counsel. Then, Kully the Bard and Shade the Ranger fought three brain-bats, but made quick work of them.


They found a strange floating vessel and soon discovered it belonged to Major Mungo Ursus, a werebear in Her Majesty's Special Bureau. He explained he was here in this alternate future or past to stop Doctor Hugo Zunbar Gorgomza, the self-styled Robot-Master, who planned to utilize the Null-Rod to create a magic-free future where his robots could rule. Ursus planned to destroy the rod so Gorgomza couldn't get his hands on it.

Not entirely trusting of what Princess Viola would do with the Null-Rod, the party agreed to let Ursus destroy it--if he would give them his gamma ray pistol. Ursus agreed, and the he joined the party in going toward the west where his instrument readings had said the rod might be.They found a cave with a minature ice-city, and tiny beings who were worshiping the Null-Rod.


The party stole it. The Major destroyed it with his pistol, then handed the pistol over to the party. He admitted he had permanently set the power setting low so they wouldn't destroy civilization. The party agreed this was probably wise. Then, the werebear left in his saucer, and the party returned to the surface, mission accomplished.

Sunday, February 18, 2018

Operation Subazurth


My 5e Land of Azurth campaign will continue this afternoon and I'm playing on running the Knockspell version of "Operation Unfathomable"(with a few things borrowed from the Hydra version--now on sale!). This will require a few modifications to fit the campaign and will likely have a few more because, why not?

The set up is this: Viola, the Clockwork Princess of Yanth Country, asks the party to help out Indigon XI, Prince of Troglopolis and curator of the Museum of Eldritch Wonders. It seems his ne'er-do-well adventurer of a third son, Hokus, has stolen a device called the Null Rod and he and a group of mercenaries went into a prohibited underground zone, their to wrest new territory for Troglopolis to settle. This area has been prohibited due to its exceeding high levels of chaotic wild magic.

Hokus and his party appear to have been killed, but the Troglopolitans want the Null Rod returned, and Princess Viola (believing they are too incompetent to hold on to it) wants it brought back to the surface.

The bones (and most of the meat) of Jason's adventure will remain intact, because why change it? But many of the monsters and encounters will get an Azurthian veneer--by which I mean a veneer borrowed from cartoon model sheets, Silver Age comic books, and Oz stories.

Should be fun!

Friday, February 16, 2018

Uncovering Krevborna


Krevborna: A Gothic Blood Opera is a system agnostic setting book released this week by Jack Shear of the Tales of the Grotesque and Dungeonesque blog. The world detailed is the sort of place Jack deals with in much of his rpg writing: an early modern setting with more than a hint of the Gothic.

Full disclosure before I delve into the review proper: I am listed in the credits of the book as I have been a player in Jack's online game (Tobias Rune, Scientific Occultist!), and Jack has done some editing for me on my stuff in the past. We have been blogosphere friends since long before that. My view, then, is perhaps biased.

Krevborna is 109 pages plus an index. In that space it vibrantly evokes a certain type of setting, and gives you locales, NPCs, organizations, and conflicts with which to populate it. It is fashionable in many circles to say setting books should always be short or deliver things very lightly. This is an understandable reaction given the bloat that has afflicted many a "major" rpg company setting book. My opinion is this: A setting book should have exactly as much verbiage as it needs to achieve its goal (and that goal should in part include usability). This will inevitably mean that no setting book is for everybody. some people will want the exotic cultural detail of the Empire of the Petal throne or Glorantha, and some want a setting heavy on new mechanical tidbits, but otherwise interchangeable with any number of faux-Medieval worlds. Having written a couple of setting books myself, I can say that there are always people that think you gave just the right amount of detail and then those who want more. (There are probably also those who think I wrote too much, but they don't send me emails.)

I don't think I'm off base when I say that Jack isn't concerned with you being able to replicate his Krevborna in  minute detail; he wants you to be able to create your own Gothic-tinged, dark fantasy setting that may happen to also be named Krevborna. He is light on many details, focusing his time on directly addressing theme, tone, and atmosphere, and how you leverage these things in a fantasy game as a DM. Jack is very good at delivering these elements flavorfully but briefly.  Maybe it's his college educator background, but he's able to bullet-point and not be at all dry!

I don't mean to suggest there is no setting detail, because there are plenty of Krevborna-specific information and tools, and plenty of stuff to help players get into the mood, too: sample names by region, appropriate backgrounds, tables of dark secrets, and NPCs to be patrons, acquaintances, or antagonists. The great supernatural powers are briefly described, allowing DM's and players to flesh out the details as they will.

The last section of the book is a brief summary of Jack's approach or "house rules" for running Krevborna in 5e. This is light enough that no OGL is required, but meaty enough that those versed in the 5e rules will know what he is doing. The strength of the system agnostic approach is this can be easily ported to old school simulacra or DungeonWorld or whatever.

In summary, I think this is a great setting, but also a great demonstration of a way to present a setting, and is well worth the price of purchase.

Thursday, January 25, 2018

Azurth-dex 2018

As I anticipate my Land of Azurth 5e game resuming next month, it seemed like a good time to do another index of Azurth posts. Entries new since the March 2017 indexing are noted.

I've left off posts just updating work on Azurth projects and post-adeventure right up posts.

An Azurth Creature Catalog (through 2015) and playable races from 2014.

Creatures/races/hazards since then:
Alchemical Dwarves
Arthropods from Nowhere
Bad Seeds
Cosmic Cat
Faeborn of Virid
Frogacuda (new)
Giants of Azurth
Goblinic Slime
Heap
Mighty, the (new)
New Azurthite Races (new)
The PCs in the 5e game (new)
Random Motley Pirate Captains (new)
Subelementals
Shooting Star Folk
Stork of Azurth (new)

Places/Things:
Along (the Yellow) River
Big Fin (new)
Castle Machina
Deodand, Leprous
Geographic Highlights of Yanth Country
Islands in the Boundless Sea
Lardafa, the Beggar City
Mondegreen's Mixed Up Magics (new)
Motley Isles
Murk (new)
Night of Souls
Noom
Paper Town
Prismatic Hole (new)
Rabbit Folk Eggs (new)
The Stone Sages
Troglopolis
Virid

Cultures/People:
Mad Mirabilis Lum
Mysteriarchs of Zed
People of Azurth (NPCs)
Velocipede Gangs
Unusual Denizens of Azurth
Wizards of Troglopolis
Witch-Queen of Noxia

And an overview.

Thursday, January 4, 2018

Mondegreen's Mixed Up Magic


In the Land of Azurth, the wizard Mondegreen is infamous among magical practitioners, not because he was powerful (though he was) nor for his output of arcane scrolls (though it was prodigious) but because of his habit of misprinting magical sigils and formulae. He seems to have suffered some sort of malady in this regard, perhaps a curse.

A Mondegreen scroll will not contain the traditional version of the spell it appears to catalog at cursory examination. The subtle errors will either effect some aspect of the spell (50% of the time giving:

1 Advantage to the spell save
2 An increased duration
3 Increased damage (if applicable)
4 Decreased damage (if applicable)
5 A decreased duration
6 Disadvantage to the spell save

The other 50% of the time, it will not work as it should, but rather produce a magical effect from a roll on the Wild Magic Table.

Monday, November 20, 2017

The Contents of the Cube


Roll Call: Dagmar (Dwarf Cleric), Erekose (Fighter), Waylon (Frox Thief), Kully (Bard), Kairon (Demonlander Sorcerer), and Shade (Elf Ranger)!

Our Land of Azurth 5e campaign continued last night with the party about to barge into a room full of death dwarfs that also contained the 7 foot metal cube that fell from the sky. The party is prepared for the dwarfs this time, but they soon find their are also magic-users among them which changes things up a bit. After a short melee, our heroes prevail.

Inspecting the metal cube in the aftermath, they find a hatch hiding a recessed box in one wall with lever in it. Pulling it downward causes one of the walls to drop, revealing a lot of packing material--an a familiar looking automaton. Familiar, because it seems identical to Viola, the Clockwork Princess of Yanth Country!

The automaton comes out, twitching. In a stuttering voice, it announces itself as "Violet." It extends a hand, but when Dagmar shakes it, the automaton explodes. Only a few of the party members take damage, but they are caught off-guard when a second automaton emerges (this one seemingly undamaged) and gives her name as "Violetta."

Violetta is unable to answer most of their questions. She says she was made in a laboratory, but doesn't know by whom.

Around that time, the cave shakes again with another, milder, impact. The party heads out to take a look. They hear voices from outside the cave. Wanting to potentially hide the automaton from searchers, they send Kully out to greet the newcomers.

The three arrivals almost look like automata themselves, but most resemble Astra of the Shooting Star Folk, whom they met in House Perilous. The metal bearded leader calls himself a King as says he and his fellows were to transport the cube to a man named "Loom" who lives in the junk city in the desert. Loom likes making automata, apparently. The King also mentions during the conversation that he has a daughter named Astra.

Relatively convinced of the good intentions of the Shooting Star Folk King and not really knowing what is going on, they turn Violetta over to him. The Shooting Star Folk retrieve the cube and repackage Violetta with care, then take off. Kully wants to go with them, but the ballistic nature of their travel scares the others off, and they manage to convince him that should continue home.


When they get back in Rivertown, there's a surprise waiting. A calico cat man, doubly impossible for being a cat man (unknown in Azurth) and a calico male, and a frox in a fancy tophat are waiting for Kully in his room. They wish to enlist the party's aid in a journey to the Land of Under-Sea--and they also promise to take Kully to his father!

Sunday, November 19, 2017

5e in Exalted's Creation

Art by UDON
In a rare visit to rpgnet the other day, I saw a thread about utilizing the setting for Exalted for a 5e D&D game. The easiest way to do this would be to excise the Exalted themselves to one degree or another. Their fantasy superheroics would necessitate too drastic an overall to the D&D system (or the use of something like Kevin Crawford's Godbound). Removing the Exalted drastically changes the setting, true, but I think that's part of the fun of the mashup.

In brief for the unfamiliar, Exalted's Creation is a flat, roughly square, world with the Blessed Isle and a Holy Mountain at its center. The Mountain is the Elemental Pole of Earth, and in all other compass directions, Creation bleeds into the other Elemental Poles (Air, Water, Fire, and Wood).  Heaven is the home of the Celestial Bureaucracy and the gods that oversee the multitude of spirits in the world. Hell is something like the Greek Tartarus; it's the place of imprisonment of the overthrown and now demonic Primordals, the Titans that created the world. The Underworld, the realm of the dead, was created by the death of some Primordals during the titanomachy. Outside of Creation proper, orbits the body of a surviving Primordial, Autochthon, with people living in its Steampunkish interior.

All of Creation was born from the chaos of the Wyld, and it still lies beyond the borders. Fey have come from it in the past and attempted to destroy the irritant of stable form and matter.

Art by Christopher Stevens

With that out of the way, here are a few not-fully-formed thoughts on how to adapt some things:

There's a lot of change to basic D&D cosmological assumptions, but also some congruities to be exploited. Demons and devils get combined to the Yozis and both the Abyss and the Nine Hells can be encompassed in the hell prison of Malfeas. Tieflings would be the demon-blooded of Exalted. Warlocks fit well as their servitors.

Conflating the elves with the Fair Folk would emphasis the Chaotic portion of their traditional Chaotic Good alignment. The Wyld would make a more alien Feywild. Many aberrations might aslo fit within the Wyld.

The champions of the Moon, the Lunar Exalted, could be represented by Shifters and lycanthropes. Warforged could by Autochthonians. Dwarves are, of course, the Mountain Folk, and the Dragonborn take the place of the more dinosaurian Dragon Kings. The Elemental-powered Dragon-blooded could probably be placed with Genasi.

That's just to start. I think it's an interesting thought experiment.

Monday, November 6, 2017

Weird Revisted: The Tintype of Dark Wonder

The original version of this post appeared on November 2, 2010. This version has been lightly modified for 5e usage:


The Tintype of Dark Wonder is a magical artifact, often discovered at a carnival photography booth or in the possession of a street photographer. The photographer will not have taken the picture himself, nor will he know how it has come to be among his wares. It’s usually sold cheaply.

The small cult who follows the picture's movements, and chronicles them in iterations of the mimeographed or photostatted tract known as The Menagerie Grotesque, holds that it has its origins in drowned Meropis. No serious scholars view the cult as anything more than a collection of crackpots, so this, like all their other claims, are doubted. What is not in doubt, however, is that the item gives the possessor control over three magical entities, but at a price.

The possessor may summon the three, frankly ludicrous, animal caricatures pictured by simply holding the tintype, looking at the desired creature, and willing said creature to act in accordance with his will. When a creature is summoned it disappears from the picture, returning only when its task is complete. The creatures will act in the following manner:

The gluttonous frog: When called the frog will follow any individual the possessor wills. It will be invisible to all with magically aided vision but the possessor. The victim will find themselves with a growing appetite for food, sex, and other pleasures. Over time, these appetites will grow increasingly bizarre. The victim will gain weight, whether eating excessively or not. Over a period of 2-12 months they will become immensely fat and virtually immobile, and entirely depraved. A saving throw will allow the victim to intuit that they are under a curse. Remove curse will chase the frog away.

The lanky hound: When called, the hound begins harrying a victim. It will only be visible to the victim, the photo’s possessor, and those with magical sight. The hound will always stay far enough away from the victim so that it is a vague shape in the distance, or perhaps a distorted figure in the fog, glimpsed by peripheral vision. The hound's presence will cause the victim increasing feelings of dread and paranoia. Within a week, they will be suffering the effects of poor sleep. Within two, they will be unable to perform in any critical situations and be essentially homebound by fear--only being able to leave with a successful Wisdom save at disadvantage. The victim seeking out the hound and chasing it, will drive it away for a time, but it will return in 1d4 days. Only remove curse or the like will drive it away permanently.

The twisted eel: The twisted eel causes the degeneration of the body of the victim, by progressive nerve death, and crippling arthritis. The victim will feel the eel's cold-blooded presence but only the possessor and the magically sighted see it. After a 1-6 days of the eel’s influence, pain will cause a -1 [disadvantage] to all roles involving physical aptitude. After 2d4 weeks, dexterity and strength will begin to be reduced at a rate of 1 point a week. Healing magic will stave off loss for that week, but not halt the degeneration. When strength and dexterity are reduced to zero, constitution begins to decline at a rate of one point a day. Once again, remove curse or the like will drive away the eel.  If the eel is driven off before a score reaches zero, it will fully heal with time.

Death of the one who summoned the creature will also end its attack. If a remove curse drives the creature from its intended target, it will attempt to attack the possessor instead, unless a successful saving throw is made. Each possessor may only summon each creature once, after that the picture seems to be just a picture....except for the untoward attention it brings to the possessor from extraplanar entities, and sorcerous collectors eager to add the tintype to their collections.

Friday, October 27, 2017

Three Years in Azurth


October 20th marked the third anniversary on 5e Land of Azurth campaign, though we played our anniversary month game a couple of weeks earlier. The sessions have been about monthly, so it isn't as many adventures as it might be, but still is a milestone for a group of adults with busy lives.

In that time, the party has ventured briefly into the depths beneath the Clockwork Princess's Castle Machina. They defeated the schemes of a witch and cult of jaded gourmands in the Enchanted Wood. They took on the crime lords known as the Baleful Burly Brothers in Rivertown. The escaped the clutches of a manticore named Mortzengersturm. They explored a Cloud Castle and escaped a cloud giant wizard, Zykloon. The cleared out a wererat carnival. They rescued Gwendolin Goode from the Motely Pirates, and almost obtained the Confection Perfection from the Candy Isle.

Then things got really weird. They explored a floating Gelatinous Dome. They headed out into the Etheric Zone to break a Super-Wizard out of the Carnelian Hypercube. The investigated a whole in the ground and fell into a land of mushroom people, then a land of warring clans living in a ruined spacecraft, and hunted by invisible bugbears. Escaping their they were accosted by wooden gargoyle puppets, and encountered a weird control of dragon-wannabes, before finally getting whisked back to Azurth by the timely intervention of Father Yule on a windswept peak.

They were barely back in Rivertown when Shade's estranged mother sent them into the fairy-madness of House Perilous. Their adventures there included a brief sojourn to France. On their way back to Rivertown, they got sidetracked helping a milltown and forest overrun with iron woodsmen.

At the moment, they're looking for a fallen star in the caves of a group of Death Dwarfs.


Credits:
Dagmar (Cleric): Andrea
Erekose (fighter): Bob
Kairon (sorcerer): Eric
Kully (bard): Jim
Shade (ranger): Gina
Waylon (thief): Tug

Thursday, October 26, 2017

Skarzg

Art by Jason Sholtis
Large monstrosity, neutral evil

Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 30 ft. (40 ft. on all fours)

 STR 18 (+4) DEX 13 (+1) CON 20 (+5) INT 7(-2) WIS 9 (-1) CHA 6 (-2)
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Skarzg
Challenge 5 (1,800 XP)
Keen Smell. The skarzg has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The skarg regains 10 hit points at the start of its turn. If  it takes acid or fire damage, this trait doesn’t function at the start of the skarzg’s next turn. The skarzg dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions:
Multiattack. The skarzg makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the skarzg can’t bite another target.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 4) slashing damage.

Skarzg are rapacious predators, animalistic but cunning. They are very hard to kill, and they will eat anything. Their origins are lost in the mists of time, though some believe they were brought to this world by the Ylthlaxu who used them in sadistic hunts. They now roam free in the wild places, though thankfully, not in great numbers.

Monday, October 23, 2017

Mortzengersturm: Back in Print


That manticore wizard is at it again on the Prismatic Peak. I have a few copies available of the adventure that Christopher Helton at Enworld declares "channels the darkness of an 80s fantasy movie through the lens of old Hanna Barbera cartoons" and John Arcadian at Gnome Stew calls "incredibly fun and whimsical."

Order soon, supplies are limited!

Monday, October 9, 2017

Shooting Stars & Death Dwarfs


Our 5e Land of Azurth campaign continued last night (brining an end to our 2nd year of this campaign), with Dagmar (Dwarf Cleric), Waylon (Frox Thief), Kully (Bard), Kairon (Demonlander Sorcerer), Shade (Elf Ranger), and Erekose (Fighter) making their way back to Rivertown after a series of adventures, when they see a falling star. It's large enough and close enough that they hear an impact so they decide to go an investigate.

In the foothills of the Dragonspine Mountains they find a crater in the side of a hill and evidence that the squarish thing that made the crater got taken away by some sort of humanoids. The track leads to a partially collapsed cave entrance. Inside are several dead creatures that Kully and Dagmar recognize as Death Dwarfs apparently killed by the cave collapse precipitated by the impact.

Given the unnaturalness (even anti-naturalness) of Death Dwarfs, Shade feels that need to root out this evil, and the others at least want to see what they are up to. They find another entrance to beneath the hill, this time through a natural cave. There, they encounter 7 Death Dwarfs and slay them in a quick battle.

Passing through a submerged passage, they find a hopelessly insane human slave moving rocks for the Death Dwarfs. The follow him back to a room with falls an floor covered with a disorienting black and white chevron pattern and kirby-esque machinery crushed by the cave in. Here, more human slaves are working under the watchful eye of seven more Dwarfs. These go down even quicker than the last, but three display a previously unrevealed ability to turn invisible and escape.

Following them down the passage, Erekose and Waylon kick in a door to find more Death Dwarfs studying a 7 foot metallic cube.

To be continued!

Friday, September 15, 2017

The Azurth Adventures Digest is Here!


The first issue of the Azurth Adventures Digest is now on sale! Twenty-eight full color pages at 5.5 in. x 7.75 in. with art by Jeff Call and Jason Sholtis. There are random tables for the generation of quirky Motley pirates, a survey of interesting and enigmatic islands, and a mini-adventure on the Candy Isle. Plus, there are NPCs and a couple of monsters, all straight from my Land of Azurth 5e campaign.

Get the pdf here or go here for the print edition. (The link is also in the sidebar.)


For those of you interested in Mortzengersturm print editions: Once the first printing of the digest is sold and shipped, I'll again by selling Mortzengersturm. You can email me to get on the "waiting list."


Monday, September 11, 2017

Wizardly Imp-erfections

Our 5e Land of Azurth game continued last night with the mysterious absence of Kairon the Demonlander Sorcerer but otherwise the usual crew. Their investigation of the rampaging iron woodsmen had led them to the mill, where they discovered an invisible imp. It got away before they could capture it.

Our heroes still had no idea what was going on, but they knew Gargam the misanthropic wizard had told them the Snarts were captives of the woodsmen, and that was not the case. They made their way back to his dilapidated house, giving the remaining woodsmen wide birth. Waylon the Thief spied on Gargam through the window and saw him writing in a great tome. They knocked on his door and told him about the absence of Snarts and the imp. 

Gargam was his usual charming self. He professed no knowledge of the imp, but didn't seem particularly surprised that his assertion about the Snarts proved false. He quickly shuts the door in the party's face, but they decide to put him under surveillance and camp out nearby. When nothing has happened by morning, Waylon and Shade move in to pull a breaking and entering. They are surprised by Gargam's cat, Orias.

Art by JarrodOwen
The cat creates an illusion of itself, then jumps at them, growing in size to over two feet long. Erekose runs in to help, and the three make short work of the fast moving animal. Gargam shows up to acid splash them before they can deliver the coup de grace.

With Gargam's feline familar as a hostage, they demand answers. The wizard reluctantly admits to botching a devil summoning spell he got in correspondence with the Warlock of Lost Lake (now deceased). Gargam hoped to summon a fiend to destroy the mill (he loathes the townspeople) and have the blame put on the Snarts (who he hates). Instead, he got a mischevious imp that promptly ran away and monkeyed with the iron woodsmen, making them cease obeying commands.


The group forces Gargam to perform the ritual and summon the imp again. The imp admits to his had behavior, which he finds very amusing. He begs for his freedom and promises to leave the area. Shade is having none of it. This despoiler of the forest is facing his end. The party fries the imp with scorching rays, sending him back to the Nether Realms.

Next they track down the remains woodsmen and destroy those four, though as always they are tenacious opponents. Shade has a change to use the figurine of a bear she acquired back in the gelatinous dome.

After a brief talk with the townspeople, our heroes once again head out for Rivertown.

Friday, September 1, 2017

Hohmmkudhuk and Hwaopt

I presented these two races for 5e about a year ago, but since then I've colored the images by Jason Sholtis so I felt like I should highlight them again:

The smelly and scholarly hwaopt.

And the subterranean craftsmen, the hohmmkudhuk.

Thursday, August 17, 2017

Something Rises from the Prismatic Hole

Layout continues on the Azurth Adventures Digest. It's looking like it's going to shape up to 28 pages.

Anyway, here's another excerpt. The stats of the frogacuda from the Prismatic Hole:


Monday, August 14, 2017

Fiendish Implications


Yesterday, our Land of Azurth 5e campaign continued last night with the usual uuspects: Kully the Bard, Shade the Ranger, Dagmar the Cleric, Kairon the Sorcerer, Waylon the Thief, and Erekose the Fighter.

Still in the village of Lumberton, the party sets out for the Pine Sawmill to get to the bottom of the rampaging automatons. They figure during the day time that the mill will be mostly deserted as the Iron Woodsmen would be out lumberjacking. They taking the river to the mill is the safest route (considering what happened last time they were on the trail through the forest). They hope they will find the Snarts the wizard Gargam tells them are being imprisoned there and end this mess.

They go into the mill stealthly, with Waylon the Frogling taking point. Waylon spies one Woodsman at work on the second level. Before he consult with the others he also encounters a little blue man (a Snart he presumes) who pulls a megaphone from somewhere and alerts the Woodsman to his presence before running away.

The rest of the party runs to help, but the Woodsman has reinforcements as well, and the battle is joined. Thanks to some strategic spell work from the magic-users, Kully and Kairon, the most serious damage from the Woodsmen comes from the explosions when they are killed. Ultimately, they kill defeat the six in the mill, though Erekose takes heavy damage.

In the battle, Waylon shoots the Snart that caused this mess and he briefly plays dead, but reveals he wasn't injured at all. Dagmar talks to it before it leaves, and it reveals that the Snarts aren't responsible for the Woodsmen going berserk and nor are they being held captive. He hints someone with horns is responsible before he disappears.

A search of the workshop on the highest floor of the mill reveals tracks from some sort of small creature that isn't a Snart. On a hunch, Dagmar turns fiends--and an angry little devil becomes visible with a flurry of curses!

Thursday, August 3, 2017

Some Azurth Adventure Digest Art

The art for the Azurth Adventure Digest is rolling in.

Here's a a group of heroes versus the mummy of the Candy Temple by Jason Sholtis:


And here's the creature from the Prismatic Hole by Jeff Call:


Stay tuned for more!

Monday, July 24, 2017

If You Go Down in the Woods Today

Yesterday, our Land of Azurth 5e campaign continued last night...

ROLL CALL: Kully the Bard, Shade the Ranger, Dagmar the Cleric, Kairon the Sorcerer, Waylon the Thief, and Erekose the Fighter!

The riverside village of Lumberton has fallen on hard times. The owners of the local sawmill bought some automatons from a mysterious traveling salesman and now the things are running amok! Day and night, these Iron Woodsmen are clearing the forest and killing anyone that gets in their way.

Our heroes happen upon a desperate discussion between Mayor Bole Wood and his advisors, and succumb to the Mayor's desperate plea for aid (and promise of compensation). Eavesdropping on the conversation, the ranger hears mention of someone or something called "snarts" and is immediately suspicious they aren't getting the full story.

A talk with the alehouse matron, Burl, reveals that Snarts are in fact small, mischievous fey that the townspeople believe have cursed them and made the Iron Woodsmen go crazy. Armed with this knowledge they set out to find the hidden Snart village.


Just outside of town, they find a dilapidated manor inhabited by the wizard Gargam. Gargam is not the most pleasant of wizards or a great conversationalist, but they discover (a) that he hates Snarts, but wishes to use them for some undisclosed magical purpose, and (b) he says they have been captured by the Iron Woodsmen and taken to the mill.

The party heads toward the mill and comes upon an Iron Woodsmen work crew. A battle is joined. and our heroes discover that the Woodsmen are tough opponents--and they explode in steam and shrapnel if they are too heavily damaged. Destroying the 4 automata, but bloodied and battered themselves, the party retreats to town, where they confront the Mayor, who also believes the Snart curse levied due to their extensive clearing of the forest is the cause of their misfortune.

The party resolves to locate the Snarts and set this problem right.