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

Sunday, July 11, 2021

From the Sacred Scrolls: Go Ape in 5e

This post first appeared in 2016...

As presented in the original films, the apes are fairly un-ape-like in characteristics (because of course, they are played by people in masks, but that’s beside the point). Taking what we see on screen and what we are told of ape history as true, we may assume they have been genetically modified/selectively bred to something closer to a australopithecine morphology. They don’t possess the long upper limbs and associated strength, relatively stronger jaws, or opposable great toes of modern apes.

Ability score increase. +1 to any two abilities of their choice.
Speed. The apes of POTA are more bipedal than extant apes, but their foot structure still doesn't appear to be as optimized for upright walking as a humans, and they tend to have a stooped posture. Base walking speed is 25.
Grounded. For whatever reason, apes are less susceptible to illusions and mind control. They have an advantage on saving throws to resist such attacks or attempts at subterfuge.
Keen Nose. Proficiency in smell-related Perception checks.

Subraces/Subspecies:

Chimpanzee
Ability score increase. +1 Intelligence.
Studious. Gain proficiency in either one Intelligence or Wisdom skill, or a tool proficiency.

Gorilla
Ability score increase. +1 Strength.
Menacing. Gain Intimidation proficiency.

Orangutan
Ability score increase. +1 Charisma.
Knowledge Keeper. Gain proficiency in one Intelligence skill.

Monday, January 25, 2021

Elves Don't Do Magic!


My kid has become a fan of Ben & Holly's Little Kingdom, a British animated series about the comedic exploits of a community of fairies and elves. These particular elves are certainly more of the Santa's and Keebler's varieties rather than Tolkien's. While the Little Kingdom elves are likely unsuitable as a PC rave in D&D as presented, I think their adaptable. 

Unlike your standard elf, they eschew magic. They are practical, hardworking beings, largely responsible for keeping fairy society up and going by filling positions in most trades and using and repairing modern technology.

Adult male elves tend to have beards. All elves seen to favor pointed caps.

Note that these elves are capable of using magic. Some are artificers of magical devices. They just believe that using magic inherently leads to trouble and it offends their personal work ethic.

Elf traits:
Ability Score Increase: Intelligence score increases by 2. Any other ability score of the player's choice can increased by 1.
Size: Small. (Elves in the cartoon are actually Tiny, but we're adapting here.)
Speed: Base walking speed is 25 feet.
Industrious: An elf is proficient in one skill and one artisan tool or vehicle of the player's choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
Technologically Savvy: Elves may add their proficiency bonus to any check relating to advanced
technology or mechanical devices.
Languages: Elves can speak, read, and write Elvish, Common, and another language of their choice.

Monday, November 16, 2020

Cutting Through Evil-Doers in the Land of Azurth

 A Sunday of last week, our 5e Land of Azurth came continued with the group finishing our adaptation of the adventure "The Barber of the Silverymoon" by Jason Bradley Thompson. With the intelligence gleaned from the captive znarr, the group continued exploring the caves. They sound discovered the real Tom the Barber in an oubliette. He led them to a Mr. B. Zoar, the korred whose magic hair was the source of all this madness. The korred looked sort of like this guy:

With the source of the evil hair removed, the party went looking for the Znarr queen Zarvoola. They happened to rescue an old acquaintance of theirs, Calico Jack the Cat Man, along the way. 

They found Zarvoola surrounded by a horde of sycophant znarr. The well placed sleep spells cut down on the enemy forces and then they were really cut down by the arms of the fighters. Even the cleric got into the act with spells and mace.

In the end, Zarvoola's true identity as a hag was revealed, and what znarr were left beat a hasty retreat. The party assured all the prisoners were freed and left it in the hand's of the logical magical society to clean up the mess.

Sunday, October 18, 2020

Weird Revisited: Bugbear Nightmare


In dark places where nightmares thicken and curdle, bugbears are born. They're gangling things with burning coal eyes that stare out of snarled fur, black and featureless as the night sky between the stars. They haunt abodes of fear and shadow: abandoned houses, ancient ruins, sunless forests; they even squeeze into the recesses of children's closets and the forgotten world glimpsed in the gaps between floorboards. Any dark corner is a door to a bugbear. They crawl out with great sacks clutched in their spider-fingered hands. Snickering, murmuring, they snatch up children and small folk in their sacks and kill those who try and stop them. They drag the children back to their damp, subterranean otherworld, and what happens there is best not discussed.

Besides (one presumes) their kidnapped victims, bugbears subsist on such inedible provender as glass shards, potash, and the heads of rabid bats. They consider certain venomous toads an utter delicacy.

Azurthite bugbears are statted like regular 5e bugbears with the following differences:

Skills Stealth +6

Special Abilities:
Plastic. Bugbears can squeeze through spaces as small as 1 inch.
Shadow Stealth. While in dim light or darkness, a bugbear can hide as a bonus action.
Sunlight Weakness. In bright sunight, bugbears have a disadvantage to attack rolls, ability checks, and saving throws.

Monday, October 12, 2020

Hair-Raising Horrors in the Land of Azurth


Our 5e Land of Azurth game continued last night, with Kully and Shade plunged beneath the shop of the Demon Barber of the Sapphire City. They encountered a number of ill-tempered purple creatures, before the chair Kully was trapped in was whisked to a lower level: a subterranean barbershop of horrors!

The rest of the party saw the events upstairs through the eyes of Waylon's familiar and rushes in. Just in time, too, because the Evil Tom's assistant, a redheaded little maniac with a straight-razor had knocked Shade out. Under the assault of the full party, he was soon dead, as was Evil Tom. 

Kully was rescued, but he was behaving in a more bombastic fashion, and the party was concerned. Shade became convinced the barber had done something to him.

The party explored the various rooms in the barber level, discovering magical pomades and hair-dyes--and eventually, stone stairs descending in darkness. Also, hair like vines hanging over it. Hair that sometimes attacked. Knoggin's Pomade helped tame it, and the party descended without further trouble.

They encountered more of the purple creatures, this time with one of their witchdoctors, The party overpowers then pretty quickly, though, and takes a captive to interrogate.

The creature tells them he is a Znarr and his people serve a a beauteous female of their species named Zarvoola. Zarvoola is holding some very hairy creature captive and orchestrating everything that has happened in a bid for conquest...

TO BE CONTINUED

Sunday, October 4, 2020

Adventuring in the Harveylands


I wrote a post about a year and a half ago about the Harveylands, the setting of the Harvey Comics universe as codified on the map above in the 80s.

While there are obviously elements of the comics that wouldn't fit a game of a D&Dish of even a somewhat unusual sort, I feel like you could jettison those and have something that wouldn't be that off-model. The only Tieflings of the "standard races" would appear, of course, providing for Hot Stuff and the Devils. There are several ghost races (for Casper types) floating around the internet, though. Witches like Wendy and rich kids like Richie would just be classes.

As presented, something like the Harveylands would be a fairly small setting, but big enough for a campaign, I think. Particularly, if the edges bled into more fantastic realms: the Hells, the Land of the Dead, etc.

Friday, September 25, 2020

Buck Rogers XX5e: Venusians

Venusians are a genetically modified strain of humanity, with smaller, closer set ears than is typical for humans of Earth, and a nictating membrane over their eyes. The tend to heavier-framed due to Venus' thicker atmosphere.

There are three cultural groups the partially terraformed Venus of the 25th Century: the Aerostaters, Ishtarians, and Aphroditians.

The Aerostaters are nomads you engage in trade and herding from their dirigible cities. They are stereotyped as friendly and fond of festivals and large parties.

The Ishtarian Confederation dominates the planets surface-to-orbit transport. They are most known for their theocracy and mystic religion.

The Aphroditians are natives of the southern continent. They are descendants of the original colonists of Venus and live in a society constructed around large fiefs controlled by one of several families. The people are mostly farmers or miners. They are stereotyped as shrewd traders, but also stubborn and hot-tempered.

Venusian Genotypical Traits
Ability Score Increase. Your Constitution and Wisdom scores increase by 1. You may also increase your Strength or Intelligence by 1.
Age. Same as humans.
Alignment. Any.
Size. Venusians are Medium.
Speed. Base walking speed is 30 feet.
Nictating Membrane. You have a Advantage against attacks which might cause you to be Blinded.

Sunday, September 20, 2020

Buck Rogers XX5e


I've recently been looking at 1990s Buck Rogers XXVc rpg from TSR. It's a not unclever update on the original Buck Rogers comic strip, which started as post-apocalyptic science fiction story but transformed over the original comic strip into a more pulpy space yarn. It keeps both of those elements, but weds them to a elements of hardish sci-fi, post-cyberpunk. 

Earth is mostly devastated and under the thumb of RAM (Russo-American Mercantile), a megacorporation that rules Mars. Several planets have been partially terraformed, and humans have been genetically engineered to live on them. Plus there are gennies, artificial transgenic organisms developed to help in the colonization of the solar system. 

The system the game used was a 2e derivative, which means it would probably be relatively easy to adapt to 5e. Not that any version of D&D is ideal for science fiction gaming, in my opinion, but hey, it's there so it's good for a blogpost or two.

Monday, September 14, 2020

The Demon Barber of Azurth


Our 5e Land of Azurth game continued last night, with the party at long last making it to the Sapphire City at the center of the Land--merely a waystation on their trek to Virid Country in the West. They immediately heard tales of a strange disappearances, and people being returned with no memory, sometimes strange minor physical alterations, and really good hair-dos.

Naturally curious, the party seeks out the district's only barber, Tom Sorr. Tom is a nice enough guy, but the party isn't convinced he isn't involved, particularly after they note an aura of transmutation magic about him. They become even more suspicious when a conversation with his young daughter reveals he sometimes has a false iron tooth and sometimes he doesn't, and his personality changes as well.

Deciding to watch the doings at his shop at night, they first have to deal with a misshapen, lumpish creature, they attacks them in the street. They don't know what that's about, but they assume it's somehow related.

They tried to entrap Tom with an illusion of the creature, but he's appropriately scared, so they drop it, and he chalks up the vision to stress. A few hours after he and his daughter are in bed, another Tom with wicked arched eyebrows reopens the shop.

Kully and Shade go in from a haircut. When Kully is seated in the barber's chair, manacles clamp in in place, and he is dropped down into an underground area, with Shade diving in after them. Whistling a tune, the nocturnal Tom descends after them.

(This adventure is based on "The Barber of the Silverymoon" by Jason Bradley Thompson.)

Sunday, September 13, 2020

Weird Revisited: Hwaopt

This post first appeared in 2017...

Hwaopt are reptilian humanoids from a distant world. They have large eyes and their dorsal surfaces have tubercules and spines marked with splotches of drab colors. They have adapted to a trogloxenic existence, with the largest group dwelling in and maintaining a vast, library cave system, which may be the greatest repository of knowledge in the know world.

As their vocation would suggest, hwaopt are bookish creatures--to the point pedantry in the eyes of many. Their tendency to verbose lectures on obscure topics is minor social deterrent to other species compared to their odor.  Hwaopt use chemical signalling as part of their communication with others of their kind, but non-hwaopt often find these pungent scents unpleasant.

Hwaopt are generally nonviolent, perhaps even cowardly in the estimation of other races. This is not true of their degenerate, brutish relatives, the troglodytes.

Hwaopt Traits
Ability Score Increase. A hwaopt's Intelligence score is increased by 2 and Wisdom is increased by 1.
Alignment. Hwaopt tend toward lawfulness.
Size. Hwaopt are medium.
Speed. Base walking speed is 30 feet.
Darkvision. Accustom to life underground hwaopt can see 60 feet within dim light as if it were bright light, and darkness as if it were dim light for 60 ft.
Odor. Hwaopt scent glands deliver subtle chemical signals to other hwaopt. They can tell if another individual of their kind has been in a room or other enclosed location (60 ft. area) within an hour and make a DC 12 Perception to determine their general emotional and health state and whether it is an individual they have encounter before. Open areas, a lot of air movement, or other strong scents generally make this impossible. Other races tend to find hwaopt scents unpleasant, so they wear masking perfumes when they plan to be around other species in close quarters. Creatures with a keen sense of smell must make a DC 12 Constitution check or be poisoned until their next turn. A creature who succeeds their check is immune for 1 hour.
Languages. Hwaopt can speak and read the Common language of humans. They also speak their own tongue, a language whose grammar is notoriously difficult to master. Their scholar tendencies provide them one extra language.

Monday, August 10, 2020

To Rescue the Duke

 

Our Land of Azurth 5e game continued last night, with the party plotting to free the Duke of Dhoona from the curse after having killed the evil, plant priest Slekht Zaad. Luckily, Zaad was at least truthful about bringing the antidote, they just have to find a means to deliver it.

Bell and Waylon (the only two not wanted but the city guard) go into the city in disguise to buy a wagon and oxen to sneak the others back in. They return, and everyone else hides in the wagon in any illusory pill of dung.

Once back in the city, they again seek sanctuary in the Temple of Azulina. They send Shade and Waylon to invisibly scout the ducal palace. They find it strangely unguarded, but they are wary.

The group decides to create a diversion with Kully the Bard rabble-rousing against the Duke's crazy policies (most specifically his beer tax) and the rest of the part readying for an invisible infiltration of the palace at the proper time. Kully's tactics work, and a small, but dedicated mob advances to cavort rudely in the Duke's beer fountain. Predictably, guards pour out of the palace to subdue them, and the rest of the part gets inside.

Searching quickly (i.e., not stopping to take treasure), they make their way to the upstairs. The palace is mostly empty, but they first discover were Zaad's ally the Guard Captain Draco Battles and his lieutenants are staying. After a tense moment, they manage to avoid them while invisible. Finally, they discover the Duke's room. Dagmar's Remove Curse has no effect on the mad Duke, but Waylon blows the antidote powder into his eyes, and the Duke comes to himself.

The Duke is only out of the party's sight for a moment, when Draco's men try to nab him. The party rescues the Duke and slays the two.

The restored Duke makes the other guards stand down. He rewards the party for their heroism, and allows Waylon to start up a party on the palace grounds with the liberated beer.

Monday, July 13, 2020

Pruning the Weed of Evil


Our Land of Azurth 5e game continued last night. The party had found what they were pretty certain was the gem containing the soul of Slekht Zaad, but like the good adventurers they are, they decided to loot the rest of the Shrine of the Black Lotus to make sure they didn't leave anything valuable behind.

They fought a mummy and some carrion crawlers for their trouble, but gained some gems and gold--and a few magic items including the mysterious Boots of Elvis-Kind.

Returning to Dhoon, Eric Goodbeard, priest of Azulina, told them the gem would like need to be in the vicinity of Zaad to make him vulnerable. He suggested they parley and offer an exchange for the the cure to the curse infecting the local Duke and the fay-flowers of Shkizz. The party sent Zaad a message offering a meeting on the outskirts of town, but what they intended was an ambush.

Slekht Zaad, protected by his invulnerability, showed alone. He hadn't reckoned on Waylon and Erekose being present and invisible. Zaad kept his distance, but when he moved to pick up the gem from where Kully had left it, Waylon swooped in to pick it up. A fight broke out, with Zaad slinging some powerful spells and the party being unable to damage him, until Waylon got into melee range with the gem.

Suddenly, the gem's glow faded, and Erekose's next blow bit deep into Zaad's flesh. The party hit him hard. He was a powerful foe, but he was no match for all of them ganging up on him. Kairon delivered the coup de grace with firebolts.

Now, there was the matter of the trecherous Draco Battles and the lifting of the curses.

Thursday, July 2, 2020

Weird Revisited: Hohmmkudhuk

The original version of this post appeared in 2016...
Art by Jason Sholtis
Hohmmkudhuk* are dwarfish beings resembling bipedal anteaters whose dorsal surface is covered with over-lapping, plate-like scales similar to a pangolin's. They spend much of their life underground in great subterranean halls or warrens. They are clannish and eusocial. Each hall belongs to a Queen, though her holdings are managed by her mate or mates, the Drone-Princes, of which there may be as many as three.

Only the Queen and her consorts reproduce, the rest of the clan is made up of their siblings and children who are sterile. Children are raised communally and in the same way: they pass through a sort of apprenticeship, doing low-skilled tasks as soon as they are able, then advancing to the role of warrior, trader or artisan as they so aptitude and develop the appropriate skills.

If the Queen dies or decides it is time to create a daughter-clan, one of her female progeny becomes able to reproduce and becomes a new queen. This new Queen will have a mate from an unrelated clan. These unions are arranged to form alliances, but their is also a strong tradition of wandering male adventurers winning the heart of a young queen.

Hohmmkudhuk know the ways of the underground and the working of stone. Their magic is bent to this purpose. They personify the planet itself as a goddess.

Hohmmkudhuk Traits
Ability Score Increase. Constitution score is increased by 2 and Wisdom is increased by 1.
Alignment. Hohmmkudhuk tend toward lawfulness.
Size. Hohmmkudhuk are around 4 feet tall, but heavy for their height.
Speed. Base walking speed is 25 feet.
Darkvision. Accustom to life underground Hohmmkudhuk can see 60 feet within dim light as if it were bright light.
Natural Armor. Due to their scales, Hohmmkudhuk get a +1 bonus to Armor Class.
Resilence. Hohmmkudhuk have an advantage on saving throws against poison and resistance against poison damage.
Languages. Hohmmkudhuk can speak and read the Common language of humans. They also speak and read their on consonant-laden, rumbling tongue.

*pronounced ho-hmmm-ku-thuk, where u is as in put and th as in though.

Monday, June 29, 2020

Hypnosnake Strikes!


Our Land of Azurth 5e game continued last night with the party moving on from the room full of zombies they slaughter last session. Moving cautiously through the underground area of the shrine, they made short work of most of the monsters they encountered: 2 gargoyles, a wight and the hypnosnake, above. Two ogres in cells (who loudly proclaimed wrongful imprisonment) they wisely chose to bypass.

Finally, they came to a chamber where a large, sickly green gemstone pulsated with evil energy. There Erekose laid low a specter with one action (and an action series) in a ferocious series of blows. The group gained the specter's not insubstantial treasure--and the gem, which they somehow recognized as the one containing the soul of Slekht Zaad.

They try to destroy it, but they can't. They decide they'll have to town and seek help from the Hierophant of Azulina.

But before then, emboldened by the relatively easy time they've had so far, they decide to explore a little further into the subterranean portion of the shrine.

Monday, June 15, 2020

Flowers and Zombies


Last night's Land of Azurth 5e game found the party still in the hidden fane of the Black Lotus. The floral tiger creature that menaced them at the end of last session turned out to be friendly when Shade the Ranger used speak with animals to converse. The creature told her how it had been imprisoned by Zaad and its pollen stolen for the evil priest's purposes. The creature wouldn't take them there, but did clue them in that Zaad's "malignant heart" was on a upper floor of the fane.

The party went seeking the stairs. They discovered a room where some sort of wine was being made from the flowers they had found in the vats. They were confused by a weird hallway that seemed to reverse the direction of your travel. They sneaked past some arguing clerics in plate only to stumble right into a trap, when a portcullis came down on Dagmar!


The party was unable to lift it. They were all trapped when some guards attacked. Erekose's crossbow and Shade's bow won the day, though, and examination of their surroundings lead to the discovery of a secret door, though it was beyond their reach. Waylon's mage hand opened it and discovered a small room with a winch, presumably to lift the portcullis. Two mage hands in concert were able to turn it enough to give Dagmar space to crawl out. While she worked the winch, one of the enraged clerics attacked the party.

Erekose killed him, while Wayon took out another that emerged from a second secret door. Another guard had barricaded himself in a room, and bargained away a dead cleric's scroll to get them to leave him in peace.

The party turned their attentions back to the endless loop hall, and finally figured out the trick. They climbed the stairs to the second level and pretty quickly discovered a room full on zombies. They stood their ground, and soon piled up the newly un-undead corpses.

Monday, June 1, 2020

What's Up, Tiger Lily?


Our 5e Land of Azurth game continued last night with the party having the proverbial tiger by the tail in the form of the evil high priest Slekt Zaad. They killed his wizard acolyte, but by that time, the Guard Commander Draco Battles and his troops had the temple surrounded. The only choice they had was negotiated surrender, which they agreed to with the understanding that Slekt Zaad will also be arrested and his insidious, flower-related plot investigated.

Once they're in a cell, they discover they've been tricked. Draco is working with Zaad. Zaad taunts them with a riddle regarding the source of his nigh invulnerability, but it's little help to them while they're imprisoned. Lucky for them, Waylon and Bell had not turned themselves in, but instead were hidden invisible within the temple. They slip out and make their way to the inn where the party was staying.

There, they strike up a conversation with a mysterious, hooded man with a luxuriant beard. They discover he's the local hierophant of the shrine of Azulina, Erik Goodbeard, and he's willing to help them to get the Duke out from under the thumb of Draco and Zaad. His plan involves a seldom invoked, local sanctuary custom.

The party has to forfeit their worldly possessions, but soon they are on their way to a monastic life in the service of Azulina. Which means, they slip out of town the next morning in a wagon full of food for the poor to locate a lost Black Lotus Fane hidden on a vine-covered hillside.

They find a tower nearly consumed by vines. Its insides are gutted, but there is an entrance to a cave. Within they find the hidden temple, including a laboratory facility where numerous exotic flowers are being grown. Marveling at an avian flower thing, they almost miss the floral tiger sneaking up on them and preparing to pounce!


Art by Iguana Mouth

Monday, May 18, 2020

Showdown in Dhoon


Our Land of Azurth game continued last night. The party sprang its ambush on the demon Porcus. After he cornered them in a side room, he surprised them by wanting to parley. On the condition they leave town, he revealed that he had nothing to do with the fay-flower blossoms and had only been summoned by the townsfolk cultists afterwards. He alleges the true culprit is a wizard from a neighboring town.

This is Dhoon on the banks of scenic Lake Dhoona. The party makes their way there and discovers the local lord, Lorn of Dhoon, has recently had a personality change and has been making some really nonsensical decrees. His latest sees dwarfs banished form the town under penalty of stretching on the rack.

Turns out there is no wizard in town anyone knows of, but there is a dark druid, high priest of the chaotic Church of the Dark Flower, named Slekt Zaad. That was the name Porcus gave them they couldn't remember!

Kully's got a plan to frame any mayhem on their rivals, Prof. Marvelo and the Eccentrics, while invoking Mayor Drumpf's name in a sting on Slekt Zaad. They go to the temple and get an audience with the high priest. He seems disinterested in their fake offer, but their dogged insistent regarding the fay-flowers eventually ticks him off. Slekt reveals his true face: he's some sort of plant man:


He has the doors shut by his guards, and even offers the party the first shots in the the throw down. None of this particularly worries them being a brave--or foolhardy--bunch. However. none of their attacks seem able to hurt Slekt Zaad. Eventually they switch tactics and grapple him. He can't escape, but they still can't hurt him!

His wizard ally shows up and tosses a fireball. Slekt is still threatening to kill them. Erekose is dragging the grappled high priest toward the door--but then he's paralyzed!

Monday, May 4, 2020

The Power of Porcus


Our 5e Land of Azurth came continued last night. In the last adventure, the party had followed some robbed figures into passages beneath the town of Shkizz. There they fought some giant rats and found a door beyond which they could hear chanting. They tried to slowly open the door, but when it appeared stuck, they just forced it.

The  robbed figures encircled a strange fire within a domed room carved from limestone. Above the fire hovered an anthropomorphic boar with undersized bird wings. One of the cultists sighted them, and the group demanded the party leave, as did the boar creature, Porcus, in a stuttering voice.

The party declined, and a melee ensued. The party dished out some damage, but Porcus was no slouch and soon Dagmar was down. Shade went to rescue their healer, but Porcus used their lack of focus as a chance to teleport out of the fight and slip into a secret door at the far end of the room. Our heroes, bloodied, had no appetite for chasing him

The cultists filed out past them with disapproving glances and remarks about both their jailbreak and their rude interruption of the meeting. The group let them go, then followed them back up to the surface.

Dawn was breaking. The party returned to their rooms where their stuff was still intact, and caught a short rest. The next day the townsfolk, once again law abiding, gave the party no trouble. The innkeeper had been among the cultists, but he either couldn't or wouldn't discuss Porcus.

Our heroes decide to go on a stakeout to see what happens at the switch over from day to night behavior. Dagmar was outside as night fell (determined to guard the wagon after two wheels were stolen the night before), and noticed strange flowers abruptly blooming on am unfamiliar tree. Detect magic reveals these blossoms to be magical.

Shade with her woodland lore knows them to be fay-flower trees. They cause madness. They were believed to be extinct.

The party believes it's the long term exposure to these blossoms causing the weird behavior, but where does Porcus enter into this? Before the nighttime revelers come out, they decide to go back to the underground tunnels to lie in wait in the ceremony room.

They do a little bit more exploring and bust into the home of mushroom farmer wererats, then happen upon another wererat pretending to be a captured human. In the ritual chamber, they find two wereboars emerging from the secret room (who they dispatch) but no Porcus. They settle in to wait...

Monday, April 20, 2020

Strange Days and Nights in Shkizz

Our 5e Azurth game continued last night with the party still on the road to the Sapphire City at the center of the Land of Azurth. After several days on the road, they were now near the northern border of Yanth Country. Tired of sleeping by the roadside, they decided to spend the night in the sound of Shkizz. Kully has heard through on the bard circuit that Shkizz is a really boring town, but a safe one.

Emblazoned on Shkizz's walls are the motto: "Blandness is Next to Godliness." The party finds out the town tries their hardest to live that by that creed. All the food is bland, the clothes unisex and colorless, and there is no alcohol to be had.

The party gets rooms at the Tranquil Glenn Inn, where they are in bed by curfew. Several hours after they are in bed (but not sleeping, suspicious of this town), they are awakened by sounds of merrymaking, and wild abandon. The people of Shkizz have traded their drab clothes for colorful carnival attire (when they are wearing clothes at all), consuming massive amounts of alcohol, and generally engaging in wanton hedonism and even criminality.

The party doesn't understand what's going on, but they do a little drinking and play some music to blend in. After a few hours, the revelers were either passed out, concussed, or secluded for amorous activities. The party took up strategic hiding places to see what happened next. As dawn begin to break, hungover workers arrive in their daytime attire to clean up the the detritus of the night's debauchery.

When the party tried to question the townsfolk they were met by icy stares--and then they were approached by guardsmen who arrested them for not disturbing the peace the night before! They were swiftly taken before a judge and found guilty of not committing any number of crimes. They're sentenced to two days in jail.

The party plans to break out at night time, thus committing a crime and obeying Shkizz's rules, but before they do, they see robed figures descending down a hidden stair in the back of the court building.

Their curiosity piqued, once they escape, they follow the mysterious figures below.

Monday, April 6, 2020

The Tower & the Shadow

Our Land of Azurth 5e game continued last night with the party pressing on toward the shadowy ruined tower (and forgetting their captive in the process). They made their way to the wall surrounding the tower's courtyard. It was made of an alien stone black as vantablack. As the party was peering over it to get a glimpse of structures on the other side, a monstrous black wolf whose breath was icy cold.


They found fire effective in combating the beast, but it seemed to be able to pass through other dimensions to move from place to place. It appeared behind the party and blasted them with its frigid, slaughterhouse-stinking breath. Most of the party went down under the assault; only Shade, Dagmar, and Erekose withstood it. Waylon had chanced to jump over to the other side of the wall, and so was unharmed. Dagmar did a mass healing, and the party dispatched the beast with fire based spells.

They moved into the courtyard and where drawn to a sinister looking stone shed. Waylon saw a treasure chest inside and was undeterred by the corpse of another of the wolf-things in front of it. He manages to pick the lock and get the platinum coins and opals inside, but then is trapped in the shed by a descending wall of shadow. He fills his life being drained away. He can't get through the door! He blasts it with an energy rifle and the shadow seems to weaken but doesn't give.

Dagmar uses a Sacred Flame against it, and again it weakens, but doesn't give. The rest of the part decides the evidence of radiant attacks damaging it isn't quite sufficient, and tries a series of other attack forms, as Waylon's life ebbs away. Eventually, they all switch to radiant attacks and the door is open and Waylon is freed.

The party moved on to the ruined tower and found several of the gloom elves waiting more them. They have a couple of captive members of the deer-centaur tribes folk caged with them, and then there's a door of purest shadow that writhes like a flame.  A Gloom elf huntress steps forward to parley. She suggests the party and the elves call a truce and go their own ways without further blood shed.

Shade demands the captives be returned. The elves are reluctant to do so; the captives "life energy" feeds the shadow and strengthens the connection to the Anti-Sun. The wish to extend the dark country of Noxia into this region. Shade holds firm and the Huntress agrees to consult their master. She walks to the door of shadow and calls out in a language the party doesn't understand.


The shadow of a man comes forth. It seems somehow familiar to them, but none of the party can place it. The shadow consults with the Huntress who bends her knee to it. She reports her Master agrees to their terms, but also wishes to speak with them. The party is wary, but agrees.

The shadow man writes upon a piece of the black stone of the ruined tower with his finger. The result are letters, black but now reflective and so visible. It reads: "You don't even know who your enemy is."

The shadow man leaves through the doorway.

The elves free the captives. The party also attempts to extract another promise that they won't disturb the villagers again. The elves reluctantly agree.

The party returns to the village for a rest with the grateful centaur-folk.